Sunday, July 12, 2009

Race Driver Grid


As development teams become more sprawling, and as increasing numbers of art assets are outsourced to remote studios in the east, it must be extremely tempting for developers to indulge in external post-processing to bring pre-release screenshots to the level of ‘polish’ that they expect of the final product. Internet forum dwellers, hawk-like in their awareness, intolerant of deception (perceived or actual), and quick to coin a phrase, have long dubbed these images ‘bullshots’, at least partly as a deterrent.
There was some doubt when early screens from Race Driver Grid surfaced as to whether they were entirely the work of Codemasters’ proprietary EGO engine. Suspicion was accentuated by the knowledge that TOCA Race Driver 3 was announced alongside a series of incredibly detailed target renders – high standards of which the final game fell well short. With the release of Grid it has become a moot point if the screenshots were doctored, most would have trouble identifying any exposed seams in comparison to the finished article.
While GT5 Prologue boasts a level of sheer fidelity that has not been approached, let alone matched, by other racing games, the Gran Turismo series has long been criticized for its sterile, inert approach to art direction beyond the fetishistic reproduction of its cars. Grid, in contrast, is a sumptuously warm and animated experience and, by virtue of that, is actually visually superior to Polyphony’s efforts, particularly on the level playing field of a 720p display. It’s no mere tableau, either even the slowest vehicles move with frightening alacrity. By the time you’re threading a Formula Three car through the narrow streets of Milan, the world becomes a multicoloured smear as tunnel vision closes in and the detailed scenery is consumed four blocks at a time.
Sharing each circuit is a cohort of the most convincing AI to grace a silicon speedway. The pack swarms rather than snakes its way around corners, and opponents are fallible in an utterly convincing fashion. There are no canned spins in the traditional sense; sometimes a driver will simply run off-line and recover swiftly, other times a collision will result in a multi-car pile up, with shattered vehicles and crumpled debris that must be picked through cautiously. Races are invariably incident-filled, but in a manner that’s neither predictable nor implausible.
Serving as structure, Grid World mode provides a career with a laudable degree of freedom of choice. Race meetings take place across three continents, each with a local flavor to its selection, and the player is given freedom in choosing the breadth of their campaign. TOCA traditionalists will find the European races satisfy cravings for authenticity, Japan offers distinctly Need For Speed-inspired drifting and Touge racing, and the US caters for PGR refugees looking for tight, angular street circuits.
As the career mode develops, simplistic managerial elements are introduced to provide continuity between events, with sponsor selection the key to squeezing as much lucre as possible from each event. Later on, a teammate is hired, allowing you to further increase your earnings. It’s all self-consciously unobtrusive, ensuring that players aren’t burdened by their decisions when the green flag drops. Undoubtedly, some will crave greater opportunity to tinker with the innards of their team, but what’s there is certainly fit for purpose.
The ultimate goal of the career is taking victory in the famous 24 Heures Du Mans endurance race, which is compressed here into a marginally more manageable 24 minutes. Despite this concession to comfort, the race remains the most challenging of Grid’s bestiary – maintaining clean lines and diligently clipping every apex of every bend for 12 minutes of darkness requires absolute concentration.
Combine that with Grid’s exemplary damage system, and the danger is that it could become punitively difficult – in spite of consistently tight and responsive arcade handling, the unpredictability of the racing means some collisions are unavoidable. Fortunately, much of Grid’s frustration is erased, literally, by the introduction of the Flashback system. Any misdemeanor, great or small, can be scrubbed from the permanent record by an instant replay that allows players to rewind to before the error and resume the race from there. Limits on use are imposed depending on the difficulty level, but Flashbacks cater for all but the most protracted of accidents. It isn’t as damaging to the suspension of disbelief as it might first appear, and turns a catastrophic accident into something to savor, rather than a terminal event that simply serves as cause for a restart.
There are few areas where Grid disappoints, but the most noticeable is the audio accompaniment. Given the visual fireworks, dramatic racing and caliber of vehicles on offer, Grid’s collection of engine notes should be a symphony of piercing V12 wails and low, gut-punching V8 throbs. Instead, environmental audio appears on an equal footing, creating an inherent weakness, and resultant homogeneity, to the simulated combustion – something that could perhaps be remedied with as little as a tweak to the equalization.
Ultimately, though, Race Driver Grid is a scintillating racing experience, and as a revitalization of the Race Driver series it’s utterly successful. Codemasters has quietly built itself a commanding position in the pantheon of racing game developers, proudly eligible to sit alongside the platform-exclusive budgets and teams. With the developer having recently acquired the license, embattled Formula One fans will no doubt look upon Grid and hope that life can one day imitate Codemasters’ incendiary art.

Download Link :

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Twisted Metal III


I know this game is like really old but I would never forget this game. The game is simple, pick a car and blow away everything in sight. Well, it's really not that easy as you are up against people driving vehicles with which can hurt you seriously.

Looking back now to the time when I used to play this on my PS1, I can't help but grin and recall the way I tried beating the daylights out of Minion, one of the bosses in the game.

TM III involves a lot of driving and shooting. As you have to do it with pinpoint accuracy, it's really exciting to see how far you can push yourself in keeping up with a faster enemy.

One of my favorite vehicles in Twisted Metal III is Sweet Tooth. This ice cream truck from hell is driven by an insane clown. Apart from Sweet Tooth, here are the other characters according to wikipedia

  • Auger: yellow construction vehicle with a large drill driven by Buster Cobb.
  • Axel: strange two-wheeled contraption, imprisoning the driver between the wheels.
  • Club Kid: smiley face-covered Mini Cooper.
  • Firestarter: hot-rod complete with a flame paintjob, driven by the pyromaniac Damien Coles.
  • Flower Power: hippy car driven by environmentalist Amber Rose.
  • Hammerhead: red monster truck (Jeep CJ) driven by Granny Dread.
  • Mr. Grimm: red motorcycle with sidecar driven by the Grim Reaper.
  • Outlaw: police car driven by both of the car's previous drivers (from the previous game of the series), brother and sister police officers, Buzz & Jamie Roberts.
  • Roadkill: scraped-together car driven by Marcus Kane.
  • Spectre: blue Dodge Viper driven by self-proclaimed ladies' man Lance Wylder.
  • Thumper: purple lowrider driven by Bruce Cochrane.
  • Warthog: military Humvee driven by the 107-year-old Captain Rogers.
  • Darkside: boss of the Washington, D.C. stage. Black semi-truck driven by Mr. Ash. Darkside is a non-playable character unless a third-party cheat is utilized.
  • Minion: boss of the London level. A green-armored tank driven by a large demon.
  • Primeval: the final boss, on the Blimp level. He drives a large off-road vehicle. Primeval is a non-playable character except by using a third-party cheat, and is the only character so far who has yet to be accessed as a playable character in any future Twisted Metal series. He was called "Head Hunter" during production.
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  • Download Link :
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  • http://rapidshare.com/files/26579210/Twisted_Metal_-_Small_Brawl__SCUS-94642_.part1.rar
  • http://rapidshare.com/files/26647491/Twisted_Metal_-_Small_Brawl__SCUS-94642_.part2.rar 
  • http://rapidshare.com/files/26647712/Twisted_Metal_-_Small_Brawl__SCUS-94642_.part3.rar 

Dark Sector


I am a true-blooded game buff. Name your game; chances are, I’m also addicted to it. But with the announcement that the Federal Government of Australia is considering updating the classification system for video games to include an R18+ rating, I don’t think I should be pleased.

A spokeswoman for the Minister for Home Affairs, Bob Debus, confirmed the issue of "whether or not to allow an R18+ classification" for games would be discussed by censorship ministers at the Standing Committee of attorneys-general meeting this coming Thursday. It will be the first time the issue is discussed since November 2005.

In Australia, video games have no adult classification. As such, any title that could not meet the MA15+ standard like those showcasing too much violence and sex are not allowed to be sold.

Claire Bowdler, a Classification Board spokesperson, said 18 games had been banned since 2001. Eight of the games had their bans lifted after they were modified and resubmitted, reported The Age. The most recent game to be axed by the board was the sci-fi themed shooting game Dark Sector, which was refused classification this month.
The Dark Sector contains graphic violence including "decapitation, dismemberment of limbs accompanied by large blood spurts, neck breaking spurts, neck breaking twists and exploded bodies with post-action twitching body parts”, the Board said.

Banned video games also include The League, Soldier of Fortune, Getting Up: Contents Under Pressure, BMX XXX, and Reservoir Dogs. They reasons behind the banning include drug use, excessive violence, graffiti promotion, and sexual content.

Bond University associate professor Jeffrey Brand said the lack of an R18+ rating meant some games deserving of adult classification were being let through by the Classification Board as MA15+. And Australians who wanted to obtain banned games could easily source them from the internet or overseas, he said.

"These games are entering the marketplace despite the classification restriction, and so very often parents, who in some cases are the least savvy in the household about games, are unaware that this adult content exists," Brand noted.

I am happy to know there are still people concerned about the welfare of the young generation. "We would be opposed to the adoption of an R-rated category because we believe that research is pointing to the fact that these games actually do impact behavior and psychology more easily than a film," said Angela Conway, spokeswoman for the Australian Family Association.

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DCS: Black Shark (PC / 2009)



Download Link :



Filefactory 200 MB



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Rar Pass : www.downtr.net



The Lord of the Ring, the Battle for Middle-earth II


"The Lord of Rings, The Battle for Middle-earth II introduces players to new heroes, creatures, places and stories from Tolkien's fiction brought to life in the visual style of the films from New Line Cinema," said Mike Verdu, Executive Producer at EA LA. "The game combines a rich and wonderful world with innovations in real-time strategy game play to deliver the complete Middle-earth experience. This is the Middle-earth you've never seen."
On The Lord of the Rings, The Battle for Middle-earth II, players wage war in the Northern regions of Middle-earth where they can choose to assume command of the most storied civilizations in all of Middle-earth history - the Elven and Dwarven armies - or fight on the side of Evil with heroes and creatures that have never been seen in The Lord of the Rings™ films. Reprising his role as Lord Elrond, Hugo Weaving lends his voice to the game, helping to set the scene and tone for each mission.
Players can customize their experience by creating their own hero and building all new customized RTS units. Build landmark castles with fully customizable and upgradeable fortresses and walls or control the entire war with War of the Ring Mode; a high level “Risk” style meta-game on the Living World Map with all new strategic AI.
The Lord of the Rings, The Battle for Middle-earth II PC game has release a special Collector’s Edition. For the first time ever, fans of The Lord of the Rings can see what goes into the making of a blockbuster PC game with the DVD release of The Lord of the Rings, The Battle for Middle-earth II Collector’s Edition as well as experience exclusive in-game content. Both versions of the game are rated “T” for Teen.

Download Link :

Need for Speed ProStreet Races


The PSP (PlayStation Portable) system version of Need for Speed ProStreet is a game that won’t feature any police chases. That’s because ProStreet is all about legal street racing. In addition, ProStreet features a number of technical developments, such as an advanced crash system and particle system. Mostly, the game revolves around track races, racing in designated tracks, instead of on the streets. Need for Speed ProStreet is the ultimate taste of the chaos and unbridled adrenaline of street racing. Pushing yourself and your car to the edge can lead to mistakes and this time those mistakes have consequences. Need for Speed ProStreet is your ultimate taste of the chaos and unbridled adrenaline of street racing.
Not only the accessibility and mobility that the Need for Speed ProStreet provide, but also two brand new in-game features, the Driver Persona and Driver Intuition. It allows you to tailor your driving experience to your ability and skill level using both tools. Furthermore, you can feel the thrill and greatness of driving 35 of the hottest cars available and the three of the most anticipated street racing cars that have yet to hit the North American market the 2009 Nissan GT-R, the 2008 Porsche 911 GT2 and the 2008 Mitsubishi Evo X. Let you take control of your journey by the all new driving features. You can choose from a variety of Driver personas to customize the race’s difficulty level to your skill set. It builds the ultimate battle and reputation against the world’s best street racers.

Download Link :

http://rapidshare.com/files/151602888/Need_for_Speed__ProStreet.part01.rar
http://rapidshare.com/files/151603444/Need_for_Speed__ProStreet.part02.rar
http://rapidshare.com/files/151604041/Need_for_Speed__ProStreet.part03.rar
http://rapidshare.com/files/151604578/Need_for_Speed__ProStreet.part04.rar
http://rapidshare.com/files/151605213/Need_for_Speed__ProStreet.part05.rar
http://rapidshare.com/files/151605833/Need_for_Speed__ProStreet.part06.rar
http://rapidshare.com/files/151606445/Need_for_Speed__ProStreet.part07.rar
http://rapidshare.com/files/151607018/Need_for_Speed__ProStreet.part08.rar
http://rapidshare.com/files/151607542/Need_for_Speed__ProStreet.part09.rar
http://rapidshare.com/files/151608135/Need_for_Speed__ProStreet.part10.rar
http://rapidshare.com/files/151608782/Need_for_Speed__ProStreet.part11.rar
http://rapidshare.com/files/151609411/Need_for_Speed__ProStreet.part12.rar
http://rapidshare.com/files/151609982/Need_for_Speed__ProStreet.part13.rar
http://rapidshare.com/files/151610571/Need_for_Speed__ProStreet.part14.rar
http://rapidshare.com/files/151611106/Need_for_Speed__ProStreet.part15.rar
http://rapidshare.com/files/151611720/Need_for_Speed__ProStreet.part16.rar
http://rapidshare.com/files/151612416/Need_for_Speed__ProStreet.part17.rar
http://rapidshare.com/files/151655160/Need_for_Speed__ProStreet.part18.rar

Akuma - Demon Spawn





The story takes place in a time when demons are terrorizing the world. Three warriors come together and form a Blood Trinity, vowing to fight demons until the world is safe again. One warrior, Elim, is a noble Korean swordsman. The second, Kusa, is a Japanese sorcerer. The third is a woman, Raening, a martial arts expert skilled in archery. Elim becomes engaged to Shining a beautiful girl who he has to rescue when she is captured by demons. He cannot live with her until the world is free of demons. Kusa carries a box on his back containing the bones and restless spirit of his father Elong ago killed by demons. He is sworn to avenge his death and find a way to let his father rest in peace. Raening has to prove that a woman and a princess can be as good a warrior as any man. The warriors travel from village to village helping those beleaguered by demons and fulfilling tasks to help the villagers.
As a result of their labors they accumulate money, weapons, and powerful spells. They will need all their skill and experience as they learn the story of the Blood Sword and vow to find it and use it to kill Satan. The Blood Sword is an ancient magical weapon made from the blood and souls of victims of Satan. It is the only weapon that can remove Satan’s power, effectively killing him. The Blood Sword was broken in a power struggle between Satan and his demons millennia ago and thought to be lost. Satan has long thought himself the possessor of the sword but he really only has one half of it. The other half is sealed away by powerful magic and kept in Soul Castle in the underworld. It can only be released by a spell kept secret among a family of magic users. To gain entrance to the underworld the warriors must first find the Breath Sword. Once the weapon of a knight who tired of fighting and withdrew from the world it is now sealed in stone and hidden in a secret place. To even gain access to its hiding place they need a password sword to get past its guardian. To release it from the stone they need holy water and an unsealing spell.

Download Link :

http://hotfile.com/dl/14835908/35c25b6/Akuma.-.Demon.Spawn.part1.rar.html
http://hotfile.com/dl/14836033/6d9e90a/Akuma.-.Demon.Spawn.part2.rar.html
http://hotfile.com/dl/14836159/a003e9e/Akuma.-.Demon.Spawn.part3.rar.html
http://hotfile.com/dl/14836172/5617e96/Akuma.-.Demon.Spawn.part4.rar.html

EA Sports Presents FIFA 2009


FIFA licensed football games always sell well as hardcore football fans lap up the annual update with the latest players, kits and stats. Partly thanks to a high profile advertising campaign ‘09 has been the fastest selling FIFA game of all time. The marketing department has obviously done their job well, but has the development team?


This year’s update sees new game modes and features added and the core game mechanics upgraded. Most notable is the improved physics engine, which gives a feeling of momentum to runs and adds a bit of crunch to the tackle. Players will jostle for the ball and their physical characteristics will come into the equation to decide who wins the challenge. Improved physics is also applied to the ball where poor first touches can cause the ball to dart away and blocked shots can rebound erratically.

New and more fluid player animations breathe some life into the thousands of professional footballers on the FIFA rosters. Coupled with the more realistic physics engine, it looks and feels like players are making contact and late or rash challenges at pace can result in some impressive spills.

Individual footballers’ skill levels now affect gameplay more markedly in all areas. Pinpoint passes and will be significantly easier with skilful midfielders, shooting from the edge of the box very difficult with the average defender. There is, of course, a high level of skill input required from the gamer. Trapping a ball when receiving a pass requires positioning of the right analogue stick, which if done correctly will allow you to guide the ball away from your nearest opponent. Even with assisted passing on the weight of a pass is determined by how long the button is held.

All these subtle tweaks to the engine have solidified FIFA’s claim to have the most realistic football action. As a result, match tempo and movement of the ball is reminiscent of what you might see in a real football match. Retaining possession and exercising a little patience in trying to expose gaps is key to scoring goals. Although it is a little harder to score than in arch rival PES, it is that much more rewarding and satisfying when your skilfully executed shot hits the back of the net.

NEED FOR SPEED - MOST WANTED



EA's long-running Need for Speed series took a trip underground a couple of years back when the developer refocused the game solely on illegal street racing. While the nighttime racing series was certainly successful, the lawless world was always missing one key factor: cops. This year's installment crawls back into the daylight. The actual racing hasn't changed too much, but the ever-present police make this game a whole lot more interesting.

The game's career mode starts out with a hilarious bang. You take on the role of a nameless, faceless new racer attempting to hit the scene in the city of Rockport. An underground ranking known as the Blacklist governs who can race who, and when. You almost immediately run into a punk named Razor, who's definitely the sort of dude that lives his life a quarter-mile at a time. He's at the bottom of the list, but a few races later, he's sabotaged your ride and has won it from you in a race. Meanwhile, you're carted off to jail. Left with nothing but some mysterious help from a stranger named Mia, your task is to get back in the race game to work your way to the top of the Blacklist, which is now topped by Razor, who's using your old car to wipe out the competition.

The game actually has a great story hook at the beginning that makes you want to see the career mode through to completion. The early story segments are told through some sort of unholy mixture of computer-generated cars and full-motion video actors. The acting in these early segments is awful...awful good, that is. You'll scratch your head and wonder if these segments are intentionally bad and meant to be played for laughs or if they're just unintentionally funny. Either way, they're great. Unfortunately, after a brief prologue, you stop seeing video sequences, and the story is conveyed via voicemails from various characters. Are you a cop? Will you get to utter the magic street racing words, "Mia, I am a cop"? Or is the plot twist even more painfully obvious than that? You'll have to see the story through to find out where everyone's allegiances lie.

Working your way up the Blacklist is a multistep progress. Before you can challenge the next Blacklist racer, you have to satisfy a list of requirements. You'll have to win a set number of race events. And you'll have to reach a set number of pursuit milestones and earn enough bounty by riling up the police. The cops hate street racers and will give chase when they see you rolling around the open city. You can also just jump right into a pursuit from a menu, too.

Running from the cops is the best action the game has to offer. Chases usually start with just one car on your tail. But as you resist, you might find 20 cars giving chase, in addition to a chopper flying overhead. Losing the cops gets tougher as your heat level rises. Level one heat results in the appearance of just your standard squad cars. But by the time you get up to level five, you'll be dealing with roadblocks, spike strips, helicopters, and federal-driven Corvettes. A meter at the bottom of the screen indicates how close you are to losing the cops or getting busted. Stopping your car--or having it stopped for you by spike strips or getting completely boxed in by cops--is how you'll get busted. To actually get away, you'll need to get out of visual range...and stay there. The initial evasion changes the meter over to a cooldown meter. You'll have to lie low and wait for that meter to fill up to end the chase. This is probably the tensest part of the entire chase, since you never know when two cops might blow around the corner and spot you, starting the whole process over again. It all sort of works like some sort of strange, wonderful cross between Grand Theft Auto's open city and Metal Gear Solid's stealth mechanic. All the while, you'll be acquiring heat on your car. This means that you'll have to keep a couple of cars around, because acquiring heat on one car lowers the heat on your other ones. Also, getting busted too many times can result in your car getting impounded, though you can avoid that by resetting the system whenever you get caught (if that's more your speed).

There's also a lot of racing in Most Wanted's career mode--almost too much, in fact. You'll engage in multilap circuit races, point-A-to-point-B sprint races, drag racing, checkpoint-driven tollbooth races, and speed trap, where the winner is the player that accumulates the most speed while passing by a handful of radar cameras spread throughout the track. The races are solid but not spectacular. The artificial intelligence doesn't really help things along, because most of the game is rubber-banded like crazy. We actually set our controller down for 20 seconds--then picked it back up and caught our opponents on the final lap. And though the AI will occasionally crash and come to a complete halt, it'll catch up very, very quickly. Later on in the game, you get a voicemail message informing you that things are going to get tougher. At this point, the computer drivers magically start taking every single shortcut, and the rubber banding only seems to work against you. As a result, catching up after a mistake is much tougher. If this difficulty had gradually sloped up, it wouldn't be a big deal. But flipping the switch from "drive like crap" to "drive like a genius" is really annoying. Fortunately, the racing action itself is entertaining enough to keep you going, and of course, you'll be dying to find out what happens next in the story.


Thursday, July 9, 2009

Tekken 5


It seems hard to believe, but the Tekken series has been around for about a decade now. In that period, Tekken became one of the premier 3D fighting games in arcades, but its real fame was found at home. The PlayStation, and later the PlayStation 2, has been the Tekken series' stomping grounds for the past 10 years, and traditionally, the home versions have managed to outperform their impressive arcade counterparts. That grand tradition holds true in Tekken 5, which offers additional modes not found in the arcade original, but even more importantly, it offers fantastic 3D fighting and stunning visuals.

Tekken 5 sort of pretends that Tekken 4 never happened. The previous installment introduced a handful of position-change moves that weren't terribly well received. Tekken 5 takes a back-to-basics approach and removes those moves, making for a game that feels and plays more like the classic Tekken 3 did. The uneven floors you'd sometimes find in Tekken 4 are also gone. Some arenas do have walls, however, and you can still use these to set up some interesting combos. In short, Tekken 5 might not be a total reinvention of the series, but considering just how well it plays now, if Tekken had been rebuilt from the ground up it would likely have been a huge mistake. The fighting in Tekken 5 is some of the best fighting available in 3D or 2D, and its multiple levels of depth give beginners enough flashy moves to quickly feel comfortable playing it, while intermediate and expert players can dig deeper and deeper to find more interesting (and damaging) techniques.

The main single-player mode of play in Tekken 5 is the story mode. This mode takes you through a handful of fights, starting with some still frames and voice-over to help you understand what each individual fighter is fighting for. Along the way, you'll square off with some fighters that are tied to that story, giving you some pre- and post-fight dialogue. When you reach the story's conclusion, you are given some static screens with text and a full-fledged, prerendered ending for each character. Tekken's prerendered endings have always been one of the most memorable aspects of the series, and this collection of occasionally serious but often hilarious endings are among the series' best. It's a fun look at the characters that you don't normally get in the context of a fighting game, and helps give the impression that whoever made Tekken 5 must have had a lot of fun along the way.

Tekken 5 has many of the same character-customization options found in Virtua Fighter 4. You can alter most of the characters (the inability to customize the wooden training dummy Mokujin seems like a missed opportunity for comedy, though) using currency you earn as you keep playing. Some of the changes you can make are simple color tweaks to the characters' outfits, but you can also pick up accessories, such as sunglasses, necklaces, or a basket full of fish for kung-fu master Wang's back. Each character has unique customization options, and the options are different for each of a character's two primary costumes. Some characters also have a third costume that can be purchased, and some of these are just new outfits. Capoiera mistress Christie's third costume is an entirely different (though obviously familiar) character, who gets his own story mode intro and ending when selected.

The arcade mode is where you'll earn your gold, and it's sort of an endless arcade-style battle against the game's artificial intelligence. Much like Virtua Fighter 4 did before it, Tekken 5 pits you against AI players of different ranks that have actual ring names, as if they were based on actual players. As you play arcade mode, you'll rank up each individual character through multiple classes. The ring name and character rank stuff is neat, but it isn't implemented in a very user-friendly manner, as only one player per memory card can enter a name and track his or her player rank.

While you probably won't mistake Tekken 5's AI for another human being, the fighters do take on slightly different styles and are generally more competent than the average computer-controlled fighter. With five difficulty settings to choose from, fight fans of all skill levels should find something that tests their capabilities here. The strong AI helps make up for Tekken 5's lack of online play, but the lack of network support is still a disappointing omission, especially considering that Tekken 5 packs in pretty much everything else.

The character roster in Tekken 5 contains a great mix of old favorites, some of whom haven't been seen for years. The obvious entrants, like Kazuya, Paul, Law, Yoshimitsu, King, and Nina are present, and they're joined by other occasional players, like Bryan, Lei, Hwoarang, Bruce, Baek, Anna, Lee, and Xiaoyu. Tekken 4's new introductions, Steve, Marduk, and Christie are back, and three new characters make their first appearance here: Raven is a Wesley Snipes as Simon Phoenix-like assassin that combines powerful moves with shifty, tricky behavior, up to and including the ability to teleport in some moves; Asuka is a schoolgirl, and she's also a Kazama, making her Jin's cousin and a master of the Kazama style and similar (though definitely not identical) to Jun; Feng is an evil kenpo master that enters the tournament to find some sacred scrolls that the Mishima Zaibatsu controls. The roster is diverse and exciting and it hits all the bases. The new characters fit into the action very well, and the old characters have all received enough new moves and changes to feel fresh again, though not so many that the move list will feel unrecognizable.

Call of Duty 4


There was a time when the Call of Duty franchise was beginning to look a little stale. Call of Duty 3, the Treyarch-led travesty of the otherwise stellar series, took some of the steam out of the franchise, and the World War II gaming niche was overpopulated by the time the game came out. There needed to be a big change for Call of Duty to recapture gamers' interest.

Taking the established war-game formula into the modern era, COD4 not only successfully maintains the trademark frantic gameplay, but also expands on past efforts with an increase in both scale and scope. The feeling of being just a single soldier in an all-out war has never been so prominent; you'll feel engulfed by danger in nearly every mission. This is a game where you want to turn the lights down and the sound up.

The biggest changes from the modernization include a more "contemporary" presentation and some advanced weaponry. The story is now told as a single narrative, rather than a collection of campaigns viewed from different perspectives. High-tech news feeds and video briefings accompanied by grid-based overlays break down the missions, and the transition between narrative and gameplay is extremely smooth: the map-level overview zooms down directly into battle. It's a visual treat and serves as a moment's respite before you are thrust back into the unrelenting action.

The advanced weaponry provides some new gameplay elements. While your standard equipment operates more or less the same as its WWII counterparts (grunt-level fighting feels as though it's the old game with a new skin), certain missions really play up the modern setting. In one, you'll need to make a long-distance sniper shot using an extremely powerful rifle: you have to correct for wind, relative humidity, and the Coriolis effect. In another scene, you'll use the white or black-hot heat sensors of an AC130 gunship to wipe the opposition from the skies.

The single player campaign runs a moderate length (roughly 7 hours) at the normal difficulty, though hardcore players will likely return for the signature Veteran difficulty. Thankfully, there's incentive to go back and play it again, as Infinity Ward has introduced a "cog tag"-like collection mini-game, scattering 30 enemy intel laptops around the campaign. What really makes the single player compelling though is the sheer relentlessness of the gameplay: the action doesn't stop from beginning to end, and, given how different one player's decisions will be from another, there's quite a bit of variation in play experience. Plus, once you beat the game, you'll unlock an arcade mode that's not too different from the campaign meta-game of Halo 3.

COD4 follows an increasingly-evident trend in that its true draw is the multiplayer action. Shipping with 16 maps of varying sizes and 13 different game modes for online play, system link, or four-player splitscreen, COD4 offers one of the more expansive multiplayer offerings yet. The game's excellent class-based customization and experience system add an interesting dynamic to the mix. In addition to choosing weaponry, players select perks which offer different abilities such as faster reloading or more health. You can only select three from specific sets, but mixing and matching proves to be an amazing way of keeping the action fresh and maintains an element of personalization.

The XP system is also a strong addition, offering XP on a per-kill basis with bonuses for assists, wins, team-related objectives, and challenges that award bonus XP for completing a certain goal. Kill 25 people with an M16 and you'll be awarded with an "M16 Marksman" rank. Every gun has a different set of challenges, as do game modes and other various in-game activities.

Of course, it doesn't hurt that all this goodness plays out with one of the best visual and aural presentations that we've seen. True to Infinity Ward's pedigree, COD4 is a marvel to look at and runs at a seemingly impossible framerate, even with all the action on screen—and believe me, there's a lot of action. Aesthetic effects, like a tapestry of laser sights seen through the mist with night-vision goggles, are evident everywhere; the entire presentation appears to set a new a benchmark. And, of course, the sound team at the company has been revered for its work over the years. They have outdone themselves with a powerful mix of neighbor-waking explosions, gunfire, and orchestral music.

Assassin's Creed


Assassin’s Creed is a very strange kettle of fish indeed.

Originally released for the Xbox 360 and Playstation 3 towards the end of last year, it has taken several months for this third-person action title to come out for the PC.

There’s nothing particularly unusual about that, nor about the fact that very little in the way of extras is included with this ‘Director’s Cut’ edition, other than a handful of mini-game missions.

More out of the ordinary is the game’s setting. The majority of the game takes place in the year 1191, during which the Third Crusade is tearing apart the Holy Land.

It’s a controversial backdrop for a computer game but it's one that's handled surprisingly well. Sections of the game that take place in modern day are less effective, however, and the two elements fail to mesh satisfactorily.

The visuals are exceptional. They’re every bit as good on the PC as they were on the console editions, though we recommend making sure your computer’s spec is up to the job.

You may also want to consider investing in a controller: the game can be played with a keyboard and mouse, but it’s much better with a console-style gamepad in your hand.

Even then, the control system is a little quirky: it can be a joy to fling your agile protagonist merrily around the rooftops, but getting him to do what you want in the heat of a battle can occasionally be a bit frustrating.

What really sets Assassin’s Creed apart, though, is its odd gameplay structure. There are essentially nine levels (three cities, each with three districts each and an assassination target for each district), and each level is split into three segments – information gathering, assassination and escape.

What will strike you after playing only a couple of these levels is that, while it might seem open-ended, the game can be extremely repetitive in practice. Essentially, you’ll be doing the exactly same thing nine times over, and whether or not you can forgive this flaw will largely depend on how much you enjoyed doing it the first time.