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Sunday, November 13, 2011




Dreamfall: The Longest Journey

Packing all of the adventure gaming of this adventure series into one package, this 2007 Game of the Year Edition includes the original The Longest Journey, Dreamfall: The Longest Journey and the MTV award-nominated original soundtrack for Dreamfall: The Longest Journey.

Both games included in the Game of the Year Edition feature exotic worlds to explore and powerful stories that capture both the mind and heart. With gripping characters, intriguing puzzles, beautiful art direction, diverse gameplay and soaring music, Dreamfall Game of the Year Edition sets the standard for modern adventure games.

Minimum System Requirements
OS: Windows XP (With Service Pack 2)
Processor: 1.6 GHz
Memory: 512 MB
Hard Drive: 7 GB Free
Video Memory: 128 MB
Sound Card: DirectX 9.0c Compatible
DirectX: 9.0c




Evil Genius

Player assumes the role of a wicked mastermind bent on achieving global domination through the construction of the ultimate doomsday device. A tongue-in-cheek take on the 60's spy thriller genre, Evil Genius offers the player the chance to be the villain and control a secret island fortress complete with powerful (and strangely dressed) henchmen, mindlessly loyal minions and a wide range of hilarious gizmos. All the everyday tasks of the megalomaniac are available to experience as players build a secret base, train minions, gain infamy and notoriety by completing daring missions, toy with the forces of justice by setting clever traps, torture captives with ingenious devices, and develop evil super weapons to complete a nefarious master plan.

Minimum System Requirements

OS: Windows 98/ME/2000/XP
Processor: 800 MHz
Memory: 128 MB
Hard Drive: 300 MB Free
Video Memory: 16 MB
Sound Card: DirectX 9.0 Compatible
DirectX: 9.0

XIII - PC Game





XIII
Developer: Ubisoft Paris
Publisher: Ubisoft
Genre: Shooter
Release Date: November 18, 2003 (US)

About XIII

Ubi Soft introduces cel-shading to the First-Person Shooter genre with the unique, politically-charged XIII. Discover the secrets of the conspiracy-rich plot and find out the mysterious connection between your shrouded past, and the President's assassination. Become a master of both stealth infiltration and weapons-based combat in order to survive a relentless slew of enemies. Strategically switch between silent weapons such as the deadly crossbow, or distance and power weapons like the sniper rifle and machine gun. Immerse yourself in an epic conspiracy story with a visual style straight from the pages of a comic book.

Minimum System Requirements

OS: Windows 98/ME/2000/XP
Processor: Pentium 3 @ 800 MHz
Memory: 128 MB
Hard Drive: 1.2 GB Free
Video Memory: 32 MB
Sound Card: DirectX Compatible
DirectX: 8.1

Sunday, October 16, 2011

Second Sight





  • Developer: Free Radical Design
  • Publisher: Codemasters
  • Genre: Action Adventure
  • Release Date: February 15, 2005 (US)
Minimum System Requirements
  • OS: Windows 2000/XP
  • Processor: Pentium 3 @ 1 GHz or Athlon Equivalent
  • Memory: 256 MB
  • Hard Drive: 1 GB Free
  • Video Memory: DirectX 9 Compatible
  • Sound Card: DirectX Compatible
  • DirectX: 9.0
  • Keyboard & Mouse
  • CD/DVD Rom Drive
Recommended System Requirements
  • OS: Windows 2000/XP
  • Processor: Pentium 4 @ 2 GHz or Athlon Equivalent
  • Memory:Â 512 MB
  • Hard Drive: 1 GB Free
  • Video Memory: DirectX 9 Compatible
  • Sound Card: DirectX Compatible
  • DirectX: 9.0
  • Keyboard & Mouse
  • CD/DVD Rom Drive

Friday, October 14, 2011

Return to Castle Wolfenstein


Developer: Gray Matter Studios Nerve Software
Publisher: Activision
Genre: Shooter
Release Date: November 20, 2001 (US)

About Return to Castle Wolfenstein

Like the original id game, players assume the role of William J. 'B.J.' Blazkowicz, the Allies? bad boy of WWII espionage. The fate of the free world hangs in the balance as B.J. battles against the sadistic machinations of a Nazi war machine bent on world domination. This sequel reflects the same over-the-top comic book style of the original Wolfenstein 3D. However, by using the powerful graphics technology of the QUAKE III Arena engine and a new scripting system, Return to Castle Wolfenstein pulls the player further into a chilling storyline filled with frightening tales of bio-engineering and the occult. Devotees of multiplayer action can jump online and frag it out within the unique Wolfenstein world.

Minimum System Requirements

OS: Windows 98/ME/2000/XP
Processor: 400 MHz
Memory: 128 MB
Hard Drive: 800 MB Free
Video Memory: 16 MB
Sound Card: DirectX 8.0 Compatible
DirectX: 8.0
Keyboard & Mouse
CD/DVD Rom Drive


Tuesday, October 4, 2011

Hitman - Blood Money


Hitman: Blood Money is a stealth game developed by IO Interactive, published by Eidos Interactive and directed by Rasmus Højengaard. It is the fourth entry in the Hitman game series and was released on May 26, 2006 in Europe and on May 30, 2006 in the United States for the PlayStation 2, Xboxand Xbox 360 video game consoles and the Microsoft Windows operating system. The game is also available through OnLive. A Mobile Phone version under the same name was also released but with drastically different gameplay, graphics and overall style.

The story follows the life of professional hitman, Agent 47, as narrated in cutscenes by a former director of the FBI to a journalist who is interviewing him. The wheelchair-using ex-director recounts how his agency tracked 47 over a two-year period. The game also marks 47's arrival to the United States, and differs from the original three in that several contracts are carried out in civilian areas, as opposed to the "covert ops" settings of Codename 47, Silent Assassin, and Contracts. The game was a commercial success, selling more than 2.1 million units, and a sequel has been confirmed to be in the works by Eidos Interactive.

Friday, July 29, 2011

Fallout 3


Bethesda's Fallout 3 not only outshone the studio's previous game, The Elder Scrolls IV: Oblivion, in just about every way, it accomplished the impressive task of satisfying most non-extremist-level fans of Black Isle's venerable Fallout series. Creating a vast world that is a convincing representation of a dismal, post-nuclear wasteland while also being consistently compelling is no mean feat, but here it is.

The sheer amount of content in Fallout 3 is extremely impressive, considering what a consistent level of quality it maintains - and how much of it a player is likely to completely miss, based on the choices made, the NPCs killed, the routes traveled, and any number of other variables. The main storyline pales in comparison to the larger breadth of experiences to be had throughout, and the vast wasteland begs to be lived in.

To sweeten the deal for PC gamers, Bethesda has also released the G.E.C.K., an end user editing tool that can author any type of single-player content featured in Fallout 3 - which will surely extend the title's already-considerable shelf life.

Left 4 Dead



There may be no other game released this year that can promise as consistently a thrilling and hilarious multiplayer experience as this. Out of Valve's ongoing attempts to bridge the gap between its highly-tuned single-player titles and the necessarily chaotic nature of multiplayer gaming comes Left 4 Dead, whose AI director and tight four-player cooperative play create a team-based atmosphere that is both coherent and unpredictable, even upon multiple playthings of the same campaign.

Hitting the right notes between necessary player-to-player interaction and the independence demanded by a first-person shooter, Left 4 Dead is possibly the most accurate video game representation of the classic cinematic zombie invasion to date, even as its antagonists operate quite differently to their traditionally sluggish filmy counterparts. Much of this is due to the group dynamics that the game fosters, coaxing out emergent archetypes like "that idiot who accidentally makes a noise and alerts the entire horde" or "the sole survivor who somehow staves off wave after wave and makes it to the chopper."

On top of that, the seemingly endless supply of brief character quips continues Valve's recent trend of summoning up surprising depth to characters who exist outside of any substantial defined narrative.

Far Cry 2



Few games of 2008 have been as polarizing on the online forums as Far Cry 2 - it has been understandably criticized for a repetitive mission structure and sometimes aggravatingly frequently-re-spawning enemies. But it is also one of the most progressive shooters this year, and for those with whom it hit home, it has been a rare joy.

Ubisoft Montreal took an admirably systemic approach with Far Cry 2 in a genre increasingly defined by scripted experiences. It doesn't ease the player into a difficulty curve so much as it drops the player headfirst into a brutal war-zone where scavenged weapons fall apart and everyone is hostile, save the arms dealers looking to make a buck. For those willing to invest themselves into such a world, Far Cry 2 - with its fire propagation, its recurring malaria, its beautiful open landscapes, its subtly dynamic buddy and mission system, essentially its total dedication to its own rather unusual game-play premise -- can be immensely rewarding in a much different way to a straight, linear shooter.

Memorable moments abound, both in the ways combat plays out, as well as in the interactions with the environment. There is enormous attention to detail in Far Cry 2's Africa, not so much in terms of discrete content as much as in the way its systems are modeled. Legitimate flaws and all, Far Cry 2often feels ahead of its time.

Far Cry


"Looks aren't everything". These supposedly comforting words are usually reserved for the geeky teenage loner on a downer. The quiet one with the dodgy hair and the wonky teeth that has trouble looking anyone in the eye without burning up with embarrassment that anyone's even looking in their direction. But try telling yourself that looks aren't everything when you fire up Far Cry. Try not to feel a ripple of excitement run through you when the Cry engine starts showing off how much better a PC game can look than anything else now.

Far Cry is the new girl in class. A real head turner, and destined to break hearts. But for all her perfectly sculpted form, the air of class, grace and stunning elegance, the bitchier element have the knives out for this wannabe. They reckon she's nothing more than a common bimbo, prancing around in fancy threads and thrusting her charms in people's faces just to get the attention she craves. Who does this airhead think she is swanning around here like she owns the place? But this seething resentment won't stop the boys from salivating over this dream new arrival. They want her bad, and she knows it, and she's going to flaunt her charms all she can to get what she wants.

Sins of a Solar Empire


One of the year's great success stories was this space strategy title from Vancouver-based Ironclad Games, which put the small developer on the map and scored another hit for its increasingly influential publisher Stardock. Ostensibly a member of the "4X" genre of domination-oriented titles, Sins of a Solar Empire, with its explicit focus on battles and its real-time nature, is more like an RTS with 4X scale.

A game of Sins methodically unfolds, blossoming into an epic galactic conflict where tiny fighters zip around huge capital ships, which sail between massive planets -- all of which is dwarfed by the size of the overall battlefield, which can be easily surveyed thanks to the smooth-zooming scroll wheel mechanism that is becoming increasingly popular among PC strategy games. That feature is as useful a staple of gameplay as it is a showcase for the game's attractive visuals, which smoothly transition from ant's-eye views of individual craft out to map-like surveys of the surroundings.

Paradoxically, despite the constantly frenetic nature of the game, in which there is always something that can demand your attention, it rarely feels unduly overwhelming, avoiding the overly micro-heavy pitfalls of many smaller RTS games.

On a final note: Sins of a Solar Empire also deserves some kind of award for one of the most clever and alluring titles in gaming.

Crysis Warhead


Sometimes derided as nothing more than tech demos, Crytek's Crysis games indeed demand capable rigs and generate some of the most impressive real-time rendering in the medium -- but they are much more than that simplistic characterization suggests. Few non-simulation shooters have been as uncompromising in their willingness to let the player explore the world at will and carve out a particular tactical approach (with one exception in Far Cry 2, below).

Even Crysis Warhead, which consciously takes a few steps back from last year's sometimes overwhelmingly wide-open Crysis, offers leagues more freedom than the rest of today's on-rails shooter experiences in the vein of the Half-Lifes and Call of Dutys (great games in their own right). What Warhead trims in terms of scale is balanced out by a greater attention to pacing and sensible gameplay variety, as well as level design that seems more tuned to the game's unique (and enjoyable) combat and suit mechanics.

Finally, the "tech demo" detractors do have the right idea in one respect: Crysis Warhead is gorgeous, declining to make a statement with nontraditional rendering techniques and instead allowing the composition of its sprawling natural vistas to speak for itself.

Sunday, June 26, 2011

Commandos: Behind Enemy Lines


Commandos: Behind Enemy Lines is a single player real-time tactics computer game developed by Pyro Studios and published by Eidos Interactive. The first installment in the "Commandos" series, the game was released in 1998 and is set in wartime Europe and Africa where a group of six Allied Commandos performs missions using small unit tactics. Each Commando has a unique set of skills and tools determined by his class which forces the player to establish cooperation among them so that further progress can be made. The objectives varies from sabotages to rescuing allied informantsand assassinations.

Commandos employs an isometric view with a whole map visible, thus allowing player to think out a strategy and its execution in advance. The same system was later used in the expansion pack Commandos: Beyond the Call of Duty released in 1999 as well as in two installments Commandos 2: Men of Courage and Commandos 3: Destination Berlin released in 2001 and 2003 respectively.

Dragon Age : Origins


The traditional formula of creating a character, becoming a hero and saving the day is nothing new to BioWare. After all, this is the company that introduced classic role-playing game experiences to gamers everywhere with titles including Baldur's Gate, Neverwinter Nights, Knights of the Old Republic and Mass Effect. For Dragon Age: Origins, BioWare fleshed out its customary design by including radically different characters with unique backgrounds for gamers to experience. The result is that Dragon Age dwarfs other role-playing games in size and scale, and weaves in mature themes amidst a backdrop of chaos and destruction.

The plot of Dragon Age is extremely rich with details that unfold over dozens of hours of play. All of this is documented in your in-game codex, which tracks conversations, plot points and other elements of your journey. The general backstory revolves around the Darkspawn threat to the land of Ferelden. Darkspawn are a race of creatures born from magic users who attempted to become gods, but were cursed for their efforts. Led by the powerful Arch-demon, the beasts emerge from underground lairs every few hundred years in a swarming plague known as the Blight.

The Darkspawn's destructive plots would succeed were it not for the Grey Wardens. An ancient order of elves, dwarves and humans, Grey Wardens dedicate their lives to hunting down Darkspawn wherever they go. It's been centuries since the Darkspawn appeared, and the signs of a new Blight are even more troublesome since the numbers of Grey Wardens have dropped precipitously. To make matters worse, Ferelden is bitterly divided by an internal war, making the repulsion of this threat harder than before.

This is the fractured world your hero or heroine inhabits, a world which can evoke Tolkien-esque imagery. Ferelden has an impressively vast history (as your codex will indicate to you through your adventure). The biggest issue, that arises with the storyline of Dragon Age is that plot elements suffer from repetitiveness. Even though different cities house unique quest events, they all incorporate similar motivating factors – assassination, betrayal or murder. Even though the results of your actions vary, it can become a bit stale. Not every single city needs Macbeth, King Lear or other Shakespearean styled machinations to drive the action forward.

The character creation reveals more of Dragon Age's depth and flexibility. You have three separate races (human, dwarf and elf) and three base classes (warrior, rogue and mage) to choose from. Additionally, your hero will have general skills, class-specific talents and specializations, which you can learn from manuals or other characters willing to teach you their arts. By the end of the game, your hero will feel like a true legendary Grey Warden with a full complement of abilities to destroy the Darkspawn.

Dragon Age provides a ton of customization without a level cap, so it's possible to take two characters with the exact same background and develop them in completely different ways. For example, do you want a berserker that mows down enemies, a stealthy rogue that strikes from the shadows or a mage that wields the elements? These are only a few of the options you can explore as you grow your character.

Selecting your character's race and class decides which one of six unique origin stories you'll explore. Choose your origin carefully, because this decision affects how the world treats and views you. Since each background starts in a different location, the origin stories play out in distinctive ways. As you travel on your journey, your character may return to the lands they hailed from, and people you knew will respond differently to you. For example, if you play a mage, you start out in the Mage's Tower. Eventually, you'll return to the site of your training, and the instructors and guards of the tower will remember who you are and what you did as a young magician inside the tower walls.

The largest issue that I had with the Origin feature is that some of the background elements fade away too easily as the game progresses, becoming little more than an afterthought. For example, many of Ferelden's citizens are extremely prejudiced against elves, but this bias eventually just disappears. Considering that a portion of the game revolves around uniting Ferelden against the Darkspawn, it would seem like you'd have to address these issues of racism somehow, especially if you happen to be an elven character. Simply tossing these endemic problems aside without any attempted mediation or resolution seems unrealistic and forced, and insults the plot of the game.

GTA - San Andreas


Plot is the biggest reason why San Andreas is so bewitching. You play Carl “CJ” Johnson, who returns to his home neighborhood of Ganton (think Compton) in the city of Los Santos (think Los Angeles) in 1992 after the murder of his mother. He’s been living the straight life in Liberty City for the past five years, so he’s grown out of touch with his brother, Sweet, and the rest of his crew in the Grove Street OGs, like Big Smoke and the perpetually dust-smoking Ryder. Despite CJ’s years out of the life, the death of his moms and the lure of being home with his friends encourages him to stick around. Of course, it isn’t all friendly reunions. There’s a crooked cop to deal with named Tenpenny, crack dealers encroaching on the Grove Streeters turf, a gang war brewing with the Ballas, and the prospect of being forced to live in the sticks for a while, or even relocate to Los Santos’ sister cities, San Fierro (San Francisco) and Las Ventura (Las Vegas).

Friday, June 24, 2011

Rise of Nations


Dominate 6,000 years of history from the Ancient Age to the Information Age. Which forces will you deploy to lead your nation to global prominence? Trade, espionage, diplomacy…war? Whichever path you choose, you’ll experience the pulse pounding thrill and speed of real-time gaming combined with the epic scope and depth of turn-based strategy games – brought together for the first time ever in Rise of Nations.

Rise of Nations is a new historical real time strategy game from Big Huge Games’ Brian Reynolds, designer of PC game classics such as Civilization 2 and Alpha Centauri.
In Rise of Nations, you'll create new cities, improve city infrastructures and expand national borders. Conquer foes through military might using everything from sling-shots to cannons to stealth bombers to nuclear weapons; corner the market on key commodities and consolidate power under your rule; wheel and deal across time with history's eminent cultures.
 

Thursday, June 23, 2011

Age of Empires


Age of Empires is an epic real-time strategy game spanning 10,000 years, in which players are the guiding spirit in the evolution of small stone age tribes. Starting with minimal resources, players are challenged to build their tribes into great civilizations.

Gamers can choose from one of several ways to win the game, including: world domination by conquering enemy civilizations, exploration of the known world and economic victory through the accumulation of wealth. Age of Empires was developed by Ensemble Studios and features the expertise of Bruce Shelley, co-designer of the hit strategy game Civilization.

Friday, June 10, 2011

Conan


Conan is a 2007 action-adventure video game that puts players in control of the titular hero, Conan the Barbarian, from Robert E. Howard's fantasy literature. The game was published by THQ for the Xbox 360 and PlayStation 3 game consoles. Its developer, Nihilistic Software, was inspired by the God of War and Ninja Gaiden video games to create an experience featuring gore and nudity.

In Conan, the hero is on a quest to recover his lost armor and defeat an evil wizard. Conan can fight with sword and shield, two-handed weapons, or a weapon in each hand. Starting with several basic attacks, the barbarian gains experience points by killing enemies. By exchanging these points for additional attacks, players improve the hero's fighting abilities. Magic powers complement Conan's arsenal, including the abilities to turn enemies into stone and conjure firestorms. The game also features context-sensitive action sequences in which players press a sequence of buttons displayed on the screen to complete actions such as killing powerful enemies and interacting with the environment.

Critics enjoyed Conan's combat system and gory kills, but said that the game failed to match the experience offered in God of War. Reactions varied on the game's depiction of the Conan universe; several critics praised the emulation of Frank Frazetta's famous artwork, but others found the game's graphics drab and of low resolution. Regarding the audio, Golden Globe-winning actor Ron Perlman was both praised and criticized for his voice work as Conan. Composer Mike Reagan received acclaim for the game's music and later gave live performances of the game's soundtrack at Video Games Liveshows. Despite the generally favorable reviews and commercial success of the Conan franchise, Conan sold poorly and was a financial loss for THQ.

Thursday, June 9, 2011

Thief Deadly Shadows


Thief: Deadly Shadows is a stealth video game in which the player takes the role of Garrett, a master thief. It is set in a fantasy/steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed. It is the third entry in the Thief series of video games.
One of the game's major new features was the ability to explore the City. While previous games sent Garrett straight from mission to mission, Thief: Deadly Shadows allows him to walk the City streets between missions where he can steal from passersby, spy on the townspeople's daily lives, and search for sidequests in addition to major story missions. The game also introduced an ability to switch between first and third person views, and to flatten against walls.
It was released for Microsoft Windows and the Xbox in 2004, on May 25 in North America, and on June 11 in Europe. Development for both platforms started simultaneously. Like its predecessors, Thief: Deadly Shadows has received almost globally positive reviews, winning IGN's "Editor's Choice" award and "Game of the Month" award for May 2004. A follow-up to this game, Thief 4, is confirmed to be in development by Eidos MontrealStudio.

Wednesday, June 8, 2011

Bad Boys 2


Bad Boys II is a 2003 action film directed by Michael Bay, produced by Jerry Bruckheimer, and starring Martin Lawrence and Will Smith. It is a sequel to the 1995 film Bad Boys. The film is about two police detective investigating the flow of ecstasy into Miami. The film received mostly negative review from critics, but performed well at the box office, grossing $273,339,556 worldwide.

Eight years after the events of the first film, Detective Marcus Barnett (Martin Lawrence) and Detective Mike Lowrey (Will Smith) are investigating the flow of ecstasy into Miami. Their surveillance of boats coming in from Cuba leads them to a KKK meeting/drug drop in a swamp, Mike accidentally shoots Marcus in the buttocks which leads Marcus to further question if he still wants to partner with Mike.
Meanwhile, a neurotic Cuban kingpin named Johnny Tapia (Jordi Mollà), who supplies Miami's drug traffic, tells his men to change the boat's schedules once again. Two members of the Russian Mob, Alexei and Josef, receive drugs from Tapia to run their nightclub businesses, but end up giving nearly half of their profits to Tapia. Alexei and Josef go to negotiate with Tapia to recoup some of their profits, but this ends in Josef's murder by Tapia's men and Alexei's forced surrender of his Russian nightclubs after his wife and son are threatened by Tapia.
Meanwhile, the relationship between Mike and Marcus' sister, Syd, who also happens to be undercover with the DEA as a money laundering agent for the Russians, continues to develop from an earlier rendezvous in New York. During her first assignment, a Haitian gang attempts to hijack the transport and kill Syd. An intense fire fight and car chase ensues between the gang members and the Miami Police/DEA and devastates the local area. Marcus and Mike learn of Syd's actual work, which makes Marcus unhappy.
Marcus and Mike go to confront the Haitian gang leader, which results in a firefight and the leader revealing that his information about the transport came from his friend's camcorder. After viewing the footage, Marcus and Mike find out that the Spanish Palms Mortuary, a business owned by Tapia's Mother, is possibly being used as a front. Disguised as pest terminators, they penetrate Tapia's mansion and find out that Tapia is using dead bodies in the mortuary to smuggle his drugs and money to Cuba. Syd, still undercover with the DEA, has successfully charmed Tapia but is found out, captured and taken to Cuba. During the escape, Alexei, out to avenge Josef's murder, defeats most of Tapia's guards but is shot and killed by police in a standoff. Marcus and Mike successfully confiscate Tapia's drug and money supply, but Tapia calls Marcus telling him he will kill Syd in 48 hours if he doesn't return his product.
Mike and Marcus, along with their voluntary SWAT team and Syd's co-workers, prepare a plan to rescue Syd from Tapia. A long gunfight ensues and eventually the Cuban military arrive. As Tapia's newly built house is destroyed with his mother and daughter inside, Mike, Marcus and Syd manage to escape, pursued by the infuriated Tapia. After a lengthy pursuit, they end up at the U.S. Naval Base at Guantanamo Bay. As Marcus and Syd plead with the US soldiers (who refuse to intervene as they are still on Cuban soil), a gunfight erupts between Tapia and Mike. Marcus gets the opportunity to fire his last bullet and shoots Tapia in the head, killing him instantly. Tapia's body falls on a mine and his corpse explodes.
Later, at the Burnett house, Mike has bought Marcus a new pool, and Marcus finally makes peace with Mike dating Syd. He even tears up the transfer papers he was going to put in, which would have ended their partnership. However, the pool breaks again, washing the two into the river, as they sing the "Bad Boys" theme song.

Thursday, June 2, 2011

Mushroom Age


Mushroom Age hardly sounds like a puzzle and hidden object game. Don't let it throw you, and get ready for a big surprise. Meet the latest wonderful addition to the genre that involves more than finding objects. It blows away many of these games as it lasts much longer than other titles infamous for their short length. Furthermore, the lack of a clock takes away pressure so you can relish the experience.

The story begins with Vera arriving at the lab where her fiancé, Tom, works. She runs into an Albert Einstein look-alike who hates being mistaken for the creator of "E=MC2." She demands to know where Tom is because their wedding takes place in two days. Einbock refuses to tell her anything.

Vera, a woman of action, grabs the bull -- or cell phone in this case -- by the ringtones and looks for Tom through time beginning with the year 3008. Time travels include the Stone Age and Jurassic Period, as well as visits to Socrates and Nostradamus.

Obviously, the cell phone does more than connect with Vera with friends and family. She lands in a graveyard in a futuristic location where many things fly just like cars on the highway. She encounters an ancient looking robot that easily malfunctions and laughs with a funny "A-A-A" sound.

All of the dialogue appears as text supported by audio. When the UM-21 acts up, Vera reboots the robot by entering a password with up to five guesses in a hangman style mini-game. If you miss, it loads a new password.

Vera's search for Tom leads to a second mission as she stumbles onto an evil plot that she needs to stop. The story lasts for 23 chapters and about three days of standard play. Most games of this genre -- think Azada and Mortimer Beckett and the Secrets of Spooky Manor -- last one day. The tasks for every level vary and not all require just finding objects. For example, Professor Einbock faints, so Vera needs to find two items to help wake him up.

Mushroom Age, like most hidden object games, provides several ways of seeking objects. Some scenes contain shadows of the objects or a list. Some scenes require finding differences between two scenes. In other scenes, you seek out one thing and it leads to another and another as part of a bigger puzzle. For example, you need a key to unlock the gate. You'll need another object to reach the key. Other scenes require seeking out all of the same items, but they may not all be identical -- they could be in the same class like symbols, for example.

Hidden object games often revisit scenes, some disguise a scene as different locations. In Mushroom Age, returning to a scene has a purpose, and it never feels like anything repeats -- except for several mini-games, but they grow more difficult with each turn and you aren't stuck playing them too many times.

While objects and scenes contain sharp graphics, the movement of characters feels archaic. They look like cut out pictures. The animation moves the whole character from side to side or up and down when excited or fainting. It could be by design, but it lowers the quality of the visuals.

Sometimes it's difficult to identify an object. Click the question mark whenever you need a hint, but you won't get another until it fills back up. That's it and no winning bonus hints. This works fine with one exception. When an object is in another room, the hint flashes to let you know you need to go in the other room. But it wastes a hint since it won't point out the object. This challenges advanced players and frustrates everyone else.

Mushroom Age contains bits and pieces seen in one hidden object game or another. Though it may not have original ideas, it tells a creative and absorbing story while making all the games an important part of it. So what's up with the name? We're not in the business of spoiling things. But it does come into play in this gripping and humorous game that will please plant and non-plant lovers everywhere and of all ages. No green thumb required.

Air Assault 2


Air Assault 2 is a simulation game developed by Media Contac LLC. 
This is the second part of a very good tittle, that offers you a lot of action, easy controls and, of course, a spectacular graphics display .

Plot: 
You will be able to shoot to new enemies.Of course that your vehicle will be an helicopter, but in this opportunity your goals will be very different , not only large helicopters, but submarines, destroyers and boats.
The missions that you have to reach will be in a variety of scenarios such as the sea, the mountains, the desert or highly populated areas You have to prove your abilities to do your duty without killing an innocent or trying to not destroy your vehicle. 
The simplicity of the controls,will make you to dominate the skies with your helicopter, and you will end up with many enemies on the screen.

Graphics and sound 
The graphics are well done, the scenarios are suitable. The sound effects are good and the soundtrack is nice.
To sum up, this is an exciting game, you will enjoy it.

Air Assault 3D


The ultimate helicopter game with great graphics and gorgeous effects awaits you! You alone have the skill to fly the most advanced helicopters in the skies today. You alone have the ability to guide their awesome firepower to its target. You alone are the hope of a nation.
It won't be easy - varying landscapes, the darkness of night, and mighty defenses lie ahead. But, prove your worth and you'll be rewarded with powerful new helicopters and crushing new weapons.
Take a look at what this game has to offer:
  • Full version game. Just download and play
  • No adware, no spyware
  • 20 large levels, with 5 different landscapes
  • 10 unique helicopters to fly
  • Scores of weapons and power-ups
  • Night missions and weather patterns
  • Stunning 3D graphics & shocking sound effects
An intense, action-packed experience, Air Assault 3D will leave you either begging for mercy, or asking for more.

Tuesday, May 24, 2011

Battlefield: Bad Company™ 2 Vietnam


Battlefield: Bad Company™ 2 Vietnam is a content-heavy expansion for the game that has sold more than 5 million copies and has been called "a better game than Call of Duty: Modern Warfare 2" by The New York Times.

At the heart of this expansion lie four distinct, brand-new multiplayer maps based on the Vietnam War. Each map brings a new gameplay experience and fresh visuals, with characteristics such as foxholes, tunnels and dense jungles from where the enemy can launch surprise attacks. Also, 15 classic Vietnam-era weapons and 6 vehicles are available from the moment you go online.

All four multiplayer game modes from Battlefield: Bad Company 2, including the genre-defining Conquest Mode, will be playable in Battlefield: Bad Company 2 Vietnam. The expansion is integrated with the full game persistence, so no matter what theatre of war you participate in, you will continue to level up your soldier as usual.

To set that unmistakable 60's atmosphere, the audio team at DICE has recorded all-new voice-overs for both sides of the conflict, based on authentic dialogue from the Vietnam War. On top of this, a rocking soundtrack with 2 hours worth of time typical tracks gives the expansion a truly characteristic sound.

Battlefield: Bad Company 2 is all-out multiplayer warfare at its absolute finest. With this new expansion, the battle moves to tropical Vietnam for a new chance to settle the score: Which team has the biggest skills, the smartest tactics, and the tightest squad play?

Bulletstorm


 Set in a futuristic utopia, an elite peacekeeping force thwarts the rumblings of civil war. But deception within the ranks has caused two members of the most feared unit to strike out on their own. Now stranded on an abandoned paradise, Grayson Hunt and Ishi Sato find themselves surrounded by hordes of mutants and flesh eating gangs. They survive on two objectives: get off the planet alive and extract revenge on the man who sent them there.

As Grayson Hunt, players wield an arsenal of over-the-top combat moves and outrageously large guns that feed into Bulletstorm's distinct 'skillshot' system producing unprecedented levels of frantic gameplay and yell-inducing satisfaction.

Saturday, May 21, 2011

The Punisher




The Punisher is a trip into the world of the deadly vigilante, as he picks up where justice leaves off. Frank Castle is a decorated war veteran who lost his family when a mob hit went wrong. Since then he's fought to punish any who use violence for Personal gain, without caring who gets in the way. He applies his military training to a new mission: The total destruction of all crime syndicates. Help the Punisher eliminate his latest target, by using the mobsters' techniques and weapons against them.

Features:
- For players age 17 and older
- Serve as judge, jury, and executioner in a world ruled by corruption
- Think and act just like The Punisher; experience intense war-zone action
- Collect and upgrade an arsenal of realistic weapons
- Use interrogation mode to coerce criminal confessions

Grand Theft Auto III


Grand Theft Auto III is a 2001 sandbox-style action-adventure computer and video game developed by DMA Design (now Rockstar North) in the United Kingdom, and published by Rockstar Games. It is the first 3D title in the Grand Theft Auto series. It was released in October 2001 for the PlayStation 2, May 2002 for Windows, in November 2003 for the Xbox and in November 2010 for Mac OS X. It was made available on Steam on January 4, 2008 The game is preceded by Grand Theft Auto 2 and succeeded by Grand Theft Auto: Vice City.
GTA III is set in modern Liberty City, a fictional metropolitan city based on New York City. The game follows a nameless criminal who was betrayed by his girlfriend in a bank heist and is required to work his way up the crime ladder of the city before confronting her. GTA III is composed of elements from driving games and third-person shooters.
The game's concept and gameplay, coupled with the use of a 3D game engine for the first time in the series, contributed to Grand Theft Auto III's positive reception upon its release; it became 2001's top selling video game and is cited as a landmark in video games for its far-reaching influence within the industry. GTA III's success was a significant factor in the series' subsequent popularity; as of 2008, five GTA prequels set before events inGTA III have been released, particularly Grand Theft Auto: Liberty City Stories which revisits GTA III's setting a few years prior. GTA III's violent and sexual content has also been the source of public concern and controversy. According to Metacritic, GTA III holds an average critic score of 97/100, making it the highest-rated PlayStation 2 game.

Friday, May 20, 2011

Dragon Age 2


Dragon Age II is a role-playing video game developed by Bioware's Edmonton studios, and published by Electronic Arts. It is the second major game in BioWare's Dragon Age franchise. The game was released for Microsoft Windows, PlayStation 3, Xbox 360, and Mac OS X on March 8, 2011 in North America, and March 11, 2011 in Europe.
Set in the same mythical world introduced in Dragon Age: Origins, the player assumes the role of Hawke, a human mage, warrior, or rogue who arrives in the city of Kirkwall as a lowly refugee but becomes its legendary champion over a turbulent decade of political and social conflict.
Characters in Dragon Age II

Protagonists

Hawke

Voiced by: Nicholas Boulton (Male)
Voiced by: Jo Wyatt (Female)
The main protagonist of Dragon Age II, a human who lived in Lothering during the Blight in Ferelden. Hawke escaped the darkspawn invasion by fleeing north to the Free Marches, eventually rising from impoverished refugee to become the Champion of Kirkwall, and "the single most important character in the world of Dragon Age".

Varric Tethras

Voiced by: Brian Bloom
A surface dwarf rogue and known associate of the Champion of Kirkwall, who acts as the narrator for Dragon Age II. He was captured and interrogated by a Chantry Seeker named Cassandra, who is interested in information about Hawke, the Champion of Kirkwall.

Bethany Hawke

Voiced by: Rebekah Staton
Hawke's sister and an apostate mage. She fled Lothering to escape the Blight with her family. If player chooses to be a mage, Bethany will die instead of Carver. If taken to the deep roads, she will be infected by the taint and will die unless Anders is in your party. If You do have Anders with you, he'll save her life by making her a Grey Warden. If left behind Bethany is found out by the Templars shortly before you return, and is forced into the Kirkwall Circle of Magi.

Carver Hawke

Voiced by: Nico Lennon
Hawke's brother and a warrior. He fled Lothering to escape the Blight with his family. If the player chooses to be a warrior or rogue, then Carver will be killed. If taken to the deep roads, he will get the taint and die unless Anders is in your party. If You do have Anders with you, he'll save his life by making him a Grey Warden. If you do not take him into the deep roads, he will join the templars.

Aveline Vallen

Voiced by: Joanna Roth
A warrior and daughter of an exiled chevalier from Orlais, and wife of a Templar named Ser Wesley. The Hawke family would encounter Aveline and Wesley, who had been wounded by the darkspawn, as they were also fleeing Lothering from the onslaught of the Blight.
She later becomes a city guardsmen of Kirkwall, and is promoted to Captain of the Guard after exposing the former one of corruption. She later falls for a guardsman under her command, Donnic, and can end up marrying him. In the last act, the former captain plots revenge by denouncing Aveline and stirring up unrest for her position, in which he is later killed by Aveline and Hawke after they confront him.

Isabela

Voiced by: Mika Simmons (Dragon Age: Origins)
Voiced by: Victoria Kruger (Dragon Age II)
The captain of the pirate ship The Siren's Call, and a minor character in Dragon Age: Origins. She returns in Dragon Age II, now residing in Kirkwall after being shipwrecked. She is a potential companion and love interest for both a male or female Hawke.
Isabela plays a major role in Act II, when it is revealed she stole the artifact from the Qunari, stranding them in Kirkwall until the artifact is retrieved. Depending on the players relationship with Isabela, she may return the artifact to the Arishok, but after the Arishok demands that she be taken prisoner as well, the player can hand her over, duel the Arishok, or attack the entire Qunari group as a party.

Merrill

Voiced by: Erin Matthews (Dragon Age: Origins)
Voiced by: Eve Myles (Dragon Age II)
An apprentice to the Keeper of her Dalish clan, who first appeared in the Dalish Elf origin story in Dragon Age: Origins. The Dalish Clan travelled north to escape the Blight shortly after, and they have since settled down at Sundermount, a mountain to the north of Kirkwall. She is a potential companion and love interest for male and female Hawke.
She is first recruited by Hawke by the Dalish Keeper's request, as Merrill's use of Blood Magic and her plans to restore the ancient mirror seen in Origins have caused a rift between her and her clan. She later requests that Hawke help her finish the project, and needs help getting a tool from the Keeper. The Keeper, through tradition, grants Merrill's request as long as she does a task for the clan, kill the Varritel that has killed the clans hunters. Once done, after witnessing the death of her friend that was killed by the creature after he ran from her fearing her blood magic, Hawke can decide whether or not to give her the tool. In Act III, she requests that Hawke help her contact the demon that gave Merrill her powers in order to finish the mirror, however, the Keeper intervened. Unable to contain the demon, who plotted to use Merills mirror to escape his prison, she is possessed by it and is killed by Hawke and Merrill. This leads to a confrontation with the clan outside, looking for the keeper, and through Hawke's dialogue, can end up either Merill becoming an outcast for good or the slaughter of the clan by Hawke.

Anders

Voiced by: Greg Ellis (Dragon Age: Origins-Awakening)
Voiced by: Adam Howden (Dragon Age II)
An apostate mage and Grey Warden who returns from Dragon Age: Origins – Awakening. He is first seen in Kirkwall giving aid to refugees. He is also the host for the spirit Justice, also fromAwakening. He convinces Hawke to help rescue a friend from the Templars, but finds him turned Tranquil. In his anger, Anders turns Justice into a spirit of Vengeance. As such, Anders now struggles to maintain control of his own body and mind. He is a potential companion and love interest for both a male or female Hawke.
However, during the climax, with or without Hawke's assistance, he destroys the Chantry, killing the Grand Cleric. This in turn leads Meredith to invoke the Rite of Annulment, sparking a war between the Templars and the Mages. Hawke has an option of executing him for his actions. However, choosing to spare him will enrage Sebastian who demands justice for the slain Grand Cleric. He will leave the party to return to his home city of Starkhaven, vowing to return with an army to exact revenge on all of Kirkwall.

Fenris

Voiced by: Gideon Emery
A Tevinter elf and former slave who lost his memory due to lyrium being infused into his flesh, rendering him averse to physical contact but also giving him strange powers. He escaped from his master, a Tevinter magister, and has been hunted ever since as his former master refuse to leave him alone. He is a potential companion and love interest for both a male or female Hawke.
In act III, Fenris finally finds his sister (who was told of her existence by one of his master's pupils in Act II), but was a trap set up by his former master. After killing him, he can either spare or kill his sister. It is later revealed that he asked for the lyrium markings to save his mother and his sister from slavery.

Sebastian Vael

Voiced by: Alec Newman
A character only available through "The Exiled Prince" downloadable content, who is an archer of noble birth. Sworn to the priesthood as a child, Sebastian is forced to re-enter the viper's nest of princely politics when his family is brutally murdered, leaving him as the sole surviving heir determined to exact revenge. Sebastian is only available as a companion with 'The Exiled Prince' DLC. Sebastian is a romantic interest for a female Hawke only.

Antagonists

Knight-Commander Meredith

Voiced by: Jean Gilpin
Meredith is the Knight-Commander of the Templar Garrison in Kirkwall and the main antagonist of Dragon Age II. She is the ruler of Kirkwall in all but name as the Viscount of Kirkwall, Marlowe Dumar fears her police-state clutch on the politics of Kirkwall. Following the Viscount's death at the hands of the Arishok, she will assume control over the city. As the game progresses, her prejudices and brutality towards mages becomes more pronounced: she is shown to evolve from having extreme views on controlling mages, to paranoid delusions that all mages are blood mages, and any who defy her are under their influence. Near the end of the game it is revealed that Meredith is the woman Varric's brother Bartrand sold the lyrium idol found in the Deep Roads to and has fashioned it into a sword that grants her super-human abilities. Like Bartrand, the pure lyrium has distorted her sanity and shown to be the cause of her insanity. During the climax of the game, the rogue mage Anders blows up the chantry in a statement that mages will never truly be free under Chantry rule. This causes Meredith to invoke the Right of Annulment, which will give her the authority to kill every mage in Kirkwall, though they had no involvement in the destruction. At this point, Hawke must choose whether or not to side with her or the mages, sparking a war between the two factions that during the epilogue is revealed to be on the verge of full scale world war. Meredith ultimately becomes hostile regardless of the player's decision, serving as the final boss.

First Enchanter Orsino

Voiced by: Jim Ward
Head of the Circle in Kirkwall, who clashes consistantly with Meredith's treatment of mages and her growing power in the city. During the final battle, Orsino reveals that he had links to the deranged blood mage Quentin, who murdered Hawke's mother, and in desperation from the advancing Templars, uses blood magic to transform into a mindless Harvester. He is finally killed by Hawke, regardless of the side he or she chooses to fight for.

The Arishok

Voiced by: Rick D. Wasserman
Leader of the Qunari stranded in Kirkwall after their ship was wrecked in a storm chasing after Isabela, who stole their relic. Despite the Qunari's history as foreign occupiers, he states he has no intention of conquering Kirkwall, as he has a demand to satisfy of their religion, the Qun. He is sickened by the people who inhabit Kirkwall and after tensions between his people and the residents boil, he attempts to take Kirkwall by force, killing the Vicount. During the climax of the invasion in the Viscount's Keep, If Isabela returns after leaving the party earlier with the relic, she will hand it over to the Arishok and thus resolve his reasons for staying in Kirkwall. He will demand that Isabela be taken with to be punished. If Hawke refuses to let him take her, the Arishok will challenge Hawke to duel in single combat to the death. Refusing the duel will result in Hawke, Isabela and the rest of the party battling the Arishok as well as the Qunari soldiers in the throne room. Either way, he is killed by Hawke or peacefully leaves in return for the relic and Isabela herself. Varric will comment later that Isabela escaped with the relic shortly after their departure, and is continuing to adventure in another nation.

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