Sabtu, 06 Februari 2010

God of War III



Release Date: 3/16/2010
Platforms: ps3
Publisher: SCEA
Developer: SCEA
Gamesite: Click here
Genres: Action
ESRB: M


Red Steel 2


Release Date: 3/23/2010
Platforms: wii
Publisher: Ubisoft
Developer: Ubisoft
Gamesite: Click here
Genres: Action
ESRB: T

Red Steel is like a typical PG-13-rated, straight-to-DVD action movie: It can be fun for a while, but it's probably going to leave a bad taste in your mouth. The analogy runs deeper than that. In the game, which is rife with bad dialogue and generic shoot-outs, you're an American bodyguard who must learn the way of the samurai so that he can defeat the Japanese gangsters who've kidnapped his girlfriend. Of course, you'll be spending much more time gunning down yakuza thugs than engaging in any swordplay, and unfortunately, neither aspect of the game is particularly good. Nor is the game's presentation, which looks dated and downright ugly in spots. Red Steel basically proves that the Wii Remote, in spite of its unconventional design, can do at least an adequate job of letting you control a first-person action game. And to some extent, the controls do feel novel, enough to help make a mediocre shooter seem at least somewhat special.



Red Steel's theme and unusual controls might be compelling, but the action and presentation stumble and fall flat.

The story is shallow and sometimes goes as far as to get in the way of the action, such as when you're stuck replaying a tough action sequence with a tedious, unskippable cutscene in it. You play as a guy named Scott, though he doesn't speak and is given no personality since you view the game entirely from a first-person viewpoint. He's about to meet the father of his pretty Japanese fiancée when all hell breaks loose and a bunch of dudes start shooting up the place. It turns out that Dad's a high-ranking yakuza boss and he's got enemies. Anyway, the girl is captured, so you go after her. Along the way, you pick up a sword. Eventually you find yourself in Japan, getting in good with a rival family and doing jobs for its lieutenants so that they help you out. You keep on shooting lots of goons with guns, sometimes stopping for a sword fight.

There's no reason to care much about Scott, his girl, his yakuza friends, or the bad guys. Some of the dialogue is just rotten, while some of it is unintentionally funny. Many of the characters you'll meet speak with thick Japanese accents, but apart from that, Red Steel doesn't come across as authentic in any way. There's nothing exotic about running and gunning through factories and high-rises. There's one crazy level in a deranged amusement park, which, while not terribly original in itself, is probably the one noteworthy departure from the predictable, linear environments you'll be trudging through. In between missions, you'll sometimes get graphic-novel-style cutscenes, reminiscent of Max Payne or Sin City, except they look like storyboards rather than completed images. The entire game carries the half-baked look and feel of these cutscenes.

At best, Red Steel's controls are novel, and they have the potential to be a good fit for a better game. You use the Wii Remote to aim the gun you have equipped, though you might be put off by how your own wrist movements are awkwardly emulated by the onscreen hand-holding-a-gun. Pressing and holding the A button brings your weapon up to eye level, slowing your turning speed so you can more easily draw a bead on a bad guy. There's a rather generous auto-aim window to help you shoot people down. One of the stranger aspects of the shooting is how you can zoom in for a closer look at your foes by moving the Wii Remote toward the screen. When using a sniper rifle, this doesn't seem like an intuitive way of adjusting the scope to a higher magnification, but it works.

Meanwhile, you'll be holding the Nunchuk attachment in your off hand, and a quick swing of it makes you reload your gun, open doors, and so on. You can even tip over some tables to make cover, though this isn't necessary. Of course, the Nunchuk's analog stick is used to make you run in different directions, while the remote controls your turning as well as your aiming. As you shoot, the sounds of your weapon reloading and a few other effects come crunching through the Wii Remote's tinny little speaker, which can be distracting, though you can turn the volume down if you want. You can carry only two guns at a time, but during the course of the game you'll get to wield a nice-enough, predictable variety of pistols, automatics, and shotguns. Overall, the shooting controls definitely take getting used to and don't wind up feeling particularly immersive, let alone superior to the conventional first-person shooter controls found on other consoles or the PC. But at least they're different and, while this admittedly is not much of a compliment, functional.

You'll be shooting lots of near-brain-dead thugs throughout the game, who sometimes use cover pretty well but at other times will run right past you for no reason. They can be reasonably fun to shoot sometimes, especially since the game does a pretty good job of having destructible environments that get all torn up by errant gunfire. At other times, though, you'll be getting sniped by foes you can barely even see, which can be maddening. However, ducking behind cover to avoid taking any more damage for a couple of seconds causes all of your health to quickly regenerate, which, along with the lackluster artificial intelligence, makes most shoot-outs a breeze. There's one other twist to the gunplay--your focus mode, which is an ability you gain that lets you stop time altogether so you can carefully line up some cheap shots. Using this ability, you can shoot the guns right out of the bad guys' hands, then force them to surrender by waving the Wii Remote around. Later on in the game, this becomes the easiest way to defeat groups of enemies quickly. It's nonsensical but it at least affords a change of pace from the rinse-and-repeat nature of most of the shooting.

The controls for swordplay are different because the Nunchuk essentially becomes your shield; you'll usually fight with both a katana and a parrying blade of some sort, so the Wii Remote controls your sword swings, while a flick of the Nunchuk may be used to deflect some enemy attacks. The sword-fighting sequences in the game feature a few good-looking animations and can be quite challenging, since later foes will repel almost any move you make. But they're deeply disappointing for the most part, beginning with the fact that not an ounce of blood ever gets spilled, in spite of the misleading title of the game (though in compliance with the T for Teen rating).

The problem is that the swordplay feels more like Neanderthals clubbing each other than like a fencing match between highly skilled, agile swordsmen. Your attacks come out quite slowly, and while you can swing in a few different directions depending on how you move the Wii Remote, the number of moves at your disposal is limited--even after you unlock a few special moves and combos. It's particularly frustrating that stabbing attacks seem to be impossible, even though your enemies will use them against you and even though the Wii Remote is clearly capable of registering a linear, forward motion (as with the sniper scope zoom). The sword fights in Red Steel also take place in confined areas, so if you dodge out of the way too many times, suddenly both you and your opponent will calmly walk back to the center of the arena, which disrupts the flow of the fight.

Yet what's most bewildering about Red Steel's sword fights is that they're scripted such that shooting is impossible during these sequences, and vice versa. Here's how they come up: After shooting through maybe a dozen punks in a couple of rooms, you'll wander into a room where there's a guy with a sword. As you approach, you draw your sword automatically, and the fight ensues, conveniently uninterrupted by other gun-carrying enemies. Even when you're about to die, it's simply not possible to draw a gun during a sword fight. Haven't any of these people seen Raiders of the Lost Ark? At any rate, it's just an annoying gameplay contrivance, nothing more. Once you defeat an opponent in a sword duel, you're given the option to finish him off or spare his life. The latter choice earns you a sum of "respects," which presumably are tied to how many new moves you're able to learn, though neither the manual nor the game explains this clearly.

Red Steel starts off easy but gets substantially tougher by the end, with a few frustrating parts along the way. At least it's a good-sized campaign, weighing in at more than 10 hours. There's not a lot to do except move from one mission to the next, but for what it's worth, the latter half of game opens up so that you can train to get a few new moves and a few new guns in between levels. However, there's next to no replay value overall, partly because Red Steel doesn't even provide a choice of difficulty settings, cooperative gameplay, or anything like that. There's a basic split-screen competitive multiplayer mode for up to four players, but it's nothing to get excited about. The action feels flat and is limited to gunplay, not sword duels. It's worth noting that the one nonstandard multiplayer mode, though basically busted, is really weird. In it, you keep getting phone calls through your Wii Remote, telling you to go after particular targets or giving other instructions. Completing these assignments gets you more points. It's potentially a neat idea, but having your Wii Remote constantly vibrating with phone calls as you fight isn't much fun. And the idea that your telephoned instructions are meant to be a secret is absurd, because the friends you're playing with should be able to hear your Wii Remote as well as you can.

If you're hoping that Red Steel's presentation quality helps make up for its middling gameplay, you should stop. Red Steel might have looked pretty good for the time, had it been released a few years ago. But between all the bland, blurry textures, the sluggish frame rate, and the plain-looking weapons and characters, it's decidedly below par by today's standards. There are a few decent touches here and there, such as some preposterously overdone explosion effects (you've never seen a forklift blow up like this). Some of the rustic Japanese environments near the end of the game also look better than the urban stuff you'll be seeing most of the way. But Red Steel's visuals detract from the experience more than they add to it. This is partly because the game is rife with bugs and glitches, most of which are purely cosmetic at least. You'll sometimes see enemies frozen in place or floating in the air and other things like that. It's also really distracting that you can shoot straight through non-enemy characters. Or if you see an opponent getting ready for a sword fight off in the distance and apply that Raiders of the Lost Ark logic, he'll be magically invulnerable to your shots as well. Things like this just about ruin your suspension of disbelief while playing, but on the plus side, they can be unintentionally funny. The game supports widescreen progressive-scan displays, though the visuals don't look much better this way than on a standard TV set.

The game's audio is its best trait, relatively speaking. Some of the guns sound good, as do the clashes and clangs of the swords. There are some good music tracks as well, including some J-pop, some rock, and plenty of suspenseful-sounding stuff, and the soundtrack dynamically adjusts to when the shooting starts and stops. It has some stinkers in it, though, and the voice acting in Red Steel is often pretty bad--especially some of the inane, censor-approved lines you'll hear from your enemies, who call you things like "moron" and "murderer" as they fight for their lives. Thankfully, the Japanese-speaking enemies you fight get away with some swearing in their native tongue.

Red Steel isn't completely devoid of merit, but it's a half-baked, buggy game that feels rushed and poorly executed. There's a good concept in here somewhere, as a swords-and-guns shooter pitting you against yakuza villains certainly seems like it could be very exciting. However, the experience itself hardly fulfills any of the promises behind it. So if you're looking for an exciting new way to simulate gunning or cutting lots of dudes down using the Wii Remote, you'd best keep looking.

http://www.gamespot.com/wii/action/redsteel/review.html
















R.U.S.E.



Release Date:/23/2010
Platforms: pc ps3 xb360
Publisher: Ubisoft
Developer: Eugen Systems
Genres: Real-Time, Strategy
ESRB: RP





Army of Two: The 40th Day


Publisher: Electronic Arts
Developer: EA Montreal
Release Date: Jan 12, 2010
GT Game Rank: 69 of 9,814
Users Tracking: 831

Rabu, 03 Februari 2010

need for speed shift

Need for Speed SHIFT is available on
Xbox 360, PlayStation 3, PC, PSP,

Need for Speed™ SHIFT is an award-winning authentic racing game that combines the true driver’s experience with real-world physics, pixel-perfect car models, and a wide range of authentic race tracks. Need for Speed SHIFT takes players in a different direction to create a simulation experience that replicates the true feeling of driving high-end performance cars.

Players are thrust into the loud, visceral, intense, athletic experience of racing a car on the edge of control from the driver’s perspective through the combination of perception based G-forces, the hyper reality of the cockpit view, and the brutal experience of a first person crash dynamic. Need for Speed SHIFT features an accurate, accessible physics-based driving model that allows you to feel every impact, every change of track surface and every last bit of grip as you push yourself to the edge.

The all-new driver profile is the ultimate extension of the true driver’s experience. This system gives each player a unique persona based on a player’s driving skill and style - aggressive or precise. Driver profile impacts how a player unlocks cars, overall career progression and online matchmaking. In Need for Speed SHIFT, how you drive is who you are behind the wheel.

Need for Speed SHIFT is being developed by Slightly Mad Studios in collaboration with Black Box and senior vice president Patrick Soderlund at EA Games Europe. Slightly Mad Studios includes developers and designers that worked on the critically acclaimed games GT Legends and GTR 2.

Selasa, 02 Februari 2010

Pro Evolution Soccer 2010












Pro Evolution Soccer 2010

Genre: Sports
Playstation 3, Playstation 2, Xbox 360, Wii, PSP

Grab your controller and jump into the beautiful game on the biggest stage in digital soccer, The UEFA Champions League. Prove you have what it takes to go all the way in Pro Evolution Soccer 2010 available now!

Pro Evolution Soccer is a video game built on pride, the pride that comes from making the most realistic soccer experience one can have within the world of gaming. Pro Evolution Soccer 2010 does not disappoint and this year, the voices of fans world-wide have been heard. Based in Japan, Winning Eleven Productions has instituted a host of anticipated changes that make PES 2010 the best yet. In PES 2010 you'll find yourself on the largest stage in digital soccer: The Champions League. Imagine you're in a 1-1 tie in stoppage time against Manchester United. You've broken their defense and are sprinting full throttle into a man to man match of wits and reflexes with Edwin van der Sar


Features

  • Improved Balance: A new game balance system affects both attacking and defensive elements of the game. Players in possession will have ‘instantaneous stamina’ to reduce unbeatable runs from being used constantly. Sprint too often and players will experience adverse affects!
  • Timely Controls: Fine strategic controls have been given more significance as new players can perform new AI feints to bypass the opposition while dribbling. Defenders will also have to think of which areas to close down attacking schemes and regain possession.
  • New Free Kick System: Set pieces are now viewed from the kicker’s perspective and targeting using a pointer system. This allows users to add swerve and additional pace of their kicks depending on the shot taker’s abilities. This level of control even allows players to move their keepers earlier in matches against other human opponents.
  • Updated Animations: Players will signal for passes and slick new animations for the Wii will bring the Champions Road and Master League modes to life. "The stakes have been raised and PES 2010 for Wii shows that Konami can still innovate and surprise," commented Akiyoshi 'Greyhound' Chosogabe. "Our control system for Wii is still regarded as the finest and most intuitive around, and we have once again reworked it to add a level of control and realism that can appeal to new and old PES fans alike."

© 2009 Konami Digital Entertainment. KONAMI is a registered trademark of KONAMI CORPORATION. The ratings icon is a registered trademark of the Entertainment Software Association.

Wii and the Wii logo are trademarks of Nintendo. © 2006 Nintendo.


http://www.konami.com/games/pes/pro-evolution-soccer-2010.php