Showing posts with label ps3. Show all posts
Showing posts with label ps3. Show all posts
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The House of the Dead III + Cracked

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The House of the Dead III is a 2002 light gun arcade game with a horror zombie-survival theme, and the third installment to the House of the Dead series of video games, developed by Wow Entertainment and Sega. It was later ported to the Xbox in 2003, Microsoft Windows in 2005, the Wii in 2008 in a compilation with The House of the Dead 2, and PlayStation 3 in 2012 with PlayStation Move support. The game continues the story of the previous games and introduces new gameplay concepts such as story branching. The game's main protagonist is Lisa Rogan, daughter of Thomas Rogan, the first game's main character, and players control Lisa, G, or a third character who replaces G as the second player's character late in the game.




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Mortal Kombat Komplete Edition

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Who plays fighting games for the story?” As gamers, we often ask that rhetorical question when addressing the genre’s requisite narrative. Few people actually care about the story modes of fighting games because they tend to be glorified versions of the corresponding arcade modes, and most of us prefer to play with friends locally or online rather than by ourselves and against a computer. But really, why shouldn’t a story mode be important to a fighting game? When it comes to genres, conventions are king. No one expects a racing game to offer cerebral gameplay or an RPG to skimp on plot and characters. But sometimes games purposely reach beyond convention, and our expectations change as the genre does. Mortal Kombat 9 is one of those games.

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Rayman Origins 2

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Rayman Origins is a platform game developed and published by Ubisoft for PlayStation 3, Wii, Xbox 360, PlayStation Vita, Nintendo 3DS and Microsoft Windows. The game was released on November 15, 2011 in North America, November 24, 2011 in Australia and November 25, 2011 in Europe for PlayStation 3, Xbox 360 and Wii. It was also released for PlayStation Vita as a launch title, with Microsoft Windows and Nintendo 3DS versions planned for release at a later date. The story follows Rayman, his friend Globox and two teensies as they fight Darktoons and other evil creatures that have infected the Glade of Dreams.

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The Elder Scrolls V: Skyrim

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The Elder Scrolls V: Skyrim is the big, bold, and beautiful sequel you hoped for and is sure to bewitch you for countless hours.
Skyrim's main story revolves around the player character's efforts to defeat Alduin, a Dragon god who is prophesied to destroy the world. Set two hundred years after Oblivion, the game takes place in the fictional province of Skyrim, upon the continent of Tamriel, and the planet of Nirn. The open world gameplay of the Elder Scrolls series returns in Skyrim; the player can explore the land at will and ignore or postpone the main quest indefinitely. Skyrim has received universal acclaim from critics and was a commercial success as well, shipping over 7 million copies to retailers within the first week of release.

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Never Dead

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NeverDead (ネバーデッド Nebādeddo) is a video game developed by Rebellion Developments and published by Konami for the PlayStation 3 and Xbox 360. It was released on January 31, 2012 in North America, February 2, 2012 in Japan, February 3, 2012 in Europe and February 16, 2012 in Australia.


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Hitman 2: Silent Assassin + crack

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The cover artwork for Hitman 2
Hitman 2: Silent Assassin is a stealth game developed by IO Interactive and published by Eidos Interactive. Released for the Xbox game console on September 30, 2002, it is the second entry in the Hitman series and the sequel to Hitman: Codename 47. Microsoft Windows and PlayStation 2 versions of the game were released on October 1, 2002, and a GameCube version was later released on June 19, 2003. Hitman 2 has sold more than 3.7 million copies as of April 23, 2009. The game was re-released for Windows through the Steam online distribution service.
In the game, players assume the role of an assassin known as Agent 47. The game advances as players carry out contract killings by solving puzzles to arrange for stealthy, untraceable assassinations.

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NFL Blitz

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NFL Blitz is a series of American football themed video games by Midway featuring the teams of the National Football League. It began as a 1997 arcade game but was eventually ported to home consoles and spawned several sequels. Rather than being designed as a realistic interpretation of the sport of football, like Madden NFL or NFL 2K, the Blitz series was created as an over-the-top, exaggerated version of the sport, inspired by Midway's own NBA Jam basketball games.

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Grand Theft Auto V

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Grand Theft Auto V (commonly shortened to GTA V) is an upcoming open world action-adventure video game being developed by games developerRockstar North in the United Kingdom and published by Rockstar Games. The game will be the first major title in the Grand Theft Auto series sinceGrand Theft Auto IV (2008), which started the fourth "era" in the series, and the fifteenth game overall. The game is to be set in fictional Los Santos in the state of San Andreas and its surrounding areas, based on modern-day Los Angeles and Southern California. A rendition of Los Santos was previously featured as one of three cities in 2004's Grand Theft Auto: San Andreas, from the series's third era.Grand Theft Auto V was officially announced on 25 October 2011. The debut trailer for the game was unveiled on 2 November 2011.

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Mass Effect 3

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Mass Effect 3 is a remarkably satisfying conclusion to a beloved trilogy, and a poignant and memorable role-playing action game in its own right.
Mass Effect 3 is an action role-playing game developed by BioWare and published by Electronic Arts for Microsoft Windows, PlayStation 3 and Xbox 360.Officially announced on December 11, 2010,the game was released March 6, 2012[13] and marks the final chapter in the Mass Effect trilogy of video games, completing the story of Commander Shepard.
            
Gameplay in Mass Effect 3 is influenced by decisions from Mass Effect and Mass Effect 2. Combat has been changed and refined; in particular, the cover system has been improved, there are more options for moving around the battlefield, instant melee kills and more conventional grenades are introduced as well as improved artificial intelligence. A four player multiplayer co-op mode will also be available.
Mass Effect 3 follows on from the events of the Mass Effect 2 DLC expansion Arrival and Commander Shepard's mission to save the galaxy from the Reapers by rallying civilizations of the galaxy together, while also having to deal with Cerberus, who have decided to turn against him/her.

The Good
    * Fantastic, moving story that balances plot and character 
    * Past and present choices impact the game in wonderful and unexpected ways 
    * Much-improved level design leads to challenging, exciting battles 
    * Fantastic art design makes great use of color and composition 
    * Top-notch voice acting brings every major character to life.

The Bad
    * Some glitches and bugs 
    * Galactic travel and scanning aren't much fun.


Sacrifice. It's Mass Effect 3's major theme, and rightly so. After all, the reapers were coming--it was only a matter of time. And now, those sentient space vessels are here, and with them, a galaxy's worth of destruction. Mass Effect 3 brings the sound and the fury, but these aren't meaningless shows of laser fire and alien devastation. The series has earned its right to showcase such destruction by drawing us close to its characters and teaching us of its universe.
Mass Effect was about time and place; you discovered the Milky Way's landmarks and races, guided by memorable characters like Tali and Garrus, who served as representatives of their cultures. Mass Effect 2 was about people; you learned more about old friends and made new ones, and drew each of them close to your heart. Mass Effect 3 fearlessly manipulates those personal bonds, forcing you to make difficult choices and consider the greater good--even when the greater good isn't always clear. The game is structured less like Mass Effect 2 and more like Dragon Age II: three dramatic acts, each concluding with major events that might leave you in tears, or at very least, shivering from the emotional impact.
   

Mass Effect 3 is focused more on plot than the previous installments were, and at first, you might miss Mass Effect 2's more obvious personal touch. You meet some new characters, but you develop few new meaningful relationships. A couple of notable exceptions aside, your party members are familiar faces, and as Commander Shepard, you aren't traveling the galaxy seeking individual crew members, but rather the assistance of entire races. Some of the plot devices seem a bit transparent; what are the chances that Shepard would just happen to find an old acquaintance on almost every random planet? But once the plot is in motion, the human element returns, and poignantly so. Mass Effect 3 frequently reminds us that the loss of a single shining soul often takes on more meaning than a planetwide massacre. (After all, what carried more emotional weight in Star Wars: Obi-Wan's death or Alderaan's destruction?)
                     The series' focus on player choice is as vital as it has ever been in Mass Effect 3. The effects of choices in previous installments have an impact in extraordinary ways here, more so than in Mass Effect 2. Sometimes the nods to prior choices are subtle. A lover might fondly recall her previous entanglement with you, while still supporting your new romantic interest. At other times, the impact is far more dramatic. Entire quests, conversations, and characters shift as a result of your actions in previous games (not to mention, your decisions in this one). As a result, you might be delighted by characters other players never meet, share intimate talks with crewmates other players never interact with, and deal with decisions other players never make. And as in previous Mass Effect games, your entire attitude when choosing dialogue options (paragon or renegade) can drive you to conclusions other players could never consider.
                         This intense narrative is met with an equally intense presentation. Mass Effect 3 is more atmospheric and darker in tone than even Mass Effect 2 was. You hear more expletives and raise your voice in desperation far more often, and the environments you do battle in reflect the rising pitch. An ominous storm encroaches, giving battle an even greater sense of urgency. The sheer darkness of a subterranean ruin enhances the sense of danger. The blue and rose bands of light that periodically stretch across the screen may seem old hat after Mass Effect 2, but the trick remains effective. That blue is also the color of Garrus' eyepiece, Liara's skin, and a harvester's glowing lights. That rose is the color of Wrex's armor, Mordin's forehead, and the Normandy's war room terminals. Both hues are used in the game's various interface elements, which makes other colors more effective when used. Witness, for example, the starkness of Jack's black-and-white ensemble and how it contrasts with the rich colors around her.

                         These are exquisite details, though other details come across as a bit sloppy in comparison. The frame rate stutters on occasion. Camera movement and viewing angles occasionally go askew; the camera might jitter in weird ways during cutscene transitions, or focus on a wall instead of the character speaking. A scripting error could force you to restart a mission should an event not trigger properly. And if you play on the PlayStation 3, you could run into a crash or two. These flaws stand out because Mass Effect 3 is otherwise such an elegant experience.
Plot
                    Mass Effect 3 begins on Earth, with Commander Shepard relieved of duty for the consequences of his/her actions in the Mass Effect 2 DLC pack Arrival,[17] as the Systems Alliance is beginning to lose contact with its outposts and colonies, and speculate that the threat is in fact the "Reaper" threat as Shepard had warned.

The Alliance's Defense Committee convenes and seeks advice on how to deal with the Reaper threat. This meeting is cut short as the Reapers reach Earth suddenly. The forces of Earth are overwhelmed by the onslaught of the Reapers. Cmdr. Shepard is tasked by Admiral Anderson to build up a force to confront the Reapers. He reinstates Shepard's Alliance commission and orders Shepard to escape in the Normandy to seek the Citadel Council support. At this point, Anderson chooses to stay behind in order to coordinate a response with the human resistance forces. Admiral Hackett contacts Shepard, updating that he and what's left of the Alliance fleet were forced to retreat. He orders Shepard to stop at the research facility on Mars, where the scientists studying the Prothean artifacts discovered a way to defeat the Reapers.

On Mars, Shepard saves former squadmate Liara T'Soni from attacking Cerberus troopers. She tells Shepard that she discovered blueprints to a Prothean weapon that has the power to destroy the Reapers. The blueprints are forwarded to Hackett, who dubs the weapon "The Crucible" and begins preparations for its construction. Post Mars, Shepard returns to the Citadel and requests an audience with the the Council. It is hoped, depending on prior game decisions (save the council or let them die) that they will provide support towards the war efforts for Earth. However, the Council is reluctant to provide aid as their own systems are under attack by the Reapers, and would only provide aid if Shepard can reduce the threat to their systems.

Shepard is then sent on various missions throughout the galaxy to gather allies for the ongoing war and resources for the construction of "The Crucible". Based on Shepard's past and present actions throughout the trilogy, there are many critical decisions that must be made. Former crew from the past two games can be recruited to support the war effort. This includes scanning various solar systems for resources and aiding with various rescue missions.

Key plot points are where Shepard must also decide whether or not to cure the Krogan genophage, and whether to side with the Quarians or Geth when the Quarians attempt to retake their home planet. Shepard is not only opposed by the Reapers, but Cerberus. The Illusive Man is obsessed with finding a way to control the Reapers, even if it means sabotaging Shepard's efforts. Eventually, Cerberus attacks the Citadel itself with assistance from Earth's representative, Councilor Udina. This coup is an attempt to assassinate the other Council members and seize control of the station. Shepard manages to repel the Cerberus forces and their leader, Kai Leng. Udina is also killed during the confrontation.

                    During these events, the construction of the Crucible is progressing, but it is missing a critical component called the "Catalyst". Along this juncture the Asari Councilor then contacts Shepard for a critical mission on their homeworld, Thessia. She reveals to Shepard that the Asari had been hiding an intact Prothean artifact and that it may hold information about the Catalyst. When Shepard arrives, Thessia is under assault by the Reapers. Shepard, with the aid of the Asari, manages to reach the Prothean beacon. During the research, the team is ambushed by the Cerberus assassin, Kai Leng. The ambush is successful and Shepard's team is nearly wiped out. Angry and frustrated by the Cerberus efforts, Shepard convenes with Admiral Hackett to coordinate a surgical strike on the Illusive Man's headquarters. Shepard manages to kill Kai Leng and recovers the stolen data from Thessia. However, the Illusive Man manages to escape. Through the recovered data it is revealed that the Citadel is the Catalyst. The Reapers were informed by the co-opted Illusive Man as to "What" the Catalyst is and they move the Citadel to Earth.

              In response to the completion of the Catalyst, Shepard assembles the combined military forces and attacks the Reapers on and in orbit around Earth. The goal of the attack is recapturing the Citadel and combining it with the Crucible to complete the weapon. While the fleets battle the Reapers in orbit and and provide defense to the Crucible, a large ground attack force simultaneously lands in London. Operation "Shield" protects the Crucible and operation Hammer begins it's assault on the site identified as the focal point of the connection to the Citadel. Hammer is successful but sustains heavily losses. Shepard meets up with the Earth Forces and reunites with Anderson. They coordinate an assault to reach the connection "beam" between the Earth and the Citadel.

               With the assistance of the Human resistance movement and the remnants of Operation Hammer, Shepard begins offensive on the beam site. During the assault, Harbinger intervenes and decimates the majority of attack force. Shepard survives this attack but is critically injured. Shepard manages to stumble into the beam, as does Anderson where both reach the citadel. It is revealed that the Citadel is being used in a manner similar to the collector base: processing humans into a new Human Reaper. Inside the Citadel, Shepard and Anderson are stopped by an indoctrinated Illusive Man. Shepard manages to kill the Illusive Man, or convince the Illusive Man to kill himself, but not before Anderson is mortally wounded in the confrontation. Shepard manages to open the Citadel, allowing the Crucible to dock. Shepard collapses and reflects with Anderson and has memories of the crew. Anderson passes away and Shepard loses consciousness. Shepard awakes and is carried to the pinnacle of the Citadel. There he is approached by an artificial intelligence, which identifies itself as the Catalyst and declares it is the entity controlling the Reapers. It reveals that the cycle the Reapers enforce is an attempt to prevent organic life from wiping itself out by creating synthetic life. It argues that the creators are always doomed to be destroyed by the created.

The Reapers, it is further revealed, are in fact preserving the advanced organic races by using them to create new Reapers, and leaving space for the more primitive species to evolve. It argues that without this "reaping" that the created artificer life would wipe out "ALL" organic life. However, the Catalyst points out that since Shepard has managed to assemble the Crucible, the Catalyst's priorities have now changed. This was a feat not done by the three trillion individuals that had already been harvested through the past cycles. The Catalyst then gives Shepard three choices: Destroy the Reapers and all synthetic life, take control of the Reapers , or initiate synergy between organic and synthetic life: (Ray Kurzweil's concept of the technological singularity). The last synthesis option would be creating an entirely new life form, described as having several attributes Shepard already has, thanks to his/her implants. These endings are referenced by their colors as "Blue", "Red" and "Green".

Ultimately, regardless of Shepard's choice, all three endings result in Shepard's apparent death and the destruction of the entire mass relay network. London is shown rather intact in the "Good" variants and is heavily damaged in the "bad" variants. The Normandy, which is in the middle of a mass relay jump for unknown reasons, is forced to crash land on an alien planet. This presumably strands the crew. The team exits the crashed ship and looks up to an alien sky. Post ending, if the player's Effective Military Strength is high enough and the "Destroy" ending is chosen, it will be revealed that Shepard is still alive.

In a post-credits sequence, a man and a child are seen on an alien planet looking to the sky. The man tells the child how there are billions of stars and planets in the galaxy, and how all of them are populated by countless alien races and cultures. The child then asks the man to tell him another story about "The Shepard".
It's also packed with action. The basic third-person shooting is the same as Mass Effect 2's, though it has been given a few minor tweaks. You can now deliver a charged-up melee attack, for example, and slide around corners while still in cover. Such mechanics don't drastically change the flow of battle, which is still occasionally sullied by returning Mass Effect combat quirks: occasional cover glitches, unintelligent friendlies that crouch on top of crates, and enemies that thoughtlessly tumble against walls and end up going nowhere as a result.
                    On the other hand, the improvement in level design is remarkable. Unlike the previous game, Mass Effect 3 isn't about "take cover behind the obvious barriers, shoot the enemies that predictably emerge, and then do it again." Combat areas are more expansive and some enemies are more aggressive, so not only are you given room to move about, but you must use that space. One such enemy is the banshee, which destroys you in a single grab if you let it come too close. These shrieking horrors join charging brutes, dogging you in tandem in a memorable combat sequence and providing a challenge the previous games lacked, at least on normal difficulty.

                         And so you can't always trust a single cover spot to provide sanctuary--not when you have three guys in humongous robot suits blindsiding you. You sprint and tumble about, sliding into cover and using cryo ammo to freeze a creepy cannibal before smashing it with a powerful shock wave. As you level up, you eventually make choices on how to upgrade your powers. Do you increase the Pull ability's recharge speed, or do you learn to launch two Pull projectiles at once? Don't assume that Mass Effect 3's missions are all about guns and space magic, though. A pistol isn't much help when you traverse a virtual space made of neon cubes and floating platforms. Facing an old nemesis isn't a battle of guns--it's a battle of wits.
                    You may also spend credits to level up these weapons, which gives Mass Effect 3 a fine sense of progression. A dinky pistol and submachine gun lead to assault rifles upgraded with scopes and sniper rifles with damage modifiers. And if you've never found much use for certain weapons, the broader level design may have you rethinking your approach. If you were never inclined to use a sniper rifle, now you can find a good vantage point to zoom in and let loose. You may never have let an enemy get too close before, but a nice shotgun and a melee attachment can make it a snap to fend off hawkish husks that intrude on your personal space.
                 It's worth noting that Mass Effect 3 has added a notable feature to the series, but has lost another. The Xbox 360 version supports the Kinect peripheral, allowing you to call out commands to teammates ("Liara: Warp!"), perform your own skills ("Pull!"), interact with objects ("Open!"), or choose dialogue options. This is all absolutely functional, and sometimes even enjoyable. For instance, calling out to a team member to let loose a biotic power means you don't have to pause the game to pull up the radial menu. On the other hand, there's enough of a delay when speaking your wishes aloud that it's more efficient just to push a button. The feature lost, on all platforms, is that of hacking minigames. They were fine diversions, but Mass Effect 3 varies its pace enough that you won't likely miss them.

                    Mass Effect 3 isn't all talking and shooting. Outside of combat, you walk around the Citadel, picking up odd jobs and eavesdropping on diplomats and refugees. There are some wonderful moments to be had here: having a bizarre conversation with a virtual copy of yourself, checking in on an old ally in bad health, and punching an old nemesis square in the face. Refugees mourn for the lost and missing, gazing at a collection of photographs that serves as an ad hoc memorial. Again, it's the subtleties that pull you in. A crewmate gets a tattoo to celebrate his newfound ambitions, you ponder the meaning of a human-on-AI romance, and you grab a drink in a busy nightclub. It's a pity that the entertaining lesser races--the Hanar and the Elcor in particular--are in such short supply. Mass Effect 3 isn't big on comedic interludes.
The multiplayer's overall structure is more interesting than the action. You choose from one of six classes and level them separately, and earn credits as you play. You use these credits to unlock packs that contain a number of random items--special ammo, a weapon mod, an on-the-spot ammo refill, and so on. (You can also spend real money on them if you are so inclined.) Because so many of these items are expendable, and because the flow of rewards is slow but steady, you might be drawn to stick with Mass Effect 3's multiplayer even after you've reaped its single-player benefit.

             Mass Effect 3 has its flaws, but they're of minimal consequence in a game this enthralling. By filling the Milky Way with vibrant, singular characters, the series has given you a reason to care about its fate. Ostensibly, Mass Effect 3 is about saving the galaxy, but a galaxy is just a thing--an idea, an abstract, a meaningless collection of plutinos, planets, and pulsars. But the game is actually about saving people. And there's a big difference there. Watching cities burn from orbit tugs at your heartstrings; watching a beloved companion die cuts to the bone. Whether you possess a storied history with the series or come with a clean slate, Mass Effect 3 expertly entangles you in its universe and inspires you to care about its future.

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Need for Speed: Underground 2

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Nfsu2-win-cover.jpg
North American Windows version box art
Need for Speed: Underground 2
Developer(s) EA Black Box
Pocketeers (GBA)
Ideaworks Game Studio (Mobile Version)
Publisher(s) EA Games
Series Need for Speed
Engine EAGL
Version 1.2 (March 10, 2005)
Platform(s) Microsoft Windows, Nintendo GameCube, PlayStation 2, Xbox, Game Boy Advance, Nintendo DS, Mobile phone
Release date(s) Microsoft Windows
  • NA November 9, 2004
  • EU November 19, 2004
Nintendo GameCube, PlayStation 2, Xbox & Game Boy Advance
  • NA November 15, 2004
  • EU November 19, 2004
  • JP December 22, 2004
  • AUS July 27, 2005
Nintendo DS
  • NA May 10, 2005
  • EU May 27, 2005
Mobile phone
  • NA July 15, 2005
Underground 2 SHA_DO (PS2)
  • JP July 14, 2005
Genre(s) Racing
Mode(s) Single player, Multiplayer
Rating(s)
  • ESRB: E
  • OFLC: G
  • PEGI: 3+
Media/distribution CD, DVD, GCN Game Disc, GBA Cartridge, DS Game Card
System requirements Minimum Requirements
  • Microsoft Windows 98
  • Intel Pentium III 933 MHz or AMD Athlon 933 MHz
  • 256 MB of RAM
  • NVIDIA GeForce2 32 MB or ATi Radeon 7500 32 MB or Matrox G400 32 MB or Matrox Parhelia 32 MB or SIS 315 32 MB
  • 2 GB of free hard disk space
  • 8X DVD-ROM drive
Recommended Requirements
  • Microsoft Windows XP
  • Intel Pentium 4 2 GHz or AMD Athlon XP 2 GHz
  • 512 MB of RAM
  • NVIDIA GeForce4 Ti 4200 128 MB or ATi Radeon 9000 128 MB
  • 2 GB of free hard disk space
  • 8X DVD-ROM drive


 Download Need for Speed: Underground 2


PART 1
PART 2
PART 3
PART 4
PART 5
PART 6
PART 7

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    Batman: Arkham City

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    Batman: Arkham City is a 2011 action-adventure video game developed by Rocksteady Studios. It is the sequel to the 2009 video game Batman: Arkham Asylum, based on the DC Comics superhero Batman. The game was released by Warner Bros. Interactive Entertainment for the PlayStation 3, Xbox 360 and Microsoft Windows. The game was officially announced during the 2009 Spike Video Game Awards and was released worldwide for consoles, beginning in North America on October 18, 2011, with the Microsoft Windows version following on November 22, 2011. A Wii U version is set to release in 2012. An iOS game, Batman: Arkham City Lockdown, was developed by NetherRealm Studios and released on December 7, 201

    • Atmospheric, fascinating world rich with details and secrets  
    • Satisfying, varied, hard-hitting combat  
    • Grappling and soaring around the city is thrilling  
    • Great assortment of involving side quests  
    • Makes terrific use of a host of Batman characters
    Batman: Arkham City
    ArkhamCity.jpg
    Developer(s) Rocksteady Studios
    NetherRealm Studios (iOS ver.)
    Publisher(s) Warner Bros. Interactive Entertainment
    Square Enix (Japan)
    Director(s) Sefton Hill
    Writer(s) Paul Dini
    Engine Unreal Engine 3
    Platform(s) PlayStation 3, Microsoft Windows, Wii U, Xbox 360
    Release date(s) PlayStation 3, Xbox 360
    • AUS October 19, 2011
    • NA October 18, 2011
    • EU October 21, 2011
    • JP November 23, 2011
    Microsoft Windows
    • NA November 22, 2011
    • EU November 25, 2011
    Wii U
    iOS
    December 7, 2011
    Genre(s) Action-adventure, beat 'em up, stealth
    Mode(s) Single-player
    Rating(s)
    • ACB: M
    • BBFC: 15
    • ESRB: T
    • PEGI: 16
    • USK: 16+
    Media/distribution Optical disc, download



    Arkham City is an open world action video game that incorporates elements of stealth and predator tactics. All of the gadgets previously obtained in the first game are present at the start of Arkham City (with the exception of the Line Launcher and the Ultra Batclaw, which is replaced with the regular Batclaw and Remote Batarangs). Most of them have improved or boast new capabilities; for example, the Cryptographic Sequencer can also track signals, the line launcher now can be deployed as a tightrope and has a feature that allows Batman to flip over and launch another zipline, switching directions. The remote control Batarang now has a built in brake and boost, and the grappling gun can now be used while gliding to boost Batman further up into the air. Four additional gadgets have been revealed: smoke pellets to confuse armed enemies when spotted by them, the Remote Electrical Charge which is a sniper-like taser gun used to power generators and shock enemies, ice grenades used to freeze enemies and make pathways through water, and a balled rope for tying up enemies. The game incorporates more puzzle elements; the use of Batman's "Detective Mode", which highlights elements such as enemy skeletons and clues on-screen, is used to perform forensic activities such as tracing the origin of a sniper round.

     Gotham City. This crime-infested metropolis has been famously imagined and reimagined in comic books, cartoons, and films. Now, we have a new vision of Gotham, and it stands not just as one of the most unforgettable incarnations ever of the city that Batman is devoted to protecting, but as one of the most richly detailed and exciting environments ever seen in a game. Building on 2009's outstanding Batman: Arkham Asylum, Batman: Arkham City sets you free in the intoxicating neighborhood of North Gotham, now a sealed-off superprison for the city's worst criminals. As the Caped Crusader, you struggle to bring some semblance of order to the chaotic streets, foiling the plots of supervillains and protecting the victims of those who prey on the innocent. With its atmospheric setting, thrilling movement, immensely satisfying combat, and tremendous assortment of secrets to discover, side quests to complete, and other attractions, Arkham City is a fantastic adventure game.

    The player also has access to a criminal database that tracks several investigations across the city and the forensic puzzles much like the first game, as well as an extensive communications interception and tracing network. However, Rocksteady's art director David Hego described the new detective mode as an "augmented reality mode", and game director Sefton Hill has also stated that although enemies and evidence can be seen more clearly, the navigational part is toned down as they found that some players completed Arkham Asylum using detective mode almost throughout the entire game. Optional challenges from the Riddler to collect hidden trophies placed around the city are also present, but require additional effort to locate, such as interrogation of men loyal to the Riddler, and the use of nearly all of Batman's gadgets to disable "traps" and barriers placed around them. After a certain number of trophies are found, Batman must go rescue a hostage that the Riddler has captured, which requires him to disable death traps set by the Riddler.

    As you win battles, you earn experience points and periodically level up, which lets you upgrade your suit, gadgets, and combat skills. These upgrades have a real impact on gameplay and create a rewarding sense of growth as you advance through the game. Purchasing the batclaw disarm move, for instance, lets you yank weapons from enemies' hands, while the critical strikes upgrade rewards precise timing in battle with more powerful attacks that let you build up to special combo moves more rapidly. There are an impressive number of upgrade options to choose from, and you'll probably still be leveling up and unlocking upgrades well after finishing the main story.


    In addition to his trophies, the Riddler has a new set of environmental riddles for you to solve. Some of these take the form of questions or statements, such as "Do you have Strange thoughts? Maybe you should seek help?" and "I am an actor who can transform a film with the final cut. Who am I?" Answering these requires you to locate the sign, storefront, or other environmental detail that contains the answer. The richness of the world already makes exploring it a pleasure; tracking down these solutions makes doing so even more engaging. Each of these that you solve unlocks an Arkham City story, which offers some textual background on the people associated with that particular riddle, deepening the neighborhood's sense of history. The Riddler's perspective puzzles also make a comeback. These are question marks painted in the environment that need to be viewed from just the right place to appear correctly. Working out the proper vantage point from which to solve these puzzles is as enjoyable as ever.

    The player controls Batman, making their way around Arkham City to complete mission objectives. In addition to the primary mission, the game introduces secondary missions featuring a number of key characters and their stories. The player can opt to move silently, avoiding inmates and other enemies using a combination of gadgets to sneak up on enemies to incapacitate them. Batman's gliding ability has also been upgraded, allowing players to dive downward and pull themselves back up, making it much faster to move through the air.

    Catwoman is also a playable character with her own heist-focused storyline at specific points in the game. Her combat is more acrobatics-oriented and features her claws, whip, and bolas. She has her own version of Detective Mode called "Thief Vision" to locate items for stealing. Dax Ginn recently revealed at Gamescom that the game has about 40 hours of gameplay with the main campaign lasting 25 hours and 15 hours for the side missions. The game also contains 436 Riddler challenges, which make up one of the multiple side missions that players can embark on at any given point in the game. Rather than rely on maps, the player can mark Riddler puzzles as they are found, if the player does not have the necessary equipment to complete them. A portion of the puzzles are also specific to Catwoman, and can only be completed by her.

    Batman's assortment of gadgets plays a bigger role in combat than it did before. In Arkham Asylum, you could throw batarangs and keep your combo going; here, you can quickly fire off many of your wonderful toys in the heat of battle. A blast from your remote electric charge device can make an enemy involuntarily swing his hammer at surrounding thugs, and a quick placement and detonation of explosive gel can knock nearby foes off their feet. The variety of "quickfire" gadget options and other special moves that Batman has at his disposal can actually be overwhelming, and you may occasionally find yourself pressing the button combination for one gadget when you want to use another. But the game does an excellent job of easing you into the finer points of the combat system, displaying button prompts when you have a good opportunity to use a particular technique. And if you don't quite grasp a move the first time, you can go into your upgrade menu and re-enable its tutorial for a refresher. The addition of quickfire gadgets gives you a number of new options, and skilled players can benefit a great deal from the smart use of these techniques, but you never need to rely on these abilities. If you prefer to keep things simple, you can certainly get by relying primarily on your fists.

    The game's boss fights look dangerous and spectacular, but they're disappointingly easy, and on occasion, context-sensitive actions may thwart your efforts. You might intend to evade an enemy attack, for instance, but instead your button press makes Batman slowly disable some device as bullets are shredding your health. But these criticisms are nitpicks in a game that does so much so well.

    Watch Batman: Arkham City trailer.



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    Rocksmith

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    Rocksmith is a music video game produced by Ubisoft similar to Guitar Hero, Rock Band, Power Gig: Rise of the SixString and Offbeat Guitarist, and based on the technology in Guitar Rising. The game's main focus is the unique feature that allows players to plug in virtually any guitar and play. It will be released on three platforms: Microsoft Windows, PlayStation 3 and Xbox 360.







    Rocksmith
    Cover art
    Developer(s) Ubisoft Montreal
    Publisher(s) Ubisoft
    Platform(s) Microsoft Windows
    PlayStation 3
    Xbox 360
    Release date(s) PlayStation 3, Xbox 360
    • NA 18 October 2011
    • EU 2012
    Microsoft Windows
    • NA 13 December 2011
    • EU 2012
    Genre(s) Music video game


    Rocksmith's light campaign mode eases you into tunes by having you practice small groups of songs to get a feel for them before playing the more advanced versions back-to-back in concert at packed venues. It starts you off at the ground floor with simple licks, single notes, and slow pacing to get you accustomed to the basics of guitar playing and how to decipher the elaborate note runway. Each guitar string is associated with a different color, and the numbered fretboard onscreen indicates the corresponding location you're supposed to play on the guitar. The gameplay is reasonably lenient, since you can't "fail" mid-song for performing poorly. You may have to replay a tune if you don't reach a certain minimum point score by the end, but repetition is required for learning, and it's a common theme across much of Rocksmith. You're good to go as long as you hit the right notes or chords when prompted when they come down the runway. What's awesome is that you're not docked points for noodling. For folks who already have some level of guitar skill, this is one element that Rock Band and Guitar Hero sorely lacked. Even better: the game scales to your playing ability automatically. If you start nailing power chords instead of single notes, you'll level up the phrasing and soon start seeing chords coming down the screen at you. The reverse happens if you mess up too much, giving you a chance to recover if things get too busy for you. It's a very cool, dynamic system that's forgiving without gutting the challenge.



     Every note, chord, pick scrape, or sound you make is played through the game in real time, and it's amazing how Rocksmith essentially turns your TV or stereo into an amplifier. Thankfully, there's a built-in tuner you can access from the menu, and you're prompted to check your tuning between songs. Reverb and distortion are added to your guitar's sound on a song-by-song basis too, but you also unlock different amps, effects pedals, and guitars to fiddle around with in the game's absorbing sandbox-style amp mode. Here you can customize your guitar sound with tons of different layers of tones and effects. It's easy to spend hours testing all the sounds out and free-form jamming through the TV.

    For everything Rocksmith does right in terms of delivering an authentic guitar-playing experience married with enjoyable gameplay, it's still lacking in some areas. Compared to other rhythm games, the presentation is far less flashy or interesting. While that makes sense, given the focus is on playing a real guitar instead of hitting just a few colored buttons, it could have used a more upbeat, engaging way to draw you into the experience. Venues are dark, drab spots populated small seas of realistic-looking fans who are equally lacking in personality. The campaign structure itself feels pretty weak too. There are a lot of tunes to rock through and some great content to unlock, yet there's precious little about the experience that makes you feel like you're rocking out onstage or making real progress through your virtual career.

    There's definitely room for improvement down the road, but Rocksmith's debut has one thing going for it above all else: it's the real deal. This ambitious guitar game delivers on its promise of intense rhythm gaming action tied to the act of actual guitar playing. It has something to offer players of all skill levels, whether you're picking up and learning the guitar for the first time or have been playing for ages. After years of Guitar Hero, Rock Band, and a slew of imitators, it's refreshing to see someone finally make the big leap and succeed. 

    Soundtrack

    As of the day of release, the full list of songs is available on Rocksmith's website
    Radiohead's Bodysnatchers and Lynyrd Skynyrd's Free Bird are included with pre-orders of the game.
    Song Artist(s)
    "House of the Rising Sun" The Animals
    "When I'm with You" Best Coast
    "I Got Mine" The Black Keys
    "Next Girl" The Black Keys
    "Song 2" Blur
    "Step Out of the Car" The Boxer Rebellion
    "Sunshine of Your Love" Cream
    "We Share the Same Skies" The Cribs
    "Boys Don't Cry" The Cure
    "Rebel Rebel" David Bowie
    "I Want Some More" Dan Auerbach
    "I Can't Hear You" The Dead Weather
    "Run Back to Your Side" Eric Clapton
    "Take Me Out" Franz Ferdinand
    "Do You Remember" The Horrors
    "I Miss You" Incubus
    "Slow Hands"[7] Interpol
    "Well OK Honey" Jenny O
    "Use Somebody" Kings of Leon
    "Are You Gonna Go My Way" Lenny Kravitz
    "Surf Hell" Little Barrie
    "Sweet Home Alabama" Lynyrd Skynyrd
    "Unnatural Selection" Muse
    "Plug In Baby" Muse
    "In Bloom" Nirvana
    "Breed" Nirvana
    "Where is My Mind?" Pixies
    "Go With the Flow" Queens of the Stone Age
    "High and Dry" Radiohead
    "California Brain" RapScallions
    "Number Thirteen" Red Fang
    "(I Can't Get No) Satisfaction"[8] The Rolling Stones
    "The Spider and the Fly" The Rolling Stones
    "Play with Fire" The Rolling Stones
    "Gobbledigook" Sigur Rós
    "Panic Switch" Silversun Pickups
    "Outshined" Soundgarden
    "Me and the Bean" Spoon
    "Between the Lines" Stone Temple Pilots
    "Vasoline" Stone Temple Pilots
    "Under Cover of Darkness" The Strokes
    "Mean Bitch" Taddy Porter
    "A More Perfect Union" Titus Andronicus
    "Good Enough" Tom Petty and the Heartbreakers
    "Slither" Velvet Revolver
    "Burnished" White Denim
    "Icky Thump" The White Stripes
    "Chimney" The Yellow Moon Band


    Watch Rocksmith Game Trailer for more details.

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    NBA 2k12

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    NBA 2K12 is a basketball video game developed by Visual Concepts and published by 2K Sports. It was released on October 4, 2011 for Xbox 360,PlayStation 2, PlayStation 3, PSP, PC, Wii and for the first time on iOS iPhone and iPad. For the first time there will be three different covers to choose from when picking up the game, with Larry Bird, Magic Johnson, and Michael Jordan being the cover athletes of the game. Each will appear on a different version of the game. NBA 2K12 is the successor to NBA 2K11.

    The first thing you are going to notice in NBA 2K12 is the the presentation. I must say, this is the most flawless presentation in a sports game I have ever seen. It captures the NBA feel perfectly. Other sports games should take out a pen and paper and jot down some notes on how to add a little passion to their game. As soon as you hear “We're playin' bas-ket-baaaall,” from Space Jam in the opening video, you're going to be like, “Oh heck yea!” As a matter of fact, the game bleeds Jordan. He's on the cover, you can wear his shoes, and in My Player he sends you letters about how the Jordan brand is keeping an eye on you. Maybe if Lebron went and played baseball for a year then he could finally get some attention—am I right, Heat fans that are reading this and getting so mad?
    Continuing, before every game there is a little montage of the two teams, their players, and some cool highlights set to one of the game's songs. It looks just like something that would play on ABC or TNT before a real basketball game. Even player introductions are handled with care. It just seems like 2K has a robust library of dialogue that will always be in the middle of the action.



    Gameplay
    §  NBA's Greatest mode: For the first time, gamers will be able to take control of some of the most iconic players in NBA history, such as Hakeem Olajuwon and Michael Jordan and put them against other classic and modern-day teams to create NBA dream matchups. Each of these 15 basketball legends has been meticulously recreated with an uncanny level of detail, including period-specific depictions of their arenas, team uniforms, signature moves, and historically accurate broadcast presentation styles in NBA 2K12. Gamers will now tap into the legacy of these legendary athletes by utilizing their signature moves, such as Kareem Abdul-Jabbar's unstoppable sky-hook and Hakeem Olajuwon's Dream Shake, to rule the virtual hardwood. These 15 legendary athletes, plus more that appear on the team that each one plays (ex. in the Jerry West game, you play against Pete Maravich's Hawks, and after you win you unlock both teams), will allow sports fanatics to create the NBA's most storied matchups - and lock in bragging rights for their favorite teams in NBA 2K12. "NBA's Greatest" legends in NBA 2K12 include:
    §  Kareem Abdul-Jabbar
    §  (86-87 Los Angeles Lakers)
    §  Larry Bird
    §  (85-86 Boston Celtics)
    §  Wilt Chamberlain
    §  (71-72 Los Angeles Lakers)
    §  Julius Erving
    §  (84-85 Philadelphia 76ers)
    §  Patrick Ewing
    §  (94-95 New York Knicks)
    §  Magic Johnson
    §  (90-91 Los Angeles Lakers)
    §  Michael Jordan
    §  (92-93 Chicago Bulls)
    §  Karl Malone
    §  (97-98 Utah Jazz)



    §  Hakeem Olajuwon
    §  (93-94 Houston Rockets)
    §  Scottie Pippen
    §  (95-96 Chicago Bulls)
    §  Oscar Robertson
    §  (70-71 Milwaukee Bucks)
    §  Bill Russell
    §  (64-65 Boston Celtics)
    §  John Stockton
    §  (97-98 Utah Jazz)
    §  Isiah Thomas
    §  (88-89 Detroit Pistons)
    §  Jerry West
    §  (70-71 Los Angeles Lakers)
     
    Gameplay is only as 2K Sports can deliver it. You can control all of your shots with the right stick, but I found myself going back to buttons to deliver my sweet jump shots. It's almost like you can do too much with the shot stick, if that makes any sense. I still find it a little difficult to pull off a crossover or drive past an opponent to the paint, but that's probably more of my lack of skill and improved defense than it is the controls. The defense is much improved this year, so you'll have to work to get open shots. However, I shouldn't have to be on a fastbreak with no one around me in order to dunk it. Players do a jump shot three feet away from the basket or go for a layup instead of just slammin' it down a little too often for me.
    Also, while the AI defense is sharper than ever, it is tough to hang with your opponent when you're on defense. They consistently put up a 63% or better shooting percentage against me—and I'm pretty damn competitive at sports games. The offense consistently gets open and drops in shots from behind the arc with ease. Then again, it's the NBA, which doesn't really like playing D that much anyways... Knicks. What's good about the defense being tougher for you and against you is that every game is a potential nail-biter.


    §  My Player mode: Returns from NBA 2K10 and NBA 2K11. There is no more Draft Combine or Summer Circuit, but instead they are replaced by the Rookie Showcase. Hire your very own agent. After that, 3 G.M.s interview a basketball player before the draft and good conversations can increase his Draft stock. Another new feature added to My Player and The Association is that NBA Commissioner David Stern will read all the 1st round picks[4] and Deputy Commissioner Adam Silver will read the 2nd round picks. Other improvements are more endorsements where a player can be on billboards be on magazine covers, create shoes and even an NBA "Where Amazing Happens" commercial. Players receive paychecks to use on skill points or new things like a basketball clinic to raise their local fan popularity. Instead of playing every game of the season, users can choose to only play Key Games, instead of the 82-game grind. The point of this is so players can make it through their career. Press conferences are upgraded and now you can see your players status on League Popularity, Team Chemistry and Fan Support. Players can now get inducted into the Basketball Hall of Fame as well.
    §  Creating a Legend mode: also returns from NBA 2K11 with improvements of its own. Now instead of taking a rookie Michael Jordan onto any team, players take control of any current NBA player and play out the rest of his career. It has all the same features as "My Player mode" except the fact that players use a current NBA player rather then a custom player. Players may be able to have press conferences in this mode.

    The Association is back, and while it remains unchanged, it has an enormous amount of depth. It would be silly to mess with an amazing mode. What's new is that online, you and 29 other people can form your own NBA league and play through a season. All the bells and whistles are still there. Nothing is dumbed down. So this addition to the game is much appreciated.
    NBA Legends join Michael Jordan as you play as 15 of the NBA's best players ever. You take their teams and go up against other talented teams in epic match-ups. Some of these players are Karl Malone, John Stockton, Michael Jordan, Larry Bird, and Magic Johnson. I took Jordan and his Bulls against the '91 Hornets and got schooled by MuggsyBogues, Alonzo Mourning, and company.


    Development

    2K Sports had a gameplay presentation with Kobe Bryant at E3 2011. The game will be released on October 4, 2011. The first official teaser commercial for NBA 2K12 debuted on May 31, 2011 onABC at the beginning of Game 1 of the NBA Finals between the Miami Heat and Dallas Mavericks. The demo for the game was released on September 20, 2011 on Xbox Live and PlayStation Network, featuring a rematch of the 2011 NBA Finals between the Dallas Mavericks and Miami Heat.
    The best part of the game is My Player. I could, and did, spend hours creating my player, taking him through a rookie game, pre-draft interviews, the NBA Draft, and finally into real games. Unfortunately, it was with the Milwaukee Bucks. They asked if it was a city that I could see me spending my whole career in, never leaving for the big markets. Are you kidding? Milwaukee? Anyways, if you’ve never played the mode or a game in the NBA 2Kseries, then consider it the RPG of basketball games.
    Your player is assigned goals every game. You’ll start off as a role player off the bench, but if you continue to meet your goals and be a good teammate (the teammate rating is a lot more forgiving this year), then you’ll get skill points to level up numerous ratings, such as ball handling, three-point shooting, and rebounding. You can also spend this points to level up abilities, like fade-away shots and crossovers. Not only do you manage skill points, but you manage your money too. You get paid every two weeks (they’re people just like us!), and you have the ability to donate your money to charity and take your team out to dinner or bowling. You also get drills to perform; one of my personal favorites is the schoolyard game of knockout.

    Your ultimate goal in My Player mode is to become a hall of fame player, which you can accomplish by scoring 20,000 points, among other difficult goals. However, I played for the endorsements. When I got drafted, Milwaukee put me on a billboard with the phrase “The future has arrived.” After my first game, Air Jordan sent me a letter saying that they are keeping an eye on me. Forget the hall of fame, get me the shoe deal!
    Minus a few annoyances with handling the player on offense and defense, NBA 2K12 is a blast and a must-have for any NBA fan. Heck, it’s probably the closest you’re going to get to an NBA game this year. If 2K keeps this up, they’re going to have to insert their own game into their NBA Legends mode next year. A NBA 2K game inside an NBA 2K game—2K-ception!

    Watch NBA 2k12 trailer for more details.

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