Special Call of Duty Elite

Special Call of Duty Elite
The secret project of Activision finally revealed!

When a short time ago had started chasing rumors of a mysterious project in development at Activision the web was literally going crazy to formulate hypotheses about what could really be this mysterious COD: Elite. There was talk of a free to play and some had even been rumored title of a third person or a spin-off of a particularly charismatic of the series (including the most popular Ghost). In London last the veil of mystery on the title has been discovered, and never surprise was bigger.

COD: Elite simply put is not a game, yes, you read that right. The title in question is a website that will integrate inseparably initially with the current Black Ops Treyarch and in the future with the COD: MW 3 Infinity and Sledgehammer. It is in fact nothing more than a portal where you can view your stats, analyze matches just player, study strategies with the ability to form groups (which results in a full support for the clan) and not least the opportunity to participate in various contests (both individual and group) in order to win over the riconoscenze with virtual medals and succulent prizes from sponsors. But let us analyze in more detail.

Small disclaimer before we get into the explanation: the version visionata was inherent in the English version of the portal, this results in menu items that probably in the final version of the title will be localized names or appellations totally different.

The site structure is quite semplic or practices HTML pages created specifically to highlight the essential contents. The first page that you Parera front is a summary of what is our level in the game's multiplayer. There will be our position and level of experience, the various prestige (if they have been completed) and the various logos of customization we've made (currently only in Black Ops.) Excluding this page, there are 4 main sections with ramifications to their inside.

The first is "Career" in which you can see even more details the personal characteristics of each player, such as: number of kills, deaths, killratio and much more. Also wishing you can compare them to those of another player to understand where you are weakest and the areas in which it excels. This section is more branched and can count on many sub items are self-explanatory for the name they bear, and are: recent match, custom classes, leaderboard, trackers, weapon performance and my teather. That is certainly the most stunning "tracker" since using the link to the game of our profile and the constant refresh of the site, on a reconstruction with a top view of the map where we're playing, all points will be reported in which die or we kills during the match. Tell it in words this feature is not worth the price to see with their own eyes, something truly amazing and probably in the future very useful for clans to prepare and study different strategies on various maps.

The second macro group called "Compete" is certainly more social and allows players to create any type of group (with the name of your clan for example) or by joining a group already established - the event was created such as that of the lakers fans - to be able to share information and comments about the game and maybe talk and exchange views on what is also extra call of duty. The third macro section is perhaps the most delicious and interesting news from all over the portal, called "responsibility" in which you can join various competitions limited duration such as: shoot the best photo, you reach a certain number of kills as quickly as possible rather than perform certain actions in specific types of game. The contest is created by some partners Activision (in our trial were Wrangler, Jeep and Starbucks) that will be won real prizes for anyone who manages to win the competition. Each individual contest will have its own page and a sort of calendar in the top of the main page will scan the beginning and end of each race in order to hold a current gamer.

The last finally classified as "improve" give you the opportunity to enter into more detail of each perk, killstreak of maps and the whole arsenal provided by the title. Every single item will have its own page complete with explanation of each movie, this will serve primarily as "encyclopedia" to thoroughly study every single feature of the object in question and hang for its use or not within our classes customized.
This is roughly what you can do within the site. Obviously we have been assured that everything will be supported massively over the web and the games themselves, including through certain web TV and mobile market.

In addition, it was explained that the majority of the site will contain material free, but however it can be called a subscription PREMIUM which give you the ability to access certain sections of title and above all give you the opportunity to download the packages added to maps that will be released COD on the future.

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Obviously, the questions are many, starting with the type of content and especially the premium subscription price and its durability. For the moment we can say, especially in optical social and clans, that the idea is at least interesting. Waiting for a clarification E3, the draft Activison currently has pleasantly surprised.

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Special Borderlands 2 and Nvidia GTX 670: the winning combination

Special Borderlands 2 and Nvidia GTX 670: the winning combination
Borderlands 2 is the sequel to the popular Borderlands that from 23 October 2009 (European date) ground has millions of fans around the world. The success of Borderlands is related to his being a "not" FPS-style classic, ruscendo to gather inside GDR and free roaming features that make it unique. Even the aesthetic side, however, has been a factor in your success, moving away from the mass shooter on the market, pointing to a graphic "cartoony" through the use of cel shading, captured the hearts of many players with the right amount of humor and vulgarity capable to snatch a smile even in the worst situations.

Gear Box has seriously this time maintaining a high level of a game that has created quite a few expectations and surely, after touching it with his hand, he did not disappoint anyone center. Everything that was good has been improved, from a world more diverse and wide especially detailed, with improved graphics in step with the times but always by maintaining the style "cartoon" and spigendo strong (maybe too much) about being borderline in terms of humor and vulgarity. In addition to what has been revised completely the 4 classes, changing the skill to make them more dynamic and eliminating the Berserker to the detriment of Gunzerker. Not only that, the development team has completely redesigned management interface of the character not to mention a fifth class out a few days ago via DLC and available for free for those who pre-ordered the game, getting access to the Premier Club Despite all these improvements, the most famous of credit goes to the multiplayer segment where we can find a co-op further migliotata that will allow us to fully appreciate the game along with three friends with whom we share the loot even rarer.

Speaking of those who were the defects of the first chapter, we can say that Gear Box has done everything possible to rectify his mistakes starting out, first of all, from creating a simple story like the previous one, but that should not be underestimated because it could to give strong emotions and great twists. The only flaw that can never help but Borderlands is definitely the famous delayed loading of textures linked to intrinsic defects all'Unreal Engine 3, as well as the imprecise management of the physics of "dead bodies" which often they find themselves in absurd positions. At the same time it is also true that Borderlands of kidnaps for his unique style and frantic shooting and not for any small graphic bug that now everyone is accustomed to living.

Among the new features of this chapter are:
A story (finally worthy of the name) is not too complex but at the same time should not be underestimated and it promises strong emotions and sudden turns.
A totally revised and more extensive, varied and completely explorable 4 classes magazines in all their forms with the possibility of having a fifth class via DLC as long as you do not get for free when pre-ordered the game.

A complete reworking of the game interface and the management of character with the addition of brand new hard points that are tokens that can be obtained and therefore can be used after the completion of the challenges (kill 500 Skag, made 50 headshot with the sniper, etc.) that give the ability to unlock any kind of bonus, the speed of reloading the damage grade, and are not at the level of the player's character, but rather encouraging the player to improve more and more every character it uses. An exponentially higher number of weapons due to the unique system used in the game (in the first chapter there were "only" 17'750'000 of different combinations). A variety as more enemies, in the first chapter was a bit 'absent and after the first half of the game began to take its toll

Finally, before moving on to the technical sector by analyzing the Nvidia Physx and its operation on a GTX670, here is a quick list of Pros and Cons of the game. I remind you that for a more thorough and detailed found at this address the full review of the game made by our Luke

Pros:
Detailed graphics in all aspects though still in DX9
Nvidia Physx implementation which greatly increases the detail of the surrounding world and interacting with it notevolemente increasing the realism of the game
Cooperative mode best on the market

Cons:
Difficulties often oriented multiplayer combat so some are quite complicated to complete on their own, but not impossible
Typical graphics bug that door from the first chapter and caused the Unreal Engine 3 or slow loading of textures and corpses often absurd positions that defy the laws of physics, in particular the seriousness
The implementation of PhysX, although the highest level, is not perfect and some elements are often forgotten themselves as banners that are struggling to get drilled by bullets or worse by a body that passes through them as if they were a mirage

Borderlands 2 and Physx
Borderlands 2 uses NVIDIA PhysX to create a more realistic and based on the physics itself. The game has 3 different settings:
Low: all the PhysX effects are disabled
Middle: enable PhysX on items such as Particles, Cloth Simulation Fluid Simulation and limiting the complexity and the number and disabling some effects related cloth and fluids.
High: enables all the effects on the "Middle" by increasing the complexity and number as well as giving full support to cloth and fluids.

What is it and what does the PhysX?
The PhysX engine is a physical, which simulates all the forces to which we are subject, initially developed by Ageia and later acquired by NVIDIA and running solely on its GPU series from 8000 onwards.
It clearly brings benefits to the gameplay and Borderlands 2 is clearly the test. The PhysX effects are used in everything from bullets and weapons with particle animations of killings and simulation of liquids. Below we describe in detail these effects.

effects Particulate
The particles are a key part of the implementation of PhysX in Borderlands 2. Each weapon and interaction with the world creates some kind of particles, particles that are "natural" and "persistent" or that remain on the ground and interagistono with other effects and Particelli. Some particles are created by the enemies when they are deleted or when interagistono themselves with the world.

Simulation of Fluids
The fluid simulation in Borderlands 2 exceeds any standard achieved so far and can be seen in corrosive, poisonous sludge, napalm arsonist, water, and much more. Fluids can be crossed, hit, exploded and influenced by another effect called Force Field and only a few are to be available settings "Medium."

Force Field
In Borderlands 2, via an algorithm, NVIDIA PhysX allows particles, tessuri and liquids to move realistically. Its purpose is to allow an interaction as realistic as possible with the player because it is useless to create something without being able to interact together especially in a game with all these weapons, grenades and explosions.

Simulation of tissue
This is one of the more modern games enigmaci. This is due to the fact that, despite being a single piece, each part can interact with the surrounding environment it is the mantle of a superhero to a sheet supported on a couch while a breeze crosses the room. All this is achieved by simulating huge quantities of tiny springs interacting dramatically increasing the realism.

If we combine all these effects and make them cooperate with each other will get a symphony of realism that only the NVIDIA GTX can offer. The differences between PhysX On and Off are huge for this and when all the effects work in harmony with each other the mix is ??purely explosive as this can prove!

Test Configuration
CPU: Intel i7 2600k@4.2ghz cooled by a Noctua NH-D14
GPU: Asus GTX580 1.5Gb / Nvidia GTX670 2GB with the new driver 306.97 WHQL newly released
RAM: G.Skill Ripjaws-X F3-12800CL7D-8GBXH
MOTHERBOARD: Asus Sabertooth P67
PSU: Enermax 800W + Modu87
HDD: WD Caviar Black 1TB SATA3
MONITOR: LG W2363D-PF Nvidia 3D Vision Ready 120hz

Graphics Settings
Resolution: 1920x1080
Vsync: Yes
Frequency Video: Max 120 FPS
Filter Antisotropo: 16x
Decal Bullets: High
Distance Foliage: Far
Texture Quality: High
Detail of Game: High
Ambient Occlusion: Yes
Depth of Field: Yes
AAFX: Yes
Visual Distance: Very High
Physx effects: Low / Medium / High

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Amenophis - The Resurrection - PC

Amenophis - The Resurrection - PC

The title opens immediately with a movie that immediately draws Egypt

Amenophis is a title marked "return". First of all, the return of "The Adventure Company" with another production in the universe noir-adventure-archeology 30 years, which has many admirers. Finally, the return of Allan Parker Cameron on our monitors, for the second time grappling with the mysteries related to antiquity (note, in fact, that the original title of the game is "The Cameron Files: Pharaoh's curse", even if it occurs totally detached from the first game in the "series")



those who do not know what we're talking ...

 The menu offers configuration options, but we are not sure that we will feel the need

 The Boot Menu offers us to shoot more easily remember where we saved

Cairo, Egypt, 1930 ...

The game begins when we arrived at the hotel in Cairo in which are staying, just off the taxi. A friend of ours, a researcher of Egyptology, engaged in excavations to the south of Cairo, has called on Egypt to investigate the strange intrusion into the excavation site, as well as about the people who already shadowed for a while '.
Andatala find the museum, we will soon realize that it is apparently disappeared without a trace, also to complicate matters get in the way of the German Reich and a sect of fanatical Egyptians. We must try our friend in an investigation that will show more and more imbued with mythological elements, in a race against time and against the "evil Nazis", an adventure the last test in which we should pay attention to everything that we surroundings.

Classic, not old

This is the plot of the bottom of the title, which comes as pointing and clicking in the classical setting. Totally controlled by mouse, then, and with an almost non-existent: only elements will be the cursor, which changes shape adapting to the circumstances (use, go, get, notes, etc..), And the interfaces of inventory. Just the inventory is divided in inventory itself (where else to go objects), wallets (which will allow us to carefully keep notes, notes and documents) and photo (which we can browse to review the various movies in full-motion as they find them in the course of the adventure). A good help on the front of the gameplay is the system of "brochure" find around the brochures that we can keep in your wallet, watching and pressing on the photos they contain we will move to the location indicated without having to do all the way (so in the initial phase, we will be able to move quickly between the hotel in which we reside and the museum). Another interesting aspect is the find, in some cases, to "fight against time" and we will have to do some things as quickly as possible to avoid reaching premature death.

Amenophis, however, is a game to be faced with calm and relaxation: like all point and click adventures, it offers the rhythms (almost always) very dilated, even if the subject matter will not fail on occasion to give us some healthy adrenaline rush .
The game aims to offer (including riddles and clues) over 20 hours of gameplay interspersed with twenty minutes of footage.

The programmer wants its part

Technically speaking, the game has a good care in all sectors, confirming the professionalism of "The Adventure Company". Environments, consisting of 2D images that surround us 360 ?, there are still lighting effects worthy of the name, and moving objects in the background are relatively few, however, it is making an attempt to evolve even like this: occasionally appear effects "reflection" that change with the change of our visual impression with very convincing, though still very raw. Always referring to the graphic, is just a small place when it comes to movies. These were carried out in full motion, showing texture dirty and in some places a little "imprecise" (as if he were looking through a dirty glass of mud). In short, a little 'more attention should be paid, even if only from the point of view of technical implementation, since in any case the inaccuracies do not undermine minimally gameplay or atmosphere.

Further involvement we are assured by a particular attention to the sound: the sound will have its own spatial location, and they will hear "turn around" while moving the mouse. A little 'uncomfortable, related mostly to matters of taste, there is the music, sometimes too "games," would have been better if the songs are similar to warm piano piece that welcomes us in the menu (very soft and noir). We are still faced with a title that points more on consistency than on special effects, and from this point of view we have nothing to complain towards programmers and graphic environments seem well reconstructed and it seems that little has been left to 'improvisation.

At the end of the journey

Basically Amenophis presents itself as a work produced by a professional company like that.
The story is engaging enough, presenting, however, as much of the difficulty it takes to not be easy to solve. Even if we were to find disoriented, not knowing what to do, remember to turn and go in all the places you know, the situation could unlock or we find new clues where we least expect them.
Allan Parker does not seem to have the verve of Indiana Jones, the charm of a Sherlock Holmes. Remembers "the old man who knows a lot" both in appearance and mannerisms. Shines through this character from old mastiff, by someone who has seen many things, but it seems does not want to tell her. A particular character, then, but not always, unfortunately, be able to win the sympathy of the player (on the other hand does not seem to even ask for it), in a way that relies entirely on the history and ambience.

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Adventure game well structured and implemented with attention not only to the story, per se essential given the genre, sub sound and graphics. Abandoned the surreal atmosphere of Sallambo, the "the adventure company" offers us an adventure with a script worthy of a film of the more well-known Indiana. Even from the technical point of view the standard is excellent and reaffirms "the Adventure Company" as a "professional" point and click adventure games, with collaborators at this definition.

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Amber's Blood

Amber's Blood

MDNA Games back to the office, proposing the eighth adventure of the little-known Carol Reed, handyman detective struggling with a new survey, called Amber's Blood. Thrown in Sweden, this time we will be dealing with a thorny case with implications decidedly obscure aspects that will be resolved only thanks to your intervention and your insight. Ready for the challenge!

It all starts in a gloomy and quiet sunny day, disturbed only by the sound of the alarm clock at 7.00 o'clock interrupted our sleep. Never mind, it was the only problem, there gireremmo the other side to lose sleep peacefully without worrying about other hassles. But these are just fleeting pleasure, as the same Carol will rise immediately out of bed ready to start the day. No time to get into the kitchen for breakfast and here we get a somewhat cryptic text message from a friend of ours, Stina, who invites us to his booth to talk about things that really matter. That this is finally the beginning of our adventure? In fact it is, because once met the latter, we'll find her bed by an accident at home. After a brief chat we become aware of a curious, how gruesome detail on the obituary of her grandfather, a Alfons Larson, which shows the latter's death much later than what the family had done believe Stina. The story starts to take taste, bringing to our attention a story illogical that we want to give an explanation at all costs, worthy heirs of a Sherlock Holmes of the past. We'll be up to it?

Probably yes, indeed certainly will. This is thanks to the fact that the game looks bare-bones, both in terms of ideas and in terms of ideas, since the story starts immediately in one direction, without giving us the opportunity to perceive the slightest difficulty, especially in grind in a short time the first puzzles proposed. In addition, there has been very easy, almost intuitive, queue events in a linear fashion, we hope for a deliberate choice of the same creators of the offer.

Graphically, the title looks like a scrolling game, which sees our pace in scenarios such as a trip on an album of millions of photographs arranged in a "box" so as to give you the sensation of exploring a world of 360 ?. So we will have to visit various scenarios, such as the home of the protagonist or an exhibition hall, which have within them other sub-areas fully explorable without any hitch. Each set contains the elements that we can easily gather by a click of the mouse and you will then be placed in a phantom inventory, accedibile by passing the mouse up. The game does not have any kind of animation or special effect, a characteristic that has made us terribly difficult to deal with the title, since even the dialogue with the various stakeholders that will always meet a stream of photographs ready to mimic a movement does not exist.

The gameplay takes full gaming system of point-and-click adventures, but did not give us any more gem to make it more appealing. Interacting with objects is a bit 'difficult due to the flatness of the scenes, which do not have the slightest relief or highlight the object that we seek.

As if this were not enough, the first moment of the tutorial Carol tells us immediately that you have at your disposal a notebook, which we can use to our liking, but that, however, reveals too much, putting down on paper all you need to do to wire and to sign. Whenever we find a clue to a place, immediately flash an icon in the upper left corner ready to tell us that our map has been carefully updated. Easy to read, it will fill in a short time many places (more than a dozen at a time), all freely explorable and all rich in objects that once depleted scenario, they'll disappear for a set to leave space to another.

Puzzles a bit 'dishes incredibly reduce the difficulty of the game, a quality that allows anyone to play the game, committing relatively offer gaming that can snatch a maximum of three to five hours of play, because this is extremely easy and straightforward. This defect, which destroys the longevity of the title, making it difficult even to play in the first place.

A fund sound decidedly dark and thoughtful, peculiarities such claims once they end up in themed zones. There has been no transfer of any kind of pathos while browsing, and even the dubbing has left us a little 'bitter taste in the mouth, because the voices (though in English) are reproduced as if they were talking robot without emotions.

In summary, then, Amber's Blood has managed to "bleed" us for a few hours, without giving us any kind of emotion in playing a title that is considered a thriller / crime but that does not have either of these features.
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Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.

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Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.

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Alpha Protocol

Alpha Protocol



THE IMPORTANCE OF THE PROTOCOL.

In memory of gamer, the titles that we have proposed un'inizialmente amnesiac hero destined to save - if not the world, at least the country, they are really a lot. This Alpha Protocol, the latest addition to the house of Obsidian Entertainment is no exception, putting now in the role of Michael Thornton, a sort of secret agent is not too recently entered the super secret paramilitary group and technologically advanced hyper known as "Alpha Protocol" by hence the title of the game now under consideration, the incarnation for Personal Computer. Before going into the details, though, let's start, as usual tradition, from the beginning, which is always the best thing.

The title distributed by Halifax occurs in the usual DVD-style box, in which we will find a manual in Italian - basic but well made and, of course, the two digital versatile discs required for installation. The setup process - unduly long, it will lead to the first startup window, where we will have to connect to the Internet to validate On Line code, this is done, we can decide the various settings of the game, from graphics to sound, through the configuration command and a possible XBox 360 controller (which still have not chosen: in this case, we have relied on the proven combination mouse + keyboard). He then began our adventure, first in the underground laboratory of Alpha Protocol, where we wake up in the throes of a violent sore skull and ready to roll - a tranquilizer shots, a series of guards before realizing that we are facing a kind of difficult to test preliminary anti-terrorist missions we face around the globe. Sega programmers have tried to create a third-person action game that goes beyond a normal shooter, infarcendolo of many elements that, on paper, would give rise to a title rather deep in terms of gameplay and freedom of action. Mission accomplished? Only in part.

In fact, Alpha Protocol has many arrows in his quiver: beyond the mere look and feel (which makes her figure on a console, a bit 'less on a PC), in terms of storytelling and possibilities, we can not say that Lesini in options. To characterize our alter-ego has been inserted the possibility to modify partially the features (one of the photos around here should clarify the concept) and was also included a skill system typical of the GDR, which will enhance the peculiarities of character according to experience points earned during missions. The concept is quite simple: to conclude a mission, gain experience points and spend them to improve this or that aspect of the character. To give a practical example, there are nine "Ability Craft" (as they are called in the Manual, ndAleNet) that, if developed, will give the player a number of advantages. For example, progressively developing the ability "Stealth", the enemies we will see less and less, going so far as to develop a kind of mimesis so advanced that are the envy of the Jem'Hadar Star Trek. Or, developing the ability to "Machine Gun", we will increase as the damage inflicted with this type of weapon, reducing recoil and enhancing the gusts. Again, increasing the "Martial Arts", we will be able to engage the enemy with bare hands, profondendoci in finishing moves worthy of the best Jason Bourne ... In short, the concept is clear.

Since we have mentioned the weapons, it is important to mention that during the missions we face, we can bring with us two arms (later upgradeable) the relatively wide range of guns available to us by programmers: from pistols to sniper rifles , through gun (one in each hand) and shotguns. Intrinsic peculiarities of weapons is that they can be personalized with laser sights, chargers and other additional amenities you will find in our long journey, in addition, each weapon has a mode "critical hit": in essence, by pressing (by default) the Right mouse of our confidence, we will see the viewfinder progressively shrink, until it became red. If at that point we will hit our opponents to the skull, we will see them finish quickly to the green pastures! In this regard, it should be noted that from the point of view of the calculation of damages, the title has now examined not just convinced that too often we fired the shotgun an enemy in less than two paces from us, seeing healthy and happy, and obstinately intent on shooting, in the same way, it will happen that a pistol, shot the little finger reinforced a distant enemy two light-years from our location, it will produce devastating and fatal victim. Even the graphical representation of blows - or suffered, does not shine in a particular way: red patches flying for the monitor, but the effect is often too rough, lontanuccio by the current standard.

In the best tradition of role-playing games, you have implemented a system of multiple responses that closely resembles a very simplistic version of what we saw, for example, in Dragon Age. Based on the questions we receive, or to the information come to our attention during the long and frequent dialogues, we will have - in a short period of time, to choose our attitude towards our interlocutor, even several times in the same dialogue on behind our choices, we become aware of more or less information and determine - to some extent (not much), the unfolding of the events immediately following our dialogue. Nothing dramatic, of course, but we enjoyed the effort.

Speaking of dialogue, it is important to remember that Alpha Protocol has a complete and well-designed location of menus and subtitles in Italian, while the speech is still in English - and, overall, well acted. The sound FX are not a miracle, but overall everything there 'for "audible", including music, is more than acceptable.
A different graphics, a little 'fluctuating and daughter of a conversion that can surely make happy lovers of the console, and turn up their noses ... or in this case, the eye ... lovers of the PC. The Unreal Engine still does its dirty work - and runs well even on computers that are not those of the USS Voyager - but inevitably the aura of "old" - in the best sense of the term, is out of the monitor in a very striking, also squeezing the maximum video options (for details, we refer to the usual hardware box at the bottom of this article). Great are the facial expressions of the characters and outdoor locations, sometimes leaving a sense of satisfaction in the retina, but the character animations - as well as the camera, far from perfect - we were not fully convinced.

Even the abundant presence of mini-games has left us a bit 'confused: it is true that, at first, it's fun to unlock a padlock or reconfigure a circuit to stop playing a goddamn alarm, but in the twentieth time boredom peeps, this framework, joins the AI ??opponents, not really exciting: I do not see aggirarci or almost never try to take advantage of numerical superiority, as well as almost never see them react to our presence if we get behind, even making an infernal noise . It is as if they, in a given environment, he "expect" our arrival - for example, from the right and, if instead we got there from behind or from the left, cogliessimo them totally numb, so as to be able to pause behind them several seconds (and kill them quietly) before they realize that there 'someone behind them.

Beyond these flaws, the SEGA is still fun, and overall, even relatively fascinating: sure, it looks like a game released over a year ago - on the front graphic and despite a cauldron of good ideas, we thought it made a pinch of concern. Probably, if it cost less, would recommend it to everyone because we can not deny to be a lot of fun traveling around the world to avert this or that threat, while at present we would like to direct more purchase only to fans of games' action with a touch of RPG.

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Procol Alpha is another epitome of great missed opportunities. Regular full of good ideas poorly managed, the title is distributed by Halifax and is in any event a fun action game that will satisfy beginners but probably disappoint at least in part, the fans of the genre, but rather varied with the 'chronic inability to manage their own, high potential, AP remains in the limbo of "gioconi" missed and this, more than other times, we are sorry, because in this case you could really do with just a small jump for more consecrate him as a great game. However recommended to newcomers to the genre and lovers of this genre

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Alpha Black Zero

Alpha Black Zero


WORLD CITIES, WHICH ARE REVOLUTION
In a hypothetical future, in the year of the Lord 2366, humanity has long since passed the land boundaries, traveling the cosmos beyond the final frontier. Under the aegis of political - military of some important and rich mega-corporations, many planets have now been colonized by exploiting the laborers and often reducing the settlers in a state of semi-slavery. As obvious result of this state of things, the realm of humans is found to be threatened by violent infighting. Ultra-separatist organization, in fact, took possession of many cities in all the planets controlled by corporations, is determined to dismantle the dominance of their captors. But what looked like a battle driven by noble ideals, quickly turns into a bloody struggle meaningless and time exclusively to mutual extermination. Desperate times, so call for desperate measures. It 's time to call in war the best group chose assault and infiltration, the Alpha black zero, the team which we will be called upon to impersonate the leader, the Lieutenant Kyle Hardlaw.
The title in question begins with a sumptuous film made with the same game engine, which will be discussed later, where we will see our digital alter ego court-martial. In the Palace of Justice of Qahira, the most important "world state" - in political terms - of the Galaxy, a military tribunal asserts that we, that is you in the shoes of Hardlaw, we stained hundreds of unjustified killings in the government same, the SolGov. All the while we were on a mission of infiltration under diplomatic cover military institution that has given us the various tasks, and then with the aggravating circumstance of the alleged impunity thought we could enjoy. Other allegations see us accomplices of certain groups of extreme right-wing assassins made up of the worst kind and have instigated, trained and supplied arms to these illegal communities with the sole purpose to make them turn against the government in power (the SolGov, in fact).

The capital city of Qahira, Olympus City, is divided into two: on one side those who are tired of the terrible dictatorship of SolGov, other corporations divided between economic interests and terrible intrigue.
During the process we will have to defend our position and that of our team, so as not to be silenced forever ... We will succeed in the enterprise?

NEED TO REDEMPTION
Obviously, otherwise what kind of superhero would we be? The whole game is seen as a sort of giant flashback, where we will relive each moment all the situations that led to the awkward position of defendants before the court martial.
This, overall, is the plot that acts as a backdrop to the final baked product by Dutch masters of Kaheon. Basically we are faced with a classic third-person shooter where teams comanderemo a team that has the beauty of the five elements, to which we give the customary and traditional orders such as "Cover", "shoot", "Hold" and few other variations. In summary not have to do that in advance the individual missions, all extremely linear (if we try to go to new roads, an invisible wall blocking us the way), kill all the terrorists and discovered (revealed?) The background to this terrible civil war . Once you have chosen the wealth of weapons in a list of three possible kit during normal gameplay we can switch from one character to another and, optionally, the role of one of them throughout the game relying on the excellent of our IA companions. Of course, continuing the role of the leader is strongly recommended, in order to be able to choose for ourselves the tactical approach to the various situations of offense or defense we're going to face. Still on the subject of AI, good also that of our opponents.

Despite their appearance, at least in the early levels, halfway between the Palestinian terrorists that we are unfortunately used to seeing on TV and buzzurri with red turban seen in Mortal Kombat, we must recognize that the difficulty was perfectly balanced. If at first behave like peasants armed with pitchforks in a nuclear war, it is equally true that, as they advance in level, we will see them groped moves encirclement operations, sniping, or call reinforcements if injured or outnumbered. All this thanks to a system which does not provide behavioral scripts but real subroutine to adapt to various situations.
Graphically, the title offers leasing very large and very well maintained, with a reddish tinge absolutely impeccable, and the lighting of the red planet where we live our adventure was made very well, with effects that resemble very much the excellent photography of Pitch Black, unknown movie with Vin Disel. However, the movements of our alter ego, as well as that of our comrades and enemies are a bit 'too woody and not credible. Without being too obvious, it seems that they have all been sitting for two years in a row and then forced to run the hundred meters without heating ... In the face of an environmental framework more than decent, unfortunately weapons are made in a discreet but lack credibility plus a nasty bill that many items in the game, in addition to being minimally interactive, are almost irritating to the eye when compared to the beauty of certain locations.
On the audio front, nothing to complain. Excellent English and excellent dubbing subtitles, all in Italian, as the game menu. The soundtrack, never intrusive, it seems snare in the right place, quick to point out the highlights of the game. Impeccable even the sounds of the guns, persuasive as - and sometimes more - other noble productions.

A pity it is not amazing ability to use binoculars or, even more, a map of the area to ... clean. In locations sometimes really very wide, it is easy to get lost or go round in circles, and since there is only one way to achieve the purpose, it may be frustrating around and around several times at the same point before going down the right corridor that will take us to finish the level .
Prior to vanquish the final comment, I remind everyone that ABZ: Intrepid Commando (this is the full title) has a multiplayer mode in LAN up to 5 characters where everyone can play as a member of the heroic squadron. In addition, the title seems poorly digest libraries OpenGlide, so you may want to play in Direct 3D.

COMMENT
No real news for this ABZ, which still plays well worthily his cards on all fronts; immediate enough and with a very low learning curve, this shooter has a captivating storyline full of twists and altogether convincing, though have the usual mix of platitudes already seen in many other titles related. The excellent performance of the graphics locations combined with a more than good sound segment decree the promotion of this title which, while not assurgendo Olympus of video games, is a great choice for all lovers of action, combined with a healthy twist strategy.

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Alone In The Dark: The New Nightmare PC game review

Alone In The Dark: The New Nightmare PC game review


ONCE AGAIN ALONE IN THE DARK
It all starts in a dark and stormy night ... The shady but experienced private detective Edward Carnby (33 years old, long hair blacks and trench Humphry Bogart) is hired by archaeologist Aline Cedrac (27 years old, red and a breathtaking body capable of ridicule the much-vaunted Lara Croft) to accompany her on Shadow Island. The goals are twofold: first, Aline wants to see three old stems, encrypted with the characters of the Indians Abkanis, the second is to test his theory that Professor Obed Morton, the owner of the island and stems, may be its unknown father, as she holds a picture of him with his missing mother.
During the trip, however, their plane is attacked by an unknown entity which also killed the pilot, and the two are forced to jump with a parachute, landing at two different points of Shadow Island.
It is at this point that we interact for the first time with the game, making what will be our most important choice: will prefer to wear long trench Edward Carnby, armed with a revolver with two barrels and two drums, or will opt instead for practical blue jeans Aline Cedrac in search of a truth far more complex than we think?
In any case, we will face the complex and intricate puzzles of the house of the accursed family Morton, Indian legends, a mysterious and centenary powwow with its legends, as well as several of the creatures of darkness born out of hell or a sick mind. In our help we will have only a flashlight, a walkie talkie with which we sometimes communicate with the other protagonist of the story and the many objects (including many weapons) that we will find our way. But otherwise we're alone ...
Alone in the Dark ...

ALONE IN THE DARK RESIDENT EVIL SILENT HILL
Many of us expected that this game came out on the market under the name of "Alone in the Dark 4", as there were already three other AITD in 1990, 1992 and 1995. The reason to get rid of the number in the title, except perhaps in the program files, I think has a name: Resident Evil. But let's start from the beginning ...
The first Alone in the Dark, released in 1990, was a small masterpiece for the first time the players were composed of polygons and moved in 3D. The high-resolution graphics and the use of texture were pure science fiction at the time, so the success of AITD was immediate. Less successful was its sequel in 1992, bringing almost no innovation in technical and while offering a storyboard less appealing. The third episode, tagged 1995, instead of the proposed massive graphical improvements, because it was enough to raise the esteem of the players against the "title" AITD.

For a while 'not spoken more, until it appeared on the first mythical Playstation Resident Evil, closely followed by two sequels RE2 and RE3-Nemesis, and the various Dino Crisis, Silent Hill and so on.
Only after this series of "clones", they would all have been called AITD followed by a serial number, it was decided to create the fourth episode of "official" AITD, and to do that you have chosen to use a graphics system and control, however, much closer to the three that the old RE AITD.
For this and other reasons (not least the possibility to choose between two main characters, something unthinkable at the time of the first three AITD) has chosen not to display the number in the title, adding only the word "The New Nightmare": the new nightmare.
I fully agree ...



GAME SYSTEM
The gameplay is exactly the same as that of Resident Evil: must guide their chosen character through the various locations killing or avoiding the blasphemous creatures you will meet and at the same time solving the puzzles of various kinds, but basically summarized in the canonical sentence "Use-Object-Just-In-Place-Right," while not missing some exceptions. One very important thing to note is that, unlike other games of this genre, the stories of the two protagonists are "parallel" there will be in the game, numerous references to the activities carried out by our virtual business partner, and sometimes we are called to "lend a hand" or to ask ourselves if we can not help coping with an intricate situation, there will be situations in which the two characters will meet for the sole purpose of exchanging objects, useful for the mutual research.
This implies that, although many locations are common, things to do will be completely different, and the same items to collect or interact with will be different, and the story will go in basically the same way, whether you're playing with Aline whether you're playing with Carnby. What to expect from certain, however, is at least a differentiation of the final ...

During the game, as mentioned, we will face some fighting, some are, so to speak, mandatory (so-called Boss, which if defeated will allow us to continue), but most you can groped to avoid. Also note that, ammunition permitting, it will be advisable to clean up the various rooms of their occupants uncomfortable, because very often you will find yourself to go over the same point, and a dead enemy, as you know, is an enemy that we are not wasting precious medkit. Sometimes, new monsters return to occupy rooms previously cleared, while others still have the nasty tendency to "respawnnare", that is to reappear even if you already killed.
The weapons at our disposal will be of the most varied kind: it will be the typical three-barreled revolver rifles, grenade launchers, flamethrowers and a thousand other things, to shotguns to lightning or something. The inventory is unlike RE, free: there is no restriction to the number of items, weapons or ammunition that you can carry around.
The bailouts are limited for each save will wear a "medallion rescue." The supply of medallions increases collecting them on the street, and playing without too much caution will prove to be more than enough (I got to the point that, with 20 saves, I still had 70 medallions spare ...). The only unpleasant thing is that the game will save the situation as it was when you entered the room in which you save: if there were monsters (and did you kill them) you will find them waiting for you, as you will have to re-trieve any objects just taken. To avoid the problem (it is definitely not a bug: it took!) Anyway just leave the room and re-enter before saving (... when possible or when there are no monsters that respawnnano ...).

WHAT TO SEE MY EYES
The game runs a hybrid graphics engine, that is formed by two-dimensional backdrops on which moving three-dimensional models. The backdrops are completely static: when the hero moves close to the edge, the frame will switch to the "frame" next. Same thing, if you properly start a door or a ladder.
The character models and monsters are all very well made and covered with highly detailed textures and high definition, only flaw: it lacks the movements of the faces. The resolution of the game, in fact, applies only to models: the backgrounds are always in 640x480 ... yet they are very well made, and this idea also allows PC owners do not properly "ninja" to play at high resolutions (up to 1600x1200) without any annoying delays (after all, only move the characters and monsters!)
To accomplish this, programmers have preferred to "snub" support Direct3D and OpenGL libraries work only.

As is well known, these libraries are performing better graphics, make sure it is supported by your video card, otherwise you can not play!
The best thing that distinguishes the graphics engine from that, very similar, RE is the fact that this will react very fluid and faithful exposition of some of its section in the light of the torch, making use of this tool to say lifeless, while creating a more "true" to "false" 3D environment. It is primarily this innovation to bring out this game from the scene of adventure.

WHAT MY EARS hear
The realization of the sound effects and excellent: shots, steps (different depending on the floor), verses of monsters, voiceovers (in English) and all the different sounds you will hear are recreated state of the art.
The music, though it is composed in MIDI good, in my opinion too: it is present throughout the game so to put it mildly obsessive, and just lowering the volume will be able to enjoy the rest of the sound, do not confuse it with the sounds rhythmic accompaniment. Too bad, would have been enough little music, but better treated and concentrated on certain key points, to give the whole look better ...


FIRST IMPRESSION, GAMEPLAY 'AND LONGEVITY'
I must say that the first impression I was a little 'disappointed at first glance, in fact, I could not figure out what the story (which also has some points in common between the various clich?) differentiate this title from the first RE. In addition, the fights start really prove challenging due to the small number of weapons and ammunition (part Aline totally unarmed!).
Going forward, however, I realized the beauty and innovation of the use of the torch that was nothing short of fascinating that the (beautiful) story go on according to the same events regardless of the character. The atmosphere of terror and tension, which only made me feel Undying after the first RE, is made in a way excellent, including monsters that appear out of nowhere behind us, noises heard through doors to empty rooms, cupboard doors that move by themselves, pictures that change appearance from dark to light, and so on.
In the end, I was long attached to the screen, determined more than ever to move forward to see what was behind the next door, and adirandomi with my stupidity when I could not solve that damn puzzle (and to think, almost always, the solution was in front of my eyes and I could not see it ...).
A game to finish and play again with the other character ... practically two games in one, to finish in succession or in parallel, depending on how preferred.

CONCLUSION
Who recommend this game? The answer is obvious: to all fans of the series AITD and RE. Not recommended, however, to those who dislike these titles: innovations are so few as not to constitute a very significant difference.

comment

In many ways, we are faced with a masterpiece! I do not say that the title "Alone in the Dark" is usurped, however, because at the beginning of the story will be "Alone in the Dark": I'm just saying that this game is more like Resident Evil than I remember the first AITD ... but here, at least, do not we talk about viruses and organizations unclean, but remains in the field of the paranormal. However, this is a product of high technical and storyboard. I highly recommend it to all lovers of this kind of game and the general horror.

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Alone In The Dark PC game review

Alone In The Dark PC game review





Derceto. Have you ever heard that name? No? But you should, if you are reading these pages. Derceto, in fact, is the location where kicks off one of the most popular sagas in video game history and answering to the name of Alone In The Dark. It was the year of the Lord 1992, when Infogrames offered to the public this first adventure dynamic style then popularized by Resident Evil and the protagonist, Edward Carnby (at the time, little more than a collection of pixels with a mustache and a handful of polygons), still has a hard core of fans - if you do not like Miss Croft and the soldier Snake - still quite numerous.
In recent times, the media in general have too wrapped up with a thoughtful embrace, telling us of the glories and wonders that would bring the game Eden Games in the gaming community; reshape a genre (see that of the Survival Horror) was the promise smaller. Combine the thrill of an FPS with the charm of an adventure, where in addition to the mouse, you must also squeeze your brains ... plus a wide choice of faculty, seasoned with a cinematic style to embarrass even the best Hollywood productions ... was, instead, the greatest promise. History, however, teaches us that, by large promises, often derive great disappointment (maybe it was just that, but transeat). Alone In The Dark has succeeded, at least in part, to dispel this myth? Let's find out from the beginning, which is always the best thing.

In this fifth installment of the series, set, "temporally speaking" in 2008, play as the aforementioned Edward Carnby, a man in the middle between Dylan Dog and Johnny Smith (just a little bit more handsome physically), which will be against his once again embroiled in a demonic plot-based monsters, dark characters a little nervous, demons, spirits and company hell in the city that never sleeps (see it in New York, even though I did not quest'appellativo never been clear, ndAleNet). In this case, the hub of all activities ectoplasmic and not in the American city seems to be the dear old Central Park ... and it's right there and in the surrounding areas - understood as sewers, hell realms, cathedrals and the like, that we, in as Edward, we firstly push back the forces of evil to where they came and at the same time, to discover the truth about some minor details (!), such as our incredible longevity. Things every day, so ... and to think that it all started with events just beyond the normal daily routine, such as a plague of insects, the genetic mutation of some plants and a mass migration of birds Yorkers .
From the very characters, or even before you start playing, the legacy from the console (in this case the Xbox 360), it is immediately obvious: not so much, as you might imagine, the options available in the video section (which are several ) and for mouse & keyboard settings, as well as the icons on the screen. Programmers have certainly lavished considerable efforts to adapt the incredible amount of moves that can run our hero to a first pad and a keyboard then, but in the end, the result has left us somewhat perplexed. Beyond the movement a little too woody all the characters of the game, so check with Edward keyboard with a pad that is really difficult and unpleasant. Not being able to rotate the camera with the mouse even paying any gesture that exiles from going straight like a caterpillar on a minefield, you must press the arrow keys, as well as those of movement. Although it may be nice to have as inventory the inside pocket of his jacket, it is equally unpleasant, however, having to press three buttons to use at least one object ... not to mention, various combinations of multiple objects: set up a third coat will be a demonic desire for all the gaming sessions. But, the number of keys (which, to be fair, in some games it is even higher), is more of an obligation to study too many combinations for actions that should be carried out "on the fly" as you shoot or break a door, which makes the game extremely cumbersome also the most experienced gamer. To contribute to the difficulty of movement, reach two other factors: the first is an imperfect management of collisions between polygons. The second, even more heavy, however, is the handling of the camera. Wielding a weapon, switching from third-person view (ie from behind), to the first: the result is that if an enemy moves, we'll be several seconds to find the right button to turn away and aim again ( Indeed, we are quite slow ...), or we will have to press the right button to switch to third-person view, then turn on ourselves and move at the same time, pull back the gun, aim ... in the hope that in the meantime , our enemies did not we already bitten.

Speaking of opponents, we can say that the park is quite diverse: bats, demons, zombies of various origin and nature, cracks in the wall ... well, there is enough to not get bored. Too bad the AI that drives them is the same as a pygmy marmoset, so do not expect wonders seen in FEAR .

One of the strengths of Alone In The Dark is the interaction with the environment, really 360 degrees. Almost every object reacts to what is happening on the screen - albeit with a few minor imperfections and we will be able to burn, move, break, break up a large part of what appears on the screen. Thanks to this flexibility ... physical, programmers have allowed us to deal with the various situations in more than one way. For example, in the pictures around, you should be noticing a good Edward in which the faces of black silt rather hungry and susceptible to heat and light. In this case, just to name one, there are more ways to break the deadlock: take a beam and burn it, or hold a light bulb (after throwing insults galactic to be able to put in the batteries) to create a corridor of light thanks which escape or even use the good old scotch to apply it on a chemical torches and create illuminated areas where to find shelter. Even the possibility of using an insecticide combined with a lighter as a kind of flamethrower, has its because ... well, the possibilities are many and all inherent inventiveness player's turn. Many are the puzzles in the game and we can say that the nature of the game is much more devoted to the resolution of puzzles of various kinds and nature, rather than the mere animal action.
Another of the fundamental characteristics of the game sponsored by Atari, is the division into chapters - almost all available now, the game itself. In short, thanks to the special menu, we will be able to choose which chapter of the game to run, jumping ones that seem the most boring or at least the most difficult. And the plot? Simply said: just like in a show at the beginning of each chapter we will see a "Previously on Alone In The Dark", in order to take stock of the situation and understand, in broad terms, what we missed in the chapters prior to that we have chosen to play. An idea that would not define it beautiful, it ugly, but rather, "special": undoubtedly, less accustomed to titles such as the one discussed today, will be very happy to have this opportunity.
To give a further small shock to the gameplay, the Eden Games have decided to include also the driving sessions. In some chapters of the game, in fact, we will sit, for example, at the wheel of a taxi flight to the Big Apple as the world around us, literally crumbles, but unfortunately the driving model is far from accurate and then these sessions will be reduced, in the end, the mere memorizing a route and turn the steering wheel at the right time.

On the purely technical, AITD is not exactly state of the art, even if there is' nothing that really kick up a fuss. The frame count remains stable in almost all situations, while the count of polygons has never, however, particularly high. All the characters suffer from arthritis (you can tell by the way they walk) and, compared to some locations very rich in detail - as in the episode set in the sewers, most of the time we will be moving in space as wide as graphically bare.
On the audio front, we note some interesting music, compared to SoundFX not really ... from top of the class.
In conclusion, we can say that the last but not least Atari product is a cauldron of good ideas, unfortunately cooked with a hint of concern ... a true, genuine sin.

comment

Alone, in the dark, it is not easy to write in a few lines what is Alone In The Dark, but above what could have been - and unfortunately it was not. A title that carries within itself a reminiscence of a saga that could be called immortal and that, to some extent, was destined to remain in the hearts of fans since its first incarnation, for a long time to come. The multiplatform title examined today suffers from a technical implementation is not perfect, which contrasts with some basic ideas very convincing. The plot, the story, the background of an epic capable of writing an important page and indelible in the annals of the game ... all these elements have been sacrificed on the altar of multi-platform and, to a lesser extent, marketing. Being in the dark, with a pad malfunctioning, it is not the most pleasant thing in the world. Too bad, really.

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All Star Tennis 2000 PC game review

All Star Tennis 2000 PC game review

The saga All Star Tennis was founded in (?) 1999: almost landed with simultaneous PlayStation, Nintendo 64 and Game Boy Color and was a success not exactly striking. Basically for four reasons: it was quite playable, funny enough, varied enough, enough adrenaline. Not bad, in fact, but with too much "enough" to really break through
For a year after quenching and altogether frustrating experience on consoles, Ubi Soft will try again, this time approaching a PC version to the, now familiar, for PSX, N64 and GBC. A difficult task, then, because - as taught by the mediocre (but fun, of course) precursors Roland Garros, and Actua Tennis Ace Tennis - the combination tennis-PC has rarely proved successful. That times have changed? Go on the pitch to find out
Kuerten NOT SWAP, FOR 'MORE' FORTE ..
As expected, the first step is the selection of players: that, although thoroughly characterized, are not many. Among these litotici "not many", comprise eight players that actually exist: Richard Krajicek, Lleyton Hewitt, Guga Kuerten, Amelie Mauresmo, Conchita Martinez ... And any number of players absolutely invented. That are the fruit of the imagination of the developers of the license or official, however, it does not matter: all the players present in AST2000 are characterized by a style of play at all staff. Not only that, the movements, the reactions in case of victory or defeat, the speed, the way to run: Ubi Soft to have cured with a maniacal attention to the behavioral aspect of the various players. And the results are obvious: You can - if tennisticamente shod - recognize the real-life counterparts of the players only by observing the style of play
PERFORMANCE, Tournament, Season: RULES '
Following the choice of game modes. All Star Tennis it offers essentially three: Exhibition, Tournament and Season
Exhibition mode offers the chance to take in a single match an opponent whatsoever. On the ground, on grass, on concrete or synthetic surface: If a field in AST2000 is available, you can select it in exhibition mode. Without the need for symbolic "unlocking" (typical of arcade games that All Star Tennis 2000 does not belong, but from which it draws inspiration). It 'also contemplated (and God forbid!) The opportunity of a contest between human beings, who, as usual, proved by far the best guarantee for longevity. But is not this a surprise

Tournament Mode does is write the name of your characters brilliant player on the board (there is nothing metaphorical names actually shine on the board) of one of the ten available evidence, then leaving him at the mercy of his own, more or less fearsome opponents. The imagination suggests that triumph in France or England (no license, no real names: ergo nothing Wimbledon, Roland Garros, Australian Open, etc ...) is more difficult than in Italy or Germany, but suggests evil: the 'small number of players (sixteen men and sixteen women) causes the same to attend all tournaments exist, thereby drastically reducing the chances of winning "surprise" of unexpected outsider
The same players win both in Rome and in Paris. Without distinction. Clearly the negative (and not at all realistic) result: the prestige of the four races of the Grand Slam stupid surely. The third and final mode in the name sums up its essence. Season, or a full year in the ATP circuit (which, to tell the truth, you do not call Atp as AST2000 no homonymous officially licensed); season, which is the heart of All Star Tennis 2000 ... Through a journey of ten tennis tournaments, the player must reach the top of the world rankings, indeed, not very long (only sixteen positions, such as the number of players). Nothing else, but not cheap. Challenge, excitement, competition, sweat is in this mode, no less, that All Star Tennis 2000 is the best of his best. As far as possible, of course
THE GAMEPLAY
Four keys are used for control of shots: one to smash, volley, service and roll standard, one for the top-spin, one for the back-spin, and one for the lob (very useful when your opponent plays a network) . The variety of shots Did not incredible, but it certainly is - especially remembering the only two keys Roland Garros 99 - more than enough. Depending on your style, of course, some will play any preference over other: and the attacker s'avvarr? almost exclusively smash and volley, and the pallettaro s'esibir? in daring rejected, and the terraiolo find the right groundstrokes the its perfect shot ... In All Star Tennis 2000 style is crucial. Even and especially in the players handled by computer

The change of the surface of fields actually affect the game (attack on the ground is not as successful on grass, etc ...), a matter which makes it less trivial mechanic and the transition from one tournament to another. E 'therefore probable, as is the case in reality, a player has more arduous triumph at Roland Garros Wimbledon. We said a few lines up: a question of style. Surprisingly, however, during the games, the almost total lack of balls smashed against the network, perhaps daughter on the "simulativamente arcade" of AST2000. An approach that, however, it certainly does not guarantee great depth, it ensures at least a good deal of immediacy
A WORD FROM YOU "NN" ICO
We close the review with the technical aspect of the title Ubi Soft, which certainly does not shine for accuracy. Indeed. The animations are fluctuating quality: some good, some painful. Those of good service, volley and post-game reactions (anger or of euphoria that may be); painful, for example, those of the diagonal stroke of slow steps. The public is poorly carried out, and unworthy is the static nature of the judges. There is no ball boys, but the balls mysteriously disappear from the field. The network and the field itself suffer from a lack of anti-aliasing ... Well, technically AST2000 is not exactly a wonderfull place ...

comment

All Star Tennis 2000 is a decent title in terms of gameplay, enough of the technical implementation, and more convincingly, from sports title that he is, on that of longevity. Lacks the official license, the matches are not as realistic as you could hope for, players are few and very few game modes. Yet ATS2000 is fun, even engaging in Season Play mode. To buy only if actually tennis fans.

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Aliens vs Predator PC game review

Aliens vs Predator PC game review





When three campaigns relatively unconvincing are concentrated in a single product, the result is, unfortunately, a second essential principle of mathematics, yet unconvincing. This is undoubtedly a shame, because Alien VS Predator is one of those games where the only name evokes space battles, alien threats, and a thin stream of fear and tension. We are facing a sort of remake of the first AVP came out many years ago, and as in that game, the title today SEGA has three separate campaigns, with three different styles of play. Of course, there is the undeniable fact that the Predator and Alien are impressive, and the idea of being able to control a video game is just as impressive today as it was then.

But the mere idea of ??those little masterpieces class 1999, and a strong dose of nostalgia in some ways is not enough to make a game Alien VS Predator, intense as was the case when, dressed as Frosty, we faced the pitfalls on 'LV 421. The game is a continuous teetering Rebellion of emotions: the stateliness of the Predator, watch a motion video while ripping the backbone of his favorite victims (Humans) is a short-lived joy because of the general clumsiness that invades almost every aspect of the title with so much anxiety (and expectation) we expected. Levels in common for the three races are designed with a little care, the problems - or too difficult to control, make the Alien campaign work rather than a pleasure, as well as numerous scattered small defects that could relegate be a masterpiece to the limbo of the (excellent) missed opportunities. The addition of co-op - funny but monotonous and focused on Marines - General makes the dish even more bittersweet.

As long tradition, the main peculiarity of "Alien VS Predator" is inherent in the ability to play three different campaigns, in which, respectively, will assume control of a Marine Cameroniana memory, an Alien and a Predator. Each campaign has - at least at first, unique features and game levels dedicated to the breed we are impersonating. In the case of Marine, we are faced with a shooter with classic styles of FPS first-person-based "alien" the corridors of the colony where we move are dark and disturbing, and designers have made ??good use of ambient light to increase the voltage. Our first encounter with a xenomorfo (immortalized in one of the pictures around here) will come after several minutes of play, during which the minutes ticking continuous motion-tracker will be our only companion in a universe of darkness and death omens.

On the other hand, engage in AVSP acids in the shoes of a Alien Warrior (number 6), we will first engage in a long flight through an experimental laboratory of Weiland & Yutani (build worlds best) where some sympathetic scientists (as we saw in the film Alien Resurrection), they try to break the will of the Alien making the perfect killing machines. Of course, as the movie and the books teach us, it is impossible to reason with an Alien and thus begins the most difficult of the three campaigns available. Last but not least, the Predator offers its range of entertainment. With his arms ipertecnologie, the cloaking device, the laser cannon and wrist blades, on paper our favorite Predator is the most interesting to impersonate, putting the player, once, in the role of hunter and prey.

But in each of the campaigns available, the excitement fades slow and relentless when it turns out that Alien vs Predator boasts a fair number of difettucci scattered, and what seems exciting at first may even become boring, for example, the darkness that surrounds the first few levels of the Marine is almost palpable and brings to mind small pearls "of terror" as Doom but once we leave behind the darkness and come into the jungle or in the temples, after a moment of awe and wonder There is a move in locations too similar to their own and do not allow any folds to a gameplay too much like himself. Basically, we will have to brush each environment from hostile encounter, put a battery in a power supply, unlock a door and pull a lever. All this, while falcidieremo with the two arms of our inventory (plus the gun charge infinite) everything that moves on the screen. During our sessions, straining his eyes we come into possession of a number of electronic journals, thanks to which we can discover interesting little things about what happened in the colony where we operate. That of the audio diaries is a fad that has now taken hold in a number of titles: from Bioshock Borderlands, the ploy of these pads sound is becoming a great way to discover many hidden details in the plot of the title that are trying.

The campaign is the Alien interesting - especially at first, thanks to a set of skills that we consider quite funny, but after a few minutes they made us curse a control system unfairly difficult. Has a peculiar effect, the role of one of the giants of science fiction films, but the seasickness that we encounter when zampetteremo happily between ducts and pipes, turning the visual three hundred and sixty degrees sbranando the poor unfortunates who will meet, we will hate Our Mr.Boccuccia too soon. The Alien is a perfect opponent violent, intelligent, strong, a survivor not contaminated by any emotion and driven by an indomitable instinct, and, as you can love, impersonating him and devote five to six hours required for completion of the campaign with a constant hit-and-run, has not convinced us under virtually any aspect: it can be satisfying to see a Marine unaware pass very close to us and then bucargli the skull with our mouth retractable, but it is a delight too rare and too expanded over the whole of the mission.

The Predator, as already mentioned, is a truly unique character. Just as in the previous AVSP was possible, once the player has to go hunting for victims and not vice versa, as in the title of the class Monolith Predator was incredibly unbalanced (in terms of increased firepower and energy virtually infinite) the lords of the Rebellion have filed these excesses, turning the monster made ??famous by Swarzennegger in 1985 by an unbeatable killing machine, in a deadly and formidable warrior who, however, the player must take the utmost care.

Unfortunately, irritating game mechanics and level design limits can undermine much of the fun you could try using the biological characteristics of the Alien and Predator. In fact, although in some sections of the horizon line is very long and we find ourselves in an environment virtually very broad, we will be forced to follow only the path chosen for us by programmers, with all due respect to any exploration ambitions. For we have found several times in a situation where we could not - for example, jumping from one tree to the next despite its proximity, but with the obligation to move elsewhere in order to continue. The question is why, in the role of a Predator, I can jump on a tree a hundred feet, but I can not get over a simple wall?

These inconsistencies have really stunned, keeping in theme with inconsistencies, you can not avoid mentioning the work done with the IA of our opponents, whether they Predator, Alien, Human or Synthetic (androids of the Company, nda). Unfortunately it will not be uncommon to see soldiers take cover behind a column, but on the wrong side compared to our point of fire, leaving them completely exposed. The Alien, which more than walking (although this verb evil is suitable for a species like that), they seem to sail a few inches from the ground, will always be to us without any criterion: above, below or to the side, but always with no apparent strategy.

On the strictly technical, we are faced with a good product, partially sacrificed on the altar of the cross-platform. The game engine is smooth even on computers not exactly powerful, but these details we refer to the large hardware box at the bottom of this page. As with the entire production, including the technical is fluctuating: in front of some spectacular locations, textured environments are redundant and sometimes even whitish. The immensity of the alien jungles has been reproduced with commendable care, if it were not for a repetition exaggerated.

In principle, each species has two exclusive levels, while others are "shared" by all races, for example, from the marshes that will dominate in the role of the Predator, will be the same where sguazzeremo with the Marine trying to reject Alien attacks. All matters related to the explosion - fire, particles and the like, has impressed as we were impressed all the effects of light. The version we tested was fully localized in English, both spoken for, as for the subtitles and the dubbing is not a miracle, but it is pleasant while the titles are completely free of blunders - and then, praise for the work played. The weakest point of the production is, inexplicably, sampling of sound fx: all stress and all the sound effects are a good step (and a half) below average, this greatly reduces the feeling with weapons, whatever species they belong to. We can not really explain this defiance, as in the title Monolith "Alien VS Predator 2", the sound fx were virtually identical to what he felt in James Cameron's "Aliens".

The online features of the game are very promising, especially when you are fighting with Alien, Predator and Marine, all together. Deathmatch and Team Deathmatch can not miss on the list of multiplayer modes, while the cutting edge is in excellent co-op mode for the Marines. Unfortunately this is not to relive the experience in single player two, but more simply it is a kind of "test" against continuous waves of Alien. If it is true that in space, no one can hear you scream, then it's time to debunk this myth: whatever your species, the battle is waiting for them and - as long as you pass over a series of faults more or less bearable, no that has even a slight sympathy for Alien and Predator can be considered exempt from trying this title.

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Alien and Predator. In principle, two names as they should - on their own, maintaining a certain degree of success, with great interest, a huge sense of expectation. Overall, the SEGA is not the masterpiece that we expected (and dreamed), from the first moment he set foot on the asteroid Ripley LV 426. No. But it's still a good product, away from the Olympus of video games, but that should not be missed in the game room of fans. All those who have tried even a slightest sympathy for the monster "tuttabocca" or at scarnificatore alien should feel compelled to try it.

Fallout 4 The Commonwealth needs you
It has been one of the biggest hype-trains in recent history; when Fallout 4 was announced just before E3 2015, people went nuts. And publishers Bethesda played on that, allowing their own promotion engine to be fuelled by the enthusiasm of fans the world over. So when Fallout 4 finally arrived, it is little wonder that a number of people were disappointed by what they got.

Even after all this time, when people should be well aware of how hype often gets out of hand, and when they should know that no game is perfect, they still managed to make themselves believe that Fallout 4 would, somehow, be a game that offered no problems. But by its very nature, Fallout 4 was almost guaranteed to be imperfect; any game as ambitious as this one is bound to have issues to some degree, and Fallout 4 is no different.

People the world over started identifying things that they didn’t like: graphics that were a bit poorer than ere expected, bugs that occasionally lead to hooking up on geometry or seeing odd things like models in strange places, that kind of thing. But it would serve one well, when approaching a game like Fallout 4, that (in the first instance) some truly great games have also had bugs and, most importantly, highlighting individual elements that may leave something to be desired in only truly relevant if these elements ruin the entire experience.

And, quite honestly, in the case of Fallout 4, they do not. You can bitch all you like about the little things that annoy you, but when the game is considered macroscopically (as it should be) there are very few things that might hamper the overall experience, and certainly none that will ruin it. The game begins with the player’s chosen character (created with a robust set of character editing tools) being rushed to Vault 111 in the face of total atomic annihilation. We’re not going into detail here, because spoilers suck… suffice to say that when the character awakens, you find yourself in a very different world, a long time after the bombs fell. After a few short “mandatory” missions that get you into the swing of things, Fallout 4 sort of stands back and says “It’s a great, big world out there… have fun with it”. And so the player begins a massive journey of discovery, in which the central plot plays only a small part. Fallout 4 isn’t about getting from A to B in a narrative; it is about living in a post-apocalyptic world.

To this end, Fallout 4 gives the player every tool it can muster in making the experience as engrossing and complete as possible. From the basic stuff, like character modification through skills and visual elements, and gear modification and improvement, right through to the establishment of settlements, Fallout 4 offers the player an absolute ton of things to do. I found myself spending long sessions tweaking my guns and armour, or fasttravelling between my settlements to make sure that they were properly defended and offered the growing number of residents what they required. I would spend hours constructing buildings in the game’s settlement editor, or hunting through random piles of scrap to find the elusive materials I needed for a particular weapon part. And then I would spend other long sessions exploring the Commonwealth (once called the Commonwealth of Massachusetts, the vast setting for this game) and completing missions. Between crafting, tweaking and combat, Fallout 4 has consumed many hours for me, and I still have a ton that I want to get to.

It’s the kind of game that you can spend a good long time playing, with short sessions great for tweaking and crafting, and longer sessions ideal for finding new places, trading and, of course, shooting stuff. And, thanks to the fully open nature of the world, you’ll be spending some of that time running away from enemies you cannot handle just yet, licking your wounds and levelling up before going back to exact a bit of revenge.

While Fallout 4 does give you every tool you need to survive in this world, it doesn’t hold your hand. It doesn’t guide you in any particular direction (the quests feel more like suggestions that compulsions) and it simply lets you get on with doing your thing within the game world.

And that world is massive. While fast-travelling is an option, this place has been created to be explored on foot, either solo or with a trusty companion (although the dog, for example, becomes more of an annoyance before long, so companions are only suggested for the most patient of players). It is a world that is full of surprises and oddity that you’ll never find if you bounce between fast-travel points, and this convenient method of traversing the map is only suggested for completing tedious tasks, like hauling junk back to your base of operations. There are amazing uncharted places and experiences here, and missing out on them would be a crime. Besides, walking is good for you.

None of it ever really seems overwhelming, either. Junk is automatically stripped down to needed parts by settlement workshops, for example. Traders are relatively plentiful (although you won’t find them fast travelling) and can even be set up in your settlements. The skill tree is simple yet expansive, but the lack of level cap means that you’ll more than likely never have to worry about getting to any particular ability at the expense of others. Combat can be daunting at times, but the game gets you feeling like a bad-ass pretty quickly, complete with customisable power armour and a massive arsenal of weapons that you can trim to suit your play style. It feels like the developers made a world for you to live in, on your own terms, rather than giving you a controlled experience. In truth, the only thing that is really overwhelming in Fallout 4 is the sheer scope of what you can do with it… and that’s a good kind of intimidation.

So, yes, the graphics may not be the best we’ve ever seen. The world may have bugs that aren’t mutated mosquitoes, flies and roaches. The companion AI does leave a lot to be desired. But the truth is that these things can be avoided or, at worst, ignored. And when everything is put together, all of these issues, whether in isolation or combined, do very little to hamper an excellent gaming experience. You may find yourself getting annoyed, even to a high degree, at times, but you will keep coming back. Like with Skyrim, Bethesda have managed to create an experience that is so wonderfully immersive with Fallout 4 that you’ll constantly keep coming back to it, bugs and all. It’s single-player only, which may make some people wonder about the longevity of the game, but with the amount that it offers to do, you’ll probably still be playing it long after you’ve set aside the latest cut-and-paste multiplayer FPS title. It’s not a massive step forward for the franchise, but it doesn’t need to be.