Thursday, July 2, 2009

WSC Real 09


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Trophy Bass 2007



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NHL 08 (Rip Version : Movie)


Minimum System Requirement
Windows 98/ME/2000/XP
CPU Speed: Intel 933MHz Processor
Disk Space: 2.0GB
Display: NVIDIA GeForce 3 64MB or ATI Radeon 8500 64MB
Memory (RAM): 256MB

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Virtua Tennis 3



















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UEFA EURO 2008





















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Bass Tournament Tycoon



















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FIFA 08

Publisher: EA Sports
Developer: EA Canada
Genre: Soccer Sim
Release Date: Oct 9, 2007 (more)
ESRB: EVERYONE
Number of Players: 1 Player
Number of Online Players: 2 Online

FIFA Soccer 08 is the next release in the long-running simulation series from EA Sports. Most of the features of FIFA 07 return in FIFA 08, with a host of new features that aim to liven up the gameplay.
FIFA 08 introduces a new engine--called the 35-point decision engine--that enables players to react to situations and make realistic decisons. Other new features include improved shooting, where a variety of factors now affect the ball after it is struck, including ball spin, pressure from defenders, player attributes, and even air resistance and pressure. FIFA 08 also introduces a new feature called "Be-A-Pro" that will allow player to control individual players for entire matches.

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FIFA 2002

Publisher: EA Sports
Developer: EA Sports
Genre: Soccer Sim
Release Date: Oct 29, 2001
ESRB: EVERYONE

Those who hammer the buttons on their gamepads as though they were synthetic rodents in a whack-a-mole game had best prepare for their day of reckoning. The foremost proponent of willy-nilly button-beating, EA Sports, has used the latest edition of its vaunted FIFA Soccer series as a springboard to a more thoughtful and more challenging control method that genuinely alters the way the game is played. Penalizing adrenaline-fueled thumb jockeys and rewarding those who initiate actions only after quick consideration, FIFA Soccer is quite simply a more grown-up affair than its predecessors. That it also offers improved passing and player movement and a generally more credible feel are just two more reasons fans of real-life soccer will find this the most enjoyable soccer experience on the PC to date.
Since its debut in the mid-1990s, the FIFA series has continually ranked as one of the strongest PC sports games on the market. If the series had a low point, it was in the highly stylized FIFA 2000, which focused on graphical prowess and high-speed button pushing over believable gameplay. In doing so, it seemed to herald a trend toward even more arcadelike gameplay in the future. Fortunately, things got back on track with last year's FIFA 2001, a game that showcased a renewed commitment to authenticity and now can be viewed as an obvious stepping-stone to this year's model.

In FIFA 2002, the gameplay is noticeably slower and more deliberate. Players behave even more like human beings than they have in the past--taking a few moments to gather in passes, accelerating slowly, gaining momentum in their first few steps, and ultimately losing steam toward the end. Rapid and repetitive button presses only hinder subsequent maneuvers, and manually controlled speed bursts do not generate the temporary supermen seen in prior editions. Passes must be delivered with an emphasis on trajectory rather than raw speed, and shots on the goal should be measured and carefully targeted if you don't want to miss the net completely.

The art of tackling has undergone a particularly satisfying revision. No longer do slide tackles carry a player 20 or 30 feet across the field, razing opponents without fear of punishment. Now, you had best measure your chances of contacting the ball first, or you'll risk drawing a yellow or red card. As such, an aggressive tackle is recommended over a conservative approach only in the most dire circumstances.
Artificially intelligent players without control of the ball display newfound canniness in some situations, though they may just as likely infuriate you in others. It all depends on whether the program has been coded to recognize the play you want to set up. Normally, teammates smartly predict strategies and move skillfully to open areas, setting up for quick one-twos or running at double speed to await perfectly timed lobs that drift just over the heads of defenders. EA has added new visual cues such as trailing red streaks to help identify which of your players is currently making a break for open ground. Sadly, teammate reaction is less convincing when the human coach leads his or her ballcarrier on an abnormal crossing pattern or otherwise atypical maneuver. In such situations, nearby players tend to stop or shuffle about listlessly rather than adjusting and moving where you want them to go.

The ebb and flow of the team is especially believable. Offensive forays are stifled not just with well-timed interceptions or tackles, but also with appropriate positioning. Watching a computer-controlled side move toward midfield, only to play the ball back and regroup when faced with a threatening but as yet uncommitted wall of defenders is something FIFA veterans have rarely seen before. Shot and goal totals are still a bit too high, and defenses continue to possess uncanny skill within the box--often dispossessing ball carriers and picking up loose balls faster than they do anywhere else--but EA Sports has generally done a fine job determining the final tally according to quality of opportunity and ball possession, total number of shots, and overall dominance. In short, FIFA 2002 beckons you to play again if just to more effectively implement your strategy and more astutely man the controls.
Minimum System Requirements
System: PII 233 or equivalent
RAM: 32 MB
Video Memory: 4 MB
Hard Drive Space: 50 MB

Recommended System Requirements
System: PII 400 or equivalent
RAM: 128 MB
Video Memory: 16 MB
Hard Drive Space: 510 MB
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Winning Eleven 7

Publisher: VU Games
Developer: KCET
Genre: Soccer Sim
Release Date: Apr 9, 2004
ESRB: EVERYONE

Customization: Editing Tools
Offline Modes: Competitive, Team Oriented
Number of Players: 1-2
It may have official FIFA PC licensing; it may have dominated the genre for the better part of a decade; and it may have climbed to such a lofty position of strength that it's driven away virtually every contender. However, Electronic Arts' celebrated FIFA Soccer series may not have the PC footie market cornered after all. Fresh off its 2004 revision, in which the game's producers have once again shown a disturbing recent penchant for sitting idly upon the throne, the FIFA series is also now in the midst of taking a full-on broadside from an exciting newcomer. With World Soccer Winning Eleven 7 International, Konami brings its console soccer hit to the PC for the first time and, in the process, proves that EA's reign is suddenly as shaky as the San Andreas Fault. Whether it's superior overall to the durable EA franchise is open to interpretation, but one thing is clear: Winning Eleven 7 is a superb game that sounds great, looks impressive, and gets the most important element--playability--just right. No true PC soccer fan should buy into the EA FIFA machine this year without first investigating Konami's superb alternative.
As the title suggests ("Winning Eleven" stands for the number of players on a soccer side and "7" stands for the number of annual revisions in the game's history), Winning Eleven 7 is far from a brand-new series. In fact, it has existed in the console realm since 1996. Granted, North America didn't get its first taste of the game until 2003's Winning Eleven 6, when Konami released it for the PlayStation 2 crowd. But this is the first time we've seen it in PC form, and it's not a moment too soon.

When EA's FIFA Soccer rose to prominence in the latter part of the last decade, it did so with a solid combination of presentation and user immersion. Featuring full FIFA licensing--which allowed EA to use all the real-world players, teams, and stadiums--and EA's masterful 3D graphics and animation technology, FIFA's visuals simply blew its competitors away. Its lengthy roster of user options certainly didn't hurt, nor did its gameplay experience, which represented a clever balance of detailed team management and coaching decisions, as well as an ever-growing inventory of player actions and moves. Still, recent editions have not exactly been filled with innovations, especially in terms of the product on the pitch. What had once seemed like amazing gameplay back in the late '90s began to feel arcadelike and fanciful. Could real-life players pull off the moves you'd see on a FIFA Soccer pitch? No. Could one real-life team completely dominate another in every facet of the game and outshoot and out-chance them by the widest of margins, only to ultimately lose because some unseen force wanted it that way? No. Did an EA game really feel like the pass-happy, calculated, and sometimes plodding experience of a real-world FIFA game? Not usually.

Conversely, Winning Eleven 7 plays very realistically indeed. In all truth, very casual PC soccer players may not notice much of a difference between the two approaches. Moreover, those who prefer a fast and more-whimsical game that often keeps things interesting by maintaining an undeserved tight score may even prefer the EA game. Nonetheless, Konami's latest soccer extravaganza will most likely satisfy those serious soccer students who've grown somewhat disenchanted with the EA methodology.
Minimum System Requirements
System: Intel Pentium III 800MHz or equivalent (Athlon/Duron/Celeron) or equivalent
RAM: 128 MB
Hard Drive Space: 640 MB
Other: Nvidia GeForce 3 or ATI Radeon 8500 video card; DirectX 8.1-compatible sound card

Recommended System Requirements
System: ; Intel Pentium IV 1.4GHz processor or equivalent
RAM: 256 MB
Hard Drive Space: 1200 MB
Other: Nvidia GeForce 4 Ti, ATI Radeon 9600 or higher video card; DirectX 8.1-compatible sound card
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TOP SPIN 2

Publisher: 2K Sports
Developer: Aspyr
Genre: Tennis
Release Date: Mar 16, 2007
ESRB: EVERYONE

Connectivity: Online, Live Aware
Resolution: 480p, 720p, 1080i, Widescreen
Customization: Editing Tools
Offline Modes: Competitive, Cooperative, Team Oriented
Online Modes: Competitive, Cooperative, Team Oriented
Number of Players: 1-4
Number of Online Players: 2 Online
PAM Development delivered a high-quality game of tennis when it originally brought Top Spin 2 to the Xbox 360 a year ago. It wasn't particularly revolutionary, but it offered a flexible character creation system, a playful career mode, first-rate production values, and most importantly, some of the sharpest, most nuanced tennis action to be found anywhere. Aspyr has now brought Top Spin 2 to the PC, and although most of what made the Xbox 360 version great remains applicable here, the passing of time and some sloppiness in the translation make it a less impressive package all around.
First off, you should know that this is a game that simply demands you play it with a gamepad, and unsurprisingly, the Xbox 360 controller proves to be ideal. This necessity is driven by the fact that Top Spin has always offered a slightly more technical game of tennis than Sega's standard-bearing Virtua Tennis franchise, though it's still quite easy to pick up. You've got four basic swings, including the aptly named safe swing, which will never go out of bounds, though the other three shot types require a bit more finesse to keep inside the lines. The slice shot flies low and fast and is great for crossing up your opponent; the topspin shot flies straight and bounces high but moves fast and can slip right past opponents who aren't on their toes; and the lob shot, which should be used sparingly, can be very potent against aggressive opponents apt to ride the net.

While the four basic shot types can be used at any time, eight additional swings require some portion of your momentum meter. Momentum is gained and lost naturally as you score points and are scored on and can be used for either risk shots, which take up big chunks of your momentum, or advanced shots, which eat up a more modest amount of momentum. The advanced shots are high-powered versions of your standard swings. Risk shots are even more powerful, but as the name suggests, they're rather risky, too. Holding down the assigned modifier button before you start a swing will bring up a rising power meter, which you need to stop right at the top. If your timing is off, you'll botch the shot and likely give your opponent the upper hand. If you nail it, the ball moves hard and fast and can be difficult to return.

As potent as they can be, though, risk shots are usually worth taking only during your first serve, when you have a free pass to hit the net. Otherwise, the stakes are too high, and it's prohibitively difficult to keep an eye on the meter and your opponent while also keeping your player in motion in the middle of the match. While the risk shots still don't have an optimal risk-to-reward ratio, they've been refined a bit since the first Top Spin, and they don't have any ill effect on the rest of the gameplay, which is consistently responsive and, thanks to some aggressive and skilled artificial intelligence, regularly quite intense.

Digesting all of the tennis jargon in Top Spin 2 can be a bit much if you don't know the sport, and hopping right into the game's exhibition or tournament modes may give you a bit of a rocky start. It's best, then, that you go into the game's career mode, which does a fine job of casually acclimating you to the nuances of the gameplay as you play. Before you start mastering your smokin'-fast ace serves and humiliating dump shots, though, you'll have to create your own custom tennis pro.

In addition to offering basics like gender, age, and nationality, the character creation system in Top Spin 2 gives you rather impressive control over the facial features and physical build of your player and is almost comparable to the character creation system found in 2K Games' The Elder Scrolls IV: Oblivion--though, as far as we could tell, there's no option to create a crazy magic-adept lizard-man tennis pro in Top Spin 2. Maybe next year! There's kind of an "uncanny valley" thing going on with the facial features. The skin tones often have flat, mannequinlike sheens to them, but the player models still feature a good amount of realistic detail. Despite the support of higher screen resolutions, it can be tougher to make the tennis pro you want in the PC version, as the work-in-progress model you're shown during the creation process is blurry and indistinct, making some of the finer details hard to make out. It's odd, because once you're actually in the game everything is crisp and clear. The animation has also suffered in the translation. There's still some nice subtlety to the players' movements, but the smoothness of the Xbox 360 version has been replaced by erratic choppiness. This isn't just a minor aesthetic problem, as it can affect the timing of the gameplay as well.
Minimum System Requirements
System: Intel Pentium 4 2.0 GHz or AMD Athlon 64 3200+ or equivalent
RAM: 512 MB
Video Memory: 128 MB
Hard Drive Space: 4500 MB
Other: 3D Hardware Accelerator Card Required - 100% DirectX 9.0c compatible

Recommended System Requirements
System: Intel Pentium 4 2.0 GHz or AMD Athlon 64 3200+ or equivalent
RAM: 1024 MB
Video Memory: 256 MB
Other: Geforce 6600 or Radeon X800
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Championship Manager 2007

Publisher: Eidos Interactive
Developer: Beautiful Game
Genre: Soccer Management
Release Date: Oct 13, 2006 (EU)
Number of Players: 1 Player
DirectX Version: v9.0c

Championship Manager is a name that has become synonymous in the UK for over a decade with the concept of a great, in-depth football management game. Originally developed by Sports Interactive, the game has been the responsibility of Beautiful Game Studios (BGS) since 2004. Unfortunately their initial attempts frankly weren't up to scratch but with the benefit of time and stability under the new SCi-Eidos regime, the team has succeeded in building those early efforts into something far more worthy of the CM brand.

This year's iteration is undoubtedly the most convincing edition yet and gives you the task of choosing any team from a total of 63 league tiers in 26 countries with which to find glory. What that glory might be will depend on your choice of team. Chelsea, for example, would no doubt demand an excellent showing in the English Premier League, as well as a more-than-respectable level of advancement in the Champions' League. But if you decide to opt for the likes of Farnborough Town, which would probably just settle for avoiding relegation from the English Conference South, a different kind of challenge would await you.

But your first choice, once you've set up your own manager's profile, is to work out which leagues you want to run and how much detail you'd like the game to go into. If you've got an older machine, it'll help to keep the number of active leagues relatively low and simulate the rest, although you can only take jobs from active leagues as determined at the start of the game. It's common to choose the country you want to start in, as well as a few others, and it's possible to limit the number of leagues playable within a given country.

Once that's done, and you've decided on a team, you'll be responsible for pretty much every decision you can think of that a football manager in real life would make. First of all, you'll need to think carefully about the players at your disposal and whether you want to mould a team around a certain formation, or vice versa. It's important, especially at lower-level clubs, to spend some time looking at the players' statistics--of which there are many--to see who might perform well in any given position.

Of course, there's far more to take into account than bare stats alone--the age, morale, and general happiness of a player can contribute to whether or not he'll perform. And until you've played a number of matches, it's hard to get a feel for a team that you don't know very well.
Fortunately, that's exactly what preseason is for, with a raft of friendly matches that will have been arranged for you. These games are designed to give your players the chance to gain match practice before the proper season begins, but also to give you the opportunity to experiment with formations and tactical settings. However, it's worth bearing in mind that the opposition is likely to be doing the same, so just how much valuable information you gather during this time is always open for debate.

The hub of the game focuses around match day itself. When your team is due to play, you'll see a list of fixtures onscreen, before being taken to the dressing room for the team talk. In CM 2007, you have the opportunity to utter some words of inspiration--or condemnation--before a match, during halftime, and after the final whistle. You can also talk individually to players, as well as give an overall address or keep quiet if you'd prefer. Different team members will respond better to different messages, depending on their personalities. A feedback area at the bottom of the screen will give you some idea about how certain players have reacted to your comments. As you progress in this way, you'll get an idea of how to motivate the various characters on your team to get the best from them.

After that, it's on to the real action, and you can choose to digest the match in a number of different ways. The game is played out automatically, without any intervention from you unless you decide to make a tactical change. As in real life, once the whistle blows, it's up to the players. You can view as much or as little of the on-pitch action as you like, but you'll usually want to stick to the highlights--near misses, red cards, injuries, and of course, goals.
When one of these highlights occurs, you can watch the match in a kind of 3D that's an approximation of what you might see on TV. Should you so desire, you can also change the viewing angle. Although players aren't represented realistically, as you might expect from something like FIFA 07, you get a good idea of the movement and the ball and players.

On the plus side, being able to see a game play out in this way gives you much more of a visual clue as to where your team is doing well, or not so well, and it's certainly easier on the eye than CM's text commentary roots. However, the drawback is that most people buying this game will be used to watching real teams play on TV, and unfortunately, BGS still has some work to do on sharpening up some of the player intelligence. There has definitely been an improvement made to the match engine since CM 2006, but watching just a handful of games will present a myriad of odd decisions.

For example, on a number of occasions, we witnessed situations where a challenge would occur on the edge of the area, which resulted in the ball trickling toward the goal and just past the post as the goalkeeper and nearest defenders stood by and watched. This usually resulted in a corner to the opposition--despite the fact that there was ample time and opportunity for one of our team's players to rescue the ball.

On another occasion, we managed to score from a free kick that was taken midway in the opposition's half. Curiously, most of the players on the pitch were huddled about 15 yards from where the kick was being taken, while a lone pairing of striker and defender stood on the penalty spot. The ball came in and was nodded home by our striker--the oddest-looking attack-free kick we've ever seen.

Minimum System Requirements
System: Pentium III 1GHz or Athlon XP or equivalent
RAM: 256 MB
Hard Drive Space: 400 MB

Recommended System Requirements
System: Pentium 4 2GHz or Athlon XP or equivalent
RAM: 512 MB
Hard Drive Space: 400 MB

Screen Shots

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Supreme Snowboarding












Game Details:
publisher : Atari
developer : Housemarque
genre : Sports
ESRB rating : E
homepage : http://www.supreme-snowboarding.com/
Release date : Jan 2000 (released)

Snowboarding seems almost out of season in April but Supreme Snowboarding comes on the heels of a series of snowboarding titles released for next generation consoles. PlaynGo transfers the formula found in those games to the Pocket PC. While some snowboarding titles emphasize tricks, railing and jumps, Supreme Snowboarding is more interested in races and times. As such, the game is broken into free race and championship modes. A good two-thirds of Supreme Snowboarding's initial runs are locked and you have to unlock them through the championship mode. Championships involve a variety of time-based challenges issued to you on a particular run. After you complete a challenge, another run will open up and you can practice the newly opened run in the free race mode until the next one.

Like many snowboarding games in this genre, Supreme Snowboarding keeps track of a plethora of personal achievements. Best times are kept for each specific run. Moreover, you can save and load different championship runs so you don't mix up the progress of your individual snowboarders, or it prevents someone else from muddling yours. One of the problems I cited with the Xbox snowboarding title Amped is the fact that the runs themselves were geographically wide and lateral. Supreme Snowboarding, probably owing to the PDA's portrait configuration, still demands lateral movement but its courses are more elongated. They privileged length over width. This gives the game more of a race feeling and since performance is really based on time, it is aptly fitting. Jumping is still pretty useful in the game though. Performing certain jumps will earn you extra time bonuses. Some jumps are also timed so you can shave off a few seconds by going over obstacles, and on certain runs you can even jump over a snowed-in car.

Visually though, Supreme Snowboarding is a 2D top down title. Its animation is smooth and there is a slight trace of particle effects when you navigate through the snow. Particularly noteworthy is the attention to the star of the game itself, the snowboarder. The persona may be small but it reacts naturally to the varying degrees of turns applied. Unfortunately, the snow looks fairly bland and artificial. It effectively is one sheet of white pixels and the lack of anything organic about it almost makes it unbelievable. It could easily have been a blue background and turned into a Transworld Surf title. The visuals are saved by the sound effects but even those are far and few in between. I often wished Supreme Snowboarding would take a more aggressive, in-your-face type attitude that is often evoked by the sport itself. Perhaps a little music and commentary would make it more in line with the sport.

With experience, I found that one of the most crucial things about snowboarding games is the controls themselves. If they're too tough, you'll find yourself battling the control schema as much as you are the actual runs themselves. If they're too easy, a fast run might consist of nothing more than a few timely nudges. Thus, the actual connection between the snowboard itself and the player is absolutely crucial. Supreme Snowboarding gives you the choice of controlling via the stylus and the PDA's keypad. Both avenues don't provide absolute control. Those thinking you can simply draw a line from the start of the run to the bottom of the run will be in for a surprise. Supreme Snowboarding is about controlling the snowboard itself. And the physics of momentum mean you can't stop or turn on a dime. As you can probably guess by now, it takes quite some time to accelerate in Supreme Snowboarding, but it's helped (whereas Amped was not helped) by the fact that the runs are fairly lengthy in nature so you have ample real estate to gather speed. There's a slider in the main menu to control how sensitive you want the turning to be. On higher sensitivities, you don't feel as much friction but again, it's never as easy as merely connecting the dots with your stylus on the PDA screen. PlaynGo's idea of snowboarding, just as in real life, takes some getting used to.

In total, there are sixteen tracks altogether, of which you'll spend the majority of your time overcoming challenges to open up the latter ones. The runs increase in difficulty but unfortunately, there's no briefing screen or option to see the run before it happens. Because of the somewhat stiff controls, you really have to plan ahead of time to get the minimum times to complete challenges. This will undoubtedly lead players to take a scenic tour of a particular run to get to know the lay of the land, and then practice until they can clear the entire track in record time. These types of design create redundancy but I'm guessing it's a device by developers to extend the longevity of their game. A live automap during snowboarding or a quick glance at a map before the start of the run would have helped ease the frustration.

The small size of Supreme Snowboarding is something to cheer up about in light of the lack of extras. There's no multiplayer, support for ghost racers or additional tracks, which any single one alone would have added immensely to the game. So it all boils down to improving times and going over the few jumps that exist in the game. I always came to snowboarding games thinking the emphasis on merely performing tricks was too much. On the other hand, Supreme Snowboarding is all about getting to the base of the hill in a timely fashion. On its own, it also seems to err too much to the other side of the pendulum. If it were to include some of the trick-oriented play of the console snowboarding titles, PlaynGo would easily have a winner here. Throw in some good, maybe even customizable soundtracks, as well as multiplayer or some way to tie in the net as a platform for competition, and they'd hit more than solid gold.

Minimum Requirements:
Windows 95/98/ME/XP Home
Pentium 233 mhz
4x CD Rom
64MB Ram
8MB Graphics Card
Category: Sports

Ratings:
[08/10] Addictiveness
[17/20] Gameplay
[12/15] Graphics
[08/10] Interface/controls
[09/10] Program Size
[03/05] Sound
[04/05] Discreetness
[11/15] Learning Curve

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Shogun : Total War


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Medal of Honor Allied Assault



Medal of Honor: Allied Assault, the first PC installment of Electronic Arts' WWII-themed shooter series, is superb. However, if the realistic setting has led you to expect a serious combat simulation along the lines of Ghost Recon or Operation Flashpoint, you're going to be surprised and perhaps disappointed. Medal of Honor is first and foremost a run-and-gun shooter--a really, really excellent run-and-gun shooter. A lot of clever scripting and precisely orchestrated mayhem lend it a sustained intensity that more open-ended tactical shooters often lack. Relatively short but very dense, it's like one-half game and one-half amusement park ride.

Medal of Honor ISN is not very heavy in history. Instead, the game is divided into six more or less disconnected mission distributed in over 30 different levels. Instead focus on creating memorable characters and surprising plot movements, developers in 2015 have certainly had a way to introduce more effective memorable ever-Coin Set new and surprising elements of the game. As in Half-Life, see any real person's point of view of their nature. All Cutscene is perfectly integrated in the course of events. The control is never far from you. As in Half-Life, this technique is very effective in creating a sense of urgency and commitment to the environment Thursday It is a mystery why the developers did not use this viewpoint, 'performance more frequently.

the past two years, 10 - 15 hours seems to have become the standard length for a single player Shooters. Medal of Honor is not to break this trend and should have a little over 10 hours to complete the level of difficulty. But many packages in these hours. You've never won not force the user through the entire match. This is mainly because of the wide range of things interesting and unexpected incidents that occur on a regular basis. It seems as if the developers have tried to inject at all levels, some completely new challenge or a new combination of elements of previous levels. It is a testament to this diversity that provides many examples of destroying surprise.

Omaha Beach landing is that one memorable games scenes.Even well, at least one concrete example is in order, just to give an idea of how the participation of the Medal of Honor for missions could be. To begin the first level, riding on the back of a truck with four members of his group. The chief Brigadier inform everyone that you are trying to infiltrate a Nazi-occupied village. You can see another truck, running behind you. The two vehicles stop at a checkpoint, a guard and German approaches behind the truck and start talking to the driver. When the call is long, his team more and more agitated. Finally, the truck driver rear, fired a gun and shoot the guard when the alarms sound, all the gunfire erupted around him, and the rear truck explodes in a fireball. His model jump from his truck, and you follow. With the leader barking orders, each of you move through the village gates, finally making his way to a court. You are required to check a door. As it does, the German soldiers appear above the roofs and balconies that surround the small courtyard. You are trapped and chaos occurs, as bullets and grenades rain down on their employees. Ultimately, an open door is blown and was ordered to enter a building, now the second floor, and command a cannon mounted that will be used against him. When you do, and turn their arms against the Nazis, joins an ally and tells you that you are going to cover a window while the head at the other end of the court. As soon as you do, all the rest of the team is dead, and that is bound to continue to the next level alone.


Game Info.
Publisher: Electronic Arts
Developer: 2015
Genre: Historic First-Person Shooter
Release Date: Jan 20, 2002 (more)
ESRB: TEEN

Minimum System Requirements
System: PII 450 or equivalent
RAM: 128 MB
Video Memory: 16 MB
Hard Drive Space: 1229 MB

Recommended System Requirements
System: PIII 700 or equivalent
Video Memory: 32 MB

Screen Shot



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Disc1

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Disc2
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Age of Empires III The Asian Dynasties [ReUpload]



















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Age Of Empires III: Asian Dynasties

Publisher: Microsoft Game Studios
Developer: Big Huge Games
Genre: Historic Real-Time Strategy
Release Date: Oct 23, 2007 (more)
ESRB: TEEN
ESRB Descriptors: Blood, Violence

Online Modes: Competitive
Number of Players: 1 Player
Number of Online Players: 8 Online
DirectX Version: v9.0c
Since Age of Empires debuted in 1997, the series has grown to become one of the pillars of real-time strategy gaming. Its success is in part due to the way the series has shifted historical periods. The first game covers antiquity, from the Stone Age to the Roman Empire. Meanwhile, Age of Empires II focuses on the medieval era. And 2005's Age of Empires III is about the era of European exploration and colonization. This brings us to Age of Empires III: The Asian Dynasties, the second expansion pack and the first game in the franchise not created by Ensemble Studios. Big Huge Games, creator of Rise of Nations and Rise of Legends, is responsible for The Asian Dynasties, and the company ably delivers a solid expansion.

What the expansion brings to the table are three new Asian civilizations--Japan, China, and India--as well as three campaigns built around them. The Japanese campaign deals with the Warring States period of rival Shogun; the Chinese campaign actually covers a naval expedition to the New World; and the Indian campaign is about throwing off the oppressive yoke of the East India Trading Company. The campaigns have their twists and turns, with a fair amount of betrayal going on, though the characters are drawn in such obviously black-and-white textures that it's not too hard to see the plot developments coming. For instance, most of the bad guys in the game speak with haughty, arrogant voices, while the good guys tend to be humbler and wiser.
Minimum System Requirements
System: 1.4 GHz processor or equivalent
RAM: 256 MB
Video Memory: 64 MB
Hard Drive Space: 2000 MB



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Sudden Strike - Resource War

Publisher: cdv Software
Developer: Fireglow
Genre: Historic Real-Time Strategy
Release Date: Nov 9, 2004
ESRB: TEEN
ESRB Descriptors: Violence, Animated Blood
Connectivity: Local Area Network
Offline Modes: Competitive
Online Modes: Competitive
Number of Players: 1-4


The Sudden Strike series of Real Time Strategies have been about now for several years, and I have to say I’ve been a fan of them. Now there is another addition to the ranks, Sudden Strike: Resource War, using the same engine as Sudden Strike 2, is this a title too far? Or is the addition of the resource angle enough to grab a victory from defeat.

If you have played any of the previous versions of Sudden Strike you will immediately feel at home with Resource War, the game engine is identical and as the menu system goes that isn’t so bad, since there was nothing really wrong with any of the previous versions. Controls are also the same, using the keyboard shortcuts for the unit orders is still the best way to keep units under control. The major changes aren’t all that visible, to be honest, the additions to Resource War are not cosmetic.

The resource side of this Sudden Strike: Resource War is where things get interesting, occupying certain buildings will supply added units and troops plus more emphasis is placed upon fuel supply and depots etc. throughout the game. This does add an interesting twist to the usual RTS theme. Another plus is that you aren’t in charge of the whole picture, there are units outside of your control, you are only a small cog in the war machine and that will take time to grasp.

There are also some additional units for the game, plus some added abilities for the older ones. This added dimension for the Sudden Strike series though doesn’t do much to hide the improvement in graphics in the gaming world, indeed just in the RTS area. One aspect of the Sudden Strike series is the recon side, the difficulty in finding the enemy without just blundering into them.

The use of binoculars to increase range was a clever addition along the way, but the enemy seems to have better vision then your troops and you will find yourself losing more then a few troops finding them.The graphics aren’t bad, but with CDV’s other RTS titles out now it does make you wonder why they are still following up the Sudden Strike series without totally overhauling the engine. Perhaps the total number of units onscreen at any one time is the answer here, although here is another stumbling block, since most people with higher end graphics cards will find some vehicles zipping around screen rather faster then they should.

Sounds are as you would expect from the genre, although vehicle effects aren’t as individual as in other RTS’. Weapons fire makes up the bulk of any sounds available and are good, as in all the other Sudden Strike’s.

All told Sudden Strike: Resource War is a solid Real Time Strategy title from the masters of the genre, CDV. But if this is a title for you is another question, the fact that it plays well on slower systems is probably a plus to some. It must be said though that there are much better RTS’ out there, many from the same publisher and some thought should be given before digging into your pocket. One for the Sudden Strike fans is probably the best statement to make; I’ll stick to Blitzkrieg and Codename Panzers.

MINIMUM SYSTEM REQUIREMENTS
- P2 333 MHz
- 64 MB of RAM
- 8 MB of VRAM

RECOMMENDED SYSTEM REQUIREMENTS
- P3 500 MHz or higher
- at least 128 MB of RAM
- at least 16 MB of VRAM



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Dragon Throne : The Battle of the Red Cliffs

Publisher: Strategy First
Developer: Object
Genre: Historic Real-Time Strategy
Release Date: Mar 26, 2002
ESRB: TEEN
ESRB Descriptors: Blood, Violence
Number of Players: 1-8


Object Software's Dragon Throne: Battle of Red Cliffs is the sequel to Fate of the Dragon. Both are real-time strategy games that take place during the legendary Three Kingdoms era in ancient China. Like Fate of the Dragon before it, Dragon Throne is a strategy game that uses somewhat simple 2D graphics and has full speech in Chinese. And like Fate of the Dragon, Dragon Throne is a decent enough game, but there are better real-time strategy games that you can spend your time and money on.

As you might have already guessed, Dragon Throne also sounds pretty much the same as Fate of the Dragon. The original Fate of the Dragon had two language options for audio speech: English and Chinese. Dragon Throne has only Chinese speech, though you can choose English subtitles. The game's voice acting is quite good, but unless you're fluent in Chinese (or attempting to learn the language), you'll probably end up ignoring it entirely. As with Fate of the Dragon, Dragon Throne's synth-instrumental soundtracks combine traditional Chinese folk music with more upbeat rhythms. The music is well suited to the game, though it isn't particularly memorable.

Does Dragon Throne also play the same as Fate of the Dragon? Yes, it does. In both games, as with most other real-time strategy games, you must recruit peasants to build a base of operations, then create an army to crush your enemies. And Dragon Throne more or less has the same base building and combat as the previous game. You recruit peasants to build houses to increase your population limit, farms to grow food, barracks to create soldiers, and mechanical workshops to build siege engines--it's all quite similar to other real-time strategy games you may have played. As in Fate of the Dragon, your infantry comes from training peasants at a barracks. The one interesting new feature that the sequel has is that soldiers can revert back to peasants in times of peace. In other words, instead of having soldiers standing about idly in times of peace, you can assign them peasant work. This occasionally comes in handy during longer campaigns, in which your armies have to travel long distances to fight and will gradually run low on strength (provided by food and wine, which your peasants can produce or carry in slow-moving supply wagons). So, the new feature simply allows you to build a new base of operations so you don't have to walk all the way back home to replenish your strength.

Minimum System Requirements
System: PII 266 or equivalent
RAM: 64 MB
Video Memory: 8 MB
Hard Drive Space: 240 MB

Recommended System Requirements
System: PIII 800 or equivalent
RAM: 128 MB
Video Memory: 32 MB
Hard Drive Space: 300 MB

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Rush for Berlin Gold

Publisher: Paradox Interactive
Developer: Stormregion
Genre: Historic Real-Time Strategy
Release Date: Jun 12, 2006
ESRB: TEEN
ESRB Descriptors: Blood, Violence

Online Modes: Competitive, Cooperative, Team Oriented
Number of Players: 1 Player
Number of Online Players: 6 Online
Getting into a World War II real-time strategy game is a challenge these days. So many have shown up on our doorstep the past couple of years that newcomers can only get the Nazi-weary public's attention by doing one thing wildly differently or everything incredibly well. You can put Rush for Berlin in the latter category. While this by-the-books effort from Codename: Panzers developer Stormregion is a rehash of WWII RTS conventions, the entire game is so well designed that you don't much care that you've seen it all before. If you can stand to liberate Stalingrad in a computer game one more time, you should sign up for a tour of duty here.

Just don't expect anything new. All of the standard WWII RTS conventions are respected so much here that you won't need to even glance at the manual to get the lay of the land. Four separate campaigns that begin with the final push into Germany let you wage war as the Western Allies (which only seems to comprise the US and UK--sorry, Canada), Russians, Germans, and French. A total of 25 solo missions (figure on 25 to 30 hours of play) take you through well-worn WWII hotspots such as Bastogne, Stalingrad, and bombed-out downtown Berlin.
Game structure in Rush for Berlin follows the usual recipe, too. Units include golden oldies such as GIs, mortar teams, medics, Sherman tanks, Panzer tanks, recon vehicles, supply trucks, and so on. As with most other WWII RTS games, Rush for Berlin's focus is firmly on tactics. There is no base building or resource collection, although you are often required to capture enemy factories or headquarters to use for such things as tank and troop production, as well as resupply.

Stormregion does do a pretty admirable job of livening up these familiar surroundings. Missions take place on huge maps that are packed with detail. The 3D engine does a fantastic job of rendering all sorts of little touches that add atmosphere to every setting, and almost every building, tree, and bunker can be blown up, knocked down, or rolled over with an armor column. At times, though, too much detail is crammed onto the screen. Muddy trenches, blocks of ravaged apartments, and weather effects such as heavy snowflakes always look great, but they can cause serious slowdown when accompanied by a lot of moving units. Larger-scale battles, particularly in the Western campaign, really get bogged down at times. Thankfully, outstanding sound effects during these massive battles make up for the occasional visual issues. Every shot, explosion, and round fired by a Panzer booms out of the speakers so forcefully that it feels like you're playing a Medal of Honor-style WWII shooter, not an RTS.

Scenario design is geared to put you into the boots of the soldiers on the ground. Objectives move freely between big military goals such as conquering Nazi headquarter buildings and blowing up German 88s to squad-level maneuvers such as chasing down and killing a tank commander hopping from one Panzer to another, stopping German engineers from wrecking Russian foundries, and even using a control panel to solve a puzzle presented by moving walkways. You won't mistake this game for something like Commandos or Silent Storm, but the inclusion of these hands-on sequences does give Rush for Berlin a more varied personality than the usual cataclysmic, big-picture RTS.

Also, there are a lot of glimpses of real history to give the game historical heft. The Bastogne mission, for example, takes place in the middle of a blinding snowstorm, which conveys how alone the real American troops must have felt on that New Year's Eve in 1944. The Russian seizure of the Brandenburg Gate is set in the cratered landscape of Berlin, emphasizing the utter ruin that Hitler's war brought upon Germany. Even the German campaign, which moves the game into an alternate history where Hitler died in the Stauffenberg bomb plot of 1944 and his successors fought to achieve a more noble peace (with high-tech weapons such as the Me-262 jet fighter, no less), rings true because it is a credible look at what might have been.
Officer hero units also add historical flavor. While they unfortunately aren't given individual names, they do have specialties that adeptly evoke some of their national character. The Russians, for instance, feature a political officer with the special ability to dole out double rations of vodka to fire up troops for limited periods of time and attack troops with explosive-placing dogs, while the Allies boast the likes of an SAS officer who can call in paratroopers.

Artificial intelligence is generally up to the challenge of bringing WWII battlefields to life. Troops in Rush for Berlin are quite smart in certain situations when it comes to attacking and defending, so you don't have to do any micromanagement. Infantry troops, for instance, know enough to automatically approach enemy tanks and then wipe them out with magnetic mines. Fully computer-controlled allies aren't as bright, however, a fact that gets somewhat aggravating when playing missions where you have to support them. One Allied mission that centered on repairing computer-controlled tanks was particularly frustrating, because these tanks frequently refused to attack the enemy in a sensible and prompt fashion. Pathfinding is another problem, especially when dealing with armor and mobile guns on maps with a lot of city streets. These units will frequently get jumbled up, bump into one another, and end up taking the long way to destinations.

Enemy forces are more astute than your buddies, too. This provides a fair bit of challenge in most missions (meaning that you need to make frequent use of the save anywhere feature), as the enemy seems to always focus fire on your most vulnerable or most useful units. Still, there are times when the computer's ability to readily target and take out your finest troops seems like a cheat. One moment you're marching along nicely with a sizable army, the next you're reaching for the reload button because unseen snipers in the trees have just taken out your invaluable medics with a couple of shots or curiously perfectly placed guns in a bombed-out courtyard have turned your tanks into scrap metal. Levels feel like deathtrap puzzles a bit too often.
Multiplayer introduces two new modes of play to the usual deathmatch and domination games. RUSH (Relentlessly Utilized Score Hunt) and RISK (Race-Intensive Strategic Kombat) aren't quite as memorable as games as they are for their names, though. The former is sort of neat in that players are given between one and three random tasks to accomplish, although they involve nothing but old-school victory conditions such as destroying all enemy units on the map, defeating an enemy team, or collecting supplies. But the latter is pretty much the same style of game as that in the solo campaigns, albeit with two or more players rushing to seize the same objectives. At any rate, multiplayer is a bit moot at present. Few people are playing online, at least with the full retail version of the game. Only demo matches seem to be up and running on a regular basis, but they aren't compatible with the out-of-the-box game.
Basically, Rush for Berlin is a very good representation of the WWII RTS formula by pros who really know their way around the Battle of the Bulge. If any game is capable of convincing genre veterans of shivering their way through the Battle of the Bulge one more time, it's this one.

By Brett Todd, GameSpot
Minimum System Requirements
System: Pentium 4 1.7 GHz or equivalent
RAM: 512 MB
Video Memory: 32 MB
Hard Drive Space: 4000 MB
Other: DirectX 9.0c compatible 3D graphics card

Recommended System Requirements
System: Pentium 4 2.7 GHz or equivalent
RAM: 1024 MB
Video Memory: 128 MB
Hard Drive Space: 4000 MB
Other: DirectX 9.0c compatible 3D graphics card
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Age Of Empires

Publisher: Microsoft Game Studios
Developer: Ensemble Studios
Genre: Historic Real-Time Strategy
Release Date: Oct 26, 1997
ESRB Descriptors: Animated Violence, Animated Blood
Number of Players: 1-8

When you first play Age of Empires, a warm feeling develops in your gut. Warcraft meets Civilization! Real-time empire-building! And does it ever look sharp and feel right.
But an uneasy feeling builds as you get deeper into it, a sense that all is not quite right. This is not quite the game you hoped for. Even worse, it has some definite problems. The pitfall when you review a game as anticipated and debated as this one is to make sure you criticize it for what it is, not for what you wish it was. I wish that Age of Empires was what it claimed to be - Civilization with a Warcraft twist. Instead, it is Warcraft with a hint of Civilization. That's all well and good, but it places it firmly in the action-oriented real-time combat camp, rather than in the high-minded empire-building of Civilization. The result is Warcraft in togas, with slightly more depth but a familiar feel.

Age of Empires places you on a map in an unexplored world, provides a few starting units, and lets you begin building an empire. Each game unfolds the same way. You begin with a town center and some villagers. The villagers are the basic laborers, and the town center enables you to build more of them and expand your settlement. The villagers are central to AOE: they gather resources, build structures, and repair units and buildings. Resources come in four forms: wood, food, stone, and gold. A certain amount of each is consumed to build various units and buildings, research new technology, and advance a civ to the next age.

There is no complex resource management or intricate economic model at work here. What you have is the same old real-time resource-gathering in period garb, with four resources instead of one or two. As your civ advances, you develop greater needs for these resources, but the way in which they are gathered and used becomes only marginally more complex (certain research can cause faster harvesting or more production). It appears on the surface to be a complex evocation of the way early civs gathered and used materials, but beneath the hood is the same old "mine tiberium, buy more stuff than the other guys" model. It is the first hint that AOE is a simple combat game rather than a glorious empire-builder.

There's no denying the thrill the first time a villager chucks a spear at an antelope and spends several minutes hacking meat from its flank with a stone tool. This is the level of detail that brings an empire-building game to life. If only those villagers would grow and develop over the course of the game, it would make it so much more interesting. If only they would trade in their loincloths for some britches and maybe some orange camouflage, and switch from spears to arrows and rifles. Yes, that's another game, but it could easily have been done in AOE, and why it wasn't is a mystery.

The overall impression of AOE dips further with the prickly issue of unit control and AI. As you expand your city with new and improved buildings, you develop the ability to produce new and better military units. These fall into several categories: Infantry (Clubman, Axeman, Short Swordsman, Broad Swordsman, Long Swordsman, Legion, Hoplite, Phalanx, and Centurion), Archers (Bowman, Improved Bowman, Composite Bowman, Chariot Archer, Elephant Archer, Horse Archer, and Heavy Horse Archer), Cavalry (Scout, Chariot, Cavalry, Heavy Cavalry, Cataphract, and War Elephant), and Siege Weapons (Stone Thrower, Catapult, Heavy Catapult, Ballista, and Helepolis). With the completion of a temple, a priest becomes available that can heal friendly units and convert enemy units. Naval units come in the form of fishing, trade, transport, and war.

The problem is that while enemy AI is savvy and aggressive (it can afford to be since it appears to cheat with resources), your units are bone-stupid. Path-finding is appallingly botched, with units easily getting lost or stuck. There is a waypoint system, but that hardly makes up for the fact that your units have trouble moving from point A to point B if you don't utilize it. Military units will stand idly by while someone a millimeter away is hacked to pieces. They respond not at all to enemy incursion in a village and wander aimlessly in the midst of battle. Was this deliberate so that the gamer needed to spend more time in unit management? If so, it was a poor idea, since there is simply too much going on midgame to worry about whether your military is allowing itself to be butchered in one corner of the map while you are aggressively tending to a battle in another portion. There is no excusing this flaw, and it seriously diminishes AOE's enjoyability. Finally, there is the fifty unit limit that is irritating many players, but in light of the game's already troublesome play balance, it was a solid decision to force users to build units more selectively.

AOE obviously is sticking close to an early-empire motif, and there's nothing at all wrong with that. Stone, Tool, Bronze, and Iron are the four ages, and with each come new structures and military units. You don't earn these advanced ages - you buy them with resources. Advancement is a simple matter of hoarding and spending food and gold. The overall welfare of your state is irrelevant as long as it survives: happiness is not measured, trade is barely modeled, and the state exists merely to produce a military machine to crush everyone else on the map. Naval power has a woefully unbalancing effect upon gameplay, with a strong navy able to shred the competition at the expense of reality.

Micromanagement is the name of the game in AOE. There is no unit queue, and to build five villagers, you need to build one, wait, build another, and so on. With units acting so stupidly, you should be able to set their level of aggression and the manner in which they attack (a la Dark Reign), but that is also not an option. Diplomacy is relegated to tribute and nothing more, and alliances are hard to form. You can be allied, neutral, or at war with other civs, but if the radio button is still set to "allied" when an opponent starts firing on your units, your units will not fire back, defend themselves, or even flee. They will just be destroyed. Cues as to exactly what's happening on the map are obscure; the duty has been relegated to unrelated sound effects. Does that bugle call mean my building is finished being built, or my units are under attack? How about some help, people? Victory conditions can also be irritating. There are several campaigns that require that specific goals be met, and these quickly grow tiresome. Thankfully, there is an excellent custom generator that lets you set map size, starting tech, resources, and other features. This is the saving grace of AOE, and what kept me coming back again and again. The main reason is that it let me change some of the insane default victory requirements, such as when the victor is the first to build a "wonder" (through another massive consumption of resources) that stands for 2000 years. These 2000 years can pass in about twenty minutes of game time. That means that as soon as an opponent builds a wonder, you create a whacking huge navy to go over and blow it up. Not a very subtle way to maintain an empire. In fact, there is no strategic nuance: It is merely a brawny muscle contest. For all its historical trappings and pretensions to recreate the early progress of civilization, in the final analysis it does not even have the depth of a pure combat game like Dark Reign or Total Annihilation.

If all these judgments seem harsh, it is only because Age of Empires looked, and pretends, to be so very much more. It still has tons of potential and a fundamental gameplay that remains entertaining enough to overcome the flaws and merit a fair rating. The system can go very far with some fine-tuning, but as it stands it seems downright schizo. Is it a simplified Civilization or a modestly beefed up Warcraft? It's almost as if the designers started out to create one game and ended up with another. With such beautiful production and the fundamentals of a vastly entertaining game, it's sad that it fell short of the mark. The disappointment is not merely with what AOE is, but with what it failed to be.

By T. Liam McDonald, GameSpot

Minimum System Requirements
System: Pentium-90 or equivalent
RAM: 16 MB
Video Memory: 1 MB
Hard Drive Space: 130 MB

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