Monday, March 14, 2011

Resident Evil: The Mercenaries 3D - 3DS

The 3DS booth is pretty packed at GDC this year, but a Capcom representative was nice enough to get me some hands on time with the amazingly gorgeous Resident Evil: The Mercenaries 3D. It was the first time I'd gotten playable time with the game, and I'm very impressed with how well it plays. Even as a long-time fan of Resident Evil games, Mercenaries is easily among the smoothest and best playing games in the series. And yes, you really can move and shoot. 
Resident Evil: The Mercenaries 3D is, as described by the Capcom representative, a celebration of the 15 years of Resident Evil history. If you played the Mercenaries mode in Resident Evil 4 or 5 then you should be familiar with the basic mechanics. Kill a lot of zombies in the time limit, and build up as high a score as possible.

Super Street Fighter IV 3D Edition Review - 3DS

I'll start with the negative: Super Street Fighter IV 3D Edition, by nature of the 3DS platform, can never have arcade perfect controls (or if it does, it'll be the work of some modder, and not widely available or remotely practical). In an age where companies who used to be known for crappy, cheap replacement controllers see enough demand to produce high-end, expensive arcade sticks, it's damning for a fighting game to be on a platform with no hope of optional Sanwa sticks or clicky buttons.
The 3DS circle pad makes short work of rotation moves like Zangief's spinning piledriver, and fighting game fans have gotten along with the d-pad since the SNES days, but the directional controls are far from arcade quality, and the four-face-button configuration fails to achieve the correct Street Fighter layout, relegating two attack buttons to the shoulders. After a while, I found myself switching between the two inputs for different tasks: d-pad for charge moves, circle pad for rotations.

Pokemon White Version - DS

Pokémon Black Version and Pokémon White Version feature new Pokémon that players can catch, train and battle as they progress through the game, and some Pokémon can only be caught in one version of the game. For example, the Legendary Pokémon Reshiram can only be caught in Pokémon Black Version, while the Legendary Pokémon Zekrom can only be caught in Pokémon White Version. Additionally, the two games feature different areas for the first time in the series, with the game world of Pokémon Black Version featuring a unique metropolitan area called Black City, and a lush, green area named White Forest only found in Pokémon White Version. Pokémon Black Version and Pokémon White Version also mark the first time in a Pokémon video game that the seasons will change in

Thursday, March 10, 2011

Homefront For PS3

There's no genre in gaming more derivative than the first-person shooter. And as time passes, it's difficult to believe that much more can be done to make one FPS feel fresh or different from another. There are man-versus-the-world shooters, squad-based shooters, shooters that cover real-world wars and shooters that work off of fictional worlds. But every once in a while, something different emerges in the realm of the FPS.
Kaos Studios' upcoming game Homefront is all about story, which already separates it from most shooters that tend to rely heavily on trite, over-the-top action. Based on a somewhat obscure subgenre of fiction known as future history, Homefront tells an interesting (albeit far-fetched) story designed by John Milius, a name you may recognize from the classic Vietnam War movie Apocalypse Now, and the future history cult classic Red Dawn, both of which he penned. 
The core fiction of Homefront has proven to be contentious message board fodder since the reveal of the dramatic story trailer last year.

Monday, March 7, 2011

Tomb Raider: Underworld Download Foe Symbians


A thousand years ago, Mayan priests created a calendar. It calculate solar and lunar eclipses, in accordance with the bloody sacrifice prinosilis formidable gods, with the help of dedicated to open the gates to the world of spirits and communicate with old ancestors. But the once powerful civilization fell, along with the last priests of ancient people left in silence and secrecy calendar. 

Rumors of it survived the centuries, it looked Spanish konkistadory and priests, sorcerers and adventurer. But only one man can overcome the congested wild beast of the jungle and down to Lost Mayan city - known Tomb Raider. Her name is Lara. Lara Croft. 

Call Of Duty World At War Download For Symbian

Following the SPF No. 1 is now available on mobile. Fight the Axis forces during missions ultra realistic fronts in Europe and the Pacific. Destroy the enemy buildings, order air strikes and use of new weapons like flamethrowers. Can you survive the hell of war and take your section to victory?

Game For Nokia S60v2 Mobiles:-
-Screen Resolution 176X208
Nokia 3230, 6260, 6600, 6620, 6630, 6670, 6680, 6681, 6682, 7610, N70, N72, N90

Assassin’s Creed HD Download And Review For Symbian And Smartphones


Take yourself into the edge of your seat in this breathtakingly awesome 3D action and adventure game Assassin’s Creed HD. It is considered to be one of the most legendary game in its genre, Assassin’s Creed HD (aka 3D) brings you much closer to what game play should always be like. This game offers an extensive set of levels which are entirely different from each other in almost every aspect.
There are various combo moves that you can perform to kill an enemy or to simply jump off from one roof to the other. What makes Assassin’s Creed such a successful action game for the Nokia N-Gage compatible platform and even for the iPhone?
There are two main reasons that Assassin’s Creed HD is simply way too much fun to play:

Zombie Infection For Symbians


You are part of the “Inside the Action” team and while patrolling, you realize that a virus was released… that changes people into dangerous creatures…
Save New York from bloodthirsty zombies, as a military officer, a news reporter, and a hand-to-hand combat specialist.
Use all the awesome weapons at your disposal: Rocket launcher, Katana, Grenades, Laser Gun, Machine Gun and more to complete your assignments.
Kill hundreds of zombies and complete 36 missions to save the world and become a hero!


Save New York from a virus attack that turns people into bloodthirsty zombies.
Language:  English
Game For Nokia S60v2 Mobiles:-
-Screen Resolution 176X208
Nokia 3230, 6260, 6600, 6620, 6630, 6670, 6680, 6681, 6682, 7610, N70, N72, N90

Worms HD Review For Symbian


Summary:


Symbian^3 has Worms. No jokes please, I mean the perennial video game! Yes, Worms has been around since 1995, allowing gamers to partake in the pleasure of parabolic persecution. That’s right, it’s not just the Angry Birds who have been exploiting ballistic bombardment for our entertainment! Read on to see how well the slithering scrimmage plays out on Symbian^3!

Author: Electronic Arts

If you’re anything like me, you’ll have memories of loading up the original Worms game from a DOS prompt on a 486 PC. Ever since, Worms has been released on multiple platforms, with multiple sequels. Worms HD is a port of the original Worms game, written for the touch screen toting, graphics accelerated, Symbian^3 handsets.
The idea of Worms is deceptively simple. You control one of several teams of worms, living on a surreal landscape, who have a highly unlikely arsenal of weapons. With the single objective of wiping out the other teams!

Bank Robber - Free For Symbians

 Summary: Bank Robber with Facebook (optional) Friends. The Bank is guarded by a sleepy officer. Time to see how many gold pieces you can rob from the bank in

Requirements:
Symbian s60 3rd or 5th edition

 Arrived2011-03-04
 Found under: Games, Action, 



Description:
Developer: Lunagames

Bank Robber with Facebook (optional) Friends.

The Bank is guarded by a sleepy officer. Time to see how many gold pieces you can rob from the bank in 60 seconds.

Are you better than your Facebook Friends? Get this free game and compete for the online high-score. You can even connect with your Facebook friends and see who is the best robber in your Facebook list.

Wednesday, March 2, 2011

Pro Evolution Soccer 2011 3D First Impressions For 3DS

One of the big announcements to come out of Nintendo's 3DS event in Amsterdam was Pro Evolution Soccer 2011 3D, a new version of the popular football simulation. By using 3D, developer Konami promises that it will be easier to play, thanks to the tactical advantage of the added depth. Are Konami's bold claims well founded? We went hands-on with the game to find out. 
Who's Making It
Pro Evolution Soccer 2011 is being developed by Konami, veterans of the football simulation genre. The developer has been working on the series since the days of the NES, when it was known as Konami Hyper Soccer. The series has long been regarded as one of the finest soccer games on the market, with only longtime rival FIFA offering any real competition. This experience makes the developer well placed to make the first football game for the 3DS and to take advantage of what 3D can bring to the beautiful game.
What It Looks Like
The 3DS version of the game will be familiar to those who have played a version on their console or PC, but it certainly looks better than previous handheld versions. The visuals are smooth, colourful, and detailed, making famous players like Lionel Messi easily recognisable, and making matches easy on the eye. The biggest change comes to the player camera, which now centers on your movement, much like a camera in a third-person shooter. This throws you deep into the action of each match, especially with the addition of the 3D effects.
How It Uses 3D

Moto GP 10/11 Updated Hands-On For PS3

If there were ever a sim racing game just dying to give you a hug, Moto GP 10/11 is it. The series has long been known as a destination for hardcore motorcycle enthusiasts, with its no-frills presentation and straightforward driving model. Sure, there has always been a bit of spectacle in those gaudy leathers and helmets, as well as the constant possibility of witnessing an assuredly awesome 10-bike pileup in the rain, but the racing itself has always been pretty geared toward, well, gearheads. Moto GP 10/11 can still be that game…but it doesn't have to be. It's the first game in the series to offer a suite of purely optional driving assists for you to tweak and fine-tune the experience to suit your own personal racing competence. After getting my first taste back in January of how these assists affect the experience, Capcom was kind enough to send us over an updated build so we could spend a little more time with the newly hug-friendly Moto GP. 
Having got a pretty good idea of how the various assists can have an impact on the experience in my last look at Moto GP 10/11, I decided to jump headfirst into career mode to see what sort of progression the game offers. The first thing I did was create a new racing team called "McShea Bikes" after GameSpot's resident motorcycle legend Tom McShea. (OK, so Tom doesn't really know anything about motorsports, but I did once sign him up for Truckin' magazine as a prank.) Next up, I created custom team branding with a sweet neon green and pink color scheme on both our racing leathers and bike liveries. Needless to say, the look of McShea Bikes has been a hit in the office.
With my team fully established, it was time to start racing. I went with the default medium assist level, which enables aids such as traction control, anti-wheelie, and auto weight transfer so you need only steer into corners rather than shift your weight around as well. Assists that are left disabled on medium, however, include auto-braking and auto-tucking for when you're gunning it on the straights. I'm by no means a motorcycle racing expert, but I was able to do pretty well with this difficulty level. I finished seventh in my first race in the Grand Prix of Qatar and then went on to nab first in my second race at Gran Premio de Espana.

Portal 2 Hands-On For PS3

"Say apple," Wheatley commands, surveying you with his twitchy blue eye. You go to speak, but end up jumping on the spot instead. "I don't want to alarm you," he starts, trying to keep his voice steady, "but you probably have brain damage. Not to worry, though. We'll probably be okay. I mean, you know, as long as nothing else goes wrong."
Plenty of things went wrong during our two-hour hands-on demo of Portal 2's single-player campaign at Valve's headquarters near Seattle. We made our way through the opening chapters of the game, before skipping ahead to a new section in the latter-part of the campaign. 
Portal 2's beginning is familiar enough: Chell, alone in a room. It's not the cold, sterile environment we've seen before; this new room is a vast improvement--carpeted floors, a wardrobe, a desk, potted plants, and even art. But something just doesn't feel right. The new AI caretaker is male, for one. His baritone voice breaks out over the loudspeakers, instructing you to move around and get used to your surroundings. If you're feeling up to it, he chirps, you can do some basic mental stimulation exercises by staring intently at the framed painting that hangs above your bed. Or, if that doesn't do it for you, he can always provide some classical music. You're just beginning to think about requesting Bach's Organ Concerto in G when you lose consciousness; you come to in the same room, although you barely recognize it now: vines creep along the walls, the carpet is a mushy brown color, and the desk and wardrobe have fallen into disuse and decay. And suddenly, there's Wheatley (brilliantly voiced by Stephen Merchant)--the neurotic caretaker of Aperture's 10,000 test subjects--telling you that the whole place is collapsing and you have to escape, now.
After navigating a maze of collapsed walls thickly coated in overgrown vines and narrow passageways filled with debris, you come across the portal gun--as you knew you would--lying unceremoniously in a pile of rubbish. According to Wheatley, the only way you can escape Aperture is by going through the test chambers. Again. Judging by his crazed ramblings, he still doesn't know you're The One [i.e. The One Who Killed GlaDOS]; he thinks you're a misguided test subject with an embarrassingly low IQ. ("People with brain damage are the real heroes," he says soothingly as you shoot a portal into the wrong wall.)
The first few chambers are a cakewalk. You know the drill: pick up the cube, drop it on the big red button, open the door, and move on. The chambers are a bit rundown, but still functional. There's even some jazz music in the third or fourth chamber, to help distract you from all the shrubbery currently growing on Aperture's once-pristine walls. For a brief, existential moment, you catch a glimpse of yourself as you pass through a portal. You're the same long-limbed, ponytailed Chell, the young woman who once walked these halls in search of something moist and delicious. But you are not a test subject now--you're an escapee. At least, that's what you think. The difficulty level of these early chambers increases significantly with each one; by chamber five you're already using momentum and gravity to propel yourself into portals and working with two or three cubes at varying heights and platforms.

Formula One 2009 Hands-On For Wii

Sony's Studio Liverpool shipped its PlayStation 3-exclusive Formula One Championship Edition back in 2007, and since then racing-specialist Codemasters has taken the reins. Released from the shackles of its platform-exclusive chains, the pinnacle of motorsport is heading to the Nintendo Wii and PlayStation Portable this summer, followed by Xbox 360 and PlayStation 3 versions in 2010. Codies popped in to the GameSpot UK offices to give us a first look at the Wii version, and we wasted no time gearing up for a few hot laps with it. 
Formula One 2009 is being developed by Sumo Digital. The UK-based studio has shipped numerous racing titles, including GTI Club Plus and TOCA Race Driver PSP ports, so it's certainly no stranger to the sport. Based on the 2009 FIA Formula One World Championships, it features all of the drivers and teams represented this year. All of this year's 17 rounds are present, including recent newcomers in the Singapore and Abu Dhabi grand prix. F1 2009 features several game modes, including single exhibition races, full seasons, and the World Championship career mode. This mode spans over three seasons, and you can race as an existing top-tier driver or create a player from scratch with the goal of winning a driver's championship before the end of the third year. Also included are competitive and cooperative two-player split-screen multiplayer. Lastly, there are single and co-op challenges to help you hone your skills. In a co-op challenge, the goal may be for one of you to hold back an opponent while your teammate overtakes. We have yet to give these a spin, but they should add some variety to the game.
For each round of the series, you're able to choose whether to jump straight into the race or take part in a full grand prix weekend, including practice sessions and the new knockout qualifying sessions. One of the biggest changes this year is to the franchise's presentation. Codies has veered away from the "TV broadcast" style of previous years, including commentators and TV-style displays. Instead, the focus is more on the driver's experience, and while there will still be some onscreen data, the team radio will play a vital part in your race strategy. The success of this stripped-down approach remains to be seen, but we're open to improvements to what had become a bit staid in the past--although we'd also certainly welcome a return of Murray Walker's expert commentary.

FIFA 11 Updated Impressions For Wii

Ask any aspiring young footballer what he wants to be when he grows up, and you’re likely to get a similar sort of answer wherever you go: strikers. Everyone wants the glory of being the one to put the ball into the back of the net, but few want the pressure or responsibility of defending their own goal. 
The team at EA must have heard differently, because at Gamescom 2010 the publisher announced that the upcoming version of FIFA 11 will add the ability to play full 11-players-per-side football online, as well as offline goalie management. Of course, no one wants to be standing around for 90 minutes waiting for their time to shine, and rather than be stuck watching everyone else have all the fun, players who pull on the gloves will be given a few new tools to keep things fresh and interesting.
The first is a real-time set of shot indicators, showing the optimal recommended standing position for your keeper, and a guide to the incoming trajectory of shots. While initially it may sound like a cheat sheet to easy mode, offensive players still have the ability to chip and curl the ball past the keeper, and there’s no indication of power until the ball leaves the attacker’s boot. Players steer the keeper around using the left stick like any other player, while keeping the ball out can be done with the right stick, or with a single button press in simplified mode.
The other new tool is called Call to Arms. It's a raised isometric view of the field when your side has the ball and is going on an offensive rampage. As the keeper, you will be able to call for players to pass and set up plays with single button presses superimposed over the players on and off the ball. It’s a nifty way to give the guy down the opposite end of the field a hand in the glory of scoring.

Saturday, February 26, 2011

EA Sports MMA For PS3

Stepping into the mixed martial arts arena for the first time must be a daunting prospect for any newcomer, but you wouldn't know it looking at EA Sports MMA. A contender for the UFC Undisputed series' previously uncontested crown, EA Sports MMA steps into the ring with a swagger that belies its lack of experience, and gives a good account of itself at almost every opportunity. Its fighting style is so different from that of UFC Undisputed that there's no reason both games shouldn't be winners where your wallet is concerned, and although UFC Undisputed is ultimately the better fighter, EA Sports MMA doesn't disappoint and--assuming this game spawns a series--is definitely one to watch in the future. 
EA Sports MMA makes a good first impression with responsive, mostly intuitive controls that are reminiscent of those in last year's Fight Night Round 4. You move with the left analog stick and throw punches with the right, and the shoulder buttons are used to modify those controls to target the body rather than the head, to throw kicks or fakes instead of punches, and to block. Face buttons are used for clinches, sprawls, takedowns, submissions, and ground position changes. The choke submission system involves rotating the right stick in search of a sweet spot and takes some getting used to, but like the rest of the default controls, it works well. There's an option to play with a completely different controller setup that uses face buttons for punches and kicks, but it doesn't afford you the same level of control, and because you'll almost certainly want to use the superior default controls at some point, it's not recommended. Even if you're not familiar with the controls in recent Fight Night games, there's an MMA 101 option accessible from EA Sports MMA's main menu that does an excellent job of teaching you the basics, and there are also ample opportunities to familiarize yourself with the stand-up, clinch, and ground controls when you start out in Career mode.
Depending on how narcissistic you are, you might be disappointed with the level of customization that's available when you create your career fighter. There's support for EA Sports' Game Face technology, but regardless of whether you use your console's camera or photos uploaded to the EA website to put yourself in the game, the results are disappointing. Furthermore, there are no options to manually tweak the physical properties of heads and faces in the game; if you don't use Game Face, you're limited to choosing one of around 50 premade heads. You can play around with different hairstyles, eye colors, skin tones, and tattoos, but even these options are limited compared to those offered in other EA Sports games. Licensed clothing options, on the other hand, are excessive, and picking out a shirt from the 245 that are available is hardly worth the effort given that your fighter only wears a shirt briefly before or after fights. Scrolling through 160 different pairs of shorts isn't much fun either, especially when you're prompted to choose not only a primary pair, but also an alternate pair that--even when you're matched up with an opponent wearing identical gear--never comes into play. 

Dragon Ball Z: Harukanaru Densetsu For DS

A big part of the niche appeal of card-battle video games can be attributed to their relative complexity. Unfortunately, this complexity also tends to alienate the majority of players. And that these games often assume familiarity with real-world collectible card games doesn't help matters, either. Dragon Ball Z: Harukanaru Densetsu attempts to address this by offering a simplified card-battling system and couching it in a story mode that makes the whole experience more accessible. In the process, though, the game loses much of the strategizing that makes card battling fun. 
Dragon Ball Z: Harukanaru Densetsu is essentially like the old playing-card game War--two players draw cards against each other, and the player with the higher card wins--except with a few layers of nonsense piled on top. During a battle, each combatant has a five-card hand--no more, no less. Every card has three defining characteristics--power value, guard value, and action type. The power and guard values simply determine that card's offensive and defensive levels, while the action type determines what the card actually does. There are eight different types of actions, including a straightforward attack action, the ability to raise the power and guard values of the cards currently in your hand, the ability to swap cards with your enemy, and more.
Playing a card is simple, since you don't have to worry about card placement or tapping mana points or anything like that. Just select a card from your hand, and your opponent will do the same. Whichever card has a higher power value will generally win, at which point the difference between the winning card's power value and the losing card's guard value will determine how much damage the loser takes. This goes back and forth, with a new card from your imaginary deck taking the place in your hand of any cards that have been played, until one combatant's life bar is depleted. It's terribly easy to pick up, and the game offers a painstakingly detailed tutorial to make sure everything is crystal clear. The problem is that by stripping out elements like card placement and tapping mana points, luck becomes a much greater factor. Since the power value of the card you're playing all but determines whether the card will have any positive impact for you, it's mostly a matter of luck as to whether the card you play will outrank your opponent's. Not to belabor the point, but it really does feel an awful lot like War.
There are card combos to consider that potentially make the action more involved and, hence, more interesting. If you have multiple cards in your hand with the same power or guard value, you can play them at once, adding up whatever the common value is. It still mostly comes down to whether you've got good cards in your hand, but it's useful if you've got lousy cards that you just need to get rid of. It's just too bad that the story mode takes its sweet time introducing card combos. You'll probably be a good four hours or so into the game before guard combos are even introduced.
The story mode, which sleepwalks through the same, tired Dragon Ball Z story arcs that have been used to prop up countless other DBZ games, adds another layer to the action by having you seek out your enemies on a map screen in a series of separate scenarios. The same hand of cards you use in the card battling are used here as well, with the power value of the card you play during a given turn determining how many spaces you'll move and the guard value determining whether you'll be able to avoid engaging in a random-encounter card battle. The goal in any particular scenario is usually just to chase down and beat up any number of opponents, though there's also plenty of meaningless wandering around that's seemingly designed to force you into more random-encounter card battles. 
What's most exasperating about the scenarios is that after you've spent a bunch of time toiling about the map and getting into a series of relatively easy card battles, the process will usually culminate in a battle against a foe that's significantly more powerful than any of the enemies you've faced up to that point. If you lose this card battle, you'll have to start that scenario from scratch. With an average scenario lasting about a half-hour, the prospect of having to go through all that tedium just for an opportunity to advance to the next scenario is a grim one. That you'll be subjected to the same looping battle music and repetitive 2D animations doesn't help matters.
There are some multiplayer options, but it's no more fun to play the game against live local opponents than it is against the computer. Points should be given to Dragon Ball Z: Harukanaru Densetsu for trying something that doesn't just feel like a palette-swapped Yu-Gi-Oh! game. It's certainly something different, but it lacks the necessary strategy elements that actually make card-battling games fun. 


Source:http://www.gamespot.com

Friday, February 25, 2011

Grand Theft Auto: Chinatown Wars For DS

At first glance, Chinatown Wars could be mistaken for a return to the Grand Theft Auto series' humble 2D beginnings. The action is viewed from a more or less top-down perspective, and of course you still spend much of your time driving stolen cars and causing trouble with firearms. But the similarities between this superb Nintendo DS game and its '90s progenitors pretty much end there. Chinatown Wars actually has more in common with GTAs III and IV than it does with earlier games, and, remarkably, it even adds to and improves on the formula that made those games so successful. That's a bold statement for sure, but Chinatown Wars really is that good. 
Set in the same instantly recognizable Liberty City as GTAIV (minus one island), Chinatown Wars tells the story of a power struggle within the Triad gangs from the perspective of Huang Lee, whose crime-boss father has recently been murdered. Huang flies to Liberty from Hong Kong to avenge his father, and predictably becomes embroiled in the war between those hoping to step into the dead man's shoes. As Huang, you advance the story--which should take you about nine hours to play through--by undertaking missions for a number of different characters within the Triad organization, as well as for one or two people outside of it. Many of these missions involve the usual mix of driving fast, killing people, and not getting caught by the cops, but there are plenty of varied and memorable missions as well, a number of which put the touch screen to great use.
For the most part, Chinatown Wars plays just like any other GTA game, which is an achievement in itself. Basic controls for movement and car-jacking are mapped to the same button positions that they are on other platforms. The uncomplicated on-foot and vehicle controls are largely the same (sprint becomes accelerate, shoot is still shoot), so even those of you with no prior GTA experience should have no trouble picking them up quickly. There are some great options to make the game even more user-friendly as well, such as autotargeting for drive-by shootings and a subtle steering assist that automatically straightens up your vehicle so that it's parallel with the road that you're on. There's even an option to superimpose GPS directions directly onto the street, which works a lot better than having to look down at the map on the bottom screen.
One downside to Chinatown Wars being so uncompromising in its attempt to replicate the GTA experience is that, because the DS has fewer buttons than other systems, you're occasionally required to use the touch screen at inopportune times. It's not a big problem, but despite the fact that it's implemented well, having to use the touch screen to both switch between weapons and to throw projectile weapons such as grenades, Molotov cocktails, and flashbangs is a little unwieldy. It's unfortunate, because elsewhere in the game the touch screen really adds to the experience, with minigames that let you take a more hands-on approach to tasks that otherwise wouldn't be interactive at all. For example, when you attempt to steal a parked car, there's a good chance that you'll have to complete one of three minigames to get it started: rotating a screwdriver in the ignition, entering an immobilizer PIN, or unscrewing a panel on the steering column and hot-wiring. More imaginative touch-screen minigames include making your own Molotov cocktails at the gas station, tattooing gang recruits, searching Dumpsters for weapons and discarded food, and using a salvage boat's sonar to search for drug shipments lost at sea, to name but a few. What all of these minigames have in common is that they're quick, fun, rarely challenging enough to halt your progress, and are mandatory only once.

Need for Speed: Nitro For DS

Need for Speed: Nitro is EA's attempt to transform their popular racing franchise into something more immediate and accessible for less experienced driving fans. Built exclusively for the Wii and DS, the game has a heavy arcade focus mixed with plenty of customisation options and a quirky design concept. The DS version packs in plenty of races, a relaxed control system and character-filled tracks, but the lack of variety in the game modes stops this from being a winner. 
You begin Career mode by racing in six cities: San Diego, Dubai, Rio de Janeiro, Cairo, Singapore, and Madrid. As is common in racing games, you'll have to keep playing to unlock cars, starting out with street racers like Dodges, Fords, Nissans, and Renaults and moving on to slicker wheels like Porsches and Lamborghinis. There are four events in each city, which you unlock gradually by earning points in a number of different ways while you race. For example, you get points for coming first in a race, but you also get points if you race a little more creatively, such as drifting wherever possible and picking up tagging items along the track. There's also the Heroic Driving System--a quick-time event that lets you earn more points for pulling off spectacular moves in order to avoid cops, push past other opponents, or drift in style. You're given an onscreen prompt to press X three or four times in a race, but you have to keep your eyes on a small meter on the bottom left-hand corner of the screen that slides quickly between a green zone and a yellow zone. If you press X while the bar is in the green zone, you'll earn the maximum number of points for pulling off a particular move. This adds a little spice to the races and gives you an incentive to go back to a particular racing event more than once, trying to earn points for different things.
Earning points quickly is easy to do thanks to the game's controls, which are responsive and straightforward. Like in some previous Need for Speed games on the DS, the steering control is assigned to the D pad. It will take a little while to get the hang of turning correctly, since the D pad is pretty sensitive and some corners require only a slight tap. Once you master this, the rest is a breeze. The remaining controls are intuitive enough: A to accelerate, B to brake, L to drift, and R to activate nitro boost. There's a great sense of speed when the nitro kicks in, and sometimes you'll find yourself zooming happily around the tracks without paying attention to earning points or coming first simply because it's a lot of fun. 
There's no shortage of races in which to do this: after you've completed the four events in each of the six cities, you'll start all over again in the Silver Cup, Gold Cup, and Nitro Cup. This is great if you play the game in short bursts, but it can get monotonous if you keep at it in long sessions. There are only a handful of race modes in the game, which get repeated over and over: standard circuit races, which get a few different makeovers in the style of knockout races, sprint races, and race-against-the-clock races; race events that have you destroying certain obstacles in a set amount of time; and tagging races, where the aim is to pick up as many tagging items along the track as possible.
The latter two race modes are not particularly exciting, because they lack opponents, which can take some of the challenge out of the whole experience. For example, the race events where you have to knock down obstacles are set in an enclosed area like a field or a park, not on a proper track, so you drive around in circles trying to run into garden gnomes or boxes, which can get a bit tiring. If you play the game for more than an hour the repetition can really get on your nerves, particularly because there's no way out if you want to keep unlocking new cars and customization tools.

Sands of Destruction For DS

Sands of Destruction is a new role-playing game for the DS that unabashedly models itself after the console RPGs of yesteryear. While more recent games in the genre typically eschew certain once-common elements, like random encounters and turn-based combat, Sands of Destruction embraces them. Unfortunately, this effort at recreating the magic of many classic console RPGs is not very successful. While it tells an interesting tale, glaring problems with the combat, along with dungeons and puzzles that are more frequently frustrating than satisfying, prevent Sands of Destruction from replicating the captivating gameplay of its most fondly remembered forebears. 
The central figure of the game is a young man named Kyrie. He's born into a world in which humans are second-class citizens beneath the dominant ferals, which are humanoids with animal characteristics. Like so many RPG heroes before him, Kyrie's modest upbringing gives him no clue as to the lofty destiny that awaits him. However, whereas most heroes in his position are destined to save the world, Kyrie's fate seems quite different. After discovering that he carries within him a powerfully destructive force he can't seem to control, he falls in with a group called the World Annihilation Front that is dedicated not to saving the world but to destroying it. Morte, the front's feisty female representative, believes that the world is too corrupt to be saved and that the only hope for humanity lies in its destruction. Kyrie has his misgivings about this, but he is swept along on a journey that reveals much about the world and about Kyrie himself. The cast of characters is memorable, particularly Taupy, a tough-talking bounty hunter whose gruff demeanor contrasts humorously with his adorable teddy-bear appearance. And the tale puts a fun twist on the age-old save-the-world concept, sprinkling enough surprises throughout to keep it interesting to the end.
Unfortunately, the gameplay makes it difficult to maintain that interest. As you make your way through the game's many forests, towers and other hostile environments, you'll be interrupted after every few steps by an encounter with monsters. In the early part of the game, the turn-based battle system just seems a bit baffling. There's a morale system at work, which influences how many battle points each character has, and those battle points determine how many actions a character can take each time his or her turn rolls around. The problem is that neither the game nor the accompanying manual make it terribly clear what influences a character's morale, so you may find yourself with fewer battle points than you should normally have and no clue as to what to do about it. It also will take some experimentation to get familiar with the flow of battle, the types of attacks at each character's disposal, and how your choice of attack leads to a specific follow-up attack. A quick tutorial early on could have done wonders to clear up any confusion.

Dementium II For DS

It's not very often that you'll come across a DS game that isn't afraid to splash the screen with gore and dismemberment. While buckets of blood alone aren't guaranteed to result in a great and creepy game, 2007's Dementium: The Ward made a strong case for taking a trip to the dark side on the handheld. Venturing through the grim, oppressive hallways of an atrocity-infested mental institution with a cheap flashlight and an arsenal of deadly implements was an eerie and entertaining experience. The original was an ambitious first-person survival horror game done mostly right, but a few design issues--chief among them a poorly implemented save system and repetitive level structure--bogged down the short, grisly adventure. Dementium II tightens up the gameplay, fixes a lot of the frustrating elements that hampered the first game, and brings the horror-infused action to some interesting new locations. 
Though it directly picks up the storyline from the first game, Dementium II is designed to work well as a stand-alone adventure. As a mental patient named William Redmoor who's just awakened from brain surgery, you're transferred to the dubiously named Bright Dawn Treatment Center for phase two of your mysterious and unorthodox "treatment." The center is actually a high-security prison for the criminally insane, and the good doctor there seems to have sampled some of the crazy sauce himself. Your treatment prognosis doesn't look so good, especially when you start warping in and out of a hellish alternate dimension filled with bodies hanging on meat hooks. With your insanity still intact, you just go with the flow, grab whatever you can, and start slaughtering the freaky demonic creatures that pop up out of nowhere while trying to escape to freedom. The story progresses through sporadic cutscenes and miscellaneous documents you find littered around. Aside from a few weird twists about resurrecting some dark demon god, as well as various references to the events and characters in the previous game, it's mostly straightforward. Suffice to say that there are lots of nasty undead beasts around that need a good killing.
The gameplay picks up with moderately paced exploration in some cool new settings, lots of combat with creepy crawlies, and a little light puzzle work. Dementium II runs as smooth as butter, making the task of sending evil minions back to their graves in itty-bitty pieces a pleasure. The mouse-look style controls are fast and responsive. You use the D pad for movement, the stylus to look/aim in 360 degrees, and the L trigger to use weapons. Crouching and jumping features have also been added this time around. Double tapping the D pad in any direction to run is still a little awkward during a few frantic boss battles where you really need the extra speed in a hurry, but everything else works fluidly. The most useful tweak to the interface is the addition of a constant area map located on the touch screen, which fills in as you explore different rooms and areas. It shows locked or unlocked doors and nearby save points, and generally provides a handy quick reference guide to your location. Speaking of which, the new save system is also much more functional. You can log your progress at key points located at regular intervals, allowing you to immediately continue where you last saved rather than start over at the beginning of the chapter when you die.

Thursday, February 24, 2011

Raging Thunder 2 Review For Android

Raging Thunder 2 for Android will take you through abandoned temples, tropical beaches, snow-covered mountains, the Great Wall and a range of other breathtaking vistas the world over. Buy new cars to upgrade and balance until you have the ultimate ride then take it online to punish your opponents wherever they might be, or play an intense round of Survival, Time Attack or any other of the five single player game modes.

Source: gamespot.com

NFS Hot Pursuit Review For iPhone

** HAPPY HOLIDAYS from EA! NOW DRIVE AS COP OR RACER! ** Featuring TWICE THE GAMEPLAY and TWICE THE FUN. PLUS, more customizable features. You wanted it. You got it! Now outrun the law in supercars like the Pagani Zonda – or stop racers cold in high-speed police interceptors like the Lamborghini Reventon. Tuned up for high-performance on iPad, feel the rush of the escape and the thrill of the takedown with precision controls, awesome HD-quality graphics, and an enhanced interface designed just of the bigger Multi-Touch screen. Plus, you can challenge a friend to a head-to-head Cop vs. Racer showdown via local WiFi or Bluetooth. Need for Speed Hot Pursuit for iPad will blow you away! 

CHOOSE YOUR WEAPONS!
Experience pulse-pounding action as you make the escape – or make the bust! As the Cop, lay down the law with roadblocks and spike strips – or fry the Racer’s electrical system with an EMP lock! As the Racer, make the getaway with overdrive, jamming, and oil slicks! Either way you go, you’ll be ready to duel it out on the road.

Red Dead Redemption Review For Xbox 360

Red Dead Redemption is the sequel to the massively underrated PS2 game Red Dead Revolver. Aside from being set in the Wild West and both titles having the words 'red' and 'dead' in the title, the two are completely different games.

Red Dead Redemption is set some fifty years ahead of the first game, in 1911. It is the dying days of the old west, with modern conveniences like the telephone and the car slowing creeping in. It's a seldom-explored era in any medium, as westerns tend to stick themselves well into the 19th century, and it's fantastic to see a game do something so bold.

Whilst in the cities people are moving firmly into the 20th century, the 19th century is still felt in the dying frontier. The graphics are absolutely top notch, and the soundtrack is easily one of gaming's best. From its Ennio Morricone-esque flourishes, to full blown folk songs in some parts, it doesn't get any better than this.

LEGO Star Wars III: The Clone Wars Review For PS3

I'm not one to generally gush about graphics, but LEGO Star Wars III: The Clone Wars looks fantastic. Sure, it still has a LEGO aesthetic, which means that the characters and environments look blocky, but the lighting effects animation that have been implemented make this game the best the series has looked. Ever.

The core of LSW3 is the same as the other LEGO games. You still play as Star Wars characters, taking them through adventures that will be familiar to those with the subject matter (in this case the Clone Wars movie and animated series). Each level is full of items to collect, and to get through players will have to use a variety of characters' special abilities to overcome puzzles and enemies. It's a simple, fun experience that's been applied to several licenses like Batman and Indiana Jones, and it's always a ton of fun.

Diablo III Review For PC

Diablo III is more. More action, more death, more skills, more color, more history, more beauty, more top-down, click-hungry, loot-happy, quick on - the cover, randomly-generated, killing the fantasy-horror. Beneath the waves of enthusiasm generated by its return in the form of twenty minutes of impressive amount of the game, there is the slightest undertow of anti-climax.
The game takes place in the sanctuary, a world of dark fantasy. Unknown to most of its inhabitants, Sanctuary was saved some twenty years ago of the demonic forces of the world by some earthly heroes that were brave and powerful. Most of those warriors who directly faced the armies of fiery hell were lucky enough to survive; went mad from their experiences. And most of the others have buried their memories and have frequently pushed the horrors from their thoughts. In Diablo III, the players will return to the sanctuary to confront evil in its many forms once again. 
The same exciting look continues on to the real game play. The characters were great and rich detail but climbed pleasant environments. The characters are great, but can still be easily dwarfed by some of the largest creatures in the game. While at first thought that this was a boss, due to its rugged package and the complexity of their attacks, was later confirmed this was hardly a crowd crushed the likes of which you expect to see on a fairly regular basis. The enemies during the game will also demonstrate a variety of behaviors.

Wednesday, February 23, 2011

Droplets Review For Android

Each level of Droplets for Android is uniquely tests your logic and strategic thinking. These addictive puzzles with gradually increasing level of complexity will keep you entertained and challenged for hours. Designed for touch-screen phones and features stunningly beautiful graphics, multiple game modes and score tracking.

Source: gamespot.com

SAMURAI Ninjya Match Review For iPhone

Stop a timer to match a target time.
Improve your sense of time!

[How to play]
-Stop a timer to match a time that shows on Target!
- Press [Start] to start the timer.
- Press [Stop] to stop the timer to match a target time.
- You have three chances.
- The less time error you have, the more score you get.

[Short Game]
- The target time is 10 seconds at a maximum.
- Stop the timer quickly!

[Long Game]
- The target time is 60 minutes at a maximum.
- Stop the timer certainly!

[Hidden Mode]
- The timer doesn't show up in this mode.
- Trust your hunch to stop the timer!

[Score & Ranking]
- Press [Scores] to check your score.
- Show your sense of time to the ranking!

Source: gamespot.com

Trinity Souls Of Zill O'll Review For PS3

The problem with games like TRINITY: Souls of Zill O’ll starts at the foundation. A title seemingly comprised entirely in jibberish may cause potential buyers to stay away, wary of this strange code. When deciphered, it spells out “obtuse hack and slash JRPG” in bold, flowery font- the same font that often accompanies cheap wedding invitations, or a twelve-year-old anglophile’s first MySpace page- brought to you exclusively on the PS3 by Omega Force and Tecmo Koei. Behind the unnecessary trappings and the identity crisis lie many more questions (including the reason for using cruise control on the game’s title) and there don’t seem to be any obvious answers: why couldn’t Omega Force just let this game be good?
It begins without a preface. The main screen is bare bones and unwelcoming, giving off the impression the game couldn’t care less if you played it or not- it’s completely content to spend eternity collecting dust on your shelf while it carves its feelings into its wrists with mom’s Venus razor to the musical stylings of The Cure.  It does not care enough to set the stage or even welcome you to the suspension of disbelief. You are thrust, ass first, into a tutorial. At once, you are given control of all three characters, which I only recognized because I’d taken the time to ogle at the cover art while I was on the phone. There are no names or reasons for being. Our triumvirate of heroes arrives, center screen, to face off against a man who is obviously evil because he has a deep voice and wears only half a mask. If that doesn’t scream “malevolent mastermind” at you, then you’ve missed out on the last century of dramatic fiction. I think we call it “cliché” now. What follows is a slapdash attempt at acclimatizing the player to this world. The swords are swordy and the magic is mystical. These abilities are mapped to three buttons and can be combined to form combos.  Blind mashing often substitutes for a detailed battle strategy.

Halo: Reach Review For Xbox 360

Before the discovery and destruction of an ancient alien ringworld, before a teeming parasitic enemy threatened Earth, before a soldier called John-117 made a new name for himself, humanity fought to defend the planet Reach. And though Halo: Reach is a prequel to all the Halo games that have come before, it represents the evolutionary pinnacle of the series. From the expertly tuned combat to the expansive level design and from the innovative online integration to the robust creation tools, all the pillars of Halo's success are in top form here, tied together seamlessly by an elegant and intuitive menu system. While the core mechanics remain very familiar, invigorating new elements and extensive customization options make it so there are more ways to enjoy yourself than ever. Halo: Reach is one of the most fully featured games on consoles today, and it's also one of the best.

One of the first things you notice about Halo: Reach is the refined menu system. In addition to presenting the main gameplay modes, the main menu displays the status of your friends who are playing Reach and allows you to peruse their service records and invite them to your party with ease. Entering a mode, tweaking options, and starting up a match is an effortless process, and your party members can come with you almost everywhere you go. The interface allows you to easily explore game types, customization tools, and user-created content without getting swamped or overwhelmed. It's remarkable that everything is this easily accessible, because Halo: Reach is absolutely packed with great content.