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.
Thursday, February 24, 2011
Diablo III Review For PC
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
Jurassic Park Operation Genesis Review For PC

Gameplay:
Jurassic Park: Operation Genesis is based on the popular Micheal Crichton novel and Hollywood Box-Office hit movie Jurassic Park. The game puts you into the shoes of a manager to build and run a zoological park filled with various species of dinosaurs. The objectives of the game are similar to other zoo tycoon games: build a theme park, rake in the cash (and as many people as possible), breed dinosaurs and take care of them, and many other odd jobs. But things won’t be that easy, as some dinos might go into a rampage if not taken care of properly.
The one thing that makes Jurassic Park: Operation Genesis PC game different from other park simulation games is the ability to create dinosaurs from scratch. You will have to hire a team to hunt fossils and send them to other parts of the world to seek amber or dinosaur remnants. The remnants have to be sent to the genetics lab for extracting the DNA. You can then create a dinosaur from the genome of that species. This unique dino-hunting aspect makes the game very different from other park sim games. There is lot of business strategy involved as you have to spend your time and resources to select and buy fossils. Hatching dinosaurs will cost you dearly, but it can be a good investment for your theme park.
Tuesday, February 22, 2011
Crysis 2 Review For PC
Monday, February 21, 2011
Medal of Honor Review For PC
Sunday, February 20, 2011
Star Wars: The Force Unleashed II Review For PC

TFU2 places you once again in control of Starkiller, Darth Vader's secret apprentice who died at the end of the first game. According to Darth Vader you're a clone of the last game's hero, and after failing his tests you break out of captivity before he can kill you. Your mission? To seek out and find Juno Eclipse, your lost love interest and ship's pilot from the first Force Unleashed.
Friday, February 18, 2011
Assassin's Creed: Brotherhood Review For PC
Wednesday, February 16, 2011
StarCraft II: Wings of Liberty Game Guide For PC

Monday, February 14, 2011
Two World II
I wasn't expecting much to begin with. After all, Two Worlds II is the sequel to Reality Pump's lacklustre 2008 RPG, a lineage that doesn't do much to engender any confidence in the new game- the first Two Worlds was a technical and conceptual mess, stringing together strange mechanics and ideas, burdening them with a dodgy graphics engine, and riddling them all with bugs. That didn't bode well for the sequel, which I approached with (I feel) not unwarranted trepidation.
And what a difference two years makes. Two Worlds II is not merely a sequel to Two Worlds. To call it such would be to undermine the complete overhaul, from top to bottom, inside and out, that developer Reality Pump has actioned. From the dramatic, beautifully animated intro through to the closing moments, Two Worlds II is a game that impresses, fusing cinematic visuals and direction with open world adventure. The result is a game that not only trounces its predecessor in every conceivable way, but could well be one of the best examples of its genre to date. In short, Two Worlds II is a triumph.
We pick up seven years after the first game, though familiarity with the story of the original is thankfully not required. The hero and his twin sister, Kyra, are held captive by the evil new Emperor of Antaloor, Gandohar, who is using the twins to funnel magical energy. But the protagonist is sprung from captivity by a ragtag band of Orcs, acting under the guidance of the mysterious Dragon Queen, given freedom in order to rescue his sister and put an end to Gandohar's reign.
The prologue - which lasts a good couple of hours - does a good job of introducing you to the mechanics of Two Worlds II. You'll slay a few enemies with a variety of melee weapons, try a spot of archery, create and cast a couple of spells, improve your skills, talk to people, upgrade your equipment, pick locks, and generally have a bit of a wander about. Naturally, you'll spend a good deal of time fighting and talking, so its good that Reality Pump has fleshed these parts out the most.
In effect, you have three different combat systems, with further sub-systems for different weapons and spells. Melee, my preferred choice, gives you an intuitive three-button combat mechanic, with left trigger acting as block, right trigger attacking, and A used for a kind of backstep. More skills, when unlocked, are mapped to the other face buttons, and vary depending on the weapon/s used; swords can perform quick stabbing Thrust attacks, double-handed weapons can perform a sweeping Radial Barrage, whilst shields and maces can bash away a foe's defences. Two Worlds II offers a range of weapons including swords, axes, polearms and clubs, which can be wielded in pretty much any combination you like (sword and shield, sword and axe, double-handed sword, etc). All have their own quirks, and its advisable to setup different equipment sets (up to three can be stored) to deal with different situations - skeletons, for example, aren't too bothered about sword scratches, but blunt weapons will crush them easily.
Archery follows a standard model where holding down the attack button automatically locks on to an opponent and charges up a more powerful shot, though you can chose to aim manually and use various extra skills, which include the ubiquitous poison and fire arrows as well as the ridiculous-but-brilliant multi-arrow.
Magic is more complicated, requiring you to configure spell charms with different cards to create your own spells. Mix a fire element card with a homing projectile card to create a heat-seeking fireball, for example, or a frost card with a radial effect to make an ice storm surrounding you. Other modifiers can be added to create more exotic combinations, though you have to balance the power of the spell with the amount of mana it will take to cast. Its a robust system that rewards experimentation and can be customised to suit your play style.
Outside of combat, there's a fairly standard options-based dialogue system, though you're mostly limited to just one or two options. Fortunately, the dialogue is mostly well-written- none of the 'Knave!' 'Verily!' or 'Cur!' 's that were so prominent in the original - and acted surprisingly well, especially the major characters. Quests can be picked up any and everywhere, and whilst many are of the familiar 'go to x, kill y' variety others are more interesting, and there are some interesting storylines running through them. The most enjoyable are the quests that have multiple outcomes, which often then go on to affect further questlines and story arcs. Its not quite as open as, say, Risen or Gothic 3, but its far more approachable and less prone to completely breaking down. In fact, apart from a few minor irritations (enemy skeletons have a strange habit of lapsing into perennial backstepping for no apparent reason) and the odd crash to desktop (a frustration alleviated by regular autosaves and an early hotfix which minimizes the problem), Two Worlds II is a surprisingly bug-free experience; I never found my progress halted by unintentional design flaws or stupid bugs.
You can indulge in a bit of skullduggery if you like - the need for lockpicking is predictably part of the game design, and predictably comes with its own minigame- in this case, a fairly simple case of lining up a revolving pick with notches in the lock mechanism. You can also attempt to steal from people, though I never got this to work particularly well. If you like, you can sneak around an assassinate enemies (by creeping up to them with a dagger equipped and tapping A before they notice you), or you can try to earn some cash by playing tunes with a frustratingly difficult Guitar Hero-esque musical minigame. And if all that isn't enough, there's always a spot of alchemy - done in Oblivion style by combining a medley of ingredients to produce varied effects - and crafting to indulge in. Crafting is much improved from the first game - you no longer magically merge weapons of the same kind to form more powerful ones - but rather you can dismantle items to component parts which can then be used to upgrade other items. Upgrade them enough and you can slot runestones in to add extra effects.
In terms of complexity, Two Worlds II sits somewhere between the behemoth free-roaming of Piranha Bytes' Gothic games and the more structured approach of an action RPG like Sacred 2. The main storyline is linear, and takes you across a series of large regions as you progress, but side-quests can be undertaken anywhere at any time - though new continents remain locked out until you advance the storyline. The rest of the world does level up alongside you, but only to a limited degree - none of the ridiculous Oblivion-style creature levelling here - though previously unlocked storage containers will contain loot roughly appropriate to your level. That might sound off-putting, but it actually works quite well; the system ensures that you feel a sense of progression as enemies become easier to kill, but there are still clear no-go areas where the opponents are much too strong, and also ensures that rewards from quests are always of some use. Given the open-ended levelling up system, which rewards you with stat advancements when you earn enough experience and skill points for various deeds associated with using particular skills, you have plenty of room to develop your hero as you see fit. And with the main campaign alone likely to take well over 30 hours, plus countless hours of sidequests and adventure, there's plenty to see and do in Antaloor.
Reality Pump has completely ditched the graphics engine from the first game - a wise decision - and developed the new Grace engine for the game. The first bit of good news is that this ensures the PS3 and Xbox 360 versions don't have the terrible performance problems of the console port of the original game, but the second is much more important: the Grace engine is beautiful. Not only can it handle vast environments brimming with detail and intricately rendered characters, it produces some astounding lighting, weather, and environmental effects to boot. This would count for little if Reality Pump had forgotten to put any artistic design into things, but the developer hasn't - the Antaloor of Two Worlds 2 comprises of several islands, each with its own very distinctive flavour - and none of it feeling like Lord of The Rings-lite. The opening parts of the story play out on a tropical island and a sun-bleached savannah, and as the game progresses you'll visit Middle Eastern-themed walled cities, the ruins of an asian-style city consumed by magic, murky swamps, and plenty more. Each feels highly distinctive and original, bringing the thrill of exploration to the fore, and with plenty to see and do in the world your explorative efforts are often rewarded. Characters and creatures also show a distinctly imaginative spark; the likes of Orcs, skeletons and beastmen (here a breed of hyena-people called Varn) might be standard fare, but the gangly three-legged stingers, hulking colossi, and all manner of hostile wildlife - including baboons and rhino - help mix things up a little. Look out for the Geiger-eqsue critter, too. Even more impressive is that the engine scales extremely well; the PC version commands a clear advantage over the console versions and runs beautifully, with astonishingly quick loading times - our test rig could go from launching the game to having loaded a saved game in the space of a minute.
Equally impressive is the sound direction. There are hundreds of varied audio cues, and everything from the clash of blades to the twitter of birds sounds authentic, and amazingly the voice acting's pretty good too. There's one or two minor characters that don't quite sound as good, but the main cast - including, mercifully, the hero - are voiced by compentent actors with well-suited voices. The dialogue can still be a little hammy, but its a vast improvement. Oh, and then there's the excellent soundtrack - a stirring orchestral score with strong, well-suited themes for each of the environments and drum-driven combat music.
Source: gameshard.net
Sunday, February 13, 2011
Fable III
The world of Albion is brimming with a vibrant personality that few imaginary worlds are able to match. While strolling down cheery forest lanes with a soothing melody permeating the air, it's easy to lose yourself in the fantastical atmosphere that encompasses this adventure. The quirky citizens you meet along the way are all too willing to make jokes at their own expense or send you on a ridiculous side quest that will leave you laughing at your given duties while admiring the stunning sights along the way. And it is these elements that make Fable III such an enjoyable adventure, even though the other aspects of your journey are not nearly as interesting. Subtle changes have further simplified the already uncomplicated gameplay mechanics of Fable IIleaving an adventure that hardly requires any thought to complete. Streamlined combat and limited morality options make the life of an adventurer somewhat predictable, and a lack of emotional connection to any of the characters--including your dog--makes your entire journey feel slight. But even with some stumbles along this golden road, Fable III's enticing aesthetics make it a pleasure to traipse through this fairy tale land.
Whether you were a noble dignitary or colossal jerk in Fable II doesn't matter one bit in this sequel. The hero who saved Albion in the last adventure went on to become a beloved monarch, siring two children who would eventually look over the kingdom when their time came. Not all members of royalty can be blessed with a strong vision of how to lead their people into peace and prosperity, though. The oldest son of the former ruler has a case of the evils, and he is using his power as the new king to oppress the poor peasants who fall under his rule. As the younger sibling (you can choose to be a prince or princess), you flee from the castle under off-putting circumstances and must build up your own army to overthrow your power-hungry brother. There's a stronger emphasis on the story in Fable III than in previous games in the series, and there is a certain charm in meeting the various leaders throughout the city to gain allies. But the quests are structured more for a good hero than one with evil leanings; you are forced to do all sorts of nice things during your rise to power, which limits your chances to be an uncaring meanie.
The lack of choice in how the main quest plays out is disappointing, although it's possible to excuse this story conceit when you consider how it matches reality. To gain power, you must make concessions and convince people you're truly on their side; it's only after you take the throne for yourself that you can turn your back on the nice folks who supported you. That may make sense, but the lack of consequences for the vast majority of your actions makes it difficult to become invested in your choices. For instance, you can slay an entire town, murdering every adult you can find if you feel a bit bloodthirsty. But mere moments after committing such an atrocity, you can continue on with the main quests where people trust you and consider you a good person. It doesn't make any sense. Even choosing the bad option in side quests has few repercussions. In one early mission, you can choose to either kill a brood of chickens or let them live. If you spare their lives, you can bet on chicken races later. But even if you kill them all, the races are still available. The game goes so far out of its way to make sure you don't paint yourself into a corner that you rarely suffer any setback for your choices.
This lack of emotional connection seeps throughout the rest of the story. Character interaction has actually been dumbed down even from the fart-or-dance options that defined Fable II. As in the previous game, you have the choice to perform a nice or nasty greeting to any character you meet. If you're courteous, you can befriend and eventually marry that character. If you're obnoxious, though, you create many enemies. But when conversations with your date just have you whistling a song or playing patty-cake until she gives you a gift, it's hard to care one iota when she accidentally gets torn to shreds by a pack of balverines. Expressing your emotions is one of many places in which simplified mechanics have removed some of the fun from Fable II. Previously, you could perform any learned gesture at any time. Now? You're limited to a couple options, and you have to wait for the choices to cycle through after every move. This aspect of the game has the same emotional impact as what you would find in Fable II (read: none), but it's hard to even care about your dog this time around. There is never a bonding moment and you can't even heal him after battle (he never gets hurt), so he's more of a furry metal detector than a lovable friend
Source: gamespot.com
Saturday, February 12, 2011
Gray Matter review
In Gray Matter you will be helping two characters – Samantha Everett and David Styles – in solving a mystery of strange, almost paranormal activities. Both of them keep diaries, but in fact all they contain is a record of the dialogues – it can be found in the inventory, on the bar in the upper part of the screen.
Manipulating items looks a bit differently than in most point & click games. Clicking an item with the LMB in the inventory will result in a comment referring to it or a zoom in case of fragments of puzzles and documents. The latter ones can be magnified with the mouse wheel. To combine two items, you have to click one of them with RMB in the inventory – it will land in a symbolic hand (upper right corner of the screen) – and afterwards LMB on the other possessed or external item.
During the game it’s worth to check your progress (P or a special icon in the left corner of the inventory) on a special screen which will display which missions are still ahead of your character and to what extent are they completed. Apart from missions needed to complete a given chapter, there are also additional activities, the completion of which is optional.
There is an in-game map (M or a special icon in the left corner of the inventory), which apart from letting you move quickly (without having to move between location) will also give you important information. The colour in which the name of a given location is written indicates if there are any main missions left to complete (golden letters), bonus missions left (silver letters) or if there’s nothing there for you to look for (gray letters).
A special screen is used for planning magic tricks, on which you mark the moves which Sam should make. You can also have a look at her magic book (on the inventory bar) by pressing LMB (it will appear on the left) to check if you’re doing everything in the right order.
Traditionally, active points are accessible by pressing space, double pressing LMB speeds up the character’s movement and a single click scrolls the dialogues.
The construction of the guide is adjusted to the mission received by the characters. Most of them can be completed at any order and at the same time, but sometimes you have to complete a certain task before you can move to the next one. If you can’t perform one of the actions described in the guide, make sure you’ve completed all the previous ones.
Red has been used for marking items, blue for premium actions and bold marks solutions and important information.
Source: gamepressure.com
Friday, February 11, 2011









Thursday, February 10, 2011
A.H.C Games
We are two cousans and we decide to start a blogg about games. Here we will post different content about games and also about consoles like PlayStation, XBLA, Wii, PC and also mobile devices like symbian, android and iPhones mobiles.