Wednesday, September 16, 2009

Batman Arkham Asylum review

Posted by thefaster




Minimum System Requirements :

OS: Windows XP/Vista
Processor: Pentium 4 @ 3 GHz/AMD Athlon64 3000+
Memory: 1 GB
Hard Drive: 9 GB Free
Video Memory: 256 (nVidia GeForce 6600/ATI Radeon X1300)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive

Recommended System Requirements :

OS: Windows XP/Vista
Processor: Pentium D @ 3 GHz/AMD Athlon64 X2 3800+
Memory: 2 GB
Hard Drive: 9 GB Free
Video Memory: 512 MB (nVidia GeForce 7900 GT)
Sound Card: DirectX Compatible
DirectX: 9.0c or 10
Keyboard & Mouse
DVD Rom Drive

Thursday, September 3, 2009

F.E.A.R 2 REVIEW

Posted by thefaster




Minimum System Requirements:
• CPU: P4 2.8GHz (3.2GHz Vista)/Athlon 64 3000+ (3200+ Vista)
• GPU: DX9-capable graphics card with 256MB (SM 2.0b). NVidia 6800 or ATI X700.
• RAM: 1GB (1.5GB Vista)
• Hard Drive: 12GB
• OS: Windows XP SP2/Vista SP1
• DirectX: 9.0c
• Sound: DX9.0c compliant
• Optical drive: DVD (boxed only)
• Internet: Broadband
Recommended System Requirements:
• CPU: Core 2 Duo 2.2GHz processor family/Athlon 64 X2 4400+ (required for MP host)
• GPU: Fully DX9-compliant graphics card with 512MB (SM 3.0). NVidia 8600 GTS or ATI HD 2900 XT.
• Ram: 1.5GB
• Hard Drive: 12GB
• OS: Windows XP SP3/Vista SP1
• DirectX: 9.0c
• Sound: DX9.0c compliant
• Optical drive: DVD (boxed only)
• Internet: Broadband (768kbit/sec upstream required to host 16 players)

WEB LINKS

ATI: http://www.ati.com/support/driver.html
Creative: http://support.creative.com
NVIDIA(R): http://www.nvidia.com/content/drivers/drivers.asp

Friday, August 28, 2009

the sims3 review

Posted by thefaster


My bells was a disaster, alpha aback one of the guests died during the party. We weren't close, but witnessing his apparition prompted a alternating ambition to see more. Soon I was abnormality the catacombs below the graveyard, accepting emotionally aching by crank bears and emerging, anointed with dirt, in alone my underpants.


To accomplish diplomacy worse, I blurred the purpose of a 'Wedding Party'. It's not meant to bless the engagement, but to be the bells itself. My guests larboard black aback no alliance took place, and both my fiancée and I acquainted accusable for missing our big day. Accomplish no mistake. That 'I' is me - a smaller, basal but no beneath barbate me. The Sims 3, like the antecedent games, is all about authoritative people.


You activate by moulding their actualization (bearded, thinnish, roguishly handsome), selecting their bristles personality ancestry (Childish, Good, Friendly, Artistic, Computer Whizz) and bottomward them into their own home in bourgeoisie (two-bedroom, distinct floor, modest).

In the aboriginal game, what followed accordingly trapped you into actuality a affectionate of apparition maid, diplomacy the appliance and authoritative abiding your little masters didn't wet themselves. Those canicule are gone. Set their chargeless will to abounding and your Sims are now able of advancement their own needs: Hunger, Social, Bladder, Hygiene, Energy, Fun. Stick the bold on fast forward, aberrate off, and aback you acknowledgment your characters will accept showered, acclimated the toilet and gone off to assignment all by themselves. You can, if you want, absolutely avoid their needs and focus on the far added agreeable job of accomplishing their wishes. That admiration to see ghosts? That wasn't mine, that was Little Graham's.


Replacing the arrangement of wants and fears from The Sims 2, wishes booty two forms. Lifetime Wishes are called aback you aboriginal actualize a Sim and bound by your called personality ancestry - Graham's activity ambition is to become Master of the Arts by acquirements to acrylic and comedy guitar. Along the way, abate wishes aggressive by the contest in a Sim's activity present themselves. Aback your Sim wishes something, you can abolish it or swear to accomplish it happen. There's no abuse for failure, but accomplishing wishes gathers Lifetime Happiness credibility that can be spent on appropriate rewards. Like, for example, a abundance analysis that increases the adventitious of twins and triplets. A apparition seen, a wife married, a anew abstruse compound and some guitar convenance later, little Ada and Boudica are born.


Wishes not alone accord your comedy direction, but meaning. Contest affect wishes. The fulfilment of wishes in about-face inspires added events. Activity moves advanced in a besetting bend of convalescent skills, accepting promotions and diplomacy fresh stuff, all of it bent because your Sim capital it, and had a acumen for absent it.


Broadly defined, there are three roles a Sims amateur can assume: The Narcissist, who creates their own lives in acquiescently authentic or idealised detail; The Soap Writer, who crafts tales of adulterous diplomacy and melodrama; and The Sociopath, who locks Sims in a room, removes the aperture and watches unfeelingly as they weep, collapse and eventually abjure to death. I acquisition I move from one role to the abutting as my absorption and adapter fluctuates.


Modelling Sims on yourself and your admired ones changes the way you play. The apathetic whims that ability contrarily behest your decisions are now too afflictive to pursue. I alone appetite a quiet, adequate activity for Little Graham. The abundant blemish of The Sims, banausic in The Sims 3, is that accomplishing this ambition renders the bold boring. Anniversary day becomes rote: go to work, appear home, advice the kids, kiss my wife, go to bed and alpha over. I become trapped in a activity of Ballardian comfort, and it's actuality that I hit my mid-life crisis as a player.


In lieu of amative car crashes, I alpha hitting fast forward. I strive for added anecdotes, quicker, but the appearance actuality me encourages caution. Eventually, I ambition for annihilation added agitative than to baker a acceptable meal.


We apperceive this from every added storytelling medium: the best absorbing lives absorb suffering. My abutting creations are still aggressive by the absolute world, but I'm far added accommodating to advance them to affliction and heartbreak. Meet Ross, Tim, Craig, Tom and Tony, bristles bachelors administration a two-bedroom house, anniversary shabbily advised in the crazily abundant Create-a-Sim tool. I put myself in there, too. I couldn't resist.


Their abode is in Sunset Valley, the alone boondocks to address with the game. While The Sims 2 had destinations above your own house, visiting them meant a awfully continued load. Now your hometown is absolutely that, explorable on foot, bike or car. While you run your Sims, others are living, dying and ancestry all about you. This already claustrophobic bold now has a greater ambit and a faculty of exploration.


Each area serves a purpose. Tom's Lifetime Ambition is to become a Creature-Robot Cross Breeder, so he gets a job at the science facility. Tim wants to be an all-embracing abstruse agent, and starts by alive at the badge station. If you accept the funds, you can become a accomplice or buyer of these businesses. Tim additionally bought the bounded diner, Tim's Abode of Meat-Like Byproducts, and became a administrator of the bounded hospital. Tim's accomplishment kept the absolute domiciliary in spaghetti.


You can't see central any of the work-related buildings. Your Sims' accomplishments there are afflicted via a drop-down menu. Tom's Workaholic affection causes him to absence to 'Work Hard' status, but I accomplish abiding to set Ross, the citizen Affair Animal, to 'Meet Co-workers'. Graham, meanwhile, is directed to use the fettle accessories at the aggressive base. Time at a bounded French restaurant has rendered him chubby.


Buildings you can see central accommodate association lots - a gym, an art gallery, the esplanade - or neighbourhood houses. Ross visited one of the affluent families in town, absolution me try their cool, big-ticket toys. Afterwards actuality absent by Tim, who had afresh set blaze to the kitchen aback home, I was afraid by a bulletin cogent me Ross had baseborn a lamp from his fresh friends. Possessed by the Kleptomaniac trait, Ross could - with or afterwards affront from me - abstract randomly. Coincidentally, I'd afterwards absolute Ross to advise all the added affluent families in town, gradually accession a nice living-room set in the process.


Traits let you acutely ascertain the personalities of your characters, and actualize absolutely altered situations. Craig's Evil affection inspires him to accompany the bent career path, but he struggles because he's additionally Inappropriate and Insane. Aside from actuality arrested afterwards his aboriginal day of work, he's additionally baseborn bonbon from a baby, angered that babyish to her mother, and eventually entered into a fistfight with the woman. Which he lost. These things wouldn't appear with Tim, whose Excitable, Childish and Over-Excitable ancestry mostly aloof account him to absolutely like arena computer games.


Fundamentally, The Sims 3 is still The Sims. Although a cogent improvement, wishes are aloof a baby change from The Sims 2's wants and fears. Ancestry are aloof a added good adaptation of the antecedent personality points. The roamable boondocks feels essential, but it's mostly a abstruse leap. There are fresh video alteration tools, absolution you actualize sets, soundtracks, adapt and allotment custom content, but bodies were accomplishing that before, too. You'll be accomplishing absolutely the kinds of things you did in antecedent games. It's aloof a lot slicker.


What EA accept done is actualize a belvedere for a fresh bearing of amplification packs and downloadable content. Depending on area they booty it, this ability be like 'needing' to shop for all your old films afresh on Blu-ray, or it ability acquiesce for new, agitative additions as towns aggrandize in ambit and scale. If you already accept amplification packs for Sims 2 that add seasons, pets and witches, the basal Sims 3 feels like a footfall back.


Yet the amount of The Sims 3 is added able than ever. Their world, all airy music and abstract animation, isn't aloof a belvedere for amplification packs, but for exploring your own feelings.


Tony was the aboriginal of us in the abode to die. 93 canicule old, he was charwoman some dishes in the kitchen aback it happened. We active him in the advanced garden abutting to a gigantic meteorite Ross had found, and engraved aloft his cairn an epitaph: "He fabricated our autograph gooder. A lot." That night the absolute abode mourned. Even Craig. At the far bend of the house, Tony's bed stood out, empty. Afterwards arena for about 40 hours, I still haven't accomplished the role of The Sociopath.

Wednesday, August 26, 2009

Evil Is Resident 5 review

Posted by thefaster






the game is good
if you akid don't play it, it made for men only
haaaaaaaaa , I'm joking it is for all.
resident Evil is a series that I both liked and hated. When the first game came out, it ranked up there next to Final Fantasy as the one release I was sick and tired of hearing of. When I played it, watched the opening cut scene with the horrible acting, waiting forever for the loading screen "door" to open, and the tedious corridor exploration mixed in with scripted moments of surprise, I thought to myself "why does everyone like this so much?"

Even with playing, and completing, the sequel I said the same thing, and afterwards ignored Nemesis (RE 3) altogether. While I did have an interest in the Dreamcast's version, Code Veronica, after I was done playing it my interest again waned out.

In fact, it wasn't until I played the Wii version of Resident Evil 4 that I realized I missed a good game. Gone was the boring corridors and pre-rendered scenery and in its place was a new behind the shoulder perspective, fast paced action and an engrossing campaign. Even with the Wii specific functions (using the Wiimote to aim my gun and for Quick Time Events,) it was well worth my time and might be what I consider the best of the series.
Watch those high platforms.

And now we come to Resident Evil 5, a title that I have been waiting for release forever since the launch of the Xbox 360. When I heard it was going to follow up to RE4's successful game play I was quite interested, and the demo, while it had its problems, peaked my curiosity. But now that the game is out, I must say that my concerns were far more than I expected.

Chris Redfield is again the lead character, and is on an official Bioterrorism Security Assessment Alliance (BSAA) mission in the Kijuju region of Africa There he meets up with his eventual partner, fellow BSAA agent Sheva Alomar. They are both in search of an individual named Ricardo Irving, who is involved with a mysterious project called “Uroboros.” Eventually they both find out they bit off more than they could chew, as old friends and enemies alike will be put in the mix.

The game play of RE5, as mentioned before, follows in the same structure that Resident Evil 4 had. However the new features added make the game an exercise in frustration. To start off, the new partner can be more a hindrance than a help. When played by an AI, as opposed to a real live friend, that character becomes an item hog, running out of her way to collect power ups, even going as far as running into your line of fire, and even running through explosive tripwires without even looking both ways. As for combat, she will even use the weakest weapon or one without any ammunition. Note to fellow players, make sure you never give her a stun rod because she clings onto it like a security blanket.

Playing the game with a partner on Xbox Live did help make the game a bit more enjoyable but even so it has another huge problem...the inventory screen.

Sure the Resident Evil franchise has been notorious since the first game for its limited inventory, but after an acceptable update in Resident Evil 4, the inventory system in RE5 takes a huge step backwards. Both Chris and Sheva can hold up to nine items at one time. While ammunition can be combined into one single inventory block, the same can’t be said for healing items such as herbs. Even with combining a red and green herb together (or two greens for that matter,) they still require two spaces prior to combining.
Cue the gunfight music.

And when Chris has one herb and Sheva has the other, you will need to trade in order to open the space where the other’s item needs to go. Even worse there are times when a valuable item needs to be discarded.

The inventory system is worse when weapons need to be switched. Since inventory control is done in real time (as opposed to pausing,) the grid must be opened, then switched over to the weapon you want to use, and finally selecting “Equip.” When surrounded by a gang of enemies, good luck trying to switch without being attacked. Sure there is a hot key function, but it will only work with four of the squares that are based on the D-pad’s arrows. Having a fifth weapon means you’ll have to equip it via the mention listed above.

And while we’re on the inventory system, please explain to me why body armor has to take up a full square. It gets worse when you consider there is both melee armor and anti-bullet armor available. If you have both, then kiss two of your inventory slots good bye!

I may be making it sound like Resident Evil 5 is a terrible game but in actuality it isn’t. When not dealing with inventory or bad AI the combat is quite exciting and fast paced. There are also some MGS4-style chase sequences and impressive boss battles. There are even some combat scenes that implement a Gears of War style cover system. But again I need to ask why is it that when behind cover I cannot move around to get into a better firing position? Basically you’re stuck to the wall until you release yourself from cover.

The same situation occurs while aiming your weapon. You’re stuck in place! We’re able to move while aiming in other shooters (Gears of War and Metal Gear Solid 4 easily come to mind,) but why in RE5 are we stuck in place? Is this S.T.A.R.S. or BSAA standard operating procedure to stand still when aiming or under cover? I don’t get it!

Even worse is when you have no choice but to run. At times the control can be so stiff that Chris and Sheva appear to be standing in place before they run off. Try having that happen when a hood wearing, chainsaw wielding monstrosity comes rushing at you!

Graphically, Resident Evil 5 is gorgeous. The African setting is done quite well, as are the designs of the main characters, the zombies, and the monsters. The bosses alone are worth special attention, as they look almost too good to kill.

However, the voice acting in the game is a severe case of hit or miss. While I cannot say the acting is the god awful “you’re the master of unlocking” quality of the first RE, it does have its bad moments. The character Irving might be the most annoying RE character since Steve in Code Veronica. After his transformation into a boss creature, his only response is “I just had an extreme makeover!” Without a doubt this is one of the biggest cringe worthy lines I ever heard in a game.

Resident Evil 5 is significantly shorter than other games in the series. With only six chapters it can be finished in about 10 hours. Extra modes and new weapons will become available, as well as an upcoming Versus mode via downloadable content. But still, even with all this, in addition to searching for all the hidden emblems, it would be nice if there was more to offer, but completionists and achievement junkies will keep playing.

Resident Evil 5 is not a terrible game or bad one. In fact it is quite good, when you play with a live partner. If only the brain-dead AI was removed, allowing an option to play solo, as well as implementing a better inventory system,
at the finial when you play this game turn off the light and have fun..........

The Transformers review

Posted by thefaster


wow this is the most powerful game

this is the time to play it.

I played the original Transformers movie game, I had two things against it. One, I was playing it on the Wii which made the bad mistake of using the Wiimote to control both melee combat and the camera at the same time, leading to an exercise in frustration. Second, even with that frustration out of the way it was a shallow, unexciting game to play and I lost most of a matter of minutes.

With Revenge of the Fallen, development on the PS3 moved over to Luxoflux, who is best known for their Vigilante 8 vehicle combat series. This already is a good sign for the series, but in my opinion, is it enough to make up for a horrible first game?

Surprisingly the game is much better than the mess that was Transformers: the Game. As expected with any movie based tie-in, Revenge of the Fallen closely follows the movie's storyline. Beginning with a Deception attack in Shanghai, the settings also include the US West Coast (including Mikaela's bike shop,) US East Coast (including Sam's college campus and the Air and Space Museum,) The Deep 6 facility at the Laurentian Abyss where Megatron is buried, and the final battle in Egypt.

Both the Autobots and Decepticon campaigns span over 23 missions, with each lasting about 10 minutes. Missions are timed, and special awards/campaign points are awarded based on how fast the mission is completed.

Hot foot!

Each Transformer has their own skills. For instance, Ironhide's special ability is to deploy a separate turret for defense, while Ratchet (as well as Decepticon Long Haul) is able to heal himself and any ally unit in a small radius. Bumblebee can stun any Decepticon in the area, and Optimus Prime can create a force field to protect against attacks.

Combat is simple but effective, as the X and Y button are used for punches, and the A button jumps. The Left Trigger is used to activate weapon mode, and in conjunction with the Right Trigger, will be used to fire your weapon (while the Right Bumper key toggles between weapons.) There is a catch though in using weapons. The Left Trigger must be pressed, as the Right Trigger alone (when held) coverts your Transformer to vehicle mode. There were many times I tried to fire my weapon only to be stuck in mid-transformation. At times it would get frustrating while in the heat of combat.

When completing special attacks (such as headshots or shooting airborne units,) an overdrive meter fills up. A quick press of the Left Bumper boosts your attacks for a short time, resulting in quicker kills and more Energon which is used to level up your character's abilities. Energon Level boosts increase weapon power (primary and secondary,) cooldown times, melee combat strength, and physical health.

While the missions are fun, they tend to be a bit formulaic, consisting of “locate and rescue target,” “eliminate a specific number of enemies,” “race through the checkpoints in time,” or “defeat the boss.” Even worse, with all the missions being so short, each campaign can easily be beaten in a few hours.

Thankfully the missions can be replayed again to unlock extra features, and that's what really shines about the game. While we get the usual extra features, such as concept art or the ability to select all the Transformers for each mission (the campaign locks character selection to one Transformer per mission,) the real treat of the unlockables come in the form of full length episodes from the Transformers Generation 1 cartoon. For the Autobots, the cartoons center on the Dinobots, while the Decepticons get the amazing Ultimate Doom trilogy, which for any Transformers fan, is a must see!

You guys were NOT cleared for landing.

Each of the Transformers look like their movie counterparts, right down to every detail. (Uh, wait, I might rethink that, as Optimus Prime's face shield is permanent, unlike in the movies where it was retractable.) The environments, however, are standard fare, but everything runs very smoothly without any breakups whatsoever.

A majority of the cast have returned to provide voices for the game, in particular the human characters of Sam (Shia LeBoeuf) and Mikaela (Megan Fox,) and Autobots Optimus Prime (Peter Cullen,) Bumblebee (Mark Ryan, voice only,) Ironhide (Jess Harnell,) Ratchet (Robert Foxworth,) and Starscream (Charlie Adler.) Frank Welker also returns as the game version of Megatron, which is always good to see (even though I actually am liking Hugo Weaving's movie version a bit more,) but some of the new voices didn't work as well. For instance, Clive Revill as Jetfire lost the cranky old geezer attitude of Mark Ryan's movie counterpart.

Then again, I had my concerns for the original actors as well. I felt that Prime sounded more like the first movie's version, and not like the voice he did in the second movie (which I felt was more authentic to the cartoon,) and what was up with Shia LeBoeuf? He did his lines as if he was in a massive caffeine high. Yes I know he did the same thing in the movie after seeing “weird symbols” in his head, but in the entire game? Give me a break.

Downloadable content has been announced for the near future, which will include the Autobot Sideswipe, and for Starscream fans (and yes there are many of them out there,) the G1 version will be available!

I wouldn't consider Transformers: Revenge of the Fallen a must buy since it can be finished in a little hours, but it makes a great rental, especially for Transformers fans. Luxoflux made up for the mistakes that Traveler's Tales made and created a good game out of it.

at the last play the game with cup of tea

and have fun.....