Wednesday, February 14, 2007

Battlefield 2142

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The game portrays a hypothetical war in the near future between three powerful factions: the United States Marines Corps (USMC), China's People's Liberation Army (PLA), and the fictional Middle Eastern Coalition (MEC). The battles, however, only feature USMC versus MEC and USMC versus China; the MEC and China are presumably allied or neutral, as they are never seen attacking each other. As well, the European Union (EU) is never seen attacking the United States in one of the game's Booster packs, and is therefore most likely fighting alongside the United States against these two powers. There is little background to the war aside from what can be gleaned from map briefings, and certain questions, such as why mutually assured destruction did not prevent the countries from attacking each other and if any of the countries retaliated using weapons of mass destruction, remain unanswered.


Battlefield 2142's new Titan mode is an exciting new addition to the Battlefield series, though for the most part 2142 offers up minor evolutionary improvements over its illustrious predecessor.
The Good: The new Titan mode is a wild and intense departure from Battlefield's traditional conquest mode; a vast unlock system rewards long-term play, and your character becomes more powerful over time; the trademark battlefield formula of infantry and vehicle combat remains strong, even as it's getting a bit too familiar; an interesting new setting for what's traditionally been a historically themed series.
The Bad: Only two new factions, and no more North Africans; the graphics engine is showing its age, and the load times remain as long as ever.

Baseball legend Yogi Berra once quipped that "the future ain't what it used to be," which seems appropriate when describing Battlefield 2142, the fourth PC game in the best-selling action franchise. This new game attempts to follow up last year's superb Battlefield 2--and that's both a blessing and a curse, as 2142 will invite inevitable comparisons to Battlefield 2, even while it's busy trying to break new ground. Nevertheless, while a lot of the changes seem minor, there is enough new content in here to merit your attention.

The plot of 2142 could best be described as Battlefield 2 meets The Day After Tomorrow, the 2004 movie where the world is suddenly encased in a present-day ice age. When billions of people are forced to flee the frigid Northern Hemisphere for the more hospitable Southern one, tensions escalate and shooting wars erupt for the last remaining bits of habitable land. In the game, this translates to the European Union battling the Russia-centered Pan Asian Coalition as they fight to flee Europe ahead of the ice and establish themselves in North Africa. The battlefields will shift from a wintry and war-torn European landscape to the arid sands of North Africa. This also means there are only two factions in the game, though why are the current inhabitants of North Africa sitting idly by while they're being invaded? In any event, these new factions are interesting, even if they are a bit hard to distinguish from one another. The soldiers of the future are clad in the same type of high-tech body armor, though the Russian armor is a bit blacker than the European version.

If you've played Battlefield 2, then you'll feel quickly at home in Battlefield 2142. The future is a very familiar place, because the designers didn't go too exotic with the weapons and vehicles. There are no laser or beam weapons here; instead, you'll get futuristic versions of today's weapons. There's an assault rifle, a sniper rifle, a missile launcher, and a light machine gun to equip the game's four classes. That's right: There are only four classes in the game, down from the seven seen in Battlefield 2, though these new classes are a lot more flexible and customizable. The price is that you're going to have to play 2142 a lot to access most of these customization options, as this system is designed to encourage long-term play.

The designers took the idea of weapon unlocks in Battlefield 2 and put it on steroids, so you can unlock up to 40 different weapons or pieces of equipment. Not only that, but each class has two different unlock tracks, which specialize in a different direction. For instance, the recon class can become a more powerful sniper or a more effective Special Forces operator, who can sneak around and blow up enemy ground stations, thus hampering the ability of the enemy commander to call in various forms of support. However, this also means that you might be in for some frustration in the beginning, as your character won't even have grenades until you unlock them, and you'll be at a disadvantage against those players who have access to the more powerful weapons and abilities. And while the promotions and unlocks come fairly quickly early on, the pace will slow down as each new unlock requires you to accumulate more and more points. So you'll need to play quite a bit to unlock a lot of what makes Battlefield 2142 so different from its predecessors. Or, you'll find yourself playing one class a lot more than the others, since that's where most of your early unlocks will go. This entire process is a bit confusing, as it's not enough to simply unlock new items, but then you must outfit your character when you join a battle for the first time.

Of course, Battlefield games aren't just about infantry combat, as the series' engaging mix of infantry and vehicle combat is what makes it so addictive. If you're a Battlefield veteran, you'll find that the vehicles of the future are a familiar lot, save for the cool mechlike walkers, which are essentially walking tanks. Still, you have slightly tricked-out versions of today's buggies, armored personnel carriers, and tanks. Again, there are some new features to make these vehicles feel a bit different. The buggies can kick in a short turbo boost to speed out of the danger zone, while the APCs can launch infantry into the sky on assault pods. The PAC tanks float thanks to hover technology, while the EU tanks rely on conventional treads. If used properly, these new vehicles can be devastating, though they can be countered if infantry teams work together. Of course, getting people to work together has always been a major issue in Battlefield, so we can probably expect the same endless debates about balancing as before. And the big question is the airpower, which was overly dominant in Battlefield 2. Our experience with 2142 is that these aircraft aren't as devastating as those in Battlefield 2, since they're slower and less capable, plus there are more ways to take them out. Then again, we'll probably be proven wrong once ace pilots emerge and figure out how to make these aircraft do stunts that even the designers didn't envision.

As you can probably tell by now, many of the gameplay concepts that were introduced in Battlefield 2 return in a slightly more evolved form. The squad nature of the gameplay is back, but now there are incentives in the form of "field upgrades" that reward players for squadding up and playing together. You get more points quicker if you follow orders, too. The commander role returns, and one player on each team can call in satellite scans and aerial drones to detect the enemy, as well as orbital strikes, which are a powerful form of artillery that take a long time to recharge. There's also an electromagnetic pulse strike that temporarily disables any vehicles in the blast radius, as well as scrambles the helmet-mounted displays of infantry. Still, there's a lot here that seems familiar, including the visuals, thanks to 2142 using a slightly enhanced version of the Battlefield 2 graphics engine. The engine is getting a bit dated at this point, and there's still no widescreen support, but the good news is that the system requirements haven't really changed, though the drawn-out load times of Battlefield 2 haven't been improved on, either.



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Password: GoldenEagle@warez-bb.org

Sunday, February 11, 2007

Condemned



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This first-person action game hits you like a sledgehammer with its astounding, stunningly creepy presentation, but it sacrifices opportunities for more shocks and surprises by settling for repetition.
The Good: Ferocious first-person hand-to-hand combat looks completely insane; compelling premise puts you on the trail of a deranged serial killer; morbidly unsettling atmosphere (in a good way!); excellent presentation.
The Bad: Boring level design makes you get lost in hallway after hallway; not much depth or variety to the combat after the first few hours; storyline teases more than it delivers.

Raw, savage beatings are the order of the day in Condemned: Criminal Origins, an original first-person action game from the makers of F.E.A.R. The game was originally released for the Xbox 360, but has now been faithfully adapted to the PC. You play as an investigator who's struggling to keep his own sanity while tailing a serial killer and facing off against what seems like an army of depraved sociopaths. Condemned's impressive graphics and bone-crushing hand-to-hand combat sequences make for a visceral, highly atmospheric experience that's quite unlike anything you've ever played before. But as great as that may sound, Condemned is something of a one-trick pony, whose monotonous gameplay doesn't quite live up to the quality of the presentation and underlying concept. Don't you dare let that stop you from taking the plunge if the concept intrigues you, though.

If you're familiar with the Xbox 360 version of the game, you'll find a virtually identical game in Condemned for the PC. There are some very slight cosmetic differences in a couple of spots (you're no longer finding Xbox 360s hidden away, and there's a different effect when you die), the default mouse-and-keyboard controls work just fine, and this version is less expensive. Other than that, this is the same fairly brief-but-engaging single-player action game as what Xbox 360 owners got in late 2005.

Condemned is about FBI agent Ethan Thomas, a sullen man who's part of the Serial Crimes Unit, so it's little wonder he isn't more cheerful. The game begins with agent Thomas on a routine assignment: Someone's been brutally murdered in a bad part of town, and he's there with the police to figure out what happened and to clean up any remaining mess. Without spoiling anything, let's just say that things don't quite go according to plan. Thomas winds up implicated in some serious crimes, but not before he has a run-in with some sort of a madman who spares his life--just barely. But why? Bent on finding the truth, his assailant, and his missing pistol, Thomas goes off on his own, with nothing but a cell phone, a Taser-style stun gun, and his forensic tools to aid him. The only other person he can depend on, save himself, seems to be a colleague of his who's willing to stay in touch by phone, helping Thomas to analyze evidence so he can slowly connect the dots that lead to some disturbing discoveries. The dark, engrossing story of Condemned starts out strong and has its moments along the way, but unfortunately, it doesn't take center stage during what's mostly a straight-up action game with an intriguing premise. As Thomas begins to question his own sanity when faced with unbelievable evidence, the narrative purposely takes some incoherent turns, causing you to wonder if there's any hope of a satisfying resolution.

It's too bad the story hadn't been more developed. As it stands, answers to some of the most important questions raised by the game (for example, what the hell is wrong with everybody?) are relegated to loading screens in between chapters rather than to contextual exposition. So instead, what Condemned boils down to is cautiously exploring dark, dilapidated buildings--they're condemned, get it?--while confronting and ruthlessly beating down violent thugs bent on smashing your face in. Except it's not quite as great as that makes it sound, because the dark, dilapidated buildings and, somehow, even the ruthless beatings start to get old some time before the eight or nine hours it takes to finish the game. And optionally collecting bird carcasses and metal pieces hidden throughout each level (don't ask) doesn't add much intrigue. You'll keep waiting for Condemned to throw you a major curveball, since it feels like that sort of game. And it sure comes close, but it never quite goes beyond a threat, merely teasing you with potential while inundating you with repetition.

Condemned is kind of like a first-person shooter, except instead of shooting, there's mostly just a lot of pure, bloody brawling. For some strange reason, there's no real bare-handed combat, but improvised weapons are everywhere. You've got everything from metal pipes to nail-covered two-by-fours to fire axes to sledgehammers to signposts. Each weapon is rated differently for speed, range, power, and defense, though the differences can be pretty subtle. So it'll often come down to a subjective choice: How does that metal conduit strike you? How about that nice concrete-crusted rebar over there? Take your pick and hang on to it, because you can only carry one weapon at a time.

You'll get the impression that the vast majority of effort that went into this game was invested in the interaction between you and your deranged enemies. There's some striking artificial intelligence at work, combined with some amazingly frightening lifelike animations that will make you wince as if in pain or in anticipation of it. Your foes cannot be reasoned with, as they're lunatics with a thirst for blood who'll rush out at you from the shadows, flailing anything they can get their hands on while trying to kill you. They'll scream obscenities and smash things in freakish anger. They'll lie in ambush, and they'll gladly hurt one another--as well as you--just as long as somebody gets hurt. And they won't just stand there and take it as you lash out at them with weapons of your own. As they recoil in pain from your attacks, they'll lurch forward for their next strikes, as if guided by momentum and adrenaline. The best thing to be said about Condemned is that it captures hand-to-hand combat with intense, lifelike brutality like no other game before it.

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Just Cause

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MAFIA



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Quite simply, Mafia is one of the best games of the year.

Between Swedish developer Digital Illusions' upcoming World War II shooter Battlefield 1942 and Czech Republic-based Illusion Softworks' newly available Mafia, September's turning out to be a banner month for great driving-shooting hybrids from European companies with the word "illusion" in their name. Arriving without much prerelease hype, Mafia is a highly engaging combination of the driving and living-city elements of Grand Theft Auto III and the story-driven third-person shooting action of Max Payne. What's more, it isn't plagued by the litany of problems usually associated with ambitious games from small development houses. Mafia looks and sounds great, it's exciting, it's suitably bug-free, and, at a time when eight hours is becoming the standard length for single-player shooters, it's long. Quite simply, Mafia is one of the best games of the year.

As implied by the first paragraph of this review, comparisons between Mafia and the famous Grand Theft Auto III are inevitable. Both games take place in detailed and sprawling clockwork cities, both games involve stealing cars and avoiding the police, and both games have plots in which you navigate a criminal underworld. The comparison breaks down when the details and structure of the games' gameplay are considered, however. In much the same way that Grand Theft Auto III includes an almost-complete version of Crazy Taxi as a minigame, Mafia can be considered a generally linear third-person shooter that features a miniature version of Grand Theft Auto III. Mafia's living city, a 1930s metropolis called Lost Heaven, is almost as fully realized as Grand Theft Auto III's Liberty City. Lost Heaven's bigger, in fact, and it features plenty of vehicular and pedestrian traffic, lots of different neighborhoods, working lift bridges, a train system, and even some outlying country areas. It lacks only Liberty City's dynamic day-night cycle and weather patterns--each mission takes place at a particular time and in specific weather conditions.

Most of Mafia's 20 large missions are split into sections. You'll usually watch one of the game's long but well-done in-engine cutscenes, get assigned a few weapons, choose a car, and then drive through the city to a given destination. At this point, a separate level--generally a third-person action sequence--is loaded. After you complete the level, you'll usually drive home. Some missions mix the structure up a little, and some offer an optional bonus task on the drive home. The most serious complaint that can be made about Mafia is that the city isn't as tightly integrated into the missions as it is in Grand Theft Auto III. Often, driving across the city is more of a mood-enhancing interactive cutscene than a gameplay element that poses an actual challenge. This is fine in the beginning, but by the time you've reached the halfway point, you may find yourself wishing that you could simply fast-forward through these parts. You're often free to deviate from the quickest path to your destination and go exploring, but unlike in Grand Theft Auto III, there's little reason to do so. There are no bonuses to find, and, while you can run people around in a taxi for money, this option is available only in a mode that's completely detached from the single-player campaign and must be accessed separately from the main menu.

Mafia's realistic car physics and police behavior both add to the occasional tedium of the straightforward driving segments. For the most part, the game's 60 or so 1930s-era vehicles aren't rocket cars. They don't often go very fast, they don't always start the first time you turn the key, and they have some serious problems climbing steep hills. You won't be making 300-foot barrel-roll jumps in any of them. Furthermore, the Lost Heaven PD will see to it that you don't even drive as fast as the cars will go. They'll pull you over for driving over 40 and running red lights, among other things. Even if you're in a really cool-looking old-time car, a simulation of driving the speed limit isn't exactly a recipe for thrills.



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Devil May Cry 3: Special Edition



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Though it's like a fish out of water on the PC, this straight port of a great, gruelingly fast and intense PlayStation 2 action adventure game can still be exciting.
The Good: Responsive, fluid, well-designed combat system makes for great action; two different playable characters, one of which is unlockable; budget price.
The Bad: Visuals look rough and aren't optimized well for the PC; you absolutely need a gamepad, and the game doesn't autodetect them perfectly; limited save system plus numerous other awkward holdovers from the consoles.

Released earlier this year for the PlayStation 2, Devil May Cry 3: Dante's Awakening - Special Edition was a budget-priced, updated version of one of last year's toughest, best, most intense action adventure games on consoles. Between its manic hack-and-slash gameplay and its over-the-top anime-inspired presentation, the game never seemed like it would make a good fit on the PC. But a PC version came along anyway, offering up a no-frills port that loses some of its charm and quality in translation, yet retains some solid action and a lot of personality underneath it all. So the underlying game is still great, but unless you categorically can't play this game on a PS2 yet feel compelled to play it anyway, this version isn't your best bet.

This update rebalances the original game's notoriously hard difficulty setting while adding a new playable character (as an unlockable bonus) and some new battles. What made Devil May Cry 3 such a great game in the first place was its flashy presentation and its fantastic combat. As the brash demon hunter Dante, you can kick all kinds of otherworldly ass top to bottom, courtesy of your various over-the-top firearms and melee weapons. Split-second timing is necessary to avoid your enemies' ferocious counterattacks, and learning to dodge properly and to not get blindsided by an occasionally awkward camera angle definitely takes time. But eventually, everything feels just right, and suddenly you're making mincemeat out of tons of foes--pulling off spectacular combos involving multiple weapons, thrashing foes up into the air, high in the sky, and down to the ground, and then finishing them off while they're lying helpless at your feet. It gets all the more intense when you're battling the game's numerous boss opponents, which are arguably the highlight of the experience. Occasional puzzle-solving and backtracking offer a brief respite from the carnage, but otherwise they aren't particularly exciting aspects of play. A few basic role-playing elements are effectively integrated, allowing you to choose between some different fighting styles and learn upgraded moves and abilities for those styles the more you use them.

One of the distinguishing features of the PlayStation 2 original is how fast it moves. The smooth frame rate wasn't just for show, because many of the game's demonic foes strike quickly and hit hard, so you needed fast reflexes to get out of the way before they skewered you. On the PC, the visuals don't hold up as well, even if you have a very fast system and run the game at a relatively low resolution. Some of the cinematic cutscenes also look pretty bad here, thanks to grainy-looking video playback. It's not immediately clear why this version doesn't move as well as its PS2 counterpart, considering that these simple, somewhat drab 3D graphics look pretty unflattering by the PC's high standards. At least there's some great visual design on display to make up for the dated presentation, and the motion-captured cutscenes that make up Devil May Cry 3's ridiculous but engaging story are still excellent.

On top of the graphical deficiencies, the PC version of this game is virtually unplayable using the default keyboard controls. For whatever reason, no attempt was made to come up with a mouse-and-keyboard control scheme, which might have been serviceable. So you'll need a decent gamepad to get anywhere, like the Microsoft Xbox 360 controller we used for most of our testing; unfortunately the game forced us to use the right analog stick, not the left analog stick, for moving around, causing us to cramp up on the controller. Using a Logitech gamepad, we could at least move around using the D pad, while the left analog stick defaulted to switching between different option screens. The game lets you remap the button functions on your gamepad, but not the sticks. Other than these types of issues, the game is essentially identical to the PS2 version. This means that if you can find a comfortable control scheme and visual settings that get the game to run smoothly on your rig, you'll find in Devil May Cry 3 a blazingly fast and intense experience that's very much unlike other action games for the PC.

This isn't natively a PC game, so don't expect PC-style amenities, such as being able to save your progress at any time. In fact, in the original version of the game, you needed to purchase yellow orbs to continue from a nearby checkpoint when you died. These orbs were prohibitively expensive in the beginning, and the system itself was fairly confusing anyway, so there was a very steep learning curve that revolved around forcing you to replay entire levels only to get beaten over and over again by tough boss monsters waiting for you at the end. The Special Edition's optional new continue system is far more lenient, since it lets you continue from a nearby checkpoint as often as you wish, and if you have a gold orb in your inventory, you can bring yourself back to life right where you died. Having two (or more) lives with which to beat the game's bosses makes all the difference in the world, and it goes a long way toward making the legendary difficulty level of Devil May Cry 3 a lot less remarkable, for better or for worse. You've still got the old continue system to use if you want it, but most players will naturally take the path of least resistance. Ironically, even this much more lenient continue system will still likely seem inconvenient to those accustomed to PC games letting you save anytime, anywhere.

You can't play as Dante's brother Vergil right off the bat, but you'll learn to respect him as you play through the game for the first time. He has deadly fencing skills and lightning-fast moves, and you'll find that all of his attacks are at your disposal when you play as him. His quick-draw attacks with his Japanese battle sword can devastate multiple enemies at once, and instead of guns, he can summon limitless mystical swords that fly out and pierce his foes. Later, he can upgrade these weapons to form defensive barriers and more. In fact, he's considerably stronger than Dante, at least at first. He has access to three useful melee weapons right from the start, and he also starts out with the devil trigger ability, which grants him temporary invincibility and health regeneration--truly a lifesaving skill that Dante doesn't learn until a good way into the story. But is stronger really better in this case? Vergil just isn't as fleshed out as Dante from a gameplay standpoint. He starts with all his weapons and has only the one "dark slayer" fighting style, which is like Dante's trickster style, only cooler sounding. You can still unlock some new fighting abilities as you go, but you don't feel as though you're growing stronger and stronger like you do with Dante. What's more, there's no story continuity when playing from Vergil's perspective. His inclusion in the game makes for a good bonus, but Dante is still the star of the show.

There are a few other added extras. The Bloody Palace is a pretty good bonus that's functionally equivalent to a survival mode. This mode strips away all semblance of plot--instead focusing purely on DMC3's exciting combat system--as it throws you into one battle after another. The Bloody Palace consists of 9,999 levels, but after each fight, you can choose to advance by one, 10, or 100 levels by entering one of three elemental portals. Health power-ups can keep you alive over the long haul, but occasional run-ins with DMC3's bosses might just end your Bloody Palace run prematurely. You can't save your progress in this mode, and it pits you against lots of familiar foes, so it's mostly best suited for hardcore players looking to hone their skills and squeeze as much out of the game as they can. For good measure, you also have the option to enable a "turbo mode," which speeds up the gameplay by 20 percent--enough to make the action maybe a little more manic than usual, though it might hurt your frame rate even more. You can also watch the game's fantastically choreographed cinematic cutscenes in a theater mode, as well as unlock gallery images and multiple costumes for both characters.

It's plainly apparent from playing this game that it wasn't originally designed with the PC platform in mind, but that doesn't make it bad. This version of Devil May Cry 3 doesn't play quite as well as the original, yet it still offers an intense and challenging experience so long as you're open to a stiff challenge, have a gamepad, and are willing to put up with a bunch of holdovers from this game's console roots.


rld-dmc3.iso
http://d01.megashares.com/?d01=d6484e5




Saturday, February 10, 2007

Tom Clancy's Splinter Cell Double Agent



Counter



ImageImageImage

Agent Sam Fisher's latest assignment turns out to be a fairly routine stealth action operation, but changes to Splinter Cell's innovative multiplayer mode help make up for this.
The Good: Tried-and-true stealth action gameplay still offers complexity and variety; the campaign's trust system presents a few interesting moral dilemmas; features an overhauled version of splinter cell's innovative multiplayer mode.
The Bad: Campaign recycles a lot of the same graphics, sound, and gameplay from before; some issues with stability and graphical performance.

It was back in 2002 when we first met Sam Fisher, a jaded but extremely talented secret agent who was sent all around the world to take care of the most sensitive, covert operations conducted by the United States. Tom Clancy's Splinter Cell became one of the defining franchises of the original Xbox, thanks to its incredibly lifelike graphics and sophisticated stealth action gameplay, and the PC translations of this series have been comparably as good if not better. Earlier this fall, Splinter Cell hit the Xbox 360 for the first time, and the transition to a more powerful new platform naturally created even higher expectations. Yet despite a compelling new premise that forces Fisher to make some tough moral choices to infiltrate a terrorist group, Splinter Cell Double Agent's campaign could best be described as Splinter Cell with a fresh coat of paint. Now this experience is available on the PC in a version that's nearly identical to what can be found on the Xbox 360, notwithstanding some technical issues you might run into. The single-player portion of the game possesses all of the strengths and weaknesses that fans of the series have come to expect. On the other hand, the multiplayer component, which is like a whole separate game, has seen a variety of interesting changes since the last game, making it probably the better half package.

Those familiar with the Xbox 360 version of Double Agent will find roughly the same experience in this version, which feels like it was ported from the console. Of course, the default controls are different, though Splinter Cell has always played about as well using a mouse and keyboard as with a gamepad, and this year's game is no different. Visually, the PC version looks nearly as good as the graphically impressive Xbox 360 version, if you have a powerful PC. However, even on the highest settings, it appears that the PC version is missing some of the bells and whistles of the 360 version, and you might still see some odd fluctuations in the game's frame rate, as well as noticeably long loading times. On the plus side, the PC game retails for less, though it naturally lacks the Xbox 360 version's unlockable achievements, which help add replay value to both the solo campaign and the online modes. Players posting on the game's message boards also complain about compatibility issues with particular hardware and various crash bugs; though, after automatically downloading a required patch, the main issue we encountered on our test system was an occasional inability to connect to multiplayer matches. There's also a bug that seems to prevent you from using the extra gadgets you unlock by completing optional missions. So if you have the choice, the Xbox 360 version is the safer bet. At any rate, if you've seen the Xbox 360 version of the game already, then you know what to expect.

Even though the Splinter Cell games bear the name of a famous author, they have never been particularly good at telling stories, despite the fact that Sam Fisher has always stood out as a great character. Double Agent gives the impression that it might buck this trend. Early on in the game, Fisher loses his cool and winds up in prison after he's given some very bad news. Unfortunately there's no real follow-through on this plot point because Fisher's incarceration turns out to be a setup for him to get in good with an upstart terrorist group oddly called John Brown's Army (JBA). The JBA tentatively accepts Fisher as one of its own...but he's still working for the National Security Agency (NSA), which orders him to play nice and learn what makes these terrorists tick. The terrorist leaders have some personality, but they've got a pretty conventional blow-stuff-up plan. The game's whole premise wears thin as Fisher keeps getting crucial assignments from the bad guys, who inexplicably supply him with the experimental government-issue assault rifle he's always used. Eventually you'll wonder why Sam can't just kill them all and be done with it. But your patience will be rewarded, as there's an action-packed finale and multiple endings to look forward to based on the choices you make along the way.

From a gameplay standpoint, ultimately there's not much new or different about the single-player campaign of Double Agent versus that of the previous game, Chaos Theory. If you've played that game, then expect to use all the same moves and abilities to get through Double Agent's dangerous levels, all crawling with enemy patrols. Most of all, you'll be quietly sneaking through these levels while keeping a low profile, sometimes creeping up from behind foes either to put them in a vice grip for an interrogation session, or just put them out of their misery with a quick, lethal knife attack. The controls are complicated to learn if you don't already know them, as even the simple act of opening a door presents you with multiple options: slam it open, use an optical cable to see what's on the other side, and more. But a couple of slick training missions make the learning curve more tolerable. Once on a real mission, enemy forces will respond to you by using the same tactics and behavior you'll probably recognize from the previous games, which still can't be considered a remarkable display of artificial intelligence. If you move too quickly, nearby guards will wander around searching for you. And if they spot you, they'll run behind cover and open fire. That's really about it. While the game's environments are all new, and some are very impressive, seeing all of the recycled moves, animations, and sound effects makes Double Agent's campaign feel like an update rather than a full-on sequel.

However, there's a new trust system that gives the missions a different, often more free-form tone than missions from previous Splinter Cell games. There are also moments during the campaign when Fisher must make some sort of tough moral choice to stay in the JBA's good graces, though you could count these moments on one hand. The trust system mostly forces you to be more careful. Getting spotted by enemies will cause you to lose some of either the NSA's or the JBA's trust, and if either of your two trust meters runs out, it's game over. The trust meters carry over from mission to mission, but by completing optional mission objectives for both the JBA and the NSA, you can remain in the good graces of both organizations. In practice, on the default difficulty setting, it isn't difficult to maintain your trust with both sides. Even so, the game takes a step back from Chaos Theory by including a number of potentially frustrating instant-fail situations, such as if JBA terrorists catch you trying to pick a lock inside their base. The penalty isn't always this severe, as if a JBA agent catches you skulking about in a restricted area, he'll chase you out as your trust meter dwindles. Still, this is usually a good enough reason to load a saved game. The trust system makes for an interesting twist, but Double Agent still mostly boils down to a linear series of stealth missions, each with some major objectives and some optional secondary tasks.

The JBA base missions are a new concept for Splinter Cell, and they're hit or miss. You get about 30 minutes to snoop around and try to accomplish as many different objectives as possible. Sam can't attack his foes during these sequences, and if he's caught sneaking by his JBA brothers, their reactions just aren't believable. On the other hand, the way Sam switches from a casual walk into his low stealthy crouch when he enters into a restricted area is a great, immediate indication that you're about to conduct some risky business. Getting through undetected is tense and feels rewarding, though these open-ended, pure-stealth missions will have you frequently reloading saved games until you can find the right way to slip through the JBA's security. The first couple of visits to the JBA base are entertaining, but because you'll return here between almost every major mission, it's less exciting after a while. And during one such mission, you're forced to decrypt an e-mail by completing a 3D sudoku puzzle, which seems oddly out of place.

Fisher's main assignments in Double Agent take him everywhere from a massive tanker caught in a freezing-cold Russian winter to a sweltering-hot African town that's wracked by war. Interestingly, most of these missions take place in broad daylight, so Fisher will need to hide behind cover much more often than he'll need to slink through the shadows. In fact, you could go through most of the campaign without ever using his signature night vision goggles, and he won't even have them half the time anyway. The game's main missions are quite lengthy and challenging, and it's generally up to you to decide whether to try to sneak past your foes or fight them.

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Mount the ISO with Daemon Tools then use:http://rapidshare.com/files/3150572/unl-yasu-tool.rar.html

Password is:Thrill or thrill@Warez-BB.org

Hitman Blood Money



Counter




While the underlying stealth action is mostly unchanged from the previous Hitman games, a diverse sequence of imaginative scenarios gives Blood Money its own fair share of violent thrills.
The Good: Open-ended stealth action gameplay lets you sneak or run and gun; beautifully crafted mission set pieces seem appropriately big and complex; large variety of realistic weapons, but they're not the only way to do the job; good replay value for a single-player-only game.
The Bad: Non-player characters sometimes behave unrealistically, especially in combat; many of the series' minor cosmetic problems haven't been fixed; new notoriety system feels half-baked.

The bald-headed contract killer known only as 47 is in good form, primed and ready for more work in the latest installment in the dark, stylish Hitman series. Though very similar to the last two games in the series, the open-ended stealth action gameplay offered by Hitman: Blood Money is still just about as tensely exciting as ever. A few new twists to the formula, an intriguing story, and a memorably diverse, cinematic sequence of missions further make Blood Money worth it.

This is the fourth game in the Hitman series, but previous experience with the past games isn't assumed or required. In fact, you'll probably be more impressed with the game if you've never played one of these before. Returning players will be in for a comfortably familiar experience. The previous games' stories are alluded to during the course of this one, in which 47 discovers that he and his employer are being threatened by some other mysterious agency. He'll learn more of the rival agency's motives as he completes his own jobs, all leading up to a surprising and climactic conclusion. The starting mission leads you by the nose through one of 47's typical assignments--to eliminate a shady theme park operator, whose negligence once cost the lives of many innocent people. This man, called the Swing King, even entered the drug business in the wake of his theme park's collapse. 47's employer has asked that a photo of a deceased loved one be the last image that the crook ever sees...but when you finally reach him, he's just this sad worm of a man who grovels at 47's feet. Despite the number of armed thugs you'll need to get through before putting the Swing King out of his misery, this mission is easy, provided you follow the step-by-step instructions you're given. Subsequent missions are substantially tougher and less linear, but this first one still is representative of the types of moody, affecting scenarios you'll encounter in the game.

There are more than a dozen missions in all, and most of them are set somewhere in the United States, such as a Mardi Gras celebration in New Orleans, an Egyptian-themed Las Vegas casino, a rehab clinic in Northern California, a stately riverboat traveling the Mississippi, a posh Los Angeles suburb, and more. The game does a great job of realizing each of these different settings, making them feel appropriately large, complex, and alive. Mardi Gras is particularly impressive, its streets jam-packed with people partying. All of these places tend to be filled with armed guards as well as civilians, so you'll need to exercise caution in order to take out your targets and escape undetected. However, if you slip up (or deliberately blow your cover), you can always try to shoot your way out. As in the previous games, Hitman: Blood Money rewards stealth and careful planning, but if you want to try to run and gun your way through the levels, you have that option. You can instantly switch from the default behind-the-back perspective to a first-person viewpoint if you prefer, and the game lets you use a whole bunch of different, realistically modeled real-world pistols, rifles, and submachine guns against your enemies. Of course, it's possible to finish most missions in Hitman: Blood Money without squeezing off a single round, if you're careful and observant.

You don't need to shoot your victims, because you have access to poisons, explosives, knives, and other means. In many cases it's possible to avoid getting blood on your hands altogether, by arranging an accident for your target--say, by causing something very heavy to drop on his head. Figuring out these trickier, cleaner kills is naturally gratifying, and it also tends to earn you a higher ranking (and more money) once you've escaped and your mission is accomplished. As in the previous games, planning your strike is easy thanks to a GPS-style real-time map that's accessible at the touch of a button, which shows you all other characters in the vicinity at the normal difficulty setting, including your targets. Tougher settings show you fewer characters on the map, make enemies more lethal, and also limit your ability to save your progress during a mission. Even so, between the map, your objectives list, and the ability to purchase more intel if you need it, even the most intimidating missions become solvable. It helps that 47 is much tougher than an average man, and can withstand a lot of gunshot wounds before finally succumbing in a red-tinged, slow-motion haze.

As in the previous games, your enemies' artificial intelligence unfortunately doesn't hold up to close scrutiny, but at least it puts on a good show if you don't start messing around. When you're just observing, you'll find that the AI in Blood Money does a convincing job. You'll see characters chatting or lounging about, while guards casually patrol the premises. Someone might stop for a bathroom break or go outside for a smoke, not realizing the danger of splitting off from the crowd.

Mirror 1

http://d01.megashares.com/?d01=d8367d9

Mirror 2

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Password:
Shark-Hackhell