17 Juni 2011

Star Raiders

[ 1 DVD ]


  • Published by : Atari
  • Developed by : Incinerator Games
  • Genre : Space Combat Simulator


It does seem awfully late in the day to be creating retro remakes of Atari VCS games. Considering the original version of Star Raiders came out in 1979, it seems fair to say that a sizeable proportion of modern gamers wouldn't even have been a twinkle in the milkman's eye when it was state-of-the-art. But it's those that do remember it that are likely to be most disappointed by this remake.

In actual fact the VCS version of the game didn't arrive until 1982 (the original version was for Atari's little remembered range of 8-bit computers), but as maths fans will have already worked out that still makes it almost three decades old.

The best way to think of Star Raiders is as the granddaddy of the whole space combat simulator genre. It's acknowledged as a direct inspiration for Elite and by association everything from Wing Commander to X-Wing. There's certainly more to work with here in a reboot, compared to the recent Yars' Revenge, and in gameplay terms this sticks relatively close to the basics of the original.

That's to say you control a single fighter patrolling around a Galactic Map, and trying to fend off evil 'Zygons'. What really secured the game's classic status the first time around was the freedom you were given to explore the map on your own and manage and repair your ship's damage and energy levels. The Zygons were also unusually unpredictable and could blow up your own space stations if left to their own devices.

For the time these features were unheard of in a real-time game, but today the most novel aspect is simply that this is a space combat simulator - since you don't see many of those around nowadays.

Space Raiders is third person now, with your ship transforming between three states that favour defence, speed and all-roundedness. This works fairly well, with the intermediary 'Assault' form good for fighting capital ships and fixed emplacements, since it's the only one with a strafe option. The slow-moving, defensive 'Turret' form is better for when your back's to the wall.

Inevitably though we spent most of our time in the speedier 'Assault' form, which is best suited to dogfighting. But this is where the game's noble intentions come crumbling down: the combat is awful. The Assault form's secondary weapon is a wearyingly accurate heat-seeking missile that means you spend far too much of the game simply firing and forgetting at tiny dots and ugly-looking icons, rather than doing your best Luke Skywalker impression.

All the ships are upgradeable with different weapons, as well as androids that can boost things like accuracy and shield strength, but they never stop looking or sounding like peashooters. In fact the sound effects in general are so dreadful we initially assumed they'd been taken directly from the original game, but they don't really sound similar at all - just so limp and gutless you almost don't want to press the fire button.

Just as frustrating is that the game doesn't build on the original strategic elements at all, in fact it seems keen to downplay them as much as possible - just so you can get on with all the dull escort missions and quests to 'kill 15 Zylons'. (Imparted by almost unreadable mission screens and generally terrible presentation.)

It's sad indeed to think that 30-odd years ago the game's ambitions were limited only by technology, whereas now it’s the fear that casual gamers will be put off by the idea that you have to do more than just point and shoot. Not that they wouldn't be within their rights to balk at the unnecessarily confusing controls and interface.

We say all this as huge fans of the space combat simulator genre, but as desperate as we are to see its return it's still no reason to put up with sub-par games. Square Enix's quickly forgotten Project Sylpheed remains the best example of the genre on consoles, but we'd give someone else's right arm for a new X-Wing game or the fabled Elite IV.

Especially if the latter managed to make better use of the last 30 years of technological advancement than this tepid shooter.

In Short: All the basic elements of the original game are here, but nothing of the technical wizardry or daring ambition.

Pros: Decent graphics and the relatively open-ended gameplay is still interesting today. Three transformation modes are handled well.

Cons: Vapid, unexciting combat and dull weapons. Awkward controls and general lack of ambition and artistry. Weak presentation and terrible sound effects.


Minimum System Requirements
Operating System: Windows XP SP2, Vista SP2, 7
CPU: Intel Core 2 Duo E4300 or AMD Athlon X2 4400+ Processor
RAM: 1GB
Video Card: Radeon ATI Radeon HD 2600 or NVIDIA GeForce 8600 or faster. Other integrated graphics, such as the Intel G43/G45 Express, are not supported
DirectX 9.0c
Hard Drive: 500MB free
Sound: DirectX 9.0c-compatible
Other: Microsoft Xbox 360 Controller for PC, Microsoft Xbox 360 Wireless Controller for Windows, Logitech Gamepad F310/F510/F710

Steel Storm : Burning Retribution

[ 1 DVD ]


  • Published by : Creative Artel
  • Developed by : Creative Artel
  • Genre : Shoot-'Em-Up


Steel Storm Burning Retribution has largely stayed under the radar despite being released across multiple operating systems. The indie shoot’em-up received some attention for its simultaneous release on Windows, Mac, and Linux (from the Linux community, as you probably guessed), and it’s available on Steam, but it seems that most computer gamers have yet to hear about it. Being someone who never quite forgot Raptor: Call of the Shadows and who has always secretly wanted to see it updated, I was more than happy to give this new game a shot.

Steel Storm Burning Retribution, despite its cumbersome name, is actually both a successful game and a great take on the modern shoot’em-up. It’s not a bullet-hell game, but it still manages to be challenging. The mechanics are simple and the weapons are limited to a few pickups (there is not even an RPG-style weapons upgrade system!) but it held my interest throughout most of the the two episodes.


SSBR is pretty basic: you have a top-down view of a plane-type-craft that can fly in any direction (think Asteroids). You fly around, exploring a map and killing anything that shoots at you. There are some some picks-ups (weapon upgrades, auxiliary weapons, and keys to get through gates) but primarily the game is about out-maneuvering the waves of enemies that you encounter. There are two episodes, each of which is made up of a number of missions of varying length and difficulty. The first episode is full-featured but comes off as an introduction while the second gets you into the real battle.

The gameplay is basic–go up/down/left/right and then click the mouse to kill everything in your path. Your road is not a direct one, rather you’ll need to double back to open gates, find data keys, and pick up health/upgrades that you left behind. From the starting point to the end you’ll need to kill hordes of enemy ships, turrets, and tanks. The enemies only come in a few different forms, but they are surprisingly clever for a shoot’em-up. They attack well in groups, use cover, and use basic but effective tactics. They also have a (somewhat cheap) habit of materializing out of nowhere, directly behind you, which helps them out.

When you die you start back at the origin point for that stage, but progress if only lost if you run out of lives. After dying you usually can be back to where you were in a minute or two, you’ll just be missing your upgraded weapons.


Gameplay Trailer :



System Requirements :


Steel Storm: Burning Retribution Minimum System Rquirements
*OS: Windows XP/ Windows Vista/ Windows 7
*Processor: Intel Pentium 4 @ 2.2 GHz / AMD Athlon XP 2400+
*Memory Ram: 1 Gb
*Hard Disk Space: 800 Mb
*Video: 256 Mb @ nVidia GeForce 7600 GT / ATI Radeon HD 2400
*Sound Card: DirectX Compatible
*DirectX: 9
*Keyboard / Mouse
*Installation: DVD-Rom Drive

Dead Meets Lead

[ 1 DVD ]


  • Published by : Keldyn Interactive
  • Developed by : Keldyn Interactive
  • Genre : Horror Action Adventure


A lethal disease has scourged the Swedish island at the far end of the sea and, after that, weird things happen in chains. People died of mysterious causes, get buried down, but the next day in the early morning, you just find the cave wide open, and the corpse, gone! Then by the night, that someone would show up on the street, catch you up as he did-wait a minute, the guy has already bite the dust, hasn’t he?- and oophs, before you have the time to figure the whole thing out, you have been knocked down and torn into piece by “it”.

As the story of the “walking dead” spreads over to the continent, the ruler gets antsy and you, the most reverent and spunky captain of the whole country, are ordered to travel all the way across the sea to straighten the incident out and free the island from the gruesome curse. As for the code of mission, we’d like to call it “Dead Meets Lead”.

It started out badly. All your crews are laid up by illness and the ship gets wrecked in storms during the voyage. By the time the destination is in sight, you are totally left alone and what’s worse, bare-handed. Caught between the devil and the sea, what’s the big plan to get survived from the plague and slay those flesh-eating monsters before they rip you alive?

However tough the thing is, we know that as an experienced fighter, you always have the presence of mind to figure out how to make the best of the situation. It would be like teaching the fish to swim for us to tell you which would be the sharpest tool out there and which is not. After several rounds of encounters with the undead, you will soon spot their feet of clay and stop the “ducking-and-dodging” strategy altogether to go hunt those freaks in their nests.
All these said, you could by no means slight the half-dead, they still have part of their brain with them and know how to wrestle with and even set up traps for the hunter. So if there is any word of precaution before you venture out into the “dead” island, it should go as keeping calm, flexible and tough, whenever and wherever.

Features:
Dead Meets Lead, Keldyn Interactive’s most recent online offering, mixes adventuring, zombie-hunting and fast-paced shooting all into the game play. Sounds pretty captivating, doesn’t it?

Unlike other fighting titles which usually deploy some wingmen alongside to help you out, Dead Meets Lead leaves things totally for you to take care of. For those who love a heroic solo show, this would be an opportunity like no others.

When the Dead meets you, the Lead, it’s just a matter of time before them all get butchered!


Gameplay Trailer :



System Requirements :

Minimum System Requirements
CPU: 2 Ghz Dual Core Processor
Operating System: Windows XP SP2 / Vista / 7 (32-64 bits)
Videos card: 256 MB DirectX 9.0–compliant card with Shader Model 3.0 or higher
Hard drive: 1 GB free space
Memory: 2 GB Ram

Faery Legends of Avalon

[ 1 DVD ]


  • Published by : Focus Home Interactive
  • Developed by : Spiders
  • Genre : RPG


The first thing you need to know about Faery: Legends of Avalon is that you can fly. Not temporarily like Mario, not via airship like Final Fantasy – flying replaces walking and it's your only method of transportation. The second thing you need to know about Faery: Legends of Avalon is that it's not a very good game. But hey – at least you can fly.
Faery is a turn-based RPG that blends fantasy and folklore. As a newly awakened faery, your task is, unsurprisingly, to save your kingdom. You can recruit other faeries (and trolls, and a dragon), embark upon monotonous fetch quests, and kill monsters in generic turn-based combat that requires very little strategy or thought. The settings are interesting – you'll venture through faery kingdoms, a giant tree, and a pirate ship – but it takes a lot of patience to get through them all.

The nonsensical plot involves portals and faeries and names ripped out of bits of pop culture like Puck (Shakespeare) and Gargamelle (Smurfs). You'll find it hard to care, though, because it's so tough to follow. The story-telling is nothing short of a mess – a hodgepodge of poorly written sentences and translation errors strung together to make something that reads like a fourth-grader's book report. There's no voice acting, but we can't even imagine how anyone could vocalize the dialogue, which might be some of the worst we've seen in any game since the NES.

And although the game looks gorgeous, it feels sloppy. Flight is awkward and clunky; your character's body doesn't move when he/she goes left, right, up, or down, which makes it seem less like you're flying and more like you're riding an invisible elevator. On top of that, movement is extraordinarily slow unless you push in the left stick to speed up. Since you also need that same stick to navigate, you'll find yourself trying to waggle it around while simultaneously pushing it down, which is not easy. It's an incomprehensible and infuriating control scheme.


Faery: Legends of Avalon set out to do a lot, and we have to respect the game's developers for that. Between the wide variety of locales, the impressive bits of character customization, and the myriad choices both big and small, this game had lofty ambitions. Sadly, the game does very few things right – the poor design and garbled English make this a sloppy offering that isn't worth your time or money.


Gameplay Trailer :



System Requirements :

Minimum Requirements:
OS: Windows XP/ Windows Vista/ Windows 7
Processor: Intel Core 2 Duo E6600 2.4GHz / AMD Athlon 64 X2 Dual Core 5800+
Memory Ram: 2 GB
Hard Disk Space: 4.5 Gb
Video: nVidia GeForce GT 140 / ATI Radeon HD 3870
Sound Card: DirectX Compatible
DirectX: 9
Keyboard / Mouse

Shadow Ops - Red Mercury

[ 1 DVD ]


  • Published by : Atari
  • Developed by : Zombie
  • Genre : Modern First-Person Shooter


Zombie is known more for promising titles than great games. Spec Ops is a perfect example -- a game that could have been great, but failed to be. Shadow Ops: Red Mercury is, in essence, the latest version of Spec Ops. Unfortunately, Shadow Ops continues the tradition as a game that will likely leave you thinking of "what could have been." While there are moments that are truly pleasing, there's also some serious AI problems and odd design choices, although the PC version benefits from some boosted textures and more complex character models. While Shadow Ops is fun for the most part, it's a bit too flawed to be great. Better luck next time, gang. 

Set, for the most part, in the Mideast, Shadow Ops begins roughly three-quarters of the way through the story and then works its way backwards after letting you witness a truly horrific moment. The story itself is pretty much standard Hollywood fluff, so expect betrayals and some stiff banter in the cut-scenes. It's passable, but nothing that will keep you gripped. Instead, it's up to the action to keep you hanging. And it probably will, despite everything that's wrong with the game.
Lean On Me
Shadow Ops makes use of standard first-person shooting techniques, but offers a very helpful lean function that actually is something other developers should rip off. Yes, lean has been used before, but it's very effective and even vital in ShOps. Unfortunately, the PC version only allows you to lean when you're zoomed in. This isn't too big of a problem, but it limits your vision. Since the enemies come in so hot and heavy, you'll be taking a lot of damage. It's everywhere and most sections of the large levels see you finding cover, leaning out and taking on enemies who storm in and generally take one of three different cover spots again and again. Cap one and another runs in to take his place. Once they stop coming, it's time to move forward to the next section, where the same situation plays out. You also can't toggle crouching, which makes things a bit difficult when you're trying to also zoom and lean around a corner. 


You could shake things up by running at the enemy, but this can sometimes break the game as the AI doesn't seem ready to handle any deviation in the gameplan. Even when playing ShOps as it's meant to be played (hiding behind cover and taking out enemies slowly), there are AI blips where enemies will end up facing the wrong way or will throw grenades off walls and right back at themselves (oh, high comedy indeed), but when you try and do the unexpected the AI will often break down further. 

However, the real AI problems come from your AI teammates, whom you'll have for about half of the missions. Your buddies can't be commanded, which is fine for any game, so long as they have some decent AI dictating their actions. But they don't. There's no friendly fire, so go ahead and shoot at your allies as much as you want, it doesn't matter. I can forgive that, but it seems that it's almost impossible for enemies to do your teammates harm. Numerous times I watched as grenades exploded at an ally's feet, only to watch these Supermen fail to even flinch. 

Their invulnerability is coupled with some absolutely horrendous aim. It won't be long before you'll catch this lovely scene of your guy and an enemy standing, literally, two feet from each other, guns blazing. They never hit one another. Even G.I. Joe would have to laugh at these two. It's up to you to come up from behind and take out the foe. Sure, sometimes your guys do take down enemies, but they are mainly just window dressing, and who wants to dress their windows in a first-person shooter? All of this doesn't hurt the gameplay itself, as early on you'll learn to depend solely on yourself for success in each mission, but it's a big flaw that should not be in any game. 


Gameplay Trailer :


Sytem Requirements :

Minimum System Requirements:
Recommended System Requirements:
CPU:Pentium III or AMD Athlon 1GHz Processor (AMD64 Processor supported)
CPU:Pentium III or AMD Athlon 1.5GHz Processor
RAM:256MB RAM
RAM:512MB RAM
VGA:64MB Windows compatible Video Card with Hardware T&L
VGA:128MB Windows compatible Video Card with Hardware T&L
DX:DirectX 9.0
DX:DirectX 9.0
OS:Microsoft Windows XP
OS:Microsoft Windows XP
http://gamesystemrequirements.com/
HDD:4GB Hard Disk Space

Sound:Windows compatible Sound Card
Sound:Sound Blaster Audigy 2 Series Sound Card



ODD:1X DVD-ROM Drive
ODD:4X DVD-ROM Drive
Network:TCP/IP compatible Network (LAN play)
Network:TCP/IP compatible Network (LAN play)

06 Juni 2011

The Sims 3 - Generations (Exp. Pack)

[ 1 DVD ]



  • Published by : EA Games
  • Developed by : The Sims Studio
  • Genre : Virtual Live / Exp. Pack

The Sims 3: Generations bucks Sims expansion conventions. Previous Sims 3 expansions have offered meaty updates that enhance the classic life-simulation experience with new gameplay features and a glut of new items, like world exploration, hands-on professions, and even a vampire nightlife. The changes and nuances are more subtle in The Sims 3: Generations. I still got a kick out of giving my Sims über-hairy man chests, making "Woo-Hoo" in the shower, lighting bags of dog feces on fire, and creating home videos of my various shenanigans. But the value proposition falls a little short. 

The Sims 3: Generations focuses on fleshing out and expanding the depth of the different stages of your Sims' lives instead of drastic changes to the core game. Unfortunately, it's hard to pinpoint the bulk of the new content unless you really dive back into the flow of Sim life and experiment. Even then, much of it is easy to miss. New options are woven into each of the main phases of Sim-life, from stumbling around as a toddler to growing old. Most of the updates don't jump readily out at you, though it's the teen and adult stretches that see the most interesting and exciting changes. Some of the more forgettable new features are strange additions, like optional body hair for male characters or the Sim mid-life crisis. But at least a few updates in The Sims 3: Generations have a meaningful impact on the gameplay.

Younger Sims in Generations will find extra content themed around imagination, creativity and playfulness. Babies come with a doll that can turn into an imaginary friend that only they can see. Fiddling around with chemistry can make their invisible pal a permanent addition to the household, which is a cool touch. This introduces a subtle extra level of task-oriented gameplay that made it more fun to manage my Sim kids. Hardcore Sims enthusiasts will eat up the new kid-centric items like playground structures, tree houses, and hop scotch pads, but I got more mileage out the updated toy boxes that let me encourage my virtual tykes to dress up in silly costumes and act out fantasy roles. Watching them parade around the house in a pink T-Rex suit or brandishing a magic wand as a wizardly prince is at least worth a few laughs, even if it's not a huge addition. 


Things really ramp up for teen Sims. They can throw parties and attend special social events, and pubescent Sims also have raging hormones to contend with. They'll undergo wild mood swings at random – usually to comic effect. When this happens, they're prone to acts of rebellion, which is where Generations' new prank feature shines. Rebellious Sims can rig faucets to explode, plant whoopee cushions, and stick hair dye in the shower, and pranks get crazier when pulled on neighbors. It's easily my favorite fresh element in the game, as it injects some extra randomness and added comic relief into the daily grind.

At one point my angst-ridden teen followed me to the abode of a potential love interest to cause trouble. He hurled eggs at her porch and flung them at my prospective date when she came outside to yell at him. This continued until the cops came to haul him to jail for the night. Good times.

Thankfully Generations also grants parents the ability to punish their brats, from simple grounding and chores to boarding school. The dynamic between pranks and punishments makes for some hilarious moments. It was also amusing to see my younger Sims take things into their own mischievous hands when left unsupervised.

Adults have new opportunities to cut loose too. Expanded party events let you throw elaborate wedding ceremonies and bachelor/bachelorette parties, but it's not a free-for-all. There's a new romantic relationship system that tracks any romantic activities you engage in throughout your travels, and other Sims take notice of your romances. You earn a reputation based on whether you're faithful or attempt to steal other people's spouses. While it's another opportunity to wreak havoc, it's a rather dull addition though.

Other notable features were also worth exploring. The new Daycare profession has neighborhood Sims dumping their kids on your doorstep each day, and it was surprisingly fun to juggle their occasional tantrums, emergencies, and happiness. Purchasing new video camera items lets your characters record short home movies that they can watch on their TV sets. The best part was sitting down and popping these in the TV to replay those wacky moments, and this is easily one of the most creative features added into Generations.  



Gameplay Trailer :



System requirements :

Minimum System Requirements:
Operating System: Windows XP/ Windows Vista/ Windows 7
Processor: Intel Pentium 4 @ 2.0 GHz / AMD Athlon XP 2000+
Hard disk space: 6.3 Gb
RAM: 1 Gb
Video Card: 64 Mb @ nVidia GeForce FX 5900 / ATI Radeon 9500
Sound Card: DirectX Compatible
DirectX: 9

Recommended System Requirements:
Operating System: Windows Vista/ Windows 7
Processor: Intel Core 2 DUO @ 2.5 GHz / AMD Athlon 64 X2 5200+
Hard disk space: 6.3 Gb
RAM: 2 Gb
Video Card: 768 Mb @ nVidia GeForce GTX 260 / ATI Radeon HD 4850
Sound Card: DirectX Compatible
DirectX: 9

DiRT 3

[ 2 DVD ]



  • Published by : Codemasters
  • Developed by : Codemasters
  • Genre : Rally/Offroad Racing

Rather than sticking to the tarmac or the over-driven asphalt, Codemasters has always stayed true to the off-road sport in their series.

Why settle for bank turns or a straightaway, when you have nature making the course for you? Keeping true to their origins, DiRT 3 is the best in the franchise’s history: but not without some tragically annoying costs that cause enough bumps during campaign play to make for a long ride.


In DiRT 3 players set-out to achieve three fundamental goals: race, win, and repeat. Doing any of these has never been more challenging or as gratifying – flying down the back roads in Monaco, rain on your face, while slipping on mud (and God knows what else). Precision and concentration are the name of the game as the driving mechanics are near perfection. With tuning options once again returning, you’ll need every bit of customization to plow through rain, snow, sleet, or dry and cracked terrain.

The level of precision that DiRT 3 shows off is only doubled by the quality of the graphics. Driving around in Kenya, Finland, Monaco, Norway, Los Angles, or Michigan – each track has been meticulously deigned and sculpted, giving you the impression that you’re really behind the wheel of a Suzuki SX4. What’s more, remember all of those instances of bad weather? It’s not just for show: playing without your lights or wipers could spell instant disaster and force you to restart a race. Codemasters did a fantastic job of utilizing weather conditions as an integral factor of a race – and not just for cosmetics.

Though, speaking to both failing and your wheels, DiRT 3 harbors an impressive 50 vehicle selection, including rally cars from the 60s, 70s, 80s, and even a few semi-trucks for discipline-related challenges (more on that later on). Players earn new vehicles by finishing races and leveling up – rather than purchasing them, gamers will have the chance to stay busy between the main tours and new discipline-specific tours.


Fans of the series will already be acquainted with the main tours – and will be able to earn their wings, feel out the controls, and gather a fair collection of cars just from the initial standing. The Discipline’s however, hold races to test your ability to win under harsh weather conditions, tight banking, bad lighting – and will even give you heavy time-trials once all is said and done (multiplying replay value).

That is, if you can get over the announcers. Potentially the biggest drawback, the biggest complaint, and the biggest pitfall to otherwise a superb title is the talking boxes that refuse to be silent. Ushering in every race with a minimum five-minute introduction of what it is, how you will complete it, and who is in it, the announcements are there to fill your time. Unlocking new tracks or cars, racing well (or anything in between) causes a video to pop up – with voices that will tell you what you already surmised.

That said, career play is only half the fun, and Codemastes has created something wholly different and unique in the driving universe that is, in a word, fantastic. Gymkhana is essentially a multiplayer variant, that’s turned on its head. Putting most drivers on an even footing, the challenges are based on concepts you would normally see in a first-person shooter: capture the flag, cat-and-mouse (a form of tag mixed with oddball), and a few others.


Each challenge in Gymkhana is fast-paced, neck-to-neck, and profanity ridden with enjoyment. It’s a fantastic way to earn some experience to help level up – and give you a break from a harrowing time-trial or race that is causing you some frustration. Of course, don’t worry if objective-styled gameplay doesn’t make your mark: standard multiplayer is still there to allow you to go-up against others on your favorite tracks, or to have your friend sit sidesaddle as your Trailblazer – telling you which way to go.

Perhaps one of the less needed pieces of the puzzle (but wouldn’t hurt to have) is furthering the YouTube feature included in the game. Whenever a player finishes a race or does something “spectacular” (such as complete a flawless run), the fan manager will ask you if you want to upload a video of your run to a YouTube account. The problem is, there is a 30-second upload limit, capturing almost nothing worth bragging about, save for maybe a split-second win, a fatal crash that was entertaining, or some other tomfoolery.

All in all DiRT 3 is an amazing piece of work, despite the horrendous (and inescapable) announcers. With new levels of precision, creativity, ingenuity, as well as simple fun, Codemasters has done an amazing job of making sure that die0hard fans of the series as well as newcomers will have something to brag about.


Gameplay Trailer :



System Requirements :

DiRT 3 Minimum System Rquirements
*OS: Windows XP/ Windows Vista/ Windows 7
*Processor: Intel Core 2 Duo @ 2.8 Ghz / AMD Athlon 64 X2 6000+
*Memory Ram: 2 Gb
*Hard Disk Space: 15 Gb free
*Video: 256 Mb @ nVidia GeForce 8600 / ATI Radeon HD 2600
*Sound Card: DirectX Compatible
*DirectX: 9
*Keyboard / Mouse
*Installation: DVD-Rom Drive

DiRT 3 Recommended System Requirements
*OS: Windows Vista/ Windows 7
*Processor: Intel Core i7 @ 2.8 GHz / AMD Phenom II X4 @ 3.2 GHz
*Memory Ram: 3 Gb
*Hard Disk Space: 15 Gb free
*Video: 1 Gb @ nVidia GeForce GTS 450 / ATI Radeon HD 6670
*Sound Card: DirectX Compatible
*DirectX: 9
*Keyboard / Mouse
*Installation: DVD-Rom Drive

Fable III

[ 2 DVD ]



  • Published by : Microsoft Game Studios
  • Developed by : Lionhead Studios
  • Genre : RPG

There's something about a virtual fantasy world populated by autonomous computer-controlled people that sparks the imagination like little else can. I get a tidy, miniature world to aid, patrol and destroy as I see fit. I feel a rush of dizzying power because the outcome is solely decided by me. If I don't want to watch a town get torn to shreds by balverines, I can conjure fireballs and slash my sword to save it. Or I can strip the town of its protective lanterns and watch as the monsters rip up screaming, innocent residents. Fable III is at its best at times like these, but they're far too infrequent. There are bursts of creativity and moments when you're sandwiched in evocative moral dilemma in Lionhead Studios' most recent version of Albion, but they're buried beneath heaps of underdeveloped characters, tired stories and shallow mechanics.

If you've never played Fable and missed out on the Xbox 360-only Fable II, there's no need to worry about doing homework for Fable III. All you need to know is explained at the beginning: the king is evil and needs to be removed from power. It's not the most original story setup, but forces me, as the hero, to flee the castle and mingle with locals across the fantasy realm of Albion in an attempt to amass enough support to topple the king and assume control of the land. Fable III's hook is that it doesn't end when I put on the crown. It forces me to make promises to those I help and, once on the throne, to decide whether or not to honor my word or break it.

It puts me in an uncomfortable spot. The characters I spent time saving don't simply fade into the background as I make progress. Instead they come back with demands, expecting me to help them out when I'm in charge. Most of the time, helping out clashes with the greater need to keep the kingdom safe, forcing me into a precarious balancing act as I juggle the worth of my word and the safety of Albion. It's a great concept, but it feels like someone yanked it out of the oven before it had much of a chance to rise.

The problems start with the characters, a majority of whom are walking clichés distinguished more by their style of clothing and accents than their actions. What should theoretically be a gut-wrenching decision as I consider whether or not to ignore their demands and promote child labor or establish a brothel falls flat. With the exception of my mentor and frequent companion Walter along with Logan, the villain king, the characters are imbued with such one-dimensional personalities that few feel like anything more than diorama props. When, as king, I break my promise, it's tough to feel anything but the key underneath my finger to input a command that tells them to get lost.

In between Fable III's main story recruitment missions there's plenty to do, but little that's genuinely interesting. There are side quests, though most are genre-standard escort and kill tasks. I can buy and operate property, but am given only the most basic options for customization, reducing what could have been an intriguing game of empire management to a dull, tedious process punctuated by a tinny sound effect as income is regularly added to my in-game wallet. I can kill or court Albion's citizens, but the juxtaposition of goofball humor with the potential for senseless violence strips meaning from the encounters. Even as citizens are screaming 'murderer!' to my face, I can initiate a silly dance, do a fetch quest, go on a date, and moments later be married, own a house and have a child. It gives the process of forming lasting, fulfilling relationships all the emotional heft of tying up shoelaces.


Even in spots where Fable III introduces elements of intrigue and mystery, like when I'm tossed into a murky desert cavern and forced to fight off horrors as an ominous voice hisses threats, it stops short of exploring the angle to the fullest. The horrors are supposed to be the greatest evil in the land, yet show up seemingly randomly two-thirds of the way through the game and are only encountered a handful of times. It lends an unfinished quality to the experience, where it seems as though Fable III spends so much time on the chase for the crown that many other elements that should be important feel rushed and sloppily mashed together.

It's hard to care, then, about finding all the collectibles hidden throughout the world, participating in chicken racing mini-games, sniping malcontent gnomes, and running around hand-in-hand with citizens when the components of the larger-scale conflict are so crudely stitched up. Then when I'm finally on the throne, Fable III offers a dismally limited number of choices to make. It's like an action movie that focuses so much on the load-up sequence it forgets about delivering a proper payoff.

At least there's style and humor in Fable III. Some of the writing is genuinely funny in a crass kind of way. It doesn't build any significant foundation of character, but will make you laugh from time to time. Albion is still a pretty place, and the character models, animations and environments adhere to a cohesive and colorful fantasy motif. From the mist that gathers in graveyards to the afternoon sun streaking over the sparkling sands of a desert wasteland, it's easy to appreciate the care that went into delivering a vibrant fantasy setting. Lines of voice acting are professionally delivered by the likes of John Cleese, Simon Pegg and more. A handful of quests, such as a clever take on Dungeons & Dragons, tell great stories and provide plenty of entertainment, but these are disappointingly isolated, making Fable III doubly frustrating because these moments tease the potential for a better game.


The combat doesn't help distract from the issues with story and shallow characterization because it's so stubbornly inflexible. Melee weapons, guns and magic are used in essentially the same way the entire game through. Mechanically it requires a wearingly repetitive cycle of rolling and firing, which proves to be an effective method of dispatching nearly everything encountered, even with the difficulty cranked. For a game that so frequently reminds me of the significance of choice and commitment, it's especially disappointing to be given a combat system that incorporates none of it. The gradual evolution of the weapons' appearance and power as I purchase upgrades and meet goals is a nice touch and conveys a solid sense of progress, but it fails to add any lasting excitement to a combat system that is, quite simply, boring.

To mix things up it's possible to bring another player into the game. You can take on quests together, open Demon Doors to secure hidden loot and even get married. It's certainly a welcome option, though is more of an added frill than a core part of the experience. The interface managing all this, while fancy, isn't particularly well suited for the PC. Though you can play with a mouse and keyboard if you want, having to click and hold buttons to input decisions doesn't really make sense, and the method of selling items at shops and browsing custom closing options could have been made less cumbersome. That being said, the game plays just fine with an Xbox 360 controller.


Gameplay Trailer :



System requirements :

Minimum System Requirements
* OS: Windows XP SP3, Vista or Windows 7
* CPU: Intel Core 2 Duo 2GHz or AMD Athlon X2 4000+
* RAM: 2 GB
* HDD: 12 GB free disk space
* Graphics: 256  MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

Recommended System Requirements
* OS: Windows XP SP3, Vista or Windows 7
* CPU: Core to Duo 2.9 GHz
* RAM: 4 GB
* HDD: 12 GB free disk space
* Graphics: 512 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

Supported Graphics Cards:
Minimum – NVidia 7600GT or ATI HD 2600 Pro
Recommended – Nvidia 260GTX 896MB or ATI 5770 1GB or higher
Fable 3 Gameplay HD Video

The Witcher 2 - Assassins of Kings

[ 4 DVD ]



  • Published by : Atari
  • Developed by : CD Projekt Red
  • Genre : Action RPG

The world of The Witcher 2 is a volatile, violent place filled with selfish, furtive characters. As monster slayer Geralt of Rivia, you'll need to not only combat beasts and bandits, a case of amnesia and the public perception that you're responsible for regicide, but also navigate between powerful figures and unravel complex conspiracies amidst a huge cast of power-obsessed monarchs and magic users. It's an adventure where choices that appear inconsequential slap the story in unexpected directions and one that doesn't compromise its fiction in the name of convenience or accessibility. In some ways those qualities are flaws, but they also contribute to a world that feels convincing, making its initial inaccessibility seem inconsequential relative to the intrigue and revelations embedded further in.

The characters in The Witcher 2 exist in a land of monsters, celestial bodysnatchers and magic, and though there are stereotypes walking around, they're not all typical video game fantasy fare. Even the supposed heroes are hopelessly self-serving, arrogant and impudent. This isn't a game afraid to paint its characters as racists, sexists, drunkards or just generally reprehensible people governed by fear and uncertainty, including Geralt and his friends. Those styled as saviors and leaders possess far more flaws and secrets than they initially let on, and as a result the characters don't feel like Pez dispensers of brittle phrases, they feel human. 

There are so many involved in the game's labyrinthine plot of conspiracies, ancient curses and power grabs it's easy to get lost. If you didn't play the 2007 original, expect to spend a while reeling in bewilderment. There's a journal to help you sort out the main personalities, but little to aid you when characters speak only in colloquialisms. Toss in a few storytelling elements that seemingly pop up at random, like stylized animated flashbacks and moments where control is briefly switched from Geralt to other characters, and The Witcher 2's pacing can be disorienting. Despite that, it lends further authenticity to the world that a ruler of a region would not take the time to explain himself when referencing names and places. Geralt too, a well-traveled figure of renown, would hardly need someone to describe the difference between Aedirn, Kaedwen and Temeria. So while characters don't often launch into detailed explanations, it fits the fiction considering Geralt is not the genre-standard naïve paragon of morality stepping away from his home town for the first time.

Geralt slides into the background of major conflicts and, though he provides critical assistance, he is never the obvious hero. He is feared by townsfolk and soldiers because of his appearance and reputation, and he's as flawed as you want him to be. Decisions can be as minor as determining how to deal with a small-town drug peddler to undercutting the significance of one of the game's major motivations in the pursuit of love. There's no +7.2 to your evil rating when you choose to punch someone in the face. There's no morality meter at all. Instead, the quests and opportunities change to accommodate your version of Geralt. It lends an exhilarating mutability to the experience, as dialogue responses could trigger results as mundane as a quest giver's disappointment or significantly alter the path of the main progression, even going so far as determining on which side you stand in major conflicts.

Though The Witcher 2 does not offer a huge number of quests, none feel like arbitrary endeavors. Even the basic kill quests feature multiple steps, requiring you to explore the terrain surrounding the game's population centers, hunt creatures and eventually strike at nests and more formidable creatures. Some involve stealth, some collection, and all are wrapped in enough story to make the label "side-quest" seem inadequate. Whether it's venturing into the depths of a foreboding forest ruin and dealing with furious spirits or negotiating with a succubus in a mountainside warren, with few exceptions the quests in The Witcher 2 refuse to blend together into forgettable haze.

It's a little disappointing the voice acting and writing aren't consistently on the same level as other aspects of the game. Many lines for Triss, Geralt's initial love interest, aren't delivered with the conviction of others on the cast, Geralt's expressions in combat are repeated too often, and for as many hilariously brusque uses of profanity as there are, some of the cursing feels as though it's merely there to mask a lack of substance. Still, it's a dramatic improvement over the original Witcher, and only noticeable here because so many other aspects of the game are so stunning. 

The visuals, in particular, are consistently gorgeous. Though I experienced some performance issues on launch day, a driver update allowed smooth play on max settings with a GeForce GTX 580 card, and the game still looks great at lowered settings. Provided you can turn everything up, the resulting virtual vistas are unmatched in modern role-playing games. From the towering heights of besieged ramparts at the game's outset to the glittering forests surrounding the riverside town of Flotsam, The Witcher 2 is one of the prettiest games you can play. The lighting effects as beams bloom through trees and light up mountain peaks make adventuring all the more exciting, and the animations are far more natural and plausible than in Geralt's previous adventure. The special effects impress, and so do the more subtle effects like the detail jammed into every one of Flotsam's worn and dirty shacks, or the waterfall that cuts through Vergen's rocky mountain walls. It's a world constructed with care where everything feels custom-built, nothing cut-and-paste.  


Gameplay Trailer :



System Requirements :

Minimum Requirements
•Windows XP SP2 / Windows Vista SP2 / Windows 7 (32/64-bit)
Intel Core 2 Duo 2.2 Ghz or AMD Athlon 64 X2 5000+
1 GB RAM for Windows XP / 2 GB Windows Vista and Windows 7
512 MB RAM video card, supporting Pixel Shader 3.0 (Nvidia GeForce 8800 or ATI Radeon HD3850)
DirectX 9.0c compatible Sound Card
16 GB free HDD
DVD x8, compatible with DVD9

Recommended Requirements
•Windows XP SP2 / Windows Vista SP2 / Windows 7 (32/64-bit)
Intel Core 2 Quad or AMD Phenom X4
3 GB RAM for Windows XP / 4 GB Windows Vista and Windows 7
1 GB RAM video card, supporting Pixel Shader 3.0 (Nvidia GeForce GTX260 or ATI Radeon HD4850)

DCS: A-10C Warthog

[ 1 DVD ]



  • Published by : The Fighter
  • Developed by : Eagle Dynamics
  • Genre : Jet Simulation

Target acquired! A line of Russian T-72B tanks, teasingly stationary against the spinach-green plain, lights up my A-10C’s HUD. If I was playing almost any other combat flight game, I would likely press a key or two to lock on, then squeeze a joystick button to deposit a 1,000-pound CBU-97 cluster bomb on the enemy.

I’m not playing a “game,” though. I’m playing Eagle Dynamics’ meticulously authentic DCS: A-10C Warthog simulation, and establishing a firing solution on those tanks is serious business. Set the appropriate CBU-97 ordnance on the left multi-function display stores management page with a series of button presses; configure release parameters (ripple settings, time of fall, minimum altitude, eject velocity, escape maneuver) with several more virtual button and switch clicks; cycle master mode control to CCIP (Constantly Computed Impact Point) bombing; enter a shallow dive toward the tanks; and release the bomb when the CCIP pipper in the HUD hits the sweet spot. The kills you work for are the most satisfying.


All of this can be confusing and exhausting for flight sim neophytes—doubly so in the heat of battle—but for the perpetually demanding hardcore simulation crowd, DCS: A-10C represents combat-flight nirvana. Every single switch, gauge, button and display in the fully clickable virtual cockpit is completely functional, while the (almost) classified avionics and high-fidelity flight modeling deliver piloting challenges rarely seen outside of a full–dome, military-grade cockpit simulator. Super­ficially, everything from its 100,000-polygon aircraft models and intricate damage system to its expansive HDR-enhanced Crimean Peninsula terrain graphics is absolutely gob-smackingly gorgeous.

It’s not completely inaccessible, for those willing to learn. A terrific set of interactive, narrated training missions and animated control cues provides a great starting point. An “active pause” cheat that lets you stop in mid-air to flip switches and configure your weapons is another godsend—it gives you time to pore over the nearly 900-pages of PDF manuals for hints. There’s also a “game mode” option that lightens the workload (but don’t expect arcade-game simplicity). Eventually, jet-jock wannabes can perform anything from cold engine start-ups to bitch-slapping Russian tanks with a laser-guided Paveway.


When you’re ready, A-10C has 19 standalone missions and three linear—albeit randomized—campaigns that boast enough contiguous AI action to seriously distract you en route to your own mission goals. Toss in a convenient random mission-generator, a mission editor with its own precipitous learning curve, and a co-op multiplayer game for up to 32 players (sadly not compatible with DCS: Black Shark yet) and A-10C is easily the most feature-packed combat jet-study simulation since 1998’s Falcon 4.0.

DCS: A-10C Warthog isn’t for everyone—this is a simulation that demands dedication to reveal its true worth, and only those prepared to put in the time and effort to mine its treasure trove of avionics challenges will see that reward. The Hog is a relatively easy aircraft to fly, but doing so while battling armed forces with this brutally realistic weapons delivery platform is one of the most challenging—and intensely satisfying—undertakings you’ll ever face in a PC flight sim.


Gameplay Trailer :



System Requirements :

  • Operating System: Windows XP, Vista and 7
  • CPU: Core 2 Duo E6600 or AMD Phenom X3 8750 or better
  • RAM: 4 GB
  • Hard Disk Space: 20 GB
  • Video Card: Shader 3.0 or better; 512 MB NVIDIA GeForce 8600GT or better
  • Sound Card: DirectX 9.0c-compatible
  • DirectX: 9.0C