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Spawn Nightking
When the final bullet was fired at the end of the Universal Pictures movie Wanted, were you thinking, "I wish I could continue the adventure on my own"? If so, then Wanted: Weapons of Fate was made for you. Continuing the story of the movie, Wanted follows Wesley as he attempts to uncover the truth about his mother, a journey that allows gamers to take control of Wesley's daddy, Cross, in several flashback levels.
Being a videogame based off a film (which in turn is based off a comic book), the expectations for Wanted are pretty low. But Wanted's producer is Pete Wanat, the man responsible for gaming's few good movie-to-game adaptations: The Chronicles of Riddick, Scarface and The Thing. Is Wanted up to those standards? No.
Wanted: Weapons of Fate does manage to recreate the look and sounds of the movie, though the 360 version has some poorly compressed pre-rendered cutscenes. Blending some of the artistic sensibilities of the comic book with the established world and cinematic style of the movie, developer GRIN has created an interesting hybrid. You get the average-Joe likeness of the movie's star, James McAvoy, who dons the costume from the comic book. It's the best of both worlds, with a third element (you know, the whole gameplay thing) that doesn't manage to live up to either.
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Spawn Nightking
We are believers in the goo and that's because 2D Boy's much-hyped and long-anticipated WiiWare game is anything but a letdown. The seemingly simple concept, created by a team of only three (at its peak, mind you; the majority of work was done by two dedicated souls), is brilliant, stunning, and ridiculously fun, exactly the traits we expect and rarely receive from too many retail Wii titles. World of Goo is so good that it oftentimes feels like a title developed internally at Nintendo, which is why, even when you're stumped by a particularly challenging physics-based puzzle -- and you will be -- you will feel compelled to keep playing, and playing, and playing some more.
World of Goo is an accurate descriptor of the game housed within, for you do with your Wii remote take control of goo balls (many of which feature different abilities), pick them up and connect them together in order to construct jiggly architecture -- bridges, straightaways, makeshift high-rises, even so that you might lead other goo balls to an exit situated on one end of every stage. That's it. And while there are some variations to the formula, the experience largely holds true to those simple gameplay mechanics. Ingenious level designs, responsive control and at-times hilarious presentation combine together for an experience unmatched by any other WiiWare title to date.
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Spawn Nightking
Crysis Warhead, like the original, Crysis, is based in a future where an ancient alien spacecraft has been discovered beneath the Earth on an island east of Taiwan. The single-player campaign has the player assume the role of Special Air Service operator Sergeant Michael Sykes, referred to in-game by his call sign, Psycho. Psycho's arsenal of futuristic weapons builds on those showcased in Crysis, with the introduction of Mini-SMGs which can be dual-wielded, and the Plasma Accumulator Cannon (PAX). The highly versatile "Nano Suit" returns. In Crysis Warhead, the player fights North Korean and extraterrestrial enemies, in many different locations, such as a tropical island jungle, inside an "Ice Sphere", an underground mining complex, which is followed by a convoy train transporting an unknown alien object held by the Koreans, and finally, to the airfield where the game ends with Psycho recovering the alien object. Like Crysis, Warhead uses Microsoft's new API, Direct3D 10 (DirectX 10) for graphics rendering. Crytek have also recently added a Crysis Wars mod for the Sandbox 2 editor, the same tool that Crytek used to create the game.
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Spawn Nightking
Left 4 Dead is a first-person shooter, though it makes use of the third-person perspective during cut scenes and some player actions. In campaign mode, the player takes control of one of the survivors; if four human players are not available, then the remaining survivors are AI-controlled bots. They play through the levels fighting off the infected—living humans who have been infected with a mutagenic, rabies-like virus to which the survivors are immune.
The game is focused on cooperation and team play; colored outlines of teammates are visible through walls to help players stick together and coordinate their movement. If a survivor falls off a ledge, then they may automatically hang onto it and can only be helped up by another survivor. If a survivor's health is depleted, then they become incapacitated and can only be revived by another survivor, at which point they continue playing with a low amount of health that decreases over time. If a survivor has been incapacitated and revived twice without tending to their wounds, then they will experience distorted black-and-white vision, and the next incapacitation will kill the character. If a survivor incurs enough damage while incapacitated, or is not eventually helped up by teammates, then the incapacitated character will die. If a survivor is killed, then they will respawn in a closet or other enclosed space after a period of time (except during key points in the scenario), but must be freed by another survivor to rejoin the team. Otherwise, the player must wait until the next level.Survivors can share first-aid kits and pain pills and help each other heal. Left 4 Dead has friendly fire that cannot be disabled, increasing the need for caution around other survivors. On the easy difficulty level, friendly fire does not harm teammates but still registers as having occurred with a notice on the screen saying, "Don't shoot teammates!"
The survivors communicate by voice commands that are accessed by quick menus, and some sound off automatically when performing actions such as reloading or spotting infected. Over 1,000 unique lines have been recorded for each survivor. Additional communication of player actions is conveyed through character lights. Also, weapon-mounted flashlights and muzzle flashes help the players in determining whether their companions are shooting, performing melee attacks, reloading or moving. Due to control issues and the likelihood of players using a LIVE headset, the Xbox 360 version of Left 4 Dead omits the quick phrases feature.
The game is experienced through four campaigns that take place in various urban and rural locales. Multiple visual in-game hints—including license plates, park signs, and markings on airport equipment—imply that these locations are in Pennsylvania,[original research?] and similarly a memorial wall giving names of those who have died in the infection (actually names of the game's development team) along with their dates of birth and death suggests that the game takes place in October 2009. Each campaign is divided into five chapters marked by safe rooms, which are checkpoints where players can heal, re-arm and revive characters who were killed. Specifically, the four campaigns are: "No Mercy", an urban setting culminating in a hospital skyscraper; "Death Toll", a small-town and countryside setting; "Dead Air", an airport setting; and "Blood Harvest", a woodland and farm setting. The levels are essentially linear, with distinct beginnings and ends, but there are a number of alternate routes to follow with more supplies, helping to create a sense of non-linearity. In the final chapter of each campaign, the players must defend a position from an onslaught of infected until rescue arrives.[6] Each campaign typically lasts between 35 and 75 minutes depending on the difficulty level. The Windows and Xbox 360 versions of the game both contain achievements.
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Spawn Nightking
The gameplay of Chains of Olympus is similar to its predecessors; it is a third-person action adventure game that focuses on boss fights. Also familiar to the series are box-based puzzles and the quick time events . There are fewer tightrope walking sequences in the game that were prominent in previous games of the series.
Kratos still collects red orbs to power up his weapons and abilities. He also collects Gorgon eyes to increase his health and Phoenix feathers to increase his magic. The game's controls remain mostly unchanged but because of the PSP's reduced amount of buttons the game uses both shoulder buttons and the analog stick in order to dodge.
God of War's weapons include Kratos's trademark Blades of Chaos, the weapon that was given to Kratos by Ares when Kratos agreed to serve him and the Gauntlet of Zeus, a magical gauntlet that allows Kratos to unleash devastating punches on his opponents. There is also a Sun Shield that Kratos picks up that allows him to block most attacks, parry an attack that stuns the opponent and also deflect projectiles back at enemies. Kratos also acquires magical spells throughout the game that helps him deal with the amount of enemies he faces. This includes the Efreet spell, which knocks out all nearby enemies, the Light of Dawn, which allows the player to throw balls of light, and Charon's Wrath, which can inflict damage on several enemies. There are three major bosses in the game: the basilisk, Charon and Persephone, as well as a shorter mini-boss fight with a Persian king.
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There's no sense in beating around the bush -- Resistance: Retribution is excellent. It's got a main character you'll connect with, an engaging single-player campaign, a crapload of unlockables, PS3 connectivity and the strongest online multiplayer I have ever seen in a PSP game. In short, you're an idiot if you don't buy this game.
Set between Resistance: Fall of Man and Resistance 2, Retribution tells the tale of James Grayson. A British Marine, Grayson was doing his part in the fight against the Chimera when he and a pair of soldiers stumbled into the middle of the Chimera conversion process (i.e. a beast turning a human into a monster). The boys took out the overseeing baddie but discovered that the person on his way to becoming the enemy was actually Grayson's brother. Grayson kills his own brother and it basically cripples Grayson's life as he knows it. He goes AWOL from the armed services and sets out on a one-man campaign to blow up every conversion center he can find. After eliminating more than 25 of the enemy bases, the Marines catch up to Grayson. See, while he's become a folk hero to the human race, the Brits aren't too keen on desertion; they arrest, try and sentence Grayson to death. Before he can face the firing squad, the European resistance known as the Maquis pops up to ask for some help delivering a serum that should clear out the Chimera. The Brits agree, release Grayson and the war is back on.
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Spawn Nightking
Imagine that someone told you one of the best games on the PSP didn't have a well-known franchise character, gameplay that pushed the tech of the system or was a port of a PS2 title. You might not believe them, but almost two and a half years ago, Sony introduced LocoRoco, a unique puzzler that was engaging and addictive. Well, after a brief hiatus, the sequel to the award winning game will be released next week and it reunites the same group of lovable characters with a new adventure. Coming with a new bag of tricks for players to check out, LocoRoco 2 improves on most elements of the first title, with the lone exception being the brevity of the main adventure.
The story of LocoRoco 2 takes place where the first game left off, with the Moja sent running back to their own planet in defeat. However, Bonmucho, the Moja's leader refused to concede to the cheerful blobs and their planet, and has planned a brand new attack upon the LocoRoco world with a powerful new musical weapon -- one that drains the life and color out of anything that hears its notes while covering them in darkness. Trying to gain revenge on the LocoRoco, the Moja quickly return to the blob's homeworld and attempt to conquer the planet with their dark songs. Even worse, the Moja have recruited the Bui Bui, the evil counterparts of the Mui Mui (the LocoRoco's friends) to help attack the indigenous creates. It's up to the squishy blobs to gather their friends together and try to free their world once again. In some ways, it feels a bit similar to the first title, but there are a couple of gameplay twists that help to keep the story fresh.
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Spawn Nightking
The best horror games can make you shiver, but few elicit chills as well as Cryostasis: The Sleep of Reason. This is partially due to the tense atmosphere that slowly thickens as you play, inspiring a general unease that eventually escalates into full-blown panic. But it's also due to its icy Arctic setting, where the freezing air can choke your lungs and heat is the most valuable of commodities. The unforgiving blizzards of the North Pole inspire Cryostasis on multiple levels, from a heavy, deliberate pace akin to wading through drifts of snow, to multiple gameplay mechanics that keep you forever at odds with the cold. This innovative first-person adventure is not for everyone; its slow tempo will numb players seeking instant gratification, and occasional performance and stability issues may frustrate. But Cryostasis has a way of keeping you in its thrall, pushing you forward to see what frosty secrets lie ahead.
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Spawn Nightking
Grand Theft Auto IV is structured similarly to previous games in the series. The core gameplay consists of giving the player a large, open environment in which to move around. On foot, the player's character is capable of walking, running, swimming, climbing and jumping, as well as using weapons and basic hand-to-hand combat. Players can steal and drive a variety of vehicles, including automobiles, boats, helicopters, and motorcycles. Grand Theft Auto IV takes advantage of Natural Motion's Euphoria engine, which combines artificial intelligence, bio-mechanics and physics to make NPC behaviour and movement adaptive and more realistic.
The open, non-linear environment allows players to explore and choose how they wish to play the game. Although storyline missions are necessary to progress through the game and unlock certain parts of the map and content, they are not required, as players can complete them at their own leisure. When not taking on a storyline mission, players can free-roam, giving them the ability to do activities, both legal (such as bowling with friends met through the game or optional missions) and illegal (crimes such as car theft and killings). Commiting crimes, sometimes if strung together can attract the attention of the authorities.
It is possible to have multiple active missions, due to the fact that some missions will run over the course of several days and will require the player to wait for further instructions, etc. The player can also partake in a variety of optional side missions. For the first time in the series, Grand Theft Auto IV features "morality choices" at several points throughout the game, in which the player is forced to choose between killing a character or sparing their life or killing one of two characters. The game has two different endings, which are determined by deciding which of the two missions to complete. The player can choose between a revenge mission or a deal mission, each leads to a different ending.
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Prototype ( is an action game developed by Radical Entertainment. The game was released in North America on June 9, 2009 and in southwestern parts of North America and Oceania on June 10. The game was released in Europe on June 12. The game is available on Microsoft Windows, Xbox 360, and PlayStation 3 platforms. Prototype was released a day early in Australia.
The game is set in New York City as a virus infects people and the military attempts to put an end to it. The protagonist of the story is named Alex Mercer, who has enemy-absorbing and shapeshifting powers. He can take memories, experiences, biomass and physical forms of the enemies through absorption. Alex can also shapeshift into more specialized forms for attack, defense or sensory enhancement. All of these together are intended to give players multiple ways to complete their objectives. Parallel to the game's storyline is the ability to play the game as a sandbox-style video game giving the player free roam of Manhattan.
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Spawn Nightking
There haven't really been a lot of newcomers into the survival horror genre. Most of the titles released have come from pre-established franchises, with gameplay mechanics and story threads that are well known and debated by fans of the series. As a result, trying to establish a new franchise in the genre can be an even steeper uphill battle -- the story, game mechanics, characters and scares have to be even stronger than most games to interest and even pull away fans of other franchises. This is the kind of challenge that Dead Space, EA Redwood Shore's upcoming game, faced because it was set in a completely new universe of survival horror (in more ways than one), one that EA has been supplementing with an animated movie, comic book and other assets. Fortunately for horror fans, Dead Space is a great example of the genre and is an awesome way to launch a franchise that could continue for many years to come.
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Spawn Nightking
Fallout 3 takes place in the year 2277, 36 years after the setting of Fallout 2 and 200 years after the nuclear war that devastated the game's world in an alternate post-World War II timeline. The game places the player in the role of an inhabitant of Vault 101, a survival shelter designed to protect a small number of humans from the nuclear fallout. When the player's father disappears under mysterious circumstances, the player is forced to escape from the Vault and journey into the ruins of Washington D.C. to track him down. Along the way the player is assisted by a number of human survivors and must battle a myriad of enemies that now inhabit the wasteland. The game has an attribute and combat system typical of an action role-playing game but also incorporates elements of first-person shooter and survival horror games creating a journey-worthy experience
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Spawn Nightking
According to Alex Ward, creative director of the game at developer Criterion Games, this game is a "complete reinvention" of the Burnout series.He also said "To create truly next-generation gameplay, we needed to create a truly next-generation game, from the ground up". The game is set in an open-world environment (like the Midnight Club series), and still retains the 60 frames-per-second frame rate that most Burnout games have been able to utilize. Initially day and night cycles were not included in the game but a software update entitled "Davis" added this element to the game. Records will now be kept on players' drivers licenses and there will be statistics such as fastest time and biggest crash for every street in the game. Unlike in previous Burnout games, Crash Mode, now called Showtime, can now be started at any time and place in the game; though Showtime mode is rather different from the usual Crash Mode. Also, for races, players may now take any route to get to the destination. Races and other events are simply started by stopping at any of the 120 traffic lights around Paradise City and applying the accelerator and brake at the same time. Multiple settings have been confirmed to be fully customisable such as:
- "Boost Rules", where the player may choose cars that use the boost styles from previous Burnout games.
- Whether or not there is traffic in an online event.
- Start and finish points for online events with up to 15 checkpoints.