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NBA 2K10



NBA 2K10 Full PC Game ISO

Review
by Jeff Haynes

October 5, 2009 - Although EA Sports has held the crown for most sports games, the NBA 2K series has still been the gold standard when it comes to basketball simulation. With excellent presentation values, solid on and off court play (thanks to its franchise mode) and an incredibly rich amount of features, 2K has frequently held off its competitors, who have lagged behind with disappointing installments in the past. With the ten year anniversary of the franchise slated for this year, 2K Sports had more of a reason to maintain their dominance. Plus, with Sony's first party game taking a year off in the development leagues and NBA Live raising the level of its game, the burden was on them to prove why their game was the best around. Fortunately, NBA 2K10 will not disappoint fans of the series, even with some annoying problems that can try your patience.

Obviously, veterans of NBA 2K9 or any other basketball game will wonder about the on-court experience, which is quite fast paced and, for the most part, plays well. One of the most immediate changes that have been applied to the game, regardless of whether you're playing offense or defense, is a revamped turbo, or sprint system. Previously, you could hold down the right trigger (R2 button) to sprint up and down the court, gaining an extra boost of speed as long as you held the button without a fully realistic sense of how burned out your guys would become running up and down the court play after play. 2K10 now adds a new energy system beneath your players, which indicates how long they can continually sprint to push the fast break or get back for that last second defensive play to deny an opponent an easy shot. This bar goes in one of two stages: once you deplete your yellow bar that indicates your sprinting energy, you start to burn off a player's stamina. Depending on how much you use, you may have to rest that athlete for longer times before they get a chance to return to the court. This balancing act between running all out and saving your turbo works well, and ensures that the game won't degenerate to arcade-like speed exhibitions on the floor.

Along with the sprint adjustment comes subtle changes to the playcalling system, giving you the opportunity to call a quick play based on the situation you're currently facing as well as calls to take advantage of a player's position. Instead of the eight plays that you were provided in last years game, you now have twenty four, significantly expanding offensive sets when you're moving the ball up the court. This allows you a chance to fully exploit the weaknesses of an opponent by quickly calling one of four plays designed to get your three point specialist open on the perimeter, for example, or work the ball in to your low post players to exploit a bad matchup. When you couple this with a lot of the other changes that have been included in previous games, you'll get a sense of just how crucial this expansion of plays is to the offense. For example, running a play and immediately using dual player control to set a screen to allow a player to slash towards the hole for a score works incredibly well. The only minor downside with having so many additional plays available is that by pulling up the play menu and then scrolling through with the bumpers (L1 and R1 buttons), you can leave yourself a bit more open to easy steals by being distracted as you try to determine the right play to run.

Now, last year, there was an adjustment made to ensure that the players would definitely sink the easy layups or jumpers that they should be making by being in the NBA. To an extent, this seems to have fallen off somewhat within 2K10, as I found way too many uncontested layups, jumpers and put back shots left bouncing around the rim and falling into the hands of defenders. That is a bit infuriating, especially because this can completely shatter your momentum, which does still play a large role within the offense. In fact, get a player on a streak and you can watch that athlete drain anything he puts up towards the basket, which can totally demoralize an opponent. Along with this shooting issue comes a quarter to half second hitch every now and then when you press the shot button instead of relying on the shot stick. When you're simply moving the ball around the perimeter and the key, this delay isn't too detrimental. Put it on a fast break, however, and you easily give defenders that are a step or two behind a chance to make a play. Whether they have the extra time to try to block the shot or snap into position varies based on the play, but it can be dismaying to know you had an open shot which simply broke down with a feature that's been handled better in the past.

Speaking of defense, lockdown defense has returned for this year, and for the most part is better than it has been in previous installments. While you're still only able to trigger it when the man you're guarding has the ball, it feels a bit more tangible as your defender tries to deny them from easily sprinting around them for a score. Defenders will fight a bit harder for position, and if you manage to guess which direction your opponent is moving, you can deflect them from their original path, leading them into a potential double team or out of bounds for a turnover. The largest issue I have with the lockdown defense is that it's way too easy for a ball handler to slip the lockdown defense without having to call for a pick. In fact, even if you choose the right direction that the handler is going, one or two isomotion cuts and your defender can easily slide right out of position, giving an open look at the basket. In some cases, this isn't the end of the world, as your AI controlled teammates will slide over and pick up the coverage, attempting to block any slashing routes to the basket or the quick jumper from ten feet. Clearly, that can sometimes leave the baseline or perimeter open, but this sliding coverage is only supposed to be there long enough for you to get back into position.



However, the AI can also wind up failing you terribly, leaving the lane wide open without reacting to the ball handler. In fact, the AI frequently demonstrates confusing behavior, such as frequently performing backcourt violations without defenders applying pressure, passing to players that run out of bounds instead of down the court, and extremely errant passes that careen wildly out of bounds. You can be subjected to the same horrible passes as well, since the targeting reticule is so tenuous that a pass to a lined up teammate can suddenly become an annoying turnover, even if you're using the icons to throw to someone else.


One other significant issue that crops up is slowdown within 2K10, which can ruin your timing as you try to set up your offense and run your plays. If you're passing around the perimeter or taking jump shots, this is essentially fine, but once you head into the low post, the game can frequently drop its framerate so badly that the timing of your cuts to the basket can be affected and you can even lose track of the ball. This can be extremely detrimental when the framerate picks back up, allowing your opponent to have an easy score. This really stood out on the 360, and while the PS3 didn't have the same frequency of slowdown, it did have random pauses and broadcast overlays that could stay on the screen, obscuring where ball handlers were.

This brings me to the presentation, which clearly is the stand out this year. Not only do players look extremely realistic, just about every action they perform looks extremely solid. Everything from behind the back passes to diving for loose balls looks phenomenal, pre-game cutscenes look great, and on-court animations overall are great. This includes watching players fight and swim around picks to maintain their defense and tighter, more eye-catching slams. Everything, from the broadcast overlays that take holidays and team schedules into effect to the menu system, is cleaner, easier to read and more immersive.



Another element that is tighter is the expanded crowd reactions to on-court action. Nail a clutch three and the crowd will erupt. If you're the visiting team and you take the lead, you'll hear groans or hear the audience go silent, which will frequently cause the arena announcers to try to get the crowd back in. Bring the game down to the wire and the intensity of the noise is palpable. The smallest downside with the presentation is that the cloth physics will pop in and flutter randomly during cutscenes and close-ups. But, overall 2K10 presents an experience that is closer to what you'd expect from watching a game on television, which is excellent.

Part of this is derived from a new feature that has been implemented within 2K10 called NBA Today, which integrates the latest news, trade info, stats and more to provide the commentary team with completely new conversational topics to cover during a game, making the trio of Harlan, Kellogg and Miller seem more natural and less canned than previous years. Think of it as a blend of Dynamic DNA from the NBA Live series and the 2K Living Rosters feature which is highlighted by the announcers. However, the NBA Today feature has a larger scope than simply refreshing splash graphics during a matchup; it's effectively been implemented across most of the other game features. Similar to the NBA Replay feature found in Sony's first-party game, NBA Today scans the NBA schedule of upcoming games and presents the best matchups for players to instantly leap into for a quick play match up. That means that if a team suddenly goes on a run during the regular season, you'll find their games popping up much more frequently in the quick play section than before. On top of this, the NBA Today feature provides an AI driven "insider" known as the 2K Insider (who looks like a cartoonish version of Stephen A. Smith), who provides blog info and commentary on the league. While much of the continual updates based on the real NBA season weren't fully possible to be evaluated, the past couple of pre-season games have been available to check out the quick play features, and playing through the Association highlighted glimpses of how the stats will play into this feature.

The Association has received a few cosmetic improvements, such as a new facelift for the home page of the mode. However, apart from the ability to customize your draft class and upload or download these via 2K Share, there aren't many massive changes to the feature formula. The largest, and perhaps most significant addition is the inclusion of the developmental league teams, allowing you to cultivate and prepare for your team's future with players that you can call up from these squads. Where the D-leagues play a larger role is within the largest new feature for 2K10, which is the My Player Mode, allowing players to create up and coming stars. After building a player, you engage in various drills and exhibition matches in the summer league and practice squads before hopefully joining a team, with your progress graded after each game. If your skills aren't actually up to par, you'll be sent down to the developmental leagues to build up your skills so you can contribute to your team in your given role.

You can also take your created My Player athlete online, and form new "online crews" with other players, bolstering your stats by playing various pickup games that won't affect your career game schedule but will provide you with extra points. While you're not forced to use these created characters in online matches, bringing in your scrubs to the online court against other players can be extremely useful for everyone involved as they try to build up their player to make a run onto a roster.

In many ways, players might have been given a sneak peek at what this feature is like because of the Draft Combine demo that was released to XBLA and the PSN a few weeks ago. However, if you haven't already purchased this demo, allow me to save you some money, because the Draft Combine doesn't provide you with any significant bonuses that you wouldn't have the possibility to gain by simply purchasing 2K10. In fact, after you get drafted, you'll still have to go through summer games and will more than likely be sent to the developmental leagues regardless of your play, meaning that you're not really gaining any serious advantages by going through this.



As far as the mode is concerned, it's a great addition to the 2K series, and even as a first step, you can definitely see how it could be developed into a stronger, title defining feature. However, there are some downsides. For example, the 2K Insider, who pretends to be your mentor, will frequently chastise you for insignificant items. After one game, I was essentially told that the guy I was defending burned me because he dropped two points on me. Seriously, a coach wouldn't care about those two points unless they were the game winning points and I completely blew my assignment. What's more, while the game frequently will stack your achievements or your penalties during breaks, there are some grades that drop for inexcusable reasons. One time, I called for the ball and was flagged by the game for excessive ball calling. Another time, I was dribbling the ball up the court and decided to reset instead of try to force a score on a defended basket, and was called for holding on to the ball too long. I can understand the reasons for grading performance, but when you're getting degraded for lame reasons, it doesn't go over well.
Closing Comments
With solid, fast paced gameplay and an excellent presentation that's easily the best the series has ever had, NBA 2K10 continues its strong pedigree of great basketball. While the presentation holds down the fort, the inclusion of the NBA Today and My Player modes, as well as the addition of the developmental leagues make an already good title even better. While the technical issues, such as the slowdown and the legacy problems with the AI and shooting are dismaying, they don't completely destroy the on-court experience, which is still strong enough to allow 2K to hold the basketball crown for yet another year.

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Hotel Dash.



Hotel Dash. Suite Success (Final, Repack)

Review

When Quinn’s new travel business hits a snag, she needs Flo’s patented elbow grease to help renovate and run hotels all over DinerTown! Experience a Hotel Dash as you deliver guest’s luggage, drop off room service and provide extra towels and blankets! Along the way you will use your tips to decorate and restore each hotel back to its original charm. Watch out for the mysterious mishaps and accidents that threaten your progress in this fast-paced Time Management game!



System Requirements:
PII-600 / 64M RAM / 16M Video 3D, Windows XP/Vista, DirectX 9.0
Repack by yuwik (Prostokwasheno)
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Ninja Blade-SKIDROW



Review
by Kevin VanOrd

When an action game lets you dress up in pink pinstripes before carving up hordes of gruesome mutants, you know it doesn't take itself seriously. Ninja Blade is such a game, but it's so ridiculously over the top, so rambunctiously insane, that it's hard not to get a total kick out of it. It's an uneven product, both technically inconsistent and derivative to the bone. And yet Ninja Blade maintains a breakneck pace while throwing you into one preposterous scenario after another until you need to catch your breath, simply because the onscreen action is so absurdly dazzling--or because you're laughing too hard. So don't expect deep combat, extreme visual prowess, or a finger-breaking challenge. Instead, just prepare for a bunch of good, frivolous fun that will keep you entertained in spite of some noticeable flaws.

You should also prepare for more memorable moments than you can shake a katana at. Ken, the star of Ninja Blade, is so sensationally acrobatic that he makes Dante's antics in Devil May Cry seem practically mundane. During the course of the game, he'll sky-surf on missiles, perform gravity-defying stunts on a motorcycle, and ride a wrecking ball to glory, among many other gymnastic feats that would make even Ninja Gaiden's Ryu green with envy. These glitzy, cinematic scenes are laughably ludicrous, and yet they're an absolute hoot to watch and bound to get your pulse pounding. However, you aren't relegated to being a simple observer. Most of this visual insanity is accompanied by quick-time button events, which means that you'll need to keep your eyes glued to the screen even when you'd rather than sit back for a breather. A close-up of Ken's keen eye signals these events, so they'll never catch you off guard--and should you miss a button press, the scene will rewind (a cool-looking effect) and let you try again. Unfortunately, Ninja Blade's QTEs are all too frequent, taking up a huge chunk of gameplay time. They are the best-looking ones you've seen since God of War II, but as well-implemented as they are, the game relies on them so often that they become tedious after a while.



You'll thankfully spend plenty of time wielding some powerful blades and wreaking havoc on the rooftops of Tokyo. Using the titular single katana, a pair of fast-acting blades, or a heavy but effective sword, you'll slice up a variety of mutated meanies as you seek to liberate Tokyo from a nasty epidemic of demonic, symbiotic worm thingies. Ninja Blade is a fairly straightforward button masher, so you can string your two main attacks, blocks, and jumps into various combos that you unlock as the game progresses. The combat system isn't terribly deep; you won't perform Ninja Gaiden II's wall-leaping slices or use Devil May Cry 4's numerous fighting styles. However, the action delivers a nice feeling of impact and fills the screen with a lot of flashy visual effects. It doesn't deliver much of a challenge, though, and you could finish the game without exploring some of the more snazzy-looking moves. That doesn't mean you can choose a single weapon and mash your way to triumph; some enemies need to be softened with your heavy blade, whereas the speedy dual blades are more effective against certain foes (and helpful when trying to block oncoming projectiles as well). Nevertheless, if you want a decent challenge, you should crank the difficulty up to the highest available setting from the get-go.

This kind of button mashing may seem par for the course, and it's derivative to the extreme, but what Ninja Blade lacks in originality, it makes up for with its snappy, enthusiastic pace. The action moves quickly from one scenario to the next, mixing in one boss fight after another and reveling in its gleeful cinematic excess. You'll fend off winged demons in freefall, operate turrets in a number of on-rails shooting sequences, and slice up ghastly fiends on the wings of a soaring airplane (don't ask how Ken defies the laws of physics--he just does). It's all larger than life, particularly when you face the various bosses liberally thrown your way. Many of these encounters are fun, or at least they are the first time around; you'll battle a few of them several times during the course of the game. Some of them, such as a beast-riding femme fatale, are even legitimately challenging. Others aren't tough but require you to whittle away at their health, testing your patience if not your skill.



There are other activities that help alleviate any potential tedium. You can run up or along certain walls Prince of Persia-style, though these moments are highly scripted and can't be mixed into battle. Nevertheless, they control pretty smoothly for the most part, and the minor bullet-time effect makes it fun to watch Ken leap from one wall to another. In some places, you'll use a grapple wire to zoom to your next location, or break through walls with your giant sword. You can also enter ninja vision (yes, it sounds cheesy), which slows down time and lets you inflict more damage and see potential spots of interest in the area. More notably, you can unleash the wrath of three different types of spinning blades: fire, wind, and electricity. You'll need them to solve certain types of puzzles (for example, the wind shuriken douses flames), though they can come in handy during battle, if not always because you need them, but because they light up the screen with vibrant special effects.

Ninja Blade's visual splendor comes from its boisterous special effects, fantastic in-engine cinematics, and some sparkling city environments. The engine does a decent job of keeping up, though the frame rate will take an occasional dip when there's a lot going on. That's not to say that the game is a technical powerhouse. The repetitive environments aren't all that imaginative or detailed (and are a bit jagged, for that matter), and the animations are good but not as slick as in other similar games. There are also some weird, jarring loading transitions in the middle of corridors, wherein the newly loaded environment doesn't match the one you just left. Yet though the graphics engine is attractive but inconsistent, the spirited sound effects make the action feel even livelier.



And then you have those unlockable costumes, a common extra found in these types of action games, but delivered here in an uncommonly hysterical manner. You can dress Ken up as an evil ninja and scowl while you play if you prefer, but for a curiously ridiculous treat, don the clown costume and mess around with its color scheme. Such a look doesn't befit a proper ninja, of course, but then again Ken does prefer to leap around Tokyo with flair, so unless you insist on high levels of seriousness in your ninja games, you'll enjoy kicking bad-boy butt in purple paisley. But even if you keep Ken looking prim and proper, you can upload your scores for each level to the online leaderboards, which may give you a reason to return once you've vaulted your way through the eight or nine hours it takes to complete Ninja Blade.
Even if the amount of content here doesn't rival what you can find in the best action games, Ninja Blade still delivers plenty of boisterous entertainment. This is good old-fashioned fun, delivered with panache and a touch of lunacy. Too derivative to be a classic and too simple to test your virtual combat skills, Ninja Blade is just a blast to play.

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Need for Speed



Need for Speed Underground Portable

Review

Only a year gone and Electronic Arts is already burning rubber with another Need for Speed title. Last year the publisher released Need for Speed: Hot Pursuit 2, a fantastic racer on the PlayStation 2, but one not quite as polished on other platforms. Since developer Black Box was responsible for the slick PS2 iteration, EA recruited them to develop the next in the franchise.

Aptly titled Need for Speed Underground, it focuses on the custom kit and import car circuit. It is most commonly, and certainly not unfairly, compared to the theme featured in the popular The Fast and the Furious movies. So, it is a definite departure from the world of exotic cars and over-the-top police chases that the series was founded on. It broadens the NFS franchise, bringing a number of things to the starting line that other arcade racers have not. More than anything, it features a robust customization mode that is intricately sewn into a lengthy franchise-style single-player experience.

It's a world of gorgeous girls, rocket-fast racing, stunning graphics, and some of the most impressive vehicle customization ever created. Yes, we'd be crazy not to like it -- and so would you.

Gameplay
Need for Speed Underground borrows, instead of simulating, from the increasingly popular custom kit and import car scene. The days when Dodge Neons, VW Golfs, Subaru Imprezas and Mazda Miatas were just reminders you couldn't have a flashy sports car are gone; in the ever-growing circle of elite street racers, dedicated auto fanatics are turning the mid-range class of almost-sports-cars into decked out, eye-catching street rockets. The underground scene of backstreet, nighttime racers has evolved into a whole new industry. Companies like AEM, Enkei, Jackson Racing, HKS, and StreetGlow provide lines of custom upgrades for otherwise everyday cars -- like the Impreza -- so you can deck them out and turn them into your personalized street machine.

Black Box and EA have gone to great measures to capture this gritty, sometimes seedy underworld, partnering with the biggest product lines and major car manufacturers. It seems its goal was to create a racer that provided more vehicle customization than anything ever seen before, and to this extent it succeeded brilliantly. The flexible car customization mode offers up 20 different vehicles, not a huge number, but with all the different options the variety of personalized cars you can create is in the billions, according to EA. These "Customize Your Ride" options take center stage of the gameplay. Underground's single-player mode is intimately tied into unlocking new parts for your car -- both of the performance increasing and aesthetic variety.



The total gameplay experience is tuned into the 111-objective "Underground" mode. Like a story, it unfolds as your challengers message you via your in-car video display. There are a few FMV sequences now and then, but mostly it is just audio clips and animated heads that deliver your objectives. It works perfectly, however, and is presented seamlessly. To diversify gameplay from just being regular racing as we've seen it before, Black Box crafted a number of different race types -- essentially you have Race, Drift, and Drag. Race is actually broken up into a number of styles, including point-to-point (one long stretch of a track), circuit (multi-lap), and knockout (cars in last place are booted each lap; last car across the line wins). So, there's a respectable variety to mix up Underground's story mode.
It melds flawlessly with the theme and does a brilliant job of immersing you in the "Underground" world. Drag and Drift add a great deal of depth, too, because the physics and driving rules have been tweaked so much that they practically stand on their own. No racers have offered up such a complete, story-driven package. Set up almost like chapters, you usually hopscotch between the different styles of racing, then rinse and repeat. It's a bit formulaic in that way, but it works pretty well. Over the 111 objectives there are special challenges and rewards, like one-on-one challenges to increase your "Underground" ranking on the charts, magazine covers are earned often -- a very cool feature, and more often are new parts and body kits unlocked.

The racing mechanics themselves are all finely tuned, as they so often are in the NFS games, kind of realistically heavy but still adhering to a flexible arcade style. Deadly quick would also describe the sensation of speed. Part of this is thanks to the graphical prowess, but the pace of the tracks is balanced intelligently with the cars' top speeds. Black Box has cleverly integrated some of the elements Criterion's Burnout series introduced like points for near misses, drifts around corners, and overall your style of driving. Based on your performance you accumulate style points, which are basically experience points that earn you new custom parts, the aforementioned magazine covers, and even special pre-made top-end vehicles for use in the "Quick Race" arcade mode. It really is a nicely balanced and tightly wound single-player mode thanks to all these special touches.

For actual racing, traffic becomes an issue as you progress through Underground, which helps to heighten the intensity of racing, but at the same time it can become frustrating. You can't predict traffic and sometimes reaction skills simply won't save you. In a way this takes away from demonstrating your pure driving skills against the AI, which is bothersome at times. But, it forces you to be very cautious around corners later in the game -- petal to the metal simply won't apply. Fortunately, the CPU drivers are programmed extremely well. They fall victim to the same mistakes of nailing traffic head-on and when you try to take them on side-by-side they display aggressiveness. This is another area Black Box balanced well; if you make some mistakes by hitting traffic they won't blow you out of the water and take an uncompromising lead. It also adds to the realism. Many times have we trailed a lead car around the last corner only to see their car take a hit from oncoming traffic and go flying. This adds an intense amount of satisfaction to the racing.In other words, physically, the racing feels great; running AI off the roads, skillfully cutting corners, finding the shortcuts, and driving with some style is all very rewarding most of the time.



The motivation to play Need for Speed Underground, then, is to create the ultimate ride. You get satisfaction from winning races, but there are a few reasons it can become redundant. Firstly, you don't actually tune your car -- there is no setting gear ratios, traction, or anything of the sort that requires of choice. You unlock three levels of engines, turbos, nitro, transmissions, and so on. This is where the "Customize Your Ride" lacks a bit of oomph. No skill or decision making is required. Things like a new Nitrous package (one of the three levels) unlock when you complete a certain one of the 111-objectives. We were disappointed to discover this. It may make the gameplay easier to figure out, but given the incredible amount of aesthetic improvements we were really hoping that tuning would be a highlight of the gameplay. After all, a highlight of modifying these vehicles is being different.

So, by creating the ultimate ride we mean unlocking level-three parts of everything that makes your car faster and better to handle and then designing the aesthetics to your heart's content. Need for Speed Underground focuses sharply on this element, and it is honestly the biggest reason to play. The sheer amount of options is insane, and the implementation is staggering. We started with a crappy green Dodge Neon. It was slow, embarrassing to look at, and just flatly pitiful. But by investing several hours into the "Underground" mode we progressed through the three levels of body enhancements. The only difference with its three-level format is that is it not limited -- when you, say, reach level two of spoilers there are a handful of them and not just one. So it doesn't suffer from the predictability of the engine enhancements. Back to the point, within a few hours of improving our driving skills and proving them, we began to create an incredible looking vehicle. Our Dodge Neon was but a fading memory -- this was a prize, high-octane ride. We got it on covers of magazines, changed the paint jobs and vinyls; began to have a history of cars we once drove. This is why you play -- to be you and to create a truly custom ride that you probably couldn't afford in real life.

But there is a downside. The entirety of the experience is based entirely on wet, downtown metropolitan tracks. It's all bright lights, brick walls, and city traffic. This can make the "Underground" mode monotonous. And because racing can become monotonous, the quest to unlock all the awesome parts and create your stylin' ride is really difficult. We're completely fine with having to work to craft a dazzling ride, but the track designs, which often intersect, reverse, and overlap is not enough. We would have rather seen "Underground" mode travel the world -- race in the streets of Barcelona, Tokyo, some exotic areas that show actual daylight. Hell, the addition of a real-time weather system and time system, where you saw the sun rise or set, would have made Underground near perfect.



Maybe it's unrealistic to think any company could create so much only a year after the release of the last product, but the point is there is still some room for Need for Speed Underground to grow. Replays are another example of what's missing. For a racer, this puts a big dent in gameplay.

Perhaps we'll see a NFSU Underground Vol. 2 that will broaden the experience. Whatever the case, this is one of the best racers of the year and its customization innovations make it worth owning this holiday season.

If you're into the multiplayer scene, Need for Speed Underground is only two-player on all the platforms (if you don't take it online) and allows you to participate in all three styles of racing, including the fresh new Drag and Drift modes. There's an unfortunate catch, however: you cannot haul your customized ride over to a friend's house on a memory card and boot it up to go head-to-head. You both will only have access to the cars that are unlocked with the main profile. Only the online players get to tout their custom rides in multiplayer, it seems.

Despite some of the lacking variety or other things that are easy to nitpick over, Need for Speed Underground still comes highly recommended.

Online
Underground follows in the footsteps of other EA products and supports online for both the PlayStation 2 and PC. In fact, like Final Fantasy XI you can play cross-platform. For a really in-depth explanation, check out this Insider feature on NFSU's online functionality. For an overview, there are a few things you should know.

With up to four-player support over the Race, Drift, and Drag modes, broadband users are pretty much the only ones that will be able to play -- for a racing game this fast there's too much lag otherwise. You are able to bring in your customized ride and stack it up against everyone else's. In fact, enough attention has been paid to online that there are a few special features you won't get otherwise. You can view others' cars before you choose to race them and EA even created a special matching tool that tells you what your chances of beating an opponent are. There are even magazine covers that you can only earn if you play online.

The dynamics of all the race modes changes because traffic is gone from the equation; plus, you'll be dealing with real human opponents so catch-up AI or predictable driving won't be found. This makes online a hugely worthwhile experience. From the detailed weekly leaderboards to the special reputation meter, where you will earn and lose reputation based on who and how you race, Underground's online is fantastic. The only catch is lag could be a problem. In our early tests we experienced some lag over our very high-speed office connections. For a racer, every millisecond behind you may be counts, so be aware results may vary.

Also, since you earn style points in online mode, it's actually a perfect break from single-player because you'll still unlock stuff to customize your ride.

Graphics
There's no question that Need for Speed Underground is one of the most effectively beautiful racers out there. The reflection and lighting models that bounce a dizzying array of colors off of the puddle-ridden asphalt are jaw-dropping. One of the first platforms we saw Need for Speed Underground on was the PS2 and we thought it looked like a high-end Xbox title. As a PC game, if you've got high-end hardware you'll get amazing results.

A lot of this definitely owes itself to the programming talent at Black Box, and its previous experience demonstrated with Hot Pursuit 2. However, a really big element is the tricks it plays on your eye. EA hired an Oscar nominated visual effects expert to consult on the art and lighting. The result, as we're sure you'll agree, from the available screenshots and movies, is incredible. Seriously, the lighting from the vehicles, the amazingly well implemented texture work, and overall effect is dazzling.

Framerates are also much better than they are on the consoles if you have the right hardware. But, all you see are wet streets and nighttime lights -- it's like the engine was created to do one thing really well, but not stray from it. Nonetheless, it provides some serious eye candy.

Otherwise, car models are smooth and impressively detailed (especially as you upgrade them), and particle effects, especially during crashes, are quite beautiful. The physics allow for fantastic, exaggerated slow-motion crash sequences that sends sparks showering the street and the animation that results from it all is gorgeous. Sure, we could have used to see a real-time destruction model, but what is here is very pretty.

Sound
EA Trax strikes back. The publishers growing library of high-profile artists continues to impress. Bands and artists including the likes of Lil' Jon, Rancid, and Crystal Method offer up a huge range of styles from rock to rap. So, while it doesn't exactly try to craft a consistent mood for this "Underground" racing circuit, it does offer everyone something. Also, in usual EA Trax fashion it even has exclusive songs from artists like Petey Pablo written just for the game. Very impressive (even if songs written around game titles is a bit lame).

Meanwhile, sound effects are also very impressive. EA's experts took to the garage and mic'ed up real cars to get the library of effects. There's a lot of crisp metal-on-metal crash sounds, screeching tire effects, and when you Drag race the backfire of your turbo, grinding gears, and NOS sound fantastic. All of this is offered up in surround sound.

You won't be disappointed.


Closing Comments
Need for Speed Undergound grabs you with its sky-high production, and hooks you into its impressively designed single-player mode. The beautiful visuals only heighten your desire to race. But the real kicker here, and the focus of the whole experience, is customizing your ride. If you're not into that element, don't go out and try to buy this as a stand-alone racer. You really have to be dedicated to the car creation, and you have to have the patience for it.
All I see for a title like Need for Speed Underground is room to grow. If this is the ground level, this is a fantastic start. EA could easily craft it into its "Big" series of games if it wanted to, and this would make more sense for the exclusion of a police chase mode -- that's probably the thing we missed most about Underground, as it's a definite side-project for the franchise.
I highly recommend this to racing fans that are into the customization element. Just be warned of the tracks monotony -- the diversity comes in the mind-bending amount of aesthetically different vehicles you can create. Multiplayer, especially Drag mode, is also really entertaining. And if you can get online with the PS2 or PC, you've got a lot of playtime ahead of you.

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Divinity II: Ego Draconis







Review

Many years have passed since the darkness of Damians armies was repelled and Damian was banished into another realm by mans Demigod hero, the Divine. While men enjoy their first years of real peace, Damian breaks free from his bonds and returns to the world of Rivellon to take vengence on he who imprisoned him. To do so Damian takes control of the minds of the worlds rarest and most power beings: The Dragon Knights, whom he unleashes on to the world. It is one of them who kills the Divine. With the dragons now on the side of evil, many young men and women of Rivellon have taken up the role of ridding the world of these dragons - they are known as Dragon Slayers.




Features:

* Fight as both Human and Dragon For the first time an RPG unleashes the power of the Dragon on you Climb high and vaporize all the stand in your way as you strategically use both Human and Dragon forms to defeat Damian and become the ultimate Dragon Knight
* Dynamically unfolding storyline depending on yoru choices and skills Divinity II Ego Draconis gives you a wide range of moral choices when deciding on how to act on quest objectives
* use your powerful battle tower as base of operations Looming like a collosal stone claw over Sentinel Island stands the Battle Tower
* Build your own ultimate fighting creature Conjure the spirits to bring to life a creature made from body parts you have collected during your battle This creatures power is literally the sum of his body parts.
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Fogey Fu 1.0




Fogey Fu 1.0 iPhone iPod Touch
Review

Awaken Old Fogey for you are not dead yet! Does the caged bird remember the freedom of flight? Has the spirit of the tiger withered with the seasons of life? Has the master of old forsaken his earthly body? Your warrior’s spirit cannot be contained within these restrictive hospital walls. Adventure awaits you outside. Escaping will require the strength of the tiger, the courage of the panther, the agility of the crane, and the cunning of the snake. This is your Final Battle. You are the dragon and only you can unleash Fogey Fu!

GAMEPLAY

-Choose your favorite fogey and battle your way thru floors of the hospital. If your able to fight thru orderlies, nurses, greedy relatives, acrobatic surgeons, deadly doctors, and death himself you may reach the ultimate destination, “the lobby”.
-Your entire body is a lethal weapon. Chop, kick, and thrust your way thru hoards of medical personnel.
-Watch carefully for hidden bonuses that release super attacks and invincibility such as the ScootMaster 5000 power chair and the mighty blue pill of vigor.
-Raid the nurses station at the end of each floor level for power ups like puddings and ointments to enhance your fogey’s abilities.
-Foes are many and armed to the teeth. Orderlies hurl bed pans and whip enema bags, burly nurses mercilessly kick your shins, deadly doctors attack with syringes, ninja like surgeons employ amazing acrobatics, greedy relatives try to impose their will, and death himself attacks with a scythe, but even death is not the end the final foe is double deadly!




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Crane Simulator 2009



Review

This crane simulator for PC puts the player in front of a variety of different challenges and with the superbly realistic crane simulation the player needs to master them all. Prefabricated houses need assembling, ships need loading, and even bearing structures in skyscrapers need installing. On top of that all of the different parts, like walls, ceilings, stairs and steel beams needs to be placed in their designated places. Shipping containers of different sizes needs to be loaded and various machinery needs moving. The player must also adapt to the different construction sites and use all of their skill to master the work during nightly conditions.



Game features:
After having chosen the difficulty the cargo needs to be placed at the right place at the right time. The faster and more precise the player can finish the assignment, the better the score will be.
With Crane Simulator 2009 you can finally take control of a modern and realistic crane and take your job to a whole new height.




System requirements:
Windows XP/Vista
DirectX 9
2.4 GHz
512 MB RAM
128 MB Video
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Borderlands RF XBOX360-P2P



Review

It's that undeniable impulse that pokes at the pleasure centers of the brain when you're looking at that sleek and impossibly flat television at the front of the electronics store. How much better and brighter would life be if only you could bring it home? You consider what's in your wallet, what kind of space rests between credit balance and limit, maybe for a second what your family might think, and perhaps more importantly how jealous your friends would be. It's what drives economies that thrive on consumerism, and that urge to snatch up glittering new toys is what keeps the action energized in Gearbox's Borderlands, a first-person shooter title that caters to the thief, hero, and adventurer lurking in all of us.

For the uninitiated, this is a loot hunting game like Blizzard's Diablo. The action begins and you're flung out into an open world with a handful of quests and legions of baddies who'll do whatever they can to prevent you from killing their leaders, wiping out an arbitrary number of their compatriots, opening drain valves in their hideouts, snatching up important artifacts and documents, or collecting a large number of shiny objects. There's a tale of a secret vault and advanced technology and a snowy image of a female face that pops onscreen when important things are about to happen, nudging you forward and providing additional narrative context, but this isn't a choice and consequence game with morality systems and labyrinthine quest strings. It's the loot that's the real motivator here.

You'll start out with rusty weapons that look as though they've spent a better part of their existence at the bottom of a bog and it won't be long until you find new weapons that not only look better but have improved functionality. As you progress through the game you'll find shotguns, sniper rifles, submachine guns, handguns, and rocket launchers that glow with elemental effects like fire and lightning and can eat enemies alive with corrosive effects or hit with such an impact that it pulps a target into a gruesome mess. There are even more bizarre and powerful alien weapons towards the later stages. Moreover, as you use a weapon, you'll become more proficient with it, further enhancing the sense that your character is gradually but inevitably becoming a ferocious fighter who can shoot, shatter, and burn all obstacles in the way.

As you level and progress through the story you'll be frequently swapping out gear so you're always outfitted with the best, and feel a surge of jittery anticipation every time an enemy explodes into a cloud of candy colored loot. The character class skill trees, however, which are packed with an abundance of passive abilities, are less interesting. Each class gets one and only one primary action skill, which you'll be using frequently throughout the course of the game. The Hunter class tosses out a bird to attack from afar, the Berserker charges forward and smashes foes with his fists, the Siren enters a temporary invisible state, and the Soldier can drop down a sentry turret to help out in a As you level you'll earn points that can be allocated into skill trees, which can change up how much damage you do, how much damage you can take, and make your action skill a deadlier ability. The Siren, for instance, can add shock damage to her Phasewalk skill, dramatically shorten its cooldown period, and turn into a contagious inferno after every kill. Yet even with all these options for customization, many skills are percentage bonuses to damage or shields that are more difficult to notice during gameplay. Maybe I'm alone on this one, but a greater number of action skills per class and a larger degree of distinction between some of the skill choices would make the tree progression more exciting. While the skills in Borderlands unquestionably do affect how you fight and deal damage, it seems like there was room to do more here. If you do decide you want to switch up how your skill points are spread out across a skill tree, you can easily pay with in-game money to reset it and redistribute points however you see fit.
The large variety of weapons does make up for a few forgettable skill options to a degree. Since the game feels, moves, and plays like a first-person shooter and most of what you'll be doing is firing weapons and engaging in fast-paced gameplay, perhaps that's the reason Gearbox chose to build in so many possibilities for passive percentage upgrades, so as not to slow things down too much. Perhaps that's also the reason there's no collection of armor pieces or anything else of that sort. Character customization, aside from the guns, skills and handful of accessories, is limited to choosing a name and clothing colors. That's not meant as a criticism -- I think the streamlined character customization works well with the game overall -- but it's something you should be aware of before picking this up. Many players will have their hands full juggling guns, class, grenade, and shield mods, to care, but more hardcore gamers looking for more options for bolstering stats might feel something's missing.

Hopefully that gives you a sufficient overview of the types of methods of customization in the game, and has properly prepared you for what kind of experience this is. If you're rolling your eyes at all this information, think it's boring and inconsequential, and just waiting for me to get to the part where I say if the game is any fun or not, then your heart probably isn't in the right place. That's not to say you'll hate the game, but a frenzied, drooling desire to kill, upgrade, kill and repeat is required to really get the most out of this experience. Were this a typical action-RPG loot-driven kill-fest, such a warning wouldn't be necessary, but considering this game is actually a first-person shooter, perhaps not all prospective buyers might be familiar with how it works.



A real danger for this type of game is having all these items, all these methods of customization, and all this content, and then giving you nothing interesting to shoot at. That's not the case with Borderlands. Amongst your enemies, you'll start off against basic bandits who shuffle between cover spots and fire back at you. Some larger bruisers are more aggressive and carry bigger weapons, and others charge directly at you, sometimes while on fire, to hit you with sharp, rusty weapons. Smaller bandits carry shotguns and get thrown onto their backs whenever they fire, some snipe from a distance, some have shields and others don't, and the way they all move around as fights progress keeps the action fluid, frantic and exciting. Occasionally you'll wind up in absurd situations where you're unloading a string of headshots while standing toe-to-toe with foes and still not bringing them down, but such is the nature of games that favor health bars over realism.

Aside from humans, you fight spiky dog-like skags that spit, jump, slash, and generally make your life hell. Winged Pitch Black-like creatures soar across the terrain before tearing down to eye level with malicious intentions. Worms burrow through underground passages and armored insects launch projectiles and spin wheel-like with deadly momentum across the terrain. Factor in some of the more advanced human soldiers who use deployable turrets, shields, and higher quality armor, as well as the more bizarre creatures I won't mention for fear or spoiling things, and there's a nice mix of enemy types and behavior. They also frequently attack in large numbers, which makes the action supremely satisfying if you're powerful enough and able to wipe them all out in one headlong charge, firing and flipping between weapon types and activating action skills in wonderfully violent concert.
From time to time you'll come up against absolutely monstrous bosses, from a fire-spitting flying behemoth to a titanic lumbering quadruped that serve as a welcome change of pace from the standard battles, and some drop unique loot that can't be found elsewhere. Most of these bosses are found in Borderlands' dungeons away from the main hub areas, separated by a load time. The rest of the world consists of large open spaces, beginning with dry and dusty rock formations and ending in snow-capped mountainous terrain.

While it may feel like you're often moving through places that look vaguely similar, eventually you'll come upon swamps and dockyards and more clustered urban expanses that add more of a sense of variety. Within the various dungeons, you'll also be treated to some fantastic views, particularly when entering boss arenas with sunsets illuminating a patchwork of cliffside dwellings bristling with foes or glowing curvilinear designs etched into alien stone. Mixed in with a convenient transportation system with quick-spawn vehicles or a fast-travel mechanic, it makes for days and nights in a detailed, ramshackle world that feels lived-in and that rewards exploration. On the subject of vehicles, though they're in the game, they're in not particularly integral. They do greatly speed up travel, and can be spawned with rocket or machine gun turrets to help vanquish pesky foes, though just ramming things is a far more effective way to kill whatever's in front of you. Up to two can hop onto a vehicle with one in the driver's seat and one on the turret, which leads into one of the game's biggest features, that that's the multiplayer.

It's entirely possible to have fun by yourself exploring the world, taking on quests, and powering up, but it's a far more entertaining and challenging experience with others around. As people join your game, which can happen at any time, enemies will get more powerful and drop more valuable loot. This means you'll want to bring others in for a chance at getting better stuff, and thankfully Gearbox built its multiplayer system so all your character progress, inventory items, and quests completed in someone else's game is carried back into your game. Assuming you and those you're playing with are at the same point in the main story it's possible to quest together, and then when you decide to play again on your own, you can continue on without missing a beat.

Up to four players can venture together, and it's highly recommended that you try this out because of how chaotic and addictive it can be, especially with a mix of character classes at a moderately high level and good equipment. And for console gamers, it's also possible for two players to explore Pandora in split-screen mode. One thing I'll also recommend is that you're going to want to play with people you know. There are no looting rules in Borderlands, so if an item drops to the ground, anyone can snatch it. Should you bring in some random person to your game and they see a neat purple item drop that's just perfect for you, it's well within their ability to grab it and duck out. While it's better if you play with others, it's best if you play with those you can trust.



Assuming you are able to get a four-person game together, there's always the question of who's going to get the loot. Sure, one class may have a particular skill build that makes them better with SMGs, but what if a nice shotgun drops and everyone in the party has been building their shotgun proficiency? Here the user interface saves the day. When you look at an item sitting on the ground within a certain proximity, a giant item statistic readout pane pops up onscreen that displays all the stats and special effects and how they compare to what you're holding. Switch weapons and its comparison arrows indicating better or worse quality will adjust accordingly. After everyone takes a look and someone decides to pick it up, you can then easily match it up against all the other items sitting in your inventory, letting you know which might be best to use. Anything you don't want could then be sold at any of the game's vending machines, or dropped back onto the ground to allow others to look at its statistical popup and see if it could be useful. This kind of ease of sharing and user-friendliness goes a long way in making quick pickup games far less of a hassle, pulling off the equivalent of World of Warcraft-style item linking in a handy, accessible manner.

There's also the question of replay value, which Gearbox took into account. After you're finished with one playthrough and have completed all the quests in the game world, you'll likely be somewhere in your mid-30s out of a total 50 character levels. The game lets you start over using the same character, bringing along all your experience, skill setups, items, unlocked inventory space -- everything but your quest progress. The good news is upon restarting the world powers up around you, meaning starting level enemies are right near your level and the items they drop are given a boost. This should be a familiar concept to anyone who's been gaming long enough, but it's nice to see it included here, letting friends progress to the cap with their characters by recycling and giving a jolt of strength to the existing content. Even the elite versions of monsters, called Badass in the first playthrough, are upgraded to BadMutha in the second, and bosses will drop the same but more powerful versions of their first playthrough items.

Perhaps after you're all done with that and everyone's maxed at 50, it's time to see who could win in a fight? Well, the game gives you the option to do that as well. At any time you can melee a teammate to try and initiate a duel, and beyond that it's possible to head to special dungeons for some arena player versus player combat. This is a mode purely for fun, but it's nice to see it included since it gives you more of a sense of what all your equipment can do against a human opponent instead of the legions of AI-driven foes you've been melting and dismembering all game long.

In case you've read this far and are still scared off by the game's complexities, it's a surprisingly accessible experience considering all its varying elements. Someone unfamiliar with loot drop styles of games will still have to spend a little while getting acquainted with the game's systems, but overall it's easy to get in to and isn't a game that revels in player punishment. For instance, dying on the field of battle can be circumvented by killing an enemy while in a bleed-out state, and if you're playing with others they can just walk over and revive you with no required special skills. If you do miss the revive window and actually die, the game respawns you at a conveniently located waypoint and only subtracts a percentage of your cash -- you don't lose experience, items, or anything else. Though you do have to keep track of inventory space and ammunition counts, nothing like weapon or item durability ever enters into the equation, minimizing the amount of micromanaging necessary while restocking in town before heading out again into the field, keeping the focus on action.



Through all of this, Borderlands also manages to maintain a strong degree of personality thanks to its sharp, stylized visuals. On consoles the framerate can be a bit jittery in large-scale fights, but otherwise the game's a pleasure to behold, with enemies that actually respond to being pegged with bullets, snapping back their heads, sending them reeling, and occasionally triggering special elemental deaths. It's got nicely detailed open environments, a huge range of weapon models, and though a little more enemy variety would have been appreciated, there's still plenty to take in and admire.

While visuals are one thing, what may surprise some is the game's sense of humor. The few recurring characters are quite funny, mostly due to some solid voiceovers delivering witty, snappy dialogue. The Wall-E-like Claptrap robots, with their penchant for dancing and personalities that draw from seemingly bottomless wells of enthusiasm, consistently serve as a source of comic relief, and you're guaranteed to laugh at the self-deprecating style of Tanis' audio logs. Over the years we've seen so very many action-RPGs lose their sense of mood and character under an avalanche of statistics and magic effects, but that can't be said about Borderlands. It stands out because of its visuals, entertains thanks to its well-designed gameplay, and frequently tickles your sense of humor as foes squeal in pain as lighting shoots from their disintegrating foreheads while your character class jeers and taunts and moves on to the next target. A thumping soundtrack kicks into gear during battles, the game's overworld music tracks lock in well with the tone of the world, and everything in Gearbox's virtual space feels like it fits.



Closing Comments
Gearbox's Borderlands is without a doubt a slick, satisfying hybrid title for those who know what to expect. If you're a shooter fan curious what the world of Pandora is all about, then you should know that this is a product built on a foundation of statistical progression, character customization, and one that holds item acquisition high above interesting quest structure and narrative. At the same time, it plays like a shooter, requiring twitch skills to dominate the droves of enemies that stand in between you and your search for a mysterious vault. With the opportunity for up to four to join together for co-operative play, four character classes, a dizzying array of firearms, around 20 or so hours of content for a single playthrough and the option to restart with stronger enemies and loot, there's plenty of content here. It's a thoroughly enjoyable journey that offers a steady stream of rewards that remains convenient and accessible. It's something action role-playing game fans looking for an experience more up-close and brutal than genre entries of the third-person variety should have a blast with, and one of the more memorable products of 2009.
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Planet Alcatraz [SKIDROW]



Review

Planet Alcatraz is a 3D role playing game with isometric projection. The player travels through the game world and fights against enemies in the real-time mode. In a general sense Planet Alcatraz can be portrayed as a non-linear adventure with lots of shooting. Several genres are mixed in this game but despite that fact it isn't stuck between them and appears to be a classical RPG that is based on a specially developed system. The action takes place on prison planet Alcatraz. Its inhabitants are inveterate criminals that were banished there for the life term for their terrible crimes. The main objective of the game is to control a sabotage group that consists of the only one person in the beginning and enlarges through the game. The player has to use all sorts of resources and means to accomplish the mission.



Key Features:
* A great number of key features make Planet Alcatraz unlike other games, but fans of such projects as Crusader: No Regret, Fallout Tactics, Star Wars: Knights of Old Republic, Silent Storm and Rage of Mages will certainly find it very attractive;
* Absolutely unique universe
* Creation of the main character allows changing basic characteristics and appearance including facial animation based on LifeMode technology
* Advanced role and fighting systems developed specially for that game
* Tense atmosphere determined by deep immersion to planet's criminal world
* Modern 3D engine
* Comprehensive dialogue system allowing the player to choose the way of behaving and communication on his own
* Possibility to influence on NPC either in moral or physical manner
* About 100 kinds of cold steel and firearms
* About 200 characters involved in dialogues
* About 80 original monsters, including flying and poisonous
* Cinematic trailers competently interlaced with the story line
* Thrilling non-linear plot line teemed with plenty of keen occurrences
* Fights and adventures with different behavioral and battle options
* Original sounds and music



Minimum System Requirements
Operating System: Microsoft® Windows® XP/Vista
Processor: Intel Pentium IV 3 GHz or AMD Athlon 1,4GHz+
Memory: 1 GB RAM
Video card: NVIDIA GeForce 6600/ATI Radeon X800, 128 MB
Sound card: DirectX 9-compatible sound card
Hard disc: 5 GB free disc space
CD ROM: DVD-ROM 4X
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