Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Friday, February 3, 2012

Final Fantasy XIII

Whether you loved or hated Final Fantasy XIII, anyone who cares about its sequel wants to know how it compares: is it better than FFXIII? How different is it? Well, Final Fantasy XIII-2 definitely improves upon XIII… in some ways.
As with XIII, your enjoyment of XIII-2 will greatly boil down to personal taste, but speaking generally, XIII-2 is markedly catered toward longtime Final Fantasy fans compared to its vastly divergent (and therefore highly divisive) predecessor. The return of the moogle is symbolic of this, but its classic tendencies are manifested throughout the game, most notably through its increased focus on exploration and discovery. These changes aren't without their tradeoffs, but if you're a longtime Final Fantasy fan, you will probably prefer XIII-2 over XIII.

The freedom of the Historia Crux


One of the best parts of the Historia Crux structure is that it allows the player to selectively go back to key moments in the game and replay them to see different outcomes. Once you've obtained the Gate Seal for a particular node on the map, you can "close" the gate, resetting the time to when you first stepped through it, so you can experience that portion of the story again, and as many times as you'd like. And since the story does contain branching decisions here and there, being able to reset individual story moments makes it easy to see all possibilities without actually having to replay the entire game multiple times.
You might have guessed where this is going. Yes, there are multiple endings to Final Fantasy XIII-2 (quite a few, in fact). But the genius bit is that since you don't have to play the game in a linear fashion, you can see many endings without ever having to start over from scratch. It’s like a Choose Your Own Adventure book in a way – if you get to one dead end, you can simply turn back the page to where the story branched off and keep going down a different path. Don't like the way a scene played out the first time? You can easily go back and play it again without any fuss or penalty. This system thoroughly respects the player's time by not wasting any of it.

Saving the world


Say you're in the city, exploring one of Academia's many flashy alleyways and suddenly you remember where you might have seen a particular flower that some NPC asked for in a side quest. You can pop back to the Crux in a jiffy, skip over to Bresha Ruins, grab the item and complete the quest, then teleport back and return to exactly where you left off in Academia. The save system is so fluid and flexible that you never need to worry about losing your progress at any point at all, and the freedom to jump across time and space so easily feels delightfully efficient.
Speaking of locations, we were nervous going into the sequel that many of the environments would be recycled from XIII, but XIII-2 features a surprisingly large array of new locales. And the places that are recycled don't feel like they've been thrown in lazily, since it makes sense story-wise that we'd have to revisit some old places, since it's still the same world after all. Many of the old locations have been totally transformed too, and the environments constantly play a silent part in telling the story through how they've changed in different time periods (and across alternate timelines).

Above: Watch us play through some of the game
In FFXIII-2, the timeline has mysteriously changed, and everyone believes that Lightning perished in that battle. Only Serah remembers the truth, but even she questions her own sanity in the face of what all her friends believe to be reality. Then a stranger suddenly enters her life, a young man named Noel who claims he's from the future and has met Lightning in another dimension outside of normal space-time. Both want to alter the timeline – Serah wants to bring her sister back, and Noel wants to save humanity from the ends times he's seen with his own eyes. With their fates in alignment, they set out to change history.
As with any Final Fantasy game, it's difficult to write meaningfully about the story without spoiling anything. Where XIII created a fascinating mythos that revolved around the struggle between humans and demigods and the opposition between civilization and untamed wilderness, XIII-2's story is much more character driven. Serah and Noel are both surprisingly interesting and dynamic characters once you get past their over-the-top character designs.
It's a good thing too, because you won't be seeing much of anyone else for any extended length of time – Serah and Noel are really the only two main protagonists in the game. It's a bit of a shame, because the Final Fantasy series has excelled at creating some of the greatest ensemble casts in gaming, and being stuck with the same two party members for the entire game will definitely bother some people. If you can put your expectations of a larger party aside though, the extra time getting to know Serah and Noel isn't wasted, and makes them more memorable characters than most of the cast of XIII.
 Above: The characters are less abundant, but arguably more likable
As you play through the story, one thing that's especially great about the "time gate" scenario is that it completely eliminates the break in reality that often comes from ignoring the narrative urgency of the main quest to explore and take on boatloads of sidequests. Because opening a time gate transports Serah and Noel to a specific moment in time, there's never a need for them to rush. Relax, explore, and when you're ready to take on the next big challenge, it'll be waiting for you, frozen in time until you hit play.


To battle!

If you're familiar with FFXIII, the core of the battle system in XIII-2 remains unchanged. While many traditional turn-based battle systems are all about micromanagement, the Paradigm system in XIII and XIII-2 puts the player in a high level, "big picture" role, if you will. Instead of selecting individual actions for each party member, you direct their actions all at once like an alpha dog issuing commands to the pack.
A Paradigm is a set of roles for the three party members that determines how each character functions in battle. Each role is extremely specific in what it can do – Medics can only provide healing and Commandos can only attack, nothing else. Each role also provides an added bonus to the entire team, like boosted defense for all allies when a Sentinel is in play.

Final Fantasy XIII-2 review

Whether you loved or hated the original, its sequel will surprise you

Words: Carolyn Gudmundson on January 30, 2012


So what about the story?

All this time travel relates directly to the story, which begins immediately after the final cutscene of FFXIII ends (and it goes without saying, but SPOILER ALERT FOR FFXIII). Fang and Vanille have summoned Ragnarok, creating a massive crystal pillar to keep Cocoon from crashing down. In the original ending, Lightning survived the near-cataclysmic event and was happily reunited with her sister Serah.

Above: Watch us play through some of the game In FFXIII-2, the timeline has mysteriously changed, and everyone believes that Lightning perished in that battle. Only Serah remembers the truth, but even she questions her own sanity in the face of what all her friends believe to be reality. Then a stranger suddenly enters her life, a young man named Noel who claims he's from the future and has met Lightning in another dimension outside of normal space-time. Both want to alter the timeline – Serah wants to bring her sister back, and Noel wants to save humanity from the ends times he's seen with his own eyes. With their fates in alignment, they set out to change history.
As with any Final Fantasy game, it's difficult to write meaningfully about the story without spoiling anything. Where XIII created a fascinating mythos that revolved around the struggle between humans and demigods and the opposition between civilization and untamed wilderness, XIII-2's story is much more character driven. Serah and Noel are both surprisingly interesting and dynamic characters once you get past their over-the-top character designs.
It's a good thing too, because you won't be seeing much of anyone else for any extended length of time – Serah and Noel are really the only two main protagonists in the game. It's a bit of a shame, because the Final Fantasy series has excelled at creating some of the greatest ensemble casts in gaming, and being stuck with the same two party members for the entire game will definitely bother some people. If you can put your expectations of a larger party aside though, the extra time getting to know Serah and Noel isn't wasted, and makes them more memorable characters than most of the cast of XIII.
Above: The characters are less abundant, but arguably more likable
As you play through the story, one thing that's especially great about the "time gate" scenario is that it completely eliminates the break in reality that often comes from ignoring the narrative urgency of the main quest to explore and take on boatloads of sidequests. Because opening a time gate transports Serah and Noel to a specific moment in time, there's never a need for them to rush. Relax, explore, and when you're ready to take on the next big challenge, it'll be waiting for you, frozen in time until you hit play.


To battle!

If you're familiar with FFXIII, the core of the battle system in XIII-2 remains unchanged. While many traditional turn-based battle systems are all about micromanagement, the Paradigm system in XIII and XIII-2 puts the player in a high level, "big picture" role, if you will. Instead of selecting individual actions for each party member, you direct their actions all at once like an alpha dog issuing commands to the pack.
A Paradigm is a set of roles for the three party members that determines how each character functions in battle. Each role is extremely specific in what it can do – Medics can only provide healing and Commandos can only attack, nothing else. Each role also provides an added bonus to the entire team, like boosted defense for all allies when a Sentinel is in play.


Above: Take a look at the battle system in action During battle you always have an active Paradigm in place, which you can change whenever you'd like by hitting L1/LB to bring up your Paradigm deck. Building a Paradigm deck with a variety of offensive and defensive Paradigms allows you to respond strategically to dynamic battle conditions. So you might go in guns blazing with a Commando-Ravager-Ravager set, then fall back to Commando-Ravager-Medic to heal as needed. Roles like Synergist (buffs allies with status enhancements) and Saboteur (debuffs the enemy with status ailments) come in particularly handy during long, brutal boss battles where you'll need every advantage you can conjure.
Most of the new "cinematic action" sequences occur during boss battles too, and these are really nothing more than quick time events. It's a feature that almost wouldn't be worth mentioning if it weren't so heavily touted in FFXIII-2's trailers – they're used fairly sparingly, kept brief, and are overall pretty unobtrusive. During particularly dramatic cutscenes, we definitely has a few moments where pulling off a flashy killing blow with a successful QTE definitely felt pretty cool (and we can imagine the opposite if we'd missed it at the end of a lengthy battle), but overall it's not a feature that's going to make or break anyone's enjoyment of the game.
One of the complaints about the battle system in FFXIII was that it "played itself," but this isn't exactly the case. When the difficulty ramps up, the battle system is a perfect mix of thoughtful strategy and quick reflexes. Directing your entire team's actions with the press of a button by shifting Paradigms on the fly still feels satisfying when everyone comes together to pull off a hard-won victory.
Above: Learning the combat system reveals the deep intricacies

The problem is, it's a system that's only as great as your opponent is. Too often in FFXIII-2, we played through lengthy stretches of the game where we just didn't feel challenged enough by the enemies. Often, we never had to shift Paradigms at all from our default offensive stance, and in those cases it does feel like the game is playing itself because very little action is needed from the player. The challenge is there if you seek out some of the tougher sidequests and go for better endings, but at times we definitely felt like the overall difficulty level was too low. Monsters definitely scale up in strength when you revisit earlier areas too, so it's a bit puzzling why they almost always didn't feel scaled up enough. Even total wimps should not think for one second about playing this game on the easy setting. Don't do it.
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Source : http://www.gamesradar.com

The Humble Bundle for Android now playing

The Humble crew launches its most “cross-platformiest” pay-what-you-want charity sale

Up to four games for Android, PC, Mac, and Linux are on offer in the latest Humble Bundle collection, which the charitable video game organization is calling its most “cross-platformiest bundle ever”.
Available now where fine Humble Bundles are sold (hint: its website), the Humble Bundle for Android stars 11 bit studios' reverse tower defense game, Anomaly: Warzone Earth; Hemisphere Games' amoeba adventure, Osmos; and Mobigame's cubic puzzle-platformer, Edge (and Edge Extended). Paying more than the average price, which is currently hovering around the $6 mark, will also unlock 2D Boy's mega-hit physics puzzler, World of Goo. 

Much like the non-Android friendly Humble Bundles that came before it, this humble package is available for whatever price you deem appropriate. Payments can then be split amongst the developers, Humble Bundle organizers, or the Electronic Frontier Foundation and Child's Play Charity. At time of print, total payments were closing in on $500,000, with Linux users paying the highest average at $8 and Mac buyers taking second place at $6.80.
The selection seems a bit sparse for a Humble Bundle promotion, but considering the sale is still on for another two weeks, expect even more “cross-platformery” games to be added to the list as the sale picks up.
Read More :

 Source : http://www.gamesradar.com

Thursday, February 2, 2012

EA leaves Online Passes out of Syndicate

Electronic Arts' upcoming Syndicate won't include an Online Pass despite containing substantial online multiplayer content, the game's developer has revealed. Speaking to Eurogamer, executive producer Jeff Gamon explained that the title's multiplayer mode was given “equal billing” with the single-player campaign, rather than restricted access: “We want as little resistance or barriers to entry as possible.”

While Online Passes are standard-issue for Electronic Arts-built games, the title's development occupies a grey area between internal and outsourced. While coding of the EA-owned IP was overseen by EA Partners, indie studio Starbreeze managed to convince the publisher to bend the rules, Gamon says, “because it didn't have competitive multiplayer and because we wanted as many people as possible to be playing co-op.”
Gamon's hope is that the strategy – together with a decent helping of content – will be rewarded with a high user-retention rate. He estimates that players should take “a good six, seven hours” to see all the game's co-op, with the game containing what he sees as a high replay value: “to progress your character and upgrade a few weapons is a heap of content.”
The game releases Feb 21. We're not going to come right out and suggest you reward EA/Starbreeze's risk by keeping your copy until the day you're buried with it, but we're certainly not going to advise against it either.

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Source : http://www.gamesradar.com

High Horse: Difficulty in games is broken

High Horse is a rotating opinion column in which GamesRadar editors and guest writers are invited to express their personal thoughts on games, the people who play them and the industry at large.

When I was younger, game difficulty barely factored into my consciousness: I acknowledged that certain games were harder than others, but I didn’t complain about it. I beat my head against the last level of Ninja Gaiden II on the NES repeatedly until I won, and I cursed and stomped around my room, but it never occurred to me the state of affairs could be a problem with the game. Older gamers may sound like we’re calling newer gamers coddled when we talk about the old days, but I’m glad that games have gotten easier and offered more difficulty levels. As a kid, I had all the time in the world to die over and over; as an adult, I need more fun and less frustration in my much-more-limited free time.
However. I’ve found my niche: that of an experienced gamer who’s good enough to enjoy a challenge, but not so amazing at games that I can crank difficulty up to the hardest level like it ain’t no thing. From that perspective, game difficulty is showing increasing problems.

At the core of the issue are some basic assumptions of what “Normal” and “Hard” are. In the old days, Normal was what you played until you got good enough at a game until you could tackle Hard mode (something which I almost never attempted back then). Nowadays, Normal in many games has edged closer to what Easy mode would have been 20 years ago. Hard is now the equivalent of Normal. The solution to this should be obvious: just crank it to Hard on every game.
Unfortunately, developers seem to be approaching the actual difficulty balance within Hard mode like they did in yesteryear: they don’t worry if it’s pitched just right, because if you choose Hard mode, you “kind of deserve whatever you get.” That mentality was fine in the past, but now that Hard is the only option for a decent challenge, it means that I can almost never find a reasonable sweet spot for my own skill level. Here’s an example: in Gears of War 2, the difficulty levels have descriptions to guide you. Easy mode says (I’m paraphrasing) “You’re new to shooters.” Normal mode says “You have experience with shooters” and Hard says “You know how to pull off a headshot.” I thought “Hey, I know how to do headshots!” And off I went.

The game’s challenge was perfect for much of the story, but a number of times, I hit difficulty spikes that went from challenging to ludicrous. I’d get through most areas without dying, and then suddenly a random room would kill me 20 times in a row. Sure, I “deserved what I got,” but if I’d played Normal mode, the game would have been horribly boring, considering most of Hard mode wasn’t even particularly challenging.
Similarly, when I played the original Infamous on Hard mode, I had no problem tackling the entire game… until I got to the final boss. Suddenly, the difficulty spiked to 10 times greater than anything else in the game, and I tried to kill that jerk like 30 to 40 times before giving up in disgust. When Infamous 2 came around, I wanted to play through a complete story, so I shamefully turned Infamous down to Normal – and the last boss became a joke. That’s the only time I’ve ever reduced the difficulty of a game, and it still bothers me, as though I never truly beat it.

This trend worries me, because it feels like even developers of “hardcore” games are abandoning the notion that games are even games anymore. If there’s no actual challenge, then you’re just playing a vaguely interactive movie. If games all trend toward an easy-ass Normal mode and totally unbalanced Hard modes, where are gamers like me left?
On the other end of the spectrum, we have games that err on the side of too much difficulty without bothering to balance for tight controls or fair enemies. Again, it’s like the attitude of “you deserve what you get,” except that in this case, the games offer no easier options. Recently, I knocked the score down on BloodRayne: Betrayal, War of the Worlds, and Choplifter HD, due to their sloppy approaches to difficulty – each one had clunky controls combined with level design that called for pinpoint accuracy.
 I had no problems with these games as concepts. If a dev wants to make a super-difficult old-school game, more power to them. However, they need to give players the proper tools for the job – for instance, I liked Hard Corps: Uprising, because it had great controls and an RPG system that let you beat it slowly, through attrition. Super Meat Boy had some of the most precise platforming controls ever, and it also didn’t punish you too much for failure, always respawning you super-quickly, and never far from your goal.
 I know I’m not alone when I stare at the start screen and wonder, “If I choose Normal, I’ll be vaguely bored, but if I choose Hard, will I be screaming later?” Now more than ever, devs need to carefully balance difficulty, precisely because the gaming sphere is so much bigger. The range of skill levels is broader than ever. Games these days don’t need a million difficulty levels, just slightly expanded ones: devs only need to carefully balance Normal and Hard modes, and then leave Easy and Insane as the “you deserve what you get” options. There are exceptions: games like Dark Souls and Kirby’s Epic Yarn can still sit in their bookends at either end of the spectrum. But for most games, devs should focus on balancing their games for both “casual” and the “semi-hardcore” – those of us currently left hanging out to dry.
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Wednesday, June 22, 2011

LEGO Universe Latest Online Game to Adopt Free-to-Play Business Model

 A growing trend in the burgeoning online video game space is to offer games for free and then generate revenue through subscriptions or the sale of in-game micro-transactions for virtual items. The LEGO Group is the latest video game publisher to venture into this free-to-play business with its LEGO Universe massively multiplayer online (MMO) game.
Originally launched as an in-store retail PC game on October 26, 2010 by distributor Warner Bros. Interactive Entertainment (WBIE) for $50, starting this August the game will be available for free via digital download. Sales of the retail PC game, which currently sells for $20, will be discontinued permanently.
Rather than generating revenue from micro-transactions, the LEGO Group will continue to rely on monthly subscriptions for the game. Players will be able to access two adventure zones and one player property area for free for as long as they want. Access to the rest of the world’s 15 adventure zones and five player property areas will remain $9.99 per month. Gamers will also be able to purchase six months of gameplay for $49.99 and 12 months for $89.99.
“The LEGO Group remains committed to success in the digital space and to LEGO Universe,” said Jesper Vilstrup, vice president, the LEGO Group. “We see LEGO Universe as a key element for our digital play division, and are adjusting the business model to make the game more accessible to players, without the immediate obligation to purchase or subscribe.”
This move comes after retail sales of the game failed to live up to the success of the wide array of LEGO video games from WBIE (LEGO Harry Potter: Years 1-4), Disney Interactive Studios (LEGO Pirates of the Caribbean), and LucasArts (LEGO Star Wars III: The Clone Wars). According to video game tracking firm The NPD Group, just over 65,000 copies of LEGO Universe have been sold in the U.S. since launch. The LEGO Group has not released global sales of the game or subscription numbers.
The game allows kids and families to build their own LEGO worlds, or take part in epic adventures featuring LEGO characters and themes inspired by the popular toy lines.
In February of this year, the LEGO Group purchased NetDevil, the development team that created LEGO Universe, from Gazillion Entertainment. That team, based in Louisville, Colorado, continues to work on expansions for the game world. Later this year, Ninjago, the next big expansion for the game, will launch.
Michael Pachter, video game analyst, Wedbush Morgan Securities, said the LEGO Group is likely targeting tens of millions of players with this new business model.
“With the LEGO brand, that’s possible, especially since Sony Online Entertainment’s Free Realms has done so well with an unbranded product,” said Pachter.

 Speaking of Free Realms, Sony Online Entertainment has gathered over 17 million registered players for its free-to-play game across PC, Mac, and PlayStation 3 since 2009. The game’s the first free-to-play MMO on Sony’s PlayStation Network. Sony has targeted the same family audience with its game world, which features mini-games like go kart racing and the ability to socialize with gamers of all ages in a cartoon-style 3D virtual world. The game relies on micro-transactions to generate revenue and offers players a $5 monthly subscription option to gain additional content.
SOE also has had success with its most recent partnership with LucasArts, Star Wars: Clone Wars Adventures. Players can pay a $5.99 monthly subscription or buy in-game items as they explore the Cartoon Network’s hit computer-animated TV series from George Lucas. This virtual world includes activities like Starfighter races, droid puzzles and tower defense mini-games.
Disney Online, which doesn’t release its subscription numbers, has several free-to-play game worlds. The game maker has World of Cars, Pirates of the Caribbean Online and Pixie Hollow for kids to explore beyond the movies and interact with characters from the big screen adventures in unique ways.
Of course, nothing compares to the success the biggest free-to-play company in the world. Bigpoint just celebrated its 200 millionth subscriber. The company has recently added U.S. gamers to its portfolio through Hollywood licensed games like Battlestar Galactica Online, Fast & Furious, and the upcoming The Mummy Online. Battlestar Galactica Online has attracted over 2 million gamers in just its first three months.
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Source : http://blogs.forbes.com

Tuesday, June 21, 2011

Classic video games get remastered

Movie studios and music labels do it routinely: get consumers to buy a movie or album a second and third time with remastered editions and extras.

Video games are getting more into the act, too. Just released: The Legend of Zelda: Ocarina of Time 3D, a new edition of the 1998 Nintendo 64 classic, remastered in 3-D for the 3DS handheld system. This new version ($40) has built-in hints and a mode that lets players repeat their battles with the game's major enemies.
But the biggest improvement, says Eiji Aonuma, director of the original and the remastered Ocarina, is "the overwhelming presence of the world that sprawled out in 3-D space … a new, more convincing world enhanced by the stereoscopic vision of the 3DS."
Publishers often re-release games for new systems years after their first appearance. But fully remastering games is a newer trend that might pay off as players with HDTVs want games with high-definition graphics, says Ricardo Torres of news site GameSpot.com.
"They are beginning to use the language you see in music and movies. It's a lot sexier to say 'We have this remastered thing,'" Torres says. "There's a desire to play old games with better visuals; the classics don't hold up too well on an HDTV."
Though the practice is unlikely to match the millions of dollars studios and labels make by re-issuing older titles, video game remasters "are a way to get more revenue out of their titles," says Cowen and Company analyst Doug Creutz. "Console makers have a few really big franchises, and they are happy to get as much mileage out of them as they can."
Upgrades in the works:
Star Fox 64 3D ($40, Sept. 11). Like Ocarina, this 1997 N64 game is being remastered for the 3DS handheld. New features let you control your aircraft by moving the 3DS, play head-to-head and put your image in the game — even sending a live video feed of your face as you battle. "As a way to play a flying game, it is fantastic," says Nintendo of America president Reggie Fils-Aime.
Halo: Combat Evolved Anniversary ($40, Nov. 15, for Xbox 360) will look and sound better than the 2001 Xbox original. Remastered in HD, the game also gets a surround-audio upgrade from Skywalker Sound. Other additions include Xbox Live achievements, multiplayer features and a classic mode that lets you switch between the enhanced graphics and the game's original look. While "the controls don't change and the gameplay doesn't change," says Halo franchise development director Frank O'Connor of 343 Industries, the new graphics make it "feel like a brand new shooter."
Ico and Shadow of the Colossus Collection ($40, Sept. 27, for PS3) bundles a pair of PS2 releases — 2001's Ico and 2005's Shadow—on one Blu-ray with 3-D compatibility. Both games, from Team Ico, Sony's Japanese development team, were heralded as artistic landmarks.
God of War: Origins Collection ($40, this fall, for PS3) packs two PlayStation Portable games, 2010's God of War: Ghost of Sparta and 2008's God of War: Chains of Olympus, onto one PS3 disc. The games' graphics have been updated and can be played in 3-D; players can earn PlayStation Network trophies, too (as they can with the Ico and Shadow of the Colossus Collection).
Remastering remains rare, but "it's possible five years from now, we'll see more of it," since more recent games will hold up better to HD remakes, says Michael Pachter, analyst with Wedbush Securities. And as new players enter the market, remastered games offer "the chance to play a game you missed the first time around. Some games never get old."

Source : http://content.usatoday.com/

Saturday, June 11, 2011

Cheat Point Blank ( PB )

Download Here :





The rise of  Cheat Point Blank circulating in 2011, making the website provides various links Cheat Point Blank to give satisfaction visitor, also do not want to lose. This post will help the Troopers to see a row of 10 best-selling cheat PB and complete with tutorials use cheatnya for the keyword “Cheat Point Blank2011.” I take this data from the first page of google which recommends 10 web / blog that provides cheat pb point blank 2011.
Actually I’m not a gamer, but also interested to present a few articles about gaming,
Lots of gamers who love this game because this game is very interesting. Game point blank is intended for all people and how bermainyapun very easy. But sometimes to buy a weapon we have to have more points or have to buy cash. And the cash did not last long because it must match the day. I therefore want to share with the PB mania.
cheat let us first list what will be discussed, and what is the cheat is active again in demand and in 2011? What is going to cheat selaris cash point blank?

Cheat Point Blank :

- Cheat PB 2011 White_V 2.1
Cheat PB 2011 Whatever
Cheat PB 2011 Exp * New *
Cheat PB 2011 (New) X-LonZ_Repack
- Cheat PB 2011 Three Hacker Masmed, Minimizez, Speedhack, gmhack, full | Princessar Pack 1.0 NEW | FSG Injector 3.0
- Cheat 2011 Omega Point Blank Pro | Xteam Version 4.1
Cheat Point Blank 2011 Cheat Master Medal
Cheat PB 2011 Black Mamen X.7
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That’s 10 Cheat the proven active in 2011, creatornya there are so many I could not mention all hehe … After this there will be a tutorial on how to use, how to download, how to install software programs and features as well as hotkey explanation contained in the software program 10 cheat them.
good luck using this cheat.
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Cheat Dota Allstars



Stuck on a single-player mission? These cheat codes can provide you with that 
"edge" you're looking for. To use a cheat code, press the ENTER key, 
type in the code, and press ENTER key again. The message "Cheat Code 
Enabled" should appear. Note that these codes only work in single-player missions and custom maps.  

Codes and effect:

TenthLevelTaurenChieftain
 - Plays a special song (WarCraft III: The Frozen Throne ONLY)
WarpTen - Speeds construction of buildings and units
IocainePowder - Fast Death/Decay
WhosYourDaddy - God mode
KeyserSoze [amount] - Gives you X Gold
LeafitToMe [amount] - Gives you X Lumber
GreedIsGood [amount] - Gives you X Gold and Lumber
PointBreak - Removes food limit
ThereIsNoSpoon - Unlimited Mana
TheDudeAbides - Fast spell cooldown
StrengthAndHonor - No defeat
ItVexesMe - No victory
Motherland [race] [level] - level jump
SomebodySetUpUsTheBomb - Instant defeat
AllYourBaseAreBelongToUs - Instant victory
WhoIsJohnGalt - Enable research
SharpAndShiny - Research upgrades
IseeDeadPeople - Remove fog of war
Synergy - Disable tech tree requirements
RiseAndShine - Set time of day to dawn
LightsOut - Set time of day to dusk
DayLightSavings [time] - If a time is specified, time of day is set to that, otherwise time of day is alternately halted/resumed


 

TenthLevelTaurenChieftain - Plays a special song(WarCraft III: The Frozen Throne ONLY)
WarpTen                   - Speeds construction of buildings and units
IocainePowder             - Fast Death/Decay
WhosYourDaddy             - God mode
KeyserSoze [amount]       - Gives you X Gold
LeafitToMe [amount]       - Gives you X Lumber
GreedIsGood [amount]      - Gives you X Gold and Lumber
PointBreak                - Removes food limit
ThereIsNoSpoon            - Unlimited Mana
TheDudeAbides             - Fast spell cooldown
StrengthAndHonor          - No defeat
ItVexesMe                 - No victory
Motherland [race] [level] - level jump
SomebodySetUpUsTheBomb    - Instant defeat
AllYourBaseAreBelongToUs  - Instant victory
WhoIsJohnGalt             - Enable research
SharpAndShiny             - Research upgrades
IseeDeadPeople            - Remove fog of war
Synergy                   - Disable tech tree requirements
RiseAndShine              - Set time of day to dawn
LightsOut                 - Set time of day to dusk
DayLightSavings [time]    - If a time is specified, time of day is
                            set to that, otherwise time of day is 
                            alternately halted/resumed

Hints for Kardel Sharpeye:
--------------------------
Kardel is one of the easiest heroes to control in the game.But you can
turn him into one of the strongest heroes you have ever seen. Kardel is
an AGI type hero so what he needs are agility items. He has low life so 
he is considered "soft" so you need to make him "harder".He is also ranged
and has a slow attacked speed so he needs items to increase attack speed 
and his over all speed.Here are the items that Kardel needs to improve 
himself:

1. Quarter staff-he really needs this thing!
2. Boots of Speed-he is so damn slow!
3. Boots of Travel-composed of Boots of speed-if you have enough money buy
   this thing so that he can teleport himself.
4. Helm of Dominator-comprised of Mask of Death and Helm of Iron will-this 
   will give him life steal and the ability to control creeps.
5. Butterfly-comprised of Eagle Horn,Quarter Staff(that's why you really 
   need it), and the Butterfly itself-if you want to,double this thing so 
   that you have a 60% chance of dodging attacks and it increases your hit
   points too. 
6. Power Treads-Keep clicking it to add up to your hit points or your life.
7. Bracer-composed of Gauntlets of Strength and circlet of nobilty-probably
   one of the most important stuff that you need on Kardel.This thing gives
   Kardel the toughness that he needs.

Tips for Jah'rakal:
-------------------
Level tips: Take only Jah'rakal's third and first skill when you're at the 
starting level of 1-5. Take the last skill when you reach level 6. DO NOT take
Jah'rakal's second skill unless you've already maxed-out your 1st, 3rd, last 
skill and your stats.

Note: Try "Harassment" meaning; simply killing/scaring or putting your enemy
Hero to near-death from the start and not letting him/her level up, this would 
guarantee you a sure win in your 1 on 1 Battle.

Item tips: At your starting level. Try get 3 "Wraith Bands", a "Boots of
Speed or Power Treads (Green= Agility)", a "Ring of Basilius (you may choose
Helm of the Dominator or Mask of Death if you're trying to save-up gold)", and a
"Teleportation Scroll (or 2 Healing Salves instead)". If you have achieved a
high level (level 6 or so). Try saving-up gold for the following items: "Sange and
Yasha", "Buriza do Kyanon", "Satanic", "The Butterfly",
a "Cranium Basher (you may replace this instead with the Black King Bar)", and
the "Eye of Skadi" (you may replace this with the Stygian Desolator or Lothar's
Edge).

A Lot of Gold:
--------------
Press the Space bar the type "-test" and after that type again "-Gold 999999999" 
Eigth 9s because it says on description it was only 4 but if you double it (8) 
That's how you get a lot of money!
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Friday, May 27, 2011

Brink

Set in a nearby future, Brink attempts to do something different with multiplayer gaming by focusing on free-running and parkour. With some good ideas, Brink borders on fun, but its repetition, lack of depth, and graphical problems keep it from being a real contender.

Brink is set atop a floating city called The Ark that has been isolated for over twenty years. A bastion for surviving humans, the Ark is split into two zones, one guarded by security forces, the other by rebels. Brink immediately asks you to choose a side, but, you can take your persistent character through both sides of the bland story, making it pointless. In fact, during character creation, the only permanent choice is a character's facial appearance and their tattoos. Beyond that, you can change your size, look, weapons, class, and faction on a whim. This makes starting multiple characters almost irrelevant, except that experience maxes out at level 20.
There are four classes in Brink, but there's a disappointing lack of definition between them. Due to the nature of Brink's maps, classes require constant changing. One objective might need repairs from an Engineer, while another might have a Medic heal a VIP. But classes don't really play differently. I was often confused when I couldn't drop a turret only to remember I was a Soldier, a class with a different set of skills. There's not much of a chance to pick and master a favorite class.

Brink's one shining aspect is SMART (Smooth Movement Across Random Terrain). Using SMART, holding a single button lets you navigate up walls, over obstacles, and through the game world. Depending on your body size, you can do more or less with movement, but overall this finesse is fantastic. Nothing in Brink feels quite as good as sliding under gunfire into someone, taking them out with a shotgun.

However, it's easy to forget which size your character is in first-person perspective, as movement abilities don't change dramatically. While the Large size allows miniguns and shotguns, they still move only slightly slower than the Medium size. Only Small characters can really burst through levels, leaping off of walls and finding clever passageways. 
Brink offers 50 skills to unlock, but only 20 are assigned to a specific character. While some high-level skills can really augment how the game is played, such as the Cortex Bomb or firing while incapacitated, a first level player can generally compete with a twentieth level player if they know FPS games. No skill choice is set in stone, so the ability to reassign points at any given time is available.

Brink gives experience upon completing objectives, killing enemies, and helping the team. There is no incentive to become a lone wolf -- there are more points for reviving a teammate than going it alone. Brink's lack of stat tracking is glaring, though. The official website will launch a stats page, but otherwise level, kills, deaths, and successes are hidden -- those of other players too.

While Brink's campaign explains both sides of story, the missions don't need to be played in order. Brink's entire campaign can be played solo or online. Any gaps in a match's player count are filled in with bots, which can't really compete with the real thing. The AI always makes a full team push to their objective at the last second, so you always know where to be.


Brink
Slide your way to victory.

You can jump sides at any point outside of a mission, and even general multiplayer just presents the same set of missions, shuffled like a deck of cards. Cut-scenes vaguely indicate a reason to fight. Each faction has a leader and a goal, but neither is very interesting, and the player merely shows up as a background character as other NPCs discuss mission plans and story details.

There are eight maps in Brink, and depending on the faction, the goals are slightly different. Teams either place explosives, hack devices, escort a VIP, or operate machinery on one side, or simply do the opposite for the other faction. Unfortunately, there are only so many ways to tackle these same objectives time and time again on a small number of maps.

Brink's objectives are repetitive, but the level design is better. Because different sizes of characters allow access to different areas, discovering the full breadth of a map will take quite a while. But again, since objective locations never change, I realized there are a finite number of ways to get things done, and grew weary of certain maps. With a game dedicated to the online experience, there truly needs to be more content in this department.
Time plays a huge factor in every match of Brink. While a bomb timer makes sense, there are some truly odd design choices based on an arbitrary ticking clock. For example, when one team needs to save a VIP, the other team's job is to stop them. But when downing the VIP, the team must guard the body lying on the ground for up to ten minutes, just keeping the enemy at bay and waiting for the clock to run out like it's the end of their shift. The waiting is frustrating, especially when dominating a match or if stuck helplessly battling a talented team.

At least the visual design of the overall package looks cool. Brink's elongated characters have a style all their own and leveling up unlocks new clothing options. However, while the art design is cool, the graphical execution isn't on par. During play, Brink suffers from pixelated lines and a murky look, making for a downright ugly game at times. Textures often fail to load properly, and with colored outlines on your teammates and the enemy, the detail in everyone's dress is obscured most of the time.
Closing Comments
An online shooter needs variety, depth, and addictiveness to succeed over the long term. Brink might find a niche with some hardcore fans, but it isn’t for everyone. I'd love to see more of the parkour gameplay, but one mechanic isn't enough to carry an entire game. Brink has heart, but the overall package is lacking.

Killzone 3


With its soldier banter and incredible level of violence, “Killzone 3” plays not unlike an outer space edition of “Call of Duty.” Like those games, most of “Killzone 3” is not about finesse. It’s about complete destruction, finding cover, and blowing up the enemy. The more firepower, the better. You will kill hundreds of Helghast and fire millions of bullets to do so. And you will die over and over and over again, often after being shot by an enemy so far behind cover that you can’t even see them. “Killzone 3” can be frustrating, especially in the early chapters when it feels sometimes like little more than chaos for the sake of chaos, but the game improves significantly after the second hour and the way it delivers in both single-player and multi-player arenas is notable. We have played many a game that got one or the other right but titles that appeal to both single-player and multi-player audiences are rare. “Killzone 3” is such a game.

Killzone 3
Killzone 3
Photo credit: Sony
Technically, “Killzone 3” is stunning. It is the best-looking game of this kind ever made. The graphics are breathtaking, even if most of the backgrounds are variations on the same “war-torn industrial” look. The animation in the cut-scenes is stunning, brought to life through voice work by great actors like McDowell and Winstone. Sadly, the game is kind of like a summer blockbuster in that it’s technically marvelous but the script is pretty thin. Most of the dialogue seems cribbed from a war game textbook and the banter can be somewhat laughable. I swear the last three chapters all start with something like “Let’s finish this.” Again?
The game can also get pretty repetitive. Don’t expect a lot of variety in enemy types even if some Helghast are a bit faster and some carry missile launchers. As for your weaponry, the addition of an Arc Cannon late in the game allows for a bit of variety, but this is one of those games where most of the weapons needed for the specific situation will be sitting in a nice holder waiting for you when you get there. If you want to challenge yourself with a pistol, feel free, but your assault rifle will become your primary weapon of choice.
As for AI, it’s not bad even if it’s sometimes a little omniscient. Except for one chapter built around stealth, the enemy always seems to know exactly where you are, even if you sneak into a room and grab cover. I would pop my head up and it would come off. I wished I had the map/radar that they did. But that’s not unusual in a game like this where gunfire is the key, not strategy. As for variety, there are a few flying missions, one where you use a jetpack, and another with a mech, and most are very well-designed (the mech could have used a little more work and was my least favorite chapter).

Killzone 3
Killzone 3
Photo credit: Sony
The story of “Killzone 3” is relatively brief but intense enough that you won’t feel ripped off by its brevity. I wish there was a bit more emotional involvement — a reason to care beyond saving Earth from total destruction. And I wished for one more unique environment. After the stealth/nature level, it’s all strikingly similar — climb the stairs, find cover, dispense your entire ammo load.
Many of the key settings of the game have been transferred to the multi-player arena, in which Sony offers numerous game types and an impressive amount of unlocking depth. Whether you want to be a Tactician, Field Medic, or Infiltrator, you can play a typical deathmatch mode or, more interestingly, a series of operations like holding certain locations, planting bombs, or even assassinating a certain player on the other team. The multi-player is great, an addiction that could replace your love for “Call of Duty: Black Ops.”
As for the maps, once again, they feel a bit repetitive, but what’s most notable is their size. These things are HUGE, offering an immense variety every time you play them. If two teams hunker down in a certain area, other parts of the map aren’t really going to even be used until, possibly, the next time you play. The spawn points can be a bit frustrating in that a quality squad can lurk near them and really destroy, but this is still a great multi-player title that one hopes will only be enriched by future maps and possibly even game types.

Played purely with a Dualshock 3, which is what I did first because that’s still the way most PS3 players will experience the title, “Killzone 3” is a fantastic game, but one of the more hyped aspects of its release has been the ability to use your Playstation Move to shoot in both the single-player and multi-player portions of the game. I have to admit, I was deeply skeptical. The Move has not fully delivered for this critic and I wondered how a game could keep up the intensity with two controllers (one to navigate and the Move to shoot).
Briefly, it’s not perfect but it’s such an evolutionary step in what we’ve seen before (and what I expected) that this could be the most influential game of the year. Quick movement is still difficult with two controllers but the aiming is seamless. In other words, if you want to play with the Move, adopt a sniper pose because if you’re in the think of it, you’re going to get shot from behind. It’s not yet the way I would choose to play a game like “Killzone 3” but it’s getting there. Motion controls aren’t purely for rail shooters and sports games any more. Will motion controllers be a fad or the future? “Killzone 3” makes the case for the latter. Don’t miss this bandwagon.

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