Have you ever been to Africa? Well if you haven’t don’t bother, cuz with Far Cry 2, you’re on a journey you’ll never forget! You’ll find yourself dropped into a dizzying web of shady clients and paper-thin alliances. All manner of names and faces are introduced during the course of the storyline, but the real star isn’t anyone brandishing a smuggled weapon in search of blood diamonds; it’s the daunting and awe-inspiring 50-square kilometers of African landscape that make up the game’s open-world setting. Aside from providing the opportunity to soak up an amazing sunset, Far Cry 2’s free-roaming terrain brilliantly harmonizes with the first-person combat. The diverse landscape and myriad environmental factors work alongside a wide assortment of weaponry to give you tremendous freedom to approach each mission. Combined with solid multiplayer, Far Cry 2’s sheer breadth of action provides you with plenty of reason to stay lost in the African wilderness despite an underwhelming plot and the occasional sense of tedium in navigating from one location to another on the gargantuan map.
Far Cry 2’s story is filled with potential. You’re a mercenary working for a client who’s sent you to an unnamed African nation engulfed in civil war, and your job is to take out a notorious arms dealer known as “The Jackal.” He quickly proves to be an elusive figure, so you’ll need to begin working for various warring factions that the Jackal has armed so you can trace the supply line back to your target. The two primary organizations at the heart of all this bloodshed are the militaristic UFLL and the revolutionary APR. You’ll spend the bulk of the story working for these two groups, getting to know their power structures, and taking on all of the violent tasks they throw your way. Complicating things is the fact that your character has malaria, which means you’ll need to occasionally play nice with the more ragtag Underground, the only group with the medical connections necessary to keep your potentially life-threatening symptoms at bay.
Each story mission can be played in multiple ways. There are 12 potential buddies randomly scattered throughout the storyline who you can befriend (nine of whom are available to choose as your silent protagonist), and they’re often keen to tack on their own interests to the quests handed out by the UFLL and APR. Instead of just taking out a target, you have the option to earn extra reputation points by working alongside your buddy to first squeeze any remaining assets from the soon-to-be-deceased. This also earns you the ability to increase your level of companionship with that buddy. It’s a neat reward, but it doesn’t shed much light on their backgrounds. But that’s par for the course; the main story is delivered in such a rushed, quick-and-dirty way that you never feel very involved in the game’s overarching conflicts. The plot is less Blood Diamond than it is early Grand Theft Auto, a long roster of changing faces that scroll by far too quickly to capitalize on the politically charged setting.
Although disappointing for a single-player campaign that could easily drain more than 30 hours of your time, any shortcomings in the plot are mostly forgivable thanks to Far Cry 2’s overall structure. The game is organized in a way that provides a daunting amount of freedom to explore, earn currency, and wreak havoc on the game’s landscape and its denizens
Visually, Far Cry 2 is a stunner. Though not as technically amazing as the jungles of Crysis, Far Cry 2’s depiction of the sprawling African wilderness makes up for it with environmental diversity and intimidating scale. Several landscapes are represented here: dense forests, rolling plains, arid deserts, craggy badlands, and even shantytowns and hut villages. You’ll see trees swaying, the charred remains of a brush fire, and several forms of wildlife running around. It all looks incredible in the transitional period of the day-night cycle when the sun is falling or rising through the horizon and everything is cast in a warm glow. The game also sounds great, with tribal music accompanying you at all times, from a relaxing ambience in calm situations to a rapidly escalating roar of drums in battle. The voice acting during mission briefings feels strangely hurried (as if it’s some trick to squeeze more dialogue onto the disc), but that’s largely offset by excellent enemy banter during combat.
Overall, Far Cry 2 is a game in which you can quite literally get lost for hours at a time. But that feeling of exploration is precisely what makes the game so much fun; your creativity never feels stifled when approaching a mission, and the game’s overall structure of side tasks, friends, rewards, and upgrades is a diverse ecosystem rivaling the landscape itself. No matter whether you’re a PC fan whose played through the similarly structured Crysis or a console owner new to the world of open-ended first-person shooters, you won’t be disappointed by Far Cry 2.
After so much waiting and hype and previews (read our Command and Conquer: Red Alert 3 Preview here), here it is…Finally! Command & Conquer: Red Alert 3 is, in a way, not a direct sequel to the events of Red Alert 2. Apparently after Albert Einstein went back in time to kill Hitler, inadvertently creating an alternate time line in which the Allies are battling the Soviets for control of Europe, the Soviets, facing defeat, have gone back in time to kill Einstein and remove his history-changing inventions (like the A-bomb) from the equation (LOL). This creates an alternate-alternate time line in which the Soviets were winning until the Empire of the Rising Sun came out of nowhere to claim world domination for Japan. Makes sense? Who cares!! Because this is such an awesome game!!
Red Alert 3 continues the venerated Command & Conquer traditions of fast-paced gameplay, innovative unit design, and completely over-the-top full-motion-video cut-scenes. Make no mistake…The game play is top notch. A trio of factions — the U.S.S.R., the Allies (i.e., NATO), and the new Empire of the Rising Sun –
pit their unique abilities and units against each other in three separate single-player campaigns (skirmish and online deathmatch are also available). One of the absolute niftiest innovations in Red Alert 3 is the cooperative structure of the campaigns; gone are the days of RTSing alone — instead, you always have an ally building bases, striking the enemy, and harvesting ore right alongside you.
A (very) basic interface allows you to issue (very) basic orders to the procession of colorful A.I. allies you’re paired with, and they typically do a (very) sufficient job of helping out. But in a stroke of sheer dopeness, Red Alert 3 allows you to jump online and play through the entire campaign with a sack of meat just like yourself. When this seamless integration between the single- and multiplayer aspects of Red Alert 3 works, it’s a truly revolutionary thing.
Although the single-player/co-op campaign is great, multiplayer should give Red Alert 3 the same longevity that Tiberium Wars and Kane’s Wrath have enjoyed. This is where the strengths and weaknesses of each unit become clear, and where distinct faction differences are even more palpable. For example, should you play Empire, you’ll find that the lack of early-game antiair units makes you extremely vulnerable to Allied air
attacks. As a result, immediate base harassment is all but necessary, unless you want your ore collectors and refineries to face early retirement while you spend funds on tech that will unlock the necessary units. Compared to previous Command & Conquer games, Red Alert 3 matches are more measured, thanks to the slower economy. This means fewer early rushes and greater emphasis on scouting, as well as a better
chance to get the most interesting units into the mix. The big game-changer here are special powers, which can be terribly devastating and can dramatically turn the tide of the match.
Along with buoyant visuals comes an upbeat soundtrack featuring a fun mix of ambient music and rocking battle cues, not to mention an array of boisterous explosions. Although much of it is unremarkable, there are some real standouts used during the campaign, such as a flowing new-age track used in Soviet missions, and some jolly Asian-inspired themes that set the mood during the Empire campaign. And what would a Command & Conquer game be without fun unit responses? When special unit Natasha asks if you like her scope in that thick, fake Russian accent, it’s hard not to let out a guffaw.
A few problems aside, Red Alert 3’s cooperative campaign and cool new faction offer plenty of enjoyment for players who don’t mind a little cheese with their meat. This isn’t exactly the genre’s next step forward, but it’s a slick and entertaining evolution of a classic franchise that’s hard to dislike. Rest assured, that quirky exterior masks a strong campaign and an equally substantial multiplayer component that will keep you and your dolphins’ busy well into 2009.
I’m a big fan of using Voice Recognition Software, especially since I suffered from RSI (repetitive Stress Injury), years ago. I’ve started using Dragon Naturally Speaking 8 and presently use 9. When I heard that Dragon Naturally Speaking 10 was out, my eyes lit up and had to grab myself a copy!! So how does this new version stack up? Read on.
Firstly, version 10 is supposed to be 20 percent more accurate than its predecessor, both which supposedly offers greater than 99 percent accuracy, which is great for me, because I found a few words worked better with this version. But what really got me going on this, is the fact that it supports noise cancelling headsets and microphones. I’m using a Panasonic noise cancelling head phone set which I picked up for about $26 and its really awesome! It can also be used with Bluetooth noise cancelling microphones and ups the speed to about 150 words per minute, which works fantastic for me!! As per the site, while I’m yet to try this, it can transcribe wav and mp3 files from a recording device. So which pretty much means, I can collect my thoughts through out the day and get it all converted to text by just playing it back! This is a fantastic feature especially for bloggers!!
If you also take the Dragon’s typing speed test! , you’ll get a hang of how fast or slow you need to go. I think it’s totally awesome, the progress DNS 10 has made and trust me, when you get your hands on this, it’s totally worth it!
Any downsides? Yes. It was quite a hassle on Vista 64 bit, but was a breeze on Windows XP. I still haven’t installed it completely on Vista, so will plan on doing that soon. Check out other Dragon Reviews too.
Its been such a long time since have taken a crack at any of the DMC series and well it had to be on the PC. It’s almost such a perfect game for the PC, I wish other game makes would bring out their consoles
anyway, this is a short review cuz, Ryan is still playing with it and he’ll make edits to this post once he’s done… Graphics - 8 (huge difference between DX 9 and DX 10), Gameplay - well its just AWESOME!
Now the downside…it’s all too easy. Even in difficult mode.
Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It’s also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it’s impossible to extricate one from the other. It’s likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It’s difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.
Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You’ll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It’s impressive enough that these scenes look as good as any prerendered cinematic you’ve ever watched. It’s even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them–and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.
Talking about what, exactly, is going on in the plot in the midst of MGS4’s grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot’s newest plans. This is Snake’s final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake’s deteriorating body creates tension and gravity even beyond the series’ usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You’ll also bear witness to a few reunions–some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn’t really MGS4’s strong suit. But it doesn’t need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don’t work, developer Kojima Productions was wise to err on the side of melodrama.
The gameplay proper is familiar to fans, but it’s been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you’ll probably finish the campaign without using many of them. Yet, quality wasn’t sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes.
Not that you don’t have all the tools for completely avoiding your enemies if you choose that route. Snake’s got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you’re prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it’s also a cool visual effect. Eventually, you’ll be able to camouflage Snake’s head, and a few of the available camo options are bound to stir some fans’ nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard.
Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you’ll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you’re rarely strapped into a single style of play. Shooting your way through requires more thought and care than you’d put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you’d rather sneak, you never have the impression that stealth was shoehorned into a game that’s meant to be played as a shooter. Sure, you’re Solid Snake–you’re not supposed to get caught. But if you’re stuck in a jam, breaking stealth isn’t a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful.
You’ll need to keep an eye on Snake’s stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won’t be able to hold up your weapon or rush for cover. This doesn’t happen often though, and while you’ll need to keep a close eye on your health for obvious reasons, you won’t need to pay too much heed to psyche.
The gameplay and story would, perhaps, not be as effective if Metal Gear Solid 4 did not look and sound so impressive, but truth be told, it’s an amazing piece of technology. From the gritty textures of concrete walls to the effective lighting and shadowing, there are few aspects you could reasonably fault. In the biggest battles, billows of smoke fill the screen and blood splatters against the camera–all while meticulously designed helicopters fly overhead and ad-hoc team members take potshots from behind grungy dilapidated vehicles. Yet in the midst of the visual drama, it’s the little things that are likely to provoke awe. Small details, such as how Snake rubs his sore back when his stress levels get high or the authentic manner in which he ascends staircases, create as much atmosphere as cluttered underground tunnels and war-torn Middle Eastern cities. You will have to wait through some scattered install periods (just under 20 minutes worth, in total) and the occasional loading screen, and you may find some frame rate drops and low-res textures here and there, but these aren’t issues in light of MGS4’s impressive graphical accomplishments.
The sound design comes together nearly as well. The soundtrack on its own is rather pompous, but in context, it works just fine to create the appropriate mood for any given cutscene or battle. The voice acting follows suit but succeeds far better. Because the growling voice of David Hayter’s Solid Snake is so good, the rare hamming from the mostly excellent supporting cast is easily forgotten. But the sound effects are unforgettable and excellent across the board. The Gekkos emit blood-curdling moos like gargantuan cows, explosions are outstandingly obnoxious, and everything from the clicks of the Solid Eye to the laughter and screams of the beastly bosses are top-notch.
On top of it all, Metal Gear Solid 4 offers some enjoyable online 16-player action to complement its superb single-player experience. Deathmatch and Team Deathmatch are represented, of course, and they play just fine, assuming you don’t approach the online component as a standard shooter. The maps are beautifully rendered and packed with detail, and while not every mechanic is as wonderful in multiplayer as it is in single-player (hiding in your cardboard box won’t usually get you far, for example), it’s all good fun once you adjust to the pace. The multiplayer star, however, is sneaking mode, a Team Deathmatch variant in which one player plays as Snake and another supports him as the Metal Gear Mk II. Shooting others is amusing–but sneaking enthusiasts will enjoy the violent, stealthy game of hide and seek you play as Snake. Playing support is equally entertaining because as Mk. II, you can go invisible, creep up on other players, and zap them with your electronic tentacle. It’s a blast. Other modes include base mission, in which teams compete to conquer bases; a capture and defend mode; and rescue mission, which is similar to the same mode in Metal Gear Solid 3: Subsistence. Unfortunately, the process of creating an online account is laborious, so expect to take a few minutes to enter a litany of information (a pain if you aren’t using a keyboard). Thankfully, the variety of customization options and sheer numbers of players online mean that this process is quickly forgotten.
If the story-heavy presentation of previous Metal Gear games taxed your patience, Metal Gear Solid 4 won’t change your mind. For anyone who appreciates games that rise above the simple act of pushing a few buttons and pulling a few triggers, Metal Gear Solid 4 is a stimulating ride that you won’t soon forget. You’ll want to see what happens next, yet when its long campaign draws to a close, you’ll wish it would continue. That’s not just because it’s a well-told tale, but because that tale is woven through a thoroughly impressive game that tops its predecessors.
When Mass Effect was originally released last November on the Xbox 360, it unveiled a vast, beautiful galaxy populated by diverse, fascinating alien races. Players stepped onto this stage as Commander Shepard, a hero at the vanguard of humanity’s ascension in the arena of galactic politics, and thus began an epic story bolstered by engaging characters and rich, branching dialogue. Exciting combat and robust skill management completed the package, but it was not without flaws. Many small issues have been addressed in the PC release, and the result is a more streamlined, more playable version of one of the best role-playing games in recent memory.
The bulk of Mass Effect remains the same, so for our thoughts on the story, character customization, dialogue, quest structure, and combat abilities, please read our review of the 360 version. This review will focus on the PC experience and how it differs from console play.
None of the changes are drastic overhauls, but they do have an appreciable effect on the gameplay. One of the biggest tweaks is to the combat system. In the 360 version, you have to temporarily pause the action to use any weapons or biotic/tech powers beyond the one you currently have equipped. On the PC, this pause is still available, but weapons and powers have been consolidated onto one screen, along with squad commands which you can now issue inidividually. Pressing the space bar will bring up a heads-up display where you can change weapons or powers and issue commands to your squad. Odds are you’ll use this pause very rarely, because your weapons are mapped to the function keys and your biotic/tech powers can be assigned to the number keys.
Without frequent pauses, Mass Effect further distances itself from the ponderous, tactical feel of combat in previous BioWare role-playing games. Instead, it feels like a bona fide third-person action title. Gunning down small groups of enemies while barely breaking a stride is still immensely satisfying, as is blasting your way out of larger pitched battles–only now you can unleash multiple tech or biotic attacks on the fly. You can dart out from cover, take down enemies’ shields, and explode their weapons–all while shooting them–and be back behind cover in a matter of seconds. The real reward of this faster, more fluid action is the sense of power it imbues. Wielding your formidable abilities with ease really makes you feel like the badass warrior you were meant to be, and it makes combat more exciting and fun.
Unfortunately, all those tech and biotic power animations flying around can cause the frame rate to suffer on less than godly computers. This will really only happen during battles with numerous foes, and though it isn’t much more than a brief stumble, it’s distracting. Slightly more distracting are the frequent in-game load screens. Masked by long elevator rides on the 360, load times have actually decreased in length but increased in frequency for the PC version. Elevator rides are shorter, but you’ll often be ambushed by a two- to four-second pause (the screen dims and a small “loading” icon appears) when you’re coming up on a battle or entering a new area. Again, these pauses are brief enough that they don’t bring things to a screeching halt, but they are a bit of a nuisance.
A few other tweaks have positive effects on the game. The inventory system is much easier to manage with a mouse and keyboard, and long lists of items won’t reset to the top every time you sell something near the bottom. The Mako vehicle sequences are easier to manage thanks to the implementation of dedicated forward and reverse buttons in place of the 360 version’s viewpoint-dependent controls. A new hacking and decrypting minigame, in place of the old button-matching one, is both more interesting and more suited to the game: You must move a small arrow through concentric circles to reach the core while avoiding stationary and rotating barriers. It’s generally easy to accomplish once you get the hang of it, but the time limit and tricky perspective shifting help keep it entertaining. Keyboard hotkeys allow quick access to the map and squad upgrade screens, and the quicksave button is a great way to ensure you won’t have to do too much backtracking. They aren’t big changes, but the aggregate benefit is definitely noticeable.
All the things that made Mass Effect great on the 360–the story, the conversations, the galaxy, the combat, the soundtrack, and the characters–are still great on the PC. The changes that have been implemented don’t radically alter the game in any way, but they have enough of a positive impact to make it easy to recommend the PC version over the 360 version. On top of that, BioWare is offering the downloadable expansion “Bring Down the Sky” free to PC players, though at the time of this review that content was not yet available. Whether you’re a seasoned Spectre looking to suit up again, or a newcomer who has never set foot on the Normandy, the refined PC version is your best choice for experiencing this excellent game.
So after watching Iron Man the movie, there was just 1 thought in my head: Blockbuster summer film hits theaters. Mediocre video game tie-in hitches along for the ride.
The Game Plot: Weapons mogul Tony Stark is kidnapped by militants in the Middle East and forced to build a superweapon. Instead, Stark creates the Iron Man armor and escapes. After returning home, Stark decides to cease weapons production and destroy the remaining remnants of his arsenal. (read LAME)
Sega handles the game’s star pretty well. The armor glimmers brightly. His three main weapons — hand repulsors, missiles and a unibeam from his chest — are fun to use. The first time you grab an oncoming missile and thrust it back is gratifying. Manipulating Iron Man in the air is tricky, especially when switching between flying and hovering, but becomes easier to grasp as you advance.
Unfortunately, the ‘one-man army’ wastes his capabilities fighting in shoddy landscapes against buffoons for enemies. Every level looks awful. Mountain ranges have no depth, while city skyscrapers resemble miniature models.
Opponents are easy targets. Rarely do they maneuver away from your line of fire. The lock-on feature only exacerbates the issue, allowing you to mindlessly hold down your fire button while zipping around enemies as the reticle automatically flips to your next target.
Missions are absolutely lame. Here’s your basic breakdown: Destroy x number of targets, then annihilate a larger, more difficult entity.
Iron Man in Action (IGN)
At the end of one level, for example, Iron Man must destroy a heavily armored Stark tank. After firing a barrage of missiles, the tanks rumbles down a desert path and eventually just stops in front of a wall. From there, you can stand on the tank and punch out the power core until it’s defeated.
As you conquer levels, you’ll earn cash rewards to go toward armor upgrades. But when you consider the quality of opponent, you don’t really need them. Additional armors are available in One-Man Army mode, in which Iron Man must defeat a series of foes within a specific timeframe.
What sucks is that when you’re not getting 15 missiles up the ass, it can actually be pretty cool to be Iron Man. The shoulder buttons control flight, hover, repulsors and your unibeam, while the face buttons are your secondary weapons and melee commands. Once you get into a game, the scheme feels like second nature and it’s pretty cool to see Iron Man with his arms at his side flying through the air as the sun reflects off his suit. When you’re sitting down to play in a world built around a superhero who can fly all over the place, there’s always that fear you’re going to slam into the edge of the “battle zone” or something equally as lame. For me, that didn’t happen with Iron Man. Sure, there are ends to the maps, but they’re not close to where you’ll be playing, so you’ll actually have the feeling that you’re part of a massive world.
The problem with Iron Man is that at some point someone sat down and said “You know what would be fun? Drop players into situations where they have to do repetitive, meaningless tasks and then add respawning, overwhelming douchebags.” That’s a shame. Flying is fun, the upgrades are neat, and the game can look good. However, these pros are outweighed by the aforementioned frustration, crappy storyline and lame cutscenes. You never feel like Iron Man in this game, and if you’re like me, you never feel like you’re having fun.
A superb single-player story mode and online support for up to 16 players make this the best Grand Theft Auto game yet
The Good
* Superb character-driven story
* Liberty City really does feel alive
* Multiplayer modes that let 16 players go wild across the entire city
* Genuinely funny radio and TV shows, comedy acts, and character dialogue
* Controls are much improved over previous games.
The Bad
* Occasional problems with friendly AI
* Some minor visual quirks.
In case you haven’t guessed already, Grand Theft Auto IV is a game that you simply have to play. The single-player game, which you can still play long after you complete the story, is the series’ best by far, and the multiplayer features are good enough that you’ll likely have no problem finding people to play with for many months to come. The minor flaws that you’ll experience are no more difficult to overlook than those in previous GTA games, and they’re greatly outnumbered by the features that will impress and surprise you anytime you think you’ve already seen everything that the game has to offer. There’s lots to see in Liberty City, so you’d best get started.
Yes ! it’s official…SmackDown! vs Raw ‘09 is coming soon!! THQ will be releasing editions of the game on nearly every current platform, including the Xbox 360, PlayStation 3, PlayStation 2, PlayStation Portable, Nintendo DS, Wii, and mobile.
What we do know is the new game will unleash a brand new tag team experience, allowing players to build momentum and attributes, eliminate opponents with high impact double teams and finishers, as well as get the “hot tag” for the win. Also Co-op play for the storyline mode along with downloadable content! It’s also going be making its debut on the Nintendo Wii this time around! yay Wii!
Also, you might want to look at their system requirements:
Minimum system requirements
OS - Windows XP or Windows Vista
Processor - 2.8 GHz or faster (XP) or 3.2 GHz or faster* (Vista)
Memory - 1.0 GB RAM (XP) or 1.5 GB RAM (Vista)
Video Card -256 MB**
Hard Drive - 12GB
Sound Card - DirectX 9.0c compatible
Recommended System Requirements
OS - Windows XP / Vista
Processor - Intel Core 2 DUO @ 2.2GHz or AMD Athlon 64 X2 4400+
Memory - 2.0 GB RAM
GPU - NVIDIA GeForce 8800 GTS/640 or similar
* Supported Processors: Intel Pentium 4 2.8 GHz (3.2 GHz for Vista) or faster, Intel Core 2.0 GHz (2.2 GHz for Vista) or faster, AMD Athlon 2800+ (3200+ for Vista) or faster.
** Supported chipsets: NVIDIA GeForce 6800 GT or greater; ATI Radeon 9800 Pro (Radeon X800 Pro for Vista) or greater. Laptop versions of these chipsets may work but are not supported. Integrated chipsets are not supported. Updates to your video and sound card drivers may be required.
Yes, we do write paid posts because nothing is free these days. As the owner of the site, it gives me great pleasure to write on this site and ensure its continued quality for all our readers.
-The Game Druid