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Need for Speed: Hot Pursuit (2010)

Posted by GameIsLyf Friday, July 30, 2010 0 comments


Developer: Criterion Games,Exient (Wii)

Publisher:Electronic Arts

Series:Need for Speed

Platform: Microsoft Windows, PlayStation 3, Xbox 360, Wii

Release date: NA November 16, 2010,EU November 19, 2010

Genre:Racing

Mode: Single-player, multiplayer

Need for Speed: Hot Pursuit has been described as a "revolutionary" addition to the Need for Speed franchise and is scheduled for release in North America on November 16, 2010, and in Europe on November 19. Criterion Games, the developer behind the Burnout series, is the latest studio to take on the Need for Speed franchise with Hot Pursuit. Following on from Slightly Mad Studio's racing sim Need for Speed: Shift, Hot Pursuit will return to the arcade gameplay of the original games in the series. At its core, it's cops versus racers--one player chases, the other tries to get away--which is wrapped in all the style, explosiveness, and online-centric features we've come to expect from the studio.




Gameplay:

Hot Pursuit goes back to the Need for Speed series' roots and takes on the gameplay style of earlier "Hot Pursuit"-titles in the Need for Speed franchise with exotic cars and high-speed police chases. It is primarily inspired by the original Need for Speed on 3DO. Hot Pursuit lets the player play as either a cop or a racer and will feature a full career mode for both roles. The relationship between the cops and racers is described as "a dog chasing down a rabbit" with the cops being more powerful compared to the racers. Each side has several power-ups including calling for roadblocks and radar jamming.[6] Hot Pursuit also features a new social interaction system called "Autolog" described as "Facebook for the game".[5] The game features both single-player and multiplayer game modes with up to eight players; as an option to live multiplayer racing, player can post records and achievements on the Autolog-feed for friends to see, which they then can try to beat. Autolog also contains an experience system called "Bounty". So far the only game mode revealed is "Interceptor 1 vs 1", where one cop chases one racer, but more game modes are to be revealed.

The driving model of the game is described as "fun and accessible", meaning for example that the player should be able to pick up the controller and drift around a corner at 200 miles per hour (320 km/h) after 10 seconds of playing the game. Its not as unrealistic as Burnout Paradise, but far from a simulator. All cars in Hot Pursuit are licensed real-world supercars, and the carlist is described as "all the cars you dreamed of driving, in the way you dreamed of driving them". Most cars will be available to both racers and cops, but a few will be exclusive to each side.Also exclusively featured in the Hot Pursuit is the Porsche 918 Spyder. Ferrari however, last seen in a Shift DLC-pack but notably absent from all other Need for Speed games since Hot Pursuit 2, will also be absent of Hot Pursuit. Other features include the player being able to add custom soundtracks to the game.

Last Words:

EA has given release dates for the game as November 16, 2010 for North America, and on November 19, 2010 in Europe. There will also be a Wii version, although it will be developed by Exient. Be sure to keep an eye on gameislyf.blogspot.com for more on Need for Speed: Hot Pursuit as we get it, as well as all the coverage from the show direct from Los Angeles.

Hydro Thunder Hurricane

Posted by GameIsLyf Wednesday, July 28, 2010 0 comments

Hydro Thunder Hurricane is racing game.Remember Yaris for Xbox Live Arcade? No? Good. It was undeniably the low point for downloadable racing games on Xbox 360. Finally XBLA gets something to wash the taste from your mouth for good: Hydro Thunder Hurricane. Upstart developer Vector Unit didn't actually start out making a Hydro Thunder title, but Microsoft liked what it saw, licensed the rights to HT and made the decision to resurrect the franchise.

For the uninitiated, Hydro Thunder was an arcade game from the late nineties that drew in crowds with its transforming, jet-powered speedboats and courses that felt inspired by amusement park thrill rides. Hydro Thunder Hurricane doesn't deviate from that blueprint, and while gaming hardware has changed, fun hasn't. And Vector Unit was clearly keeping that at the forefront in designing Hurricane.



Powerboat racers are, in this day and age, not particularly plentiful, so you are a little rusty for your first couple of races, but the variety of boats and their noticeable handling differences helped you get your sea legs back pretty quick. Before long you are thundering through the likes of Asgard, a monster-filled island, and Tsunami Bowl, a wild, man-made venue that's built purely for speed.

once you re-familiarized yourself with the basic gameplay (including the ever-important collecting and using of boost, and boost jumping) you are having a blast. The tracks are white-knuckle rides, brimming with their own personality, dynamic set pieces and particular challenges, not to mention a wealth of shortcuts.

You really like the point system that's used in unlocking more courses, boats, paint jobs and challenges. It's very much like the one used by Split/Second, one of your favorite modern racers. Points are awarded for landing in the top three of each race, and the races can be re-entered to earn more (and, if necessary, place higher). There's something really satisfying about checking the post-race results, watching the points get tallied and seeing various unlocks pop up on screen, even when you don't take gold. It's a nigh-constant stream of gratification in Hurricane.



At the same time, You can't really draw a comparison to the full-price, big-budget likes of Split/Second when talking about the visuals. Don't get us wrong. It's not a bad looking game, it's just not at the head of the pack. It's fast and vibrant, but the water is an undeniably important part of a boat racing game could have looked a lot more realistic given the 360's capabilities, ditto for the lighting.

On offer apart from the single races are the speed and precision of Ringmaster, which challenges the players. As its name suggests race through rings, and Gauntlet, which litters the course with exploding barrels that have to be avoided. Lumped together with Tournament modes that collect several smaller events, they make for fun additions that definitely give Hurricane staying power, especially with leaderboard junkies.



But it's when racing against other opponents that the experience is at its best, riding in their wakes to "draft" them and boost jumping over them. The AI competitors offer a decent challenge, although more than a few times you caught them getting lost in more wide-open sections of some courses. Funny enough, these were spots where you would also gotten stuck, so maybe they're more human than most computer-controlled opponents. Not-so-funny: The announcer / co-pilot who's devoid of any genuine enthusiasm and just will not shut up about the fact that you really, truly should use your boost. The online experience , which includes straight-up races and a team-based "Rubber Duck" mode, in which two players are said duckies and the other racers are out to stop 'em seems to be about what you'd expect (our ability to test them was limited, this being pre-release code and all).

This is a great, content-rich title that truly puts the "arcade" in Xbox Live Arcade. There are better retail racers, but Hydro Thunder Hurricane is a dynamite download.

APB: All Points Bulletin

Posted by GameIsLyf Tuesday, July 27, 2010 0 comments

Developer(s):Realtime Worlds
Publisher(s):Realtime Worlds

Distributor(s):Electronic Arts
Designer(s):David Jones

Engine: Unreal Engine 3
Platform(s):Microsoft Windows

Release date(s):NA June 29,EU July 1,UK July 2, 2010
Genre(s):Action Pay to Play Multiplayer online game

Mode(s):Multiplayer online game
Rating(s):ESRB:M,PEGI:18
Media:DVD

APB: All Points Bulletin is a Multiplayer online video game for Windows.The Games based on urban sprawls and featuring two sides, Enforcers and the Criminals. Players can join either the Enforcers or the Criminals, and form sub-groups in these. The game design is led by David Jones, who contributed to the original Grand Theft Auto and Crackdown, and is being developed by Realtime Worlds. It was released on June 29, 2010 in North America, followed by a July 1 release in Europe and July 2 in the United Kingdom.

Gameplay:

The game takes place in a modern-day, fictional city of San Paro where there is a constant battle between "Enforcers" and "Criminals", and the player will need to decide to which Faction they want to belong.
Other activities involving missions within the game allowing the player to earn extra money, which then can be used to upgrade weapons, vehicles, and their character appearances, all which influence the game itself. For example, several Criminal players may rob a convenience store within the game; the game will then seek out one or more Law Enforcement players of equivalent skills and other criteria, and will issue an all-points bulletin for them to stop the robbery.
The camera focuses on the character from above the shoulder the currently equipped gun is held in, allowing the player to peek around corners before they lean around to shoot. The player can also zoom in using right click to get a better aim. Weapons cannot be bought straight away from NPC contacts. The player must achieve different goals to unlock the purchase of weapons, varying from completing a certain number of missions successfully, to achieving a high enough standing with a contact or organization. Contacts sell upgrades, equipment, weapons, vehicles and clothing. Ammunition can be bought from a Joker vending machine, which scattered around the 3 districts. Players cannot normally attack each other unless they are enemies or allies in a mission. This prevents death matching and griefing.
Depending on faction, players will have either a prestige or notoriety level, going from 0 to 5. This level goes up as the player successfully performs actions that help their faction's cause, such as killing players of the opposing faction, completing missions successfully, or by doing actions unique to their faction, such as mugging pedestrians for criminals, or arresting criminals for enforcers. The level decreases as the player hinders their faction; for instance, teamkilling, dying, and destroying city objects as enforcers. At level 0, a player is free to do as they please, and will not have enemy players dispatched against them. At level 1, the player receives slightly greater rewards from missions, as they are attracting attention to themselves, and enemy players will be dispatched against them if they witness them performing certain actions. At level 2, the rewards are increased even more, and enemy players may be dispatched against their missions. At level 3, enemy players may be sent against the player regardless of actions, as they are proving to be too much of a problem for the enemy, and rewards are increased further. At level 4, the player will receive increased rewards for being able to handle enemy players effectively, and still complete their objectives, but enemy players will still be dispatched against them. At level 5, the player has a bounty put on their head, which allows them to interact with any player on the server. They can be killed by any criminal or enforcer, but a bounty player can kill anyone on the server. All rewards are greatly increased for a person with a bounty for being able to achieve goals while under extreme pressure. When someone kills the bounty, unless they are an enforcer killing a fellow enforcer, the killer receives a large money and standing reward for being able to kill such a high-threat player. A bounty can be removed by death, or by reducing prestige/notoriety enough to reduce the level to 4.
APB also claims it will be the first Multiplayer online game title where the player's skill determines the character's progression, as opposed to the normal model of time investment.
At Game Developers Conference 2009 it was announced that Vivox would be providing voice chat for the game, the software allows players to customize the voice of their characters with voice fonts, and also to communicate using 3D positional audio.
It has also been revealed that you will be able to synchronize music from your hard drive to the in-game radio. If another player owns the same song being played, it will appear as an ambient sound from your car. However, if the player in question does not own the song: Last.fm will automatically match the track with any similar artist.

System requirements:

Platform:Windows XP or later,
Processor:Dual-core 2.13 GHz or equivalent
RAM Memory: 2GB
Video Card: nVidia GeForce 7800 - 256MB or equivalent
Hard Disk Space: 15GB disk space
Others: Headset and microphone recommended. Broadband internet connection required.

Age of Conan: Rise of the Godslayer is a fantasy-themed game.

There was a lot of excitement when Age of Conan: Hyborian Adventures first came out. It was a somewhat-gritty, adult-oriented MMO set in an established universe. The visuals were sharp, the combat system was different, and there were mammaries. The first part of the game was highly polished, with solid voice acting, plenty of quests and a relatively gentle learning curve. Then, as people progressed to the later zones, the content petered out and there was little for players to do. This resulted in players unsubscribing by the thousands, closures of over half the game's servers and millions of dollars in losses for Funcom. Yet the game survived, and Funcom retained enough staff to produce regular content patches as well as Age of Conan's first expansion, Age of Conan: Rise of the Godslayer.

Rise of the Godslayer, being an expansion, brings a slew of new features to the fold. The brand new continent of Khitai, accessible from a caravan master in Stygia, contains five zones. The first, Gateway to Khitai, is designed for level 20 to 40 players, while the rest are designed for players who have reached the level cap of 80, and tuned to accommodate for players with above-average gear. Along with the new areas come additional dungeons, hundreds of quests, and ten factions to ally with or fight against. You can make a new Khitan character, although the only functional difference between a Khitan and any other is the selection of classes you have available. There are no new classes or professions and no change to the level cap, but there is a new alternate advancement system.



Alternate advancement (or AA), which works separately from the feats, gives you points from pretty much anything you do and puts them into its own pool. After you accumulate one million points, either from player-versus-player (PvP) or questing and player-versus-environment (PvE) you gain four AA points to spend on perks. Points awarded for PvP are different from points awarded for PvE and can be spent on perks that improve your character in their respective area. Both PvE and PvP take the same number of points to advance, so if you're on a PvE server then PvP is extremely sparse and you'll either have to use 'mastery' points (one of the four points awarded can be used for either PvP or PvE) or the second method of AA advancement, time. After reaching level 80, players can select any perk and, for each point it costs, it will take 18 hours to train, regardless of whether or not you're playing, a la EVE Online. The system, although slow to get anything out of initially, is simple and easy to use, and earning perks even while you're not playing is a nice addition. The PvP and PvE point distinction works well in theory but in practice somewhat limits the options of players on PvE servers.

Perks range in usefulness. Some have decent passive benefits while others will depend on your group makeup and situation. Many give you almost unnoticeable benefits at lower ranks, but as ranks increase (which can take many hours) you can actually perceive a difference. Being able to choose only 2 perks max from each of the three tiers makes the system quite interesting, and means that even with a cookie-cutter spec on your character, your perks could set you apart from another. Perks were certainly the driving force for me while playing, and as my perk bar slowly filled, I found myself trying to track down more quests to speed the process up. All the while, another perk was slowly ticking away with the time system.



The difficulty level in Khitai is a noticeably higher than in the old country. Unless you're very well geared, you're probably going to need a few perks under your belt before you will be able to tackle Paikang, the 'final' and prettiest open-world zone of Rise of the Godslayer. That's not to say that the rest of the zones aren't pretty. Each of the new areas is much larger than any previous open-world zone in the game, and they are filled with quest-targets. It is rare to find an enemy that isn't somehow linked to a quest somewhere.

Most of the quests are also designed to be completed in bunches. One might have you destroy bodies in a river, while another will have you slay many enemies in the same area. If you're diligent about picking up quests, regardless of where you are or what you are doing, chances are you're completing one of them. This makes it feel like you're constantly accomplishing things. The factions you join determine who your quest-givers will be, and what quests they give you, and as you complete quests for them, you'll gain their favor. Gaining favor with one faction pushes you down with another, though, so it's important to choose your factions carefully at the start.



Minimum System Requirements for PC Game – Age of Conan: Rise of the Godslayer
OS: Windows XP SP2 or Vista
CPU: Intel Pentium IV/AMD Athlon 3200+ or higher (Speed: 3 GHz/2.1GHz)
RAM: 2 GB
HDD: 27 GB free disk space
Graphics: 128 MB Graphics Memory with Shader 3.0 support
Sound Card: DirectSound compatible
DirectX: Version 10

Supported Graphics Cards:
Nvidia Quadro
5600 or higher or better

Video Card Features:
-Video Ram: 128 MB
-Video Card 3D Acceleration: Required
-Video HW Transform & Lighting: Required
-Vertex Shader Ver: Required – 2.0
Supported – 2.0, 2.0+, 3.0
-Pixel Shader Ver: Required – 2.0
Supported – 2.0, 2.0+, 3.0

Developer(s): Traveller's Tales
Publisher(s): Warner Bros. Interactive Entertainment
Distributor(s): Time Warner
Platform(s): Microsoft Windows, Nintendo DS, Wii, PlayStation 3, PlayStation Portable, Xbox 360
Release date(s): NA June 29, 2010
EU June 25, 2010
AUS June 30, 2010
PlayStation Portable
NA June 29, 2010
EU August 05, 2010
AUS June 30, 2010
Genre(s): Action-adventure
Mode(s): Single-player, Multiplayer
Rating(s): ESRB: E10+
OFLC: G-PG
PEGI: 7+
Media: DVD, Blu-ray Disc, Wii Optical Disc, Nintendo DS Game Card, UMD
Input methods: Keyboard, Gamepad, Wii Remote


Lego Harry Potter: Years 1–4 is a video game in the Lego video game franchise, developed by Traveller's Tales and published by Warner Bros. Released in June 2010, the game is based on the Lego Harry Potter line and its storyline covers the first four books and films of the Harry Potter series: Philosopher's Stone (Sorcerer's Stone in the U.S.); Chamber of Secrets; Prisoner of Azkaban; and Goblet of Fire.

Gameplay
Lego Harry Potter's gameplay is similar to that of most previous Lego games, with an emphasis on collecting and exploring. Casting spells is an integral part of the gameplay, with a wide range of spells available for unlocking as the player progresses. As there are many spells available in the game, you use the spell wheel to select your spell. Potion-making is another integral feature; potions can help the player complete levels or, if created incorrectly, have adverse side effects such as turning the player into a frog.

Changes to the mechanics of previous games include 'Student in Peril' missions, which are a group of challenges to help a student, and Polyjuice Potion, which allows players to temporarily change one of your characters into any other mini-figure unlocked. A major change is to the hub system. The Leaky Cauldron works as a central hub for purchasing unlockable extras and returning to previous levels, while Hogwarts acts as a constantly evolving massive hub with the unlockable characters found by picking up their hidden portraits.

The bigger areas in Hogwarts have led developer Traveller's Tales to improve the overall level design. Also included is another bonus level that allows players to customise the level similar to Lego Indiana Jones 2: The Adventure Continues. If you are lost in-game you can follow a trail of Ghost Studs to the next level. These do not count towards your stud total, but will guide you to the next section of the level. However one of the collectable 'red bricks', found in the courtyard next to herbology, gets the player an 'extra' that makes the ghost studs worth 1,000 each.

Multiplayer Mode
The game employs the two player split-screen technique intro. for Lego Indiana Jones 2: The Adventure Continues, but there is no online support for all consoles.

Changes for the Nintendo DS version
In the Nintendo DS version, several changes were implemented from the versions of the other formats. These include that there is only one hub, the Room of Requirement, but the explorable Hogwarts of the other versions has been removed and both boss battles and spellcasting have been simplified.

PC version
Despite listing the mouse as a recommended/required input method, there is no mouse support in the PC version.

System Requirements for Lego Harry Potter: Years 1–4:
Operating System : Microsoft Windows XP/ Windows Vista/ Windows 7
Processor : Intel Pentium IV at 1.8 GHz / AMD Athlon XP 2200+
Video Card : 128 MB VRAM – NVIDIA GeForce FX 5800 / ATI Radeon HD 1300 Pro
Memory : 256 MB RAM (XP) / 512 MB RAM (Vista / Win 7)
Hard Disk : 4.5 GB of free Hard Drive space
Sound : DirectX 9.0c compatible sound card
Direct X : 9.0c
Controls : Keyboard & Mouse
Installation : DVD-ROM Drive

Fable III

Posted by GameIsLyf Sunday, July 25, 2010 0 comments

Developer(s): Lionhead Studios

Publisher(s): Microsoft Game Studios

Designer(s): Peter Molyneux
Series: Fable
Platform(s): Xbox 360, Windows
Release date(s):October 26, 2010
Genre(s): Action RPG, sandbox
Mode(s): Single-player, cooperative, Strategic life-simulation game
Media: DVD-DL
Input methods:Gamepad, keyboard,
Kinect and mouse

Fable III is the third game in the Fable series is action role-playing games developed by Lionhead Studios and published by Microsoft Game Studios and is the sequel to Fable 2. It is scheduled to be released on October 26th, 2010 for Xbox 360 and Microsoft Windows.
At Game Developer Conference 2010 it was announced that John Cleese would be playing the Butler called Jasper,Stephen Fry is also confirmed to be returning to voice the character of Reaver, Jonathan Ross is starring as a currently unrevealed role, Michael Fassbender is confirmed to voice Logan, and Academy Award winner Sir Ben Kingsley will also feature as the King of Mist Peak‎ with Bernard Hill as Sir Walter Beck. Also Zoë Wanamaker will return to the role of Theresa and Simon Pegg will voice act as an unrevealed role.

Plot:

Set fifty years after the events of Fable II, the continent of Albion, where the Fable series is set, is under the control of Logan, a tyrant king and the Hero's older brother. The player's character, the "Hero", is forced into a quest to become a revolutionary leader to defeat the king after an "injustice" happens to their parent, believed to be at the hands of the tyrant. Over the course of the first half of the game, the Hero will overthrow Logan and become ruler of Albion himself. During the second half of the game, a foreign nation, believed to be called Aurora, will threaten Albion and the player has to decide how to react to it.

Gameplay:

There are rewards for being a self-serving ruler, including a treasury filled with gold piles that grow or diminish based on the player's wealth. The player's in-game family will attempt to pressure the player into selfishly taking money from Albion to maintain and upgrade his or her castle.
The player is also tasked with dealing with how his society works on a day-to-day basis, such as how to handle crime, poverty, and taxation. Another example is the choice to go to war. While Albion is only a single continent in a much-larger world, Fable III is the first game in the series to expand the playable areas beyond Albion's borders.
Like the character-morphing that defines the series, where the player's character changes appearance based on his or her actions, growing beautiful or ugly based on good and evil actions respectively, Fable III expands that to location-morphing. If the player taxes a region heavily, the people will become visibly poorer, their buildings will start to fall into disrepair and the player will encounter hostility from them if he passes through the area. The player's melee weapon will change with use, as well as the player's ranged and magic gauntlets. The example Lionhead gave was the town of Bowerstone: in the time since Fable II Albion has undergone the industrial revolution and Bowerstone has become "a mass of Victorian-era inspired churning industry," with the skyline being hugely affected by this. During the technological upheaval, however, crime, injustice and poverty have grown and the player can choose to eradicate it or let it continue unchecked. Either way, Albion will grow to reflect the player's decisions or lack thereof.

One of the most striking changes in Fable III is the menu system, or lack thereof. The game lacks any resemblance of a traditional menu, instead relying solely on the game universe from the moment you hit the start button. Changing clothes now requires you to use a dressing room that features all of your wardrobe possibilities, using magic requires that your character puts on specific gauntlets instead of changing them through the HUD, and shops contain their inventories on the shelves instead of in purchase screens.
Molyneux has promised to remove a traditional RPG mechanic from Fable III, the emphasis being on removing "clunkiness" and making the game more accessible. A new system also applies to general interaction, such as to shake someone's hand. Dynamic Touch allows the player to lead someone to a location. Molyneux gave an example of a child trapped in a burning building. The player could go into the house and comfort the child with Expression Touch before using Dynamic Touch to carry the child to safety.
Molyneux has also promised that the player will have complete power over the game's world when he/she becomes king or queen. Citizens of Albion can be punished for doing things good or bad, and can be dealt with in any way the player chooses. For example a citizen who dosen't pay their taxes can be dealt with by being thrown into a dungeon or being slaughtered by an army dispatched by the player. Players will also be able to create their own weapons from the ground up and put them online for other players to purchase using their money earned in-game. Molyneux stated that "Everybody ended up going towards one big weapon, that's not choice, that's not power, that's everybody doing the same thing. So we thought to ourselves, we're not going to design any more weapons, we're going to get the player to do it."
Fable III will use a similar drop-in, drop-out Co-operative system as its predecessor. However, Molyneux has revealed that rather than being "tied to one camera", players will be able to explore the world freely. Molyneux also stated that players will be able to use their own character, rather than a henchman such as that in Fable II, and will use the same equipment and have the same dog. Players will be able to use Dynamic and Expression Touch on another player, help in quests, and even marry and have children. Marriage and family has also changed, and players will be able to adopt children. This will allow players to have families through homosexual marriage or through a "business partnership"

Last Words:
The demo version we got is very brief and it is no longer htan 15 mins, so it is little bit hard to get a good picture of how combats will shape up in Fable III. But still this demo proved that the enemy design and new settings will at least add to the tension of combat even if the game maintains its relative simplicity. We're looking forward to getting more hands-on time with Fable III as we draw closer to October 26,Fable III release date.

Medal Of Honour (2010)

Posted by GameIsLyf Thursday, July 22, 2010 0 comments

Developer(s): EA Los Angeles (singleplayer)

EA Digital Illusions CE (multiplayer)

Publisher(s): Electronic Arts

Series: Medal of Honor

Engine: Unreal Engine 3 (singleplayer)

Frostbite Engine (multiplayer)

Platform(s): Microsoft Windows, PlayStation 3, Xbox 360

Release date(s):

NA October 12, 2010

EU October 15, 2010

Mode(s): Single-player, multiplayer

Rating(s):

BBFC: 18

PEGI: 18+

Media :DVD, Blu-ray Disc, Digital Download





Medal of Honor is an upcoming first-person shooter video game in the Medal of Honor series, developed by EA Los Angeles and DICE, due for release on Microsoft Windows, PlayStation 3 and Xbox 360 October 12, 2010. The game will be a reboot of the series, set in modern-day Afghanistan during the 2001 War in Afghanistan. Medal of Honor's single-player campaign will use a heavily-modified version of Unreal Engine 3 and its multiplayer will use the Frostbite engine. This game is expected to utilize dedicated servers as hinted by Sean Decker, General Manager at EA, in Atomic PC's feature article.

At E3 2010, EA announced that a PlayStation 3 exclusive Special Edition would be released and will include a remastered version of 2002's Medal of Honor: Frontline.

Plot:

There will be one seamless single player campaign. The player will play as multiple characters that each partake in diverse and unique experiences from both the “Tier 1” and “Big Military” perspectives. The storyline will follow several "Tier One Operator" soldiers working under the National Command Authority in Afghanistan during the 2001 War in Afghanistan.Players will also step into the shoes of an Army Ranger and will fight on a larger scale than the "Tier 1 Elite Ops" campaign, as players will only be a small part of the 'war machine'. The campaign will be heavily weighted (with regards to playtime) in favor of the Tier 1 group.


Gameplay:

The emphasis will be on realism, with EA going as far as to bring in consultants from the United States military. It is expected to include the kinds of objectives and tasks issued in real life such as raiding terrorist hideouts, hostage rescues and undercover operations. The single player is set to include drivable vehicles such as helicopters, jeeps, and a quad bike.

Photobucket

Multiplayer:

Medal of Honor's multiplayer will be developed by EA Digital Illusions CE. Electronic Arts released multiplayer beta keys for the PS3 and PC on June 21, 2010. The Xbox 360 beta was initially delayed, but eventually opened on July 20, 2010.


Characters:

Spc. Dante Adams 1/75th Ranger RGT.

Cpt. Brad "Hawk" Hawkins Apache "Gunfighter"

"Rabbit" AFO Neptune Tier 1 Operator

"Deuce" AFO Wolfpack Tier 1 OperatorPlot


System requirements:

Processor: Pentium D 3.0GHz, Core 2 Duo 2.0GHz,Athlon X2

Memory: 2GB

Video Card: GeForce 7800 GT,ATI X1900

Need for Speed World

Posted by GameIsLyf Monday, July 19, 2010 0 comments

Developer(s) : EA Black Box
EA Singapore

Publisher(s) : Electronic Arts

Series :Need for Speed

Platform(s) : Microsoft Windows

Release date : July 27, 2010

Genre(s) : MMORG

Mode(s) : Multiplayer

Input methods:Keyboard, mouse, racing wheel, gamepad


Need for Speed: World (previously known as Need for Speed: World Online) is an upcoming installment in the long-running racing video game Need for Speed franchise published by Electronic Arts. This iteration is being co-developed by EA Black Box and EA Singapore. It is the first MMORG in the Need for Speed series (though Motor City Online was originally conceived as a Need For Speed game), and will be available exclusively for Windows-based PCs. World is scheduled for release worldwide on July 27, 2010.

Trailer:


Gameplay:
World takes on the gameplay style of Most Wanted and Carbon, focusing on illegal racing, tuning and
police chases, and adds classic MMO elements to the mix such as special abilities. World also features the cities of Rockport and Palmont, the cities of Most Wanted and Carbon respectively, into its map design, along with a full night/day cycle. It also features co-op gameplay and team based game modes where the players play as the police.It will have the most licensed cars, upgrade parts, and game modes ever in the series' history.

Overview Trailer:


After reaching level 10 and access to only tier 1 and certain tier 2 cars, the player won't be able to progress further in the game and will cease to earn any more points. To continue the game, the player has to purchase the NFS World Starter Pack. Without that, the player is allowed to play the game for as long as he or she wants, but the game won't progress.Also, if the user pre-order the starter pack before July 20, 2010 he/she can start playing it on a head start week starting On July 20, 2010. The player can purchase the starter pack at

http://world.needforspeed.com/preorder
and
http://world.needforspeed.com/starterpack



System Requirements:
  • Operating System: Windows XP (Service Pack 3) or Windows Vista (Service Pack 2) /Windows 7
  • CPU: Intel® Pentium® 4(HT) @2.4 GHz (Windows XP)
Intel® Core™2 Duo @ 1.8GHz (Windows Vista/7)

  • Memory: 1.0 GB (Windows XP ,
    2.0GB (Windows Vista/7)

  • Hard Drive Space: 2GB of free space

  • Graphics Hardware: NVIDIA® GeForce® 6800, ATI Radeon™ X1300, or Intel® GMA 950(Windows XP)
    NVIDIA® GeForce® 7600, ATI Radeon™ HD 2000 series, Intel® GMA 950 or better (Windows Vista/7)

  • Sound Hardware: DirectX 9.0c compatible,
    Network 512 Kbps or faster
  • Input Device(s): keyboard, mouse, Wheel


James Bond: Blood Stone

Posted by GameIsLyf 0 comments





Developer(s): Bizarre Creations
n-Space (Nintendo DS)
Publisher(s): Activision
Writer(s): Bruce Feirstein
Composer(s): Richard Jacques
Series James Bond
Platform(s): Microsoft Windows, Nintendo DS, PlayStation 3, Xbox 360
Release date(s): Holiday 2010
Genre(s): Action-adventure
Mode(s): Single-player, multiplayer


Blood Stone is an upcoming action-adventure video game, developed by Bizarre Creations and published by Activision for the Xbox 360, PlayStation 3, Nintendo DS, and Microsoft Windows operating systems. It is the 24th game in the James Bond series although it is not a direct sequel to any game. The game was confirmed by Activision on July 16, 2010. The game is expected to be released in the fourth quarter of 2010. It features the voices and likenesses of Daniel Craig, Judi Dench, and British artist Joss Stone.

Trailer:


Game play:

The game is a third-person shooter with elements of hand-to-hand combat. Blood Stone features a unique Focus Aim system which allows players to lock onto targets after melee takedowns. There is also a multiplayer mode consisting of up to 16 players that will pit spies versus mercenaries.
Plot
The player assumes the role of the protagonist James Bond (voiced by Daniel Craig) who teams up with wealthy socialite Nicole Hunter (voiced by Joss Stone) to find a researcher who is feared dead. Set across five locations: Athens, Istanbul, Monaco, Siberia and Bangkok, Bond fights the antagonists, a group of terrorists led by a man named Greco. The background of the story is an international conspiracy that has placed the U.K.'s most secretive biochemical weapon into the hands of an unknown enemy. From examination of the website, it is speculated that genetics, globalism, and diamonds will be pivotal themes to the story.

Development:

The game was first hinted on April 21, 2010 when British store HMV listed Blood Stone as coming soon.Then on April 23, Activision reserved a web domain name called bloodstonegame.com.The game was officially announced in an Activision press release on July 16.
Famed James Bond film writer Bruce Feirstein was chosen to pen the story for the game.
The game itself is built on developer Bizarre Creations' bespoke engine, which was first created for the game "The Club".
Ben Cooke, who is Daniel Craig's stunt double in the films, has provided the motion capture choreography for Bond's digital animation. He is credited as the game's Stunt Coordinator.


Music:
The soundtrack is composed by British composer Richard Jacques. Joss Stone provides an original musical track to the game titled, “I’ll Take It All” written and performed by her and Dave Stewart of the Eurythmics. The song will be featured exclusively in the game.


Last Words:


according to David G. Wilson, Bond Marketing's vice president of business strategy,Blood Stone isn't tied to a James Bond movie but follows an "original and topical storyline". This plot is a "completely new narrative with plot and characters in keeping with Bond heritage" and includes international terrorists, a terrorist suicide mission, and, judging from the title and diamond-encrusted opening credits (in familiar silhouetted Bond intro style), a quantity of jewels.
So lets wait till end of this 2010 to get the game to be released..so that we can try our hands on it. Keep checking this page for more updates.


DeathSpank

Posted by GameIsLyf Sunday, July 18, 2010 0 comments

Developer(s): Hothead Games Publisher(s): Electronic Arts Designer(s): Ron Gilbert Platform(s): Xbox 360, PlayStation 3
Release date(s): Xbox Live Arcade
July 14, 2010 PlayStation Network July 13, 2010
Genre(s): Action role-playing game
Mode(s): Single-player, local co-op Rating(s): ESRB: T

DeathSpank is an action role-playing game by game designer Ron Gilbert, who had been working on getting the game made since 2004; it was announced on January 9, 2008 that Hothead Games would publish the game. The game has been described as "Monkey Island meets Diablo". The game was released on July 13, 2010 on the PlayStation Network and July 14, 2010 on Xbox Live Arcade. Three teaser trailers of DeathSpank were shown at Penny Arcade Expo 2008, but did not show any gameplay. On March 30, 2009, Ron Gilbert confirmed on his blog that the game would no longer be episodic. During the '09 Penny Arcade Expo the game was showcased at Hothead Games booth, with live gameplay being demonstrated by staff, along with examples of story elements, and dialog trees.



DeathSpank's world is cylinder shaped and is rendered without load screens as the player explores its unique goings-on. Gameplay is similar to Diablo, but with more customization, featuring hundreds of pieces of armor and weapons. Advanced dialog options, similar to LucasArts popular Monkey Island series also play a large part in unfolding the game's story. The game is being designed to be comfortable to play in short segments, ideal for more casual gamers, but also boasts over 15 hours of gameplay. Players also have the options of doing many side quests, and hunting for achievements.



The character DeathSpank originated in Ron Gilbert's Grumpy Gamer comics, created by Gilbert and Clayton Kauzlaric. The character was then later developed further. Gilbert and Kauzlaric created a rough design for the game and pitched it to games publishers for over four years without any success. Previously, Gilbert had consulted for Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness at Hothead Games; he contacted them and a deal was made for the company to publish the game. A more in-depth design for DeathSpank was then produced. Kauzlaric remained involved with the project, consulting on design, story and concept art

DeathSpank was ultimately published by Electonics Arts. Gilbert departed Hothead Game

s upon completion of the game.

During the development of the game on its official blog it was announced that both EA and Hothead Games are very interested in delivering a PC version, and that further announcements would be made in the future. Since the entire blog has been removed it's uncertain if there will be a PC version. However Ron Gilbert, teased on his blog a few weeks before the release of DeathSpank on XBLA/PSN that there will be a version of the game for another platform in the future.

The character of 'Deathspank' is voiced by Michael Dobson.

Blacklight Tango Down

Posted by GameIsLyf 0 comments

Developer(s) Zombie Studios
Publisher(s) Ignition Entertainment
Designer(s) Mark Long, Jared Gerritzen
Writer(s) Mark Long, Jared Gerritzen, Ian Stephens, Cullen Gallagher, Erik Lieb, Jason Dean Hall
Engine Unreal Engine 3
Platform(s) Microsoft Windows, PlayStation 3 (PSN), Xbox 360 (XBLA)
Release date(s) Xbox 360
July 7, 2010
Microsoft Windows
July 14, 2010
PlayStation 3
August TBA
Mode(s) Cooperative modes, Multi-player
Rating(s) ESRB: T
Media Download
Input methods Gamepad, keyboard and mouse


Blacklight: Tango Down is a video game by Zombie Studios and published by Ignition Entertainment. The game was released on July 7, 2010 on Xbox 360 as a downloadable title, and will be released on Microsoft Windows on July 14. It is set to be released on the PlayStation 3 around six weeks after the Xbox 360's release.
Zombie is planning to make Blacklight a multimedia franchise that will include the video game, a feature film, and a trilogy of comic books. The idea was concepted by Zombie executives which later pitched the idea to several film and comic book production companies. The film rights were immediately bought by Fox Atomic to create a film adaptation of the franchise. Fox Atomic's comic subsidiary, Fox Atomic Comics, was also to be creating the Blacklight comics, but after the closing of Fox Atomic, the trans-media rights have been purchased by Imagine Entertainment.The film, comic books, and game will not share the same storylines, but tell different stories in the Blacklight universe at different time periods.



Gameplay

Blacklight: Tango Down is an online multiplayer first person shooter with an experience system similar to Call of Duty: Modern Warfare 2, yet very unique in its own ways. The game contains traditional modes such Deathmatch, Team Deathmatch, and Control Point, with other modes being announced in the build up to launch. The game makes use of its near-future setting by offering HRV (Hyper Reality Visor) that allow players to see through walls, and digi-grenades that counter other players' visors.

The game features an experience system lets the player rank up through 70 levels. Weapon customizations will unlock as the player gains skill and experience points and will include more basic add-ons like sniper scopes as well as more complex enhancements, such as improved accuracy. The weapon customization in Blacklight: Tango Down has the most customization features out of any First-Person Shooter.

System Requirements*
Intel Processor - Core 2 Duo E6700 2.66GHz
AMD Processor - Athlon 64 X2 Dual Core 6000+
Nvidia Graphics Card - Geforce 8800 GTS
ATI Graphics Card - Radeon HD 3800 series
RAM Memory - 2 GB
Hard Disk Space - 2 GB
Direct X - 9
* System requirements displayed are based on recommended system requirements and should be used as a guide onlt

International Cricket 2010

Posted by GameIsLyf Friday, July 9, 2010 0 comments

Developer(s): Trickstar Games (PS3 and Xbox 360)
Publisher(s): Codemasters
Platform(s): PlayStation 3, Xbox 360
Release date(s): 18 June 2010 in England
October in Australia
Genre(s): Sports, Cricket
Mode(s): Single-player, Multi player, Online
Input methods: Gamepad

International Cricket 2010 is a cricket video game for Xbox 360 and Playstation 3. The game was developed by Codemasters and Trickstar Games, and was released in the United Kingdom on 18 June 2010 and sceduled to be released in Australia sometime during Q3 of 2010. It is the direct sequel to the 2009 release Ashes Cricket 2009.
The game is licensed by the England and Wales Cricket Board and Cricket Australia, and thus will include all the official players of the Australian cricket team and the England cricket team.[citation needed]
The game features an online mode, and a revolutionary Action Cam which provides an on-field view of play.
There is a new tournaments section with four new tournaments based on the big four limited overs contests – World 20 Overs (T20), 20 Overs Super League (T20), Champions Cup (ODI) and World Trophy (ODI).
There is an expanded roster of 16 international teams (Including Bermuda, Canada, the Netherlands, and Scotland) and players can choose between 21 stadiums from around the world(The 3 new stadiums are Dhaka, Grenada, and Port Elizabeth.)
There's only one sport making headlines at the moment. Eleven men taking on eleven men on a beautiful green pitch, with a ball playing a major part in proceedings. This isn't a video game based on that sport. This is Cricket 2010, released bizarrely smack bang in the middle of the football World Cup. With vuvuzelas blaring out from inside the stadiums in South Africa and on our streets here in England, has anyone even noticed that there's cricket going on too? Ironically, timing isn't Cricket 2010's strongpoint, and neither are excitement, presentation and polish.
A new Power Stick feature enables players to gain both 360 degree direction and power control.
A new "sportsmanship rating" feature will permit players to decide on a preferred online opponent, especially for avoiding players who quit matches when losing.
Batting:
When you are batting you've got so many of shot options, from off side drives to leg-side hooks, all dependent on the type of ball that's been delivered and whether you choose to play from the front or back foot. You can even opt to charge down the wicket to take on spin bowlers, smacking a lofted shot straight out the ground. Timing is the main thing, whether playing a defensive stroke or trying to hit a boundary, with an early or late swing of your bat often resulting in the losing your wicket or may be a lucky escape.

Fielding:
Fielding is again automated, with your control limited to pressing a button to catch the ball and deciding which end of the wicket you want to return the ball to. AI here isn't good, with players often slow to move and they'll frequently appeal for run outs despite the batsmen being safe.

Bowling:
When bowling the camera follows your player as he charges in before delivering the ball, but the view of your aiming reticule is severely hampered. With the broadcast camera you get a clear view of where you're aiming, but from the action cam it simply doesn't feel as accurate. With power determined by an on-screen meter, this isn't effected by the new camera. Pace bowlers can swing or cut the ball, while spinners can, well, apply various types of spin and drift the ball in the air. You can do more or less everything you'd want to be able to do, but it doesn't feel as though you have a huge amount of control.


Last words:
Cricket 2010 plays a good game of cricket, but the problem is the new camera, which brings with it as many negatives as it does positives, and the presentation is still severely lacking. Played with a friend over 20 overs it offers a fun way to spend an hour or so, but there's not enough depth here to keep cricket fans interested over long, drawn out Test Matches - especially when the football's on.



Crackdown 2

Posted by GameIsLyf 0 comments

Developer(s) Ruffian Games
Publisher(s) Microsoft Game Studios
Designer(s) Billy Thomson (Creative Director)
Steve Iannetta (Lead Designer)
Platform(s) Xbox 360
Release date(s) NA July 6, 2010[
EU July 9, 2010
AUS July 8, 2010
Genre(s) Sandbox style action TPS (Third person shooter)
Mode(s) Single-player, Multiplayer, Cooperative modes
Rating(s) BBFC: 15
ESRB: M
OFLC: MA15+
PEGI: 18
Media DVD-DL
Input methods Gamepad


Crackdown 2 is a sandbox-style third-person shooter video game developed by Ruffian Games and published by Microsoft Game Studios. It was released on Xbox 360 in July 2010 and is a direct sequel to the 2007 video game Crackdown.

Gameplay:

The game is modeled similarly to its predecessor Crackdown, a third-person shooter in open world game play. The player character is an advanced super-powered officer for the city-funded "Agency", known simply as the "Agent". This time around, increased levels of customization for the character are allowed, unlike the presets offered before. Along with that, the orbs from last time are coming back, but the powers are expanded and enhanced, i.e, the Agility Skill allows the Agent to jump higher than in Crackdown, and provides a 'dash' maneuver, as well as opening up a special helicopter.[citation needed] Driving is also a big portion of Crackdown 2, as in the first game. You’re able to commandeer any number of vehicles in the game, including police vehicles and other futuristic vehicles. The demo also provided a short look at some of the checkpoint races that fans would be able to check out within the city.Like Crackdown, the game will allow for on-line co-operative play in the main game, but will now support up to four players. The game will also feature competitive multiplayer modes for up to sixteen players.While the original Crackdown supported System Link playing for co-op, Crackdown 2 won't be featuring the same option. Microsoft Producer Peter Connelly stated. "It would've taken a half-day of work, for something that only a tiny percentage of gamers will ever use."[citation needed].
The player will fight both gangs of criminals and "freaks"-strange infected mutants. Both can be killed with melee attacks but different shooting strategies will be required for the different foes, normal guns for humans, custom-built uv guns for the non-humans. There are 5 skills to be leveled up,
Skill #1 is Agility, to obtain agility you go from rooftop to rooftop collecting agility orbs or by doing Rooftop races.
Skill #2 is your Firearms skill which is leveled up for using any sort of firearm (not including rocket launchers, or hand-hand weapons.
Skill #3 is the driving skill, which can be upgraded via killing enemies by running them over, racing, and collecting renegade orbs with your vehicle.
Skill #4 is the explosives skill which can only be upgraded by using rocket launchers and grenades.
Skill #5 is the strength skill which is upgraded by punching, kicking, bashing, and smashing with melee weapons like stop signs and street lights.


Graphics:

in the graphics department,there is not much different about Crackdown 2 when compared to Crackdown 1 . Pacific City is essentially the same city players visited in Crackdown 1 which while providing a sense of familiarity, also does nothing to foster a sense of wonder or discovery. New areas to explore would have been a welcome addition to the game, but alas no such luck. We felt that this seemed indicative of a tight release deadline combined with the temptation to cheaply reuse game assets from Crackdown 1 … all in all not very impressive in a title charging full retail. We couldn't help shake the feeling that Crackdown 2 felt more like an expansion pack rather than a full fledge title in its own right.

Last words:
The game still looks great, particularly when big explosions are happening in a massive firefight, but so did Crackdown 1. There is definitely more happening on the screen at once, particularly when engaged with a Freak horde, but the game still doesn't feel different enough from Crackdown 1.


Singularity

Posted by GameIsLyf Thursday, July 8, 2010 0 comments







Developer(s): Raven Software
Publisher(s): Activision
Engine: Unreal Engine 3
Platform(s): Microsoft Windows, Xbox 360, PlayStation 3
Release date(s): June 29, 2010
Genre(s): First-person shooter, science fiction
Mode(s): Single-player, multiplayer
Rating(s): BBFC: 18
ESRB: M
PEGI: 18+
Media: Blu-ray Disc, DVD
Input methods: Keyboard and mouse, gamepad

Singularity is a video game developed by Raven Software published by Activision and released for Microsoft Windows, Xbox 360, and PlayStation 3, Singularity is Raven Software's second title based on Epic Games' Unreal Engine 3. The title was announced at Activision's E3 2008 press conference.
The game takes place on a mysterious island known as "Katorga-12" where Russian experiments involving "E99" took place during the height of the Cold War era. Sometime during 1955, a terrible catastrophe known as the "Singularity" occurred on the island, causing the island's very existence to be covered up by the Russian government. The player controls Nate Renko, a Black Ops soldier who is sent to investigate bizarre radiation emissions coming from the island, only to crash land there. After regaining consciousness, Nate finds the TMD (Time Manipulation Device) and discovers that the island is constantly shifting between the time periods of 1955 and 2010. He also encounters Victor Barisov, the scientist in charge of the Katorga-12 experiments who reveals that a man named Nikolai Demichev is on the island to try to restart them on a much larger scale, which could cause an unthinkable disaster. During the quest to stop Demichev, the player will have to deal with hostile Russian forces in both time periods, and the hideously mutated flora, fauna and former residents of the island, some of which have developed time manipulation power of their own.



Gameplay:

Singularity's main gameplay device is an artifact known in the game as the TMD (Time Manipulation Device). This device is powered by a very small E-99 core, and can manipulate timespace on a virtually limitless scale. The TMD can move an object backwards or forwards in time, attract something and hold it indefinitely, or send a pulse of energy that can stun or even kill enemies. The only weakness is that the TMD powers can be applied only to living beings or objects that have been in contact with E-99 (supposedly, almost everything on Katorga-12 is imbued with the element, but in practice, the TMD can only affect a limited set of objects like certain types of crates, tape recorders, barrels etc.). Some living beings, like the Spetsnaz Elite troopers who are covered in a heavy armor designed to repel E-99, are immune as well.
The TMD can also be used in conjunction with special power stations scattered across the island that greatly amplify its power. In some instances, the player can use this to restore entire ruined buildings or wrecked ships to their pristine state in order to progress. However, these major alterations are highly unstable and will begin to revert almost immediately, forcing the player to dash through the restored structures as they start to decay and collapse around him.



Last Words:

The downside, the upgrade systems for weapon and player are a bit perfunctory, although good enough to keep you ticking along. Also, like almost every FPS game ever made, there are times that you become acutely aware that you're running down a long mazy corridor with fireworks in it, spending a disproportionate amount of time collecting shiny objects. And some of the enemies are slightly annoying, like the knee-high exploding spider things.
Singularity has more to recommend it than simply being a polished, entertaining collection of well-executed clichés and set-pieces. It's the first game I've played in ages that realises first-person shooters can bundle in as much philosophy and as many moral dilemmas as they like, but fundamentally they're still about shooting monsters in the face, and so what it lacks in originality it makes up for in variety, pacing and exuberance. First-person shooters are always silly! Well done to Raven for making one that likes being silly.

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