Sunday, 17 February 2013
The King of Fighters
The King of Fighters 2002 brings the series back to its roots by retiring the strikers and swapping the excessive features from the past three games for an enormous selection of characters. Now nothing stands between you and your opponent as you battle for dominance!
The King of Fighters 2002 is a 2002 competitive fighting game produced by Eolith and Playmore for the Neo Geo. It is the ninth game in The King of Fighters series and the second one produced by Eolith and developed by SNK Neo Geo (formerly Brezzasoft). The game was ported to the Dreamcast, PlayStation 2, and the Xbox. The PS2 and Xbox versions were released in North America in a two in one bundle with the following game in the series, The King of Fighters 2003.
NONA returns to do character artwork, as he has since the previous installment.
SNK Play more has produced a remake titled TheKing of Fighters 2002 Unlimited Match for the PlayStation 2, which has been released on February 26, 2009 in Japan. The Xbox Live Arcade version was released on November 3, 2010.
KOF 2002 discards the 4 VS 4 "Striker Match" format used in the previous three games in the series and returns to the 3-on-3 Battle format originally used in the series up until KOF '98.
The game also revamps the Power Gauge system into a format similar to the one used in KOF '98. Like previous games in the series, the Power Gauge is filled as the player attacks the opponent or performs Special Moves during battle. The number of Power Gauges the player can stock up increases by one with each member of the team, with the first member of the team being able to stock up to three Power Gauges, while the third member can stock up to five. A single Power Gauge stock can be used to perform a Counterattack and Evasion technique while guarding an opponent's attack, use a Super Special Move, or initiate the MAX Activation state.
During MAX Activation, the player's offensive and defensive strength is increased for a short period and can cancel any attack into another. In this state, a Super Special Move can be used without consuming a Power Gauge stock. There are also MAX Super Special Moves, which are Super moves that can only be performed during MAX Activation with one Power Gauge stock, and MAX2 moves that require two stocks.
The King of Fighters 2002 is a 2002 competitive fighting game produced by Eolith and Playmore for the Neo Geo. It is the ninth game in The King of Fighters series and the second one produced by Eolith and developed by SNK Neo Geo (formerly Brezzasoft). The game was ported to the Dreamcast, PlayStation 2, and the Xbox. The PS2 and Xbox versions were released in North America in a two in one bundle with the following game in the series, The King of Fighters 2003.
NONA returns to do character artwork, as he has since the previous installment.
SNK Play more has produced a remake titled TheKing of Fighters 2002 Unlimited Match for the PlayStation 2, which has been released on February 26, 2009 in Japan. The Xbox Live Arcade version was released on November 3, 2010.
KOF 2002 discards the 4 VS 4 "Striker Match" format used in the previous three games in the series and returns to the 3-on-3 Battle format originally used in the series up until KOF '98.
The game also revamps the Power Gauge system into a format similar to the one used in KOF '98. Like previous games in the series, the Power Gauge is filled as the player attacks the opponent or performs Special Moves during battle. The number of Power Gauges the player can stock up increases by one with each member of the team, with the first member of the team being able to stock up to three Power Gauges, while the third member can stock up to five. A single Power Gauge stock can be used to perform a Counterattack and Evasion technique while guarding an opponent's attack, use a Super Special Move, or initiate the MAX Activation state.
During MAX Activation, the player's offensive and defensive strength is increased for a short period and can cancel any attack into another. In this state, a Super Special Move can be used without consuming a Power Gauge stock. There are also MAX Super Special Moves, which are Super moves that can only be performed during MAX Activation with one Power Gauge stock, and MAX2 moves that require two stocks.
Thursday, 14 February 2013
X-men The Official game
The X-Men are back! Well a select few of them, anyway.
www.mrcoolworld4u.blogspot.com X-Men seems to follow the basic plot concepts of the X-Men movies, but it centers its focus around three of the heroes: Wolverine, Nightcrawler, and Iceman. Whether this was a deliberate choice, or a direct response to which of the film's actors Activision could actually get to reprise their roles for the game (Hugh Jackman, Alan Cumming, and Shawn Ashmore are indeed in the game), we'll likely never know, but Nightcrawler's inclusion is specifcally to explain why he's not in the new movie. For what it's worth, Jackman, Cumming, and Ashmore all do serviceable jobs voicing the characters, as does Patrick Stewart, who returns to voice act Professor X. Unfortunately, the remaining cast is mostly made up of soundalikes, and none of them are particularly good.
By centering on these three characters and setting up the mission structure as the game does, you're left with a fairly disjointed sense of where the story is going. For instance, early on in the game, all three characters go through quick training sequences to get you familiar with how they work. The next mission is a return to Alkali Lake (the site of Jean Grey's tragic demise at the end of the second film) to recapture parts of the Cerebro machine taken by General Stryker. You start off as Nightcrawler, and are given the option later on to play either as Wolverine or Nightcrawler for another section. Once you've made your pick, you're stuck with that character for the duration of his missions during this chapter (which can go up to around three or four in a row, at times). Only after you've completed it can you switch over to the other available character. Not to mention that Iceman just disappears during this whole section and we don't join up with him until significantly later, in a completely new scenario that's given next to no plot exposition. It's not that a game of this type has to be some kind of brilliant work of fiction to succeed, but X-Men tells its story in such a perplexing and disconcerting way that it's difficult to care much about what's going on.
Each of the three playable characters fights a little differently from the other. Wolverine obviously has his Adamantium claws, as well as a rage ability that gives him some particularly brutal moves; Nightcrawler can teleport to any area within his visual range, as well as use his teleporting abilities in combat to pull off more acrobatic moves and transport himself to a "shadow realm" to regenerate his health (an ability we're not sure he ever had before this game); and finally, Iceman perpetually rides on an icy surfboard, flying through the air while shooting his ice beam and ice projectiles, and inexplicably regenerating his health (an ability we're positive he didn't have before this game). The Iceman missions are almost more like rail shooters, since you're near-constantly in motion, floating about various areas and sometimes navigating perilous traps and pitfalls and for that matter, the Iceman missions are probably the most interesting part of the game, if only in comparison to the utterly dull Nightcrawler and Wolverine segments.
When you're playing as Wolverine or Nightcrawler, you're beating up a lot of enemies in relatively closed off environments. Sometimes you need to find a control panel to open a door, and there are some platforming elements with the Nightcrawler sections (which can usually be circumvented altogether using his teleport ability), but for the most part you're just constantly fighting enemies with guns, electric sticks, electric spears, bazookas, or the occasional mutant power. Plenty of beat'em up games have managed to suffice with a similar formula, but X-Men's combat is just boring. There's next to no combo variety to speak of, and it's awfully easy to just use Wolverine's power attacks or Nightcrawler's teleport attacks over and over again to break past an enemy's block to simply roll right over them over and over again. It's not that the fights are easy, exactly. Sometimes they can actually be a bit frustrating, especially when you're playing as Wolverine and getting pelted with bullets, and the only thing you can really do is run right at the guys with the guns. But frustration aside, there's nothing interesting about the fight sequences to make you want to keep playing. It's just button mashing of the most banal variety.
Additionally, there are a number of moments in the game that make you wonder just how much time this game really spent in development. There are no major show-stopping bugs, but rather a lot of little glitches that just keep popping up over and over again. Enemies will sometimes teleport from one side of a level to another instantaneously for no discernible reason; sometimes you can knock enemies into walls or doorways from which they cannot escape; scripted appearances of characters will sometimes get stuck and remain there even when they're clearly supposed to disappear moments later there are a lot of little things like this. Boss fights also seem very poorly cobbled together. Most boss fights in the game simply revolve around you and the boss character running around an enclosed area, hitting each other for a bit, then running off, hitting each other again, and then running off, and so on. The bosses just aren't very smart, since you can basically pelt them with attacks, run to the far side of the environment to recharge a bit, and go back without them ever really running after you, or at least not very quickly.
www.mrcoolworld4u.blogspot.com X-Men manages to deliver a pretty good visual experience, although there's nothing too special about it. The basic character models and animations are nicely detailed, as are a few of the environments. There are a couple of cool levels in particular, such as the power plant at sundown scenario Iceman takes on at one point, as well as the sequence inside the Dark Cerebro machine from the 2nd movie. There's also a fair share of rather mundane looking areas in the game, but generally speaking, it's a pleasant enough game to look at. The most obnoxious visual aspect of X-Men, however, is its cutscenes, or practical lack thereof. All the game's story sequences are presented with still frame shots of comic book versions of the movie characters. You'll see these static characters awkwardly move across the screen to do various actions, and speak to one another with no mouth movement whatsoever. It doesn't even look so much like a comic book as it does the kind of purposely bad animation you'd find on something like Sealab 2021, but without the purpose. Every once in a while the game does go whole hog into the comic book style of transition, but it skips by each panel so fast that you can't read a single line of what's being said. As if the story weren't confusing enough already.
X-Men beat 'em ups can be great just look at the old X-Men Arcade Game. If the developers had played that a few more times, maybe they'd have come up with something better than this trite junk.
There are five home system versions of X-Men currently available, with iterations on the Xbox, PlayStation 2, GameCube, PC, and Xbox 360. The first four versions all look comparable to one another, with the Xbox version perhaps looking the best of the bunch. All four really do look practically the same, but the PC, GC and PS2 versions suffer from an erratic frame rate. The Xbox 360 version is actually also comparable to the other four versions perhaps a little too comparable. To say that on a standard-definition TV, the 360 version looks pretty close to the Xbox version would be an understatement. They're practically identical, with only a slightly more noticeable bit of color depth apparent on the 360 version. Upping to HD resolution does improve matters, especially in terms of environmental detail, but it's not such a huge difference as to warrant the $60 price tag (as opposed to $40 for the other console versions, and $30 for the PC version). Suffice it to say, the 360 version is pretty much a rip off.
X-Men The Official Game is ultimately an easily dismissible movie game to toss on the smoldering pile of other cash in movie games released over the years. Its existence is solely based on the need to have an X-Men game to coincide with the hype surrounding the film, and it brings no interesting gameplay, story, visual, or feature components to the table to make it worth your time. It's all the more disappointing, considering that as of late, Activision has done well with the X-Men license with games like the X-Men Legends series. You'd have to go all the way back to 2002 for something like X-Men Next Dimension to find a comparably lame use of the X-Men license to X-Men The Official Game, and trust us when we say that this is not something you ever want to go back to.
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Hydro Thunder Pc Game
Information When you think about racing games, you naturally think of wheels - be it two, four, six, or ten. The most memorable racing games have put you on some sort of road. Why is that? Perhaps air is too bland in its sheer openness, and water simply doesn't deliver insane jumps, tight corners, and clever tracks. Prepare to reevaluate that opinion, because the best boat-racing game to hit arcades has made its way to the Dreamcast - but what it hasn't done is brought anything new with it.
If you've played the arcade version of Hydro Thunder, you already know everything about the game. So little has changed, in fact, that you'll wonder if Eurocom even made an attempt to do anything more than port the game's code to the Dreamcast. There's no intro, no new modes, no CG of any form - just the simple single-race-then-start-over play style that you'd expect from an arcade game. It's almost as if Midway were satisfied with simply changing "insert coin" to "press start" and was done. this game upload by mrcoolworld4u.blogspot.com This game has only two modes - play on your own, or play with a friend. There's no time trial, no tournament, no battle or practice mode, just the pay-per-race-styled "game" mode that you're already familiar with. And once you're actually in the game, there's not a whole lot you can do besides race. There's no difficulty control besides the actual track you pick; the mid-race pause menu has no options control; and the game doesn't even allow you to restart your race. You'll have to quit out to the title screen and choose your track and boat all over again. But what the user interface is lacking, Hydro Thunder more than makes up for in gameplay.
Boat-racing games have had little success because of the vast difference in physics from conventional street racers and the inability to replicate this difference accurately. Hydro Thunder breaks that trend and shows that boat racing is indeed a different dish. The engine was built entirely from the ground up, and it's clear that the team had spent plenty of time making the physics as real as they've ever been in a boat game. Probably the most impressive aspect of the engine is that you can see your boat bounce in the wake created by another racer. These effects, combined with the realistic nature of the game engine easily make Hydro Thunder the best racing game to hit the water.
Speed is a racing game's most essential attribute, and Hydro Thunder has plenty of it. Even with tons of on-screen activity the frame rate is silky smooth, and pop-up simply doesn't exist. In the first-person view a breathtaking sense of speed is achieved, with only slight diminishment in the other views. The graphics are simply amazing. All the different flavors of boat racing are represented in Hydro Thunder - from catamarans to powerboats to nuclear-powered concept racers. And each boat not only has a distinctive hull shape, but it also has distinctive markings and flair. But that's just the beginning. The real eye candy is contained within the tracks. The track design is really innovative, and it takes advantage of the water setting. There are approximately three different types of water present in Hydro Thunder. The deep water comes in two types - calm or choppy, which are easily distinguishable by the excellent graphical effects. The third type of water is the calm shallows, from where you can see the river's bed, which is often littered with buried treasure, sunken ships, hungry sharks, or derelict aircraft. But easily what is most impressive about Hydro Thunder's graphics is how much you can see. All the tracks have hugely detailed backgrounds, and, as stated earlier, pop-up has taken an exit.Not only does each boat have a distinct graphical look, it also sports its own engine effects. Some engines give the throaty growl of 16-cylinder gas guzzler, while others have more of a high-tech whine. The sound effects are done well, with good use of voice effects in the form of your aviator's private radio and the announcer. The music is all tense race-it-up-type music that makes it easy to use a lead foot.
If the Dreamcast controller excels at any genre, I'd have to say it is racing. The analog buttons on each shoulder are easily the most comfortable and intuitive setup I've used in a while, and it gives you better control than the arcade version did. The boost-jump is incredibly easy to use, and it helps you take full advantage of every track's secrets. The game's thirteen courses are full of huge falls, hidden areas, jumps, tunnels, shortcuts, and more. Want to tunnel through an ice cave? You can. Want to race under the docks of Venice? Do it. Feel like racing through King Tut's tomb? It's all you.
Unfortunately, the game's AI is a bit frustrating. It would seem that the computer-controlled opponents are faster depending on which boat you select. If you choose a faster, more difficult boat to control, you'll be up against faster opponents. This makes it a bit lopsided, as you get none of the pros but all the cons inherent in choosing a more difficult boat. So, in short, the best boats to select are the slowest ones, unless you're less concerned with winning the race than you are with placing the fastest time. Perhaps the most frustrating element of Hydro Thunder is the outright difficulty. You always start in fifteenth place, and the only way you can win a race is by hitting every boost, taking every shortcut, and hitting no walls. As if that weren't enough, Hydro Thunder retains the time gates - an arcade element. This makes finding shortcuts more accidental than intentional, as you've no time to stop and explore the track.
Hydro Thunder was the best boat racing game to ever hit the arcade, and the Dreamcast version carries that tradition to the consoles. However, it suffers from a user-unfriendly interface and brings absolutely no extras home. Without a tournament mode, the game's replay value is hindered incredibly, and the lack of practice modes or time trials make the learning curve very steep. Hydro Thunder is a game I desperately wanted to like, but I was ultimately discouraged by the actual game because of the still-present arcade feel. At its core, Hydro Thunder is still a very exciting, edge-of-your-seat racer that offers awesome graphics and a solid engine, but in the end it almost punishes you for liking it.
Hydro Thunder Hurricane is the resurrection of an old racing franchise, probably best known for its arcade and Sega Dreamcast iterations in the 90s. After the game's publisher Midway went bankrupt, Microsoft bought the franchise license, deciding to bring Hydro Thunder to Xbox Live Arcade. The end result is Hydro Thunder Hurricane, a high definition sequel that stays very close to its aquatic racing roots. Hurricane's strengths lie in its unique water mechanics, numerous multiplayer options, and collective unlock system. One notable drawback is the generally bland presentation, which consists of dull, flat textures and an instantly forgettable soundtrack. Overall, Hydro Thunder Hurricane is an enjoyable arcade racing experience.
Hurricane's primary hook is its water elements that impact the way players need to approach a race. This comes in the form of a dynamic physics system which allows players to gain a speed boost by drifting inside the wake of an opponent's boat, reach hidden areas and upgrades by riding a wave, or conversely, have their momentum slowed by a rogue wave. For the most part, the physics work well, excluding the occasional strange reaction. The real benefit the aquatic elements provide is added depth and strategy - biding time in an opponent's wake, or waiting for the right moment to hit a wave can make all the difference.
Hydro Thunder Hurricane Gameplay That being said, Hydro Thunder's core racing isn't overly complicated, instead focusing on being easy to pick up and enjoy. Aside from the water mechanics, maintaining a speed boost is the other factor essential to success. Power-ups are scattered throughout each course, most of which impact your speed boost. Skilled players will find a route (based on several shortcuts and branching paths) that best chains together boost upgrades. There's nothing revolutionary here, but it's a nice throwback to classic arcade racers.
Hydro Thunder's offering of eight tracks, nine vehicles and three primary game types isn't anything to write home about, however the collective experience system - that takes points earned in one challenge and puts them toward every mode in the game - is worth noting. For example, placing second in an offline or online race nets you 1,000 points which count toward unlocking new vehicles, time trials, ring challenges, etc... This system gives added life to an otherwise plain offering by constantly introducing new challenges for the player.
In the end, it's the variety of multiplayer options that truly give Hydro Thunder staying power. The game supports up to four player splitscreen, both offline and online - something that has, fortunately, become a rare occurrence. In particular, the online functionality is a great addition to Hydro Thunder - playing against other people online adds a great deal of satisfaction to every win, and since players return to the same lobby after each race, you'll likely develop some bitter rivalries.
Hydro Thunder Hurricane Airbourne Gameplay While the developers should be commended for the effort they put into implementing splitscreen online multiplayer, Hydro Thunder's presentation didn't receive the same care. Overall, Hurricane doesn't have much personality in that regard. The textures are frequently dull and flat, something that is easily noticeable as you drive past each piece of the environment. In terms of audio, the game doesn't fare much better. The soundtrack is instantly forgettable and repetitive, and the announcer is irritating. Hydro Thunder's presentation appears rushed, which is regrettable especially as the development was overseen by Mircosoft
Games Studios.
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Wednesday, 13 February 2013
Angry Birds Rio
Angry Birds Rio
is the 3rd instalment in the Angry Birds franchise, Angry Birds Rio puts the characters from the Rio, a movie about two blue macaws who're bird napped and need to make an escape. The gameplay stays largely the same, with gamers putting some familiar feathered mates right into a slingshot and aiming them at constructions in an effort to kill pigs and full the level. The only real difference is that as an alternative of pigs you’ll be freeing caged birds and taking out monkeys. Nicely, perhaps that’s not the only difference...
The gameplay changes are nothing earth-shattering, however still, Angry Birds Rio marks the primary time developer Rovio has began to make some real additions to their formula. For example, gamers in Rio now should contend with obstacles and targets that swing and sway, rather than simply constructions that crumble on impact. On the hindering side of this equation are hanging lamps that may veer your bird off course should you make contact with them. On the helpful side are chains that assist platforms - break one chain and gravity will cause the platform below to swing round on the chain that remains, hopefully knocking down all the targets in its reach.
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