Genji: Days of the Blade

While this action adventure game flexes a bit of the PlayStation 3's graphical muscle, its rather shallow, derivative gameplay makes it difficult to recommend.
  • Level design is often dull, and sometimes frustrating and confusing  
  • repetitive hack-and-slash combat rarely demands much skill or finesse  
  • some noticeable cut corners throughout the story make the game feel rushed. 
One of the first games available exclusively for the PlayStation 3, Genji: Days of the Blade is the sequel to a PlayStation 2 action game from last year, which was inspired by the legendary adventures of a duo of warriors from Japan's ancient history. You don't need prior experience with the original to dive right into this one because some opening cutscenes set the stage for the many hack-and-slash battles to come. Genji features vibrantly colored, high-definition visuals and some exciting showdowns. But once you get past the pretty pictures, you'll find a conventional, simple, sometimes-frustrating experience that feels rushed in spots. It's as if the priority was to gussy up the graphics rather than flesh out the gameplay. Although the graphics really are the best thing about it, a decent story and pretty good combat system make Genji worth playing. So, as a technical showcase for the PS3, Genji's good; but as a game, it's just OK.

Days of the Blade is a basic hack-and-slash action game with much better than average graphics.
Genji: Days of the Blade picks up soon after the original Genji: Dawn of the Samurai left off, and the introduction summarizes what happened in the first episode. Once again, the hero of the story is Yoshitsune, an noble young master swordsman charged with defending the Genji clan, led by his own brother, against its rivals--namely, the Heishi clan. In spite of its apparent defeat the last time around, the Heishi return in Days of the Blade, complete with some unholy new powers, which cause its legions of soldiers to transform into hulking demonic warriors with these strange, pinkish crystals that jut out of them. Joined by his unflappable and very tough friend Benkei, Yoshitsune once again sets out to defeat the Heishi and its leaders. Eventually, his quest will be joined by two other characters that are new to this installment, including a pretty priestess and an intimidating man who's the spitting image of one of Yoshitsune's old enemies. The story in Genji: Days of the Blade indulges in a lot of predictable anime conventions but is delivered through some captivating, richly detailed cinematic cutscenes that help drive it forward. Although the story is mostly there to justify putting you through one battle after another, there's at least one interesting twist.
The game is quite easy to control using the PS3's stock Sixaxis controller, so if you've played Genji for the PS2 or any other games like it, you'll be in familiar territory. Gameplay mostly boils down to slashing away at droves of demonic enemies and sometimes having to slog through some environmental puzzle. These puzzles are made somewhat more confusing than they should be because of a fixed camera angle and a map system that gives you no feedback about where you're supposed to go. That is to say, on the occasions when there's nothing to fight in Genji, it can sometimes be difficult and tedious to figure out exactly what to do next. Thankfully, the combat is pretty solid, if unremarkable. You can easily string together moves to create different attack combinations. It's also possible to quickly attack in all directions, which is essential, because you'll be dealing with foes who'll constantly try to surround you. Although the game is at its best when you're fighting one of its boss opponents, regular opponents offer a decent challenge and get bigger and stronger as the game progresses. As for the bosses, some of these guys are pushovers, while others are quite tough. However, these battles provide some much-needed contrast and variety overall.
The four characters are also all quite different. Yoshitsune is the most versatile and overall best character because he can attack almost nonstop with his dual samurai swords. Benkei is slow to the point of being sluggish, but he can shrug off most enemy attacks and smash aside multiple foes with a single swing of his club. The priestess, Shizuka, is armed with a sort of grappling hook blade weapon, which has a wide attack range that makes up for her slight physique. And Lord Buson fights with a spear-like weapon, which he can rapidly twirl about to form a defensive shield. Even once you've met all four characters, some sequences will limit which of these warriors you may use. But when you can use them all, you'll probably stick to Yoshitsune, although Benkei's good at quickly putting the hurt on some of the game's bosses. Each character has his or her own health bar, so switching fighters is useful for when you're about to die (or you can use one of the many healing items that you'll find). Strangely enough, it's game over if any one character runs out of health, even if all your other characters are unscathed.
Interestingly, you'll find multiple new weapons for each character and be able to upgrade the attack power of the weapons you've got. The new weapons tend to give your characters completely different move sets, potentially adding a lot of variety to the combat. Unfortunately, the system just doesn't seem thought through because there's little tactical advantage from one weapon to the next, and they're roughly the same in terms of attack power. So even though you get a different set of moves with each one, you'll naturally be inclined to rely on your starting weapons because they'll be the ones you've used the most up until that point. Your characters also get somewhat stronger as you play. You'll be able to upgrade your maximum health and pick up a variety of useful items the further you go. The system for finding health power-ups is quite nice: The tip-off that one of these hidden items is nearby is that a trinket on your character starts to glow. Then, it's up to you to slash around to find the thing.

You get four characters and multiple weapons to choose from, but Yoshitsune and his deadly blades are usually your safest, best choice.
You view the action from a third-person perspective and use the left stick to run around in the environments. The face buttons, by default, are used for several different attacks and for jumping. You can hold down the right shoulder buttons to block and lock onto nearby targets, respectively. However, in practice, it's safe to ignore these moves and just concentrate on swinging wildly at everything that moves. Rather than control the camera perspective, the right analog stick lets you perform evasive flips, dodges, and rolls in any direction. The D pad lets you freely switch between any of the characters currently in your party. There are never situations in which more than one of your characters can be fighting at the same time, and the game is noticeably missing any kind of cooperative mode for two or more players. Yet the ability to switch between your characters on the fly adds a bit of depth and variety to the action.
The left shoulder buttons are used to instantly switch to an alternative weapon and to initiate your "kamui" power. Initially, switching weapons at any time seems like it'll open up a great deal of potential for unique attack combinations, but it turns out to be largely unnecessary. On the other hand, each character's kamui power is essential because it lets you quickly devastate entire groups of foes practically before they can move. This ability has changed since the first game, in which you unleashed defensive counterattacks against foes coming at you in slow motion. Now, just by dialing in button sequences as they're shown onscreen, you'll lay into one nearby foe after another. This will go on until you mess up, or they're all dead (or, at least, severely hurt). The effect of the kamui power is really slick at first, but it's roughly the same each time, which gets to be repetitive. Yet you'll still rely on this technique to efficiently mop up groups of foes or seriously injure boss opponents. Interestingly, a few late-game foes will turn the tables and use this same power against you.


Genji does support the Sixaxis controller's unique gyroscopic features by optionally letting you perform your evasive maneuvers by jerking or shoving the controller in different directions. This is somewhat novel at first, but you'll also likely find your character dodging around unintentionally once in a while. There's no sensitivity setting to try to fine tune this feature, either, so the motion-sensing aspect of Genji: Days of the Blade feels thrown in, like a gimmicky alternative to the standard controls. The option is tellingly set to off by default. Meanwhile, the Sixaxis' omission of a rumble feature probably won't go unnoticed here if you've played Genji for the PS2 or the many other games like it, with their dramatic clashes of steel that seem to invite some sort of tactile feedback.

Genji's fixed camera angles effectively show off some of the game's vibrant scenery, but they often get in the way as you're trying to fight.
It's too bad the motion-sensitive dodging mechanic wasn't implemented better, since this might have freed up the right analog stick for moving the camera angle around. Genji's fixed camera angles certainly help show off the game's detailed environments and character models, but they're often not ideal for gameplay. Examples of this can be seen in the many sequences in which your character will be running toward the screen while hordes of enemies await just beyond your viewing area. Ironically, you'll be forced to spend a lot of time looking at the ugly, plain minimap in the corner of the screen because it shows you nearby enemies and helps you remain oriented as the camera angles keep shifting on their own. Although the minimap is useful, it won't prevent you from getting lost because it doesn't clearly point you toward the direction you're supposed to go next. A larger area map is also available, but it's practically worthless because it doesn't reveal any landmarks or anything other than the most basic layout of each stage.
The level design in Genji is really the biggest culprit. In spite of the lush scenery, the minimap reveals these areas for what they are--a bunch of rooms interconnected with a bunch of corridors. You can smash barrels, crates, and things in the environments, but they're woefully noninteractive overall. Early on, the game sets you up for some puzzle-like sequences when it explains how Yoshitsune's acrobatics and Benkei's brute strength can be used to overcome different obstacles. But the implementation of these special moves feels completely contrived because Benkei is only capable of smashing down certain and very specific objects in the environment, while his club will cleanly pass straight through everything else. It's disappointing to feel so limited in what you can do within areas that look so lifelike.
Genji also appears to be missing some intended content in a few spots, including a couple of cutscenes that seem to promise some sort of horseback chase sequence is going to ensue. However, there are no such sequences, which probably would have helped add more variety to a game that gets really repetitive. Apart from the boss fights, the occasional jumping puzzle is what breaks up the monotony of fighting the same few types of enemies over and over in droves. Take Genji's often-bad camera angles and combine them with cumbersome, decade-old platform-jumping level design, and you've got yourself a recipe for those types of sequences that, at best, make you feel thankful that you'll never have to play them again once you finally get through them. Also, we even ran into a significant bug fairly early on in the game that prevented us from progressing any further because we managed to fight through a particular sequence without picking up a key that's ostensibly necessary to leave the area. When we returned to the area later, the key was gone. So we couldn't go back, which forced us to return to an earlier save file. While most players probably won't have this experience, the confusing level design prevented us from knowing that we'd done anything incorrectly by not finding that key.
It bears repeating that the game certainly looks nice. It saves some of its most dramatic-looking sequences for later, such as one level in which you must traverse the enemy's huge naval fleet by literally jumping from ship to ship. The brightly colored enemy ships set against the glow of the sun reflected on the surface of the ocean are really quite striking. Subtle motion blur effects, excellent motion-captured animations, and the overall level of detail in the different characters help make this game pleasing to behold almost constantly. It's hard to decide whether the scenery or the character animations are the best part of the visual presentation because both look great. This is especially true if you're running the game at its highest resolution of 720p on a widescreen, high-definition display. Although the graphics are impressive, they're not earth-shattering and have some rough edges such as how the game's frame rate will noticeably bog down when a lot of enemies are onscreen. Some of the battles in Genji really throw a lot of enemies at you, evoking a Dynasty Warriors sort of feel to the hack-and-slash action. But as good as these parts look, the game seems to struggle a bit to keep up with it all. Note that the frame rate drops are apparent even when playing the game in lower resolutions.

Some frustrating jumping puzzles and confusing levels drag down this otherwise fairly fun action game.
Genji also features some excellent audio, including a musical score that's filled with traditional Japanese instruments and haunting vocals. Some of the tracks repeat too often, but overall, this soundtrack is very well suited to the game. Although the repeated hacking of Yoshitsune's blades will be most of what you hear, the sound effects are solid. Cutscenes are all fully voiced in English by actors with rather thick Japanese accents, which fits the theme, though the quality of the voice acting isn't that great. Thankfully, the ability to switch to a Japanese language track is available (with optional English subtitles). Other extras include a hard difficulty mode and the ability to watch any of the prerendered cutscenes or listen to any of the music tracks from a menu, which isn't much. And although this seemed to have little impact on the game's fairly brief loading times or anything else, you have the option to install Genji to the PlayStation 3's hard disk drive if you want.
The limited selection of games available around the launch of a high-profile new console means that a bright spotlight is cast on each of them. Genji: Days of the Blade is an example of this effect because this really is an average, forgettable game that's only interesting because there aren't many other PS3 games to choose from yet. It's worth checking out if only as evidence of what Sony's new system can do from a graphical perspective; however, its 10-or-so hours of repetitive combat shouldn't be the tipping point for anyone who wants to justify getting a PS3.


Tony Hawk's Project 8 Review

  • Redesigned career mode gives you multiple levels of challenge  
  • nail the trick mode is a cool-looking addition that has a positive impact on the gameplay. 
  • Frame rate is frequently unstable  
  • no online support  
  • skater creation options aren't as in-depth as they have been in previous installments
Tony Hawk appeared on the Xbox 360 last year, but Tony Hawk's Project 8 marks the first time that the series has been built from the ground up for the current generation of consoles. As you might expect, not being saddled with the constraints of the Xbox and PlayStation 2, Activision and Neversoft have made some strong visual strides this year, updating and modernizing the game's look while replacing a lot of the trick animations that had been in place for years. The gameplay is as freeform and as technical as it's ever been, with some smart changes on that front that are enough to keep fans of the series interested, while a new tutorial is aimed at getting new players up to speed. Unfortunately, some technical glitches and unstable frame rates plague both the Xbox 360 and the PlayStation 3 version of the game.

Tony Hawk's new scheme is Project 8, and he's looking for the top eight skaters in town. By the end of the game, one of those skaters will be you.
Those frame-rate problems hit the PlayStation 3 version of the game significantly harder than the Xbox 360. Other than the choppy frame rate and slightly sharper graphics on the PlayStation 3, some of which is only noticeable when using an HDMI cable on a high-end HDTV, the games look roughly the same. But there are other, more significant differences between the two versions. The Xbox 360 version has online support for up to eight players, including a new game mode called walls, which gives your skater a tall trail behind him that behaves sort of like the light cycles in Tron--if you hit another player's wall, you're out. The Xbox 360 version also uses its online support to present a lot of different online leaderboards. Much like Amped 3, many of the different goals in the game have their own individual leaderboard, which adds some competition to the single-player game and gives you a reason to keep on playing the same goals again and again. Without this, the PS3 version feels sort of flat by comparison.
The PlayStation 3 version of the game distinguishes itself by offering complete support for the Sixaxis controller's motion-sensing abilities. You can set it to just control functions like balancing, if you like, or you can move and execute tricks with it, as well. It works, but it lacks the precision offered by the D pad, so it's a neat experiment that's pretty good at showing off what the Sixaxis is capable of, but you probably wouldn't want to play through the game this way. The PlayStation 3 version also installs a 264MB cache file onto the system's hard drive when you first put the game in your system. Presumably, this is done to help speed up loading, but the load times don't seem much better than the Xbox 360 version of the game. If you're in a position where you have to choose between the two versions of the game, the Xbox 360 version offers a more complete package. The Tony Hawk series was a pioneer when it came to being online on the PlayStation 2, and its omission on the PS3 is completely crazy and thoroughly disappointing.
Underneath all those differences lies the same basic game, and it's not that different from what Tony Hawk fans have come to expect from the series, but the changes are noticeable and welcome. The big gameplay change this year is the addition of a new slow-motion trick mode called "nail the trick". You can enter it while in the air by pressing in both analog sticks, which slows the action and moves the camera to your feet and your skateboard. At this point, the two analog sticks (or the Sixaxis' tilt sensors, if you're so inclined) control your feet, letting you flip the board around in a variety of ways. It's very strict on its timing, making it difficult to use at first. But as you get better and better at it, you'll find that it's a handy way to rack up some points when worked into your trick combos. The scoring system has been reworked a bit, so it's a little more difficult to post up ridiculous combos and multipliers by abusing a ton of lip, grind, or manual branches. Considering that score inflation in the online mode over the years has made the system difficult for anyone other than the hardest of the hardcore Tony Hawk players to enjoy, bringing the scores back down to earth is a good idea.
The game has a good career mode that doesn't bog itself down with too much story. Tony Hawk is starting up something called Project 8, and he wants to find the eight best skaters in town. You start out ranked 200th, and everything you do is focused on increasing that rank. The primary way to move through the game is to complete goals, but the goal system has been thoroughly reworked this year. Rather than setting you up with a very clear critical path that takes you to the top, the game is a bit more open ended. You'll immediately find all sorts of goals, and as you complete goals that open up new parts of town, you'll uncover even more challenges. Also, the game doesn't ask you to set your difficulty at the beginning of the game. Instead, many of the game's goals offer three different levels of completion. You can get by if you can complete the amateur-level goal, but there are also pro and sick levels to achieve. As it should be, the intermediate Tony Hawk player should be able to accomplish the pro-level goals more often than not, and some of the sick level goals are, indeed, sick.

The game's goals offer multiple levels of difficulty that should challenge players of all skill levels.
There are a lot of different goals in the game--in fact, there are plenty of times when your compass gets so cluttered with goal arrows that you're not quite sure what you should do next. Probably the most interesting new goals are the chalk challenges. Grind versions of the chalk challenge have you skate a specific grind line in an attempt to reach the next chalk marking. The first line you reach is for the amateur goal, the second for pro, and the third for sick. There are also chalk challenges for being able to reach a certain height while launching off of a quarter pipe, natas spinning or stalling on specific objects, wall planting or wall riding up to varying heights, and so on. Since your skater improves over the course of the game, you might not be able to reach the sick levels for these goals right away, giving you a reason to come back later after you've raised your stats.
You'll perform at skate demos several times over the course of the game, and these work by splitting the crowd watching the action into three zones. You need to constantly do tricks in each zone to keep each section of the audience happy. You'll also meet up with pro skaters and then take on specific challenges to show them you're legit. These challenges are often unique. Bob Burnquist's pro challenge asks you to jump out of a plane and perform tricks in the air. Bam Margera, once again, can't stay out of the garbage, and he'll demand that you launch yourself off of a building and land in a dumpster. Ryan Scheckler focuses on gaps and acid drops, Daewon Song has you move pieces around a small area to set up a lengthy grind line, and there are five more challenges to play through over the course of the game, not counting Tony Hawk's grand finale, which is different depending on how many goals you complete at the higher levels. All in all, people that have stuck with the series over the years should be able to blaze through the game's goals and get the amateur ending after about six or seven hours. But moving up to the pro and sick finales will most definitely take some time. The career is helped along by several appearances by a virtual Jason Lee (Mallrats, Enemy of the State, Stealing Harvard), who guides you by informing you of new skate demos, pro challenges, and other more important goals. All in all, it's a fun, streamlined mode that focuses on the gameplay without spending too much time with needless story sequences.
The level design is similar to American Wasteland, in that Project 8 presents the world as one large city with different sections. However, this game makes good on the "seamless world, no loading" concept that American Wasteland touted. Where American Wasteland just hid the loading by forcing you to skate between areas in tight, non-descript tunnels, Project 8's world is truly seamless. The only time you'll see loading screens while playing is if you retry a goal that's halfway across the city, forcing the game to pause for a bit while it warps you there. The large city is nicely designed and has plenty of opportunities for ridiculously long combo lines. The size of the city becomes a problem online, where you might play a full game without ever seeing another player. To combat that, you can choose to limit players to one part of town or a few areas that combine multiple parts of town into one area. The online mode in Project 8 on the Xbox 360 is much the same as it has been over the years. You can connect to a game with up to eight players and just skate around. The host then chooses to start a game and things go from there. In addition to the new walls game type, old modes like trick attack, score challenge, combo mambo, graffiti, and horse are also available. The online action is a lot of fun, and in a surprising twist, you can still use the slow-motion nail the trick mode during online games.

Project 8 takes place in an open city, but initially you'll be locked into a pretty small area.
Like in many of the sports games that have transitioned from the previous generation of consoles to this one, in Project 8 there are a lot of features and options that haven't carried over from American Wasteland or the previous games in the series. While you can still create your own skater, your options for hairstyles, faces, eyes, and so on are way more limited. However, the number of licensed shoes in the game has skyrocketed, presumably because the nail the trick mode gives you a detailed look at your feet. The level-creation tools show up in a limited form during the career, but there's no option to make your own skate park or goals. Those options were nice to have in the previous installments in the series, but Project 8 doesn't feel like it's missing a large chunk of content or anything like that.
If it wasn't for its frame rate problems, Project 8 would be a great-looking game. Most of the animation that's been used and reused in Tony Hawk games is gone, replaced by all new motion-captured tricks and rag-doll physics. Yes, that's right, the legs-straight-out benihana animation you've come to know and love over the years is history. But shed a silent tear for it, because the game's animation does look really nice. The environments are bright and colorful, and even the gross-looking pedestrians that have given you goals in the previous games have been replaced by nice-looking close-up shots. The game runs at a good speed, but unfortunately the frame rate just can't keep up. The PlayStation 3 version of the game is more unstable and sinks to lower depths than its Xbox 360 counterpart. On the 360, it's just enough to get in the way of the gameplay. On the PS3, it's enough to make the game feel unfinished, but only on the occasions when it really starts dropping frames. Both versions also contain a cool pro tricks section that lets you view the skater models doing tricks as they were motion captured. You can move the camera around, focus on the board, roll the sequence in slow motion, and see just what level of fancy footwork goes into doing actual skate tricks. It reinforces the concept that actual skating is, at the pro level anyway, insanely difficult.
The soundtrack in Project 8 is your typical mix of multigenre licensed music. By default, it's low enough to serve as background music that doesn't get in the way of the action. There's a bit of voice work in the game from the pro skaters, but since they only turn up during very specific challenges, most of them only have a few lines. Considering their wooden delivery, maybe that's for the best. Tony Hawk gets a bit more mic time, but even he seems like a bit player in the game. Instead, it's Jason Lee who does most of the talking. In addition to being a former pro skater and running his own skate company, the guy's an actor, and he manages to deliver his lines quite a bit better than the skaters do. There are a lot of new sound effects in Project 8 that really enhance the experience. The grind noises in Tony Hawk have always been great and realistic, but they've been mostly the same for the last several years. There are a lot of new skating-on-surfaces effects this year that really enhance the sound of the game.

The models and animation are great, but an unstable frame rate really gets in the way.
Like every other release on Microsoft's platform, the Xbox 360 version of Tony Hawk's Project 8 has a series of achievements that you earn by completing specific tasks. The achievements are designed much better here than they were in American Wasteland, with a handful of points coming for just progressing through the story mode, while many, many more come from mastering it. There are also points for reaching specific scores and combos in the high score mode, playing and winning online, and more. The game also has an achievement for beating a developer or beating someone who has beaten a developer in an online game. It'll be interesting to see how this viral achievement works its way from player to player.
Project 8's tutorial should help new players get into the swing of things, but ultimately it's fans of previous installments that will get the most out of this game. The redesigned career mode and multiple difficulty goals inject a lot of excitement into the formula, and features like online leaderboards and Xbox Live support really make the Xbox 360 version stand out. If you've ever been a fan of the Tony Hawk series, this game is worth your time.


Civilization II Game Free download | Civilization II Game Cheats

The design team at Microprose has managed to add a score of new play elements that help the aging strategy classic evolve - without sacrificing the game's addictive qualities.
After the disappointing example set by X-COM 2, many gamers expected Civilization II to be nothing more than Sid Meier's original game with a few new graphics tacked on. Others were worried that the game's designers would stray too far from the path, and would ruin the spectacular play balance that made Civilization such a hit. In the end, the design team at Microprose managed to add a score of new play elements that help the aging strategy classic evolve - without sacrificing the game's addictive qualities.
Although players familiar with the original Civilization will probably be able to jump in and start playing right away, a swarm of new features definitely warrants a few minutes with the manual. What players will most likely notice first is the much greater number of races to choose from, including the Sioux, the Carthaginians, and the Chinese, as well as a customizing option that lets you create any personal favorites the designers may have missed. This time around, cultural variations are also represented onscreen by four different city growth patterns. The fantastic number of new combat units adds limitless possibilities, as players figure out new ways to use marines (who can attack from the sea), cruise missiles, paratroopers, and even religious fanatics to their best advantage. For those who grew tired of the chaotic battlegrounds of the original game (remember when that chariot took out your battleship?), there's a new warfare system that gives units a score in both firepower and hit points for more realistic combat results. All of these features combine to give the game a powerful depth, and enough variation to ensure that players will be loading this one up for months to come.
Plenty of little details in Civilization II are also worth noting: an improved graphics set featuring a three-quarters viewpoint similar to Syndicate or Crusader, entertaining sound effects that range from the trumpet of an elephant to the air raid sirens of an atomic attack, full-motion video clips for each of the civilization advances, and a full map editor that enables players to design their own fields of conquest. Although the game suffers from its lack of multiplayer options, there's really nothing available that can compete with its depth of play, subtlety of challenge, and pure addictive potential. The fact is, if you're a strategy fan, you've already bought this game, and if you're not, this title could turn you around.

 Civilization 2 Game Cheats :

Control opponent city While playing the game, press V, move diagonally into an opponent's city, and press [Enter]. Then, the city's productivity may be altered or units disbanded.

Cheat Codes While playing the game, enter one of the following codes to activate the corresponding cheat function:

                                Result                                          Cheat Code 
                     Update throne room                                        Q
               New council attitude and time                   [Ctrl] + [Shift] + T
                   Edit unit, except for type                       [Ctrl] + [Shift] + U

Anvil of Dawn Game | Anvil of Dawn Review


This title walks the line between the combat and puzzles genres very delicately, and most adventurers will find the game maintains an enjoyable balance throughout.
It's been a long time since the release of Westwood's Lands of Lore, but most gamers will recognize its obvious influence on the design of Anvil of Dawn, New World Computing's beginner-level RPG. Even so, originality isn't everything, and the company has done a commendable job of combining solid graphics and animation with the successful play style of Westwood's classic.
Players start the game by choosing one of five characters, each with their own special gifts in qualities including strength, agility, and magic use. Once their identity is sorted out, players will use the game's pleasingly simple first person, turn-based interface to move through Tempest, a war torn world that (as usual) requires a hero (or heroine—and I commend New World for their inclusion of two female player characters) to sort things out. As the game progresses, characters will face dozens of enemies, all of them unique, not the typical Tolkienesque denizens of most RPGs. Weapons range from commonplace items such as spears, bows, axes and swords to magical armament that enables players to stand up against some of the game's more powerful opponents. Twenty-five spells are also available in seven different disciplines (Earth, Wind, Fire, Water, Lightning, Flesh, and Void) for characters wily enough to learn them. This title walks the line between the combat and puzzles genres very delicately, and most adventurers will find the game maintains an enjoyable balance throughout.
There's no doubt that Anvil of Dawn reformulates something that's been done before, but in the end, it's a pretty good rehash. The game's entertaining storyline, easy-to-understand statistics, and functional game balance earn it a place on any beginning RPG fan's shelf. On the flip side, those who are looking for an RPG with depth of play and characters that can be highly personalized will probably walk away from this title disappointed.

Descent Game | PC, PS Game Decent

No exploding body parts or fireball-vomiting demons here--Descent puts an industrial spin on the genre by taking you into the bowels of huge factory-like space stations to fight mining robots gone mad.
Doom didn't just introduce the masses to a first-person, action 3-D shooter, it spawned a variety of first-person clones. Some of these clones, like Dark Forces, were welcome additions to the genre. Others were just more of the same. Only one 3-D shooter adds a whole new dimension to the field: Descent. No exploding body parts or fireball-vomiting demons here--Descent puts an industrial spin on the genre by taking you into the bowels of huge factory-like space stations to fight mining robots gone mad.
Consider this: in space, there is no up or down. Descent uses that concept to hit you like a 9G turn with a labyrinth environment and free range of motion on the x-, y-, and z-axes. Nudge your spaceship into a room, and watch out—attacks can come from your left or right, from above or below you. You'll spin your ship around while firing missiles and lasers until vertigo isn't just an Alfred Hitchcock movie, but a way of life. Surrounded by this chaos you must rescue scattered human hostages and gather powerups while trying to keep your firepower and shields at their max. A 3-D rotating map is available for those who can't handle the bewildering turns of each level.
With addictive action, network multi-player play and Descent level editors available everywhere you turn, I say without hyperbole that Descent is destined to be a classic. Don't believe me? Download the widely available free demos (while you're at it, check out Descent II as well) and judge for yourself. Just remember to keep your airsickness bag handy.

Dragon Age II Review for Playstation




Dragon Age II
Dragon Age II is an enjoyable and complex role-playing game, featuring expansive questing in a fantasy world tinged with political intrigue. During this lengthy adventure, you face gigantic dragons, villainous mages, and greedy slavers, all while exercising the power of choice to steer various story elements as you see fit. It's often terrific, even if it doesn't meet the standard set by Dragon Age: Origins. Several areas, such as inventory management and skill progression, have been stripped down in one way or another--a case of developer BioWare inexplicably fixing that which wasn't broken. The story, too, has seen a downward turn, failing to connect its various (albeit excellent) quests to a clear central goal. It's easy to see these and other blemishes because the game that spawned this sequel was so exceptional, and ultimately the superior game. And yet on its own terms, Dragon Age II is still a great experience, depicting a kingdom threatened not by invading monsters, but by the demons of fear and distrust.

That Dragon Age II has made important changes over the original is obvious from the beginning. You might feel a slight twinge of disappointment when first creating your character. You no longer select a race; the game's story insists you play as a human and lets you choose only a gender and one of three classes (mage, rogue, warrior). You are also assigned a surname--Hawke--though you can select a first name. Hawke is fully voiced; in this way, Dragon Age II resembles developer BioWare's own Mass Effect--one of many changes to the series clearly inspired by that spacefaring RPG. If you enjoyed how the original Dragon Age looked to Baldur's Gate and Neverwinter Nights for inspiration, playing a voiced protagonist may initially disappoint you. However, even RPG purists will likely embrace the change once the game is in full swing. Gone are your own character's blank looks during cutscenes, replaced by communicative facial animations and expressive voice acting that properly correspond with the dialogue options you choose.
The story has you escaping Lothering with your family during the early events of Dragon Age: Origins and arriving in the city of Kirkwall. From here, your vague primary goal is to make a name for yourself in the region over the ensuing years, rising from freeloading refugee to local champion. There's an odd lack of direction here. There is no overall sense of purpose, no main villain, and no opportunity to save the world from marauding darkspawn. While you do get a few chances to square off against such beasts, the stakes are never clear because there's no central plot to pull you through. As a result, the story is scattered--a series of missions and events without a center. The most heartfelt moments come from peripheral tangents and side quests focused on individual party members, where you explore loss, love, and betrayal. Nevertheless, there's a discouraging lack of epic-ness and focus, and no final prize to set your eyes on.

The narrative's most extraordinary features aren't in the story proper, then, but in the element of choice. Dragon Age II is split into three chapters, and in each, you face difficult decisions that don't necessarily fit into standard definitions of good and bad. This is in part because of the world's politically charged climate. A family connection might make it initially easy to empathize with the plight of apostate mages, who long to free their brothers and sisters from the shackles of the Circle. After all, you meet the blank-faced, passionless former mages who have been made tranquil--that is, cut off from their connection to the dream world known as the Fade. And yet you also come face-to-face with the horrors of blood magic and the powerful influence the Fade's demons can wield on magic-wielders angry with the oppressive establishment. The stoic, horned Quanari race suffers from similar persecution, and they may earn your sympathy, considering that you and your family are also outsiders. And yet, single-minded devotion to their creed, known as the Qun, leads to shocking cruelties that you witness firsthand. There are some not-so-coincidental correlations to real-world religious and political conflict, which gives immediacy to these circumstances. However, the particulars--mages on leashes treated as pets, aristocratic houses involved in mind games and one-upmanship--are typical fantasy tropes. Expect to encounter themes and elements famously explored in other fantasy works, such as The Lord of the Rings, The Wheel of Time, and A Song of Ice and Fire, among many others.
In any case, you must choose how to respond to the game's events, using a dialogue wheel that clearly labels the attitude governing your response. (The red icon is the aggressive option, for example, while the green icon is the kind one.) Sometimes, your choices don't have gameplay consequences at all and amount to smoke and mirrors, giving the illusion of choice but nothing more. This is perfectly reasonable for the most part, given that such dialogue choices allow you to role-play, even when they carry no further weight. There are events that play out much the same way regardless of how you respond, however, which makes some of these illusions disappointingly transparent. Yet there are many more weighty decisions in this game than in its predecessor, and they affect your progress in some really fantastic ways--some of them subtle, some of them not. Should you encourage a confused adolescent with magical abilities to seek refuge with the Dalish elves, that character may write to you later, offering a quest that furthers his tale. Having a particular party member with you might let you steer the conversation in different directions than you otherwise might have. Plot threads are tied up in a number of ways, depending on what character you side with, if any, and potential future paths are then opened or closed. Even your initial choice of class influences certain aspects of your party composition.

The characters that join you on your journey aren't as memorable as those of the original Dragon Age. Alistair and Morrigan, among others, had vivid personalities that made it easy to immediately identify with them. The sequel's ensemble cast doesn't make the same strong first impression, which works both for and against the game. On the bright side, Dragon Age II's party members rarely seem like single-minded caricatures. An escaped elven slave called Fenric despises his former master, who used the magical element called Lyrium to brand him with bodily markings with supernatural properties. Yet Fenric's softer side occasionally emerges, such as in a side quest in which a demon attempts to exploit his weaknesses. Each character--a self-centered lady pirate, a dwarf that enjoys weaving tall tales, and more--is similarly nuanced, and their story arcs develop over the course of the game, allowing you further chances to bond. The downside is that these characters are sometimes so subtle that they lack the lasting impact of their Dragon Age: Origins counterparts. The dwarf Varric is amusing, but Oghren made for a stronger dwarven presence in DA:O. Merrill's brogue and occasional social awkwardness make for some charming interactions, but she isn't as delightful as the original's Leliana. A few blasts from the past that you encounter not only establish emotional and thematic ties to the first game, but confirm how memorable its characters were in comparison.

Singularity ps3 video game Review

Ashes to Ashes - Dust to dust
Some games feature emotional stories with complex subtext, well-wrought characters that make us care about their fates, or philosophical implications that give thoughtful players pause. Singularity is not one of those games. While it clearly looks to nuanced classics such as BioShock and Half-Life 2 as inspiration, this first-person shooter is all about blasting hideous mutants with shotguns and performing crazy time-manipulation powers. It isn't deep and it isn't pretty--it's just an absolute riot, filled with fun shoot-outs, a few clever puzzles, and an overall kookiness that fans of old-fashioned shooters can rally behind. Those powers may come across as gimmicks at first, but they add a dash of gusto to the shooting, keeping the action from ever feeling stale. Aging visuals and a smattering of glitches may make you wish Singularity had spent a little more time in the hopper, but there's rather little to stand between you and the game's strongest asset: diverse mechanics that keep the action constantly fresh.
The fictitious Russian island Katorga-12 is at the center of all this campy fun. As modern-day soldier Nate Renko, you're sent to this mysterious place to investigate the radiation that emanates from it. As it turns out, the Soviets had been working with a powerful substance called Element 99 (or E99) back in the 1950s--but it seems the experiments weren't entirely successful. The Russians were toying with time, and after a dramatic crash-landing, you're caught up in a kooky time-traveling melodrama worthy of broadcast on the Syfy Channel. You end up flopping back and forth between 2010 and 1955, but the specifics aren't important: what matters is that you gain use of a fantastic gizmo called the Time Manipulation Device, or TMD. With this appliance affixed to your left arm, you gain all sorts of fantastical time-manipulation powers. Drop a giant bubble that slows down everything caught within it. Age enemy soldiers until they turn into dust. Restore a collapsed staircase to its original state by turning back the clock. Your brain might turn to mush if you think too hard about the specifics, but you aren't meant to take the plot seriously. Instead, let the constant supply of ambling mutated freaks and skittering bugs pull you along for the ride.
You'll initially be struck by how similar Singularity is to other shooters. The audio recordings scattered about and the throwback film clips will remind you of BioShock. The ability to grab hold of objects and fling them about recalls Half-Life 2's gravity gun. And the shooting mechanics and art style are strikingly similar to developer Raven Software's own 2009 shooter, Wolfenstein. Yet as derivative as some of these elements may at first seem, Singularity develops a distinct attitude that sets it apart. The game moves smoothly between exciting firefights and less frantic sequences that help develop tension. The pace is generally excellent, thanks to diverse level design and varied enemies, both of which encourage you to mix up the various powers and weapons available to you. You move seamlessly from puzzle sequences that involve aging crates forward and backward, to set-piece battles against fun bosses, such as an enormous beast that attacks a train.
The TMD has limited uses when you first discover it, but as you earn new powers (and upgrade them at stations you encounter along the way), you grow to appreciate the way it keeps the action fresh and satisfying. Different powers affect enemies in different ways. Dropping your temporal sphere will freeze human enemies in its radius, but will only slow some of the more hideous creatures or cause them to "phase" in to your time period--that is, to stay visible so you can shoot them. Some beasts will toss exploding barrels at you, but you can catch them and throw them back, just as you can with rockets lobbed in your direction. You can even turn your human foes into creatures to help keep the pressure off. Some of the fancier weaponry also turns up the craziness quotient. Using one rifle, you can steer your bullet directly into your target in slow motion, which results in a satisfying splash of blood. With the sniper rifle, you can use a similar slow-mo effect to chain shots together. You're shuffled through set-piece sequences punctuated by the occasional mild fright, always needing to switch between weapons and use all of these newfound abilities. It's this variety that elevates Singularity above every other run-of-the-mill shooter.

This big boy throws quite the temper tantrum.
That isn't to say that the run-of-the-mill parts aren't well put together. Solid sound effects and healthy amounts of gore make shooting even a regular ol' shotgun or submachine gun rewarding. Not every shoot-out is as fun as the last, however. Getting swarmed by vermin in a tight corridor is more annoying than entertaining, and the Russian soldiers protecting their treasured technology don't work very hard to stay alive. Don't be surprised, for example, if an opposing soldier takes cover on the wrong side of an object, turning his back to you and letting you fill it with bullets. The linear level design and smart scripted entrances keep the AI's dullness from being too noticeable, however, and you're never fighting the same enemy for too long.
Singularity further mixes up the pace with puzzles and exploratory interludes. The puzzles aren't too taxing, but there's a certain cleverness to some of them, such as one in which you must roll a grenade through a hole in the wall toward a group of mutants feeding on their prey. You also scour nooks and crannies looking for E99 and other objects you use to upgrade your weapons and TMD. Thankfully, the dismal dinginess of outdoor environments and the glowing organic pods lining the corridors keep the scavenging interesting and keep the buzz of tension alive. Yet while the art style gives this alternate history a distinct sense of time (or times?) and place, Singularity is not a looker. It uses the Unreal 3 graphics engine, but low-resolution textures, flat lighting, and occasional animation glitches make the game look somewhat behind the times. Animation stutters aren't the only oddities we encountered, either. A retail copy of the PlayStation 3 version locked up on us twice, while in the Xbox 360 version, a barrel-throwing boss spawned outside of the play arena and forced us to revert to the previous checkpoint.
The diversity spills over into Singularity's simple but exuberant online multiplayer. There are only two modes on tap--an assault-and-defend variant called Extermination and a brand of team deathmatch called Creatures Vs. Soldiers. While it's too bad there aren't more ways to play, what's here is a total hoot, matching a team of soldiers against one made up of the hideous freaks you encounter in the single-player campaign. Matches are class-based but further let you tailor your character by letting you apply a number of different perks, such as enhancements to your speed or the range of your melee attack. On the human side of things, the TMD grants each class different advantages, such as healing or the ability to teleport forward. Yet it's with the creatures that the true delights lie. As the Zek, you can conjure an explosive barrel and throw it at your enemies. As the Revert, you simultaneously slow down enemies and heal teammates by vomiting green spew all over them. Playing as the Tick is more difficult, but being able to leap onto opposing soldiers and take over their bodies makes the challenge worthwhile. The multiplayer is structured simply, and the maps are solid enough, if not exactly novel. But the variety makes it fun to take Singularity online, and you get the chance in each match to play as both creature and soldier.

Singularity isn't a groundbreaking shooter, but it's an incredibly fun one. This is an example of how fluid pacing and a tongue-in-cheek attitude can make old conventions exciting again. Disappointing visuals and a smattering of minor flaws keep this first-person shooter from feeling completely modern, but not every game must probe the human soul to achieve greatness. Singularity achieves it with variety, moving you from one enjoyable sequence to the next without lingering too long on any given moment. Besides, this is a game in which you can both snipe hardened Soviet soldiers in bullet time and heal your teammates by puking on them. And is there any greater selling point?

Aliens vs. Predator Review

When three mediocre games are jammed into a single package, the result is still mediocre. That's unfortunate, because Aliens vs. Predator is a game you want to love. It comes from the developer of the beloved first game in the AVP series, and like that game, it features three distinct campaigns with three somewhat differing styles of play. And of course there is the undeniable fact that predators and aliens are awesome, and the idea of controlling them in a game is just as awesome. But concept and nostalgia aren't enough to make Aliens vs. Predator worth playing, though certain moments will make you squirm in delight in spite of the game's noteworthy flaws. Sadly, the sight of the predator as he rips the spine out of his human victims is a short-lived joy because of the general clumsiness that invades almost every aspect of developer Rebellion's newest addition to the franchise. The recycled levels are poorly designed, control issues make playing as the alien a chore rather than a pleasure, and numerous minor defects weigh the whole experience down. Most importantly, Aliens vs. Predator's campaigns just aren't much fun, and while the multiplayer is somewhat better, it's unlikely to be your go-to online shooter.
Aside from its storied history, Aliens vs. Predator's main appeal is its three disparate campaigns, in which you respectively take control of a marine, an alien, and a predator. Each campaign has its strengths and starts well enough. The first two levels of the marine story, which plays as a fairly typical first-person shooter, are dark and creepy, making good use of atmospheric lighting to enhance the tension. Your first encounter with a creepy-crawly xenomorph is properly nerve-racking and will have you searching about in the dark, using your handy motion tracker to try to figure out exactly where it is (while trying to bear with the tracker's incessant beeping). Playing as the alien, your escape from the confines of a laboratory features some good old-fashioned bloody head-chomping, and there is some short-lived fun in crawling all over the walls and ceilings. And the predator offers his own delights. It can be fun to leap from surface to surface while you gaze down at hapless marines as they stroll underneath and you prepare for a gloriously disgusting kill.
But in each campaign, the thrill wears off quickly when you discover that Aliens vs. Predator botches a lot of the basics, and what seems thrilling at first becomes downright tedious as you struggle with poorly designed levels and gawky gameplay. For example, the dark thrills of the first marine levels give way to tedium once you leave the dark behind and enter jungles and temples, which are far less interesting and make shooting the grotesque xenomorphs no different from shooting up raptors in Turok--except that the levels are much more confined and straightforward. Eventually, you'll learn that the same trick in combat dispatches aliens almost every time: block their attack, smash them with a melee attack, and shoot them when they're down. This doesn't work when there are a lot of them, but it gets the job done more often than not. That doesn't mean the marine campaign is a cakewalk; some levels feature annoying choke points or give you too little room to maneuver, which makes certain sections feel more cheap than challenging.

The alien campaign is interesting at first, thanks to a number of cool abilities that are initially fun but ultimately can't compensate for some major mechanical malfunctions. For instance, it seems fun at first to crawl around on walls and ceilings, until the awkward controls suck all the pleasure out of it. You are supposed to hold the right trigger to scamper onto a wall, but in actuality, there's no consistency to wall- and ceiling-climbing. You'll crawl onto some walls and outcroppings willy-nilly whether or not it's what you intended to do. You'll try to activate one of the game's super-picky button prompts and jump onto a wall instead, or wrestle with the controls and camera trying to do something as simple as slither into a vent. You'll eventually learn to wield some control over the alien's fickle movement, but even then, moving around isn't all that enjoyable. You never feel in control of an actual creature; instead, it's as if you are floating just above the ground.

Sadly, the troublesome movement gets in the way of your sneaky attacks. It can be mild fun to get in position above an unsuspecting marine and pounce, but the unwieldy movement and haphazard level design make it much more enjoyable just to stay on the ground. For example, you might try to pounce from a wall onto a passing victim, only for a beam to get in the way and cause you to drop right in front of your enemy without doing a bit of damage. Yet as clunky as it gets, you'll have fun when everything comes together in just the right way. Playing as the alien is all about hit-and-run tactics, speeding close to your prey or ambushing him, and either taking him out with a swipe of your powerful tail or speeding away if the action heats up. Executing a well-planned attack can be fulfilling, though the game doesn't create many such moments, leaving you to make them of your own accord.

Takken 4 PS3 Game Cheats

Play as Eddy Gordo
Successfully complete the game in story mode with Christie Monteiro. Then, highlight Christie and press RP (Triangle) at the character selection screen. Eddy Gordo plays exactly like Christie.
Play as Miharu
Successfully complete the game in story mode with Ling Xiaoyu . Then, highlight Ling Xiaoyu and press RK (Circle) at the character selection screen. Miharu looks like Ling in her schoolgirl outfit from Tekken 3 and Tekken Tag Tournament and plays just like her.
Play as Ling Xiaoyu in school uniform
Successfully complete the game in story mode with Ling Xiaoyu. Then, highlight Ling Xiaoyu and press RP (Triangle) at the character selection screen.
Play as Panda
Highlight Kuma at the character selection screen, then press RP (Triangle) or RK (Circle).
Play as Violet
Highlight Lee at the character selection screen, then press RK (Circle).
Dojo stage
Successfully complete the game in Tekken Force mode to unlock the Dojo stage.
Theater mode
Successfully complete the game in story mode to unlock theater mode.
Ranking password
Successfully complete Time Attack, Survival, Tekken Force, or Training mode. Hold Square + Triangle and press Up/Right to display a password that corresponds to your rank.
Alternate victory pose
After winning the final round in a match, hold Square, X, Circle, or Triangle during the replay to view a different ending pose for each button.
View move names
During a match, press Select, then enter a combo to see its name.
All characters
Successfully complete the game with the indicated character to unlock the corresponding fighter:
-Hwoarang to unlock Jin Kazama
-Christy to unlock Eddy Gordo
-Xiaoyou to unlock Kuma/Panda (Miharu is also selectable)
-Yoshimitsu to unlock Brian Fury
-Bryan to unlock Violet, if Jin is already unlocked; otherwise, Jin
-Violet to unlock Combot (and Violet can now be Lee)
-Kazuya to unlock Nina
-Nina to unlock Lei
-Marduk, Paul, or Law to unlock Hiehachi (unless all others are unlocked, in which case anyone unlocks him)