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Saturday, June 20, 2009

Delta Force Xtreme







GamesRevolution.Tk Ratings:-10/6 Ok
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Delta Force Xtreme Reviews...
If you're a shooter fan on a budget, Delta Force Xtreme isn't a bad way to go.
While the tactical shooting series has had its ups and downs over the years, the original Delta Force, released way back in 1998, was arguably one of the best tactical first-person shooters of its era. Jumping on the recent trend of taking classic games and remaking them with modern technology, NovaLogic has recently released Delta Force Xtreme, a budget-priced director's cut of sorts of the very first Delta Force. While we'd normally tell you to run screaming from any game with the word "Xtreme" in its title, Delta Force Xtreme holds up surprisingly well for a game released when Clinton was still in the White House. In fact, when you toss in its 32-player multiplayer modes and modern graphics, Delta Force feels perfectly suitable for a budget title.
So, to answer your first question right off the bat...yeah, Delta Force Xtreme feels a little barren for a modern shooter. In 1998, "tactical shooter" meant you got to have computer-controlled teammates, and occasionally they shot at the bad guys. Nowadays, there are all sorts of crazy cover-fire mechanics and unit commands and what have you to take into account, so anyone expecting a tactical shooter by today's standards isn't going to find it here. Essentially, the premise of the game is that you're a nameless soldier in the Delta Force. There's really not any plot to speak of, save for little bits of mission briefings that occur before and after each individual mission. There are three campaigns and about 20 missions total in the single-player, which is actually less than what was in the original game, which featured five campaigns and roughly 40 missions (though a few missions have been added to the included campaigns to pad out the length a bit). While that might initially seem disappointing, the focus of the game really isn't the single-player gameplay, and after spending some time with it, it will become abundantly clear why.
We're not saying the single-player is terrible by any means, but there really isn't much to it. You pretty much run from waypoint to waypoint on the map, shoot all the guys in the vicinity, and occasionally stop to blow up a helicopter, some weapons caches, and other bric-a-brac. However, even though you're just running around blasting away at large groupings of enemies, it's still fairly enjoyable. The enemy artificial intelligence, while not exceptional, is reasonably challenging. And because you're fighting against sizable groups, many of which are hidden within small buildings and other covered areas, you'll have to be mindful of where enemy fire is coming from, so you can't just run into an area with guns blazing. The AI for your teammates isn't nearly as good, but it doesn't really need to be. You only have two, and in some cases, four teammates, and they're scattered throughout the map, so you'll have to meet up with them at specific waypoints. Unlike in the original game, they won't get stuck in certain sections of the map. However, they still only occasionally take down enemies and you still have to hit specific trigger points on the map to actually get them to move with you. The game also contains a limited array of weapons and drivable vehicles, though the weapons are fun to shoot and the vehicles are fun to drive/pilot despite the lack of variety.
The whole of Delta Force Xtreme's single-player experience won't last for more than a few hours, but where you'll really end up having your fun is with the multiplayer, anyway. When you're playing competitively, Delta Force Xtreme can be quite a chaotic, but fun experience. Up to 32 players can play online, and whether you're playing team deathmatch, capture the flag, or king of the kill, the action is always frantic and full of people getting shot in the face. It's especially enjoyable in the maps where an abundance of vehicles can be found, as it is quite fun to climb aboard a helicopter, or into the mounted gun position of a jeep, and roll around blasting guys. There are also a number of cooperative missions in the game, where you and some player-controlled teammates essentially do the exact same thing as in the single-player, which is running from waypoint to waypoint, clearing out terrorists. Though not quite as engaging as the competitive aspects of the game, the co-op certainly has its moments.
With all of that said, the one question probably still nagging at you is, "Exactly how much better does the game look?" Even in 1998, Delta Force wasn't exactly a looker. By today's standards, Xtreme is on roughly the same level--it looks good, but not exceptional in any way. The soldier models all look pretty generic, but move reasonably well, and if nothing else, they die convincingly. The environments are typically quite large and spacious, though sparsely decorated. The areas occupied by enemies tend to have some buildings, exploding barrels, and so on. But anywhere else, you're usually just wandering around open desert or jungle for long stretches without seeing much of anything beyond some decent ground and vegetation textures. The audio is similarly repetitive, but with a few more problems. While the basic sound effects are generally OK, some of them tend to repeat rather blatantly, to the point where you can tell they're on a very specific looping track. Like when you're driving a motorcycle, for example, the sound of the engine revving up as you change gears just goes on over and over again, even if you've reached top gear. There's really no voice work or music to speak of, save for a few minor instances, and none of it is really impressive.
Actually, nothing about Delta Force Xtreme really sticks out in any meaningful capacity. The PC is packed from front to back with quality shooters, so while Delta Force Xtreme is perfectly capable, with so much competition available, it's tough to really get excited about anything it does. But, with that said, for a $20 game, you could do a hell of a lot worse. So if you're a shooter fan on a budget, Delta Force Xtreme isn't a bad way to go.
Source:-gamespot.com
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SYSTEM REQUIRMENTS..
Processor: Intel Pentium III
Display Card!: NVIDIA GeForce DDR
Memory: 256MB
Operating System: Microsoft Windows 98
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Tuesday, June 16, 2009

House Of The Dead 3







GamesRevolution.Tk Ratings:-10/7.5 Great
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House Of The Dead 3 Reviews..
October 18, 2002 - There aren't many light gun games these days, but you can always count on Sega and House of the Dead come Halloween. An arcade and console smash hit, the HOTD series was last seen on the Dreamcast a couple years back. After a short hiatus, the Dead have returned exclusively to Xbox. But don't expect your standard dead man party. Aside from the stunning eye-candy graphics (hard to believe this was once all cel-shaded), House of the Dead III comes with a few big changes, including auto-reloading shotguns and a different type of branching pathway than what we've seen from Sega in the past. Though you can possibly finish the game quicker than you can read this review, it is a heap of fun and worthy of the Dead.

Grab your light gun and get ready for some action. House of the Dead III takes place twenty years after the events of II, with Lisa Rogan and Agent G looking into the disappearance of Thomas Rogan, Lisa's father. The story, though, doesn't really matter. Yes, you're looking for the elder Rogan and yeah there's some back story flashbacks strewn in between each level (six total), but all that really matters is that you're in a house of the dead and there are beasties everywhere looking to take a bite out of crimefighters. You've got to blast your way through a horde of ungodly creatures and rescue Thomas Rogan.
Taking the role of either Lisa or Agent G (the only difference being one stands on the left and the other on the right), you'll enter the House of the Dead, which is actually a corporate office. Well, I guess if these zombies work late enough hours they can call it a "home". Anyone familiar with past Houses or, for that matter, almost any other light game, will get the grasp of things rather quickly. There's one or two player mode and each player aims a crosshair and fires at everything and anything in sight. But don't expect your standard House this time around, because WOW has shaken things up a bit.
In House of the Dead II, there were lots of innocents getting in the way. If you killed one, which was easy (and fun) to do, you lost a life. But in III, there are no innocents to worry about. Instead, you've only got to sweat saving your partner from some hairy jams. Occasionally your partner will be trapped and under duress from a few zombies. The game pauses a moment, highlights the offending zombies in red, and then lets you at them. Kill them all quickly and you'll keep Agent G from some nasty rashes. And for a reward you'll snag a bonus life. Move too slow, and G will take a hit, but you won't be penalized. But saving innocents didn't just keep you from losing lives in HOTD II, it also changed the path of the game. A saved innocent might give you a key or point you in a different direction. But there are no innocents here, so that type of path divergence isn't possible.

That's a subtle change, something that can be easily overlooked. But that wasn't enough for WOW, who took a huge gamble and stripped HOTD III of a shooter staple. You won't hear anyone shouting "Reload!" as you play HOTD III, because this time you were smart enough to bring an auto-loading shotgun with you. The shotgun has limited bullets, and when all shots are fired it will automatically reload, but this still takes time. So if you are reloading and are still under attack, you could get screwed over. But generally, that's not gonna be the case. And though it seems like this would kill the game, because reloading was a key part of the originals, it's actually a boon.
House of the Dead III gives you more zombies, coming at a faster pace and bosses that will have your trigger finger swollen and sore by the end of the day. You need the auto-reload because there's always something coming at you and the game very rarely lets up on the action. There are also more things in the environment to shoot than in the past. Blowing up boxes and oil drums reveals several different coins, which can add to your point total and thus increase your level rating at the end. Still, the no reload feature makes the game easier than its predecessors. So, you lose some of the challenge, but it's more fun than it ever was.

Alternate paths still exist in the Dead, but now are handled in a different way. There are six levels and you can choose your path before several of them. The first level is short and takes you through the last day Thomas Rogan was heard from. Two weeks later, G and Lisa kick in the gates and you're given a choice -- take the parking lot or the entranceway. Each takes you on slightly different paths, encountering different enemies and bonus coin placements. The next three levels -- the bulk of the game -- can be chosen in any order you wish. But your path will change for each one depending on the order you choose. So, you can go through the game a few times, picking different combinations and see a variety of paths all leading to one inevitable confrontation.

Speaking of confrontation, House of the Dead III wipes the floor with the much-loved II in terms of boss battles. Though there are only four bosses (you face one twice) each one is fantastically designed. The attack patterns are easy to figure out and they're not as difficult as in the previous Deads (excluding the final boss), but the bosses are far more imaginative and enjoyable. The best part of the game comes in a boss battle with a giant sloth-like creature whose cage you've stumbled onto. As he circles you by hanging onto the chain-link cage, you have to blast at his hands and feet to try and knock him loose. Not caring for that at all, Mr. Sloth Boss shakes the cage. Cue It's Raining Men, because it literally is. A dozen or so dead bodies hanging from the high ceiling fall towards you and your only hope for survival is to blast the corpses away before they splat you. Genius.

The only disappointment comes with the final boss battle, which seems to have absolutely nothing to do with the undead at all. The game suddenly shifts from "undead blast-fest" to "lost scenes from The Lawnmower Man." Not to mention he's tougher than the previous three bosses combined (even if you fought those bosses with your eyes closed and the light gun pointed at your crotch). But every challenge is worth its reward, and your reward here is a fun cut scene. Hoorah!
Source:-ign.com
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SYSTEM REQUIRMENTS...
OS: Windows 98/ME/XP
CPU: 1GHzRAM:
128 MBVideo: 64 MBSound:
DirectX 9.0c compatibleHDD:
700 MBCD: CD 8x speed
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Saturday, June 13, 2009

Brian Lara Cricket 2005







GamesRevolution.Tk Ratings:-10/6 OK
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Brian Lara Cricket 2005 Reviews..
True cricket fans will tell you that the one-day and Twenty20 stuff isn't the real game. No; they'll tell you that the only way to gauge a good cricketer is over a five-day test match.

That's always presented a problem as far as computer cricket is concerned. It's unfeasible to hold a gamer's attention for that length of time in a sporting simulation of pretty much any ilk, and thus corners have had to be cut. And that's meant that cricket games have inevitably focused on the shorter games in preference to the longer.
t's a trade-off that's been made to an extent with Brian Lara Cricket 2005. Even though it's a game packed with modes - allowing you to tackle pre-set or customized tournaments - it'll be a very patient player who bothers to tackle a full-on test series. Because as with practically every other game in the cricket genre, Lara 2005 doesn't have too many tricks up its sleeve.

The core of any cricket title is, surprisingly, the batting and bowling, so let's take those in turn. To control the batting, you need to position your batsman, pick a direction for your shot and whether you want an attacking, defensive or lofted hit. It's all in the timing, of course, and the game rewards some serious time spent in the nets before you go out and play properly.

Yet after a while it's not too tricky to wrap your head around the batting system, and you'll start pulling off some good shots. That said, once you head to test level, the difficulty can reach an unforgiving point where frustration frequently eclipses the fun factor. Still, all in all the batting side of the game is suitably good fun.

Bowling is slightly more convoluted, but again, it rewards some serious practice. Here you need to set your angle of approach, target where you want the ball to pitch and choose your delivery type. You can also apply a bit of swing or drift, and again it's mostly a job of getting your timing right. The bowling is, in our view, the slightly more challenging of the two disciplines, but it's far from impossible to fathom.

So how, ultimately, does it all hang together? Not too badly, actually, at least in the short term. Lara's quite good fun to play, and suitably detailed. However, once you've worked out what's what, you'll quickly deduce - quite rightly - that there's only long term appeal here for hardened cricket nuts. Sure, it's better than this year's effort from Electronic Arts (although its Cricket 2005 does at least boast all the proper player names), but for the casual gamer, it's still a middle-of-the-road title that's fun for a while but holds limited long-term appeal.

Codemasters seems to have appreciated this, which is perhaps why you get fun asides such as the challenge mode whereby, for instance, you find yourself in the midst of some classic games of yesteryear. But the game remains a cautious buy, with few compelling reasons to shell out £35, regardless of whether it's for the PC, PlayStation 2 or Xbox.
Source:-itreviews.co.uk

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SYSTEM REQUIRMENTS...
Hardware Requirements
Windows 98SE/ME/XP/2000DirectX 9.0cPentium III or Athlon at 1GHz256mb RAMSupported Graphics cardDirectX 9 Compatible Sound Card2x DVD-ROM Drive4.4Gb Hard Drive Space
Recommended Requirements:
Windows XP/2000DirectX 9.0cPentium 4 at 2GHz or AthlonXP 2000+512Mb RAMGraphics Card: GeForce FX 5xxx or Radeon 9xxxDirectX 9 Compatible Sound Card
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Brian Lara Cricket 2007







GamesRevolution.Tk Ratings:-10/6 Ok
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Brian Lara Cricket 2007 Reviews...
Grab some leather, a chunk of wood and start spanking.
Australia, March 27, 2007 - Now that the awesome Aussies have actually pulled up their socks in the West Indies and started getting some results (three cheers for Matthew Hayden's fastest century in World Cup history - 100 runs off only 66 balls!), we can turn our attentions back to smashing England around in the latest installment of Ricky Ponting International Cricket. Because let's face it, who doesn't love seeing England lose? Note to our UK readers - sorry, but us Aussies are still smarting after our last, painful, pathetic defeat. Note to our American readers - what the hell are you doing reading a review of a cricket game?Ricky Ponting International Cricket 2007 is hardly a massive evolution from the last game, but there have been enough little nips and tucks here to keep Ricky a nose in front of EA's recent Cricket 2007. It's a Bill Lawry sized nose, though. Certainly nothing to sniff at (pun sadly intended).

Herschelle Gibbs probably still has nightmares about that time he dropped Steve Waugh, and it's likely that after extended play with Ricky Ponting 07, you'll also be waking up in the middle of the night in a cold sweat, reliving the countless times your fielders have dropped match-winning catches.
This is because the fielding controls in Ricky Ponting 07 once again require a touch of interactivity (not to mention luck) when it comes to throwing the ball at the stumps and catching in the outfield or behind wicket. The mini-game comes in the form of a reaction-time button press - just like the kind you find for driving the ball in old golf games. When the needle hits the middle of the meter, you have to nail that button or your hapless man in white will fumble the catch like some reserve player for Bangladesh, or throw the ball horribly wide of the stumps.

It certainly makes matches a little less predictable - there's nothing quite as enjoyable as playing a friend and seeing them stuff up their golden chances in the field, for instance - but it becomes obvious that the catching meter is still too blindingly fast for simple catches and it leads to a lot of frustration. The darn thing literally pops up on the screen and vanishes again in the blink of an eye, even if the ball is coming straight down your throat.

Where this really hurts is behind the stumps. When the batsman nicks the ball, you've only got a split second to catch what would normally be a regulation take for a decent wicketkeeper. Getting someone caught behind starts to become frustratingly difficult, so we can't help but feel this side of the game still needed a bit more work - like maybe a sudden slow-mo if the ball is nicked, to give you time to play the reaction time mini-game. We have to wonder if this feature was tested thoroughly.

What we do like, however, is the ability to return the ball to either the keeper's end or the bowler's end when fielding. In fact, you can even hear your teammates call out for you to return it to a particular end, which is a really nice touch. If you get your timing down, your fielder will hit the stumps with a direct hit, whereas a sloppy return gets dropped by the keeper or even misses entirely him entirely, resulting in overthrows. In this respect, there are a nice variety of animations to appreciate - at least for the first few days of play.
Fielding should probably be even more interactive than it is in this game, but at least it's not just an automated affair as it was in Cricket 07. Swordfish Studios are onto a good system here, because it's clear that virtual cricket needs a lot more of these fun little elements to add an extra dimension to the repetitive work of bowling or repeatedly trying to loft the ball over the rope as the batting side. Let's hope they continue to work on it and bring us something far more functional and compelling the next time around.
Source:-ps2.ign.com
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Minimum System Requirements
Only Supplied By DVD..
Pentium 4 2.4 GHz
, 1 GB RAM
, graphic card 256MB ...
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Wednesday, June 10, 2009

Grand Theft Auto San Andreas




GamesRevolution.Tk Ratings:-10/9.5 Great
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Grand Theft Auto San Andreas Reviews..
The best PC game ever?
October 25, 2004 - I'm not going to beat around the bush. Grand Theft Auto: San Andreas is the single best PC title I have ever played. It's larger than the biggest RPG, has more story than the heftiest adventure game, and has almost as many mini-games as Nintendo's Mario Party. Additionally, it has a production value that's second to none, boasts a faithfulness to '90s source material with an eerie accuracy, and provides more hours of entertainment than all the previous Grand Theft Autos combined. In short, it's a terrific unending masterpiece of a game -- and one that will never fall victim to an over-exaggeration of its lofty status. It's the defining piece of software for Sony's successful sophomore system, and it's almost impossible to imagine a PlayStation 2 library without it.
Now I realize that with a statement like that, I leave a lot of expectations on the table. Immediate questions from longtime GTA players (and haters) will no doubt surface regarding what kind of problems San Andreas must have. Does the framerate still stutter? Is pop-in and draw distance still an issue? Are there any collision quandaries or other graphics-related bugs? Are the sound effects still tame by other action game standards? Does the AI ever have stupid moments or not perform the way you'd want it to? And is it true that there's absolutely no form of online play whatsoever? To be honest, the answer to all those questions is a definite yes. But an even better question to ask (and one that has a lot more direct impact) is, "Do any of the issues explored above really detract from the overall experience?" In a word: No.

But how is that possible? Isn't that a significant number of concerns for one game to handle? Sure it may sound like the case when clumped together like that, but in practice it's almost completely unnoticeable. For starters, the frequencies at which the graphical hitches mentioned above appear in comparison to when they don't is so lopsided, that I'm left unaffected. Additionally, there's literally so much to experience in the single player game that the lack of online play isn't missed in the least, while the minor sound effect kinks and other presentational issues get completely dwarfed by everything else that the game manages to do right.
The big curiosity, of course, is just what is it that San Andreas does so right in the first place? After all, IGN and every other videogame publication on the planet have been sworn to secrecy since first getting our hands on the game late last week. And while it's true that we've told you all about the different kinds of features that Rockstar had plans to implement by release day, nobody's talked about how those features actually felt. Even more importantly, though, no one has mentioned the number one reason that Grand Theft Auto: San Andreas is so amazing to begin with: it's the first game I can ever remember that asks its players to wonder "What can't you do" as opposed to "What can you?"

The storyline of San Andreas should feel somewhat familiar to fans of 1990s cinema. Borrowing rather heavily from John Singleton, Spike Lee, and Ernest Dickerson pictures, this iteration of Grand Theft Auto is all about the thug life when it was still in its infancy. Following the exploits of young Carl Johnson, the game begins as CJ returns from exile in Liberty City after learning that his mother's been killed via unknown circumstances. CJ feels pretty torn about coming back too, as he originally left Los Santos five years ago when his younger brother Brian was mercilessly gunned down. Nevertheless, family's family and Carl returns home to San Andreas to pay his respects.

Source:-ps2.ign.com

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SYSTEM REQUIRMENTS..
Minimum System Requirements:
1GHz Pentuim III or AMD Athlon
256MB RAM
8x Speed DVD Drive
3.6 GB Hard Disk
Space64MB Video Card
DirectX 9 compatable sound & video driversKeyboard, mouse
Recommended System Requirements:
Intel Pentuim 4 or AMD XP Processor (or better)
384MB RAM
16x Speed DVD Drive
4.7GB Hard Drive Space
128MB Video Card
DirectX 9 compatible sound & video driversKeyboard, mouse or game pad
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Grand Theft Auto Vice City




GamesRevolution.Tk.. Ratings:- 10/9
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Grand Theft Auto Reviews...

If by some chance you've put off playing Vice City up till now, don't wait any longe
Grand Theft Auto: Vice City for the PC needs no introduction. Not only is this game in many ways better than its amazing predecessor Grand Theft Auto III, but it's also technically superior to the original version of Vice City that was released on the PlayStation 2 a number of months ago. Like GTAIII for the PC, Vice City is identical to the original PS2 version in terms of content, so if you've already played that version to death, you won't find the PC version to be much different. However, the PC version of Vice City does offer enhanced visuals and controls, improved loading times, and a few extra frills. More importantly, it offers the same refreshingly open-ended gaming experience, which has occasionally been reviled for its controversial subject matter, but has far more often elicited much-deserved praise. Simply put, if by some chance you've put off playing Vice City up till now, don't wait any longer.

To be clear, Vice City is an extension of Grand Theft Auto III, rather than a completely overhauled sequel. That's definitely a good thing, because GTAIII's freestyle gameplay was extremely entertaining and offered tremendous replay value, yet still had more potential. Vice City fulfills a lot of that potential, as it features improved production values (including over eight hours of licensed music and plenty of Hollywood voice actors), new types of drivable vehicles (motorcycles, helicopters, and golf carts), new weapons, better vehicle damage modeling, indoor environments, and more.

Yet the most obvious difference between GTAIII and Vice City is that in the new game, you're in a brand-new setting, a sprawling city styled after Miami, Florida, circa 1986. Laced with neon and featuring miles of beachfront property, Vice City simply looks a lot more pleasant than GTAIII's oppressive New York City-inspired Liberty City. Nevertheless, like Liberty City, Vice City is actually a den of corruption and evil. And it's your playground. You're free to roam Vice City on foot or in any manner of vehicle you can get your hands on, and you can undertake a wide variety of action-packed missions, explore the town, wreak havoc, or whatever. The game's convincing physics and terrific atmosphere make any of the huge variety of activities available in Vice City enjoyable in themselves, and even greater than the sum of their parts when you put them all together. You'd be hard-pressed to find a single-player action game with more variety than this one, and Vice City will more than likely surprise and impress you even if you've already played GTAIII to death.

Rather than put you in the role of a nameless, voiceless antihero like GTAIII, Vice City lets you assume the role of Tommy Vercetti, a tough guy who has just gotten out of the slammer. He gets himself back into trouble fast when a drug deal goes bad and he barely makes it out alive, so the basic plot of the game is to get the drug money back and take out the double-crossers. In so doing, you'll get to kill all your enemies, buy up the town's priciest hot spots, and eventually become Vice City's resident crime lord. Vercetti, who is expertly voiced by Ray Liotta, is a likable and memorable protagonist, and many of the other characters he'll meet, like a crooked lawyer and a South American crime boss with an explosive temper, are also well done.
Vice City pays closer attention to its characters, making the proceedings seem more cinematic and more story-driven than GTAIII, which was criticized in the mainstream media for letting people live out their sociopathic fantasies. Regardless, if you were surprised by GTAIII's unflinching portrayal of mature content, be advised that Vice City doesn't pull any punches either. And, like GTAIII, Vice City somehow brings to bear a truly inspired dark sense of humor amid all its violence and chaos. Smartly written dialogue, scathing social critique and caricatures, and a remarkably well-done depiction of '80s excess make Grand Theft Auto: Vice City far more than just a game about causing mayhem.
The story missions in Vice City are generally more complex and often more entertaining than those of GTAIII. They're multiple-stage affairs, often requiring you to take out various targets, make deliveries to key areas, drop someone off in exchange for something, and so on. They're fun, and they also do a great job of introducing you to Vice City's gameplay and new features. You usually have multiple missions to choose from at any given moment, and, true to the game's open-ended nature, many of the missions play out quite differently if you attempt them multiple times. Like in GTAIII, you can also steal squad cars, ambulances, fire trucks, and now even pizza-delivery mopeds and take on various peripheral missions in them, all of which make for fun diversions. The game's save system, which requires you to constantly return to a specific save point, is identical to that of GTAIII, so it might slightly frustrate those accustomed to being able to save anywhere and at any time. But since the missions aren't that long, being able to save your progress only in between missions simply helps maintain the game's pacing, forcing you to accomplish each of your objectives in one, dramatic take.
Of all the additions to the gameplay, the new vehicles are the highlight. Various types of motorcycles and helicopters join a huge variety of cars, trucks, vans, boats, planes, and more, letting you get around Vice City however you wish. Just like the cars, the motorcycles and choppers handle convincingly, and the motorcycles in particular allow you to reach some ridiculously high speeds and pull off some truly insane stunts, if you so choose. The game's vehicle physics are realistic only for the sake of fun and visual authenticity. The vehicles handle very well even when they've been beaten up front and back.
Like in GTAIII, some of the best moments in Vice City are when the cops are hot on your trail. They won't go after you if you run a red light, but if you commit a serious crime in front of them, they'll give chase. The more mayhem you cause, the more serious the opposition will get, and soon enough the cops will be setting up roadblocks and calling for reinforcements from police choppers, the FBI, and eventually the National Guard. You'll even come up against undercover vice squads, in their fancy sports cars and pastel suits. The enemy AI isn't quite perfect, as you'll notice when your foes try in vain to shoot you through solid walls when indoors. But Vice City's few minor blemishes are easily forgivable, since they don't get in the way of the action.

The PC version of Vice City, like GTAIII before it, features a default mouse-and-keyboard control scheme that works great. Using it, you can easily control any of the game's vehicles, and on foot, the mouse allows you to aim your weapons as in a first-person shooter. You can also opt to play with a gamepad, to mimic the PS2 version's controls and its auto-aim feature.
Vice City looks better on the PC than on the PlayStation 2 thanks to sharpened textures and higher resolutions. You can also adjust the draw distance either to improve your frame rate or be able to see much farther toward the horizon on higher-end machines. The game runs smoothly on systems that exceed its minimum requirements, though you might spot an occasional hiccup in the frame rate when the play disc is being accessed. The artistry of Vice City's graphics and the realistic physics of its vehicles do much to compensate for what's an otherwise technically unremarkable presentation. No, these aren't the sharpest textures in the world, and the vehicles and characters aren't made up of an obscene number of pixel-shaded polygons or anything, but Vice City's graphics have a great amount of style and a good level of detail. Fans of GTAIII will love how many of Vice City's vehicles are earlier models of the vehicles from that game, and how they're clearly inspired by real-world '80s autos. Also, the stylized characters featured in the game's well-choreographed and entertaining cutscenes use convincing facial expressions and lip-synching, which helps the story sequences a lot.
Despite all its other great qualities, Grand Theft Auto: Vice City's audio turns out to be one of the best things about it. Like all the other GTA games before it, Vice City features a soundtrack that consists of the various radio stations you'll be listening to as you drive around in stolen vehicles. These are themed after the sorts of stations you'd expect to hear in '80s-era Miami: There's a new-wave station, a rock station, a rap station, a metal station, and even a Spanish-language station, plus a couple of talk-radio stations for good measure. Suffice it to say that there are hours upon hours of recognizable radio hits from all genres of '80s music on this soundtrack, so even if you never touched the game's controls, you'd practically be getting your money's worth out of this game just by virtue of its being an excellent compilation of '80s tunes. The radio stations all have their own DJs, many of whom are very well written characters in their own right, and you'll even hear radio spots that cleverly mock the sorts of products that made the rounds in that era. Vice City's audio ultimately deserves most of the credit for establishing the game's atmosphere, and other than the soundtrack and voice acting, the sound effects for all the various vehicles and weapons are spot on.
Like GTAIII for the PC, Vice City offers an instant-replay feature that you can use whenever you manage to pull off a truly one-of-a-kind stunt, escape, or killing spree. You can even save your replays if you want. You can also create new skins for Tommy, if you want to change his appearance for some reason (though you'll see him wearing a variety of outfits over the course of the game anyway). And, if all the '80s music isn't good enough for you, you can load up a bunch of MP3 files and listen to those on the radio instead. All this is icing on the cake.
After the incredible success of GTAIII, it was difficult to imagine Scotland-based developer Rockstar North following up with a comparably outstanding game, especially after just one year. But that's what Vice City is. It's similar to GTAIII only as much as necessary, and it boasts so much new content and so many new types of vehicles to drive and exciting missions to experience that it is certainly not just an attempt to further cash in on GTAIII's success. No, this is an exceptionally good action game, whether you consider it on its own merits, or measure it against the incredibly high standards of its predecessor.
Source:- gamesopt.com

GamesRevolution Offers You To See The System Requirments Of This Game.... Don't Visit Other Websites Just Visit GamesRevolution.tk For All Games Stuff.....

SYSTEM REQUIRMENTS..

Minimum System Requirements:

800 MHz Intel Pentium III or 800 MHz AMD Athlon or 1.2GHz Intel Celeron or 1.2 GHz AMD Duron processor128 MB of RAM8 speed CD / DVD drive915 MB of free hard disk space(+ 635 MB if video card does NOT support DirectX Texture Compression)32 MB video card with DirectX 9.0 compatible drivers ("GeForce" or better)Sound Card with DirectX 9.0 compatible drivers Keyboard & Mouse

Recommended System Requirements:

Intel Pentium IV or AMD Athlon XP processor 256(+) MB of RAM16 speed CD / DVD drive1.55 GB of free hard disk space(+ 635 MB if video card does NOT support DirectX Texture Compression)64(+) MB video card with DirectX 9.0 compatible drivers ("GeForce 3" / "Radeon 8500" or better with DirectX Texture Compression support)DirectX 9.0 compatible sound card with surround soundGamepad (USB or Joystick Port)Keyboard & Mouse
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Project IGI 2 Covert Strike




GamesRevolution.Tk. Ratings:-10/7 Good
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Project IGI 2 Covert Strike Reviews..
Perhaps IGI 2's biggest problem is that instead of drawing you into a thrilling adventure, it makes you feel like you're just going through the motions in a generic shooter.
Sometimes a mediocre game can seem worse than an outright dud. When you're playing an obviously terrible game, you can usually put it safely aside and move on to something better. But mediocre games like Innerloop Studios' IGI 2: Covert Strike trick you into thinking that there might be something great just around the corner, only to repeatedly disappoint you. The previous game, Project IGI, was an above-average shooter when it was released in 2000, despite some serious shortcomings. But things have changed since then--more-sophisticated and more-stylish action games such as Medal of Honor: Allied Assault, No One Lives Forever 2, and Tom Clancy's Splinter Cell have raised the bar for action games. Yet Innerloop has slid under it with IGI 2, which is a shooter that might have seemed exciting if it had been released in 2000, but is mostly forgettable now.
In IGI 2, you play as ex-SAS soldier David Jones, a covert operative now working for the fictional Institute for Geotactical Intelligence. You'd never know that at first if you didn't read the box and manual before playing, though. The game itself just throws you into the action without any decent setup or explanations. What exactly is IGI? Who is David Jones? Who knows? Who cares? The attempts at storytelling fall flat throughout the game. This might not have been the problem if IGI 2 were a straightforward action game, but, as your first mission briefing tells you when you start the game, "stealth will be vital." To be fair, IGI 2 at least gives you a visibility meter that gives you a good idea of how easily you can be seen without resorting to guesswork. You can toggle Jones' movement between running and walking, and you can also select from standing, crouching, and prone positions, all of which have an effect on how noticeable you are.
IGI 2 does have seem to have some basic mechanics to encourage interesting stealth-based gameplay, but in practice, the stealth elements are often tedious, frustrating, or implemented too obviously. All too often, you'll get the feeling that IGI 2's designers were following some sort some kind of action-game design handbook. You'll find levels where you'll obviously be required to sneak up behind a guard and incapacitate him, or levels in which you're clearly supposed to crouch behind a pile of crates to avoid being spotted by a security camera. In fact, IGI 2 may make you feel like you're jumping through hoops instead of pulling off dramatically daring feats, so you may be tempted to forget stealth and just start shooting things up.
It's then that you'll learn that that IGI 2's disposable henchmen aren't exactly tactical geniuses. Sure, if you blow your cover and go in with guns blazing, they'll sound alarms and come pouring out of their barracks to hunt you down, and sometimes they'll even surprise you by using a flash-bang grenade to blind you before they attack. Many of them have incredibly good aim, but they're not especially vigilant otherwise, and when they first suspect your presence, they'll usually just run back and forth in predetermined areas for a while, as if a good jog might ward off any possible intruders. Apparently, the guards all skipped class while attending henchman school, since they'll gladly run one after another into your line of fire until the bodies are stacked to the ceiling. They'll also use such clever tactics such as yelling "Grenade!" to warn you before they throw one. In fact, they'll even start tossing grenades around wildly indoors--while you're still outside.
If you stand too long in view of a security camera, an alarm will likewise sound. Of course, you'll discover quickly that you can simply shoot out most cameras, and no one will be the wiser. Leaving bodies lying around (you can't drag them out of the way as in most games of this type) usually won't alert anyone either. About the only time you absolutely have to be stealthy in IGI 2 is in certain levels where massive hordes of guards can gang up on you from all directions.

If you do find yourself under attack, the firefights can be action-packed and exciting but are just as likely to be frustrating. The enemies usually act foolishly, but, as mentioned above, they have superb aim to compensate. Imagine the infamously difficult Sniper Town level from 2015's excellent shooter Medal of Honor: Allied Assault, but everywhere, all the time. As such, you'll need to sneak from cover to cover as you pick off enemies and use grenades to take out large groups before they can fire on you en masse. Unfortunately, the AI troops' unerring ability to hit you with a submachine gun from hundreds of yards away may make you feel like the game is cheating.
If you do find yourself under attack, the firefights can be action-packed and exciting but are just as likely to be frustrating. The enemies usually act foolishly, but, as mentioned above, they have superb aim to compensate. Imagine the infamously difficult Sniper Town level from 2015's excellent shooter Medal of Honor: Allied Assault, but everywhere, all the time. As such, you'll need to sneak from cover to cover as you pick off enemies and use grenades to take out large groups before they can fire on you en masse. Unfortunately, the AI troops' unerring ability to hit you with a submachine gun from hundreds of yards away may make you feel like the game is cheating.
While the levels are visually impressive in terms of their sheer size, they're not very impressive otherwise. IGI 2's graphics engine is certainly capable of rendering some attractive scenes from time to time, but there's just too little artistry behind the game to take advantage of it. Few of the levels make you feel like you're in a real-world location, despite IGI 2's real-world setting. Most buildings, for instance, are largely empty or look almost exactly alike inside and out. The game looks rather dated overall, thanks to its simple lighting and shadow effects, blocky 3D models, and generally unconvincing animations. It just lacks any sort of memorable visual style, and you'll forget what each level looked like as soon as you finish it.
Like the visuals, IGI 2's audio is merely adequate. On the one hand, you'll hear wind whistling through the pines high on a snowy mountain and hear Jones' feet realistically crunching gravel as he runs. The guns sound powerful for the most part, too. On the other hand, the music is forgettable, and most of the voice-overs are quite bad. The voices for Jones and his cohorts back at IGI headquarters are competent, but the voices for the "Russian" henchmen in the early missions, for example, are horrible. All the guards keep shouting the same phrases over and over for no reason--you'll want to kill them just to shut them up.
When you get tired of the single-player game--which will likely happen in a hurry--you can head online. IGI 2's multiplayer offers a decent variant on the popular team-based shooter Counter-Strike, albeit with unusually large maps. In fact, the maps feel too large for a game that supports only 16 players. The menu system is also rather clumsy.
IGI 2: Covert Strike has its entertaining moments, but not enough of them to help the game rise above mediocrity. Sometimes the game provides some exciting combat, but more often it tends to be boring, clichéd, or clumsy. It fails miserably at providing any sort of interesting story or characters that you care about. The levels are huge, but they're often bland or repetitive, and the game is riddled with design problems and bugs. Perhaps IGI 2's biggest problem is that instead of drawing you into a thrilling adventure, it makes you feel like you're just going through the motions in a generic shooter.

Source:-gamespot.com

GamesRevolution Offers You To See The System Requirments Of This Game.... Don't Visit Other Websites Just Visit GamesRevolution.tk For All Games Stuff.....

SYSTEM REQUIRMENTS....
Minumum Requirments........
Processor: Pentium III or Athlon 700
- RAM: 128MB RAM
- Video Memory: 32MB VRAM
- Operating System: 98/Me/XP
REcommended Requirments.
Processor: Pentium 4 or Athlon 1200
- RAM: 512MB RAM
- Video Memory: 64MB VRAM

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