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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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Monday, June 8, 2009

Midtown Madness 2




GamesRevolution.Tk Ratings:-10/8
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Midtown Madness 2 Reviews..

If you want to play a very fun racing game, then Midtown Madness 2 is for you.

There are few sure things in life, but one of them is that if Microsoft puts out a racing game with "Madness" in the title, you might as well grab it as soon as it hits store shelves. Midtown Madness 2 is no exception to this rule. It doesn't matter whether you're a hard-core simulation fan or you simply crave speed, destruction, and mayhem in your games - if you want to play a very fun racing game, then Midtown Madness 2 is for you.

But that's not to say that Midtown Madness 2 is ideal. In fact, it seems as though it could have used a couple more weeks in testing. On several occasions the game completely locked up on a fairly standard system (Celeron 450MHz, 256MB RAM, TNT2 video card with the latest drivers), and only through uninstalling and reinstalling did the problem finally seem to go away. As in some other racing games, the brakes don't truly function as real-life brakes when both pedals are configured to use the y-axis: Slamming on the pedal doesn't lock the wheels but merely decelerates your car more quickly. An attempt to correct this by configuring the pedals to use two axes revealed a bug - the brakes worked in reverse, forcing you to keep the pedal down for no brakes and releasing it to stop. Your only true braking option is the hand brake, which tends to cause unpredictable slides when all you really want to do is slow down in a hurry. Also, at the beginning of one race, my car was positioned facing in the opposite direction of the other cars, and stepping on the gas sent me hurtling backward along with them even though I was in first gear. Fortunately, none of these problems were persistent or detrimental to how enjoyable the game turns out to be.
You can actually work your way around most of these issues, and in fact you might never experience a game crash yourself. But there's no getting past the game's rather pathetic engine noises. When you see a '68 Mustang Fastback tearing through downtown San Francisco, you want to hear a mighty rumbling sound that'll make bystanders think the big earthquake's finally happening. Instead, the cars in Midtown Madness 2 give off a little purr that barely changes in tone even when you're redlining the tachometer. Even in an arcade-style racing game such as this, it's good to be able to hear when you should change gears, rather than constantly have to check the tachometer.
The occasional bugs and the weak sound effects are the only low points in Midtown Madness 2, because otherwise, the game is a blast. Midtown Madness players who've grown used to screaming through Chicago will be happy to find two new venues featured in the sequel: San Francisco and London. As in the original game, both cities have been meticulously modeled to include many notable landscapes. In San Fran, you'll see Coit Tower, the Palace of Fine Arts, and of course the Golden Gate Bridge; in London, you can tool around Trafalgar Square and even ram through the gates of Buckingham Palace and do a few donuts on the well-manicured lawn.

You can drive in 20 different rides that range from standards like Mustangs, an El Dorado, and several types of Volkswagens (including the Dune and the new Beetle RSi) to big rigs, double-decker buses, and even a Humvee-wannabee called the "light tactical vehicle." But don't expect to hop in that Dune, Aston Martin, or Panoz GTR-1 as soon as you load the game. Nearly half the cars are locked when you first begin play. Fortunately, unlocking the first few isn't too tough when you play on the amateur difficulty setting - for instance, to get the Audi TT, you just have to finish in the top three of half of the San Francisco checkpoint races. Still, it can be frustrating to have to unlock all those hidden cars.
All the race modes from the first game - checkpoint, blitz, circuit, and cruise - are still in the sequel, and each is enjoyable in its own right. It's impressive how much time you can spend simply in the free-for-all cruise mode, either driving in a law-abiding fashion or creating widespread panic as you plow through any cars whose drivers are inconsiderate enough to get in your way. You can't actually hit pedestrians, but watching them dive to safety or hug a wall as you blow by them is a real hoot. Another nice feature is the amusing prerace and postrace announcer commentary.

The new race mode is called crash course, which seems like it might be designed to teach you how to be a stunt driver in San Francisco, or else a cabbie in old London town. Divided into groups of three short events followed a "midterm" exam, the crash courses also give you some good experience at mastering the driving skills needed to win races against computer and human opponents. Unfortunately, they're also tied in to the unlocking of two cars. The mission-oriented crash courses can be rather exciting, but not necessarily more than the crash-bang thrills of the regular races
As you run into things, you'll notice there's a damage meter that displays how badly you're smashing up your car, though it's not visible with the first-person dashboard display turned on. But you shouldn't worry too much because it takes multiple high-speed collisions just to see smoke start pouring from the hood. Although it's possible to wreck your car so much that it can barely wobble down the road, it takes a Herculean effort to achieve this level of destruction. On the other hand, you'll appreciate the visual effects of the damage - dented doors, crumpled fenders, bent rims, and more. There's only one thing missing from the equation: instant replay. In a game that puts a premium on speed, wrecks, automotive aerobatics, and general mayhem, an instant replay or videotape feature should have been a top priority. The lack of one in Midtown Madness 2 is disappointing, especially since the one in Motocross Madness 2 worked so well.
You can count on hours of fun in the game's single-player mode, but the multiplayer mode makes the game even better. The action seems fairly smooth over the MSN Gaming Zone, but as with most driving games, things can get frustrating when players with high pings get into a race. Most fans seem to favor variations on the cops and robbers mode, in which teams or single players race to snatch a gold bar and return it to the bank (cop) or a hideout (robber), but you can also run in all the modes available in the single-player game.
Although its minimum system requirements are fairly low, you'll probably need a fast Pentium III and a cutting-edge 3D video card to play Midtown Madness 2 in higher resolutions with all the graphical bells and whistles turned on. But the action itself is so fast and brutal that you likely won't mind one bit that you have to give up some visual extras in order to get a smooth frame rate. The game might even make you consider making that hardware upgrade you've been putting off - and any game that does that is always worth checking out.
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.....

Multimedia PC with Pentium 166 MHz or a Pentium 133 with 4 MB 3-D accelerator card
Microsoft Windows 95 or 98
32 MB RAM for Microsoft Windows 95 or 98
300 MB hard disk space
2x CD-ROM drive (4x recommended)
SVGA 16-bit color monitor
Microsoft mouse or compatible pointing device (DirectInput 6.0 API compatible joystick or steering wheel recommended)
Microsoft DirectSound 6.0 API compatible sound card with speakers or headphones for audio (not required but recommended)
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Saturday, June 6, 2009

TotalOverDose







GamesRevolution.Tk-Ratings:-10/5 Ok
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TotalOverDose Reviews.....
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The Good.
Lots and lots and lots and lots of shooting people in the face
Completely insane special moves
Delightfully rough-and-tumble soundtrack.
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The Bad.
Brain-dead storyline
Mostly repetitive missions are made less so only by how easy and brief the whole game is
Mostly unattractive graphics--lots of glitches and bugs
Not enough available ammo for weapons
The words .
Rarely has a game reveled in its own crapulence the way that Total Overdose: A Gunslinger's Tale in Mexico does. Taking the concept of a stylish, violent third-person shooter to the height of hyperactive instability, Total Overdose is an all-out celebration of all things gun. Bullets fly with reckless abandon, bodies pile up to an almost alarming degree, and all the while you're pulling off the kinds of acrobatic maneuvers that would make Keanu Reeves say, "Woah." Of course, it's also all been done before. From playing Total Overdose, you get the feeling that the developers at Deadline Games had an awful lot of affection for the Grand Theft Auto and Max Payne games and that they may have watched one too many Robert Rodriguez movies late at night. That's because the main character plays just like Max Payne, the world around him operates just like the one in Grand Theft Auto, and the storyline plays out like a script Rodriguez might have written early in his career, before he knew what he was doing. Because it's made up of so many familiar parts, action game fans ought to be able to settle in and blast their ways through Total Overdose's relatively brief campaign with reasonable levels of enjoyment. Just be prepared for one extremely cheesy ride, and to sift through a few serious flaws as well.
The story of Total Overdose is cut from the kind of heavy-on-the-gunplay, light-on-the-drama cloth made famous in 1980s-era action films. Ramiro Cruz is an ex-convict and all-around screwup. His twin brother works for the DEA. Ramiro's twin is injured while working undercover, right as he's about to get in with some rather powerful drug lords down in Mexico. In a twist that plays like a vaquero movie version of the Anthony Hopkins/Chris Rock vehicle Bad Company, Ramiro is brought in to replace his brother so he can get in with the shady dealers. About a billion bullets, bodies, and busts later, you're dealing with crooked DEA agents, big-time drug deals, and a revenge plot about who really killed Ramiro's former-DEA-agent father. None of this means a thing, mind you. The plot here is merely a vehicle for you to get out and start shooting things. What little storyline exists here is largely turned irrelevant by the incredibly cheesy voice acting and writing, so there's no real opportunity to care about any of these people. But that suits the game just fine, since you'll be too busy killing everybody to bother caring about them.
What makes Total Overdose more than just another dull shoot-'em-up is the ludicrousness of its action. There isn't a kilo of realism to be found anywhere in this game...a fact flaunted at every opportunity by the insane acrobatic moves Ramiro can pull off for seemingly no reason other than because they're fun. Like Max Payne, Ramiro can shoot-dodge in bullet time while pumping tons of rounds into bad guys within a split second's time, all the while bouncing off walls and spinning around like a man possessed. These moves all play into a points rating that judges the different maneuvers you pull off and earns you points you'll need to complete missions. It's a neat system, but it's hindered by the most obnoxious aspect of the game, which (oddly enough) is the naming system for said moves. Moves are named the cheesiest things possible, like "Gringo loco!" and the oft-repeated "Spicy move!" In fact, you'll hear the words "spicy move" so often throughout the game that after a while a small piece of you will die inside every time it's uttered.
Thankfully, the basic shooting is reasonably satisfying. You're given plenty of different weapons with varying degrees of effectiveness. Fully automatic guns pump more rounds, but they also lack accuracy. Pistols are accurate, but they lack punch. Assault rifles tend to offer the best of both worlds. Rocket and grenade launchers? Well, you can imagine the level of destruction they inflict. If there's any complaint to be made here, it's that you often get the short shrift on ammo. There are upgrades you can earn throughout to give each gun type more available ammo. But even then, in a game this silly--where it's all about highly unrealistic action--you'd think the developer might have been a touch more generous with the ammunition. As it is, it's far too easy to run out of ammo for all guns very quickly, forcing you to constantly run around to pick up weapons off fallen enemies, which can be a risky affair in the middle of a firefight.
Ramiro can also earn a number of wacky special moves that border on comedic. Simply press a button and one of several select moves will occur, ranging from a kooky jumping spin move with dual Uzis blazing, to the appearance of an angry Mexican wrestler who will aid you by attacking any nearby enemies. Don't question it, because you'll absolutely despise this game if you try to put much thought into it. If you're willing to roll with the crazy Mexican wrestlers, the exploding piñatas, and the move called "El Mariachi," which straight-up gives you the Antonio Banderas-style "guns in the guitar cases" from the titular Robert Rodriguez film (though they should have called it "Desperado," since that's the actual film the move is from), Total Overdose can be a hysterical romp (though often unintentionally so).
Don't expect Total Overdose to be an especially challenging piece of work though, because it fails miserably in this regard. The enemy artificial intelligence borders on damaged. Bad guys will sometimes run around in circles, shooting at nothing in particular, or they'll get stuck in parts of the scenery. The only time they're at all hard is when there are just too many of them, and even then you can enact the game's "rewind" feature to just reverse time back a few seconds to avoid whatever bullet killed you a moment ago. Ramiro's special moves can also be abused to almost depressing levels. All it takes is one bout of El Mariachi to blow away just about any boss, without taking any damage yourself. Not that you need to cheat like this, since most bosses can be beaten just as easily with some nifty shoot dodging, but even still, exploits like this are prevalent throughout the game.
Total Overdose's Grand Theft Auto inspirations come from the vision of Mexico that the developer has created for you to play around in. The city you work in is largely open-ended, with plenty of pedestrians, ancillary traffic, buildings, and multiple locales, which unfortunately can't be jumped to without some load times. Additionally, these locations are also often difficult to find, since the in-game map is absolute garbage. As you wander around, you can look around for hidden bonuses and items, or you can just shoot the hell out of anyone who crosses your path. Unlike in GTA, though, there are really no consequences for your actions. Some cops might show up, but that's as far as it escalates, which effectively turns the process into a pretty dull affair. You get your missions by driving to icons located on the aforementioned terrible map, though it's at least good enough to denote the difference between a story mission and a side mission.
Side missions are mostly secondary and optional, though there are a few instances where you'll be required to do one or two side missions before the next story mission is available. Most of these are pretty simple "kill everyone in sight," checkpoint race, or "blow up a few burrito carts filled with cocaine" types of things, but they're fun enough for what they need to be. The story missions are longer and much more involved, often with multiple sections and plenty of heavy combat against drug runners, border patrol officers, and just about anyone else who might cross your path. The game is absolutely rife with save points, though, so you'll almost never find yourself having to repeat a lengthy section of the game. However, in the rare instance that you do, it's super-annoying.
There are also plenty of vehicles in the game, and they easily represent the least fun you'll have with any aspect of the gameplay. The cars handle in a very squirrelly manner, like the General Lee on a greased hockey rink or something. Fortunately, apart from the occasional checkpoint race, it's rare that you'll have to drive for more than a short distance. Often, cars are simply an optional means to an end, rather than a required piece of equipment for a mission. That's good, because if you had to drive for long bouts with these absolutely atrocious driving physics, you'd break the disc in half before you got anywhere near the end of the game.
Total Overdose certainly has style, but this isn't a particularly good-looking game. The character models are drab and blocky, and they don't animate as smoothly as they ought to. The rare exceptions are the style moves, but even they can be occasionally weird-looking. The cities are better-looking, and there are plenty of colorful set pieces decorating the background. However, the things going on in the background are frequently ugly. People dive out of the way of cars that aren't anywhere near them, cars will sometimes drive onto pieces of the scenery and get stuck there, and all manner of other little crazy glitches will go on--especially if you're involved in gunplay. The three versions of the game are all comparable, with only the PlayStation 2's lackluster frame rate setting it a notch or two lower than the rest. The PC game also does have a tendency to chug a bit, but it's marginal at most.
The game's sound manages to be both better and worse all at once. The voice acting, as mentioned before, is awful, though perhaps intentionally so. All the dialogue is terribly cheesy, and the actors ham it up to the nth degree. The credits list a number of Latino actors as playing the parts here, but most of them overdo the accents and slang so ludicrously that it all sounds forced and poorly stereotyped. However, the soundtrack is, in a word, tough. Featuring a smattering of songs from Latino rap group Delinquent Habits and Mexico City rap-metal group Molotov, the music complements the hard-edged tone of the game perfectly. What's more, a number of action sequences kick in with random bits of traditional flamenco guitars and upbeat mariachi tunes. Surprisingly, the jauntiness of these tracks sets a delightfully comedic contrast to the shooting, and it just plain works. The sound effects for the weapons, explosions, and whatnot are all effective enough, so you won't get any shortage of thunderous booms and bullet-riddled screams throughout the experience.
Total Overdose is one of those games that presents a conundrum. Most people shouldn't buy it, as it's far too short, too patently ridiculous, and too weak outside of its combat to be worth the money. Conversely, the game's utterly ludicrous nature makes for a fairly entertaining ride at times, and the shooting can be quite fun. Shooter fans on the hunt for something brainless and easy, but with lots of stylish gunplay, should certainly rent Total Overdose just to see how bananas the whole thing is. Those with slightly more-discerning tastes ought to just leave well enough alone and look elsewhere for their needs.
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....
Minimum Requirments....
Opeating System - Microsoft Windows 2000/XP (admin rights required)
CPU - Pentium 1.5 Ghz or faster processor or AMD Athlon XP (1400 Mhz)Â
RAM - 256 MB System Memory
Graphics - 100% DirectX 9 compatible 32meg Direct3D card with Hardware Transform and Lighting (TnL) support
Sound - 100% DirectX 9 compatible Sound Card
CD-Rom - Optical Drive CD-Rom Drive
Hard Drive - 360mb free space for minimum CD-Rom install
Input Devices -Â Keyboard or Gamepad
Recommended Requirments..
CPU - Pentium 2 GHz or Athlon XP equivalent
RAM -Â 512 MB
Graphics - 100% DirectX 9 compatible Direct3D card with Hardware Transform and Lighting (TnL) and 64MB video RAM
Sound - 100% DirectX 9 compatible sound card
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EA SPORTS Cricket 09










GamesRevolution.tk Ratings:- 10/10 Fantastic
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You Never See This Review On Other Websites!!
Fantastic Game Ever!!!!
EA CRICKET 2009 Reviews..
Cricket legend Ricky Ponting takes us on a personal tour of the latest build.

Australia, May 13, 2009 - One dark night, a number of years ago now, I was wandering alone through the Sydney CBD, keeping a watchful eye over one shoulder and a firm grip on my bag. Before I could slip through the shadows unnoticed, a group of large looking blokes materialised at the end of the street and began sauntering up the sidewalk like four cowboys strolling down the main street looking for a gun fight. Naturally, my heart started beating a little faster and I looked around for an escape route; but the moment was already upon me and not wanting to show any sign of weakness, I stuck to my fated trajectory. As I kept my head down, I heard not a chirp of friendly banter or chatter. I thought I was done like a dinner. Finally, the wall of blokes was only ten feet in front of me. I took a brave glance up at my potential attackers only for the adrenaline to kick up another few notches. It was Ricky Ponting, Jason Gillespie, Mark Waugh and, er, some other guy (probably the twelfth man). I was struck alright - star struck! A feeble "...hey!" fell out of my slack jaw as they popped their collars and marched on to whichever drinking establishment they had obviously chosen for their night off. Meeting Ricky Ponting this time around was a somewhat more relaxed experience. In fact, Punter (as he's known to his teammates and cricket fans around the world) was far more jovial than you might expect from the stressed-out looking captain you see on the cricket field. More than happy to chat, he seemed genuinely excited about the latest incarnation of virtual cricket with his face on the box.

Ashes Cricket 2009 is hitting shelves just in time for Australia's return to England to retain the Ashes trophy, so expectations are not only high for another cracking test series, but for a fun and satisfying cricket game that improves upon the last Ricky Ponting Cricket. Ponting and I were also joined by Mark Houareau from Transmission Games, the Australian dev studio behind the new instalment.

Ashes Cricket 2009 has been built from scratch, disposing of all the bits and pieces that went into making Ricky Ponting 2007. Yet first impressions from the build on show were of a game that feels surprisingly similar, aside from crisper graphics and noticeable improvements to the HUD and in-game options (such as being able to simulate overs - hurrah!). Once you start digging into the controls, there's evidence that some real effort has gone into providing more depth to all aspects of the game. The first thing you notice in the HUD is that your choice of batting stroke is represented by helpful controller icons in the corner of the screen, with a little silhouette of a man (Scaramouche, scaramouche!) in the batting stance that corresponds to a lofted hit, defensive stroke or attacking drive. Moving the left analogue stick rotates a slender "batting cone" around the circular radar of the ground, so you can better aim your shot to beat the field. Once the ball comes pinging down the pitch, the timing feels natural, and we were spanking fours, nicking quick singles and even edging a few through the slips. "It's really a feel thing, it really is," Mark Houareau explained to us. "Experience the game for a while and you learn what an early stroke can do, what a late stroke does... and if you play a front foot or back foot stroke. You get a feel for how late you can leave the ball and how you can work the ball through gaps. With the front-foot/back-foot modifier, you can actually pinpoint your radar position on the field. So, if I'm trying to work it between Point and Third Slip or something, I'll refine my radar and leave my stroke a little bit late to work it through there. That's in there for advanced players of the game."
Running between wickets is aided by a picture-in-picture display of your batsmen going for it, while the main TV-style view follows the journey of the ball. You have more than just the option of cancelling your call for a run this time, as we noticed that you could select to dive at the crease with bat outstretched should you think the bails are going to come off. Batting has always been the more intuitive and fun aspect of these games, so we were more curious to see how the bowling and fielding worked this time around.
Bowling now presents the player with far more tactical depth on the fly. Not only are there more styles of delivery, but you can tweak your spin and swing and get more variation out of where you pitch. Poking around the new tutorial mode, we noted that spin bowlers get taught how to bowl everything from leggies and wrong 'uns, to the flipper, top spin and slider, amongst others. Not only does the game explain the purpose of each delivery, but Shane Warne himself is on hand with audio commentary as you learn how to play. (In fact, Warney also offers match commentary, along with Ian Botham, Ian Bishop, Tony Greig and Johnathan Agnew.)
Each button on the pad corresponds to a different delivery, whilst the shoulder buttons allow you to rotate the ball to the left or right to add the required spin or swing. The bumper buttons work as a modifier, giving the player access to a huge variety of deliveries on every ball of the over. To help with line and length, the target marker now changes colour to indicate if you're going to pitch the ball in a good spot for that type of delivery.
Likewise, fast bowlers get schooled in everything from off-cutters to reverse swing, and the controls to perform these deliveries are logical and intuitive. The Legends tutorial mode is not only fun, but actually informative, which is great for newcomers to the game of cricket.
Source:Http://ps3.ign.com
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System Requirments.....
Windows XP/Vista
7800 Nvidia graphics card or ATI equivalen
DirectX 9.0c
Dual Core or Pentium 4 2.5 Ghz
Input methods:Keyboard, Gamepad
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