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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
GamesRevolution.Tk
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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
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.....
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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Need For Speed UnderCover







GamesRevolution.Tk:.. Ratings:-10/3 "Poor"
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Need For Speed UnderCover Reviews..
Black Box forgot a spark plug or two. And an engine.
November 18, 2008 - EA's Need for Speed franchise has been in an odd position the last couple years. While the franchise often worked to mix up the formula from year to year a decent bit, the release of EA's own Burnout Paradise posed a bit of a conundrum for the publisher. With Burnout switching to an open world setting, it meant that it competed directly with Need for Speed in that space. Last year's Need for Speed ProStreet was a diversion for the series from recent years, going to track-based racing, plenty of tuning options and focusing entirely on the events than exploring the city or running from the cops. ProStreet didn't turn out too well, so Black Box went back to the drawing board and returned to an open world setting with this year's Need for Speed Undercover, but that wasn't the only design change. Undercover also seems to be directed right at the casual market, both in terms of presentation and its extremely relaxed learning curve.
The end result, however, is a game that has practically zero redeeming qualities. It fails on almost every front and is a major step backwards not only for the franchise, but racing games in general. With Burnout Paradise having been out forever (and supported incredibly well by Criterion) and Midnight Club: Los Angeles having just shipped recently, the competition is very strong, leaving no reason whatsoever to choose Undercover over either of the aforementioned titles. Part of the reason for this is the game's complete and utter misuse of its open world setting. The major reason for having an open world is to allow gamers to explore their environment, find new challenges, perhaps some hidden locations and generally hunt down people to race. That doesn't happen one bit in Undercover. You cannot even drive to an event to start it or enter your garage. To begin an event, you can either head to the overhead map, which requires a couple of seconds of loading despite its utter simplicity, or simply press down on the D-Pad. This will load up whatever your nearest event is, or in some cases, the next major event you're supposed to take part in. All of this means that unless you're running from the cops, there's absolutely no reason to drive around the city when not in an event. You can't come across any hidden events, new racers or anything of this sort. Unless just feel like testing out your ride or just feel like exploring, there's no reason to drive around on your own. The open world setting is also ignored in many of the game's events. When you take part in any standard race, the game closes off the streets so that you can only drive on the correct route. It's the game's way of
putting you in a pre-defined track and not letting you veer from the beaten path. While transparent arrow walls would have been fine, this restricts not only you and your competition, but the traffic to the set race course as well. In other words, there's no cross traffic to deal with. How can you have an open world game and not have any cross traffic to contend with in races??

Not all events are like this, but they don't get much better. One event type challenges you to get out in front of your competition and then stay ahead for a minute or so (or just pull away entirely). Once you're able to get ahead, it's an absolute piece of cake to dominate them, especially if you head to the highway since they'll likely crash into someone and leave you with such a gigantic lead that you can come to a complete stop, start again and still have plenty of breathing room. This brings me to my next issue - the game is incredibly easy. It was fairly often that I'd win events by a good 20 seconds or so, and I'd have the worst car in the pack. In fact, I've been able to smoke a lineup of Lamborghinis and Corvettes with an Audi TT, and that should never happen. If your car's ratings are half of what your competition has, you can probably win with ease.
The game's upgrade and general car acquirement system also has its problems. Most of the cars are locked until you get to certain driver levels (which I'll come back to in a second), so you have to wait for them to become purchasable even if you have the cash. I'm not a fan of the system, but that's fine. The car upgrades work the same way however, and things are not unlocked in an order that makes sense. I've had low tier cars in my garage that I've only been able to purchase the first of three upgrade packages for, while I've also been able to buy significantly faster vehicles. Why would I ever upgrade the lesser cars at that point? Why wasn't I first allowed to fully upgrade them before earning the right to buy better cars? The whole order of things is very screwy.
As for your own personal level, you'll earn driver points for winning races and performing stunts like drifts or near misses and so forth. Every time you either dominate a race (which means beating a set time in addition to winning) or gain a level, your driver abilities increase. Many of these stats don't make much sense to be assigned to a person. Things like a discount on parts make sense, but why would you have a Forced Induction rating on your person rather than your individual vehicles? Also, since you gain points when you dominate, that means racers who are already good (or even just competent given the very low difficulty level of the game) will just get better, while people who are struggling (which will be about three people) will only be able to rely on the new level upgrades to help them out. It's worth noting that while the game retains the slick Autosculpt customization feature of the past couple titles, unlike last year, it doesn't have any effect on your performance. It's still cool to see it return, however, as it's a very cool customization feature unique to the franchise. One of the bigger things hyped about the title since its first showing is the presentation and its live action cutscenes. By and large, these fail to do what was intended in a pretty big way. Most of the scenes feature one of two sequences - a bunch of jackasses in a back alley talking trash to the camera before or after a race, or Maggie Q sitting in a room and telling you what you should be doing next. The whole thing winds up being pretty laughable and doesn't make a whole lot of sense. Maggie will tell you that you need to do to get on the inside of a racing group in order to get dirt on them, and then after a race she'll say "We have enough, let's move in." How did that help at all? They're going to just bust someone for street racing while they're tied to drug trafficking? You do run missions where you steal cars, make "special" deliveries and things like this now and again, but you never actually see any sequences that show how the cops are putting the evidence together or anything of that sort. It could have been so much better, but it falls very flat. It's also so overacted that you can't help but wonder if there was any sort of scene director on site because this is the stuff you see on the first day of acting school.
While the gameplay is a big miss, the graphics don't help the case either. The game is very bland looking, with only reasonably detailed cars and a city that almost entirely lacks a sense of life. There are no pedestrians, there's very little traffic and on the whole there's very little to convince you that people actually live and work there.
Source:-Http://ps3.ign.com
Need for Speed Undercover is a poor game with a ton of problems.
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
OS: Windows XP/VistaCPU: Pentium 4 3.2 Ghz or AMD Athlon 64 3500+RAM: 1GB MB RAM or higher (Windows Vista requires 2 GB RAM)HDD: 10 GB free disk space or moreGraphics: 256 MB or higher (Pixel Shader 3.0, PCIe only) *DirectX: Version 9.0c
RECOMMENDED REQUIREMENTS
OS: Windows XP/VistaCPU: Intel Core 2 Duo, AMD 64 X2 5200+ or AMD PhenomRAM: 2GB MB RAM or higher (Windows Vista requires 3 GB RAM)HDD: 10 GB free disk space or moreGraphics: 512 MB or higher (Pixel Shader 3.0, PCIe only) *DirectX: Version 9.0c
ATIRadeon X1600 seriesRadeon X1800 seriesRadeon X1900 seriesRadeon HD 2400 seriesRadeon HD 2600 seriesRadeon HD 2900 seriesRadeon HD 3000 seriesRadeon HD 4000 seriesNVIDIAGeForce 7300 seriesGeForce 7600 seriesGeForce 7800 seriesGeForce 7900 seriesGeForce 8500 seriesGeForce 8600 seriesGeForce 8800 seriesGeForce 9500 seriesGeForce 9600 seriesGeForce 9800 seriesGeForce 200 series***
NOTE: Laptop versions of these chipsets may work, but are not officially supported. NVIDIA GeForce 6000 series not supported.
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Need For Speed UnderCover

Friday, June 5, 2009

Need For Speed SHIFT. 12 Gen.




GamesRevolution.tk: Ratings:-10/10 (*****)
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Realease Date: 09/22/09
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Hands On!!!!
Need For Speed SHIFT....
Shift into high gear! Designed to deliver a true driver's experience that reflects contemporary motorsports, Need for Speed Shift is built.
by racers for racers. Need for Speed Shift delivers an authentic and immersive driving experience, replicating the true feeling of racing high-end performance cars like never before. Players are thrust into the heart of the action with immersive and exciting features including a stunningly realistic first-person cockpit view camera and an all-new crash mechanic, providing an unrivaled sensation of the speed and feeling of racing a car on the extreme edge of control.
Source:gamestats.com
Latest Reviews...
Coming Soon....
System Requirments...
Coming Soon.....
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Need For Speed ProStreet



GamesRevolution: Ratings:-100/100
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Need for Speed ProStreet Review....
November 13, 2007 -
EA's Need for Speed series has long been an ever-evolving franchise, one that changes up its focus, mechanics and style every couple of years. Though the game sells incredibly well, the developer/publisher doesn't like to sit still. This obviously means that the series has had its ups and downs, and unfortunately Need for Speed ProStreet isn't one of the ups.

ProStreet is a game that doesn't really seem to know what it's trying to be. It's been years since we've seen a Need for Speed title that focused solely on track racing, with the franchise branching out into open world settings with a story, cop chases and all sorts of other things to make it stand out. ProStreet, however, goes back to the track-based racing, putting the player into race after race on closed circuits, and then sending them back to a menu after each race is over.This setup is perfectly fine and, in this case, does work well to some extent, but there's not really a whole lot of extra "stuff" outside of the races that makes it seem like Black Box had a good idea of exactly what it was trying to accomplish. Yes, the fundamentals are there and the setup does work well, but the bulk of the presentation doesn't feel all that robust, especially when compared to what we've seen in recent years.
As well, the control scheme and arcade vs. sim aspects feel a bit confused. ProStreet adds a ton of great customization options to the franchise, which we'll get to in a bit, but the driving physics are anything but realistic. They're an odd in-between of the two and wind up in some place that really just does not work very well at all. The series has generally had strong racing controls, but those were somehow lost in the latest game.Most of the cars in the game feel like caricatures of their real-life counterparts, but not in a good way. Most every vehicle drives like a boat and feels very reluctant to want to turn at all. Even vehicles in hardcore driving sims like Gran Turismo turn with much greater ease than most any of the vehicles found here, and yet the game isn't even trying to be ultra-realistic.A few of us around the office drive some of the cars that you'll find in the game, like a 2007 Civic Si (which is identical to the '06 in the game) and a 2006 Pontiac GTO, and none of them handle anything like the real deal. ProStreet's version of the GTO barely turns at anything above 30mph, and doesn't really instill any sense of its 400hp engine. The real Civic Si is a nimble little car, but ProStreet's Si feels very top-heavy and slides around corners like they're covered with ice.

And though we don't drive every car in the game, it's clear that most of them, if not all, do not drive like what we would expect from the real thing. It's sad, too, because this one, huge fault brings down a game that would otherwise be fairly solid.Though there's not a lot of pizzazz and whatnot to it as we mentioned before, the Race Day progression does offer up a nice assortment of race events for you to partake in. Each Race Day features a handful of events -- be they grip races, drag races, sector challenges or what have you -- and pretty much all of them are good fun.Drag races start out with a mini-game where you heat up your tires before heading to the line, and then it's all about timing your shifts, using your nitrous at the right time and keeping your car in a straight line, which can be tricky when you get to the really fast cars. The tire heating mini-game can get a little old, especially since each drag race event has three runs, so you'll play the game three times in the span of a couple minutes, but it's fun to try and shave a couple hundredths of a second off your time by getting a perfect start.

Source:-Http://pc.ign.com

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System Requirments.......
Minimum Requirments..
OS - Windows XP/VistaProcessor - 2.8GHz or faster (Windows Vista requires 3.0 GHz)Memory - 512 MB RAM (Windows Vista requires 1 GB RAM)Hard Drive - 8.1 GB (16 GB required for Digital Delivery)DVD Drive - 8 SPEED (not required for Digital Delivery)Video Card - 128 MB with Pixel Shader 2.0 (AGP and PCIe only)Sound Card - DirectX 9.0c compatibleDirectX - Version 9.0c or higherMultiplayer- 512 Kbps or faster; 2-8 PlayersInput - Keyboard, MouseOptional - USB Steering Wheel / Dual Analogue Gamepad
Supported chipsets: NVIDIA GeForce FX 5950 greater (GeForce MX series not supported); ATI Radeon 9500 or greater. Laptop versions of these chipsets may work but are not supported. Updates to your video and sound card drivers may be required
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