Hi again it has been too long sincelast login
at this time i bought ps3 and some new games
I wanna buy PS3............
so now I'm saving most of my salary for the PlayStation 3
and I think the first games I'll buy for it is:
God of War III
Assassin's Creed
Ninja Gaiden Simga
Burnout Paradise
GTA IV
Finally got God of War: Chains of Olympus.
because GOW:COO I've got PSP
it is one of the reasons because I love this game very much
GameSpot review:
It's hard to talk about what Valve's The Orange Box offers without immediately falling into an impression of some sort of late-night pitchman for fantasy knives and alternative cleaning products. That's partially because the name "The Orange Box" sounds more like some kind of citrus-scented bathroom cleanser than a video game, and partially because this five-games-in-one package is the kind of crazy deal that almost forces you to shout "Now how much would you pay?" With three amazing new games and two classics all in one package, it's impossible to go wrong with The Orange Box.
You'll need both Alyx and the gravity gun if you want to survive.
With your purchase of The Orange Box, you'll get Half-Life 2: Episode Two, Team Fortress 2, and Portal. They're all based on the same graphics engine, but they're all incredibly different games, which ensures that there's something for everyone. You'll also get 2004's Half-Life 2 and 2006's Half-Life 2: Episode One, which is handy if you aren't up to speed with what Gordon Freeman's been doing over the past few years. On the PC, you'll launch each game separately. On the Xbox 360, the game boots up to a menu where you can easily select any of the five games, and quitting out of a game brings you back to the selection menu.
Let's start with new stuff. Episode Two is the continuation of the Half-Life 2 story. It picks up right where Episode One leaves off, with Alyx helping Gordon out of the rubble of a train crash. You've escaped from City 17, which now looks more like a smoking crater in the ground with a huge, swirling portal floating over it. But you aren't safe just yet. You've escaped with information that the Combine very much wants to get back from you, so the chase is on again. Fortunately, you'll do much more than just run in Episode Two. The biggest difference here is that Alyx doesn't directly accompany you through the entire game. You'll split up much more frequently, so, for example, you'll find yourself working your way through antlion nests and crushing antlion grubs all by your lonesome. You'll also negotiate a mine with the help of a vortigaunt who happens to serve as a subtle form of comic relief. It spouts dialogue that plays off of the serious, spiritual tone that most of these aliens take, only applying it to things such as crates full of supplies that just flew down a broken mineshaft and out of reach. These bits alone give Episode Two a much different tone than the previous games, but there are also significant gameplay alterations.
Episode Two marks the return of the lengthy vehicle sequences seen in Half-Life 2. There's a large block of action that takes place with you moving from spot to spot in what appears to be a stripped-down Dodge Charger. There are also a couple of big set pieces, such as one sequence where you have to defend the center of a mine from relentless antlion attacks. Likewise, the game's final sequence takes place in a wide-open area and, without getting too specific, feels very different from anything Half-Life 2 has done so far. Although you won't encounter any new weapons in Episode Two, the developers have at least broken the flashlight power meter out from the same auxiliary power that you use to sprint. This is a smart change that doesn't make much sense in terms of continuity between episodes, but it's handy and the sort of thing you wish they'd roll back into the much darker, much more flashlight-oriented action of Episode One. At about four or five hours, Episode Two is also longer than Episode One.
With all that Half-Life, you'd think that the other two parts of this package would be minor additions thrown in to make the deal sound more attractive. But Portal is probably the greatest thing about The Orange Box. It's a clever mix that combines first-person action with very focused puzzle-solving. It's also completely hilarious. The premise is simple. You're a woman who wakes up in a tiny box inside some lab facility run by a mysterious company called Aperture Science. You're presented with a portal that lets you walk out of the room and into another. From there, the game gradually introduces you to portals and eventually gives you a gun that you can use to fire portals onto walls, ceilings, and floors. Your primary and alternate fire buttons are used to create blue and orange portals, respectively, and walking, jumping, or falling into one portal sends you out of the other one. You can also pick up objects, such as large boxes, which often must be placed on large buttons to open doors so you can proceed through a variety of test chambers.
Portal can be a real mindbender, so stop and think about what you're doing before you do it.
Along the way, a computerized female voice guides you...and misguides you. The dialogue from the computer supervising your test gets more and more overtly funny as you play and leads to a very satisfying conclusion, including what might be the best end-credit song ever written. Later puzzles force you to pull off some tricky portal maneuvers and require you to consider how much momentum you have when you enter a portal, given that the same momentum is carried with you when you come out the other side. So if you jump down into a floor portal and have the exit portal set on a side wall, you'll rocket out of that portal with the velocity you had when falling into the hole on the floor.
Upon finishing Portal, which may take you three hours or so if you're able to quickly grasp the concepts that are presented, you'll unlock a series of advanced challenges. These include six harder versions of puzzles from the main game, and challenges that ask you to finish levels under certain limits, such as the time it takes you to complete the level, the number of portals you use, or the number of steps you take. The advanced puzzles are tough, but not impossible. However, the challenges are much rougher. There are bronze, silver, and gold medals awarded for each of the three challenge types across six levels. Even after you've figured out the puzzles, Portal remains fun and is worth coming back to again and again, just to listen to the dialogue and spend a few fleeting moments with the weighted companion cube. It's a shame that it had to end this way.
Team Fortress 2 is the multiplayer component to The Orange Box, and it's been a long time coming. Almost a decade, in fact. But we'll leave out the history lesson and get right down to business. Like its predecessor, Team Fortress 2 is a ****based multiplayer shooter in which the red team dukes it out with the blue team. There are six maps in the game, each with its own set of objectives. So 2fort is your basic "capture the flag" type of game, wherein each team tries to get into the basement, collect the enemy's intelligence (a briefcase), and return it home. The rest of the maps deal with the capture and defense of control points in different ways. For example, some maps put both teams on a course to capture the enemy's base, but require you to control the other points on the map to get a shot at the final objective. Hydro is an interesting map because it takes the control-point concept a little further by breaking each point up into its own specific area of the map. After each capture, the game is reset; a different part of the level is used for the next conflict, which makes it feel like multiple maps in one level. That's a good thing, too, because the downside of TF2 is that there are only six maps to choose from, and 2fort is the only capture-the-flag map.
Capturing control points is much easier if you work as a team.
Choosing your character ****is a vitally important decision. The right answer is a mixture of personal preference and your current situation, because each ****has unique weapon loadouts and abilities. The scout can't take as much damage as other ****s, but he's faster, can double jump, and captures control points twice as quickly as other ****s, which makes him a vital but fragile man on the battlefield. The soldier is your standard no-frills **** but his default weapon is a rocket launcher, which is handy. The pyro packs a flamethrower, which is fun to use. Then there's the demo man as well as the heavy, both of whom are slower-moving, tougher targets that bring heavy firepower along with them. The engineer's main weapon is a shotgun, but he can also build things such as turrets and teleporters, which can have a huge impact on the game. The medic can heal other players and let out an ubercharge that can turn players invincible for brief periods of time. Teaming up a medic with a heavy can be an incredibly devastating combo. There's a sniper ****for those who like to shoot people in the face from long distances. Finally, there's the spy **** which you can use to disguise yourself as a member of the opposite team, turn invisible, and place sappers that eliminate pesky engineer turrets. The ****s feel as if they've been balanced out fairly well, and for each action there's an appropriate counter. But none of that sounds particularly special, does it?
The thing that makes Team Fortress 2 so special is its graphical **** Rather than going with the ultrarealistic military look that's still all the rage these days with the kids, TF2 has an over-the-top, cartoonish design to it that starts with the great-looking characters. They're really well animated, and each ****just has a ton of personality. The level design holds up its end of the bargain, with a visual ****that occasionally reminds you of old Road Runner cartoons with their rocky, Southwestern ****.
The good doctor's waiting patiently for your arrival.
In case you haven't played the two already-released games in the Half-Life 2 saga, they tell the story of Gordon Freeman, your silent protagonist. At the end of the original Half-Life, the scientist was placed into stasis by a mysterious, nameless figure known outside of the HL universe as the G-Man. This governmental-looking guy pops up right at the beginning of HL2 to awaken Gordon and, apparently, place him on a train headed into City 17. This is a very different world than the one Gordon left behind. Time has passed, though it's unclear how much. The alien invasion from the first Half-Life has resulted in the Seven Hour War, at the end of which humanity surrendered to a force now known as the Combine. But even with the human race under complete lockdown, there's still a group of rebels out there fighting for freedom. Some of these rebels are scientists that come directly from the Black Mesa facility where the original Half-Life took place. You quickly hook up with the rebels and the "good" aliens, the vortigaunts, all of whom speak of you in hushed tones, as though you were a legendary hero. Half-Life 2 is a very lengthy adventure with somewhat odd pacing. The game contains two very long vehicle sequences that perhaps go on a bit too long, but let's let sleeping dogs lie. This 2004 game is an absolute ****c that should be played and enjoyed by almost anyone that comes into contact with it.
Episode One picks up right after the events of Half-Life 2 and serves as a sort of epilogue to the Half-Life 2 story. Without going too deep into the plot events, City 17 is about to blow up and you are way too close to it to survive the blast. Joining you is Alyx Vance, a girl that pops up to fight alongside you at various points in Half-Life 2. Here, she's with you for most of the game, for better and for worse. On the one hand, she's a great computer-controlled gunner who feels almost indestructible, which means that you can sit back and let her do most of the fighting if you feel like it. On the other hand, her excitable nature can be a little grating, and it feels as if she's along for the ride just to point out stuff that the developers wanted you to see. Most of her speech seems to follow the formula of "Hey, Gordon, look at this [key item you need to interact with to proceed]" or "Whoa, look at this [scripted sequence of things falling down or exploding]!"
The story is probably the weakest point about Episode One, considering that nothing really happens. You start playing, and your goal is to delay the blast; you do that, and then escape. Along the way, though, you'll experience some neat gameplay, much of which is built around the use of the gravity gun. Compared to the huge adventure in Half-Life 2, Episode One was a weird way to continue the adventure. Now that you can play it as a three- or four-hour chunk of a larger package, it works much better.
Each Team Fortress 2 map has a little intro movie to show you the ropes.
By comparison, the graphics in the Half-Life games and in Portal are vastly different, even though all of these games are running on variations of the same engine. The Half-Life 2 games do a great job of showing you torn-apart human cities and postapocalyptic landscapes, and they still have some of the best facial animation you'll see in a video game. Portal has a pristine laboratory look to most of its levels that really fits with the game's premise, and the effects for the portals themselves are pretty cool. TF2's unique visual ****sets it apart from the cookie-cutter military shooters out there and injects some humor into the proceedings at the same time.
The package also has wonderful sound across all of its games. Half-Life 2 and its additional episodes probably have the best (and most) music of the bunch, and the soundtrack in the Half-Life games is really great. Portal and TF2 definitely have some good music, as well. Likewise, there's a healthy amount of voice acting across the five games, and most of it is quite good. The Team Fortress 2 ****s all have specific voice taunts that add to their personalities. Portal's computer voices are outstanding, and the different characters in Half-Life 2 turn in terrific and believable performances.
With The Orange Box out on both the PC and the Xbox 360, it's worth noting that there are a handful of differences between them, but it's hard to go wrong with either version. For starters, the PC version is $10 cheaper and, provided that you have modern hardware, it also looks better than the Xbox 360 version. The 360 version doesn't run as smoothly, though its frame rate is hardly a problem, either. Furthermore, the textures used throughout Half-Life 2 simply don't look as good in 2007 as they did in 2004. Consequently, viewing them on a large HDTV doesn't really do them any favors, though the 360 version utilizes high dynamic range lighting that gives you more realistic-looking effects than Half-Life 2 had on the PC at its time of release.
Of course, the 360 version has achievement points. In fact, it has 99 separate achievements, more than any other game to date, though they still total up to 1,000 points overall. Spreading the 1,000 across five games means that no single achievement is worth very much, even though some of them ask you to do some out-of-the-ordinary things, such as playing through the entire Ravenholm chapter using only the gravity gun, or finishing Episode One and firing exactly one bullet over the course of the entire game. Each game has an achievement browser that shows you the achievements that relate to that specific game, though some of the achievements for the Half-Life 2 games cross over from one game to another.
An achievement browser shows you the tasks that apply to each specific game.
The achievement browser that Valve has built also shows your progress in some cases. For example, there's an achievement for smashing every single antlion grub in Episode Two. The catch is that there are 333 grubs in all. It's nice to know how many you have left. On the PC, Valve has rolled an achievement system into Steam, its digital content delivery system. The community side of Steam now lets you look at how long players spend playing each game, and the same achievements used in Team Fortress 2, Portal, and Episode Two are also present in your Steam profile. The difference is that they don't tie back into your Microsoft-branded gamertag, and there's no point count associated with each achievement on the PC, either. It's an interesting addition to the service, which is becoming quite a service these days, though we're still patiently waiting for a fully digital burrito-delivery system to be implemented.
But that's beside the point. You don't need burritos, sealed dealer cases of baseball cards, or fully integrated fitness systems thrown in at no additional charge to make The Orange Box a great deal. It's practically guaranteed that if you enjoy video games, you'll find at least one thing to like in this collection, though there's also a very good chance that you'll really enjoy all of it.
GameSpot review:
Released near the end of the Xbox 360's first year on the market, Gears of War was a defining moment for Microsoft's console. Its gameplay relied heavily on forcing you to take cover to avoid enemy shots, which meant that it required a healthy dose of patience as well as a steady trigger finger. It then beat that mechanic into your head over the course of its quality story mode, while also letting you team up with a friend online to take on the nefarious Locust forces together. Of course, it also had an amazing team-based multiplayer mode in which up to eight shooters could connect and go at it in a variety of different modes. Over time, more multiplayer maps and modes were added to the collection via the Xbox 360's download service. All of that great stuff is now available on the PC, on which the game looks better than it ever did on the Xbox 360, and without sacrificing anything in the process. If you've never played Gears of War, or if you just haven't played it in a while, do yourself a favor and try this new version of the game.
The game scales fairly well, but when it's looking its best, Gears of War requires a pretty heavy PC.
The game's story component puts you in the shoes of Marcus Fenix, who up until the very beginning of the game was serving time in prison for treasonous behavior. But the war effort requires his special brand of badness, so he's quickly set free, dressed up in his old soldier garb, and put back into action with the members of Delta Squad. Your enemy is the menace known as the Locust, which seems to be an amalgamation of different races and creatures, all seemingly devoted to exterminating your kind and taking over your planet. The game's plot points are inconsequential and work in a number of meaningless MacGuffin devices that serve as the only impetus you need to march from point A to point B while gunning down bad guys the whole way. You'll blast even more bad guys in the PC version of the game, which has a new section at the start of the final act that fills in a blank left by the 360 version. It does a better job of explaining how you go from running away from a huge beast with rocket launchers mounted on its head and shoulders to showing up at a train station to take the battle to the enemy general before he ruins everything.
The new content in the campaign is significant because it's new, but it's not especially noteworthy in the grand scheme of things. If anything, it probably would have worked better as a separate "deleted scenes" mode than as an integrated part of the game because it changes things up a bit in ways that betray the difficulty progression of the game. The new content often takes place in wide-open areas that are larger than any areas found in the console version, and it also brings together different combinations of enemies than you see in the rest of the game. Likewise, it forces you to cover a lot of distance between most checkpoints, and it feels much harder overall than anything in the "old" sections of the game. One section even features multiple paths to get to the same location, which seems weird and out of place, given the rest of the game's extremely linear nature. The new content is pretty good, but it's not so mind-blowing that you need to drop everything immediately to see it.
Of course, the rest of Gears of War is completely intact here, as well. And the complete package, done better than it was on the Xbox 360, is exactly the sort of mind-blowing that you might need to drop everything if you haven't already played it. Aside from a few frustrating cases in which the checkpoints are a little too far apart--and perhaps the need for a difficulty setting that falls between the too-easy "casual" and the occasionally punishing "hardcore" setting--it's hard to find many faults with the campaign, which will probably take new players around 12 or 13 hours to complete. The war-torn world you navigate through looks really great, and you're always wondering what will be around the next corner.
The gameplay is really satisfying, too, thanks to a very brutal graphical ****that makes your weapons look like they're doing extreme damage. Likewise, you'll appreciate the quality control with a mouse/keyboard setup or an Xbox 360 gamepad, which is fully supported in the game. Your main tactic in the game is to run up to an object and quickly hide behind it, then occasionally pop out to fire off some shots and quickly get behind cover again before you take too much damage and explode into a bloody mist with several meaty chunks. With a mouse and keyboard, you're mostly using the standard WASD shooter control scheme, but the space bar is used to run and to get behind cover, and you can hold down the right mouse button to pop up out of cover and take aimed shots. With the gamepad, the left trigger is used to manage cover, the right trigger shoots, and A is used for running. Both setups work just fine, though holding the space bar to run feels a little awkward. Furthermore, the mouse lets you turn and aim much faster than a gamepad does, which means that the mouse will probably be the control scheme of choice for online matches.
Up to eight players can come together online and break off into two teams for a handful of different game types. Examples include warzone, which is the normal team-deathmatch ****of play, and execution, which forces you to run up and chainsaw or boot players who've been downed to finish them off. Other modes, such as king of the hill and annex, make the game a little more tactical by requiring you to claim and hold various points on the map. All in all, the multiplayer offering is just as savage and great-looking as the single-player mode, and with plenty of maps to choose from, it can keep you busy for a very long time.
About the only thing missing from the translation is split-screen multiplayer, but you won't miss that one bit.
The graphics in Gears of War have never looked better than they do in the PC version, though that, of course, depends on your machine. If you can exceed the game's system requirements, the game looks pretty amazing at higher resolutions and delivers a good, smooth frame rate. It certainly looks much better and sharper than the Xbox 360 version of the game, and it does so without looking like the typical console-to-PC translation. The game also comes with a fully featured level editor, another thing you don't typically see in console-to-PC translations. Though some players may still prefer to play it with a gamepad, this feels like a PC game, top to bottom.
With a great loadout of weapons, a healthy multiplayer package, and an action-packed story mode, Gears of War is a terrific action game that, even after a full year, still stands apart from the pack. Whether you're a superfan of the first game who is looking for some additional content, or a PC buff who's been wondering what the console kids have been up to, Gears of War on the PC is most definitely worth your time and money.
GameSpot review:
It was hard not to be completely impressed when the first images and videos of Crysis appeared about 18 months ago. Scenes of lush jungles and towering alien war machines looked light-years beyond what seemed possible. Of course, the two questions that revolved around Crysis since its announcement were whether it would deliver on those visuals and whether it would deliver a game worthy of those fancy graphics. It turns out that the answer to both those questions is a resounding yes, as Germany's Crytek has proven that its 2004 hit Far Cry was no fluke. In fact, it was just the beginning from this studio. With its sophomore effort, Crytek has managed to deliver an incredibly advanced and exciting first-person shooter that practically rewrites the rules for the entire genre.
Crysis is an alien invasion game set in the year 2020. An archeological team on a remote Pacific island is captured by an invasion force of North Koreans, and your US Special Forces team is dispatched to investigate and rescue the scientists. Clad in high-tech nanosuits capable of boosting your strength, speed, and armor, as well as cloaking you temporarily to the enemy, you're parachuted into a tropical paradise that's crawling with intelligent enemies and something else that's tearing both the North Koreans and US forces to shreds.
Like Far Cry, the first half of Crysis is essentially a "sandbox" game where you're put in the middle of incredibly large levels and tasked with an objective. How you get the job done is pretty much entirely up to you, which is part of the brilliance of the game's design. For instance, the environments are big enough to give you a wide range of latitude. Do you have to get to a certain point on the map? You can take a meandering route that avoids patrols and go stealthy, or try the up-front approach and try to blast your way through, with the danger of enemy reinforcements showing up. Need to infiltrate a North Korean-held village? You can try the front gate, or maybe explore and find a quieter way in.
Couple these huge environments with the powers of the nanosuit, and you have a ton more options. You can play like the eponymous character from the movie Predator and use your cloaking abilities to stalk North Korean patrols, picking them off one by one and watching the survivors react in confusion. That could be via a silenced rifle, or simply coming up from behind a guard and grabbing him by the throat and hurling him off a cliff, or through the roof of a building, or against a tree, or whatever catches your fancy. Enhanced speed and strength give you an amazing amount of mobility, so you can vault atop buildings and come down behind someone, or run up against a North Korean vehicle next to a cliff and push it over the side. In a heartbeat you can switch between different roles, from stealthy assassin to seemingly unstoppable death dealer. It's a game that makes you feel like a superhero, though not an invincible one, because you simply can't run roughshod over the enemy. Crysis rewards smart, fast thinking.
It helps that the game features a high degree of advanced physics and destructibility in a highly dynamic world. Getting caught in a firefight in the jungle is a cinematic treat, thanks to the way the bullets will chop down trees, while branches sway from impacts. This isn't just a visual effect, either, as falling timber can kill if it lands on someone. There's all sorts of emergent behavior like that throughout the game, events that spring up completely unintended or unforeseen. In one instance, the flaming wreckage of a chopper landed on a hut, crushing it and killing all those inside.
Meanwhile, the gunplay and ballistics modeling make this shooter feel as if you're handling real weapons. Trying to hit a target at long engagement ranges is challenging thanks to weapon recoil and other factors. The North Koreans are encased in body armor, so they take some time to gun down, unless you aim for the head, which usually puts them on the ground. At your disposal is a variety of firearms, like shotguns and assault rifles. One of the neat aspects of the game is that you can fix up your weapons on the fly, adding scopes, silencers, and grenade launchers, provided you've found them. There are trade-offs for each add-on. Silencers let you take down guys quietly, though they reduce bullet damage, meaning you've got to make every shot count. Or flashlights mounted on your weapons might help you out in dark levels, but will give you away.
Crysis gives you all of these toys and ratchets the action higher and higher the deeper you get into it. The first level of the game introduces you to the sandbox combat and the nanosuit. From then on, the battles become larger and more intense as the action escalates. You'll storm North Korean-held villages and bases; encounter their counter to your nanosuit; take part in a chaotic assault on a North Korean harbor; and from there the game accelerates. Next is a wild tank battle in a tropical mountain valley, with helicopters and jet fighters roaring overhead. There's a sheer rush as your tank plows through vegetation and knocks down trees as missiles and tank fire erupt all around you. Meanwhile, the vehicle explosions are convincing, right down to the way ammunition cooks off and sends spirals of smoke outward. It's visual poetry of destruction. You're not confined to your tank the entire time, either. You can jump out at any time and use your suit powers and rifle to take on enemy infantry. When they're dead, pick up their dropped rocket launchers and engage vehicles in a cat-and-mouse-****game.
As events in the game continue to ramp up, you'll find yourself inside the alien ship, the zero-gravity environment delivers a visually strange and yet wondrous setting. As you navigate through the environment and engage the aliens you have to figure out your way through the level. Escape the alien ship and you're tossed into a frozen environment against the alien foe. After the alien vessel, the game becomes less free form and more linear, but it also amps up the action along the way, reflecting the way that the stakes are being raised. Now you're trying to fight your way out of the alien sphere, which means dodging war machines that look like something from The Matrix. There are a few more surprises in store from that point before you get to the ultimate showdown.
The alien environment feels appropriately otherworldly, and it feels like you're under the sea.
The one criticism that can be leveled on the story is that it leaves you screaming for more. While there's an adrenaline-packed finale, you still don't want the game to end on the note that it does. The single-player campaign is around eight to 10 hours long, which is a healthy amount for a shooter. There's a lot of replay here, too, as you can experiment with a multitude of different approaches. Plus, it's fun to go back and try out the large, set-piece battles again and again, since they can unfold in different ways thanks to the dynamic nature of the combat and the artificial intelligence.
Speaking of which, the AI is generally excellent in a fight, as enemy soldiers use cover and concealment effectively. They also know how to lay down suppressing fire and are great at tossing grenades to flush you out of hiding. Getting in a firefight in the jungle with these guys is always fun, because they'll make you work for it at the default normal difficulty setting. (However, the AI can suffer from the same problem all shooters seem to have; mainly that bad guys sometimes don't know what's going on down the road from them.) When you take damage, find cover and your armor and health will regenerate. If you die, you reload to the last checkpoint or quick save. Meanwhile, Crysis includes a special hard mode called delta, which is a lot of fun, because rather than making the game tougher by cheating and giving the bad guys more powerful weapons, delta takes away some of the gameplay crutches that help you at lower difficulty levels. For instance, incoming grenades are no longer highlighted, so you've got to pay attention now, and your health regeneration is slower. And the best part about delta is that all enemy soldiers speak fully in Korean, so unless you understand Korean, you're going to have a much harder time trying to figure out what they're planning to do.
The single-player game is a considerable accomplishment by itself, but Crytek has also included a full-featured multiplayer mode called power struggle that combines the best of the Battlefield games and Counter-Strike. The goal in power struggle is that each 16-man team (for 32 players total) must destroy the opposing team's base, but to do so they have to construct alien weaponry at a central prototype facility. To power the prototype facility, though, both teams need to seize and hold power stations throughout the map. In addition, there are bunkers and factories that can be captured; capturing a bunker allows your team to spawn in forward positions, while capturing a factory allows you to purchase vehicles that can help your side. Whenever you help your team by killing the enemy or seizing an objective, you gain points that can be used to purchase more advanced weapons, vehicles, and gear. It's an excellent multiplayer mode, and it comes with five large maps to support it. Keep in mind that everyone has their suit powers as well, so in addition to all the running and gunning and vehicle driving, there's plenty of leaping and speed running and cloaking going on.
Power struggle is Battlefield meets Counter-Strike meets the powers of the nanosuit.
Then there's instant action, which is essentially deathmatch with nanosuit powers. This is a chaotic mode set in some stunning levels, including what feels like a fully modeled Nimitz-****aircraft carrier. You can run around the flight deck, a good chunk of the hanger deck, and many of the corridors. Weapons are strewn about everywhere in instant action, so it's just a crazy melee of shotguns, snipers, rocket launchers, or nanosuit-enhanced fists. However, a team deathmatch mode is missing, which seems odd. Team deathmatch would have been a welcome addition, since it would have instilled some kind of teamwork into an otherwise free-for-all frenzy. Finally, Crysis multiplayer features built-in voice support, which means that all you need is a microphone to talk to your fellow players and teammates in power struggle.
Graphically, Crysis looks photorealistic at times--it's that amazing. Crytek has managed to achieve a visual fidelity that blows away anything seen to date, and there are countless moments when you'll just stop and gape at what you're seeing. Sometimes it's just the ordinary, like the setting sun casting all sorts of shadows and rays through the jungle canopy. Other times, it's something epic, like watching a huge alien war machine stomping toward you. The impressive aspect of the graphics is just how it manages to render huge, open, dynamic, interactive levels. Everything looks amazing up close or far away. Interacting with your squadmates lets you gaze upon the mechanical sinews of their nanosuit, or the incredible facial animation that brings them to life. They're capable of the subtlest of facial gestures to help convey emotion. Then you can sit on a ridge and peer down using binoculars to a village a kilometer away, scouting the location of the patrolling guards and machine gun posts. The sheer fact that many of the trees and buildings are destructible just adds a level of realism that's staggering.
You'll need a fairly high-end system to make the game look its best. In that regard, Crysis really does embody everything that's both exciting and daunting about PC gaming. A dual-core CPU and the latest generation of video card can run the game at maximum detail settings capably, though you have to lower the resolution a bit to do so. It's doubtful that a system has been built yet that can run the game at ultra-high resolutions with all the graphical sliders maxed out. Dial down the detail settings to high, which is the next-lower setting, and Crysis still blows contemporary games out of the water. Results are a bit mixed at medium and low settings, though. At the lowest detail settings, objects pop in and out with a fair degree of consistency. It's annoying at best and frustrating at worst, as it can impact gameplay. Crysis does support both DirectX 9 and DirectX 10, though the latter requires you run the game using Windows Vista. The visuals in DX9 are impressive, but they really come to life in DX10, provided you have the hardware.
This is a backwoods redneck's worst nightmare: North Koreans, aliens, and a tornado.
The game also sounds fantastic, from the primordial "moans" that the island periodically releases, the soft crunch of dirt and branches under your feet, and all the background sounds that you'd expect in the middle of the jungle. Turn on your suit's cloak, and everything sounds muffled. The music, by composer Inon Zur, feels inspired by the scores from epic Hollywood action movies, while the voice acting is also excellent, helping to deliver some distinct characters and even a little humor.
If you put it all together, Crysis is just remarkable. This is a game that pushes the envelope in terms of both technology and gameplay and does so with aplomb. Crysis raises the expectations for every shooter to follow when it comes to graphics, interactivity, environments, immersiveness, AI, and gameplay. Quite simply, Crysis represents the first-person shooter at its finest, most evolved form.
As events in the game continue to ramp up, you'll find yourself inside the alien ship, the zero-gravity environment delivers a visually strange and yet wondrous setting. As you navigate through the environment and engage the aliens you have to figure out your way through the level. Escape the alien ship and you're tossed into a frozen environment against the alien foe. After the alien vessel, the game becomes less free form and more linear, but it also amps up the action along the way, reflecting the way that the stakes are being raised. Now you're trying to fight your way out of the alien sphere, which means dodging war machines that look like something from The Matrix. There are a few more surprises in store from that point before you get to the ultimate showdown.
The alien environment feels appropriately otherworldly, and it feels like you're under the sea.
The one criticism that can be leveled on the story is that it leaves you screaming for more. While there's an adrenaline-packed finale, you still don't want the game to end on the note that it does. The single-player campaign is around eight to 10 hours long, which is a healthy amount for a shooter. There's a lot of replay here, too, as you can experiment with a multitude of different approaches. Plus, it's fun to go back and try out the large, set-piece battles again and again, since they can unfold in different ways thanks to the dynamic nature of the combat and the artificial intelligence.
Speaking of which, the AI is generally excellent in a fight, as enemy soldiers use cover and concealment effectively. They also know how to lay down suppressing fire and are great at tossing grenades to flush you out of hiding. Getting in a firefight in the jungle with these guys is always fun, because they'll make you work for it at the default normal difficulty setting. (However, the AI can suffer from the same problem all shooters seem to have; mainly that bad guys sometimes don't know what's going on down the road from them.) When you take damage, find cover and your armor and health will regenerate. If you die, you reload to the last checkpoint or quick save. Meanwhile, Crysis includes a special hard mode called delta, which is a lot of fun, because rather than making the game tougher by cheating and giving the bad guys more powerful weapons, delta takes away some of the gameplay crutches that help you at lower difficulty levels. For instance, incoming grenades are no longer highlighted, so you've got to pay attention now, and your health regeneration is slower. And the best part about delta is that all enemy soldiers speak fully in Korean, so unless you understand Korean, you're going to have a much harder time trying to figure out what they're planning to do.
GameSpot review:
It took awhile, but Infinity Ward finally got the message that World War II is played out. With modern times and international affairs becoming more and more, shall we say, interesting in recent years, the 1940s just don't carry as much weight as they used to. Perhaps that's why Call of Duty 4 has a new subtitle, Modern Warfare. By bringing things into a fictionalized story that still seems fairly plausible, the developer has made a much heavier game. But COD 4 is more than just an updated setting. It's also an amazing multiplayer first-person shooter and a great but brief single-player campaign with the visual chops to make it a standout shooter in an era filled with seemingly dozens of standout shooters.
While the game may feel short, it covers a lot of ground.
The only real catch is that the single-player is almost shockingly short. If you've been keeping up with this ****of game, you'll probably shoot your way to the credits in under five hours. While you can raise the difficulty to give yourself more of a challenge, the main thing this does is make the enemies frustratingly deadly, which sort of detracts from the fun.
While it may have a lack of single-player quantity, it makes up for most of it with its quality. The game tells its story from multiple perspectives, and you'll play as a new British SAS operative as well as a US Marine. The campaign takes you from a rainy night out at sea on a boat that's in the process of sinking to a missile silo where it's on you to save millions from an unsavory nuclear-powered death. Along the way, there are plenty of jaw-dropping moments where you'll look around the room for someone to whom you can say, "I can't believe that just happened." In a world filled with war games in which the good guys come out unscathed and the world is left at total peace, Call of Duty 4 will wake you up like a face full of ice water.
The action in the campaign is usually very straightforward. You have a compass at the bottom of your screen, and the direction of your current objective is very plainly marked. But getting from point A to point B is never as simple as running in a straight line, as you'll be conducting full-scale assaults in Middle Eastern countries by moving from house to house, taking out what seems like a never-ending stream of enemy troops along the way. You'll also get an opportunity to raid Russian farmhouses in search of terrorist leaders, disguise yourself as the enemy, and, in one sequence, don a brushlike ghillie suit and crawl through the brush as enemy troops and tanks roll right past you. It's a breathtaking moment in a campaign filled with breathtaking moments. Unfortunately, it's about half as long as the average shooter, and there are plenty of sequences where you wish there were just one or two more hills to take.
Of course, if you're looking for longevity, that's where the multiplayer comes in. Up to 18 players can get online and get into a match on one of 16 different maps. Many of the levels are taken from portions of the single-player and they offer a healthy mix of wide-open, sniper-friendly areas and tight, almost cramped spaces where grenades and shotguns are the order of the day. There are six game modes to choose from. The old standby is team deathmatch, though you can also play in a free-for-all deathmatch, which isn't as much fun as the team modes. The other modes are more objective-oriented, and a couple of those have you lugging bombs across the map to blow up enemy equipment, or preventing the enemy from blowing up your base. Others have you capturing control points. Lastly, you can change up the game rules a bit with a hardcore setting that makes weapons more realistically damaging or an old-school mode that puts weapons on the ground as pickups and generally moves away from the simulation side of things.
The campaign takes you to multiple locales, but they're all full of guys who are begging to be shot in the face.
In addition to just firing your weapon or tossing grenades, you earn some more interesting tactical moves for skilled play. If you can shoot three opponents without dying, you're able to call in a UAV drone, which basically is an upgraded radar that makes enemy positions show up on your onscreen map for 30 seconds at any time. Normally, enemies blip up onto the map only if they fire their weapon to make their location known. If you can go on a five-kill streak, you can call in an air strike, which brings up a shot of the entire level map and lets you place the air strike wherever you like. When combined with a UAV sweep, this can be really devastating. If you can make it all the way to seven kills--which is actually easier than it sounds--you can call in a helicopter for support. It'll buzz around the map and automatically open fire on enemies, though enemies can shoot it down, too. These additions to the normal first-person shooter gameplay really open up the game a lot and make it superexciting to play.
You'll also always have something to work toward, regardless of mode, because in standard, public matches, you earn experience points for just about everything you do. Capturing control points, getting kills, calling in support, all of these things give you points that go toward your rank. Ranking up unlocks most of the game's multiplayer content.
The ****system in Call of Duty 4 is also very interesting. Each ****has a different weapon loadout and different traits, called perks. As you rank up, you eventually unlock all five of the preset ****s and the ability to create your own **** This lets you pick your own main weapon, your sidearm, attachments for both weapons, what sort of special grenades you want to carry, and three perks. The perks are broken up into three groups to help keep things balanced, and as you continue to level, you'll unlock additional perks. These ****traits are one of the game's neatest tricks and, again, really helps to set COD 4 apart from the pack.
We're pretty sure that real war doesn't look quite as cool as Call of Duty 4 does.
Perks in the Perk 1 group are more focused on explosives, letting you get more flashbangs if you like, or letting you lug around a rocket launcher, which is great for taking out enemy choppers. The other two perk groups have traits like juggernaut, which increases your health. There's also last stand, which activates when you are killed by dropping you to the ground and switching you to a pistol, giving you a moment to kill the guy who took you out before he realizes you're still squirming around and finishes the job. Our current favorite is martyrdom, which causes you to drop a live grenade when killed. It adds a healthy dose of mayhem to the proceedings. The perks and other unlockables feel nicely balanced, too, so you probably won't run into situations where one ****is just better than the other. As it should be, your ability to point the red dot at the head of your enemy and squeeze the trigger before he does the same is still the deciding factor.
While there are a ton of compelling gameplay reasons to play Call of Duty 4, it also has top-notch presentation. The graphics are fantastic throughout, and they do a great job of rendering wide-open fields, tight buildings or houses, smoke-belching silos, and lots more. Some of the multiplayer maps look like they've already seen a lot of action, with blast craters, destroyed tanks, and other things that you can hide in or behind. It also has terrific lighting, so everything looks as it should. Everything sounds right, too. When you hear a battle raging in the distance, it sounds appropriately muffled, and up close, the crack of an M16 or the full-auto barrage from an AK-47 are appropriately loud and angry sounding. There is also quite a bit of voice work throughout the game, and it's all nicely done. The music, for the most part, is the typical sort of action-movie music you've come to expect from a first-person shooter, except for a rap over the end credits that seems to simultaneously detail the game's story while also acting as a subliminal diss record with some slick talk about how this is the third chapter by Infinity Ward, perhaps lightly inferring that you should ignore Treyarch's contribution to the series, Call of Duty 3. It's great.
There are plenty of things to unlock in the game's multiplayer mode.
COD 4 is available on the PlayStation 3, Xbox 360, and PC, and each version holds up admirably. The differences between the two console versions feel mostly negligible. Both systems deliver good frame rates and have good, easy-to-use multiplayer setups that most closely resemble Halo 2 and 3's party system and matchmaking playlists. The PC version of the game uses a more traditional server browser to get you into games. Both systems work just fine on their respective platforms. The PC version has the ability to run in a higher resolution, if you're equipped with a PC that can handle it, but it seems to scale quite well. You can also create servers that allow up to 32 players to play at once on the PC, as opposed to a limit of 18 in the console versions, but given the size of the multiplayer maps, putting 32 players in them makes things a little too crowded. Despite listing 1080p support on the back of the box, COD 4 appears to prefer 720p on the PlayStation 3. The only way to get it to run in 1080p is to tell your PS3 that your TV doesn't support 720p or 1080i, but the difference seems minor. Either way, you'd be hard-pressed to tell it apart from its Xbox 360 counterpart. And all versions control just fine, making the decision over which version to buy totally dependent on which controller you like the most.
It's a shame that the single-player is so brief, but you should only skip out on Call of Duty 4 if you're the sort of person who doesn't appreciate great first-person shooter multiplayer. The quality of the content in the campaign is totally top-shelf, and the multiplayer is some of the best around, making this a truly superb package.
GameSpot review:
When it was released in November 2004, World of Warcraft raised the bar for the massively multiplayer genre, and more than two years later, none of its would-be competitors have even come close to matching it. Even at launch there was very little to find fault with in Blizzard's first MMOG offering, and thanks to regular free updates and no shortage of feedback from a community that now numbers more than 8 million players, it has continued to grow and evolve into an even bigger and better game. With the recent release of The Burning Crusade, World of Warcraft has never been better, and while you don't need the expansion pack to continue playing, it's hard not to feel like you're missing out in Azeroth without it.
In the draenei the Alliance finally has a race that measures up to the Horde's tauren.
Like any great expansion pack, The Burning Crusade doesn't just offer more of the same, and it doesn't cater exclusively to experienced players. It offers a lot more of the same, and it also adds a number of new features that can be enjoyed by newcomers and level 60 veterans alike. Perhaps the most significant additions introduced in The Burning Crusade are the blood elves and the draenei--two new playable races that have made the paladin ****available to the Horde faction and the shaman ****available to the Alliance faction for the first time. Both of these races have quite fascinating backstories that are revealed both through their respective intro movies and via in-game quests and conversations with non-player characters. Like the eight previously existing playable races in Azeroth, the blood elves and the draenei begin their adventures in specially designed starter areas where you can play without having to worry about bothersome high-level opposing players for the first 15 to 20 levels of your character's existence. Thereafter, the new races join the rest on one of Azeroth's two continents, where there are more than enough quest-filled environments and dungeons to keep you busy to level 60 and beyond.
It's only possible to advance beyond the original game's level 60 cap if you own The Burning Crusade, which unlocks new player skills and talents for characters through to level 70. It's conceivable that you could advance through many of the levels post-60 without ever visiting the new Outland realm, but it'd be a far more time-consuming and less profitable process because quests in Outland offer significantly more experience points and gold. Furthermore, Outland is the only place where you can advance your chosen professions beyond the previous skill cap of 300 to gather all-new resources and craft powerful new items. All of the existing professions such as leatherworking, alchemy, cooking, and enchanting can now be pursued to a maximum skill level of 375, which is also true of the new jewelcrafting profession.
Along with engineering, jewelcrafting is undoubtedly one of the most interesting and useful professions to pursue in World of Warcraft right now. Every profession in the game serves a purpose, but many of the items that can be made by weaponsmiths and tailors, for example, are no better than those that regularly drop from enemies and subsequently appear in major cities' auction houses. As a jewelcrafter, you'll initially spend your time and resources making simple rings and necklaces that afford their wearers small attribute bonuses. As your skills improve (and the materials you need become less common and more expensive), you'll learn to make powerful trinkets, rings and necklaces that can be used to buff the attributes of other party members as well as your own, a handful of weapons, and gems that can be socketed into new pieces of armor and jewelry to make them even more powerful.
Skilled crafters can make items that have empty sockets for gems, and you'll occasionally be offered them as a reward for completing a quest. For the most part, these items are quite hard to come by, though, since they rarely drop from anything but dungeon bosses and the like. Choosing gems for your socketed items gives you an opportunity to tailor your gear to your character's chosen talent spec and play **** and many ****s even have multiple endgame armor sets to choose from now for the same reason. Bonuses to basic attributes such as strength, stamina, agility, and intellect are now augmented by bonuses to far more specific skills, such as attack power, dodge rating, and hit rating. Before The Burning Crusade, it was generally quite obvious whether or not one item was better than another, but there are so many different factors to consider now that choosing which equipment to use often has as much to do with personal taste as anything.
If you're not already wearing epic gear, expect to replace everything you own within hours of going through the Dark Portal.
Even the relatively common gear that's available in Outland is better than much of the rare and epic equipment that has been dropping in Azeroth for the past two years. Those of you with complete sets of epic armor will find that it's good enough to get you through most of the new continent's quests and dungeons, but everyone else's equipment becomes obsolete within hours of them stepping through the Dark Portal. The new gear serves to lessen the gap between hardcore dungeon raiders and more casual players, and as a result, the Outland quests are neither too challenging for relatively inexperienced players nor too easy for those in the minority who can truly claim to have "beaten" the original game. The fact that the playing field has been leveled somewhat also makes player-versus-player encounters more enjoyable now than they've been for some time, which is just as well given that almost all of the new Outland environments have PVP objectives and rewards.
You're free to ignore these world-PVP objectives if you wish, but they offer a welcome distraction from the occasionally repetitive nature of questing, and you don't need to devote an awful lot of time to them to enjoy the benefits. In Hellfire Peninsula, for example, capturing three strategic locations will earn you PVP reward tokens that can be put toward a new ring, weapon, or gemstone. And in the Bone Wastes of Terokkar Forest, the first faction to simultaneously control all five of the PVP towers is rewarded with six hours of damage and experience bonuses anytime they do battle in the area. Perhaps the most interesting world-PVP objective can be found in picturesque Nagrand, where the Horde and the Alliance are constantly battling for control of the small town of Halaa in the center of the map. The faction that controls Halaa can purchase special items and turn in quests there, and they will be protected by up to 15 high-level guards anytime they visit. The rival faction, on the other hand, can climb aboard wyverns and fly overhead on bombing runs in an attempt to kill the guards before storming the town, although the takeoff and landing points for the wyverns can be temporarily taken out of commission by players on defense.
Flying mounts that can be used exclusively in Outland are another significant feature of The Burning Crusade, although it's not possible to drop bombs or to perform any other kind of attack while you're riding them. Level 70 players flying on these mounts still have a significant impact on all PVP, though, because they're able to move between objectives and battles much more quickly, and they can leap down to the ground to join a fight in an instant. While they're very expensive to buy, flying mounts are worth every piece of copper, silver, and gold that they set you back, not only because they offer a distinct advantage in world PVP, but also because there's no better way to take in Outland's occasionally breathtaking scenery.
The new environments are undoubtedly among the most breathtaking that World of Warcraft has to offer.
Although still quite beautiful, the original World of Warcraft's visuals are certainly starting to show their age after more than two years. Masterful texture work and lighting belie some quite rudimentary geometry in places, and The Burning Crusade is no different. With that said, the expansion pack's environments are undoubtedly among the most impressive that the game has to offer, and when you're not busy trying to complete a quest or doing battle with rival players, there's plenty of fun to be had just exploring them and keeping an eye out for previously unseen creatures, rare enemies, and such.
Regardless of whether you're questing or taking part in PVP, The Burning Crusade caters well to solo and grouped players alike, although a number of the harder quests are impossible to beat alone. This is also true of the game's dungeons, which are specifically designed for groups of between 5 and 25 players and are instanced so that every group gets an identical challenge. The Burning Crusade adds more than 20 new dungeons to World of Warcraft (not all of them are in Outland), ranging from those that can easily be completed inside an hour through to truly epic undertakings that will take even the most skilled groups around 10 hours or so (across multiple sessions in the same week, if necessary) to get through. Many of the new dungeons can be played on a more difficult "heroic" mode once you earn the right to do so, pitting you against much stronger enemies that drop superior items if you manage to defeat them.
In the past, only the largest and most challenging dungeons in Azeroth have pitted you against enemies that were really interesting and that required groups to think very carefully about their tactics, but in The Burning Crusade, these qualities have found their way into smaller dungeons and, to a lesser extent, into the world as a whole. Many of the enemies that you'll be killing for quests early on are able to use skills similar to what players have, for example, so beasts will stomp to stun you, hunters will trap you so they can attack from range, some species will play dead when their health gets low, and others are able to vanish and reappear behind you in much the same way that a rogue player might. When it comes to boss encounters, the majority of enemies that you face in The Burning Crusade require groups to do something a little cleverer than just have a warrior or feral druid "tank" them while every other player either does damage or heals. Defeating the most challenging bosses invariably requires every player in the group to know their role and to be on form, and it certainly doesn't hurt if they're wearing good armor and carrying powerful weapons either.
The fact that the group sizes required for most new dungeons is smaller than in the original game is a double-edged sword--getting 10 players together is obviously a lot easier than getting 20 or 40, but in a smaller group, you have to be much more selective about who comes along, so depending on which ****you play, it won't necessarily be easier to find a good group to play with. As is the case in all massively multiplayer games, your experience in World of Warcraft: The Burning Crusade will be shaped largely by the other players that you interact with. Playing alongside a good group or guild can enrich your time in the game to no end, while having your corpse camped and getting killed repeatedly by an opposing player will undoubtedly have the opposite effect. In our experience, players who delight in making others' lives a misery are certainly in a small minority, but they're out there, and it's unfortunate that they're often the most vocal in general chat channels.
Many of the new dungeons are designed for groups of five players.
Third-party voice-over-IP programs remain the most effective way to communicate with players who you're actually interested in interacting with, particularly if you're playing through a challenging dungeon where there isn't always time to type messages to each other. And when you're not listening for warnings or instructions from players that you're grouped with, you could do far worse than to have the game's excellent orchestral soundtrack provide a constantly changing backdrop for the animal sounds, enemy grunts, ambient sounds, and weapon noises that accompany the action onscreen at all times. The sound design in The Burning Crusade never fails to impress, and while the Russian accents of the draenei can take a little getting used to, the game's voice acting is generally very good.
If you've already spent any serious amount of time with World of Warcraft then you have a pretty good idea of what to expect from its first expansion pack. It's true that some of the new quests can feel like a grind, and it's also true that The Burning Crusade's arrival has rendered much of the old endgame content all but obsolete. This is a superb example of exactly what an expansion pack for any game should be, though, and the gulf between World of Warcraft and the pretenders to its throne is now wider than ever.
GameSpot review:
Though massively multiplayer online role-playing games have been around for years, it has taken this long for the genre's breakthrough hit to finally emerge. Here is the online role-playing game you should play, no matter who you are. This is because World of Warcraft brings out all the best aspects of this style of gaming, if not many of the best aspects of gaming in general. It also features many of the specific characteristics that have made Blizzard Entertainment's previous games so entertaining, memorable, long-lasting, and successful. Of course, the company's past track record did not guarantee that World of Warcraft could have turned out this well. Such high quality simply cannot be expected, nor should it be missed.
World of Warcraft is amazing in many ways, but above all, it's a really fun game.
In World of Warcraft, you create your alter ego by choosing from a variety of colorful races and powerful ****s, and then you begin exploring, questing, and battling in Azeroth, the fantasy setting featured in Blizzard's Warcraft real-time strategy games. Fans of those games (especially Warcraft III and its expansion pack) will spot tons of references here, and they will be impressed at how faithfully World of Warcraft translates so many of Warcraft's little details and even some of the finer points of its gameplay into such a seemingly different ****of game. Meanwhile, fans of other online role-playing games will be impressed at the sheer breadth and volume of content on display in World of Warcraft, whose setting seamlessly connects a bunch of wildly different-looking types of places and somehow makes them appear as if they all belong as parts of a whole.
World of Warcraft is superficially similar to numerous other games that came before it, and it clearly draws inspiration from some of them. The fundamentals are all here, such as fighting dangerous creatures (optionally including other players), exploring the countryside either alone or in the company of other players, undertaking various quests, gaining experience levels and new abilities, and acquiring powerful items. However, directly comparing World of Warcraft with any of its predecessors would be almost like pitting a professional sports club against a school team. With all due respect to the other online role-playing games out there, World of Warcraft is in a league of its own. The game clearly benefits from not being the first of its kind, as the design issues that plagued previous online role-playing games are handled extremely well in World of Warcraft. In addition, the game's own subtle innovations turn out to have a dramatic impact on the flow of the action from minute to minute, hour to hour, day to day, and beyond. So the particulars of the game's design--along with its incredibly vast, beautiful, majestic world--translate into a one-of-a-kind experience that seems fresh and original in its own right.
Fortunately, the game is very approachable. World of Warcraft is a complex game whose complexity is carefully disguised by a simple, highly legible, uncluttered interface and an impressive 3D graphics engine, which delivers high performance on a wide range of systems while not skimping on pure flash. The game's interface is so slick and easy to learn and understand, and the gameplay itself is so quickly intuitive, that there isn't even a tutorial to wade through; there are just some helpful, optional pop-up tool tips, as well as an excellent printed reference manual that goes into specific detail about most of the various aspects of play. It's also important to point out that World of Warcraft runs fast and smooth. You can go from your desktop to being in-game in just seconds, and it's virtually just one great, big, seamless world. Loading times are as rare as they are brief. They only crop up when traveling across the game's enormous continents or entering some specific higher-level zones that are instanced for each player group, which guarantees you a fresh challenge.
So World of Warcraft is painless to get into--with the possible exception of you needing a credit card or prepaid game card to create an account, as well as initially deciding on which sort of character to play, since so many of the options seem like they could be interesting. And it turns out they are. So why not try them all? The game lets you create multiple characters on the dozens of different available "realms," each of which is a unique instance of the gameworld that is capable of hosting thousands of simultaneous players. Some of the realms cater to role-playing fans that prefer to play in character the whole time, while other realms are custom-tailored for player-versus-player action. Regardless, World of Warcraft's realms are nicely (if not densely) populated already, and the unfortunate issues with login and lag that plagued the game when it first launched were mostly taken care of in a matter of days. The game just has a solid feel to it that's uncharacteristic of the genre, and for an online RPG, World of Warcraft is surprisingly responsive. Actually, no qualifications are necessary: World of Warcraft boasts the tight control and polished presentation that's desirable in any kind of game.
The imaginative world of Azeroth is already teeming with players.
After countless hours spent playing, the great first impression doesn't wear off. This ****of gaming is notorious for being a time sink and for effectively forcing players to engage in repetitive, monotonous gameplay for hours on end in order to make progress. But in contrast, World of Warcraft will keep throwing variety at you, and the combat system at the heart of it features fast, visceral, action-packed battles that are fun and intense, whether you're fighting alone or in a group. Furthermore, World of Warcraft finally achieves that long-sought-after goal of many massively multiplayer games, which is to make the player feel rewarded regardless of how much time he or she invests in a single sitting.
This is due to several key reasons. For one, World of Warcraft has a nice, brisk pace to it, and the fast-loading, seamless world obviously has a lot to do with this. But, in addition, recovery times between battles are minimal, as even those characters without healing spells can still easily recover from their wounds by using bandages, eating a quick meal, or just from natural healing. The battles themselves are quick, too, and they scale nicely so that higher-level encounters don't just seem to drag on. Yet the pacing of the combat seems to strike a perfect balance, because it's not so hectic that those unaccustomed to fast-paced action games will feel overwhelmed. You can also look forward to facing some fairly intelligent foes that will do such things as flee when injured, tag-team with their comrades, and use some dastardly special abilities against you.
Much of World of Warcraft is structured around questing, so there's always something to do or somewhere to go, even if you don't have a lot of time. Whenever you enter a major new location for the first time, you'll feel almost overwhelmed by the number of quests available, which you'll be able to clearly spot since quest-giving characters helpfully stand there with a big, noticeable exclamation mark over their heads. Luckily, the game's more-than-a-thousand quests are made quite manageable by only being offered to you when you're qualified to complete them, and you can have no more than 20 quests pending at a time. So you'll eventually be forced to pick and choose, but this is for the best. The quests will always be there waiting for you until you accomplish them.
Questing in World of Warcraft helps lend a sense of purpose to all your hunting and exploring.
Though you may venture out into the wilderness and spend hours hunting monsters for the sake of it if you so choose, you'll always be able to undertake quests that help give a bit more meaning and context to your actions, flesh out the game's interesting fiction, and, perhaps most importantly, frequently yield useful items and a good chunk of money and experience for your trouble. Some quests are highly involved, multipart affairs that naturally entice you to broaden your horizons and venture forth into previously unexplored territory. Other quests challenge you to venture deep into enemy territory. It's here where grouping with other players seems most natural, because it gives you an edge in battle and because some quests can seem a bit too popular for their own good. This is maybe one of the only apparent design issues in the game: Sometimes you'll effectively have to wait your turn for a certain enemy or quest object to respawn, while at other times, foes will keep spawning in so quickly that you'll barely have a moment to catch your breath. Both types of cases can seem a bit silly, but since the underlying action and exploration is so good, "a bit silly" is about as bad as it gets. Other rough edges, such as monster "corpses," which occasionally can be seen standing upright and looking very much alive, could probably be counted on one hand. For what it's worth, we also encountered a few specific, minor issues with a few quests, though none of this really affected our progress or enjoyment of the game, and as with any online RPG, it's all subject to improvement.
Though the world of the game is very large, you can still effectively travel on foot, taking in the often breathtaking sights of Azeroth in between key points (you even earn some experience just for setting foot in new territory for the first time). As you explore, you'll also discover a variety of means of rapid transit. For instance, you'll be able to quickly and conveniently cover large distances by flying on the backs of gryphons, wyverns, and more, which can ferry you from point to point for a small fee. But before you can begin zooming about through the skies, you'll need to reach each destination by foot, which means there's definitely going to be a lot of legwork. Luckily, the sights and sounds of Azeroth, the network of roads and road signs in the relatively civilized areas, and the presence of a very helpful onscreen minimap as well as a full map, collaborate to make the simple act of running from point to point surprisingly pleasurable. It also helps that you can simply run away from most aggressive foes, as they'll lose interest in you and go back to their business if you keep moving.
Of course, player death is inevitable in a game such as this, but it's here where one of World of Warcraft's most unlikely innovations rears its head: Death in this game really is nothing to get bent out of shape about, so when you get killed, don't worry. Previous games of this type have made it a point of penalizing the player upon death (death should be very bad, right?), such as by inflicting an increasingly steep experience point penalty, directly resulting in a sense of failure and wasted time. More-recent online RPGs have doled out more-lenient penalties in the interest of appealing to more players, but World of Warcraft all but eliminates the sense of penalty altogether--which turns out to be a great thing. Here, death mostly just puts you out of the action for a bit, which is undesirable enough as it is. You automatically respawn as a ghost (or a wisp in the case of the night elf race) at the nearest graveyard, and you can usually double back pretty quickly to where you fell; alternatively, a healer-type character can resurrect you, or you can choose to come back to life at the graveyard (although you'll be weakened for a while if you do this). When you die, your items' durability will also degrade slightly, though this isn't permanent in the long run or harmful in the short run. You'll simply need to pay to get them repaired by certain types of non-player characters before their durability ratings drop to zero and they're rendered useless. In all, the game's death penalty feels just right, in that it's consequential without being frustrating.
Another of the game's subtle but important design innovations is there to benefit those who can't necessarily commit to making World of Warcraft a huge part of everyday life (as much as it can threaten to do so). The way it works is that whenever you're not playing the game, your character is considered to be in a rest state. When you return to a well-rested character, you'll temporarily accrue double the experience points you'd normally earn by defeating monsters, and the more time you spend between play sessions, the longer you'll enjoy the experience bonus when you resume play. The result isn't a system that penalizes hardcore players because they are still going to advance much faster than those who can't spare as much time. It mostly just gives everyone else a little incentive to keep coming back and to not feel bad about taking several days off from the game. You'll get a nice tailwind as you try to catch up to your friends who kept playing during the time that you took off.
Even if you can't commit to playing World of Warcraft for hours at a time, the game can still provide an entertaining and rewarding experience.
These types of smart design choices would mean little if the actual act of playing as one of World of Warcraft's various combinations of races and ****s wasn't enjoyable in and of itself. Fortunately, you pretty much can't go wrong with whichever type of character you opt for. There aren't an exhaustive number of races and ****s here, but there's still plenty to choose from: eight different races and nine different ****s, though not every ****is available to every race. In contrast to some other such games, each of the ****s feels very well developed. That is, there's no real sense of "****envy" in World of Warcraft (except maybe in player-versus-player combat). In most other online RPGs, many players invariably feel like they made a mistake in their choice of character ****after a while, and they become acutely aware of their character's limitations and other characters' apparent strengths. Of course, those other characters have significant limitations of their own. In World of Warcraft, though, every ****seems like the "best" choice. Each character ****feels powerful and self-reliant from the get-go. No matter which type of character you choose to play, from a warrior to a mage, you'll be able to hold your own against the game's variety of monsters while also contributing significantly to a group of players.
Each of the character ****s is quite deep. The hunter and the warlock are ranged attack specialists who get to fight alongside pets that can help deal damage and distract foes. The warrior, rogue, and paladin are multitalented fighters, capable of drawing their enemies' wrath from their more-fragile, magic-using allies, and temporarily bolstering their own abilities while crippling their opponents. The priest, shaman, and mage learn a variety of different spells that make them quite a bit more versatile than what's conventional. And the druid can learn to shape-shift into different animal forms, so it's kind of like a hybrid of many of the other ****s. The ****s feel pretty distinct right from the start, though they start to get really interesting at the 10th level when each one gets a signature ability of some sort. But it's not like you need to trudge through a bunch of experience levels waiting for the game to entertain you. From the get-go, even as you encounter lots of new quests and areas to explore, you'll also find tons of new equipment and gain lots of new or improved abilities.
1. Star Wars
2. The Lord of The Rings (all parts)
3. Pirates of The Caribbean (all parts)
4. Troy
5. The Godfather (all parts)
6. Harry Potter (all parts)
7. Scarface
8. 300
9. The Fast And The Furious: Tokyo Drift
10. The Italian Job
Log in to comment