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Star Craft II Continues The Epic Saga of Three Kingdom

Protoss, Terran, and Zerg. These three distinct and powerful races will clash once again in the fast-paced real-time strategy sequel to the legendary original, StarCraft. Legions of veteran, upgraded, and brand-new unit types will do battle across the galaxy, as each faction struggles for survival.

Featuring a unique single-player campaign that picks up where StarCraft: Brood War left off, StarCraft II will present a cast of new heroes and familiar faces in an edgy sci-fi story filled with adventure and intrigue. In addition, Blizzard will again offer unparalleled online play through Battle.net, the company's world-renowned gaming service, with several enhancements and new features to make StarCraft II the ultimate competitive real-time strategy game.

Features:

  1. Fast-paced, hard-hitting, tightly balanced competitive real-time strategy gameplay that recaptures and improves on the magic of the original game
  2. Three completely distinct races: Protoss, Terran, and Zerg
  3. New units and gameplay mechanics further distinguish each race
  4. Groundbreaking single-player campaign
  5. Vibrant new 3D-graphics engine with support for dazzling visual effects and massive unit and army sizes
  6. Full multiplayer support, with new competitive features and matchmaking utilities available through Battle.net
  7. Full map-making and scripting tools to give players incredible freedom in customizing and personalizing their gameplay experience
Synopsis

The campaign storyline of StarCraft II takes place four years after StarCraft: Brood War,[27] and features the return of a number of characters from the original series; including Zeratul, Arcturus Mengsk, Artanis, Sarah Kerrigan, and Jim Raynor. Players will also revisit original series' worlds, like Char, Mar Sara, and Braxis; as well as new worlds, such as the jungle planet Bel'Shir. It has been confirmed that the Xel'Naga, the ancient space-faring race responsible for creating the Protoss and the Zerg, play a major role in the story.

Protoss attacked Terran carelessly

At the conclusion of Brood War, Kerrigan and her Zerg forces became the dominant faction in the Koprulu Sector; having annihilated the United Earth Directorate's Expeditionary Force, defeated the Terran Dominion, and invaded the Protoss homeworld of Aiur. However, after the conclusion of Brood War, Kerrigan retreats to Char; despite having more than enough power to crush all remaining resistance in the Koprulu Sector. In the four years leading up to the events of StarCraft II, she has not been seen or heard from by any of the other characters; although her ultimate attack may come at any moment.

Arcturus Mengsk has been left to rebuild the Dominion, and is consolidating his power while fending off harassment from rival Terran groups. Valerian Mengsk, a character introduced in the novel Firstborn, will play an important role in Dominion politics, due to his position as heir apparent to the throne. Meanwhile, Jim Raynor, whose role in the events of StarCraft and Brood War has been marginalized by the media under the Dominion's control, has been reduced to mercenary status, and has been shown to be doing business with the "Moebius Foundation", a new faction which is interested in ancient Xel'Naga artifacts. Chris Metzen, Vice President of Creative Development at Blizzard, has emphasized that by the events of StarCraft II, Raynor has become jaded and embittered by the way he was used and betrayed by Arcturus Mengsk. Other new characters to the series include Tychus Findlay, first introduced in the StarCraft II teaser cinematic, a marine who will be a member of Raynor's crew, and Matt Horner, Raynor's second in command, a character originally featured in the novel Queen of Blades.

Following the fall of Aiur and the death of their matriarch Raszagal, the Protoss have retreated to the dark templar homeworld of Shakuras. There, Artanis, a former student of Tassadar, is trying to unify the Khalai Protoss and the dark templar, who have nearly separated into a tribal mindset as a result of centuries of distrust. Zeratul, tormented over the murder of his matriarch, has disappeared to search for clues to the meaning of Samir Duran's cryptic statements regarding the Protoss/Zerg hybrids in Brood War's secret mission "Dark Origin"

Minimum System Requirements:

Processor: 1.4 Ghz Processor
Memory: 512 MB RAM
Graphics card: 128 MB RAM video card capable of Hardware TnL. DX10 is not required, but will be supported by SC2 and Blizzard are considering adding DX10 specific effects.
Pixel Shader 2.0 (Officially Confirmed)

Harddisk:
Soundcard: A DirectX-compatible 16-bit sound card.
OS: Windows Wista, Windows XP or Mac OS. (Officially Confirmed)
Connection: Access to Blizzard Entertainment's online gaming service, Battle.net, requires a low-latency, active Internet connection rated at 28.8 Kbps or faster.
Multiplayer games played over a LAN require an active connection to a TCP/IP network.

Other: Mouse and Keyboard
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Prince of Persia 2008

In many modern games, you rain death upon your enemies; how refreshing, then, that your main task in Prince of Persia is to breathe life into a darkening world. That doesn't mean that the forces of evil aren't on your tail in this open-world platformer, but the most indelible moments of this enchanting journey are uplifting, rather than destructive. Similarly, the latest iteration in this long-running franchise is a rejuvenation for the series, and it's an ambitious one, offering up a new titular prince and casting certain game traditions aside in favor of player immersion. And for the most part it succeeds, eliminating illusion-breaking mechanics like game-over screens and long loading times in the process. This re-imagining comes with a few caveats, however, and if you're a longtime series fan, you'll quickly discover--and possibly resent--that Prince of Persia is, far and away, the easiest game in the series. But if you can clear your mind and let the game's magic wash over you, its easygoing joy and visual beauty will charm you into forgiving a sprinkling of flaws.

In some ways, Prince of Persia represents a return to Sands of Time's storybook vibe, which had been somewhat lost in that game's two sequels. Yet our new hero isn't exactly Prince Charming, but rather a wisecracking nomad interested only in his donkey (named Farah, in one of several nods to previous games) and the riches she apparently carries. His royal status is referenced but never fully explored, though his companion Elika is clearly a princess, and as the game progresses, you'll become much more invested in her past than the prince's. Together, they seek to imprison the evil god Ahriman, who has been inexplicably set free by Elika's own father. To do so, they must restore a series of fertile grounds to their former fecund glory, thereby banishing the inky black corruption that has enveloped the land. Storytelling isn't the game's strong suit, and the dismissive, often unlikeable prince is hardly beguiling, a poor fit for the captivating journey ahead. Thankfully, Elika exudes enough charm for the both of them, and the relationship they slowly forge lends plenty of emotional impact to the game's final moments.

This relationship enriches the very core of the experience, given that Elika is not your standard game sidekick. She isn't just a helpless companion, but an important part of a number of gameplay mechanics. As the prince, you will pull off moves familiar to franchise fans: jumping, climbing, scaling, and wallrunning among them. There are also a few new acrobatics to play with, such as the aptly named roofrun, where the prince scuttles along the roof in a vaguely simian manner. But if the moves are familiar, Elika's presence enriches and enhances them. She will jump on your back as you scale across vines, reach for your helping hand as you climb, and perform an elegant pas de deux with you when you need to pass her on a narrow beam. In some ways, this relationship recalls that of Ico and Yorda in 2001's ICO.

While in ICO Yorda was totally dependent on her companion, here Elika is far more helpful to the prince than he is to her. She is, in fact, your constant savior, because she will not, and cannot, allow you to die. Should you fall, Elika will grab you by the wrist and whisk you to safety--meaning the last checkpoint. There is a checkpoint at almost every platform, so aside from possibly having to repeat a few seconds of gameplay, there is absolutely no penalty for plummeting to your doom. You will never see the words "game over," and you won't need to save and reload before difficult sequences. Nor will you need to ever puzzle over how to make it from point A to point B: Elika can fire off a magical homing orb that will show you the precise way of getting to your destination. Combined with simple platforming controls that require a minimum of button presses, these facets make Prince of Persia one of the easiest games you'll play all year.


some moments are very magical

his ease of use makes each individual action seem relatively meaningless as you string moves together. For many, this will translate to a diminished feeling of reward; aside from a few exceptions, there is no sequence that feels remotely challenging, certainly not for players familiar with the old-school difficulties wrought by the early games in the series. Yet while the unique satisfaction of overcoming hurdles is missing, it is tempered by other kinds of rewards. The platforming is fluid, and seamlessly chaining a number of moves together is simple but visually appealing, making for some silky-smooth motion that you'll get a kick out of. Additionally, as you progress through the game and explore some of the more intricate environments, you'll find some truly impressive level design. Each area flows organically into the next, and while the overall design feels a bit more synthetic than it did in Assassin's Creed, platform placement and other architectural features don't feel overtly artificial.

The stupendous level design becomes more apparent when you begin to unlock Elika's various powers--though calling them powers is a bit of a stretch. As you unlock new explorable areas by collecting glowing orbs called light seeds, you will be able to utilize the various colored plates that dot walls and ceilings. There are four types of plates, and each kind initiates a high-flying feat. Red and blue plates are functionally the same (though visually unique), propelling you automatically toward the next plate or platform. Green plates turn you into a sort of Persian Spider-Man, causing you to quickly scale up walls and ceilings while avoiding obstacles. Finally, yellow plates initiate on-rails flight sequences that give you limited room to maneuver around obstructions, sort of like a 3D version of Nights Into Dreams, the Saturn platformer. Many of the sequences combining plate jumps and standard platforming are exhilarating, and the manner in which some of them utilize all three dimensions make the level design all the more impressive. And amazingly, the camera is rarely a liability, which is quite an achievement. Unfortunately, the flying initiated by leaping from yellow plates is a clear weakness. The constant camera movement and overwhelming visual effect used here make for a few annoying sections, and it is never clear whether you need to go left or right, up or down to avoid certain objects. Given that most of the plate-initiated bits are terrific fun, it's a shame these particular flights of fancy were so poorly crafted.

There is some combat, and while it's hardly Prince of Persia's focus, it looks mightily spectacular. You fight only a single enemy at a time, including the four main bosses, which you'll take on multiple times. Battles are on the simple side: you have four main attacks--sword, gauntlet, Elika's magic, and acrobatic vault--that you can string into various combos. Enemies can change states, making certain attacks ineffective, and there are some other occasional twists. Yet like the platforming, it is on the easy side; even if Elika is bound by corrupted tentacles or rendered unconscious, she's always there to pluck you from death's cold embrace should you miss an important quick-time button event (of which there are many). But battles are still uniquely satisfying and look fantastic. The prince throws Elika into the air with ease, stringing throws, slices, and magic attacks together as the camera zooms in and out to showcase the slashes and backflips. The stringent enemy-focused camera and odd scuttling motions of the prince feel confining but work just fine in most of these battles, though they're a bit less successful during certain boss fights that require some environmental manipulation.


with Elika along the ride, two is better than one

Combat's not the only thing that looks spectacular. Prince of Persia is beautiful to look at, thanks to vibrant cel-shading and some sumptuous environments. Tendrils of corruption reach toward you as you navigate the cold, colorless caverns of infertile regions. The contrast between these areas and the beautifully lit vistas and thriving vegetation of healed locales is palpable, and the transformation of a fertile ground from darkness to light may remind you of similarly impressive moments in Okami. There are a few rough spots here and there, in the way of glitched animations and tiny frame rate stutters, but they barely detract from the lovely visual design. While there are some minor differences, all three versions look great and well represent the capabilities of their respective platforms. And all three feature the same lovely ambient music, which sounds more Persian than the very American-sounding prince.

Most will be able to finish Prince of Persia in around a dozen hours, though if you want to collect every scattered light seed and avoid quick travel (you can teleport from one healed ground to another instantly), you could add a few more hours to the total. But while a few unlockable skins may not seem like enough reason to return, this game is so enjoyable and delightful that you may want to return to it as you would return to a favorite fantasy novel or film. While its lack of challenge may lull fans, its ease of use will delight newcomers and draw in anyone who appreciates a touch of magic.


What are make this stuff attractive?
  1. Intricate level design
  2. Beautiful art direction
  3. Platforming is entertaining and looks great
  4. Cinematic combat moves are cool to pull off and impressive to watch
  5. Elika's presence leads to unique gameplay mechanics
Bored....bored....bored...
  1. Really, really easy
  2. The new prince isn't a good leading man
  3. Some combat and platforming annoyances

Prince of Persia (2008) Minimum System Requirements:

Supported OS: Windows XP/Windows Vista
Processor: Dual core processor 2.6 GHz Intel Pentium D or AMD Athlon 64 X2 3800+ (Intel Core 2 Duo 2.2 GHz or AMD Athlon 64 X2 4400+ or better recommended)
RAM: 1 GB Windows XP/2 GB Windows Vista
Video Card: 256 MB DirectX 10.0–compliant video card or DirectX 9.0–compliant card with Shader Model 3.0 or higher (see supported list)*
Sound Card: DirectX 9.0 or 10.0–compliant sound card (5.1 sound card recommended)
DirectX Version: DirectX 9.0 or 10.0 libraries (included on disc)
DVD-ROM: DVD-ROM dual-layer drive
Hard Drive Space: 8 GB
Peripherals Supported: Keyboard, mouse, optional controller (Xbox 360® Controller for Windows recommended)
Supported Video Cards at Time of Release:
ATI® RADEON® X1600*/1650*-1950/HD 2000/3000 series
NVIDIA GeForce® 6800*/7/8/9 series

By Kevin VanOrd, GameSpot
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Call of Duty 4: Modern Warfare

They say war is hell. Infinity Ward's Call of Duty 4: Modern Warfare takes you to the very depths of Hades. The long-awaited COD4, IW's follow-up to the excellent Call of Duty 2, is a jarring, intense, and gripping take on war in the new millennia. The enemies are smarter, the weapons are deadlier, and the grenades all too plentiful. COD4 will shake loose your fillings and have you begging for more.


Infinity Ward was born out of the success of retelling some of the greatest battles in World War II. The company has become synonymous with the virtual beach at Normandy. So it was quite a gamble to break from the comfort zone of Nazi-occupied Europe and leap into present day. The gamble paid off. Ghost Recon, Rainbow Six, and every other military-based shooter has been put on notice. There is a new standard to judge this sub-genre and it is Call of Duty 4.

The meticulous care IW took to faithfully recreate WWII-era weaponry was also given to bringing modern armaments to life. Many of the incredible tools of war used today come into play in COD4. You'll man the weapons of the AC-130 Gunship, which flies above the battlefield and fires 105mm rounds that decimate the enemy; make big explosions with Javelin missiles, which drop straight down to hit the thinner top armor of tanks; and cycle through a small arsenal of both light and heavy guns featuring a variety of scopes and augmentations. With an astonishing number of enemies in the field (half of whom seem to carry rocket launchers), you are going to need every last bit of modern tech to survive.

Unlike Infinity Ward's previous iterations of Call of Duty, Modern Warfare tells one contiguous story. Though you will hop between perspectives of the British S.A.S. and the U.S. Marines, each leap continues the progression of a single storyline. It's an effective tool. While the story itself--which revolves around stolen Russian nukes and Mid-Eastern terrorists bent on destroying the Great Satan (that's you and your grandma)--isn't exactly cutting edge, it's enjoyable. And more importantly, IW finds ways to make you care for every last one of your teammates. Of course, no good guys die in war, right? There aren't so much "twists" as there are shocking moments in the storyline. You may find yourself in disbelief not only at some of the events that take place, but in the direct manner in which the most startling moments are often told. There are a few too many shell-shocked slow-mo moments that seem to drag to the point of almost being frustrating, but credit Infinity Ward for not backing down from wartime melodrama.

If you played the original Call of Duty or its sequel, then you will have little trouble hopping into COD4. This is not a revolution of game controls. Infinity Ward maintains its smart system of rewarding players for aiming down the sight before firing; you can run from cover to cover (an absolute necessity to survive the utter insanity in some of the levels); you have a one-click melee attack; there are a few highlighted spots that require a button press to interact with (how else would one plant C4 on an AA gun?); and yes you can once again pick up live grenades and throw them back at the enemy.

war is like the hell,... this is the proof

The real change comes in the combat. This is one intense shooter, mainly because there are just so many enemies. And they are smarter thanks to some refined AI. Granted, there are going to be moments when enemies get stuck in dumb routines or stand in the open waiting to be mowed down, but overall the bad guys prove themselves to be resourceful and without mercy. Though a linear shooter that essentially funnels you through corridors, there are a considerable number of side paths. These almost always lead to flanking positions. If you do not flank the enemy, rest assured they will flank you. Enemies usually know to stay in cover. And they also know that you, being a well-trained soldier, aren't going to fight in the open. That's why they fire RPGs and toss so many damned grenades. They are trying to flush you out. And since most cars explode and will kill you if you are standing beside them, quite often you'll be forced to move.

Also, the enemy has access to perhaps the greatest weapon in modern war: dogs. Yes, there are dogs in COD4 and they can be real bitches (get it?). Dogs are a major pain in the ass. They don't have fear; they don't worry about flanking you or dying by your bullets. They want one thing: to rip out your throat. Often they will. Dogs move fast and attack sometimes before you turn to see what all that barking's about. If a dog attacks, you will hit the ground and enter one of the shortest mini-games of all time. You have perhaps two seconds from the moment you hit the ground to perform a melee attack and break the dog's neck. Otherwise, the dog will rip out your throat. That means you die.

Infinity Ward not only made this game for XBox 360 but also PC, PS3, and PS 2. So, don't worry about :"How can I try it?"

This is the requirement system for your PC, if you want this game :
CALL OF DUTY 4: Modern Warfare SYSTEM REQUIREMENTS

SOFTWARE REQUIREMENTS:
Microsoft(R) Windows(R) XP/Vista (Windows 95/98/ME/2000 are unsupported) Microsoft DirectX(R) 9.0c (included)

HARDWARE REQUIREMENTS:
CPU: Intel(R) Pentium(R) 4 2.4 GHz or AMD(R) Athlon(TM) 64 2800+ processor or any 1.8Ghz Dual Core Processor or better supported
RAM: 512MB RAM (768MB for Windows Vista)
Video Card: NVIDIA(R) Geforce(TM) 6600 or better or ATI(R) Radeon(R) 9800Pro or better
Sound Card: 100% DirectX 9.0c compatible sound card
HDD Space: 8GB of free hard drive space
Internet: Broadband connection and service required for Multiplayer Connectivity





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