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#481. Posted:
Der-Riese
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Skyrim

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Developer(s) - Bethesda Game Studios

Publisher(s) - Bethesda Softworks

Distributor(s) - Bethesda Softworks (retail)

Steam - (online)

Director(s) - Todd Howard

Composer(s) - Jeremy Soule

Series - The Elder Scrolls

Engine -
Creation Engine
Havok Physics

Version - 1.3.10[1]

Platform(s)-
Microsoft Windows
PlayStation 3
Xbox 360

Release date(s)-
November 11, 2011
*JP December 8, 2011

Genre(s) -
Action role-playing
Open world

Mode(s) - Single-player (first-person and third-person view)

Rating(s)-
* ACB: MA15+
* BBFC: 15
* CERO: Z
* ESRB: M
* OFLC: R13
* PEGI: 18+
* USK: 16






GAMEPLAY

The nonlinear gameplay traditional in the Elder Scrolls series is incorporated in Skyrim. The player can explore the open world of Skyrim on foot or on horse, and fast-travel to cities, towns, and dungeons after they have been discovered. Quests are given to the player by non-player characters (NPCs) in the world, and through the Radiant Story system, the quests can be dynamically altered to accommodate for player actions which may influence the quest's characters and objectives. The Radiant Story then further directs the player's interaction with the world by setting unexplored dungeons as quest locations. When not completing quests, the player can interact with NPCs through conversation, and they may request favors or training in skills from the player. In addition to scripted quests certain ones will be dynamically generated, providing a limitless number to the player. Some NPCs can become companions to the player to aid in combat. The player may choose to join factions, which are organized groups of NPCs such as the Dark Brotherhood, a band of assassins. Each of the factions has a headquarters, and they have their own quest paths which the player can progress through. The economy of cities and towns can be stimulated by completing jobs such as farming and mining, or harmed by sabotaging industrial buildings.

Character development is a primary element of Skyrim. At the beginning of the game, the player selects one of several human, elven, or zoomorphic human races, each of which has different natural abilities, and customizes their character's appearance. A perpetual objective for the player is to improve their character's skills, which are numerical representations of their ability in certain areas. There are eighteen skills divided evenly between the three schools of combat, magic and stealth. Training skills until the necessary required experience is met results in the player's character leveling-up. Previous Elder Scrolls games made use of a class system to determine which skills would contribute to the character's leveling, but its removal in Skyrim allows for a preferred play-style to be developed naturally. When their character levels, the player may choose to select a skill-specific ability called a perk, or store perks for later use. Upon levelling fifty times, the player character can continue to level and earn perks, but the rate of levelling is slowed significantly.

A heads-up display appears when any one of the player's three attributes are being depleted. Health is depleted primarily through combat and can be restored by spells, potions, or resting; the loss of all health results in death. Magicka allows for and is depleted by the use of spells; it is regenerated naturally over time, but it can be restored in similar ways to health. Stamina determines the player's effectiveness in combat and is depleted by sprinting, jumping, and power attacking, but can be restored in similar ways to health and magicka. The player's inventory can be accessed from the menu and items can be viewed in 3D, which may be essential in solving puzzles found in dungeons. The player's effectiveness in combat relies on the use of weapons and armor, which may be bought or created at forges, and magic, which may also be bought or unlocked. Weapons and magic are assigned to each hand, allowing for dual-wielding, and can be swapped out through a quick-access menu of favorite items. Shields can be used either to fend off enemy attacks and reduce the damage intake, or offensively through bashing attacks. Blunt, bladed and hacking weapons can be used in close combat and each have specific advantages and roles; as an example, the player can perform power attacks with each weapon. Magic can be used in the form of spells; each of the eighty-five spells has a different function, such as the regeneration of health or the depletion of enemy health. The bow and arrow may be utilized in long-range combat, but the bow can be used as a defensive melee weapon in close combat. The player can enter a sneak mode and pickpocket, or deliver sneak attacks to unsuspecting enemies. If the player drops unwanted loot, such as a shield or item of clothing, some NPCs will attempt to pick the item up, some even asking the player's permission to take the item.

When exploring the game world, the player may encounter wildlife. Many wilderness monsters are immediately hostile towards the player and thus can be slain. The inclusion of Dragons in Skyrim affords a major influence on both story and gameplay. During the game's development, a team was set aside to work on Dragons and their interactions with the world. In the world, a variety of different Dragons are encountered either alone or in small groups. They are randomly-generated, meaning their numbers are infinite, and they can attack cities and towns at any time. Not every Dragon is hostile, and the player can interact with non-hostile Dragons. Early in the main quest, it is discovered that the player character is Dragonborn, which allows the player to use powerful spells called dragon shouts. Twenty different Dragon shouts can be discovered by visiting "Word-Walls" in dungeons, and they are unlocked for use by absorbing the souls of slain Dragons. A regeneration period limits the player's use of shouts in gameplay. Another significant change from previous games in the series is the elimination of weapon and armor durability; in which a player would periodically have to repair or pay to have items repaired or risk rendering them broken and unusable.




Gameplay Rating: 10/10




CONTROLS

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Controls Rating: 9/10




GRAPHICS

The Graphics on this game are AMAZING.
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Graphics Rating: 10/10




Overall Rating:
9.5/10


This Game Is A Must Buy For Any Reason
#482. Posted:
Der-Riese
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Mirror's Edge

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Developer(s) - EA Digital Illusions CE

Publisher(s) - Electronic Arts

Producer(s) - Owen O'Brien

Writer(s) - Rhianna Pratchett

Composer(s) - Magnus Birgersson

Engine -
Unreal Engine 3
PhysX
(hardware supported by nVIDIA GPUs only, acceleration and additional effects are
exclusive to the Windows version)

Version - 1.01

Platform(s) -
PlayStation 3
Xbox 360
Microsoft Windows
iOS

Release date(s) -
PlayStation 3 & Xbox 360
* NA November 12, 2008[5]
* AUS November 13, 2008[6]
* EU November 14, 2008[7]

Microsoft Windows
* NA January 13, 2009[8]
* EU January 16, 2009[8]
* AUS January 16, 2009[8]

iOS
April 1, 2010
Genre(s) - First-person action-adventure, platform
Mode(s) -Single-player

Rating(s)
* Apple: 9+
* ESRB: T
* OFLC: M
* PEGI: 16
* USK: 16





GAMEPLAY

In Mirror's Edge, the player controls the protagonist, Faith, from a first-person perspective as she is challenged to navigate across a gleaming city, by jumping between rooftops, running across walls, and gaining access to buildings through ventilation shafts. This is accomplished by use of techniques and movements inspired by the discipline of parkour. According to senior producer Owen O'Brien, Mirror's Edge aims to "convey [...] strain and physical contact with the environment", with the goal of allowing a freedom of movement previously unseen in the first-person genre. In order to achieve this, camera movement has been tied more closely to character movement. For example, as Faith's speed builds up while running, the rate at which the camera bobs up and down increases. When a roll is executed, the camera spins with the character. Faith's arms, legs, and torso are prominent and their visibility is used to convey movement and momentum. The character's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.

In gameplay, the character's momentum becomes an asset. The player must attempt to conserve it through fluidity of physical actions, encouraging the creation of chains of moves. If Faith does not have the momentum required to traverse an object, she will fall off or short of it. Controls are simplified by being context-sensitive; the "up" button will cause Faith to traverse an obstacle by passing over it (i.e., by jumping, vaulting, climbing, or grabbing set pieces like zip-lines) while the "down" button will cause her to perform other manoeuvres like sliding, rolling, or crouching. To assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which emphasises environmental pieces useful for progression. Certain pipes, ramps, and doors are highlighted in red as Faith approaches, allowing the player to instantly recognize paths and escape routes. Further along in the game, the number of these visual hints is reduced to only the end goal, and the player can opt to turn off this hint system entirely. It is also used to create puzzles in which the player must figure out how to combine the highlighted set pieces into a chain of moves in order to reach the target. Another means of assistance to the player is a system called "Reaction Time", a form of bullet time activated by the player, slowing down time and allowing the player to plan and time their next move without losing momentum or tactical advantage.

The player character can hold weapons, but O'Brien stressed that "this is an action adventure. We're not positioning this as a shooter - the focus isn't on the gun, it's on the person." Gameplay in Mirror's Edge focuses on finding the best route through the game's environments while combat takes a secondary role. Completing the game without shooting a single enemy unlocks an achievement for the player. Consequently, guns may be obtained by disarming an enemy, but when the magazine is empty, it will need to be discarded. Additionally, carrying a weapon slows Faith down; the heavier the gun, the more it hinders her movement. This introduces an element of strategy in determining when to trade agility for short-term firepower.

Along with the campaign mode, Mirror's Edge features a time attack mode, where the player must try to complete one of a set of special maps in the shortest amount of time. Best times can be uploaded to online leaderboards, where players can also download ghosts of other players to compete against. The maps are unlocked by playing through the campaign mode. According to producer Tom Ferrer, the time trial portions of Mirror's Edge are "bite-sized and short so you can grind them and play them and get faster and faster. It's not like playing an entire level."


Gameplay Rating: 8/10




CONTROLS

Left Thumbstick
Move. Run. Climb. Balance.

Right Thumbstick
Look

Click Right Thumbstick
Zoom

A Button
Interact

B Button
Hint

X Button
Reaction Time

Y Button
Weapon Disarm. Weapon Pickup. Weapon Drop.

Left Bumper
Jump. Wallrun. Vault. Up.

Right Bumper
Turn 180 Degrees. Turn 90 Degrees (Wall Running).

Left Trigger
Crouch. Slide. Roll. Coil. Dismount. Down.

Start Button
Pause Menu

Right Trigger
Attack. Melee. Fire Weapon. Barge Door.

Back Button
Objectives Screen


Controls Rating: 9/10




GRAPHICS

Mirrors Edge has some prety good graphics in my opinion, but not the best.
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Graphics Rating: 9/10




Overall Rating:
8.5/10
#483. Posted:
-CazuaL
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Space Marine / Warhammer 4000

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Space Marine, a third-person hack-and-slash/shooter hybrid, is the latest example of that wonderful, contagious affection. Spend a few minutes with the multiplayer customisation suite - unlocked when you hit level 4 online - and you will probably find yourself rapt.

There are hundreds of possible combinations of pre-authored armour sets depending on the Space Marine chapter you favour, or you can come up with your own by choosing from dozens of colour and pattern variations. You can also customise your loadout with familiar weapons like the chainsword, melta gun and several different bolters, and choose from a range of perks, like Blast Off, where your jump pack engine exhaust causes damage on lift-off.

It all fits snugly together, allowing fans to recreate their perfect vision of a Space Marine for Relic"s first third-person shooter in the 40k universe. For everyone else, it uses the tabletop game series" vast history as the basis for an interesting and intelligently assembled collection of loadouts, perks and classes.

Throughout the single-player campaign, too, you can feel the depth and proud history of the nearly 25-year-old 40k universe rumbling in the background. It"s in the awed expressions of Imperial Guard as they first behold a Space Marine on their planet, and in the divisions within your Ultramarine squad about applications of the Codex Astartes, the sacred doctrine of the Space Marines.

The Orks all have wonderful Dick Van **** cockney accents. Spoice Maroine!
Indeed, whereas science-fiction shooter developers often tell us there are "many more stories to be told" in a universe we"ve spent two or three games plugging with bullets, thanks to Relic"s fine detailing, Space Marine intuitively feels like just one story in a vast universe of many more, and we don"t need to be told so.

Another handy thing is that, whereas most shooters ask us to believe that a random soldier can be a one-man-army and save mankind from certain doom, in Warhammer 40,000 the Space Marines are one-man-armies designed to save mankind from certain doom. So when you step into the chunky battle armour of Titus, an Ultramarine captain sent with a couple of squad-mates to the Forge World of Graia to defend its Warlord-class Titans - massive robots, basically - against a million-strong Ork invasion, it makes perfect sense. It"s also a great setup for a game.

In this case, the game owes a lot to the first Gears of War. Framed from close over the shoulder, it follows you through strictly linear nests of trenches, corridors, tunnels and elevated walkways, frequently ballooning out into arenas where you are set upon by Orks and, later, the forces of Chaos, before narrowing again after they are all dispatched.

Being able to customise your Space Marines online is one of the best features.
Your broad mission is to secure the Titans, but along the way you meet a few people - a Lieutenant and an Imperial Inquisitor, most notably - and you chatter with them in person and over battle-comms as your objectives evolve.

Helping to fill out the backstory of Graia, which has been in the grip of invasion for just over a week, are a series of voice recordings you find lurking in corners and side rooms along the way. As is often the case with this sort of thing, some are interesting and others quite dull, but within 15 minutes of the start you won"t be able to stop yourself looking around for them out of habit.

The big difference between Space Marine and Gears is that there"s no cover system. Ranged weapons function much as you"d expect - iron sights with the left trigger, fire with right, and you can hold four at a time - but the majority of the time you will be going in hand-to-hand after firing off a few rounds to set things off.
#484. Posted:
MK46
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When Microsoft handed the Halo torch from Bungie to 343 Industries in 2010, fans of the series were distraught that their beloved franchise was no longer going to be in the hands of its creator. 343s initial forays into the Halo universe--the Halo Waypoint app and the Halo Legends shorts--were met with a universal meh. After trotting out Halo: Combat Evolved Anniversary, however, its clear that with 343, Halo is in extremely competent hands.
In 1998, when Gus Van Sant directed a shot-for-shot remake of Alfred Hitchcocks classic Psycho, it was met with such poor reception that the entire idea of recreating films shot-for-shot was thrown out the window. In Roger Eberts review of the film he stated it demonstrates that a shot-by-shot remake is pointless; genius apparently resides between or beneath the shots, or in chemistry that cannot be timed or counted.

When I learned that 343 planned to use the same methodology in their remake of the original Halo, I was worried that it too would meet a similar fate. Thankfully, I was wrong. Perhaps 10 years is a perfect gap of time, wherein the game doesnt feel too soon or too outdated. Perhaps Halo: Combat Evolved will never actually feel outdated. Whatever the case, Anniversary makes a solid case that more classic games deserve a makeover.

Anyone who played the original game will feel right at home in the campaign, which is so analogous to its source that by simply pressing the back button, you can toggle between old and new graphics without interrupting your game. While this may seem gimmicky--a feature you use for a chuckle at antiquity--I found myself using it more and more as I played the game. The toggle feature offers a glimpse into the past and an in-your-face display of just how long a decade can be for the video game industry. I found myself reloading checkpoints just to watch how some of my favorite cut-scenes have changed and how they used to look.

Not Just A Pretty Face

The only downside to the toggle feature is that it ensures that Anniversarys campaign remains religiously true to the original game. That means no dual wielding, no brutes, and, most disappointingly, no energy swords. Similarly, some portions of the campaign remain just as tedious (the Library, anyone?) as they were before. However, in these segments, 343 added little changes--such as directional arrows on the floor--that make it more tolerable. Still, the only serious divergence from Halo: CE is the inclusion of a number of collectibles scattered throughout the game.

These collectibles were one of my favorite additions, as many of them offer insight into the mysterious Forerunners. Finding a collectible activates a cut-scene featuring everybodys favorite 343 Guilty Spark, or other characters, all of whom present a deeper understanding of the race that actually built the rings that pepper the galaxy.

With a complete graphical overhaul, I was concerned about clipping or drop-in issues, but I didn't encounter any of these problems during my playthrough. The game looks gorgeous throughout and plays with the same tight controls that made Halo an industry juggernaut.

Seeing as it was the multiplayer that not only put Halo on the map, but Xbox as well, its fitting that the multiplayer in Halo: Combat Evolved Anniversary is equally delightful. Using the Halo: Reach engine, the offline and online multiplayer features a number of the most beloved maps from Halo: CE and Halo 2.

For anyone who played Reach, Anniversarys multiplayer will feel quite familiar. Features such as emblems, customizable armor, and weapon loadouts all remain and at times make Anniversary feel like little more than a Reach map pack. The game also adds another much-welcomed Firefight map, the depths of which I couldnt even begin to explore. Containing ODST and marines--who Im not ashamed to say I accidentally killed quite a few of--and a number of vehicles, the new map is rife with potential.

To me, Halo holds a special significance as one of the first games that converted me into a hardcore co-op gamer. I played the co-op campaign with the friend I first played the original with and was floored by dj vu. Both of us surprised the other a number of times by switching back to the older graphics just to see favorite scenes and sets as we had 10 years ago. While the split-screen is well done, Anniversary now offers online co-op for those friends that may have allowed time to separate them by more than a couch.

Though the multiplayer doesnt technically do anything past Halo games havent already done, the nostalgia it engenders is more than enough to keep fans playing over and over again. Though the graphical toggle option doesnt exist in multiplayer, its not hard to feel yourself getting transported to a buddys basement LAN party when teabagging n00bs in Beaver Creek.

With Halo: Combat Evolved Anniversary, 343 Industries has made clear their capabilities as the newest host for the Halo universe. With Halo 4 on the horizon, it seems likely itll be just as kick ass as its predecessors, because 343 knows and respects Halo.

While the game may be nothing more than a remake and a map pack on the surface, its still a remake of one of the most revolutionary games in history. With a lowered $40 price tag, its hard to argue against a game that does so much, though we may have seen it all before. I beat the original Halo countless times and spent far too much of my youth in friends basements playing the multiplayer. But that doesnt mean I wont be playing Anniversary up until the day Halo 4 comes out.


I love halo and i basically know everything about halo<3


Took me and hour to do this i did not copy and paste i do game reviews and trailers on my YouTube channel


I will be putting more reviews up possibly every second day so keep in touch on this topic Thanks

By:FTPLoL!
#485. Posted:
ZeeGeeUK
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Posts: 7,159
Reputation Power: 305
FTPLoL wrote When Microsoft handed the Halo torch from Bungie to 343 Industries in 2010, fans of the series were distraught that their beloved franchise was no longer going to be in the hands of its creator. 343s initial forays into the Halo universe--the Halo Waypoint app and the Halo Legends shorts--were met with a universal meh. After trotting out Halo: Combat Evolved Anniversary, however, its clear that with 343, Halo is in extremely competent hands.
In 1998, when Gus Van Sant directed a shot-for-shot remake of Alfred Hitchcocks classic Psycho, it was met with such poor reception that the entire idea of recreating films shot-for-shot was thrown out the window. In Roger Eberts review of the film he stated it demonstrates that a shot-by-shot remake is pointless; genius apparently resides between or beneath the shots, or in chemistry that cannot be timed or counted.

When I learned that 343 planned to use the same methodology in their remake of the original Halo, I was worried that it too would meet a similar fate. Thankfully, I was wrong. Perhaps 10 years is a perfect gap of time, wherein the game doesnt feel too soon or too outdated. Perhaps Halo: Combat Evolved will never actually feel outdated. Whatever the case, Anniversary makes a solid case that more classic games deserve a makeover.

Anyone who played the original game will feel right at home in the campaign, which is so analogous to its source that by simply pressing the back button, you can toggle between old and new graphics without interrupting your game. While this may seem gimmicky--a feature you use for a chuckle at antiquity--I found myself using it more and more as I played the game. The toggle feature offers a glimpse into the past and an in-your-face display of just how long a decade can be for the video game industry. I found myself reloading checkpoints just to watch how some of my favorite cut-scenes have changed and how they used to look.

Not Just A Pretty Face

The only downside to the toggle feature is that it ensures that Anniversarys campaign remains religiously true to the original game. That means no dual wielding, no brutes, and, most disappointingly, no energy swords. Similarly, some portions of the campaign remain just as tedious (the Library, anyone?) as they were before. However, in these segments, 343 added little changes--such as directional arrows on the floor--that make it more tolerable. Still, the only serious divergence from Halo: CE is the inclusion of a number of collectibles scattered throughout the game.

These collectibles were one of my favorite additions, as many of them offer insight into the mysterious Forerunners. Finding a collectible activates a cut-scene featuring everybodys favorite 343 Guilty Spark, or other characters, all of whom present a deeper understanding of the race that actually built the rings that pepper the galaxy.

With a complete graphical overhaul, I was concerned about clipping or drop-in issues, but I didn't encounter any of these problems during my playthrough. The game looks gorgeous throughout and plays with the same tight controls that made Halo an industry juggernaut.

Seeing as it was the multiplayer that not only put Halo on the map, but Xbox as well, its fitting that the multiplayer in Halo: Combat Evolved Anniversary is equally delightful. Using the Halo: Reach engine, the offline and online multiplayer features a number of the most beloved maps from Halo: CE and Halo 2.

For anyone who played Reach, Anniversarys multiplayer will feel quite familiar. Features such as emblems, customizable armor, and weapon loadouts all remain and at times make Anniversary feel like little more than a Reach map pack. The game also adds another much-welcomed Firefight map, the depths of which I couldnt even begin to explore. Containing ODST and marines--who Im not ashamed to say I accidentally killed quite a few of--and a number of vehicles, the new map is rife with potential.

To me, Halo holds a special significance as one of the first games that converted me into a hardcore co-op gamer. I played the co-op campaign with the friend I first played the original with and was floored by dj vu. Both of us surprised the other a number of times by switching back to the older graphics just to see favorite scenes and sets as we had 10 years ago. While the split-screen is well done, Anniversary now offers online co-op for those friends that may have allowed time to separate them by more than a couch.

Though the multiplayer doesnt technically do anything past Halo games havent already done, the nostalgia it engenders is more than enough to keep fans playing over and over again. Though the graphical toggle option doesnt exist in multiplayer, its not hard to feel yourself getting transported to a buddys basement LAN party when teabagging n00bs in Beaver Creek.

With Halo: Combat Evolved Anniversary, 343 Industries has made clear their capabilities as the newest host for the Halo universe. With Halo 4 on the horizon, it seems likely itll be just as kick **** as its predecessors, because 343 knows and respects Halo.

While the game may be nothing more than a remake and a map pack on the surface, its still a remake of one of the most revolutionary games in history. With a lowered $40 price tag, its hard to argue against a game that does so much, though we may have seen it all before. I beat the original Halo countless times and spent far too much of my youth in friends basements playing the multiplayer. But that doesnt mean I wont be playing Anniversary up until the day Halo 4 comes out.


I love halo and i basically know everything about halo<3


Took me and hour to do this i did not copy and paste i do game reviews and trailers on my YouTube channel


I will be putting more reviews up possibly every second day so keep in touch on this topic Thanks

By:FTPLoL!


Copied from a G4TV review. Words are the same in both this and the review.

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#486. Posted:
LifeOfPy
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Pokemon Fire Red and Pokemon Leaf Green Versions




Game Information

Release Date: September 7th, 2004
Developers: GAME FREAK
Publishers: Nintendo
Platforms: Nintendo DS | Nintendo DS Lite | Game Boy Advance | Game Boy Advance SP
Genre: Role Playing
Players: Up To 5, Link cable, Wireless Adapter, e-Reader
Age Restriction: E For Everyone





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Synopsis (Wikipedia)

The silent protagonist of FireRed and LeafGreen is a child who lives in a small town. After players start a journey and venture alone into deep grass, a voice warns them to stop. Professor Oak, a famous Pokmon researcher, explains to the player such grass is often the habitat of wild Pokmon, and encountering them alone can be very dangerous. He takes the player to his laboratory where the player meets Oak's grandson, another aspiring Pokmon Trainer. The player and the rival are both instructed to select a starter Pokmon for their travels. The rival then challenges the player to a Pokmon battle with their newly obtained Pokmon, and continues to battle the player at certain points throughout the games.
After reaching the next city, the player is asked to deliver a parcel to Professor Oak. Upon returning to his laboratory, the player is presented with a Pokdex, a high-tech encyclopedia that record the entries of any Pokmon that are encountered. Oak asks the player to fulfill his dream of compiling a comprehensive list of every Pokmon in the game.
While visiting the region's cities, the player encounters special establishments called Gyms. Inside these buildings are Gym Leaders, each of whom the player must defeat in a Pokmon battle to obtain a Gym Badge. Once a total of eight badges are acquired, the player is given permission to enter the Pokmon League, which consists of the best Pokmon trainers in the region. There the player battles the Elite Four. Also throughout the game, the player has to fight against the forces of Team Rocket, a criminal organization that abuses Pokmon. They devise numerous plans to steal rare Pokmon, all of which the player must foil, meeting and defeating the organization boss Giovanni.
After the first time the player defeats the Elite Four one of the members, Lorelei, disappears. After gaining access to the Sevii Islands, an entirely new region, the player discovers Lorelei in her house and convinces her to come back. Once more, the protagonist must thwart the Team Rocket's plans on several occasions, recover two artifacts, the Ruby and the Sapphire, and put them in the main computer at One Island. After that, the player can communicate, battle, trade, etc., with games other than FireRed or LeafGreen.




Plot

As remakes of the first PKMN games, Pokemon Red and Blue, and with the Japanese game that was never dubbed, Pokemon Green. You're a PKMN Trainer that just received your first PKMN out of the three, The FIRE PKMN Charmander, The GRASS PKMN Bulbasaur, and The WATER PKMN Squirtle. You set off on your journey to become a PKMN Master. You do what every trainer does and that is to go on their way to become a PKMN Master, and to do that you need to defeat the 8 GYM Leaders and get all the 8 Badges, you then will be able to battle the Elite 4 and The Champion which if you beat will become The Champion of the Kanto Region. You can capture the legendary Pokemon Mewtwo after you defeat the Elite Four and The Champion. This game has many Special Event locations like PKMN Ruby and Sapphire has, but in this you can travel to the Sevii Islands and battle Articuno, Moltres, and Zapdos.



Gameplay

The graphics are a little bit more advanced than Pokemon Ruby and Sapphire, and plus you can get to the same Special Mystery Gift Event locations, and in this you can travel to the Sevii Islands and find and capture Zapdos, Articuno, and Moltres. This game doesn't just have the 151 Pokemon that started it all, but it has all the Pokemon through the Kanto region, the Johto region, and the Hoenn region. The plot is the same as the older versions, but some stuff as changed. Enjoy!



Controls

Overworld Controls

[ Register or Signin to view external links. ] - move in the appropriate direction (no diagonals)
[ Register or Signin to view external links. ] / [ Register or Signin to view external links. ] - help
[ Register or Signin to view external links. ] - pick up items, talk to people, etc.
[ Register or Signin to view external links. ] - Run with running shoes
[ Register or Signin to view external links. ] - pull out the menu
[ Register or Signin to view external links. ] - use a "registered" item

Battle Controls

[ Register or Signin to view external links. ] - Move around the battle menu
[ Register or Signin to view external links. ] / [ Register or Signin to view external links. ] - help
[ Register or Signin to view external links. ] - Select an option from the menu(Attack, use item, switch Pokmon, run)
[ Register or Signin to view external links. ] - Go back

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Graphics

The graphics are very similar to the Pokemon Ruby and Sapphire graphics, but these are a little more advanced as shown below,
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and then Ruby and Sapphire graphics are like this,
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yet they're still pixely, Fire Red and Leaf Green isn't as much.




Rating

9/10


This is a wonderful game, with wonderful events. This PKMN game has many fun adventures.
#487. Posted:
LifeOfPy
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Doritos Crash Course

Platform: Xbox 360 (XBLA)
Release Date: December 8th, 2010
Publisher(s): Microsoft Game Studios
Developer(s): Wanako Games/Behaviour Interactive
Players: Single Player, Multiplayer
Genre: Platform Game
Cost: FREE



Levels

This game is very similar to the TV show, Wipeout, you are your own avatar and you try to complete the course in a short amount of time. It can get extremely addicting and also cause lots of anger. There 3 different stages you can play on, USA, Europe, and Japan, and on each of them there are 5 different levels. There is an online leaderboard for this game, that shows your friends scores and overall scores. Many of the levels are challenging and have annoying parts, yet it's still fun. You control the game with your Xbox controller, so it's not like a Kinect game. If you play online Multiplayer with your friends, you try to be the first one to finish the course, and you can see your friend's avatar on the screen




Gameplay

The game is very to control, and see what you're doing, but the thing that will get you is the challenges. You play as your avatar and you try to beat all the levels. The game, like I said in "Levels" right above, is very similar to the TV show "Wipeout", now if you've ever seen that show, you might be able be good at this game.





Graphics

The graphics are the normal for any type of Avatar game, Pictures are shown below,
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A simple course.

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Online Multiplayer with friends.


Game Rating: 8 (very addicting, yet, you can get angry)
#488. Posted:
LifeOfPy
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Fruit Ninja Kinect

Platform: Xbox 360 (XBLA)
Release Date: August 10th, 2011
Distributor(s): iTunes, Android Market, Zune Software, Ovi Store, Samsung Apps
Developer(s): Halfbrick Studios
Players: Single Player, Multiplayer
Genre: Arcade
Cost: 800 MSP



Random Information

Very similar to the one for iPhone and iPad, this one is for Kinect and like they say, "You are the controller." You can play the same modes and unlock the same stuff in the Dojo, as you can on the one for iPhone and iPad. The game is very addicting and tiring after you play for along time. You can earn achievements, and it's fun to go for them, you slice the fruit with your arms. You can play 2 player split screen, where you can battle together or battle each other. I recommend you pour yourself a glass of water before you start playing, 'cause you're going to need it.




Gameplay

Some people say this is the exact same as Fruit Ninja for mobile devices, but it's not. In this you slice the fruit by waving your arms as, so called in the game "Blades", and speaking of blades there are more blades you can unlock in this. The game is pretty much this same as the mobile devices, but with a few addons.

Graphics

The graphics are pretty much the same as the iPhone and iPad graphics, but in the Kinect version it shows a shadow of you as shown below, as well with the iPhone and iPad graphics and Fruit Ninja Kinect Multiplayer graphics.
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iPhone/iPad graphics.

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Kinect graphics.

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2 player splitscreen.


Game Rating: 9 (very addicting, but you should take a rest after a while)
#489. Posted:
Lxx_Adams
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intro
[spoil]The horror genre is at a strange stage of evolution in the entertainment industry. Hollywood films continue to skew towards what critics disgustedly refer to as "torture porn," a type of movie most recently popularized by the Saw franchise. These movies are meant to shock the viewer through mutilation and graphic depictions of death and pain. Meanwhile, horror videogames have turned into shoot'em-ups with far flung sci-fi settings (Dead Space) and muscle-bound, invincible protagonists (Resident Evil). Saw partially succeeds in bringing a taste of Hollywood horror to your console by grounding itself in the gritty and dSaw breaks out of the gates hard, introducing us to the protagonist Detective Tapp as he regains consciousness and struggles to release himself from a deadly trap. A metallic helmet has been affixed to his head that will bisect his cranium if players don't quickly press the corresponding buttons that flash on the sides of the device. The puzzle isn't complicated, but from the outset the presentation strikes the right chord by giving us a high tension, nerve-racking experience.


Detective Tapp soon realizes that he is one of many people trapped in an insane asylum and has become a pawn in the deranged plans of a serial killer. His captor is the man he has spent his life pursuing, a brilliant psychopath labeled "Jigsaw" by the press. His claim to infamy is that he's never "killed" anyone, he simply presents them with a choice of actions. Unfortunately for his victims, the decision making process involves self-mutilation, suicide, or murder. They also involve brain teasers and puzzles that require players to act quickly under pressure. Considering Jigsaw often asks his victims if they'd "like to play a game" it's pretty amazing we haven't seen an interactive version of his exploits until now.


Without spoiling anything, I can say that the plot and progression of Saw the videogame is something of a "greatest hits" montage from the film series. Fans will find the scenarios, characters, and violent set pieces extremely familiar. You'll get everything from barrels of pig guts, to limb twisting, to improvised surgery. None of the gross-outs are as gut-wrenchingly realistic as the film, but the graphics have just enough kick to induce queasiness. In this way game puts the best ideas from the franchise to use. Unfortunately the films only provide enough material for a few hours of interactive horror before the formula starts to repeat itself.

Jigsaw acts as a kind of evil god in the game. His voice and image is omnipresent through the use of well placed television sets. He controls all movement in the facility through magnetic doors and cages. It forces the player into a series of bottlenecks and ever deadlier areas of confinement. The asylum is a maze of dirty bathrooms, dirty hallways, and dilapidated stairwells. The dcor is fittingly bleak; just don't expect much variety.

The game is broken into chapters, and cleverly the achievements and number of chapters are kept secret to maintain a level of suspense. In each section Jigsaw has imprisoned a person from Detective Tapp's past and he must reach the victim and release them from one of the killer's intricate deathtraps. For example, you partake in the goriest game of Memory ever conceived to free a man from a metal rack. Every wrong move causes his body to be perforated with steel spikes. How's that for motivation?

Jigsaw's smaller traps appear in a few different incarnations. First off, the asylum is filled with small but deadly barriers to slow Detective Tapp's progression. These include doors and tripwires rigged with shotguns that can turn any room into a slaughterhouse. It keeps players on their toes because these traps don't wound, they kill, every time.

in conclusion the game is a thrilling finger nail biting experience that id give 9/10 and the only reason i didnt give 10/10 was for the graphics which could be improved alot
i personally recommend this game to anyone with a strong enough stomach to play the game !
#490. Posted:
Fuggetz
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i made a mistake!

sorry.
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