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Saturday, 28 July 2012

SPIDER MAN 3


Spider-Man 3 marks the fourth game from developer Treyarch to feature Marvel's popular web-slinging superhero. So with Spider-Man 3 being the first game in the series to hit the current generation of consoles, you might expect something of a leap forward for the franchise--something to really wow Spider-Man fans and take the series in a new and exciting direction. No such luck, it seems. Spider-Man 3 is a lot like the last couple of Spider-Man games. Sure, it throws in a few new wrinkles to the combat system and adds some crazy God of War-esque contextual actions into the mix, but the core game is functionally the same as previous Spider-Man games, and the changes are a mixture of positive and problematic. Spider-Man 3 isn't altogether bad, but it has enough issues to prevent it from being wholly recommendable.
 Spider-Man 3 ties itself into the new Spidey film by including some of the key story arcs from the movie. You'll see Peter Parker get his black suit as well as run into villains like Sandman, New Goblin, and Venom. But much like Spider-Man 2, the roster of villains doesn't end there. Scorpion, Lizard, Kingpin, and others all pop up in spots. While it makes sense for the developers to extend the scope of the story beyond that of the film, trouble arises when you realize that the film's plot is practically glossed over. There are 10 individual storylines to play through, but none of them are paced well, nor do they ever build up or deliver enough of a story to pull it all together into one cohesive plot. It's almost like a hastily cobbled together Spider-Man mixtape. You get all the villains, and none of the story exposition. There's about as much character depth and story perspective here as is in the film's trailer.

If you played any of the recent movie-licensed Spidey games, you'll feel right at home with Spider-Man 3 from the get-go. Like the previous games, Spider-Man 3 presents you with an open-world version of New York City to swing around in to your heart's content. Swinging works much as it did in Spider-Man 2, letting you latch onto nearby buildings and launch quick webs to zip around as you please. Swinging through the city is easily the best aspect of the entire game. The city isn't gigantic, but there's enough familiar scenery around to make you want to explore, and that the city looks excellent is a big plus. Buildings are nicely detailed, the streets are jam-packed with cars and pedestrians, and the game uses some nice lighting effects to give the sky, as well as reflections of the sun off buildings, a rather pretty glow.

As you swing around, you'll find open mission icons scattered throughout the city. Fortunately, you don't have to go hunting for them, as there is a city map that lets you target any mission icon available to you. Though Spider-Man 3 doesn't change its formula much from previous games, the one big change for the better this time around is the game's structure. No longer are you forced to complete random side missions to get new story missions to unlock. The story missions and side missions are treated independently from one another, so you need only beat story missions to unlock more story missions. The story itself is a good 10 to 12 hours long, even if you never engage in any of the side missions, so you're not forced to sit through padded content that just makes the game longer. Side missions are still worth doing if you need a change of pace from the story, and there's still plenty of random crime floating about the city to take care of. The one bummer is that few of these random crimes or side missions deviate very far from the ones found in earlier Spider-Man games, and the few that do don't really fit terribly well. Even some of the new story missions seem weirdly out of place. For example, why is Spider-Man now an expert at disarming bombs?
One other change to the game is the addition of contextual minigames. Clearly inspired by the gameplay of God of War, Spider-Man will now engage in scripted events of acrobatic and combative heroism, and all you have to do is press a few buttons in time with the icons that appear onscreen. One example is Spider-Man having to leap through an impossibly complex series of lasers that will trigger an alarm if hit. Just hit the buttons or analog stick movements that pop up, and you're good to go. These new sequences aren't a bad addition, though they could have been implemented better. There's often very little warning as to when one of these situations is about to pop up, so there tends to be a trial-and-error aspect to them. The icons can occasionally be difficult to discern, as well, specifically if the game is using analog-stick icons. If there's a lot of crazy action happening onscreen, it can be tough to see exactly which direction the game wants you to go, let alone act quickly enough to pull off the move. Fortunately, the game almost never starts you back any further than the beginning of the minigame sequence you just started, so the punishment for failure is minor.
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Thursday, 26 July 2012

FIFA 2002 WORLD CUP




Fans of soccer will find that this latest FIFA game is the most challenging, most realistic, and also the greatest yet.

The FIFA series of soccer games has undergone a transition in its latest entry, FIFA 2002. Previous entries in the internationally popular franchise favored arcadelike gameplay and encouraged button-mashing contests, but with 2002, the days when your team of choice scores a dozen goals a period are gone. Instead, EA has decided to convert its popular franchise into a more simulation-oriented game, and the results are definitely pleasing. With the addition of enhanced graphics, as well as an all-new passing system, fans of soccer will find that this latest FIFA game is the most challenging, most realistic, and also the greatest yet.

Graphically, FIFA 2002 is a notch above last year's formidable title. The player models and detailed faces look extremely good this time around, especially during the replays, and they're accompanied by equally impressive player animation. The uniforms are nicely done, and the players' facial expressions throughout each game are entertaining to witness, if a bit overexaggerated. If you can keep your eyes off the players for a moment, you can take in a great-looking pitch surrounded by delicately detailed grass and overenthusiastic crowds waving flags and lighting fires in the stands. Traveling between stadiums doesn't feel repetitive, as there are enough subtle differences between locales to keep the game looking fresh each time around. Several camera angles are available, some more functional than the other more attractive ones that showcase the graphics, but the choices available are satisfying. Even outside the game, the menus are slick, and the interface is easy to navigate.

Perhaps the most noticeable change made to the way one plays FIFA is the more realistic gameplay. In this newly renovated passing scheme, instead of simply using directional passing, players must now deal with the strength of passes, as well as the trajectory, by using pressure-sensitive control. Mastering this type of control is essential to success because the passes lead the players they're intended for rather than heading toward the players' current location. Therefore, accurate passers will be able to gauge which teammates will be able to make a through run and send the ball ahead of them properly enough to get it in their control. This change to the gameplay takes last year's shot power gauge one step further and forces you to pay attention to every ball movement. In addition, one-two passes, or swift exchanges between players, can be performed by pressing the right analog stick in the secondary teammate's direction. While this move isn't inherently easy to perform, it adds another option for players to use against pesky goalkeepers in this more challenging offensive scheme. Slide tackles are a much riskier endeavor now than ever before, but properly completing them has also become much more satisfying. They are less effective than in last year's game, and the refs will not flinch when handing out the penalty cards. Ball control is just as important as positioning now, as players are more limited by fatigue and well-duplicated human error. The AI will second-guess a scoring attempt if your defense is set up properly, and the wise player will do the same conversely. The AI steps up and usually plays a very good match, so there's a true sense of reward for every goal scored. What these gameplay changes amount to is a slightly lower-scoring game, but also a much more satisfying simulation of real-life soccer.




Wednesday, 25 July 2012

BLOODY ROAR 2

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Tuesday, 24 July 2012

COMSIAN RACING

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