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يعيّن على 01.18.02 ب [ريبّ] @ 9:43 قبل الظّهر
تعليقات على هذا: لا شيء بعد. أضفت ك خاصّة. ![]() إجماليّة: مطورة: حمراء عاصفة ترفيه الرفض. 1 شكوى أنا أسمع حول [فيرست-برسن] بندقيّة لعب يكونون أنّ ليس هم واقعيّة. الناس يبدوون أن يريد شيء أنّ هم يستطيع ارتبطت إلى أكثر من العوالم يصوّر داخل حتف أو [سم] جدّيّة. إن أنّ يكون شكوىك, بعد ذلك هذا لعبتك. شبح ظلّ [ركن] (يحيل ك [غر]) [فيرست-برسن] بندقية يثبت في العالم من توم [كلنسي] روايات. بما أنّ اللعبة يفتح في السنة 2010, يعلم نحن أنّ الحكومة روسيّة يتلقّى يكون استلمت بمجموعة ال [هرد-لين] [أولتر-نأيشنليستس]. الروسيّة حرب [رديد] آلة يكون لغزوة, مع فرقة جيش حركات وتزايدات في روسيا حافة غربيّة. يقف فقط واحدة قوة بين الجبهة روسيّة والجمهوريات سابقة سوفييتيّة: يصنّف القوّات خاصّة يعرف كالشبح ظلّ. هم قد كانوا أرهق مع تداخل جارية ضدّ الروس إلى أن الشحن من ال [نتو فورس] يستطيع جنّدت. يضع اللعبة الشبح ظلّ في أياديك, يترك قدرهم (والقدر الأمم) ضمن قبضك. القواعد من ال [غر] كون بسيطة. هناك ما من إصابة نقطات. هناك ما من رؤساء. هناك ما من مستويات. أنت وفريقك من [ريفلمن], تدمير خبيرات, قناصات وثقيلة أسلحة "دعم" إختصاصيات أرهق مع يتمّ عدّة أهداف أثناء كلّ مهمة. كيف أنت تحقّق هذا أهداف يعتمد على ك يلعب أسلوب [أس ولّ س] البنية (وخبرة) من فرقتك. لعبة قسمت لعبة داخل اثنان أقسام: المهمة شرح مهمّة/فرقة [سلكأيشن ستج] والمهمة حقيقيّة. في الشرح مهمّة أعطيت أنت أهدافك للمهمة وأيّ معلومة موافقة حول الوجود عدوّ في المنطقة. أثناء فرقة إنتقاء يتلقّى أنت الفرصة أن ينتقي جنديات يؤسّس على تخصصاتهم وإحصائيّتهم في مناطق أساسيّة قتال, مثل حيلة وسلاح إستعمال. عقب قد أتمّ أنت مهمة أنت أيضا ستكون يمكن أن يستعمل هذا شاشة أن يخصّص كثير نقطات إلى هذا [ستت], يعطي اللاعبة دافع أن يلعب ذكيّة وحافظت فرقة حيّة. لعبة سيكون لعبة أثناء المهمة اعتاد إلى أيّ شخص أنّ قد لعب [فبس] لعبة من قبل. يهدف أتمّت مع الفأرة, بينما يتحرّك وكلّ أخرى يعمل حرجة إلى المهمة يكون أتمّت عن طريق اللوحة مفاتيح. واحدة مظهر خاصّة من [غمبلي] [وورث نوتينغ] الأمر خريطة عمل. مع هذا أداة أنت يستطيع رأيت خريطة خام من المهمة منطقة وحيث [فيرتمس] ك يكونون [أت ث مومنت]. By utilizing a control system on the map itself you can direct your squads to separate waypoints and targets, all while leading one team yourself. Through efficient use of the command map it is possible to attack three targets at the same time, just as a real specops unit would. This gives the game a feel of realism well beyond what GR's competitors have to offer. Also adding to the feel of realism are the dynamics of the game itself. Uniforms get wet when you walk through water, and snow crunches underfoot. Enemies will respond appropriately (and differently) to the sounds of snapping twigs or gunfire. Your squad members will seek cover at all times, and won't fire unless they have a kill shot, or you ordered them to. As you run your weapon becomes harder to control, adding a degree of difficulty to the usual "point and shoot" interface. Where GR really wins is in its replay value. The game itself has several difficulty settings, as well as playing the "quick mission" option where mission objectives and details are changed. Add to this the fact any mission can be played in the multiplayer arena, and you have a game that guarantees hours and hours of additional play. I've logged over 100 hours and the game still doesn't bore me. Ghost Recon promised an accurate and exciting view into the life of a Special Forces unit, and it delivered. You should be able to find it at your local electronics superstore for around $40.00, and it's worth every penny! Minimum System Requirements:
Eye Candy: Categorized as: Games
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Posted on 01.15.02 by ScottC @ 8:26 pm
Comments on this: none yet. Add your own.
US Release Date: November 14, 2001 On paper, The Sims doesn't sound interesting: you guide the lives of Sims (the people in the game) to furnish their houses, obtain jobs, form relationships, and go to the bathroom. But for a lot of people, it becomes addictive. You can become attached to your Sims, concerned about their well being; financial, physical, and emotional. It also helps that many of the features of The Sims are done in a tongue-in-cheek style, from the funny descriptions of the various objects around the house to the swelling music when two Sims fall in love. The newest addition to this is the Hot Date Expansion Pack. Hot Date focuses on the social aspect of the game. Your Sims have more flexibility in relating to other Sims, from how friendly a greeting can be (a wave, a handshake, a friendly hug, or a "very friendly" hug) to the subjects they can talk about (the 60's, crime, technology, or travel). How you gauge the contacts your Sims have has also changed. Replacing the status bar on the health of a relationship are two status bars, one on how things are going at the moment and another on how the relationship is going as a whole. The biggest improvement that comes with this new expansion is the Sim Downtown. Categorized as: Games and Reviews
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Posted on 01.14.02 by Doc @ 2:26 pm
Comments on this: none yet. Add your own. ![]() Overall: Developer: United Game Artists Since the earliest generation consoles, pretty much every game produced has fallen neatly into a genre, making it easy to market, easy for fans to find, and easy to review, as there are "standards" of a sort for each genre of game, be it FPS, RTS, sports, RPG, whatever. And now there's Rez. And I have to start from scratch, because, despite the fact that it's advertised and marketed as a "shooter," it's infinitely more complex than that. Rez puts you in control of a little wireframe person, zipping through what looks to be some sort of VR cyberspace computer network, full of wireframe landscapes and polygonal bad guys representing the network's defense systems. So you zip through the network "on rails" (for the uninitiated, this means that you have no control over your movement, just your aim), and you blow up security programs, with the obligatory "boss monster" at the end of each of five levels. Categorized as: Games
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Posted on 01.05.02 by Doc @ 2:15 pm
Comments on this: none yet. Add your own. ![]() Overall: Developer: Racdym The venerable Wizardry series of computer RPGs dates back to the Apple ][e, and fans of the genre have kept the franchise alive through numerous platforms and incarnations. While not always as visibly flashy or innovative as their contemporaries, the games have always provided what is essential to CRPG fans -- interesting, deep gameplay. Die-hard CRPG players will be the first to tell you that you can keep your flashy graphics and gimmicks, provided that the dungeons are deep and the character development equally so, so the series has enjoyed good success throughout the years. Wizardry: Tales of the Forsaken Land continues the franchise's long-running tradition, extending it to the Playstation 2 console. Entering into a brutal market dominated by the likes of Square's Final Fantasy X was a gutsy move for a series long-known for its minimalistic approach to gaming, but Atlus manages to present a game that is fun, long-lasting, and provides the best parallel to desktop computer gaming yet to hit the console world. The first thing likely to strike console gamers are the graphics and sound of the game. The visuals are, as typical for Wizardry, minimal, using hand-painted watercolor stills for character interaction and backgrounds, switching to 3D polygons only for actual dungeon-crawling. The creature models are quite good, and well-animated throughout, but since the game operates in a first-person mode, players will never get to see their own character, and only occasionally will they see their fellow party members, when they appear as the aforementioned watercolor paintings during party interaction. The sound, perhaps the weakest point of the game, is virtually non-existent. Mediocre music clips and no voices at all make for an instantly forgettable aural experience. The game would be better served by providing important interaction as voice, especially since the graphics are minimal enough that DVD space shouldn't be an issue. The game shines in its nuts and bolts, however. Character creation provides fairly broad (if fairly standard) options for adventurers, with a second "tier" of classes available only after a certain experience level has been reached. Standard fantasy races are all available (dwarves, elves, gnomes, and hobbits), and the core classes cover the archetypal bases (thief, sorceror, priest, warrior) of the fantasy genre. Once a solitary character has been made, the game begins, and players have the option of acquiring other characters for their party (total of 6 possible). These other characters can either be recruited at the local tavern, or the player can enter the Adventurer's Guild and make more characters, which then become available at the tavern. There are advantages to both methods, and I had my best success with a mixture of pregenerated hirelings and some I had created myself. Once you descend into the town's local dungeon (the only one you will explore during the game), the game shifts to a first-person 3-D perspective, where the player steps the entire party through the dungeon, one 10'x10' square at a time. Combat is interesting, allowing players to choose from either individual actions for all party members, or the featured "Allied Actions" that combine attacks, defenses, or assistance from multiple characters to achieve a greater effect. Not merely fluff or optional material, mastering the AA system is critical to defeating some of the more impressive enemies in the game, and one's access to the various AA options is limited by how long the party members have been together, and how well their alignments (good, neutral, or evil) match both the leader's alignment and the player's actions. Attack too many friendly creatures, and good-aligned parties will lose access to some Allied Actions. Keep 'em happy, and you steadily gain access to more and more impressive cooperative abilities. While there is only one town and one dungeon, don't be fooled into thinking the game is short. The "Labyrinth of Duhan" is incredibly deep, and each level is massive. Some are straight-forward mazes, where the only goal is to find the exit. Others involve some fairly intricate puzzle-solving skills in order to reach the next stairwell down into the depths. While replaying the game, with it's preset quests for various townspeople, might get a bit repetitive, the various character and party composition options could make for some quite different experiences the second time around. If you're a die-hard CRPG player, don't miss this one. Likewise if you've been a fan of Wizardry's previous games. If, however, you're looking for something to curb your junkie-like twitching for the next Final Fantasy game, this one might leave you a bit cold. While it doesn't deliver the pre-rendered and animated thrills of some of the other available titles, Wizardry: Tales of the Forsaken Land is a different approach to console RPGs, reminiscent more of its desktop ancestors than its flashy Japanese contemporaries. Eye Candy: Categorized as: Games
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Posted on 12.30.01 by Doc @ 1:42 pm
Comments on this: none yet. Add your own. ![]() Overall: Developer: SquareSoft The venerable Final Fantasy franchise, dating back to the now-archaic SNES, has a history of breaking new ground in the gaming industry. Since the coming of the original Playstation, every single title in the series has proven a sales blockbuster, and a much-beloved favorite of gamers everywhere. Final Fantasy X, the first title in the series developed for the Playstation 2, has done it again. The game is, in a word, staggering. Beautifully rendered, marvelously scored, and splendidly executed, it promises to set a new, higher standard for console game developers. This installment in the series does everything that its predecessors did well, and then it does them better, while improving all elements that previous versions might not have perfected. Categorized as: Games and Reviews
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