Dragon NaturallySpeaking 12 Premium

Review By. trustedreviews

Key Features: Over 99 per cent potential accuracy; Faster Performance engine; Dictate wirelessly using an iPad or iPhone; Post straight to Facebook & Twitter; Full Gmail & Outlook.com compatibility

Nuance Dragon NaturallySpeaking 12 - Features and Setup

Introduction

Screens are meant to be touched, games consoles are designed for us to wave our limbs in front of them and Google and Apple are desperate for us to talk to our phones. Amongst all of this, speaking to our PCs has fallen somewhat by the wayside, but the company providing the speech recognition technology behind Siri wants us to try again.

Nuance Dragon NaturallySpeaking 12 Features

Somewhat predictably 'Dragon NaturallySpeaking 12' is the successor to the excellent NaturallySpeaking 11.5 and somewhat predictably Nuance is calling it the "fastest, most accurate and easy-to-use version of Dragon yet".

NaturallySpeaking 12 3

What causes these proclamations are claims of a 20 per cent improvement in out of the box speech recognition accuracy, faster performance and new technology which looks to learn your preferences as you use the software - for example how you format words, phrases and numbers. In addition is full Gmail and Outlook.com support, correction options respond to more naturalistic language as well as more natural text-to-speech reading of your work by Dragon which allows you to review without returning to the screen.

These features build on existing core features such as social network integration ("Post to Facebook..." / "Post to Twitter..."), web search and opening and closing of programs. Perhaps most useful of all, however, was v11.5's integration with Dragon smartphone apps which allow dictation via your phone's microphone letting you ditch a headset completely.

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Nuance Dragon NaturallySpeaking 12 Setup

Voice recognition software has a reputation for infuriating, lengthy setup routines and while Nuance Dragon NaturallySpeaking 12 doesn't drop them completely the process is quick and – most importantly – educational. A nice tweak Nuance has made from v11.5 is that the setup process now takes even more care in teaching you key commands and usage scenarios while it learns your voice so it is well worth doing. In all it took about 15 minutes and even new users would feel confident about using punctuation, switching between programs, composing emails and performing web searches in this time. The training process and additional training exercises can be accessed at any time.

Of course it is worth pointing out that smartphone voice recognition has no setup process whatsoever which may make some impatient. The counterpoint is the setup is both a tutorial and should be far more accurate than just trying to adapt to the generic tones of your nationality. At least that's the theory...



Grand Theft Auto IV

GTA IV PC Games

Grand Theft Auto IV Box Art

About GTA IV...

Niko Bellic, the main character. Niko Bellic, the main character.
In Grand Theft Auto 4 you take on the role of Niko Bellic, an immigrant from Eastern Europe with an ominous past. Persuaded by his cousin's promises of a fresh start and a better life, Niko relocates to Liberty City, USA -- the worst place in America. After making the move to Liberty, however, Niko quickly realizes that his hopes of "living the American Dream" may never come to pass... and that things here may not be so different after all. Although Liberty City may not differ greatly from Niko's homeland, being different and standing out is definitely a major theme with Grand Theft Auto IV. While GTA: Vice City and GTA: San Andreas were considered to be part of the GTA III trilogy (same graphics engine, similar characters, similar mission style, etc.), Grand Theft Auto IV is considered a fresh start for the GTA series, focusing more heavily on realism and storytelling than in previous titles. This is why it's been dubbed GTA4 and not GTA6 (as many had originally anticipated), even though it's the sixth major title in the series. GTA IV follows the release of the hugely successful GTA: San Andreas (which was released for PlayStation 2 in 2004, and then later for PC and Xbox during 2005) and also marks the 10th anniversary of the Grand Theft Auto franchise. With Grand Theft Auto 4 being the milestone that it is, Rockstar Games has been working overtime on perfecting the game. According to Janco Partners analyst Mike Hickey -- a financial consultant for Take2 Interactive -- approximately 150 developers worked on GTA 4.

The Unveiling of GTA IV

Grand Theft Auto IV was announced on May 9, 2006 at Microsoft's E3 press conference. Peter Moore (who was Corporate Vice-President of Microsoft's Interactive Entertainment Business division at the time of the announcement) rolled up the left sleeve of his t-shirt to reveal a GTA4 tattoo on his arm. He announced that GTA 4 would be available on Xbox 360 in 2007, and revealed that Microsoft and Rockstar Games had formed a strategic alliance in order to provide exclusive episodic content for Xbox Live, giving the community ever-expanding gameplay experiences.
The contents of the Grand Theft Auto IV special edition. The contents of the Grand Theft Auto IV special edition.
Take 2 Interactive then issued a press release which announced that GTA IV would be released simultaneously for PlayStation 3 and Xbox 360 in October 2007. However, the game was delayed on August 2, 2007, because some elements of the development were proving to be more time-intensive than originally expected. On January 24, 2008, a worldwide release date of April 29, 2008 was announced by Rockstar Games. It was announced on May 21, 2007, that GTA 4 would be available as a special edition on the same day as the regular edition. It is presented in a customised Grand Theft Auto metal safety deposit box, and includes the game, a limited edition duffel bag, an exclusive keychain, a selected soundtrack CD, and a Grand Theft Auto IV Art Book, featuring never-before-seen production artwork from GTA4.

The PC Version

Grand Theft Auto IV was announced for the PC during August 2008, with the release date set for late November. This was soon delayed however (hey- it wouldn't be Grand Theft Auto if it wasn't delayed!) until early December. The game was eventually released on December 2nd and December 3rd, in North America and Europe respectively.
The GTA IV (PC) Video Editor feature. The PC Video Editor feature.
In terms of content, the PC version contains some exclusive material which the console versions don't have. Firstly, it contains a customisable MP3 radio station known as Independence FM, allowing you to listen to your favourite tracks in-game; secondly, the multiplayer (which features a maximum of 32 players as opposed to 16 on the console versions) includes a new Custom Match feature which enables you to search for online sessions which fulfill specific criteria (such as number of players, game mode, location etc.); and thirdly, a selection of new clothing items are available in multiplayer. Also exclusive to the PC version is the Video Editor feature, which enables you to record short replays and then combine them later into a video, with the option to add filters, transitions, custom camera angles, music and text overlays. The footage can then be exported to your hard drive or shared with the Rockstar Social Club community via Social Club TV, which is basically Rockstar's version of the popular video site YouTube. Of course in addition to all of this, the PC version provides stunningly detailed, high resolution graphics (with multiple options to customise your experience) and also the potential for modding. The GTA modding community has grown considerably since the release of Grand Theft Auto III on the PC in 2002, as players look to prolong their interest in the game by adding new weapons, missions, vehicles, skins and maps.

Main Features

GAMEPLAY

  • Niko can use a mobile phone to recieve calls and phone his contacts in order to arrange missions. He can also use it to call taxis and purchase weapons. The options presented on the phone's LCD are Phonebook, Messages, Organizer, and Camera. The phone can also be used to access multiplayer.
  • Pedestrians perform realistic actions. They smoke cigarettes, read books and newspapers, drop litter, talk on mobile phones, walk in and out of buildings, and generally act like any normal pedestrian in a real city would.
    Mobile phones are a big part of Grand Theft Auto IV's gameplay. Mobile phones are a big part of Grand Theft Auto IV's gameplay.
  • GTA IV features fifteen multiplayer modes, which can be accessed through the mobile phone. Multiplayer supports up to sixteen players, and the game modes include Deathmatch, Mafiya Work, Cops n' Crooks and Free Mode.
  • It is possible to surf the internet in GTA4 via internet cafés. It is available from any computer in the game, and provides a hub for all sorts of interactivity within Liberty City. There are over 100 in-game internet websites.
  • In GTA IV, you will gain a police wanted level for any crime that you commit, providing there are witnesses present. The police can only chase you if they know where you are, and they need to see you to know where you are. If you escape the search area marked on the radar without being spotted, your wanted level will disappear.
  • In terms of scale, GTA IV is about the same size as GTA: San Andreas, but the map size is considerably smaller. This is mainly due to the fact there is no desert or countryside in Liberty City. Liberty City in GTA4 is the biggest single city that R* have ever created.
    GTA4 contains fifteen multiplayer modes, supporting up to 16 players. GTA4 contains fifteen multiplayer modes, supporting up to 16 players.
  • In GTA IV, the line between on- and off-mission has been blurred, and the story is less linear. It is also possible to do more than one mission at a time. For example, some missions take place over several days and may involve waiting for phonecalls or attending interviews, and you are free to carry out other business during the waiting period.
  • The story can be told in a number of different ways. Rockstar are trying to give people greater freedom and sense of control over their destiny. You now have a lot more choice in what you want to do.
  • Niko has the ability to climb and descend telephone poles, and exterior fire escapes.
  • Every street in Liberty City contains a street sign with a name on it.
  • Cars feature GPS navigation systems, which identify the best routes to take during missions, and highlight them on the radar.
  • Developing relationships with characters is an important aspect of the gameplay. Maintaining good relationships will provide different rewards to Niko. Niko can socialise with other characters in order to maintain a good relationship, for example they can go bowling together, they can go to the cabaret, go to comedy clubs, and go drinking together.

TECHNOLOGY

  • Grand Theft Auto 4 runs on Rockstar's proprietary next generation game engine, R.A.G.E., allowing for an unprecedented level of realism and interactivity.
    • New sunlight and weather effects which give the city a whole different appearance as the time of day progresses.
      New volumetric lighting effects are evident in this screenshot. New volumetric lighting effects are evident in this screenshot.
    • Volumetric lighting effects allow sunlight to stream realistically into dusty interiors. Police spotlights will likely benefit from this effect as well when helicopters kick up debris.
    • Normal (bump) maps will provide much more detail in models than the underlying polygons, as well as giving materials more texture and depth.
    • Road and building textures are more varied than in previous GTAs. On some roads you will find potholes, metal plates (etc) where the road has been dug up.
    • Modern pixel shaders give water, glass, cars, etc.. more realistic reflections and shininess than the earlier games.
    • In cars, you can see real reflections on the rear and side-view mirrors.
    • There are no load times in GTA4, not even during exterior-interior transitions (and vice versa.)
  • GTA4 uses euphoria, a fully procedural animation package created by NaturalMotion. The core technology is the Dynamic Motion Synthesis (DMS) system.
    Characters have the ability to hang on to the back of vehicles. Characters have the ability to hang on to the back of vehicles.
    • Variations in the terrain are met with realistic changes in the walking animation.
    • Unique game moments. Animations are created on the fly, so each player's experience will be unique. Gamers are no longer subjected to pre-recorded animations.
    • Characters will react realisticaly to being hit with gunfire, cars, and melee weapons or fists.
    • Players will be able to push people out of the way, rather than "floating" past them as in older games.
    • Falling/thrown characters will react as in real life- They won't simply be limp, lifeless ragdolls. Nor will they use a canned "super hero" animation like before.
    • Characters (and players?) will be able to hang on to helicopters and trucks, which will swing them around as the vehicle moves.
    Minimum System
    • Operating System: Windows Vista Service Pack 1 OR Windows XP Service Pack 3
    • Processor: Intel Core 2 Duo 1.8Ghz or AMD Athlon X2 64 2.4GHz
    • Memory/RAM: 1.5GB for Vista, 1GB for XP
    • Hard Disk Space: 16GB Free
    Recommended System
    • Operating System: Windows Vista Service Pack 1 OR Windows XP Service Pack 3
    • Processor: Intel Core 2 Quad 2.4GHz, AMD Phenom X3 2.1GHz
    • Memory/RAM: 2.5GB for Vista, 2.5GB for XP
    • Hard Disk Space: 18 GB Free
    • Video Card: 512MB NVIDIA 8600 or 512MB ATI 3870

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GTA San Andreas [NEW DOWNLOAD LINK!]


GTA San Andreas


PC Version Information

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Grand Theft Auto: San Andreas will be shipping on a single layer DVD disc (DVD-5) for the PC. Those without a DVD-ROM drive will need to upgrade if they want to play San Andreas PC. For more details on whether San Andreas PC is compatible with your system, consult the system requirements:

Minimum System

  • 1GHz Intel Pentium III or AMD Athlon Processor
  • 256MB of RAM
  • 8x DVD-ROM Drive
  • 3.6 GB of free space for a minimal install
  • 64MB Video Card with DirectX 9 compatible drivers
  • DirectX 9 compatible Stereo Sound Card
  • Keyboard & Mouse

Recommended System

  • Intel Pentium 4 or AMD Athlon XP processor
  • 384MB(+) of RAM
  • 16x DVD-ROM drive
  • 4.7 GB of free space for a full install
  • 128MB Video Card with DirectX 9 compatible drivers
  • DirectX 9 compatible Surround Sound Card
  • Game pad with twin axis analog controls (USB or Joystick Port)
  • Keyboard & Mouse
PC Specific Features :
  • Save your player stats to a HTML file, which can be put on the internet and shared with others.
  • Photos taken with the in-game camera can be exported as .JPG screenshot files.
  • Rockstar have claimed the "modding community will be supported." Specifically in what ways is yet to be seen.
A great part of the PC version of Grand Theft Auto: San Andreas is the possiblity to modify it: Rockstar claims to have left important game data files unlocked and in text files as opposed to hard-coding them in the game. Although Rockstar lists "player modifications support" as a feature, it's safe to assume that Rockstar will not be providing any game editors with the game, and we can expect to be able to import additional player skins, probably in the form of clothes. Player models are at the moment split into around 10 different pieces, with two of each for different fitness levels. As such, player skins as seen in GTA Vice City are unlikely, unless we are provided with a custom slot with a single static mesh skin. Bear in mind that this is simply speculation at this point, as nothing solid has been confirmed yet.
It was decided that the PC version of San Andreas will not have an inbuilt 2-player mode as "the dual keyboard and mouse set up proved too unwieldy for players and didn't work with the PC version of San Andreas' greatly improved free camera mechanics. Rockstar North decided to focus on maximizing the single player experience."

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True Crime® New York City


True Conflict. True Power. True New York.

Run the streets of New York City as gangster turned street cop Marcus Reed – using and abusing your authority to avenge your mentor’s murder and take control of the city. Arrest, extort, interrogate, use informants, take bribes, brawl, gun down perps and more in pursuit of your definition of “justice.” Features:
  • Street Justice Bust criminals, take down gangs, search, seize, extort, take bribes, confiscate, interrogate, use informants and dispense justice your way – by the book or by indulging in the temptations of the job.
  • Run New York City Regulate the city from Times Square and Harlem to Little Italy, Chinatown and every neighborhood in between. Take taxis, subways, and enter virtually every building in the city from music stores to clothing stores, clubs and more.
  • Living, Breathing City Your attitude towards crime affects the way it looks and feels. Let crime go unchecked or contribute to it yourself and watch the city fall apart around you. Clean up crime and see it prosper along with your career.
  • Everything’s a Weapon Tables, stoves, ovens, chairs, machines and anything else you see can be used to fight your enemies. Additionally, wield police issued weapons like pistols, grenades and rifles, or use your cash to buy black market firepower like flamethrowers, semi-automatics, Molotov cocktails and more.
  • Brawl Your Way Seamlessly choose one of five unique fighting styles to bust up perps depending on your enemy or preference.
  • Navigate the ‘Hoods Use SUVs, motorcycles, sportscars, police vehicles, trucks, buses and more to cruise around or gun down enemies. Or take cabs or the subway for direct routes.

System Requirement's
True Crime®: New York City Platforms: PC Genre: Action/Adventure ESRB: Mature PC Release Date: March 2006
Operating System: Windows XP with Service Pack 2 CPU : AMD or Intel 1.5 GHz (2.0 GHz recommended) Memory: 256 MB or higher (512 MB recommended) Hard Disk Space: 2.7 GB free disk space Sound Card: DirectX 9.0c compliant (Sound Blaster® X-Fi™ series card recommended) Video Card: 64 MB DirectX 9.0c video card (see supported list) Media Required: 8X CD-ROM drive required to install and play
  • Supported Video cards: NVIDIA: GeForce FX series, GeForce 6 series, GeForce 7 series ATI: X500 series, X550 series, X800 series, X850 series, Radeon 9500 series, Radeon 9550 series, Radeon 9600 series, Radeon 9700 series, Radeon 9800 series
All integrated video chipsets are not supported, Intel Extreme Graphics/Media Accelerator and SiS chipsets included. GeForce MX and Ti series cards are not supported. Recommended Video cards: GeForce FX 5700 or Radeon 9600 or better
© 2005 Activision Publishing, Inc. Activision and True Crime® are registered trademarks of Activision Publishing, Inc. All rights reserved. PC version distributed by Aspyr Media under license from Activision.

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Spider-Man 3


After more than 20 years of comic books and cartoons, I'd like to think I'd be a pretty good superhero if I was bombarded with cosmic rays or given a mysterious green ring. However, after spending some time with Spider-Man 3, I'm starting to doubt I could save New York without throwing up all over it.
The camera is super-villain bad in this game.
As Spidey swings around New York -- a version of the city that's 2.5 times bigger than it was in Spider-Man 2 -- the camera swings and swivels like mad behind the hero. Granted, you're in control of it via the mouse, but it's nonsensical control. Rather than have the mouse direct the webs you're slinging with the handheld device, Spider-Man 3 has you use your A and D buttons while the mouse controls the camera, combat and webbing. The convoluted controls are one of several flubs that remove the fun from your time in Spidey's PJs.
Spider-Man 3 uses the mega-huge movie's storyline as the main bridge of the game. Yes, you'll battle villains from the comics (Kingpin, Kraven, etc.) and some original gangs, but the meat of the story is Peter Parker's dealings with the Sandman, his former best friend Harry Osborn (the New Goblin) and Venom along with his personal struggle with the symbiote -- that's the black suit for those of you who don't speak geek. Once Peter dons the dark duds, he goes from a wisecracking hero to a skull-cracking jerk. The longer he wears the suit, the worse his attitude gets.
Just like Pete's descent into darkness, Spider-Man 3 gets worse the longer you play. The game opens up with Bruce Campbell acting as our familiar narrator and walking Spidey through his new found controls. Ol' web-head can now web zip with one button; his Spider-Sense turns the screen black and white while displaying enemies in red, allies in green and objectives in yellow; and Spider-Reflexes allow the wall-crawler to slow time and counter attacks with a single button press. You get the basics down while saving some folks from a fire, and get your first glimpse of New York.
The city looks good, but when Campbell pops back in to walk you through web-slinging, things start to sour -- namely when he tells you to use your left stick to direct your web. Uh, Bruce, I'm rocking a keyboard and a mouse here, buddy. Get past Campbell's banter, and you're set loose on the city, where the horrid framerate jumps out at you. Even on IGN's supercomputer with the game on its default settings -- 1024 x 768, city detail low, surface quality low -- Spidey chugs through the air as he uses the clumsy control scheme to swing through the streets.
Yargh.
It might make you carsick, but there's plenty to do in Spider-Man 3. The title features 42 missions, a plethora of random events such as hurt cops and gang fights that pop up as you swing around the city, races, skydiving challenges, 75 gang tokens, 35 secret tokens, 30 skyscraper tokens and 30 subway tokens for the web-head to tackle.
If the same handful of crimes in the last Spider-Man game kept you happy, the expanded roster of events -- Activision said, there are three times as many events in Spider-Man 3 -- will keep you playing. Can they get repetitive? Sure. It seems every mission has you stopping a car, but sometimes you'll get to do something cool such as follow a speeding police cruiser to a crime scene. Even better is the fact that the pop-up crimes aren't just there to be there this time around -- they play into Spidey's Crime Fighting Index. See, New York is broken up into different gang zones. These zones are visible on the in-game map as well as tracked on Spidey's stat menu. It's up to you to patrol these areas, bust bad guys and watch the zones turn from angry, gang-controlled neon to peaceful, Spidey-influenced green. The better you do, the more upgrades you get for your health and reflexes.
But please don't let the expanded crimes fool you. Like any super-villain in Peter's life, this title's got problems.
Although New York is prettier than last time, Spider-Man 3 is not up to snuff visually. Cars, buildings and textures pop in and out as you shoot through areas; you'll still see the same civilians over and over; the frame-rate chugs along as Spidey swings; the view gets a smear of Vaseline as lights in the night crop up; and collision detection is laughable - watch in horror as Spidey sinks into window awnings and stands with one foot off of a car.
The gameplay doesn't take a bite out of the Big Apple either. Activision and Beenox tossed all sorts of combos and goofy names for moves into this title, but when all is said and done, Spider-Man 3 is a button-masher. You'll get dispatched to a group of enemies, jump into the air, and begin alternating between your mouse buttons to decimate the crowd. There's no manual lock-on either, so expect to get stuck in a bicycle kicking animation with a knocked out baddie while his partner shoots you in the back. Once you get the black suit -- around the six-hour mark -- your attacks will be suped-up, but other than the visual, it's not much to write home about.
However, the biggest problem in Spider-Man 3 is the simple fact that the missions aren't fun. Even if you're just in this for swinging and random crime -- which also suffer from the aforementioned framerate and car-stopping problems -- you'll have to suffer through the storylines to improve Spidey's skills, and you'll find yourself ready to web your own eyes closed in frustration. Guarding gas dispensers from a horde of attacking lizards and defusing bombs in the subway become exercises in anger, and they only serve to propel you towards terrible bosses.
Look at the leaders of the Arsenic Candy, one of the gangs plaguing your city. While the rest of the all-female crew can be dropped with a few punches, the mallet-toting leaders of the group are all but invulnerable to regular Spidey attacks as they hide behind their wobbly hammers. To win, you have to let the girls come at you. When they do, a yellow fist appears over their heads, you hold down the reflex button, time slows, Spidey dodges the attack, you press another button, and Spidey hits back to inflict damage. It's easy, but it's also excruciatingly tedious.
"But, Greg," you say. "It can't be that bad. You beat those girls in a few exchanges, right?"
Yes, you do beat the girls quickly, but not bosses such as the Kingpin. If you've read a Marvel comic book or watched the Spider-Man animated series of the '90s, you know the Kingpin. The undisputed king of organized crime, Wilson Fisk is a massive man who packs an equal amount of muscle. Coming into Spidey's tiff with baldy, I expected the battle to be a tough one and Kingpin's health to deplete slowly as Pete wailed on him.
Sadly, I was right.
The Kingpin fight is twenty minutes of joyless reversing. Spider-Man stands in the middle of the room, the Kingpin attacks, Spidey dodges, and Spidey punches Fisk once in the face. If I punched him more than once, I risked getting caught in a combo or running out of Spider-Reflexes and watching Fisk land a devastating attack. I played it safe and patiently countered the mountain of a man one slow, boring punch at a time.
The worst news? Kingpin isn't the exception when it comes to boss battles - they all suck. New Goblin? Run in circles while Harry shoots crap at you and then reverse his attack to win. Kraven? Let him rush you, reverse and win. Scorpion? Run in circles to dodge his laser, let him rush you, reverse and win.
I wish I had more good news for you, but I don't. One of the photo missions has Spider-Man standing in a populated park taking pictures; most pedestrians don't react to battles in front of them; and let's not forget the lame Mary Jane Thrill Rides in which you and MJ swing through the city collecting hearts that are floating in the midair.
Stan Lee must be rolling over in his bed of money.
If you're desperate for a Spider-Man game, Spider-Man 3 will fill your need for webs -- but I urge you to get it on another platform because the PC version is a bust. On other platforms, I was lenient on the game because even though the missions were terrible, the web-swinging was fun. Sadly, that's not the case here. The swinging through the city on the PC is cumbersome and awkward. You'll never feel like you're Spider-Man if your wielding webs with your keyboard.

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Saints Row 2

The streets of Stilwater have changed. Now it's time for you to blow them all to hell.

When people see Saints Row 2 they'll instantly think of Grand Theft Auto IV. It's inevitable. It moves similarly, the scenes have the same saturated lighting and there are several parallels that can be drawn between the gameplay of the two. Heck, the text is even color coded in a similar way for mission objectives. But, be warned, Saints Row 2 is most certainly not GTA.
Thankfully this is one imitator that turns out to be much more than a straight carbon copy. In fact, Saints Row 2 takes GTA's gameplay, turns it on its side and sends it rolling down a mountain filled with land mines, roving monster trucks and ninjas. Lots and lots of ninjas.
What does that translate to in terms of quality? A crazy good time. Or at least, what would have been a crazy good time if not for the game's poor coding on PC. For whatever reason the PC version absolutely chugs. Even on my Intel Core2Quad 2.4 GHz with 2GB RAM, an Nvidia GeForce 8800 GTX, and a Vista 32 operating system, the game ran between twenty and seven frames per second and had a host of other performance issues. In other words, it was nauseating and almost unplayable. The core gameplay is the same, but the general performance basically kills the experience.
Video review (by. IGN)
Saints 2 picks up a few years after the events of the first. Your character has been in a prison hospital stuck in a coma since he (or she) was blown off of a yacht, thus badly burning his (or her) exterior. Luckily, that happens to open the door to the robust character customization. You can select from three female accents and three male accents as well as the usual huge array of physical traits. Plus, later in the game you'll earn new personalities, taunts, costumes and fighting styles. It's hilarious to strap the hot dog suit or the Borat bathing suit on your character and then watch some of the more dramatic cutscenes.
Of course, once you're done creating your evil concoction, it's time to bust out of prison, free your long-time running mate Johnny Gat and then build the Saints back into the prominent gang that they once were. That means reclaiming your old stomping grounds and getting a few lieutenants to govern your peons.
The beginning of Saints Row 2 is actually a bit more engaging than your typical open world game. There's not much of a tutorial and you aren't doing menial tasks like taking someone's girlfriend to eat and then back to her house. Instead, you're breaking out of prison, hopping on the back of a gunboat and going to town on some pursuing copters and police boats. Good times.

I'ma bust a cap in your water tower!
After you complete the first few tasks, the game really opens up. There's no unlocking of islands or other boroughs. Instead, the whole city of Stilwater is available to you from the get-go. And with that freedom comes a plethora of activities and diversions to try out. There's the all-new Trail Blazer and Septic Avenger or you can try out the analog stick-based sex mini-game. They're all just as fun and outrageous as the next.
It's in that ridiculous nature that Saints Row 2 would have really found its niche. Driving down the highway on a flaming ATV, exploding cars to extend your timer or throwing your limp body into oncoming traffic to rack up a medical bill are things that you just don't see in other videogames. Sadly in SR2 on PC these sequences are terribly marred by performance issues. SR2's activities are more outlandish than in the first game, but they're also more varied. There's still the more mundane racing and helicopter assault, but having the option of going outside the box is great.
So while the off-the-wall activities are what earn you respect to be able to play the main story missions, it's the campaign where players will have the most fun. Unlike the first Saints, SR2 keeps most of the voice acting at a very high level. Characters are witty, mean and always willing to throw out an insult to an innocent passerby. Only in the secondary characters will you find a slight drop in quality.
The story follows your quest to take down three gangs: The Sons of Samedi, The Brotherhood and The Ronin -- with the Ultor Corporation coming in at the end. Each gang involves a different one of your three recruited lieutenants, thus pulling the player a bit deeper into each of the storylines. Characters die, there are emotions that flow from your character and there are cutscenes that help build the dramatics. The production values aren't at the level that I'd like to see, but every so often I would be impressed with what I was watching on-screen.

The missions, and there are a lot of them, do a good job of staying varied throughout your onslaught to bring down each gang. There are missions where you'll be throwing fireworks out of the back of a truck or you'll have to evade a group of trucks in a makeshift demolition derby. While there are still the standard "go kill everyone here, then go kill everyone here" type of missions that get slightly monotonous over time, the majority stay varied and fun. The development team at Volition also added a handy checkpoint system which should eliminate some of the frustrations that were felt in the first game.

Aside from the aforementioned touch of adding a checkpoint system, there are also a few other finite additions that are worth mentioning. The first is that of cruise control. To ease the art of the drive by, players can now hold the left shoulder button to keep the speed of their car steady so their right thumb can then return to aiming. Second, when swimming you can now press a face button to instantly warp to the shore. Unsurprisingly this game is best played with a 360 gamepad. Playing with a keyboard and mouse might save you some general aiming accuracy, but the overall fun isn't quite the same.

So the gameplay is fun, wacky and varied. The production values may not be as high as they are elsewhere, but Saints Row 2 is more of a low-budget Bruckheimer flick than a Scorsese-style Departed, so that's really no big deal.

Color coordinated hostage taking.

The real negatives for Saints Row 2 come in the technical department. And on PC these sadly cripple the game. From graphics to AI to the sheer inner-workings of the game, SR2 has blemishes in every area. First, graphically, it isn't as attractive as the competition. There isn't much going on in the environments and yet there are still inexcusable performance problems. Character models and environments aren't as detailed as they could be unless you flip the overall quality to high which kills your play experience and the collision detection is wonky at best. I constantly got pedestrians stuck in the grill of my car (no joke) or sometimes even stuck inside my car.

While driving on the streets you'll also notice a good bit of draw-in and fade that includes cars that downright disappear in some places. I've been chasing people on a hitman mission and had their car completely disappear from sight and radar. Not cool. I've also had helicopters warp to the basement of a barge when reloading a game and other open world wackiness that doesn't make a whole lot of sense. Toss in the fact that I've actually had the game lock up on two separate systems a handful of times, and I can't help but feel that Saints Row 2 could have used some more time in the shop.

That's not say that Saints Row 2 always looks bad, in fact, more often than not it looks good (shoot the four-car train with a rocket to see what I mean), it's just a bummer that as soon as the game is put in motion on the PC things turn to utter crap.

The artificial intelligence is a bit more hit or miss. Sometimes enemies will take bystanders as their hostage while firing at you while other times they'll stand there, mid-firefight and not react to your presence. Every one of their friends is trying to kill me, yet they could really care less.

The sound in the game is solid to say the least. The aforementioned voice acting packs in the Hollywood talent and they do a great job. The sound effects are good, minus the sub-machine gun that sounds like a pea shooter. The soundtrack is one that has been described as "all over the map" by some editors, but for a set of eleven radio stations that's not such a bad thing. There's rap, there's R&B, there's metal and there's '80s. What more do you want? Well, some might want something more than a standard single-player campaign and luckily multiplayer is one of Saints Row 2's best qualities. First, there's co-op play. The entire world is open to both players via online or system link (sorry, no split-screen) and that means that every mission in the campaign can be played with a buddy. The AI scales to fit the added player and you'll see many more hooligans trying to step in your way because of that. Everything is more fun with a friend and Saints Row 2 is no different. The only downside is that aren't many people playing just yet, but that could change with time. Competitive multiplayer is also a great deal of fun when you can find people playing. While the whole world isn't opened up, the action is instead confined to individual neighborhoods. Eight or twelve players (depending on the mode) can join up and compete against each other in an objective-based mode or just standard killing. A couple of exclusive multiplayer activities are added to an already impressive list and players need to battle it out for the largest bankroll possible.
Splosions are always fun.
At first I thought I'd be disappointed by the restricted game world playing competitively, but the restricted size of each neighborhood actually keeps the action at a steady pace. Instead the biggest disappoint was the lack of players. There are little touches like in-game modifiers that skew the challenge for one team or another and a modest leveling system that sees you work your way up the ladder for bragging rights.
Saints Row 2 isn't a GTA killer, but it's a GTA alternative. It's tough not to hate on the slightly lacking production values, but when you see the rest of the game it actually makes a bit more sense. The technical shortcomings are the only truly bad part of Saints Row 2, and, sadly for PC gamers, it pretty much kills their experience unless they can play with the bulk of the visual settings turned down or off. Not doing so ruins your gameplay experience. There's enough crazy-insane tomfoolery to keep a machete in the hands of even the most straight-laced citizens, you'll just need a super-computer to even think about running it.

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Prototype 2

Prototype 2

Prototype 2

Prototype 2 on the PC is almost identical to its console counterparts, which makes for a brutal and exciting adventure.
Review by. asia.gamespot.com

The Good

  • Empowering movement mechanics
  • A huge variety of deadly attacks
  • Incentives for experimenting
  • Collectibles are fun to hunt down
  • Solid port.

The Bad

  • Almost no challenge
  • Contains little that hasn't been seen before
  • Keyboard and mouse controls are clunky.

A solid port is nothing to scoff at. Prototype 2 finally makes its way to the PC after debuting on the Xbox 360 and PlayStation 3 back in April, and the transition has been kind to this brutal open-world adventure. The biggest difference between this version and its console brethren is the slightly improved visuals. Greater draw distance and a higher frame rate showcase your murderous rampage in a more impressive light. Because the technical aspects have been translated with nary a hitch, it's easy to lose yourself in the destructive glee of this unrepentant sequel. Prototype 2 isn't the least bit novel, but it's so utterly ridiculous that it's hard to wipe the smile from your face.
A grotesque mutant is no match for a non-grotesque mutant.
One thing you should keep in mind is that Prototype 2 is at its best with a controller. The fast-paced fighting and empowering exploration come together seamlessly when you have a couple of analog sticks and responsive buttons. If you're using a keyboard, you can still blow through the papier-mache enemies, but the actions don't play out as smoothly. Holding down three keys to glide through the city takes a bit of finger gymnastics, and zeroing in on one attacker in a crowd is even tougher with a mouse. It's easy enough to get used to these quirks with a little practice, but Prototype 2 doesn't feel as as natural with a keyboard and mouse. In contrast to the devil-may-care attitude showcased in the majority of the adventure, the story does take itself seriously. A military force has quarantined a major metropolis under the guise of protecting citizens from a viral outbreak, but their occupancy is far from altruistic. In reality, they are conducting bioweapon research, and the people are just unlucky cattle being led to slaughter. It's a morbid situation that makes it satisfying to kill your opposition--defense contractor Blackwatch--as you hunt down the higher-ups who ordered this atrocity. The initial rush you feel when the central plot comes into focus dissipates as you learn more about the conspiracy. Evil stereotypes permeate the cast of characters, but even though there's proper motivation to murder them all, you rarely feel as if you understand whom you're tracking down. Scenes of redemption toward the end of the story breathe life into some of these individuals, but by that point you won't even care what happens to the villains. While character development is lacking, the storytelling is interesting. Most of the dirty details surface when you consume certain people, and the flashes of memory piece together a terrifying puzzle about the inner machinations of power-obsessed heretics who rarely question their horrific actions.
Dialogue-rich sequences explain your objectives before each mission. Plentiful swearing and unrestrained anger highlight most of these conversations, and the vulgar cutscenes force the carefree action to take a backseat far too often. Furthermore, protagonist James Heller holds his hand to his ear and slowly walks around when a contact talks to him, contrasting wildly with the crazed sprinting and leaping that make up his normal locomotion. Problems with the story aside, the artistic style used in the many cutscenes is certainly eye-catching. High-contrast black and white with flashes of color (blue eyes, red flames) add a dramatic pitch to the proceedings. This style is also used when your health gets low in combat and does a great job of communicating your struggles without obscuring your view. Prototype 2 takes place in an open-world environment where you can run wherever you wish without artificial barriers reining you in. From the moment you're set loose, you don't need any urging to sprint through this city gone to ruin. Movement is free-flowing and empowering. Running up the sides of buildings, bounding down blocks in a single leap, and gliding like a manic flying squirrel make for quicker transport than a tired vehicle ever could, and the unabashed joy of careening through this virus-plagued town is hard to deny. Things do become a little tricky when precision is necessary, though thankfully you rarely have to move with exactitude. Instead, you sprint pell-mell until you crave the sweet satiation of your bloodthirst, and in a snap you're beating a poor sucker so badly his mother wouldn't be able to recognize him.
The convergence of movement and combat makes for instances of unrepentant brutality. While gliding over occupied streets, you might spy a fear-mongering soldier down below. Lock on to him from your safe vantage in the sky, and with a tap of a button, grab his squirming body before he has a chance to scream for help. With one more tap of a button, you can pound him into the unforgiving cement, hurl him into his fellow troops, or infect him with a viral bomb that causes him to explode in a fountain of blood, and then flee from the scene as if you were never there.
There's little reason to perform such an act other than the delicious enjoyment you get from tormenting those weaker than you. As your opposition becomes better equipped and more plentiful, the door opens for even more ridiculous sequences of gleeful violence. Like an anthropomorphic arrow of hatred, you propel yourself from tormenting tanks on the ground to hellfire helicopters in the air, mashing them into a flaming ball or ripping off their imposing guns to lay waste to those stupid enough to tag along beside them. Eventually, you gain the ability to pilot these craft, and though moving is slow going compared to the chaotic sprinting you're used to, it's a fair trade-off considering the impressive firepower you're given access to. Destruction exists everywhere in Prototype 2; you just have to decide in what way you want those who challenge you to perish.
Hand-to-hand combat is just as effective as the murderous weapons. Your arms transform into a bevy of handy killing contraptions such as tendrils, blades, and hammers, and you map two of these to two buttons. Depending on a number of factors, such as whether you tap or hold the button, you perform different moves, and these all finish your enemies in spectacularly bloody ways. The most sadistic of these is a black hole you create with tendrils. Enemies and environmental debris explode at a central point, causing a geyser of blood to shoot from anyone unlucky enough to be at the center. The controls have been streamlined from the originalPrototype, so you no longer have to contend with the finger gymnastics the more powerful moves demanded. Instead, your kills are varied and gruesome, and it's so easy to initiate the moves that you happily test out different combinations while dead bodies pile up at your feet.
A little stealth never hurt anyone... except the bad guys.
There's a sadistic joy to brutally murdering your enemies in Prototype 2. You're blessed with such a powerful repertoire that you can cause excruciating pain with ease. Although much of the excitement exists because of this savagery, your enemies are such pushovers that you rarely feel the satisfaction of a hard-fought victory. In many ways, Prototype 2 encompasses the design philosophy normally associated with quick-time events (even though that control method doesn't often surface). In other games, frequent QTEs make you feel like a badass without much work, and that sense of unlimited power is Prototype 2 in a nutshell. Your overpowered enemies keel over after barely even scratching your durable skin, so you tear them to shreds without any fear of dying. Even when you start a New Game+ on the unlockable Insane difficulty, you progress through missions without any serious opposition.
Your biggest challenge comes from overcoming twitchy controls and a camera that falters under certain circumstances. Killing dozens of enemies is no problem in Prototype 2, but when you want to hurt just one attacker, things become a bit more complicated. You move so quickly that homing in on just one man is a crapshoot, and this means you might pick up a box or stray rocket launcher when you desperately need to grab on to a specific person instead. In tight spaces, the camera doesn't know how to properly showcase the actions. Characters become obscured behind obstacles because your view zooms in too tight, making it tricky to get your bearings. Neither of these issues is detrimental because even with hiccups you rarely confront death, but they do get in the way of the freewheeling action during the most intense moments.
These are small problems in a game that's overflowing with simple pleasures. Maybe the best of these flashes of joy come from the way you escape from the military. When you cause too much damage, troops are alerted to your presence and hunt you with extreme aggression. If you escape their line of sight and shape-shift into someone you previously consumed, they immediately call off their manhunt. In theory, this is a fine solution, but in practice, it's so delightfully illogical that it only adds to the ridiculous fun of the rest of the game. The military quits the chase abruptly and is too stupid to understand reality. So, if you transform into a scientist while running up the side of a building, no one will think twice that a medical professional is defying gravity. This leads to a number of hilarious situations in which your pursuers happily ignore gliding hobos and artillery-toting doctors while you giggle at their buffoonery.
The freedom in how you traverse the city and kill your foes is the main draw in Prototype 2, and though the missions give you the flexibility to complete them in unique ways, they lack the inventiveness that could have added variety to your objectives. Just about every mission boils down to exterminating a person of questionable morals, so you rarely have to exert much effort in planning your attacks. At least stealth elements do give you a new way to approach things. Picking off enemies (either by consuming them or planting a viral bomb in their skull) is deviously satisfying and gives some challenge to completing missions even though stealth is usually optional. Plus, secondary objectives give you bonuses for completing missions in specific ways, ensuring you can't just rely on the same technique if you want to excel.
Outside of missions, there are oodles of collectibles to nab. The map sends out a radar pulse in the approximate location of hidden black boxes and secret lairs, so you don't have to explore much to uncover them. But it's fun to traverse the city locating every spare part, and the upgrades you receive for doing so are worth your while. The pacing is handled well in Prototype 2. You learn new abilities every few hours, so you always have something new to play around with, and bumping your stats makes you stronger and faster as you get deeper into the journey. It's a shame the challenge doesn't scale with your newfound powers, but that doesn't detract from the excitement of learning new ways to tear your enemies to pieces.
Prototype 2 is a safe sequel. It doesn't add anything particularly new or inventive to the genre, but small tweaks make it more accessible than the original game. Most importantly, it's an unabashedly fun adventure that doesn't have any doubt about what it wants to be. This is a game about killing enemies in an open-world environment, and little stands in the way to hinder your enjoyment. Mindless violence is all the rage in Prototype 2, which makes for a stupid yet entertaining experience.


Prototype

 Limitless power, but what to do with it?
reveiw by. IGN
You are Alex Mercer. What exactly that means is initially unclear because this is a man who has lost his memory, but awoken in a morgue to a world in which he possesses untold power. A viral outbreak has claimed Manhattan, forcing the island into a military quarantine. The infected citizens are undergoing radical, monstrous changes -- none more drastic than Alex himself. This anti-hero finds himself with the ability to shape shift and absorb other beings. As the most powerful being on a closed island, the entire city is your playground. And it is a game world that feels unfinished.
Prototype is a single player, open-world action game in the style of Crackdown or The Incredible Hulk: Ultimate Destruction. You play as a man gifted with superhuman powers and the option to go most anywhere you like and do most anything you want once you get there. It's sandbox gaming with a heavy focus on pure action.
Though you play as a man bestowed with superhero power, Mercer is anything but heroic. There are no moral choices here. Mercer has vowed to destroy those responsible for his current situation and he has the means to do it. To gain new powers or refill your health bar, you'll literally absorb other living beings. Find yourself a little low on hit points and you can simply grab an innocent bystander, crush his or her head, and then consume them for a quick boost. If you find yourself in a pinch with attack choppers chasing you through the roads, you can absorb a person and morph into their likeness to blend in with the crowd.

Click the image to watch the Prototype video review.
As you work your way through the game you'll unlock new and ever more exotic powers. There's an air dash and a glide move that help you quickly travel from one side of Manhattan to the other. There's a massive elbow drop that can destroy a tank in one hit. There's even a whiplash arm that can be used to latch onto passing helicopters to hijack them, Just Cause style. These moves give Prototype its personality. These are what set it apart from most other sandbox games and make it worth a look. Sure there are a few guns to fire and some tanks you can drive around, but the real draw here is the fact that you can turn your arm into a giant blade and then dice monsters with it. Or, if you're a bit twisted, the draw is the fact that you can grab a person by the neck and simply run across the city with their flailing body in tow.
But how long can you do flying elbow drops onto tanks or throw people off of rooftops before it gets boring? The world itself here is far from the most engaging...
The answer to that will vary by the player, but obviously messing around with the powers isn't all there is to do in Prototype. The storyline involves 31 missions including everything from simple seek and destroy affairs to stealthy infiltrations to escort missions and massive boss battles. Most of these missions are standard in design. In fact, if you've played many open-world games, you've probably played identical copies of these in the past. And since repetition is oftentimes the name of the game here, you can be sure you'll be doing uninspired tasks over and over again.
Did we mention the copious amounts of blood?
Quite often Prototype follows the design philosophy of everything and the kitchen sink. Instead of fighting a few enemies, the game tosses dozens upon dozens at you. Then it throws in a few tanks and helicopters as well as a couple dozen innocent bystanders for good measure. It's a design that creates a lot of tension, though I found the action too chaotic at times. Even the policing system is dialed to the max and too aggressive. You can't do something as simple as run through the city while leaping off of buildings without alerting the Strike Teams, at which point you're forced into some shape shifting or combat. This can make the basic act of exploration more work than it should be. There is very little downtime to counteract the high stress of the missions.
Prototype's design leans heavily on the fact that you can refill your health by consuming victims at any time. Some attacks can drain half of your health bar or more. Others juggle you in the air leaving you open to frustrating combos from enemies. And sometimes you'll think you've dodged an attack only to get hit a few feet away anyway. But it's OK, because you can always go get more health, right? Not really. The action heavy sequences involve barely surviving to the next checkpoint or running in and out of the action ad nausea trying to stay alive. Skilled players won't have too much trouble, but Prototype's chaos could quickly become overwhelming for others. I found several points of the game to be unnecessarily aggravating to the point where I would have turned Prototype off and walked away if I weren't reviewing it.
Alongside the main quest is a set of side missions called events to tackle at your discretion. Beat them and you earn some Evolve Points (EP) used to upgrade Mercer's powers. Radical smartly hands out EP like candy. Complete just a mission or two and you'll quickly find yourself spending EP to grab new powers and abilities early and often. It's hard to stop playing when you know you'll get a new move by making it through just one more mission.
Unfortunately, there isn't a whole lot of variety in these events and I often found myself wishing they made better use of Mercer's vast array of powers. Those included here are dominated by things like checkpoint races and killing sprees -- things that have been done so often as side missions in games like this that they're hardly worth mentioning. It's cookie cutter game design at this point. There is one exception: A mission that tasks the player with gliding long distances towards a bulls-eye. Why aren't there more imaginative events like this? You can throw a person hundreds of yards. Why not include some sort of shot-put event? There was a real opportunity to get creative here, but instead too many of the side missions directly mirror the mindless killing or limited stealth of the main game.
More interesting than the halfhearted side events are the undirected diversions. These don't pop up on your city map and aren't missions in a traditional sense. These diversions merely exist within the world -- even while playing through one of the main missions -- for you to tackle. The concept of collectibles has been extended to what's called the Web of Intrigue. These are people that, by being hunted down and consumed, reveal splintered visions of the infection's history. They're slick and wonderfully tantalizing -- little in Prototype is more exhilarating than being in the midst of a tough mission only to see one of these targets stroll by.
There are a couple of other diversions that I found interesting, as well, including army bases that must be stealthily infiltrated to score weapon and skill upgrades. It's through these that you can even unlock the ability to call in airstrikes. I quickly had this skill maxed out -- infiltrating the bases is pretty darn fun -- only to learn that the airstrikes look rather poor. Which brings us to one of the biggest problems with Prototype.

Click the image to see Prototype in action.
Even while confined to a relatively small game world -- Manhattan is not recreated to scale -- Prototype manages to have visuals that range from bland to downright ugly. The only real savior is the smooth animations which do a great job towards making Mercer's powers feel real. Running up the side of a building, doing a flip over a railing, and then leaping off into a charged drop attack just feels cool.
Unfortunately, there's the rest. The blandness is seen throughout in a city recreated with few landmarks and instead filled with generic, lifeless buildings. It's seen in the drab color palette. And it's seen in a city filled with what appears to be a dozen or so identical clones all wandering the streets together. Just climb a building or get in a helicopter and look out at the skyline to get an eyeful of Prototype's ugliness. The draw distance in Prototype is atrocious. Move quickly along the building tops and trees, bushes, cars and other structures pop in and out as the game struggles to draw them. Everything else is shrouded in an ugly fog. In a game where you spend much of the time pouncing from one roof to the next, this ugliness is felt throughout.
It isn't just the streaming world that suffers in the looks department. Aside from specific infected buildings, no structural damage can be done. You can't even knock over billboards. And when you do take down the few buildings you're allowed to damage, the resulting explosion is laughably bad. All of the real chaos you can create is limited to vehicles and passing pedestrians. Your cool powers don't feel quite so cool when you can't even break a window by throwing a tank at it.

Prototype looks OK at street level, but as soon as you scale a building...
These technical issues are so severe that they do in fact impact the game's ebb and flow. There are 250 orbs scattered throughout Manhattan for you to collect. Unfortunately, you oftentimes can't see them until you are literally on top of them. The game engine fails to draw them at any meaningful distance. You can be across a street and not know that you're within 20 yards of one of these orbs. Without any other ways to find them -- there are no maps or sound indicators -- tracking down all of the orbs is less fun than it is chore.
It seems Prototype's developers didn't know when to say when. Tons of enemies are tossed into the mix, and so the visuals suffer and the gameplay occasionally becomes too chaotic and unfocused. Some cutscenes feel out of place and pointless while others are well done. Nobody ever put the finishing touches on Prototype to tidy it up and make it fully presentable.
Prototype runs smoothly with all of the settings maxed out on our machine (Core 2 Quad, 2GB RAM, Nvidia 8800 GTX), though the only improvement in visuals you get over the consoles comes from it running at a higher resolution. The same draw distance and oftentimes ugly textures remain. Prototype is playable either with a controller plugged in using the default console layout or with your own custom keyboard mapping. The keyboard controls work surprisingly well for a game that was initially designed for a console.
Closing Comments
Prototype is a game with many cool features. However, it lacks many of the finishing touches that make for a great and memorable game. To say the graphics and game engine need work is a massive understatement and many of the missions are cookie cutter in design without any real focus or attention to detail. Thankfully, Alex Mercer's absorbing and shape shifting powers manage to overcome many of the shortcomings of Prototype. Though the missions themselves aren't anything special, the vast array of powers provides their own variety and flair.

Source: ign.com


Prototype System Requirements

Publisher: Activision Developer: Radical Entertainment
Minimum System Requirements OS: Windows XP/Vista Processor: Intel Core 2 Duo @ 2.6 Ghz / AMD Athlon 64 X2 5200+ Memory: 1 Gb Hard Drive: 8 Gb free Video Memory: 256 Mb Video Card: nVidia GeForce 7800 / ATI Radeon X1800 Sound Card: DirectX Compatible DirectX: 9.0c Keyboard Mouse DVD Rom Drive Recommended System Requirements OS: Windows XP/Vista Processor: Intel Core 2 Duo @ 3.0 GHz / AMD Athlon 64 X2 6000+ Memory: 2 Gb Hard Drive: 8 Gb free Video Memory: 512 Mb Video Card: nVidia GeForce 8800 / ATI Radeon HD 2900 Sound Card: DirectX Compatible DirectX: 9.0c Keyboard Mouse DVD Rom Drive

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Just Cause 2

Rico returns to action in the sequel to Avalanche Studios' gargantuan action game. Just Cause 2 stars Rico Rodriquez, back to wreak havoc once again, this time with a new destination -- the huge playground of the South East Asian islands of Panau. The sequel features more stunts, vehicles and weapons than ever before and an incredible overhauled grappling hook system. Panau itself is an incredibly detailed and vast 1000 sq km game world of different climates and ultra-realistic weather effects. Leap from your plane and skydive from 10,000 feet down into a tropical jungle, tear across an arid desert in a dune buggy or climb your way up a snowy mountain in a 4x4. The vast open-ended, unique gameplay is back, allowing you full freedom once again to free roam and explore the massive world of Panau and tackle your assignments however you

Minimum Requirements

    • Microsoft Windows Vista or Windows 7 (Windows XP is unsupported)
    • Dual-core CPU with SSE3 (Athlon 64 X2 4200 / Pentium D 3GHz)
    • Nvidia GeForce 8800 Series / ATI Radeon HD 2600 Pro with 256MB memory or equivalent DX10 card with 256MB memory
    • 2GB RAM
    • Microsoft DirectX 10
    • 10GB of free drive space
    • DVD-ROM drive
    • 100% DirectX 10 compatible sound card
    • Internet connection required for product activation
    • Keyboard and Mouse

Supported Functions

  • Dolby Digital 5.1

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Half-Life Counter Strike

Half-Life Counter Strike

Half-Life: Counter-Strike is one of the most unusual PC game releases in months. The hugely popular mod for Valve Software's Half-Life has been available for free download for well over a year, and you can still download it for free off the Internet now that it's been through beta testing and has reached version 1.0. And if you don't have the exceptional Half-Life, the new retail edition of Counter-Strike is a chance to get a stand-alone version of this outstanding multiplayer mod. The retail package also includes stand-alone versions of other multiplayer mods and game modes that normally require Half-Life, the best of which are also available free off the Internet: Team Fortress Classic, Opposing Force Multiplayer, Firearms, Redemption, Ricochet, and Wanted. Counter-Strike itself is a superb game that fully deserves top billing in this release.
Counter-Strike divides players into teams of terrorists and counterterrorists in four game modes: rescue/hold hostages, bomb target/defuse bomb, escape from/guard an area, and assassinate/guard a VIP. None of these ideas are particularly original, but they're well implemented, and they strike an effective balance between realistic stealth and frenzied action. The thematically varied maps maximize tactical possibilities with alternate routes, multiple levels, and abundant cover. Games are played in short rounds, and when you're killed, you sit out the round as an invisible observer; there are no deathmatch-style respawns. This creates a strong social aspect, because with "dead" players chatting, there can be an enormous sense of tension for the remaining players stalking each other. Another big impetus to stay alive is that the more successful you and your team are each round, the more money you earn for buying bigger and better weapons. Unfortunately this can lead to a huge imbalance in firepower when one team wins a few consecutive rounds.

One of Counter-Strike's biggest appeals has always been the selection of weapons. In addition to a knife and assorted grenades, there's a wide variety of accurately modeled pistols, shotguns, submachine guns, assault rifles, and sniper rifles. Three new weapons have been added to version 1.0: the H&K UMP .45, FN Five-Seven, and the SIG SG-550, though the retail version of the game uses invented names for all weapons.
Each weapon has unique characteristics, so mastering them all and learning which is best for different situations is a lot of fun, and it adds replay value. For instance, high-caliber weapons can penetrate thin walls and doors, which makes lugging a heavy belt-fed machine gun worthwhile when the enemy has been doing more hiding than fighting. Guns also have varied kicks, which makes full automatic fire a "spray and pray" affair - as in real life, short, controlled bursts are best for accurate fire. Effective weapon ranges are well simulated, so shotguns are brutal in close quarters and useless in large open spaces. Location-specific damage modeling means that shots to the head are more likely to get an instant kill.
Another part of the weaponry's appeal is the superlative sound effects. The guns sound remarkably realistic and powerful, which makes them viscerally fun to shoot. Equal care is given to other game sounds, like explosions, injuries from weapons or falling, glass shattering, and so on. Another good feature is the various audio messages you can send to teammates. They cover a whole range of warnings, status reports, and requests for backup. The only problem is that they all use the same voice, regardless of your team.
The Half-Life graphics engine may be dated now, but Counter-Strike has always used it to its fullest potential. The maps are visually appealing, and they have imaginative texturing and dramatic (though sometimes too dark) lighting effects. The updated character models in version 1.0 now use Valve's model-blending technology, along with even better skins than in the past, which makes for great-looking player graphics. Best of all are the firearm models and skins, which are some of the best you'll find in any shooter.
Counter-Strike is an online-only game that has experienced the mixed blessing of its immense popularity. You're guaranteed to find plenty of available game sessions online at any hour. However, cheating and even verbal abuse have long marred the gameplay in Counter-Strike. The game is not in any way newbie-friendly, despite the inclusion of a simple offline tutorial. You'll have to leave your ego at the door when you encounter the countless veteran players you'll face online. Fortunately, the abundance of experienced players means you can quickly learn the tricks of the trade through observation. It should also be noted that while Counter-Strike does require tactical thinking and teamwork, it's still a fast-paced shooter at its core. So not only are lightning-fast reflexes necessary to excel, but so are a fast connection and a low ping.
Still, despite its weaknesses, Counter-Strike is undeniably influential, and has already helped inspire countless similar mods and games. It's easy to see why: Counter-Strike has a simple yet effective design that's brought to life with superior maps and vivid graphics and sound. The end result is utterly exciting and addictive. Counter-Strike is a model of its kind and a thrilling action game.
 

 
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