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Wednesday, December 19, 2007

Halo 3


Halo 3 is a first-person shooter video game developed by Bungie Studios exclusively for the Xbox 360. The game is the third title in the Halo series and concludes the story arc that began in Halo: Combat Evolved and was continued in Halo 2.[ The game was released on September 25, 2007 in Australia, Brazil, Canada, India, Mexico, New Zealand, Singapore, and the United States;September 26, 2007 in Europe; and September 27, 2007 in Japan. On the day before its official release, 4.2 million units of Halo 3 were in retail outlets. Halo 3 holds the record for the highest grossing opening day in entertainment history, bringing in US$170 million in its first 24 hours, going on to gross US$300 million in its first week.[ More than one million people played Halo 3 on Xbox Live in the first twenty hours, the biggest gaming day in Live's history.
Halo 3's story centers on the interstellar war between 26th century humanity, led by the United Nations Space Command, and a collection of alien races known as the Covenant. The player assumes the role of the Master Chief, a cybernetically enhanced supersoldier, as he wages war in defense of humanity, assisted by human Marines as well as allied alien Elites led by the Arbiter. The game features vehicles, weapons, and gameplay not present in previous titles of the series, as well as the additions of saved gameplay films, the Forge map editor (which allows the player to perform limited modifications to levels), and file sharing. Overall, the game was well-received by critics, with the Forge and multiplayer offerings singled out as strong features; on Game Rankings, Halo 3 ranks as the sixth highest rated Xbox 360 game to date.

Grand Theft Auto Vice City Stories


Vice City Stories is structured similarly to other releases from the Grand Theft Auto series. The core gameplay consists of elements of a third-person shooter and a driving game, affording the player a large, open environment in which to move around. On foot, the player's character is capable of walking, running, swimming and jumping, as well as utilizing weapons and basic hand to hand combat. Players can steal and drive a variety of vehicles, including automobiles, boats, airplanes, helicopters, and motorcycles.
The open, non-linear environment allows players to explore and choose how they wish to play the game. Although storyline missions are necessary to progress through the game and unlock certain areas and content, they are not required, as players can complete them at their own leisure. When not taking on a storyline mission, players can free-roam and create havoc (e.g. drive-by shootings, robberies, etc). However, doing so can attract unwanted and potentially fatal attention from the authorities. The more chaos caused, the stronger the response: police will handle minor infractions, whereas undercover cops, SWAT teams, the FBI, and the military respond to higher wanted levels.

The player can also partake in a variety of optional side missions. The traditional side missions of the past games are included, but have been moderately upgraded and enhanced compared to previous titles. A new addition to the game is "Beach Patrol", in which Victor must deal with bikers on the beach by beach buggy (by ramming or shooting to knock them off their bikes) or throwing life preservers to drowning swimmers by boat or by taking a paramedic around to injured people on the beach.
One of the key gameplay elements in Vice City Stories is "empire building." New to the GTA series, it borrows a few ideas from Vice City's "properties" and San Andreas' "gang wars" systems. In order to make money, the player must open and operate various businesses on property taken over from enemy gangs. The businesses include protection racket, loan shark, prostitution, drugs, smuggling or robbery.

For Vice City Stories, the combat system was overhauled to feature more depth than ever before. The targeting mechanism has been tweaked to "intelligently target"; enemies posing a threat or attacking the player will be targeted over pedestrians. The biggest changes concern the hand-to-hand combat system, as players can now perform grappling moves and throws, and stand on top of enemies laying on the ground.
Players are able to bribe policemen or hospital staff when "Wasted" (killed) or "Busted" (arrested) in order to keep weapons that ordinarily would have been lost. The cost of the bribe is $2000.

The standard hidden package system returns in the form of 99 red balloons scattered around the city. This is a reference to Nena's 1984 hit "99 Luftballons", which was featured in Grand Theft Auto: Vice City.
Improvements to the graphics since the release of Grand Theft Auto: Liberty City Stories include new animations, faster load times, a longer draw distance, reductions in clumping of pedestrians and vehicles, more complex explosions, and increases in the density of objects, vehicles, and NPCs. But there is still criticism with the PS2 version which is said to have worse graphics.

Characters in Grand Theft Auto: Vice City Stories and List of gangs in Grand Theft Auto series
Like previous GTA games, Vice City Stories features notable voice actors. Gary Busey, Luis Guzmán, Philip Michael Thomas, and Danny Trejo reprise their roles as Phil Cassidy, Ricardo Diaz, Lance Vance, and Umberto Robina, respectively, which they previously played in Grand Theft Auto: Vice City. Phil Collins also makes a cameo as himself, making him the first famed musician to ever appear in a Grand Theft Auto as a virtual representation with a character model. Also, several cast and crew members of The Opie and Anthony Show were recorded and used as voices of several minor characters.
In addition to the gangs previously featured in Vice City, new gangs make a debut in this game: the Trailer Park Mafia, the Sharks, the Cholos, the Stallionz, the Vance Crime Family, and the Mendez Brothers.

Forza Motorsport 2


Forza Motorsport 2 Forza 2 gameplay operates at 60 Frames for second , and replays run at 30 frames per second, due to their usage of post-processing effects. A hard drive is necessary to view replays. Using multiple screens, a player can set up and utilize a 180° forward view. It is possible to network as many as five screens and Xbox 360 consoles together to form a complete in-game view around the player, and a spectator view for watching gameplay live from the replay camera views. Most cars in Forza 2 are fully customizable and can have up to 4,100 layers of graphics which can be edited with the livery editor to allow the player to add many shapes, forms and even pictures to their car.

The game supports split-screen,System Link and Xbox Live multiplayer gaming. Split-screen allows two player head-to-head racing, while both System Link and Xbox Live allow up to eight players to participate in a single race. Using Xbox Live, players can also buy and sell in-game cars through the game's Auction House. Forza 2 concentrates on circuit racing; point to point races have been removed. The damage and physics in the game are improved over the previous entry in the series. The revamped damage system allows for multiple settings; on "Simulation" mode there are large impacts on the car's status with medium-speed crashes. On the "Limited" setting, it's possible to lightly crash on several occasions, but the damage done to the car is limited to a certain extent. On "Cosmetic", the damage is merely visible, but does not hamper the performance or aerodynamics of the car. The damage ratings for each part of the vehicle can be seen on the HUD (heads up display) accessed from the in-game menu. The Microsoft Xbox 360 Wireless Racing Wheel was developed alongside Forza 2 and is advertised to be optimal for it. Professional racers have helped playtest with the wheel to aid the development team in achieving realistic features and settings.Forza Motorsport 2 features force feedback with the use of the Xbox 360 Wireless Racing Wheel.

Console Games 2007 HitZ!!!!!






Super Smash Bros. uses a battle system different from the average fighting game. Choosing from a variety of characters, two to four players fight on various different stages, all while trying to knock their opponents off the stage. Instead of using health bars like other fighting games, the game features percentage meters. At the beginning of the match, the meters start at zero percent. As the characters take damage, the percentage meter goes up, causing the characters to fly farther back each time when hit. When a character is knocked off the stage, they lose either a life or a point depending on the mode of play. The characters can attack each other with a variety of different fighting moves. Each character can perform an array of attacks when prompted with the press of a button in conjunction with a tilt of an analog stick. In addition to basic attacks, such as punches and kicks, characters have access to more powerful smash attacks as well as three special character-specific moves.



Super Smash Bros. was developed by HAL Laboratory.INC, a Nintendo second party developer during 1988. The game had a small budget and little promotion, and was originally a Japan-only release, but its huge success saw the game released worldwide.
There are differences between the Japanese version and the North American version, most notably, in the Japanese version, "Jigglypuff" is named "Purin," the "Beam Sword" weapon sounds like a lightsaber from Starwar, and the sound effects are significantly different for most attacks.
The promotional artwork is done in the style of a Comic Book, and the characters were portrayed as dolls that come to life to fight. This presentation has since been done away with in the sequels, opting instead for a more serious art style (such as using in-game models for the characters in place of hand-drawn art) and replacing the dolls with trophies.