Painkiller: Overdose

Genre Shooter Styles First-Person Shooter Developer Mindware Studios Publisher
DreamCatcher Interactive, Inc.

PC game / The dark Painkiller universe heads off in a new direction in Painkiller: Overdose. The game is still a fast-paced first-person shooter, but instead of battling demons with series protagonist Daniel Garner, gamers take on the role of Belial, a half-angel, half-demon dealing with the repercussions of Garner’s defeat of Lucifer. Players can equip themselves with eight new demonic weapons, and blast their way through 17 new levels filled with dozens of beatly monsters. Giant bosses face gamers at the end of every stage, but a new Tarot deck offers new powers and attack combinations to give Belial a fighting chance.

Culpa Innata

PC game / Culpa Innata from Strategy First, presents a story about a World Union citizen is murdered in Russia, one of the few remaining Rogue States. This murder oddly coincides with the accidental death of a prominent professor in Adrianopolis, an important border town between the World Union and Russia. Peace Officer Phoenix Wallis is assigned to lead the investigation of the murder.

the Witcher

PC game / The Witcher combines spectacular and visually stunning action with deep and intriguing storyline. The game is set in a world created by best-selling Polish author Andrzej Sapkowski. The world shares many common features with other fantasy lands, but there are also some distinguishing elements setting it apart from others. The game features the player as a “Witcher”, a warrior who has been trained to fight since childhood, subjected to mutations and trials that transformed him. He earns his living killing monsters and is a member of a brotherhood founded long ago to protect people from werewolves, the undead, and a host of other beasts. It’s an action oriented, visually stunning, easy to use, single player RPG, with a deep and intriguing storyline.

NBA Live 08

PC game / NBA Live makes its PlayStation 3 debut with a new, dynamic broadcast-style camera angle that displays the on-court action primarily from the sidelines. A number of “go-to” moves are available to distinguish star players from their less flashy teammates, while a post-game highlight reel shows off key plays from multiple perspectives. The controls have been streamlined in several key areas, thanks in part to a context-specific system that takes into account where the ball-handler is in on the court, his proximity to other players, and his distance to the basket.

While many moves are situational, players have direct control over dribbling with the new “quickstrike” ball handling system. Instead of tapping a button and waiting for an animation to complete, players can link together multiple moves without pausing. The right analog stick is used to perform signature-style moves and combinations, with players rocking the stick left and right to perform crossover dribbles and other techniques. The speed of each analog motion also influences the intensity of each move, giving players more flexibility during possessions.

In addition to the standard dynasty, season, and exhibition matches, players can compete in the FIBA World Championship as one of eight international teams or as any of the 30 NBA squads. Rebounding and ball physics have been tweaked from previous games, while the new “hot zones” feature incorporates actual NBA shooting data to make certain areas of the court more or less successful based on a player’s real-life tendencies. Marv Albert and Steve Kerr reprise their commentary duties, with additional lines of dialogue dedicated to events such as free throw attempts, signature shots, and more.

Pro Evolution Soccer 2008

PC game / PES 2008 features a brand new intelligence system, called Teamvision, that adapts and reacts to players own gameplay styles to ensure that the computer controlled opponents are always challenging and forcing the player to think and chance their style of play to avoid being out-thought by the game. It learns counter attacks that target your weaknesses and look to exploit any repetitive tactics players use. Defenders react better to danger, closing down the ball and charging at shots and the goalkeepers hold shots that are closer to them as well. Teammates make more intelligent runs into space and the close control has been sharpened to ensure quick and fluid passing and speedy attacks can be built. The next gen versions also feature extensive edit modes so players can completely customise their PES 2008 experience.
System Requirements: Intel Pentium 2.0 GHz, 512MB RAM, 128mb Graphics Card


PC game / Compete in craftiness against the computer or against friends to combine the letters in the most appropriate way! Place your letters wisely to complete already formed words or create new ones and take advantage of bonus squares to increase your score. Developed in partnership with the French Federation of Scrabble, this new edition will make everyone, if they are not already, hardcore players of Scrabble! Every Word Counts!

Football Manager 2008

PC game / If you take FM2008 at face value, you’re left standing eyeball to eyeball with the finest football management game ever made. But just like Aliens: Special Edition was fleetingly more engaging than the cinema release, this year’s FM feels like a game that further polishes an already highly buffed formula but fails to take it to a genuinely higher level.

MotoGP 07 Review

This game, like the rest of the motogp series is a great representation (as far as video games go) of what it is like to ride a motorcycle on a track. It very well demonstrates the need to become familiar with the individual courses (which are well done), and gives a somewhat accurate representation of the handling dynamics of a genuine track motorcycle (best offering yet). The game is realistic enough to show the glaring differences between a rider with track experience and one without.
However, the games graphics are poor. Compared to the newest car racing sims like the forza series, the motorcycle representations are laughable.
Although it is obvious that the developers have spent a lot of effort in representing the tracks accurately, it seems that is all they did. When I play a game like Project Gotham and am blasting towards a corner, I find it easy to consistently find my braking points, because there exists a fabulously detailed environment in which to pick and refine my brake markers. In MotoGp, there is little image detail on or off track to help you reference anything, including turning points, braking markers, or acceleration points. In a real world situation, for a device as unforgiving as a motorcycle, the lack of these details (cones, corner signage, paint markings, trees, signposts, etc…) would certainly cause crashes.

I really enjoy the game, and it is the best available for scooter nuts today. It has the greatest offering of the most fabulous tracks around the world to race on (of any of the racing genre) I am aware of. However, the game has not really progressed graphics-wise since its initial offerings, and compared to todays vehicle sims, looks like space invaders.

Verdict: 60/100

Team Fortress 2

Genre Shooter Styles First-Person Shooter Developer Valve Software Publisher Valve Software Min Requirements: 1.7 ghz Cpu, 512 ram, 7gb hard drive space, Internet connection

Pc game /Grenade-free Team Fortress? Ain’t that a teatless Holstein (as the red-vs.-blue FPS’s hayseed Engineer would word it)? A refresher in two shakes lor the rusty: Each and every class in 1999s Team Fortress Classic packed pineapples and—Sniper excluded—a second, role-specific bomb. The latter individualized kits and gave the game a fingerprint identifiable in any suspect pool ultramobility on maps blueprinted to act as both runway and launching pad. To blow the lid on my bias, this is mostly a Scout- and Medk’s-eye view. But then these were “my” classes. If you played, you had yours, too, because just like an arcade fighting game—Sfreer Fighter II. Tekken. whatever—that’s how it worked. Nine years (as valve managing director Gabe Newell reminds us in Team Fortress 2″% rich commentary mode) is a whole hell of a lot of time to wear one pair of sneakers. No replacement’s a comfier fit no matter how much nicer it is.
Although an officially published follow-up to (he original Quake total-conversion mod called Team Fortress. Classic too was foremost the work of modmakers. the product of iibercore gamers writing code in a time at odds with today’s trendy all-inclusiveness. Then, privileging hand-eye Olympians was a target lo shoot tor. with today’s megabudgets and need to break even by appealing to wider audiences, it’s a taboo. So while TF2 doesn’t demolish entry barriers, it absolutely installs I ess-resistant paths. Now. for instance, the Medic asks that you smoosh a button sweep a first-aid hose in a buddy’s vicinity, and not much more. In addition, a new critical hit* feature multiplies attack damage at random, at times equalizing long odds. You read that right critical hits—what dungeon raiders and dragon slayers roll. No. these are definitely not my shoes. Or so I thought Forty-hours experienced at the time of writing. I no longer know what I did without em.

Even in the supreme skepticism of that reactionary day one not knee-jerk, just genuinely alert—I loved, loved TF2″% cosmetic makeover. “Cartoon come to life” isn’t compliment enough. Some cartoons are better animated, more distinctively stylized than others—and, by analogy this is among the best The game’s piss-and-vinegar crew snarls, winces, bellows, and sneers. From the Road Runner Scout to the Wile E Coyote Engineer, they backpedal and leap with human momentum, and their absurd flag quests and wall-to-wall bases become a kind erf Cold War Merrie Melodies. (To best appreciate the achievement here, think of the last online FPS of IT’S nature to visually justify its barbarians in gang-colored clothing with anything other than “outer-space blood sport” I’m drawing a big fat blank. Shadownin included.)
Before day one. I understood the wisdom in nixing frag grenades. Throw ’em when you’re near death. throw ’em anywhere anyone’s likely to be—they were always the stuff of wasteful carpet bombing as often as they were tactical aids. But by day three or four, even caltrops and concussion, nail, and electromagnetic-pulse grenades no longer seemed as necessary, five’s rebalancing and outright revamping of key classes works; each actor in TF2’s cast of nine owns his role with less overlap than ever. The football-like match flow is intact, too—Heavy Weapons Guys and Soldiers wrestle at congested lines of scrimmage; now and then Scouts and Spies slither through for Hail Marys (expressive in-game taunts substitute for high steps). And the metaphor stretches further: TFZ% maps are tailor-made for CTF, Control Point or Attack and Defend modes. In other words, no baseball on the gridiron, no football on the diamond (see Call of Duty, Halo).
I can’t hold truck with critical hits yet but honest to god. I’m Aft-Tabbing back in the second I finish this sentence

Title Bout Championship Boxing & System Requirements

Title Bout Championship Boxing is the ultimate in computer boxing games simulations with complete statistics, multiple ranking systems, full editing capabilities, over 3200 rated fighters, and trainers, corner men, referees, venues, rule sets, titles are all part of the simulation. Computer Gaming World calls it the The undisputed heavyweight champion of boxing sims!

Game Details:
Platform: PC, Windows
Genre: Boxing
Mode(s): Single-player
Release: 2003
Controls: Keyboard/Mouse
Language: English

Minimum System Requirements
OS: Windows 95/98/ME/2000/XP
Processor: Pentium 2 @ 266 MHz
Memory: 64 Mb
Hard Drive: 60 Mb free
Video Memory: 8 Mb
Video Card: , SVGA, 1024×768 Resolution
Sound Card: DirectX Compatible
DirectX: 8.1
DVD Rom Drive