Saturday, October 17, 2009

Garena Maphack Diablo 2 Maphack COming soon

Microsoft Presentation


Garena Universal MapHack v2.0 [1.20e ,1.21 ,1.23 ,1.24 ,1.24b] By Ferrari - The

Italian AutoMotive company

Features:
  • MapHack for 1.20e, 1.21, 1.23, 1.24 and 1.24b that works on Garena
  • does NOT modify any Garena files and does NOT crack garena, so there's no "cracked version" issue
  • undetectable !
  • bugs ( )By Ferrari The Italian AutoMotive company


*Fixed 1.23 trade resources, hp bars, hero icons, remove fog map, 1.23 should work fine in Win XP and Vista
*fixed 1.24b hero icons, hp bars and trade resources, 1.24b should work fine in Win XP and Vista
*fixed some bugs at 1.21
*Universal MapHack now remembers the settings you've selected when you press "start" next time it starts
*Added Camera Distance Hack for 1.24, 1.24b and 1.23.
By Ferrari - Th Italian AutoMotive company
Download:
http://www.mediafire.com/download.php?dngxjyyzoyn

http://www.2shared.com/file/8060971/a0d0...k_v20.html
NoVirusThanks scan Report Status: CLEAN

Who has problems report here with Operating System and Warcraft III patch version and the nature of the problem.

By Ferrari - he Italian AutoMotive company
By Forex Trader

Microsoft Presentation


PixelJunk Monsters Deluxe Review

Microsoft Presents PixelJunk Monsters Deluxe Review

Despite a frustrating difficulty level, the deep strategy and undeniable charm of PixelJunk Monsters will keep you hooked for hours.

The Good

  • Charismatic art style
  • Simple, yet surprisingly deep strategy gameplay
  • New islands and challenges add hours of play
  • Great multiplayer.

The Bad

  • Punishing difficulty level
  • Repetitive soundtrack.

PixelJunk Monsters was a big success on the PlayStation 3, bringing a unique twist to the tower defense genre, along with the inimitable PixelJunk style. However, as much fun as it still is to sit down and play on the couch, Monsters is a game that definitely lends itself well to handheld play. With PixelJunk Monsters Deluxe, developer Q-Games has not only faithfully transferred the game to PSP, but has also added a plethora of new content. With a brand new island, unlockable challenges and online multiplayer, PixelJunk Monsters Deluxe has enough depth and visual charm to keep you firmly glued to your PSP, despite some frustrating issues with its difficulty.

The concept of PixelJunk Monsters is similar to other tower defense games. You must protect your base of 20 vulnerable villagers from waves of monsters by building defensive towers around the map. The twist is that you must use your onscreen avatar Tikiman to convert the trees that are littered across the map into defensive towers. The addition of an onscreen avatar is significant because Tikiman is vulnerable to monsters rather than being an all-powerful deity. When he accidentally runs into an enemy, he'll lose gold coins--the currency used to build towers in the game. It's made all the more difficult by the fact that the only way to collect the coins is to pick them up from monsters that have been destroyed. This introduces some difficult decisions as you frantically run around trying to balance collecting coins with moving to other trees on the map to build towers.

There is a good selection of towers to choose from, and others can be unlocked within a level using gems, which are also dropped by fallen monsters. The gems can be used to upgrade existing towers, giving them faster reload times or increasing their weapon range. Using gems wisely is often the key to success because you must balance purchasing upgrades with building new towers. You can upgrade towers without using gems by standing next to them, causing Tikiman to dance a merry jig while the upgrade bar increases. However, this takes a significant amount of time, and in later levels, there are rarely enough free moments to make this plausible.

PixelJunk Monsters Deluxe includes islands from both PixelJunk Monsters and its Encore expansion, as well as a whole new island. Each island contains several maps to play on, and each map has its own twist. For instance, one level contains only a single bridge to gain access to your base, while another contains only four trees with which to build towers. It's difficult to complete a map on your first try, and though monsters move along a set path, it's only once you've familiarized yourself with that path and with the pattern of enemy waves that you'll know what towers to use and the best placement for them. There are different difficulty levels to select from: Casual and regular are available from the offset, and hardcore is unlocked after completing the game.

There are moments of frustration as the game occasionally throws out a wildcard enemy that may be invulnerable to electricity attacks, or suddenly decides that the river the monsters couldn't cross becomes passable. Most frustrating of all is the rainbow system used to unlock new islands and maps. Rainbows can only be collected by completing a map perfectly, which means not letting any of your 20 villagers die. You're unable to advance at all unless you've collected a certain amount of rainbows, even if you've completed all the maps in a certain section. While completing a level perfectly affords you access to unlockables and bonus content, requiring it to simply advance to the next level makes progress unnecessarily difficult.

Fortunately the charm of PixelJunk Monsters, coupled with its deep strategy, is enough to keep you playing those levels over and over just to attain perfection. The game also has unlockable challenges, exclusive to the PSP version, where you have to complete a level with a restriction, such as having a limited supply of gold. The graphics have a cartoon style to them, and the designs of the characters--even the monsters--is endearing. However, the jingly electronic music is repetitive and can start to grate after only an hour or so of play.

Alongside the single player, the game offers local co-op modes via ad-hoc, though there is no game sharing, so each player needs a copy of the game. New to PixelJunk Monsters is online co-op, allowing you to tackle any of the levels in the game with the help of another player. Up to eight people can join a room and text chat, though you'll have to pair off with just one of them to tackle a level. You can create rooms for others to join, choosing the difficulty, island, and region to play on, or search for other rooms by the same parameters. You can also jump straight into a random game via quick pick if you're in need of a spontaneous monster-killing fix. Players in a room that haven't yet started a game can keep an eye on others via a ticker tape commentary which scrolls across the top of the chat window.

The online gameplay combines both co-operative and competitive elements. Each player has his own Tikiman and must work towards the same goal of defending the village from waves of monsters. However, they also each have their own personal supply of gold with which to build towers, so as monsters drop coins it becomes a mad dash to try and collect them first. The game doesn't support voice chat online, but it does include chat icons such as hearts, question marks, and arrows. Holding down triangle brings up a circular menu, which you can scroll through to select an icon. It then appears above your Tikiman's head to let the other players know what you're thinking. The online play is lots of fun, and pairing up with a friend makes tackling some of the more difficult levels significantly easier. The game plays very smoothly over the internet, and we had no issues with lag or joining rooms. Unfortunately, because all of the islands are unlocked in multiplayer, any levels completed online do not show up in your single-player game.

PixelJunk Monsters Deluxe is the definitive version of this game, combining previous releases with all-new content and a robust multiplayer mode. If you can see past the occasionally frustrating difficulty, you'll find a surprisingly deep and charismatic strategy game that keeps you entertained for hours--even if you're tempted to throw your PSP at the wall every now and then.


A

Microsoft Presentation

Brutal Legend Review

Brutal Legend Review

This amazing tribute to metal delivers a hugely entertaining gaming experience despite missing a few chords.

The Video Review

Senior editor Giancarlo Varanini shows his metal chops in Double Fine's Brutal Legend starring Jack Black as Eddie Riggs.

The Good

  • Fantastic characters and humorous story
  • Environments and characters have a great visual style
  • Soundtrack has a wonderful swath of metal
  • Stage battles are fun and challenging in multiplayer.

The Bad

  • Side missions get boring fast
  • Single-player campaign is short.

Double Fine's Brutal Legend is an unabashed love letter to an era and genre of music that celebrated fast guitar riffs and hard living. It's also a tribute to an epic lore that spoke of conquerors and death--all of which were often depicted at once on any given metal album cover with the obligatory smattering of lightning. Of course, the fact that Brutal Legend features a phenomenal soundtrack from the likes of Black Sabbath, Motorhead, and Judas Priest with suitable hack-and-slash action would feasibly constitute a reasonable tribute on its own terms. Yet, what raises Brutal Legend above that simple construct--plus what makes it a great ode to metal--is how it cleverly integrates so many different facets of the culture and its music to create an experience that consistently entertains and surprises in both single-player and multiplayer.

Eddie takes the fight to Lionwhyte's forces in a stage battle.

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But it should come as no surprise to those familiar with Double Fine's previous work with Psychonauts that Brutal Legend's characters and its story are the primary highlights. Eddie Riggs, a roadie who remembers and worships the glory days of metal, serves as a perfect lead character who's magically transported to a world that ostensibly reflects his own image of heaven. This world is a vast place where enormous, crumbling statues and smaller, skull-encrusted shrines pay homage to the gods and titans that brought metal and its music to the land. Naturally, there's a heavy dose of irony involved in this setup, which gives Jack Black (who voices Riggs) plenty of room to do his funny--albeit expected--trademark sarcasm-laden, observational routine. But his act rarely gets old or overwhelming because Riggs, as a character, often humbles himself in an endearing way despite finding himself in a position of leadership. He never loses sight of his roots as a roadie, and as such, he is there to help people who have fallen under the oppressive boot of the demonic Emperor Doviculus and his human warlord General Lionwhyte (voiced by Judas Priest frontman, Rob Halford), who also happens to symbolize a not-so-subtle jab at hair metal.

Secondary characters are often just as entertaining and memorable as Eddie Riggs. Ozzy Osbourne gives an amazing (and surprisingly coherent) performance as the Keeper of Metal, a storekeeper of sorts dwelling within special monuments dotted around Brutal Legend's open-world landscape. He sells upgrades for attacks, as well as Eddie's various pieces of equipment, including his battle axe, guitar, and his vintage roadster--the Deuce. There's an equally amusing, if not subdued, performance by Motorhead's lead singer Lemmy, who--as The Killmaster--functions as a healer for Eddie's army of headbangers. Sure, part of what makes these characters so delightful is that they are just fantastical representations of their on-stage personas, but even those characters that aren't voiced by real-world gods of metal do their part to balance out the star power, and they do it well. For example, Magus, a dimwitted stage engineer, provides an extra bit of laughs when Eddie's engaged in more serious affairs.

These characters and the story they tell are major reasons to keep playing through Brutal Legend's single-player campaign, but there's also plenty of good action to be had despite some shortcomings. The game is set up in an open-world structure that lets you set the pace of progression, so you can either stick to Eddie's main mission to defeat Doviculus and Lionwhyte or drive around in the Deuce to find secondary missions with the help of an in-game map. At first, the motivation for taking the secondary route is pretty clear. Every completed mission rewards you with fire tributes, or points, that function as the game's currency, and because secondary missions are usually pretty easy and don't require much time, this is a quick way to make a substantial amount of cash. You can then visit The Keeper of Metal and exchange points for aforementioned weapon, combination, and vehicle upgrades--additional items unlock as you venture deeper into the game.

But at a certain point, perhaps even just a few hours in, the motivation to engage in Brutal Legend's equivalent to level grinding wanes, and the reasons are clear. First, most secondary missions share the same objectives, so it doesn't take long for all of the ambush, race, and defend-this-point scenarios to get old. Secondly, you can purchase most of the useful upgrades relatively early in the game, which makes these missions even less enticing. In fact, by the end of the game, you may find yourself purchasing upgrades just to check them out, never to use them again. There are some exceptions to the tedium in the secondary missions, though, including a run-in with a bat that has a human head resembling Ozzy Osbourne in his earlier years, but Brutal Legend's side missions would've benefited greatly from more of these kinds of scenarios and fewer of the cookie-cutter options.

Conversely, its primary campaign does a much better job of breaking up different mission types and mixing in action that plays to its different mechanics. Granted, there are a couple of dreaded escort missions where you have to follow your army's tour bus from one location to another while fending off enemies, but these aren't all that difficult as long as you keep an eye on where enemies spawn. Eddie also has to go on foot into unknown areas for some missions, relying only on his axe for close combat and his guitar for long-range lightning and fire strikes. It's in these moments that you also learn to use some of his other skills, specifically guitar solos.

These solos, which you can unlock by finding shrines, function as special moves for Eddie. They allow him to melt faces of nearby enemies, recruit new army members, negate an enemy's magic abilities, or even summon a massive burning zeppelin to crush enemies. Of course, you actually have to get the solo right (each solo has a different, miniature rhythm-game-like series of button presses), but the trick is that you can't use these solos all the time (some of them have a long cool-off period) and Eddie still takes damage from enemies while performing them. This adds a nice dynamic to an otherwise straightforward combat system, and the missions (along with their accompanying boss battles) where you have to rely on Eddie and his combat skills are thoroughly enjoyable, but it would've been great to have more of them.

Instead, Brutal Legend replaces what would ordinarily be more of these kinds of missions with stage battles--a recipe with hack-and-slash and real-time strategy as its ingredients. A good portion of Brutal Legend is a real-time strategy game, and surprisingly, it's one of the best console adaptations of the genre's mechanics in quite some time, though its multiplayer incarnation is definitely better than its single-player counterpart. To give some context: Stage battles usually occur when facing an important evil character in the game. Each side has access to what are essentially fountains of fans that you need to build merchandise booths over (by playing a guitar solo) in order to claim them as a resource for building additional "units." Building more merch booths and claiming more fans lets you not only summon more units, but also different types of units.

You can control these units in different ways, either by using various commands on the D pad (defend, attack, and move) or by taking to the air and setting waypoints via a marker that you can place just about anywhere in the level--a highly recommended move because it gives you a better overall strategic view. And yes, Eddie grows wings that let him fly and survey the battlefield, but in either case, you still have to be reasonably close to your units to issue these commands and ultimately make your way towards the final goal of destroying the enemy's stage. The single-player version of these battles does an excellent job of tying all of Brutal Legend's gameplay elements together in a real-time strategy scenario, barring some minor context-sensitive control problems with double-team moves when there are too many units crowding around you.

Still, aside from the final confrontation, most of these stage battles are won through brute force--making a mad dash for all of the fan fountains and throwing wave after wave of units at the enemy is usually enough for a victory on normal difficulty. But multiplayer stage battles are completely different beasts that require far more skill and strategy--trying to win these matches through strength alone often results in complete failure within minutes. In fact, these battles almost become games of chess where fan fountains and merch booths become the pieces on the board. You use some of them to advance and strengthen your forces while you sacrifice others to the enemy for the same purpose.

Indeed, diversionary tactics also play an important role for success because another player can easily drop in and see what you're doing at any given time. As such, it's important to send out different groups of units to various areas on the map at all times, using one to bait your enemy into thinking that's where your main attack is coming from while you have a stronger group of units taking another route. Sometimes it's worth it to throw a few units directly at an enemy's stage or to drop in yourself and wreak some havoc and fly back to safety; if only for distraction purposes while you adjust your strategy. And the great thing about all of this is that you can play as one of three different factions--each with wildly different units--and an evenly matched battle shouldn't last more than 20 minutes or so.

While multiplayer is genuinely the surprise hit of the Brutal Legend experience, the single-player mode does have many other notable qualities, including a great metal soundtrack. Some of the songs seem a little questionable given the theme of the game ("Rock of Ages" is a great song, but doesn't seem like it belongs), and it's great that you can listen to anything while driving the Deuce around. But the soundtrack truly shines when it's obvious a specific song was chosen for a specific mission. "Through the Fire and Flames" by DragonForce is perfect for its intended sequence as is Nitro's "Machine Gun Eddie." There's a little bit of everything here on the spectrum, but to be fair, if metal's not really your thing, you might find it a little grating.

But one thing that should appeal to just about anyone is Brutal Legend's visual style. It's not necessarily a technical powerhouse in terms of special effects, but it more than makes up for it with cool-looking characters and varied environments that obviously had quite some thought and detail put into them. One particularly cool location is near the Sea of Black Tears--a gothic-inspired area decorated with candelabras and dilapidated cathedrals. But no matter where you are in the world, there's always some cool object to look at, whether it's a massive guitar statue sticking out of the ground or some a gigantic wall of amps where seagulls with microphones for heads fly. Unfortunately, there are some hiccups in the frame rate here and there, particularly when you're driving around or when there's a bit too much happening in a stage battle, but otherwise it remains rock solid throughout the game.

Whether it's excellent vocal performances from heavy hitters of metal or a strong multiplayer element, Brutal Legend is a game that continually surprises, and it does so in a genuinely fun and interesting way. And Double Fine deserves some major respect for keeping so many aspects of the game closely tied to its subject matter. Of course, Brutal Legend also has some shortcomings. The secondary missions are weak and the single-player campaign lasts about seven hours if you're not too keen on unlocking every single last shrine or secret item. In that respect, it's unfortunate that there's just not more of the good stuff, such as the on-foot missions with boss battles or more fleshed-out side quests. Otherwise, Brutal Legend is just about the finest tribute to this genre of music that a fan could hope for, and its successful execution of real-time strategy elements in an action setting is something that should get everyone off their feet and clapping.

Deca Sports 2 Review

Deca Sports 2 Review

Awkward controls and shallow gameplay make Deca Sports 2 a game to avoid.

The Good

  • Packed with sports and game options
  • Can be fun as a party game.

The Bad

  • Awkward control schemes
  • Almost all the sports are simplistic and repetitive.

"Quantity over quality" defines what Deca Sports 2 is all about. While you seem to get good value for your money in the game's 10 included sports, the selection is decidedly weird and the remote-and-nunchuk control schemes range from average to awful. While you could have some multiplayer fun with a group of good-natured participants, the games are are strange bunch, many of which are poorly represented. So if you've been waiting patiently for a video-game simulation of petanque or synchronized swimming, complete with terrible motion controls, please head out to the nearest store posthaste. If not, please move along, because there's nothing to see here.

Like last year's Deca Sports, this sequel is another failed attempt to mimic the sports compilation formula Nintendo is using with the successful Wii Sports franchise. The focus remains primarily on kids: the graphics are cartoonish, the athletes are based on Mii avatars, and every match is accompanied by a peppy tune that seems to have been rescued from old Sonic game outtakes. The 10 sports are a strange mix of the popular and the somewhat bizarre. Sure, you get mainstream ice hockey, tennis, and that schoolyard favorite dodgeball, but you're also stuck with the likes of synchronized swimming, darts, kendo, mogul skiing, speed skating, road racing, and petanque. It's difficult to have much confidence in the sports included here, because Deca Sports 2 doesn't seem to understand some of them. The ice hockey tutorial, for instance, instructs you in the fine art of "dribbling" the puck and "tackling" opposing skaters.

A much bigger problem is the wonky controls. The Wii Remote is maddeningly unresponsive or just plain off-kilter in many games. In petanque, you throw balls by pointing the remote at the ground and then swinging it upward--a great simulation of the real-life act of bowling. But here, you typically have to almost scrape the floor to get the remote to register the start of a swing, which makes for an awkward playing style and a lot of messed-up shots. Darts is insanely goofy, forcing you to hold down the A and B buttons, aim a cursor at the dart board, and then pull the remote back and flick it forward to throw. Good luck aiming and flicking at the same time without breaking your wrist or back. It's at least funny to watch friends try to pull this off, because it requires some interesting body contortions to get all the moves coordinated. The controls for ice hockey also don't work well. You just slide around the huge European-sized ice surface hogging the puck and shooting from all over the place because the passing mechanics are too erratic to trust. Road racing sees you trying to balance your motorcycle with an incredibly touchy remote turned on its side. Even the should-have-been-simple tennis is marred by overly sensitive swinging and the odd decision to map player movement controls to the A and B buttons instead of the control stick on the nunchuk.

Sports that do have half-decent controls stick you with simplistic repetition that makes winning incredibly easy. Synchronized swimming is handled by tediously twitching the remote when prompted by onscreen targeting rings. Easy to learn, easy to master. The same can be said for kendo's monotonous remote shaking, along with speed skating and mogul skiing's up-and-down pumping of the remote and nunchuk. Dodgeball offers the ability to easily throw and pass the ball and hammer it off opponents, although the utter simplicity of the game all but guarantees that your interest will wane before the end of your first match.

About the only thing that's appealing about Deca Sports 2, then, is the fact that it's a party game. As with most compilations of this sort, the many problematic parts of the design can almost be ignored when you've got a bunch of friends together yukking it up. Even petanque is almost enjoyable when played with a buddy. There are lots of game modes too, ranging from basic solo match play to leagues, tournaments, and challenges for one to four players. Hardcore types can even customize whole teams in the editor, making their own club of Mii guys and gals to match up with prebuilt clubs like the Crusaders and Team Thunder, and then go online to face off with other human opponents in ice hockey, dodgeball, and tennis. Or at least you can go online in theory. The game is incredibly touchy over which team names it considers clean enough to permit into multiplayer, even rejecting sanitary choices like Team Thump. Regardless, numerous attempts to hook up with a random opponent failed, so it seems reasonable to assume that very few people are playing the game online.

Simulating offbeat sports with the Wii's motion controls certainly remains an interesting proposition, but the lineup in Deca Sports 2 is so all over the place and the controls are so frequently annoying that it's hard to imagine anyone staying interested in the game for long. Give it a shot only if you desperately need to entertain some kids for a couple of hours on a rainy afternoon.

Lucidity Review

Lucidity Review

This visually enchanting game tries to whisk you away to a young girl's dreams, but the often frustrating gameplay makes for a rude awakening.

The Good

  • Gorgeous storybook visuals
  • Poignant, well-told story.

The Bad

  • Can be played through in only a few hours
  • Difficulty can be maddening at times
  • Can't zoom out for a better sense of what's ahead or below.

It's widely believed that in our dreams, our subconscious minds will sometimes try to confront fears and sorrows that we can't bring ourselves to deal with in waking life. This notion is at the core of Lucidity, the unusual new puzzle game of sorts from LucasArts. But while the concept is a good one and it's aided by lovely visuals, the gameplay just doesn't measure up, and you may find yourself so frustrated with this game at times that you'll have nightmares about it.

Lucidity opens with a brief vignette: Young Sofi, safe at her beloved nana's farmhouse, drifts off to sleep, her head full of fantastical adventures from the book she's been reading. We then join Sofi in her dreams, which begin with a pleasant stroll across the farm but soon wander into darker territory, and it quickly becomes clear that although the landscapes may be only in Sofi's mind, in her dreams she is trying to cope with a very real loss. The story is told through Sofi's diary, its musings filled with the wide-eyed wonder and curiosity of childhood, and through postcards Sofi gets from her nana. It's a subtle but touching story that lends the psychological journey an emotional weight.

Lucidity resembles a typical 2D platformer, but you actually don't control Sofi at all. Instead, our plucky heroine walks unceasingly of her own accord, and like the title characters in the classic game Lemmings, she'll walk into certain doom if you let her. It's up to you to make sure she doesn't march straight into a bottomless pit, step on any barbed wire, or walk smack-dab into the giant snails, frogs, and other creepy crawlies that inhabit her dreams. You're given various objects to place in Sofi's path to help her make her way through her perilous dreamscapes unscathed. These items include planks and staircases for her to walk on, springboards to send her leaping upward, slingshots that throw her forward, fans that can lift her up through the ceiling above her, and bombs to blow up walls and monsters in her path. Should you get something you don't know what to do with at the moment, you can store it in a holding box, but you're limited to putting one item in there at a time. There are moments in Lucidity when everything clicks, when its simplicity is a wonderful asset, and where you can make great use of each piece that comes your way. When this happens, guiding Sofi through the dangerous environment is so effortless you may feel as if you've entered a state of reverie yourself. But these moments are the exception to the rule. Far more often, the dreamlike visuals and music are completely at odds with the maddening experience of playing the game.

The sequence of items is randomly generated, so you can't devise a single strategy to get through tricky areas. Instead, you need to improvise each time based on what you get. In theory this seems like a good idea, keeping the gameplay fresh by requiring you to think on your feet each time. But the randomness has its drawbacks. There will be times when Sofi is caught against a wall, and only a specific item--perhaps a bomb to destroy the wall, or a fan to lift her up to the next level--will let her proceed. Your only option in this position is to keep fitting the slingshots, planks, and springboards into the environment wherever you can until you get the item you need. In the early stages, this is just an annoyance. In the later acts, however, darkness nips at Sofi's heels, giving you just a few moments to extricate Sofi from her predicament before she is consumed. In these instances, the randomness of the game can seem fickle and cruel.

Lucidity is also surprisingly challenging, even punishing at times. Navigating Sofi through some of the more treacherous levels requires quick, flawless placement of the items you're dealt. (A healthy dose of luck certainly doesn't hurt either.) When things are happening quickly, it's easier to put an item right where you need it--to place a plank beneath Sofi, rescuing her as she potentially plummets to her death, for instance--with the mouse or keyboard than with a thumbstick. For this reason, the PC version is clearly the better choice. Regardless of which version you go with, though, you're sure to find yourself cursing the uncompromising difficulty as you're sent back to the start of a level time and time again as the result of the smallest of slipups.

From an audiovisual standpoint, Lucidity is gorgeous. The farmlands, undersea landscapes, and gloomy forests aren't realistic or detailed, but they are very evocative, like the art in a beautiful children's book, and they come alive in the imagination. And the way Sofi animates speaks volumes about her personality. She swings her arms with a uniquely childlike enthusiasm, undaunted as she travels through the often scary territory of her dreams. It's endearing to behold, making you want to see her safely to her journey's end. However, the ability to zoom out a bit would have been helpful. As it is, there are times when Sofi is falling down and you can't tell if a safe landing or instant death awaits below. The music is truly affecting and suits the story perfectly, with a tender piano melody that may stay with you long after you've stopped playing.

The 27 story levels might take anywhere from three to six hours, depending on your skill. If you're really craving a challenge, you can return to levels again in an attempt to collect all of the fireflies scattered throughout, which is sure to take a very long time. Collecting these gives you access to an additional 16 bonus levels. A game that can be completed in three hours may sound short, but most will probably greet the game's ending with a sense of relief rather than a desire to keep on playing. When you're done with Lucidity, you'll feel as if you've been on a haunting and memorable journey through the psyche of a young girl. Unfortunately, the gameplay rarely contributes much enjoyment to this experience and often operates at direct odds with it. Some may find the music, visuals, and poignant story enough of a draw to make putting up with Lucidity's flaws worthwhile, but those wonderful qualities deserved a much better game.

NBA 2K10 Review

NBA 2K10 Review

What this fast-paced basketball game lacks in depth, it makes up for in fun.

The Good

  • Upbeat tempo is exciting
  • Progress through My Player mode is rewarding
  • Online play is a blast, with or against friends.

The Bad

  • Too easy to get into the paint, eliminating most strategy
  • My Player mode is plagued by frame rate issues and inconsistent grading
  • Lots of little bugs.

While you can make the case that fundamentally sound players like Tim Duncan win championships, it’s the high-flying antics of players such as Andre Igoudala and Ty Thomas that bring fans out of their seats. NBA 2K10 captures the excitement of these breathtaking dunks and acrobatic layups, transforming a typical NBA team into an old-school ABA club that is more intent on wowing the crowd than buckling down to play solid defense. The frenetic pace makes games fast and exhilarating, letting players show off their agility every time they get the ball back. This means offensive strategies, such as setting screens or working the ball in the low block, are largely ignored as guards constantly drive the lane. Though this isn't a realistic representation of the actual sport, it is entertaining. Unfortunately, a number of bugs and an inconsistent grading system in the new My Player mode put a damper on the fun, and a lack of depth limits the longevity. Despite the problems, NBA 2K10 provides a good time for those who want to re-create the most exciting moments of the real thing.

It's hard making it to the big time when you're only 5' 7".

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The biggest addition to this year's game is the My Player mode, which lets you create your own persona from scratch and attempt to make it big in the NBA. The creation tools are in-depth, letting you tweak not only standard options, such as your position and height, but also more specific traits, such as what tattoo you have on your right forearm or what your fallaway jumper looks like. Once you decide on the perfect representation of your inner NBA player, you make your way to training camp and hope you can worm you way onto a team. Playing through Summer League is a vastly different experience from playing in a real NBA game--the crowd is almost nonexistent and the other players are borderline NBA talent struggling to make a team. The wins and losses also don't matter nearly as much as they would in a real game. Chances are you won't be picked up by a team based on your play in the Summer League, so you have to play a number of games in the NBA Development League before you get a shot at the big time. It's a long process to finally make your way to the big league, but it's well worth the effort when you finally step on the court in front of thousands of screaming fans.

In the My Player mode, you only control your created player and are rated on your effectiveness as a teammate. There are obvious ways to earn a good grade, such as dishing a beautiful pass to an open man under the basket or blocking a shot on the defensive end. However, the majority of your grading comes in less obvious situations. For instance, you get a positive grade for successfully double-teaming the man with the ball or filling the lane perfectly on a fast break opportunity. These small details force you to play the game as if it were real, instead of freelancing on your own and hoping your teammates will cover for your mistakes. Combined with various goals you have to accomplish in each game (such as holding your man to under 10 points or shooting above 40 percent from three-point land), NBA 2K10 does a good job of making you feel like a player gunning for a roster spot.

However, there is a lot of inconsistency in the grading system. Every individual stat is rewarded, except for the most important of all--scoring. The only time you receive a positive mark here is if you take a "good shot," but just making a basket doesn't help you improve at all. It's also impossible to know what the game will deem a "good" shot and what it will decide is "bad." Shooting from the paint in a one-on-one, fast break situation sometimes results in you being penalized for taking a bad shot. This problem also crops up in buzzer-beater situations, and it's pretty annoying to be punished for taking a long three as the horn sounds. Similar issues are prevalent while passing as well--it's unclear what the game considers a good or bad pass. On the defensive end, you are disciplined every time your man scores, even if you were playing solid help defense. On a two-on-one situation, it's fundamental basketball to stop the man with the ball, but if you play like real-life coaches teach in My Player mode, you won't get a high grade. These inconsistencies kill much of the realism of the mode, making you spend more time thinking about what the game wants rather than using your own intuition.

Once you ditch your created character and play as real NBA stars, things get a little bit more exciting. It doesn't matter how you play in Franchise mode--just whether you're ahead when the final buzzer sounds. The on-court action is extremely fast-paced, looking more like those Mike D'Antoni "Seven seconds or less" Suns teams than Pat Riley's glacial Heat teams. If you have a point guard with even a modicum of speed, you will be able to get into the paint just about every time down the floor with little help from your teammates. Although defenders can lock on to their man, it's still easy to blow by them by moving laterally a few steps before you slam on the turbo and break an ankle or two on your way to the hoop. If the defense sends another man to slow you down, you can quickly pass to the wide-open teammate, who will happily show off his own dunking prowess. The ease with which you can get into the paint is mitigated by how often you blow point-blank shots. All too often, you'll find yourself under the hoop all alone, only to watch your shot bounce embarrassingly off the rim and into a defender's happy hands.

If you tire of living in the paint, you can slow down the pace and call offensive plays to mimic how real-life basketball teams score. By tapping the D pad, you bring up a few different plays and can scroll through more of them until you find something you like. Each team's playbook is diverse and features many ways to either get your best player open or use him as a decoy while your three-point specialist sneaks to the corner. However, it's cumbersome to call a play, which means you will often leave yourself vulnerable to a steal while you try to figure out the best play for the job. Because of the clunky play-calling interface, it's a better tactic to ignore strategy and make your way to the hoop. Thankfully, your teammates are smart enough to move and get open even if you don't call anything specific. Still, it's disappointing that strategic play is so undermined in NBA 2K10, and this limits the game's long-term appeal.

Lack of strategic depth isn't the only problem with NBA 2K10. There are a number of bugs that inhibit the game's fun. The most pressing issue is a choppy frame rate. This is especially noticeable during the My Player mode or when an arena is particularly raucous during a normal game, and it makes pulling off precise moves very difficult. It's all too easy to pass to the wrong man or mistime your shot when the frame rate is stuttering, and it happens often enough that it becomes a problem. Furthermore, the artificial intelligence has a number of issues. A few of these glitches, such as players mistakenly stepping into a backcourt violation or refs holding on to the ball for too long between plays, occur enough to disrupt the pace of the action. Thankfully, online play works pretty well. Though the action is a bit jittery, it's not a huge problem, and the fast action translates really well against human opponents. Keeping your opponent out of the paint is nearly impossible, but working together with a few friends is a blast.

2009's crop of NBA video games offers substantial diversity, and NBA 2K10 is a very different experience from NBA Live 10. The emphasis is placed firmly on speed and explosiveness, creating an upbeat tempo that is fast and exciting. Strategy is less important because of the juiced-up action, though, so more thoughtful players should turn to NBA Live 10 for their basketball fix. However, if you love hanging around the hoop, NBA 2K10 is a lot of fun. Despite a few bugs and grading inconsistencies, it's easy to get lost in the in-depth My Player mode or to have an exciting online game with a group of lane-driving buddies.

Risen Review

Risen Review

You'll enjoy this fascinating and intricate role-playing game in spite of its troublesome combat and scattered bugs.

The Good

  • Choices result in tangible consequences
  • Large cast of interesting, well-acted characters
  • A lot of well-constructed, interconnected quests.

The Bad

  • The combat is awkward and unsatisfying
  • Various technical glitches
  • Takes a long time to get interesting.

If you judge Risen on its first act alone, you may be convinced that a better title for this complex role-playing game would be "Errand Boy." But while you spend many of the early hours as a shipwrecked message courier, you should stick with it, because things do get better. You explore dark caverns, clash with pirates over buried treasure, stab lizardmen in their faces, and earn the help of a furry friend with a talented nose. Some of Risen's issues stay with you up to the end; there's no escaping the problematic combat and a number of bugs and presentation glitches. But a large and memorable cast of characters and an array of multilayered quests will keep you pushing forward. While it's too technically inconsistent to rise to the top of the genre, Risen still provides plenty of enjoyable adventuring for RPG lovers yearning for a game they can get lost in.

The setup may sound familiar: You are a nameless protagonist washed ashore on a remote island after a disaster at sea. Eventually, you find yourself in a dank swamp ruled by the infamous Don Esteban, a domineering rogue at odds with both the local monastery and the leadership of the island's primary coastal town. Risen's first act drones on endlessly, sending you from one fetch quest to another (distribute these potions; deliver this message; find me some weeds) while confining you first to the swamp, then to the city, and then to the monastery. The downside is that the early hours are tedious and light on action. While island politics eventually play a large role in gameplay, there's nothing initially compelling about the faction struggles, and it takes a while before the world opens up and the story takes hold. The upside to this slow start is that you get to know the world's inhabitants. The characters make an impression, such as the stubborn and manipulative Don, the local barmaid afraid to reveal her secrets, and a mother worried about her missing sons. When a greater threat is eventually exposed and the story expands, you realize that you care about them and their fates. By the time your real enemy is revealed, you'll embrace your role as hero, because you know how desperately these people need one.

Some strong voice acting helps inspire this kind of empathy. Some of the voice-overs could have used a jolt of energy, including that of the main character, who often sounds uninterested. However, most of the acting is quite good, which is a wonderful thing, considering that almost every line is spoken as well as displayed on the screen. As your standing within your faction rises, characters will offer words of encouragement and react to your presence more positively, which lends a nice sense of social progression. Even a few of the quests themselves display personality, such as one in which you place a severed cow's head in someone's bed (an amusing reference to The Godfather). The main story regarding the forces responsible for a bunch of temples rising to the isle's surface is standard fantasy fluff, but the peripheral touches keep you involved and make the island come to life.

Risen's greatest strength is the number of choices it gives you, and how well it balances them. Your choice of faction is the most obvious example of the decisions you face, and it affects which quests you can take, the skills available to you, and even how the world evolves. But even many side quests can be approached in multiple ways. Do you betray a friend and steal a pirate's bounty, or do you remain loyal and fight for your due? Do you scheme with scoundrels, or do you turn them in? These kinds of choices don't pervade the later portions of the game, but even when progression becomes more linear, the questing is still enjoyable. Not only will finding the scattered teleport stones complete a quest line, but these magical objects will make getting around the world a lot simpler. And the relationships you build with other characters add extra flavor. Digging up graves looking for clues is fun on its own because you get to explore various parts of the island; knowing you're performing the task for a character you like sweetens the deal.

Progression isn't limited to leveling, which occurs relatively slowly. As you advance, you visit trainers who teach you the skills needed to get the most out of your exploration. Eventually, locked chests won't be a problem for you as long as you improve your lock-picking skills and have enough picks (or the right spell or scroll). Some trainers teach you how to skin creatures; others help you with your alchemy skills so you can create potions out of herbs and roots, or teach you to make swords and jewelry. You also train up your combat skills and related stats, such as strength and dexterity, by visiting helpful citizens. Risen offers a lot of flexibility as a result, and the side activities are varied enough to keep you interested. For example, smithing a new weapon is a multistep process that involves using an anvil, a trough, and a grindstone (though it's admittedly annoying when you have to wait for a non-player character to finish using the tools first). Picking a lock entails entering a sequence of key presses in the correct order, and you can use a frying pan to cook raw meat over a campfire. These activities are simple on their own, but they're nice diversions between temple excursions and result in helpful items and equipment.

There is no minimap, and the world map and various regional maps don't offer much in the way of specific information or important waypoints. However, this gives you a reason to explore the various nooks and crannies, which is mostly a pleasure in Risen. You scavenge caves searching for ore deposits and treasure chests to break into, discover shortcuts by transforming into a tiny snail-like creature, and pull unmarked rings to open hidden passages. You'll get good use out of abilities like levitation, which lets you hover over spike traps (though inexplicably, the spikes still stick right up through you, but they don't do any damage), and telekinesis, which lets you flip levers from afar. You'll remember your first glimpse of an ash beast, a giant simian creature with a ferocious temper--and the first time you take one on and win. Unfortunately, you'll also remember crossing a particular grate for the first time, only to discover that it's a fire trap that needs to be shut off. Most of Risen's surprises are welcome, but a few--treasure chests that spring traps on you and trap doors that are hard to see in the poorly lit dungeons--are not.

Even with the best weapons, spells, and armor equipped, you always feel surprisingly fragile as you explore scattered ruins and volcano innards. You eventually lord over those pesky stingrats and have a fighting chance against reptilian priests and undead beasts, but even at higher levels, you won't feel all that powerful. Especially during the final act, almost every encounter is a matter of life or death, so expect to use the quicksave and quickload buttons frequently. Unfortunately, Risen's combat doesn't offer enough precision to let you feel in control of your own destiny. The big problem is the bizarre automated target lock that focuses your view, and your attacks, on a single enemy. It's too sticky, particularly when you're blocking, and makes fighting multiple enemies in battle a hassle. The game might target a different foe than the one you mean to attack, giving another enemy a chance to flank while you adjust--and you'll grit your teeth when your sword harmlessly clips through a closer enemy because the one behind it was targeted. You're meant to play defensively, but enemies are unpredictable, and it's hard to get a feel for the right time to strike back. Fortunately, you're occasionally accompanied by a companion of your own, which makes battles a lot more fun. Spells, scrolls, and ranged weapons also help ease these woes, but while you get used to the melee combat in time, it's too sloppy to fully embrace.

Awkward moments aren't limited to combat. Risen doesn't possess the substantial collection of frustrating bugs of developer Piranha Bytes' previous effort, Gothic 3, but you will run into any number of glitches and other oddities--enough of them to make the game feel unfinished. There are all sorts of dialogue and voice-over issues. Lines may be spoken out of order, the wrong character may speak the displayed dialogue, or the spoken line may be completely different from the written one. There are character labeling inconsistencies: An ogre labeled "Dork" is referred to in dialogue as "Drok," while in another similar circumstance, the two names given to the same character aren't even close. Other technical flaws are more annoying. For instance, a character that joined us on a quest was later classified as an enemy and ordered to attack by his swashbuckling boss. He would continuously attack but could do no damage nor take any, following us around and swinging his sword like a lunatic because the game classified him as both friend and foe. You might walk through a doorway only to find yourself on the roof, try to drink from a water barrel but get stuck on a rock, or sneak up a stairway only to have a tiny step at the top knock you out of stealth stance and trigger a nearby guard. Risen's nuts and bolts are in place, but they needed tightened up. As a result, the framework feels a bit rickety.

Risen does not boast cutting-edge visual technology, but it is an attractive game, if not quite a standout. Green meadows look lush and appealing, and you can practically feel the stagnant mist on your skin as you wander through swamplands. The over-dark dungeons need a touch of atmosphere; they cry for better color contrast and more effective lighting, and you'll cry for them too when you miss the indications of a trap due to the dim surroundings. Yet other areas look terrific, such as looming cliffs dramatically connected by a suspended bridge. The world offers few visual surprises--Risen looks like a typical fantasy game--but environments are delivered with enough flair to mask the scattered presentation blemishes. The same could be said about the sound design. The music is standard for the genre: pretty enough to set the right mood and not grate, but not powerful enough that you'd want to buy a recording of the soundtrack.

Risen's flaws are notable. The unsatisfying combat lacks precision and flow, and bizarre quirks are common enough to make you wish the game had spent more time in development. But these problems aside, the game makes you care about its characters, which gives its main quest a sense of urgency few RPGs can match. It takes time to make an impression, but give it a chance: Risen will grow on you, and when it does, you may very well be hooked.

Half-Minute Hero Review

Half-Minute Hero Review

This unique role-playing game's spritely charm and frantic pace will delight you for far longer than its title suggests.

The Good

  • Fast-paced, fun gameplay
  • Novel time concept
  • Entertaining plot
  • Good variety of gameplay styles
  • Great 8-bit presentation.

The Bad

  • Repetitive objectives
  • Bosses are too easy
  • Some minor slowdown.

While traditional role-playing games have their perks, they're often loaded with hours of tedious grinding and dozens of melodramatic cutscenes that take as long to watch as they do to unlock. Half-Minute Hero eschews all that in favor of fast-paced action, breathing fresh life into a genre in which minigames and stat management are often as prevalent as enjoyable quests and combat. The resulting experience is invigorating and fun throughout a variety of different gameplay styles, if only slightly marred by some redundancy and minor quirks.

An amusing storyline neatly split into segments provides a good backdrop for the cleverly designed gameplay, and though initially confusing, it soon forms a cohesive plot. The benevolent Time Goddess has defeated the Ultimate Evil Lord, providing just enough peace for humanity to flourish as sinister forces recuperate. A pantheon of oblivious, egotistical heroes gathers to save the world from these foes, and they frequently spout off witty remarks and cheap puns in an amusing manner. Each storyline segment is full of sarcasm and cracks at traditional RPG rules, which anyone who remembers those bygone 8-bit days should really enjoy.

Half-Minute Hero's most fun and rewarding element is its innovative time concept, which it cleverly implements by having you complete objectives in just 30 seconds. Such a strict time limit shifts the focus from standard RPG elements, like collecting items and exploring, to making every second count as you race against the clock, which is an invigorating change of pace. If whizzing through stages in 30 seconds sounds nigh impossible, that's because it usually is--but the intriguing Time Goddess mechanic allows you to extend the timer in exchange for cash collected from fallen enemies. The game's real thrill comes in managing your remaining time, which adds intensity by forcing you to balance every activity--from equipment raids to leveling--against the clock. This enables you to speed through the game as you wish, or you can go that extra mile and risk global annihilation for rare gear and better stage rankings to show off to friends.

Each of the four modes focuses on a different style of gameplay, and despite relying on bare-bones mechanics, they remain enjoyable and perfectly suited for portable play. Hero 30 is a high-speed RPG; Princess 30 is a classic shooter; Evil Lord 30 is a basic real-time strategy game; and Knight 30 is a simple action game. Hero mode is especially gripping, emphasizing speed more fervently than the other modes by encouraging you to plow through enemies and dash over continents in basic exploration. Optional side quests built around the time of day keep things fresh, visits to towns satiate your need for story, and loot drops will keep those of you with a penchant for character progression coming back for more. Princess mode is gratifying despite its linearity, featuring brutish monsters and plenty of power-ups to spruce up the action, though it quickly devolves into pounding the forward-shoot button. Evil Lord mode involves monster summoning and provides the most depth, using a rock-paper-scissors mechanic to determine your ally strength. For example, large monsters easily tackle small ones. It's fun to dodge attacks while overwhelming foes, but minor slowdown and slight AI slipups that prompt your monsters to stumble into walls are irritating. Knight mode is the most interesting because it implements an escort theme, challenging you to protect a companion by guiding him through mazes. You have a nice range of upgradable traps at your disposal, but it's much more entertaining to swing pointy sticks at monsters.

There are a few quirks, but they're relatively minor aggravations. Gameplay suffers from some redundancy, because the four main modes recycle their objective for each stage; this makes every mode slightly repetitive by the half-way mark, which is a little disheartening for a game that so strongly emphasizes variety in every other aspect. Easy bosses are another mild disappointment; they rarely require any form of strategy to defeat, but they do pose a time challenge and keep the pressure up.

While completing the first four modes is a fairly simple process, the game ramps up the difficulty for the final two, putting your time management skills and mastery of the core Hero mode to the test. In Hero 300, you have 300 seconds to save the world from a new threat. While you're given more time, you're stripped of the time-rewind feature and start the mode off penniless and naked in a barren wasteland, which makes properly equipping yourself much more difficult. You're also covering more ground and fighting multiple bosses in tighter time constraints that vary by the map, which produces a demanding yet immensely satisfying journey. The mode makes no excuses for its exacting nature or the numerous attempts it will take you to best it, with exhilarating gameplay that's challenging without feeling cheap. If you remain undaunted by Hero 300, you can unlock Hero 3 and experience the outrageous madness of saving the world in just three seconds--an incredible feat that will really test your mettle.

The game's retro aesthetic is enhanced by adorable 8-bit character sprites and a vibrant 2D world. Fancy spell and disaster effects, along with brief cutscene artwork, highlight the story's key elements without disrupting the nostalgic atmosphere. Attack sounds are crisp, while an impressive soundtrack sets the tone for each mode's gameplay style by incorporating energizing scores for Hero modes and sweet melodies in towns and in escort missions.

You'll spend roughly 15 hours completing the game, but Princess mode feels a bit shortchanged at an hour's length. The lack of any underlying depth, such as skills to master and dungeons to explore, limits your motivation to revisit Story mode for better scores. Fortunately, ad hoc multiplayer boosts replayability by pitting you against friends in a feverish race to defeat the boss in Hero mode. Though Half-Minute Hero may be troubled by repetitive objectives and trivial flaws, its cute presentation style and great speed-driven gameplay offer an enjoyable adventure you won't soon forget.


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