Point Blank

Posted by Rio

Publisher : PT. KREON
Website: http://www.gemscool.com
Payment: Free to Play with Item Mall

Apakah komunitas gamers Indonesia sudah bosan dengan Counter Strike yang sudah berumur lebih dari 10 tahun dan sedang mendambakan sebuah game first person shooter baru yang mendukung fitur online seperti private room, clan support, ranking system, cuztomizable weapons, characters, dan lain-lain? Mungkin ini adalah saatnya bagi para gamer penggemar game FPS (First Person Shooter) mencoba hal yang baru, karena akan ada game baru dari Korea yang akan segera masuk ke Indonesia.
Mungkin karena hal di atas PT. KREON mempertimbangkan dan memutuskan untuk mendatangkan game FPS terbaru yaitu POINT BLANK sebuah game online first person shooting dengan realistik tinggi.

Introduction
CT-FORCE


Akibat konflik dengan imigran yang semakin meluas, pemerintah memutuskan dibentuk suatu organisasi khusus untuk menghadapi para teroris. Sejalan dengan itu meningkatnya ancaman teroris dari organisasi Free Rebels,

Pemerintah kemudian mengirimkan bantuan pasukan terbaik yang pernah ada di pemerintahan yang kemudian datang dan bergabung dan berganti nama menjadi CT-FORCE (Counter Terrorist Force)

FREE REBELS



Semakin bertambahnya imigran yang tidak mendapatkan pekerjaan dan terusir dari masyarakat, sehingga untuk bertahan hidup para imigran kemudian melakukan berbagai macam tindak kriminal dari perampokan hingga pengedaran obat-obatan terlarang. Aksi kriminal ini berkembang menjadi gerakan yang teroganisir hingga terbentuk organisasi yang dinamakan Free Rebels.

System Required
Minimum Spec

* CPU : P4 2.4G / Athlon 2500+
* Ram : 512 MB
* VGA : 128 on board/off board

Recommended Spec

* CPU : P4 3.0G / Athlon 2500+
* Ram : 1 GB
* VGA : GeForce 6600

Game Mode
Team Death Match

Pertempuran yang serba cepat biasanya untuk melatih kemampuan bermain.

Explosion Mission

Pemain harus memiliki strategi dan kerjasama tim yang baik untuk bisa memenangkan mode permainan ini.

Destruction Mission

Masing - masing tim harus menghancurkan objek yang disediakan untuk mendapatkan poin.

Weapon System

Di dalam Point Blank disediakan berbagai macam senjata masa kini yang bisa dipilih dan dimodifikasi tergantung selera dan gaya bermain pemain itu sendiri.


Clan System

Fitur Clan yang mendukung komunitas Online FPS terdapat secara in-gamedi dalam Point Blank dengan fitur tambahan seperti Console Clan Managerhingga Unique Clan Mark/Logo, serta Clan Chatting dan Clan MatchMaking. Bermain bersama teman di Point Blank jelas menjadi lebih mudah dan lebih seru.

Characters

Point Blank menyediakan banyak pilihan karakter yang dapat dikustomisasi lagi sesuai keinginan pemain.


Maps

Saat ini Point Blank sudah memiliki hampir 20 map yang berbeda, masing-masing memiliki keunikan dan strategi yang berbeda pula.


Fitur-fitur utama Point Blank yang tidak dimiliki oleh Counter Strike:

Persistent Characters

Di dalam Point Blank, kamu memiliki satu karakter yang akan terus berkembang dan akhirnya menjadi presentasi dari seluruh kemampuan dan gaya bermain kamu.Karakter akan memiliki kustomisasi kostum, senjata, serta rank dan title tersendiri. Statistik karakter yang tinggi bisa mempresentasikan kemampuan pemainnya yang juga tinggi.

Mission

Mission di dalam Point Blankmemberikan sesuatu yang berbeda untuk kamu lakukan ketika sedang bermain, tidak hanya sekedar menang secara tim, misi-misi yang ada umumnya cukup simpel seperti membunuh musuh dengan senjata tertentu,atau melempar bom asap, dan lain-lain. Ketika misi ini diselesaikan pemain akan diberikan imbalan berupa medali untuk mendapatkan Title yang bisa menambah kekuatan karakter.

Guild Support

Point Blank memiliki fitur dukungan terhadap guild yang sangat baik, dari pembuatan dan pencarian guild cukup mudah dilakukan di sini. Statistik dan prestasi guild juga akan secara in-game tercatat dan dapat dilihat pemain lain.




Graphics

Tentu saja dari sisi grafis Point Blankjauh lebih baik dan modern menggunakan engine buatan sendiri dari Zepetto. Namun yang menarik adalah system requirement yang ternyata tidak terlalu besar sehingga akan bisa dimainkan pada komputer dengan spec rendah sekalipun.

Weapons

Pilihan senjata di dalam Point Blank juga lebih banyak dan lebih bervariasi, pisau pun tersedia dalam beberapa jenis dan model, belum lagi senapan dan senjata lainnya.Masing-masing senjata juga memiliki karakteristik yang berbeda sehingga bisa dicari yang sesuai dengan gaya bermain kamu.




Inovative Room System

Inilah "icing on the cake" yang membuat bermain Point Blankmenjadi lebih mudah lagi. Saat pertama kali mendengar game ini akan menggunakan room system, kami sempat terpikir bahwa jika seseorang ingin bermain sekarang, berarti harus membuat room sendiri dan menunggu orang bergabung baru bisa start, atau harus mencari room lain yang sedang menunggu pemain, dan kadang bagi kita itu terlalu memakan waktu.Namun ternyata di dalam Point Blank kita bisa langsung bergabung dan beraksi ke dalam room mana saja yang sedang dalam permainan asalkan masih ada slot pemain, misalnya kamu membuat Room 1 dengan 8vs8 dan baru terisi 10 orang sehingga permainan dimulai hanya dengan 5vs5 saja, pada saat bermain ini, pemain lain bisa saja melihat room tersebut dan langsung bergabung selama belum penuh 16orang. Jadi kamu tidak perlu kuatir harus repot membuat room, mencariroom, atau di kick ketika ingin bermain Point Blank segera.
Tentu saja dengan begitu banyak kelebihan yang ditawarkan Point Blank mengapa harus tetap bermain game yang lama? Mungkin benar bagi beberapa pemain professional di Indonesia Counter Strike masih menjadi satu-satunya jalan menuju panggung kompetisi internasional, namun disinilah peran KREON kita harapkan akan lebih aktif lagi untuk menghadirkan turnamen kelas tinggi, yah mungkin setidaknya bisa mempertemukan pemain Indonesia dengan pemain Point Blank dari negara asalnya Korea.

First Trailer of PES2010

Posted by Rio



Pro Evolution Soccer 2010 Hands-On


We got a brand new look at Pro Evo 2010's new features ahead of the soccer sim's impending launch.

Although it has long been a favourite with football fans around the world, Pro Evolution Soccer is caught on the back foot this year. FIFA has made steady progress in recent years by improving its presentation and gameplay while adding a string of new modes. PES has also received several changes over the past few years in the form of the Champions League, as well as the introduction of its own individual player and online multiplayer modes. Despite these changes, the game hasn't improved much since PES 2007, but thanks to a number of major changes in this year's game, PES could finally be back on winning form. We took a look at the game at the PES League European Finals to find out more.

Player likenesses are much improved this year, including realistic-looking facial features.

The first thing that grabbed our attention was how much effort Konami has put into the game engine this year. Players are instantly recognisable, which is a huge improvement on PES 2009, where some players didn't look anything like their real-world counterparts. Not only do the animations look more fluid, but replays and close-ups reveal an impressive amount of detail, with such minute details as arm hair and sweat revealed when viewed closely. Despite improved models, though, characters could do with more animated facial expressions, and they had a tendency to look a little bit dead-eyed in replays.

The more important thing to note about PES 2010 is the gameplay. The game is returning to its simulation roots this year, and from our time with the game, it felt easier to create space and get the ball through poor defensive lines, which should offer more challenge when playing defensively. While we were previously told that Konami was not implementing 360-degree control this year, the developer has done a backflip and taken a leaf out of the FIFA 10 book to add the new analog control scheme. While seasoned fans may opt to stick to the tried-and-tested D pad option, we felt that 360-degree control was marginally more responsive and well worth consideration as a primary control scheme.

Off the pitch, the big feature this year is the implementation of a new tactics system, which lets you adjust attacking and defending strategies on the fly with 100 different levels of control. If your team is one point down in the closing stages of a match, for instance, you may find that maxing out your attacking tactics for one big push could make the difference between a draw and a loss.

We also got to see this year's Champions League mode, although it's unfortunately still missing some team licences, such as Arsenal. Despite qualifying for the competition, the team is again dubbed "North London" this year, and it wasn't playable in the mode. Notwithstanding some glaring omissions, Champions League looks like it will appeal to fans of the competition, which always offers its fair share of surprises.

PES's gameplay feels more free-flowing this year as it returns to its sim roots.


PES 2010 sees tweaks to other parts of the game too. Penalties return to a side-on view, rather than the front-on view seen in last year's game. We've also been told that the Master League mode has received some substantial changes, but we'll have to wait for final code before we can see them. Pro Evolution 2010 will be out on October 23 in Europe and November 3 in the US. For more PES goodness take a look at our previous coverage.

Batman: Arkham Asylum Review

Posted by Rio




You don't need to be a fan of Batman to enjoy this excellent third-person action game.
The Good

* Story mode really sucks you in
* Uncomplicated combat is fast-paced and looks fantastic
* Tons of cool stuff to unlock, including Challenge mode maps
* Audio and visual presentation is uniformly impressive
* You won't want to stop playing even after you've solved all 240 riddles.

The Bad

* Too tempting to play through the entire game in detective vision mode
* Supervillains that you don't get to fight feel like missed opportunities.

You've heard of Batman no doubt, but if you don't read comics, it's conceivable that you might be unfamiliar with Arkham Asylum. The iconic psychiatric hospital is essentially Gotham City's Alcatraz, and it has housed just about every villain Batman has ever tangled with at one time or another. Now, thanks to Eidos and developer Rocksteady, Arkham is also the setting for a great third-person action game in which the lunatics take over the asylum and only you can stop them. As Batman, you not only get to go toe-to-toe with thugs in fast-paced punch-ups, but you also employ satisfying stealth tactics, play with great gadgets, solve some remarkable riddles, and do a decent amount of detective work. In short, you get to do all of the things that you want to when you don a Batman costume in a game, provided you weren't hoping to get behind the wheel of the batmobile.

The close-ups you're afforded every time a combat sequence comes to an end are always a treat.

Because just about everything else needs to be unlocked, the first time you boot up Batman: Arkham Asylum, your first port of call (after creating or logging into a Games for Windows Live account so that you can save your game) will inevitably be the Story mode. Here, you learn that Batman has captured Joker, and as the lengthy intro sequence plays out, you see him being returned to the asylum under Batman's watchful eye. Joker doesn't seem at all perturbed by his predicament, and it quickly becomes apparent that he has deliberately allowed himself to be captured as part of a grand plan that involves taking control of Arkham Island and throwing a party there with Batman as the guest of honor. Clearly it's a trap, but as Batman (and as someone who demands more than two minutes of gameplay before the credits roll), you just can't walk away from it.

As you take the controls, Arkham Asylum wastes no time throwing you into the thick of the action. Almost immediately, you're rushed by a few of Joker's goons and encouraged to knock them out using both basic attacks and counters. Both the Xbox 360 controller and mouse-and-keyboard control schemes work very well, though the latter occasionally demands a bit more dexterity to perform certain actions. You're free to move between the two options on the fly though, and the onscreen prompts for context-sensitive controls change accordingly. Using just two buttons on your mouse or controller, you can perform a huge number of moves from Batman's superbly animated repertoire, and it isn't at all difficult to string together combos worthy of Hollywood's finest fight coordinators. That's because for the most part, at least early in the game, combat requires you to do little more than mash the attack button and then hit the counter button anytime you notice an enemy with an "I'm about to attack you" icon above his head. None of the thugs that you encounter pose much of a threat individually, but you rarely encounter fewer than three or four of them at once, and often, you'll be up against six or more. Furthermore, the vanilla thugs are joined by enemies with knives, cattle prods, and guns later on, who force you to raise your game and incorporate stun attacks and evasive rolls into your deadly dance routine. Boss battles against supervillains like Scarecrow and Harley Quinn are definitely among the game's highlights, though it's a little disappointing that there aren't more of them. One supervillain in particular makes a number of appearances, but you never actually get to fight him.

Hit Y or the right mouse button, and the attacker with lines above his head will be countered with style.

The combat in Arkham Asylum never gets overly complicated, though the number of moves and attacks at your disposal increases quite dramatically as you progress through the Story mode, earn experience points, and subsequently spend those points on acquiring new combo moves and gadgets. Throws, takedowns, and even batarang attacks can be incorporated into your combos this way, but you never need to press more than two buttons simultaneously, and the timing of your moves doesn't have to be particularly precise. Fighting against mobs of up to a dozen enemies or so is a blast, and while they're not smart enough to all just jump on you at once, they're not stupid either. Given half a chance, thugs will pull pipes from walls to attack you with, pick up boxes to throw at you, and recover weapons from fallen colleagues. Fortunately, there's one weapon that your foes seem blissfully unaware of but which Batman is incredibly comfortable with: the environment.

Your surroundings don't always have a role to play in combat, but during large set piece encounters (many of which can be replayed against the clock in Challenge mode), using them to your advantage is practically a requirement. Picture this: You walk into a large room where eight gun-carrying enemies have been instructed by Joker to keep an eye out for you. You can't leave the room until every single one of them is unconscious, and going toe-to-toe with them isn't an option because--at least as far as this game is concerned--bullets are Batman's kryptonite. What do you do? Job one is to stay out of sight, which can often be accomplished by crouching atop gargoyles mounted high on the walls that, while an unusual interior design choice, make near-perfect hiding spots from which to survey the scene using your X-ray-like detective vision. From a vantage point like that, you can perform glide kicks to swoop down and floor enemies passing nearby, perform awesome "inverted takedowns" to grab guys as they pass directly beneath you and leave them hanging on ropes for their comrades to see, and throw batarangs that serve a number of useful purposes. Or, if you need to move, you can use your grapnel gun to zip to another location. Just be sure to suspend your disbelief as you do so because you're invisible to the enemy when you're in transit.

If this guy had looked up he might have seen the inverted takedown coming.

Once you've thinned your number of enemies a bit, it's safer for you to move around on the ground, and that's when you can really start to use the environment to your advantage. You can rig explosives to bring walls and ceilings down on top of enemies, crash through windows and ceilings, hide in floor grates and emerge directly behind unsuspecting enemies, and, well, you get the idea. All of these actions can be performed quickly and easily, but that doesn't make them any less satisfying when they work.

The reactions of enemies who know that their colleagues are being picked off one by one adds massively to the feeling that you're playing as a bona fide superhero. As their numbers diminish, enemies become visibly more scared--they start to move around in pairs rather than individually, press up against walls and lean around corners, and ultimately get so panicked that they fire a shot anytime they turn a corner. Listening to their superbly voiced conversations clues you into their state of mind as well. Initially, your enemies will be quite bold, loudly making threats and musing on how famous they're going to be for killing you. But as the odds gradually shift in your favor and Joker taunts them, they exude less and less confidence--ultimately sounding like they're resigned to their fates and might start crying at any moment.
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Batman: Arkham Asylum Review

You don't need to be a fan of Batman to enjoy this excellent third-person action game.
The Good

* Story mode really sucks you in
* Uncomplicated combat is fast-paced and looks fantastic
* Tons of cool stuff to unlock, including Challenge mode maps
* Audio and visual presentation is uniformly impressive
* You won't want to stop playing even after you've solved all 240 riddles.

The Bad

* Too tempting to play through the entire game in detective vision mode
* Supervillains that you don't get to fight feel like missed opportunities.

The quality of the voice acting never falters for a second in Arkham Asylum, and while Mark Hamill's Joker is unsurprisingly a standout, there are great performances from other characters too. Listing them here would be to risk spoiling elements of the story for you, particularly where the other villains are concerned. You just need to know that every character in the game is well written, well voiced, and often well worth listening to--whether it's a supervillain, a thug, an ally, or a lowly security guard.

Over 50 characters from Batman's universe are detailed in unlockable bios.

One character that you definitely want to listen to carefully is Edward Nigma, also known as Riddler. That's because there are no fewer than 240 "riddles" for you to solve on Arkham Island, and doing so not only earns you a good number of experience points but is also the only way to unlock character bios, character trophies (detailed character models that you can examine and admire at your leisure), and Challenge mode maps. The riddles come in a number of different flavors, many of which don't involve riddles at all, and the one thing that they all have in common is that they're rewarding to solve. For example, finding hidden patient interview tapes or chronicles of Arkham affords you additional insight into the asylum's history and inmates, while cracking a cryptic clue to locate an item that you need to take a photo of might make you feel smart and, if you're lucky, earn you enough experience points to purchase your next upgrade. The best of the proper riddles are those that lead you to photograph question marks painted around the island, which doesn't sound very interesting until you realize that these question marks can only be seen using detective vision from very specific locations. That's because these elusive punctuation marks are painted in two parts at different locations that are often quite far apart, so the solution requires you to find both parts and then figure out where to take the photo from so that they line up perfectly. It's clever and compelling stuff, though it does encourage you to spend more time than you'd probably like in detective vision mode.

In fact, it's likely that you'll spend a good portion of your time with Arkham Asylum in detective vision mode even if you're not looking for hidden question marks. In regular vision mode, you just get to see that this is a great-looking game with superb animation, excellent lighting, and impressive attention to detail. But when you switch to detective vision, you can immediately spot destructible surfaces, more easily locate hidden items, and spot enemies through walls. You can even tell at a glance which of those enemies have guns and which don't because they're colored differently. It's unfortunate that the predominantly blue-with-white outlines vision mode is so invaluable because, while it's an interesting look, it's akin to reading a black-and-white photocopy of a beautifully colored comic book.

Detective vision mode makes it easy to spot nearby threats, among other things.

If you're a fan of Batman comic books, you should feel very at home in Arkham Asylum. There are plenty of nods and winks to inmates who don't actually appear in the game, and even some of the minor characters have neat backstories that are faithful to their previous, infrequent appearances in comics. You shouldn't feel intimidated if you're not that familiar with Batman, though, because the game does a great job of giving you all of the information you need, as well as plenty that you don't. For example, taking the time to read prominent character Harley Quinn's bio and listen to her patient interviews offers valuable insight into her motivations that might add to your enjoyment of the game, while unlockable information on such characters as Prometheus, Calendar Man, and Humpty Dumpty just adds a little flavor.

More significant unlockable content comes in the form of eight challenge maps, which come in regular and extreme difficulties for a total of 16. The maps are based on areas that you visit in the Story mode, and the challenges are split 50/50 between purely combat-oriented sequences and stealth-based "Predator" gameplay. In the former, you're pitted against four increasingly tough waves of enemies and score points for performing combos, avoiding taking damage, executing ring outs, and using a variety of different moves. In the latter, you're dropped into a level where every enemy has a gun and your goal is to take them all down as quickly as possible. The twist is that to earn a respectable position on the online leaderboards (which you need a Games for Windows Live account to access) in the Challenge mode, you also have to earn medals, and in order to do that, you have to deal with some of your enemies in very specific ways. During a stealth challenge, for example, earning the maximum possible three medals might require you to perform a silent takedown from behind and an inverted takedown, as well as pull an enemy down from a walkway while hanging from a ledge.

Joker is ever-present, taunting you via TV screens and PA systems.

The medals get even more demanding in extreme challenges, where you need to knock guys out while crashing through windows, pull floors out from underneath multiple enemies, and even cause three different walls to fall on three different thugs simultaneously. In regular stealth challenges, the wall-mounted gargoyles are your best friends, but on extreme maps, all of the gargoyles are booby-trapped to blow up shortly after you land on them. Robbed of these safe vantage points, you have to spend a lot more time moving around on the ground, which--because you have detective vision--you can do without needing to stop and peek around every corner. Stealth gameplay is almost never this fast-paced or action-packed, and it's rarely this fun.

Regardless of whether you're getting sucked into the Story mode or competing for high scores in the Challenge mode, Batman: Arkham Asylum does an outstanding job of letting you be Batman. Everything about this game--the impressive visuals, stirring soundtrack, superb voice acting, fiendish puzzles, hard-hitting combat--feels like it has been lovingly crafted by a development team that's both knowledgeable and passionate about the source material. Miss out on this one and the joke's on you

Operation Flashpoint: Dragon Rising

Posted by Rio




We check out the two multiplayer modes in Codemasters' upcoming realistic military shooter.

"This is not really a Rambo game."

So says Codemasters executive producer Sion Lenton of the upcoming Operation Flashpoint: Dragon Rising for the Xbox 360, PlayStation 3, and PC. He's not exaggerating either--in this hyper-realistic first-person shooter, going lone wolf will often get you cut down in the line of fire. Success in Dragon Rising, therefore, is measured in steps where every decision you make on the battlefield needs to be carefully considered and expertly executed. Codemasters reps, including Lenton, recently visited GameSpot offices to show off the multiplayer modes in the game, which look to be just as demanding as those found when playing solo.

There's a fair bit of lore in Dragon Rising's near-future campaign setting, but the essential facts are these: The year is 2011 and China, Russia, and the US are feuding over an oil-rich island off the eastern coast of Russia. The island, known as Skira, is a real place, though Lenton told us that the in-game layout of Skira is actually based on an Alaskan island deemed to be more topographically interesting than the real thing. The campaign follows the fire teams on the ground as they look to sort out the Skira kerfuffle in the only way that makes sense in video games: gunning it out.

Though you can play the campaign solo or with a friend via co-operative play, our focus was on the game's multiplayer modes. There are two modes to speak of: Annihilation and Infiltration. Annihilation mode is essentially Deathmatch with two teams going up against one another on a specific section of Skira. Infiltration mode tasks teams with certain objectives--one team might look to assault and destroy a specific target, for example. The difference here is that the attacking team will have fewer forces at hand but will be better equipped, while the defending force will have more numbers but fewer weapons at hand.

In both Annihilation and Infiltration modes, each human player involved in a match will have a squad of three AI-controlled soldiers. Just as in the single-player game, you'll be able to issue orders to your squadmates, essentially making them an effective part of your attack (or defense). The command radial menu at your disposal is unchanged from the single-player game and will let you set targets for your squadmates to maneuver to, as well as set more specific orders, such as formation and specific rules of engagement. As Lenton told us, the AI squadmates have been designed to be self-sufficient and a help in battle (they even have minds of their own, it seems, and won't run willy-nilly into a kill zone despite your direct orders). At the same time, the AI commands are specific enough for players who want to dig deeper into the menus and really micromanage their fellow soldiers.

In the Annihilation match we watched, two teams of forces battled it out in a timed match, with both teams looking to take control of a bridge that acted as a choke point on the map. The same realistic injury model is fully in place in multiplayer--where one shot can take you out or severely injure you. If you take a bullet in the arm, your aim will be affected; if you take one in the leg, you'll be hobbling...and leaking blood all the while. If you don't get patched up, either by a medic or with a medikit in your pack, it'll be over for you. Despite the game's huge maps, you'll be respawned near any of your surviving squadmates; though if you all die, you'll respawn back at the start, which can result in quite a hike to get back to the action.

In the Infiltration match we saw, the attacking team's long hike to the objective gave the defending team time to set up the defenses. With more troops at your disposal, you can instruct squads to man strategic points, such as sandbag placements or mounted guns, as you wait for the attack to begin. The special ops team--armed with better weapons like sniper rifles, mines, and so on--will need to do some recon before they attack to try to figure out where enemy troops are stationed.

Running on the Ego engine that also powers Codemasters' racing games, such as the Dirt and Gird series, Dragon Rising has a look all its own. It is one that, according to Lenton, borrows more inspiration from war-time documentaries than feature films. As a result, the game's got a grimy look to it, full of sophisticated particle effects that add a layer of grit and haze to your surroundings and makes enemy soldiers that are already tough to find in the huge levels that much more difficult to spot.

Operation Flashpoint: Dragon Rising is about as far from run-and-gun action as you can imagine, and that slower pace will require a measure of patience on behalf of the player who will need to front-load lots of planning into a level before the bullets start flying. Those with a head for strategy, heads up: Dragon Rising is set for deployment on October 6.

Resident Evil 5 Review

Posted by Rio




Resident Evil 5 is a fun and frantic evolution of RE4's breakthrough gameplay and the series' horror themes.
The Good

* Beautifully detailed graphics and character animations
* Having a partner enhances the fun and excitement while adding tension
* Real-time menu system keeps you immersed
* Plenty to do once you've beaten it
* Superior keyboard/mouse controls.

The Bad

* Frustrating hurdles to leap when joining an online game
* Slow, deliberate movement and gunplay may not appeal to everyone
* Can't swap weapons with a human teammate online.

Thirteen years ago, Capcom helped revolutionize the action adventure world with Resident Evil, a game that would define an entirely new genre dubbed "survival horror." In the years that followed, the series continued to build upon the standards set by the first game, Then, in 2005, Resident Evil 4 radically departed from its predecessors and broke new ground as a more action-oriented game. Resident Evil 5, the latest offering in the long-running series, expands on the action-heavy formula of its forerunner and is built from the ground up to support cooperative gameplay. Though it can no longer be considered a survival horror game, Resident Evil 5 manages to retain and effectively translate the most important aspect of that genre--tension--into its new mechanics. It crafts a fun, collaborative experience that will keep you on your toes the entire time.

Having two agents in the field lets you team them up to trade weapons or push dumpsters.

Ten years after the destruction of Raccoon City, former S.T.A.R.S. Alpha team member Chris Redfield is an agent of the B.S.A.A. This paramilitary anti-bio-organic weapons organization travels the globe to seek out and destroy Umbrella Corporation's creations, which have fallen into the hands of terrorists following the collapse of the multinational pharmaceutical company. When Chris gets a tip that a known weapons dealer will be making a big deal in the remote African nation of Kijuju, he heads there to put a stop to it and learn what he can about the mysterious doomsday project known only as Uroboros. Chris is joined by Sheva Alomar, a local B.S.A.A. agent, and together they battle wave after wave of infected villagers, horribly mutated monsters, and even series archnemesis, Albert Wesker.

The core combat mechanics haven't fundamentally changed since Resident Evil 4. The action still unfolds from an over-the-shoulder perspective, certain battles or cutscenes are accompanied by brief quick-time events, and you still have to stop moving to fire your weapon (though you gain a bit more mobility thanks to your newfound ability to walk sideways). Resident Evil 5's slow movement and gunplay take some time to get used to, and folks expecting a run-and-gun game may find the action too sluggish for their tastes. Fortunately, this slowness isn't really an issue within the game, because enemies are deliberate with their attacks and are better handled with a cool head and steady aim. Though the Xbox 360 controller is fully supported, the standard keyboard/mouse combo offers vastly superior aiming precision and control, which makes it by far the better option.

Regardless of how similar the combat in Resident Evil 5 is to its predecessor, the addition of a second character makes encounters feel quite different. Teamwork is necessary to take down more powerful enemies and bosses, and having someone to watch your back goes a long way toward keeping you alive. Furthermore, there have been radical changes made to the inventory management system. The immersion-breaking briefcase from the previous game is gone, and enemies no longer politely wait for you to rummage through your things because bringing up your armory doesn't pause the action. Each character can store up to nine items, and as long as you properly organize your inventory using the simple click-and-drag interface, all of your items are only a single keystroke away, which offers an unprecedented level of accessibility to your gear. It's often necessary to trade items with your partner, and keeping track of who has what at all times is crucial, especially during boss encounters.

Inventory management is easier than ever when you can click and drag items around with your mouse.

Sheva's artificial intelligence makes her a competent companion, though her degree of skill seems to rely more on her armaments than anything else. She is extremely good at using burst fire with a machine gun, for example, but she tends to waste ammo when equipped with a handgun. That said, at no point does she feel like extra baggage that needs babysitting (unlike some of the series' previous companions), and she can hold her own in a fight. Sheva really shines when there's someone else controlling her. Resident Evil 5 supports online co-op play through Games for Windows Live, and exploring Kijuju with a friend greatly enhances both the experience and the fun factor. Every game has the potential to go multiplayer, since other online players can join in on a free-for-all or invite-only basis if your game session is set up to allow this from the get-go.
Despite these conveniences, there are some frustrating hurdles that need to be leaped over before a partner can begin playing. Co-op isn't drop-in, so if someone joins, gameplay is interrupted and immersion is broken to some degree because the player who joined has to sit on the sidelines until the host either restarts or continues on to the next checkpoint. Another major problem is that players' main inventories are isolated from one another, and though you can trade healing items and ammunition, weapons are off-limits for exchange, making some battles more difficult if you're playing with a partner who is not as well equipped as you.

That's it for today. Be sure to read the chapter on gun maintenance--you WILL be tested!

Resident Evil 5 isn't a survival horror game, but that doesn't mean it hasn't learned a great deal from the genre. Tension is the central element of survival horror games, and in the past, tension has been conveyed by the gloomy settings, the sense of isolation, and the frustratingly clunky camera angles and controls. All RE5 does differently is convey this feeling through other outlets. Having a partner introduces new types of tension, because you're forced to rely on each other's support, find ways to manage both of your inventories during battles, and cover larger areas since enemies can appear from almost anywhere. Waves of enemies wax and wane with just the right frequency, and while the brightly lit environments make them less scary, they can be tough to deal with because they attack in large numbers and are smarter, faster, and stronger than their counterparts in previous games. Major encounters and boss fights are doled out with excellent pacing, and since you're never sure what to expect around the corner, you have to remain vigilant.

RE5 is one of the most visually stunning games available, and its huge variety of environments is meticulously detailed in every way. There are lots of large, open areas, and you'll constantly be on the move through them since there are usually so many enemies. In-game cutscenes are top-notch (though sometimes a bit over-the-top), and Chris and Sheva are incredibly well animated, especially their faces. If you happen to have the right collection of equipment, you can also take advantage of Nvidia's 3D Vision technology to experience Resident Evil 5 in stereoscopic 3D. The dialogue is often full of the trademark goofiness found in the series. The voice acting is competent, and when paired with the excellent facial expressions, it breathes a great deal of realism into the characters. Likewise, the fantastic orchestral soundtrack heightens the gameplay with everything from the low-key, ambient tracks that play during downtimes to the frantic, upbeat songs that accompany the massive boss battles.

On the first play-through, Resident Evil 5 lasts about 12 hours, which is considerably shorter than its predecessor. Once you're finished, though, there's still plenty to see and do. There are hidden B.S.A.A. badges scattered throughout most levels to find; you can strive to get better scores or times in each chapter to show off on the online leaderboards; and there are three initial difficulties available with a fourth unlockable. In-game points can be spent on collectible trophies of various characters and enemies, on additional costumes and graphics filters, and on special infinite-ammo versions of guns that you've fully upgraded. The Mercenaries minigame also returns in a format that is very similar to its last incarnation but with support for co-op. While it's disappointing that the Versus multiplayer mode available as downloadable content on the console releases is nowhere to be seen, a new PC-exclusive mode called No-Limit is included. No-Limit pits you against ridiculously huge mobs of enemies but is otherwise identical to the standard Mercenaries mode.

Having a partner to watch your back can save your life.

Resident Evil 5 successfully builds on the foundation of its predecessor while taking a drastically different direction. Having a partner introduces new degrees of gameplay depth and dramatic tension that make the game much more exciting to play. Though the slower, more deliberate movement and shooting may not appeal to everyone, this sequel's frequent large-scale battles and co-op play still offer a fun and exciting adventure

Star Wars The Clone Wars: Republic Heroes

Posted by Rio

Release Date: 10/6/2009
Platforms: ps2pspdswii
Publisher: LucasArts
Developer: Krome
Gamesite: www.gametrailers.com
Genres: Action
ESRB: RP

Posted by Rio


Clone Wars: Republic Heroes
Droid Jacking Walkthrough
Platforms: PC, PlayStation 3, Xbox 360
Release Date: October 6, 2009
Learn how to control a droid--proper.

Modern Warfare 2 Multiplayer Hands-On

Posted by Rio




During the last few months, Infinity Ward has teased gamers with short multiplayer trailers of the hotly anticipated Call of Duty: Modern Warfare 2. But apart from a few points gleaned from the videos (such as customizable killstreaks, riot shields, and being able to bring the rain with an AC-130), there have been few other details on just how the developer was planning to improve on the impressive multiplayer offering of the first Modern Warfare. That changed overnight: Infinity Ward released a ton of new information about online play in Modern Warfare 2 and allowed hands-on sessions for the first time. Greater customization, improved perks, deathstreaks, and new weapons and attachments are just some of the additions, which is all adding up to plenty of reasons for even the most dedicated prestige players to come back and wage war again.

Welcome to Rio! Have you met my gun?

First up, let's check out that awesome AC-130. If you thought calling in a helicopter strike was intense in Modern Warfare, then you'll be blown away by the destructive power of the 55 tons of flying death that is the Lockheed AC-130, which was featured in the Death From Above mission in the first game. You'll need to be a pretty elite player to get the AC-130 (because it requires 11 kills in a row), but once you do, it will be enough to send all your enemies cowering in fear. But even this massive piece of air support is not a confirmed match winner--the AC-130 sticks around for only 30 seconds, you are vulnerable while using it (because your character will be controlling the plane while crouched using a remote laptop), and organized enemies can take it down using RPGs and other antiaircraft weaponry.

The AC-130 is one of the new killstreak bonuses in Modern Warfare 2, a system which has been expanded with the addition of new rewards as well as the ability to choose the order in which you unlock them. While you'll still get the UAV bonus at three kills, a missile strike at five, and chopper support at seven, you'll also get care packages, counter-UAV, sentry guns, and, of course, the AC-130. The Care Package is an interesting addition: you'll gain this after a four kill streak, and when used, it drops a supply crate onto your chosen point in the map. What's inside the Care Package, however, is random. It could be as simple as ammo, or it could be a killstreak reward, allowing you to access the higher bonuses without having to do the tough work of killing your opponents. It's a potential match winner and will allow even novice players the opportunity to use the longer killstreak bonuses (at least if they get lucky with a package). Care Package users need to be careful, though, as enemies can also open the package and steal whatever goodies lie within.

Balancing out the improved killstreaks are new deathstreaks, which are rewards that are conferred onto players if they're killed multiple times in a row. The deathstreaks we saw (which kicked in at three deaths in a row) were copycat and painkiller. Copycat allows you to "steal" your killer's class and loadout (even if you haven't unlocked those weapons), while painkiller gives you a temporary health boost when you first respawn. These bonuses obviously aren't as powerful as killstreaks, but they may be just enough for players who are getting constantly squashed to score a morale-boosting victory now and again.

You can customize which killstreaks and deathstreaks you bring into battle, which is just one part of Modern Warfare 2's improved class creation system. Both primary and secondary weapons can be fitted with attachments and camo, with Infinity Ward reps telling us the list of adds-on has increased significantly (silenced shotgun, anyone?). Players also have a new equipment slot that they can customize. Mapped to the right bumper, this equipment slot allows you to swap out frag grenades and instead choose from a list which includes throwing knives (a one-hit kill), a blast shield, semtex (explosives which stick to an enemy when thrown), tactical insertion (where you can choose your next spawn point), and two others which were locked in the multiplayer build we played.

Riot shields take a lot of damage to crack.

Adding further to this depth of customization are new call signs that you can attach to your character. These call signs--which will be visible during all multiplayer matches--will act as a signpost to your foes as to how well you've played the game. Call signs (which consist of an emblem and a title) are unlocked depending on your achievements within multiplayer matches. Use the riot shield constantly, for example, and you'll unlock shield-specific call signs. As for perks, they're back in greater numbers in Modern Warfare 2. Infinity Ward said they took on board community suggestions when revisiting the perk system, resulting in additions, tweaks, and outright omissions. Frag X 3, for example, has bitten the dust, while widespread calls for two attachments on a weapon resulted in the creation of the Bling perk (which, as you can guess, lets you put two attachments on a gun). While we didn't see the final unlocked list of perks, we did manage to spy a few new additions/tweaks to old perks, including Cold-Blooded (makes a player invisible to UAV, sentry guns, thermal imagery, and air support), Scavenger (full resupply of ammo from dead enemies), Commando (increased melee distance), Marathon (which allows you to sprint indefinitely), and Scrambler (the ability to jam every radar). And in a neat addition, if you use a perk enough, it will upgrade to a second level where its abilities are further enhanced. The old perk Sleight of Hand, for example, allowed you to reload more quickly, but if you achieve its upgrade, not only will you be able to reload faster, but the speed at which you look down the sights of your weapon also improves.

Look! Up in the sky!.

When it comes to maps, don't expect your favourites from the first game to make an appearance. Infinity Ward says Modern Warfare 2 will feature all-new maps, although a final number hasn't been confirmed. The old maps were ditched due to gameplay reasons, according to the developer, because some of the new features being added didn't gel well with the size, layout, and design of the old maps.

So with all these additions, how does the game actually play? We tested out the game on three maps--Afghan, Highrise, and Favela--playing a variety of modes, including team deathmatch, domination, and a new mode called demolition. Afghan took place in a desert area that featured a downed plane in the middle of the map that was surrounded by small caves and narrow passes. Highrise was set on top of a group of buildings, with a large central rooftop area acting as an arena for many fierce battles. Favela is set in the slums of Rio de Janeiro and is a maze of tight alleyways, decrepit multistorey houses ideal for camping, and abandoned cars. As you'd expect from Modern Warfare, the pace was furious and lots of fun, especially in the narrow confines of Favela. Demolition is an interesting addition, with one team having to protect two large explosive devices, while the other team has to try to activate them for detonation.

As in the original, you'll get to choose from some premade classes for your first few matches. The premades in Modern Warfare 2 are the grenadier, sniper scout, overwatch, first recon, and riot control. Of these, riot control is bound to be a favourite. With this class, you'll get a riot shield and be able to dual-wield a pair of SMGs from the get-go. The riot shield is an extremely hardy defensive tool, able to soak up a ton of damage before breaking (up to two full magazines with some of the weaker weapons and most of the force of a grenade). Better still, slinging the riot shield onto your back while you have your SMGs out gives you protection from bullets coming in from the rear.

When it comes to looks, Modern Warfare 2 has few peers. The game simply looks great, with plenty of outstanding detail present in the three maps we played (newspapers exploded into tiny pieces when hit by gunfire, pots crumbled realistically, and fire hydrants sprayed gushes of water when damaged).

There are plenty of effects on show in each level.

Despite the mass of information unveiled about the multiplayer side of Modern Warfare 2, there are still plenty of unknowns, with the crew at Infinity Ward keeping some details secret. How prestige levels will work in the game, for example, is still under wraps, although we're told that they will definitely be in Modern Warfare 2 (as well as a higher level cap). And will there be greater streak rewards past 11 kills, and if so, what will they be? We'll have more on Call of Duty: Modern Warfare 2 soon
# Platform: PC
# Release Date: Nov 24, 2009
Source : gamespot.com

Posted by Rio


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Call of Duty' trademarked for films

Posted by Rio

In May, outspoken Activision Blizzard CEO Bobby Kotick told The Hollywood Reporter that his company was toying with the idea of a reality TV show based on its Guitar Hero series. The same article quoted an anonymous source inside Activision as saying that another of the publisher's megahits, Call of Duty, was "being talked about for the big screen."

The new Modern Warfare 2 trailer shows the White House under siege by a lot more than the press corps.

Now, it appears that Activision has taken the first concrete step toward making a Call of Duty film. According to a US Patent & Trademark Office filing uncovered by the appropriately named blog Trademork, the publisher has trademarked the term "Call of Duty" for use in "pre-recorded movies featuring comedy, drama, action, adventure, music, theatrical performances and/or animation."

Activision's filing was made on September 21 and was still in process at the USPTO as of September 30. News of its existence comes the day after the publisher gave the world a taste of what a Call of Duty movie might look like with a two-minute trailer for Modern Warfare 2. The sneak peek at the game, due out November 10, has a cinematic sweep, with US forces fighting both RPG-wielding guerrillas and Russian terrorists committing an airport massacre. It ends with a literal bang, showing Washington, DC, as a war-torn, flaming ruin.

#1 Call of Duty: Modern Warfare 2 #2 Operation Flashpoint: Dragon Rising #3 Assassin's Creed II #4 Left 4 Dead 2 #5 Borderlands #6 Dragon Age: Origins #7 Battlefield: Bad Company 2 #8 NBA 2K10 #9 Risen #10 Need for Speed SHIFT

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