reldas
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i am making a website and i want to put a contact me thing on it so people can email me with problems question and suggestion but i dont no how to do this i have a hotmail account plz i really want this and also if anyone could help out with a guestbook thing that would be great -----This is not a tutorial. Moved from [How-To's and Tutorials > HTML, XML and other Markup Languages] to [How to's and Tutorial Request Section]-----szupie
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The Good: Same great environmental puzzles you loved from the first two games; lengthy, well-paced campaign; speed kills keep the action moving; fun and challenging boss fights; prince lost the baditude.The Bad: Certain scenes rely too much on trial and error; start of story may cause confusion for series veterans; some minor sound/save glitches.The Prince of Persia: Sands of Time trilogy has always been known for its tight controls and satisfying environmental puzzles set in beautiful levels. The series' control scheme has served as a model for countless other games that also feature an acrobatic protagonist like the prince. The same great interface remains in the third game of the series, The Two Thrones. Like the other two games, you'll find yourself wall running, jumping, flipping, and vaulting your way up fiendishly designed environmental puzzles, as well as fighting vicious enemies with the improved combat system introduced in the last game, Warrior Within. The prince has a few new tricks up his sleeve as well, but longtime fans of the series should still feel right at home.The story of the Sands of Time trilogy began with the prince's army attacking and conquering the capital of the Indian empire. In the midst of the battle, however, an evil vizier caused the release of the sands of time, wreaking havoc over the city and the surrounding countryside. The prince and an Indian princess named Farah battled together to defeat the vizier, bottled up the sands, and restored the world to a normal state. The story continued in Warrior Within, where an embittered prince set sail for the Island of Time, seeking sanctuary from an unstoppable time creature called the Dahaka, who pursued him endlessly because of his part in unleashing the sands of time. There, the prince battled not only the Dahaka, but also Kaileena, the Empress of Time. Fans of the first game felt the series lost a lot of its soul in Warrior Within, as the suddenly cynical prince was much more arrogant and less likable.The Two Thrones begins with the prince returning to Babylon from the Island of Time with the mortal Kaileena as his new lover (this part of the plot may be confusing to those who didn't see the alternate ending of Warrior Within). As they pull in to the harbor at Babylon, the duo finds the city under siege. Their ship is wrecked by the invaders, and Kaileena is captured by the enemies. You quickly find that the vizier is back and responsible for the uprising. He murders Kaileena and unleashes the sands of time upon Babylon, and the prince must battle to regain his kingdom and avenge Kaileena's death.But it's not just sand creatures and other bad guys from the vizier's army that the prince must fight. With the sands of time infecting his soul, the prince must also battle the whims of his darker, more arrogant side. Throughout the game's long, 12- to 15-hour campaign, the prince will morph back and forth between his normal self and the dark prince. He'll also have internal dialogues between his split personalities, with the original actor from Sands of Time voicing the normal prince, and a new voice actor representing the sneering, more sarcastic dark prince. Here, the game almost becomes self-referential in addressing the popular criticism levied against the arrogant prince from Warrior Within. The internal strife in the schizophrenic prince's mind forms a compelling part of the storyline in The Two Thrones, especially because both the writing and voice acting are pretty good. Turning into the dark prince isn't just window dressing, though. In gameplay sequences in which the prince is his evil self, you'll find that you're much more powerful in combat, thanks to a new weapon called the daggertail. The daggertail is a chainlike weapon that can be swung around to attack multiple enemies, or lashed out like a whip. It also comes in handy for swinging across bars or lamp fixtures, kind of like in Bionic Commando. Unfortunately, this added power comes at a price. Much like playing as the sand wraith in Warrior Within, the dark prince loses health constantly, and it must be replenished periodically by recovering sand from defeated enemies or from breaking jars or furniture in the environment. Unlike the sand wraith, though, the dark prince doesn't get unlimited use of sand powers. The sequences in which you play as the dark prince let you be much more aggressive in combat, as health is never really a concern (you basically get recharged fully with each downed enemy), but the puzzle-solving and acrobatic sequences can be stressful because you have a time limit to get from point A to point B. Fighting as the regular prince is very similar to the previous two games in the series. You can pick up dropped weapons for use in your offhand, which lets you do more powerful weapon combos against enemies. Or you can vault off walls and poles, and even use the enemies themselves to augment your attacks. The fights are as violent as ever--you can behead or even cut enemies in half with the more powerful moves.What's different about the combat in The Two Thrones is the introduction of a stealth-kill mechanic, or "speed kills," as they're called in the game. To execute a speed kill, you'll need to sneak up behind (or drop in from above) an unaware enemy. Tapping one button starts the speed-kill animation. Periodically, the animation will freeze, and you'll have a split second to tap a button to execute a strike. There are a number of different animations, and depending on the enemy it can require you to strike once or up to five times. Mistime any of your strikes and the speed kill will fail, meaning you'll have to fight the enemy the regular way. If you can catch two enemies close together, you can also use double speed kills. Overall, the new stealth-kill mechanic is pretty fun and satisfying to do and watch. The animations are extremely violent; you'll shank your foes every which way in their necks, guts, backs, and chests. The mechanic of doing a speed kill also offers just the right amount of challenge--it's not so easy that they're always automatic, but they're not too hard, either. Most importantly, though, speed killing your enemies means much less time spent in combat, which was never really Prince of Persia's strong suit as a game. We found ourselves rewinding out of failed speed kills to try them again, because they're not only fun to watch, but they also help keep the game moving along. There are also a few boss fights in The Two Thrones, and each of them offers a unique challenge. Many of them will require you to combine speed-kill mechanics with climbing and jumping skills.Speaking of climbing and jumping, this wouldn't really be a Prince of Persia game if there weren't tons of environmental puzzles to solve. As in previous games in the series, you'll be doing a lot of wall running, jumping, climbing, mantling, and trap dodging to find switches that open up doors, or simply to get to broken holes in the wall that will get you to the next room. A number of areas will require you to turn levers and hit switches to operate machinery that changes the position of platforms and other level geometry. Most of these are pretty straightforward, but once in a while you'll run into a puzzle that requires some thought. The game does a pretty good job of introducing complicated rooms with camera flybys and other visual cues, so you'll always know where to go and what you're supposed to be doing.Aside from combat and climbing, there are a couple of chariot race sequences in the game, but these tend to be somewhat frustrating because one small mistake means you're dead. If you're unlucky enough to reach a chariot sequence with few or no sand charges in your dagger, prepare yourself for a lot of trial and error to get through the sequence. Another small thing that's disappointing about the gameplay is that the sand powers take somewhat of a backseat in combat, especially toward the end of the game. Though you'll unlock some sand powers that can be used in combat, speed kills are all you really need in this game. You'll probably end up wanting to save your sand for rewinding time anyway, in case you make a mistake on a jump or on a speed kill. Rewinding time to make up for mistakes in combat or puzzle-solving has been a staple of the series since Sands of Time, and it's still the time power you'll probably use the most by far in The Two Thrones.The Two Thrones still uses what appears to be a very similar engine as was used in the previous games in the series. While it has aged, the game still looks fantastic, especially the large and wondrous-looking levels you explore. Whether you're jumping across rooftops in the city of Babylon, plying its underground caves, or exploring the palace grounds, there's always something pretty to look at. In the PC version, you'll probably notice that textures used for skin and certain parts of the environment aren't as sharp, making it obvious that this version of the game is a console port. However, the deficiencies in the graphics engine are largely masked by lots of light bloom, which creates a soft-focus visual effect that contributes to the fairy tale atmosphere. The game still looks great overall, though, especially because of the prince's great-looking animations while jumping, climbing, or doing speed kills. The game also runs very smoothly, even at high resolution with antialiasing turned on. The music is a marked improvement from the last game, eschewing the annoying hard rock for more traditional Middle Eastern themes and instruments that you'd expect in a game called Prince of Persia. The voice acting is also very good, although the actress voicing Kaileena (who also narrates the game) might be a little too soft-spoken to hear clearly at times. As far as the interface goes, the PC version of The Two Thrones, much like the two games before it, is surprisingly very playable with just a mouse and keyboard. It's certainly much easier to play if you have an analog controller, but dedicated mouse-and-keyboard jockeys still won't have any trouble getting the acrobatic prince to do his thing, whether it's puzzle-solving or combat. The thing is, we couldn't actually get the game to recognize an analog controller. We tried plugging in a peripheral controller, and clicking on default control scheme seems to set up the controller just fine. But in game, no input on the controller seems to register at all. As for other technical complaints, we ran into some minor glitches relating to sound and saves. Sometimes, upon loading the game, the launcher would complain that another application was using the sound driver, even when we shut down all other applications. At other times, the game would freeze up on the save screen. However, a fresh reboot always fixed the sound-loading issue, and we didn't notice the save-screen freezes so long as we avoided switching into other applications while playing.The Two Thrones marks a fitting end to a fantastic trilogy. The plot ties up all the loose ends and should prove satisfying for fans of the series. Though some new gameplay mechanics have been introduced, such as the speed kill and the new tricks of the dark prince, The Two Thrones is still basically very similar to the other two games--if you didn't like those for some reason, this game's not likely to pull you in. But for those of us who love solving the environmental puzzles and seeing the beautiful environments that the series is known for, The Two Thrones delivers in spades. I HAD TO DOA BIG REVIEW BECAUSE THE GAME IS THAT AWESOME
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Dink Smallwood is a very good action RPG released by RT Software. You can find the main game and the various Dink Modules for free on Download.com....and it is definatly worth your time.Dink was made in the vain of Zelda, only with a loose plot....and a lot more dirty humor. If you don't like that type of humor, then this game may not be for you. If you are like me, and you laugh out loud at things such as a old woman having a suggestive relationship with her duck....which you can kill at the beginning of the game.....then you might love it.Dink is a Zelda-esque Action RPG. You're sent on this quest to rescue a valiant knight from an evil man, named Seth (who is actually the one of the main people behind the creation of the game...).....and other various sidequests. Basically, it's hack and slash with with puzzle elements, and the game does it well. You will spend hours traveling DInk's world, slaughtering and insulting everyone and everything, eventually leading to the final showdown with Seth....which is an interesting battle....to say the least.
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Silent Hill is a town where pure evil permeates the air and the soil and eventually consumes the people. It's a soothing vacation spot that masks demon-worshipping cults and dark purpose. Each of the previous titles in the Silent Hill series of horror games has either outright taken place in the titular small town or has gradually been pulled there through some terrible inertia. Silent Hill 4: The Room breaks this trend, because it takes place in the neighboring city of South Ashfield and centers mainly on an ill-fated apartment building, a cursed apartment, and the man who lives in it. That's not the only series tenet the game breaks. Silent Hill 4 pairs third-person and new first-person gameplay with an emphasis on combat and item management. The resultant hybrid has some flaws, but The Room retains the dark, disturbing soul that is the unsettling center of the Silent Hill experience.The unfortunate hero of Silent Hill 4 is Henry Townshend, a man living what used to be a content life in the city of South Ashfield. One night, Henry begins to experience intense, recurring nightmares and terrible headaches concurrent with his apartment apparently becoming cursed. His phone is dead, his neighbors can't hear him when he calls, his windows are sealed shut by a mysterious force, and his door is blocked as well, albeit by a not-so-mysterious force. Thick chains thoroughly web the only exit, with an important additional detail: They're bolted to the inside of his apartment. Scrawled in red on the door's interior is a note that only says, "Don't go out!! Walter." While exploring the confines of his single-bedroom apartment to fuel his confusion and despair, he discovers a ragged, man-sized hole in his bathroom wall. Faced with a dearth of other options, Henry gathers his courage and crawls through the strange portal, hoping to find an escape route. What he finds instead will lead him on a convoluted journey that will reveal the sordid past of his apartment--Room 302--as well as the identity of Walter, the man responsible for sealing Henry's room.As mentioned previously, Silent Hill 4 encompasses two gameplay modes: a first-person mode that you'll use to guide Henry around his apartment and a third-person mode that you'll use to explore the alternate worlds Henry will visit by entering portals. While in Room 302 and in first-person, you can look around wherever you'd like. When you position Henry's view over an area of note or over an item that he can interact with, a small eyeball icon will appear in a corner of the screen. You can press a button to investigate further. Sometimes you need to be careful about what area you're viewing, because certain parts of the room will have multiple focal points. For example, you can either test a window to try to open it, or you can peek out the window to check out the lovely South Ashfield skyline and the windows of apartments opposite you. At the chained door, you can test the doorknob, check the area at the base for notes slipped underneath, or look through the peephole to keep an eye on what might be going on outside. You can miss certain perspectives if you're not careful, so you'll need to experiment with views at various levels to make sure you're seeing everything, which can get tiresome when you're trying to use the peephole and instead keep reading the message on your door. The apartment itself gradually changes over time, making repeated peeks at various objects in your room worthwhile. In fact, Room 302's degradation as the game progresses is an integral part of Silent Hill 4's experience, since new information slowly comes to light, and things become decidedly more sinister. The more traditional, third-person action sections of Silent Hill 4 take place in various dreamlike, alternate worlds that you'll reach by squeezing through one of Room 302's portals. You'll explore the environs of a subway, a forest cult compound, a hospital, and more as you move on, picking up a number of different weapons, healing items, keys, and other useful knickknacks. Something you'll notice very quickly is that you've got a limit to the number of items you can carry at one time. The game attempts to justify this with a vague statement about not becoming overburdened in this alternate universe, but the outcome is that you're going to spend a lot of time picking things up and then finding a return portal to your room (which contains the only storage solution in the game) so that you can re-sort and then go back. Furthermore, items don't stack. Want to carry two healing drinks of the same type? They each take up a space. Want to bring along 20 additional rounds for your pistol? That's one space for the pistol, and two spaces for the two 10-bullet reloads. As the game wears on--and you've got to carry various keys, puzzle items, a weapon, and a healing item to and fro--this starts to become a chore. You can't discard items, either, so it's not even an option to drop something that's perhaps expendable to pick up something you might need. And when your room becomes a more dangerous place later in the game, having to revisit it often can be a hazard. At least you can try to insure yourself when you go back--Room 302 also has the only save spot in the entire game.All this exploration isn't smooth sailing. Silent Hill 4 sports some creepy-looking baddies that attempt to foil you at every turn. Unlike previous Silent Hill games, in which fighting ultimately could be said to take a backseat, Silent Hill 4 throws enemies at you in sometimes great numbers, forcing you to engage in lots of combat. While avoiding enemies remains an option, it's an increasingly difficult feat to pull off, because you've got what are oftentimes narrow spaces, multiple foes, and an aggressive artificial intelligence that can make blitzing through enemy-ridden areas more health-costly than just squaring up with your steel pipe or pistol and clearing your way. In the later parts of the game, you'll be escorting someone through all this danger, and you'll want to keep her from being attacked too much, so you're painted into a bit of a corner. If you run, you can end up leaving her behind--and she'll get gnawed on.My score 8 out of 10
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The Good: Cars and tracks that break and smash apart in wonderful ways; excellent graphics engine that's downright brilliant on the pc; minigames are a riot, if only for a short while; online play is fantastic.The Bad: Opponent AI is overly aggressive and prone to rubber-banding; middling soundtrack; no online on pc; no online demolition derby mode on xbox; launching your driver out of the windshield gets pretty old.After last year's thoroughly disappointing Test Drive: Eve of Destruction, it seemed like the notion of the demolition racer had all but gassed out in this day and age. After all, what fun could it be driving around big, ugly, clunker cars in silly wreck-oriented races when something like Burnout 3 demonstrates how much more fun car wrecks can be in sleek, sexy, ultrafast machines? Thankfully, there is yet hope in the form of European developer Bugbear's FlatOut, an over-the-top demolition racer that is heavy on the physics and light on the realism. These cars drive a lot faster than your usual derby car, but they're just as delightfully low rent in design, as are the many different racing environments you'll find yourself crashing all over. FlatOut is hardly a slam dunk, as it leans too heavily on its unique physics gimmicks for its own good. And admittedly, there isn't a whole lot to this package beyond basic (and occasionally frustrating) arcade races and a complementary multiplayer component. But, for those who just want to race fast, wreck hard, and look good doing it, FlatOut fits the bill.FlatOut is destruction racing to the very core, throwing aside any superfluous story elements or anything similarly goofy for the sake of just making a pure arcade racer. When you first boot up the game, you're offered a career mode, a quick race, a time trial mode, and multiplayer. Career is where you'll spend much of your offline time and where you'll buy your first car. Initially, you're presented with a few decidedly slower vehicles, but as you move through the career mode, new classes will unlock and each one will get progressively faster. Plus, you can buy tune-ups for each ride that improve speed, horsepower, traction, braking, and all the other usual upgradable stats you'd find in a racing game. The career mode is really just a long series of races within different circuits: bronze, silver, and gold. You don't even necessarily have to win each and every race to unlock the next circuit, but you do have to place at least third in all of them to make sure you earn a medal. Placing higher will earn you more cash, which you can subsequently use to buy more tune-ups and cars, but you can usually earn enough money just by earning a medal. While this way of doing things does shorten the experience a bit (not having to win every single race), there are nearly 40 races in all, so there's always the bonus races to keep you busy.The bonus races are effectively a collection of straight-up destruction derbies, races on tracks that seem specifically geared toward maximum destruction (for example, a figure-eight course), and a bunch of minigames that make specific use of FlatOut's biggest gimmick: the ability to launch the driver of your car out of the front windshield. This acts as a sort of pseudo punishment in normal races when you wreck too hard (as it takes a few extra seconds to let your car reset back on track), but in the minigames, you're presented with either a gigantic dart board, a high-jump meter, a set of bowling pins, or something along those lines, and a track with which to drive your car up. By pressing a button right before the end of the track, you can set the angle of the driver's launch, and then once you let go, he or she will go flying from the windshield toward the awaiting pins, boards, or what have you. What makes these games so entertaining is the ridiculous rag-doll physics Bugbear has given your drivers, making them contort in horrifically hilarious ways that never fail to make you cringe, even if just a bit. With that said, the minigames do have a limited life span of entertainment, as once you've broken all the records, you can really only watch your helpless driver shatter every bone in his or her body so many times before it becomes a tad repetitive (which is not something we ever thought we'd find ourselves saying, but it's true).The actual driving mechanics of FlatOut aren't terribly complex or deep, and they rely pretty heavily on lots of powersliding and crazy smashups for entertainment value, rather than on any real racing strategy to speak of. Fortunately, it works...at least, it works well enough. The faster cars in the game can get up to some pretty crazy speeds, and the handling of the cars, though very loose, is pretty manageable once you get used to it. The whole thing of launching your driver out of the car does get old, as we've said previously, but it only happens during the most brutal wrecks. With the punishment of losing precious time by inadvertently sending your driver flying to his doom will be constantly hanging over your head, you might find yourself being a little overly cautious when taking sharp turns. But, you shouldn't be afraid to rub against the scenery or other cars--after all, rubbin' is racin'. Plus, FlatOut's racing model awards you a degree of boost for smashing up the scenery and your opponents. It might seem somewhat counterintuitive to be rewarded for breaking your car, but only the most severe wrecks really incapacitate you, and frankly, considering how great the wrecks in this game look, it's hard to not want to do it.Everything in FlatOut breaks apart. Cars deform to a spectacular degree, bodies scrunch up bit by bit with each progressive wreck, bumpers sheer off, and sparks fly every which way. Tracks are similarly destructible. You can smash through big wooden signs, send stacks of tires and nearby barriers flying, and leave big chunks of the scenery all over the track to become dangerous obstacles for the next lap. Actually, if there's any one complaint to be lobbied at the level destructibility, it's that some of the debris can be pretty easily driven over the next time around with little consequence. Most often it will be the smaller stuff that you can drive over, but you will encounter some sizable pieces of junk that you'll definitely want to avoid.It would have been nice if there had been more variety in track design and car design in FlatOut. For sure, this is a great-looking game with some excellent car models and track environments, but there just aren't enough of them. Most cars handle exactly the same, and though there are a few notable differences in aesthetic design, there aren't any truly outlandish vehicles to play around with. There are really only five or six different racing environments, with multiple track layouts for each (some of which really just feel like previous tracks in reverse). The PC version of FlatOut is the clear-cut graphical winner, especially if you have a higher-end PC, as the graphics are almost astonishingly sharp when turned to a higher resolution. The graphics look really nice at a lower resolution too, but they are more comparable to those on the Xbox version, which also look great despite being a little bit blurrier than the graphics on the PC. The PS2 version is predictably rougher around the edges and not nearly as dynamic looking. However, it runs very smoothly with no more frame rate slowdown than the occasional bouts the other two platforms are also subject to (and it still looks pretty great for what the PS2 is capable of).The best aspect of FlatOut is its multiplayer. It is neither the deepest nor most involved racing multiplayer mode ever put on the PC, PS2, or Xbox, but the races are just a blast when you've got a full eight people going in a regular race or a demolition derby--at least, on the PC and PS2. The Xbox version is inexplicably missing demolition derbies online. And for that matter, the PC version is perplexingly missing online, period, relegating you to LAN play only (dumb move, considering how much fun the online can be). Anyway, the main reason the multiplayer is so much more compelling than the single-player racing is because the opponent artificial intelligence offline is pretty hit or miss. The game suffers from some very noticeable rubber-banding, and your opponents are seemingly always right on your tail, ready to overtake you. Fortunately, you're never out of a race completely, as the AI is just as prone to hitting rails, trees, and other destructive bric-a-brac as you are. They're also extremely aggressive, which will probably lead to at least a few moments of extreme frustration as they constantly nudge and push you into a rail, causing your driver to inadvertently flee the scene, so to speak. Overall, you could call the opponent AI serviceable, but not exactly great. But, again, the multiplayer significantly makes up for this shortcoming, since it's so much more fun when you've got people to play against. Since FlatOut was developed in Europe, it's not altogether surprising that the soundtrack comes from a lot of artists that North American players might not have ever heard of. What is kind of odd is that all the bands that have been culled together for this game all sound like they're trying to do their best impersonation of generic American alternative rock. A few of the tunes are legitimately catchy, but for the most part, they just kind of fade into the background as you play. On top of everything else, the lack of custom-soundtrack support on the Xbox or PC is pretty annoying. The rest of the sound effects are all quite good, though not any better than most other competent racers on the market.FlatOut would be a whole lot easier to recommend if certain aspects of its package were tightened up. The merely mediocre artificial intelligence, the weirdly sporadic multiplayer features across platforms, and the repetitive driver-launching mechanic are probably going to annoy the hell out of some people. But if you can look past some of these flaws, the game's delightfully unscripted core racing mechanics can be a lot of fun, especially when played against others in a multiplayer setting. As it is, it's a very good game that falls just shy of greatness, and serious demolition racing fans would do well to check it out.
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When the original Call of Duty was released a few years ago, it made an impact both on critics and on consumers, even in the already-crowded WWII shooter genre. Call of Duty's visceral action struck a chord with PC shooter fans, thanks to a well-designed campaign, enjoyable multiplayer, and outstanding sound effects. If you liked those aspects of the original, then you're sure to enjoy the sequel, which stays true to the strengths of its predecessor, while enhancing the sense that you're just one soldier in the midst of a massive war machine. It doesn't really break any new ground, but the game nails the core aspects of first-person-shooter gameplay so well that it doesn't need to.As in the first game, Call of Duty 2's campaign will put you in the shoes of a few different soldiers fighting for different Allied factions. You start off as a private in the Russian army, visciously fighting off the invading Germans in Moscow and Stalingrad. The British campaign is unlocked after beating the first Russian mission. For most of these missions you'll be fighting in the sand-swept deserts of North Africa alongside the Desert Rats against Field Marshal Rommel's troops. The final mission in the British campaign sends you to the bombed-out houses and hedgerows of Caen, France. After you're done with that, you'll play as an American corporal in Europe. Yes, you will be doing a D-Day landing, but not on Omaha Beach or Utah Beach, which you've probably played several times before. Instead, you'll be scaling the sheer cliffs of Pointe du Hoc as artillery with the Army Rangers. If you already thought rock climbing was an "extreme" sport, try doing it with artillery and machine-gun fire raining down on you.Each of the game's 10 missions is broken up into a few different stages. If you play the game on regular difficulty, you could blow through it in about 10 hours. Ratcheting up the difficulty a notch makes the game much harder and more tactical (this is probably the experience the designers intended). Since you'll be creeping and peeking more carefully through all the encounters, you'll lengthen the campaign significantly, and enjoy it more.Breaking up the campaign into several different narrative vignettes arguably weakens the impact of the plot as a whole, although that was never the strength of Call of Duty in the first place. What this does is allow the designers to put you in a lot of different, interesting situations. One memorable moment in the Russian campaign has you crawling through a raised pipeline to sneak behind German lines and into a fortified factory building. As you make your way through the pipeline, you'll spot and snipe small pockets of German infantry through holes in the pipe. When they fire back up at you, you'll notice bullets tearing through the rusted pipe, ripping open holes for shafts of light to poke through. It's a thrilling effect. You'll also get quite a rush from both participating in and defending against all-out infantry charges across open city squares in Stalingrad. But just as the novelty of these wears off, you're shunted over to the British campaign in North Africa, where you'll do things like participate in night raids of small Tunisian towns, climb up to the top of spires to call in artillery on enemy tanks, and even drive a tank yourself. The American campaign has its own memorable moments, like scaling the cliffs of Pointe du Hoc, or sniping at German mortar crews from the top of a grain silo. The game paces itself so that you're always on your toes, and you'll find yourself switching back and forth almost constantly from an offensive position to making a defensive stand against counterattacks on the objective you've just captured. Yes, at the end of the day you're still just shooting a lot of Nazis, but the constantly varying contexts of how and why you're doing it keep the game compelling from start to finish. You won't be participating in these forays alone; far from it. In every setting you'll be surrounded by what seems like dozens of soldiers, both friends and foes, who move and act in a realistic fashion. Lots of your artificially intelligent mates will die by your side, along with the dozens of enemy soldiers you kill, but more will come in from the rear echelons to take their place. The designers often do a good job of reminding you that the war isn't just the infantry skirmish in which you're fighting. From time to time you'll see planes engaged in dogfights flying overhead, or when you complete an objective of capturing a German harbor, you'll call in a naval strike and see enemy merchant ships being sunk at the docks.In each confrontation, you'll find yourself setting up at logical stopping points to exchange fire with German resistance. You can snipe dozens of enemies out of the windows and from the trenches in front of a house, for example, but reinforcements replace them. It never feels as though the game is cheaply spawning in more fodder for you; it just does a great job of making you feel like there are a realistic number of soldiers holed up in a building. You need to get a feel for the flow of each pitched battle, and this can be done by advancing your line when the enemy ranks look thin enough, and then breaking into the house or bunker. Your allies will follow you in and help you clear out the objective. Of course, if you're too meek at attacking and pressing your advantage, the enemy AI is wily and aggressive enough to take charge. They're not afraid to pour fire on your position and toss tons of grenades at you. Thankfully, a handy grenade danger indicator lets you know when and where you have to scurry away from an impending blast. When you do die, the game reloads very quickly, and you're even treated to a quote about war from various historical figures. One that sticks out in our minds is an ironic one from Solomon Short: "The only winner in the War of 1812 was Tchaikovsky."
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Suggest A Good Wireless Router WTB a WIRELESS Router
reldas replied to juventino79's topic in Computer Networks
netgear have some good ones http://www.netgear.com/ -
While it's tempting to compare Guild Wars to any number of other fantasy-themed role-playing games, there's really never been anything quite like it before. It innovatively and successfully combines many of the best, most addictive properties of action RPGs, online RPGs, and competitive multiplayer games in one beautifully produced package, which offers a tremendous lasting value yet none of the monthly fees typically associated with online-only games. The first title from developer ArenaNet, Guild Wars threatens the entire online RPG establishment with its bold design. More importantly, it's a very impressive game that's rewarding on many different levels and can be tremendously appealing for any number of reasons.In Guild Wars, you play as a hero from Ascalon, your typical fantasy province that's fallen on hard times, thanks to relentless assaults from fearsome creatures called the charr. Ascalon seems huge and wondrous as you begin to explore it and its outskirts. But it turns out to be literally just a tiny portion of the richly detailed and shockingly gigantic world of Tyria, which you'll explore during the course of an adventure that's truly epic. Meanwhile, the other half of the game consists of competitive battles between teams of players, set in various types of arena events. It's action packed, it's tactical, and it's sporting. It's definitely more involved than a pick-up-and-play first-person shooter, but it's relatively easy to learn and certainly difficult to master. Unlike many other online RPGs, which often take a lot of flak from their audiences for lacking a definitive endgame, Guild Wars gives the impression that it was built with the endgame competition as a primary concern. However, one of its big surprises is just how much noncompetitive content there is. Even if you have no interest in player-versus-player battling whatsoever, Guild Wars will still provide you with more than 100 hours of quality gameplay, which you can tackle either alone or together with other players pretty much every step of the way.The core gameplay in Guild Wars is reminiscent of action RPGs like the Diablo series. It lets you navigate countless big, winding maps filled with enemies and treasure, and combat is frequent and fast. You can't climb or fall from ledges, so at times, the design of the maps feels pretty contrived. However, the generally linear layout mostly just helps to keep you focused. The game's interface is clean and intuitive, and offers a few neat perks like a minimap that you can scribble on to help you communicate with your team. You have free reign over the camera perspective, so you may choose to play from a first-person viewpoint all the way on out to a bird's-eye view. Although, a third-person behind-the-back angle seems to deliver the best of both worlds, because you'll get a close look at the game's gorgeous graphics and plenty of room to see on your character's periphery. When you see an enemy (whether it's a computer-controlled creature or an opposing player), you may target it with a hotkey or a mouse click, and then attack it with your ranged or melee weapons. Most of your combat will be focused on using your different skills, though.You can have exactly eight skills readied at a time, which correspond to the number keys on your keyboard. Which eight skills you bring to battle and which skills you discover during your adventure is really at the heart of what makes Guild Wars such a compelling experience. It's what levels the playing field in PvP and keeps the action manageable even when things get really intense. Each of the game's six character classes has 150 unique skills, and each one has its own little icon graphic, description, and purpose. For the most part, skills are not inherently better or worse than other skills--they're just different. Depending on how you've developed your character or your role in a player team, the skills will be better or worse for your circumstances. Many skills have obvious uses, while many are much more specific to certain types of situations. Some will serve you better when exploring the role-playing portion of the game, while others will be better suited to PvP battling against real opponents. It's definitely an interesting selection process. It shares a lot in common with collectible card games, and similarly offers a very satisfying reward whenever you discover that great, new skill that makes you feel much stronger while also causing you to make significant changes to your overall strategy. Guild Wars' skill system is a resounding success.Creating a character is a quick, straightforward process of choosing a gender, appearance, and character class. You'll quickly notice the game's striking character design right from this point. Even prior to that, though, you're asked to make an important choice: whether to build a standard role-playing character or a player-versus-player-specific character. If you choose the former, you start out as a first-level neophyte on a foreboding day in Ascalon's history. And if you choose the PvP option, you skip all the way through the 100-odd hours of questing and storyline and begin with a high-level character decked out with powerful equipment. He or she can then jump right into some competitive matches, but cannot participate in any cooperative gameplay. The idea behind these two options is pretty obvious. Players who'd rather not muck around with leveling up and pretentious fantasy storytelling needn't even bother with it, and they can instead jump straight into the competitive game. Or, players who want to get their feet wet before diving into PvP combat, or who want to ignore PvP entirely, may do so during the course of the adventure. It's not quite this cut and dried, though, because Guild Wars wants you to experience both aspects of the game, regardless of whether you think you do or not. Specifically, if you cut straight to the PvP, you'll find that the vast majority of the different character classes' skills are locked away, waiting to be discovered during the course of the role-playing portion. Custom weapon parts can also be found in the campaign, which can later be used in PvP.So, it's possible that players expecting Guild Wars to be a light and breezy experience will be disappointed, because this is a deep, enthralling, and potentially very time-consuming game. While combat in Guild Wars rewards skillful planning and coordination between players, many of the best Guild Wars players will surely be the ones who invest the largest number of hours into the game--not only honing their talents, but also seeking out the best skills and equipment in the role-playing portion. Fortunately, the role-playing portion is on equal footing with the PvP, so chances are you'll enjoy the opportunity to experience both, and appreciate the game all the more for it.The Good: Well-designed, interesting skill system and action-packed combat; tons of content--huge volume of cooperative and competitive activities; lavish presentation makes the whole world of the game look alive; technically marvelous--runs fast and smooth, loads almost instantly; has something for just about everyone.The Bad: It can be difficult to find a good group of willing players for cooperative missions; the gameworld is beautiful, but lacks cohesion.
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i got it and it is pretty good the graphics are really nice but u need a really good computer to run them at full. the story line it solid and gameplay it strong i give it a 10/10