Tuesday, August 18, 2009

Grand Theft Auto: San Andreas


Grand Theft Auto: San Andreas (abbreviated as GTA: SA) is a sandbox-style action-adventure computer and video game developed by Rockstar North. It is the third 3D game in the Grand Theft Auto video game franchise, the fifth original console release and eighth game overall. Originally released for the PlayStation 2 in October 2004,[2] the game has since been ported to the Xbox and Microsoft Windows, and has received wide acclaim and high sales figures on all three platforms, and is the highest selling game of all time on PlayStation 2 so far. Grand Theft Auto: San Andreas was succeeded by Grand Theft Auto: Liberty City Stories and was preceded by Grand Theft Auto: Vice City.

The game is set in the fictional state of San Andreas, comprising three metropolitan cities. Set in March 1992,[9] San Andreas revolves around the gang member Carl "CJ" Johnson returning home from Liberty City to Los Santos after learning of his mother's murder. CJ finds his old friends and family in disarray. Over the course of the game, CJ gradually unravels the plot behind his mother's murder while exploring his own business ventures. Like other games in the series, San Andreas is composed of elements from driving games and third-person shooters, and features "open-world" gameplay that gives the player more control over their playing experience. The game adds several features, such as car customization, and character personalization.

Much like the previous entries in the Grand Theft Auto series, San Andreas's critical and commercial success has not been without controversy. The most notable controversy was over the explicit "Hot Coffee" sex minigame found on the Microsoft Windows game, which was disabled but left within the game's code. Its discovery led San Andreas to be re-rated briefly as an adult game and pulled from retailers' shelves. After the Hot Coffee minigame code was removed, the game was re-rated as M again. But nonetheless, covert sexual references still remain.

Resident Evil: Extinction


Resident Evil made its 1996 debut on the Sony PlayStation and later on the Sega Saturn. It was a critical and commercial success,[3] leading to the production of two sequels, Resident Evil 2 in 1998 and Resident Evil 3: Nemesis in 1999, both for the PlayStation. A port of Resident Evil 2 was released for the Nintendo 64. In addition, ports of all three were released for Windows. The fourth game in the series, Resident Evil Code: Veronica, was developed for the Sega Dreamcast and released in 2000, followed by ports of 2 and 3. Resident Evil Code: Veronica was later re-released for Dreamcast in updated form as Code: Veronica Complete, which included slight changes, many of which revolved around the story cutscenes. Code: Veronica was later ported to PlayStation 2 and Nintendo GameCube under the title Code: Veronica X.

Despite earlier announcements that the next game in the series would be released for the PlayStation 2, which resulted in the creation of an unrelated game titled Devil May Cry, series' creator and producer Shinji Mikami decided to make the series exclusively for the Nintendo GameCube.[4] The next three games in the series: a remake of the original Resident Evil, the prequel Resident Evil Zero and Resident Evil 4, were exclusive to the GameCube, although 4 was later released for Windows, PS2 and Wii. In addition, the GameCube received ports of the previous Resident Evil sequels. The remake of the original Resident Evil and Resident Evil Zero were both released in 2002. Despite this exclusivity agreement between Capcom and Nintendo, Capcom released several Resident Evil titles for the PS2 that were not considered direct sequels.

A trilogy of GunCon-compatible light gun games known as the Gun Survivor series featured first person gameplay. The first, Resident Evil: Survivor, was released in 2000 for the PlayStation and PC, but received mediocre reviews.[5] The subsequent games, Resident Evil: Survivor 2 Code: Veronica and Resident Evil: Dead Aim, fared somewhat better.[6] Dead Aim is actually the fourth Gun Survivor game in Japan, with Gun Survivor 3 being the Dino Crisis spinoff Dino Stalker. In a similar vein, the Chronicles series features first person gameplay, albeit on an on-rails path. Resident Evil: The Umbrella Chronicles was released in 2007 for the Wii, with a follow up, Resident Evil: The Darkside Chronicles to be released in 2009.

Resident Evil Outbreak is an online game for the PS2, released in 2003, depicting a series of episodic storylines in Raccoon City set during the same time period as Resident Evil 2 and 3. It was followed by a sequel, Resident Evil Outbreak: File 2.

Resident Evil Gaiden is an action-adventure game for the Game Boy Color featuring an RPG-style combat system. Also, a Resident Evil-themed pinball game was released on Game Boy Color. It featured boards with characters, settings, and monsters from the game. There have also been several downloadable mobile games based on the Resident Evil series in Japan. Some of these mobile games have been released in North America and Europe through T-Mobile. It has also been announced at the Sony press conference during E3 2009 that a Resident Evil title will be heading to the PlayStation Portable, entitled Resident Evil Portable.

Silent Hill: Shattered Memories


April 9, 2009 - Third-party publisher Konami recently made it official: a new Silent Hill game made from the ground-up for Wii. The title, Silent Hill: Shattered Memories, is a full-blown re-imagining (don't call it a remake!) of the original PlayStation project that started the craze. About a month ago, we had the chance to see a 15-minute demo of the Climax-developed game in motion. Be sure to read our eyes-on impressions before continuing with this interview. We'll tell you now: throw away any doubts you might've had because Shattered Memories is shaping up to be one of the best games we've seen on Nintendo's console, period. To learn much more about the hyper-ambitious title, we caught up lead designer Sam Barlow, director Mark Simmons and Konami producer Tomm Hulett.
Mark Simmons: The development team has 55+ key team members working at Climax Solent studio, the majority of which created 'Silent Hill Origins.' This team is supported by an extended network of 90+ artists helping to produce the vast amount of character, environment, and story content for this game. The introduction of a game mechanic where the game changes constantly based on the users personality profile has brought on some significant content challenges which explains the necessity for the relatively large numbers of people for a Wii game. Akira's also a key part of the team as well and we're working closely with him on the development of the atmosphere and music for this game.
Tomm Hulett: In moving to Wii, we had a chance to revitalize Silent Hill as a series, and do new things that weren't possible before, both for the series and the genre. This move made sense for two reasons. The first, well it's a no brainer if you look at the Wii remote. The flashlight and the radio static -- two trademark features of the series -- are right there on the controller. It's too perfect.

Bully is a Sony PlayStation 2 Fighting Action Shooter game, written by Rockstar


Bully is a free roaming, mission based action game where you assume the role of new student Jimmy Hopkins. Your primary goal is to complete various tasks while staying out of trouble. As you complete missions, the story progresses through the school year. Your ultimate goal, bring order to the student body and become the king of the school.

We have gathered together the best information currently available for Bully including , our detailed review, an article detailing all of it's main features, reviews written by readers just like you, screenshots to show you exactly what Bully looks like, cheats for Bully and gameplay tips too, a dedicated chat forum to swap views and ideas with other gamers

We pride ourselves on being as practical as possible when it comes to games that contain adult themes. We know how hard it is to decide which videogames our children should play and how much pressure they can put on us to buy them the 'cool' games that 'everyone else' seems to be playing. Bully may be one of these games.

While all videogames are rated, we know that you may have very different standards when it comes to what is acceptable for your child.

While we play-tested this game we noted the following information that parents may be interested in knowing before they decide if their children should play the Playstation2 version of Bully.

Tokyo's underground game bars


hikoku, one of the four major Japanese islands, is renowned for its Buddhist temples. With a history stretching back for over a thousand years, tourists and followers of Shingon Buddhism regularly come to visit 88 of these holy shrines as part of a traditional pilgrimage.

But today, many visitors see Japan as a Mecca for the modern and geeky. It’s the birthplace of Miyamoto and Mario, the home of the Akihabara Electric Town, and host to the Tokyo Games Show. What these travelers don’t realize is that Japan hosts much more than the latest games and tech; there’s a thriving sub-culture, which has been built up around them. If you like the idea of strong drinks served with a side of 8-bit nostalgia, there’s another kind of pilgrimage available.

Scattered around Tokyo, lie six diverse videogame-themed bars. Popular amongst fans and game developers, these establishments allow customers to combine their love of games and alcohol. Most walk right past them, without even realizing they exist. That’s why we put together this pilgrim’s guide to Tokyo’s videogame shrines and cocktail lounges. The addresses and websites (when available) have been provided along with the description of each bar. We’ve also done our best to include an estimate of how much a night of “moderate” drunken gaming will run you.

The first stop on our pilgrimage is in Akihabara. This Tokyo neighborhood is packed to the brim with videogame stores and arcades. Whether you’re looking for the latest next-gen titles or bargains on rare classics, you’ll be able to find it here. That’s why for many gamers, Akihabara is the first and last stop on any trip to Japan.

But if you walk just a few blocks from the stores and arcades, you’ll find a little bar called A-Button. Surrounded by quiet houses and apartment buildings, A-Button is the newest and friendliest of the establishments on our drunken pilgrimage. The décor mixes retro and rare gaming equipment. A giant 42” high-def TV hangs over the bar - and is hooked up to half a dozen consoles, including a development kit for the Sega Dreamcast. Vintage game controllers line the walls, while CRT monitors and consoles - dating back to the ‘70s - add a bit of old school flavor to A-Button’s retro atmosphere.

Head into the A-Bar on Friday and Saturday nights, and you’ll find a crowd of both game fans and folks from the industry. According to one bartender, “Japanese arcade culture isn’t what it used to be, it’s not as popular. So, about a year ago, we decided to make a new community based around this bar.”

It seems that the community has responded well. “Are we regulars? Yeah, something like that,” says one patron speaking on behalf of a crowd of customers. But don’t expect to be shunned if it’s your first time at A-Button; there are always lots of newcomers too. “It’s my second time,” says one young woman before turning her attention back to her boyfriend. She’s busy teaching him the ins and outs of Super Mario Bros. 3 on a nearby station. “Number four,” she says while pointing at the screen (apparently, he needed to know how to get to the giant world).

7 Sins Reupload razor1911



7 Sins is a life simulation video game where the player must get to the top of the social ladder and make decisions related to the seven deadly sins. The game is set in the fictional Apple City. Throughout the game the player makes decisions based on pride, wrath, greed, envy, lust, sloth and gluttony. Once a relationship has been built new missions are unlocked. In total there are seven chapters where the player can meet anyone they want.

Need for Speed Carbon


Electronic Arts (NASDAQ: ERTS) announced today that Need for SpeedTM Carbon is in development and will hit the streets this November. Developed by EA Black Box in Vancouver, British Columbia, Need for Speed Carbon delivers the next generation of adrenaline-filled street racing and will challenge players to face the ultimate test of driving skill on treacherous canyon roads.

"We pride ourselves on our ability to reinvent the franchise and continually uncover new and exciting trends in car culture. Canyon Racing is a real test of a driver's skill and we think it provides a fantastic game play opportunity to lean into," said Larry LaPierre, the game's executive producer.
What starts in the city is settled in the canyons as Need for Speed Carbon immerses you into the world's most dangerous and adrenaline-filled form of street racing. You and your crew must race in an all-out war for the city, risking everything to take over your rivals' neighbourhoods one block at a time. As the police turn up the heat, the battle ultimately shifts to Carbon Canyon, where territories and reputations can be lost on every perilous curve. Need for Speed Carbon delivers the next generation of customization giving you the power to design and tweak your crew's cars in every way using the ground-breaking new AutosculptTM technology. Represent your car class, your crew, and your turf in Need for Speed Carbon, the next revolution in racing games.

Ubisoft - Call of Cthulhu: Dark Corners of the Earth


We figured we were ready to explore the Dark Corners of the Earth. After all, we've been to Blackpool on a Bank Holiday weekend. We've been out in Manchester on a Saturday night. Hell, we've been to Hull. We've seen a lot of dark things. But Ubisoft's first-person horror action-adventure is dripping with moments that even we found scary.

The Cthulhu mythos was penned by horror novelist HP Lovecraft. It's spooky and fantastical stuff, involving ancient creatures who built vast hidden cities on Earth, not to mention sanity-shattering beings trying to break into this world from another dimension. And one of the most positive aspects of Dark Corners of the Earth is that it actually does justice to these nightmarish fantasies.

Atmosphere is the key, as always with horror games. Developer Headfirst has pulled off a suitably bleak 1920s setting, with the emphasis on gloomy alleyways, rat-infested basements and creepy ghost towns. Graphically, it feels a little dated; for example, some door and window textures look "pasted on" to the walls. However, the softly lit dark environments do keep the chilling ambience rolling along nicely.

As do the sound effects, which are used to great effect. Not only is there an array of creaking floorboards and slowly drip-dripping water, but your character hears whispering voices in his head. This is all part of a "sanity" mechanic the developers have introduced, whereby the more horrific scenes you witness, the more you start to lose your grip on the world (with visual distortions and even the game's controls going weird).

There's plenty to unsettle you if you're playing alone late at night, and not just the freaky stuff either. There are some dynamic set pieces, such as a scene where you're being chased across rooftops by mad cultist types, which definitely gets the old ticker pounding. And there are tense stealth sections, too, alongside the standard sort of adventuring, puzzling and gun-fighting you'd expect.

It's a laudably varied package, but it has its problems, the most noticeable of which is that old beast linearity. This is definitely an adventure which channels you around, with areas being blocked off by artificial means until you're supposed to visit them.

Other niggles include trial and error sections, such as attempting to sneak past multiple enemies, which have to be repeated over and over again, as it's only possible to save at set points. And while the developer has dispensed with a HUD (head-up display) entirely, a commendable move on the immersion front, the lack of context-sensitive icons to indicate objects the player can interact with sometimes causes you to miss things.

One final weakness lies with the enemy AI. It's not bad on the whole, but is prone to moments of absurdity. For example, you're spotted by a couple of goons with shotguns, who open fire and give chase. Simply legging it around a corner will sometimes make them lose track of you completely, even if you're in a dead end and they could clearly see where you ran. This breaks the spell of the realism and atmosphere the developer has otherwise cultivated to some extent.

Nevertheless, Dark Corners of the Earth proves to be a largely enjoyable mix of adventuring and horror, stealthing and shooting, with a well woven story line that captures the spirit of the Cthulhu mythos. An extra bonus is that it's cheaply priced compared to your average game.

SPACE DEATH - THE GAME - First 2 Levels FREE!!! To have and hold, play and control. Get hooked!


Blast off in yr "Rat Ship" - Water the garden and destroy the Big Boss!
Stop big biz death kulture and nature meddlers!
Slay the Dragon and win a Natural Future.
Slay the Dragon and gain passage to the other side.
Like a tormented soul this haunted spirit keeps cvmin' back for more abuse.
Choose yr path, choose yr own adventure,
Choose SPACE DEATH - Only SPACE DEATH is real!
Get hit by too many eggs and yr a dead duck. Be mindful ov the swelling vortex.
Curiosity killed the cat so, try not to crash land!
*Look out for secret codes, messages, and portals.
CROSSOVER is the Max & The Hammer!!!
"SPACE DEATH - THE GAME is a white knuckle acid nightmare killing spree, Have Fvn."
Save it on yr computer - Play it until yr head explodes!
Don't save the world - Save yrself. U won't be sorry…
Suggested Playing: Full screen anytime after 11:34 PM in the dark
with a candle lit and head phones turned vp loud!
Sick! Sick! Sick!
(OxOxTxBxHxMx)

Join The Mystik Trvker Association & Long Live CROSSOVER Svpporters!!!

***Check the SPACE DEATH - THE GAME Foto Albvm here on our myspace-death page for the Manual and Screen Captures from Games I & II!

Manhunt 2



Last week's routine trawl of the DVD trade-in dug up a £2.50 copy of Rob Zombie's horror film debut House Of 1000 Corpses. Like its demented follow-up The Devil's Rejects, it was a crass lesson in subversive terror, spooning out the splatter in big, thick globs. Limb amputation, bloody scalping and wide-awake brain surgery, all orchestrated on whiter-than-white victims by deranged, dribbling killers, whose mockery of classic genre convention saw them not only kick shit in such hideous fashion, but get away with the whole damn thing too. Another day in the age of the sado-horror flick.

Now let's take a small jaunt back to the previous week, perched on the tip of a black, leather sofa, as I was, in Rockstar's cosy office in London's billionaire playground of Chelsea. Up ahead, flashing on a giant screen, gentle-looking amnesiac Daniel Lamb (a twisted joke, surely?) was smashing in some stranger's head (presumably, a bad person) with a heavy slab from a toilet system while taking a pee.

Crrraacckkk (or it could've been more of a crrrrunnnchhh - either way, there were some pretty gratifying sound effects going on there that suggested this wasn't some lazy-arsed robbing of the BBC sound library).

Soon I was being treated to some tastier, more stylised set pieces as villains were multi-punctured in iron maidens and winched to the ceiling on giant, two-pronged hooks. And blood, conspiring with those great schlocky sound effects, was rampant in full glorious flow.

Oh sorry, let me introduce you to the world of Manhunt 2 by the way...

Just two days prior to my visit, the BBFC had famously denied Rockstar's 'stalk 'n slash' sequel an age rating, condemning it for "unremitting bleakness and callousness of tone". This, the normally liberating BBFC, who were passing torture scenes on innocent victims in movieland, and had yet to viciously waggle a finger at a video game since Carmageddon in the late '90s. It all seemed to point to one resounding fact - that Rockstar must surely have cocked up somewhere on a spectacularly grand scale.