Cara Service Monior LG 505G Bergaris Horisontal - Asrizal Wahdan Wilsa Sharing Media. Monitor LG memang sering sekali terjadi kerusakan muncul garis-garis horisontal, hal itu terjadi secara tidak di duga. Kerusakan seperti ini tidak hanya terjadi di monitor LG tapi juga terjadi di monitor GTC, Samsung, dll.
Kerusakan monitor muncul garis-garis horisontal atau bahkan kadang layar hanya
Tampilkan postingan dengan label PC. Tampilkan semua postingan
Tampilkan postingan dengan label PC. Tampilkan semua postingan
Senin, 29 Agustus 2011
Minggu, 28 Agustus 2011
Dota 2 Fan should wait for 2012
Among a swarm of other noteworthy titles, DotA 2 has garnered a significant amount of attention at this years GamesCom, and justifiably so. The full sequel to the legendary Warcraft III custom map, Defense of the Ancients, this Valve developed title aims to capture the intricacies of the original property while allowing for further customization and expansion through their now ubiquitous Source Engine. Though DotA 2 will serve as Valve's first Action RTS title, they seem to be handling the game with dutiful care. So much so that it was prominently featured in a dedicated tournament labeled "The International," with a top prize of $1 million going to the victorious squad. That's one million dollars; more than most professional athletes make in a tournament of their respective sport.
Along with an auspicious debut to the public, DotA 2 did bring with it some potentially sad news for devout fans. Instead of making the originally planned release later this year, Valve announced that it looks much more likely that we won't be able to bring DotA 2 into our homes until early 2012. However, to assuage the angst of fans, Valve also announced the launch of an invitation-only beta test, for which you can register now through Steam. In addition to the closed beta, Valve intimated that their would be an open beta available sometime later in the year, but no details were provided on that specifically. While waiting for the release, feel free to check out an epic matchup in a slice of the "International" tournament below.
Josh Garwood
Senin, 22 Agustus 2011
Cara Mengatasi Task Manager Error/Dissabled
Cara Mengatasi Task Manager Error/Dissabled - Asrizal Wahdan Wilsa Sharing Media. Pada kesempatan kali ini saya akan share mengenai tips komputer dan mengatasi masalah komputer. Task manager error mungkin pernah rekan alami, banyak kemungkinan apakah itu memang bermasalah dari windows atau memang dikunci oleh administrator pemilik komputer tersebut. Biasanya yang melakukan dissabled task manager
Kamis, 21 Juli 2011
Menghapus Data dan Virus Pada System Volume Information Windows
Menghapus Data dan Virus Pada System Volume Information Windows - Sistem Volume Information kadang tidak muncul secara otomatis di windows explorer. perlu kita ketahui bahwa folder ini kadang dimanfaatkan oleh virus untuk menyembunyikan diri dan kadang antivirus pun tidak bisa menghapus file yang terinfeksi yang ada di folder ini. Hal ini akan berdampak sangat buruk jika kita tidak segera
Cara Mengembalikan File Yang Hilang/Terhapus Dari Flash disk/Komputer
Cara Mengembalikan File Yang Hilang/Terhapus Dari Flash disk/Komputer - Menjawab pertanyaan dan request dari rekan saya yang bingung dengan masalah yang di alaminya, yaitu data skripsinya terhapus begitu saja dan bingung bagaimana cara untuk mengembalikan/merestore kembali. saya pun bergegas kesana-kemari dan alhasil menemukan cara yang tepat untuk Mengembalikan File Yang Hilang/Terhapus Dari
Another Amped Day
GETAMPED 2 is a pocket-fighter game, the title really describes the game, it make you excited, the game itself is "cool" "awesome" and "sweet". this game sure attracts youngster because you can be your favorite anime or cartoon character but take note their are also adults that loves anime so big brother can play it too.
Its a boring day and decided to whack some keyboard with playing GETAMPED 2 and make a boring story about it.
met my buddy Natsu Dragneel from anime Fairy Tail and look at those eyes and teeth that's what I call hungry for battle.
let see who's familiar faces I encountered.

Oh yes! it's Doraemon with an buster in his left hand maybe it came from his pocket, and in my right-side there is a robot dude (Gundam) carrying an yellow hammer, and some funk guy asking for a rematch at the background and do you see what I see? it's Whitebeard from One Piece also in my background.
I know you know this guy (Son Goku) this monster beside me is the king of anime no ninja nor pirate nor fairy can match his Kamehame Wave.
Uzumaki Naruto the Hero of Konoha the savior of Ninja world and his in sage mode now his ready to fight. bring it on!
and to complete the cast I introduce to you Monkey D. Luffy of One Piece, Natsu and Luffy had a same attitude they can be best of friends.
Natsu's balls gonna miss Luffy's spear.
Official website
Download
Friez
Minggu, 17 Juli 2011
Cara Menghapus Virus Shortcut
Cara Menghapus Virus Shortcut - Berikut 8 langkah praktis untuk menghapus virus yang mampu mengubah folder yang ada di dalam USB flash disk menjadi shortcut tersebut:
1. Nonaktifkan ‘System Restore’ untuk sementara selama proses pembersihan.
2. Putuskan komputer yang akan dibersihkan dari jaringan.
3. Matikan proses virus yang aktif di memori dengan menggunakan tools ‘Ice Sword’. Setelah
1. Nonaktifkan ‘System Restore’ untuk sementara selama proses pembersihan.
2. Putuskan komputer yang akan dibersihkan dari jaringan.
3. Matikan proses virus yang aktif di memori dengan menggunakan tools ‘Ice Sword’. Setelah
Cara Partisi Harddisk Secara Aman Tanpa Software di Windows 7
Vara Partisi Harddisk Secara Aman Tanpa Software di Windows 7 - Asrizal Wahdan Wilsa Sharing Media. Ini adalah merupakan salah satu kelebihan dari windows 7 ketimbang windows xp, yaitu bisa membuat partisi harddisk secara aman tanpa menggunakan software. Pada windows xp untuk mempartisi harddisk dilakukan dengan menggunakan software semacam Norton partition magic, ranish partition manager,
Gejala Kerusakan motherboard
Gejala Kerusakan motherboard - Jika PC sering kali menunjukan adanya peng-alamatan yang rumit, atau menampilkan suatu pesan error, mengeluarkan bunyi beep yang terus menerus secara beraturan atau tidak beraturan, PC tersebut kemungkinan besar sedang dalam masalah, saya akan memberikan Tips dan solusi untuk mengatasi masalah tersebut dan PC Anda dapat berfungsi kembali seperti sedia
Kerusakan Morherboard
Sudah beberapa kali saya kedatangan teman yang komputernya mati, tidak mau menyala sama sekali atau kadang hanya sampai tampilan awal kemudian berhenti / hang. Untuk mengetahui dan memecahkan masalah komputer tersebut, ada beberapa tips yang bisa dilakukan, sesuai dengan permasalahan yang dihadapi.Komputer yang mati/ hang sebelum masuk ke sistem operasi bisa penyebabnya bisa bermacam-macam.
Sabtu, 16 Juli 2011
Daftar Kode Command Prompt CMD.EXE
Daftar Kode Command Prompt CMD.EXE - Bagi rekan semua pengguna windows pasti tau apa itu Command Prompt. Berikut adalah cuplikan dari wikipedia :
cmd.exe adalah baris perintah penerjemah pada OS/2, Windows CE dan Windows NT berbasis sistem operasi (termasuk Windows 2000, Windows XP, Windows Vista, Windows Server 2003 dan Windows Server 2008). Ini merupakan analog dari COMMAND.COM dalam MS-DOS dan
cmd.exe adalah baris perintah penerjemah pada OS/2, Windows CE dan Windows NT berbasis sistem operasi (termasuk Windows 2000, Windows XP, Windows Vista, Windows Server 2003 dan Windows Server 2008). Ini merupakan analog dari COMMAND.COM dalam MS-DOS dan
Kamis, 14 Juli 2011
new twisted metal : review
Twisted Metal is a series which falls into the category of vehicular combat. It was first developed in 1995 by Single Trac (1995-1997). Following 1997, the series has been developed by various companies over the years. There have been seven installments of the game so far and the eighth one is set for release in 2011. The Twisted Metal Series have sold over 15 million copies in North America alone which goes to show just how consistently successful and popular they are all over the world. The series also has the title of the longest running series for Playstation under its belt.Twisted Metal basically allows players to function within a fictional Demolition Derby. Players can choose various types of arenas, vehicles and weapons (ranging from Ballistic projectiles to mines). The player then enters an arena where he/she is faced by 5 or 6 opponent drivers. His job is to compete with other drivers and win the game by ramming his vehicle into those of the opponent drivers. Whoever has the most operational vehicle in the end, wins the game.

Each game has its own storyline but all installments of the series revolve around the theme be careful what you wish for, slightly falling into line with movies such as Wishmaster. The person organizing the races (mostly known as Calypso) has the power to intercede with reality and mold events in such a way as to satisfy one wish or desire of the winner of the combat. The winners have to use their words carefully when making a wish or the sadistic hosts twist the words to suit their own means. There is a lot of black humor in the game. Often, the winners don't have a happy ending because of this particular theme of the game.

The eighth edition of Twisted Metal is being developed by Eat Sleep Play. There is focus on 16 multiplayer and 4 player split screen features and there are several gaming modes for playing available as well. The latest edition offers a Nuke mode. This mode allows the user to choose a group to face an opponent group also selected by the user. Each faction owns a metal statue which is hoisted into the air by a helicopter; the opponent group must try to destroy this statue. In order for players to succeed in destroying these statues they must abduct the opponent team's leader, sacrifice him to a missile launcher which will in turn ignite a nuclear missile aimed at the opponents statue.
The Twisted Metal series hope to please audiences with the release of the eighth edition scheduled for release in 2011. Eat Sleep Play has already canceled to two Twisted Metal Series projects in previous years, therefore, the success of this game is of crucial importance to the production team.
Dave
F.E.A.R. 3 Review
The shooter market is definitely a saturated one, rife with derivative titles that rarely buck any trends. But every so often, a title comes along that does things a little bit differently. F.E.A.R. 3 is one such game. A horror and gore-inspired romp, F.E.A.R. 3 approaches the conventions of first-person shooters from a different perspective and successfully mixes together familiar gameplay elements with a unique and authentically chilling setting. F.E.A.R. 3 isn't without its problems, and these problems stop it from being a top echelon shooter. Still, its tendency to go off the beaten path is largely successful and will appeal to shooter fans and horror aficionados alike.In F.E.A.R. 3, gamers are placed in the role of the genetically-enhanced Point Man, the protagonist from the original F.E.A.R. As you may remember from the end of F.E.A.R. 2, the mysterious female foil Alma forces herself upon that game's playable character -- Becket -- and becomes pregnant with his child. Alma is an evil psychic dynamo manipulated by Armacham, the same company responsible for Point Man's genetic enhancement, but her powers far outweigh his own. Thus, stopping Alma from having this kid is the name of the game in F.E.A.R. 3. Because after all, if Alma is so powerful, who knows what that kid is capable of?

Stopping Alma's pregnancy will be no easy task for Point Man, especially because he's accompanied continuously by the apparition of fellow Project Origin prototype Paxton Fettel, another character fans of the series will be familiar with. One of F.E.A.R. 3's great strengths is that you can actually play as Fettel through any level that Point Man already beaten, which gives a completely different feel for getting through the main campaign.
While Point Man is your typical gun-toting badass, Fettel is able to possess enemy soldiers and generally cause an insane amount of havoc. Better yet, you can play the campaign together with a friend locally or online, utilizing both characters' strengths simultaneously.
In terms of aesthetics, F.E.A.R. 3 provides passable graphics that look slightly dated but still get the job done. And the game runs smoothly, lacking the mid-play loading and saving stuttering of its console counterparts. Regardless, you won't mistake F.E.A.R. 3 for a top tier shooter in terms of its looks. On the other hand, F.E.A.R. 3 is a sonically appealing game. The voice-acting is at times over the top, but the sound effects and music add greatly to the scary feel of the game. There's audio nuance everywhere.

Both single player and co-op will require you to work your way through the same eight stages (known as Intervals). Playing through on co-op will allow you to blaze through the game significantly faster than playing on your own, but F.E.A.R. 3's campaign is best enjoyed as a solo affair. Though the game is much more difficult this way, playing on your own maximizes the frights and scares. Co-op is a fun experience in its own right, but should definitely be left for those who have already played through the campaign once before.
Mechanically, F.E.A.R. 3 will feel familiar to fans of the FPS genre. Your characters will have access to a number of firearms, explosives and more. Point Man and Fettel can also use their own psychic powers, primarily in the form of time slow-down and enemy possession respectively. The combination of the conventional and the supernatural isn't revolutionary by any stretch of the imagination, but it works well in F.E.A.R. 3. And though the stages are generally linear, there's reason for ancillary exploration, mostly to take in the sheer amount of ambiance present on most levels (not to mention to find collectibles).
If I have one major complaint about F.E.A.R. 3's core gameplay, it's in terms of grenade throwing. It's hard to use grenades in the game with any modicum of accuracy. Chucking grenades way over the intended target is more likely to happen than the perfect toss. Additionally, the AI glitched out on me once in a while, not reacting to my presence when I was clearly in view. None of this breaks the experience, but it certainly hampers it unnecessarily.
Colin Moriarty
zombie driver: review

Zombie Driver is exactly what I've hoped for. It could just as well be titled Zombies vs. Ambulances, Taxis, Limousines, Police Cars and City Buses. If ever you've wanted to hop in one of those vehicles and plow through the zombie hordes of an infested city, leaving bloody, red donut marks in the streets, well, there's a game for that now. Racing through highways, parks and side roads choked with undead staples like zombie dogs and exploding fat guys is unrelentingly fun, and while each mission tasks you with some kind of timed rescue the objectives are never terribly frustrating. The completion of secondary tasks, like clearing out nests of dead guys, provide rewards like unlockable vehicles and weapon upgrades, so there's always motivation for reaching greater levels of mastery.

The game's a bit short and doesn't provide much beyond the visceral glee of running over craploads of people who actually have it coming, but that's probably more than enough for the lean, $10 price tag. And some gameplay depth eventually emerges as the game introduces more undead types and a greater assortment of weapons and vehicles are unlocked and upgraded, requiring you to juggle considerations like armor, speed, and passenger capacity against the needs of the mission. Zombie Driver is good for at least a few afternoons of simple enjoyment, and anyone who ever bore affection for classics like Carmageddon owes it to themselves to drop a few bucks on the thing.
Scott Sharkey
Rabu, 13 Juli 2011
Dead Island - vacation preview
Saying the recent Dead Island trailer took the internet by storm would be an understatement. Buzz for the game began almost immediately after the trailer hit. From fan-made remixes to re-edits of the trailer, it was clear gamers definitely took note. The game’s trailer alone seemed to practically breath new life into the zombie-genre game.
It was not just the trailer that got people excited, either. While details on the game are still a little sparse, what has been announced seems to push all the right buttons. If this self-described “first-person zombie-slasher/action-RPG” can manage to capture the tone and feeling of the trailer while delivering tight, engaging gameplay, Dead Island could easily become a runaway hit.
Building on the trailer’s buzz, seven new screens were released showcasing more of the game’s environments, weapons, zombie types, and survivors. There is something to be said about a zombie infested tropical vacation island that manages to add a whole new level of creepy to a game. Who said sunny beaches and luxury hotel pools could not still be horrifying?
Like the trailer before it, these screens seem to hit a lot of the right notes. From the single zombie shambling around in an abandoned room, to hoards of zombies rushing towards a survivor, to simply showcasing how large the game world might be, Dead Island looks to know what makes zombie games so much fun. Sure, the game might have been in development for a long time, but maybe, just maybe, it will be worth the wait. Fingers crossed.
What is your take on these new Dead Island screens? Do you think the game will deliver the way the trailer did? Do these screens get you more or less excited about the game? What would you like to see in Dead Island? Let us know your thoughts in the comments below.
Christian Spicer
Jumat, 08 Juli 2011
Max Payne 3 Preview

Let's all give it up to Rockstar and Max Payne, because the truth is, there is not one game that is more responsible for the massive change of direction that action genre has received than Max Payne. Essentially pioneering the art of gun-fu in modern day shooters, Max Payne created numerous gameplay techniques that have become staples of nearly every action shooter, bullet-time being one of them. After a six year absence, Rockstar finally revealed the third game in the series back in June 2009. And much to the surprise of many, Max Payne 3 looked almost nothing like a Max Payne game... Gone are the dim and drab settings of New York City, replaced with the lush and beautiful setup of Brazil's Sao Paulo. Gone is a leather jacket wearing mad man on the hunt for vengeance for his wife's murder; replaced by a madder man who's now sporting a beard, a bald head, considerable weight gain, and an all new job in the private sector for a wealthy family he is hired to protect. Max Payne 3's story takes place 12 years following the events of the last game, and will center around a double-crossed Max, triggering the mad man inside to burst.

Rockstar's Sam Houser has stated that for the third game, Max's personality has "drifted from bad to worse." Yikes. With that in mind, we can expect to see Max's painkiller addiction to carry over to the third title, as they will continue to act as his healing system within the gameplay. Much like other action games these, such as Uncharted, Rockstar will be implementing a bit more realism to the mechanics of Max Payne 3. One such implementation is a balance of weaponry, allowing Max to carry only two weapons at once: a handgun and a larger rifle or automatic of some sort (including shotguns, and such). But never fear, if you drop a larger weapon, that enables you to simultaneously dual-wield two handguns in a blazing glory.
When not using weapons, Max can take cover in a variety of ways, one of which of using a human body as a shield. Furthermore, Rockstar has stated that there will be an all new cover system in the game, but that it won't be an integral aspect, unlike many other action shooters out there. To us, that means Max Payne 3 is going to be so full of non-stop action that you'd rather storm through your enemies, as opposed to stalling and playing it safe. Furthermore, because things like crates and other objects will be destructible, you can only use cover for so long. Lastly, if Max is at the end of his life bar, he can gain a shot of adrenaline and immediate rejuvenation if he manages to kill the opponent who's depleted his life before the opponent can kill Max.

A visual style similar to the graphic novel approach of the first two games will be used in order to link the story together from act to act. But aside from that one similarity, Max Payne 3 looks entirely different from the franchise, and in this day and age where moody and drab settings are all too common, it's a nice change of pace to see Max end up in locale with lush qualities to it. Rockstar has said that Max Payne 3 will arrive anywhere between March-June 2010, and most certainly no later than July 2010. So it isn't that far off.
Arnold Katayev
Kamis, 07 Juli 2011
Tom Clancy's EndWar Review

Tom Clancy's EndWar is a real-time strategy game created for consoles that has now found its way to the PC. How's that for a twist? With its innovative voice controls and strong production values, EndWar was an enjoyable experience on the PlayStation 3 and Xbox 360, granting armchair commanders a sense of high-tech supremacy. Yet on a platform overflowing with quality RTS options, its core simplicity is far more obvious.
Its three near-future factions all play the same way, the rock-paper-scissors relationships between units are incredibly straightforward, and the single-player campaign doesn't tell any story to speak of, which is a blatant missed opportunity. Nevertheless, a novel multiplayer mode and persistent units that carry from one mission to the next keep things interesting, and on the whole, EndWar is a mildly enjoyable game, even if it never feels like a comfortable fit on the PC.

To get the most out of the experience, you'll need to plug in a headset. To order your units about, you issue a series of preset commands by holding down the space bar and speaking your directive into the microphone. This runs the gamut from attacking enemy squads ("Unit two, attack hostile four") and bringing in reinforcements when they are available ("Deploy gunships") to centering your view on a particular group ("Unit three, camera") and ordering special attacks ("Air strike, hostile six").
There are limited possibilities, so don't expect to plan out multiple waypoints or set up tank patrols. Nor can you rely completely on the microphone--at least, not if you intend to be competitive. Actions like garrisoning infantry in a building or ordering your units to unleash special attacks require some key presses, so there is a bit of light micromanagement in this regard. If you'd rather take a traditional approach, you can use a mouse and keyboard, but doing so makes EndWar more frustrating than fun.
Because the camera must be focused on a particular unit, you can't scroll across the map and issue orders with ease. You can enter a "sitrep" view, assuming your command vehicle hasn't been destroyed, which makes issuing orders with a mouse more feasible but is visually unappealing. Should you decide to use a headset (which you should, if you want to experience EndWar at its best), you may need to mess around with settings in Windows and within the game menus to get your hardware to work properly.
A standard Logitech headset recognized most voice commands, while others were less successful (or completely unsuccessful) in consistently recognizing instructions. The units themselves are products of EndWar's World War III setting. In the game's version of near-future events, The United States, Russia, and a unified Europe have become superpowers, and the US plans to launch a military space station to tip the worldwide balance of power in its favor.
Unfortunately, terrorists destroy the station upon liftoff, thereby igniting global conflict. Yet as interesting and far-fetched as the setting is, it's mostly backdrop. The campaign is just a series of battles against the AI that emulates EndWar's main multiplayer mode, so don't expect much exposition, larger-than-life personalities, or political intricacies. You can play as any of the three factions, but while your own commander (and his or her blatant accent) will change, there's no story to involve you, aside from mission updates and news blurbs.
Thus, there's no reason to play the campaign with another faction if you've finished it once already. This lack of narrative is a big disappointment, given Tom Clancy's pedigree of political page-turners.Nevertheless, EndWar has a way of drawing you in, not just because of the unique control mechanism, but because it lets you closely follow your squads into battle. Regardless of your faction, the basic units are the same: Infantry comprises riflemen and engineers; tanks and artillery have the armored advantage; gunships take to the skies; and transports not only whisk your infantry about the battlefield, but offer necessary antiair support.
Most of the time, you'll be switching your view from squad to squad, and the camera's close-up vantage point has quite an impact when you're engaged in combat. Bullets fly, gunships fall from the sky, and artillery fire rains from above, and some visual glitches aside, it's all exciting and cinematic in a way that most other strategy games just can't accomplish. Using sitrep view lets you get a quick overview of the battlefield, which is useful but not particularly dramatic.
The rapid zoom of the camera when you move in and out of this mode and from one unit to the next, however, is slick. While it may be authentic to have so few unit types and no striking difference between factions given the setting, it doesn't make any side worth playing more than another. The relationship between units is always the same--tanks beat transports, gunships beat tanks, and so on--so there's little subtlety to the gameplay.
Instead, strategy is delivered on a broader level, starting with the mission objectives. There are four main mission types: assault, conquest, siege, and raid. Assault is the simplest (kill your enemy), while in Raid, you must either destroy or defend certain buildings on the map to achieve victory. Conquest is the most interesting mode, taking its cues from the Battlefield games in addition to EndWar's closest RTS cousin, World in Conflict.
Here, you must use infantry to capture control points, called uplinks, scattered across the map while fending off the enemy and sabotaging their attempts to do the same. Siege battles are much less common than other types and involve an assaulting player attempting to capture a critical uplink while the defending player struggles to maintain control of it.

Tactics are generally obvious in all of these situations, but they can still generate a tense tug-of-war between players as each jockeys for position. Uplinks are present in all modes, and they are a critical part of the gameplay. Most importantly, they help you earn command points, which you need in order to call in reinforcements and perform other actions.
However, uplinks can be taken only by infantry, so even if you aren't playing a conquest map, you'll still want some riflemen or engineers in the field. Uplinks also hold a second key to victory: upgrades that allow you to engage support powers like air strikes and electronic attacks.
These powers are invaluable in a sticky situation but also cost command points, so you'll need to weigh the advantage of bringing in another transport to defeat your gunship-heavy opponent against a quick strike that could do immediate damage. There are even short-range nukes to deploy in certain circumstances that can immediately turn the tide of battle and produce a spectacular explosion.

All of these battles are given context within a larger turn-based map called the Theater of War. The offline theater is good for practice, but it's the online theater that provides the meat of the experience.
This semiglobal map is persistent, so as opposing players engage one another, the results of an entire day's matches represent a single turn within the theater. Once the day's turn is complete, new battles open up as each faction spreads its dominion. This is a great idea that may remind you of a similar mode in the mech action game Chromehounds.
But while the sameness of each faction makes it hard to feel particularly loyal, it's involving to watch your faction's color spread across the map, whether that means establishing your presence in Florida or burning Paris to the ground. A few days after the game's release, however, relatively few players seem to be participating in the theater, making EndWar's long-term viability unclear.
Your battle prowess has global consequences, but success brings more than a victory for your faction. You'll also earn a supply of credits after each battle that you can then spend on upgrades for your units. Surviving units gain levels, which gives them access to purchased enhancements, which could mean faster movement speed, new support powers (being able to designate a new drop point for reinforcements is ever so helpful), or additional attacks that can be triggered when you are following the unit that can perform them.
Like the Theater of War, this feature seems like it's supposed to make you feel emotionally attached to your faction's success, and it works to an extent, giving you an incentive that functions on a more personal level. While new attacks open up some minor micromanagement options, they don't bring drastic changes, because most battles are still won or lost with quick uplink securing and a basic understanding of rock-beats-scissors dynamics.
While EndWar's tactics were designed on a broader scale, its presentation attempts to throw you into the midst of battle. When firefights get heavy, the screen fills with units and explosions, and it's fun to watch the destruction on the ground from the vantage point of a gunship squad firing at tanks or engineers from above. Some smaller touches make an impact, such as the authentic-looking behavior of engineer squads as they enter a building or a transport.
However, the PC version looks much less impressive than its console counterparts. Textures are bland, while lighting, shadows, and other aspects are simply average, so even with all settings turned up, the quality of the visuals doesn't seem to justify the relatively high system requirements. EndWar also suffers from occasional performance problems, which affect not only the frame rate, but the speed of the entire game, which can suddenly start chugging for no obvious reason.

The sound design does a better job of immersing you in battle. This is partially due to the din of combat--perfectly appropriate for World War III. However, it's the constant radio chatter and responses of your units that have the greatest impact, making you feel as though you really are in the role of a military commander.
The sound effects aren't just cosmetic, however: EndWar's constant feedback is an important tactical tool, letting you make split-second decisions that could mean life or death for your squad. Unfortunately, there are too many times when crucial feedback ("Check unit nine") comes far too late for it to do any good. EndWar's voice command mechanic makes it unique among strategy games, and it's this innovation that stands out above all of its other features.
Strip it away, and you'll find an RTS game that can be fun but is ultimately too simple to stand out in a crowded genre. But even if strategy veterans won't find all the complexities they'd expect, there's something to be said for EndWar's smart match types and persistent campaign. Hopefully as its community grows, so too will the game's long-term possibilities.
Kevin Vanord
Selasa, 05 Juli 2011
Angry Birds Review

Most casual news watchers are familiar with explosives that have names like "bunker busters" and "daisy cutters." However, in Rovio Mobile's popular game, Angry Birds, multicolored chickens can take on the properties of these same bombs when pushed to the limits by egg-stealing green pigs.

Explosive chickens, adorable as they are, would be pointless without big buildings to topple, and Angry Birds provides more than 200 of them, with more added all the time. You can thoroughly demolish anything from stone castles to glass houses as you punish those evil, egg-stealing pigs.
To play, you simply load up a chicken in your slingshot, pull back while setting your angle, and let go to start the destruction. Angry Birds' gameplay is incredibly easy to understand, and the visual payoff for blowing stuff up is consistently impressive. Blue chickens split up in midair for a spread effect; heavy bomb chickens explode and send structures flying; and egg-laying hens let you deliver a yolky payload directly below.
You always receive the chickens in a particular order, which diminishes some of the strategy. Even though some chickens can be used to set up chain reactions, like using a burrowing hen to soften up a building's stone exterior and then following up with a ticking explosive chicken to blast out the walls--you don't get to do this if you don't get the chickens in this order.

Although you might fling your chickens in the same spot each time, the game's sensitive physics system usually gives different results. It's generally impossible to re-create specific trajectories and reactions, so there's some luck involved where obtaining a high score (and a full three-star rating) is concerned. There aren't really any tangible benefits to completing every mission with a three-star score, besides boasting about your score on the online leaderboards, anyway. Angry Birds has some minor issues, but most of the time, you won't notice because you'll be too busy trying to squish pigs and make full use of your chicken arsenal. The game's weapons, physics, and varied levels are really quite excellent, and they make this military-farm-complex a whole lot of fun.
Andrew Podolsky
Age of empire 3 : dynasties review

We'll never turn down a chance to play more Age of Empires, so when Microsoft, Ensemble and Big Huge Games announced a brand new expansion pack for Age of Empires III, we were all for it. The new game adds three new Asian civilizations, each with new units and buildings and their own five-mission campaign. It's not surprising that the expansion maintains the excellent unit balance and exciting presentation that the series is known for. Still, while the new Asian civs are enjoyable, the campaign lacks some of the drama and variety that we'd hoped to see.
Asian Dynasties steps away a bit from the more fictional campaigns of previous games in the series in favor of a slightly more historical approach. Still, the fictional main characters in the campaigns give the designers room to tell a relatively unique story set within a firm historical framework. The Japanese campaign kicks things off by retelling some key events in Tokugawa's efforts to unite Japan. From there, we see a mutiny in the Chinese navy as the Treasure Fleet moves first to India and then to the New World. Finally, the Indian campaign puts players in charge of a British officer who decides to lend his support to the cause of Indian independence.

I miss some of the cool resource-oriented missions of the previous games, but Asian Dynasties has its own charms -- from finding and securing beached treasure ships to stampeding elephants through enemy towns. Naturally, a lot of the missions require players to capture and hold trading posts, destroy enemy town centers, and protect your own structures from enemy attack. The best missions move back and forth between different objectives giving the player a chance to choose how they'll tackle the overall scenario.
Sadly, only a handful of scenarios really present the player with any wide range of approaches. There will sometimes be an option as to which of two paths you're going to take into the enemy base, but there's usually a "right" and a "wrong" answer even here. Most missions do allow players some choice in determining the order in which they take on secondary objectives but in all the campaigns here felt a bit more linear than they have in previous Age games.
And for the life of us, we can't figure out why there wasn't more of an emphasis on sea battles. We built two single docks in the course of the entire 15-mission campaign and once it was just to get to the enemy land base across the water. With the Chinese Treasure Fleet and the British East India Company featuring so heavily in the campaign, it was a bit of a letdown that there wasn't more opportunity for sea fights.

The Asian armies have all the cool units you'd expect, from samurai, to firework rockets, to howdahs. Big Huge Games has really captured the flavor of the combat very nicely with a wide range of colorful units that provide significant enough advantages to encourage players to create a well-rounded army. As with the other Age games, creating small groups of balanced forces that can deal equally well with infantry, cavalry and artillery keeps you from having to micromanage the target priorities in each and every encounter.
Even though nearly all the units are useful in one capacity or another, there are nevertheless a few that really captured our attention. The Japanese Daimyo (available as a home shipment unit) is a powerful warlord that acts both as a walking barracks and a drop off point for all future military shipments from the home city. This really gives the Japanese civilization the opportunity to engage in some truly relentless advances. The trick is to keep the Daimyo close enough to the action to keep the reinforcements flowing fast but far enough away that he's not likely to be in too much danger.
The Indians, of course, rely on a wide variety of elephant units. Those that can trample over archers and melee fighters are interesting enough (and a heck of a lot of fun to watch), but the real stars here are the anti-building elephants. Some come armed with mighty flails attached to their trunks and others have long-range cannons mounted on their backs. It's great to have the option to wreak damage from up close or from far away with these elephants. They suck up a lot of resources population points when you build them but the Indians have a number of home city shipments that can drastically reduce their price and support requirements.

The Chinese are a little different. It's not as obvious to us which of their units are our favorites because you don't actually build single units with the Chinese. Instead, you select one of a number of pre-made groups of mixed units that are, like the single units of the other civilizations, still geared for combat against a particular type of enemy. You can still lead the units individually once the entire group has been produced but the Chinese don't have an option to build just one or two units at a time. This can create some tough situations where you don't have the resources or time to order up a group of units five strong, but it definitely makes it easier to field large armies quickly in the later stages of the game.
Each civilization has its own unique buildings and economic needs. The Indians for instance, benefit from a free villager with nearly every home city shipment. If your economy is booming, you can trade in the villager for two sepoys later on. The Indians will find themselves getting more shipments than most other civilizations, thanks to their unique Sacred Fields structure. Simply placing cows at the Sacred Field will start to generate experience points for the Indians.
Each civilization can also benefit from the new Customs House. This structure allows players to ally themselves with one of a number of European powers to gain a one-time bonus and access to European units. These units are bought with the new "export" resource, which is earned by setting aside a portion of your existing resource gathering efforts to trade with the European ally. Fortunately, setting the percentage of resources you want to trade is as easy as hitting a button in the Customs interface so you won't have to worry over assigning additional workers to the new resource.

The Asians also have plenty of new wonders that can radically alter the pace and flow of the game. Building the Great Buddha lets you spend coin to see everything in your enemies' line of sight. It's probably the coolest power in the game but its cost scales with the number of enemies you have. Going up against a major player with lots of buildings and units, it can easily cost several thousand coin. The Indian Agra is another of our favorites. This massive palace gives you access to a single elite version of each of your unit types. They're incredibly expensive but they multiply the effectiveness of all other similar units in your armies, so they're well worth the investment.
Interestingly, the wonders are also the way that Asian civilizations advance to new Ages. Rather than simply shucking resources out the window to gain access to new technology upgrades, new units and new shipments, the resources you spend to build wonders actually result in a persistent benefit that sticks with you throughout the game. Each time you Age up, you'll have the chance to pick from one of the five wonders available to you civilization.
Finally, the multiplayer side of Age of Empires has been enlarged with a new game type, King of the Hill. In King of the Hill there's a large central fort that the players have to capture and hold. The delicate equation here is whether or not to race to grab it right at the start and hope that your initial force can hold out long enough for you to reinforce it, or to hang back a bit and let the other players bloody themselves in a back and forth battle before coming in with your own fresh armies that you've been building in the meantime. Since Asian Dynasties isn't on a lot of PCs yet, we've only really been able to dig in to the game type in skirmishes against the PC but so far it seems like a game type that's going to be fairly popular.

Finally, the visual and audio work in the expansion are right up there with what we've come to expect from this series. The units and buildings are well designed and full of lots of lively detail. The wonders look particularly awesome with loads of intricate detailing. And while that's where most of your attention is, the small touches here and there really bring the game to life. Seeing green birds drift high above the carnage, or seeing smoke plumes from burning houses just adds that much more believability to the game. Likewise, the excellent voiceovers carry the drama nicely and are supplemented with the types of music and sound effects we've already come to love in the series.
Steve Butts
Senin, 04 Juli 2011
Kingdom Under Fire II : preview
Gamers in the United States might not be too familiar with the Kingdom Under Fire series. Even though role-playing games are popular in North America, Kingdom Under Fire doesn't have the same sort of following that other big RPG names do. So when I was on my way to a meeting with representatives from South Korean publisher Blueside, I didn't expect anything more than an everyday RPG. Soon after my meeting began, I came to the conclusion that Kingdom Under Fire II was my biggest surprise at this year's Tokyo Game Show. This action RPG looks stunning.Those that haven't played any other Kingdom Under Fire game needn't worry -- this is a title that can stand on its own. The game combines the epic action of large-scale battles with the online functionality found in massively multiplayer online games. That formula alone sounds fantastic, but Kingdom Under Fire II is made all the sweeter by its incredible visuals.

I, unfortunately, wasn't able to play Kingdom Under Fire II for myself, but I didn't need to. The raw enthusiasm and pride the folks at Blueside have for their game is palpable and they played several missions for me to show me exactly why people should be excited about their project. Kingdom Under Fire II allows players to create their own hero that can belong to one of four different classes (more classes will be added later). Not only do players control the hero character on the battlefield, but they can also command troops at the same time, giving the game a pinch of real-time strategy.
In the game, players will be able to execute traditional combos with their hero character and cast a wide variety of spells, including techniques that assist the friendly troops around them. When I was watching the game being played, the hero would charge into a group of enemies and unleash a torrent of attacks, while his troops charged in behind him. I was especially impressed with the camera work during battles, as the screen will shake and shift with the action, making the experience much more urgent than if the player's view was static.
Although it looked like a button-masher at first, Kingdom Under Fire II requires some definite skill, as players must jump between troop divisions on the fly to issue commands. During one particular mission, the Blueside representative had to continuously switch between his main troop and a ranged support troop further up the battlefield. These support troops would unleash deadly volleys that peppered the hero's enemies from afar.
The real beauty of the game, however, comes from the sheer spectacle of what's happening on the screen at one time. Hundreds, if not thousands, of nicely detailed units clash on the battlefield as arrows and gunfire saturate the sky. I was blown away when massive monsters entered the fray, stomping across the war-torn hills and scattering soldiers like pebbles through the air. In a trailer that was shown to me, a small group of dragons descended on the battlefield and unleashed green fire onto the helpless soldiers below.

The action of Kingdom Under Fire II was fantastic, but there's plenty of hardcore RPG goodness as well. There's a robust character creation system in place for designing your ideal hero, and almost everything in the game can be tweaked, from your clothing and accessories to the troops under your command. In fact, I was told that there would be more than 100 different troop types available at the start, meaning you will have tons of soldiers to work with as you travel across the world.
This is where the game's massively multiplayer functionality comes into play. The world of Kingdom Under Fire II is a persistent one that can be accessed by thousands of players at once. When you travel across the world map (on foot or by airship, which you can purchase further into the game), you'll see other players traveling in the same environment. Although only eight players can participate in a battle at once, many more will exist in your game world, which is designed to enhance the feeling of community in the game.

Kingdom Under Fire II is an example of a low-profile game that's impressive because of the great efforts of the developers behind it. Of course, there's no way for me to know at this point in time if the game controls well and is fun after extended periods of play, but I have reason to suspect that this game is one to look forward to.
Kingdom Under Fire II is tentatively scheduled for a North American launch at the end of next year. The game is being developed for PCs and consoles, though console specifics have yet to be unannounced.
Ryan Clements
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