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Written by Goldeneye DL
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Friday, 16 October 2009 |
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Defense Grid: The Awaking was created by Hidden Path and released late last year on the PC. They have now released it on the XBLA making it the only 2nd tower defense game on XBLA. It has been ported over perfectly, unlike the 1st tower defense game on XBLA, Crystal Defender. Defense Grid is highly polished and has plenty of strategy involved with the game.
As with all tower defense games, you goal is to build tower that have different guns, abilities, and ranges to kill the hordes of enemies that come at you. You don’t directly control the towers, only place where you want them to be which is where the strategy comes into the game. You need to figure out what types of towers are good verses certain enemies and where they are most affective. Each tower type can also be upgraded to level 3, with every upgrade the attack, range, or ability gets better. Each tower costs a certain amount of resources to build which you gain when enemies are killed. You will eventually start to gain “interest” and will slowly gain resources when you have some saved up.
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Review: Operation Flashpoint 2 |
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Written by Reddog DL
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Thursday, 15 October 2009 |
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Operation Flashpoint: Dragon Rising is Codemaster’s sequel to 2001’s original made by Bohemia Interactive. It drops you into the boots of a Marine fire team dropped on Skira Island, a fictional Russian territory taken over by China for its oil assets. The story is minimal, and most of it is played out over radio while hiking through the island.
The first thing you will notice when booting the game up is the draw distance. You have detailed vision over about 2 kilometers, and you can see landscape beyond that. Detail can be hit or miss, as your weapons and vehicles look good, but textures are repeated and explosions leave something to be desired. This all flies out the window when you experience one of the games many glitches, both graphical and A.I. related. You may see the PLA army half a kilometer away, but the ground they are crawling on? Also, weapons can spawn to high in relation to the camera, leaving you blind until death. |
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Review: "Need For Speed: Shift" |
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Written by Reddog DL
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Monday, 05 October 2009 |
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Need for Speed: Shift is EA’s newest foray into racing. Long gone are the street races known to many NFS fans, now replaced by both real and fake circuit tracks. The game will start you off on a test track, in the cockpit view. While 3rd person is available, switch to it for one track and you will tell right away that the focus was put into the cockpit view… and what a view it is. Everything from the interior of the car to the blur at 200 mph is done to great extent. The tracks, on the other hand, are lacking the same detail. It is hard to notice going at normal race speeds, but odd textures on forest tracks are prevalent. While cars are modeled well, the damage seems to be hit or miss. You can fly into a tire wall and not crack your windshield, and then a race or two later destroy it going half the speed. Damage on the cars looks good, though it doesn’t seem to have a realistic effect. Just like EA’s shooter Bad Company, the sound in this game is amazing. Engine revs, tire squeals, and collisions all sound amazing in surround sound. Driving on tarmac, dirt, and through a tunnel all sound like they should. There is a lack of music, even in the menus. |
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