Tuesday, February 2, 2010
Monday, February 1, 2010
CALL OF DUTY 7
Call of Duty 7 (working title) was leaked as being in production when James Clarke, a senior animator at Treyarch, stated on a website "I am currently on my second title as a senior animator in the games industry with Activision / Treyarch on Call of Duty 7."[16] Activision confirmed in November 2009 that a new, yet-to-be-named Call of Duty game will be released sometime in 2010.[17]
(SOURCE www.wikipedia.org)
(SOURCE www.wikipedia.org)
CALL OF DUTY 4 WORLD AT WAR
Call of Duty: World at War developed by Treyarch is the fifth installment of the main series, and returns to the World War II setting of earlier titles.[7] On June 9, 2008, it was confirmed that the game would be titled Call of Duty: World at War and would be set in the Pacific theater and Eastern front of World War II. The game uses the same proprietary game engine as Call of Duty 4. Call of Duty: World at War was released for the PC, PS3, Wii, Xbox 360 consoles and the Nintendo DS handheld in North America on November 11, 2008, and November 14, 2008 in Europe. As of June 2009, Call of Duty: World at War has sold over 11 million copies.
(SOURCE www.wikipedia.org)
(SOURCE www.wikipedia.org)
CALL OF DUTY 4
Call of Duty 4: Modern Warfare is the fourth installment of the main series, and was developed by Infinity Ward. It is the first game in the series not to be set during World War II, as well as the first to receive a Mature rating from the ESRB (except for the Nintendo DS version, which was rated Teen). The game was released for Microsoft Windows, Nintendo DS, PlayStation 3, and Xbox 360 on November 7, 2007. Download and retail versions for Mac OS X were released by Aspyr in September 2008. As of May 2009, Call of Duty 4: Modern Warfare has sold over 13 million copies, making it the most successful game in the series.[5]
A Wii port of the game, titled Call of Duty: Modern Warfare: Reflex, handled by Treyarch, was released on November 10, 2009, alongside Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare: Mobilized.[6]
(SOURCE www.wikipedia.org)
A Wii port of the game, titled Call of Duty: Modern Warfare: Reflex, handled by Treyarch, was released on November 10, 2009, alongside Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare: Mobilized.[6]
(SOURCE www.wikipedia.org)
CALL OF DUTY 3
Call of Duty 3 is a World War II first-person shooter and the third installment in the Call of Duty video game series. The game was developed by Treyarch, and was the first major installment in the Call of Duty series not to be developed by Infinity Ward. It was released on the PlayStation 2, PlayStation 3, Wii, Xbox, and Xbox 360.[4] Call of Duty 3 is the only numerical sequel to date to have been a console-exclusive game alongside its side-story games like Call of Duty 2: Big Red One and Call of Duty: Finest Hour before it. It was released on November 7, 2006.
CALL OF DUTY 2
Call of Duty 2 is a first-person shooter video game and sequel to the critically acclaimed game Call of Duty. It was developed by Infinity Ward and published by Activision. The game is set during World War II and is experienced through the perspectives of three soldiers in the Red Army, British Army and United States Army. It was released on October 25, 2005 for PC, June 13, 2006 for Mac OS X and November 15, 2005 for the Xbox 360. Other versions were made for mobile phones, Pocket PCs, and Smartphones.
CALL OF DUTY
Call of Duty is a first person and third-person shooter video game series franchise. The series began on the PC, and later expanded to consoles and handhelds, and several spin-off games have also been released alongside the main series. The majority of the games in the series have been set primarily in World War II, with the exception of Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2, which are set in modern times. The Call of Duty video games are published and owned by Activision and published for Macs by Aspyr Media and have been developed primarily by Infinity Ward and Treyarch, with other games being developed by Gray Matter Interactive, Spark Unlimited, Pi Studios, Amaze Entertainment, Rebellion Developments, and n-Space, using a variety of game engines including the id Tech 3, the Treyarch NGL, and the IW 4.0. Other products in the franchise include a line of action figures designed by Plan-B Toys, a card game created by Upper Deck, and a comic book mini-series published by WildStorm.
As of November 27, 2009, total sales for the Call Of Duty series have surpassed 55 million units worldwide, taking $3 billion in retail sales in the process.
STAR TRECK

STO 2010 PC game is largely based on the original story line of Star Trek, and the game takes you to a period roughly twenty years before the landmark event happened in which Spock traveled back in time. The scenario is nothing but fascinating as with Cardassion union splitting, Romulus annihilated, Borg has arrived back to wreak havoc on planets and The Federation and the Klingon Empire are about to wage a war against each other, the whole universe lies in a disorder. In the midst of this chaotic scenario, Cryptic has set up a game-play in which players can either be on the Federation’s side or be a captain of Klingon Empire.

Like most MMORPGs, Star Trek Online PC game allows players to have their little side-adventures or in the words of Cryptic Studios “episodes”, apart from the frontline story. Most of the adventures are believed to be themed on the stories of the original TV show, which implies that exciting challenges and thrilling missions are about to be let out of the bag by Cryptic. Just imagine the level of delight in escorting an ambassador to a far-off planet and then to take up the responsibility of protecting the diplomat from enemy attacks!

While some of the information revealed about this exciting MMORPG is based on an older version, game developers at Cryptic Studios are engaged in producing a truly masterpiece online game for Star Trek fanatics which will surely have many new features still undisclosed. While gamers still speculate as to how much liberty will be given to groups and guilds to make their mark on the massive galaxy with respect to Starfleet and Klingon’s Empire, one thing is for sure, that is, Star Trek fans should be ready for a rigorous test of their skills and a great reason to refuel their passion for the franchise.
ARMY OF TWO
When a disaster of epic proportions strikes Shanghai, China, Rios and Salem find themselves right in the middle of it all—the wrong place, the wrong time, but the right team. A carefully orchestrated series of mysterious catastrophes is dragging Shanghai to the brink of ruin, and now the Army of Two must fight their way through ravaged city districts as they try to beat the odds and uncover the secret of the 40th Day.
ARMY OF TWO: THE 40th DAY features a bigger playbook of new co-op moves that either player can use at any time, opening up new strategies and countless choices for both players. The result is a bigger, better, more organic and immersive co-op experience that lets gamers put their best two-man tactics to use whenever and wherever they want
MX VS ATV REFLEX
It has been a long time coming for fans of MX and/or ATV video games to actually be able to enjoy themselves. To be exact, the last release in the MX vs ATV franchise that was at least somewhat enjoyable was in 2005 under the banner of MX vs ATV Unleashed.
Now, with MX vs. ATV Reflex, THQ and Rainbow Studios have learned from their mistakes and delivered a much more refined gaming experience. Implementing terrain deformation and a new control scheme that works properly, there shouldn’t be many complaints by those who decide to trek through the muddy environments found in Reflex.
Granting full control over their rider and vehicle, Reflex is a title that will fulfill the dreams of every motocross fan out there. Take, for example, an oncoming crash after landing a suicidal back-flip over a jump; players are given the chance to correct their posture on their bike or ATV by flicking the right thumbstick in the corresponding direction indicated on the screen. In one instance, my rider biffed a flatliner maneuver and landed awkwardly on his groin when he hit the ground. Almost falling off his bike, all I had to do was hit the appropriate direction to keep him on his bike to continue forward with the race.
The terrain deformation has been a big part of THQ’s promotion pieces for selling Reflex to the avid fans. It has been used before in various other titles, but never to its fullest such as Rainbow Studios has done. Riders now must pay attention to the track set before them as it changes after every lap. An active part of every track, the terrain deformations aid certain players while providing hindrances to others. Want to get the best jump on the competition around a tight corner? Then use the divot already laid out before you to sharply cut the corner.

One thing that was incredibly aggravating was the announcer and his voice-overs throughout the menus and campaign. While his deep and grizzled voice was adequate for the first hour of gameplay, he soon became grating to the point that muting the surround sound was the only option left. On the plus side, all the vehicles found in MX vs ATV Reflex had satisfying sound effects.
On the graphics side of things, Reflex is an assortment of trail mix – it’s often hot and then immediately it’s not. The sign girls that have been added in for presentation’s sake are plain ugly – they would never inspire any racer to drive better. The terrain deformation does look fantastic, but then again, a lot of the same ruts are created and, often, aren’t differentiated from one another. One circle rut looks exactly same as the next thirty yards up on the track. At least the physics – while heavily exaggerated – is a joy to see exploited with almost every crash and/or collision.
The single-player and multiplayer features more than justify picking up a copy of Reflex. Included in the package are: Free Ride, Nationals, Supercross, Omnicross, Freestyle, Waypoint, and Champion Sport Track. If those aren’t perk your interest, then maybe the race challenges that are unlocked through the MotoCareer will. Reflex delivers six race challenges in the form of: elimination, face-off, section race, rival, outrunner and overthrow.
Lastly, for the multiplayer only, there are also two mini-games to play that spark a lot of hooting and hollering as players compete against one another. Two classics that are found in a wide variety of video games that are found in Reflex are Snake and Tag. On top of that, the career mode is thoroughly in-depth and should consume the time of a player for at least a week’s worth of their time.
THQ and Rainbow Studios have rebounded and put forth an enjoyable holiday title in MX vs. ATV Reflex.
Gameplay: 8.5
The entire package is pleasant. The terrain deformation, trick system, reflex controls and gameplay modes are lovely.
The entire package is pleasant. The terrain deformation, trick system, reflex controls and gameplay modes are lovely.
Graphics: 7.2
It’s not the most gorgeous game to release in 2009, but it deceivingly gets the job done with terrain deformation.
It’s not the most gorgeous game to release in 2009, but it deceivingly gets the job done with terrain deformation.
Sound: 7.0
The announcer strikes the nerves after a few hours of gameplay.
The announcer strikes the nerves after a few hours of gameplay.
Difficulty: Easy / Medium
Concept: 8.4
Watching the ground get tore up and mud fly is equally as brilliant as crashing due to a groove created by another player.
Watching the ground get tore up and mud fly is equally as brilliant as crashing due to a groove created by another player.
Multiplayer: 8.0
Playing through the Snake mini-game brings back great memories of Tron.
Playing through the Snake mini-game brings back great memories of Tron.
Overall: 8.0
A wonderful foundation has been set and it’s now time for Rainbow Studios to expand on what they have set up with their next iterations. The future is bright and fans should be rejoicing.
A wonderful foundation has been set and it’s now time for Rainbow Studios to expand on what they have set up with their next iterations. The future is bright and fans should be rejoicing.
WHIT KNIGHT CHRONICLES
Some of the elements of White Knight Chronicles come with little surprise. The bad guys are identified all too easily, and the heroes are overmatched, but what they lack in experience and armament, they make up for with gallantry.
It does begin innocently enough, though. A young man, Leonard, a player-created character venture off to fetch wine for the 18th birthday celebration of the silent princess. The princess, Cisna, has not spoken for 10 years since witnessing the death of her mother – apparently at the hands of an assassin from Faria. The two kingdoms are attempting to forge a peace pact. Meanwhile, Leonard, a young woman name Yulie (who joins the party – there are up to three characters that can travel in the group; the rest are in reserve and can be switched out at logic stones) and the created character head back to the castle with the wine. What begins in joy soon turns violent as a dark monster, Pyredaemos, attacks the castle, under the control of the magi, which apparently have designs on taking the princess, securing an ancient artifact and stirring up the war again.
Several things are immediately apparent in the prolonged prologue. First, the game is a bit of a romance simply because Leonard loves the princess and would do anything to save her. Second, the game is rather linear and somewhat predictable. Third, the graphics are gorgeous and imaginative, but much like the second item noted, the narrative is obvious, forced and somewhat silly at times.
But moving back into the story arc, after the king is slain, with the guards failing at subduing the Pyredaemos, Leonard tries to get the princess to safety beneath the castle. Just when it appears they are about to escape, the Pyredaemos shows up and gives chase. Leonard and Cisna are chased into the castle treasure vault where there is a shining, white suit of giant armor. More than merely armor, the armor is a weapon forged by the predecessors of the nations of the world, a race known as the Ancients. Lore states that only one deemed worthy can activate the armor. There is a glove, an ark, that connects to the armor, but to gain access to the armor, Leonard must fight an Umbral Spirit Phantom. Only after defeating the Phantom does Leonard enter in a pact with the Incorruptus. Within the armor of the White Knight, Leonard defeats the Pyredaemos, but as the battle ends, the Magi leader shows up and kidnaps the princess.
One of the enjoyable aspects of the game is the layering of story elements. Two kingdoms are about to go back to war, the princess has been kidnapped and somehow the only hope of
An Incorruptus a holy relic known at the ark is the key to the Incorruptus power, a weapon created by the ancients.
The combat system is predicated on using Action Credits (AC), and in order to summon forth the Incorruptus, the character that has forged the pact with the Incorruptus must have seven points available. Of course, as the character levels, more AC becomes available, but for those veterans of RPGs, AC is akin to mana. Every special skill uses AC. Once transformed into the Incorruptus, MP is used for attacks, which is much more effective and does bigger damage. If the character transforming has 12 or 15 AC when transforming, the Incorruptus will have more powerful skills.
Quests will yield drops that can be distributed to party members to bolster weapons and armament. Multiplayer comes into the picture when players team up online to battle the bigger monsters in the game in hopes of securing rare drops. Additionally, the game offers the opportunity for an online community through Geonet, where players can find others to team with or share adventures.
There are many elements endemic to the Japanese RPGs genre, but with real-time combat, stellar graphics, a good story and logic stones where progress can be saved (die and the game ends if save points were not created), White Knight Chronicles succeeds.
White Knight Chronicles has several faulty elements, but the game is long (the original released in Japan a couple of years back was estimated at 100 hours – but it can be done in between 65 and 80) and the story is decently layered making for a nice bit of J-RPG gaming.
Review Scoring Details for White Knight Chronicles |
Gameplay: 7.5
The game is structured in a manner to make players use healing spells instead of heal potions and there are other control elements that just don’t feel comfortable. Keep the instruction manual handy for shortcuts that are not intuitive. The camera can also get hung up on environmental elements, not allowing a 360-degree panning of the environment. Some things just seem odd – like the crystal camera to take pictures of adventures and scenery.
The game is structured in a manner to make players use healing spells instead of heal potions and there are other control elements that just don’t feel comfortable. Keep the instruction manual handy for shortcuts that are not intuitive. The camera can also get hung up on environmental elements, not allowing a 360-degree panning of the environment. Some things just seem odd – like the crystal camera to take pictures of adventures and scenery.
Graphics: 9
Imaginative creatures, great animations and wonderful special effects make this a visual treat.
Imaginative creatures, great animations and wonderful special effects make this a visual treat.
Sound: 7
Well done, but repetitious phrases underscore the game – like being told to hurry up and “I hope the princess is Ok.” The music is nice as well, but comes off like elevator music – hit and miss and hardly driving the action.
Well done, but repetitious phrases underscore the game – like being told to hurry up and “I hope the princess is Ok.” The music is nice as well, but comes off like elevator music – hit and miss and hardly driving the action.
Difficulty: Medium
Concept: 8
There are many stereotypical elements here, and while the story is solid in driving the action, the game stumbles in the area of the game mechanics.
There are many stereotypical elements here, and while the story is solid in driving the action, the game stumbles in the area of the game mechanics.
Multiplayer: NA
The cooperative portions of the game come online Feb. 2, and should allow players the opportunity to hook up with others to tackle the harder quests. The Georama portion should be intriguing as well.
The cooperative portions of the game come online Feb. 2, and should allow players the opportunity to hook up with others to tackle the harder quests. The Georama portion should be intriguing as well.
Overall: 8
This is a visual treat and a nice team-based game. The game’s failings – in the area of inventory management, and typical JRPG elements (after all, this game was originally released in December 2008 – so if you backtrack the development, you have a game started several years prior), but should give gamers a nice challenge and a solid and entertaining experience.
This is a visual treat and a nice team-based game. The game’s failings – in the area of inventory management, and typical JRPG elements (after all, this game was originally released in December 2008 – so if you backtrack the development, you have a game started several years prior), but should give gamers a nice challenge and a solid and entertaining experience.
Harry Potter and the Half-Blood Prince
Movie games are an interesting breed this season. On one hand you have Up, the charming action/adventure with three of the most likable characters in theaters right now. But once you reach the half-way point, the game is a repetitive mess with no substance.
Then there’s Ice Age: Dawn of the Dinosaurs, a stellar family-friendly adventure that lacks the charm of Up but offers superior gameplay substance – and as a result, superior replay value. From a character development standpoint, we have a clear winner. But which one would you rather play?
Harry Potter and the Half-Blood Prince falls somewhere in between those games, offering characters and gameplay elements that will draw you in – and others that will turn you off. The lifelike character designs are superb; the only thing that hurts them is their facial expressions, which I doubt anyone expected to be good anyway. (Excluding MGS and Mass Effect, bad facial expressions are insanely common these days.) This helps you care for the cast, even though the voice acting is a little weak. Even better, the music – which you’ll hear more than character dialogue – is joyous and boisterous without being too bombastic.
These features make it easy to like the Half-Blood Prince as a connected moviegoer. The gameplay is where things get a little tricky because everything it provides is potentially entertaining. So what’s the problem, then? Every feature you’re about to discover is spoon-fed to the player. While not quite a cakewalk, the game is without any significant challenges; the only time you could possibly be stumped is when trying to figure out where to go next. Potter’s world is fairly large this time around, and there’s no way you’ll remember every location. Thus, the developers included a handy – and very necessary – level guide in the form of Nearly Headless Nick.
Part of me can’t complain about Nearly Headless Nick because the game would be torture without him. But by creating a game like this, one that needs a level guide, the Half-Blood Prince is quickly watered down with go here, go there escapades. Players will backtrack more times than they can count – and no, having a guide doesn’t make that experience any less repetitive. It merely makes it more tolerable, because without the guide you would be completely lost.
Some of you may be quick to point out that there have been plenty of great games that made backtracking acceptable. I agree. But in this game, you’re going to endure an awful lot of it just to fight with magic, produce a bunch of potions, and participate in numerous Quidditch events.
Just Like Magic
The Half-Blood Prince isn’t like most adventure games, which introduce new enemies by the caseload. Instead, you’ll fight them only when the story corresponds with a battle. Side characters will test Potter’s skills every now and then, and he can join the Dueling Club for additional battles. You’ll probably want to, since this is by far the most exciting part of the game.
Battles consist of two characters, two life meters and as many spells as they can cast. Most of the spells are easy to perform and require nothing more than a push of the right thumbstick. For some spells, such as Expelliarmus, both sticks are used (push them outward simultaneously). Only a half-dozen spells are offered, but you can use them to stun, knock down and levitate your opponents, all the while inflicting damage that will slowly eat away at their life meters. Most enemy attacks can be dodged with ease, but if that’s not good enough, Protego gives you the ability to deflect a spell.
Airborne Harry
You can’t play a game of Quidditch without hopping on a broom and leaping into the air. So when Potter decides it’s time to compete, he’ll do just that. Meanwhile, the player will be responsible for maneuvering Potter through a series of star-shaped rings that appear in the level. These stars give you extra time, which is noted on screen by the color of the next star you encounter (if it’s red, you’re nearly out of time).
While cool at first, this mini-game isn’t much more than a glorified and graphically rich arcade flight sim – a really primitive one where the only goal is to keep moving. Assuming you last till the end, the Golden Snitch will be acquired automatically.
Let’s Make a Potion
Harry Potter meets Cooking Mama? Not quite. In this frequent mini-game, players must take a whole bunch of weird ingredients (bugs, poison, various liquids, etc.), drop them in a caldron and heat or stir until the color changes. Heating requires a few pumps from the right thumbstick (push it up and down until it reaches the desired color); stirring requires a few spins (turn it counter-clockwise). Each potion-making session is timed, which can make it a little more challenging than, say, dodging a poorly thrown blast of magic. But it doesn’t take long before this becomes repetitive.
New ingredients are constantly being added to try and expand the variety, but that only makes the process take longer (more ingredients means longer potions). The game also expands on what you have to do to complete the potion. In the beginning you won’t have to shake (push the thumbstick up and down) an ingredient before adding it; after a while, however, certain potions will require that you do so.
Still, it isn’t enough. Potion-making might – a big might – appeal to young girls, but that seems to conflict with the rest of the game. It’s not anti-girl or anything, but it doesn’t feel like a game that women of any age will flock to.
Harry Potter and the Half-Blood Prince isn’t a horrible game by any means, but its gameplay doesn’t extend past two mini-games and a bunch of spell-based battles. Diehard Harry Potter fans will like it but they probably won’t love it. Rent it for certain – and definitely play it before making a purchase.
Gameplay: 6.6
Each game type (flying, battling and making potions) is decent at first. One of them – battling – stays entertaining. Not monumentally addictive, but good enough to keep you playing. The other two, however, are much too easy and much too repetitive.
Graphics: 8
Potter's world looks good, but the character designs are the best part. Just be sure and brace yourself for when they open their mouths. The effect isn't pretty.
Sound: 8.3
Ignore the voice acting and embrace the score. Wait, who am I kidding? I don't have to tell you that. You're going to love this music no matter what.
Difficulty: Easy
There were moments when I stepped out of my room, stood in the hallway and peeked over at the TV in another room – all the while playing the Half-Blood Prince successfully.
Concept: 6.8
Harry Potter games need more than Quidditch flying, magic battles and potion development.
Multiplayer: 5
Club Dueling for two, which is fun for about 20 minutes.
Overall: 6.9
Before playing Harry Potter and the Half-Blood Prince, you should first be a huge Harry Potter fan. Second, you should have a high tolerance for backtracking and mini-game repetition. Third, you must be able to enjoy a game that isn't challenging (some players just can't do that). There are tons of trivial, easily-awarded trophies and a bunch of other collectible extras that should appeal to a certain crowd. But for most, this game won't outlast the lifespan of a rental.
Then there’s Ice Age: Dawn of the Dinosaurs, a stellar family-friendly adventure that lacks the charm of Up but offers superior gameplay substance – and as a result, superior replay value. From a character development standpoint, we have a clear winner. But which one would you rather play?

These features make it easy to like the Half-Blood Prince as a connected moviegoer. The gameplay is where things get a little tricky because everything it provides is potentially entertaining. So what’s the problem, then? Every feature you’re about to discover is spoon-fed to the player. While not quite a cakewalk, the game is without any significant challenges; the only time you could possibly be stumped is when trying to figure out where to go next. Potter’s world is fairly large this time around, and there’s no way you’ll remember every location. Thus, the developers included a handy – and very necessary – level guide in the form of Nearly Headless Nick.
Part of me can’t complain about Nearly Headless Nick because the game would be torture without him. But by creating a game like this, one that needs a level guide, the Half-Blood Prince is quickly watered down with go here, go there escapades. Players will backtrack more times than they can count – and no, having a guide doesn’t make that experience any less repetitive. It merely makes it more tolerable, because without the guide you would be completely lost.
Some of you may be quick to point out that there have been plenty of great games that made backtracking acceptable. I agree. But in this game, you’re going to endure an awful lot of it just to fight with magic, produce a bunch of potions, and participate in numerous Quidditch events.

The Half-Blood Prince isn’t like most adventure games, which introduce new enemies by the caseload. Instead, you’ll fight them only when the story corresponds with a battle. Side characters will test Potter’s skills every now and then, and he can join the Dueling Club for additional battles. You’ll probably want to, since this is by far the most exciting part of the game.
Battles consist of two characters, two life meters and as many spells as they can cast. Most of the spells are easy to perform and require nothing more than a push of the right thumbstick. For some spells, such as Expelliarmus, both sticks are used (push them outward simultaneously). Only a half-dozen spells are offered, but you can use them to stun, knock down and levitate your opponents, all the while inflicting damage that will slowly eat away at their life meters. Most enemy attacks can be dodged with ease, but if that’s not good enough, Protego gives you the ability to deflect a spell.
Airborne Harry
You can’t play a game of Quidditch without hopping on a broom and leaping into the air. So when Potter decides it’s time to compete, he’ll do just that. Meanwhile, the player will be responsible for maneuvering Potter through a series of star-shaped rings that appear in the level. These stars give you extra time, which is noted on screen by the color of the next star you encounter (if it’s red, you’re nearly out of time).
While cool at first, this mini-game isn’t much more than a glorified and graphically rich arcade flight sim – a really primitive one where the only goal is to keep moving. Assuming you last till the end, the Golden Snitch will be acquired automatically.

Harry Potter meets Cooking Mama? Not quite. In this frequent mini-game, players must take a whole bunch of weird ingredients (bugs, poison, various liquids, etc.), drop them in a caldron and heat or stir until the color changes. Heating requires a few pumps from the right thumbstick (push it up and down until it reaches the desired color); stirring requires a few spins (turn it counter-clockwise). Each potion-making session is timed, which can make it a little more challenging than, say, dodging a poorly thrown blast of magic. But it doesn’t take long before this becomes repetitive.
New ingredients are constantly being added to try and expand the variety, but that only makes the process take longer (more ingredients means longer potions). The game also expands on what you have to do to complete the potion. In the beginning you won’t have to shake (push the thumbstick up and down) an ingredient before adding it; after a while, however, certain potions will require that you do so.
Still, it isn’t enough. Potion-making might – a big might – appeal to young girls, but that seems to conflict with the rest of the game. It’s not anti-girl or anything, but it doesn’t feel like a game that women of any age will flock to.

Review Scoring Details for Harry Potter and the Half-Blood Prince |
Each game type (flying, battling and making potions) is decent at first. One of them – battling – stays entertaining. Not monumentally addictive, but good enough to keep you playing. The other two, however, are much too easy and much too repetitive.
Graphics: 8
Potter's world looks good, but the character designs are the best part. Just be sure and brace yourself for when they open their mouths. The effect isn't pretty.
Sound: 8.3
Ignore the voice acting and embrace the score. Wait, who am I kidding? I don't have to tell you that. You're going to love this music no matter what.
Difficulty: Easy
There were moments when I stepped out of my room, stood in the hallway and peeked over at the TV in another room – all the while playing the Half-Blood Prince successfully.
Concept: 6.8
Harry Potter games need more than Quidditch flying, magic battles and potion development.
Multiplayer: 5
Club Dueling for two, which is fun for about 20 minutes.
Overall: 6.9
Before playing Harry Potter and the Half-Blood Prince, you should first be a huge Harry Potter fan. Second, you should have a high tolerance for backtracking and mini-game repetition. Third, you must be able to enjoy a game that isn't challenging (some players just can't do that). There are tons of trivial, easily-awarded trophies and a bunch of other collectible extras that should appeal to a certain crowd. But for most, this game won't outlast the lifespan of a rental.
Need For Speed World Online: Newest information
(GM) – Need For Speed: World Online wlll be the the newest member in EA’s online games family in Asia consists of FIFA Online 2 and Warhammer Online: Age of Reckoning.
EA is just published a new online sport game Need For Speed: World Online (NFS: World Online) – one of three race games will be issued in this year. NFS’s intending: first, World Online’ wil be tested in Taiwan, then, in Hongkong on March.
NFS: World Online – an online game which is developed by EA Black Box and EA Asia – Studio located in Singapore.
This is the first time trademark Need for Speed makes a step forward to online games with many different modes and races. In NFS: World Online, players can join in a team, collect and customize their main character as also as many kind of NFS’s famous cars such as Lamborghini, BMW, Aston Martin, Corvette…
World Online’s also the game which has the biggest map in NFS series. With excellent gameplay, impressive graphics and “matchmaking” feature which are improved by EA, NFS: World Online is promised that It ‘ll make a new change in esport and Asia online games industry.
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