April 21, 2008 - Most PC gamers have likely recovered from the shock of Rainbow Six: Vegas' drastic departure from the more hardcore tactical planning of the series' past. In case you missed out, the R6 titles bearing the Vegas moniker are more about action, far more forgiving of mistakes, and mix in only very light tactical elements. Though it's certainly quite a bit different from what the PC-faithful may remember playing years ago, it still proved to be an entertaining formula when Vegas was released in late 2006. With Rainbow Six: Vegas 2, Ubisoft delivers what's nearly a carbon copy of what we saw in its predecessor. Though little attention has been paid to alleviating issues with the single-player content, the online modes can be a lot of fun.



To help survey the zones of battles you've got access to an overhead map capable of displaying enemy positions and the ability to periodically perform thermal sweeps of the area. Along with all your other fancy tools like thermal and night-vision goggles, a snake camera to peek under doors, and a variety of grenades types, not to mention the bevy of firearms at your disposal, you prove to be quite the prepared counter-terrorist agent. The problem with the single-player is there just isn't all that much reason to use any of them, since it's ultimately such a superficial tactical experience.

Take, for example, your ability to command your squad to post up next to a door. You can use the snake cam to paint targets in the adjoining room for priority kills, instruct the squad to silently walk in and start blasting, and have them blow the door (which is now limited use) or lob in a grenade. Though each method of assault has definite side effects (blowing open the door stuns the enemies, for instance), there's not all that much need to use careful consideration in selecting methods, as your squad is quite powerful. If you give them a few seconds to engage the enemy, you just have to pop in the ever-present second entrance to the room and pick off any stragglers. Should your team get knocked down, you can just order them to revive each other with magical hypos or do it yourself. You will have to be somewhat cautious, however, as downed squadmates can eventually bleed out once knocked down, forcing you to reload from a checkpoint.



Bumping up the difficulty will of course add to the challenge, and for me made the game more entertaining as it elevates the tactical elements above arbitrary levels, except for in one particular stage. Later on in the single-player campaign there's an extensive sequence where Ubisoft completely removes the squad from your control, like was done for a bit in the first Vegas. Not only is this frustrating as you're denied the ability to effectively flank and can be killed after only a few shots, but it moves against the foundation of the franchise. That being said, it's Ubisoft's game and they're free to twist it however they feel fit. If they're trying to turn Rainbow Six into something like Halo or F.E.A.R. with a cover system, that's their prerogative. It's just disappointing to see such a development, something presumably borne of market forces and a willingness to appeal to a wider range of gamers, mostly because that particular section plays so poorly.



There's a fragmented story as well, filled with characters that randomly chirp up on your com system to give you excuses to advance to checkpoints, disarm bombs, and rescue hostages. It's not particularly well written, filled with personages barely given enough strength of character to be considered stereotypical, sloppily presented, and unworthy of your attention.

Then there's the enemy AI, which ranges from seemingly smart to idiotic. At times you'll battle foes who regularly pop in and out of cover, toss grenades, or walk around behind your position. Other times you'll find enemies stop and shoot while out in the open or run the wrong way down hallways. It's one thing to blast an opponent in the back while he's distracted by your squad or to engage in heated cover-to-cover battles in hallways or gaudy, noisy casino halls, but it's not exactly satisfying to fight against terrorists so unaware of the situation that they have no problem standing perfectly still as they absorb bullets into their exposed extremities.



Minimum System Requirements
OS: Windows XP/Vista
Processor: Pentium 4 @ 3 GHz or Athlon Equivalent
Memory: 1 GB (2 GB for Vista)
Hard Drive: 7 GB Free
Video Memory: 128 MB (See Supported Graphic Cards)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive (4X)
Active Internet Connection @ 128KBPs Upstream for Online Play

Recommended System Requirements
OS: Windows XP/Vista
Processor: Pentium 4 @ 3.2 GHz or Athlon Equivalent
Memory: 2 GB
Hard Drive: 7 GB Free
Video Memory: 256 MB (See Supported Graphic Cards)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive (4X)
Active Internet Connection @ 128KBPs Upstream for Online Play

Graphics Cards Supported:
ATI Radeon X1000 series - Radeon X1600, X1800, X1900, X1950
ATI Radeon HD 2000 Series - HD 2600, HD 2900, GT/XT
ATI RadeonT HD 3000 Series - HD 3850, HD 3870, HD 3870 X2
NVIDIA GeForce 6 Series - GeForce 6800 Ultra, 6800 GT, 6800, and GeForce 6600 GT
NVIDIA GeForce 7 Series - GeForce 7950 Series, 7900 Series, 7800 Series, 7600 Series,
NVIDIA GeForce 8 Series - GeForce 8800 Ultra , GeForce 8800 GTX , GeForce 8800 GTS, GeForce 8800 GT , GeForce 8800 GS , GeForce 8600 GTS , GeForce 8600GT, GeForce 8500 GT
NVIDIA GeForce 9 Series - GeForce 9600 GT
* ATI HD 2400 models / Nvidia GEforce 7300 models are supported, but take note the performance of those cards might not give a good gaming experience.

* Graphics Cards Not Supported: All AGP Cards

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Australia, November 27, 2007 - A few months ago, a little sci-fi shooter by the name of Halo 3 landed on the Xbox 360. You might have heard of it. Hailed as the greatest online experience to ever hit the Internet in the history of forever, I eagerly locked away a weekend to take Master Chief online. Yet after spending a day of driving Warthogs and capturing flags on Xbox Live, it still hadn't lit the fire of fragging passion that I was expecting.

I brought this up with some Halo 3 devotees, and their reasoning behind my disappointment was simple. "You just don't like sci-fi shooters with a fast pace and a need for twitch skills. You'd rather play more realistic shooters, where your tired, 31-year-old's nerves can handle the dawdling pace." Their sentiments seemed to ring true, as I realised that I've stuck exclusively to realistic shooters over the last couple of years.



In other words, it's the same Unreal Tournament that we've loved since the first UT was released last century. The original UT tore our PCs to shreds back in 1999 and since then we've had two other UT games, which actually makes this the fourth UT title. They've all stuck to the same formula, based around hyper-speed deathmatch action, but throwing in more goodies each time. This year sees the winning formula return, with a single major game mode addition, alongside a massive visual revamp designed to show us what the video cards of 2007 are capable of. While we usually encourage innovation in gameplay, by sticking to the older style of UT gameplay, UT3 actually feels new. Where all of its competitors have slowed down to focus on more realistic, tactical gameplay, UT3 has proudly snubbed this trend, and as a result feels unique.

UT has never been known for its strong singleplayer game, and sadly UT3 doesn't shake this trend. If you're looking for a deep and involving storyline, go play Half Life 2. However, if you'd like to train against competent bots to come to grips with the surprising depth and breadth of UT3's various modes and mechanics, the singleplayer game is a good place to start.



Between throwaway cut scenes telling a cardboard cut-out of a story, the singleplayer game slowly introduces you to the skills you'll need to avoid becoming a pile of bouncing gibs when you finally summon up the courage to go online. It eases you into deathmatch, then CTF, then the other game modes, as well as teaching you how to double jump and use the various vehicles and weapons. That's not to say it's very satisfying though, even with the awesome voice calls from your AI-controlled team mates. No matter how good today's AI is, and UT3 has some of the best we've seen, there's still no beating the cunning co-ordination of Homo sapiens. It's especially noticeable when vehicles enter the mix, as the AI struggles to not drive into walls or shoot in a straight line. Without a compelling storyline, the singleplayer ends up being a fairly sterile, though highly informative, extended tutorial.

However, the singleplayer does include four player online co-op, so you can take on the bots with a few pals. I found it to be very laggy though, even when hosted on my 24Mbit/sec ADSL2+ connection. Hosting behind a NAT-enabled router was about as much fun as chewing on a three-round burst of UT rockets, although using the 1.1 beta patch finally enabled it to work. Yet even with Cam by my side, warping and teleporting as he was, it was still nowhere near as much fun as firing up a 1 vs 1 duel server, proving that UT3's real strength lies where it always has - multiplayer.

System Requirements:

2.4+ GHZ Dual Core Processor
2 GBytes of System RAM
NVIDIA 7800GTX+ or ATI x1300+ Video Card

Trailer:



Download Links:

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Serial: N54Q-UZJJ-A5KU-LRFX

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July 23, 2008 - Smashing demons with flashy, extended combo chains has been Devil May Cry's draw since the original came out on Sony's PlayStation 2 back in 2001. For any PC gamers out there, you probably haven't been following along since then. Devil May Cry 3 did come to the PC in 2006, but the game didn't exactly make a smooth transition to the platform. With Devil May Cry 4, which came out on PlayStaion 3 and Xbox 360 this past February, Capcom has done a much better job bringing the franchise's blistering action gameplay to PC with smooth graphical performance, a new difficulty setting, and a turbo mode to speed things up even more.

If you're totally unfamiliar with the series, here's how it works. The game's overall structure isn't all that complicated. You walk into a room, the exits are blocked, and enemies spawn in. Your job is to use all available offensive options to deplete their health bars and snag the orbs that drop once they're vanquished. The higher the difficulty setting, the more damage they can absorb. Stringing together combos without taking damage, completing levels quickly, and snagging as many orbs as possible increases your score at the end of a level, giving you more points with which to buy additional moves and combos.

To break up the standard grunt slaying is the occasional boss fight and some light platforming and puzzle sequences, and not all of these work as well as the standard DMC monster killing action. While the boss encounters are entertaining and can vary depending on difficulty setting, with a few you wind up fighting the same creature three times, and considering they're all behaving according to pre-set patterns, the experience loses its appeal rather quickly.



The puzzle sequences aren't all that complicated, but they are annoying in some cases (fountain maze, disappearing platform section, mist warping in the forest), preventing you for no good reason from engaging in the much more enjoyable combat. And considering the jumping isn't all that precise, some of the hopping sections are even more frustrating.

Those issues take a backseat to the gameplay, though, which works well whether you're playing as series staple Dante or newcomer Nero. Dante retains some of his fighting styles from DMC3, now able to swap between Trickster, Swordmaster, Royal Guard, and Gunslinger on the fly. He's a highly versatile character in this respect, capable of instantly adjusting to whatever types of enemies happen to be assaulting him, giving him better dodging, blocking, sword-swinging, or gun-related abilities. With a few new weapons, like Pandora that transforms into rocket launchers and flying missile platforms depending on when it's used, Dante's gameplay is never boring.

Nero plays quite a bit differently. Like Dante he brings swords and guns to battle, but his most unique feature is Devil Bringer, his glowing blue arm. With this thing he can snatch enemies from afar and perform powerful grab moves which differ depending on the enemy type. Standard scarecrow enemies are simply body-slammed but some, like the game's ice demons, are flung around and smashed into the ground several times, damaging others in the area and acting as a sort of impromptu shield.



Another technique useful for Nero is his sword's charge-up ability, called the Exceed system. By hitting the right button just after a sword swing you can increase the sword's damage output, and with the correct power-up you can even max out the charge. So, theoretically, if you're good enough it's possible to have a fully charged Red Queen for nearly every swing. Good luck getting that timing down, though. It's not easy. If you really get in trouble, you can also activate Devil Trigger mode for added damage and a slow health regeneration effect.

Instead of Dante, Nero's the star of the show this time around. He gets wrapped up with the mysterious Order of the Sword, a religious group with suspect intentions, chases after his love, Kyrie, and battles demons for around the first half of the game. Then things transition over to Dante which, given how differently he plays, is a little jarring. Once you're no longer able to access the Devil Bringer's reach ability, you're going to have to readjust your combat tactics pretty significantly. To be forced into it right in the middle of the game is a little odd.

Minimum System Requirements
OS: Windows XP/Vista
Processor: Pentium 4 @ 3 GHz
Memory: 512 MB (1 GB for Vista)
Video Memory: 256 MB (nVidia GeForce 6600 SM3 Required)
DirectX: 9.0c


Recommended System Requirements
OS: Windows XP/Vista
Processor: Intel Core 2 DUO
Memory: 1 GB (2 GB for Vista)
Video Memory: 512 MB (nVidia GeForce 8600)

Download Links:

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Pass: K6fc#[n!l
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