Modern Warfare 2, the sequel to Call of Duty 4: Modern Warfare, is in development and set to release on November 10, 2009. It was officially announced by Activision Blizzard on December 3, 2008.
No co-operative play will be included in the campaign of Modern Warfare 2, unlike the previous installment. In the Game Informer article, Infinity Ward stated that co-op campaign detracted greatly from the cinematic effect of the game no matter how they tried to implement it. However, a new mode of gameplay, called Special Forces mode, will include co-operative play. Special Forces mode will include several fast-paced action missions similar to Mile High Club which will be of much higher difficulty than normal campaign missions and will lack real stories.
It has also been stated that NPCs will carry customized weaponry, similar to multiplayer.
In at least one mission, enemy soldiers will be amongst non-combatant civilians, forcing the player to discern between civilians and militia soldiers.
Modern Warfare 2 is to feature Russia once again in political turmoil. Makarov, a political leader coming from the shadow of Imran Zakhaev, plots to cause a chain of events that would threaten global security. The plan made by Makarov is deemed dangerous enough for Task Force 141, led by Cpt. Soap MacTavish, to be deployed to Russia. There, the force must fight its way through near-white out conditions. After escaping the scene on snowmobiles, Task Force 141 is later deployed to Rio De Janeiro to capture an arms der linked to the plot, eventually being led to the barren lands of Afghanistan. But the intel Cpt. Soap MacTavish and the rest of Task Force 141 is receiving is likely inaccurate, as even they do not understand the danger of the sinister plot.
On May 10th, a promotional video for Modern Warfare 2 was unveiled on TNT. Multiple weapons were shown in the video, all of which are listed above, along with weapons shown in the Game Informer article. On May 21st, a second promotional video was shown on GTTV. Both of the two videos were pieces of the large trailer that was to be released on May 24th, to which an Infinity Ward developer responded, "The extended trailer which launches on ModernWarfare2.com on Sunday will be 5x the amount of content.".[3]
Sure enough, the full length trailer topped off at around 2 minutes with more gameplay than was previously shown. The trailer's debut was so popular that the official Infinity Ward forums were crashed for nearly ten minutes, due to the flood of people.
X-Men Origins: Wolverine UNCAGED Edition (PS3)
By GAME2P.COM on 6:22 PM
Filed Under: 3D Games, Action MMOG, MMO Action, News, PC Games, PS3 Games, Xbox 360
Making certain superhero videogames must be difficult. Some guys, like Batman, are just regular people with lots of money and awesome gadgets, and they can still die. But what about nearly immortal characters, like Superman? The Man of Steel has kryptonite to make him a little more "human," but Marvel's undying bundle of anger, Wolverine, can survive almost anything (or at least put himself back together after being torn to shreds). Wolverine's latest adventure X-Men Origins: Wolverine, does a great job of making you feel like the nearly invincible mutant, but it doesn't quite provide a story to match.
Like the title indicates, Origins details Wolverine's beginnings...well more of the origin of his name and adamantium frame. The character's true origin began in the 1800s. Regardless, Origins' five-chapter tale alternates between the present (mostly the Weapon X facility) and three years in the past (in an African jungle), setting up a frame story that slowly but surely drives the narrative forward. After act three, however, things start to get weird; for every question the game answers, it brings up two more. Other popular mutants, like Gambit and the Blob, make brief appearances, but their cameos only confuse the tale of flashbacks further. By the end, the game has set up so many loose plot threads that it leaves no choice but to try and wrap them up in a confusing mishmash of explosions and overlong battles.
But you're playing this game for one reason and it's not for a Dickensian retelling of Logan's history; it's to do what "he does best": tear people in half with reckless, bloody abandon. And that's what Origins gets right. The camera cinematically sweeps around the battlefield, and the game throws the action into slow motion whenever you execute an especially violent decapitation. And almost every enemy can succumb to getting ripped apart at the torso or a messy decapitation. The combos are simple, and button-mashing usually works just as well as any type of strategy. But the game always makes you feel like an effective killing machine.
The guys you're killing, however, get old pretty fast. Both the "past" jungle levels and "present" facility chapters pit you against the exact same enemies, reskinned to fit their surroundings. It's even more off-putting when you start fighting mutants. How many blade-wielding, four-armed dancers exist in Wolverine's world? Apparently several hundred. Boss encounters, while they force you to change up your battle strategy a little, are simple exercises in running around in circles, leaping on your opponent's back, and slowly whittling away at their health bar.
But to ease the grind of fighting the game's endless parade of cloned grunts, Origins incorporates a few adventure-like qualities (leveling up, equipping new powers, choosing which skills to power up). While it adds a sense of purpose to the slaughter, it's also a bit misleading. You can constantly upgrade your strength and stamina, but the enemies always seem to take the same amount of punishment. And it makes the cut-scenes, where Wolverine effortlessly slices through skin, bone, and concrete walls that much more jarring. How do the same enemies take so much more damage when they're in-game? By the end of Origins, I was hoping to have created a Wolverine who could swing a fist and immediately send limbs flying, rather than a character that feels about the same as he did at the beginning of the game.
Origins also occasionally throws in some nonsensical platforming sections to slow things down. Suddenly, the camera feels like less of a thrilling addition, and more like an annoyance whose purpose is to make you die. Leaping precariously between platforms or girders with Wolverine's inexact jumping is one thing, but some scenes force you to run toward the camera, away from some cataclysmic danger, usually while avoiding obstacles at the same time. Screw up: You die, and start over (though invisible walls tend to keep you from taking too many unnecessary leaps to your doom).
The game has unlockable costumes, which is a nice change if you get tired of looking at Logan's A-shirt attire, but neither costumes nor battle damage carry over to most of the game's cut-scenes. One second you're dressed as the classic, yellow-and-blue suited Wolverine, the next you're looking at your character in jeans and a white shirt -- all the more strange since most of the scenes take place in-engine, not as separate, high-rendered cinematics. It's the oversight to little details that ultimately detract from the game the most. Sure, Wolverine takes battle damage, exposing gaping chest wounds, protruding arm bones, and a bare skull. But his pants are always perfectly intact. Maybe Levi's Jeans has a secret deal with the Wolverine game: the pants can get a little bloody, but they can't sustain damage -- like a racing game where none of the cars can show any scratches or dents.
While Origins doesn't seem to have any game-breaking bugs, I still ran into spots that had me walking in mid-air or grabbing onto invisible ledges. Even the final boss encounter forced me to spend part of the battle running around in the sky, just trying to get back to the battlefield. The game never locked up or dropped me through a floor, but it still has some pretty big glitches for a finished product. And, this is a minor detail, but Origins doesn't have subtitles. If you want to turn down the game's constant shouting and battle noises, you'll also miss out on everything the characters are saying.
As a mindless, button-masher that puts you in control of the eternally angry Wolverine, the game provides some simple fun. But it quickly devolves into a mediocre Tomb Raider/God of War mash-up of balancing across precarious ledges, quick time events, and moving crates around to solve "puzzles." Origins isn't bad at what it does, but what it does isn't very ambitious.
The game story develops with help of a unique system called Mental Echo - the ability to penetrate another character's memory and change the actions taken by that character in the past. This can involve saving people's lives by taking over their bodies in their memories and changing the course of history.
One of the available gameplay videos shows the protagonist enter the memories of a cow carcass, thus reliving the final moments of the animal in a slaughtering house before being decapitated.
The game, being set in an arctic setting, employs body heat as a health meter - the player must use heat sources (such as lights or stoves) to replenish health.
Cryostasis takes place in 1981 on a nuclear icebreaker called the North Wind, which has become shipwrecked near the North Pole. The main character, Alexander Nesterov, is a Russian meteorologist who must investigate what happened onboard the ship. But he’s not alone, and the North Wind is now plagued by dead crewmen who have undergone a bizarre metamorphosis due to the effects of the incredibly cold climate. Alexander must try to unravel the mystery of the ship captain’s death and discover whether it was the cold or possibly, something far more sinister.
The game is the first to make use of Nvidia PhysX real-time water physics as displayed in a tech demo of the game engine.
Cryostasis has so far received mixed reviews. Resolution Magazine described the game as "tense, frequently innovative and attractive," and claimed that "its shortcomings are definitely outweighed by its strengths," awarding it 78%. Eurogamer was slightly more critical, awarding the game 6 out of 10 and stating that "it's not quite creative enough - its environments fall into a monotony of samey rooms and bulkheads - and its combat is too clunky to be delicious." PC Format meanwhile award the game 83% and called it "A beautiful, yet flawed gem that offers up a thoroughly unique experience."
Cryostasis doesn't utilize multi-core CPU support, and thus makes it difficult for many players to play the game smoothly. This is uncommon as most modern games take advantage of multi-core CPUs. The issue has been discussed in the official game forum.
Although it has been a few months since EA released Red Alert 3 for the PC and Xbox 360, the publisher is just now putting the final touches on the PlayStation 3 version of the real-time strategy game. While the game has trailed the other versions, EA has taken the extra time to polish up the conversion and add content to give PlayStation 3 owners some love. We recently had the chance to get a look at a work-in-progress version of the game, dubbed Red Alert 3: Ultimate Edition, and get our hands on it for a bit to see how it's shaping up.
If you missed Red Alert 3 last year, here are some highlights. The game is the third entry in the Command & Conquer spin-off series that takes the real-time strategy action and drops it into an alternate past. This time out, the game's story has a lot of fun with time travel and mixes up the technologies of the different playable factions. Thanks to a time-travel-fueled assassination, the American, Russian, and Japanese nations have taken some interesting development paths. Mechs, cyberbears, and all manner of borderline-zany units are tossed into the game's pool of infantry and vehicles.
The PS3 game will have all the content found in the original 360 and PC games, so plan on campaigns for the Allies, Soviets, and Rising Sun factions, each with increasing difficulty levels and high-quality video cinematics starring some big-name talent. In a welcome twist, the campaigns will support online co-op play, replacing your AI co-commander in offline play with a human one. In addition, the game will feature an online skirmish mode for you and three friends, which is just two shy of the PC game's six-player support and is on par with the 360 multiplayer. On top of all the content found in the original 360 and PC games, the PS3 version will feature the content found in the PC Premiere Edition of the game, which includes documentaries, a soundtrack, bloopers, video unit profiles that offer useful information, and excerpts from the Battlecast programming the team has been running for a while now. The meaty additions actually come close to filling up the game's Blu-ray disc.
Beyond the game content, there are a few extra odds and ends of note in Red Alert 3: Ultimate Edition. First, the game will feature trophies, 50 in fact, which are the same as achievements in the 360 version and are spread throughout single-player, skirmish, and online play. Second, the game doesn't contain any of the content from the upcoming expansion pack for the PC. We asked about DLC for the game and were told it has yet to be determined. Finally, our third bit of info is a heads-up on the game's install, which is shaping up to be 3.8 gigs.
Control is on par with the approach taken in the 360 game. The game uses a radial menu and it maps controls across the Dual Shock in an intuitive fashion that works really well. While it's still not a replacement for a good old keyboard and mouse, it's probably one of the best ways to do an RTS on a console.
Though Red Alert's controls haven't seen much tweaking, the visuals have. The Xbox 360 game was basically fine, but it was a bit muted. The PS3 game, however, benefits from sharper textures and a markedly brighter color palette, putting the game closer to the impressive look of the PC game. On the performance side of things, the action looked to be smooth and didn't hiccup, although we didn't get a chance to flood the map with units.
Based on what we saw and played, Red Alert 3: Ultimate Edition is looking like a shinier conversion of the PC game with a good number of extras. Given that the number of real-time strategy games on the PS3 can be tallied on one hand, the game is a welcome addition to the system's library. Red Alert 3: Ultimate Edition is slated to ship at the end of March for the PlayStation 3.
Command & Conquer Red Alert 3 Ultimate Edition Trailer
The Sims 3 is finally coming this year, and with it, the renewed hopes and dreams of everyone who's ever wanted to make little computer people have little computer one-night-stands, or make them die horribly in little computer kitchen fires. The third installment of this phenomenally popular series will bring with it new features and improvements to the older stuff--such as better graphics, with enhanced lighting and shadowing, and tons of expressive new animations--but what exactly will be different between The Sims 3 and The Sims 2? We'll take a look, and also dive into the enhanced goals and ambition system, which, if used properly, may grant your sims superhuman powers--such as the mind-blowing ability to never have to go to the potty again. (No, seriously!)
Let's start with the game's customization and editing tools, which are being expanded greatly for The Sims 3. In The Sims 2, there were only two body types ("normal" and "fat"), a handful of preset skin colors, and a handful of preset hair colors. There was a fairly robust set of tools to tweak facial features, primarily based on preset options (a bunch of preset eyes, preset noses, and so on); the most detailed likenesses were created by advanced players using tools outside the game (such as Adobe Photoshop). However, in The Sims 3, facial features will pretty much all have various sliders that will offer much more in-depth tweaking options.
The Sims 3 will also have sliders that will let you choose customized gradients for skin color (to better represent different ethnicities, as well as blue-skinned aliens, green-skinned witches, or what have you); gradients for primary and secondary hair color (for those talented stylists who really want highlights in their hair); a slider for body type that will let you choose how lean, muscular, or fat your characters are; and the new "create a style" swatch tool, which will let you edit and save various color patterns, and then apply them to anything in the world that has a pattern. If you care to, you can make a sim with a leopard-print shirt, a rideable leopard-print bicycle, and a leopard-print refrigerator. (We actually checked on this last part, and we're pleased to report that the leopard-print bicycle totally works.)
Buy and Build modes have been tweaked in The Sims 3, and neighborhood lots will also work differently. Previously, furniture for your house was sorted by function and type; now they'll have a revamped room-specific sorting list as well. The larger part of the story of the Buy and Build modes will be the use of create-a-style to paint all of your furniture, as well as your house, with whichever patterns you want as freeform wallpaper and carpeting--such as with, let's say for the sake of example, leopard print. (We tried this, and you can absolutely have leopard-print sofas in a room with all leopard-print walls.) Swapping in custom-built items created by the fanatically loyal Sims community will also be made easier in The Sims 3 with a built-in application that runs out of the game's launcher (as opposed to having to quit the game, open up a Web browser, and pulling up the "Exchange" community site, which is being updated to include YouTube-like and Facebook-like functionality, such as blogs, friends lists, favorites lists, and user ratings). In addition to uploading and downloading furniture, customized sims characters, and housing to and from the community site, The Sims 3 will have an in-game movie-making tool that will let you upload and download videos to and from the Exchange. More details on that at a later date.
Furthermore, outdoor lots have been changed so that there will now be only one huge, continuous neighborhood (rather than the separate neighborhoods of The Sims 2), within which time is constantly running. Likewise, your neighbors' lives are constantly changing concurrently. The neighborhood view in The Sims 3 has been changed to be an actual real-time 3D space that shows context-sensitive icons that tell you exactly where you need to go if you plan to go out to a gym, restaurant, store, recreational area, or wherever else. Like in The Sims 2, there will be outdoor "lots" outside of your sims' homes where you will still, in fact, send your sims to work out, have a romantic dinner date, buy groceries, or just play in the park. The difference is that in The Sims 3, the neighborhood view is actual 3D space, so you can seamlessly move from your house to a lot, or from one lot to another, without having to hit a loading screen. In fact, if your have a bicycle or car, your sims can immediately hop on and take a ride; if not, sims will be equipped with a mobile phone that they can use to automatically call a taxi to whisk them away to where they're going in real time (not by sitting on a loading screen until they magically reappear at their destination).
There will also be new public events in The Sims 3, such as music concerts, movie premieres, pool parties, barbecues, sporting events, outdoor fishing, and the most civic-minded public activity in a Sims game to date, attending a public protest at SimCity Hall, where your sims can voice their discontent with the administration's legal mumbo jumbo by angrily shouting their own nonsensical "simlish" mumbo jumbo.
The management of sim characters and relationships will also be tweaked and streamlined for the sequel. Previously, you had to manage each of your sims' "motives" (personal needs) such as hunger, fatigue, and needing to go to the bathroom; many of these needs are now automated, and if neglected, sims will take care of themselves. You'll also be able to drag and drop garbage items into the trash to keep your house clean (rather than having to order your sims to manually pick up each old newspaper and clear each dish).
And previously, your sims would start relationships with their neighbors by using "socials," various types of social interactions such as chatting, telling jokes, and so on, and you'd raise or lower your relationship with another character by repeatedly doing either something that the other character liked, or didn't like, until your relationship number reached 100 (the highest level) or -100 (the lowest). In The Sims 3, as we've mentioned in our earlier coverage, you can't simply choose to "chat" with another sim 87 times until he or she falls in love with you; you'll have to vary up your responses, and you'll have different conversation options available depending on your character's personality traits (for instance, having the "evil" trait will let you literally steal candy from a baby) and even on your character's career path (for example, aspiring politicians can ask for campaign donations).
One of the biggest changes in The Sims 3 is the "traits" system, which helps you determine your sims' personality (previously, you used sliders to select how messy or neat; active or lazy; shy or outgoing they were, and that combination would assign your sim an arbitrary horoscope sign, such as Leo or Taurus, that determined personality). Another of the biggest changes is the new-and-improved goals system, which has expanded way beyond The Sims 2's "aspiration" system (which gave sims a handful of daily goals to work toward filling a fulfillment meter to "platinum" level).
You can choose up to five "traits" for your adult sims that will define their personalities, how they interact with their neighbors, what kind of career paths might be more suitable for them, and which characters might be more or less compatible with them. EA's Sims team has done a great deal of fine-tuning on the design of these traits to ensure that they work for different kinds of Sims players. For ambitious players who want all of the advantages, traits such as "ambitious," "schmoozer," "charismatic," and "genius" can give you a head start along certain career paths and put you in a better position to be popular in the neighborhood; for players who are more interested in either creating purposely disadvantaged characters, or creating characters who resemble people they know in real life, there are disadvantageous traits such as "absent-minded," "inappropriate," "unlucky," and of course "insane."
In fact, here's a full and complete list of the 65 traits in The Sims 3 for you to look over: absent-minded, ambitious, angler, artistic, athletic, bookworm, brave, can't stand art, charismatic, childish, clumsy, commitment issues, computer whiz, couch potato, coward, daredevil, dislikes children, easily impressed, evil, excitable, family-oriented, flirty, friendly, frugal, genius, good, good sense of humor, great kisser, green thumb, grumpy, handy, hates the outdoors, heavy sleeper, hopeless romantic, hot-headed, hydrophobic, inappropriate, insane, kleptomaniac, light sleeper, loner, loser, loves the outdoors, lucky, mean spirited, mooch, natural cook, neat, neurotic, never nude (yes, from Arrested Development), no sense of humor, over-emotional, party animal, perfectionist, schmoozer, slob, snob, technophobe, unflirty, unlucky, vegetarian, virtuoso, and workaholic. Enough traits for you?
Along with new traits for your sims, The Sims 3 will have a revamped life-goal system built around "lifetime wishes"--a single long-term goal that you can choose for each of your sims that will eventually grant that character ultimate happiness. You build up to lifetime wishes with periodically updating regular "wishes," which take the form of basic tasks that will unlock minor rewards and increase your sim's overall morale with a "moodlet"--a minor condition that contributes to your characters' overall mood. Evil sim just stole candy from a baby? Ahh, that's a good moodlet: +15. Having to listen to the annoying sound of the crying baby? Ugh, that's a bad moodlet: -15. Working toward your lifetime wish will win your sims "lifetime happiness points" that can be spent on extremely powerful items, such as a teleport pad, or on astoundingly superhuman abilities, such as iron bladder, a complete immunity to having to go to the bathroom. No, seriously.
And here's a full list of the game's 32 lifetime wishes: professional author, world-renowned surgeon, become a superstar athlete, CEO of a megacorporation, hit movie composer, heartbreaker, rock star, the tinkerer, become a master thief, forensic specialist: dynamic DNA profiler, become an astronaut, master of the arts, perfect mind/perfect body, gold digger, star news anchor, living in the lap of luxury, jack of all trades, surrounded by family, renaissance sim, chess legend, the culinary librarian, golden tongue/golden fingers, international super spy, super popular, presenting the perfect private aquarium, celebrated five-star chef, illustrious author, swimming in cash, the perfect garden, leader of the free world, the emperor, and become a creature-robot cross-breeder.
And that's a lot of new stuff going from The Sims 2 to The Sims 3. We're looking forward to playing this new sequel and trying out everything that it has to offer--and it'll offer quite a bit. The Sims 3 is scheduled for release in June.
Call of Duty: World at War is a first-person shooter video game developed by Treyarch and published by Activision for Microsoft Windows, PlayStation 3, Wii, Xbox 360, Nintendo DS, and PlayStation 2. It is the fifth installment in the main Call of Duty series. The game is set in the Pacific theater and Eastern front of World War II. The game shipped in North America on November 11, 2008, and will ship in Australia on November 12, 2008, and in Europe on November 14, 2008.
The story focuses on the final battles of World War II in the Pacific and Eastern Europe involving the United States, the Empire of Japan, the Soviet Union, and Nazi Germany. It is told from the perspectives of a Marine Raider and a Red Army soldier, and is based on several historical battles, including the Makin Island raid, the Battle of Peleliu, and the Battle of Berlin. The multiplayer portion of the game contains various game modes, and contains a leveling system that allows the player to unlock additional weapons and rewards as they progress, which was originally implemented in Call of Duty 4: Modern Warfare. A new feature to the Call of Duty series is the co-op mode, which can support up to four players online and two offline.
Story
One part of a level entitled "Makin Raid" shows an Allied prisoner of war being tortured by the Japanese before having his throat slit by a katana. The player's character witnesses this scene and is later rescued by US Marines who liberate the camp. Two other levels show the player using the machine guns on a PBY Catalina to attack a Japanese naval fleet, and the beginning of the Russian campaign. In that level, the player and a Russian sniper attack German troops under the cover of a bombing raid.
Gameplay
World at War will feature a more mature theme than previous installments in the series. Swimming will be introduced to the series. While in water, the player cannot sprint and will only move at half speed. Flamethrowers, introduced in Call of Duty: United Offensive, will appear alongside flammable environments. Vehicles (i.e. Tanks) will also be reintroduced in this edition of Call of Duty. The game will be more open-ended than previous games in the series, as there will be multiple ways to complete objectives.
Multiplayer
World at War will have cooperative gameplay with up to two players via split screen on consoles, or four players online, for the first time in the franchise. In addition, the Wii version will also feature splitscreen multiplayer. All console versions of the game will use a perk system similar to that in Call of Duty 4. Activision has also confirmed that vehicles will be usable in multiplayer. Six multiplayer modes have been announced including team deathmatch and capture the flag, among others.
A special online co-op mode involving Nazi zombies is unlocked once the player completes the single player campaign. In it, up to four players must attempt to defend themselves from limitless waves of undead Nazi soldiers. With each kill and successful hit, players earn points that can be used to purchase weapons and fortifications to further defend themselves.
Call of Duty: World at War Trailer (HD)
EA has launched Sims Carnival, a collection of Flash-based games that can be played, modified, and shared with friends. Users are free to play pre-designed games, or to create their own. To celebrate the launch, Sims Carnival has also opened a “Galactic Game Challenge” that will award the best designer a cash prize.
The site offers a number of options that allow users to build their own games using tools that require no programming experience. Users can utilize a wizard that streamlines the creation process down to a few simple questions (What genre? How many enemies?, etc.), or they can choose to create a more customized game using the site’s downloadable editor (Windows only for now). They can also use the Swapper, which allows users to exchange a game’s default images for their own.
The site also allows developers to upload games that they’ve created in Flash independently, while retaining all of their links and branding. This could be a boon to developers looking to gain exposure in the somewhat-saturated Flash games market.
Each completed game can be embedded in social networking sites or blogs, and users can stitch together games to create a playlist. The site will soon introduce an API that will allow game creators to tabulate high score rankings, which can be distributed through email on a regular basis.
Gamers looking for a tie-in to the hit Sims series will be disappointed - it seems that the site is affiliated with the brand in name only. That said, Sims Carnival will likely appeal to much of the same audience. Many of the games are fun but not particularly complicated, and there’s good deal of satisfaction to be had from making your own game, even if there wasn’t much effort involved.
Site: simscarnival.com
NCsoft announced it's new MMORPG Blade and Soul on July 31. This new game is aimed at expanding the action aspects of the MMORPG genre to a never-before-seen level. As demonstrated in the video, there are some very interesting and intensive looking action scenes which seem to integrate in to the actual game play flawlessly.
The characters' oriental style arts are designed by popular Korean artist HyungTae Kim. Blade and Soul is being developed by the same development team that created Lineage II.
After watching the trailer, be sure to check out this extremely detailed breakdown! There are many secrets and clues within the video to be discovered. Click here to official site
Blade & Soul Gameplay(High Quality)
Command & Conquer: Red Alert 3 is an upcoming 2008 real-time strategy video game in the Command & Conquer series published by Electronic Arts, and the first game in the Red Alert sub-series since Yuri's Revenge, released in 2001. Announced on February 14, 2008, the game is currently under development by EA Los Angeles for Microsoft Windows-based PCs and Xbox 360. A PlayStation 3 version was announced, but EA stated that the production for this version had been "put on hold", and now may not be released, due to difficulties with the system's architecture.
The game takes place in a parallel universe in which World War II never happened and the Soviet Union rose instead as a threat in the 50s. A massive world war is ongoing among the Soviets, Allies and a new third faction known as the Empire of the Rising Sun, which is derived from Imperial Japan.
We're still months away from the release of Command And Conquer: Red Alert 3, but that's not stopping EA from trying to work fans into a lather with these new, gorgeous screenshots of the series' trademark Soviet war machine in action.
EA has yet to reveal a proper release date for the game, but they have mentioned that the title is planned to appear on the PlayStation 3 and Xbox 360 as well as its native PC platform.
These new screens look great and the water effects are gorgeous, but am I the only one noticing the Tesla Boats in the first picture? Who was the genius who signed off on adding electrical discharge weapons to a vehicle that floats on millions of gallons of ridiculously conductive fluid?
Red Alert 3 features a fully co-operative campaign mode where the player can team up with another player, or one of several AI characters such as Major Giles, a stiff upper lip British commander, to complete the campaign. The game has been promised to retain both the style and action-oriented gameplay of the Red Alert series, and the fast-paced gameplay of the latest C&C titles.
The first Red Alert revolved around an alternate World War II between the Allies (including Germany) and the Soviet Union, with some high-tech esoterica, such as GPS, weaponized tesla coils, force fields and limited time travel. Red Alert 2 featured a Soviet invasion of USA with tanks, conscripts, gargantuan airships and psychically dominated anti-ship giant squid; its expansion, Yuri's Revenge, escalated matters up to UFOs and communists on the Moon. Executive producer of Red Alert 3, Chris Corry, has confirmed that the game will further differentiate the playable factions from each other and "[play] up the silliness in their faction design whenever possible". The Soviets and Allies have a mix of old and new units and technologies. New Soviet units include armoured attack bears, Tesla boats known as "Stingrays" that can also travel on land, making them a replacement for the Tesla Tank, anti-infantry spider-like tanks called "Sickles" that have the ability to jump over terrain elevations and an amphibious transport unit called the "Bullfrog" that evacuates its passengers using a large "man cannon". The Allies receive a new Tanya unit that is equipped with a "time belt", allowing her to transport herself to the past in order to regain health, and "Cryocopters", unarmed helicopters equipped with powerful freeze and shrink rays. The Empire of the Rising Sun has giant transforming mecha, ninjas, a psychic schoolgirl and submersible planes.
Secondary abilities are to be common to each and every unit in the game, although how each ability is employed may vary slightly between units; some may be toggled on and off, others may apply instantly and some may have a cooldown, requiring a period of time to pass before the ability can be activated again.
Naval warfare is still present. Corry has stated many units are now amphibious, trading effectiveness for increased flexibility compared to ground-only units. In addition, the unit called MCV featured in almost every Command & Conquer RTS, is now able to move and deploy on water; this makes placing buildings on bodies of water (excluding barracks and war factories) possible and players who "ignore the ocean [are] likely forfeiting a significant part of their potential economy to their opponents". Further stressing this is the fact that, despite some campaign maps being entirely land based, all multiplayer maps will have significant bodies of water in them.
Full motion videos featuring real-life actors will be featured in the campaign mode. Filming has begun since the scheduled date of April 2008.
Red Alert 3 Official Trailer
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Spore is a multi-genre massive single-player online metaverse video game developed by Maxis and designed by Will Wright. It allows a player to control the evolution of a species from its beginnings as a unicellular organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation.
The full version of the game was released on September 4, 2008, in Australia and the Nordic region, but Australian stores prematurely broke the street date on September 2, 2008. The game was released September 5, 2008 in Europe, Japan, South America and New Zealand, and was released on September 7, 2008 in North America and Asia Pacific territories. Spore is also available for direct download from Electronic Arts. A special edition of the game, Spore: Galactic Edition, additionally includes a "Making of Spore" DVD video, "How to Build a Better Being" DVD video by National Geographic Channel, "The Art of Spore" hardback mini-book, a fold-out Spore poster and a 97-page Galactic Handbook published by Prima Games.
The name Spore was originally a working title, suggested by developer Ocean Quigley, for the game which was first referred to by the general public as Sim Everything. Even though Sim Everything was a first choice name for Wright, the title Spore stuck. Wright added it also freed him from the preconceptions another Sim title would have brought, saying "...Not putting 'Sim' in front of it was very refreshing to me. It feels like it wants to be breaking out into a completely different thing than what Sim was."
Civilization IV lead designer Soren Johnson joined EA Maxis to work on Spore.
The procedurally-generated music for the game was designed by Brian Eno, an artist famous for his work with ambient music. The music is generated by the editors depending on which parts (eg: limbs, battle items, hands, feet, etc) are placed on the creature, vehicle or building. For example, something dangerous like a battle spike will give the music more of a ferocious feel, while something peaceful like a herbivore's mouth will give the music a more relaxed feel. Music can also be created by users in the form of a short national anthem for their tribe, civilization or empire.
Gameplay
Coined Creatiolutionism, the game allows the player to develop a species from a microscopic organism to its evolution into a complex animal, its emergence as a social, intelligent being, to its mastery of the planet and then finally to its ascension into space, where it interacts with alien species across the galaxy. Throughout the game, the player's perspective and species change dramatically.
The game is broken up into distinct yet consistent, dependent "phases". The outcome of one phase affects the initial conditions facing the player in the next. Each phase exhibits its own style of play, and has been described by the developers as ten times more complicated than its preceding phase. While players are able to spend as much time as they prefer in each, it is possible to accelerate or skip phases altogether. Some phases feature optional missions; when the player completes a mission, they are granted a bonus, such as a new ability.
If all of a player's creations are completely destroyed at some point, then that player's species will be respawned at its home base.
Unlike many other Maxis games, Spore has a primary win condition which is obtained by reaching a quasar placed in the center of the galaxy, and facing a large NPC race. However, the player may continue to play after the goal has been achieved.
Community
Spore's user community functionality includes a feature that is part of an agreement with YouTube granting players the ability to upload directly from within the game a YouTube video of their creatures' activity, and EA's creation of "The Spore YouTube Channel", which will showcase the most popular videos created this way. In addition, some user-created content will be highlighted by Maxis at the official Spore site, and earn badges of recognition for their work. One of Spore's most social features is the Sporecast, an RSS feed that players can use to subscribe to the creations of any specific Spore player, allowing them to track their creations.
There will be a parental control toggle which allows the player to restrict what downloadable content will be allowed; choices include: "no user generated content", "official Maxis-approved content", "downloadable friend content" (named "buddy" in the final game), and "all user-created content". Players can also ban any creature in-game, at any time, and Maxis monitors creatures with notable numbers of player bans.
Interplay
The game is referred to as a "massively single-player online game" and "asynchronous sharing." Simultaneous multiplayer gaming is not a feature of Spore. The content that the player can create is uploaded automatically to a central database (or a peer-to-peer system), cataloged and rated for quality (based on how many users have downloaded the object or creature in question), and then re-distributed to populate other players' games. The data transmitted will be very small — only a couple of kilobytes per item transmitted. This was due to procedural generation of material.
After reaching the space phase, players can visit other players' planets, and interact with other players' species, tribes and civilizations. . Via the in-game "MySpore Page", players receive statistics of how their creatures are faring in other players' games, which has been referred to as the "alternate realities of the Spore metaverse." The game reports to the player on how other players interacted with them (for example, how many times other players exterminated their species). The personalities of user-created species are dependent on how the user played them.
Start of life
The game opens using the scientific concept of panspermia. A meteor plummets toward a planet and into an ocean. The meteor, now a geode, then splits, from which a tiny organism emerges.
Cell
The first phase of existence, the cell phase, is sometimes referred to as the tide pool, cellular, or microbial phase. The player guides simple microbes around in a 3D environment on a single 2D plane, reminiscent of flow, where it must deal with fluid dynamics and predators, while eating weaker microbes or plants. The player may choose whether the creature is a herbivore or a carnivore prior to starting the phase. Once the microbe has eaten several cells, the player can enter an editor in which they can modify the appearance, shape, and abilities of the microbe by spending "DNA points". A player may choose to remove a part, which will refund the full price. If the creature dies, the player restarts from wherever it died. The player must also seek out special "golden shields" from meteor fragments and other organisms that provide new parts to use in the editor, such as spikes, mouths or limbs. The phase consists of five stages, which are halved themselves; every half-stage, the creature grows larger. As the microbe grows, objects that are in the background move to the foreground, which can mean being eaten by a microbe that had previously been swimming in the background.
The player may also encounter Epic Creatures. An epic creature is a larger, tougher version of its normal counterpart. In later phases, it is actually user-created content that is increased to giant size.
The creature's behavior directly influences its role in the creature stage, and only parts that are fitting for that creature's evolution will become available. The ocean floor becomes more prominent as the player progresses, and once the player decides to progress to the next stage, the creature editor appears, prompting the user to add legs before the shift to land.
At the end of the phase, the player receives one special "bio-power" in each later phase based on whether the creature ended the phase as a herbivore, carnivore or omnivore. For instance, herbivores are given the "Siren's Song" power in the Creature phase.
Creature
The creature phase is similar to the cell phase, but with several important differences. Principally, the environment is now truly 3D. Other creatures will inhabit the world, and most of them will have been created by other players. Creatures will automatically be introduced into the environment to maintain a balanced ecosystem. If the player creates a bigger, tougher creature, the predators that are downloaded will likewise be stronger than average.
In this stage, the basic goal is the same: earn DNA points, reproduce, and avoid being eaten by predators. In order to reproduce the player must locate a mate.
Another difference introduced is the social aspect which provides means by which a player can earn DNA points. Socialization is the nonviolent alternative to consuming creatures for DNA, as befriending other creatures earns DNA points, allows access to their nests for resting, and makes them allying against attack more likely.
Every time the player interacts with a creature, the game will create a quest depending on what stance is used. If the player is in a social stance, it will give them the goal of befriending a certain number of that species. If they are in combat stance, the goal will be to kill a certain number of that species, and therefore, render that species extinct. If the player's creature kills off or befriends a species, the creature will be able to heal at their nest.
Creatures have stats for Abilities, Attack, and Social, using a numeric rating system. Adding specific body parts grants the ability to perform actions, such as "Call" and "Jump". Creatures can be given a name, description and tags. Body parts can be found during gameplay, which add that part to the editor for future use. These come from preying upon alpha creatures, finding bones of dead creatures, and socializing with other creatures. The only body part a creature requires is a mouth (or it will starve to death). If a creature has no feet, it will slide across the ground with the lower section of the torso, in a similar fashion to a slug or worm. Creatures also may have a limited ability to fly: gliding. A creature's ability to stay aloft is dependent on two factors: the jumping ability (how high in the air) and gliding ability (how slow the descent is). Also, a creature may have the ability to sneak, sprint, charge or spit poison.
This stage will evolve the creature's social behavior, as the creature may make friends and form a herd or pack. Will Wright referred to this as a simplified version of the friend-making mini-game in The Sims. This mini-game is implemented by mimicking the other creature's behavior such as singing or dancing until their level of friendship with the player's creature rises. Creatures may also make friends with other species. The player may also encounter spaceships from other players from this phase onward, which may abduct the player or other creatures. The evolutionary goal of the creature phase is to increase the creature's brain capacity which is done by gaining DNA points. Once the creature becomes intelligent, the player may progress to the tribal phase.
The creature phase has night and day cycles, with very short nights. There are also weather effects such as short rainstorms and meteor showers.
Tribal
After the player's species evolves its brain far enough, it enters the tribal phase. Physical development ceases, as does the player's exclusive control over an individual creature, as the game focuses on the birth of division of labor for the species. The player is given a hut, a group of fully evolved creatures, as well as two of six possible "super powers". These are unlocked depending on the species' behavior in the previous phases.
This stage begins with a cutscene parodying 2001: A Space Odyssey. In this phase, the game is similar to an RTS (real-time strategy game). The player may give the tribe tools such as weapons, musical instruments, and healing or fishing implements. Food now replaces "DNA points" as the player's currency, which the player can spend on items and structures, or use to barter with other tribes. Creatures also gain the option to wear clothes, the editing of which replaces the Creature Editor in the 'Tribal Editor'. If creatures of a different species (Rogues) were added to the player's pack in the Creature phase, they are now used as pets. Additional creatures may be domesticated in the Tribal phase, which provide eggs for food. Contact with other tribes of the same species, or even different species, can take place in this phase, and creatures also learn to speak. Their language is dependent on the type of mouth they possess; primate-type mouths, for instance, result in Simlish. Creatures, as with The Sims, also "speak" with icons embedded in word balloons.
Tribe members are assigned roles such as fishing, gathering, or hunting. The creatures' behaviors are affected by the way the player utilizes them. If a player uses them aggressively, their autonomic behavior will reflect that; conversely, if the player uses them peacefully, allying other tribes, say, with music, their behavior will be more kind. Even their idle behavior will reflect this; warlike tribal members will practice combat while docile members will practice instruments and throw parties.
There are five other tribes along with the player's, which can either be destroyed or befriended. For every tribe befriended or destroyed, a piece of a totem pole is built, which may increase the population limit of the player's tribe. When the totem pole has five pieces, the player may move forward to the Civilization phase.
Civilization
The goal in the civilization phase is to gain control of the entire planet, and it is left to the player to decide whether to conquer it militarily, economically, or religiously. When entering the phase, the player's tribal camp is now a city. Players now have two new editors: the building and vehicle editors. The player can build four buildings (City Hall, House, Factory, and Entertainment) and up to 9 vehicles (Religious, economic, and military in sea, land and air). To earn income, players can capture spice gysers, conduct trade, or arrange buildings (see below).
In constructing vehicles and buildings, as with most real-time strategy games, there is a capacity limit; building houses will increase the cap, and constructing various buildings adjacent to one another will provide a productivity bonus or deficit: for example, building an entertainment centre next to a house will provide happiness, but a factory will decrease happiness and increase production. Like Civilization III and IV, the player's territory is marked with a colored border that increases as the player gains more power through militarism or influence. The main unit of currency is "Sporebucks".
Instead of military conquest, players with a Religious trait construct special missionary units that convert other cities via propaganda. Likewise, Economic players communicate solely by trade and have no weapons. Players also have access to superweapons, each of which have devastating effects on other rival civilizations. Players can also form alliances with a rival civilization, and when the entire world has been conquered by both factions, the rival faction will join the player's.
When the player has conquered or allied with all the civilizations on the planet and decides to move on to the Space Phase, the UFO editor appears. At this point players are allowed to view the planet from space.
Space
The space phase provides new goals and paths to follow as the player begins to spread through the galaxy.
The player may now terraform and colonize neighboring uninhabitable planets with special tools (water tool, volcano tool, etc). Although these tools start off limited and very expensive, the player can obtain infinite versions. Terraforming tools include a heat ray which can create more favorable conditions on, for example, an ice planet. Left unchecked this can cause oceans to rise, then eventually to evaporate and transform the world into a desert planet, followed by a molten rock in space. These tools may also be used as weapons, sucking out the atmosphere or altering the temperature of a planet in order to kill the inhabitants without a pitched battle. The ultimate terraforming tool is a technology called the Staff of Life, dubbed the 'Genesis device' prior to the game's release, which instantly transforms a dead world into a habitable one, although it is limited to 42 uses.
The player may cause ice comets to crash into a planet to create water, or force volcanoes to erupt to increase atmosphere. Players may build colonies on the surface of an inhospitable planet once they gain the ability to create bubbled cities, similar in function to self-sustaining arcologies. When establishing colonies on alien worlds, players have to take care of them as they would any other city and keep morale up.
The player may also abduct creatures and transport them to other planets to test a planet's habitability (During earlier phases of the game, it is possible to see other creatures on the planet being abducted for this or other purposes.) The player may utilize various tools such as fireworks to interact with primitive lifeforms, or place a monolith (in the style of 2001: A Space Odyssey) on a planet, triggering evolution of intelligence. On some worlds, the player may also find strange "artifacts" with functions varying from terraform coloring tools to treasures which can be sold for a relatively large price. Artifacts can be present on lifeless worlds and inhabited worlds, although taking them from planets occupied by sentient beings will anger them.
There are more than 50,000 planets in the game's galaxy (including Earth and the Solar System).
Players can make contact with other civilizations, called 'empires', most of which are created by other players. Intelligent species can be found, and when the UFO visits that world, they may impress the beings with fireworks or a 'happy ray', attack them with weapons, or cast crop circles. The player may beam down a holographic image of his/her creature to interact more directly with an alien species. A user-created civilization's AIl reacts depending on its behavior and personality, both of which are based on the play-style of its user. The player can unite or conquer the galaxy by creating a federation or sparking an interstellar war. As a show of great force, the player may even completely destroy a planet (similar to the capabilities of the Death Star from Star Wars), which may bring retribution from that species and its allies. The player is sometimes called upon to fight off an invasion of their home planet, colony, or an ally's planet, from space pirates, environmental collapse, or attack from enemies.
EA has stated that there will be a storyline and 'secret ending' which can be found within the Space stage, and that 'only the most hardcore gamers' will find it, which is some kind of energy source in the middle of the galaxy guarded by the Grox.
Sandbox
The space phase is sometimes referred to as a sandbox, because the player eventually gains near-complete control of everything, though in the initial stages of the Space phase, the player inevitably must interact with other civilizations as in previous stages. It has been mentioned that the space phase works on two axes: a horizontal axis (the ability to interact with many planets in a variety of different ways) and a vertical axis (the ability to revisit different phases of gameplay).
Editors
User-generated content is a major feature of Spore; there are eighteen different types of editors (some unique to a phase), and even a music editor which allows players to create and share songs to be used as a national anthem in the Civilization stages and above. Will Wright has stated that in addition to being simple, all the editors will be as similar as possible so that skills learned are easily transferable from one editor to the next.
The editors start simply in the cellular phase and move to higher levels of complexity, acting as tutorials for progressive levels of gameplay. For example; the cell editor demonstrated so far has nine choices and a two-dimensional environment while the creature editor has dozens of options and a 3D environment. The structure ranges from a spine and body model in the creature editor to more free-form editors for the buildings.
For example, the creature editor allows the player to take what looks like a lump of clay with a spine and mold it into a creature. Once they have molded the torso, they can then add parts such as legs, arms, feet, hands, noses, eyes, mouths, decorative elements, and a wide array of sensory organs. Many of these parts affect the creature's abilities (speed, strength, diet, etc.), while some parts are purely decorative. Once the creature is formed, they can paint it using a large number of textures, overlays, colors, and patterns, which are procedurally applied depending on the topology of the creature. The only "required" feature is the mouth (otherwise, the creature will die from starvation). All other parts are optional; for example, creatures without feet will, as said before, slither on the ground like a snake or slug.
Other editors are used for buildings and for vehicles. Eventually, players can edit entire planets, using various in-game processes. Electronic Arts has promised new editors to be released after the game's release, such as a flora editor. However, a beta flora editor and expanded cell editor are available in the game code and can be accessed by changing the target parameters for the shortcut executable.
There are also simple means of creating visual media: such as a screenshot facility that captures the screen without the surrounding user-interface; and a 640x480 video creator with a built-in YouTube upload service. Maxis has also partnered with a third-party to provide a Spore-branded Comic Book Creator service, which was live at launch.
Spore E308 Trailer
Tower Defense games are one of the most popular types of online flash games today. Headlining this genre are tower defense games with titles like Desktop Tower Defense taking the spotlight. However, most of this genre is filled with bad to mediocre games that have limited play value. That is not so with Ultimate Defense 2, which with a polished interface, well-done graphics, and several different play mechanisms easily stands out from the rest of the field. Graphically, this game alooks alot like Protector and indeed it has a lot of the same game-play mechanisms like unit level upgrades based on XP and spells.
This game may take some getting used to but its well worth the learning curve. One thing that new players should be aware of is unlike traditional tower defense games were the towers fire at anything within a certain AOE of them, towers in this game only fire in one direction so be sure to make your defenders face in the direction where they will be able to fire the most shots. You can rotate your defenders once and plan on doing this or you will not be able to beat the level. Most of the units can only shoot two squares when they are purchased so be vary that you may need two defenders to reach across an entire lane which is usually 3 squares wide. Since you are allowed to rotate your defenders once on each level, be sure to put strong defenders at the turn positions and make them face the weaker side first so when the enemies get past the weak side, you can rotate them to the strong side where they will be permanently. This takes a bit of skill and micromanaging to master, especially if you are managing several rotations at once. For an easier walkthrough look to the end of this article for a more in-depth walkthrough.
Also, unlike traditional Tower Defense games, you do not purchase upgrades for your defenders, rather they gain XP according to the number of enemies you kill. You can use this to your advantage as it is possible to place towers so that one tower gets most of the kills thus giving you once super-strong tower, which is very helpful in single-handedly killing enemies. You can also unlock new defenders by completing levels and gain extra goodies by digging for treasure.
Spells and items are also an important part of this game. Watch your mana because you’ll need to have some in critical moments to prevent creeps from getting away. Early on the poison spell is great to pick creeps off but be sure to cast it early on in the level as it is a damage by time spell and takes a while to kill an enemy. If your looking for an easy direct-kill spell, go for lightening instead. The lightening spell is unlocked shortly after the game begins.
This game is a breathe of fresh air in the genre of tower defense. It is the first TD where micro-management is an important part of the games and is required for success. This alone makes the game a little more involved than traditional TD’s as you can’t just sit there and watch after building your defenders. You always have to be active rotating your defenders and using your spells to slow the enemy down.
The one complaint I do have about this game is that it is a bit too hard in the beginning and the learning curve is steep as it doesn’t quite play like a traditional Tower Defense game. But besides this small complaint, Ultimate Defense 2 is a solid all-around game.
Okay, still can’t beat it? I’ll take you through the game. Its actually quite easy to beat. You are basically going to use 4 defender types to beat the game. Archers, Mages, Ninjas, and Dragons. You never have to build knights and warriors(and they suck with only 1 in attack range). In the first two levels, build mainly archers and build lots of them. Building as many archers as you can while throwing one or two mages in there will do the trick. Be sure to use the pivot spots so you can use rotation. Digging for treasure is key, dig up all the squares that are not bordering the path as you won’t need to use them. You will get treasures for spinning the slots and more important in the early going, you will get mana potions to cast spells. A few creeps may get past your archers but with the spells of poision and lightening you should be fine(actually I never had to use more than these two spells the entire game). Starting at level 3, you will need ninjas. Ninjas have a range of 3 so one can cover the entire lane, place them at the pivot point(s) so you can rotate them. Usually one Ninja accompanied by a few archers in the right positions and the use of a few spells will be able to get you through level 3. On level 4, you will probably need two ninjas, some mages, and archers. Try to dig as much as you can for Mana potions as this will allow you to save money you will need to get through the levels until you can get dragons. Do not build warriors/knights as you don’t need them, Ninjas are better. I found that usually 3 strategic placement of ninjas accompanied by 2-3 mages and several archers were all I needed to get me through to the point where I unlocked the dragon. Try to save as much money as possible. You should be having a little bit more money at the end of each level. Don’t build extra defenders if you don’t need them. By the time you unlock dragons, you should have about 2500 or so to start the level with. Dragons take up four squares so after you get them, scout out the map for places that you can place them on. For the first level or two after you get dragons, build 1 dragon immediately, 1 ninja, and 1 mage(you should have enough start money to do this by this point in the game). That should kill everything perhaps until the last wave(but with spells it should be able to kill the last wave as well). After a level or two, you will have more than enough start money to buy 2 dragons. Basically at this point you’ve won the game as 2 dragons and one ninja is enough to handle all enemy creeps until the end. Never stop digging! I dugg every square I didn’t need to place on and ended up with 10+ mana potions at the end.
So lets recap — Until you can get dragons, build mainly Ninjas and archers and save as much money as possible while digging for treasure and mana potions.
After dragons, build only dragons and Ninjas and keep digging. Save as much as you can. If you can start every level with more than $3800(which is easily doable), the game is pretty much beat.
Overall, this is one of the easier TD games I’ve played. Took me about an hour to figure out how to beat it.
Play Ultimate Defense 2
Meetoto is a web-based gaming world which introduces a novel and exciting way to enjoy the fun of casual online gaming with the benefits of serious social networking. Targeted mostly at teenager and young adults, male gamers (called Meetoos) and female gamers (called Meetees) easily interact in a virtual world.
There are many things to do in the cities of Meetoto - Immerse yourself in this virtual world of your own! Every citizen in the world of Meetoto can play interior designer to their own apartment. Use costumes and other personalization options and let your Meetoo and Meetee become extension of your virtual personality.
Just like in the real world, shop and buy clothes, or visit the salon to change hair style. Earn meecoins, the currency of Meetoto, by getting a job playing casual games, becoming a performance star, or by just hanging out with your friends in game. Making an (in game) living has never been more enjoyable!
All you need is a web browser! The core of Meetoto is its world-class video and audio streaming technology delivered via Flash straight to your browser. Using advanced features, Meetoo and Meetee can showcase their talent and become a star in live virtual concerts using only a webcam and microphone!
In short, Meetoto is a web-based, anime-remixed, combination of Second Life and YouTube Live; where you can broadcast your world and your imagination. Best of all, there is no download client needed- any internet browser with Flash installed will allow you to play Meetoto anytime, anywhere!
Look out for unique Malaysia and Singapore maps, the first in this region, created by our very own in-house GoPlayPlay Meetoto team! There is so much to look forward to in this world of entertainment and enjoyment- So come in to Meetoto, and bring out the Star in You!
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A remake of last year's Penguin tossing games, Nanaca † Crash adds depth to the original by featuring nine (9) different characters that affect game play in unique ways. The characters are actually from a Japanese PS2 adventure game called Cross†Channel: To All People, developed by Flying Shrine and targeted at the mature market. This game, however, is definitely safe for all ages.
Nanaca†Crash begins with a click of the mouse. Simply click and hold the mouse when the meter shows the desired angle, release it at the desired power. Nanaca will then come barreling in on her bike from out of nowhere to send Taichi flying via her AERIAL CRASH! ability. The object is to make Taichi travel the farthest.
Once in the air, Taichi's flight may be influenced by any of the characters standing on the ground when a collision occurs, or from additional aerial crashes you can activate with a click of the mouse. When the word "AERIAL" highlights in red or blue, clicking the mouse will summon Nanaca to teleport in and give Taichi an additional boost. Red aerial crashes launch him upward, blue aerial crashes boost him at an angle towards the ground.
You have only three (3) Red AERIAL crashes, use them wisely. You may use as many Blue aerials as you wish, but they take some time to regenerate.Under certain conditions, when Taichi hits Miki, Kiri, Touko, and in rare occasions, Misato, an alert signal will sound and the word "SPECIAL" will appear. Clicking the mouse within this special condition will activate that character's special ability. Some characters summon other beings, others use the character following her for a special combo. And there is much yet to discover about this very unique and unusual game.
Each character will affect Taichi roughly according to these rules:








There is a lot of fun packed into this deceptively simple looking game. Summoning, combos, special abilities, and some real nice graphic effects. My record so far is 7,650.16 meters. How far can you make Taichi fly?
Review by Jay on jayisgames.com
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