New games and info

aussie1st said:
First I heard of the game until Lucky told me about it. It looks like my sort of game but I've got no time to play any games these days :(

THis IS Amazing sylvester!
I too don't have time to play games these days! ;)
 
I was going to post but for some reason my thought pattern is being drowned out by the sound of violins playing? :p
 
puddleduck said:
I was going to post but for some reason my thought pattern is being drowned out by the sound of violins playing? :p

I was about to find info about rise of nations.
If I like it I will post it :cheers

Well Puddle, if you had posted info about ROL, I would have given u reps!
My 2 fav games AGE, CIV combined into one! I am getting orgasmic ! :D :p

But it's sequel is going to release on MAY 9th.Hence better wait for release of sequel rather than post about a 2 yr old game.

for uninitiated, this game is CiV transformed into Age series.
 
here's a new game screen depicting COF destructible environments.
Considering the fact that they will add to the RTS gameplay, its really cool.

92761820060525screen0020ph.jpg
 
Game : Assasins Creed Platform : PS3

Release : 2007

Info : This game is from Ubisoft. I love their games. They are visually stunning. They came with Prince of Persia trilogy; my favourite games of all time. Now, they are coming up with Assasins creed which is a mould between Prince of persia and medieval GTA. Cant wait for this game.

According to Gamespot : Assassin's Creed is being shown only behind closed doors at Ubisoft's booth at the Electronic Entertainment Expo, but it's easily one of the most impressive games in the company's large lineup. In development for two years by the team responsible for the outstanding and influential Prince of Persia: The Sands of Time, Assassin's Creed is stylish, moody, visually stunning, and original. It offers a stunning level of freedom of movement, incredible lifelike animation, believable artificial intelligence, and a level of nuanced detail like we haven't seen before in any previous game.

A quick glance at Assassin's Creed quickly brings to mind a number of other recent outstanding games. It boasts very fluid animation and an incredibly maneuverable main character, much like in Prince of Persia. It's got a medieval setting and emergent, open-ended gameplay similar to Oblivion. It has huge, lifelike cityscapes not unlike the recent Ghost Recon Advanced Warfighter, albeit a thousand years in the past. And it's reminiscent of the Thief series, if only because of its inconspicuous, independent, and resourceful main character and the anti-medieval-establishment premise. Finally, the open-ended "sandbox" world of the game is easy to compare to Grand Theft Auto. However, this is clearly no cookie-cutter clone of a game. Its distinctive, beautifully crafted visual style and surprising twists give it an identity all its own.

"Nothing is true. Everything is permitted." That is the assassins' creed, suggesting that anything is possible given the proper frame of mind. This game seemingly takes place during the Third Crusade under Richard the Lionheart, sometime in the late 12th century. You play as a character named Altair--an assassin by trade, armed with a deadly wrist blade, an unconcealed sword at his side, and a quiver of crossbow bolts at his back. He's clearly a powerful fighter (and a trained horseback rider--he enters town by pressing forth on horseback). Faced with aggressive threats from all sides, Altair can slice them up in an instant, using flashy and devastating counterattacks to strike the enemies when they least expect it. However, even he can't necessarily withstand a city full of violent guards, not to mention mobs of civilians. So it pays for Altair to keep it cool.

To that end, he can find his mark by working his way through the crowds. It's difficult to explain why this appears so remarkable, but essentially, the way in which Altair moves through the crowds demonstrates two things about gaming: one, that very few games (before this one) have successfully presented what seems like a bustling city environment, filled with a sufficient number of different-looking people. And two, that very few games (before this one) have done a halfway-decent job of making the player's character interact realistically with other characters and objects. In Assassin's Creed, when Altair brushes up near other characters wandering the streets, he uses his hands to move the individuals out of his path nonchalantly, like you might do in real life while trying to wade through the masses at a concert, or maybe at a huge video game convention (the game's creative director cited the concert scenario specifically). But you don't need to keep it cool if you don't want to. Altair can draw attention to himself by shoving civilians out of his way forcefully, or by acting in any other aggressive or suspicious manner. Whether you want to blend into the background or act all macho, Assassin's Creed seems to let you.

Watching the populace's reactions to the main character was really special. Characters would visibly frown or raise their eyebrows as Altair jumped around like a madman in their vicinity. And when he took a swing at a random civilian, genuine panic ensued. The victim fell to the ground in pain as nearby villagers stood in shock or ran off screaming. Altair pressed the attack, and as the civilians seemed to realize the threat they were facing, some of them rallied, encircling Altair and making it difficult for him to escape. This is where the momentum-based movement comes into play. The quicker you move, the easier it is to lose footing. In practice, this all seemed quite believable.

Incidentally, the name Altair is Arabic for "the flying eagle," and indeed, the creative director of the game confirmed that the eagle was the inspiration for the character. You need to see Altair in motion to appreciate how cool he is. Remarkably, all of the animation was done by hand, which doesn't explain why it's able to look so real, but does explain why it's able to look so good. Altair has a move for every situation. It's hard to describe in specific detail why something as simple as how he touches a nearby stone wall can look so good, except to say that Altair simply looks much more real in motion than most any other video game character we've ever seen.

The three cities in Assassin's Creed will be Altair's playground. According to the designers, any surface that extends out more than two inches from a wall can be latched onto by Altair, who would make a champion rock climber. He can scale many surfaces and mantle up onto anything he can grab. Yet the city itself looks incredibly real. (We even got to see the whole thing from a high vantage point after climbing to a very tall building, though the frame rate dropped--but we're confident that visual blemishes like these will all be fixed.) The game gives a strangely liberating feeling--Altair is like a superhero but his abilities don't seem superhuman, for the most part. The creative director for the game noted that many of his moves were inspired by the sport of free-running, sort of like skateboarding without the skateboard. We saw this in action as Altair deftly skipped his way across rafters high up above a civilian populace obliviously wandering below.

Here Altair finally found his mark, revealed to him through his eagle vision, which highlights the would-be victim with a faint glow. By blending in with a group of clergymen (whom he had helped previously--don't expect to be aided without reciprocity), Altair was able to approach a haughty guardsman apparently in charge of executing civilians ostracized under King Richard's reign. In a flash, the guardsman is slain, sating Altair's wrist knife--and thus begins Altair's escape as an entire town erupts into bitter chaos.

The mob proves to be too much even for this capable killer. Altair fights bravely but is knocked from his feet as he attempts to flee (the faster you move, the more you stand to lose balance). Strangely, as he takes damage, the screen starts to distort. And when he finally dies, the screen fades out entirely, to reveal...a computer heads-up display. System offline. What...the...

The futuristic twist to Assassin's Creed is a mind-boggling highlight to an amazing first showing. Ubisoft promises that Assassin's Creed will be an open-ended action game that lets players act however they wish. This isn't a stealth game--if you want to fight your way to your victim, you can try. There will be subquests to undertake, alliances to forge, secrets to discover, and, hopefully, all the other aspects of a free-roaming world that we've come to enjoy. But it's truly just the level of detail on display in Assassin's Creed that has us so impressed, in addition to the art direction as a whole. We can't wait to see more of this game, but we'll patiently wait for it to come together so that it might live up to all of its potential. The game is slated to release next year. Stay tuned to GameSpot for more coverage in the intervening months.

Trailors : AssasinsCreed

Images :
 

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Oooh it looks great! Will buy it if it has in any way the involvement of Jordan Mechner. Will buy it otherwise too, probably :)
 
las_faiz said:
Game : Assasins Creed Platform : PS3

Release : 2007

Info : This game is from Ubisoft. I love their games. They are visually stunning. They came with Prince of Persia trilogy; my favourite games of all time. Now, they are coming up with Assasins creed which is a mould between Prince of persia and medieval GTA. Cant wait for this game.

According to Gamespot : Assassin's Creed is being shown only behind closed doors at Ubisoft's booth at the Electronic Entertainment Expo, but it's easily one of the most impressive games in the company's large lineup. In development for two years by the team responsible for the outstanding and influential Prince of Persia: The Sands of Time, Assassin's Creed is stylish, moody, visually stunning, and original. It offers a stunning level of freedom of movement, incredible lifelike animation, believable artificial intelligence, and a level of nuanced detail like we haven't seen before in any previous game.

A quick glance at Assassin's Creed quickly brings to mind a number of other recent outstanding games. It boasts very fluid animation and an incredibly maneuverable main character, much like in Prince of Persia. It's got a medieval setting and emergent, open-ended gameplay similar to Oblivion. It has huge, lifelike cityscapes not unlike the recent Ghost Recon Advanced Warfighter, albeit a thousand years in the past. And it's reminiscent of the Thief series, if only because of its inconspicuous, independent, and resourceful main character and the anti-medieval-establishment premise. Finally, the open-ended "sandbox" world of the game is easy to compare to Grand Theft Auto. However, this is clearly no cookie-cutter clone of a game. Its distinctive, beautifully crafted visual style and surprising twists give it an identity all its own.

"Nothing is true. Everything is permitted." That is the assassins' creed, suggesting that anything is possible given the proper frame of mind. This game seemingly takes place during the Third Crusade under Richard the Lionheart, sometime in the late 12th century. You play as a character named Altair--an assassin by trade, armed with a deadly wrist blade, an unconcealed sword at his side, and a quiver of crossbow bolts at his back. He's clearly a powerful fighter (and a trained horseback rider--he enters town by pressing forth on horseback). Faced with aggressive threats from all sides, Altair can slice them up in an instant, using flashy and devastating counterattacks to strike the enemies when they least expect it. However, even he can't necessarily withstand a city full of violent guards, not to mention mobs of civilians. So it pays for Altair to keep it cool.

To that end, he can find his mark by working his way through the crowds. It's difficult to explain why this appears so remarkable, but essentially, the way in which Altair moves through the crowds demonstrates two things about gaming: one, that very few games (before this one) have successfully presented what seems like a bustling city environment, filled with a sufficient number of different-looking people. And two, that very few games (before this one) have done a halfway-decent job of making the player's character interact realistically with other characters and objects. In Assassin's Creed, when Altair brushes up near other characters wandering the streets, he uses his hands to move the individuals out of his path nonchalantly, like you might do in real life while trying to wade through the masses at a concert, or maybe at a huge video game convention (the game's creative director cited the concert scenario specifically). But you don't need to keep it cool if you don't want to. Altair can draw attention to himself by shoving civilians out of his way forcefully, or by acting in any other aggressive or suspicious manner. Whether you want to blend into the background or act all macho, Assassin's Creed seems to let you.

Watching the populace's reactions to the main character was really special. Characters would visibly frown or raise their eyebrows as Altair jumped around like a madman in their vicinity. And when he took a swing at a random civilian, genuine panic ensued. The victim fell to the ground in pain as nearby villagers stood in shock or ran off screaming. Altair pressed the attack, and as the civilians seemed to realize the threat they were facing, some of them rallied, encircling Altair and making it difficult for him to escape. This is where the momentum-based movement comes into play. The quicker you move, the easier it is to lose footing. In practice, this all seemed quite believable.

Incidentally, the name Altair is Arabic for "the flying eagle," and indeed, the creative director of the game confirmed that the eagle was the inspiration for the character. You need to see Altair in motion to appreciate how cool he is. Remarkably, all of the animation was done by hand, which doesn't explain why it's able to look so real, but does explain why it's able to look so good. Altair has a move for every situation. It's hard to describe in specific detail why something as simple as how he touches a nearby stone wall can look so good, except to say that Altair simply looks much more real in motion than most any other video game character we've ever seen.

The three cities in Assassin's Creed will be Altair's playground. According to the designers, any surface that extends out more than two inches from a wall can be latched onto by Altair, who would make a champion rock climber. He can scale many surfaces and mantle up onto anything he can grab. Yet the city itself looks incredibly real. (We even got to see the whole thing from a high vantage point after climbing to a very tall building, though the frame rate dropped--but we're confident that visual blemishes like these will all be fixed.) The game gives a strangely liberating feeling--Altair is like a superhero but his abilities don't seem superhuman, for the most part. The creative director for the game noted that many of his moves were inspired by the sport of free-running, sort of like skateboarding without the skateboard. We saw this in action as Altair deftly skipped his way across rafters high up above a civilian populace obliviously wandering below.

Here Altair finally found his mark, revealed to him through his eagle vision, which highlights the would-be victim with a faint glow. By blending in with a group of clergymen (whom he had helped previously--don't expect to be aided without reciprocity), Altair was able to approach a haughty guardsman apparently in charge of executing civilians ostracized under King Richard's reign. In a flash, the guardsman is slain, sating Altair's wrist knife--and thus begins Altair's escape as an entire town erupts into bitter chaos.

The mob proves to be too much even for this capable killer. Altair fights bravely but is knocked from his feet as he attempts to flee (the faster you move, the more you stand to lose balance). Strangely, as he takes damage, the screen starts to distort. And when he finally dies, the screen fades out entirely, to reveal...a computer heads-up display. System offline. What...the...

The futuristic twist to Assassin's Creed is a mind-boggling highlight to an amazing first showing. Ubisoft promises that Assassin's Creed will be an open-ended action game that lets players act however they wish. This isn't a stealth game--if you want to fight your way to your victim, you can try. There will be subquests to undertake, alliances to forge, secrets to discover, and, hopefully, all the other aspects of a free-roaming world that we've come to enjoy. But it's truly just the level of detail on display in Assassin's Creed that has us so impressed, in addition to the art direction as a whole. We can't wait to see more of this game, but we'll patiently wait for it to come together so that it might live up to all of its potential. The game is slated to release next year. Stay tuned to GameSpot for more coverage in the intervening months.

Trailors : AssasinsCreed

Images :

WOW man this is just WOW it looks so realistic it is just unbeleiveable will it be release on PC to? if it will be i'll surely buy it! no doubt! :happy
 
It looks a little too realistic if you ask me. Graphics will become so advanced that they will look over-done and non-realistic.

If you ask me they should have the grit and simplicity into what we see every day.
 
Farrukh_|$B said:
WOW man this is just WOW it looks so realistic it is just unbeleiveable will it be release on PC to? if it will be i'll surely buy it! no doubt! :happy
I am sure it will release for PC. I kno ubisoft releases games for all platforms. But I will definitely hav to upgrade my graphics for this game. All the next generation games are very high on graphics.
 
hondeyho said:
It looks a little too realistic if you ask me. Graphics will become so advanced that they will look over-done and non-realistic.

If you ask me they should have the grit and simplicity into what we see every day.

these are next gen graphics.Wouldn't release till next year, prob around time when UT2997 would release.
It would require a quad setup of nvidia 7800GTX to run them today.:eek:
 
Half Life 2: Episode 1

Game:half life:episode 1
platform:PC
Type:FPS, expansion pack.Although Valve says episode is more correct.
Release date: June 1, 2006


The most eagerly awaited game.
Half life plans 3 episodes, on six month basis.Each having a approx of 6hr gameplay.


Read Gamespot preview:

http://www.gamespot.com/pc/action/halflife2aftermath/review.html?sid=6152188

Episode One is even better than Half-Life 2. The only problem is that it's over before you know it.

The Good
: Exciting and fast-paced action ride with some of the best Half-Life gameplay to date; new team dynamic is fun and a welcome change of pace from the traditional lone-wolf gameplay; sharp writing, witty dialogue, and some of the best characters in a game; top-notch production values from the still-impressive source engine; hollywood-quality voice acting.

The Bad: Incredibly short, featuring only four to six hours of gameplay; no new multiplayer content.



Few companies tease its customers as well as Valve. 1998's Half-Life ended on an intriguing note, with series hero Gordon Freeman basically being "recruited" by the mysterious G-Man to work for him as a dimension-hopping commando. But fans were really caught off guard by the ending of 2004's Half-Life 2, as Gordon and ally Alyx Vance were caught in a massive explosion. Rather than have us wait years and years for the outcome of that cliff-hanger, Valve has taken the series into episodic territory to get us answers more quickly. Half-Life 2: Episode One is the first in a new trilogy of episodes that are scheduled to be released over the course of the next year. (You don't need to own Half-Life 2 to play Episode One, as it's a stand-alone product, though it would definitely help if you did.) And Episode One is a memorable romp through the Half-Life universe, with gameplay that's even more satisfying than that of Half-Life 2. The only downside is that, due to its episodic nature, it's over far too soon.


Gordon Freeman is back in action, with Alyx by his side, in Episode One, the first of a trio of episodes that continue the Half-Life story.

Unfortunately, Valve's storytelling remains about as cryptic as ever. The episode starts off on a wrong note, as there's an incredible cop-out to explain how Gordon and Alyx survive the explosion and how the G-Man gets knocked out of the picture, but it gets a lot better after that. Rest assured, answers are finally given, but keep in mind that new questions are raised, as well. Episode One is about the escape from City 17. Though the quisling Dr. Breen was defeated in Half-Life 2, the Combine remain on Earth, cut off from their alien dimension. Now, with the Citadel reactor on overload, it's a battle to escape the ruins of the gutted Citadel and the city itself. Of course, that's easier said than done, and you'll once again be plunged along a tightly controlled and highly scripted ride filled with a fair share of ups and downs.

Half-Life has always been a mix of combat and puzzle-solving, but the formula feels honed to a razor's edge in Episode One, as Valve seems to have designed content that's geared toward Half-Life veterans. The puzzles and battles seem even more complex and challenging. In fact, the best encounters in the game require a mix of puzzle-solving and combat as you desperately fight to stay alive long enough to figure out what you need to do next.

There's a wonderful new team dynamic at work in Episode One, thanks to the fact that Alyx battles alongside you throughout most of the episode. After playing on your own throughout Half-Life and Half-Life 2, it's refreshing to have a companion by your side, and Valve takes advantage of this by throwing you into situations where you must rely on teamwork to survive. Alyx is a capable assistant (perhaps almost too capable, since it's pretty tough to kill her off, and she seemingly has unlimited ammo), and she's often the difference between victory and defeat in many encounters, as she'll cover your back while you're busy trying to sort out the puzzle.


Alyx introduces a new team dynamic for Half-Life, such as when you have to illuminate her targets for her in the dark.

Spending so much time with Alyx has other upsides, as well. The flirtation between Alyx and Gordon continues even further, and while it's a bit strange that it's such a one-sided relationship (thanks to Gordon, again, never uttering a single word), you still get a feeling of warmth and affection. There's lots of humor, as well, as Episode One features some sharp and witty dialogue uttered by Alyx and other familiar faces. Barney and Alyx's robotic Dog are back, as well as Eli Vance (Alyx's father) and the ever-hilarious Dr. Kleiner. Valve's impressive facial animation is still incredible, and you really get the sense that you're interacting with believable characters in the game. Of course, it also helps that the voice acting remains top-notch. Robert Guillaume, Michelle Forbes, Merle Dandridge (Alyx), and the original voice cast remain the same.

This sense of familiarity has its downsides, as well. For instance, though extremely well done, the environments of the Citadel and City 17 were already explored in Half-Life 2, so you may find yourself encountering moments of deja vu as you battle through the episode. Your arsenal of weapons also remains unchanged. The versatile gravity gun gets heavy use through the episode, and it's invaluable to solving the many environmental puzzles in the game, but other than that, you're packing the same assortment of pistols, rifles, and grenades as before. It's also worth noting that there are no vehicle sequences in Episode One. That's not exactly a bad thing, though, as the vehicle sequences in Half-Life 2 felt fairly linear and dragged on for too long.

In terms of opponents, you do get glimpses of challenging new foes that are coming up in future episodes, but for the most part, the enemies remain the same from Half-Life 2, including the head crabs, zombies, Combine soldiers, striders, and so on. The Combine troops do seem to have some new abilities, such as the ability to rappel down buildings right in front of you. They're also a bit smarter, as they seemed to utilize cover better than they did in Half-Life 2, but you don't really get the sense of squad coordination that was seen in the original Half-Life. The only memorable new opponent is the zombine, a Combine zombie, and these guys quickly become your first target when they appear on the scene, thanks to the fact that their favored tactic is to charge you with a live grenade in hand.


Battles can get crazy, but with Alyx covering your back, there's nothing that you can't do.

Visually, Episode One introduces a lot of subtle improvements and enhancements in the Source engine, keeping it in line with video-card developments over the past couple of years. The new high-dynamic range lighting technology (seen only if your video card supports it) makes a big difference, as the outdoor scenes look a lot better, while indoor scenes feature impressive shadowing and atmosphere at times. Some of the textures in the game have been increased considerably, notably on Alyx and the other main characters, and the game looks incredibly sharp.

When you get down to it, the only major complaint about Episode One is that it's over so quickly. There are only four to six hours of gameplay, and veteran first-person shooter fans will definitely find themselves at the lower end of that range. Episode One does ship with the two existing Half-Life 2 multiplayer modes, but if you own Half-Life 2 already, you already have those. Finally, the game does include a developer commentary system of sorts, similar to the one used in the PC version of The Chronicles of Riddick, and that does provide some interesting insight into the development of the game (though the rehearsed nature of the developer dialogue makes it sound more like a lecture than a proper commentary track). But apart from that one unique feature, the only thing truly new in Episode One is the single-player story. Before you know it, you've escaped from City 17, the credits are rolling, and you're left wanting more. So in a way, Valve has teased us once again, though the bright side is that we don't have to wait long for the next set of answers to be found in Episode Two, which is due out around the end of the year.



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One game I will wait for.:happy
 
I've played the first couple of levels in Hitman, great game so far- looks pretty as well (PC)
 

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