If you need more out of a game's story than "shoot guys until the credits roll because an angry soldier and a computer voice say so," you're in trouble here. If you piece together the fragmented cutscenes, scour the manual, and read the back of the box, you'll learn that a certain Dr. Krone has stolen a special suit that lets its user travel through time. This has created an alternate reality, which is a bad thing--you'll have to trust the game on that, because it's tough to figure out just what has happened that's so bad, other than a big robot spider that shoots lasers terrorizing the city. (OK, maybe that is bad.) It's up to you to take the other, experimental beta suit (ohhhh, dangerous!), travel through time, and stop Dr. Krone from doing something sinister--which he has already done, so you want to undo whatever it is he's done...or something.
Check out the latest fixes and enhancements for Burnout Paradise, made in response to your feedback!
As you all know we have been playing, listening and responding to feedback with you all, our community. In addition we've also been working hard to make Burnout Paradise even better. In play time and reading issues that players are reporting we've been making adjustments and fixes to the game. We're very nearly complete with this update and wanted to share with you all what it is that we're doing.
Far Cry Instincts Predator for Xbox 360 video game and entertainment system from Microsoft will feature both Far Cry Instincts Next Chapter and an enhanced version of the original Far Cry Instincts game.
ince history began, castles have provided the backdrop to some of the most dramatic battles of all time... In Worms Forts : Under Siege, now it's your turn to take part in your own epic struggle, pitting fort against fort, worm against worm, and Catapult against Trojan Donkey! Test yourself against the single player game by battling through 20 missions in different historical settings, and when you've finished that, take on up to four of your friends in the frenzy of destruction that is fort vs. fort mode. Travel the world and through time by taking on the historically-set single player missions. From Ancient Egypt to The might of the Roman Empire! Consider your strategy - do you expand to seize territory and valuable resources, repair damage, or concentrate on upgrading your technology? Beat the clock, constructing castle walls and fortifications, taking aim and firing and choosing your strategy as the seconds tick away Un-lockable features as missions are completed - new weapons, new building components, new environments, and new fort styles A package with more destruction, action, strategy, laughs and fun than you can shake a large and unfeasibly sinister stick at! For XBox
In Worms World Party, players control each of the four worms individually as they lead them into battles across a variety of missions and a number of dedicated online locations. You can use whatever weapons come to hand to eradicate the rival worms. A wealth of weaponry--including bazookas,grenades, and a sheep launcher--are available. Adverse weather conditions canaffect the trajectories of projectile weapons, creating a game of genuineskill.
Genre: Strategy Styles: 3D Real-Time Strategy Developer Enlight Software Ltd. Publisher DreamCatcher Interactive, Inc. Release Date: March 18, 2008
PC game / The third game in the Seven Kingdoms line, this 3D real-time strategy spans six millennia, beginning five thousand years ago in ancient Egypt and ending a thousand years in the future, in the year 3000 C.E. As in earlier games in the series (Seven Kingdoms  and Seven Kingdoms II: The Frythan Wars ), Conquest allows players to lead one of seven human civilizations to ultimate glory, or to choose one of seven demonic nations and spread evil around the globe.
In other first-person shooters, forward is the one and only way lo go. Glowing switches and spawning goons and out-of-the-ordinary lighting and other less obvious goads reassure you that you're on the right path. You can see a htm and not understand a scene, read a novel and not comprehend a chapter, and the show or the story stili goes on. Not so with games. And, as more and more players play more and more games, a *no gamer left behind" mentality emerges. Whether developers decide to lean on hgurative signposts Of to give up and graffiti their games with literal and gratuitous arrows (as Perfecl Dark Zero did on Xbox 360 and Half-Life 2: Survivor does İn Japanese arcades), hours and hours ot guinea pig input had some say in it You can imagine movies and TV shovvs focus-gtouped this way, but what about videogames that aren't? OK, Ukraine-made S.T.ALK.E.R. isn't the first FPS to assume Its audience Is intelligent—far from it. Perhaps it's the way İt is because the studio bypassed the publk part ol the test-iterate-test phase to cut costs. Or maybe it was the cultural distance between Kiev and LA. that made the difference? Or the lag in time betvveen 2001 when GSC Game World announced the title and today In 2007 when market analysts advocate FPS as a "grovvth genre'? Is it in other words, just that S.TA.LK.E.R. is similar tosome American shooters made before "everyone" became a target audience?