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Release dates of some anticipated games



S.T.A.L.K.E.R.: Clear Sky
August 29, 2008

Mercenaries 2: World in Flames
August 31, 2008

Spore
September 7,2008

Crysis Warhead
September 16, 2008

Witcher: Enhanced Edition
September 16, 2008

Brothers in Arms: Hell's Highway
September 23, 2008

Far Cry 2
October 1, 2008

Project Origin
October 1, 2008

Fallout 3
October 7, 2008

Saints row 2
October 14, 2008

Dead Space
October 21, 2008

Comand and Conquer:Red Alert 3
October 2008(not comfirmed)

Left 4 Dead

November 20, 2008

Legendary
November 9, 2008

Call of Duty: World at War
November 11, 2008

Mirror's Edge
November 11, 2008

Prince of Persia
November 18, 2008

Tomb Raider Underworld
November 18, 2008

Grand Theft Auto IV
November 18, 2008

NFS Undercover
November 18, 2008

Diablo 3
November- December,2008
(not comfirmed)

Prey 2
December 2009


Featured Site

Muscle behind Crysis Warhead :CryEngine 2



Cysis Warhead:IGN Rating:9.4
CryEngine 2 is a new and improved version of CryEngine which was first used in Far Cry and then for Crysis.It is the muscle behind Crysis Warhead the most high rated game of the year!

Crysis Warhead is a parallel story to Crysis, one of the most critically-acclaimed first person shooters and PC games of 2007. The game is developed at Crytek's Budapest studio, and built on a new, enhanced and optimized version of Crytek's CryENGINE 2 technology.

In Crysis Warhead, players don the Nanosuit of Sergeant Sykes, also known as 'Psycho', one of the most memorable characters from Crysis. More brash and aggressive than his Delta Force squadmate Nomad, players will experience Psycho's parallel story during the events of the original game.Psycho's Nanosuit is as capable and he's equipped with an even bigger arsenal of fully customizable weapons and new vehicles, giving players access to the tools they need to dominate any situation.



Game Features enhanced by the Engine -

* More explosive and dynamic minute-to-minute gameplay, with new customizable weapons, new vehicles, new photorealistic locations to explore and a fully interactive warzone to dominate
* Enhanced human and alien AI, with an all-new ally squad support system and other enhancements for intelligent enemies and bigger challenges in taking down enemies
* Includes Crysis Wars, an expanded new multiplayer experience with new online modes and 21 maps, including seven all-new maps to battle it out against other players.




The engine features many graphical, physical and animation technologies as well as many gameplay enhancements, some which make Crysis Warhead even more desireable are:

* Volumetric 3D Clouds
* Real time Ambient Maps with dynamic lighting and no premade shadows
* Screen Space Ambient Occlusion
* 3D Ocean Technology dynamically modifies the ocean surface based on wind and wave direction and creates moving shadows and highlights underwater
* Depth of field to focus on certain objects while blurring out the edges and far away places
* Vector motion blur on both camera movement and individual objects
* Dynamic soft shadows with objects casting realistic shadows in real time
* Realistic Facial Animation that can be captured from an actor's face
* Subsurface scattering
* Breakable Buildings allowing more tactical preplanning on the player's side
* Breakable Vegetation (with possibly heavy foliage) enabling players and enemy AI to level entire forests as a tactical maneuver or other purposes
* Advanced Rope Physics showcasing bendable vegetation responding to wind, rain or character movement and realistically interactive rope bridges
* Component Vehicle Damage giving vehicles different destroyable parts, such as tires on jeeps or helicopter blades
* HDR lighting
* Fully interactive and destructible environments
* Advanced particle system with fire or rain being affected by forces such as wind
* Time of Day Lighting, with sunrise, and sunset effects ensuring realistic transition between daytime and nighttime
* Lightbeams and Shafts when light intersects with solid or highly detailed geometry, and can generate "Godray" effects underwater
* Parallax Occlusion Mapping giving a greater sense of depth to a surface texture, realistically emphasizing the relief surface structure of objects
* Long Range View Distance of up to 16km from ingame measurements
* Parametric Skeletal Animation System
* Procedural Motion Warping.

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FIFA 09 - Updated Impressions


Now another game from EA thats released annually , but will it
make it big or it will still have that graphics that gamers did'nt liked
(The players have lost their plastic look.)and those AI shortcomings that could get on to your nerves sometimes is still to be addressed for sure... but as EA told that those AI glitches will be handled for sure and with improved graphics.Gamers are still divided on whether PES 09 will be better or EA will steal the show from Konami.

FIFA 09 features the most realistic player physics to ever grace the series, while the ability to augment your team’s tactics provides greater customization.

Player physics are a major focus in this year's game. FIFA 09 will, for the first time in the series, have players jostling for position and headers. During collisions and jostles, each player's size and physical attributes will dictate how the animation plays out.Generally, larger players will be able to hold off smaller defenders, while smaller players will be able to use their speed to avoid contact.

The improvement in player physics translates to the goalkeepers as well. Long-standing issues with inaccurate goalkeeper reactions (goalies making incredibly hard stops at times while at other times allowing the easiest of goals) have been addressed in FIFA 09. Goalkeepers seem to have more realistic reaction times, and their animations play out more smoothly.

These smoother player animations apply to other positions as well. Improved player trapping (bringing the ball down to control) and runs limit the amount of time your player is caught in an animation and out of your control. The result is that controls are more responsive and offenses are more dynamic than in years past.

Despite the improved controls, chaining together multiple superstar moves is still difficult to do. EA asserts that this is by design so as to limit their use to only skilled players.

One move the offense won't be able to ride this year is the "through ball from a sideline sprinter" technique; it isn't nearly as overpowered as it was in FIFA 08. Though the move will still yield goals, defenders can disrupt interior passing more effectively, making this a riskier move.

Another major addition debuting in FIFA 09 is the custom team tactics.There are three phases to tinker with--defense, buildup, and chance creation. These tactics are essentially a compilation of various sliders dictating AI reactions during buildup play and scoring opportunities, and they will let you augment your team's strategy around your strengths. The slider menu includes a chalkboardlike diagram showing you how your players will now react based on the settings you choose. Although it's a powerful tool, the mechanic still works on the basis of risk and reward. For instance, you could increase your team's aggression slider to relentlessly attack the ball, but doing so may place defenders out of position.

The Adidas Live Season is set to be a huge deal for people who have their machine connected to the Internet. Every Wednesday, you'll be able to download new, up-to-date stats for every player in your chosen league. These stats will reflect the latest performance changes over the past week, and if players get injured their stats will simply drop rather than their being forced out of the game. The FIFA 09 box will come with a code that you can use to register online and pick one country for updated stats. The choice for launch will include England, Italy, Germany, Spain, Mexico, and France.

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Generation SPORE is here! and released

This is the dawn of a new genre or what!!! This is a revolutionary game , with all new concept
put to it and the production guys really worked hard to make it interactive.

But as they say Spore is a multi-genre "massively single-player online 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.
This game gives an in depth knowledge about the ecosystem and how an organism plays
its role in shaping it!!!! Guess what ..you can fully customise your organism with
Spore Creature Creator and Uncover information about each creature's origin in the
Sporepedia and other in-game activity.




The Cell phase. The monstrously large creatures in the background will come to the foreground as the player's organism slowly grows and evolves.

The first phase of existence, the cell phase, is sometimes referred to as the tide pool, cellular, or microbial phase. The player guides simple protean microbes around in a 3D environment on a single 2D plane where it must deal with fluid dynamics and predators, while eating weaker microbes or plants. The player may choose whether the creature is an 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 some part from the microbe, which will refund some DNA points. If the creature dies, the player may restart from an earlier phase or point in the game.The player must also seek out special "golden shields" from meteor fragments and other organisms that provide new parts for the player 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, and former predators become harmless or even prey to a player's carnivore cell creature.

Creature phase: Venture onto dry land and help your creature learn and evolve with forays away from your safe haven. Carnivore or Herbivore? Social or Independent? The choice is yours.

Tribal phase: Instead of controlling an individual creature, you are now caring for an entire tribe of your genetic craftwork. Give them tools and guide their interactions as you slowly upgrade their state of existence.

City phase: Bring your creatures' race into a new golden era by building up the technology, architecture, and infrastructure of their city.

Civilization phase: Once your city is established, your creatures begin seeking out and interacting with other cultures. You can have them do so with an olive branch or a war cry-either way, the goal for your creatures is to unify the planet.

Space phase: The time has come to move on to other worlds in your solar system. Make first-contact, colonize, or terraform, then venture further to find other solar systems scattered throughout a magnificently rendered galaxy. A 'mission' structure provides new goals and paths to follow as you begin to spread through the universe.

# A suite of flexible, intuitive creation tools leverages the creative imagination of the player. Creating an entire universe of creatures, plants, buildings, vehicles and planets has never been so easy or so fun. An infinite variety of design choices is just the beginning.

The world you explore is populated with creatures, plants, buildings and vehicles developed by other gamers and downloaded from a central database. The server chooses creatures and civilizations that best match your chosen environment, your experience level, and your creature's ability. In turn, your creatures are uploaded to the server to be shared with other gamers.

With procedural animation, your creatures and vehicles move based on how you construct them. They behave and interact based on your input and by their in-game encounters. That means there's no pre-determined path you must follow-the game evolves based on your decisions.

The in-depth gameplay video is right here!




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How to Use Playstation 2 Emulator

Now here's a your guide on how to configure PCSX2 to try out the PS2 Emulator. And since people ask -can their system play ps2, then the answer is no. You can’t actually play ps2 games on your pc right now (dunno for a real high end system which is using Dual Core Processor, SLI Graphics Card, etc, but to most users just wait for it), but if you want to help the PCSX2 team, you can do it by testing out PCSX2

First you must have PS2 Bios in order to try out the PCSX2 (you can find it easily on the internet) ;) and dont forget to put it into Bios Directory in your PCSX2 Directory

and the next step would be running the PCSX2 Executable and configure it like this (maybe different depending on your computer configuration, especially to those who are using SSE2 Enabled Processor, such as Pentium 4, Athlon64, etc)

1. Configuration Screen of PCSX2


2. Graphic Plugin Configuration Screen


3. Controller Configuration (since i dont own a joystick, im using Keyboard)

4. CDVD Plugin Configuration

Note: if you don’t have ASPI installed on your system use Win2k/XP IOCTL SCSI Command and set it into your DVD Rom Drive (if you’re not using ISO Image)



5. The next step would be putting your PS2 Games on your DVD ROM and choose to Run CD from File Menu … (and pray hope it’ll work :P )In my case i was running Dragon Ball Z Budokai Tenkaichi PAL Version.





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