Posted by
BIOS NetWednesday, June 6, 20120
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The EA SPORTS UEFA EURO 2012™ expansion pack for EA SPORTS FIFA 12 recreates all the excitement of the official tournament with over 50 European national teams, all eight official stadiums, and all the pageantry and atmosphere of one of the largest and most-watched sporting events on the planet. Compete as your favourite country in an authentic online tournament mode against rival nations in the group stage, progress through the knockout rounds, and ultimately compete for the chance to be crowned the UEFA EURO 2012™ champion. Plus, you will be able to relive dramatic moments from the UEFA EURO 2012™ qualifying campaign with challenges based on real-life matches, and replay key moments from the UEFA EURO 2012™ tournament.
It’s called The Run. An illicit, high-stakes race across the country. The only way to get your life back is to be the first from San Francisco to New York.
No speed limits. No rules. No allies. All you have are your driving skills and sheer determination as you battle hundreds of the world’s most notorious drivers on the country’s most dangerous roads.
In Need for Speed The Run, you’ll weave through dense urban centers, rocket down icy mountain passes and navigate narrow canyons at breakneck speeds, all the while evading a relentless police force prepared – and willing – to use lethal force to take you down.
***
Minimum System Requirements
* OS: Windows Vista SP2 or Windows 7
* CPU: 2.4 GHz Intel Core 2 Duo or equal AMD
* RAM: 3 GB
* HDD: 18 GB free disk space
* Graphics: 512 MB Graphics Memory
* DirectX: Version 10
* Network: 512 KBPS Internet connection or better
Recommended System Requirements
* OS: Windows Vista SP2 or Windows 7
* CPU: 3.0 GHz Intel Core 2 Quad or similar
* RAM: 4 GB
* HDD: 18 GB free disk space
* Graphics: 1 GB Graphics Memory
* DirectX: Version 10/11
* Network: 512 KBPS Internet connection or better
Supported Graphics Cards:
Minimum – NVIDIA GeForce 9800 GT or ATI Radeon 4870
Recommended – NVIDIA GeForce GTX560 or ATI Radeon 6950
From the Golden Gate to the Empire State — Compete in The Run, an illicit race across the most iconic and treacherous roads from San Francisco to New York. There are no rules and no allies in the cities, deserts, mountains and canyons than stand between you and the finish line.
You are Jack’s Competitive Edge — Jack is in a race for his life, but he’s got something the competition doesn’t: You. Keep Jack one step ahead of the dangers from his dark past, both inside and outside the car. It’s up to you to get Jack to New York in one piece and ahead of the competition.
Beat Your Friends — Connect to Autolog. Compare your times against those that matter most. Compete to be the best. Autolog now tracks your entire career – making every second of every race count in the battle to be the fastest to New York.
Racing Powered by Frostbite 2 — The powerful new Frostbite 2 engine, created by the award-winning DICE studio, advances technical achievements to deliver a gameplay experience with an unprecedented level of visual detail, environmental immersion, and emotional impact.
Compete in High Octane Multi-Player Racing — The most accessible online racing experience ever offered. With matchmaking technology, join races already in progress instead of waiting in lobbies. Create a party with friends, pick a playlist of your favorite challenges and compete for supremacy across every stage of The Run. By mastering all of the playlists you can level up and earn access to exclusive vehicles, upgrades and abilities.
Platforms: Xbox 360, PC, PC Download, PlayStation 3
This title is rated Teen for:
Language
Mild Suggestive Themes
Violence
Online Interactions Not Rated by the ESRB
May contain content inappropriate for children. Visit www.esrb.org for rating information
Posted by
BIOS NetSaturday, April 28, 20120
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In Depth We explore the stonkingly popular adventure game
Play this huge game in Creative or Survival modes
Less a game and more a way of life, Minecraft is all about digging, building, exploring and crafting in a gigantic world.
This
world is made up of blocks - soil, sand, stone, and many other
materials - and you have complete freedom to build structures using
these blocks in an area that's eight times the size of the world's
surface.
The game keeps track of every single change you make
(which produces massive save game files - 100MB upwards is the norm). By
combining items, you can make new things, such as the wool-and-wood
combination we tried, which made a bed.
Minecraft has two game
modes: Survival - where you have to eat and protect yourself from
monsters, and Creative - where you can work safely on huge buildings to
your heart's content.
The game is written in Java and runs on
Linux, Windows and Mac OS, and has already reached a whopping four
million sales. So we decided to spend a week checking it out...
Day 1: Arrival
Our
new life began on a hill next to a swamp - or perhaps a jungle. Either
way, there was lots of water around and a few trees. And mushrooms, too.
We couldn't see any signs of human life, but we kept hearing noises
that we suspect were being generated by animals. It's all a bit weird,
and to make matters worse, we haven't got any tools with us - just our
bare hands.
After a bit of scrabbling around, we discovered we
could gather bits of grass and dirt, and keep them with us on our
travels. As the day progressed, we began to get hungry, and our only
option was to kill a chicken we came across using our hands.
It wasn't pleasant, and eating the raw meat didn't do us much good, but we stayed alive.
Night-time
came, and it was utterly horrible: all sorts of vile monsters appeared,
hell-bent on killing us. First, there was a strange sort of zombie-like
creature going for our throat, and then a skeleton firing arrows, and
big black spiders with red eyes. we tried fighting them with our hands
and got injured badly in the process.
Out of desperation, we dug a
hole in the ground to escape, but some hissing green monster followed
us in, exploded and left a huge crater. We barely slept.
Day 2: Acclimatisation
The
start of the day went well: we gathered wood from the trees and used it
to make some tools - a sword and a pick-axe. They're not very strong,
but they'll do for now. They also make it easier to kill animals for
food, so at lunchtime we walked into a forest and found some wild pigs.
Our hunger level is staying under control.
The big question
bothering us all day was: where are we going to sleep? We can't just
wait for the monsters to kill us - we need to fashion some kind of
shelter that's more substantial than the hole we dug yesterday.
Fortunately,
after a bit of walking we found the entrance to a cave, and with our
tools we could extract some chunks of stone. Our tools didn't last very
long, but we got enough stone to build a small igloo-like shelter.
Just
before night-time, we found a sheep, killed it and took its wool.
Combined with the remaining bits of wood we had, we hacked together a
simple bed and had a tolerable night's sleep. But we kept hearing the
monsters outside…
Day 3: Exploration
In DepthWe
decided we couldn't stay there any longer, so we gathered our things
together and set off on a journey. After a few hours of trudging through
the swamp, we came across a deep forest, which led into a hugely
mountainous region.
It was striking, but the rain was horrendous.
It took us another few hours before we arrived in a really dry,
desert-like area. There was nothing there but the odd cactus.
By
the evening, we were back in woodland and found a cave. After knocking
down a few trees and combining the wood with some stone, we made some
stronger tools. We were feeling pretty confident with our stone sword
and stone axe, although they were heavy. After setting up our bed in the
cave, we slept well.
Day 4: The village
Seemingly without
hope, we kept walking and walking, and then saw something in the
distance… a building! A real sign of humanity after three days. It was a
small village in the middle of a prairie, and although the inhabitants
seemed reluctant to talk to us, we felt much happier being there than in
the outside world.
We made a huge mistake in the afternoon,
though: there's a well in the village, filled almost to the top, and a
man was in it. We tried to free him by breaking open the side of the
well, but it just spread water over much of the village. Why weren't we
thinking?
In
the afternoon, we headed out to gather more wood and stone, and then
came back and started building a proper little house for ourselves in
the village. It's nothing special, and we have no lighting yet, but it's
a good place to store our bed and equipment. We feel as if we're making
real progress here.
Day 5: Confidence
Set off early and
found some cows near the village. A bit of sword-work later, and we had
some good beef and leather. We're not much good at making clothes, but
we hacked together a simple leather tunic that should give us protection
against any night-time monster attacks.
At lunchtime, we carved
up a chunk of wood to make a bowl, and used some of the mushrooms we'd
gathered to prepare a stew. Together with the beef, we were feeling
healthy and full. With our stone sword, pick-axe, tunic and food
supplies, we're building up confidence, so in the afternoon we took a
walk out of the village, dropping bits of stone behind us so that we
could find our way back.
After
going through some swampland, we found the sea, so we swam for a while
and saw a huge island with a cavern in the distance. We'll explore that
tomorrow.
Day 6: Fire!
What a day. After breakfast, we
headed to the cavern, which was even more enormous when we got close to
it. After an hour's climbing up the mountain, we reached the entrance to
the cavern, which was pitch black; so we crept inside and then… there
was a fizz, a huge explosion, and everything went black.
The next
thing we remember was being back in our bed in the village, except
without all of the bits and bobs that we had been carrying. But the lure
of the cavern tempted us back, and once we reached the entrance again,
we saw all of our items lying around - our sword, our food, our bits of
stone and wood.
It
must've been one of those green monsters that attacked us, but don't
they just come out at night? Perhaps they live in the darkness of the
cave… Anyway, we ventured boldly onwards and found some seams of coal,
which we extracted using our pick-axe.
Back in the village, we
combined the coal with wood to make some torches. We've placed these
inside our house and around the village, and although we're going to bed
quite early tonight, it seems that all of this light is stopping the
monsters from getting too close to the buildings.
Day 7: Reinforcement
Subscribe and save We're
really liking it here, but the village needs to be safer. We went out
to gather stones to build a wall. This took most of the day, but we now
have a barrier around the village, broken up by a few doors we made out
of wood, so no monsters can get inside in the night. It feels really
safe and will let us do some work when it gets dark, such as planting
seeds to grow wheat for bread.
As an experiment, we dug a tunnel
inside the village, using our torches to light the way, and deep
underground we came across some traces of iron. There's a smelting
furnace in the village, so we'll have to see if we can make some better
items.
We've been hearing rumours in the village of magic spells and potions, too, so we'll have to investigate that further.
We
can barely remember ourselves from the first day - that terrified,
helpless guy lost in an alien world. Now this world feels like ours, and
we're learning to control it better all the time.
Posted by
BIOS NetSunday, April 15, 20120
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The Good
Ability to turn leagues off and on is a great addition
Immense depth and interaction
Tutorial mode to help new players
Better contract negotiations.
The Bad
3D match engine is poor and slows everything down
Could still overwhelm first time players
Occasional unrealistic glitches.
UK REVIEW--Football Manager veterans know that the series is all about
evolution, not revolution. It has been evolving steadily for almost two
decades now to become so vast and complex that it's not really an
entry-level game anymore. Even experienced players who have missed a few
iterations are likely to find the sheer depth and number of options
daunting. Everything is in here--from dealing with agents and
mollycoddling egotistical star players to fending off scoop-hunting
journalists--as you try to mold your team of virtual hit-and-hopers into
a trophy-harvesting machine. This year’s introduction of a much-needed
tutorial mode helps to steer newcomers through the labyrinthine options
and is a great addition.
One area of improvement has to do with the transfer market, with the
contract system being tweaked to streamline the process. There are so
many elements to consider--duration of contract, win bonuses, appearance
bonuses, goal bonuses, promotion bonuses, agent's fees, relegation
release clauses, non-promotion release clauses, minimum fee release
clauses, promotion bonuses, loyalty bonuses, sell-on fees, and a whole
metric boatload of other stuff--any or all of which might be demanded by
the player. When contracts are offered, players make various
counterdemands, and with so many variables, negotiations can get rather
convoluted. This year, a padlock symbol appears next to each clause for
the first time. Clicking it sets that element as nonnegotiable, saving
time and making it easier to keep a cap on your spending.
Team talks include a new level of depth, thanks to the addition of
different tones of voice. When you address the lads before matches, at
half-time, and after the final whistle, you can be aggressive,
passionate, calm, cautious, or reluctant in your manner, and each tone
has its own associated set of comments. If you choose wisely, players
will respond positively. If you choose poorly, they might lose
motivation or maybe even go into a strop. The more you learn about your
team, the more you come to understand how to coax a positive response
from individual players. If that's too long winded for you, you can
always let your assistant manager take the team talk, which gets you
into the match far quicker.
This ability to delegate responsibility has become more and more
important as the Football Manager series has evolved in its complexity.
Almost every element can be left up to your backroom staff members to
deal with, and they call regular meetings to keep you in the loop.
What's more, they also make suggestions that you can quickly take action
on with the click of a button. Of course, you can also micromanage
every facet of the game to your heart's content if you want. You can
interact with players, set training schedules, talk to the media, badger
the board for extra funds, wheel and deal in the transfer market, hire
and fire backroom staff, and issue individual instructions to each
player on game day.
One of the cumulative problems with layering on new features year after
year is that squeezing more and more functionality into a creaking
interface without having it break isn't easy. Football Manager's
presentation underwent a major overhaul a couple of years back, but the
problem of presenting so much information clearly without the need for
dozens of screens remains. The Overview screen addressed this, and this
year it’s been made more powerful for players running the game at higher
screen resolutions. The higher the resolution, the more info boxes you
can fit on the screen. As before, you can choose which boxes you want
displayed, allowing the main screens to be customized with the
information you want to see at a glance.
An interesting addition to the formula is the ability to turn leagues on
and off at any time during the game, which is something that's been
missing for years. Previously, you were stuck with the leagues you chose
to activate when you started a new game. Now, if you fancy a season in
Portugal, you can activate the Portuguese league as playable and look
for a job there. Likewise, you can shut down any playable leagues you
have sucking up processor power at any time. The more leagues you have
running, the slower the game will run.
The 3D match engine has been improved with a couple of new views, more
animations and more featured stadiums. It's still not great, though.
Given the current benchmark of 3D football games, there's simply no
place for such rudimentary and inexplicably processor-hungry graphics.
The classic 2D match display is still preferable for aesthetics and
functionality, allowing you to cheer for those small, colored circles
one moment and curse them as fatherless heathens the next; punch the air
when they score and slump--head in hands--when those awful words "But
it won't count" appear in the commentary bar. Raw emotion though is what
football is all about, and Football Manager delivers it in spades.
It can be frustrating when things start to go wrong; you'll be tearing
your hair out trying to understand how your side managed six wins in a
row, yet all of a sudden, it can't find the net with the exact same
tactics and starting lineup. There’s an occasional sensation that the
game is playing you, that if you start doing too well the wheels will
inevitably come off. Then, just as you’re on the brink of hitting reset
it throws you a bone. To misquote the immortal words of Michael
Corleone, "Just when you thought you were out, it pulls you back in."
There's a little bit more of just about every element compared to the
2011 version. There is better scouting and more interaction, as well as
lots of tweaks and streamlines, but there's nothing monumental. It
really depends on how important it is to you to start off the game with
all of this year's transfers in place, bearing in mind that a season
into the game, everything will change anyway. Football Manager remains
the only football management sim you need; just don't expect an easy
ride, especially if this is your first dalliance. If you stick with it,
though, it could change your life.