Saturday, July 25, 2009

NBA Live 10 Preview

EA Sports’ NBA franchise has certainly seen its share of ups and downs, as fans of the series can attest. The developers knew that the game was simply not what it could be and entered development of the 10th edition with a renewed focus and direction. The result? A completely revamped title that targeted the goals of being ‘relevant, fun and true to the game.’

The game has been reworked from the ground up, with the game’s dynamic DNA driving not only the presentation but the storylines.

The title was shown off during an EA “Playing with the Pros” event in the Burnaby complex near Vancouver in Canada in mid-July and if first impression matter, then EA has most certainly made all the right moves to give the franchise a fresh look and feel.

It begins with a massive effort on the five-on-five gameplay and moves straight on through to the video-on-demand elements with the ESPN feed as well as a new and fresh commentary by Marv Albert and Steve Kerr. The user interface is more culturally relevant (to the NBA environment) and a bit edgier and every arena is authentic to some degree. In regards to the latter, the dev team has taken great efforts to mimic the atmosphere within the arenas – if an arena is bright and showy, that will be part of the game, whereas if the environment is a bit darker, you can expect to see that as well.

NBA Live 10 Xbox 360 screenshots

The game will include a “couple of hundred signature sound effects” and more than a “couple of hundred new animations during stoppage in play.”

In addition to the upgrades to the arenas, there have been improvements to the player models with new player lighting and shadows.

There are “new levels of detail,” it was stated during the presentation, bringing “pretty much a brand new look.”

The control scheme has been addressed as well and the game sports improved controls, and the AI is much better this year. There is a simplified control scheme for new users but the control elements are layered – meaning that hardcore NBA Live fans will be able to play the game the way they want to and still find it challenging. Some of the changes include moving all the shots to one button … however, body position will determine the type of shot that goes up.

“Live 10 is the epitome of control you can have over the game,” the rep team stated.

As mentioned, player movement has been addressed, not only on the ball-handler, but off-ball movement as well. More than 150 new moves have been implemented, and the team put a lot of effort into making the ballhandler look right with contextual movement. The new levels of player motion are dependent on real-world tendencies.

While the presentation was short and very directed to the heart of the gameplay, there is little doubt that NBA Live 10 is shaping up to be a whole new beast, but one that should delight players.

Saturday, July 18, 2009

FIFA Soccer 10 Preview

Publisher: EA SPORTS™

Developer: EA Canada

Category: Sports

Release Dates

N Amer - 10/20/2009

Intl - 10/02/2009

Official Game Website

Also available on:

FIFA 10 on the Wii may not be a whole new beast, but it’s almost close to it.



The game, showed off during a Playing with the Pros event at the EA complex in Vancouver, B.C., Canada on Monday, has made substantial improvements to the gameplay core elements and that should translate into a much smoother and more enjoyable experience.



At one time, the Wii iteration of EA Sports touted FIFA franchise boasted 8-player teams, but with FIFA 10, it’s back to full-sided 11-versus-11 games. And that is just the beginning of the changes.



An EA representative stated that the feedback from the community indicated that players “wanted to see great shots, see more accurate shots and see great saves.” Well, the development team took all that to heart in revamping the mechanics of the game. Player movement was addressed, not only with the ball handlers, but the players off the ball as well. The truly hot shots on net are given a slow-motion effect, done by shaking the Wii remote, and if playing on the opposite side, while the shots are laser beams, they are not unstoppable, but the timing on the defensive side (again, shaking the Wii-mote) has to be tight to pull off the stop.



And to that end, the control reaction time has been tightened up so that when players trigger an action on the Wii-mote or the nunchuck, they will see the action immediately realized in the game. There will also be more rebounding opportunities for attackers, so the cardinal rule of following the shot is applicable with FIFA 10.



The game also sports a new visual style, which borders on a more arcade-like look. And the crowds get much more into the game, reacting to action much more.

During a hands-on time, the game played well and the controls were easy to understand and use. Passing felt reasonably tight and the shooting mechanic worked well. The flow of the game seemed to move at a consistent level and the sound was solid as well.

Another area where improvements have been made is in the multiplayer. The online experience has received attention and two-versus-two gameplay has been added to the mix. And that means that two people on one console can play online against two people on another console. That should make for some robust gaming sessions and first-rate online games.



All in all, the Wii version of FIFA 10 is shaping up nicely and should have Wii users ready to strap on the cyber cleats and center the ball when the game releases in mid-October.

Thursday, July 16, 2009

NCAA Football 10 Review

Many sports fans eagerly anticipate the release of NCAA Football each year rather than Madden. That's because the fast-paced, loose style of college football can often be riskier and more rewarding than its NFL counterpart. While I have often found the NCAA Football series more enjoyable than Madden, I've yet to be truly wowed by EA's efforts for the current generation of consoles. In the past few years, NCAA Football hasn't been able to stand toe-to-toe with Madden. This year brings a solid offering with NCAA Football 10, but I'm still not blown away. Though it may be good, NCAA Football 10 isn't the ultimate gridiron game.



For me, gameplay is the most crucial part of any sports game. A good chunk of what's changed this year is the fact that everything's more accessible (a good thing) and in many ways a lot easier. One of the best additions, the setup play, also makes it more likely you'll win. Or at least improves your ability to easily strategize your play calling. Setup plays are nothing new to football games. You run a bunch, get the corners and linebackers to creep in, then call play action and burn their asses. The new setup play function in NCAA Football 10 makes it all transparent. You'll see from the play select menu which plays are linked (so you know which running play is executed to look identical to which play action passes). And as you successfully perform a play, a percentage appears on its linked counterparts. This is how "setup" the defense has become due to your previous plays. It's the likelihood they'll bite on play action (or think a draw play is going to be a pass, etc). It's a nice little feature many might ignore, but it's this kind of transparency that helps make play calling more entertaining.



One thing I wonder, though, is why there isn't a setup play for defense. As defenses surely try to confuse quarterbacks so they can't tell when the linebackers will blitz or if they're using man or zone coverage. Perhaps that's coming next year.



There are some other improvements to the gameplay. In particular, there's a whole new set of animations, which help give a better feel to the game. There's more gridiron realism this time around, even if the overall visuals haven't changed much since last year. A lot of the gameplay changes are subtle -- the AI adapts to your play style, pursuit angles are better, you can actually see the pocket now. It's certainly a more refined game than NCAA Football 09 and one of EA's better football offerings on this generation of consoles. At this point you're probably looking at the score for this year and last year and scratching your head. Well, keep in mind that it's two different reviewers and I didn't hold last year's NCAA Football in such high regard.



Unfortunately, something that hasn't changed is the presence of a few bugs. I've seen middle linebackers stuck jittering back and forth like epileptics, for example. When I had the game randomize names for every player, I ended up with a cornerback named 1090 (his parents' fave radio station?) and a tackle named XXXXX. I should mention that my entire NCAA Football 10 experience was on a retail version of the game, so barring a title update at launch, these types of issues still exist. Game bugs are like Russian Roulette. I may have been the unlucky sap to pull the trigger when the chamber was loaded. You might be luckier.



There is one other major gameplay change this year, which can't be ignored. This year, EA has included a "win" button on defense. Hold it down and your defender takes proper position (even sticks to his receiver like peanut butter to a bear's ass). And if the man he's covering blocks instead of running a route, the win button knows to attack the running back. Another option is Family Play, which simplifies offense and defense removing the complicated buttons and boiling it all down to as single button to do just about everything. Yes, this happens to also be the win button from defense. If you still can't win (which I feel should be virtually impossible at this point), there are plenty of micro-transactions for all facets of the game that can quickly give you the edge needed to destroy your computer opponent.

Saturday, July 11, 2009

The Bigs 2

2K Sports hasn't had much critical success with its MLB 2K series since picking up the exclusive third-party rights for baseball. But the one bright spot was The Bigs. Good news for America's Pastime -- The Bigs is back. Included in the recently released MLB 2K9 is the announcement trailer for The Bigs 2.

The trailer showcases The Bigs' over-the-top presentation and reveals that some of the game's greatest players are going to be stepping up to the plate this summer. Ozzie Smith, Wade Boggs, Roberto Clemente, and Reggie Jackson are among the Hall of Famers revealed in the trailer.


No platforms are mentioned, but the trailer's visual quality suggests that at least PS3 and Xbox 360 are included. It's unknown if a Wii version is also in the works.

The Bigs 2 Features

Platform: Xbox 360
  • Season mode featuring full MLB schedules, stat tracking and roster management, as well as the ability to play as part of the team and general manager.
  • Epic arcade action featuring larger-than-life gameplay, stadiums and player models provide a truly heroic baseball experience.
  • The ability to train your players in action-oriented mini-games triggered by advanced legendary moves.
  • Pitcher/batter duel in the Batter¿s Wheelhouse, where hitters are strongest, but sneaking a pitch past the hitter will shrink the wheelhouse for the rest of the game.
  • Earn power-ups trigger special effects, like a massive windstorm to prevent sluggers from belting a big home run.

The Bigs 2 Preview

2K Sports scored a hit with its 2007 arcade baseball title, The Bigs, and after two years of lackluster baseball sims, they’re trying to recapture past glory with a sequel, The Bigs 2. I got my hands on the game at E3, and last week, I listened in on a conference call with Producer Rob Nelson and Associate Producer Damon Purdue, both of whom gave details on the game.

So what can you expect to see in The Bigs 2 when it hits stores tomorrow? Follow me to the jump to find out.

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The Bigs 2 (PlayStation 3, Xbox 360, Wii, PlayStation 2)
Developer: Blue Castle Games
Publisher: 2K Sports
To be released: July 7, 2009


As you might expect, The Bigs 2 is an over-the-top sports game; as Nelson told it, “playing the game is like watching a highlight reel of baseball.” But he also noted that developer Blue Castle Games was “not out to break baseball” -- perhaps a subtle jab at Midway’s last-gen MLB SlugFest series, where infielders could literally punch baserunners. The challenge with this kind of game, Nelson explained, is to provide a fun, easy-to-grasp, pick-up-and-play experience ... without going too far into the arcade realm. So for more dedicated veteran sports gamers, there’s actually a level of baseball strategy to The Bigs 2 -- but the game doesn’t require less-skilled gamers to know the ins and outs of the sport.

Since the original Bigs provided such a solid foundation, they didn’t want to change the controls too much; the goals with the sequel were to improve on the original by tweaking things that hadn’t been done right and adding new features. The three major additions to the franchise are: a full 162-game season mode, which gamers had been clamoring for; the Legendary catch system on defense; and the Wheelhouse mechanic. And the gameplay has been improved as well -- for example, you have to make many more choices about when to use turbo.

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Each hitter has a part of the strike zone that glows orange -- their “Wheelhouse,” an area where they have an increased chance of getting a hit, and where their hits will be harder. Better hitters have larger Wheelhouses. As a pitcher, there’s a classic risk/reward situation with the Wheelhouse: you’re taking a chance by throwing into it, but if you’re able to get the pitch past the hitter, his Wheelhouse will shrink for the rest of the game.

On defense, players who you might consistently see on the “Web Gems” segment on ESPN’s Baseball Tonight will be able to make “Legendary” catches. This entails things like leaping ten feet into the air to snag a line drive or snaring a would-be home run from high above the wall. Legendary catches are controlled by context-sensitive mini-games (in other words, quick-time events that will require you to press a certain button at the right time). For example, a circle that shows where a fly ball is going to land will flash green when you’re supposed to dive for the ball.

The Bigs 2 also features a varied power-up system. Again, it’s baseball’s upper-echelon players who feature special characteristics. A-Rod has the “all home runs are no-doubters” power-up (in other words, his homers can’t be caught, even by outfielders with a Legendary catch rating), while Derek Jeter -- Captain Clutch himself -- gets a boost to his attributes when the Yankees are behind. Red Sox DH David Ortiz also has no-doubter home runs, but after seeing how anemic his hitting has been this season, maybe that’ll be changed in a later roster update (PS3/360 only).

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Blue Castle has also changed up the franchise’s unique career mode, Become A Legend. In the first Bigs, you simply created a player and attempted to lead your team to World Series glory. This time around, things have taken a turn for the worse: your player has suffered a career-threatening injury, and after rehab, you start off in a Mexican league to build up your reputation from scratch and work your way back up to the majors. On the way, you’ll play in Japan as well, though Nelson and Purdue were quick to point out that the game doesn’t have any affiliation with real Mexican or Japanese baseball leagues. The game actually offers a full career this time, instead of just one year.

In the career mode, your player starts off with a one-star rating for each attribute (out of a possible six; the first Bigs only had five rating stars), and he improves as you go along. The create-a-player interface is more robust, with new swing animations and options for home run celebrations and walkup music. The end goal here is to make it into the Hall of Fame; you collect votes as you go along by performing well. Sadly, you’re limited to only creating hitters once again -- maybe pitchers will be available in The Bigs 3. New to The Bigs 2 are mini-games: power, contact, glove, and speed. They’re intended as fun diversions: the speed mini-game, for example, has you racing along rooftops outside of Chicago’s Wrigley Field.

The all-new season mode wasn’t designed to be as deep an experience as what you’d find in a baseball sim -- you’re not going to be managing players’ salaries or anything like that, and there aren’t any injuries -- but you’ll be able to take a team through a full 162-game season with trades and an All-Star Game. Damon Bruce returns as the game’s commentator, and he’s just as great as he was last time, though it isn’t clear if new audio was recorded for the sequel.

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Purdue and Nelson also touched on online play. The Bigs 2 offers an exciting new feature: 2-on-2 online co-op, which is something that the developers of the first game wanted to implement but couldn’t get done in time. The graphics have been altered, as well -- players’ body sizes were decreased slightly to look less outlandish. With all these enhancements to the gameplay from the original, as well as the new features, The Bigs 2 is looking like a solid follow-up. Check out the game tomorrow!

Wednesday, July 1, 2009

Left4Dead

Left 4 Dead is a co-operative, survival horror, first-person shooter video game. It was developed by Turtle Rock Studios, which was purchased by the Valve Corporation part-way into development. The game uses the Source engine, and is available for Windows and the Xbox 360.

The game pits four Survivors of an apocalyptic pandemic against hordes of aggressive zombies. There are two game modes: a four-player, co-op Campaign mode, and an eight-player Versus mode. In both modes, an AI, dubbed "The Director", controls level pacing and item spawns, in an attempt to create a dynamic experience and increase replay value.

The game went gold on November 13, 2008, and was released on November 18, 2008 in the United States; and on November 21, 2008, in Europe to coincide with the tenth anniversary of the release of Half-Life. A five-minute trailer was released on Halloween. A playable demo was made available on November 6 for pre-purchasers and on November 11 for the general public, and was closed on November 18, 2008. The demo contained the majority of the first two chapters in the "No Mercy" campaign, and was playable in both single and multi-player co-op.

Left 4 Dead was well received with an aggregate score of 88% on Game Rankings and 89% on Metacritic upon its release, with praise given for its replay value, focus on cooperative play, and movie-like experience. As they have done with Team Fortress 2, Valve intends to support the game with downloadable content.


Left4Dead in a few words

Left 4 Dead is a first-person shooter but makes use of the third-person perspective during certain events or player actions. In Campaign and Single-player mode, the player takes control of one of the Survivors; if four human players are not available, then the remaining Survivors are AI-controlled bots. They play through the levels fighting off the "Infected"—living humans who have been infected with a mutagenic, rabies-like virus to which the Survivors are immune.

Survivor characters

There are four playable human characters in the game: Francis (voiced by Vince Valenzuela), a tattoo-covered biker; Zoey (voiced by Jen Taylor), a college student and horror movie enthusiast; Louis (voiced by Earl Alexander), a Junior Systems Analyst in his company's IT department; and Bill (voiced by Jim French), a former Green Beret and a Vietnam veteran.

Infected characters

The "Infected" (voiced by experimental musician, Mike Patton) are the Survivors' foes in Left 4 Dead, and they appear to be partly inspired by the infected from several modern films, including 28 Days Later. An important distinction is that The Infected are not traditional undead zombies, but rather living humans infected with a rabies-like pathogen.

AI and the Director

The artificial intelligence of Left 4 Dead features a dynamic system for game dramatics, pacing, and difficulty called "The Director." Instead of fixed spawn points for enemies, the Director places enemies and items in varying positions and quantities based upon each player's current situation, status, skill and location, creating a new experience for each play through. The Director also creates mood and tension with emotional cues, such as visual effects, dynamic music, and character communication. Valve has termed this dynamic set-up "procedural narrative."


Monday, June 29, 2009

Mass Effect 2


By the end of BioWare's first Mass Effect game, regardless of the gender, facial features, moral alignment and sexual predilections of your own personal Commander Shepard (ours was a half-hearted moral fence-sitter with a tendency to try and screw anything that moved, despite the fact that he looked like an ageing sixth-form college lecturer), they were blasting into space as a fully-fledged Spectre agent, ready to kick off some serious intergalactic shenanigans. They were a pretty big wheel down at the cracker factory, in other words, but sometime soon after that - according to the sequel's enigmatic announcement trailer, at least - they promptly dropped dead.



Or did they? The answer to that one's a little bit confusing. BioWare used an E3 developer presentation to reveal that Shepard's definitely who you'll be playing as in Mass Effect 2, but they also wrapped things up by showing us his death - or at least one of them. Twisting through space as the Normandy explodes in the distance, Shepard's grappling with his punctured spacesuit as he's dragged down into a nearby planet's atmosphere. Things look bad, then, and it's his own stupid fault, too, having been given a choice to flee in a cosy shuttlepod or stay behind to aid in the evacuation as his ship is lanced apart from above. It's the sort of decision that, for a player character, almost always leads to a glorious last-minute rescue in videogames - a fake-out and a rousing hurrah as you cheerily wobble back from the edge of the impossible. But here there is no rescue, and not much wobbling, except if you count your lower lip: Shepard falls and struggles and then dies. The end.



It's one potential death out of many, apparently: deadly treats liberally sprinkled throughout the campaign, all of them much more than a simple 'game over' screen and option to restart, each one an elaborate cinematic and a strangely satisfying conclusion. So, to recap, Shepard isn't dead yet, but you'll have to work extra hard throughout Mass Effect 2 to keep him alive - and you'll be doing that in a game which the developer is promising will be a lot darker and meaner, and a lot more refined, than the first outing.

'E3: Mass Effect 2' Screenshot 1

Mixed emotions watching the Normandy explode: always liked flying her, but I won't miss getting lost and ending up in the elevator by mistake.

Having taken on giant sentient spaceships bent on wiping out the galaxy on your last mission, for Mass Effect 2, things are a little more personal. All around the galaxy, humans are disappearing, and Shepard wants to know why, even if the answer is that they've just popped down to Bluewater for the afternoon to pick up some Crocs. They haven't, of course - everyone in the future wears Converse sandals - and Shepard soon finds himself joining up with the shadowy Cerberus organisation to dig a little deeper, and heading off on a suicide mission.



To do that, he'll need to gather together a gang of intergalactic hard nuts to race about the galaxy, occasionally riding around in a cheeky little tank and handing out brutal justice and vague, inter-species sexy-times. A noble venture, and one that our E3 demo illustrated by sending him into a glossy skyscraper city to track down a fishy-faced chap named Thane, who just happens to be the galaxy's greatest killer - outside of unattended step-ladders, naturally.

Metal Gear Solid 4

Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.

The story is both convoluted and compelling.

Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.

Talking about what, exactly, is going on in the plot in the midst of MGS4's grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot's newest plans. This is Snake's final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake's deteriorating body creates tension and gravity even beyond the series' usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You'll also bear witness to a few reunions--some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn't really MGS4's strong suit. But it doesn't need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don't work, developer Kojima Productions was wise to err on the side of melodrama.

The gameplay proper is familiar to fans, but it's been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you'll probably finish the campaign without using many of them. Yet, quality wasn't sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes.

Not that you don't have all the tools for completely avoiding your enemies if you choose that route. Snake's got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you're prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it's also a cool visual effect. Eventually, you'll be able to camouflage Snake's head, and a few of the available camo options are bound to stir some fans' nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard.

Shooting is always a viable option if you don't want to sneak.

Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you'll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you're rarely strapped into a single style of play. Shooting your way through requires more thought and care than you'd put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you'd rather sneak, you never have the impression that stealth was shoehorned into a game that's meant to be played as a shooter. Sure, you're Solid Snake--you're not supposed to get caught. But if you're stuck in a jam, breaking stealth isn't a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful.

You'll need to keep an eye on Snake's stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won't be able to hold up your weapon or rush for cover. This doesn't happen often though, and while you'll need to keep a close eye on your health for obvious reasons, you won't need to pay too much heed to psyche.

Monday, June 22, 2009

Grand Theft Auto IV


What is the American Dream? More specifically, what is your American Dream? Posing that question to a million people would likely net you a million unique answers, as the term (and the theory itself) means something different to everyone. Do you want a big house and a flashy car, or would a comfortable job and meaningful relationship do the trick? For some, just surviving on the mean streets while trying to keep their nose clean is enough. The very nature of the American Dream is the central theme in Rockstar Games' Grand Theft Auto IV, a gaming masterpiece that is a picture-perfect snapshot of the underworld of today's big cities. This is not only the finest title of the generation thus far, it is one of the best games of all-time.

Like E.L. Doctorow's "Ragtime," GTA IV presents a number of characters that are all chasing that elusive dream, be it finding true love, building a successful business, or just staying one step ahead of the competition. While the game looks like a fairly run-of-the-mill crime drama at first glance, it won't take long for it to get under your skin and stick with you even while you're not playing. You'll quickly come to realize that the nuanced storytelling and presentation is on par with the finest films by directors like Martin Scorcese or Francis Ford Coppola, both of whom know a thing or two about the criminal element of society and their American Dreams. Although it may not change the minds of non-gamers (we're looking at you, Mr. Ebert), GTA4 should be labeled Exhibit A in the "Games as Art" debate.




Grand Theft Auto IV tells the epic tale of one Niko Bellic, an illegal immigrant from an unnamed Eastern European country who arrives in Liberty City to join his cousin Roman. Things are rocky from the very start, as it's immediately obvious to Niko that his cousin has been less than truthful about his current lot in life. Still, our hero has no doubt that things in Liberty City are better than back home, where he's wanted by some shady characters for reasons known only to him. The story is more engaging and entertaining than any other in the franchise's storied history, mainly because it's impossible not to like Niko.

While the heroes of the previous games in the GTA series were basically hitmen and thugs (well, aside from San Andreas star CJ), Niko is more of a product of his environment than a straight-up sociopath. As you get to know him through the impressively directed cut-scenes and listen to the banter between him and the people he comes in contact with, it quickly becomes obvious that Niko is actually a pretty stand-up guy. Sure, he kills people for money and aids drug dealers, but he still comes across as a lovable shlub that doesn't have a way out of the life he's living. Besides, as Niko himself says during a conversation, it's not like he really knows how to do anything else.

The reason the game works so well is largely due to the fact that the writing is downright excellent, from the dialogue to the story to the expertly crafted cast of characters. Niko's character arc is so compelling that this is one of those rare games that is almost as fun to sit and watch as it is to play. The game is also loaded with quiet moments that help to flesh out the characters and unveil their motivations and histories. It's not a stretch to say that, were this a film, some of the "performances" would be Oscar-worthy. Yes, we're aware that the characters aren't real people, but they are still better actors than many of the people in the yearly crop of summer blockbusters.


here are a bunch of memorable characters in Grand Theft Auto IV, some of whom might initially strike you as stereotypical caricatures. However, there's a lot more going on here than meets the eye, and spending time with Niko's acquaintances will help him (and, by extension, you) learn more about what makes them tick. The central relationship is between Niko and his cousin Roman, and it's one that is unlike any we've seen in a GTA game to date. Despite all of their macho posturing and verbal jabs, it's clear that these two men care deeply for each other. They even talk about their feelings from time to time, something that would have been unheard of in previous GTA games.

This being a Grand Theft Auto title, the characters spout every racist, sexist, classist and homophobic thing you could imagine. Although there's no denying the fact that it's theoretically offensive on many levels, it's hard to be truly offended. This is due to the fact that there are really no sacred cows at all, meaning everything and everyone is fair game to be mocked. Basically, the writers are holding a mirror up to American society, at the same time both condemning and celebrating everything that makes Americans ugly (and, some might argue, interesting). Most developers would fail miserably at this, their attempts at humor and societal reflection coming off as mean-spirited. In GTA4 it's generally thought-provoking and amusing.




As cliched as it might sound, the most important supporting character in the game is Liberty City itself. Never before has an urban environment been so painstakingly created from the ground up to feel like a living, breathing city. While it's not as massive as the game world in San Andreas, the level of detail is astounding. Not only does each neighborhood look different, every street you drive down looks unique. It's an impressive feat, though you'll definitely notice glitches here and there. Our only qualm with the game world (and it's a pretty small one) is that there aren't enough wooded areas. Middle Park looks great, and we can only imagine what the game's Rage engine could do with a full-on forest.

What's perhaps most impressive about Liberty City are the "little things" you'll notice as you explore the environment. This may well be GTA4's most enduring legacy, as it's unlike anything ever seen in a videogame. You can spend countless hours simply walking the streets and listening in on conversations without hearing the same thing twice, as well as plenty of examples of life going on without Niko doing anything. Cops will chase thieves, pedestrians will bump into each other and argue, and fender benders will happen from time to time. There's a good chance that this will be the benchmark for all sandbox games from here on out.

While the game's missions will be familiar to just about anyone who played the last couple of GTA games (following targets, killing enemies, racing from one location to another, and so on), there have been a number of major changes that make the game much more accessible. The ability to take taxi cabs everywhere might be the most important innovation of all, as it drastically cuts down on the amount of time you'll have to spend driving from one area to another. There's also a new mission replay mechanic that will reduce the backtracking that made the previous games feel tedious and repetitive for some people. If these were your biggest qualms with San Andreas or Vice City, you owe it to yourself to give GTA4 a shot.



The game also features a new-and-improved targeting system that works quite well, especially when you take the time to use it properly. You can easily lock on to your enemies, then switch between them with a quick flick of the right analog stick, but it's the ability to fine-tune your aim to hit specific body parts that really makes all the difference. It works so well that it oftentimes feels like a straight-up action game, particularly during some of the larger firefights that populate the second half. The only problem with the combat pops up when you're duking it out with enemies in confined spaces, as it can be easy to get disoriented when the camera moves around. This can be easily remedied by forgoing the auto-lock and relying instead on the free-aim mechanic.

There's also a new cover system that works almost as well as the ones seen in Gears of War and Rainbow Six: Vegas, although it's not nearly as essential to your success as it is in those games. Since the enemy AI is extremely aggressive, it pays to take your time and use both the cover system and the new gunplay mechanics intelligently, as simply rushing into battle will generally end with a trip to the hospital. The cover system isn't perfect, as there are times when attempting to take cover behind narrow objects (such as columns) will occasionally result in Niko attaching himself to the wrong side. It's rare enough that it's never a dealbreaker.






There's a lot of combat, but it's unlikely that you'll ever get used to GTA4's particularly brutal brand of violence. This is mainly due to the fact that the Euphoria engine's use of procedural animation ensures that you won't see the same death animation over and over again. When this is combined with AI-controlled characters who value their virtual lives, it means you'll be seeing some pretty intense stuff. Cops will attempt to stop the blood flowing from their perforated necks (courtesy of one of the most realistic shotguns in gaming history), "killed" enemies will writhe in pain and beg for help while lying on the floor, and foes that were on the wrong end of a molotov cocktail will unleash agonizing screams while unsuccessfully attempting to stop, drop and roll.

Although it's got a few problems that pop up from time to time, Grand Theft Auto IV is still an absolutely gorgeous game. Like the previous games in the series, it suffers from some texture pop-in and draw distance issues, although these should in no way affect your enjoyment of the game. It's easy to just consider those technical flaws the price you've got to pay for admission to the most impressive game world ever created. There's so much going on that you'll only really notice the flaws if you look for them, and if you're doing that there's a good chance you're missing out on something spectacular. The overall art design and visual aesthetics are extremely pleasing to the eye, and they aren't hurt by the technical issues.

For those who have to decide between the Xbox 360 and PS3 versions, we should mention that these flaws are slightly less noticeable in the PS3 game. There are a few other minor differences as well, the biggest being the PS3 game's Sixaxis controls. You can use the controller's tilt feature to perform wheelies on motorbikes or control your helicopter, but it just ends up feeling forced. You're much better off just turning them off and sticking with the default control scheme. The Xbox 360 version, on the other hand, has Achievements and features a more intuitive controller (though that may just be this reviewer's personal opinion). Both versions are excellent, so you really can't go wrong.



As was the case in the previous GTA titles, spending time in vehicles is a treat thanks to the wide range of musical choices. Whether you like reggae and hip-hop or rock and electronic music, there's something here for just about everyone. There's even a station that plays jazz and big band music for those time when your grandmother wants to hop behind the wheel of a Comet. We're a little disappointed that custom soundtracks are not available, as we figured that Niko would be able use his ubiquitous cell phone as an MP3 player. Between the music, the dialogue, and the ear-splitting gunfire effects, this should serve as a great excuse to pick up that surround sound system you've had your eye on.

For the first time on a console, once you're done with the single-player campaign (a task that should take you anywhere from 25 hours to, well, infinity) you can head online for some good old-fashioned multiplayer action. The game runs surprisingly well online, even with 16 players running amok over the entire city, although we won't be surprised if there are some server issues right after the game launches. Still, there wasn't any lag to speak of during our playtests, even during the most intense firefights or multi-car pileups. Thankfully, the folks at Xbox Live have added a number of extra servers, and we can only hope that PSN follows suit.





There's a nice variety of game modes available in the multiplayer arena, including old standards like Deathmatch and Team Deathmatch. Two modes, however, really stand out from the multiplayer offerings. The first is GTA Race, which is essentially a lap race with weapons. This ensures that it will quickly devolve into a group of people trying to finish the race and a bunch who just want to make life miserable for the racers. The other standout is Cops 'n Crooks, which could best be described as (you guessed it) a videogame version of cops and robbers. The team of crooks must get to an extraction point in order to win, while the cops must stop them. Since everyone's got weapons and vehicles at their disposal, this game type makes for some pretty memorable moments.

What's most impressive about the game's multiplayer mode is the sheer number of options that are available. The party leader (yes, there's also a very good party system in place) can tweak everything from the weather and the time of day to the pedestrian and traffic density, as well as whether or not you can lock-on to targets or even see their indicators at all. You can really make whatever type of game you'd like, as you've even got the power to set the area in which you can fight to a few city blocks or the whole city itself. Although it may not be the best multiplayer game on the market, it's an absolute blast when the settings are just right.

To be totally honest, it would be very easy to write another 2000-odd words on this game, as we haven't even delved into the hours of television you can watch, the amazingly detailed virtual Internet, the strip clubs that you can visit, the ultra-realistic vehicle physics, and so on. Suffice it to say that Grand Theft Auto 4 is a game that could keep anyone busy for a long, long time. Although its got plenty of excellent features, it's ultimately the storytelling that makes it an instant classic, a game unlike any we've played before. As is the case with many great books and movies, you'll want to know what happens to the characters after the game ends, and one can't help hoping that all of their American Dreams comes true.

Wednesday, May 27, 2009

Prototype

What do conspiracies, infections, superpowers, open-world gameplay, and shapeshifting all have in common? They’re all bullet points for Activision and Radical Entertainment’s (known for The Incredible Hulk: Ultimate Destruction) upcoming title, Prototype, to sell it to consumers who are hungry for the next blockbuster sandbox game. Having recently played through most of the first chapter and a chapter that is at the tail-end of the game, Prototype was dressed to impress with user friendly controls and eye-opening gameplay.

Not much was revealed for storyline through our hands-on, but from the gist of it, Prototype is employing a fairly mysterious story arc by having a lead character who suffers amnesia. Throughout the player’s journey through the game, they’ll face game-changing revelations through absorbing memories from other humans that you consume, along with witnessing events right before Alex Mercer’s – the protagonist – own eyes. From what we know of Mercer, who’s casually hooded and dressed in four layers of clothing while he runs around Manhattan, he’s in for a world of surprise.

Outside of the vague story elements that were shown through our session with the title, what stood out above the story was how easy it was to pick up and play. The game doesn’t employ cars, boats, motorcycles or airplanes to travel – though tank and helicopters will be available to Mercer towards the conclusion of the game – but it does provide one superhuman, in the form of Mercer, to get to where you need to go. Mercer is able to run to the point of, if I had to guess, 90mph. He can run up any wall, over any car, or right through any individual standing in his way. By holding the right trigger, players are able to run up the Chrysler building in Manhattan and then jump off the top at a blistering speed before creating a small crater in the pavement below from the impact. If you find that you aren’t running at a fast enough speed on the ground or up the side of a building, players can tap the A or X (depending on your preference of console) to leap to new heights or speed burst further to your destination.

The combat of Prototype is meant for players who want to unleash havoc and not suffer the consequences of going to jail or being chased by cops. Sure, there’s a military presence in Manhattan that will try and hunt you down, but with Mercer’s ability to shapeshift to the last human he consumed, the hunt shouldn’t last too long with the superhuman powers at your disposal. The superhuman powers that will become available to Mercer by the end of the game include: transforming your arms into a shield, tentacles, claws, or a double edged sword. If those don’t satisfy your violent cravings for action, then maybe the addition of thermal vision (used to see humans), infected vision (used to see the infected), super-speed, gliding in mid-air, super-strength (to the point where you can lift up a tank), and performing Devastators (large area attacks) will. There shouldn’t be any complaints about the gory action in Prototype, unless blood and ripping flesh apart isn’t your type of thing.

Manhattan itself is reproduced at least 75 percent to scale, so you’ll have a joyous time when you are chasing one of the Leader Hunters (one of the infected’s tougher enemies) through Central Park (sadly, without the zoo) as they have kidnapped Mercer’s sister, Dana. You’ll see the Statue of Liberty off the island, but won’t exactly be able to visit the beautiful representation of America’s virtues itself. If you’ve always wanted to visit Times Square but never had the chance, well Prototype grants you the chance to see several landmark spots from Manhattan without having to visit the city itself.

Artistically, the game does seem to borrow a lot of ideas from films such as 28 Days Later and 28 Weeks Later (among other zombie/virus films). Alex Mercer himself has a look that is akin to Altair from Ubisoft’s Assassin’s Creed – though Mercer does show more of his face than Altair did. Radical Entertainment is pushing an “edgier” protagonist onto players that players will cheer for as they accomplish a running drop kick on a tank that will send it flying into other enemies. The visuals in Prototype didn’t have any technical flaws and the representation of the autumn months of Manhattan were spot on for the majority -- you'll see colorful display of browns, reds, and yellows all throughout Central Park's trees.

While we weren’t eligible to play through any of the boss fights due to their spoileristic nature, many Radical Entertainment officials stated that they will be epic to the point that they will have you at the edge of your seat. Having all the superhuman powers at your fingertips, I can only imagine how using your powers in succession to take down a gigantic infected boss would play out. Outside of that, there are role-playing elements that need to be factored in to power up Mercer and hidden easter eggs throughout the world to find that will open up side-missions to play through.

Releasing June 9 for the Xbox 360, PC and PlayStation 3 Prototype is shaping up to be a blockbuster action title. If you haven’t put it on your summer wishlist, then you best do so now as Prototype is out to demand the respect of every action aficionado alike.

Friday, April 24, 2009

The Godfather II

The Godfather II




Published by: Electronic Arts
Developed by: EA Redwood Shores
Release Date: April 7, 2009
Genre: Action



About This Game

The Godfather II game goes beyond the film's story by setting players in the world of organized crime in 1960’s Florida, Cuba and New York.

After being promoted by Michael Corleone to Don of New York, players expand to new cities, as they build up their families through extorting businesses, monopolizing illegal crime rings and defeating new families in an effort to become the most powerful mob family in America. To help players manage their empire, The Godfather II introduces "The Don's View" -- an innovative strategy meta-game that allows players to oversee the entire world as they grow the family business. Using the Don's View, players will be able to build, defend and expand their crime rings, while keeping an eye on the movements and plans of the rival families. Players will also learn to master the business of organized crime by building a family of Made Men, hiring crew, handing out orders, and promoting their best men up the ranks.



Features

  • Set in a stunning open-world environment, The Godfather II expands on the popular gameplay mechanics of the first game and doubles down on the series’ signature BlackHand control scheme, which now features even more visceral hand-to-hand brutality at your fingertips, introducing a new combo system, pressure tactics and executions.
  • In The Godfather II, players will fight alongside their hand-picked crew, who have their own skills and expertise. Each family member specializes in a specific field such as demolitions, arson, engineering, first-aid and more.
  • "The Don's View" allows players to oversee the entire world as they grow the family business.




Editions

The Godfather II
Publisher: Electronic Arts
Platform: Xbox 360
Release Date: April 7, 2009
Release Region: United States

The Godfather II
Publisher: Electronic Arts
Platform: Xbox 360
Release Date: April 10, 2009
Release Region: United Kingdom

The Godfather II
Publisher: Electronic Arts
Platform: Xbox 360
Release Date: April 9, 2009
Release Region: Australia




Game Story

The story takes place during the same time frame as the movie version of Godfather 2. You play Dominic, a NY under boss in the Corleone NY family. After the meeting set up in Cuba by Hyman Roth (portrayed in the movie) you are tasked with rescuing Michael and Fredo from Cuba back to the states, after which you are made the Don of your own family.

The story progresses alongside the Godfather 2 plot and occasionally the two meet. You will recruit your own family, assign an underboss, some Capo's, and go to war with rival families. If you haven't watched Godfather 2, or it's been a while since you have, that would be a good place to start to get a feel for how the story will proceed.

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Friday, March 27, 2009

Resident Evil 5

Resident Evil 5 Cheats Platform: Xbox 360
Resident Evil 5 Cheats.
Alright you'll need another player to do this in order for it to work. Ch. 2-2 level is easier.Follow these steps... Any ammo, or healing materials your partner requires, let him/her hand them over. When you do this exit the game then 1st player saves their options, while 2nd player doesn't. So when you return to the loaded level, wherever your partner has their stuff, while 1st player has the items from before. With this cheat/glitch you can sell duplicated items or keep them for upcoming levels.

Resident Evil 5 Unlockables.

unlock Mercenaries Stages And Characters:
In mercenaries mode get a B grade to unlock the next Mercenaries stage and get an A grade an each level to unlock other characters.

A grade on Public Assembly: Jill Valentine (BSAA)
A grade on The Mines: Wesker (Midnight)
A grade on Village: Chris (Safari)
A grade on Ancient ruins: Sheva (Clubbin')
A grade on Experimental Facility: Chris (STARS)
A grade on Missle Area: Sheva (tribal)
A grade on Ship Deck: Jill (Battle suit)
A grade on Prison: Wesker (STARS)


Sheva's Tribal Costume - Collect 30 BSAA emblems

Unlockable Weapons.
Fully upgrading the first weapon of each type will unlock it's ultimate version.

Gatling Gun (Chris Only) - Fully upgrade the VZ61 Machine Gun
Hydra Triple Barrel Shotgun - Fully upgrade the Ithaca M93 Shotgun
Longbow (Sheva Only) - Fully upgrade the S75 Rifle
M93R Pistol (Samurai Edge Custom) - Fully upgrade the M92F Pistol
S&W M500 (Handcannon) - Fully upgrade the S&W M29 Magmum


Resident Evil 5 Cheats.

Alright you'll need another player to do this in order for it to work. Ch. 2-2 level is easier.Follow these steps... Any ammo, or healing materials your partner requires, let him/her hand them over. When you do this exit the game then 1st player saves their options, while 2nd player doesn't. So when you return to the loaded level, wherever your partner has their stuff, while 1st player has the items from before. With this cheat/glitch you can sell duplicated items or keep them for upcoming levels.



Resident Evil 5 Unlockables.

unlock Mercenaries Stages And Characters:
In mercenaries mode get a B grade to unlock the next Mercenaries stage and get an A grade an each level to unlock other characters.

A grade on Public Assembly: Jill Valentine (BSAA)
A grade on The Mines: Wesker (Midnight)
A grade on Village: Chris (Safari)
A grade on Ancient ruins: Sheva (Clubbin')
A grade on Experimental Facility: Chris (STARS)
A grade on Missle Area: Sheva (tribal)
A grade on Ship Deck: Jill (Battle suit)
A grade on Prison: Wesker (STARS)



Sheva's Tribal Costume
Sheva's Tribal Costume - Collect 30 BSAA emblems




Unlockable Weapons.
Fully upgrading the first weapon of each type will unlock it's ultimate version.

Gatling Gun (Chris Only) - Fully upgrade the VZ61 Machine Gun
Hydra Triple Barrel Shotgun - Fully upgrade the Ithaca M93 Shotgun
Longbow (Sheva Only) - Fully upgrade the S75 Rifle
M93R Pistol (Samurai Edge Custom) - Fully upgrade the M92F Pistol
S&W M500 (Handcannon) - Fully upgrade the S&W M29 Magmum




Unlockables.

Mercenaries Mode - Finish the game in any difficulty.
New Game+ - Finish the game in any difficulty.
Playing with Sheva - Finish the game in any difficulty.
Unlimited ammunition for a weapon - Max out the upgrades for that gun.

Achievements.

A Cut Above (15) - Defeat 5 enemies with the Knife.
A Friend in Need (15) - Save partner 10 times when HELP is displayed.
All Dressed Up (30) - Purchase all available alternative costumes in Bonus Features.
Bad Blood (15) - Inflict a set amount of damage to your greatest enemy.
Badge of Honor (30) - Find all the BSAA emblems.
Baptism by Fire (15) - Defeat 3 Majini at once with a drum or gas tank explosion.
Be the Knife (60) - Deflect a bow gun arrow with your knife.
Bull's-eye (15) - Defeat 30 enemies with the Longbow.
Cattle Prod (15) - Defeat 30 enemies with the Stun rod.
Completed Chapter 1 - 1 (15) - Complete Chapter 1 - 1 on any difficulty setting.
Completed Chapter 1 - 2 (15) - Complete Chapter 1 - 2 on any difficulty setting.
Completed Chapter 2 - 1 (15) - Complete Chapter 2 - 1 on any difficulty setting.
Completed Chapter 2 - 2 (15) - Complete Chapter 2 - 2 on any difficulty setting.
Completed Chapter 2 - 3 (15) - Complete Chapter 2 - 3 on any difficulty setting.
Completed Chapter 3 - 1 (15) - Complete Chapter 3 - 1 on any difficulty setting.
Completed Chapter 3 - 2 (15) - Complete Chapter 3 - 2 on any difficulty setting.
Completed Chapter 3 - 3 (15) - Complete Chapter 3 - 3 on any difficulty setting.
Completed Chapter 4 - 1 (15) - Complete Chapter 4 - 1 on any difficulty setting.
Completed Chapter 4 - 2 (15) - Complete Chapter 4 - 2 on any difficulty setting.
Completed Chapter 5 - 1 (15) - Complete Chapter 5 - 1 on any difficulty setting.
Completed Chapter 5 - 2 (15) - Complete Chapter 5 - 2 on any difficulty setting.
Completed Chapter 5 - 3 (15) - Complete Chapter 5 - 3 on any difficulty setting.
Completed Chapter 6 - 1 (15) - Complete Chapter 6 - 1 on any difficulty setting.
Completed Chapter 6 - 2 (15) - Complete Chapter 6 - 2 on any difficulty setting.
Completed Chapter 6 - 3 (15) - Complete Chapter 6 - 3 on any difficulty setting.
Crowd Control (15) - Defeat 30 enemies with the Gatling gun.
Drive By (30) - Stop an armored truck by taking out the driver.
Egg Hunt (15) - Find all 4 types of eggs.
Egg on Your Face (15) - Defeat a Majini with a rotten egg.
Exploding Heads (15) - Pull off 20 headshots.
Fireworks (15) - Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade.
Get Physical (15) - Defeat 20 enemies with physical attacks.
Go into the Light (15) - Defeat 2 enemies with one flash grenade.
Heart Stopper (15) - Defeat a certain enemy by stabbing it in the heart.
Lead Aspirin (30) - Defeat a Majini with a headshot while it's jumping.
Lifeguard (15) - Save partner 10 times when DYING is displayed.
Masters of Removing (15) - Work together to save someone special.
Meat Shower (15) - Defeat 3 Majini with one grenade or proximity bomb.
Recruit (15) - Complete all chapters on Amateur.
Ride the Lightning (15) - Defeat a Majini using the electric current from a transformer.
Soldier (15) - Complete all chapters on Normal.
Stockpile (30) - Obtain all available weapons.
Stop, Drop, & Roll (15) - Defeat 3 Majini at once by setting oil canisters on fire.
Take It to the Max (30) - Completely upgrade all weapons.
The Works (15) - Chain the maximum number of combos together in one go.
They Belong in a Museum (30) - Obtain all treasures in the game.
They're ACTION Figures! (30) - Collect all the figurines.
Veteran (30) - Complete all chapters on Veteran.
War Hero (70) - Complete all chapters on the most difficult setting.
Who Do You Trust? (30) - Build up a certain level of trust with your partner.


Resident Evil 5 Hints.

Quick money
Entry Location:
Chapter 3-1 Marshlands

*Pretty sure this will only work after beating the game at least One time*

You can get quick money by starting the marshlands mission and collecting all the treasure around the map that don't have enemies, such as (RPG, Rubys, Beetles, eggs and chalices.) after collecting as much as you want go to the west side of the map were the indicator is flashing. You should then reach a check point in which you can quit. You can then sell these items to make around 10k to 15k depending on how much time you spend collecting. Then just start the Marshlands chapter 3-1 over again and repeat as many times as you would like. I was able to max out most of my weapons in a few hours instead of long hours of fighting and wasting ammo. This is also a great way to stock up on ammo

Quick money.

Entry Location:
Chapter 3-1 Marshlands

*Pretty sure this will only work after beating the game at least One time*

You can get quick money by starting the marshlands mission and collecting all the treasure around the map that don't have enemies, such as (RPG, Rubys, Beetles, eggs and chalices.) after collecting as much as you want go to the west side of the map were the indicator is flashing. You should then reach a check point in which you can quit. You can then sell these items to make around 10k to 15k depending on how much time you spend collecting. Then just start the Marshlands chapter 3-1 over again and repeat as many times as you would like. I was able to max out most of my weapons in a few hours instead of long hours of fighting and wasting ammo. This is also a great way to stock up on ammo

Chainsaw Maniac Tips.

This guy is hard to beat. I have a way to kill him.

. Shoot him up close first with your pistol as Chris.
. There will be explosive red barrels all around aka thats what kills him easier.
. Ignore zombies most of the times(yeas do that).
. The rifle Chris has will kill him eventually after last barrel.
. Maniacs body will have a special item that opens the guard door.

Resident Evil 5 Glitches.

Duplication
Alright, this will require two controllers and a secondary gamertag. Once you have chosen what chapter you want to begin on, have only the items you wish to duplicate. (guns/treasure cannot be duped) Once you have them in Chris's Useable inventory start the game. Then sign in with the second account and press start in-game to allow the second player to enter. You will begin the mission over again. Give the items you want to duplicate to Sheva (must be in-game) then quit and save both profiles. Once your back in the mission press start and Sheva should have the items in her inventory. Use your second controller to give Chris the items. Once done press start then quit. Save only Chris's Inventory. When asking for second players save tap no. Just repeat this process as many times as you like.

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