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WoW Global Arena Tournament


We invite the most dedicated and skilled Arena combatants around the world to enter the new World of Warcraft Global Arena Tournament! Your glorious victories in the Tournament will not only grant renown and recognition for your prowess, but will also grant your team a chance to earn cash prizes as well.


Within a structured format comprised of one online qualifier, players will battle on special Tournament realms purely dedicated to the competitive format of 3v3 Arena matches. The characters used in these realms are new level 80s that you create, bristling with PvP armor and weapons. The top teams from the online qualifier will battle in an invitational ladder for a chance to participate in the regional finals, culminating in the live global finals – featuring a total cash prize pool of over $200,000!

Tournament registration is open to any active World of Warcraft account upgraded with the Burning Crusade and Wrath of the Lich King expansions. Registration costs one payment of $20.00, which grants one eligible World of Warcraft account access to the tournament realms for the duration of the six-week tourney. Players will be able to create up to three new fully customizable level-80 characters on these realms and deck them out with a full set of epic gear. Then form your new 3v3 team and enter the Arenas, where a whole new level of competitive play awaits you. Good luck!


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StarCraft II

StarCraft II is a trilogy of military science fiction real-time strategy video games currently under development by Blizzard Entertainment as a sequel to the award-winning 1998 video game StarCraft. StarCraft II, originally envisioned as a single game, was announced to be a trilogy at BlizzCon 2008, consisting of one game followed up later by two stand-alone "expansion packs," provisionally entitled Wings of Liberty, Heart of the Swarm and Legacy of the Void respectively.Unlike the original series, where each game had three 8-10 mission campaigns, one for each race, each game in the StarCraft II trilogy will have only one 26-30 mission campaign centered around a single race. The Terrans will be the focus of the first campaign, followed up by Zerg and Protoss races in the expansions. Every game in the trilogy will have all races available to play during the skirmish or multiplayer and online modes. Blizzard claims that each part will have enough content to feel like a full game in its own right. No release dates have been announced for the trilogy.

StarCraft II is being developed for concurrent release on Windows XP, Windows Vista, and Mac OS X. According to Mike Morhaime, the president of Blizzard Entertainment, the game is scheduled for release at the end of 2009, although a specific release date has not yet been given. The release date is subject to change based upon the game meeting the company's quality standards.

Gameplay
According to its creators, StarCraft II is designed to be the "ultimate competitive real-time strategy game", building on the successes enjoyed by its predecessor, StarCraft. It features the return of the three races from the original game—Protoss, Terran, and Zerg; Blizzard states these are the only playable races in the game. StarCraft II is also designed to focus more heavily on the multiplayer aspect, when compared to the original StarCraft. The changes include overall improvement in Battle.net, a new competitive "ladder" system for ranked games and new matchmaking mechanics—designed to "match-up" players of equal skill levels. In addition, the replay function, which allows players to record and review past games, is being improved. Blizzard has also stated they have made some changes to the game that were suggested by fans.

StarCraft II continues its predecessor's use of pre-rendered cinematic cut scenes to advance the plot while also improving the quality of in-game cut scenes within the levels themselves, which are rendered on-the-fly using the same game engine as the graphics in the game proper. Blizzard states that with the new graphics engine that StarCraft II uses to render the gameplay, they "can actually create in-game cut-scenes of near-cinematic quality".

Most Protoss and Terran units, and some Zerg units, have been shown on the StarCraft II official website, and in several video demonstrations held by Blizzard. Improvements include advanced scenery allocation and more detailed space terrain, such as floating space platforms with planets and asteroids in the background. Small cliffs, extensions, and even advertising signs were also shown to have been improved and refined.
The new Terran briefing system allows the player to explore the inside of the battlecruiser, Hyperion.

The single-player aspect of StarCraft II has also been altered substantially from the original game. The Terran campaign shown at BlizzCon 2007 replaced the original StarCraft briefing room with an interactive version of the battlecruiser Hyperion, with Jim Raynor, now a bitter and hard-drinking mercenary captain, as the central character. In a departure from previous Blizzard games, the campaign is non-linear, with Raynor taking jobs for money and using that money to buy additional units and upgrades. Although each playthrough will vary, the end result will remain consistent keeping the storyline linear. Vice president Rob Pardo has stressed that each campaign will function very differently. The Terran campaign, Wings of Liberty, will place players in a mercenary style campaign, as Terran rebel Jim Raynor performs missions for cash. The second release, the Zerg campaign Heart of the Swarm, will have RPG elements. The player will level up the Queen of Blades, Kerrigan throughout the missions. The last expansion, the Protoss campaign Legacy of the Void, the dark templar Zeratul will have to employ diplomacy between Protoss tribes to acquire units and technologies for each mission. Each campaign should span 26-30 missions.

Scumedit, StarCraft II's campaign editor, will be more sophisticated than StarCraft's StarEdit and Warcraft III's World Editor for creating custom maps and mods. Units from the original StarCraft not in the multiplayer version of StarCraft II, along with units and abilities that were scrapped during the development process, will be available in the editor.

Units
tarCraft II features approximately the same number of units as the original game. Some units from the original game are returning, some featuring new upgrades and abilities. For example, the Protoss zealot, a melee unit from the original game, now has the ability to dash forward and quickly reach nearby enemies. Other units have been replaced or removed entirely. Other changes to unit design have been inspired by story events in StarCraft and its expansion, Brood War, replacing old units with new, or renamed, versions which sport different attributes and abilities.

Units in Starcraft II have new abilities, compared to the original, that encourage more complex interaction with the game environment. Among these are the inclusion of units that can traverse varying levels of terrain, or have the ability to teleport short distances. Some Protoss units can be warped in to pylon-powered areas using a new building, the Warp Gate.

Characters and setting
The campaign storyline of StarCraft II takes place four years after StarCraft: Brood War, and features the return of a number of characters from the original series; including Zeratul, Arcturus Mengsk, Artanis, Sarah Kerrigan, and Jim Raynor. Players will also revisit original series' worlds, like Char, Mar Sara, and Braxis; as well as new worlds, such as the jungle planet Bel'Shir. It has been confirmed that the Xel'Naga, the ancient space-faring race responsible for creating the Protoss and the Zerg, play a major role in the story.

Backstory
At the conclusion of Brood War, Kerrigan and her Zerg forces became the dominant faction in the Koprulu Sector, having annihilated the United Earth Directorate's Expeditionary Force, defeated the Terran Dominion, and invaded the Protoss homeworld of Aiur. However, after the conclusion of Brood War, Kerrigan retreats to Char, despite having more than enough power to crush all remaining resistance in the Koprulu Sector. In the four years leading up to the events of StarCraft II, she has not been seen or heard from by any of the other characters; although her ultimate attack may come at any moment.

Arcturus Mengsk has been left to rebuild the Dominion, and is consolidating his power while fending off harassment from rival Terran groups. Valerian Mengsk, a character introduced in the novel Firstborn, will play an important role in Dominion politics, due to his position as heir apparent to the throne. Meanwhile, Jim Raynor, whose role in the events of StarCraft and Brood War has been marginalized by the media under the Dominion's control, has been reduced to mercenary status, and has been shown to be doing business with the "Moebius Foundation", a new faction which is interested in ancient Xel'Naga artifacts. Chris Metzen, Vice President of Creative Development at Blizzard, has emphasized that by the events of StarCraft II, Raynor has become jaded and embittered by the way he was used and betrayed by Arcturus Mengsk. Other new characters to the series include Tychus Findlay, first introduced in the StarCraft II teaser cinematic, a marine who will be a member of Raynor's crew, and Matt Horner, Raynor's second in command, a character originally featured in the novel Queen of Blades.

Following the fall of Aiur and the death of their matriarch Raszagal, the Protoss have retreated to the dark templar homeworld of Shakuras. There, Artanis, a former student of Tassadar, is trying to unify the Khalai Protoss and the dark templar, who have nearly separated into a tribal mindset as a result of centuries of distrust. Zeratul, tormented over the murder of his matriarch, has disappeared to search for clues to the meaning of Samir Duran's cryptic statements regarding the Protoss/Zerg hybrids in Brood War's secret mission "Dark Origin".

Controversy
Blizzard Executive Vice President Rob Pardo indicated in an interview that LAN support would not be included in Starcraft 2. This decision ignited outcries from fans who viewed LAN support as a staple game mode of the original Starcraft, especially for LAN parties. It remains unclear if the decision was made to limit piracy or to require players to use Activision-Blizzard's Battle.net service.

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OST NFS Ladytron - Ghosts

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The most I love Soundtrack In Need For Speed is this song, I wanna share with you. You can download the song.

Ladytron - Ghosts

In the first days
of the spring time
made you a prince with a thousand enemies
made a trail of
of a thousand tears
made you a prisoner inside your own frequency

There's a ghost in me
who wants to say "I'm sorry"
Doesn't mean I'm sorry

At the first hour
of the springtime
made you a prince with a thousand enemies

now I see you
from the corner
clock strikes
and I know you will be drinking alone

There's a ghost in me
who wants to say "I'm sorry"
Doesn't mean I'm sorry.


Download [here], Wait a minute and enjoy the song.


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OST NFS Airboume - Girls In Black

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Now I'll show you the OST Need For Speed Under Cover Airboume - Girls In Black lyric. Not only lyric but also file download. Happy blog walking guys.

Airboume - Girls In Black

In the smoke and the red
Workin' the late night sweat
You're the one to go to
When I wanna forget
Like hangin' off the moon
I don't wanna come down
Yeah you get me so high
It's hell on the ground

Just one little glass
Makes the night go fast
You can have what you want
If you pay the girl cash

I said girls
Girls in black
I said girls
Girls in black

Your the hot bright neon
In the cold dark night
When I'm feelin' down
You make me feel so right
Yeah your bait comes free
But your hooks cut deep
You make the badboys smile
And the good boys weep

Yeah just one little glass
Makes the night go fast
You can have what you want
If you pay the girl cash

I said girls
Girls in black
I said girls
Girls in black
I said girls
Girls in black
I said girls
Girls in black

Yeah just one little glass
Makes the night go fast
You can have what you want
If you pay the girl cash

I said girls
Girls in black
I said girls
Girls in black

I said girls
Girls in black
I said girls
Girls in black oh yeah

You can also download [here], Wait a minute and enjoy the song.

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Command & Conquer 3

Command & Conquer 3: Tiberium Wars is a real-time strategy video game developed and published by Electronic Arts for the Windows, Mac OS X and Xbox 360 platforms, and was released internationally in March 2007[2]. The direct sequel to the 1999 RTS title Command & Conquer: Tiberian Sun by Westwood Studios, a now defunct company that was taken over and liquidated by EA in 2003, Tiberium Wars returns the Command & Conquer series to its roots in the Tiberium story arc of the franchise, once again featuring the factions of the Global Defense Initiative and the Brotherhood of Nod, and also introducing a new extraterrestrial faction known as the Scrin. A first expansion pack to Tiberium Wars, titled Command & Conquer 3: Kane's Wrath, was released on March 24, 2008.

Tiberium Wars takes place in the year 2047, at the advent of and during the "Third Tiberium War" when the Brotherhood of Nod launches a worldwide offensive against the Global Defense Initiative, abruptly ending 17 years of silence and crippling GDI forces everywhere. With the odds tipped in the Brotherhood's favor this time, GDI field commanders rally their troops and begin to combat Nod's second re-emergence, trying to restore lost hope.

Gameplay
Command & Conquer 3 gameplay typically requires the player to construct a base and acquire resources, in order to fund the ongoing production of various types of forces with which to assault and conquer the opponent's base. All available structures of the faction chosen by the player are constructed on-site at so-called "construction yard" or "drone platform" buildings - which typically begin as large-sized vehicles or aircraft capable of deploying themselves into the aforementioned construction yards or drone platforms - or alternatively at the supporting "crane" and "foundry" structures. When a construction yard, drone platform, crane or foundry has finished building a new structure, the player can select a spot near to a pre-existing structure in order to place it, where the prefabricated building will then rapidly unfold in a distinctive manner.

Tiberium, the game's sole resource (except for the optional "Tiberium Spikes" and occasional "money crates"), is acquired by specialized "harvester" units which bring their cargo to a "refinery" structure. This in turn will convert the Tiberium crystals into usable resources, expressed as credits. The Tiberium itself requires storage space in the form of refineries and, in the case of excess when playing as the Global Defense Initiative or Brotherhood of Nod factions, "storage silo" structures.

All three factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles and aircraft, each with their own subdivisions (against infantry, vehicles, aircraft, structures and combinations thereof). Unit effectiveness against opponents follows the rock-paper-scissors principle found in most real-time strategy games.

Virtually every type of structure in the game acts as a tech tree node, and additional units, structures and faction-specific abilities will become available as new structures are built and placed. Access to advanced units and abilities may be temporarily blocked if the required structures are destroyed, or if they are not being provided with adequate power by the supporting "power plant" structures.

Base defense is provided by specialized defensive towers. Later on in the game, the player can begin to build lethal defensive structures such as the Global Defense Initiative's "Sonic Emitters", the Scrin's "Storm Columns" or the iconic "Obelisk of Light" of the Brotherhood of Nod.

Single player
The story driven single player mode of Command & Conquer 3 consists of 38 missions[6], spread over three campaigns. Each campaign depicts the view of its respective faction on the globalized "Third Tiberium War", with the portrayed story being furthered by full motion video cutscenes which play in between each of the individual campaign missions. Players can select to start with either the Global Defense Initiative or the Brotherhood of Nod campaign. However, both campaigns of the traditional two factions are required to be completed before the bonus 4 part campaign of the new third Scrin faction is unlocked and becomes playable.

Each campaign mission features main objectives, the completion of which will instantly end the mission successfully. Several optional bonus objectives are additionally present, which can, when completed, make it easier for the main objectives to be completed. All campaign missions can separately be given a difficulty rating on the "theater" screen before they are started; the available difficulty settings range from "Easy" to "Normal" to "Hard".

As the player progresses through one of the campaigns, new entries in the game's "Intelligence Database" become unlocked, providing the player with additional background information on the storyline, the factions, as well as their units and structures. Several of these database entries require the player to complete the bonus objectives of the various missions before they can be accessed. However, due to bugs in the game's code two entries cannot be collected without the use of a downloaded mod. All cutscenes which the player has unlocked by progressing through the campaigns are made available for viewing at any time within the game's "Transmission Log" menu.

The skirmish mode in Tiberium Wars features numerous AI settings which each embody a type - or a combination of types - of classic RTS strategies[7], such as "turtler", "rusher" and "steamroller". These behavioral settings can additionally be given a difficulty rating ranging from "Easy" to "Medium" to "Hard" to "Brutal", along with "handicap" settings that can be applied to either the AI, the player, or both. Whenever a skirmish mission is successfully completed, a star is placed next to the map in the skirmish menu, showing that the player has successfully won the skirmish on a certain difficulty level.

Multiplayer
Command and Conquer 3: Tiberium Wars supports multiplayer games over LAN, and online play over Gamespy servers. Players can participate in "1v1", "2v2", and clan-based "1v1" and "2v2" ladders - each using separate Elo rating systems - or they can elect to play unranked. In addition to the official ladders, a number of independent ladders have been set up, the most prominent of which currently is "clanwars.cc".

Broadband-based multiplayer features VoIP support.

BattleCast
Electronic Arts is making an attempt through Command & Conquer 3: Tiberium Wars to market "RTS as a sport", through a project entitled "BattleCast". A service centred on the game's official website, "BattleCast" is designed to allow for players to schedule upcoming games with others, to spectate in games that are currently being played, and to serve as a centralised replay archive of previously played matches. "BattleCast" additionally allows for players to function as commentators in a game, providing a running description of the match as it unfolds. Commentators can talk to other observers of a game through "BattleCast", and use a Paint-style brush to draw onto the screen.

A free "BattleCast Viewer" is available for download from the official C&C website. This viewer will allow for people who do not own the game to watch others playing.

Factions

Global Defense Initiative
The Global Defense Initiative's internal structure and organization is quite similar to a supranational and large-scale integration of all of the world's major modern day conventional armies into a single globalized military force. GDI is capable of instantly deploying vast quantities of well-trained and well-equipped soldiers backed by powerful ground, air and naval assets to any point on the globe, and this in ways that are considerably more organized, advanced, as well as on a much greater scale than any conventional real-life military force of today possibly could. Global Defense Initiative troops utilize both superior armor and firepower, making them typically much more powerful than Nod forces in direct open confrontations, but also more cumbersome and less flexible. The Brotherhood is notoriously adept at exploiting these weaknesses through its combination of futuristic guerrilla warfare with uniquely advanced Tiberium-based technologies. By the year 2047 GDI's forces have been restructured to allow for decentralized operations in multiple theatres of war, through the establishment of forward-operating bases in all types of terrain, and the deployment of proven, specialized and cost-effective ground and air forces supported by the most advanced network of orbital artillery satellites in history. In-game, their units are unit-for-unit more powerful than those of Nod and the Scrin. Their superweapon is the quintessential ion cannon, an orbital weapon that has appeared in every Tiberium title to date; previously capable of destroying only a single building at a time, the ion cannon can now devastate a large area, through 8 small ion beams forming up into the center and ionising the air before the larger, more destructive main blast.

Brotherhood of Nod
The Brotherhood of Nod is a mysterious and highly militant Abrahamic society of allegedly ancient origins, which in modern times began showing the combined characteristics of a vast religious movement, a multinational corporation and a decentralized nation-state, while being none of the three in itself. The globalized brotherhood is led by a mysterious man who is known only as Kane, and its influence in the world at the advent of the events in which Command & Conquer 3: Tiberium Wars takes place reached nothing short of the status of an unconventional superpower. The Brotherhood of Nod represents a flexible, elusive and worldwide cultic army which thrives on the sophisticated synergy between low-tech guerrilla warfare and highly-trained forces that are equipped with state-of-the-art communications gear and the most advanced weapon systems available, which have been derived from the Brotherhood's uniquely adept understanding of Tiberium-based military technologies. Nod tactics are highly radical and appear more cruel than GDI's, often showing little to no regard for human life, and their religious fascination with Tiberium also leads them to use the dangerous and toxic substance offensively whenever possible. Nod forces typically are weaker than GDI's or the Scrin in a head-on engagement, yet their use of stealth and advanced hit-and-run tactics to their advantage to control the pacing of the battle, as well as sabotage an opponent's momentum. Like in the original C&C game, their in-game superweapon is a nuclear missile, which replaces the cluster and chemical missiles deployed during Command & Conquer: Tiberian Sun.

Scrin
The third faction featured in Tiberium Wars is an extraterrestrial force known only as the Scrin, who have come to harvest all of the Earth's Tiberium deposits[15]. They aren't referred to by name, though a reference of the name exist in GDI intelligence files: "...the translator returned four words: brother, ascended, enemy and Scrin. This casts some confusion over the identity of the invaders, whether they are the Scrin themselves or a distant relative..."; they are only called by GDI as "invaders" and "Aliens" and by Nod as "Visitors". They have remained dormant along the edge of our Solar System for millennia, until awakened by the massive detonation of liquid Tiberium beneath the Brotherhood of Nod's "Temple Prime"; it is revealed that GDI knew about their existence from the Tacitus, an alien databank captured from Kane at the end of Tiberian Sun; this resulted in the upgraded Ion Cannons, that can fire on incoming space-born targets with a single, concentrated beam. Upon approaching Earth, they are surprised to encounter a heavily militarized native population (according to the Scrin campaign introduction movie, "Level IV population on 50% of planetary surface" and "Level V population on 20% of planetary surface") still coping with Tiberium's spread, and swiftly proceed to launch an assault on Earth's cities, wreaking havoc on GDI and Nod alike. This is done mainly for intimidation purposes because the real objective of the Scrin is to construct large "Tower" structures all across the planet. Scrin units and structures show a distinctly bio-mechanical and insect-like appearance, and possess several economic and military advantages related directly to Tiberium[15], including the ability to promote the growth of the substance, store it in infinite amounts, and to use it to enhance the performance of their units and weaponry in a multitude of ways. Scrin forces possess a powerful aerial fleet, capable of constructing fast "Stormrider" fighters, hovering "Devastator" warships and the versatile "Planetary Assault Carriers", which are capable of generating localized ion storms. The faction also features the ability to create wormholes and to instantly teleport units around the battlefield through various means. The Scrin are additionally able to deploy a large aerial unit known as the "Mothership", which features a massively powerful Catalyst Cannon that can devastate all structures in a large radius beneath it by initiating a chain reaction upon them. However, the "Mothership" is extremely slow and open to attack. Their in-game superweapon is the "rift generator", which creates a rip in space-time in the targeted area, drawing everything near to it into deep space[16]. According to GDI intelligence on the Rift Generator, "it makes the science behind our Ion Cannons look downright primitive" and "its destruction potential is on par with GDI Ion Cannons and Nod nuclear missiles."

Plot
The storylines of the game's three factions are closely interwoven in the same fashion seen previously in the Firestorm expansion pack of Command & Conquer: Tiberian Sun. In any one faction's campaign, references are made to the events and missions that occur in the campaigns of the other two factions.

Command & Conquer 3: Tiberium Wars begins roughly sixteen to seventeen years after the events of Tiberian Sun: Firestorm. While the conflict between the Global Defense Initiative and the Brotherhood of Nod appears to have subsided substantially ever since, Tiberium infestation has begun to reach critical levels and continues to destroy the Earth's ecosystems at an alarming rate, prompting GDI to divide the world into three different geographical zones based on the levels of local infestation[17]. 30% of the world's surface has been designated as "Red Zones", which have suffered the worst contamination and can no longer support human or otherwise carbon-based life. 50% of the regions in the world have been designated as "Yellow Zones", which are dangerously contaminated yet contain most of the world's population. Decades of war and civil unrest have left these regions in a state of social collapse and have continued to provide the Brotherhood of Nod with opportunity for concealment as well as large-scale recruitment over the years. The remaining 20% of the Earth's surface is unscarred by Tiberium outbreak and is relatively untouched by war. These "Blue Zones" are considered the last refuge and hope of the human civilized world and have been placed under the direct protection of the Global Defense Initiative.

In March of 2047 the Brotherhood of Nod suddenly fires a nuclear missile at GDI's orbiting command station GDSS Philadelphia, destroying the fulcrum of GDI's senior command structure in a single major blow, after taking out Goddard Space Centre in a surprise raid. Since the end of the Second Tiberium War, Nod has silently built up its influence and its military potential into the status of a true superpower, and by providing enforcement of stability, strategically placed medical aid and hate-mongering against GDI and the Blue Zone populations from within the Yellow Zone territories, the Brotherhood is now supported by a significant percentage of the world's population. Unprepared to handle the coordinated offensives led by Black Hand shock troops across the entire globe, the remainder of the Global Defense Initiative's top military and political officials take charge and begin rallying all of their standing forces, determined to turn the tide and achieve a new victory over Nod.

As the conflict unfolds however, extraterrestrial forces known only as the "Scrin" suddenly enter in the battle, and alter the nature of the Third Tiberium War entirely.

Campaigns
After driving the invading Brotherhood of Nod forces out of a number of the world's Blue Zones, GDI's General Granger, acting on intelligence gathered from Nod POWs, begins to fear that the Brotherhood may be preparing to use WMD's and orders a pre-emptive strike on a Nod chemical weapons facility near Cairo, Egypt. Once there, GDI discovers that Nod was not only preparing to deploy their full nuclear arsenal on them, but that they are also in the process of manufacturing a liquid Tiberium bomb of unprecedented destructive power. The swiftness of GDI's response prevents a pending nuclear strike from Nod, but Kane continues the construction of the liquid Tiberium device unabated within his newly erected "Temple Prime" in Sarajevo.

Temple Prime subsequently comes under siege by GDI forces. General Granger plans to lay siege to the site until Kane and his Inner Circle would surrender, but Director Redmond Boyle orders the use of the ion cannon upon Temple Prime to eliminate Kane's threat "once and for all". When the ion cannon is fired over Granger's strenuous objections, it detonates a deposit of the liquid Tiberium stored underneath the temple, creating a massively destructive explosion that reaches out into space and kills millions of people in Eastern Europe's Yellow zones. Kane and his Inner Circle are believed to be among the casualties.

Shortly after these disastrous events, GDI's deep space surveillance network suddenly begins to detect multiple large unidentified objects rapidly closing in on Earth. Director Boyle orders the ion cannon network to be turned against the vessels, but the craft are unfazed by the attack and alien forces, known only as the Scrin, land on Earth and begin to swarm throughout the world's Red Zones, soon after launching massive assaults on all major cities across the globe. GDI central command eventually becomes aware that the invaders' agenda was to commit a series of large-scale diversionary strikes, in order to divert human attention away from several colossal towers that were being constructed within the world's Red Zones.

At the same time, the Scrin themselves have become aware of Kane's entire premeditated plan to provoke the preceding world war with GDI in order to deliberately lure them into using their ion cannon upon Temple Prime. The only event that could create a large enough detonation of liquid Tiberium to prematurely awaken the Scrin and bring them to Earth, the ion cannon's firing would allow Kane to complete the last stage of his plan, the capturing of one of the Scrin's "Threshold" towers.

GDI eventually succeeds in destroying all but one of these towers, which is protected from their assault by elite Nod forces, and the Scrin are able to finish the tower's construction just before GDI destroys a mysterious central control node located in Italy. With the tower completed, it becomes impregnable to all known forms of human weaponry and GDI is left with no option but to leave it standing under close observation, as it is completely inert following the destruction of the control node entity. Kane, meanwhile, prepares to enter the tower using the key codes Nod forcefully obtained from the Scrin forces, while the Scrin themselves are preparing a "full invasion force" with the intention of obtaining all possible knowledge on the being of "Kane", and to then annihilate the human race. In the end of the Nod campaign, Kane welcomes the player to his Inner Circle and then disappears into a mysterious light.

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Final Fantasy VII


Final Fantasy VII (ファイナルファンタジーVII, Fainaru Fantajī Sebun?) is a role-playing video game developed by Squaresoft (now Square Enix) and published by Sony Computer Entertainment as the seventh installment in the Final Fantasy series. It was released in 1997 for Sony's PlayStation and in 1998 for Microsoft's Windows-based personal computers, and released onto the PlayStation Network in 2009. The game is the first in the series to use 3D computer graphics, featuring fully rendered characters on pre-rendered backgrounds.


Set in a dystopian world, Final Fantasy VII's story centers on mercenary Cloud Strife who joins with several others to stop the megacorporation Shin-Ra, which is draining the life of the planet to use as an energy source. As the story progresses, the situation escalates and Cloud and his allies must battle the game's main antagonist, Sephiroth.

Development of Final Fantasy VII began in 1994 and the game was originally intended for the SNES, but it was later moved to the Nintendo 64. As the system's cartridges lacked space, Square decided to release the game for Sony's PlayStation instead. The music was scored by Final Fantasy veteran Nobuo Uematsu, while the series' long-time character designer, Yoshitaka Amano, was replaced by Tetsuya Nomura.

Noted for its graphics, gameplay, music, and story, Final Fantasy VII is recognized as one of the greatest and most influential games of all time. As of December 2005, the game has sold more than 9.8 million copies worldwide, earning it the position of the best-selling Final Fantasy title. The ongoing popularity of the title led Square Enix to produce a series of sequels and prequels under the collective title Compilation of Final Fantasy VII.

Gameplay
Like previous installments of the Final Fantasy series, Final Fantasy VII consists of three modes: an overworld map, field maps, and a battle screen. The overworld map is a 3D model, featuring a scaled-down version of the game's fictional world which the player navigates to travel between the game's locations. As with preceding games in the series, the world map can be traversed by foot, on emu-like chocobos, airship, or submarine. On field maps, characters are directed across realistically scaled environments, consisting of 2D pre-rendered backgrounds which represent locations such as towns or forests.The battle screen is a 3D representation of an area, such as a building's interior or an open grassland, in which the player commands the characters in battles against CPU-controlled enemies.While characters are super deformed on maps, the character models are more realistic and normal-scaled in combat. Final Fantasy VII is the first game in the series to have character models with fully-rendered polygons, rather than 2D sprites.

Initially, the player is restricted to exploring the city of Midgar, but as the game progresses, the entire world becomes accessible to the player. Progression through the game's storyline is largely developed by way of scripted sequences, although pre-rendered cinematic cut scenes sometimes also advance the story.

Combat
During its turn-based battle sequences, the game uses the same Active Time Battle (ATB) system designed by Hiroyuki Itō and first featured in Final Fantasy IV. Unlike previous games in the series, which allow 4-5 playable characters to participate in battle, Final Fantasy VII allows only three characters to be in the party at any time.

Final Fantasy VII's skill system is built around the use of materia, magical orbs that are placed in special slots on weapons and armor, allowing players to customize their characters' access to magic spells, summons, and special abilities. Magic and summon materia also make the characters physically weaker. In addition to their individual attributes, materia can be used together in a fixed number of ways to enhance their effects or produce other abilities.

A modified form of Final Fantasy VI's "Desperation Attacks" appears in Final Fantasy VII as the "Limit Break". Every playable character has a bar that gradually fills up when they suffer damage in battle. When the bar is completely filled, the character is able to unleash his or her Limit Break, a special attack which generally inflicts significantly more damage on enemies than normal attacks, or otherwise aids the party in battle. Unlike materia, which any character could use, each character has their own unique Limit Breaks. In addition, elaborately animated summon spells were incorporated in the game, and are also present in future games in the series.

Setting
he game's setting follows in the footsteps of Final Fantasy VI by presenting a world with considerably more advanced technology than the first five games in the series. Overall, the game's technology and society approximates that of near-future science fiction.[8] The world of Final Fantasy VII, retroactively named "Gaia" but referred to in the game as "The Planet", is composed of three main land masses. The eastern continent features the city of Midgar, an industrial metropolis that serves as the headquarters of the Shinra Electric Power Company, a ruthless megacorporation operating as the de facto world government. Other locations on the continent are Junon, Shinra's major military base; Fort Condor, a fort with a huge condor covering up a Mako reactor on top of it; a chocobo ranch; and Kalm, a small town inspired by medieval Europe.

The western continent features most of the accessible areas, which include the Gold Saucer, an amusement park; Costa Del Sol, a seaside resort; Nibelheim, a town residing at the base of Mt. Nibel; Rocket Town, the location of Shinra's failed rocket launch; and a settlement called Cosmo Canyon. Wutai, a village inspired by pre-modern Japan and China, is located on a large island off the western continent. The tribe inhabiting Cosmo Canyon emphasize living in harmony with nature and dedicating causes to the planet's well-being. Their settlement features an observatory and serves as a research facility for those who wish to participate in a philosophy known as the "Study of Planet Life", a lifestyle that encourages deference for nature and teaches that the planet has a life of its own.[9] The northernmost continent is a heavily glaciated wasteland, and its few settlements include an excavation site; a ski resort; the mythical "City of the Ancients"; and the Northern Crater, where the game's climax takes place. There are also underwater locations accessible via submarine, such as a sunken plane transporter.

Characters
The nine main playable characters in Final Fantasy VII are Cloud Strife, an unsociable mercenary who claims to be a former 1st Class member of Shinra's SOLDIER unit; Aeris Gainsborough, a flower merchant who has been pursued by Shinra's special operations unit Turks since childhood; Tifa Lockhart, a martial artist and childhood friend of Cloud's; Barret Wallace, the leader of the anti-Shinra rebel group AVALANCHE; Red XIII, a wise lion-like creature who was experimented on by Shinra scientists; Yuffie Kisaragi, a young thief and a skillful ninja; Cid Highwind, a pilot whose dreams of being the first man in outer space were crushed; Cait Sith, a fortune-telling robotic cat who rides an animated moogle doll; and Vincent Valentine, a former member of Shinra's Turks unit who was killed and brought back to life as an immortal. The game's main antagonist is Sephiroth, a former member of SOLDIER who reappears several years after disappearing in a battle in which he was concluded to have died.

The game's character designer, Tetsuya Nomura, has expressed that Final Fantasy VII was hindered by graphical limitations, and as such his designs were very plain in comparison to his real style. Cloud's original design of slicked back black hair with no spikes was intended to serve as a contrast to Sephiroth's long, flowing silver hair. Nomura feared that such masculinity could prove to be unpopular with fans, and therefore he changed Cloud's design to feature a shock of spiky, bright blond hair. Tifa's outfit with her dark miniskirt was designed to contrast Aeris' long, pink dress. Vincent's character developed from horror researcher to detective, then to chemist, and finally to the figure of a former Turk with a tragic past. Nomura has indicated that Cid Highwind's fighting style resembles that of a Dragon Knight, a character class which was chosen because his last name is the same as that of two previous Dragon Knights featured in the Final Fantasy series, Ricard Highwind of Final Fantasy II and Kain Highwind of Final Fantasy IV.

Due to their popularity, several characters from Final Fantasy VII have made cameo appearances in other Square Enix titles, most notably the fighting game Ehrgeiz and the popular Final Fantasy-Disney crossover series Kingdom Hearts. Sephiroth remains one of the most popular villains in video game history, unanimously voted #1 by the staff of gaming publication Electronic Gaming Monthly in their "Top 10 Video Game Bosses" list in October 2005, and winning GameFAQs' best villain contest in spring of the same year.

Final Fantasy VII Story
Final Fantasy VII begins with Cloud joining AVALANCHE in a series of raids against the Mako reactors surrounding the city of Midgar. Although the first mission is successful, AVALANCHE is trapped at another reactor during a subsequent raid. The reactor explodes, launching Cloud from the upper levels of Midgar into the slums below. He lands on a flower bed, where he is formally introduced to Aeris.[18] Prompted by the arrival of Shinra's Turks operatives sent to capture Aeris, Cloud agrees to be Aeris's bodyguard and defends her from the Turks.[19] After meeting up with Tifa in Sector 7, they infiltrate the mansion of crime boss Don Corneo. The party learns that Shinra has discovered the location of AVALANCHE's hideout and plans to collapse the upper plate of Sector 7 onto the slums below.[20] Shinra destroys Sector 7, killing its population and three members of AVALANCHE. The Turks capture Aeris, who is revealed to be the last surviving "Cetra",[21] a race closely attuned with the planet, and previously thought extinct. President Shinra believes Aeris can lead him to the "Promised Land", a mythical land of fertility, where he expects to find Mako energy.
The remaining members of AVALANCHE infiltrate Shinra's headquarters to rescue Aeris. After freeing her and Red XIII, they escape when most of the personnel in the building—including President Shinra—are killed. Cloud suspects that Sephiroth, a man presumed to be dead, was behind the attack, suspicions confirmed by an executive who claims to have witnessed Sephiroth murder the president and state that he would never allow Shinra to claim the Promised Land.The party also learns that during Sephiroth's attack on Shinra, the headless body of a creature named "Jenova" disappeared from the building's research facility. While the president's son, Rufus Shinra, assumes control of the company, AVALANCHE pursues Sephiroth across the planet, fearing his intentions for the Promised Land may be more destructive than Shinra's. The party is joined by Yuffie, Cait Sith, Vincent, and Cid. Each member of the group must come to terms with personal conflicts from their past. The full scope of Sephiroth's plan is eventually revealed: if the world is significantly damaged, the Lifestream within will gather in an attempt to heal the wound. Sephiroth intends to use a powerful spell called "Meteor" to fatally injure the planet, inciting a reaction in the Lifestream to safeguard the planet. Sephiroth would then merge with all of the planet's energy, allowing him to be reborn as a god and rule over the planet.


At an ancient temple created by the Cetra, AVALANCHE attempts to undermine Sephiroth's plot by claiming the Black Materia needed to activate Meteor, but Sephiroth displays a mysterious power over Cloud, forcing him to relinquish it. Fearing Sephiroth may cast Meteor, Aeris sets off to stop him on her own. AVALANCHE follows her to the northern continent, where they enter an ancient Cetra city. After finding Aeris praying to the planet for aid, Sephiroth begins affecting Cloud's behavior, and attempts to force him to kill her. Cloud resists Sephiroth's command, but Sephiroth appears and kills Aeris. After laying her body to rest, the party resolves to defeat Sephiroth.

Cloud, however, begins to doubt his ability to control his own actions. Influenced by Sephiroth, Cloud becomes suspicious of his memories and insists he is not a real human, but instead a specimen created from Jenova's genetic material by Professor Hojo. Jenova was an interstellar creature who crash landed on the planet roughly 2,000 years prior to the game's events. Jenova had intended to infect all living organisms on the planet with a virus inducing insanity and monstrous transformations;among its victims were most of the Cetra. Attempting to defend itself, the planet created giant monsters called "WEAPONs". The majority of humans fled rather than fight Jenova; however, a small group of Cetra survivors managed to defeat and confine Jenova. Eventually, the remains of Jenova were unearthed by Professor Gast, a researcher for the Shinra Company. Mistaking the creature for a Cetra, Gast was given authorization to conduct an experiment to artificially produce a Cetra by combining cells from Jenova with the fetus of an unborn child. Sephiroth learned that he was the product of this experiment while on a Shinra mission in Cloud and Tifa's hometown, Nibelheim. He concluded that he was a Cetra who had been produced solely from Jenova's genetic material. He burned down Nibelheim, intending to kill all descendants of those he believed had abandoned his ancestors in the defense of the planet. Cloud confronted Sephiroth during this massacre, after which Sephiroth vanished under unknown circumstances and was presumed dead until his reappearance in the Shinra building. When AVALANCHE travels to the Northern Crater to confront Sephiroth, he tells Cloud that he was not in Nibelheim, showing him images of a SOLDIER with dark hair who occupies Cloud's place in his memories.[29] With Tifa unable to refute Sephiroth's claims, Cloud surrenders the Black Materia to Sepiroth, allowing him to cast Meteor. This in turn results in the WEAPONs' awakening. During the earthquake that follows, Cloud is separated from his companions and falls into the Lifestream.

As the meteor summoned by Sephiroth slowly approaches the planet, the Shinra Company focuses its efforts on protecting humanity from the WEAPONs.[30] Meanwhile, the members of AVALANCHE obtain Cid's airship, the Highwind, and begin searching for Cloud. They find him in a catatonic state on a tropical resort where he washed up following the casting of Meteor. The WEAPONs' destructive activity causes the island to split open, depositing Cloud and Tifa into the Lifestream, where she reconstructs Cloud's memories and learns the truth about his past. It is revealed that Cloud never succeeded in joining SOLDIER, and that the dark-haired SOLDIER from his memories was actually Aeris's first boyfriend and Cloud's best friend, Zack Fair. Zack, Tifa, and Cloud had fought Sepiroth during the latter's attack on Nibelheim. Although Tifa and Zack were defeated, Cloud and Sephiroth severely wounded one another. After decapitating Jenova, Sephiroth is thrown into the Lifestream by Cloud, taking the creature's head with him. Rather than dying, his body and consciousness were crystallized in Mako inside Jenova's crater.

Cloud and Zack were among the wounded survivors who were apprehended by Shinra as part of a cover-up of Sephiroth's massacre. Professor Hojo subjected these survivors to an experiment, performing the same enhancements given to SOLDIER members—a procedure which included Mako showers and the injection of Jenova cells. All but Zack entered a comatose state, and nearly five years later, Zack broke free from his confinement and took Cloud with him. However, the alien cells inhabiting Cloud's body also allowed Sephiroth to modulate his behavior. Moreover, the cells' ability to duplicate information allowed Cloud's mind to construct a false persona built around Zack's behavior, leading him to believe that he had been the 1st Class SOLDIER in Nibelheim. Zack was killed outside Midgar by Shinra soldiers after saving Cloud's life; during Zack's final moments, he tells Cloud to live both of their lives. Afterward, Tifa discovered Cloud, who was wearing a 1st class uniform that Zack found, and offered him a job with AVALANCHE.

After Cloud awakens, it is revealed that Aeris, in her final moments, was casting the spell "Holy" with the White Materia, the only means of opposing Meteor. Although she succeeded, Sephiroth had since prevented the spell from taking effect. Deciding to protect humanity from the WEAPONs before approaching Sephiroth, Shinra and AVALANCHE destroy the WEAPONs, although nearly all of Shinra's executives are killed in the process. Among the few survivors are Reeve Tuesti, who is revealed to be the repentant controller of Cait Sith,and Professor Hojo, who is revealed to be Sephiroth's biological father. He explains that he and his wife were assistants to Professor Gast, and offered up their unborn child as a test subject to research involving Jenova. After finding out that Hojo is trying to help Sephiroth gain mastery over the Lifestream, AVALANCHE kills him. Cloud tells his team to go find what they are fighting for, before they begin a final assault against Sephiroth. With each member of Cloud's group at peace with his or her past, the group travels through the Northern Crater to the planet's core. They defeat Sephiroth and free Holy, but the spell is unable to destroy Meteor alone. Selected as Meteor's target, Midgar is almost completely destroyed. However, the Lifestream rises from the planet to aid Holy in destroying the Meteor. During the epilogue, taking place 500 years after the game's events, Red XIII runs through a canyon with two cubs at his side. He proceeds up a cliff-face, which reveals a lush land of greenery where Shinra's destroyed Midgar had once been.

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Donkey Kong


Donkey Kong (ドンキーコング, Donkī Kongu?) is a fictional ape who first appeared in Nintendo's popular 1981 video game of the same name.

Creation
Donkey Kong was created by game designer Shigeru Miyamoto, along with two other characters, as an original property of Nintendo once their licensing of Popeye fell through. The three characters were supposed to mirror the love triangle that exists in the Popeye comics. Donkey Kong was cast as the antagonist, with the creator explaining that a gorilla is not "too evil or repulsive". Shigeru believed "donkey" meant "stupid" in English, and assumed the name Donkey Kong would convey the sense "stupid ape" to an American audience.When he suggested this name to Nintendo of America, he was laughed at, but the name stuck.

Early history
Donkey Kong made his first appearance as the titular character of the 1981 arcade game Donkey Kong alongside protagonist Mario (then known as "Jumpman") and damsel in distress, the Lady (later renamed Pauline). As Jumpman, the player must reach Donkey Kong at the top of each stage, where he is holding the Lady captive. Donkey Kong attempts to hinder the player's progress by throwing barrels, springs, and other objects towards Jumpman. The ape reappeared the following year in the sequel Donkey Kong Junior, where Donkey Kong is taken captive and locked in a cage by the re-named Mario, while Donkey Kong Junior sets out to rescue him. Donkey Kong resumed his antagonistic role in Donkey Kong 3, this time the character Stanley The Bugman taking Mario's place as the protagonist. Stanley fights Donkey Kong's attempts to invade a greenhouse along with a horde of killer bees.

After Donkey Kong, Mario went on to become Nintendo's primary mascot, while Donkey Kong and his son were relegated to supporting roles and cameos such as in the arcade version of Punch-Out!!, Super Mario Kart, and the Virtual Boy game Mario's Tennis. The 1994 Game Boy version of Donkey Kong marked his re-emergence as a major character. He was redesigned, appearing with a red necktie, which sometimes bears his initials, "DK".

Rare era
The 1994 Super Nintendo Entertainment System game Donkey Kong Country, developed by British game developer Rare, marked a turning point for Donkey Kong by creating a new setting, Donkey Kong Island, and backstory for the character. While retaining the red necktie, he also donned a distinct physical appearance featuring heavy brows and a peaked lock of hair on top of his head. This would become the standard look for Donkey Kong still used over a decade later.

The character is reintroduced in Donkey Kong Country as the grandson of the original Donkey Kong[4], who appears in the game as an elderly ape named Cranky Kong.[5] A representative of Rare stated shortly after the release of Donkey Kong 64, however, that the current Donkey Kong was meant to be an adult version of Donkey Kong Junior[6] (indeed, Cranky's reference to Donkey as his "son" in the game (and associated materials) seems to indicate this to be the case[7][8]). In the Rare revamp, Donkey Kong is portrayed as a powerful yet lazy and laid-back ape, who is interested mainly in his banana hoard. The series introduced Diddy Kong as Donkey's sidekick, and King K. Rool as his nemesis who steals the banana hoard.

Despite his name being in the titles of both games, DK is not the protagonist in the sequel Donkey Kong Country 2: Diddy's Kong Quest nor Donkey Kong Country 3: Dixie Kong's Double Trouble!. Instead he is captured by K. Rool, while the player controls different Kongs who have set out to rescue him. The Donkey Kong Country series also inspired the Donkey Kong Land trilogy and a television series.

DK also appears in Donkey Kong 64 for the Nintendo 64 and the Mario Kart series from Mario Kart 64. With this, he became a regular playable character in the Mario sports series and other spin-offs such as Mario Party and Super Smash Bros..

Post-Rare era
Following Rare's departure from the series, Nintendo co-produced a trilogy of rhythm games with Namco for the Nintendo GameCube known as the Donkey Konga series, which were based on Namco's own Taiko: Drum Master, though only two of the series' games made it to America. Donkey Kong Jungle Beat was released on March 14, 2005 in North America for the GameCube. It depicted DK as being more violent than his original image and also used the bongo controllers. In October 2007, Donkey Kong: Barrel Blast was released in North America for the Wii.

On handheld consoles, Donkey Kong was reunited with his former rival Mario in the 2004 Game Boy Advance game, Mario vs. Donkey Kong. A throwback to the Donkey Kong game for the Game Boy, Donkey Kong resumed his antagonist role from his earlier games by taking over the Mario Toy Company, upset over the lack of Mini-Mario toys available for purchase. The game was followed by a 2006 sequel titled Mario vs. Donkey Kong 2: March of the Minis, where Donkey Kong, who is infatuated with Pauline, kidnaps her and takes her to the roof of the Super Mini-Mario World amusement park when she ignores a Mini Donkey Kong toy in favor of a Mini-Mario. Aside from those, Donkey Kong appeared in DK King of Swing on the GBA around the time of Jungle Beat, and in its sequel, DK Jungle Climber, for the Nintendo DS, which was released in North America on September 10, 2007. Jungle Climber took the gameplay of its predecessor, KoS, and mixed it with the style, locations, and items of the Donkey Kong Country trilogy.

Baby Donkey Kong
Baby DK is a baby version of Donkey Kong. He first appeared in Yoshi's Island DS and then in Mario Super Sluggers. He is not to be confused with Donkey Kong Junior, who is the young version of the second generation in the Donkey Kong family. Even as an infant, he possessed quite powerful strength; being able to support both Yoshi and himself by swinging on vines in order to navigate the area.

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Seal Online

Seal Online (씰 온라인) is a Massively Multiplayer Online Role-Playing game, developed by the Korean company - YNK Partners Inc. As of 7 February 2008, official versions of the game are available in South Korea, Japan, Taiwan, Thailand, Indonesia, and the United States.

The English version of Seal Online was expected to be released in Q3 of Year 2005 when Grigon Entertainment announced that there would be an English version of Seal Online. An English website was made by them. However within 2 months, the site closed down and there were no more news of an English translated version of the game.

After two years, a website was created for Seal Online. It had a post announcing the arrival of Seal Online in English to the United States. The English Seal Online was finally released on the 19 November 2007 at 8pm EST by YNK Interactive

Gameplay
Seal Online is mostly a point-and-click MMORPG; movement, combat, and many other commands are all controlled by mouse. The player can choose from 7 different classes to start with. However, if the player chooses to start with the Beginner, he/she can choose to job change into the other 6 classes when he reaches Level 10.

Seal Online's travel system uses a method called 'Warp Gates'. These gates, located in various towns, allow the player to move to other maps. Players may use scrolls, set revive points, use the Wagon Driver NPC, or just type out a Teleport command for a small fee to warp to different maps.

System
The player can learn skills to trade, open or join a guild after completing a quest, open a chat room, create a party to fight monsters more effectively, open an in-game bank account to hold or collect more items and money, nurture a pet, do quests, and fish.

Seal Online's level up system uses a point method. Skills level up with skill points. Each time a player levels up, they receive a set number of skill points and status points, which they then may use to strengthen their character.




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Pro Evolution Soccer Series

Pro Evolution Soccer (known in Japan, Korea, and formerly in the Americas as Winning Eleven and known colloquially in Europe as Pro Evo or PES or just Pro) is a football (soccer) video game series developed by Konami (KCET). [1]. Partially as a result of EA Sports' affinity to purchasing exclusive rights for their FIFA series, Pro Evolution Soccer games have historically lacked the sheer volume of licenses present in EA's offerings, with the most notable absences being the English Premier League, and more recently, the German Bundesliga.

Series

Pro Evolution Soccer
The first "true" Pro Evolution Soccer (Winning Eleven 5) game was released in October 2001 for both PlayStation and PlayStation 2.

Pro Evolution Soccer 2
Pro Evolution Soccer 2 (Winning Eleven 6 in Japan and World Soccer Winning Eleven 6 in the US) was released in October 2002 and some felt that it was a slight backwards step from the original Pro Evolution Soccer. Others argued that it had improved. The pace of gameplay was much faster than in the game's older sibling, with sharper turns and quicker reactions to tackles. It also included a training session mode. Extra clubs were added, with an extra Master League division. There were two new commentators, Peter Brackley and Trevor Brooking, but this aspect of the game was criticised for the commentators' inaccuracies and tendency to speak over each other. The licensing was much the same, but infamously all Dutch players were called ‘Oranges’, because Konami did not hold the rights from the Royal Netherlands Football Association, for use from Dutch players. Also, unlike in the original game, the "unofficial" club names stopped using obvious city names (eg. Manchester United was Manchester in PES1, Real Madrid was Madrid etc.), and instead used very ambiguous names (e.g. Manchester United were now Aragon, Liverpool became Europort and West Ham became Lake District). The edit mode included a club editor which offset this problem to some extent, with editable kits and logos as well as club and player names. The game notably included tracks from Queen: “We Will Rock You” and “We are the Champions”. A PlayStation version was also released, which was again a minor update of its predecessor, and was the last Pro Evolution Soccer release for the original PlayStation.

Pro Evolution Soccer 3
Pro Evolution Soccer 3 (Winning Eleven 7 in Japan and World Soccer Winning Eleven 7 in the US) was released in 2003, and featured the Italian referee Pierluigi Collina on the cover (although bizarrely he is not present as an in-game referee). The most significant update was the overhaul in the graphics engine, with more life like players and much improved likeness. The gameplay was changed to accompany this, with more fast-paced action than that of PES2, a much better physics engine, additions such as the advantage rule improved passing and long-ball functions, while as per usual, more licenses (with the infamous Dutch Oranges removed, replaced with pseudonyms such as "Froibaad" in the place of Kluivert), more club teams and the Master League is now split into regional divisions, with competitions equivalent to the Champions League and the UEFA Cup and as Umbro was no longer revived, the company has been replaced by Adidas.

Pro Evolution Soccer 3 was the first in the series to be released for Microsoft Windows and was well received by the PC games magazines but criticized by fans for its lack of online mode and bloated system requirements at its time, particularly not supporting the common Geforce MX series. Its rival, FIFA 2004, had online functions and had more modest system requirements in comparison. The game was essentially a direct conversion of the PlayStation 2 code, albeit with sharper graphics and is easier to download fan made mods for the game.

Pro Evolution Soccer 4
Pro Evolution Soccer 4 (Winning Eleven 8 in Japan and World Soccer Winning Eleven 8 in the US) was released in 2004; featuring referee Pierluigi Collina, Thierry Henry and Francesco Totti on the cover. This is the first Pro Evolution Soccer game to feature full leagues, namely the English, French, German, Spanish, Italian, and Dutch top divisions, though with full league licenses only for the latter three. As a result, clubs in, for example, the English League, an unlicensed league, have ambiguous names like "West London Blue" and "Man Red" for Chelsea and Manchester United respectively, and their home grounds Stamford Bridge and Old Trafford are respectively named "Blue Bridge" and "Trad Brick Stadium".

The gameplay has improved from Pro Evolution Soccer 3, (though not as much of a significant leap as its predecessor) with improved AI, tweaked play-on advantages and better throughballs. Dribbling is tighter with the players (though at one-star difficulty, a player receiving the ball on either wing can dribble the ball down the length of the pitch relatively uncontested), plus free-kicks have been changed to allow lay-offs. The gameplay was criticized for its relatively easy scoring opportunities, as players can pass their way through opposing defenses, or hold on to the ball at the edge of the penalty area and simply wait for the opposing defenders to move away and thus give him space to shoot. A new 6-star difficulty was added as an unlockable in the shop, as well as the previous items, while the Master League included enhancements such as player development, so many players over 30 would see certain attributes decline as the game progresses. Conversely, players could improve upon their attributes up to the age of 24-25, though the improvement is most rapid and obvious in players aged 22 and under.

The edit mode has been enhanced rapidly, with the options to add text and logos to shirts (essentially sponsors) and pixel logo editing as well as the traditional preset shapes, thus making it easier to replicate a team. The game also includes an "International Cup" and four regional Cups:

  • The "European Cup" is remarkably inclusive, including almost every major European country, as well as smaller countries like Slovenia, Hungary, and Slovakia. However, countries like Israel and Iceland are not included. It also includes a Yugoslavia team; in real life, Yugoslavia no longer exists, having been dissolved and replaced by two new independent states, Serbia and Montenegro. The Czech Republic team is simply called "Czech".
  • The "American Championship" is a merger of the CONCACAF Gold Cup and the Copa América. It includes most North, Central and South American countries.
  • The "Asia-Oceania Cup" includes only five Asian countries, Japan, Saudi Arabia, Iran, China, and South Korea, plus Australia. Ironically, in real life, Australia has joined the Asian Football Confederation, and now competes in the AFC Asian Cup. South Korea is simply called "Korea".


Pro Evolution Soccer 5
Pro Evolution Soccer 5 (Winning Eleven 9 in Japan and World Soccer Winning Eleven 9 in the US) was released in October 2005 and featured John Terry and Thierry Henry on the cover. The improvements are mainly tweaks to the gameplay engine, while online play finally made it to the PlayStation 2 version. The game was perceived as much harder by fans, with a very punishing defense AI making it harder to score. Some players have pointed out inconsistencies in the star difficulty rating, such as 3 star mode being harder to beat than 6 star due to its more defensive nature, but in general scoring is harder. Referees are very fussy over decisions, awarding free kicks for very negligible challenges. There are various new club licenses present, including Arsenal, Chelsea, Celtic, Rangers and a few other European clubs, as well as the full Dutch, Spanish and Italian Leagues. Pro Evolution Soccer 5 was victim of the infamous empty stadium glitch, in which when playing a game, no crowds are present in the stands although they are present during cut-scenes. There are fan-made mods which address this in the PC version, although no official patch was released. Official PlayStation 2 Magazine UK gave it a perfect 10/10 score.

Pro Evolution Soccer 5 was released for Xbox, Windows and PS2, all online enabled. A PSP version was released, but with stripped down features, such as no Master League, no commentary, only one stadium and limitations in the editor, and that's also because of the limitations to the UMD. The PSP version featured Wi-fi play, and the gameplay was faster and more “pin-ball like” in comparison to its console siblings, but it did not receive the same acclaim as the mainstream console/PC versions.

Pro Evolution Soccer 6
Pro Evolution Soccer 6 (Winning Eleven 10 in Japan and Winning Eleven: Pro Evolution Soccer 2007 in the US) was officially released in the UK on October 27, 2006 for the PlayStation 2, PlayStation Portable, Xbox 360 and PC platforms and on February 9, 2007 for the Nintendo DS. The PC version does not utilize the Xbox 360 engine but is a conversion of the PS2 edition. The PSP version is similar in many ways to its PS2 brother, while the DS version has graphics and gameplay reminiscent of the older PES series on the Playstation.

A criticism of the previous version was that the game was too unforgiving and so suppressed fluid attacking football. Pro Evolution Soccer 6 was issued with more tricks and an overall more attacking mentality, but whether it does make it easier to take on defenders and get forward is debatable.

More licenses were added, including fully licensed international kits including the nations England, Spain and Italy to name a few (as well as the ever present Japan license). The French Ligue 1 is now included as fully licensed league, as well as the Spanish, Italian and Dutch leagues, plus several other individual clubs. However, the Chelsea F.C. license from PES5 was removed and, due to a lawsuit, Konami were forced to drop the Bundesliga license. The only Bundesliga team to appear in the game is FC Bayern München. The game had not updated Arsenal's venue to the Emirates stadium; the defunct Highbury is still present. The same applies for Bayern München, who, despite having moved to the Allianz Arena, are still represented in the game as playing at Munich's Olympic Stadium. Also, the recent extensions to Old Trafford are not included, while Serbia and Montenegro are still present despite the dissolution of the country in May 2006.

The Xbox 360 version features next-generation, Hi-Definition graphics and more animations, but gameplay similar to the other console versions, according to a recent interview with Seabass. The Xbox 360 version also finally introduces the Pro Evolution series to widescreen gaming, a feature that was sorely missing from its PS2 and Xbox versions of the game. Much of the gameplay and editing options have been severely stripped down for the 360 release.

Pro Evolution Soccer 2008
The game cover features Cristiano Ronaldo and a local player (Michael Owen in the UK, Didier Drogba in France, Jan Schlaudraff in Germany, Gianluigi Buffon in Italy and Lucas Neill in Australia). A new adaptive AI system entitled 'Teamvision' was implemented into the game, Teamvision is a sophisticated AI programming that learns and adapts according to an individual's style of play. As such, it will learn new ways to build attacks and to counter specific movements and previous attacking or defensive errors, ensuring games are more in line with the tactical but flowing nature of the real thing.[1] The game was released for PC, PlayStation 3, Xbox 360, PlayStation 2 on October 26, 2007 in Europe, November 2, 2007 in Australia, and December 31, 2007 in Japan. The PlayStation Portable and Nintendo DS version were released in November, and the rather different Wii version. Pro Evo Wii was released in March 2008.[1]. It was the first game in the series to drop the Winning Eleven name from its title in the US.

20 teams are also in the D1 and D2 Leagues, four more than in past editions.

The game's 'in-game editor' however was a large downgrade from previous versions, with players unable to add text to unlicensed team shirts or base copy specific players. On the PS3 the game was a huge dissapoinment with lots of framerate issues and strange glitches.

Pro Evolution Soccer 2009
Pro Evolution Soccer 2009 was released on the 17th of October in Europe, featuring FC Barcelona Argentine star Lionel Messi as its cover star (opposite Mexican midfielder Andrés Guardado from Deportivo La Coruña in some versions).

While in some respects keeping the same structure of its predecessor, PES 2009 makes a large number of improvements, starting from the graphics, now better suited for HD image technologies. Also, the pace of the gameplay was upped a notch, with a better AI for computer-controlled teammates as well: they will look for better passing spaces and goal routes.

A new addition of this game is the Become a Legend mode, which follows the entire career of a single player (as opposed to a whole team, like in the Master League) as he moves to better teams, achieves national team caps and wins MVP awards, like the Be a Pro mode introduced in FIFA 08.

Interestingly enough, this game has sponsored S.S. Lazio once in real life (during a match against F.C. Internazionale), but the team's in-game kit does not feature the PES 2009 sponsorship. Pro Evo 2009 saw the addition of the famous "Dods Goal" where a shot is parried by the goalkeeper into the path of an incoming striker.

Pro Evolution Soccer 2010
Pro Evolution Soccer 2010 will be the next edition in the series.

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Pro Evolution SOccer 2009


Gameplay
Gameplay has been changed for Pro Evolution Soccer 2009, with key additions to the Teamvision system, tactics change according to situation, off-the-ball fluency AI recognizing strategies that works accumulating data on an ongoing basis within Master League and League modes. Another new addition is the readjustments for ball movements. PES 2009 has new air resistance calculations for the trajectory of the ball. There are also new friction routines to affect ball movement in terms of ground conditions, backspin routines are calculated so that ball slows accordingly, and the bounce of the ball can be used more effectively: players can flick the ball up to tee a shot, or to lift it over a defender's trailing leg. If a player has the ability, they will be able to perform skillful turns. PES 2009 also features a new game mode called 'Become A Legend', much like 'Be a Pro' from the EA Sports FIFA Series.

Generic Teams
There is also a separate league with 18 generic teams (Team A,Team B etc.), which can be edited fully, like in the previous game. This is thought to be due to the fact that Konami failed to get the rights to the German Bundesliga, and is usually made into the Bundesliga or another league of one's preference by patch makers. However, most people use this to put their edited players into playable teams from the start instead of having to play through Master League to purchase them or alternatively edit the existing non-generic teams. This feature does not appear in the PS2 version of the game.

Wii version
Building on the control system of its predecessor, PES 2009 expands on the basic concept of players controlling both the player with the ball and those around them.

PES 2009 for Nintendo Wii will feature a number of key additions, with an enhanced shooting system offering more control. The development team has also reworked the defensive elements of the game, with more control over defenders and more ways to close down attacking threats. A new AI system has also been implemented and results in more sophisticated and intuitive movement from team mates according to the player's commands.

The Wii version was released on 31 March 2009.

Updates
Version 1.10
Patch version 1.10 was released as scheduled at 07:00 BST on October 23, 2008 to correct issues that have affected user save data in various modes of "Pro Evolution Soccer 2009" including the PS3 and PC versions.

Version 1.20
Patch version 1.20 was released on November 5, 2008. The patch updated kits and team rosters for four Spanish sides including Atletico Madrid, Sevilla, Racing Santander and Valladolid - all being officially licensed. It also updated the kits and team rosters of many teams within the game to match those registered by teams at the close of the summer transfer window (August 31 2008). The UEFA Champions League mode was also updated, with twelve more teams added to the club list, with proper UEFA Champions League kits and kit markings added. Amongst the teams fully updated within this mode are Marseille, Juventus, and Basel. The following new features added by this update file include "Replay Upload" and "Theatre of Legends" for Legends Mode, and a new "Download" feature in the "System Settings", used for updating various game data.

Version 1.30
Patch version 1.30 was released on the 17th February 2009, after the January Transfer window. The patch includes updated transfers, player statistics and over 200 new players

Version 1.40
Update version 1.40 was released on March 28, 2009. The update features the new England Kit and more player updates.[27] All save files will remain intact. However, certain edit data will revert back to default including Player Register and Formation Data. Save data which is created whilst the download is being validated will be invalid once the downloaded content has been removed. Only users who have downloaded content data which has been validated will be able to play online. You can confirm each player's game version from "Version" of profile. The latest version is 1.00.04.

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WarCraft Millionaire

How to make gold in WarCraft? There's a lot of way to make gold in warcraft. Now I'll show you how to make gold in warcraft using ebook "Warcraft Millionaire", that the best way to show you how to make gold in WarCraft.

Warcraft Millionaire is split up to into a couple of sections. There is the 1-60 Gold Guide, 60-70 Gold Guide, Auction House Guide, Quests and Grinding Guide, as well as the Basics. Each element is split up into a different PDF. With the majority of the documentation on the 1-60 guide. Theses arn't your standard they contain information that is different from the norm and is very useful. I started to earn within a couple of minutes after I had read and understood what to do.

The guides are very complete they contain hundreds of different tips tricks and steps to earn the most out of your time playing. Like most guides it doesn't focus on grinding your way to the top, it focueses on quests and it is very good at explaining this.

For example take a look at the image below. This is a quick snap of one of the contents of one of the books. Its to show you the level of detail that you can get from theses ebooks.

Breaking down the ebooks, the basics guide is great for the new player to the game. This basic guide to World of Warcraft will acclimate you to the most essential, basic aspects of the game, building you a strong foundation and allowing you to jump right into gold making without ever having to stop and look something up. You've been misinformed and misled, force-fed thousands of pages of useless information, the same information that is blocking you from getting the gold you want to amass. We know you need to use the Auction House. We know you need to farm mobs and level in the right areas. The thought of reading 300 pages of mumbo jumbo turns my stomach. Get the fluff free version and EXACT tips on how I earn my gold.

The auction house guide enables you to conquer the auction house. By giving you tips that are different from the competition you can really rake in the gold and make that cash. There are various other guides that are included. I wont go into detail here. You can check them out for yourself at Warcraft Millionaire.

All of these ebooks are values at $142 if you bought them at full price. But since we don't like full price these are been offered for a limited time at $47, which is a massive bargin. Just imagine with this guide how much gold you could make and sell on. That $47 would be covered within a matter of hours with the amount of gold you could make.

To make your purchase, click on this link, or the button below and scroll all the way down to the bottom of the page where you can enter you credit details for immediate download.

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Sonic (1991) Cheats


Sonic the Hedgehog (1991) Bonus Points
For extra points, pass any zone in a certain amount of time. For the best bonus, enter the Debug Mode code. The clock will freeze and you'll always score a 50,000 bonus!








Time Points
0:30 50,000
0:45 10,000
1:00 5,000
1:30 4,000
2:00 3,000
3:00 2,000
4:00 1,000
5:00 500

Sonic the Hedgehog (1991) Confused Demo
While the demo is playing, hold A + B + C. Sonic will get confused, lose his place, and possibly die.

Sonic the Hedgehog (1991) Control Mode
At the title screen, press Up, C, Down, C, Left, C, Right. While playing, you can pause the game and use A to restart, B for slow motion, and C for frame advance.

Sonic the Hedgehog (1991) Debug Mode
Enable Control Mode. After pressing Start to begin a game, hold A until you see Sonic. If you see a bunch of hex numbers on the top of the screen, you're in Debug Mode.

To start debugging, press B, then you can select any sprite in that level and put it on the screen. To select a different sprite, press A, and to place it on the screen, press C. Note that sprite selection is different from Zone to Zone. Also, instead of displaying the time elapsed, it displays the number of sprites currently on the screen. Control Mode functions work as well.

Note: This only works on the first production releases of Sonic.

Sonic the Hedgehog (1991) Extra Lives
In Green Hill Zone - Act 3, there is a 1-Up at the very bottom of the level. Collect it along with enough rings to make 100 for a second life. Next, grab the 1-Up at the top of the loop-de-loop and die. Repeat until you have enough lives.

Sonic the Hedgehog (1991) Get all Emeralds
This cheat allows you to start at the First Level with all the Emeralds, and with lots of Continues. Use the Level Select cheat (see above) to get to the Special Zone. When you get the Emerald, and have entered into the First Zone, press Reset.

Use the Level Select cheat to get to the Special Zone again. When you get the next Emerald, and have entered the First Zone, press Reset again.

When you have all the Emeralds, continue on with the first level. You get to keep the Emeralds and the Continues accumulated so far.

Sonic the Hedgehog (1991) Level Select
At the title screen, hold A then press Up, Down, Left, Right. When you hear the chime, press Start.

If that doesn't work, try this: at the title screen, press Up, Down, Left, Right, hold A, and press Start. After doing this once, you only need to hold Start + A to enter the level select.

Sonic the Hedgehog (1991) Marble Zone Shortcut
In Marble Zone act 3 you will find three chandeliers with spikes in them. Go to the far wall (on the right) and jump to the right to find some goodies. Now jump through the wall on the right again, but be careful of the other chandelier.

Sonic the Hedgehog (1991) Scrap Brain Teleport
On the last level (Scrap Brain), find the ledges that move right then left. Go to the left side of the wall and wait for the platform to move. As soon as it starts to move left, duck. You'll go through the wall. While here, press Left to teleport right and Right to teleport to the left.



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RF OnLine

Originally named 'Rising Force', is a 3D MMORPG developed by CCR.

The first version of the game was released in South Korea and was later followed by Chinese (Mandarin), Japanese, Brazilian and English translations. The North American/European version of the game launched its retail phase on February 21, 2006 and closed on November 10, 2008. RFO is currently a free to play game.

The EU/US game service was brought down as of November 9, 2008, due to licence expiration.[1]
However, the developers, CCR have started to relaunch the game hosting it themselves for EU/US[2] It released on January 18, 2009.

A mixture of science fiction and classic fantasy, RF Online (or RFO, as many of its players call it) is set in a distant planet in the Novus system where magic exists alongside high technology. Like most MMORPGs it follows the typical fantasy setting complete with swords and sorcery, but it also emphasizes the three-way Race vs. Race vs. Race (RvRvR) concept and modern/futuristic technology such as mecha and nuclear weapons.

Bellato

Introduction
Due to the intense gravity on their home planet, the Bellato are the smallest people. They are a race of inventors that are able to combine creative tools and weapons with the Light form of universal magic. The Bellato enter the war as the least physically capable and yet given their ingenuity they have the potential to become the strongest. Before they became the Bellato Union, however, they were the Bellato Empire, who seized control after the Cora civil war but were beaten by the Accretians. Under such sustained attacks they fell from power, yet they have bided their time until they can become a force to be reckoned with once again.

Background Story
The mechanized equipment was initially produced for use in scientific progression, and was used on construction sites in the past and not for battle purposes. As the technology progressed, more diverse types of armour equipment were mass-produced and as the armour unit became more established it was placed into live battle zones.

Those early battles featuring the armoured machines saw some impressive victories for the federation. This led to the national defence expenditure increasing, with the army gearing towards producing more of the armour units. However, in the course of the Novus War, the armour units previous criminal records coupled with a series of defeats in battle to the Accretian launcher units, saw the internal position of the unit's effectiveness within the army weakened. These defeats where largely as a result of the armoured units not being designed in consideration of the geographical features of the Novus Planet, but after the rights to manufacture was handed over to the civilian contractors, they were remodelled to suit the landscape of Novus.

As the efficiency of the armour units dropped due to the huge operational costs involved, the federations peace committee decided to close down the armour unit group. The armoured units can be divided into two types; one constructed as a field style unit and the other as a siege warfare unit. The Siege unit was very complicated to produce and required vast amounts of consumable resources, more than the federation could really sustain. The Field Armour unit in contrast was better suited to mass production as it was possible to produce them economically and for this reason they are more widely available. The committee then became unsure as to how to dispose of the units, so they decided that the civilians could dispose and trade the units at a low price, but a law was passed due to the powerful firepower of the units to ensure that they were not used outside of the army.

Bellato Society
Bellateans learned early on that the fastest way to develop technology and profit is for their people to be happy. A happy person is a productive person. This is why they have freedom of expression and individualism. They have long understood that freedom drives minds to think better, rather than oppression. This is why Bellato citizens enjoy many freedoms and liberties.

However, most, if not all of the dominant Bellateans are members of Houses. Houses are congregations of individuals who share the same blood (family ties being taken very seriously by Bellateans) and/or interests (wealth and power being taken much more seriously by Bellateans).

Success breeds success, and while Bellateans promote individual achievement, over the years, the same families harvest most of the wealth and power. Influential Bellateans then lend money, offer services or help to lesser ones, for the conduct of their business or other matters, and strong ties develop between the two sides. Soon enough, it is a vast network of interests that emerges. A House. Several networks can intertwine, of course, but the core of every one of them is a powerful and identifiable family that will do its best to keep the relatives, allies, and clients in line with the House’s interests.

The Union
The Union is the Bellatos military and colonization force.

The Bellato Union utilise machines and some magic in their culture. Renowned for their great mechanical minds, intelligence and hand-eye coordination, the Bellato can construct huge armoured battle mechs and weapons to use in the war. Though they are physically strong and intelligent, the huge gravitational energies from their home planet have left the Bellato with smaller builds. The Bellato are experienced traders and their financial minds and greed have driven the need to extend out to other planets, to colonize and claim resource. To expand to the rest of the universe, the Bellato have to ensure that the Novus Sector doesn't fall under the supremacy of the Accretia or Cora. This desire to expand and grow will no doubt leave the galaxy engulfed in turmoil and chaos.

Cora

Background Story
DECEM has created the world to turn oblivion into beauty, and the Corites to enforce his will. Knowing they are the chosen race, Corites have organized their society accordingly to their faith in their god. Everything they do in “This Life” is to ascend to a high station or being, gaining them a closer relationship with their god. It is evident that those who do enforce His will are granted more powers, abilities and become stronger in the use of the Darkling Force, the most precious gift Decem has made to His children.

DECEM states that Corites must not harm the planet or any planets they inhabit, that they must ensure its well being and take care of it, for harming the planet would be harming DECEM himself. Corites are permitted only to use the resources they need to expand and move on to help fulfill the will of DECEM. They do all things within nature, heightening it in its vast beauty. The Corites refine metals with the Darkling Force, combining alloys without causing pollution to create their items and weapons. All of their items are technologies empowered by the Darkling force.

Corite clothing and armours are made from nothing but natural materials, the clothing they wear is loose and allows for a lot of flexibility. It is the Corites' belief that their bodies are a shrine to DECEM, for he created them. Corites hold beauty with a lot of value, and take care of their bodies and hygiene extremely well. They love and respect their bodies as to act in perfect unison within DECEM.

All foods and consumables eaten by the Corites must be blessed by DECEM before they eat them. In accordance with their beliefs, all the food they ingest is to be completely natural wholesome foods grown specifically by the Corites for the purpose of eating, using only natural means to create the sustenance which they require to survive.

The Holy Alliance
The Holy Alliance Cora is a spiritual civilization with a firm belief in religion and the magical arts. Though the history of the Cora has been built on religious wars, which has created multiple states and nations, the country is strongly unified through its core religious beliefs. The Cora people, united as the Holy Alliance, now battle for their survival using the magical powers drawn from their spiritual beliefs, and traditional weapons blessed by their god, Decem.

Accretia

Background Story
Accretians are organic beings merged into mechanical bodies. Not being mere robots acting accordingly to a rigid piece of software, they are to obey a motive, and that motive is the pursuit of perfection.

While individualism is not promoted, and not even tolerated, self-consciousness does remain; the Accretian society is not to be seen as a hive or a collective mind. The way they are created, educated and indoctrinated makes the Accretians solely concerned by the evolution of the society as a whole. However, perfection at a higher level can only be achieved through perfection at an individual level.

Accretians are the direct descendants of the EMC researchers, the humans who gave birth to Bellateans and Corites through their experiments. Thriving on that heritage, they have brought the intelligence and dedication to science of their ancestors up to new levels.

Accretians' culture is all about science and rational thinking. That makes them seek relentlessly for knowledge and rational explanations and solutions to problems, at every level. Be it a soldier learning tactics from past skirmishes or a leading scientist searching new cloning methods by the study of other races’ anatomy.

The Accretian army, being fully mechanized has very few needs, it does however require constant maintenance. Apart from this downtime for repairs, the Accretian army is quite self-sufficient; their robotic bodies completely self sustaining and replenishing their energy and bodily functions where required.

However the human brain inside of the Accretians' cybernetic bodies does need to rest every once in a while. The brain is incapable of being on alert constantly without suffering from fatigue, thus when needed to, the Accretians will shut down and "rest". Despite this biological need to rest, an Accretian is still far stronger than it would be if still in human form. Their metallic bodies also grant the Accretian populace a far superior regeneration capability then that of the Bellateans or the Corites.

Accretian Society
Accretians are cloned and, during their first years of life, indoctrinated via a combination of neurochemical procedures and education, until they are estimated efficient enough to become fully fledged citizens of the Empire. Then, they undergo a radical surgical procedure to get rid of their weak and disposable flesh and have their brains integrated into mechanized bodies.

Abilities and potential of every Accretian are estimated as early as the first stages of the creation process; education and training unfold accordingly to these estimations. Every Accretian is assigned a specific task, the one at which he will be the most efficient. They embrace it totally; it is their path to perfection.

Accretian society is organized as a strict hierarchy ladder; the upper along the ladder, the more complex and far-reaching the task assigned to the individual. Despite that hierarchy, there are no social classes, not in the way the other races could understand it, for social segregation comes only from resentment and will for changes, and contentment and will for status quo. Such things do not exist in the Accretian society. At least, they shouldn’t…

The Empire
The Accretian Empire follows a totalitarian regime where goals are for the Empire, a thought that is embraced by its followers. There is no feeling when it comes to the destruction of other races and for good reason, for the Accretia are a race of mechanized units with a materialistic thinking. The Accretia are proud to be the strongest and most formidable race in the galaxy, and are proud of the huge weapons they have created to kill men, women and all things living. Their need to expand to the further reaches of the universe to become even stronger is paramount and a key driving force to their being. This has inevitably led them to the Planet Novus and the arcane civilizations it plays home to.

Game mechanics

As with many MMORPGs, the player will select one race and fight monsters to gain experience points. RFO is populated with many different monsters across many areas.

At the start of the game, a character will be led through an in-game guide of the basic commands for the game. From there, the character will be exposed to a series of quests which will familiarize him with his character's headquarters. As the character progresses in level, his quests may take him out to aggressive maps, where he will be exposed to the player killing Features of the game.

Political System
Each race is led by the archon, a person voted into power by their subsidiaries. Below the archon are four councillors. These councillors are determined based on the number of votes received during their run for archonship.

As of Episode 2, Giga 1.5 (Crimson Dawn), four additional councillors were introduced. These four are assigned by the archon.

In addition, each position is granted special abilities to help their race. These abilities range from increases in defense, increases in attack, or affect auras to increase the statistics of racial members around the councilor.

In the event the number of archon aspirants is not enough to populate the council position, the top racial characters will be placed into the vacant council positions by default. Racial standings can be seen by checking with the respective race manager NPCs.

Economy
The game's economy can be divided into two parts - production and consumption. The mine is a new field where resources are produced as a part of and in support of economic activity. Mining for minerals and processing the products of these produce many kinds of items. These form the basis for conflict within the mines.

Chip War
The battle for resources is actualized in an all-out war among the three races termed as Chip War. Chip War happens three times in a day, where the winning race obtains the right to control the guardian of the mines - the dreaded Holystone Keeper.

The war is led by the respective racial leaders, whose goal is to break at least one control chip owned by the opposing race. Once broken, the player who has dealt the last blow on the chip must touch base at the center of the mine caverns, to earn his race an extra 60 minutes of mining time guarded by the Holystone Keeper.

As of Episode 2, Giga 1 (Crimson Dawn), the Holystone Keeper will be vulnerable for 30 minutes after a control chip has been broken. The winning race must defend the guardian, or risk losing his guardianship over players who will opt to mine for resources until the next chip war. In addition, only characters who have been able to obtain a HolyMental Scanner during the battle will be recognized by the guardian as a valid member of the controlling race. Connectivity issues, however, have been seen to cause problems with this new feature.

Player Killing
Unlike most MMORPGs, RF Online revolves around player killing. Only the racial headquarters, and the settlement towns, are considered as safe areas from enemy races. Player killing comes into play because of the battle for resources between the three races. By default, opposing races members may engage in combat at any point in time on aggressive maps. Same race players may not engage in combat, unless by virtue of an item called the Chaos Potion, or during a special in-race competition called the Guild Circle Zone Scramble, also known as Guild Wars.

Home Page : http://www.playrf.com/

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