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Saturday, July 31, 2010

Racing 8: The Ultimate PC Collection (2009)



INFO:

Racing 8: The Ultimate PC Collection (2009)
Genre: Racing | Platform: PC | Language: English | 572MB

Nemudrenye arcade racing - the dream of everyone who is tired of long hours spent at work. Walk before going to bed a couple of runs and beat opponents will play, collected in this volume. The player himself to determine at what he interesting ride! ATV's, motorcycles, SUVs, and even bicycles competing in speed and skill on various routes.
For fans of unusual races offered to race toy cars on the living room, as well as competitions postapokaleptichnyh cars.

Game features:

• Doomsday Racers - arrivals at the most powerful off-roader.
• Go Kart Rally - the popular go-cart rally on different tracks.
• MotoXManiac - high-speed motorcycle chase on the steep arenas.
• ProBiker 2 - Exciting races risk cyclists.
• RCToyMachines - Household competition toy machines.
• Turbo Trucks - Heavy trucks are also involved in racing.
• White Van Racer - your mini-van refueled and ready to go!
• Xtreme Quads - really extreme ATVs.

Sustem requirements
System: Windows XP / Vista
Processor: Pentium III / Athlon 800 MHz
Memory: 256 MB
Video Card: DirectX 9.0c - compatible 3D video card GeForce 4 level Ti4200/Radeon 9000 with 128 MB of memory sound card
DirectX 9.0c - compatible
Hard disk: 1 Gb 

Download:
http://www.fileserve.com/file/C9Km2G5/Motori8.up_By_SUPERHIK_SWtim.org.part1.rar
http://www.fileserve.com/file/g6XrE5f/Motori8.up_By_SUPERHIK_SWtim.org.part2.rar
http://www.fileserve.com/file/R7cp9CC/Motori8.up_By_SUPERHIK_SWtim.org.part3.rar

Friday, July 30, 2010

Fable III Preview [Xbox 360/PC]



There’s one overriding feeling you get from listening to Peter Molyneux speak about his games: he really does believe the hype. The Lionhead boss might have a reputation for exaggerating and boasting about the titles he designs, but in front of me stands a man whose enthusiasm is so palpable that it resonates around the room.

He’s also first to admit that Fable II, his previous allegedly world-changing game, had a great number of problems. “To be honest with you, there were really big design flaws,” he says, addressing 2010’s Develop Conference. Fable II was a game that, to Molyneux, threw too much into the mix, emerging cluttered and turgid as a result.

So the big theme is ‘back to basics’. Fable II came under some criticism from players for being too simple, so their inbuilt alarm bells may start ringing when they discover Fable III is streamlined even further. Most immediately noticeable is that there’s only a single item on the heads-up display. “We’ll be getting rid of that icon,” says Molyneux, pointing to it in the bottom left corner of the screen.

No HUD whatsoever, then. And no menus, either, once you’re into the game itself. All of Fable III’s character customisation takes place within the game world, in a place called The Sanctuary. It’s home to your helpful butler, voiced by John Cleese, and allows you to wander around kitting out and tweaking your character – without the need to scroll through endless options and juggle countless numbers. “This is a role-playing game,” Molyneux reminds us. “Where’s all the stats? We don’t need them, because they’re all inside the world.”


If there’s a concern, it’s that Lionhead will struggle to find a way for it to make sense. In the demonstration, The Sanctuary is presented to us without any explanation of how it fits into the wider story. It is of course likely to be integrated into the plot somehow. But for now, Molyneux simply hits a button, and suddenly we’re there, in the Sanctuary chamber, ready to tinker around with our guy or gal.

And that gender choice is one of significance, according to Molyneux. Elements of the narrative switch and alter depending on your chosen sex, while more care has been placed in the female character design this time around. “In Fable II, all our women did look like Russian shotputters,” Molyneux jokes. “In Fable III, I’m glad to say that they have curves and soft bits.”

Ensuring actions feel like they have real consequences is right near the top of a priority list that’s intended to ensure the series feels more dramatic than ever. Playing as the son or daughter of your character in Fable II, the game’s main Journey to Rule campaign follows your attempt to overthrow an evil ruler and eventually become king yourself – but in order to do this, you’re asked to make certain concessions.

It works like this. Characters in Fable III will ask, during your campaign for leadership, certain promises of you. If you agree to them, these people will expect you to carry out their wishes upon your grasp of power. Keep your side of the deal and you’ll be well liked. Go back on your word, and your subjects won’t be at all pleased.


The idea, of course, is to let players be who they want to be – even if that means creating a world that’s even more atrocious than it was under the previous king’s horrible reign. “Even though I know very few people will be a tyrannical king,” says Molyneux, “I still love the idea that you have the opportunity to have your kingdom even worse.”

But despite this depth of player choice, ‘accessibility’ remains the key word. “We want to sell loads more units,” declares Molyneux. The room laughs, but he’s basically serious. “As a designer, more and more, it matters that more people play your game,” he says. The key to that, in Lionhead’s minds, lies in streamlining and refinement. “Being honest, Fable II had some terribly messy things about it.”

So combat’s been tweaked again. It’s all a one-button system, ostensibly simplified but with added depth and flexibility, where spells can be charged for an infinite amount of time to deliver crushing blows. “You could hold it overnight and see what happens,” Molyneux says. “I love that feeling of power. Why should we cap these things?”

Not only that, but the more overt RPG elements have been hidden behind the scenes. Levelling up is still a key component, but rather than assigning skill points, you’re unlocking gates and choosing from treasure chests embedded in the game world. Each new level unlocks a gate on the road to the castle at which you’ll eventually arrive and become king. And between each gate there’s big boxes of goodies to choose from, which unlock various abilities – the ability to buy a house, for example, or to wield “a big bastard sword.”

“I love the visual metaphor of travelling along the road,” Molyneux gushes. “I love that we’re giving people the ability to choose their game features.”


Then there’s the breadcrum trail. That was, to say the least, a contentious issue in Fable II. To what extent is so much handholding acceptable? It’s a question with no definite answers, but Molyneux hopes Fable III hits a nice balance. When on the move, or engaged in a particular task, the trail fades out. But the longer you stay still, the more the game assumes you’re after a gentle nudge. At that point, the trail starts to fade back in until it’s glowing brightly, and pointing the way.

It’s all looking good. It’s all looking very much like a Fable game. That is to say, it’s looking like a traditional RPG for the masses: a vast and expansive fantasy world, but with the stats hidden away, the complexity removed. It also looks beautiful, and while there were a few noticeable texture pop-ups in this early build, some of the vistas – all in-game and explorable – are genuinely impressive. Combine that with a co-op mode catered towards shared experiences (you can marry your co-op buddy, for example. “Why don’t we have an intimate moment in Fable III?” suggests Molyneux. “Obviously it’s not as realistic as the real thing, but it’s a lot less messy.”), and there’s a game that’s certainly not without charm or potential.

Of course, whether that potential is realised remains key. Peter Molyneux has a reputation for over-hyping his games, and it’s not difficult to see where that came from: while Lionhead generally makes strong titles, they’ve rarely been the genre-redefining experiences we’ve been led to believe pre-release.

But Molyneux clearly adores Fable III. Glancing back through my notes, I noticed I’d scrawled down the word “love” in ten separate quotations. Sure, he’s trying to sell his game – but when a designer is clearly so enamoured with what his team has managed to create, it’s difficult to feel too sceptical about what’s in store.

Fable III is set for release on Xbox 360 and PC this October.

Thursday, July 29, 2010

Dungeon Siege III


Remember the PC games Dungeon Siege and Dungeon Siege II by Gas Powered Games? Well, they have sold their franchise to beloved RPG developer/published Square Enix, and Square Enix has chosen Obsidian Entertainment to help them develop their first ever Western RPG. The game is still in alpha testing, so we were only able to watch the creators play through a couple of levels, but what we saw looked amazing.

However, the partnership did not want to keep the franchise restricted to the PC as it has been in the past. When the game releases in the first quarter of 2011, it will be available for both the Xbox 360 and the PS3 as well as the PC. As such, they changed up much of the game. It's still an action-RPG, but it features co-op multiplayer for those who wish to play with friends. Those who wish to play alone can still do so with AI partners. In addition, players can jump in and out of co-op/AI play at any point in the game.

One thing the developers continually harped on in their presentation was that they wanted to keep the game focused on action without letting long cut scenes interrupt too much of play. So while the characters are exploring each area, they will talk to one another without stopping the player from exploring or harvesting. 

One of the best features of the game is the lack of loading times. The environments are constantly being streamed through, so players can take their characters in and out of different environments seamlessly. This fact alone has me the most intrigued to try it when I can.

If Square Enix and Obsidian continue at the rate they showed us today, then their first WRPG should be a booming success. It's just too bad we have to wait until early 2011 to find out.

ScreenShot:


Enjoy....




Wednesday, July 28, 2010

Darkspore Preview Looks Diablo-esque, Made By Maxis

Once upon a time there was a science fiction RPG that started playing Spore on the PC, and they grew up happily and had a beautiful baby called Darkspore. The great minds of Maxis, behind the Spore PC game that allowed users to make their own alien ecosystems wants to take the action up a notch. By joining forces with Bioware, the developers responsible for RPG’s like Knights of the Old Republic, and Mass Effect*, Maxis hopes to make a real hit in the RPG realm.
Darkspore will feature dynamic, fast-paced action as players battle across alien worlds to save the galaxy from the mutated forces of Darkspore in a four-player co-operative and full single-player campaign, as well as intense multiplayer battles. In order to defeat the malicious Darkspore, players will need to collect an arsenal of living weapons - genetic heroes with different combat abilities - and upgrade them with tens of thousands of collectible body parts and armor.

Tuesday, July 27, 2010

Tom ClancyPS3/X360/PC Preview - 'Tron: Evolution'

Set during the era between the two TRON films, Tron: Evolution conveys the story of significant events within the TRON mythology. The game features an epic adventure across a massive digital world filled with high-mobility disc-based combat and advanced light cycles.

"Tron: Legacy" is coming to theatres soon, and Disney is working on taking full advantage with two distinct video games. Surprisingly, neither game is a rehash of the film; in fact, the main console game, Tron: Evolution, will be telling a separate plot, get its own marketing push, and is being treated distinctly from the film.

The game takes place between the first and second films; details beyond that were a little less clear, especially with the Propaganda Games representatives being strongly focused on the gameplay. Fortunately, the gameplay holds up, taking a known genre (in line with the God of War series) and making twists all its own.

The protagonist finds himself faced with two separate threats: the orange programs of the MCP are out to stop you, and there are also yellow virus programs in the fray. Even when faced with the hero, the two programs actively attack each other, making battles into crazy three-way fights whenever both showed up on-screen at once. Fortunately, the character is armed with a highly variable tool: his disc, which comes in several variants and can be held in three distinct stances, each with a different purpose.



Most combat will be centered on the Combo style, which smoothly mixes the two basic attack buttons — melee and throw — to go through enemies, one after the other, in a vein similar to the recent Prince of Persia: The Forgotten Sands. The Sprint style doesn't offer nearly as strong of an attack array but allows you to go across fields, wall-running and climbing like nobody's business. Surprisingly, the physics are more realistic than one would expect from Tron. You quickly learn to tell what you can and can't pull off. Finally, the Block style allows you to block and charge up devastating special attacks that can wreck the environment. The switch between all three was reasonably fluid and easy to get into, but in the demo, the rep tended to use only one style at a time.

While they noted that RPG-like character development systems were in place, the details weren't shown off on-floor at E3.

By far the biggest thing about Tron: Evolution is the graphics, which neatly capture Tron's distinctive visual style. Although they've gained detail over time, the environments are simplistic but surprisingly full, with digital plants bringing color to the black walls and wall lightings (which Anon can break to regain life) keeping the style from feeling too dark. Characters have smooth, detailed animations, providing a flow that reminded me positively of Batman: Arkham Asylum, but much, much faster.


While the demo also had sections about the series' signature Light Cycles, I didn't have time to see the segment before jetting off to my next appointment. From others, I've heard that the results were similarly manic and smooth, capturing the Tron style neatly by not being a straight racing level as much as a survival challenge.

Disney's recent streak of high-grade games, which even extends to above-par film-based games, shouldn't end with Tron: Evolution. People who want a strong mix of Prince of Persia and God of War should look forward to the game's release alongside the film, "Tron Legacy."

Monday, July 26, 2010

Preview: Dragon Age 2


BioWare surprised fans at Comic-Con with a world premiere hands-on preview of Dragon Age 2, completely open to the public. A block down the street from the convention center, fans were treated to a short presentation by lead designer Mike Laidlaw, as well as a few very brief combat segments and a look at the story that kicks off the game.

I'll get impressions out of the way first: It's faster and more brutal, less cerebral and more exaggerated. You might think that's because BioWare wants to make the game a little flashier and more accessible, and you'd be right in part. But Dragon Age 2's dark secret is that even if the action is a little more over-the-top and a lot darker, there's a real, solid, story-based justification for it.
As you know if you've been paying attention to the game, the sequel's story revolves around a character named Hawke, not the customized, silent Gray Warden protagonist of the first game. While you're still able to customize your appearance and your class, Dragon Age 2 consists of Hawke's story, not just one you're making up.

And here's the catch: Someone else is actually making it up. The main characters of Dragon Age 2 are actually Cassandra and Verik, two people ten years down the line from the first game, that have to save a world on the brink of war not by fighting their own battles, but by finding out just what Hawke's been up to since Dragon Age: Origins. In other words, the game is told in flashback, by a not-always reliable third party. Which means that if Hawke's story is flashier, grittier, or more fanciful than the first game, that's okay -- anything that might be a lie probably is. "We wanted to see what happened if a legend is exaggerated," said Laidlaw during the demonstration.

"We wanted to see what happened if a legend is exaggerated."- lead designer Mike Laidlaw
That doesn't mean that Dragon Age has lost its core RPG combat mechanic -- you can still pause the game and assign orders to your characters. But it does mean that Hawke can mow down baddies with just one whirlwhind ability, or that his mage cohort can summon a magic meteor storm with just the press of a button. Moves are gory and flashy, with limbs and blood flying everywhere after a big slash or a devastating spell.

It means that the pressure to tell a story moves from the dialogue tree to the narrative itself -- while there are still choices to be made, dialogue works much more like Mass Effect's dialogue wheel, and BioWare has even put icons in to match up with each dialogue choice. If you consider choosing a line that is more diplomatic, you'll see an olive branch icon before you choose it. But going with a line that will lead to a big fight will have a clenched fist icon instead.

And it means that after just a few minutes into the game, you can see a dragon swoop out of the sky, magically transform into a woman, and "she" can walk up to Hawke and company to slyly say, "Well, what have we here?" No, that might not be exactly how it happened, but the story you're playing is the story being told, not the story occurring in Ferelden.

Not much was revealed about the characters fighting with Hawke. He (or she) starts out with a human mage sidekick, and while there are some new tricks (mages can now get the "finishing move" cutscenes that are sometimes possible when downing a larger boss, and one dialog option allows you to send your companion in first, allowing them to direct the battle for once), characters control about the same. They do feel faster -- BioWare has decided to lose the "move queue" idea in favor of more responsive controls, so when you press a button, it feels like you're actually swinging a sword instead of just telling a character to swing the sword as soon as they can.

It's worth mentioning that Ferelden seems to have changed, too -- while the first game could be quite lush at times, this one is much more stark and barren. The enemies are darker in shade and slimmer than the first title, and the heroes are less shiny and more rugged. Of course, the demo only consisted of about ten minutes of gameplay (which, in Dragon Age time, is as good as nothing), but especially if it's representative of the larger game, we're in for a rougher ride.

That framed narrative is the key, however -- BioWare isn't just turning the sequel into "Dragon Effect," it's actually baking a story into the game that allows the developers to go bigger cinematically and thematically. We don't yet know how Hawke's story will play out -- Laidlaw promised that players would make decisions that show how "the Chantry's fallen to pieces" and the world is brought to war. But however it's done, we'll be hearing about it from an NPC as we play.

Sunday, July 25, 2010

StarCraft II Midnight Launch Preview

StarCraft II, the biggest PC/Mac game of the year is all set to launch in the UAE on 26th July at Emax, Mirdif City Centre. We talk to Nitin Mathew, Marketing Manager at RED Entertainment Distribution about the game and what we can expect at the launch.

Register for priority access to the game at www.megamers.com/starcraft2.
MEGamers.com: What made you decide to hold a midnight launch for StarCraft II?
StarCraft is one of the most celebrated gaming franchises around and since its launch in 1998, it’s turned into quite a phenomenon. It’s been critically acclaimed for its near perfect blend of story, gameplay and graphics (at the time) and regularly features in lists of the best games of all time.
Given the strength of the franchise and as a tribute to the fans and the game, we wanted to celebrate the franchise by launching it at midnight making the game available to local fans at the same time as their counterparts around the world.

MEGamers.com: What price will the game be sold for?
The standard edition will retail for AED 239.

MEGamers.com: Will the Collector’s Edition be available during the launch? If yes, at what price and what’s included?
Yes. The Collector’s Edition will be available at launch and retail for AED 499, will include the following bonus items in addition to the game disc:
  • The Art of StarCraft II: Wings of Liberty, a 176-page book featuring artwork from the game
  • An exclusive 2GB USB flash drive replica of Jim Raynor’s dog tag, which comes preloaded with the original StarCraft and the StarCraft: Brood War® expansion set
  • A behind-the-scenes DVD containing over an hour of developer interviews, cinematics with director’s commentary, and more
  • The official StarCraft II: Wings of Liberty soundtrack CD, containing 14 epic tracks from the game along with exclusive bonus tracks
  • StarCraft comic book issue #0, a prequel to the comic series
  • A World of Warcraft® mini Thor in-game pet that can be applied to all World of Warcraft characters on a single Battle.net account
  • Exclusive Battle.net downloadable content, including special portraits for your Battle.net profile, decals to customize your units in-game, and a visually unique version of the terran Thor unit
MEGamers.com: What time should people queue up by?
I would suggest getting there by about 10pm and don’t forget to bring your email confirmation of registration. Due to the massive demand, we will have limited stock available and preference will be for those who pre-register on MEGAMERS. Don’t forget to bring your cameras and friends!
We’re also hoping to give away a few surprises and I’m going to personally give away a Collector’s Edition to the best costume on the night!

MEGamers.com: Why was Emax chosen as the venue for the midnight launch?
To begin with, the team at Emax is extremely enthusiastic about StarCraft II and coupled with their stature as a leading electronics retailer in the UAE, we felt that an Emax Mirdif City Centre outlet would be a great place to hold the launch.

Friday, July 23, 2010

Tom Clancy HAWX 2 : Game Overview


Tom Clancy HAWX2 screenshot1 Tom Clancy HAWX 2 ( Release Date – September 7, 2010) plunge gamers into an explosive environment where they can become elite aerial soldiers in control of the world’s most technologically advanced aircraft. Tom Clancy HAWX 2 will appeal to a wide array of fans as players will have the chance to control exceptional pilots trained to use cutting edge technology in exciting aerial warfare missions. Tom Clancy HAWX 2 is directly inspired by Tom Clancy’s books, and it will enable fans to once again experience the excitement and intensity that built H.A.W.X. as a successful brand.

Screen-shots (Click images to enlarge)

Tom Clancy HAWX2 screenshot2 Tom 
Clancy HAWX2 screenshot3 Tom  Clancy HAWX2 screenshot4

Tom Clancy HAWX 2 : Game Overview

Devastate your enemies with Prototype Technology :- Use all your skills to command an astonishing array of cutting-edge technology and overwhelming firepower delivered by tomorrow’s finest combat aircraft. From the F-35’s vectored thrust capability to the ultra-secret Enhanced Reality System, You’ll light up the skies with a suite of experimental technology available only to chosen few.
Get up close and Personal to the war of tomorrow :- See the enemy’s canopy shatter as your cannon shereds his aircraft. Feel the thundering impact of your laser-guided bombs as your roar close overhead. War may not be pretty, but it sure looks impressive.
Prove your mettle above the world’s most famous locations :- From Moscow to the Persian Gulf, from the Arctic Circle to the Indian Ocean, actual high-resolution GeoEyeTM commerical satellite imagery ensures an stunning degree of realism.
Air Warfare brought to the next level :- Fly as an elite tactical aviator
  • Go head-to-head in close-range dogfights.
  • Take off and land on bases and carries.
  • Sweat through night precision bombing.
  • Track your targets using silent UAV’s then strike from above.
  • Use air-to-air refueling in the middle of missions.

Tom Clancy HAWX 2 E3 Trailer

tom clancy hawx2 box tom clancy hawx2 box

Thursday, July 22, 2010

City of Heroes: Going Rogue Preview


CITY OF HEROES is now in its sixth year – an achievement few games can claim – and NCsoft's superhero MMO is showing no signs of slowing down. I recently visited Paragon Studios to have a look at the upcoming expansion, City of Heroes: Going Rogue.

Ever since the last City of Heroes expansion – City of Villains – way back in 2005, players have desired a way to change their superhero into a being of malevolence. The team behind the game even had plans to allow for that at the launch of CoV, but it was a system that they weren't entirely happy with, so it was put on the backburner. City of Heroes: Going Rogue brings with it a system the team is finally satisfied with, allowing villains to become heroes and heroes to become villains.




The way it works is this: while playing the game, after level 20, enemies will occasionally drop "tips," which allow players to play a special mission. After playing about 10 "tip" missions, a morality mission opens up, and players have the choice of moving to a new alignment. Heroes may become vigilantes, vigilantes can become villains (or go back to hero), villains can go rogue, and rogues can become heroes or villains. There are rewards for cycling through, but there are also rewards for consistently sticking with hero or villain. Although being neutral has its own rewards, being a vigilante or rogue gives players access to the entire game – even parts of the game that were originally exclusive to hero or villain. In addition, vigilantes and rogues can team up with anyone.

The tip missions range in size, from very quick to something a little more involved. The morality missions are meant to serve as the culmination of a good deal of effort, so they're more extensive. They also follow a loose story arc of sorts, and you will see recurring characters and themes as you progress around the alignment circle.

It's all a bit complicated, though, and can be pretty daunting for new players, so along with the alignment system, a new area called "Praetoria" is being introduced. Well, it's not entirely new; veteran players may recognize it as one of the cities in an alternate dimension that had been occasionally featured within the game. Here it is fully fleshed out and playable. It serves as a training ground for players to get used to switching alliances.

Praetoria is a utopian metropolis of sorts, run by a hero known as Emperor Cole to some and Tyrant to others. His grip on his society has naturally caused his people to splinter into two groups – the Loyalists and the Resistance – and which side you take is totally your personal choice. But beware, for your choice can have far-reaching and permanent implications such as the death of your mission contacts.


Watch the new trailer!
For a game as old as City of Heroes is, Praetoria is surprisingly sleek. The buildings mix different architectural styles, and the slow drift from pristine in the center to ghetto at the city limits serves to show where Cole/Tyrant's interests lie. The details, such as the propaganda spread around the city, serve to flesh this idea out further.

Players creating a character in City of Heroes: Going Rogue will have access to all 10 hero archetypes, rather than the five that heroes and villains are each limited to. In addition, two new power sets are available – dual pistols and necromancy.

I messed around with a low-level dual pistols character for a while, and I have to admit, it was pretty neat. Higher level characters have access to much cooler maneuvers, of course, with bullets whizzing and spinning everywhere as well as a multitude of status effects to inflict.

While the expansion doesn't seem to add a great deal of content to the endgame (players will have to wait for a post-expansion patch for that), it looks like it creates a huge amount of content for good players who want to be bad and vice versa. We'll have to wait until it is released in August to get a full feel for how City of Heroes: Going Rogue has shaped up.

Wednesday, July 21, 2010

Mafia II Preview



One of the biggest releases of the year, Mafia II is just over five weeks out from hitting the shelves. 2K have kindly donated some preview code, and we've been playing through four chapters to see if this sequel is wearing cement shoes.

Previews:
THERE'S TWO CERTAINTIES about receiving preview code from developers. The first is that there will almost certainly be an embargo limiting at what time the written content can be published, and the second is that the code will be for either the Xbox 360, or the PS3.

This article, therefore, was supposed to be based on the Xbox 360 version of Mafia II, however a technical problem with our development Xbox 360 meant we had to fall back to the Steam-distributed PC version instead. I'd initially been a bit worried that we'd spend half the article talking about terrible console ports, useless mouse movement and every other frustrating element that makes up most of what passes for cross-platform releases these days, but fortunately this isn't the case at all.
First though, let's get something out of the way - the PC version looks spectacular. The cars are modelled with precision, the character animation within the game is spot on, and the close-up cinematic shots reveal an incredible level of detail.
 

Although our preview copy only consisted of four chapters (each perhaps lasting between half an hour and an hour depending on our success rate) it's clear that 2K Czech have crafted a remarkable city in Empire Bay. The draw distances are extensive, and the terrain changes seamlessly between different suburbs. From the opening stages where the city is blanketed in a layer of snow, to the later chapters where everything has thawed and the summer has arrived, the eye candy on offer is more than capable of displaying the story that is so crucial to the Mafia experience.

You play as Vito Scaletti, a WW2 Italian-American soldier back from the front lines after being at the receiving end of a bullet. Whilst he's been given time to recuperate from his injury, it's clear that he's in good health and perfectly capable of returning to active duty - which is a problem, until his old buddy Joe Barbaro organises some fraudulent release papers from a mob-friendly doctor. It's here that we begin to chart the progression of Vito from ex-soldier to Made Man, although 2K haven't given away any plot secrets as the chapters we've been provided with are scattered throughout the game.
 

It wouldn't be a mob game without a fairly solid collection of vehicles in which to stash dead bodies and the like, however this sequel differs from the original in a few notable places. First off, all the cars are available from the beginning of the game (although much like the original, the makes and models change as the years roll around). Additionally, it's not necessary to be taught how to steal cars - you can either smash a window and risk the ire of the constabulary, or use a new lock pick mini-game to align tumblers and quietly get inside.

The lock picking is used elsewhere in the game too, and varies according to the complexity of the lock in question. When stealing visibly older cars (some of which appear to be from the 1920's or thereabouts) there might only be one tumbler to align, which can be done in a couple of seconds. Later model cars appear to have up to three tumblers, and each must be correctly aligned to proceed. If you fail the third tumbler, you'll go back to the second. Fail the second and you'll have to start the whole process from scratch. It's quite well implemented in the game, some of the more adrenaline-fuelled moments will see you frantically trying to pick locks before being spotted by the police after your wanted level creeps up.
 

The police are extremely effective (much like in the original Mafia), so racing through the city running down pedestrians and blasting through red lights will certainly get you busted. This happens in a number of ways - you can simply pull out weapon on the street (any street at pretty much any time) and you'll instantly have a wanted status. You can either elect to run or drive off and hide somewhere until any police in the area can't see you, or you can wait for them to attempt to arrest you. At this point you'll be prompted to choose between bribing the officers, or resisting arrest. It's usually best to bribe the cops, as resisting frequently results in either getting shot, or having to have to repeat the same process a hundred metres down the road when the next cop spots you.

Your wanted status varies according to your crimes. If you shoot police officers, eventually your status will reach a "4-star" level, inviting federal agents to instantly shoot you on sight. With Thompson .45 machine guns. This, obviously, is to be avoided.
 

Another issue to contend with is the practicality of escaping from police in a vehicle. It's not difficult to outrun the police and find a quiet spot to park up, or indeed a garage where you can customise your license plate, respray the car, and choose all manner of modifications that will render your vehicle "clean" again. It's just that the police are so persistent at spotting you and opening fire that your car very quickly resembles a colander, and the damage is likely to involve popped tyres, smashed glass, and all manner of damage that gradually slows the vehicle until progressively more and more smoke comes from the exhaust and under the bonnet.

That is, if you're lucky. If you're unlucky, you'll steal a car that has virtually no gas in it. Once that fuel gauge hits zero, you're not going anywhere, and unless you can find a petrol station (and lose any cops on your tail before attempting to fill up) then you're back on foot again. In addition, if your car is particularly beat up and you crash it hard enough, the engine will stop entirely, and you'll have to jump out and open the bonnet to get it going again.
 

As it's virtually impossible to perform any real violence on the streets without eventually getting either arrested, shot, or run over, it's best to contain this to the missions provided in each chapter. The game steps you through the hand-to-hand combat system first, allowing you to beat up a loan shark who has been threatening your family. It's a basic system that requires either left or right mouse clicks to perform different punches, followed by quickly tapping the same button in succession to perform a combo. No real surprises here - 2K have kept it pretty simple, and the game certainly seems to favour violence of the bullet-orientated type anyway.

As this is the PC version, there's no target lock-on available. The targeting however appears to be smooth and responsive, with no slowdown or crazy bullet physics. Our code contained three weapons - a pistol, shotgun and .45 machine gun, each able to be replenished instantly by walking over the bodies of the fallen, and curiously, each able to be carried at the same time. The game offers a free-look crosshair, and although all combat takes place in a third-person perspective, when zoomed in there's enough screen real estate on offer to replicate a first-person experience.
 

The enemies you'll come across take several torso shots before going down, or a well-aimed headshot. They'll stumble and keel over realistically, or perhaps be launched backward by a close-range shotgun blast. Most of the scenery appears to carry with it some destructible quality too, such as being able to blast away chucks of plaster from internal walls, or shooting through glass dividing walls in a bar. Nvidia have provided PhysX support, and it shows. Even 3D is on offer, for those with suitable hardware.

It's not all guns and glory though, there's plenty of occasions where Vito will need to adopt a softer approach in order to succeed. One in particular involves sneaking through a sewer pipe (where by a happy coincidence one of the collectable Playboy magazines was hidden) and infiltrating a slaughterhouse to rescue colleagues. It's here that Vito has to carefully slip from room to room without being spotted by henchmen - the same notification normally used to indicate your proximity to police is employed cleverly; the whole mission being almost Thief-like in design.
 

The Mafia II experience isn't going to be adequately described by using the term "sandbox". This is first and foremost a cinematic title that follows a linear path, gradually introducing different characters, and naturally, removing many of them in a fairly brutal fashion. There's dark humour present, but most of the situations Vito encounters appear to follow what our preconceived opinion of the Mafia should be - from the solemn ceremony where he's turned into a "made man" to the montage showing him beating up people that follows, the game takes on the topic of organised crime and presents it in an engrossing and honest fashion.
It's early days yet, but there's no reason to suspect Mafia II won't be every bit as successful as the first game.


 
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