Showing posts with label activation. Show all posts
Showing posts with label activation. Show all posts

2/05/2012

Alien vs Predator Review

Alien vs Predator
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I am a long time fan of the Aliens and Predator franchises. When the 1999 AvP game was released, I thought I had found gold.
The 2010 version is, I'm quite sad to say, an utter disappointment to this long-time fan of the franchise.
I will point out the good things about this game first.
The environment is beautiful and perfect. Everything looks like it is supposed to look.
The story line is pretty good.
The sound is great. Everything sounds like it was sampled from the movies.
Cut scenes are great.
I LIKE that Marines can only carry 2 weapons plus a pistol. I also like that you have to hold a special key to run and the Marine can only run a certain distance before tiring and having wait before running again.
And.... well.... that's the only good things I can say about this game.
To be honest, I have only played about halfway through the Marine campaign. But so far, the gameplay is terrible. There is no crouch. Seriously. Hitting the "Jump" key seems like it causes the Marine to lift the equivalent of about 6 in off the floor. I realize his is armored and carrying a weapon but come on.
It seems the developers tried to get away from the "pickup health and armor" that is the norm for 1st person shooters. I give them credit for TRYING to think outside the box. The Marine has 1 bar for health. It is replenished by using stim-packs. There is no bar for Armor. I understand the devs wanting to do something different. Fine. But the Marines wear armor. There needs to be some way to repair it. As it is, the armor plays no role in your character. That is supposed to be one of the things that differentiates you from the Alien and the Predator.
The environment is entirely too dark. I realize that when you are a marine the environment is supposed to be dark and scary, but there is a difference between "dark and scary" and "I cant see a $^&@ thing!".
The environment is beautiful, but largely non-interactive. It actually reminds me of Doom 3.
In the first AvP game, and the AvP universe in general, Aliens are super fast, super strong, can climb anything, see in the dark and if they grab you, you are dead. Their weakness is that if the Marines see them before they can close the distance, they are turned into a pile of goo by a short burst from the Marines "Superior Firepower". Not in this game. The Aliens are slow and take about 4-5 bursts from a pulse rifle to kill.
So if the Aliens grab you, you are dead right? Wrong. Not in this crappy game. Marines can MELEE an Alien off if the Aliens grab them. "WTF" you say? You heard me. If an Alien grabs you and is about to put the jaws to your forehead, you can whack him with your gun and knock him off. When I discovered this, it made me wonder if the devs of this game had ever seen the movies or read any of the comic books. A MARINE CANNOT MELEE WITH AN ALIEN OR A PREDATOR! Come on, Arnold got his ass KICKED by a Predator, you think your average marine would fair better?
When I got the first AvP, Half-Life 2, FEAR, Left 4 Dead, or Deus Ex, I sacrificed sleep to play through them. I couldn't wait until I had everything done and had some time to indulge in some epic video game fantasy. I could care less if i play the 2010 version of AvP ever again. The gameplay just plain sucks. I may try skipping to the Predator campaign to see what kind of job they did with him but if the devs messed the Marines up this bad, I can only imagine how much they changed with the predator.
If the devs had half a brain, they would have taken the 1999 game and updated it with modern graphics, a modern engine (Source perhaps?), more missions, and more multi-player levels and released that. But noooooo! Im sure they had to "exercise their artistic license" and try to "create something unique. Our take on the series". In other words, the same mindset that caused Hollywood to release that steaming pile of poo "Aliens vs. Predator" in 2004. What they have ended up doing is messing up the formula that made the original game so great.
The thing that makes me the maddest is that I game on the PC. So i cant even take this piece of crap down to gamestop and trade it in for something else. Im simply out the [...]. I got screwed.

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1/31/2012

Napoleon: Total War Review

Napoleon: Total War
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I am a big Empire: Total War (hereinafter referred to as ETW) fan, and a few months ago, was wondering whether to get Napoleon: Total War (NTW). $39.99 for an "expansion pack" seemed rather exorbitant. However, since I am a huge fan of Napoleonic history (I read David Chandler's "Campaigns of Napoleon" front to back) I decided to take the plunge and pre-order off of Steam.
I would also like to address the oft discussed topic of Steam. This review will NOT solely discuss the criticisms of Steam; if you want to do that, start a topic in Amazon's discussion forums. This is a review of the game itself, not of the distribution system. That being said, I would like to add that I'm not sure why there is such furor over Steam. I've used it for the past four years, and never had a problem with it. Anyone who's played Counter-Strike, the Half-Life series, or Day of Defeat Source will agree that Steam is a very convenient content distribution system. I prefer not having to physically store my game CDs; Steam is a popular system, and I don't see Valve suddenly folding up shop over the foreseeable future.
Back to the review, installation from Steam took a few hours and 20 GB to download. The game requires Steam, so even if you purchase the physical DVDs from Amazon, Steam will be required for activation. Happily, the game is rock solid so far, no crashes of any kind. For comparison, here are my system specs:
Core i7 920
4 GB Ram
Single Nvidia GTX 260, Core 216
I'm running all settings on ultra, with the exception of a few token details. HDR is turned off, because frankly, I never liked the look and it unnecessarily burdens my system. Video optimization seems particularly smooth, and whereas the Campaign map would lag in ETW, I see no such problems here.
The differences between NTW and ETW are many, some slight, but even the smallest modifications make a big and improved difference in Napoleon: Total War. NTW is what ETW should've been. Here are the main differences, which I've summarized in 4 main categories.
VISUALS (Campaign map, battles, soldiers)
GAMEPLAY (Shorter turn time, Campaigns like Road to Independence)
ORGANIZATION (Historical Battles, Campaigns)
MULTI-PLAYER
First, the VISUALS. NTW is vastly upgraded over ETW in terms of visuals. There are now more soldier types per unit, some sporting brown or blonde hair, others with muttonchops or none. When you adjust the settings to the maximum, yes, there really are 64 face models as Creative Assembly boasts. Each engagement is a thing of beauty, with brightly besmocked soldiers, shakos and tri-corner hats, bayonets glistening in the air. Revolutionary Infantry soldiers march into battle barefoot! Napoleon's Old Guard Grenadiers look particularly resplendent in the new game engine. With white tunics, bear-skin caps with red plumes, and imposing figures, the Old Guard is brought to life and every bit as accurate as the history books. Heck, you can even make out the individual threads on the red epaulettes of the Guard.
Cannon shells leave explosions bursting in the air, and cannon-balls leave deep furrows in the ground. The camera view rocks from nearby blasts. A few new unit animations have been added, including a horse dragging a dead rider away, foot caught in the stirrup. Battles are amazing, to say the least. Now, muskets fire with greater flash and smoke. The Campaign map has also been upgraded, showing greater detail. There are also a plethora of short cinematic clips, which help to cement the 19th century feel as well as teach you a little Napoleonic history. Naval battles have also been improved, with clouds in the sky, and sun glinting off the ocean. The battle interface bar is sleeker, and the battle control menu from ETW has been replaced with a translucent menu. Soldier portraits are larger, and more intricate. Battle landscapes feature environmental effects which in turn have an effect on unit statistics. Battles feel faster and more magnificent. Units upgrade their veterancy in real-time as well, so you often survive a hard-fought battle with elite units.
Next, the GAMEPLAY. The biggest overhaul is to the Single-Player Campaign. It builds on ETW's "Road to Independence", featuring three linear campaigns which closely follow periods in the Napoleonic Era, from his early years with the Republican armies in Italy/Austria, to the forays into Egypt, and then the European theater. I think this type of linear storyline makes sense, given the focus on Napoleon's life. Additionally, the tutorials are more detailed, with three tutorials (land, naval, campaign) also illustrating early events in Napoleon's life on Corsica, and his travel to mainland France and subsequent rise to success. One huge change on the Campaign map which I really appreciate is the ability to speed up unit marching, which used to drag the single player turn time. Turn time is now two weeks rather than ETW's six months. Additionally, the campaign maps themselves are much more focused. Weather now impacts your strategic planning, so march your armies carefully! Troops must be supported by supply lines, and even the grandest of armies can be crippled by desertion and sickness. Rakes have been replaced by spies (good decision!) and greater flexibility is given to gentlemen. Spies have the ability to build up spy networks as well, if enough time is spent in an enemy city. When capturing a city, occupying forces finally have the option to either loot and kill the inhabitants or peacefully occupy. This option was sorely missed in ETW, even though it was present in the Rome and Medieval series.
In naval battles, ships now have the ability to make repairs at sea, and further health bars on added to show the hull strength on left and right sides of the ship. Naval battles with large numbers of ships were already hard enough for me to manage in ETW, so while the new health bars are a nice touch, I probably won't be able to monitor them unless engaged in one-on-one combat. For land combat, units' morale is shown in real-time with a morale meter by each unit, and generals may rally or inspire select units. Each general is based on a historical figure (another nice touch), and are irreplaceable, so conserve them carefully. Generals level up, but their veteran experience gives them a nice touch in NTW. Higher ranked generals can deploy their men after lower ranked generals have already deployed, thus increasing your tactical superiority. This presents a tremendous tactical edge; during one memorable battle against the computer AI, I was able to place my Grand Batterie of artillerie a pied and completely enfilade his entire left flank, crushing the infantry and routing them before contact. Depleted units also automatically replenish when in friendly territory.
Lastly, on the battlefield, there are additional inset video screens that bring your attention to critical news flashes, like when your general is in danger of being killed, or when a particular unit is in danger of routing. I could've done without the inset screen; it sounds helpful in principle, but in reality, the inset screen is too small and too low-resolution to discern anything useful.
Next, we have ORGANIZATION. As previously mentioned, NTW builds on the Road to Independence Campaign featured in ETW. NTW also has a greater number of historical battles, which I thought ETW was severely deficient in. To add some excitement (or consternation), the historical battles must be unlocked one by one, and some major battles are featured, such as Borodino, Austerlitz, and of course, Waterloo. I would've liked to see some additional major battles, such as the Peninsular confrontations, the giant bloody square at Wagram or Napoleon's return to brilliance with the Six Days Campaign in 1814, which featured tactically brilliant demonstrations with his Old Guard. Or event Murat's enormous 10,000 strong cavalry charge against the Russian center at Eylau, or General Senarmont's brilliant use of case-shot against the Russians at Friedland? Alas, we will have to wait for a fan-made mod to relive those battles, I'm afraid. The Grand Campaign aka Campaigns of the Coalition allows play as one of France's enemies; Great Britain, Austria, Prussia, and Russia. However, the campaigns end around 1813; why not 1815 with the surrender and capture of Paris following Napoleon's abdication and permanent exile to St. Helena?
Lastly, the MULTIPLAYER has been heavily hyped. Since I was never interested in multiplayer for ETW, the same is true for NTW, and I'll just briefly mention some of the new additions, some of which are quite significant. Besides the usual Steam achievements and hyped uniform editor, friends can drop into campaign battles in the single player campaign! Some online review sites have said that the new multiplayer feature is the icing on the cake, but I'll let you find out for yourself.
In summary, here are the pros and cons:
PROS:
-Vastly upgraded graphics
-Gorgeous battles
-Improved interface and playability
-Napoleonic theme
-Multi-player (if you're into that)
-Stable build, no crashes
-Shorter load times
CONS:
-Need to shell out more cash
-No fife/marching music?
-No additional unit formations, e.g. mixed order formation?
-Sieges are best auto-resolved
-Minor AI Quirks
-Cannons shooting into the backs of own troops, !$#@%
Just a brief note about the cons; I noticed they added a fife playing soldier to each infantry unit, however, he doesn't seem to play any particularly famous historical tune. I used to play a...Read more›

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1/26/2012

Warhammer 40,000: Dawn of War II - Chaos Rising Review

Warhammer 40,000: Dawn of War II - Chaos Rising
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One caveat first. This is a Windows Live/Steam game, so if you have objections to either of those things then stear clear. That said, I'm going to provide a brief review of the game with scoring not weighted by those factors.
I have a fairly uncommon perspective on this game, I imagine, which is that I played it before I played the original (which I just completed last night), so I can rate it both as a stand alone experience untainted by preconceptions, and as a continuation of the original.
As a stand alone experience I found the game to be quite addictive and fun. The first level is designed as something of a tutorial to the game's basic mechanics. You're introduced to various ideas like explosives, the cover system, bunkers, the strengths and weaknesses of the different squad types, etc. Not having read the manual I found myself scratching my head at a few things but if you click the little quick tip icons on the left side of the screen and pay attention you can figure out most of the game's major mechanics fairly quickly. I was able to beat the first level of the game at the medium difficulty setting on my first try. Don't forget to use the "x" button frequently to retreat your squads that have lost members. This way you can replenish them to full strength and bring them back into the fray without any of your squad leaders requiring revival. This works especially well during boss battles. Since the bosses don't heal you can chip away at them and win by sheer persistence. Once you learn the mechanics you are fairly quickly thrust into the thick of things and the game ceases to coddle you.
Your squads carry through from one mission to the next, gaining levels and experience much like an RPG. You can and will upgrade their equipment multiple times. Though individual members of each squad can die (and easily be replaced at any control point), the squad leaders persist and stay with you for the whole game. You'll have to play through a few missions before you find Captain Thule, or unlock your Terminator armor, though.
You lose stars on your mission rating for each squad leader that becomes incapacitated during the mission (whether you revive them during that mission or not). I find this mechanic works well. You can plow through most missions by attrition, even if you have to revive your squad leaders multiple times, but to earn the highest rating (and the most experience), you'll need to be smarter and more methodical. It can be quite a challenge to get a 5 star rating in all three categories (number of enemies killed, squads that didn't become incapacitated, and speed with which you complete the mission).
There are a few changes to the game as compared to its predecessor, but nothing major (with the exception of the corruption system). Mostly, you just don't have to worry about defending your foundries and such any more. You'll probably also appreciate the new abilities you can unlock. Some of them are truly amazing such as converting signum use to energy. Talk about blasting the enemy to smithereens! Good stuff. I particularly enjoyed the section of the game where you get to explore an ancient space hulk. I had flashbacks to the board game. Also, at a certain point you unlock a new unit type, the Terminator Librarian. This guy is extremely versatile and effective if specced out right. Controllable mini "black holes"? Yes, please. The game includes an additional enemy type, chaos marines, which are pretty evil and fun to blow up. I'm sure there's some change to the tactics required to defeat them, but I found that they died pretty "hand"ily to Davian Thule's massive Dreadnought claws. Long live Captain Thule! Additionally, there's a corruption system whereby you can let your team become more and more evil, thus unlocking the ability to use special "corrupted" weapons and armor, which are fairly univerally better than the uncorrupted stuff. I didn't try it this way yet, so I don't know exactly how it would change the story, but intend to do this on my 2nd play through.In summary, if you liked the original, you'll like this. I can't imagine why you wouldn't. If you haven't played any DoW II but you like tactical style RTS games with no base building (much like World in Conflict) then you should definitely give this one a try.

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Story Your Blood Raven Space Marines have saved the sector, but can they save themselves? In Warhammer 40000: Dawn of War II: Chaos Rising, the sequel to the acclaimed Dawn of War II RTS franchise, you return to sub sector Aurelia where a long lost frozen ice planet has reappeared from the Warp, bringing with it new secrets to uncover and foes to face. Here you must take command of the Blood Ravens and defend the sector against the forces of the Black Legion. Purge the chaos filth and hold the chapter together as traitorous forces work from within to try bring down the Blood Ravens. New Missions, Units, Multiplayer Race and Corruption Mechanic Dawn of War II struck a new chord in the RTS genre with its focuson specific unit based strategy with limited reinforcement options andlimited RPG elements, as opposed to the generally repetitive RTS tacticof resource gathering-base building-and swarming maneuvers. The ChaosRising expansion to the franchise follows suit with 15 new singleplayer missions centered on the players' strategic choice of units; uppingthe ante further by including new units for each of the returning in-gameraces and even introducing a new race, the traitorous Chaos Space Marines,who are a playable faction in online multiplayer action. In addition,players must navigate a new corruption mechanic built into in single playercampaign, which consists of access to new and dangerous destructive powers.Designed to allow for variation in completing mission objectives, thesepowers also carry the possibility of drawing units closer to the influenceof Chaos, which affects both the mission possibilities as the game progressesand the overall outcome of the game. Key Game Features
New Single Player Missions – Continue your fight against the enemies of the Emperor and use your squads' wargear, abilities, and experience to battle Chaos in 15 new missions.
New Environment and Multiplayer Maps – New ice planet graphics set increases visual diversity and adds 7 new multiplayer maps. Six-player multiplayer support available online.
Aspire to Glory – Build your existing squads up to level 30 and unlock even more devastating abilities.
Chaos Corruption Mechanic – New single player mechanic allows you to equip incredibly powerful equipment that corrupts your squad and will guide the story towards or away from the corrupting influence of Chaos.
New Multiplayer Faction – Swear loyalty to the Chaos Gods and play as the bloodthirsty Chaos Space Marines in multiplayer battles against both Chaos Rising and Dawn of War II owners.
New Units – New units for the Space Marines, Ork, Eldar, and Tyranid armies.
2 New Last Stand Heroes – Face off against the relentless hordeas either the Chaos Sorcerer or Tyranid Hive Tyrant.

System Requirements

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1/22/2012

Command & Conquer 4 Review

Command and Conquer 4
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It is always sad when a great historic game franchise comes to the end of its road. But it is depressingly sad to watch it do so in this condition.
KANE IN DISNEYLAND?
The graphics are laughable. True, EA has been steering the C&C franchise towards the ...cartoon direction ever since the RED ALERT 3 installment. But the RED ALERT series had always been more playful. Even so, what was barely palatable for a RED ALERT game is outright insulting for a TIBERIUM one.
If his tanks could still run-over infantry units, have no doubt, he would hunt down whoever did this to him.
Because, you cannot mock Kane and avoid having your lungs infused with Tiberium fumes!
MORE UNITS? PLEASE WAIT BEHIND THE YELLOW LINE. FOREVER.
One of the most annoying features of the new C&C4 is the units cap. You cannot produce more units above a (very low) number. Upgrading your tech-tree with such a unit cap in place means you have to kill and replace most of your units - and make painful decisions as some units are more equal than others. It feels like having to deal with a (small) Diablo-like inventory: whatever does not fit within the grid must be left behind to rot.
And to add insult to injury, extra units are bestowed with a dropper. A tiny one.
This cap reeks of one thing: an attempt to turn this series into a Massively Multiplayer Online Game (fewer units means less lag). And no one seems to care that this took away one of the most fun tactics in a C&C game: tank rushing.
SORRY, ALL OF OUR TIBERIUM-HARVESTERS HAVE BEEN RECALLED. WOULD YOU CARE FOR A SENSIBLE COMPACT?
A COMMAND & CONQUER game without harvesting? It could be an RTS game of any name (and there have been baseless RTS games before), why did it have to be a C&C game? Because, once again, EA proves to have no respect for this beautiful art-form. If it means exploiting a classic title in its swan song to sell a few more units, so be it.
Moreover, game publishers seem to have an ever declining expectation of their targeted customer IQ. Hence the ever simplified games released. So, yes, this feels like C&C-for-Dummies.
BATTLEFIELD CONTROLS OFFLINE? YOU'RE SCREWED COMMANDER!
Yes, this must be the most inconvenient DRM scheme ever.
If you hate STEAM for requiring endless updates, this is worse.
If you hate games that require online activation because they never actually become yours, yes, this is worse.
And if you hate games that come with Limited Activations and become worthless the moment you pop the box, well yes, this is worse.
This inconceivable scheme demands for the owner of this game to always be online to verify that the copy he payed for is legitimate. That's right, not just activation, ALWAYS ONLINE. Yes, even for a single player game.
Will it deter piracy? No, pirates will be playing the game without all those DRM hassles. Legitimate gamers are left complaining - and, once more, EA will turn a deaf ear.All in all, C&C4 will not appeal neither to old friends of the series nor younger gamers. And (for as long as it will keep working), it will have you jumping through hoops for the privilege of having ...bought it. And I thought it was the other way around.
This Tiberium field has been depleted long ago.
Move along Commanders.

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Story In the year 2062, humanity found itself on the brink of extinction. Tiberium, the mysterious, alien crystalline structure that infested Earth for decades and caused years of relentless conflict between the Global Defense Initiative and the Brotherhood of Nod, was close to rendering the planet uninhabitable. In the midst of this crisis, Kane, Nod's prophetic leader, emerged from seclusion to deliver GDI the message that he had developed a system that could control Tiberium and harness its power. But he could not build this "Tiberium Control Network" without GDI's cooperation. Thus, the two opposing factions—GDI and Nod—found themselves in a desperate and unlikely alliance to stop Tiberium from extinguishing mankind. Now, after 15 years, the network is nearly complete. Tiberium is under strict control and the revitalized Earth is on the cusp of a new age of prosperity and progress. It is only now that the world's citizens begin to seriously ponder why Kane chose to help, and what he will want in return. Kane. GDI. Nod. Tiberium. How will it end? These questions and more lead to the dramatic final act of the 15-year Tiberium saga in Command & Conquer 4: Tiberian Twilight. Gameplay Command & Conquer is a real-time strategy gaming franchise,and Command & Conquer 4: Tiberian Twilight is no exception.Players assume color-coated versions of the GDI or Nod factions and uncoversegments of the map, where they must manage Tiberium and other resourcesin their possession or that they they mine or commandeer in the field.Other factions occur in the game, but are not playable, and differentsingle player campaigns are available to players depending on which ofthe two factions are chosen. The energy that Tiberium crystals possessis used in the manufacture and upgrading of mining and combat units, weaponsand support infrastructure in preparation for impending conflicts withother players on the same map that are doing the same. Each faction hasits own distinct unit types, both land and air based, which although unique,are overall more or less balanced against those of opposing faction. Inaddition, certain units can be captured on the battlefield and used tosupplement your arsenal. The overarching task though is to combine theright number and type of units with the right battlefield strategy forthe conflict and terrain at hand. Historically, C&C matches have been won by completely eliminating all enemy units that stand against you. Although there is certainly plenty of this within Tiberian Twilight, the game also is different in that players need not eliminate all enemy units, instead capturing control nodes throughout the game and holding them for a minimum amount of time. Doing so leads to earning enough points to win the match. Tiberian Twilight also differs from earlier games in the series with the addition of certain RPG game elements. Players overall orientation within their chosen faction is class based, with units falling generally in offensive, defensive or support classes depending on your play style. These units can be upgraded with experience points, which are gained through success against enemy units, with more advanced enemy units earning the conquering player more points, and thus potential unit upgrade opportunity. 5-on-5 Online Multiplayer Command & Conquer 4: Tiberian Twilight allows PC gamers to team up and battle like never before. Join your fellow commanders online and tackle your opponents in the biggest C&C multiplayer to date, featuring 5 vs. 5 objective-based battles. Choose your favorite class and take online strategy action to the next level as you conquer objectives while pummeling your enemies. In addition, an all-new party system lets you move with your party of friends from one online battle to the next. Key Game Features
The Epic Conclusion to the Tiberium Saga - Kane returns in the thrilling conclusion to one of gaming's longest running storylines, told through gritty live-action cinematics. Choose to take on the campaign solo or team up with a friend and play cooperatively.
Persistent Player Progression - The more enemy units you destroy, the more experience points you earn to progress your player profile. Level up to unlock new units, powers, and upgrades to make your army more powerful.
Always on the Move - For the first time ever in the C&C series, a massive, mobile, all-in-one base, The Crawler, lets you pack up and move your base with your army for a new layer of strategic depth. Build units as you move across the field, and deploy whenever and wherever you choose.
Choose Your Class - Choose from three unique classes from both GDI and Nod, each with its own specialized units and powers, for more strategic and combative options that match your play style of choice. Offensive, Defensive, or Support classes-which will you pick?
Online Multiplayer Support – Sign on for 5-on-5, online objective based battles which also features an all-new party system that lets you move with your party of friends from one online battle to the next.


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12/06/2011

Just Cause 2 Review

Just Cause 2
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Just Cause 2 is about the most fun that I have had with a PC game in a while. The graphics are absolutely amazing, view distance, dynamic environments. The look of this game is everything of Far Cry 2, with even more gasps of awesome.
You play the part of Rico Rodriguez, a CIA agent who is about the most physics breaking mass of testosterone I have ever seen. You are dropped into a large, open country to drop an evil dictator out of power by working with several different factions. To do this you have mass amounts of vehicles at your disposal, a multitude of guns and explosives and most importantly, a grappling hook and parachute.
This last part is the best part of the game. Using the hook, you can climb objects, access flying vehicles from the ground, pull people out of air and even tie object together. Tie someone to a barrel and blast the thing into space to see some real fun.
Initially, the game did not impress me. The story and mission parts of the game reminded me of Far Cry 2. Lots of repetition and little development. Then I hit a point where I slammed my car into another car and flew them both off a cliff. Seeing myself falling I decided to use my grappling hook to escape, but only managed to snare another bystander. In the end I opened a parachute and glided to safety all while watching one of the most insane wrecks ever. The game is full of stuff like this. Tie a motorcycle to a car and use it as a wrecking ball. Rope a plane and ride it around just because you can. So many times I found myself asking "Man wouldn't it be cool if I could to this?" Moments later, I did.
At this point I found that the point of the plot and game is actually secondary to the extreme sandbox fun in there. At points of my new found enjoyment, my wife actually thought I lost my mind due to the non-stop laughter and childlike joy radiating out of me. The fun factor of this game is higher than anything I can imagine playing lately. Honestly, this game is pure sandbox first, and an actual game third. Also, your destructive acts are rewarded with guns and vehicles. How many games honestly reward your childlike explosive needs?
As for the lack of XP support, well we saw this coming. Not many people cried that Halo didn't work on windows 3.1, so we really just need to move on here. DirectX 10 will simply not work on XP, and the look and feel of this game is something so amazing that you just need the best to make it happen.
If you are on the fence about getting yet another FPS in a time where they are roaming the earth, get off on this side now. This is not yet another modern day shooter remake, nor are you wandering yet another WW2 battlefield, this is something truly special.

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Just Cause 2 is a stunning technological leap from the original - Designed with 2nd generation software technology for a true high definition gaming experience. New level of action gameplay in open environments - Only Just Cause 2 delivers action in the air, on the land, and under the water, plus multi-point, real-time vehicle movement and grapple-action that allows players to grab nearly anything within 200 feet. Three times as many missions as the original - All-new abilities and stunts. The best open-world action on the market!.

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