<?xml version="1.0" encoding="UTF-8" standalone="no"?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><rss xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" version="2.0"><channel><title>TOP PC GAMES</title><description>-Online PC Game Shop &amp;amp; More Information About Computer-</description><managingEditor>noreply@blogger.com (Kevin Kenap)</managingEditor><pubDate>Sat, 31 Aug 2024 01:08:40 -0700</pubDate><generator>Blogger http://www.blogger.com</generator><openSearch:totalResults xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">150</openSearch:totalResults><openSearch:startIndex xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">1</openSearch:startIndex><openSearch:itemsPerPage xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">25</openSearch:itemsPerPage><link>http://top-pcgame.blogspot.com/</link><language>en-us</language><itunes:explicit>no</itunes:explicit><itunes:subtitle>-Online PC Game Shop &amp;amp; More Information About Computer-</itunes:subtitle><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games"/></itunes:category><itunes:owner><itunes:email>noreply@blogger.com</itunes:email></itunes:owner><xhtml:meta content="noindex" name="robots" xmlns:xhtml="http://www.w3.org/1999/xhtml"/><item><title>Preview: The new design of the Xbox 360 dashboard</title><link>http://top-pcgame.blogspot.com/2011/09/preview-new-design-of-xbox-360.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Fri, 16 Sep 2011 03:55:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-178838161435875928</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVjEBpVpZljIl6n5NQErggZWd7K_YA2OVp8iNb583WVGbyJ25UBnV095h4Q36a_1fPoGRbHwt1cXTsiZaaBvdKOGMk2M8HsC5FTQmI34Wg_yZXfgAQtrkyf0H_pUs0ujqc35OWzQ-BYxA/s1600/211133-dash1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVjEBpVpZljIl6n5NQErggZWd7K_YA2OVp8iNb583WVGbyJ25UBnV095h4Q36a_1fPoGRbHwt1cXTsiZaaBvdKOGMk2M8HsC5FTQmI34Wg_yZXfgAQtrkyf0H_pUs0ujqc35OWzQ-BYxA/s400/211133-dash1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;The current Xbox 360 dashboard is kind of a clusterf*ck. Netflix,  Hulu,  and ESPN integration are great (as I use them pretty much daily),  but a  redesign is clearly needed. You can point the finger at  Microsoft for  its state of disarray, but really the madness can be  attributed simply  to the rules of Chaos Theory: the belief that  everything constantly  moves from order to disorder.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
When the last Xbox 360 dashboard  makeover (NXE) arrived, everything  was peaches n' cream. Avatars were  populating like rabbits, and  Facebook, Zune, and Netflix found a nice  balance among the Xbox Live  marketplace. Everything was in order. &lt;br /&gt;
&lt;br /&gt;
Then  Twitter, Last.fm,  and Hulu joined the mix, the XBL marketplace exploded  with content,  Kinect finally launched, and thus the chaos began.  Longtime 360 owners  have learned to deal with how all these crazy things  work. But for  those unfortunate to have just stumbled into the dash,  finding the  latest and greatest through a sea of tabs and ads can be a  chore. Oh,  and for the 10+ million Kinect users out there who were  promised voice  and gesture connectivity innovation -- the kind the world  has never  seen -- well, don't get me started.&lt;br /&gt;
&lt;img border="0" height="225" src="http://bulk.destructoid.com/ul/211133-/2_social_3button_0523-620x.jpg" width="400" /&gt;&lt;br /&gt;
Performance, discoverability, and voice. These three simple things were etched into my brain as Albert&lt;span style="color: #1f497d; font-size: 11pt;"&gt; &lt;/span&gt;Penello&lt;span style="color: #1f497d; font-size: 11pt;"&gt;&lt;/span&gt;,  Sr. Director of product management and planning at Microsoft, walked me  through me the new dashboard last week. After meeting with Penello to  check out this fall's dashboard refresh, I have to say Microsoft might  finally have all the entropy they’ve created under control.&lt;br /&gt;
&lt;br /&gt;
With  the new dash fired up, speed and performance improvements were instantly  noticeable. Whatever your navigation tool of choice is -- be it  controller or gestures/voice for Kinect users -- getting from one end of  the dash to the other is lightning-quick. Everything has a home under a  much-better-structured tab system. Friends now fall under the social  tab, and all the apps you’ve come to love or hate are under an  appropriate app tab that “potentially opens up the possibility to do  non-gaming apps," Penello said. It's not in the plans as of now, he  added, but is definitely something Microsoft has thought about or is  open to, at the very least.&lt;br /&gt;
&lt;br /&gt;
Along with performance, Kinect  integration is another aspect of the new dash I was taken back by. While  the NXE eventually shoehorned in some functionality, support was very  limited outside of starting and stopping videos with voice or  pantomiming to pop up a separate interface. With the latest update,  everything on the dash is Kinect-enabled. I watched Penello slide tabs  over with his hands while sitting down as effortlessly as he would have  with a controller.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/211133-/7_apps_0523-620x.jpg" width="620" /&gt;&lt;br /&gt;
Perhaps the most impressive aspect of the Kinect support is just how  well voice commands work. Like the gesture support, everything on the  dash is accessible via speech. "The voice stuff is getting better and  better all the time," Penello said. "A lot of the learning for voice is  in the service; it's up in the cloud." And speaking of the cloud, it's  still coming along with roaming profiles and some other unnamed gaming  features.&lt;br /&gt;
&lt;br /&gt;
While the new look is quite sexy, it would be a  complete waste if Microsoft couldn’t deliver on discoverability with the  new dash. For starters, the new layout -- which is very similar to  their Windows Phone 7 "Metro" setup -- is extremely easy on the eyes. No  longer do ads clutter up the navigation experience, nor are you  required to scroll endlessly though sections to find the latest deal of  the week. Everything is organized, and thanks to Bing Search, can be  discovered in a matter of seconds.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/211133-/2_Search_Results_1button_Xmen_0531-620x.jpg" width="620" /&gt;&lt;br /&gt;
As the cornerstone of this for the new dash, Bing Search makes  finding content quick and reliable via voice or text. If it exists on  XBLA, Zune, Netflix, or any other service on the network, Bing will find  it. At the moment, Bing is limited to title search -- it can't handle  in-depth searches on categories such as actors, directors, and genres --  but the possibility wasn’t ruled out. One thing that is cool about the  search results is being able to have it display only movies, music or  games via Kinect, simply by saying “Xbox show movies” or “Xbox show  games.” &lt;br /&gt;
&lt;br /&gt;
My only concern with Bing, right now, is how it  delivers its results. The user interface isn't final, and thus there is  currently no way of telling which service content is being selected  from. For example, the show &lt;i&gt;30 Rock&lt;/i&gt; exists on both Netflix and  Hulu, but how Bing will separate the search in case of multiples is  still undecided. However, it’s still quite amazing to be able to find  content without having to enter any applications.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/211133-/1_home_30rock_0531-620x.jpg" /&gt;&lt;br /&gt;
Outside of design and functionality aesthetics, the biggest addition  for gamers is the new “beacons” feature. Essentially, beacons are game  invites that don’t expire. Want to play &lt;i&gt;Halo&lt;/i&gt; or watch Netflix  with friends, but don’t want to wait for them to get online to invite  them? Set a beacon. Your friends will get an alert -- called a “toast”  -- anywhere they are signed into Live (Windows Phone 7, Internet, and  Facebook). They’re a great way to organize all online activities.&lt;br /&gt;
For the Achievement whore, Gamerscore will now be tied to Facebook  without the help of a third-party program. Don't worry about being  bombarded with updates, though, as the process is completely manual. Get  a rare Achievement and want to rub it in your friends’ faces? The  choice is yours. One interesting thing about Facebook that Penello did  discuss -- more as a vision than an actual feature -- would be the  ability of sharing thoughts about a movie you just watched, straight  from the dashboard, rather than logging onto Facebook afterwards and  typing it up.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the much-anticipated Live TV, On  Demand, UFC, and YouTube features weren’t ready to be shown. Microsoft  is absolutely committed to delivering live TV and promised to have great  announcements this fall. If they are as equally executed as the rest of  the new dashboard, then Xbox 360 users have a lot to be excited for  later this year.&lt;br /&gt;
What do you think of this redesign? Order achieved?&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source :&amp;nbsp; http://www.destructoid.com/preview-the-new-design-of-the-xbox-360-dashboard-211133.phtml&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVjEBpVpZljIl6n5NQErggZWd7K_YA2OVp8iNb583WVGbyJ25UBnV095h4Q36a_1fPoGRbHwt1cXTsiZaaBvdKOGMk2M8HsC5FTQmI34Wg_yZXfgAQtrkyf0H_pUs0ujqc35OWzQ-BYxA/s72-c/211133-dash1.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: BloodRayne: Betrayal</title><link>http://top-pcgame.blogspot.com/2011/09/review-bloodrayne-betrayal.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Fri, 16 Sep 2011 03:53:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-3613206698783844991</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3v83ejeisxYmL2q-Flc165Lotje2VNbEl74LQQz0ZdQaOKF8F_FyBCH2QG0z2x_Lop6Z1ScFUD4XZ2KGIIzkQB-XAqP79dS4q0EV4uZGwwhXBQuKF-lUVpaeYD7-hSumRnXdADxJJvW4/s1600/210976-bloodreview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3v83ejeisxYmL2q-Flc165Lotje2VNbEl74LQQz0ZdQaOKF8F_FyBCH2QG0z2x_Lop6Z1ScFUD4XZ2KGIIzkQB-XAqP79dS4q0EV4uZGwwhXBQuKF-lUVpaeYD7-hSumRnXdADxJJvW4/s400/210976-bloodreview.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;Very few people can claim to love &lt;i&gt;BloodRayne&lt;/i&gt; as a franchise,  and there's a reason for that. The original titles were critically  derided, the series of Uwe Boll movies are particularly grotesque, and  the comic books are obscure as Hell. However, when someone's looking for  fans of &lt;i&gt;BloodRayne&lt;/i&gt;, they need look no further than myself.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
So, when news of a new &lt;i&gt;BloodRayne&lt;/i&gt; game dropped, I was beyond  excited. The fact that it appeared to be taking its cues from  Castlevania was an added bonus, and the stage was set for a game that  would finally make&lt;i&gt; BloodRayne&lt;/i&gt; a respectable series as opposed to an eternally guilty pleasure.&lt;br /&gt;
However, this game's name -- &lt;i&gt;Betrayal&lt;/i&gt; -- is stunningly appropriate, because I feel like I've been stabbed in the back.&lt;br /&gt;
&lt;i&gt;BloodRayne: Betrayal&lt;/i&gt; is a sidescrolling platform/beat 'em up  game that aims to take the old school approach to difficulty in games.  Unfortunately, the "old school approach" means taking gameplay from a  time when challenge wasn't about tight design and strategy, but about  using broken mechanics to&amp;nbsp;artificially&amp;nbsp;inflate the danger, while lazily  throwing as much crap at the player as possible. If that was  WayForward's goal, then it passed with flying colors.&lt;br /&gt;
The biggest problem with &lt;i&gt;Betrayal&lt;/i&gt; is that its controls are  entirely too sloppy for a game that requires very precise commands. A  big part of this problem lies in the art style. Games that take a  hand-drawn visual style often feel "floaty" due to the indulgently  animated characters and lack of distinct attack boundaries. There's a  lacking sense of tactility to the fighting when compared to something  that uses sprites or polygons, and if &lt;i&gt;Betrayal&lt;/i&gt;'s combat was  insistent on being such a chaotic mess, it really ought to have  sacrificed the pretty comic book aesthetic in order to take a graphical  approach that complimented, rather than directly &lt;i&gt;hindered&lt;/i&gt;, the gameplay.&lt;br /&gt;
This problem is exacerbated due to the fact that Rayne controls like garbage. For a start, she can't simply &lt;i&gt;walk&lt;/i&gt;, instead breaking into a full sprint the moment you nudge the D-Pad (and you &lt;i&gt;have&lt;/i&gt;  to use the D-Pad, because analog sticks confuse her). She also cannot  stop running without a lengthy "skid" animation, which makes her utterly  useless for the game's myriad, ridiculously punishing platform  sections. To give us a character that can't move without sprinting and  can't stop without skidding, then throwing her into platform sections  where moving ledges are thinner than she is, seems almost to &lt;i&gt;satirize&lt;/i&gt; the problems inherent in games that put style over substance.&lt;br /&gt;
&lt;img border="0" height="225" src="http://bulk.destructoid.com/ul/210976-review-bloodrayne-betrayal/02-620x.jpg" width="400" /&gt;&lt;br /&gt;
&lt;i&gt;Betrayal&lt;/i&gt;'s awful lack of appreciable control is carried over  into the combat, which can quite accurately be described as a cluster  of the purest fuck. There's a fairly predictable formula to the game,  with each level splitting itself evenly between platform sections and  miniature "arena" areas where a pre-set number of enemies spawn. I'm  having a hard time deciding which section is the least fun.&lt;br /&gt;
As stated earlier, WayForward took the&lt;i&gt; Battletoads&lt;/i&gt; approach  to game design, where a developer feels it can just throw a ton of  enemies around and exploit broken design elements in order to call  itself tough. For starters, Rayne can't block attacks, and her only  means of defense is a worthless dash move that propels her a  pathetically short distance and usually just throws her into fresh  trouble. Whenever Rayne gets knocked down, she takes too long to get  back up, allowing the half-dozen enemies on-screen to ready a new  attack. It's not uncommon to get knocked down, then get knocked down  again as soon as Rayne recovers. In fact, this can happen &lt;i&gt;repeatedly&lt;/i&gt;,  all because WayForward thought a lengthy recovery animation was more  important than creating a protagonist that was halfway useful.&lt;br /&gt;
Rayne is laggy due to the extra hand-drawn animations, unresponsive  for reasons unknown to me, and seems willing to fight the player's  commands to her own detriment. Even something as simple as turning  around to face an enemy behind you seems impossible to do in a swift and  efficient manner. She has some contextual attacks that usually just get  her hurt -- for instance, she'll stomp on a downed enemy, which is  rather useless when you want to attack the opponent that's still  standing up and happens to be stood next to the grounded one. Rayne can  hit an enemy, then hold a button to suck its blood for health, but if  the potential victim is stood next to a creature that cannot be drained,  Rayne invariably attempts to &lt;i&gt;grab the one that blocks her attacks&lt;/i&gt;,  which opens her up to a counter-move from the foe player's really  wanted. Don't even get me started on the random attacks that have  forward moment even when Rayne's stood still, which is &lt;i&gt;great&lt;/i&gt; for sending her off ledges and toward her doom.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/210976-review-bloodrayne-betrayal/03-620x.jpg" width="620" /&gt;&lt;br /&gt;
There's not even a lot of depth to the game. Combat is only slightly more advanced than &lt;i&gt;Streets of Rage&lt;/i&gt; (and half as tight), and despite taking some cues from &lt;i&gt;Castlevania&lt;/i&gt;,  it lacks anything that made Konami's games so great. There are no real  upgrades or level gains (outside of the option to boost your gun ammo or  health with every five hidden skulls collected), the expertly designed  maps are replaced by dull left-to-right levels, and the precise controls  are replaced by something far too watery to deserve a place among the  sidescrolling greats.&lt;br /&gt;
The only things that &lt;i&gt;Betrayal&lt;/i&gt; copies verbatim from &lt;i&gt;Castlevania&lt;/i&gt;  are a range of small, annoying enemies that bob up and down while  traveling across the screen. Yes, of all the things to steal from &lt;i&gt;Castlevania&lt;/i&gt;, &lt;i&gt;BloodRayne: Betrayal&lt;/i&gt;  decided to steal Medusa Head enemies -- universally considered among  the worst enemies in gaming history. The fact that WayForward had such a  rich variety of excellent games to draw from, and came away with only &lt;i&gt;Medusa Heads&lt;/i&gt;  under its arm, confirms to me that the developers were far more eager  to create an unfair, frustrating trainwreck of a game above all else.&lt;br /&gt;
I will at least say that some of the boss fights, as hard as they  are, actually approach something resembling&amp;nbsp;conscious&amp;nbsp;gameplay design.  They're pretty tough, and often just as chaotic as regular combat, but  the addition of appreciable patterns and worthwhile tactics make for a  brief respite from the absolute garbage circus that makes up the rest of  the game. Defeating the boss monsters actually manages to feel  satisfying, which is about the only time &lt;i&gt;BloodRayne&lt;/i&gt; ever deigns to&amp;nbsp;encourage&amp;nbsp;positive emotions.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/210976-review-bloodrayne-betrayal/04-620x.jpg" width="620" /&gt;&lt;br /&gt;
The final straw came for me in Chapter 13 of 15, a level already considered by many to be the point where &lt;i&gt;Betrayal&lt;/i&gt;  crosses a very real line. Rayne has to fight ghosts while head-stomping  on a bunch of respawning flies. One false move and she falls to her  death. These ghosts can apparently attack without requiring attack  animations, and the laggy controls means that it's incredibly difficult  to transition from attacking the ghosts to stomping on the flies. Not to  mention, you get hit just once and you'll die. Add that to the &lt;i&gt;already&lt;/i&gt; worthless control scheme and it becomes the point where I decided &lt;i&gt;Betrayal&lt;/i&gt;  had thieved enough of my time, and I bid adieu to what is, without a  doubt, one of the most deeply unpleasant and miserable experiences of my  gaming life.&lt;br /&gt;
I have no regrets. I'm sure there'd be some twisted, prurient sense  of pride in completing the game, but it's not worth it, especially with  the brutal scoring system that docks points for everything and delights  in slapping an "F" grade on anybody but the most practiced and perfect  of players. It's quite fitting that an already mean spirited game would  go out of its way to discourage players and tell them that, even though  they just finally beat a difficult level and should rejoice, they still  technically failed because they didn't beat it quick enough. Some gamers  will celebrate such a harsh and punishing game, but the less perverse  among us do not believe that fun is measured by how much of your time  and energy is thoroughly wasted on busted, lazy gameplay.&lt;br /&gt;
All of this is&amp;nbsp;punctuated&amp;nbsp;by the complete lack of personality that &lt;i&gt;BloodRayne&lt;/i&gt; features. The game certainly &lt;i&gt;looks&lt;/i&gt;  gorgeous and there's plenty of blood, but the gore seems a cynical and  shallow mockery of the sassy silliness that made the series what it was.  Rayne's original personality is completely gone, replaced by a flat and  featureless character. The story barely exists and tells a rather  boring story about a man who turns into a bird, and there's just no  raunchy, ridiculous humor to any of it. It's a po-faced, bland affair,  and the beautiful graphics only serve to contrast the ugliness apparent  in everything else.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/210976-review-bloodrayne-betrayal/05-620x.jpg" width="620" /&gt;&lt;br /&gt;
I've had my ass kicked by many games over the years. Sometimes, such as with &lt;i&gt;Demon's Souls&lt;/i&gt; or&lt;i&gt; Metal Arms: Glitch in the System&lt;/i&gt;, I loved it. Other times, as with many of those crippled "old school" games, I've not been a fan. However,&lt;i&gt; BloodRayne: Betrayal&lt;/i&gt; is the only game I've played where I've actively been put in a lasting bad mood. &lt;i&gt;Betrayal&lt;/i&gt;  is a game that actively alters my disposition, to the point where I  don't feel happy for quite some time afterwards. It's an obnoxious  experience that goes out of its way to make players feel bad, proudly  reveling in the kind of gameplay that's considered old fashioned for a &lt;i&gt;very&lt;/i&gt; good reason.&lt;br /&gt;
There are those out there that will join &lt;i&gt;Betrayal&lt;/i&gt; in its revelry -- the kind of people who claim &lt;i&gt;Battletoads&lt;/i&gt;  isn't difficult and expect adoration for their gaming prowess. The kind  of people who think that members of their preferred gender will find  them intensely attractive because they find&lt;i&gt; Ninja Gaiden&lt;/i&gt; to be &lt;i&gt;so easy&lt;/i&gt;. Those people are a dying breed, and &lt;i&gt;BloodRayne: Betrayal&lt;/i&gt;  is a&amp;nbsp;vestigial&amp;nbsp;relic&amp;nbsp;from an ignorant age, despite its graphics  attempting to make one think otherwise. Its gameplay is ripped straight  from the NES era, and it's high time everybody recognized that 95% of  the NES' games were &lt;i&gt;shit&lt;/i&gt;. If &lt;i&gt;Betrayal&lt;/i&gt; was released in the eighties, it would not be in the rarer 5%.&lt;br /&gt;
Awful design, a counter-intuitive art style, and an obscenely cheap approach to difficulty makes &lt;i&gt;BloodRayne: Betrayal&lt;/i&gt;  a game that should be avoided by all but the most masochistic and  deranged of gamers. The deep revulsion that this game inspires within me  cannot accurately be described, but it is measured only by the intense,  burning disappointment I feel as a fan of the series. WayForward can do  so much better, and better is what &lt;i&gt;BloodRayne&lt;/i&gt; needed.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source : http://www.destructoid.com/review-bloodrayne-betrayal-210976.phtml &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3v83ejeisxYmL2q-Flc165Lotje2VNbEl74LQQz0ZdQaOKF8F_FyBCH2QG0z2x_Lop6Z1ScFUD4XZ2KGIIzkQB-XAqP79dS4q0EV4uZGwwhXBQuKF-lUVpaeYD7-hSumRnXdADxJJvW4/s72-c/210976-bloodreview.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Dead or Alive Dimensions</title><link>http://top-pcgame.blogspot.com/2011/09/review-dead-or-alive-dimensions.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Fri, 16 Sep 2011 03:47:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-5222526698299921914</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-X2lQc7NJU743UlElhoBi2PU8EENABhMObki8ncZL9tA_BRHacMo54gJNa4wWIfxZPyCr9eYetT5i4APZ9HTgq5FY9jZdW9338Sownkk_EA2SGQ58M6Ts7E2DiMGBtcNu5RXZ5HWn_Pk/s1600/201864-DoaHeader.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-X2lQc7NJU743UlElhoBi2PU8EENABhMObki8ncZL9tA_BRHacMo54gJNa4wWIfxZPyCr9eYetT5i4APZ9HTgq5FY9jZdW9338Sownkk_EA2SGQ58M6Ts7E2DiMGBtcNu5RXZ5HWn_Pk/s400/201864-DoaHeader.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;b&gt;The &lt;i&gt;Dead or Alive&lt;/i&gt;&lt;/b&gt; series has never quite made it to the top  tier of world-favorite fighting games. Despite having a large, dedicated  fanbase, it's always hovered somewhere below &lt;i&gt;Street Fighter&lt;/i&gt;, &lt;i&gt;Mortal Kombat&lt;/i&gt;, and &lt;i&gt;Tekken&lt;/i&gt;, though well above other great, lesser-appreciated series like &lt;i&gt;Darkstalkers&lt;/i&gt;, &lt;i&gt;Fatal Fury&lt;/i&gt;, and &lt;i&gt;Guilty Gear&lt;/i&gt;, in terms of sheer popularity.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
That's why I can't help but feel doubly sad for &lt;i&gt;Dead or Alive Dimensions&lt;/i&gt;. Once again, the series has been shown up by a "bigger" series. &lt;i&gt;Super Street Fighter IV 3D Edition&lt;/i&gt;  was a 3DS launch title, is one of the most beloved fighting games ever,  and it looks nearly as good on the handheld as it did on the PS3/360.&lt;br /&gt;
On the other hand, &lt;i&gt;Dead of Alive Dimensions&lt;/i&gt; has been released  during the 3DS' first official lull in sales, is from a franchise that  few Nintendo-loyalists (and therefore, current 3DS owners) have ever  played before, and it looks much more like an O.G. Xbox title than a  PS3/360 game.&lt;br /&gt;
With all that going against it, is &lt;i&gt;Dead or Alive Dimensions&lt;/i&gt; doomed to fail, or is this the start of the series' ascension to top-tier status?&lt;br /&gt;
&lt;img border="0" height="240" src="http://bulk2.destructoid.com/ul/201864-review-dead-or-alive-dimensions/fire-620x.jpg" width="400" /&gt;&lt;br /&gt;
&lt;b&gt;&lt;i&gt;Dead of Alive Dimensions&lt;/i&gt; (3DS)&lt;br /&gt;
Developer: Team Ninja&lt;br /&gt;
Publisher: Koei Tecmo&lt;br /&gt;
Released: May 14, 2011&lt;br /&gt;
MSRP: $39.99&lt;/b&gt;&lt;br /&gt;
There is so much going on with &lt;i&gt;Dead or Alive Dimensions&lt;/i&gt;, I  scarcely know where to begin. Normally when in doubt, I start with a  game's story. In this case, that might just confuse me (and you) even  more, but I guess I'll give it a go.&lt;br /&gt;
&lt;i&gt;Dead or Alive Dimensions&lt;/i&gt;' storyline (which is a retelling of the story of &lt;i&gt;Dead or Alive 1-4&lt;/i&gt;) is so incomprehensible that it makes &lt;i&gt;Xavier: Renegade&lt;/i&gt; &lt;i&gt;Angel&lt;/i&gt;  look like Blue's Clues. Fourteen-year-old ninja girls get possessed  (and promptly un-possessed) by forces that are never explained; a guy  named Fame Douglas makes a speech about how fighting tournaments can  change the world (right before he is assassinated); little sisters get  smacked in the face by their older brothers after absolutely no  provocation; evil clones explode; good clones suddenly try to kill their  best friends with psychic fireballs;&amp;nbsp; and a white-haired lady in a  skin-tight leather one-piece tells a man she just met that it's time for  "Madness or death! The choice is yours!" before slapping him into  unconsciousness.&lt;br /&gt;
These are some of the &lt;i&gt;more &lt;/i&gt;comprehensible high points of the game's narrative. Nearly every single line of the game's story mode is Barry Burton-level ridiculous. As long as you know that going in, you may have a good time with it. I sure did.&lt;br /&gt;
Another plus for the game's story mode is that it does well to slowly teach you the ins-and-outs of &lt;i&gt;Dead or Alive&lt;/i&gt;'s  signature fighting style. The game works on the rock-paper-scissors  principle, but with hundreds of different kinds of rocks, papers, and  cutting apparatus.&lt;br /&gt;
Like most fighting games, normal strikes (both punches and kicks) are nullified from blocking. What makes &lt;i&gt;Dead or Alive&lt;/i&gt;  different is that all characters can perform a type of offensive  blocking called a "hold," which will counter a punch or kick and dish  out damage to the aggressor. Likewise, blocking and holds are vulnerable  to throws, while throws are easily crushed by punches and kicks.&lt;br /&gt;
That's just the basics. Mix in the standard high-medium-low guessing  games found in most 3D fighters, along with throw reversals, throw  combos, juggle combos, special moves like teleports and projectiles,  environmental hazards, and tag-team mode, and you've just scratched the  surface of what &lt;i&gt;Dead or Alive&lt;/i&gt;'s fast-paced, risk-reward fighting system has to offer.&lt;br /&gt;
&lt;img border="0" height="240" src="http://bulk.destructoid.com/ul/201864-review-dead-or-alive-dimensions/thrust-620x.jpg" width="400" /&gt;&lt;br /&gt;
So that's what &lt;i&gt;Dead or Alive&lt;/i&gt; is in a nutshell. When it comes to specifics, &lt;i&gt;Dead or Alive Dimensions&lt;/i&gt;  is an amalgamation of the four prior games in the series, with the  addition of bosses that were previously unplayable, a bunch of  3DS-specific features, and online play.&lt;br /&gt;
Every feature of the 3DS gets used at some point, including the  gyroscopic camera control (for viewing backgrounds and collectible  in-game figurines), motions sensor (for making said figurines jiggle),  StreetPass (for downloading ghost battles against opponents you pass on  the street), SpotPass (which allows you to download new costumes and  unannounced content), the 3DS microphone (used to call in Samus from the  &lt;i&gt;Metroid&lt;/i&gt; series for an assist while on a special &lt;i&gt;Other M&lt;/i&gt;-themed stage), and of course, the signature, glasses-free 3D display.&lt;br /&gt;
I'm usually all for making full use of the 3DS' special display, but  with this game, I kept it off most of the time. With the 3D on, things  tend to look a tad ghostly -- more so than they do with &lt;i&gt;Super Street Fighter IV 3D&lt;/i&gt;  -- and the frame rate is cut in half. With the 3D off, everything looks  firm and solid, and the game runs at a constant 60 frames per second.  3D is fun to leave on during the bizarre cut scenes, but during  gameplay, frame rate trumps the third dimension.&lt;br /&gt;
&lt;img border="0" height="228" src="http://bulk.destructoid.com/ul/201864-review-dead-or-alive-dimensions/knife-620x.jpg" width="400" /&gt;&lt;br /&gt;
I'm also a big fan of how the game controls on the 3DS. I know not  all of you will be, but I found the system's tight, tiny button and  d-pad layout to be perfect for four-button fighters such as this. That  might have something to do with the fact that I've been playing &lt;i&gt;Super Street Fighter IV 3D&lt;/i&gt; on a daily basis since the 3DS launched, so I'm really comfortable with the 3DS by now.&lt;br /&gt;
With fighting games, I've always said that people will prefer  whatever they're used to, be it a stick or a control pad, and that's not  different with this title. As for 3DS-specific controls, you can  perform any combo by selecting it from your character's move list, which  is always present on the bottom screen. I think it's taking things a  little too far, to make even the most complex combos in the game  available at the touch of a button, but if that helps non-fighting fans  to enjoy the game, I'm not going to hate on them for it.&lt;br /&gt;
As for the game's online mode, so far I've only played with people  from my 3DS friends list, and I've barely experienced any lag. As for  the online combat itself, it comes in two forms: one-to-one combat  against an online opponent, or co-op tag team missions against  CPU-controlled challengers.&lt;br /&gt;
As much as I enjoy fighting other people, I think I enjoyed teaming  up with a friend against the CPU even more. It's a nice design decision  that completing these tag team missions unlocks additional content in  the game, like costumes and figurines. Some of the later missions are  really challenging, and I think it will be a long time before my friends  and I beat them all.&lt;br /&gt;
&lt;img border="0" height="240" src="http://bulk.destructoid.com/ul/201864-review-dead-or-alive-dimensions/Ridley-620x.jpg" width="400" /&gt;&lt;br /&gt;
Speaking of which, I think it will be an even longer time before I unlock all of the content in &lt;i&gt;Dead or Alive Dimensions&lt;/i&gt;.  There are 1000 figurines to unlock, god knows how many costumes, and 25  characters (with a 26th rumored that I still haven't found yet). It's  sort of irritating that upon first booting up the game, so few of those  25 or 26 playable characters are available, but it only takes a few  hours of the game's story mode to unlock most of them.&lt;br /&gt;
The problem with that is, once you unlock some of those previously  unplayable boss characters, it really throws off the balance. Though  high-level players will likely have no problem taking out human  opponents utilizing some of the heavy projectile-dependent boss  characters, newcomers and relatively casual &lt;i&gt;Dead or Alive&lt;/i&gt; players are likely to become annoyed with getting spammed by blue lasers fired off by lazy online opponents.&lt;br /&gt;
I have a few other niggling complaints about the games, like the lack  of animation in a lot of story mode's cut scenes, the lack of instant  rematch against strangers in online combat, and a pervading sense of  corny, tacky, yuckiness that pervades throughout this (and every other) &lt;i&gt;Dead or Alive&lt;/i&gt;  title. For the most part, I can laugh off the impossible boob physics,  the ridiculous cultural stereotyping, and general sense of idiocy here  for the unintentionally amusing kitsch that it is, but too much of that  stuff in one sitting will make you feel like your brain is shrinking.&lt;br /&gt;
&lt;img border="0" height="240" src="http://bulk.destructoid.com/ul/201864-review-dead-or-alive-dimensions/greenlady-620x.jpg" width="400" /&gt;&lt;br /&gt;
Bottom line: &lt;i&gt;Dead or Alive Dimensions&lt;/i&gt; is a really fun fighting game, one that this old &lt;i&gt;Street Fighter&lt;/i&gt;  loyalist has really grown to love. It doesn't have quite the same level  of variety among the playable characters as my favorite fighting game  on the 3DS, but it makes up with that with loads of unique content,  single-player, versus, and co-op re-playability. Plus, a seemingly  endless amount of unlockables and modes.&lt;br /&gt;
With the promise of tons of free DLC on the way, and the relatively  lag-free online combat, it will be a while before I put down &lt;i&gt;Dead or Alive Dimension&lt;/i&gt;s.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source : http://www.destructoid.com/review-dead-or-alive-dimensions-201864.phtml &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-X2lQc7NJU743UlElhoBi2PU8EENABhMObki8ncZL9tA_BRHacMo54gJNa4wWIfxZPyCr9eYetT5i4APZ9HTgq5FY9jZdW9338Sownkk_EA2SGQ58M6Ts7E2DiMGBtcNu5RXZ5HWn_Pk/s72-c/201864-DoaHeader.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: The Gunstringer</title><link>http://top-pcgame.blogspot.com/2011/09/review-gunstringer.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Fri, 16 Sep 2011 03:44:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-8429247380186496497</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigmd1agp4yxmIwt_7XELCCFzxykc-9H6BCKtuxuSqKgYzfVzbCBKs28yhK4Zid76HKrC8GHj7XGO74d2hW0Q5TAn-FKRfKqiGF0T6jIJniZE20yqQ4dM6b0DiPhdvZtDFXe8o2L2xLcM0/s1600/211161-HEADERSTRINGER.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigmd1agp4yxmIwt_7XELCCFzxykc-9H6BCKtuxuSqKgYzfVzbCBKs28yhK4Zid76HKrC8GHj7XGO74d2hW0Q5TAn-FKRfKqiGF0T6jIJniZE20yqQ4dM6b0DiPhdvZtDFXe8o2L2xLcM0/s400/211161-HEADERSTRINGER.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;A skeleton cowboy marionette driven by revenge. Troma's Lloyd Kaufman  driving dangerously. A beautiful, unlockable picture of our own Hamza  Aziz. A gator that has sex with a lumberjack. Wait, hold on... what  now?&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
Yup, this is definitely a Twisted Pixel game. Welcome to &lt;em&gt;The Gunstringer&lt;/em&gt;, easily one of the most fun and original titles for Kinect. &lt;br /&gt;
&lt;br /&gt;
With &lt;em&gt;The Gunstringer&lt;/em&gt;, Twisted Pixel have woven together  story and gameplay in a way no Kinect game developer has been able to do  to date. It's a clever setup: you control The Gunstringer’s marionette  with one hand, moving him through a stageplay as an audience --  hilariously captured as live-action video -- watches on. Using your  other hand, you'll control an on-screen six-shooter reticule, taking aim  to "paint" up to six targets. Pulling your arm up to your shoulder (the  motion it would make in response to firearm recoil) lets loose a  barrage of bullets. &lt;br /&gt;
&lt;br /&gt;
Being an “on-rails shooter,” you won’t have  to move The Gunstringer in a 3D space. Instead, Twisted Pixel guides  you forward through the experience, and you’re tasked with moving moving  The Gunstringer left and right, and in some cases up, down, and jerking  your hand upwards to make him jump. Between articulating The  Gunstringer's movements with one hand, and aiming and firing with  another, things can surely get tricky. During some of the more demanding  sections of the game, it gets a bit like patting your head and rubbing  your stomach at the same time. &lt;br /&gt;
&lt;br /&gt;
Fortunately, the Kinect sensor does a good job of keeping up with your actions, which makes playing&lt;em&gt; The Gunstringer&lt;/em&gt;  both fun and satisfying. The gimmick of moving a puppet back and forth  with your hand clicks quickly, as your brain is fast to make sense of  the natural action. The “paint and shoot” mechanic also works extremely  well, not entirely dissimilar to Q-Entertainment’s shot at Kinect, &lt;a href="http://www.destructoid.com/review-child-of-eden-204711.phtml"&gt;&lt;em&gt;Child of Eden&lt;/em&gt;&lt;/a&gt;. Really, it’s not a control scheme that couldn’t have been mapped to a controller;&lt;em&gt; The Gunstringer&lt;/em&gt; often feels like parts of Twisted Pixel’s controller-based&lt;em&gt; Comic Jumper&lt;/em&gt;.  Admittedly, though, the controller-free experience gives the game an  entirely different, fun, and welcome feel. That  rubbing-your-belly-and-patting-your-head feeling I mentioned earlier  goes a long way towards adding a layer of depth and challenge to the  experience that you might not get with traditional controls.&lt;br /&gt;
&lt;img border="0" src="http://bulk2.destructoid.com/ul/194974-/Untitled%2017%20137-620x.jpg" /&gt;&lt;br /&gt;
It doesn’t come without a trade-off, though. While I’m still  surprised by the accuracy of the Kinect sensor, and its tracking is  mostly on point, it’s certainly not perfect. The “floaty” feel and small  disconnect between your hands and on-screen actions is present, as it  is with many Kinect games that try to match one-to-one tracking. This  becomes really obvious when you’re required to quickly move The  Gunstringer away from an obstacle, or gently guide him through a maze of  booby traps with minor motions. It never becomes frustrating to the  point of completely eliminating fun from the equation, but I ran into  more than a few situations than I would have liked where I was blaming  my failures on the hardware.&lt;br /&gt;
&lt;br /&gt;
Great news about&lt;em&gt; The Gunstringer&lt;/em&gt; is that it has an “Activity level” of “sitting-standing.” What this means is that compared to something like Ubisoft’s&lt;em&gt; Your Shape: Fitness Evolved&lt;/em&gt; (which has an activity level of “bust your fat ass”), don’t expect to break a sweat playing &lt;em&gt;The Gunstringer&lt;/em&gt;.  While keeping your arms raised to move the puppet and fire your guns  can get exhausting during a marathon session (e.g., when you have to  review it and meet a deadline), any human gameplay session shouldn’t  leave you wanting to take a nap. Unfortunately, while the game  advertises “sitting” gameplay, I didn’t have much luck in that  department. It worked, with the game recognizing that I was in front of  the television and trying to play, but I found that the accuracy took a  hit. Your mileage may vary depending on your setup (and maybe your  height, how tall your seat is, etc.), but I ended up playing the entire  game on my feet.&lt;br /&gt;
&lt;br /&gt;
As with most Twisted Pixel games, there’s a ton  of content here, including a handful of story-based chapters and the  developer’s usual heap of unlockable content. The content is generally  unlocked using cash earned for your in-game performance, so you’re  encouraged to head back into levels you’ve previously completed to beef  up your performance. (Bonus: there’s a photo of Destructoid’s own Hamza  Aziz to purchase; sorry, he’s wearing clothes.) While you could probably  blow through all of the main content in a few hours, these extras (as  well as a tough-as-nails “hardcore” mode) kept me invested for quite a  bit longer. You can even play the game cooperatively, which could add  another set of playthroughs if you’re lucky enough to have friends who  like being with you.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk2.destructoid.com/ul/195007-hands-on-the-gunstringer/Gun_screen1-620x.jpg" width="620" /&gt;&lt;br /&gt;
One glance at any of the game’s key art would probably be a dead  giveaway that Twisted Pixel’s trademark sense of irreverent humor marks&lt;em&gt; The Gunstringer&lt;/em&gt;’s  writing, visuals, and sound. The game’s tutorial level features a  skeleton cowboy puppet who shoots up an inflatable wavy tube man. Later,  you face off against a creature that’s a result of sexual relations  between a lumberjack and an alligator. I’m going to stop there, but you  get where I’m going. Once again, Twisted Pixel manges to create a  completely fresh set of likable, original characters, which is  refreshing in a medium where gruff voices, wide shoulders, and  fist-bumping machismo is the norm. Admittedly, some of the humor in&lt;em&gt; The Gunstringer&lt;/em&gt; misses its mark, but all will be forgiven when you lay eyes on the game’s jaw-dropping live-action conclusion.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;em&gt;The Gunstringer&lt;/em&gt;&lt;/b&gt;  is a great example of what talented developers can do with Microsoft’s  Kinect technology when they think creatively. Sure, it’s easy enough to  mimic what others have been doing with motion controls for years. And to  be fair,&lt;em&gt; The Gunstringer&lt;/em&gt; doesn’t do all that much that  couldn’t have been done with the Wii’s or PlayStation 3’s motion  controls. But Twisted Pixel’s original characters and oddball sense of  humor -- married with enjoyable gameplay -- add up to a special gameplay  experience that’s worth your time if you own a Kinect.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source :&amp;nbsp; http://www.destructoid.com/review-the-gunstringer-211161.phtml&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigmd1agp4yxmIwt_7XELCCFzxykc-9H6BCKtuxuSqKgYzfVzbCBKs28yhK4Zid76HKrC8GHj7XGO74d2hW0Q5TAn-FKRfKqiGF0T6jIJniZE20yqQ4dM6b0DiPhdvZtDFXe8o2L2xLcM0/s72-c/211161-HEADERSTRINGER.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Break everything you own with Hulk Hogan on Kinect</title><link>http://top-pcgame.blogspot.com/2011/09/break-everything-you-own-with-hulk.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Fri, 16 Sep 2011 03:39:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-9196401333013201235</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8PWshz7hxpwjz-RtHCOD5LblJkfwuopCjPTtDbUA_3olFjvF8Vhyphenhyphen08sjTzuDPBDyI168p2HLhYjpqyYMuRr2dGYdd759kslUZwc45pxCLM__nqvQq3A7twjmCijlJmgCixvfDRMc-1xg/s1600/211508-hulk_header.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8PWshz7hxpwjz-RtHCOD5LblJkfwuopCjPTtDbUA_3olFjvF8Vhyphenhyphen08sjTzuDPBDyI168p2HLhYjpqyYMuRr2dGYdd759kslUZwc45pxCLM__nqvQq3A7twjmCijlJmgCixvfDRMc-1xg/s400/211508-hulk_header.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;Panic Button Games will soon unleash Hulkamania via &lt;i&gt;Hulk Hogan's Main Event, &lt;/i&gt;and those of you whom &lt;a href="http://www.gamestop.com/xbox-360/games/hulk-hogans-main-event/90703"&gt;reserve at GameStop&lt;/a&gt;  will be given a pre-order t-shirt.&amp;nbsp; The game will be exclusive to the  Kinect, which of course means it intends to be a full-body, motion  controlled wrestling game.&amp;nbsp; The con&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;cept is actually kind of neat.&amp;nbsp; You  create your own wrestler via a character creator (like many wrestling  games,) but you will receive training from Hulk Hogan himself in the  ways of showmanship and crowd pleasing.&lt;br /&gt;
&lt;br /&gt;
The game will feature 50+ moves, head-to-head multi-player and online leaderboards. Most of this &lt;a href="http://www.destructoid.com/say-prayers-eat-vitamins-play-hulk-hogan-kinect-game-202176.phtml"&gt;isn't entirely new information&lt;/a&gt;, but we do have a release date now.&amp;nbsp; Prepare yourself, for Hulkamania will be upon us October 11th.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source : http://www.destructoid.com/break-everything-you-own-with-hulk-hogan-on-kinect-211508.phtml &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8PWshz7hxpwjz-RtHCOD5LblJkfwuopCjPTtDbUA_3olFjvF8Vhyphenhyphen08sjTzuDPBDyI168p2HLhYjpqyYMuRr2dGYdd759kslUZwc45pxCLM__nqvQq3A7twjmCijlJmgCixvfDRMc-1xg/s72-c/211508-hulk_header.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Hard Reset</title><link>http://top-pcgame.blogspot.com/2011/09/review-hard-reset.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Fri, 16 Sep 2011 03:36:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-2245628513352649105</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEm96p_VX64-KV0Aqpwd1qV9OIXPOKahIVY4M98TfpnLJk6gUSjMrogv28KFldKjjBicXVMhokNj5CmndItZ7cHUN76foteYSMfwOWTmqHMFBeeBX1D62s2jT_VUoJ_g9hRanTThB_H5Q/s1600/211149-hardreview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEm96p_VX64-KV0Aqpwd1qV9OIXPOKahIVY4M98TfpnLJk6gUSjMrogv28KFldKjjBicXVMhokNj5CmndItZ7cHUN76foteYSMfwOWTmqHMFBeeBX1D62s2jT_VUoJ_g9hRanTThB_H5Q/s400/211149-hardreview.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;What happens when former &lt;i&gt;Bulletstorm&lt;/i&gt; and &lt;i&gt;The Witcher 2&lt;/i&gt; developers club together to make a first-person shooter about insane robots? Well, if &lt;i&gt;Hard Reset&lt;/i&gt; is anything to go by, you get something very promising indeed.&lt;br /&gt;
&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;Hard Reset &lt;/i&gt;has&amp;nbsp;gained attention for its bold visual style  and hardcore gameplay, but being a brand new IP in the PC indie market,  it was always going to be a hit-or-miss risk. Fortunately, it's a risk  that has most certainly paid off.&lt;br /&gt;
Those who have played &lt;i&gt;Hard Reset&lt;/i&gt; will talk about its difficulty, but by far the hardest aspect of the game is working out what on Earth it's supposed to be&lt;i&gt; about&lt;/i&gt;.  Fully voiced comic book cutscenes open each level to present the  narrative, but it's rather impregnable stuff. There's something about a  "company" and artificial intelligence, with the robotic enemies that  make up the entire game seeming to factor very little into the actual  plot. I found the cutscenes annoying after a while, as they didn't  really add anything to the game, and served only to waste time between  cybernetic killing sprees.&lt;br /&gt;
In all truth, any narrative element can be quite safely skipped and  nothing will be missed. It is but a distraction from the real point of  the game -- intense combat against hundreds of violent robots. In this  endeavor, Flying Wild Hog has most assuredly delivered. As is quite  fitting for former members of People Can Fly, &lt;i&gt;Hard Reset&lt;/i&gt; bears many similarities to the classic PC shooter &lt;i&gt;Painkiller&lt;/i&gt;,  presenting as it does hordes of swarming enemies with little else  getting in the way of its over-the-top, adrenaline-pumping combat.&lt;br /&gt;
&lt;i&gt;Hard Reset&lt;/i&gt; brings back the ideal of the "old school"  shooter. Cover, regenerating health, and the fancy gimmicks of the  modern shooter have been cast aside in favor of a game that focuses  exclusively on the very fundamentals that made first-person-shooters  what they are. It also resurrects the tough gameplay that such an era  was known for. &lt;i&gt;Hard Reset&lt;/i&gt;'s robots are among the most vicious,  aggressive enemies I've ever fought in a game, as they unrelentingly  chase players through entire levels, swarm in droves, and deal plenty of  damage to boot. Playing on Normal will offer some hefty resistance.&lt;br /&gt;
&lt;img border="0" height="235" src="http://bulk2.destructoid.com/ul/211149-review-hard-reset/02-620x.jpg" width="400" /&gt;&lt;br /&gt;
The challenge is a &lt;i&gt;fair&lt;/i&gt; one, however. Despite the brutality  of the game's enemies, no fight feels truly unreasonable. So long as  players prioritize their targets, keep moving, and make the most of  their weapon variety, even the stiffest competition can be put down.  That doesn't mean it's not hectic, however. The ferocity of the enemies  cannot be underestimated, and many of the huge arena-like conflicts will  end with players breathing a sigh of relief and taking a moment to  recollect their thoughts.&lt;br /&gt;
The player gets two weapons for the duration of the game -- the  bullet-spewing CLN gun and the electricity-based NRG weapon. Despite the  apparently limited arsenal, both weapons can be upgraded to house  different modes, making each of the two firearms far more versatile. For  instance, the CLN can be upgraded to become a shotgun, grenade and  rocket launcher, or deposit mines -- with players able to make the gun  transform between each mode on a whim. Meanwhile, the NRG gun can fire  electric mortar shells, spray lightning, or be used as a railgun. Each  of these modifications can be further upgraded with new properties, and  the player can also boost his own health, ammo capacity and shield  strength.&lt;br /&gt;
These upgrades are paid for at upgrade stations using NANO earned via  kills and found littered throughout the levels. Each stage features  multiple secret areas where large NANO caches are available, and some of  these positions are quite fiendishly hidden. That said, there's enough  in-game cash within easy reach for players to piece together a worthy  selection of upgrades, some of which are damn-near essential for facing  the game's most difficult battles.&lt;br /&gt;
&lt;img border="0" height="235" src="http://bulk2.destructoid.com/ul/211149-review-hard-reset/03-620x.jpg" width="400" /&gt;&lt;br /&gt;
&lt;i&gt;Hard Reset&lt;/i&gt;'s strength comes from its undiluted purity of  gameplay. It commits to presenting a certain style of shooter and never  deviates from that course, only evolving in terms of how big its combat  sequences grow and how much the increasingly devastating robots up their  ante. Those with fond memories of older FPS games will feel right at  home with what&lt;i&gt; Hard Reset&lt;/i&gt; offers and ought to revel in the  consistent level of high octane carnage it delivers. There's  an&amp;nbsp;unquestionable&amp;nbsp;satisfaction in each fight, especially when the final  bot has exploded and the player stands among various steel limbs and  burnt-out hulls, surprised to somehow be alive.&lt;br /&gt;
That said,&lt;i&gt; Hard Reset&lt;/i&gt; isn't without its frustrations. The  biggest issue stems from the fact that the player character moves a  touch too slowly for the fast pace of the game. Sidestepping charges  from large enemies or avoiding projectiles become near-impossible tasks  considering how swift everything is in comparison. One boss' attacks are  literally unavoidable due to the player being logistically unable to  clear the splash damage of its missiles. Fortunately, the game presents  just enough health pickups to balance the disadvantage, but it's still  quite annoying to absorb so many inevitable hits while feeling helpless.&lt;br /&gt;
Another issue is that &lt;i&gt;Hard Reset&lt;/i&gt; is a particularly short  affair. It can be cleared in around four hours, with an ending that  doesn't feel like an ending at all. In fact, the game's conclusion feels  more akin to just getting rudely thrown out of the game without any  sense of closure. It's a shame that such a consistently engrossing game  is so jarringly cut short.&lt;br /&gt;
&lt;img border="0" height="250" src="http://bulk2.destructoid.com/ul/211149-review-hard-reset/04-620x.jpg" width="400" /&gt;&lt;br /&gt;
That said, for thirty bucks it's not much worse than your average  retail product, and the sheer fun of the combat ought to encourage a  second play. Simply for what it provides, &lt;i&gt;Hard Reset&lt;/i&gt; deserves  one's attention and only those who are thoroughly obsessed with game  length and their mutated idea of "replay value" should feel  completely&amp;nbsp;repulsed&amp;nbsp;by the notion of a short campaign.&lt;br /&gt;
&lt;i&gt;Hard Reset&lt;/i&gt;&amp;nbsp;looks gorgeous and has an incredibly hard, loud aural presentation. Featuring bold environments with&lt;i&gt; Blade Runner&lt;/i&gt;  influences and a range of robots that all look cold and threatening,  it's quite an aesthetically impressive effort, especially for the  studio's first outing. I love the bright, colorful lighting effects, and  how they contrast against the gritty backdrops. It has a very  derivative look, but it's worn so confidently that it might as well  be&amp;nbsp;of the game's own invention.&lt;br /&gt;
&lt;img border="0" height="235" src="http://bulk2.destructoid.com/ul/211149-review-hard-reset/05-620x.jpg" width="400" /&gt;&lt;br /&gt;
&lt;i&gt;Hard Reset&lt;/i&gt; is truly a great experience, especially for fans of titles such as &lt;i&gt;Painkiller&lt;/i&gt; and &lt;i&gt;Serious Sam&lt;/i&gt;.  Its devotion to distilled, pure, videogame violence is something that  deserves respect, and the fact it's performed so sleekly and  satisfyingly is a fantastic surprise. With &lt;i&gt;Hard Reset&lt;/i&gt;, an  excellent sense of level design and game balance has been married to a  ruthless difficulty and voraciously furious combat to create something  that tests the nerves and addicts the mind.&lt;br /&gt;
&lt;br /&gt;
If you're sick of all the military shooters vying for your attention but still want an honest, straightforward FPS experience, &lt;i&gt;Hard Reset&lt;/i&gt; has the cure for your fever.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source : http://www.destructoid.com/review-hard-reset-211149.phtml &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEm96p_VX64-KV0Aqpwd1qV9OIXPOKahIVY4M98TfpnLJk6gUSjMrogv28KFldKjjBicXVMhokNj5CmndItZ7cHUN76foteYSMfwOWTmqHMFBeeBX1D62s2jT_VUoJ_g9hRanTThB_H5Q/s72-c/211149-hardreview.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Information and Technology of Samsung Galaxy Ace S5830</title><link>http://top-pcgame.blogspot.com/2011/09/information-and-technology-of-samsung.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 6 Sep 2011 01:02:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-6784476285795407803</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUFf6IiY2tAaB2_2rztvXLaaWYxXs8y1uWRczJWfN6xAHdpt21P01ISeLvCvK-lZxtDMmlIxidBiUXq0waUjEM6PkkQ7-x02G8mjKjEuHsm75_iQgpDSp4AGcSlA_F_mutnDdYnpRcwW4/s1600/samsung-galaxy-ace-s5830-3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="164" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUFf6IiY2tAaB2_2rztvXLaaWYxXs8y1uWRczJWfN6xAHdpt21P01ISeLvCvK-lZxtDMmlIxidBiUXq0waUjEM6PkkQ7-x02G8mjKjEuHsm75_iQgpDSp4AGcSlA_F_mutnDdYnpRcwW4/s200/samsung-galaxy-ace-s5830-3.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;The Samsung Galaxy Ace can get far with a name like this but it isn’t  going any further than its comfortable midrange spot. You know, if you  want the best seat in the house you need to move the cat. The Samsung  Galaxy Ace S5830 is a feline droid – the black cat in Samsung’s Android  portfolio. And it spells bad luck for the competition – mid-range droids  are a force to be reckoned with in the smartphone world.&lt;span id="intelliTxt"&gt;&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.blogger.com/post-create.g?blogID=6925279508263285432" name="more"&gt;&lt;/a&gt;&lt;br /&gt;
&lt;span id="intelliTxt"&gt;With the kind of specs, the Galaxy Ace could have   passed for a high-end phone a while back. So, if your processing power   and screen estate needs haven’t risen sharply during the past year or   so, the Ace will serve you well.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
Samsung Galaxy Ace S5830 prices :&lt;br /&gt;
IDR&amp;nbsp; : 2.950.000&lt;br /&gt;
EUR : 245&lt;br /&gt;
USD : 350&lt;br /&gt;
&lt;br /&gt;
Samsung Galaxy Ace S5830 specifications :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;table border="0" cellpadding="0" cellspacing="0" style="width: 476px;"&gt;&lt;colgroup&gt;&lt;col style="mso-width-alt: 3291; mso-width-source: userset; width: 68pt;" width="90"&gt;&lt;/col&gt;  &lt;col style="mso-width-alt: 3510; mso-width-source: userset; width: 72pt;" width="96"&gt;&lt;/col&gt;  &lt;col style="mso-width-alt: 10605; mso-width-source: userset; width: 218pt;" width="290"&gt;&lt;/col&gt;  &lt;/colgroup&gt;&lt;tbody&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;General&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;2G Network&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;GSM 850 / 900 / 1800 / 1900&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;3G Network&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;HSDPA 900 / 2100&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Announced&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;2011, January&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Status&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Available. Released 2011,   February&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Size&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Dimensions&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;112.4 x 59.9 x 11.5 mm&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Weight&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;113 g&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Display&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Type&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;TFT capacitive touchscreen, 16M   colors&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Size&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;320 x 480 pixels, 3.5 inches&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" rowspan="5" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Multi-touch input method&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Accelerometer sensor for UI   auto-rotate&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Touch-sensitive controls&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- TouchWiz v3.0 UI&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Swype text input method&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Sound&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Alert types&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Vibration; MP3, WAV ringtones&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Loudspeaker&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;3.5mm jack&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- DNSe sound enhancement&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Memory&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Phonebook&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Practically unlimited entries   and fields&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Call   records&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Practically unlimited&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Internal&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;158 MB storage&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Card slot&lt;/a&gt;&lt;/td&gt;   &lt;td&gt;microSD, up to 32GB, 2GB included&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Data&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;GPRS&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;EDGE&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;3G&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;HSDPA, 7.2 Mbps&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;WLAN&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Wi-Fi 802.11 b/g/n, DLNA&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Bluetooth&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes, v2.1 with A2DP&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Infrared port&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;No&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;USB&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes, v2.0 microUSB&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl27"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Camera&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Primary&lt;/a&gt;&lt;/td&gt;   &lt;td&gt;5 MP, 2592x1944 pixels, autofocus, LED flash&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Features&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Geo-tagging, face and smile   detection&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Video&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes, QVGA@15fps&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Secondary&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;No&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Features&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;OS&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Android OS, v2.2 (Froyo)&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;CPU&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;800 MHz ARM 11 processor, Adreno   200 GPU&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Qualcomm MSM7227 chipset&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Messaging&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;SMS(threaded view), MMS, Email&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Browser&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;HTML&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Radio&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Stereo FM radio with RDS&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Games&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Colors&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Black&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt; mso-height-source: userset;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;GPS&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Yes, with A-GPS support&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Java&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Via third party application&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- MP4/H.264/H.263 player&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- MP3/WAV/eAAC+ player&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Organizer&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt; mso-height-source: userset;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Document editor&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Image editor&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Google Search, Maps, Gmail,&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Voice memo/dial&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;- Predictive text input&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl27"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td&gt;&lt;br /&gt;
&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;Battery&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Standard battery, Li-Ion 1350   mAh&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Stand-by&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Up to 640 h (2G) / Up to 420 h   (3G)&lt;/td&gt;  &lt;/tr&gt;
&lt;tr height="17" style="height: 12.75pt;"&gt;   &lt;td class="xl25" height="17" style="height: 12.75pt; width: 68pt;" width="90"&gt;&lt;br /&gt;
&lt;/td&gt;   &lt;td class="xl26" style="width: 72pt;" width="96"&gt;&lt;a href="http://informasicellular.blogspot.com/"&gt;Talk time&lt;/a&gt;&lt;/td&gt;   &lt;td class="xl24" style="width: 218pt;" width="290"&gt;Up to 11 h (2G) / Up to 6 h 30   min (3G)&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;
&lt;i&gt;Source : http://informasicellular.blogspot.com/2011/03/samsung-galaxy-ace-s5830.html&lt;/i&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUFf6IiY2tAaB2_2rztvXLaaWYxXs8y1uWRczJWfN6xAHdpt21P01ISeLvCvK-lZxtDMmlIxidBiUXq0waUjEM6PkkQ7-x02G8mjKjEuHsm75_iQgpDSp4AGcSlA_F_mutnDdYnpRcwW4/s72-c/samsung-galaxy-ace-s5830-3.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Dead Island</title><link>http://top-pcgame.blogspot.com/2011/09/review-dead-island.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 6 Sep 2011 00:58:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-9043435900363908610</guid><description>&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikayLkbT9iUasiES56mUjf3RWVqJtnfVYT11pzqMmLTT0HZVtDIzP29aX_Eo7Cq5oP4zEOFBloHxuWTr2YK9l0h6XyFVS5KJT1luzyud2_WJNylYcGInx6VzAPLQJPLu6fkGXdrUCSzWA/s1600/Dead-Island-Logo1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikayLkbT9iUasiES56mUjf3RWVqJtnfVYT11pzqMmLTT0HZVtDIzP29aX_Eo7Cq5oP4zEOFBloHxuWTr2YK9l0h6XyFVS5KJT1luzyud2_WJNylYcGInx6VzAPLQJPLu6fkGXdrUCSzWA/s320/Dead-Island-Logo1.jpg" width="320" /&gt;&lt;/a&gt;With its debut trailer, Techland set itself the impossible goal of living up to self-generated hype on a &lt;em&gt;massive&lt;/em&gt; scale. The video, which showed a family beset by zombies while a hauntingly beautiful refrain played, led one to believe that &lt;em&gt;Dead Island&lt;/em&gt; would be an emotional roller coaster that touched on the human side of undead apocalypse. Well, it's not.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Those with even a small degree of cynicism could have guessed  Techland would fall short of its conceptually ambitious opening gambit.  Instead, &lt;em&gt;Dead Island&lt;/em&gt;&amp;nbsp;almost completely &lt;em&gt;abandons&lt;/em&gt;  narrative in favor of unadulterated violence, co-operative combat, and  roleplaying elements. Whether or not this was a wise decision depends on  one thing ... how awesome you think poisoned katanas and exploding  knives are.&lt;br /&gt;
&lt;img border="0" height="225" src="http://bulk.destructoid.com/ul/210611-review-dead-island/01-620x.jpg" width="400" /&gt;&lt;br /&gt;
&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;em&gt;Dead Island&lt;/em&gt; gives players  control over one of four characters -- Xian Mei, a Chinese ex-cop who  specializes in bladed weapons, Purna, a bodyguard with  a&amp;nbsp;predilection&amp;nbsp;for firearms, Sam B, a rapper who uses blunt objects, and  Logan, a former football star who's deadly with throwing weapons. The  cast represents a vague collection of "classes" with their own unique  skills and upgrades. Which character you pick depends more on your  playstyle as opposed to whether or not you're interested in the rather  flat personalities.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to the game's marketing, &lt;em&gt;Dead Island&lt;/em&gt; isn't  much for exposition. Although there's a somewhat basic  story,&amp;nbsp;punctuated&amp;nbsp;with&amp;nbsp;occasional&amp;nbsp;cutscenes, the vast majority of time  revolves around a single motivation -- you're trapped on a resort island  full of zombies, and you have to kill them all, while completing inane  quests and looking for a way off the rock. Every now and then,&lt;em&gt; Dead Island&lt;/em&gt; will &lt;em&gt;try&lt;/em&gt;  to tug at the heartstrings with an "emotional" moment, but the  characters are so one-dimensional and the dialog so forced that these  serious sequences are laughable at best. Those looking for a decent  story will have to go elsewhere because &lt;em&gt;Dead Island&lt;/em&gt;'s writers make only the most token of efforts.&lt;br /&gt;
What we're left with is a game that is, essentially, &lt;em&gt;Borderlands&lt;/em&gt;  with zombies. The class-based leveling system, implementation of  upgrades, mission structure and level exploration are ripped wholesale  from Gearbox's critically acclaimed game. It's a strange experience that  attempts to blend realism and roleplaying together. On the one hand,  your characters have low defense and are forced to fight with weapons  that easily break. On the other, you're ransacking treasure chests for  loot and creating axes wreathed in flame or rifles that shoot toxic  bullets.&lt;br /&gt;
&lt;img border="0" height="225" src="http://bulk.destructoid.com/ul/210611-review-dead-island/02-620x.jpg" width="400" /&gt;&lt;br /&gt;
Combat in &lt;em&gt;Dead Island&lt;/em&gt; is similarly two-faced, since it's  both fun and frustrating at once. There's a very real joy to be had in  taking zombified opponents apart with increasingly powerful maces,  swords, and molotov cocktails, but at the same time, this enjoyment is  undermined by severe player weaknesses and unfair advantages given to  the zombies. For instance, while &lt;em&gt;your&lt;/em&gt; attacks are easily  broken, most zombies shrug off blows and cannot be stopped once they  start their assault animations. Later levels also spawn endless amounts  of fast "runner" zombies that can demolish a player within seconds. If  you're playing solo, expect to die a &lt;em&gt;lot&lt;/em&gt;, because &lt;em&gt;Dead Island&lt;/em&gt;  is fond of spawning fast-moving enemies in groups of five, which are  impossible odds for all but a four-man group. There's a reason why death  in this game is punished only with a percentage of cash loss -- it  would be &lt;em&gt;impossible&lt;/em&gt; if you had to restart at checkpoints.&lt;br /&gt;
&lt;br /&gt;
Player attacks frequently miss as well, sometimes due to the unwieldy  attack animations, other times thanks to the inherent difficulty of  melee combat in a first-person perspective. Other times, your attacks  will harmlessly pass through zombies as they happily pummel you into  paste. The "kick" move, for example, is meant to push enemies back, but  sometimes they'll run &lt;em&gt;through&lt;/em&gt; your leg to get their hits in.  The lack of&amp;nbsp;transitional&amp;nbsp;animation also works in the undead's favor --  many is the time I've tried to sneak up on a zombie, only to have it  instantly face me with &lt;em&gt;no&lt;/em&gt; animation in between its two positions, allowing it to score a cheap hit first.&lt;br /&gt;
&lt;img border="0" height="225" src="http://bulk.destructoid.com/ul/210611-review-dead-island/03-620x.jpg" width="400" /&gt;&lt;br /&gt;
Zombies are prone to grabbing players, resulting in a brief  quick-time-event that surrounding enemies will gleefully exploit to  score more&amp;nbsp;irresistible&amp;nbsp;hits. Even things &lt;em&gt;beneficial&lt;/em&gt; to the player indirectly help the enemy -- poisoning, electrocuting or burning opponents, for example, make them more &lt;em&gt;dangerous&lt;/em&gt; to fight due to their ability to transfer the damage. While it's useful to electrify a zombie, if it dies at your feet, &lt;em&gt;you'll&lt;/em&gt;  be the one to take damage. Don't even get me started on the bizarre  spawn points -- several times I've respawned right back in the middle of  the same group of enemies that killed me, giving them a chance to do it  again and again. The name &lt;em&gt;Dead Island&lt;/em&gt; is very, very honest -- this place belongs to the living dead, and they're &lt;em&gt;damned&lt;/em&gt; if you're going to get one over on them.&lt;br /&gt;
This all sounds rather negative, but I must stress that&amp;nbsp;&lt;em&gt;Dead Island&lt;/em&gt;  is a fun game -- it's just fun in the most frustrating way possible.  The focus on loot and acquiring power is most compelling, especially  once you acquire modifications that can be added to weapons at upgrade  tables. These mods, which turn ordinary weaponry into devastating  electrified blades or spiked torture implements, are insanely satisfying  to use. Modded weapons will also inflict special status effects when a  critical hit is scored -- for instance, a toxic sword can cause zombies  to bend over and violently vomit, rendering them immobile and doing  intense damage. These are the moments that keep one playing, and they  always deliver.&lt;br /&gt;
&lt;br /&gt;
Weapons take damage as they're used and require constant repairs at  upgrade tables. This can be quite galling, but the weapon degradation &lt;em&gt;can&lt;/em&gt;  prove tense and it encourages players to keep a healthy range of  equipment on hand. Weapons can also be upgraded to deal more damage,  although quite &lt;em&gt;why&lt;/em&gt; players need cash to do this is anybody's guess. Money is &lt;em&gt;already&lt;/em&gt;  easy to lose with frequent deaths and expensive weapon purchases, so  it's rather annoying to need to spend it on repairs and modifications,  especially as mods &lt;em&gt;also&lt;/em&gt; demand players to salvage various  ingredients from around the world. Despite these hangups, however, the  weapon system is still enthralling, and once the really powerful weapons  are discovered, the effort feels truly rewarded.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/210611-review-dead-island/04-620x.jpg" width="620" /&gt;&lt;br /&gt;
Once you get used to the combat system's intentional and &lt;em&gt;un&lt;/em&gt;intentional  quirks, there's a lot of sadistic glee to be found. Caving in skulls  with sledgehammers or lopping off arms with cleavers never stops being  devilishly amusing, and the brutal animations coupled with deliciously  squicky sound effects seals the deal. So long as one is prepared to buy a  lot of medkits and die often, jumping into the combat can be intense  and rewarding -- even more so once the "boss" grade zombies start  showing up, such as the towering,&amp;nbsp;straitjacketed&amp;nbsp;"Ram" that charges like  a bull, or the horrifying "Butcher" that lacks hands and attacks with  sharpened forearm bones. These creatures are intimidating, often scary,  but so very rewarding to beat.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the most engaging battles aren't against zombies, but &lt;em&gt;humans&lt;/em&gt;.  Once players get through the opening act, they encounter looters and  soldiers who will attack anything that moves. These ranged battles are  of a slower pace and feel far more tactical, especially due to the high  damage that enemy gunfire can deal. These battles switch up the gameplay  a considerable amount, and are frequently among the standout moments of  the whole experience.&lt;br /&gt;
Each character has three skill trees, with useful abilities that are  unlocked and upgraded with each level gained. The first skill tree is  for the character's unique "Rage" power. Rage is a lethal, temporary  character state that allows one to attack quicker, deal heavy damage,  and see enemies rendered in red for easy targeting. The second skill  tree governs combat ability, conferring bonuses on the character's  weapon-type of choice, increasing critical hit chances, and buffing  status effect damage. The final skill tree concerns itself with  survival, offering abilities that make medkits more effective, or  weapons more durable. Entirely copied from &lt;em&gt;Borderlands&lt;/em&gt;, it's nonetheless an adequate skill system that encourages players to rack up their XP and gain evermore crucial powers.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/210611-review-dead-island/05-620x.jpg" width="620" /&gt;&lt;br /&gt;
&lt;em&gt;Dead Island&lt;/em&gt; is at its most fun when played in co-op.  Mitigating some of the frustration and cheapness of solo combat, having  three friends to join in on the action makes the game feel far more  playable and the combat a lot more action-laden. The drop-in/drop-out  co-op works rather well, especially thanks to the fact that it tracks  players who are at the same point in the game as you. An icon tells you  when a player is "nearby" and allows you to join their game at the press  of a button.&lt;br /&gt;
&lt;br /&gt;
There are some downsides to co-op, though. Firstly, you can only join  players who are on the same chapter as you, or on a chapter you've  already cleared (unless invited by a friend). Secondly, progression in  co-op is rather broken, as missions and world travel requires all  players to be near each other in order for things to proceed. Already,  I've been in several games that had to be stopped because one player was  still in the session but seemingly abandoned their console, meaning  nobody else could continue a mission or travel to a new map. It would be  very easy for trolls to exploit this, and it requires that all players  agree to do the same course of action. Anybody who tries to just do  their own thing will likely stop the rest of the team from doing &lt;em&gt;anything&lt;/em&gt;.  It's a shame that such an open co-op experience would have such  limitations, and it's rather annoying for my progress to be interrupted  by a player who has no interest in whatever I'm trying to accomplish,  and causes me to drop out of my own game.&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;Dead Island&lt;/em&gt;'s biggest problem, however, is that it's just &lt;em&gt;not&lt;/em&gt;  a finished game. No matter how fun it can be, there are so many  irritations caused by poorly implemented features, or features that  weren't implemented at all. Some instances involve zombies using what  are clearly stand-in animations, the kind of stuff you'd see in a game's  alpha build -- just watch zombies in any level with windows, and watch  as they walk toward the glass and it stutteringly shatters upon the  briefest of contact. One character, Xian, has the ability to pick locks,  but throughout my playthrough, I found only &lt;em&gt;two&lt;/em&gt; locked chests, right at the beginning. It's almost as if the developers simply &lt;em&gt;forgot&lt;/em&gt;&amp;nbsp;to include more, and thus I feel like I wasted three skill points in leveling what I&lt;em&gt; thought&lt;/em&gt; would be a crucial ability (&lt;strong&gt;edit:&lt;/strong&gt; I've since found out that locked chest just &lt;em&gt;show up&lt;/em&gt; as unlocked when skill is active. I was given no indication of this). &lt;em&gt;Dead Island&lt;/em&gt;'s  getting a day-one patch with a staggering thirty-seven fixes, but the  issues that really stood out for me aren't listed among them. This is a  game that's likely going to get patched a lot, because it just isn't  complete.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/210611-review-dead-island/06-620x.jpg" width="620" /&gt;&lt;br /&gt;
Ultimately, this is a Techland game that&lt;em&gt; looks just like&lt;/em&gt; a  Techland game. The glitches, the low quality graphics, and the bizarre  gameplay issues that are hampered by broken animation and temperamental  collission detection scream of a game that needed at least a few more  months of development. To say &lt;em&gt;Dead Island&lt;/em&gt; is rough is to be diplomatic. It is, in many ways, a severely broken mess.&lt;br /&gt;
Yet ... it's a&lt;em&gt; fun&lt;/em&gt; broken mess, at its most ultimate conclusion. So much about &lt;em&gt;Dead Island&lt;/em&gt;  doesn't work, but its ambitious concept is so earnestly presented and  its loot-heavy character progression so addictive, that it somehow  manages to get away with a laundry list of problems that ought not to be  forgiven. I hate &lt;em&gt;Dead Island&lt;/em&gt;, yet I adore it at the same time.  Its combat irritates the shit out of me, yet I created a knife that has  a 75% chance of making heads explode with one stab! Co-op is  obnoxiously restrictive, yet I can't help jumping into games because  taking out zombies in groups is so cool. Its story is inane and  pointless, yet I found a bonus enemy in the jungle with a hockey mask --  called Jason -- who had a secret chainsaw in his cabin. &lt;em&gt;Dead Island&lt;/em&gt;  is the kind of game that mercilessly punches you in the gut with one  hand and gives you a slice of birthday cake with the other.&lt;br /&gt;
&lt;br /&gt;
They say the bumblebee is a creature that shouldn't fly, due to its  body mass and wing span making it a physical impossibility. The same can  be said of &lt;em&gt;Dead Island&lt;/em&gt;. It's something that shouldn't succeed, and often doesn't, yet it does&lt;em&gt; something&lt;/em&gt;  to make it all click together. This is a game I foresee playing  extensively beyond completion, because it has an inherent magnetism and a  vicious charm that cannot be denied, even in the face of so much  aggravating game design and buggy roadblocks.&lt;br /&gt;
&lt;img border="0" height="349" src="http://bulk.destructoid.com/ul/210611-review-dead-island/07-620x.jpg" width="620" /&gt;&lt;br /&gt;
There's a lot of content to be found, as well. With at least thirty hours of gameplay and a lot of secrets to uncover, &lt;em&gt;Dead Island&lt;/em&gt;  is a huge title. Depending on your mileage, that means a lot of  entertainment to make up for the&amp;nbsp;exasperation, or a huge amount of  unhappiness interspersed with moments of gratification. Whatever your  disposition, &lt;em&gt;Dead Island&lt;/em&gt; throws enough crap at the wall to ensure some of it sticks.&lt;br /&gt;
&lt;br /&gt;
Is &lt;em&gt;Dead Island&lt;/em&gt; good? Yes it is ... but it &lt;em&gt;isn't&lt;/em&gt; at the same time. It's inspired, but turgid. Brilliant, but flawed. Fun, but infuriating. Like the living dead itself, &lt;em&gt;Dead Island&lt;/em&gt;  is a contradiction from beginning to end. However, I feel you need to  play it, because despite copying so much from infinitely smoother games,  there's nothing quite like it on the market. That, itself, is yet  another contradiction in the confused, conflicted, often completely &lt;em&gt;beautiful&lt;/em&gt; mess that is&lt;b&gt; &lt;em&gt;Dead Island&lt;/em&gt;. &lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Source : http://www.destructoid.com/review-dead-island-210611.phtml&lt;/i&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikayLkbT9iUasiES56mUjf3RWVqJtnfVYT11pzqMmLTT0HZVtDIzP29aX_Eo7Cq5oP4zEOFBloHxuWTr2YK9l0h6XyFVS5KJT1luzyud2_WJNylYcGInx6VzAPLQJPLu6fkGXdrUCSzWA/s72-c/Dead-Island-Logo1.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Razer BlackWidow Mechanical Gaming Keyboard</title><link>http://top-pcgame.blogspot.com/2011/09/review-razer-blackwidow-mechanical.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 6 Sep 2011 00:54:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-140918075925558438</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg24z0sUf-25ULySXwkJqUEQyCAgTZ55Lkzga6O8XG5qbJg9zbVqjHMQKWL7c0A_tgmoN7_2-4vhIvNzW0inVjrLqHk8IhlvJ77tVlT9u4pI3ifuOvSey8bycD4raBcNuebrxnpKy9f4hQ/s1600/209664-razer.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg24z0sUf-25ULySXwkJqUEQyCAgTZ55Lkzga6O8XG5qbJg9zbVqjHMQKWL7c0A_tgmoN7_2-4vhIvNzW0inVjrLqHk8IhlvJ77tVlT9u4pI3ifuOvSey8bycD4raBcNuebrxnpKy9f4hQ/s320/209664-razer.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;Everyone thinks of taking their game to the next level, and many  times, the brain goes straight to replacing the video card or some other  internal computer part. However, one of the easiest improvements you  might be able to make is upgrading your keyboard.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
I present to you the Razer BlackWidow Mechanical Gaming Keyboard.  With a sleek design, high quality mechanical keys, and easily  programmable macros, this keyboard will be the your front line in  getting in front of and demolishing the competition.&lt;br /&gt;
In case you don't know how a mechanical keyboard is different from a  typical keyboard, I'll give you the key differences in a nutshell.&lt;br /&gt;
There are three main types of keyboards: membrane, scissor switch, and mechanical. Membrane keyboards  are the most commonly used, with each key positioned over a rubber  dome, one for each key. However, every single one of these domes aren't  always uniform thickness, which changes the endurance and springiness of  each key. Because of that, the feel of each key will not be uniform  across the entire board. These are the cheapest keyboards, and you can  expect them to last for about ten million keystrokes.&lt;br /&gt;
The second type of key, which is commonly used in laptop keyboards, is the &lt;a href="http://www.amazon.com/gp/product/B001IOHAVO/ref=as_li_ss_tl?ie=UTF8&amp;amp;tag=custcompbui03-20&amp;amp;linkCode=as2&amp;amp;camp=217145&amp;amp;creative=399369&amp;amp;creativeASIN=B001IOHAVO"&gt;scissor switch key&lt;/a&gt;.  These are a little pricier than membrane keyboards, but are a slightly  more springy to facilitate faster typing. In addition to having that  extra pop, these keyboards also have faster response times, are quieter,  and have double the life expectancy of a membrane keyboard, rated at  about twenty million keystrokes.&lt;br /&gt;
As good as scissor switch keyboards may sound, mechanical keyboards  really hit it out of the ballpark. Each of the keys on these boards have  their own mechanical switch that quickly snap back into position after  being actuated, which allows for even faster typing than a scissor  switch keyboard. In addition to this, the mechanical switches make a  very distinct clicking when pressed, and have a very solid feel to them  because of their weight. However, because each key is its own individual  part, it really jacks up the price. On the other hand, the price is  more or less negligible when you consider the massive 50 million  keystroke life expectancy; over double a scissor switch, and five times  greater than a membrane keyboard. Do the math and you'll see you save a  ton of money by investing in one of these instead of buying multiple of  the other types.&lt;br /&gt;
&lt;img border="0" height="240" src="http://bulk.destructoid.com/ul/209664-review-razer-blackwidow-mechanical-gaming-keyboard/whatmechkb3-620x.jpg" width="400" /&gt;&lt;br /&gt;
Today, we're going to focus on one mechanical keyboard in particular:  the Razer BlackWidow Mechanical gaming keyboard. While this review is  about the regular edition of the keyboard, the Ultimate edition is more  or less the same, just with a back light for the keys, and a USB and  audio jack on the keyboard (also note that the Ultimate edition takes up  two USB jacks instead of the one that the regular edition requires).&lt;br /&gt;
I have pictures from the unboxing that I will post in the gallery,  but I think it's kind of silly and a waste of time to talk about it, so  I'll just skip straight to what I think about the keyboard itself.&lt;br /&gt;
&lt;b&gt;&lt;a href="http://www.amazon.com/gp/product/B003ZJ1VD8/ref=as_li_ss_tl?ie=UTF8&amp;amp;tag=custcompbui03-20&amp;amp;linkCode=as2&amp;amp;camp=217145&amp;amp;creative=399373&amp;amp;creativeASIN=B003ZJ1VD8"&gt;Razer BlackWidow Mechanical Gaming Keyboard specs&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Keyboard type: Gaming&lt;/li&gt;
&lt;li&gt;Connection type: USB 2.0&lt;/li&gt;
&lt;li&gt;Colors: Black&lt;/li&gt;
&lt;li&gt;Operating Systems supported: Windows XP, Vista, 7 (Though there is a mac version)&lt;/li&gt;
&lt;li&gt;Full mechanical keys with 50g actuation force&lt;/li&gt;
&lt;li&gt;Response time: 1ms&lt;/li&gt;
&lt;li&gt;Programmable keys with on the fly macro recording&lt;/li&gt;
&lt;li&gt;Ten separate macro profiles with on the fly switching&lt;/li&gt;
&lt;li&gt;Five dedicated macro keys&lt;/li&gt;
&lt;li&gt;Multimedia controls (requires use of the function key)&lt;/li&gt;
&lt;li&gt;Braided cord&lt;/li&gt;
&lt;/ul&gt;&lt;img border="0" height="184" src="http://bulk.destructoid.com/ul/209664-review-razer-blackwidow-mechanical-gaming-keyboard/keyboardrazerblackwidow-1600-620x.jpg" width="400" /&gt;&lt;br /&gt;
What I noticed immediately is the really bright gloss they used to  coat the keyboard. It looks nice, but it's a real finger print magnet.  Honestly, I would have much preferred it if they left the gloss out. I'm  getting tired of wiping my keyboard off to keep it looking nice.&lt;br /&gt;
The first thing I had to try out, of course, were the keys. Because  it's a mechanical keyboard, the keys actually register mid way through  the actuation, which can be both a good and a bad thing. Good because it  allows for faster typing, but bad if you are switching between several  keys (WASD movement) because that means you have to go a little farther  up than you would with a scissor switch key, or both keys will end up  being pressed. It was also very loud! Compared to the scissor switch  keyboard I had been using before, it was almost imposingly loud, and  almost unbearable. However, after a few days of use, I came to get used  to the noise, and it's nice to hear that you pressed the key instead of  maybe not being so sure.&lt;br /&gt;
As a side note, the font they used for the keys is laser engraved,  giving it a nice permanent feeling to it. You won't have any issues with  the letters wearing off after a while. However, they used a  non-conventional font, which is a little more difficult to read at a  glance compared to most keyboards. Honestly, I would have preferred if  they had just used the regular font, even though the font they used  looks sleek and cool.&lt;br /&gt;
Another thing I noticed early on was that it was heavy! Much heavier  than any keyboard I had owned before, weighing around five pounds. When  you pick it up, you can feel that the keyboard is durable and made of  some quality stuff. A combination of the weight and rubber track on the  bottom makes sure it won't slide around on your desk.&lt;br /&gt;
&lt;img border="0" height="260" src="http://bulk.destructoid.com/ul/209664-review-razer-blackwidow-mechanical-gaming-keyboard/81ZsLmZJYZL._AA1500_-noscale-620x.jpg" width="400" /&gt;&lt;br /&gt;
The macro program that the keyboard utilizes is pretty easy to use  once you get used to where things are, and the on-the-fly macros are  extremely handy. It should be noted that the keyboard itself does not  have any on-board memory, so any macros you make will not be carried  with the keyboard. It's a little annoying, but I don't move around much,  so this isn't a huge deal to me.&lt;br /&gt;
Another thing that kind of bugs me a little is the altered key  placement, the first being the placement of the F keys. There's a  seemingly huge gap between the esc key and the f1 key, which really  throws me off, because I use all of the F keys pretty frequently, and I  often miss both the esc and f1 keys with this keyboard. I think this is  more of a "me getting used to this keyboard" situation instead of it  being a flaw, though the&amp;nbsp;schizophrenic side me of me says that while  there's nothing wrong with breaking the mold, there are some things you  just have to conform to.&lt;br /&gt;
As well as the esc and f1 key issue, I often find myself pressing the  m5 key instead of ctrl, because I glance down to look for the corner  key, and hit the wrong key by accident. Again, I believe this is  something I just need to get used to rather than a flaw.&lt;br /&gt;
There is an issue that I've heard of many people having with this  keyboard, but I have yet to experience it myself. Several customers have  reported that the space bar will sometimes somehow shift and end up  touching the alt key, which makes the space bar (and the alt key I  assume) extremely hard to press. I don't really know if this is a common  manufacturing defect, or if these people are just throwing their  keyboards against a wall; all I know is that for the majority of  keyboards sold, this is not a problem. If it is a problem, however, the  keyboard does come with a one-year warranty that should clear that right  up.&lt;br /&gt;
&lt;img border="0" height="198" src="http://bulk.destructoid.com/ul/209664-review-razer-blackwidow-mechanical-gaming-keyboard/71XUHJIVkHL._AA1500_-noscale-620x.jpg" width="400" /&gt;&lt;br /&gt;
In addition to this, I think the shift key is a little more difficult  to press than the rest of the keys. It's pretty subtle for me, but it  makes capitalizing a bit of a pain sometimes. I believe this has to do  with the angle I press the shift key, and it is only slightly  noticeable, just thought it should at least be mentioned.&lt;br /&gt;
All in all, this is a great keyboard. The design is sleek and smooth,  the key presses are sharp and accurate, the macros are fairly fast and  simple to use, and it's priced relatively cheaply at $79.99. Also keep  in mind that if you would like the back lighting and USB/Audio jack plug  ins, you can pay $30 more for the Ultimate edition, but I don't think  it's worth the money. Turn on the lights and plug your stuff into the  front of your tower; save your hard earned money for something more  worthwhile.&lt;br /&gt;
Despite the drawbacks I talked about in this article, I still think  the pros outweigh the cons, and the keyboard is worth every penny. I  really enjoy the keys, macros, and the ungodly 50 million keystroke  life. If you're looking into getting a keyboard that will last you a  long time, I highly recommend you add the Razer BlackWidow Mechanical  Gaming Keyboard to your gaming arsenal.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source : http://www.destructoid.com/review-razer-blackwidow-mechanical-gaming-keyboard-209664.phtml &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg24z0sUf-25ULySXwkJqUEQyCAgTZ55Lkzga6O8XG5qbJg9zbVqjHMQKWL7c0A_tgmoN7_2-4vhIvNzW0inVjrLqHk8IhlvJ77tVlT9u4pI3ifuOvSey8bycD4raBcNuebrxnpKy9f4hQ/s72-c/209664-razer.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total></item><item><title>Review: No Time To Explain</title><link>http://top-pcgame.blogspot.com/2011/09/review-no-time-to-explain.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 6 Sep 2011 00:51:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-6994207090844476338</guid><description>&lt;div style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;A small indie team by the name of tiny &lt;b&gt;Build GAMES &lt;/b&gt;was able to rather  successfully fund a hardcore platformer using Kickstarter. In fact,  they did such a good job at bringing in funds that they are now able to  work on &lt;b&gt;&lt;em&gt;No Time To Explain&lt;/em&gt;&lt;/b&gt; post-launch and create a story-concluding second season.&lt;/div&gt;&lt;br /&gt;
At ten bucks, you get the game, and come this December, season two at  no additional charge. Feedback from users will be used to better this  continuation, according to tiny Build. I sure hope so.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
With its silliness and promise of time-travel-related shenanigans, &lt;em&gt;No Time To Explain&lt;/em&gt;  immediately caught my attention. I like platformers that aren't afraid  to kick my ass, as I'm sure many of you do. But -- and this is  incredibly important -- only when it feels like I'm the one making  mistakes, not the game. Too many deaths perceived as "cheap," and I'll  stop enjoying myself.&lt;br /&gt;
That is, unfortunately, the trap this game falls into. The premise is  that you're traveling through time to save different versions of  yourself. You are always armed with this jetpack-gun hybrid, which is  good, because you'll need to get through a bunch of dangerous universes  to see your quest through.&lt;br /&gt;
Left clicking fires off your jetpack, and when used in conjunction  with your character's regular jump, you can get past otherwise  unnavigable obstacles. Problem is, &lt;em&gt;No Time To Explain&lt;/em&gt; doesn't  "capture" your cursor, so you have to move your on-screen, totally  visible mouse pointer around your character very precisely. It's  amazingly easy to click off screen, usually resulting in death. I wager  at least half of my deaths stemmed from issues with the controls. (At  the time of writing, gamepads were not supported.)&lt;br /&gt;
&lt;img border="0" src="http://bulk2.destructoid.com/ul/210337-review-no-time-to-explain/notime4-620x.jpg" /&gt;&lt;br /&gt;
The good news is that the majority of checkpoints are quite generous.  You will often respawn immediately at your character's last safe  location prior to him dying. If movement felt more precise and  consistent, then I would've had a vastly superior experience. The game  is intended to challenge you, just not like this.&lt;br /&gt;
&lt;em&gt;No Time To Explain&lt;/em&gt; does a few things to mix up the action.  At one point, your laser-firing jetpack-gun thing is swapped out for one  that behaves more like a shotgun. I found it to be pretty fun,  partially because I had fewer control problems when using it.&lt;br /&gt;
tiny Build has also included a few bosses, all of which are  completely ridiculous, and a one-off side-scrolling shooter level. Most  of these were not particularly tough to beat or deep, but even still, I  am glad they were implemented. The full game can be completed in a few  hours, which is relatively fair for the price; additionally, there are  bonus and user-made levels.&lt;br /&gt;
&lt;img border="0" src="http://bulk2.destructoid.com/ul/210337-review-no-time-to-explain/notime3-620x.jpg" /&gt;&lt;br /&gt;
And now we get to the really disappointing stuff. &lt;em&gt;No Time To Explain&lt;/em&gt;  suffers from a number of bugs, some of which are game-breaking. The  first patch fixed enough to allow me to see the game through, but it  sounds like certain users are still having major issues, especially on  the non-Windows versions.&lt;br /&gt;
After enough in-game deaths, your character will eventually make this   extremely angry face like he's about to give up. The first time I saw   it, I soon realized I had been making a similar face myself for who   knows how long. It was at this point I had to ask myself, "Why are you   still spending your time on this?"&lt;br /&gt;
Looking over the forums, it seems as if the developers are actively  paying attention, and seemingly working on follow-up patches. That's  good. But in its current state, &lt;em&gt;No Time To Explain&lt;/em&gt; is in  serious need of polish. One day, this might be a solid platformer,  because the concept is fun and worth iterating upon. For now, though,  the annoyances aren't worth putting up with.&lt;br /&gt;
&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Rock of Ages</title><link>http://top-pcgame.blogspot.com/2011/09/review-rock-of-ages.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 6 Sep 2011 00:37:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-8940669096494738936</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggWDVMYOqZc2KTQzxIBqXCCpiYnQqQBsjDnzrbHe4yOc3Xm1XftR4NTEFJANR-AAFRpQCEeNUvjNEJJVHRz22GA4Akw2_iEydPVBuSqw-ou8zzONJDAXRzEIVJrfp4bKcm3lC_PRx0hRg/s1600/ROA-color.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggWDVMYOqZc2KTQzxIBqXCCpiYnQqQBsjDnzrbHe4yOc3Xm1XftR4NTEFJANR-AAFRpQCEeNUvjNEJJVHRz22GA4Akw2_iEydPVBuSqw-ou8zzONJDAXRzEIVJrfp4bKcm3lC_PRx0hRg/s320/ROA-color.jpg" width="220" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;b&gt;Chilean independent&lt;/b&gt; studio ACE Team made a name for itself with &lt;b&gt;&lt;i&gt;Zeno Clash&lt;/i&gt;&lt;/b&gt;,  an oddball game that continues to freak me out to this day. (Do not  Google "Father-Mother." Don't.) These guys have garnered a reputation  for producing unusual, stylish titles that aren't quite like anything  else on the market.&lt;br /&gt;
This trend continues with &lt;b&gt;&lt;i&gt;Rock of Ages&lt;/i&gt;&lt;/b&gt;, I'm happy to report.  Once again, ACE Team has partnered with publisher Atlus, which means  its latest release will be hitting up the usual three digital  distribution platforms. Cherish the moment, because it's not every week  we get such well-crafted originality.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
I'm not entirely sure how the developers reached this conclusion, but essentially, &lt;i&gt;Rock of Ages &lt;/i&gt;is  an artistic journey through time and space, as seen through the eyes of  a boulder ... which, strangely enough, has a literal face. Told you  these guys were creative!&lt;br /&gt;
The adventure begins with the Greek mythological figure Sisyphus. As  the legends say, he is forced to push a boulder up a hill by hand --  only to see it roll back down again and repeat the process -- for  eternity. He decides that the best way to escape this fate is to use the  giant rock against, well, everyone.&lt;br /&gt;
Fittingly, &lt;i&gt;Rock of Ages &lt;/i&gt;begins with an aesthetic inspired by  Ancient Greek pottery. In fact, Sisyphus -- and all other famous  historical (or artistic) figures shown throughout the game -- appear  almost exactly as they originally did in their given medium and style.&lt;br /&gt;
It's an absurdly cool effect, both in the hilarious cut scenes that  introduce each fictitious fight, and in the levels themselves where  non-playable characters appear as cutouts in a 3D world.&lt;br /&gt;
&lt;img border="0" src="http://bulk2.destructoid.com/ul/210495-/rock3-620x.jpg" /&gt;&lt;br /&gt;
Most levels in &lt;i&gt;Rock of Ages &lt;/i&gt;are broken up into two main  components: an offensive stage, where you navigate your boulder into an  opposing castle gate, and a defensive stage, where you attempt to stop  your enemy's mineral-based counterpart from doing the same.&lt;br /&gt;
You're given a surprising amount of control over your boulder, given its size, and can even perform jumps. Think &lt;i&gt;Super Monkey Ball&lt;/i&gt;,  only ... chunkier. The goal is to ultimately get to the end of a stage  in one piece. Hitting enemy towers and other defensive structures will  earn you money, but doing so also cracks away at your character,  eventually causing him to lose a layer or even completely crumble, if it  gets to that point.&lt;br /&gt;
Interestingly, there seems to be no real punishment for falling out  of bounds other than losing the time it takes to respawn back on solid  ground.&lt;br /&gt;
Hitting your rival's castle gate knocks off some health (usually  about one third). When it hits zero, the door will be breached and all  that's left is to roll over the person or thing hiding inside. Money  earned can be spent on one-time-use upgrades for your boulder, like  spikes, or wings which give you a double jump.&lt;br /&gt;
Did I mention the collectible keys? Yeah, there are hidden keys to  find in every mission. Enjoy, completionists! You'll need a handful to  gain access to every single-player level, but the vast majority of keys  can be skipped.&lt;br /&gt;
&lt;img border="0" src="http://bulk2.destructoid.com/ul/210495-/rock5-620x.jpg" /&gt;&lt;br /&gt;
Upon losing your boulder or hitting the gate, you aren't allowed to  immediately jump back into the action. Rather, you enter the strategy  phase. Any money you have built up can be put toward defenses that are  placed on the enemy's side of the map from an overhead view.&lt;br /&gt;
At any point during this time, you can bring up a selection wheel to  choose different unit types, all of which come in a few different  upgraded (and therefore more expensive) forms. While all of this is  going on, a timer of sorts is counting down until your next boulder is  ready to go.&lt;br /&gt;
If it so happens that you are in this defensive phase and your  opponent is controlling their boulder already, you can manually drop  down attacks from the sky, but this requires some exceptional  timing-based skill for the most part. &lt;i&gt;Rock of Ages &lt;/i&gt;is played in real time, so both players (AI-controller or otherwise) aren't always going to be lined up.&lt;br /&gt;
Scattered throughout the game are a few boss levels. None of these  are particularly challenging, involved, or noteworthy -- you are just  trying to hit a weak point a few times -- but they do help break up the  repetition somewhat. I will say that they are all visually interesting,  and the final boss was a fun twist.&lt;br /&gt;
&lt;img border="0" src="http://bulk2.destructoid.com/ul/210495-/rock6-620x.jpg" /&gt;&lt;br /&gt;
Your opponents, for the most part, put up a good fight. That said, &lt;i&gt;Rock of Ages&lt;/i&gt;  tends to devolve into a race to see who can hit the other guy's castle  three times first. Defenses rarely, if ever, are good enough to  completely wipe out a boulder. My go-to tended to be this one structure  type which produces wind that can easily knock the AI off course.&lt;br /&gt;
There are around twenty story missions in all, most of which go down  as described above. You'll travel through a number of different artistic  periods, resulting in rather drastic changes to the environment art, so  it's still engaging even if much of the game does play out similarly.  These titular ages are probably the biggest draw to &lt;i&gt;Rock of Ages&lt;/i&gt;.&lt;br /&gt;
On the whole, there's a great sense of humor as well. The base  multiplayer mode functions exactly like the levels in story mode, so I  won't really get into it. In my experience, the netcode was where it  needed to be. I guess the issue here would be that of how long the  community remains active.&lt;br /&gt;
Rounding out the content is SkeeBoulder mode. It's basically Skee  ball with point multipliers, except you don't have to worry about  throwing the ball too hard and getting yelled at by Chuck E. Cheese's  staff. I didn't care for this so much, but its inclusion is appreciated.  Same goes for the time trials, which let you go through the same levels  again, only this time you're merely trying to earn medals based on how  long it takes to reach the finish line.&lt;br /&gt;
&lt;img border="0" src="http://bulk2.destructoid.com/ul/210495-/rock4-620x.jpg" /&gt;&lt;br /&gt;
Even though &lt;i&gt;Rock of Ages &lt;/i&gt;can safely be completed in an  afternoon, it's a largely well-executed game unlike any other I've  played on XBLA/PSN/Steam. While the core mechanics may result in similar  outcomes on a level-by-level basis, they are enjoyable mechanics  nonetheless.&lt;br /&gt;
&lt;i&gt;Rock of Ages&lt;/i&gt; is good for a few deep laughs, has tremendous  art design, and is worth experiencing by most everyone given the price  and ridiculous premise. Anyone on the fence need only demo the game to  immediately see whether or not the full version is for them.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Source :http://www.destructoid.com/review-rock-of-ages-210495.phtml &lt;/i&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggWDVMYOqZc2KTQzxIBqXCCpiYnQqQBsjDnzrbHe4yOc3Xm1XftR4NTEFJANR-AAFRpQCEeNUvjNEJJVHRz22GA4Akw2_iEydPVBuSqw-ou8zzONJDAXRzEIVJrfp4bKcm3lC_PRx0hRg/s72-c/ROA-color.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Tropico 4</title><link>http://top-pcgame.blogspot.com/2011/09/review-tropico-4.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 6 Sep 2011 00:27:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-7680982652072591637</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgowSoTt-9SJKW2w-0Sb82jgjLGFDByy8q9tjFdEtSpx9bMc1Cs239iUXfRC8kSQyWPF8-eS91gRHwBcfH2NfxMNZAh18cCYG-6EU3J9NiA1SONH-WcBHq4fw67Bq4YwW_BHD8tleHh8_E/s1600/Tropico-4-thumb.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgowSoTt-9SJKW2w-0Sb82jgjLGFDByy8q9tjFdEtSpx9bMc1Cs239iUXfRC8kSQyWPF8-eS91gRHwBcfH2NfxMNZAh18cCYG-6EU3J9NiA1SONH-WcBHq4fw67Bq4YwW_BHD8tleHh8_E/s320/Tropico-4-thumb.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;Hola El Presidente! I see you have returned to rule Tropico once more, after having done so in &lt;i&gt;Tropico 3&lt;/i&gt; and maybe even after extending your rule in &lt;i&gt;Tropico 3: Absolute Power&lt;/i&gt;.  Because life as El Presidente is hard enough, you will be happy to know  that the island nation will take more or less the exact same skills to  govern as it did before.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
Or perhaps the similarity will disappoint you.&lt;br /&gt;
&lt;img border="0" height="225" src="http://bulk.destructoid.com/ul/210633-review-tropico-4/1-620x.jpg" width="400" /&gt;&lt;br /&gt;
The &lt;i&gt;Tropico&lt;/i&gt; series has carved itself a nice little niche in the city building genre dominated by different iterations of &lt;i&gt;The Settlers&lt;/i&gt; and &lt;i&gt;Anno&lt;/i&gt;  games in recent years. Whereas the latter series focused on creating  intricate economies riddled with multiple processing buildings, &lt;i&gt;Tropico&lt;/i&gt; has always been more about managing a "light" economy and the socio-political factors required to keep everything running.&lt;br /&gt;
&lt;i&gt;Tropico 3&lt;/i&gt; refined the first game's core and took it to the  current age, even adding an Xbox 360 version that actually controlled  remarkably well. The PC-only expansion &lt;i&gt;Absolute Power&lt;/i&gt; added a bunch of buildings, and now &lt;i&gt;Tropico 4&lt;/i&gt;  takes all of that and puts it in the wrapper of a brand new game. As a  result, veterans may feel it plays like yet another expansion with key  changes here and there. Which is not necessarily a bad thing.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/210633-review-tropico-4/2-620x.jpg" /&gt;&lt;br /&gt;
For those new to &lt;i&gt;Tropico&lt;/i&gt;, you star as a Caribbean dictator  who can choose to create his own banana republic, a lavish tourist  resort, or a vast industrial empire on different island maps -- or all  of the above provided the map is large enough. Mines have to be built on  top of resource locations, farms belong in areas where different crops  benefit from natural conditions, and tourist buildings need to be in  beautiful locations to yield the highest profit. Aside from a few  natural restrictions, how you actually build and lay out your island  city-state is entirely up to you.&lt;br /&gt;
Your Tropicans will need to stay happy enough to keep them from  starting an uprising or a military coup, however, so building up your  economy is often secondary to creating a proper functional society. The  inhabitants' needs are grouped by the factions they belong to, who now  give you more feedback on what they actually want than in the previous  title.&lt;br /&gt;
Quality housing, farms, and healthcare keeps the Communists happy,  while Capitalists want a good industry and large class differences.  Failing to provide enough churches and cathedrals will annoy the  religious faction, having an open immigration policy to boost your  workforce annoys the Nationalists, and so on.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/210633-review-tropico-4/3-620x.jpg" /&gt;&lt;br /&gt;
In &lt;i&gt;Tropico 4&lt;/i&gt;, each faction representative now has its own  caricature face to help you better identify with them and it's a bit  easier to see what each faction wants or what is causing them to be  discontented, due to a rearranged almanac that displays all necessary  information.&lt;br /&gt;
Tsunamis, oil spills, and volcano eruptions have been added to the  disaster roster, and damage from natural disasters can now be mitigated  by building and upgrading a weather station. Plenty of campaign missions  will make you deal with these disasters and they make for a nice  challenge and a change of pace. Despite being set in the Cold War era,  you'll even get some missions that joke about contemporary events such  as a volcano eruption's ash cloud disrupting air traffic. At its core,  the &lt;i&gt;Tropico&lt;/i&gt; brand of humor and charm is still ever-present in &lt;i&gt;Tropico 4&lt;/i&gt;.&lt;br /&gt;
Other changes are more minute. Hotels now have an entrance to fit  onto a road, so you can't bundle them all together anymore. All tourism  buildings now works slightly different, in fact. More attractions and  luxury attractions like a luxury liner or a rollercoaster will keep the  tourists entertained, but income from hotels -- and especially beach  villas -- is now a lot less reliable than in &lt;i&gt;Tropico 3&lt;/i&gt;. You can no longer just build 20 beach villas and never worry about money ever again.&lt;br /&gt;
A new building, the Ministry, requires you to hire or appoint members  to a cabinet. This doesn't actually do much other than adding more  prerequisites for your presidential edicts, although your ministers will  sometimes screw up and cause a negative effect if you don't fire them  immediately, or they might provide you with unsuspected bonuses.&lt;br /&gt;
If Juanito, the infamous and annoying radio DJ from &lt;i&gt;Tropico 3&lt;/i&gt;,  was causing you minor strokes you'll be glad to hear he is entirely  absent here. There is an achievement for killing any Tropican named  Juanito, so feel free to kill all of them and claim your sweet revenge.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/210633-review-tropico-4/4-620x.jpg" /&gt;&lt;br /&gt;
Because most new buildings simply serve as a slightly different or  slightly more powerful version of existing buildings, veterans of &lt;i&gt;Tropico 3&lt;/i&gt;  will find that very little has been changed in the core formula. If  your old strategy for an early game economy worked in the past, it will  most likely work in &lt;i&gt;Tropico 4&lt;/i&gt; as well. You'll still stick with  tenements, farms and mines at first, and gradually work your way to a  high school for churches and industry. Once your economy is built up,  you'll have little trouble winning any scenario just like in the  previous game.&lt;br /&gt;
The new 20-mission campaign does have a lot more to offer than  before. Instead of semi-randomly going through a bunch of unrelated  missions, there is now a somewhat consistent storyline that takes you  from the '50s to the end of the Cold War. The U.S. and USSR still play a  large role in managing foreign relations and staving off invasion, but  the EU, Middle East, and China now play minor roles as well. Each  foreign faction will be influenced by the type of goods you export, and  they offer plentiful optional objectives to improve relations and earn  some more cash in the short or long run -- occasionally forcing you to  choose between antagonizing one of them for a benefit.&lt;br /&gt;
The trademark humor and tongue-in-cheek missions are back in force,  and they are better than ever. Whether you have to prototype the USSR's  version of Perestroika by building a stock exchange or need to appease a  group of killer mimes until they can fly to Las Vegas for a tour, each  mission offers enough variety to keep you from remembering you are  basically only adding minor variations to your perfected planning system  from island to island.&lt;br /&gt;
Sidequests can pop up on the map to keep yourself occupied, which  helps a great deal in keeping the repetition at bay. Whether you have to  increase exports of a specific good for a specific foreign power, or  are asked to institute same-sex marriage to improve relations with the  intellectuals -- at the cost of your relationship with the religious  faction -- there are very little instances where you have nothing to do.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/210633-review-tropico-4/5-620x.jpg" /&gt;&lt;br /&gt;
On the PC version at least, you'll have access to as many user  created challenges as people are willing to make. When creating your own  challenge you still need to start with one of ten pre-created maps, but  you can edit them in terms of landscape or resources to your heart's  content. It's a shame these maps still don't tell you anything about  their layout when you select them, though. Another annoyance is that you  have to alt-tab out of the game to actually enter a mission description  -- probably the main reason why practically none of the user-created  challenges have any description whatsoever.&lt;br /&gt;
Creating your perfect custom template to build the island of your  dreams will probably take you upwards of an hour (if not more), but the  sandbox and challenge offerings extend the gameplay well beyond the  campaign's missions -- which will easily take you more than 20 hours to  start with.&lt;br /&gt;
&lt;i&gt;Tropico&lt;/i&gt; is and remains the type of game that is infinitely  replayable as long as you are willing to play it. Those players who  focus on the most efficient economy may stick with their working  strategies from games past, never even touching a third of the buildings  you can build or the mechanics on offer. But whatever kind of island  nation you want to build in your image, &lt;i&gt;Tropico 4&lt;/i&gt; offers enough tools to do so in great detail.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/210633-review-tropico-4/6-620x.jpg" /&gt;&lt;br /&gt;
&lt;i&gt;Tropico 4&lt;/i&gt; is without a doubt a better game than &lt;i&gt;Tropico 3&lt;/i&gt;  -- which was easily one of my favorite games of 2009. Having said that,  Haemimont has taken a conservative approach with this full-fledged  sequel. While some parts like the expanded foreign relations, sidequest  system, and slight UI overhaul are worthy of a sequel, the core gameplay  feels practically identical to &lt;i&gt;Tropico 3&lt;/i&gt;; if you never build shanties or mansions before, you're not going to build them now.&lt;br /&gt;
Whether this sequel is worth your money comes down to a few simple questions. Did you like &lt;i&gt;Tropico 3&lt;/i&gt;? Then you'll like &lt;i&gt;Tropico 4&lt;/i&gt;  just as much and you'll appreciate the small changes, as long as you  don't expect a revolution in design compared to the previous game. If  you are not in a hurry, it's a no-brainer to pick up during a Steam  sale. Have you never played a &lt;i&gt;Tropico&lt;/i&gt; game before? Then &lt;i&gt;Tropico 4&lt;/i&gt; is the one to get, and once you understand what you're supposed to do you'll likely have a blast with it.&lt;br /&gt;
Regardless of whether or not you desire innovation in &lt;i&gt;Tropico 4&lt;/i&gt;,  it remains one of the most enjoyable and charming city building games  of current times. Best of all, it's one of the few games that you can  just as easily play lazily from your couch with a controller as you can  play it hunched over your keyboard. It would've been nice if there had  been more to &lt;i&gt;Tropico 4&lt;/i&gt; than just "more of the same&lt;i&gt;&lt;/i&gt;," but criticisms of little actual change aside it's still one of the most relaxing of its kind you're likely to play all year.&lt;br /&gt;
I only hope Haemimont will eventually overhaul the now aging core  gameplay to make it worth using all of the options at hand, rather than  letting players stick with what worked before. Most of all, we really  need a revamp of &lt;i&gt;Tropico 2: Pirate Cove&lt;/i&gt;, because everything is better with pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Source : http://www.destructoid.com/review-tropico-4-210633.phtml &lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;i&gt;&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgowSoTt-9SJKW2w-0Sb82jgjLGFDByy8q9tjFdEtSpx9bMc1Cs239iUXfRC8kSQyWPF8-eS91gRHwBcfH2NfxMNZAh18cCYG-6EU3J9NiA1SONH-WcBHq4fw67Bq4YwW_BHD8tleHh8_E/s72-c/Tropico-4-thumb.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Pirates of Black Cove</title><link>http://top-pcgame.blogspot.com/2011/08/review-pirates-of-black-cove.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 22 Aug 2011 07:28:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-9062121306553415229</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5jJgbK_IAlfWjg4A3W78EtB3Ne6OCn7Exc8nJVhXwshQJ0OinTEgKGVXSmxbCfJXYMMAiwdgei2t29E1l0shIr7pM1r95id6H76Gq1q6-TNdY3QjWSM-JYJyvtto27EAD0pyIlSxviNg/s1600/Pirates-of-Black-Cove-Game-Announced.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5jJgbK_IAlfWjg4A3W78EtB3Ne6OCn7Exc8nJVhXwshQJ0OinTEgKGVXSmxbCfJXYMMAiwdgei2t29E1l0shIr7pM1r95id6H76Gq1q6-TNdY3QjWSM-JYJyvtto27EAD0pyIlSxviNg/s400/Pirates-of-Black-Cove-Game-Announced.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;As one of three different characters that each have their own  attributes (balanced, melee, ranged), you set out on your quest to work  your way through scallywags and become the Pirate King of legend. &lt;em&gt;Pirates of Black Cove&lt;/em&gt;  centers around one part ship-to-ship combat and exploration in the  Caribbean region, one part land-based missions, and one part managing  your land army of scurvy dogs and handing in quests.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
The naval combat is solid and accessible, if perhaps too arcade-y in  nature for the hardcore naval fan. While you start out with little more  than a horrifyingly slow floating wreck with a handful of broadside  cannons, sinking ships and doing quests for the three different Pirate  factions that vie for control nets you the necessary money (pieces of  eight) to buy and upgrade ships. Through exploration around the map,  you'll also find "blueprints" that work as a ship and upgrade unlock  currency.&lt;br /&gt;
Soon enough, you will have found enough blueprints and liberated  enough pieces of eight to afford yourself a decent ship. Contary to the  more open gameplay found in the bug-ridden yet quite enjoyable &lt;em&gt;Pirates of the Caribbean&lt;/em&gt; from 2003, all progression in &lt;em&gt;Pirates of Black Cove&lt;/em&gt;  is done through quests. There is no trading of any kind, because this  is not a merchant simulator; it's the pirate's life for you.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/207947-review-pirates-of-black-cove/2-620x.jpg" /&gt;&lt;br /&gt;
Progression is a semi-linear affair, with completed quests  occasionally leading to a batch of new quests that you can complete in  any order. Once you have completed enough quests for one faction, the  resulting gained reputation allows you to start doing missions for the  next faction, and so on. It's not so much a game where you have to  choose sides, as much as you simply go through all available missions to  gain the highest reputation for all factions and unlock the final  storyline mission.&lt;br /&gt;
Between the missions at sea that involve sinking ships, capturing  them with a human catapult special ability -- which catapults an  unfortunate pirate -- or escort duties, these missions stay fun  throughout the lengthy campaign. Combat is fast, though once you upgrade  to one of the heavier Buccaneer faction vessels it's pretty hard to  ever get sunk. Occasional maritime distractions will see you battling a  Kraken or navigating a rotating maze that protects Sirens in special  separate seafaring sections.&lt;br /&gt;
In line with its accessible nature, you won't be seeing much ship  customization beyond upgrades and special weapons. What you buy is what  you get, without having to worry too much about ship statistics or crew  maintenance, and there's no chained cannonball shots to wipe out masts  or any option to build a fleet beyond the ship you control directly.&lt;br /&gt;
The land-based combat is a different story altogether. Each pirate  hero can have up to three squads of a wide variety of units under his or  her command, and new pirate heroes will join you as you complete all  missions for a faction. Every pirate faction has its own island base  where you can construct barracks to recruit land units and accept or  hand in quests. Although the units are varied enough to give you a range  of melee, ranged, and special attacks in theory, the land combat  doesn't work quite as well in practice.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/207947-review-pirates-of-black-cove/3-620x.jpg" /&gt;&lt;br /&gt;
Part of the problem lies with the controls and mission structure.  Practically every land mission simply requires you to walk from your  landing point to a mission objective, killing enemies along the way, and  walking back. Your units will &lt;em&gt;usually&lt;/em&gt; attack whatever is next  to them if they are standing still, but there is no attack-move option.  You need to manually right click on enemies to attack them, but if they  are melee units and start to swashbuckle with your units, it can be  quite hard to click to attack them.&lt;br /&gt;
If you misclick and move units to the ground next to an enemy, they  will sometimes just stand there and take damage until you finally click  on the right spot. The controls need a lot of precision on your part,  which isn't always possible when you have a mess of units brawling  about. A default attack-move option would solve all these issues, but  without it the land missions range from frustrating to eliciting the  feel that you are simply going through the motions to get back to sea.&lt;br /&gt;
It doesn't help that the land mission areas are either too large or  your units walk too slowly, which results in a long wait while all your  units walk back to the landing area -- something they need to do in  almost every mission. Thankfully there is a "return to ship" button that  automatically directs all units to return to the landing spot, but it's  still a jarring experience from the fun you are otherwise likely to  have with &lt;em&gt;Pirates of Black Cove.&lt;/em&gt;&lt;br /&gt;
As you progress, an inventory system will fill itself with items you  can activate for  things like invulnerability or taunting nearby ships,  yet it's hidden  away in a menu that discourages you from remembering to  use it. Having  these items in a toolbar, &lt;em&gt;World of Warcraft&lt;/em&gt; style, would've been highly beneficial.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/207947-review-pirates-of-black-cove/4-620x.jpg" /&gt;&lt;br /&gt;
This is most certainly a game for patient PC gamers who just like to  kick back and mess around with pirates. A unique "wind charm" item lets  you instantly teleport to a faction base to save time, although it only  works only if you are at sea. Whenever you use one, you had better  remember to pick it up again inside the faction base in question or  you'll be manually sailing all the way back. It's a bit mindboggling why  there is not simply a teleport button instead of this system, as the  wind charms can sometimes be hard to spot inside the base until you've  learned its possible spawn locations.&lt;br /&gt;
Occasional game-crashing bugs also mean you &lt;em&gt;have&lt;/em&gt; to be  patient, although Nitro Games has been pretty quick with releasing  patches already and future support seems like a safe bet. Which is  great, because &lt;em&gt;Pirates of Black Cove&lt;/em&gt; does a lot right whereas it falls short in other areas.&lt;br /&gt;
The dialogue is fully voiced and funny enough, the story keeps  progressing at a decent pace to keep playing, and you can collect all  manner of collectables -- including 1000 "joke bottles" with jokes that  range from hearthy chuckles to cringeworthy puns. These jokes are echoed  on the faction bases by NPCs and as someone who is not averse to  terrible puns, these jokes actually made me smile more than I can  remember doing in any other recent game.&lt;br /&gt;
Most importantly, the entire game has a certain charm to it. Pirate  tropes abound everywhere you look, and it's obvious that Nitro Games is a  huge fan of everything pirate; something further evidenced by the  mention of swashbuckler classics like &lt;em&gt;The Sea Hawk&lt;/em&gt; and &lt;em&gt;Captain Blood&lt;/em&gt; on the game's &lt;a href="http://www.facebook.com/PiratesofBlackCove" target="_blank"&gt;Facebook page&lt;/a&gt;.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/207947-review-pirates-of-black-cove/5-620x.jpg" /&gt;&lt;br /&gt;
Even though the land mission structure in &lt;em&gt;Pirates of Black Cove &lt;/em&gt;tends to be a bit bland, these missions do help to keep the gameplay varied. Essentially the game suffers from the same problem &lt;em&gt;Star Wars: Empire at War&lt;/em&gt;  had: space battles were fun, while ground missions were a bit of a  mess. Other than this structural aspect, every other issue with the game  -- from the land-based controls to certain interface oddities and a  game-crashing bug here and there -- concerns things that could easily be  fixed through updates.&lt;br /&gt;
&lt;em&gt;Pirates of Black Cove&lt;/em&gt; has some rough edges, to be sure, yet  it is still the most enjoyable and simply fun pirate game I've played in  years. The foundations the game is built upon are strong enough to  support a sequel that improves on the existing formula and does away  with its flaws, whether they are issues grounded in design or controls,  and I'd probably buy any future iteration set in the Oriental in a  heartbeat.&lt;br /&gt;
If you are a big enough pirate fan and willing to overlook &lt;em&gt;Pirates of Black Cove&lt;/em&gt;'s  faults in favor of its charm, there is enough fun to be had to make its  budget price a barrrrgain. Should such pirate puns lead to  haemorrhaging in your brain's language centers, however, then this might  not be the game for you.&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5jJgbK_IAlfWjg4A3W78EtB3Ne6OCn7Exc8nJVhXwshQJ0OinTEgKGVXSmxbCfJXYMMAiwdgei2t29E1l0shIr7pM1r95id6H76Gq1q6-TNdY3QjWSM-JYJyvtto27EAD0pyIlSxviNg/s72-c/Pirates-of-Black-Cove-Game-Announced.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Air Conflicts: Secret Wars</title><link>http://top-pcgame.blogspot.com/2011/08/review-air-conflicts-secret-wars.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 22 Aug 2011 07:26:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-5977014674498559758</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjqioFFwZIFJrxZeNobMeT3uN8RshTrnrk7XMlGi_Q-ZQA3MVA23r2l6mEQAR04fdneC4AeRjFR6nSHR6WVbnc4W0RnjiXNKvGZ0wCgjNccFzxzhxH_ODEWSW0pIgaKW83kfdAGn2VoCA/s1600/83337_Air_Conflicts_Secret_Wars_41.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjqioFFwZIFJrxZeNobMeT3uN8RshTrnrk7XMlGi_Q-ZQA3MVA23r2l6mEQAR04fdneC4AeRjFR6nSHR6WVbnc4W0RnjiXNKvGZ0wCgjNccFzxzhxH_ODEWSW0pIgaKW83kfdAGn2VoCA/s400/83337_Air_Conflicts_Secret_Wars_41.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;As DeeDee Derbec, a young and dashing female smuggler pilot who gets  swept up into the events of World War II, you travel around the European  theater doing what you're supposed to be doing: shooting down Nazis,  bombing Nazis, and occasionally doing supply drops or flying basic  stealth missions from point A to B.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
The game starts out rather dodgy, throwing "cutscenes" in your face  that are just a single image which the camera pans over a couple of  times -- focusing on different aspects of the image to fit the  voice-over narration, if you're lucky. The first campaign or so sees you  partaking in some truly awful missions that involve flying to a  checkpoint or shooting down a few fighters or bombers, and strangely  enough these missions can sometimes only take a few minutes to complete.&lt;br /&gt;
If you stick with it and keep on playing, however, it actually  becomes quite an enjoyable little game. Missions become slightly more  varied, the story picks up, and you start to unlock more and more planes  that each have their own statistics and weapon loadouts.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/206596-review-air-conflicts-secret-wars/2-620x.jpg" /&gt;&lt;br /&gt;
The planes are sadly not very distinctive in the way they feel.  Bombers are slow and handle even slower, with the option to use a turret  and shoot backwards or sideways using the d-pad. Unfortunately, since  the turret's power is pretty useless, you are unlikely to ever down more  than 20 planes this way throughout the game.&lt;br /&gt;
Fighters handle much better and are a lot faster, and later in the  game you'll unlock the Me-262 jet fighter and Hortha-Gothen Flying Wing  to mess around in. All the planes in the same class handle almost  identically though, and you'll be hard pressed to notice the handling  difference between a Mosquito and a Stuka. What's worse, all the planes  lack a sense of speed. Only after flying  all of them do you notice the  difference, and even then it's hard to  notice whether you are flying at  33% throttle or a maximum speed.&lt;br /&gt;
Where the difference between planes does come in is in the weapon  loadout, if you can call it that. Each plane has a set amount of rockets  and bombs it can fire, which reload automatically at different speeds  depending on the plane. It's an arcade game, so there's no resupplying  or refueling or anything like that. Aircraft can be shot down with  rockets if you're lucky, if you happen to get the time to line them up  to an enemy that flies in a straight line, or if you shoot them right  before smashing into a plane. The latter is the easiest option, as there  is no collision model for planes in place.&lt;br /&gt;
Planes do have some graphical damage modeling but it doesn't impact  how the plane flies, making a Spitfire with half its wing shot off look  pretty comical. To make up for that, you'll have little Nazi soldiers  running for  their lives on  the ground and screaming in an explosion of  blood when  you bomb them  to smithereens, and a mission in which you  need to shoot down over a hundred Nazi  paratroopers who go "Aaaah" when  their parachutes collapse.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/206596-review-air-conflicts-secret-wars/3-620x.jpg" /&gt;&lt;br /&gt;
It's a shame that the missions are pretty drab. You'll go through the  standard WWII scenarios under the guise of helping out resistance  fighters throughout Eurasia, but at no point will you be surprised with  the mission design. Compared to &lt;i&gt;Ace Combat 6&lt;/i&gt;, &lt;i&gt;IL-2 Sturmovik: Birds of Prey&lt;/i&gt; and &lt;i&gt;H.A.W.X.&lt;/i&gt;, &lt;i&gt;Air Conflicts: Secret Wars&lt;/i&gt;  disappoints in this regard. It's a good thing the missions are at least  pretty varied, as far as shooting down aircraft and bombing ground  targets during WWII can provide variety.&lt;br /&gt;
The controls work well enough, with only the left stick used for  controlling your plane and the X and Y buttons for decelerating and  accelerating. You're notified that decelerating will help you turn  faster, but that's only an effective tactic for a handful of very slow  or very fast planes. For the most part, it won't matter at all how fast  you are going in a turn.&lt;br /&gt;
If you try to fly in a loop, you will suddenly face downwards upside  down without the option to roll around and escape a crash -- at least  when using the arcade control scheme. Because the simulation control  scheme is just no fun to use at all in this game, you are simply stuck  with making normal turns and sometimes braking because you're used to  doing so in a flight sim whether it actually does anything or not.&lt;br /&gt;
Landing is a matter of flying through four loops after which you are  instantly on the ground, and usually you can take off directly  afterwards with the cargo or person of interest on board. You'll earn  "Stars" for completing objectives and destroying enemies, which unlock  new planes, but there's little feedback on how you can earn more of  them. Likewise, you sometimes level up and get a skill point to spend on  handling, endurance, critical hits ("You shot a pilot through the  head!") and wingmen effectiveness. But there's no hint on how to earn  these points or if they are just allotted for certain missions.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/206596-review-air-conflicts-secret-wars/4-620x.jpg" /&gt;&lt;br /&gt;
So far &lt;i&gt;Air Conflicts: Secret Wars&lt;/i&gt; might sound like a truly  terrible game and at times it can be. But for the most part, it can  offer some stupid budget fun despite its faults. Enemy planes will dodge  out of the way if you shoot at them, turning dogfights into an affair  that will always keep you busy without taking minutes to down a single  plane in a dogfight. Depending on the difficulty, there is a very  generous lock-on reticule that makes shooting down enemy planes pretty  easy. Only on the highest difficulty will the target reticule lock-on  less often, and even then it's never hard to complete a mission.&lt;br /&gt;
It's a very arcade experience that may feel dumbed down to the  hardcore flight sim enthusiast, but this game doesn't try to satisfy  that audience. If you can look past the game's faults, the gameplay has  plenty of fun to offer. Surprisingly enough, the story is not terrible  either.&lt;br /&gt;
Penned by the writers at International Hobo, the story is in fact  pretty depressing. Throughout the seven campaigns that make up DeeDee  Derbec's story, she is always on the lookout to find out what happened  to the father she never knew. All she knows is that he never returned  from World War I. In each campaign, you will play a fighter who was on  her father's squadron and fight a single mission alongside Guillaume  Derbec.&lt;br /&gt;
These missions are hard to fail, and merely serve to provide a  backstory  for her father's experience and character during the war.  While a  voice-over from one of DeeDee's father's old squadron mates  tells her  what had happened, you act out these events flying a biplane  and make  some simple bombing runs. Again, these missions offer nothing   groundbreaking but a nice change of pace.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/206596-review-air-conflicts-secret-wars/5-620x.jpg" /&gt;&lt;br /&gt;
As the story progresses, you will lose friends along the way and  DeeDee turns from a simple happy-go-lucky alcoholic smuggler into one of  the most depressing characters you are likely to find in any video  game. Even right up to the finale, everything about DeeDee's adventures  is a tale of atrocities, mass murder, the bombing of field hospitals,  the loss of friends, and her descend into a war-torn woman who is slowly  stripped of a soul.&lt;br /&gt;
Sadly, while the story and script might surprise you at times given  the budget nature and the genre of the game, the voice acting ruins  almost all of it. Only four actors do the voices of around 12  characters, and when DeeDee is talking with her awful French accent to a  Russian resistance fighter who has the exact same voice, it can become  hilarious at times.&lt;br /&gt;
Despite the title mentioning Secret Wars, there is not really any  secret war to speak of. The story about helping out the resistance in  various regions is a nice break from the standard RAF superhero pilot  story, but don't expect anything as grand as &lt;i&gt;Secret Weapons Over Normandy.&lt;/i&gt;&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/206596-review-air-conflicts-secret-wars/6-620x.jpg" /&gt;&lt;br /&gt;
&lt;i&gt;Air Conflicts: Secret Wars&lt;/i&gt; is a weird game. Everything from  the graphics to the music and sound is passable, and it doesn't hold up  to the best this genre has to offer on the consoles. But strangely  enough, it can be a damn enjoyable little game to play.&lt;br /&gt;
Even though it's stitched together from pieces of varying quality and  even though the writing cannot save the boring cutscenes or the mission  designs that never rise above mediocrity, it's still a lot more fun  than most other budget simulator games on the consoles&lt;i&gt;&lt;/i&gt;. Hell, it's more fun than the awfully disappointing &lt;i&gt;H.A.W.X. 2&lt;/i&gt;.&lt;br /&gt;
Make no mistake, this is game that no one but the most avid of  console flight sim fans should ever play. If you can look past its  budget production values and design, there's about 7-8 hours of missions  and multiplayer that practically nobody but the Achievement whores seem  to be playing online -- though there is system-link multiplayer that  will also give you Achievements if you are into that.&lt;br /&gt;
&lt;i&gt;Air Conflicts: Secret Wars&lt;/i&gt; might be a budget title in price,  looks, and polish. But it's a simple and surprisingly enjoyable game  that hardcore fans of the genre will enjoy if they can go in with low  expectations. It doesn't do anything new or anything special but if you  see it discounted (it already dropped to half price in Europe within two  weeks of release), or if you can rent it, you might have more fun with  it than you might expect.&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjqioFFwZIFJrxZeNobMeT3uN8RshTrnrk7XMlGi_Q-ZQA3MVA23r2l6mEQAR04fdneC4AeRjFR6nSHR6WVbnc4W0RnjiXNKvGZ0wCgjNccFzxzhxH_ODEWSW0pIgaKW83kfdAGn2VoCA/s72-c/83337_Air_Conflicts_Secret_Wars_41.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Call of Juarez: The Cartel</title><link>http://top-pcgame.blogspot.com/2011/08/review-call-of-juarez-cartel.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 22 Aug 2011 07:25:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-6869516130676945482</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS05CnrVEN48Ia_WnT4C0evq-Od94dWqeIK_-zcWrWWOX73VzYtZdOgpcWywF13XaDmT8CHd_yWRkdNoCbmbQkFpefd_7QRxSdqcpQKSO84_19eQeULExAW0GZx0Hb6Qeb5PPD7g9bLFU/s1600/call+of+juarez.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS05CnrVEN48Ia_WnT4C0evq-Od94dWqeIK_-zcWrWWOX73VzYtZdOgpcWywF13XaDmT8CHd_yWRkdNoCbmbQkFpefd_7QRxSdqcpQKSO84_19eQeULExAW0GZx0Hb6Qeb5PPD7g9bLFU/s400/call+of+juarez.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;em&gt;The Cartel&lt;/em&gt; abandons the series' original Wild West premise,  featuring only the most shallow of nods to its cowboy legacy in a tale  of Los Angeles gang warfare, dangerous drug dealers, organized crime  rings and private military companies. The story is, to put it bluntly, a  convoluted cluttering of concepts that come together like a  particularly nasty car crash.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
You get a general idea of who everybody is and what they're going to do, but you'll struggle to find out &lt;em&gt;why &lt;/em&gt;anything is happening, and there are so many attempts at creating plot twists and &lt;em&gt;24&lt;/em&gt;-like  moments of secret agent action that you'll drown in the contrived  mystery of it all. It's quite clearly trying to be an action thriller  full of political intrigue, but the production is so forced that the  entire narrative comes across as tawdry and desperate.&lt;br /&gt;
The co-op campaign revolves around three characters, all of whom can  be controlled by players online. The ethnically diverse crowd consists  of a grumpy white L.A. cop who is also inexplicably a cowboy, a  stereotypically shady Mexican DEA agent who might be crooked, and a  tough-talking female sniper who is black, but not &lt;em&gt;too&lt;/em&gt; black that she'd offend the white middle classes.&lt;br /&gt;
&lt;img border="0" height="350" src="http://bulk2.destructoid.com/ul/206999-review-call-of-juarez-the-cartel/02-620x.jpg" width="620" /&gt;&lt;br /&gt;
Each character has their own specialty -- Cowby McGruff is best with  pistols and close-range combat, El Shady is a mid-range rifle expert,  and Ms. Forcibly Sassy gets a bonus with sniper rifles. Despite this,  however, it quickly becomes apparent that pistols aren't very good, and  no matter how many rifles you unlock, the majority of the game is best  played with the first assault rifle you find, no matter which character  you pick.&lt;br /&gt;
This reliance on a single gun represents the biggest gameplay problem apparent in &lt;i&gt;Juarez&amp;nbsp;&lt;/i&gt;-- the fact that every mission is almost &lt;em&gt;entirely&lt;/em&gt;  the same. There are flashes of promising originality -- especially in  the locations -- but for the most part, almost every level consists of  walking/driving to a destination, doing some talking, getting into a  series of pitched battles in arena-like areas, then getting into a car  chase. This formula repeats itself with only slight variations  throughout the course of the entire game.&lt;br /&gt;
&lt;em&gt;Juarez&lt;/em&gt; tries to spice things up a bit with an idea that is  genuinely brilliant, but simply isn't capitalized on. Each character  will receive phone calls from NPCs that only they can hear, and they'll  be given their own secret missions and agendas that run&amp;nbsp;parallel&amp;nbsp;to the  main objective. The aim is to create an air of subtle competition  and&amp;nbsp;persistent&amp;nbsp;mistrust, but unfortunately this is almost solely done by  having players collect miscellaneous items without being seen by their  teammates, which inspires about as much "mistrust" as a friendly hug.  It's also not uncommon to get phone calls in the middle of fights (don't  worry, enemies are polite enough to stop fighting), or be forced into  multiple unskippable conversations in a row.&lt;br /&gt;
What could have been a unique and clever manipulation of the co-op  format is instead both overbearingly shoved down one's throat and lazily  implemented. By the time the game reaches its conclusion and it tries  to pull a &lt;em&gt;Double Dragon&lt;/em&gt;, nobody will really care.&lt;br /&gt;
&lt;img border="0" height="350" src="http://bulk2.destructoid.com/ul/206999-review-call-of-juarez-the-cartel/03-620x.jpg" width="620" /&gt;&lt;br /&gt;
The lack of drop in/drop out co-op also hampers the experience. In  order to engage in co-op, players have to set their game to online mode  in an interactive lobby that appears at the beginning of each level.  Even if you've no intention of playing co-op, you have to load and sit  in this lobby area before manually starting your separately loaded  mission. If you would like co-op help during a mission, you'll have to  quit, restart the whole level, and wait patiently for someone to appear.  &lt;em&gt;If&lt;/em&gt;&amp;nbsp;anyone shows up -- they frequently do not.&lt;br /&gt;
&lt;em&gt;The Cartel&lt;/em&gt; features an obligatory competitive multiplayer  mode with obligatory game types and an obligatory rank system in which  one can unlock new guns, new perks, and new character skins. The main  bulk of the experience is waiting around in an interactive lobby room  for no other players to appear, while the game consistently fails to  connect you to anybody else's rooms.&lt;br /&gt;
For the most part, &lt;em&gt;Call of Juarez: The Cartel&lt;/em&gt; is a  by-the-numbers first-person-shooter with only half-hearted attempts to  stand out from the pack. Car chases are thrown into the mix but they're  incredibly repetitive and fail to be exciting by the third, identical  sequence. Players can temporarily activate bullet time, but if you don't  want to hear a contemporary cowboy say, "I bring not peace, but a  motherfucking sword" every three minutes, it's not much fun. With these  consistently regurgitated, half-baked gimmicks removed, you're left with  a mediocre, underachieving, relatively inoffensive shooter.&lt;br /&gt;
&lt;img border="0" height="350" src="http://bulk2.destructoid.com/ul/206999-review-call-of-juarez-the-cartel/04-620x.jpg" width="620" /&gt;&lt;br /&gt;
Or rather, that's what you have &lt;em&gt;before&lt;/em&gt; one factors in the sheer mess that is &lt;em&gt;The Cartel&lt;/em&gt;'s retail code. With muddy graphics, objects that shiver uncontrollably, and sound that will cut out every few minutes, &lt;em&gt;Call of Juarez&lt;/em&gt;  looks and sounds like a school project that hadn't been started until  Thursday night and needed handing in on Friday morning. Cutscenes have  the kind of framerate one expects from stop-motion animation and there  was even an&amp;nbsp;occasion&amp;nbsp;where I had to restart a checkpoint because enemies  that I were obligated to kill were spawning behind fences that I  couldn't reach.&lt;br /&gt;
These are not minor problems that go away. Sound cuts out throughout  and the game occasionally freezes for split-second intervals that  completely throw the player's aim off. Character animations are awkward  at best, and the overall game is presented in such dark browns  and&amp;nbsp;grays&amp;nbsp;that enemies are often difficult to distinguish from the  scenery. The only good thing I have to say about the presentation is  that the soundtrack is surprisingly decent, but its high quality only  serves to highlight how poor the rest of&lt;em&gt; Juarez&lt;/em&gt; is, contrasted as it is against an ugly, slipshod little waste of time.&lt;br /&gt;
&lt;em&gt;The Cartel&lt;/em&gt;'s lack of polish is offensive for a $60 retail  game. I'd expect this lack of attention from an obscure self-published  PC game by a studio nobody's ever heard of from a country nobody's ever  visited, but not in a game with Ubisoft's financial patronage and  Techland's experience. The fact that this isn't being sold as a budget  game is, quite frankly, disingenuous and shameful. Nobody should have  the right to charge a full $60 for a game this badly stitched together.&lt;br /&gt;
&lt;img border="0" height="350" src="http://bulk2.destructoid.com/ul/206999-review-call-of-juarez-the-cartel/05-620x.jpg" width="620" /&gt;&lt;br /&gt;
&lt;em&gt;Call of Juarez: The Cartel&lt;/em&gt; could have gotten away with being  an unremarkable yet playable shooter, but the galling lack of  presentation and legitimately uncomfortable audio/visual problems make  it an unpleasant experience overall. Unfinished, buggy, and barely fun  to play, &lt;em&gt;Call of Juarez: The Cartel&lt;/em&gt; is a sloppy serving from people who should know better, and ought to be ashamed of themselves. &lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS05CnrVEN48Ia_WnT4C0evq-Od94dWqeIK_-zcWrWWOX73VzYtZdOgpcWywF13XaDmT8CHd_yWRkdNoCbmbQkFpefd_7QRxSdqcpQKSO84_19eQeULExAW0GZx0Hb6Qeb5PPD7g9bLFU/s72-c/call+of+juarez.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Preview: Scivelation</title><link>http://top-pcgame.blogspot.com/2011/08/preview-scivelation.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 22 Aug 2011 07:23:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-2264169735481295381</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh49tsfk28njmwP8ZpJt7MIFFr_bbRzo4SKhOwAIua4E6V6W8asGB0pACav44F2bkzShfF0mAcjiOAD64itfL4aQw29LI-vpGhSO4hW8FG2R2leyN_0V996f8bxH6c9OeJo7H4120es8xE/s1600/image_elishaboob-620x.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="246" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh49tsfk28njmwP8ZpJt7MIFFr_bbRzo4SKhOwAIua4E6V6W8asGB0pACav44F2bkzShfF0mAcjiOAD64itfL4aQw29LI-vpGhSO4hW8FG2R2leyN_0V996f8bxH6c9OeJo7H4120es8xE/s400/image_elishaboob-620x.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;In a dystopian post-apocalyptic world, a Judeo-Christian&amp;nbsp;fanatic  group called The Regime has taken control of the entire world.  Meanwhile, a global organization of resistance cells called the GRN  (guess what it stands for) tries to fight The Regime and its army of  genetically enhanced super soliders that have crosses imprinted on their  armor.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
Previously known as a Source-powered game called&amp;nbsp;&lt;i&gt;Salvation&lt;/i&gt;, the Unreal-powered&amp;nbsp;&lt;i&gt;Scivelation&amp;nbsp;&lt;/i&gt;(science+revelation)  puts you in control of two characters who will shoot, climb, stealth,  and stab their way through a third-person action adventure.&lt;br /&gt;
You play through &lt;i&gt;Scivelation&lt;/i&gt;&amp;nbsp;as two characters in the GRN.&amp;nbsp;A  Japanese assassin hottie named Elisha who, if you saw her, can  obviously be identified as a former scientist just by looking at her,  and a Russian soldier named Mikhail.&amp;nbsp;Throughout the game you'll play as  one of the two characters, but there will be some levels where the  characters meet, allowing you to choose which one you want to control.&lt;br /&gt;
The demo at gamescom only featured Elisha who can snipe people,  activate an invisibility cloak system that still allows you to identify  her womanly curves, and do her sneaky-sneaky thing while mostly evading  direct conflict where possible.&lt;br /&gt;
It looked a bit like a mix between &lt;i&gt;Metal Gear Solid 4&lt;/i&gt;&amp;nbsp;with the stealth mechanics, and &lt;i&gt;Uncharted&lt;/i&gt;&amp;nbsp;in terms of combat and being able to scale walls and shimmy ledges.&lt;br /&gt;
&lt;img border="0" height="350" src="http://bulk.destructoid.com/ul/209511-preview-scivelation/01-620x.jpg" width="620" /&gt;&lt;br /&gt;
Everything about &lt;i&gt;Scivelation&lt;/i&gt;&amp;nbsp;did look a bit generic, though.  Some of the game's innovative features include being able to pick up  enemy weapons or "unique stealth moves, including stealth kills." If  you've played third-person stealth games and action adventures, you can  probably jump right into &lt;i&gt;Scivelation&lt;/i&gt;&amp;nbsp;and bypass any tutorial as long as you know which button does what.&lt;br /&gt;
Where the game does show potential is in its storyline and world. Inspired by books like &lt;i&gt;1984&lt;/i&gt;&amp;nbsp;and &lt;i&gt;Brave New World&lt;/i&gt;, as well as movies like &lt;i&gt;V for Vendetta&lt;/i&gt;,  there is an opportunity here to craft a really interesting world that  delves into themes like the corruption of institutions, religious  zealotry, and the eternal question of why female scientists in  videogames always wear skimpy outfits.&lt;br /&gt;
&lt;i&gt;Scivelation&lt;/i&gt;&amp;nbsp;hasn't been in production for very long, so  we'll have to wait and see if Black Wing Foundation can turn it into  something interesting.&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh49tsfk28njmwP8ZpJt7MIFFr_bbRzo4SKhOwAIua4E6V6W8asGB0pACav44F2bkzShfF0mAcjiOAD64itfL4aQw29LI-vpGhSO4hW8FG2R2leyN_0V996f8bxH6c9OeJo7H4120es8xE/s72-c/image_elishaboob-620x.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review of Dead Block</title><link>http://top-pcgame.blogspot.com/2011/08/review-of-dead-block.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 22 Aug 2011 07:21:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-2116298395287434759</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1vEeC-nyskzHuLvP_VsSi-sUMelP2-6crdqvgLG6-6RPiMA3iKe-Zx_hY-6lUS6Mr5bCewwQgYhUsgEb6dqEKeN-yNXNBXFxIjqbk0cncs-rKdSyjmiMiHnMPvyjhfD1wpc3yYKN2B_k/s1600/Dead_Block_thumb.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="278" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1vEeC-nyskzHuLvP_VsSi-sUMelP2-6crdqvgLG6-6RPiMA3iKe-Zx_hY-6lUS6Mr5bCewwQgYhUsgEb6dqEKeN-yNXNBXFxIjqbk0cncs-rKdSyjmiMiHnMPvyjhfD1wpc3yYKN2B_k/s400/Dead_Block_thumb.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;If you have ever played any &lt;em&gt;Call of Duty &lt;/em&gt;Zombies mode you'll find some surface similarities in &lt;em&gt;Dead Block&lt;/em&gt;.  Waves of zombies try to enter a building and shamble around to your  location through windows and doorways that you can barricade. The twist  in &lt;em&gt;Dead Block&lt;/em&gt; is that you can also put traps in these locations for different effects.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
A freeze trap lets you kill a zombie with one hit, a toilet trap rots  their meat over time until they die, a cardbox trap makes them attack  other zombies, and so on. The idea behind these traps is that instead of  manually killing the zombies for points, you are managing their  approach and keep them occupied with anything that is not your  characters.&lt;br /&gt;
By doing so you buy yourself time to gather resources to construct  wooden barricades and traps, and to find items and upgrades. Items like  coins can be used to buy health or to turn on a jukebox to make all  zombies dance, and other items can be used to to kill or distract  zombies in various ways.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/205720-review-dead-block/dead2-620x.jpg" /&gt;&lt;br /&gt;
While the idea of managing the flow of zombies and keeping them occupied could've worked really well in this kind of game, &lt;em&gt;Dead Block&lt;/em&gt;  doesn't utilize this in a way that makes the game actually fun to play.  The biggest problem is that to complete a level you need to scour all  the rooms to find three specific items, so you can put on a rock show  that kills all the zombies through the power of rock &amp;amp; roll, and the  process of finding these items is terribly tedious.&lt;br /&gt;
Every room is filled with objects you can search for items or  upgrades by mashing the left and right triggers, moving a cursor around  with the triggers to highlight an object, or using the triggers to do a  lockpicking rotation minigame. These distractions get old fast enough,  but rooms are also filled with furniture you can destroy to provide you  with both wood for barricades and more objects to search.&lt;br /&gt;
Since you don't know inside which objects the key items to clear the  level are located and because destroying furniture can spawn objects  that might contain these items, you just have to destroy nearly all of  the furniture to make sure you didn't miss anything. Destroying  furniture is done by mashing the B button over and over  again, and as  there is a lot of furniture to destroy in a level you'll  be doing a lot  of this. &lt;em&gt;Dead Block&lt;/em&gt; has more button-mashing than any &lt;em&gt;Dynasty Warriors&lt;/em&gt; game I've played.&lt;br /&gt;
&lt;strong&gt;&lt;/strong&gt;&lt;img border="0" src="http://bulk.destructoid.com/ul/205720-review-dead-block/dead3-620x.jpg" /&gt;&lt;br /&gt;
The game's three different characters are specialized in different   skills to complement this design. The construction worker is a good at   destroying furniture and constructing barricades, the overweight   boyscout can search faster and builds specialty traps, and the '50s   blaxsploitation female cop is good at killing zombies and traps  that  kill zombies.&lt;br /&gt;
You can switch between these characters at will to utilize their  respective strengths, or summon them to  the room you are in to let the  AI do the furniture demolishing, item  searching, and defending.  However, you can't get through a level without  some manual combat  (mapped to the right bumper for some reason) and the  combat is loose  and clunky. Of course you're not supposed to do too  much manual combat  as that's not what the game is about, but since it's  an inescapable  part of the game it can be a pain when you have to.&lt;br /&gt;
Even though you can stick to a character that is best suited to  manually perform your room-to-room search so you minimize the amount of  button mashing, you just end up doing the same thing over and over from  room to room and from level to level. Destroy furniture, keep the  zombies at bay, search items, and destroy more furniture. Two levels  make you kill a set amount of zombies to clear them, but you end up  doing the same room searching regardless since you can't rely on combat  alone.&lt;br /&gt;
&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/205720-review-dead-block/dead6-620x.jpg" /&gt;&lt;br /&gt;
&lt;em&gt;Dead Block&lt;/em&gt; is not a very long game and it's best played a  few levels at a time so the repetition doesn't become too big of an  issue, but in the end it's just a boring game to play. It makes you feel  like you are apethetically going through the motions rather than having  fun.&lt;br /&gt;
It doesn't help that the game's aesthetic and trap-building gameplay evokes some of the cartoony style reminiscent of&lt;em&gt; Evil Genius&lt;/em&gt;,  which was one of the reasons I was initially interested in the game.  And it's this that makes me wonder if Candygun made a wise choice to  make &lt;em&gt;Dead Block&lt;/em&gt; a game in which you control characters directly.&lt;br /&gt;
If the twist to zombie defense had been to make it a top-down  management game with a different method of resource gathering and with  larger and more complex level designs to encourage different strategies,  this could've been a really fun and interesting game that would've  worked on any platform. Alas, it is not.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/205720-review-dead-block/dead4-620x.jpg" /&gt;&lt;br /&gt;
To make things worse, the one redeeming feature that would've made it  a more intriguing experience is absent. This is a game made for co-op  but there is no online multiplayer mode, just a local multiplayer one.  Which is fine if you only ever play with friends locally, but a game  like really would have benefitted from online co-op play.&lt;br /&gt;
The need to communicate with your team mates may have changed the  gameplay dynamic to make it rise above mediocrity, but now the majority  of players will simply never know if it does. Some levels only give you  one character to control and manage zombies from every angle, and these  levels can be pretty annoying. With co-op it probably still wouldn't  have been a truly fun game, but I'll take some fun over frustration and  boredom any day.&lt;br /&gt;
The '50s setting is initially interesting, but ridiculous voice-overs  and the same damn rock &amp;amp; roll songs in every single level quickly  removes any novelty it may have at first. It's not bad in the way a bad  horror movie can be so bad that it becomes good, or over the top like &lt;em&gt;House of the Dead: Overkill&lt;/em&gt;, just regular bad. Which is not good at all.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/205720-review-dead-block/dead5-620x.jpg" /&gt;&lt;br /&gt;
In a mindless way some players may find some enjoyment here,  especially if they have local friends to play with. It's not an  insultingly bad game in any way, just a very boring one in which you  slowly but steadily remove the lifespan of one of your controller's  buttons. And without any Musou attacks, there's just no way to recommend  that kind of gameplay.&lt;br /&gt;
&lt;em&gt;Dead Block&lt;/em&gt; takes a popular genre that thrives on  increasingly  manic gameplay meant to evoke higher and higher tension  levels, and  turns it into something dull. It may have had the  beginnings of a  genuiningly fun game at some concept stage, but the end  result is a repetitive game that you'll likely get tired of before it  ends.&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;&lt;br /&gt;
</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1vEeC-nyskzHuLvP_VsSi-sUMelP2-6crdqvgLG6-6RPiMA3iKe-Zx_hY-6lUS6Mr5bCewwQgYhUsgEb6dqEKeN-yNXNBXFxIjqbk0cncs-rKdSyjmiMiHnMPvyjhfD1wpc3yYKN2B_k/s72-c/Dead_Block_thumb.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Review: Bleach: Soul Resurreccion</title><link>http://top-pcgame.blogspot.com/2011/08/review-bleach-soul-resurreccion.html</link><category>Information about Computer dan Game</category><category>RPG</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 22 Aug 2011 07:03:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-7918019713489982014</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTLiTgtfGZUO0iUuKJ6uUWyZxq5R8WFcrHmzCABZRf__SGP1t8P0NEUzkKa1XZxavy5HEgn-6zzPEQTzv8xPAXviySyJ2lOO7Se_wOF15dtx9zd3PzqLv1UYgER1u8of5NUw4-vJlNQY0/s1600/Bleach-Soul-Resurreccion-Game-Review.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTLiTgtfGZUO0iUuKJ6uUWyZxq5R8WFcrHmzCABZRf__SGP1t8P0NEUzkKa1XZxavy5HEgn-6zzPEQTzv8xPAXviySyJ2lOO7Se_wOF15dtx9zd3PzqLv1UYgER1u8of5NUw4-vJlNQY0/s400/Bleach-Soul-Resurreccion-Game-Review.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;To be fair, I know a small bit about the &lt;i&gt;Bleach&lt;/i&gt; anime. I  watched about a season of this hugely popular manga-turned-anime, which  aired on Cartoon Network. But I lost track some time ago. I know just  enough to know who the game characters are and I know just enough to  appreciate the game's high-end graphics.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
The rest of the story? I was totally lost from the very first story  section in Story Mode. This game assumes that you're current on the  anime. If you're not you're going to get blasted with several paragraphs  of Spanish-tinged proper nouns that will leave you scratching your  head. &lt;i&gt;Bleach: Soul Resurreccion&lt;/i&gt; makes no apologies and pushes  further ahead in each Story Mode section, hitting you with text and  narration each time. It only took about 5 or 6 missions before I was  mashing the button to skip the narration to get to the gameplay.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/207777-review-bleach-soul-resurreccion/08%20copy-620x.jpg" /&gt;&lt;br /&gt;
The gameplay is something that feels a lot like a &lt;i&gt;Dynasty Warriors&lt;/i&gt;  game, and that's a good thing. You'll jam on face buttons to perform  weapon attacks and combos, and work up meters to blast out special  attacks. Mowing through countless masses of enemies is just as fun in  this game as it is in any other of its type. At first. This title is  packed with several playable characters straight out of the anime. Some  of them have varied types of attacks, like Ichigo's sword, or Ishida's  bow and arrow, but that wasn't enough to keep things fresh with all of  the enemy mowing.&amp;nbsp;I quickly fell into a rut of starting a new stage with  a new character, mashing attack buttons to progress, fighting a boss,  and then repeating. Slashing baddies looks and feels great at first, but  when that's all you do, it starts to wear on you.&lt;br /&gt;
There are a few things to break up the slashing, though. The boss  battles provided a stiff challenge. Bosses of varying sizes, shapes and  backgrounds come straight out of the anime to mix up the action for you.  Unfortunately many of the smaller bosses are weak to the same exploit  -- simply mash your standard attacks when they're down, timing them so  that they'll hit at the exact time they stand. Too easy.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/207777-review-bleach-soul-resurreccion/06%20copy-620x.jpg" /&gt;&lt;br /&gt;
The game's character leveling system is also nicely structured. While  fighting normal enemies in the stages of story mode you'll earn soul  points that you can spend in character maps. In these maps you'll add to  stats, unlock abilities and add enhancements for the character that you  choose. It's too bad that these characters are overpowered to start  with. Because they're too powerful there's almost no incentive to even  bother leveling up for anything outside of being curious.&lt;br /&gt;
It all looks nice, though. &lt;i&gt;Bleach: Soul Resurreccion&lt;/i&gt; is a  very pretty game, packed with cel-shaded graphics that look so much like  the anime that if you squint, you'll swear you're watching an episode.  Even the most minor of enemies sported top-notch cel-shading and slick  animation. Some of the bosses, especially the bigger ones, were very  impressive in scale, design and animation. Cutscenes also looked very  nice. Fans of the anime will definitely love how this game looks, that's  for sure.&lt;br /&gt;
&lt;img border="0" src="http://bulk.destructoid.com/ul/207777-review-bleach-soul-resurreccion/02%20copy-620x.jpg" /&gt;&lt;br /&gt;
All this said, I had a fairly good time with &lt;i&gt;Bleach: Soul Resurreccion&lt;/i&gt;.  I never really knew what was going on in the story, and the button  mashing destroyed my hands, but it was an enjoyable, mindless romp in a  really pretty anime world. If you approach this game as a fun couple of  afternoons of slashing through baddies and trying out special moves,  you'll likely enjoy it, but don't expect much more than that from this  title. Fans of the anime might want to give this a spin. If nothing  else, they can see all the series characters cel-shaded in glorious HD.  Beyond that there's not much here.&lt;br /&gt;
&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTLiTgtfGZUO0iUuKJ6uUWyZxq5R8WFcrHmzCABZRf__SGP1t8P0NEUzkKa1XZxavy5HEgn-6zzPEQTzv8xPAXviySyJ2lOO7Se_wOF15dtx9zd3PzqLv1UYgER1u8of5NUw4-vJlNQY0/s72-c/Bleach-Soul-Resurreccion-Game-Review.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Sale Now : Red Faction : Armageddon</title><link>http://top-pcgame.blogspot.com/2011/07/sale-now-red-faction-armageddon.html</link><category>Action</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 5 Jul 2011 00:37:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-844440455293981075</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaVoZ7gpNWfyvEHgqCjb0kAwz67JM8THDqefREjEUT2VqYWnf5v-Aa5Ffug_GbkkyD7nfiH2V6h-C33ftJQjgIrrYPV8LFMHqcWCEjLvUWDXrpuVW8R4tzHbKQMe7fRM3Xvz3PT5pPjhI/s1600/Red+Faction+Armageddon+cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaVoZ7gpNWfyvEHgqCjb0kAwz67JM8THDqefREjEUT2VqYWnf5v-Aa5Ffug_GbkkyD7nfiH2V6h-C33ftJQjgIrrYPV8LFMHqcWCEjLvUWDXrpuVW8R4tzHbKQMe7fRM3Xvz3PT5pPjhI/s320/Red+Faction+Armageddon+cover.jpg" width="238" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Price : Rp 45.000,-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Number of Disc : 2 DVD&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:WordDocument&gt;   &lt;w:View&gt;Normal&lt;/w:View&gt;   &lt;w:Zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:TrackMoves/&gt;   &lt;w:TrackFormatting/&gt;   &lt;w:PunctuationKerning/&gt;   &lt;w:ValidateAgainstSchemas/&gt;   &lt;w:SaveIfXMLInvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:IgnoreMixedContent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:AlwaysShowPlaceholderText&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:DoNotPromoteQF/&gt;   &lt;w:LidThemeOther&gt;IN&lt;/w:LidThemeOther&gt;   &lt;w:LidThemeAsian&gt;X-NONE&lt;/w:LidThemeAsian&gt;   &lt;w:LidThemeComplexScript&gt;X-NONE&lt;/w:LidThemeComplexScript&gt;   &lt;w:Compatibility&gt;    &lt;w:BreakWrappedTables/&gt;    &lt;w:SnapToGridInCell/&gt;    &lt;w:WrapTextWithPunct/&gt;    &lt;w:UseAsianBreakRules/&gt;    &lt;w:DontGrowAutofit/&gt;    &lt;w:SplitPgBreakAndParaMark/&gt;    &lt;w:DontVertAlignCellWithSp/&gt;    &lt;w:DontBreakConstrainedForcedTables/&gt;    &lt;w:DontVertAlignInTxbx/&gt;    &lt;w:Word11KerningPairs/&gt;    &lt;w:CachedColBalance/&gt;   &lt;/w:Compatibility&gt;   &lt;w:BrowserLevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;   &lt;m:mathPr&gt;    &lt;m:mathFont m:val="Cambria Math"/&gt;    &lt;m:brkBin m:val="before"/&gt;    &lt;m:brkBinSub m:val="--"/&gt;    &lt;m:smallFrac m:val="off"/&gt;    &lt;m:dispDef/&gt;    &lt;m:lMargin m:val="0"/&gt;    &lt;m:rMargin m:val="0"/&gt;    &lt;m:defJc m:val="centerGroup"/&gt;    &lt;m:wrapIndent m:val="1440"/&gt;    &lt;m:intLim m:val="subSup"/&gt;    &lt;m:naryLim m:val="undOvr"/&gt;   &lt;/m:mathPr&gt;&lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true"
  DefSemiHidden="true" DefQFormat="false" DefPriority="99"
  LatentStyleCount="267"&gt;   &lt;w:LsdException Locked="false" Priority="0" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Normal"/&gt;   &lt;w:LsdException Locked="false" Priority="9" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="heading 1"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 3"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 4"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 5"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 6"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 7"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 1"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 2"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 3"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 4"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 5"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 6"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 7"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 8"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 9"/&gt;   &lt;w:LsdException Locked="false" Priority="35" QFormat="true" Name="caption"/&gt;   &lt;w:LsdException Locked="false" Priority="10" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Title"/&gt;   &lt;w:LsdException Locked="false" Priority="1" Name="Default Paragraph Font"/&gt;   &lt;w:LsdException Locked="false" Priority="11" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/&gt;   &lt;w:LsdException Locked="false" Priority="22" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Strong"/&gt;   &lt;w:LsdException Locked="false" Priority="20" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="59" SemiHidden="false"
   UnhideWhenUsed="false" Name="Table Grid"/&gt;   &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Placeholder Text"/&gt;   &lt;w:LsdException Locked="false" Priority="1" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/&gt;   &lt;w:LsdException Locked="false" Priority="34" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/&gt;   &lt;w:LsdException Locked="false" Priority="29" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Quote"/&gt;   &lt;w:LsdException Locked="false" Priority="30" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="19" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="21" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="31" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/&gt;   &lt;w:LsdException Locked="false" Priority="32" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/&gt;   &lt;w:LsdException Locked="false" Priority="33" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Book Title"/&gt;   &lt;w:LsdException Locked="false" Priority="37" Name="Bibliography"/&gt;   &lt;w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;
 /* Style Definitions */
 table.MsoNormalTable
 {mso-style-name:"Table Normal";
 mso-tstyle-rowband-size:0;
 mso-tstyle-colband-size:0;
 mso-style-noshow:yes;
 mso-style-priority:99;
 mso-style-qformat:yes;
 mso-style-parent:"";
 mso-padding-alt:0mm 5.4pt 0mm 5.4pt;
 mso-para-margin-top:0mm;
 mso-para-margin-right:0mm;
 mso-para-margin-bottom:10.0pt;
 mso-para-margin-left:0mm;
 line-height:115%;
 mso-pagination:widow-orphan;
 font-size:11.0pt;
 font-family:"Calibri","sans-serif";
 mso-ascii-font-family:Calibri;
 mso-ascii-theme-font:minor-latin;
 mso-fareast-font-family:"Times New Roman";
 mso-fareast-theme-font:minor-fareast;
 mso-hansi-font-family:Calibri;
 mso-hansi-theme-font:minor-latin;
 mso-bidi-font-family:"Times New Roman";
 mso-bidi-theme-font:minor-bidi;}
&lt;/style&gt; &lt;![endif]--&gt;  &lt;br /&gt;
&lt;div class="MsoNormal"&gt;&lt;em&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: &amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: &amp;quot;Times New Roman&amp;quot;; mso-bidi-theme-font: minor-bidi; mso-hansi-theme-font: minor-latin;"&gt;Armageddon&lt;/span&gt;&lt;/b&gt;&lt;/em&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt; &lt;/b&gt;will feature no competitive multiplayer modes. Instead it will focus on a Horde-mode style of game called Infestation. However, the game will carry over many other elements from its predecessor, &lt;em&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: &amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: &amp;quot;Times New Roman&amp;quot;; mso-bidi-theme-font: minor-bidi; mso-hansi-theme-font: minor-latin;"&gt;Red Faction: Guerrilla&lt;/span&gt;&lt;/b&gt;&lt;/em&gt;, such as the focus on fully destructible environments. Unlike its predecessor which had the player liberating settlements from the totalitarian control of the corrupt Earth Defense Force, players must now reclaim cultist fortifications on the disaster-ravaged surface of the planet and defend colonists from hostile&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;Martian creatures in the ancient mines and chasms beneath it, cleansing infestations from all structures and freeing humans from imprisonment in alien cocoons. &lt;em&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: &amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: &amp;quot;Times New Roman&amp;quot;; mso-bidi-theme-font: minor-bidi; mso-hansi-theme-font: minor-latin;"&gt;Guerrilla&lt;/span&gt;&lt;/b&gt;&lt;/em&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;'s &lt;/b&gt;open-world approach has been done away with, in exchange for more linear and directed gameplay, a better progression of the narrative, and a sense of suspense and tension when traversing the sometimes claustrophobic interiors in the game.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;System Requirments of This Game : &lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;strong&gt;Minimum System Requirements:&lt;/strong&gt;&lt;br /&gt;
Operating System: Windows XP&lt;br /&gt;
CPU: 2GHz Dual Core Processor (Intel Core 2 Duo or AMD Athlon X2) or higher&lt;br /&gt;
Memory: 2GB System RAM or more&lt;br /&gt;
Graphics Card: 320MB Video RAM, GPU w/ Shader Model 3.0 support, NVIDIA  GeForce 88xx series or better, ATI Radeon HD30xx series or better &lt;span id="more-1368"&gt;&lt;/span&gt;&lt;br /&gt;
DirectX: 9.0c&lt;br /&gt;
Hard Drive: 7.5 GB&lt;br /&gt;
Sound: 100% DirectX 9.0C compliant sound card or equivalent onboard sound &lt;br /&gt;
&lt;strong&gt;Recommended System Requirements:&lt;/strong&gt;&lt;br /&gt;
Operating System: Windows 7&lt;br /&gt;
CPU: Any Quad Core Processor(Intel Core i5 or AMD Phenom II X4) or 3.0+ Dual Core CPU&lt;br /&gt;
Memory: 4GB System RAM or more&lt;br /&gt;
Video Card: 1GB Video RAM, GPU w/ Shader Model 4.0 support, NVIDIA  GeForce GTX 400 series or better, ATI Radeon HD5000 series or better&lt;br /&gt;
DirectX 11&lt;br /&gt;
Hard Drive: 7.5 GB&lt;br /&gt;
Sound: 100% DirectX 9.0C compliant sound card or equivalent onboard sound&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;i&gt;&lt;b&gt;Do you want to buy this game?? &lt;a href="http://top-pcgame.blogspot.com/p/cara-pembayaran.html"&gt;Click this...&lt;/a&gt;&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;iframe width="560" height="349" src="http://www.youtube.com/embed/XjxMuMOH08s" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaVoZ7gpNWfyvEHgqCjb0kAwz67JM8THDqefREjEUT2VqYWnf5v-Aa5Ffug_GbkkyD7nfiH2V6h-C33ftJQjgIrrYPV8LFMHqcWCEjLvUWDXrpuVW8R4tzHbKQMe7fRM3Xvz3PT5pPjhI/s72-c/Red+Faction+Armageddon+cover.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Sale Now : Brink</title><link>http://top-pcgame.blogspot.com/2011/07/sale-now-brink.html</link><category>Action</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 5 Jul 2011 00:28:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-1548594849010471503</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXM3ztIj-lCT8ZGUWG59AvRCn-VCAMi5IlmLlWu-5L1o0_HFdbwQ_WyaKW8NUST1oYsXIETD67YcCY6oiQR6DJpHApg86ioNJcd1G5TnvLYw03Q4LoEKXbGru7LI4WjihJtN8D_q4tBQg/s1600/44636-brink-pc.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXM3ztIj-lCT8ZGUWG59AvRCn-VCAMi5IlmLlWu-5L1o0_HFdbwQ_WyaKW8NUST1oYsXIETD67YcCY6oiQR6DJpHApg86ioNJcd1G5TnvLYw03Q4LoEKXbGru7LI4WjihJtN8D_q4tBQg/s320/44636-brink-pc.jpg" width="226" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Price : Rp 45.000,-&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;Number of disc : 2 DVD&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
When it comes to meat'n'potatoes gameplay, Splash Damage sticks to what  it knows best. The majority of Brink's core conceits will be  second-nature to those that have spent time with any of the previous  Enemy Territories games and at least familiar enough to be approachable  for anyone with a little experience with an objective-based or class  based shooter. The action is largely reliant on players working together  to complete specific objectives that are usually pre-determined  according to the map.&lt;br /&gt;
&lt;br /&gt;
Brink's overall gameplay experience is built on four pillars: primary  objectives, secondary objectives, buffs and S.M.A.R.T. The latter  (smooth movement over random terrain) is a method of movement that  provides a freedom that we're almost trained not to expect in  first-person shooters. &lt;br /&gt;
&lt;br /&gt;
S.M.A.R.T is essentially parkour; however the beauty of the system lies  in its simplicity. Tap the run button and the character will break into a  sprint. From there all that's required from the player is guidance -  S.M.A.R.T takes care of the rest by vaulting, climbing and jumping  anything that gets in between you and your stopping point. It's an  intuitive system that will require players to re-think how they approach  combat, and Splash Damage deserves applause for having both the talent  and the bottle to innovate in a genre fast exhausting every possible  gameplay quirk.&lt;br /&gt;
&lt;br /&gt;
Brink gives player's access to manoeuvres like a baseball slide and wall  jump that exhibit the kind of agility more ordinarily characteristic of  platform games. Once the growing pains have subsided, S.M.A.R.T becomes  an indispensably vital tool in survival and when used properly can be  used to add both flair and creativity to a firefight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;figure class="article-image article-image-alt article-image-620"&gt;   &lt;a href="http://www.computerandvideogames.com/viewer.php?mode=article&amp;amp;id=253369"&gt;&lt;img alt="Click to view larger image" height="223" src="http://cdn.medialib.computerandvideogames.com/screens/screenshot_253369_thumb_wide620.jpg" width="400" /&gt;&lt;/a&gt;    &lt;/figure&gt; The game features light, medium and heavy body types, each of which have  different movement capabilities - so maps are smartly designed to offer  shortcut, vantage points and entry point opportunities for each build.  Map furnishings that are habitually ignored in shooters can be used to  gain a tactical advantage in Brink. A stack of crates may only serve to  block or funnel players in another game, but in Brink, all you need is a  a tap of the button, to scale it - leaving you free to shower bullets  down from above on an enemy caught with its pants down.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Articles Source : http://www.computerandvideogames.com/300618/reviews/brink-review/ &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;System Requirments of this game :&amp;nbsp;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Minimum Specs&lt;/b&gt; &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Processor: Intel Core 2 Duo 2.4GHz or equivalent&lt;/li&gt;
&lt;li&gt;Memory: 2GB RAM&lt;/li&gt;
&lt;li&gt;Graphics: NVIDIA 8800GS / ATI Radeon HD 2900 Pro or equivalent&lt;/li&gt;
&lt;li&gt;OS: Windows XP (SP3)/Vista/Windows 7*&lt;/li&gt;
&lt;li&gt;Hard Drive: 8GB of free space&lt;/li&gt;
&lt;/ul&gt;* Bootcamp for Apple products is not supported&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Recommended Specs&lt;/b&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Processor: Intel Quad Core i5&lt;/li&gt;
&lt;li&gt;Memory: 3GB RAM&lt;/li&gt;
&lt;li&gt;Graphics: Nvidia GeForce GTX 460 / ATI Radeon™ HD 5850&lt;/li&gt;
&lt;li&gt;OS: Windows XP (SP3)/Vista/Windows 7*&lt;/li&gt;
&lt;li&gt;Hard Drive: 8GB of free space&lt;/li&gt;
&lt;/ul&gt;&lt;i&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Do you want to buy this game?? &lt;a href="http://top-pcgame.blogspot.com/p/cara-pembayaran.html"&gt;Click this... &lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;iframe width="560" height="349" src="http://www.youtube.com/embed/s-kVnw4RA80" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXM3ztIj-lCT8ZGUWG59AvRCn-VCAMi5IlmLlWu-5L1o0_HFdbwQ_WyaKW8NUST1oYsXIETD67YcCY6oiQR6DJpHApg86ioNJcd1G5TnvLYw03Q4LoEKXbGru7LI4WjihJtN8D_q4tBQg/s72-c/44636-brink-pc.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Sale Now : Dirt 3</title><link>http://top-pcgame.blogspot.com/2011/07/sale-now-dirt-3.html</link><category>RPG</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 5 Jul 2011 00:18:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-1957241546125498202</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiNAw8d8-O8K3Q-yizAwk7mavWwJ7WW6Magi8USLeKP55fgxYmdj9N80AvAZW69tJROL4a3mw9eSj7v_jC0jUOwvRC0Q9z-E0Ny5vjIWMeIItHeDVTIvCcw91Lp70ZBoyb2b2_5CPXiGE/s1600/Dirt-3-PC-Games-Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiNAw8d8-O8K3Q-yizAwk7mavWwJ7WW6Magi8USLeKP55fgxYmdj9N80AvAZW69tJROL4a3mw9eSj7v_jC0jUOwvRC0Q9z-E0Ny5vjIWMeIItHeDVTIvCcw91Lp70ZBoyb2b2_5CPXiGE/s320/Dirt-3-PC-Games-Cover.jpg" width="225" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Price : Rp 45.000&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;Number of Disc : 2 DVD&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;Eurogamer gives it a &lt;strong&gt;9/10&lt;/strong&gt;, IGN gives it a 8&lt;strong&gt;.5/10&lt;/strong&gt;, and OXM gives it a &lt;strong&gt;9/10&lt;/strong&gt;.&lt;br /&gt;
The acclaimed off-road racing franchise returns in this third series   entry. DiRT 3 delivers mud, sweat and gears the world over: from the   intense weather-beaten rally stages of Europe, Africa and the US, to   executing performance driving showcases and career challenges where car   control is pushed to spectacular limits. The game boasts more cars,  more  locations, more routes and more events than any other game in the   series, including over 50 rally cars representing the very best from   five decades of the sport.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;System Requirments of this game :&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Minimum System Requirements&lt;/strong&gt;&lt;br /&gt;
OS: WinXP, Vista or Win7&lt;br /&gt;
CPU: AMD Athlon 64 X2 2,8 GHz, Intel Pentium D 2.8 GHz&lt;br /&gt;
RAM: 2 GB&lt;br /&gt;
HDD: 15 GByte&lt;br /&gt;
Gfx Card: AMD Radeon HD 2000 256 MB, Geforce 8000 Series 256 MB&lt;br /&gt;
&lt;strong&gt;Recommended System Requirements&lt;/strong&gt; &lt;br /&gt;
DirectX 11&lt;br /&gt;
OS: Vista or Win7&lt;br /&gt;
CPU: AMD Phenom II or Intel Core i7&lt;br /&gt;
RAM: 3 GB&lt;br /&gt;
Gfx Card: AMD Radeon HD 6000 Series&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Do you want to buy this game?? &lt;a href="http://top-pcgame.blogspot.com/p/cara-pembayaran.html"&gt;Click this ... &lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;iframe width="560" height="349" src="http://www.youtube.com/embed/aqRafZz6Y7o" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiNAw8d8-O8K3Q-yizAwk7mavWwJ7WW6Magi8USLeKP55fgxYmdj9N80AvAZW69tJROL4a3mw9eSj7v_jC0jUOwvRC0Q9z-E0Ny5vjIWMeIItHeDVTIvCcw91Lp70ZBoyb2b2_5CPXiGE/s72-c/Dirt-3-PC-Games-Cover.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Sale Now : Duke Nukem Forever</title><link>http://top-pcgame.blogspot.com/2011/07/sale-now-duke-nukem-forever.html</link><category>Action</category><category>RPG</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Tue, 5 Jul 2011 00:09:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-3705476724094571968</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUDTvbPfpa4xN6mH0OjsdZdorxrsAY4KPWpxns0RLSsWrDsY53ckO30VEWNDENGM-1HfUUqaEiTox4mgFKGJt64h4gT_JbsVsa9pPvrZlbihgDhHjVt5gHk2nUSfoNbHvXzc4iHvzce0A/s1600/duke_nukem_forever_frontcover_large_6xfUYVBmeF4rIVx.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUDTvbPfpa4xN6mH0OjsdZdorxrsAY4KPWpxns0RLSsWrDsY53ckO30VEWNDENGM-1HfUUqaEiTox4mgFKGJt64h4gT_JbsVsa9pPvrZlbihgDhHjVt5gHk2nUSfoNbHvXzc4iHvzce0A/s320/duke_nukem_forever_frontcover_large_6xfUYVBmeF4rIVx.jpg" width="225" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Price : Rp 45.000,-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Number of Disc : 2 DVD&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;span id="intelliTXT" itemprop="articleBody"&gt;The good news is that &lt;i&gt;Duke Nukem Forever&lt;/i&gt;'s status as the joke of the game industry remains intact. The bad news is the joke's now on you. &lt;i&gt;Duke Nukem Forever&lt;/i&gt; is a terrible game colored with flashes of mediocrity sparsely interlaced with rare filaments of greatness.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span id="intelliTXT" itemprop="articleBody"&gt;&lt;/span&gt;&lt;br /&gt;
One example of the  latter is the sublime monster truck levels in which Duke alternately  powers over obstacles and foes alike in the jubilantly bouncy vehicle,  and must run and gun on foot through some of the game's best-designed  levels in search of gas to feed the guzzling beast after it peters to a  stop, its gas tank empty. It's somewhat of a shame (if poetically  appropriate) that these levels occur so late in the game, as many  players will be likely to skip them, having been battered by the levels  of far lesser quality non-sensibly stacked further toward the front.&lt;br /&gt;
&lt;br /&gt;
The monster truck levels aside, most of the game is an exercise in  tedium peppered with frequent, boorish attempts at humor that rarely  elicit a chuckle. In &lt;i&gt;Duke Nukem Forever&lt;/i&gt;, you play as Duke  Nukem, the larger-than-life parody of 1980s action movie heroes who,  after having saved the world from an alien menace 12 years prior, must  again be pressed into action when the aliens return in search of "our  chicks" and on a mission to exact revenge against the overly-muscled ego  maniac, Duke. The game's attempts at self-awareness are frequent (such  as the first level of the game turning out to be an in-game videogame  Duke is playing while receiving oral sex from two school-girl outfitted  blondes named "The Holsom Twins"), yet the shtick wears thin in mere  minutes. With many of the levels taking place in Duke-themed attractions  in and around the Las Vegas Duke Nukem-themed casino, the combined  effect merely compounds the ennui of being in the presence of a cliché  that has outstayed its welcome.&lt;br /&gt;
&lt;br /&gt;
Even the basic mechanics of gameplay are not immune from ham-handed  self pleasuring. The health bar, for instance, a staple of first-person  gaming, has been replaced with an "Ego" bar, a play on the theme that  for a hero like Duke, ego is everything. Unfortunately this opens the  door for the game's most obvious WTF since, in a nod to modern gaming  trends, this Ego bar will automatically replenish when Duke is injured,  providing he can avoid taking any more damage. In order to replenish the  Ego bar, the player must hide behind cover or run away from the enemy.  Meaning that, functionally, Duke's Ego is restored by behaving cowardly.  This discord alone could serve as the banner theme for the evolution of  modern shooters, and why a game like Duke, having been almost  cryo-frozen for more than a decade, then awoken and peppered with modern  touches, feels so out of place.&lt;br /&gt;
&lt;br /&gt;
In an interesting touch, the Ego bar can be permanently lengthened by  interacting with various items within the game, such as Duke-themed  pinball machines and mirrors, which makes a lot more sense than  replenishing it by running away. This, combined with fun nods to Duke's  "click and see" past (interacting with toilets, writing on whiteboards,  using vending machines, etc.) could have added up to more than the whole  had they been pinned to a game worthy of supporting such gimmicks.  Unfortunately, &lt;i&gt;Duke Nukem Forever&lt;/i&gt; is not that game. In truth,  it's often hard to tell what game it is. So many of its levels are  seemingly mis-matched, and the variety of mechanics introduced by other  games over the more than decade since intermingling in a confusing and  altogether unpleasant way.&lt;br /&gt;
&lt;span id="intelliTXT" itemprop="articleBody"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;System Requirments of this game : &lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Minimum System Requirements&lt;/b&gt;&lt;br /&gt;
OS: Windows XP/Vista/7&lt;br /&gt;
Processor: Intel Core 2 Duo @ 2.0 Ghz / AMD Athlon 64 X2 4200+&lt;br /&gt;
Memory: 1 Gb&lt;br /&gt;
Hard Drive: 10 Gb free&lt;br /&gt;
Video Memory: 256 Mb&lt;br /&gt;
Video Card: nVidia GeForce 8600 / ATI Radeon HD 2600&lt;br /&gt;
Sound Card: DirectX Compatible&lt;br /&gt;
DirectX: 9.0c&lt;br /&gt;
Keyboard&lt;br /&gt;
Mouse&lt;br /&gt;
DVD Rom Drive&lt;br /&gt;
&lt;b&gt;Recommended System Requirements&lt;/b&gt;&lt;br /&gt;
OS: Windows XP/Vista/7&lt;br /&gt;
Processor: Intel Core 2 Duo @ 2.6 GHz / AMD Athlon 64 X2 5600+&lt;br /&gt;
Memory: 2 Gb&lt;br /&gt;
Hard Drive: 10 Gb free&lt;br /&gt;
Video Memory: 512 Mb&lt;br /&gt;
Video Card: nVidia GeForce 8800 GTS / ATI Radeon HD 3850&lt;br /&gt;
Sound Card: DirectX Compatible&lt;br /&gt;
DirectX: 9.0c&lt;br /&gt;
Keyboard&lt;br /&gt;
Mouse&lt;br /&gt;
DVD Rom Drive&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;&lt;b&gt;&lt;span style="font-size: large;"&gt;Do you want to buy this game?? &lt;a href="http://top-pcgame.blogspot.com/p/cara-pembayaran.html"&gt;Click this.... &lt;/a&gt;&lt;/span&gt;&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;
&lt;iframe allowfullscreen="" frameborder="0" height="349" src="http://www.youtube.com/embed/wVuuyRGB_BA" width="560"&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUDTvbPfpa4xN6mH0OjsdZdorxrsAY4KPWpxns0RLSsWrDsY53ckO30VEWNDENGM-1HfUUqaEiTox4mgFKGJt64h4gT_JbsVsa9pPvrZlbihgDhHjVt5gHk2nUSfoNbHvXzc4iHvzce0A/s72-c/duke_nukem_forever_frontcover_large_6xfUYVBmeF4rIVx.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Sale Now : Fear 3</title><link>http://top-pcgame.blogspot.com/2011/07/sale-now-fear-3.html</link><category>Action</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 4 Jul 2011 23:45:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-7214067162135485182</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfdEq0GN2aip0Iidus49yPHkK6bzq8dmD0W7mrhyphenhyphenBAXETwnu1vn_wmw9w3_ws0bEwoIFRIKVuCZF2RY6iZ471W97MdvCGXC1dggrT7Vvt-sTBkiNsuBjMVlB16GDsfTM9HXbtZO5mOnKQ/s1600/1FEAR_3_Boxart.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfdEq0GN2aip0Iidus49yPHkK6bzq8dmD0W7mrhyphenhyphenBAXETwnu1vn_wmw9w3_ws0bEwoIFRIKVuCZF2RY6iZ471W97MdvCGXC1dggrT7Vvt-sTBkiNsuBjMVlB16GDsfTM9HXbtZO5mOnKQ/s320/1FEAR_3_Boxart.jpg" width="257" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-size: large;"&gt;&lt;b&gt;Price : Rp 45.000,-&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;Number of Disc : 2 DVD&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:WordDocument&gt;   &lt;w:View&gt;Normal&lt;/w:View&gt;   &lt;w:Zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:TrackMoves/&gt;   &lt;w:TrackFormatting/&gt;   &lt;w:PunctuationKerning/&gt;   &lt;w:ValidateAgainstSchemas/&gt;   &lt;w:SaveIfXMLInvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:IgnoreMixedContent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:AlwaysShowPlaceholderText&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:DoNotPromoteQF/&gt;   &lt;w:LidThemeOther&gt;IN&lt;/w:LidThemeOther&gt;   &lt;w:LidThemeAsian&gt;X-NONE&lt;/w:LidThemeAsian&gt;   &lt;w:LidThemeComplexScript&gt;X-NONE&lt;/w:LidThemeComplexScript&gt;   &lt;w:Compatibility&gt;    &lt;w:BreakWrappedTables/&gt;    &lt;w:SnapToGridInCell/&gt;    &lt;w:WrapTextWithPunct/&gt;    &lt;w:UseAsianBreakRules/&gt;    &lt;w:DontGrowAutofit/&gt;    &lt;w:SplitPgBreakAndParaMark/&gt;    &lt;w:DontVertAlignCellWithSp/&gt;    &lt;w:DontBreakConstrainedForcedTables/&gt;    &lt;w:DontVertAlignInTxbx/&gt;    &lt;w:Word11KerningPairs/&gt;    &lt;w:CachedColBalance/&gt;   &lt;/w:Compatibility&gt;   &lt;w:BrowserLevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;   &lt;m:mathPr&gt;    &lt;m:mathFont m:val="Cambria Math"/&gt;    &lt;m:brkBin m:val="before"/&gt;    &lt;m:brkBinSub m:val="--"/&gt;    &lt;m:smallFrac m:val="off"/&gt;    &lt;m:dispDef/&gt;    &lt;m:lMargin m:val="0"/&gt;    &lt;m:rMargin m:val="0"/&gt;    &lt;m:defJc m:val="centerGroup"/&gt;    &lt;m:wrapIndent m:val="1440"/&gt;    &lt;m:intLim m:val="subSup"/&gt;    &lt;m:naryLim m:val="undOvr"/&gt;   &lt;/m:mathPr&gt;&lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true"
  DefSemiHidden="true" DefQFormat="false" DefPriority="99"
  LatentStyleCount="267"&gt;   &lt;w:LsdException Locked="false" Priority="0" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Normal"/&gt;   &lt;w:LsdException Locked="false" Priority="9" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="heading 1"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 3"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 4"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 5"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 6"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 7"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 1"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 2"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 3"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 4"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 5"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 6"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 7"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 8"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 9"/&gt;   &lt;w:LsdException Locked="false" Priority="35" QFormat="true" Name="caption"/&gt;   &lt;w:LsdException Locked="false" Priority="10" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Title"/&gt;   &lt;w:LsdException Locked="false" Priority="1" Name="Default Paragraph Font"/&gt;   &lt;w:LsdException Locked="false" Priority="11" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/&gt;   &lt;w:LsdException Locked="false" Priority="22" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Strong"/&gt;   &lt;w:LsdException Locked="false" Priority="20" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="59" SemiHidden="false"
   UnhideWhenUsed="false" Name="Table Grid"/&gt;   &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Placeholder Text"/&gt;   &lt;w:LsdException Locked="false" Priority="1" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/&gt;   &lt;w:LsdException Locked="false" Priority="34" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/&gt;   &lt;w:LsdException Locked="false" Priority="29" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Quote"/&gt;   &lt;w:LsdException Locked="false" Priority="30" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="19" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="21" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="31" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/&gt;   &lt;w:LsdException Locked="false" Priority="32" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/&gt;   &lt;w:LsdException Locked="false" Priority="33" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Book Title"/&gt;   &lt;w:LsdException Locked="false" Priority="37" Name="Bibliography"/&gt;   &lt;w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;
 /* Style Definitions */
 table.MsoNormalTable
 {mso-style-name:"Table Normal";
 mso-tstyle-rowband-size:0;
 mso-tstyle-colband-size:0;
 mso-style-noshow:yes;
 mso-style-priority:99;
 mso-style-qformat:yes;
 mso-style-parent:"";
 mso-padding-alt:0mm 5.4pt 0mm 5.4pt;
 mso-para-margin-top:0mm;
 mso-para-margin-right:0mm;
 mso-para-margin-bottom:10.0pt;
 mso-para-margin-left:0mm;
 line-height:115%;
 mso-pagination:widow-orphan;
 font-size:11.0pt;
 font-family:"Calibri","sans-serif";
 mso-ascii-font-family:Calibri;
 mso-ascii-theme-font:minor-latin;
 mso-fareast-font-family:"Times New Roman";
 mso-fareast-theme-font:minor-fareast;
 mso-hansi-font-family:Calibri;
 mso-hansi-theme-font:minor-latin;
 mso-bidi-font-family:"Times New Roman";
 mso-bidi-theme-font:minor-bidi;}
&lt;/style&gt; &lt;![endif]--&gt;  &lt;br /&gt;
Nine months after the events of both games, the Point Man was captured by Armacham Security and interrogated in an asylum. Paxton Fettel interrupts the interrogation and helps free the Point Man. The two form an uneasy alliance and escape the Asylum through the slums.&lt;br /&gt;
&lt;br /&gt;
Commandeering a helicopter, the Point Man and Fettel return to Fairport to regroup with &lt;b&gt;F.E.A.R&lt;/b&gt;. operative Jin Sun-Kwon. During their return, the civilian population that survived were either driven insane by the paranormal activity or were executed by Armachan personnel. Fighting their way through, the brothers successfully meet up with Jin. Jin plays back recorded video footage of &lt;span class="mw-redirect"&gt;Michael Becket&lt;/span&gt;, who revealed &lt;span class="mw-redirect"&gt;his rape&lt;/span&gt; and is slated by Armacham for transport.&lt;br /&gt;
&lt;br /&gt;
Using an automated transport, the Point Man and Fettel assault the local airport to intercept Becket, killing the remnants of the Armacham personnel. In order to gain more intel from Becket, Fettel possesses him and reveals Becket's past life to the Point Man while Becket realizes the Point Man's identity. Fettel's release of Becket proves fatal, causing a gory explosion. The Point Man and Fettel head to a training facility made for them by &lt;span class="mw-redirect"&gt;Harlan Wade&lt;/span&gt;, destroying items associated with memories of their training. Shortly after destroying a monstrous apparition of Wade, one of two endings are possible, depending on multiple factors. For single-player, a good and evil ending occurs depending on whether the player has controlled the Point Man or Fettel. Alternatively, if played during co-op, the player with the higher score determines the ending. The good ending will show Point Man overpowering Fettel and vice-versa, with the ending depending on whether Point Man or Fettel had survived their final struggle.&lt;br /&gt;
&lt;br /&gt;
The Point Man ending has him shooting Paxton in the head three times and watching his body spontaneously burn itself up. Then, as he walks over to Alma, ready to finish the job, he notices that her baby has been successfully born. Even as she dies and her body burns itself up, Point Man receives a transmission from Jin that everything is finally over. With the baby in the crook of his left arm, he leaves the room.&lt;br /&gt;
&lt;br /&gt;
&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:WordDocument&gt;   &lt;w:View&gt;Normal&lt;/w:View&gt;   &lt;w:Zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:TrackMoves/&gt;   &lt;w:TrackFormatting/&gt;   &lt;w:PunctuationKerning/&gt;   &lt;w:ValidateAgainstSchemas/&gt;   &lt;w:SaveIfXMLInvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:IgnoreMixedContent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:AlwaysShowPlaceholderText&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:DoNotPromoteQF/&gt;   &lt;w:LidThemeOther&gt;IN&lt;/w:LidThemeOther&gt;   &lt;w:LidThemeAsian&gt;X-NONE&lt;/w:LidThemeAsian&gt;   &lt;w:LidThemeComplexScript&gt;X-NONE&lt;/w:LidThemeComplexScript&gt;   &lt;w:Compatibility&gt;    &lt;w:BreakWrappedTables/&gt;    &lt;w:SnapToGridInCell/&gt;    &lt;w:WrapTextWithPunct/&gt;    &lt;w:UseAsianBreakRules/&gt;    &lt;w:DontGrowAutofit/&gt;    &lt;w:SplitPgBreakAndParaMark/&gt;    &lt;w:DontVertAlignCellWithSp/&gt;    &lt;w:DontBreakConstrainedForcedTables/&gt;    &lt;w:DontVertAlignInTxbx/&gt;    &lt;w:Word11KerningPairs/&gt;    &lt;w:CachedColBalance/&gt;   &lt;/w:Compatibility&gt;   &lt;w:BrowserLevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;   &lt;m:mathPr&gt;    &lt;m:mathFont m:val="Cambria Math"/&gt;    &lt;m:brkBin m:val="before"/&gt;    &lt;m:brkBinSub m:val="--"/&gt;    &lt;m:smallFrac m:val="off"/&gt;    &lt;m:dispDef/&gt;    &lt;m:lMargin m:val="0"/&gt;    &lt;m:rMargin m:val="0"/&gt;    &lt;m:defJc m:val="centerGroup"/&gt;    &lt;m:wrapIndent m:val="1440"/&gt;    &lt;m:intLim m:val="subSup"/&gt;    &lt;m:naryLim m:val="undOvr"/&gt;   &lt;/m:mathPr&gt;&lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true"
  DefSemiHidden="true" DefQFormat="false" DefPriority="99"
  LatentStyleCount="267"&gt;   &lt;w:LsdException Locked="false" Priority="0" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Normal"/&gt;   &lt;w:LsdException Locked="false" Priority="9" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="heading 1"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 3"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 4"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 5"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 6"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 7"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/&gt;   &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 1"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 2"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 3"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 4"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 5"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 6"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 7"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 8"/&gt;   &lt;w:LsdException Locked="false" Priority="39" Name="toc 9"/&gt;   &lt;w:LsdException Locked="false" Priority="35" QFormat="true" Name="caption"/&gt;   &lt;w:LsdException Locked="false" Priority="10" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Title"/&gt;   &lt;w:LsdException Locked="false" Priority="1" Name="Default Paragraph Font"/&gt;   &lt;w:LsdException Locked="false" Priority="11" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/&gt;   &lt;w:LsdException Locked="false" Priority="22" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Strong"/&gt;   &lt;w:LsdException Locked="false" Priority="20" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="59" SemiHidden="false"
   UnhideWhenUsed="false" Name="Table Grid"/&gt;   &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Placeholder Text"/&gt;   &lt;w:LsdException Locked="false" Priority="1" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/&gt;   &lt;w:LsdException Locked="false" Priority="34" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/&gt;   &lt;w:LsdException Locked="false" Priority="29" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Quote"/&gt;   &lt;w:LsdException Locked="false" Priority="30" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/&gt;   &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/&gt;   &lt;w:LsdException Locked="false" Priority="19" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="21" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/&gt;   &lt;w:LsdException Locked="false" Priority="31" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/&gt;   &lt;w:LsdException Locked="false" Priority="32" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/&gt;   &lt;w:LsdException Locked="false" Priority="33" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Book Title"/&gt;   &lt;w:LsdException Locked="false" Priority="37" Name="Bibliography"/&gt;   &lt;w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;
 /* Style Definitions */
 table.MsoNormalTable
 {mso-style-name:"Table Normal";
 mso-tstyle-rowband-size:0;
 mso-tstyle-colband-size:0;
 mso-style-noshow:yes;
 mso-style-priority:99;
 mso-style-qformat:yes;
 mso-style-parent:"";
 mso-padding-alt:0mm 5.4pt 0mm 5.4pt;
 mso-para-margin-top:0mm;
 mso-para-margin-right:0mm;
 mso-para-margin-bottom:10.0pt;
 mso-para-margin-left:0mm;
 line-height:115%;
 mso-pagination:widow-orphan;
 font-size:11.0pt;
 font-family:"Calibri","sans-serif";
 mso-ascii-font-family:Calibri;
 mso-ascii-theme-font:minor-latin;
 mso-fareast-font-family:"Times New Roman";
 mso-fareast-theme-font:minor-fareast;
 mso-hansi-font-family:Calibri;
 mso-hansi-theme-font:minor-latin;
 mso-bidi-font-family:"Times New Roman";
 mso-bidi-theme-font:minor-bidi;}
&lt;/style&gt; &lt;![endif]--&gt;  The Paxton Fettel ending has Paxton possessing Point Man's body and somehow extracting the baby from Alma's swollen body. He promises to raise the child like it was his own, but sets it aside as he notices Alma. Then he pounces on her, and the final scene implies that he eats her body amidst a growing pool of blood.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;System Requirments of This Game :&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Minimum Spec Requirement:&lt;/strong&gt;&lt;br /&gt;
Operating System: Windows XP&lt;br /&gt;
CPU: Intel Core 2 Duo 2.4Ghz, AMD Athlon X2 4800+ processor&lt;br /&gt;
RAM: 2GB&lt;br /&gt;
Video Card: NVIDIA 8800 GT 512MB RAM, ATI 3850HD 512Mb RAM or better&lt;br /&gt;
HDD: 10GB Free Hard Drive Space&lt;br /&gt;
DirectX: 9.0c&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Recommended Spec Requirement&lt;/strong&gt;&lt;br /&gt;
Operating System: Windows 7&lt;br /&gt;
CPU: Intel Core 2 Duo 2.93Ghz+, Intel quad core 2.66Ghz+, AMD Phenom II X2 550, 3.1Ghz+ Processor&lt;br /&gt;
RAM: 4GB&lt;br /&gt;
Memory: 10GB Free Hard Drive Space&lt;br /&gt;
Video Card: NVIDIA 9800 GTX+ 512MB RAM, ATI 5750HD 512Mb RAM or better&lt;br /&gt;
DirectX: 11&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;i&gt;&lt;span style="font-size: large;"&gt;Do you want to buy this game?? &lt;a href="http://top-pcgame.blogspot.com/p/cara-pembayaran.html"&gt;Click this... &lt;/a&gt;&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;
&lt;iframe width="560" height="349" src="http://www.youtube.com/embed/Vpr_6O5iyls" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script type="text/javascript"
src="http://pagead2.googlesyndication.com/pagead/show_ads.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img src="http://www.linkwithin.com/pixel.png" alt="Related Posts Plugin for WordPress, Blogger..." style="border: 0" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfdEq0GN2aip0Iidus49yPHkK6bzq8dmD0W7mrhyphenhyphenBAXETwnu1vn_wmw9w3_ws0bEwoIFRIKVuCZF2RY6iZ471W97MdvCGXC1dggrT7Vvt-sTBkiNsuBjMVlB16GDsfTM9HXbtZO5mOnKQ/s72-c/1FEAR_3_Boxart.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Sale Now : Alice madness return</title><link>http://top-pcgame.blogspot.com/2011/07/sale-now-alice-madness-return.html</link><category>RPG</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Mon, 4 Jul 2011 23:28:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-7691157460362042961</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh20hhWysUUe5vPXMKEDrcgBTaz_lBs0kENkY9b0maldofL6Zbt7om2LVXHW3LehuAIpX43BZVjRBc_l8fEU36m86D8G2zPTgEReBVYslqn-vEONTcGLH06CbUmJKCkFHHQQxfCtSeLXc8/s1600/art-of-alice-madness-returns.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh20hhWysUUe5vPXMKEDrcgBTaz_lBs0kENkY9b0maldofL6Zbt7om2LVXHW3LehuAIpX43BZVjRBc_l8fEU36m86D8G2zPTgEReBVYslqn-vEONTcGLH06CbUmJKCkFHHQQxfCtSeLXc8/s320/art-of-alice-madness-returns.jpg" width="231" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;b&gt;&lt;span style="font-size: large;"&gt;Price : Rp 25.000,-&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;span style="font-size: large;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;span style="font-size: large;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;span style="font-size: large;"&gt;Number of Disc : 1 DVD&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&amp;nbsp;&lt;i&gt;American McGee’s Alice&lt;/i&gt; is a PC game that came out in 2000 to  mostly positive reviews. It was a little bit too straightforward in  terms of its gameplay, but McGee’s dark vision of Lewis Carroll’s  Wonderland was immediately captivating and ended up serving as an  inspiration for thousands upon thousands of tattoo wearers. The game  attracted a sizable number of die-hard fans who have been clamoring for a  sequel ever since. That sequel is finally here, &lt;i&gt;Alice: Madness Returns&lt;/i&gt;.&lt;br /&gt;
&lt;h3&gt;Through the Looking Glass… Again&lt;/h3&gt;The  sequel picks up with Alice living in a sort of halfway house, where a  headshrink gives her counsel while attempting to extract and put to rest  the young girl’s memories of the fire that claimed the lives of her  entire family. All of these recollections do frail Alice no good, and  it’s not long before she’s down the proverbial rabbit hole — proverbial  because there isn’t actually a rabbit hole in this game — and back in  Wonderland.&lt;br /&gt;
Only it’s not the Wonderland she remembers. A foul  corruption has spread across the land, and it apparently has a thing for  creepy doll heads. Throughout the game you’ll encounter puddles of  black ooze that slither their way into the shapes of your most  frequently recurring enemies, many of which sport one or more stark  white-faced doll heads amidst the goo. McGee has always had a knack for  creepy visuals, and this new enemy definitely has that going on.&lt;br /&gt;
&lt;br /&gt;
Alice’s  new adventures through Wonderland take her to a number of locales–some  familiar and some not–to meet a variety of the fantasy world’s denizens.  Everyone seems a little “off” though, and finding out why is at the  heart of the game’s mystery. As your time in each environment comes to  an end, there is inevitably a familiar face waiting there to feed you a  line that is essentially the equivalent of “Your princess is in another  castle.” Between, and sometimes during, each chapter, Alice makes trips  back to London that serve to further flesh out the story while stripping  away the combat and puzzle-solving, almost playing out like extended  interactive cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Articles Source : http://www.digitaltrends.com/gaming/alice-madness-returns-review/ &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;System Requirements :&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;&lt;b&gt;Minimum System Requirements:&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;
Operating System Microsoft ® Windows ® Vista ® SP2 / XP ® SP3&lt;br /&gt;
Processor 2.0 GHz Intel ® Pentium ® 4 class or AMD Athlon ™ or equivalent processor&lt;br /&gt;
Memory 1 GB RAM (Windows Vista ®) / 512 MB RAM (Windows XP ®)&lt;br /&gt;
The remaining 7 GB or more hard disk space&lt;br /&gt;
Graphics 128 MB DirectX ® 9.0c-compatible, 3D graphics, support Shaders 2.0 (NVIDIA ® GeForce ® FX or more, ATI Radeon ™ 9500 or more)&lt;br /&gt;
Sound card 16-bit DirectX ® 9.0c-compatible sound card&lt;br /&gt;
CD-ROM 8x DVD-ROM drive&lt;br /&gt;
DirectX ® 9.0c (included)&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;&lt;b&gt;Recommended System Requirements:&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;
Operating System Microsoft ® Windows ® Vista ® SP2 / XP ® SP3&lt;br /&gt;
Processor 3.0 GHz Intel Pentium 4, 2.0 GHz Intel Core 2, 3500 + AMD Athlon or equivalent processor&lt;br /&gt;
Memory 1 GB RAM (Windows Vista ®) / 512 MB RAM (Windows XP ®)&lt;br /&gt;
The remaining 7 GB or more hard disk space&lt;br /&gt;
256MB DirectX 9.0c compatible graphics card, 3D video card Hardware T &amp;amp; L (NVIDIA GeForce or ATI Radeon or equivalent)&lt;br /&gt;
Shegan the card 16-bit DirectX ® 9.0c-compatible sound card&lt;br /&gt;
8x DVD-ROM drive&lt;br /&gt;
DirectX ® 9.0c (included)&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;i&gt;&lt;span style="font-size: large;"&gt;Do You want to buy this game?? &lt;a href="http://top-pcgame.blogspot.com/p/cara-pembayaran.html"&gt;Click this...&lt;/a&gt;&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;
&lt;iframe allowfullscreen="" frameborder="0" height="349" src="http://www.youtube.com/embed/cFrs5UGB-ns" width="560"&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh20hhWysUUe5vPXMKEDrcgBTaz_lBs0kENkY9b0maldofL6Zbt7om2LVXHW3LehuAIpX43BZVjRBc_l8fEU36m86D8G2zPTgEReBVYslqn-vEONTcGLH06CbUmJKCkFHHQQxfCtSeLXc8/s72-c/art-of-alice-madness-returns.jpg" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item><item><title>Top 10 Best Gaming Laptops in 2011</title><link>http://top-pcgame.blogspot.com/2011/07/top-10-best-gaming-laptops-in-2011.html</link><category>Information about Computer dan Game</category><author>noreply@blogger.com (Kevin Kenap)</author><pubDate>Fri, 1 Jul 2011 19:54:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-6925279508263285432.post-709781892211494773</guid><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh3PvmKMTF4oN78K_WcXs7WjkSsJBOsxY3LAN2DFRGZnJVRyrSkPMNqK9XXu0jXuA7SNVpJMmWrs4lvWYCIOtexT52z21LxjuX-te7f2zbaib5BiE78gjAHYr5oNtJrPv9m1XD92nADHI/s1600/image.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="284" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh3PvmKMTF4oN78K_WcXs7WjkSsJBOsxY3LAN2DFRGZnJVRyrSkPMNqK9XXu0jXuA7SNVpJMmWrs4lvWYCIOtexT52z21LxjuX-te7f2zbaib5BiE78gjAHYr5oNtJrPv9m1XD92nADHI/s320/image.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;Nowadays the leading companies in laptop’s market are developing certain  types of laptops which will be used for a certain purpose such as  Business, gaming, multimedia and other. So for all the gamers who wants  the best laptop for gaming purpose that will allow them to play the  games with high graphics and breath taking sequences, here is the list  of world’s 10 best gaming laptops in 2011 that contains all the power packed configurations and specifications.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2&gt;10. Dell Studio XPS 1640:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/dell-studio-xps-1640/" rel="attachment wp-att-5362"&gt;&lt;img alt="Dell Studio XPS 1640 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5362" height="281" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/Dell-Studio-XPS-1640.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
Dell is one of the best companies in the whole world. Dell Studio XPS  1640 is gaming laptop manufactured by Dell with well equipped feature  which is perfect for gaming purpose. It has 16″ LCD display with a hard  drive of 500 GB.&lt;br /&gt;
CPU: Intel Core 2 Duo(Dual core)&lt;br /&gt;
System Memory: 4GB to 8GB DDR3&lt;br /&gt;
Video Memory: 1GB DDR3 VRAM&lt;br /&gt;
&lt;h2&gt;9. Xplorer X7-8500:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/xplorer-x7-8500/" rel="attachment wp-att-5363"&gt;&lt;img alt="Xplorer X7 8500 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5363" height="400" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/Xplorer-X7-8500.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
Here is another uniquely designed gaming laptop with very beautiful  outlooks and awesome specs. With a hard drive of 500 GB and a LCD  display of 17.3″, this is an extremely cool laptop for gaming purpose.&lt;br /&gt;
CPU: 1.73 GHz Intel® Core™ i7-740QM Processor&lt;br /&gt;
System Memory: 4(2GBx2) DDR3&lt;br /&gt;
Video Memory: 1.5GB GDDR5 VRAM&lt;br /&gt;
&lt;h2&gt;8. Acer Aspire AS8943G – 6782:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/acer-aspire-as8943g-_-6782/" rel="attachment wp-att-5364"&gt;&lt;img alt="Acer Aspire AS8943G   6782 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5364" height="339" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/Acer-Aspire-AS8943G-_-6782.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
A cool gaming laptop with a decent design, Acer Aspire AS8943G – 6782  has rocked the market due its highly powered configuration. It has a  18.4″ LCD display and has a hard drive of 500 GB which very big.&lt;br /&gt;
CPU: 1.60 GHz Intel Core i7-720QM Processor&lt;br /&gt;
System Memory: 4/8GB DDR3&lt;br /&gt;
Video Memory: 1GB DDR3&lt;br /&gt;
&lt;h2&gt;7. MSI GX740 – 235US:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/msi-gx740-_-235us/" rel="attachment wp-att-5365"&gt;&lt;img alt="MSI GX740   235US 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5365" height="400" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/MSI-GX740-_-235US.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
MSI is one of the main competitors in laptop’s market, and there is no  doubt that they are currently leading the market of gaming laptops. Here  is another awesome gaming laptop by MSI with all the specification that  will fulfill the desire of the user. MSI GX740 – 235US is one hell of a  gaming laptop and currently it stands in no 7 position.&lt;br /&gt;
CPU: 2.4 GHz Intel® Core™ i5-450M Processor&lt;br /&gt;
System Memory: 4GB (2GBx2) DDR3&lt;br /&gt;
Video Memory: 1GB GDDR5&lt;br /&gt;
&lt;h2&gt;6. Asus Republic of Gamers G53JW-A1:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/asus-republic-of-gamers-g53/" rel="attachment wp-att-5367"&gt;&lt;img alt="Asus Republic of Gamers G53 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5367" height="400" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/Asus-Republic-of-Gamers-G53.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
This laptop here is one of the coolest gaming laptop and my personal  favorite. It has 15.6 “LCD display with enormous memory of 750 GB along  with all the new and basic specs.&lt;br /&gt;
CPU: 1.7GHz Intel Core i7 740QM&lt;br /&gt;
System Memory: 6GB Expandable to 16GB&lt;br /&gt;
Video Memory: 1.5 GDDR5 VRAM&lt;br /&gt;
&lt;h2&gt;5. Clevo X7200:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/clevo_x7200/" rel="attachment wp-att-5368"&gt;&lt;img alt="clevo x7200 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5368" height="400" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/clevo_x7200.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
Clevo X7200 currently stands 5th in this list because of its marvelous  configurations. It has 17.3″ glossy LCD display and has a huge hard  drive of 500 GB. I personally feel that this machine is one of the best  in the market.&lt;br /&gt;
CPU: 1.7GHz Intel Core i7-980X six-core desktop processor&lt;br /&gt;
System Memory: 12 GB DDR3-1333 triple-channel RAM (3x 4GB)&lt;br /&gt;
Video Memory: 2GB GDDR5&lt;br /&gt;
&lt;h2&gt;4. Alienware M17x:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/alienware-m17x/" rel="attachment wp-att-5369"&gt;&lt;img alt="alienware m17x 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5369" height="306" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/alienware-m17x.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
It is one of the hottest laptops in the market and comes in the variety  of specifications. &lt;b&gt;Alienware&lt;/b&gt; series is the most successful laptop series  in gaming genre because of rocking features and awesome specs. The main  specs of this gaming laptop are as follows.&lt;br /&gt;
CPU: 2.13 GHz Intel® CoreTM i7 940XM, 1.86 GHz Intel® CoreTM i7 840QM, 1.73 GHz Intel® CoreTM i7 740QM&lt;br /&gt;
System Memory: 4GB Dual Channel Memory (2x 2GB DDR3), 6GB Memory (1x 2GB, 1x 4GB DDR3), 8GB Dual Channel Memory (2x 4GB DDR3)&lt;br /&gt;
Video Memory: 1024 (MB) ATI HD5870 Mobility RadeonTM&lt;br /&gt;
&lt;h2&gt;3. Qosmio X505 – Q896:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/qosmio-x505-q896/" rel="attachment wp-att-5370"&gt;&lt;img alt="Qosmio x505 Q896 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5370" height="236" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/Qosmio-x505-Q896.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
This gaming laptop is beautifully designed and highly equipped which  enables the user to play all sort of games. It has 18.4 inch wide screen  LCD display with 500 GB hard drive along with other configurations.&lt;br /&gt;
CPU: 1.73 GHZ Intel® Core™ i7-740QM processor&lt;br /&gt;
System Memory: 4GB DDR3 1066MHz memory&lt;br /&gt;
Video Memory: 1.5GB GDDR5 discrete graphics memory&lt;br /&gt;
&lt;h2&gt;2. iBuypower Battalion 101 X8100-U3:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/ibuypower-battalion-101-x8100-u3/" rel="attachment wp-att-5371"&gt;&lt;img alt="iBuypower Battalion 101 X8100 U3 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5371" height="400" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/iBuypower-Battalion-101-X8100-U3.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
2nd in the race, iBuypower Battalion 101 X8100-U3 is also one of the  most wanted gaming laptop of this year. It has a big 18.4 inches LCD  display with full HD resolution. In addition to this it also contains a  massive hard drive of 640 GB expandable to 1 TB.&lt;br /&gt;
CPU: 1.73 GHz Intel® Core™ i7-740QM Mobile Processor&lt;br /&gt;
System Memory: 4GB [2GB x 2] 1333MHz DDR3 SDRAM&lt;br /&gt;
Video Memory: 1GB [X8100]&lt;br /&gt;
&lt;h2&gt;1. MSI GT660R – 004US:&lt;/h2&gt;&lt;a href="http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/msi-gt660-004us/" rel="attachment wp-att-5373"&gt;&lt;img alt="msi gt660 004us 10 Best Gaming Laptops In 2011" class="alignnone size-full wp-image-5373" height="320" src="http://www.tiptoptens.com/wp-content/uploads/2011/05/msi-gt660-004us.jpg" title="10 Best Gaming Laptops In 2011" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;b&gt;MSI GT660R – 004US &lt;/b&gt;is the most powerful laptop that has outlasted all  the competitors. This fully equipped machine has all the specs which  will allow you to play all the games with high graphics. It has a 16″  glossy LCD display and other basic specs include:&lt;br /&gt;
Specification&lt;br /&gt;
CPU: 1.73 GHz Intel® Core™ i7-740QM Processor&lt;br /&gt;
Systemy: 6GB (2G*3) DDR3&lt;br /&gt;
Video Memory: 1GB DDR3 VRAM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Source : http://www.tiptoptens.com/2011/05/06/10-best-gaming-laptops-in-2011/ &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;script type="text/javascript"&gt;
&lt;!--
google_ad_client = "pub-8715044299976593";
/* 300x250, created 5/24/11 */
google_ad_slot = "9715908376";
google_ad_width = 300;
google_ad_height = 250;
//--&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://pagead2.googlesyndication.com/pagead/show_ads.js" type="text/javascript"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;script&gt;
var linkwithin_site_id = 666071;
&lt;/script&gt;&lt;br /&gt;
&lt;script src="http://www.linkwithin.com/widget.js"&gt;
&lt;/script&gt;&lt;br /&gt;
&lt;a href="http://www.linkwithin.com/"&gt;&lt;img alt="Related Posts Plugin for WordPress, Blogger..." src="http://www.linkwithin.com/pixel.png" style="border: 0;" /&gt;&lt;/a&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh3PvmKMTF4oN78K_WcXs7WjkSsJBOsxY3LAN2DFRGZnJVRyrSkPMNqK9XXu0jXuA7SNVpJMmWrs4lvWYCIOtexT52z21LxjuX-te7f2zbaib5BiE78gjAHYr5oNtJrPv9m1XD92nADHI/s72-c/image.png" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total></item></channel></rss>