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Company of Heroes

Company of Heroes

Company of Heroes (CoH) is a real-time strategy (RTS) computer game developed for Microsoft Windows by Relic Entertainment. It was announced on April 25, 2005, released on September 14, 2006, and was the first title to make use of the Games for Windows label. The game was released on Steam on July 17, 2007
Resources
The resource management in Company of Heroes retains micromanagement details such as reinforcing troops, which has the effect of creating a more tactical RTS experience.
Players must take control of certain points on the map. The more of these points a player controls, the more resources they acquire. This concept demands constant expansion of a player's territory. These points are connected like supply lines, and so, during the course of a battle a player can capture one point in the supply line, isolating the rest which had been connected to the base through it, therefore severely reducing the enemy's resource intake.
Players collect three resources: fuel, munitions, and manpower. Fuel allows players to purchase tanks and other vehicles, as well as global upgrades. Munitions allows players to upgrade individual squads or vehicles and use special abilities. Manpower is necessary for all units. The player can decide, at a manpower cost, to place observation posts on their resource points in order to increase their production and make them more durable against enemy takeovers, which means sacrificing resources in the short-term for a greater long-term intake. Resource points must also be connected, if not, that captured point could not produce resources.
Game units generally require a sizable amount of resources to produce. This separates Company of Heroes from other games in the RTS genre, where large amounts of massed units are a common sight
Units
As the game takes place in World War II, the player can decide to fight as either the Allied or Axis forces, of which require very different tactics to play. Allied units tend to be cheaper, more numerous, and more versatile, whereas Axis units tend to be more expensive and fewer in number, but often more powerful in their role than their Allied counterparts.
The main American army soldiers are riflemen squads, which can pick up certain weapons to give them the upper hand. Engineers can build defenses such as machine-gun nests, which are garrisonable by infantry units, and 105mm artillery guns, which can hit halfway across the map. The Allies can also deploy M4 Sherman tanks, along with M10 tank destroyers, and the Sherman Crocodile, which is equipped with a flamethrower. Allied tanks are more mobile than their Axis counterparts, but have weaker armor and firepower. With commander tree support, the Allies are capable of deploying the superior M26 Pershing heavy tank, call in airborne units, which can be equipped with recoiless rifles, and rangers, which come equipped with two Bazookas and can be upgraded with Thompson SMGs.
The Axis Wehrmacht forces include infantry, like the conscript Volksgrenadier militia, and mid-tier infantry like grenadiers, Waffen-SS stormtroopers, or elite squads of soldiers awarded the Knight's Cross. Axis field operations can be supplemented by specialized equipment like the Nebelwerfer rocket artillery. Axis armor is far less mobile, but in direct combat generally superior, fielding equipment like StuG IV, StuH 42 assault guns, Panzer IV and Panther tanks. With specialized commander focus, Axis forces can deploy superior units, like the Tiger I tank or the "King Tiger" Tiger II tank.
Expanding on the cover system implemented in Dawn of War, units in COH automatically seek out cover (such as sandbags, walls, and destroyed vehicles) without orders from the player to give them an advantage over enemy forces. Units hiding in cover gain a defense bonus, making them more effective in combat. Green cover signifies heavy cover, while yellow signifies light cover. Utilizing cover effectively in CoH is essential to victory. The advanced AI is also aware of its surroundings and reacts realistically according to the situation.
Infantry units, such as an Allied rifleman squad, can pick up heavy weapons (Panzerschreck, M9 Bazooka), man heavy weapons like machine-guns, anti-tank artillery, or mortars, and pick up and use certain automatic weapons (examples are the Browning Automatic Rifle or for the Germans, the LMG variant of the MG42.)
Unlike Dawn of War, squads of units must be near a headquarters (HQ), forward barracks, or half-track vehicle to reinforce (replenish) lost units within the squad. American airborne troops are exempt from this limitation as reinforcements are parachuted to the field. Some units can be upgraded, for example, a .50 caliber machine gun can be equipped for a Sherman tank, or Panzerschrecks for Axis infantry units. Certain add-ons or upgrades affect unit abilities, like the Sherman's crab flail which can clear mines and destroy enemy infantry, but reduces the speed of the tank while in use.
The game utilizes a physics engine, different types of cover are more effective against certain units. For example, some types of cover can be destroyed by tanks

Game modes

Victory Point Control
Victory Point Control games have several victory points around the middle of the map. These victory points can be captured similarly to strategic points. When one side has more victory points under their control than another, the other side's "points" start to decrease. When one side runs out of points, they lose. Alternatively, the player can simply destroy all enemy buildings to win the game. Before the start of the game, the host can choose between 250, 500, or 1000 points. The point function in Company of Heroes works much like the ticket feature in the Battlefield (series).

Annihilation
Annihilation games lack the victory points of the Victory Point Control game mode. To win, the player needs to destroy all enemy buildings. This does not include observation posts — only base structures, bunkers, and controlled buildings need to be destroyed.

Story
Company of Heroes is set during World War II where the player commands two U.S. military units during the Battle of Normandy and the Allied capture of France. Depending on the mission, the player controls either the Able Company or Fox Company, the latter being from the 101st Airborne, and the former being part of the 29th Infantry Division.

Single player campaign
The single player campaign puts the player directly in some of the major American operations during the Battle of Normandy.

D-Day
The game begins with Able Company's assault at Omaha Beach during D-Day of Operation Overlord - Able must first breach the seawall, then take out German bunkers overlooking the beach, and finally disable the Flak 88 anti air guns. The game also introduces two of the game’s major characters: Captain Mackay and Sergeant Conti.

Battle of Carentan
The next three missions are about Fox Company and their actions during the capture and defense of Carentan. Fox Company must first regroup after the chaotic airdrops at Vierville, which occurred several hours before H-Hour on D-Day, and also disrupt enemy operations in rear areas to open new drop zones and prevent the Germans from reinforcing the beaches. This mission includes destroying or capturing AA Guns and conducting an ambush to a German convoy.
Fox Company is then tasked to capture the city of Carentan to secure a link between Utah and Omaha beach and to defend it against ferocious German counterattack. Though constantly bombarded by artillery, Fox Company is eventually relieved when Able Company arrives at the city and the link between Utah and Omaha beach is finally secure.

Battle of Cherbourg
Able and Dog Company form the spearhead of the Allied advance to secure Cherbourg and its deep water port. En route to Cherbourg, Allied supply route is threatened by elements of the Panzer Lehr division commanded by Hauptmann Shultz, and Dog Company is ambushed in the process. Able Company manages to drive the Germans back and defend the supply route for the "Red Ball Express" to pass through, but by doing so Able Company also becomes the nemesis of the Panzer Lehr division and Captain Shultz for the rest of the campaign.
With the flank secure, the Allies continue to advance onto Cherbourg. Able and Dog Company, supported by the 4th Cavalry and the USS Texas, are tasked with capture of the port facilities. Although Able Company successfully subdues the German defenders and captures thousands of prisoners, the port has been badly damaged and is unusable to the Allies.
However, after the battle, Able Company found documents from an Axis bunker which shows a V-2 Rocket launch site near Sottevast. Fox Company has been called in to conduct an airborne assault on the V2 facility, while elements of Able Company rush to the site with armor support.

Operation Cobra
American forces begin to approach the city of St. Lo and Able Company is arriving from the north. German defenders at St. Fromond hope to stop Able Company’s advance by blowing up the only bridge leading into the town. Able Company repaired the bridge under fire from across the river, and drove the Germans out of the town. German defenders regroup and organized several counterattacks with rocket battery support, but all assaults against Able Company are thrown back with heavy casualties.
Charlie Company is destroyed by the defending Panzer Lehr division under the command of Captain Shultz, while attempting to secure Hill 192 at the outskirt of St. Lo. Able Company is assigned to take the hill. Hedgerows around the hill and hidden flak 88 batteries provided formidable defensive position against the Allies, but Able Company managed to break through by employing bulldozer equipped Sherman tanks to plow through the hedgerows and flank the Germans.
German defenders at St. Lo decide to hold out against American forces by heavily fortifying the city center, but Able Company planned to surround and trap the German defenders at the city center rather than a head-on assault. Although the operation is successful, some German units, including the Panzer Lehr division, manage to escape destruction. Able Company call in the 8th Air Force in response and the escaping Germans units suffered heavily due to carpet bombing.
Badly reduced and under constant air attack, the shattered Panzer Lehr division is being chased by American forces, and Able Company managed to intercept what is left of the division at Hébécrevon. A raid is conducted with fast moving M10 tank destroyers against the Panzer Lehr division's positions, and almost all of Panzer Lehr division's armor strength, including the last 7 surviving Panther tanks, are completely wiped out. However, during the course of the mission, Captain MacKay is killed when he gets caught in the blast of a tank shell fired by a Tiger under the personal command of Captain Shultz.

Operation Lüttich
After losing their commander, newly promoted Lieutenant Conti is taking command of Able Company. Able Company is taking a break from the war, and has been reassigned to Mortain to relieve Dog Company at Hill 317. Unfortunately, on that night, Mortain becomes the focal point of a German counterattack against recent American successes. Surprised and outnumbered, Able Company is forced to hold the hill until reinforcements can arrive in the morning.
Dog Company arrives the following morning with armor support and Able Company begin to dig in and consolidate their positions. German forces renew the counterattack in force after their surprise night attack has failed to take the hill, but all attempts are beaten back. Able Company successfully force the Germans to retreat after inflicting heavy losses, including the destruction of a Flak 88 battery.

Falaise Pocket
The last section of the single player campaign deals with the destruction of German forces in France. After suffering a string of defeats, the German army is forced to retreat in order to avoid encirclement. Allied forces are racing to trap the German army before it can escape. Baker Company is assigned to shut down one of the escape routes at Autry, but Captain Shultz's Panzergruppe, which escaped the destruction of the Panzer Lehr division, annihilates them. Able Company rushes to the scene with M26 Pershing support and destroys Captain Shultz's Panzer Gruppe in return. Captain Shultz's Tiger is among those tanks destroyed in the battle, and Captain MacKay's death has been avenged.
Chambois becomes the German Seventh Army's last hope for escaping the Falaise Pocket. With heavy air cover, Canadian, Polish and American forces, led by Able Company, secure all bridges around Chambois and close the Falaise Pocket. The German Seventh Army attempts to break free, but they are met with heavy aerial bombardment and are forced to surrender.
The campaign ends with the caption that Able Company had suffered 80% casualties at the end of World War II.

Distinguished characters
Captain Sam MacKay
The commander of Able Company. He appears to be an Army Ranger by his character model, although he commands a regular infantry company. He is killed by Hauptmann Shultz as revenge, when Able Company successfully obliterated his unit after the battle of St. Lo. He seems to be based on Tom Hanks character in the film Saving Private Ryan, Captain Miller.
Sergeant (later Lieutenant) Joe Conti
Served as the First Sergeant of Able Company under Captain MacKay, and is a close friend to MacKay ever since boot camp. He is revealed to be the game's narrator. He is almost killed alongside Captain MacKay, and soon afterwards promoted to Lieutenant. Lieutenant Conti commands Able Company for the rest of the game.
Hauptmann Shultz
A German "Tiger Ace" captain from the Panzer Lehr division. He serves as the personal antagonist of Able company. He commands the Panzer Gruppe that attacks the Red Ball Express, where his unit first met Able Company and are badly beaten. Suffering from heavy losses, he watches Captain MacKay from afar while his unit is busy retreating. He later crosses path with Able Company while commanding the forces defending St. Lo, but managed to escape encirclement by Able Company. He kills Captain MacKay when his unit is destroyed while retreating from St. Lo, and Able Company later conducts their revenge on Shultz while his Panzer Gruppe is being destroyed at Autry.

Graphics

An M10 Wolverine and American troops in the Essence Engine.
Company of Heroes is Relic's first title to make use of a new type of engine, known as the "Essence Engine". This engine was designed and coded from scratch by Relic in order to make use of special graphical effects, including high dynamic range lighting, dynamic lighting & shadows, advanced shader effects and normal mapping.
COH is rendered in 3D with intricate detailing on the infantry, vehicles and structures while still retaining a solid frame-rate, without, Relic claims, the need for a high-end gaming system. It claims that there are nearly 2,000 different animations for a basic infantry unit alone.
Company of Heroes also utilizes the Havok 3 physics engine, giving it a more realistic physics system than previous RTS games. Parts of buildings can be destroyed by grenades, satchels or mortars, and tanks can drive through sections of walls or other barriers. Smoke created from explosions is programmed to behave as realistically as possible and can even be influenced by wind. Debris is also influenced by explosions; a blast can send barrels flying and shower troops in dirt, whilst leaving behind a large crater. When infantry are bombarded by artillery, body parts sometimes detach and are dispersed over, and some units even getting thrown about in the immediate area. Bridges and buildings can be destroyed by engineers using demolitions.
On May 29, 2007 Relic released a patch for Company of Heroes that included a new DirectX 10 rendering mode with enhanced terrain, additional world objects, and improved shadows and lighting. This patch made Company of Heroes the first commercial video game to support Direct3D 10.

F.E.A.R

F.E.A.R.



First Encounter Assault Recon is a survival horror first-person shooter developed by Monolith Productions and published by Vivendi. It was released on October 17, 2005, for Windows and ported by Day 1 Studios to the Xbox 360 and PlayStation 3 Timegate Studios has released two expansion packs, F.E.A.R. Extraction Point in October 2006and F.E.A.R. Perseus Mandate in November 2007. A direct sequel, Project Origin, which ignores Perseus Mandate and Extraction point, was announced by Monolith ProductionsThe game's story revolves around a supernatural phenomenon, which F.E.A.R.—a fictional special forces team—is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. was well-received by critics, scoring 89% on Game Rankings and The New York Times calling it "as thrilling and involving as Half-Life A "Director's Edition" DVD version of the game was also released. The DVD included a "making of" documentary, a director's commentary, a short live-action prequel and the exclusive first episode of the promotional P.A.N.I.C.S. machinima. A related Dark Horse comic book was also packaged with the DVD. Along with the Director's Edition, F.E.A.R. Gold Edition was released. Gold Edition included the Director's Edition and Extraction Point. F.E.A.R. Platinum Edition features the original game and two expansion packs






Gameplay
F.E.A.R. simulates combat from a first-person perspective. The protagonist's body is fully present, allowing the player to see his or her character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter for example, or climbing ladders, the hands and legs of the protagonist can be seen performing the relevant actions.

The player character uses reflex time while firing on a group of soldiers.
A prominent gameplay element is "reflex time," which slows down the game world while allowing the player to aim and react at normal speeds. This effect is used to simulate the character's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions' primary goal was "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard-Boiled." He continued on to say that "defeat[ing] ... enemies ... with style" was crucial to this goal and that reflex time plays a large role in "mak[ing] the player feel like they are an action movie hero The game contains weapons based on non-fictional firearms, such as pistols, assault rifles and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, F.E.A.R. does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions stated that it aimed for "a balanced arsenal where each weapon serves a specific function," rather than "just going with a bunch of real-world submachine guns and assault rifles."[10] F.E.A.R.'s heads-up display crosshair's size dynamically shows where shots will fall based on movement, aim and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons.
Compared to other shooters where mêlée is usually a last resort, F.E.A.R.'s mêlée is a viable instant-kill alternative for taking down enemies. The stocks of all firearms can be used in close combat. Lighter weapons, while being less powerful, allow the player to move around more quickly, increasing their chances of mêlée. Movement speed is maximized if a player holsters their weapon, which also allows them to engage in hand-to-hand attacks with maneuvers including punches, kicks, and slides.
F.E.A.R.'s artificial intelligence allows computer-controlled characters a large degree of action. Enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders and push over large objects to create cover. Various opponents may act as a team, taking back routes to surprise the player, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced,[11][12] and its efficiency helped the game win GameSpot's "2005 Best AI Award,"[13] and earn the #2 ranking on AIGameDev's "Most Influential AI Games






Atmosphere
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror.[20] The design team attempted to keep "[the] psychology of the encounter" in the player's mind at all times, in order to "get under [the player's] skin", as opposed to the "in your face 'monsters jumping out of closets' approach".[21] Lead designer Craig Hubbard stated in an interview that "horror is extremely fragile ... you can kill it by spelling things out too clearly and you can undermine it with too much ambiguity". He remarked that he attempted to strike a balance with the narrative elements of F.E.A.R., to give players "enough clues so that [they] can form [their] own theories about what's going on, but ideally [they will] be left with some uncertainty".[10] Lead level designer John Mulkey stated, "Creating expectation and then messing with that expectation is extremely important, predictability ruins a scary mood".[21]

The player may find himself inside visions created by an unknown force.
The main source of the game's horror is Alma, a ghostly little girl. Craig Hubbard remarked that "a guy in a mask chasing co-eds with a meat cleaver can be scary, but on some level you're thinking to yourself you could probably kick his ass if you got the drop on him ... but when a spooky little girl takes out an entire Delta Force squad, how are you supposed to deal with that?"[9] While Alma has been compared to the character Samara from The Ring,[22][23] Craig Hubbard stated that she "was born out of a tradition of eerie, faceless female ghosts" and not "as an answer to any specific movie character".[9] Hubbard acknowledged that Alma "admittedly bears some visual resemblance to the ghosts in Dark Water or Séance," but "creepy little girls have been freaking [him] out since The Shining".[9]
F.E.A.R.'s audio was designed in the style of Japanese horror films, with the sound engineers using inexpensive equipment to create sound effects, utilizing methods including dragging metal across different surfaces and recording pump sounds.[20] Monolith Productions commented, "The sound designers had to be concerned with avoiding predictability," since "[l]isteners are smart ... they will recognize your formula quickly and then you won't be able to scare them anymore."[20] Silence was also utilized in order to "allow players to fill in the space, which lets their imagination create their own personal horror Monolith Productions composed F.E.A.R.'s music in reaction to scenes, instead of "creating a formula that would consistently produce music throughout the game The design team called F.E.A.R.'s music structure "more cerebral and tailored to each individual event", and continued that "sometimes the music is used to ratchet up the tension to toy with players ... [it] will build to a terrifying crescendo before cutting off without a corresponding event, only to later have the silence shattered by Alma, when players least expect it
F.E.A.R.'s horror theme was praised by critics. Game Informer claimed that "... the frequent spooky head trips that Monolith has so skillfully woven together make an experience that demands to be played."IGN opined that "the environment has been so well-crafted to keep you edgy and watchful ... [that] playing the game for a few hours straight can get a little draining." GameSpot reacted similarly, calling F.E.A.R.'s horror "exceedingly effective," and agreeing that it "can leave you a bit emotionally exhausted after a while."






Plot
The story of F.E.A.R. is presented in such a way that only a few minor plot elements are presented in the game's beginning, thus allowing players to experience the adventure as "the hero[es] in [their] own spine-tingling epic of action, tension and terror The manual briefly mentions the player character's recent induction as "Point man" to F.E.A.R., a secret special operations group of the U.S. government specialized in dealing with paranormal threats. The character's extraordinarily reactive reflexes are described as well, hinting that the government is interested in his abilities When the game begins, the player witnesses a man named Paxton Fettel taking command of a battalion of telepathically controlled clone supersoldiers, seizing control of the Armacham Technology Corporation (ATC) structure and killing all its occupants Now fully in control of the Point Man, the player attends a briefing held by Commissioner Betters, in the company of his F.E.A.R. team-mates Jankowski and Jin Sun-Kwon. The team's mission consists of eliminating Fettel, operating in conjunction with Delta Force.

A firefight against Replica soldiers.
After initially eluding the Point Man at an asylum, Fettel is located by means of a satellite tracking device, so the F.E.A.R. operatives and a Delta Force team attempt to apprehend him at the docks However, the Special Forces are inexplicably wiped out by some supernatural force; the player later witnesses further unexplained and occasionally life-threatening paranormal phenomena, including frequent hallucinations, all of which center around a little girl in a red dress named Alma. Laptops found during the course of the mission, hacked by Commissioner Betters, provide details regarding the background story. The F.E.A.R. team's search begins at a water treatment plant and later continues at Armacham headquarters, but Fettel successfully evades capture.
The player learns that Fettel was raised to become a telepathic military commander as part of ATC project Origin. He is the son of Alma, who is described as being a powerful psychic The player also learns of the existence of another child of Alma, who was born before Fettel All clues lead F.E.A.R. to believe Fettel is under control of Alma who was buried within the Origin facility when ATC closed down the project because of the danger posed by the woman. Now the villain is searching for that same facility to free his mother The player eventually takes the Point Man to the abandoned structure, fighting back both the clone soldiers and ATC, whose security agents have received orders to cover up the whole affair When the protagonist finally comes face-to-face with Fettel, he is drawn into a hallucination where the player learns that the Point Man is Alma's first son.After this hallucination, the player is able to kill Fettel. Nonetheless, Alma is freed when her storage chamber is opened by an ATC researcher, Harlan Wade, who feels guilty about the company's treatment of her;[eventually, it is revealed Alma shares Wade's name, implying that he is her father The player is then called upon to sabotage the structure's reactor to destroy the facility. In the aftermath of the detonation, a Delta Force UH-60 Black Hawk extracts the Point Man from the rubble. While the player and the survivors of the F.E.A.R team survey the results of the explosion from the helicopter, Alma makes one last appearance, preparing to pull herself up into the helicopter's cabin. The destruction of the Origin facility has not stopped her quest for revenge
After the game's credits, the player can listen to a phone call between a mysterious senator and ATC president Aristide, which offers some further explanation: The president considers the project under control and deems the first prototype (apparently the Point Man) a success









NEED FOR SPEED CHEAT CODES

Need for Speed ProStreet Cheats
Cheat: Cheat List
Insert the following passwords into the in-game codes menu for the desired result.
1MA9X99 - Receive $2,000
1MI9K7E1 - Receive $10,000
CASHMONEY - Receive $10,000
CASTROLSYNTEC - Unlock Castrol Syntec Vinyl
COKEZERO - Unlock Coke Zero Golf GTI
ENERGIZERLITHIUM - Unlock bonus vinyls
HORSEPOWER - Unlock Chevelle SS
ITSABOUTYOU - Unlock Audi TT
L1IS97A1 - Receive $8,000
LEIPZIG - Unlock Progressive Bonus Vinyl
MITSUBISHIGOFAR - Unlock Mitsubishi Lancer Evolution
REGGAME - Receive $10,000
SAFETYNET - Receive five Repair Tokens
UNLOCKALLTHINGS - Unlock Nissan 240 SX, Pontiac GTO, Chevy Cobalt SS, and Dodge Viper SRT 10
W2IOLL01 - Receive $4,000
WORLDSLONGESTLASTING - Unlock Dodge Viper SRT10
ZEROZEROZERO - Unlock Coke Zero Golf GTI

Cheat: Make Money
If you want to make lots of money easily, try the following multi-step technique. Keep in mind that this can be repeated over and over again for as much money as you want.

1.) Start up the game and load your career profile.
2.) Head to the in-game cheats menu, and insert the UNLOCKALLTHINGS cheat.
3.) With the bonus unlocked, go ahead and save your career.
4.) Reload your career and head to the garage. The code should have unlocked several new, expensive cars.
5.) Sell the bonus cars you received for a quick $90,000+.

NEED FOR SPEED PROSTREET

Need for Speed: ProStreet


Need for Speed: ProStreet is the 11th installment of Electronic Arts' popular racing game series Need for Speed. On May 21, 2007, Electronic Arts published a teaser trailer of ProStreet, and officially announced it ten days later.[3] It was released worldwide in November 2007.[1]


plot

The game starts where a former street racer known as Ryan Cooper drives into a raceday and dominates it. The player, as Ryan, then moves to the first proper raceday: Battle Machine. Ryan wins and dominates enough racedays sponsored by battle machine to move onto a showdown at Chicago Airfield sponsored by Super Promotion. After dominating that, he moves onto the next sponsor: React Team Sessions and continues to do what he did in Battle Machine. After breaking enough records of a certain race mode, he moves onto elite organizations in order to challenge that mode's king. As he defeats each king, he rises in rank. Finally, the Showdown King, Ryo Wantanabe, challenges Ryan and is consequently defeated. Ryan becomes the Street King, the best racer in the world.



Gameplay
Need for Speed: ProStreet took the series in a different direction of gameplay. In previous installments, racing scenes are set around streets with moving traffic. However, all racing in ProStreet takes place solely on closed tracks, making ProStreet the first game in the series since Need For Speed II that doesn't animate illegal racing. Rather, the type of racing appears to be Touring Car Racing. Performance tuning feature is enhanced, compared to previous versions, especially Autosculpt. Unlike Carbon, where only certain body kits can be autosculpted, this can now be applied to all body kits, including stock bumpers and wide body kits. Furthermore, some adjustments through autosculpt impact the cars' aerodynamics.[3]
In ProStreet there are four different game modes: Drag (a race in a drag strip, point to point), Grip (similar to Circuit races but with four different types of Grip races available), Speed (similar to a Sprint race) and Drift.
Drag race is simply a 1/4-mile drag race, where the fastest time, out of three runs, wins. There are also 1/2 mile drag races, and wheelie competitions.
In Grip races, there are four different modes (Normal Grip, Grip Class, Sector Shootout and Time Attack), the player has a choice to race rough, such as ramming, smashing, or blocking the opponent in order to win the race, or race cleanly and follow the given racing lines. Normal Grip races feature 2 to 4 laps around a circuit track with up to 7 other racers. First driver to cross the finish line wins. Grip Class races take 8 racers and divide them into two even groups. The racers are placed into the groups based on their vehicles performance potential. Group A starts about 10 seconds ahead of group B, both groups race on the same course but are only competing against the 3 drivers in their group. In Time Attack, the driver with the fastest overall single lap time wins the event. In Sector Shootout the track is divided into several segments, with drivers attempting to complete these sectors in the shortest possible time. Extra points are awarded to drivers who 'dominate' the course by holding the fastest time for every segment of the track.
In Speed Challenge races, players must cross the finish line first to win the race.
In Top Speed Run races, the course is divided into 3 to 9 sections (just like that of Sector Shootout in Grip races) and at the instant a player crosses a checkpoint their speed is clocked and added to that player's score, the player with the highest cumulative speed wins.
In Drift, players drift to emerge as the driver with the most points scored in the event. Points are scored based on speed, angle, and how long the drift is held.
Other than gameplay itself, ProStreet features detailed damage modeling, unlike previous Need for Speed games (except NFS High Stakes and Porsche Unleashed) where damage is relatively little or non-existent altogether. The new damage system introduces more depth of damage (except on the PlayStation 2 and Wii versions, where the damage modeling has been scaled down due to the limited processing power, so the damage is similar to the previous two games) where any object in the game world has the potential to inflict cosmetic damage, light damage, or heavy damage on a car, and even has the potential to total a car immediately after impact.[3]
ProStreet features customization of cars. The changes affect the aerodynamics of the cars, and players can test them in an enclosed chamber called the "Wind Tunnel" (not available in the PlayStation 2 version).
The Speedbreaker does not return for ProStreet (as the game lacks a police presence; the Speedbreaker was mostly intended for police evasion, however it returns for the Nintendo DS version of the game).




Cars
There are 76 cars (55 in the game, 5 with Collector's Edition, 16 with Energizer Lithium Extender Pack) (46 on PS2 and Wii) from 26 manufacturers in the release edition. Eight of these are supercars.
Electronic Arts has released a Booster Pack for download to Windows, PlayStation 3, and Xbox 360. With the Booster Pack, two more cars are made available for free and 14 more for digital purchase. However, with some computing skills it's possible to unlock all 76 cars available without buying either the Collector's Edition upgrade or the Booster Pack

THE CLUB



The Club is a radical departure for Bizarre Creations. As a studio traditionally known for our racing games, The Club proves that our teams are capable of straddling genres whether they're about firing on all cylinders or firing shotgun shells.
Primarily a score-based game, The Club is Bizarre's take on the third person shooter. The gameplay is fast paced and very arcadey; don't even think about hiding behind cover in this one folks! A unique new scoring system asks you to chain kills together in quick succession, building up
your combo and grabbing you more points. The higher your combo the faster the bar ticks down, so it gets tougher and tougher to continue your deadly killing spree.
To keep your score high you'll need to burst into rooms of enemies with all guns blazing; the combo system pushing you further and further to your limit. However, don't take too long dispatching your target or your score will drop. If there are 30 bad guys in the level, that's potentially a 30x combo you could earn... practice, practice, practice!

The Club has been compared to all sorts of games in a variety of genres; is a shooter, a racer, or a fighting game? Well in practice it's a little piece of each, judging by the game modes, character selection, and location set. Have a look around, and let us know what you think of The Club in the forums!


Imagine an organisation so hidden and secretive, that only a few people around the globe know of its existence. Powerful leaders in The Club "recruit" outsiders to fight in their violent underground blood spot, like ancient gladiators. The combatants have only one option: kill or be killed.
Countless rumours persist about The Club's origins, but few facts are known. Many members like to believe that its beginnings can be traced back to the infamous Hellfire Club of 18th century London; others believe it originated during the Napoleonic Wars. Regardless, it's a shady history.
Drug lords. Dotcom billionaires. International arms dealers. Dictators. Media Tycoons. Hollywood superstars. Third World warlords. Aristocrats and royalty. They all rub shoulders in The Club, sharing a taste for blood and a belief that their wealth places them beyond the reach of normal laws. The entry fee is astronomical, and membership is for life; on
ce you're in The Club, you can't leave.
Describing the game play is tough, as it's a combination of different genres. The game itself is played in third person, but internally we're describing it as a "shooter/beat-'em-up/racer"!
When you first pick up The Club, you'll choose a character to fight as. Each character is from a vastly different background and forced to fight for different reasons (or perhaps they're not forced at all?). The structure is similar to a beat-'em-up game... imagine a Street Fighter style character select and tournament system, but with a layer of "bad ass" splashed on top.
The gameplay itself sees your character beginning each match in a new location. The Club bosses fly you around the world, from war torn cities to underground nuclear shelters and we've gone all out to include varied locations and pick some places you wouldn't expect. The theme is constant though; they're abandoned areas which have been completely taken over by The Club and populated with all sorts of sick weirdos who are just asking to be dispatched.
3, 2, 1... BAM! The level begins like a racing game. You run forwards and turn the first corner. Two masked hoodlums holding pistols (the most basic enemy in the game) swing round and take aim at you, but immediately fall in a hail of gunfire from your sub machinegun. Without breaking pace you sprint up the stairs behind them, blasting open a window (and through another enemy) as you climb.
You roll through the door at the top of the stairs, immediately taking aim at the enemy to your right. BAM, he goes down with a perfect head shot. A massive roll-bonus racks up on your screen, supplemented with the score from the headshot... Must keep this combo going! Sprinting through the next corridor and smashing through the wooden door, you're trying to shoot down the next soul before your combo ends and your bank is stashed. Must. Run. Faster!
...and that's just the first five seconds of the game.

Check out my Slide Show!

ARMY OF 2

Army of Two, commonly abbreviated as Ao2, is a video game developed by Electronic Arts,
Developer(s)
EA Montreal
Publisher(s)
Electronic Arts
Engine
Unreal Engine 3
Platform(s)
PlayStation 3, Xbox 360
Release date
NA March 4, 2008[1][2]AUS March 13, 2008EU March 7, 2008JP March 19, 2008
Genre(s)
Third person shooter
Mode(s)
Single player, two-player co-op
Rating(s)
ESRB: Mature (17+)PEGI: 16+OFLC: MA 15+CERO: D (ages 17 and up)
Media
Blu-ray Disc, DVD-DL
Input methods
Xbox 360 controller, Sixaxis, Dual Shock 3released on Xbox 360 and PlayStation 3 on March 4, 2008 in North America. Army of Two is a third person shooter game focusing on the fictional story of two private military contractors (characterized as mercenaries) "fight[ing] through war, political turmoil, and a conspiracy so vast it threatens the entire world" in a timeline spanning from 1993 to 2009.
Focusing on cooperative strategies, Army of Two's highlighting feature is the necessity to use coordinated teamwork to accomplish the game's goals. While the game is meant to be played with another human as your partner, a "Partner Artificial Intelligence"(PAI) is also included and programmed to follow the player's strategies in suit. Dependence on your partner (whether human or PAI) is so pronounced that most objectives are impossible to complete without it


The story begins in 1993 in Somalia when Elliot Salem and Tyson Rios (the protagonists of the game) are still in the U.S. 75th Ranger Regiment. They are tasked to work with Philip Clyde, a private military contractor with the Security and Strategy Corporation (SSC), to carry out an assassination. After this mission, Philip Clyde, on behalf of SSC CEO Ernest Stockwell, invites Lieutenant Colonel Richard Dalton (commander of the 75th Ranger Regiment) to join the company for a desk job. He agrees, asking to bring Salem and Rios with him as contractors, and in the following year, the three enter the private sector.[3] Salem and Rios begin work as mercenaries. Over the course of a decade and a half, they are caught up in a complex scheme to privatize the military, and see to the plot's downfall. At the game's epilogue, we see the two protagonists start their own firm — Trans World Operations, or TWO




The game allows a great deal of weapon customization. Some guns available for customization include: pistols, shotguns, submachine guns, rocket launchers, light machine guns, sniper rifles, grenade launchers and assault rifles. Such elements as stocks, under-slung grenade launchers, suppressors, grip handles, extra-large magazines and new barrels, can be swapped out to give the weapon a unique look. Other modifications include gold and chrome plating--also known as "pimping" in the game. Pimping weapons will raise your player's aggro meter drawing more attention to you. The player can also upgrade their armor to make it better and stronger but these can not be purchased and are unlocked as you progress through campaign mode. A firing range feature was proposed that would allow the player to test out their newly customized weapon, however it was removed as it did not meet the developers' standards.[4] Besides customizing the weapons and armor, the player can also customize the face masks that the main characters wear




burnout paraise


BURNOUT PARADISE
Its is the 5th game in the series and this time it features as open-ended world . the new game format allows the developers to do away with the usual game lobby system for both single and multiplayer however day and night cycles have been removed to provide better performance other updates I the game include a renamed crash mode now termed show time where a player can activated a slow-mo-mode control mechanism during crashes ad even during the race in events such as road age the damage system has been modified and this time cars can gets ht and still retain there wheels for continuing a race however if a car loses its wheel or ends up outside the race map the player has to wait for the car to be reset.

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GTA VICE CITY CHEAT CODES

PC Version CheatsCode
Action

THUGSTOOLS
All 'light' weapons
PROFESSIONALTOOLS
All 'medium' weapons
NUTTERTOOLS
All 'heavy' weapons
ASPIRINE
Full Health
PRECIOUSPROTECTION
Full Armor
ICANTTAKEITANYMORE
Commit Suicide
YOUWONTTAKEMEALIVE
Raise Wanted Level
LEAVEMEALONE
Decrease Wanted Level
FANNYMAGNET
Ladies Man, Women Follow You
CERTAINDEATH
Makes you smoke a cigarette
DEEPFRIEDMARSBARS
Makes Tommy fatter
PROGRAMMER
Gives Tommy girly arms/legs
STILLLIKEDRESSINGUP
Change Skin/Clothes
CHEATSHAVEBEENCRACKED
Play as Ricardo Diaz
LOOKLIKELANCE
Play as Lance Vance
MYSONISALAWYER
Play as Ken Rosenberg
LOOKLIKEHILARY
Play as Hilary King
ROCKANDROLLMAN
Play as Love Fist character (Jezz Torent)
WELOVEOURDICK
Play as Love Fist character (Dick)
ONEARMEDBANDIT
Play as Phil Cassidy
FOXYLITTLETHING
Play as Mercedes
IDONTHAVETHEMONEYSONNY
Play as Sonny Forelli
PANZER
Spawn a Rhino
TRAVELINSTYLE
Spawn a Bloodring Banger
GETTHEREQUICKLY
Spawn a Bloodring Banger #2
GETTHEREFAST
Spawn a Sabre Turbo
GETTHEREVERYFASTINDEED
Spawn a Hotring Racer
GETTHEREAMAZINGLYFAST
Spawn a Hotring Racer #2
THELASTRIDE
Spawn a Romero's Hearse
ROCKANDROLLCAR
Spawn Love Fist's Limo
RUBBISHCAR
Spawn a Trashmaster
BETTERTHANWALKING
Spawn a Caddie
BIGBANG
Blow up nearby cars
MIAMITRAFFIC
Aggressive Drivers
AHAIRDRESSERSCAR
All cars are pink
IWANTITPAINTEDBLACK
All cars are black
COMEFLYWITHME
Cars can fly
GRIPISEVERYTHING
Perfect Handling
GREENLIGHT
All traffic lights are green
SEAWAYS
Cars can drive/hover over water
WHEELSAREALLINEED
Only the wheels of a car are visible
LOADSOFLITTLETHINGS
Sportscars have big wheels
HOPINGIRL
Peds get in your car
ALOVELYDAY
Sunny/Clear Weather
APLEASANTDAY
Light Clouds
ABITDRIEG
Dense Clouds
CANTSEEATHING
Foggy Weather
CATSANDDOGS
Stormy Weather
LIFEISPASSINGMEBY
Speed up game clock
ONSPEED
Makes everything faster
BOOOOOORING
Makes everything slower
FIGHTFIGHTFIGHT
Peds Riot
NOBODYLIKESME
Peds Hate You
OURGODGIVENRIGHTTOBEARARMS
Peds Carry Guns
CHICKSWITHGUNS
Girls Carry Guns
CHASESTAT
Shows Media Level (when 2+ stars)

gta san andreas frank tenpenny mission


Frank Tenpenny
Badlands
You were already told what to do in the cutscene, so you need to head up the mountain, kill the witness and bring back proof, in photographic form. Jump on the Sanchez and make your way up the side of the mountain. Start at the red circle at the bottom, then make your way around to the left and eventually you'll come to a small forest. In the middle of the trees is a cabin, and that's there the witness can be found. When you get too close the FBI will start shooting at you, but don't worry about it, soon enough a cutscene will start and the witness will try to get away. Chase after him and follow him off the mountain. Even if you have no guns, he'll bail from his car at the bottom of the mountain. Chase after him and beat him to death. Once he's dead use the camera and take a photo. After you've got it, drive to the drop off point and deposit the camera.Mission Passed!After the mission you'll receive a phone call from Cesar telling you he sent his cousin over to help you out, this will open up a new mission on the radar. Head to the question mark for a new mission. You'll also receive a phone call from Sweet saying prison is fucked up and he wants to be out soon.



Catalina
First Date
Catalina wants to rob four soft targets around the countryside. She says you can choose which one to go for. For the sake of staying close, we'll go for the gas station in Dillimore first.


Tanker Commander
Catalina tries to rob the gas station, but is foiled by bullet proof glass. She decides to take the gas tanker parked outside, so get in the cab, then reverse it into the front of the gas tank. This will be attached and you'll now need to make your way to the drop off point. Head to the right and follow the road along. Take the first left and follow that all the way along until you can make a right and go down a hill and over a bridge. Make sure you drive fast enough to stay away from the chasing car, but slow enough so that you don't jacknife the truck when turning. If you lose the gas tank you'll fail the mission. Head across the bridge, and under the intersection, then come to a stop in the RS Haul car park. Catalina will meet up with the guy who runs that place and receive some cash for it, then take off.Mission Passed!$5,000Trucker Missions Are Now Unlocked.A few seconds after the mission you'll receive a phone call from The Truth telling you to meet him at a motel with Officer Tenpenny. That's the only mission on your radar, so head over there now.



The Truth
Body Harvest
The Truth wants you to steal him a Combine Harvester to pay for the weed Tenpenny has been smoking. Get a vehicle and head to Ammu-Nation. Grab some weapons and then make your way to the yellow blip on the radar. It'll take awhile to get there, but you can use whichever vehicle you like. Park in the red circle and you'll be shown what you're doing. Make your way into the farm and kill the farmer to the left fence just as you go in. Two people will then come after you in tractors, so pop their heads and keep moving. Go towards the glass curved things and take out the ten or so farmers here and grab their rifle ammo, then hop over the wall and kill the few farmers around there. Head towards the combine and you'll need to kill the driver. Once he's dead get in the combine harvester and head back through the farm on the dirt road and chop up the farmers standing around. Head to the left when you reach the end of the dirt path, then you'll see a dirt track leading down and to the right. Follow that around and down, and cut across a field where you can deposit the combine in a hangar type thing.After the cutscene with The Truth you'll receive a phone call from Cesar who tells you everything is messed up in Los Santos. CJ tells him to get Kendl somewhere safe.Mission Passed!Respect +Cesar Vialpando's Missions Have Been Unlocked.




Cesar Vialpando
King In Exile
Cesar tells you that Smoke is responsible for the trouble in Los Santos, and that he sends a car into San Fierro twice a week which comes back with a lot of drugs. He wants CJ to watch the highway and check it out. As CJ goes outside he receives a phone call from Catalina telling him to get his ass to her cabin.Catalina's Missions Have Now Been Unlocked.

Catalina
First Base
Catalina wants to rob some more stuff, so pick a place to rob and make your way there. The Liquor Store in Blueberry is closest, so that's where I'm heading next. Park in the red circle when you get there.

Local Liquor Store
Just as you pull up to the store, some cowboys rob it before you and try to make a getaway on some Quadbikes. Catalina kills one of the fools and jumps on his bike. Get on the bike and chase after the other cowboys. Follow them closely and Catalina will shoot them off. When she kills one, he'll drop his money, so you need to stop and pick it up. Keep chasing them until all three are dead. If you don't kill them when they're on the move, they'll stop just North of Los Santos. Get off the bike and kill them, grab their briefcases then head back to Catalina's hideout.Mission Passed!$1,000After the mission you will receive a phone call from Cesar telling you about some countryside street racing. Cesar Vialpando's Missions Have Now Been Unlocked.



Gone Courting
Catalina will perform certain actions on Carl before deciding it's time to rob somewhere else. Make your way to the Betting Shop in Montgomery.

Against All Odds
Catalina will give you some Satchel Charges before the mission. Then you'll need to enter the betting shop. Catalina will try t hold up the people working behind the counter, and tell them not to hit the alarm, but they do anyway, so she kills them. You now need to switch to your satchel charges and throw one at the door to the right. Once it's attached switch to the detonator and stand back. Use the detonator and blow open the door, then go into the room and throw a satchel at the safe. Blow that open and then grab the cash. After the cutscene you'll be outside with Catalina. You've now got four wanted stars, so get in the car and you need to make your way to the Pay N' Spray in Dillimore. Once the car's sprayed make your way back to Catalina's hideout to get your cut.Mission Passed!$2,000After the mission you'll get a phone call from Catalina telling you to get your ass up there. Usually you're right there anyway, so just walk in the red circle.



Made In Heaven
Catalina is not happy with you. God knows why, but she just wants to be business partners now. Make your way to the final place you have yet to rob. If you're following the guide it's the Bank in Palomino Creek, so head over there now.

Small Town Bank
When you go in your mission will be to point your gun at the people in the store. When you see their arms start to drop down, aim at them. The best technique is just to hold R1 and tap L2 and R2 continually, however sooner or later you'll miss one and the alarm will be set off. Kill them all once it goes off, then watch the cutscene where the police arrive at the scene. Catalina will then tell you to smash the ATM machines and grab the cash, so aim and shoot at the three ATM machines and pick up the money that comes out. Once you've got it she'll take you outside. Once outside you need to make your way through the alley, killing the cops while protecting her. Walk forward and tap R1 to aim at the nearest cops. The Auto aim will pick them up before you can usually see them, so keep hitting R1 until it aims, then shoot. Make your way to the end of the alley and two cops on bikes will bust in. Kill them, then Catalina will tell you to get on a bike and follow her. Do just that. Keep up with her and eventually she'll be surrounded by cops. You need to get in there and save her, so kill all of the cops, and get back on your bike. She'll get on, then you just need to take her home.Mission Passed!$10,000Catalina's missions have now been completed. Grab the Buffalo parked at Catalina's place and head over to the CV on the map to start Cesar's missions. If the Buffalo isn't there, find a fast car and make your way to Cesar.



Cesar Vialpando
Wu Zi Mu
It's time for another street race. This time it's through the countryside though and you're racing Wu Zi Mu. Nothing special about this one, just do as you did on the previous race and follow the checkpoints and their arrows. You'll probably want to slow down at the top of a hill, because quite often the hill changes direction on the other side and you wouldn't want to be thrown off course. Even driving pretty slowly and braking a lot, you should still be able to comfortably win the race. You may need a few tries just to get to know the track though. After the race, providing you won, you'll meet up with Wu Zi Mu who will give you his contact details if you're ever in San Fierro. The police are on their way, so everyone scatters.Winner!$5,000Mission Passed!



Farewell, My Love...
Catalina shows up and wants you to beg for her to come back. Carl really doesn't give a damn, so Catalina gets angry and shows off her new boyfriend, Claude from GTA3. She then wants to race. You're already in a reasonably fast car, and you're doing the same track as before but in reverse, so it shouldn't be too hard. Remember to brake before you go over hills, and try to stay on the dirt roads, and you shouldn't have too much trouble finishing ahead of everyone else. The most important thing is just don't crash. You can take a large shortcut after about twenty seconds where you can cut across a dirt track instead of following the road all of the way down and back, that will put you into first place, then you can just slowly follow the track making sure you get every corner right. After the race you'll meet up with Catalina and Claude and they'll give you some paper about a garage in San Fierro. Catalina then says her and Claude are going to Liberty City, where they obviously stay until early 2,000 when GTA3 takes place.Mission Passed!After the mission you'll receive a phone call from The Truth unlocking his missions again.




The Truth
Are You Going To San Fierro?
Carl pays The Truth for Tenpenny's drugs a few missions ago, and TT tells CJ his stuff is in the truck. Carl is amazed to find there's over 2 tons of weed in there, but a police chopper overhead is enough to stop them talking. The cops are on their way and The Truth wants you to help him burn the rest of the weed with a flamethrower. Make your way over to the weed field and start flaming. You need to burn all of the fields marked with red dots on the radar, but you also need to avoid the fire, or Carl will die a horrible fiery death. Run towards the weed, hold R1 to aim the flamethrower, then push L1 or circle to shoot. Keep flaming until it catches fire, and a lot of black smoke is emitted. Move along to other patches of weed and keep shooting. You can smash the glass by flaming them for a few seconds. Just keep moving from one place to another and burning everything until it's gone. If you run out of ammo you'll find some more by the farm. Use it to take out the rest of the weed then get back over to The Truth. You may find this mission a bit easier after completing 12 levels in the Firefighter missions as you'll be fireproof, and catching fire will cause you no harm, however it's just as easy to keep out of the way. Alternatively, if you have any satchel charges left from Catalina's missions, throw those down on the ground in the weed and blow them up. They'll take out about quarter of a row each time which is a quick way to get rid of it if you don't have much time left. After you've burned them and spoken to The Truth he'll give you a rocket launcher and tell you to take down the chopper above, so aim upwards and take it down. Once it's gone, get in the mothership. You'll need to drive The Truth into San Fierro to a garage in his weed van, so plan your route from Back O Beyond into San Fierro. Make your way to the garage in Doherty and park in the red circle.Mission Passed!Respect +San Fierro has now been unlocked.Before accepting another mission you may want to head across the road into the train station and grab some ammo for the camera. In San Fierro you need to take 50 photos of random objects. These objects will show a little icon only when you are looking down the camera lens, so it's going to be pretty hard to find them all. That will make you a bit of cash and unlock some weapons at the garage.