Posts by Dragon47

    Pro Evolution Soccer 4 sets new


    standards for realism and intuitive gameplay, adding a wealth of new ideas to the


    established series. Players now have more individuality to their movements and appearance,


    with famous players instantly recognisable through their speed, the way they run and even


    the way they receive and pass the ball. Likewise, a host of new free kick and set piece


    systems have been implemented, while the passing and shooting systems have been enhanced to


    allow for more one-touch play, chipped through-balls and first-time


    strikes.



    Demo Size:78 MB



    Official


    Site || Download Demo ||


    Official Mirror Download Demo ||


    Pics


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    Chronicle of a Sequel Foretold



    Gordon freeman's visit to City


    17 has taken six years and a full soap-opera's worth of drama to materialize, so join us as


    we investigate the Chronicles of Freeman. A journey following the MIT graduate's decision


    to visit City 17 and the twists and turns which plagued and ultimately delayed his


    journey.


    When Valve unleashed the original Half-Life on an unsuspecting public in


    1998, the magnitude of the response and the mesmerizing appeal of the game left everyone


    with little doubt that a sequel was planned. In what was soon to become typical Valve


    fashion, the developer refused to release any information on the Half-Life 2 project and on


    its progress. While details were not available Valve had already been working hard on


    getting the H-L sequel project off its feet and had already made a few vital decisions


    including the need for an in-house engine rather than a licensed one such as iD's Quake III


    engine which would have been a logical step since H-L had used iD's original Quake


    technology.


    The point to stress is that Gordon Freeman was already packing for City


    17 in 1999, even though his final destination or details of his trip were not yet known even


    to himself.


    An ominous shadow begun to cast itself over the Half-Life 2 development


    cycle by as early as 2000 when Valve co-founder and major contributor to the original game,


    Mike Harrington decided that one Half-Life was enough and quit Valve. The future of the game


    hang in the balance as Gabe Newell had to decide how to deal with his partner's decision


    and choose Mr. Freeman's next port of call.



    Freeman's Face


    Lift



    There are really two Freeman tales, the one which is comprised of the


    events leading to the March 21, 2003 Half-Life 2 Official announcement and one which is the


    well publicized but no less obscure, tale of the run-up to release.


    The first tale


    and the one which is much more apparent for anyone who has already tried the game, has to do


    with the creative process and the choices Valve made regarding the sequel of the most


    popular game in the world. We already mentioned the company's desire to create an in-house


    game engine, a decision which added a minimum of 2-3 years on the development time scale but


    one which had to be made if the game was to meet its developer's demands, both creatively


    and financially. While it is convenient and effective to use an in-house engine to achieve


    the wonders of physics-driven gameplay and emotionally effective facial animation, the major


    contribution of the engine to Valve is the licensing revenue which it should bring. One


    game, Vampire : Bloodlines is already paying for the benefits of Valve's source engine,


    while the outfitting of the original Half-Life and Counter-Strike with source technology is


    a sign of how hard Valve plans to have its engine work for the next few


    years.


    Valve's initial success with Half-Life was not widely anticipated or expected


    so the demands on the developer were not that great when the game was being made. A group of


    ex-Microsoft employees got together and tried to create a good game. They managed to focus


    on the task in-hand and they came up with the most popular game of its time while the use of


    someone else's engine allowed Valve to concentrate on gameplay and other innovations which


    really made Half-Life a pioneer.


    Half-Life 2 however, was a different story. The


    secret was out, every one new what Valve could achieve, rushing-in a sequel, as most


    developers do nowadays due to financial and publisher demands was not an option for Gabe


    Newell and his crew. Retaining the prestige and quality of the game was as much part of the


    H-L 2 process as was continuity with the original game. Whether it is movies or games you


    consider, most sequels fall far short of the original, many times turning out to be pure


    financial exercises aimed at maximizing profits. Valve knew this and decided that the


    company had to receive a face-lift as did the characters involved. Having created a strong


    bond with the gaming community, Valve proceeded to examine the reasons for H-L's success in


    order to decide how to prioritize aspects of the sequel's development. One aspect of the


    original title kept popping-up time and time again, forcing Valve to consider ways of


    implementing it into H-L 2. Half-Life had managed to get players to care for the characters


    involved; this connection enhanced the gaming experience and increased the replayability of


    the game. Valve decided to work hard on making the characters more influential and their


    effects on the player more intense. Such a plan required many changes to the way Valve had


    operated when working on H-L while it also required changes within the company. It is at


    that point, we can speculate, that the company's distant and silent profile may have become


    a conscious decision changing the dynamics of Valve's interaction with the media, its


    business partners and ultimately its customers. The weapon chosen to implement that


    isolation was Gabe Newell's choice to utilize a doctrine, remnant of his Microsoft days no


    doubt, of a centralized content distribution channel.



    Full Steam


    Ahead



    It is spring of 2002 and Valve has just announced details of its Steam


    technology. It is probably at this point that we can pinpoint Valve's relationship with its


    publisher crumbling beyond repair. Newell claims that Steam will revolutionize gaming by


    giving the developer full-control of the product and its distribution. He does fail to


    mention how exactly the consumer will benefit since he does not talk of a reduction of the


    final price of the product but rather of an explosive increase of developer revenue. Mr.


    Newell also fails to mention how some communities may be completely excluded by the need to


    access the Steam service, as has become the case with many Universities. Much of the


    original game's popularity originated from campuses worldwide where students got involved


    in a variety of Half-Life set-ups. Some of these communities have now been completely


    excluded since many University firewalls will not allow Steam to connect.


    Valve


    however, still moves ahead with Steam, gradually implementing the service and making it a


    requirement for all of its products. It is also at about that time that Valve's second H-L


    2 misfortune strikes, when the company decides to pull out of E3 2002, considering that it


    did not have enough material to present. It may not sound very important but it is that


    particular point in time which may have been responsible for the first delay of the game.


    Although not already announced at the time, this setback meant that the public had to wait


    another year until Half-Life 2 was made official and Gordon had to remain in limbo for a


    while longer.


    The conscious decision made by Valve was not to announce the game until


    they knew where Mr. Freeman was traveling to, Black Mesa was out, so was a space based


    planet-to-planet idea. The idea was that if the destination was agreed upon, packing would


    be a relatively simple task.



    City 17



    The decision to send


    Gordon on a trip to City 17 was not just a result of the picturesque settings but rather an


    attempt to investigate some sinister events and the realization that physics-driven gameplay


    would be much more effective and impressive in a quasi realistic setting.
    So when, in


    March 21, 2003, Mr. Newell made the announcement he concluded, with confidence We're going


    to launch the product at E3 and we're going to ship it on September 30, 2003.


    The


    elation of fans of the game was short-lived as a couple of months later, at E3 in mid-May


    2003, Valve decided against presenting any playable form of the game but used a tech demo


    demonstrating the emotion engine and the physics-driven gameplay. Fans, impressed by the


    Valve E3 presentation heard the doubts being raised regarding the September 30, 2003 release


    but Mr. Newell insisted on confirming that Gordon would be arriving at City 17 on the


    announced date.


    It was a lot later that we found out that upon returning to Valve HQ


    Newell refused to accept the obvious, that the game was falling behind and that Mr.


    Freeman's various vehicles were still not working. No buggies, no airboats how exactly was


    he supposed to traverse the enormous landscape which Valve had created for him.


    We


    were rapidly moving towards the most controversial period of Half-Life 2 development and the


    one which left its marks deeply etched into all parties involved in the game.
    The first


    setback was a result of the lack of cooperation between publisher and developer, on July 29,


    2003 VU Games informed retailers that the game would not make its announced date and that it


    had been pushed back to holiday 2003. When questioned about this by fans Mr. Newell


    responded First time I've heard of this. By that time Valve had already been deeply


    involved in a series of law suits with its publisher and Newell's reaction may have been as


    much a response of confusion by the actions of his partner than a reply to the


    question.


    In late 2002 Valve sued its publisher VU Games claiming that it illegally


    sold Counter-Strike licenses to cybercafes. As is common practice in such cases, VU Games


    counter-sued Gabe Newell and Valve COO Scott Lynch and their wives, claiming that Valve was


    neglecting Half-Life 2 and was using the game as a hostage in order to get VU Games to pay


    millions of dollars. As you might expect VU Games was not very happy about Valve's Steam


    and claimed that it undermined its rights to publish and distribute Valve games.


    This


    development caused Valve to continue packing Mr. Freeman's bags with even more intent and


    on August 27, 2003 during the ECTS show in London the entire company insisted on confirming


    that the game was still on for a September 30 launch, even though shipping was only a month


    away and the game had not reached Gold yet.


    It would seem that by that point the need


    to prove VU Games wrong became more important then the realization that if the game did ship


    at the announced date it would be severely flawed. The biggest twist in the H-L 2 story


    however, was about to happen and as a result we may never discover when the game would have


    been released.



    The Thief, The Code and its Publisher



    It took


    almost another month before Valve, on September 23, accepted the fact that Mr. Freeman had


    more luggage than initially expected and that he would not make the scheduled September 30,


    2003 train to City 17. Gabe Newell confirmed the possibility of a holiday 2003 date but this


    time he knew better than to commit to that.


    Games are often delayed and most


    developers are able to save the day by the usual to ensure quality announcement. This case


    however, was far beyond that, it was not the delay itself which caused the severe reaction


    by fans but the fact that Valve left it so late to come clean and that while VU Games had


    confirmed a delay in late July, Valve insisted on telling fans otherwise. Many interpreted


    that as lying and felt alienated by Valve, a company with a dirty past. Fans started


    mentioning the dreaded Team Fortress 2 1999 fiasco in the same breath as Half-Life


    2.


    According to Mr. Newell, Valve committed a series of errors from the moment it


    realized that the game would not make its release date post E3 2003. He explains the errors


    as a paralysis experienced by the company since no one could confirm a new travel date for


    Gordon and since Duke Nukem has pretty much ruined the when it's done, option for everyone


    in the industry.


    When Gabe Newell discovered that his email account had been


    compromised it was already too late. A big chunk of the source engine code had already been


    removed from Valve servers. On October 4 the Valve source code was released on the net while


    3 days later a playable version of the game also appeared. The release of the playable


    version of the game was a double-edged sword for Valve. The game made it painfully obvious


    that Half-Life 2 was not even close to being ready on September 30, causing Valve severe


    embarrassment, even the hacker himself, later found out to be 21-year old Axel G from


    Germany, commented on Valve's lack of honesty regarding the progress on H-L 2. The bright


    side for Valve, if anyone could call it that was that the game released was no better than a


    demo and a restricted one at that.


    Now the theft and the media circus which


    accompanied it was a vital turning point for Valve's relationship with its fans. Looking


    back at the whole business now we can see that a lot would have been achieved had the


    developer handled the situation differently. Sadly the timing of the theft was intrinsic to


    the course which events followed. Valve decided to stick to its no comment strategy, a


    decision which led many fans to believe that the company was attributing the delay of the


    game to the source theft. This, in turn, caused a tidal wave of conspiracy theories to


    appear all over the Internet, most claiming Valve was somehow involved in the theft, in


    order to buy more time. At that point fans begun considering the possibility that H-L 2 may


    not even make a 2004 appearance, with many suggesting that the theft, if real, could bring


    the entire company down. Stories of code from Havok, H-L 2's 3rd party physics engine,


    being part of what was stolen started surfacing accompanied by tales of law suits and other


    disasters. Doom was in the air and it became even more apparent when a Half-life 2 rival and


    a game involved in a silent race with Valve's sequel, managed to retail in August.





    Doom and Gloom 3



    Valve continued working on the project as


    intently as ever but focus was beginning to falter. We later found out that between February


    and March 2004, when the H-L 2 Alpha testing begun, Gabe Newell was involved in


    correspondence with the hacker in an attempt to lure him out of hiding.
    The team behind


    the game however, is still working hard and by July they are certain that the game is almost


    done. In August Doom 3 ships, handing Valve another blow as its main rival and a game also


    plagued by production difficulties, beats it to the market.


    On September 15, 2004


    Valve announces that it has shipped Mr. Freeman's luggage to customs for inspection, the


    luggage is returned with some minor pointers but at that point Newell realises that VU Games


    will not attempt to impede the release of Half-Life 2. The November 16 date is announced and


    gamers around the world brace for the game's impact. Realising that the release is near


    Valve manages to cause its fans some more distress with two announcements.


    The first


    one confirms a rumour which had been doing the rounds for quite some time, that there would


    be no Half-life 2 multiplayer and the other claims that for anti-piracy reasons, the game


    will require online activation, another Microsoft influenced decision we would


    guess.


    The Chronicles of Freeman were not meant to examine the quality of the game


    but rather to highlight the process and underlying actions which led to the game's release.


    Mr. Freeman's journey and the quality of his trip to City 17 are a different matter. We can


    now confirm that even when faced with the troublesome activation procedure and with some


    crashes and even choppy sound, this game deserves all the accolades it has received. It is a


    truly elegant attempt to offer something new to the FPS genre while it succeeds where most


    games fail to go. Half-Life 2 excels at everything it sets out to do and even the non-linear


    highly scripted sequences still leave you with your jaw dragging on the ground. We can only


    praise Valve on their end-product and hope that the company can use the considerable


    experience it acquired during H-L 2 development in order to provide a better product in the


    future.


    We look forward to providing a detailed journal of Mr. Freeman's impressions


    of City 17 as soon as he sends them


    in.






    Official Site ||


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    Fans at Special Midnight Sales


    Event Will Be First in the World to Experience Eagerly Awaited New System Offering Advanced


    Interactive Game Play


    EB Games will be the first national retailer to officially


    launch the highly anticipated new Nintendo DS at midnight on Saturday, November 20th. The


    new system has been described by many in the video game industry to be the most innovative


    and advanced game platform to launch in more than a decade. The premiere national launch


    event will take place at midnight at EB Games new flagship store at Universal CityWalk in


    Los Angeles.


    Scheduled for release just in time for the holiday shopping season, the


    system will try to inject new life to handheld gameplay, a field in which the Japanese


    gaming giant has excelled this far. Nintendo plans to ship more than one million units by


    the end of the year in North America. Offering accelerated and sophisticated game play


    options, Nintendo fans will be able to experience new and classic game titles such as Mario,


    Metroid, Madden, The Sims, and Spider-Man for the Nintendo DS system in a whole new


    way.


    The Nintendo DS features the most advanced cutting-edge portable play options


    for fans of any genre. It also boasts dual LCD screens and a touch screen technology that


    allows players to interact with game content -- and other players -- like never before. With


    the Nintendo DS wireless communication capability and built-in PictoChat software players


    can draw, send messages, and experience the most electrifying real-time, multi-player game


    play available in the industry.


    The Nintendo DS national launch celebration at EB


    Games' Universal CityWalk store, considered by diehard gamers to be the interactive hub of


    the West Coast, is expected to attract the core of the dedicated game fan community that has


    long awaited the release of this landmark system. Pre-order customers and fans, expected to


    attend in the hundreds in anticipation of the midnight launch, will be able to enjoy the


    spirit of the local video game community and mix with peers and mutual fans. The EB Games


    event will feature live DJ music, spun by local artist DJ Rap, prize giveaways, and live


    Astrovision game play on the giant screens above the EB Games store.


    According to EB


    Games, pre-orders for the handheld system have exceeded expectations and you can pre-order


    the device now by visiting the EB Games DS Pre-Order Page.


    Nintendo DS will have a


    large library of titles to offer fans at launch time. The system will be bundled with a


    playable demo of the upcoming Metroid Prime Hunters. In addition, a dozen titles will be


    initially available spanning every game genre, including Super Mario 64 DS from Nintendo,


    Madden NFL 2005, Tiger Woods PGA TOUR Golf and The Urbz : Sims in the City from EA,


    Spider-Man 2 from Activision, Ping Pals from THQ, Feel the Magic : XY/XX from SEGA, Rayman


    DS and Asphalt Urban GT and Sprung from Ubisoft, and Ridge Racer DS and Mr. DRILLER Drill


    Spirits from Namco. By the end of March, the Nintendo DS game library will include 20 to 25


    games. More than 125 games remain in development worldwide, from Nintendo as well as every


    major third-party developer. To accommodate existing Nintendo fans, Nintendo DS is also


    backward compatible with Game Boy Advance games, which has a library of more than 550


    games.


    The Nintendo DS system will retail for an MSRP of USD 149.99 at EB Games


    storefronts across the U.S. Standard add-ons include a built-in microphone port that enables


    players to interact more fully with their favorite games and rich stereo sound that delivers


    a virtual surround capability to enhance the energy of the system's immersive experience.


    System accessories such as an AC adaptor, Stylus set, and wrist strap will also be available


    and sold


    separately.





    Pre-Order


    Nintendo DS ||


    Pi


    cs

    Sony Computer


    Entertainment Europe and Namco have announced that the long awaited fighting title, Tekken


    5, is scheduled to release in summer 2005 exclusively for the PlayStation 2.


    Loved


    across the world for its characters, graphics and fast gameplay, Tekken 5 promises to


    deliver the next generation of blistered fingers and bleary eyes as it brings players the


    ultimate, most visually stunning fighting experience ever seen in a Tekken


    game.


    Namco is confident that the title continues the quality that Tekken fans have


    come to expect: With the completely new fighting engine, customizable characters and


    interactive environments, no fighting game fan will want to be without it.


    With sales


    of over 20 million units worldwide, the Tekken franchise is one of the most successful


    fighting games of all time. Tekken 5 brings back the popular cast of characters from the


    previous games along with three new characters for a total of 20 default characters to


    start, with even more to unlock as you progress in the game. The game allows players to use


    fight money to customize their character with various accessories such as hats, glasses and


    an assortment of different costumes. Each of the new characters is equipped with a variety


    of deadly techniques, and the returning characters have been updated with new moves and


    combos. New to Tekken 5 is a bonus action adventure game that unfolds a side story to the


    action-packed fighting sequences.


    After the completion of The King of Iron Fist


    Tournament 4, a fierce battle between father and son unfolded at Mishima Zaibatsu


    headquarters. Jin emerges as the victor in this battle and continues to defeat Heihachi, his


    grandfather but spares both Kazuya and Heihachi's lives in honour of his mother who loved


    peace. Soon after Jin's departure, a swarm of Jacks arrive at Honmaru and begin to attack


    Heihachi and Kazuya and in order to escape, Kazuya thrusts Heihachi into the swarm of


    Jacks. A great explosion destroys Honmaru, and a man watching from afar reports, Heihachi


    Mishima is dead. While many presume the death of Heihachi Mishima will end the reign of


    Mishima Zaibatsu, an announcement is made for the fifth King of Iron Fist Tournament, with


    an unknown replacement to Heihachi leading the organization. The fight begins once


    again.





    Official Site ||


    Pi


    cs

    Electronic Arts and the Union of


    European Football Associations (UEFA) announced they have signed an agreement for EA to


    develop, publish and distribute the first official videogame of UEFA CHAMPIONS LEAGUE 2004


    2005 under the EA SPORTS brand.


    Following EA and UEFA's first successful


    collaboration around UEFA Euro 2004 Portugal, the officially licensed UEFA Champions League


    video game is currently under development at Electronic Arts' Canadian studio, home to some


    of the company's most critically-acclaimed and best selling sports games.


    UEFA


    Champions League will offer followers of the beautiful game the opportunity to guide their


    chosen club from qualification anxiety through to big night glory. It will add an element of


    the unexpected allowing lower league teams into the glamour world of European football.


    Throughout the game, players need to negotiate 50 unique and challenging on- and off-field


    missions successfully to take control of their UEFA Champions League destiny.


    With


    more than 239 official teams, including official English Premiership and Football League,


    German Bundesliga, French LFP and Spanish LFP, this is the first official football game to


    truly reflect the UEFA Champions League.


    Developed by a newly formed team at EA


    Canada in Vancouver, B.C., UEFA Champions League 2004 - 2005 is scheduled to ship in early


    February of 2005 and will be available for the PlayStation 2, the Xbox, the Nintendo


    GameCube and


    PCs.






    Cover Pic

    Aspyr Media is set to release the Stubbs The


    Zombie: The Soundtrack on March 15, 2005. The songs for Stubbs the Zombie: The Soundtrack


    were handpicked and recorded for the game by some of today's most popular rock bands, as


    well as some great up-and-coming artists. Being released by Aspyr Media, the soundtrack and


    game are a perfect example of how Aspyr merges multimedia platforms into a full


    entertainment experience.


    The game Stubbs the Zombie is set in a fictional City of


    the Future in 1959. To complement this theme, the tracks are new versions of songs made


    famous in this era, with the exception of the zombie inspired original track the Living Dead


    by California's Phantom Planet. Stubbs the Zombie: The Soundtrack is one of the first game


    soundtracks to feature all original recordings, as opposed to the licensed music most games


    employ today. The songs are as unique as the game and can be found only on the Stubbs the


    Zombie soundtrack.


    Being a part of this soundtrack was a no-brainer. We're all huge


    video game geeks and even bigger zombie film fans, said Alex Greenwald of Phantom Planet.


    So, it made sense to contribute a track about joining a legion of undead.


    The track


    listing is as follows:


    Ben Kweller - Lollipop
    The Raveonettes - My Boyfriend's


    Back
    Death Cab for Cutie - Earth Angel
    Rogue Wave - Everyday
    Cake - Strangers in


    the Night
    The Walkmen - There Goes My Baby
    The Dandy Warhols - All I Have to Do Is


    Dream
    Oranger - Mr. Sandman
    The Flaming Lips - If I Only Had a Brain
    Clem Snide -


    Tears on My Pillow
    Rose Hill Drive - Shakin' All Over
    Milton Mapes - Lonesome


    Town
    Phantom Planet - The Living Dead (original song)


    In Stubbs the Zombie,


    players take on the role of the rebel himself - Stubbs, a wisecracking zombie who takes on


    an ultra-modern city of the future using nothing but his own carcass and the weapons of his


    possessed enemies. The game's tongue-in-cheek humor, innovative combat and strong storyline


    keep Stubbs the Zombie's gameplay as bizarre and unpredictable as its namesake.


    On


    his quest, Stubbs lurches his way through visually captivating indoor/outdoor environments


    in and around of Punchbowl, PA, a gleaming city built during the Eisenhower administration


    to show off the ultra-futuristic technology of the 21st century. Stubbs' brain-eating


    adventure brings him through bustling shopping districts and verdant farmlands to battle mad


    scientists, rural militiamen and the world's deadliest barbershop quartet. His enemies have


    shotguns, tanks, and all manner of futuristic weaponry. All Stubbs has is his own rotting


    corpse, a distinct lack of pain or conscience, and the ability to turn foes into zombie


    allies.





    Official Site ||


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    Konami


    Digital Entertainment America, shipped Metal Gear Solid 3 : Snake Eater for the PlayStation


    2 to retail stores nationwide. The newest installment in the tactical espionage series that


    defined the stealth genre takes gamers on an all-new action-packed adventure through the


    jungles of the Soviet Union during the height of the Cold War era. Players will assume the


    role of Snake, a US-sent agent, embarking on a dangerous solo mission to uncover and destroy


    a newly created weapon of mass destruction. Renowned developer, Hideo Kojima, has combined


    unique and intense gameplay with an inspiring soundtrack, a captivating storyline, and


    impressive visuals that really push the PS2 to its hardware limits.


    Metal Gear Solid


    3: Snake Eater is the pinnacle of the MGS series, said Jason Enos, Product Manager for


    Konami Digital Entertainment - America. The game contains all the amazing tactical espionage


    elements fans have come to expect from an MGS game, plus it incorporates new in-depth


    gameplay features such as close quarters combat (CQC), camo index, food capturing and the


    cure system, which once again redefines the entire stealth video game genre.


    Set in


    the 1960s, Metal Gear Solid 3: Snake Eater is the definitive stealth action experience with


    extraordinary depth and new gameplay mechanics. Moving beyond the series' signature radar


    control, the game thrusts players into a fully interactive and immersive jungle environment.


    Gamers must rely on elements such as the camouflage index to blend into the environments to


    sneak past enemies undetected or use the game's unique and in-depth hand-to-hand combat CQC


    system to take down their foes. Utilizing the new camouflage index, players can change the


    patterns on Snake's clothes as well as his face paint in order to blend into the


    surroundings, allowing him to avoid enemy detection or sneak up on his enemies. Players will


    be able to acquire different camouflage patterns throughout the game as well as download new


    camo designs online.


    Adding incredible realism and depth to the game, Metal Gear


    Solid 3: Snake Eater incorporates a cure system, where players will be able to heal Snake


    when he is injured during battle. Untreated wounds will affect the player's health, and


    thus, affect the outcome of their mission. Furthermore, players will need to feed on


    animals, flora and fauna to survive in the jungle. Through the food capturing system, Snake


    can hunt for food and store the items in his inventory. Taking the realism of the game a


    step further, food will rot if gamers hold onto uneaten items for long periods of time.


    Players will need to carefully monitor Snake's stamina and health by eating and also


    treating injuries in order to properly move through the game.


    Unleashing a game on


    par with a major film production, Kojima has tapped a pool of Hollywood talent including,


    renowned director Kyle Cooper (Seven, Spider-Man and Mission: Impossible) to create an


    interactive opening sequence, as well as famed musical composer Harry Gregson-Williams


    (Shrek, The Rock, The Replacement Killers and Enemy of the State) to create the blockbuster


    musical score for the game.


    Metal Gear Solid 3: Snake Eater is available exclusively


    for the PlayStation 2 for an SRP of USD 49.99.








    Official Site

    Rockstar


    Games and Interscope Records have announced the details of the 8-CD box set soundtrack to


    Grand Theft Auto: San Andreas, the latest installment in the best-selling Grand Theft Auto


    franchise. The box set is scheduled for release on December 7th, 2004 in North America and


    December 6th, 2004 throughout Europe.


    With the game set in the early 1990's, the


    Grand Theft Auto: San Andreas soundtrack features one of the most dynamic selections of


    music ever assembled. The music spans the entire FM radio dial of the West Coast during this


    particularly influential period in American music and culture. The 8-CD box set will feature


    over 80 music tracks as well as some of the satirical commercials and witty DJ dialogue


    emblematic of the Grand Theft Auto franchise. Each disc of the box set will feature a style


    of music available in Grand Theft Auto: San Andreas' many in-game radio stations - from


    Willie Nelson to Public Enemy, Rick James to Humble Pie, Soundgarden to James Brown, En


    Vogue to Black Uhuru - making this one of the most diverse and powerful collections


    available.


    The complete track listing for the 8-CD box set is as


    follows:


    CD1 - Bounce FM


    1. Bounce FM Intro
    2. Kool & The Gang -


    Hollywood Swingin'
    3. Rick James - Cold Blooded
    4. The Gap Band - You Dropped A Bomb


    On Me
    5. Cameo - Candy
    6. Ronnie Hudson - West Coast Poplock
    7. You're On Bounce


    FM
    8. Zapp - I Can Make You Dance
    9. Dazz Band - Let It Whip
    10. Roy Ayers -


    Running Away
    11. Ohio Players - Funky Worm
    12. Maze - Twilight
    13. That Was Bounce


    FM
    14. Glory Hole Theme Park: Fun With Strangers
    15. Eris Pump Up Shoes


    CD2


    - Radio Los Santos / Playback FM


    1. Playback FM Intro
    2. Public Enemy - Rebel


    Without A Pause
    3. Brand Nubian - Brand Nubian
    4. Slick Rick - Children's Story
    5.


    You're On Playback FM
    6. Eric B. & Rakim - I Know You Got Soul
    7. Rob Base & DJ EZ


    Rock - It Takes Two
    8. That Was Playback FM
    9. Kid Frost - La Raza
    10. The D.O.C. -


    It's Funky Enough
    11. Da Lench Mob - Guerillas In Tha Mist
    12. Compton's Most Wanted


    - Hood Took Me Under
    13. Cypress Hill - How I Could Just Kill A Man
    14. 2 Pac - I


    Don't Give A Fuck
    15. Ice Diamonds
    16. Commando Pest Eradication


    CD3 -


    Mastersounds 98.3


    1. Mastersounds 98.3 Intro
    2. James Brown - The


    Payback
    3. The Chakachas - Jungle Fever
    4. Lyn Collins - Think About It
    5. Bobby


    Byrd - I Know You Got Soul
    6. Charles Wright - Express Yourself
    7. Maceo & The Macks -


    Cross The Tracks (We Better Go Back)
    8. You're On Mastersounds 98.3
    9. Sir Joe


    Quarterman & Free Soul - (I Got) So Much Trouble In My Mind
    10. The J.B.'s -


    Grunt
    11. Harlem Underground Band - Smokin' Cheeba Cheeba
    12. James Brown - Funky


    President
    13. Booker T & The MG's - Green Onions
    14. That Was Mastersounds


    98.3
    15. Cluckin' Bell
    16. Zebra Bar: Fun To Try


    CD4 - K-ROSE


    1.


    K-Rose Intro
    2. Willie Nelson - Crazy
    3. Hank Williams - Hey Good Lookin'
    4.


    Conway Twitty & Loretta Lynn - Louisiana Woman, Mississippi Man
    5. Statler Brothers - Bed


    of Roses
    6. You're On K-Rose
    7. Jerry Reed - Amos Moses
    8. Eddie Rabbit - I Love A


    Rainy Night
    9. Whitey Shafer - All My Ex's Live In Texas
    10. Ed Bruce - Mammas Don't


    Let Your Babies Grow Up To Be Cowboys
    11. Merle Haggard - Always Wanting You
    12. Patsy


    Cline - Three Cigarettes In The Ashtray
    13. That Was K-Rose
    14. Logger
    15. Starfish


    Resort And Casino


    CD5 - CSR 103:9


    1. CSR 103:9 Intro
    2. Guy - Groove


    Me
    3. Today - I Got The Feeling
    4. Bobby Brown - Don't Be Cruel
    5. En Vogue - My


    Lovin' (Never Gonna Get It)
    6. Wrecks-N-Effect - New Jack Swing
    7. Boyz II Men -


    Motownphilly
    8. You're On CSR 103:9
    9. Bell Biv DeVoe - Poison
    10. Samuelle - So


    You Like What You See
    11. SWV - I'm So Into You
    12. Aaron Hall - Don't Be


    Afraid
    13. Ralph Tresvant - Sensitivity
    14. That Was CSR 103:9
    15. Renegade


    Cologne
    16. The Epsilon Program: Covet


    CD6 - K-JAH West


    1. K-Jah


    Intro
    2. Max Romeo & The Upsetters - Chase The Devil
    3. Barrington Levy - Here I


    Come
    4. Black Uhuru - Great Train Robbery
    5. Blood Sisters - Ring My Bell
    6. Toots


    & The Maytals - Funky Kingston
    7. Augustus Pablo - King Tubby Meets The Rockers


    Uptown
    8. You're On K-Jah
    9. Pliers - Bam Bam
    10. Dillinger - Cocaine in My


    Brain
    11. Black Harmony - Don't Let It go To Your Head
    12. Reggie Stepper - Drum Pan


    Sound
    13. The Maytals - Pressure Drop
    14. That Was K-Jah
    15. Sooth Cough


    Medicine
    16. Wrestling On Weazel


    CD7 - K-DST


    1. K-DST Intro
    2.


    Heart - Barracuda
    3. Kiss - Strutter
    4. Boston - Smokin'
    5. Grand Funk Railroad -


    Some Kind of Wonderful
    6. Joe Cocker - Woman To Woman
    7. Humble Pie - Get Down To


    It
    8. You're On K-Dst
    9. America- A Horse With No Name
    10. The Who - Eminence


    Front
    11. Lynyrd Skynyrd - Free Bird
    12. Eddie Money - Two Tickets To Paradise
    13.


    Rod Stewart - Young Turks
    14. That Was K-DST
    15. Midlife Crisis Center
    16. San


    Andreas Telephone: New Father


    CD8 - Radio X


    1. Radio X Intro
    2.


    Soundgarden - Rusty Cage
    3. Helmet - Unsung
    4. Faith No More - Midlife Crisis
    5.


    Stone Temple Pilots - Plush
    6. Rage Against The Machine - Killing In The Name
    7.


    You're On Radio X
    8. Living Colour - Cult Of Personality
    9. Danzig - Mother
    10.


    Depeche Mode - Personal Jesus
    11. Jane's Addiction - Been Caught Stealing
    12. L7 -


    Pretend We're Dead
    13. That Was Radio X
    14. My Five Uncles
    15. Exsorbeo Handheld


    Gaming System

    Even though


    November 16 has come and gone Valve's Half-Life 2 problems have not vanished, with many


    owners claiming that they have still not managed to activate their copy of the game.


    MegaGames has been flooded by email messages from users facing severe connection problems


    when attempting to activate their Half-Life 2 copy using Valve's Steam


    service.


    Valve has issued a statement claiming that the developer is aware of the


    problem and is trying to address it, We've received a number of reports from people


    experiencing delays with Half-Life 2 authentication. We are investigating the issue and will


    update everyone as soon as possible. We appreciate your patience and hope to have everyone


    in the game very soon.
    This is one problem that the prominent developer cannot blame VU


    Games for, especially since it is reported that copies of Half-Life 2 downloaded over the


    Steam service and therefore bought directly from Valve, seem to have been activated


    immediately.


    From the vast number of messages received through the MegaGames mail


    servers the pattern emerging suggests that U.K. owners of Half-Life 2 are facing the most


    problems. Some users report that the Steam service seems to be asking them for payment even


    though they have purchased a retail copy of the game, other users received error messages


    while installing the game while the majority report getting a variety of ...game CD Key not


    valid messages.


    This new development just adds insult to injury and it is beginning


    to look like Valve is trying to test the lengths to which fans of the Half-Life series will


    go to in order to get the sequel. It is unlikely however, that new gamers will choose to go


    through such a painstaking and elaborate process just to try out Half-Life 2, especially


    when a pirated copy of the game is already available on Internet websites and that copy


    works.






    Pics

    The results of the first benchmark tests to hit the web


    mark a resounding victory for ATI since the company's products simply outgun equivalent


    nVidia boards across the performance range. As you would expect the flagship ATI board, the


    X800XT PE performs a remarkable 30 per cent better than nVidia's 6800 Ultra, a difference


    which increases to 55 per cent in the Canals level of the game.


    The full X800 range


    (Pro, XT, XT PE) outperforms nVidia's 6800 Ultra, with the Pro falling behind nVidia's


    flagship only in the Town level.


    The X700XT also thrashes nVidia's 6600GT, averaging


    at over 60 FPS during most of the game. The X600, both XT and Pro also outperforms nVidia's


    equivalent offering, the PCI-X 5750 while the X300SE outdid the PCI-X 5300.


    AGP


    versions of the board show similar performance differences but under these conditions the


    6800 Ultra caught-up with the X800Pro, even outperforming it in one test.


    The 9600XT


    and Pro, cards which together with the 9800 where the boards the game was originally made


    for, outperform the FX 5700 by as much as 20 per cent.


    While reading through these


    figures you have to bear in mind that ATI had full access to the game from Valve and had the


    chance to produce effective drivers, it is widely expected that nVidia will, sooner rather


    than later, produce a set of drivers which may reduce the differences documented


    above.


    For the time being however, the Canadian firm has a firm grip on the lead and


    ATI owners are the ones wearing the smirk this time round.

    Just in case you had any doubts, today is


    the day that Half-Life 2 is officially released. Those of you, who bought a copy in stores


    early will finally be able to activate it while those who had already downloaded the game


    through Steam will now also be able to do the same.


    To buy the game online now, visit


    the SteamPowered Website.


    When first announced, back in March 2003, it seemed that


    Half-Life 2 may just be the title to save PC gaming from the clutches of the Big Three


    console manufacturers. Now that we have come to the day of its release, we can only wonder


    at what might have been. Even though no one will question the quality of Half-Life 2 as a


    game, or overall elegance of its design, it is obvious, even to the naked eye, that it has


    failed to create a similar level of excitement as Halo 2 and GTA:SA, its two main console


    rivals this season, did.


    The first reason for this difference is also the obvious


    one, both console games had the might of giants, Microsoft and Sony respectively, promoting


    them; companies which stood to gain from hardware sales as well as game sales. Even though


    Vivendi Universal Games is not of the same caliber as MS or Sony, it is hard to understand


    why so little attention and investment was put into H-L 2s release. Hard to understand until


    you realize how publisher and developer decided to concentrate on bickering and legal


    disputes rather than on the creation of a successful game. When observing the relationship


    between VU Games and Valve it also becomes obvious how Half-Life 2, a game which was one of


    the most highly anticipated titles ever, is unlikely to expand its audience by a significant


    amount.


    Is that the whole story though? It seems that game publishers increasingly


    prefer releasing and bringing media attention to console titles. We can only assume that


    this preference is a result of financial gain, possibly from exclusivity or other deals with


    console manufacturers. As a result pressure on game developers to release console versions


    of their games before or in place of PC versions has greatly increased and traditional PC


    studios have turned to console as is the case with Peter Molyneux's Lionhead and Fable,


    made exclusively for the XBox. It would seem that studios that do not accept this particular


    turn of events may end up, unintentionally I am sure, on the fringes of the industry. This


    of course is an observation on the direction in which the industry as a whole seems to be


    heading. Valve's dispute with VU Games is definitely a complicated matter which suggests


    that both parties were not paying attention to the development process. Something which


    makes sense when considering that H-L 2 had its source code stolen due to security blunders,


    had an initial release date which was completely unrealistic had its final release date


    unknown until a few day before its release and then had retailers break that date only to


    sell a product which could not be activated since only gamers with internet connections will


    get to play it.


    It is really a shame that Half-Life 2 will not get its chance to


    shine and compete with other games on equal terms this holiday


    season.





    http://www.steampowered.com/?area=product_HL2bronsilvergold


    Buy H-L 2 Online ||


    H-L 2 Preview

    H-L 2 and The Noise



    Throughout


    the month that has gone, Half-Life 2 and its creator, Valve have been surrounded by


    intrigue, controversy and turmoil. During that month the game's
    distribution system,


    Steam, experienced severe problems, H-L 2 was delayed beyond its September 30 release date


    to an uncertain "holiday" date, the source code, or part of it and a beta version of the


    game were stolen and a new release date has failed to surface.


    This sequence of


    events has led to an unprecedented flood of speculation, rumours and half-truths. With most


    of those stories coming from official lips, Vivendi, seem
    troubled by Valve's stance of


    silence and possibly concerned over the developers plans for Steam.


    With the latest


    rumours, coming from Valve leaks, claiming the company aims to attempt to achieve a December


    2003 date with April 2004, being the fallback option, we thought it was about time we


    shifted focus from the noise to the game.


    Throughout this mess most have forgotten


    what Half-Life 2 really is. As most of you can understand from its title, Half-Life 2 is the


    sequel to the most successful game in history. In many ways the way we enjoy gaming today


    has been shaped by the revolutions introduced by H-L. Every aspect of gaming, from the way


    they look to gameplay and multiplayer aspects, has been, to some degree, influenced by


    Half-Life. It was only natural then that everyone who just completed the original game would


    begin considering what its sequel would be like. Valve waited a long time before announcing


    that sequel and in many ways that was their last successful PR move. They managed to raise


    expectations and everyone who had enjoyed the original game was now hanging from Valve


    lips.


    The loss of that anticipation and the constant speculation are the real damage


    caused by the H-L 2 fiasco. Damage which has allowed gamers to forget that at the core of


    this story lies a game, one which could, once again, help point to the future of the


    industry. Whether upset by the delay or frustrated by the accusations made by the source


    code thief and the lack of an official reply, no one can deny that Half-Life 2 is going to


    be one hell of a game. We will attempt to rekindle that excitement by offering a


    comprehensive insight into the game and a few exclusive Megagames screenshots. Read about


    the stunning City 17 by following the link below and to the right.



    Story -


    City 17



    Valve have not offered any info on the game's storyline, according


    to them finding out the story is part of the game and players are educated as they move


    along. Let's work with the information we have, the player assumes the part of Gordon


    Freeman once again and is working for the G-Man, the game will be divided into 12 chapters


    which will be comprised of episodes. According to Valve each chapter will take 3-4 hours to


    complete, making H-L 2 a satisfying experience.


    The setting for the game is an


    alien-infested Earth being picked to the bone, its resources depleted, its populace


    dwindling. Freeman is thrust into the unenviable role of rescuing the world from the wrong


    he unleashed back at Black Mesa. And a lot of people, people he cares about, are counting on


    him. The game is unlikely to feature
    any Black Mesa settings but news has surfaced of the


    creation of a fictional Eastern European type location, City 17.
    Having been present at a


    Valve presentation of Half-Life 2 at this years ECTS show in London and having witnessed


    some in-game footage of City 17, we can say that the H-L 2 city has successfully created a


    Prague or Budapest feel about it. The entire game takes place on earth and no excursions to


    the Xen homeworld are planned. The timeline of the game is also a secret since Valve claim


    that the information about the time between the games is important to gameplay and is


    revealed as you progress through H-L 2. Some old friends also make an appearance, including


    Black Mesa scientist Eli, his daughter Alyx Vance and security guard Barney. As you travel


    through the game you will quickly realise that you are not only fighting aliens but some


    City 17 authorities as well.


    The story of the game, although important, takes second


    place to the technological innovations we have all come to expect of Valve. Follow the link


    below and to your right for some Technology


    details.



    Technology



    The original Half-Life was based on the


    QUAKE engine licensed from id software, this time round Valve decided they had the time and


    means to create their own technology which they call Source. The engine is extremely


    flexible and works well on both indoor and outdoor levels. Gabe Newell explains: A lot of


    the flexibility in the engine involves making sure you are using the triangle and memory


    bandwidth you've got to render what's most important in the scene.


    What steals the


    show in most video demonstrations for the game so far, is the physics engine. The team at


    Valve decided on using Havok for their physics and the result seems to justify their choice.


    Ragdoll effects, possible when using Havok, are nothing short of stunning. The physics


    include new, localized ragdoll effects (for example, you can get a dead arm if you get shot


    in the shoulder) and bone level blending of key-framed animation with physics. Classic


    ragdoll effects, on the other hand are blended from key-framed animation sequences for more


    realistic secondary motion (for example, in death scenes) for your characters. Other Havok


    features are: Effects for multiple character types, which support whatever number of limbs,


    tentacles or antennae your imagination demands and Breakable constraints for detachable


    limbs, so you can get as gory as you like. A version of Havok has also been used on the


    recently released Max Payne 2 - The Fall of Max Payne.


    The positive effects of Havok


    are most obviously apparent when using the Gravity Gun, also referred to as the manipulator,


    with which players will be able to grab items (or dead bodies) move them about or even


    propel them towards their enemies. The freedom provided by such a capable physics system is


    essential in H-L 2's gameplay since using the physics becomes an important means of


    problem-solving in the game. In the ECTS demo you could escape a tight situation by pushing


    a barrel off a rooftop and on to your enemies below.


    Another striking use of new


    technology in Half-Life 2 is the depth of research and effort applied to facial


    characteristics of in-game characters. Facial expression has been pushed to the next level


    by the consideration of facial musculature when applying expressions to a character. Valve


    used data and information provided by experts in the field of facial expressions in order to


    make their H-L 2 characters more realistic. Although facial expression may not seem all that


    important, consider what Gabe Newell had to say about H-L 2 There are people. You're never


    alone in the game, or almost never alone. You have to think about how are they going to


    react and what are they going to do. A lot of times, they have goals and you don't, and you


    have to make up your mind about what you're going to do around them trying to achieve


    something. In order to better immerse the player a certain level of empathy has to be


    achieved. Realistic facial expressions are one way to create empathy for game characters but


    Valve have further enhanced realism by creating lip-synching for all speech in the


    game,
    considering the speech in H-L 2 is dynamic that is no small feat. They are using a


    phoneme extractor which analyzes and quantifies wav files making automatic lip-synching


    possible. Upon detecting a new wav, the engine automatically shapes the mouth to match the


    sounds. What adds an almost eerie quality to the game and also contributes towards realism,


    is the tracking carried out by the eyes of the characters. A characters eyes will follow you


    around as you move about a room and they are not two simple slits but rather,


    well-proportioned and realistically created eyes, Gabe Newell commented We probably spent


    more time on their eyes (characters) than anything else - for example you have to model them


    as ellipsoids rather than spheres to make them look right as they rotate within the eye


    socket.



    GamePlay



    AI


    The original Half-Life was


    the game that redefined the importance of a responsive and flexible AI system in a game.


    Considered a technological breakthrough for its time, H-L's AI contributed greatly to the


    game's overwhelming success. It was only natural for everyone to look to Valve for an


    exciting new AI system. Following recent events the Half-Life 2 AI has become a


    controversial issue. Since Valve are the creators of the game and since they are a company


    that has excelled in all its projects so far, we will not entertain the doubts cast by the


    source code thief but will focus on official Valve word on the AI.
    Gabe Newell is very


    proud of the AI, A big push for us was making the AI more context aware. They needed to be a


    lot more aware of the player's intentions, they needed to be a lot more aware of the world,


    and they needed to understand physics in terms of their path finding, and as a source of


    weapons (in other words "I can smash this to get through" or "I can break something so


    something else falls on your head). According to Valve then most of the AI in the game does


    not go through scripted sequences but reacts to the conditions it finds itself in. In the


    demonstration at ECTS a Strider, 40-foot tall alien creatures balancing on 3 very long legs,


    could be seen crouching in order to get under an arch, according to Valve this is not


    scripted but is a creature reaction to its environment. Gabe Newell had this to say about


    the subject: There's a richer experience that's a lot more reactive. There are a lot more


    things that are going to be responding to the actions you take, whether it's the physical


    simulations of weapon behaviors or tools you're using, whether it's how people are


    reacting to what's happening, whether it's how opponents are reacting to how the tactical


    situation is changing. More and more of the world responds to what you're doing, which to


    us is the underlying key to a great gameplay experience.


    TeamWork


    As we


    mentioned earlier you are, almost, never alone in this game. You have to keep check of your


    objectives but also be aware of those of your friends. The fighters
    joining you in your


    battles will be responsive and independent characters and this will add an exciting factor


    to gameplay since you will have to make sure that your decisions are the right ones for the


    right moment, avoiding injuring your fellow fighters. The lines between friends and enemies


    are not as clearly drawn in H-L 2 as they were in the first game. Doug Lombardy says You


    actually ally with the slaves and some of the aliens in this game. They move over to the


    friendly side.



    Vehicles


    Another new feature of the game will be the


    introduction of vehicles, the latest trend to hit FPS games. Although Valve have been very


    quiet about how widespread their use will be in the game, we had the privilege to witness a


    vehicle scene, during which a combine gunship attacked a vehicle that Freeman was on. The


    resulting sequence was one of the most exciting imaginable and so effective that you needed


    a couple of minutes to compose yourself after it was


    done.


    Multi-Player


    Valve have refused to comment on any multi-player


    aspect of the game other than the actual existence of one which they claim will enable over


    36 players to join a game. Most of the well known mods will also appear for H-L 2 and a Team


    Fortress 2 announcement is expected soon. Valve have commited themselves to releasing a


    Half-Life 2 SDK (Software Development Kit) for mod developers prior to the game hitting


    store shelves, although under current conditions that may seem not that relevant. The game


    will also ship with an upgraded Hammer editor which will allow the editing of maps but has


    also been described as a complete development environment for maps, mods, etc.
    According


    to Valve the physics engine will be enable on servers and clients although this claim has


    raised doubts about how exactly a game will be carried out under such CPU intensive


    conditions.


    Weapons


    H-L 2 will feature a variety of weapons, the use of


    which will depend on the situation in which GF finds himself. Every weapon will include a


    secondary fire option, making gameplay more exciting. We still can't figure out what the


    crowbar alt-fire will be though.


    The Crowbar - Half-Life is defined by the


    illustrious crowbar, GF will have the chance to use one in H-L 2, although judging by the


    enemies seen it will not be of much use.


    Pistol - A weapon similar to the one


    carried by Angelina Jolie in the Tomb Raider movies has been spotted in various gameplay


    videos.


    Shotgun - GF will have access to a shotgun although details are not


    yet available.


    Machine Gun - Valve insist this particular weapon is not an


    MP5, it does look like an MP7 but we will have to wait for that one.


    Ant-Lion


    Controller - This weapon is a cane with an elaborate globe at the top. Things you fire


    upon using this contraption will be attacked by alien Ant-Lions.


    The Gauss Gun


    - A revised edition of The Gauss Gun will also appear.


    The Gravity Gun


    (Manipulator) - This is by far the weapon most widely used in H-L 2 demonstrations since


    it puts the physics engine into good use.


    Rocket Propelled Grenade Launcher -


    Considering that Combine Gunships and 40-foot tall aliens will be after you, this weapon


    will be a handy addition to your arsenal.


    Grenade Launcher - Grenades - There


    is some controversy over the existence of a Grenade Launcher, with some claiming the same


    weapon is a flare gun. What is certain however, is that you will be able to use some form of


    grenade.


    These are the weapons which we have determined to exist, Valve are bound to


    introduce some surprises and the recent theft may change a few


    things.



    Distribution



    The game will be released in a Standard


    Version, including single and multi-player options, a Single-Player Version obviously


    without the multi-player option and a Collectors Edition which will include bonus stuff and


    will be quite a bit more expensive, estimated at about USD


    80.


    Steam


    Valve have created a few versions of the game, most will be


    available through retailers but also using Valve's Steam service. A monthly USD 9.95


    subscription will entitle users to all Valve content. Gabe Newell explains we're pretty


    sure that the USD 9.95 guys are going to get the better value, as we've been pretty good


    over the years at generating a lot of content, the subscription will be for anything we


    make. So when TF2 ships, the subscribers get it as part of their subscription.


    ATI


    Bundle


    ATI explain the offer For our customers who purchase a qualifying RADEON


    based graphics card that includes the Half-Life 2 offer and activate their STEAM account


    before Half-Life 2 is available at retail, Valve and ATI have added the Valve Premier Pack


    FREE, which includes the games: Half-Life, Counter Strike, Team Fortress Classic, Deathmatch


    Classic, Half-Life: Opposing Force and Ricochet. This is a limited time bonus offer that


    expires once Half-Life 2 is available.


    Customers can use the Half-Life 2 Activation


    Key on their Half-Life 2 coupon to initiate download of the Valve Premier Pack from STEAM,


    Valves broadband delivery mechanism, free of charge, or can order a Steam Installer CD for


    the Valve Premier Pack from ATI. Use of the Valve Premier Pack requires an Internet


    connection and is subject to acceptance of the STEAM Subscriber Agreement. Of course, you


    are still entitled to a free copy of Half-Life 2 when it is released.


    When the time


    comes for Half-Life 2 to hit retail, we all hope that it proves worthy of its heritage, a


    lot more than just a game may depend on


    it.





    Valve ||


    Steam ||


    Pi


    cs

    Set in the Pacific Theatre


    of WWII, Medal of Honor Pacific Assault for the PC represents a unique addition to the


    award-winning Medal of Honor franchise. Players step into the boots of Marine Private Tom


    Conlin and feel his shock at the destruction of the American fleet at Pearl Harbor, his


    growing resolve in the fight for Henderson Field on Guadalcanal, and his triumph at the


    battle for Tarawa Island.


    Medal of Honor Pacific Assault covers 25 levels with over


    eight new multiplayer maps and includes new locations, new weapons, and new


    soldiers.


    Players will work alone and with the help of squad members to complete


    their missions. As the squad members gain more experience, they will develop their own


    personality and fight more efficiently. Periodically, green replacements will arrive, and


    these recruits will need battle experience to become as proficient as the veteran members of


    the squad.


    Multiplayer modes will allow the player to go head-to-head in Free-for-All


    or join a team to complete objectives in an all new class oriented, objective based Invader


    game type or Team Deathmatch


    mode.






    Officia


    l Site ||


    [URL=http://www.megagames.com/news/show.cgi?&idtype=pc&database=664&section=screens&]Pics[/U


    RL]

    According to all the


    publicity, Microsoft's Halo 2 was supposed to be the ultimate XBox Live title and gamers


    were told that in order to make the most of their investment they would have to join XBox


    Live. It turns out that Halo 2 was a lot more since the latest news suggest that Microsoft


    used the popularity of Halo 2 as a Trojan horse in order to put into effect a clause that


    all XBox Live users sign allowing the company to have a peek inside their


    consoles.


    The process however, started before the game shipped and in the days


    immediately preceding the launch a sharp increase was noted in the number of users kicked


    out of the online service's servers. The official line from Microsoft is that users who own


    a modified XBox may use the changes to cheat during gameplay, something which would have an


    adverse effect on whole service. While this is a valid reason, the reason most gamers modify


    their consoles for is the ability to play copied or pirated games. It is also likely that


    Microsoft wants to send a message to owners of modified consoles that they will not be able


    to make full use of their XBox unless they give up on the modifications.


    Microsoft


    has clearly stated that it has no plans to go after individual users, stressing that it will


    pursue those manufacturing pirated games or mass-producing Xbox modifications, even though


    the legal community claims that the legality of modifying other people's technology remains


    unclear.


    Microsoft is working and learning hard from the whole modification


    background for its XBox console in order to avoid similar problems when it launches its


    next-generation unit, expected in fall 2005. Services which require an online connection to


    be made have proved a positive incentive in preventing piracy. Many gamers have suggested


    that modifications to consoles may sometimes be considered a desirable aspect of gaming for


    the manufacturers since they guarantee popularity. The challenge for those manufacturers


    however, is to harness that popularity and get console owners to keep buying games,


    something which can best be achieved by the price for new games dropping to a more


    reasonable figure.

    In order to mark the release of Half-Life 2 ATI, a company that has a special


    relationship with the game and its creator, has released version 4.12 beta of its Catalyst


    driver suite.


    The new release which ATI saved for today, no doubt, is accompanied by


    a very limited set of notes; according to ATI this version fixes some PunkBuster issues


    while any ATI card owner who just purchased Half-life 2 needs these drivers to improve


    overall performance.



    Driver Size:22.3


    Mb



    ATI ||


    Download Catalyst 4.12


    Beta

    At 12:00 AM PDT (8:00 AM GMT), Valve


    Software has unlocked Half-Life 2 through Steam. If you purchased the game, an Internet


    connection is required in order to activate the game - the unlocking procces may take a


    while (almost half an hour for


    some).






    Pics

    Electronic Arts announced that Need


    for Speed Underground 2 has shipped to retail stores nationwide for the PlayStation 2, Xbox,


    Nintendo GameCube, Game Boy Advance and PC. The sequel to last years run-away hit which


    sold over 8 million copies worldwide, Need for Speed Underground 2 features a massive,


    free-roaming game world where players can immerse themselves in the tuner culture as they


    race through more than 125 miles of open road.


    True to the tuner culture, players can


    enhance their rides with an unprecedented 70 billion possible car combinations, including


    deep performance tuning, to create the ultimate street racer. Players can cruise through the


    streets in style with hundreds of new visual upgrades such as hydraulics, spinner rims, and


    scissor doors and hoods. As gamers explore the citys five distinct interconnected


    neighborhoods, theyll encounter rival street races that can erupt any time, anywhere, or


    put their skills to the test by entering the hottest competitions in town. With new gameplay


    modes including StreetX, Downhill Drift and the Underground Racing League, as well as online


    play for Xbox Live, the PlayStation 2 console and PC, players will need more than just style


    to prevail.


    Upon entering the world of the underground, players will instantly be


    introduced to Brooke Burke, former-host of E! Entertainment Televisions popular travel


    series, Wild On. Burke plays the streetwise organizer of an elite underground circuit as she


    guides players to become the top racers on the streets.


    On the way to racing glory,


    Need for Speed Underground 2 players will be able to hear Snoop Doggs unforgettable remix


    of The Doors legendary rock song, Riders On The Storm an exclusive track that can only


    be heard in the game. The beats keep pumping as players turn up the music with 27 hit songs


    from renowned artists such as Chingy, Mudvayne, Terror Squad, Xzibit and Queens of the Stone


    Age.


    Developed in Vancouver, B.C. by EA Canada, Need for Speed Underground 2 has an


    MSRP of USD 49.99 for PlayStation 2, Xbox and Nintendo GameCube, USD 39.99 for PC and USD


    29.99 for Game Boy


    Advance.






    Official Site ||


    Pi


    cs

    Nintendo has announced that Metroid


    Prime 2 Echoes has shipped to retail across N. America.


    Retro Studios, producers of


    the wildly popular original Metroid Prime, take Samus Aran on a terrifying


    journey.


    Galactic Federation Trooper Squad Bravo is missing; their last


    transmission-- a distress call from a rogue planet called Aether, located in the Dasha


    region.


    Enter legendary bounty hunter Samus Aran. Her mission: Locate the Federation


    troopers and render assistance. But what begins as a search and rescue mission becomes an


    intense, haunting sojourn to save a species from total genocide in a world caught in the


    maelstrom between dimensions of light and darkness.


    Light Aether is the domain of the


    Luminoth, gentle beings with a unique and highly developed civilization. But when a great


    cataclysm tore the fabric of space and time, the Ing Horde were unleashed from Dark Aether,


    a dimensional echo of Light Aether. Now the Luminoth are under siege. The Ing send armies


    into Light Aether, absorb its lands into the clutches of Dark Aether, and possess the


    Luminoth's warriors. Only the Luminoth's four gigantic energy generators keep the Light


    World from collapsing. If the Ing seize control of the generators, the Light World will be


    extinguished forever. Samus embarks on her mission to defeat the Ing and restore peace to


    Aether.


    But, as Samus will soon learn, an ominous shadow lurks in the darkness, a


    shadow which stealthily hunts the hunter...


    Features


    - New Beam Weapons: The


    Dark Beam and the Light Beam wield powerful ordinance to crush the Ing, solve puzzles, and


    open doors


    - New Suits: As Samus traverses the depths of Light and Dark Aether she


    can don powerful new suits to protect her against the planets myriad enemies.


    - Screw


    Attack: The famous attack from Metroid games of the past makes its triumphant debut on the


    Nintendo GameCube


    - Power Ups: The space jump and the grapple beam are just some of


    the power-ups you'll find


    - Multiplayer Metroid: For the first time in the history


    of the franchise, up to four players can battle each other as they search for weapons,


    grapple across ceilings and turn into Morph Balls to make their


    escape.






    View MP 2 Videos ||


    Pi


    cs