Sunday, August 31, 2008
Cheat EXP Ayodance Agustus
Cheat EXP ini cuma bisa dipake sama dancer yang storynya udah 100%. cheat EXP ini sekali permainan kita bisa dapet 1000 EXP.
Mantep kan... Yaudah.. nih buat yang pengen download cheat EXP
Saturday, August 30, 2008
Naruto Shippuden Terbaru
Sunday, August 24, 2008
Line Age 2 Hacks
Counter Strike 1.6 Hacks
- Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Map Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Map Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Speed Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Speed Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Account Hacker
- Category: Counter Strike 1.6 Hacks
- File Name: Account Hacker Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Fly Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Fly Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Wall climbing hack
- Category: Counter Strike 1.6 Hacks
- File Name: Wall climbing hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 God Mode Hack
- Category: Counter Strike 1.6 Hacks
- File Name: God Mode Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Item Dupe Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Item Dupe Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Teleport Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Teleport Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 One hit kill hack
- Category: Counter Strike 1.6 Hacks
- File Name: One hit kill hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Steal opponents cd key hack
- Category: Counter Strike 1.6 Hacks
- File Name: Steal opponents cd key hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Rapid Fire Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Rapid Fire Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Invisibility Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Invisibility Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Gold Dupe Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Gold Dupe Hack Counter Strike 1.6 Undetected Hack Counter Strike 1.6 Super Jump Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Super Jump Hack Undetected Counter Strike 1.6 Hacks Double shot speed hack
- Category: Counter Strike 1.6 Hacks
- File Name: Double shot speed hack
- Undetected Counter Strike 1.6 Hacks All weapons hack
- Category: Counter Strike 1.6 Hacks
- File Name: All weapons hack
- Undetected Counter Strike 1.6 Hacks See through Walls Hack
- Category: Counter Strike 1.6 Hacks
- File Name: See through Walls Hack
- Undetected Counter Strike 1.6 Hacks Crash other players hack
- Category: Counter Strike 1.6 Hacks
- File Name: Crash other players hack
- Undetected Counter Strike 1.6 Hacks Shoot Through Walls Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Shoot Through Walls Hack
- Undetected Counter Strike 1.6 Hacks Instant Headshot Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Instant Headshot Hack
- Undetected Counter Strike 1.6 Hacks Unlimited Ammo Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Unlimited Ammo Hack
- Undetected Counter Strike 1.6 Hacks No Reload Hack
- Category: Counter Strike 1.6 Hacks
- File Name: No Reload Hack
- Undetected Counter Strike 1.6 Hacks Undetected God Mode Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Undetected God Mode Hack
- Undetected Counter Strike 1.6 Hacks Exploding Bullet Hack
- Category: Counter Strike 1.6 Hacks
- File Name: Exploding Bullet Hack
- Undetected Counter Strike 1.6 Hacks Ecstatic Cheat v12.14.6
- Category: Counter Strike 1.6 Hacks
- File Name: Ecstatic Cheat v12.14.6
- Undetected Counter Strike 1.6 Hacks ZHX Simple HoOk v2.1
- Category: Counter Strike 1.6 Hacks
- File Name: ZHX Simple HoOk v2.1
- No Recoil Hack
- Category: Counter Strike 1.6 Hacks
- File Name: No Recoil Hack
- SrDeustRuction v1.3
- Category: Counter Strike 1.6 Hacks
- File Name: SrDeustRuction v1.3
- [VDC]Dead Aim v1.6
- Category: Counter Strike 1.6 Hacks
- File Name: [VDC]Dead Aim v1.6
- Pain ESP v1.3
- Category: Counter Strike 1.6 Hacks
- File Name: Pain ESP v1.3
- Fighter FX 666 Special Edition
- Category: Counter Strike 1.6 Hacks
- File Name: Fighter FX 666 Special Edition
- ZHX Simple Hook 2.0
- Category: Counter Strike 1.6 Hacks
- File Name: ZHX Simple Hook 2.0
- Mic Cheat v2
- Category: Counter Strike 1.6 Hacks
- File Name: Mic Cheat v2
- Alpha Project V4
- Category: Counter Strike 1.6 Hacks
- File Name: Alpha Project V4
- EasyGL v1.0
- Category: Counter Strike 1.6 Hacks
- File Name: EasyGL v1.0
- EasyGL v1.0
- Category: Counter Strike 1.6 Hacks
- File Name: EasyGL v1.0
- OrK-ESP v1.1
- Category: Counter Strike 1.6 Hacks
- File Name: OrK-ESP v1.1
- ZHX Simple HoOk
- Category: Counter Strike 1.6 Hacks
- File Name: ZHX Simple HoOk
- Levita GS v1.0
- Category: Counter Strike 1.6 Hacks
- File Name: Levita GS v1.0
- Pain ESP v1.2
- Category: Counter Strike 1.6 Hacks
- File Name: Pain ESP v1.2
- Xan ESP Public v1
- Category: Counter Strike 1.6 Hacks
- File Name: Xan ESP Public v1
- VDC: DeadAim v 1.0
- Category: Counter Strike 1.6 Hacks
- File Name: VDC: DeadAim v 1.0
- VDC Dead Aim
- Category: Counter Strike 1.6 Hacks
- File Name: VDC Dead Aim
- Mic Cheat v1.2
- Category: Counter Strike 1.6 Hacks
- File Name: Mic Cheat v1.2
- Fighter FX 7.0
- Category: Counter Strike 1.6 Hacks
- File Name: Fighter FX 7.0
- Neferty HoOk v1.53
- Category: Counter Strike 1.6 Hacks
- File Name: Neferty HoOk v1.53
- Alpha Project v3
- Category: Counter Strike 1.6 Hacks
- File Name: Alpha Project v3
- Disco Rave Medium v4
- Category: Counter Strike 1.6 Hacks
- File Name: Disco Rave Medium v4
- F-A ESP v 3.6
- Category: Counter Strike 1.6 Hacks
- File Name: F-A ESP v 3.6
- Hummingbird
- Category: Counter Strike 1.6 Hacks
- File Name: Hummingbird
- B0ns4i v1.1
- Category: Counter Strike 1.6 Hacks
- File Name: B0ns4i v1.1
- Neferty Hook v1.5.2
- Category: Counter Strike 1.6 Hacks
- File Name: Neferty Hook v1.5.2
- Fighter FX 5.0
- Category: Counter Strike 1.6 Hacks
- File Name: Fighter FX 5.0
- Fighter FX 4.0
- Category: Counter Strike 1.6 Hacks
- File Name: Fighter FX 4.0
- Ecstatic Cheat v. 12.13
- Category: Counter Strike 1.6 Hacks
- File Name: Ecstatic Cheat v. 12.13
- Project VDC: Catalyst
- Category: Counter Strike 1.6 Hacks
- File Name: Project VDC: Catalyst
- Loki-ESP v1.8 *UPDATED*
- Category: Counter Strike 1.6 Hacks
- File Name: Loki-ESP v1.8 *UPDATED*
- NK Hack 5.7
- Category: Counter Strike 1.6 Hacks
- File Name: NK Hack 5.7
- Loki-ESP v1.7.2
- Category: Counter Strike 1.6 Hacks
- File Name: Loki-ESP v1.7.2
- Bin
- Category: Counter Strike 1.6 Hacks
- File Name: Bin
- Ecstatic Cheat v. 12.06
- Category: Counter Strike 1.6 Hacks
- File Name: Ecstatic Cheat v. 12.06
- Pandasex v1
- Category: Counter Strike 1.6 Hacks
- File Name: Pandasex v1
Warcraft III Hacks
RF Online Hacks
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RF Online Map Hack
- Category: RF Online Hacks
- File Name: Map Hack
RF Online Speed Hack
- Category: RF Online Hacks
- File Name: Speed Hack
RF Online Account Hacker
- Category: RF Online Hacks
- File Name: Account Hacker
RF Online Fly Hack
- Category: RF Online Hacks
- File Name: Fly Hack
RF Online Wall climbing hack
- Category: RF Online Hacks
- File Name: Wall climbing hack
RF Online God Mode Hack
- Category: RF Online Hacks
- File Name: God Mode Hack
RF Online Item Dupe Hack
- Category: RF Online Hacks
- File Name: Item Dupe Hack
RF Online Teleport Hack
- Category: RF Online Hacks
- File Name: Teleport Hack
RF Online One hit kill hack
- Category: RF Online Hacks
- File Name: One hit kill hack
RF Online Steal opponents cd key hack
- Category: RF Online Hacks
- File Name: Steal opponents cd key hack
RF Online Rapid Fire Hack
- Category: RF Online Hacks
- File Name: Rapid Fire Hack
RF Online Invisibility Hack
- Category: RF Online Hacks
- File Name: Invisibility Hack
RF Online Gold Dupe Hack
- Category: RF Online Hacks
- File Name: Gold Dupe Hack
RF Online Super Jump Hack
- Category: RF Online Hacks
- File Name: Super Jump Hack
Map Hack
- Category: RF Online Hacks
- File Name: Map Hack
Saturday, August 23, 2008
Cheat Blink RF Indonesia
Speed Hack atau yang sering disebut Blink dalam game RF Online dah sering kita lihat, baik dilakukan oleh bangsa lain maupun oleh bangsa sendiri. Karakter dalam RF Online yang melakukan Speed hack ini kelihatannya akan bisa berlari dengan kencang, tetapi sebenarnya itu hanya merupakan proses perpindahan karakter dihitung dari jumlah koordinat saat mulai sampai tujuan berdasarkan nilai kelipatan yang ditentukan.
Nih merupakan seri Cheat RF Online lanjutan yang lalu. Ok, g perlu basa-basi... Gw langsung aja jelasin secara bertahap...
Persiapan :
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Senjata injurer
-
Lepas baju jarak jauh, jika punya. Bila perlu lepas semua armor lo..
-
Ketabahan, coz, kadang berhasil, kadang g berhasil!
-
Sedikit doa dicampur ama kerelaan hati bila di BAN.
-
Pastinya program CE (Cheat Engine), download dan install.
Langkah½:
1. Jalankan program game RF Online. Kalau g dijalankan, g bakal bisa...DIJAMIN!
2. Setelah 'Anda telah memasuki map chat', Buka program CE (Cheat Engine) .
3. Scan dengan nilai NOL dengan value type 4 Bytes dan Scan type 'Exact Value'.
Di bagian kiri akan muncul address list.
4. Kembali ke game RF Online. Pasang senjata injurer, gerakkan karakter, kanan-kiri.
5. Masuk lagi ke CE. Masukkan Value 63, kemudian klik 'Next Scan'
6. Kembali ke game RF Online. Lepas senjata injurer, gerakkan karakter kanan-kiri lagi...
7. Masuk lagi ke CE. Masukkan Value 0, kemudian klik 'Next Scan'
Di address list bagian kiri akan tampil daftar alamat memory, nah di sini rada susah.
Cari di daftar alamat memory, alamat yang 2 nilai di depannya berbeda dengan yang lain! dan memiliki value 0. Dalam contoh ini : "0486CE8B" dengan value "0".
8. Tambahkan address tersebut ke daftar memory dengan cara Double Click nilai address tersebut maka di daftar memory bagian bawah akan terisi.
9. Double Click Value 0 dan ganti dengan nilai yang diinginkan, normal 63-64. Bisa juga 65.
10. Frozen nilai yang baru di ubah tadi dengan cara memberi tanda centang pada kolom Frozen.
Sip... sekarang lo dah bisa melakukan Speed Hack/Blink. Jika ingin mengembalikan ke kecepatan normal biar g terlalu dicurigai, nilainya diturunkan ke 63.
Sumber: Dari berbagai sumber.
Cara lain:
-
Lepas armor.
-
Pakai senjata injurer.
-
Gerakkan karakter ke kiri-kanan.
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First Scan 63.
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Lepas injurer, gerakkan karakter ke kiri-kanan.
-
Next Scan 0.
-
Lanjut ke bagian 7 di atas.... ^^
Wednesday, August 20, 2008
Bionic Commando Rearmed
When Bionic Commando came out 20 years ago, it separated itself from the glut of other NES platformers by removing one key element: a jump button. Its tricky grappling system added a unique twist to traditional action games, letting players swing around levels while taking out Nazis who were once again intent on world domination. If you enjoyed the original, the updated graphics and extra modes in Rearmed should be more than enough to entice you into another jaunt with the robot-armed hero. For those who aren't looking through the rose-tinted glasses of nostalgia, the remake may cause you to wonder where all the excitement is coming from. Rearmed can be a little too loyal to its source material, but once you come to grips with the sometimes cumbersome controls, it dishes out a satisfying action experience.
Rearmed plays like a traditional platformer in which your jump button has been replaced by a prehensile metal arm. You'll need your trusty tool to traverse even the most innocuous of terrain. Tiny bumps impede your progress, making you search for hanging ledges to swing from and climb upon. Though the levels are structurally familiar, the unique method of movement makes them feel completely new. Having to carefully consider how to cross tiny gaps in the floor, or string together multiple swings to reach a high-hanging piece of land, is extremely satisfying. The gunplay, which restricts your aim to a horizontal blast, unfortunately doesn't provide the same thrill. Though enemies will toss grenades and leap behind barrels, they are simply too limited to pose much of a treat.
This remake is certainly difficult, but your frequent follies will not come because of expertly trained guards or deviously designed levels. The controls have not made a noticeable improvement since the original release, so you'll find yourself cursing your obstinate character as he willfully ignores your urgent inputs. The grappling hook--your main mode of locomotion--has a mind of its own, and it's in sharp contrast to your own pressing needs. You can blast your arm out horizontally, diagonally, or vertically, but the sloppy controls mean it won't always go in the direction you aim. This problem isn't nearly as prevalent on the PS3; it still feels sluggish, but you'll no longer find your grappling hook errantly flying around the playfield. There are plenty of other vestigial design choices that feel downright archaic now. Enemies are often positioned just out of your field of view, which creates many situations in which you are forced to take damage until you memorize their locations. Movements such as picking up barrels or climbing up ledges come with momentary lag, which makes you curse your slow-moving character as he nonchalantly absorbs another batch of bullets.
With the gameplay virtually untouched from the 20-year-old classic, the visuals serve as the main draw in this remake, and, despite a few hiccups, they impress through most of the game. The characters are large and detailed, with animation that remains smooth despite your limited move set. Ledges and walkways stand out strongly from the background, making it easy to navigate around levels and drop behind enemies to catch them completely unaware. The only problem is the sometimes-erratic lighting. During some levels, the lighting is so sparse that it's difficult to tell which ledges are solid and which serve as noninteractive background objects. The opposite problem also surfaces; sometimes the lighting is so intense that it can obscure your vision. One boss flashes lights that must be shot in a certain order, but because of the all-too-intense burst, it's extremely difficult to decipher exactly where the brief flickers originated. These quirks are rare, but they do serve to add another dose of frustration.
If you dig the bionic experience, there is an awful lot of content crammed into Rearmed in addition to the main game. The challenge mode is the most interesting addition. These 56 levels are the hardest tasks that you'll find in the game, and they'll make anyone who thought the real quest was too easy eat their words. The offline-only multiplayer is an unexpected treat, a feature not found in the original release. The two-player co-op mode feels pretty bizarre if you're used to navigating the environs alone, but it's certainly more fun going through with a friend. The screen smartly splits when players wander too far from one another, which can be jarring at first, but it's preferable to forcing all of the action to take place on the same screen. The four-player competitive mode is a single-screen, chaotic free-for-all. Swinging around specifically designed levels against your friends works surprisingly well, though the options are a little too limited to make this interesting for long.
The two other diversions do not fare quite as well as the challenge and multiplayer modes. Between main levels, you will sometimes have to run through short overhead excursions. These are so repetitive and shallow that they serve only as mindless roadblocks to the swinging action. You can literally sprint through, avoiding enemy encounters, after which you frantically blast the progress-blocking truck at the end. Furthermore, during the standard side-scrolling missions, you'll have to tinker with 3D block puzzles to unlock doors. Again, these time sinks are way too easy and frequent, and they ruin the otherwise fine pacing.
It's unfortunate that developer GRIN didn't put the same amount of effort into updating the gameplay as they did the graphics, but the control quirks are not enough to destroy the overall enjoyment of this well-preserved classic. Despite some questionable design decisions, the overwhelming amount of content should satisfy action fans hungry for a punishing, old-school romp. Anyone eager to set aside 20 years of design evolution will find a game that still retains the same clever levels and novel swinging mechanics that made the original's charm endure through four console generations.
Sam & Max: Season 2
Santa going postal, staking an emo vampire, and taking the Soul Train to hell are just a few of the insane moments crammed into Telltale Games' absolutely hilarious Sam & Max Season Two. This outstanding compilation pulls together the last five episodes in the ongoing adventure series starring Sam, a McGruff-style dog sporting a suit and fedora, and Max, a murderous, smelly rabbit. Most fans have probably already played these games, as they have been released online over the past year, but if you missed these games when they were first released, the low price and ton of extras make this collection worth the purchase price.
Anyone who loves classic adventures will have a great time with these surreal, zany shorts. Sam and Max fashion themselves as "freelance police," private detectives who get into one zany mess after another while trying to solve crimes in a zany cartoon world. This means that all of the tales here are laugh-out-loud funny, yet also dark and more than a bit disturbing. You should probably just enjoy the pop-culture jokes riffing on everything from The Exorcist to The Mod Squad and skip putting too much thought into the delightfully twisted minds who came up with the game's bizarre yarns.
But the puzzles themselves aren't as off the wall as the insane stories of the adventures included here. Your tasks are generally based on common-sense logic, even though the end goals deal with nutso objectives like exorcising Santa Claus, figuring out what Charles Lindbergh and D.B. Cooper are doing as babies on Easter Island, and checking out the absurdly bureaucratic Hell LLC. There is a structure to everything that Sam and Max do, so you don't have to fool around with nonsensical adventure game logic or collect a bunch of worthless junk to use at some future date. Tasks are always focused around picking up just a couple of key objects and using them in the right places, nifty conversation trees with consequences to each dialogue choice, and arcade minigames where you do things like box rats and race cars. Everything flows along at a great pace, and your duties are mixed up so that you never get bored with one style of puzzle. Even if you do get a little weary of the sheer strangeness of everything, machine gun pop-culture jokes about the real world keep you grounded and laughing. The biggest design issue is too much backtracking, in that you have to frequently drive back and forth between episode locales and Sam and Max's home office and surrounding neighborhood to solve quests.
The look and sound of the missions are striking. Visuals are done in a Saturday-morning-cartoon style, with lots of bright kiddie colors blended with sharp edges. Everything is just a bit askew, like you're viewing Sam and Max's world through a funhouse mirror. Style is everywhere, right down to the opening and closing credits of each episode. The only drawback to the visuals is the camera angle, which is a little too close to the action in many scenes and can't be manually rotated past its on-rails 2D position to look all around the 3D landscape. Audio effects are dead-on, from the restrained insanity of Max's voice to the 8-bit arcade music played whenever you have to deal with the obsolete computers that operate the Pimplecar Garage.
And when you finish up the adventures themselves, you can check out the extras that make this compilation something of a director's-cut version of the original download-only games. Over four hours of audio commentary are included, along with the "Sam & Max Nearly Save Christmas" cartoon short and a bunch of random collectibles such as trailers, outtakes, and concept art. None of this is absolutely essential, and the Christmas short is already available free online, but taken altogether you've got a sizable grab bag of extra goodies for collectors.
The only disappointment in Sam & Max Season Two is that it ends too soon and leaves you wanting more. Each episode can be played through in just a couple of hours, although you would be best advised to drag out the experience and check out everything you can click on for the extra laughs. This series is a great example of how much creativity, intelligence, and humor can still be poured into this classic genre. So, bring on season three.
New International Track & Field
The formula that most track-and-field games follow was established in the early '80s with Track and Field. The majority of events demanded that players slam alternately on two buttons as fast as they possibly could, a controller-breaking maneuver that has carried over to just about every virtual sprint competition since then. Konami's latest spin on the series, New International Track and Field, adds in online play, a wide array of events, and big-headed characters from Konami's far-reaching past. However, the controls are largely unchanged. Although it's still utterly frantic and exhausting to try to keep up with your competitors, the tight controls and wealth of unlockables make this a solid game.
There are two different control options this time: standard button-tapping and new touch-screen scribbling. Though Konami has taken advantage of the Nintendo DS's touch screen for this version, the new controls require just as much stamina from you as the original version. Both methods are extremely responsive, but the touch screen serves as a better entry point for participants who are new to the field. It's easier to get your speed up to a respectable level, but your peak performance will be compromised. Experts should stick with the standard controls. Although it requires more energy from you, tapping buttons provides a potentially higher top speed. Either technique will get you through the main challenges without too much trouble, but if you want to flaunt your talents online, you had better learn to love the button-tapping.
For those who demand more nimble-fingered skill than hard-headed determination in their athletic competitions, the majority of the events in NITF require good timing in addition to frantic tapping. The best button masher in the world won't even be able to jump over the foul line or throw a discus straight ahead without mastering the ultraprecise timing that these events demand. The initial learning curve is surprisingly high before you figure out optimal throwing angles and when you need to stop running to avoid getting faults. The tutorial doesn't provide too much help with easing you into these events, either. The controls are spelled out, but you'll have to discover on your own, through trial and error, exactly how to excel. It can be quite rewarding to finally pass an event that has plagued you for attempt after failed attempt, but getting through that initial frustration is an athletic feat on its own.
Some events won’t result in such physical exhaustion. The shooting competitions are really well done. In skeet shooting, you quickly slide your aim to the clay pigeons flying out in front of you, stringing together consecutive hits for massive points. Double trap is even better; here you'll have targets flying from either side, and you choose to shoot either left or right. The concentration required in these two events is quite demanding. You have 15 seconds to hit as many targets as you can, so one mistake could cost you the gold. Other events, such as gymnastics and diving, are not quite as exciting. The score is determined more by how many flips you can pull off rather than how well you land, so it's possible to qualify after doing a massive belly flop. All of the events require their own technique and, given that the controls never get in the way, they all have their own charm.
The career mode sets you off in six different sets of four events across three difficulty levels. The difficulty is sometimes erratic, though, which can make some of the easy rounds far more difficult than they should be. For instance, while flipping off of the vault, you can land on your back and still move on to the next event, but swimming requires a near-perfect start and finger-crippling determination to place. Nevertheless, the requirements are kind enough in the early goings that you can learn the events before you take on the harder tasks.
There is plenty of reason to keep playing long after you've tried your hand at all 24 events. NITF is loaded with unlockable goodies. New outfits for your characters may not sound too enticing, but there is a much cooler treat if you stick with the game long enough. There are eight classic Konami characters that you can earn that add a lot more personality than the generic-looking stereotypes that you start the game with. Little-known Sparkster makes his first appearance since 1994, but if that doesn’t get you dancing, old standbys like Solid Snake and Simon Belmont can try their hand at the steeplechase.
New International Track and Field doesn't reinvent the genre, but it does throw in some much-needed diversity to the standard mashing action. The online, single-, and multicard four-player competitions add a lot of life for people eager to show off their skills. For those who would rather play the computer, the bevy of unlockables should take hours to earn. At its core, this is the same basic game from the early '80s, but the cute visuals, different control options, and classic characters make it feel like it belongs alongside modern games. If you're anxious for more track-and-field action and don't mind putting your Nintendo DS through some extended wear and tear, New International Track and Field will satiate your need for button-mashing chaos.
Too Human
Too Human drops a juicy plot development at the most inopportune time: its very end. It's the obvious manner of setting up a sequel, the infamous "to be continued..." we've come to expect from television shows and, yes, even some modern video games. This isn't necessarily a bad thing, but it exemplifies the core experience of this action/role-playing hybrid. Too Human is a game of false starts and unrealized potential that infiltrate almost every aspect of the game, from story, to combat, to balance. Its elements feel stitched together, making for a patchwork quilt of a game that's fraying at the seams.
As for the dangling story threads, the disappointment is compounded by the thin narrative that leads to them. Too Human is a retelling of Norse mythology with a cybernetic twist, in which the gods are bionically enhanced humans protecting common men and women from the onslaught of Loki's army of machines. There's some backstory to wrap your head around, and Too Human drops you into the world with little sensible exposition. A good narrative doesn't need to spoon-feed plot points to you, but Too Human would have benefited from a better introduction to its unusual universe. The game does offer a few meaty moments, many of them involving Hel, Loki's beautifully twisted daughter. Yet ultimately the story rings hollow because developer Silicon Knights expects you to fill in the gaps on your own.
You play as Baldur, one of those gods. You'll take on four main missions during the meager 10-hour story and while Baldur has a number of different goals, the process is the same: beat up a bunch of mechanical monstrosities en route to an end boss. The trek is linear, taking you through a series of large environments that cover the usual science-fiction standards. You'll also spend some time in Aesir, your home base, where you're able to purchase weapons and armor, and continue the story between combat sorties. These areas have a commonality: They are too big. This isn't an issue when you are beating up hordes of robotic beasts, but when you aren't fighting, Too Human slows to an insufferable crawl. Aesir in particular is unnecessarily vast and underpopulated. As you make the long, boring walk to find out your next mission, or move to the next wave of monsters, it's hard not to wonder if there was supposed to be more stuff there. It's one of many examples of Too Human's most glaring deficiency: poor pacing.
You'll also make a few trips to an idyllic world known as cyberspace, which you access via glistening pools scattered around the levels. As you explore cyberspace, you will learn new abilities that you can only use there, such as being able to telepathically lift doors or set vegetation ablaze. You unlock new areas in the main world when you visit cyberspace, and you find some interesting loot, but these visits don't flow from the gameplay proper, and they slow things down too much. And, like the rest of the areas that you visit, this pastoral realm feels too large, particularly because you're not really doing anything there except walking and occasionally pressing a button. It's not engaging and ultimately feels unnecessary.
The good news is that when you are in the thick of combat, you'll find yourself having some fun. There are five different classes at your disposal, but regardless of which you choose at the outset, you can use both melee and ranged weapons. Close combat is where the game shines, and in those moments it plays like an action game with a control-focused twist. Rather than mashing buttons to swing your dual swords or bash your hammer, you press the right analog stick in a certain direction and connect with the closest enemy in that area. Provided that you're within range of a target, you will actually slide in that direction; at later levels, zooming among techno-goblins and slicing them up in this manner is easily Too Human's greatest thrill. There are also some other stick-based tricks at your disposal: Using the left and right analog sticks in combination, you can toss enemies into the air and juggle them, or fling magic energy in their direction.
The resulting mayhem looks more like an action game in the vein of Devil May Cry or Ninja Gaiden, though it doesn't really play that way. Nevertheless, it works well some of the time, and Baldur will slip and slide around as you hold and tap the sticks, carving up lesser enemies without much effort. At other times, you'll swing at nothing in particular, though it seems that you're aiming the stick in the right direction and that the enemy is clearly in range. Although it isn't the heart-pounding array of button-based combos that you'd see in a more traditional action game, you'll still sometimes find morsels of that smooth groove so important to action RPGs.
Unfortunately, Too Human never maintains that groove for long. You have guns to shoot--pistols and rifles--but using them isn't as satisfying as using melee weapons, even if you are playing as a commando, the primary ranged-based class. They can be fun when used in conjunction with melee attacks, such as juggling a foe from a distance after launching him into the air with your staff. But the targeting system is unintuitive and sometimes broken, failing to lock on to an enemy even if there are monsters in range and directly in front of you. Should you try to switch targets, you may target an enemy outside your field of view, or find yourself shooting at nothing at all. Oddly, if you keep the trigger pressed after you've killed your target, the reticle stays pasted to the corpse instead of flipping to another target, so you need to switch targets manually, even after your victim has already fallen.
Other issues make the combat even more frustrating. Eventually, your foes will pummel you with knockback attacks and various status effects, such as freezing you, slowing your movement to a crawl, or irradiating you. These attacks are poorly implemented and point to Too Human's balance problems: They last far too long and slow the tempo far too much. For example, if you get irradiated, you will take damage over time that could very well take you from full health to death. Unless you are playing as a bioengineer, a class that has healing capabilities, you must rely on finding health drops from enemies or from breakable containers, given that there are no potions or similar items. But getting such a drop is a crapshoot, particularly if you have just finished an enemy encounter and have another uneventful walk for the next 30 seconds until you find the next batch of baddies. As a result, you will watch powerlessly as Baldur dies multiple times due to the reckless implementation of these mechanics.
So death is inevitable, but Too Human's greatest oddity is its method of punishing you. There's a minor in-game consequence: Your weapons take some damage, which makes them less effective, and you get deposited at the most recent checkpoint. However, all damage that you previously did to your enemies will remain, so you are just starting from where you left off. Yet the real punishment is aimed at your convenience. Every time you die, you will be forced to watch a Valkyrie slowly descend, take Baldur into her arms, and lift him toward Valhalla. It's a beautiful animation, and the stunning, glowing Valkyrie is one of the most wonderfully crafted character models that you're likely to see in a while. But the quality of the vision is of little consequence considering that it lasts seemingly forever, and you cannot skip it. It is impossible to imagine how a development team could have thought this forced death sequence was a good idea--and depending on which class you choose, you could be seeing it rather often. It's one more example of the game's stilted, awkward pace.
Some of these issues are mitigated by adding a buddy to the mix. Assuming that both players are around the same level, online co-op increases the fun factor of Too Human's bright moments. When you both face an onslaught of weaker foes, the resulting chaos is enjoyable, perhaps even a thrill at its best. However, Too Human's inconsistent balancing and pace mean that double the players can sometimes mean double the frustration. When the game throws in a sequence of ground-pounding, grenade-launching, irradiating foes, the flow is ruined and the Valkyries will soon be making their sluggish rounds. This issue is exacerbated when players aren't of the same level; the higher-level player may face legions of enemies that feel designed to challenge two players at that level, whereas the lower-level player will be essentially powerless to assist. There are other oddities here as well, such as the game's random-name generation. In general, it's fun to see what cool, over-the-top title Too Human will assign to its named enemies. How strange, then, that a different name will be assigned to the same monster for each player. It's a small quirk, but one that, when you discover it, seems like yet another sloppy oversight in a game that sorely needs some fine-tuning.
Though the combat itself can't consistently deliver the smooth, addictive action that you'd want from a good fighting system, the RPG side of the coin is sometimes excellent. Probably the finest aspect is the constant flow of helpful loot in the forms of weapons, armor and other goodies. There are a ton of interesting weapons to equip and armor sets to try on, and once you reach the upper levels, these items look incredibly impressive and make Baldur truly look like a god among men. You can also find and purchase blueprints to craft armor of your own, and purchase runes that let you dye your items to match.
You can further develop your weapons and armor by applying enhancement runes to them. These also flow into your inventory in a constant stream, and you can apply multiple runes to your items, depending on how many slots they have. Not every rune is helpful to every class (regeneration runes are no help to a berserker), but you'll soon have a healthy supply of useful enhancements at your disposal. There's also the matter of class-specific skills and augmentations, which you develop at first under your main skill tree, and then further tweak using a secondary tree that you later unlock. Every class has a command called a battle cry, and depending on the skill tree that you choose, that skill may produce flashes of lightning or increase your attack speed. You can also summon a spiderbot to your side, and depending on the direction that you take, your bot may deploy a turret that slows monsters down, or bomb nearby baddies, among other options.
The game's visual bright spots--the highly detailed Valkyrie models and the powerful-looking weapons--are worth calling out again, particularly because they are highlights in a game that is decent-looking but not particularly noteworthy. Some of the environments feature excellent detail and lighting, with towering statues lording over the proceedings and shafts of light spilling onto mounds of snow. But don't expect to leave footprints in that snow, or see any other touches that will make you sit up and take notice. Eventually, each setting seems much like the last, and the stiff combat and facial animations become more and more noticeable. The sound design follows a similar path. The musical score is excellent and dramatic, though some musical loops are awkward because the end of the sample doesn't jive with the beginning of the next. Most of the sound effects are appropriately rambunctious, and though the voice acting is hit-or-miss, Crispin Freeman, as Baldur, delivers just the right mix of gruffness and vulnerability. However, one oddity that sticks out is the overwrought sound effect assigned to Baldur's jumps: The robotic whoosh when he leaps and the crash when he lands both feel out of place.
There are further idiosyncrasies to note, including awkward camera angles and the occasional glitch (for example, doors that won't open when you approach them, but open if you leave and return). These and other issues don't make Too Human a bad game, but they make it a disappointing one that revs its engine only to come to a screeching halt moments later. When that engine kicks into full gear, the slicing and dicing can be surprisingly enjoyable. Sadly, these moments are too few and far between, making Too Human stand out as a perfect example of awesome but unrealized potential.
Legend: Hand of God
Action RPGs may be a ubiquitous these days, but there is always room for another one...if it brings something new to the table or nails that good old Diablo formula. Unfortunately, developer Master Creating's attempt to both innovate and satisfy tradition has been waylaid by flaws in Legend: Hand of God's design and execution. Repetitive battles, dull maps, no multiplayer, and some serious bugs make Legend a less than optimal choice to kill a couple dozen hours between now and the still depressingly far-off release of Diablo III.
You might not be able to get the game running in the first place, as Legend has some serious bugs in its implementation of PhysX, Nvidia's separately-installed physics software. It constantly aborted during startup on our test machine, dropping back to the desktop with the error message that PhysX couldn't be initialized. Trying various Nvidia video and PhysX drivers did nothing to solve this problem. Only a last-ditch Google search hit pay dirt, coming up with the advice that you could work around the PhysX error by deleting the PhysXCore.dll file in the game directory. So, lots of fun. It's hard to tell if this is an Nvidia or a Legend issue, but the end result is a lot of unnecessary frustration.
Going through so much hassle isn't exactly worthwhile, either, considering the cliched game design. Everything here is uninspired. You play Targon, a typical studly RPG hero, who's out to rid his medieval fantasy world of Aris of a nasty demon infestation. The key to shutting down a recently established demonic mass transit system is--you guessed it--the Hand of God. This mystical MacGuffin is the only thing that can seal the portal that the demons are using, but, of course, the artifact has been broken into three pieces and hidden throughout the land. Your mission is to track down these shards, reforge the Hand of God, and use it to chase the flaming guys with horns back down to hell. Sound familiar? The storytelling is straightforward, at least. Legend lays out the demon-horde angle from the moment the action begins and gets you started on the hunt for the Hand of God at the end of the first major quest, so at least there isn't any cheap attempt to make this derivative tale seem loftier than it really is.
Gameplay mechanics are equally uncomplicated. Character development is certainly clear-cut, as you choose two skill paths from five total choices presented at the start of the game. This essentially allows you to mold Targon into a dual-class character, blending traits of the warrior, mage, cleric, thief, and ranger. Select the paths of wilderness and the warrior, for instance, and you create a ranger good with bows. Skills are doled out in trees based on these paths, and they can be purchased with points earned every time you level up. So warriors choose from the likes of battle tactics and weapon block, mages pick from abilities such as fireball and ice arrow, villains take feint and deadly blow, and so forth. There aren't a great deal of choices in these trees, though. Each features just 12 options, which leaves you without much ability to seriously customize your character. At any rate, you generally buff your take on Targon with most of the skills on offer, and take one or two special abilities that you'll lean on during combat throughout the entire adventure.
Not that you could do much with a heavily customized character in the dreary levels of Legend. There isn't enough differentiation between character paths and skills to allow you to mix up fighting styles or get into even the rudimentary tactical thinking emphasized by some action-oriented RPGs. Battles are monotonous slogs that always come down to how fast you can click the left mouse button and suck down health potions, so it doesn't much matter whether you're a battlemage or a cleric or a thief. Monster types vary little, as well. You never have to think much about what you're battling, as all creatures in the game fight in pretty much the same fashion no matter what they look like. Altering your battle strategy isn't necessary whether you're taking on thieves or goblins or bears or giants. Random maps underline this monotony. Maps are created on the fly for each game, but this good idea backfires because such randomization breaks the terrain down to collections of anonymous grassy fields and rocks brought to life with a visual engine at least five years out of date. Static maps with interesting architecture would be a lot more compelling than this generic topography, which is so boring that it's impossible to tell one region from another.
The only innovative twist in game design comes courtesy of Luna the Light Elf, a buddy of Targon's who inhabits the cursor. This is actually a nifty idea. Luna's existence explains the cursor's presence in the gameworld, which is certainly innovative. She lights the way ahead without forcing you to equip a cumbersome torch. And she also provides tips about the best weapons and armor to pick up and screams warnings to gulp down a health potion whenever you're in danger of shuffling off this mortal coil. So Luna is pretty helpful--or at least she would've been if she hadn't been brought to life by an actress whose voice will make your ears bleed. Her screeching reminders are a constant presence throughout the game, making her commentary seem more like punishment than assistance. Voice acting in the rest of the game is equally horrific, especially the smarmy frat-boy take on Targon and the one-note monster sound effects such as the "Hah!" muttered by thieves, but at least that dialogue isn't as in your face--er, in your ears as much as Luna.
As one last kick in the teeth, Legend doesn't even give you the option of skipping out on its lifeless single-player campaign for multiplayer mayhem, because there is no multiplayer option. It's hard to imagine such a perfunctory exercise in action RPG game design being any more enjoyable online than it is offline, although it would have at least been nice to have this as an option. Despite the above litany of complaints, Legend isn't so much an awful game as it is a dreary, cheerless one designed with a paint-by-numbers sense of artistry. Some action RPG fans may find it a reasonable way of passing the time, although more discerning players will quickly grow tired of its lack of imagination.