

File Size : Compressed : 590 MB Download:\
link------------------------ http://rapidcompress.blogspot.com/2007/0



On April 15, 1912, the H.M.S Titanic sank in the frigid waters of the North Atlantic, taking 1,503 passengers with her and leaving behind a legend. There have been worse nautical disasters, yet none holds the same fascination. Maybe it's because at the time the Titanic disaster was seen as one of the failures of technology and industry in a world still coming to terms with the industrial revolution. Many viewed it as divine retribution, since Captain E.G. Smith had claimed, "God himself could not sink this ship." Many are still puzzled about why she sank so fast, why there weren't enough lifeboats, and how the ship failed to see the fatal iceberg. What people remember most of all, though, are the individual stories of heroism and human tragedy: Captain Smith returning to the bridge of his sinking ship after seeing the women and children to safety, the band continuing the play, men saying goodbye to their wives and children and returning to the grand salon to die with dignity.
CyberFlix has managed to capture a small pie
ce of this dramatic and oft-told tale in Titanic: Adventure out of Time. They haven't wholly succeeded, but they have created a title that is certainly interesting and often well-crafted. You can buy Titanic either as an adventure game or as a virtual recreation of the ship itself. In the former, CyberFlix sometimes falls flat, but in the latter they have accomplished something quite remarkable.
Titanic the adventure game begins with you in a small apartment in England at the beginning of the Blitz. You walk around for a few minutes, reading your mail and filling in the pieces of your character's past as an agent dismissed from the British Secret Service for his failure in a mission on the Titanic. Sent aboard the ship to trail a possible German agent in the years before World War I, your character, it's implied, may have been responsible not only for that war, but for the one that England, and the rest of the world, is set to enter in 1939.
As you contemplate the postcards and notes that tell this story, a German bomb explodes outside your window. Somehow, you are propelled back in time, waking in your cabin on the Titanic just as she sets sail. You have been given a chance to go back in time and successfully complete your mission once again.
Navigation through the game is fairly simple: the keys are your feet, and the mouse your hands. The view is a high-res SVGA window on the Titanic itself, and you can walk almost anywhere in the ship, talk to people, and interact with objects by clicking on them. This is a fully realized, fairly dynamic environment, though more of it should have been implemented (for instance, I saw the same guy walking the same hallway over and over again). Still, what has been done helps really bring the ship to life: You can inspect the china, walk the deck, and see people come and go. without even playing the game portion, and many Titanic buffs may want to pick it up for that purpose alone.
But that's not the real purpose: the adventure game is. And it's here that CyberFlix runs into problems from their past titles, most notably Dust. Their Dream Factory tool set allows the developers to create environments and populate them with "people" that are in effect digital sock puppets. Using a sequence of still photos of actors, they overlay expressions and mouth movements Clutch Cargo-like. (What game reviewers would do without the venerable Clutch as an insult I shudder to think.) The effect is...ineffective. Characters' heads twitch and grimace and talk at you like demented animatrons from the Hall of Presidents at Disney. The system allows writers to create and refine character dialog better than if they just shot and digitized video, which makes for more interactive exchanges. But visually it just doesn't work.
This is a pretty big problem, since a lot of game time and play is based around lengthy (veeeeery lengthy) dialogs with characters. There are a couple dozen characters to talk to, and they will give you clues, help with your mission, and send you spinning into all sorts of subplots, from the Irish maid and her illegitimate baby to the bad steel that may be in the Titanic. Social climbers, bon vivants, third class characters, aristocracy, businessmen, and other spies abound, and there is plenty to learn. I enjoyed exploring despite the twitching, talking heads, but after a time the protracted dialog sequences became tiresome. As interesting as some of these quirky characters can be, I simply got sick of hearing them yatter on.
Aside from talking to people, there are also objects to pick up and use to help solve puzzles and advance the story. For the traditional adventure gamer, there is not nearly enough of this, however, and the inventory management system makes what there is somewhat cumbersome. You'll find yourself running around the ship on a long list of errands and subplots, but most involve dialog sequences, not real puzzle solving. (Thankfully, you can hop from place to place using a map.)
Once you get through all these plots, you come to the actual point where the ship hits the iceberg. From then to the end of the game, you are racing against the clock to perform a number of tasks before the ship sinks, or your mission will fail. This part of the game can be a bit frustrating. I normally don't care for time limits in adventure games (they're just an artificial attempt to lengthen play time while you go through the sequence time and again), but it works okay here and fits nicely with the story. After all, if the ship were sinking, you'd have to hie your ass pretty damn fast to get things done.
Is Titanic a good game? Yes and no. Yes, there is an interesting story, a visually sumptuous and often thrilling re-creation of the ship, and much to do and see. But a disproportionate amount of time is taken up watching twitchy talking heads natter endlessly. How much you enjoy it will depend on how much you like interactive dialog. I was willing to go along with CyberFlix on this journey because they had a worthwhile tale to tell, but it certainly tried my patience at times.

Now Ensemble is back on the history train with the third official Age of Empires game. Age of Empires III moves the action to the New World, letting players lead a variety of European nations from the Age of Discovery through the Industrial Age. Eight playable nations battle across a wide variety of geographies -- from the swamps of Florida to the snowy passes of the Rocky Mountains. Players can recruit different Native American tribes and seize control of various trade routes. Material and technological support will be offered by the player's home city back in Europe.
The 24-mission campaign is very well designed. Divided into three large acts, it tells the story of three generations of the Black family. First Morgan Black, a Knight of St. John races to the New World to stop the Spanish from seizing a powerful natural wonder. Next, Morgan's grandson John and his Native American allies find themselves in the Seven Year's War. The final act shows John's granddaughter Amelia as the head of a railroad company making their way west.
I won't spoil the particulars of the story here but a common quest and a common enemy unite all three acts. The connections aren't always clear at first, but the associations start to build as the game goes on. Putting the pieces together isn't terribly hard but it gives a nice sense of purpose to the whole game and keeps you invested in the action.
While we're talking about the game's story, it's refreshing to see a game that covers this era of warfare without referencing either Napoleon or the American Revolution. While both are fertile ground for strategy game developers, it's nice to get something a little different this time around. Meeting Washington and Bolivar and taking part in the Seven Year's War adds a little authenticity as well as variety. On the other hand, some of the choices -- like finding Russians in Colorado -- may leave gamers scratching their heads in wonder.
The range of missions is pretty broad. There are plenty of defense missions where you have to protect a given structure or a whole town from enemy assault. In other cases you'll have to destroy or capture key structures. Along the way there are plenty of other objectives: rescuing captured settlers, seizing trading posts, liberating Native American settlements and a whole host of other tasks. Better still, many missions combine a variety of these objectives at once. While most of the missions let you build a base and start collecting resources, there are some missions where you have to make do with a set number of troops.
Outside of the single player campaign, Age of Empires III benefits from a very soild multiplayer interface. A few simple clicks take you to ESO2, Ensemble's online matchmaking service. Finding and joining games is remarkably easy and there are a wide variety of options to choose from. Different starting eras and resource levels will let players jump into as advanced a game as they want. The AI offers up a few taunts from time to time to (sort of) replicate the personality of a human player. It's a nice trick honestly, but the AI can't even approach the level of smack talking that goes on among the IGN editors.

It must take a lot of work to make a squad-based action game. On top of having to deliver all the core aspects that any shooter should have--things like responsive gameplay and great graphics and sound--a game designer working with squad-style gameplay also has to worry a lot about artificial intelligence. All it takes is a smattering of instances where a player's AI squadmates get stuck on a wall or take an inefficient path around a few obstacles to really shatter the illusion of working with a team and turn the game into a drone-babysitting simulation. Freedom Fighters, the new game from the developers of last year's great Hitman 2: Silent Assassin, deftly avoids the many pitfalls of AI squad tactics, and this, combined with great control, mission design, and presentation, makes for a truly fantastic game.

Freedom Fighters takes place in an alternate reality that never saw the dissolution of the Soviet Union. Instead, the Red threat has continued to grow since the end of World War II, taking hold in countries as close to home as Cuba and Mexico. The game opens with the plumbing team of Chris and Troy Stone paying a visit to the clogged sink of Isabella Angelina, who also happens to be a vocal member of a watchdog organization devoted to informing the American public about the evils of the Soviet Union. The duo enters her apartment to find that it has been hastily evacuated, and soon after, Soviet troops bust in to try to find her, only to capture Troy instead. The Soviet invasion of the US has begun.
After that brief setup, you're thrust into the role of Chris Stone, and you hook up with Isabella's resistance movement almost immediately. Operating from the sewers beneath New York City, the movement aims to overthrow the invaders and drive the communists out of the country. You'll start as a lowly member of the team, but you grow in popularity and influence as the game goes on, and Chris will slowly transform from an average 32-year-old plumber into a battle-hardened leader.
The game isn't terribly long-winded in its storytelling. Most of the game's plot is advanced by a series of humorous Soviet-run newscasts, which cover your actions as terrorist activities. Your missions are laid out in the rebel base, and the briefings are great at explaining the strategic significance of, say, reclaiming a high school building for the red, white, and blue. Though the story is told well and works great in the context of the game, it's pretty short on substance. Aside from a foreshadowed plot twist that you can see coming from a mile away, not a whole lot happens in the game. It must also be said that the game doesn't provide much closure at the end, simultaneously setting up for a sequel while not really leaving you with a tremendous feeling of accomplishment. A more climactic final mission would have gone a long way. These things hardly affect the incredible quality of the game's action, though.
At the outset, Freedom Fighters plays like a rock-solid third-person shooter, with smooth and responsive controls. You can shoot from the hip or raise your weapon for precision firing, which causes the camera to zoom in slightly for a cool over-the-shoulder view. You have an inventory of items and the ability to carry a pistol and one primary weapon, such as a shotgun, an assault rifle, a sniper rifle, a machine gun, a rocket launcher, or a submachine gun. You'll also be able to carry grenades, Molotov cocktails, high explosives, binoculars, and health packs that restore your health when used, though they can also be used to heal wounded civilians or other freedom fighters.
Once you've operated on your own for a little while and have gotten used to the control, thanks to some well-placed training messages, the game gives you the ability to command up to two other squad mates. By increasing your charisma rating--which goes up as you complete missions and can also be given optional boosts if you rescue prisoners or heal civilians--you can eventually control up to 12 soldiers simultaneously. Running with a crowd definitely makes Freedom Fighters feel like a much larger game, and the late-game firefights that erupt when you have a larger squad are extremely impressive and, more importantly, a lot of fun.
Squad control is both simple and effective in Freedom Fighters. You need only three buttons to command your troops on the battlefield. The recall button forces troops to fall in behind you. The attack button can be used to send troops after a specific soldier, or you can target a general area to get troops to cover specific locations. Finally, the defend button is used to get troops to hold their position. Tapping the buttons will assign commands to one member of your squad, but holding the button down for a split-second longer assigns the command to your entire squad, which is usually more effective.
The squad AI isn't perfect--we saw our troops get hung up when attempting to climb down onto some train tracks, and we saw one instance of a squad member not taking the most efficient path to its destination--but its rare problems are easily overlooked because the rest of the time they work very well, and using your team effectively is really satisfying. Squadmates support each other and naturally use the urban terrain for cover. You can effectively lead their charge, or you can let them do a lot of the work themselves and support them with covering fire. The squad dynamic lends the action a great deal of variety, ensuring that no two skirmishes will play out in quite the same fashion.

Each mission in the game has one main goal, but that goal is usually impossible to attain without performing a collection of secondary tasks. For example, you'll never be able to blow up a supply bridge while attack choppers are covering it, so you'll have to acquire some C4 and take out a nearby helipad to remove all choppers from the area. And you can't make your way into the police station while snipers are covering it from the roof of a nearby gas station. So you'll have to get behind the station and blow it up. Each mission usually has multiple locations, and you can move freely from one area to another via manholes found throughout the city.
Manholes also serve as the game's save system. The game is saved automatically whenever you move from one location to another, and you can also make quick saves there. There are enough save points to keep things fair, but not so many that you can remove the game's challenge by saving every few seconds. It's a good balance
Minimum Specifications 300 Mhz PentiumII or equivalent Windows 95/98 64MB RAM DirectX 7.0a compliant 8MB RAM 3D accelerated video card DirectX 7.0a compliant sound card DirectX 7.0a or higher (included) 4X CD-ROM Drive 500 MB uncompressed hard drive space Keyboard and Mouse