Wednesday, August 19, 2009

Gamespot Game review: Hearts of Iron III



Paradox interactive

Reduced micromanagement and streamlined automation make Hearts of Iron III an absorbing game of grand strategy.

The Good

  • Much more accessible to the masses than previous Hearts of Iron games
  • Revamped interface with more ways to automate micromanagement tasks
  • Added back-and-forth provides more feedback to your orders.

The Bad
  • Performance hitches and lags
  • Too- frequent typos
Flattening the learning curve is as much the focus of Hearts of Iron III as the Second World War, which the game depicts. Paradox Entertainment's third grand strategy go-round with Winston, Franklin, Adolf, and Joseph is a thorough reenvisioning of its predecessors, maintaining all of the game's complexities while distilling the hardcore micromanagement through a mostly superb interface. Although you still spend a great deal of time sifting through reams of data, it's now much easier to cut to the chase. So instead of getting bogged down by the minutiae of war economics, such as oil production in the Caucasus, you can head right for the much more satisfying aspects of WW II--like steamrolling Poland. Even with some technical glitches, this deeply engaging game is the most approachable and user-friendly that Paradox has ever released out of the box.

With all that said, Hearts of Iron III remains a serious real-time strategy game that is as intricate as the design of a Persian rug. Like its cousins Europa Universalis and Crusader Kings, Hearts of Iron III isn't a game that you will figure out, let alone master, in a couple of hours. The basic structure of the game is stock standard when it comes to Paradox's grand strategy lineup. The design blends the first two releases in the Hearts of Iron series with the 3D map and revamped interface of 2007's Europa Universalis III. So even though you get to look at a newfangled world map with 3D soldiers, tanks, ships, and planes moving about, the core of the game is still centered on taking control of a nation during the WWII era. Matches can be played solo or multiplayer over a LAN or the Net if you've got a lot of patience for the time it can take to finish such an undertaking. There are seven default starting dates that stretch from the nervous peace of 1936 to the beginning of the end in 1944. This lets you run through the whole 12-plus years of global insanity or pick your spot and replay history from such key moments as the German invasion of Poland or the aftermath of the Japanese bombing of Pearl Harbor. Success is achieved by outlasting foes and accumulating the most victory points by the time the clock runs out and the war era comes to a close.

As is typical of Paradox productions, the depth is mind-blowing. Just about everything you could imagine is modeled here. Democracy, fascism, and communism go toe-to-toe on the world stage, both diplomatically and on the battlefield, courtesy of the machinations of the Allies, Axis, and Comintern powers. Nations are fully stocked with leaders, including cabinet ministers and generals, all with their own skills and personalities. Laws are passed and national priorities are set that can mirror history or send things off on wild tangents. Some 15,000 provinces are ready for you to micromanage, with their traits being modeled right down to such natural resources as food and oil, as well as economic builders, such as factories, that contribute to industrial capacity. Armies, navies, and air forces are built from the ground up, then sent into battle at your command. Technology is researched to build better military hardware and improve economic production at home. Spies steal information from rivals and indulge in sabotage. Even weather fronts now roll across the continents, affecting military moves and economic production.

OK, all that may not sound like a tremendous amount of fun to wrangle with--especially if you remember the micromanagement hell of the first Hearts of Iron. But Paradox has made huge strides here. Much like Europa Universalis III, in Hearts of Iron III, you can choose how involved you want to be running the ship of state. Just about everything can be automated. Resources? Check. Diplomacy? Check. Spying? Check. Army building? Check. Fighting? Check. Yet this doesn't mean that the game runs on autopilot. Even if you cede nitty-gritty control to the CPU, you still direct things from on high, setting the priorities that your computer minions then carry out in a very intelligent fashion. Going into battle has been streamlined the most. Military matters are now sensibly structured via layers of headquarters. This enables you to take control of field-level HQs and direct battles manually or move up steps and give orders for specific battle theaters that direct all troops under this command to do your bidding. For example, in the early stages of the war in 1939 and early 1940, you can order Rommel's HQ to take Paris. This essentially mobilizes the entire Western front into action because all of the units under his command will then start pushing forward. No muss, no fuss.

You can take direct control of army groups when necessary, of course, although the artificial intelligence seems to do a superb job of smartly carrying out your directives. The only oddity here has to do with battle casualties; they sometimes seem impossibly low, with two people dying in a showdown among 20,000 infantry. There is also more back-and-forth with your underlings. When you issue an order, the HQ in question immediately kicks back a request for units it thinks are needed to accomplish the task, allowing you to tailor production accordingly. Tech research and production are similar, providing feedback to your efforts via bonuses that accrue the more you specialize. If you research and then crank out a lot of armor, you soon find that everything speeds up as your men gain greater experience and expertise.


All in all, this system flips the usual grand strategy formula on its head, in that you can now first focus on the big picture instead of getting so bogged down in micromanagement minutiae that you scramble back and forth with little consideration for the grand scheme of things. Only tech and production remain daunting because the menu screens for each are so loaded with numbers that you soon feel like a junior accountant at tax time. Yet even with this problem, you get the feeling that this is what Hearts of Iron was supposed to be all along. Now, you're actually in control of the game, not a slave to it. As a result, it's tough to stop playing because it's so easy to experiment with different approaches and muck up history. It's a blast to run through campaigns simply to see the many fascinating ways that they diverge from what happened in real life. One game might stick to the script with the single exception of the Netherlands signing on with the UK in 1938 to present a more united front against Hitler. Yet, the next might see something wacky, like Argentina battling the US in Central America, the French holding along the Maginot Line, or Switzerland joining the Allies and going on the offensive. Events never stray very far from the plausible, either, which makes games captivating for alt-history fans.

There are prices to be paid, however. This is one slow-moving war even when played on the most modern gaming rig. Background calculations seem to be so numerous that the game frequently lags. This is most annoying in the early stages of grand campaign games that begin in 1936 because the dull prewar years are stretched out. Graphical hitches are also common, particularly after the shooting starts. Because Hearts of Iron III isn't a twitch arcade game, this generally means that you just wind up scrolling the map too far and end up in Canada instead of the UK. But it's still frustrating. Slowdowns are accentuated when playing with 3D troop models, forcing you to switch to wargame counters for a smoother experience. Again, this isn't a big deal because the game has a strong wargame vibe anyways, though it still underlines the need for a patch. Another niggling issue is front and center when you start up the game. The tuition text is strewn with typos and translation errors, which makes it hard to sit through the otherwise amusing walk-through of the game's features by Hitler. Just about any native English speaker would be able to correct these glaring mistakes in about 15 minutes, so it's sad to see that Paradox let these go before shipping the game.

For once, allowing for greater automation has improved a strategy game. Reducing micromanagement increases the interaction you have with your forces in Hearts of Iron III because you really feel like a political leader instead of a drone shuffling troops across a map. This is still tailored for experienced strat heads and wargamers with a lot of patience, but the game is more accessible than either of its predecessors and a great jumping-on point for new players who want to make the leap into a grand strategy epic.

By Brett Todd, GameSpot

Gamespot Game preview: NFS Shift


Need for speed: Shift
Developer / publisher :Slightly Mad / EA games

After a long stint as an arcade racer, Need for Speed is heading into simulation territory with Need for Speed: Shift. Announced in January as part of a three-game announcement that includes Need for Speed: Nitro and Need for Speed World Online, Shift takes a new, more realistic approach to racing and will be going head-to-head against seasoned pros Gran Turismo and Forza for the attention of serious racing fans.

Thankfully it looks like the franchise is in good hands, with London-based Slightly Mad Studios (formerly Blimey Games) heading up development duties. According to Shift's producer, Suzy Wallace, Slightly Mad is SimBin--the team behind the high-scoring GTR FIA Racing, GTR 2, and GT Legends games--in everything but name after most of the original team left to form their new studio, and the team is working closely with EA Black Box executive producer Michael Mann and EA Games Europe senior vice president Patrick Soderlund (cofounder of DICE) to ensure that Shift, currently in a pre-alpha build, meets the franchise's standard

One of the immediately obvious innovations in Shift is the way it tries to simulate crashes; the development team is trying to re-create the jarring, often fear-filled experience. In addition to motion blur, you'll experience some violent camera shake--not too dissimilar to an onboard camera during crash replays--and you'll also experience temporary vision blur after crashes. This is accompanied by the typical audio effects involved in a high-speed collision, but also additional sound effects from your driver, such as a stress-induced spike in heart rate and even a sharp gasp of breath before impact. Lots of other small effects have gone into making Shift feel as realistic as possible, including tunnel vision at high speeds, subtle reflections coming off the windshield, and heat haze emitted from engines.

Shift is all about your experience as a race driver. The action will take place on existing, licensed racetracks, on new racetracks created for Shift, and on street circuits. There is no open-road racing this time around, and we were promised you won't be pursued by the police or have to take part in old-fashioned street races. Instead, Shift will feature 15 real-world locations in addition to fictitious tracks. We got a chance to see the Brands Hatch Race Circuit in Kent and a new London street circuit. The Brands Hatch course looks to be a faithful re-creation of the ex-Formula One racetrack, with a mix of long straights, sweeping curves, sharp corners, and hairpin turns offering variety throughout. Zipping around it with an Audi RS4 was a great introduction.

The London circuit is even more formidable than the purpose-built track, with the streets throwing in some particularly tight turns, all re-created in impressive detail. The location is instantly recognisable for anyone who has visited London. The circuit runs through the Thames' South Bank and the Victoria Embankment to the north, with dozens of famous landmarks flying past you, including the London Eye, County Hall, Houses of Parliament, and the Blackfriars and Westminster bridges. Shift has a dynamic weather condition, and this course looked brilliant at sunset. However, there's no word on whether you will be able to change the time of day manually or if there will be night races.

Unlike in some simulation racers, in Shift the focus is more on the driving experience than on amassing a sizable car collection, although it's unconfirmed if all of the vehicles in the game will be unlocked from the beginning. What is certain is that Shift will offer some exotic and highly tuned models, including the Porsche 997 GT 2, the Audi RS4, the Lotus Elise 111R, the Shelby Terlingua (a highly modified Ford Mustang made specifically for the Need for Speed series), the Chevrolet Corvette Z06, and the Pagani Zonda F. The game will feature more than 70 different cars in total, including hatches, classics, and exotic imports, and while we didn't get to see all of these, we did manage to get behind the wheel of the RS4 and the Terlingua and found them to look, sound, and feel incredibly authentic and true to life, complete with full race-day liveries. In fact, the car models looked so good that we almost found ourselves wanting to look more at the cars than at the road in front of us. In addition to creating realistic visuals, Slightly Mad is going for realistically performing cars, forgoing the rubber-band catch-up of arcade racers for damage modelling, with penalties to your car's physics, performance, and appearance should you hit too many obstacles in your way. The environments are also promised to be realistic, with animated crowds, race marshals, and LCD screens helping to re-create the race-day atmosphere


If you fancy an in-cockpit, first-person view, you'll be pleased to know that the insides of the cars look as meticulous as the outsides, with highly detailed dashboards, driver animations, and even full working instruments. In fact, you can get rid of the heads-up display entirely and rely solely on the car's gauges if you so desire, and you can peer around the cockpit or even out of the window. The team has also tried to make you feel like you're connected with the car in external camera views by having the camera jerk back when you accelerate and shunt forward when you're braking. Additionally, the HUD shakes when in bumper view to give you a feeling of speed and vibration.

Shift's AI drivers will range from aggressive hotheads to cool, calm, and collected drivers, and the game's grudge system will ensure that aggravated drivers with a personal vendetta will seek out their revenge. Despite this, you won't have to worry about the marshals getting in the way with drive-through penalties or yellow flags. You'll also be able to compete against other humans. Though we didn't get to experience Shift's multiplayer, the game will support 16 players in online races. Need for Speed: Shift combines impressive real-world locations and cars, solid simulation gameplay, and some interesting additions to help immerse you in the racing experience. It's currently set for an autumn 2009 release on the PC, Xbox 360, PlayStation 3, and PSP. In the meantime, stay tuned to GameSpot for more on Shift as it approaches.








Gamespot Game preview: DiRT


Publisher: Codemasters Genre: Rally Platform: Ps3 -XBOX 360 -PC.

The original Dirt--a rally racing game carrying on the legacy of the Colin McRae series--won over fans and critics with its combination of gorgeous visuals, varied events, and an impressive damage modeling system. In other words, it was a hit across the board, which naturally means that Codemasters is hard at work on a sequel. Known quite simply as Dirt 2, this follow-up was unveiled by the English publisher at a press event last night in San Francisco.

During the presentation, the big theme that Codemasters was hammering on for this sequel was the idea of off-road racing with an extreme sports attitude. What does that mean, exactly? The first game featured voice-over work by motocross legend Travis Pastrana, but this time around Codemasters is looking to go full tilt with the game's presentation. A teaser video revealed a scene from the player's RV, the hub where you control all your career mode exploits, and it was a raucous collection of grime, half-naked women, and general insanity. That should serve as a good hint of what the overall attitude will be.


But of course, this is still a racing game, and gussying up the user interface will take you only so far. Thankfully, Codemasters revealed some intriguing information about the type of racing you'll be doing this time around. The biggest chunk of information they let out is the inclusion of stadium rally events. They showed a gameplay video of a fictional stadium built around London's Battersea Power Station, with all manner of twisty dirt roads, puddles, and smoke stacks making up a very gritty and industrial-looking setting. Another similarly fictional stadium they mentioned is one set in Los Angeles for an event they're calling the Stadium King Shootout. Apparently, they've done work to the engine to make these stadium events feel quite massive, with crowd sizes going from 40,000 in Grid (a Codemasters racing game using the same engine released last year) to 120,000 in Dirt 2.

However, it's not just the number of fans watching you peel out and smash your front end that has been tweaked. A tech video shown during the presentation revealed some other enhancements to the game's engine. The biggie is probably advanced water physics: the game will be going beyond the rain-slick roads in the first game to include puddles that appear to be at least a foot deep. This new type of hazard ought to severely impact your driving ability and add a new dimension to the way you'll be racing around the course, because no longer will the optimal line around a corner always be the best one to take if it happens to bring you through a miniature lake.

In terms of locations, you can expect to see races held in London and Los Angeles, as previously mentioned, but also in some less expected spots, including Croatia, China, and Malaysia. Those Asian locales should come as quite a departure from the European-heavy settings in the first game. Another welcome departure is in multiplayer mode: you will now be able to take part in online matches against other drivers in real time. If that doesn't get you excited, you're probably not familiar with the first game's solitary, time-trial multiplayer, which felt like little more than a mean prank in the context of the great game built around it.

We'd love to have seen more on Dirt 2 than the few brief videos shown during this presentation, because what we did see looks promising. You can expect more coverage leading up to the game's release, which is currently slotted for late September.

Monday, August 17, 2009

Review Intel Core i7-975 Extreme Edition

TODAY SPECIAL REVIEW FROM Techgage
by Rob Williams from techgage.com

Where has the time gone? It feels like (to me, at least), that Intel just dropped their Core i7 launch processors, but in reality, it happened a full seven months ago. That's a long time in CPU years, so what about a follow-up? Don't fret... Intel is delivering just that today, although exact availability is yet to be seen.

To quickly recap, in November of 2008, Intel kick-started their i7 line-up with the mainstream i7-920 ($284), the mid-range i7-940 ($562) and also the high-end i7-965 Extreme Edition. Since then, nothing else Core i7 has launched, although a few Core 2 Quad's have, such as the S series (power-efficient) and also some budget Quad-Core.

Intel today launches two models that are set to replace two already launched. The main focus from the company is the i7-975, an Extreme Edition, which boosts the i7-965's clock speed from 3.2GHz to 3.33GHz. It's a sure thing that the i7-975 will eventually replace the i7-965 wholly, but when that will happen is unknown.

Also new is the i7-950, a 3.06GHz part that bumps the clock speeds of the i7-940 from 2.93. Like the i7-975, this model is likely to entirely replace the i7-940. It's important to note that speculated pricing for these two new models put them a little more expensive than the previous parts, but it's highly doubtful that they will stay at such prices for long.

Closer Look at Intel's Brand-New i7's

The i7-950 and i7-975 are more evolutionary than revolutionary, or as many like to call them... "speed bumps", meaning that the architecture is the same, but the clocks experience a boost. Although Intel hasn't been entirely open about any other changes made, it's been rumored that minor changes have also been made to the chip to help improve overclocking, but we'll have to wait and see what overclockers can accomplish before we settle on that.

As you can see in the chart below, Intel currently has a huge line-up of CPUs (excluding Dual-Core), with five Core i7 total. Core i5 will soon be added to this list, but not until around late August/early September when the chips start to flow to the market. As it stands though, the top two models are the only to use a 6.4GT/s QPI, while the others use 4.8GT/s, although the real-world differences between the two are difficult to pinpoint.
Special Review by Techgage.com

If you wanna rock this stuff visit Amazon.com

Review Microsoft Xbox 360 Wireless Controller for Windows


Im sorry before,For this product i never have it before so..the review is from Techgage they have full review.

I tested the controller throughout a few games, but I pretty much already knew what type of performance I should be getting, since I can't keep my butt off the actual 360 console. At any rate, Microsoft sent along a copy of Moto GP3 with the controller, so I tested that one out first. One thing I should mention, is that I could not get the vibration to work no matter what I did. However, I am going to blame this on my PC and not the controller, because I could not even get my Logitech Rumblepad to rumble anymore and it used to no problem.

Also, for a game to be fully compatible with the 360 controller, it should state as such. Where it is supposed to state it, I have no idea but Moto GP doesn't say it anywhere. I looked on the MS website and couldn't find a list there either.

I admit, I completely suck at moterbike games... especially Moto GP. The controller performed quite well though even though the default configuration was a little odd. One thing that I did notice though, was flying down a straight-away, my bike would turn to the left ever so slightly. I went straight to the Windows joypad configuration and recalibrated it whiched seemed to have fixed the problem though. The controller worked great once that minor tweak was done and I had no issues at all.

The same goes for NFS: Underground 2. I completed that game on the computer with the Logitech Rumblepad 2, and I can say that I wish I had this 360 gamepad back in the day. Both controllers worked perfectly, so it comes down to which you prefer... the PlayStation or Xbox 360 controller. Again, the same for Fantastic Four; The gameplay was perfect and was exactly as I expected. I have no complaints at all about the gameplay in any game, but wished I could have gotten the rumble to work in these games, since they all did support them.
onclusions

There is not too much bad that can be said about the controller. Since I have wanted an Xbox controller for the PC for quite a while now, I was very pleased when this one was announced. Since I also own a 360, It's an even better value because I can use it for both platforms. I am still puzzled as to why the rumble feature of the gamepad would not work, but I will be doing some investigative work. As always, if someone out there has the gamepad and has their rumble feature work, please let me know!

There are three main things that hurt this controller. The first is that the top two buttons can get in the way when you use the triggers, depending on how you hold the controller. One experience on the console, was that while racing in PGR3, I would accidently hit it and it would change my view... in turn messing up my run. The second problem is that it is NOT WIRELESS. I can only ask why why why, because it's wireless for the console. We have wireless mice and keyboards, so why not this gamepad?

Review by Techgage

Review Western Digital Caviar Black 1 TB


Hard-plate and strong that's first think in my mind when i buy this HD last week ,i bought it from Amazon.com,With capacity 1 TB its surely imagine the real storage specialy for hardcore gamer and download maniac..from my experience this stuff is really give the easy way to install game up to 17GB like GTA IV or The Sims 2 expansion pack with more than 5 expansion pack that's surely bite up your hardisk space,if that happend usually the game will be slow and many Lag,so if you have some bucks and you don't know what will you do with your money i suggest you to buy it and TRY IT!

Technical Details

  • 1TB Capacity
  • 3 Gb/s SATA
  • 32MB Cache/Buffer Size
  • 7200 RPM Spindle Speed
  • 145 Mbytes/s Buffer to Disk Transfer Rate
Product Description
WD Caviar Black drives combine a high performance electronics architecture with a rock solid mechanical architecture to deliver the perfect storage solution for your fully-loaded PC or maxed out gaming machine. Cool drive operation, no-touch head technology, and leading-edge vibration protection ensure enhanced reliability and sustained data throughput. And we back it all up with a 5-year limited warranty.
Features Include: Spindle Speed 7200 RPM, Formatted Capacity 1 TB, Cache/Buffer Size 32MB, Dimensions WxDxH 4" x 5.787" x 1.028", Weight 1.52 and Interface Type SATA 3 Gb/s. Transfer Rates: Buffer To Host (Serial ATA) - 3 Gb/s (Max), Transfer Rate (Buffer To Disk)

Review by Author
Item description: Amazon.com

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