Earth is burning. Striking from beyond known space, a race of terrifying machines have begun their destruction of the human race.
As Commander Shepard, an Alliance Marine, your only hope for saving mankind is to rally the civilizations of the galaxy and launch one final mission to take back the Earth.
RATED 9/10 IGN! "It delivers a sense of speed unmatched on the iPad right now that will have you moving not just your hands, but your entire upper body....I love it when a game grabs me like that." — IGN, Levi Buchanan.
Drive the world's fastest cars with the hottest HD graphics on the App Store. It's a white-knuckle iPad essential!
iPAD EXCLUSIVE FEATURES
- 8 Exclusive Cars, 28 Cars Total
- Stunning HD Graphics
- Physics-based Acceleration
- Ultra-responsive Manual Controls
Only iPad feeds your need with 8 exclusive cars (like the Bugatti Veyron 16.4, Koenigsegg CCX, Lexus LF-A Concept, and Nissan GT-R (R35)), plus accelerated HD graphics, rear and side view mirrors, acceleration control, and visual brake pedals and shift gears.
The expansive iPad screen gives a hyper-real in-car cockpit POV and a brutal first-person crash dynamic. Race through the sweeping skylines of 18 tracks in Chicago, London, and Tokyo. See and feel the roaring engines, squealing tires, and crunching collisions. Above all, get speed, speed, and more speed. You'll really see why this is the most visceral racing game for iPad.
Shift into either local WiFi or live Bluetooth Multiplayer across 6 game modes to take on friends on the track. Fine tune performance and add custom details. Jump into Quick Race or dominate the circuit in Career Mode. Select 3 Difficulty Settings (Rookie, Pro or Veteran), and track your evolution with DRIVER PROFILE.
Finish what you started. Complete the mission unveiled in the first opus of one of the most acclaimed FPS games on the App Store, this time on fronts all over the globe. Modern Combat 2: Black Pegasus HD further improves the exemplary gameplay of the first Modern Combat game for an astounding immersion in a modern war experience and the one of the most complete FPS multiplayer games on the iPad.
Features
- Throw yourself into 12 battlefields set in the Middle-East, Eastern Europe and South America.
- High-definition 3D graphics, enhanced for the iPad.
- Use 15 weapons from real military forces that you can now gather directly from your enemies.
- Blur effects when taking fire and dynamic lightning on your weapon contribute to the immersion.
- Engage in 10-player online and local confrontations.
- Choose between 4 multiplayer modes: Battle, Team Battle, Defuse the Bomb & Capture the Flag.
Get your adrenaline pumping for the newest edition of the Asphalt series. Discover 42 cars & bikes from Ferrari, Lamborghini, Aston Martin, Ducati and other world-class manufacturers. Build a collection in your 3D garage that you can explore using the gyroscope, then tune your vehicle & customize it with decals before tearing up the streets of L.A., Tokyo, the Bahamas & other beautiful locations, each rendered in HD and taking full advantage of the Retina display. You’ll be driving against tough opponents in 11 different leagues with 55 events plus Online/Local Multiplayer for up to 6 players
It's the biggest and best soccer game on the App Store! The larger Multi-Touch screen on iPad delivers an incredible measure of visual excellence and sets the stage for a total soccer experience like you've never seen before.
The HD-visual quality of the iPad makes every detail springs to life on the field. Team colors are ultra vibrant. The green of the grass is even more glorious. Capture the passion and power of the world's favorite sport with an unprecedented level of visual clarity that you can only get with iPad.
Take the field with superstars like Real Madrid's Kaka and more! Match up more than 500 teams updated for this season from real leagues around the world and march into action in 35 authentic stadiums. Make your squad the team to beat in the Premier League, La Liga, MSL, and more. Play in Season Mode, Tournament Mode, and Quick Match (if you prefer to kick it in more casual style).
The world of soccer is truly in your hands. Better touch controls let you play with panache. Control the ball and the action with 360° player movement and gesture-driven skill moves. Swipe a player to make an attacking run! Pull off defense-splitting passes, rifling shots, penalty kicks, and pro-style tricks!
FIFA 11 on iPad truly kicks it to the next level!
NOTE: PLEASE BE PATIENT WHEN DOWNLOADING! Because of the high-quality graphics and sophisticated animation, FIFA 11 for iPad has a larger file size. It might take a little longer to download.
Relive the brutal combos and vicious fatalities that made Mortal Kombat one of the most iconic videogames EVER!
10 Klassic arenas await you in Arcade Mode, pitting you against 13 klassic Mortal Kombat warriors like Scorpion, Sub-Zero, and Sonya Blade. Kustomize your button layout and dominate your opponents in head-to-head battle. Then "Finish Him!" with epic Fatalities and humiliating Babalities. Plus, ALL-NEW 2-Player Mode brings arcade competition to the tablet. Now you and a friend can fight head-to-head on the same iPad
With origins as an Amiga game in the early '90s, Babylonian Twins has a long and storied history. The game allows players to switch between two unique characters, both of whom have unique abilities which will be used to navigate around enormous levels. We found the game to be extremely challenging--despite it's kid-friendly art--and its head-scratching puzzles are incredibly satisfying to solve. With that being said, the best target audience for this game is the older crowd that can appreciate a truly challenging platformer. Worthy of special mention is the original Iraqi-influenced musical score, which is both soothing and appropriate for the setting of the game.
Overview:
Immerse yourself in events that set the stage for the action-horror storyline of Dead Space 2. Featuring a hardcore game experience and a rich audio environment specifically designed for your iPhone & iPod touch, this is the first Dead Space storyline ever devised for iOS.
Three years have passed since the destruction of the Marker in the first Dead Space story. Now, experience first-hand the events that unleash the Necromorph hordes once again. You'll find yourself on a mission of uncertain purpose in the Mines of Titan. Soon, however, the truth of your situation will become grotesquely clear... Featuring a fully voice-acted stereo soundtrack, plus a movie-quality score and sound effects, we recommend experiencing the game with headphones for full immersion.
Get on with the business of strategic dismemberment...and discover your fate
I-Pad
- Thoroughly engrossing on iPad, play an exclusive and original vision of the acclaimed franchise specifically designed for the iOS platform
- Set the stage for the action-horror storyline of the Dead Space 2 console game
- Be immersed in a fully voice-acted stereo soundtrack, plus movie-quality score and sound effects
- Enjoy cutting-edge visuals, rich in effects and atmospheric lighting
- Monitor status with an on-screen HUD seamlessly integrated into the game environment
- Battle Necromorphs with simple swipe and tap controls that offer accessibility without sacrificing depth
- Navigate 6 varied environments
- Access the ALL-NEW Plasma Saw and Core Extractor, plus 3 more weapons from the Dead Space universe
- Utilize true physics-based Kinesis and Stasis Modules well-known to players of the original Dead Space console game
- Buy & download upgrades in the in-game store
- Register your Dead Space game for iPad and get a special unlock in Dead Space 2 for Xbox 360, PLAYSTATION 3, or PC
download Link:
http://click.linksynergy.com/fs-bin/click?id=wc7vji4t5ns&subid=&offerid=146261.1&type=10&tmpid=3909&u1=eacom_DeadSpaceiPad&RD_PARM1=http%3A%2F%2Fitunes.apple.com%2Fus%2Fapp%2Fid396019894%3Fmt%3D8
Game Type : ISO
Files : 200 Mb X 7 + 35 MB
Game Size : 1.4 GB
1. Unpack release
2. Mount image or burn it
3. Install
4. Play the game
This expansion require Majesty 2: The Fantasy Kingdom Sim
installed to play
http://www.fileserve.com/file/tg3q9g4 http://www.fileserve.com/file/CnJAgQ7 http://www.fileserve.com/file/t4gD9GT http://www.fileserve.com/file/N756egG http://www.fileserve.com/file/f8hsDkT http://www.fileserve.com/file/ZZmR76M http://www.fileserve.com/file/S3SnMMb http://www.fileserve.com/file/h5SD8np
Minimum system requirements:
OS: Windows XP/Vista/7
Processor: Intel Core 2 Duo E2140 @ 1.6 GHz/AMD Athlon 64 X2 3200+
Memory: 1.5 GB
Hard Drive: 9 GB free
Video Memory: 256 MB
Video Card: Nvidia GeForce 7600/ATI Radeon HD 2400 Pro
Release name: Bulletstorm Proper-FLT with SKIDROW CRACK
Size: 6.94 GB
INSTALL NOTES
1. Unpack release
2. Mount or burn the image
3. Install using serial : XXXXX-XXXXX-XXXXX-XXXXX-XXXXX
4. Copy all files from the SKIDROW folder to the game installation and Delete these two files:
BinariesWin32ShippingPC-StormGame.exe.zdp
BinariesWin32ZdpZdpConfig.xml
5. Update the game with the content from UPDATE folder
6. Support the companies, which software you actually enjoy
Please Copy Url :
http://www.fileserve.com/file/ysmWB9A/PcBS.part11.rar
http://www.fileserve.com/file/R5hUT6c/PcBS.part10.rar
http://www.fileserve.com/file/QRUY6h6/PcBS.part09.rar
http://www.fileserve.com/file/mF34G3x/PcBS.part08.rar
http://www.fileserve.com/file/SYfQYsU/PcBS.part07.rar
http://www.fileserve.com/file/6pGyaQ7/PcBS.part06.rar
http://www.fileserve.com/file/Tuhanwk/PcBS.part05.rar
http://www.fileserve.com/file/mbcDPcP/PcBS.part04.rar
http://www.fileserve.com/file/tcVzUX8/PcBS.part03.rar
http://www.fileserve.com/file/dcvrXZ8/PcBS.part02.rar
http://www.fileserve.com/file/a23r9Kz/PcBS.part01.rar
When Monday Night Combat debuted on Xbox Live Arcade last August, it greeted players with a fairly forgettable introduction. The braying announcer, simplistic action, and limited tutorial didn't paint the whole picture, leaving players to push on and discover the joys of this dynamic and entertaining shooter for themselves. Now available for the PC, Monday Night Combat still begins with the same limp intro, but once again, it soon proves to be a novel and engrossing combat experience. The clever gameplay mechanics that worked so well on the console are in fine form here, and developer Uber Entertainment has made a host of small tweaks that preserve the core action and maintain the balance between character classes. These small changes won't be apparent to most, but the effect will be: Monday Night Combat runs beautifully and feels like a natural fit on the PC. Easy to pick up and packed with a diverse array of satisfying and strategic ways to play, Monday Night Combat is a great new place for shooter fans to flex their itchy trigger fingers.
Monday Night Combat has two core gameplay modes: Blitz and Crossfire. In Blitz, which you can play solo or online with up to three other players, you must defend a shiny disco ball full of money from waves of robot attackers. These greedy bots come in many varieties, and each poses a unique threat, from stout soldiers and bounding gorillas to flying suicide bombers and walking mortar cannons. Killing bots earns you money, which allows you to upgrade your soldier's skills, install defensive turrets at designated locations, and use battlefield hazards to your advantage. Money is also the ultimate tally of your triumph in Blitz mode, and if you successfully defend your money ball, your score gets posted to the online leaderboards. Blitz comes in a few different difficulty levels, and while you can complete the easiest mode by yourself without too much trouble, the tougher ones will strain even experienced teams. Beating these challenges and striving for high scores has some limited appeal, and it's a good way to familiarize yourself with the four different turret varieties; the various soldier-specific skills; and the sharp, responsive controls.
That familiarity comes in handy when you tackle the real attraction in Monday Night Combat: Crossfire. This mode builds on the tower defense-style gameplay of Blitz, challenging you to defend your money ball against waves of hostile robots while earning money, upgrading skills, installing turrets, and the like. The twist is that there is now a team of up to six human soldiers behind those robots. These opposing players are gunning for you, assaulting your defenses, and trying to ensure that those hostile robots do make it to your money ball. Once there, the robots tear down the money ball's shields, making it vulnerable to your human opponents who are trying to destroy it and claim victory. While you are embroiled in this defensive effort, you must also make offensive moves of your own by escorting your friendly robots to the enemy money ball and combating your opponents' defensive efforts. With so many potential objectives on the battlefield, the action is perpetually shifting focus as the two teams struggle to find a way to exploit the enemy's weakness while shoring up their own. This six-on-six struggle is engrossing, and the handful of arenas are designed so that any given area affords different offensive and defensive opportunities at any given moment. It's a hectic, novel twist on objective-based competition.
Crossfire presents a clever challenge, but what makes it truly compelling are the six different soldier classes. Each variety of soldier wields two weapons and an array of skills that allow him or her to contribute to the team in powerful ways. The assault soldier is speedy and tough, best played aggressively thanks to his high-damage assault rifle, remote mines, and ability to fly limited distances. The support soldier, on the other hand, can play a more versatile role; shoring up defenses by repairing turrets and healing allies and then taking the offensive by hacking enemy turrets and calling in mortar strikes. The gunner soldier wields a deadly minigun and an explosive grenade launcher while boasting a room-clearing ground pound and the ability to set himself up as a turret to increase his damage and accuracy. The tank soldier can also make himself into a turret or bull-rush his enemies out of the combat arena, and his fiery jet gun is a great reimagining of the classic flamethrower. The sniper soldier is pretty self-explanatory, but his deployable traps and surprising grapples make him a threat from all ranges. And then there's the assassin soldier, a superquick ninja lady who kills from behind, shoots ricocheting shurikens, and traverses the map with alarming speed.
With so many abilities and weapons at play, it can be tough to know where to start. Monday Night Combat only offers a tutorial for the assault class, leaving you to read up on the others in the "How to Play" section of the pause menu. Furthermore, each class can pay to level up its skills, often adding a powerful bonus where you might expect an incremental improvement. With all this variety and complexity at play, the competitive Crossfire can be a bit daunting at first. Yet with so many ways to contribute on the battlefield, even novice players should have no trouble finding a way to help the team. As your battlefield knowledge increases with each match, you really start to get a handle on the action. Then you can begin to explore the finer points of combat. You might be motivated to work on your assassin-killing strategy after taking one too many stabs to the face. Or you might choose to experiment with optimal placement for the support's sentry turret. Learning the range of the tank's jet flame and the capacity of the gunner's jetpack can increase your effectiveness, as can knowing which class can deploy which type of unique robot. After you get past the initial learning barrier, it becomes immensely satisfying to explore the complexity of each class, finding new and clever ways to thwart your enemies.
You also explore different ways of spending the money you earn. Deciding when to invest in a few turrets or to wait for a powerful but expensive ability upgrade is a tricky proposition that changes with each match you play. There are only five maps available in Crossfire, but each has enough going on in it to prevent you from soon tiring of them, and the lengthy list of dedicated servers ensures you can easily find a match when you want one. As you earn money for participating and doing well in combat, you level up and earn new accolades that you can attach to your name. You can also unlock custom classes that allow you to tweak the attribute bonuses, but not the loadouts, of any class you like. This small degree of persistence is a nice little reward for your efforts and offers just enough customization to mix things up without upsetting the delicate balance of power between classes. Each soldier type can be played in a number of ways, and discovering new strategies and maximizing your battlefield effectiveness is an engrossing challenge. The clever combat design and well-tuned class complexity make this a great online multiplayer class-and-team-based, third-person tower defense shooter. And if that's a bit wordy for you, then just call Monday Night Combat a very addictive and very entertaining game.
Maybe it's not so good to be the king. Monster Kingdom, the third expansion for the real-time king simulation Majesty 2, sees your titular character booted off the throne and sent into exile with just his sidekick for company. Scrambling to get back to power requires cozying up to the creatures that you spent most of your time killing in the previous entries in this franchise, which gives this add-on a different vibe from its predecessors. While the gameplay formula remains focused on managing a fantasy kingdom by decree, everything is freshened up because you can boss around creepy ratmen and liches instead of the heroes of the earlier games. This isn't going to turn around non-fans or spark those who have gotten bored with the series, but the inventive premise and somewhat scaled-down difficulty result in a game that's a step above its lackluster and brutally hard predecessors, and also offers a number of core gameplay enhancements that make the campaign more playable.
Everything should be familiar to veterans of Majesty 2 and its Kingmaker and Battles of Ardania expansions. The heart of the gameplay has been carried over intact to Monster Kingdom. You still play as an anonymous monarch being advised by a toady, and control remains one step removed from you. Although you order up buildings and units like in a typical real-time strategy game, you never have direct control over troops. Instead, you place flags offering rewards to units that explore the map, attack enemy lairs, and defend structures. Offer enough gold as a bounty, and the unwashed masses will leap to your aid. As with the earlier games in the franchise, this is good and bad. Hands-off management makes you feel like a real ruler since you can only motivate subjects to do your bidding. But this also lends the game a certain aloofness because you feel a step removed from the action.
With that said, mechanics have been improved. Units here seem to hop to it faster than they did before, responding more quickly when you plop down flags. They still take their time, and will occasionally ignore vital goals as you jack up the attached reward to the point of depleting the treasury. But the wait never drags out so long that you want to put out an APB. Monsters also seem to be handier when you need them, especially for defense tasks. When your buildings are being demolished by rampaging giant spiders, for instance, defenders are always there to help. Before, your troops often seemed to be goldbricking so much that you started to think they'd gone and joined a union. This alone makes the campaign a more enjoyable romp than those in previous Majesty 2 releases.
Virtually all of the content comes in the new single-player campaign, which is structured similarly to those in the previous Majesty 2 games. You proceed through the saga in linear steps, completing one mission before unlocking the next one. The scenarios play out as a drive to make it back to the throne with the assistance of the monsters that used to be your archenemies. Missions are sort of a Bizarro World version of the usual Majesty 2 shtick, with you fighting to recruit ratmen, goblins, liches, minotaurs, and the like, at times actively reversing the gains made against these beasts in the earlier games. Some of the fantasy atmosphere of this wannabe epic is lost as a barrage of typos appear in almost every text box that pops up on the screen, but the story is more intriguing than the random scuffles slapped together to make up last year's Battles of Ardania.
Much of Monster Kingdom's appeal relies on the cool factor of fielding monsters in place of human, elven, and dwarven warriors, clerics, and mages. The basic structure of gameplay hasn't been altered, however, so you follow the same philosophies as in previous games when constructing guilds, markets, guard towers, bazaars, and so forth. Units are used the same way as well. Troops look different and come with new special abilities, spells, and weapons, but really you're playing the same old game with evil monsters in place of the good guys. So a mage is still a mage, and an archer is still an archer. Switching sides livens everything up, though. Just listening to the new order acknowledgments as well as the random comments from vampire tax collectors as they do their rounds gives the game a whole new vibe.
The frustration factor has also been lessened. Where the two previous add-ons were murderously hard, plopping you down in the midst of umpteen monster lairs that generated waves of skeletons, wolves, and those extremely obnoxious bearmen, Monster Kingdom eases things up a bit, particularly in the first few missions. This is still an extremely tough game, thanks to goodies like indestructible spider-generating garbage heaps on your doorstep and routine destructive flyovers by the likes of level-20 dragons. But it doesn't seem so much like the game is actively cheating you with unfair surprises around every corner. You've at least got a chance to beat a mission the first time through, which leads to much less trial and error. You're more likely to get hooked on the unique kingdom-management gameplay than to throw your mouse across the room, which is a real step forward.
If you're tired of Majesty 2's core gameplay after the original game and its multiple expansions, there probably isn't anything in Monster Kingdom that will revive your interest. But this is still a noticeably better effort than the two previous add-ons, with an innovative campaign, a much more reasonable level of difficulty (particularly in the early stages), and some tweaks to basic mechanics that ease up the sense of frustration that accompanied setting down mission flags in the earlier games. It's definitely worth a look for anyone still up for some hands-off kingdom management.
Sci-fi first-person shooter Bulletstorm is a celebration of adolescent crassness. It is neither artful nor sophisticated, proudly wearing strings of obscenities as a badge of dishonor. Subtle it isn't; entertaining, it is. Where the meatheaded characters and forced, childish dialogue fail, the gameplay mostly succeeds, pushing you through a variety of attractive environments and encouraging you to "kill with skill." In Bulletstorm, you earn points by kicking your enemies into cacti, shooting them in the rear end, and flinging them into the air with your electric leash, among many other variations and combinations of bullets, boots, and exploding barrels. You spend these points on ammo, weapon upgrades, and more, giving you reason to perform these moves beyond the initial gratification they provide. Bulletstorm is sometimes ludicrous and often ludicrously fun--an enjoyable and occasionally embarrassing journey to the profane future it predicts.
The Confederation of Planets' General Sarrano is a product of this future. This potty-mouthed, wholly abhorrent man is part of a secret army called Dead Echo--as was Grayson Hunt, a grunt who discovered that the targets that Sarrano ordered his team to execute were innocent of wrongdoing. Years later, a drunken Grayson, thirsty for revenge, leads his crew of mercenaries into a battle they're ill-prepared to win. Grayson and Sarrano both crash-land on the planet Stygia, where Grayson's quest for vengeance is coupled with his plan to escape. As Grayson, you are accompanied by Ishi, a colleague constantly fighting to control the robotic AI used to patch his brain after he's injured during Grayson's alcohol-fueled rampage.
Ishi is Bulletstorm's best character: conflicted, temperamental, and unpredictable. Nevertheless, praising any of this game's characters is somewhat of a backhanded compliment, given their shallow penchant for describing events, emotions, and each other using four-letter words combined in various nonsensical ways. A few of these bizarre outbreaks of sexual innuendo might be absurd enough to put a momentary grin on your face, but the cringe-worthy dialogue isn't coupled with, say, Duke Nukem 3D's hysterical hypersexual excess, Serious Sam's vibrant surreality, or Vanquish's tongue-in-cheek skewering of modern video game machismo. In fact, Bulletstorm's finest narrative moments are those that leave the trashy talk behind and touch ever-so-briefly on Grayson's guilty conscience, and his attempts to help Ishi conquer the AI infesting his mind. Unfortunately, the verbal sleaze gets tiring quickly and undermines any attempt at serious storytelling. Perhaps developer People Can Fly meant for this dialogue to be so over the top as to be side-splittingly funny. Instead, it comes across as a forced attempt to appeal to our basest instincts.
And so Bulletstorm lacks wit, but it has no shortage of entertaining, in-your-face action. The six-hour campaign is packed with fun shooting made even more enjoyable by the way you earn rewards for being awesome. Your awesomeness begins with the energy leash, which lets you grab foes from afar and yank them toward you. Doing so causes them to helplessly hover in the air for a few seconds as if the laws of time and gravity were temporarily suspended just for that particular enemy. This moment of stasis is your chance to kick screaming masked mercenaries into electric fields, fill their heads with lead, and drop exploding crates onto them. You can slide into them at great speed and knock them off cliffs, use airlocks to send them into the vacuum of space, and feed them to flesh-eating plants. These clever kills are called skillshots and are accompanied by a pop-up proudly proclaiming the name of your move and how many points you earned from it.
Skillshots have such names as "Rear Entry" (a kill involving shooting an enemy in the hindquarters) and "Mercy" (shooting an enemy in the groin and then killing him with a headshot). The immature innuendo thematically ties the gameplay to the narrative, but the fun doesn't come from the titles of the skillshots; it comes from the discovery of new ones and the successful performance of ones you already know. Various environments give you different ways of exterminating Sarrano's cronies, letting you use poisonous pods, swarms of killer flies, and electrified billboards to your advantage. It also gives you a number of excellent and enjoyable weapons to wield, which have specific skillshots attached to them as well. The assault rifle and shotgun are much as you would expect, but a few of these deadly instruments give you intriguing ways of dealing with your screaming foes. The most interesting of these is the flailgun, which fires two grenades linked together by a chain. The chain wraps around your target and immobilizes him, and then you detonate the grenades, annihilating your enemy--and possibly many other enemies in the blast radius. These weapons also have exciting secondary modes. For instance, with the revolver known as the screamer, you can fire a flare into enemies that launches them into the air before exploding and setting fire to nearby grunts.
These elements come together in enjoyable and interesting ways, and when you are surrounded by enemies, the tempo is quick and satisfying. You can slide along the ground and into a foe, which recalls the rocket sliding mechanic in 2010's Vanquish. While that game progressed at a breakneck pace that Bulletstorm never approaches, the similar mechanic here still produces moments of slick energy that culminate in spurts of blood and piercing shrieks. You can exercise crowd control with the leash's Thumper upgrade by slamming your whip down and launching enemies into the air, where they hang for several moments while you fire at them with abandon. There's a lot happening much of the time, with explosions filling the screen, mutants covered with bulbous growths charging at you, and lumbering minibosses demanding your attention. Even so, Bulletstorm makes you feel skillful, for two main reasons. Firstly, a smooth difficulty curve and frequent weapon upgrades allow you to keep up with your increasingly challenging enemies. Secondly, the skillshot notifications serve as a constant reminder of how talented you are. You even earn points for certain mundane actions, such as holding down a mouse button to view a scripted event.
Other aspects of Bulletstorm are more run-of-the-mill. Debris always falls in such a way as to force you down a very linear path, as it so often does in first-person shooters. This linearity is emphasized by the game's wholly contextual jumping. (You can leap over objects only when the game gives you the button prompt.) It can also lead to overcrowded battles in which your companion (or later in the game, two companions) has a tendency to get in your way when you want to perform a particular skillshot, or just stay in control of the action. Bulletstorm's most disappointing moments come near the end, in the form of an easy not-quite-a-boss-fight, followed by a passable shooting sequence that never reaches a proper climax. Then there's the post-credits epilogue, which is so cliched and predictable, it's almost indistinguishable from Killzone 3's own sequel tease.
Those inviting environments provide much of Bulletstorm's appeal. Skulking through the dark interior of a space vessel or an industrial warehouse doesn't reveal many visual delights, but the majority of the game takes place on the Stygian surface, which is gorgeous to look at. Under a beautiful blue sky dotted with fluffy white clouds, ivy grows across arching overhangs and domed gazebos. In a later level, a dazzling lightning storm makes an intense battle all the more fearful. Most outdoor environments are saturated with greens and blues, which contrasts with some of the grotesque enemy designs, giving this planet the look of a paradise lost. The soundtrack isn't as noteworthy as the art design, though the subtle, satisfying musical cue that ends each battle is an effective pat on the back for another well-fought battle. More notable are the bloodcurdling wails emitted by the savages you exterminate--another way Bulletstorm makes you feel like an unstoppable murder machine.
Finishing the campaign doesn't mean the Bulletstorm experience must come to a close. You can also take part in its lone multiplayer mode, which is fun for a while, but limited in scope. The mode is called Anarchy, and it has you fending off waves of enemies with up to three other players. This is a common cooperative setup (think Horde mode in Gears of War 2, or Halo 3: ODST's Firefight), but the cool weapons and energy leash give Anarchy a dash of flavor. More important to the online experience are the team skillshots, in which players must cooperate to earn the most points. The game often indicates that killing a particular enemy with a specific team skillshot will shower you with extra points, but this requires cooperation. Each round requires the team to earn enough points to pass, and in between rounds, you spend points on new weapons and on upgrades to stats like speed and defense. This reliance on teamwork can be both rewarding and frustrating. On one hand, pulling off a last-minute rally by completing a team skillshot on your final remaining grunt is exciting. On the other, a lone wolf can ruin everything with a single errant shot. If you want the best Anarchy experience, it's best to play with friends rather than strangers, lest you get stuck taking on the same wave time and time again.
Anarchy is fun, but the joy is relatively short-lived. It's enjoyable to kick an enemy into an energy cyclone or over a ledge, but after you do it several dozen times on the disappointingly small maps, it loses its newness, and you will long for more variety. (The repetitive, obscene goading of the announcer doesn't help matters.) You may also encounter some technical troubles. Even on a lightning-fast connection, lag can sometimes be a problem, and on occasion you might be unable to progress to the next round because the game insists that there are more enemies left to kill, though none can be found. Bulletstorm's lasting value comes instead from Echoes mode, in which you repeat short sections of the single-player campaign. This is where you can see how skilled you truly are. Each Echoes map comes with a par time, and you earn points not just for pulling off incredible skillshots, but for doing it as fast as you can. These bite-size levels are addictive, encouraging you to shave off precious seconds and best your previous score, all while chasing friends and strangers on the online leaderboards.
Bulletstorm is a fun, breezy, and puerile romp. If you play games for the fun of it all, this shooter delivers, giving you some neat weapons and mechanics, and rewarding you for your topflight technique. Unspectacular online play, an abundance of shooter cliches, and forced vulgarity keep it from joining the shooter elite. But the creativity of the skillshot system paired with the engrossing nature of moving up the Echoes leaderboards gives Bulletstorm some muscle and will inspire a dedicated following of talented players eager to show off their incredible mastery of its gratifying mechanics.
Isaac Clarke, the unluckiest space engineer of the 26th century, is more unfortunate than ever in Dead Space 2. 2008's superb Dead Space took the style of survival horror shooter action exemplified by games like Resident Evil 4 and meshed it with an atmospheric deep-space setting and some terrific, distinctly sci-fi gameplay elements, creating something that felt simultaneously familiar and unique. Dead Space 2, on the other hand, will feel thoroughly familiar to those who have played the original; its few improvements over Dead Space are minor tweaks rather than game changers. But blasting the limbs off of hideous necromorphs remains tremendously satisfying, and although the pacing lags a bit during the game's middle portions, this second outing packs more than enough scares and surprises to make stepping back into Isaac Clarke's suit extremely worthwhile. In addition, a new multiplayer component successfully translates Dead Space's particular breed of dismemberment-focused combat into a pulse-pounding team-based experience that casts you as both humans and as the foul necromorphs. As long as you've got the stomach for it, Dead Space 2 is one sci-fi horror thrill ride you definitely want to take.
The first few moments of Dead Space 2 smartly accomplish a good deal in a very short amount of time. We get a glimpse into Isaac's psychological state, his psyche still tormented by the painful loss he experienced on the Ishimura during the events of the first game. We also learn that the three years since then have been little more than a blur to Isaac--he's in some kind of hospital facility, but has only the vaguest memories of his time there. And almost before you can say "necromorph outbreak," you take control of Isaac as he runs for his life from the hideous creatures who, for reasons that aren't immediately clear, have suddenly appeared and started slaughtering the human population here in the Sprawl, a vast urban area on Titan, Saturn's largest moon. Isaac, who said not a word in the original game, has a voice here, and although he's a bit bland as a character, the intensity of the action that surrounds him makes you feel invested in his desperate struggle for survival. Revealing glimpses into the world of Dead Space--such as a trek through a Unitology center that sheds light on the inner workings of the church whose activity is inextricably linked to the necromorph outbreaks--keep the momentum rolling during the early chapters. The game later falls into predictable rhythms for a while, but it picks up steam again toward the end, as the story goes to some unexpected and exciting places and puts almost as much emphasis on Isaac's struggle against his own demons of guilt and regret as on his battles against the necromorphs.
But those battles against the hideous undead mutations remain front and center, where they belong. The key to dropping necromorphs is still blasting off their often frighteningly pointy limbs, which you do with a number of repurposed mining tools and a few actual guns, all of which feel powerful and are immensely fun to use. All of the weapons from Dead Space return in this sequel, including the plasma cutter and the line gun, which fire beams of energy capable of slicing necromorph limbs clean off. Another returning weapon is the ripper, a terrific tool whose spinning blade can result in a noisy, grisly end to necromorphs who make the mistake of getting too close to you. And there are a few new weapons as well: the detonator lets you place laser-triggered trip mines to set explosive traps for approaching necromorphs, and the javelin gun fires spikes at such a tremendous velocity that any necromorph unfortunate enough to be in their path is likely to find itself impaled to a wall. Targeting the abominations and annihilating them feels great and works equally effectively whether you opt to play with a controller or with a keyboard and mouse, so you can opt for your preferred control method without suffering any disadvantage.
As you progress, you can upgrade your weapons with nodes that you collect, making them noticeably more effective at limb-ripping and laying waste to necromorphs, resulting in a satisfying sense of progression. What's more, it seems kinesis technology has seen remarkable advances in the three years since Isaac's fateful trip to the Ishimura, and it's now a much more effective offensive tool. Using this ability to pick up severed necromorph limbs or any of the sharp rods conveniently scattered across the Sprawl and hurl them at necromorphs is no substitute for a trusty plasma rifle by your side, but it works well in a pinch. There's a delicious feeling of dishing out poetic justice in turning the necromorphs' own limbs against them, and making use of this tactic is an effective way to conserve your often very limited ammo supply.
The Sprawl's pressurized environment also occasionally offers a spectacularly reckless and dramatic way to eliminate some necromorphs. Certain rooms have windows that you can easily shatter with a shot of your weapon or a hurled object. The instant you do so, everything in the room--furniture, necromorphs, and you--is rapidly pulled toward the window as the air rushes out into the vacuum of space. To save yourself, as you are being pulled toward the opening, you must quickly shoot a sensor that brings a metallic emergency door down over it. It's a risky and thrilling maneuver that brings some action-movie-style craziness to what is often a more grim and atmospheric adventure. These Hollywood set-piece moments and others that involve speeding trains, pursuits by massive necromorphs, and other surprises are great, but they're not entirely enough to keep things from falling into a predictable rhythm for much of the second half. Still, things start revving up again as you approach the conclusion, and the outrageous final moments make for an intense and truly memorable climax.
Despite your powerful and satisfying arsenal, you still feel as if you're in constant danger, and that's never more the case than when you're faced with a few of the terrifying new types of necromorphs that make their debuts here. One new variety, called the pack, resembles a twisted version of a human toddler. Individually very weak, these terrors run at you in groups, emitting bloodcurdling shrieks all the while, and if one manages to leap up onto you, it can cause tremendous damage. The other new standout necromorph type is called a stalker. These hunters display an intelligence previously unseen in necromorphs, making use of cover to try to stay hidden from you until they decide to strike, charging at you with incredible speed. It's particularly satisfying to hit one of these charging beasts with your very useful stasis ability, stopping it in its tracks before blasting it to bits. On the other hand, these creatures are so speedy and so prone to charge at you when your back is turned that Isaac's slow turning ability can at times become less a source of tension than a source of frustration.
Stasis remains an invaluable part of your arsenal, but turnabout is fair play, and the bile of another new necromorph type, the puker, slows you down almost as much as your stasis ability slows the necromorphs down, leaving you extremely vulnerable for a short period of time. All of these new necromorph threats fit in perfectly with all the returning varieties from the first game, creating a diverse and deadly assortment of both short- and long-range attackers to keep you constantly on edge as you make your way across the Sprawl. Unfortunately, as in the first game, the camera sometimes contributes to the challenge. When you're backed up against a wall and a necromorph gets too close to you, the camera often won't show you your assailant, and targeting the creature can require you to move around to get a decent angle, which is frustrating when your health is rapidly being slashed away.
You might think that with no mission captain issuing orders to Isaac, this time your objectives might be more diverse and engaging than the go-here, fix-this tasks Isaac was saddled with in Dead Space. Alas, that's not the case. Isaac must still play galactic repairman; you need to fix elevators, deactivate AIs, align solar arrays, repair drills, and so on, none of which is terribly exciting. The occasional simple puzzles you encounter and a basic hacking minigame you must frequently complete provide nice little breaks from all the dismembering, though. Solving those puzzles sometimes involves moving through zero-G environments, and the way you do this has changed, for better and for worse. Whereas before, you looked around for a suitable surface to land on and then automatically jumped across the zero-G space, you can now hover in place and move freely in all directions. This added freedom allows for some fun moments in which you must soar around large open spaces to interact with objects. But you can always orient yourself to the ground with the push of a button, so these changes come at the expense of the delightfully disorienting sensation that went with seeing the Ishimura from dizzying new perspectives as you stood on the wall or ceiling of a chamber.
In addition to playing a lot like its predecessor, Dead Space 2 looks a great deal like the visually impressive original. Dead Space cleverly incorporated your health meter and stasis meter into the back of Isaac's suit, and that's still the case; there's no distracting HUD, which lets you feel all the more immersed in the atmospheric environments. But the size and diversity of the Sprawl give Dead Space 2 a very different atmosphere from the original game. Your journey takes you through hospitals, shopping districts, residential quarters, schools, and other locales, all of which are positively packed with details that create a haunting sense that this is a place with history, a place where, up until very recently, people lived normal lives. This variety also means that the Sprawl is not as consistently oppressive a location as was the Ishimura, and at times you may miss all that time spent in the claustrophobic industrial corridors of the planet-cracker. But Dead Space 2's bigger, more sprawling and action-oriented campaign gives the game its own identity; this is the equivalent of the blockbuster movie sequel Aliens to the first game's more moody and intimate Alien. The sound design is an absolutely essential part of the immersive spell the game casts. Recorded announcements echo eerily through the empty corridors; each blast of your weapons rings with the convincing pound of a powerful industrial tool; and the terrifying shrieks, screams, and wails of the necromorphs send shivers up your spine and adrenaline coursing through your veins.
The single-player campaign clocks in at around 12 hours and offers some solid replay value because you can start new games and carry over all your purchased, upgraded equipment, or even try tackling the "hard core" mode, which restarts you from your last save each time you die and permits you to save only three times over the course of the entire campaign. But the real draw to returning to Dead Space 2 time and again is its terrific team-based competitive multiplayer. Divided into humans and necromorphs with up to four players on each side, the multiplayer gives the human team a series of objectives they need to complete within a time limit--interacting with consoles, carrying items, destroying objects, and so on--while the necromorphs' only goal is to stop the humans. The humans all play exactly like Isaac in the single-player, and the opposing players get to choose one of four necromorph types each time they spawn: the elusive pack; the long-range, wall-crawling lurker; the resilient puker; and the hard-hitting spitter.
The setup will feel immediately familiar to those who have played Left 4 Dead 2's competitive multiplayer, but the Dead Space trappings make it a wholly different experience, and an exhilarating one at that. While the mood of the single-player campaign is one of sustained tension and dread, broken frequently by necromorph attacks, multiplayer games create the frantic sense of a constant, desperate fight for survival against an unending onslaught. Humans are individually tougher than the necromorphs, and they have the advantage of spawning with a health pack in their inventories. But unlike the humans, necromorphs can choose where to spawn, making it possible for them to split the humans up and overpower them. Teams alternate once on each map so all players play both sides, and regardless of which side you're playing on, the mode strongly encourages coordinating with team members; taking down humans as part of an organized necromorph assault is immensely rewarding, as is completing an objective as a human player in the final few seconds of a hard-fought match. You earn experience points and level up as you play, gaining access to new weapons, more stasis power, and other benefits as a human and more powerful attacks as a necromorph, which, while nothing new, makes this multiplayer even more addictive.
Dead Space 2 doesn't bring with it the same sense of experiencing something utterly new and innovative that its predecessor did. But it's nonetheless a terrific game, with a campaign that simultaneously leaves you satisfied and eager for more, and intense multiplayer that gives you a great reason to keep coming back to this terrifying universe. Unless you're just plain chicken, this is a sci-fi horror adventure you definitely want to suit up for.





















