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Saturday, 30 June 2012
The Asskickers - Multi5
Sinbad: In search of Magic Ginger [FINAL]
Intrigue Inc: Raven's Flight [FINAL]
Friday, 29 June 2012
PC Game Left 4 Dead Cheats
Available on: Xbox 360, PC
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An incredibly tense multiplayer experience like no other. A must buy for shooter fans.
Awesome | » Read the review |
Cheat codes and tips are available for this game. Here are a few...
- Kill Easily, Cannot be Reached
- 4 fingers
- Zombie Strategies
Latest Videos
http://www.gamesradar.com/left-4-dead-2/videos/left-4-dead-the-sacrifice-teaser/
May 27, 2009, 5 p.m.
March 5, 2009, 6:12 p.m.
March 5, 2009, 6:10 p.m.
March 5, 2009, 6:08 p.m.
Latest Screenshots
Screenshots updated Oct 15, 2009
Thursday, 28 June 2012
PC Game Risen 2: Dark Waters Cheats
GamesRadar is the premiere source for everything that matters in the world of video games. Casual or core, console or handheld - whatever systems you own or whatever genres you love, GamesRadar is there to filter out what's worth your time and to help you get even more from your games. We deliver the best advice, the most in-depth features, expert reviews, and the essential guides for all the top games.
Worms Revolution hands-on preview - the Worms are back in glorious 2D!
We can't be the only ones with Worms in our hearts! These squishy, squeaky-voiced little devils have an arsenal that rivals Wile E. Coyote's biggest Acme order for volume and sheer ridiculousness. We've spent many a night crowded on the couch with four friends, passing a laptop between us, taking swipes at each other's teams of little pink miscreants. Needless to say, we were pretty excited to try Worms Revolution. It brings the series back to its 2D roots, but not without introducing updated graphics, new game modes, and even a class system - but don't worry purists! There's a Classic game mode just for you.
http://www.gamesradar.com/worms-revolution-hands-preview-worms-are-back-glorious-2d/
Even if you're not nostalgic for the series, Worms Revolution is worth your attention. The worms games have always been an excellent blend of twitch gameplay, nuanced tactics and totally bonkers humor. For the uninitiated, each player controls a gang of worms tasked with murdering the other team, either by knocking them out of the arena, or by blasting them with all manner of bizarre weaponry. Armed with everything from shotguns, karate chops, Banana Bombs, Holy Hand Grenades, Super Sheep and the beloved Concrete Donkey, there's a lot to at your disposal for offing your fellow worms. Most weapons are fired in arcs, so getting a kill is a matter of judging angles and nailing timing. You can also blast and burrow through the deformable terrain, letting opponents drown in the drink below.
Just like in the classic Worms Armageddon, in Worms Revolution the map itself is as much your enemy as your wormy foes. The Ninja Rope, which now waves and warbles thanks to a modern physics engine, is still the high point of precision play. The clock is your enemy as well, since each player's turn is about 25 seconds. We were feeling the pressure as we struggled to rappel our way over to an enemy, plant a bomb at his feet and make it back to safety in time. We didn't, and met a with a watery grave just like our enemy. No big loss though, the chaos of over-powered weaponry and destructible environments is exactly what makes a Worms game so fun. It's like playing dominoes with dynamite, you can never calculate all the chaos a grenade or two will cause.
With a name like Worms Revolution, Team17 knows they need to provide some gameplay evolution, and the British developer certainly has. The game now features dynamic water as a hazard. We used weapons to uncork water bottles and beakers strewn about the map, unleashing liquid that flowed into the nooks and crannies of the terrain. Thankfully, it's not as deadly as the briny deep below every map. Instead of instant death, any worm caught with his head under water will lose some health on every turn. The next big addition is Fort mode, where teams start off in their own heavily protected bases. To take out the other team, we had to make our way into the enemy battlements, or crack the fort wide open with artillery to get at the enemies inside. How's that for opening up a can of worms?
The new class system introduces four distinct types of worms to control. The Soldier is your classic worm, a balanced jack-of-all-trades. Then there's the slow moving, bullet absorbing Heavy worm - this guy does extra damage with weapons and chews up more terrain with each blast. He's literally heavy, good luck knocking him in the drink! Next is the Scientist, we immediately identified him by his enlarged cranium. Having this worm around heals your team each time he takes a turn, plus he builds more effective Girders and Sentry Guns. Last is our favorite, the Scout. He moves the fastest and digs slim tunnels only he and other Scout worms can use. For an even deeper level of strategy, players can build teams composed of whatever worm types they like.
The Worms games have always been about multiplayer, local or online, but Revolution doesn't skimp on the single player. It's even narrated nature documentary style by English comedian Matt Berry - you might remember him from such British comedies as The IT Crows and Garth Marenghi's Darkplace. There's online play too, of course, but the real treat with this series has always been local multiplayer. It's just so much fun to bomb and beat an opponent's worms while he waits helplessly for his turn, plotting his revenge.
The mix of turn-based style, lively animation and explosive gameplay make Worms Revolution play like a living board game. With a release date planned for September, it'll be hitting Steam, PSN and the Xbox Live Marketplace right in time for the holidays.
Persona 4 Arena hands-on: How to make your hardcore fighter accessible to mere mortals (without making it stupid)
Arc System Works' much-lauded BlazBlue is two things. Firstly, it is one of the most technically brilliant 2D fighting games on the face of the Earth. Secondly, it is harder to get to grips with than a stampede of greased-up buffalo. But what if Arc could bring the fun and satisfaction of the former element without the vertical hill-climb of the latter? What would we end up with then, eh?
Let's let its new Persona-themed fighter tell us shall we?
Because, you see, that's exactly what Arc seems to be doing with Persona 4 Arena. Perhaps in an effort to open up the excellence of their fighters to a less dedicated audience of RPG players, or perhaps simply to allow a community of players beyond the autistic octopi of the world to play them for more than an hour without bursting into tears and gooey finger-blisters, the decision has been made to have P4A bring all of the depth without the brick-wall learning curve. And having gone hands-on, I can tell you that the attempt seems to have absolutely worked.
Now don't get me wrong. I've consistently loved Arc's games. Between Guilty Gear and Blazblue they've produced some of the best thought out, most sharply implemented fighters of the modern era. But when taking on any new Arc fighter, even a player with decent 2D fighting skills knows that he or she will have to set aside a day or so to get to grips with the multitude of complex and demanding fighting systems required to even competently make the thing work.
Not so this time round. You see while analogues to a great deal of Arc's traditional systems and tropes are present and correct, everything just feels so damn effortless once you get your hands on it and start playing around. I won't bother listing all of the control, attack and defence options here because a) it would be boring for both of us and b) the beginners' videos below will do the job far better than a tiresome paragraph of directions and button labels ever would.
http://www.gamesradar.com/persona-4-arena-hands-how-to-make-ultra-hardcore-fighter-accessible-to-mere-mortals-without-making-it-stupid/
Above: That's the basics done. Head over to our Persona 4 Arena video hub for more
Rest assured though, with your characters' Personas now standing in for BlazBlue's powered-up one-button Drive Attacks (but tempered nicely by the risk of getting them injured through foolhardy over-use), not to mention the staple array of dashes, evades, air-control and variously-powered standard and special techniques, the more demanding fighting game player will want for nothing. But for once, neither will the less dextrous player.
There are certain concrete elements which feed into this, though as with all great fighting games there's a certain indefinable something about the overall feel of play that's vitally important too. In terms of the more traditionally quantifiable stuff, combo timings have been made significantly more generous than the second-splitting tap windows demanded previously, with a simple standardised combo-breaker system across the board to balance things out. In-keeping with the philosophy of easy-to-remember, standardised command inputs, almost every special move in the game is performed via a simple quarter-circle fireball motion. P4A is about the fight, not the fight to remember how to fight.
Similarly, in a move perhaps slightly aping Marvel vs. Capcom 3's party-friendly set-up, everyone now has a default insta-combo available through mashing the A-button. Mercifully though, I found that far from dumbing things down to a mash-fest, this simply gives everyone a level point of entry from which they can start to develop their own more complex combo-game. See it as an easy-to-access opener rather than a tactic in and of itself. Basically anyone can now start an effective combo, but it's where they choose to take it once it's rolling that will separate the strong players from the scrubs.
But overall it's just the feeling of immediacy and control that makes P4A such an instant pleasure to play. For all of the pyrotechnic lunacy exploding off all over each fight, the action is incredibly trackable. Not once did I suffer the kind of frantic eye-twitching panic that the faster, flashier Japanese fighters can all too often incite. Movements are smooth and totally comprehensible despite the eclecticism of character types and move-sets on show. Just as importantly, that sense of assured predictability in one's travel around the screen, usually only earned via hours of practice with any new fighting game, arrived pretty immediately for me this time.
Obviously it's going to take a lot more in-depth play (and hours of multiplayer) before I can really gauge just how deep and satisfying Persona 4 Arena is going to be long-term, but based on this current hands-on time I'd say it's potential as a damnably fun cross-over hit is pretty high indeed. More info as we get it.
Wednesday, 27 June 2012
The Microbie Story [FINAL]
Herofy [FINAL]
Metro: Last Light preview - 6 reasons it's the antidote to Call of Duty fatigue
Metro 2033, while flawed, was one hell of a satisfyingly hardcore kick up the arse. A bleak-but-beautiful post-apocalyptic FPS-cum-survival-horror-cum-stealth-game-cum-survival-sim-RPG, it was as unapologetically demanding as it was viscerally and emotionally satisfying. It didn't always execute its ideas well enough to be the monster hit it could have been, but it was one hell of a refreshing break from the auto-piloted, scripting-obsessed killing-by-numbers that has typified much of this generation. But the best bit?
The best bit is that it's spawned a sequel, coming to PC, Xbox 360 and PS3, that's looking better in every way. I know because I've seen it. Here's why it's shaping up to be the palate-cleanser that the CoD-weary have been thirsting for.
Playing on auto-pilot will send you into a nose-dive
In most mainstream FPS, the biggest piece of tactical management you'll have to deal with is deciding whether the mob of surging mooks in front of you warrants a shot from the grenade-launcher or not. Think in such a single-mindedly gung-ho way in Metro and you will die quickly. And most of the time it won't even be direct combat that will get you killed. Like the first game, Metro: Last Light is as much survival sim adventure as it is shooter. Moreso, in fact. Thus, you'll have to manage yourself and your equipment like an F1 pit crew manages a car, via constant reappraisal of your situation and your actions on a moment-to-moment basis.
Particularly dark tunnel coming up? Better make sure your torch battery is charged. By the way, doing so requires the pumping of a manual hand-crank, which takes the place of your gun when in use. Plan your juggling wisely. Making a trip across the poisonous atmosphere of the surface? Better stick your gas mask on. But keep an eye on that timer on your wrist. It'll tell you how long the current filter is going to last before you have to install a new one (provided you've found a spare). And keep an eye on those cracks in the visor. If that thing breaks you're screwed.
And you might want to be careful about getting too shotgun-happy up-close. Blood spatters on the visor will block your view this time around. You can manually wipe them off, but it takes time. Time you might need to reload. Or fire. Or change a gas mask filter. Oh yeah, and make sure to pre-emptively burn away those big spider webs when you spot them. If one of those suckers gets on your visor, that's another thing you'll have to deal with. While reloading. And changing a gas-mask filter. And wiping blood off your mask.
This is a real journey, not a checklist of locations
Call of Duty plotting, let's face it, is now much more reminiscent of the blue-screen scene from Wayne's World than anything resembling an actual causal narrative. A stream of unrelated locations fly past as unrelated things explode in unrelated ways, giving the story the same jumpy, schizophrenic feel of a particularly militaristic episode of Family Guy. ("Peter! This is just like that time we took down the Ghanaian militia after blowing up that Antarctic missile silo!"). CoD might be one of the best-travelled series in history in term of geographical area covered, but there's never any sense of an actual journey.
Metro aims to be the antithesis of that. It understands that the journey itself, with its sense of progress, discovery, personal accomplishment and growth, is why travel matters. You don't get half as much out of going somewhere unless you actually experience getting there. Thus, while it won't cover seven continents in six hours, Metro will make every step of its journey matter by putting you on one, long, continuous voyage from its start of the game to the end. In terms of making Metro a significant experience, that will have a much more powerful effect than you might expect.
It goes for poignancy, not hollow spectacle
Speaking of powerful, at this point I need to highlight how differently Metro looks to treat the big cinematic moments (such as they are). Consider the psychic flashback protagonist Artyom suffers while exploring the wreck of a crashed aircraft. We suddenly find ourselves high in the sky in the cockpit of the pre-smashed plane. The cabin is packed with the previously fleshy, living breathing versions of the present day charnel piles we've just walked through in the current timeline. All is going well (for Metro's shit-heap world, anyway) for a few moments, but then suddenly there's a flash.
The plane's instruments and controls go resolutely to cock and the craft's nose starts to dive. After a few moments ploughing through the blinding, dirty cotton wool of the cloud layer we burst through and finally witness the cause of our plight. The entire cityscape of pre-apocalypse Moscow is spread out below us, but amongst its opulent towers now stand thinner, glowing spires, made of the flame and vapour trails of a salvo of missiles launching into the sky as the city makes its last stand against an incoming nuclear strike.
There's no explanation for any of this. No known enemy to rail against. No dramatic build-up. Just the sight of the inevitable playing out ahead of us on a grand scale. The plane continues to dive. A mournful, ambient soundscape begins to build as we continue to fall. There's no Michael Bay gosh-wow factor here. No rousing catalyst for a big third-act fight back. Just an overpowering blend of the awe and fatalistic sadness. And then the scene ends, and we're returned to the quiet, mundane greyness of the present.
But despite this, don't expect Metro to be a game of glorified cut-scene gameplay and auto-playing set-pieces. Because…
Tuesday, 26 June 2012
Sandra Fleming Chronicles: The Crystal Skull [BFG-FINAL]
The Da Vinci Code
How's this for a deep, dark conspiracy: we think a secret society seeks to make crappy games out of intriguing book and movie licenses. When we uncover the identities of any of the members, we're going to strap them down and force them to play through The Da Vinci Code for themselves.
As in the bestselling book and box-office powerhouse, American professor Robert Langdon and French cryptologist Sophie Neveu stumble into a murder investigation at the Louvre; a cryptic string of clues leads them to a secret so shocking that it threatens Christianity and civilization as we know it. You'll play as both characters, sidestepping both the police and religious zealots while solving ciphers, anagrams and physical object puzzles. Most are easily cracked (and since hints are free, you'll never get stuck - or even have to think for yourself) but the puzzles were clearly designed to be the focus. It's the other elements of the game - combat and narrative - that feel tacked on around them.
If you're just here to solve puzzles, you don't need to get dragged into fistfights - using stealth to sneak around gives you a fair chance to run away like a bookworm-turned-hero might. Inevitably, however, you'll accidentally alert a guard or a monk and trigger the clunky turn-based combat. Press a sequence of buttons to set up a string of attacks, then watch them play out. This was intended to make fighting easier for action-averse adventure gamers while giving twitch players something beyond brainteasers. It looked promising, but the result ultimately pleases no one.
Spec Ops: The Line review
There's nothing wrong with violence in video games. It is, after all, pretend. You're not killing someone; you're firing if/then statements out of texture-wrapped polygons into skeletal meshes until the in-game physics kick in. There's no reason to feel bad or reflect; it's all a puppet show. Or, at least that's what we've been telling ourselves since we squashed our first goomba, and, with very few exceptions, game designers have been more than happy to reinforce this idea.
Spec Ops: The Line, though, wants you to think about what you've done. It wants you to feel... something. Anything. It wants to make you realize that being jaded by video game violence means you're a terrible, terrible monster.
http://www.gamesradar.com/spec-ops-the-line-review/
Check out our video review for a closer look at Spec Ops: The Line
It wraps this message in a story of duty. Nolan North-voiced protagonist Captain Martin Walker arrives in a sandstorm-ravaged Dubai to rescue U.S. Army Colonel John Konrad, a war hero sent in with a battalion of soldiers to aid in the evacuation of the sand-swallowed city. But Dubai is far from dead – Walker's three-man Delta squad is in over its head within minutes of arriving in the surprisingly war-torn country, with Konrad's troops fighting the local population and CIA operatives running around and stirring up the pot for some reason. Things are bad, and they continue to get worse.
Everything is teetering on the edge of everything
While a lesser game might turn this premise into an excuse for dudebro antics and fist-bump-tastic ass-grabbing, Spec Ops allows it to be what it is: horrible. Walker isn't a hero, and there are no villains in Dubai; just a bunch of caged animals. There's no right and no wrong, just duty, and that's what drives Walker forward. It's what he focuses on – it's his shield. It's what he hides behind when he's forced to make tough decisions with no clear-cut solutions and, usually, both choices lead to scrutiny from his squadmates.
These aren't your typical video game morality choices, either. Morality in games usually means there's a fork in the road, carefully presented to make the players feel as though they've some sort of power over the narrative – some semblance of control. Instead, Spec Ops's choices serve to shape what shade of monster Walker will turn out to be in the eyes of the people forcing him to make the choices to begin with.
It's here that Spec Ops diverges from its Heart of Darkness inspiration. Where Joseph Conrad's novel (and the film Apocalypse Now) uses the narrator as a vessel to tell another man's story, Spec Ops is completely about its protagonist. As we played, committing horrendous war crimes, we identified with Walker more than we have empathized with the heroes of almost any other game. He wasn't alone in the horrors – we were accomplices to his atrocities. We'd force him to make a rough choice, one that made us both feel genuinely upset, and then we'd wait for Walker's validation. "I had no choice," he'd reply, "Once we find Konrad it'll all make sense."
We didn't have a choice
His desperate rationalizations might seem like a weak salve, but at least it gave him (and us) something to soothe the pain. After all, he doesn't want to believe he's becoming the villain – he wanted to be the hero, and we were right there with him. Spec Ops's story isn't perfect, but it's the rare shooter that actually attempted to make us feel something other than adrenaline, and we'll be damned if we don't respect it for that.
Monday, 25 June 2012
Halo 2
We got a raw deal from Halo. Where there should have been wonder there has been disappointment. Where there should have been one of the greatest PC games of all time, there has been a moderately entertaining shooter.
You might recall that there was a time before the Xbox, a time when Halo seemed like the savior of FPS gaming on the PC: beautiful, vehicular space-war with burning energy weapons, roaring vehicles, proudly chromed aliens, all wrapped up within a mysterious ring-world sci-fi mythology. We were so excited, so sure that this would lead us into perfected escapism.
Seven years later and we're slumped at our PC wishing this game would go away. Halo 2 is a lazy port of a less-than-perfect sequel to an FPS that was pretty good on a console and only average on a PC. Oh, how the hyped have fallen.
Ghost Recon: Future Soldier review
When we see Tom Clancy's name attached to a military shooter, we automatically start to think tactically. Stacking up to breach doors, using gadgets to spy on enemy patrols, and swiftly taking down threats as a team plays a huge role in Tom Clancy's Ghost Recon: Future Soldier. But Ubisoft takes a small step towards the mainstream than say, the Rainbow Six series, and provides an accessible tactical shooter. You won't be ordering teammates to take cover, flank enemies, or give you cover fire (the AI does all that itself), unless you're coordinating with some co-op buddies through a headset.
Future Soldier comes in three meaty chunks, all with a huge emphasis on playing well with others. The entire story campaign can be played with four other buddies, Guerrilla takes your entourage through horde gameplay, and cooperative emphasis in multiplayer is a beast all its own.
The story takes place in the near future, in which soldiers have holographic HUDs, optical camo, and as many vision modes as any skull-polishing Predator. The (insubstantial) story leads to some real world locales, from Russia and the Middle East to snow covered mountains, deserts, and secret military installations. Though, for all the variety in the environments, the lack of any future elements conveys more generic sterility than a unique future world. It doesn't go as far as putting flying cars into cities, but it certainly doesn't push for visuals that look next-decade, which is a total letdown. Any technological advances outside our time-period are centered on the Ghost soldiers themselves, which shows in their gear and abilities.
Played alone, the campaign places you as the point man on an AI controlled four-man Ghost squad. Running from cover to cover, taking pot shots and tossing grenades is made easy with the intuitive control scheme, and the detailed animations combined with the shaky-cam cover transitions immerse you in the action. The computer-guided squadmates usually pull their own weight as they drop spotted enemies and generally avoid being a pain to deal with. There were a few annoyances, like AI forcing a good thirty second-long wait for one team member to stack-up for a door breach or the character collision getting screwy in narrow passageways, but they were few enough not to hinder the flow too much.
Ultimately, Future Soldier's campaign is best played with a full four-player party. Providing covering fire, using class specific gadgets, and synchronized killing all come into play. It's really gratifying to pull off coordinated enemy takedowns in stealth missions. Future Soldier makes this easy, with the "Sync Shot." Players tag up to four enemies to which each member of the squad targets. Once everyone is locked-on, the first person who shoots activates a short, slow motion window where the other players can squeeze off a kill shot. If it's done right the four enemies drop simultaneously, leaving your group to go along their merry way. It is extremely satisfying.
The campaign stays interesting by using a combination of gameplay styles mixed throughout. Stealthy "no alert" sections demand the most tactical planning, but there are also plenty of impressive setpieces that stoke that "videogame as action movie" feeling. So, you get a little bit of everything, and once you get through the eight-plus hour campaign, Future Soldier still has plenty to offer.
Penny Arcade’s On the Rain-Slick Precipice of Darkness 3 review
When you've got rail-riding hobos, nattily dressed Flair-wolves and feral Vagrats (giant bipedal rats down on their luck) beating down your door, who ya gonna call? The Startling Developments detective agency, that's who. Adventurers and occultists Jonathan Gabriel and Tycho Brahe are the Sherlock and Watson-style alter-egos to the webcomic favorites of the same name. For the agency's third outing, Penny Arcade creators Jerry Holkins and Mike Krahulik have teamed up with 16-bit enthusiasts Zeboyd Games to create a tactically minded, lovingly rendered tribute to SNES-era RPGs, built around PA's particular brand of hyper verbal, off-kilter comedy.
If you've never played a Zeboyd title, they do for top-down RPGs what Shaun of the Dead and Hot Fuzz did for zombie and buddy cop movies. Rain-Slick 3 both lampoons old-school Final Fantasy-type RPGs and offers an admirable re-creation of the turn-based, four-character style. With its blocky aesthetic and excitable midi soundtrack, it could be mistaken for an early-90s release – upon first glance, at least. The telling, tongue-in-cheek plot points – like going up against the Evil King (that's his real name: Evil Bartholomew King) at the behest of the Good King, or pursuing the nefarious Dr. Blood – hilariously blow the game's cover.
However, fans of Chrono Trigger and the like who just want a meaty tactical experience, or a straightforward story, might find the game's wordiness tiring. Make no mistake though, players with a head for turn-based role-playing will find plenty to dig into. The game's class pin system allows each character to use three sets of abilities. Each has a base class and two additional combat roles that can be assigned. Giving the fisticuff-favoring Gabriel (the Brute class) the Tube Samurai class pin allows him to build extra strength and speed using battle stances. We found a favorite tactic in using our mage-like character Moira to unleash Rat Swarm, which inflicts Hoboism, bringing with it social disenfranchisement and upward of a hundred damage per round. Following it up with Bumfight made short work of most foes.
Dense portions of dialog and exposition reminded us of less-than-favorable moments of the top-down era. We were often tempted to skip vast chunks of conversation, wanting to get on with things but wondering if we'd miss something important. The game does suffer from a moment or two of poor pacing, like when we had to make our way through a haunted house, twice, fighting each ghost again. Just like back in the day, approaching an enemy begins a battle, and things are intentionally laid out so that skipping a fight is rarely an option.
Make no mistake, PA's signature comedic style is a boon to the game. It's just at its best when it's in digestible chunks. We often laughed out loud at enemy names, types of attacks and item descriptions. Two of our favorites: a "Magic" Ring whose level of magic bonus was "so small it's almost insulting," and a time traveling, tuxedo-wearing Epochosaurus ("nobody knows what his deal is"). Fans of the webcomic will recognize him, along with series regulars like the Deep Crow and those insidious Merch creatures. We half expected the infamous Paul Christoforo, of the Ocean Marketing fiasco, to make a cameo appearance.
Wordiness aside, the game is high on charm. Writer Holkins and the game's artists imbue the characters with chemistry, making their interactions come to life with just text and lightly animated character portraits. They even manage to give Gabe a rapport with Jim, a skull floating in a jar, whose only means of communication are emitting gurgles and strange smells.
Rain-Slick 3 is a lovingly well-made, if niche product. Your enjoyment of it can be gauged by the answers to two questions: Do you like old-school RPGs? Do you like Penny-Arcade? If you answered yes to both, this game was made for you. Of course, if that's the case, you probably didn't need a review to point you in the direction of this title. The game is also a mere $ 5, so if you're craving some gaming nostalgia circa 1995, but don't feel like yet another trek through Earthbound or Phantasy Star IV, Rain-Slick 3 is an easy choice for anyone with an appreciation for turn-based combat and a good Cthulhu reference.
Sunday, 24 June 2012
Jessica's Bow Wow Bistro [FINAL]
Tales From The Dragon Mountain: The Strix [FINAL]
PC Game Hitman: Blood Money Cheats
GamesRadar is the premiere source for everything that matters in the world of video games. Casual or core, console or handheld - whatever systems you own or whatever genres you love, GamesRadar is there to filter out what's worth your time and to help you get even more from your games. We deliver the best advice, the most in-depth features, expert reviews, and the essential guides for all the top games.
PC Game Marvel: Ultimate Alliance Cheats
Available on: PC, PS3, PSP, Wii, PS2, Xbox, Xbox 360, GBA
- Summary
- Review
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Tired of playing as just the X-Men? Now you can suit up with most of the Marvel universe in this action RPG basher.
Cheat codes and tips are available for this game. Here are a few...
- big sling
- New Fantastic Four
- Assassins
Latest Videos
http://www.gamesradar.com/marvel-ultimate-alliance/videos/marvel-ultimate-alliance-launch-trailer-10-25-06-11/
Feb. 18, 2008, 9 a.m.
April 10, 2007, 4:01 p.m.
Nov. 13, 2006, midnight
Nov. 13, 2006, midnight
Latest Screenshots
Screenshots updated Apr 02, 2007