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The game features revamped create modes, which have got a complete overhaul compared to past years’ editions. In addition to the original create-a-superstar and create-an-entrance modes, the game introduces the WWE Story Designer mode, where the player can now design storylines featuring WWE’s weekly shows ( Raw, Smack Down, or ECW ) and pay-per-views with story lines, scenarios, and matches of their creations using a variety of preset options, with over 100 different animations and 25 different locations to design each scene. 16 16 17 Subtitles can be written in through a controller or through a USB keyboard. 18 Similar to previous editions in the series, the player can create story lines; however, the player can now control how long the storylines goes on, how many superstars or Divas are involved, and what takes place in the storylines.
The match-making feature allows the player to set a match type, set a stipulation, and set any winning conditions. In addition to using created superstars, the player may also integrate actual WWE superstars and Divas into their created story lines, scenarios, or matches. 16 On the Xbox 360 and PlayStation 3 versions, each story line can feature up to 500 segments including 450 matches and 50 scenarios, while the Wii, PlayStation 2 and PlayStation Portable versions have a limit of 55 segments. 17 19 Created wrestlers are limited in the PS3 and Xbox 360 versions to ten appearances in the mode.
The create-a-superstar feature has also been retooled since WWE SmackDown vs. Raw 2009 in the Xbox 360 and PlayStation 3 versions.
The game now features three-dimensional apparel, unlike in previous games where it appeared as “painted on”. The apparel moves realistically; for example, a robe moves with each of the superstar’s movements. Another improvement to the create-a-superstar mode is the shortened loading time of the menus in comparison to previous iterations.
16 20 A new point system has been implemented into the create-a-superstar mode where each item is given a point value and the player is able to attach up to 48 points of items. 21 For each created wrestler, the player can create up to three alternate attires for them. 22 The mode also features an additional Paint Tool in which players can create their own design that they can use as to use as a logo or a tattoo for their created wrestler. 20 In addition to the create-a-superstar mode, the Xbox 360 and the PlayStation 3 versions of WWE SmackDown vs.
Raw 2010 introduces a new mode called Superstar Threads, in which the player can create three alternate attires for existing wrestlers in the game by customizing the colors of their attire. However, the PlayStation 2 version has undergone only a few minor changes from the previous game. A few additional attire items are added, but almost everything else is as it was before.
Unlocking abilities for a created superstar has been made easier, as players no longer have to assign points or take the created superstar into a career mode specifically to improve their attributes. Instead, attributes can be increased in all modes of the game, including regular exhibition matches as well as the create-a-superstar story in the Road to Wrestlemania mode. The maximum threshold is extended by 5 points in one or two categories, depending on how the player performed in the match. And available attribute points are determined by what happens in each match. There are 21 unlockable abilities, which are easier to unlock that in previous years.
This time, players are required to build up certain attributes to unlock the option of certain skills. They can be assigned in Create-A-Moveset mode. They include new ones such as Fired Up, Pull Back Attacks, Exploder Turnbuckle Attack, and others. Along with these new customization features, players for the PCs are able to share their created wrestlers, moves and shows online with other players. The player can also rate other creations online in terms of quality. 16 20 Evolving from the previous year’s Highlight Reel mode, a compilation of the match’s highlights will be listed after each match. The player can subsequently choose to watch or save any of these highlights.
16 Players are also able to convert their created Highlight Reels into entrance movies for their created wrestlers. Players of the PlayStation 3 version are able to upload their highlight reel videos directly onto YouTube.
A new addition to the game this year is the WWE Rivals feature. This option allows the player to set superstars’ allies and enemies which can be used to their advantage or disadvantage in exhibition matches with the interference option on. If a superstar is set as an enemy, then that enemy may appear during the peak of a match. The enemy has a number of choices including standing by the ring and breaking up pinfalls, using his or her finisher, or coming in with a weapon. Allies work in a similar fashion.
The intensity of the rivalry or alliance can be changed by changing the position of where the certain superstars are slotted. Match gameplay:WWE SmackDown vs. Raw 2010 also features new additions to match gameplay. A new feature that has been added is the THQ Training Facility, a tutorial option for players who may be unaware of the gameplay of the series. The player is able to choose a superstar, their non-player character opponent (or they may choose to play with another player), the match type, and the game or match settings.
During the match, various pop-ups will appear with different instructions on how to perform actions, such as the grapples or maneuvers available to be performed. There are over 100 training tips available to the player. For the first time since WWE SmackDown vs.
Raw 2007, the game features four strong grapples, with players now also able to switch between each grapples. 16 Other new move positions include moves involving superstars standing on the ring’s apron and a change in ground grapples with side grapple moves and separate moves for opponents depending whether they are on their stomach or back. 16 25The game also features a revamped HUD, cutting down on the on-screen information seen in the previous year.
The momentum meter now appears as a small halo underneath each superstar, while HUD icons and information relevant to the match are displayed around the superstar. 16 21 On-screen body damage meters are now replaced by visual cues from superstars indicating where they are damaged. The game also adopts the “pinfall kickout mechanism” used in the THQ video game WWE Legends of WrestleMania, in which the player can either hold a face button or button mash to fill up a meter for kicking out of a pinfall attempt.
16 A new reversal system replaces the old two-button system from previous games. The new single-button reversal system is based around timing, with the player given only one chance to press the reversal key when the icon appears.
Game modesThe Road to WrestleMania mode returns from WWE SmackDown vs. Raw 2009 with six new stories based on various WWE wrestlers. Unlike the previous year, WWE SmackDown vs. Raw 2010 features a Diva-based story involving Mickie James and a story specifically for one of the player’s created wrestlers. 28 This year’s co-operative storyline, titled “Brand Warfare”, is based around Triple H and John Cena.
The remaining three stories involve Edge, Shawn Michaels, and Randy Orton respectively. This year’s Road to WrestleMania mode also includes storylines that branch out through interactive cutscenes. The DS version also features a revamped story mode in which the player will participate in various storylines. Along the way, the player has to compete in matches, in addition to being able to improve a created wrestler’s statistics, nursing the wounds suffered by the player’s wrestler, or visiting WWE Chairman Vince McMahon’s officSystem Requirements:. Operating system: Windows XP / Vista / Seven.
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Processor: a 2 GHz. Memory: 512 MB. Video: DirectX 9.0c compatible. Sound Card: DirectX compatible. Hard drive space: 1 GB. Keyboard, Mouse. Everyone’s favorite bald headed assassin is back for his third outing in Hitman: Contracts, a game that’s especially recommendable to fans of 2002’s Hitman 2: Silent Assassin, because the gameplay and a lot of the visuals simply haven’t changed in this latest installment.
Danish developer Io Interactive created a memorable character and some impressive technology with its original Hitman game, but not till the sequel did the gameplay live up to the graphics. Given that Hitman 2 was such a huge improvement on the original, it’s inherently somewhat disappointing that the new Hitman: Contracts is really just a rehash.
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It’s more of the same, replete with everything that was good and everything that wasn’t so good about the 2002 game only it’s now 2004, and some of the issues that were more easily overlooked then tend to stick out this time around. Nevertheless, Hitman: Contracts still features some tense and exciting stealth action gameplay, as well as a good sense of style and some interesting, open-ended missions.
The new missions are certainly diverse and are quite interesting, offering ample opportunity in the classic tradition of the Hitman series for you to craftily make your way to your target to take him out, undetected, via some elaborate scheme (which typically involves the use of lots of disguises taken from killed or unconscious characters, as well as the use of poisons or poison substitutes). However, there are also ample opportunities to instinctively shoot anything that moves, if the aforementioned strategy fails. The first mission in Hitman: Contracts takes place in the asylum in which the genetically enhanced 47 was made, in the aftermath of 47’s killing of his maker at the conclusion of the first game. The building is surrounded by SWAT teams, and 47 must either try to face them all single-handedly or find some other means of escape. Subsequent missions take place in locations like a fetish party, which is reminiscent of the blood rave from the movie Blade; an impressive British manse, where aristocrats have gathered for a hunting party; a cold Russian outpost, where a submarine lurks with deadly cargo in its belly; a gathering of fascist bikers in Rotterdam; and more. The game’s settings are all drenched in rain (or snow) and are otherwise thick with film noir atmosphere that suitably fits the theme. The international locales come across well, too.
Characters all speak in their native languages, though 47 has apparently been too busy murdering people to have picked up on any foreign languages over the years. In case you’re unfamiliar with the Final Fight legend, but were impressed by the list of characters and so are still reading, here’s the deal: Final Fight is the seminal side-scrolling beat-’em up. Technically, Double Dragon may have come first, but Final Fight perfected the genre. Imagine Street Fighter if it wasn’t designed for monocle-wearing fancy-lads–if it had a more meat-and-potatoes combat system, involved fighting a lot more than one enemy at a time, featured plenty of smashing barrels with your fist to see if there’s any treasure or hunks of meat inside, and required a lot more walking to the right. And then imagine that not only can you punish the thugs by pile-driving them, but you can also make them cry by busting up their cars.
Then stop imagining, because it’s all contained in Final Fight. The Game Boy Advance version is a little miracle.
It’s the best translation of the arcade game to date. First of all, it contains all six of the arcade levels, including the industrial area left out of the 1990 Super Nintendo translation. And unlike that version, Final Fight One features all three of the original characters–the all-arounder Cody, the beefy Haggar, and the agile Guy. More importantly, it permits two people to play cooperatively using two systems and a link cable. Even more importantly, the two-player mode works great and doesn’t slow down when there’s a lot of activity onscreen, which is pretty much all the time because that’s how the people who play Final Fight like it.
Perhaps to make up for the small ways in which Final Fight One deviates from its arcade inspiration, a few bonuses have been included. There are now some small cutscenes before each of the boss battles. It’s not a huge thing, but they do include some excellent new tough-guy dialogue such as “Shut your mouth up!
Get Ready!” There’s also a point system that unlocks a series of bonuses. None of the bonuses amount to much, however. There’s nothing even as good as, say, a portrait gallery. About the best bonus is an option to make Guy and Cody wear their Street Fighter Alpha clothes.
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