Top Upcoming Games For PS2 in 2006 !

Just got GTA LCS. According to controls, physics and graphics you can put it between Gta3 and Vice City. But traffic, roads and driving are much better than both vice city and gta3. the rest all's basically the same. Even by story, Tonny is pretty similiar to Tommy himself.
 
Sorry for the double post but just found out the game has a foreign radio station, featuring south indian (mostly bengali) filmi and arabian folk songs!! it was nuts, found the radio playing some bengali film song while having 10 cops on my back after they caught me stealing a stallion :p

Edit - More! Its Radio Del Pundo, totally dedicated to to indian and arabian music. has tracks like Hare Krishna Hare Rame, Dam Maro Dam etc from the old school bollywood, some from south indian film's, arabian's and so. Maybe a playlist can be found somewhere. Is managed by some indian narrator as well. Nobody will know what its like breaking all hell loose in liberty city with Tonny with that freakin' radio on!

Found the playlist -

GTAPortable.com - Liberty City Stories and Vice City Stories Info, News, Cheats, Hints, Tips and many more! - Soundtrack

Radio Del Mundo

DJ: Panja Gavaskar (Hajaz Akram)

• Raghupati - Amanda Shunkar

• Dum Maro Dum - Asbet Bhosle

• Neeve Nanna (Only You Were Mine) - Vijaya Amand

• Kidda - Natacha Atlas

• Hebeena Hebeena - Farid El Atrache

• Aini Bet Ref - Abmed Mneimneh

• Im Nin'Alu - Ofra Haza

• Ballaa Tsoubou Hul Kahwa - Samira Tawfic

One could hardly imagine listening to these songs in a GTA game :p
 
^^that sounds just great, just like Project Gotham Racing for X360 got a "Entire Radio Station" dedicated to Bhangra music. If you ever get time, see the review for this game in GameSpot. They have mentioned that bhangra music was amazing also if you manage to stream few of their vids you can hear some cool bhangra sound tracks. Gta4 may have something better, who knows ?

I want to see an Indian character in some of the good games, ignore the Hitman game please. Thank you...lol
 
whateve_r said:
I want to see an Indian character in some of the good games, ignore the Hitman game please. Thank you...lol

Well there were sardar taxi drivers in Gta3, lol. Then you have indian pedestrains with the filthiest ma-bhen abuses in True Crime New York City :p, never play that in the living room!
 
Super Dragon Ball Z (from the creators of STREET FIGHTER 2!!) :

Atari - US - Super Dragon Ball Z - PlayStation®2

From the producer of the acclaimed Street Fighter II game comes Super DBZ®, a new, highly intense DBZ fighting experience unlike any other Dragon Ball Z game. Super DBZ features an all new DBZ fighting system plus intense combos for super damage! With multiple unique special attacks and fighting styles for all 18 characters, Super DBZ gives players a more hard-core 3D fighting experience in the air or on the ground, complete with enough super-fast combination moves and dynamic battle scenes to satisfy any DBZ buff.

* An all-new DBZ fighting system, with more intense combos that cause more damage than any DBZ game ever created

* Unique fighting moves and styles for all 18 characters

* Super-fast combination moves and battle scenes

* Ability to strategically use the terrain to fight

* 3D fighting on the ground and in the air

* All new version of Mecha Frieza to unlock



Trailer :

YouTube - US Super DBZ Trailer (low quality, low size)

Get the high quality one at GameTrailers.com - The Source For Video Game Media

Super Dragon Ball Z Goes gold even before its American Release!

Super Dragon Ball Z Goes Gold

Super Dragon Ball Z Goes Gold - Atari Forums

NEW YORK, June 30 /PRNewswire-FirstCall/ -- Atari, Inc. (Nasdaq: ATAR) today announced that development is complete on Super Dragon Ball Z(R) for the PlayStation(R)2 computer entertainment system. Developed by former Street Fighter II producer Noritaka Funamizu's new studio, Crafts & Meister, Super DBZ delivers a more "hard core" fighting experience, complete with unique and lightening-quick combos for each character, and the ability to steal combos from other players. Relying on a game engine that rewards fast reflexes and features the ability to string together a multitude of combos, the game's levels have been created in the art style of Akira Toriyama, the original creator of the Dragon Ball manga.

"Atari pushes the envelope with this DBZ video game. Super DBZ offers more challenging and intense fighting gameplay to fans than ever before," said Emily Anadu, Product Manager, Atari, Inc. "As evidenced by the talent that made the game, Super DBZ provides a more hard-core 3D fighting experience but still remains loyal to the DBZ brand -- down to the environments which were created to look like the original Dragon Ball Z manga."

Each of the 13 characters and 5 unlockable secret characters in the game, including DBZ superheroes Goku, Gohan and Vegeta, are taken straight from the world of DBZ and have their own catalog of unique special attacks and fighting styles that are faithful to the series. Super DBZ will also feature Cyborg Frieza, an all new character never seen before in the Dragon Ball universe.

Super DBZ has already captured critical acclaim. The title earned a "GameDaily Nod" at this year's E3 and was a runner-up for IGN.com's E3 2006 "Best PS2 Fighting Game."

Dragon Ball Z video games are the leading anime-based video games, with more than 10 million units sold since May 2002. For additional information on Super DBZ and other Dragon Ball Z video games please visit Dragon Ball Z®

I think the reason its selling well is because of the SF2 developers returning.

Can't wait for this!!
 
Splinter Cell Double Agent Single-Player Hands-On

Sam Fisher's gone rogue during his fourth mission as we get our hands on the Xbox and PS2 versions of Double Agent.

With four wholly distinct iterations in as many years, it's a wonder the Splinter Cell series has remained fresh since it debuted in late 2002. Yet Ubisoft and its stable of internal development teams have managed to imbue each of Sam Fisher's subsequent missions with unique and compelling gameplay mechanics, and after spending some time with the campaign mode in the fourth game, Double Agent, it looks like that trend will continue apace this year. Though we unfortunately haven't yet gotten our hands on a build of the Xbox 360 game--sure to be the flagship version when Double Agent hits in September--we were glad to see that Fisher is still alive and kicking on his original home, the Xbox.

Initially there was a great mystery surrounding Double Agent as to whose side exactly Sam Fisher would be fighting for. By now, it's been widely reported the game will see the famous Third Echelon agent infiltrating a terrorist group in his ongoing pursuit of great justice. Now, we've gotten a closer look at how the narrative will unfold over the course of the game. It seems the storyline will be told in flashback, as Double Agent starts with a call from Fisher to what sounds like a high-ranking official at the CIA, in which he defends his rogue actions against sharp criticism of his methodology. The game then sends you back in time to play through the original mission that began Fisher's undercover caper, and you'll flash forward to this phone conversation between missions as Fisher and his adversary discuss the events that have transpired.

This first mission has Fisher and an AI-controlled ally infiltrating a weapons facility in Iceland, before things have gone bad. So this is standard Splinter Cell fare, where you're proceeding through your required and optional mission objectives, occasionally taking direction and receiving updates from your old pal Lambert. But even within the first few minutes of the mission, new gameplay aspects became evident. For one, since this first mission sees you accompanied by a friendly operative, you can perform some of the tandem maneuvers that you could pull off in the cooperative mode of the last game, Chaos Theory, when you had a second player at the controls. You'll be able to boost your ally up to a high ledge, for instance, and then have him help pull you up too. Otherwise, this first mission features the same stealth action you've come to expect from Splinter Cell, requiring you to sneak around guards, disable lights and security systems, hack into computers, pick locks--basically, get in and get out without being seen.

Some of the co-op moves from the last game will now be available in the single-player, when you've got a computer-controlled ally with you. At the end of this mission, though, the game drops a pair of story-related bombs. One, some bad guys have made off with the weapons you were after--though it turns out they weren't just any weapons. A cache of red mercury--the nigh-mythical, horrifically explosive chemical compound--has gone missing, and it appears it's fallen into less than savory hands. Needless to say, Fisher and Lambert aren't very happy about that. And then there's the fact that Fisher's daughter has just been killed, which he understandably doesn't deal with very well. In the face of frustrating government foot-dragging on the red mercury issue and a feeling of nothing left to lose, Fisher and Lambert hatch a plan allowing Fisher to infiltrate the underworld group with access to the red mercury, in order to save countless lives before things go awry.

It's at this point that the radical changes to Double Agent's gameplay begin to become evident, as you start the second mission in a penitentiary where the one contact who can put Fisher in touch with the right (wrong) people is being housed. Once you're on the inside, you can kiss all those typical Splinter Cell amenities goodbye. No night vision, no advanced modular assault rifle, no nothing--just your bare fists, your wits, and your will to succeed. Luckily, you'll start out having already befriended the man on the inside that you're looking for, so you'll have a partner in crime that you can work off of in order to rig your escape and meet up with the terrorists. From what we've played so far, this includes a lot of sneaking through secret passages within the prison, manipulating the guards and other inmates, and so on.

In fact, one early cinematic sequence took us by surprise--but showed us where Ubisoft is going with the game's design--when we took Fisher out into the prison courtyard, where he'd planned a diversion with his co-conspirator. The other man started a fight with a troublesome inmate, at which point Fisher intervened with his famously gruff manner, and we were given the choice to kill the foe or merely incapacitate him. After we opted to silence him for good, we were presented with an onscreen meter that indicated, Knights of the Old Republic-style, our standing with both the NSA and the terrorist cell (and naturally, killing bystanders will move your slider over toward the bad guys). Ubisoft has stated in the past that the course of your game experience will be dramatically affected by your moral alignment, which is clearly the direct result of your in-game actions. We're interested to see if this claim holds true as the game wears on.

Of course, we'd prefer to get our hands on the Xbox 360 version of Double Agent, but we have to say the standard Xbox game is a pretty good substitute for the time being. The game looks just as good as Chaos Theory did, with all the same sorts of graphical niceties you'd expect to see (in fact, the visuals even have a qualitatively similar look to those of the last game). So far, we're more interested in the gameplay changes the designers have made this time around, which seem like they'll make Double Agent a decidedly different experience in some ways from the past three Splinter Cell games.
Source : Gamespot
 
Bluffy....come on man, this thread needs your contribution.

Please keep your contribution to this thread coming, for the sake of us PS2 owners :).

Reps to you!!.
 
Hey Thanx..... Buddy :) ! There is not much happening on the PS2 Scene anyways , but watever is new i will make sure to Post it ! I Think This Thread was a Sticky Material , I wonder why Mods decided to Unstick it :| ! Now since this Thread is unsticked it becomes difficult for a Guest or a Newbie to spot this Thread , Thats the Reason it needs Occasional Bumping every now and then ....but the Sad part is that the only Bumpers r Param and Myself :( ! So Mods if u r Reading this plz make this a sticky again .......wud be Nice :) !
 
WWE SmackDown vs. Raw 2007 Update


Published by : THQ
Developed by : Yuke's Media Creations
Genre : Wrestling
Number of Players : 1-6
Release Date : US November 14, 2006
Also Available On : PlayStation Portable, Xbox 360



Improved Match Types
Money in the Bank Match (New!)

After two consecutive WrestleManias, THQ has finally brought the wildly popular Money in the Bank match to SVR. In it, six different WWE superstars battle it out for a shot at the title from their particular brand (SmackDown or Raw).

Similar to a traditional ladder match, this contest places a briefcase with a championship contract suspended high above the ring. The first wrestler to successfully navigate his way to the top of a taller ladder and grab the briefcase wins the match. Being successful guarantees that superstar the right to a title shot any time they want. Sadly, the exact way in which this works during the career mode (re: if?) is still unknown. But at least we know that it's in there.

Money in the Bank can get hectic.Incidentally, the first two people to win the "Money in the Bank" match (Edge and Rob Van Dam) went on to win the WWE Championship later in the year. By coincidence or not, John Cena was the man who lost the belt on both occasions.

Ladder Match

Before we reveal the changes in this match type, consider this bit of background info first: The moment in which Shelton Benjamin ran up a leaning ladder (which was resting against an already-setup ladder) and clotheslined Chris Jericho off the top rung at WrestleMania 21's Money in the Bank match served as inspiration for this year's improvements. In addition, last year's Rey vs. Eddie custody-deciding ladder battle (and the several spectacular moments it provided) also motivated the SmackDown team for this year. You can guess where this is going...

SVR 2007 will indeed give players the ability to lean one ladder against another so that they perform running spears or clotheslines off of it. If that isn't enough, gamers can also position ladders into turnbuckles both vertically AND horizontally. This means that when you Irish whip an opponent into the steep-steps during a grapple initiation that you can perform four different kinds of attacks. You can use the ladder as an environmental grapple too -- just drag a fallen opponent towards a floor-bound ladder and you can sandwich him between it. Also, players can expect the ability to control how many times they can close it on him as well.

But that's not all. The way in which players can grab hanging championship belts has also been changed. As many fans probably remember, the ladder used to automatically fall down once users grabbed the title. Acquiring that belt was then accomplished by tapping the bejeezus out of the controller. No more. Now, the right and left analog sticks are used to reach for the strap via individual arms; Move the left stick up and the left arm extends, move the right stick and the right arms extends. And yes, if you move both up at the same time both arms will definitely reach for the belt simultaneously.

Once the championship is in hand, the next thing to do is locate what THQ is calling its "sweet spot." As an example, if you grab the title with your left hand, the sweet spot can be found by moving the left analog stick around. The closer to the spot you get, the more the controller will rumble. A "Ladder Gauge" will then appear on the screen and start to throb and disappear. If the wrestler can hold onto the belt until the meter disappears, he'll free the title and win the bout. This same technique applies to the other two methods of grabbing the belt as well (right analog or both), but there's more risk involved when using two hands because if he doesn't find the sweet spot quick enough he'll fall off the ladder (after all, there isn't a free hand to anchor himself). Of course, the advantage is that two hands depletes the ladder meter faster than one.

Table Match

The last match type to get a big overhaul this year is the Table match. Previously, it was far too easy to break a table and there was no drama with setting it up in the first place. THQ hopes to correct that in WWE SmackDown vs. Raw 2007.

This time, players who want to put their enemies through a table have to meet two separate requirements. Requirement number one is that your wrestler has a stored finishing move icon (easy enough) and requirement number two is about momentum --that meter must be filled as well. Once both of those goals have been reached, users can then send an opponent through a table.

Keep in mind, however, that breaking a table doesn't just "happen." Once the table is set up (be it against a turnbuckle or in the center of the ring), users must Irish whip their opponents towards the thing to get them to lay or lean on it. Once that has been accomplished, gamers can then execute a finishing maneuver smash their way to victory.
The good news is that there are different table finishers that depend on a variety of factors. Table placement affects the animations and moves that take place on it; superstar-specific finishing moves have been added in there as well. Play as Triple H, for example, and you can pedigree someone right through the top of the wood. What's more is that most superstars on the roster will have their own unique table finisher (no word yet on how many, though). Even better is that the way in which the closing moves are performed will get an upgrade too -- so expect a much a more cinematic presentation at the end moment.

Oh, and there is one other goodie worth mentioning: an all-new feature for SVR 2007 is the ability to double-stack tables. To do it, players just have to set one table up in the ring and then, while holding another table, walk towards the one that's already standing and tap the action button (X on PlayStation systems, A on the 360). This will set the second table on top of the first one. If you perform a finishing move on a double-stack, the wrestler on offense will climb the turnbuckle and superplex their victim through them.

What's new since the last time we played and how does the PS2 version stack up?

The wrestling team at THQ was on tour late last week, dropping by the offices of publications all over the Bay Area to show off the latest build of WWE SmackDown vs. Raw 2007. The trip wasn't without its juicy little details either, as Creative Manager Cory Ledesma offered a number of interesting tidbits regarding both the PS2 and Xbox 360 versions of the game. As an added bonus, the trip also gave us an opportunity to go hands-on with the product for the first time since we played it at E3 this past May.

If any of our readers attended the San Diego Comic-Con in late July, then our sample build would probably look familiar to them -- as it's the exact same one that was on display there. Nine different superstars were available for selection in all, and if you haven't been following our earlier coverage, those superstars are Booker T, Chris Benoit, Triple H, John Cena, Rey Mysterio, The Undertaker, Johnny Nitro, Shelton Benjamin, and Kurt Angle. Most of their ring walks and introductions have been included as well, but they are still rough, incomplete, and missing their Titan Trons and final audio.
But wrestlers aside, what specifically is different since the last time we've played? To start, the game is pre-alpha now as opposed to... well, whatever it was before (pre-omicron?). This build status means that a large number of SmackDown's final feature set is here and working in some fashion or another (including match types, match rules, crowd interactions, etc). We also learned that the PlayStation 2 version is a port of the Xbox 360 game, not the other way around. As a result, the PS2 iteration is running a little behind in terms of its completion percentage, but will be caught up entirely by the time the game ships in November.

We also learned that the differences between the Xbox 360 and PlayStation 2 discs will be minimal at best. Besides the obvious achievement system available to 360 owners (the specifics of which haven't been finalized), the only other real advantages for next-gen are visual and technical. The 360 version, for example, will benefit from the sweat system that keeps showing up in screenshots and videos, while the PS2 edition won't have it at all. Moreover, the PS2 version will only allow crowd battles and interactions during certain match types and circumstances, whereas the Xbox 360 version will allow for them for most match types (it's a horsepower/ performance thing). Content-wise, the games should be near-identical.
On the subject of crowd and environmental interactions, those are working a lot better now too. In the few stages we tried the feature out in, there were a lot more objects and hot spots than there were before (boxes, electrical thingies, etc). There are a higher number of weapons that you can steal from the crowd too -- including canes and signs. Sadly, the script to allow for the tearing of signs isn't in the pre-alpha build yet, but it is coming.

The most important addition to the gameplay since we last toyed with it, however, is that the analog grappling system works much more fluidly. Response times are quicker than they were before and transitions from the "grapple type" animation to the actual grapple itself is a lot less robotic. At most, you're looking at a one-match learning curve before you get the hang of it too, so don't expect to be on foreign ground for long. From what we can tell, the new system doesn't look like it's going to revolutionize wrestling games the way Fight Night did for boxing titles when it moved to analog control, but it does make SmackDown feel more interactive. Want better news? If you don't like the new system, you can decide to use the old one instead (thank you options menu!).

One area that could definitely use some work, though, is the counter system. Though the mechanic now allows for infinite reversals if you can find two players good enough o keep it going (positional reversals mind you, not move-specific ones), the timing is still twitchy and hard to figure out from wrestler to wrestler. THQ tells us that this is because it has fully been tuned yet and the HUD that will appear when a counter opportunity presents itself hasn't been implemented yet -- so we anticipate a positive change here.

For more on what WWE SmackDown vs. Raw 2007 will be bringing to the table last year, be sure to follow the links to previous previews located below. Our media page has been updated with a small selection of screens and direct-feed movies too, so be sure to check those out as well. If that's still not enough wrestling for you, take heed -- we'll be back in a few weeks with the full roster reveal and the beginning of our annual SmackDown Countdown. Be there!
Source : IGN
 
Ya but I dont think its going to be a huge improvement over svr 2006 !Graphics r the same , the wrestler models r the same , basically wat u r getting is few new out-dated wrestlers like Mark henry , boogeyman , chris masters etc etc... Most probably wrestlers like Khali and umaga won't be their ! Also their wont be any new match types like punjabi prison match etc.... gameplay will be tweaked though ! Looking forward to the improved version of season mode and GM Mode ! This game is goin to be the best in the series without a doubt ! :)

@Param ( OT ) : What is ur ID @ IGN Forums ? Do u often visit the wwe smackdown board @ IGN ... Actually There is this Guy Hitman_hart05 who is also an indian on those boards , is that u by any chance ? Just curious ! BTW my IGN ID is Bluffmaster ! Looking forward to seeing u there ! :)
 
Bluffmaster said:
Ya but I dont think its going to be a huge improvement over svr 2006 !Graphics r the same , the wrestler models r the same , basically wat u r getting is few new out-dated wrestlers like Mark henry , boogeyman , chris masters etc etc... Most probably wrestlers like Khali and umaga won't be their ! Also their wont be any new match types like punjabi prison match etc.... gameplay will be tweaked though ! Looking forward to the improved version of season mode and GM Mode ! This game is goin to be the best in the series without a doubt ! :)

@Param ( OT ) : What is ur ID @ IGN Forums ? Do u often visit the wwe smackdown board @ IGN ... Actually There is this Guy Hitman_hart05 who is also an indian on those boards , is that u by any chance ? Just curious ! BTW my IGN ID is Bluffmaster ! Looking forward to seeing u there ! :)

I'm known by ID 'params7' in all of internet. I have an account I created long ago on IGN forums but I haven't posted in there in ages I normaly post at Gamespot/Gamefaqs forums). Though I do plan on checking it out now that you've mentioned it.

Anyways about last SM, thing is SmvsRaw2006 already reached the limits of the Ps2. THe graphics were so high it even laggs if you stack all the weapons in the ring in a 6-player match. The character models were all top-notch, what more imporvements there could be? The only scope in which they can improve in another title on Ps2 is storyline mode, extra features like new matches, and Create A Wrestler mode.

And the cover art looks kick-ass. Triple H has been in infinite amount of WWE game covers.
 
^ Yep Its true that this game has Reached its Limits in the Terms of graphics , but still they could have atleast made some improvements to some of the wrestlers models...... For eg Look at batista , his Face could have been a lot Better ( Just Look at the 360 version of Him ) ! Plus I would Really Miss New wrestlers Like Khali , umaga etc.... Plus DX is also not in the Game ! Plus No new Match Type ( I may be wrong ) ! But still i am Glad that I will be getting a new and Improved season and GM mODE ! :)
 
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