Top Upcoming Games On PC !

thanks thats a relief.. me don want -ve reps :) .. me visits gamespot often will post whatever i find interesting bluff.. will keep the thread alive
 
Thanx For the reps Zhop ! :) Reps r always welcome ! :)

Spore has also won the game of the show award at E3 ! I Dont Know wats sooo special about that game ! Has anyone got any Idea when will its demo Release ? Gotta Play This One ! :)
 
Need for Speed Exhales Carbon
EA officially reveals the next big race.​
June 22, 2006 - In a shocking late-day announcement, Electronic Arts revealed it is creating another Need for Speed title. Yes, we'll give you a moment to find your inhaler.

In development at EA Black Box in Vancouver, Need for Speed Carbon is the latest in the huge-selling racing franchise. The game will offer both classic turf-tiff city action and new "Canyon Racing" -- high-stakes zooming along the rocky curves of Carbon Canyon.

Whether fighting for control of the city or careening around banks of sedimentary rock, you'll once again sit behind the wheel of a ride you've customized to your liking. The new Need for Speed uses a "ground-breaking" Autosculpt system for vehicle tweaking.

"We pride ourselves on our ability to reinvent the franchise and continually uncover new and exciting trends in car culture," said executive producer Larry LaPierre. "Canyon Racing is a real test of a driver's skill and we think it provides a fantastic game play opportunity to lean into."

As this is EA, Need for Speed Racing is in development for every imaginable platform: PlayStation 2, PlayStation 3, Xbox, Xbox 360, Nintendo Wii, GameCube, Nintendo DS, Game Boy Advance, PSP, the PC, and even mobile phones. Look for the game to launch this fall.


Source : IGN
 
PREY Hands-on
Final Build Impressions

We all know about Prey. It's the game that's been in development since 1995.The one that's been through three full development cycles, has nearly died twice, and has resurrected twice -- over the last 11 years. It's the one that's coming out July 12 on Xbox 360 and PC. You know, the one with the Cherokee lead character who gets abducted by aliens and can walk on walls? Yeah,that one. I won't detail the entire storyline for you now (although you can read about it here), but the main story is this: You're a modern day Native American Cherokee, Tommy. Your girlfriend, grandfather, and you are abducted from the local bar on the reservation by a massive alien spacecraft -- a vehicle upon which your character develops from an apathetic runaway to fully realized Cherokee man, and the entire story revolves.
We've seen and played Prey in its single- and multi-player formats many times before, but today IGN had the chance to see the nearly final build running on both Xbox 360 and PC. Prey is coming out in about three weeks, and, unless you're an idiot, broke, or you're strapped to a rowboat on the river Styx, you'll want this game. This third and final iteration of Prey is in development by three different levels of development teams. Wisconsin-based Humanhead is handling the development of the PC version and is overlooking Venom, a UK team working on the Xbox 360 version. The guys that brought you Duke Nukem, 3D Realms, are producing both. The teams are putting the final touches on the two versions, of which there will be a demo appearing on Xbox Live Marketplace and File Planet as early as midnight tonight (Wednesday, June 21, 2006). The PC version has been capped at a smooth 60 FPS, while the Xbox 360 version will run at a steady 30 FPS, and the single-player game is, with the exception of a few down-sampled textures here and there, gorgeous. Also, it's the exact same content on both systems. Built on the Doom 3 engine, both versions, from what we saw, are running smoothly, fast, and beautifully.


What makes the single-player game we played today so interesting is that it's pretty much done. That means we played it from the very first seconds of Tommy talking to himself in a mirror in the bathroom to the part where he is abducted to the first time he wrenches an alien, uses the sniper, and walks on walls. Prey takes place on an alien ship that's many things, at least in the beginning. First, it's alive. Every inch of the ship is gooey, breathing, dripping with something wet, and/or vomiting on you. It comprises hallways, courtyards, arenas and lots of strange alien architecture, but in the end, everything on the ship is alive. Second, it's a weapon that's useable to your advantage and against you. As you progress from location to location in search of your girlfriend, who also was abducted, you'll pass thorough doors, portals, sphincters, force fields, and tubes. You'll walk on walls and ceilings, as Humanhead plays with gravity and perspective like no other game before it. Third, the ship is actually a living ecosystem and small planetoid powered by a giant sun -- inside it. At one point Tommy walks up to a menu screen at the end of a hallway, punches a button on it, and a glowing diagram appears as if to say, "you are here," like a mall map. Seconds later, metal doors open up a window providing its massive real estate.
Doors are doors. You know them. Sphincters, or sphinct-"doors," are organic four-clover openings that act like doors, but they're wet, gelatinous, and tongue-like, just slightly less than vile. In other words, they're the perfect alien door. Portals are just that: Rips in space that transport humans and aliens alike from place to place. What's distinct and technically savvy about these is that they're simple crates or openings that you can see into. When looking into one, you can view the room on the other side. It's not just a black space. It's not fogged out. You can actually circle around the portal and look at it from all angles, and it looks like a normal doorframe or crate. But look inside, or better yet, walk through sideways to see both locations in front of you -- and the transition from one physical location to the next is seamless. It's an excellent effect. Force fields are obviously locations that bar Tommy from progressing. Introduced in previous previews, Tommy can leave his body using his "spirit" form. For example, using his spirit mode, he can pass through force fields with ease, hit a control panel on the opposite side of the door which opens the door, and then he can re-insert himself into his body and walk on through.
The environment, as a whole, is incredibly alive with movement and strange, flowing animations. You'll be impressed. You'll encounter cilia, waving intelligent nodes that detect your movement and communicate it to nearby enemies. And Vomiters, giant orifices that belch out large batches of dangerous and toxic fluid (thus the name). And make no mistake about it -- the ship isn't just alive, it's sentient. It's an intelligent being that tracks your plight. More on that at a later date.
Finally, there are walls and ceilings on which you can walk. To keep the game from getting totally out of control, only pathways with distinct looking patterns permit Tommy to walk on walls and ceilings. Upside down, he'll see rain falling up. When he shoots an enemy dead, it will drop to the "ceiling," and energy nodes, which serve as puzzle devices, enable him to switch from the ceiling to the ground and back again. Wall walking functions extremely well from a technical standpoint and will give you a real perspective change. At first the transition is hard to swallow. The first time you'll do it, there is little action. Later on in the game, once you're accustomed to running around upside down blasting enemies from the ceiling, the action speeds up and it gradually grows hairier. Of course, multiplayer modes make great use of the ceilings, too.
The spirit mode is another unique tool that sets Prey apart from other first-person shooters. Today, when we spoke with Chris Rhinehart, project director and co-founder of Humanhead, he said that in the team's research of Cherokee history and lore, the most famous Cherokee, Geronimo, was said to have believed he could leave his body and travel in a spirit mode. Humanhead liked this idea and fleshed it out in Prey. Once Tommy works through the first levels he "earns" this tool, instantly opening up a deep new level to the game. By pressing Y on the Xbox 360 version, players can quickly and simply leave Tommy's body behind. The body remains wherever you left it, vulnerable to enemy attack. It's usually a good idea to hide the body first, then bolt. When in spirit mode, no enemies can see or detect you. You're completely invisible. That is, until you shoot someone or bump into them. Another possible way to be detected is if an enemy discovers your body and wizens up to the fact that you're not in it. Through the game, Tommy will occasionally take Vision Quests, visiting his grandfather in the spirit realm and learning new techniques or receiving story hints.


If an enemy starts shooting your uninhabited body, Tommy will instantly return to it, using the same weapon Tommy was using before he departed. When running around in spirit mode, Tommy makes use of the spirit bow and arrow. This is a deadly, quick-shot weapon that never runs out of ammo. And it's the only useable weapons in spirit mode. Rhinehart today said that Prey originally had seven spirits and the use of Talon, a familiar bird, but after much consideration the team decided to just use one weapon and to make it really fun, instead of forcing players to use a bunch of weapons they'd never use again. Spirit mode provides a totally different way of looking at the game. If you want to preview the entire level, leave Tommy hidden in one level, run around without being detected in spirit mode, and then zip back and take on the level. Another way to handle new levels is to switch back and forth when needed. Spirit mode also provides paths that aren't available in the material world. Thus, when you're stuck by a logic puzzle, by switching into spirit mode, you may see paths that didn't exist before. Once you progress deeper into the game, Humanhead mixes gravity puzzles with the spirit world for some really interesting twists on both ideas. When Tommy finally dies, he actually transports to an entirely different world, a dead world in which wraiths must be shot to gain enough energy to jump back into the living world.
The controls for the Xbox 360 version of the game are set up simply. Right trigger is shoot, or if you only have the wrench (the first weapon in the game), attack. Left trigger is alt fire, and the bumpers scroll through the weapons. X is jump and B is crouch. Y is spirit mode. There is no need to reload in the game, because you're using alien technology. All weapons are reloadable by sucking energy from in-ship alien nodes, and the spirit bow doesn't require any reloads. You'll even find alien grenades, called Crawlers. These are alien creatures found scattered throughout the ship, each colored black and yellow and appearing in the approximate form of a four-armed starfish. You can flip it to one side, pull a leg off and throw it, and it will act like a regular grenade. Flip it upside down, pull a leg off and huck it, and the Crawler will stick to a surface and act like a proximity mine.
Lastly, the sound and dialog is well done. The music mixes reflective Native American themes with dramatic soundtracks in heavier action-oriented scenes. And the dialog is just plain funny. Tommy is a foul-mouthed dude who regularly uses the F-bomb. He'll say things like, "That was F$%#@ed up." Followed by the phrase, "This is really F^%$#ed up!" Or just plain, "F*&^%!" He'll often walk by other humans and try to talk to them. Most of the other humans you encounter have either been killed, converted to an alien worker drone, or they've lost their minds. When he walked by one psychotic human, crying on in the corner, he asks, "Are you OK?" The guy continues to mumble and whimper to himself, and Tommy says, "I guess not." He's blunt but funny, and his personality actually reflects very closely the kinds of things many gamers might actually be thinking as they progress through the game.
Prey has a bunch of good things working for it. The visuals are sharp and unique, as are the animations and special effects. The organic look and feel of the alien ship provides a totally different feel to the game that works. The actual game -- the gameplay -- is based on solid fundamentals, such as simple, easy-to-use controls, likeable weaponry, smooth motion, seamless transitions, and smart level design. It's got a nice list of achievements, too. And the premise is a theme that everybody likes, alien abduction. Humanhead has fleshed out this idea with a distinct zest, providing wonderfully disgusting alien touches, all sorts of plays on gravity and physics, and a spirit mode that once again digs down into a different kind of gameplay. In all, Prey is the perfect summer game: it's deep and gorgeous, packed with a solid single-player game, and a deep and long-lived multiplayer mode !

Source : IGN
 
Day of Defeat Gets Summer Update
Valve's WWII online action game preps for its first birthday.

June 22, 2006 - Today Valve announced a Day of Defeat: Source Summer 2006 Update featuring a Free Map Pack, scheduled for release on June 28 via Steam to everyone who owns a copy of the game.
The Map Pack, which arrives just before DoD: Source's 1st birthday, introduces a new gameplay style, Detonation, in two brand new missions. The first, Colmar, set in Northern France and marred with cold weather conditions, encourages teams to attack target areas in unison. The Jagd mission challenges teams to a more advanced urban Detonation mission, one that must be completed in a limited amount of time.
The update also introduces new gameplay enhancements such as spawn clip adjustments, improved hit location detection, and weapon balancing, which were made after reviewing the player statistics gathered since the stats feature was added to DoD earlier this year.

Source : IGN
 
Prey
Good things come to those who wait.
IGN RATING
9.0
Outstanding

With gaming becoming a multi-billion dollar business, high-level game creators feel a pressure to both create a widely appealing title and something "innovative" that keeps the veterans from complaining too loudly. One programmer told us recently that the industry is obsessed with topping itself, which explains the ballooning budgets, staffs, and development time that goes into crafting the last eye-popping adventure. In this context, it seems unusual that someone would resurrect a dormant idea -- Prey -- and bring it to the masses, instead of sticking to tried-and-true franchises and sequels. Yet after the E3 video came out last year, one's impressions changed drastically. What before looked like a game that didn't drift far from the Doom mold became something new, weird and enticing. And after adventuring our way from one end of the game to the other, we can say that the video was just a taste of things to come.There's more to the story than cool-looking gates from one room to another. You can walk on the walls and ceilings; the ceilings becomes the walls and the floors. Sometimes you walk through a gate to change perspective, while other times you shoot a gun at a glowing pad, and everything moves. And it's not just small enclosures that experience this. Anything is game for Prey's gut-churning morphology. Add in local gravity wells, spirit walking, and a stream of puzzles that take all of these elements into account, and what you end up with is an environment that transcends its individual gimmicks.I have to say, though, that your initiation into spirit walking is as simple as it gets (hint: you press the "E" key), and suddenly you're a dude who can leave his body at any time, indefinitely, and walk through force field and move around invisibly in the presence of the enemy. Your mentor's congratulatory talk feels a little silly. This is, however, one of the very few low points I can think of. Perhaps a more gradual increase in spirit walking abilities would have been better.
Read Full Review : IGN

GAMESPOT RATING
7.5
Good​
A couple of years ago, you probably would have been branded as a lunatic if you had said that we'd ever get to play Prey. Many of the game's ideas were originally hatched a decade ago. The game was even shown off to press in 1997. But in 1998, Prey was canned so that the development team could move on to other projects, and it was assumed lost. It resurfaced last year with a new developer and new technology thanks to the engine that powered both Doom 3 and Quake 4. The end result is a pretty standard first-person shooter that offers up largely the same sorts of thrills you've probably come to expect from this style of game, in spite of some superficially novel twists.
Tommy and everything he cares about get sucked up into space.
Prey opens with the main character yelling at himself in a bathroom mirror. Tommy, a Cherokee Indian, doesn't really care about his heritage and wants to take his girlfriend, Jen, and leave the reservation. But before he can muster up the courage to convince her to leave (and just after he bashes in the skulls of a couple of morons causing trouble in her bar), an alien invasion sucks Tommy, his grandfather, and Jen up into some sort of spacecraft. With the help of some unknown benefactors, Tommy manages to get free and you set out on your quest to rescue your girlfriend and, of course, save Earth in the process. There are a few plot twists here and there, but some of those twists feel like they've been lifted directly from other games.
The two things that seem meant to separate Prey from its brethren are the game's liberal use of portals that bring you from place to place and a bag of gravity tricks that are meant to keep you wondering which way is up. The portals are open and let you see and fire weapons through to the other side. They lend themselves to a couple of neat tricks, including one where you see yourself entering a portal on the other side of the portal. Just try to resist the urge to shoot yourself in the back of the head. The portals are a neat idea, and their potential is revealed early on when you walk through one that shrinks you down and puts you inside a small glass case with a sphere inside. But for the rest of the game, the portals might as well be doors, because the linear level design rarely leaves you wondering if the portal that just appeared in front of you is indeed the right way to go.
Read Full Review : Gamespot
 
Emmanuelle Vaugier Has a Need for Speed
The actress lends her likeness to the next installment.


She sure is smokin Hot ! Really Looking Forward to it ! ;) :)

July 11, 2006 - EA today announced that popular actress Emmanuelle Vaugier will star in the upcoming Need for Speed Carbon this fall. An emerging young Hollywood talent, Emmanuelle stars as Nikki, the ex-girlfriend of the hero with a dark past.

Vaugier can be seen in the CBS hit sitcom Two and a Half Men. She has also recently starred in the films Saw 2 and 40 Days and 40 Nights, and was featured in Maxim's annual top 100 list last May.

"Being able to work in a videogame for the first time and working with the Need For Speed Carbon team at EA has been a great experience for me," Vaugier said. "This is a game that evolves the racing genre, and I'm thrilled to be a part of it. Playing the role of Nikki allows me to take a completely fresh approach to acting and push the boundaries of the creative process."

To put Vaugier and other actors into the game, EA filmed them entirely on green screen. A special technique processes the live actors so that they look computer generated while maintaining their original performances and facial expressions.

Need for Speed Carbon is the latest entry in the enormously popular racing franchise. The game features both the classic city racing action along with a new "Canyon Racing" mode. In this mode, players are challenged to brave the craggy heights of Carbon Canyon as they speed for the finish line.

Need for Speed Carbon will be available this fall for every system known to man: Xbox 360, PS3, Wii, PS2, Xbox, GameCube, DS, GBA, PSP, PC, and mobile.
 
Half-Life 2: Ep. 1 Update

July 10, 2006 - Valve has released an update for Half-Life 2: Episode One. The changes, announced on the Steam website, come as a result of statistics gathered as players make their way through the game.

Apparently, the elevator battle leading back up to City 17 was giving a lot of folks problems, and the update makes a few balance changes during the sequence. Specifically, more health has been added to the area, more cinderblocks and barrels have been added for use as gravity gun ammunition, extra shotgun shells have been added, and the number of zombies attacking the player has been reduced.
 
Vile Oblivion
New expansion this week. Vampirism cure included.​
July 11, 2006 - The world of Cyrodiil has mutated yet again, spawning another expansion area to add to Bethesda's already massive The Elder Scrolls IV: Oblivion. This marks the sixth piece of extra content available to players since the title originally released back in March 2006. Titled The Vile Lair, the new expansion is currently scheduled to release this Thursday, July 13 for PC for $1.89 via the official Oblivion download site When asked, Bethesda commented the Xbox 360 version should be up on the Marketplace at the same time.

This time players will receive a new safe house where a number of important actions can be performed. Chiefly, the download description states something called The Font of Renewal will be there, where players can cure themselves of vampirism. If this is true, it'd certainly be a huge upgrade from the painfully long quest previously required. If players enjoy their vampiritic state, there'll also be something called a cattle pen in the den on which to feed. A few other upgrades include a Dark Minion who the player can use to find gold and The Shrine of Sithis which can heal and cure diseases.

Source : IGN
 
the model for nfs carbon look yuky man no good looks jus a good body i mean sad last one and the one b4 were like amazingly good.... i hope they drop her and take cindy crawford or victoria bekham :p
 
^^Excuse me :p !! If u Have forgotton let me remind u , that she is only goin to lend her voice and likeness to NFS Carbon ! Ofcourse she would be present in the game but only in the form of Pixels ! Anyways she Looks Damm Hot to me and btw who will get the time to see her Face anyways , she has a Hot body and thats more then enough ! :p
 
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