Rabu, 17 April 2013
Update Atlantica Indonesia "The Rise of Atlantis"
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Map Lokasi Atlantis |
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TITAN Ship |
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Suasana Kota Antillia |
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Perbedaan Bentuk Descendant of Atlantis dan Atlantean |
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Aumaton Gigas, The Atlantis Masterpiece |
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Forgotten City Dungeon Boss |
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Download Full Patch Atlantica |


Jumat, 22 Mei 2009
PES 2010
PES Productions, the Tokyo-based development team, is setting out to make this the most realistic football simulation available, with player feedback a key part of the process. "We have been monitoring feedback and comments on the progression of the PES series for some time now, and PES 2010 will see us implementing a great deal of the ideas players have been requesting," commented Naoya Hatsumi, Producer for PES Productions at Konami Digital Entertainment Japan. "We aim to make PES 2010 a more user-friendly, immediate experience that places the emphasis on getting straight into the gameplay for which the series is famed. PES 2010 will look better, will play better, and will recreate real football as closely as the current hardware will allow."
The team has expanded for development of PES 2010, with the creation of a number of dedicated departments focused on different aspects of the game, such as online. The key additions/changes to the game are:
- Gameplay: "PES 2010 focuses on enhancing the excitement of matches between players, making for a truly challenging experience that will constantly test the player. Intuitive zonal defending will cover spaces and players need to look constantly for new ways to attack. PES 2010 focuses on being a real football simulation, as it requires both strategic play and quick reactions, as in real life. In addition to key out-field elements, goalkeepers are more versatile and with abilities matching those of modern shot-stoppers. The game's referees have also been reworked, with smarter AI elements allowing them to make more balanced calls during matches."
- Improved Visuals: "PES 2010 has undergone a major visual revamp, with its celebrated player likenesses and animations now even closer to those of real-life players – including live player expressions to be depicted with an improved lighting system which differentiates between various conditions! Stadium detail is also massively improved, with the grass and other in-stadium elements finely depicted."
- All-new Animations and Moves: "Animations now dovetail into each other seamlessly, with dribbling and shots on goals worked into dribbling animations. More individual skills are also on show, including new flicks and tricks that have a definite showing on the way a game flows. Several elements have been completely reworked, with the dribbling, turning and kicking animations greatly enhanced, while there is a noticeable change in pace when a player passes a ball from a standing position than from within a run."
- Enhanced Master League: "Master League has been thoroughly renewed with the enhancement of managerial aspects, which enables users to enjoy managing a team for a longer career lifespan. Seen by many as a key contributor to the series' success, the Master League elements in PES 2010 have been bolstered by far-ranging and vital new additions, dedicated to enriching the mode."
- AI: "The Tokyo team has worked to improve the AI of the game, with Teamvision 2.0 implemented. Midfielders and defenders now work together to cover open space and close down attacks, meaning that cover can be provided for lower-ranked defenders. This also has the additional effect of removing soft goals, thus returning PES 2010 to its simulation roots. In terms of attacking, players can also now move several players (at) once, sending them into different areas, opening up more goal-scoring possibilities than ever before. As such, PES 2010 necessitates a new level of control from the player. Strategic thinking is as important as quick passing, but the new system greatly opens the way the player oversees control of the team. In free kick scenarios, for instance, players can now instigate the runs of the players awaiting the ball in the penalty area."
- Individual Play Characteristics: "In previous PES games, the team formation has determined the movements of the players. PES 2010 introduces a new system wherein the individual attacking and defending nature of the players is integral to the way they play. Each player enjoys unique AI tied into their best abilities, and is reflected in the actions of their team mates – i.e. if a player who is known to be a good crosser of the ball is in possession, more players will flood the penalty area to receive it. Similarly, if a player is known to be good with close control, defenders will work to cover their stronger side, while lone strikers will be automatically supported by midfielders on receipt of the ball."
- Strategy Use: "A new power gauge system allows users to balance their strategy in a quick, but wide-ranging way before a match. Every element – pass frequency, movement, the line of defence, width of play, or the position of the front line – can be altered to match those of a favoured club: Juventus Turin are a dangerous side on the counter-attack, for instance, while FC Barcelona use width in their attack. These formulations can be altered at any point, too, with Home and Away matches forcing different circumstances on the user, as does the rigours of a Master League season."
- Enhanced Online: "A new dedicated section of the Tokyo team is committed to improving the online side of PES 2010. More downloadable content is also planned. Konami has supported PES 2009 with the release of new licensed teams, transfer updates, etc, and this support will grow for PES 2010. Team and content updates are planned throughout the game's lifespan. These will make the game even more bespoke to the player's match day needs."
- Match-Day Atmosphere: "Crowd reactions to the on-field action are now more varied, with all new chants and cheers. The subtle difference between Home and Away matches will be reproduced, and the crowd will react spontaneously to specific situations in a game, showing their disdain or pleasure as fouls are committed and goals scored. Likewise, the commentary has been altered to offer a fresher, more concise overview of the game."
- Penalties: "An all-new system has been implemented, offering greater control, placing and accuracy."
- Exclusive Europa League License: "Konami has strengthened its relationship with UEFA and can announce it has secured the exclusive video game rights for the Europa League Licence (formerly known as the UEFA Cup). In addition Konami will be enhancing and developing the use of the UEFA Champions League within PES 2010 to make even better use of the best club football competition in the world."


Sabtu, 04 April 2009
Command & Conquer : Red Alert 3

Red Alert has always been the more "colorful" of the Command & Conquer franchises. Its premise of time travel messing up the space-time continuum allows it to come up with some silly scenarios that are conveyed by scenery-chewing performances by actors in live-action video sequences. So with the Soviet Union facing defeat at the hands of the Allies, a trio of Russia's finest (played by Peter Stormare, Andrew Divoff, and Tim Curry) travel back in time to whack Einstein. This is a tip of the hat to the original Red Alert, where Einstein travelled back in time to whack Hitler. Job done, the Soviets return home only to discover that, like Eckels stomping on a butterfly in A Sound of Thunder, messing with time has unforeseen repercussions.

What results is three campaigns that let you play from the perspective of the Allies, the Soviet Union, and the new Empire of the Rising Sun, basically a Japan that's led by Sulu from Star Trek and armed to the teeth with almost every notable Japanese clich? turned into a unit. There's the aforementioned transformable mecha as well as non-transformable samurai robots, high-tech ninjas, suit-clad engineers, and, yes, even a skirt-wearing schoolgirl armed with Akira-like psychic powers. Not to worry, because the Allies and Soviets can play silly too, with helicopters that shrink opponents to pint size, tuxedo-clad spies, armored zeppelins, and leggy female commandos.
The big new addition in Red Alert 3 is that the entire single-player game has been designed with co-op in mind. You can either play with another human being or with the computer, but basically you each control your own base and forces. If you're playing with a human, there's built-in voice-chat and an ability to drop markers on the map to get their attention. If playing with a computer, you can issue orders for them to seize a location, or strike a certain target. It's a good dynamic because it can make what are traditionally long slogs shorter; you effectively have double the forces that you would normally have in a traditional RTS. Quite often, I let my computer partner tackle half the map while I tackled the other.

There's also a naval element in Red Alert 3, as many maps incorporate bodies of water. You can build submarines, dolphins, carriers, and battleships, though the line between naval and land warfare isn't exactly cut and dry due to the amphibious nature of many units. Vessels can sprout legs or treads and roll up to dry land, and some land units can float. It adds an extra dimension that was lacking in previous C&C games, and it also lets the developers show off the gorgeous water tech.
Aside from that, though, the gameplay formula hasn't changed very much from both ancient and recent Command & Conquer games. The economies have been gated a bit better in Red Alert 3, but aside from that you're in a mad race to gather resources, erect a variety of structures, research upgrades, and churn out armies, navies, and air forces. What's more, the missions have the same puzzle-feel; the campaign gradually unlocks the units and special abilities at your command. It's not until the final mission that you get everything unlocked. That, along with the design of the various missions, reinforces the feeling that you're not so much thinking for yourself as you are doing exactly what the level designer wants you to do. Plus, it's also annoying that you can't pull the camera back to see more; you're limited to the same sized slice of the battlefield as before.
Multiplayer and skirmish play is as cutthroat as ever, even more so in fact due to economy being gated better. In last year's Command & Conquer 3, it was possible to accelerate an economy by building multiple collectors per refinery, but in Red Alert 3 you can only assign one collector and one refinery per resource deposit, which helps to prevent an early game knock out. Still, you're going to need a lot of cunning and aggressiveness to keep the other guy off balance and to seize and maintain the initiative.

The balance between the three sides feels good at first, but if there's one glaring weakness it's the Empire's dire lack of sea-based antiaircraft early in the campaign, when the Allies hurl wave after wave of aircraft at you. What anti-air units the Empire does have require some micromanaging since they're transformable. That's rectified a bit later on, but it's a major headache until then.
The cast looks like they had a lot of fun for the most part. The great J.K. Simmons plays a gung-ho US president, Stormare basically echoes his role as the crazed Russian cosmonaut in Armageddon, and Curry's Russian accent just drips on the floor. Then there's no complaint about the bevy of beauties skimping about in cleavage-showcasing blouses and short skirts, though some of the "flirting" by British bombshell Gemma Atkinson is more than a bit awkward if you're anything other than a 14-year old boy.
Musically, the game has a driving soundtrack that helps fill in the lulls in missions. It works to the game's advantage that composer Frank Klepacki returned to help out with the soundtrack. Klepacki was responsible for Red Alert's iconic and memorable Hell March, and Red Alert 3's soundtrack feels like a fitting successor to that, with a modernized version of the Soviet anthem along with plenty of guitar-riffing background pieces.


Senin, 11 Agustus 2008
Spectral Force 3




Minggu, 10 Agustus 2008
World of Warcraft

With sword in hand, you discover why Death Knights are so cool. You basically have to kill an unworthy Death Knight initiate in battle in order to join the club. So it's a bit like college hazing, only a tad more extreme. Take out the initiate and you prove yourself to the boss, who then gets you ready for the conquest of New Avalon.Next up was a fairly interesting quest to "fly" giant magical eyeballs to scout the fortifications of New Avalon.
Using a mechanism that basically gives you control of the orb, you launch the magic eye at the town below and then maneuver it. The mission is to analyze four key structures, which is done by floating over it and hitting the analyze button. The only problem is that the defending archers below are doing their hardest to shoot down the eye, so it'll take a few attempts to analyze all the structures.Once the scouting is done, it's time to fly a bone griffin done to the ground in one of the shortest rides ever, talk to the ground commander, and get your first mission to start rolling back the defenders.
This involves a typical MMO quest of kill X number of soldiers, but, Death Knights being Death Knights, you're also tasked with chopping down fleeing civilians, as well. Sure, it's evil and such, but if you couldn't figure out the side the Death Knights were on based on their all-black, hooded cloaks, then you probably need to read more fantasy.



Beijing 2008 Review
Don't even bother. Sure, Sega's Olympic cash-in is definitely full of all of your favorite events and it has a reasonably authentic visual style, but the gameplay is shallow and repetitive and the basic setup of the competition is clumsy and unsatisfying.

But let's start with the good points first. Whether you're a fan of the 100m hurdles, the uneven bars, or platform diving, you're bound to find something you like among the game's nearly 40 events. Even slightly more offbeat events, such as kayaking, archery and judo, find a place here. If you've got a favorite track and field or gymnastics event, it's probably in the game somewhere.
The overall presentation of events is equally solid. The judges and the overall setup and the apparatus are all set up in a very convincing manner and, gratuitous replays aside, really help to draw you into the experience. The wide range of locations, from the track to the kayak slalom to the judo mat, all feel convincingly real. Though the crowds can be a bit monotonous, you really get a sense of the enormous scale of the competition. In fact, all that separates this from the real broadcast of the Olympics are those annoying movies that show how each of the athletes overcame some profound personal tragedy to compete in the Olympics.
The actual quality of the graphics is also quite good. The athletes all look very real but there is some unfortunate repetition of character models here and there. We were quite amused to imagine the US shot put champion taking the medal stand only to look over and see his identical twin brother from Poland came in second. Boy, we bet there's a heck of a heartwarming tale of how they overcame adversity to compete together. The animations are very lively and add a lot of interest to the game. You really will be fooled at times that you're watching the real deal here.

Unfortunately, the actual mechanics of most of the events are, at best, a prescription for repetitive stress injuries and, in a few rare cases, nearly uncontrollable. When will developers finally find something to replace the aging Track & Field format? Don't get us wrong; we love the old Konami game just as much as anyone, but the concept of rapidly smashing two buttons to simulate running is, at 25 years, well past its prime. You can also toggle the analog stick on your gamepad to get your speed or power up, but try slamming it back and forth for a full three-and-a-half minutes for cycling or the 1500m track events and see if you ever feel like playing again.
And it appears that you have to use a gamepad with this one. We got our first indication when we opened the manual and saw it filled with discussions of left triggers, right thumbsticks, bumpers and A and B buttons, but our fears were fully confirmed when we went into the game's keyboard configuration options and discovered that there's no option for the gamepad's triggers or bumpers. We suppose we could try to play without these buttons but since they control key actions like launching off the line in a race, jumping, throwing, shooting, diving, lifting, dismounting, and balancing. It didn't seem like we would get very far. Nevermind the events like kayaking or archery that require two analog sticks.
Some of the controls for certain events actually work well, and in most cases it's because the controls are really close to the real world action you're simulating. Using the analog sticks to balance on the rings, or to draw and aim a bow, or to do any of the shooting games, is perfectly natural. Rotating each of the sticks in opposite directions for swimming or weight lifting, or using them to track moving targets in diving, is a little more abstract but it can still work if you're willing to just accept it.
The absolute worst events are kayaking and judo. The kayak is as nimble as a tank and is steered with just as much finesse. Having to negotiate a slalom course using the two analog sticks to control your paddles is nearly impossible. But at least with kayaking the controls have an obvious use. In judo, the game pretty much tells you, and this is not a joke, to try different button combinations and see what works. What's even more ridiculous is that the game also advises players on the defensive to use the same button combo of the move that the opponent it using. We honestly can't believe a description like this made it into the manual and the tutorial. These are supposed to be world-class competitors at the top of their game, right? It's appalling that we're being asked to experiment just to discover the basic functionality of an event.

Nevermind all the other problems--how watching the meters and bars keeps you from appreciating the athlete's motion, or the considerable amount of luck involved in starting off the line in a race, or the randomness of the scheme that results in us getting five fouls and one world record all during the same event. The bottom line is that the control scheme for many of the events frustrates your ability to enjoy the few things that the game gets right.
There are two basic formats for the competition here, the à la carte Competition mode where you and your friends can compete in whatever events you like and the more serious, progressive Olympic mode that includes trials and daily challenges. The competition mode is definitely more attractive because you can just jump right to the events you care about, but it doesn't have a big payoff in the form of a big ceremony. For that you'll need to start your own Olympic game.
In this mode, you'll have to qualify for different events day by day, and if you fail at enough of them, you'll have to reload and start all over. This isn't much of a problem if you get a day full of easy events like table tennis or pistol shooting, but if you find yourself stuck with hurdles and pole-vaulting, you may be fighting again and again just to progress to the next stage. The control scheme has an accomplice here and it's the bizarre role-playing system that lets you upgrade your athletes. Nevermind the fact that these athletes come to the Olympics because they're already the best in the world, but who thought it would be a good idea to have the player's team of athletes start out behind the curve? You spend the first part of the Olympic mode playing catch-up, hoping like crazy that the game doesn't load you with a day's worth of terrible events.
And after all, isn't that what the Olympics are really about?
No.

Closing Comments


FIFA Manager 09

