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Selasa, 04 September 2012

Men in Black 3 (2012) DVDRip 400MB ShahBct



After breaking out of a moon-based maximum security prison, Boris the Animal decides to go back in time and eliminate the person who arrested him - Agent K. When he does so, Agent J realizes that the time line has been changed and he too travels back to July 15, 1969, the day before Agent K is killed. After overcoming some disbelief, J manages to convince K and others of just who he is and why he's there. With the help of a being who can see all time lines, they track Boris down. J also learns a secret, something K had never told him.

Info: http://www.imdb.com/title/tt1409024/
Release Date: 24 May 2012
Genres: Action | Comedy | Sci-Fi
Cast: Will Smith, Tommy Lee Jones and Josh Brolin
Source: DVDRip XviD-DEPRiVED
Subtitle: Indonesia, English

Screenshots

Selasa, 28 Agustus 2012

God of War: Ghost of Sparta Review

How does Sony manage to do it all the time? No, allow me to rephrase that. How does this franchise always manage to do it? How does it manage to not change its formula, but always win us over? God of War: Ghost of Sparta plays not much differently than the GOW games before it, and yet, we don't care. Has this franchise stumbled upon something that defies age? I'm not sure just yet, but what I do know is that I wholly enjoy this game. Much like every other God of War title, you're thrown into the eye of the storm immediately, so the game wastes no time in delivering the goods - and that's par for course. Traditionally, GOW games were never about long and tiresome training intros, and that's because the game is so accessible, there was never a need for them. Yes, occasionally you'll get gameplay hints towards the beginning, but they aren't very intrusive and allow the gamer to focus on the action.


And that's what makes God of War so great. Not just this game, but the franchise as a whole. It has never strayed from what's made it a superb series in the first place; it never lost its focus. God of War never tried to be something more than a balls-to-the-wall, super fast, super violent action game, and I respect that. It never decided that it had to become an RPG midway through, or that it needed strategy elements. No. God of War's focus has always been: 'pressing a series of buttons makes the character furiously whip around and spill lots of blood'. Perfect. And those boss battles? Let's face it, the reason we love them so much isn't because of how epic they can be, but it's because of how gruesome the boss' death ends up being. Those are just some of the reasons why we love God of War, and all of the reasons continue to exist with Ghost of Sparta.

The upgrades, the mayhem, the weapons, the boss battles, and even the always engrossing storyline - Ghost of Sparta continues the faithful God of War tradition of being the total package, despite coming in a package that only fits inside the UMD slot of your PSP. Perhaps the only drawback to all of this, and this may be considered a technical limitation, is that Ghost of Sparta is nowhere near as lengthy as other games in the series. The UMD can only store so much, and that impacts the length of the game to about eight hours. Though are a variety of challenge modes for you to partake in once you finish the game, which increase the amount of time you can spend with it considerably.

Bar none, Ghost of Sparta is the best looking PSP game available today. The same way that the franchise has set a bar on the PlayStation 2 and PlayStation 3, it has done the same on the PSP. Chances are, considering the age of the PSP, it's unlikely a better looking game will come along and unseat Ghost of Sparta - I simply don't see it happening. So not only is Ghost of Sparta one of the best playing games for Sony's handheld, but it's the best looking one. Ready At Dawn has pushed this little unit to its limits by increasing the texture clarity, smoothing out the edges around game characters, allowing the framerate to run silky smooth, and employing some really spectacular effects. Chains of Olympus already looked great, but Ghost of Sparta simply looks better.

If you're a God of War fan, you know what to expect from the audio. Voice acting courtesy of TC Carson, who continues to deliver some of the best voice acting this industry sees on the regular, in addition to a soundtrack that's made to raise your tension, thanks to its fully orchestrated arrangements. Ghost of Sparta's brilliance knows no bounds, as the audio will leave you in a more than satisfied state. I also found it best to have a pair of nice headphones plugged in while playing, because the audio simply sounds that much more rich when it's streaming directly into your ears, as opposed to the PSP's speakers.

All in all, God of War: Ghost of Sparta is the PSP game you should have no reservations about. It's a well deserved $40 purchase that'll stay in your collection of portable titles for a long time. It's the ultimate example of the full console experience in the palm of your hands. God of War: Ghost of Sparta boasts everything you'd expect out of the franchise: superb visuals, great audio, massive gameplay, epic story, and great controls, all in a package that fits in the palm of your hand.

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Star Wars The Force Unleashed: Ultimate Sith Edition

It’s been several years since LucasArts first asked its fan base, “Would you be interested in playing as a Star Wars villain?” Apparently, this idea was met with some enthusiasm, and the result was The Force Unleashed for console gaming systems. TFU makes its PC debut with the Ultimate Sith Edition with its flashy new packaging and additional game content. Unfortunately, this updated release is just a few banthas short of a herd.


To its credit, The Force Unleashed does a lot of things extremely well. You don’t need to be a Star Wars junkie to appreciate the story, which is lavishly presented in high-quality cinematic sequences. The characters are brought to life not only with terrific voice acting, but facial motion capture that impressively conveys the fluidity of human emotion. For those unfamiliar, The Force Unleashed follows the adventures of Darth Vader’s secret apprentice, who is exceptionally talented and trained as an instrument of the dark side. This makes the apprentice a true “wrecking ball” of the Force, indiscriminately blasting through rebel soldiers and stormtroopers alike.

Although dazzling as always, the lightsaber is not really the focal point of the combat. Most of the fun lies within the clever integration of Force powers. TFU is an action game at its core, and the available moves for the apprentice certainly reflect this. Hurling objects at your foes, electrocuting them with lightning, or simply blasting them into oblivion offers players the chance to channel quite a bit of aggression into the game. As you become increasingly skilled, you’ll be able to string powers together for devastating results; lifting a stormtrooper into the air, then impaling him with the lightsaber, might be one of the coolest things seen in any Star Wars video-game.


It’s not until reaching the heavier battles that players may notice the flaws in this alluring gem. The physics engine for TFU, while visually impressive, does not always function reliably or realistically. More importantly, the combat is flawed in a few areas that will cause significant frustration. In the thick of combat, the apprentice can literally get stuck in a loop of collapse as unavoidable attacks from enemies strike him repeatedly. The PC controls feel strangely stiff when compared to the console version, which means the apprentice will not always do what you want, as quickly as you’d want him to do it. The boss fights remain something of a mixed bag. Many of them feel like cheap efforts to exploit flaws in the combatant’s fighting style, while a few are genuinely engrossing.

This release also contains a few missions from TFU’s “alternate universe” of Star Wars fiction, which I will not spoil here. Aside from the exclusive new Hoth level, most of the “bonus” content in this Ultimate Sith Edition was actually released as downloadable content on the consoles. The player skins are basically what they seem – meaningless cosmetic costumes that have no effect on the gameplay whatsoever. Even diehard Star Wars fans may struggle to rationalize the purchase of the Ultimate Sith Edition if they’ve played the original. It is disappointing to see that so many of TFU’s flaws have been retained or even amplified, rather than repaired.

The Force Unleashed remains solid on the graphical front, with plentiful effects and detailed textures to aid the immersion of the experience. Sadly, players may find themselves pushing through the unpleasant sections of the campaign just to find out what happens next in the story. Without getting the gameplay right, The Force Unleashed flounders in its efforts to keep up with its own epic narrative. The Ultimate Sith Edition will provide entertainment for Star Wars fans, but action lovers may find their excitement short-lived.

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SoulCalibur: Broken Destiny Review

Up until now, Tekken has been the only massive 3D fighter to arrive on the PSP. Years ago when Tekken: Dark Resurrection arrived on the PSP, I praised it for being a superb game that brought the very same console experience into the portable world, complete with a story mode, endings, and all. So with SoulCalibur: Broken Destiny on the way, I expected to see that same kind of treatment. And while Broken Destiny delivers in many areas, it fails in one critical aspect...


...That aspect is a proper story mode that comes complete with individual endings. A mission-based mode called The Gauntlet serves as this game's core experience and quite frankly it's pretty terrible. Essentially the game pits you against numerous rivals, but instead of full fledged fights, you have to carry out specific tasks/requirements that are displayed on the screen in order to progress. Now, each one of these "missions" lasts, on average, about five seconds, with a select few going as much as 20. These "missions" will often require you to dodge an attack, block an attack, block then counter an attack, or dodge then counter an attack. Needless to say, these mission requirements are pretty repetitive and tire quick. Sure there's a mildly amusing story behind The Gauntlet, but it's not nearly amusing enough to play the mode for.

Now, as far the gameplay transition from console to handheld goes, SoulCalibur: Broken Destiny does everything just right. Just like how Tekken: Dark Resurrection found its way flawlessly onto the PSP, you can expect that same level of quality from Broken Destiny's battles, complete with its superb fluidity. In total, over 30 fighters are found in the game, one of which is Kratos, in addition to an all new fighter Dampierre. Kratos is one of the heavier pushes for Broken Destiny, as he is actually the most prominent figure on the game's box art.

Of course, naturally, Kratos was my first pick to fight with, and it felt absolutely fantastic to kick some ass with him. He retains all of his signature attacks from the game, and they're particularly awesome to pull-off, too. Also, thanks to Sony, Namco-Bandai had the proper help when integrating Kratos into the SC universe. In fact, from what I was told by a Namco rep, the Kratos model in the game is actually the same one found in God of War: Chains of Olympus, which is very cool.

Character customization has been largely carried over from SoulCalibur IV, which means you'll be able to put your creativity to good use in the game, so feel free to create an all new fighter, or edit an existing one to your liking. But another complaint to address here is that Broken Destiny doesn't offer nearly as many unlockables as SCIV did, beyond extra items for the character customization. And while I understand this is a UMD game, it's not like Broken Destiny comes loaded with CG endings and cut-scenes for every character. And it's not like unlockables take up that much space anyways.

I will say this much, for the general Quickplay matches, SoulCalibur: Broken Destiny is fantastic. The fighting mechanics are still some of the most polished out there, and it really does make for a terrific fighter. But if you're looking for rich gameplay modes that you can play over and over to unlock cinematics and such, this isn't your game. Modes include Quickplay, Trials, The Gauntlet and Multiplayer, which is limited to two-player Ad-hoc, so no online gameplay here like you'd get with the console games.

Now, in my hands-on preview of the game last month, I had to rant about a certain aesthetic choice that Namco has veered towards, and I will regurgitate what it was I said...You see, it seems like ever since the apparent demise of the Dead or Alive franchise, Namco-Bandai have felt the need to fill in an overly-exaggerated-bouncing-breasts void that this industry most certainly did not need in the first place. I'm no morale God. Hell, I love me a curvy woman...I just prefer that woman to be real. I just feel extremely embarrassed to be playing a videogame where nearly half of the polygonal count on nearly half of the characters is in their chests. It continues to perpetuate a stereotype that this industry needs to get rid of; a stereotype that calls gamers lonely, geeky, virgin losers. Forgive my bluntness, but that's just simply the perception a majority of people still have of us.

With that rant out of the way, at least when you're playing on the PSP, you don't have to feel so embarrassed, because chances are nobody's going to notice the ridiculous details put into the female fighters, thanks to the screen size, unless they're standing and watching right over your shoulders. So you can enjoy the game for what it is, a great fighter. Yes, even though I just went on a quasi-diatribe, there's still no denying that SoulCalibur games are terrific playing fighters that have kept many coming back for years. And beyond the questionable aesthetic choices, Broken Destiny is actually a damn fine looking PSP game, boasting great character detail, beautiful backgrounds, fluid animations, a great framerate and other sharp visual touches.

If you've been playing SoulCalibur games for a while, you know precisely what to expect from the sound. The audio consists of the following SC franchise necessities: the battle announcer, fighters with voice actors who boast quickly before the fight, and a soundtrack that closely resembles the tunes of past SC games. Broken Destiny does all of this with ease, as you'd expect, and also gives you the ability to use Japanese voices. There's nothing really monumental to the sound of the game, as I've pretty much covered all there is to it.

In all honesty, if you're looking for a fighter and don't have a copy of Tekken: Dark Resurrection for PSP, I'd just go and buy that instead of Broken Destiny, especially since Tekken can be had for cheap. SoulCalibur: Broken Destiny isn't a bad game, it just feels extremely barebones in many areas, despite boasting one of the all time best mechanics for a 3D fighter. Once this hits the $20 mark, I'd spring for it - otherwise, leave this one alone for now, there are other fighters out there for the PSP.

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EA stock tanks on Star Wars: The Old Republic fears

US markets are largely positive today, due in large part to positive earnings-season economic data and strengthening unemployment data, according to a consensus of financial reporters. However, such is not the case for Electronic Arts, which is trading down more than 6 percent after Brean Murray Carret & Co. analyst Todd Mitchell lowered the company's price target from $28 to $22.


As reported by Market Watch, Mitchell's reassessment of EA came about due to what he termed "creeping concerns" over the future of EA's recently launched massively multiplayer online role-playing game Star Wars: The Old Republic.

"Specifically, initial sales appear to be below expectations, and casual observation of early play is causing us to rethink our churn assumptions," Mitchell said in a note to investors.

Released to a strong critical reception on December 20, The Old Republic sold more than 1 million units during its first week of availability. That tally proved to be more than what EA could handle, as the game's launch was marred by long wait times to access many servers.

Mitchell's analysis of The Old Republic's situation isn't without its detractors. Speaking with GameSpot, Electronic Entertainment Design and Research's Jesse Divnich emphasized that it is far too early to measure the game's long-term potential.

"Some sell-side analysts have such bad tunnel vision on the market that they fail to understand the mechanics of the MMO vertical," Divnich said. "Whether MMO, console game, mobile, or social, each have a completely different business model. It is erroneous to apply success metrics from other verticals to the MMO market and that is exactly what a lot of analysts are doing."

Divnich also noted that EA still has a number of options to boost player numbers and engagement, should the company deem it necessary.

Baird & Co. analyst Colin Sebastian echoed Divnich's sentiment, telling GameSpot, "The game doesn't appear to be the smash hit that some had [thought], but I think it's way too early to be signing the death warrant."


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Gran Turismo Review

A collective holy sh*t has probably dropped from every last one of you guys reading this. Or maybe not. Yes, you're looking at a Gran Turismo review that has scored, for the first time ever, nowhere near the practically perfect grades we've graced this franchise with since day one. Okay, maybe some of you have read some of the other reviews out there and are aware that something has gone really wrong. Well, first off, allow me to preface the remainder of this review by stating that Gran Turismo for the PSP has, allegedly, been in development for five years. I say allegedly, because I'm certain that the development cycle for the game had been temporarily sidelined numerous times in between all of the work Polyphony had to do for the PlayStation 2 and PlayStation 3. Gran Turismo's development was most certainly not a continuous effort of five years...and unfortunately, it shows.


Now, after re-reading this review, it definitely comes off harsh, but with good reason. Gran Turismo PSP is a flawed game. But, on the other hand, I still had a lot of fun with it, as at its core, GT PSP is still very enjoyable, accessible, and fun game. I put in tons and tons of hours into the game just making money and collecting cars, which is one of the purposes of GT PSP. Many of these cars are transferable, allowing you to sync GT PSP to GT5 and transfer cars you've bought or won into your PS3 game. Again, GT PSP is a very fun game. But a "fully specced Gran Turismo", Kazunori Yamauchi said, this is not.

The first major disappointment came when I realized the tiny little size of the game file Sony had forwarded me. 937MB? Gran Turismo 2 was a PlayStation 1 game and it boasted two separate discs, essentially making it a game worth 1.2GB. Okay, so I held out hope. So the game boots up, and immediately I run to the dealership to look through the list of amazing cars, only to realize I can only choose between Bugatti, Bentley, Chevy, and Polyphony. "Oh," I said, "Sony must've sent me a demo file accidentally. Oh, those crazy guys, I'll just contact them agai...what? This is normal?" You see, as the days cycle in-game, the dealerships you can browse through change, as do the cars you can buy.

Allow me to explain in a bit more detail. When you boot up the game, you'll have four dealers to access and 100,000 credits to spend on a car, which is a gracious sum. Once you buy a car, you can participate in a few events. As the days roll on in the game, a new set of four dealerships will be made available to you. But, just because you can access a Nissan dealer, doesn't mean you can have the ability to buy any of their cars. No, no. If you don't see a GT-R or a 300ZX TT, you have to wait until the next time Nissan becomes one of the four dealers you can shop at and see if the assortment of cars features the ones you want. Yes, it's that complicated, confusing, and stupid.

Some of you may say, "but Arnold, why didn't you mention this in your GT PSP hands-on preview? Why is this such a shock to you?" Because when I played Gran Turismo PSP a few months ago at a New York City event, I recall being able to sort through a complete listing of every car in the game, through every single make; none of this four dealers only bullcrap. So to see this absolute lunacy on my PSP, in a game I had so long waited for made me livid, quite frankly, as I'm sure you can tell by the tone of this diatribe.

But things get worse, as GT PSP commits the ultimate sin, in my eyes. No customization. Sure, you can enter the game's Quick Tune menu and adjust suspension components such as camber, toe, ride-height, spring rate, and damper, but that leaves the other half of the gearhead spectrum (the straight line guys) alone in the dark. Yes, you can add some horsepower to your car, but you can only do it for drift trial mode. And you're not actually adding any components, you're just increasing a little slider that adds up to 20% more power to the car you're in.

Honestly, I could sit here and ramble about how utterly stupid this is. GT has always been about taking a car and making it faster, in some cases, absurdly fast. I've spent dozens and dozens of hours in GT4 just taking random cars that I like in real life, buy every little component for them to see just how much of a difference it makes around a specific track and in the 1/4 mile. GT PSP has taken all of that away from me, and has left me with an open-ended single-player mode that allows me to choose a car, track, set the number of laps (1-120) and race on it against three others. Yes, the total number of cars per track is not eight or even six, it's four, including you. And once you win a race, you earn prize money, and then you have the ability of racing that same track three more times. You see, the first time you race, you race it on an easy difficulty rank called D. Once you win, you can race against C-rank racers, then B, and then A.

The game boasts a total of 800 cars, but only 200-250 of those are actually unique models. And there are 35 tracks, with a total of 70 different layouts and variations. Unfortunately, there are some key tracks missing, most importantly, both Special Stage Route 5 and 11, series staples. I've also noticed that no aesthetic changes have been made to real life tracks such as New York City, to reflect their modern day changes. For example, the New York City track in GT4 depicted an area of Manhattan known as Columbus Circle (the roundabout portion), back when GT4 was developed and released, the area was under a lot of construction, so understandably the in-game track reflects that with cranes and such all around the area. But, five years later, Columbus Circle is brimming with beauty as the Time Warner building has been long finished...but unfortunately, the in-game track shows none of that detail, and instead looks precisely as it did in GT4. This tells me someone was forced to take away Polyphony's attention to detail and, in turn, forced to maybe...rush the game in time for the PSP Go launch?

I'm not quite done, yet, though. You see, beyond the standard races are also the Driving Challenges, which are nothing more than License Tests in disguise, and are not a requisite here. Although, taking 15 minutes and completing a few set of challenges will unlock the custom soundtrack feature, and they are strangely addictive, as well. Moreover, they're good for accumulating a ton of money in a relatively short time-span. And if you really dig the challenges, upon completing them, the game will reward you with a whole new bonus set.

Lastly, the multiplayer here is...well, disappointing. There is no online to speak of. None. Not even a meager two player battle. You're limited to four-player Ad-hoc, which is great and all, but finding someone, let alone three others, with a PSP and a copy of the game directly next to you is very unlikely. And I highly doubt you'll be making an event on Facebook inviting any would-be competitors to a multiplayer session at your house. Beyond a few new tracks and Professional physics loosely based on GT5's, Polyphony added little-to-nothing to make this GT feel fresher and revised.

Visually, the game looks really great. It's running at 60 frames per second and boasts some really nice car models for a handheld title. It's not quite Gran Turismo 4 caliber stuff, but if the framerate was brought down to 30, it probably could've been. Regardless, beyond the slick car models and super framerate, do lie some visual issues. Seams break up and textures and polygons all over the screen frequently, and it's more noticeable in some stages than others. These seams are white lines that run across various parts of the stages, flickering about. Also, there is no light emitting from the brake-lights of cars, as it's just a red and flat texture that gets drawn on when you hit the brakes...cheap. Moreover, the rims are two-dimensional and paper-flat when in a race, which I thought ended with GT4, but I guess PD couldn't get even that going on the PSP. Again, all in all, this is a very good looking game, but it does fall short in a lot of places I didn't expect it to, and it kind of takes a lot away from the overall look and feel. Shame.

The audio is acceptable, and you can hear that Polyphony put in a decent amount of work into the sound, especially when the PSP is running through an external speaker of some sort. The standard soundtrack is pretty good stuff, but the ability of a custom soundtrack is what I love most. Sound effects such as tires screeching and crashes are pulled right out of GT4, which is good and bad. It's good since they weren't that bad sounding to begin with. But it's bad because, well, not being bad doesn't mean they couldn't be improved on or made to sound a bit newer or fresher. Also, I noticed that a lot of the cars don't quite sound like their actual counterparts, as their engine and exhaust notes don't roar like they should - I mean honestly, a Ferrari Enzo sounds like a wind-up car in the game. The American V8s sound burbly and nice, but a lot of cars with defining characteristics in their engine/exhaust notes are missing said characteristics.

As you can see, I'm one of the few critics who isn't annoyed with this game for its lack of an expansive Career mode. Quite frankly, to me, the career is there with the open-ended single-player races. What bothers me is the lack of the fundamentals, the very basic and general things that have made Gran Turismo such a superb game. Yes, the physics are great, yes there's a ton of cars and tracks, and yes, despite all of these drawbacks the game is still quite a bit of fun. But this is a game that could've been perfect, it could've been the epitome of handheld to console ports, but instead it continues the age-old pessimism of handheld iterations of console blockbusters being nothing more than stripped down quick-flings. If there was one brand, one developer, one game franchise to end that stereotype, it should've been PlayStation, it should've been Polyphony, and it should've been Gran Turismo.

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Geoff Keighley announces The Final Hours of Mass Effect 3

Geoff Keighley, host of SpikeTV's GTTV, has officially announced his next project, "The Final Hours of Mass Effect 3." Keighley tweeted today, "I'm excited to announce my new project, The Final Hours of Mass Effect 3. Sign up at http://www.me3finalhours.com to be notified of release."


According to the website, The Final Hours of Mass Effect 3 will take you behind the scenes at BioWare to unveil all of Mass Effect 3's mysteries. In addition, the project will include interviews with various spokespeople at BioWare, including the notorious Casey Hudson:
Take a trip inside BioWare to experience The Final Hours of Mass Effect 3, one of the most anticipated video games of 2012. Reporting from Edmonton, Canada, journalist Geoff Keighley (The Final Hours of Portal 2) was granted unprecedented access to document the creation of this epic sci-fi trilogy, with insights from the team, led by executive producer Casey Hudson.
By entering your email address, you will be notified of the project's release date when it becomes available. Mass Effect 3 has been a thrill ride thus far, and we're excited to see the work that it takes to create such a vast galaxy with in-depth characters and races. Will you be joining Keighley in The Final Hours of Mass Effect 3? Let us know your thoughts on the upcoming project by commenting below.

Source: [The Final Hours of Mass Effect 3]