Go Deep Undercover - Race into an action-packed story of pursuit and betrayal. Take on jobs and compete in races to prove yourself as you infiltrate and take down an international crime syndicate- Highway Battle - Fight off the cops
and others as you take down your prey in high-speed, high stake multi-car chases. New and vastly improved AI mechanics mean more aggressive and intelligent cops focused on taking you out fast and by any means necessary - Criminal Scramble - Be a cop and chase down criminals in the Criminal Scramble Mode
- Heroic Driving Engine - lets you pull off amazing moves for the ultimate driving edge
Amazon
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cheats age of empires III
23rd Oct 2005 | |
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| Click here for Age of Empires III cheats. | |
| Walkthroughs and FAQs | 21st Apr 2006 |
| We have 1 walkthroughs and FAQs for this game. Click here to see them. | |
| User Submitted Cheats | 30th Nov 2008 |
| User Submitted Hints | 11th Jan 2008 |
| Reviews | 7th Oct 2006 |
| We have 0 short reviews and 1 long reviews for this game. Click here to read them. | |
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Delta Force: Xtreme 2
Delta Force Xtreme 2 is a first-person shooter where, as a part of the Delta Force Special Operations team, you must protect US interests by parachuting into various third-world countries and decimating a hodgepodge alliance of terrorists, drug smugglers, and Uzbek separatists. The game's primary appeal lies in huge multiplayer matches with vast, sprawling terrain and support for up to 150 players. However, in DFX2 even the multiplayer experience rarely rises above mediocre, while the single-player never even comes close. With gameplay and graphics that lag behind other military-themed shooters, Delta Force Xtreme 2 offers little to distinguish itself.
DFX2 follows the Delta Force formula of large, open maps and subpar graphics with a limited variety of simplistic textures. Even budget game caveats won’t prepare you for these graphics, which compare negatively to older military FPS games that sell for even less. Technically speaking, the game doesn't seem to have advanced much beyond 2005's Delta Force Xtreme, which certainly wasn't ahead of its time. As a result, the absurd physics destroy any sense of realism by making vehicles feel like bumper cars, while weapon recoil is comparable to your average super soaker.
In multiplayer, nobody plays the terrorist; instead, everyone looks the same, and you can only identify your teammates by the presence of names above their heads. The advertised 150-player limit for games seems to be mostly theoretical--you'll be lucky to play on a server with one-third of that number. Similarly, the 40 multiplayer maps are mostly variations of the same batch of maps for the five different competitive game modes. Highlights include the King of the Hill and Capture the Flag game modes, in which good teamwork allows you to dominate the competition. You can hop into a vehicle even while carrying the flag, which is great fun, but given how tough it is to knock out any vehicle larger than a dirt bike, it's not so fun when the tables are turned. Helicopters are powerful, especially in the hands of a dedicated team, and are actually easy to fly, which makes them a favorite among vehicles. In general, death is waiting for you behind every polygon, and it will likely find you without warning and from long range because the giant outdoor maps are a sniper's paradise.
Although you can choose among 22 different weapons, including such accessories as flashbangs and satchel charges, the sniper rifle is supreme in DFX2's large, open settings, so be prepared to keep your head down. One minor multiplayer annoyance is the minimap, which can get cluttered and confusing, more so than in single-player. Speaking of single-player, the campaigns are also available for cooperative play, but the difficulty doesn't seem to scale, which makes the co-op mode too easy and no more fun than playing the campaigns alone. On the whole, multiplayer can be a fun experience, but it isn't anything special or new for the genre.
The single-player game consists of two campaigns that pit you against the culturally diverse members of the aforementioned international narco-terrorist network. The story that binds them together is barely coherent and revealed almost entirely in the pre-level mission briefings. Meanwhile, the enemies themselves seem similarly confused--you'll occasionally see them decked out in desert gear in the middle of a snowy map. Furthermore, the artificial intelligence, although preternaturally effective at long range, is a pushover up close and can be amazingly stupid in certain situations. For instance, if you shoot the driver of a vehicle, the passenger will calmly remain in his seat, apparently unaware of the certain death waiting nearby. Your AI squadmates aren't much better, given that they prefer to cower in the relative safety of a building while you single-handedly battle tanks and accomplish every mission objective.
The single-player game inexplicably uses a checkpoint save system, which thankfully becomes a bit less annoying when you realize that enemies tend to stay dead when you respawn. Even worse, you can't scavenge weapons from enemy corpses, so if you want a different weapon, such as a rocket launcher, to take out a helicopter or an armored personnel carrier, you have to die and change your weapons loadout to get it. Several times the game leaves you wondering what to do at the end of a mission. For instance, in the "oil leak" mission, you must kill every enemy on the map, but once that's accomplished, you'll be stuck until you realize that you have to destroy every unoccupied enemy truck as well. The final campaign mission is appropriately massive, but command's declaration that "the fate of the world" rests on you blowing up a fuel depot in North Africa is decidedly unconvincing.
While the real life Delta Force only recruits the best of the best, DFX2 seems content with mediocrity. It just doesn't excel at anything, and given the multitude of exceptional shooters on the PC, there is no reason to recommend it, even with its budget price tag. Unless you are a diehard fan of the series and just can't wait for next year's Delta Force: Angel Falls, you'd be better off spending your money elsewhereklik this link Delta Force: Xtreme 2
The Sims 3: Final Look

by Adam Rosenberg
Five years and eight expansion packs after “The Sims 2,” Maxis has finally stepped away from the drawing board to deliver a new approach to their popular life simulation franchise in “The Sims 3.” The changes range from subtle to dramatic, though ultimately it all still boils down to running partially AI-controlled rats through a maze. In the case of “The Sims” of course, those rats are actually human beings and the maze, a small-town community.
The Basics
There is no story in “The Sims 3” except for the one that you create yourself. The first step is to create a Sim or a family of Sims to be your own, a process that now results in a much more realistic approximation of real people. This is largely thanks to five assignable Traits slots (ie evil, slob, party animal, lucky, loves the outdoors, never nude) which in turn informs the created Sim’s Lifetime Wishes, long-term goals that earn you points which can be spent on a variety of tedium-killing perks.
As for the game side, play is no longer explicitly focused on managing Needs meters such as hunger, bladder and so on. The needs are still there, submerged behind several menus, but they all inform a new, constantly visible meter that indicates your chosen Sim’s Mood. Performing different activities opens up Moodlets, which function as time-based buffs or penalties to your Mood. Lifetime Wishes provide definable goals for each Sim to work towards while randomly occurring daily Wishes offer smaller, easily achievable goals, acts as minor as giving your significant other an amorous hug.
The Highs
Endlessly Replayable: Like every other “Sims” game, “The Sims 3” is designed to deliver radically different experiences on repeat visits. New elements such as randomly occurring Opportunities ensure that even identical Sims will experience different life stories.
We Got To Live Together: The neighborhoods of old are gone. Sims now dwell in one contiguous space as part of a whole town. Your home, place of business, shopping centers, recreational & learning facilities and more are all visible and accessible on the same map.
Streamlined Tedium: Each Sim still has Needs, but the Mood meter and associated Moodlets make keeping track of it all a snap. Rather than watching for one need or another to dip, you instead respond to negative Moodlets as they appear; if you get slapped with a penalty because your Sim has to pee, then send him to the bathroom. The expectation is that you’re eventually performing routine, lifelike actions to preemptively eliminate negative Moodlets.
If Wishes Were Fishes: Daily and Lifetime Wishes, and the Lifetime Wish Points you earn for completing them, add an almost RPG level of carrot-dangling and long-term customization to the game. Earned points are spent on Lifetime Rewards, each of which functions to make your Sim’s progress through life easier. You’ll make friends quicker, spend less cash in stores, have an easier time picking up new traits; it all depends on what you choose to “purchase.”
The Lows
Great Power, Great Responsibility: Like its predecessors, “The Sims 3” still boils down to lots and lots of micromanagement. As more people enter your family circle, managing them all becomes quite a chore, especially since every Sim has an annoying tendency to do what he or she wants if left unattended. There are a lot of wheels to keep spinning in your typical Sim’s life and managing them all for even a single person can be a daunting experience.
User Unfriendly: “The Sims 3” is certainly bright and colorful, filled with whimsical imagery and sly pop culture in-jokes, but the non-stop stream of tutorials which pop up to confront newcomers is daunting. Even longtime fans are going to experience a learning curve as they adjust to new gameplay systems. Series noobs are in for a slow learning process as they come to grips not only with the complex underlying meter juggling but also the series’ unique pacing.
Microtransactions: The Exchange, where user cans freely trade created items, is now joined by an official Sims Store. Here you can spend real money on points, which can then be used to purchase a variety of household items, pre-made Sims, even (eventually) whole neighborhoods. The new feature isn’t terribly surprising, but it also leaves players with an extremely limited collection of household stuff to choose from. A robust pattern creator allows players to put in the time to make each object distinct, but those coming off of “The Sims 2” and its many expansions will quickly want for more crap to choose from.
Final Word
“The Sims 3” remains the unique experience it has always been, albeit with some welcome streamlining. The changes aren’t enough to make the game completely accessible to all, but mass appeal really isn’t what a proper “Sims” game has ever been about. Fans will certainly appreciate the more focused approach on simulated living, but newcomers will similarly be just as mystified as they’ve always been. Although it remains a “Sims” game through and through, “The Sims 3” is without question the best in the series so far.
Microsoft To Offer Full Retail Games on Xbox Live

At a press briefing after Microsoft’s main press conference, Marc Whitten, the GM of Xbox Live, revealed that Microsoft will begin selling full retail games as digital download via Xbox Live. Up until now, only demos, Xbox Live Arcade and Xbox Originals have been up for grabs, but now it seems things are opening up to include just about everything else.
The service will be called Games on Demand, and it’ll launch in August with about 30 titles, with more being added as the weeks progress. The launch titles will all be older titles (including “Mass Effect” and “Call of Duty 2,” for example), but Whitten didn’t rule out the possibility that new games could become available on Xbox Live right on launch day.
This is news that should come as a very bad shock to GameStop and other brick-and-mortar games retailers, as it basically cuts them out as the middle man. Not only that, but digital downloads remove the lucrative “used games buy-back” angle, which has been enormously profitable for GameStop. We’re still waiting to hear back from the retailer about today’s annoucement, and we’ll be sure to fill you in when we do.