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		<title>Assassin Gamers</title>
		<link>http://gamingarea51.ucoz.com/</link>
		<description></description>
		<lastBuildDate>Mon, 28 May 2012 09:17:50 GMT</lastBuildDate>
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			<title>Max Payne vs. Mazda and the Sounds of Violence</title>
			<description>&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;p&gt;&lt;img src=&quot;http://ps3media.ign.com/ps3/image/object/756/756315/RSGMKT_MP3_PC_FOBboxart_160w.jpg&quot;&gt;&lt;/p&gt;&lt;p&gt;The video game arms race is a visual one. It always has been and it 
doesn’t appear to be changing. But there’s a lot more to a video game 
than just how good it looks.&lt;/p&gt;
&lt;p&gt;The effect sound has on a video game, and on players themselves, 
cannot be understated. Play your favourite game with your television 
muted. It’s empty, isn’t it?&lt;/p&gt;
&lt;p&gt;Given how crucial audio is to a truly great game, it’s interesting 
the bulk of mainstream video game discourse tends to gravitate towards 
graphics and visuals. Is audio underappreciated?&lt;/p&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;p&gt;&quot;I think that the depth of the immersion in a game is what players 
are looking for,” says Nick Warseck, audio lead at Rockstar New England.
 &quot;People play games to take a dip in another reality because it&apos;s fun to
 escape for a bit.”&lt;/p&gt;

&lt;p&gt;&quot;I think that graphics and visuals are the tal...</description>
			<content:encoded>&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;p&gt;&lt;img src=&quot;http://ps3media.ign.com/ps3/image/object/756/756315/RSGMKT_MP3_PC_FOBboxart_160w.jpg&quot;&gt;&lt;/p&gt;&lt;p&gt;The video game arms race is a visual one. It always has been and it 
doesn’t appear to be changing. But there’s a lot more to a video game 
than just how good it looks.&lt;/p&gt;
&lt;p&gt;The effect sound has on a video game, and on players themselves, 
cannot be understated. Play your favourite game with your television 
muted. It’s empty, isn’t it?&lt;/p&gt;
&lt;p&gt;Given how crucial audio is to a truly great game, it’s interesting 
the bulk of mainstream video game discourse tends to gravitate towards 
graphics and visuals. Is audio underappreciated?&lt;/p&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;p&gt;&quot;I think that the depth of the immersion in a game is what players 
are looking for,” says Nick Warseck, audio lead at Rockstar New England.
 &quot;People play games to take a dip in another reality because it&apos;s fun to
 escape for a bit.”&lt;/p&gt;

&lt;p&gt;&quot;I think that graphics and visuals are the talked about the most 
because people are much better attuned to seeing if something in the 
game world is correct or not than hearing if something sounds off. If 
you look in a mirror or in a puddle and there&apos;s no reflection, it&apos;s a 
lot more jarring than if a sound doesn&apos;t have quite the right reverb on 
it, or a low-res texture versus a highly compressed audio asset. So when
 you&apos;re creating the most immersive experience possible, the most 
important thing is that it looks as close to reality, or what reality 
would be if you were in a spaceship, because if it doesn&apos;t look right 
it&apos;s not going to suck you in.”&lt;/p&gt;
&lt;script src=&quot;http://gamingarea51.ucoz.com/media/?t=video;w=425;h=350;f=http%3A//www.youtube.com/watch%3Fv%3DuD-SiSStgcw%26feature%3Dplayer_embedded%23t%3D0s&quot; type=&quot;text/javascript&quot;&gt;&lt;/script&gt;
&lt;p&gt;But while a game’s visuals provide you a window into the world, it’s the audio allows you to open it.&lt;/p&gt;
&lt;p&gt;&quot;Audio is obviously important to that overall experience, it&apos;s pretty
 apparent if you play a game with no sound how flat it feels,” Warseck 
continues. &quot;I think audio supplies more of a support role, as it 
basically gives weight and truth to the art.”&lt;/p&gt;&lt;p&gt;&quot;As each sound is added, even something as simple as hooking up audio
 for an air conditioner, the world becomes that much more real. That air
 conditioner serves a purpose in that world. If it&apos;s loud and gritty 
sounding it gives you a feeling of how hard it must be working. It makes
 it feel hotter outside, and adds the overall feeling of dinginess of a 
building that hasn&apos;t had any maintenance and is old. The audio brings 
out a lot of the unsaid feel of the world, which increases the 
immersion.&lt;/p&gt;
&lt;p&gt;&quot;So intrinsically the audio is felt more at a subconscious level, 
it&apos;s not something that dazzles you visually like a massive explosion, 
but reinforces how dangerous the explosion feels. I think it will always
 be in that unknown space as well, I mean, film sound design still isn&apos;t
 something that&apos;s as high profile as the cinematography or music, 
despite there being a lot of really creative and brilliant things 
happening that really steer the overall tone of the film.”&lt;/p&gt;&lt;p&gt;&lt;img style=&quot;padding-right: 8px; padding-top: 8px; padding-bottom: 8px;&quot; src=&quot;http://www.nerd4sure.com/wp-content/uploads/2012/02/160700-max-payne-3.jpg&quot; id=&quot;il_fi&quot; height=&quot;434&quot; width=&quot;580&quot;&gt;&lt;/p&gt;
&lt;div class=&quot;aligncenter&quot;&gt;

&lt;/div&gt;
&lt;p&gt;&lt;a class=&quot;autolink&quot; href=&quot;http://xbox360.ign.com/objects/143/14332802.html&quot;&gt;&lt;/a&gt;Max Payne 3 is an incredible example of audio done right. For such an atmospheric 
game, packed with ballistic sounds and iconic music cues and steeped in 
noir tropes like Max’s regular narration, the audio in Max Payne 3 was 
obviously a hugely important part of the equation.&lt;/p&gt;
&lt;p&gt;The team initially spent extensive time playing the original Max 
Payne, and Max Payne 2, as they wanted to keep the spirit of these games
 intact while adding a modern layer of quality.&lt;/p&gt;
&lt;p&gt;&quot;We wrote notes on the things we felt they did really well, and the 
things that we felt were iconic sounds that we would like to expand upon
 and bring over to the new game,” says Steve Donohoe, lead audio 
designer at Rockstar Toronto. &quot;Those early games were quite 
groundbreaking in their cinematic approach, had excellent sound design 
and had a very unique style to them, so we had a really great starting 
point.”&lt;/p&gt;
&lt;p&gt;&quot;We also set the bar really high for ourselves with some of the other
 ideas we had, listing out a bunch of things we wanted to take to the 
next level and checking stuff off as the project progressed. There are a
 lot of details in the ambient audio that are not really obvious unless 
you are listening closely for them, but we spent a ton of time making 
sure the world felt alive and responsive to your actions. Dogs bark and 
babies cry from inside houses when you start shooting, while birds and 
insects shut up.&lt;/p&gt;&lt;p&gt;&quot;It was not easy by any means but we are really happy with the end 
result. Getting it to all fit into memory, and convincing the audio 
programmers to write the many thousands of lines of code, was our 
biggest challenge, but we feel we succeeded in achieving all the major 
things we set out to do.”&lt;/p&gt;
&lt;p&gt;One of Max Payne 3’s key drawcards is its use of BulletTime. It’s 
been a part of the very foundations of the series since the beginning, 
but tackling an audio system that sounds as good in real-time as it does
 in BulletTime (and one that users can trigger a shift between at any 
second) is not as straightforward as simply dialling down the pitch 
speed. The team decided early on in the project that just allowing all 
the sounds to pitch with the game’s timewarp speed was not going to 
sound the way they had envisioned. The team created a custom mixer that 
allowed them to manually craft the sound to suit.&lt;/p&gt;
&lt;p&gt;&quot;This gave us the ability to send certain sounds down different 
‘paths’ depending upon what game state we are in,” says Donohoe. &quot;Some 
paths mute sounds in slowmo, others pitch slightly, while others pitch 
with the game speed or get even lower.”&lt;/p&gt;
&lt;p&gt;&quot;We decided some sounds were never going to be as big or cinematic as
 we wanted them by just slowing them down, so we created unique 
crossfading sounds that blend in and out between the real-time and 
bullet-time versions of certain sounds. There were some significant 
technical issues to overcome... but we eventually found ways to make it 
work. A ton of credit goes to the programmers for coming up with 
creative solutions to very complex problems.”&lt;/p&gt;
&lt;div class=&quot;aligncenter&quot;&gt;
&lt;p&gt;Donohoe tells us part of the challenge of BulletTime was decided what it represented in an audio capacity.&lt;/p&gt;
&lt;p&gt;&quot;We felt it was not a magic power Max has, but rather an ability to 
be insanely focused and intense. This helped us decide what we wanted to
 hear in BulletTime,” he says. &quot;A lot of the sounds we use are actually 
slowed down breath sounds or pitched, filtered, and compressed 
heartbeats. We wanted to keep it very organic, but with an abstract 
quality to it that would keep it from being too ‘in your face’.”&lt;/p&gt;
&lt;p&gt;But where does all this sound come from? Is the team out on fire 
escapes tossing bullet casings through the metal grates and at ranges 
spraying objects with bullets, or are things kept in a more controlled 
environment? Or is it a bit of both? Warseck explains.&lt;/p&gt;
&lt;p&gt;&quot;Rockstar has a wonderful gun library that was recorded by the San 
Diego team and John Fasal,” he says. &quot;We also had a lot of material from
 other projects that were used on Payne.”&lt;/p&gt;
&lt;p&gt;Still, the team does as much field recording as possible.&lt;/p&gt;
&lt;p&gt;&quot;There are certain sounds that will never work quite right unless you go out and get them yourself,” says Warseck.&lt;/p&gt;&lt;p&gt;&quot;When we do go into the field, I find that Google maps is a great 
tool for finding recording locations. I&apos;ve found dumpsters full of old 
lawnmowers, canoes, and intact windows in abandoned parking lots, 
highway I-beams and guardrails out in the middle of the woods, and old 
factories from World War II out in the middle of nowhere that nobody 
seems to know about that are just brilliant places to record.&lt;/p&gt;
&lt;p&gt;&quot;They also don&apos;t seem to have a lot of people around that mind if 
you&apos;re running around with a sledgehammer, an axe, and a duffle bag full
 of unknown objects, which on second thought is a bit of a double-edged 
sword.”&lt;/p&gt;
&lt;p&gt;Forza Motorsport 4 and Max Payne 3 may be a world away from each 
other in terms of the spaces they each occupy, but incredible sound 
design is something they both share. Max Payne 3 weaves a symphony of 
lead but the howling engines of Forza Motorsport 4 assault your ears 
with just as much force, trading hollow points for Hemis. It’s why 
opening the taps on a Dodge Dart Super Stock sounds like God gargling a 
squadron of WWII fighter planes and why giving a Mazda 787b &lt;em&gt;all&lt;/em&gt; the beans sounds like Satan blending the remaining two-thirds of the world’s bee population.&lt;/p&gt;&lt;p&gt;&quot;It’s interesting that you mention the engines as, at the underlying 
sample level, many of the engine sounds in the game were not changed 
between Forza Motorsport 3 and Forza Motorsport 4,” says Nick Wiswell, 
audio director at Turn 10. &quot;But the implementation of those samples into
 the game engine and the additional real-time processing we applied made
 them sound very different.”&lt;/p&gt;
&lt;p&gt;Recording real cars is a hugely important step for getting the sound 
in a game like Forza 4 right, but it’s not quite as simple as popping a 
car on a dyno and pointing a handful of microphones at it.&lt;/p&gt;
&lt;p&gt;&quot;Once we get those recordings back into the studio, the real fun of 
processing and modifying those recordings can begin,” says Adam Wilson, 
vehicle audio lead at Turn 10. &quot;It can take 30 or 40 hours for a single 
recording to make its way from raw audio to tuned, usable, in-game 
assets.”&lt;/p&gt;&lt;p&gt;Of course, working with cars with price tags that’d have Scrooge McDuck nervously checking his wallet comes with the odd scare.&lt;/p&gt;
&lt;p&gt;&quot;We are pretty cautious these days about the kind of cars we will put
 under load and we’ve developed a routine that puts as little stress on 
the car as possible while we gather our source,” says Wilson. &quot;But, as 
with any process, there are always lessons be learned along the way.”&lt;/p&gt;
&lt;p&gt;&quot;The most nerve-racking moment though had to be an almost brand new, 
but post-break-in mileage, Lamborghini Murcielago LP640 that, at the end
 of the session, started to spit smoke from the exhaust. A trip to the 
dealer and it was a death sentence for the motor. In that case however, 
Lamborghini owned up to a factory fault and bought the car back from the
 owner and he was more than pleased to be given the chance to upgrade to
 an LP670-SV. He’s a good friend of the studio now.”&lt;/p&gt;
&lt;div class=&quot;aligncenter&quot;&gt;
&lt;p&gt;A passion for sound is something Wiswell looks for when hiring, not just creativity and technical skills.&lt;/p&gt;
&lt;p&gt;&quot;Making sounds for games is very similar to other forms of media, but
 in games the implementation of the sounds is sometimes more important 
than the sound itself,” he says. &quot;In TV and film the content is always 
the same, so the sound can be designed to fit the picture. In games, a 
sound can be heard in many different ways, and it has to adapt to 
changes in distance, perspective and location in a natural way in order 
for it to sound believable. This is a specific skill for interactive 
audio and one anyone looking to work in games needs to learn.&lt;/p&gt;
&lt;p&gt;&quot;I remember being on a panel a few years ago with a couple of guys 
who worked on film sounds. They were both very interested in game audio 
as the movie sound rulebook was already written, and almost everybody in
 the industry worked in a very similar way. They said that games are 
exciting as we still haven’t completed the rulebook, and new exciting 
ways of doing things are constantly being developed. My goal is to keep 
Turn 10 at the cutting edge of racing game audio development on every 
game we release.”&lt;/p&gt;
&lt;div class=&quot;aligncenter&quot;&gt;

&lt;/div&gt;
&lt;p&gt;So, given how crucial audio is, especially to something like a racing
 game where the sound of a car is part of its very character, does it 
bug sound boffins that gamers tend to focus on graphics and visuals?&lt;/p&gt;
&lt;p&gt;&quot;Many moons ago when I started in game audio it did,” says Wiswell, 
&quot;but over time I’ve come to realise that when people don’t mention the 
sound when talking about a game, it’s usually because you have done a 
good job and they didn’t find anything wrong.”&lt;/p&gt;
&lt;p&gt;&quot;When sound is done well in any form of media it becomes part of the 
experience, and that is key thing to remember. If the sound does not 
support the bigger game experience, it doesn’t matter how well it was 
done, it will always sound out of place.”&lt;/p&gt;


&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/max_payne_vs_mazda_and_the_sounds_of_violence/2012-05-28-116</link>
			<dc:creator>shadow-runner</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/max_payne_vs_mazda_and_the_sounds_of_violence/2012-05-28-116</guid>
			<pubDate>Mon, 28 May 2012 09:17:50 GMT</pubDate>
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		<item>
			<title>Sniper: Ghost Warrior 2 Collectors and Ltd Editions break cover</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;width: 598px; height: 639px;&quot; src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/sniper-ghost-warrior2-edtion.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;sniper-ghost-warrior2-edtion&quot; title=&quot;sniper-ghost-warrior2-edtion&quot;&gt; 
 &lt;p&gt;City Interactive has today unveiled the contents of its premium versions of&amp;nbsp;Sniper: Ghost Warrior 2.&lt;span id=&quot;more-15464&quot;&gt;&lt;/span&gt;&lt;br&gt;
The highly-anticipated sequel – set to be released on Xbox 360, 
PlayStation 3 and PC on August 21st 2012 – will be available in two 
premium flavours, offering players the opportunity to own prestigie 
editions of the best sniping game to date.&lt;/p&gt;
&lt;p&gt;The stunning&amp;nbsp;Collector’s Edition&amp;nbsp;will come in a prestigiously produced folded box, housing an extraordinary arry of contents:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;A steelbook copy of&amp;nbsp;Sniper: Ghost Warrior 2&lt;/li&gt;&lt;li&gt;A ‘Sniper Tactics and History’ hardback book, developed in collaboration with military experts with combat experience&lt;/li&gt;&lt;l...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;width: 598px; height: 639px;&quot; src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/sniper-ghost-warrior2-edtion.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;sniper-ghost-warrior2-edtion&quot; title=&quot;sniper-ghost-warrior2-edtion&quot;&gt; 
 &lt;p&gt;City Interactive has today unveiled the contents of its premium versions of&amp;nbsp;Sniper: Ghost Warrior 2.&lt;span id=&quot;more-15464&quot;&gt;&lt;/span&gt;&lt;br&gt;
The highly-anticipated sequel – set to be released on Xbox 360, 
PlayStation 3 and PC on August 21st 2012 – will be available in two 
premium flavours, offering players the opportunity to own prestigie 
editions of the best sniping game to date.&lt;/p&gt;
&lt;p&gt;The stunning&amp;nbsp;Collector’s Edition&amp;nbsp;will come in a prestigiously produced folded box, housing an extraordinary arry of contents:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;A steelbook copy of&amp;nbsp;Sniper: Ghost Warrior 2&lt;/li&gt;&lt;li&gt;A ‘Sniper Tactics and History’ hardback book, developed in collaboration with military experts with combat experience&lt;/li&gt;&lt;li&gt;A lavish artbook with never before published illustrations of environments and characters from the game&lt;/li&gt;&lt;li&gt;An official soundtrack CD&lt;/li&gt;&lt;li&gt;The DSR-1 in-game sniper rifle for multiplayer modes&lt;/li&gt;&lt;li&gt;The Vintorez in-game sniper rifle – AKA the ‘Thread cutter’ – for use in multiplayer modes&lt;/li&gt;&lt;li&gt;Four exclusive multiplayer playable characters (Diaz, Medox, Marinov and Marine Team Leader)&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;The&amp;nbsp;Limited Edition&amp;nbsp;offers astonishing value for money, housed in beautiful O-card packaging and includes:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;The Vintorez in-game sniper rifle – AKA the ‘Thread cutter’ – for use in multiplayer modes&lt;/li&gt;&lt;li&gt;Anderson – game protagonist, ex delta-force sniper wearing an 
exclusive ghilie suit – as a playable character in multiplater modes.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Sniper: Ghost Warrior 2&amp;nbsp;takes the bulls-eye precision of its 
best-selling predecessor to new and exciting heights. Powered by 
the&amp;nbsp;CryENGINE&amp;nbsp;3 engine, the missions of&amp;nbsp;&amp;nbsp;Sniper: Ghost Warrior 2&amp;nbsp;are 
graphically stunning and more challenging as you once again step into 
the&amp;nbsp;ghilliesuit of a special ops sniper to take down the enemy.&lt;/p&gt;
&lt;p&gt;Sniper: Ghost Warrior 2&amp;nbsp;will be shooting onto Xbox 360, PlayStation 3 and PC on August 21&lt;sup&gt;st&lt;/sup&gt;&amp;nbsp;2012.&lt;/p&gt;&lt;/div&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/sniper_ghost_warrior_2_collectors_and_ltd_editions_break_cover/2012-05-27-115</link>
			<dc:creator>shadow-runner</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/sniper_ghost_warrior_2_collectors_and_ltd_editions_break_cover/2012-05-27-115</guid>
			<pubDate>Sun, 27 May 2012 14:54:25 GMT</pubDate>
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			<title>DmC Devil May Cry release date announced</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://mature-gaming.com/wp-content/uploads/2011/05/dmc-devil-may-cry.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;dmc-devil-may-cry&quot; title=&quot;dmc-devil-may-cry&quot; height=&quot;270&quot; width=&quot;596&quot;&gt; 
 &lt;p&gt;Capcom today announced the release date for DmC Devil May Cry.&lt;span id=&quot;more-15474&quot;&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Developed by critically acclaimed Cambridge based developer Ninja 
Theory in close collaboration with Capcom, DmC Devil May Cry will 
release for PlayStation3 and Xbox 360 on January 15 2013 in North 
America and Europe.&lt;/p&gt;
&lt;p&gt;In addition, Capcom also confirmed that PC gamers will also be able 
to experience the title with the news that development of a Windows PC 
version is well underway with a release scheduled for later in 2013.&lt;/p&gt;
&lt;p&gt;DmC Devil May Cry will be fully localised with voice talent in 
English, French, German, Spanish and Italian and in addition, Polish, 
Dutch, Russian, and Brazilian Portuguese languages will be supported 
with localised te...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://mature-gaming.com/wp-content/uploads/2011/05/dmc-devil-may-cry.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;dmc-devil-may-cry&quot; title=&quot;dmc-devil-may-cry&quot; height=&quot;270&quot; width=&quot;596&quot;&gt; 
 &lt;p&gt;Capcom today announced the release date for DmC Devil May Cry.&lt;span id=&quot;more-15474&quot;&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Developed by critically acclaimed Cambridge based developer Ninja 
Theory in close collaboration with Capcom, DmC Devil May Cry will 
release for PlayStation3 and Xbox 360 on January 15 2013 in North 
America and Europe.&lt;/p&gt;
&lt;p&gt;In addition, Capcom also confirmed that PC gamers will also be able 
to experience the title with the news that development of a Windows PC 
version is well underway with a release scheduled for later in 2013.&lt;/p&gt;
&lt;p&gt;DmC Devil May Cry will be fully localised with voice talent in 
English, French, German, Spanish and Italian and in addition, Polish, 
Dutch, Russian, and Brazilian Portuguese languages will be supported 
with localised text.&lt;/p&gt;&lt;/div&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/dmc_devil_may_cry_release_date_announced/2012-05-27-114</link>
			<dc:creator>shadow-runner</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/dmc_devil_may_cry_release_date_announced/2012-05-27-114</guid>
			<pubDate>Sun, 27 May 2012 14:52:22 GMT</pubDate>
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			<title>Ubisoft launches Ghost Recon: Commander</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/ghost-recon-commander.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;ghost-recon-commander&quot; title=&quot;ghost-recon-commander&quot; height=&quot;371&quot; width=&quot;595&quot;&gt; 
 &lt;p&gt;Today, Ubisoft&amp;nbsp;announced that Tom Clancy’s Ghost Recon&lt;sup&gt;&amp;nbsp;&lt;/sup&gt;Commander, an isometric tactical combat game, is now available to play on Facebook.&lt;span id=&quot;more-15471&quot;&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Brenda Garno Brathwaite, Loot Drop’s cofounder and lead game 
designer, has created features that both hard-core and social game 
players can enjoy. Hard-core gamers will appreciate the beautiful 
graphics, tactical gameplay and faithful translation of the Ghost Recon 
franchise to the Facebook platform. Facebook and other casual game 
players will like the approachable dynamic combat system and the ability
 to start and stop the game at their convenience without penalty. Ghost 
Recon Commander also features 10 replayable missions, three difficulty 
le...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/ghost-recon-commander.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;ghost-recon-commander&quot; title=&quot;ghost-recon-commander&quot; height=&quot;371&quot; width=&quot;595&quot;&gt; 
 &lt;p&gt;Today, Ubisoft&amp;nbsp;announced that Tom Clancy’s Ghost Recon&lt;sup&gt;&amp;nbsp;&lt;/sup&gt;Commander, an isometric tactical combat game, is now available to play on Facebook.&lt;span id=&quot;more-15471&quot;&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Brenda Garno Brathwaite, Loot Drop’s cofounder and lead game 
designer, has created features that both hard-core and social game 
players can enjoy. Hard-core gamers will appreciate the beautiful 
graphics, tactical gameplay and faithful translation of the Ghost Recon 
franchise to the Facebook platform. Facebook and other casual game 
players will like the approachable dynamic combat system and the ability
 to start and stop the game at their convenience without penalty. Ghost 
Recon Commander also features 10 replayable missions, three difficulty 
levels and dozens of weapons for players to choose from to help them win
 their missions. These features help make Ghost Recon Commander fun for 
all types of gamers.&lt;/p&gt;
&lt;p&gt;&quot;We are taking the popular Ghost Recon franchise and bringing it to 
platforms that allow players of all skill levels to enjoy at their 
leisure, on the platform of their choosing,” said Chris Early, vice 
president of digital publishing at Ubisoft. &quot;This is the basis of our 
companion gaming strategy that Ghost Recon Commander exemplifies so 
well.”&lt;/p&gt;
&lt;p&gt;&quot;As a longtime fan of the Ghost Recon franchise, I wanted to make a 
game that would appeal to me both as a fan and a gamer,” said Brenda 
Garno Brathwaite, lead game designer and cofounder of Loot Drop. &quot;Ghost 
Recon Commander highlights the tactical gameplay that fans of the series
 will enjoy in a social environment that’s accessible to all types of 
gamers.”&lt;/p&gt;
&lt;p&gt;In Ghost Recon Commander, players will be able to develop their own 
&quot;Ghost,” an elite Special Forces operator utilizing stealth, firepower 
and exciting near-future technology to take command of the battlefield 
against impossible odds.&lt;/p&gt;
&lt;p&gt;Other features in Ghost Recon Commander include:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;· Gamer-on-the-Go: Players have the ability to pick up where they 
left off in Ghost Recon Commander; it doesn’t matter if they’ve been 
away from the game for a day or for an hour, time is not a constraint.&lt;/li&gt;&lt;li&gt;· Customization: Ghosts can be upgraded and customized with state-of-the-art weaponry, armor and near-future gadgets.&lt;/li&gt;&lt;li&gt;· Asynchronous Co-op: Players will be able to have friends join them on missions or offer themselves up as a mercenary for hire.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Ghost Recon Commander can be played as a stand-alone game or played 
to tie into the overall Ghost Recon universe. Following Ubisoft’s 
companion gaming strategy, players are encouraged to play the game 
alongside Tom Clancy’s Ghost Recon: Future Soldier, available on 
consoles May 25th, and Tom Clancy’s Ghost Recon&amp;nbsp;Online, available later 
this year. By playing Ghost Recon Commander, players will be able to 
unlock exclusive weapons, weapon skins and bonuses to use while playing 
Ghost Recon: Future Soldier and Ghost Recon Online. Ghost Recon 
Commander players can also gain benefits, such as exclusive characters, 
by playing Ghost Recon: Future Soldier.&lt;/p&gt;
&lt;p&gt;Ghost Recon Commander is available to play for free worldwide on Facebook at: apps.facebook.com/GhostReconCommander/&lt;/p&gt;&lt;/div&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/ubisoft_launches_ghost_recon_commander/2012-05-27-113</link>
			<dc:creator>shadow-runner</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/ubisoft_launches_ghost_recon_commander/2012-05-27-113</guid>
			<pubDate>Sun, 27 May 2012 14:50:40 GMT</pubDate>
		</item>
		<item>
			<title>Tom and Jerry</title>
			<description>&lt;img alt=&quot;TomandJerryTitleCardc.jpg&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/thumb/5/5f/TomandJerryTitleCardc.jpg/250px-TomandJerryTitleCardc.jpg&quot; height=&quot;269&quot; width=&quot;617&quot;&gt;&lt;br&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;Tom and Jerry&lt;/b&gt;&lt;/i&gt; is a series of theatrical &lt;a href=&quot;http://en.wikipedia.org/wiki/Animated_cartoon&quot; title=&quot;Animated cartoon&quot;&gt;animated cartoon&lt;/a&gt; films created by &lt;a href=&quot;http://en.wikipedia.org/wiki/William_Hanna&quot; title=&quot;William Hanna&quot;&gt;William Hanna&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Joseph_Barbera&quot; title=&quot;Joseph Barbera&quot;&gt;Joseph Barbera&lt;/a&gt; for &lt;a href=&quot;http://en.wikipedia.org/wiki/Metro-Goldwyn-Mayer&quot; title=&quot;Metro-Goldwyn-Mayer&quot;&gt;Metro-Goldwyn-Mayer&lt;/a&gt;, centering on a never-ending rivalry between a &lt;a href=&quot;http://en.wikipedia.org/wiki/Cat&quot; title=&quot;Cat&quot;&gt;cat&lt;/a&gt; (&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_Cat&quot; title=&quot;Tom Cat&quot;&gt;Tom&lt;/a&gt;) and a &lt;a href=&quot;http://en.wikipedia.org/wiki/Mouse&quot; title=&quot;Mouse&quot;&gt;mouse&lt;/a&gt; (&lt;a href=&quot;http://en.wikipedia.org/wiki/Jerry_Mouse&quot; title=&quot;Jerry Mouse&quot;&gt;Jerr...</description>
			<content:encoded>&lt;img alt=&quot;TomandJerryTitleCardc.jpg&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/thumb/5/5f/TomandJerryTitleCardc.jpg/250px-TomandJerryTitleCardc.jpg&quot; height=&quot;269&quot; width=&quot;617&quot;&gt;&lt;br&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;Tom and Jerry&lt;/b&gt;&lt;/i&gt; is a series of theatrical &lt;a href=&quot;http://en.wikipedia.org/wiki/Animated_cartoon&quot; title=&quot;Animated cartoon&quot;&gt;animated cartoon&lt;/a&gt; films created by &lt;a href=&quot;http://en.wikipedia.org/wiki/William_Hanna&quot; title=&quot;William Hanna&quot;&gt;William Hanna&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Joseph_Barbera&quot; title=&quot;Joseph Barbera&quot;&gt;Joseph Barbera&lt;/a&gt; for &lt;a href=&quot;http://en.wikipedia.org/wiki/Metro-Goldwyn-Mayer&quot; title=&quot;Metro-Goldwyn-Mayer&quot;&gt;Metro-Goldwyn-Mayer&lt;/a&gt;, centering on a never-ending rivalry between a &lt;a href=&quot;http://en.wikipedia.org/wiki/Cat&quot; title=&quot;Cat&quot;&gt;cat&lt;/a&gt; (&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_Cat&quot; title=&quot;Tom Cat&quot;&gt;Tom&lt;/a&gt;) and a &lt;a href=&quot;http://en.wikipedia.org/wiki/Mouse&quot; title=&quot;Mouse&quot;&gt;mouse&lt;/a&gt; (&lt;a href=&quot;http://en.wikipedia.org/wiki/Jerry_Mouse&quot; title=&quot;Jerry Mouse&quot;&gt;Jerry&lt;/a&gt;)
 whose chases and battles often involved comic violence (despite 
sometimes they become allies to defeat a &apos;greater enemy&apos; such as Spike 
the dog). Hanna and Barbera ultimately wrote and directed one hundred 
and fourteen &lt;i&gt;Tom and Jerry&lt;/i&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Short_subject&quot; title=&quot;Short subject&quot; class=&quot;mw-redirect&quot;&gt;shorts&lt;/a&gt; at the &lt;a href=&quot;http://en.wikipedia.org/wiki/Metro-Goldwyn-Mayer_cartoon_studio&quot; title=&quot;Metro-Goldwyn-Mayer cartoon studio&quot;&gt;MGM cartoon studio&lt;/a&gt; in &lt;a href=&quot;http://en.wikipedia.org/wiki/Hollywood&quot; title=&quot;Hollywood&quot;&gt;Hollywood&lt;/a&gt; between &lt;a href=&quot;http://en.wikipedia.org/wiki/1940_in_film&quot; title=&quot;1940 in film&quot;&gt;1940&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/1957_in_film&quot; title=&quot;1957 in film&quot;&gt;1957&lt;/a&gt;, when the animation unit was closed. The original series is notable for having won the &lt;a href=&quot;http://en.wikipedia.org/wiki/Academy_Award_for_Animated_Short_Film&quot; title=&quot;Academy Award for Animated Short Film&quot; class=&quot;mw-redirect&quot;&gt;Academy Award for Animated Short Film&lt;/a&gt; seven times, tying it with &lt;a href=&quot;http://en.wikipedia.org/wiki/Walt_Disney&quot; title=&quot;Walt Disney&quot;&gt;Walt Disney&lt;/a&gt;&apos;s &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Silly_Symphonies&quot; title=&quot;Silly Symphonies&quot;&gt;Silly Symphonies&lt;/a&gt;&lt;/i&gt; as the theatrical animated series with the most &lt;a href=&quot;http://en.wikipedia.org/wiki/Oscars&quot; title=&quot;Oscars&quot; class=&quot;mw-redirect&quot;&gt;Oscars&lt;/a&gt;. A longtime television staple, &lt;i&gt;Tom and Jerry&lt;/i&gt;
 has a worldwide audience that consists of children, teenagers and 
adults, and has also been recognized as one of the most famous and 
longest-lived rivalries in American cinema. In 2000, &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/TIME&quot; title=&quot;TIME&quot; class=&quot;mw-redirect&quot;&gt;TIME&lt;/a&gt;&lt;/i&gt; named the series one of the greatest television shows of all time.&lt;/p&gt;
&lt;p&gt;Beginning in 1960, in addition to the original 114 H-B cartoons, MGM had new shorts produced by &lt;a href=&quot;http://en.wikipedia.org/wiki/Rembrandt_Films&quot; title=&quot;Rembrandt Films&quot; class=&quot;mw-redirect&quot;&gt;Rembrandt Films&lt;/a&gt;, led by &lt;a href=&quot;http://en.wikipedia.org/wiki/Gene_Deitch&quot; title=&quot;Gene Deitch&quot;&gt;Gene Deitch&lt;/a&gt; in Eastern Europe. Production of Tom and Jerry shorts returned to Hollywood under &lt;a href=&quot;http://en.wikipedia.org/wiki/Chuck_Jones&quot; title=&quot;Chuck Jones&quot;&gt;Chuck Jones&lt;/a&gt;&apos;s &lt;a href=&quot;http://en.wikipedia.org/wiki/Sib-Tower_12_Productions&quot; title=&quot;Sib-Tower 12 Productions&quot; class=&quot;mw-redirect&quot;&gt;Sib-Tower 12 Productions&lt;/a&gt;
 in 1963; this series lasted until 1967, making it a total of 161 
shorts. The cat and mouse stars later resurfaced in television cartoons 
produced by &lt;a href=&quot;http://en.wikipedia.org/wiki/Hanna-Barbera&quot; title=&quot;Hanna-Barbera&quot;&gt;Hanna-Barbera Productions&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Filmation_Studios&quot; title=&quot;Filmation Studios&quot; class=&quot;mw-redirect&quot;&gt;Filmation Studios&lt;/a&gt; during the 1970s, 1980s, and 1990s; a feature film, &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_and_Jerry:_The_Movie&quot; title=&quot;Tom and Jerry: The Movie&quot;&gt;Tom and Jerry: The Movie&lt;/a&gt;&lt;/i&gt;, in 1992 (released domestically in 1993); and in 2001, their first made-for TV short, &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_and_Jerry:_The_Mansion_Cat&quot; title=&quot;Tom and Jerry: The Mansion Cat&quot;&gt;Tom and Jerry: The Mansion Cat&lt;/a&gt;&lt;/i&gt; for &lt;a href=&quot;http://en.wikipedia.org/wiki/Boomerang_%28TV_channel%29&quot; title=&quot;Boomerang (TV channel)&quot;&gt;Boomerang&lt;/a&gt;.
 The most recent Tom and Jerry theatrical short. The Original version of
 the Tom and Jerry theme song was written by the Uncle Dave Macon AKA 
the Dixie Dewdrop southern banjo player and songwriter &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/The_Karate_Guard&quot; title=&quot;The Karate Guard&quot;&gt;The Karate Guard&lt;/a&gt;&lt;/i&gt; (2005), was written and co-directed by Barbera.&lt;/p&gt;
&lt;p&gt;Today, &lt;a href=&quot;http://en.wikipedia.org/wiki/Time_Warner&quot; title=&quot;Time Warner&quot;&gt;Time Warner&lt;/a&gt; (via its &lt;a href=&quot;http://en.wikipedia.org/wiki/Turner_Entertainment&quot; title=&quot;Turner Entertainment&quot;&gt;Turner Entertainment&lt;/a&gt; division) owns the rights to Tom and Jerry (with &lt;a href=&quot;http://en.wikipedia.org/wiki/Warner_Bros.&quot; title=&quot;Warner Bros.&quot;&gt;Warner Bros.&lt;/a&gt; handling distribution). Since the merger, Turner has produced the series &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_and_Jerry_Tales&quot; title=&quot;Tom and Jerry Tales&quot;&gt;Tom and Jerry Tales&lt;/a&gt;&lt;/i&gt; for &lt;a href=&quot;http://en.wikipedia.org/wiki/The_CW&quot; title=&quot;The CW&quot; class=&quot;mw-redirect&quot;&gt;The CW&lt;/a&gt;&apos;s &lt;a href=&quot;http://en.wikipedia.org/wiki/Saturday_morning_cartoon&quot; title=&quot;Saturday morning cartoon&quot;&gt;Saturday morning&lt;/a&gt; &quot;&lt;a href=&quot;http://en.wikipedia.org/wiki/The_CW4Kids&quot; title=&quot;The CW4Kids&quot;&gt;The CW4Kids&lt;/a&gt;&quot; lineup, and a string of Tom and Jerry direct-to-video films — all in collaboration with &lt;a href=&quot;http://en.wikipedia.org/wiki/Warner_Bros._Animation&quot; title=&quot;Warner Bros. Animation&quot;&gt;Warner Bros. Animation&lt;/a&gt;.&lt;/p&gt;&lt;br&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/tom_and_jerry/2012-05-27-112</link>
			<dc:creator>Manish</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/tom_and_jerry/2012-05-27-112</guid>
			<pubDate>Sun, 27 May 2012 14:49:41 GMT</pubDate>
		</item>
		<item>
			<title>Darksiders II – preview and chat with Jay Fitzloff</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/darksiders-2-death.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;darksiders-2-death&quot; title=&quot;darksiders-2-death&quot; height=&quot;349&quot; width=&quot;598&quot;&gt; 
 &lt;p align=&quot;JUSTIFY&quot;&gt;We knock on Death’s door in the Darksiders II 
demo at a THQ presentation and have a casual chat with Vigil Games 
Associate Producer, Jay Fitzloff, about balancing action with story, 
supernatural ‘humanity’, and the tricky parts in making sequels.&lt;span id=&quot;more-15527&quot;&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot; lang=&quot;en-GB&quot;&gt;A game where you play as the Grim Reaper…&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;You would think that this had been done somewhere 
before Darksiders II, and it probably has, but having a full-on 
apocalyptic scenario in a mainstream title release (that has a decent 
script and everything) reduces the number of comparable games quite 
considerably.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;It’s a story about the four Horsemen, those being 
War, Death, Fury, and S...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/darksiders-2-death.jpg&quot; class=&quot;attachment-post-thumbnail wp-post-image&quot; alt=&quot;darksiders-2-death&quot; title=&quot;darksiders-2-death&quot; height=&quot;349&quot; width=&quot;598&quot;&gt; 
 &lt;p align=&quot;JUSTIFY&quot;&gt;We knock on Death’s door in the Darksiders II 
demo at a THQ presentation and have a casual chat with Vigil Games 
Associate Producer, Jay Fitzloff, about balancing action with story, 
supernatural ‘humanity’, and the tricky parts in making sequels.&lt;span id=&quot;more-15527&quot;&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot; lang=&quot;en-GB&quot;&gt;A game where you play as the Grim Reaper…&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;You would think that this had been done somewhere 
before Darksiders II, and it probably has, but having a full-on 
apocalyptic scenario in a mainstream title release (that has a decent 
script and everything) reduces the number of comparable games quite 
considerably.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;It’s a story about the four Horsemen, those being 
War, Death, Fury, and Strife, whose appointed tasks are to act as 
guardians for balance between our world and the Kingdoms of Heaven and 
Hell. The Apocalypse got started earlier than planned in the first game 
and War, our playable hero, was blamed for it, which inevitably led to a
 quest for vengeance and clearing of names.&lt;/p&gt;
[video]http://www.youtube.com/watch?feature=player_embedded&amp;v=Tp2rbYSfz9o#t=0s[/video]
&lt;script src=&quot;http://gamingarea51.ucoz.com/media/?t=video;w=425;h=350;f=http%3A//www.youtube.com/watch%3Ffeature%3Dplayer_embedded%26v%3DTp2rbYSfz9o%23t%3D0s&quot; type=&quot;text/javascript&quot;&gt;&lt;/script&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;These are all themes that have cropped up in other 
titles over the years, but none more so than the Legacy of Kain series, 
which also put great emphasis on having a talented collection of voices 
breathing life into characters beyond the scope of human existence. 
Darksiders II looks set to carry on this tradition of balancing a heavy 
narrative with action – lots of action, with bloody tissue and other 
organic juices set to free flow – and enemies both ostensibly grotesque 
and beatific.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;&quot;Well, you want both gameplay and story,” Associate 
Producer for Darksiders II Jay Fitzloff later tells me as he enjoys a 
cool beverage, &quot;If the gameplay is broken the game is no fun, and if you
 have a game that’s just raw gameplay without a story in this day and 
age it’s an arcade game. I think that nowadays when you say 
‘action-adventure’ it’s kind of turned into an action game when you find
 a new weapon every so often.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;&quot;We want that feeling of being in a supernatural 
world; you’re dealing with stuff that’s not human, anything could happen
 because you’re dealing with forces beyond humanity, and we want that 
feeling of intense exploration, where an epic moment could be around the
 next corner, so you continue on. Your mind’s being blown all the time, 
so you’re thinking, ‘What’s next?’ That’s the kind of game we’re trying 
to create.”&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;The demo for Darksiders II opens against a sharp 
wintry landscape where Death rides to find a being who may, or may not, 
know how to find evidence to clear War’s name as the guilty party in 
triggering the apocalypse, and Fitzloff’s words ring true when you’re 
just looking around at everything.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;When what a human mind can imagine is the limit in 
terms of design, gamers find themselves transported to some memorable 
arenas carved out of impossibility, and if games have taught creative 
minds anything it’s that the physically impossible can be absolutely 
beautiful. It can be ugly, too, but the world in Darksiders II looks to 
have found a happy medium between darkness and light. There’s evidence 
of comic book and graphic novel influences in the art style, not out of 
key with the work done by Frank Miller.&lt;/p&gt;

&lt;p align=&quot;JUSTIFY&quot;&gt;Death handles like a cross between ridiculously 
overpowered creations like Alex Mercer and fine tools of precision like 
Ezio Auditore; a reliable character body that feels just a touch more 
sprightly than War did in Darksiders. Being the iconic character that he
 is already, you wonder if some gamers will just be sat there star 
struck at the fact that they’re controlling Death.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;Death represents darkness, a character who can bend 
and break the rules, walk in the underworld and interact with pure life 
force energy…Why not pick another Horseman who’s maybe a bit out of left
 field?&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;Fitzloff explains, &quot;With Darksiders we had to leave a
 lot of features on the table. So a lot of these features in Darksiders 
II are stuff we wanted but just had to cut. We sat down and we wanted to
 make the fully-realised single player game that was kind of our vision,
 and we thought, ‘Let’s do that. Who should star in that?’&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;&quot;Ask anybody to name the four horsemen and Death is 
the one they start with nine times out of ten; the most feared and the 
most well-known. So Death becomes the obvious choice. Then you go to the
 next stage and ask, &quot;What happens in this?” And that’s when we came up 
with the idea for a parallel storyline where War is doing his thing, 
fighting Heaven and Hell, while Death is working behind the scenes and 
bending the rules, dealing with all these shady characters.”&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;Looking at that first demo level in Darksiders II one
 could form the impression of playing a less-than-subtle infiltration 
character. Death climbs up a gigantic tower clogged with ice and snow, 
haunted by skeletal warriors both great and small, and uses a pair of 
scythes to trim down enemies like a gardener who’s had far too much 
coffee to drink that morning. Not exactly the ‘classic’ look for the 
Grim Reaper.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;I ask Fitzloff how the Darksiders II team came to 
terms with designing or redesigning a series of characters that – from 
the Horsemen to the denizens of Heaven and Hell – already have iconic 
visual status. How do you make characters that aren’t human engage with a
 human audience?&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;&quot;Of course when you ask people, ‘What does Death look
 like?’ they think of the skeletal form with the scythe and cloak, and 
you still have something of that classic Death in the game through 
‘Reaper Form’. But the reality is that if you’re playing that character 
you’re not going to relate to a skeleton as well as you are with someone
 who’s human-like, which is why at his core we designed Death to be a 
human-like character. That was purposeful; you want someone that 
everyone can relate to, even though they are immortal and outside the 
boundaries of normal human beings, at least they have a base in 
something we can understand.”&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;It’s clear, even through that initial period of 
gameplay during the demo, that the Death in Darksiders II isn’t a 
brainless hulk of grey flesh with a hockey mask.&lt;/p&gt;

&lt;p align=&quot;JUSTIFY&quot;&gt;Voiced by Michael Wincott, a man whose vocal talents 
are usually pushed into villainous roles (including the Prophet of Truth
 in Halo 2 and numerous film appearances as middle-weight baddies), 
Death evokes power whilst retaining conscience. His awareness of 
personal limitations is juxtaposed to War’s determination to fight 
against the odds, and that makes the character interesting from the 
moment he – presumably – opens his mouth.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;Now that we’ve got Death as a playable character in 
the Darksiders universe, is there a danger that in terms of future 
narrative his journey could overshadow the journeys of the other 
Horsemen? How does a developing team keep surpassing something that’s as
 powerful as these cool, high-end supernatural characters? How do they 
move between the pressure to outdo themselves for any sequels they make 
and keeping the games as close to what the core fan base fell in love 
with?&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;Jay Fitzloff blinks a couple of times before 
answering, &quot;You’ve just basically touched on the thrill and the 
intimidation of creating a sequel! Obviously if you have a second or 
third game you know the previous game was well-received and successful, 
and you now have a fan base. That’s very gratifying; you’ve worked very 
hard, and that’s exactly what you want. And now you have to sit down and
 think about how to design a sequel for fans who want to see the next 
game, you have to make the game both better and usually bigger or in a 
grander scale…So, how do we do it? That’s a good question!&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;&quot;Basically we all have a sit down like we did when we
 started on Darksiders II, and we all think it’ll be great – we’ve got a
 blank slate, this will be awesome. Then it scares the hell out of us, 
because we have a blank slate and we have to figure out how we do this. 
And I’m sure that’s exactly what we’ll do with Darksiders III.&lt;/p&gt;
&lt;p align=&quot;JUSTIFY&quot;&gt;&quot;But that’s what drives creation,” he shrugs, &quot;You 
want that drive to make something better and bigger…And I know we can do
 it, it’s just a matter of how we do it. And creative endeavour, 
especially any creative endeavour that meets success – I don’t care if 
it’s a movie or a book, poem, sketch, it’s just like, ‘That’s my best 
piece. Now I have to do better than that.’ So, we’ll see!”&lt;/p&gt;&lt;/div&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/darksiders_ii_preview_and_chat_with_jay_fitzloff/2012-05-27-111</link>
			<dc:creator>shadow-runner</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/darksiders_ii_preview_and_chat_with_jay_fitzloff/2012-05-27-111</guid>
			<pubDate>Sun, 27 May 2012 14:49:15 GMT</pubDate>
		</item>
		<item>
			<title>Angry Birds</title>
			<description>&lt;img style=&quot;width: 573px; height: 404px;&quot; alt=&quot;Angry Birds promo art.png&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/2/2d/Angry_Birds_promo_art.png&quot;&gt;&lt;br&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;Angry Birds&lt;/b&gt;&lt;/i&gt; is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Strategy_video_game&quot; title=&quot;Strategy video game&quot;&gt;strategy&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Puzzle_video_game&quot; title=&quot;Puzzle video game&quot;&gt;puzzle&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Video_game&quot; title=&quot;Video game&quot;&gt;video game&lt;/a&gt; developed by &lt;a href=&quot;http://en.wikipedia.org/wiki/Finns&quot; title=&quot;Finns&quot;&gt;Finish&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Computer_game_developer&quot; title=&quot;Computer game developer&quot; class=&quot;mw-redirect&quot;&gt;computer game developer&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Rovio_Mobile&quot; title=&quot;Rovio Mobile&quot; class=&quot;mw-redirect&quot;&gt;Rovio Mobile&lt;/a&gt;. Inspired primarily by a sketch of stylized wingless birds, the game was first released for Apple ios &lt;a href=&quot;http://en.wikipedia.org/wiki/IOS&quot; title=&quot;IOS&quot;&gt;iOS&lt;/a&gt; in December 2009.&lt;sup id=&quot;cite_...</description>
			<content:encoded>&lt;img style=&quot;width: 573px; height: 404px;&quot; alt=&quot;Angry Birds promo art.png&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/2/2d/Angry_Birds_promo_art.png&quot;&gt;&lt;br&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;Angry Birds&lt;/b&gt;&lt;/i&gt; is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Strategy_video_game&quot; title=&quot;Strategy video game&quot;&gt;strategy&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Puzzle_video_game&quot; title=&quot;Puzzle video game&quot;&gt;puzzle&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Video_game&quot; title=&quot;Video game&quot;&gt;video game&lt;/a&gt; developed by &lt;a href=&quot;http://en.wikipedia.org/wiki/Finns&quot; title=&quot;Finns&quot;&gt;Finish&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Computer_game_developer&quot; title=&quot;Computer game developer&quot; class=&quot;mw-redirect&quot;&gt;computer game developer&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Rovio_Mobile&quot; title=&quot;Rovio Mobile&quot; class=&quot;mw-redirect&quot;&gt;Rovio Mobile&lt;/a&gt;. Inspired primarily by a sketch of stylized wingless birds, the game was first released for Apple ios &lt;a href=&quot;http://en.wikipedia.org/wiki/IOS&quot; title=&quot;IOS&quot;&gt;iOS&lt;/a&gt; in December 2009.&lt;sup id=&quot;cite_ref-ign-ios_2-1&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Angry_Birds#cite_note-ign-ios-2&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; Since that time, over 12 million copies of the game have been purchased from Apple&apos;s &lt;a href=&quot;http://en.wikipedia.org/wiki/App_Store_%28iOS%29&quot; title=&quot;App Store (iOS)&quot;&gt;App Store&lt;/a&gt;,&lt;sup id=&quot;cite_ref-Symbian_3-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Angry_Birds#cite_note-Symbian-3&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; which has prompted the company to design versions for other touchscreen-based &lt;a href=&quot;http://en.wikipedia.org/wiki/Smartphone&quot; title=&quot;Smartphone&quot;&gt;&lt;/a&gt;&lt;br&gt;Smartphone, such as those using the&lt;a href=&quot;http://en.wikipedia.org/wiki/Android_%28operating_system%29&quot; title=&quot;Android (operating system)&quot;&gt;&lt;/a&gt; Android operating system, among others. The game is also available on Hp Auto Cataloug&lt;/p&gt;
&lt;p&gt;In the game, players use a slingshot to launch birds at pigs stationed on or within various structures, with
 the intent of destroying all the pigs on the playing field. As players 
advance through the game, new birds appear, some with special abilities 
that can be activated by the player. Rovio Mobile has supported &lt;i&gt;Angry Birds&lt;/i&gt;
 with numerous free updates that add additional game content, and the 
company has also released stand-alone holiday and promotional versions 
of the game.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Angry Birds&lt;/i&gt; has been praised for its successful combination of
 addictive gameplay, comical style, and low price. Its popularity led to
 versions of &lt;i&gt;Angry Birds&lt;/i&gt; being created for personal computers and gaming consoles,
 a market for merchandise featuring its characters and even long-term 
plans for a feature film or television series. With a combined 1 billion
 downloads across all platforms and including both regular and special 
editions,&lt;sup id=&quot;cite_ref-TNW-1B_4-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Angry_Birds#cite_note-TNW-1B-4&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; the game has been called &quot;one of the most mainstream games out right now&quot;,&lt;sup id=&quot;cite_ref-dt_5-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Angry_Birds#cite_note-dt-5&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&quot;one of the great runaway hits of 2010&quot;,&lt;sup id=&quot;cite_ref-shaer_6-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Angry_Birds#cite_note-shaer-6&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; and &quot;the largest mobile app success the world has seen so far&quot;.&lt;sup id=&quot;cite_ref-7&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Angry_Birds#cite_note-7&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;br&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/angry_birds/2012-05-27-110</link>
			<dc:creator>Manish</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/angry_birds/2012-05-27-110</guid>
			<pubDate>Sun, 27 May 2012 14:46:52 GMT</pubDate>
		</item>
		<item>
			<title>Max Payne 3</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;Max Payne 3 Cover.jpg&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/thumb/2/21/Max_Payne_3_Cover.jpg/256px-Max_Payne_3_Cover.jpg&quot; height=&quot;476&quot; width=&quot;592&quot;&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;Max Payne 3&lt;/b&gt;&lt;/i&gt; is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Third-person_shooter&quot; title=&quot;Third-person shooter&quot;&gt;video game&lt;/a&gt; published by &lt;a href=&quot;http://en.wikipedia.org/wiki/Rockstar_Games&quot; title=&quot;Rockstar Games&quot;&gt;Rockstar Games&lt;/a&gt;. It is the third title in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_%28series%29&quot; title=&quot;Max Payne (series)&quot;&gt;&lt;i&gt;Max Payne&lt;/i&gt; franchise&lt;/a&gt; and was released for &lt;a href=&quot;http://en.wikipedia.org/wiki/PlayStation_3&quot; title=&quot;PlayStation 3&quot;&gt;PlayStation 3&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Xbox_360&quot; title=&quot;Xbox 360&quot;&gt;Xbox 360&lt;/a&gt; in May 2012, with a &lt;a href=&quot;http://en.wikipedia.org/wiki/Microsoft_Windows&quot; title=&quot;Microsoft Windows&quot;&gt;Microsoft Windows&lt;/a&gt; version to follow with a worldwide release June 1st, 2012. Development is led by &lt;a href=&quot;...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;Max Payne 3 Cover.jpg&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/thumb/2/21/Max_Payne_3_Cover.jpg/256px-Max_Payne_3_Cover.jpg&quot; height=&quot;476&quot; width=&quot;592&quot;&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;Max Payne 3&lt;/b&gt;&lt;/i&gt; is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Third-person_shooter&quot; title=&quot;Third-person shooter&quot;&gt;video game&lt;/a&gt; published by &lt;a href=&quot;http://en.wikipedia.org/wiki/Rockstar_Games&quot; title=&quot;Rockstar Games&quot;&gt;Rockstar Games&lt;/a&gt;. It is the third title in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_%28series%29&quot; title=&quot;Max Payne (series)&quot;&gt;&lt;i&gt;Max Payne&lt;/i&gt; franchise&lt;/a&gt; and was released for &lt;a href=&quot;http://en.wikipedia.org/wiki/PlayStation_3&quot; title=&quot;PlayStation 3&quot;&gt;PlayStation 3&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Xbox_360&quot; title=&quot;Xbox 360&quot;&gt;Xbox 360&lt;/a&gt; in May 2012, with a &lt;a href=&quot;http://en.wikipedia.org/wiki/Microsoft_Windows&quot; title=&quot;Microsoft Windows&quot;&gt;Microsoft Windows&lt;/a&gt; version to follow with a worldwide release June 1st, 2012. Development is led by &lt;a href=&quot;http://en.wikipedia.org/wiki/Rockstar_Vancouver&quot; title=&quot;Rockstar Vancouver&quot;&gt;Rockstar Vancouver&lt;/a&gt; in collaboration with the &lt;a href=&quot;http://en.wikipedia.org/wiki/Rockstar_New_England&quot; title=&quot;Rockstar New England&quot;&gt;New England&lt;/a&gt;, &lt;a href=&quot;http://en.wikipedia.org/wiki/Rockstar_London&quot; title=&quot;Rockstar London&quot;&gt;London&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Rockstar_Toronto&quot; title=&quot;Rockstar Toronto&quot;&gt;Toronto&lt;/a&gt; studios.&lt;sup id=&quot;cite_ref-RSStudios_4-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-RSStudios-4&quot;&gt;&lt;span&gt;[&lt;/span&gt;5&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;sup id=&quot;cite_ref-EDGEMay2011_5-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-EDGEMay2011-5&quot;&gt;&lt;span&gt;[&lt;/span&gt;6&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; This is the first game in the series that was not developed by Finnish game developer &lt;a href=&quot;http://en.wikipedia.org/wiki/Remedy_Entertainment&quot; title=&quot;Remedy Entertainment&quot;&gt;Remedy Entertainment&lt;/a&gt; and not written by series creator &lt;a href=&quot;http://en.wikipedia.org/wiki/Sam_Lake&quot; title=&quot;Sam Lake&quot;&gt;Sam Lake&lt;/a&gt;.&lt;sup id=&quot;cite_ref-ref.234_6-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-ref.234-6&quot;&gt;&lt;span&gt;[&lt;/span&gt;7&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; The lead writer of &lt;i&gt;Max Payne 3&lt;/i&gt; was &lt;a href=&quot;http://en.wikipedia.org/wiki/Dan_Houser&quot; title=&quot;Dan Houser&quot;&gt;Dan Houser&lt;/a&gt;, who was also the writer of &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Red_Dead_Redemption&quot; title=&quot;Red Dead Redemption&quot;&gt;Red Dead Redemption&lt;/a&gt;&lt;/i&gt; and most games in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Grand_Theft_Auto_%28series%29&quot; title=&quot;Grand Theft Auto (series)&quot;&gt;&lt;i&gt;Grand Theft Auto&lt;/i&gt; series&lt;/a&gt;.&lt;sup id=&quot;cite_ref-variety_houser_7-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-variety_houser-7&quot;&gt;&lt;span&gt;[&lt;/span&gt;8&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;h2&gt;&lt;span class=&quot;mw-headline&quot; id=&quot;Gameplay&quot;&gt;Gameplay&lt;/span&gt;&lt;/h2&gt;&lt;p&gt;&lt;i&gt;Max Payne 3&lt;/i&gt; is a third-person shooter in which the player assumes the role of its titular character, &lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_%28character%29&quot; title=&quot;Max Payne (character)&quot;&gt;Max Payne&lt;/a&gt;. &lt;i&gt;Max Payne 3&lt;/i&gt;
 features the over-the-shoulder zoom aiming and cover mechanics. 
However, these just serve as garnish to the game&apos;s classic run-and-gun 
shooting.&lt;sup id=&quot;cite_ref-CVGMP3_8-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-CVGMP3-8&quot;&gt;&lt;span&gt;[&lt;/span&gt;9&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; &lt;i&gt;Max Payne 3&lt;/i&gt; also marks the return of &lt;a href=&quot;http://en.wikipedia.org/wiki/Bullet-time&quot; title=&quot;Bullet-time&quot; class=&quot;mw-redirect&quot;&gt;bullet-time&lt;/a&gt;
 in action sequences, for which the franchise is notable. In bullet-time
 it is possible to see every bullet make a hole in your foes.&lt;sup id=&quot;cite_ref-EGMP3_9-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-EGMP3-9&quot;&gt;&lt;span&gt;[&lt;/span&gt;10&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;
 There is a &quot;Last Man Standing&quot; mechanic, which gives Max a reprieve 
from death for a small period if he has one painkiller on him. If the 
player is able to kill the enemy that delivered the wounding shot with 
bullets he&apos;ll recover enough energy to soldier on.&lt;sup id=&quot;cite_ref-CVGMP3_8-1&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-CVGMP3-8&quot;&gt;&lt;span&gt;[&lt;/span&gt;9&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;p&gt;&lt;i&gt;Max Payne 3&lt;/i&gt; retains the shoot-dodge mechanic from the previous
 games. Max is also able to stay grounded after a dive, which enables 
him to shoot 360 degrees around. Rockstar has blended physics and 
animation, so that when Max dives around, he does so appropriately 
according to his surroundings. Through advanced use of the &lt;a href=&quot;http://en.wikipedia.org/wiki/Euphoria_%28software%29&quot; title=&quot;Euphoria (software)&quot;&gt;Euphoria&lt;/a&gt; dynamic animation engine, shooting and killing enemies in &lt;i&gt;Max Payne 3&lt;/i&gt; will look noticeably more realistic than in any preceding Rockstar games as well.&lt;sup id=&quot;cite_ref-EGMP3_9-1&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-EGMP3-9&quot;&gt;&lt;span&gt;[&lt;/span&gt;10&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;p&gt;New to the series are cinematic action movements, interactive 
cut-scenes which transition seamlessly into continuing gameplay. 
Moreover there are no loading screens across gameplay and cutscenes.&lt;sup id=&quot;cite_ref-CVG10R_10-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-CVG10R-10&quot;&gt;&lt;span&gt;[&lt;/span&gt;11&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;h3&gt; &lt;span class=&quot;mw-headline&quot; id=&quot;Multiplayer&quot;&gt;Multiplayer&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;The game&apos;s online multiplayer features maps and modes that 
dynamically change within a match, as well as reward, ranking and clan 
systems.&lt;sup id=&quot;cite_ref-hashtag_11-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-hashtag-11&quot;&gt;&lt;span&gt;[&lt;/span&gt;12&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;p&gt;&lt;i&gt;Max Payne&lt;/i&gt; 3 will let players form private crews with friends, 
or join public crews. Players can be a member of up to five at the same 
time, and completing tasks as a crew will gain XP points for the player.
 Among the crew features promised are persistent Feuds, that see the 
player scrapping with opposing gangs who&apos;ve killed someone on the team. 
Social Club integration connect play across multiple titles, starting 
with &lt;i&gt;Max Payne 3&lt;/i&gt; and &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Grand_Theft_Auto_V&quot; title=&quot;Grand Theft Auto V&quot;&gt;Grand Theft Auto V&lt;/a&gt;&lt;/i&gt;. By playing both games multiplayer &quot;crews&quot; that the player set up in one will be carried over to the other.&lt;sup id=&quot;cite_ref-12&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-12&quot;&gt;&lt;span&gt;[&lt;/span&gt;13&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;h2&gt; &lt;span class=&quot;mw-headline&quot; id=&quot;Synopsis&quot;&gt;Synopsis&lt;/span&gt;&lt;/h2&gt;&lt;h3&gt; &lt;span class=&quot;mw-headline&quot; id=&quot;Setting&quot;&gt;Setting&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;According to Rockstar&apos;s &lt;a href=&quot;http://en.wikipedia.org/wiki/Sam_Houser&quot; title=&quot;Sam Houser&quot;&gt;Sam Houser&lt;/a&gt;, it was their intention on starting a new chapter of &lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_%28character%29&quot; title=&quot;Max Payne (character)&quot;&gt;Max Payne&lt;/a&gt;&apos;s
 life with the game. &quot;This is Max as we&apos;ve never seen him before, a few 
years older, more world-weary and cynical than ever.&quot; Since the last 
game, the press release states Max has left &lt;a href=&quot;http://en.wikipedia.org/wiki/New_York_City&quot; title=&quot;New York City&quot;&gt;New York City&lt;/a&gt;
 behind and has &quot;drifted from bad to worse.&quot; The press release then goes
 on to say Max has been double-crossed in this new city and he is 
searching for the truth and a way out.&lt;sup id=&quot;cite_ref-rsw1_13-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-rsw1-13&quot;&gt;&lt;span&gt;[&lt;/span&gt;14&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; The game is set in &lt;a href=&quot;http://en.wikipedia.org/wiki/S%C3%A3o_Paulo&quot; title=&quot;São Paulo&quot;&gt;São Paulo&lt;/a&gt;, &lt;a href=&quot;http://en.wikipedia.org/wiki/Brazil&quot; title=&quot;Brazil&quot;&gt;Brazil&lt;/a&gt;,
 where Payne is working in the private security sector for a wealthy 
local family, set eight years after the events of the second game.&lt;sup id=&quot;cite_ref-pcworld_14-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-pcworld-14&quot;&gt;&lt;span&gt;[&lt;/span&gt;15&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;sup id=&quot;cite_ref-ref.237_15-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-ref.237-15&quot;&gt;&lt;span&gt;[&lt;/span&gt;16&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;
 Max Payne now works in executive protection for the wealthy Rodrigo 
Branco in the hopes of escaping the memories of his troubled past. When a
 street gang kidnaps Rodrigo&apos;s wife, Max is pulled into a conspiracy of 
shadowy, warring factions threading every aspect of São Paulo society in
 a deadly web that threatens to engulf everyone and everything around 
him.&lt;/p&gt;&lt;h3&gt; &lt;span class=&quot;mw-headline&quot; id=&quot;Plot&quot;&gt;Plot&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;Years after &lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_2:_The_Fall_of_Max_Payne&quot; title=&quot;Max Payne 2: The Fall of Max Payne&quot;&gt;killing Vladimir Lem&lt;/a&gt;, Max Payne has retired from his job in the &lt;a href=&quot;http://en.wikipedia.org/wiki/New_York_City_Police_Department&quot; title=&quot;New York City Police Department&quot;&gt;NYPD&lt;/a&gt;, moved to &lt;a href=&quot;http://en.wikipedia.org/wiki/Hoboken,_New_Jersey&quot; title=&quot;Hoboken, New Jersey&quot;&gt;Hoboken&lt;/a&gt;, &lt;a href=&quot;http://en.wikipedia.org/wiki/New_Jersey&quot; title=&quot;New Jersey&quot;&gt;New Jersey&lt;/a&gt;
 and has developed an addiction to alcohol and painkillers. Max gets 
into a confrontation at a bar with Anthony DeMarco Jr., the son of a 
local mob boss, and Max&apos;s former police academy acquaintance Raul Passos
 interjects, hoping to recruit Max for a private security job in South 
America. Max initially resists, but after he kills Anthony Jr. in a bar 
fight, he agrees to accompany Passos to Brazil.&lt;/p&gt;&lt;p&gt;Max and Passos work for the wealthy Branco family in São Paulo, made 
up of three brothers: the businessman Rodrigo, the politician Victor, 
and the partying Marcelo. During a party held in Rodrigo&apos;s penthouse, 
Rodrigo and his wife Fabiana are kidnapped by a street gang called the 
Comando Sombra, but Max saves them. Fabiana, her sister (and Passos&apos; 
lover) Giovanna, and Marcelo are later again targeted at a nightclub by 
the same gang, who successfully kidnap Fabiana. Max and Passos bring 
ransom money to the gang at a soccer stadium, but the deal is ambushed 
by an outlaw right-wing paramilitary group known as Crachá Preto, who 
steal the money. Max and Passos decide to raid a Comando Sombra base to 
save Fabiana, but the gang escapes with her.&lt;/p&gt;&lt;p&gt;As Max and Passos discuss the situation with Rodrigo, Victor and 
Armando Becker, the head of a special police unit Unidade de Forças 
Especiais (UFE), Crachá Preto raid the Branco offices. An unknown 
assassin breaks into Rodrigo&apos;s secured office and assassinates him. A 
bomb explodes in the building, but Max escapes, learning that Fabiana is
 in the São Paulo &lt;a href=&quot;http://en.wikipedia.org/wiki/Favela&quot; title=&quot;Favela&quot;&gt;favela&lt;/a&gt; and that Max was the true target of the raid.&lt;/p&gt;&lt;p&gt;Blaming himself for everything that happened to the Brancos, Max 
chooses to abstain from alcohol and shave his head to disguise himself 
for another rescue attempt of Fabiana. Local detective Wilson Da Silva 
informs him that Crachá Preto had nefarious links with Rodrigo, whom he 
hired them to clear out villages on a piece of land he wished to turn 
into a retail development. Da Silva explains he thinks the UFE and 
Victor are all connected to Max&apos;s predicament.&lt;/p&gt;&lt;p&gt;Max finds Fabiana with Marcelo and Giovanna, who were also kidnapped 
when trying to pay the ransom for Fabiana themselves. Comando Sombra&apos;s 
leader Serrano executes Fabiana and escapes with Giovanna and Marcelo. 
As Max gives chase, the UFE raid the favela; he witnesses the Crachá 
Preto and the UFE exchanging money for those who were arrested in the 
raids for an unknown reason. Max finds Marcelo and Giovanna in the hands
 of the Crachá Preto&apos;s second-in-command Milo Rego. Marcelo is burned to
 death in a gang-like ritual manner so the UFE can have an excuse to 
raid. Max kills Milo and saves Giovanna. Passos later arrives to pick 
them up by helicopter, but flees with Giovanna and leaves Max behind, 
who is saved by Da Silva.&lt;/p&gt;&lt;p&gt;A flashback shows Max and Passos in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Panama_Canal&quot; title=&quot;Panama Canal&quot;&gt;Panama Canal&lt;/a&gt;
 protecting Marcelo at a yacht party that is raided by guerrilla 
pirates. Max finds them trying to gain access to a hidden stash within 
the boat. Max is unsure what the contents were, but it is clear that it 
is no longer there; Max later found Marcelo and Passos trying to drive 
away with the unknown cargo. It hits Max that he was recruited by Passos
 to be the &quot;fall guy&quot; for whatever illicit activity the Brancos were 
involved in.&lt;/p&gt;&lt;p&gt;Da Silva informs Max about a rundown hotel where the Crachá Preto and
 the Commando Sombra are seen entering, yet very few leave. Max 
discovers it is the base for a black market &lt;a href=&quot;http://en.wikipedia.org/wiki/Organ_trade&quot; title=&quot;Organ trade&quot;&gt;organ smuggling&lt;/a&gt; ring and corrupt UFE officers were being paid to transport arrested individuals for &lt;a href=&quot;http://en.wikipedia.org/wiki/Organ_harvesting&quot; title=&quot;Organ harvesting&quot;&gt;organ harvesting&lt;/a&gt;.
 Max finds Serrano as one of the victims and spares him for retribution 
against the latter&apos;s tormenters. Max sets explosives to destroy the 
entire complex, and Passos manages to kill the Crachá Preto leader 
Álvaro Neves before he shoots Max. Max discovers Passos was unaware of 
the plan to set up Max. He forgives Passos, who leaves Brazil with a 
pregnant Giovanna, asking Max to get over his past and move on.&lt;/p&gt;&lt;p&gt;Da Silva concludes that Becker and Victor are behind everything and 
asks Max to handle it, as there is too much corruption for Da Silva to 
stop them legally. Max battles his way through the UFE building, 
discovering that Becker&apos;s UFE unit are the perpetrators for Rodrigo&apos;s 
assassination. Victor explains to Max that he wanted more money from his
 brother for his political campaign: he told the Crachá Preto to ambush 
the money exchange at the stadium, which went toward funding the organ 
harvesting ring, the profits of which helped fund his campaign.&lt;/p&gt;&lt;p&gt;Victor and Becker escape to the airport with Max in pursuit. After an
 intense shootout, Max arrives at the hangar where Becker and Victor are
 preparing to board a jet. Becker tries to use a grenade launcher to 
kill Max, but ends up burned severely with his left arm severed when Max
 shoots at one of the fired grenades. Eventually, the player can choose 
to kill him or let him die from his wounds. Max then grabs the grenade 
launcher and, with Da Silva&apos;s help, uses it to disable Victor&apos;s plane. 
Da Silva persuades Max to spare Victor so he can live in shame. Victor 
taunts Max, claming that he can beat the charges and walk. Max responds 
by breaking his leg. A week later, Max watches the news on a beach in &lt;a href=&quot;http://en.wikipedia.org/wiki/Bahia&quot; title=&quot;Bahia&quot;&gt;Bahia&lt;/a&gt;.
 It reports that the UFE have been disbanded indefinitely due to their 
ties to the organ harvesting ring, while Victor is found hanged in his 
cell. The last shot of the game is Max walking along the beach, enjoying
 his vacation and ready to move on with his life.&lt;/p&gt;&lt;h3&gt; &lt;span class=&quot;mw-headline&quot; id=&quot;Characters&quot;&gt;Characters&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;Rockstar initially claimed that series staple &lt;a href=&quot;http://en.wikipedia.org/wiki/James_McCaffrey&quot; title=&quot;James McCaffrey&quot;&gt;James McCaffrey&lt;/a&gt; would not return to the role of Max Payne, instead opting for an older actor.&lt;sup id=&quot;cite_ref-ref.238_16-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-ref.238-16&quot;&gt;&lt;span&gt;[&lt;/span&gt;17&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; However, in &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Edge_%28magazine%29&quot; title=&quot;Edge (magazine)&quot;&gt;Edge&lt;/a&gt;&lt;/i&gt; it was confirmed that McCaffrey will not only return to voice Max, but will also return in a full acting role through &lt;a href=&quot;http://en.wikipedia.org/wiki/Motion_capture&quot; title=&quot;Motion capture&quot;&gt;motion capture&lt;/a&gt;.&lt;sup id=&quot;cite_ref-EDGEMay2011_5-1&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-EDGEMay2011-5&quot;&gt;&lt;span&gt;[&lt;/span&gt;6&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;h2&gt; &lt;span class=&quot;mw-headline&quot; id=&quot;Development&quot;&gt;Development&lt;/span&gt;&lt;/h2&gt;&lt;br&gt;&lt;p&gt;The game was originally scheduled for release in late 2009.&lt;sup id=&quot;cite_ref-rsw1_13-1&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-rsw1-13&quot;&gt;&lt;span&gt;[&lt;/span&gt;14&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; However, it was pushed back to 2010 alongside several other &lt;a href=&quot;http://en.wikipedia.org/wiki/Take-Two_Interactive&quot; title=&quot;Take-Two Interactive&quot;&gt;Take-Two Interactive&lt;/a&gt; franchises in order to &quot;benefit from having more development time.&quot; In June 2010, the game was again pushed back to 2011.&lt;sup id=&quot;cite_ref-rockstarwatch_984_18-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-rockstarwatch_984-18&quot;&gt;&lt;span&gt;[&lt;/span&gt;19&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; On December 21, it was not present on the 2011-2012 calendar year, and was pushed back again.&lt;sup id=&quot;cite_ref-pcworld_14-1&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-pcworld-14&quot;&gt;&lt;span&gt;[&lt;/span&gt;15&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;sup id=&quot;cite_ref-19&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-19&quot;&gt;&lt;span&gt;[&lt;/span&gt;20&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;
 The game was still in development and not canceled or indefinitely 
halted when Rockstar released two new screenshots for the game.&lt;sup id=&quot;cite_ref-20&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-20&quot;&gt;&lt;span&gt;[&lt;/span&gt;21&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; On September 8, 2011 Rockstar announced a March 2012 release date for the game, with a debut trailer released on September 14.&lt;sup id=&quot;cite_ref-release_21-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-release-21&quot;&gt;&lt;span&gt;[&lt;/span&gt;22&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;sup id=&quot;cite_ref-ibtimes_22-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-ibtimes-22&quot;&gt;&lt;span&gt;[&lt;/span&gt;23&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;sup id=&quot;cite_ref-23&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-23&quot;&gt;&lt;span&gt;[&lt;/span&gt;24&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;
 In January 2012, Take-Two delayed the game by two months from its 
original March release date to May 2012. The publisher said the 
decision&apos;s been made to &quot;ensure that &lt;i&gt;Max Payne 3&lt;/i&gt; delivers the highest quality.&quot;&lt;sup id=&quot;cite_ref-24&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-24&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;p&gt;The debut trailer was released on September 14, 2011.&lt;sup id=&quot;cite_ref-25&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-25&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; Responding to criticism regarding the decision to abandon the &lt;a href=&quot;http://en.wikipedia.org/wiki/Film_noir&quot; title=&quot;Film noir&quot;&gt;film noir&lt;/a&gt; theme of the previous games in the series, the writer for the series, &lt;a href=&quot;http://en.wikipedia.org/wiki/Sam_Lake&quot; title=&quot;Sam Lake&quot;&gt;Sam Lake&lt;/a&gt;,
 responded by commenting that the game would &quot;maintain its dark and 
gritty origins&quot; and that fans of the series would be &quot;in for a 
surprise&lt;a href=&quot;http://en.wikipedia.org/wiki/Remedy_Entertainment&quot; title=&quot;Remedy Entertainment&quot;&gt;Remedy&lt;/a&gt; boss Oskari Hakkinen praised Rockstar&apos;s take on the series, and said &lt;i&gt;Max Payne 3&lt;/i&gt; looks &quot;brilliant&quot;.&lt;sup id=&quot;cite_ref-27&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-27&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;p&gt;Rockstar conducted research to ensure that the vibe, culture, police, weapons and every element of &lt;a href=&quot;http://en.wikipedia.org/wiki/S%C3%A3o_Paulo&quot; title=&quot;São Paulo&quot;&gt;São Paulo&lt;/a&gt;,
 Brazil is as authentic as possible. The research team visited São Paulo
 several times and went to lengths researching the local gangs, police 
and special forces, including each group&apos;s choice of equipment and 
firearms.&lt;sup id=&quot;cite_ref-28&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-28&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;p&gt;In a November 2011 interview, &lt;a href=&quot;http://en.wikipedia.org/wiki/Dan_Houser&quot; title=&quot;Dan Houser&quot;&gt;Dan Houser&lt;/a&gt;
 of Rockstar Games said that despite what the general public might 
think, Rockstar likes to &quot;spend a bit of time&quot; at the end of projects 
before deciding what to do next. &quot;Basically we have been meaning to 
start [&lt;i&gt;Max Payne 3&lt;/i&gt;] for a while, but we have limited bandwidth 
and limited studios, and more games to make than we&apos;ve started. So 
suddenly it was a good slot,&quot; Houser said, explaining why it took eight 
years to follow up &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_2:_The_Fall_of_Max_Payne&quot; title=&quot;Max Payne 2: The Fall of Max Payne&quot;&gt;Max Payne 2&lt;/a&gt;&lt;/i&gt;.
 &quot;Also, contrary to a lot of people, we like to take a little bit of 
time at the end of a game before starting a sequel, so we can wait for 
the excitement or disappointment and everything else of the experience 
to shake down and really see what we should do in the next game.&quot;&lt;sup id=&quot;cite_ref-29&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-29&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;p&gt;In March 2012, it was confirmed that the PC version of the game will feature &lt;a href=&quot;http://en.wikipedia.org/wiki/Direct_X&quot; title=&quot;Direct X&quot; class=&quot;mw-redirect&quot;&gt;DirectX 11&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Stereoscopy&quot; title=&quot;Stereoscopy&quot;&gt;stereoscopic&lt;/a&gt; 3D rendering.&lt;sup id=&quot;cite_ref-DX11.263D_30-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-DX11.263D-30&quot;&gt;&lt;span&gt;[&lt;/span&gt;31&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; The PC version of &lt;i&gt;Max Payne 3&lt;/i&gt; is shipped on four DVDs&lt;sup id=&quot;cite_ref-31&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-31&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt; and the Xbox 360 version on two discs due to the disc size limit; however, the PS3 version ships on one Blu-ray Disc.&lt;sup id=&quot;cite_ref-32&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Max_Payne_3#cite_note-32&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;table class=&quot;metadata plainlinks ambox ambox-style ambox-cleanup-link_rot&quot;&gt;&lt;tbody&gt;&lt;tr&gt;



























&lt;td class=&quot;mbox-text&quot; style=&quot;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/max_payne_3/2012-05-27-109</link>
			<dc:creator>Manish</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/max_payne_3/2012-05-27-109</guid>
			<pubDate>Sun, 27 May 2012 14:43:54 GMT</pubDate>
		</item>
		<item>
			<title>Diablo IIIDiablo III is a dark fantasy/horror-themed action role-playing game by Blizzard Entertainment, the third installment in the Diablo</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;Diablo III cover.png&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/8/80/Diablo_III_cover.png&quot; height=&quot;354&quot; width=&quot;255&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;Diablo III picks up the story twenty years after the events of Diablo
 II. Mephisto, Diablo, and Baal have been defeated, but the Worldstone, 
which once shielded the inhabitants of the world of Sanctuary from the 
forces of both Heaven and Hell, has been destroyed, and evil once again 
stirs in Tristram. Playing as a hero from one of five distinct character
 classes, players will acquire powerful items, spells, and abilities as 
they explore new and familiar areas of Sanctuary and battle hordes of 
demons to safeguard the world from the horrors that have arisen.
&lt;p&gt;
The Collector&apos;s Edition includes the Art of Diablo III artbook, the 
game&apos;s soundtrack, a behind the scenes DVD and Blu-Ray two disc set, a 
Diablo Skull and 4GF USB Touchstone, exclusive in-game content including
 Diablo III aesthetic artifacts, a World of Warc...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;Diablo III cover.png&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/8/80/Diablo_III_cover.png&quot; height=&quot;354&quot; width=&quot;255&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;Diablo III picks up the story twenty years after the events of Diablo
 II. Mephisto, Diablo, and Baal have been defeated, but the Worldstone, 
which once shielded the inhabitants of the world of Sanctuary from the 
forces of both Heaven and Hell, has been destroyed, and evil once again 
stirs in Tristram. Playing as a hero from one of five distinct character
 classes, players will acquire powerful items, spells, and abilities as 
they explore new and familiar areas of Sanctuary and battle hordes of 
demons to safeguard the world from the horrors that have arisen.
&lt;p&gt;
The Collector&apos;s Edition includes the Art of Diablo III artbook, the 
game&apos;s soundtrack, a behind the scenes DVD and Blu-Ray two disc set, a 
Diablo Skull and 4GF USB Touchstone, exclusive in-game content including
 Diablo III aesthetic artifacts, a World of Warcraft pet Fetish Shaman, 
and Starcraft II Battle.net portraits. &lt;/p&gt;&lt;br&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;&lt;br&gt;Diablo III&lt;/b&gt;&lt;/i&gt; is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Dark_fantasy&quot; title=&quot;Dark fantasy&quot;&gt;dark fantasy&lt;/a&gt;/&lt;a href=&quot;http://en.wikipedia.org/wiki/Survival_horror&quot; title=&quot;Survival horror&quot;&gt;horror&lt;/a&gt;-themed &lt;a href=&quot;http://en.wikipedia.org/wiki/Action_game&quot; title=&quot;Action game&quot;&gt;action&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Role-playing_game&quot; title=&quot;Role-playing game&quot;&gt;role-playing game&lt;/a&gt; by &lt;a href=&quot;http://en.wikipedia.org/wiki/Blizzard_Entertainment&quot; title=&quot;Blizzard Entertainment&quot;&gt;Blizzard Entertainment&lt;/a&gt;, the third installment in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Diablo_%28series%29&quot; title=&quot;Diablo (series)&quot;&gt;&lt;i&gt;Diablo&lt;/i&gt; franchise&lt;/a&gt;. The game, which features elements of the &lt;a href=&quot;http://en.wikipedia.org/wiki/Hack_and_slash&quot; title=&quot;Hack and slash&quot;&gt;hack and slash&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Dungeon_crawl&quot; title=&quot;Dungeon crawl&quot;&gt;dungeon crawl&lt;/a&gt;
 genres, was released in North America, Latin America and Europe on May 
15, 2012, and is scheduled to be released in Russia on June 7, 2012. Before its release, the game broke several presale records and became the most pre-ordered PC game of all time on Amazon.com.&lt;sup id=&quot;cite_ref-pre_order_Gamezone_5-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Diablo_III#cite_note-pre_order_Gamezone-5&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;
 Post release it set the new all-time record for fastest-selling PC game
 by selling over 3.5 million copies in the first 24 hours of its 
release.&lt;sup id=&quot;cite_ref-biggest_pc_game_launch_9-0&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Diablo_III#cite_note-biggest_pc_game_launch-9&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/diablo_iiidiablo_iii_is_a_dark_fantasy_horror_themed_action_role_playing_game_by_blizzard_entertainment_the_third_installment_in_the_diablo/2012-05-27-108</link>
			<dc:creator>Manish</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/diablo_iiidiablo_iii_is_a_dark_fantasy_horror_themed_action_role_playing_game_by_blizzard_entertainment_the_third_installment_in_the_diablo/2012-05-27-108</guid>
			<pubDate>Sun, 27 May 2012 14:37:40 GMT</pubDate>
		</item>
		<item>
			<title>Tom Clancy&apos;s Ghost Recon Advanced Warfighter 2 (GRAW 2)</title>
			<description>&lt;p&gt;&lt;i&gt;&lt;b&gt;Tom Clancy&apos;s Ghost Recon Advanced Warfighter 2&lt;/b&gt;&lt;/i&gt; (&lt;i&gt;&lt;b&gt;GRAW 2&lt;/b&gt;&lt;/i&gt;)&lt;/p&gt;&lt;p&gt;&lt;img style=&quot;padding-right: 8px; padding-top: 8px; padding-bottom: 8px;&quot; src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/ghost-recon-future-soldier.jpg&quot; id=&quot;il_fi&quot; height=&quot;383&quot; width=&quot;599&quot;&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.ign.com/esrb.html#M&quot;&gt;
 &lt;/a&gt;
 Part of the Group for 
Specialized Tactics, a Special Mission Unit under the direct command of 
the Joint Special Operations Command, the elite of the modern US Special
 Forces is better known by their battlefield legend. They are the 
untraceable soldiers called the Ghosts. Only the best of the best, 
soldiers with a unique mix of skills on and off the battlefield, ever 
get to wear the coveted Ghost insignia. In the near future, four of 
these elite soldiers serve as the tip of the spear in a hidden war 
raging across the globe. But even as Ghost Lead, Pepper, 30K, and Kozak
 accomplish their objectives, they discover the threat they face is 
g...</description>
			<content:encoded>&lt;p&gt;&lt;i&gt;&lt;b&gt;Tom Clancy&apos;s Ghost Recon Advanced Warfighter 2&lt;/b&gt;&lt;/i&gt; (&lt;i&gt;&lt;b&gt;GRAW 2&lt;/b&gt;&lt;/i&gt;)&lt;/p&gt;&lt;p&gt;&lt;img style=&quot;padding-right: 8px; padding-top: 8px; padding-bottom: 8px;&quot; src=&quot;http://mature-gaming.com/wp-content/uploads/2012/05/ghost-recon-future-soldier.jpg&quot; id=&quot;il_fi&quot; height=&quot;383&quot; width=&quot;599&quot;&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.ign.com/esrb.html#M&quot;&gt;
 &lt;/a&gt;
 Part of the Group for 
Specialized Tactics, a Special Mission Unit under the direct command of 
the Joint Special Operations Command, the elite of the modern US Special
 Forces is better known by their battlefield legend. They are the 
untraceable soldiers called the Ghosts. Only the best of the best, 
soldiers with a unique mix of skills on and off the battlefield, ever 
get to wear the coveted Ghost insignia. In the near future, four of 
these elite soldiers serve as the tip of the spear in a hidden war 
raging across the globe. But even as Ghost Lead, Pepper, 30K, and Kozak
 accomplish their objectives, they discover the threat they face is 
greater than they ever imagined -- one that could alter the 
international balance of power forever.
&lt;/p&gt;&lt;p&gt;
Providing yet another new direction in the Ghost Recon series of 
military games, Ghost Recon: Future Soldier promises to go beyond the 
core Ghost Recon franchise and deliver a fresh gameplay experience. The 
game features cutting-edge technology, prototype high-tech weaponry, and
 state-of-the-art single-player and multiplayer modes.
&lt;/p&gt;&lt;p&gt;
The Signature Edition of Ghost Recon: Future Soldier includes a host of 
in-game items, including the Moscow Suburb Co-op Multiplayer Map, two 
In-Game Weapons, the Bonus Head Customization Mode, and a Limited 
Edition Penny Arcade Weapon Skin featuring Twisp and Catsby. &lt;br&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;is the sequel to &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_Clancy%27s_Ghost_Recon_Advanced_Warfighter&quot; title=&quot;Tom Clancy&apos;s Ghost Recon Advanced Warfighter&quot;&gt;Tom Clancy&apos;s Ghost Recon Advanced Warfighter&lt;/a&gt;&lt;/i&gt;. It expands on the game play of &lt;i&gt;Ghost Recon Advanced Warfighter&lt;/i&gt; and is the fourth installment in the popular &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_Clancy%27s_Ghost_Recon&quot; title=&quot;Tom Clancy&apos;s Ghost Recon&quot;&gt;Ghost Recon&lt;/a&gt;&lt;/i&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Tactical_shooter&quot; title=&quot;Tactical shooter&quot;&gt;tactical shooter&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Video_game&quot; title=&quot;Video game&quot;&gt;video game&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_Clancy%27s_Ghost_Recon&quot; title=&quot;Tom Clancy&apos;s Ghost Recon&quot;&gt;series&lt;/a&gt;, published by &lt;a href=&quot;http://en.wikipedia.org/wiki/Ubisoft&quot; title=&quot;Ubisoft&quot;&gt;Ubisoft&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The game takes place in 2013 (although the back of the game&apos;s cover says 2014.&lt;sup id=&quot;cite_ref-3&quot; class=&quot;reference&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_Clancy%27s_Ghost_Recon_Advanced_Warfighter_2#cite_note-3&quot;&gt;&lt;span&gt;[&lt;/span&gt;4&lt;span&gt;]&lt;/span&gt;&lt;/a&gt;&lt;/sup&gt;), immediately after the events of &lt;i&gt;Ghost Recon Advanced Warfighter&lt;/i&gt; (&lt;i&gt;GRAW&lt;/i&gt;),
 just south of the United States border, and deals with the conflict 
between a Mexican rebel group, Mexican loyalists, and the U.S. Army for a
 time span of 72 hours. A wide array of location types are included, 
featuring mountains, small towns, urban environments, and a large 
hydro-electric dam just north of the U.S.-Mexico border.&lt;/p&gt;</content:encoded>
			<link>https://gamingarea51.ucoz.com/news/tom_clancy_s_ghost_recon_advanced_warfighter_2_graw_2/2012-05-27-107</link>
			<dc:creator>Manish</dc:creator>
			<guid>https://gamingarea51.ucoz.com/news/tom_clancy_s_ghost_recon_advanced_warfighter_2_graw_2/2012-05-27-107</guid>
			<pubDate>Sun, 27 May 2012 14:31:15 GMT</pubDate>
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