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According to Variety and Ain't It Cool News, the director of a thousand genres has signed on to helm "Warcraft," a live action adaptation of the wildly popular online role-playing game for Warner Bros. The project has been in limbo since Warner Bros. and Legendary Pictures teamed up with Blizzard to develop the game into a big screen adventure. Things have gotten serious now, with Raimi and Charles Roven, producer of "The Dark Knight," both confirmed to be on board.
"World of Warcraft" is the most popular massively multiplayer online role-playing game (MMORPG) out there, with more than 11 million subscribers. If you haven't played it, the premise is simple: you're a member of either the Alliance or the Horde, taking on a limitless series quests to defeat the other side. Users pay a monthly subscription fee to continue playing, and game developer/overseer Blizzard Entertainment keeps players on the hook with frequent content updates and a range of community features.
It's a very interactive, detailed world that may take its inspiration from "Lord of the Rings" but without the scholarly tone, because the game is loaded with pop culture references, in-jokes and oddball moments. (Every time I go to Stormwind, there's a naked elf dancing on the fountain...) If there is a director who can find the fine line between action and humor, it's Raimi. His involvement promises to turn this into something special.
The director plans to tackle the project after "Spider-Man 4" wraps. The superhero flick is set to begin shooting early next year. In the meantime, I have a hankering to dust off my account and level up my Tauren....
The newly released games reviews are included in this ssection, but only those games are included whose average and consumer rating is equal or more than 8.5/10.Cherishing Life selects the best games for the games lovers.Enjoy!
| No. | Game | Released | |
| 1. | Marvel vs.Capcom:New Age of Heroes | xbox360 | July,2009 |
| 2. | BioShock and The Elder Scrolls 4: The Oblivion Bundle | xbox360 | July,2009 |
| 3. | Harry Potter and The Half Blood Prince | xbox360 | June,2009 |
| 4. | Nancy Drew: Ransom of The Seven Ships | PC | July,2009 |
| 5. | Dawn of Discovery | PC | July,2009 |
| 6. | The Little King's Story | Wii | July,2009 |

It's the Harry Potter season again! For those who have not managed to watch the film yet, and happen to own an iPhone, you might want to know that a game, Harry Potter and the Half-Blood Prince, is waiting to be downloaded from the App Store.
Die hard fans of the movie will love to learn that this is the official game from Warner Bros and that you will be able to explore official content from the new movie - Harry Potter and the Half-Blood Prince. You can unlock memories from Dumbledore's Pensieve and create your own pages for the Daily Prophet, which you can later save as wallpapers, bringing a little wizardry to your device.
Another game that is sure to keep astronomy on their toes is this interesting Apollo 11: The Game, from Decode Entertainment. This one might be of interest to the ones amongst you who would like to celebrate the 40th anniversary of the moon landings on July 20 this year. The game allows you to take control of the mission vehicles and using imagery from the NASA collection, recreate the first assignment as you guide the rocket from liftoff to oceanic splashdown.

Genre: Action
Thanks to the theatrical adaptations of many classic superheroes, Marvel is once again enjoying some ridiculously high levels of popularity. Naturally, most of this hubbub can be attributed to everyone’s favorite web-slinger, whose re-emergence can be witnessed everywhere from the cereal aisle to the boys’ pajamas department. Similarly, the legendary Street Fighter franchise has been awoken with the highly anticipated release of Street Fighter 
In all fairness, this title was released on Xbox 
While Street Fighter games have typically utilized three variables of punching and kicking (each having unique properties with respect to speed and power), Marvel vs. Capcom simplifies things by utilizing only two attack strengths, for a total of only four attack buttons. The other buttons certainly see their use, however. Pressing “back” can initiate the ever-popular character taunt, while the index fingers are kept free for character swapping. It is this frantic switching of characters that adds tremendous excitement to the battles. While you’re trying to defend against some bizarre undead warrior, a scantily-clad woman might dart across the screen, appearing from nowhere to kick you in the face, and disappear just as quickly. Beginning players will likely meet such scenarios with some mixture of “Wow!” and “What the heck was that?” Still, this should not be terribly intimidating – it is very easy to select and utilize your roster of fighters.

This is a good thing, because if you want to become a truly powerful player, you’ll need to execute these moves in quick succession. Juggling is an important part of the combo system in Mavel vs. Capcom, some of which can be strung together for a whopping 100-hit beating on your foe. Elaborate displays of light and sound (as elaborate as the simple graphics engine allows, anyway) herald the start of an awe-inspiring special attack that is as dazzling as it is devastating. While an upgrade of the graphics engine would have certainly made the game easier on the eyes, this would have no doubt raised the cost of the final product. For the most part, you’re only playing this game because it’s crazy good fun, anyway.

Audio is an area where Marvel vs. Capcom does seem to be rather unpleasant, however. The muffled cries of combatants and repetitious barking of the disembodied announcer can make the experience grating after long play sessions. Probably the biggest fault I can find in the audio lies with the developers’ choice of menu theme music. If you thought Street Fighter IV’s continuous lyrical droning in the menus was obnoxious, wait until you hear the “I’m gonna take you for a ride” refrain in MvC for the 80th time in a single play session. I suspect many players will be taking heavy advantage of the 360’s custom soundtrack feature.
There are times when a game comes along and manages to revolutionize the genre, and inspire many games to come. Two recent games that accomplished this are The Elder ![]()
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The answer to that question would be a resounding Yes. In fact, BioShock looks better than many new titles I’ve played recently, Oblivion’s vast landscapes look just as stunning as they did when I first experienced them in 2006, though they really can’t stand up graphically to BioShock. One of my major gripes about Oblivion when it first came out remains an issue today: the people. The character models are stiff as cardboard, which makes conversing with them awkward, and the dialogue can get very repetitive at times. Sometimes the overacting in the dialogue and the character stiffness made for some very dull moments where you just want to skip the dialogue and continue on with the story. BioShock however, does not have this problem. Actually, the character models and dialogue are one of the game’s strongest assets. The voice acting is never cheesy, and the character models look great and, more importantly, lively.
So they look great, but do they still play as well as we remember? That too, would be a deep, booming Yes. BioShock’s intuitive controls, weapon upgrading, and plasmid combat are just as fun as those who’ve played the game remember. Oblivion’s gameplay, while not as intuitive, is still very engaging and rarely frustrating. Occasionally, while playing Oblivion I would get lost, or a character that was supposed to be following me would get stuck on a world object, or (and this happened more often) I would accidentally anger a guard who would immediately try to kill me with a persistent bloodlust one rarely sees in a game. If you haven’t played Oblivion before there’s one thing you need to remember: do not touch other people’s horses. People don’t like it when you touch their horses.
Oblivion is no slouch either in the sound and story departments. For some odd reason I’m especially fond of the sound my weapon makes when I sheath it, but all of the foley in the game is extremely well done. As I said earlier, the voice work could use some improvement, and it wouldn’t be such a big issue if you weren’t constantly talking to characters (as you usually do in RPGs). The dialogue is really the only big issue I have with Oblivion, so it should in no way keep you from wanting to experience this game. If you’re looking for a game with some serious meat and depth to it, this is definitely the game for you as its single-player campaign (with side quests included) can take more than 100 hours to complete. I hope you have a lot of time on your hands, because that’s a lot of gaming.
Action
in addition to being a little darker than what we’ve had to date, covers characters that are coming of age. For example, among the naturally supernatural events that take place, Harry and Ronald talk about going out with girls, and later Ronald ends up in a fit of infatuation after accidentally ingesting a love potion. And there’s a short (very short) kissing scene as well—not the center of focus in the cutscene, but a romantic kiss nonetheless.
After playing through the Half-Blood Prince, I wasn’t as put off as I figured I’d be. It wasn’t the more mature (by overall “Potter” standards) storyline that drew me in, but that a good chunk of the gameplay was fun. Not “fun” in a Halo or Gears of War way, that tests your trigger-finger and aiming skills, but “fun” as in a bunch of minigames that are pretty well designed. It’s still geared toward kids, I would say, but it’s not that the makers dumbed it down to assure that it’s a kids’ game. It’s more like one long casual game wrapped in the framework of a Harry Potter fantasy adventure.
Also, it’s odd to use the game descriptor “open-world sandbox” with a Harry Potter game, but it semi-fits here. Half-Blood Prince is no Grand Theft Auto, but it did take some strides to be a more compelling contest. You’re fairly constrained to specific walking areas in and around the Hogwarts castles and grounds, but you aren’t tightly locked in to a particular action at all times. You’ll end up back on the main story path that takes you through to the end of the game, but you can opt to do other activities in between those story segments. If you want to explore the area, go ahead. If you want to pursue better scores in the potion-making, dueling and flying minigames, you can do that as long as you don’t get too close to a character waiting to move you deeper in the adventure.
Or maybe you’ll choose to stick to the story path through to the end without deviations. If that’s the case, the game enables you to do that easily. Hogwarts has a fairly big layout, and when a character tells you to go to a specific location to meet someone, you might not know how to get there. Keeping true to the material, you can hit the Back Button at any time and Neil the friendly ghost will appear to lead you in the right direction. You can still break off from his guided tour if you see something else you want to do, then go back to where you left him or hit Back again to summon him to your location. It’s very handy to have a spectral GPS on call. You can also pause the game at any time, select the “Where’s the…” option and select a location to have Neil appear and guide you there.
And there are lots of things to do. In addition to the previously described minigames—which have story relevance, but also enable you to compete in a series of challenges for best times and achievements—there are crest symbols scattered through the world as pick-ups. In addition, you can collect “mini-crests” by issuing a quick spell when you see a halo glow around an object. Time it well and you’ll get a lot of mini-crests, but you’ll get a bunch either way, which eventually adds up to a full crest. You have to find 150 crests through the game, and 25 of those can come from collecting mini-crests. Best of all (and surely less frustrating to younger players), the halos are abundant, but also reset after a time, so you’ll never run out of places to get mini-crests to spill.
It’s when you’re on the storyline path that things drag a bit—at least, from a gameplay standpoint. The gamemakers want to make sure you fully enjoy the Harry Potter story, so you end up locked in when a cutscene comes onscreen; there’s no hitting the A Button to skip it. Half-Blood Prince isn’t the longest game in the world—I estimate about 8-10 hours to get through the full story—and having uninterruptable cutscenes certainly makes sure you won’t be done too quickly.
As for the minigames, potion making puts you a mixing table and you have to put the right item in, stir the mixture or heat it in the right sequence. A timer ticks down, but you get time added on for each successful step you make. Dueling is pretty simple head-to-head spell combat, with spells for offense and defense needing to be learned and used. And then the Quidditch has you flying through lit-up stars floating over the field before time runs out (though you don’t see a timer, the stars change colors to signal how you’re doing for time—green is fine, while red is cutting it close).
Adventure
Nancy has a great life. Not for her are the trials of a bad economy, a frozen job market, the rising costs of living. Nope, Nancy still gets to jet around the world, invited here, there, and yonder by friends and acquaintances. True, most of these invitations involve some type of quid-pro-quo in the form of solving a mystery, but still, Nancy gets to visit some pretty cool places. However, this time, instead of an invitation from some well-off friend who lives in an exotic location, it's from Bess, and there are no strings attached.
Bess has invited her good friends Nancy and George to go with her to stay at the Shark Diving Eco-Tourist ![]()
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While George stays at the resort trying to raise some type of communication with the outside world, Nancy attempts to try to meet the demands of the kidnappers. They want her to find the long-lost treasure left centuries ago by the pirate, El Toro. Thus begins Nancy's 20th Her Interactive adventure, The Ransom of the Seven Ships,
As in the previous Her Interactive adventures, this is a third-person, point-n-click adventure. The games in this series follow the basic format of an interesting mystery, with clues in the form of objects and dialogue, plus lots of puzzles. There are also usually a few mini-games, and some good educational trivia in the form of some type of research that Nancy will have to conduct to solve the mystery. Many of the games also involve some type of job or jobs that Nancy can do to earn money, which she can use in some of the puzzles.
What's new this time around is the addition of George as a playable character. She looks exactly as described in the books, too. However, there aren't many other characters in the game. Nancy does a lot less interrogating of people than in previous games.
The emphasis is mostly on pure puzzle solving. While Nancy will be doing a lot of traveling around to fetch items she will need to solve certain puzzles, the puzzles are the main theme. And boy, are there a lot of them! They range from logical to combinational, with even a slider tossed in, my bane of adventure games. These puzzles are mostly well-designed and will require a good bit of thoughtful deduction, but unfortunately, many of them are timed. Most of these timed puzzles involve Nancy diving underwater with a limited air supply, and she will die if the air runs out. She always has a second chance, but this constant dying gets old fast. And, since this is a series targeted toward children, these types of timed puzzles can lead to some unnecessay frustration for young gamers.
As in all Nancy Drew games, there is some good educational material disguised as needed information to solve puzzles. There are also mini-games, but these are not as fun to play as in some of the previous games. There are lots of monkeys on the island, planted there a while back for research purposes, and who now live in the wild. Recently, a group of scientists came to the island to conduct more research with the monkeys, and they taught the monkeys several games. Now, these monkeys love to play these games with anyone they can get to participate! Nancy will have to play these games many times to gain certain needed items from these monkeys.
The reason these games are not as fun as they could be is due to the difficulty of winning. There are three games, one of which is purely luck and no skill, and one that is wholly slanted in favor of the monkey. Young gamers may get stuck here often, trying to win a game to get some item from the monkey, before they can move on in the story.
While it can get a little tiring to travel back and forth across the island, because of the method of travel (players have to direct a car around a road map, using the mouse), there is also the way more cool method of sailing around in the boat. This is much more fun than dragging the jeep around on the map with the mouse. Here, Nancy will get to sail around the island, and dive for items found underwater. Fun!
Whenever a game melds the real world with a fictional universe, one of two possible outcomes can typically be seen. The first scenario involves a disturbing juxtaposition of familiarity with unpleasant or alien events; this can be interesting when the disturbance is intended, but tricky when human history becomes mottled. The second outcome commonly seen allows new audiences to explore a historical setting, without the potentially prickly political implications of specific real-world events. Thankfully, Dawn of Discovery follows the latter course. The historical stage is filled with colonial and imperial facets, but the player’s personal experience is largely his own to create.

There are many who will claim the PC is the ultimate platform for strategically-minded players, so Dawn of Discovery’s versatility with gaming consoles might understandably quirk a few brows. However, Ubisoft’s latest venture into the real-time strategy market appears to be nothing short of triumphant. Utilizing an excellent balance of sturdy game mechanics richly adorned with rewarding depth, Dawn of Discovery is arguably the best RTS to hit the PC since Empire: Total War.
Probably the hardest thing for any strategy game to do is present a deeply entertaining world without boggling the minds of new players. You needn’t worry about the frustration and confusion of complicated menus and huge lists in Dawn of Discovery, however intimidating they may seem at first glance. A slick, streamlined interface ensures that most functions can be executed quickly and easily. Similarly, the game will not simply drop you into a scenario with a goal or two and wish you good luck. Helpful information is always on hand to guide you through a particular task or situation. Additionally, the game will notify you of a breakdown within your carefully-laid plans and vast cities. This allows you to remedy the problem before it can inflict great damage, giving players situational awareness rather than a simple knock on the noggin and “Surprise! Rome is burning!”
Once you’ve sated the masses with bread and circuses, you’ll want to focus on the same thing any secure entity would focus on: gaining more power! Dawn of Discovery has mission arrangements not unlike those of an RPG, with the odd search and rescue op or useful discovery scattered throughout the world. Obviously, managing the wealth of your nation becomes a bit trickier as it expands, but your mastery of the necessary skills will typically make things easier at this point. Probably the only significant gripe I could make is that the game wipes the geographic slate clean in between levels. In a game with such a heavy emphasis on city building, removing this fundamental aspect of personal achievement feels very strange and disappointing in an otherwise outstanding title. Hopefully, this will not happen in future iterations. Despite this problem, Dawn of Discovery presents itself as a terrific game for both RTS and simulation lovers, as well as the more casual players.
Action
Collaboration can do wonders for the creative process, especially when it comes to video-games, and more specifically RPGs. Several games now considered classics – Chrono Trigger and Super ![]()
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The little king of the title is Corobo, a shy little boy who stumbles across a crown deep in the woods. When he puts the crown on he attracts the attention of Howzer, a daft old knight with a cow for a mount. Howzer tells Corobo that this crown makes him a king – more than that, it makes him the King, destined to rule over the entire world. Of course, as his kingdom only encompasses three cows, three unemployed citizens, and a shack of a castle, he’s got a lot of work ahead of him.
The magic crown gives Corobo the ability to command anyone he waves his scepter at.
At its most basic level, Little King’s Story shares elements of games like Animal Crossing, Harvest Moon, and Pikmin, but it blends these influences and more into something wholly unique. Each day King Corobo must gather a party of followers and use them to aid in the expansion of his kingdom. At first your unemployed citizens can only dig holes to look for treasure. Finding enough treasure allows you to fund the construction of more houses (to attract more townspeople) and training houses, so you can give your citizens the skills they need to be farmers and soldiers. Once you have a few soldiers following you, you can begin to venture into the monster-infested fields just outside your town. Defeating monsters grants more treasures, and clearing out monster colonies gives your kingdom more real estate to expand into.
The game controls very simply, considering how many different actions and commands you have at your disposal. Once you’ve gathered your troop of followers everyone follows behind Corobo wherever he goes. Pressing A launches the first person in line out in front of you, and if they encounter something they can interact with (an enemy, or a spot to dig in, for example) they’ll take the appropriate action. Pressing B makes them retreat to your side, and you can quickly cycle the order they stand in, so as to always be sure to send the right person to the right job (heaven help you if you accidentally send a soldier toward anything under construction – they’ll think you want them to fight it, and destroy all the progress). The only aspect of control that doesn’t work as well as it should is aiming – Corobo can only launch citizens directly in front of him, which can make hitting your target (especially a moving target, like, say, a quick boss) pretty tough sometimes. Aiming with the Wii remote seems like it would have worked easier, but it’s not a big enough issue to really complain about too much.
Wherever the King leads, the people will follow.
The game unfolds at a very nice pace – there’s always something you could be doing, but you never feel rushed to get to that next objective. Rather, the game lets you explore at your own speed, with each day’s activities left up to you. If you want to single-mindedly pursue world domination, you can, but you could also spend your time looking for treasure, seeing to the citizens’ requests (aka side quests) and fan letters that fill your mailbox every morning, or just wandering your kingdom, interacting with the little people. Every citizen in your town has a name, unique look, and routine for the day, so when you stroll down the streets and alleys of your city you’ll see average people going about their business, usually thrilled to have a close encounter with their beloved king. Little details like this are a big part of what makes this game so charming.
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