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Sunday 30 June 2013

College Slam [U] ISO

College Slam [U] ISO






Description :

Welcome to the College Slam arena! The crowd's on their feet... over 40 college teams, cheerleaders... fight songs... all the rivalry... all the madness! There's a wild dunk... the backboard shatters! This is the slammingest hoops action ever... and there's more... head-to-head, tournament, and season-long play! College Slam is gonna take you to school.
 
Made by the creators of NBA Jam and NBA Jam Tournament Edition, College Slam is an in your face all out two on two round ball competition. Combining the sport of College Basketball and adding a hard core type of play. With power up icons and nine point shots you can rack up your score into the hundreds. You can even talk trash as you are flying over the half court line, saying high to all the fans in the nose bleed seats and doing a ten front flips and then slam down the rock in the final game of the NCAA Championship Game. The only thing missing is Dick Vitale screaming out ''Yeah baby!'' about ten thousand times in one game.

PROS:
1. Pure smash mouth basketball, and with tons of teams for you to chose from.
2. Customize your team with any player from any team, from any conference in Division I play.
3. Just like its predecessors it give you the opportunity to play with up to three of your friends at one time, and once you beat them, you can talk some serious smack.
4. All new power up icons to help you lay the smack down as a tornado, or making the other teams backboard fall apart or slam dunk from full court.

CONS:
1. If you played the NBA Jam series, this game can get old quickly and you won't get the whole experience of this game.

GRAPHICS: 8/10
The graphics in this game are an improvement from the previous games of this series, but they are getting kind of bland. Still, when you get some of the icons you will see some seriously neat stuff, like having your player jump up to the rafters while doing an uncountable amount of front flips until about five seconds later you land and dunk the ball into the basket and shatter the backboard. It are series of graphics like these that save the game from complete graphical breakdown, and possibly another horrible game in the hundreds of bad games that you can find in any game store for under a dollar.

AUDIO: 8/10
Sound is and important quality about any great game, and one of the important steps to making a great game is giving the game cool and catchy sound effects, and this game certainly has its own share of cool sound effects. Weather it is the sound of a flaming ball going through the hoop, or the shattering sound when you break the backboard into hundreds upon hundreds of pieces, and the cleaning crew that consist of eleven year olds and a guy that only has half of his hair left and smells kind of like fried chicken has to come out and clean it up (how do you like that for a run on sentence?). All around this game has some great sound effects.

CONTROLS: 9/10
This game is very easy to control. There are only three buttons that you need to remember, and if you have a hard time at that then you can customize the setup of the controller to your preferences. How is that for easy. To the best of my knowledge, the game follows your directions that you give it. This hold true about 90% of the time, the only time when it doesn't is when I miss a shot (isn't that weird how that always happens).

GAME PLAY: 10/10
This is a very fun game to play with both one player and two, or three, or four. If you do not feel like playing a very long game, you can set up a game that last about five minutes, and unlike the last five minutes in some NCAA games in real life, it does not last for half of an hour. You will have fun playing this game no matter what the out come of your game is, but it is more fun when you win.

REPLAY VALUE: 7/10
I gave this one the benefit of the doubt, I did not know weather to give it a six or to give it a seven. This game is fun for a long time, but once you get to a certain point you just do not feel like playing it at all for a long time. Eventually though you will be going through all of your old games and you will remember this game and get back into the habit of playing it again. Then after a while you will put it back onto your shelf, then you will find later... well I would just be going in circles here, but you get the point .

STORY LINE: 5/10
It is a sports game, what can I say? The idea of the game is just play through the grueling season of your favorite NCAA team, beating your fellow competitors one after one after one, then if you are good you will make it to the tournament, after going through some tough games and stressful play you might, if you are lucky get to the ultimate goal of any college player, the final four. If you can squeak your way past your first game, you will make it to the convent final game. Then you will have to face the best team in the NCAA, it will test your skill your luck and your gaming skills.

CHEATS: 10/10
Just like its ancestors, College Slam comes right after you and practically gives away the cheats. No company in the world puts in better cheats for there game or is better at putting in cheat than Midway, and they came through again in this superb title. Practically anything you can imagine has been put into this game, tornadoes for players, infinite turbo, even more teams to add to its incredibly huge team count already, anything, it is in this game. OVERALL: 8/10
This is just an all around fun game to play and to have in case you have your friends over and feel like talking some trash. The graphics are not the best ever, but they are good, the sound effects are great, controls are easy and the cheats are some of the best ever that have been programmed into a video game. This is defiantly one of the games that I would recommend to a fan of sports games every where.  


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Colin McRae Rally [U] ISO

Colin McRae Rally [U] ISO






Description :

Colin McRae Rally is a Rally / Offroad Racing game, developed by Codemasters and published by SCEA, which was released in 2000.
 
Rally is one of those sports that really polarise people. The same thing that most will never understand is like a drug to others. For instance racing souped-up family hatchbacks and saloons where sometimes even off-road vehicles would fear to tread instead of taking a proper sports car to a racing track. Or, worse still, watching others race the aforementioned souped-up family hatchbacks and saloons on said locales. I love rally but I admit that putting up with all the discomforts of watching it live is a bit much lot for me, so I only did it once or twice years ago. This is why I have all the more respect for the true rally aficionados, and Colin McRae Rally, a game by rally fans for rally fans (this tired cliche actually rings true here), feels like a tribute to this strange but admirable crowd.

To start with, the graphics, which were no more spectacular when the game was released in 1998 than they are today, accentuate that Sunday morning racing feel quite incredibly. Rallying isn't supposed to be glorious like Formula 1, and making a game too polished would definitely take away from the grit that rally racing is all about. This means rough polygon seams, washed-out colour palettes, lots of fog, and scenery made of low-resolution sprites instead of 3D objects - and I for one wouldn't want it any other way. Yes, there are niggles, as well: if you smash one tail light, they usually both go out (and that happens a lot, I might add, as no matter how you crash, your tail lights always end up getting smashed), and every once in a while, pop-up may disorient you, yet this by no means justifies all the bashing that Colin McRae received for its supposed ugliness. The car models are perfectly proportioned owing to the laser mapping process used, although, admittedly, the low resolution treats boxy body shapes, such as Lancia Delta's, far more favourably than the more curvy ones. Damage modelling, both visual and mechanical is quite advanced, though the sequel, Colin McRae 2.0, took it to an even higher level.

The sound effects are exemplary: all the thuds, bumps and screeches are perfect, and the engine sounds convey the insane power of rally cars just as much as the fast, slowdown-free graphics. They also allow you to change gears by sound alone, which is very useful when you can't take your eyes off the action (i.e. most of the time). Still, the designers were aware of this potential problem and implemented one of the most ingenious visual devices I've seen in a long time: the rev indicator bar changes colours as the revs increase so that you can have a pretty good idea of your revs through your lateral vision alone - brilliant! There is a bug that occasionally mutes the car engine sound channel which does act as a distraction; fortunately, it occurs very rarely. The little music that there is in the game feels like it was included only because it would feel odd to release a game without music in this day and age (and, on a semi-related note, so does the two-player mode). The piece de resistance, however, is Nicky Grist, Colin McRae's real-life co-driver at the time, who reads out the pace notes with amazing precision - there are maybe five corners in the entire game where the pace note confuses rather than helps, and I can only imagine how much work went into perfecting this crucial feature. It goes without saying that pace notes are indispensable in rally racing, but I suggest that you turn off the visual aids, i.e. arrows and stage progress indicator, and drive by the spoken notes alone for maximum immersion.

Simulating the essence of rally racing, going really fast without going too fast where you shouldn't be going fast at all, is where Colin McRae truly triumphs. This effect is achieved by combining excellent game design - the stages, 52 in total, are well-thought out and extremely unforgiving of mistakes - spot-on controls, and an interesting take on car physics. A physics engine is definitely there: arcade-style full throttle antics aren't going to get you very far, especially not on slippery surfaces. Still, Colin McRae isn't realistic in the true sense of the word; to put it into perspective, the original PlayStation controller (without the analogue sticks) isn't as essential to play Colin McRae as it is for Gran Turismo, Formula 1, or Codemasters' own TOCA. Furthermore, the scenery, especially trees, don't stop (or, for that matter, damage) the cars nearly as much as they should do when a crash occurs, the cars tend to brake too well when changing down and turning into a curve, and they take curves at rather unrealistic speeds anyway, especially off-tarmac - but somehow, none of this takes away from the challenge or sheer fun of the game. After all, both V-Rally 2 and Colin McRae 2.0 have more advanced physical engines, yet Colin McRae still stands up to both of them.

Owing to its great controls and play mechanics, the game can afford to be difficult and unforgiving of the player's mistakes, but it's rarely unfair: if you crash or lose time, you've either driven poorly or chose the wrong car set-up (which is mostly quite intuitive once you get to terms with the effects of various settings). The game does force you to cheat on night stages by turning up the brightness on your TV set as the opponents are driving just as fast as they would during the day, and I'm not sure what the designers were thinking with the hard difficulty mode. While "novice" and "intermediate" were perfectly suited to my learning curve, I could barely keep up with the opponents on "expert". There are two possibilities for this: either the game designers wanted to give the three Group B bonus cars a purpose (though they should've gone the distance in this case and included a fourth one to make a Group B expert championship), or I might just be a sub-par rally driver. Unfortunately, I can't check my stage records against other players because Codemasters removed the Hall of Fame, which is extremely disappointing - their decision made me take whole point off the game's final score. If you feel they should re-instate the Hall of Fame, please stop by their web site (http://www.codemasters.co.uk/support/contact.php) and let them know. As it is, the stage records aren't sorted by car group, only by absolute time, which is another minor, yet unfortunate oversight by the designers.

For a game this good, Colin McRae was surprisingly unpopular. Outside the rally fan community, it didn't do nearly as well as it would've deserved to, and as far as I'm concerned, only the gamers' misconception (further propagated by a number of press reviews) that a racing game without direct competition against the opponents isn't worth their attention can be to blame. I'm sure that the developers were well aware of that but evidently still refused to incorporate any impure elements into the game. Such integrity - Codemasters themselves got over it eventually - is ever so rare in the gaming industry but fortunately, it does happen every once in a while.
 
 
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Codename - Tenka [U] ISO

Codename - Tenka [U] ISO






Description :

EARTH HAS BECOME A LIVING HELL. TROJAN IN. IS DECEIVING PEOPLE AND LURING THEM TO THEIR EXOTIC COLONIES TO FUEL GENETIC EXPERIMENTS. BUT THEY HAVE ONE PROBLEM. THEY LIED TO THE FUTURE'S MOST RESOURCEFUL REBEL, TENKA, AND SCREWED WITH AN ALREADY BAD ATTITUDE. Dozens of fully 3D, hideously realistic enemies per level. Run, jump, duck and strafe your way through multiple locations. Boost your huge gun with endless upgrades. 20 intense mission from complex tactical to shoot-to-kill. Amazing lightsourcing and smooth, unpixellated backgrounds. One-of-a-kind laser sighting to shoot enemies-even in the dark!

With Codename: Tenka, Psygnosis again breaks new visual ground on the PlayStation as this first-person shooter is the first on the PlayStation to feature not only 3-D enviroments, but also fully polygonal 3-D enemies as well. Absolutely, no pixelated enemies can be seen.

Players must blast their way out of a colony where mutants are being manufactured. The area design is generally quite good. Sometimes, you are expected to crouch down and crawl through the ventilation shafts. Besides crouching, you have a gun which can be aimed up and down. I have to admit that it is pretty slow to move the gun up and down.

With some fairly simplistic puzzles to keep things moving on, Tenka's 28 levels expand a little bit on Doom's basic ''find the key'' gameplay. Besides finding ammo, you need to constantly increase your firepower with the likes of missiles and lasers. However, please take note that new add-on weapons are quite scarce.

Codename: Tenka offers good solid visuals, some good atmospheric light-sourcing, and a rather cool laser gunsight. The enviroments are generally very dark. The game does have some gruesome enemies, but most are pretty slow-moving and stupid-looking robots, which are meant to be hated.

On the other hand, the audio has some edgy music and high-quality weaponry and ambient sound effects. However, the voice-overs are truly terrible.

Overall, if you like first-person shooter and enjoy those dark, eerie enviroments, Psygnosis's Codename: Tenka may suit you. Generally, Codename: Tenka is a good and solid gun shooter. It won't seize Doom's throne but has what it takes to become one of the most unqiueness games. However, if you don't like first-person shooter in the first place, don't waste your time and buy it!


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City of Lost Children [U] ISO

City of Lost Children [U] ISO






Description :

The City's children are disappearing one by one and no one knows why or where they've gone.
Rely on your street smarts to solve the mystery... and discover where in this eeries labyrinth of back alleys and foreboding warehouses the plot will take another wickedly clever twist!

It is fair to say that the video game audience was suprised to hear that France's bizarre but captivating film, City Of The Lost Children would be heading to the video game world in the not so suprising format of an adventuring game. The film was superbly directed with strange characters, beautiful imagery and unlikely epic plot - but what conviction did it hold as a video game, and one that would sell to the public? Obviously something according to the developers. Despite being mostly out of reach with the story from the film, City Of The Lost Children seems to wrap up the context of the film near the end. The finished product leaves a strange taste in your mouth and a vague idea in your head that the adventure and the game is missing from this title.

Set in the hazy future of dismal colour, City Of The Lost Children revolves around the misery of the world of the future and a mad scientist who has created a man who cannot dream. The man then kidnaps children to steal their dreams and stifles them if they aren't of standard material. The protaginist is the young girl of the actual film, the twelve year old orphan Miette begins the game being ordered to do criminal deeds by her evil siamese headmistresses. Her journey is frustrating and you're led into believing that her tale has no relevance to the film until you get to a certain stage for the film's bulk to suddenly kick in. Judging by the film, the only element of gameplay that could have been derived from the film into an actual game would have been at the end where Miette and her friend One delve into the mad scientist's laboratory. The developers seem to have been clueless of how to have the video game's gameplay relate to the film as a whole and as a consequence, only a portion of the film's story is adapted into the gameplay.

Miette as a heroine is a pretty annoying one. At least Oliver Twist could sing, all Miette contributes to the game is a great deal of whining and relishing at being the victim. What is heroic about that? She makes the frustrating tasks even more tedious with her dull personality that qualifies her nothing more than a whinging brat at best. Most of her actions are commanded by other characters - nothing inspirational about that either. The sorely thing about her character in the game would be that just as you get a grasp of some dramatic development, the game wraps itself up, snatching it away away from you.

It's your job to guide Miette via your arrow keys through the dirty and dismal streets, docks, elevated walkways and dangerous alleyways throughout the game as she wanders the town in the future. The actions Miette takes are very low-key compared to the exciting events of Broken Sword. Instead of murders, explosions and intricate puzzles, Miette simply has to sneak and duck behind boxes, ring bells and run away, pick items up and give banal items to characters. There is hardly any really stimulating events in the game, and the concentrated way of doing things (such as asking questions from a certain stance) seem to be insipid and nonintuitive. The game's short length is criminal to qualify it being worth a meagre amount of the price tag, collapsed on top of the fact that you won't be tasting any of the delights the film gave you.

Inventory gathering is the most baffling concept ever. Most items you need are hidden behind boxes or in some dark place that are hard for you find. Luckily for us that when Miette is beside an item, it will appear in the upper right hand corner in a small box indicating you to pick it up. Unfortunately though, it means you need to make sure that Miette wanders everywhere as you need to be on a right pixel to view the box to pick the item up. Finding the items are plain hard because you can't see the items and to be frank, you're basically looking for the exact pixel to be standing on to access the option to pick them up. Also, some of the items are unneccessary and it is erratic when you find out that you didn't need them in the first place.

Why City Of The Lost Children blagged a release on the Playstation console is beyond me when you look at the terrible graphics. However, this PC version is much more smoothly polished with very uniquely watercoloured shading and perfectly lifelike motion from the characters appearances that grab a spot of the captivation the film did when it was released. It's true that the gameplay is hardly anything to raise a smile about but wandering the gloomy streets with Miette are just a joy to watch because of the graphical grandeur of things such Miette's flowing dress and real time shadows that show her in a different light. The many close ups of her innocent and angelical face is abundle of first class presentation that sadly is crafted into a game that has no potential.

The musical score is also quite gripping material pressed in the arising importance music is becoming in video games today. Some of the music will be sinister and dismal when Miette is in the gutter slewn streets and the dock will be a more far cry sound. The introduction musical sequence is orchestra music on it's liberating top form and it's only a pity that City Of The Lost Children didn't hold more scenarios to invite more of the wonderful music into the game. Voice acting is also used and Miette is given a typical English accent which sounds snobby and prude, as if she was far too above being an orphan with hardly any emotion in her dialogue other than when she's whining at you that she can't do what you've asked her. In the film, she was French, why not have her accent sound a little more French then? It worked wonders for the character of Nico in Broken Sword. Other characters are limited but at least there is an attempt of creating some pretty fine flavour into the character's strange personalities - the Siamese headmistresses sound like a discovered species from Star Trek.

Trounced by a poor budget and no immense detail attention regarding the gameplay, City Of The Lost Children has no conviction over it's maker that is the film and to be honest, there is no real justification why it should have been released as a game. It will do absolutely nothing whatsoever for the stagnant adventure genre other than to set an example of why the genre is struggling to appeal to new audiences in the first place. The heart of the game is entirely marred with mocking and comatose gameplay and an upsettingly stale plot development -which includes the anti climax of the cut version of the events at the laboratory to which you're only treated a simple sequence to elaborate what happened rather than a series of testing puzzles as in the film- City Of The Lost Children neatly wraps up the film's memorable imagery in a beautiful world of 3D graphics but in the end is just another frustrating and tiringly below average game.

  
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Circuit Breakers [U] ISO

Circuit Breakers [U] ISO






Description :

Circuit Breakers is a Racing game, developed by Supersonic and published by Mindscape Inc., which was released in 1998.
 
Ok, now here's a kick ass game. Need some zest in your life, bored and have nothing to do? Well, this is the game for you! Although this is a racing game, it's not a racing game that is something like need for speed or ridge racer. It's purely uncompetive. The main idea is to enjoy this wonderful game. Not to get all stressed up just trying to win a stupid race. You have a choice of what car you want to use, then choose a track and your off! This game can be played by up to four players when you have a multi tap. Although you might think that this is a car racing game, think again. You can also use submarines and boats! This game has many tracks in which you can choose from, plus there are a few modes. You can play normal tournament mode, two player mode which has normal head to head racing and time attack mode etc. I will first review the graphics. The graphics definitely deserves a ten. There are many colours that are used. The backgrounds and terrains are highly coloured and look very realistic. The cars that you use look very nice too. Not only are they cars, they can change to boats and submarines! This gets a nine. Next is the sound fx and music. There are many different sounds in the car. From cars exploding to tires screeching. This game has it all. If I'm not wrong, you can even use the horn! The music is enjoyable and it suits the game well. The sound fx and music gets a ten! Now we go on to gameplay. Is this game worth your money? Will you be engrossed with the game that you'll just keep playing it? Well, you can not only use cars, but subs and boats. Plus, there are many different cars to choose. What can go wrong? This definitely is a master piece and is worth your money! Gameplay also gets a ten. Overall score for this game is a whooping ten! Go get this game now!  


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Chrono Cross (J) ISO

Chrono Cross (J) ISO






Description :

Chrono Cross (クロノ・クロス?) is a role-playing video game developed and published by Square (now Square Enix) for the PlayStation video game console. It is the successor to Chrono Trigger, which was released in 1995 for the Super Nintendo Entertainment System. Chrono Cross was developed primarily by scenarist and director Masato Kato and other designers from Chrono Trigger, including art director Yasuyuki Honne and composer Yasunori Mitsuda. Nobuteru Yūki designed the characters of the game.
The story of Chrono Cross focuses on a teenage boy named Serge and a theme of parallel worlds. Faced with an alternate reality in which he died as a child, Serge endeavors to discover the truth of the two worlds' divergence. The flashy thief Kid and many other characters assist him in his travels around the tropical archipelago El Nido. Struggling to uncover his past and find the mysterious Frozen Flame, Serge is chiefly challenged by Lynx, a shadowy antagonist working to apprehend him.
Upon its release in Japan and North America in 2000, Chrono Cross received high ratings and critical acclaim, earning a perfect 10.0 score from GameSpot. The game shipped 1.5 million copies worldwide, leading to a Greatest Hits re-release and continued life in Japan as part of the Ultimate Hits series. Chrono Cross was released on July 6, 2011 on the Japanese PlayStation Network and on November 8, 2011 in North America.[7] Square also released a "Millennium Edition" featuring a calendar, clock, and music sampler disc.

Gameplay

Chrono Cross features standard role-playing video game gameplay with some differences. Players advance the game by controlling the protagonist Serge through the game's world, primarily by foot and boat. Navigation between areas is conducted via an overworld map, much like Chrono Trigger's, depicting the landscape from a scaled down overhead view. Around the island world are villages, outdoor areas, and dungeons, through which the player moves in three dimensions. Locations such as cities and forests are represented by more realistically scaled field maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. Like Chrono Trigger, the game features no random encounters; enemies are openly visible on field maps or lie in wait to ambush the party. Touching the monster switches perspectives to a battle screen, in which players can physically attack, use "Elements", defend, or run away from the enemy. Battles are turn-based, allowing the player infinite time to select an action from the available menu. For both the playable characters and the computer-controlled enemies, each attack reduces their number of hit points (a numerically based life bar), which can be restored through some Elements. When a playable character loses all hit points, he or she faints. If all the player's characters fall in battle, the game ends and must be restored from a previously saved chapter—except for specific storyline-related battles that allow the player to lose. Chrono Cross's developers aimed to break new ground in the genre, and the game features several innovations. For example, players can run away from all conflicts, including boss fights and the final battle.

Battle and Elements

The Element system of Chrono Cross handles all magic, consumable items, and character-specific abilities. Elements unleash magic effects upon the enemy or party and must be equipped for use, much like the materia of 1997's Final Fantasy VII. Elements can be purchased from shops or found in treasure chests littered throughout areas. Once acquired, they are allocated to a grid whose size and shape are unique to each character. They are ranked according to eight tiers; certain high level Elements can only be assigned on equivalent tiers in a character's grid. As the game progresses, the grid expands, allowing more Elements to be equipped and higher tiers to be accessed. Elements are divided into six paired oppositional types, or "colors," each with a natural effect. Red (fire/magma) opposes Blue (water/ice), Green (wind/flora) opposes Yellow (earth/lightning), and White (light/cosmos) opposes Black (darkness/gravity). Each character and enemy has an innate color, enhancing the power of using same-color Elements while also making them weak against elements of the opposite color. Chrono Cross also features a "field effect", which keeps track of Element color used in the upper corner of the battle screen. If the field is purely one color, the power of Elements of that color will be enhanced, while Elements of the opposite color will be weakened. Characters also innately learn some special techniques ("Techs") that are unique to each character but otherwise act like Elements. Like Chrono Trigger, characters can combine certain Techs to make more powerful Double or Triple Techs. Consumable Elements may be used to restore hit points or heal status ailments after battle.
Another innovative aspect of Chrono Cross is its stamina bar. At the beginning of a battle, each character has seven points of stamina. When a character attacks or uses an Element, stamina is decreased proportionally to the potency of the attack. Stamina slowly recovers when the character defends or when other characters perform actions in battle. Characters with stamina below one point must wait to take action. Use of an Element reduces the user's stamina bar by seven stamina points; this often means that the user's stamina gauge falls into the negative and the character must wait longer than usual to recover. With each battle, players can enhance statistics such as strength and defense. However, no system of experience points exists; after four or five upgrades, statistics remain static until players defeat a boss. This adds a star to a running count shown on the status screen, which allows for another few rounds of statistical increases. Players can equip characters with weapons, armor, helmets, and accessories for use in battle; for example, the "Power Seal" upgrades attack power. Items and equipment may be purchased or found on field maps, often in treasure chests. Unlike Elements, weapons and armor cannot merely be purchased with money; instead, the player must obtain base materials—such as copper, bronze, or bone—for a blacksmith to forge for a fee. The items can later be disassembled into their original components at no cost.

Parallel dimensions

The existence of two major parallel dimensions, like time periods in Chrono Trigger, plays a significant role in the game. Players must go back and forth between the worlds to recruit party members, obtain items, and advance the plot. Much of the population of either world have counterparts in the other; some party members can even visit their other versions. The player must often search for items or places found exclusively in one world. Events in one dimension sometimes have an impact in another—for instance, cooling scorched ground on an island in one world allows vegetation to grow in the other world. This system assists the presentation of certain themes, including the questioning of the importance of one's past decisions and humanity's role in destroying the environment. Rounding out the notable facets of Chrono Cross's gameplay are the New Game+ option and multiple endings. As in Chrono Trigger, players who have completed the game may choose to start the game over using data from the previous session. Character levels, learned techniques, equipment, and items gathered copy over, while acquired money and some story-related items are discarded. On a New Game+, players can access twelve endings. Scenes viewed depend on players' progress in the game before the final battle, which can be fought at any time in a New Game+ file.

Characters

Chrono Cross features a diverse cast of 45 party members. Each character is outfitted with an innate Element affinity and three unique special abilities that are learned over time. If taken to the world opposite their own, characters react to their counterparts (if available). Many characters tie in to crucial plot events. Since it is impossible to obtain all 45 characters in one playthrough, players must replay the game to witness everything. Through use of the New Game+ feature, players can ultimately obtain all characters on one save file. Several characters speak with unique accents, including French and Australian English.
Serge, the game's protagonist, is a 17-year-old boy with blue hair who lives in the fishing village of Arni. One day, he slips into an alternate world in which he drowned ten years before. Determined to find the truth behind the incident, he follows a predestined course that leads him to save the world. He is assisted by Kid, a feisty, skilled thief who seeks the mythical Frozen Flame. Portrayed as willful and tomboyish due to her rough, thieving past, she helps Serge sneak into Viper Manor. Kid was raised by Lucca as a child, and vows to find and defeat Lynx, an anthropomorphic panther who burned down Lucca's orphanage. A sadistic and cruel agent of the supercomputer FATE, Lynx is bent on finding Serge, with and succeeds in taking his body. He travels with Harle, a mysterious, playful girl dressed like a harlequin. Sent by the Dragon God to shadow Lynx and one day steal the Frozen Flame from Chronopolis, she painfully fulfills her duty though smitten with Serge. To this end, she helps Lynx manipulate the Acacia Dragoons, the powerful militia governing the islands of El Nido. As the Dragoons maintain order, they contend with Fargo, a former Dragoon turned pirate captain who holds a grudge against their leader, General Viper. Their home base, Viper Manor, is also infiltrated by Serge, Kid, and one of three characters—Nikki, a musician, Pierre, a hero-in-training, or Guile, a mysterious magician. Though tussling with Serge initially, the Acacia Dragoons—whose ranks include the fierce warriors Karsh, Zoah, Marcy, and Glenn—later assist him when the militaristic nation of Porre invades the archipelago. The invasion brings Norris and Grobyc to the islands, a heartful commander of an elite force and a prototype cyborg soldier, respectively. As they too seek the Frozen Flame, the plot unfolds amidst several other characters.


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Chronicles of the Sword [U] ISO

Chronicles of the Sword

[U] ISO






Description :

    Chronicles of the Sword is an adventure game developed by Synthetic Dimensions and released by Psygnosis in 1996 for the PC DOS and Sony PlayStation platforms. There was also a planned Mac OS port which got canceled. The game received largely negative reviews.
    Chronicles of the Sword, based on Arthurian legends, tells the story of the young knight Gawain, tasked by the wizard Merlin and King Arthur with vanquishing the evil sorceress Morgana in order to save Camelot. This was the second Psygnosis game that was based on Arthurian themes, the first being Leander (The Legend of Galahad).

    Gameplay

    Chronicles of the Sword is a third-person, mouse-based point-and-click graphic adventure game, featuring sprite based characters and 2D pre-rendered environments with switching viewpoints (described as similar to Alone in the Dark[4]). The game's user interface features a context-sensitive cursor for movement and actions, and a classic adventure conversation system based on choosing dialogue options. It also features a few action game elements in the form of simple combat sequences that are interactive only on the Regular difficulty level and automated (shown as a cutscene) on the Easy setting.

    Plot

    The game's sword and sorcery type story is set in King Arthur's mythical court of Camelot, located in Albion, Sub-Roman Britain, circa 420 A.D. The player assumes the role of Gawain, an apprentice knight about to be ordained by King Arthur who is struggling to uphold virtues of his peaceful and prosperous kingdom. Gawain's quest is to stop the threat of the sorceress Lady Morgana, Arthur's wicked half-sister who plots to destroy Camelot and seize the throne of Albion. Morgana plots to reveal Lancelot and Lady Guinevere's affair to the world, planning to overthrow Arthur and making herself the queen. The game begins with Morgana murdering the court priest of Camelot just as Gawain was about to be given his knighthood.
    Early during the course of the game, Gawain discovers Morgana's plan and warns the king. Having been banished from Camelot, Morgana then attempts to kill Arthur before vanishing, prompting the wizard Merlin to send Gawain off to get rid of her once and for all. The young knight ventures to ferret out various objects to give himself the ring of protection from Morgana's spells. This task completed, Gawain finally goes off on the journey to the island Lyonesse on the final mission to kill Morgana. Once in the witch's castle, Gawain has to find not only a way to defeat her and he also to find a way to dispose of her lover and bodyguard, a Saxon vampire named Ragnar. Ultimately, Gawain is unable to end Morgana's life, who instead gets her soul trapped by the Fairy magic and imprisoned in Lyonesse, and swears a personal vengeance against him. In the end, Gawain returns to Camelot as a hero to join the Order of the Round Table.

    Characters

  • Gawain - The player character, the son of King Lot and Arthur's sister Morgause. Gawain arrived at Camelot just the previous night before the start of the game, after having been nominated by Sir Lancelot to become a knight of King Arthur's Round Table.
  • Morgana - The game's main antagonist, Morgana is the King's immoral half-sister who has made many attempts on Arthur's life and is rumoured to be behind many mysterious deaths and disappearances, but never has left any trace of her involvement. She is a witch of great power and learnt much of her sorcery from Merlin himself, but now she and Merlin are bitter rivals and their past intimacy means nothing to them. Beautiful and lascivious, Morgana has many male followers who could not resist her lust for men. She is a master of intrigue and deception, and even without her magical powers she would make a dangerous adversary. When threatened, she can be either ferocious or servile, depending on the power of her enemy and nature of the situation. Like Merlin, she is only semi-mortal.
  • Merlin (Merrdyn) - Merlin is a powerful warlock who is several hundred years old and may have been born in Atlantis. Merlin has been an influential figure for a very long time, working towards a greater goal known to no-one but himself. He was advisor to Vortigern, the last great king of Britain. When Ambrosius Aurelianus and Uther Pendragon killed Vortigen and stole his throne, Merlin appeared to change his allegiance and support Ambrosius until his death, and then Uther when he succeeded him. It is rumoured that he and Morgana had a short, explosive affair which may explain the bitterness of their current relationship. Merlin is hard drinking and often sounds callous, even malicious when dealing with other people - but only because he is irritated by the shortcomings of others and resents the need to waste breath explaining himself to those of a lesser intelligence.
  • Arthur (Arthus) - Arthur is noble and chivalrous king of Britain cultivating the ideal of the chivalrous knight operating under an honourable code of conduct. He started the fellowship of the Round Table after drawing the sword from the stone, thereby fulfilling a prophecy and proving his right to rule. Years ago, Merlin informed Arthur that the woman with whom he had lain was actually Morgana, disguised by a spell, and the issue of this union was to be the instrument of Arthur's death, and so he sent out his knights to rid of all male children born on the first day of May. This event has left Arthur with deep psychological scars which manifests as an occasional over-assertiveness and sometimes as a frightening hesitancy. He loves his wife, Guinevere dearly, but projects onto her an ideal which she cannot possibly live up to.
  • Guinevere - Guinevere, the King's wife, is a very attractive young queen who dresses and walks in a way which would tempt most men at court. She enjoys flirting with young knights, a habit the King finds irritating. Lady Guinevere is intelligent but too young and inexperienced to offer Arthur help and be a confidant.
  • Lancelot Du Lac - Lancelot is Gawain's sponsor and the most famous knight of all, fearless, with legendary fighting prowess and exploits. The other knights of the Round Table defer to Lancelot and treat him with a respect verging on awe.
  • Ragnar - Ragnar the vampire is a sadistic guard at Lyonesse who is entirely is devoted to Morgana but despises mortals. Ragnar is intelligent, dangerous, unpredictable and very difficult to kill.


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