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	<title>Game Central &#187; Genre</title>
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	<link>http://www.gamecentral.biz</link>
	<description>The Gamers Blog</description>
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		<title>Steel Diver</title>
		<link>http://www.gamecentral.biz/steel-diver/</link>
		<comments>http://www.gamecentral.biz/steel-diver/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 15:13:58 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured Game]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[Nintendo]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/steel-diver/</guid>
		<description><![CDATA[Steel Diver is a video game for the Nintendo 3DS. The game is a side-scrolling action game in which the player controls a submarine via a set of touch-screen based levers and wheels. Shigeru Miyamoto described it as being &#8220;almost &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/steel-diver/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2600" title="Steel-Diver" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/Steel-Diver.jpg" alt="" width="640" height="363" /></p>
<p>Steel Diver is a video game for the Nintendo 3DS. The game is a side-scrolling action game in which the player controls a submarine via a set of touch-screen based levers and wheels. Shigeru Miyamoto described it as being &#8220;almost like you have your own submarine pet in an aquarium&#8221;.</p>
<p><span id="more-2599"></span></p>
<h3>Other Information</h3>
<ul>
<li>Developer : Nintendo EAD, Vitei</li>
<li>Publisher : Nintendo</li>
<li>Director : Takaya Imamura</li>
<li>Producers : Shigeru Miyamoto, Tadashi Sugiyama</li>
<li>Composer : Atsuko Asahi, Toru Minegishi</li>
<li>Platform : Nintendo 3DS</li>
<li>Release date : March 27, 2011</li>
<li>Genre : Simulation</li>
</ul>
<h3>Links</h3>
<ul>
<li><a rel="nofollow" target="_blank" href="http://steeldiver.nintendo.com/">Official website</a></li>
</ul>
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		<title>Bejeweled</title>
		<link>http://www.gamecentral.biz/bejeweled/</link>
		<comments>http://www.gamecentral.biz/bejeweled/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 14:47:13 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured Game]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/bejeweled/</guid>
		<description><![CDATA[Bejeweled is a puzzle game by PopCap Games, first developed for browsers in 2001. Three follow-ups to this game have been released. More than 75 million copies of Bejeweled have been sold, and the game has been downloaded more than &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/bejeweled/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2544" title="bejeweled" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/bejeweled.jpg" alt="" width="400" height="291" /></p>
<p><em><strong>Bejeweled</strong></em> is a puzzle game by PopCap Games, first developed for browsers in 2001. Three follow-ups to this game have been released. More than 75 million copies of <em>Bejeweled</em> have been sold, and the game has been downloaded more than 500 million times.</p>
<p><span id="more-2542"></span></p>
<h3>Other Information</h3>
<ul>
<li>Developer : PopCap Games</li>
<li>Publisher : PopCap Games</li>
<li>Designer : Jason Kapalka</li>
<li>Series : <em>Bejeweled</em></li>
<li>Engine : PopCap Games Framework</li>
<li>Version : 1.87 (2007)</li>
<li>Platforms :
<ul>
<li>PC (Windows, Mac OS X), Browser (Flash)</li>
<li>PDA (Palm OS, Windows Mobile, Smartphone), Mobile</li>
<li>iPhone, iPod,</li>
<li>Java ME, Xbox, Facebook</li>
</ul>
</li>
<li>Release date : May 30, 2001</li>
<li>Genre : Puzzle</li>
<li>Mode : Single-player</li>
</ul>
<h3>Links</h3>
<ul>
<li>Official <a rel="nofollow" target="_blank" href="http://www.popcap.com/games/bejeweled" target="_blank">Bejeweled download</a></li>
</ul>

<a href='http://www.gamecentral.biz/bejeweled/bejeweled-2/' title='bejeweled'><img width="150" height="150" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/bejeweled-150x150.jpg" class="attachment-thumbnail" alt="bejeweled" title="bejeweled" /></a>

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		<title>Chuzzle</title>
		<link>http://www.gamecentral.biz/chuzzle/</link>
		<comments>http://www.gamecentral.biz/chuzzle/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 14:38:16 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured Game]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[iOS]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/chuzzle/</guid>
		<description><![CDATA[Chuzzle is a computer puzzle game created by Raptisoft Games, and published by PopCap Games. It is named after the multi-colored fuzzballs around which the game revolves. The gameplay is similar to that of Bejeweled. Other Information Developer : Raptisoft &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/chuzzle/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2538" title="chuzzle" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/chuzzle.jpg" alt="" width="640" height="480" /></p>
<p><em><strong>Chuzzle</strong></em> is a computer puzzle game created by Raptisoft Games, and published by PopCap Games. It is named after the multi-colored fuzzballs around which the game revolves. The gameplay is similar to that of <em>Bejeweled</em>.</p>
<h3><span id="more-2537"></span>Other Information</h3>
<ul>
<li>Developer : Raptisoft Games</li>
<li>Publisher : PopCap Games</li>
<li>Designer : John Raptis</li>
<li>Engine : PopCap Games Framework</li>
<li>Version : 1.01 (February 18, 2008)</li>
<li>Platforms : Windows, Macintosh, Game Boy Advance, Mobile phone, iOS, Android</li>
<li>Release date : May 12, 2005</li>
<li>Genre : Puzzle</li>
<li>Mode : Single player</li>
<li>Media/distribution : CD, Online Download, PDA, Smartphone</li>
</ul>

<a href='http://www.gamecentral.biz/chuzzle/chuzzle-2/' title='chuzzle'><img width="150" height="150" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/chuzzle-150x150.jpg" class="attachment-thumbnail" alt="chuzzle" title="chuzzle" /></a>

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		<title>Terraria</title>
		<link>http://www.gamecentral.biz/terraria/</link>
		<comments>http://www.gamecentral.biz/terraria/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 14:23:45 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured Game]]></category>
		<category><![CDATA[Online Game]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[independent game]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[The Witcher]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/terraria/</guid>
		<description><![CDATA[Terraria is an action-adventure/RPG indie game released by independent game studio Re-Logic. The game features exploration, crafting, building structures and combat with a variety of creatures. Released on May 16, 2011, the game is estimated to have sold about 50,000 &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/terraria/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2528" title="Terraria" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/Terraria.jpg" alt="" width="640" height="367" /></p>
<p>Terraria is an action-adventure/RPG indie game released by independent game studio Re-Logic. The game features exploration, crafting, building structures and combat with a variety of creatures.</p>
<p><span id="more-2527"></span></p>
<p>Released on May 16, 2011, the game is estimated to have sold about 50,000 copies during its first day of release, with over 17,000 players online at the same time during the first day&#8217;s peak. Over the course of a week, 200,000 copies of the game were sold, making it the top selling game on Steam for the week, &#8220;ahead of games like The Witcher 2 and Portal 2.&#8221; It remained number one on Steam for the first six days of its release before it eventually dropped to the number two slot.</p>
<h3>Other Information</h3>
<ul>
<li>Developer : Re-Logic</li>
<li>Producer : Jeremy &#8220;Blue&#8221; Guerrette</li>
<li>Programmer : Andrew &#8220;Redigit&#8221; Spinks</li>
<li>Version : 1.0.2</li>
<li>Platforms :
<ul>
<li>Windows XP</li>
<li>Windows Vista</li>
<li>Windows 7</li>
</ul>
</li>
<li>Genre : Indie side scroller action-adventure/RPG</li>
<li>Modes : Single-player, multiplayer (co-op or PvP)</li>
</ul>

<a href='http://www.gamecentral.biz/terraria/terraria-2/' title='Terraria'><img width="150" height="150" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/Terraria-150x150.jpg" class="attachment-thumbnail" alt="Terraria" title="Terraria" /></a>

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		<title>First Touch Soccer</title>
		<link>http://www.gamecentral.biz/first-touch-soccer/</link>
		<comments>http://www.gamecentral.biz/first-touch-soccer/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 00:54:58 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured Game]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Sports]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Soccer]]></category>

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		<description><![CDATA[Make way for the best Soccer game on iOS devices. First Touch Soccer represents the most complete, realistic and addictive Soccer sim available. Brought to you by the same team that gave you the award winning X2 Soccer series, First &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/first-touch-soccer/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-2504" title="First Touch Soccer" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/First-Touch-Soccer.jpg" alt="" width="640" height="427" /></p>
<p><img style="background-image: none; padding-left: 0px; padding-right: 0px; display: inline; float: right; padding-top: 0px; border: 0px;" title="FirstTouchSoccer" src="http://www.gamecentral.biz/wp-content/uploads/2011/06/FirstTouchSoccer.jpg" border="0" alt="FirstTouchSoccer" width="177" height="180" align="right" /></p>
<p>Make way for the best Soccer game on iOS devices. First Touch Soccer represents the most complete, realistic and addictive Soccer sim available. Brought to you by the same team that gave you the award winning X2 Soccer series, First Touch Soccer is the true next-generation of iOS Soccer games.</p>
<p><span id="more-2498"></span></p>
<h3>Features</h3>
<ul>
<li>SMART AI, RAPID GAMEPLAY &amp; VIVID VISUALS &#8211; Intelligent defensive and attacking player AI form a challenging and addictive experience.  With intuitive controls, excellent visuals and Retina display. First Touch Soccer is the complete Soccer package, pick it up today!</li>
<li>BE A CONTROL FREAK &#8211; Land a 30 yard pass on a penny with the new “Freedom Control” mechanics. Use our original floating 360 degree analogue stick to pass, lob and shoot precisely where you want.</li>
<li>PLAY AS ANY TEAM ACROSS MULTIPLE MODES &#8211; Over 250 club teams, 30 competitions and 7 game modes! Season mode lets you prove your endurance over a whole season rather than just knocking out a few teams in a tournament. Not selfish enough for you? Then feel free to go it alone in STAR PLAYER mode.</li>
<li>CREATE YOUR VERY OWN DREAM TEAM &#8211; Dream Team mode is bigger and better and lets you build up your ideal team from players all over the world, past and present! Use the Kit Editor to design home and away kits for your team and then take on the world!</li>
<li>GET CLOSER &#8211; Over 60 unique celebrations, realistic cameras and smooth animations get you closer to match day. Coupled with full Retina support you will feel like you are in the game.</li>
<li>BRAGGING RIGHTS &#8211; Challenge your friends on Twitter and Facebook. Show off audacious dribbles and outrageous goals with the new YouTube upload feature. Participate in regular “Goal of the Month” competitions via First Touch Soccer’s buzzing community sites!</li>
<li>CHALLENGE FRIENDS VIA LOCAL WIFI OR BLUETOOTH &#8211; Create your own friendly matches over Local Wi-Fi or Bluetooth against your buddies.</li>
<li>GO GLOBAL &#8211; Fed up of putting a cricket score past your friends? Test your skills online against players all over the world! (Game Center devices only)</li>
<li>GOSSIP FIX &#8211; Get the latest news delivered straight to your device via an RSS Feed. The feed can be customized so if you have a preferred source, edit away.</li>
</ul>
<h3>Other Information</h3>
<ul>
<li>Developer : Exient</li>
<li>Updated: May 20, 2011</li>
<li>Current Version: 1.1</li>
<li>Size: 335 MB</li>
<li>Languages: English, French, German, Italian, Japanese, Spanish</li>
<li>Requirements: Compatible with iPhone, iPod touch, and iPad. Requires iOS 3.1 or later</li>
</ul>
<p><iframe width="640" height="510" src="http://www.youtube.com/embed/Ga-gRERqGLk" frameborder="0" allowfullscreen></iframe></p>

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		<title>Left 4 Dead</title>
		<link>http://www.gamecentral.biz/left-4-dead/</link>
		<comments>http://www.gamecentral.biz/left-4-dead/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 11:26:01 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Hot]]></category>
		<category><![CDATA[Survival Horror]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[Fighting]]></category>
		<category><![CDATA[Left 4 Dead]]></category>
		<category><![CDATA[Microsoft]]></category>
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		<category><![CDATA[Xbox 360]]></category>

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		<description><![CDATA[Left 4 Dead is a co-operative, survival horror, first-person shooter video game. It was developed by Turtle Rock Studios, which was purchased by the Valve Corporation part-way into development. The game uses the Source game engine, and is available for &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/left-4-dead/">Continue reading &#187;</a>]]></description>
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<p>Left 4 Dead is a co-operative, survival horror, first-person shooter video game. It was developed by Turtle Rock Studios, which was purchased by the Valve Corporation part-way into development. The game uses the Source game engine, and is available for Windows-based personal computers and the Xbox 360.</p>
<p>The game pits four Survivors of an apocalyptic pandemic against hordes of aggressive zombies. There are two game modes: a four-player, co-op Campaign mode, and an eight-player Versus mode. In both modes, an AI, dubbed &#8220;The Director&#8221;, controls level pacing and item spawns, in an attempt to create a dynamic experience and increase replay value.</p>
<p><span id="more-907"></span></p>
<p>The game went gold on November 13, 2008, and was released on November 18, 2008 in the United States; and on November 21, 2008 in Europe to coincide with the tenth anniversary of the release of Half-Life. A five-minute trailer was released on Halloween. A playable demo was made available on November 6 for pre-purchasers and on November 11 for the general public, and was closed on November 18, 2008. The demo contained the majority of the first two chapters in the &#8220;No Mercy&#8221; campaign, and was playable in both single and multi-player co-op.</p>
<p>Left 4 Dead was well received with an aggregate score of 88% on Game Rankings and 89% on Metacritic upon its release, with praise given for its replay value, focus on cooperative play, and movie-like experience. Similar to Team Fortress 2, Valve intends to support the game with downloadable content.</p>
<h3>Gameplay</h3>
<p>Left 4 Dead is a first-person shooter but makes use of the third-person perspective during certain events or player actions. In Campaign and Single-player mode, the player takes control of one of the Survivors; if four human players are not available, then the remaining Survivors are AI-controlled bots. They play through the levels fighting off the &#8220;Infected&#8221;—living humans who have been infected with a mutated rabies virus to which the Survivors are immune.</p>
<p>The game is focused on cooperation and team play; colored outlines of teammates are visible through walls to help players stick together and coordinate their movement. If a Survivor falls off a ledge, then they may automatically hang onto it and can only be helped up by another Survivor. If a Survivor&#8217;s health is depleted, then they become incapacitated and can only be revived by another Survivor, at which point they continue playing with a low amount of health that decreases over time. If a Survivor has been incapacitated and revived twice without tending to their wounds, then they will experience distorted black-and-white vision, and the next incapacitation will kill the player. If a Survivor incurs enough damage while incapacitated, or is not eventually helped up by teammates, then the incapacitated player will die. If a Survivor is killed, then they will respawn in a closet or other enclosed space after a period of time (except during key points in the scenario or in Versus mode), but must be freed by another Survivor to rejoin the team. Otherwise, the player must wait until the next level. Survivors can share first-aid kits and pain pills and help each other heal. Left 4 Dead has friendly fire that cannot be disabled, increasing the need for caution around other Survivors. On the Easy difficulty level, friendly fire does not harm teammates but still registers as having occurred.</p>
<p>The Survivors communicate by voice commands that are accessed by quick menus, and some sound off automatically when performing actions such as reloading or spotting Infected. Over 1000 unique lines have been recorded for each Survivor. Additional communication of player actions is conveyed through character lights. Also, weapon-mounted flashlights and muzzle flashes help the players in determining whether their companions are shooting, performing melee attacks, reloading or moving. Due to control issues and the likelihood of players using a LIVE headset, the Xbox 360 version of Left 4 Dead omits the quick phrases feature.</p>
<p>The game is experienced through four campaigns that take place in various urban and rural locales. Multiple visual in-game hints, including license plates, park signs, and markings on airport equipment, imply that these locations are in Pennsylvania. Each campaign is divided into several chapters marked by safe rooms, which are checkpoints where players can heal, re-arm, and revive players who were killed. Specifically, the four campaigns are: &#8220;No Mercy&#8221;, an urban setting; &#8220;Death Toll&#8221;, a small-town and countryside setting; &#8220;Dead Air&#8221;, an airport setting; and &#8220;Blood Harvest&#8221;, a woodland and farm setting. The levels are essentially linear, with distinct beginnings and ends, but there are a number of alternate routes to follow with more supplies, helping to create a sense of non-linearity. In the final chapter of each campaign, the players must defend a position from an onslaught of Infected until rescue arrives. Each campaign typically lasts between 45 and 75 minutes depending on the difficulty level.</p>
<h3>Survivor characters</h3>
<p>There are four playable human characters in the game: Francis (voiced by Vince Valenzuela), a tattoo-covered biker; Zoey (voiced by Jen Taylor), a college student and horror movie enthusiast; Louis (voiced by Earl Alexander), a Junior Systems Analyst in his company&#8217;s IT department; and Bill (voiced by Jim French), a former Green Beret and a Vietnam veteran. Early plans were for players to be randomly assigned to characters but in the final release, players can choose any character—provided that the character has not already been selected—or be randomly assigned an unselected character.</p>
<p>Survivors are armed with various firearms. Each player starts the game with a M1911 pistol. It has unlimited ammo and is the only weapon that the Survivor can use when they are incapacitated. When a second pistol is found, the player can dual wield them. Regardless of what weapon a player is using, a melee attack can be used. At the beginning of each campaign, the player can choose between an Uzi submachine gun and a pump-action shotgun. As the Survivors progress through a campaign, more powerful weapons can be found: the M16A3 assault rifle, Benelli M4 Super 90 combat shotgun, and Ruger Mini-14 rifle. In addition to firearms, a player can also carry three other items in their inventory: improvised grenades (either a Molotov cocktail to create a wall of fire or a modified pipe bomb designed to attract the Infected to it, with a blinking light and alarm attached to it); a first-aid kit, which heals the Survivor on which it is used; and pain pills, which provide temporary health and can be handed to teammates for later use. Also available are environmental weapons, such as gasoline cans, oxygen cylinders, and LPG tanks, that explode when shot. These can be picked up and moved by the survivors, however while carrying an object they cannot use their pistols or primary weapons.</p>
<h3>Infected characters</h3>
<p>The &#8220;Infected&#8221; are the Survivors&#8217; foes in Left 4 Dead, and they appear to be partly inspired by the infected from several modern films, including 28 Days Later. The Common Infected encountered during the game are fast and agile, weak individually, but may be overwhelming in numbers. They occasionally attack en masse, referred to in game as a &#8220;Horde&#8221;. In addition to the Common Infected, there are five &#8220;Special Infected&#8221; whose mutations grant them special attacks that make them much more dangerous: the Hunter, an agile Infected that can pounce on Survivors from a great distance; the Smoker, an Infected that ensnares Survivors with its long tongue at a distance and, upon death, releases a cloud of smoke; the Boomer, a bloated Infected whose vomit and bile (which may be released at will or upon death) blind the player and attract the Horde; the Tank, a huge, muscular Infected that is the most powerful and difficult to kill; and the Witch, a passive female Infected that, when provoked by a loud sound, light, gunshots, or a Survivor approaching too close to her, will attack her provoker. The victims of some of these attacks require assistance from a teammate before they can regain control. Each of the Special Infected, as well as approaching Hordes, have a distinctive sound or a timely musical cue, making their presence easily recognizable by players.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Valve Corporation, Certain Affinity (Xbox 360 version)</li>
<li>Publisher(s)  Valve Corporation</li>
<li>Distributor(s)  Electronic Arts (retail), Steam (online)</li>
<li>Designer(s)  Mike Booth (director)</li>
<li>Writer(s)  Chet Faliszek</li>
<li>Composer(s)  Mike Morasky</li>
<li>Engine  Source</li>
<li>Platform(s)  Microsoft Windows, Xbox 360</li>
<li>Genre(s)  Survival horror</li>
<li>First-person shooter</li>
<li>Mode(s)  4 player Cooperative multiplayer, 4 vs 4 Versus multiplayer</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><em></em><a rel="nofollow" target="_blank" title="http://www.l4d.com/" rel="nofollow" href="http://www.l4d.com/" target="_blank">Left 4 Dead official website</a></span></li>
<li><em><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://store.steampowered.com/app/500/" rel="nofollow" href="http://store.steampowered.com/app/500/" target="_blank">Left 4 Dead</a></span></em> on Steam</li>
</ul>
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		<title>Super Smash Bros. Brawl</title>
		<link>http://www.gamecentral.biz/super-smash-bros-brawl/</link>
		<comments>http://www.gamecentral.biz/super-smash-bros-brawl/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 09:46:43 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Action / Adventure]]></category>
		<category><![CDATA[Hot]]></category>
		<category><![CDATA[Fighting]]></category>
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		<category><![CDATA[super smash bros brawl]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/genre/action-adventure/super-smash-bros-brawl/</guid>
		<description><![CDATA[Super Smash Bros. Brawl is the third installment in the Super Smash Bros. series of crossover fighting games, developed by Sora and published by Nintendo for the Wii video game console. Brawl was announced at a pre-E3 2005 press conference &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/super-smash-bros-brawl/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/super_smash_bros.jpg"><img class="alignnone size-full wp-image-912" title="super_smash_bros" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/super_smash_bros.jpg" alt="super_smash_bros" width="570" height="300" /></a></p>
<p>Super Smash Bros. Brawl is the third installment in the Super Smash Bros. series of crossover fighting games, developed by Sora and published by Nintendo for the Wii video game console. Brawl was announced at a pre-E3 2005 press conference by Nintendo president and Chief Executive Officer Satoru Iwata. Masahiro Sakurai, director of the previous two games in the series, assumed the role of director for the third installment at the request of Iwata. Game development began in October 2005 with a creative team that included collaborations with various second- and third-party Nintendo developers. The game was released on January 31, 2008 in Japan, March 9, 2008 in the United States, June 26, 2008 in Australia, and June 27, 2008 in Europe.</p>
<p><span id="more-901"></span></p>
<p>The number of playable characters that players can control in Brawl has grown from that of Super Smash Bros. Melee; Brawl is the first game in the series to expand past Nintendo characters and allow players control of third-party characters. Like its predecessors, the object of Brawl is to knock an opponent off the screen. It is a departure from traditional fighting games, notably in its simplified move commands and emphasis on ring outs over knockouts. It includes a more extensive single-player mode than its predecessors, known as The Subspace Emissary (SSE). This mode is a plot-driven, side-scrolling beat &#8216;em up featuring computer-generated cut scenes and playable characters from the game. Brawl also supports multiplayer battles with up to four combatants, and is the first game of its franchise to feature online battles via the Nintendo Wi-Fi Connection.</p>
<p>The game was met with positive reviews, with critics praising the game&#8217;s entertainment value, despite issues relating to Brawl&#8217;s loading times. The game&#8217;s musical score, which was composed through a collaboration among 38 renowned video game composers, was lauded for its representation of different generations in gaming history. Brawl received an aggregate review score of 94% on Metacritic and 93.3% on Game Rankings. It has sold a total of 7.47 million copies worldwide as of September 30, 2008.</p>
<h3>Gameplay</h3>
<p>Following its predecessors, Brawl uses a battle system unlike that of typical fighting games. Players can choose from a large selection of characters, each attempting to knock their opponents off the screen as they fight on various stages. Instead of using traditional health bars that start at 100% and lose value, Brawl characters start the game with 0% and the value rises as they take damage. As a character&#8217;s percentage increases, the character flies farther back when hit. When a character is knocked beyond a stage&#8217;s boundary and disappears from the screen, the character loses either a life or a point depending on the mode of play. Brawl includes a function which allows players to create profiles with personalized button configurations for each control method along with their chosen username.</p>
<p>The characters fight each other using a variety of attacks. Players execute each move by pressing a button in conjunction with a tilt of the control stick or a press of the D-pad, depending on the mode of control. In addition to basic attacks, characters have access to more powerful moves, known as smash attacks. Each character has four unique moves, which often cause effects besides damage to an opponent. Brawl introduces the ability to perform character-specific super attacks, referred to as &#8220;Final Smash&#8221; moves. Significantly more powerful than regular attacks, these moves have a wide variety of effects that range from nearly unavoidable blasts to temporary transformations. Final Smash moves may be performed upon destroying a Smash Ball, an item bearing the Smash Bros. logo.</p>
<p>Characters can use items ranging from projectiles to melee weapons; each has a different effect on the characters around it. Although many items have returned from previous Super Smash Bros. games, new ones have been introduced as well. Some returning items have changed appearance and function. Two varieties of items, Assist Trophies and Poké Balls, temporarily summon guest characters and Pokémon, respectively, that generally aid the summoner. They cannot be controlled by players and are usually invincible.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Sora</li>
<li>Publisher(s)  Nintendo</li>
<li>Designer(s)  Masahiro Sakurai</li>
<li>Writer(s)  Kazushige Nojima</li>
<li>Composer(s)  Takahiro Nishi, Shogo Sakai, Masaaki Iwasaki, Yutaka Iraha, Keigo Ozaki, Kentaro Ishizaka</li>
<li>Series  Super Smash Bros.</li>
<li>Platform(s)  Wii</li>
<li>Release date(s)  JP January 31, 2008, NA March 9, 2008, AUS June 26, 2008, EU June 27, 2008,</li>
<li>Genre(s)  Fighting/Action</li>
<li>Mode(s)  Single-player, multiplayer, online multiplayer[6]</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://www.smashbros.com/" rel="nofollow" href="http://www.smashbros.com/" target="_blank">Official Super Smash Bros. website</a></span></li>
<li><span style="color: #0000ff;"><em></em><a rel="nofollow" target="_blank" title="strategywiki:Super Smash Bros. Brawl" href="http://strategywiki.org/wiki/Super_Smash_Bros._Brawl" target="_blank">Super Smash Bros. Brawl guide</a></span> at StrategyWiki</li>
</ul>
<h4>Incoming search terms:</h4><ul><li>free online smash brothers brawl</li><li>free super mash bros brawl game online</li><li>super smash bros brawl game online</li><li>super smash bros brawl online game free</li><li>super smash brothers brawl for nintendo 3ds</li><li>super smash flash 2 kinect play</li></ul>]]></content:encoded>
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		<title>Chrono Trigger</title>
		<link>http://www.gamecentral.biz/chrono-trigger/</link>
		<comments>http://www.gamecentral.biz/chrono-trigger/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 09:04:11 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Hot]]></category>
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		<category><![CDATA[Chrono Trigger]]></category>
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		<category><![CDATA[Nintendo DS]]></category>
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		<guid isPermaLink="false">http://www.gamecentral.biz/genre/role-playing-game/chrono-trigger/</guid>
		<description><![CDATA[Chrono Trigger is a console role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System in 1995. The game&#8217;s story follows a group of young adventurers who travel through time to prevent a global &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/chrono-trigger/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/chrono_trigger.jpg"><img class="size-full wp-image-887 alignnone" title="chrono_trigger" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/chrono_trigger.jpg" alt="chrono_trigger" width="570" height="300" /></a></p>
<p>Chrono Trigger is a console role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System in 1995. The game&#8217;s story follows a group of young adventurers who travel through time to prevent a global catastrophe. Square re-released a ported version by TOSE in Japan for Sony&#8217;s PlayStation in 1999, later repackaged with a Final Fantasy IV port as Final Fantasy Chronicles in 2001. A slightly enhanced Chrono Trigger was released for the Nintendo DS on November 25, 2008 in North America and Japan, and will go on sale in Europe in early 2009. It has never been released in PAL territories on the SNES or the PlayStation.</p>
<p><span id="more-886"></span></p>
<p>The development team of Chrono Trigger was headed by three designers that Square dubbed the &#8220;Dream Team&#8221;, consisting of Hironobu Sakaguchi, creator of the Final Fantasy series, and Yuuji Horii and Akira Toriyama—two freelance designers known for their work on Enix&#8217;s Dragon Quest series. The game was produced by Kazuhiko Aoki. Masato Kato wrote most of the plot, while composer Yasunori Mitsuda scored most of the game before falling ill and deferring remaining tracks to Final Fantasy composer Nobuo Uematsu.</p>
<p>Chrono Trigger was well-received by reviewers and commercially successful. Nintendo Power magazine described certain aspects of Chrono Trigger as revolutionary, including its multiple endings, plot-related sidequests focusing on character development, unique battle system, and detailed graphics. The game has shipped more than 2.36 million copies in Japan and 290,000 worldwide as of March 31, 2003.</p>
<h3>Gameplay</h3>
<p>Chrono Trigger features standard console role-playing game (RPG) gameplay with several innovations. The player controls the protagonist and his companions in the game&#8217;s two-dimensional fictional world, consisting of various forests, cities, and dungeons. Navigation occurs via an overworld map, depicting the landscape from a scaled down overhead view. Areas such as forests, cities, and similar places are depicted as more realistic scaled down maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. Chrono Trigger&#8217;s gameplay deviates from that of traditional RPGs in that, rather than appearing in random encounters, many enemies are openly visible on field maps or lie in wait to ambush the party. Contact with enemies on a field map initiates a battle that occurs directly on the map rather than on a separate battle screen. This concept had previously been featured in such titles as Secret of Mana and Final Fantasy Adventure, but was uncommon at the time for RPGs outside the action RPG genre.</p>
<p>Players and enemies may use physical or magical attacks to wound targets during battle, and players may use items to heal or protect themselves. Each character and enemy has a certain number of hit points, and successful attacks reduce that character&#8217;s hit points, while hit points can be restored with potions and spells. When a playable character loses all hit points, he or she faints; if all the player&#8217;s characters fall in battle, the game ends and must be restored from a previously saved chapter, except in specific storyline-related battles that allow or force the player to lose. Between battles, the player can equip his/her characters with weapons, armor, helmets, and accessories that provide special effects (such as increased attack power or defense against magic), and various consumable items can be used both in and out of battles. Items and equipment can be purchased in shops or found on field maps, often in treasure chests. By exploring new areas and fighting enemies, players progress through Chrono Trigger&#8217;s story.</p>
<p>Chrono Trigger uses an Active Time Battle system—a staple of Square&#8217;s Final Fantasy game series designed by Hiroyuki Itō for Final Fantasy IV—named &#8220;Active Time Battle 2.0&#8243;. Each character can take action in battle once a personal timer dependent on the character&#8217;s speed statistic counts to zero. Magic and special physical techniques are handled through a system called &#8220;Techs&#8221;. Techs deplete a character&#8217;s magic points (a numerical meter like hit points), and often have special areas of effect; some spells damage huddled monsters, while others can harm enemies spread in a line. Enemies often change positions during battle, creating opportunities for tactical Tech use. A unique feature of Chrono Trigger&#8217;s Tech system is that numerous cooperative techniques exist. Each character receives eight personal Techs which can be used in conjunction with others&#8217; to create Double and Triple Techs for greater effect. For instance, Crono&#8217;s sword-spinning Cyclone Tech can be combined with Lucca&#8217;s Flame Toss to create Fire Whirl. When characters with compatible Techs have enough magic points available to perform their techniques, the game automatically displays the combo as an option.</p>
<p>Chrono Trigger features several other unique gameplay traits, including time travel. Players have access to seven eras of the game world&#8217;s history, and past actions affect future events. Throughout history, players find new allies, complete side quests, and search for keynote villains. Time travel is accomplished via portals and pillars of light called &#8220;time gates&#8221;, as well as a time machine named Epoch. The game contains thirteen unique endings; the ending the player receives depends on when and how he or she reaches and completes the game&#8217;s final battle.[10] The re-release of Chrono Trigger for the DS features a new ending that can be accessed from the End of Time upon completion of the final extra dungeon. The ending is reported to contain a new optional final boss. Chrono Trigger also introduces a New Game+ option—after completing the game, the player may begin a new game with the same character levels, techniques, and equipment (but not money) that he or she ended the previous game with. Certain items central to the storyline are removed and must be found again, such as the sword Masamune. Square has since employed the New Game+ concept in later titles, including Vagrant Story, Chrono Cross, Parasite Eve and Final Fantasy X-2.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Square, TOSE (PS and DS)</li>
<li>Publisher(s)  Super Nintendo Entertainment System, JP Square, NA Square Soft, Inc., PlayStation, JP Square, NA Square Electronic Arts, Nintendo DS, Square Enix</li>
<li>Designer(s)  Takashi Tokita, Yoshinori Kitase, Akihiko Matsui, Yuuji Horii, Hironobu Sakaguchi</li>
<li>Writer(s)  Masato Kato</li>
<li>Artist(s)  Akira Toriyama</li>
<li>Composer(s)  Yasunori Mitsuda, Nobuo Uematsu, Noriko Matsueda</li>
<li>Series  Chrono</li>
<li>Platform(s)  Super Nintendo Entertainment System, PlayStation, Nintendo DS</li>
<li>Genre(s)  Console role-playing game</li>
<li>Mode(s)  Single-player</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://www.chronotrigger.jp/" rel="nofollow" href="http://www.chronotrigger.jp/" target="_blank">Official Japanese Chrono Trigger for Nintendo DS website</a></span></li>
<li><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://na.square-enix.com/ctds/" rel="nofollow" href="http://na.square-enix.com/ctds/" target="_blank">Official North American Chrono Trigger for Nintendo DS website</a></span></li>
<li><span style="color: #0000ff;"><em></em><a rel="nofollow" target="_blank" title="strategywiki:Chrono Trigger" href="http://strategywiki.org/wiki/Chrono_Trigger" target="_blank">Chrono Trigger guide</a></span> at StrategyWiki</li>
</ul>
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		<title>Burnout Paradise</title>
		<link>http://www.gamecentral.biz/burnout-paradise/</link>
		<comments>http://www.gamecentral.biz/burnout-paradise/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 07:45:07 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Racing]]></category>
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		<category><![CDATA[Burnout Paradise]]></category>
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		<description><![CDATA[Burnout Paradise (formerly known as Burnout 5) is Criterion Games&#8217;s newest installment in the Burnout video game series. It was released in January 2008 for PlayStation 3 and Xbox 360. It was also released on the PlayStation Store in September &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/burnout-paradise/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/burnout-paradise.jpg"><img class="alignright" style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/burnout-paradise-thumb.jpg" border="0" alt="burnout_paradise" width="150" height="150" align="right" /></a> Burnout Paradise (formerly known as Burnout 5) is Criterion Games&#8217;s newest installment in the Burnout video game series. It was released in January 2008 for PlayStation 3 and Xbox 360. It was also released on the PlayStation Store in September 2008 and will be available on Microsoft Windows from February 2009. It has an open world set in the fictional Paradise City, with no loading times and no traditional online lobbies or game menus. The song &#8220;Paradise City&#8221; by Guns N&#8217; Roses is the game&#8217;s title music and also featured on the in-game soundtrack.</p>
<p><span id="more-881"></span></p>
<h3>Gameplay</h3>
<p>According to Alex Ward from developer Criterion Games, this game is a &#8220;complete reinvention&#8221; of the Burnout series. He also said &#8220;To create truly next-generation gameplay, we needed to create a truly next-generation game, from the ground up.&#8221; Despite being in an open world, the game still retains the 60 frames-per-second most Burnout games have used. Initially day and night cycles were not included in the game but a software update entitled &#8220;Davis&#8221; added this element to the game. Records will now be kept on players&#8217; drivers licenses and there will be statistics such as fastest time and biggest crash for every street in the game. Unlike in previous Burnout games, Crash Mode, now called Showtime, can now be started at any time and place in the game; though Showtime mode is rather different from the usual Crash Mode. Also, for races, players may now take any route to get to the destination. Races and other events are simply started by stopping at any of the 120 traffic lights around Paradise City and applying the accelerator and brake at the same time. Multiple settings have been confirmed to be fully customisable such as:</p>
<ul>
<li>Boost Rules&#8221;, where the player may choose cars that use the boost styles from previous Burnout games.</li>
<li>Whether or not there is traffic in an online event.</li>
<li>Start and finish points for online events with up to 16 checkpoints.</li>
</ul>
<p>The damage system has also been reworked. There are now two different types of crash based on the car&#8217;s condition after the crash. If the player&#8217;s car manages to retain all four wheels, and not break its chassis, the player may drive out of the crash and continue playing; this is called a &#8220;driveaway&#8221;. If a player&#8217;s car loses any of its wheels, has the engine damaged too much from an impact, or winds up outside of the game&#8217;s map, the car is in a &#8220;wrecked&#8221; state and the player will have to wait until their car is reset. Cars can also be torn into several pieces, be compressed and deform around objects as you crash into them. However, Alex Ward confirmed in the Official Crash FM podcast that cars may not be ripped in half, as concept pictures and early information had stated. There are also other cars which can be obtained by typing in a sponsor code. These only work for certain regions. One of these sponsor code cars is the Steel Wheels version of the Carson GT concept car, which features the car with an armor plate and supercharger. The code for this car could be obtained from pre-ordering the game from certain retailers. When starting the single player mode you are assigned with a learner&#8217;s permit and a single car. While playing you race and win events to earn points towards a higher license, from a Learners Permit (E-class), D-class, C-class, B-class, A-class, Burnout Paradise (S-class), Burnout Elite (SS-class) up to Criterion Elite (SSS-class). After earning a new license every event that you complete is reset so you can replay the event again to earn credit towards a new license.</p>
<p>Cars now have manufacturer and model names, which are loosely based on real-world cars but are mostly fictional (some of the cars are even based on those from a previous Burnout game, e.g. the Hunter Manhattan is the Classic from Burnout 2). Cars may not be &#8220;tuned up&#8221; or customized apart from color changes, which may be done in real-time by driving through the forecourt of a blow shop, which will randomly assign a color to the car, or by selecting the color in the Junkyard where you select your vehicle (after taking the car through an Auto Repair drivethru at least once). Other real-time changes include driving through the forecourt of a gas station to automatically refill your Burnout meter, and driving through the forecourt of a repair shop to automatically repair your car, allowing you to extend a Road Rage or Marked Man event beyond the car&#8217;s damage limits.</p>
<p>The online lobby system used by most video games has been replaced by a streamlined system known as &#8220;Easy Drive&#8221;. While driving, players simply hit right on the D-Pad and the Easy Drive menu pops up on the bottom left hand corner of their screen. From there, players are able to invite another player from their friends list. Once friends have joined the game, the hosting player is then able to pick from a variety of events to play. There are also special Burnout Racing Team cars that you can get.</p>
<h3>Car types</h3>
<p>Cars in Burnout Paradise can have one of three types of &#8220;Boost Standard&#8221;, showing what a player will have to do with the car in order to build up their boost bar:</p>
<ul>
<li><strong>Speed</strong>: Driving the car at high speeds through oncoming traffic and/or weaving through traffic (performing a &#8220;Near Miss&#8221; where the car avoids another by a few inches or less) builds up the boost bar. This is the only type of boost in which the boost is not available until the meter is completely filled. When it is filled, the boost bar becomes inflamed and the player may use it until they crash, let off of the boost, or run out of boost power. However, the depletion of boost power on a Speed Boost can cause a &#8220;Burnout&#8221; if the player keeps the boost button pressed after their boost bar is depleted, after which the bar refills allowing the player to continue using their boost. As long as the boost is continued to be used and the car is continuing to be driven, the player can create a &#8220;Burnout Chain&#8221; for as long as the player is able. This is the only standard that allows a Burnout chain.</li>
<li><strong>Stunt</strong>: The player can only build up this boost bar by performing stunts with the car (driving through oncoming traffic counts). However, as long as there is boost power stored, the player is able to use it. The Stunt boost is the longest boost bar initially.</li>
<li><strong>Aggression</strong>: The player can fill up this boost bar by reckless driving, such as performing traffic checks and/or takedowns, knocking over signs, performing stunts, and driving through oncoming traffic. Initially, the boost bar of these cars shows a &#8220;x2&#8243; at the end of the bar. If a player performs a takedown, the bar can be extended until the player switches cars (the only boost standard that has this ability), thereby showing a &#8220;x3&#8243; at the end of the bar instead. Like the Stunt standard, boost can be used immediately, regardless of if the player has the bar completely filled.</li>
</ul>
<p>Cars are also rated on three merits when viewed at the Junkyard:</p>
<ul>
<li><strong>Speed</strong>: How fast a car can go. The higher the rating, the higher the top speed in which a car will be able to reach without using boost.</li>
<li><strong>Boost</strong>: The cars boost power. The higher this rating, the longer the boost power on that car will last before running out.</li>
<li><strong>Strength</strong>: How long a car can go before becoming completely totaled. The higher the rating, the more likely the car will be able to survive a crash or be able to make another car crash instead of them (if a car is stronger than another, it is more likely that it will takedown the other in a collision). This rating also determines how many crashes a car can withstand in a Road Rage or Marked Man event if the car enters when it is in perfect condition.</li>
</ul>
<p><a id="Event_types" name="Event_types"></a></p>
<h3><span class="mw-headline">Event types</span></h3>
<p>Races, Marked Man events and Burning Routes can start in any location around Paradise City, but the destination is always one of eight: the Maplemount Country Club, the Coastguard HQ, the Waterfront Plaza, the Paradise Wildcats Baseball Stadium, the Fort Lawrence Naval Yard, the Lone Stallion Ranch, the Paradise City Wind Farm and the Crystal Summit Observatory. Road Rages and Stunt Runs have no set end destination.</p>
<ul>
<li><strong>Race</strong>: Races consist of the player and at least one other car (races with just one opponent are known as &#8216;Duels&#8217;). The player is given a location to race to. The player can take any route through the city to the location, with the aid of a flashing road names at the top of the screen when the player is advised to turn. The first to arrive at the destination wins; there are no points or prizes awarded for placing second or third, unlike most racing games. Online races can also include checkpoints that need to be crossed before reaching the finish.</li>
</ul>
<ul>
<li><strong>Road Rage</strong>: The player is given a target number of takedowns and a time limit. A Road Rage event is won by meeting or exceeding this target in the given time limit. A variant of this event was made available for online play in the &#8220;Cagney&#8221; update.</li>
</ul>
<ul>
<li><strong>Marked Man</strong>: In this event, the player is given a destination. At least one opponent is trying to stop the player from reaching the destination by scoring takedowns against them. The player must survive from start to finish in order to win (the player can be part of collisions, but loses the event if he totals the car). A variant designed for online gameplay was included in the &#8220;Cagney&#8221; update.</li>
</ul>
<ul>
<li><strong>Stunt Run</strong>: Players are given a target score. They must earn points towards that score by using boosts, jumps, drifts and other such stunt moves. An online version of this event type was added to the game as part of the &#8220;Cagney&#8221; update.</li>
</ul>
<ul>
<li><strong>Burning Route</strong>: Each Burning Route requires the player to use a specific car. Once the player is driving the required car, they race against the clock to a specified location. When a Burning Route is won the player wins an upgraded version of the vehicle they completed it with. The upgraded vehicle can boast extra boost power, more base speed or a stronger body (but usually in exchange for another category being made weaker). This event is unique in that it does not reset when the player earns a new license, because it&#8217;s tied to the car used to run it rather than the license level the player is presently at.</li>
</ul>
<p>After the &#8220;Burnout Bikes Update&#8221; (formerly called &#8220;Davis&#8221;), two new events were added that are exclusive to the Motorcycle</p>
<ul>
<li><strong>Burning Ride</strong>: Same as a Burning Route but for the motorcycles. However, some of these are now timed checkpoint events wherein the rider must ride through a set number of checkpoints before the time limit expires. These checkpoint events also do not have to end at one of the predetermined endpoints in Paradise City (they can terminate at intersections).</li>
</ul>
<ul>
<li><strong>Midnight Ride</strong>: Same as a Burning Ride but takes place between the in-game hours of 8PM and 8AM.</li>
</ul>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Criterion Games</li>
<li>Publisher(s)  Electronic Arts</li>
<li>Designer(s)  Alex Ward (Creative director)</li>
<li>Series  Burnout</li>
<li>Platform(s)  PlayStation 3, Xbox 360, Microsoft Windows</li>
<li>Release date(s)  Retail, PS3, Xbox 360, NA January 22, 2008, EU January 25, 2008, Download, NA September 25, 2008, EU September 25, 2008, Ultimate Box, February 2009</li>
<li>Genre(s)  Racing, Sandbox</li>
<li>Mode(s)  Single-player, Multiplayer</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://www.criteriongames.com/burnout/paradise/" rel="nofollow" href="http://www.criteriongames.com/burnout/paradise/" target="_blank">Official developer web site</a></span></li>
<li><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://www.ea.com/burnout/paradise/" rel="nofollow" href="http://www.ea.com/burnout/paradise/" target="_blank">Official publisher website</a></span></li>
<li>Wiki on this subject at <span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="wikiasite:burnout:Main Page" href="http://www.wikia.com/wiki/c:burnout:Main_Page" target="_blank">Burnout Wiki</a></span></li>
</ul>
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		<title>Rock Band 2</title>
		<link>http://www.gamecentral.biz/rock-band-2/</link>
		<comments>http://www.gamecentral.biz/rock-band-2/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 07:33:29 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[drum pedal]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation 2]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/news/featured/rock-band-2/</guid>
		<description><![CDATA[Rock Band 2 is a music video game developed by Harmonix Music Systems, as the sequel to Rock Band. It is the second title in the Rock Band series. The game software was released in North America for the Xbox &#8230; </p><p><a class="more-link block-button" href="http://www.gamecentral.biz/rock-band-2/">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/rockband2.jpg"><img class="alignright" style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/rockband2-thumb.jpg" border="0" alt="rockband2" width="150" height="150" align="right" /></a> Rock Band 2 is a music video game developed by Harmonix Music Systems, as the sequel to Rock Band. It is the second title in the Rock Band series. The game software was released in North America for the Xbox 360 on September 14, 2008, along with individual instrument peripherals. The software/hardware bundle for the Xbox 360 was made available on October 19, 2008, the same date that the PlayStation 3 versions of the software, hardware, and bundle of the two were released. Versions of the game for the Wii and PlayStation 2 platforms were released on December 18, 2008.</p>
<p><span id="more-876"></span></p>
<p>The game allows players to perform in virtual bands by providing up to four players with the ability to play three different peripherals modeled after music instruments (a guitar peripheral for lead guitar and bass guitar gameplay, a drum peripheral, and a microphone). These peripherals are used to simulate the playing of rock music by hitting scrolling notes on-screen. In addition to the 84 songs included on the game disc and 20 free downloadable songs, hundreds of additional downloadable songs are being released for the Xbox 360, Wii, and PlayStation 3 versions; all of these songs, existing and future, are compatible with all Rock Band titles. Rock Band 2 features improved drum and guitar controllers, while supporting older controllers, as well. New features include a &#8220;Drum Trainer&#8221; mode, a &#8220;Battle of the Bands&#8221; mode, online capabilities for &#8220;World Tour&#8221; mode, and merchandising opportunities for the players&#8217; virtual bands.</p>
<p>Upon release, Rock Band 2 received very positive reviews from critics, while selling 363,000 copies in the first two weeks.</p>
<h3>Gameplay</h3>
<p>The core gameplay in Rock Band 2 is mostly unchanged from the original Rock Band. Players use peripherals modeled after musical instruments to simulate the performance of rock music. Players must play these instruments in time with musical &#8220;notes&#8221; as they scroll towards them on the screen. Rock Band 2 offers single-player and multiplayer gameplay for lead guitar, bass guitar, drums, and vocals, allowing for any combination of parts to play as a band.</p>
<p>During song performances, the game displays up to three tracks of vertically scrolling colored music notes, one section each for lead guitar, drums, and bass. The colored notes on-screen correspond to buttons on the guitar and drum peripherals. Along the top of the screen is the vocals display, which scrolls horizontally. The lyrics display beneath green bars, which represent the pitch of the individual vocal elements. The remainder of the screen is used to display the band&#8217;s virtual characters as they perform in concert.</p>
<p>During cooperative play as a band, all players earn points towards a common score, though score multipliers and &#8220;Overdrive&#8221; are tracked separately for each player. Overdrive is individually collected by players during select portions of a song by successfully playing all white notes (or yellow notes for vocals) within that section (or by using the guitar controller&#8217;s whammy bar during white sustained notes). Once a player&#8217;s Energy Meter is filled halfway, they can deploy their Overdrive, resulting in the &#8220;Band Meter&#8221; (which tracks how well each player is doing) changing more dramatically. This allows players to strategically use Overdrive to raise the Band Meter and pass portions of a song they otherwise might have failed. Overdrive can be used to activate score multipliers, which vary based on a player&#8217;s note streak. Players can deploy Overdrive independently of each other, as well as collect additional Overdrive while it is deployed and draining.</p>
<p>Each band member can choose the difficulty at which they play (spanning Easy, Medium, Hard, and Expert). If a player does not play well enough and falls to the bottom of the Band Meter, they will fail out of the song and their instrument will be muted from the audio mix. However, any active player can activate their Overdrive to bring failed players back into the song, &#8220;saving&#8221; the band member. However, a band member can only be saved twice; after the third failure, they cannot be brought back for that song. Failed players continuously drag the band&#8217;s Band Meter down until they are saved. If the player is not saved before the Band Meter reaches the bottom, the band fails the song. Players can earn Overdrive bonuses from &#8220;Unison Phrases&#8221; and extra points from a &#8220;Big Rock Ending.&#8221;</p>
<h3>Instrument peripherals</h3>
<p>All of the original Rock Band peripherals are compatible with Rock Band 2 for the same console. Similarly, the newly designed peripherals for Rock Band 2 are backwards compatible with the original Rock Band.</p>
<p>The game features special Rock Band 2-branded guitar controllers modeled after the Fender Stratocaster. The guitar is nearly identical to the original Rock Band Stratocaster in terms of gameplay. The colored fret buttons corresponding to on-screen notes must be held while the strum bar is pressed. The Stratocaster controller has five additional fret buttons of smaller size located higher up the guitar neck, allowing for notes to be played as finger tapping during solos. The controller also features an effects pickup switch that can toggle between five different effects. Overdrive for guitarists can be deployed by holding the controller in a vertical position or pressing the &#8220;Select/Back&#8221; button. Improvements to the new guitar include a more reliable strum bar and Overdrive accelerometer, a self-timing calibration, and quieter fret buttons. The bass drum pedal from the drum set can also be used with the guitar to activate Overdrive mode.</p>
<p>The bundled drum controller is also similar to the one featured in the original Rock Band. It features four rubber drum pads and a kick pedal. The pads have colored rings around the edges that correspond to the notes on-screen. The kick pedal simulates the bass drum, with on-screen notes represented as orange horizontal lines. To use the drum controller, players must strike the pads with the included authentic drum sticks and/or press the kick pedal in time with the scrolling notes on-screen. Drummers can improvise in special &#8220;freestyle drum fill&#8221; sections of songs, indicated by the columns for each note turning a solid color. Overdrive for drummers can be deployed by hitting the crash cymbal (green note for right-handed configuration) that appears directly after a freestyle drum fill. New improvements include velocity-sensitive drum pads (the force of the drum hits will dictate the in-game volume) with more rebound and less noise, a metal-reinforced kick pedal, expansion plugs for separately-sold cymbals manufactured by Mad Catz, and wireless capabilities.</p>
<p>Rock Band 2&#8242;s USB microphone instrument is identical to the microphone from the original game. Singers are judged by pitch, or during &#8220;talking parts&#8221;, their ability to enunciate spoken vocals. The phoneme detection system used for atonal vocal parts has been completely replaced with a new, more lenient engine, and songs imported from Rock Band and pre-existing downloadable content will be converted to use the new phoneme system. Some sections without vocals will display circle notes, allowing for the microphone to be used as a tambourine and cowbell by tapping it or making vocal cues. Overdrive for singers can be deployed by singing in freestyle vocal sections of songs, denoted by yellow artwork in the background of the vocals interface.</p>
<p>Harmonix and MTV Games will also be providing limited edition instruments, including an authentic Fender Squier Stratocaster guitar and Precision Bass retrofitted with the game&#8217;s input controls by Mad Catz. Additionally, Ion Audio is selling a &#8220;Premium Drum Kit&#8221; that not only works within Rock Band 2, but can also be expanded into an electronic drum kit through the purchase of a separately-sold drum brain. The &#8220;Premium Drum Kit&#8221; features four drum pads, two cymbal pads (with the option of a third), and a bass pedal.</p>
<p>The Rock Band 2 peripherals and Guitar Hero: World Tour peripherals are cross-compatible with other music games on the Xbox 360 and Playstation 3. Sony originally announced that instrument peripherals would be universally compatible on the PlayStation 3; and on November 24, 2008 a patch was released to allow the Guitar Hero: World Tour drums to be properly recognized by Rock Band 2. Microsoft has also stated that instruments on the Xbox 360 will be compatible between the two games, as well as Rock Revolution. The Wii edition of Rock Band 2 is compatible with the Wii drums and guitar for Rock Band and Guitar Hero World Tour as well as the guitar for Guitar Hero III. Rock Band 2 drum and guitar peripherals do not work with Wii Guitar Hero games, however, the microphone does. The GHWT drums on Rock Band 2 will not use the orange cymbal, however on the Wii version, the orange cymbal can be used as blue.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Harmonix (Xbox 360/PS3)</li>
<li>Pi Studios (PS2/Wii)</li>
<li>Publisher(s)  MTV Games</li>
<li>Distributor(s)  EA Distribution</li>
<li>Designer(s)  Dan Teasdale, Sylvain Dubrofsky, Casey Malone</li>
<li>Platform(s)  Xbox 360, PlayStation 3, Wii, PlayStation 2</li>
<li>Release date(s)  Xbox 360, NA September 14, 2008, EU November 21, 2008, PlayStation 3, NA October 19, 2008, EU February 5, 2009, PlayStation 2, NA December 18, 2008, Wii, NA December 18, 2008,</li>
<li>Genre(s)  Music, Simulation</li>
<li>Mode(s)  Single player, multiplayer</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://www.rockband2.com/" rel="nofollow" href="http://www.rockband2.com/" target="_blank">Official Rock Band 2 website</a></span></li>
<li><span style="color: #0000ff;"><a rel="nofollow" target="_blank" title="http://www.rockbandlivetour.com/" rel="nofollow" href="http://www.rockbandlivetour.com/" target="_blank">&#8220;Rock Band Live Tour&#8221; website</a></span></li>
</ul>
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