The Lord of the Rings


Publisher: EA Games

Developer: Pandemic Studios

Category: Role-Playing

Release Dates

N Amer - 01/13/2009

Intl - 01/16/2009

Official Game Website

News

The Lord Of The Rings: Conquest Raid Retailers Worldwide
Pandemic Studios The Lord of the Rings: Conquest in Stores Now

Pandemic Studios Announces Development Of The Lord Of The Rings: Conquest
‘Conquest’ Grants Players Freedom to Fight Epic ‘Rings’ Battles Any Way Desired

Description

Set in “The Lord of the Rings” universe of J.R.R. Tolkien as depicted by the Academy Award®-winning films, players will finally fight the entirety of these epic battles any way they want. In addition to crusading as the heroic forces of good, for the first time ever in a ‘The Lord of the Rings’ action title they’ll conquer Middle-earth while playing as the legions of Sauron’s evil army, including Cave-trolls, Oliphaunts, the Balrog and Sauron himself.

Features

  • For the first time, play as Evil characters in a brand new, ‘Evil’ campaign. Battle through scenarios after Frodo failed to destroy the One Ring; it’s good to be bad!
  • Acclaimed Battlefront gameplay in a fantasy setting allows players to choose the way they fight, as Warrior, Archer, Mage or Scout in melee and ranged combat
  • Online multiplayer— pick your allegiance then battle in 16-player online clashes, or in 4-player co-op campaigns
  • Local multiplayer— split-screen with up to 4 players competitively or 2 player co-op
  • A massive cast of characters & weapons adds great depth to the gameplay: Heroes, Wargs, Ents, Oliphaunts, Cave-trolls, the Balrog, Nazgul, ballistae, and more!

Hardware Requirements

  • Disk Drive : DVD Rom Drive
  • DirectX : 9.0c or 10
  • Hard Drive Space : 6 GB Free
  • Operating System : Windows XP/Vista
  • Processor : Intel Core 2 DUO @ 2.4 GHz or Equivalent
  • RAM : 1 GB
  • Video Card : 256 MB, nVidia GeForce 7800 (Pixel Shader 3.0)

Southpeak’s Aubrey Norris talks about X-Blades

“…with highly detailed environments and classic manga-style cinematics the contrast this creates is really unlike anything done to date”

Ayumi is a bit of an unusual character. She certainly has a bit in common with Lara Croft, but accomplishes things in her own highly stylized way. And to see her in action is certainly a joyful thing to behold.

Southpeak is the publisher behind X-Blades, a title that combines the fantastic with an almost manga style and intense action. Ayumi is an adventurer who deals with danger with her unique bladed weapons that are also guns. The game itself, spanning many platforms, combines exploration elements with hack-and-slash combat. To see the game in motion is a thing of beauty.

Of course, with the release date closing in, Game Solutions wanted to know a bit more about this title, and Aubrey Norris, Product Marketing Manager for Southpeak Games, was willing to answer our questions.

Question: Ok, tell me why developers create a compelling female lead, put her into dangerous situations and then dress her for an outing at the beach?

Aubrey: I think the real question is; why not. This formula has proved successful in countless titles over the years. You might as well ask Eidos why they went with a voluptuous vixen rather than a no curves flat-chested heroine for the Tomb Raider series. Honestly, we wanted to make a game that gave players something attractive to look at while they hacked and slashed their way through the highly detailed worlds and hordes of enemies in X-Blades.

The game is sort of a blend of Tomb Raider meets Diablo 2. What provided the inspiration for melding the mechanics of such seemingly diverse games into one title?

Aubrey: With the inclusion of a strong female lead and ancient temple environment there is definitely a comparable similarity to the Tomb Raider franchise, however in regards to the Diablo series there is much less comparable content. Visually the game was conceived with a very unique feel, but in drawing similarities to other existing games there is a much stronger connection to franchises such as God of War and Devil May Cry. Combat mechanics, level design, camera angles and such stay fairly true to the hack-and-slash approach to the action adventure genre, however X-Blades provides a noticeably quicker pace to the formula by integrating a new approach to the magic system with the use of a “rage” meter in place of the classic “mana pool,” and devising a system in which there is a greater degree of cohesiveness between the melee, magic, and shooting combat mechanics that is often lacking in similar titles.

Will there be much variation in the gameplay, sound or graphics between the PC and the major console systems? Will there be any difference in the quests, or even in the story line?

Aubrey: Other than the controls and some aspects specific to the major consoles (Xbox Achievements, PS Trophies, etc) there will be no discernable difference between the three versions available at the time of release, nor in any downloadable content that may be made available in the future.

What graphics engine did you use and how did it allow you to blend the cinematic quality of the game into in-game animation?

Aubrey: X-Blades was designed using the Dagor Engine 3.0, a proprietary engine developed by our team which supports the vast majority of modern development techniques such as HDR render support, dynamic lighting, global illumination, inverse kinematics, and so on. By employing this powerful and diverse engine we were able to blend different popular artistic approaches and presentation styles into one cohesive appearance with great success, including the integration of Ayumi’s anime/cell-shaded cinematic manifestation into the actual gameplay.

How did you determine what combat combos and moves would best suit Ayumi? Was the combat all computer generated, or did you do motion work with real people?

Aubrey: The overall pace of the combat system and seamless integration of different mechanics were really the definitive traits that lead to our decisions regarding how to approach the gameplay animations. In the actual development we employed a combination of both compute-generated and motion-capture techniques. The majority of melee attacks were done using motion capture, however certain animations such as flipping and magical attacks can hardly be brought to life without employing a degree of computer-generated graphics.

Does the game follow some of the traditional elements of RPGs, such as the leveling up schemes? How much customization is possible with Ayumi?

Aubrey: While there is no leveling up in the traditional RPG sense there is still a great degree of character advancement throughout the course of the game. By slaying various enemies players collect “souls” (essentially experience points), which are in turn used like a currency to upgrade the arsenal of spells available to Ayumi, along with a number of variable shooting styles for the gun combat mechanic. By using this method players are granted the option as to which aspects of the combat system to specialize in, customizing Ayumi’s advancement to be congruent with their own play style. Additionally there are a number of hidden collectables located throughout Ayumi’s journey through the temple which by collecting will unlock additional melee combat attacks and gun upgrades (independent from those purchasable via souls). All these elements combine to create a real sense of growth and progression in the character as the game proceeds.

Tell us a bit about the soundtrack. How much voice work is there, and who did the musical score?

Aubrey: The soundtrack has a number of different musical styles, all of which aid in tying the different environment, combat, and story aspects together. The majority of tracks were written, developed, and recorded specifically for the game by local artists recruited from the Moscow area, and were also supplemented by the inclusion of symphonic undertones with the assistance of members from the Berlin Phil Harmonics Orchestra. All cinematic sequences are fully voice acted, and have been localized in five languages.

Will the game have multiplayer in any form?

Aubrey: No, the title is designed strictly as a single player action/adventure title.

What do you like the most about this title, and what do you think will resound the best with gamers?

Aubrey: The fluid nature of the transition between the three combat mechanics and integration of the rage system by which the magic mechanic feels much more a focal point of combat rather than an independent aspect provides X-Blades a unique feel in the hack-and-slash genre that I myself really enjoy, and I feel gamers will agree. Too often in similar titles I find myself hoarding magic in fear of rounding a corner and facing a boss encounter or difficult group of enemies, and thus don’t always have the chance to enjoy unleashing the powers I spent so much time accumulating on the waves of lesser foes. The “rage” meter gives players the chance to incorporate their abilities into standard combat, and there is a great sense of joy derived from obliterating a group of miniscule foes with a powerful chain lightning attack. Additionally the overall approach to the look of the game, with highly detailed environments and classic manga-style cinematics the contrast this creates is really unlike anything done to date, and provides a much needed breath of fresh air that gamers will undoubtedly appreciate.

Best of The Best ripped game of 2008



SYS. REQUIREMENTS
OS: Windows XP SP3 or Vista SP1
CPU: Intel Pentium 4 (or equivalent) CPU - 2.8 Ghz or higher (3.0GHz on Windows Vista)
RAM: 1GB RAM
Graphics: 128MB Video Card - Recommended cards include the Geforce 6500, Radeon 9500 or better DirectX compliant video card with Pixel shader 2.0 or above (AGP and PCI-Express only)
DirectX: 9.0c
HDD: 5.5 GB Free Space (minimum)
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2

Legendary Full-Rip (2.82 GB)


SYS. REQUIREMENTS

SYS. REQUIREMENTS
Minimum System Requirements
• Operating system: Windows XP SP2 or Windows Vista
• Processor: Intel Pentium D 2.6 GHz / AMD Athlon X2 3800+
• Memory: 2 GiByte
• Hard drive: 9,5 GiByte
• Graphics card: Geforce 7600 GT or better / Radeon X1600 or better

Recommended System Requirements
• Operating system: Windows XP SP2 or Windows Vista
• Processor: Dual-core CPU with 2.0 GHz or better
• Memory: 4 GiByte
• Hard drive: 9.5 GiByte
• Graphics card: Geforce 8800 GT or better / Radeon HD 3850 or better
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3

Tomb Raider : Underworld Full-Rip (3 GB)

SYS. REQUIREMENTS
Minimum System Requirements
OS: Windows XP/Vista
Processor: Intel @ 3 GHz/AMD @ 2.5 GHz
Memory: 1 GB (2 GB for Vista)
Hard Drive: 8 GB Free
Video Memory: 128 MB nVidia GeForce 6800GT/ATI 1300XT
Sound Card: DirectX Compatible
DirectX: 9.0c

Recommended System Requirements
OS: Windows XP/Vista
Processor: Intel Core 2 DUO @ 2.2 GHz or Athlon 64 X2 4400+
Memory: 2 GB
Hard Drive: 8 GB Free
Video Memory: nVidia GeForce 9800 GTX /ATI HD4800
Sound Card: DirectX Compatible
DirectX: 9.0c or 10
DOWNLOAD LINKS
http://www.MegaFTP.com/dl/4997/Tomb.Raider.Underworld.Full-Rip.part01.rar
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4

Fallout 3 - Full-Rip (2.54 GB)

SYS. REQUIREMENTS
System: Pentium IV 2.4 GHz or equivalent
RAM: 1024 Mb
Video Memory: 128 MB
Hard Drive Space: 7000 MB
DOWNLOAD LINKS
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Need For Speed Undercover USA PSP

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OR

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Members of GZ’s review crew name their favorite games of all time (From Game Solutions)

We have hit that time of year, when the holidays are almost over and we look back on the year past and name the best titles of 2008. But as an addendum to that, I thought it might be fun to chat with some of Game Solution's reviewers and take it a step beyond 2008.

No specific systems were given as a criterion, no categories – just ‘what is your favorite game of all time, and why?’

Now since that all just sort of explains itself, without further ado, let’s get to the opinions of some of our writers:

Angelina Sandoval: Resident Evil – Several dozen games pop into my mind as personal favorites and even among five of them the game that truly stands out in my mind is the original Resident Evil for the PlayStation. This was the first game I played growing up that not only showed me that games could have the power to scare you but to also cater to gamers that aren’t in the mood to skip along through the Mushroom Kingdom with Mario. It was also fun blasting the heads off zombies.

Natalie Romano: Shenmue (Sega Dreamcast) – The story of a young man on a quest to avenge his father’s murder and discover the truth behind the death broke my heart. I found myself deeply absorbed by the many things this game has to offer and impressed with the level of detail the world around Ryo contained. This is definitely at the very top of my favorite games of all time.

Nick Valentino: The Legend of Zelda: Ocarina of Time – The list of my all-time favorite games is as a very long one, indeed, but on the top of that list I have to add this Zelda classic from the Nintendo 64 era. Not only was it an impressive in scope but it was also one of the most fun early Zelda games in my opinion. Plus, the story was downright brilliant.

Eduardo Zacarias: Super Mario 64 – Like any other hardcore gamer, my list of favorite games grows longer every year. Still, picking only one that really stands out in my mind, I must say that Super Mario 64 haunts my thoughts. It was not only one of my most favorite Mario games that took the series to new and exciting directions but my fondest memory was receiving this game as a gift from a favorite uncle that passed away.

Michael Knutson: The Legend of Zelda: Ocarina of Time – The anticipation and waiting for this game was completely worth it. I still remember the cold weather outside as I strode though the gigantic world of Yule for the first time. Seeing the town from two different perspectives, child and adult, was a real treat. No other game at this time offered such a massive world to freely explore and conquer at the gamers own pace, best of all it was all in 3D. No gamer should be without this game and there are many ways to obtain it: N64, GameCube, or Wii-Ware.

Louis Bedigian: Resident Evil 4 – I went back and examined all my favorite games spanning every console, which includes one release from almost every publisher. Only one of those games was ahead of its time, its console generation, and the very genre for which it belongs: Resident Evil 4.

Christopher Ewen: Final Fantasy Tactics – Of the five games that are my personal favorites, if I had to name only one, that one would be Final Fantasy Tactics for PlayStation. Tactics, as it is endearingly referred to, breathed absolute and undeniable life into the strategy/RPG job system as we now know it, presenting endless possibilities for party customization. And paired with an absolutely unbridled plot, Final Fantasy Tactics is not only my top strategy/RPG, but also my undisputed game of choice.

Dylan Platt: Deus Ex – If I had to name one game as my all-time favorite, it would have to be Deus Ex. Sure, today its graphics are a bit dated, but it's got everything I love in video games. The game lets you approach the action in pretty much any way you like — play it as a shooter, as an RPG, or even as a stealth game. It's filled with so many secrets that I still find new stuff every time I play it. But it's the game's amazing story, filled with memorable characters that make it my all-time favorite.

Anise Hollingshead: Heroes of Might and Magic II – My absolute all-time favorite computer game is Heroes of Might and Magic II Gold Edition. This was one of the first games I bought for our first computer in 1995, and I still drag it out and replay the entire campaign from time to time. The first time I played it, I would stay up until 1:00 or 2:00 in the morning playing, to the annoyance of my husband. I have enjoyed many games since, but none has come close to the obsessive "just one more turn" that HOMMII engendered in me.

Steven Hopper: Rez – The classic that made Tetsuya Mizuguchi a household name (well, certain hardcore gaming households, I guess) Rez was not only a fun and exciting rail-shooter with music-based elements, but a work of art in many ways. A true example of a game that was greater than the sum of its parts, Rez skillfully combined its entire aesthetic, from the vector-style graphics to the pounding techno soundtrack, with the gameplay to form a completely cohesive and engaging experience that pulses and pounds without ever missing a beat. Without a doubt, Rez is the most organic game I’ve ever played. While the game saw a somewhat limited retail release years ago (the Dreamcast version was only available overseas, while the PS2 version arrived in the US in woefully small shipments), it has since attained cult status among many gamers (myself included) and most recently an HD rerelease on Xbox LIVE Arcade. One of the most original entries to the storied rail-shooter genre, no gamer should miss out on Rez.

Michael Lafferty: Heavenly Sword – Ok, so the game was a bit short, and so it had mechanics that had been used in other games, what was remarkable about this game was not only the look (which was breathtaking), but the story. You connected with the characters, you felt the anguish of Nariko and her anger, and the ending was mostly cut scene but it rivaled the drama of any big-screen cinematic film and exceeded the emotion of 99% of movies. The game ended in the only way it could and stands out among all the games I have ever played as the one title that touched my heart, tantalized my eyes and ears and kept me on my gaming (metaphorically speaking) toes.