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Inscrit le: 22 Oct 2006 Messages: 72
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Posté le: Mer Jan 24, 2007 4:31 pm Sujet du message: Need for speed carbon™ 100% free full version game |
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Need for Speed Carbonâ„¢ here for download.
Click here to see the trailer
Need for Speed Carbon delivers the next generation of adrenaline-filled street racing as players face the ultimate test of driving skill on treacherous canyon roads. What starts in the city is settled in the canyons as Need for Speed Carbon immerses you into the world's most dangerous and adrenaline-filled form of street racing. You and your crew must race in an all-out war for the city, risking everything to take over your rivals' neighborhoods one block at a time. As the police turn up the heat, the battle ultimately shifts to Carbon Canyon, where territories and reputations can be lost on every perilous curve.
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Need for Speed Carbon delivers the next generation of customization giving you the power to design and tweak your crew's cars in every way using the ground-breaking new Autosculpt technology. Represent your car class, your crew, and your turf in Need for Speed Carbon, the next revolution in racing games.
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Need forSpeed Carbon
Review: Posted Nov 20, 2006 6:48 pm PT
by Chris Roper
July 12, 2006 - EA's Need for Speed series is currently one of the longest running in all of gaming, and for good reason. Year after year and iteration after iteration, the series has brought the hottest and most recent trends in racing to gamers everywhere, and the newest title in the series, Need for Speed Carbon, is no different.
From what EA tells us (and we'll trust them as our rusty Ford Pintos are not exactly ready for competition), street racing has essentially divided into two distinct factions. Being that it's highly illegal, some street racers have shifted to sanctioned races, competitions set up legally on safe tracks. Some racers, however, have taken their sport outside city walls, continuing to defy the law but pushing the boundaries of what any sane person would consider safe even further than before.
This leads us to the newest and biggest mode in Need for Speed Carbon, Canyon Duels. Based on points rather than finishing the race first, Canyon Duels pit two cars against each other in two rounds, with one car chasing the other in the first, and then reversing it for the second. You'll always begin as the follow car in NFS Carbon, whereby you'll earn points for keeping up with your opponent. The closer you are, the quicker you'll earn points. For the second leg, your opponent will follow you and attempt to chip away at the points you've just earned. Finish in the positive and you'll take home a medal, but finish in the negative and you'll go home empty handed (and maybe on foot).
The most interesting part about this is that it's possible to earn an instant victory (or loss, as the case may be). If the following car passes the lead car and manages to stay ahead for 10 seconds, the race is over. Likewise, if the lead car manages to pull way ahead of the following car, the latter of the two is going home. And last but certainly not least, if you happen to take a turn too late and break through the guardrail, the only thing you'll earn is a heaping pile of metal at the bottom of the canyon.
This stressed the main aspect of Canyon Duels to us: speed versus danger. Though the track we were able to try didn't have any very sharp turns, it was almost never straight, meaning that we were always toying with sliding into the mountain or off the edge of the cliff. In and of itself, the course isn't difficult to navigate, but when you're trying to stay either out in front or just behind the other racer, you'll wind up pushing your car farther than you should more often than not. This was the coolest part about this race - managing speed against safety.
Speaking of managing, this brings us to Carbon's crew aspects. While you'll be racing one-on-one in Canyon Duels, those only make for about 25% of the races in Carbon, with the majority of the game taking place in its open-world environment. This is where the bulk of the story will take place and it's here that you'll build up your own crew. Details are a little scarce on exactly how you'll gain members, how you'll manage them and so forth, but we do know that you'll be able to choose who joins your racing team and each member will be able to increase their skills as the game progresses.
Each member has two of six skills, one off the track and one on. For racing, a crew member will be classified as a Blocker, Scout or Drafter. During a race you'll be able to tell your teammate to perform their ability a few times per race (as to not overdo it) and help you get ahead. They're able to win races for you, but you're the main focus so they're present more for support and will drop back to help you out even if it means losing a few positions.
Blockers will drive directly in front of another car and attempt to prevent it from passing. A Scout will boost ahead and look for shortcuts and such for you, pointing them out both aurally over the radio as well as visually via some sort of clues. A Drafter will drive right in front of you and allow you to draft for a bit before slingshotting ahead of him. Off of the track, each member will either give you bonuses for modifying your car, tuning it or helping calm down the police, which have returned but have less of a focus than in Most Wanted.
Though EA seemed quite proud of introducing drift racing to a majority of American gamers in the first Need for Speed Underground, the series shifted away from it. However, drift racing makes a return to the Need for Speed series in Carbon, but this time it's seen a major facelift. For one thing, the scoring system has been completely reworked. One problem that was evident in NFS Underground was that gamers learned to "snake" their way into a never-ending drift and essentially break the scoring system. That's no longer possible for multiple reasons, one of which is the scoring zones that are set up in corners, meaning that you won't be able to score on straight-aways.
The other huge change that we immediately noticed with the drift races in NFS Carbon is that it has been highly simplified compared with what we've previously seen. Rather than relying on having drivers perform faints, over steering, using power brakes or anything of this sort, you'll simply need to hit the gas as you enter a turn and watch your car fishtail - skill here is focused on keeping your car under control rather than performing different moves and mixing it up.
While it takes a couple seconds to get used to handling the cars in a drift competition, it certainly doesn't seem overly difficult. Being as you're really only managing the direction you're steering as you'll almost always have the gas punched down, it's a rather simplistic mechanic overall. That doesn't mean that it isn't fun, but it does mean that it's pretty far removed from being any sort of simulation.
While EA has shifted some of its driving focus back to drifting, it's also quite keen on widening the handling and feel variance between each of its car classes. One of the complaints that it has seemingly taken to heart from Most Wanted was that regardless of which car you ran with, they seemed to feel about the same (sans differences in speed and acceleration).
There are three car classes this time out, tuner, muscle and exotic. Tuner cars are things like pimped-out Civics and the like, middle of the road cars that have been given a ton of extra juice and flair specifically for racing. Muscle cars are your classic 1960s and '70s sports cars obviously, while exotics are those quarter-million dollar-plus beasts with hundreds upon hundreds of horsepower. The quickly-defined differences between the three types is that tuners handle the best and have decent speed, muscle cars are really powerful but handle poorly (which means they're great for powerslides), and exotics are extremely quick and handle well, but maybe not quite as well as tuners.
In practice, there's a huge difference between the muscles cars and everything else, but right now it still seems like tuners and exotics could be separated a bit more. The muscle cars do feel really great - they're heavy, skittish and rumble with more power than you'll likely be able to handle. It's exactly what you'd expect them to drive like, so EA has seemed to nail that. The tuners and exotics feel much closer in style, very similar to how Most Wanted felt as a whole. They're quick and fairly agile and right now make for a marked difference from the muscle cars, if not each other so much. Granted, we were only able to use one car from each class so that could have something to do with our overall impressions here, but either way EA still has a handful of months to improve what already works pretty well
One thing that we absolutely loved, especially when behind the wheel of a muscle car, was the feeling of applying the brakes. While most games, especially arcade-esque racers like this, simply use a brake's analog input to determine how quickly your vehicle should slow down, in NFS Carbon it really feels as if you're using a real brake pedal. By that we mean that if you slam down on the brakes, you'll feel like you've put too much pressure on the pads and will possibly lock up the wheels. More often than not, especially when on one of the canyon courses, it's better to use the brake in varying degrees just as you would in a real car. Very cool stuff here, and though it's subtle, it's one of the things we were most impressed with.
The absolute coolest thing about Need for Speed Carbon however is its Autosculpt system. The best way to think of it is as Game Face or Fight Night's boxer creator for a car. You're essentially given analog control over the shape of the major pieces of your car, allowing you to raise, lower, angle, shrink, expand and even twist parts however you want (within reason, of course). Each car class will feature somewhere between seven to 10 Autosculpt regions, and in each one of those regions you'll be able to edit numerous pieces.
So for example, when editing tires you're able to change the depth, width and twist of the rims, the width and depth of the tires and more. On the hood, you might be able to change the angle of air intakes, whether or not and how far a supercharger sticks out, the angle and size of retractable lights and more. The same goes for the spoiler and basically anything else you can think of. It's almost impossible to say how much customization you can do here simply because we've already seen a ton of variety and we've only been shown a handful of the options.
What we've seen so far in Need for Speed Carbon fits right along with our expectations. The series hasn't strayed too far from its proven formula, though with the introduction of a few cool new modes and a couple killer new features (like the ultra-sweet Autosculpt), NFS Carbon looks like it'll take many, if not all, of the best features from the last few games, expand on them and pile on a slew of cool new goodies. The game is set for release this November on basically every platform known to man, plants and aliens.
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JUST RELEASED
Ghost Recon Advanced Warfighter finally makes its way over to the PC, and as far as the single-player game goes, this version of the game might be the most overall impressive of all. The massive urban areas you fight in are even larger and more detailed than the already spacious areas in the Xbox 360 version of the game, adding a great deal of tension since this added landmass makes for many times more possible hiding places for bad guys. Also, there's more interactivity to the world and flexibility with the tactical map, which gives you more precise control over your teammates. Unfortunately, all this added immersion comes at a heavy price, as playing the game is sure to put a strain on even the highest-spec machines. Barely make the minimum requirements? Don't even think of picking this game up, unless you're satisfied with big compromises in lighting, texture quality, and frame rate. If you have a machine that can handle the game, though, GRAW delivers a hardcore tactical shooter campaign that hearkens back to the original Ghost Recon games on the PC. It's too bad the multiplayer aspect of the game is so bug-ridden as to render it inconsequential.
You take the role of Scott Mitchell, a captain in the elite Ghost Recon squad in the US Army. You find yourself in Mexico City as part of the security entourage tasked with guarding a summit between the leaders of Mexico, Canada, and the US. Disaster strikes when Mexican rebels attack the summit, killing the Canadian prime minister and causing both the Mexican and US presidents to go missing. Over the course of the campaign, you'll explore the massive city--fighting rebel infantry, armored vehicles, and helicopters from within the dense, urban areas in the center to the dilapidated shanty towns on the outskirts. You'll do this solo and with the help of three teammates--who you can issue commands to--and supporting vehicles. Major landmarks, such as Chapultepec and the spire at Angel Plaza, are represented fairly accurately in the game's depiction of Mexico City. The story arc in the PC version of the game is the same as all the others, but the way the levels are laid out and structured is noticeably different than any of the other versions of GRAW. The game's campaign should last most players 12 or so hours, counting restarts from death--maybe more depending on your familiarity with hardcore tactical shooters.
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