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Product Name: Microsoft Xbox 360 4GB Console
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo.
The Xbox 360 features an online service, Xbox Live, which was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to: play games online; download games (through Xbox Live Arcade) and game demos; purchase and stream music, television programs, and films through the Xbox Music and Xbox Video portals; and access third-party content services through media streaming applications. In addition to online multimedia features, it allows users to stream media from local PCs. Several peripherals have been released, including wireless controllers, expanded hard drive storage, and the Kinect motion sensing camera. The release of these additional services and peripherals helped the Xbox brand grow from gaming-only to encompassing all multimedia, turning it into a hub for living-room computing entertainment.
Launched worldwide across 2005–2006, the Xbox 360 was initially in short supply in many regions, including North America and Europe. The earliest versions of the console suffered from a high failure rate, indicated by the so-called "Red Ring of Death", necessitating an extension of the device's warranty period. Microsoft released two redesigned models of the console: the Xbox 360 S in 2010, and the Xbox 360 E in 2013. Xbox 360 is the sixth-highest-selling home video game console in history, and the highest-selling console made by an American company. Although not the best-selling console of its generation, the Xbox 360 was deemed by TechRadar to be the most influential through its emphasis on digital media distribution and multiplayer gaming on Xbox Live.
The Xbox 360's successor, the Xbox One, was released on November 22, 2013. On April 20, 2016, Microsoft announced that it would end the production of new Xbox 360 hardware, although the company will continue to support the platform.
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Product Name: Microsoft Xbox 360 E 4GB Console with Kinect (Free Games: Dance Central 3 and Kinect Adventures)
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo.
The Xbox 360 features an online service, Xbox Live, which was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to: play games online; download games (through Xbox Live Arcade) and game demos; purchase and stream music, television programs, and films through the Xbox Music and Xbox Video portals; and access third-party content services through media streaming applications. In addition to online multimedia features, it allows users to stream media from local PCs. Several peripherals have been released, including wireless controllers, expanded hard drive storage, and the Kinect motion sensing camera. The release of these additional services and peripherals helped the Xbox brand grow from gaming-only to encompassing all multimedia, turning it into a hub for living-room computing entertainment.
Launched worldwide across 2005–2006, the Xbox 360 was initially in short supply in many regions, including North America and Europe. The earliest versions of the console suffered from a high failure rate, indicated by the so-called "Red Ring of Death", necessitating an extension of the device's warranty period. Microsoft released two redesigned models of the console: the Xbox 360 S in 2010, and the Xbox 360 E in 2013. Xbox 360 is the sixth-highest-selling home video game console in history, and the highest-selling console made by an American company. Although not the best-selling console of its generation, the Xbox 360 was deemed by TechRadar to be the most influential through its emphasis on digital media distribution and multiplayer gaming on Xbox Live.
The Xbox 360's successor, the Xbox One, was released on November 22, 2013. On April 20, 2016, Microsoft announced that it would end the production of new Xbox 360 hardware, although the company will continue to support the platform.
Plus :- Dance Central 3
Dance Central 3 is the third game in the Dance Central series. It was revealed at E3 2012 at the Microsoft Conference. It was released on October 16 in the US, Canada and South America and October 19 everywhere else.[1]
Gameplay:
Gameplay has been the same with the past 2 Dance Central games where 1 player or 2 players mimic what the dancer is doing on the screen. Player(s) get points depending on how they did.
Many new features have been added to this game.
Crew Throwdown: In this mode, 2-8 players go head to head against each other. After making this picture pose, they go head in head where it will pick a song and one of the 5 types of modes to play it in. Those modes are
Perform: Aligned with the Perform mode included in the game
Keep The Beat: A freestyle-esque mini-game where players stay in beat to the song for points.
Strike A Pose: A mini-game where players mimic the positions the characters are doing for points.
Plus :- Kinect Adventures
Kinect Adventures! is a sports video game released by Microsoft Game Studios for the Xbox 360. Released in 2010, it is a collection of five adventure and sports minigames and was developed by Good Science Studio, a subsidiary of Microsoft Game Studios. The game utilizes the Kinect motion camera and was offered as a pack-in game with the console.[citation needed] It was unveiled at the 2010 Electronic Entertainment Expo and went on to become the best-selling game on the Xbox 360, selling 24 million units worldwide.
Gameplays:
Kinect Adventures! uses full body motion to allow the player to engage in a variety of minigames, all of which feature jump-in, jump-out multiplayer play. Each minigame lasts about three minutes. While most of the minigames are co-operative in two player mode, Reflex Ridge is a competitive game. The game also supports Xbox Live multiplayer. At many points during the game, Kinect's RGB camera would take photos, which were shown to the player(s) and saved to a storage device. These could then be viewed within the game, with the option of uploading these to a private repository on the now defunct KinectShare.com and downloaded to a computer or uploaded to social networking sites.
The object of all the minigames is to get the highest number of adventure pins, which are collected in different ways. Adventure pins earn the player(s) medals which, in story mode, affect progression. Medals can be bronze, silver, gold and platinum, in order from least to most pins needed to acquire each.
As a pack-in game, Kinect Adventures! also contains features which aid users in proper set-up and use of the Kinect sensor.
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Product Name: Xbox 360 500 GB Console - Forza Horizon 2 Bundle
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo.
The Xbox 360 features an online service, Xbox Live, which was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to: play games online; download games (through Xbox Live Arcade) and game demos; purchase and stream music, television programs, and films through the Xbox Music and Xbox Video portals; and access third-party content services through media streaming applications. In addition to online multimedia features, it allows users to stream media from local PCs. Several peripherals have been released, including wireless controllers, expanded hard drive storage, and the Kinect motion sensing camera. The release of these additional services and peripherals helped the Xbox brand grow from gaming-only to encompassing all multimedia, turning it into a hub for living-room computing entertainment.
Launched worldwide across 2005–2006, the Xbox 360 was initially in short supply in many regions, including North America and Europe. The earliest versions of the console suffered from a high failure rate, indicated by the so-called "Red Ring of Death", necessitating an extension of the device's warranty period. Microsoft released two redesigned models of the console: the Xbox 360 S in 2010, and the Xbox 360 E in 2013. Xbox 360 is the sixth-highest-selling home video game console in history, and the highest-selling console made by an American company. Although not the best-selling console of its generation, the Xbox 360 was deemed by TechRadar to be the most influential through its emphasis on digital media distribution and multiplayer gaming on Xbox Live.
The Xbox 360's successor, the Xbox One, was released on November 22, 2013. On April 20, 2016, Microsoft announced that it would end the production of new Xbox 360 hardware, although the company will continue to support the platform.
Plus : - Forza Horizon 2
Forza Horizon 2 is a 2014 racing video game developed for Microsoft's Xbox One and Xbox 360 consoles. It is the sequel to 2012's Forza Horizon and the seventh instalment in the Forza series. The Xbox One version of the game was developed by Playground Games, the team behind the original Forza Horizon, while Sumo Digital developed the version for Xbox 360, with Forza series developer Turn 10 Studios supporting both builds. The Xbox 360 version is also the final Forza game released for the platform. The game received positive reviews from critics and a sequel, Forza Horizon 3, was released on 27 September 2016.
Gameplay:
Forza Horizon 2 is a racing video game, featuring an open world environment. The player participates in the Horizon Festival, a fictional racing competition set within Southern France and Northern Italy. The game has approximately three times more drivable area than that of its predecessor Forza Horizon, with events set in Provence, Liguria and Côte d'Azur, among other regions. Players will explore the region, taking part in races and special events in order to advance through the game. Events can take place at day or night, and a dynamic weather system was added for the first time in a Forza-series game.
Among new features in the game are "Bucket Lists", three groups of timed challenges for the player to complete, similar to the 1000 Club in Forza Horizon. They can be completed in solo or co-op mode (when a player goes to the online version of the map, they can be completed with a random person or invited friend). These challenges are continuously updated to provide new challenges throughout the map. Car Meets are an online mode where players can meet up online and compare their cars, similar to "Forzavista" mode in Forza Motorsport 5. Players are also able to interact with each other in Car Meets, including sharing tuning setups and liveries. In the online version of the game, races such as circuits, sprints, and cross country are playable against other players, along with other game types such as Infected and King.
The standalone expansion of the game based on The Fast and the Furious franchise, Forza Horizon 2 Presents Fast & Furious, added nitrous oxide boosts to the Forza series. Unlike other racing games however, nitrous can only be used during most of the game's events, and only replenishes at the very start of said events.
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Product Name: Darksiders II (Xbox 360)
Darksiders II is an action role-playing[3][4] hack and slash action-adventure video game developed by Vigil Games and published by THQ. It is the sequel to Darksiders and was released in August 2012 for Microsoft Windows, PlayStation 3, Xbox 360[5] and as a launch title for Wii U upon the console's Australian, European, and North American release in November 2012. The story follows the efforts of player character Death to clear the name of his brother, War, who stands accused of wiping out humanity.
A remastered version, titled Darksiders II: Deathinitive Edition, was published by Nordic Games for the PlayStation 4, Xbox One and Microsoft Windows in 2015, and ported to the Nintendo Switch in 2019. A parallel sequel, Darksiders III, was released on November 27, 2018.
Gameplay:
Players take control of Death, one of the Four Horsemen of the Apocalypse. The core gameplay is an action role-playing[3][4] hack and slash style. The game makes frequent use of interactive puzzle elements, requiring the player to think their way through a series of levers, doors, elevators, portals, etc. in order to traverse areas and reach objectives.
Maps are vast and each contain open world regions that can be explored freely on foot or by horse, along with numerous dungeons where quest objectives are generally carried out. There are main and side quests, with main and side boss fights. Worlds can be traversed via fast travel, whereby the player can teleport to certain map points instantly. While inside a dungeon, the player is allowed to fast travel back to the overworld while saving their dungeon location for continuation later without losing progress.
Death is aided by Despair, a horse that is available for use in open areas of the overworld for faster travel, and Dust, a raven that guides him to his objectives. Death's primary weapons are two scythes, one wielded in each hand. Secondary weapons include melee weapons like hammers, axes, and maces as "slow" options; "fast" options are generally gauntlet-style weapons that provide the player with claws and other bladed arm extensions, at the expense of less range and power than the slow weapons.
There are several different movement options, including swimming, running along walls, and climbing options that are available on specially placed wooden elements, such as wall pegs and beams. In the course of quests, Death acquires "Death Grip", which operates as a grappling hook on certain objects; and "Voidwalker". Other abilities like "Soul Splitter" and "Interdiction" are acquired, which allow the player to control multiple characters to traverse puzzle areas.
Health, Wrath, and Reaper resource meters display on-screen whenever they change, along with an experience meter that shows how close the player is to the next character class level. Wrath is the game's mana-type system, being a resource used for special abilities. Reaper is a separate resource used for the Reaper ability, and when full, Death can transform briefly into his grim reaper form, which is more resilient and deals more damage.
There are eight player statistics, including a character class level that increases at various experience levels. Each new level gives the player a skill point that can be used in a skill tree that contains new abilities. Other statistics can be increased by equipping items, with each item having various stat-altering characteristics. The player's inventory contains seven different pages of equipment classes (primary and secondary weapon, shoulder, armor, glove, boot, and talisman, with an additional page for quest items). New equipment can be acquired via enemy drops, looting chests, or purchasing from vendor characters. New combo moves can also be purchased from "Trainer" characters.
"Stonebites", which are colored stones hidden throughout the world, can be collected (after several quests have been completed) and traded to a character named Blackroot, in groups of three, in exchange for various permanent statistic upgrades. There are three Stonebite types, indicated by their color, and the particular combination traded determines which upgrade is received.
Money is dropped by enemies and chests, and can be acquired by selling items to vendors. Special "Possessed weapons" are rarely acquired, which provide another more unorthodox mechanic for trading in unwanted items, whereby the possessed weapon can be upgraded by "sacrificing" other lesser items to it.
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Product Name: Grand Theft Auto IV GTA [Xbox 360]
Grand Theft Auto IV is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the first main entry in the Grand Theft Auto series since 2004's Grand Theft Auto: San Andreas. Set within the fictional Liberty City, based on New York City, the single-player story follows Eastern European war veteran Niko Bellic and his attempts to escape his past while under pressure from loan sharks and mob bosses. The open world design lets players freely roam Liberty City, consisting of three main islands.
The game is played from a third-person perspective and its world is navigated on-foot or by vehicle. Throughout the single-player mode, players play as Niko Bellic. An online multiplayer mode is included with the game, allowing up to 32 players to engage in both co-operative and competitive gameplay in a recreation of the single-player setting. Two expansion packs were later released for the game, The Lost and Damned and The Ballad of Gay Tony, which both feature new plots that are interconnected with the main Grand Theft Auto IV storyline, and follow new protagonists.
Development of Grand Theft Auto IV began soon after the release of San Andreas and was shared between many of Rockstar's studios worldwide. The game introduced a shift to a more realistic and detailed style and tone for the series. Unlike previous entries, Grand Theft Auto IV lacked a strong cinematic influence, as the team attempted an original approach to the story. As part of their research for the open world, the development team conducted extensive field research in New York, capturing over 100,000 photographs and several hours of video. The developers considered the world to be the most important elements of the game; though not the largest map in the series, they considered it comparable in scope due to its verticality and level of detail.
It was released for the PlayStation 3 and Xbox 360 consoles in April 2008, and for Microsoft Windows in December. Upon release, the game received critical acclaim, with praise particularly directed at the narrative and open world design. Grand Theft Auto IV broke industry sales records and became the fastest-selling entertainment product in history at the time, earning US$310 million in its first day and US$500 million in its first week. Considered one of the most significant titles of the seventh generation of video games, and by many critics as one of the greatest video games of all time, it won year-end accolades, including Game of the Year awards from several gaming publications. It is among the best-selling video games with over 25 million copies sold by 2013. The game also generated controversy, with criticism directed at the game's depiction of violence and players' ability to drive under the influence of alcohol. Its successor, Grand Theft Auto V, was released in September 2013.
Gameplay:
Grand Theft Auto IV is an action-adventure game played from a third-person perspective. Players complete missions—linear scenarios with set objectives—to progress through the story. It is possible to have several active missions running at one time, as some require players to wait for further instructions or events. Outside of missions, players can freely roam the game's open world and complete optional side missions. Composed of the fictional city of Liberty City, the world is larger in area than most earlier Grand Theft Auto series entries. At the beginning of the game, players can only explore the first island—composed of Dukes and Broker—with all other islands unlocking as the story progresses.
Players use melee attacks, firearms and explosives to fight enemies, and may run, jump, swim or use vehicles to navigate the game's world. There is a first-person perspective option when using vehicles. In combat, auto-aim and a cover system can be used as assistance against enemies. Should players take damage, their health meter can be fully regenerated by eating, using medical kits, or calling for paramedics. If players commit crimes, the game's law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). On the meter, the displayed stars indicate the current wanted level (for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive). Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a cool-down mode and eventually recedes when players are hidden from the officers' line of sight.
The game's cover system allows players to move between cover, to fire blindly, aim freely, and target a specific enemy. Individual body parts can also be targeted. Melee attacks include additional moves, such as dodging, blocking, disarming an opponent and counter-attacking. Body armour can be used to absorb gunshots and explosive damage, but is used up in the process. When health is entirely depleted, gameplay stops, and players respawn at the nearest hospital.
The single-player mode lets players control an Eastern European war veteran, Niko Bellic. During the story, Niko meets and befriends various new characters. They can then perform favours for Niko whenever he asks; for example, his cousin Roman, who owns a taxi service, can send one of his cabs to take Niko to any destination around the city. Cabs are always available during gameplay for quick travel to a destination. Throughout the course of the game, players are also faced with morality choices, which alter the storyline appropriately depending on the player's choice. While free roaming the game world, players may engage in context-specific activities such as bowling or darts. Other available activities include a vigilante mini-game, and in-game television programming. Niko has a smartphone for contacting friends and starting activities. The smartphone is also used to access the game's online multiplayer mode, and to enter cheat codes. To access the in-game Internet, which allows Niko to send and receive emails and set up prospective dates with potential girlfriends, Niko can use Internet cafés located around the city. The game also features a subway system, allowing players to quickly traverse through the game's world.
The online multiplayer mode for Grand Theft Auto IV allows up to 32 players to freely roam across the map. Players decide which game mode they wish to play, including deathmatches and street races. Both cooperative and competitive game modes are available, split into ranked and unranked matches. For players to level up through ranks, in-game money has to be earned. The game also features a Free Mode, in which players have the entire map open to explore, with no end goal or mission to complete. Hosts of the game can control many variables, such as police presence, traffic, and weapons. The multiplayer mode was discontinued on Windows in 2020.
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Product Name: Batman: Arkham Origins - Xbox 360
Batman: Arkham Origins is a 2013 action-adventure game developed by WB Games Montréal and published by Warner Bros. Interactive Entertainment. Based on the DC Comics superhero Batman, it is the follow-up to the 2011 video game Batman: Arkham City and is the third main installment in the Batman: Arkham series. Written by Corey May, Ryan Galletta and Dooma Wendschuh, the game's main storyline is set five years before 2009's Batman: Arkham Asylum and follows a younger, less-refined Batman. When a bounty is placed on him by crime lord Black Mask, drawing eight of the world's greatest assassins to Gotham City on Christmas Eve, Batman must bring Black Mask to justice, while also being hunted by the police and having to face other villains, such as the Joker and Anarky, who take advantage of the chaos to launch their own nefarious schemes.
The game is played from a third-person perspective, focusing on Batman's combat and stealth abilities, detective skills and gadgets for combat and exploration. Batman can freely move around the open world of Gotham City, interacting with characters and undertaking missions. Aside from the main story, Batman can help the police deal with crimes and confront other supervillains terrorizing the city. Arkham Origins introduces the ability for Batman to virtually recreate crimes, allowing him to investigate the scene and identify the culprit. The game is also the first in the series with a multiplayer mode, in which players partake in a gang war between the Joker and Bane.
Development on Arkham Origins began in 2011. WB Games Montréal took over development duties from series creator Rocksteady Studios, which was preoccupied with Batman: Arkham Knight and thus would not have been able to release a new game for considerable time. The team chose to make the game a prequel to explore certain aspects of the Batman character, such as his vulnerability and lack of experience, that previous games could not; the story was inspired by the comics Batman: Legends of the Dark Knight and "Batman: Year One", and was developed with input from writer Geoff Johns. Development of the multiplayer mode was handled by the British studio Splash Damage, separately from the main game.
Arkham Origins was released worldwide on October 25, 2013 for the PlayStation 3, Xbox 360, Wii U, and Microsoft Windows. In contrast to the critical acclaim of its predecessors, Arkham Origins received mixed reviews; it was praised for its voice acting, boss battles, storyline, and score, but was criticized for its technical issues and a general lack of innovation in gameplay mechanics, while the multiplayer aspect was considered an unnecessary addition to the series. A companion game, Batman: Arkham Origins Blackgate, was released alongside Arkham Origins for the Nintendo 3DS and PlayStation Vita, and a spin-off mobile game for iOS and Android platforms was released in October 2013. An animated sequel, Batman: Assault on Arkham, was released in 2014, and a successor video game, Arkham Knight, was released in June 2015.
Gameplay:
Arkham Origins is an open world action-adventure game incorporating stealth game tactics. Batman can use his cape to glide around Gotham City and the grapnel gun's retracting rope to attach to hard-to-reach ledges and extend his flight. Some gadgets from previous Arkham games are present at the start of Arkham Origins, while others become available during play. Returning gadgets include the Cryptographic Sequencer, used to hack security consoles; the Batclaw, used for hooking onto surfaces; the Batarang, a throwing weapon; the Remote Batarang, its remote-controlled counterpart; Explosive Gel, used to destroy weak surfaces and knock down enemies; Smoke Pellets, used for stealthy exits and entrances; the Disruptor, which can remotely disable guns and explosive mines, and the Grapnel Accelerator, an earlier version of the Grapnel Boost. New equipment in Batman's arsenal include the Remote Claw; this allows Batman to target two objects and pull them together, allowing him to throw enemies into each other or hit them with objects (tethering two walled points creates a tightrope for Batman to cross); Shock Gloves, which allow Batman to block electric attacks, disable some enemies and stun shielded ones, and short-circuit objects, and the Concussion Detonator, capable of stunning large enemy groups.
The game introduces a fast travel system, allowing Batman to remotely summon his plane (the Batwing) to transport him to other areas of the game world quicker than gliding or grappling could. Enemy tower installations prevent Batman from summoning the craft in some areas, and must be disabled to make the Batwing (not player-controlled) available. Some towers may be disabled only when the player has the necessary equipment.
Players can traverse enemy-controlled areas by stealth or combat. Using an enhanced version of the series' Freeflow combat system, combat introduces a tracking system assessing the players' efficiency and highlighting battle achievements (such as avoiding damage and using gadgets). Chaining attacks to maintain momentum, performance is rewarded with experience points. These points can be used in a branching upgrade system to enhance Batman's abilities and gadgets, allowing players to upgrade several paths or specialize in one. Enemy attacks are prompted with a warning icon, indicating that the attack can be countered. Enemies are armed with weapons such as knives, lead pipes and shields. The game introduces new enemy types: the Martial-Artist (capable of blocking, evading and countering Batman's attacks), the Armored Enforcer (invulnerable until he is dazed and de-armored) and Venom-infused henchmen (who possess superhuman strength, allowing them to grapple Batman and launch attacks which cannot be countered). Some enemies are armed with guns, which can damage Batman, and a player can use stealth predatory tactics to tilt the odds in their favor. Many areas feature stone gargoyles or high outcrops, helping Batman remain concealed while setting traps and knocking out enemies.
Arkham Origins offers side missions, including Crime in Progress (where Batman can assist the Gotham City Police Department (GCPD) by rescuing police officers from a gang or keeping an informant from being thrown to his death). Most Wanted allows Batman to pursue villains outside of the main story (such as Anarky, who plants bombs around the city). The Dark Knight system offers tasks of escalating difficulty which improve stealth and combat. Batman's radio scanner also allows him to locate side missions; completed missions are rewarded with experience points and upgrades to Batman's equipment. The game features collectible objects and puzzles similar to the Riddler challenges of previous games (orchestrated by Enigma before assuming his Riddler identity). Collectible objects appear, similar to those in previous games. A "1 vs. 100" mode in the game's challenge maps challenges the player to survive in combat against 100 increasingly difficult enemies.
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Product Name: Call of Duty: World at War (Xbox 360)
Call of Duty: World at War is a 2008 first-person shooter video game developed by Treyarch and published by Activision. It was released for Microsoft Windows, the PlayStation 3, Wii and Xbox 360, in November 2008. It is the fifth main installment of the Call of Duty series and returns the setting to World War II. The game is also the first title in the Black Ops story line. World at War received ports featuring different storyline versions, while remaining in the World War II setting, for the Nintendo DS and PlayStation 2. It was the first game in the series to feature the zombies mode featured in later sequels. A Windows Mobile version was also made available by Glu Mobile.
The narrative for the campaign mode focuses on the Pacific and Eastern Front theaters of World War II, involving the United States, Empire of Japan, Soviet Union, and Nazi Germany. It is told from the perspectives of Marine Raider Private C. Miller, US Navy Petty Officer Locke and Red Army soldier Private Dimitri Petrenko, and is based on several historical battles. The multiplayer component of the game contains various game modes and a leveling system that allows the player to unlock additional weapons and rewards as they progress, similar to Call of Duty 4 and repeated in many following Call of Duty entries. Vehicles, in the form of tanks, that players can control appear on certain multiplayer maps. The game also contains downloadable content called "map packs", which can be purchased online. A new feature to the series was the addition of a cooperative mode, which supports up to two players locally and four players online.
Development for World at War took two years and began after the release of Treyarch's previous title, Call of Duty 3, which was also set in World War II and was their first title they developed for the series. The game is based on an enhanced version of the IW engine game engine developed by Infinity Ward with increased development on audio and visual effects. Treyarch utilized the engine to make more parts of certain environments destructible and introduce limb dismemberment and realistic burns to character models. The game was announced by Activision on June 23, 2008.
World at War received positive reviews from critics, with praise directed at its intensity and violent nature, though it received criticism for its lack of innovation. It was also a commercial success, selling 3 million copies in the United States within the first two months of its release, becoming one of the best-selling titles of 2008. It also marked the beginning of the Black Ops subseries, as characters from the game were carried over into its sequel, Call of Duty: Black Ops (2010). The Xbox 360 version of World at War became backwards compatible on the Xbox One in September 2016.
Gameplay:
Overview:
World at War features more mature themes than previous Call of Duty installments and is open-ended, giving the player multiple ways to complete objectives, but otherwise generally plays like previous iterations of the franchise. Players fight alongside AI-controlled teammates. They help during the game's missions by providing cover fire, shooting down enemies, and clearing rooms for entry.
When playing the Wii version of the game, instead of using a normal controller, such as the ones used by the Xbox 360 and the PlayStation 3, an optional gun-like expansion controller known as the Wii Zapper can be used. The Zapper, or Wii Remote and Nunchuk, can be used to aim at targets to fire at them and simulate marksmanship.
The game's return to World War II-era warfare reintroduces weapons and technology. The player gains access to these over the course of the game, but may only carry up to two weapons in addition to hand grenades. Weapons and ammo from fallen foes or friendlies can be picked up to replace weapons in a player's arsenal. Players can also find weapons with additional attachments, including guns equipped with rifle grenades, telescopic sights, and bayonets.
A character can be positioned in one of three stances: standing, crouching, or prone; each affecting the character's rate of movement, accuracy, and stealth. Using cover helps the player avoid enemy fire or recover health after taking significant damage, as there are no armor or health powerups. When the character has taken damage, the edges of the screen glow red and the character's heartbeat increases. If the character stays out of fire, the character can recover. When the character is within the blast radius of a live grenade, a marker indicates the direction of the grenade, helping the player in deciding whether to flee or throw it back at the enemy.
The single-player campaign includes thirteen hidden "death cards", denoted by playing cards attached to makeshift war graves. There is one in each level (barring those that take place in vehicles); collecting them unlocks cheats for Co-op mode, such as reduced enemy endurance and "paintball mode".
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Product Name: Need for Speed Carbon (Xbox 360)
Need for Speed: Carbon is a 2006 racing video game, and the tenth installment in the Need for Speed series. Developed by EA Canada, Rovio Mobile and EA Black Box, and published by Electronic Arts, it was released on October 30, 2006, for PlayStation 3, Xbox 360, Wii, PlayStation 2, Xbox, GameCube, Windows and Mac OS X and in 2008 for arcades, becoming the last game in the series available on sixth-generation platforms except the PS2. The game sees players conducting illegal street races within the fictional city of Palmont City, with the game's main story taking place after the events of Need for Speed: Most Wanted and focusing on the player's character taking control of the city from various street-racing gangs. While gameplay is similar to its predecessor, Carbon introduced a number of new features, including crews and racing wingmen, Touge-styled racing events, and greater customization options.
Alongside console, home computer, and arcade versions, the game also received portable editions for the PlayStation Portable, Nintendo DS, Game Boy Advance, Zeebo, entitled Need for Speed: Carbon – Own the City. While the portable games featured similar gameplay to the console version, they included new/modified gameplay elements, a different setting and storyline, and a different selection of AI teammates.
Upon the release of Carbon, the game received positive reviews from critics, though faced some criticism over elements of its gameplay mechanics, including its lack of emphasis on police chases than its predecessor. A special Collector's Edition version of the title was developed for PlayStation 2, Windows and Xbox 360, and included additional content including new cars, new customization items, and new events for two of its game modes. The game was later succeeded by Need for Speed: ProStreet in 2007.
Gameplay:
A heavily modified Audi Le Mans Quattro compared to a stock Lamborghini Murciélago LP640, showing the "Autosculpt" feature of the game.
In the game, players take part in illegal street races that focus on different styles of races, utilizing a variety of licensed real-world cars (available at the time of the game's development and release) that can be upgraded and customized with new parts, while contending with the involvement of the police in their efforts to impede the player. Racing Events focus on competitive races with other drivers on circuits or point-to-point routes, checkpoint races, and races involving sprints or drifting (the latter being absent in its predecessor), with players able to use Nitrous Oxide and Speedbreaker whenever needed - either to help win races or get out of tight spots - both of which recharge over time. The game itself features four game modes - Career, Quick Race, Challenge Series, and Multiplayer - with the latter featuring online gameplay available in all console and PC versions of the game, except the Wii's edition.
The game operates on the same gameplay mechanics used in previous entries in the series, including its predecessor Most Wanted, though Carbon introduced new elements. A new element exclusive to Carbon are Canyon events - special racing events styled after Japanese Tōge racing, in which player compete in competitive racing on canyon roads outside the game's main setting. These events consist of sprints, drifting and duel events, in which the latter two feature a majority of destructible guardrails that the player must avoid crashing through or risk losing these respective events as a result. Duel events on these circuits operate differently to events involving major rival racers in Need for Speed games, as these are conducted across two stages on a canyon circuit - in each stage, one driver acts as the chaser and pursues the other at close proximity, with the first stage seeing the player as the chaser and scoring points the closer they can tail their opponent, while in the second stage their opponent becomes the chaser and the player must keep as much distance as possible to avoid losing too many points before the stage is completed. At the end of both stages the car who took the lead wins if their score is positive, otherwise their opponent wins if they turned it negative. Apart from scores, an instant win is possible depending on which mode the Duel is conducted in - in Career mode, the player can win instantly if they can stay ahead of their opponent for ten seconds, but lose if they fall behind for too long; in Online Multiplayer, a player wins if their opponent crashes through a guardrail.
Police pursuits, a staple of the series, function similar to Most Wanted in that police can turn up at any time during a race and attempt to impede the player during the event, except in Canyon Race events and checkpoint races; in Career mode, the police can also turn up during Free Roam, but will not act against the player unless they have a warrant (for evading a previous pursuit) or committed an offence in their sight, whereupon they focus on blocking in and arresting the player unless they can lose them and find a safe spot to hide until they lose their heat. As the player is pursued, they can either attempt to evade the cops, or knock them out of action by ramming their cars or using destructible props called Pursuit Breakers to impede their pursuit, though extensive pursuits will cause the player's heat level to rise, leading to stronger pursuit tactics including spike-strips, road blocks, and the involvement of state/federal authorities. Carbon modified the pursuit function by making police less dominant in arrest tactics at higher heat levels, and reducing the chance a Pursuit Breaker blocks/destroys a pursuing vehicle.
Licensed real-world cars used in the game are divided into three tiers (performance level) and three classes - Exotic, Tuner, and Muscle. For example, a Nissan 240SX is a tier 1 tuner car, while a Corvette Z06 is a tier 3 muscle car. Cars receive visual damage during the game, but no physical damage. Cars can be upgraded in performance through new components and fine-tuning of each component - such upgrades can help, for example, to improve speed, or improve braking. Carbon added the ability to customize visual parts via autosculpt parts, which allow adjustments of components for example, while adding flexibility with vinyls and decals by allowing them to be placed in layers over each other, with the ability to modify these in shape and size, and place them anywhere on the car. Additional cars and customization parts can be acquired through completing Reward Cards - each card consists of a set of challenges for the player to complete across the game modes, and reward the player either with a new vehicle to use or new parts for customization.
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Product Name: Need for Speed Shift (Xbox 360)
Need for Speed: Shift is the thirteenth installment of the racing video game franchise Need for Speed. It was developed by Slightly Mad Studios in conjunction with EA Bright Light and published by Electronic Arts for Microsoft Windows, PlayStation 3, Xbox 360, PlayStation Portable, Android, iOS, Symbian, Windows Mobile, MeeGo and J2ME in 2009.
Shift's gameplay focuses on simulation, rather than the arcade racing of previous titles. Shift was followed by a sequel, Shift 2: Unleashed, in 2011.
Gameplay:
Aimed at a hardcore gamer-style audience, Shift reverts to the touring-car simulation style of its 2007 predecessor, Need for Speed: ProStreet. Although the gameplay of these two titles are similar, Shift recreates car handling much more realistically than its predecessor, and does not contain a story. Upon starting the career mode, the player performs two laps around the Brands Hatch racecourse to determine his or her skill. Once completed, the player is welcomed to the 'NFS Live World Series', and must earn stars in races to earn money, and unlock new races and tiers.
G-force plays an important role in the game, as it affects both the player and the AI. The in-car view also returns, making its first appearance in a Need for Speed game since Porsche Unleashed. The in-car view is highly detailed, and it is possible to see the driver changing gears and moving his head to get a better view of the mirror. The crashes affect the player's visuals. While crashing, there is a temporary blur on screen. The sound aspect have detailed car crash sound, as well as a sharp gasp of breath from the driver before a collision.
There are 60+ cars which are divided into 4 tiers. Tier 1 refers to entry-level sports and luxury cars like the Audi TT and Infiniti G35, tier 2 refers to mid-level performance cars like the BMW M3, tier 3 refers to supercars like the Lamborghini Gallardo and tier 4 refers to hypercars like the Bugatti Veyron, or Pagani Zonda R. The car customization options include cosmetics as well as performance mods and is more in depth than previous titles, affecting aspects such as alignment, aerodynamics, tires, brakes, differential, and gears. Nitrous is also an option for tuning, but different from previous Need for Speed titles as it is simulated more realistically. There are body kits which affect the aerodynamics and weight reduction. There are visual customization options like rims, vinyls and paints.
There are 19 tracks in total including real world circuits such as Brands Hatch, Nurburgring Nordschleife, Road America, Spa, Silverstone, Willow Springs, Donington Park, Autopolis and Mazda Raceway Laguna Seca.
The PlayStation Portable of the game offers local, ad hoc multiplayer, with no online multiplayer support.
Development and release:
The soundtrack of Shift remains similar to that of Need for Speed: ProStreet, featuring a scored soundtrack rather than a general track list as is seen in previous titles such as Need for Speed: Most Wanted, and Need for Speed: Carbon.
In addition to the standard edition, a "Special Edition" of the game has been released exclusive to Europe. The Special Edition features numerous bonuses over the standard edition, including exclusive packaging, a poster of the game, and an unlockable car and race which are redeemable online. Shift was released as a bundle with the PlayStation 3 Slim 250GB to promote the game in Europe.
Patches and downloadable content:
EA promised that patches would be released with new features in addition to bug fixes. Patch 1.01 added LAN (Local Area Network) play and mouse support, providing full menu navigation to the game, to the PC version. Patch 1.02 added 5 cars (Toyota Supra Mk IV, 1971 Dodge Challenger R/T, 1969 Dodge Charger R/T, 1967 Corvette and 1967 Shelby GT-500) and a new online "Team Racing" game mode, where a Blue team of racers runs against a Red Team. In addition, the 1.02 patch fixed several performance issues (especially with ATI video cards), improved gameplay, and increased the maximum number of players online from 8 to 12.
On February 16, 2010 EA released Ferrari DLC pack for Xbox 360 that contains 10 Ferraris, also extends the Shift's career mode with 46 new Ferrari specific challenges designed for the Ferrari cars to participate in including hot laps, eliminators, endurance races and a world tour. Completing the perfect Ferrari package are an additional 125 gamerpoints as a reward for undertaking various exciting challenges. Available on Xbox 360 for 800 Microsoft Points the Ferraris available include the 575 Superamerica, F430 Scuderia Spider 16M, California, 599 GTB Fiorano, F430 Spider, 430 Scuderia, F430 GTC, F430 Challenge, F50 GT & Ferrari FXX. An Exotic Racing Pack was also released for PS3 and Xbox 360 which features cars like the McLaren MP4-12C, the BMW M1, the Gumpert Apollo, the Acura NSX, the Alfa Romeo 8C Competizione, the Maserati GranTurismo S and the Mercedes Benz SLR McLaren Stirling Moss.
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Product Name: Prototype 2: Radnet Edition /X360
Prototype 2 (stylized as [PROTOTYPE2]) is a 2012 open world action-adventure video game. Developed by Canadian studio Radical Entertainment and published by Activision, it is the sequel to 2009's Prototype. The game was announced at the 2010 Spike VGA Awards. Versions for PlayStation 4 and Xbox One were released on July 14, 2015 alongside the first game as Prototype Biohazard Bundle. Separate versions of the games became available in August 2015.
The game features a new protagonist, James Heller, as he goes on a quest to destroy the Blacklight virus. The story is one of revenge, as Heller wants to kill Alex Mercer, protagonist of the original Prototype, after his family was killed in the outbreak of the Blacklight virus. While the game was a top seller for a period of time, its sales would eventually result in the downsizing of its developer.
Gameplay:
James Heller can shapeshift and assume other people's identities and memories by consuming them. Taking people's identities and shapeshifting into them has become more tactical. Due to Blackwatch's actions in the Yellow Zone, if the player assumes the role of a soldier, people will react to him in a way that shows that they want nothing to do with him. To make sure that enemies do not overwhelm the player, Radical has created a dodging system and new, more realistic AI. Heller will be able to use weapons in the game, such as ripping the Gatling cannon off a tank and using it against enemies. Heller can also sneak up on unsuspecting human enemies, inject them with the Blacklight virus turning them into "BioBomb" to blow up spectacularly. Heller also has superhuman strength and agility, near-invulnerability to harm, near-flight leaping and gliding, infinite stamina, increased speed, and has a sonar sense. The sonar includes a new pulse ability that highlights the key features of an environment to make it easier for the player to find someone, instead of looking in a large crowd for a person with an icon above their head. Radical has stated that the powers will be more meaningful, appearing as mutations and upgrades that let players decide how they want to play as Heller.
To give gamers more power in the game, the developers have added tendrils. Tendrils sprout from Heller's arm and can be used for a variety of purposes. Players can use tendrils to smash objects into other objects, such as a car into a tank, utilising the 'Black Hole' attack. Players will be able to dismember enemies, a force that will become more useful as the game progresses. There are many more ways to kill enemies, ranging from throwing a car at a group of Blackwatch soldiers, hacking off a mutant's head or using powers. Consuming has not changed since the original Prototype, with the exception of some enemies, which are consumed upon grabbing them (e.g. Supersoldiers, Brawlers). It has also been announced that Heller can now control a pack of Brawlers (similar to Prototype's Hunters) to attack anything he desires (note: this power is limited to main variant of Brawler). Heller will no longer find 'Events' throughout NYZ, instead starting side-missions by hacking into Blacknet. Blackwatch's system that details military operations and the three areas of NYZ, Heller chooses from a small list of missions at each terminal. Blacknet will allow Heller to find operations that he can disrupt or take control of for his own purposes and find important people that will allow him to learn more about what he has become because of the Blacklight virus. It will also help him find out more about Alex Mercer and what his connections are to his family's deaths. The missions that are selectable can be sidequests or extensions to the main quest that tell Heller more about the Blacklight virus.
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Product Name: Diablo III (Xbox 360)
Diablo III is a hack-and-slash action role-playing game developed and published by Blizzard Entertainment as the third installment in the Diablo franchise. It was released for Microsoft Windows and OS X in May 2012, the PlayStation 3 and Xbox 360 in September 2013, the PlayStation 4 and Xbox One in August 2014, and the Nintendo Switch in November 2018. Players choose to play as one of seven character classes – Barbarian, Crusader, Demon Hunter, Monk, Necromancer, Witch Doctor, or Wizard – and are tasked with defeating the Lord of Terror, Diablo, as in previous games in the series.
An expansion pack entitled Reaper of Souls was released for PC in March 2014. It was released for consoles as part of the Diablo III: Ultimate Evil Edition version in August 2014. The Rise of the Necromancer pack was released for the Windows, macOS, and PlayStation 4 and Xbox One in June 2017. Diablo III: Eternal Collection, combining Reaper of Souls and Rise of the Necromancer, was released for PlayStation 4 and Xbox One in June 2017, and for the Nintendo Switch in November 2018.
The game received critical acclaim, although its always-on DRM feature was criticized. The game set a new record for "fastest-selling PC game" by selling over 3.5 million copies in the first 24 hours of its release, and became the best-selling PC game of 2012 by selling over 12 million copies. As of August 2015, the number of sales had grown to over 30 million. A sequel, Diablo IV, was announced in 2019 and is currently in development.
Gameplay:
Much like in Diablo and Diablo II, the quality and attributes of equipment are randomized. In addition to base stats (such as damage and attack speed for weapon or armor points on armor) higher-quality items have additional properties such as extra damage, attribute bonuses, bonuses to critical hit chance, or sockets, which allow items to be upgraded and customized by adding gems for various stat bonuses. Magic-quality items have up to three random properties, rare-quality items have up to six, and legendary-quality items typically have up to eight with varying degrees of randomness. Set items are a subtype of legendary items which provide additional, cumulative bonuses if multiple items from the same set are simultaneously equipped. Higher level monsters tend to drop higher level items, which tend to have higher base stats and bonuses.
The proprietary engine incorporates Blizzard's custom in-house physics, and features destructible environments with an in-game damage effect. The developers sought to make the game run on a wide range of systems without requiring DirectX 10. Diablo III uses a custom 3D game engine in order to present an overhead view to the player, in a somewhat similar way to the isometric view used in previous games in the series. Enemies utilize the 3D environment as well, in ways such as crawling up the side of a wall from below into the combat area.
As in Diablo II, multiplayer games are possible using Blizzard's Battle.net service, with many of the new features developed for StarCraft II also available in Diablo III. Players are also able to drop in and out of sessions of co-operative play with other players. Unlike its predecessor, Diablo III requires players to be connected to the internet constantly due to their DRM policy, even for single-player games.
An enhanced quest system, a random level generator, and a random encounter generator are used in order to ensure the game provides different experiences when replayed.
Unlike previous iterations, gold can be picked up merely by touching it, or coming within range (adjusted by gear) rather than having to manually pick it up. One of the new features intended to speed up gameplay is that health orbs drop from enemies, replacing the need to have a potion bar. The latter is replaced by a skill bar that allows a player to assign quick bar buttons to skills and spells; previously, players could only assign two skills (one for each mouse button) and had to swap skills with the keyboard or mousewheel. Players can still assign specific attacks to mouse buttons.
Skill runes, another new feature, are skill modifiers that are unlocked as the player levels up. Unlike the socketable runes in Diablo II, skill runes are not items but instead provide options for enhancing skills, often completely changing the gameplay of each skill. For example, one skill rune for the Wizard's meteor ability reduces its arcane power cost, while another turns the meteor to ice, causing cold damage rather than fire.
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Product Name: Prince of Persia (Xbox 360)
Prince of Persia is a video game franchise created by Jordan Mechner. The franchise is built around a series of action-adventure games focused on various incarnations of the eponymous Prince from ancient and medieval Iran. The games have been developed and published by several different companies. The first two games in the series, Prince of Persia and Prince of Persia 2: The Shadow and the Flame, were published by Broderbund. Prince of Persia 3D, the first to use 3D computer graphics, was developed by Red Orb Entertainment and published by The Learning Company on PC, and developed by Avalanche Software and published by Mattel Interactive on Sega Dreamcast. Ubisoft began developing and publishing the series in 2003 with Prince of Persia: The Sands of Time.
The series has been rebooted twice since its acquisition by Ubisoft, and has been made into a film, Prince of Persia: The Sands of Time, penned in part by Mechner and released by Walt Disney Pictures in 2010. The franchise also includes Prince of Persia: The Graphic Novel and the Lego line Lego Prince of Persia. The Assassin's Creed video game series is the spiritual successor to Prince of Persia.
Original trilogy:
The first game in the series, titled The Prince, was created by Jordan Mechner after the success of Karateka. Drawing from multiple general sources of inspiration, including the One Thousand and One Nights stories, and films like Raiders of the Lost Ark and The Adventures of Robin Hood, the protagonist's character animation was created using a technique called rotoscoping, with Mechner using his brother as the model for the titular prince. The original Prince of Persia, with its more than 20 platform ports, is one of the most ported games in video game history. Despite the success of the game, Mechner enrolled in New York University's film department, producing an award-winning short film during his time there, before returning to design and direct a sequel to the original game. The sequel, Prince of Persia 2: The Shadow and the Flame, was developed internally at Broderbund with Mechner's supervision. The game, like its predecessor, received critical acclaim and high sales. Broderbund was subsequently purchased by The Learning Company, which was later acquired by US game company Mattel Interactive. In 1999, a new Prince of Persia title, Prince of Persia 3D, was developed and released under Broderbund's Red Orb label. Released for PC only, and criticized by many users as being buggy, it was a critical and commercial disappointment. The Broderbund/Learning Company's games division, the assets of which included the Prince of Persia franchise, was subsequently sold to Ubisoft.
The Sands of Time series:
Mechner, who owned the Prince of Persia intellectual property, was brought in to work with Ubisoft on a reboot of the franchise, titled Prince of Persia: The Sands of Time, although he was originally wary after the failure of Prince of Persia 3D. The team they worked with were also working on Tom Clancy's Splinter Cell: their aim with the new Prince of Persia was to breathe new life into the action-adventure genre. The Sands of Time was a success. Mechner did not take part in the production of the next game, Warrior Within, and he commented on finding the dark atmosphere and heightened level of violence unappealing. The changes also provoked mixed reactions from critics, but sales were strong and a third game, eventually titled The Two Thrones, went into production. For The Two Thrones, the developers and artists tried to strike a balance between the light, cartoon-like tones of The Sands of Time, and the grittier mediums of Warrior Within. In November 2008, Ubisoft revealed that they were working on a new entry in the franchise, which turned out to be The Forgotten Sands, which filled in some of the narrative gap between The Sands of Time and Warrior Within. The game was released in May 2010, timed to tie in with the film adaptation of the first game in The Sands of Time subseries, also titled The Sands of Time.
Trilogy collection:
The Prince of Persia Trilogy (known as Prince of Persia Trilogy 3D on the remastered collection's title screen) is a collection of The Sands of Time trilogy released on PlayStation 2 and subsequently on PlayStation 3 as part of the Classics HD range. The collection includes The Sands of Time, Warrior Within and The Two Thrones, all previously released on PlayStation 2 and Microsoft Windows. The games were remastered in high-definition for the PlayStation 3 with 3D and PlayStation Network Trophy support on one Blu-ray Disc. The PlayStation 2 collection was released on October 27, 2006 in Europe,[citation needed] while the remastered collection was released on November 19, 2010 on Blu-ray in PAL regions. The release marks the first Classics HD title to not be published by Sony Computer Entertainment.
In North America, the three games were originally released separately as downloadable only titles on the PlayStation Store. The first, The Sands of Time, was released on November 16, 2010 while the other two games followed in December 2010. The Blu-ray version was to be released in North America on March 22, 2011 but the collection ended up being delayed until April 19, 2011.
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Product Name: WWE SmackDown Vs Raw 2009 (Xbox 360)
WWE SmackDown vs. Raw 2009 is a professional wrestling video game developed by Yuke's and published by THQ for the PlayStation 3, PlayStation 2, PlayStation Portable, Nintendo DS, Wii, and Xbox 360 video game consoles. It is the tenth video game in the WWE SmackDown vs. Raw (later renamed to simply WWE) series, is the sequel to its 2007 predecessor, WWE SmackDown vs. Raw 2008, and is succeeded by 2009's WWE SmackDown vs. Raw 2010. TOSE oversaw development for the Nintendo DS version. The game was released on November 9, 2008 in North America.
The video game is based on the professional wrestling promotion, World Wrestling Entertainment (WWE), and is named after the promotion's two brands, Raw and SmackDown.[3][5] The game introduced a few key new features including the Inferno match, a revamped tag team match, and four new game modes: Create-a-Finisher, Road to WrestleMania, Career and multiplayer season.
Gameplay:
Match gameplay:
One of the game's most prominent features is the enhanced tag team match. Additions in the match include new ways of tagging the player's tag team partner such as the hot tag, which can help save the player in the match if they are in trouble, and the forced blind tag, where the illegal partner can tag his or herself into the ring. The legal player's tag team partner has more of a part to play in this match and will aid the player by holding an opponent on the ropes while on the apron (pictured), and pulling down the ropes for an opponent who is dashing towards them, sending them out of the ring. Teams will now share their own momentum meter, attributes and double team finishers.
SmackDown vs. Raw 2009 is the first WWE video game to include the Inferno match, a match where the player has to set their opponent on fire. It is similar the real life match which takes place with the ring surrounded by fire coming from gas fed pipes. To win the player must increase the temperature of the ring by performing more devastating moves. As soon as the temperature reaches 500°F (or in the EU version 300°C), the player can then begin to set their opponent on fire. To set a person on fire, the player raises the temperature to the maximum and drags the person towards the ropes, provided that the opponent is badly injured. However, this match is not available for the Nintendo DS or Wii.
Several matches absent in previous games also returned to the series. The backstage brawl, where players can battle in either the locker room or the backstage "Gorilla position" with a variety of weapons at their disposal, returned and replaced the parking lot brawl match featured in the last game. The Gauntlet match also is a newly featured match selection in the Smackdown vs. Raw 2009 series where one superstar takes on three others one immediately after the other. The General Manager mode and Create-A-Championship were removed from SmackDown vs Raw 2009.
Both the Wii and DS versions now include new match types, such as the Steel Cage and Ladder match, with the DS version also featuring tables and TLC matches.
Fighting styles, a major feature from the previous version, were removed. Some abilities used there were kept and enhanced with each wrestler possessing six out of twenty different abilities that would aid the player in specific areas. New to the game is the inclusion of signature moves, moves secondary in importance next to their finishing moves. When in full momentum, the players can choose to store a signature move instead of performing a finishing move which they can perform later.
A new semi-auto targeting system was implemented into the game, which will generally automatically target a particular wrestler the player wants to attack but can also be controlled in-game by the player.
Japanese company TOSE took over from Amaze Entertainment in development for the Nintendo DS version. Unlike the previous year's game whose gameplay was focused exclusively on the handheld's stylus, this year's edition instead uses by default the D-pad for movement and the left shoulder button for finishing moves. The DS version's gameplay is now similar to that from the other consoles with full movement control around the ring for the wrestler and a stamina meter to build up for a finishing move. Grappling, attacks and submissions would still be controlled by the stylus.
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* Product Descriptions have been sourced either from wikipedia.org or from the products' manufacturer's websites.
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