Thursday, 9 June 2011

Sushi Bar


Description

Sushi Bar

SushiBar(Sushi Bar) is an Android fun time management game. Build your own Sushi restaurants over the worldwide. Your just need to keep your customers happy and serve them the right dishes. You really have to rely on your memory skills, each level has different cash and reputation target.

You start open your own Sushi Chain in Japan, then you can expand your business through the worldwide, different menus according to different places, Every next level more sushi ingredients will be added and the more complex your sushi making will be.

To keep your customers happy you can keep your reputation, serve some ocha or sake while your customers are losing their patient when they are waiting.

Via : market.android.com
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Fruit Ninja


The worldwide smash hit Fruit Ninja is now on Android!

The worldwide smash hit game Fruit Ninja is now available on Android!

Fruit Ninja is a juicy action game with squishy, splatty and satisfying fruit carnage! Become the ultimate bringer of sweet, tasty destruction with every slash.

Swipe up across the screen to deliciously slash fruit like a true ninja warrior. With three games modes in single player and worldwide leaderboards using Openfeint, the addictive gameplay will keep you coming back for even higher scores.

http://giatotmoingay.vn/san-pham.html?id=WRMTky

Fruit Ninja features three packed gameplay modes - Classic, Zen and the new Arcade, featuring powerups including Freeze, Frenzy and Double Score! The bonus Dojo section includes unlockable blades and backgrounds, and you can also unlock achievements and post scores to the online leaderboards with Openfeint.

Fruit Ninja is the original and the best slasher on Android!

Via : market.android.com

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King Arthur II - The Role-Playing Wargame Preview - First Look


If the blaring music is any indication, E3 2011 is still going strong, and one of the many exciting new games on display is King Arthur II - The Role-Playing Wargame. Like its title suggests, this is both a sequel to the first King Arthur and a hybrid game that incorporates elements of both traditional turn-based wargames and story-driven role-playing games. The story in this sequel picks up after the events of the first game, and things are decidedly darker in the court of Camelot. The holy grail has been destroyed, and Arthur, King of the Britons, has been mortally wounded. And because of the magical connection between the monarch and his lands, the anguish of the dying ruler has corrupted the land beyond recognition; thus, dark things have emerged to plague the countryside. In the game, you play as a new hero who fights to restore order to the beleaguered realm of Brittonia by doing battle against its enemies.

For our E3 demonstration, we jumped right into the game's campaign map. It was a fully realized 3D map of Brittonia, which was a lush, green realm full of rolling hills, divvied up into individual provinces by easily visible glowing yellow lines. Like in the original King Arthur, provinces in the sequel will be home not only to the kingdom's subjects, but also to special event locations, which can be captured. In some cases, they can also be upgraded to provide persistent bonuses throughout the campaign. And like in the original game, you'll frequently happen upon quests of three types: adventure, diplomacy, and battle.

Adventure quests play out--just like they did in the first game--as a series of choices that lead to more choices that lead to consequences (not unlike the structure of the popular Choose Your Own Adventure novels from the 1980s). Diplomacy quests often take the form of pleas for help from the populace, and you can either respond to them by sending your own armies, hiring mercenaries for gold, or contracting the services of the shadowy Guild of Outlaws if you happen to have the right connections. Or, you can simply ignore these pleas. Battle quests are what they sound like: quests that challenge you to take on a foe in the game's 3D real-time battles.

In all cases, your choices may affect your ruler's alignment between benevolent and tyrant. (You can also choose to have your ruler subscribe to Christianity or follow the "Old Ways," the land's pagan religion.) Religion and alignment have no direct bearing on each other but will affect the types of skills and magic spells your ruler will learn. Quests may cause you to earn or to lose gold, but they will also get you access to powerful artifacts, let you rescue ladies-in-waiting who may join your court as eligible brides for your vassals, and affect which types of troops and heroes you eventually end up enlisting. Like in the original game, your forces will gain experience over time, and heroes will still belong to one of three classes: warlord, knight, or sage. But in the sequel, your hero units will all have full-on skill trees you can use to customize their abilities over time.

After running through the new features in the game's strategic layer, we jumped into a tactical battle to see some of the game's other new features, including an entirely new graphics engine that renders King Arthur II's battlefields in much more detail and lets you zoom in close to inspect any individual unit. What's more, King Arthur II will introduce flying units to battles. While flying units can be countered in a variety of different ways, including enemy flying units, archers, and various magic spells, they will be advantageous to have on your side. This is because they can navigate almost any terrain quickly without any kind of penalty (while your grounded troops will, of course, suffer movement and combat penalties when traversing rough terrain). In addition, terrain will continue to play an important role in King Arthur II's tactical combat. The open field will be most favorable for certain types of infantry, while the high ground will be advantageous for archers.

The original King Arthur offered an intriguing combination of strategy and role-playing elements, and fans of that game will have a lot to look forward to in the sequel. The game is scheduled for release later this year.
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Sword of the Stars II: Lords of Winter Preview Impressions


Fans of the 4X strategy genre have too few places to turn nowadays. Oh wait--have you heard about 4X games? If you're new to the acronym, here's what you need to know: E(x)plore, e(pand), e(x)ploit, and e(x)terminate. Master of Orion is considered the grandaddy of 4X games, and the Sword in the Stars series has done a fine job of continuing the tradition of space-based conquest. The upcoming sequel is called Sword in the Stars II: Lords of Winter. We met with designer Chris Stewart from developer Kerberos Productions at E3 2011 to see how this spacefaring strategy game was coming together.

Who's Making It: Kerberos is the creative team behind the Sword of the Stars series. While the developer has several edutainment game sin its portfolio, the warmly received Sword of the Stars and its expansions are its crowning achievement.

What It Looks Like: Like the Total War series (a correlation drawn by Stewart himself), gameplay is divided into turn-based tactical phases and real-time combat phases. The 3D star map allows you to zoom in and out. Here you manage your fleets of space vessels, choose actions to take during your turn (colonize, purchase technological advances, and so on.) In the combat phase, you get to see your fighter frigates and capital ships in action.

Lords of Winter's ships look spectacular. They are loaded with detail, and you can customize them to the nth degree. In the past, vessel coloring was somewhat harsh, as players had to choose color schemes that matched the color associated with their empire. Now, ship coloring is much more flexible. In addition, you choose where on your ships you wish important objects like turrets to appear.

What You Do: Players choose to play as one of seven races, one of which is new to the sequel. During tactical play, you maintain your fleets, colonize planets, research technology, and issue other orders from star map. Lords of Winter isn't as micromanagement-heavy as Galactic Civilizations, but there are still loads of statistics and information to sort through. You can get detailed information, but Kerberos doesn't want things to feel super fiddly.

On the combat side of things, you control your fleet in a way similar to standard real-time strategy games. You click to move, shoot, and so on. The game features polygonal targeting; in other words, if an enemy hits your engines, it is your engines that take damage. This phase doesn't necessarily have to last for long. Battles might take 4 or 5 minutes; any longer, and other players in the match might tire of waiting for battles to play out. But at the end of the next turn, depending on how the turn plays out, battle might again resume where it left off.

How It Plays: Kerberos want to strike a good balance between old features that players are comfortable with, and new ones that expand upon the original's base. Features retained include map randomization and randomized tech trees. This keeps the game fresh by making sure there is always an element of surprise. This includes revealing the full tech tree only as you progress, so that players don't quit the match if they feel the tree doesn't meet their needs from the moment they begin. As you tech up, new paths are revealed.

What's new is just as important as what's old, however. Scaling has been improved. Now, the game can be customized to meet your particular needs, whether you want to play a two-hour game on a small map, or get together every week with a group. The strategic battles also get new features. Now, battle occurs across three planes rather than one, so you will be able to roll ships so that their strongest sides face enemy fire. (That's just one example of how three-planed battles changes combat.) Other new features include randomized stars, randomized solar systems, and more.

What They Say: Kerberos wants you to feel attached to your fleet, and make every ship count. They aren't meant for one-time skirmishes, but should be protected and maintained through proper tactical play. You can even name every ship in your fleet if you want.

What We Say: Sword of the Stars II: Lords of Winter looks deep enough to appeal to players that like to micromanage every aspect of their civilization--but friendly enough to give top-level tacticians plenty to chew on as well. The game is due for release on August 16, 2011.

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Angry Birds


Most casual news watchers are familiar with explosives that have names like "bunker busters" and "daisy cutters." However, in Rovio Mobile's popular game, Angry Birds, multicolored chickens can take on the properties of these same bombs when pushed to the limits by egg-stealing green pigs.

Explosive chickens, adorable as they are, would be pointless without big buildings to topple, and Angry Birds provides more than 200 of them, with more added all the time. You can thoroughly demolish anything from stone castles to glass houses as you punish those evil, egg-stealing pigs.

To play, you simply load up a chicken in your slingshot, pull back while setting your angle, and let go to start the destruction. Angry Birds' gameplay is incredibly easy to understand, and the visual payoff for blowing stuff up is consistently impressive. Blue chickens split up in midair for a spread effect; heavy bomb chickens explode and send structures flying; and egg-laying hens let you deliver a yolky payload directly below.

You always receive the chickens in a particular order, which diminishes some of the strategy. Even though some chickens can be used to set up chain reactions, like using a burrowing hen to soften up a building's stone exterior and then following up with a ticking explosive chicken to blast out the walls--you don't get to do this if you don't get the chickens in this order.


Although you might fling your chickens in the same spot each time, the game's sensitive physics system usually gives different results. It's generally impossible to re-create specific trajectories and reactions, so there's some luck involved where obtaining a high score (and a full three-star rating) is concerned. There aren't really any tangible benefits to completing every mission with a three-star score, besides boasting about your score on the online leaderboards, anyway. Angry Birds has some minor issues, but most of the time, you won't notice because you'll be too busy trying to squish pigs and make full use of your chicken arsenal. The game's weapons, physics, and varied levels are really quite excellent, and they make this military-farm-complex a whole lot of fun.

This review was provided by GameSpot mobile content partner SlideToPlay.com.


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Cut the Rope


Cut the Rope is a charming, challenging, and fun puzzle game that nearly anyone can enjoy.

Cut the Rope is a downright adorable action puzzle-physics game. It's also fresh, challenging, gorgeous, and highly entertaining. It has simple rules, intuitive controls, and can be played in short bursts or blitzed through in a marathon gaming session. In short, it's exactly the type of game you want to play on your iPhone.

The goal in each level is to drop a piece of candy--suspended by a series of ropes--into the mouth of a cuddly little monster named Om Nom that is located somewhere on the screen. To do that, you have to cut the ropes in a way that makes the candy swing, jump, or fall into the little guy's mouth. Along the way, you also have to try to pick up all the star items in each level.

But this is a puzzle game, so you have to put on your thinking cap to figure out which ropes to cut and in what order. To make things more complicated, you also encounter movable pegs; spikes; electricity; bubbles that make the candy float; and whoopee cushions, which send puffs of air that can blow the candy in different directions. Since Cut the Rope launched, new level packs have added gravity puzzles and broken-candy pieces to the game.

Each level is cleverly designed to make delivering the candy to the monster difficult but not impossible. Solving the levels requires precise timing and delicate precision. As you progress through the game's 150 levels (with more on the way), the difficulty mounts steadily, which results in some real head-scratchers toward the end. Both Crystal and Game Center provide leaderboards and achievements, giving the game a healthy amount of replay value.

Unfortunately, Cut the Rope does have some control issues. For instance, once sliding pegs are introduced, the game occasionally thinks you're trying to move a peg when you mean to cut a rope, or vice versa. This can get you into trouble in some levels.



Cut the Rope is a game that nearly everyone will enjoy. It offers all the charm, variety, and smart level design you could hope for from a puzzle game while being simple enough to be accessible to anybody. It's right up there among the best casual games in the App Store.

This review was provided by GameSpot mobile content partner SlideToPlay.com.

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Forza Motorsport 4 Hands-On




Earlier today, during a visit to Microsoft's E3 booth, we had an opportunity to play Forza Motorsport 4 for the first time. Turn 10's upcoming racer is being shown on a number of different setups; there are several where you can just play with a controller, a couple where you can play in a seat with a racing wheel and a Kinect set up for head tracking, one with a force feedback seat set up in front of three large screens, and one where you can control everything in the game with a Kinect. While in line for one of the head-tracking rigs, we got a pretty good look at the full Kinect setup, which was mostly being used to show off how incredibly detailed the car models are this year.

Viewing one of the game's many Ferraris inside a nondescript garage, the guy using the Kinect was able to reposition the camera simply by moving, almost as if he were walking around the car. Furthermore, using his hand to control a small icon on the screen, he was able to interact with part of the car. Focusing on one of its wheels, he called up an overlay detailing its specifications, for example, and when he moved around to the rear of the car, he popped open the engine cover to look inside. Later, we saw him open the driver's side door and, by interacting with an icon that appeared onscreen, climb inside. At this point, he was sat in the driving position and interacted with the fantastic-looking interior in much the same way as outside. Putting the key in the ignition lit up all of the dashboard instruments, and when he reached for the steering wheel, he was given the option to participate in a driving challenge, which he accepted. Because we weren't playing the game ourselves at this point, we can't comment on how well the Ferrari controlled using the Kinect, but the driver certainly didn't appear to be having any major problems with it.


What we can comment on is how well Forza Motorsport 4's head-tracking feature works. After sitting down and getting comfortable with the steering wheel and pedals, we opted to drive a Subaru (one of only three cars featured in the E3 demo) around the spectacular-looking Switzerland track that was shown during the Microsoft press conference earlier this week. The car handling was great, though we're pretty sure that a good number of the game's driving assists were turned on by default. The effect of the head tracking was pretty subtle; when we went out of our way to try to look out of a side window, it didn't respond as much as we had hoped. When we stopped thinking about it and just let it do its thing as we subconsciously leaned into corners a little, though, the effect was really good. It wasn't so dramatic that it was distracting, but it was definitely noticeable enough to add to our sense of immersion while using the cockpit view.
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Friday, 25 March 2011

We Just Played Naruto Shippuden: Kizuna Drive

The world's loudest, most energetic ninja is back yet again for another adventure in this third-person brawler. Believe it.

Despite what you may be thinking, Naruto Shippuden: Kizuna Drive is, surprisingly, not a fighting game. There's not even an extra versus mode to be had. Instead, it's a third-person brawler in the same style as its predecessor, Naruto Shippuden: Legends: Akatsuki Rising. We got the chance to drive a few kizunas ourselves during Namco's Ignite event this past week here in San Francisco.

Kizuna Drive features a brand-new storyline centered on the mysterious disappearances of several ninjas from Hidden Leaf Village. Part of the story will follow Naruto and company's investigation into these bizarre occurrences, while the other part will focus on Sasuke and his band of cohorts as they pursue their own interests. To help recapture all the excitement of the series' filler seasons, the game will feature a plethora of animated sequences produced by the same artist from the show and voiced by the original English, or Japanese, voice actors.

After an extensive introduction sequence, we finally got our hands on the hotheaded ninja himself, Naruto. Our first mission marked the beginning of our investigation into the aforementioned disappearances. However, in lieu of doing any plodding detective work, our four-person team of Naruto, Sakura, Shikamaru, and Kakashi was beset by wolves--ninja wolves! In Kizuna Drive, simplicity is the name of the game when it comes to combat, with its rudimentary two-button setup. The circle button controlled our basic attack, while triangle was used to perform each character's signature moves. The normal attacks could chain up to four hits, and interspersing the special attack command would produce different effects depending on how many hits we had landed beforehand.

We could also perform special attacks independently by using the same button outside of a combo. The special abilities your characters have access to are determined by which scrolls they have equipped. Scrolls are unlocked as you progress through the game and can modify your character's stats as well as special techniques. Naruto's trusty rasengan made quick work of our aggressors, and even left one temporally stunned, giving us the opportunity to perform one of the new kizuna drive attacks. This special ability calls in your whole party to play a very violent version of hot potato with the enemy's body. As the poor animal bounced from one character to the next, it was our goal to knock the creature to any character other than the one who had knocked it to us. The longer you can keep this up, the more damage it will do.

After laying that pack of predators to rest, we decided to switch gears and try out the extra mission mode alongside a co-op partner. Kizuna Drive can support up to four players in local cooperative play, which is good because the AI seemed content to mostly stand around and wait for orders during the previous fight. Our goal in this particular mission was to travel from one arena to the next and fight a wide variety of highly improbable ninjas--including one with giant drills for hands (poor guy). As before, combat was a fairly straightforward series of standard hits, a few specials, and a pause every now and again to recharge our chakra.

For the tried-and-true Naruto fan in each of us, Kizuna Drive is shaping up to include everything you'd expect from the series' extensive pedigree. You can look forward to driving a few kizunas of your own come March 22.

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TNT Racers Review

Cool power-ups and a lot of charm make TNT Racers a bunch of shallow fun.

The Good

  • Fast-paced races with lots of action
  • Great variety of power-ups
  • Good mix of tracks and race types in solo challenges
  • Groovy jazz and cartoon chase music.

The Bad

  • Camera is too close for comfort on some tracks
  • Nobody seems to be playing online.

Demolition derbies and time trials are the highlights of TNT Racers, a pick-up-and-play kart racing game heavy on action but light on reality. This PSP game is old-fashioned arcade racing, with loads of souped-up jalopies, lots of power-ups that can be used to make the bad guys go boom, and enough speedy race circuits to keep your trigger finger on the gas for a fair number of hours. A few issues with missing-in-action online multiplayer might cause you to hit the brakes, but Keen Games still gives you some very good vroom-vroom gaming for just eight bucks.

TNT Racers is a straightforward arcade kart racer. Rides are picked from a fairly short list of vehicles, such as old-timers like Archie used to drive around Riverdale, and sporty autos out of The Fast and Furious. All the cars have varying strengths when it comes to such things as speed and handling, although the physics are so arcade friendly (you rarely have to take your finger off the gas) that all pretty much perform the same. The solo part of the game consists of challenges split into normal, fast, and turbo difficulties that you race through in order. When you win one race, you unlock the next. The few dozen or so races in these circuits consist of a hodge-podge of straight time trials; demolition derbies where you score points by collecting coins and blowing up opponents with various power-ups; and special affairs where you either destroy obstacles or avoid them. A total of 18 courses take you from the tropics to deserts to icy wastelands. Everything is mixed up when it comes to race objectives and maps, so you rarely fall into a rut. In one race, you're running laps blowing up cacti in a windblown desert; the next, you're taking on enemies insistent on knocking you off creaky wooden bridges in a Mayan jungle.

So there aren't a whole lot of surprises here. But even though TNT Racers doesn't offer much innovation, it is still an inspired knockoff. Racing is predictable and fairly shallow, without a lot of real variation in how races play out, but for the budget price, you certainly get your money's worth. Races are very fast, with rounds sometimes ending in mere seconds because any car caught off the bottom of the screen instantly goes boom. This doesn't mean that you turn into a spectator, though; in most races, you instantly resurrect as a ghost car with the ability to play spoiler and smash up opponents. Tracks come with a lot of hazards where you can slide off ice into water, careen into canyons, and roar into walls. AI drivers have great chops, as well. They excel at staying on the track and do everything possible to force you off the bottom of the screen.

Power-ups are well balanced and varied. There are more than a dozen of them, including mundane speed bursts, repair kits, candy cannons, confetti bombs, a giant hammer that shakes the entire screen, cartoon weights attached to plungers, and even an inverter that flips the entire course. Everything is useful, yet nothing is overpowered to the point where you can mop up the track. All have real strategic use. If you're behind, the cannon or the plunger can be of great help to take out or slow down the front-runners. If you're ahead, deploying confetti mines can do a real number on pursuers. At other times, you're best off dumping a power-up because you're faster without one onboard. And you have to watch out for power-ups being used against you. AI drivers know what they're doing with them, and never hesitate to lay down bombs when they're leading the way or deploy the earthquake hammer when you're vulnerable to being knocked into a canyon.

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