Friday, 21 November 2008
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Tuesday, 11 November 2008
Call of Duty 5 - First Look

Call of Duty 5: World at War is a first person shooter that brings World War 2 Shooters to a whole new level. It's the Fifth installment in the Call of Duty Series and Probably one of the best.
What I Think
I've always been a fan of the Call of Duty Franchise, So this would be an easy guess. As I've seen from the Beta the game is astonishing. The gameplay is amazing and so are the graphics. My opinion is That this is possibly the best Call of Duty yet!
Atmosphere
The most amazing things in the game have to be the maps. They are relitively large compared to the other Call of Duty games. The beta has only 3 maps and they are all great. The most favoured one has to me the map "mp_castle" which is most definetly aimed at the Deathmatch gamemode, due to it being a fairly small map with no camping spots around.
Gameplay
The best we've seen in any of the Call of Duty games out there. The gameplay is pretty much like Call of Duty 4. The weapons are the other most realistic things in the game. As it being a WW2 game like Call of Duty 1, 2 and 3, the sounds of the weapons are much more realistic.
Multiplayer
The main feature of all PC shooters including Call of Duty's has to be The multiplayer feature. The reason everyone is going to buy Call of Duty 5 is basiclly for multiplayer play although single player gameplay will also be amazing, no doubt about that.
Features
We will be seeing more features than the other Call of Duty's including Call of Duty 4. You will be aloud to use these special features after getting some kills ofcourse.
These Features are as follows.
3 Kills = Recon Plane (Shows Enemies on the radar and in-game map as red dots)
6 Kills = Artillery (Artillery will be sent to shoot down most of your enemies)
9 Kills = Dogs (A pack of vicious dogs are released. 2 Bites and your dead!)
Remember The beta is out now! Go to www.callofduty.com to register and get your Key code!
The original game will be released on Friday 14th November 2008 in Europe!
Wednesday, 29 October 2008
Fallout 3 - First Look

Fallout 3
What do i think?
This game i think looks pretty amazing. I first heard about it not to long ago from my friend who is a fallout fan. I haven't really heard of the series until recently, like most youths, and i think this game could introduce new gamers to the fallout series.
AtmosphereVisuals
The visuals of fallout 3 don't look that bad from what i have seen. It seems to have the oblivion-esq which is when you talk to someone it zooms in on them giving you the actual 'concentrated' feel. It uses the Gamebyro engine which, if you don't already know, was used on Oblivion and Empire Earth 1 & 2.
Flow
The game, to me, really reminds me of the elder scrolls series but that is a good thing. One thing i have seen that i am not to fond of is the clunky AI, they sit there hardly moving with hardly any facial expression, making it feel like your talking to a robot. You can see the game flow here
Gameplay
Now here is probably the best aspect I've seen about this game and where it does amazing. There are many features i haven't seen in a game before such as the VATS (Vault-tec Assisted Targeting System), which is when you slow down time and choose a part of the enemy you would like to shoot.
Another new feature is that weapons degrade over time. As it degrades it loses it's rate of fire and accuracy.I think that makes the game more interesting to play, because as old weapons break you can create new ones in it's place! Also, just like in Mass Effect the game will have a karma system, where you choose your own options and they have a good or bad impact in the game. I think this is nearly a must have in video games these days. That and multiplayer - offline or online. Click here to see a demo of the gameplay
Pros:
- Good original features i.e VATS, degrading weapons
- Visuals are acceptable
- Clunky in-town AI.
- Could it feel too much like oblivion?
Labels:
fallout,
first look,
game,
impression
Tuesday, 28 October 2008
I am new here...
Hello, i am Latir and i am joining the 2GamersNet team. If anyone has a questions they want to ask me :)
email me @ latircole@googlemail.com
Friday, 26 September 2008
Monday, 22 September 2008
2GamersNet - Episode 2
Episode 2 - It took me some time to make but from now I will be posting new videos more often. So enjoy the video and please subscribe. Also leave comments!!!
Enjoy. :D
Labels:
Axel - Admin
Wednesday, 27 August 2008
I need another help...
Which website i should continue doing... http://www.freewebs.com/2gamersnet/ or http://2gamersnet.blogspot.com/
Friday, 22 August 2008
Tuesday, 1 July 2008
The New Website Released!.!.!.!.!
This is the new website which we will be continuing --> http://www.freewebs.com/2gamersnet/
Enjoy....
Enjoy....
Labels:
Axel - Admin
Wednesday, 4 June 2008
Coming Soon!!! New website of 2GamersNet...
I'll be annoucing the new website soon during this week so be patient and keep a look out!!!
;)
;)
Saturday, 3 May 2008
Tuesday, 22 April 2008
Web Update
Hey guyz...
I have posted game reviews of : 1.Crysis
2.Fantasy Wars
3.Command and Conquer 3
I have also posted codes for: 1.Counter-Strike Source
2.Half-Life 2
Hope you like it... ;)
Enjoy...
We play Crysis...
Crysis is one of those types of games that sets out to redefine quality in its field, while the FPS community have their latest and greatest champion – so too does the gaming industry as a whole.
First of all, too really and I mean really enjoy this demon-beast of a game its best you have an equally unholy rig to power its tantalising gorgeousness. Visually the game is near untouchable and goes to show just what the games industry can muster when it sets its targets on a goal. Couple the mind blowing environments with advanced physics simulation and this Philippine island wouldn’t be so bad to live on if some Hollywood-inspired vortex suddenly sucked you through the monitor, aside from all the North Korean military and the infestation of bad alien mojo of course.
Cranking up the options to DirectX10 is worth the journey getting there, the whole place from some insignificant pebble or rock to the water and waving flora and fauna are staggering with their level of detail. Take into account the size of the land mass you’re navigating about and you’ll realise just how crazy it is with what Crytek have gotten away with. Even if you can’t manage the crčme de la crčme of graphics options you’ll still be treated to textures far above other titles around. Sounds are just as phenomenally well done as the visuals all throughout, from crushing dirt, quaking mountainsides, snapping branches, tons of gunfire to character voices and that’s not including the engaging and immersive composed scores which just keep all the action and edgy thrills blasting on.
You start off in the back of a cargo plane with your fellow squad mates, all suited and booted in nano-suits just like your own. Not only do these things look the damn business but they ARE the business. Soon enough you’re lobbing yourself out the back and sky diving to this little slice of paradise while being treated to a quick on-the-fly tutorial just to get you orientated. Now comes a perfect moment to just stop and admire the technology giving you this experience. Once you’ve picked your jaw up off the floor the real fun can begin.
Your suit isn’t just eye candy, like the game itself; it’s got big surprises in store and just waiting for you to discover them. You have a standard health bar which regenerates while you’re not being pummelled or having large explosions roast your delicate areas. One of the most important modes of your suit will be Armour, it helps reduce damaged taken and acts like a thick skin or an early shield device if you will. It won’t be able to protect you for long under fire so it’s best to use it when you know the enemy is as good as dead already otherwise you’re just putting good nano energy to waste. Another great mode is Speed which pumps your body fully of crazy adrenaline so you can outrun most things. The problem is you become susceptible to damage especially if you ‘accidentally’ run into some objects ...like a cliff wall. Strength mode will let you not only smash enemies with greater ease but also lets you jump much higher than you could normally.
Of course combining speed mode and running at a soldier then quickly changing to strength for an uppercut is deliciously satisfying, especially in a kickass suit like this. Cloak mode may sound fantastic but don’t go thinking this is some Metal Gear style stealth device that lasts forever, it uses up energy fast when you’re moving so tactically its good for quickly disappearing to catch your breath while they search for you. Lastly is the weapons modification mode which lets you add or detract attachments to the weapons you’ve been running around with, things like sniper scope, laser sights, silencer, light attachment etc. Always check what you can change with a new weapon as some can alter their ammo type too. New weapons can just be picked up off dead enemies so you’ll always be on a scavenger hunt really.
The story is one mean mother in Crysis, when you think things really have hit rock bottom for the team it just keeps on spiralling into more crazy mayhem. I won’t mention anything to spoil the ride suffice to say the North Koreans are the very least of your concerns even when your leading a charged counter-offensive against their little invasion of the island with full US military backing. To help along the way are vehicles scattered about that you can ‘borrow’, they could be civilian, North Korean or even US military.
You’ll be following mission objectives all through-out the game and they’re easily displayed along with a map of the island section you’re in. There’s no strict path per-say to reach an objective so you can approach from a number of routes through the jungle. You’ll have primary and secondary objectives given to you and all mean you’ll be soaking up the Crysis experience for longer so they’re no chore. Plus things get mixed up to keep things from becoming a simple line of “rush here and destroy that” monotony, flying a VTOL is one hell of an experience when under fire – I certainly developed an appreciation for their pilots. It’s a cross between a Chinook and Harrier and makes for one juicy target for flying enemies and for tornadoes to play with, yes I said tornadoes.
So amazing visuals, loads of bad guys, guns, vehicles and a whole lot of island ...now comes the kicker for the lot – physics. Tossing a grenade right into the side of a watch tower and then to see said watch tower and occupying guard fly about from aforementioned grenade is just very cool. When you’re blasting away with weapons you’ll get an accurate kickback so there’s no Hollywood style ‘physics’ but a very realistic simulation that stops things like the mini-gun developing the precision of a sniper rifle. Plus, seriously, the grenade thing is hilarious if you lob one inside a building with guys and then stealth into the jungle; while the impending victims try to figure what the heck just went on; suddenly their little shack tumbles down on top of them.
Don’t expect the AI to be some bumbling, dribbling bunch of morons though as even on easy they’ll utilise enough smarts to flank, suppress and flush you out. You may have a big bad nano-suit with a “come get some” attitude to go with it but they know when you’re outnumbered and are quick to press home that advantage. Of course for the veterans of first person shooters then perhaps you need your mettle tested; Delta mode which has its difficulty filename aptly dubbed “Bauer” is for you. You won’t be facing off against an enemy given mountainous perks – you’ll just have some of yours taken away. Health will regenerate slower, no more incoming grenade warnings from your suit and of course since when would North Korean soldiers (who don’t get out much internationally) be speaking fluent and plain English?
Multiplayer isn’t some quickly hashed feature just bundled on, it’s taken a life of its own much in the way Counter-Strike has, except there’s nano-suits all round. Death match naturally is included for the most blood lusting of players who can hardly distinguish between a tree and foe let alone a friendly, or just because they can’t be bothered. For more of an all out war though you can choose for a “Power Struggle” game, essentially it’s a team death match but with the added goodness of bases and the excuse to pursuit your prey with more structured purpose. You don’t have to destroy the opposing base though as matches can just be limited to kill scores or put on a timer. Multiplayer also comes with exclusive weapons and gadgets to help make war more interesting like mines or the trusty TAC Launcher which deploys a miniature nuclear warhead for localised nuisances, and for that warm and fuzzy “oh yeah” feeling.
Crysis is a truly evolved first person shooter, both in terms of just how photorealistic the whole immersion becomes and the gameplay its highly attuned physics simulation brings to the player. Seriously the only thing I could feel more passionately about than the game itself after blitzing through jungle, NK troops and a swathe of aliens was when the heck is the sequel coming out!? Until the grand day that Crysis 2 is announced though multiplayer and the games modding capabilities are more than enough to give the community their nano-suit fix, for the time being. Crysis shows not only are Crytek one heck of a games studio to set new crazy standards for more than just action shooters, but also that the PC is far from feeling left out in this ‘next-gen’ war of the platforms.
Top Game Moment: Blazing through jungle is fantastic just to witness how great everything looks and ‘feels’, then to have an obscure winter invasion which looked just even more awesome.
![]() | ![]() | |
| They’d make one kickass Halloween costume | A harmless mellowed out tortoise ...or a lethal North Korean sympathizer? |
First of all, too really and I mean really enjoy this demon-beast of a game its best you have an equally unholy rig to power its tantalising gorgeousness. Visually the game is near untouchable and goes to show just what the games industry can muster when it sets its targets on a goal. Couple the mind blowing environments with advanced physics simulation and this Philippine island wouldn’t be so bad to live on if some Hollywood-inspired vortex suddenly sucked you through the monitor, aside from all the North Korean military and the infestation of bad alien mojo of course.
Cranking up the options to DirectX10 is worth the journey getting there, the whole place from some insignificant pebble or rock to the water and waving flora and fauna are staggering with their level of detail. Take into account the size of the land mass you’re navigating about and you’ll realise just how crazy it is with what Crytek have gotten away with. Even if you can’t manage the crčme de la crčme of graphics options you’ll still be treated to textures far above other titles around. Sounds are just as phenomenally well done as the visuals all throughout, from crushing dirt, quaking mountainsides, snapping branches, tons of gunfire to character voices and that’s not including the engaging and immersive composed scores which just keep all the action and edgy thrills blasting on.
You start off in the back of a cargo plane with your fellow squad mates, all suited and booted in nano-suits just like your own. Not only do these things look the damn business but they ARE the business. Soon enough you’re lobbing yourself out the back and sky diving to this little slice of paradise while being treated to a quick on-the-fly tutorial just to get you orientated. Now comes a perfect moment to just stop and admire the technology giving you this experience. Once you’ve picked your jaw up off the floor the real fun can begin.
Your suit isn’t just eye candy, like the game itself; it’s got big surprises in store and just waiting for you to discover them. You have a standard health bar which regenerates while you’re not being pummelled or having large explosions roast your delicate areas. One of the most important modes of your suit will be Armour, it helps reduce damaged taken and acts like a thick skin or an early shield device if you will. It won’t be able to protect you for long under fire so it’s best to use it when you know the enemy is as good as dead already otherwise you’re just putting good nano energy to waste. Another great mode is Speed which pumps your body fully of crazy adrenaline so you can outrun most things. The problem is you become susceptible to damage especially if you ‘accidentally’ run into some objects ...like a cliff wall. Strength mode will let you not only smash enemies with greater ease but also lets you jump much higher than you could normally.
Of course combining speed mode and running at a soldier then quickly changing to strength for an uppercut is deliciously satisfying, especially in a kickass suit like this. Cloak mode may sound fantastic but don’t go thinking this is some Metal Gear style stealth device that lasts forever, it uses up energy fast when you’re moving so tactically its good for quickly disappearing to catch your breath while they search for you. Lastly is the weapons modification mode which lets you add or detract attachments to the weapons you’ve been running around with, things like sniper scope, laser sights, silencer, light attachment etc. Always check what you can change with a new weapon as some can alter their ammo type too. New weapons can just be picked up off dead enemies so you’ll always be on a scavenger hunt really.
![]() | ![]() | |
| Weapon attachments can make life a lot easier, and quieter | Viewing the map and objectives are quick and easy |
The story is one mean mother in Crysis, when you think things really have hit rock bottom for the team it just keeps on spiralling into more crazy mayhem. I won’t mention anything to spoil the ride suffice to say the North Koreans are the very least of your concerns even when your leading a charged counter-offensive against their little invasion of the island with full US military backing. To help along the way are vehicles scattered about that you can ‘borrow’, they could be civilian, North Korean or even US military.
You’ll be following mission objectives all through-out the game and they’re easily displayed along with a map of the island section you’re in. There’s no strict path per-say to reach an objective so you can approach from a number of routes through the jungle. You’ll have primary and secondary objectives given to you and all mean you’ll be soaking up the Crysis experience for longer so they’re no chore. Plus things get mixed up to keep things from becoming a simple line of “rush here and destroy that” monotony, flying a VTOL is one hell of an experience when under fire – I certainly developed an appreciation for their pilots. It’s a cross between a Chinook and Harrier and makes for one juicy target for flying enemies and for tornadoes to play with, yes I said tornadoes.
So amazing visuals, loads of bad guys, guns, vehicles and a whole lot of island ...now comes the kicker for the lot – physics. Tossing a grenade right into the side of a watch tower and then to see said watch tower and occupying guard fly about from aforementioned grenade is just very cool. When you’re blasting away with weapons you’ll get an accurate kickback so there’s no Hollywood style ‘physics’ but a very realistic simulation that stops things like the mini-gun developing the precision of a sniper rifle. Plus, seriously, the grenade thing is hilarious if you lob one inside a building with guys and then stealth into the jungle; while the impending victims try to figure what the heck just went on; suddenly their little shack tumbles down on top of them.
Don’t expect the AI to be some bumbling, dribbling bunch of morons though as even on easy they’ll utilise enough smarts to flank, suppress and flush you out. You may have a big bad nano-suit with a “come get some” attitude to go with it but they know when you’re outnumbered and are quick to press home that advantage. Of course for the veterans of first person shooters then perhaps you need your mettle tested; Delta mode which has its difficulty filename aptly dubbed “Bauer” is for you. You won’t be facing off against an enemy given mountainous perks – you’ll just have some of yours taken away. Health will regenerate slower, no more incoming grenade warnings from your suit and of course since when would North Korean soldiers (who don’t get out much internationally) be speaking fluent and plain English?
Multiplayer isn’t some quickly hashed feature just bundled on, it’s taken a life of its own much in the way Counter-Strike has, except there’s nano-suits all round. Death match naturally is included for the most blood lusting of players who can hardly distinguish between a tree and foe let alone a friendly, or just because they can’t be bothered. For more of an all out war though you can choose for a “Power Struggle” game, essentially it’s a team death match but with the added goodness of bases and the excuse to pursuit your prey with more structured purpose. You don’t have to destroy the opposing base though as matches can just be limited to kill scores or put on a timer. Multiplayer also comes with exclusive weapons and gadgets to help make war more interesting like mines or the trusty TAC Launcher which deploys a miniature nuclear warhead for localised nuisances, and for that warm and fuzzy “oh yeah” feeling.
![]() | ![]() | |
| Detail of the foliage and fauna is just amazing given the scope | Explosions rock, in more ways than just eye candy |
Crysis is a truly evolved first person shooter, both in terms of just how photorealistic the whole immersion becomes and the gameplay its highly attuned physics simulation brings to the player. Seriously the only thing I could feel more passionately about than the game itself after blitzing through jungle, NK troops and a swathe of aliens was when the heck is the sequel coming out!? Until the grand day that Crysis 2 is announced though multiplayer and the games modding capabilities are more than enough to give the community their nano-suit fix, for the time being. Crysis shows not only are Crytek one heck of a games studio to set new crazy standards for more than just action shooters, but also that the PC is far from feeling left out in this ‘next-gen’ war of the platforms.
Top Game Moment: Blazing through jungle is fantastic just to witness how great everything looks and ‘feels’, then to have an obscure winter invasion which looked just even more awesome.
We play Fantasy Wars...
Remember the first time you ever saw Battle Chess? I recall fiddling with that game for hours to setup fights between each unit so that I could see the animations for all possible combinations of opponents. Eventually, though the game lost its allure and was just another chess game. Fantasy Wars is much the same.
Fantasy Wars is a turn based strategy game set on a traditional war gaming hex field. The combat area is further comprised of terrain features like rivers and hills and plains that impart specific bonuses or penalties to various units. For example mounted cavalry do much better on the plains than they do in hills and the scout unit, called Rangers, does much better in forests than out in the open. As the overall tactical genius in command of your army you are able to scroll the map and zoom in and out to make your plans. Enemy units that are not in line of sight of one of your units, though, are hidden from view.
The visuals of the game follow a distinctive and colorful style. Units and terrain both are rendered in bright almost cartoon like vividness. Zooming out from the map your units take on the form of one large character icon while zooming in shows you each member of the squads in detail. There are a significant variety of unit types and learning how to use them effectively is critical to succeeding in the game especially at higher difficulty levels and towards the end of each of the three included campaigns. Mounted units gain bonuses for attacking and then retreating, halberdiers are better at defending a position than trying to take a new one, and ranged units are terrible when exposed to hand to hand combat but from the second rank can support your other units with devastatingly accurate fire.
The opponent AI is rarely a challenge for well thought out tactics. It was not uncommon to finish a mission without having lost a single unit while devastating the enemies. Enemy AI is predictable in which of your units it will attack first and in what way – making it very simple to setup traps to destroy them. When units are severely damaged or frightened they will attempt to retreat from battle. Unfortunately, the AI manages both player and computer retreats, often completely boneheaded moves, towards another enemy units. Usually when I lost a unit it was because of the horrendous direction they retreated in.
The ambient sounds and music for Fantasy Wars are reasonably pleasant. The hurrahs from victorious units are repetitive but not annoying. The music is largely understated orchestral parts and is thankfully not incessant. The soundtrack is primarily noticeable during the menus and loading screens. Eventually, I turned off the games music and played my own in the background. The voice acting for the campaigns is nothing spectacular yet it also doesn’t detract much from the game.
The tutorials are sufficient to teach you the basics of Fantasy Wars and yet short enough not to get boring. Most of the missions are interesting exercises in tactical deployment and movement – but some missions are set up as puzzles where you have to reload the mission multiple times to find the correct solution. One mission required you to navigate eagles from one side of the battlefield to the other over armies strangely heavy on enemy archers before you were allowed to deploy your own troops and begin the mission. The few missions like this detract from the overall quality of the game.
I found no crash bugs and very few flaws. Some units are hard to locate and even turned invisible a few times, but zooming in makes them selectable again – or you can choose to select them from the game interface bar at the bottom. Some of the scripted moments in a few missions were very puzzling and left me wondering what the heck they were talking about. The interface is a little confusing at first as you try to learn how to recognize different units from each other and which unit has a move or an attack still to use. It is also easy to accidentally select the wrong unit or click on the wrong hex grid resulting in an action you did not want.
One particularly nice feature of the game is the auto save mechanism. Fantasy Wars will save the game at the start of each mission, at the end of each mission at the start of each round. In order to keep from generating millions of these saves they are reused which gives you a save from the end of the last mission, at the start of the current mission and the previous two rounds you have just played. This gives you a nice option to recover from misclicks or from minor tactical blunders. More serious blunders will require you to start the mission over and try again. Fantasy Wars also features an undo button that is sometimes selectable. This allows you to recover from a move you didn’t mean to make, but it’s not always available. Units that are too close to an enemy unit will not be able to undo the move that brought them into contact and the only options are to play it out or reload.
All in all Fantasy Wars is a solid game. It’s very pleasant to play, it’s easy to both play briefly and walk away, or to completely lose track of time in the “just-one-more-turn” scenario. The graphics are pleasing and enjoyable, the AI is frustratingly dumb at times and nothing stands out as a jarring or grating game. It’s solidly average. If you are looking for a fun turn based strategy game pick this one up – it won’t change your world but you won’t regret your time with it. If you are not a turn based strategy fan give it a miss, Fantasy Wars isn’t going to make any converts but it won’t drive away anyone who enjoys the genre either.
Top gaming moment: It’s an undeniable hoot to watch the little men attack the monsters in an epic version of the old Battle Chess thrill.
Fantasy Wars is a turn based strategy game set on a traditional war gaming hex field. The combat area is further comprised of terrain features like rivers and hills and plains that impart specific bonuses or penalties to various units. For example mounted cavalry do much better on the plains than they do in hills and the scout unit, called Rangers, does much better in forests than out in the open. As the overall tactical genius in command of your army you are able to scroll the map and zoom in and out to make your plans. Enemy units that are not in line of sight of one of your units, though, are hidden from view.
![]() | ![]() | |
| A computer golf style flyby of the battlefield before the mission begins | My men! They are ALL giants! |
The visuals of the game follow a distinctive and colorful style. Units and terrain both are rendered in bright almost cartoon like vividness. Zooming out from the map your units take on the form of one large character icon while zooming in shows you each member of the squads in detail. There are a significant variety of unit types and learning how to use them effectively is critical to succeeding in the game especially at higher difficulty levels and towards the end of each of the three included campaigns. Mounted units gain bonuses for attacking and then retreating, halberdiers are better at defending a position than trying to take a new one, and ranged units are terrible when exposed to hand to hand combat but from the second rank can support your other units with devastatingly accurate fire.
The opponent AI is rarely a challenge for well thought out tactics. It was not uncommon to finish a mission without having lost a single unit while devastating the enemies. Enemy AI is predictable in which of your units it will attack first and in what way – making it very simple to setup traps to destroy them. When units are severely damaged or frightened they will attempt to retreat from battle. Unfortunately, the AI manages both player and computer retreats, often completely boneheaded moves, towards another enemy units. Usually when I lost a unit it was because of the horrendous direction they retreated in.
The ambient sounds and music for Fantasy Wars are reasonably pleasant. The hurrahs from victorious units are repetitive but not annoying. The music is largely understated orchestral parts and is thankfully not incessant. The soundtrack is primarily noticeable during the menus and loading screens. Eventually, I turned off the games music and played my own in the background. The voice acting for the campaigns is nothing spectacular yet it also doesn’t detract much from the game.
![]() | ![]() | |
| Zooming in shows each member of a particular unit. | An army runs on its resources – in this case gold to buy more units. |
The tutorials are sufficient to teach you the basics of Fantasy Wars and yet short enough not to get boring. Most of the missions are interesting exercises in tactical deployment and movement – but some missions are set up as puzzles where you have to reload the mission multiple times to find the correct solution. One mission required you to navigate eagles from one side of the battlefield to the other over armies strangely heavy on enemy archers before you were allowed to deploy your own troops and begin the mission. The few missions like this detract from the overall quality of the game.
I found no crash bugs and very few flaws. Some units are hard to locate and even turned invisible a few times, but zooming in makes them selectable again – or you can choose to select them from the game interface bar at the bottom. Some of the scripted moments in a few missions were very puzzling and left me wondering what the heck they were talking about. The interface is a little confusing at first as you try to learn how to recognize different units from each other and which unit has a move or an attack still to use. It is also easy to accidentally select the wrong unit or click on the wrong hex grid resulting in an action you did not want.
One particularly nice feature of the game is the auto save mechanism. Fantasy Wars will save the game at the start of each mission, at the end of each mission at the start of each round. In order to keep from generating millions of these saves they are reused which gives you a save from the end of the last mission, at the start of the current mission and the previous two rounds you have just played. This gives you a nice option to recover from misclicks or from minor tactical blunders. More serious blunders will require you to start the mission over and try again. Fantasy Wars also features an undo button that is sometimes selectable. This allows you to recover from a move you didn’t mean to make, but it’s not always available. Units that are too close to an enemy unit will not be able to undo the move that brought them into contact and the only options are to play it out or reload.
![]() | ![]() | |
| The story is presented in pre-mission briefings and in occasional scripted moments. | Eat fiery death goblin riders! |
All in all Fantasy Wars is a solid game. It’s very pleasant to play, it’s easy to both play briefly and walk away, or to completely lose track of time in the “just-one-more-turn” scenario. The graphics are pleasing and enjoyable, the AI is frustratingly dumb at times and nothing stands out as a jarring or grating game. It’s solidly average. If you are looking for a fun turn based strategy game pick this one up – it won’t change your world but you won’t regret your time with it. If you are not a turn based strategy fan give it a miss, Fantasy Wars isn’t going to make any converts but it won’t drive away anyone who enjoys the genre either.
Top gaming moment: It’s an undeniable hoot to watch the little men attack the monsters in an epic version of the old Battle Chess thrill.
We play Command & Conquer 3: Kane's Wrath...
Given the history of the series, it was always likely that EA would capitalise on the success of last year's Command and Conquer 3 with an expansion pack or two. Kane's Wrath predictably offers more campaign missions, more units and more cheesy video cutscenes. But it's a new game mode that makes it more than the average Command and Conquer add-on.
Kane's Wrath is set before, during and after the events of Command and Conquer 3 and is divided into three acts. Act 1 begins following Kane's 'death' at the end of the second Tiberium War and follows his efforts to rebuild the Brotherhood. Act 2 runs parallel to the events of C&C3, as Kane becomes obsessed with the alien artifact, the Tacitus, and Act 3 sees Nod and the GDI battle to control it. The storyline, in accordance with the game's predecessors, is more of the same: garish sci-fi melodrama with deliciously overacted dialogue, shoddy sets and lots of 'now finally our time has arrived' speeches from Kane. Thankfully for those who don't subscribe to the 'so bad they're good' view of the video cutscenes, they can be skipped in favour of the brief text-descriptions before each mission. However, the story has been put together well and fills in many of the gaps between events in C&C3, as well as throwing a different light on some familiar scenarios.
The player takes control of Kane's AI master tactician, Legion, as the bald one hatches a devious plan to create unrest in Earth's cities, destabilising the GDI. The difficulty of the early levels, and the game in general, will take a little getting used to as your bases will almost immediately be threatened by the enemy. Whilst this is in keeping with C&C's status as a fast action strategy game, it feels a little punitive compared to the more forgiving difficulty curve in C&C3. You'll often need to fortify your base pretty quickly to counter the enemy's early attacks, and choosing the right weapons for the task is essential in avoiding some frustrating restarts.
The difficulty issue isn't helped by the fact that Nod is a struggling faction at the start of the game. It lags far behind GDI in terms of technology and its basic units are pretty weak. This means initially having superior numbers is the key to winning battles. Large forces will wear down the enemy's defences, and it's always a good idea to use cheap units as bullet-magnets while the big guns sneak around the back. But as the game progresses, and resources become more scarce, it is important to think about what you're building. Luckily, more options become available as Nod's influence grows and you'll have some powerful tools at your disposal. New infantry units like the devastating Black Hand will come in particularly useful, as will the improved hardware. The gigantic RedeemerVictory can be achieved by military dominance, but each faction also has some alternate victory conditions. vehicle in Act 3 is a particular highlight.
For the most part, the 13 mission Nod campaign is a difficult but satisfying experience, with the exception of the stealth levels. These are frustrating affairs in which you'll be provided with a handful of units and a lot of objectives, with no base to create any reinforcements. If your units are destroyed, the mission is failed, and it becomes a tedious exercise in trial and error. Thankfully, there aren't many of these missions and most levels will revolve around the classic expand and destroy model. However, it still feels as if the campaign mode has been padded out a little.
The real value of Kane's Wrath lies in the new Total Conquest mode. It's a Risk-style, turn-based struggle as the player aims to claim as much of Earth's territory for their faction as possible. There are no cut scenes on offer here (and no story at all) and yet it doesn't suffer for it. There is more than enough depth in Total Conquest to keep you hooked for hours on end. The player is provided with a number of bases and must build strike forces in order to take new territory. Bases can be upgraded to gain access to better strike force templates, or custom armies can be created to the player's specifications. Once the strike force is created, they can be sent to tear it up with the enemy and this is where Total Conquest mode comes into its own. Battles can be 'auto-resolved' or played in real time classic C&C mode. Auto battles play out logically according to how your units compare to the enemy's. If you send a force with no anti-air weapons in against an army with strong air attacks, then you're not going to win. Those who take the time to tailor their assault based on their enemy's weaknesses will advance quickly.
The real-time battles allow the player to do more with less. Shrewd tactics can preserve resources, which will become vital as Total Conquest progresses. It can become incredibly time-consuming (as every good strategy game should) but it's more than just a distraction from the campaign mode and feels like a game in its own right. Games will last for hours, even if you choose to auto-resolve all the conficts. Victory can be achieved by military dominance, but each faction also has some alternate victory conditions. Perhaps EA are testing the waters for Total Conquest mode with the hardcore C&C community by including it in an expansion pack, but it's a fantastic addition to the series.
Kane's Wrath is a commendable expansion to an already impressive game. It's not without its problems: the intimidating difficulty curve, lengthy load-times and choppy framerate (when things get hectic) may cause some to dismiss it but those who stick with it will enjoy what's on offer. It's almost worth buying for Total Conquest mode alone, and so we can only hope that EA choose to develop it for future titles in the series.
Top Gaming Moment: Turning GDI forces against eachother with the Redeemer's Rage Generator.
![]() | ![]() | |
| Kane: gets a bit handsy when he's had a drink. | The Scrin return in Kane's Wrath. |
Kane's Wrath is set before, during and after the events of Command and Conquer 3 and is divided into three acts. Act 1 begins following Kane's 'death' at the end of the second Tiberium War and follows his efforts to rebuild the Brotherhood. Act 2 runs parallel to the events of C&C3, as Kane becomes obsessed with the alien artifact, the Tacitus, and Act 3 sees Nod and the GDI battle to control it. The storyline, in accordance with the game's predecessors, is more of the same: garish sci-fi melodrama with deliciously overacted dialogue, shoddy sets and lots of 'now finally our time has arrived' speeches from Kane. Thankfully for those who don't subscribe to the 'so bad they're good' view of the video cutscenes, they can be skipped in favour of the brief text-descriptions before each mission. However, the story has been put together well and fills in many of the gaps between events in C&C3, as well as throwing a different light on some familiar scenarios.
The player takes control of Kane's AI master tactician, Legion, as the bald one hatches a devious plan to create unrest in Earth's cities, destabilising the GDI. The difficulty of the early levels, and the game in general, will take a little getting used to as your bases will almost immediately be threatened by the enemy. Whilst this is in keeping with C&C's status as a fast action strategy game, it feels a little punitive compared to the more forgiving difficulty curve in C&C3. You'll often need to fortify your base pretty quickly to counter the enemy's early attacks, and choosing the right weapons for the task is essential in avoiding some frustrating restarts.
The difficulty issue isn't helped by the fact that Nod is a struggling faction at the start of the game. It lags far behind GDI in terms of technology and its basic units are pretty weak. This means initially having superior numbers is the key to winning battles. Large forces will wear down the enemy's defences, and it's always a good idea to use cheap units as bullet-magnets while the big guns sneak around the back. But as the game progresses, and resources become more scarce, it is important to think about what you're building. Luckily, more options become available as Nod's influence grows and you'll have some powerful tools at your disposal. New infantry units like the devastating Black Hand will come in particularly useful, as will the improved hardware. The gigantic RedeemerVictory can be achieved by military dominance, but each faction also has some alternate victory conditions. vehicle in Act 3 is a particular highlight.
![]() | ![]() | |
| There's an impressive level of detail in the visuals. | Tiberium: Kane's still a big fan. |
For the most part, the 13 mission Nod campaign is a difficult but satisfying experience, with the exception of the stealth levels. These are frustrating affairs in which you'll be provided with a handful of units and a lot of objectives, with no base to create any reinforcements. If your units are destroyed, the mission is failed, and it becomes a tedious exercise in trial and error. Thankfully, there aren't many of these missions and most levels will revolve around the classic expand and destroy model. However, it still feels as if the campaign mode has been padded out a little.
The real value of Kane's Wrath lies in the new Total Conquest mode. It's a Risk-style, turn-based struggle as the player aims to claim as much of Earth's territory for their faction as possible. There are no cut scenes on offer here (and no story at all) and yet it doesn't suffer for it. There is more than enough depth in Total Conquest to keep you hooked for hours on end. The player is provided with a number of bases and must build strike forces in order to take new territory. Bases can be upgraded to gain access to better strike force templates, or custom armies can be created to the player's specifications. Once the strike force is created, they can be sent to tear it up with the enemy and this is where Total Conquest mode comes into its own. Battles can be 'auto-resolved' or played in real time classic C&C mode. Auto battles play out logically according to how your units compare to the enemy's. If you send a force with no anti-air weapons in against an army with strong air attacks, then you're not going to win. Those who take the time to tailor their assault based on their enemy's weaknesses will advance quickly.
The real-time battles allow the player to do more with less. Shrewd tactics can preserve resources, which will become vital as Total Conquest progresses. It can become incredibly time-consuming (as every good strategy game should) but it's more than just a distraction from the campaign mode and feels like a game in its own right. Games will last for hours, even if you choose to auto-resolve all the conficts. Victory can be achieved by military dominance, but each faction also has some alternate victory conditions. Perhaps EA are testing the waters for Total Conquest mode with the hardcore C&C community by including it in an expansion pack, but it's a fantastic addition to the series.
![]() | ![]() | |
| The GDI's new Slingshot AA vehicle. You're gonna want to avoid them. | Strong base defences are essential. |
Kane's Wrath is a commendable expansion to an already impressive game. It's not without its problems: the intimidating difficulty curve, lengthy load-times and choppy framerate (when things get hectic) may cause some to dismiss it but those who stick with it will enjoy what's on offer. It's almost worth buying for Total Conquest mode alone, and so we can only hope that EA choose to develop it for future titles in the series.
Top Gaming Moment: Turning GDI forces against eachother with the Redeemer's Rage Generator.
Team Fortress 2

Game Description
Become part of an online fighting force.
If you're ready for the challenge of true team-based online action, you'll find it in Team Fortress 2: Brotherhood of Arms. With TF 2, you'll go into battle as part of a cohesive squad of fellow warriors all bent on the same goal – whether it's storming a beach, demolishing a bridge or escorting a VIP to safety. And you'll do it knowing your teammates are watching your back as carefully as you're watching theirs.
Begin by assuming one of twelve roles, each with unique strengths and weaknesses. If you're looking for a straight-up fight, you'll choose Marine or Commando. Prefer the shadows? You'll make a cunning Spy or Sniper. Medics and Engineers support their teammates through bravery and ingenuity. Focus the raw force of your team's talents through communication and strategizing. Whether you're extracting hostages or defending an installation, you'll know the thrill of being part of the Brotherhood of Arms.
Features:
In-game voice communication system allows players to talk to each other in real-time over their computers.
Commander role directs overall team strategy.
Beginning and advanced training missions and player coaching.
Intel's scaleable multi-resolution mesh technology for optimized rendering of highly-detailed 3D models.
Advanced parametric animation for realistic character movement.
If you're ready for the challenge of true team-based online action, you'll find it in Team Fortress 2: Brotherhood of Arms. With TF 2, you'll go into battle as part of a cohesive squad of fellow warriors all bent on the same goal – whether it's storming a beach, demolishing a bridge or escorting a VIP to safety. And you'll do it knowing your teammates are watching your back as carefully as you're watching theirs.
Begin by assuming one of twelve roles, each with unique strengths and weaknesses. If you're looking for a straight-up fight, you'll choose Marine or Commando. Prefer the shadows? You'll make a cunning Spy or Sniper. Medics and Engineers support their teammates through bravery and ingenuity. Focus the raw force of your team's talents through communication and strategizing. Whether you're extracting hostages or defending an installation, you'll know the thrill of being part of the Brotherhood of Arms.
Features:
MAIN HALF-LIFE 2 CHEAT CODES:

In order to use the cheats, you must have the console enabled in the game, "C:\Half Life 2\hl2.exe -console"
When you are in the game, you need to activate the console by pressing "`" (The key to the left of 1) and type the following:
| Code: | Description: |
|---|---|
| god | Turns god mode on (server side only). |
| buddha | Reduces your health, but wont let you die. |
| mpulse 101 | Gives you weapons available in the current map. |
| noclip | Allows you to walk through walls |
| give item_suit | Gives HEV suit. |
| give item_battery | Gives the HEV suit and flashlight batteries. |
| impulse 82 | Spawns jeep. |
| hurtme xx | Hurts the player. xx represents any number between 1 and 100 to specify damage amount. |
| notarget | Player becomes |
| npc_create | Creates an NPC. Only works in a world that already has an NPC entity. |
| npc_create_aimed | Creates an NPC aiming away from the player. |
| sv_gravity xxx | World gravity. xxx represents the amount. |
| sv_stopspeed xxx | Minimum stopping speed when on ground. xxx represents the amount. |
| sv_friction x | World friction. x represents the amount. |
| sv_bounce x | Bounce multiplier for when physically simulated objects collide with other objects. x represents the amount. (1 is normal) |
| sv_maxvelocity 3500 | Specifies the maximum velocity of any moving object. (edit figure) |
| air_density xx | Changes the density of air. xx represents the amount. |
| dsp_explosion_effect_duration x - Specifies length of confusion/ear | ringing effect. x represents the amount. |
| physcannon_tracelength # | Changes the length that objects can be pulled from |
| physcannon_cone # | Changes the radius of the cone used to pick up objects |
| physcannon_maxmass # | Changes how large pulled objects can be |
| physcannon_pullforce # | Changes how quickly objects are pulled |
| physcannon_maxforce # | Changes how hard you propel objects |
| sv_soundemitter_filecheck | Toggle reporting missing .wav files for sounds |
| mat_numtextureunits # | Limit the number of texture units. (Add number in place of #) (0=Default) |
| sv_maxvelocity # | Sets Maximum Velocity of any moving object (Add number in place of #) |
| sv_waterdist # | Set Vertical View when eyes are near water plane. |
| air_density # | Change the density of air. (Add number in place of #) |
| dsp_explosion_effect_duration # | Set length of confusion/ear-ringing effect(Add number in place of #) |
| prop_debug | Toggle bounding-boxes debug mode on/off red - ignore damage, white - respond to damage, green - health) |
| picker | Toggles Picker mode on |
| setpos | Move player to specified origin |
| sv_bounce # | Sets bounce multiplier for physically simulated object collisions |
| npc_create | Creates an NPC |
| npc_create_aimed | Creates an NPC (Aiming away from player) |
| cl_showfps 1 | Shows FPS Rate |
| sv_friction # | Set World Friction (Add number in place of #) |
| sv_stopspeed # | Set Minimum Stopping Speed on ground (Add number in place of #) |
| sv_gravity # | Set Gravity (Add number in place of #) |
| setang | Snap players eyes to a specified pitch yaw |
| cl_drawhud 1 | Toggle HUD display On |
| cl_enablehud 1 | Toggle HUD display On |
| Map # | Load Map (Input title in place of #) |
| Developer # | Sets developer mode to on/off/verbose (0-off, 1-on, 2-verbose) |
| +mlook | Enables mouse look |
| exec # | Execute a script file (Input filename in place of #) |
| viewmodel_fov # | Adjusts size of the weapon you're carrying (54 = default) |
| give # | Give weapon (Input weapon name in place of #) |
| hud_quickhelp/text? 1 | Shows Crosshairs |
| maps | Displays Map listing |
| noclip | Ability to walk through walls (Server Side Only) |
| notarget | Invisible to NPC's |
| impulse 82 | Spawn a Jeep |
| impulse 101 | All Weapons |
| Hurtme # | Damages player by whatever variable you input as # |
| buddha | Health never goes below 1 |
| impulse 76 | Grunt-O-Matic |
| give weapon_shotgun | Recieve a Shotgun |
| thirdperson | Third Person View |
| firstperson | First Person View |
| sv_cheats 1 | Activates Cheats |
| crosshair 0 | Disables Crosshair |
| sk_npc_dmg_shotgun # | NPC's do # damage with shotgun |
| sk_npc_dmg_smg1 # | NPC's do # damage with the smg |
| sk_npc_dmg_ar2 # | NPC's do # damage with the pulse rifle |
| mat_depthbias_normal 1 | See through walls |
| give weapon_annabelle | gives you Father Gregori's modified shotgun |
| ai_disable | toggles enemy AI on/off |
| sv_infinite_aux_power 1 | gives infinite power for sprinting, etc. |
| impulse 203 | removes the item or NPC pointed at |
| mat_fullbright 1 | removes all shadows (a 0 restores them) |
| skill # | change skill level (# = 1, 2, or 3) |
| status | shows some game info, incl. current map |
| help $ | replace $ with a command to get a brief description of it |
| sk_max_357 # | # is new max ammo for .357 Magnum |
| sk_max_ar2 # | # is new max ammo for Pulse Rifle |
| sk_max_ar2_altfire # | # is new max ammo for Pulse Rifle energy orbs |
| sk_max_buckshot # | Raises your max number of shells to that number. |
| sk_max_crossbow # | # is new max ammo for crossbow |
| sk_max_grenade # | # is new max ammo for hand grenades |
| sk_max_pistol # | # is new max ammo for pistol |
| sk_max_rpg_round # | # is new max ammo for RPG |
| sk_max_smg1 # | # is new max ammo for submachine gun |
| sk_max_smg1_grenade # | # is new max ammo for SMG grenades |
| sv_unlockedchapters # | unlocks chapters 1 thru # (15 is end credits) |
| sk_plr_dmg_pistol # | # is new damage value for pistol |
| sk_plr_dmg_357 # | # is new damage value for .357 Magnum |
| sk_plr_dmg_ar2 # | # is new damage value for Pulse Rifle |
| mat_fullbright 1 | removes all shadows (a 0 restores them) |
| sv_infinite_aux_power 1 | gives infinite power for sprinting, etc. |
| cl_showpos 1 | brings up position display in top right of screen (0 removes it) |
| getpos | can be used to get current coords for use with setpos |
| sk_plr_dmg_smg1_grenade # | # is new damage value for SMG grenades |
| sk_plr_dmg_smg1 # | # is new damage value for submachine gun |
| sk_plr_dmg_rpg_round # | # is new damage value for RPG rockets |
| sk_plr_dmg_grenade # | # is new damage value for grenades |
| sk_plr_dmg_crowbar # | # is new damage value for crowbar |
| sk_plr_dmg_crossbow # | # is new damage value for crossbow |
| sk_plr_dmg_buckshot # | Raises damage done by each pellet. |
| net_graph 1 | a more thorough fps display |
| impulse 83 | Spawn an Air Boat |
| cl_ragdoll_collide 1 | Enables ragdolls that don't clip through each other, but stack realistically on one another. |
| weapon_smg1 | MP7 with grenade launcher |
| weapon_shotgun | Shotgun |
| weapon_rpg | Rocket Launcher |
| weapon_pistol | Pistol |
| weapon_physcannon | The Manipulator |
| weapon_crowbar | Gordon's classic |
| weapon_frag | Fragmentation Grenade |
| weapon_crossbow | Crossbow |
| weapon_ar2 | Overwatch Standard Issue Pusle-Rifle |
| weapon_bugbait | Bug Bait (from Antlion Guards) |
| weapon_357 | 357 Magnum Revolver |
| sk_plr_num_shotgun_pellets # | Increases pellets fired from each shotgun shell. 100 works well. 1000+ and it lags. |
| give item_battery | Increases suit charge by 15 points. |
| give item_box_mrounds | Spawns primary fire ammo for the submachinegun |
| give item_ammo_crossbow | Spawns ammo for the crossbow |
| give item_ammo_357 | Spawns ammo for the .357 magnum |
| give item_box_srounds | Spawns ammo for the 9mm pistol |
| give item_rpg_round OR give item_ml_grenade | Spawns grenades for the RPG |
| give item_ar2_grenade | Spawns grenades for the submachinegun, oddly enough.......... |
| give item_ammo_ar2 | Spawns primary fire ammo for the Overwatch Pulse Rifle |
| give item_box_buckshot | Spawns shells for the 12-gauge shotgun |
| give item_ammo_ar2_altfire | Spawns energy grenade for the Overwatch Pulse Rifle |
| mat_yuv 1 | black-and-white mode |
| host_timescale # | Changes the speed of the game (for slow-mo/fast-mo) (# < 1 =" slower,"> 1 = faster). |
| ch_createairboat | Makes an airboat |
| ch_createjeep | Make a jeep |
| give item_suit | Gives you the HEV Suit |
| Kill | You die. |
| shake | Creates an earthquake. |
| r_screenoverlay effects/combine_binocoverlay.vmt | Gives you combine vision during gameplay. |
| r_screenoverlay effects/tp_eyefx/tp_eyefx.vmt | Gives you weird vision during gameplay. |
| cl_drawhud 0 | Toggles HUD off. |
| cl_enablehud 0 | Toggles HUD off. |
| mat_yuv 0 | Enables Color Mode |
| item_healthkit | Gives you the large health kit (25HP) |
| item_healthvial | Gives you the small health vial (10HP) |
| sv_unlockedchapters # (Note: 15 is end credits) | Unlock chapters 1 thru # |
| physcannon_cone # | Changes the radius of the cone used to pick up objects |
| physcannon_tracelength # | Changes the length that objects can be pulled from |
| physcannon_maxmass # | Changes how large pulled objects can be |
| physcannon_pullforce # | Changes how quickly objects are pulled |
| physcannon_maxforce # | Changes how hard you propel objects |
| bind X "Impulse 101" | Creates a hot key for instant stock of weapnos and ammunition using the "x" key |
| d1_canals_01 | Spawns you in the canals. |
| d1_town_01 | Spawns you in Ravenholm |
| d1_trainstation_01 | Spawns you in train station |
| d1_under_01 | Spawns you in lab |
| d2_coast_01 | Spawns you on the coast (Vehicle) |
| d2_prison_01 | Spawns you in Nova Prospekt |
| d3_c17_01 | Spawns you in the city 17 rebellion |
| d1_canals_02 | Spawns you deeper in the canals. |
| d1_under_02 | Spawns you in the lab chapter after the second load point. |
| d1_trainstation_05 | Spawns in the train station after the third load point. |
| d1_trainstation_03 | Spawns in the train station after the second load point. |
| d1_trainstation_02 | Spawns you in train station after the first load point. |
| d1_town_05 | Spawns you near the end of Ravenholm. |
| d1_town_04 | Spawns you in Ravenholm after the third load point area. |
| d1_town_03 | Spawns you in Ravenholm after the second load point area. |
| d1_town_02 | Spawns you in Ravenholm after the first load point area. |
| d1_canals_end | Spawns you near the end of the canals. |
| d1_under_03 | Spawns you in the lab chapter after the third load point. |
| d1_under_04 | Spawn the lab chapter near the end. |
| d2_coast_02 | Spawns you in the coast area after the first load point. |
| d2_coast_03 | Spawns you in the coast area after the second load point. |
| d2_coast_04 | Spawns you in the coast area after the third load point. |
| d2_coast_05 | Spawns you in the coast area after the fourth load point. |
| d2_coast_06 | Spawns you in the coast area after the fifth load point. |
| d2_coast_07 | Spawns you in the coast area after the sixth load point. |
| d2_coast_08 | Spawns you in the coast area near the end of it. |
| d2_prison_02 | Spawns you in Nova Prospekt after the first load point. |
| d2_prison_03 | Spawns you in Nova Prospekt after the second load point. |
| d2_prison_05 | Spawns you in Nova Prospekt near the end of the level. |
| d2_prison_04 | Spawns you in Nova Prospekt after the third load point. |
| d2_coast_09 | Spawns you in the coast area after the eighth load point. |
| d2_coast_10 | Spawns you in the coast area after the ninth load point. |
| d2_coast_11 | Spawns you in the coast area after the tenth load point. |
| d2_coast_12 | Spawns you near the end of the coast area. |
| d1_canals_03 | Spawns in you in the canals after the second load point. |
| d1_canals_04 | Spawns in you in the canals after the third load point. |
| d1_canals_05 | Spawns in you in the canals after the fourth load point. |
| d1_canals_06 | Spawns in you in the canals after the fifth load point. |
| d1_canals_07 | Spawns in you in the canals after the sixth load point. |
| d1_canal_08 | Spawns in you in the canals after the seventh load point. |
| d1_canal_09 | Spawns in you in the canals after the eighth load point. |
| d1_canal_10 | Spawns in you in the canals after the ninth load point. |
| d1_canals_11 | Spawns in you in the canals after the tenth load point. |
| d1_canals_12 | Spawns in you in the canals after the eleventh load point. |
| d1_canals_13 | Spawns in you in the canals close to the end. |
| d3_c17_04 | Spawns you in City 17 after the third load point. |
| d3_c17_03 | Spawns you in City 17 after the second load point. |
| d3_c17_02 | Spawns you in City 17 after the first load point. |
| d3_citadel_05 | Spawns you at the end of the Citadel. |
| d3_citadel_04 | Spawns you after the third load point in the Citadel. |
| d3_citadel_03 | Spawns you after the second load point in the Citadel. |
| d3_citadel_02 | Spawns you after the first load point in the Citadel. |
| d3_citadel_01 | Spawns you near the beginning of the Citadel. |
| d2_prison_08 | Spawns you near the end of Nova Prospekt. |
| d2_prison_07 | Spawns you in Nova Prospekt after the sixth load point. |
| d2_prison_06 | Spawns you in Nova Prospekt after the fifth load point. |
| d1_trainstation_06 | Spawns you near the end of the train station. |
| d1_eli_02 | Spawns you in Eli's Lab. |
| d1_eli_01 | Spawns you after the canal, outside of Eli's Lab. |
| d3_c17_05 | Spawns you in City 17 after the fourth load point. |
| d3_c17_06 | Spawns you in City 17 after the fifth load point. |
| d3_c17_07 | Spawns you in City 17 after the sixth load point. |
| d3_c17_08 | Spawns you in City 17 after the seventh load point. |
| d3_c17_09 | Spawns you in City 17 after the eighth load point. |
| d3_c17_10 | Spawns you in City 17 after the ninth load point. |
| d3_c18_11 | Spawns you in City 17 after the tenth load point. |
| credits | Starts you at the credits |
| intro | Starts you at the games Intro. |
| d1_breen_01 | Spawns you at the beginning of Chapter 13. |
| d3_c17_13 | Spawns you near the end of City 17. |
| d3_c17_12 | Spawns you in City 17 after the eleventh load point. |
| item_dynamic_resupply | Fragmentation Grenade |
| weapon_annabelle | Father Annabelle Grigori's shotgun, uses 357 magnum ammo |
| 0.05 | slow |
| 0.5 | mid-slow |
| 0.1 | super-slow |
| 0.0 | stop time |
| map d3_citadel_04 | Changes you to a level where you start with the super gravity gun |
| changelevel d1_trainstation_01 | Switches you to the first level, replace d1_trainstation_01 with other map names if you want |
| give weapon_physcannon | Gives you the gravity gun again |
| stop | Stops recording the current demo. |
| record demo_name | Records a demo of all the user's actions within the game until the "stop" command is issued. |
| play demo_name | Plays demo.(change demo_name to the demo you want to be played) |
| give weapon_alyxgun | Gives you the 'Alyx Gun' |
| sk_plr_dmg_alyxgun # | # is new damage for Alyx Gun (default 150 |
| sk_max_alyxgun # | # is new max ammo for Alyx Gun (default 0) |
| physcannon_megacannon 1 | Makes your Gravity Gun a Super Gravity Gun |
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