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Alien Vs Predator 2 iSO

 Alien Vs Predator 2 iSO

Aliens Versus Predator 2
Each of the three campaigns takes about four to five hours to complete, but what each lacks in length more than makes up for in density. A lot of content has been packed into these levels; every one is rich with scripted sequences and little unexpected play elements. As in Monolith’s No One Lives Forever, virtually every set of human characters that you encounter can be found engaged in some sort of idle chatter, often about some chaos that you caused while playing as one of the other species. This chatter is especially evident in the Alien and Predator campaigns, which both involve a lot more fights against human opponents and a lot more sneaking around.

Unlike in the original, large portions of Aliens vs. Predator 2 take place outside. The graphics are powered by the latest iteration of Monolith’s Lithtech engine, and, while it has a reputation for being technologically somewhat behind the curve, it certainly gets the job done here. If objects occasionally appear a little blocky, the overall art direction–both in terms of its faithfulness to the films and the otherworldly look of the outdoors environments–is beyond reproach. As you stand on a high cliff and watch two perfectly rendered colonial dropships fly by you, bank left, and continue off into the distance, you’ll quickly forgive a few too many squared-off desk chairs.

The first game relied almost exclusively on moody lighting to support its somewhat simple-looking environments. The sequel, while not needing it so much as a crutch, continues the trend of fear-inducing lighting schemes. Red security lamps, strobe lights, and pitch-blackness are all put to excellent use. The shoulder-mounted lamps worn by most human soldiers are the game’s best lighting effect. The lamps cast a cone of white light that points in whichever direction a soldier is looking. The effect is especially good when several guards are creeping around a murky environment, their lamp cones intersecting as they cross paths.

The soundtrack is also excellent. It’s a moody mix of ambient clanks and hisses, low bass hums, and screeching strings. The score dynamically changes to a more dramatic composition when you enter a battle. Strangely, it often switches before you’re even aware that enemies have detected you, occasionally making the soundtrack a more effective danger signal than the marine’s motion detector.

Minimum System Requirements:
OS: Windows 98/ME/2000/XP
Processor: Pentium 3 @ 450 MHz
Memory: 128 MB
Hard Drive: 500 MB Free
Video Memory: 16 MB
Sound Card: DirectX Compatible
DirectX: 8.0
Keyboard & Mouse
CD/DVD Rom Drive

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March 29, 2008 - Posted by Sajjad Anwar | Action Games, First-Person Shooter Games (FPS) | | No Comments Yet

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