Play GRave Defense HD for Android

Download and Play now. Only For Android

175+ in 1 : AppBundle!, Version 3.3 (iOS)

Get This Full Featured Rich Bundle Of Utility Apps, Entertainment Apps, Camera Apps and Game Apps in one.

Assassin's Creed: Revelations Review

Ezio and Altair make graceful exits in Assassin's Creed: Revelations, another great historical adventure.

Star Wars: The Old Republic (PC Games)

Star Wars: The Old Republic isn't the next step in online role-playing games. Instead, it's a highly entertaining refinement of what has come before it.

Armageddon asquadron

this is one of the best polarbit game that a s60v5 phone can have enjoy this game its an accleratometer game so a little tricky in bigining but will get use throug soon.

Smart Movie v4.15

this is completely signed, just install the sis file and your ready to go.

Ski Challenge 12 Version: 1.0

With Ski Challenge 12 you can take part in exciting, virtual skiing races, in which you can test yourself directly against fellow gamers.

Final Fantasy XIII-2 PlayStation3

Final Fantasy XIII-2 doesn't capture Lightning in a bottle, but it's still a fun and heartfelt role-playing adventure.

Star Wars: The Old Republic Review

Star Wars: The Old Republic isn't the next step in online role-playing games. Instead, it's a highly entertaining refinement of what has come before it.


The Good

  • Outstanding production values capture the vibe of the Star Wars universe  
  • Companions add depth both to the story and to the gameplay  
  • Combat is exciting to watch and hear  
  • Eight fully voiced, branching stories give you a good reason to reach level 50  
  • Crew skills keep things moving by automating gathering and selling.

The Bad

  • Instancing can make open areas feel empty  
  • Frequent, uninspired corridor levels  
  • Shallow space combat is a missed opportunity.
As the opening crawl of each film reminds us, the spacefaring Star Wars tales we know and love don't occur in the far-flung future but, rather, in the distant past. It's appropriate, then, that Star Wars: The Old Republic does not represent the future of online role-playing games but a refinement of what has preceded it. Instead of opening a wormhole into an unknown dimension, BioWare has remained in the local galaxy, taking proven game mechanics and heightening them with the branching narrative and overall structure that have characterized the developer's output for many a year now. The result is an enjoyable massively multiplayer online game with knockout production values. The Old Republic's foundation is somewhat ordinary; what makes it great are the fine details that gild its edges. 


Many of those details should be familiar to anyone that's played a BioWare game in recent years, such as Mass Effect or Dragon Age II. However, The Old Republic owes less to past BioWare successes (including the related single-player role-playing game, Star Wars: Knights of the Old Republic) than it does to the MMOGs that have come before. In fact, the license and a few other elements aside, the first hours of the game might have you thinking: "I've already played this game." You select from a number of humanoid races, none of which seems particularly unusual, given the breadth of unusual creatures to be found in Star Wars lore. You then choose a faction (Sith Empire or Galactic Republic) and one of eight classes (and after the starting area, an advanced class). 

The familiarity continues as you make your way through your class's opening area. You take some missions and kill some creatures using the game's straightforward hotkey combat system, all while a bunch of other people do the same thing. Where Star Wars: The Old Republic tries to stand out in this early stage is with its fully voiced character interactions. Other MMOGs have featured plenty of voice acting (EverQuest II, for example), but not to this extent. In The Old Republic, your interactions play out much as they do in BioWare's single-player games: in oft-lengthy cutscenes in which you respond to others using a dialogue wheel. The three options for even the most minor of conversations are of the usual "kind," "neutral," and "mean" classifications.
Of course, such a description isn't exact, but it's the general gist--at least, as far as standard interactions are concerned. In many cases, these decisions are all smoke and mirrors: a way of playing your chosen moral role but ultimately leading to the same conclusion. Other times (far fewer times), you face decisions that have impact, and the "good" decision might bring you closer to the light side of the Force, while the "mean" might align you with the dark side. A previous ally has been exposed as a traitor; do you kill her or allow her to live? If you show mercy, you earn light side points, which affects your moral alignment. But if you sink your lightsaber into her flesh, you earn dark side points. Your light side/dark side level determines access to certain gear. When you reach a certain tier, you might then use a weapon previously unavailable to you. 

Sabers, sabers everywhere!

The downside to this morality system is that there's little mechanical benefit to staying neutral. If you stay morally ambiguous, your rewards are fewer and less diverse. You may find yourself choosing the light or dark option for the sake of that blaster you want, rather than following the code of your convictions. Yet, your choices don't just have practical implications; there are narrative ones as well. Some are relatively minor. That traitorous ally? If you kill her, your vengeance will be noted in conversation at a later date. If you overlook her transgressions, she might send you gifts to show her gratitude. Some have more dramatic repercussions. A Sith lord gone rogue needs to be put in line. You might send him a warning by killing his son or spare the offspring and kill his duplicitous dad. The implications aren't always major in the broad scheme of things. Even so, they make you feel as if you have power over your own adventure, though not over the world you inhabit.
How involved you feel with the plot depends in part on what class you choose. The Jedi knight tale is plain enough that some long conversations feel more like filler than necessary plot or character development. The terrorist conspiracy driving the Imperial agent story, on the other hand, is far more complex and compelling. Even then, some of the writing falls flat, with much of it coming across as what an author might write on a page, but not what a living being would say. But all of that voice acting goes a long way toward making the characters come alive onscreen. Almost all of it is high quality, with the actors making even the most stilted dialogue brim with character. Even the shortest line readings, such as your companions' battlefield quips, are loaded with personality. 

Ah, yes--companions. You've seen this structure in BioWare games already: You amass a crew on your spaceship, which functions as a central hub, and then take one into the fray when you reach planetside. But companions are more than combat pets, though they are certainly effective in that role. They also figure into the story, which makes you far more invested in whomever you summon to your side than you would expect. In fact, your teammates enrich almost every aspect of your virtual life in one manner or another. Equipping new gear is a treat in any RPG; maintaining your crew's equipment, as well as your own, enhances the joys of progression. Combat is better, too. Because you get to know your companions outside of battle, it's like having a real individual at your side rather than a disposable henchman. You can even send your crew members off on gathering missions, have them craft equipment for you, and sell your vendor trash. These conveniences keep the pace moving. BioWare clearly thinks your time is better spent swinging sabers and firing blasters--not mining crystals and scavenging for droid parts. You can still do these things, but they aren't likely to occupy much of your time. 

This is not the Jawa you're looking for.

Of course, this is an online game, so AI companions aren't the only individuals you have at your side. When playing with others, you participate in conversations as a group, earning a currency called social points as a reward for consistent responses. You need to be with guildmates or other players to conquer heroic quests, which might require a full party of four. Heroic areas offer a nice difficulty curve. You could steamroll through earlier ones, only to find your party must make good use of crowd-control skills and heals later on. You can also join others for four-person dungeons called flashpoints, which give you a chance to exercise the power of choice as a group. Do you overload power conduits, distracting enemy forces but risking innocent lives? Or do you disable them and keep losses to a minimum? Either way, flashpoints are a lot of fun, and they too offer a wonderful difficulty curve. Early skirmishes might be easy enough to handle. Facing a boss that leaps about the room while turrets pelt you with lasers is a greater challenge. It's also an enjoyable one, particularly if you've got a good tank to absorb all of that turret fire. Prefer something a little more epic? Then you should enjoy the eight-man and 16-man dungeons called Operations. 

Of course, you might be seeking conflict with other players, though The Old Republic is not the richest online game in this regard. Consensual player-versus-player conflicts come down to the usual one-on-one duels and the three PVP maps currently in rotation. The most unusual of these is Huttball, in which each team attempts to score by passing the ball from player to player until someone runs it across the opposing team's goal. All this time, you run about, bashing and shooting each other in an effort to maim and kill, which can get pleasantly hectic. All three maps require teamwork, but if you prefer one map to another, that's too bad because you can't queue up for the match type you prefer. There's no matchmaking either: Player levels are all evened out, so you face high-level players long before you reach their skill levels. But don't let this dissuade you from playing these maps; it's all beautiful madness, characterized by the flashes of lightsabers and frantic key tapping.  

MMOG veterans should note that Star Wars: The Old Republic isn't a sandbox in the way of Star Wars Galaxies; it's a more guided experience, featuring planets that feel more like large levels than vast continents waiting to be explored. The sense of linearity is most notable on planets like Coruscant and Nar Shaddaa, where you trot down corridor after corridor. To be fair, the sights of shiny towering structures in the distance and skyways busy with rushing vehicles convey the sense of a grand world beyond your understanding. Even planets that offer more breathing room, like Balmorra, funnel you down valleys and force you to kill time waiting for elevators. (And waiting for elevators is something you do far too often in The Old Republic.)
Open planets like Alderaan and Tatooine are refreshing treats because they feel more like lands of untold mysteries than big collections of hallways. The downside to the vaster areas is that they can feel remarkably empty. Even on the most heavily populated servers, it's possible to go for extended periods without seeing another player. Each planet might also be split into multiple instances, which thins out the population and exacerbates the loneliness. Fortunately, if you aren't with friends and want to jump into a heroic area, a call out for help in the general chat is all it takes to have a comrade at your side. 

Alone or with others, combat is snazzy enough for you to remain entertained. Short ability cooldowns and the absence of an auto-attack get your fingers busy, while spirited animations and stirring sound effects make combat a pleasure. Not that the action is mechanically unusual: it boils down to the traditional hotkey presses/hotbar clicks that have long characterized the genre. But it remains consistently exciting once your hotbars fill up with a variety of skills. The vivid glow of lightsabers flashes across the screen, Jedi knights leap about like robed acrobats, and combat droids fire bright lasers as they swoop and whir around you. 

It's hot out herrre.

In fact, Star Wars: The Old Republic deserves kudos for its excellent sound design. That is due in part to the evocative audio associated with the franchise; after all, the drone of a lightsaber is immediately recognizable. There are other iconic audio cues, too, such as the exhausted whine of a forcefield as it powers down. But The Old Republic does more than rely on the old standbys: it elevates them. The thwap of a bounty hunter firing his pistol and the electric buzz of lightning flowing from a sorcerer's fingertips are but a few of the many superb examples of effects that heighten the action. Even the hums of lightsabers retain their edge. The various attacks vary in musical pitch, and they are broken up by other sounds, like the violent crunch of the sentinel's pommel strike. The soundtrack follows suit, mixing new tracks with old and reimagined music from various Star Wars films and games. Tatooine's ambient soundtrack will have you recalling Luke's wistful gaze toward the twin suns. The tranquil tones that purr throughout Alderaan's grasslands aren't so familiar, but they are no less impressive for it. 

The visuals join the audio to make for a striking presentation that captures the Star Wars universe. That doesn't mean that The Old Republic sets new standards for graphics engines. Facial features are flat, hair looks more like glued-on plastic than actual hair, and textures are plain. So don't come to the game looking to show off the capabilities of your fancy new video card. But The Old Republic was built to look good on as many computers as possible--even those that aren't state of the art. 

And it does look good. The Galactic Senate on Coruscant looks stolid and imposing behind the soft blue lights that rise into the nearby sky. On Nar Shaddaa, you glimpse neon silhouettes of exotic dancers on the taxi ride to the red light sector, which is a great visual element that betrays the seediness of the neighborhood. The diverse locations look uniformly attractive, from the rolling sands of Tatooine to the craggy mountains of Balmorra. Attention to visual details goes a long way toward making these feel like lived-in places. Quest givers don't just stand around: they crouch behind boulders, bandage an injured soldier's arm, and bend over computer terminals. Enemies tinker with speeders and lean against walls as if relaxing for a spell. How disappointing that other details common to online RPGs, such as weather effects and a day/night cycle, didn't make the cut. 

The Old Republic: Transcending space, but not time.

The Star Wars-iness of the production carries over into The Old Republic's space battles. You access space missions from your ship's console, though these aren't massive PVP space battles or even cooperative missions for a small party. Instead, they are solo minigames: shallow affairs in which you don't get full control of your ship. Like in the Star Fox series, such battles are on rails; the game guides your ship through the levels, and you shoot lasers and missiles at fighters and turrets. Space missions are a good way to earn extra experience and credits, and the bright explosions and enthusiastic voice-overs make for some simple fun--at first. But the battles are so easy--and there are so few of them--that they lose their appeal. Considering what the previous Star Wars MMOG accomplished in regards to space combat (albeit, not at launch), this element is a missed opportunity. 

The disappointment of space combat, like most of Star Wars: The Old Republic's minor disappointments, is one of scope and originality, as opposed to its level of refinement. 2011's Rift proved once and for all that there is no reason a modern MMOG shouldn't be able to launch in a stable, feature-complete state. The Old Republic follows Rift's lead: It's lag free and delivers a smooth playing experience. It isn't free of the occasional bug or annoyance, however. Galactic market (read: auction house) sort options don't work as they should. A group of sand people may not behave properly or a quest may not complete as intended. You also can't customize the interface: Hotbars can't be moved around and macros aren't yet supported. But rarely does a technological or mechanical failure interfere with progress. There's always something to do, and it almost always works as intended. And most importantly, it's usually fun. 

Nothing like a heroic quest to make you feel like, well, a hero.

And ultimately, that's what Star Wars: The Old Republic delivers to make it so compelling: a lot of fun. Don't come to it seeking the next online revolution. In fact, when you heard that the developers of Mass Effect were making an MMOG, this is the one you probably predicted: a prototypical online game with the standard BioWare trappings layered on top of them. The surprises are few, but The Old Republic is nonetheless an online RPG of uncommon quality. And with a broad, overarching story to guide you through, you might even reach maximum level with a smile on your face, even if you are one to abandon an MMOG before that point. Such is the power of a beloved universe with so many tales still left to tell.

Fractal: Make Blooms Not War Review

A flashy presentation and satisfying chaining mechanics make Fractal an addictive puzzler.

The Good

  • Elegant soundtrack  
  • Fast-paced chaining system  
  • Cool aesthetic  
  • Arcade and puzzle modes mix up the core gameplay.

The Bad

  • Short campaign  
  • Some emphasis on luck.
Fractal: Make Blooms Not War is a straightforward puzzle game in which you group like-colored hexagons together in order to clear each level. A high degree of complexity makes it challenging, however, and a fun chaining system adds an addictive thrill. Evocative music boosts the excitement, resulting in a stimulating puzzler that's rewarding despite a few faults.


Group like-colored hexes together to form blooms, and then chain them!

Fractal's objectives may be simple, but mastering the game's mechanics should prove tough. You're given a board full of colored hexes that you manipulate on a grid. You move a block by clicking on the empty space near it, which spawns a new block that pushes the line forward. Forming large hexagons out of seven like-colored blocks triggers a bloom, which dissipates in a fancy flash of light that awards you points. Your goal is to meet the stage's point requirement before you run out of pushes. This may sound easy, but the game soon bolsters the difficulty by tossing new variables at you, such as adding a wider variety of colors or walls that block your maneuvers.To combat these impediments, Fractal offers a variety of power-ups that add layers of depth to the hex-exterminating fun. A strike from a lightning block clears all same-colored hexes in a pinch, racking up a plethora of points or saving you from imminent doom, depending on when you activate it. Another item extends your limited push meter, giving you a chance to drive your score ever higher. These abilities and restrictions keep you on your toes, and the game introduces color-changing blocks and severe push limits as you progress.

Although Fractal's stages quickly ratchet up the difficulty, a fun chaining system mitigates the challenge by boosting your score. You chain by triggering multiple blooms simultaneously, which garners even more points if you include power-ups in the blooms. It takes some skill to carefully plan out a chain, and performing a cluster--triggering a bloom that shares blocks with another bloom--adds significant points to your total. Chaining also enhances the excitement by flashing a bevy of light particles and words of approval, like "smoking" or "dastardly," across the screen. These displays match Fractal's minimalist look, pairing well with its vivid hexagons and pretty pastel backdrops that feature geometric graffiti. The background music adds a final modern touch by responding to your actions. It slows to subtle drum beats and cymbals when you're having trouble, but bursts into violins when you're chaining, which intensifies the moment.

The campaign mode is the game's main highlight, though additional modes offer new tasks and strategies. An exhilarating arcade mode allows you unlimited pushes but severely restricts the clock, forcing you to trigger blooms from blocks containing time slots. This intense survival mode implements three difficulty options to remain just as tough as the campaign mode, so it requires strategy as well as speed. If you need to slow down, however, the puzzle mode offers tactical brainteasers for those who prefer more relaxed play. This mode challenges you to complete an objective, such as "trigger five blooms," within a set number of pushes. Completing the puzzle mode is no easy task. Most of its objectives require a thorough understanding of the game's nuances, and they often implement other factors, like strange grid shapes, to keep you thinking. This mode also operates as a handy tutorial, helping you master advanced blooming techniques.


Use abilities like lightning to boost your score.

Fractal's challenging gameplay is alluring, but some of that difficulty comes from the sheer luck of the draw, rather than than a true test of skill. There are only 30 stages in the Campaign mode, but the rapidly advancing difficulty prevents you from breezing through them. It's very difficult to predict chains past two or three blooms, which makes it even harder to foresee how their results affect the board. This means that while mastering Fractal takes a good deal of skill, your best scores will likely stem from guesswork, which can get frustrating in later levels. Fortunately, the game's addictive nature makes up for it by pushing you to give a stage "just one more try."

Fractal: Make Blooms Not War is a refreshing puzzler. Its cool aesthetic and subtle complexities intrigue you, while the thrill of chaining massive blooms in a dazzling array of light keeps you coming back for more. The result is a satisfying puzzler despite its occasional emphasis on luck. Though the campaign mode is somewhat short, Fractal grips you from start to finish.

GoldenEye 007: Reloaded Review

GoldenEye 007: Reloaded is mostly unchanged from last year's Wii version, but it's still a fast and exciting shooter that doesn't rely on ancient memories to be great.

The Good

  • Great mix of stealth and action sequences  
  • Lots of variety, including boss fights and vehicle sections  
  • Harder difficulties add new objectives  
  • Multiplayer is fun both online and offline  
  • Mi6 Ops adds even more single-player content.

The Bad

  • Obtrusive quick-time events  
  • Time Trial has been cut.
When GoldenEye 007 was released for the Wii last year, it proved that it is possible to successfully reimagine a classic. By combining the spy elements that made the Nintendo 64 original so engaging with modern amenities, it created a great experience that didn't use nostalgia to be entertaining. One year later, GoldenEye 007: Reloaded comes to the PlayStation 3 and Xbox 360 with updated visuals, as well as a few other changes, and it remains an enticing change of pace from other shooters. Thoughtful missions force you to complete diverse objectives as you slink through enemy territory, and when you're spotted, Reloaded transforms into a hectic action game with razor-sharp mechanics and a variety of deadly weapons. GoldenEye 007: Reloaded doesn't rely on the memories of an aged shooter to be great; it earns that distinction on its own merits.

At least if you kill someone in the snow the body stays preserved.

GoldenEye 007: Reloaded is entirely different from the Nintendo 64 version, but that doesn't mean it has turned its back on everything that made the original distinct. James Bond is a world-class spy, and both games dramatize this fascinating profession by putting you through the rigors of globe-trotting espionage. There is a strong emphasis on stealth in Reloaded that rewards patient players who would rather silently avoid a firefight than rush in guns blazing. Whether you favor a sure shot from your silenced pistol or a quick melee strike when you move in close, quietly killing off your enemies is a thrilling rush that serves as your main tactic for most of this campaign. Occasionally, the AI becomes aware of you even when you swear you're safely behind cover, but that inconsistency is rare. For the most part, using stealth is your wisest strategy, and you can discreetly kill off a small platoon without having anyone notice that something's wrong.

Of course, a spy is more than just a silent assassin. After all, James Bond doesn't travel around the world just to satiate his bloodlust; he's on a mission to discover some kind of horrible truth. And to acquire these facts, you have to do some sleuthing along the way. Every level has objectives you must complete in between bouts of killing, and they provide an interesting diversion from the core gameplay. Most of them involve utilizing your handy smartphone to do things like snap a photograph or hack a device, and it's just a matter of lining up your target and hitting a button. But these moments make just as much of an impact as the shoot-to-kill action, thanks to the problem solving that goes along with them. For example, in the first level, you need to access a room that is seemingly sealed shut. But if you poke your gun through a small opening in the window, you can shoot off the lock barring your entry. Though these puzzles are easy enough if you just take a quick peek around the environment, they do a good job of reinforcing the fact that you're a spy.


Bond always wears gloves so he doesn't leave fingerprints.

James Bond has no problem gathering vital information and certainly knows how to avoid a fight, but when the action heats up, he's not afraid to take advantage of his license to kill. The Xbox 360 version doesn't get the precise aiming option offered on the Wii and PlayStation 3 (via Wii Remote or Move pointer controls), but the standard pad works well no matter which console you use. You can easily target whatever vital organ or flailing appendage you prefer of an oncoming enemy, and the dull impact of a bullet that strikes pay dirt is exhilarating. Sharp controls aren't the only reason that the shooting is such a satisfying endeavor in Reloaded; your impressive loadout gives you plenty of firepower with which to play around. Pistols, rifles, shotguns, and more come with all sorts of different attributes, and it's easy to find one you like because they all feel so good. James Bond has plenty of options beyond firing his gun, but the smooth shooting mechanics ensure you're immersed no matter which path you take.

The single-player campaign lasts for more than 10 hours, and a good deal of variety banishes any chance of having repetition ruin your enjoyment. Some levels are designed with stealth in mind while others force combat to the forefront, but you ultimately have the choice in how you play. The tempo changes in a heartbeat if you accidentally alert the guards, and though you may kick yourself for being so clumsy, it's always a blast to loudly gun down your enemies when you were so quiet just a moment earlier. There are other gameplay twists that ensure the campaign doesn't tread predictable waters: Brief vehicle sections thrust raw destructive power into your hands, a frantic escort sequence pushes your reflexes to the edge, and even an intense boss fight is thrown in for good measure. The only misstep comes in the form of tedious quick-time events that are overflowing with cinematic flair but aren't any fun to play because there's a disconnect between your button presses and the on-screen action. Aside from those moments, Reloaded stays engaging all the way through.

The staying power of Reloaded stretches far beyond completion of the last level. This is a game that's meant to be played more than once because the higher difficulty levels do more than ramp up the ruthlessness of your enemies. The harder the game is, the more objectives you have to complete to move forward, and replaying these levels gives you a new appreciation for how well they're constructed. Rooms and routes you never realized existed are suddenly integral parts of the experience, making another playthrough feel fresh even though you're traipsing through the same environments. What's really interesting is how your health is managed. In all but the hardest difficulty level, you have regenerating health. Because you return to full strength by staying out of fire for a few seconds, the campaign veers on the easy side, though it's still challenging enough to make it rewarding when you do come out on top. But when you play on the hardest difficulty, your health no longer regenerates and you collect armor to save you from death. This raises the tension another notch, making you use every stealth trick you've learned to stay alive. However, one omission from last year's game is unfortunate. Previously, you unlocked a Time Trial option for every mission, and it offered a frenetic contrast to the more measured standard play. It's inexplicable as to why it was cut in this latest release, and its absence does lessen the pull of multiple playthroughs. 

It's a shame that the story doesn't add to the gripping single-player experience. Pierce Brosnan played James Bond in the original game and movie, but he has been unceremoniously axed in this latest outing. In his stead is current Bond actor Daniel Craig. But it doesn't really matter who assumes the lead role when the story is never pushed beyond spy-thriller cliches. Evil Russians and predictable plot twists are the driving forces of this newly written story, and though there are some well-done action sequences, the cutscenes ultimately fail to enhance the experience. Thankfully, you have the option to skip the cutscenes entirely if you prefer, and it's a welcome tweak from last year's game. Previously, sitting through these intrusive scenes hampered the enjoyment of replaying missions. With that barrier removed, you can happily try out the higher difficulty settings without having to sit through the tedious, noninteractive sections. 

Aside from the dull story and a few lame quick-time events, the campaign is an incredible experience. But if you hunger for something beyond the expansive single-player suite, there's engaging competitive multiplayer to take part in as well. If you favor the online realm, you can square off against up to 15 other players in a variety of play types. Sharp controls and clever level design make it a blast to gun down strangers and friends alike; the rewards system also gives you something to strive for aside from the satisfying thrill of victory. As you unlock new weapons, gadgets, and modes by sinking more time into the game, there's always something to tinker with after a successful play session. This is the area where the most features have been added over last year's game. There are more maps and modes than before, and you can even play as iconic Bond characters. Some of these, such as Oddjob, even have patented weapons (hat throwing is just as deadly as a gun), which add good variety and should please anyone who fancies the Bond films. 

Offline fare is just as robust, but in a different way. The experience points system has been scrapped, but in its place is a good array of modifiers that let you put your own spin on how things play out. You and up to three friends take part in split-screen action, and you can tweak options that make your grenades sticky or bouncy, force players to explode when they come into contact with others, or shrink everyone down to bite-sized proportions. The best of these instantly kills anyone who stands still for too long. It's a great way to eliminate snipers and campers because it makes players push the action rather than wait for things to come to them. However, there is one big problem: no bots. Still, messing with the many options is lots of fun, but you won't get everything out of this mode unless you have three friends willing to share one-quarter of the screen with you. 

As if hanging off the side of a plane wasn't dangerous enough.

New in this year's version is Mi6 Ops mode, a series of single-player challenges that may not completely make up for the lack of Time Trials but at least engenders many of the same feelings. Here, you have a specific objective that must be completed, and you're graded on how efficiently you complete it. The missions resemble what you have to normally do in multiplayer, such as killing anyone who opposes you or defending consoles from attack, but because you have to play by your lonesome, they aren't quite as engaging. Still, with more than 40 of these challenges to take part in, it should take a few hours to complete them all. And if you get sucked in, you can always try to shave off a few precious seconds for an impressive leaderboard standing.
Goldeneye 007: Reloaded is a great game that does justice to its prestigious name. Instead of living in the past, Bond's latest adventure embraces the present. The explosive single-player campaign is a great ride all the way through, and it's well worth replaying a few times just to see what sort of cool secrets the harder difficulties hide. The online multiplayer has you gunning down enemies and racking up experience points with the Bond characters you know and love. Sharp controls, clever level design, and a wealth of gameplay options are the backbone of this exhilarating shooter, and it absolutely nails its core tenets. GoldenEye 007: Reloaded has no need to rely on nostalgia when it so expertly creates such thrilling new memories.