Ngage games codes
Overall Sims 2: Pets has a good graphics engine and an easy-to-use interface. It's made even more easy to use by on-screen hints that appear when you first encounter a new aspect of the game, so practically everyone should be able to play this straight away.
Unfortunately the developers have neglected to provide an actual game, either conventional or unconventional. There's absolutely no enticement to continue playing, this game doesn't feel as though it's been properly playtested. The tasks you have to do are far too simple and boring, they don't develop at all, it's simply a question of how often you want to repeat them. That wouldn't matter if it worked as a fun virtual toy or an intricate dolls house, but it's neither of these things: there's nothing to customise, only two or three items you can buy, and nothing ever changes.
The only major unlockable is a mechanical dog which behaves just like the normal dogs. There are too few breeds, just five or six if you include the robot dog.
It would have been nice to see more available, perhaps as unlockables or even as downloadable content. Dog sim fans enjoy a good choice of breeds just like football sim fans enjoy a good choice of clubs.
Worst of all though you never really feel any kind of attachment to your virtual pet. It doesn't have any kind of individuality or personality, and it doesn't grow or change either so there's no feeling of achievement. The dog won't even try to collect balls or frisbees which you've mis-thrown, and the mini-games in general don't involve any proper team work. The animation of the dog is good but it doesn't vary enough to suggest a creature with a personality.
The score we've given this game reflects its value as a full price title. However, if you want to rent it with a day pass or week pass you may well get a lot more value from it, as the entire game can be played in just a few hours.
If anyone from EA is reading this with future sequels in mind: keep the graphics engine and interface the same, but put some meat on those gameplay bones. Thanks Allabtngage!
Wednesday, November 19, Brothers In Arms v. Gameloft Brothers In Arms v1. As well as travelling on foot, the player can use a variety of vehicles including a Sherman tank. Those of you expecting the same innovations as you would find on Halo on the XBox or PC might be in for a disappointment. But that's a good thing, because the N-Gage platform needs a simpler control system. There's an argument that modern first person shooters on consoles can be insanely complex, with two analogue sticks needed just to move you around and look, then all the buttons hanging off and used in combinations that are more complicated than a shadow puppet of the Golden Gate Bridge.
What you have in Brothers in Arms is a simple control set. You want a better view, you have to get closer. And here's where Brothers in Arms makes best use of the Nseries platform, because the graphics are about as good as you can make them on a QVGA screen, with the technology available.
You have to remember that this is on a mobile phone, with limited power and processor cycles, so no putting it next to an HD game on your 42 inch plasma TV; take that into consideration and the graphics here are impressive.
I'm not going to say they're jaw dropping, amazing, or the best on a mobile platform, mainly because the look of the game seems very reminiscent of Ashen on the original N-Gage and N-Gage QD. What I will say is that everything is clear and understandable, you can tell buildings, tanks, terrains, friend or foe apart easily. But here's the thing about the graphics on a small screen, and here's where putting a shooter on the N-Gage is a risky move. While there is an auto-aiming component when you run around the map, you can also stop and go for more precise aimed shots.
Trying to do a decent head shot from more than about 10 meters according to the in game rangefinder in this way is a matter of pixel perfect precision. Tiny taps on the direction pad while in the aim mode are needed to get right onto the head, which may or may or may not be moving. I'd also love to say that this slows the game down, but in all honesty it doesn't. Like the heavily laden soldier that you are, Brothers in Arms feels sluggish.
Now by that I don't mean it has a poor frame rate or that the graphics and sound are a few moments behind any action you make. No what I mean is that the gameplay itself is slow. Infinite Dreams Hooked on Creatures of the Deep v0. It's been published by Nokia itself, and the developers are the Polish company Infinite Dreams, who are well-known in the smartphone community for their acclaimed high-quality games such as K-Rally, Sky Force and Super Miners all of which are available for N-Gage phones, just look for the versions labelled "Symbian S60 3rd Edition".
HO:COTD is a sort of combination of a fishing simulator and a role playing game, with every successful catch earning you experience points XP that bring you closer to "levelling up", which unlocks new features, playing areas, items and even mini-games. You can just fish at random if you want, or you can choose to take part in a quest usually to find a particular object lost underwater, or to catch a certain creature , or you can take part in tournaments which are held several times a day in the game world they're offline tournaments against computer players, so you don't need an internet connection.
All three activities can be done at once, so for example if you get bored of a quest you can go off to join a tournament. Some of the characters you meet exist in real life, and the resorts themselves are represented by locations in the game based on real maps.
You start the game in Costa Rica but as you earn experience you'll unlock the other locations, and you can fly to them from each resort's airport. As you level up, new fishing tackle will be available to you from the resort shop you don't have to pay for it, just reach the right level of experience and go and collect it. The controls for the game are very, very simple: you move with the direction pad, and you select things with either the direction pad button or the top gaming button the A button.
You also occasionally have to choose an option with the blue soft keys. You choose where to fish from a detailed 2D map which you drive your boat around. The map is animated, so for example you can see where other boats are fishing if there are any , and the depth of the water is visible from the colours of the sea or lake.
Once you decide on a place to fish, you just click the button and you're presented with a 3D view of the spot where you can look all round and up and down. Using a golf style power meter, you press the button to cast your line, and then press it again to choose how far out you want the line to go. If you've managed to obtain a depth meter, you'll see a chart showing how deeply your lure has sunk, which is important as different lures sink at different speeds, and different fish live at different depths.
Reeling the lure in keeps it at that depth, though it may drag it away from an interested fish. When a fish does try to take the bait, the game's camera zooms in on the end of your reel, and if the fish is ready to be reeled in a blue icon will appear telling you to press the game button.
This is where the excitement begins: you have to get the fish all the way back to the boat, with that distance represented by a blue bar. At the same time, the fish has to get away from you, so it tries to pull on the line as hard as it can, and the strain on your line is represented by a green and red bar next to the blue bar. If you don't reel the fish in it will get away, but if you do reel the fish in it will cause strain on the line.
Your task is to balance the strain with the reeling, and this is where the essence of the game lies, in "playing chicken" with the strain gauge so that it goes as close to breaking point without actually breaking. This is made very difficult by the constant changes in direction of the fish, and you see it spinning you around in the main display, occasionally even jumping out of the water in a rather spectacular manner.
If the above process sounds complicated, it isn't, you get to know the game very quickly and fishing becomes an instinctive process. Catching a fish feels very much like a duel, which is probably as it should be.
If you manage to get a fish reeled all the way in, you receive experience points based on how rare the fish is and how difficult it is to catch. You can then either keep the fish or release it the game generally rewards you for releasing fish, especially rare species.
Sometimes you'll find a fish is very easy to reel in, and then you'll discover it isn't a fish at all but an object of some kind. It's worth keeping all the man-made objects you find, as you receive bonus experience points for removing rubbish from the water, and the objects may help you solve certain quests.
Particularly interesting are the messages in bottles that you catch from time to time, which reveal the back-story to the location you're in at the moment.
For example the Costa Rica resort has lots of ancient maps and messages from Christopher Columbus. You'll also very occasionally catch a creature that isn't a fish, such as a turtle, crocodile or even if you're lucky the Loch Ness Monster.
One of the problems with HO:COTD is that it doesn't really have a tutorial to get you started, so let's take a break from the review for a moment and look at some important things you should know before playing the game:.
The "Pause" menu is your best friend, it contains all the important information you need to play the game. The "Pocket" section of the pause menu contains your tackle box where you can choose the fishing equipment you want to use , as well as a Pokemon-style bestiary of the fish you've caught in that resort, and a "Live Well" section containing all the objects you've kept.
Don't repeatedly pound the game button to reel in the fish, just keep it pressed down to reel in and release it if line tension is too high.
When you're at an appropriate level you can collect new tackle from the resort, represented by an orange circle with a house in it. You have to collect it for it to appear in your tackle box, and you have to then select it from your tackle box in order to use it.
Tackle unlocked when you reach a higher level is NOT necessarily better than tackle from a lower level, quite often a lower level item works better than a higher level item.
For example some of the higher level lures sink much more quickly, which means they're useless in trying to catch fish which live near the surface. You need different kinds of tackle for different kinds of fish, there are no simple tackle "upgrades". The green and red dots represent quests, just go to them and click on the button to find out what they are. If you want a further hint or a reminder of what you're supposed to do, go back to the dot and click on the button. The game does have a variety of different lures, rods, lines and other equipment, but these aren't open to you when you begin.
As you progress, the fishing techniques you can use become more subtle and complex. Different fish live in different places, come out at different times of day, and live at different depths, so try to vary where and how you fish as much as possible. The depth meter will help you do this, as will an appropriate choice of tackle.
Your level, experience and tackle box only count in the resort you're in. You earn experience, levels and equipment completely separately in each resort, so for example you might be level 10 in Costa Rica but only level 2 in Alaska. In effect, each resort is a separate game. If you want to use the rumble feature, as well as switching it on in the options menu you also have to have vibrating alert switched on in the phone profile you're currently using.
For example, if you have the phone in offline mode, you'll have to activate vibrating alert in the "offline" profile for the rumble feature to work in the game. You can usually find the profiles icon in the "Tools" folder on the main menu screen. Let the main menu of the game run on its own and you'll see fish and objects you've recently caught float by in a virtual aquarium.
Everything is exquisitely done: the surface of the sea moves convincingly, the boat bobs up and down appropriately to current conditions and recoils realistically if your fishing line snaps , the sky and landscape change their appearance often quite radically in relation to the current time of day and weather conditions.
The sky is populated with flocks of birds, jets flying overhead and even the occasional hot air balloon. Around you the sea has other boats, fish close to the surface and bottles floating by though the bottles you can see don't seem to be catchable, you can only catch bottles that are under the surface. If you've gotten wet from reeling a fish in or because it's raining, there are photo-realistic drops of water which gradually run down the camera lens, and if you look directly in the sun you see the classic "lens flare" circles you'd expect from a camera.
If it's night time you can see the lights on the coastline, and now and then the hot air balloons will light up as their pilots turn on the flames of the heater.
Even the map changes colour with the time of day in the game world, and is animated with clouds floating over the map in a parallax fashion, fish swimming through the sea and other boats trying to find a good spot.
You really have to play the game for some time to fully appreciate just how much work has gone into the graphics, as a location in bright sunshine looks completely different in a storm, and completely different again at sunset. When it's not raining the sun can be shining directly, or hidden by cloud, or creeping behind the mountains, and when it is raining it can either be boring showers or a full-blown thunderstorm with lightning striking the sea and, unlike films, there's a realistic delay between the lightning and the thunder.
The effect of weather and sunlight on how the game looks is amazing, it makes the game feel much more real and adds to the atmosphere tremendously. One serious disappointment is how the game handles graphics when you finish reeling something in. While you're reeling it in the graphics are absolutely excellent, as you and the line get dragged about by the creature in all directions and you often see it leaping out of sea, but for some reason when you've actually got the creature all the way to your boat the game pauses, then presents a dialogue box with the creature's name and a 3D rendering.
It feels like the graphic artists didn't know how to handle the end of the capture so they just left out the ending completely, which is a bit of a cop-out. In general though, this is one of the most beautiful and lovingly put together phone games at the moment, and really raises the bar for what you can expect from graphics in a mobile phone title.
Sound is also very good, with a separate soundtrack for each location. The Costa Rica location you begin in sounds a lot like something from the Moneky ISland games, and the music uses a separate volume control from the effects so you can turn it off if you don't like it. The music is contextual, so it only plays when it's appropriate and changes itself to suit current events. The music plays on the main menu and the map, but fades away when you start the actual fishing.
There's then an exciting bit of music when you start reeling in a fish, which speeds up the nearer you get to making a successful catch. As the game itself points out, if you turn the game's music off completely you can listen to your own music instead using the phone's music player, though this won't be in sync to the game's events because it's running in a separate application.
The sound effects all suit the game well, though of course there's not a huge variety of effects in a fishing game as they're mostly related to water. The thrashing of the fish is convincing, and if you listen carefully you can even hear the faint "plop" of the lure as it hits the water. As far as we can tell, the only Arena features on here are online scoreboards, and various in-game actions also earn you N-Gage achievement points for your N-Gage profile.
Hooked On: Creatures Of The Deep is great fun to play once you've worked out where all the options and status screens are, and it gets even better once you've unlocked things like the depth meter, extra tackle, and the other resort locations. People who invest time in this game will be rewarded.
Unfortunately the game's designers haven't made it very easy to do the things above. The "Pause" menu is far more important than its name suggests, and the "Pocket" menu also needs to be much more prominent so people can easily find some extremely vital things like the tackle box. There really ought to be a tutorial at the beginning of the game taking the player through finding all these features, because progress will get very very difficult without them.
Infinite Dreams know how to do tutorials, they have an excellent one at the beginning of Games, so it's a shame they didn't make one for this game too. Another problem is that the amount of experience required to unlock certain parts of the game is far too high. The main reason this reviewer has taken so long to write this review is because it took about two or three days of long playing sessions to unlock the first extra resort.
Yeah, Gameloft has been making games for years. This one was sort of like a Fast and Furious movie, all super fast racing and bravado. It looked great for its time, and it played really well too. A lost classic of the mobile arcade racing genre. Oh, actually golf games are also better than real life golf.
Real life golf is boring and involves walking around a lot. This one was actually a pretty deep golf-sim that demanded you figured out what you were supposed to be doing rather than just smacking balls around like a loon. A racer that owes a lot to the likes of WipeOut.
It was super fast, super spacey, and the spinny spinny gameplay would make you throw up and cackle in equal measure. A strategy game set during World War 2. This one saw you controlling troops on small missions. It's turn-based, and you could play with eight players if you wanted. And you should have wanted, because it offered one of the best multiplayer experiences on the platform. A first person shooter that was set in Venice.
Well, it was set in Seven River City, but it was basically Venice. The game saw you tackling hordes of monsters and aliens with a bunch of heavy weaponry.
One of the best Games Workshop games, before Games Workshop games started coming out all of the time. It took the grim dark future of the tabletop games and transposed it brilliantly to the small screen. Oh yeah, there was a Resident Evil game on N-Gage as well. This one starred Leon Kennedy and saw you trapped in an airport that was overrun with zombies.
It's a prequel to the PC game of the same name, but it managed to capture almost everything about the franchise that make it so entertaining. Another slick strategy game, this time with all of the charm and humour of the Worms series. There was multiplayer, there was worms, and there was lots of cackling as you blew up your friends with sheep and grenades. But Super Monkey Ball is ace, and this version was just as ace as all of the other ones. It had monkeys, it had balls, and it would definitely make you smile.
A football game that managed to capture all of the fun of the sport without the super-powered graphics that power the new generation of kickers.
Twitter Facebook Reddit. Reset Generation It's sort of difficult to explain Reset Generation in such a small number of words. Hooked On: Creatures of the Deep Who doesn't love a game about fishing? The mobile brawler done right well before touchscreen came along and ruined everything. Metal Gear Solid Mobile Yup, you read that right. Tetris You can't really have a platform without a version of Tetris , right? Dance Fabulous I'll be honest, fabulous is the only way I dance. Space Impact Kappa Base You know a game's going to be good when it's got a nonsensical name like that.
This was a super tough bullet hell shooter with the sort of 2D graphics that made your eyeballs bleed. But, you know, in a good way. Bounce Boing Voyage Bounce was sort of Nokia's gaming mascot. It was a rubber ball. You can't make this up.
Asphalt 3: Street Rules Yeah, Gameloft has been making games for years. Pro Series Golf Oh, actually golf games are also better than real life golf. Probably one of the best mobile racers of all time.
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