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			<title>Diablo III</title>
			<description>&lt;img src=&quot;http://upload.wikimedia.org/wikipedia/en/8/8d/DiabloSplash.JPG&quot;&gt;&lt;br&gt;
&lt;br&gt;
Diablo III is an upcoming dark fantasy/horror-themed action role-playing
 game developed by Blizzard, making it the third installment in the 
Diablo franchise.&lt;br&gt;
&lt;br&gt;
The game takes place in Sanctuary, the dark fantasy world of the Diablo 
series. This world was saved twenty years prior by a handful of unnamed 
heroes in Diablo II. Warriors that survived the onslaught of the armies 
of the Burning Hells have gone mad from their ordeals and it is up to a 
new generation of heroes to face the forces of evil threatening the 
world of Sanctuary. Players will have the opportunity to explore 
familiar settings such as Tristram.&lt;br&gt;
&lt;br&gt;
The only confirmed NPCs are Deckard Cain, who has appeared in both of 
the previous games, and his daughter, a new character that accompanies 
the hero in quests from time to time. Cain&apos;s journal on the official 
site brings the player up to speed on the events of the first ...</description>
			<content:encoded>&lt;img src=&quot;http://upload.wikimedia.org/wikipedia/en/8/8d/DiabloSplash.JPG&quot;&gt;&lt;br&gt;
&lt;br&gt;
Diablo III is an upcoming dark fantasy/horror-themed action role-playing
 game developed by Blizzard, making it the third installment in the 
Diablo franchise.&lt;br&gt;
&lt;br&gt;
The game takes place in Sanctuary, the dark fantasy world of the Diablo 
series. This world was saved twenty years prior by a handful of unnamed 
heroes in Diablo II. Warriors that survived the onslaught of the armies 
of the Burning Hells have gone mad from their ordeals and it is up to a 
new generation of heroes to face the forces of evil threatening the 
world of Sanctuary. Players will have the opportunity to explore 
familiar settings such as Tristram.&lt;br&gt;
&lt;br&gt;
The only confirmed NPCs are Deckard Cain, who has appeared in both of 
the previous games, and his daughter, a new character that accompanies 
the hero in quests from time to time. Cain&apos;s journal on the official 
site brings the player up to speed on the events of the first two games.
 Diablo&apos;s world map is composed primarily of two main continents with 
several small islands in the Northwest region.&lt;br&gt;
&lt;br&gt;
Diablo III is similar in style to its predecessor, Diablo II. The 
proprietary engine will incorporate Havok physics and feature 
destructible environments with an in-game damage effect. The developers 
are aiming to make the game run on a wide range of systems, and have 
stated that DirectX 10 will not be required. Diablo III will use a 
custom 3D game engine in order to present an overhead view to the 
player, in a somewhat similar way to the isometric view used in previous
 games in the series. Enemies will utilize the 3D environment as well, 
in ways such as crawling up the side of a wall from the depths into the 
combat area.&lt;br&gt;
&lt;br&gt;
As in Diablo II, multiplayer games will be possible using Blizzard&apos;s 
Battle.net service, with many of the new features developed for 
StarCraft II also available in Diablo III. Players will be able to drop 
in and out of sessions of co-operative play with others.&lt;br&gt;
&lt;br&gt;
An enhanced quest system, a random level generator, and a random 
encounter generator are slated for use in order to ensure the game 
provides different experiences when replayed. Overall, the game will 
include both static and randomly generated levels. Additionally, there 
will be class-specific quests to go along with the main storyline 
quests. Blizzard originally planned to have in-game cutscenes, but 
decided these would divert from the gameplay and decided against them. 
Two new armor pieces will be available: shoulder plates and leggings.&lt;br&gt;
&lt;br&gt;
Unlike previous iterations, gold can be picked up merely by touching it,
 rather than having to manually pick it up. Sidekicks, unlike Diablo II,
 are now distinct NPCs who join the player, rather than 
randomly-generated and endlessly replaceable hires. One of the new 
features intended to speed gameplay is that health orbs drop from 
enemies, replacing the need to have a potion bar, which itself is 
replaced by a skill bar that allows a player to assign quick bar buttons
 to skills and spells; previously, players could only assign two skills 
(one for each mouse button) and had to swap skills with the function 
keys. Players can still assign specific attacks to mouse buttons.&lt;br&gt;
&lt;br&gt;
Skill Runes, another new feature, are skill-modifying items that are 
randomly dropped by monsters and used across all classes. Similar to 
runes in Diablo II but instead of changing equippable items, they can be
 attached to skills as though they are items, often completely changing 
the gameplay of each skill. They also have the ability to make one 
particular spell in each class more powerful, and give the player 
options as to how the rune will enhance a particular spell. For example,
 investing Skill Runes on the Wizard&apos;s &quot;Lightning&quot; can allow the players
 to make the lightning jump towards additional enemies, or, 
alternatively, adding the runes with explosion effect blows the enemy up
 and causes damage to the surrounding area.&lt;br&gt;
&lt;br&gt;
&lt;font size=&quot;4&quot;&gt;&lt;b&gt;&lt;br&gt;
Diablo 3 screenshots&lt;/b&gt;&lt;/font&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243463.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243462.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243461.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243460.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243459.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243458.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243457.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_243456.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/diablo_iii/2010-12-23-30</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/diablo_iii/2010-12-23-30</guid>
			<pubDate>Thu, 23 Dec 2010 10:33:01 GMT</pubDate>
		</item>
		<item>
			<title>A Survivor Is Born: The New Lara Croft</title>
			<description>&lt;b&gt;A Survivor Is Born: The New Lara Croft&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider2.jpg&lt;br&gt;
&lt;br&gt;
Redesigning an icon is an immensely difficult task. IP holders must 
tread lightly – the considerations of fans and critics alike maintain 
that every decision will be a precarious one. With Lara Croft’s iconic 
look so engrained in popular culture, Crystal Dynamics had to 
meticulously research and iterate upon her physical presentation before a
 final direction was chosen for the franchise reboot. Its biggest 
challenge was finding a middle ground between familiarity and freshness,
 vulnerability and strength, and the all-important trifecta of brains, 
 brawn, and beauty.&lt;br&gt;
&lt;br&gt;
On Tuesday we &lt;a target=&quot;_parent&quot; href=&quot;http://www.gameinformer.com/b/features/archive/2010/12/07/lara-croft_3a00_-the-evolution.aspx&quot;&gt;took a look back&lt;/a&gt;
 at how Lara Croft has evolved throughout the ages. Now, Global Brand 
Director Karl Stewart and Art D...</description>
			<content:encoded>&lt;b&gt;A Survivor Is Born: The New Lara Croft&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider2.jpg&lt;br&gt;
&lt;br&gt;
Redesigning an icon is an immensely difficult task. IP holders must 
tread lightly – the considerations of fans and critics alike maintain 
that every decision will be a precarious one. With Lara Croft’s iconic 
look so engrained in popular culture, Crystal Dynamics had to 
meticulously research and iterate upon her physical presentation before a
 final direction was chosen for the franchise reboot. Its biggest 
challenge was finding a middle ground between familiarity and freshness,
 vulnerability and strength, and the all-important trifecta of brains, 
 brawn, and beauty.&lt;br&gt;
&lt;br&gt;
On Tuesday we &lt;a target=&quot;_parent&quot; href=&quot;http://www.gameinformer.com/b/features/archive/2010/12/07/lara-croft_3a00_-the-evolution.aspx&quot;&gt;took a look back&lt;/a&gt;
 at how Lara Croft has evolved throughout the ages. Now, Global Brand 
Director Karl Stewart and Art Director Brian Horton address
 Crystal Dynamics&apos; rational for the redesign, the iconography of Lara 
Croft, and how they hope the new look will help once again make her a
 culturally relevant hero.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/7065.Karl_5F00_Stewart_5F00_Global_2D00_Brand_2D00_Director.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;b&gt;The Origin’s Origin&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;color: rgb(63, 56, 38);&quot;&gt;&lt;b&gt;Karl Stewart:&lt;/b&gt;&lt;/span&gt;
 This was originally supposed to be a continuation of Underworld. 
Instead, it became a case of us realizing that it was not the way we 
needed to go. We had to stop in our tracks and reevaluate everything in 
order to choose a new direction. The origin story came about through 
lots of research and deciding how to reposition Lara to get her where 
she needed to go. A reboot wasn’t at the top of the list to begin with, 
but it certainly shone through as the direction the franchise needed. &lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/7752.Brian_5F00_Horton_5F00_Art_2D00_Director.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;b&gt;An Issue of Relevance&lt;br&gt;
&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(63, 56, 38);&quot;&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Brian Horton:&lt;/b&gt;&lt;/span&gt; &lt;/span&gt;We
 wanted to make a version of Lara that you would recognize as Lara 
Croft, but that felt relevant to today’s gaming audience. I think people
 are looking for realism in their games and they want to believe in 
their characters. We want people to care for Lara at the end of the day.
 And if they can look at her and go &quot;this is someone that I want to help
 through this survival journey,” then we have met our goal. &lt;br&gt;
&lt;br&gt;
&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;Motivation&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;b&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;Horton:&lt;/span&gt;&lt;/b&gt;
 For me, every character design starts with who that person is and what 
motivates them. What we chose to do very early on was not to start with 
the surface qualities and to focus more so on who Lara is as a 
character. We felt that if we could understand that, then the surface 
qualities and how the character looked would be derived from that 
biography. So we knew we wanted to make an origin story. We knew we 
wanted to make a young Lara Croft, and we wanted her be a blend of 
someone that has a level of vulnerability and inner strength. She has 
this aspirational quality. She wants to be someone and to pull away from
 the perception of who she is because of her legacy of being a Croft. 
She is her own person and she is trying to make her way in this world. 
So that was the focus early on – trying to understand who she was 
inside. &lt;br&gt;
&lt;br&gt;
Once we understood that biography, the next step was to make her as 
believable and relatable as possible. We wanted to make a girl that was 
somewhat familiar, yet had a special quality about her – something in 
the way her eyes look and her expression in her face that makes you want
 to care for her. That was our number one goal when we started thinking 
about her visualization – that people would have empathy for Lara, while
 at the same time knowing she has this inner strength that will allow 
her to become a hero. That was the first order of business.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/3286.Quote-1.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;

&lt;p&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;b&gt;Fresh…&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt;
 What dropped away pretty quickly was the hardness that she had. She is 
strong and we love Lara Croft for that strength, but she was almost so 
strong that we were always one step away from her. That was one thing 
that we all agreed on right away – to try and soften her up enough so 
that you could step into her life. All of the character design decisions
 came from trying to make her believable. We didn’t want to make her a 
sexual object. She is a character that we want you to believe in. &lt;/p&gt;

&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;&lt;br&gt;
 &lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/1055.Quote-3.jpg&quot;&gt;&lt;br&gt;
 &lt;br&gt;
…but Familiar&lt;br&gt;
&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt;
 A lot of 
it comes down to study. We spent a lot of time researching actors and 
people that you look at and say &quot;we like these people,” and you can’t 
help but want to get to know them. We wanted that mix of someone who is 
aspirational, but familiar at the same time. We want people to be asking
 themselves where they know that girl from. Then people will care about 
her. How we did that is a mix of iteration. We spent a lot of time 
iterating on Lara. &lt;br&gt;
&lt;br&gt;
&lt;p&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;b&gt;Iconography of Lara Croft&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt;
 We started doing a battery of concepts, beginning with silhouettes. 
Then we started to build up features and dissect who she was as a 
character and the things that made her iconic. The things that we 
absolutely kept were the brown eyes, the signature quality of her lips 
having that M shape, and the relationship between the eyes and the nose 
and the mouth. Those were things we knew we wanted to maintain. But we 
also knew we wanted to bring her into a more believable proportionality 
and surface quality. That was another big push for us. We wanted to 
bring her into this world and ground her as much as possible.&amp;nbsp;&lt;/p&gt;

We realized that Lara’s hair was a big part of her visual language – 
the iconography of Lara croft includes her ponytail. But we also knew we
 didn’t want to do something like the classic braid. We wanted to have 
the hair itself tell a bit of the story. So the hair moves and helps to 
sell the drama. We felt that it was an important aspect to keep because 
when you are always seeing a character from behind, the hair moving and 
whipping around in the wind is a very important component. Her hair 
comes down to about the middle of her back. The idea is to have it at 
the right length to give it some great secondary motion in action 
sequences. &lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/1512.Quote-4.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;

&lt;p&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;Eyes Up Here&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(63, 56, 38);&quot;&gt;&lt;b&gt;Stewart:&lt;/b&gt;&lt;/span&gt;
 We did some initial tests where we brought in the vision for the new 
Lara Croft, and then we matched it up against the previous iterations. 
In the tests of the previous iterations it was clearly evident that 
people moved around the image more to the items and her chest and her 
waist size. But with the new image, people spent most of the time 
piercing her eyes. Anybody who has seen the image says &quot;I know that 
girl.”&lt;/p&gt;
&lt;br&gt;
&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;A Head Short&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton: &lt;/b&gt;&lt;/span&gt;What
 it came down to is that we wanted to have certain proportionality when 
we put her next to the men. We wanted a clear size difference. She isn’t
 going to be as tall as the men around her – about a head shorter. This 
reinforces the feeling that she’s against all odds. The relative 
proportion is more important than the actual number [5’ 7”] – making her
 feel like a scrapper of sorts, even though she will always find a way 
through her self-determination. She will find a way to survive even if 
she doesn’t have Amazonian proportions in the game. The emphasis on 
acrobatics isn’t nearly as important as the fact that she is capable.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/3404.Quote-5.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Capturing Beauty&lt;/span&gt; &lt;/b&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton: &lt;/b&gt;&lt;/span&gt;We
 went through an exhaustive process once we finished the concepts. We 
came up with the characteristics of a girl that we wanted, and then we 
did a casting session and cast a couple of models that had different 
characteristics we liked. The bone structure was important, but we also 
didn’t want to get a model that was too sculpted. We wanted a little bit
 of that baby fat – just a little bit of roundness on the face to give 
her that more youthful look. We full-body scanned both of them to 
capture those traits before we started our own model. &lt;br&gt;
&lt;br&gt;
&lt;p&gt;&lt;b&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Function over Form&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt;
 The Big thing for me – and for us – as we were designing Lara was 
trying to find something that felt both iconic and timeless at the same 
time. So there was an exhaustive amount of research done in terms of the
 wardrobe and gear that was decided on, and how we chose to put them on 
for compositional reasons as well as functional reasons.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;

&lt;p&gt;&lt;img style=&quot;float: left; margin-right: 10px;&quot; src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/6648.Quote-6.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;We
 had goals of a realistic proportionality and a realistic wardrobe, and 
we wanted them to feel more like clothing – not an outfit. There is no 
such thing as an outfit for us. She is on this expedition and has 
practical clothing – cargo pants and layered tank tops and boots – 
because she is in and among a group that share the same values. Lara is 
beautiful, but she isn’t fashion forward. She does have two little 
earrings on one side because we wanted to update her in some respects. 
But she is more about her own internal world. The end result was a look 
that is both contemporary and timeless. We didn’t want the look to be 
too trendy or too hip, but she still needed to feel youthful and 
relevant, with an earthy and vulnerable quality to her on top of having 
that inner strength. &lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;

&lt;p&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;Tribute&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt;
 Lara’s tank top starts off light grey. In certain light it looks blue, 
but it’s grey. One of the things we wanted to do was to let it feel blue
 at times. We wanted to get the feeling that it is fairly neutral, but 
when you look at it there is that sort of nod to the past, even though 
it is very contemporary when compared to the past. We wanted to evoke a 
feeling that the essence of Lara Croft is there when you look at her. 
There is still a lot of respect and love for Lara Croft as a character, 
even though we are reinventing her. &lt;/p&gt;
&lt;br&gt;
&lt;p&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;Evolving Wardrobe&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton: &lt;/b&gt;&lt;/span&gt;The
 most important thing to me is that we not have wardrobe changes, but 
rather wardrobe evolution. The cumulative damage and wear and tear &lt;img style=&quot;float: right; margin-left: 10px;&quot; src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/0511.Quote-7.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;on
 the clothing is where evolution comes through in the outfit. I’m very 
excited to see that manifest throughout the game. Lara is just surviving
 from beginning to end. Through her situation her outfit is going to 
show the accumulation of that survival story. That is going to mean 
discoloration and rips and tears. That will sort of progress throughout 
the entire adventure. There will be other gear and items that will 
accumulate and change her look a bit, too.&lt;/p&gt;

&lt;p&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;A Step too Far&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt;
 At one point, since survival is such an important element, we thought 
about having her bones break and she would be crippled in some way. And 
while we realized that it would be fantastic from a fiction standpoint, 
it would hurt us in gameplay. We want her to get damaged, and that is a 
huge part of how we present the character, but we didn’t want to go so 
far as to say that she had splints on and things like that. It was just a
 step too far from the gameplay goals. &lt;/p&gt;

&lt;p&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;Beyond the Superficial&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt;
 We spent a lot of time talking about surface qualities and millimeters 
and proportions. But really what you look at in the game is what Lara 
does in the world, and I think that is so much more important than those
 final surface qualities. Our lead animator has done an amazing job 
making her feel connected to the world, &lt;img style=&quot;float: left; margin-right: 10px;&quot; src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/5633.Quote-9.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;and
 I think that is the extra ingredient. No matter how you design a 
character, it is how she acts in the world that makes her believable. &lt;/p&gt;

&lt;p&gt;&lt;span style=&quot;color: rgb(63, 56, 38);&quot;&gt;&lt;b&gt;Stewart:&lt;/b&gt;&lt;/span&gt; You will
 see that in a lot of the character performances. A lot of thought has 
been put into what Lara would do in a situation because she is fresh to 
the situation. For example, when she hears the scavenger for the first 
time, her natural reaction is to step back and ask &quot;what the hell is 
that?” But as you progress she becomes stronger and her animations 
change, as does her character performance. So there are these stages 
that you have to go through. It isn’t just about being this beautiful 
girl and running from place to place.&lt;/p&gt;

&lt;p&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton:&lt;/b&gt;&lt;/span&gt; It’s 
about how she plays out in this world, and her interplay with other 
characters. Those interactions are going to be very different from what 
we’ve seen in past Tomb Raider titles. She isn’t always in charge. She 
will have these ranges of being the low man on the totem pole in the 
beginning and then finding her own voice. &lt;/p&gt;

&lt;p&gt;&lt;span style=&quot;font-family: arial,helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;b&gt;Lest Not Forget… &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(156, 146, 98);&quot;&gt;&lt;b&gt;Horton: &lt;/b&gt;&lt;/span&gt;As
 far as sex appeal, we are always thinking about making a character that
 people want to play, and part of that is a level of attractiveness and 
being drawn to Lara. But we don’t want to play up sexuality for 
sexualities sake. We are constantly talking about context and motivation
 on this project. If for any reason we wanted to put her in a situation&lt;img style=&quot;float: right; margin-left: 10px;&quot; src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/250x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/2318.Quote-8.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt; that would be alluring, it isn’t to be alluring. It would be because the situation called for it.&amp;nbsp;&lt;/p&gt;

&lt;p&gt;Lara is a lover of archeology and she has these book smarts. Her 
brains are another huge part of her sex appeal. She is an attractive 
girl who doesn’t play up her looks, but she is super smart and she is 
very ambitious.&amp;nbsp;&lt;/p&gt;

&lt;p&gt;Ultimately, what I think is going to be compelling about this – and 
what our version of sexy is – is the toughness through adverse 
conditions. Seeing her survive through these moments. Her skin is still 
bare on the arms and there are going to be rips and tears on her 
clothes, but it won’t be about being revealing. It’s a way of saying 
that through these tough situations, there is a beauty and vulnerability
 coming through. I think that is sexy in its own way. There is a 
different tone we are going for across the board, and Lara Croft as a 
sex object isn’t our goal. No unlockable bikinis(&lt;img class=&quot;inlineimg&quot; src=&quot;http://banglagamer.com/forums/images/smilies/modern/w00t.gif&quot; border=&quot;0&quot;&gt;&lt;img class=&quot;inlineimg&quot; src=&quot;http://banglagamer.com/forums/images/smilies/modern/scared.gif&quot; border=&quot;0&quot;&gt;).&lt;/p&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/6646.LARA_5F00_FullbodyREVISEGI2.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://www.gameinformer.com/b/features/archive/2010/12/09/a-survivor-is-born_3a00_-the-new-lara-croft.aspx?PostPageIndex=2&quot;&gt;Source: Gameinformer&lt;/a&gt;&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/a_survivor_is_born_the_new_lara_croft/2010-12-10-29</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/a_survivor_is_born_the_new_lara_croft/2010-12-10-29</guid>
			<pubDate>Fri, 10 Dec 2010 06:15:33 GMT</pubDate>
		</item>
		<item>
			<title>Lara Croft: The Evolution</title>
			<description>This is how Lara Croft change over times &amp;amp; with games.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8345.LCE_2D00_Main.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;p&gt;Love her or hate her, in the late ‘90s you couldn’t ignore Lara 
Croft. The buxom beauty vaulted to cyber-stardom among a sea of male 
protagonists. It’s hard to deny that the phenomenon of Lara’s success 
was inextricably tied to her physical presentation – her nature as a 
projection of both power and sexual fantasies. There was no overlooking 
the cinched waistline and impossible curves, the inflated lips and 
elongated legs, or the excessive flexibility and effortless grace. Some 
embraced Lara as an inspiration for these very reasons. Others shunned 
her as a chauvinistic objectification. &lt;/p&gt;

&lt;p&gt;Through eight console iterations, Lara Croft’s visage has continued 
to evolve – constantly straddling the line between fantasy and reality, 
idealis...</description>
			<content:encoded>This is how Lara Croft change over times &amp;amp; with games.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8345.LCE_2D00_Main.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;p&gt;Love her or hate her, in the late ‘90s you couldn’t ignore Lara 
Croft. The buxom beauty vaulted to cyber-stardom among a sea of male 
protagonists. It’s hard to deny that the phenomenon of Lara’s success 
was inextricably tied to her physical presentation – her nature as a 
projection of both power and sexual fantasies. There was no overlooking 
the cinched waistline and impossible curves, the inflated lips and 
elongated legs, or the excessive flexibility and effortless grace. Some 
embraced Lara as an inspiration for these very reasons. Others shunned 
her as a chauvinistic objectification. &lt;/p&gt;

&lt;p&gt;Through eight console iterations, Lara Croft’s visage has continued 
to evolve – constantly straddling the line between fantasy and reality, 
idealism and believability. With Crystal Dynamic&apos;s Tomb Raider reboot, 
the studio is looking to cut Lara Croft from an entirely new cloth. We 
look back at official art over the past fifteen years and detail the 
metamorphosis of Lady Lara. &lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/2451.Tomb-Raider-1996.jpg&quot;&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tomb Raider&lt;/b&gt;&lt;br&gt;
 &lt;i&gt;Year:&lt;/i&gt; 1996&lt;br&gt;
 &lt;i&gt;Developer:&lt;/i&gt; Core Design&lt;br&gt;
 &lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive&lt;br&gt;
 &lt;i&gt;Platforms:&lt;/i&gt; PlayStation, Sega Saturn, PC, Mac&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TR1.jpg&quot;&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;Lara Croft’s iconic look was set in stone with the release of Tomb 
Raider in 1996. Her distinctive face was dominated by wide brown eyes, 
thick, angular brows, and swollen lips. Lara’s hair has become a pillar 
of her identity throughout the years – stray auburn strands framing her 
face – but the look wasn’t fully realized in the first console release. 
Although her trademark braid was present in official art and renders, it
 was implied in the game itself. The in-game model had hair chopped at 
the nape of her neck, as the braid proved too difficult to realize in 
play. 
&lt;/p&gt;
&lt;p&gt;Lara’s exaggerated stats – widely accepted as 34D/24/35 (at 5 ft. 9 
in.) – created a memorable silhouette. Perched atop a pair of towering 
legs, Lara’s demure waist supported an unnaturally oversized bust. 
Croft’s ensemble aptly drew attention to her curvaceous physique. A 
cotton/lycra leotard clung to Lara like a second skin, straining against
 her augmented assets. Complemented with brown canvas shorts that left 
little to the imagination, Lara’s complete ensemble provided Core (and 
players) incentive to get creative with camera angles. &lt;/p&gt;

&lt;p&gt;Bulky black holsters were accented with an unusually large brass buckle, which according to &lt;i&gt;The Art of Tomb Raider&lt;/i&gt;,
 was enlarged to mask an awkward polygon juncture. A pair of rugged 
combat boots, brown knapsack, and fingerless gloves topped off the look.
 With the addition of Lara’s ever-present twin pistols, an icon was 
born. &lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider%20II.jpg&quot;&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tomb Raider II &lt;/b&gt;&lt;br&gt;
 &lt;i&gt;Year:&lt;/i&gt; 1997&lt;br&gt;
 &lt;i&gt;Developer: &lt;/i&gt;Core Design &lt;br&gt;
 &lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive&lt;br&gt;
 &lt;i&gt;Platforms:&lt;/i&gt; PlayStation, PC, Mac&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TR2.jpg&quot;&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;Not wanting to drastically alter s formula that had proven so 
successful, Lara Croft remained much the same in her 1997 follow-up. 
Slight adjustments to Lara’s face were made – her eyes more vivid and 
framed by thicker lashes – although they were often hidden behind her 
unique red shades. 
&lt;/p&gt;
&lt;p&gt;Lara also seemed to develop a wider emotional spectrum. The official 
art documented a predisposition for bearing her teeth in a sneer or 
slightly unnerving grin. Croft was also gifted long locks in Tomb Raider
 2 via an in-game braid. &lt;/p&gt;

&lt;p&gt;In Tomb Raider, Lara’s original ensemble suited her just fine for 
excursions in every climate. Returning for seconds, however, Lara’s 
wardrobe diversified to reflect different locales. In addition to her 
blue leotard, Lara donned a fitted bomber jacket, clingy Sola wetsuit, 
and skimpy blue robe. Chances are that most Tomb Raider fans remember 
that particular encounter – the &lt;a target=&quot;_blank&quot; href=&quot;http://www.youtube.com/watch?v=3ViwkgysKmM&quot;&gt;shower and shotgun&lt;/a&gt; make it hard to forget.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider%20III.jpg&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tomb Raider III&lt;/b&gt;&lt;br&gt;
 &lt;i&gt;Year:&lt;/i&gt; 1998&lt;br&gt;
 &lt;i&gt;Developer:&lt;/i&gt; Core Design&lt;br&gt;
 &lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive&lt;br&gt;
 &lt;i&gt;Platforms:&lt;/i&gt; PlayStation, PC, Mac&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TR3.jpg&quot;&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;Lara’s third adventure found her uncovering secrets in India, Nevada,
 the South Pacific, and more. Continuing the trend of annual releases, 
Croft again had little time to evolve from a physical standpoint other 
than slight improvements to in-game graphics and renders – added 
polygons continuing to round out her once humorously pointy &quot;curves.” 
Instead of a visual overhaul, Core opted to continue diversifying her 
ensembles and equipment. 
&lt;/p&gt;
&lt;p&gt;Lara barred her midriff for the first time in the South Pacific, 
sporting a white athletic bra and green shorts. Her core remained 
exposed as she infiltrated Area 51, donning blue camouflage pants and a 
grey crop top. In this particular look, Lara sported a naval piercing. 
Other outfits included a skin-tight catsuit and environment appropriate 
Arctic gear, each ensemble boasting slightly different boots and 
holsters. &lt;/p&gt;

With Lara’s popularity snowballing, Core took more risks promoting 
Lara in the third game – openly embracing her sex appeal. Provocative 
photos of Lara smoking a cigar ran aside gratuitous cleavage shots, a 
slew of sexy implied nudes, and slinky evening attire.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider%20IV.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Tomb Raider: The Last Revelation&lt;/b&gt;&lt;br&gt;
&lt;i&gt;Year:&lt;/i&gt; 1999&lt;br&gt;
&lt;i&gt;Developer:&lt;/i&gt; Core Design&lt;br&gt;
&lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive&lt;br&gt;
&lt;i&gt;Platforms:&lt;/i&gt; PlayStation, Dreamcast, PC, Mac&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TRIV.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
Another year, another Tomb Raider title. In Tomb Raider: The Last 
Revelation, Lara Croft gave up her globetrotting ways for a single 
adventure in the arid deserts of Egypt. This eliminated the need for 
more than one ensemble, and as such Lara spent the game in her classic 
(and increasingly mundane) outfit. 
&lt;p&gt;A flashback to a teenage Lara Croft provided a splash of diversity, 
showcasing the pint-sized adventurer in pigtails, green shorts, a white 
crop top, and matching camouflage vest. Despite being a teen, Lara 
wasn’t missing her trademark curves.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/YoungLara.jpg&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;Early adopters and fans of Tomb Raider usually note The Last Revelation 
as where their interest in the franchise began to wane, perhaps because 
yearly releases resulted in a plateau of both visuals and mechanics.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider%20V.jpg&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tomb Raider: Chronicles&lt;/b&gt;&lt;br&gt;
 &lt;i&gt;Year:&lt;/i&gt; 2000&lt;br&gt;
 &lt;i&gt;Developer:&lt;/i&gt; Core Design&lt;br&gt;
 &lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive&lt;br&gt;
 &lt;i&gt;Platforms:&lt;/i&gt; PlayStation, Dreamcast, PC, Mac&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TRV.jpg&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;Presumed Dead, Lara Croft looked unusually well for a ghost in Tomb 
Raider: Chronicles. Told through the eyes of reminiscing friends, four 
unique adventures required as many outfits for Lara. Traversing through 
Rome had her in the traditional raiding garb, although a brief cameo of 
an elegant opera dress kicked off the encounter. A trip to Russia 
clothed Lara in a black and white jumpsuit – a dark knit cap atop her 
head. 
&lt;/p&gt;
&lt;p&gt;Teenage Lara returned for a brief adventure, and 
Core got a bit risqu&amp;eacute; in a voyeuristic scene of Lara nearly changing. 
Lara’s final destination had her negotiating through a high-tech tower 
in her black catsuit, this time upgraded with communications equipment 
and slick shades.&lt;/p&gt;

&lt;p&gt;Five years with five consecutive releases again resulted in little 
change to Lara’s physical presentation, although hints of a darker and 
more aggressive disposition were evident in key art. Perhaps it was a 
precursor to what was on the horizon. &lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider%20AoD.jpg&quot;&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tomb Raider: The Angel of Darkness&lt;/b&gt;&lt;br&gt;
 &lt;i&gt;Year:&lt;/i&gt; 2003&lt;br&gt;
 &lt;i&gt;Developer:&lt;/i&gt; Core Design&lt;br&gt;
 &lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive&lt;br&gt;
 &lt;i&gt;Platforms:&lt;/i&gt; PlayStation 2, PC, Mac&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TRAOD.jpg&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;Angel of Darkness was a massively ambitious endeavor. Marking Tomb 
Raider’s graduation from PlayStation-era consoles, Core used the 
opportunity to implement a complete visual overhaul.
&lt;/p&gt;
&lt;p&gt;Departing from annual releases, Core took three years to develop and 
publish Angel of Darkness, using that time to redefine Lara through a 
more somber lens.&amp;nbsp; Technical advancements allowed for an increasingly 
realistic looking Croft, as did Core’s decision to step away from 
outlandishly exaggerated features. Lara’s new look included a slightly 
narrower face, although it continued to house wide eyes and large lips. 
Playing off the shifting theme, Lara’s eyes were darker – rimmed in 
charcoal and significantly less luminous than in past iterations. Her 
braided whip of hair was also lower and looser, as if hastily 
constructed. As for Lara’s physique, more realistic proportions were 
rendered in over 5000 polygons, as opposed to the 350 utilized in the 
original Tomb Raider. &lt;/p&gt;

&lt;p&gt;Taking place in modern locations such as Paris and Prague, Angel of 
Darkness saw Lara as a fugitive framed for murder and her understated 
ensembles reflected that fact. Lara’s traditional outfit became a relic 
of the past, with her instead stepping into a dark crop top and deep 
green camo shorts for the bulk of her journey. Lara also donned a 
similar variant with pants, a wetsuit, and a civilian outfit of faded 
denim jeans, a matching jacket, and dark shades. Updated and 
significantly more utilitarian equipment lent a lot to the believability
 of Lara’s presentation, with her guns, holsters, boots, and backpack 
all redesigned. &lt;/p&gt;

Lara’s new presentation wasn’t ill received so much as the 
unresponsive controls and buggy play. Despite the obvious ambition, 
Angel of Darkness was marred from a technical standpoint. Often referred
 to as unfinished, Angel of Darkness marked the end of Core’s reign over
 Lara Croft.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider%20Legend.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Tomb Raider: Legend&lt;/b&gt;&lt;br&gt;
&lt;i&gt;Year:&lt;/i&gt; 2006&lt;br&gt;
&lt;i&gt;Developer:&lt;/i&gt; Crystal Dynamics&lt;br&gt;
&lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive &lt;br&gt;
&lt;i&gt;Platforms:&lt;/i&gt; Xbox 360, Xbox, PlayStation 2, PSP, GameCube, PC&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TRL.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
Despite the enterprising attitude, Angel of Darkness didn’t usher in a
 new and modern era for the Tomb Raider franchise. As such, U.S. 
developer Crystal Dynamics inherited the property, crafting a new title 
for a slew of platforms including the Xbox 360. Crystal waited three 
years before debuting a new Lara to the world, releasing Legend in 2006.
 
&lt;p&gt;Lara’s direction under Crystal continued the trend of rooting her in 
reality – items were designed with purpose rather than for simple 
aesthetics. Her clothing, gear, and weapons appeared tailored to her 
outlandish lifestyle, and in that sense, were practical. Lara lost her 
archaic braid in favor of a simpler ponytail, and her reconstructed face
 boasted hints of makeup, more naturally shaped eyebrows, and softer 
lips – although Crystal opted to retain the classic M shape of her 
mouth.&amp;nbsp; &lt;/p&gt;

&lt;p&gt;Lara’s body was also refined. While still maintaining idealistic 
proportions, her silhouette was more in line with that of an athlete 
than a pin-up model. Lara’s default outfit highlighted improved muscle 
tone with large expanses of bare skin, still paying tribute to her 
hip-hugging legacy.&amp;nbsp; The shorts and crop top were joined by other 
ensembles, such as a stylish motorbike jacket, practical winter attire, 
and an infamous cocktail dress.&lt;/p&gt;

&lt;p&gt;Crystal maintained other important elements of Lara’s identity, 
including her holsters, twin pistols, backpack, and combat boots – all 
modified, however, to fit the new scope of the game. Lara boasted new 
equipment, too, such as a row of grenades along the small of her back, a
 flashlight, binoculars, and a rappel device. Lara was becoming 
increasingly utilitarian, without sacrificing her sex appeal.&amp;nbsp; &lt;/p&gt;

&lt;p&gt;Lara’s upgraded appearance didn’t go to waste. Crystal whipped up a 
slew of unlockable outfits for Lara to romp around in, including the 
ever-popular black bikini. &lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider%20Underworld.jpg&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tomb Raider: Underworld&lt;/b&gt;&lt;br&gt;
 &lt;i&gt;Year:&lt;/i&gt; 2008&lt;br&gt;
 &lt;i&gt;Developer:&lt;/i&gt; Crystal Dynamics&lt;br&gt;
 &lt;i&gt;Publisher:&lt;/i&gt; Eidos Interactive&lt;br&gt;
 &lt;i&gt;Platforms: &lt;/i&gt;Xbox 360, PlayStation 3, PlayStation 2, PC, Nintendo Wii&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/TRU.jpg&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;Developed for current generation hardware, Tomb Raider: Underworld 
offered Crystal Dynamics a chance to continue pushing Lara’s physical 
presentation. Having found solid footing with Legend (and Anniversary), 
nuance became key in Lara’s most recent adventure. Again embracing a 
more proportional build, Lara’s muscles became even more defined – 
especially in her arms, abdomen, and thighs. Lara’s face took a stronger
 appearance, too, more striking with defined cheekbones, thick black 
eyeliner, and glossed lips. 
&lt;/p&gt;
&lt;p&gt;Lara’s outfit again gravitated toward athletic gear – comprised of a 
lycra-like fabric and breathable mesh housed in a design one wouldn’t be
 surprised to find at retail. Other Underworld ensembles such as Lara’s 
cheeky wetsuit may have been less practical, but generally speaking her 
outfits continued to trend toward believability. Until you checked out 
the unlockable roster, that is. &lt;/p&gt;

Underworld offered Crystal a chance to make Lara’s interactions with 
the environment even more involved. Lara would remain wet for a time 
after swimming, and become caked in mud as she explored. At 32,000 
polygons, Lara looked pretty sharp, even when messy.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://media1.gameinformer.com/imagefeed/featured/features/laracroft/Tomb%20Raider2.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
In the fifteen years since her debut, Lara Croft has transformed from a 
cartoon-like amalgamation of tropes and fantasies to that of a more 
grounded and athletic adventurer – even if she has remained fantasy 
fodder.&lt;br&gt;
&lt;br&gt;
Source: Gameinformer&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Details about new Lara Croft will be revealed in two days. Will add the info when they revealed it. &lt;img class=&quot;inlineimg&quot; src=&quot;http://banglagamer.com/forums/images/smilies/modern/001_smile.gif&quot; border=&quot;0&quot;&gt;&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/lara_croft_the_evolution/2010-12-08-28</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/lara_croft_the_evolution/2010-12-08-28</guid>
			<pubDate>Wed, 08 Dec 2010 05:26:45 GMT</pubDate>
		</item>
		<item>
			<title>Tomb Raider reboot revealed</title>
			<description>&lt;u&gt;Prequel to feature &quot;young and inexperienced&quot; Lara&lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_242778.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/u&gt;After a year of speculation, Square Enix and Crystal Dynamics have 
officially unveiled the new Tomb Raider game - and it looks a bit 
different.&lt;br&gt;
&lt;br&gt;
&quot;After a brutal storm destroys the boat she was travelling on, a 
frightened young woman is left washed ashore on an unknown beach,&quot; 
reads the game&apos;s synopsis. &quot;On her own but not alone she has only one 
goal, to survive.&quot; &lt;br&gt;&lt;u&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://media1.gameinformer.com/imagefeed/featured/square-enix/crystaldynamics/tombraider/cover-610.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/u&gt;In our world-exclusive cover story, we uncover a brand-new Lara Croft. 
Rebooting the Tomb Raider franchise through an origin story wasn’t so 
much a choice as an act of necessity, according to Crystal Dynamics. 
Drastic measures were needed. To build an entirely fresh Lara – a 
culturally relevant hero wo...</description>
			<content:encoded>&lt;u&gt;Prequel to feature &quot;young and inexperienced&quot; Lara&lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_242778.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/u&gt;After a year of speculation, Square Enix and Crystal Dynamics have 
officially unveiled the new Tomb Raider game - and it looks a bit 
different.&lt;br&gt;
&lt;br&gt;
&quot;After a brutal storm destroys the boat she was travelling on, a 
frightened young woman is left washed ashore on an unknown beach,&quot; 
reads the game&apos;s synopsis. &quot;On her own but not alone she has only one 
goal, to survive.&quot; &lt;br&gt;&lt;u&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://media1.gameinformer.com/imagefeed/featured/square-enix/crystaldynamics/tombraider/cover-610.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/u&gt;In our world-exclusive cover story, we uncover a brand-new Lara Croft. 
Rebooting the Tomb Raider franchise through an origin story wasn’t so 
much a choice as an act of necessity, according to Crystal Dynamics. 
Drastic measures were needed. To build an entirely fresh Lara – a 
culturally relevant hero worth of the attention that once came so 
effortlessly – they must break her first. In this new adventure – simply
 titled Tomb Raider – a younger and inexperienced Lara Croft must endure
 both physical and emotional trauma to survive. &lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://media1.gameinformer.com/imagefeed/featured/square-enix/crystaldynamics/tombraider/jan2011_cover_b_front.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;The new game&apos;s described as &quot;the first adventure for a young and 
inexperienced Lara Croft in a story which charts the journey of an 
ordinary woman who finds out just how far she must go in order to stay 
alive.&quot;&lt;br&gt;&lt;u&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://media1.gameinformer.com/imagefeed/featured/square-enix/crystaldynamics/tombraider/jan2011_cover_b.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/u&gt;&quot;Forget everything you knew about TOMB RAIDER,&quot; said Darrell Gallagher,
 Head of Studio, Crystal Dynamics. &quot;This is an origins story that 
creates Lara Croft and takes her on a character defining journey like 
no other.&quot; &lt;br&gt;
&lt;br&gt;
 The new Tomb Raider makes its debut in this month&apos;s Game Informer mag.
 See the cover on this page (Lara doesn&apos;t look very well, does she?) &lt;br&gt;
&lt;br&gt;
 There&apos;s no platforms or release date yet, but we&apos;ll be sure to let you
 know as soon as more details are in the wild. 
 &lt;br&gt;&lt;u&gt;&lt;a href=&quot;http://www.gameinformer.com/b/news/archive/2010/12/06/january-cover-revealed.aspx&quot;&gt;&lt;br&gt;Source&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;/u&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/tomb_raider_reboot_revealed/2010-12-06-27</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/tomb_raider_reboot_revealed/2010-12-06-27</guid>
			<pubDate>Mon, 06 Dec 2010 15:09:03 GMT</pubDate>
		</item>
		<item>
			<title>Batman: Arkham City</title>
			<description>Arkham Asylum 2 has been revealed as Batman: Arkham City, via the cover of US mag Game Informer.&lt;br&gt;&lt;br&gt;&quot;Almost exactly a year ago, Batman: Arkham Asylum launched to wide acclaim and millions in sales. Now, developer Rocksteady Studios returns to the the franchise that put the company&apos;s name on the map to blow away gamers all over again,&quot; the mag writes.&lt;br&gt;&lt;br&gt;As we previously revealed, Arkham City is also set to appear in Official Xbox Magazine and Official PlayStation Magazine.&lt;br&gt;&lt;br&gt;As you can see, the first images reveal Cat Woman as a main villain in the sequel (though we reckon should could even be a co-op partner), though we already know via leaks that Mr. Freeze and Two-Face are also set to appear.&lt;br&gt;&lt;br&gt;Following the GI reveal Developer Rocksteady piped up to release the first Arkham City story details - hit the link for a read.&lt;br&gt;&lt;br&gt;Earlier this year Rocksteady promised its sequel &quot;won&apos;t let anyone down,&quot; and &quot;we really want to surprise people again.&quot;&lt;br&gt;&lt;br&gt;It&apos;s just be...</description>
			<content:encoded>Arkham Asylum 2 has been revealed as Batman: Arkham City, via the cover of US mag Game Informer.&lt;br&gt;&lt;br&gt;&quot;Almost exactly a year ago, Batman: Arkham Asylum launched to wide acclaim and millions in sales. Now, developer Rocksteady Studios returns to the the franchise that put the company&apos;s name on the map to blow away gamers all over again,&quot; the mag writes.&lt;br&gt;&lt;br&gt;As we previously revealed, Arkham City is also set to appear in Official Xbox Magazine and Official PlayStation Magazine.&lt;br&gt;&lt;br&gt;As you can see, the first images reveal Cat Woman as a main villain in the sequel (though we reckon should could even be a co-op partner), though we already know via leaks that Mr. Freeze and Two-Face are also set to appear.&lt;br&gt;&lt;br&gt;Following the GI reveal Developer Rocksteady piped up to release the first Arkham City story details - hit the link for a read.&lt;br&gt;&lt;br&gt;Earlier this year Rocksteady promised its sequel &quot;won&apos;t let anyone down,&quot; and &quot;we really want to surprise people again.&quot;&lt;br&gt;&lt;br&gt;It&apos;s just been confirmed by another source that the follow-up will release in Autumn 2011, so we&apos;ve still go a little ways to go yet.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://www.computerandvideogames.com/article.php?id=258779&quot;&gt;Source&lt;/a&gt;&lt;br&gt;&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/batman_arkham_city/2010-08-06-26</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/batman_arkham_city/2010-08-06-26</guid>
			<pubDate>Fri, 06 Aug 2010 12:52:50 GMT</pubDate>
		</item>
		<item>
			<title>FIFA 11</title>
			<description>FIFA 11 will be the 18th title in Electronic Arts&apos; FIFA series of football video games. Developed by EA Canada, it will be published by Electronic Arts worldwide under the EA Sports label on 30 September 2010 in Australia, 28 September 2010 in North America and 1 October 2010 in Europe for all platforms except the Wii. The Wii version will be released on 3 October 2010 in North America and Europe. The Windows version of FIFA 11 will be the first in the series to use the same game engine as the Xbox 360 and PlayStation 3.&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.pastapadre.com/wordpress/wp-content/uploads/2010/07/fifa11pc.jpg&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;EA Sports has released the full fact sheet for the PC version of FIFA 11. The feature set resembles that of the 360/PS3 version, with the PC utilizing the same engine, though it has a few PC specific touches.&lt;br&gt;&lt;br&gt;The EA SPORTS soccer engine that drives the award-winning FIFA franchise on Xbox 360 and PS3 has arrived on P...</description>
			<content:encoded>FIFA 11 will be the 18th title in Electronic Arts&apos; FIFA series of football video games. Developed by EA Canada, it will be published by Electronic Arts worldwide under the EA Sports label on 30 September 2010 in Australia, 28 September 2010 in North America and 1 October 2010 in Europe for all platforms except the Wii. The Wii version will be released on 3 October 2010 in North America and Europe. The Windows version of FIFA 11 will be the first in the series to use the same game engine as the Xbox 360 and PlayStation 3.&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.pastapadre.com/wordpress/wp-content/uploads/2010/07/fifa11pc.jpg&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;EA Sports has released the full fact sheet for the PC version of FIFA 11. The feature set resembles that of the 360/PS3 version, with the PC utilizing the same engine, though it has a few PC specific touches.&lt;br&gt;&lt;br&gt;The EA SPORTS soccer engine that drives the award-winning FIFA franchise on Xbox 360 and PS3 has arrived on PC, delivering next generation console-quality gameplay, game modes and graphics. The physics-based, data-driven technology delivers true freedom on the pitch with individuality of player control and movement, sophisticated ball touches, and physical interaction between players. It is the most complete simulation of football on PC.&lt;br&gt;&lt;br&gt;The market-leading true 360° Dribbling system gives players precise control of the ball and next generation animation technology delivers Skilled Dribbling, enabling skilled players to face defenders and use highly responsive lateral dribbling to skip past them. Plus, Physical Play has been improved using collision sharing, creating a varied, less predictable, and extended fight for possession between players.&lt;br&gt;&lt;br&gt;Live out the fantasy of playing as a professional player in Virtual Pro. Put yourself in the game using Photo Game Face and then embark on a career with 230 accomplishments to master across all games modes. Begin in the Practice Arena where players can perfect their skills before stepping onto the pitch. Utilize Customizable Set Pieces to create your very own free kicks and corners from up to 32 different dead ball situations for use on match day. Record and test plays before taking them onto the pitch.&lt;br&gt;&lt;br&gt;FIFA Soccer 11 delivers stunning player renders for every player, 62 different stadiums and front end menus with mouse and keyboard support for fast and easy navigation. New features and innovations will be revealed in the coming months.&lt;br&gt;&lt;br&gt;&lt;h2&gt;&lt;span class=&quot;mw-headline&quot; id=&quot;New_features&quot;&gt;New features&lt;/span&gt;&lt;/h2&gt;&lt;p&gt;&lt;strong&gt;Next Gen Soccer Engine:&lt;/strong&gt; The physics-based,
data-driven technology behind the EA SPORTS soccer engine has been
optimized for PC. Experience true freedom on the pitch with
individuality of player control and movement, sophisticated ball
touches, and physical interaction between players.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Next Gen Gameplay:&lt;/strong&gt; The high quality gameplay,
innovative game modes and stunning graphics that have made FIFA the
highest rated sports game on the PS3 and Xbox 360 and winner of over 50
sports game of the year awards arrives on PC.&lt;br&gt;
Virtual Pro: Live out the fantasy of being a real life player by
creating yourself in game with a 3D head using Game Face. Play as
yourself across any mode. Grow your player attributes through 230
accomplishments and take your Virtual Pro online to become a global
superstar.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Customizable Set Pieces &lt;/strong&gt;- Design and record your
very own free kicks and corners for use on match day. Assign a specific
run or movement to every outfield player on your team one at a time,
and then combine them for the perfect set piece. Record, test and
perfect them in the Practice Arena, then trigger in game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Practice Arena—&lt;/strong&gt;Work on individual and team skills
in a fully featured practice mode before stepping on the pitch. Select
the number of attackers and defenders you want in play (eg 11v11, 5v5,
or even 5v3), and practice in open play or from set pieces.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;360° Dribbling—&lt;/strong&gt;The market-leading true 360°
dribbling system improves dribbling control from 8 directional to full
360° control. Players can now find spaces between defenders that
previously were not possible.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Skilled Dribbling—&lt;/strong&gt;Next gen animation warping
technology provides unprecedented control. Skilled players now have the
ability to face a defender and use highly-responsive lateral dribbling
to skip past him.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Physical Play—&lt;/strong&gt; New next gen collision sharing
technology creates a varied, less predictable, and extended fight for
possession between the dribbler and a defender.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Player Urgency—&lt;/strong&gt;Improved urgency AI logic, with over
50 next gen movement cycles, delivers more intelligent positioning and
awareness so your players stay focused on the ball and move at a speed
appropriate to the action.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Advanced Attacking —&lt;/strong&gt;Players analyze space more effectively, curve runs to create passing lanes and vary attacking options.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Improved Defending Options —&lt;/strong&gt; Defenders multi-task
and play more intelligently by covering dangerous spaces left by
out-of-position teammates. Better effort clearance logic, such as
sliding to block crosses and overhead kick clearances, give defenders
more tools to prevent goal-scoring opportunities.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Goalkeeper Intelligence —&lt;/strong&gt;Goalkeepers now have more
urgency and better perception of where to intercept loose balls,
resulting in a more responsive and powerful rushing system. New
animation warping technology provides game-realistic goalkeeper
positioning and momentum, resulting in more varied scoring
opportunities.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;LAN Play —&lt;/strong&gt; Host LAN parties and play friends online without being connected to EA servers.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;PC Tools —&lt;/strong&gt; Innovations to improve the experience, including VOIP support and lobbies for match-making by skill and geographical location.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Football World Integration—&lt;/strong&gt;Go to
easportsfootball.com to create your Game Face, search out rivals on
global PC Leaderboards and create a PC-specific Friends Lists.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Stunning Next Gen Graphics—&lt;/strong&gt;High quality renders that bring every player on the pitch to life, plus 62 different stadiums.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Complete Authenticity —&lt;/strong&gt;Over 30 officially licensed leagues, 500 licensed teams and more than 15,000 players.&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://pcmedia.ign.com/pc/image/article/110/1106866/fifa-soccer-11-20100719073856199_640w.jpg&quot;&gt;&lt;br&gt;&lt;/p&gt;&lt;p style=&quot;font-weight: bold;&quot;&gt;FOR Xbox 360 &amp;amp; PS 3:&lt;/p&gt;&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; * Personality+ (Xbox 360 and PlayStation 3) is a system intended to improve the way that players&apos; individual abilities are reflected in-game, resulting in clearer differentiation between players. Personality+ utilises a database containing 36 attributes and 57 traits for each player, maintained by a worldwide network of 1700 scouts, editors, and reviewers.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; * Pro Passing (Xbox 360 and PlayStation 3) is a new passing system where the gamer&apos;s own accuracy with the control pad, as well as the situation and skills of the players on the pitch, determines the accuracy of each pass.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; * Creation Centre (Xbox 360 and PlayStation 3) is a new web-based application which allows the user to create material to download to their console and share with their friends. Created teams names, kits, players and home stadia can be customised and players can be edited in a more in-depth way than before. Create a player by choosing his appearance, accessories and attributes and then create an original team with a distinctive crest and kits, complete with home stadium.&lt;br&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Recommended Specs:&lt;/span&gt; CPU with Dual core processor (Core duo 2 or
better). Intel Core2Duo @ 2.4Ghz on Windows XP / Windows Vista /
Windows 7. 1 Gigabyte of RAM (2 GB required for Windows Vista / Windows
7). DirectX&amp;reg; 9.0c Compatible 3D accelerated 256 MB video card or
equivalent (must support Shader Model 3.0 or above). ATI RADEON HD
3870. NVIDIA GEFORCE 8800 GT&lt;/p&gt;&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/fifa_11/2010-08-06-25</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/fifa_11/2010-08-06-25</guid>
			<pubDate>Fri, 06 Aug 2010 12:45:12 GMT</pubDate>
		</item>
		<item>
			<title>Assasins Creed: Brotherhood Confirms</title>
			<description>Ubisoft has confirmed that it will release a new Assassin&apos;s Creed game this year on Xbox 360, PS3 and PC&lt;br&gt;&lt;br&gt;As rumoured, the title will be called Assassin&apos;s Creed: Brotherhood and will be the first AC title offer online multiplayer.&lt;br&gt;&lt;br&gt;Brotherhood will be released in &apos;late&apos; 2010 and has been developed by Ubisoft Montreal Studio in collaboration with Ubisoft studios in Singapore, Bucharest, Qu&amp;eacute;bec City and Annecy - who are best known for developing Splinter Cell Chaos Theory&apos;s Multiplayer.&lt;br&gt;&lt;br&gt;As predicted, the title sees the return of Assassin&apos;s Creed 2 hero Ezio in a struggle against the Templar Order. Now a legendary Master Assassin, he must journey to Rome and take on his enemy.&lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_231273.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;As well as one-on-one battles, Ezio will also &apos;command an entire Brotherhood&apos;, according to Ubisoft - suggesting a more tactical element to the game.&lt;br&gt;&lt;br&gt;In online multiplayer...</description>
			<content:encoded>Ubisoft has confirmed that it will release a new Assassin&apos;s Creed game this year on Xbox 360, PS3 and PC&lt;br&gt;&lt;br&gt;As rumoured, the title will be called Assassin&apos;s Creed: Brotherhood and will be the first AC title offer online multiplayer.&lt;br&gt;&lt;br&gt;Brotherhood will be released in &apos;late&apos; 2010 and has been developed by Ubisoft Montreal Studio in collaboration with Ubisoft studios in Singapore, Bucharest, Qu&amp;eacute;bec City and Annecy - who are best known for developing Splinter Cell Chaos Theory&apos;s Multiplayer.&lt;br&gt;&lt;br&gt;As predicted, the title sees the return of Assassin&apos;s Creed 2 hero Ezio in a struggle against the Templar Order. Now a legendary Master Assassin, he must journey to Rome and take on his enemy.&lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_231273.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;As well as one-on-one battles, Ezio will also &apos;command an entire Brotherhood&apos;, according to Ubisoft - suggesting a more tactical element to the game.&lt;br&gt;&lt;br&gt;In online multiplayer, players can choose to fight for The Templars - using Abstergo to train in the art of Assassination to eliminate Ezio&apos;s Assassins once and for all.&lt;br&gt;&lt;br&gt;Ubisoft adds that: &apos;Players can choose from a wide range of unique characters, each with their own signature weapons and assassination techniques, and match their skills against other players from all over the world in different game modes.&apos;&lt;br&gt;&lt;br&gt;A second screenshot has emerged for Assassin&apos;s Creed: Brotherhood, via a pre-order incentive at US retailer, GameStop.&lt;br&gt;&lt;br&gt;Pre-ordering the Assassin&apos;s spin-off at GameStop will see you gain access to the Harlequin multiplayer character, which scares the living daylights out of us.&lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_231486.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&quot;Behind the gaudy costume and twisted smile lies the soul of a merciless Assassin. You call yourself the Harlequin. Your victims will call you a walking nightmare,&quot; reads the retail blurb.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://www.computerandvideogames.com/article.php?id=246852&quot;&gt;Source&lt;/a&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/assasins_creed_brotherhood_confirms/2010-05-18-24</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/assasins_creed_brotherhood_confirms/2010-05-18-24</guid>
			<pubDate>Tue, 18 May 2010 18:42:18 GMT</pubDate>
		</item>
		<item>
			<title>E3 2010: Is this &apos;leaked&apos; games list real?</title>
			<description>&lt;span class=&quot;text_article_date&quot;&gt;&lt;/span&gt;&lt;span class=&quot;text_article_intro&quot;&gt;Killzone
 3, Mass Effect PS3 and Road Rash HD... we separate fact from fiction&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;text_article_body&quot;&gt;We&apos;re not sure exactly how, but a 
&apos;leaked&apos; pre-E3 games list - apparently - did the rounds on Twitter 
yesterday, leading to a number of game sites, and fan forums, to get 
excited about the potential announcements contained therein; including &lt;b&gt;Killzone
 3&lt;/b&gt;, &lt;b&gt;Mass Effect&lt;/b&gt; for PS3, plus &lt;b&gt;Battlefield Bad Company 3&lt;/b&gt;.&lt;br&gt;&lt;br clear=&quot;all&quot;&gt;&lt;!--[video]--&gt;While we&apos;re not able to definitively confirm 
whether they&apos;re true or not, we&apos;ve got our ears sufficiently close to 
the industry&apos;s whispers to rank the key titles in terms of 
probability...&lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-weight: bold;&quot; class=&quot;crosshead&quot;&gt;Certain to appear at E3&lt;/span&gt;&lt;br&gt;
 Killzone 3&lt;br&gt; LBP2 &lt;br&gt; Dead Space 2&lt;br&gt; Guitar Hero 6&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;text_article_body&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot; class=&quot;crosshead&quot;...</description>
			<content:encoded>&lt;span class=&quot;text_article_date&quot;&gt;&lt;/span&gt;&lt;span class=&quot;text_article_intro&quot;&gt;Killzone
 3, Mass Effect PS3 and Road Rash HD... we separate fact from fiction&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;text_article_body&quot;&gt;We&apos;re not sure exactly how, but a 
&apos;leaked&apos; pre-E3 games list - apparently - did the rounds on Twitter 
yesterday, leading to a number of game sites, and fan forums, to get 
excited about the potential announcements contained therein; including &lt;b&gt;Killzone
 3&lt;/b&gt;, &lt;b&gt;Mass Effect&lt;/b&gt; for PS3, plus &lt;b&gt;Battlefield Bad Company 3&lt;/b&gt;.&lt;br&gt;&lt;br clear=&quot;all&quot;&gt;&lt;!--[video]--&gt;While we&apos;re not able to definitively confirm 
whether they&apos;re true or not, we&apos;ve got our ears sufficiently close to 
the industry&apos;s whispers to rank the key titles in terms of 
probability...&lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-weight: bold;&quot; class=&quot;crosshead&quot;&gt;Certain to appear at E3&lt;/span&gt;&lt;br&gt;
 Killzone 3&lt;br&gt; LBP2 &lt;br&gt; Dead Space 2&lt;br&gt; Guitar Hero 6&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;text_article_body&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot; class=&quot;crosshead&quot;&gt;Almost certain 
to appear at E3&lt;/span&gt;&lt;br&gt; Resistance 3 (as leaked on movie sets last 
year)&lt;br&gt; InFamous 2 (first game did well, so...)&lt;br&gt; Twisted Metal: 
Harbour City (David Jaffe denies this, mind, and while a Twisted Metal 
game has long been mooted, we&apos;re not expecting one... well, not by this 
name at least)&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_230727_thumb300.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;text_article_body&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot; class=&quot;crosshead&quot;&gt;Likely to appear
 at E3&lt;/span&gt;&lt;br&gt; Call of Duty: MMO (the Sledgehammer project, perhaps)&lt;br&gt;
 Mass Effect 3&lt;br&gt; MotorStorm 3&lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-weight: bold;&quot; class=&quot;crosshead&quot;&gt;Feint 
possibility at E3&lt;/span&gt;&lt;br&gt; Bad Company 3 (given BC2&apos;s success, it&apos;s 
just a logical commercial decision, even if this E3 is too early to 
reveal it)&lt;br&gt; Road Rash HD (this WAS being looked into at EA, but last 
we heard they&apos;d indefinitely postponed it).&lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-weight: bold;&quot; class=&quot;crosshead&quot;&gt;Would be a huge, huge surprise&lt;/span&gt;&lt;br&gt; Fahrenheit 2
 (Heavy Rain did well, but... first we&apos;ve heard of it)&lt;br&gt; God of War 3:
 Afterfall (We&apos;ve never, ever, heard of this, but it could be the DLC 
pack featuring a Titan battle that did the internet rounds a few weeks 
back)&lt;br&gt; Omikuden (only because we&apos;ve never heard of it).&lt;br&gt;&lt;br&gt; Is 
the actual list real? Probably not - but some of the games on it very 
definitely are. And there&apos;s a lot of hot titles NOT on this list which 
will set tongues wagging come E3.&lt;br&gt;&lt;/span&gt;&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/e3_2010_is_this_leaked_games_list_real/2010-04-30-23</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/e3_2010_is_this_leaked_games_list_real/2010-04-30-23</guid>
			<pubDate>Fri, 30 Apr 2010 05:49:59 GMT</pubDate>
		</item>
		<item>
			<title>Driver: San Francisco</title>
			<description>Ubisoft has registered website domains for Driver: San Francisco. This 
is going to be the fifth version of the series.&lt;br&gt;
&lt;br&gt;
Driver: San Francisco is obviously the firm&apos;s new driver game - which 
was first outed in an earnings call in January.&lt;br&gt;
&lt;br&gt;
The domain registered was, tellingly, &lt;u&gt;DriverSanFrancisco.com&lt;/u&gt;.&lt;br&gt;&lt;span class=&quot;text_article_body&quot;&gt;&lt;br&gt; If we had a house, we&apos;d bank it on 
these being revealed at E3.&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://u.to/WN4M&quot;&gt;Source&lt;/a&gt;&lt;br&gt;</description>
			<content:encoded>Ubisoft has registered website domains for Driver: San Francisco. This 
is going to be the fifth version of the series.&lt;br&gt;
&lt;br&gt;
Driver: San Francisco is obviously the firm&apos;s new driver game - which 
was first outed in an earnings call in January.&lt;br&gt;
&lt;br&gt;
The domain registered was, tellingly, &lt;u&gt;DriverSanFrancisco.com&lt;/u&gt;.&lt;br&gt;&lt;span class=&quot;text_article_body&quot;&gt;&lt;br&gt; If we had a house, we&apos;d bank it on 
these being revealed at E3.&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://u.to/WN4M&quot;&gt;Source&lt;/a&gt;&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/driver_san_francisco/2010-04-24-22</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/driver_san_francisco/2010-04-24-22</guid>
			<pubDate>Sat, 24 Apr 2010 11:14:33 GMT</pubDate>
		</item>
		<item>
			<title>Assassin&apos;s Creed: Brotherhood</title>
			<description>Ubisoft has registered website domains for Assassin&apos;s Creed: 
Brotherhood.&lt;br&gt;
&lt;br&gt;
It seems likely that Brotherhood will be the title of the new adventure 
due for release this year - which will once again star Ezio.&lt;br&gt;&lt;br&gt;The domains registered were, tellingly, &lt;span style=&quot;text-decoration: underline; color: rgb(30, 144, 255);&quot;&gt;AssassinsCreedBrotherhood.com&lt;/span&gt;.&lt;br&gt;
&lt;br&gt;
This &quot;new episode&quot; of Assassin&apos;s Creed will be released in Ubisoft&apos;s 
next 
fiscal year, which runs between April, 2010 and March 2011, the 
publisher has confirmed earlier.&lt;br&gt;

&lt;br&gt;

It will again star Italian hero Ezio, Ubisoft has confirmed - and will 
be created by the same studios behind AC2. The publisher revealed that 
the story of the game will be a &quot;follow-up&quot; to AC2.&lt;br&gt;

&lt;br&gt;

&quot;We have a new Assassin&apos;s Creed that we expect will be a very high 
quality product that as well as an offline component will have a 
multiplayer component,&quot; Ubisoft CEO Yves Guillemot said.&lt;br&gt;

&lt;br&gt;

&lt;!--[bigpic]--&gt; &quot;It is the...</description>
			<content:encoded>Ubisoft has registered website domains for Assassin&apos;s Creed: 
Brotherhood.&lt;br&gt;
&lt;br&gt;
It seems likely that Brotherhood will be the title of the new adventure 
due for release this year - which will once again star Ezio.&lt;br&gt;&lt;br&gt;The domains registered were, tellingly, &lt;span style=&quot;text-decoration: underline; color: rgb(30, 144, 255);&quot;&gt;AssassinsCreedBrotherhood.com&lt;/span&gt;.&lt;br&gt;
&lt;br&gt;
This &quot;new episode&quot; of Assassin&apos;s Creed will be released in Ubisoft&apos;s 
next 
fiscal year, which runs between April, 2010 and March 2011, the 
publisher has confirmed earlier.&lt;br&gt;

&lt;br&gt;

It will again star Italian hero Ezio, Ubisoft has confirmed - and will 
be created by the same studios behind AC2. The publisher revealed that 
the story of the game will be a &quot;follow-up&quot; to AC2.&lt;br&gt;

&lt;br&gt;

&quot;We have a new Assassin&apos;s Creed that we expect will be a very high 
quality product that as well as an offline component will have a 
multiplayer component,&quot; Ubisoft CEO Yves Guillemot said.&lt;br&gt;

&lt;br&gt;

&lt;!--[bigpic]--&gt; &quot;It is the same studios because it&apos;s not only one 
studio creating the game, but an association of studios and they are 
working together to make it happen.&quot;&lt;br&gt;

&lt;br&gt;

 A fellow Ubisoft spokesman then added: &quot;The game will take place with 
the same hero, which is Ezio, and will follow-up the story that took 
place in Assassin&apos;s Creed 2.&quot;&lt;br&gt;

&lt;br&gt;

The majority of AC2 was developed by Ubisoft Montreal.&lt;br&gt;

&lt;br&gt;

And if that shockingly quick series turn around doesn&apos;t surprise you 
(Assassin&apos;s Creed II was released in November for platforms - this is 
undoubtedly being handled by a separate team) the new game is confirmed
 to be the first franchise entry to include online multiplayer.&lt;br&gt;</content:encoded>
			<link>https://gamerrequest.ucoz.com/news/assassin_s_creed_brotherhood/2010-04-24-21</link>
			<category>Games News</category>
			<dc:creator>shaikh</dc:creator>
			<guid>https://gamerrequest.ucoz.com/news/assassin_s_creed_brotherhood/2010-04-24-21</guid>
			<pubDate>Sat, 24 Apr 2010 11:08:50 GMT</pubDate>
		</item>
	</channel>
</rss>