In this 3rd installment of my Need For Speed: ProStreet coverage, I’ll be listing the cars & racing tracks and the system requirements for the PC.
Car List
Over 50 cars with an age span of over 40 years, ranging from 26 manufacturers. Cars are categorized into supercars (8 cars), tuners and muscles. Following are the 51 confirmed cars that will be featured in Need For Speed: ProStreet. [source] Continue reading…
Command & Conquer Tiberium Wars Patch 1.09 has been released by EA. Read the game changes & updates.
Get your patch from EA, or from updating from your Command & Conquer Tiberium Wars Control Panel. You can also get your patches from several mirrors setup by EA.
If you’re downloading from EA, you’ll be downloading updates starting from Patch 1.01 till current (thus the huge file). So if you already had the previous updates, use the Command & Conquer Tiberium Wars Control Panel to only download the specific updates (and thus a smaller file).
PS: Mac users has to get Patch 1.08 before updating their game to Patch 1.09.
Need For Speed: ProStreet’s Career mode will have over 400 races in total. That’s about 25 hours to complete the career and 40 hours to play all the races, making it a long career for this Need For Speed installment.
The goal of the game is to become the Street King. There won’t be any animated sequences, or any high profile actors, not even a cheesy storyline. Just a simple ‘Win the races, Beat the bosses, Become the Street King’. A Street King is the guy who’s able to conquer all 4 racing disciplines (explained later) and knocking off the current Street King, Ryo.
Need For Speed: ProStreet’s Career Mode is very much different from all the previous Need For Speed series. Need For Speed: ProStreet requires you to have more cars in your garage because each car should be tuned to a specific type of race.
You’ll race on a Race Day, or better known as a racing weekend. You can bring up to 5 cars on to every Race Day event. 4 cars for each race discipline and one spare car in case you totaled your cars.
You’ll play in a 3 tiered racing events where you’ll race against different Race Organizations on each tier. There will be 7 Race Organizations, the first 3 will have multi diversified racers and the last 4 will be specialized in the 4 racing disciplines.
Beat all Race Organizations and you’ll get your chance at challenging the Street King, Ryo.
It’s the time of the month again where EA releases a new patch for the Command and Conquer 3 Tiberium Wars game title. This patch for Command & Conquer 3 Tiberium Wars fixes several bugs, makes balance changes across all three sides, adds a new four-player multiplayer map, and more.
Firstly Bug Fixes:
Fixed an error that sometimes caused players to unexpectedly type-select multiple unit types at once due to an interface lag when rapidly switching between unit types during online play.
Structures now lose Ground Control radius as soon as they are destroyed. Previously they continued providing Ground Control for several seconds while their husks remained onscreen.
Fixed an error that caused some infantry units to continue approaching their targets while firing, rather than firing while standing at their maximum range.
Fixed an error that caused upgraded Power Plants and Reactors to continue providing power for several seconds after being destroyed.
Fixed an error that allowed players to detect enemy structures through the shroud by using the Set Rally Point marker.
Fixed an error that caused computer-controlled players with the “Turtle” personality to not build base defenses as expected.
Nod Avatar’s flamethrower upgrade now correctly shows a garrison- clearing effect.
New & Rebalanced Multiplayer Maps
New Map: Wrecktropolis
The ongoing conflict between the forces of GDI, the Brotherhood of Nod, and the Scrin have taken a tremendous toll on the world, as evidenced by countless ruined husks of cities. Wrecktropolis is one such example. This is a four-player map available for unranked matches.
Rebalanced Map: Barstow Badlands
This map is now slightly larger: There is more buildable area near players’ starting bases, and the chokepoints are not as narrow. Garrisonable structures should now be symmetrical for both players.
Rebalanced Map: Tournament Tower
This map no longer has a third-tier elevation level in the center of the map, which frees up this area for battle. Expansion Tiberium fields switched from blue to green. Various objects throughout the map have been removed to free up room for base building and combat.
Rebalanced Map: Pipeline Problems
This map no longer has pipelines near the northern starting position, to mirror the layout of the southern starting position.
Rebalanced Map: Tiberium Gardens III (Kane Edition)
This Kane Edition map no longer has Tiberium fields along the narrow ridges. New expansion fields have been added to the far side of each basin containing a player position.
The Command & Conquer Saga is a compilation all the previous Command & Conquer titles dating back to 1995′s Command & Conquer till this year’s Command & Conquer 3 Tiberium Wars.
The Command & Conquer Saga contains the following titles:
Command & Conquerâ„¢ (Aug. 1995)
Command & Conquer The Covert Operationsâ„¢ (April 1996)
Command & Conquer Red Alertâ„¢ (Oct 1996)
Command & Conquer Red Alert Counterstrikeâ„¢ (Mar. 1997)
Command & Conquer Red Alertâ„¢ The Aftermathâ„¢ (Sept. 1997)
Command & Conquer™ Red Alert™ Yuri’s Revenge™ (Oct. 2001)
Command & Conquer Renegadeâ„¢ (Feb. 2002)
Command & Conquerâ„¢ Generals (Feb. 2003)
Command & Conquerâ„¢ Generals Zero Hour (Sept. 2003)
Command & Conquer 3 Tiberium Warsâ„¢ (Mar 2007)
There’s something bothering me about Command & Conquer 3 Tiberium Wars’s naming. Does the number 3 mean the third generation of the Command & Conquer series or the third installment for the Tiberium sub-series?
The Command & Conquer Saga compilation will be available for the PC for $49.99 and will be in stores by the end of this month.
This is a 4 part series for the upcoming Need For Speed: ProStreet.
After exactly one year after releasing Need For Speed: Carbon, Electronic Arts will be releasing their 14th Need For Speed title named Need For Speed: ProStreet. It is scheduled to release on Thursday, 15th November 2007 for the PC, PS3, Xbox 360 and Nintendo Wii. For the PSP however, it’s scheduled to release on Wednesday, 20th February 2008.
Instead of an arcade style of gameplay which has dominated the series, ProStreet will focus much more on realism and move closer to, but not into, racing simulation, and still with options to use driving assistants to make driving easier and more arcade-like. Unlike its predecessors, all racing in ProStreet will take place on closed tracks, thus making it the first game in the series not animating illegal racing behaviour since Need for Speed: Porsche Unleashed, hence there will not be any police in the game.
Need For Speed: ProStreet will not be like the previous 4 Need For Speed titles where you’d drive around looking for races, and driving freely and being chased by police in the city. Need For Speed: ProStreet will not have Free Roam, traffic, police, weather changes and night driving.