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!!PROTOTYPE(game)!!

prototype the game for xbox360 ps3 and p.c coming 3q 2008

  • Assassins Creed!!!!

    Jan 27, 2008

    Assassin's Creed

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    Assassin's Creed
    Developer(s) Ubisoft Montreal
    Publisher(s) Ubisoft
    Designer(s) Patrice Desilets (Creative Director), Jade Raymond (Producer)
    Engine Scimitar Engine
    Released Playstation 3, Xbox 360:

    NA November 13, 2007[1]
    EU November 16, 2007[2]
    AUS November 21, 2007[3]
    JP November 29, 2007[4]
    Microsoft Windows:

    March 25 2008[5]
    Genre Action-adventure
    Mode(s) Single Player
    Ratings ESRB: Mature (M)
    PEGI: 18+[6]
    BBFC: 15
    CERO:Z
    OFLC (AU): MA15+
    OFLC (NZ): R13
    Platform(s) Microsoft Windows, PlayStation 3, Xbox 360
    Media DVD-ROM, Blu-ray Disc
    Input methods Xbox 360 Controller, SIXAXIS controller, DualShock 3 controller, keyboard, mouse

    Assassin's Creed is a video game developed by Ubisoft Montreal and published by Ubisoft. It was released worldwide in November 2007 on the Playstation 3 and Xbox 360 video game consoles.[1] On September 22, 2007, Ubisoft announced the PC version has been delayed until early 2008.[7] A prequel for Nintendo DS, titled Assassin's Creed: Altaïr's Chronicles, is set to be released February 5, 2008.[8] The game features highly detailed and interactive environments from the time of the Third Crusade – the game's developers claim these environments are historically accurate.

    Contents

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    [edit] Gameplay

    Assassin's Creed is a third-person stealth game in which the player assumes the role of Desmond Miles, an average bartender who is the last descendant of a long family line of assassins. Desmond has been taken to a facility where he is forced to use the Animus, a machine that traces and recreates the memories of his ancestors during the Third Crusade. Through these memories, the player controls Altaïr Ibn La-Ahad (?????? ??? ?? ???, Arabic, "The Flying One, Son of None"), a member of the Assassin Brotherhood. Altaïr's objective in the game is to slay nine historical figures propagating the Crusades in the year 1191. (According to Ubisoft developers, all of the main character's targets are historical figures who died or disappeared in 1191, although not necessarily by assassination.)

    The primary goal of the game is to complete nine assassinations. To achieve this goal, the player must use stealth and a variety of intelligence gathering tactics to collect information on their target. These tactics include eavesdropping, forceful interrogation, pickpocketing, and completing tasks for Informers (other assassins who will give you information in exchange for assassinating targets or collecting flags). Additionally, the player may take part in any number of side missions, including climbing tall towers to map out the city and saving citizens that are being threatened or harassed by the city guards. There are also various side quests unrelated to the story such as hunting down and killing Templars and flag collecting.

    The game takes place primarily in a kingdom consisting of four main cities: Jerusalem, Acre, Damascus and Masyaf, the assassins' stronghold; all but Masyaf contain three sections that are unlocked over the course of the game. An approximation of the land lying between these areas is present in the game as "The Kingdom." Each city features a highly detailed environment populated by many people of different types, and as the player interacts with his/her environment, the people around Altaïr respond in logical and predictable ways. For example, Altaïr can climb buildings, causing people to gather around and comment on his unusual behavior. This in turn can attract the unwanted attention of nearby guards, who may then choose to attack him.

    The player is made aware of how noticeable Altaïr is to enemy guards as well as the current state of alert in the local area. To perform many of the assassinations and other tasks, the player must consider the use of both "low profile" and "high profile" commands. "Low profile" commands allow Altaïr to blend into nearby crowds, gently pass by other citizens, or other non-threatening tasks that can be used to hide and reduce the alertness level. "High profile" commands are more noticeable, and including running, scaling the sides of buildings to climb to higher vantage points, and attacking foes; performing these actions at certain times may raise the local area's awareness level. Once the area is at high alert, the player must use both low profile commands as well as aiming to climb away from ground level or using hiding spaces to reduce the alertness level. The player, as they complete the assigned assassinations, will gain either new weapons or new combat skills including counter-attacks and attack dodges. Besides his fists, Altaïr's weaponry includes an assassin's sword for standard combat, a short blade, and throwing knives which are used in conjunction with the short blade. Altaïr also gains the use of a hidden retractable blade on his left arm that can be used for killing targets at very close quarters without creating any immediate alerts (although, if others come across the body, the alertness level may be raised). This is the most noticeable difference between low and high profile. A low profile assassination can be performed within as little as a few feet of other guards or soldiers without attracting attention, whereas a high profile assassination attack will be noticed by everyone within eyesight.

    During gameplay, intentional glitches that include organic compounds and computer messages will flash on the screen.
    During gameplay, intentional glitches that include organic compounds and computer messages will flash on the screen.

    The player's health is described as the level of synchronization between Desmond and Altaïr's memories; should Altaïr take damage, some amount of synchronization is lost, and if all synchronization is lost, the current memory that Desmond is experiencing will be restarted at the last checkpoint. When the synchronization bar is full, the player has the additional option to use "eagle vision" which causes the computer-rendered memory to highlight all visible characters in colors corresponding to whether they are friend or foe or even the target of their assassination. Due to Altaïr's memories being rendered by the computer of the Animus project, the player may experience "glitches" in the rendering of the historical world, which may help the player to identify targets, or can be used to alter the viewpoint during in-game scripted scenes should the player react fast enough when they appear.

    [edit] Plot

    The overall story within Assassin's Creed is set in September 2012, where barkeeper Desmond Miles (the character controlled by the player) has been kidnapped by an unknown person prior to the start of the game, and is brought to Abstergo Industries, where researchers are working on the Animus project. The Animus is able to pull out memories from the DNA of the user, allowing the user to replay those memories as if he were there himself. Desmond was "chosen" for the project due to his relationship to his ancestor Altaïr Ibn La-Ahad (?????? Al-taa-ir in Arabic "The Flying One") a member of the Assassins during the Third Crusade of the Holy Land; the researchers express interest in understanding more of how the Assassins worked. Though initially Desmond's sub-conscious rejects the memories of Altaïr, he eventually learns to accept them and is able to proceed to follow Altaïr's actions through the Animus.

    The memories of Altaïr that Desmond experiences start in AD 1191: Richard the Lionheart has just recaptured the port city of Acre from the Conquer of Muslims. With a base of operations established, the Crusaders prepare to march south. Their true target is Jerusalem – which they intend to recapture for Christianity. However the Muslim forces are massing in the ruins of Arsuf, intending to ambush the Crusaders and prevent them from reaching Jerusalem. These war maneuvers have left the rest of the Holy Land wide open. While Richard and Saladin battle one another, the men left to govern in their stead have begun taking advantage of their newfound positions of power. Exploitation, manipulation, and provocation rule the day.

    The first memory Desmond experiences is that of Altaïr failing (because of interference from another assassin, Malik) to assassinate the Grand Master of The Templar Knights, Robert de Sable, and recover the order's treasure. Because of this, and other offenses, Altaïr is demoted to Uninitiated (the lowest rank in the Assassin Order). But Al Mualim, leader of the Assassins, offers him an opportunity to redeem himself. Altaïr must venture out into the Holy Land and assassinate nine men said to be exacerbating and exploiting the hostilities created by the Third Crusade. In doing so, he will stabilize the region, allowing Al Mualim to usher in an age of peace.

    Cryptic messages on the wall of Desmond's bedroom at the end of the game
    Cryptic messages on the wall of Desmond's bedroom at the end of the game

    Along the way, however, Altaïr discovers that his targets are bound by more than just a shared interest in personal gain, but are in fact Templars themselves, with the goal to unite all mankind under a common cause. Desmond further learns from emails when left overnight between sessions that Abstergo Industries is run by modern-day Templars, who are seeking the locations of several artifacts known as the "Pieces of Eden" that they can use to continue Templars' goals. Desmond learns that he was kidnapped by the company so that they may learn, through Altaïr's memories, where the locations of the other Pieces of Eden may be buried throughout the world. He also finds that what remains of the Assassin's Guild in modern days had tried and failed to recover him before that information could be learned. Altaïr's memories finally reveal that the assignment he undertook was a ploy by the Templars to sow discord between the Assassins and the Crusaders and Muslims. In doing so, Saladin and Richard The Lionheart would instead work together and fight the Assassins, and in the process, bringing peace for the Templars. Altaïr finally catches up with Robert de Sable, his last assigned target, and defeats him. Robert de Sable reveals in his dying words that Altaïr's master is also a member of the Templars, and he has now the sole power of the artifact, the "Piece of Eden" that is able to alter what men can see and can be used for mass hypnosis. Altaïr travels to face his Master, who wields the "Piece of Eden", attempting to alter Altaïr's sight, but eventually falls to his blade. As Altaïr recovers the "Piece of Eden", the device activates one more time to reveal multiple locations across the globe in an holographic manner (including two locations, noted by the Doctor, on continents that no longer exist in 2012.)

    With Altaïr's memory complete, Desmond wakes up out of the Animus to learn that Abstergo Industries is already sending out recovery teams to those locations hoping to find additional artifacts. At one point, Desmond reads an email in the conference room detailing the failed recovery of three other Pieces of Eden, all resulting in disastrous accidents, two resulting in the Philadelphia Experiment and the Tunguska event. The email also refers to the Holy Grail, stating insufficient evidence to confirm its existence, and "Mitchell-Hedges Communicators", a reference to F. A. Mitchell-Hedges.

    Desmond, no longer being of use to Abstergo Industries, is to be silenced; however, he is saved by Lucy Stillman, who reveals herself to be an Assassin by bending down her ring finger, to imply her membership. In the conclusion of the game, Desmond, having become "synchronized" with Altaïr, is able to use the eagle vision (a sort of empathic sight to see hidden messages and tell friend from foe), and sees messages scrawled across the floors and walls that only he can see that refer to the end of the world described by several religions, among other writings; such writings include references to the biblical passage Revelation 22:13 ("I am the Alpha and the Omega, the first and the last, the beginning and the end."), a Lorenz attractor, the Eye of Providence, as well as part of a Mandelbrot Set and other writings in foreign languages. Additionally, there is the Mayan date of 13.0.0.0—December 21, 2012—which is only 3 months away within the game's timeline, that represents the Mayan last day of this age of the world. That is also the planned date of the launch of a mysterious satellite the Templars have created, which they claim will "permanently end the war". There is also reference to Yonaguni, a japanese island, as well as japanese script, which could mean that the island is a possible location for Assassins Creed 2.

    [edit] Historic relevance

    The nine men assassinated were based on real historical figures that lived in the Holy Land around the year 1191, with considerable amount of artistic liberty applied since most of the young men Altaïr was sent to kill were in fact rather old and sickly in at this time in reality, and some deaths actually occurred a year or two after 1191. Ubisoft justifies these facts by stating in-game that the historical records were altered by the Templars to deceive anyone studying the past. Some of these figures include: Garnier of Nablus, The Grandmaster of The Knights Hospitaller; Ibn Jubayr, an Arab-Spanish geographer, traveler and poet; Meister Sibrand, Leader of the Teutonic Knights; Prince Faisal bin Talal, an Emir; William V, Marquess of Montferrat, the regent of Acre; and Robert IV de Sablé, Grand Master of the Knights Templar.

    by itachi1212343 | 2 comments |
  • Devil May Cry 4

    Jan 21, 2008

    Devil May Cry 4
    Devil May Cry 4
    Developer(s) Capcom
    Publisher(s) Capcom (PS3, X360) TBA (PC)
    Designer(s) Hiroyuki Kobayashi (producer)
    Hideaki Itsuno (director)[1]
    Yuji Shimomura (cutscene director)
    Engine MT Framework [2]
    Released JPN January 31, 2008
    NA February 5, 2008[3][4]
    EU February 8, 2008
    AUS February 7, 2008 [5]
    Genre Hack and slash, Action
    Mode(s) Single player
    Ratings ESRB: M (Mature)
    Platform(s) PlayStation 3, Xbox 360, PC

    Devil May Cry 4 is the second sequel (Devil May Cry 3 being a prequel) to the Capcom action game Devil May Cry. It was announced in March 2007 that the game would be released simultaneously for the PlayStation 3, Xbox 360 and later PC.[6] It is being developed by Capcom Production Studio 4, the producers of Resident Evil 4 and the original Devil May Cry.[7]

    In the game, the player controls Nero, a new character, in addition to an appearance by series lead Dante, fighting demonic enemies in close combat using firearms, swords and a variety of weaponry in a horror setting. Also joining the cast is a new female character, Kyrie. Capcom has also revealed three new characters, Credo, Gloria and Agnus, along with returning characters Lady and Trish.

    Contents

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    [edit] Presentation

    A teaser trailer was shown at 2005, depicting Dante traveling through snow and quickly performing some fast, stylish moves. A more substantial second trailer was released at that year's Tokyo Game Show (TGS), where it showed a more rugged and older Dante in a city-like setting. These two teasers showed very little detail of the game itself.

    At the 2006 Tokyo Game Show a more complete trailer debuted, along with a playable demo featuring the character Nero.

    Images from the March 2007 issue of Famitsu, showed Dante as a playable character. A short trailer released later showed video of the character in gameplay.

    Dante will reportedly be the player's main character for around the second half of the game, until the final boss battle.[8]

    A trailer shown at the 2007 Tokyo Game Show reveals the return of Lady and Trish.[9]

    A trailer released December 17, 2007, revealed more gameplay and story detail, as well as information on new songs for the game. One of the songs is a new version of "Lock and Load", Dante's theme music from the first Devil May Cry, with new lyrics written and performed by Shawn "Shootie HG" McPherson, the lyricist and lead vocalist on the soundtrack of Devil May Cry 3.[10]

    A collector's edition of the game will be released at the same time. The American version will include a DVD of four episodes of the American dub of the anime amongst other extras, whilst the UK version will include a signed artbook named 'Art of the Devil'.[11][12][13]

     

    [edit] Playable characters

    Nero, the new main protagonist, and Kyrie look on as Dante makes his entry.
    Nero, the new main protagonist, and Kyrie look on as Dante makes his entry.

    On September 6, 2006, Japanese video game magazine Famitsu reported that series star Dante will not be playing the main role in Devil May Cry 4. Instead, a new character named Nero, voiced and motion captured by Johnny Yong Bosch, will take the lead role.[10]

    Nero resembles both Dante and his twin brother, Vergil, and is part of the Order of the Sword, a group of warriors who worship Sparda.[14]

    Nero's attire consists of blue jeans, a long purple coat, and a red vest with a hood. He wields a revolver named Blue Rose which has a distinctive under-and-over double barrel and a decorated single-edged sword called the Red Queen. Nero views Dante as a villain after witnessing Dante murdering members of the Order.[1] Gameplay videos and screens reveal Dante to be a boss enemy in the game. [15]

    Nero's right arm seems to resemble a demon's and glows supernaturally, and is the source of his "Devil Bringer" power. He apparently was not born with his arm in this state, and hears voices demanding "more power." Nero will also apparently have his own "devil trigger" transformation, which consists of a demonic spirit hovering above him.[16].

    Dante, the primary character in the rest of the series, will also be playable and will have updated versions of the core animations used in Devil May Cry 3: Dante's Awakening, as well as that game's four basic fighting styles Trickster, Royal Guard, Gunslinger and Sword Master, which can be switched at will.[17] Game Informer reported that he will not just be an unlockable, but will be playable as part of the storyline.[18] Dante will also have his own devil trigger. It resembles a mixture between Devil May Cry 2 and Devil May Cry 3..[19]

    [edit] Gameplay

    Dante performing one of his signature moves, the Stinger attack
    Dante performing one of his signature moves, the Stinger attack

    Nero's weapons shown in the trailer and gameplay videos are his sword the Red Queen, his revolver the Blue Rose, as well as the powers of his "Devil Bringer" arm.

    Red Queen is based on the swords used by the Order of the Sword, and Nero has upgraded his to make it much stronger. When Nero twists the motorcycle-like handgrip, a propellant is released which adds to the force of the sword's impact. Blue Rose's over-and-under double barrel allow it to fire two shots at once, and is strong enough to penetrate armor. The Order normally looks down on guns as dishonorable, and only Nero uses one. His arm's "Devil Bringer" power adds a third element of gameplay (in addition to guns and swords), allowing Nero to grab distant enemies, pull them in to be attacked, push them away, slam them into the ground, as well as allowing him to zoom across areas at certain points. Also, it has context-sensitive uses in certain battles, for example spinning enemies overhead.[20][17]

    Producer Hiroyuki Kobayashi indicated that he is focusing his optimizations on gameplay so that controlling characters is less difficult, and accessible to all players. Director Hideaki Itsuno also noted that the game will have a more forgiving learning curve than Devil May Cry 3, but will eventually ramp up to above DMC3's difficulty and that players, "won't be able to go back". He further stated that Devil May Cry 4 will feature more weapons, maneuvers, enemies, locations, music, and cutscenes than all the previous releases combined. DMC4 will also continue the series' tradition of huge bosses, as an early demo video featured a battle between Nero and a gigantic fire demon called Berial,[17] and the trailer released Dec. 17 featured an even more immense foe. Kobayashi revealed through Game Informer that Nero will not be gaining new weapons from bosses like Dante did in Devil May Cry 3, but will instead power up the Devil Bringer.[18]

    [edit] Next-Gen improvements

    Itsuno said in the Famitsu article that the visuals attempt to deliver a satisfying feel of being in the air, and that the actions of Nero's right arm could not be done on then-current generation consoles and only on the PS3,[10] though the game has since been slated for cross-platform release on the Xbox 360 and PC. Gameplay visuals, shown at TGS 2006, demonstrate this game mechanic in action. Kobayashi has stated in a Game Informer interview that the Xbox 360 and PS3 versions will be identical, although he did not comment on the PC version. [18] In a Eurogamer interview, Kobayashi confirmed again that PS3 and Xbox 360 versions would be identical and said that the PC version "would be great because the same team is working on both".[21]

    [edit] Cross-platform move

    On March 19, 2007, Capcom announced the game would not be a PS3 exclusive, as had been first announced, and would also be released for the Xbox 360 and the PC. In a thread questioning the move on the official Capcom message board the company's senior director of strategic planning and research, Christian Svensson, responded by saying that they were moved by people's strong feelings about the decision, but that it was the best decision for the company and consumers.[22] Kobayashi stated that Devil May Cry 4 will have no major graphical differences between the Xbox 360 and Playstation 3 versions.[18] In fact, Kobayashi claims that the contents will be identical, except that "the feel of the controller" may cause a slight difference.[21]

     

    by itachi1212343 | 3 comments |
    Filed under: AWSOME! Cry Dante Devil May
  • Prototype(game)

    Jan 21, 2008

    Prototype
    Developer(s) Radical Entertainment
    Publisher(s) Sierra
    Released Flag of the United States Summer 2008
    Flag of Europe TBD 2008
    Genre Action/Sandbox
    Mode(s) Single Player, Multiplayer
    Platform(s) Playstation 3, Xbox 360, PC

    Prototype is a video game developed by Radical Entertainment and based on an original IP developed in-house. The game is intended for release in the summer of 2008 for the Playstation 3, Xbox 360 and PC platforms. The game is the first in a planned franchise.

    The player controls the character of amnesiac Alex Mercer in New York City, with freedom similar to that of the Grand Theft Auto series and The Incredible Hulk: Ultimate Destruction, in which the player can visit most locations and interact with the environment while not engaged in missions. Alex will clash with the military's Black Watch Special Forces and the effects of a mutated viral epidemic as he works to discover the secrets of his past.

    A key aspect of Prototype is the 'disguise or destroy' concept, which is tied to Alex's enemy-consuming and shapeshifting powers. Alex can consume the bodies of those he has killed, which gives him access to their memories, their experiences, and their physical forms. Alex can also shapeshift into more fantastic forms for attack, defense, or sensory enhancement. All of these together are intended to give players multiple ways to complete their objectives. Movement is simplified to allow more controls dedicated to shapeshifting, with Alex automatically navigating obstacles in a manner inspired by Parkour.

    Contents

    [hide]
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    [edit] Gameplay

    The gameplay in Prototype is centered around Alex's superhuman abilities. Alex has superhuman speed, strength, and durability, as well as the abilities of consuming his fallen enemies, shapeshifting his body, and easily moving in the New York City environment. Radical claims that there will be 750 "unique combinations" of powers.

    [edit] Co-Op Play

    The game Prototype will also feature Co-op multiplayer on PC, Xbox Live and Playstation Network. Both of the players will run around New York city as Alex Mercer, and 'disguise or destroy' together with a friend. Both of you don't actually have to look alike, depending on how far each of you have gotten and who you have consumed, Thus giving you the ability to change your appearance in various ways.

    [edit] Superhuman Physique

    Several aspects of Alex's physique are superhuman. He is strong enough to lift cars or rip light posts off of their moorings and use them as close-combat or thrown weapons. Alex is faster than a normal car and can run right up the side of buildings. He can jump amazing distances, and can fall from great heights without taking damage.

    [edit] Consuming

    When Alex consumes someone, he gains their memories, their body mass, and the ability to mimic their appearance. Consuming memories will help him unlock nodes of the Web of Intrigue and advance the story. He also consumes useful skills, eventually giving him the proficiency to pilot military vehicles and use various kinds of weaponry. Consuming dead foes and innocent bystanders augments Alex's biomass, enhancing his strength and his ability to morph his body into offensive or defensive forms. Each person he consumes becomes another form he can use as a disguise.

    [edit] Shapeshifting

    Alex's ability to shapeshift manifests in four different ways: Disguise, Attack, Defend, Sensory.

    Disguise - To alter his appearance, all Alex has to do is "consume" a human victim, then he can assume their identity. At its simplest, changing his appearance makes Alex harder to track. More subtly, Alex can take advantage of the relationships NPC's have with the person he is disguised as. For example, when mimicking a military commander Alex will be able to infiltrate military positions without challenge, falsely accuse another person of being the Prototype, or call in air strikes.

    Attack - Alex's body can assume nonhuman forms as well. Offensively, he can form clawed hands, bladelike arms, or hammerlike fists that are useful in close-quarters combat. He can also use a ranged attack which causes sharp spikes to burst from the ground and impale people and vehicles.

    Defend - Alex can alter his body's defenses to resist damage or ward off attackers. Defenses include sharp spines protruding from his back, bulletproof plates, and a tough shield mounted on a forearm. He can even make his skin into an armor-like skin.

    Sensory - Alex can adjust his senses to perceive things in the environment that normal humans would be unaware of. These senses include infrared, nightvision, and the ability to track individual enemies in a crowd.

    These abilities can be mixed together to provide Alex with several powers at once. For example, Alex can maintain both an armored body and clawed arms to become a powerful melee combatant.[1]

    [edit] Movement

    Movement in Prototype is inspired by Parkour and contributes to the feel of controlling Alex. Alex will automatically maneuver around or through obstacles, allowing the player to move him more easily with the simplified movement controls. In turn, the simplified movement controls allow more dedicated controls for combat and usage of Alex's powers.

    [edit] Story

    Prototype follows the story of Alex Mercer, an amnesia-stricken experiment. As the game opens Alex finds himself on the experimentation table with absolutely no recollection of his past. The confused prototype emerges from an underground lab deep within the heart of New York City, only to discover that there is much more going on in the outside world.

    With no knowledge of where he came from or whether he is even human Alex is forced to kill to discover his past and avenge what has been done to him. He soon discovers that he has the ability to consume the power of those whom he kills, taking their memories, skills, and even their appearance.

    Above these new found talents Alex is suddenly thrown into a war between himself and two different powers. The Black Watch Special Forces, a horribly mutated virus-infected populace, and the prototype himself all wage war in the streets of New York City.

    By interfering in conflicts between the game's factions, or even intentionally leading one force into another and triggering a fight, Alex can control the speed and spread of the virus.

    The entire game is revolved around a giant conspiracy in which the developers explain is designed to reflect real world government secrets.

    by itachi1212343 | 0 comments |

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