Jumat, 16 Maret 2012

HAND SANITIZER

Germ-X Hand Sanitizer with Moisturizing Vitamin E - 4/10oz. Bottles

 

PRICE: $8.46
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                    Germ-X Hand Sanitizer with Moisturizing Vitamin E - 4/10oz. Bottles




BabyGanics Alchohol Free Foaming Hand Sanitizer, 8.45-Ounce Bottles, Pack of 2

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Samsung Exhibit II 4G Prepaid Android Phone (T-Mobile)


Samsung Exhibit II 4G Prepaid Android Phone (T-Mobile)


LIST PRICE : $249.99
                                                               PRICE: : $198.00

                                                 CNET Editors' Review


The good: The Samsung Exhibit II 4G has HSPA+ speeds, good call quality, and a lot more bells and whistles than you'd expect from an Android 2.3 Gingerbread phone at this price.
The bad: A cheaper-looking design keeps the Exhibit II from being a lustworthy handset, and photos lack a little brightness.
The bottom line: A surprisingly full feature set makes the Samsung Exhibit II 4G ideal for Android bargain-hunters; just don't expect the best of the best.
Photo gallery: Samsung Exhibit II 4G
T-Mobile has taken an interesting turn with the Samsung Exhibit II 4G, and I'll tell you why. The original Samsung Exhibit 4G (which was quite good) only received the breath of life in June, and it's already being subsumed by a sequel. Moreover, the new Exhibit is the same phone as the Samsung Galaxy W, which was introduced for the U.K. last August.
I'm not sure why T-Mobile was in such a rush to accelerate its Exhibit brand (apart, perhaps, from the ease of already possessing rights to the Exhibit name), but I will admit that the specs are nice for the price. First things first, the Exhibit II 4G runs on T-Mobile's HSPA+ "4G" network. It has a 3.7-inch WVGA touch screen, a 1GHz processor, a 3-megapixel rear-facing camera, and a front-facing VGA camera.
There's also support for T-Mobile TV, and apps like Qik video and the Swype virtual keyboard come preinstalled.
Pricing is the really attractive selling point, with the Exhibit II 4G costing just $29.99 after a $50 mail-in rebate when you buy it with a new, two-year contract, and $199.99 off-contract through Wal-Mart. In fact, T-Mobile is calling the Exhibit II 4G the "first no-annual-contract 4G smartphone to be sold at most Wal-Mart stores." The model I reviewed is sold off-contract and contains T-Mobile's prepaid SIM.
Design
Despite its name, the Exhibit II 4G bears only a little resemblance to the original. Where the first Exhibit 4G had a flat bottom and a rounded top, the sequel literally flips the design on its head, giving us a flat top and a rounded bottom. That's where the similarities end. Instead of the rubberized grippy material enrobing the Exhibit II, it's all hard plastic: a shiny front, matte gray sides, and a textured, nubbly dark-blue backing. There's one metal accent, a ring surrounding the camera lens.

Kamis, 15 Maret 2012

XOXO WOMEN'S XO5302A RHINESTONE ACCENT GOLD-TONE BRACELET WATCH

XOXO Women's XO5302A Rhinestone Accent Gold-Tone Bracelet Watch


                         XOXO Women's XO5302A Rhinestone Accent Gold-Tone Bracelet Watch

                      PRICE  : $19.99
      
  • Quality Quartz movement with analogue-display
  • Chronograph dials are for decorative purposes only
  • Jewelry clasp
  • Case diameter: 38mm
  • Clear rhinestone accent bezel
 

CASIO MEN'S DW9052-1V G-SHOCK CLASSIC DIGITAL WATCH

CASIO MEN'S DW9052-1V G-SHOCK CLASSIC DIGITAL WATCH

        
                                           Casio Men's DW9052-1V G-Shock Classic Digital Watch

                          LIST PRICE :  $69.95 
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  • Quartz movement
  • Protective mineral crystal protects watch from scratches
  • Case diameter: 46 mm
  • Resin case; digital dial; day-date-and-month functions
  • Water-resistant to 660 feet (200 M)


G - Shock X - Large Military Series Watch






 G-Shock X-Large Military Series Watch



                  

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 LIST  PRICE : $131.00
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  • Shock resistant, Daily Alarm 4 daily and 1 snooze alarm, Module 5081, Approx. Battery Life 2 years, Battery CR1220, Countdown Timer
  • 200m water resistant, Backlight Auto LED light with afterglow, Water Resistant up to 200M, 12/24-Hour Formats
  • Anti-magnetic structure, Accuracy +/- 15 seconds per month, Magnetic Resistant, World Time 29 times zones (48 cities + UTC)
  • Hourly Time Signal, 1/1000th Second Stopwatch with Speed Indicator
  • Auto-Calendar (pre-programmed until the year 2099)
 
 

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buy from amazon    >>    Unbroken: A World War II Story of Survival, Resilience, and Redemption

Amazon.com Review

Amazon Best Books of the Month, November 2010: From Laura Hillenbrand, the bestselling author of Seabiscuit, comes Unbroken, the inspiring true story of a man who lived through a series of catastrophes almost too incredible to be believed. In evocative, immediate descriptions, Hillenbrand unfurls the story of Louie Zamperini--a juvenile delinquent-turned-Olympic runner-turned-Army hero. During a routine search mission over the Pacific, Louie’s plane crashed into the ocean, and what happened to him over the next three years of his life is a story that will keep you glued to the pages, eagerly awaiting the next turn in the story and fearing it at the same time. You’ll cheer for the man who somehow maintained his selfhood and humanity despite the monumental degradations he suffered, and you’ll want to share this book with everyone you know. --Juliet Disparte The Story of Unbroken by Laura Hillenbrand
Eight years ago, an old man told me a story that took my breath away. His name was Louie Zamperini, and from the day I first spoke to him, his almost incomprehensibly dramatic life was my obsession.
It was a horse--the subject of my first book, Seabiscuit: An American Legend--who led me to Louie. As I researched the Depression-era racehorse, I kept coming across stories about Louie, a 1930s track star who endured an amazing odyssey in World War II. I knew only a little about him then, but I couldn’t shake him from my mind. After I finished Seabiscuit, I tracked Louie down, called him and asked about his life. For the next hour, he had me transfixed.
Growing up in California in the 1920s, Louie was a hellraiser, stealing everything edible that he could carry, staging elaborate pranks, getting in fistfights, and bedeviling the local police. But as a teenager, he emerged as one of the greatest runners America had ever seen, competing at the 1936 Berlin Olympics, where he put on a sensational performance, crossed paths with Hitler, and stole a German flag right off the Reich Chancellery. He was preparing for the 1940 Olympics, and closing in on the fabled four-minute mile, when World War II began. Louie joined the Army Air Corps, becoming a bombardier. Stationed on Oahu, he survived harrowing combat, including an epic air battle that ended when his plane crash-landed, some six hundred holes in its fuselage and half the crew seriously wounded.
On a May afternoon in 1943, Louie took off on a search mission for a lost plane. Somewhere over the Pacific, the engines on his bomber failed. The plane plummeted into the sea, leaving Louie and two other men stranded on a tiny raft. Drifting for weeks and thousands of miles, they endured starvation and desperate thirst, sharks that leapt aboard the raft, trying to drag them off, a machine-gun attack from a Japanese bomber, and a typhoon with waves some forty feet high. At last, they spotted an island. As they rowed toward it, unbeknownst to them, a Japanese military boat was lurking nearby. Louie’s journey had only just begun.
That first conversation with Louie was a pivot point in my life. Fascinated by his experiences, and the mystery of how a man could overcome so much, I began a seven-year journey through his story. I found it in diaries, letters and unpublished memoirs; in the memories of his family and friends, fellow Olympians, former American airmen and Japanese veterans; in forgotten papers in archives as far-flung as Oslo and Canberra. Along the way, there were staggering surprises, and Louie’s unlikely, inspiring story came alive for me. It is a tale of daring, defiance, persistence, ingenuity, and the ferocious will of a man who refused to be broken.
The culmination of my journey is my new book, Unbroken: A World War II Story of Survival, Resilience, and Redemption. I hope you are as spellbound by Louie’s life as I am.


                 BUY FROM AMAZON $4.99   >>  Amnesia [Download]


                                                                          IGN REVIEW

True survival horror games are rare these days. Games like Dead Space and the most recent Resident Evil titles can be scary but tend to be just as focused on action as they are on atmosphere. In Frictional Games' Amnesia: The Dark Descent, you get no gun. When a gruesome shambling creature rounds a corner on wobbly knees and its yawning rictus comes into focus, you can only succumb to its onslaught or flee in terror, hoping the shadows will provide safe haven. It plays more like a first-person adventure game than anything else, and borrows many of the environmental manipulation mechanics of Frictional's previous Penumbra series. It's a fairly short game, but one that's near impossible to forget.



If you've ever read an H.P. Lovecraft story before you'll find a lot that's familiar here. Much of the horror and structure of the plot is inspired by the 20th century author, as sanity is eroded the closer you draw to the sinister heart of the tale. You play as Daniel, who awakens clueless on the floor of the huge and hauntingly empty Castle Brennenburg. Soon after coming to, you discover a note written by your past self, instructing you to find and kill Alexander, the master of house. Unraveling the history of the place is part of what lures you forward, discovering how exactly you got to this point, what Alexander did to deserve an early death, and who is responsible for the grisly acts committed in the castle's depths. 
What follows is a tale told mostly in flashback as you' re beset by ghostly visions and uncover journal entries on dimly lit desks that tell of scientific expeditions that lead to the discovery of ancient terrors. By itself the story is strong enough, and told effectively assuming you take the time to explore and pick up a majority of the notes. Yet what really adds a quality of unsettling authenticity to the tale is the unshakeable feeling of pursuit and inevitability of some kind of horrific climax.

The sensation is created by a combination of implied and observable events. On the soundtrack, scratches, clicking and footsteps from unseen spaces imply an expanse of unknown rippling just beyond the limits of your perception. Visual cues are also crucial to reinforcing the sense of terror, as Daniel's vision is affected by ghastly sights and revelations of gruesome acts to which his previous life was connected. Sanity degrades while in the dark, causing the scene to shift like the webs of light across sands under shallow water as sounds intensify, controls are muddied, and eventually insects crawl across your field of vision. It contributes to an feeling of isolation and helplessness that adds to the sense of terror.

Staying in the light is the preferred course for those who prefer to maintain mental focus. A lantern is always available to light up corridors, provided you've enough fuel to keep it lit. Tinderboxes are also scattered around amidst ancient books and in dusty cabinets and used to spark torches to illuminate passageways and candles within kitchens and torture chambers to make it less psychologically taxing as you explore. You can still see in the darkness if you've run out of both oil and tinderboxes since Daniel's eyes will eventually adjust to the deep-blue murk of darkness, but there's a moment of adjustment, mimicking the dilation of his pupils to altered intensity of light. Sometimes the transition is harmless, but during the momentary blindness that besets Daniel as he stumbles into blackness it's entirely possible a shambling monster could round a corner and slash him down. It's not something that happens often, but the lingering threat is enough to make you tread carefully even if the way forward seems clear. It also sets up a gameplay dynamic between dark and light -- do you stay in the shadows to hide from enemies but risk your sanity, or light up everything you can to keep your wits?
Puzzle solving is the heart of the gameplay, and like in Frictional's Penumbra games, manipulation of objects is handled in a way that gives you a greater sense of connection to the character. To open a door, you must click and hold the object with the left mouse button, then draw the mouse back or push it forward depending on which way the door swings. To open a drawer it's the same mechanic, requiring you to pull back on the mouse once the handle is grabbed to open it. Occasionally you'll need to toss items around rooms to break down fragile walls and shatter chains, but for the most part this kind of manipulation is used to keep you more firmly rooted within the game world and add a touch of realism, strengthening the horror aspect.

Actually solving the puzzles shouldn't be too difficult for anyone who's played adventure games before. Despite the bizarre and often disturbing states of the sewers, morgues, and downright revolting torture chambers later on, the solutions often require you to collect a few objects and combine and apply them in simple ways. The game makes this easily manageable by confining solutions to set areas, meaning you don't need to worry about backtracking all the way to the start of the game if near the end you worry that a particular puzzle might require an overlooked item. Frictional's done a good job of pacing the game as well, gradually expanding the area and complexity of the puzzles and mixing in jaw-clenching pursuit sequences as you plunge deeper into the mystery. All the while you watch as bare stone walls are overtaken with pulsating masses of organic material and as hints of malevolence are made manifest and stumble after you through the dark and mists, establishing an inescapable mood that sticks with you long after the adventure is complete.
Closing Comments
This is one of the scariest games in recent memory. The loading screen recommends you turn the lights off and play with headphones, something I'll strongly echo. Amnesia: The Dark Descent's puzzles aren't especially impressive and the voice acting can range from convincing to goofy, but the atmosphere Frictional has infused into the experience is as powerful as they come. It's a tale of terror that's menacing and disturbing from the very first moments, and only amplifies the further you progress. Any fan of horror, every Lovecraft fan, and any with even a hint of curiosity should give Amnesia a shot. Few games are able to conjure up an atmosphere this genuinely frightening.



                                      BUY AMAZON :           Mass Effect 3 [Download]

                                                                        IGN REVIEW

Few games come with the amount of hype Mass Effect 3 has swirling around it. As the culmination of BioWare's epic sci-fi RPG trilogy, Mass Effect 3 hasn't garnered this groundswell in an artificial way. Rather, anticipation steadily sits at a fever pitch because the previous installments -- Mass Effect, and especially Mass Effect 2 -- rate amongst the best games ever made. And in many ways, Mass Effect 3 has set the bar even higher as the worthy conclusion to one of the finest stories ever told in gaming history, even if it's still admittedly imperfect 
Mass Effect 3 throws you back into the role of Commander Shepard, the first human Spectre that has, at this point in the story, gone above and beyond proving his (or her) commitment to galactic order. After reluctantly working for the xenophobic human-first organization Cerberus and jumping through the Omega-4 Mass Relay to fight the Collectors at the center of the Milky Way in Mass Effect 2, Shepard's greatest challenge still lies ahead.
VIDEO REVIEW


Once considered the stuff of lore, the Reapers rear their heads in our own backyard. Having returned to the galaxy after a 50,000 year hiatus, the Reapers conduct an all-out assault on the galaxy's organic life. Earth itself suffers heavy bombardment as Mass Effect 3 begins, with millions suffering and dying daily. Your task: fight back, not only for Earth and humanity, but for all galactic races that find themselves simultaneously under siege.



Using some Biotics.
Shepard and his allies aren't nearly strong enough to combat the Reapers' planet-sacking death squads on their own. The earlier Mass Effect games focused on exploring the galaxy as you complete quests, building up your reputation and ultimately careening headlong into the endgame. Mass Effect 3 has all of that too, and it's all conducted through the lens of truly consequential, wide-ranging decision-making. This brings yet again an exceptionally plot-heavy slant to a series already deeply reliant on amazing story-telling.

The Reapers pose an existential threat to life in the galaxy, forcing Shepard to navigate through tricky territory wrought with age-old grudges, conflicts and old-fashioned hatred in order to get all affected parties to work together. The Krogans hate the Salarians and Turians because of the Genophage, while the Quarians have waged war with their rogue machines, the Geth, for hundreds of years. Conflicts like this exist everywhere. The challenge before Shepard lies in his ability to get all of these races -- and many others -- allied in order to fight the Reapers as one united front. This represents the galaxy's only hope in defeating their overwhelmingly powerful adversaries.


Stabbing away.
Accomplishing such feats of diplomacy resides at the heart of Mass Effect 3. Gone are the loyalty quests of Mass Effect 2; things aren't quite as personal this time around. Shepard must still make a staggering number of choices in conversation, and how he treats those around him heavily affects the game's outcome. He'll still make friends and enemies, have personal conversations and learn a great deal more about those he encounters. And the more time you spend speaking to others and exploring everyone's stories, the more you'll extract from the game.

But now, the galaxy's problems are greater, and Shepard must think bigger. By helping out individuals, militaries, governments and entire races, Shepard will collect War Assets and form a higher and higher level of Galactic Readiness. These will become integral to the success or failure of Mass Effect 3's endgame, and bring an entirely new slant to the series, one that's both welcome and fresh.  


  AMAZON DOWNLOAD :      FINAL FANTASY XIV [Download]


                                                                      IGN REVIEW

Signing up for an MMO encompasses more than your standard purchase. You're buying into a social network to meet other players and maybe make a few new friends. To some it's an escape, an alternative lifestyle, a toy, an ego machine, and to all it's a game. Simply providing a vast online fantasy world to run around in with others isn't enough these days. While Final Fantasy XIV features a flexible class system and interesting crafting mechanics, issues with its presentation, performance, and core questing structure turn what could be an entertaining online adventure into an arduous experience that, in its current state, isn't worth playing.

If you're familiar with Final Fantasy XI, Square Enix's previous MMO in its flagship RPG line, you'll know the game was never very easy to get into. While Final Fantasy XIV is certainly more solo-friendly for players who prefer to quest and level on their own, it's disappointingly unfriendly toward those trying figure out all the various rules and systems churning beneath the surface that govern life, advancement, and success in its setting of Eorzea. If you've never played an MMO before, this is most definitely not the place to start. Even genre veterans are going to need to spend a good deal of time scanning fan sites and databases to understand how everything works, even for basic information on necessary functions like performing item repairs.
Things do start out in a directed fashion, though. At the beginning you're given a chance to create and name your character. A number of races, from the hulking Roegadyn to the cat-like Miqo'te, can be chosen and customized in a few different ways. As tends to be standard in the genre you'll also be asked to pick a class, though the choice isn't especially meaningful. In Final Fantasy XIV you're never locked into one particular class, so the one chosen at the start only defines your character for as long as it takes to get to an item shop.

Before stepping onto the game's various progression treadmills you'll be dumped into a sequence of cut-scenes filled with character dialogue, combat, and exploration around whichever city you chose to start in. These story-driven scenes are some of the best parts of the game as it stands right now, helping to tell the tale of the world, showing you around the land, and foreshadowing events to come. More story missions become available at later progression milestones and eventually unlock other extras, but are so spaced out that feel more like bandages to remedy a general lack of narrative context throughout. It's rare to ever feel as though you're questing for a reason outside of bumping up your class rank.

For braving the dangers that lie outside of the walls of each major starting city in Eorzea you'll have a number of combat options. Magic users will want to take up arms as a Conjurer or Thaumaturge, while those who prefer to hit enemies with heavy things will want to pick the axe-wielding Marauder or the Gladiator who attacks and defends with a sword and shield. The variety of combat classes means players should be able to find a mold in which they feel comfortable, but the nice part is you'll never feel too limited.

By simply purchasing and equipping a class' weapon type, you become that class. If you're tired of slogging through fight after fight as a Lancer, for instance, you can just equip a bow and all of a sudden you're an Archer. The trick to effective play is unlocking skills in various classes to customize your ideal build. For example, you could level up a Pugilist and a Conjurer to unlock heal abilities, then switch to a Marauder and equip the helpful skills to make you more durable in solo combat. That Square Enix grants this kind of freedom to players is great to see, and it's fun to experiment with all the different styles of play to see what you like best, or simply having the option to quickly swap classes should the needs of a group require a new tank, healer, or ranged damage dealer.


The overall game world is enormous.

The crafting and gathering systems built into the game also contribute to the class system. If you equip a mining pick, you can then hack at deposits for ore and other valuables. Then if you equip other specialty equipment you'll don the hat of a wide range of production classes, from those that build heavy armor to those that tinker with rings and jewelry. These crafting and gathering systems aren't merely side activities, but heavily integrated into the rhythms of life in Eorzea. Success in crafting and harvesting quests yields points that not only rank up the class, but also contribute to a universal pool of experience called physical level. So while each class is leveled on an individual basis only while the corresponding tool or weapon is equipped, you'll always be earning experience for the physical level. When increased, it frees up points to be assigned to things like attack, defense and accuracy, as well as a variety of magical properties, which gives a solid sense of a growing overall power even while you're not swinging weapons out on the battlefield.

Aside from that, crafting is especially important in the game since it's the primary method of getting better gear. The occasional item can be earned by completing quests, but in general if you want better gear you're going to have to build it, buy it directly from a crafter, or find it on the open market. Like many of the game's functions, little is explained about the actual crafting process. Once learned you'll find it's a high risk system that infuses a significant degree of chance into the creation process as you juggle a variety of percentage sliders and an abstract color-coding system. Failure is a frequent part of this process, but that makes successful production all the more satisfying.


Because of the way the class system is set up you could, theoretically, be a master of all crafts, though realistically I would assume people only have time to focus on one or two things. There's plenty of social interaction built into the creation system, as some classes can only build components that others fashion into a whole, and getting different items repaired requires assistance by specific crafters. The problem since launch has been one of dissemination. It's always possible to spam chat channels with requests for armor or advertisements for personal stock to trade with others, but the heart of Final Fantasy XIV's economy is the market system, which right now is a mess.


     AMAZON DOWNLOAD :          Call of Juarez 2: Bound in Blood [Download]

                                                              GAMESPOT REVIEW

Prequels are by definition concerned with looking at what has come beforehand, but Bound in Blood is anything but a backwards step. This game--a prequel to 2007's Call of Juarez--is a tense, riveting, and superb-looking first-person shooter that ditches the stealth elements that clogged up the original like molasses. Instead, it focuses on action-packed shoot-outs and set-piece moments that will make you feel like you've strapped on the six-shooters and stepped straight into the dusty, violent Wild West. And while it's over all too quickly (and filled with none-too-smart enemies), Call of Juarez: Bound in Blood is sure to scratch the itchiest of trigger fingers. 
The game's Western theme is presented with aplomb: it showcases an impressive world that bleeds with Wild West iconography. Bound in Blood is more spaghetti than Unforgiven--gun duels are preceded by intense bouts of staring, enemies will topple dramatically off high balconies when shot, and there is more than one large gunfight inside an abandoned church or saloon. The game's story touches on many well-known Western motifs, such as honor, betrayal, greed, faith, and even love, and while it doesn't tread any new ground, it does present a compelling narrative.
Set years before the first game, Bound in Blood follows the McCall brothers--Ray and Thomas--as they change from honorable Confederate deserters to amoral treasure hunters seeking a fabled fortune. If you played the first game, you know Ray as a religious fire-and-brimstone preacher, which is a stark contrast to the lustful, greedy, coldhearted Ray portrayed in Bound in Blood. It's one of the great pleasures of the game to see just how this transformation takes place, and while you'll probably see the ending from a mile away, it still packs a hefty emotional punch.
While Ray is a brutish type, his brother, Thomas, is more thoughtful (although just as violent), and you'll get to play as both in Bound in Blood. You could also play as two different characters in the first game, but while the two there were clearly delineated as action or stealth, this time around both characters are action-focused. Ray is more direct: he can duel-wield pistols, throw explosives, break down doors, and walk around with the occasional Gatling gun. Thomas is an expert with the rifle, is deadly with a bow, can use a lasso to reach high places, and can use knives for silent stealth kills. Ray is all about in-your-face confrontation, rushing in with both guns blazing and blowing up any obstacle. Thomas lets you play a more measured game, using the rifle's long sights to take enemies out from a distance. Each brother also gets his own special attack--called concentration mode--which slows down time to allow quick attacks on multiple targets. Though their attacks are performed differently--Ray's requires you to quickly move your targeting reticle over foes, while Thomas' has you flicking the right stick on the controller (or moving your mouse back and forth in the PC version) in order to replicate a gun's hammer--the effect is the same: mass carnage.
Apart from a few missions at the start and near the end of the game, you can choose to play as either Ray or Thomas throughout most of Bound in Blood. The two brothers stick close together for most of it, meaning that apart from a few instances where one brother has to take a different path, you'll see and do the same thing no matter which one you play as. How you play--aggressive as Ray or circumspect as Thomas--is different enough, however, to make it worthwhile to go through the game twice. This is a plus because of the brevity of Bound in Blood's single-player campaign. You'll likely finish it (including all side missions) in about seven hours on the first run.

However, those seven hours will be eventful, with gameplay flowing nicely between intense shoot-outs, large-scale set pieces, and intimate one-on-one gun duels. The available weapons for the many Bound in Blood shoot-outs are fairly limited compared to other shooters, although given the time period, that's hardly surprising. Both Ray and Thomas can use pistols, shotguns, and rifles, and there are several varieties of each that you can upgrade to as the game progresses. The large set pieces happen with good regularity and include using a cannon, blowing up a Union paddle steamer (don't worry, the Confederates get their due eventually), riding a raft through rapids while being pursued by angry Native Americans, using a cart-mounted Gatling gun to mow down enemies on horseback, and even fighting your way out of an ancient underground temple as it gets buried in sand. You'll also get plenty of time on horseback, although the horses can change direction on a dime and even quickly strafe, so they don't feel much like real animals when you're astride them
The gun duels are less hectic but just as tense. These one-on-one affairs act as boss fights, pitting you against an especially powerful enemy in an old-fashioned quick-draw fight to the death. The camera shifts down to a cinematic view low behind the player for these duels. You'll have to match your opponent's left and right steps to keep him in the centre of the screen, while keeping your hand close to your pistol. Duel controls are quite precise, and you'll never feel like they're preventing you from winning a quick draw. It's heart-in-the-mouth stuff most of the time, and you'll probably die plenty of times before you get the timing of a draw right.
                                           Battlefield 3 - Back to Karkand DLC Pack [Online Game Code]
                                                                       
                                            IGN REVIEW
                                                         
Walking through Battlefield 3's version of Strike at Karkand is like pulling burnt pictures from the ashes of a house fire. The photos are familiar and full of memories, but the edges are charred by flames and smoke -- in the case of online warfare this is perfect.


Bring these cities down.

Battlefield 3's Back to Karkand expansion features four classic Battlefield maps rebuilt to use Battlefield 3's engine. The nooks and alleyways of Strike at Karkand and Gulf of Oman remain intact from their original iterations in Battlefield 2 (and before). But the trash, debris, and rubble dotting the ground change everything. Rather than clean streets, clutter fills every corner and craters spot the map where past explosions are just memories. Where Battlefield 2's Strike at Karkand looked like a street sweeper had recently passed, Battlefield 3's imagining adds junk -- and it changes everything. The two maps are no longer clean battlefields awaiting destruction; these are cities under siege that have already been hit hard. Brick cluttered sidewalks and overturned crates add a spark to formerly lifeless streets.

Destruction revitalizes these classic maps. Battlefield 2 couldn't handle entire buildings collapsing, but Back to Karkand is ripe for the wrecking ball. Back to Karkand's classic maps require new tactics and clever strategies to succeed. Almost every building can crumble in Strike at Karkand and Gulf of Oman. When a single building is the only cover surrounding a capture point, its disappearance makes for an interesting shift in the match.

Coming home again to find a mess.

Back to Karkand doesn't copy the legacy maps' layouts pixel by pixel, but certain areas are unmistakable. I spent a lot of time crouched on Strike at Karkand's Hotel capture point back in the day, and returning to the slightly elevated flagpole evokes deja vu. Both maps move from tight quarters to huge open spaces, and destruction gets top billing in comparison to Battlefield 3's other maps.

Battlefield 3's first expansion isn't just about the maps; in fact, one of its best aspects is the addition of Conquest Assault. Conquest Assault popped up in Battlefield 2142, but for those unfamiliar with the game-type, it's a fast-paced variation of assault where one team rushes to take back a map's worth of capture points. Matches move rapidly because assaulting teams hold no capture points.

The icing on the war-torn cake is three new vehicles and ten new weapons. They don't change the experience for better or worse, but getting additional equipment to toy with adds to the fun. Each new weapon unlocks via "assignments." These tasks range from certain kinds of kills to various team actions and eventually provide you with one of the new firearms.