Word: pc
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Dates: during 2000-2009
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...Sims 2 (Maxis, PC, 2004) Legendary designer Will Wright had an all-time best seller on his hands the first time he introduced us to those virtual human pets known as the Sims. Betting that we wanted to make them mingle with others--and would pay a monthly fee for the privilege--Wright then released The Sims Online, which flopped badly. Turns out we'd rather play on our own, thank you very much. Wright got the message, and The Sims 2 looks set to be his most exciting game yet. Now your Sims age from childhood, give birth...
...Movies (Lionhead, PC, 2004) Here's your chance to become a Hollywood mogul. Starting in the golden age of silent pictures, you get to build your very own studio and star system. Construct every set, outfit your actors, decide on how much romance or action should be in each scene, then sit back and watch the trailer for the movie you just created. (For the full effect, add your own voice-over.) If the result pleases the critics, you've got a hit--and the money rolling into your coffers will help expand the studio...
...Sims 2 (Maxis, PC, 2004) Legendary designer Will Wright had an all-time best seller on his hands the first time he introduced us to those virtual human pets known as the Sims. Betting that we wanted to make them mingle with others - and would pay a monthly fee for the privilege - Wright then released The Sims Online, which flopped badly. Turns out we'd rather play on our own, thank you very much. Wright got the message, and The Sims 2 looks set to be his most exciting game yet. Now your Sims age from childhood, give birth...
...Movies (Lionhead, PC, 2004) Here's your chance to become a Hollywood mogul. Starting in the golden age of silent pictures, you get to build your very own studio and star system. Construct every set, outfit your actors, decide on how much romance or action should be in each scene, then sit back and watch the trailer for the movie you just created. (For the full effect, add your own voice-over.) If the result pleases the critics, you've got a hit - and the money rolling into your coffers will help expand the studio...
...Half Life 2 (Valve, PC, September 2003) When it came to realistic graphics, many games tried to push the envelope this year. Only one took the envelope and tore it into tiny and perfectly paper-like shreds. The makers of this follow-up to 1998's hugely popular sci-fi horror Half Life border on the obsessive-compulsive with their attention to detail: human faces with more than 40 working muscles; characters that lip-synch their lines no matter what language they are speaking; objects like mattresses and wooden frames that, when shot, explode and shatter in the precise directions...