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If you have ever looked into downloading PSP games on the Internet, you may have noticed there are literally thousands of different sites to choose from. Many of these sites CLAIM you can download millions of PSP games at astonishing download rates!
Well, here at TopPSPGamesDownloads.com, we wanted to find out if any of this is true.

Our Research consisted of signing up for numerous PSP games download sites, then downloading 10-20 different games on each site to find out which sites are legitimate and which are not. In our test we looked at:
- Games Selection. (We also checked if they got the new - hot games)
- Downloading Rates.
- Tutorials.
- Tech Support.

What We are talking about is very easy, every one can start downloading PSP games within a few minutes after reading these lines...

All you need are four things:
1. Files you want to transfer to your PSP - You can get all the files you ever wanted from any one of the above
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2. PSP USB cable or compatible memory stick reader - You should receive a PSP USB cable when you purchase your PSP.
   (or just buy 1 at any electronics/computers store).
3. A 256MB (at least) memory card (memory stick) - The basic 256MB memory card is usually supplied with the PSP unit.
4. PC to PSP transferring software. - You will get all the necessary software from any of the above sites.

Transfer your own existing PSP files or download new games from online PSP games databases (like the databases in the sites mentioned above), the choice is yours... The databases above contain thousands upon thousands of PSP games.

Lets assume you decided to use the online PSP games database option:

Downloading and transferring files to your PSP is a very simple process. First off, you need to get access to the desired database and once there select the games you want to download to your PC. The downloading process may vary from site to site but each has a very simple downloading system and step-by-step instructions. Most important is the fact that you will be able to download files in a format identical to the UMD* version, with no quality loss whatsoever! After you have successfully downloaded your desired games, all you have to do your do is choose which games to transfer and use the transferring software and cables to do so. Again, the sites provide full instructions as to how to transfer your PSP games from your PC to your PSP making the process easy and simple. Once the files have been transferred to your PSP, they will be loaded and played directly from your PSP’s memory card (memory stick).

* UMD (Universal Media Disc) is a new, proprietary, high-capacity optical medium enabling game software, full-motion video and other forms of digital entertainment content such as movies and music, to be stored. The newly developed UMD is the next-generation compact storage media and at only 60mm in diameter, can store up to 1.8GB of digital data, making it perfect for a portable entertainment player like the PSP™ system. UMD stores a broad range of digital entertainment content including games, music, movies, and more.

We can say from our own experience that all the above sites have frequently updated PSP games databases with a wide and diverse selection and some even offer to add a game (of your liking) for you if you cannot find it.

You can start downloading your favorite PSP games right now... All you need to do is get into one of the websites mentioned above, register and you will receive access to their games databases and all necessary software and instructions, then just start searching for your desired games.

How fast can you download? Well it depends on the speed of your connection (obviously) - you cannot download faster than your maximum capacity... Be sure though, that all of the sites mentioned above take maximum advantage of your full downloading capacity.

How can you stay LEGAL while downloading PSP games? Now that is the one of the most interesting questions... You might be surprised, but there are many ways for you to stay LEGAL while downloading PSP games, I will not be sharing this information here because it is explained in great detail in all of the sites I’ve recommended you to join...


Well, We hope you will benefit from this and start downloading all your favorite PSP games!


Have a Great PSP Games Download Experience!
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Definitions of The Various PSP Games Categories

Action Adventure Game Definition:

Action-adventure games are video games that combine elements of the adventure game genre with various action game elements. With the decline of the adventure game genre, the action adventure genre became much more prominent. As a side effect, action adventure games are sometimes simply labeled as adventure games by console gamers.

The term "action adventure" itself has become more generalised since its introduction, and can now be used to refer to virtually any game which combines elements of reflex-based play with some element of problem-solving. This can be contributed to it never having a definite definition to begin with. As such, many consider the Legend of Zelda series to be hybridized role-playing games ("adventure-RPGs" or "action-RPGs"), however this is more of a false association due to the series' fantasy roots as extremely similar games with other settings (such as sci-fi) are never referred to as such.

Due to the lack of a definition of the term of Action-Adventure (although it may be considered a game that contains elements of both genres on assumption) there are quite a few disagreements in the community and in the media over what actually constitutes an Action-Adventure game. One definition of the term "Action Adventure" may be '“An Action/Adventure game is a game that has enough action in it not to be called an Adventure game, but not enough action to be called an Action game.”

Common Features:

In action-adventure games, while reflex-based actions are required (often revolving around combat or the avoidance thereof), the gameplay still follows a number of adventure game genre tropes (gathering items, exploration of and interaction with one's environment, and puzzle-solving). While the controls are arcade-style (character movement, few action commands) there is an ultimate goal beyond a high score. This type of game is often quite similar to computer role-playing games.

They are distinct from graphic adventures, which sometimes have free-moving central characters, but also wider variety of commands and fewer or no arcade game elements and are distinct too from text adventures, characterized by many different commands introduced by the user via a complex text parser and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, including bird's eye, sidescrolling, first-person, third person, over the shoulder, or even 3/4 view.





























Driving/Racing Game Definition:

A racing game is any game that involves competing in races through a surrogate playing piece or vehicle, either getting it from one point to another or completing a number of circuits in the shortest time.

Many board games can be said to be racing games, such as Snakes and ladders, Cribbage or Formula Dé.
There are also toys made for racing, like slot cars and radio controlled cars.
One of the more common uses of the term racing game is to describe a genre of computer and video games. Racing games are either in the first or third person perspective. They may be based on anything from real-world racing leagues to entirely fantastical settings, and feature any type of land, air, or sea vehicles. In general, they can be distributed along a spectrum anywhere between hardcore simulations, and simpler arcade racing games.

General Genres:

Racing simulators

Simulation style racing games strive to replicate the handling of a car as it feels in the real world. They often license real cars or racing leagues, but will use fantasy cars built to resemble real ones if unable to acquire them.

Although these racing simulators are specifically built for people with a high grade of driving skill it is not uncommon to find aids that can be enabled from the game menu. The most common aids are traction control (TC), anti-lock brakes, steering assistance, damage resistance, clutch assistance, automatic gearbox, etc. This softens the learning curve for the difficult handling characteristics of most racing cars.

The Formula One World Championship has a fan base all over the world and is one of the racing series with the most simulation adaptations.

Some of these racing simulators are customizable, as game fans have decoded the tracks, cars and executable files. Large internet communities have grown around the simulators regarded as the most realistic and many websites host internet championships.

Arcade racers

Arcade style racing games put fun and a fast-paced experience above all else, as cars usually compete through odd ways. They often license real cars and leagues, but are equally open to more exotic settings and vehicles. Races take place on highways, windy roads or in cities; they can be multiple-lap circuits or point-to-point, with one or multiple paths (sometimes with checkpoints), or other types of competition, like demolition derby, jumping or testing driving skills. Popular arcade racers are the Daytona USA series, the Rush series, the Cruis'n Series and the classic Out Run.

Over the last three years there has been a trend of new street racing; imitating the import scene, one can tune sport compacts and sports cars and race them on the streets. The most widely known ones are the Need for Speed: Underground series, Midnight Club 3: DUB Edition, Street Racing Syndicate and Juiced.





























Fighting Game Definition:

"Fighting game" is a term confusingly and interchangeably used, often depending on locality, to describe two separate genres of video games: "Versus fighting games" (or "fighters") and "Beat 'em ups" (or "brawlers"), in which players fight each other or computer-controlled enemies, usually employing some variation of the martial arts. Along with fixed shoot 'em ups, they are traditionally at home in the arcades, and are considered separate from sports games such as wrestling, boxing and "ultimate fighting" games.

The term beat 'em up is commonly used to specifically describe games in the scrolling fighting game sub-genre. However, among some players (particularly those from the UK), the phrase can refer to versus fighting games.

Beat 'em up:

In this type of fighting game, typically known as a scrolling or side-scrolling fighting game, brawler, beat 'em up, or more rarely, walk-and-punch game, one or more players (most often two, but sometimes as many as six) each choose a unique character, and team up to punch, kick, throw and slash their way through a horde of computer-controlled enemies. The fighting occurs in a series of side-scrolling stages, some with a powerful boss enemy at the end. In the most common variation, players can move away and toward the screen as well as left and right, although earlier scrolling fighting games such as Kung Fu Master were more likely to allow only single-dimensional or linear (horizontal) movement, plus jumping.

Versus fighting game:

In versus, or competitive type of fighting games, two players (sometimes more) each choose a character, and then fight against each other over several rounds. The winner of a round either knocks out his opponent (usually by depleting an energy indication bar to zero), comes closest to knocking him out, or (in some 3D titles) sends him out of the ring.





























Platform Game Definition:

Platform game, or platformer, is a video game genre characterized by jumping to and from suspended platforms. It must also be possible to control this mechanic, and indeed to be able to fall from or miss platforms as well. These are really the only defining characteristics as there are exceptions to any other suggested criteria. It has been suggested that platformers must have a jump button, and indeed nearly all of them do, but there are some games that use other jump mechanics, like swinging from extendable arms, as in Ristar or Bionic Commando.

During the 8 and 16-bit console wars, nearly every company felt the need to produce a flagship platform game. During this time the genre had games from all styles of gameplay and theme. Cartoony "mascot" platformers were the most popular, but others featured lifelike human characters, futuristic sci-fi settings, or medieval fantasy backdrops.

Platform games originated in the early 1980s and 3D successors were popularized in the mid-1990s. Sometime after the genre's inception, the term came to describe games where jumping on platforms is an integral part of the gameplay. However, it is not a purist genre, and is very frequently coupled with elements of other genres. As long as the platform mechanic remains a dominant part of the gameplay throughout a game, it is still thought to be a platformer. Because of this, there are many diverse sub-genres of platformers, with some blending the genre with shoot 'em up or adventure elements

Sub-genres:

Hop and Bop

This is is probably the best known style of platformer. Mario is recognized as the originator of this style, and it became even more popular in the 16-bit era with games like Sonic the Hedgehog, Bubsy, and Donkey Kong Country. The defining trait of a hop and bop is the ability to defeat enemies by jumping on their heads. It's also generally the case that these games feature very colorful, cartoony imagery and characters. While a few 3D platformers like Mario 64 allowed players to defeat enemies by jumping on their heads, this was not the main means of dealing with enemies. The problems of manipulating a character in 3D with enough precision to jump on enemies makes this a predominantly 2D genre. Sonic Adventure introduced a homing-jump to allow this mechanic to work in 3D, making it a rare example of a 3D Hop and Bop.

Puzzle Platformers

These games are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from puzzles. Doki Doki Penguin Land, released by Sega for the SG-1000 is arguably the first example. The game had a more popular sequel on the Sega Master System released in America as simply "Penguin Land." The game allowed players to run and jump in typical platform fashion, but they could also destroy blocks, and were tasked with guiding an egg to the bottom of the level without letting it break.

The Lost Vikings was one of the more popular titles in this genre, as well. It featured three characters with different abilities that could be switched between. Players had to use all three characters to aid each other to reach the level goals.

This sub-genre has a strong history on handheld platforms. Wario Land 2 moved its series into the puzzle-platformer genre, as well, by eliminating the element of death and endowing status ailments (like being squashed or lit on fire) with different powers to solve puzzles. Wario Land 3 continued this tradition, while Wario Land 4 was more of a mix of puzzle an traditional platform elements. The Gameboy update of Donkey Kong was also a successful portable puzzle-platformer and it later has a sequel on Gameboy Advance called Mario vs Donkey Kong. Toki Dori was another well liked handheld game in the genre. Klonoa: Empire of Dreams, the first handheld title in its series, was also a fine puzzle-platformer.

Run and Gun Platformers

The run and gun platformer genre was popularized by Konami's classic Contra. Gunstar Heroes and Metal Slug are also popular examples and are often regarded as the pinnacle of this style. Side-scrolling Run and Gun games are characterized by a minimal focus on precise platform jumping and a major emphasis on multi-directional shooting making up the meat of the gameplay. These games are sometimes called Platform Shooters. This genre has strong arcade roots, and as such, these games are generally known for being very difficult, and having very linear progression, without backtracking.

There are games which feature a heavy degree of shooting but do not fall into this sub-genre. Megaman, Vectorman and Earthworm Jim are all platformers with a heavy focus on action and shooting, but unlike Contra or Metal Slug the platform jumping elements, as well as exploration and back-tracking, still figure more prominently. Run and Guns are generally very pure and, while they sometimes have vehicular sequences or other changes in style, they stay focused on shooting throughout.

Cinematic Platformers (Prince of Persia Style)

This is a well recognized sub-genre without an agreed upon name, usually distinguished by its likeness to Prince of Persia, the title that originated the style. Flashback, Another World, Blackthorne, and the first two Oddworld games all helped to popularize this style. These games blend action, adventure and puzzle-solving elements. They are characterized by having very fluid, life-like animation (usually rotoscoped), step-based control (where the tap of a button will play out an entire animation or step), and screens that do not scroll (even when the hardware could support it effortlessly). The ability to grab onto and climb up ledges is also very common in these games, but there are a few examples of games that do not have this feature and are still categorized in this sub-genre. These games were highly influential of the Tomb Raider series.

Comical Action Game

This genre lacks a commonly agreed upon name in the West, but are most commonly called Comical Action games in Japan. The original arcade Mario Bros is generally recognized as the originator of this genre, though Bubble Bobble is also highly influential. These games are characterized by levels that are only one screen (and thus do not scroll), and cooperative 2-player action. A level is cleared when all enemies on the screen have been defeated, and vanquished foes usually drop score bonuses in the form of fruit or other items. CAGs are almost exclusively developed in Japan and are either arcade games, or sequels to arcade games (though they are also a common genre among amateur doujinshi games). Some more popular examples include the likes of Don Doko Don and Snow Bros. In more recent years Nightmare in the Dark and Zupapa on the Neo-Geo have carried the torch.

Isometric Platformers

Arguably a sub-genre of both 3d and 2d platformers, isometric platformers present a three dimensional environment using 2D bitmaps for graphics. Although games like the 2D Zelda and Final Fantasy games are technically isometric, in gaming the term is generally used to refer specifically to games that use the 3/4 perspective. Although not the first isometric games, the earliest examples of isometric platform games are 1983's Congo Bongo in the arcade and 3D Ant Attack for the ZX Spectrum, ported to the Commodore 64 the following year.

Due to the way these games operate, they proved generally quite hard to implement properly on second generation console-style tile/sprite hardware such as the NES and Commodore 64. Although producing an isometric backdrop could be achieved easily, interaction between sprites and the backdrop was hard to get right. Several popular isometric games, such as Snake Rattle 'n' Roll, just limit the opportunities for the player to travel behind scenery. Although later games such as Head Over Heels were able to get this aspect technically right, the raised bar meant that isometric games were much more prolific on framebuffer based hardware such as the ZX Spectrum where the technique was perfected early on by Ultimate Play The Game's Knight Lore and then repeated endlessly without any significant gameplay advances.

Before consoles were able to display true polygonal 3D graphics, the 3/4 isometric perspective was used to move some popular 2D platformers into three dimensional gameplay. Spot Goes to Hollywood was a sequel to the popular Cool Spot, and Sonic 3D Blast was an attempt to do the same for the Sonic series.





























Puzzle Game Definition:

Puzzle game is a genre of games that emphasize puzzle solving. The types of puzzles involved can involve logic, strategy, pattern recognition, sequence solving, word completion or, in some cases, just pure luck.

Before there ever were video games (as we would recognise them) there were jigsaw puzzles and the Rubik's Cube, today's puzzle game forefathers. The genre can be difficult to describe: the gameplay is usually abstract (but not always) often involving arranging geometric shapes to fulfill some goal or constraint. Often edge matching or colour matching plays an important role. Puzzle games usually strive to have a pick-up-and-play accessibility to them and to have an addictive quality.

Some puzzle games feed the player a random assortment of blocks or pieces that they must organize in the correct manner (Tetris, Klax, Lumines), where others present a preset game board and/or pieces and challenge the player to solve the puzzle by achieving a goal (Bomberman, The Incredible Machine). Some of the games in the former category have a mode that plays like the latter. For example, in both Tetrisphere and Tetris Attack, there is an actual "puzzle mode" in which the player must clear a pre-defined board within a certain amount of moves.

Some games are not puzzle games, yet contain many puzzle elements, such as Resident Evil and the Legend of Zelda series.

Because puzzle games are often so abstract, the term is sometimes used (be it correctly or not) as a blanket term for games with unique and otherwise indescribable gameplay. Every Extend Extra is a fine example of this.

Puzzle games are relatively easy to develop and to take from dedicated arcade units, to home video game consoles, to portable video game consoles, to personal digital assistants and mobile phones.





























Role-Playing Game Definition:

A video game genre that has its origin rooted in personal computers (PC) and to varying degrees utilizes game mechanics of traditional Role-playing games.

Gameplay elements strongly associated with CRPGs, such as statistical character development, have been widely adapted to other video game genres. For example, Grand Theft Auto: San Andreas, an action game, uses statistics (abbreviated as "stats") to keep track of stamina, weapon proficiency, driving, appearance, lung capacity, and muscularity. Warcraft III, a real-time strategy game, features heroes that can complete quests, obtain new equipment, and learn new abilities as they advance in level. However, neither game is considered a computer role-playing game.

Overview:

RPGs are originally derived from traditional role-playing games, especially Dungeons & Dragons, and use both the settings and game mechanics found in such games. The stories featured usually involve a group of characters (a party) who have joined forces in order to accomplish a mission or "quest". Along the way, the adventurers must face a great number of challenges and enemies (usually monsters inspired by science fiction and classic mythology).

Characters have a variety of attributes such as hit points. These attributes are traditionally displayed to the player on a status screen as a numeric value, instead of a simpler abstract graphical representation, such as the bars and meters favored by video games in general.

Character development

Through the course of a game, players are allowed to choose how they want to improve their character's (or party's) performance in terms of attributes, skills, special abilities, and equipment. These improvements are given as rewards for overcoming challenges and achieving goals. The conditions that need to be met in order to earn these rewards may vary; some games are focused on defeating enemies, while others emphasize completion of the quests. The amount of freedom players are given when choosing what to improve also varies by game; some allow highly detailed and specialized customizations (known as "builds"), while others automate the process almost entirely. In many games, players are allowed to name and create the concept of their characters, as opposed to playing the role of a pre-defined protagonist. When creating a character from scratch, players might be able to choose their race. Players choose a character class or profession that defines the focus of their training in different aptitudes such as weapons mastery, social skills, spell-casting, and stealth. Some games allow characters to advance in more than one of these professions, but this usually carries some form of disadvantage in order to maintain game balance. Some games also allow the player to choose a "background" or "vignette" that defines the history of the character, prior to gameplay.

Two different systems of rewarding the player characters for solving the tasks in the game can be set apart: the experience system (also known as the "level-based" system) and the training system (also known as the "skill-based" system). The former system, by far the most common, was inherited from traditional role-playing games and emphasizes receiving "experience points" by winning battles, performing class-specific activities, and completing quests, which are then "invested" by the player into the necessary skills. The second system was first introduced in Dungeon Master, and emphasizes developing the character's skills by using them - meaning that if a character wields a sword for some time, he or she will become proficient with it. This system was later used in the The Elder Scrolls series, as well as the Dungeon Siege series.

Both character development systems have their advantages and disadvantages. The experience system allows more flexibility and fairness in rewarding the completed tasks, but is generally unrealistic, since it is, for example, theoretically possible to develop a character's warrior skills without ever actually using them in game. The training system does not imply any reward for the completed quests, except a material one, assuming that the character trained his or her skills while working towards the set goals. However, such systems tend to over-simplification (as seen in Dungeon Siege) and are often considered a step away from classical CRPGs towards the action RPG genre. Many games, such as Oblivion (Elder Scrolls), utilize both the training system and experience system.

In most computer role-playing games, character advancement does not affect the characterization of the player character. Planescape: Torment and Fallout both stand as notable exceptions to this trend for their inclusion of complex quest structures and NPC behaviors that were altered depending on the player's choices, with Torment taking into account the player's predilection for law or order and Fallout introducing reputation-based traits such as "Child Killer" or "Gigolo." Other D&D-based games (including the Baldur's Gate and Knights of the Old Republic series) also offered many opportunities to shape the player's character, changing the nature of the game and and its NPC reactions.

Themes

Like the first role-playing games, most CRPGs are set in a fictional high fantasy world. Whereas the tabletop games have since diversified, few CRPGs feature elements from space opera, post-apocalyptic, alien and other science fiction themes. Almost none take place in historical or modern settings. Several notable exceptions to this trend are Arcanum (steampunk), Bloodlines ("gothic punk"), Starflight (science fiction), Darklands (a blend of medieval German history and legend), and Fallout (post-apocalyptic).

Navigation

An important characteristic of a CRPG is freedom of movement. Most CRPGs allow the player to travel where he wants, putting few or no implemented restrictions of where the player can go, locked doors not withstanding. This makes exploration an important element to all CRPGs.

Characters in CRPGs often travel long distances or navigate through complex and maze-like locations in order to accomplish their goals; thus, many use a system of maps to help the player navigate through the game world.

Since Akalabeth, these games feature characters moving on one or more maps. When the player-character in that game entered a dungeon or city, the view is changed from the map view to the player view. This representation is still used by Final Fantasy series and many other console RPGs. But since Ultima 6, many CRPGS now feature a player view also in travels, showing fully developed and complex landscapes, and only showing the map to help the player.

Some games feature maps that must be viewed on their own separate screen, while others feature an automap that is always visible during normal gameplay. These maps commonly keep track of a character's current location and important destinations. Although these maps generally make navigation easier for the player, some games limit the visibility of the map intentionally to provide additional challenge or more realism.

Quest Structure

Computer role-playing games, more so than any other genre, are famous for having long and involved quests. In particular, many of the most famous and well-regarded CRPGs such as Fallout contain multiple quest solutions and nonlinear gameplay through branching plots and oftentimes multiple endings. Different character builds may approach quests differently, using diplomacy, violence, subterfuge, bribery, or a variety of other methods, often driven by character as opposed to player skill. Many quests in CRPGs are optional, allowing for freedom of choice in defining a character's goals and intentions. In some CRPGs, such as Planescape: Torment, choosing one path over another may have moral implications, potentially changing the alignment of the player. In some other CRPGs, such as Arcanum or Geneforge, a set of quests may be mutually exclusive with another set, forcing the player to come to a decision on the possible long term effects. Such quests often affect the player's standing with a particular faction which may help or hinder the player. Thus the player's choices can have profound consequences later in the game.

Encounters

The CRPG travel system usually uses a map view and a set of nodes that the player can traverse to. During travel, the player characters may wander around in dangerous places, such as enemy strongholds or the savage wilderness. In some games, these locations will spawn random encounters, usually when the characters are moving. A random encounter may be benign in nature, such as finding a friendly non-player character or a wandering merchant, or it may be hostile, such as being spotted by a group of enemies or walking into a trap. Encounters are more often hostile than benign. By encountering and defeating enemies, the group of characters may be rewarded with loot and experience points, just as in many of the simpler traditional fantasy RPGs. Participating in random encounters repeatedly for the sake of amassing these rewards is referred to as grinding. Enemy characters featured in random encounters rarely have any impact on the story. Some games, instead of using a traditional random encounter system, generate the characters from a random encounter on the screen before the player is forced to interact with them. This way, the player is able to better prepare for the encounter or avoid it altogether (if possible).

Some encounters in CRPGs are not random; they happen automatically when the player reaches a certain point in the story. These encounters are usually important events and may be foreshadowed in some way. The vast majority of these non-random encounters are "bosses", enemy characters of importance who are always more difficult to defeat than any common random encounter. Other scripted encounters may include unavoidable guards, characters seeking the player's attention, or incidents that are critical to the story. Like most video games, CRPGs often feature a climactic final encounter, after which the game soon reaches its conclusion.

Combat

Almost every CRPG features combat as one of the main challenges to the player. A good portion of these games is spent avoiding, preparing for, or carrying out fights. Combat is usually carried out in either turn-based or real-time mode.

In a classical turn-based system, only one character may act at a time; all other characters remain still, with a few exceptions that may involve the use of special abilities. The order in which the characters act is usually dependant on their attributes, such as speed or agility. Most turn-based games do not emphasize reflexes.

In real-time mode, there are no turn restrictions and characters may act at any time. Action tends to be more frenetic though sometimes difficult to control. An example of a CRPG featuring real-time combat is Diablo. Many real-time CRPGs are classified as Action RPGs.

A variant of this mode called real-time with pause allows the player to pause the game and issue orders to all characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This system, abbreviated as RTwP, is often actually implemented with an underlying turn-based system, as in the Baldur's Gate series. RTwP has been particularly popular in games designed by Bioware. The most famous RTwP engine is the Infinity Engine.

Criticisms

CRPGs often face criticism from players of traditional RPGs. A common reason for this is the fact that most CRPGs focus on combat and statistical character management instead of storytelling and deep character development. This trend is called powergaming. Players also criticise the fact that the player has limited, pre-programmed control over their digital avatar, rather than unlimited control of a character who may interact with any aspect of the game's world.

These are common criticisms of simulated realities in general; indeed, these criticisms are also directed at gamist and simulationist players of traditional role-playing games. A virtual world might create the illusion of freedom in terms of choice and motion, but even in the most free-form CRPGs, a player's actions are limited by the amount of content that a game's designers are able to program. Narrativist RPG players, being used to having no such pre-defined limitations, find themselves unsatisfied with the experience provided in CRPGs.

Many gamers feel that it is inaccurate to use the term "role-playing game" to describe games in which the characterization of the game characters is determined by the game designer rather than the players' portrayal of their roles. However, this is a criticism of the term rather than of the games themselves.

Although current technical limitations may not allow CRPGs to be as open-ended and free as traditional RPGs, numerous games allow for considerable variation in their content delivery. Many games also feature graphic engines designed to be easily modified by enthusiasts, who with their own variations and ideas may add new graphical content and build their own home-grown setting and stories. Some games such as Vampire: The Masquerade - Redemption and Neverwinter Nights also feature built-in "storytelling" multiplayer modes which provide one player all the functions of a gamemaster. However, future developments in artificial intelligence may lead to the development of CRPGs which answer all the traditionalist criticisms.

Another major criticism of CRPGs is one inherited from their roots in early, combat-focused role-playing games — that their typically strong emphasis on statistics and numbers for many facets of gameplay has diluted "role-playing" into "roll playing." In many cases, it's not clear where to draw the line between player choices and numerical determination. For instance, whether there should be a stat-based skill for information gathering has long been the subject of debate in the RPG community.

Differences between Computer RPGs and Console RPGs

Due to cultural differences between developer companies, historically different inspirations and origins, distinct target audiences, and hardware with dissimilar capabilities, two main trends or "families" of digital RPGs exist. Each follows a certain pattern in terms of art style, storyline, and game mechanics. To see an involved discussion of the major differences between computer RPGs and console RPGs resulting from the occidental and oriental divide, see Cultural differences in computer and console role-playing games.

Similarities

Death is almost always the final solution employed by the protagonists to prevent the antagonist from achieving his or her goals, often after reason fails.
Both families commonly feature a variety of “status effects” that may affect characters during battles. These usually come into play when special powers and abilities (such as spells) are used. Some of these provide a character an advantage (boosted attributes, defensive barriers, regeneration) and are commonly referred to as buffs. Others hinder the character (decreased attributes, incapacitation, disease, loss of control) and are called debuffs.
In both types, female player characters tend to be typecasted as healers or other magically-inclined classes. They tend to do less physical damage, have fewer hitpoints, but superior dexterity and magical affinity.
Music plays a strong role in the creation of atmosphere in both subgenres.
Player character death is trivialized to some extent in both genres. Particularly in Japanese RPGs, death is usually no obstacle to a character and easily cured (with a common "Phoenix Down" in the Final Fantasy series for example).
Final bosses typically are magical or divine entities, or characters empowered by these forces. Rarely is a final boss merely a powerful fighter.
While the base humanoid races in a game setting may differ, the magical or fantastic creatures that are fought and summoned in both Western and Japanese RPGs are often drawn from international lore (European, Asian, Native American, etc) and coexist in one reality of the game's world. Baldur's Gate II: Shadows of Amn mages (from the Western RPG tradition) can summon Djinns, which are a race of creatures drawn from Arabic mythology, whereas in Final Fantasy VI (from the Japanese RPG tradition), characters can summon a being reminiscent of Odin, a god of Norse mythology.
Combat is typically heavily abstracted in both subgenres, with characters often not depicted dodging or blocking.
Both Western and Japanese RPGs usually place a strong (though different) emphasis on plot in comparison to other genres like FPS or RTS. Because of this, Western and Japanese RPGs are frequently compared to the adventure genre.

Differences

RPGs inspired by the Dungeons and Dragons P&P tradition typically allow the player to generate and completely customize a character, whereas other (eastern) RPGs typically force the player to use a predefined character and background to complete the game. Character progression in Western RPGs is typically a long, involved process requiring a careful selection of attribute, spell, feat, and/or skill advances whereas Japanese RPGs typically utilize a simpler level-up system with fewer choices.

In most Japanese RPGs, the four classical elements of fire, earth, air and water are incorporated into the game's setting. Any spell, item, or creature may be associated with one or more of these elements. Fire may be considered strong or weak against Water, depending on the situation; the same relation applies to Air and Earth. Additional “elements” (energy types in most cases) are often introduced as well, such as electricity (lightning), light and darkness, and aether, as well as more radical “para-elements” such as acid and poison. Finding and exploiting an enemy’s weakness against a certain element is often crucial (and sometimes the only way) to defeat an opponent in battle. Western RPGs, on the other hand, rarely incorporate the elements of earth, air, and water into their games. However, they include systems that classify weapons by damage type, such as “piercing”, “slashing”, and “bludgeoning."

In Japanese RPGs, it is common for lead characters of opposite sex who are seen interacting early on to end up romantically involved or implied to be so in the future. The first game to feature this was Final Fantasy IV (1991). The first game to make the characters fall in love or drift apart based on the player's actions was Treasures of the Savage Frontier (1992). Western RPGs rarely feature such dramatic relationships between main characters, although there are some notable recent exceptions such as Baldur's Gate II: Shadows of Amn and Star Wars: Knights of the Old Republic.

The main heroes of Japanese RPGs are most often warriors (that is, not healers or wizards) wielding swords (i.e. not spears or staves), though there are exceptions such as Chrono Cross and Final Fantasy IX. In most Western RPGs, and a number of earlier Japanese RPGs (such as Final Fantasy and Dragon Quest III), character creation allows players to choose their main hero’s class and weapons, resulting in more variety. It should be noted, however, that if a Western RPG has a sequel and must have an “official ending”, a male warrior is typically said to be the hero of that story for canon purposes.

Western RPGs, in part due to their ability to have more complicated keyboard-driven interfaces, frequently have deeper levels of character and environment based interaction in both skills and spells. For instance, in Arcanum: Of Steamworks and Magick Obscura, a character can conjure spirits of the dead in non-scripted deaths to communicate with the decreased. Characters in roguelike games (like ADOM or NetHack) can often swim or break through walls.
The characters in Japanese RPGs tend to be more talkative and deeply explored than in Western RPGs. The major reason for this is that in many Western RPGs, NPCs may not end up accompanying or even meeting the player character for various reasons:

Characters may (permanently) die in non-scripted events. For instance, a character hit by Disintegrate in Baldur's Gate 2 is 
gone unless the player loads an earlier saved game. (Most Japanese RPGs prevent permanent non-scripted death, short of
a "game over" situation.)

Many Western RPGs allow the player to attack NPCs at will, or even accidentally in the case of area-effect attacks. (Most
Japanese RPGs limit combat to enemies only.)

Some characters in Western RPGs are not naturally found except through heavy exploration, such as Franklin Payne from
Arcanum. (Most NPC allies in Japanese RPGs are mandatory, and are introduced by the main storyline.)

In most Western RPGs, players are even given the choice of dismissing party members. These NPCs generally remain in a
certain location until they rejoin the party, and cannot participate while not in the party. (Most Japanese RPGs allow the
player to select a party, but some may enforce NPC participation by requiring the player to include certain NPCs in the party
at times. Some have all NPC allies travel as a group, meaning any NPC ally can participate in any scene; the party is only
used for combat.)

Consequently, Western RPG developers can waste a lot of effort for nothing if the player chooses eventually not to bother with the NPC, and so usually a minimal amount of effort is spent on character exposition. There are a few notable exceptions to this, the major one being Planescape: Torment.
Cutscenes are more frequently utilized in Japanese RPGs to advance the plot than in most Western RPGs.
Spell systems tend to work very differently in Japanese RPGs and Western RPGs. In many Western RPGs it is possible to cast spells outside of battle, to unlock a door for example. In Japanese RPGs this is rarely possible, other than for healing. "Summons" are usually beautiful, powerful, one time direct-damage spells in Japanese RPGs caused by invoking a supernatural or magical entity. In Western RPGs, a "summon" spell may also invoke a supernatural or magical entity, but this invocation usually conjures the presence of a persistent, usually autonomous ally that attacks for many turns alongside the caster rather than disappearing after a single powerful attack.

Character development in Western RPGs and Japanese RPGs follow two distinct design philosophies. Usually in Western RPGs, the player is forced to make difficult decisions between many different abilities which could have serious long-term effects on the success of his character. In Japanese RPGs, character development is less strenuous and more limited. More often than not, different players playing the same Japanese RPG will end up with the same character abilities.
NPC-unique abilities and spells unavailable to any other character are more commonly seen in Japanese RPGs. For example, Aeris' first level limit break "Healing Wind" cannot be attained by any other character in Final Fantasy VII.

Combat in traditional Western and Japanese RPGs tends to be very different. Movement and position is more emphasized in Western RPGs due in part to their wargaming roots. Other realistic tactical features like friendly fire and area of effect spells are also more prevalent in Western RPGs than Japanese RPGs.
Japanese RPGs tend to resort to random battles, where the players characters are randomly whisked off to battle without warning. This is a holdover from the days when consoles didn't have enough power to render enemies on screen before a fight that later became a genre staple. Some games however have done away with this, notable examples include Lunar and Chrono Trigger. Final Fantasy XII takes this a step further by allowing free movement and positioning as well as the possiblity of NPCs, both friendly and hostile, joining in the battle.
The main characters in modern Western RPGs tend to be exclusively composed of adults or occasionally young adults. In contrast, modern Japanese RPGs more often feature young adults and teenagers, and sometimes even children.





























Shooter Game Definition:

Shooter games cover a fairly broad spectrum of sub-genres that have the commonality of controlling a character who is usually armed with a firearm that can be freely aimed.

Characteristics of shooters:

Perspective

This is is probably the best known style of platformer. Mario is recognized as the originator of this style, and it became even more popular in the 16-bit era with games like Sonic the Hedgehog, Bubsy, and Donkey Kong Country. The defining trait of a hop and bop is the ability to defeat enemies by jumping on their heads. It's also generally the case that these games feature very colorful, cartoony imagery and characters. While a few 3D platformers like Mario 64 allowed players to defeat enemies by jumping on their heads, this was not the main means of dealing with enemies. The problems of manipulating a character in 3D with enough precision to jump on enemies makes this a predominantly 2D genre. Sonic Adventure introduced a homing-jump to allow this mechanic to work in 3D, making it a rare example of a 3D Hop and Bop.

Realism

These games are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from puzzles. Doki Doki Penguin Land, released by Sega for the SG-1000 is arguably the first example. The game had a more popular sequel on the Sega Master System released in America as simply "Penguin Land." The game allowed players to run and jump in typical platform fashion, but they could also destroy blocks, and were tasked with guiding an egg to the bottom of the level without letting it break.

The Lost Vikings was one of the more popular titles in this genre, as well. It featured three characters with different abilities that could be switched between. Players had to use all three characters to aid each other to reach the level goals.

This sub-genre has a strong history on handheld platforms. Wario Land 2 moved its series into the puzzle-platformer genre, as well, by eliminating the element of death and endowing status ailments (like being squashed or lit on fire) with different powers to solve puzzles. Wario Land 3 continued this tradition, while Wario Land 4 was more of a mix of puzzle an traditional platform elements. The Gameboy update of Donkey Kong was also a successful portable puzzle-platformer and it later has a sequel on Gameboy Advance called Mario vs Donkey Kong. Toki Dori was another well liked handheld game in the genre. Klonoa: Empire of Dreams, the first handheld title in its series, was also a fine puzzle-platformer.

Number of characters

While most shooters are played as Solo ventures, several offer the players the opportunity to control a Squad of characters, usually directly controlling one, and giving orders to computer-controlled allies. Games which feature Non-player characters fighting alongside the player, but which are not directly controllable (either by switching player control, or issuing orders to the character) are not considered Squad-based games.

Multiplayer

If a shooter game is available online, there are several other sharp divisions it can take. Team games are where players are assigned to one of two (sometimes more, but very infrequently) factions which are competing for some goal. Co-Op games have several players on the same faction playing through either the single player or custom missions. Individual has all players competing with each other. Many times a game will offer differing modes which allow players to choose from among these various types.

Sub-genres:

Shoot 'em up

Shoot 'em ups are a very specific sub-genre of shooters, wherein the player has limited control over their movement; if done with 2D gameplay, an example being Ikaruga, this means that a moving background continually pushes the player forward, though they may move up and down and left and right around the screen, typically firing straight forward. Types include fixed shooters, scrolling shooters, tube shooters, and multidirectional shooters.

Rail shooter

The term rail shooter traditionally describes games where the player cannot control their own movement, as if their path travels along a fixed 'rail'. The gameplay is limited to aiming from a third or first-person perspective. Many light gun games fall into the rail shooter genre, where a player is taken along a set path as targets appear. On occasion, a game mode similar to a rail shooter may appear in a game of a different genre.

In some 3D shooters, such as Space Harrier, the player travels forward within a square "tube", and may move throughout the 2D plane perpendicular to the player's movement. Although often called rail shooters, these games have more in common with scrolling shooters. Players face given less enemies than in their 2D counterparts, as the added dimension complicates aiming and dodging.

Run-and-gun shooter

A run-and-gun shooter is a combination platform game and scrolling shooter, this type of game involves a character running along a plane while shooting enemies in multiple directions, as in games like Contra and Metal Slug.

Shooting gallery

Often interchangeable with light gun games, although many could also be played using a regular joypad and an on-screen cursor to signify where the bullets are being aimed. When these debuted, they were typically played from a first-person perspective, with enemy fire that occurred anywhere on the screen damaging or killing the player. As they evolved away from the use of light guns, the player came to be represented by an on-screen avatar, usually someone on the bottom of the screen, who could move and avoid enemy attacks while returning fire. These sorts of shooters almost always utilize horizontal scrolling to the right to indicate level progression, with enemies appearing in waves from predestined locations in the background or from the sides.

As light gun games became more prevalent and started to make use of fully 3D backgrounds (such as the Time Crisis or House of the Dead series), these sorts of games fell out of popular production, but many (like NAM-1975) still have their fanbase today.

Light-gun games

Light gun games use a pointing device for computers and a control device for arcade and video games. The first light guns appeared in the 1980s, following the development of light-sensing vacuum tubes. It wasn't long before the technology began appearing in arcade shooting games, beginning with the Seeburg Ray-O-Lite in 1986. These early light gun games used small targets (usually moving) onto which a light-sensing tube was mounted; the player used a gun (usually a rifle) that emitted a beam of light when the trigger was pulled. If the beam struck the target, a "hit" was scored. Modern screen-based light guns work on the opposite principle -- the sensor is built into the gun itself, and the on-screen target(s) emit light rather than the gun. The first light gun of this type was used on the MIT Whirlwind computer. Like rail shooters, movement is typically limited in light-gun games.

First-person shooters

First-person shooter is characterized by an on-screen view that simulates the in-game character's point of view. Notable examples of the genre include Doom, Quake, Half-Life, GoldenEye 007, F.E.A.R., Halo, and Prey.

Hybrid shooters

Additionally, shooters can quite easily be combined with other major game genres, most often role-playing or strategy.





























Sports Game Definition:

A sports game is a computer or video game that simulates the playing of traditional sports. They are extremely popular, the genre including some of the best-selling games.

Almost every familiar sport has been recreated with a game, including baseball, soccer, American football, boxing, cricket, golf, basketball, ice hockey, tennis, bowling, rugby, hunting, fishing, etc.

Some games emphasize actually playing the sport (such as the Madden NFL series), while others emphasize the strategy behind the sport (such as Championship Manager). Others satirize the sport for comic effect (such as Arch Rivals). This genre has been popular throughout the history of video games and is extremely competitive, just like real-world sports.

A number of games series feature the names and characteristics of real teams and players, and are updated annually to reflect real-world changes.

Types of sports games:

Arcade

Sports games have traditionally been very popular arcade games. The competitive nature of sports lends itself well to the arcades where the main objective is usually to obtain a high score. The arcade style of play is generally more unrealistic and focuses on a quicker gameplay experience. Examples of this include the NFL Blitz and NBA Jam series.

Simulation

In comparison to arcade sports games, the simulation style of play is a usually a more realistic rendition of the real-life sport it emulates. Examples include the Madden NFL series and the NBA Live series.

Management

Sports management games put players into the role of team manager. Whereas fantasy games are often played online against other players, management games usually pit the player against AI controlled teams. Players are expected to handle strategy, tactics, transfers, and financial issues.

Fantasy

A Fantasy sport is a game where fantasy owners build a team that competes against other fantasy owners based on the statistics generated by individual players or teams of a professional sport. Fantasy can also refer to fictional sports, see The fantasy element below.

Games and televised sports:

More and more, video sports games are starting to look and act like their TV counterparts. Additionally, televised sports, namely American football, have added Madden-style cameras to their coverage, further blurring the line between fantasy and reality. Sports commentators will often play a game of Madden Football before a big game (such as the Super Bowl), to help gain insight on the outcome.

The fantasy element:

Some sports games are based on fictional sports, usually of a fantasy or science fiction nature. One of the most notable examples of this is the Speedball series; Speedball 2 was a huge success, particularly on the Commodore Amiga. Bearing some similarities to Team handball, the game introduces a number of futuristic gadgets that affect the gameplay immensely. Brutality is permitted; it is considered legal and acceptable to bash opponents with a metal ball. A number of sports have received the sci-fi treatment over the years, most frequently in the racing genre. F-Zero popularized the futuristic racing genre, and was followed by a number of sequels.

A number of games introduce fantasy elements to existing sports, subtle or otherwise, to add comedic effect to a game, such as Brutal Sports Football, released by Millennium in 1992. Like Speedball, the game was inspired by American football, but placed a larger focus on injuring, maiming, and even killing opponents. It is possible to win a match by simply decapitating the entire opposing team.

In some titles contained within this extended genre, the fantasy element is less prominent, particularly in titles such as Ready 2 Rumble and Outlaw Golf — games that, while strategically true to the sport, introduce comedy elements that would not realistically be seen in a serious simulation. For example, in Outlaw Golf, the choice of characters includes a stripper, a rapper, a Latin American Casanova-style figure and a mad scientist. Golf balls leave trails of smoke and fire when hit hard and the game features an over-enthusiastic and sarcastic commentator.


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PSP Games Categories
Tekken: Dark Resurrection
Daxter
Metal Gear Solid: Portable
Ops
Burnout Legends
Wipeout Pure
World Soccer Winning
Eleven 9
Syphon Filter: Dark Mirror
Lumines
Tony Hawk's Underground 2 Remix
Twisted Metal: Head-On
WWE SmackDown! vs. RAW
2006
Mega Man Powered Up
Grand Theft Auto: Liberty
City Stories
MLB 06: The Show
FIFA 06
SOCOM: U.S. Navy SEALs Fireteam Bravo
Field Commander
2006 FIFA World Cup
Grand Theft Auto: Vice City Stories
Lumines II
X-Men Legends II: Rise of Apocalypse
SSX On Tour
SOCOM: U.S. Navy SEALs Fireteam Bravo 2
Marvel: Ultimate Alliance
Killzone: Liberation
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