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Jan 22, 2007

Silverfall

PC game , 2007 /Set in a world of fantasy dominated by the great, opposing powers of technology and nature, Silverfall gamers must choose between these forces in order to conquer all forthcoming quests and save the principal city from falling. Two companions will accompany them on their journey through the fascinating world of Nelwe. Decision-making is key throughout the game, as players' choices impact both storyline and accumulation of skills.

Silverfall offers a unique character building system of advancement and equipment that allows for complete freedom to customize characters. Gamers can develop unique characters such as scientist troll magicians, elemental elf warriors, or mercantile goblins. Fighting and magic are employed throughout the game, and vary from melee, ranged and technical to light, elemental and dark. Gamers will play throughout a 25-hour main quest, numerous side quests and two multiplayer modes, player-versus-player and co-operative. With four races to choose from, nine skill sets encompassing more than 130 individual skills, over 100 monsters, and advanced 3D graphics, Silverfall replenishes the RPG genre with a memorable hack-and-slash action adventure.

Jan 21, 2007

Instinct

PC game
developer: Newtonic Studio
publisher: Noviy Disk
genre: action / FPS

release date:
World: 18 January 2007

A new great game from Russians. This beautiful peace of art can be compared with the other genious project: STALKER.

Check this out, but keep in mind that it's a Russian version... (so start to learn Russian)
System Requirements:
* Windows® 2000/XP
* Pentium® 2,4 , or Athlon/Sempron 2500+
* 512 Мm ram
* GeForce FX 5700 or Radeon 9700 with128 МБ
* SoundCard DirectX®
* DVD-drive... or use Daemon Tools or Alcohol

Spin


PC game / Spin the wheel, play games and win prizes in this charming game that combines classic favorites such as Slots, Quiz, Dice, Wheel of Fortune and Scratch Lottery. The prizes you win can be collected in a special trophy room, were you organize them as you like. By playing through the different game modes, it's possible to build a collection of different sets of trophies. Download Spin & Win and start building your own trophy collection right away!

Jan 17, 2007

Gabriel Knight 2: The Beast Within

PC game / "The Beast Within" is a direct sequel to Sins of the Fathers, the first in the "supernatural mystery" adventure series that tells us the story of a bookstore owner and writer Gabriel Knight, the last offspring of generations of "Schattenjaegers" (shadowhunters), whose task is to fight the evil forces that abound in the world. After leaving New Orleans, Gabriel moves to the Ritter Castle in Bavaria, Germany, his family heritage. One day, a group of peasants approach the castle, and the elder tells you about a terrible death of a little girl, who was killed by a vicious wolf. Suspecting the wolf could be a supernatural creature, the peasant asks you, the Schattenjaeger, to purge the evil. The investigation brings Gabriel and his assistant Grace Nakimura to the mysterious Hunter Society and to Bavaria's dark past.

"The Beast Within" utilizes a cast of live actors and full-motion video technology: the actors are filmed over photorealistic images of Munich and its surroundings, and nearly every interaction with the environment leads to a FMV sequence. However, unlike most "interactive movies" that were popular in this era, "The Beast Within" is a full-fledged adventure game, with a lot of dialogues, detective work to do, and puzzles to solve. Unlike the first game, "The Beast Within" is entirely point-and-click: all the icons were replaced by a single cursor.

Jan 16, 2007

Republic The Revolution


PC game / Following the fall of the mighty Soviet Union, The Republic of Novistrana, an ex-Soviet state ruled by a corrupt and brutal dictator, verges on collapse. With a personal vendetta against the President and discontent spreading throughout the nation, now is the moment to seize power. Starting with nothing more than a small base of local support, you must build a nationwide faction powerful enough to start a revolution, and oust the president... by any means necessary. Time to start a revolution - will it be to liberate the masses or to become their new oppressor? download rapidshare.com megaupload. com

Jan 14, 2007

PacMan World 3

PC game / Celebrate Pac-Man's 25th anniversary with the latest in the popular series,
Pac-Man World 3! In a mad search for power, evil genius Erwin creates a
machine that can penetrate into the world of the Ghosts...
the Spectral Realm! But now the Spectral Realm is collapsing into the real
world, and this will bring about a massive catastrophe that will plunge the
world into a state of devastation for years to come!

Features:
~~~~~~~~~ download rapidshare
* New story puts Pac-Man into a strange new world, leading him to the
mysterious Spectral Realm.
* Control the Ghosts! - Special feature now allows players to control
Pinky and Clyde
* Store an arsenal of power-ups like the Power Ribbon, Time Decelerator,
Electro-Charge, Chrome Power, and Super Butt Bounce...and super-charge
them by collecting special fruits!
* Get transported into classic 2D and 3D Pac-Man mazes to compete for
bonuses
* New Pac-Man moves - Now you can climb fences, jump up walls, swing around
poles and punch enemies!
* Includes the original Pac-Man arcade game from 1980!

Jan 12, 2007

Command & Conquer 3

EXCLUSIVE HANDS-ON
Kane. Tank rushes. Resource hoarding
. Full-motion video with B-list sci-fi celebs. Yup, the legendary Command & Conquer RTS series is back, and nostalgic fanboys couldn’t be happier. The emergence of Command & Conquer 3: Tiberium Wars last May, however, left more questions than answers. Who’s the mysterious third faction? How does the game play? And can the C&C legacy hold its own in a post–Company of Heroes world? We’re here to answer those questions. We’ve seen the third faction and confronted the enemy in the single-player game. We’ve challenged EA’s finest to a winner-takes-all multiplayer match and lived—so now we’ll tell about it.


The definitive scoop on Command & Conquer's return

SATELLITE UPLINK
First, let’s get you up to speed. Forget the greenhouse effect or holes in the ozone—the crystalline green compound Tiberium is slowly poisoning the planet, spreading across the
landscape and threatening to wipe out life as we know it. Its value as a resource has sparked
a worldwide war. The Global Defense Initiative (GDI) has finally developed a means to combat
the alien mineral’s spread; while cleanup commences in Europe and the States, the evil Kane and his Brotherhood of Nod are back to their old terrorist tricks.

Suddenly, the war takes an unexpected turn. A mysterious force hits Germany: Munich goes
dark, and formerly spotless Cologne is suddenly sprouting fields of Tiberium. Nod isn’t behind
it. It’s aliens—part biological, part mechanical, and 100 percent dependent upon Tiberium to
survive. Flying swarms of intelligent razor blades slice GDI’s scouts to ribbons. Massive, shambling tripods with laser-bearing tentacles punch through the toughest tank armor. City-dwarfing motherships belch out plasmatic destruction. There goes the neighborhood.
While the GDI calls them “invaders,” the Brotherhood of Nod hails them as “visitors.” At some point during C&C3’s 30-mission singleplayer campaign, all becomes clear. You start by choosing either the GDI or Brotherhood of Nod—but by the game’s end, you’ll be crushing humans under foot, tentacle, and/or pseudopod. In order to tell this apocalyptic tale, EA assembled a team of screenwriters, producers, directors, and even MIT eggheads to hash out the campaign’s story line. Executive producer Mike Verdu promises the plot follows right in the footsteps of previous C&C Tiberian titles—he even talks about incorporating limited branching elements during the single-player experience. Your first mission in the GDI campaign in Germany, for example, is a recon sweep through Munich. After its successful completion, you may choose between confronting the alien menace in either Cologne or Frankfurt. Choose Cologne, and you’ll liberate an airfield that will provide air support for you in the Frankfurt scenario. Opt for Frankfurt, and you’ll get extra tanks in Cologne. Ultimately, though, Verdu insists that “no matter what order you do the missions, the story will unfold coherently and end in a satisfying way.”

LOW POWER
Even though the calendar in EA’s Los Angeles office says 2006, the first thing you see in the
single-player campaign is full-motion video—a nod to 1996 and the Velveeta-dripping salad days of FMV. Tiberium Wars’ cast includes fanboy fave Joe Kucan returning as Kane (see “Raising Kane,” pg. 73). Watching his back is a veritable who’s-who of sci-fi stars, including Josh Holloway
(Sawyer from Lost), Tricia Helfer (Number Six from the new Battlestar Galactica), and Lando “Billy Dee Williams” Calrissian, just to name a few. The cut-scenes hit that sweet-spot level of camp: just east of Pacino, a bit west of Shatner. The “cinematic” vibe extends beyond cutscenes.
Deserts, bleached out and bleak, give way to Tiberium-heavy “red zones” with vibrant primary colors. (The visuals are gorgeous, but Verdu assures us the demo is running on a single graphics card, with no dual-graphicscard SLI mumbo jumbo.) For units themselves, detailed animations bring each trooper to life, and it’s very easy to pick out even small units from the map at a glance. Considering Nod leans heavily on stealth tactics, scrutinizing every pixel is essential or you might not notice that tank uncloaking inside your base.
All this environmental detail exists for more than just your pixel-hunting pleasure. Slick, reflective office buildings can garrison infantry à la Company of Heroes. Indeed, even if you
don’t order your forces to garrison in a structure, troops near any kind of cover—buildings, cars,
rubble—will automatically use it as defilade. The catch: Nearly everything on a C&C3 map is destructible. That means if you keep units in a location too long, the enemy will be sure to
redecorate the sky with a stunning combination of drywall and troopers.

HARVESTER UNDER ATTACK
C&C3 will no doubt draw some flak for sticking to the old-school “dirt-farming” model of RTS gameplay. The best modern games of the genre, including Relic’s Company of Heroes and Warhammer 40,000: Dawn of War, sport tactical, capture-and-hold resource-gathering models with less emphasis on ordering around servants, peons, peasants, or—in this case—big, bulky harvesters. C&C3, by contrast, still has you scooping up crystals and building power plants—just like in the “good ol’ days.”

Systems like C&C3’s are easy to pick up, but hard to master—hell, Ensemble Studios has predicated an entire series on resource gathering. In addition, dirt farming lends itself well to C&C3’s simplified controls. For better or for worse, you don’t customize individual units for particular combat functions or micromanage special abilities in the heat of a fight. You won’t clash over map control points, or get into constant firefights in key areas. Moreover, you’re not going to know ahead of time where the majority of battles will go down, so there’s almost no camping or bushwhacking in a game of C&C3. Of course, if you’re into tactical gameplay (or if you have 1337 micro skills), that may not sound particularly appealing—this game is built for players more into action than minutiae. It’s also another gameplay decision clearly geared toward making C&C3 “console friendly.” The serendipitous coincidence also makes the game
“more accessible” on PC.

As with the classic resource-gathering setup, the units doing the gathering don’t double as soldiers—so that means you need to keep a vigilant watch on your infrastructure units. Verdu notes, “Some players’ entire strategies revolve around attacking harvesters.” Some call it “cheese,” some say it’s fair game, and others might kick the crap out of you at school the next day for doing it—but for better or for worse, it’s back. To help reduce some of the frustration players might experience, harvesters are now equipped with some basic defenses. Of course, combat-ready harvesters may prove to be counterproductive— rather than run for cover when they’re attacked, your gatherers now stubbornly stand their ground and fight back, even against overwhelming odds. Worse, there’s no button to recall them to a safe haven. On the other hand, if your little buddies do end up getting bullied, you’ll at least get a cheerful “a harvester is under attack” warning from the console so you can send in the armored cavalry. And, to be fair, harvesters are stubborn, but they aren’t totally dim: They’ll automatically seek out replacement Tiberium supplies once their original cache depletes, even if it means traveling across the map to find more. Moreover, should you have more than one harvester, the A.I. is smart enough to send one on a long-distance Tiberium run while keeping the other near the depleted supply,
harvesting the stuff as it slowly replenishes.

The goal, as with most modern RTS games, is to allow you to make strategic decisions without
having to micromanage every single unit on the battlefield. (C&C3’s upcoming competitor Supreme Commander takes a similar approach, allowing you to queue up orders—all the way out to the endgame if you’re thinking that far ahead.) Strategy and planning are all well and good, but nothing beats authentic combat experience. Tiberium Wars moves at a fast, frenetic pace—and maps are small in relation to how quickly your units move. As Prussian general Helmuth von Moltke noted: “No battle plan survives contact with the enemy.” With that, it was time to face my foe.

"WE WANT TO MAKE THIS AS MUCH FUN TO WATCH AS IT IS TO PLAY.”

ENEMY UNITS SPOTTED
My opponent, C&C3 producer Amer Ajami, walks into the room. We nod, two cagey opponents eyeing each other before the battle of wills begins. There’s a catchphrase at EA that you can
expect to hear more of: “RTS as a sport.” Verdu says, “We want to make C&C3 as much fun to
watch as it is to play.” Most of you are probably going, “Shyeah, right.” Whatever the case, EA
has inserted all sorts of bells and whistles into C&C3’s multiplayer game, hoping it’ll become the next major competition vehicle in the world of electronic “sports.” While matches only allow eight actual players, they’ll accommodate far more folks as spectators. Among these spectators, one guy can be designated the “administrator”; he’ll be able to move the camera for everyone else, offer commentary on what’s happening via voice-over-IP, and even use a built-in John Madden–style “telestrator” to break down plays. Good thing, too—I’ll want to replay those reels countless times after I beat this man at his own game. You can mark my words on that.

Game 1
Amer promises to go easy on me as Mr. Goody Two-Shoes chooses GDI. “I didn’t get into the game biz by being coddled,” I reply while siding with Nod. A Nod harvester bug nixes the first round. Amer quits out, and the “Mission Successful” screen declares me the winner. One for one!

Game 2
This time, it’s civil war: GDI versus GDI. “Our design philosophy was to make C&C3 as fast as possible,” Verdu says, “right down to loading times.” And C&C3 proceeds at a breakneck pace. From the speedy mission load times (less than 10 seconds) to the relentless tempo of the build-gather-tech-build cycle, there isn’t a single moment to sit back and relax.

This is a real-time strategy experience for quick draws and steely nerves. One benefit (or drawback) of the game’s swift pace is that it’s tough to rush. I should know—I tried. By the
time you get your units ready to overrun enemy territory, he’ll be three levels up the tech chain
and more than capable of taking you on with only a few of his advanced units ready.


OUR MATCH’S TUGOF- WAR STYLE WAS NOT ONLY TYPICAL, BUT INTENTIONAL.

Now for the play-by-play: First thing up—build a power plant, then a refinery. By design, you can’t queue up multiple building orders with a single base. In order to do this, you need to build
separate structures called “cranes.” Each crane occupies a tab on your interface and can build
simultaneously with your main base. I find that it’s kind of a pain to have to switch from tab to tab when other things are going on, so it’s vital to get important structures out early to prevent them from languishing while you’re otherwise occupied. After the infrastructure is up and running, it’s time for a war factory, barracks, and a tech center. The industrial revolution is on! I’m now producing second-tier troops, and buildings are going up so quickly and resource
collection is going so well that I switch plans and go for high-level tech. Checking the clock, I realize that I went from having a single base to building the top-tier units in the game in less than eight minutes.

While I take 15 or so seconds (an ungodly long wait in C&C3 time) to ponder whether Mammoth
Tanks or Zone Troopers are the way to go, Amer rolls up with a passel of shock troops. Fortunately, my base defenses hold. Still, he demolishes an airfield and some very expensive
Orcas. Note that the defensive structures in C&C3 are fierce (perhaps even a wee bit overpowered in this build) and well worth their relatively low cost. Turtling is most definitely a solid option in this game, especially for new players—as long as you cover all the angles. Defense turrets have limited fire arcs. Next, I decide to take a page from the German war machine and try a Luftwaffe-style air blitz. With three airfields erected, I need to start constructing Orcas—and quick. Amer somehow has another force on its way to attack already, this time with at least six Mammoth Tanks. It’s all but over for me, right? Wrong! My Orcas tear through the tanks like a razor-blade tornado. Honestly, it’s a bit disappointing how easily the Mammoth Tanks go down, but who’s complaining? With the assault repelled, this could be the perfect opportunity to press the attack. I hum Wagner’s The Ride of the Valkyries while ordering the airstrike. The Orcas rain fire upon a few of Amer’s factories, but he was ready for this. Antiaircraft turrets and missile troops turn them into shrapnel. He didn’t plan this, did he? Did he lure me into a trap? At this point, Amer, who had expanded his base into another Tiberium field, quickly rebuilds, and I’m quickly overwhelmed…and…well…this fight is over. What should I have expected? He is the game’s producer, after all.

The ease with which cheap missile troops took down my expensive air units is a harsh reality, but it demonstrates the rigid rock-paper-scissors dynamic built into C&C3’s combat. This tête-à-tête with Amer also underscores the inherent back-andforth gameplay of a C&C3 multiplayer match. He explains that our match’s tug-of-war style was not only typical, but intentional. C&C3 makes it tough for one side to get the upper hand straight out of the box, even if that side is more experienced. You’ve got to exploit strategic rather than tactical mistakes to win, and that makes the matches— quick as they may be—more evenly balanced. Easy for him to say. I’m still wiping sweat from my brow after that loss. Maybe I’ll review the reels and use the telestrator to highlight where things went wrong. Next time, Amer won’t know what hit him.•

Jan 10, 2007

Panzer Elite Action: Fields of Glory

PS2 game / A new edition of JoWood's tank sim game, based on the series by Wings Simulations and its focus on battles in North Africa, Sicily, Italy and Normandy. Panzer Elite Action follows the story of three tank commanders and their crew. The German commander, flushed with the success of the Blitzkrieg in Poland and France, moves on to the Eastern Front and the brink of victory with the taking of Stalingrad. We meet the Russian commander in desperate straits as he helps defend Stalingrad, and follow him as the tide turns against the Germans as he joins the massive tank battle of Kursk. The American commander enters the war on the Normandy Beachhead on D-Day. After the struggle for the Bocage he defends the German counter-offensive at the Battle of the Bulge, and then drives on to the victorious crossing of the Rhine.

Jan 8, 2007

Hogs of war


PC game / If you loved Worms, Hogs of War is your kind of warfare. Infogrames has created a wild new 3D turn-based combat strategy called Hogs of War, starring maniacal pigs in army outfits fighting to be the top...hog.

Jan 7, 2007

Earth 2150


PC game / The first all-terrain, 3D real-time strategy game has landed on American shores. More than eye candy, its revolutionary 3D engine takes the genre in a new direction. Water levels rise and wash out a once passable area. Meteor showers rain down from above. Volcanoes erupt and destroy once fertile land. And full warfare occurs beneath the surface of the earth.

Jan 6, 2007

ENEMY TERRITORY: QUAKE WARS


PUBLISHER: Activision DEVELOPER: Splash Damage/id GENRE: Multiplayer First-Person Shooter RELEASE DATE: March 2007

Sparta’s phalanx halting the Persians at Thermopylae; the Confederate ironclad splintering sloop and frigate at Hampton Roads; Staudegger’s Tiger engaging 50 Soviet tanks at Kursk—tactical, numerical, and technological gaps make for good war watching. Multiplayer shooter Enemy Territory: Quake Wars applies the principle to war gaming. Hold up. History versus fantasy? Sure, but the firepower freak who cites his virtual CAR-15’s specs—30-round clip firing 11.6 rounds per second—isn’t just flashing his Soldier of Fortune subscription; he’s also measuring himself against

AK-47-armed opponents (where the one is interesting only in opposition to the others). That same artillery-nerd factor holds true, fact or fiction, Heckler & Koch or hyperblaster. “It was important to create classes that not only appear unique, but have well-accented roles and abilities,” says Splash Damage owner and ETQW lead designer Paul Wedgwood. “For instance, the Global Defense Force Engineer wears a distinctive helmet and has mines on a belt harness—
you can look at him and know how many he has left—whereas the Strogg Oppressor strikes a bold silhouette with the wing structure on his back. See it as a sort of communication array that animates up and into position as the Oppressor calls on fire support weapons.” We pull a page from ETQW’s imaginary military reference manual to study the GDF Engineer and Strogg Oppressor.
TACTICAL, NUMERICAL, AND TECHNOLOGICAL GAPS MAKE FOR GOOD WAR WATCHING.
GDF ENGINEER
“A strong defensive class armed with either the N22 combat shotgun or N80 assault rifle with an optional 45mm grenade launcher attachment, the Engineer constructs objectives, repairs vehicles and deployables, plants land mines, and defuses Strogg plasma charges,”

says Splash Damage owner and Enemy Territory: Quake Wars lead designer Paul Wedgwood. “He also deploys and maintains his own defense turrets such as the Crossfire antipersonnel, Ogre antivehicle, and Guardian artillery-interceptor turrets. Crossfire and Ogre turrets automatically detect and engage Strogg infantry and air/ ground vehicles, respectively, and can also be manned, allowing players to override automatic systems and engage targets of
their choice.”
STROGG OPPRESSOR
Says Wedgwood: “The Oppressor is the Strogg offensive fire-support specialist. While only lightly armed with a standard Lacerator plasma rifle, he can inflict massive casualties on the enemies of the Makron, bringing colossal destruction to the battlefield. The Oppressor deploys
bombardment devices such as the rail howitzer, plasma mortar, and the terrifying dark-matter cannon, raining down fire on enemies by designating them with his targeting device. The Oppressor can also throw a beacon to bring down a catastrophic Violator orbital strike, a fearsome pillar of energy that burns across the landscape, destroying everything in its path.
He can also drop a tactical energy shield to provide his teammates with temporary cover from enemy fire.”

Jan 4, 2007

Dungeon Lords

PC game / Dungeon Lords is a new breed of epic Fantasy RPG, a unique combination of RPG and Fighter game action in full 3D, featuring a deep storyline shrouded in mystery, surprise, and betrayal. Dungeon Lords is loaded with quests, personal missions, extensive skills and special abilities for customizing your own character hero from a variety of races and multiple class specializations, as you journey through an enchanted land of ancient castles, dark forests, and dungeon lairs braving an army of diabolical foes in real time action packed combat to uncover the secrets lying hidden within the depths of an evolving storyline. Dungeon Lords can be played either single-player stand alone, or in multi-player group sessions.
system requiements
100% compatible PC required. 1000mz (1gz) or better cpu recommended. 64Meg RAM minimum, 128Meg RAM recommended. Nvidia *GeForce 3D video card required with 64Meg RAM. Mouse, Keyboard & SoundCard required. CD-Rom drive required. 400 Meg HD space available required. * Support for other 3D video cards to be determined.
download depositfiles rapidshare megaupload turboupload fileshares ftp rip

Psi-Ops: The Mindgate Conspiracy


PC game / The critically acclaimed Psi-Ops comes to PC in a flurry of telekinetically hurled gas canisters and a hail of bullets. With an incredible and original spin on third-person action, the lead character is armed with a range of physic...

Necrotech 1.4.2


PC game / It is AD 2502 and the millenia old battle between science and religion has ruined a once-great society. The line between human and machine grows thinner as people walk the streets of Metapolis "enhanced" by cybernetic technologies. The city of Metapolis has been sealed off, its government missing. Anarchy reigns supreme and the only winners are those with the deepest pockets and the biggest guns.

Jan 3, 2007

Stronghold Legends

PC game / Stronghold Legends is a Real Time Strategy game that builds on the fantastic Stronghold heritage with beautifully crafted visuals and the epic legends of the middle ages. It features a range of new innovations including, three unique castle styles to build, three landscapes to fight across, spectacular magic themes, fearsome monsters to overcome, a completely new strategic conquest style of play, and a range of exciting new multiplayer modes.

hardware requiements
Operating System: Windows 2000/XP
Processor: 1.6 Ghz processor
RAM: 512 MB RAM
Hard Drive: 2.5 Gb uncompressed space
Video Card: 64 MB (w/ Hardware T&L GeForce3/Radeon 8500 or better)
Processor: Soundcard DirectX 7 compatible

Jan 2, 2007

Police Chase


PC game / Evade the cops or become one yourself and enforce the law! Survive devastating jumps, flips and crashes in this fast paced, thrill-a-minute game of cat and mouse. Features: -Race on photo-realistic tracks -Chose form 3 levels of difficulty -Select multiple camera angles -Experience realistic damage effects -Play optional music and sounds.

Shadow of Zorro


PC game / Los Angeles, 1820. Don Alejandro De La Vega and Don Diego are preparing themselves to welcome the new Capitan, but as they meet, Don Alejandro recognises the man. His name is Fuertes, a.k.a 'The Butcher of Saragosa'. Fuertes is responsible for a massacre that took place in Saragosa in 1808, while the Spanish people where fighting against Bonaparte's army. The worries of his father deserve a little investigation. It's showtime for Zorro.

Dec 30, 2006

Baldur's Gate 2: Throne of Bhaal


PC game / The basic plot continues the story of the serial - somebody wants to kill you because you are a Bhaalspawn. That someone is now an alliance of five other extremely powerful Bhaalspawns who wish to eliminate any possible competition. Black Isle announced that you can gather 8 million EXPs which is really a lot, as your characters become god-like when they reach the fortieth level. I only wander how this will reflect on the Neverwinter Nights, which should be able to allow you to import characters from BG II.

Dec 29, 2006

SUPREME Commander

PUBLISHER: THQ DEVELOPER: Gas Powered Games GENRE: Real-Time Strategy RELEASE DATE: Spring 2007
“YOU MIGHT NOT WANT TO PICK THE AEON ILLUMINATE THE"
fi rst time you play,” warns Gas Powered Games founder Chris Taylor as I sit down for a session of Supreme Commander. “That faction is the hardest one because it’s so different.” But since when has common sense stopped anyone? The United Earth Federation comes with familiar warheads and futuristic offshoots of conventional craft—been there, nuked that. The Cybran Nation is composed of self-actualized super-robots that clearly cribbed notes from The Terminator or Will Smith’s magnum opus Wild Wild West. The Aeon Illuminate, a religious order, uses some weird alien technology that—I’ll
admit now—takes a lot of getting used to.

WARTIME ECONOMIES
Any RTS mastermind knows there’s a science to build order. Do you churn out a tank rush, become an economic juggernaut, or go scouting? In my case, you try doing everything at once—and fail miserably. Supreme Commander’s maps are huge—even the two-player battlegrounds here measure 400 square kilometers— and encourage thought and exploration. The best course of action: Quickly get an economy off the ground and send out scouts to gather intel. An army needs energy and mass (the two in-game resources) to operate, and a quick look at the map shows where to set up mass extractors. Some key advice: Select your fi rst engineer, hold down the Shift key, and start stacking orders. Look for the mass collection hash marks on the map; and for every mass extractor you erect, order at least one generator. Quickly tag
resource spots and let your engineers work in the background while building
your army.
Stacking orders early enough—and smartly enough—is half the battle. Let’s say you drop down a factory and want to upgrade it to tech level 2. Click the upgrade button, and you can place a build request for tier-two tech. Then order some more units and request the tier-three upgrade. Instead of waiting around for idle engineer units or monitoring every individual event on the battlefi eld, you only need to focus on giving general directions while the A.I. follows through on the orders.


The way Taylor puts it: “Patton has to say to a guy, ‘Drive the tank over to the hill.’ And the guy comes back and says, ‘Now what?’ And Patton goes, ‘OK, now fuel it.’ And the guy comes back and goes, ‘Now what?’ ‘Put some bullets in the gun.’ He comes back later and says, ‘And now what?’ Patton goes, ‘Take those tanks, get ’em all ready, and attack that small town to the north.’” You’re supposed to be a supreme commander, not a babysitter. “Here, the commander is able to say all that in one fl uid sentence while the guy says, ‘Yes, sir. And I’ll be there by tomorrow afternoon.’” Supreme Commander instantly gives an estimated time of arrival for all your commands. Meanwhile, I create my fi rst scouting party to gather intel on my wily opponent— it’s time to set a course into unknown territory. I create a full loop by setting various waypoints, and an ETA timer tells me how long the loop will take to complete. Oops. I forgot to send a scout out to the northeast corner of the map. No prob. Hold down the Shift key and just drag a waypoint out to adjust the route. The ETA timer updates automatically, and I’m back in business.
Of course, that’s until I screw things up and make idiotic demands of my troops. Remember that whole build-order thing I was just talking about? Stupidly tapping a couple of upgrade buttons too often and too quickly sent my economy into a tailspin. My mass extractors all received orders to upgrade to level-three technologies right from the game’s start. Sure, it’ll yield a metric asston of mass once completed, but it was too much, too soon. With my first few scouts on patrol destroyed, I was out of cash, short on troops, and running out of time.

Forced into a turtling position, I quickly shut down the mass-extractor upgrades (and watch as the economy jumps back to life) while erecting some walls and point-laser defenses. Using my supreme commander unit as an extra set of engineering hands, I clear-cut some trees to build mass and energy collectors to stockpile resources for the fi ght ahead. I was about to get swarmed and had little time to react. Defensive positions! Laser turrets, tier two. Start producing shields for the inevitable nuke strike. Build a radar system. Start upgrading my supreme commander unit for battle (yes, command units can also be upgraded—be a better engineer or develop personal shields, for example). Order up some tech-level 3 Siege Assault bots to fi ght back. With my head back in the game, it was easy to appreciate everything happening. My artillery and defensive turrets tag anything entering radar range—or at least scare ’em away. When you target one unit to attack another in Supreme Commander,
there’s no guarantee you’ll hit it. Taylor chimes in,

“You don’t know if you’re going to miss, hit something else, or hit a tree and then the tree catches fi re, falls over, and hits a shield system instead.” Proper physics decide the battle—physics that I wished to God would work in my favor right about now. I fi nally clear a path for my assault bots to locate and take out the missile silos. Launch detected. Crap. My shields absorb some of the damage, but it’s over. All but a few ragtag units get wiped from the map. I will have my revenge, but there is one thing I can promise: Losing the fi rst round won’t infl uence my opinion of the fi nal game.
Much.


MUTUALLY ASSURED DESTRUCTION

The superpowers’ superweapons
Every major war has its confl ict-ending experimental technology. World War II had Fat Man
and Little Boy. The future holds Voltron-like robots and cannon-bristling, trundling dreadnoughts.
Here’s a quick debriefi ng:


UNITED EARTH FEDERATION: FATBOY
Intel: This Mobile Land Factory is a superior support unit, featuring four battleship cannons and a powerful shield generator mounted on a heavily armored frame. An internal construction bay permits troop reinforcements in the fi eld.
Tactics: The Fatboy is ill-prepared for small, fast-moving targets. Penetrate the shields and avoid the limited fi ring arc of side-mounted riot guns to infl ict signifi cantto- serious damage.


CYBRAN NATION: “MONKEYLORD”
Intel: This monstrous spiderbot houses an extremely powerful microwave laser for short-range destruction. Prepped for resistance, it also has extremely thick armor and short-range antiair/antiground countermeasures.
Tactics: The “Monkeylord” (which doesn’t look anything like a monkey, by the way) is a
slow-moving unit that’s especially vulnerable to long-range bombardment or when traveling
through water.


THE AEON ILLUMINATE: GALACTIC COLOSSUS
Intel: The Colossus focuses quantum energy through its eye into a highly destructive, short-range beam attack. Upon death, the chest cavity breaks open and releases a highly unstable, incredibly volatile quantum energy “being” that quickly dissipates.
Tactics: The Colossus is extremely vulnerable to air and naval attacks.

Dec 27, 2006

Dune 2000


PC game / Strategy game based on the series of successful sci-fi novels by Frank Herbert and long-awaited sequel to the strategy game Dune (for Mega Drive and Amiga). The game boasts good design and playability. There are high-quality mini-movies incorporated into the game (John Rhys Jones is among the actors featured).

Starcraft


Following the success of their earlier games (namely WarCraft and Diablo), Blizzard Entertainment presents StarCraft, a real-time strategy space epic. Those familiar with the WarCraft series should feel at home here, as the interface and control scheme are similar to those of WarCraft II: Tides of Darkness. However, this is where the similarities end.

Genre: Strategy, Style: 2D Real-Time Strategy

Red Alert Gold & 2

PC game / Red Alert Gold :Command & Conquer: Red Alert is the prequel to the original Command & Conquer, Tiberian Dawn. The story takes place many years before that of Tiberian Dawn. Peace had reigned for most of the 20th century. Until now. The mighty Soviet Empire has begun to "liberate" all of Europe. Cities fall and countries collapse before the overwhelming might of the Red Storm. The Allies are scrambling to meet the onslaught, but they have been caught by surprise.

Red alert 2 Command & Conquer: Red Alert 2 is the sequel to the three million selling, award winning real-time strategy game Red Alert. Red Alert 2 brings players back to the alternate universe of Red Alert with an onslaught of new units, tactics and strategies. As in the original, gamers can choose to lead Soviet or Allied forces. Soviet commanders will invade North America and try to claim it for mother Russia. Allied commanders will fight to push back the invaders and save liberty. Both sides are well armed with conventional weapons and experimental technology. The Soviets can engage in psychic warfare, wield nuclear weapons and fry all they survey with Tesla technology. Allied forces can teleport with chrono technology, conduct covert operations with the help of Gap Generators, and rain down lightning bolts through weather control. Supporting these high powered, advanced weapons are massive conventional forces, including armies, air power and navies. download game rapidshare megaupload sendspace yousendit turboupload

Dec 26, 2006

Throne of Darkness


PC game / year 2001/ review: Throne of Darkness is an excellent game. Its innovative combat system, addictive click and kill adventuring, and solid story make it a title that keeps reviewers up late. It makes no difference what has come before or what will come after. This game is a classic in its own right.

Dec 25, 2006

Rainbow Six 3: Raven Shield 1.6

expansion pack
PC game / Command an elite, multinational squad of special operatives against a hidden terrorist foe. In Raven Shield, the third installment to the wildly popular Rainbow Six series, RAINBOW races against time to stop terror and unravel a mystery. In locations around the world, from London to the Caribbean to Rio de Janeiro, lead team RAINBOW in a desperate effort to battle a madman and foil his doomsday plot.

Dec 24, 2006

Blade of Darkness

Third-Person 3D Action RPG
PC game / The Lord created Chaos, and divided it in two parts, the Light and the Darkness. He gave to them life and thought, and so were born the Spirit of Light and the Prince of Darkness. But the Prince held the unspoken desire of supplanting his Father. He learnt in secret the language of Creation and tried to create a new being. But the newborn would not accept the commands of the Prince of Darkness, and growing stronger, took part of his own essence and created terrible monsters and demons. The Lord and the Prince of Light tried to stop it, and they waged a great war. Gradually, the being was weakened and finally defeated, but after this the Father was exhausted, and withdrew into the depths of the Universe.

The younger Gods, proud of the victory, completed the creations of their Father, giving shape to the Sun, the Moon and the Earth. However, the Prince of Darkness attempted to corrupt the souls of the fledgling race of man, amidst the confusion of a new war incited by dark creatures of his own creation. The Earth was in a moment of extreme danger, so one of the younger daughters, Ianna, cast a powerful spell that expelled the gods from their dwelling place and kept the Earth closed to them. The Spirit of the Light went to the Sun and from there protected the Earth during the day. Ianna went to the Moon, to protect it during the night. Thus began the cycle of Day and Night, and a new age of balance was born over the Earth. But all of the gods' creations remained, leaving mankind to contend alone against the darksome fiends.