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Aug 19, 2006

Alone in the Dark: Survival of the fittest

PUBLISHER: Atari DEVELOPER: Eden Studios GENRE: Survival-horror RELEASE DATE: 2007 games game review game info

like Lost, 24, and Prison Break,” says David Nadal, game director for Eden Studios’ upcoming survival-horror specimen Alone in the Dark. “We’re addicted to these series, and we wanted to capture that captivation
in terms of narration.”

Hence Eden’s novel approach to the trendy notion of episodic content: Unlike Ritual’s SiN
Episodes or Valve’s Half-Life 2 installments (see reviews on pgs. 80-81), Alone in the Dark will
be sold as a full ‘season’ of 10 to 15 episodes (roughly one hour apiece) right out of the box—all
of the recurring peaks and cliff-hangers, none of the annoying fi ve-month waits. “When you put
the game down and when you come back,” says Nadal, “you’ll be presented with ‘coming next’
and ‘previously on AITD’ clips. The beauty of the episodic format is that we have the option of
releasing ‘lost’ episodes after the game ships, as well as additional ones, in various formats.”

Hang in there, baby!

If you’re not convinced that the episodic structure (gimmick?) is any different from traditional
level structure, there’s more to AITD than that: Eden is trying to “evolve” past the genre’s
traditional awkward fi ghting and statue-andmedallion puzzles, citing the console (and PC,
come September) game Resident Evil 4 as the fi rst title to successfully break the mold that
its ancestor (and the original Alone in the Dark long, long ago) helped create: “When RE4 came
out, there were some aspects of it that were similar to what we’re doing in AITD, and this
comforted us…players do want an evolution, a renewal, even if it could be risky.”

As for evidence of evolution: AITD takes place in New York’s Central Park—Eden’s attempt to
take surviving horror out of endless hallways and out into the open. And in expanding the
stage, Nadal hopes to expand the arsenal. “We have your typical handguns and similar
weapons,” he says, “but we really want players to imagine, ‘What happens if the enemy can’t
be killed with bullets?’” Eden aims to make the environment your weapon, keeping players’
eyes on their surroundings to combat the scary things. “Elements in the environment are built
on real-world rules, so you’ll be able to interact instinctively with each situation.”

According to Nadal, “The best horror games in the past few years were Half-Life and Resident Evil 4.”

While that may sound like an alternate way to say “our game has physics and rolling barrels,”
Nadal offers up a car interior as a concrete example: “Imagine the front of the car is being attacked, and the player jumps into the backseat to hide behind and avoid the attacks…players can use the centralized locking system to lock the car doors, use the headlights to light up a dark
area—the car is fully functional, as one would expect in real life.”

Expect Alone in the Dark to make ample use of cliff-hangers at the end of episodes.

Other evolutionary evidence is a little more anomalous, including the howmuch- control- is-too-much- control ability to blink protagonist Edward Carnby’s eyes at will—to wipe away visions of Lovecraftian madness, we assume. But, as Lovecraft would tell you, assuming can get your face torn off by the Dark Young of Shub-Niggurath.

Madden NFL 06

Game review: For the first time in 10 years, the Madden NFL Football franchise has revolutionized its passing game—giving Madden NFL 06 the most groundbreaking and innovative offensive arsenal ever created. The new QB Vision Control lets you scan the field, look off defenders, and make perfect throws within your quarterback’s unique field of vision. QB Precision Placement will let you put the ball exactly where you want it. Lead the receiver into the open field or throw a jump ball and let your receiver go get it. Madden NFL 2006 will finally bring authentic NFL passing to video games!

Madden NFL 06 Requirements
Operating System: Windows XP Processor: 800MHZ or faster processor RAM: 128MB of RAM Video Card: video card with more than 32MB of RAM, and either an ATI Radeon 8500 or above, or an Nvidia GeForce2 GTS or greater).download rapidshare megaupload sendspace torrent oxyshare megashares uploadport badongo ftp

Aug 18, 2006

Reservoir Dogs

game review: Based on the Quentin Tarantino flick, game remains faithful to the original movie, with gamers able to play all the key characters, including the infamous Mr Blonde. Staying true to the original plot, this intense, third person shooter follows the progress and planning of the famed diamond heist while filling in some of the cliffhanger questions from the film: What happened to Mr. Blue and Mr. Brown? Where did Mr. Pink hide the diamonds? What actually happened at the heist? These questions and more will be answered as the game unfolds and according to the player’s tactics. The game also features the full and original soundtrack from the movie – those super sounds of the seventies.
Publisher: Eidos Interactive
Developer: Volatile Games
Platform: PC · Genre: Action
Release Date: 09/19/06 · Origin: Europe
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Silent Hill 3

Platform PC Genre Adventure Styles Survival Horror Developer Konami Computer Entertainment Tokyo Publisher Konami Release Date November 25, 2003 Controls Keyboard /Joystick/Gamepad
Rating: 3/5
This is scary stuff. If u liked the_previous Silent Hill games you'll love_this. Personally, I vvas disappointed_because of certain events that_occured. I'm not gonna give anything avvay though. All I have_to say is it's grainy, high on frights, gore_and detail. The bakery I explored_looked so realistic! Silent Hill 3 is excellent_but is getting

Aug 17, 2006

King Of Fighter 2005

game review:
Prove you are the King of Fighters! Enter the ring for some deadly combat with King of Fighters 2005. Pick your team and take on all challengers. See if you have what it takes to be crowned the king of the ring. This "Greatest Hits" collection of the most famous fighting franchise is the 8th installment of the series and brings together the greatest SNK characters of all time and the much heralded 3 on 3 fighting system.

# 8th installment of the franchise
# A total of 79 characters yielding 11 of the most dangerous 2D fighting teams ever assembled plus hidden boss characters.
# Features the new “Multi-Shift” system, allowing the free substitution of teammates during battles.
# Select your team leader with the new ;Tactical Leader System
# Thirteen extreme 2D fighting teams with 5 bonus characters to unlock
# Revives the extremely popular 3 on 3 battle format
# Upgraded Max-On Power System
# Over-the-top Super Special Moves to cause extreme damage

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128 Mb MEmory
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Darkstar One

game review: Darkstar One is a space-based action adventure title that delivers fast-paced action within a vast and authentic universe. As Kayron Jarvis, the youthful commander of the Darkstar One, players explore the immenseness of space, encountering a variety of aliens, both friend and foe as Kayron aims to bring peace back to the galaxy. Game play adapts dynamically to the player's preferences and allow both tactical and strategic decision-making to overcome the myriad of challenges presented.
Publisher: CDV
Developer: Ascaron Entertainment
Platform: PC · Genre: Action Adventure
Release Date: 08/14/06 · Origin: Europe

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Dark messiah of Holy fireballs! First look at the upcoming fantasy shooter’s wild multiplayer mayhem

Might and Magic, is more than the real-time strategy series writ singleplayer FPS; its LAN/online modes are more than just fantasyland maps loosely repurposed for the multiplayer mob. “What we don’t want to be,” says producer Romain de Waubert de Genlis, “is a poorly executed brilliant idea.” Instead, the onetime Battlefi eld 1942 lead designer wants his work here to last in the long term, as his previous game has. His and Arkane’s challenge: to innovate
beyond the dying bastion of by-the-numbers deathmatching while integrating gameplay form-fi t to the genre with a magic-making campaign mode and swords-and-sorcery combat.
click to full view
Human or undead, characters of Messiah’s two factions come in fi ve more-or-less self-explanatory fl avors—warrior, assassin, archer, mage, and priest—and each can scale his or her own branching skill tree over the course of a crusade. According to de Waubert de Genlis, “individual classes offer a dozen or so skills, and some are upgradeable. Take an assassin,
for example: Early on, he’s able to become invisible and backstab enemies; later, he learns to disguise himself, set traps, move silently, poison victims, and feign death. It’s a natural evolution. Then, you must keep in mind that we conceive skills and classes with a classic rock-paper-scissors approach, so that no matter how strong you are in your specialty, you’re
always stronger when working with your team. Some one ability or class can always overcome or outsmart the other.”


Arkane would rather Messiah’s multiplayer content create new conventions unique to its swords-spells-and-shadows slant than simply appropriate aspects of existing sci-fi and military shooters. In other words, if arrows stand in for guns and healing spells serve as health packs (which they do), the game needs something more—or the difference is only skin deep. Says de Waubert de Genlis: “We face a few specifi c constraints that tie into the nature of the project. First off, melee combat is more prevalent in Dark Messiah than in any other shooter to date, and that means that we’ve had to imagine the system from the ground up and then adapt the game’s balance accordingly.”

That constraint alone creates several consequences. How, for instance, would Arkane evenly match long-shooting archers against melee-only warriors? This is a challenge met by creating the Charge skill and supplying the latter class with more stamina to pursue fl eeing players. Then, to mitigate these new advantages, Arkane introduced the priestess-based Slow spell that allows wand-wavers to hobble sprinting opponents.

To underscore Messiah’s Tolkien-rooted family tree, Arkane is looking not so much to shooters but to fantasy gaming’s traditional stomping grounds: namely, level-based roleplaying. Hence Crusade mode’s fi ve-chapter campaigns on as many maps. So where Battlefi eld 1942’s now-typical control-point system brands Messiah’s action, it’s World of WarCraft’s PVP battlegrounds and honor system that inspire its structure. Messiah’s party members apply collected experience points to their characters’ progress over the course of serial encounters, beefi ng up accuracy, stamina, and armor while learning to apply poisons, set traps, amplify spells, and more. In addition, Messiah’s multiplayer uses conceptually evolving maps to suggest narrative without actually inserting story, so to speak. “We convey continuity between maps in two ways,” says de Waubert de Genlis. “First, they dovetail visually. Stand at the far end of
a human map where you’re nearing undead territory, and you’ll see the architecture and environment change. Plus, it’s the outcome of the previous match that determines the next map
that you play on, not the server’s map cycle.”


Blocking is possible; parrying, too—Dark Messiah’s hand-to-hand combat options are comprehensive even as they diverge from those that defi ne unplugged play. “The multiplayer
melee system is similar in that it’s played from fi rst-person and it allows you to perform
most of the moves from solo play, such as strong and chained slashes,” says de Waubert de Genlis. “But, because players obviously act and react in ways A.I. won’t—meaning that they move faster and are less inclined to remain in front of you—we had to adapt. So we introduced more options to the mix, connecting most of them to skills, specifi cally the warrior and assassin classes’ aggressive charges.” Conan-cut warriors—Messiah’s most heavily armed and armored character class—lop heads when properly positioned and rely on a stamina-sapping rush to close the gap for their gruesome coups de grĂ¢ce. Misjudge distances, however, and the warrior not only deals no damage, but also fi nds himself too fatigued to follow up with other life-taking offensives.

Three solutions to countering the schlemiel: Backpedal, stutter-step aside, or lean on abracadabra to slow the louts’ advance. Once the warrior’s bull-rushing, he can’t break off.
The assassins’ blitz, on the other hand, autotriggers when silent-but-deadly sorts slip
behind rattlebrained quarry. “They’ll miss if the target is moving fast,” says de Waubert
de Genlis. “Otherwise, evasion is out of the question, and the rush might deal damage to
multiple opponents.” Solution: Stay mobile and survey your surroundings…especially when
you’re a mage or priest and must stand stockstill when casting certain spells. “In the end,”
de Waubert de Genlis argues, “it adds variety and verve while preserving the unique feeling
of fi ghting in fi rst-person.” In order to deliver, we’ll add, Messiah must give its dagger and
bludgeon blows gravity.

Thwacks—lethal or less-than—should sting in ways the gauzy knife
strikes in existing multiplayer FPSes don’t. Ideally, differently classed allies work in concert—
and are designed to do so. De Waubert de Genlis offers a trio of examples: “First: An undead assassin stalks some humans. A human priestess then spots the assassin, and with her special ability, ‘marks’ him for her team. The once-cloaked assassin is now clearly visible, and the human team receives a bonus for killing him. Now, say that a human archer fi res an arrow that blurs the assassin’s vision, allowing a human warrior to fi nish him off. The archer, priestess, and warrior will then share the multiplied experience points. “Second: Say a warrior’s manipulating a platform.

Since the warrior’s exposed and in need of protection, a mage might decide to cast a sphere to defend his ally against enemy spells. Unfortunately, an undead archer manages to kill the warrior. However, if a human priestess is nearby, she’ll resurrect and heal the warrior. “Final example: Enemy warriors attack three archers and a priestess. The priestess summons
bramble bushes, which slow the attackers, allowing the archers to fi nish them off.”


Aug 16, 2006


games game review game info
Stalk ‘em by fours, smoke ‘em in hundreds

South Korean dev Webzen’s punchedup hybrid role-playing shooter Huxley literally swarms you with opponents. In treeless cities where Orient meets Occident, up to 5,000 twitchy gunslingers per server strut and scramble through neon-baked boroughs crammed with clubs, pubs, arms barkers, and Soviet-style slabs of ruddy concrete playerpurchasable housing.

The skinny? Near-future climate change blisters the earth while a mysterious substance
splits humans into two species: Sapiens and Alternatives, each fighting for an energy source created by their wouldbe savior, the inscrutable writer-Aldousinspired scientist named Huxley. Haggling and mission mobilizing occur in each side’s city (a third houses a hostile NPC race of
monstrous Hybrids and integrates Xbox 360 players, who can fight for their liberation), while battles shake out in external “zones” supporting up to 200 simultaneous combatants.
With street dates still a full year away, we caught up with Huxley producer Kijong
Kang for a fill-in.
CGW: Two-hundred players in Battlefield 2–style brawls sounds pretty insane. How do
you manage the chatter?
Kijong Kang: If everyone communicated in open channels, chaos would erupt, so squads are the
basic unit for small-scale communications, and squad leaders serve as hubs for other communications units. We use units and hubs to keep it simple. Think four-player squads fighting in 200- player-maximum battle zones—though, of course, individual, nonsquad play will also be possible.

CGW: What about audiovisual communications? How do you plan to mitigate “overtalk”
or “cross-babble”?
KK: We’re supporting VOIP cross-platform for both the PC and Xbox 360 versions, but VOIP
support without care can result in audio mashups, as you say, especially in tactical communities.
So voice comms will be free and open in squads, but only squad leaders will be able to communicate with other squads. In other words, the squad leader becomes the communication

CGW: Does Huxley’s campaign story have a terminal point?
KK: Huxley’s base story does have a finishing point, but it simply leads to the start of another
mystery. Not a repetitive chain, but, rather, one story’s end will be connected to another’s beginning.
At the start, you’ll be developing your character and learning about the history of the world. Along the way, you’re establishing your identity and rep, making money and such, but once that process is complete, you’ll experience a radical shift. In the first story campaign, for instance, you join a group that you’ve been fighting as an enemy, then have to develop a reputation in that group, and so on.

CGW: With Xbox 360 and PC players fragging in tandem, won’t keyboard-and-mouse jockeys have
an unfair advantage?
KK: The disparity between a keyboard/mouse interface and a control pad is inherent, and we
can’t overcome it, but the control pad has its own merits. We guarantee that each interface
will be enjoyable without obstacles. [And] it’s actually not a full-fledged war between PC
players and Xbox 360 players. Instead, their relationship will be mutually cooperative. For
example, if an Xbox 360 player must get by some enemy, he might drive a vehicle taking
advantage of the control pad’s analog stick while the PC player hops on back and frags enemies by utilizing the keyboard/mouse. In other situations, we might offset an Xbox 360 player’s control issues by putting him behind an exceptionally powerful turret to guard against
PC player incursions. It’s intuitively cooperative.

No one’s going to accuse Webzen of thinking small, but Huxley still
sounds remarkably focused. This won’t be World of WarCraft with contiguous, borderless regions and a dozen races—the idea in Huxley is to get you running and gunning as fast as possible.1 Whether fishing for battles, scoping missions, or just plain loitering, everything pivots around Huxley’s persistent cities. Sapien players start here in the expansive megalopolis Nostalonia. If you think it looks a little empty, just imagine up to 5,000 players snarling its streets and structures. In cities, you’ll form clans, trade weapons and armor, buy goods at market, and prep for your next quest or tussle.

2 When you’re ready to frag, just locate a transport and hop a ride to the Battle Map of your choice: from straight-up deathmatch and capture-the-flag layouts to finger-sizzling 100-on-100 PVP battles.

"Even in (relatively) small 32-player online FPS brawls, battles can take forever, and you needn’t look far to find players feeling lost in the fray. How to handle shootouts that are six times as crowded? “Four-player squads are really central to gameplay,” says Kang, explaining that squads must remain within a certain range of each other. “Squads are all about perks. Squad leaders can help up fallen members and speed their shield or HP recovery, or increase their attack and defense points depending on the squad type.” But what’s really interesting is how Webzen’s planning to integrate all those squads into broader groups without suffering “playground bully” problems. “Say squads with improved attributes come together to wield more power,” proposes Kang. “As more and more squads aggregate, their perks start to weaken or suffer penalties, so even if a small number of squads form an alliance to achieve great destroying power, the numbers for the destroying power of one squad are actually higher. Thus, players keep away from squad gathering, and they naturally come to fight on a squad-to-squad level.”


3 Once you’re in a Battle Map, you’ll greet your teammates, strategize, then scramble. In this control point map, teamwork and tactical finesse are essential to secure key locations and
hold them against individual squads or entire platoons of opponents.

4 Once your side nabs a control point, you can either dig in or leave the area and risk losing it to the opposition. Deciding what to do in situations like this will often hinge on squad commanders,
who can communicate with each other to execute broader tactical flourishes like platoon links-ups or battle-line leapfrogging.


PUBLISHER: 10Tacle Publishing DEVELOPER: 10Tacle Studios Slovakia GENRE: Action-RPG RELEASE DATE: Spring 2007
games game review game info


The Silmarillion, one part Soul Calibur, and a dash of Diablo (gaming’s Borg—no one
escapes), and out pops the ostentatious-sounding Elveon (pronounced like you’re telling one of the Chipmunks to fl ip a switch: “Alvie, on!”). Elves in full plate that look like the product of a Ronnie James Dio and Sir Laurence Olivier pairing—what would E. L. Fudge say?

Forged with behold-it-and-weep Unreal Engine 3 tech, Elveon furnishes a story-driven campaign set in a fantasy world called Naon, where gods and elves once lived side by side in peace. Ah, peace—what’s it good for? Somewhere down the line, war erupts, and suddenly it’s Gods and Elves Gone Wild. You play one of these elves in third-person, developing skills in different combat schools, cruising through levels, and fi ghting elaborately modeled enemies whose physical collision points drill right down to sword ends and spear tips.

But melee-intense action games are only as good as their camera angles and controls—and
in that regard, designer 10Tacle’s aiming to deliver. “We implement a dynamic camera model
that adapts to combat situations, always showing the relevant action in a way that lets players
see what they’re doing,” says Elveon’s managing director Slavo Hazucha, noting that special
moves or decisive actions get their own slow-mo zooms. But dramatic close-ups on lanky pointeared dudes in body armor?

“Elves are a heroic and popular race,” explains Hazucha. Surely Orlando Bloom and R. A. Salvatore wouldn’t argue. “Our game and fantasy universe depict an ancient era where the elves are still a cunning and dynamic force on the rise.” Think Fabio turned Roman centurion—in other words, not the spindly, diminutive fairy creatures of legend. Or those little fellows on your cereal box. Snap, Crackle, and Pop in cuirass and greaves? Not here, thankfully./Matt Peckham

Swinging swords plays center stage in Elveon, but you’ll actually have four weapon classes to toy with: damage-minimal-butdual- wieldable daggers, slow-but-smashhappy two-handed swords, bows for ranged attacks, and spears for smacking around several combatants at once. “During combat, you’ll have a ton of options,” explains Hazucha. “On offense, you’ve got basic, advanced, and expert-level attacks, plus combos and special kill moves. And on defense, [you have] blocks, quick dodges, and strafes. Your choice of weapon and armor affects your performance.” So heavy-armored spearmen may be slow but deliver brutal damage to quicker, more agile dagger fi ghters, while the latter can dodge almost every attack and retaliate with deadly speed but relatively weak damage. And you can pack up to three weapons in battle, swapping on the fl y to deal with tactically unpredictable opponents.

> For much of the game you’ll be fighting other elves, but 10Tacle promises plenty of “hostile interaction” with divine creatures.

> Character development supports the action aspects of Elveon by letting you choose from
several possible combat paths...

> ...You can become an expert in one school or an “all-rounder” who knows a bit


Champion Dreams: First To Ride

game review: Congratulations! Champion Dreams: First to Ride admits you into the world-renowned Sycamore Riding School. Ride the horse of your dreams as you compete in dressage, show jumping, and cross country events against rising stars from all over the world.
Publisher: Ubisoft
Platform: PC · Genre: Racing Simulation
Release Date: 12/31/06 · Origin: Europe
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Grand Theft Auto: Vice City - Long Night

game review: That shining is the addition of cult high-speed ekshena GTA: Vice City, indisputably leading in the race of original sikvelov. How about conducting of veselen'kuyu night in the familiar city, filled with the crowds of the bloodthirsty of zombi and to give a ride on that armored SandKing on that loved, bespattered by the blood, by highway? You will perceive itself in the main role of that freezing to the shower of the film of horrors, created in the best Hollywood traditions v prove, how you are tough nut. 25 unique skinov of zombi, are more than 20 missions gripping spirit, the newest stylish radio stations, bloodthirsty specials-effect and stunning special features of the play process v are ready to tickle your nerves! But the renovated specific forms of weaponry and transport, ground to the ideal of graph, the moved mini- regimes of game v is final Ldobit6? your nervous system! GTA: Long Night Zombie City V and of zombi here not quiet.

Minimum System Requirements:
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Aug 15, 2006

Heavy Metal: F.A.K.K. 2

pc game
game review: Years have passed since the Julie a.k.a. F.A.K.K.2 defeated the would-be God Lord Tyler on the bloody battlefields of the Holy Land. She has long since put the pain of those days behind her and turned her eye too more pressing matters. F.A.K.K.2 on the long journey from the Holy land to the Galaxy of the Twin Suns has gathered those without a home in the universe and brought them back to her Home-world of Eden. With their help She and those she has brought to this place of perfect natural balance have once again rebuilt the ruined city atop the field of mystical bubbling geysers. From this sacred place the life-giving water of the planet flow to all its corners. Eden is the water source and it has given the people who dwell here endless life and good rapidshare megaupload sendspace torrent oxyshare megashares uploadport badongo ftp

Erotic Chess Game

Lovechess, the erotic chess game

Based on the Greek and Trojan epos, LoveChess takes you to a place where the gods have sex on the chess board. Play chess with sexy queens and amorous knights on your PC.


- A beautiful 3D scenery and realistic erotic models.
- Watch the chess pieces make love from every angle.
- Diverse and unique 3D sex animations.
- Hand painted erotic art.
- Ambient music for a total immersive experience
- Multilingual: English, German, Spanish and Dutch.
- A chess-engine with enough challenge for both beginning and experienced players.

System Requirements

Computer: 100% DirectX 8.1 compatible computer.
Operating System: Windows 98SE/ME/2000/XP.
CPU: Pentium 4 or AMD Athlon, 1 GHz required.
Memory: 256 Mb RAM required.
Graphics Card: 64 MB DirextX 8.1 compatible 3D videocard.
Sound Card: 100% DirextX 8.1 compatible Sound Card.
Installation: 50 MB of free hard drive space required
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Bad Boys 2

game review: Mike Lowrey and Marcus Burnett of the Tactical Narcotics Team are back and oh so bad. Featuring all the fast pace and all-out action of the movie, it's your job to ensure that these TNT cops are not DOA! Somewhere on the streets of Miami, something is going down which must be stopped. You can play as either Mike or Marcus in first or third-person viewpoints, making your way through 15 stages of fast paced, all-action gameplay, with gameplay featuring multiple mission objectives. In addition to a variety of weapons, destructible environments, and changing playstyles, the game features a Bad Boy rating system, where you are rewarded for your actions and achievements. Play the perfect cop or be a Bad Boy. What are YOU gonna do?
Publisher: Empire Interactive
Developer: Blitz Games
Platform: PC · Genre: Third-Person Action
Release Date: 12/31/99 · Origin: U.K.
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Aug 14, 2006


game review: FATE is one of the best action role-playing games for the PC that I've played this year. The game isn't particularly innovative and doesn't really bring anything new to the genre but what it does do is deliver a solid and fun game experience for all ages.

Genre: Role-Playing, Style: Isometric Action RPG
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PUBLISHER: Sony Online Entertainment DEVELOPER: Sigil Games GENRE: MMORPG RELEASE DATE: Winter 2006
Diplomacy lets you deal in factions and lore, advancing your character in ways that don’t involve combat.
“I think the biggest thing we’ve learned from WOW,” says McQuaid, “is that players rightfully expect a high degree of polish—in terms of gameplay, UI, or anything else, for that matter.”Hardcore and proud of it: Vanguard wants to lure folks away from WOW with increased challenge, meaningful player housing, and the intriguing field of diplomacy.

tell us that over 50 percent of all MMO players hang out in World of WarCraft— makes you wonder what kind of masochist would ever dream of making another one of these massively risky monsters. But Brad McQuaid, former EverQuest mastermind and current CEO of Sigil Games, developer of the upcoming unapologetically harder-core, highfantasy Vanguard: Saga of Heroes, thinks his game offers something that the Horde ranks don’t: “Freedom,” for one thing. “The ability to customize characters to a degree yet unseen in MMOs. Vanguard is more challenging, too— though challenge does not mean tedium.” So what to make of the fact that the corpse runs—EverQuest’s primary tedious fun-killer— are still a stubborn part of Vanguard’s design? “If you die in the depths of a dungeon, thepenalty should be higher than if you die on a
hill just outside of a friendly village,” explains McQuaid. “But when you die in Vanguard, an
entry in your travel journal leads back to your corpse. Right around level 10, the level where
you’ll fi rst need to do a corpse run, you’ll also have your fi rst mount.” In Vanguard, these
range from the usual horses to ships to fl ying mythical creatures, all of which pull doubleduty
as pack mules. McQuaid also expects players to carry multiple “situational” sets of gear with their mounts (which stay with you even after death). “We’ve pretty much eliminated the ‘naked’ corpse run that turns so many people off—and rightfully so.” OK, you’ve got our attention—go on.

Vanguard also offers a reason to get excited about player housing: mobility. “Many players
will want to keep their houses near areas designed for their level range, and as they
level up, they’ll be able to move—making their previous plot of land available again for new,
up-and-coming players,” McQuaid says. “Because these houses can be placed near adventure or harvesting areas that are around the same level range as [players] are, we’re not talking about long travel times back to your base of operations.”

But Vanguard’s loftiest desire is to bring the disparate spheres of character development— in this world, adventuring, crafting, and the experimental fi eld of diplomacy— into harmonious alignment. “A highlevel, multisphere encounter might be one where you need diplomats to convince the guardians of a dragon’s lair to permit you entrance,” says McQuaid. “You enter that lair in search of extremely rare dragon eggs—that goal being different from your original stated intent—that might be protected by dragons, in which case you’ll need a high adventuring
level to handle the encounter. Then you need to employ high-level harvesting skills to obtain the eggs.... You then sell the eggs or use your own crafting skills, perhaps leading to the production of a very rare and powerful potion.” But potent enough to break the almighty grip of WOW?


Aug 13, 2006

Heavy Gear

game review: Heavy Gear 2, based on the pen-and-paper RPG Gears, takes place during a cease-fire in the Interpolar War between the Confederated Northern City-States and the Allied Southern Territories, now allied against a common threat. A squad of elite piolots is given the mission to go behind enemy lines and discover the enemy plans for invasion. As one of these pilots, you are among the finest warriors in our history, and you will be outfitted with top-of-the-line Gear equipment to match your elite warrior status.
Publisher: Activision
Developer: Activision
Platform: PC · Genre: Simulation
Release Date: 06/23/99 · Origin: U.S.
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Robot Arena 2

Game review: Robot Arena: Design & Destroy puts you in an advanced robot workshop where you can design and build your own fighting machines, starting from simply drawn outlines and adding armor, mobility, and weaponry as you progress. You can wage war in a variety of arena-style contests filled with ramps, platforms, obstacles, and hazards that affect the match. All of this is controlled through a Team HQ where players manage every aspect of their growing domination through League and Tournament play. It's no-holds-barred combat where the last one rolling wins.

Publisher: WizardWorks
Developer: Gabriel Entertainment
Platform: PC · Genre: Action
Release Date: 02/25/03 · Origin: U.S.
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After The End

game review:
Save the planet from a genetic nightmare! Cut your way through many interesting locations filled with mutants in this 3rd person 3D-shooter. Choose from 3 different gameplay modes to discover the source of the evil raging all over the planet! Fight dreadful creatures with your arsenal of weaponry, everything from shotguns to sonic cannons! Combine that with your special abilities, and those mutants don’t have a chance! After the end, there’s nothing left to lose!download rapidshare megaupload sendspace torrent oxyshare megashares uploadport badongo ftp

Land of Legends

Game review: Once upon a time there was a land where man and magic coexisted with a menagerie of fantastical beings. All was not well though, for a great horror stalked the land. The kind folks of the lands attempted to smote Evil, and were able to defeat it, but Evil never dies ... The races, each claiming to have single handedly saved the world in the war against Evil, grew suspicious of each other. Each retreated to their own realms, content to spin tales of glory that rarely reflected the truth. And in this fractured world Evil returned, confident that the races would finally bow down and acknowledge their true master. Land of Legends is a turn-based fantasy strategy game where eight unique races vie for supremacy using a combination of cold steel and hot magic. Players will have to use their wits and each race's special abilities to bring defeat to the forces of darkness plaguing the lands in the thirty-two mission campaign. The game doesn't end with Evil's defeat though, as a built-in matchmaking service allows infinite replayability by giving players the chance to play against live opponents around the globe.
Publisher: Shrapnel Games
Developer: Tiny Hero Game Studios
Platform: PC · Genre: Turn-Based Strategy
Release Date: 09/21/05
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