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Monday, June 6, 2011

Damnation


Damnation is very bad. You can come over to my desk right now, randomly choose a level for me to show you, and you will see exactly what I'm talking about. There's screen-tearing everywhere, the textures are hideous, the voice acting is terrible, the animations are robotic, there's no voicechat in multiplayer, the story is poorly laid out, and the gunplay is no fun -- I can go like this all day, but I think you get the point.

The basic story of this third-person shooter actually had a chance at being cool. Right around the time of the Civil War, steampunk weaponry gets invented and a guy named Prescott sells it to both the Union and the Confederacy. This extends the conflict 40 years or so and changes the entire landscape of the nation. From there, things get hazy. You'll put on the black hat of Hamilton Rourke and set out to find your lost fiancée. You'll travel to a handful of places fighting Prescott's forces, and when you're done killing everyone, you'll get sent to another location to do the same. You can play Rourke's story on your own or as part of a split-screen or online co-op team. This means that you'll always have at least one other character with you as you traverse the game's handful of excruciatingly long levels.

See, Damnation is a train wreck from the very start. If you're using a controller, you aim with a shoulder button, but moving the reticle is imprecise. If you use the mouse and keyboard, aiming's more precise, but you can still shoot through half-walls. When you encounter an enemy, lots of times the zombie/wolf-creature/whatever will just stand there and let you shoot him to death. The game hitches and hiccups when you're doing the most basic of moves, and the muddled textures on the wall are embarrassing. Even beyond visuals, it's not fun to sit there, slowly move the crosshairs on top of a bad guy, and shoot the non-moving person until he collapses.

Case in point: vehicles in Damnation. Every now and again, you'll need to climb on a blocky looking motorcycle and rip across the landscape sprawled out in front of you. As I mentioned before, you always have a partner by your side, so these motorcycles have a place for your friend to stand on the back tire and hold on for dear life. Problem is, if you jump on the bike and hit the gas without letting the partner on, they just teleport in later down the road. This'll happen as you move through levels on foot as well; you'll get out in front, and your partners will warp into place.

Occasionally, enemies will be in the empty environments you're racing through. Your partner will try and shoot them, but the attempts won't be successful because Damnation weapons take about 17 shots to kill someone. You can run the bad guys over, but there's really no reason to because they're not a threat -- and if you do run them down, they often float behind your ride as you scoot on.

Weird, floating problems happen all the time in Damnation. At one point an enemy jumped while I was shooting at him, he died in the animation, and then the dude just hung in the air as if he was pasted there or the game was paused. When you shoot one of the exploding barrels in Damnation, it instantly turns any bad guy in the (generous) blast area into chunks of meat -- and I'm talking about it awkwardly and instantaneously going from person to chunks. At one point after killing a guy like this, I walked over to find his dismembered arm freaking out on the ground. Sigh.

If you put a gun to my head and demanded that I say something somewhat positive about this game, I'd tell you that the jumping gameplay can be all right sometimes… but not often. See, when you reach a new part of a level, the camera will pan through the entire place -- and I mean the entire place -- showing you a general direction to go. This means you'll need to leap at walls, spring off them, grab ledges, and keep moving. You can shoot with your weak and worthless pistol while hanging, you can pull yourself up from one handhold to another in a wacky somersault kind of motion, and you can make big old leaps by getting a running start. I dug that I had to hold a button to jump away from a wall so that I wasn't accidentally killing myself left and right, but that was about it. The whole mechanic is clunky thanks to poor animations (Rourke can climb a motionless rope without using his legs -- his appendages just hang there lifelessly.).

As if everything I just told you didn't completely turn you off to this title, you need to know that multiplayer is worthless here. Yes, you can play co-op online and via LAN, but there's no voicechat so don't even think about discussing attack plans. Yes, there are online versus matches, but they run worse on the PC than they did on the PS3 and 360. Yes, very few people are playing this game, but the maps don't adjust to the number of players; enjoy running around a huge map with one other person!







DOWNLOAD LINK

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Saturday, June 4, 2011

Steel Storm: Burning Retribution (PC)


Steel Storm: Burning Retribution is a top down action shooter with old school spirit. It marks the return of top-down shooters with new twists. The game has score oriented competitive gameplay, and is designed for people who like fast paced action, hordes of smart enemies, destructible worlds and ground shaking explosions.






The events take place in an alternative universe where you control an advanced hovertank, packed with the most advanced and sophisticated weapons. Your task is simple, but nevertheless not trivial. In the fight against extraterrestrial invaders, you must prevail!

Release Date: May 11, 2011
Exclusively on: PC
Genre: Shooter





System requirements:

* OS: Windows XP SP2 / Windows Vista / Windows 7
* Processor: 2.0+ GHz Single Core Processor (Dual-Core Processor recommended)
* Memory: 1 Gb RAM (2 Gb or greater recommended)
* Graphics: NVIDIA GeForce 7600GT+ or ATI Radeon 2400+ HD with 256 Mb of VRAM (512 Mb of VRAM recommended). latest OpenGL video drivers must be installed
* DirectX®: n/a
* Hard Drive: 800 Mb
* Sound: Windows Supported Sound Card

DOWNLOAD LINK

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Fable III (PC)

A royal disappointment.

There's something about a virtual fantasy world populated by autonomous computer-controlled people that sparks the imagination like little else can. I get a tidy, miniature world to aid, patrol and destroy as I see fit. I feel a rush of dizzying power because the outcome is solely decided by me. If I don't want to watch a town get torn to shreds by balverines, I can conjure fireballs and slash my sword to save it. Or I can strip the town of its protective lanterns and watch as the monsters rip up screaming, innocent residents. Fable III is at its best at times like these, but they're far too infrequent. There are bursts of creativity and moments when you're sandwiched in evocative moral dilemma in Lionhead Studios' most recent version of Albion, but they're buried beneath heaps of underdeveloped characters, tired stories and shallow mechanics.

If you've never played Fable and missed out on the Xbox 360-only Fable II, there's no need to worry about doing homework for Fable III. All you need to know is explained at the beginning: the king is evil and needs to be removed from power. It's not the most original story setup, but forces me, as the hero, to flee the castle and mingle with locals across the fantasy realm of Albion in an attempt to amass enough support to topple the king and assume control of the land. Fable III's hook is that it doesn't end when I put on the crown. It forces me to make promises to those I help and, once on the throne, to decide whether or not to honor my word or break it.

It puts me in an uncomfortable spot. The characters I spent time saving don't simply fade into the background as I make progress. Instead they come back with demands, expecting me to help them out when I'm in charge. Most of the time, helping out clashes with the greater need to keep the kingdom safe, forcing me into a precarious balancing act as I juggle the worth of my word and the safety of Albion. It's a great concept, but it feels like someone yanked it out of the oven before it had much of a chance to rise.

The problems start with the characters, a majority of whom are walking clichés distinguished more by their style of clothing and accents than their actions. What should theoretically be a gut-wrenching decision as I consider whether or not to ignore their demands and promote child labor or establish a brothel falls flat. With the exception of my mentor and frequent companion Walter along with Logan, the villain king, the characters are imbued with such one-dimensional personalities that few feel like anything more than diorama props. When, as king, I break my promise, it's tough to feel anything but the key underneath my finger to input a command that tells them to get lost.

In between Fable III's main story recruitment missions there's plenty to do, but little that's genuinely interesting. There are side quests, though most are genre-standard escort and kill tasks. I can buy and operate property, but am given only the most basic options for customization, reducing what could have been an intriguing game of empire management to a dull, tedious process punctuated by a tinny sound effect as income is regularly added to my in-game wallet. I can kill or court Albion's citizens, but the juxtaposition of goofball humor with the potential for senseless violence strips meaning from the encounters. Even as citizens are screaming 'murderer!' to my face, I can initiate a silly dance, do a fetch quest, go on a date, and moments later be married, own a house and have a child. It gives the process of forming lasting, fulfilling relationships all the emotional heft of tying up shoelaces.

Even in spots where Fable III introduces elements of intrigue and mystery, like when I'm tossed into a murky desert cavern and forced to fight off horrors as an ominous voice hisses threats, it stops short of exploring the angle to the fullest. The horrors are supposed to be the greatest evil in the land, yet show up seemingly randomly two-thirds of the way through the game and are only encountered a handful of times. It lends an unfinished quality to the experience, where it seems as though Fable III spends so much time on the chase for the crown that many other elements that should be important feel rushed and sloppily mashed together.

It's hard to care, then, about finding all the collectibles hidden throughout the world, participating in chicken racing mini-games, sniping malcontent gnomes, and running around hand-in-hand with citizens when the components of the larger-scale conflict are so crudely stitched up. Then when I'm finally on the throne, Fable III offers a dismally limited number of choices to make. It's like an action movie that focuses so much on the load-up sequence it forgets about delivering a proper payoff.

At least there's style and humor in Fable III. Some of the writing is genuinely funny in a crass kind of way. It doesn't build any significant foundation of character, but will make you laugh from time to time. Albion is still a pretty place, and the character models, animations and environments adhere to a cohesive and colorful fantasy motif. From the mist that gathers in graveyards to the afternoon sun streaking over the sparkling sands of a desert wasteland, it's easy to appreciate the care that went into delivering a vibrant fantasy setting. Lines of voice acting are professionally delivered by the likes of John Cleese, Simon Pegg and more. A handful of quests, such as a clever take on Dungeons & Dragons, tell great stories and provide plenty of entertainment, but these are disappointingly isolated, making Fable III doubly frustrating because these moments tease the potential for a better game.

The combat doesn't help distract from the issues with story and shallow characterization because it's so stubbornly inflexible. Melee weapons, guns and magic are used in essentially the same way the entire game through. Mechanically it requires a wearingly repetitive cycle of rolling and firing, which proves to be an effective method of dispatching nearly everything encountered, even with the difficulty cranked. For a game that so frequently reminds me of the significance of choice and commitment, it's especially disappointing to be given a combat system that incorporates none of it. The gradual evolution of the weapons' appearance and power as I purchase upgrades and meet goals is a nice touch and conveys a solid sense of progress, but it fails to add any lasting excitement to a combat system that is, quite simply, boring.

To mix things up it's possible to bring another player into the game. You can take on quests together, open Demon Doors to secure hidden loot and even get married. It's certainly a welcome option, though is more of an added frill than a core part of the experience. The interface managing all this, while fancy, isn't particularly well suited for the PC. Though you can play with a mouse and keyboard if you want, having to click and hold buttons to input decisions doesn't really make sense, and the method of selling items at shops and browsing custom closing options could have been made less cumbersome. That being said, the game plays just fine with an Xbox 360 controller.

Minimum System Requirements

* OS: Windows XP SP3, Vista or Windows 7
* CPU: Intel Core 2 Duo 2GHz or AMD Athlon X2 4000+
* RAM: 20 GB
* HDD: 12 GB free disk space
* Graphics: 256 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

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Escape from Thunder Island

The active volcano is the least of your troubles in this game.

Rita, the heroine of hidden object game Escape from Thunder Island, is in a bit of a pickle. She wants to find her dad, who’s gone missing while looking for the Lost City of Zenadoo, but the volcano looming over his last known location is ready to blow and a good sneeze is likely to set its ash to spewing. She’ll have to trek through the jungle, comb through temples, and solve ancient puzzles to save her pop, but fortunately she has luck – and a monkey – on her side.

Escape from Thunder Island has a great premise, casting Rita’s adventures as episodes of an old-time serial, with each segment ending in a thrilling cliffhanger. It’s a great idea, but the character of Rita herself takes some getting used to. She’s kind of charming, but she’s also a little bit clueless, attributing her narrow escapes to her uncanny good luck, when in truth her survival is usually due to the intervention of her monkey pal, Marbles. She’s capable enough when it comes to navigating the island ruins in search of clues to her father’s whereabouts, though.

As with most current HOGs, Escape from Thunder Island is a mix of object searches and puzzle solving, but the emphasis is more heavily on the latter than the former. You’ll have to poke through a few hidden object levels in order to retrieve a useful tool or item, but most of your time will be spent simply picking up loose odds and ends that are lying around in plain view. Your inventory will quickly fill to bursting with all manner of odds and ends, including several that will be used repeatedly throughout the game, such as a machete and a slingshot.

Even if you went in looking for a HOG, you probably won’t mind too much that Escape from Thunder Island goes a little easy on them, because the ones that are there are pretty run of the mill. They’re not badly done, but HOGs have progressed past the point where padding the experience by asking players to find multiples of the same object feels lazy. One nice feature the object searches sport is the need to “assemble” one select item before you can collect it. Before you can snag the flashlight, for example, you’ll have to first pop in the battery and the light bulb. It’s not a new concept, but the fact that the pieces that need to be assembled aren’t listed adds a nice touch of extra challenge that these levels otherwise lack.

The puzzles fare somewhat better. You’ll have to tackle both environmental puzzles – like figuring out how to weigh down a lever – and more traditional puzzles like jigsaws. Normally, I’m not a fan of jigsaws in HOGs because they’re too easy and unimaginative, but the ones in Escape from Thunder Island are genuinely difficult. Their images have been worn away by countless years of exposure to the elements, making it tricky to determine what you’re trying to assemble. They’re not hard enough to frustrate, just ornery enough to give you pause.

The game’s biggest issue is its lack of refinement. Upon entering a new location, simply pick up everything that isn’t nailed down – you’ll need it eventually. Puzzle pieces, tools, random bric-a-brac all goes into your ever-expanding inventory until you need it to complete an obstacle. Your inventory can become so bloated, in fact, that cycling through to get to the things you need quickly becomes a bit of a chore; it would’ve been great if items that got used the most, like your shovel, had their own tab.

The game can also be quite fussy about recognizing your mouse clicks. It’s frustrating, but somewhat more acceptable, when you have to be super precise when grabbing something from the scenery, but it should be impossible to miss grabbing an inventory item. Should be, but isn’t. You’ll frequently click on your inventory only to realize that you’ve failed to pick up the item in question. These misses, both in the field and in your toolbar, happened so often I actually check to make sure my mouse was working properly. (It was.)

I honestly can’t tell if the art style of the game’s cutscenes, which look as though they were drawn by a talented amateur in MS Paint, was on purpose or not. They’re so cheesy and low rent, it’s hard to believe they weren’t done with tongue firmly in cheek, especially given the high quality of the voice acting that goes with them.

Escape from Thunder Island has a fun, Saturday afternoon serial story and some solid puzzles that will give your brain a satisfying workout. For the most part, though, its numerous frustrations bring it down to being simply adequate.




System Requirements:

* OS: Windows XP/Vista
* CPU: 1.0 GHz
* RAM: 512 MB
* DirectX: 9.0

DOWNLOAD LINK


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Dirt 3

Rally returns with bad weather in a good way.

There's a good chance I'll never hurtle down the backroads of Finland at more than 100 mph in a BMW Z4. To be honest, I'd be terrified to cross into triple digits on roads so narrow. But to be able to experience such a feat in a safe environment is divine. Dirt 3 delivers this power, reminding rally nuts what a fun ride this series is.

The driving in Dirt 3 feels tight and responsive, and the six tuning options return to balance out any terrain type. Driving through Finland, Michigan, Norway, LA, Kenya, and Monaco feels superb. Cars respond effectively to the slightest control touches and the need for tight braking stands out. Every slide from gravel onto tarmac or snow feels significant and the variations require extreme concentration. When competitors kick a spray of snow onto the windshield, the effect is appropriately chaotic. The addition of rain, snow, and nighttime driving is not simply cosmetic – headlights are required, wipers stay busy, and tires are tested.

On the event side, Dirt 3's choices keep coming. Not only has rally returned to the forefront in event selection, entire disciplines can be minimized if they don't hold your interest. Don't get me wrong, every discipline has been expanded, but rally keeps the highest event count. The main tour is split into four seasons, but as the podiums add up, six discipline-specific tours emerge, pushing the total race count to even higher numbers. The locations, track variations, and event types make this a ride that lasts a long time. And with so many time-specific events, repeating races is a surefire path to longevity.

Codemasters made an odd choice with car collections. Money's been thrown out the window and cars are automatically sent over by teams and sponsors through leveling up. It feels as though nothing's been accomplished when the garage is full of random new cars I didn't specifically choose. Also, the newest cars provide the greatest driving bonuses, so choosing anything less will lead to earning fewer points. My favorite cars gathered cobwebs for this very reason.

Regardless of their organization, the full set of cars is impressive. Dirt 3 reaches across all decades of rally racing giving the option to pull vehicles dating back to the sixties. Driving older cars, like the Fiat 131 Abarth, is a stark contrast to the feel of souped-up Trailblazer cars.

Dirt 3 is the best looking Dirt game to date. Watching sunsets and sliding through puddles in the rain is stunning, at both high and low speeds. Details like background fireworks and pedestrians scrambling out of the way are a nice touch in a world that feels alive, even in the remotest locations. Car bodies collect dust and snow buildup, and the shiny gleam of rain on the windshield sets the tone of a muddy race.

There are several adjustments to smooth the experience on a high-end computer. From ultra-detailed graphic settings to racing wheel calibration and force feedback, the PC allows the most hardcore rigs to experience the game at its greatest.

Dirt 3's sound stands out. Not just in the roar of engines, but also in the details. From the trackside fan shout-outs to the crunch of packing snow, the details are what make the soundscape superb throughout. The impact of a bad drift or a head-on collision smacks you in the gut.

In Dirt 3, triangles are the design center of the menu presentation. These unfolding shapes reveal events, seasons, tours and freeplay options. Animated cars spit out bundles of triangles from the tires, and the look is spot-on, keeping in tradition with the unique, beautiful menu aesthetic the series is known for.

There's no longer an RV that travels around the world stopping at different events as in Dirt 2. Instead, you begin as a professional driver just signed by an agent. This disembodied agent's voice provides advice and direction through the game's insane number of events. A mechanic and fan manager also help discuss car setups and how to make the most out of the community. Unfortunately these voices are bland and ultimately forgettable. The false positivity they provide through thick and thin is grating, when it's really just the racing that matters. The fan manager constantly suggests uploading clips to YouTube, even when the footage isn't compelling.

Race replays are lacking in Dirt 3. While I mentioned YouTube uploads, the clips are limited to thirty seconds, meaning one can't show the world their flawless, five-mile Kenya run. Replays also can't be saved, so unless you upload a small clip online, all records are lost. It'd be nice to get a second shot at seeing old footage, and not just in tiny increments.





Taking the race online opens up additional options that aren't found in single player. The new Jam Session Party Modes provide capture the flag and tag-style events that are great in short bursts, but grow tiresome after too many rounds. Serious racers can tackle time trials and leaderboards, force cockpit views in hardcore mode, and even compete with up to eight people in Gymkhana as ghosts sliding through each other. These options are robust, so long after season four concludes, online keeps players racing.

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Command & Conquer: Red Alert 3 - Uprising


When last we left Red Alert 3, all sorts of crazy things were happening, not the least of which was that David Hasselhoff becoming president. Of course, the ending you got depended on the faction that you played, as each of the three campaigns in the game basically existed in its own universe, separate from the others. Here we are now at Command & Conquer: Red Alert 3 - Uprising, an expansion that provides a hearty single-player challenge to fans of the series. What it doesn't offer is a continuation of the Hasselhoff storyline, but that's probably fine, as we can only imagine that Executive Order #1 would be to mandate curly hairdos for everyone.

Uprising is a collection of four "mini-campaigns" along with an escalating Commander's Challenge that tests just how good a Command & Conquer player you really are. These mini-campaigns consist of three or four missions each and take place from the perspective of the three main factions and Yuriko, the Akira-inspired Japanese schoolgirl with terrifying psychic powers. The four mini-campaigns in Uprising don't sound like a lot, but taken as a whole it constitutes a sizeable amount of content equivalent to many regular real-time strategy games.

There's no narrative thread that unifies the campaigns, as each serves as a vignette of sorts. The Russian campaign is about the aftermath of defeat and taking on a dangerous megacorporation. The Untied States campaign is about the pacification of the occupied Japanese islands. The Rising Sun campaign deals with Russian aggressiveness. And the Yuriko campaign tells the story of the Akira-like Japanese schoolgirl-turned-weapon. So like the original game, each campaign exists in its own separate universe, but since they're so brief, there's very little story to follow.

If you were accustomed to the co-op gameplay of Red Alert 3 (even if you played by yourself you were always paired with a computer partner), then Uprising will remind you of the good old single-player days of C&C. There is no co-op mode, or multiplayer in general, but you do get challenging missions that will test your ability to micromanage an economy and army at the same time. Since the mini-campaigns are so short, there's no time to "ramp up" in terms of difficulty, so things get hairy quickly. That's a plus, as most C&C fans are probably longtime veterans of the genre, and even if you are a newcomer you will have been battle-tested by Red Alert 3.

And for what it's worth, the mini-campaigns tend to be fun when you get to unleash the new toys at your disposal. It's telling that there's no multiplayer built into Uprising, because many of these new weapons would easily unbalance any match. Take for instance the Allies' new Harbinger gunship, which pummels units and buildings while soaking up a lot of damage and repairing itself over time. Then there's the Rising Sun's new Giga-Fortress, a transformable island that turns into a floating Samurai head that fires a devastating laser. It also self-repairs and can absorb a ridiculous amount of damage. It wouldn't be fun to be on the receiving end of these weapons, but if you're the one dishing out the hurt, fire away! What's not as fun are some of the puzzle-like parts of each mission that require you to do a task exactly as the designer envisioned with almost no room for variation or error. That just makes you constantly quick save and quick load until you get things right.

Thankfully, even though it is digitally distributed and not being packaged in a retail box, EALA still maintains a high degree of quality. There's a slew of new live-action cinematics and cutscenes, starring some notable talent, like Malcolm McDowell, "Nature Boy" Ric Flair, and others. There's also returning talent, like the lovely Gemma Atkinson to give the Allied commanders orders. This is a well-polished product, which we've come to expect from EALA, which has been making strategy games steadily for years now.

When you're done with the mini-campaigns, a task that will occupy about eight to 10 hours of your life, you can move on to the Commander's Challenges, a series of missions that are geared toward C&C experts. The idea in Commander's Challenges is that you're placed in situations and scenarios that will push you to the limits; you have to win without being able to save the game and with an eye on the clock. That's because the game records your time to complete a mission, with the idea that you can try and better it.

The Commander's Challenge is indeed that, though it's mainly done through the traditional method of making C&C tougher; giving the computer opponent plenty of handicaps instead of making it smarter. In the campaigns and the Commander's Challenge, the AI will settle for the same tactic or pattern and repeat it endlessly; you just have to recognize the pattern and counter it. Don't be surprised to see the AI in Commander's Challenge basically spam you with an endless supply of units; until you can cripple its economy or production facilities, you're going to have to brace for them. It'd be nice if someone could make a proper, adaptable AI for these kinds of games one day, but since nearly everyone in the RTS genre is guilty of it, it's hard to ding EALA.
How many times has Malcolm McDowell played a president in a game?

There is no proper multiplayer in the game, though. You can't play anyone online or over a network, as Uprising is geared as single-player only. There's a skirmish mode if you want to do something other than campaigns or Commander's Challenge, but that's about it. Again, that's probably for the best, because the new units in the expansion would need to be extensively balanced and tweaked to make for a "fair" multiplayer match.

DOWNLOAD LINK:

http://www.mediafire.com/?sharekey=8605780d4228a713d0d290dca69ceb5c9c0767bd%202ad6e742b8eada0a1ae8665a

Dungeons & Dragons: Daggerdale (PC)


The Forgotten Realms are under attack by the evil Zhentarim in Dungeons & Dragons: Daggerdale, another thrilling adventure in the world's most popular fantasy role-playing game. D&D: Daggerdale centers on the desperate struggle to defeat the evil Rezlus and his Zhentarim in their attempt to invade and conquer the Dalelands. The game offers a multi-player experience that introduces a riveting narrative and treacherous new characters. Players are charged with the task of restoring order to Nentir Vale by unlocking the secrets of the Mines of Tethyamar, defeating the evil within the treacherous Tower of the Void, leading to the final confrontation with Rezlus himself.

Action-packed RPG gameplay allows for solo and co-op play for up to four players. Gamers use intuitive pick-up-and-play combat combined with a wide assortment of weapons, feats and powers to defeat a wide range of deadly enemies. Dungeons & Dragons Daggerdale boasts an array of stunning levels and exploration opportunities set in the richly detailed environments.



Release Date: May 24, 2011
Exclusively on: PC
T for Teen: Blood, Violence
Genre: RPG
Publisher: Atari
Developer: Bedlam Games
Online Play: 4 Co-op





System Requirement :

* OS: Windows XP/ Windows Vista/ Windows 7
* Processor: Intel Core 2 Duo E7400 2.80GHz / AMD Phenom II X2 555 Black Edition
* Memory Ram: 2 GB
* Hard Disk Space: 4 GB Free
* Video: 512MB @ nVidia GeForce 9800 GT / ATI Radeon HD 3870
* Sound Card: DirectX Compatible
* DirectX: 9

DOWNLOAD LINK


http://www.mediafire.com/?tqhrrnd55laa0

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Space Interceptor: Project Freedom

Let's face it... the space-based flight combat genre -- once the domain of power hitters such as Wing Commander, Freespace, Privateer and X-Wing vs. TIE Figher -- is pretty much dead. Eve more recently released (and still exceptional) sci-fi flight titles like Starlancer and Freelancer couldn't restore the genre to its once former glory. Because of this, it's no surprise we don't see many space combat sims anymore.

Growing up in the way-out 70s left me with a profound fascination with anything to do with outer space - especially if there are lasers and spaceships involved), so it saddens me to see these types of games no longer lining the shelves at software stores. However, this didn't keep developer CITY Interactive from trying their hand at the genre with Space Interceptor (Project Freedom in Europe). Although simple, for $20, the game offers up a good bit of fun, especially for those of you nostalgic for the depths of laser-ridden outer space.

Unlike space flight games of yore that pretty much required a joystick, similar to Freelancer, Space Interceptor is controlled completely with the mouse and keyboard. The game's simple, linear design stresses arcade action, and the two most important controls you'll use during the entire game are the two mouse buttons: left for lasers, right for secondary weapons (air-to-air or air-to-surface missiles, proton torpedo, and plasma blast). Although there are different types of missions in the game -- ranging from defend to escort to planetary attacks -- it all pretty much comes down to "kill 'em all and let the galaxy sort them out." There is a bit of research thrown into the mix that you use to upgrade your ship's attack, defense and speed ratings, but it only consists of picking which section you want to upgrade and waiting until the end of your current mission for your technological rewards.

Like I said, gameplay is very arcade-like, straightforward and linear. That's not a bad thing in this case, though. Space Interceptor is all about action, and the game doesn't disappoint. You may have to take on wave after wave of enemy ships or destroy dozens of enemy missile turrets and laser emplacements during the 21 missions, and unlike lots of these types of budget shooters, you can move in full 3D and you aren't locked in one place with a stationary gun. There is one ball turret mission where you're immobile, but it fits in well with the "story" (I say "story" because it's about as deep as "shoot, roll, shoot, shoot, shoot") since you're on a capital ship. This mission reminded me of Luke and Han taking out TIE Fighters circling the Millennium Falcon, and it's obvious that the designers took a lot of cues from famous Hollywood sci-fi movies. The game even culminates with a Death Star-esque finale (don't worry, I'm not spoiling any of the plot since there is none).

Flying through the vastness of outer space can be desolate and boring, but CITY Interactive made the visuals more exciting by adding lots of attractive planets, moons and stars to gaze at, and also plenty of nebulae, gas clouds, space junk and asteroids to fly around. With its impressive lighting effects, high-quality ship models and colorful spacescapes, Space Interceptor is the prettiest budget game I've ever played, and it can even stand its own against most of the full-priced games out there.

There are three views to gape at the visuals: a cockpit view complete with instruments and gauges, an outside first-person camera view with no screen obstructions and a behind-the-ship slot view. Although it's pleasing to the eye and offers up high-intensity gameplay, the game runs great even on low-end systems (provided you have at least a 32MB video card), and the fast load times before missions keep you in the action rather than sitting around waiting for the fun to start.

While Space Interceptor is entertaining, it does have a few problems. First off, in true space combat fashion, your wingmen are pretty much useless, and it's up to you to save the entire universe. And unlike most space flight games, there's no radar to show you where enemy ships are, although there are red arrows on the side of the screen that point to possible targets. There's also no graphical indication if your lasers are hitting their mark, although you can look at your opponent's health bar to see if they're about to get knocked down. However, the biggest detracting feature of Space Interceptor is the audio. The sound effects are nice enough, but the repetitive soundtrack quickly becomes annoying as the same bad techno riff plays over and over and over for the entirety of the game. Following the same pattern, the dialogue is extremely repetitive as well, and your wingmates proclaim "Hey, we got a new Ace here" and "Right between the eyes" over the comm dozens of times during each mission.




Minimum System requirements:

Windows 98/2000/Me/XP
Processor: PIII 700 MHz
DirectX 9.0c
256mb Ram
Free hard drive space: 412 MB
3D Video Card 32MB DirectX 9.0c-compliant Sound Card

Download link:

http://www.mediafire.com/?yl2nj2w13bp4c

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Hunted The Demons Forge



Deep in Hunted's cobwebby catacombs, protruding from a pile of mouldering bones behind one of its chatty enchanted stone head portals, there's an enormously fun, startlingly forward-thinking action role-player. That's not the best choice of introductory metaphor in some ways, because it suggests that Hunted relinquishes the good stuff grudgingly, which is far from the case: with its shoulder button marksmanship, three or four hit melee combos and geysers of health juice, this is as pick-up-and-playable a game as one could hope for.

But it does, hopefully, convey something of why Hunted can be such stonking entertainment. For Hunted is indeed a game about hunting. Hunting for gold and jewels with which to nourish the Crucible level editor. Hunting for racks of brutal, fanged, randomly selected weapons with names like "Wargar's Bane" and "Eviscerator", names that crave the attentions of Mortal Kombat's thunderous match commentator.

Hunting for anything and everything that isn't nailed down, scraping the very bottom of each crumbling dungeon or weedy forest environment. InXile's latest may look like a Gears clone wearing Tolkein's pyjamas, but its true appeal - and most serious limitation - lies in how it melds Epic's locking, loading and rolling with the magpie commodity-lust of Diablo or Torchlight.

The campaign design thus treads carefully between direction and distraction. You'll have no trouble finding your way to the end of the corridor, a feat that can be managed in around 10 hours on normal difficulty, but there are some fairly substantial crannies to explore. Lumbering down a passage as Caddoc, Hunted's burly Winstone-esque hardman, we spot a telltale glimmer through slats in a wooden façade.

Our partner, the sparingly attired Elven archer E'lara, steps forward to backslash the barrier, revealing a mouldy spiral staircase. In the darkness below, we board the Dungeons & Dragons equivalent of a tram system, firing arrows at huge bells to grind over to new areas and, as it transpires, new skeletal foes. The puzzling's far from complex, hinging mainly on the use/misuse of pressure panels and a splash of Ye Olde Light The Torch, but sturdy enough to fill the breach between clashes with the toothy gremlin opposition.

Battle is where Hunted's local and online co-op credentials stick out most, not entirely convincingly. Caddoc and E'lara are joined at the hip by a magic system which, in addition to letting you char-grill mutant spiders with fiery otherworldly basketballs, can be used to buff or "battle charge" the other player.

Some spells also key into tag team takedowns, like Caddoc's whirlwind, which holds enemies up for E'lara to shoot at, and her ice arrows, which render their targets invitingly brittle. In practice, however, it's too easy to brush past these attempts at mechanical buddy-bonding, particularly given the long-distance revival system. Caddoc's slow but serviceable crossbow and E'lara's darting sword skills ensure that straying outside a character's comfort zone is seldom a recipe for self-destruction.

he combat system has much to be said for it regardless. Shields disintegrate under frenzied claw swipes, spurring you to counterattack quickly, timing is surprisingly crucial, and while the peek-shooting lacks the heft and brutishness you'd get from something more contemporary, sending an arrow right past your partner's ear into somebody's nostril is respectable high-five material. Caddoc and E'lara maintain a steady barrage of pseudo-accented banter throughout, most of it painfully contrived but palatable with the assistance of a can or two of lager.

Hunted's big failing stems less from what it brings to the table as what it leaves in Diablo's bat-infested cellar. The level editor packs each and every one of the campaign's big tricks into one tidy grid-based package, but it lacks the single player's beguiling sense of mystery. Though tricky to implement, some sort of random environment generator a la the roguelike would have taken up the slack nicely (you can, to be fair, randomise the content of Crucible levels, just not the precise terrain layout). In a game which derives such lingering thrills from the act of rounding a shadowy corner (and butchering whatever lies beyond), it's a shame to run out of things to discover.




Minimum System Requirements :

* OS: Windows XP, Vista or Windows 7
* CPU: Intel dual core 2 GHz or similar
* RAM: 2 GB
* HDD: 4 GB free disk space
* Graphics: 256 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9

Recommended System Requirements :

* OS: Windows XP, Vista or Windows 7
* CPU: Core 2 Duo 2.4GHz or Athlon 64 X2 Dual Core 5600+
* RAM: 3 GB
* HDD: 4 GB free disk space
* Graphics: 512 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9

Download link:

http://www.mediafire.com/?d1m3ru2htyyjg
Pass : tech24.vn