MEDIAFIRE GAMES COLLECTION 5

The Sims 3 (PC)



June 1, 2009 - For most of the past decade, The Sims franchise has maintained a permanent presence on the Top 10 sales charts of PC games. Often, it occupied multiple slots on those charts. That's because for every hardcore gamer who scoffs at The Sims, there are many more non-traditional gamers who love the series. Yes, many of those people are female. That makes it easy for some to simply describe The Sims as the equivalent of a virtual dollhouse, but that oversimplifies things. The Sims, like almost any game, is about living a different life than your own. Some people escape reality by diving into MMOs. Others jump straight into shooters. It turns out that whole bunches of people turn to The Sims. And in this regard, The Sims 3 won't disappoint. With the third chapter in the series, EA has introduced some overdue growth and made some bold changes, yet much of this brave new world's potential remains relatively untapped.

I've been a fan of The Sims since the very beginning; Will Wright's idea of letting you control virtual people in their everyday lives taps that desire that we all have to be ruler of the world and tell everyone else where to stuff it. The Sims is the closest that many of us will ever get to Ed Harris' character in The Truman Show; that's the movie where he plays the director who gets to "cue the sun" and manipulate events around the unsuspecting Truman Burbank, played by Jim Carrey. The thing is, Truman doesn't realize that the quaint, coastal town that he lives in is in fact a carefully staged set and that his every move is caught on camera and beamed to the outside world. The Truman Show is an apt description for The Sims 3, because it too takes place in a quaint, coastal town that your sims can go out and explore. Yet wherever they go, you'll be carefully watching.



revolves around a single household lot at a time. Your sims can go anywhere in town at any time without pause. This is a very welcome change, because the gameplay doesn't feel claustrophobic anymore; you're no longer spending 95-percent of your time looking at the same house and then having to sit through lengthy loading screens for those moments when you send your sims out into the world. This freedom is pretty liberating; I spent quite a bit of time at first just switching between my characters just to watch the camera pull back on the town and then zoom in on the location of the next character. It doesn't take too long before you get used to the change, and it's hard to imagine how we played The Sims before. Now it seems totally natural to send one sim to the park, while another goes shopping downtown, while another stays at home; you can switch between all three effortlessly and almost instantly. Lives feel more naturally lived this way. You don't even need to worry much if you neglect your sims because they default with a high level of free will; leave them alone and they'll take care of themselves and keep themselves amused. It can be fun just to let go of the mouse, sit back, and watch what they do on their own.

There's also a much greater sense of a living, breathing world. You see other sims going about their daily lives; sims still age and die, and after a while new sims show up, giving a sense that people are coming and going. The sims themselves are now powered by much more sophisticated psychological systems than found in earlier games; they might be party animals or childish, flirty or brave, neurotic or clumsy, and more. You might see maids who are secretly kleptomaniacs (never a good combination) or health nuts constantly working out. I like watching the neighborhood at night and seeing the cat burglars skulk around the houses and night owls going about their thing.



Life on the home front is also much improved. Your sims no longer have to constantly run to the bathroom like in the old games; now you can send them about once per day, and there are ways to reduce that even more. That gives you more time to play with, and at its heart The Sims is very much a time management game where you juggle daily and lifelong goals. There's the short-term need to keep them fed, social, and happy, but then there are long-term needs that require them to improve their skills in order to gain a promotion, work out to get into shape, read a cookbook learn a new recipe, tend to an elaborate garden, or maintain friendships before they fray. There's never enough time in the day, so you must learn to set and prioritize goals.

This all translates into a more elegant gameplay experience, one that doesn't feel as constrained or confined as before. Yet if there's one complaint, it's that The Sims 3 doesn't really explore what all this freedom can offer. In many ways, you're still doing the same tasks as before. For example, when your sims race off for work you now have the luxury of being able to follow them all the way to their workplace before they disappear for hours at a time. Imagine if EA could make everyday work as interesting as everyday life in The Sims? You could experience challenges trying to earn a paycheck. Or perhaps the designers could embed adventures and mysteries within the world for you to uncover? Maybe there could be some MMO-style quests that NPCs could grant? The potential is here to create a much grander and richer experience, and it'll be interesting to see what route EA takes with the expansions going forward.



System Requirements:

PC Desktop

XP (Service Pack 2)
Processor: Pentium IV 2.0 GHz / Athlon XP 2000+
Memory: 1 GB
Graphics: GeForce FX 5900 / Radeon 9500
Graphics: Ram 128 MB
Vista (Service Pack 1)
Processor: Pentium IV 2.4 GHz / Athlon XP 2400+
Memory: 1.5 GB

Laptop

XP (Service Pack 2)
Processor: Pentium IV 2.4 GHz / Athlon XP 2400+
Memory: 1.5 GB
Graphics GeForce: Go 6200 / Radeon mobile 9600
Graphics Ram: 128 MB
Vista (Service Pack 1)
Processor: Pentium: IV 2.4 GHz / Athlon XP 2400+
Memory: 2.0 GB

Trailer:



Download Links:

http://www.mediafire.com/?sharekey=76cef3b0618c10cb7069484bded33bcde2e90f4dcbbe1c95

Pass unlock: softvnn.com

Wednesday, June 10, 2009

Tom Clancy's Rainbow Six Vegas 2 (PC)


April 21, 2008 - Most PC gamers have likely recovered from the shock of Rainbow Six: Vegas' drastic departure from the more hardcore tactical planning of the series' past. In case you missed out, the R6 titles bearing the Vegas moniker are more about action, far more forgiving of mistakes, and mix in only very light tactical elements. Though it's certainly quite a bit different from what the PC-faithful may remember playing years ago, it still proved to be an entertaining formula when Vegas was released in late 2006. With Rainbow Six: Vegas 2, Ubisoft delivers what's nearly a carbon copy of what we saw in its predecessor. Though little attention has been paid to alleviating issues with the single-player content, the online modes can be a lot of fun.



To help survey the zones of battles you've got access to an overhead map capable of displaying enemy positions and the ability to periodically perform thermal sweeps of the area. Along with all your other fancy tools like thermal and night-vision goggles, a snake camera to peek under doors, and a variety of grenades types, not to mention the bevy of firearms at your disposal, you prove to be quite the prepared counter-terrorist agent. The problem with the single-player is there just isn't all that much reason to use any of them, since it's ultimately such a superficial tactical experience.

Take, for example, your ability to command your squad to post up next to a door. You can use the snake cam to paint targets in the adjoining room for priority kills, instruct the squad to silently walk in and start blasting, and have them blow the door (which is now limited use) or lob in a grenade. Though each method of assault has definite side effects (blowing open the door stuns the enemies, for instance), there's not all that much need to use careful consideration in selecting methods, as your squad is quite powerful. If you give them a few seconds to engage the enemy, you just have to pop in the ever-present second entrance to the room and pick off any stragglers. Should your team get knocked down, you can just order them to revive each other with magical hypos or do it yourself. You will have to be somewhat cautious, however, as downed squadmates can eventually bleed out once knocked down, forcing you to reload from a checkpoint.



Bumping up the difficulty will of course add to the challenge, and for me made the game more entertaining as it elevates the tactical elements above arbitrary levels, except for in one particular stage. Later on in the single-player campaign there's an extensive sequence where Ubisoft completely removes the squad from your control, like was done for a bit in the first Vegas. Not only is this frustrating as you're denied the ability to effectively flank and can be killed after only a few shots, but it moves against the foundation of the franchise. That being said, it's Ubisoft's game and they're free to twist it however they feel fit. If they're trying to turn Rainbow Six into something like Halo or F.E.A.R. with a cover system, that's their prerogative. It's just disappointing to see such a development, something presumably borne of market forces and a willingness to appeal to a wider range of gamers, mostly because that particular section plays so poorly.



There's a fragmented story as well, filled with characters that randomly chirp up on your com system to give you excuses to advance to checkpoints, disarm bombs, and rescue hostages. It's not particularly well written, filled with personages barely given enough strength of character to be considered stereotypical, sloppily presented, and unworthy of your attention.

Then there's the enemy AI, which ranges from seemingly smart to idiotic. At times you'll battle foes who regularly pop in and out of cover, toss grenades, or walk around behind your position. Other times you'll find enemies stop and shoot while out in the open or run the wrong way down hallways. It's one thing to blast an opponent in the back while he's distracted by your squad or to engage in heated cover-to-cover battles in hallways or gaudy, noisy casino halls, but it's not exactly satisfying to fight against terrorists so unaware of the situation that they have no problem standing perfectly still as they absorb bullets into their exposed extremities.



Minimum System Requirements
OS: Windows XP/Vista
Processor: Pentium 4 @ 3 GHz or Athlon Equivalent
Memory: 1 GB (2 GB for Vista)
Hard Drive: 7 GB Free
Video Memory: 128 MB (See Supported Graphic Cards)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive (4X)
Active Internet Connection @ 128KBPs Upstream for Online Play

Recommended System Requirements
OS: Windows XP/Vista
Processor: Pentium 4 @ 3.2 GHz or Athlon Equivalent
Memory: 2 GB
Hard Drive: 7 GB Free
Video Memory: 256 MB (See Supported Graphic Cards)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive (4X)
Active Internet Connection @ 128KBPs Upstream for Online Play

Graphics Cards Supported:
ATI Radeon X1000 series - Radeon X1600, X1800, X1900, X1950
ATI Radeon HD 2000 Series - HD 2600, HD 2900, GT/XT
ATI RadeonT HD 3000 Series - HD 3850, HD 3870, HD 3870 X2
NVIDIA GeForce 6 Series - GeForce 6800 Ultra, 6800 GT, 6800, and GeForce 6600 GT
NVIDIA GeForce 7 Series - GeForce 7950 Series, 7900 Series, 7800 Series, 7600 Series,
NVIDIA GeForce 8 Series - GeForce 8800 Ultra , GeForce 8800 GTX , GeForce 8800 GTS, GeForce 8800 GT , GeForce 8800 GS , GeForce 8600 GTS , GeForce 8600GT, GeForce 8500 GT
NVIDIA GeForce 9 Series - GeForce 9600 GT
* ATI HD 2400 models / Nvidia GEforce 7300 models are supported, but take note the performance of those cards might not give a good gaming experience.

* Graphics Cards Not Supported: All AGP Cards

Trailer:



Download Links:

http://www.mediafire.com/?sharekey=ed82594e2c50a38b4012e8015643d9c81b5b14cbee173c86

Pass: softvnn.com

Devil May Cry 4 (PC)


July 23, 2008 - Smashing demons with flashy, extended combo chains has been Devil May Cry's draw since the original came out on Sony's PlayStation 2 back in 2001. For any PC gamers out there, you probably haven't been following along since then. Devil May Cry 3 did come to the PC in 2006, but the game didn't exactly make a smooth transition to the platform. With Devil May Cry 4, which came out on PlayStaion 3 and Xbox 360 this past February, Capcom has done a much better job bringing the franchise's blistering action gameplay to PC with smooth graphical performance, a new difficulty setting, and a turbo mode to speed things up even more.

If you're totally unfamiliar with the series, here's how it works. The game's overall structure isn't all that complicated. You walk into a room, the exits are blocked, and enemies spawn in. Your job is to use all available offensive options to deplete their health bars and snag the orbs that drop once they're vanquished. The higher the difficulty setting, the more damage they can absorb. Stringing together combos without taking damage, completing levels quickly, and snagging as many orbs as possible increases your score at the end of a level, giving you more points with which to buy additional moves and combos.

To break up the standard grunt slaying is the occasional boss fight and some light platforming and puzzle sequences, and not all of these work as well as the standard DMC monster killing action. While the boss encounters are entertaining and can vary depending on difficulty setting, with a few you wind up fighting the same creature three times, and considering they're all behaving according to pre-set patterns, the experience loses its appeal rather quickly.



The puzzle sequences aren't all that complicated, but they are annoying in some cases (fountain maze, disappearing platform section, mist warping in the forest), preventing you for no good reason from engaging in the much more enjoyable combat. And considering the jumping isn't all that precise, some of the hopping sections are even more frustrating.

Those issues take a backseat to the gameplay, though, which works well whether you're playing as series staple Dante or newcomer Nero. Dante retains some of his fighting styles from DMC3, now able to swap between Trickster, Swordmaster, Royal Guard, and Gunslinger on the fly. He's a highly versatile character in this respect, capable of instantly adjusting to whatever types of enemies happen to be assaulting him, giving him better dodging, blocking, sword-swinging, or gun-related abilities. With a few new weapons, like Pandora that transforms into rocket launchers and flying missile platforms depending on when it's used, Dante's gameplay is never boring.

Nero plays quite a bit differently. Like Dante he brings swords and guns to battle, but his most unique feature is Devil Bringer, his glowing blue arm. With this thing he can snatch enemies from afar and perform powerful grab moves which differ depending on the enemy type. Standard scarecrow enemies are simply body-slammed but some, like the game's ice demons, are flung around and smashed into the ground several times, damaging others in the area and acting as a sort of impromptu shield.



Another technique useful for Nero is his sword's charge-up ability, called the Exceed system. By hitting the right button just after a sword swing you can increase the sword's damage output, and with the correct power-up you can even max out the charge. So, theoretically, if you're good enough it's possible to have a fully charged Red Queen for nearly every swing. Good luck getting that timing down, though. It's not easy. If you really get in trouble, you can also activate Devil Trigger mode for added damage and a slow health regeneration effect.

Instead of Dante, Nero's the star of the show this time around. He gets wrapped up with the mysterious Order of the Sword, a religious group with suspect intentions, chases after his love, Kyrie, and battles demons for around the first half of the game. Then things transition over to Dante which, given how differently he plays, is a little jarring. Once you're no longer able to access the Devil Bringer's reach ability, you're going to have to readjust your combat tactics pretty significantly. To be forced into it right in the middle of the game is a little odd.

Minimum System Requirements
OS: Windows XP/Vista
Processor: Pentium 4 @ 3 GHz
Memory: 512 MB (1 GB for Vista)
Video Memory: 256 MB (nVidia GeForce 6600 SM3 Required)
DirectX: 9.0c


Recommended System Requirements
OS: Windows XP/Vista
Processor: Intel Core 2 DUO
Memory: 1 GB (2 GB for Vista)
Video Memory: 512 MB (nVidia GeForce 8600)

Trailer:



Download Links:

http://www.mediafire.com/?sharekey=ed82594e2c50a38bab1eab3e9fa335ca39531cf1a860cd7a


Pass: K6fc#[n!l

Tuesday, June 9, 2009

Unreal Tournament III (PC)


Australia, November 27, 2007 - A few months ago, a little sci-fi shooter by the name of Halo 3 landed on the Xbox 360. You might have heard of it. Hailed as the greatest online experience to ever hit the Internet in the history of forever, I eagerly locked away a weekend to take Master Chief online. Yet after spending a day of driving Warthogs and capturing flags on Xbox Live, it still hadn't lit the fire of fragging passion that I was expecting.

I brought this up with some Halo 3 devotees, and their reasoning behind my disappointment was simple. "You just don't like sci-fi shooters with a fast pace and a need for twitch skills. You'd rather play more realistic shooters, where your tired, 31-year-old's nerves can handle the dawdling pace." Their sentiments seemed to ring true, as I realised that I've stuck exclusively to realistic shooters over the last couple of years.



In other words, it's the same Unreal Tournament that we've loved since the first UT was released last century. The original UT tore our PCs to shreds back in 1999 and since then we've had two other UT games, which actually makes this the fourth UT title. They've all stuck to the same formula, based around hyper-speed deathmatch action, but throwing in more goodies each time. This year sees the winning formula return, with a single major game mode addition, alongside a massive visual revamp designed to show us what the video cards of 2007 are capable of. While we usually encourage innovation in gameplay, by sticking to the older style of UT gameplay, UT3 actually feels new. Where all of its competitors have slowed down to focus on more realistic, tactical gameplay, UT3 has proudly snubbed this trend, and as a result feels unique.

UT has never been known for its strong singleplayer game, and sadly UT3 doesn't shake this trend. If you're looking for a deep and involving storyline, go play Half Life 2. However, if you'd like to train against competent bots to come to grips with the surprising depth and breadth of UT3's various modes and mechanics, the singleplayer game is a good place to start.



Between throwaway cut scenes telling a cardboard cut-out of a story, the singleplayer game slowly introduces you to the skills you'll need to avoid becoming a pile of bouncing gibs when you finally summon up the courage to go online. It eases you into deathmatch, then CTF, then the other game modes, as well as teaching you how to double jump and use the various vehicles and weapons. That's not to say it's very satisfying though, even with the awesome voice calls from your AI-controlled team mates. No matter how good today's AI is, and UT3 has some of the best we've seen, there's still no beating the cunning co-ordination of Homo sapiens. It's especially noticeable when vehicles enter the mix, as the AI struggles to not drive into walls or shoot in a straight line. Without a compelling storyline, the singleplayer ends up being a fairly sterile, though highly informative, extended tutorial.

However, the singleplayer does include four player online co-op, so you can take on the bots with a few pals. I found it to be very laggy though, even when hosted on my 24Mbit/sec ADSL2+ connection. Hosting behind a NAT-enabled router was about as much fun as chewing on a three-round burst of UT rockets, although using the 1.1 beta patch finally enabled it to work. Yet even with Cam by my side, warping and teleporting as he was, it was still nowhere near as much fun as firing up a 1 vs 1 duel server, proving that UT3's real strength lies where it always has - multiplayer.

System Requirements:

2.4+ GHZ Dual Core Processor
2 GBytes of System RAM
NVIDIA 7800GTX+ or ATI x1300+ Video Card

Trailer:



Download Links:

http://www.mediafire.com/?sharekey=e322285526c2d86991b20cc0d07ba4d2436c13adb1e596c1

Serial: N54Q-UZJJ-A5KU-LRFX

Gothic 3: Forsaken Gods (PC)




December 8, 2008 - It's a familiar story. An embattled people suffers as their land is torn apart by fierce rival factions. Just when things look most bleak, a Man with No Name comes to town and sets things right. No, not Clint Eastwood. We're talking the Nameless Hero from JoWood Productions' Gothic RPG series. Beginning in 2001, the series quickly became an RPG fan favorite. In 2006 the quality of the series took an unexpected downturn with Gothic 3, a title rife with design flaws, logistical problems and bugs. This year after the departure of the original dev team Piranha Bytes, the Gothic gauntlet was picked up by India-based Trine Games, which cut its teeth on a stand-alone interim title--a Gothic 3.5 if you will--called Gothic 3: Forsaken Gods. Making a quality title faithful to another company's well-loved IP is tough so you have to give Trine some credit for trying. Unfortunately, Gothic 3: Forsaken Gods can be summed up in three little words: it's a mess.



Before we address the game's many problems, a little background. Continuing the fiction of Gothic 3, the story of Forsaken Gods follows the exploits of the Nameless Hero, a soldier whose reputation was built during the years of struggle between humans and orcs. His job in this game is to reunite the land of Myrtana which is being torn apart by the squabbling of three warlords, Thorus, Gorn and Lee. To do this he must overcome his weakened state, rebuild his combat, magic and trade abilities and act as mediator among the factions.

As in previous Gothic titles, the RPG element of the game is extremely complex. The system is based on the earning of experience points and levels, which in turn grant you learning points. Learning points are used at shrines or given to various teachers to buy skill upgrades and there's a goodly selection of skills to choose from. Along with a wide selection of one-hand, two-hand, ranged and heavy weapon skills, you can learn multiple other skills in the magic, blacksmithing, thieving and hunting categories. That sounds like enough customization to send any RPG fan into a swoon, but ultimately all this delicious character complexity is for naught. But how can this be, you say? What could stand in the way of my neck-deep immersion in the fantasy of Forsaken Gods? Bugs, people. Bugs.



The game is so littered with game-breaking bugs it had to have been kicked out the door with little or no testing. Even with the two post-release patches there are countless times you'll find yourself unable to go on due to broken quest triggers. The series prides itself on its "open world" construction and it's true, you can run all over the land without experiencing a loading screen, but even if the world is open, the quest progression remains in large part linear. If you happen upon a quest NPC before you're meant to, you just may break the quest and have to revert to a previous save or even start the game all over. Another fun little quest breaker is something I like to call "NPCs Behaving Badly." Quest-essential NPCs disappear in front of your eyes, refuse to speak to you, and, once in a while, walk behind impassible geometry never to return.



Aside from the awkward quest design and rampant broken triggers, the other aspect of the game that's likely to make you invent new curse words is the performance. Even on high-end machines, the loading times are long and the game hitches unbearably no matter where you are. The orc city of Trelis in particular is an absolute slide show, and turning the graphics down to their lowest setting makes the game ugly without doing anything for the frame rate.

So let's pretend the game isn't nearly unplayable because of bugs and poor optimization. What else might stand in the way of RPG fun? Well, there's the clumsy way quests are handled. Gothic games have always intentionally gone for higher realism than many other fantasy games, but sometimes realism just isn't fun. The quest NPCs in Forsaken Gods are often vague and the interface does little to help you since it only allows you to re-read the vague dialog instead of creating a list of quest objectives. This approach saps the fun out of the open world idea because you can't stop during one quest to do another or you're likely to forget the details of the first. Completing quests is a challenge too because of the inconsistency in the way they work. Some of them complete the minute you do something while others don't complete until you return to the quest-giving NPC. Worse yet, the UI gives no information on the quest-giving NPC's location so you may end up doing an awful lot of running just trying to turn things in.



Another sloppy part of the game that gets in the way of enjoying it is the audio. The music is actually pretty good. Some of it reminds me of The Lord of the Rings soundtrack, specifically the Shire theme. The mood the music sets is broken though by really bad voice work, but it's not the acting that's the issue, it's the implementation. Voice and subtitles are often mismatched during dialog exchanges between the Nameless Hero and other characters and whole chunks of dialog have no sound at all. In addition, the NPCs suffer from multiple personality disorder, apparently drawing from a random group of sound files. One line they sound like a sleepy farmer, but next they're Apu from the Simpsons. The graphics suffer no such fracture and are really quite nice. Some character models suffer from blatant overuse but the urban and natural settings are stunning. Ultimately though, who cares when you can't play the game?

Minimum System requirements:

- Microsoft Windows 2000, Microsoft Windows XP or Windows Vista 64 Bit
- 1 Gb System RAM
- 3.2 GHz Intel Pentium 4, Athlon XP or equivalent processor
- 256 MB DirectX compatible video card
- DirectX 9.0c

Trailer:



Download Links:

http://www.mediafire.com/?sharekey=e322285526c2d86991b20cc0d07ba4d2c98a2cc56835a324

Crack: rename Gothic_III_Forsaken_Gods.exe to Gothic III Forsaken Gods.exe and paste to installed folder.


Monday, June 8, 2009

Assassin's Creed (PC)


April 8, 2008 - Despite enormous commercial success on consoles, developer Ubisoft didn't completely slack off when it came to developing the PC version of their highly successful third-person action game, Assassin's Creed. This is a real concern for PC gamers. Many developers seem to almost forget they're even bringing their console-focused titles to mouse and keyboard aficionados, sometimes neglecting to remove console interface layouts (The Club), omitting adequate video or control configurations (Resident Evil 4), or just otherwise displaying obvious disregard for functionality and ease of use (Phantasy Star Universe).

Assassin's Creed, on the other hand, has all the features you'd expect in a PC game. Customizable controls, various graphical settings to scale performance, the choice of DX 9 and DX 10 modes for gamers with more high-end hardware, and all the proper UI icons mean PC gamers won't have to wince in pain at the sight of a giant green "A" button icon to select or apply options in menus. Yes it's minor in the overall scheme of things, but it shows Ubisoft actually paid attention. Beyond that, Assassin's Creed: Director's Cut represents a style of gameplay not often seen on PCs. It's not without quirks and definitely tailored for the tastes of someone like me, a guy who appreciates sandbox environments and the ability to sow destruction and mayhem into a virtual world, although such a description could likely be ascribed to a wide range of gamers.


Yet the game offers a different style of sandbox play than something like Grand Theft Auto: San Andreas or S.T.A.L.K.E.R.: Shadow of Chernobyl (hereafter referred to as GTA and Stalker, respectively), so it's likely the masses of people who enjoy those games (or at least GTA – quite a few people didn't appreciate Stalker) wouldn't necessarily be drawn to Assassin's Creed. The mission structure accounts for a large portion of the difference, as do the basic gameplay mechanics and rules that govern how the sandbox cities function.

Assassin's Creed's story centers on Altair, a murderous gent in a fancy white robe who hops around the cities of Jerusalem, Acre, Damascus, and smaller township of Masyaf. It's all loosely based around figures who inhabited the area back in 1191, the time of the Third Crusade, and follows an often disturbing, violent tale of how controlling factions vie for dominance and the disruptive role you play between them. Through your brotherhood of assassins' leader, Al Mualim, you're tasked with wiping out nine prominent people to maintain order in the area.

Starting out you're forced to slog through a tutorial that assumes your IQ must be on par with phytoplankton, but it's more than worth the hour-plus exercise in patience. Afterward the world opens up and you're free to head out beyond the training area of Masyaf to the countryside, called the Kingdom, and put into practice the techniques you've learned. Though Altair begins the game in a fairly weak state, he gains new abilities and health pellets for completing missions and side-quests. After a couple of hours you should be in decent enough shape to hold your own against the groups of enemies attackers you find as the environments are explored.


Like GTA and Stalker, more of the game world opens up as you complete primary missions. You'll have access to the cities early on but several neighborhoods will be off-limits until you move deeper into the game. To break down these barriers (and acquire new gear and advance the plot), you'll have to kill your primary targets, and the methods by which you go about doing so represent the most irritating aspects of the game.

Trailer:


Download Links:

http://www.mediafire.com/?sharekey=f688b75cb51f8b827069484bded33bcd9fffbdc617eb2bc1

Crack: http://www.mediafire.com/download.php?zyjn2jljnjj

Sunday, June 7, 2009

Prince of Persia 4 (PC)


what you know about the Prince of Persia series. Let go the Sands of Time. Release your Warrior Within. Ubisoft Montreal has created a new Prince, in a new world, with a new female companion and a very different design philosophy. The longer you hold on to the style of last generation's Prince of Persia, the harder it will be to master the new one. Embrace the change and you're likely to fall in love with the new Prince (or at least his lovely companion).

When we meet the new Prince, he hardly seems princely at all. Little more than a smooth-talking thief, the Prince gets lost in a sandstorm while searching for his donkey, Farah. Of course, this is no ordinary sandstorm. This mystical phenomenon transports the Prince to another land, one seemingly made more of myth than reality. It's here where he fatefully runs into Elika, a beautiful barefoot descendant of a clan sworn to guard the prison of the evil god Ahriman. As bad luck would have it, the two meet just in time to witness Ahriman's release from his prison inside the Tree of Life. His escape releases corruption across the four areas of the world. This corruption will spread further unless the Prince and Elika can heal the infected lands. And so begins your adventure.


This is a story about love. Not the love between the Prince and Elika, but between you and Elika. She is your constant guide, able to cast a spell at any time to show you the path to your goal. Come across a gap too great for the Prince to leap? Elika can assist with a double-jump move. Want some help in combat? Elika patrols the arena, ready to attack at your command. Miss a ledge and about to fall to your death? No sweat. Elika will always save you. Elika teaches you about corruption and the battle between Ahriman and Ormazd, about the history of the four infected areas and the tragic tales of all four bosses you must battle. She's your greatest asset and far more likeable than the boorish Prince. If Elika were just a little bit more real or I was just a tad more insane, I'd marry her.

With Fable II, Peter Molyneux attempted to make us care so greatly for our dog that we would sacrifice everything to protect him. He didn't fully succeed. But Ubisoft Montreal got it right. Elika is so significant to the story and gameplay that I found myself caring far more for her safety than that of my own character, the Prince. And the real genius is that Elika is as easy to control as pressing a single button. That's all it takes. Double jumps, combat moves and magic with Elika are all assigned to one button. Her AI is perfectly designed so that she never takes the lead and never gets in the way. And that's saying something, considering how quickly the Prince moves about the world.


In truth, Elika is really just a manifestation of actions we've been performing in games for years. We've all seen a double jump before and heroes who mix in magic with their swordplay. All Ubisoft did was take these very standard gameplay elements and give them a physical form. It's because Elika is such a natural extension of the gameplay that it's easy to care for her.

The rest of the Prince's actions are just as simple as commanding Elika. Each is assigned to its own button. There's one for acrobatics, your sword and your gauntlet. These work both while free running about the world and in combat. So when you are battling the Warrior -- a massive creature made of stone -- you instinctively know that if you want to slide between his legs, you're going to use the acrobatic button. Ease of use is a primary focus of the Prince's design. In fact, it's so easy, some may subconsciously overcomplicate things.

When you're running about the world, performing acrobatic sequences, it's difficult at first to shake off years of training in action platformers. But Prince is actually simpler (and in many ways better) than previous iterations of the series or other action games. You never need to hold down a button -- there is no pre-loading your jumps. That's because you can jump off a wall at any time. So if you jump to a wall and then hold down jump as you are landing, you aren't preloading the next jump, you're actually going to jump again.



Trailer:



Download Links:

http://www.mediafire.com/?sharekey=e8c82a1369ed14f791b20cc0d07ba4d205752fc95b9237fe

Onimusha 3: Demon Siege (PC)


What's stranger than a PlayStation 2 game costarring The Professional's Jean Reno and House of Flying Daggers' Takeshi Kaneshiro that's all about killing hordes of ghoulish samurai monsters? A budget-priced PC port of that same game two years later, coming from a completely different publisher. Ubisoft did the bare minimum in translating Capcom's original PS2 version of Onimusha 3: Demon Siege to the PC, so not even the game's references to the original control scheme have been modified. However, since the underlying source material is great stuff, and since the game still looks good and mostly runs smoothly, this version of Onimusha 3 holds up quite well.


If you weren't playing PlayStation 2 games back in 2004, now you can play them on your PC. Fortunately, Onimusha 3 was a great game to begin with, and it survives translation mostly intact.

If you're interested in Onimusha 3 for the PC, chances are you haven't played the previous games in the series (or maybe you're a morbidly curious fan of the series). All you really need to know is that for all the hard work put in by the heroes of the Onimusha series, slaying countless demons and zombies in their effort to vanquish the power-hungry warlord Nobunaga, they've been woefully unable to finish the job. Onimusha 3 begins as Samanosuke, the noble samurai from the original Onimusha, is assaulting the fortress in which Nobunaga has been pinned down. It would be a very short game if this were to be the warlord's last stand, so instead, a temporal rift suddenly appears during the confrontation, and Samanosuke is whisked away to Paris in 2004--and he's not the only one. The sorts of demonic fiends that have plagued medieval Japan now appear in droves in the streets of France, and they begin slaughtering everyone in sight. One of the survivors is Jacques, who unwittingly becomes Samanosuke's counterpart. Both men gain the favor of the Oni, in the form of a soul-sucking gauntlet and the ability to wield elemental weapons. And even as Samanosuke ends up in the present, sure enough, Jacques ends up in medieval Japan. Now, with the help of a little winged spirit named Ako (basically a black-winged Tinkerbell), who can conveniently whisk her way across space and time, these two warriors will need to put a stop to Nobunaga's nefarious time-traveling schemes--and hopefully find a way back to their respective eras.


While that's a pretty great setup, the plot turns out to be predictable and filled with ham-fisted dialogue. But it's still entertaining, thanks to some impressively choreographed cutscenes, and the underlying gameplay makes for some fast-paced fun, too. This is a fully 3D hack-and-slash action adventure, filled with lots of combat and some light puzzle-solving. The default keyboard controls are complicated, though they work reasonably well after you've had some practice using them. But if you hook up a nice gamepad to your PC (like Microsoft's Xbox 360 controller), you'll be able to play Onimusha 3 using the solid, responsive control scheme that was originally designed for it. Apart from these control options and getting to set your preferred screen resolution, don't expect many PC gaming conventions from this port of Onimusha 3. The ability to save your progress is limited to using "magic mirrors" scattered around the gameworld (these also serve as stations that can power up your weapons). Some environmental textures look blurry and ugly, though some great-looking characters and animation help balance this out. At least the manual explains the default keyboard controls, since the game itself still cites the PS2 controller's buttons.


There are a few occasions in which transitions between camera angles may cause you to take a cheap hit from an offscreen enemy, but for the most part, you're afforded a high degree of maneuverability, and you can easily conduct battle on your own terms. The action itself follows Onimusha's strong formula. It's simple and streamlined, letting you quickly mash on the attack button to execute effective attack combos. But there's also incentive to play with finesse. By properly timing an attack just as your opponent is about to strike, or by immediately attacking after deflecting an enemy's blow at the last possible moment, you can execute a deadly critical hit that causes your fallen foe to let loose a much greater quantity of soul orbs than usual. As in past Onimusha games, souls are used as currency for powering up your weapons and defenses (as well as for restoring your health and magic), so there's constantly good reason to be pulling off these instant-kill moves.

Optional training sequences will give you plenty of practice with these and Onimusha 3's other combat techniques, such as Jacques' ability to entangle his enemies with his energy whip, shoot them a bunch of times with his pistol, and then slam them into the ground. The action here isn't complicated or terribly deep--you'll fight many of the same types of enemies over and over, and most of them aren't particularly challenging. But Onimusha 3's gameplay is fast and good looking, rewards careful timing, and offers up enough variety between the playable characters and their various weapons so it's consistently quite entertaining. Overall, Onimusha 3 offers a reasonably lengthy single-player adventure that will take you a dozen or more hours from beginning to end. And then there's a good quantity of unlockable bonuses to keep you busy for a while after that.

While the level of detail in these visuals isn't extraordinary, the characters and animation still look great.


There's only the default difficulty level available at first, but if you die a few times, an optional easy mode is unlocked. A hard mode becomes available once you finish the game, along with a side quest involving one of the game's ancillary characters. There are some other extras, too, such as additional unlockable outfits and minigames. One option you don't get is to hear the original Japanese voice-over. At the beginning (and end) of the game, the French characters can be heard speaking their native language. Thanks to Ako, though, Samanosuke and Jacques will soon be able to understand each other as they magically switch over to English. Fortunately, the English voice acting is pretty good on the whole.

Even though it's been jarringly displaced from its native platform, Onimusha 3 for the PC still delivers some quality action and thrilling story sequences. As long as you're willing to accept some ripped-straight-from-the-console shortcomings, you'll likely see from this version why Onimusha 3 was so well received on the PS2 in the first place.

Trailer:



* Supported OS: Windows 2000/XP (only)

* Processor: Pentium III 1GHz, AMD Athlon 1 GHz (or better)

* RAM: 256 MB of RAM (or better)
* Video Card: 128 MB DirectX 9.0c-compliant AGP or PCI Express graphics card (256 MB or higher for High Graphics Detail support)
* Sound Card: DirectX 9.0c-compliant sound card (or better)
* DirectX Version: DirectX 9.0c or higher (Direct X 9.0c included on disk)
* Hard Drive Space: 2 GB minimum
* Peripherals Supported: Gamepad and headset
* Additional Requirements: Windows Media Player 9 required

Download Links:

http://www.mediafire.com/?sharekey=d62a809838ef1dd08c9e7c56ba37815f41cc85adc35d6034

Dynasty Warrior 6 (PC)




November 18, 2008 - The original Dynasty Warriors 6 hit the PS3 and 360 early this year and now Koei's button-mashing extravaganza is making its way to the PC. This new version offers all the content from the current-gen console release but oddly lacks all the new content from the recently released PS2 version. To me, the entire game feels like a step backwards, despite the extra nine months of porting. The PC version not only looks atrocious but just doesn't feel satisfying. As has been the case for years, the Dynasty Warriors games aren't fun any more and any positives that can be found in the experience are lost in a sea of overwhelming issues.

If you're incredibly late to the party, Dynasty Warriors 6 yet again follows the exploits of ancient Chinese warriors of legend in the time of the Three Kingdoms. Names and places are thrown around flippantly in the game's Musou mode, the main source of "narrative" and the game type you'll be spending most of your time in. Dynasty Warriors 6 also has a Free mode which lets you revisit previously beaten scenarios, and special Challenges that are set in the same gameplay mechanics but task you with different goals, like speed running through an environment or destroying environmental objects. These Challenges are a joke, honestly, but I'll touch on that later.



The primary gameplay components in Dynasty Warriors 6 are depressingly familiar. When starting up Musou mode, you're shown a few quick cutscenes which do a poor job in setting up the action, then you're escorted into a pre-battle menu where you can equip weapons, work on your skill tree and scope out the current mission objectives. Ultimately, most of your objectives will be to mow through hordes of poorly animated enemies and slowly take over bases strewn across the map. It's a formula that Koei games have employed for years and it's still present in the PC version.

Taking your warrior onto the battlefield is pretty straight-forward. You have a series of Normal attacks at your disposal, as well as Power attacks that can modify your combos. After building up your Musou gauge, you'll be able to pull off the franchise's iconic Musou attacks which can chew through enemy soldiers with ease. One of the biggest problems with the PC version is how terrible the game feels on a keyboard. It just doesn't work well. I tried pairing a 360 controller as an alternative but that was buggy at best, so control schemes are definitely lacking with this game.

One of the newer additions to actual battle that came with Dynasty Warriors 6 was the Renbu system, and it's still in place here. By attacking enemies, your Renbu Rank will go up and give your warrior stronger attacks. You'll even be able to chain more techniques together to create longer combos. As fancy and exciting as that sounds, you're actually just mashing away at two keys in order to mash away at two keys even more. These systems might have been interesting a while ago, but when you consider the infinitely refreshing and unique gameplay experiences that have emerged in other games in just the last few months, the Dynasty Warriors battle mechanics feel tragically stale.

The only appealing aspect of Dynasty Warriors 6, which taps into a gamer's inner RPG enthusiast, is the potential to level up your officers and unlock new abilities. I'm a tremendous RPG fan so giving me the option to level grind always has a certain appeal, as long as the manner in which you grind is fun and fulfilling. But therein lies the problem: there's nothing fulfilling about battles in Dynasty Warriors, especially when you consider how little the franchise has progressed over the years.


Trying to seek refuge in the game's Challenges will offer little relief because they're boring spin-offs of the same experience you'll have in the main Musou mode. I had a fairly hardy laugh at Speed Run's expense (I felt a bit guilty afterwards) because the challenge is completely ridiculous. Your goal is to travel to every base on a map as quickly as you can. That's it. The developers took one of the most boring aspects of the experience (running around) and built a whole mini-game around it. I suppose, if you're a hardcore Dynasty Warriors fan and a racing game fanatic, you could glean some enjoyment from this distraction, but I doubt it.



Let's face it: there are enemy soldiers in Speed Run, but some of them don't even have AI programs running. They actually stand there and will let you push them around like inanimate pots. The only thing that attacked me the entire time was a dedicated pack of wolves. I admire those wolves...

These many issues are exacerbated when you witness (and you'll most certainly witness) the technical hitches that plague the title. Not only do character models and environments look terrible (especially for a PC game), character pop-in seems worse than ever. Your opponents will flicker in and out of existence mere feet in front of you and the whole affair feels cheap and poorly executed. Playing co-op on the PC is a complete joke because -- as I have said many times before -- no one gathers around a single PC to play together. It's either online or single-player. Dynasty Warriors 6 has no online modes.



Game Information
Number of Players: 1-2

Minimum System Requirements

* OS: Windows XP/Vista
* Processor: Pentium® 4 1.6GHz
* Memory: 512MB RAM
* Hard Drive: 5GB
* Video Memory: 128MB or more
* Sound Card: 16-bit stereo with 44KHz playback supported by Windows XP/Vista
* DirectX: DirectX 9.0c+
* Keyboard & Mouse
* DVD Rom Drive

Recommended System Requirements

* OS: Windows XP/Vista
* Processor: Intel® Core™2Duo 2.4GHz
* Memory: 512MB RAM
* Hard Drive: 5GB or more of free space
* Video Memory: 128MB or more
* Sound Card: 16-bit stereo with 44KHz playback supported by Windows XP/Vista
* DirectX: DirectX 9.0c+
* Keyboard & Mouse
* DVD Rom Drive
* 12-button game pad

Trailer:



Download Links:

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