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WɅVΞ

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  • Birthday 09/09/1999

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  1. Hello Its nice to have you in our Commuunity WELCOME AND MARRY CHRISMS AND NEW YEAR TOO
  2. Name:Lucius Genre:Adventura,Puzzler. Theme:Mystery. Platfroms:PC Relase Data:Oct-26-2012 Publisher:Mamba Games Developer:Shiver games DESCRIPTION Lucius is the son of the devil who has to clear the mansion of its residents. To do this he must orcastrate “accidents” without anyone suspecting him of any foul play. The player starts as Lucius and must cleverly devise these incidents from simple household items. Every time he succeeds he will gain supernatural powers to help him take full control.His growing supernatural powers may be used in various ways. He will eventually become able to control objects and people with mind power, move objects around without touching them and drop them from locations to cause pain and destruction. Lucius even has the incredible mind power to dictate weak people into causing destruction and pain.The wealth and money of the family is evil by origin. Lucius's grandfather was a member of a satanic cult and made a promise to Lucifer that if he would give him wealth, he would get the unborn soul of his first grandson.Without ever revealing this to anyone he proceeded to get his wealth and had children of his own (two sons). The whole family became residents of a mansion that the grandfather had built and finally one of his sons had birth to a child. The child was born 6 of June in 1966 and when the boy had lived his sixth year on earth, he finally started to show signs of his true origin. Lucifer had taken the soul of the boy and replaced it with his own blood. REVIEW It ain't easy being the Antichrist. In adventure/puzzle game Lucius, you experience the trials and tribulations of being the firstborn son of the big red guy with the horns. As you might expect given the young lad's pedigree, when he suffers growing pains, they involve a sizable body count. Lucifer is a demanding daddy, who wants souls in exchange for building the tyke up with telekinetic powers. All this contributes to a grim but promising setting where your only goal is to figure out how to murder the folks on the devil's hit list. Unfortunately, this darkly innovative premise is not implemented well, due to a reliance on pixel hunts, and you're dropped onto the scene with just pop's orders to start killing The entire game has been liberally borrowed from the Omen series of horror films (so liberally that you wonder if lawyers are being put on retainer at this very moment). You take on the role of the title character, Lucius, who gets a visit from his infernal real father on the occasion of his sixth birthday on June 6, 1972 (which, of course, means that he was born on the auspicious date of 6/6/66). Daddy stops in to give the pale-faced, lank-haired little ghoul both gifts and marching orders. He has big plans for Lucius, and these can best be realized by the murder of, well, pretty much everybody who lives and works in the huge family home called Dante Manor. You start off by simply locking a maid in the walk-in kitchen freezer, and then graduate to inventive slaughters such as cutting a butcher's head in half. If you're familiar at all with the decapitations and vivisections that made the first two Omen movies so striking back in the '70s, you'll know exactly what sort of Grand Guignol atmosphere that developer Shiver Games is going for here. Most of the game is creepy and understated, with Lucius haunting the halls of the old mansion, sometimes with just a flashlight to guide his way. A barely there B-movie script and mechanical voice acting make it tough to take the story seriously, but the kills make a real impression as they splash onto the screen with showers of blood and body parts. The game strikes a good balance between chills and gore that any fan of horror movies will appreciate. It's not as if Lucius is just an average, everyday six-year-old serial killer, either. He possesses a range of supernatural powers courtesy of dear old dad. These get more powerful with every murder, so while you start with the basic telekinetic ability to toss around objects and turn on machinery (bad luck for that butcher mentioned above), you are soon enough launching fireballs. At the same time, Lucius is just a kid to his parents and the household staff. You might be plotting gruesome murders, but you still have to brush your teeth and clean up your room so mommy and daddy can see that you're a good boy (the one bit of effective black comedy in a game that is otherwise gloomy). Rewards for being so well behaved include such treats as a Ouija board that dispenses hints, though it's not clear how mom and dad got their hands on such trinkets. Aspects of the gameplay are more off-kilter in reality than they seem when laid out on paper. The biggest problem is a lack of information. You're essentially greeted with the devil's instructions to start killing people right when the game begins, and are left to suss out how to go about doing this on your own. Tips are given about various special skills, like telekinesis, but the core aspects of the game are not explained well. And they really should be, because this is a unique experience that blends the murder-sim attitude of games like Hitman and Manhunt with point-and-click adventure tropes. Lucius can't just creep up on his kills. Instead, he needs to explore the mansion to load up his inventory with various items necessary to set victims up and finish them off. Lucius also has to sneak around. Getting spotted doing something odd by mom or any of the other characters that patrol the mansion results in instantly failing your assignment. This process makes sense when clearly laid out, but unfortunately, the developers didn't include tutorial killings to help you get a clear picture of your task. As the old saying goes, the devil is in the details, and details abound in Lucius. Dante Mansion is a massive old place loaded with exhaustively detailed dens, living rooms, bedrooms, bathrooms, game rooms, bars, gardens, cellars, kitchens, and more. The sheer amount of care that went into the mansion's design is impressive. Pretty much everything is functional. You can pull open drawers in every desk, nightstand, and wardrobe in the place, and a lot of rooms come equipped with crucifixes that need to be flipped upside down before they drain Lucius of his Hades-spawned powers. It all looks good, even though the visual quality is more functional than cutting-edge and the repetitive music can add a grating tone to the entire scene. Alas, there are some high costs to this visual appeal. First of all, loading the mansion takes am exhaustingly long time. Second, the cavernous nature of the home makes for tedious exploration and pixel hunting when looking for items required to pull off a kill. Feedback is often lacking. Certain puzzles lack proper clues pointing you towards the proper solution, such as overheard lines of dialogue that could nudge you in the right direction. Formidable leaps in logic have to be made all through your killing spree, making you wonder if the devil might have been better off giving Lucius a .38 and an alibi. Also, though the mansion is enormous and absolutely loaded with all manner of furniture and people, there seems to be only one road to every murder. There is no way to freewheel through killings, or to concoct various nefarious plots. The sprawling setting is mostly wasted, because you can't make use of it to pull off inventive murders. Instead, you're stuck with a paint-by-numbers approach where you follow a set path of collecting items and triggering events that then kick off a brief cutscene of someone dying in a macabre fashion. This limits the game, especially if you come to it as a veteran of something like Manhunt, where you could murder victims in all sorts of creative ways. TRAILER
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      • I love it
  3. you are right nip you are right i dont know,just i dont know why atheists dont belive that god exist ? why they think zero + zero give one ? in some youtube comments an I D I O T atheist readed a wikipedia and he bet versus me that god didnt creat the world or god{allah} dont exist ! that i said with myself : omg this I DI OT will see burning fire with his own eyes !
  4. Hello Watch Dogs Welcome To CSBD Community i Hope you find Friends Marry Christmas and new year
  5. Name:Mad Max Genre:Shooter,Action Theme:Sci-fi Relase Data:Sep-01-2015 Platforms:PC,360,One,PS4,PS3 developer and publisher:Warner Brothers ineractive enternnammen DESCRIPTION A new open world, third-person action game where players become Mad Max, a lone warrior in a savage post-apocalyptic world where cars are the key to survival.Mad Max places gamers directly into the driver’s seat of their ultimate customized vehicle to battle it out in the action-packed, open world of The Wasteland Coasting along the apocalyptic horizon, Mad Max is late. Max is late not just for the movies - which have by now seeped out of the public consciousness - but also late to the open-world party. Just Cause developer Avalanche Studios has been working on Mad Max for a significant chunk of time now, but to look at the Warner Bros-published titled you’d be forgiven for thinking it was cracked out in the 12 intervening months since Middle-Earth: Shadow of Mordor. REVIEW Mad Max owes more than a bit to its Uruk brethren, which in turn owes plenty to the likes of Batman and Assassin’s Creed. What we’ve ended up with then is open-world by numbers, arriving a few months late to ride the coat tails the absolutely stellar movie. Mad Max was always going to struggle with matching the creative vision of George Miller’s blockbuster, despite not being directly linked. It instead opts to crowbar in a greatest hits package of open-world tropes that is at least better in the sum of its parts than the finer details. In Mad Max players step into the hefty boots of the titular Max Rockatansky, a man eking out an existence in the apocalyptic wasteland that surrounds him, by hook or by crook. If you’re new to the Mad Max universe then it should be said civilization has collapsed following a global war. Survivors group together in gangs and scour the land for useful tools and precious materials. It’s a dog eat dog world, but Max finds companionship in hunched mechanic Chumbucket, who’s a dab hand with a wrench. There’s nothing inherently good left on Earth following the collapse of society, so Max and Chumbucket’s tale is one of survival, of scavenging supplies and water, of searching for the Plains of Silence. Getting around the barren desert stretches and sprawling canyons needs a motor, in which you’ll experience the bulk of Mad Max’s gameplay. Early on in the game you’ll start building a combat car in the shape of the Magnum Opus. Throughout Mad Max you’ll be getting scrap for upgrades to bolt on to make your car stronger and faster, as well as imbuing it with additional abilities. Some of these, like the hood ornaments, are purely cosmetic, while others grant significant combat boosts. For instance you can coat your car in spikes to impale wastelanders who try to jump, or load yourself with a thunderpoon to hurl at and detonate enemy vehicles. Your car upgrades come with pros and cons however, and it’s totally up to you whether you go a speed-demon or a hulking great armoured tank. What’s also quite neat is you can switch the parts out any time, so you’re not limited to your first choices. Like any open world game worth its salt, Mad Max is filled with things to do. This mainly comprises collecting scrap, which in turn can then be spent on equipment, ugprades and fighting moves for Max. Out in the wasteland you’ll also be taking over outposts, destroying towers, clearing minefields, heading up in hot air balloons, racing death runs, collecting relics, looting scavenging locations, completing side quests, and taking on challenges. If that seems like an overwhelming amount of side content, that’s because it is. Mad Max is absolutely loaded with things to do, just to fill up your time. That would be more acceptable if you could bypass them and get on with the main story, but at times you progress is gated behind completing side content which hammers the pacing. The moment you’re asked to track down six items it’s a total mental roadblock, and each time it seems like the perfect time to put Mad Max down for good. It’s difficult to make an argument for Avalanche gating the story behind side content, particularly when none of it’s particularly good. In my instance I enjoyed trotting around for the first few hours and competing objectives while gathering items, but it really doesn’t take long to realise you’ve seen everything it has to offer on this front. Picking up scrap will never be fun, nor will pulling down the 100th scarecrow tower. When you break it down, most of these tasks just aren’t fun. There isn’t much complexity or variation to how they are achieved each time. What is fun is in existing in this atmospheric, gorgeous world that’s been stitched together by the folks at Avalanche. It’s just a shame they felt the need to fill a barren world with so much crap, making it hard to shake the feeling Mad Max would have been so much better as a trimmed down 15-20 hour jaunt rather than a 50-hour slog. Mad Max is open world totally by numbers. Nothing will ever surprise you, and it’s almost as if Avalanche took the time to analyse and distil exactly what an open world gameplay loop should entail. There’s nothing particularly wrong with it, but nearly everything in here has been done better by another game which has chosen to specialise somewhat. Combat is Arkham-style - light and heavy attacks with timed counters, but it has none of the variety, stealth and gadgets. Traversal is clunky and getting into the hot air balloons becomes a chore, outdone by Assassin’s Creed. What gunplay exists is stilted and predictable, overshadowed totally by Metal Gear Solid V. Where Mad Max does excel is in the open-world car combat. Games seldom actually seem to tackle this. Borderlands tried and failed off the top of my head. Mad Max though can be genuinely thrilling when the chase is on. Rattling around in the desert with your death machine, smashing rival cars up and whipping your shotgun out for an explosive burst. You can almost catch the whiff of petrol in the air. The feel of driving combined with the booming audio creates an intense experience, and it’s the nearest Mad Max comes to replicating the maniacal outbursts of its silver screen forefathers. Visually it’s an absolute spectacle. Shunting into enemy vehicles send sparks flying and plumes of smoke into the sky. Dust is thrown up by the churning of wheels, frame by stunning vistas, blinding sunsets and emptiness as far as the eye can see. Explosions are absolutely glorious; some of the best we’ve seen. In this department it’s a clear precursor to Just Cause 3’s astonishing pyrotechnics. The views as well are just stunning. Rarely has a game captured the vastness and emptiness of a desert like this, but it’s amazing what Avalanche has achieved with such a tiny colour palette and a literal wasteland for inspiration. Much of this comes down to clever use of lighting, with flames licking the night sky and blinding sunlight bouncing off the scorched sand. There’s nothing inherently wrong with Mad Max, it just doesn’t excel in enough areas to really stand out from the crowd. The cost-per-hour brigade will find plenty to love I’m sure; Avalanche have created a game where there’s tons to do, but Mad Max is open-world by numbers, following the Ubisoft template too rigidly for comfort. Shadow of Mordor has already filled the hole Mad Max is trying to occupy, and for Mad Max to really succeed it had to bring something new to the table, which it emphatically hasn’t. If you’re still not tired of the collect-em-all open-world formula then you’ll definitely get a kick out of Mad Max, but for the rest of us it feels like an opportunity wasted beyond the first few, sweet, hours. TRAILER IMAGES
  6. Name:Dirty Bomb Genre:Shooter,Online Theme:War Relase Data:Jun-02-2015 Platforms:PC Publisher:Nexon Develeoper:Splash damage DESCRIPTION -Currently in Beta-After a mysterious attack, teams of mercenaries, some reputable and some not, clash in the contaminated streets of London to extract or destroy the secrets left behind. But the real goals remain unclear. Multiplayer specialists Splash Damage are back with a bang with Dirty Bomb. The Wolfenstein: Enemy Territory developers know a thing or two about class-based warfare, and Dirty Bomb brings it all back home with an apocalyptic shooter set in a war-ravaged London. Following in the footsteps of the likes of Team Fortress 2, Dirty Bomb will be a free-to-play shooter when it arrives in June, with a heavy focus on co-operating with your buddies and maximising the abilities of your chosen class. Where you want to be a mini-gun toting bruiser or a grenade-lobbing hyperactive nightmare, the choices are there in Dirty Bomb. Before you give this one a go though you might want to check whether your gaming PC's nuclear waste or nuclear fusion, by taking a look at the official Dirty Bomb system requirements. REVIEW In Dirty Bomb, ruined London streets and abandoned train stations play host to multiplayer skirmishes where teams fight to complete objectives amid a hail of white-hot gunfire. It's a twitch shooter at its most extreme: an arena of quick kills, high energy, and tired pinky fingers mashing down the sprint key. This fire-from-the-hip shooter arms you with shotguns, sniper rifles, knives, and, fittingly enough given the ongoing motifs, a cricket bat. Unfortunately, a lack of fresh ideas keeps the game from being memorable, while some bothersome glitches and lag stifle your enjoyment. The formula is a recognizable one. In fact, if you're well-versed in shooters, you can spot where Dirty Bomb derives its influence. There are ingredients from Counter-Strike, Team Fortress 2, Call of Duty, and, of course, developer Splash Damage's own shooter Brink; it's a melting pot of good ideas from the past. These all too familiar elements, however, prevent Dirty Bomb from defining its own identity and standing out among the crowd of its brethren. Even its name sounds like the last to survive a whiteboard list of slashed, rejected titles. But it's not as if the game isn't fun to play. It's fast and frantic, it looks great, and the running, jumping, and shooting elements have an excellent tactile fluidity that makes the high-speed combat instantly accessible and able to entertain for hours. Beyond that, however, it just doesn't do anything special. There is a shred of Brink's spirit still alive within Dirty Bomb: a freedom of movement, heavily toned down. Though made by the same creator, the two games aren't really siblings--more like cousins that used to jump over chest-high walls in their youth. The free running, however, has diminished to hopping off walls, either to adjust your movement angle or to reach higher ledges. And that's actually just about it. The maps do a fine job of supporting wall bouncing, though. Stairs descending at a sharp angle can be bypassed with speed by jumping and giving the elbow a swift kick, propelling you forward. Small ledges in many games have to be circumvented by foot, but Dirty Bomb encourages you to embrace speed, allowing you to bounce from a wall to a new plateau while still moving at a vigorous pace. Dirty Bomb is all about completing objectives. As the advancing team, your job is to plant C4 on targets, open doors and gates, or protect and transport an EV--an armored tank-like vehicle--to a specific location, all within a given time limit. On the other side, your enemies do everything they can to keep you from advancing. After the first round, the match enters a short intermission where the teams swap sides, switching from defense to offense and vice versa. You can also play stopwatch, which is objective mode except that the team that accomplishes its goals faster is declared the winner. A separate competitive stopwatch mode adds party options and assigns a rank. It also takes the word "competitive" seriously. Before you join, you must agree that you will not leave or you will receive a punishment. Yes, a punishment. You are locked into a match, and simply quitting isn't quite so simple. Returning to the main menu, you are asked to resume the match in play. If you choose not to, the game automatically quits to desktop so you can think about what you've done. Booting the game back up, you are asked once more to rejoin the match. Choosing no again closes the game. If you are persistent, you face getting dealt with a short, temporary ban from playing the competitive mode. welve distinct mercenaries make up Dirty Bomb's cast, many of which fall into the typical shooter roles. You have the run-of-the-mill soldier and support classes, as well as a hooded sniper, a swift-footed engineer, and medics. Only a smattering of mercenaries is available at the start, while a few others are temporarily unlocked in a weekly rotation. If you find a mercenary you like, you can unlock it for upwards of 50,000 in-game credits or, as this is a free-to-play game, for a fee of $9.99. Mercenaries are paired with loadout cards that, depending on rarity, offer divergent sets of primary and secondary weapons. They also come with up to three mercenary-specific augmentations--the amount changes with card rarity--that offer status boosts such as decreased reload speed or healing cooldown. New loadouts for your mercenaries are unlocked via cases, awarded randomly as you play. There are six forms of rarity with the cards, starting at the most common form of lead, then iron, bronze, silver, gold, and the ultra-rare cobalt. In my experience, most of the time you will unlock lead cards, but every so often, as luck ordains, you can walk away with silver card or even higher. Dirty Bomb, however, does allow you to transmute lead into gold without it costing an arm or a leg. You stock up a hefty supply of lead cards the longer you play, but they're far from completely worthless. For several cards and a small fee of credits, you can trade the garbage cards for ones with a little more glimmer, and you can do so for a specific mercenary. The entire system, trade-ups included, is based on chance, so even if you trade for a rarer card, you still may not get the loadout you desire--so expect to spend a lot of time collecting cards. You can trade credits and cash for specific loadout cards, but, much like the pricey mercenaries, they do not come cheap. Succeeding in a Dirty Bomb match requires strong team cohesion. The maps are designed to support bottlenecks and choke points, all of which can be exploited by the defense. Experience will tell you where on the maps the best placements for healing stations, mines, or turrets are, as well as the best class for the job. Having a team comprising mostly soldiers will help rack up the kills, but without medics things go awry fast. If you do find yourself in such a situation, never fret. Before the match begins and during the death screen, you can choose to jump in as a different mercenary from a squad of three that you build in the main menu. Keeping up communication, such as asking for someone to switch classes in order to create a stronger fortification or offensive push, helps maintain a stronger team as the match advances. Your best bet for consistent enjoyment is to run with a team. If that isn't an option, then you can help move the team in the right direction using the in-game microphone. TRAILER IMAGES
  7. this problem happned to me too ! The way to solve it is to try another browser ! or quit and join same browser , thats how i solved this problem ! GooD LucK !
  8. Name:Evolve Genre:Shooter,Online. Theme:Fantasy. Platforms:PC,One,PS4. Relase data:Feb-10-2015. Publisher:2K Games. DESCRIPTION Evolve is a co-op online shooter from Turtle Rock Studios, the creators of the hugely successful Left 4 Dead games.Evolve is a brand new IP that pits a crew of four alien mercenaries together against a separate player-controlled monster.its new game and it has very good graphics.the game is full of fantasy. Like many children, I was afraid of the mythical monster under the bed, but in time, this nightmare fodder gained a face and a name. It was the Sasquatch, a creature I came to fear when watching a cheap television film late at night which demonized the fictitious (or is it?!) beast. I refused to go into the woods by myself for years afterwards, for fear a giant hairy fiend might grab me and abscond with my limp body, for Lord knows what reasons. By avoiding the woods, I could avoid the monster lurking there. REVIEW Evolve doesn’t let you hide. This unusual and entertaining team-focused shooter forces you to face a grotesque monster in each and every match, and should you find it, you cannot always flee. Here’s the setup: a four-person team of hunters, each touting very specific talents, is on the prowl. The quarry is a single creature with an appetite for flesh. Not just the flesh of the hunters, but indeed, for the flesh of anything that moves. By attacking the wildlife and chomping down on its meat, the monster evolves through three stages of being, each more powerful than the last. Clearly, the hunters would rather tear the monster down with the least resistance possible, and thus finding the creature quickly, and efficiently destroying it, is a good team’s opening goal. Would that it were so easy. Should you join a team of hunters, you rely on a particular squadmate to lead you to the beast. That would be the trapper, and while you eventually unlock two other trappers to chose from, Evolve smartly taps Maggie as the initial leader. Maggie makes for a good guide through the ins and outs of pursuit, for she is not a lone ranger. Instead, she relies on her best friend Daisy, an animal called a trapjaw that you might think of as an ugly beagle, or perhaps the result of a hyena and a shark’s unholy coupling. In any case, Daisy is truly woman’s best friend: she follows the monster’s tracks, and leads you to its current location, should all the proper pieces fit in place. I describe the trapper first because she is the de facto team leader. Trappers Abe and Griffin have their own tracking tools--a pistol that shoots tracking darts, in Abe’s case, and sonic spikes that alert you to the monster’s whereabouts for Griffin. Yet Maggie and Daisy are crucial in those early learning hours, and if they join your team frequently, your first match without Daisy feels rather lonely, as if you’ve lost a buddy and have been forced to fend for yourself under duress. With or without her, this phase captures the essence of a true hunt: it’s tense, simmering with the possibility of a sighting at any moment, and, like a real-life hunting trip (or Sasquatch search, depending on your predilections), there might be stretches of boredom. A sneaky monster crouches to hide its tracks, or doubles back on its own path, thus leaving a befuddling set of paw prints. Even with a veteran crew, Evolve is occasionally the Blair Witch Project of online shooters, replete with creepy noises, signs of a deadly presence, and a whole lot of running around, hoping for something to happen, at least in its central Hunt mode. How long it takes Evolve as a whole to become stale is difficult to gauge, but after close to three dozen hours, I'm not yet ready to leave it behind. If anything, I'm eager to discover more ways to use the landscape as part of my strategy, though I find this world a fascinating enough place that time outside of battle still engages me. If you prefer to run your engine hot, the hunt may not satisfy you. The hunters chat it up from time to time, trying to keep you invested in the chase, but the dialogue repeats quickly and often. Hunting with my grandfather was as much about telling stories as it was about bagging an eight-point buck (we thankfully never encountered the Sasquatch); if only Evolve had taken the opportunity to regale you with tall tales. Nevertheless, Evolve goes out of its way to mitigate any potential tedium, forcing the monster to attack a power generator, and the hunters to defend it, once the monster achieves the final stage of its evolution. In any case, hunts don’t usually hit the boredom breaking point. There is wildlife to contend with, for starters, though you’ll ignore most of the critters when possible. Yet you can’t always bypass them, either because killing one rewards you with a temporary (but still long-lasting) buff, or because a not-actually-a-rock comes to life and starts chomping on your tasty bits. The world of Shear isn’t hospitable, though humans have certainly tried to tame it, going so far as to build a verdant bird sanctuary on its most chilling map. There’s no story to speak of, but the poisonous creeks and carcasses left by the monster’s predations speak volumes. The visual design deserves some credit for the oppressive atmosphere, bringing to life a planet that clearly isn’t Earth, but is just enough like it to unsettle you--a biological uncanny valley, if you will. Audio wields the true power in Evolve, however, freaking you out with the chitter-chatter of Lord-knows-what, and the squishes and crunches of what-the-hell-made-that-noise... If you’d rather be the feaster than the feast-ee, you’d best play as the monster yourself, and I confess there are few greater pleasures in Evolve than gulping down a fallen hunter as you would Shear’s grazing fauna. You can eat Daisy too, should she die during battle, though I have pangs of guilt when doing so. She’s such an innocent participant in the proceedings, and besides, she’s cute in her own disgusting way. On the other hand, she needs to die: not only does she lead the hunters directly to me, but she also revives her teammates by licking them to full health. Might as well fill my belly with some Daisy-meat when the opportunity presents itself. Indeed, playing as the monster is deliciously evil, particularly when choosing the Wraith, which can swoop in, grab a hunter, and rush away, depositing the target somewhere else in the vicinity. Presuming you buy only the basic Evolve release, and avoid collector’s editions, season passes, and the like, you need to unlock the Wraith by playing Goliath, and then Kraken, and leveling up your profile appropriately. Fortunately, doing so is not too time-consuming, though given the limited choices of monsters and hunters, these gates seem unnecessary and unfortunate. (And, of course, they remind you that Evolve has plans for downloadable hunters and monsters that will surely cost you some cash.) Monstering it up is just as fulfilling as engaging in the hunt, though the pace is different. You spend the early minutes sniffing out the wildlife and satiating your hunger, which not only reinforces your armor, but also brings you that much closer to evolving. You might be a hulking beast, but you’re more vulnerable than you think, particularly at stages one and two. Smart play can yield victory even so, though you’re best bet is to avoid confrontation until you are the brawniest bully you always knew you could be. Just as good hunters are constantly in motion, so too is a good monster, and in this way, the tables turn: the hunted becomes the hunter, and it is the four-person squad that has most to fear. TRAILER IMAGES ARE EVERYWHERE
  9. Name:Halo 5 Guardians Genre:Shooter,Action,Online Theme:,Sci-Fi Publisher:Microsoft. Relase Date:October 27, 2015 Platfroms:PC,XboxONE. DESCRIPTION Halo for Xbox One takes the now-legendary saga to new heights and is one of the most anticipated games for the new console. In possession of a mysterious data chip, Petty Officer John-117, aka Master Chief, confronts a new battery of challenges and tests in a Herculean effort to stay alive in a galaxy where sentient life is mercilessly hunted. Pre-order the next chapter in the wildly P O P U L A R Halo series designed exclusively for Xbox One. REVIEW Halo has always been a narrative driven experience. Bungie worked very hard to build a palpable, well thought out and gripping universe with many interesting species and characters. I saw an article the day before Halo 5: Guardians launched, it was titled “Let’s stop pretending Halo 5’s story matters”, and I was immediately filled with a deep burning, passionate rage. As I read through this article, the guy’s main argument was that “all I want is stuff to shoot, just give me stuff to shoot”. I agree that there absolutely is a position for FPSs that just “give you stuff to shoot at”, where the story can quite happily take a back-seat to the destruction. Things like Serious Sam and Doom come to mind. Quite frankly though, implying that Halo no longer requires a story is – to use a term recited quite frequently in the Halo Universe – heresy. For a more PC oriented perspective on this, imagine if Half Life 3 were to come out next year, but it didn't have a well thought out and interesting story, would you still want it? Would you accept it? I know I sure wouldn't, and I hate the thought that (at least a part of) the mass media believe that's acceptable. So with that off my chest, I should probably reassure you that Halo 5 does indeed have a plot. Said plot does indeed matter and, for the most part, it's gripping, well fleshed out and interesting. Halo 5 is told from the perspective of two Spartan teams; Fireteam Osiris, which is led by Spartan Locke, and Blue team, which is led by our old friend the Master Chief. Whichever team you take control of, you will find your team members have well thought out dialogue and communicate with each other in a believable fashion with plenty of camaraderie. And while these characters each seem interesting in the fleeting glimpses into their backgrounds, it would have been nice if they could perhaps have been fleshed out a little more. For example, I don’t recall ever finding out how Blue Team managed to hook back up with the Master Chief. Now if you’ve read Halo tie-in novel ‘The Fall of Reach’ you will be intimately aware of Blue Team and I do think they were portrayed as I'd imagined them, which is nice, but I feel I shouldn't really need to have to read any of the books in order to know who these guys are. For the most part however, Halo 5’s plot is very engrossing (even a little emotional at points), and if certain things had been explained a little better it could have been a serious contender for best narrative of the series, which is a huge compliment in my eyes. There are just a few niggling moments that prevent it from achieving that greatness. Towards the mid-point of Halo 5: Guardians there's a huge change in focus which is not really well explained, segueing from one plot device to another with little explanation. It temporarily stunts the momentum of the plot, but it didn't stifle my intrigue or my longing for more. One more note about the plot that may rustle a few feathers - be prepared for a cliff-hanger. We’re not talking on the scale of Halo 2 here, but it certainly comes close. I kind of left the game feeling like it had been a huge (albeit rather incredible) build up to Halo 6. Halo 5 is visually superb, the skyboxes are vast and often filled with action. The world designs of the planet’s you explore are breath-taking, and while the art style doesn't stray from the age-old Halo mould, it doesn't need to. All of the environments are fascinating to explore and beautifully realised, and frankly any change of art style at this point would completely break the experience. Weapon models are detailed and familiar, while character animations are first class. It’s a visual feast that I'm not sure is matched by any other game currently available on the consoles. The game took me around 9 hours to complete, and it could quite easily take longer than that at the higher difficulty settings, which means it pretty much falls in line with the previous Halo games, which is also nice. While the multiplayer is there (duh) and I've heard some rather brilliant things about it, I don’t have Live Gold and such I haven’t tested it for myself – though there are an infinite amount of hours to pour into that. Admittedly, I'm a huge fan of Halo, and every time a new one comes out I'm filled with equal parts fear and excitement, the lack of local co-op was a massive blow for me personally, but thankfully 343 delivered where they promised and have provided us with another excellent entry to (in my opinion) one of the greatest FPS series’ of all time. So, is it time for Halo 6 yet? TRAILER IMAGES
  10. Name:Far Cry 4 Genre:Shooter,Action. Theme:War. Platforms:PC,XBOX,PS3,PS4. Relase Data:Nov-18-2014. Publisher:Ubisoft. DESCRIPTION Taking a sharp turn away from the lush island jungles of the top-rated Far Cry 3, Far Cry 4 is set in Kyrat, an untamed region currently ruled by a despotic self-appointed king. But don't be lulled into a false sense of security by the achingly beautiful views, Kyrat is a wild land full of perils. Once again, players will be able to craft their own stories as they travel through this exotic open world teeming with wildlife - using their wits along with an assortment of powerful weapons and diverse vehicles. REVIEW It’s all about variety and choice. Insofar as what Ubisoft does with its open-world games, the Far Cry titles are the only ones that can truly be thought of as sandboxes. It’s like being plonked inside of the world’s greatest playpen, armed not with different coloured blocks and pop-up books but instead rocket launchers, elephants and wingsuits. It’s a testament to just how far gaming has come that something as outrageous as this even exists, but suck it up ladies and gents because Far Cry 4 is here. First things first, Far Cry 4 is inherently pretty much the same game as its predecessor. It looks better, there’s more toys, and there’s more variety, but what you’re getting is that same core Far Cry experience. This time the tale centers around one Ajay Ghale, a Kyrati native travelling back to the mountainous region he grew up in to scatter his mother’s ashes. It takes all of about three seconds before the proverbial crap hits the fans, when Ajay’s bus is attacked by government forces and the Bond villain-esque antagonist Pagan Min invites him in for a spot of dinner. Pagan Min is a flamboyant psychopath, and he lights the touchpaper that gets this backpacking adventure going. If you’ve played Far Cry 3 you know the basic formula. Far Cry 4 isn’t exactly going to win any awards for narrative, which amounts to a civil war and arms dealers and the like, but it does at least serve to push things forward at a steady clip. Much like Far Cry 3’s Vaas, Pagan Min is unfortunately criminally underused, With Ubisoft focusing instead on the act of war rather than the driving forces behind it. The campaign itself isn’t massive, comprising 30 or so missions which can be blasted through in around 15 hours or so, although you’re going to struggle a little without completing some of the side content first. There’s a few tricky decisions along the way but it’s a pretty straightforward campaign all told, one in which you’ll have to decide which sides your bread’s buttered, altering how missions play out slightly depending upon who you back out of the Golden Path’s two leaders, Amita and Sabal. These main missions are easily one of the weakest points in Far Cry 4, featuring generic tailing missions and the like, and it’s their rigidity that proves the major sticking point. By the end of a couple of missions you’ll be dying to get back out into Far Cry 4’s vast open-world. The focal point though is the outpost takeovers, it’s here where Far Cry 4 really shines. There’s nothing better than thinking up ever more devious methods to conquer them, scouting around the edges and tagging enemies, picking them off one by with a silenced sniper rifle, or jumping out of a C4-loaded jeep at the last minute to cause devastation. It’s basically only limited by your patience and imagination; there will be many who just stroll on in with an AK to each and every one, but it’s the alternate methods that cause a great big grin to spread across your face. There’s more outposts than ever in this outing, and there’s even the option to reset them so you can recapture them once more, a major sticking point in Far Cry 3 at launch. During the war that’s being waged between Pagan Min and the group of revolutionaries known as the Golden Path, you’ll have all sorts of tricks up your sleeve. Having grown up in America, Ajay’s a dab hand with all manner of weaponry, and it’s not long before he’s zip-lining, grapple-hooking, and unleashing tons of lead into shocked foes. He can even get in a flying gyrocopter loaded with a machine-gun, or ride elephants, or hijack a tuk tuk. The world of Kyrat is a gorgeous playground, featuring so much more variation than Far Cry 3’s island paradise. From the snow dusted highlands to the gigantic valleys and sprawling plains, covered by the golden rays of a setting sun or cloaked in a thick fog. The atmosphere and scenery changes dramatically from place to place, and creates a world that’s just begging to be explored. It helps that your variety of transport and movement is second only to the likes of Just Cause 2, allowing you to impulsively leap off a cliff-edge and wingsuit down at near terminal velocity. Far Cry 4 also comes with an easily overlooked multiplayer mode. The five vs five asymmetric multiplayer definitely isn’t a core reason to pick up the game, offering up some mildly distracting objective-based matches that might entertain for a short while, before inevitably moving on to a more competent online shooter. It’s joined by a co-operative component however that proves a far more enticing prospect. The entirety of Far Cry 4’s world can be enjoyed with a buddy, and there’s not many things in gaming capable of bringing a bigger grin to your face than strutting into an enemy outpost astride of a pair of elephants. Everything about the emergent scenarios works to twice as chaotic an effect as in single-player, and if you’ve got a mate willing to work through some stuff with you it’s a total joy. TRAILER IMAGES
  11. Name:Journey Genre:Adventure. Theme:Historic. Relase Data:March-13-2012 Platforms:PS4,PS3 Publisher:Sony. DESCRIPTION Enter the world of Journey, the third game from acclaimed indie developers thatgamecompany and presented by SCEA Santa Monica Studio.Journey is an interactive parable, an anonymous online adventure to experience a person’s life passage and their intersections with other’s.You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal.Faced with rolling sand dunes, age-old ruins, caves and howling winds, your passage will not be an easy one. The goal is to get to the mountaintop, but the experience is discovering who you are, what this place is, and what is your purpose.Travel and explore this ancient, mysterious world alone, or with a stranger you meet along the way. Soar above ruins and glide across sands . REVIEW But Journey is not a film, and its power is not gained by pretty pictures alone, but by your presence in its world. That side-scrolling glide would not choke me up if I couldn't feel the sand beneath my feet, and couldn't hit a ramp in just the right way to propel myself into the air. I wouldn't feel so beat down by the wind if I didn't feel it pushing against me as I trudged forward, and I wouldn't be so euphoric if I didn't personally experience the joy of skimming the ground. You see, you hear, and, vitally, you do. You surf the sand, you ride the wind, you seek shelter from danger, you make a friend. Seeing is believing, but it takes interaction to understand and know. Describing Journey means describing these moments and these emotions. The mechanical basics are almost secondary, and quickly explainable. As a mysterious robed figure, you cross sand and other terrain en route to a far-off mountain. You make use of only two buttons. By pressing X, you leap into the air and soar, an ability that is limited by the length of the scarf that trails behind you. By pressing circle, you cry out to whatever or whomever might heed your call. Journey is desolate, but you are not alone. You call to flocks of ribbons that hover about like restless robins, and they provide energy to your scarf. You meet cloth creatures that become travel guides and provide magic-carpet rides to higher ground. And presuming you play while connected to the Internet, you may encounter another lone individual in your travels--an individual you can ignore, or one you can accompany, chirping to her when you locate secret hieroglyphs, or when a fearsome ribbon-dragon appears and you don't want to continue alone. The mechanics are simple, but they establish a direct connection to the heart. Consider that flowing scarf, which trails behind you as you surf and soar, growing larger whenever you locate and touch a glowing flower. On a mundane level, it functions as a power bar that you fill up by making contact with cloth, and deplete by leaping. In context, the scarf is your life force, governing your ability to joyfully drift through the air. Gliding is Journey's most exuberant act, and by limiting its use, the game makes joy itself a currency. Journey uses this ecstasy-based economy to craft an emotional arc across its entirety, as well as to emphasize individual moments. Your scarf grows longer and longer, but a frightful encounter with that terrible ribbon-monster turns your rippling shawl into a mere stub. You cannot fight--you can only hide. Being discovered is devastating because the scarf is where the cheer and comfort of flight are stored. You were offered a heartwarming gift, only to have it yanked from your hands. Journey also uses this moment to connect you with your wordless cooperative companion. By this stage, you understand the meaning the scarf carries with it. Seeing your sidekick succumb like this forges empathy: you know that the monster has abolished his joy. It is possible that Journey will not move you. In such a case, it is simply a beautiful game with a glorious soundtrack, grounded by a wistful cello melody later threaded through a warm quilt of winds and strings. The chance you might be swept away, however, makes it worth plunging your feet into the warm sand. If you are returning to Journey, a higher resolution and a higher frame rate are your ostensible rewards for returning--a return that doesn't cost you anything if you already own the game on the PlayStation 3. But Journey's real rewards aren't so pedestrian. Journey offers you comfort. It gives you companionship in a lovely but forsaken world. It gives you reason to dream even when facing loss TRAILER IMAGES
  12. WɅVΞ

    Defiance

    Name:Defiance Genre:shooter,online,action. Theme:war,sci-fi. Relase Data:Apr-2-2013 Developer:Trion,Human head studios. Platforms:PC,xbox 360,PS3 DESCRIPTION Defiance is the cross-between TV and MMO, launching in Spring 2013.A partnership between Syfy and Trion Worlds, Defiance is the first-ever convergence of television and Massive Multiplayer Online gaming, featuring an interconnected world and storylines that will co-exist on both platforms.The Defiance MMO will be available on PS3, XBox360 and PC . REVIEW Defiance is a difficult game to wrap your head around. That's not because it's all that complicated, but rather because it's just so much fun, even though none of the elements are done particularly well. Defiance is a massively multiplayer shooter in which every aspect is merely decent at best, yet it somehow pieces the jagged elements together into an entertaining picture as you pursue one challenge after another across its postapocalyptic landscape. What a shame that the trek is interrupted not just by the squishy kinds of bugs that you like to kill with guns and grenades, but the technical kinds of bugs that have you cursing and rolling your eyes. You shouldn't come to Defiance to be immersed in the world, which looks too monotone to be all that compelling. Ruinous environments can have their own kind of disastrous beauty, but this vision of Earth lacks the tense atmosphere and visual variety of gaming's best ravaged lands. You might become invested in this world in spite of its mundane looks, however, depending on your level of interest in the SyFy television show of the same name. Story-based missions feature the vague likenesses of characters from the show, and [CENSORED]ure story missions are promised, but stiff facial animations and inconsistent voice acting--not to mention a lot of cheesy (in the bad way) dialogue--make it hard to whip up any excitement over the narrative in spite of an abundance of cutscenes. How you interact with your enemies in Defiance, however, is different from in a typical online RPG. This is a shooter, so you can ignore what other games have taught you about ability hotbars, and concentrate on aiming at your target and pulling the trigger. That isn't to say you don't have special skills to mess with or that there is no character progression. You initially choose one of four powers so that you can run really fast, go invisible, create a ghostly decoy, or enhance weapon damage. From there, the power grid expands, allowing you to earn and improve lots of passive perks, though you can equip only as many perks as your loadout allows, and eventually you can unlock the other powers to play around with. These skills are called EGO powers, named after the Environmental Guardian Online artificial intelligence fused with your body. This AI is Defiance's version of Halo's Cortana, though EGO makes a far more annoying companion than Cortana, what with the sharp treble of her voice and the repetitious line readings that don't necessarily make sense in every context. (Do hellbugs really call in reinforcements, as if they have tiny radios strapped to their heads?) But you'll be glad of the abilities she grants you, which aren't very thrilling to activate or watch, but are nonetheless useful in battle. Need to shake off a flame-spewing munchkin? Distract him with your decoy, and shoot the fuel supply strapped to his back. In over your head? Turn invisible and make a quick getaway. TRAILER ​ IMAGES
  13. Name:PlanetSide 2 Genre:shooter,Online Theme:sci-fi,War Relase Date:Nov-22-2012 Publisher:Sony Platforms:PC,PS3,PS4 DESCRIPTION The sequel to the landmark MMO FPS has been revealed and is bigger and better than ever. PlanetSide 2 is a massively multiplayer online first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Battles wage with literally thousands of players aligning with one of three unique factions in intense land, air and vehicle gameplay where the fight for territory is more than a victory, it's survival. REVIEW On the other hand, PlanetSide 2's special moments are too special to let these encroaching shadows envelop the game in darkness. Yes, you would reasonably expect the full release to perform better, and to have swiped away the simple bugs that occasionally crawl into view--the way the reddish arcs that indicate you have been hit may not disappear until you log back in, the infrequent but irritating hard crashes, and so forth. But when the war heats up, there's nothing exactly like PlanetSide 2, a massively multiplayer shooter in every sense of the term. The world and its four primary continents (as well as the starting continent accessible only to newcomers) are open and persistent, inviting combatants to fight for control over the facilities scattered across the expanses. You engage others by taking to the air and participating in dogfights, by roaring forward in tanks, and by joining fellow infantry and rushing into ground battle. You're hooked up with a squad as soon as you log in, and while my fellow players aren't nearly as vocal or as coordinated on the PS4 as they are on the PC, it's to PlanetSide 2's credit that you can get involved in warfare mere seconds after entering the world--and that you can understand what your objective is simply by observing the heads-up display and following others into contested zones. As with most video game wars, your success is never assured, and with loss comes frustration: the frustration of being gunned down by an infiltrator equipped with a bolt-action rifle as you sprint from one doorway to another, the frustration of shooting a teammate as he crosses your path just as you begin firing at the enemy, the frustration of hearing the voiceover explain for the umpteenth time that you shouldn't shoot friendlies. (Thanks, repetitive narrator-man.) Death is rarely an annoyance in and of itself, however. Even if you frequently fall, engagements are too big for you to feel as if you have singlehandedly let down your teammates. If you only rack up a few kill assists in between spawns, there's still a sense of accomplishment. When there's madness in all directions, who can say whether the bullets you landed didn't divert the winds of conflict? TRAILER IMAGES
  14. Name:Assassins creed 4 genre:Action,RPG theme:History,Fantasy Publisher:Ubisoft Relase Date:Nov-22-2013 Platforms:PC,Xbox 360,PS3,PS4. DESCRIPTION Assassin's Creed IV Black Flag will let the play live the story of Edward Kenway. Controlling your own vessel in sea battles you are a Pirate trained by Assassins. You will visit tropical jungles and exotic cities that were alive and bustling during the time of pirates. Carve your name among the pirating legends such as Blackbeard or Calico Jack, and defy all odds in your attempt to become the most feared pirate in the Caribbean. REVIEW During Assassin’s Creed 3 we experienced the series’ newest trick, the impressive naval missions. The theme of AC4 focuses on this area, splitting the land based aspect almost evenly with sailing around the beautiful Caribbean islands, in search of ships and towns to plunder. When not following the primary story arc this exploration can be done at the player’s leisure, with English, and Spanish ships frequently appearing on your horizon, tempting you with their booty. Pulling out your spyglass you can zoom in on the ships, towns, forts, and other points of interest to gather a bit of extra info, helping you better judge whether you want to go out of your way to interact with them. This little exercise is just the right measure of interesting and useful without being annoying and pointless. And that last sentence pretty much sums up the majority of Black Flag. The protagonist is, to put it bluntly, a bit of a dick and Black Flag largely fails to make you like him. In his defence you don’t hate him either, but this indifference leads to a vague detachment from his interactions and therefore a disconnect from the main story. And that unfortunately means you don’t fully engage with the sheer badassery of being a specific assassin killing machine from history. And that is a shame. THE JACK DAW SHIP Controlling the Jack Daw is almost therapeutic. Rewarding and yet simple to master, you will be navigating between tiny beaches and tussling with the weather and waves in no time. Never would the player’s control of Old Jack be described as annoying or unforgiving; the balance is consistently fun. One moment you might be cruising alongside coves of lush green islands and the next you might be travelling headlong towards a tropical storm or twister. You can literally see a storm rolling towards you and just like in real life you can take your eye off it for a moment and then be surrounded by deep mist and lashing rain. If this happens when you are bombarding a fort or surrounded by a fleet of enemy vessels, it will add to your challenge no end, as you struggle to work out which enemy is your biggest threat. TRAILER IMAGE
  15. You Just know my name but you dont know my story,you even cant do a shit versus me sooo thats why you need to respect me ^.-.My Bros are my Life and thay always gona be my life ,im never going to forget them ,what they did for me and what i did for them ,its good to hear yeahhh :) im soo proud of myslef becaus i have great bros :) Never Fail ,Always Win.[CENSORED] ALL HATERS AND I HOPE HATERS BURN IN HELLLLLLLLLL.[CENSORED] raven [CENSORED] boring,im the best ;) .

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CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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