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Deus Ex: Mankind Divided est un jeu vidéo de tir en vue à la première personne qui emprunte au jeu de rôle et au jeu d'infiltration dans un univers cyberpunk. Développé par Eidos Montréal et édité par Square Enix, il est la suite de Deus Ex: Human Revolution sorti en 2011 et se déroule deux ans après les événements dépeints dans ce jeu. Il propose à nouveau d'incarner Adam Jensen1,2. Le titre a été dévoilé au début du mois d'avril 2015. Il est prévu pour sortir durant l'été 2016 à la suite d'un report le 18 novembre 2015 (initialement prévu le 23 février 2016) sur Windows, PlayStation 4, et Xbox One3. En 2029, deux ans après l'incident décrit à la fin de Deus Ex: Human Revolution, les humains augmentés sont traités en parias et exclus de la société. Adam Jensen doit faire face aux conséquences de ses choix, qui ont conduit à un rejet des augmentations mécaniques par l'opinion publique. L’oppression des augmentés a créé un climat de peur et d'amertume, produisant une escalade de la violence dans le monde. Au cœur du chaos, des organisations secrètes tirent les ficelles en coulisses, dans le but de manipuler et contrôler l'avenir de l'humanité. Adam Jensen est devenu un agent infiltré expérimenté qui doit mener ses opérations dans un monde qui méprise ses semblables. Il travaille pour une force spéciale d'Interpol, la Task Force 29, qui s'occupe de combattre les terroristes augmentés nouvellement apparus. Cependant, son allégeance est divisée entre cette équipe et un groupe de cyberpirates nommé Collectif Juggernaut. À la suite de sa découverte de l'existence des Illuminati en 2027, Adam est devenu déterminé à faire tomber le groupe mystérieux, et collabore avec le Collectif Juggernaut dans ce but. La Task Force 29 amène Jensen à se rendre dans un ghetto transhumain, situé dans la ville de Prague et appelé Utulek Station (surnommé « Golem City »). Il doit y trouver Talos Rucker, le chef de la Coalition pour les Droits des Augmentés, un groupe dédié à la protection des droits des humains ayant subi des modifications mécaniques. Si cette coalition n'encourage pas officiellement la violence, elle est cependant reconnue comme organisation terroriste par la Task Force 29 à cause de certains de ses membres.
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Gameplay: Halo: Reach is a first-person shooter in which players predominantly experience gameplay from a first-person perspective; the game perspective switches to third-person when using certain weapons and vehicles. Gameplay is more similar to Halo: Combat Evolved than later games in the series. The player's head-up display displays and tracks a player's current weapons, abilities, and health; it also contains a compass and a "motion tracker" that registers moving allies, enemies, and vehicles in a certain radius of the player. The HUD changes when the player pilots aircraft and spacecraft. In the game's campaign, which can be played alone or cooperatively, players assume the role of Noble Six, a supersoldier engaged in combat with an alien collective known as the Covenant. The Covenant come in eight distinct varieties with different ranks and classes for each type; for example, Elites are the leaders of a group, while Grunts are less intelligent and only dangerous in large groups. The player is equipped with a recharging energy shield that absorbs damage from weapons, fire and impacts. When the energy shield is depleted, the player loses health. When the player's health reaches zero, the character dies and the game reloads from a saved checkpoint. Health is replenished using health packs scattered throughout Reach's levels. The campaign's encounters with enemies are typically large, open spaces with weapons caches, cover from enemy fire and strategic vantage points. New to the Halo series are dogfight sequences set in space. Reach features updated versions of old weapons, plus new weapons fulfilling various combat roles. In Halo 3, players can carry single-use equipment power-ups that offer temporary offensive or defensive advantages. This system of single-use equipment is replaced in Reach by reusable and persistent armor abilities that remain with a character until they are replaced. The abilities are a jetpack; active camouflage; sprint; hologram, which creates a facsimile of the player running towards a target point; drop shield, which creates a bubble that heals those inside and protects them from a limited amount of damage; and armor lock, which immobilizes the player but grants invincibility for a brief period of time. When playing as Covenant Elites, players also have access to an evade armor ability Trailer:
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Cover is akin to condoms for shooters, it keeps you safe from STDs like bullets and lasers. Grenades explode. Lots of credits were spent on colored fonts. Tigers eat scientists. Omega forces kill scientists. You partner looks like a Mortal Kombat character and the cinematics come in 16-bit, resembling the visuals of the 80s. I’m not that far gone, at least no more than the Ubisoft guys behind Blood Dragon. The link with Far Cry 3 is only in name and (some) gameplay mechanics, the rest is marketed as a standalone production, aiming to capitalize on the nostalgia for the century past. The 20th century, which seems weird for those of us who were born then and are now smiling all knowingly from the corner of our mouths. Blood Dragon mixes dinosaurs, genetic mani[CENSORED]tions and the pretext of a story to bring forward various ideas, from the D20 dice to the Ninja Turtles, Die Hard, rock’n’roll and Sylvester Stallone. Meet Rex Colt, cybercommando. That would be part man, part machine, result of some changes spawning from a devastating war that irradiated the planet and made once loyal soldiers go haywire. Or not, if you follow the antagonist Sloan, which leaves Rex with nationalist lines and a 7 missions fight. Actually, the whole story is just a pretext to kill everybody, especially the dragons in the title and Blood Dragon doesn’t make a secret about it. Probably just another way to pay homage to the movies with tons of bullets and blood and the ever conquering hero, arm in arm with the girl of his dreams. Although Blood Dragon is marketed as a standalone title, it doesn’t have too many gaming hours in it, though for their price, it’s pretty interesting. It comes with elements from the original, but all is shrunk and, consequently, gets repetitive quite rapidly. You get 10 outposts to liberate from the enemy cybercommandos, secondary missions to save scientists (actually Save a Nerd) or to hunt rare animals. You can still kill the local fauna, but no more plant or hives collection to enlarge the wallet. No more plants either, so in this post-apocalyptic world you find health packs in some corners. That is, if you trust a syringe found on the street. And aside from the secondary missions, wild animals only give money and some bonuses if you kill a minimum number. Freeing scientists, hunting and other actions unlock gun attachments and, if you want them for free, you’d better go find those TVs and VHS tapes. Yeah, that’s right, you gotta interact with TVs (non-LCD, most probably lamps) and “rent” parody-movie tapes. There are also some files from a scientist and lots of containers with money and ammo just waiting to be pilfered. Rex also levels up, but there’s no skill tree to play with. It’s just a maximum of 30 levels and various bonuses and abilities. The most experience comes from missions, but also from killing dragons, which is one intense activity; on the other hand, the huge creatures can be used to clean the outposts – they can’t pass the protective shields, but their lasers will kill your enemy just fine. Or go in slowly and stealthy, deactivate the shield and let the “poor” soldiers get roasted. Like any respectable supersoldier, Rex carries with him an impressive arsenal, made more powerful with the mentioned attachments. A handgun with a silencer and laser, a machine gun, a sniper rifle and, of course, the bow for stealthy kills. There’s also a heavy machine gun, Rambo style, but I didn’t really use it; I went mostly for stealth and chaining kills with my friend the knife. The options are pretty much the same, you can kill from above, from below, from water and jumps, fast and clean, without any chance for the victims to raise the alarm. Some secondary missions force you to use a certain gun and I can tell you it’s pretty sadistic to kill sharks with explosives and tigers with the bow. Even if they are mutant or cyber sharks or tigers. You can then loot the bodies for ammo, money and cyberhearts. Vehicles can still be used to cover distances or just for fun, on land or water; the control however is just as weird without a gamepad, but running is good for your health. Even a cybersoldier can grow a belly due to the numerous health injections. Visually, things are pretty much the same if you look beyond the [CENSORED]uristic red and the machineries filled outposts or the dragon eggs. The cinematics stand out by far, but not being skippable might make them annoying. Others might find them pretty “dumb”, 16-bit in a DirectX11 era and all, but you’ve had to have lived in the floppy disk age to really grasp the importance of the simple existence of a cinematic back then. The music is also very 80s inspired, when rock’n’roll ruled the streets together with the electronic tunes which probably caused the weird hairstyles and the mental issues due to the extra-large pants and blings which were worn in the middle of the day. Just like nowadays :-) Unfortunately, the fun is over fast, even with all the secondary missions and perhaps the stubbornness to kill all the Sloan “engraved” pigs. It’s pretty much a DLC and despite all the allusive dialogues and the ride to the past, you get to see the Game Over screen (that means you’re dead). I didn’t ran into any technical issues, but you’ll find plenty of players on forums who had troubles with the saved games; apparently, Ubisoft is in a “broken released” period (yeah, I’m looking at you, Heroes VI add-on); the only nasty thing is that the in-mission checkpoints aren’t really checkpoints, since you have to finish all objectives to really get a save game. Aside from the nostalgic feelings, Far Cry 3 Blood Dragon doesn’t bring anything new and doesn’t really have a story. The length is consistent for a DLC, but the presentation as a standalone game might have been a little too much. Or maybe it’s just the beginning of a special branch of the Far Cry franchise, with Roy playing the role of a new Duke Nukem with sex jokes and the American flag imprinted on his chest. Mark IV style!
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The Civilization series has created an interesting addiction for turn based strategies fans who prefer free scenarios instead of the historical accuracy offered by a Total War game. And almost two years after Civilization V hit the store shelves, Firaxis decided to give us another dose of the „drug” in the form of Gods & Kings, while at the same time reintroducing an element ignored in the previous iteration of the series – religion. Like any add-on, Gods & Kings doesn’t completely overhaul the gameplay, only adding some „meat” all over to justify the entry fee (30 euros). So we get nine new civilizations with just as many wonders, 13 buildings, three scenarios, some 27 new units, said religion and some espionage on top, plus all sorts of modifications for existing buildings and units. The tech tree also got 8 new improvements (like Guilds for the medieval era, Architecture in the Renaissance or Telecommunications for the Information age) and a hefty list of changes for the existing ones. In the end though, the game is the same and the turns will unfold in the same manner towards the final victory. You won’t even feel a lot of the changes and additions if you’re not a huge fan who analyzes if a unit or another now has a + or -1 to attack, but most players will be affected and forced to adjust their strategies depending on religion. Together with the idea of a superior being comes a new resource, Faith, alongside the existing gold, culture and happiness. At first, getting faith is slow, with altars and temples, eventually discovering bonuses in various ruins spread all over the map. Then you get to a little pantheon and after that you choose a real religion from the 11 available. Advancing from pantheon to major deity and from altars to cathedrals is done by specifying Beliefs, each with their own advantages (on the religious side or for the economy). Beliefs come in four flavors: Pantheon (bonuses for resources and terrain), Founder (dedicated to the first civilization that founds a religion), Follower (bonuses and/or structures for any city that pledges to a religion) and Enhancer (cheaper missionaries to spread easier and faster your own faith). A nation can have up to five Beliefs, which cannot be reused by any other religion on the map. Beyond bonuses, religion, just like in real life, creates factions, majorities and perhaps conflicts. If at start a pantheon is limited to a single city, advanced religion spreads beyond borders (1o hexes around a faithful city) and if the majority of the citizens adopt it, it becomes the main faith. It thus generates a pressure that spreads, and you want it to spread, because a union in faith helps city relationships and it’s easier to use diplomatic acts while you prepare for war. And to make things easier, there are missionaries available, while the Inquisitors stop the spread of a religion or even eradicate it (Remove Heresy). And for both actions Prophets were introduced, one new type of Great People. Besides the obvious use to create and spread religion, Faith can be also used to buy buildings, units or Great People (personalities that offer bonuses depending on the chosen social policy – for example, if you choose Autocracy you get a Great General or a Great Admiral , while Freedom has a Great Artist). All these actions are recommended and efficient up until halfway into a match (around the Renaissance), just to become penalties afterwards when considered into diplomatic decisions and a rival asks you to stop preaching and you refuse. Not that it really matters though, because the AI is almost the same. There are some changes, true, at least you don’t get spearmen killing off tanks anymore, but it’s just as hard to get a cultural win. Even if you get there, you still have to support some serious army if you don’t want to go out in smoke and be a footnote of history – the AI will judge you fast and attack if you don’t defend well right from the start. At the other end, if you move fast and recruit a sizeable army (not necessarily swarms of troops, but with superior tech), the AI will just mind its own business, coming at with you only with trade requests. Even if it denounces you or creates alliances, when it’s obvious you got the bigger guns, you have your back covered. The second notable novelty is espionage, but this isn’t about NPCs on the map, only a menu with dedicated options. Since behind the visuals it’s probably a formula that calculates what the spy does and when to advance him to the next level. In theory, the idea is good – at the start of each age, you get an agent to sneak into enemy cities and steal information, tech, war plans or eliminate enemy spies if they’ve set up shop settled in your own capital. They can also rig elections or set up coups to bring a more friendly leader to power. Practically, I didn’t really notice an influence on the gameplay. My spied rigged elections, but I didn’t get a gift, nor a welcome. Though I had agents in my capital and some other cities, I never caught an enemy agent, though I was the victim of tech theft. When I occupied a new city, the enemy spy ran, without giving me the great opportunity to catch him and execute him for treason. Just for fun. While on the subject of cities, two new types of city-states offer special bonuses – Faith and luxury items (Jewelry and Porcelain) – at the same time changing the measurement of health to 100 units. Because of this, the sieges are way harder to sustain and an advanced city is difficult to conquer just because it’s enough to have walls and garrisoned troops to decimate the attackers. What’s truly interesting are the three scenarios – Fall of Rome, Into the Renaissance and Empires of the Smokey Skies – each with a special approach and big changes for troops, buildings and strategies, especially for the last one. Victory is based on 5 categories (of which the winner must control at least three) and in Empires of the Smokey Skies the tech tree is totally different from Steam Power onward, with flying and terrestrial vehicles, modified social policies and no religion. The three scenarios are really interesting since they come with a different approach in the Civ universe based on familiar mechanics, a step towards more experimentation for Firaxis. The visuals are still just as good, with the same choices for DirectX 9 or DirectX 10/11, where the differences are significant. The soundtrack didn’t catch my ear and I had no freezes or crashes many players complained about. I only deactivated the intro movie after the first showing since it had indeed the tendency to crash the game in the first loading screen, but after that Gods & Kings rolled out smoothly, with no technical issues or frame rate drops. The multiplayer is also the same, with long loading times as the game advances. It’s true that all the turns are simultaneous, but you still have to wait for the other players and staring at the clock isn’t such a good idea for spending your time. So competing with other people is fun if you really know the players and you can scold them for being late the next time you all go out for a beer. On the other hand, everything that could drive you nuts in Civilization V is still there: the unit micromanagement eventually gets very tedious, small islands turn into a crowded madness and if you let the units go their own way, they’ll take the most scenic routes you’ve ever seen. So the bottom line is that, depending on how much you love the franchise, Gods & Kings can be seen as a sum of natural improvements for an add-on or a breath of fresh air for the series as a whole.
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Having said that, don’t expect the title to be released anytime soon as EA has stated that Titanfall 2‘s release window will be sometime in 2017. But what EA is saying and what the toy line suggest are not one in the same. According to the McFarlane promo, Titanfall 2 is set to hit in Winter 2016. Here:
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Final Fantasy VII rămâne unul dintre cele mai apreciate titluri din epoca primei console PlayStation, publicul manifestându-şi entuziasmul aproape necontrolat atunci când, la E3 2015, Square Enix a anunţat că va realiza un remake al acestui joc pentru PlayStation 4. A trecut jumătate de an de atunci şi, tot pe scena celor de la Sony, de această dată la PlayStation Experience 2015, a fost dezvăluit şi primul trailer cu gameplay din Final Fantasy VII Remake. Square Enix a oferit şi câteva informaţii suplimentare despre remake-ul lui Final Fantasy VII: jocul va fi realizat şi cu ajutorul altor studiouri, cum ar fi CyberConnect2 (autorii seriei Naruto Ultimate Ninja Storm), va folosi motorul graficUnreal Engine 4 şi va fi lansat în format episodic. Conform declaraţiilor Square Enix, formatul episodic este necesar pentru ca jocul original Final Fantasy VII este foarte cuprinzător şi adaptarea întregului conţinut pentru un titlu modern ar fi durat foarte mult timp şi ar fi ocupat mult spaţiu. Conform standardelor moderne, fiecare episod din Final Fantasy VII Remake ar trebui să fie la fel de lung precum un joc actual. De asemenea, jocul original Final Fantasy VII este acum disponibil pentru PlayStation 4, pe PlayStation Store (într-o versiune adaptată după ediţia de PC) la preţul de 49 lei.
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Koei Tecmo y Omega Force han mostrado un nuevo tráiler de Arslan: The Warriors of Legend con motivo el Tokyo Game Show. Este nuevo musou, basado en la serie de novelas y anime, se pondrá a la venta para PlayStation 3 y PlayStation 4 el 1 de octubre en Japón, y a principios de 2016 en Norteamérica y Europa para PlayStation 3, PlayStation 4 y Xbox One.
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Entertainment Software Rating Board (ESRB) are listed Stranger of Sword City, from NIS America, for PC. NIS America PlayStation Vita version distributor, retail and digital formats, with a release date of March 22 in US and March 25 in Europe. Experience will be the distributor of the game on Xbox One, which will arrive in digital format on 22 March in the United States. In December, Stranger of Sword City appear in a list informal with lots of games that will arrive on Steam.
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Platformer type games are not usually my top when I think of what I would like to play if I have free time available. Maybe because it involves a controller and PC players prefer the mouse and keyboard. Perhaps because the jumping through various "maze" with no important purpose besides not being burned, drowned, crushed or eaten by a monster does not really attract me. Maybe it's hard to take such games seriously now, when the market seems to trăiească more than the realistic graphics of intelligent design. That is, until I got hold of Rayman Legends. Continue to Rayman Origins direct, Legends introduces us on Rayman in an attempt to save the Glade of Dreams attack nightmares that will not let the occupants to peacefully nap. Pal Globox and Princess Barbara and give them a helping hand after some time, but any other claim narrative disappears, except for brief cinematic moments that sometimes remind us that we are on the trail of "boys" bad. Eventually, the whole premise is off his rocker how good, and the entire game takes place in a tent full of paintings inside them drag you to save some bizarre creatures and blue - teensies. Legends is probably one of the most beautiful 2D games. It's actually the first thing you notice him immediately as you enter the first world in distress. The design does not cease to surprise levels along six main worlds, each divided into many more. Levels with lower levels integrated into them, drew a more sympathetic than another. Rainforest, desert, seemingly calm waters, castles and underground full of spiders and even an area made of cakes that must eat in order to move forward. It's hard to believe that such variety could catch and stop năuceşte, but Legends successfully combines not only the color and design, but also music with gameplay. Most songs are adapted to the game, all licensed, but slightly modified to give life to the dream world that must evolve. You and fight bosses, but perhaps the most controversial move of the gameplay is Murfy. How the game was originally released only for Wii U, port required some modifications which involves flying green bug said. On the PC, automatically moves Murfy areas of interest (platforms to be moved, twine cutter, carnivorous plants punched between the eyes, tickle monsters) and the action of opening advance in level. On the other hand, there are few occasions when he must move simultaneously on Rayman and Murfy, difficult issue when playing alone. Moreover, levels of Murfy proved to be by far the most irritating, highlighting that Legends is a cooperative title in its essence. A gamepad control is a sine qua non for Legends. The scheme is simple, elegant, even with Murfy into the equation, but you must have dexterity. Some levels are timed and the wall of fire behind you is a very strong motivation to take it to the race. On the other hand, your goal is liberation blue creatures, and the speed of some levels you by surprise and you have two options. Either kill yourself to resume action at a checkpoint, now warned about the area where the creature or finish the level and replay it completely with strict focus on the elements missed. None of the solutions does not seem extraordinary in the longer term, even though perfectionists will be motivated not only by collecting blue creatures but also bright bugs (Lums) offered the post of in-game currency. Each world is inspired by a story (20,000 Leagues Under the Sea, legends of Olympus) and has a central mechanical - are reduced with a magic trumpet, slip or float through special air currents. Personally, the more I appreciated the dark waters dotted by surveillance and mythical lightning from Olympus, next to the labyrinth of the Minotaur. And to relax a little things, fights with bosses (not very difficult) followed one lap music, a level where you have to move to the music. Not surprisingly, the gameplay is typical of a platformer: climb, descend and jump on all kinds of structures, from platforms moving up the vines and chains strategically placed to be able to propel a mushroom crazy which in turn throws you in totally unexpected levels one area, only to be stabbed in the fatal spiny dorsal plant. True, there is death itself and in each level you have a chance to get an extra life, but checkpoints are not always ideally placed and difficult reluatul sequences from scratch is not very pleasant. Outside normal levels, there is a kind of an "invasion" of new monsters invaded same levels that must go through quickly. A special room is dedicated sites Challenge, which brings additional gains challenges in Lums to unlock more skins. Another interesting way is Kung Foot, where players must give empty goal (doh!) Or just run crazy and to punch each other. Both options are equally fun. This platformer Rayman Legends proves that the genre still has a place in the gaming world, and even on the PC, not just the Wii U. offer fingertip control you need a gamepad and is probably the first time because of this peripheral support simply otherwise lose much of what the game has to offer. The best thing would be to "attack" with friends or family in co-op (local only, not online), otherwise some levels will give you the feeling that your fingers are suffering from carpal tunnel syndrome after a few hours. Plus and motivation to start over again to release all blue creatures and collect all the Lums II, plus the fulfillment of daily and weekly Challenge sites. Everything for everyone.
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Name:Star wars Battlefront. Genre:Shooter. Theme:Sci-fi. Relase Data:Nov-20-2015. Platforms:PC,One,PS4. Publisher:EA games. Developer:DICE. DESCRIPTION In 2004, the original Star Wars Battlefront came onto the scene and took gamers and Star Wars fans by surprise. It was an ambitious action shooter that gave players the opportunity to step into the shoes of their favorite Star Wars characters, pilot quintessential Star Wars vehicles, and relive classic Star Wars battles.Fast forward nearly 10 years and gamers still have many of those same Star Wars gaming fantasies, but now they wish to experience those larger-than-life battles in magnificent high definition, with all of the amazing special effects, vehicle physics and gameplay intensity that the next-generation has to offer.Star Wars Battlefront, developed by DICE on Frostbite 3, will surprise and delight fans yet again with a new experience inside this beloved universe made with our signature DICE REVIEW Where to begin with Star Wars Battlefront. DICE’s position with this shooter was practically unwinnable. Entire swathes of the community wrote it off as soon as they heard it had no single-player community. Millions more were hoping for it to play exactly like Star Wars Battlefront 2. And there were people like me, who, up until playing it, assumed it would be a reskinned Battlefield 4. No matter what noises came out of DICE HQ, I’d hazard a guess the majority went into Star Wars Battlefront with one of these opinions. It’s in fact none of these things. Star Wars Battlefront is entirely its own beast. It’s not really like anything else out there. The closest comparison to me would be to suggest it’s the Rocket League of shooters. There’s a purity to the action that you won’t find in many other places, at least in this post Call of Duty 4: Modern Warfare era. There is a minor single-player component it has to be said, with small challenges to earn some currency which can be spent on multiplayer unlocks. Each of these provide a taster of different aspects of gameplay, and form a tutorial of sorts before heading online. Occasionally they do show signs of what might have been, such as a pulsating Speeder Bike race through the forest moon of Endor, or the Rogue Leader-aping aerial combat. But in the end they’re nothing more than minor distractions. This is joined by an array of cooperative horde-mode style missions and these are pretty neat to play through with a friend, but there’s not much here keeping you playing for the long term once you’ve exhausted Star Wars Battlefront’s limited supply of maps. Onto the meat of the game then, which is undoubtedly the online mode. When I played the beta for a couple of hours last month I came away thoroughly underwhelmed. I hadn’t enjoyed the Walker Assault gameplay at all, and I immediately tempered my expectations. Based on my terrible beta experience I was thinking this could end up along the lines of a 5/10. This seems in stark contrast to all of the opinions I’ve read, who seemed to love the beta and got bored of the main game. Perhaps the answer is in looking further than the headline mode. Stepping away from Walker Assault then, and two of the major standout modes for me are Cargo and Drop Zone. The former is basically 8v8 capture the flag, but on some insanely tight, well crafted levels, the sort you wouldn’t expect from the large-scale wizards at DICE. Each team starts with five points apiece, and you lose a point every time the enemy team captures your cargo and gain one every time you capture theirs. Whoever’s got the most points at the end of the 10 minutes or so wins. It goes into sudden death in the event of a draw, which can lead to some insanely tense situations. In this format Star Wars Battlefront shines. Without having to worry about getting blown up by an AT-AT or killed from a mile away by Boba Fett, you can focus on the frenetic tactical seesaw of CTF. Likewise with Drop Zone, which I’m sure plenty of you are familiar with from the beta. This is more combat-heavy than Cargo but the same rules apply, and fighting over drop pods and exchanging control can be a real thrill. As I said, the closest comparison in my mind is the frenetic, vaguely controlled action of Rocket League. Nearly all of the game modes are worth a bash as well, each bringing something unique to the table. The dogfighting Fighter Squadron won’t have its hooks in you for extended periods, but it’s great for a quick battle. Heroes vs Villains alters the dynamics considerably with its 6v6 play, featuring three Heroes and three Villains commanding the battle. Hero Hunt is one of the few small-scale duds. It might as well be killed Kill Stealing: The Game, but it’s difficult to see what else DICE could do with this idea. Star Wars Battlefront, like just about every online shooter out there these days, has a levelling process with an array of unlockables. There’s not a massive amount of things to unlock, certainly nowhere near on the scale of Battlefield or Call of Duty, which I’ve seen some reviews suggest means there’s a lack of progression and content. You don’t need a leveling process to quantify ‘content’, a game should be fun enough to stand on its own two feet regardless. Which Star Wars Battlefront does, and does well, and I’m glad to see the usual relentless unlocks give way to a more sedate pace. By the time you get to 15 out of 50 levels you’ve basically got your hands on most of the decent kit. You can feel the time constraints placed on DICE here, forced to get Star Wars Battlefront out to meet Star Wars: The Force Awakens. It feels like there was a toss-up here - aim for more content or take what they’ve got and polish it to within an inch of its life. And polish it they have. Star Wars Battlefront is as slick as they come. Whatever you think of its substance, it’s certainly got the style. Visuals and audio are on another level - DICE’s usual sterling work elevated even further with the official Star Wars license. Everything about it looks and feels bang on the money, with excellent presentation and a quick flow to proceedings that means you’re never far from the action. This is certainly no Battlefield 4 launch, and I can’t think of a single glitch or performance hiccup I’ve encountered. TRAILER
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"I can only tell you tales of how to make Daedric Armor. I have never seen it myself, nor do I know anyone that has. The stories say that it should always be worked on at night... ideally under a new or full moon, and never during an eclipse. A red harvest moon is best. Ebony is the principle material, but at the right moment a daedra heart must be thrown into the fire."- Sven Two-HammersPayment plan (see product info)
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GAME FEATURES The Backyard Battleground Welcome to your very own Plants vs. Zombies playground. In your Backyard Battleground you can edit your character’s abilities and customizations, choose quests, jump into co-op or multiplayer action modes, or invite up to 3 friends in to your backyard to start a party and take on AI – defeat a wave, and a more powerful wave will show up. You can also switch teams to challenge your friends! Backyard Battleground is your own frontline base to plan your attack before you enter the battle for Zomburbia. Bring on the Battle in 24-Player Online Multiplayer and Up to 4-Player Online Co-op Join the fight for Zomburbia in 8 different game modes. Want to go on the attack as the plants in 24-player? Bring on the all-new 24-player Herbal Assault. Looking to team up with fellow zombies? Try out Graveyard Ops. There’s a mode for every mood! Six 24-Player Game Modes Choose from six online multiplayer game modes. Attack as the plants and defend as the zombies in Herbal Assault, or go classic with a zombie attack and plant defense in Gardens & Graveyards. Want quick action? Jump into Team Vanquish mode or, for more objective-based gameplay, check out Vanquish Confirmed mode, Suburbination mode, or the booming Gnome Bomb mode. 14 Playable Classes With Over 100 Playable Characters Bring even more strategic depth to this all-out botanical battle with 14 total character classes, and over 100 playable plants and zombies from the past, present, and [CENSORED]ure. Two 4-Player Co-Op Modes Gather a team of up to four friends and bring on the battling in two different cooperative game modes. Dive into the all-new Graveyard Ops and play as team zombie defending Zomburbia against those persistent pesky plants, or keep the fight blooming as you defend what remains of suburbia from the relentless zombies in Garden Ops. Solo Play and Split-Screen Go solo playing against AI opponents or locally in split-screen* co-op across any mode in the game (no Xbox Live Gold or PS Plus memberships required). *Split-Screen available for PlayStation 4 and Xbox One only. 12 New Maps This struggle for suburbia goes across the time stream through history, the great white north, and through space – all the way to the moon! – with maps bursting open with personality and humor, Zombossified cityscapes, and crowded airspaces, all layered with hidden secrets waiting to be discovered.
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Eleven years ago a horrific fire took Alice's family from her and left her mind horrifically scarred. Afterwards she was confined to Rutledge Asylum, where she struggled to confront her demons by slipping further into her fantasy world of Wonderland. Now, after ten years, she has finally secured her release—yet she still bears the heavy psychological burden of that tragic event. With her mind in tatters, she is unable to resolve the fear prompted by her strange memories, dreams, and visions. Perhaps she'll do better in Wonderland. She always has. She travels there, seeking what the "real"; world can't provide: security, knowledge, and the truth about the past. But in her absence, Wonderland too has suffered. Something has gone horribly wrong, and now a great evil is descending upon what once was her beautiful refuge. Can Alice save Wonderland--and herself--from the madness that consumes them both? VISIT ALICE'S DARK AND SHATTERED WONDERLAND Alice: Madness Returns delves deep into the dark and violent side of the imagination, creating a nightmarish Wonderland where Alice must face the demons that haunt her visions. Visit the grim reality of Victorian London and then travel to the beautiful yet ghastly Wonderland to uncover the root of Alice's madness and discover the truth behind a deadly secret, kept hidden for years. Intense 3rd person action: Use multiple upgradeable melee weapons, including the explosive Teapot Cannon, the punishing Hobby Horse, and the classic Vorpal Blade. Explore a dark and shattered Wonderland: Encounter familiar but now strange characters, including the Cheshire Cat, the Mad Hatter, the Caterpillar and the Red Queen. Magical abilities: Obtain peculiar abilities in Wonderland such as floating with Alice's dress, shrinking, or growing to towering sizes in order to crush enemies. Interactive puzzles: Intuitive and rewarding puzzles such as transforming obstacles, musical memories, chess, and picture blocks.
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Welcome to csbd !
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For the multiplayer game, see BioShock 2 Multiplayer. "For every choice, there is an echo. With each act, we change the world. One man chose a city, free of law and God, but others chose corruption and so the city fell. If the world was reborn in your image, would it be paradise or perdition?" ―Sofia Lamb BioShock 2 is the sequel to BioShock, and is designed to continue the grand storyline of the underwater metropolis, Rapture. It was released on February 9, 2010. The Mac OS X version of the game was published by Feral Interactive and released on March 29, 2012.[3] BioShock 2 capitalizes and improves upon the high-quality effects, unique gameplay elements, and immersive atmosphere that defined the first game. 2K Marin was the development team for BioShock 2, continuing the work of Irrational Games, which developed the first game. Initially, a spokesperson for 2K Games stated that the "Sea of Dreams" subtitle had been dropped. 2K later stated that the subtitle was the title of the first teaser trailer, and not a subtitle for the game.[4]
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Name:Borderlands. Genre:shooter,RPG. Theme:Sci-Fi. Platforms:PC,360,PS3. Relase Data:Oct-30-2009. DESCRIPTION In the distant [CENSORED]ure, several colonization ships head to Pandora, a planet on the edge of the galaxy. The colonists are drawn there in search of a better life as well as vast mineral resources said to be on the planet, free for anyone's taking, akin to a [CENSORED]uristic gold rush. Some time after settling the colonists discover that there is little the planet offers, aside from some decrepit alien ruins. Those who have money leave, the remaining po[CENSORED]tion devolves into chaos and lawlessness. Some of the settlers seek to get rich quick by discovering alien technology. Most others are just trying to survive. After seven earth years, the planet's slow orbit brings a transition from winter to spring, and many horrifying creatures emerge from hibernation. REVIEW Borderlands was rather hastily compared to everything from Fallout 3 to Diablo 2 in the months before its release, but the recent slew of trailers featuring foul-mouthed robots and psychotic bandits, along with the colourful and controversial cover art, suggested a wicked sense of humour more akin to the Oddworld games or even Grand Theft Auto. Now that the finished product is here, it’s obvious that Borderlands has indeed borrowed elements from a number of different games but combined them into a stylish and memorable first-person RPG. To be honest, the story is almost incidental and glossed over for a large portion of the game. Borderlands is all about the quests, the weapons, and the insane collection of characters you meet on your journey. The first to greet you as you step off a rackety old bus is an eccentric robot known as a Claptrap, which leads you to the first town of the game and gives you a mini tutorial of sorts. This is a great introduction to the controls, and almost instantly shoves you into combat against a horde of abusive bandits. In fact, compared to most RPGs that spend half an hour customising your character and a week or so setting up the story, Borderlands almost feels like pornography. There’s a two-minute cutscene that explains the set-up, then you choose one of four different characters and you’re away, straight into the action. You still earn experience with every quest completed and enemy killed, but levelling up simply grants you a single point to pump into a limited number of character-specific abilities. It’s rather stripped-down, but fits the general feel of the game and will definitely appeal to action lovers more than hardcore RPGers. The four playable characters are fairly typical of this type of game. Brick and Roland are the tank and the soldier classes, so while Roland is proficient with heavy weaponry and can deploy turrets, Brick prefers to enter a Doom-style berserk mode and crush people with his fists. Lilith, the sole female of the group, is a siren (basically a mage) who can turn invisible, while the final character Mordecai is a sniper with a killer pet called Bloodwing. All of the characters feel quite different and require different tactics to master, so there’s bound to be one to suit every style of play. Borderlands’ story plays out through a number of quests – just 30 in total, although there are well over a hundred side-quests to bulk up the game. Each one successfully completed rewards you with XP, and usually cold hard cash and bonus items, so the optional missions are well worth doing. You’re even helped when deciding which to do next by a difficulty rating. The only problem is the lack of variety. Most quests involve walking somewhere, killing everything that’s about, maybe flicking a switch or grabbing an item, then walking back. Practically none of them involve any kind of twist or surprise, but the gameplay is so enjoyable that it’s not a huge concern. The game essentially plays like a first-person shooter with RPG elements. One feature hyped in pre-release by developers Gearbox Software was the sheer number of guns Borderlands contains, and they’ve certainly delivered on that front. All of the pistols, rifles, shotguns and other weapon types have a number of characteristics such as damage, reload time and clip size, and no two guns you pick up will ever contain the same combination. You can also find a limited number of rare and special weapons with unique features. Some have zero kickback, or come fitted with scopes, or even fire flaming bullets. The enemies in Borderlands aren’t quite as fantastic as the weapons sadly. The bulk of them fit into just two categories: human bandits, and vicious animals such as the rather grotesque skags. Skags may sound like a term for describing the regular inhabitants of an Essex tavern, but they’re actually slavering dog-like creatures with scary teeth and a violent disposition towards humans (I’m talking about the skags here, not the Essex lot). Both the bandits and the limited variety of creatures come in different flavours, ranging greatly in terms of strength and power, but you’re fighting them so often that you’ll quickly long for a killer android or a zombie to punch holes in instead. Skags are by far the worst in the first half of the game, as a fresh pack of them assaults you almost every five seconds without fail. Killing one often results in another emerging from a nearby cave, so battles can quickly become annoying when you’re just trying to get to the other end of the map. Bosses too are generally uninspired, composed mostly of souped-up bandits and/or more bloody skags. TRAILER
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Name:The Witcher 3 Genre:RPG,Adventur. theme:Horror,Fantasy. Relase Data:May-19-2015 Platforms:PC,One,PS4. publisher:CD projekt. Developer:CD Projekt. DESCRIPTION The Witcher 3: Wild Hunt is an action role-playing video game developed by CD Projekt RED. The game is third in a series, preceded by The Witcher and The Witcher 2: Assassins of Kings. The Witcher 3 features the new REDengine 3 game engine, developed by CD Projekt RED and designed specifically for nonlinear RPGs set in vast open world environments.There are reports that a Witcher 3: Enhanced Edition is also in the works, bundling together the game, its expansion packs, and the significant post-launch patches. REVIEW So I’ve been lucky enough to really spend some quality time with the Witcher III now. Gone is the initial rush of attraction for its beauty. I’ve got to know the real game underneath, its obsessions and its neuroses. Even now, though, I’m far from having reached the end. In fact, I’m merely in the opening scenes of the second main chapter. After having explored the war-torn countryside of Velen with its dismal swamps and ancient forests, I’m moving now into a more urban setting for the next major chunk. So make of that what you will. This is still an incomplete look at a game so huge it tries to do a bit of everything, and mostly succeeds. One thing to note. For a roleplaying game, very little time is spent exploring underground dungeons and caves. That’s not to say it doesn’t happen, of course, but with a surface world so damn easy on the eyes, it’d be a shame to spend too long among the stalactites and tombs that we’ve seen so many times in other games. When you’re riding quietly along a forest track, and the treeline breaks to show you the fens stretching ahead with the pink and blue of a radiant sunset above, clouds of blackbirds twirling in the skies above your head… it’s hard to not believe in the world. So pretty, you could almost ignore the hanged corpses dangling from the trees. Or that pack of drowners gnawing on your horse. Lots of whining has happened recently about the graphics not being up to the standards of the earlier demos, and to those who continue to whine, I say this: If you’re thinking of buying an open-world RPG that will keep you engaged and entertained for three figures’ worth of hours, and you’re worrying about the number of tessellating vertexes in a rose bush, you need to re-evaluate. Development is development, and marketing is marketing. The Witcher III isn’t a game that needs to pull the wool over consumers’ eyes to make sales. How’s this for a selling point? There have been scenes of heart-wrenching tragedy that had me close to tears. Other scenes that filled me with moral repugnance and judgmental outrage. Still others where I felt an aching sympathy. But get this – all of these scenes related to a single ultimately unimportant quest-giver whose sole purpose in the scheme of things is to point you to the next part of the story arc. This wasn’t an isolated case. (I’m afraid this next paragraph might be very slightly spoilery). After a heady night of romance and fine wine, I found myself used and cast aside by the object of my affections. Slowly replaying the conversations and actions that had led me to this point, I couldn’t believe what I fool I’d been, how obviously I’d let my base drives blind me to what was coming – and how many opportunities I’d had to avoid this outcome. This feeling of having been ‘honey trapped’ through my own naiveté was a new one for me in a videogame. One thing that’s hard to pull off in an open-world game is pacing. You may be told that something’s urgent and needs investigating straight away, but if the player just kind of wanders off gathering herbs and entering horse racing competitions, there’s little the game can do to force narrative pace without robbing the player of the initiative that defines open-world play. There are points where you find yourself in a closed environment for the sake of keeping the game moving, and these are perhaps the weakest moments. One such section had me travelling underground in order to retrieve a maguffin of some kind, and was topped off with one of the dullest boss battles I think I’ve ever played in any game. But when you make a choice that just feels wrong somehow, but is better than the alternatives, and the results of that decision come around and you find yourself staring at the grisly indirect fruits of that decision… that’s the kind of place where the Witcher III shines. Sure, it’s also fun running off and trying to find the monsters that make up your sideline witcher contracts (all of which have twists, and are as interesting as any sub-plots I can think of), or playing the surprisingly in-depth collectible card game that seems to have swept through the witcher’s world. This open world is mostly believable and filled with depth; the ability to spot a lie or ease someone’s suspicion is as useful a skill as that of swordplay. Well, OK, perhaps not quite that useful, but still worthwhile \ TRAILER
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