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Karadza.

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  1. • Nickname: karadzaaa • Style of Gameplay: classic • Video - Link: up • Rate your Gameplay: 5/10
  2. Long time no see 🙂

     

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  9.  KaraDza. earned a Trophy V.I.P Just now

  10. DARK SOUL 2 Dark Souls II[a] is an action role-playing video game developed by FromSoftware and published by Bandai Namco Entertainment for PlayStation 4, Xbox One, and Microsoft Windows. An entry in the Souls series, Dark Souls II was released in Japan Dark Souls II was critically and commercially successful, with critics calling it a worthy and fitting conclusion to the series. It was the fastest-selling game in Bandai Namco's history, shipping over three million copies worldwide within the first two months after release. A complete version containing the base game and both downloadable content expansions, titled Dark Souls II GAMEPLAY Dark Souls II is an action role-playing game played in a third-person perspective, similar to previous games in the series. According to lead director and series creator Hidetaka Miyazaki, the game's gameplay design followed "closely from Dark Souls I". Players are equipped with a variety of weapons to fight against enemies, such as bows, throwable projectiles, and swords. Shields can act as secondary weapons but they are mainly used to deflect enemies' attacks and protect the player from suffering damage. Each weapon has two basic types of attack, one being a standard attack, and the other being slightly more powerful that can be charged up, similar to FromSoftware's previous game, Bloodborne. In addition, attacks can be evaded through dodge-rolling. Bonfires, which serve as checkpoints, return from previous installments. Ashes, according to Miyazaki, play an important role in the game Magic is featured in the game, with a returning magic system from Demon's Souls, now known as "focus points" (FP). When performing spells, the player's focus points are consumed. There are two separate types of Estus Flasks in the game, which can be allotted to fit a players' particular play style. One of them refills hit points like previous games in the series, while another, newly introduced in Dark Souls II, refills focus points. Combat and movements are faster and more fluid in Dark Souls II; several player movements (such as backstepping and swinging heavy weapons) can now be performed more rapidly, allowing players to deal more damage in a short period of time. PLOT Set in the Kingdom of Lothric, a bell has rung to signal that the First Flame, responsible for maintaining the Age of Fire, is dying out. As has happened many times before, the coming of the Age of Dark produces the undead: cursed beings that rise up after death. The Age of Fire can be prolonged with the linking of the fire, a ritual in which great lords and heroes sacrifice their souls to rekindle the First Flame. However, Prince Lothric, the chosen linker for this age, has abandoned his duty and instead chooses to watch the flame die from afar. The bell is the last hope for the Age of Fire, resurrecting previous Lords of Cinder (heroes who linked the flame in past ages) to attempt to link the fire again; however, all but one Lord shirk their duty. The Ashen One, an Undead who failed to become a Lord of Cinder and thus called an Unkindled, rises and must link the fire by returning Prince Lothric and the defiant Lords of Cinder to their thrones in Firelink Shrine. The Lords include the Abyss Watchers, a legion of warriors sworn to protect the land from the Abyss and linked by a single soul; Yhorm the Giant, who was once a conqueror of the very people for whom he then sacrificed his life; and Saint Aldrich of the Deep, who became a Lord of Cinder despite his ravenous appetite for both men and gods. Lothric himself was raised in order to link the First Flame, but rejected his destiny and chose to watch the fire fade. Once the Ashen One succeeds in returning Lothric and the Lords of Cinder to their thrones, they travel to the ruins of the Kiln of the First Flame. There, they encounter the Soul of Cinder, an amalgamation of all the previous Lords of Cinder who had linked the flame in the past. Once the Soul of Cinder is defeated, four endings are made possible based on the player's actions during the game. The player can attempt to link the fire, summon the Fire Keeper to extinguish the flame and begin an age of Dark, or kill her. A fourth ending consists of the Ashen One taking the flame for their own and becoming the Dark Lord of Londor. DEVELOPMENT The development of the game began in mid-2013, prior to the release of Dark Souls II, whose development was handled by Tomohiro Shibuya and Yui Tanimura instead of the series creator, Hidetaka Miyazaki.[12] The game was developed alongside Bloodborne but was handled by two mainly separate teams. Miyazaki also returned to direct Dark Souls III, while Isamu Okano and Tanimura, the directors of Steel Battalion: Heavy Armor and Dark Souls II respectively, served as co-directors for the game.[13] Despite Miyazaki originally believing that the series would not have many sequels,[14] Dark Souls III would serve as the fourth installment in the Souls series. Miyazaki later added that the game would not be the last game in the series, and instead would serve as a "turning point" for both the franchise and the studio, as it was the last project by FromSoftware before Miyazaki became the president of the company.[15] Multiple screenshots of the game were leaked prior to its initial reveal at Electronic Entertainment Expo 2015.[16][17] The game's gameplay was then first shown at gamescom 2015 in August.[18] Miyazaki said that Bloodborne's limitations made him want to return to the Souls series.[19] According to him, the game's level design was created to become more of another "enemy" the player must face.[20][21] However, just as how the former Souls games narrate their stories, Dark Souls II unfolds the plot with strong vagueness: players can learn the storyline merely through the conversation with non-playable characters (NPCs), art design, and item flavor text. Due to this, Miyazaki states that there is no official and unique story, and his intention of designing this game was to not impose his own viewpoint, with him stating that any attempts to discover and understand the plot and that world are encouraged. The improvement to archery, specifically draw speed, was inspired by Legolas from The Lord of the Rings franchise. The game's visual design focuses on "withered beauty", with ember and ash scattered throughout the game's world. The game's original score was primarily written by Dark Souls II and Bloodborne composer, Yuka Kitamura, and performed by the Tokyo Philharmonic Orchestra. Additional music was written by Dark Souls composer Motoi Sakuraba, with a single boss theme each by Tsukasa Saitoh and Nobuyoshi Suzuki. Dark Souls III was released in Japan for PlayStation 4 and Xbox One on March 24, 2016, and released worldwide, along with the Microsoft Windows version, on April 12, 2016. A stress test for the game, which allowed players selected by Bandai Namco to test the game's network functionality before release, was available for three days in October 2015. The game has three different special editions for players to purchase, all of which cost more than the base game. Players who pre-ordered the game had their game automatically upgraded to the Apocalypse Edition, which has a special case and the game's original soundtrack. The Collector's Edition contains physical items such as the Red Knight figurine, an artbook, a new map, and special packaging. The Prestige Edition features all the content in The Collector's Edition, but has an additional Lord of Cinder resin figurine, which can form a pair with the Red Knight figurine. The game's first downloadable content (DLC) expansion, titled Ashes of Ariandel, was released on October 24, 2016. The second and final DLC, titled The Ringed City, was released on March 28, 2017. Both DLCs added new locations, bosses, armors, and weapons to the game. A complete version containing the base game and both DLCs, titled Dark Souls II: SYSTEM REQUIREMENTS Here are the Dark Souls 2 System Requirements (Minimum) CPU: Intel Core i3-2100 / AMD FX-6300 CPU SPEED: Info RAM: 4 GB OS: Windows 7 SP1 64bit, Windows 8.1 64bit Windows 10 64bit VIDEO CARD: NVIDIA® GeForce GTX 750 Ti / ATI Radeon HD 7950 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 SOUND CARD: DirectX 11 sound device FREE DISK SPACE: 25 GB DEDICATED VIDEO RAM: 2048 MB Dark Souls 2 Recommended Requirements CPU: Intel Core i7-3770 / AMD® FX-8350 CPU SPEED: Info RAM: 8 GB OS: Windows 7 SP1 64bit, Windows 8.1 64bit Windows 10 64bit VIDEO CARD: NVIDIA® GeForce GTX 970 / ATI Radeon R9 series PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 SOUND CARD: DirectX 11 sound device FREE DISK SPACE: 25 GB DEDICATED VIDEO RAM: 4096 MB
  11. i passed my exam ? 

  12. in console you must write setinfo _pw (password) and enter server ...
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  16. <23:40:19> You were moved from channel "THUNDERZM.CSBLACKDEVIL.COM [ZP 6.2]" to "Journalists Room" by "[Ntgthegamer] Ntgthegamer" 

  17. Karadza.

    AI War 2

    While the game was originally pitched on Kickstarter as a multiplayer experience like its predecessor, for the initial release it will be single player only with multiplayer coming as a free update in early 2020. This is the right move given the number of game changes that went into the mix after that decision was made, significantly transforming the underlying gameplay. AI War 2 had a bit of thrash. It departed too much from the original to the point it might as well have been a new game; pretty unsatisfactory for people who wanted something that was definitely of the same franchise. Then came the over-correction which made it feel something like a 3D reskin of the original with all of the same problems. Finally, Park struck upon the idea of the new Fleets system (which may remind space 4X fans of Star Ruler 2). Coupled with the broad choice of factions which can be injected during map set up, it really brought things together. Arks and Mercenaries both had gameplay changes to how they come into play, the former going from super-powerful hero ships that you would start in to more constrained Officer Ships with individual special powers that you discover and free later in the campaign. The latter saw a simple name change to Outguard forces but bigger changes are on the horizon. Other Kickstarter stretch goal features, including interplanetary weapons, the playable Spire faction, and The Nemesis are getting moved off into what's likely to be the first DLC expansion early in 2020. PLAYING THE FIELD Last year's article discussed the AI and how interaction with it, managing the level of attention it gives to you, is the strongest part of gameplay. None of that has changed. Some of the specifics of what the AI is doing under the hood, how it deploys fleets, and how it manages the pools of resources it has available to throw against you have changed and will be worth more discussion once the game has come out and the community has time to create new strategies. What was always a problem in the first game was managing your forces. AI War is not about taking care of a small number of units with triggered abilities. You will be managing hundreds of ships, potentially thousands, which will pursue different aims, harass different planets, and controlling engagement ranges in order to work your advantage, when you have one, against the AI. In the original, the only means for doing so was the very traditional band-box-and-assign method. You selected a bunch of ships, press control-some-number to assign them, then give group commands until you need to reinforce, at which point you produce some ships, fly them over, then reselect the mass to reassign. While that works, it's extremely tedious. Dealing with ship losses and replacing them was always a real problem. It felt like micromanaging because it was. Making sure that reinforcements got to the right planet when your task forces will be moving in order to press an attack or shore up defenses never felt right. Enter Fleets. These are the AI War 2 system requirements (minimum) Memory: 4 GB Graphics Card:NVIDIA GeForce 510 CPU:Intel Core 2 Duo T5850 AI War 2 File Size:4 GB OS:Windows 7, 8.1, or 10 64bit These are the AI War 2 system requirements (recommended) Memory: 6 GB Graphics Card:AMD Radeon HD 7870 AI War 2 CPU:Intel Core 2 Quad Q9650 File Size:4 GB OS:Unknown
  18. Deathrow is a sports video game developed by Southend Interactive It was released as an Xbox gaming system exclusive on 18 October 2002 in Europe and four days later in North America. Deathrow's development began in May 1999 as an online PC game. In early 2001, Southend transitioned to an Xbox console release, which let the team use pixel shaders, bump mapped textures, and specular lighting. Deathrow was built on an in-house 3D game engine and was Southend's first full release. The game is based on the fictional extreme sport Blitz, a futuristic full-contact hybrid of hockey and basketball played with a flying disc. Two teams of four players attempt to move the disc through their opponent's goal, and teams can either win on points or by knocking out their opposing team. There are 150 individual characters across 18 thematic teams. The single-player campaign's plot is set in the 23rd century, when Blitz is a po[CENSORED]r, televised sport and the teams battle to scale the ranks and win the championship. Players earn credits from their goals scored, opponent knockouts, and crowd-pleasing to be spent on player upgrades, bets, and new teammates. The game also supports split-screen and System Link multiplayer for up to eight players across up to eight Xbox consoles. Deathrow received largely favorable reviews. Reviewers praised the game's fast-paced action, and surround sound, but complained of its high difficulty curve, generic soundtrack, and lack of online multiplayer. Some critics felt the game's use of profanity was excessive, while others thought it was a highlight. Reviewers considered the game's concept and mechanics similar to other series, specifically Speedball. IGN and TeamXbox both named Deathrow an Editor's Choice. The game won the TeamXbox 2002 Breakthrough Game of the Year award and the IGN 2002 Best Game Nobody Played. IGN later reported that a sequel would be unlikely due to the original's low revenue. Southend GAMEPLAY There are four rounds in a match of Blitz, where two teams of four computer or human players score points for each energized Blitz disc thrown through their opponent's hoop, which is eight feet off the ground. Players pass and travel with the disc across the arenas] and the game continues without pause between points scored. The team with the most points at the end of a match wins. Players can choose to brawl when not scoring points. Fighting depletes character health, depending on who takes the blows. Once his health is completely depleted, a character is removed from the game, and teams with all players knocked out are disqualified (though players can be substituted between rounds). If a player tends towards belligerence, the game's artificial intelligence will compensate and exact revenge for its teammates. Friendly fire, where teammates can intentionally or inadvertently hurt each other with attacks meant for their opponents, is permitted. CONTROLS Players use the Xbox controller's left analog stick to move the character, the right stick to strafe, and the main buttons to jump, block, punch, and kick. When on offense, the latter two functions become "pass" and "shoot". Players switch between characters and taunt with the white and black buttons, respectively, and call plays with the directional pad. The left trigger modifies an existing action, such as running into dives, slide-tackles, and grabs, and the right trigger orients the camera towards the objective (either the disc or the goal, depending on the team in possession). This camera control is designed for precision when diving for the disc or shooting on goal. A character in possession of the disc will show a trajectory line of their potential shot or pass, which is altered by player movement, breath, and physical contact. Players charge the disc by holding the shooting button, whereby the disc turns greener as the shot grows more powerful. A fully charged shot called a Deathrow will incapacitate any player it hits, while overcharged shots electrify and stun the carrier.
  19. Hello i am back !!

  20. Cong bro !!!

    1. BhooTh

      BhooTh

      Thank you!!

  21. why baned??

    1. sokaku

      sokaku

      Porfessro

      give me admin Owner Plezz 

      you yes play ok

    2. Karadza.
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