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ꜱᴘᴀʀᴋ

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Everything posted by ꜱᴘᴀʀᴋ

  1. Retiring from GoG. 
    Much Love towards the entire team. ❤️ 

    1. pulse.exe

      pulse.exe

      Removed your access for VGR too ? sorry, I'll add it back now.

  2. CONGRAGTS BUDDY. ❤️ 

  3. CONGRAGTS BRUH. ❤

    1. Naser DZ

      Naser DZ

      Thanks You Bro ❤️

    2. ꜱᴘᴀʀᴋ
  4. BURNOUT PARADISE - REMASTERED $4.99 USD (-75%) https://store.steampowered.com/cart/ OFFER ENDS IN 9 June, 2020 SYSTEM REQUIREMENTS ( RECOMMENDED ) OS: Windows 10 Processor: Intel i5 3570K or AMD Ryzen 3 1300X Memory: 8 GB RAM Graphics: Nvidia GTX 750 Ti or AMD Radeon R7 265 DirectX: Version 11 Storage: 8 GB available space
  5. ꜱᴘᴀʀᴋ

    Info

    Bună ziua! cs-boost.com, gametracker.rs sunt cele mai de încredere două site-uri web.
  6. GAME INFORMATION Platforms: Nintendo Switch, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Microsoft Windows Developers: Criterion Software, Stellar Entertainment Software Limited Publisher: Electronic Arts Release Date: 04 June, 2020 Price: CURRENTLY OFF (75%) $4.99 USD GENERAL Burnout Paradise is a 2008 open world racing video game developed by Criterion Games and published by Electronic Arts for PlayStation 3, Xbox 360 and Microsoft Windows. It was also released on the PlayStation Store and via Xbox Live Marketplace's Games on Demand. It was later added to the libraries of Greatest Hits and Platinum Hits titles and was made backward compatible with the Xbox One in November 2016. It is the first game in the Burnout series to be released on Microsoft Windows. Burnout Paradise Remastered provides the ultimate driving playground for you and your friends to play online. This remaster includes all add-ons from the Year of Paradise, including the Big Surf Island update, meticulously recreated and ready to wreck in 4K. Welcome back to Paradise City! Make action your middle name as you rule the streets in Burnout™ Paradise Remastered. Tear up the town from hectic downtown avenues to wild mountain roads. Relive the high-octane stunts and wanton destruction of one of the greatest arcade-driving games ever! DEVELOPMENT The concept of Burnout Paradise came from director Alex Ward's experience playing open world games, specifically Crackdown, Test Drive Unlimited and Mercenaries: Playground of Destruction. Ward found that with a title like Mercenaries that the game's world provided more entertainment than the developers likely planned and gave him a sense of freedom in playing around with inconsequential elements of the game. He wanted to take this idea into Burnout Paradise; "My philosophy was that if me and you both played it for three hours, we’d both do different things." By focusing on discovery and exploration, the game ended up being a racing game without any defined tracks, a novel element at the time, which has since influenced several other racing game developers in their approaches. Ward also wanted to develop the game as a social platform, leading to some of its design choices for multiplayer formats. Ward, in an interview in 2018, noted the difficulty he had in convincing Electronic Arts to follow his vision. The Burnout series at the time was already seen as a less lucrative property compared to the Need for Speed series by EA, and further, Ward found that EA was not amendable to the open world idea he presented. Ward took steps that he could to make Burnout Paradise a desirable game prior to its release to show his superiors that his ideas were sound, which proved out when the game sold more than one million copies within the first three months of release. Burnout Paradise is the first game in the Burnout series to be released for the PC. Criterion made use of existing graphics technology and introduced enhanced visuals and the ability to play the game across multiple monitors to enhance widescreen playing. Players can link three 4:3 monitors to play in a Polyvision aspect ratio. PC users are also able to download a trial version of the game for free. It includes the entire map and three cars but will expire after thirty minutes. All saved data will be carried over if the user decides to purchase the full game. A remastered version titled Burnout Paradise Remastered, which includes all downloadable content (except the Time Savers Pack) and support for higher-resolution displays, was released on March 16, 2018 for PlayStation 4 and Xbox One, and on August 21, 2018 for Windows via EA's Origin platform. On April 17, 2019 Criterion announced via Twitter that online service for the original version of the game would be permanently discontinued on August 31, of that same year. The remastered version for Nintendo Switch with refreshed online servers will be released on June 19, 2020. GAMEPLAY Burnout Paradise is set in an open-world environment. Players have the opportunity to progress at their own pace and level; the game, unlike others, is not actually set to a rigid gameplay framework.[8] According to Alex Ward, creative director of the game at developer Criterion Games, this game is a "complete reinvention" of the Burnout series. He also said "To create truly next-generation gameplay, we needed to create a truly next-generation game from the ground up." Initially day and night cycles were not included in the game but a software update entitled "Davis" added this element to the game. For the first time in the series, records are now kept on a player's drivers license, including statistics such as fastest time and biggest crash for every street in the game. Completing events raises the driver rank, which unlocks access to new cars. The Definitive Burnout Paradise Experience- The remaster delivers the complete original game and all additional downloadable content ever released with a range of technical enhancements for greater visual fidelity and authenticity, including high resolution textures and more. Break the Rules and Crash Anywhere at Any Time- Throw out that driver’s handbook and set speed and destruction records all over town. Track how many you own, and prove your demolition dominance against your friends. Send your car launching, spinning, and scraping through the city, smashing through traffic and leaving a very expensive trail of wreckage in your rearview. In previous Burnout games, "Crash Mode", was a dedicated mode in which players were given multiple scenarios in which to cause the biggest crash. In Burnout Paradise, "Crash Mode", now called "Showtime", can be initiated at any time and place in the game. Showtime does differ from the previous incarnation of Crash Mode being that instead of crashing into a busy intersection and watching a crash play out, Showtime has you bounce the vehicle around for as long as possible to gain points. During a race players may now take any route to get to the destination. Races and other events are started by simply stopping at any of the traffic lights and applying the accelerator and brake at the same time. The game features the ability to customize race settings, such as traffic, race routes, and including/excluding cars based on their boost types. Explore Paradise City with Friends- Paradise's damage system has also been reworked. There are now two different types of crashes based on the car's condition after the crash. If the player's car manages to retain all four wheels and does not break its chassis, the player can drive out of the crash and continue playing; this is called a "driveaway". If a player's car loses any wheels, the engine is damaged too much from an impact, the car lands on its side or roof or lands outside of the game's map, the car is in a "wrecked" state and the player will have to wait until their car is reset. Cars dynamically compress and deform around objects they crash into. Cars now have manufacturer and model names, which are loosely based on real-world cars. Cars may not be "tuned up" or customized apart from color changes, which may be done in real-time by driving through the forecourt of a paint shop, or by selecting the color during vehicle selection. Other real-time changes include driving through the forecourt of a gas station to automatically refill the vehicle's boost meter, and driving through the forecourt of a repair shop to automatically repair the vehicle. Multiplayer The online lobby system used by most video games has been replaced by a streamlined system known as "Easy Drive". While driving, players simply hit right on the D-pad and the 'Easy Drive' menu appears in the corner of their screen. From there, players are able to invite other players from their friends list. Once friends have joined the game, the host can select the event to play. A "Mugshots" camera feature is available for the PC via webcam, PlayStation 3 via a PS3-compatible webcam, Xbox 360 via Xbox Live Vision, PlayStation 4 via PlayStation Camera, and Xbox One via Kinect. When a player is taken down, their photo, or 'Mugshot', is shown to the aggressor, and vice versa. These photos can then be saved to the PC or console's storage device. SYSTEM REQUIREMENTS ( RECOMMENDED ) OS: Windows 10 Processor: Intel i5 3570K or AMD Ryzen 3 1300X Memory: 8 GB RAM Graphics: Nvidia GTX 750 Ti or AMD Radeon R7 265 DirectX: Version 11 Storage: 8 GB available space OFFICIAL YT TRAILER
  7. Starcom: Nexus $6.55 USD https://store.steampowered.com/app/863590/Starcom_Nexus/ Offer Ends in 15 June. SYSTEM REQUIREMENTS ( MINIMUM ) OS: Windows Vista/7/8/10 Processor: Intel Core i5 2.2 GHz+ Memory: 4 GB RAM Graphics: 2 GB Direct3D 11 Capable video card or better DirectX: Version 10 Storage: 2 GB available space
  8. GAME INFORMATION Platforms: Microsoft Windows, Linux, SteamOS, Macintosh operating systems Developer: Wx3 Labs Publisher: Wx3 Labs Release Date: 12 Dec, 2019 Price: CURRENTLY OFF (20%) $6.55 USD GENERAL You’ve finally made it out of the academy and have been given your first ship to command. Sure it’s just a light shuttle, but you’ve got to start somewhere, right? Suddenly “somewhere” is stranded in an unknown galaxy surrounded by hostile aliens and no way home. Explore the beautiful and mysterious open-world of Starcom: Nexus. It’s a universe where you’ll battle or befriend strange alien races, discover ancient artifacts, research powerful technologies and build your ultimate starship. FEATURES - Fully open-world universe with numerous quests and storylines - Hundreds of unique planet anomalies, space discoveries, artifacts and more! - Fast-paced, exciting combat with numerous hostile factions - Over 150 technologies to research - Design your own ship using a modular construction system - Talk and trade with multiple alien factions, each with their own agendas and dynamic AI - Lots of hidden secrets and side quests - Quick save anywhere DEVELOPMENT SHIP CONFIGURATION In Starcom: Nexus, every ship consists of a hull that has a number of hard points where modules can be placed. Everything a ship can do comes from its modules: Converting fuel into energy your modules can use comes from reactors. Detection and long range radar comes from scanners. Plasma bolts come from your plasma cannons. Shield generation comes from your shield generator. And so forth. All modules are stackable. If you have 5 plasma cannons, that's five times the fire power. If you have 2 scanners, you'll have twice the detection capability. Technologies unlock and improve the capabilities of the modules you already have. Your 5 plasma cannons may only fire once a second at a range of 50, for 30 points of damage, but with Plasma Coherence and Helium Cooling, you get improvements to all of them. As mentioned in a previous post, technology comes from Research Points which are a non-grindable resource-- you have to discover and do new things to get them. Exploration: Dyson Sphere One of the main goals for this game, besides exciting spaceship combat, is a sense of exploration and discovery. Our real universe is full of amazing, bizarre and mind-blowing stuff. A science fiction universe should be double so. Besides encountering bizarre celestial phenomena like black holes, pulsars and strange planets, there's the possibility of stuff that we've only dreamed of, like ancient derelict craft, wormholes, and artifacts terrible and wondrous. In this latest concept art piece for a player ship design, I asked the artist to show it in the context of a Dyson Sphere. The player, having discovered the signal necessary to unlock its portal, prepares to descend into its interior. DIALOG SYSTEM Both products work well and are certainly have more features than anything I would have come up with in a reasonable time frame. I encountered several quirks that slowed me down and their documentation could be better organized, but Pixel Crusher's support has been very responsive-- I reported a bug and a question and a patch was posted within 12 hours. This is not the final UI, but I now have a working in-game dialog. In my current prototype, when the player approaches the Saurid station a dialog appears and the player can converse with the commander. The next step is to add hooks into the dialog system's variables and logic, so that I can tie the interaction with the game-- e.g., the if the player discovers something that the Saurid might know about, this would appear as an option in the response menu. Or in the other direction, an interaction in the dialog might trigger some game change, such as starting a mission or adding information to the player's map. CELESTIALS: NEBULAE Research Points will come from the player doing and finding new things. Science and Science Fiction have both shown us that there's a lot of really cool things out in space. In Starcom: Nexus, celestial phenomena will not merely be cosmetic, but potentially offer research points as well as game play effects. For example this week I added nebulae to the game, a staple of science fiction space. All nebulae will reduce player (and enemy) detection abilities, which may be used to a tactical advantage. Some nebulae may have additional effects, like energy discharges. GAMEPLAY Starcom:Nexus is an action-adventure game of exploration, discovery and blowing stuff up. Pulled into an unknown galaxy by a mysterious phenomenon, you’ll: - Meet weird alien races. Maybe some will trade with you. Maybe some will be your allies. Maybe some will help you find your way home. - Blow stuff up. Maybe some of those aliens will want to kill you. - Explore a galaxy full of new worlds. - Research new technologies. - Transform your ship from a small shuttle to an awesome battlecruiser. The game is fully playable with content being added regularly. As of the time of writing this update (12/14/18) the game’s features were: - Ship building - 100+ research technologies - 40+ star systems - 6 alien races with different dispositions and abilities - Lots of secrets, easter eggs and side quests ALIEN ENCOUNTERS It’s a big galaxy full of aliens to meet. Maybe some will trade with you. Maybe some will be your allies. Maybe some will tell you something that will help you find the way home. BLOWING STUFF UP Some of those aliens may not be friendly. Some may want to kill you up no matter how friendly and charming you are. There’s going to be quite a bit of blowing stuff up with an increasingly powerful starship. EXPLORING NEW WORLDS The planets of this universe aren’t just pretty backdrops. Many have anomalies—unusual features that require sending a landing team down to investigate. Some offer rewards, others will just eat your crew. Some will do both. RESEARCHING NEW TECHNOLOGIES Exploring the galaxy will yield interesting scientific discoveries which in turn give you Research Points. These will let you research new technologies, all of which improve your ship in some important way: faster engines, jump drives, shields, longer turret range, etc. SHIP CONSTRUCTION Your ship has a modular layout which can be configured with whatever design your technologies and resources allow. You can go with a fast corvette by loading it up with engines, or with a heavy cruiser decked out in armor and guns. SYSTEM REQUIREMENTS ( MINIMUM ) OS: Windows Vista/7/8/10 Processor: Intel Core i5 2.2 GHz+ Memory: 4 GB RAM Graphics: 2 GB Direct3D 11 Capable video card or better DirectX: Version 10 Storage: 2 GB available space OFFICIAL YT TRAILER
  9. GAME INFORMATION Platform: Microsoft Windows, Nintendo Switch, Xbox One Developer: Moon Studios GmbH Publisher: Xbox Game Studios Release Date: 27 April, 2016 Price: CURRENTLY OFF ( 75% ) $2.04 USD GENERAL The forest of Nibel is dying. After a powerful storm sets a series of devastating events in motion, Ori must journey to find courage and confront a dark nemesis to save the forest of Nibel. “Ori and the Blind Forest” tells the tale of a young orphan destined for heroics, through a visually stunning Action-Platformer crafted by Moon Studios. Featuring hand-painted artwork, meticulously animated character performance, a fully orchestrated score and dozens of new features in the Definitive Edition, “Ori and the Blind Forest” explores a deeply emotional story about love and sacrifice, and the hope that exists in us all. The Definitive Edition also comes with new multiple difficulty levels. In additional to the "Normal" difficulty of the original game, players wanting to focus on the story and world can now use an "Easy" setting to tone down the challenge of the some of the game's more difficult sections. On the other hand, those wanting more of a challenge can use the new "Hard" mode and self-explanatory "One-Life" mode. The "One-Life" mode will feature an online leaderboard ranking that uses the end game statistics to compare players against each other. To make backtracking to previous areas easier in comparison to the original Ori and the Blind Forest, the Definitive Edition now has a Fast Travel system. Players can now warp instantly between any of the Spirit Wells that they have saved at, allowing for easily transportation between areas to find missed items and secrets. An expanded Theater Mode is also included. Not only can players view all of the cutscenes, but also see early concept material from the game, trailers, and other bonuses from early in the game's development. NEW IN THE DEFINITIVE EDITION • Packed with new and additional content: New areas, new secrets, new abilities, more story sequences, multiple difficulty modes, full backtracking support and much more! • Discover Naru’s past in two brand new environments. • Master two powerful new abilities – Dash and Light Burst. • Find new secret areas and explore Nibel faster by teleporting between Spirit Wells. DEVELOPMENT Ori and the Blind Forest: Definitive Edition is a re-released and enhanced version of Ori and the Blind Forest. Initially revealed by Moon Studios during Gamescom 2015, the game was set to be released during the holiday period of 2015 until the studio decided to delay it into the next year. It was then set to be released on March 11th 2016 for Xbox One, while the Windows 10 and Steam versions had been delayed to April 27th 2016. Ori and the Blind Forest was developed by Moon Studios, a worldwide collaboration of designers and programmers who have been working on the game four years before it was released, with Microsoft acquiring the game about a year after development started. One of the lead team members is Thomas Mahler, an artist formerly working with Blizzard Entertainment. According to Microsoft producer Daniel Smith, Moon Studios is not located in any one location, but instead staffers are working from around the world, including Austria, Australia, Israel and the United States. Gameplay programmer David Clark described the team as being inspired by current and classic adventure games, notably the Rayman and Metroid franchises, and that Ori is intended as a "love letter" to those games. The designers say they were guided by works such as The Lion King and The Iron Giant and that it is a "coming-of-age story". The designers were heavily influenced by the work of Hayao Miyazaki, particularly with one of the levels "Valley of the Wind", being a nod to Nausicaä of the Valley of the Wind. The art style is meant to appear hand-drawn, similar to the more recent Rayman titles that utilize Ubisoft's UbiArt graphics engine; the game instead uses the Unity engine. The game takes place in one large map, rendered at 1080p and 60 frames per second with no visible loading time as the player explores. According to Mahler, the game's backgrounds are all individual components, with none duplicated as in other similar titles. The game was unveiled at E3 2014 during Microsoft's pre-show press conference at the Galen Center; E3 was the first time a number of Moon Studios employees actually met face-to-face. Microsoft's Yusuf Mehdi, in charge of marketing for Xbox One, stated that they considered opening the conference with Ori, but instead chose Call of Duty: Advanced Warfare. During E3, attendees waited in long lines to play a demo version of the game, often waiting in queues 7-8 people deep for each of the four consoles featuring the game. Sometime after E3, Moon Studios announced on the game website that an Xbox 360 version of Ori and the Blind Forest was in development and planned for release sometime in early 2015. In November 2014, Moon Studios updated the status of the game and announced plans to push back the launch of the title into "early 2015" for Xbox One and PC, but no further mention of the Xbox 360 version was made at the time. Asked to clarify the status of the Xbox 360 edition, Moon Studios confirmed it was still in development and would be released later in 2015. As of January 2018, there has been no further announcement on the status of the Xbox 360 release, and has been considered cancelled. A "Definitive Edition" was announced at Gamescom 2015. The expansion contains new areas, mechanics, and artwork. Specifically, it adds in an "easy", "hard", and "One Life" difficulty levels, and enables fast-travel between spirit wells to help traverse the game's world. This version was released on March 11, 2016 for Xbox One, on the one-year anniversary of the game, while the Windows version was released shortly afterwards on April 27, 2016. Those who have already purchased the original game are able to upgrade to the Definitive Edition. In May 2016, Nordic Games announced that they had partnered with Moon Studios and Microsoft to release a retail version of The Definitive Edition for Microsoft Windows. It was released on June 14, 2016. GAMEPLAY Ori and the Blind Forest is a 2D platform game. The player controls Ori, a white guardian spirit, and Sein, who is the light and eyes of the Spirit Tree. Ori can jump, climb, and use other abilities to navigate. Sein can shoot Spirit Flames to combat enemies or break obstacles. Ori is required to interact with their environment as they jump from platforms and solve puzzles. Ori is faced with enemies while making their way to restoring the forest. The player helps Ori collect health cells, energy cells, new abilities, and upgrades. The game world unfolds to the player in the fashion of a Metroidvania, with new abilities allowing the player to access previously inaccessible areas. In addition, to save points scattered in the game, players can create "soul links" at any time they choose to serve as checkpoints. However, soul links can only be created using energy cells collected during gameplay; the needed energy is not in abundant supply, forcing players to create them only when necessary. The player can gain ability points to buy various perks and upgrades, such as increasing the damage of Sein's Spirit Flame. These upgrades can be bought anywhere a soul link has been created and if the player has enough ability points to buy the skill they desire. An ability point is gained when Ori collects enough experience by killing enemies, destroying various plants and finding spirit containers and ability cells (which gives Ori an ability point automatically). Each skill must be bought in sequential order from one of three ability trees to allow the next skill to be accessible. The Definitive Edition features all the same areas and story as the original Ori and the Blind Forest but with some unique additions. The largest of these are a pair of brand new areas called the Black Root Burrows and the Lost Grove. Designed to be an expansion of the game's lore, the Burrows prominently focus on the past of Naru. Executive Producer Mark Coates states that players will: "...discover her roots, where she came from, and you learn a bit more about her as a character and why maybe she is compelled to do some of the things that she does later on in the game. It’s all interwoven with the already-existing story.” The Black Root Burrows and Lost Grove allow Ori to gain new abilities. One of them is Dash, an ability that lets Ori gain a quick burst of speed in the direction they are facing with a tap of RB. This can later be upgraded in the Ability Tree to be used in the air and also as an attack. Those who venture further in will also gain Light Burst, a skill that is described as essentially a grenade. Triggered by pressing LB, tapping the button will cause Ori to throw grenades at the nearest enemies whilst holding it down will allow them to aim the shot. Both the Black Root Burrows and Lost Grove will be accessible early on the game's story so that players can then utilize these new skills in the rest of the game. SYSTEM REQUIREMENTS ( RECOMMENDED ) OS: Windows 7 Processor: Intel Core i5 2300 or AMD FX6120 Memory: 4 GB RAM Graphics: GeForce GTX 550 Ti or Radeon HD 6770 DirectX: Version 11 Storage: 11 GB available space OFFICIAL YT TRAILER
  10. Just delete that model from the given location Models/player/fxk_founder Re-enter server and it will download the correct version, and you are good to go.
  11. Congragts Buddy. 

    wish to see you soon as Administrators. ❤️ 

    1. robila

      robila

      Love u❤

    2. ꜱᴘᴀʀᴋ

      ꜱᴘᴀʀᴋ

      Same bruh. ❤️ 

  12. Game: The Witcher 3: Wild Hunt - Game of the Year Edition Price: $14.99 USD (-70%) Link Store: https://store.steampowered.com/sub/124923/ OFFER ENDS IN: 10 HOURS System Requirements ( MINIMUM ) CPU: Intel CPU Core i5-2500K 3.3GHz/AMD CPU Phenom II X4 940 GPU: Nvidia GPU GeForce GTX 660/AMD GPU Radeon HD 7870 HDD Space: 40GB RAM: 6GB DirectX: 11 OS: 64-bit Windows 7 or 64-bit Windows 8 (8.1)
  13. GAME INFORMATION Platforms: PlayStation 4, Xbox One, Nintendo Switch, Android, Microsoft Windows, Linux Developers: Studio Wildcard, Instinct Games, Efecto Studios, Virtual Basement LLC Publishers: Studio Wildcard Release Date: 27 Aug, 2017 Price: $15.99 USD GENERAL Ark: Survival Evolved (stylized as ΛRK) is an action-adventure survival video game developed by Studio Wildcard, in collaboration with Instinct Games, Efecto Studios, and Virtual Basement. In the game, players must survive being stranded on an island filled with roaming dinosaurs and other prehistoric animals, natural hazards, and potentially hostile human players. The game is played from either a third-person or first-person perspective and its open world is navigated on foot or by riding a prehistoric animal. Players can use firearms and improvised weapons to defend against hostile humans and creatures, with the ability to build bases as defense on the ground and on some creatures. The game has both single-player and multiplayer options. Multiplayer allows the option to form tribes of members in a server. The max number of tribe mates varies from each server. In this mode all tamed dinosaurs and building structures are usually shared between the members. There is a PvE mode where players cannot fight each other. DEVELOPMENT Preliminary work on Ark: Survival Evolved began in October 2014. Studio Wildcard, the Seattle-based team behind the game, co-opted Egypt-based developer Instinct Games to facilitate development. When researching for information about the game's prehistoric species, the development team read "general audience books" and online articles, and sought assistance from friends who studied in the fields in biological sciences. When creating the species and world, the team took creative license for gameplay purposes, although there is an in-game reason that the species have diverged from their historical counterparts. Many of the development team members were inspired by dinosaur films such as Jurassic Park and The Land Before Time. The team added features to the game that would appeal to all players, as opposed to specifically players of the survival genre, such as the ability to simply explore the island and compete against large bosses, as a reward for uncovering secrets of the island. They also added an end-game for players to strive towards, as they felt that most survival games lack a final goal. They wanted to "provide a depth and scope that allows for the world to not just be a means to an end but also a place to explore", said creative director Jesse Rapczak. The game, powered by Unreal Engine 4, contains "tens of thousands" of artificial intelligence entities, according to Rapczak. It also features support for virtual reality (VR) gameplay; Rapczak, who has almost three years of experience with head-mounted displays, described the game as being designed with VR in mind from the beginning. The game was initially released through Steam Early Access for Microsoft Windows on June 2, 2015, shortly before the theatrical release of Jurassic World later that month. Rapczak said that the game's release was scheduled to take advantage of the "dino fever" that was present with the film's imminent release. The game subsequently received an Early Access release for Linux and OS X on July 1, 2015, and through the Xbox Game Preview Program for Xbox One on December 16, 2015; a PlayStation 4 version was released on December 6, 2016. The final game launched in August 2017; it was originally intended for release in June 2016, but was delayed in April. The game launched with support for Oculus Rift and PlayStation VR, and the Xbox One version was released via the ID@Xbox program. Android and iOS versions were released on June 14, 2018, and a Nintendo Switch version was released on November 30, 2018. The game left early access on August 29, 2017, for Microsoft Windows, PlayStation 4, and Xbox One. The standard version was released alongside an "Explorer's Edition", which included a season pass with three expansions, and the "Collector's Edition", which included a season pass as well, a necklace, a map, a notebook, a development team poster, a wooden chest packaging, and the game's official soundtrack. GAMEPLAY Ark: Survival Evolved is an action-adventure survival game set in an open world environment with a dynamic day-night cycle and played either from a third-person or first-person perspective. To survive, players must establish a base, with a fire and weapons; additional activities, such as taming and feeding dinosaurs, require more resources.[4] The game's world, known as the "Ark", is approximately 48 km2 (19 sq mi) in size: there is approximately 36 km2 (14 sq mi) of land with 12 km2 (4.6 sq mi) of ocean. There are currently 176 creatures that po[CENSORED]te the world of Ark. In the early versions of the game, nearly all creatures were real dinosaurs and other prehistoric creatures, however, as the storyline progressed, mythical creatures such as the wyvern, manticore, and phoenix were added. As expansions were released, completely original creatures, such as the Karkinos and the Velonasaur also made their way into the game as well as original robotic creatures such as the Enforcer and Scout. One of the primary game mechanics of the game is taming creatures. The majority of creatures can be tamed by the player, though some, such as Meganeura or Titanomyrma, cannot. The taming method varies creature by creature. Most creatures are "violent" tames, meaning the players must knock the creature out using tranquillizing projectiles like tranq dart or by using blunt weapons, such as a club. Oftentimes players will need to keep the dinosaur sedated for the duration of the tame. Some dinosaurs take longer than others to tame, therefore require more narcotics. Players are able to use narcoberries, or craft narcotics from narcoberries and spoiled meat. Once knocked out, the player must feed the creature their preferred food, such as berries for herbivores or raw meat for carnivores. Different foods help tame animals at varying speeds. Most creatures tame most effectively — and quickest — with a food called Kibble, which is an item crafted using eggs from another creature. Some creatures can also be tamed passively, by approaching them and carefully giving them food. Once a creature is tamed, it will follow the commands of the player who tamed them. As well, most creatures can be ridden, and therefore allow the player to utilize the creature's abilities, such as flight or fast underwater movement. When riding atop certain creatures, players may still be able to use weapons. They can also be used to carry items, and players can issue offensive and defensive commands to them; for example, a pack of Utahraptors can be assigned to defend the base, or a group of Triceratops can be ordered to attack an enemy's base. Some of the larger creatures, such as a Brontosaurus or Mosasaurus, can have a building platform placed on their back, giving players a mobile, though small, base. The game also features various other animals, such as the dodo, saber-toothed tiger, woolly mammoth, Meganeura, Titanomyrma, and Doedicurus. Every creature in the game has living ecosystems and predator hierarchies. Players must keep track of various meters, such as health, stamina, oxygen, hunger, thirst, and "weight", or how much they can carry. Should players take damage, their health meter will gradually regenerate if they have consumed the necessary food, or if they craft items that regenerate the health meter at a faster pace. Otherwise, a player's health meter will gradually regenerate slowly over time. Players can gain experience through harvesting materials, crafting, killing, or discovering explorer notes. Once the player has obtained enough experience, they will gain a level point, which can be spent improving one of the player's stats, which include max health, max stamina, max oxygen, max food meter, max water meter, max carry weight, melee damage, movement speed, and crafting speed. As of January 2020, the maximum player level is 105, plus an additional 30 levels to be gained by defeating end-game bosses. Tamed creatures can also gain experience and level points, which can be spent on similar stats. Creatures spawn into the game at levels ranging from 1 to 150, and, when tamed, can gain up to 75 more levels by gaining experience. There are also dinosaurs which can be tamed at a higher level, the tek dinosaurs. These spawn at a maximum level of 180. There are specific varieties of creatures, for instance, the Rock Drake, or the Wyvern variants, which are able to spawn up to level 190, but they are untameable in the wild, and instead must be hatched from their respective egg. Players can build structures throughout the world. To build a base, players must acquire structure components—such as floors, doors and windows built with the resources littered throughout the world—which are earned as they progress and gain levels, then collect the necessary materials to make them. These components can then be crafted and placed in the world. Players can create any structure, as long as they have the logistics and resources; the structural integrity of the building is compromised when the pillars and foundations are destroyed. Structures can be built from various tiers of materials, with better tiers providing more protection, but costing more resources to create. Players start out by creating thatch structures, then moving on to wood, stone, metal, and finally tek, a futuristic and late-game material. There are also glass structures that can be used to gain a greenhouse effect on plants grown inside. Adobe structures block heat from outside for an ideal temperature in the building. Players can also craft items in the game, such as weapons, by collecting the resources and technology required for crafting. In addition, players can craft and attach accessories to their weapons, such as a scope or flashlight for a pistol or machine gun. SYSTEM REQUIREMENTS ( MINIMUM ) OS: Windows 7/8.1/10 (64-bit versions) Processor: Intel Core i5-2400/AMD FX-8320 or better Memory: 8 GB RAM Graphics: NVIDIA GTX 670 2GB/AMD Radeon HD 7870 2GB or better DirectX: Version 10 Storage: 60 GB available space OFFICIAL YT TRAILER
  14. GAME INFORMATION Platforms: Microsoft Windows, macOS Developer: Echo Games Publisher: Coconut Island Games Release Date: 28 May, 2020 Price: CURRENTLY OFF (20%) $5.59 USD GENERAL A shared love of both rhythm based games and quick, high-intensity fighting games led to our idea to combine the two in a way that highlights the strengths of both: the musicality and fun of a rhythm game with the strategy and reflex dependence of a fighting game. Rhythm Fighter is unique as a fighting game in that it only lets players act at specific times. These times are determined by pre-programmed beatmaps for each song in the game. Imagine it like Guitar Hero or Rockband, but instead of trying to get all the notes, you are trying to take advantage of the notes as time slots in which you can attack, block, or execute part of a combo. This forces the player to react to incoming beats dynamically. Instead of telling the player which buttons to press at each note, we give them the freedom to choose, thus molding their own style of fighting to the music. DEVELOPMENT MAIN DEVELOPERS "My role was to code up the framework that tied the program together. I coded most of the main game loop and several of the necessary classes to make things work. A good portion of my effort was put towards finding the best way to display all of our graphics in a fast and efficient way. For this, I chose Java's Swing library primarily because of my previous experience with it. The game displays all of its graphics by drawing directly to one of two buffered images: the background layer and the active layer. The background is written once and not touched again unless the game changes screens(from menu to game, etc.) while the active layer is rewritten every update cycle. I chose a Swing Timer to keep track of our framerate, calling an update method every 16 milliseconds for a full ~60 FPS. It's not the most rock solid timekeeper in the world, especially for a rhythm-based game such as Rhythm Fighter, where everything needs to be as in sync as possible to ensure things don't break down. This made the moving bars that represent the beat reach their destination horribly off time. So, to counteract this, Trevor and I developed a function that gives the x-coordinate where every given bar needs to be at the current time so that it reaches its destination at the precise millisecond its supposed to. The result is a rock-solid rhythm game engine that dynamically corrects inconsistencies in the framerate so that each bar is on the beat no matter what. I also spent a lot of time debugging weird issues and implementing Ben's assets into the code." ~Rick "I worked on the character animations and integrated them into the main game loop. I created the animations using 2D graphics from the Swing library. This approach was laborious due to it being entirely based on coordinate plane movement. In order to call the animations in the loop, I used tracker variables to store what frame of the animation would be shown that time through the loop. The possible animations are stored in an enum, and which animation is currently in progress is stored in an outer variable, which is updated every time a successful move is done. There was a lot of trial and error involved to achieve the final result which includes special animations for each move, as well as reactionary animations based on player interaction." ~Trevor "My role on the Rhythm Fighter team was primarily as the "asset guy". This entailed sourcing and creating all the various graphics and sounds for the game, as well as creating the beatmaps. Most of the graphics such as the backdrops and buttons were rendered from .png images that had been created using Photoshop. The animations (with the exception of the stick figures which were handled by Trevor) were simply series of .png images that were rendered in quick succession to create movement. The creation of the beatmaps was done using the audio editing program Reaper, as well as Notepad++ for formatting. I created each beatmap by importing the .wav file of the song into Reaper and "recording" the beatmap by listening back to the song and pressing a shortcut to place a marker in every place I wanted a beat. I typically could simply perform the song and then go back and edit any markers where my timing was notably off. After the beatmap was established in Reaper, I simply extracted the marker positions from the Reaper project save file and used Notepad++ to format them into a simple list of millisecond values." ~Ben CHALLENGES FACED DURING DEVELOPMENT "The most difficult challenge we faced was definitely getting the game to run in sync with the music. On top of just playing the music for the game, we have to identify when exactly the players can input actions, calculate when exactly the music "bars" should appear on the screen in order to hit the judge bar right on the beat, and lastly we have to ensure that those "bars" actually get to the judge bar on the beat. We also have to make sure every step of the process is done as precisely as possible to make the game playable. When we began writing out the game, we stuck with a graphics update loop that was pretty simple and not very stable. We used a while statement that ran the update loop and then waited about 16 milliseconds. This seemed fine when testing out graphics, but as soon as we set it to music, we realized that the graphics were far too inconsistent. We attempted to fix this by associating the framerate directly with the millisecond position of the song at each point. We called our update method every time 15 milliseconds or more passed from our last update, using the song as a timebase. The issue with this was that the audio player we used (Clip) was not very good at updating the position it was currently playing in the song. So we ran into the same problem. Our final solution was to dedicate a thread (using swing.Timer) to calling update every 16 milliseconds so that the time between updates did not vary nearly as much. They still varied, and it was still not a suitable timebase to rely on for time-sensitive graphics like the bars that indicate musical beats. So Trevor and Rick came up with a simple math function to take the song's position and calculate where each bar should be at that millisecond position. This way, the time-sensitive moving bars aren't dependent on the framerate at all, meaning that variations in framerate cause no variation in the movement of the bar, giving us accurate timing. Another difficult part of this challenge was determining when players can input actions. Because players can only use moves on the beat, we had to limit them from entering in anything until those beats. The issue here was that since the song's position was a relatively unreliable source, the "beat" was not always represented in the millisecond position. To solve this, and account for visual lag and reaction times, we set a series of buffers to allow players to input actions during a short range (<100 milliseconds) around the beat. This made the game a little more forgiving and enjoyable, as well as keeping everything on time." ~Main Developers GAMEPLAY STORY Commander Chaos, the most infamous Beatarain in this universe. Finally, he set his mind on the Planet Earth, and destroy the peaceful life of animals and vegetables. He use dark Beat Energy, and turn all the lovely vegetables into evil minions in a blink. They wreak havoc all over the world. Countless animal heroes have sacrificed. The evil purpose of Commander Chaos will succeed in an instant. At the critical moment, a mysterious man, Mr. Disco, who also came from Beatara, has befall this planet. He use bright Beat Energy and revival all exhausted heroes. With all the help from this mysterious force, heroes gradually mastered a way to defeat darkness. They can follow the beat! Then, they embark on a journey to save the planet. But the true purpose, no one knows… Rhythm Fighter has two doll-like figures standing in an arena fighting. The floor is blue with text that reads "rhythm." P1 has orange gloves and shoes with light blue hair. P2 has blue gloves and boots with purple hair. A health bar is at the top of the screen, with 13 green segments. "Use rhythm in a new way-- to knock out a opponent! This game requires two Wii Remote controllers to play. The head-bopping rhythm action gameplay of Rhythm Fighter takes place in a world where the nefarious Commander Chaos has used dark beat energy to turn peaceful vegetables into his evil minions. Under the guidance of a mysterious and groovy man called “Mr Disco”, you must now set out to save the world by moving and attacking along to the beat of the music. The full game will feature a lot more content and more playable characters, but the current build of Rhythm Fighter offers a sizeable chunk of gameplay, with one playable character and two differently themed procedurally generated levels, culminating in two big boss fights. The stages have branching pathways with a nice variety of enemies to tackle, which are all beautifully animated and require different tactics to defeat. The game is divided into numerous rounds. During each round, a rhythm of beats flashes on the screen. One player, the attacker, creates an attack rhythm of punches and kicks using the beats. The other player, the defender, must then repeat the same rhythm to dodge the attacks. If the defender dodges at the wrong time, he will be briefly stunned and any attacks during this time will automatically succeed. Successful attacks deplete the defender's life bar and when a player is hit 13 times, he is KO'd and loses the game. The roles of attacker and defender switch between players often, and the speed and rhythm change with every new round. Your character can move, roll, attack and use special abilities – all of which work better if you do them in time with the beat of the music. there’s also a variety of cool weapons to collect and use that can significantly alter your playstyle – such as electric boxing gloves, a handgun or a fish. It really is a blast dance-fighting your way through the wonderfully weird musical world of Rhythm Fighter. It’s surprisingly easy to get into the rhythm of the (excellent) songs and there’s a real joy to beating up the beautifully animated veggies along to the beat. It really is murder on the dancefloor in this fantastic BEAT ‘em up! Highly recommended. Rhythm Toys Rhythm Tengoku Meow Mixer • Mechanical Horse • Love Machine • Beat Box Rhythm Heaven Business Card • Phone • Slot Monster • Octopus Machine • Beat Machine • Beat Bag • Kappa DJ Rhythm Heaven Fever Toy Car • Police Call • Hi-Hat • Rhythm Fighter Rhythm Heaven Megamix Figure Fighter VS • Feed Goat SYSTEM REQUIREMENTS ( RECOMMENDED ) OS: Windows10 Processor: Quad Core 3.00 GHz or equivalent processor Memory: 2 GB RAM Graphics: 2 GB VRAM or above Storage: 1 GB available space OFFICIAL YT TRAILER
  15. GAME INFORMATION Platform: Microsoft Windows Developer: Shiny Shoe Publisher: Good Shepherd Entertainment Release Date: 21 May, 2020 Price: CURRENTLY OFF (10%) $7.64 USD GENERAL Monster Train is a strategic roguelike deck-building game set on a train to Hell. Hell has frozen over, and it’s up to you to protect the last Pyre from the forces of Heaven to make the underworld burn once more. Monster Train adds an extra strategic element to deck-builders with three vertical play fields that must be defended at a time. Build a deck of spells and minions from over 200 cards, and position your champions on each level to protect the train and your Pyre from invaders. With five clans to combine and fight for, challenging enemies to balance your deck against, and multiple routes to take through Hell, no playthrough is ever the same. Monster Train’s unique time-based online multiplayer mode "Hell Rush" lets up to eight players compete against one another in time-based challenges for an exciting experience under intense pressure. Create your own custom challenges and share them with the world to see who can top the leaderboards. GAMEPLAY Monster Train isn't a sequel, but the way it builds on Slay the Spire and other roguelike-meets-deckbuilder card games kind of makes it feel like one. It reminds me of how Doom Eternal piles on more and more things you have to juggle in combat, making Doom 2016 look calm and simplistic by comparison. After just a few runs in Monster Train I was fighting bosses with more than 1000 hit points, leveling up three separate "clans" of card types, and increasing the game difficulty by starting at a higher "covenant" rank, all while still figuring out the basic strategy of this card game. It's a little bit messy and a little bit overwhelming, but also the rare case where piling on more and more features really does make for an excellent game. The gist of Monster Train is that it's a roguelike deckbuilder: As overseer of the minions of Hell, you're the conductor of a fiery train speeding towards Hell's heart to relight its flame, which has been extinguished by some real jerk angels from Heaven. Unlike in Slay the Spire, where you control a single character, the setup here is a bit more like Magic the Gathering, with a dash of tower defense thrown in. You play cards to deploy minions on three levels of the train, and in each battle enemies enter at the bottom and move their way upwards towards the fourth floor, where your Pyre sits. That's your HP, so if the Pyre is destroyed, you lose. Different selectable factions form the basis for your decks and champion each run, consisting of core cards and an upgradeable leader. While you can liken some of them at the base level to mage, healer, or aggressive melee archetypes, there's a lot more going on here. Each faction plays quite differently, and you combine two different factions in each run to determine your spell, monster, and artifact pools. These synergies lead to a ton of fun experiments, and each faction feels unique on its own as well. From the candle-creatures that boast incredible power but burn out over time, to the umbral race that feeds upon little morsel-monsters that look like they escaped the forges of Spirited Away, the choices are distinct and a blast to concoct curious alchemy with. Decks are a bit like Magic, too, in that before each run you choose a primary and a secondary clan. The starter clans, the Hellhorned and Awoken, are basically Red and Green, demons mixed with direct damage fireball spells, and sentient plants that can amass big pools of health. Positioning your units is a big part of the strategy, because attacks always pile up on the front unit of a row until it's dead. The setup only takes a few minutes to understand, but there's deep strategic potential in a decision as simple as which row of the tower to place a unit, and whether it should go in front of or behind another one. The structure of Monster Train will otherwise not be a surprise if you've played any roguelike card game released in the last few years. Progression makes you choose between splitting paths, one side leading to a shop where you can upgrade your units, the other to more gold and an artifact that offers a powerful buff. There are random points of interest that can reward you with a new card or riches, but with some risk attached. Compared to Slay the Spire, there are fewer fights, but each is longer and more involved. It's a fun rhythm, where you're guaranteed some nice rewards between each battle, and basic upgrades to your cards are cheap enough that you'll get to do a lot of them. KEY FEATURES You’ll never play the same deck twice! * over 220 cards * 5 monster clans with each very different gameplay * Each clan has 10 levels to unlock, bringing new cards to your deck * Upgrade your clan specific champion multiple times * 88 artifacts * Upgrade any card twice * More than 21 unique random events * 25 covenant (difficulty) levels You can weed out unwanted cards from your deck as well as add and modify new ones. Combining your cards with artifacts that have persistent global effects can make or break a run, like an object that randomizes the play cost of all your cards, potentially letting use your high-cost options for free. Each little synergy you discover is a joy, and then putting multiple concepts together to tackle a high-difficulty run is incredibly satisfying, stacking many layers of strategy on top of each other. However, runs can start to feel too much the same after you discover the various ways you can break things extra hard by stacking multi-strike effects or armor incantation. On the mega difficulty modes, you are forced to seek out the most brutal and broken combos each time, and although the core bosses change a bit, the game can feel like you’re simply playing against yourself and some randomization each time instead of any real enemy. Monster Train is a pleasant, mind-blowingly addictive exercise that’s well worth your time, especially if you’re a fan of roguelikes, card games, and deck-building fare. Hours of entertainment await, often chained back-to-back like a crazy card combo. SYSTEM REQUIREMENTS ( RECOMMENDED ) OS: Windows 10 Processor: Core i5 Memory: 8 GB RAM Graphics: GTX 1050 DirectX: Version 11 Storage: 2 GB available space OFFICIAL YT TRAILER
  16. GAME INFORMATION Platforms: Xbox One, Microsoft Windows Developer: Crytek Publishers: Crytek, Xbox Game Studios, Deep Silver Release Date: 10 Oct, 2014 Price: CURRENTLY OFF (60%) $2.19 USD GENERAL Ryse: Son of Rome is a third-person action-adventure hack and slash video game developed by Crytek and published by Microsoft Studios. It was released on November 22, 2013 as a launch title for the Xbox One, and was released on October 10, 2014 for Microsoft Windows by Crytek and Deep Silver. Set in an alternate version of Ancient Rome, Ryse follows the life of the Roman centurion Marius Titus as he becomes one of the leaders in the Roman Legion. Gameplay revolves around Marius using his sword to strike enemies and shield to deflect attacks. Execution sequences are featured in the game, which are quick-time events that serve as an extension to combat. The game features a cooperative multiplayer mode, which tasks players to fight against waves of enemies in maps that are changing dynamically. DEVELOPMENT The game's development began in 2006. Originally it was set to be a first-person Kinect-only title for the Xbox 360. However, the team later made three new prototypes, and redesigned to become a third-person hack and slash game, with Kinect serving a diminished role. The development of the game was originally handled by Crytek Budapest, but was later transferred to Crytek's headquarters in Frankfurt, Germany. The game's combat emphasizes on "flow", a term referring to a player's ability to move on to fight against another enemy upon defeating an enemy with few limitations in between. Crytek then pitched the game to different publishers, and eventually, in 2009, the company pitched the two projects to Microsoft. According to Nick Button-Brown, the general manager at Crytek, the game was not functional at that time, and only served to prove to the publisher that a first-person melee game was fun for players. The representative from Microsoft, Phil Spencer, admired Crytek's intention to expand, and thought that Microsoft's games line up for the Xbox 360 was lacking a first-person melee-combat game. As a result, they accepted to publish Kingdoms, and rejected Kings. The two companies agreed that the project would be a natural fit for Microsoft's yet-to-be-announced Kinect. During the Microsoft Press Conference at E3 2011, Ryse was announced as a Kinect-only title. The announcement entailed a prerendered trailer with minor gameplay footage. The gameplay footage featured players using their own body gestures to control the protagonist to fight against enemies, and perform actions like sword wielding, blocking attacks with a shield, and head-butting. The trailer served as a test for Crytek to see whether the general audience liked the Kinect features or not. In early 2011, the game's direction was shifted from building a world of "high fantasy" to building a realistic ancient Rome, and the development of the game was shifted from Crytek Budapest to Crytek's headquarter in Frankfurt, Germany. The Budapest office was significantly downsized afterwards, and its focus was shifted to develop smartphone games. It became one of six projects the company was working on. Development of the game continued after its E3 2011 reveal. Different experiments were carried out for the game to see what elements would work and what would not. A team at Crytek proposed to turn the game to an on-rail interactive movie, which the team believed was suitable for Kinect's features and would able to showcase the power of CryEngine. The idea was later scrapped. During the game's development, the team worried that the game may be too tiring for players, and that Kinect may not able to detect their movements accurately, leading to frustration. As a result, the team developed three prototypes for the game. The first prototype allowed players to play the entire game with Kinect, the second one tasks players to play the game with a Xbox 360 controller, with Kinect features, while the third one completely removed the Kinect features. Crytek eventually chose the second prototype, and shifted the game's perspective to become a third-person video game. In June 2012, Phil Spencer, corporate VP of Microsoft Studios, maintained that the game was still in development. and added that Kinect will only be "part of the game". With the changes in the game's control scheme, the game's focus also changed, with the team aiming to create a cinematic and character-focused experience for players.The change also extended the game's development process, and eventually, in May 2013, Ryse was confirmed to be a launch title for Microsoft's next game console, Xbox One. In June 2013 at the E3 Microsoft Conference, Crytek showed a gameplay video. Kinect was no longer part of the active battle but had a diminished role by providing squad commands through speech and gesture. The team at Crytek decided to make it a launch title instead of delaying it for further polishing, as they considered the launch of Xbox One an "emotional" event and wanted to be a part of it. GAMEPLAY Ryse: Son of Rome is an action-adventure hack and slash game played in a third-person perspective. Players assume control of Marius Titus, a Roman general who is on a quest to avenge his murdered family. Throughout the game, players gain access to weapons that can be used to assault enemies or defend themselves. For instance, players are equipped with a sword that can be used to strike and kill enemies, and a shield that can be used to deflect enemies' attack and break their defense. The strength of each attack can be decided by players. In addition to melee-based combat, the game features spears and javelins, which serve as ranged weapons. The game's combat puts emphasis on "flow", a term referring to a player's ability to move on to fight against another enemy upon defeating and killing an enemy with few limitations in between. Combat is combo-based, and rewards are given to players who are able to build a long combo. Marius can block attacks to break enemy combos to counterattack. In several segments of the game, Marius is involved in large-scale battles. Players are tasked to co-operate with, or command, other non-playable characters to defeat large numbers of enemies. The game features Kinect voice integration, in which players can issue commands to other characters to provide assistance, such as calling in arrows or catapults. When players deal enough damage to an enemy, they can activate an execution sequence. Once the execution sequence has been initiated, enemies involved in the execution are highlighted automatically with colors by the game, and players can perform a series of quick time events by pressing the appropriate buttons. These execution sequences serve to grant additional resources to players, depending on how well the execution is performed. At any time prior to initiating an execution, the player can select one of four categories of executions to perform upon weakened enemies; the selected type of execution determines the type of resource that will be granted when an enemy is executed. Upon completing a successful execution sequence, players are granted the type of execution that was selected. There are four perks available for players. One boosts the player's damage for a short period after the execution; one refills the player's Focus bar; one allows players to regain lost health, and the last significantly boosts the amount of experience points received from the kill. These experience points can be used to purchase upgrades for various attributes, such as health, damage, or Focus bar capacity, and to unlock additional execution moves. The game still automatically completes and finishes these execution sequences when players fail to press the highlighted buttons, but provides a much smaller reward. Lining up two or more weakened enemies in close proximity allows the player to perform a double execution sequence, which greatly increases the reward granted. CO-OPERATIVE MULTIPLAYER MODE There is also a co-operative multiplayer mode, in which two players team up to accomplish various challenges and fight against waves of increasingly difficult enemies in the Roman Colosseum, a gladiator arena setting. The environments of the Colosseum change dynamically in a match to add variety to the mode. Players can gain access to increasingly advanced armor and weapons as they progress through these multiplayer matches. Microtransactions are also featured, allowing players to purchase in-game upgrades with real-life currency. SYSTEM REQUIREMENTS ( RECOMMENDED ) OS: Windows® Vista 64-bit / Windows® 7 64-bit / Windows® 8 64-bit Processor: Quad Core or Six Core CPU (6+ logical processors) Memory: 8 GB RAM Graphics: DirectX 11 graphics card with 2 GB video RAM DirectX: Version 11 Storage: 26 GB available space OFFICIAL YT TRAILER
  17. GAME INFORMATION Platforms: Microsoft Windows, macOS Developer: Exozet Publisher: Asmodee Digital Release Date: 27 May, 2020 PRICE ( ON STEAM ) : $8.19 USD GENERAL Blood Rage is a Viking themed board game designed by Eric Lang and published by CMON Limited in 2015. Each player controls a clan of mythological Vikings seeking glory as Ragnarok approaches. Played in three ages or rounds, Blood Rage features card drafting, battles and territory control via forces represented by sculpted plastic miniatures. All conflicts are resolved through playing cards, and cards are also used to improve and differentiate the different clans and the leaders, warriors, ships and monsters at their command. In Blood Rage, the digital adaptation of the hit strategy board game, you lead a proud Viking clan in their final fight for glory and the right of passage to Valhalla before the world finally comes to its fiery conclusion. Take command of your warriors, pillage villages, make good use of gifts from the gods and conquer your place with Odin in Valhalla. Life is fleeting, but glory is eternal. Now is the time for rage! GAMEPLAY Blood Rage Digital is set to faithfully recreate the amazing experience of the tabletop game inside your computer, available for both Windows and Mac OS in English, German, French, Italian, and Spanish. The universe of the board game has been recreated and adapted to the digital realm, taking full advantage of this new medium. At the beginning of each of the game's three ages or rounds, each player is dealt eight cards, keeping one and passing the rest to the player on their left, until players have six cards. There are cards which give bonuses in battle, upgrades which give special abilities to a player's forces or allow players to recruit monsters to fight on their behalf, and quests give short term victory point objectives. Each player's clan of Viking forces begins the same, but quickly differentiates itself based on the drafted cards. The game will feature stunning visuals set to enhance your viking experience. The Midgard play area is brought to life, with waves crashing against the fjords as the gargantuan World Serpent endlessly circles the blue vastness. Each region has its own climate, topography, trees and villages. And at the center of it all stands a beautiful representation of the great Yggdrasil tree! After drafting cards, each player takes turns sequentially, using the game's resource, Rage, to perform actions. These include upgrading a clan's abilities and forces, having those forces invade the map, or pillaging provinces. Pillaging further improves one's clan and scores points, and can lead to battles with other players. Battles are resolved without luck - players secretly play a card and add that to the strength of their forces in that region to determine the winner. At the end of each age, a portion of the board is removed as Ragnarok approaches, sending any forces on that part of the map to Valhalla and earning players glory (victory points) for each of their forces that were thus destroyed. The game supports a variety of different strategies depending on which cards the players draft, from controlling territories, winning battles, or even having one's own forces be destroyed, if a player has drafted cards that give points and bonuses for being defeated. In strategies and mechanics, the game merges the traditions of American style games and eurogames, combining the conflict and strong theme prevalent in the former with the statistics, upgrades and lack of chance common in the latter. Network Play Network play will allow up to 4 people to play together, choosing their clans and battling for glory. Alternatively, the single-player mode will pit your wits against cunning AI opponents, with several different personalities/strategies you can choose from to experience different challenges. You can even mix things up, with both virtual and real opponents joining the fray. The interface is slick an intuitive, so veterans and newcomers alike will be pillaging in no time, with the aid of tutorials and easily-accessible rules references. PRICE Digital Viking Pledge For $15 the base Digital Viking pledge gets you a copy of the Blood Rage Digital game. This is a special price for backers, as the game will eventually retail for almost twice as much. The Digital game is expected to launch in December 2019, though backers will be able to get access to a Closed Beta much earlier than that. Find out more about the digital game further down the page. Physical Viking Pledge If your focus is the analog Blood Rage board game, however, you may be interested in the special $60 Physical Viking Pledge, which gets you not only a free copy of the Blood Rage Digital game, just as explained above, but also a slew of Kickstarter Exclusive promos to use with the Blood Rage board game! This includes new versions of the 4 Monsters only available in the original Kickstarter campaign, the brand-new Stag Clan (including their Mystics and Sculpted Clan Tokens), and also 24 Cards to add a 5th Player into the board game! Through Stretch Goals this pledge level has been further enhanced with the addition of 3 brand new Monsters, 3 Sculpted Tokens, and 7 Golden Gods of Asgard, including the new Hel. The Blood Rage Digital game will be distributed via Steam, by supplying backers with an access code, so there is no shipping cost involved for the Digital Viking pledge. However, note that any Optional Purchase added to the Digital Viking pledge will be shipped from our hubs normally, so shipping costs will be charged. Regardless of what is added to the pledge (if anything) the confirmation of the pledge will still be handled via the Pledge Manager after the campaign ends. For the Physical Viking pledge, we will be charging shipping after the Kickstarter concludes based on the actual costs incurred to ship. We will collect this via our pledge manager after the campaign ends, using PayPal. This is so we can be fair to all our backers as shipping is rarely one size fits all. REWARDS We will ship your rewards at our cost to our international hubs. Depending on where in the world you are, we will either ship to you from our hub in the UK (EU backers), China (Asia Pacific backers), Singapore (Singaporean backers), Canada (Canadian backers), Australia (Australia and New Zealand backers) or Atlanta (USA and the rest of the world). Following is a list of rough estimates for shipping a Physical Viking Pledge. Keep in mind these are just estimates of the average cost per destination and actual costs may change in the pledge manager, specially if anything is added to your pledge. ¤ USA: $10-$15 to most states. $30 to Alaska, Hawaii, and Puerto Rico. ¤ CANADA: $15-$30 to most cities. ¤ LATIN AMERICA: $30-$40 to most countries. ¤ ASIA: $10 to China, Hong Kong, and Singapore. $25 to most other countries (we can’t predict an estimate cost to Malaysia). Backers in China, please read CLICK HERE ¤ OCEANIA: $20-$35 to Australia. $30 to New Zealand. ¤ AFRICA: $40 to most countries. ¤ EUROPE: $20-$30 to most countries. ¤ $35 to Norway, Switzerland, Finland, Estonia, and Latvia. ¤ $50 to Bosnia/Herzegowina, Croatia, and Iceland. ¤ $40 to Israel, Liechtenstein, and Serbia ¤ $40 to Belarus. Unfortunately, different import laws and customs have made it impossible for CMON to ship games to certain specific countries. Shipping to Russia, Ukraine, Kazakhstan and Afghanistan is unavailable. SYSTEM REQUIREMENTS ( MINIMUM ) OS: Windows 7 SP1 64 Bit Processor: Intel® iCore™ i3-530 or AMD® FX-6350 Memory: 4 GB RAM Graphics: 1 GB VRAM DirectX: Version 10 Network: Broadband Internet connection Storage: 2 GB available space Sound Card: Direct X 9.0c- compatible sound card OFFICIAL YT TRAILER
  18. GAME INFORMATION Platforms: PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Microsoft Windows Developers: United Front Games, Square Enix Europe Publishers: SQUARE ENIX, Feral Interactive (Mac) Released Date ( ON STEAM ) : 8 Oct, 2014 PRICE ( CURRENTLY 85% OFF ) : $1.57 USD GENERAL Sleeping Dogs is an action-adventure video game developed by United Front Games and published by Square Enix. It was originally released for PlayStation 3, Xbox 360 and Windows. Set in contemporary Hong Kong, the story follows Wei Shen, an undercover Chinese-American police officer on assignment to infiltrate the Sun On Yee Triad organization. The Definitive Edition of the critically acclaimed, award winning open-world action adventure, reworked, rebuilt and re-mastered for the new generation. All 24 previously available DLC extensions have been integrated into the game, including the story-extending episode Year of the Snake and the horror-themed Nightmare in North Point. Alongside a wealth of new technological, audio and visual improvements, Hong Kong has never felt so alive. A vibrant, neon city teaming with life, Hong Kong’s exotic locations and busy streets and markets hide one of the most powerful and dangerous criminal organizations in the world: the notorious Triads. Play as Wei Shen – the highly skilled undercover cop trying to take down the Triads from the inside out. You'll have to prove yourself worthy as you fight your way up the organization, taking part in brutal criminal activities without blowing your cover. Destroy your opponents in brutal hand-to-hand combat using an unmatched martial arts system. Dominate Hong Kong’s buzzing streets in thrilling illegal street races and tear it up in explosive firearms action. Sleeping Dogs’ Hong Kong is the ultimate playground. DEVELOPMENT Sleeping Dogs' difficult and prolonged development began in 2008. Towards the end of 2007, Activision approached the newly founded United Front Games, which consisted of only ten members, to develop an open-world game. United Front accepted and Activision provided sufficient funding for 180 employees. Early designs for the game, named Black Lotus at the time, incorporated dark tones with elements of humour similar to an "HBO crime drama". The project advanced to full production in early 2008. A year into development, Activision proposed that Black Lotus be made part of an existing franchise and highlighted similarities to the True Crime series; both games were set in open worlds with plots centred on an undercover cop in a criminal organization. Sales of previous True Crime games had been disappointing, but Activision felt the innovations in Black Lotus could revitalize the franchise and make the game successful in its own right. Activision attached the game to the series and revealed it to the public as True Crime: Hong Kong in November 2009.They delayed the game until 2010 to allow further refinement. During this period Hollywood action editor Tony Ciccone was hired to consult on the game's visual identity and animations. Despite progress in game development, at the release of the financial report for the last quarter of 2010 on February 9, 2011, Activision announced the cancelation of True Crime: Hong Kong. The publisher said that due to "quality issues" further investment would not make the game competitive in the genre even with their most optimistic projections. Although United Front Games shared this sentiment, executive producer Stephen Van Der Mescht expressed in an interview that "True Crime: Hong Kong was playable from start to finish and virtually complete in terms of content" prior to Activision's cancellation of the project. Van Der Mescht said the game "stood apart" from the competition. On June 22, 2011, Activision CEO Eric Hirshberg explained that the budget and development delays were contributing factors in its cancelation. According to Hirshberg, the increase in budget and subsequent delays meant that the game would have to be "pretty incredible success" for Activision to have an acceptable return on investment. Due to competition posed by other titles, particularly Grand Theft Auto and Red Dead Redemption, Activision's view was that True Crime: Hong Kong was not at the level of quality that it could compete. United Front Games cut 120 staff with the company's solvency in doubt until August when Square Enix acquired the publishing rights to the game. Square Enix did not buy the True Crime intellectual property, and renamed the game Sleeping Dogs. Square Enix London Studios general manager Lee Singleton said he recognized the game's playability and potential. United Front Games' President Stefan Wessels stated he was excited to work with Square Enix London Studios. Sixty people were added to the development team and the game was released in late 2012. GAMEPLAY Sleeping Dogs is an action-adventure game set in an open world environment and played from a third-person perspective. The player controls Wei Shen, a Chinese-American police officer who goes undercover and infiltrates the Sun On Yee Triad organization.The initial missions of the game are a linear tutorial for controlling the character. After these missions, the player is allowed to explore the game's world and take part in side missions and other activities. Shen navigates the world by running, jumping, climbing over obstacles, swimming, and driving cars, boats and motorcycles. The heads-up display (HUD) interface features a mini-map that indicates targets, key locations (safe houses and contact points) and Shen's current position. The mini-map incorporates two meters: one shows Shen's health and the other his face. When the face meter fills, upgrades are unlocked such as health regeneration, improved combat abilities and reduced equipment costs. The HUD also displays the weapon carried and its ammunition count. The game features role-playing elements based on three types of experience points (XP): Triad, Face and Police XPs. Triad XP is obtained through melee combat and violent actions such as "environmental kills". Face XP, obtained in civilian side missions, fills Shen's face meter and unlocks cosmetic items such as clothes and vehicles. By reaching a higher Face level, the player can freely buy vehicles or clothing. When it is full, Shen gains health regeneration, increased attack damage and other benefits. Police XP is gained by minimizing civilian casualties and property damage in missions and by completing police side missions. Gaining XP unlocks abilities such as hot-wiring cars and disarming opponents.The clothes, accessories and vehicles purchased by Shen affect non-player characters' reactions toward him. The player may also collect jade statues used to unlock melee combat skills. Sleeping Dogs' melee combat has been compared to that of Batman: Arkham Asylum: it allows the player to fight opponents coming from any direction with attack, grapple and counter-moves and can be performed with or without weapons. These three basic commands are chained together with the character's movement to execute attacks. The player's face meter fills up faster when enemies are defeated with different moves in rapid succession or with environmental attacks. Environmental attacks are performed by dragging enemies to certain objects, which Shen uses to eliminate opponents. Melee weapons such as knives and tyre irons are available, but they break with extended use. The player can perform "action hijacks" while driving vehicles. These cause Shen to leap from his vehicle to steal another in motion. In combat, Shen loses health as he takes damage. This can be mitigated by taking cover where available. If the health bar is depleted, the character will respawn at a hospital. SYSTEM REQUIREMENTS ( RECOMMENDED ) OS: Windows Vista 64bit, Window 7 64bit, Windows 8 64bit (32bit O/S not supported) Processor: Core i5-2300, Phenom II X4 940 or better Memory: 8 GB RAM Graphics: ATI Radeon 7750, NVIDIA GeForce GTX 560 or higher with 1GB graphics memory, Intel HD Graphics 4000 DirectX: Version 11 Storage: 20 GB available space OFFICIAL YT TRAILER
  19. When I submit my topic, this pops up:
  20. GAME INFORMATION Platforms: Microsoft Windows, Linux, macOS Developer: Alan Edwardes Publisher: Alan Edwardes RELEASE DATE: 22 May, 2020 DEVELOPMENT "Act II was released on the 22nd of May 2020! It has taken around 6 years of spare-time work to get to this point, with just over 3 years of that in Early Access. There have been 80 content updates to the game in total across the 3 platforms supported, with 35 development blog videos and 800+ members of the Discord community. I was digging through the build archives, and wanted to share this build for Windows from the 30th of November 2014 - https://iamestranged.com/distribute/prealpha/build-30-11-14-with-prereqs.zip. This is the earliest playable build of Act II, and you can see how the first section of the game evolved into the first few levels of the game. I'll have more to say about the future of Estranged post-release: it depends on how the game is received, and whether there is an appetite for more. I would absolutely love to develop more, and there is a lot more of the Estranged story to tell. I say this every post - but I want to give a sincere thank you to everyone involved in the project. From those that tested it and submitted feedback to those that translated the game - thank you for making Estranged: Act II possible!" ~ Alan Edwardes PRICE Currently (20%) OFF, 2.79$ USD GAMEPLAY Estranged: Act II follows the story of a fisherman, stranded on a mysterious island during a violent storm. The game is a standalone sequel to Estranged: Act I, which followed our hero's adventure in a search for a way to get home. Experience what the island has in store as you uncover the secretive Arque Corporation, burrowing ever deeper into their dangerous and haphazard operations. KEY FEATURES ¤ First person adventure game with puzzle elements ¤ Immersive narrative and unique characters ¤ Environmental story telling with computers and audio logs ¤ Familiar melee and shooter combat GAMEPLAY UPDATES ( LATEST ) Final Ending Scene The previous ending was temporary but very nearly final - the game now has a final ending. New Achievements A few players have requested more achievements for the game - so there are now two more! The first is for listening to recorders, and the second is for aligning the satellite the same as its real world counterpart in the final section of the game. I would like to thank everyone that contributed achievement ideas! Easter Eggs It might be the staying-at-home thing getting to me, but I reprised my role as Liam Jones for some live action easter eggs embedded in the game - a total of 4. Keep a look out in the Arque office areas! Fire Safety Arque's fire safety standards weren't quite up to standard, so work has been done to remedy that in their facilities throughout the game. SYSTEM REQUIREMENTS ( MINIMUM ) OS: Windows 7 64 bit and above, fully updated Processor: Quad-core Intel or AMD, 2.5 GHz Memory: 3 GB RAM Graphics: GeForce GTX 470 and above or Radeon 6870 HD and above DirectX: Version 11 Storage: 10 GB available space OFFICIAL YT TRAILER
  21. Serious Sam 4 https://store.steampowered.com/sale/serioussam 12.99$ Offer Ends on May 25th. System Requirements ( RECOMMENDED ) OS: Windows 7 64-bit Processor: Intel Core i7-860 Quad 2.80GHz / AMD FX-8120 Graphics Card: AMD Radeon HD 7850 or NVIDIA GeForce GTX 750 Ti Memory: 8 GB RAM Storage: 15 GB available space
  22. GAME INFORMATION Platforms: Microsoft Windows Developers: Bad Blood Studios Publishers: Bad Blood Studios Released Date: 21 May, 2020 GAMEPLAY Old Gods Rising is a first-person adventure mystery that puts you in the role of disgraced History Professor, Thomas Winston, as you explore Ashgate University and try to uncover the truth behind the strange events that seem to be unfolding. Examine architecture and artifacts to find clues about the university's ancient origins, and use your expertise to decipher long-forgotten languages and cryptic carvings. Solve the puzzles that block your progress and uncover hidden areas that could help you decide what is real and what is not. As you search for answers, use the phone numbers you have collected and navigate conversations to build a more complete picture of what is actually happening and why. Are the Old Gods rising? It's up to you to decide. Thomas Winston, Professor of Ancient History and recently fired host of the po[CENSORED]r TV show “Finding Britain,” has been in hiding for weeks. Publicly embarrassed by the revelation that his latest book was largely based on fraudulent evidence, he decides to accept an invitation from maverick film director, Maz Kayfer, to act as a consultant on his new film: “Old Gods Rising.” Ashgate University, where the filming will take place, seems to be an ideal location, but when Tom arrives, things get very strange, very quickly. Has he become the unwitting star of Kayfer’s latest film? Or, has he stumbled into something far more sinister? DEVELOPMENT It is a truth, universally acknowledged, that any veteran of BioWare who has been there in excess of a decade, must be in want of their own indie studio. Bad Blood Studios is one such independent venture, set up by a former BW art director named Hayden Duvall, and Old Gods Rising is its first game. It’s a creepy (if not outright horrific) first-person mystery set in a deserted university, with Lovecraftian elements. And if I can stretch the definition, it is probably the best Lovecraftian game I have played. SYSTEM REQUIREMENTS ( MINIMUM ) OS: WINDOWS 7 Processor: Dual-Core Intel i5 CPU @ 2GHz or similar Memory: 8 GB RAM Graphics Card: nVidia GTX 570 or similar - 1GB of VRAM DirectX: Version 11 Storage: 25 GB of available space OFFICIAL YT TRAILER
  23. Congragts Buddy ❤️

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