Free Download PC Game
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Free Download PC Game
Grand Theft Auto 3
Ever
fancied being a tooled-up hoodlum, living on the wrong side of the law
and mixing it up with street gangs in a war over turf, drugs and cold,
hard cash? Welcome to Grand Theft Auto 3. Big brother of previous
outings on the PSone and PC, GTA 3 has gone fully 3-D to bring the
fictitious environs of Liberty City to life. This
PC version is even better looking than the PS2 one was, with even more
opportunity for flashy lighting effects, over the top explosions and
beautifully rendered mayhem. This is silky-smooth stuff and the
graphical details are truly awesome as you'll see the first time you carjack a taxi and take off like a lunatic, mowing down the innocent. Sonically, GTA 3 cannot be beaten; in-car tunes are provided from one of nine radio stations,
each with its own distinct feel, and the sounds of the city are all
here too; walk around for a while and you'll hear far-off police
sirens, motorists abusing one another and general chit-chat as people
go about their business. The
game is very open-ended. Its major focus is the mission-based
goals--start out as a convict accidentally sprung from jail and work
your way up to become a shining light in one of the city's controlling
gangs. If that gets dull, hijack a cab, police car, ambulance or fire
engine and carry out missions suitable for your mode of transport, and if all else fails, find the ludicrously dangerous-looking ramps and hit them hard for some big air and big cash bonuses. It
has to be said that GTA 3 fully warrants its 18 certificate, dealing as
it does with mob warfare, indiscriminate murders, auto crimes,
prostitution and more. The language gets a little "fruity" from time to
time and you can't help but wince as you watch innocents
get in the way of a good firefight. At the end of the day, though, this
is a game and nothing more; thankfully, it's a good game, a very, very
good game in fact, so buy it now. Or we'll send Luigi and the boys
round.
download di sini
Ever
fancied being a tooled-up hoodlum, living on the wrong side of the law
and mixing it up with street gangs in a war over turf, drugs and cold,
hard cash? Welcome to Grand Theft Auto 3. Big brother of previous
outings on the PSone and PC, GTA 3 has gone fully 3-D to bring the
fictitious environs of Liberty City to life. This
PC version is even better looking than the PS2 one was, with even more
opportunity for flashy lighting effects, over the top explosions and
beautifully rendered mayhem. This is silky-smooth stuff and the
graphical details are truly awesome as you'll see the first time you carjack a taxi and take off like a lunatic, mowing down the innocent. Sonically, GTA 3 cannot be beaten; in-car tunes are provided from one of nine radio stations,
each with its own distinct feel, and the sounds of the city are all
here too; walk around for a while and you'll hear far-off police
sirens, motorists abusing one another and general chit-chat as people
go about their business. The
game is very open-ended. Its major focus is the mission-based
goals--start out as a convict accidentally sprung from jail and work
your way up to become a shining light in one of the city's controlling
gangs. If that gets dull, hijack a cab, police car, ambulance or fire
engine and carry out missions suitable for your mode of transport, and if all else fails, find the ludicrously dangerous-looking ramps and hit them hard for some big air and big cash bonuses. It
has to be said that GTA 3 fully warrants its 18 certificate, dealing as
it does with mob warfare, indiscriminate murders, auto crimes,
prostitution and more. The language gets a little "fruity" from time to
time and you can't help but wince as you watch innocents
get in the way of a good firefight. At the end of the day, though, this
is a game and nothing more; thankfully, it's a good game, a very, very
good game in fact, so buy it now. Or we'll send Luigi and the boys
round.
download di sini
Terakhir diubah oleh nyelonong_boy tanggal Mon Apr 07, 2008 4:55 pm, total 2 kali diubah
Re: Free Download PC Game
Pirates of the High Seas
Pirates of the High Seas is a stand-alone expansion pack for The Guild 2 that isn't big on innovation. This is essentially the exact same game as its 2006
predecessor, with the one not-so-big change to this "medieval Sims with
economics" being the addition of sea trading and piracy to the list of
occupations used to escape lowly serfdom. Yet while there are real
pluses to being able to go all Blackbeard on those Hanseatic League,
developer 4Head hasn't done enough to address the micromanagement issues of its core design, or other preexisting problems like poor pathfinding and demanding system requirements. Basically,
what you've got here is a repeat of the original game that's been
cleaned up and enhanced with some skimpy nautical features. Gameplay
modes in both single-player and multiplayer are carried over unchanged.
You still create a serf with basic RPG characteristics and statistics,
pick a profession from the four choices of patron, craftsman, scholar,
and rogue, and set out to build a family dynasty through siring lots of
serflings
and earning loads of gold through various and sundry business
activities that involve a lot of crafting. Three new
professions--fisherman, medicus, and pirate--are added, although this really amounts just to added
depth for some of the existing career paths. The fisherman is just a
patron who can construct a shack or hut on the seashore from which to
launch fishing vessels, while the pirate is just a nautical rogue who
can build pirate havens, nests, and fortresses on the coastline. But
that's about it, aside from new buildings like the pesthouse and
watchtower, and the ability to rise all the way up the social ladder to
become king. Social interactions seem more fleshed out now, though, in
that wenches often slap you for the sleazy pick-up lines that got you a
shared bath in the first game. None
of the new features are anything to write home about. Focus remains
strictly on the nitty-gritty of Middle Ages economics, which means
that, whether you ply your trade
on the seas or on terra firma, you still spend almost all of your time
making and selling goods. No matter which job you pick, you wind up
buying and selling. The fisherman must flog his herring and salmon in
the market just like any other patron looking to make a few bucks. And
the three piratical buildings play similarly to the
three thieving headquarters from the original game, only instead of
stationing underlings along roadways to rob carts, you pirate merchant
vessels in simplistic sea battles and set up prostitution rings. These
fitting touches do give you an opportunity to be the "scallywag"
described on the back of the box cover, though you're still more of an
accountant with an eye patch that a real scourge of the European seas. Nevertheless,
some of the seafaring additions do make Pirates of the High Seas a
better game than its predecessor, even if these improvements are
slight. While
the three new one-off maps dealing with Britain, the Hanseatic League,
and pirates in the North Sea are just revamped takes on maps from the
original game with access to oceans, the new campaign is an interesting
tale of redemption. It
deals with the exiled Wiegbald family of Danzig seeking to right a past
wrong and regain good standing with the Hanseatic League. As this
organization of medieval traders was best known for its sea trading,
the Wiegbalds are deeply involved in the new ability to make a living
from the good old H2O. There is a dramatic sweep to the entire
campaign, as well, because you start as a fisherman with a tiny shack and a single boat and branch out to full-blown merchant shipping. The basic plot is well told, if a bit melodramatic. Still,
much of the great promise of The Guild 2 remains unfulfilled.
Micromanagement is still a real bear. Buildings and workers can be
automated to get your goods to market without a lot of messing around,
but carts still get hung up along the way by running into other carts or citizens and stopping dead in their tracks. You
just can't trust the artificial intelligence to handle your merchandise
properly, which becomes a real problem after you expand your business
endeavors and get family members into different professions.
Pathfinding is also a problem, due to similar issues with traffic and
oddities like a character abandoning his orders after being stopped and
given a gift by another citizen. You're given no notice about events
like this, either, so you often have to hunt down your errant traveler.
The interface always seems
to require an extra couple of clicks to handle routine tasks, also, and
the icon menu is really finicky when you're simply trying to rob
somebody or make a baby with your spouse. Again, all of this is awfully
frustrating to deal with, especially after you get rolling with a
reasonably large business empire. Everything is much improved from the original game, although additional work is needed. Another
major unresolved irritation is the visual engine, which along with the
music and sound effects has been carried over virtually unchanged from
its predecessor. Even though this is an attractive game, with nice
looking architecture and a few atmospheric touches like town halls
ablaze with light in the evenings, the overall look is reminiscent of
something like 2003's Neverwinter Nights. Yet despite this dated
appearance, you need a powerhouse rig with an 8800-class or equivalent
video card to avoid regular trips to slide-show town. Even dialing down
or turning off frills like shadows does little to speed things up,
so those with average machines are stuck enduring choppy animations and
bothersome skips and delays when zooming in and out of scenes with a
significant number of citizens. Other fit-and-finish issues further hamper playability. Collision detection is hit-and-miss,
so characters frequently walk through walls, and even meld into ladies
of the evening when conducting "salacious" business (in reality just a
cheesy bump and grind on the streets, by the way, so don't get worked
up over that Teen rating). And trying to influence elections in town
halls seems really buggy. Offering up bribes and compliments often
sends the game into graphical stutters and sound loops where somebody
says "I thank you" a couple of dozen times in a row. If
you've already gotten your fill of the original game, or simply didn't
like it in the first place, there is nothing in The Guild 2: Pirates of
the High Seas to change your mind. The additions, minor improvements,
and overall greater scope make this a better and more fulfilling game
than its predecessor, although only marginally.
Pirates of the High Seas is a stand-alone expansion pack for The Guild 2 that isn't big on innovation. This is essentially the exact same game as its 2006
predecessor, with the one not-so-big change to this "medieval Sims with
economics" being the addition of sea trading and piracy to the list of
occupations used to escape lowly serfdom. Yet while there are real
pluses to being able to go all Blackbeard on those Hanseatic League,
developer 4Head hasn't done enough to address the micromanagement issues of its core design, or other preexisting problems like poor pathfinding and demanding system requirements. Basically,
what you've got here is a repeat of the original game that's been
cleaned up and enhanced with some skimpy nautical features. Gameplay
modes in both single-player and multiplayer are carried over unchanged.
You still create a serf with basic RPG characteristics and statistics,
pick a profession from the four choices of patron, craftsman, scholar,
and rogue, and set out to build a family dynasty through siring lots of
serflings
and earning loads of gold through various and sundry business
activities that involve a lot of crafting. Three new
professions--fisherman, medicus, and pirate--are added, although this really amounts just to added
depth for some of the existing career paths. The fisherman is just a
patron who can construct a shack or hut on the seashore from which to
launch fishing vessels, while the pirate is just a nautical rogue who
can build pirate havens, nests, and fortresses on the coastline. But
that's about it, aside from new buildings like the pesthouse and
watchtower, and the ability to rise all the way up the social ladder to
become king. Social interactions seem more fleshed out now, though, in
that wenches often slap you for the sleazy pick-up lines that got you a
shared bath in the first game. None
of the new features are anything to write home about. Focus remains
strictly on the nitty-gritty of Middle Ages economics, which means
that, whether you ply your trade
on the seas or on terra firma, you still spend almost all of your time
making and selling goods. No matter which job you pick, you wind up
buying and selling. The fisherman must flog his herring and salmon in
the market just like any other patron looking to make a few bucks. And
the three piratical buildings play similarly to the
three thieving headquarters from the original game, only instead of
stationing underlings along roadways to rob carts, you pirate merchant
vessels in simplistic sea battles and set up prostitution rings. These
fitting touches do give you an opportunity to be the "scallywag"
described on the back of the box cover, though you're still more of an
accountant with an eye patch that a real scourge of the European seas. Nevertheless,
some of the seafaring additions do make Pirates of the High Seas a
better game than its predecessor, even if these improvements are
slight. While
the three new one-off maps dealing with Britain, the Hanseatic League,
and pirates in the North Sea are just revamped takes on maps from the
original game with access to oceans, the new campaign is an interesting
tale of redemption. It
deals with the exiled Wiegbald family of Danzig seeking to right a past
wrong and regain good standing with the Hanseatic League. As this
organization of medieval traders was best known for its sea trading,
the Wiegbalds are deeply involved in the new ability to make a living
from the good old H2O. There is a dramatic sweep to the entire
campaign, as well, because you start as a fisherman with a tiny shack and a single boat and branch out to full-blown merchant shipping. The basic plot is well told, if a bit melodramatic. Still,
much of the great promise of The Guild 2 remains unfulfilled.
Micromanagement is still a real bear. Buildings and workers can be
automated to get your goods to market without a lot of messing around,
but carts still get hung up along the way by running into other carts or citizens and stopping dead in their tracks. You
just can't trust the artificial intelligence to handle your merchandise
properly, which becomes a real problem after you expand your business
endeavors and get family members into different professions.
Pathfinding is also a problem, due to similar issues with traffic and
oddities like a character abandoning his orders after being stopped and
given a gift by another citizen. You're given no notice about events
like this, either, so you often have to hunt down your errant traveler.
The interface always seems
to require an extra couple of clicks to handle routine tasks, also, and
the icon menu is really finicky when you're simply trying to rob
somebody or make a baby with your spouse. Again, all of this is awfully
frustrating to deal with, especially after you get rolling with a
reasonably large business empire. Everything is much improved from the original game, although additional work is needed. Another
major unresolved irritation is the visual engine, which along with the
music and sound effects has been carried over virtually unchanged from
its predecessor. Even though this is an attractive game, with nice
looking architecture and a few atmospheric touches like town halls
ablaze with light in the evenings, the overall look is reminiscent of
something like 2003's Neverwinter Nights. Yet despite this dated
appearance, you need a powerhouse rig with an 8800-class or equivalent
video card to avoid regular trips to slide-show town. Even dialing down
or turning off frills like shadows does little to speed things up,
so those with average machines are stuck enduring choppy animations and
bothersome skips and delays when zooming in and out of scenes with a
significant number of citizens. Other fit-and-finish issues further hamper playability. Collision detection is hit-and-miss,
so characters frequently walk through walls, and even meld into ladies
of the evening when conducting "salacious" business (in reality just a
cheesy bump and grind on the streets, by the way, so don't get worked
up over that Teen rating). And trying to influence elections in town
halls seems really buggy. Offering up bribes and compliments often
sends the game into graphical stutters and sound loops where somebody
says "I thank you" a couple of dozen times in a row. If
you've already gotten your fill of the original game, or simply didn't
like it in the first place, there is nothing in The Guild 2: Pirates of
the High Seas to change your mind. The additions, minor improvements,
and overall greater scope make this a better and more fulfilling game
than its predecessor, although only marginally.
- Code:
http://www.megaupload.com/?d=S4TEF7ZI
Re: Free Download PC Game
3D Shooting genre
If
anyone has a clue about what Plastic Reality Technologies was trying to
accomplish with El Matador, please let us know. It's hard to tell what
the developer had in mind with this old-fashioned third-person shooter
about DEA agent Victor Corbet, who fights the drug trade in Latin
America. Because it is absolutely all over the place in terms of style
and theme, and the difficulty is so over the top, you can expect to
load at least a few dozen saves on every level.
El
Matador has something of a Hitman or Splinter Cell feel because of the
gritty settings, the true-crime storyline where you're trying to take
down the heirs to Pablo Escobar single-handedly, and the fact that just
a few bursts of fire or a couple of well-placed grenades can send you
to back to Washington in a body bag. But this isn't a tactical shooter
or a sneaker. On the contrary, this is one of the fastest, most
traditional shooters seen in recent years. It has a Doom-like pace (and
soundtrack), a generic selection of weapons, and tons of enemies that
are waiting around every corner. If you slow down, you'll get pinned
down by withering fire and then killed by either the barrage of lead
directed your way or the grenades that are always efficiently tossed
into hiding spots.
Although
this sounds like a dream come true for an old-school shooter fan,
excruciating difficulty ruins El Matador. Those hordes of enemies noted
above never seem to miss, unerringly nailing you again and again across
rooms, hallways, and fields. If you stick Corbet's neck out even the
tiniest bit, you get shot in moments--even if the bad guy doing the
gold-medal shooting is hunkered down a few dozen meters away behind a
palm tree or a desk with nothing more than the top of his head exposed.
These shots come out of nowhere and drain you so regularly that your
health and armor might as well be ticking down on a clock.
Unfortunately,
there is no way to handle these marksmen. They hit you even when you're
totally behind cover, and they even seem to get their bullets through
walls at times. These guys fire so many apparently magic bullets that
somebody should be investigating them for the JFK assassination. It
also doesn't help that you have to expose yourself to shoot at enemies.
There is no way to lean around corners, so when you want to kill the
bad guys, you have to get out in the open. And as soon as you get out
there, it's generally rat-a-tat-tat--you're dead.
Med
packs and bulletproof vests are also few and far between. And they're
generally found only after you've blasted through convention-sized
numbers of hired goons. Lots and lots of reloads are common as you
stagger through the game's five or six hours of play (yes, even with
the constant loading of saves, the game is still that short; there are
no multiplayer modes of play either, so these abbreviated solo missions
are all you get).
El
Matador often provides a team of cop commandos as backup, but they are
such terrible shots that it takes forever for them to kill anybody.
Even worse, these cowardly morons often scramble into cover positions
that you've already set up in, which typically results in your being
pushed into the clear and taking a few bullets in the process. Only a
slow-motion feature mitigates the crazy difficulty, and even then, it
isn't very helpful. Because those never-miss baddies are so unimpressed
with your exceedingly blurry Max Payne impersonation, they often manage
to perforate you just as many times as you perforate them.
Even
with all of these serious flaws, the game has a certain amount of
Commando-era Schwarzenegger charm. The dialogue is crammed with
action-movie clichés and beautifully dumb moments. For example, when
Corbet cuts a phone call short with his outraged superiors, he says,
"I've gotta shoot scum." Also, there are times when you really get
rolling, gunning down one thug after another in corridors. The only
problem is that all of these corridors lead to great big rooms that are
filled with gangs of goons who will kill you a dozen times in a couple
of minutes. About the only plus in moments like these is that many
thugs don't know enough to duck back behind cover after firing. So you
can line these thugs up like sitting ducks when you're not in a
crossfire (which, unfortunately, you almost always are). Bosses are
also particularly prone to this problem. They are typically easy to
kill because they often seem to lean motionless against a pillar or
post while you fill them full of lead.
Anyhow--not
that this is much of a comfort--but few bad games look and sound this
good. Plastic Reality has produced some stylish backdrops for all of
this speedy carnage. The default gamma is almost pitch-black, but
levels look great after you tweak this setting (and sometimes tweak it
again and again because it often reverts to darkness after loading a
save). The variety of locales, from sleazy nightclubs to urban drug
labs and jungles, is what makes these backdrops look stylish. Perhaps
more importantly, the frame rate moves at an impressive clip, even on a
midrange machine, and with loads of enemies and allies on the screen.
Sound effects and the techno soundtrack also pound away effectively,
giving you the impression that you're really under fire, albeit in some
sort of apocalyptic disco.
A
tough game is one thing, but El Matador tilts the playing field so much
that it feels like you're being cheated. While there is nothing in
gaming like the satisfaction of beating a really hard shooter, there is
a fine line between giving you the chance to earn that feeling of
accomplishment and hammering you so relentlessly that continuing to
play seems futile. If Plastic Reality ever makes another shooter, let's
hope that it discovers where that line is in the future.
download di sini
If
anyone has a clue about what Plastic Reality Technologies was trying to
accomplish with El Matador, please let us know. It's hard to tell what
the developer had in mind with this old-fashioned third-person shooter
about DEA agent Victor Corbet, who fights the drug trade in Latin
America. Because it is absolutely all over the place in terms of style
and theme, and the difficulty is so over the top, you can expect to
load at least a few dozen saves on every level.
El
Matador has something of a Hitman or Splinter Cell feel because of the
gritty settings, the true-crime storyline where you're trying to take
down the heirs to Pablo Escobar single-handedly, and the fact that just
a few bursts of fire or a couple of well-placed grenades can send you
to back to Washington in a body bag. But this isn't a tactical shooter
or a sneaker. On the contrary, this is one of the fastest, most
traditional shooters seen in recent years. It has a Doom-like pace (and
soundtrack), a generic selection of weapons, and tons of enemies that
are waiting around every corner. If you slow down, you'll get pinned
down by withering fire and then killed by either the barrage of lead
directed your way or the grenades that are always efficiently tossed
into hiding spots.
Although
this sounds like a dream come true for an old-school shooter fan,
excruciating difficulty ruins El Matador. Those hordes of enemies noted
above never seem to miss, unerringly nailing you again and again across
rooms, hallways, and fields. If you stick Corbet's neck out even the
tiniest bit, you get shot in moments--even if the bad guy doing the
gold-medal shooting is hunkered down a few dozen meters away behind a
palm tree or a desk with nothing more than the top of his head exposed.
These shots come out of nowhere and drain you so regularly that your
health and armor might as well be ticking down on a clock.
Unfortunately,
there is no way to handle these marksmen. They hit you even when you're
totally behind cover, and they even seem to get their bullets through
walls at times. These guys fire so many apparently magic bullets that
somebody should be investigating them for the JFK assassination. It
also doesn't help that you have to expose yourself to shoot at enemies.
There is no way to lean around corners, so when you want to kill the
bad guys, you have to get out in the open. And as soon as you get out
there, it's generally rat-a-tat-tat--you're dead.
Med
packs and bulletproof vests are also few and far between. And they're
generally found only after you've blasted through convention-sized
numbers of hired goons. Lots and lots of reloads are common as you
stagger through the game's five or six hours of play (yes, even with
the constant loading of saves, the game is still that short; there are
no multiplayer modes of play either, so these abbreviated solo missions
are all you get).
El
Matador often provides a team of cop commandos as backup, but they are
such terrible shots that it takes forever for them to kill anybody.
Even worse, these cowardly morons often scramble into cover positions
that you've already set up in, which typically results in your being
pushed into the clear and taking a few bullets in the process. Only a
slow-motion feature mitigates the crazy difficulty, and even then, it
isn't very helpful. Because those never-miss baddies are so unimpressed
with your exceedingly blurry Max Payne impersonation, they often manage
to perforate you just as many times as you perforate them.
Even
with all of these serious flaws, the game has a certain amount of
Commando-era Schwarzenegger charm. The dialogue is crammed with
action-movie clichés and beautifully dumb moments. For example, when
Corbet cuts a phone call short with his outraged superiors, he says,
"I've gotta shoot scum." Also, there are times when you really get
rolling, gunning down one thug after another in corridors. The only
problem is that all of these corridors lead to great big rooms that are
filled with gangs of goons who will kill you a dozen times in a couple
of minutes. About the only plus in moments like these is that many
thugs don't know enough to duck back behind cover after firing. So you
can line these thugs up like sitting ducks when you're not in a
crossfire (which, unfortunately, you almost always are). Bosses are
also particularly prone to this problem. They are typically easy to
kill because they often seem to lean motionless against a pillar or
post while you fill them full of lead.
Anyhow--not
that this is much of a comfort--but few bad games look and sound this
good. Plastic Reality has produced some stylish backdrops for all of
this speedy carnage. The default gamma is almost pitch-black, but
levels look great after you tweak this setting (and sometimes tweak it
again and again because it often reverts to darkness after loading a
save). The variety of locales, from sleazy nightclubs to urban drug
labs and jungles, is what makes these backdrops look stylish. Perhaps
more importantly, the frame rate moves at an impressive clip, even on a
midrange machine, and with loads of enemies and allies on the screen.
Sound effects and the techno soundtrack also pound away effectively,
giving you the impression that you're really under fire, albeit in some
sort of apocalyptic disco.
A
tough game is one thing, but El Matador tilts the playing field so much
that it feels like you're being cheated. While there is nothing in
gaming like the satisfaction of beating a really hard shooter, there is
a fine line between giving you the chance to earn that feeling of
accomplishment and hammering you so relentlessly that continuing to
play seems futile. If Plastic Reality ever makes another shooter, let's
hope that it discovers where that line is in the future.
download di sini
Terakhir diubah oleh nyelonong_boy tanggal Mon Apr 07, 2008 4:56 pm, total 1 kali diubah
Re: Free Download PC Game
The world’s most famous Super Hero, Marvel’s Spider-Man
As
big a Spider-Man fan as I am, I haven’t kept up with the comics the
same way I used to. In fact, the first time I discovered the “Ultimate”
continuum was at this year’s E3 at Activision’s booth, where Ultimate
Spider-Man made its debut. Right away I was impressed with the art
direction – you can be forgiven if you think “Viewtiful Spider-Man” –
but what had me very intrigued was that Ultimate Spider-Man is aiming
for the same wide-open environments featured in Spider-Man 2 without
being restricted by a movie tie-in.
There’s
nothing worse than a licensed game that could have been “great!” but
comes in at mediocre because the project is shackled by a
written-in-stone release date and the necessity of remaining pretty
close to the source material. As far as I can tell, Ultimate Spider-Man
will stick to its source material – featuring a plethora of Marvel
characters along with Spidey and arch-nemesis, Venom
– and the storyline is the work of writers Brian Michael Bendis and
Mark Bagley, who also work on the Ultimate Spider-Man comic book. While
I’m sure that there will be some recap of events in the Ultimate
Spider-Man timeline from the comics, I’m hoping the main thrust of the
game will be to create an extension of the comic book, which I’ve
discovered is actually pretty good.
Take
on the role of the world’s most famous Super Hero, Marvel’s Spider-Man,
and one of his most menacing nemeses, Venom, in an original storyline
written and illustrated by the creative team behind the best-selling “Ultimate
Spider-Man” comic books. Set in a massive free-roaming New York City
environment, including the new borough of Queens, the game delivers the
most in-depth Spider-Man
adventure
to date with a variety of demanding missions, diverse gameplay and a
new combat system that allows players to face off against the largest
number of interactive characters from the Marvel universe ever
assembled in a Spider-Man game. With
gameplay that unfolds through interactive comic book panels and 3D
Comic Inking Technology™, players are seamlessly integrated into a
virtual comic book experience via simultaneous multiple visual
perspectives.
download di sini
As
big a Spider-Man fan as I am, I haven’t kept up with the comics the
same way I used to. In fact, the first time I discovered the “Ultimate”
continuum was at this year’s E3 at Activision’s booth, where Ultimate
Spider-Man made its debut. Right away I was impressed with the art
direction – you can be forgiven if you think “Viewtiful Spider-Man” –
but what had me very intrigued was that Ultimate Spider-Man is aiming
for the same wide-open environments featured in Spider-Man 2 without
being restricted by a movie tie-in.
There’s
nothing worse than a licensed game that could have been “great!” but
comes in at mediocre because the project is shackled by a
written-in-stone release date and the necessity of remaining pretty
close to the source material. As far as I can tell, Ultimate Spider-Man
will stick to its source material – featuring a plethora of Marvel
characters along with Spidey and arch-nemesis, Venom
– and the storyline is the work of writers Brian Michael Bendis and
Mark Bagley, who also work on the Ultimate Spider-Man comic book. While
I’m sure that there will be some recap of events in the Ultimate
Spider-Man timeline from the comics, I’m hoping the main thrust of the
game will be to create an extension of the comic book, which I’ve
discovered is actually pretty good.
Take
on the role of the world’s most famous Super Hero, Marvel’s Spider-Man,
and one of his most menacing nemeses, Venom, in an original storyline
written and illustrated by the creative team behind the best-selling “Ultimate
Spider-Man” comic books. Set in a massive free-roaming New York City
environment, including the new borough of Queens, the game delivers the
most in-depth Spider-Man
adventure
to date with a variety of demanding missions, diverse gameplay and a
new combat system that allows players to face off against the largest
number of interactive characters from the Marvel universe ever
assembled in a Spider-Man game. With
gameplay that unfolds through interactive comic book panels and 3D
Comic Inking Technology™, players are seamlessly integrated into a
virtual comic book experience via simultaneous multiple visual
perspectives.
download di sini
Terakhir diubah oleh nyelonong_boy tanggal Mon Apr 07, 2008 4:57 pm, total 1 kali diubah
Re: Free Download PC Game
Aladdin Magic Carpet Racing
Liat gambarnya di sini
http://bp3.blogger.com/_zDoN_OGkZIA/R8UJOlt-wMI/AAAAAAAAAVM/Av4kCU5Qno4/s320/allad0
Aladdin
Magic Carpet Racing is a heart-pumping, fast-paced racing game set in
the magical land of Agrabah. Race as Aladdin or Princess Jasmine on
four exciting and unique race courses. Become the ultimate magic carpet
racing champion when you defeat Jafar to win the Agrabah Cup.
Liat gambarnya di sini
http://bp3.blogger.com/_zDoN_OGkZIA/R8UJOlt-wMI/AAAAAAAAAVM/Av4kCU5Qno4/s320/allad0
Aladdin
Magic Carpet Racing is a heart-pumping, fast-paced racing game set in
the magical land of Agrabah. Race as Aladdin or Princess Jasmine on
four exciting and unique race courses. Become the ultimate magic carpet
racing champion when you defeat Jafar to win the Agrabah Cup.
- Code:
http://rapidshare.com/files/85130925/Aladdin_s_Magic_Carpet_Racing.rar
Re: Free Download PC Game
Asterix and Obelix XXL
Action
game based on the famous French comic book series by Les Edition Albert
René/Goscinny-Uderzo. Players control both heroes at once, similar to
Nintendo's Mario & Luigi roleplaying game -- but the game is
completely action-focused. By utilizing the special powers of both
Asterix and Obelix at once, players can execute elaborate combo moves
between the two main heroes, using such functions as the twister
fusion, earthquake, and atomic magic potion. Features include huge
battles inspired by the comics, with more than 70 Romans at once,
spanning 40 different levels. Instead of going for a cel-shaded cartoon
look, the game portrays Goscinny/Uderzo's world of 50 B.C. in a
detailed 3D style, with plenty of humorous animations and special
effects.
download di sini
Action
game based on the famous French comic book series by Les Edition Albert
René/Goscinny-Uderzo. Players control both heroes at once, similar to
Nintendo's Mario & Luigi roleplaying game -- but the game is
completely action-focused. By utilizing the special powers of both
Asterix and Obelix at once, players can execute elaborate combo moves
between the two main heroes, using such functions as the twister
fusion, earthquake, and atomic magic potion. Features include huge
battles inspired by the comics, with more than 70 Romans at once,
spanning 40 different levels. Instead of going for a cel-shaded cartoon
look, the game portrays Goscinny/Uderzo's world of 50 B.C. in a
detailed 3D style, with plenty of humorous animations and special
effects.
download di sini
Re: Free Download PC Game
Age Of Empires II
It would
be incorrect, but not entirely unreasonable, to claim that Age of
Empires II: The Age of Kings and its isometric 2D playing field seem
just like every other first-generation real-time strategy game ever
made. Take away the historical context depicting a millennium of
military progress since the Dark Ages, and you'd have a game in which
you'd stockpile resources, grow your population, and augment your
technology, all to amass an army with which to defeat your enemies as
quickly as possible. But even as this model has remained historically
relevant for as long as history has been documented, so too is it not
liable to stop being the premise for computer games anytime soon. And
if Age of Kings is any indication of how such real-time strategy games
will continue to improve, then we couldn't be more fortunate. Although
Age of Kings runs at higher resolutions and looks cleaner and sharper
than many of its similar predecessors, you'll find that there's nothing
foreign about its appearance. Villagers, buildings, trees, the black
fog of war, and everything else on the map will be immediately
recognizable if you've played a real-time strategy game before. But
even if you've played them all, you'll note several differences in Age
of Kings' presentation that make it stand out against comparable games.
For instance, all the buildings and units in Age of Kings are shown
more or less to scale - town halls and castles nearly fill the screen
and loom high above your people. There are four different styles of
architecture in the game - Eastern, Middle Eastern, and Eastern and
Western European - and although they appear identical in the Dark Ages,
by the Imperial Age all four look entirely different and authentically
beautiful. Unlike the architecture, your villagers and military units
look the same no matter what civilization you choose. Fortunately,
almost every one of them looks good, and there are plenty to choose
from, such as swordsmen and archers on up to mounted knights and
terrific war machines. Age
of Kings can look a little bland and washed out before you fill the
screen with buildings and military units, but this same sparseness
makes its interface clean and effective. The clearly depicted controls
at the bottom of the screen and the familiar mouse functionality make
this game very easy to pick up and play. Best of all are the
descriptive floating help messages that thoroughly describe every unit
and technology available, which you can toggle off once you begin to
remember them. Your units move quickly and easily from point to point,
and selecting a mixed group will automatically assign them to a logical
formation, with tougher units in front and more vulnerable units in
pursuit. Grouped
units will also travel at the rate of the slowest member of the
brigade, a feature that ultimately lets you coordinate attacks far more
effectively than in most any other real-time strategy game. And as your
soldiers fight and win, they quickly seek out the closest and most
appropriate target, thus eliminating any tedious micromanagement and
affording you the time to oversee something more complicated and
tactically viable than a head-on assault. With floating help turned on
and all your little units running around at once, Age of Kings can
start to look a little cluttered. But it also looks its best at times
like this, when the screen is so full of buildings and people you can
begin to imagine how their historical equivalents once prospered. Even
so, you'd think with only four styles of architecture and one generic
set of units, the 13 civilizations in Age of Kings would seem
identical. And while some of them seem similar, it's to the designers'
great credit that most of the civilizations manage to feel very
different from one another in spite of any visual likeness. For one
thing, each civilization's units speak in their native language, and
while they don't say too many different things, it's great to listen to
them anyway. Each civilization also has its own unique unit that
emphasizes or augments that civilization's strengths, and this also
helps distinguish each one from the other 12. Every civilization also
has its unique advantages that refer to the historical culture's
strengths. For instance, to emphasize the Byzantines' defensive power,
their units for countering infantry, archers, and cavalry are cheaper
to produce; and to suggest the Turks' scientific achievements, they can
research gunpowder technologies at a lower cost than any other
civilization. Such cultural distinctions are often subtle but become
more noticeable later in the game, when the skillful player who takes
greater advantage of his culture's offensive or defensive inclinations
will soon find himself in the lead. Then
again, to build up your civilization to its strongest potential is by
no means a simple feat, despite whatever luxuries the game's elegant
interface provides. The original Age of Empires was criticized for
combining the pretensions of a complicated turn-based strategy game
like Civilization with real-time gameplay mechanics that were borrowed
from Warcraft II. But Age of Kings makes good on the original's
promises by providing a huge, branching technology tree and a
correspondingly profound depth of gameplay that rivals virtually all
similarly themed turn-based games. You must constantly reevaluate your
priorities when gathering the game's four resources, since those
priorities change as new technologies become available; and you must
constantly make key tactical decisions based on the order in which you
research particular technologies. You need to keep moving forward
without spreading yourself too thin, although you're afforded some
breathing time to get started early on since you can garrison your
villagers within your town hall to defend against a preemptive attack.
And yet throughout the game, Age of Kings' pacing is so fast and so
exciting as to rival Blizzard's real-time strategy hits. Consequently,
under no circumstances should you be prepared to win a war in Age of
Kings without a fast hand on the mouse. But similarly, you're not going
to win unless you think. Even
Blizzard's Starcraft confines you to a basic set of strategies, whose
subtle variations separate the experts from the rest. However, in Age
of Kings, your options tend to be more flexible. If your opponent is
too focused on particular tactics, you can easily allocate your
resources into countering whatever it is he's sending your way. Swarms
of infantry can be stopped cold by a simple wall; a contingent of
archers may kill a line of cavalry but would be hard pressed to damage
even a single war machine. Swordsmen can deal with pikemen easily, but
the pikemen's reach make them much more effective against units on
horseback. At one time, games aspired to such principles with the
rock-scissors-paper game as a model. But Age of Kings has so many
variants on this theme that to even suggest a similarity between
Ensemble's sequel and the old betting game would be to grossly
undermine Age of Kings' intricacy. It doesn't take long to realize that
Age of Kings is complicated, but your appreciation for its detail will
only grow with time as you begin to understand that, unlike in most
real-time strategy games, you really do have several distinctly
different but equally viable routes toward victory. There
are also several different ways to play the game. You can use the
random map generator to quickly create a custom-tailored, finely
crafted map for up to eight players, or build your own map from
scratch. You'll find a consistent challenge in taking on one or several
computer opponents set to the default difficulty or above, although
you'll soon learn of the computer's propensity to use guerilla tactics
and fall prey to particular tricks. You can start with a ton of
resources and just have at it in the deathmatch mode; you can set out
to kill the enemy king in a regicide match; and you can play one of Age
of Kings' five historical campaigns. These campaigns focus on such
legendary leaders as Joan of Arc, Frederick Barbarossa, and Genghis
Khan in a series of linked missions interjected with voice-over
narration describing these figures' tribulations and victories. All
five of these, including the William Wallace tutorial campaign, are
fairly short and only begin to approach the sense of style and cohesion
pioneered by Blizzard's real-time strategy campaigns. But
you'll enjoy playing a part in these characters' historical
accomplishments anyway, even if the narrators' accents are a little
heavy and the artwork depicting the outcome of each mission looks
rushed. At any rate, unlike in Starcraft, the campaigns seem more
peripheral in Age of Kings, because its historical context and 13
civilizations will keep you interested with or without a plot to back
it all up. Of course, you can also play Age of Kings over the Internet,
although Microsoft's Internet Gaming Zone can't compare to Blizzard's
refined Battle.net. No
matter how you play it, chances are good that you'll enjoy Age of Kings
if not for its careful historical detail then because its context never
takes precedence over the game's playability. And if you've ever liked
any other real-time strategy game in this classical style, then you'll
clearly see why this one deserves so much credit, even in direct
comparison to the finest examples in its category.
download di sini
It would
be incorrect, but not entirely unreasonable, to claim that Age of
Empires II: The Age of Kings and its isometric 2D playing field seem
just like every other first-generation real-time strategy game ever
made. Take away the historical context depicting a millennium of
military progress since the Dark Ages, and you'd have a game in which
you'd stockpile resources, grow your population, and augment your
technology, all to amass an army with which to defeat your enemies as
quickly as possible. But even as this model has remained historically
relevant for as long as history has been documented, so too is it not
liable to stop being the premise for computer games anytime soon. And
if Age of Kings is any indication of how such real-time strategy games
will continue to improve, then we couldn't be more fortunate. Although
Age of Kings runs at higher resolutions and looks cleaner and sharper
than many of its similar predecessors, you'll find that there's nothing
foreign about its appearance. Villagers, buildings, trees, the black
fog of war, and everything else on the map will be immediately
recognizable if you've played a real-time strategy game before. But
even if you've played them all, you'll note several differences in Age
of Kings' presentation that make it stand out against comparable games.
For instance, all the buildings and units in Age of Kings are shown
more or less to scale - town halls and castles nearly fill the screen
and loom high above your people. There are four different styles of
architecture in the game - Eastern, Middle Eastern, and Eastern and
Western European - and although they appear identical in the Dark Ages,
by the Imperial Age all four look entirely different and authentically
beautiful. Unlike the architecture, your villagers and military units
look the same no matter what civilization you choose. Fortunately,
almost every one of them looks good, and there are plenty to choose
from, such as swordsmen and archers on up to mounted knights and
terrific war machines. Age
of Kings can look a little bland and washed out before you fill the
screen with buildings and military units, but this same sparseness
makes its interface clean and effective. The clearly depicted controls
at the bottom of the screen and the familiar mouse functionality make
this game very easy to pick up and play. Best of all are the
descriptive floating help messages that thoroughly describe every unit
and technology available, which you can toggle off once you begin to
remember them. Your units move quickly and easily from point to point,
and selecting a mixed group will automatically assign them to a logical
formation, with tougher units in front and more vulnerable units in
pursuit. Grouped
units will also travel at the rate of the slowest member of the
brigade, a feature that ultimately lets you coordinate attacks far more
effectively than in most any other real-time strategy game. And as your
soldiers fight and win, they quickly seek out the closest and most
appropriate target, thus eliminating any tedious micromanagement and
affording you the time to oversee something more complicated and
tactically viable than a head-on assault. With floating help turned on
and all your little units running around at once, Age of Kings can
start to look a little cluttered. But it also looks its best at times
like this, when the screen is so full of buildings and people you can
begin to imagine how their historical equivalents once prospered. Even
so, you'd think with only four styles of architecture and one generic
set of units, the 13 civilizations in Age of Kings would seem
identical. And while some of them seem similar, it's to the designers'
great credit that most of the civilizations manage to feel very
different from one another in spite of any visual likeness. For one
thing, each civilization's units speak in their native language, and
while they don't say too many different things, it's great to listen to
them anyway. Each civilization also has its own unique unit that
emphasizes or augments that civilization's strengths, and this also
helps distinguish each one from the other 12. Every civilization also
has its unique advantages that refer to the historical culture's
strengths. For instance, to emphasize the Byzantines' defensive power,
their units for countering infantry, archers, and cavalry are cheaper
to produce; and to suggest the Turks' scientific achievements, they can
research gunpowder technologies at a lower cost than any other
civilization. Such cultural distinctions are often subtle but become
more noticeable later in the game, when the skillful player who takes
greater advantage of his culture's offensive or defensive inclinations
will soon find himself in the lead. Then
again, to build up your civilization to its strongest potential is by
no means a simple feat, despite whatever luxuries the game's elegant
interface provides. The original Age of Empires was criticized for
combining the pretensions of a complicated turn-based strategy game
like Civilization with real-time gameplay mechanics that were borrowed
from Warcraft II. But Age of Kings makes good on the original's
promises by providing a huge, branching technology tree and a
correspondingly profound depth of gameplay that rivals virtually all
similarly themed turn-based games. You must constantly reevaluate your
priorities when gathering the game's four resources, since those
priorities change as new technologies become available; and you must
constantly make key tactical decisions based on the order in which you
research particular technologies. You need to keep moving forward
without spreading yourself too thin, although you're afforded some
breathing time to get started early on since you can garrison your
villagers within your town hall to defend against a preemptive attack.
And yet throughout the game, Age of Kings' pacing is so fast and so
exciting as to rival Blizzard's real-time strategy hits. Consequently,
under no circumstances should you be prepared to win a war in Age of
Kings without a fast hand on the mouse. But similarly, you're not going
to win unless you think. Even
Blizzard's Starcraft confines you to a basic set of strategies, whose
subtle variations separate the experts from the rest. However, in Age
of Kings, your options tend to be more flexible. If your opponent is
too focused on particular tactics, you can easily allocate your
resources into countering whatever it is he's sending your way. Swarms
of infantry can be stopped cold by a simple wall; a contingent of
archers may kill a line of cavalry but would be hard pressed to damage
even a single war machine. Swordsmen can deal with pikemen easily, but
the pikemen's reach make them much more effective against units on
horseback. At one time, games aspired to such principles with the
rock-scissors-paper game as a model. But Age of Kings has so many
variants on this theme that to even suggest a similarity between
Ensemble's sequel and the old betting game would be to grossly
undermine Age of Kings' intricacy. It doesn't take long to realize that
Age of Kings is complicated, but your appreciation for its detail will
only grow with time as you begin to understand that, unlike in most
real-time strategy games, you really do have several distinctly
different but equally viable routes toward victory. There
are also several different ways to play the game. You can use the
random map generator to quickly create a custom-tailored, finely
crafted map for up to eight players, or build your own map from
scratch. You'll find a consistent challenge in taking on one or several
computer opponents set to the default difficulty or above, although
you'll soon learn of the computer's propensity to use guerilla tactics
and fall prey to particular tricks. You can start with a ton of
resources and just have at it in the deathmatch mode; you can set out
to kill the enemy king in a regicide match; and you can play one of Age
of Kings' five historical campaigns. These campaigns focus on such
legendary leaders as Joan of Arc, Frederick Barbarossa, and Genghis
Khan in a series of linked missions interjected with voice-over
narration describing these figures' tribulations and victories. All
five of these, including the William Wallace tutorial campaign, are
fairly short and only begin to approach the sense of style and cohesion
pioneered by Blizzard's real-time strategy campaigns. But
you'll enjoy playing a part in these characters' historical
accomplishments anyway, even if the narrators' accents are a little
heavy and the artwork depicting the outcome of each mission looks
rushed. At any rate, unlike in Starcraft, the campaigns seem more
peripheral in Age of Kings, because its historical context and 13
civilizations will keep you interested with or without a plot to back
it all up. Of course, you can also play Age of Kings over the Internet,
although Microsoft's Internet Gaming Zone can't compare to Blizzard's
refined Battle.net. No
matter how you play it, chances are good that you'll enjoy Age of Kings
if not for its careful historical detail then because its context never
takes precedence over the game's playability. And if you've ever liked
any other real-time strategy game in this classical style, then you'll
clearly see why this one deserves so much credit, even in direct
comparison to the finest examples in its category.
download di sini
Re: Free Download PC Game
Maap nih umz mod, gw ngepost berkali2 , kalo ada dead link, mohon dilaporkan.. ;)
ini juga kan gw dah mo share
segini dulu lah yaa.. nanti sambung lagi...
sekali lagi bwat umz moderator, maap yaa.. umz mod ganteng dee..
^^
ini juga kan gw dah mo share
segini dulu lah yaa.. nanti sambung lagi...
sekali lagi bwat umz moderator, maap yaa.. umz mod ganteng dee..
^^
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» www.MediaMax.com sediakan 25GB free storage
» 8 game Reflexive
» O2JAm game lama tapi asik
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