Showing posts with label New PC GAMES Full Version. Show all posts
Showing posts with label New PC GAMES Full Version. Show all posts

Author: @k$h@y // Category: , , ,
Locate Laptop v1.0 (Anti-Theft and Tracking system)
Locate Laptop v1.0 (Anti-Theft and Tracking system) | 5.95 MB

Locate Laptop 1.0 Anti-Theft and Tracking system. A recent survey stated that on an average 60 laptops are stolen or lost every week! What you lose is not only the laptop, but also valuable, sensitive and creative information in it. Do you have a plan to counter this yet? Locate Laptop is a system that locates reportedly stolen laptop, from the world wide web. And what more, it silently transfers your critical information on our secure data server. Laptop Locator also encrypts your sensitive information, without the knowledge of the offender!

Features:
* Provides current location along with IP address and service provider.
* Customise reporting on Laptop Location as per your choice.
* Secure web page for every user to monitor the laptop/ persons location.
* Remotely launch the data encryption once theft is reported.
* Automatic/ silent data encryption if Laptop is not connected to internet for a specified period.
* Works in stealth mode.

Advantages:
* Fastest tracking of Laptop once theft is reported.
* Tracks the laptops/ Employee locations on regular basis.
* Protects Sensitive data/ information being used by competitors due to Laptop theft.
* Online location statistics is available any time from any where through www.locatelaptop.com.
* Reporting via email on regular intervals as per your choice.

Homepage: www.locatelaptop.com





New Pc Games

Author: @k$h@y // Category:
Full Version Pc Games

Aces Galaxy(50 mb)

Yard Sale Hidden Treasures: Sunnyville


Crazy Racing Cars

Tortoise Recsue


Test Drive Unlimited
200 mb

Thief 3:Deadly Shadows
267 mb

Jack Keana Work
212 mb

Alcatra Prison Escape
200 mb

PSI OPS Mindgate Conspirancy 313 mb


Tony Hawk Proskater 4 160 mb

Penumbra Requiem 250 mb

Game House Collection 1000 games

Virtual Tennis 3

NBA 2008 300 mb


Flat Out Carnage


GodFather

Transformers 1.9gb


Age Of Empires


18 Wheels Of Steel Convey

18 Wheels Of Steel American Long Haul

Fifth Grader




search previous posts for more..........
@k$h@y

Final Fantasy 7 for PC

Author: @k$h@y // Category:
Zack isn't new to the franchise, but he was a mere flashback in Final Fantasy VII, which may not make him seem like the best choice of leading man for a prequel to one of the best RPGs ever created. Yet he's as interesting as any Square Enix star, and transcends the usual spiky-haired heroism and teenage angst with an uncommon maturity that develops as the game continues. Revealing almost any plot point could be a spoiler; the Gaia world is rich with mythology and complex character motivation. What's important is how the characters interact, change, and grow. Scenes between Zack and Cloud are both effortless and poignant, and stem directly out of Zack's most impressive character traits: trust and loyalty. As each plot thread twists together and the game reaches its inevitable conclusion, your heart will soften and you may shed a few tears. Crisis Core tells a memorable and exciting tale, but more importantly, it makes you care about its characters, even if you are new to the lore. The game's final scenes are amazing and heartfelt, and one sequence in particular that brilliantly mingles gameplay with narrative is one of the most incredible and moving moments in role-playing history.

The game's stunning cutscenes have an immeasurable effect on the emotionally resonant story. There is a harmonious mix of prerendered cinematics and in-engine cutscenes, and both were created with precision. Dramatic camera angles frame Crisis Core's greatest moments, from earth-shaking soliloquies to the quiet pauses Zack and Aerith share. There is a standout scene in which Sephiroth comes into deep focus using a cinematography technique familiar to Alfred Hitchcock fans. This kind of range is rare in cutscenes, even in RPGs, yet it's never forced or overdone here. The quality is further enhanced by incredible voice acting. Past Final Fantasies have sometimes suffered from awkward English voice-overs, but each actor here delivers the right degree of emotion at the right time, which in turn gives weight to the story. As Zack matures, you can hear the newfound confidence replace his adolescent arrogance; when Angeal tells Zack that he's just a little more important than his sword, you can hear a subtle grin in his deep, commanding baritone.

If you enjoyed Final Fantasy VII, this kind of attention to detail won't come as a surprise. However, you may be startled at how the combat works. Crisis Core is an action RPG. Granted, it does have many of the same elements as FFVII: materia, limit breaks, and so on. However, it plays nothing like its inspiration, which may irritate some fans. This doesn't make it better or worse, but it does make it different, and once you get used to it, it's a lot of fun. Battles are almost exclusively random, with the exception of those that end your side missions (more on those later). When combat begins, you are limited to a contained area, but you can move freely within it. To target an enemy, you simply face in its direction, and to attack, you hit X. It's not quite real-time, but rather a series of quick turns that give you a smidgen of time in-between to select a different spell or attack. You can switch among different options and spells on the fly using the shoulder buttons. If you're familiar with the Tales series (Tales of the Abyss, and so on), you'll have a rough idea of how the combat works in Crisis Core.



Combat is exciting but on the easy side.


You can also guard and evade oncoming attacks, though doing so spends action points. A number of special attacks, such as assault twister, also use action points. Other attacks, like spells, use up magic points. To perform them, you need to possess and equip the corresponding materia. Zack can't use an unlimited number of materia in battle; he's limited to a certain number at a time, so you'll want to choose wisely before you head into late-game combat, especially if you know a boss fight is imminent. You can also fuse materia together to make new spells or enhanced attacks, such as the impressive Thundara Blade. There are times when you'll need to take advantage of your materia and dodge oncoming attacks. Nevertheless, for the first half of the game, Crisis Core is remarkably easy, and a lot of battles come down to mashing on the X button. There is no shortage of potions and gil (the series' currency), either, and given that you can purchase items at any save point, there's no reason not to be fully stocked.







Password: Warez-bb
Download Part 1 | Part 2 | Part 3.

Fifa 03 compressed

Author: @k$h@y // Category:
As we've seen both in 1998 and this year, EA Sports generally tries to take full advantage of the World Cup, and how much interest it generates in the sport of soccer, by releasing not one, but two soccer games in a year. And now, just five months after 2002 FIFA World Cup comes FIFA Soccer 2003. The latest edition of this decade-old franchise is perhaps the most intriguing in some time, highlighting the tactical battles of the real-life sport and at least partially abstaining from the slam-bang superhuman action of past versions. Make no mistake, the pace can still be inordinately fast unless you choose to slow it down, but this may well be the FIFA that hard-core fans have been waiting for.


After each goal, FIFA 2003 superimposes the team logos and current score onto the pitch.
Presumably since EA Sports has already covered international competition in its earlier game, 2002 FIFA World Cup, FIFA Soccer 2003 focuses on club competition. However, its scope is absolutely huge, encompassing 450 teams from around the world and more than 10,000 individual players, each modeled after real-life counterpart. You can choose from globally renowned powerhouses such as Real Madrid, North American Major League Soccer teams such as the San Jose Earthquakes, or somewhat less-renowned franchises like Korea's Pusan Icons.

The game also features the complete 40-squad international roster from this year's World Cup competition, more than two-dozen gorgeous and purportedly accurate stadiums, and a full allotment of home and away uniforms (and additional "alternate" kits where applicable) for each and every team. Play modes include one-off skirmishes, league seasons, and authentic and custom cup competitions and tournaments. Skilled players have an opportunity to unlock even more tourneys and stadiums by proving themselves worthy on the pitch.

This time around, EA Sports has opted for a deceptively minimalist user interface that makes it easy for rookies to jump right in without being assaulted by a barrage of information screens and choices, but the interface seems poorly designed for veterans who feel the need to tweak and customize. Furthermore, most menus tend to look comparatively rough, with little of the flash and high-end options you might expect from an EA Sports game. Particularly frustrating are the small arrow-shaped icons used to advance forward and move back; they're difficult to locate and hard to activate once you do see them. It's not a completely minor issue either, because these annoying little arrows are used throughout all of FIFA 2003, even for the in-game menu system.

One interesting amenity that you won't even find in the game but can download free of charge is the official "FIFA creation center," a nifty utility that lets you create new players, customize their physical attributes and soccer skills, concoct new kits with predesigned or personalized artwork, modify competitions, and even construct your own logos and banners. It's certainly great, but it should have been included in the game right out of the box.

But FIFA 2003's most important feature is its increased focus on a realistic playing experience. In that respect, EA has significantly tweaked a number of gameplay elements to reward those who calculate their movements in advance, devise pass-based attacks, and use every single button and button combination at their disposal. It has also devised a game with substantially fewer offside calls, and that's good news for everybody.

In FIFA 2003, you can't always rely on the good old speed-burst option to pull you through. In fact, speed bursts are nothing like they were previously. When you hit the jets, your players will take a moment or two just to get up to speed. They'll also take at least that long to slow down again at the end of the burst, and they'll also have a lot less control over the ball while they're in the process of speeding. To make matters worse, the defender marking your runner will dog him every step of the way, most often closing ground simply because he doesn't have to worry about dribbling a soccer ball. Clearly, the speed burst is much more realistic than it was in previous games.

Scoring a goal in FIFA 2003 is similarly more challenging. You'll no longer pull off amazing on-target blasts by simply touching the shoot button and letting go of your movement key or gamepad. Now, you're forced to point your striker directly at the net and punch the shoot button in precisely the right spot or face a string of missed opportunities. Snapping one wide from even a scant 20 feet out is a distinct possibility. In addition, goaltenders now stray well off their lines to cover the entire penalty area, and they sometimes go beyond. It doesn't help that the game still tends to direct too many shots toward goalposts just to keep the score close, though in FIFA 2003, you'll get less of a sense that the game has decided the final score in advance than in previous games.


With the aid of FIFA's new metering system, Roberto Carlos lines up a potentially dangerous free kick.
FIFA 2003 is certainly a more difficult game to master than its predecessor was. More players touch the ball via deflections, bump passes, blocks, and missed passes, and that calls for quicker reactions and better planning. Even gathering in a high ball on the touchline involves more precision and skill. Fortunately, EA Sports has included a number of complex advanced maneuvers and aids designed for those who want to take the time to master them.

The most obvious of these new features is FIFA's metering system. Though it's used for different purposes in different situations, FIFA 2003's meter works much like the swing meter in a PC golf game; it indicates the velocity or direction of your upcoming pass or shot and ultimately gives you more control over the proceedings. Advanced players will also want to experiment with the game's new freestyle control feature, which, when used properly, coaxes a variety of unique and often thrilling signature moves from star performers.









Download FIFA 03.

Cruise Liner Tycoon

Author: @k$h@y // Category:
Build your own cruise line in Carnival Cruise Lines Tycoon for the PC.





Download Criuse Linear Tycoon.

Blizard(torrent)

Author: @k$h@y // Category:
ANAHEIM, Calif.--Day two of BlizzCon is in full swing, and judging by the length of the line to get in this morning, there are even more attendees here than there were yesterday. Most of them seemed to find their way into today's first panel discussion in the main hall, which focused on World of Warcraft's player-versus-player content.

When the Wrath of the Lich King expansion pack is released a little over a month from now, it'll bring with it a number of new PVP features, including two new arenas, at least one new battleground, and a new objective-based PVP zone. We had a chance to see all of these demoed on a beta server today, while members of the design team discussed some of the locales' unique features.

First up was an arena located inside the Horde city of Orgrimmar named The Ring of Valor. Evidently the design team at Blizzard has gone to great lengths to make sure that the new arenas feel very different from existing ones, because this one brings a number of new features to the table. For one thing, when you enter the arena on platforms that raise up out of the floor, you'll be right next to the opposing team rather than across the arena from it. You'll also be flanked on both sides by dynamic fire hazards--vents in the floor that run all the way across the arena and spew flames at regular intervals. If the flames hit you, you'll take damage for the next 10 seconds or so, so you'll have to decide if running through them to reach or escape from an enemy is really worthwhile. Furthermore, there are four square pillars in the arena that rise up out of the ground and sink back down again pretty regularly--these can interfere with your line of sight for ranged attacks and heals, and if you're playing a class with ranged attacks, they can make for excellent (though temporary) vantage points.

The second arena being introduced in Wrath of the Lich King is Dalaran Sewers, which, as its name suggests, is situated beneath the new central city of Dalaran. This arena will be one of the smallest in the game and takes place in a circular room with a raised platform in the middle that can be reached only via one of two sets of steps. The starting areas are at opposite sides of the arena and take the form of large pipes a few feet from the floor that water is flushed through every now and then to prevent players from camping out in them. Water also falls down into the center of the arena at regular intervals, creating a dynamic line-of-sight obstruction and knocking back any players who are too close to it. Because this arena is small, you won't be able to use mounts in it.

Download Torrent.

Star Craft (torrent)

Author: @k$h@y // Category:
Passing judgment on the most eagerly anticipated game of the last few years is no easy task; it's difficult to set aside prejudices that would sway one's opinion either way. Let's face it: Starcraft comes with a great deal of anticipatory baggage, and it would be easy to say that it's either a huge disappointment or the greatest thing since real-time strategy became a household phrase. Truth is, it's neither. Weighed on its own merits, Starcraft is an extremely well-crafted game, albeit one with a few notable problems. It doesn't stray far from the blueprint created by its predecessors (namely the Warcrafts and Command & Conquers), but it is, without a doubt, the best game to ever adhere to that formula.

Starcraft offers a lengthy single-player campaign featuring ten missions for its three diverse races, totaling 30 single-player missions in all (there's also an unsupported veteran campaign included as part of the campaign editor). The story is compelling enough to make playing through all three worthwhile, and the campaign difficulty is tiered so that each is more challenging than the last. While this may seem like an uninteresting point, it helps Starcraft to avoid the problem that has plagued every other game in the genre: Each side is not the same. You don't have to go through a set of training missions once you've already mastered one side. The missions themselves mainly stick to the "gather, build, and conquer" philosophy, but there are a few innovative missions thrown in, and Blizzard has added some narrative elements to the missions themselves that help to keep things interesting. With the exception of the installation missions (in which you are given a handful of units to raid an enemy base, an attempt to break from the mold that is only occasionally successful), the missions are well designed. The solo player also has the option of skirmish missions, though the computer opponents have the annoying ability to see everything you are doing and defend accordingly, making the dreaded "rush" tactic one of the only viable means of emerging victorious.

Starcraft offers an equally nice suite of options on the multiplayer side: There's head-to-head and up to eight-player battles over LAN or Internet (though Internet play is only available over Blizzard's Battle.net server, which includes a ranking list and seems to be as lag-free as it gets nowadays). There is a good variety of multiplayer game types, and you can easily download new maps. Multiplayer has its own set of negatives, the major one being the predominance of rushing. Like it or not, creating a horde of the most basic units and attacking the enemy immediately is an effective tactic. Only a heavily defended base will survive an early rush of Terran Marines or Protoss Zealots. Starcraft has a built-in safeguard to discourage rushing, but it's one of the game's most problematic areas.

This safeguard is in the interface, which only allows you to select 12 units at a time. This isn't especially effective, considering six Zealots will smoke a base early in the game. The selectable unit cap does make rushing more difficult, but it also becomes frustrating at times, especially for those used to the ability to select unlimited units at once. Often, selecting the chosen units from a large group becomes a time-consuming effort. During battle, it can be an exercise in frustration. You can assign groups to hotkeys quite easily, however, lessening the frustration of the selectable unit cap - but this system isn't nearly as good as in Total Annihilation or Dark Reign, and units aren't marked by their group number like in said games. Multiplayer battles can often be decided by who has the best manual dexterity and can overcome the built-in limitations of the interface the most quickly.

Recent real-time innovations regarding unit control are included, with mixed results. Each production facility can have up to five units queued at once. There's a waypoint system, patrolling, and the like - but many of these options aren't particularly well implemented, and some of the options seem tacked on. On the other hand, pathing is great, with only occasional glitches (where a unit will run around in cute little circles). Starcraft most notably lacks the ability to define unit behavior (as in Dark Reign or Total Annihilation), leading to much micromanagement.

What Starcraft does have, though, is personality. Playing any of the three races is a notably different experience. You have the Terrans, "space trailer trash" with moving buildings; the frightening, insect-like Zerg who can burrow underground; and the hi-tech Protoss who can easily construct many buildings at a time. Each race features totally different units, often with no equivalents on the other side, differing construction and repair principles, and even different (though equally effective) interface art. Blizzard has managed to keep it well balanced despite the great diversity. One of the greatest things about Starcraft is that no unit is ever rendered obsolete during the course of a game. Each unit is key in certain situations, and you'll still be relying on your most basic ground units in the endgame.

Aesthetically, Starcraft is impressive. Graphically, it stands alongside Age of Empires as the best-looking 2D strategy game around. What it lacks in visual innovation it makes up for in style; the unit and building animations are highly detailed and imaginative. There are some nice translucency effects, such as the flickering shields on Protoss units. The tilesets and maps are varied and interesting, and the unit portraits are expressive and realistic. And the cinematics, of which there are many, are outstanding. The only real complaints about the visuals are that the viewing area is a little small (the bottom quarter of the screen is occupied by the interface), and the minimap presents only rudimentary information. The music, apart from some new-agey Terran tunes, is appropriately melodic and dark, the sound effects are believable and distinct, and the voice acting is great, bringing the characters to life.

Starcraft's personality goes a long way towards rendering its minor shortcomings obsolete. The game has so much life in it - whether in the great, narrative-driven single-player campaign or the multitude of multiplayer options - you won't grow tired of it anytime soon. And even if you blow through it all, there's an incredibly versatile editor that allows you to create your own full-featured campaigns, right down to spoken introductions and triggered events within missions. It all comes down to this: Starcraft may not do anything particularly new, but it does the real-time thing as well or better than any game before it. If you're willing to give the formula another go, Starcraft is highly recommended.









Download Star Craft (Torrent).

Cricket 2008

Author: @k$h@y // Category:
International Cricket Captain 2008 for the PC builds on the changes introduced in last year's version of the game, including the new 3D engine, but ultimately this year's edition is little more than an incremental statistical update. Although these revisions will represent a lot of value to the hardcore statistic fans, the overall experience is still hampered by a slight identity crisis and serves only to cheapen a sport loved by so many.



Hawk-Eye tells you where your line and length are taking you, which is useful for those borderline LBW calls.


As a brief recap for those unfamiliar with the series, International Cricket Captain is a sporting-team supervision sim that puts you in the role of coach to both English domestic-county cricket and international side management. In it, you'll manage all aspects of the team, including their fitness, physio, and training on and off the field. The full game mode lets you take control of a county team with the ultimate goal of producing a side worthy of a national captain nomination. County and international mode makes a return this year, and sees you picking both a domestic and international team to manage with the goal of finishing at the top of the boards. Managing two teams presents its own challenges, and in addition to the matches themselves, you'll need to cope with player shuffling within your ranks as your players are called up to fulfill obligations to national teams. Not surprisingly, the players with the best stats and form are called up, which puts performance dents in your team that you'll need to work around by keeping a working substitution bench. Given that you're dealing with county players, this gameplay mode also gives you the chance to use your talent-scouting eye to pick out and mould in your image the up-and-coming players before they get big. With a little careful management and training, you may have the next Shane Warne or Ricky Ponting on your hands. If managing household-name talent is more your thing, then the International Career mode will let you get straight into the big leagues to take your choice of team to glory.

One fundamental issue raises its head again in the 2008 edition of ICC. The game straddles the line between giving players the chance to play as cricket captain and as a team manager, and the two don't always overlap. The on-field direction of who will bowl and bat, when they'll do it, and how the fieldsmen will be placed is all captain territory. On the other hand, between matches you'll need to manage player training and fitness by spending your allocated number of skill points. ICC '08 has added new coaching options, and whereas previously all you could do was assign generic bowling or batting training to players, you're now able to designate work in specific areas such as improving aggressive or defensive skills. Each player profile includes information on his preferred play style, so over time and with a guiding hand you can help correct players' shortcomings. Like ICC III last year, though you can play it as a pure management game, you'll still be penalised for skipping playing matches; you won't be able to set advanced tactics such as aggression, player rotations, or night watchmen if you lose several wickets cheaply. Thankfully, you can choose the highlight coverage and limit it accordingly to every ball, runs and wickets, fours and wickets, chances, and wickets only to speed things up.

Considering that this is a management rather than an action game, you'll spend most of your time navigating menus and pages of numbers to select players and manage what they're doing. Unfortunately, when you do venture into the 3D engine for matches, it's a rather lacklustre experience. Two video options are offered: windowed and full-screen mode. The smaller of the two is easier on the eyes simply because the models are scaled down, but full-screen mode is embarrassing. Granted, this is not a game that prides itself on its graphical prowess, but the abundance of low-resolution textures repeated ad nauseam is enough to make you wince. There appears to have been no visual upgrade since last year, and like ICC III, the game has what appears to be a single character model that is shared across both teams as well as the umpires. The model varies only by hair colour, outfit, and occasionally facial hair. House ads for ICC's developer Xplosiv and distributor Empire Interactive pepper the boundary. Character animations are uneven, with shots such as on-drives appearing fluid and natural, whereas running between wickets and diving in the outfield appear jerky and inconsistent. Players often dive and appear to stop the ball, but then the camera continues to pan around the ground while the commentary and umpire signal four runs. Clipping errors are still par for the course here, and it's not uncommon to see bats pass through the legs of players. Interestingly, though umpires can now signal sixes using clearly articulated single fingers, LBW dismissals are still indicated using a whole hand and come off somewhere between a friendly wave and a salute to the Fuhrer.

Given that this is a mostly hands-off cricket experience and that you'll never actually control the swing of a bat or choose which delivery will be bowled, you'll need to rely on the in-game Hawk-Eye bowling graphs to gauge how you're doing. The bowling and batting systems have received a slight visual tweak from last year, with slider bars now reoriented from a vertical to a horizontal position, but functionally they work the same way. Sliding to the right boosts your aggression and makes you more likely to score runs and potentially lose your wicket depending on your comfort at the crease. Moving the bar left plays more defensive shots and is useful for fresh players after the fall of a wicket. Your ability to change the line and length of your bowling has been brought out of the respective minimenus and is now faster to adjust on the fly. One of the biggest changes here is that, when you're bowling and choosing an aggressive approach, your field will automatically reposition. You're still able to manually change where fielders stand from five presets or by creating a custom field, but it's a nice feature for anyone who rapidly changes between bowling styles.



Manage your team off the field by evaluating their fitness and form.


Jonathan "Aggers" Agnew makes a return to the commentary seat in the 2008 version, but the small selection of audio samples--a large percentage of which appears to be recycled from last year's game--quickly grow stale and often simply don't fit the onscreen action. At one point, Aggers chimed in on an absolutely plum LBW dismissal with "Nine times out of 10 the batsmen would have survived, but you've got to go." Likewise, a ball that was clearly swinging down the offside of a right-handed batsman was met with the suggestion that he was lucky to survive the attempt. Ambient crowd audio consists of polite applause whenever anything happens.

Although it has received a slight interface overhaul and some minor gameplay tweaks, some of the inherent shortcomings of the International Cricket Captain series remain. Inconsistent character animations, lacklustre visuals, and the penalty for skipping matches hamper what is at its core a competent sports-management simulation.





Download Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12.

World in Conflict Full Skullputra Ripped

Author: @k$h@y // Category:
It goes without saying that it's a good thing World War III didn't erupt between the United States and the now-defunct Soviet Union. For many of us who were children during the Cold War, the fear of being annihilated in a nuclear conflict was very real. So it's a bit strange now that we can look back at that era and have the luxury of imagining what could have been. Or we can play World in Conflict, Sierra and Massive Entertainment's incredible new real-time strategy game. This isn't your standard RTS game, as World in Conflict doesn't follow the familiar model of resource gathering, base building, and swarming armies. Instead, it feels almost like an action game masquerading as a strategy game, and it offers up a relentlessly fun and amazing new approach to the genre, one that works in single-player and even more so in multiplayer.



World in Conflict brings World War III to life on your desktop.


World in Conflict is set in an alternate-history version of 1989. Instead of the Berlin Wall falling and communism collapsing, the Soviet Union launches an assault on Western Europe, and the United States rushes its forces in to aid its Western allies. Four months into the conflict, after the US Navy has been attrited down, the USSR launches a surprise invasion in Seattle and pushes inland. In the 14-mission single-player campaign, you play as a company commander who is part of the meager US defense; there is no campaign from the Soviet perspective, though you can play as the Red Army in multiplayer. However, the campaign twists and weaves, letting you experience a sample of the European conflict, battle in remote areas of the Soviet Union, and bring the fight to New York City.

Yes, the story is a bit far-fetched, but World in Conflict does a great job of making the implausible seem believable. That's partly due to the excellent storytelling, which is spearheaded by pitch-perfect narrator Alec Baldwin. He's backed up by a great voice acting cast that brings the principle and secondary characters to life, along with a story that offers up emotional and sometimes humorous vignettes from a world at war. For instance, you'll hear a soldier's futile battle against Army bureaucracy, the phone conversation of a husband and wife, and the deliberations of the president and his top military advisors. While there's a small misstep or two, such as a gospel song in the weirdest of places, the game effectively tugs at your heartstrings, which is rare for a strategy game, especially when it concerns the fate of one character whom you presume to be entirely one-dimensional but isn't. Some of these vignettes are conveyed through in-game cutscenes, while others are delivered through graphic-novel-style drawings. World in Conflict also features some incredible prerendered cutscenes that are so good you actually wish there were more of them.

This isn't a hardcore wargame or simulation. There are far too many gameplay abstractions for that, from being able to air-drop reinforcements on the battlefield within seconds to repairing equipment almost instantly. Instead, World in Conflict is thrilling game about destruction. You get to unleash all the firepower of modern military units on an open battlefield, but you also get to experience the challenges of combined arms warfare. That's because the game has a great rock-paper-scissors combat system that captures the vicious circle of war. Tanks can kill tanks and other vehicles well, but aren't so good against infantry. Artillery can kill infantry easily, but aren't so good against tanks. Helicopters can knock out vehicles well, but are vulnerable to infantry and antiaircraft units. It's a constant chess match about what you need to bring to battle and how you use it. The game is also smart enough to limit the number of units you can control. Instead of commanding the entire battlefield, you'll have only a relative handful of units. This makes managing your units a lot easier, like when employing their secondary abilities such as popping smoke grenades to create cover when under attack.



Destruction has rarely looked so good.


Then there's the game's excellent resource system. You're given a pool of reinforcement points that you can use to purchase units. Naturally, the powerful units cost a lot more than weaker ones, so you've got to choose quantity over quality. But it goes a bit deeper than that, as different classes of units have different abilities. For instance, light helicopters are some of the best scouts in the game, able to locate enemies from a distance, but they're extremely vulnerable. Medium helicopters are able to shoot down other helicopters with their air-to-air missiles, but they don't do a lot of damage to armor. Heavy helicopters can eat tanks for breakfast, but aren't effective against other helicopters. So while your initial inclination might be to load up on heavy choppers and go after enemy armor, a wise player recognizes that there are many roles to play on the battlefield. If your units are destroyed, their cost is slowly refunded back into your reinforcement pool, so you can order up replacements, although veteran units are more effective, giving you an incentive to keep your experienced units alive as long as possible.

The nice thing about this system is that it effectively gives you an unlimited number or resources and units to work with, so it's fairly forgiving to nontraditional strategy gamers. If that seems a bit easy, don't worry, because World in Conflict can also ratchet up the pressure by tossing in time limits. For instance, you might have to seize a town in less than 45 minutes, or achieve another objective in far less time. The margins for error are much smaller when you're working under a deadline.







Download World in Conflict.

Transformers

Author: @k$h@y // Category:
In summer 2007, Activision released the Transformers game, based on the eponymous effects-heavy summer blockbuster inspired by the Hasbro toy line. Given that the film grossed $320 million and the game made $75 million in the US, small surprise then that the publisher and Paramount Pictures are joining up again. Today, the two companies announced that they are indeed collaborating on a game adaptation of the forthcoming sequel, Transformers: Revenge of the Fallen.



Well, he looks friendly!

Directed by Michael Bay, Revenge of the Fallen the movie premieres in US theaters on June 26, and will once again see two factions of towering, shape-shifting robots--Autobots and Decepticons--engaged in a life-or-death struggle. Unfortunately for Earth, the androids continue to use the planet as a battleground, leveling cities and decimating human armies, as can been seen in the film's latest trailer.

The Revenge of the Fallen game will be, like its lukewarmly received predecessor, an action-focused game that puts players in control of a variety of Transformers. Jumping between robot and vehicle mode, players will fight through a single-player campaign set in such locales as Cairo and Shanghai. Unlike its forbear, the new game will also feature online multiplayer modes.

To put out Revenge of the Fallen games on every active platform, Activision is calling on no less than five separate studios, four internal and one external. Luxoflux (True Crime) is handling the Xbox 360 and PlayStation 3 editions of the game, Beenox is working on the PC, Krome Studios on the Wii and PlayStation 2, Savage Entertainment on the PSP, and Vicarious Visions on two DS games--one Autobot-themed, the other for the Decepticons.

As-yet unrated and unpriced, Transformers: Revenge of the Fallen will be released "near" the film's premiere, according to an Activision rep. The same rep declined to say if any of the film's cast, which includes Shia LeBouf, Josh Duhamel, and Megan Fox, would lend their voices to the game.








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Dolphin Emulator

Author: @k$h@y // Category:
Dolphin Emulator is a WII game can be played on PC with high end graphic end user system.







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Grand Theft Auto 4 [Full version PC Game]

Author: @k$h@y // Category:
It’s rare for a game to live up to the enormous pre-release hype and Grand Theft Auto IV is that rare game. With a huge Liberty City to explore, impressive detail, sharp writing, compelling characters, and a ton of side missions and activities to complete, Grand Theft Auto IV is not only the best GTA game ever, it’s one of the best games ever period.
We’ve put together a comprehensive guide to get you through every facet of Grand Theft Auto IV and every corner of Liberty City. You’ll find a complete walk-through of the story mode, details on all friends, girlfriends, and random characters, solutions to side missions, multiplayer tips, and cheat codes.


Some guide to Grand Theft Auto IV features:

Story Walk-through: A complete walk-through of the single-player game with tips on completing all mission objectives.
Friends, Girlfriends, and Random Characters: Make friends, date girlfriends, and meet random characters. This section covers them all, including how to show your friends a good time, impress dates, and how to unlock special benefits.
Side Missions: Need cash or just want to take on some additional work? Check here for tips on completing the available side missions, such as Brucie’s export business, Little Jacob’s package runs, Stevie’s vehicles, or the assassin tasks.
Multiplayer Tips: This section compiles tips on competing in Grand Theft Auto IV’s multiplayer modes.

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Prince Of Persia (Action Game)

Author: @k$h@y // Category:
In many modern games, you rain death upon your enemies; how refreshing, then, that your main task in Prince of Persia is to breathe life into a darkening world. That doesn't mean that the forces of evil aren't on your tail in this open-world platformer, but the most indelible moments of this enchanting journey are uplifting, rather than destructive. Similarly, the latest iteration in this long-running franchise is a rejuvenation for the series, and it's an ambitious one, offering up a new titular prince and casting certain game traditions aside in favor of player immersion. And for the most part it succeeds, eliminating illusion-breaking mechanics like game-over screens and long loading times in the process. This re-imagining comes with a few caveats, however, and if you're a longtime series fan, you'll quickly discover--and possibly resent--that Prince of Persia is, far and away, the easiest game in the series. But if you can clear your mind and let the game's magic wash over you, its easygoing joy and visual beauty will charm you into forgiving a sprinkling of flaws.



Elika grows on the prince--and she'll grow on you.


In some ways, Prince of Persia represents a return to Sands of Time's storybook vibe, which had been somewhat lost in that game's two sequels. Yet our new hero isn't exactly Prince Charming, but rather a wisecracking nomad interested only in his donkey (named Farah, in one of several nods to previous games) and the riches she apparently carries. His royal status is referenced but never fully explored, though his companion Elika is clearly a princess, and as the game progresses, you'll become much more invested in her past than the prince's. Together, they seek to imprison the evil god Ahriman, who has been inexplicably set free by Elika's own father. To do so, they must restore a series of fertile grounds to their former fecund glory, thereby banishing the inky black corruption that has enveloped the land. Storytelling isn't the game's strong suit, and the dismissive, often unlikeable prince is hardly beguiling, a poor fit for the captivating journey ahead. Thankfully, Elika exudes enough charm for the both of them, and the relationship they slowly forge lends plenty of emotional impact to the game's final moments.

This relationship enriches the very core of the experience, given that Elika is not your standard game sidekick. She isn't just a helpless companion, but an important part of a number of gameplay mechanics. As the prince, you will pull off moves familiar to franchise fans: jumping, climbing, scaling, and wallrunning among them. There are also a few new acrobatics to play with, such as the aptly named roofrun, where the prince scuttles along the roof in a vaguely simian manner. But if the moves are familiar, Elika's presence enriches and enhances them. She will jump on your back as you scale across vines, reach for your helping hand as you climb, and perform an elegant pas de deux with you when you need to pass her on a narrow beam. In some ways, this relationship recalls that of Ico and Yorda in 2001's ICO.

While in ICO Yorda was totally dependent on her companion, here Elika is far more helpful to the prince than he is to her. She is, in fact, your constant savior, because she will not, and cannot, allow you to die. Should you fall, Elika will grab you by the wrist and whisk you to safety--meaning the last checkpoint. There is a checkpoint at almost every platform, so aside from possibly having to repeat a few seconds of gameplay, there is absolutely no penalty for plummeting to your doom. You will never see the words "game over," and you won't need to save and reload before difficult sequences. Nor will you need to ever puzzle over how to make it from point A to point B: Elika can fire off a magical homing orb that will show you the precise way of getting to your destination. Combined with simple platforming controls that require a minimum of key or button presses, these facets make Prince of Persia one of the easiest games you'll play all year.



En garde!


This ease of use makes each individual action seem relatively meaningless as you string moves together. For many, this will translate to a diminished feeling of reward; aside from a few exceptions, there is no sequence that feels remotely challenging, certainly not for players familiar with the old-school difficulties wrought by the early games in the series. Yet while the unique satisfaction of overcoming hurdles is missing, it is tempered by other kinds of rewards. The platforming is fluid, and seamlessly chaining a number of moves together is simple but visually appealing, making for some silky-smooth motion that you'll get a kick out of. To get the most out of it, however, you will want to use a controller. While the keyboard controls work surprisingly well for platforming, the numerous quicktime events aren't well suited to a keyboard, and the key prompts are more confusing when you aren't using a gamepad.

As you progress through the game and explore some of the more intricate environments, you'll find some truly impressive level design. Each area flows organically into the next, and while the overall design appears a bit more synthetic than it did in Assassin's Creed, platform placement and other architectural features don't seem overtly artificial. This becomes even more apparent when you begin to unlock Elika's various powers--though calling them powers is a bit of a stretch. As you unlock new explorable areas by collecting glowing orbs called light seeds, you will be able to utilize the various colored plates that dot walls and ceilings. There are four types of plates, and each kind initiates a high-flying feat. Red and blue plates are functionally the same (though visually unique), propelling you automatically toward the next plate or platform. Green plates turn you into a sort of Persian Spider-Man, causing you to quickly scale up walls and ceilings while avoiding obstacles. Finally, yellow plates initiate on-rails flight sequences that give you limited room to maneuver around obstructions, sort of like a 3D version of Nights Into Dreams, the Saturn platformer. Many of the sequences combining plate jumps and standard platforming are exhilarating, and the manner in which some of them utilize all three dimensions make the level design all the more impressive. And amazingly, the camera is rarely a liability, which is quite an achievement. Unfortunately, the flying initiated by leaping from yellow plates is a clear weakness. The constant camera movement and overwhelming visual effect used here make for a few annoying sections, and it is never clear whether you need to go left or right, up or down to avoid certain objects. Given that most of the plate-initiated bits are terrific fun, it's a shame these particular flights of fancy were so poorly crafted.

There is some combat, and while it's hardly Prince of Persia's focus, it looks mightily spectacular. You fight only a single enemy at a time, including the four main bosses, which you'll take on multiple times. Battles are on the simple side: you have four main attacks--sword, gauntlet, Elika's magic, and acrobatic vault--that you can string into various combos. Enemies can change states, making certain attacks ineffective, and there are some other occasional twists. Yet like the platforming, it is on the easy side; even if Elika is bound by corrupted tentacles or rendered unconscious, she's always there to pluck you from death's cold embrace should you miss an important quicktime event (of which there are many). But battles are still uniquely satisfying and look fantastic. The prince throws Elika into the air with ease, stringing throws, slices, and magic attacks together as the camera zooms in and out to showcase the slashes and backflips. The stringent enemy-focused camera and odd scuttling motions of the prince feel confining but work just fine in most of these battles, though they're a bit less successful during certain boss fights that require some environmental manipulation.



This high-flying combo is one of many visual treats.


Combat's not the only thing that looks spectacular. Prince of Persia is beautiful to look at, thanks to vibrant cel-shading and some sumptuous environments. Tendrils of corruption reach toward you as you navigate the cold, colorless caverns of infertile regions. The contrast between these areas and the beautifully lit vistas and thriving vegetation of healed locales is palpable, and the transformation of a fertile ground from darkness to light may remind you of similarly impressive moments in Okami. There are a few rough spots here and there, in the way of glitched animations and tiny frame rate stutters, but they barely detract from the lovely visual design. While there are some minor differences, all three versions look great and well represent the capabilities of their respective platforms. And all three feature the same lovely ambient music, which sounds more Persian than the very American-sounding prince.

Most will be able to finish Prince of Persia in around a dozen hours, though if you want to collect every scattered light seed and avoid quick travel (you can teleport from one healed ground to another instantly), you could add a few more hours to the total. But while a few unlockable skins may not seem like enough reason to return, this game is so enjoyable and delightful that you may want to return to it as you would return to a favorite fantasy novel or film. While its lack of challenge may lull fans, its ease of use will delight newcomers and draw in anyone who appreciates a touch of magic.








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Pro Evolution Soccer

Author: @k$h@y // Category:
While it's still the best-playing football game on the market, there's no doubt that last year's Pro Evolution Soccer disappointed many fans of the series. Unimpressive visuals, annoying gameplay tweaks, and a myriad of bugs (particularly on the PlayStation 3) saw the game slip dangerously close to relegation. However, Konami has gone on record saying that this year's iteration will fix the problems with last year's game, taking more advantage of current-generation technology while restoring the gameplay to its former glory. We got a chance to play the game for the first time to see if its promises look set to be delivered upon with the 2009 version.

First impressions of the game are good. Konami has upped the ante and created a menu system that's easy to navigate and makes better use of imagery and animations. The same awful J-pop music remains, but at least some effort has been made to improve the visual presentation. On the pitch, the player likenesses are now even better, particularly with star players such as Cristiano Ronaldo. That said, the game is still some way off the visual fidelity of FIFA, so we'll have to see how much more it can be polished in the run-up to release.

The noticeable changes to Pro Evolution 2009 come in the form of feature enhancements and new gameplay modes. In the former category, there will be an expanded player-editor mode in which you'll be able to add logos to kits by importing them from an external device. The PC and PlayStation 3 versions will offer USB data drive support, but it remains to be seen how this will work on the Xbox 360. The thorny issue of licensing remains in Pro Evolution 2009, and with EA eating up all the official data through its exclusive deal with FIFA, there's no end in sight for the made-up teams in Konami's game. Two teams from the English Premiership will feature official names and sponsors, but we couldn't get Konami to tell us who they are. However, Konami did tease us with the news that a major European competition will be officially licensed in the finished game. We're not allowed to announce which competition, because of an embargo, but we expect that fans will be pretty excited by the news.

The big new gameplay mode for Pro Evolution 2009 is Become a Legend mode, in which you'll pick an individual attacking player and take him through a professional football career. If you perform well as part of a team, you'll attract offers from other clubs, but if you lose the ball and fail to set up goals, you'll receive a low mark at the end of the game. Cynics might suggest that this closely resembles FIFA's Be a Pro mode, but Konami assures us that the Pro Evolution equivalent has been around for some time in the Japanese Winning Eleven series. Unlike in FIFA, though, you can't call for the ball when you want it, which makes the mode more challenging than we initially expected. If you're playing for a lowly club, you're limited by your teammates, while your lack of tactical input means that you'll end up sitting on the bench for some games.

The gameplay is where it's at, and Konami says that it's using Pro Evolution Soccer 5 as its benchmark in this regard. Pro Evolution 2009 certainly feels slower paced than last year's effort, with more on-the-ball control than ever before. Konami claims to have made the ball even more physically independent, meaning that it will even react to certain grass types and wet conditions. While we didn't get to play a game in the rain, we did notice some of the new individual tricks from certain skillful players. As in last year's game, certain top-flight players will be able to pull off moves all their own, and they move from tricks to standard animations very smoothly.

Konami boasted about its Teamvision AI system last year, but it really seems to be coming through in the 2009 iteration. We were impressed with how reserved your teammates are about passing the ball if you're not in a strong position, which encourages you to make more-intelligent runs. Some elements of the game seem slightly dated. For instance, your salary in the Become a Legend mode is paid in "P" points, though overall the new mode should be a welcome challenge for those bored by the master league.

Speaking of which, the master league has also been updated to more closely follow modern business dealings. If your players want to leave your club, they'll perform poorly on the pitch. The multiplayer elements have also been improved. You can now have a total of four players online, in standard ranked and unranked matches, and in the Become a Legend mode. Konami is aware that players didn't think the multiplayer element of Pro Evolution Soccer 08 was up to scratch, so it has promised more-advanced features, such as the ability to upload replays from within the Become a Legend mode.

We managed to coax more good news out of Konami: There will be a demo of the game for both the Xbox 360 and PlayStation 3 in the week of release. Make sure you stay tuned to GameSpot for all the information as we get it.







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