Thursday, 6 June 2013
Crysis 3 2013 Black Box Free Download
Minimum Requirements:
F1 Challenge 99-02 PC Game Free Download
System Requirements:
Windows 98/ME/2000/XP
MINIMUM
Pentium II 450MHz Processor
128MB RAM
4X CD-ROM Drive
1GB Hard Disk Space
16MB Direct3D compatible Video Card
DirectX compatible Sound Card
DirectX 8.1
Keyboard
MouseX Blades PC Game Free Download Full Version
System Requirements:
• OS: Windows XP SP 2 / Vista;
• Processor: Pentium IV with clock frequency of 2
GHz;
• 512 MB RAM;
• Video Card nVidia GeForce 7600 or ATI Radeon x1650
with 256 MB of graphics memory;
• 5 GB of free hard disk space;
• Sound Card compatible with DirectX 9.0;
• DirectX 9.0c;
• The device for reading DVD;
• Keyboard and mouse.
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Download The King Fighter 2011 Full PC Game Full Version
The King of Fighters 2001:
Spend some time with it and you'll eventually realize that it's one of
the deepest, most technical 2D fighting games ever made.
Arcade-game
developer SNK officially went out of business in 2001, but that hasn't
seemed to slow down what is apparently a new generation of games for the
company's NeoGeo arcade hardware. One of the last projects the company
was working on was The King of Fighters 2001, the latest edition in
SNK's annual fighting game series, along with a new developer, Eolith.
And while certain aspects of KOF 2001 may seem very different from
previous games, spend some time with it and you'll eventually realize
that it's one of the deepest, most technical 2D fighting games ever
made.
It's
no secret that SNK's NeoGeo hardware is old. Over 10 years old. That's
why its games still use low-resolution, hand-drawn sprites for its
characters, rather than switching to a 3D engine or at least using
high-frame-rate, high-resolution graphics. The age of the NeoGeo
hardware seems painfully obvious when you look at KOF 2001's shoddy
background stages, which look generic at best and ugly and pixelated at
worst. But over the years, SNK's artists have perfected a bunch of
visual tricks to help add detail to their characters and give them lots
of personality. And KOF 2001's characters have lots of personality--as
much as you'd expect from SNK, a company with a history of making some
of the most distinctive and memorable 2D fighting game characters ever.
You'll see it in your character's win poses and taunts and in other
extra animations. It's true (and unfortunate) that KOF 2001 reuses a lot
of old character animation from previous games, so that some
characters--especially the newest ones--look better than others. But
most characters have at least some new animations, win poses, and
special attacks--more than enough to make each one more interesting than
they were in the previous game, KOF 2000.
Another
KOF tradition is good voice acting; KOF 2001's voice work is about as
good as it was in 2000. Sullen, moody characters like Iori and Kyo snarl
and sneer appropriately, while upbeat, smart-mouthed characters like
Ramon and Joe hurl insults at their opponents and laugh in their faces.
KOF 2001's sound effects are pretty much adequate; they resemble those
from previous years, which is just fine. Quick jabs sound like quick
jabs, strong punches sound like strong punches, and KOF's infamous suite
of flashy explosions and fiery bursts of flame sound just like you'd
expect them to. Unfortunately, KOF 2001's music isn't as good. From the
series' beginning in 1994, its soundtracks were eclectic mixes of funk,
jazz, '80s-style guitar rock, and heavy metal, though in later years,
the soundtracks have degenerated into generic techno music. KOF's music
is at an all-time low in 2001. Though it tries to hold to a theme of
mostly bass and percussion, it all ends up being the same kind of bland,
forgettable techno music you've heard about a zillion times in every
other video game with a techno soundtrack.
Fortunately,
if you play KOF 2001, you'll probably ignore the game's awful
background stages and mediocre music, because you'll be too busy
fighting it out to notice anything else. KOF 2001 has a roster of 40
different playable characters, but they're all remarkably well balanced;
you can pit just about any of them against any other and have a fair
fight. And every character has enough special attacks and strategies to
be interesting--unlike in KOF 2000 and KOF '99, which simply dumbed down
a lot of characters to favor the new striker system. Strikers--extra
characters that you call in from offscreen to do a single attack or
two--are still in KOF 2001, but they're much more balanced than in
previous games and are actually completely optional in 2001. Basically,
the game gives you four character slots, and you can choose as many
playable characters as you want--four playable characters with no
strikers, two playable characters and two strikers, and so on. If you
don't pick any strikers, you characters will do less damage and won't be
able to perform their most powerful super attacks; if you pick one or
more strikers, you'll be able to do more damage and access super
attacks, but you'll have fewer playable characters on your team. It's a
system that resembles Capcom vs. SNK 2's ratio system, but it's much
more balanced.
But
that isn't all. KOF 2001 also has super cancel attacks, which let you
quickly cancel a special attack and turn it into a super attack, as in
Street Fighter EX and Street Fighter III. 2001 also has "wire attacks,"
which bounce your opponent off the corner of the screen and let you
quickly hit your opponent with a follow-up attack, like the wall juggles
in Guilty Gear X. You'll find plenty of skills to master in KOF 2001
without getting into the specifics of each of your favorite characters,
though you'll definitely want to do that too, especially with some of
the new characters in the game. For instance, the newcomer Mei Lee is a
martial artist with two completely distinct fighting stances that you
can switch between in an instant, while another newcomer, Angel, is a
completely original and completely bizarre character with a huge set of
special attacks that are keyed off of a single kick. And if you're
playing the game at your arcade, you should actually be able to play
some decent practice rounds in a single-player game, since the computer
opponents generally aren't too tough, at least until you get to the end.
The final battle with KOF 2001's boss character is probably the most
insanely difficult and frustrating fight in the entire series. But if
you're lucky enough to play KOF 2001 at an arcade with some actual
competition, you'll find that the game holds up extremely well in
head-to-head play.
Most
King of Fighters diehards will tell you that '98 was the best game in
the series because of its excellent character balance and its huge
character roster (38 characters, plus 12 "alternate" versions of some
characters) of very deep, interesting characters. KOF 2001 doesn't have
the sort of flat-out character-against-character matchups that '98 did,
because of its strikers and its varying team sizes, but it's still a
great game in its own right. Its different options, striker and wire
attacks, and sizeable character roster will let you play KOF 2001 for a
good long time before you tire of it--and they also help make KOF 2001
one of the deepest 2D fighting games ever.
Serial Number:
Number: HappyASR
Key: A220-CC87-5884-0F96
The Sims 2 Free Download
The Sims 2 is a great sequel and a great
game in its own right, and it's recommendable to just about anyone. For
some, especially the devoted fans that have enjoyed the first game's
open-ended gameplay, which was all about controlling the lives of
autonomous little computer people, this is all that really needs to be
said. But considering that The Sims 2 is the sequel to what is
reportedly the most successful computer game ever (and that's not even
counting its many expansion packs), the new game almost seems like a
victim of its own success. Yes, it introduces plenty of new features
that enhance the gameplay that was so popular in the original game, but
it doesn't drastically refresh it. It also features plenty of options to
play with, but it seems like it could've used even more content. Then
again, you could simply say that EA and Maxis are making sure the game
has room to grow with future updates--and there's no denying that The
Sims 2's additions will give dedicated fans of the series plenty of
stuff to do.
In the most basic terms, The Sims 2, like The Sims
before it, lets you create one or more "sims" autonomous characters with
distinct personalities and needs. You then create a virtual household
of one or more sims (you get to decide whether they're roommates,
spouses, or parents) and move them into a house and a neighborhood that
is either prebuilt or built from scratch. Your sims interact with each
other and with their neighbors, children leave the house for school each
day, and employed adults head out for work to earn a living in one of a
number of different career paths. However, the sequel has several new
options, including an enhanced neighborhood editor that lets you import
custom cities from Maxis' own SimCity 4, if you have that game
installed. Plus, there are expanded building options that let you build a
much bigger house.
The sequel also features enhanced appearance
editing tools that let you customize your sims' clothing, hairstyle and
hair color, and also let you make many adjustments to their facial
features. Oddly, the editor doesn't let you adjust your sims' height or
their build (beyond making them "normal" or "fat"), but it, along with
the "body shop" utility, should let most players basically re-create
whatever characters they want to from their favorite TV shows or movies.
More
importantly, sims maintain their family ties (assuming you don't have
any dramatic family squabbles), so if you decide to really hunker down
and build out an extended clan, you can start with a carefully designed
family or group of families, let them get married, and let them have
children. You can then watch the children grow up and move out into
their own places. And since sims are still autonomous and go about their
lives even without supervision, you can expect to later receive visits
from doting grandparents (or mooching grandchildren, depending on whose
household you decide to control). Again, like memories, these are
features that will reveal their rewards with the extra time and effort
you choose to spend on them.
In The Sims 2, your characters actually
grow old and even die of old age (or other causes, if you're into that
kind of thing). Like with the original game, sims can and will die from
neglect and extenuating circumstances, and if you're one of those
sadistic players that enjoyed making your sims suffer, you'll still be
able to do this in the sequel. However, if you're the sort that might
really get involved in your sims' lives and history, you may look at
aging as a way to build a rich and storied life for your sims. Yes, it
can take several hours of play to age a sim from a baby to a senior
citizen; however, if you're really looking to create an entire life for
your sims, you'll find that as senior citizens your characters will not
only look older, but will also look back on a long string of memories
and possibly a large family tree filled with weddings and grandchildren
before they eventually pass away, to be mourned (or not) by their
children. It might also be worth mentioning that even though you can go
through different generations of your sims' families, the time period of
The Sims 2 never changes, so you won't see any technological or
chronological progression. That is, you won't go from horse-drawn
carriages to jalopies to modern-day sports cars--all your sims will
still be watching plasma screen TVs and playing SSX 3 on their home
computers, regardless of how many generations you've gone through.
Then
again, you may also look at aging as a challenge, because The Sims 2's
most significant gameplay addition, the aspiration/fear system, can
actually help your sims stave off old age. The new system gives your
sims one of five aspirations from which to choose (in addition to their
personalities, memories, and personal relationships), including building
a family, earning money, seeking knowledge, experiencing romance, or
being popular. These aspirations boil down to four simpler goals that
are clearly displayed onscreen, as well as three basic "fears." Each sim
has an "aspiration meter" that fills up whenever you complete a goal
and empties out whenever your sims' worst fears are realized. These
goals can be as immediate as throwing a party where everyone enjoys
themselves, or as long term as eventually winning another sim over as a
best friend or spouse. These fears can be comparably straightforward or
long term, such as being rejected from trying to make a romantic advance
or getting fired from work.
Taken together, the aspiration system
and career system provide some much directed, goal-oriented gameplay,
surprisingly reminiscent of a challenging role-playing game, of all
things. These new features not only add variety to The Sims 2, but also
address a common criticism about the first game: how it didn't present
any clear goals or objectives beyond dutifully ordering your sims to
relieve themselves every time their "bladder" needs got out of hand. But
using this new system to successfully create a household of fulfilled
sims can be very tough since you must also balance their relationships,
their jobs, their income, and their moods at the same time.
The Sims 2 Free Download
Takken 5 PC Game Free Download Full Version
System Requirements:
Processor: Intel Core 2 Duo, Athlon x2 minimum
Memory: 2 GB
Video: GeForce 8 Series graphics card, Radeon 4670 1GB
Sound: sound card compatible with DirectX 9
Screen Shoots
Download Links Here
F-16 Aggressor PC Game Full Version Free Download
Welcome to uthwalbrothers.blogspot.com
A new game is presenting from uthwal brothers I hope u will enjoy
F-16 Aggressor: The real shame of it is there is a fine, fine flight simulator at the core of Aggressor.
Sometimes
when I'm cleaning my ears I push the Q-tip just a little too far in,
and it hits something that hurts like hell. It kind of hums for a while
and then settles into a dull ache. The thing is, I can experience this
sensation all I want for about a quarter cent per tip, whereas Bethesda
would have me pay upwards of $40 for relatively the same sensation. That
throbbing in the brain, that jabbing pain in the head: That's about
what I took away from Bethesda's first attempt at a flight simulation,
F-16 Aggressor.
British
flight sims are like the British: They may have one or two good bits,
but it always goes to hell when you get to the teeth. In the case of
British sims, things always go to hell when you get to the controls.
They wind up assigning simple commands like "fire guns" to Alt + Ctrl + ~
and so forth. Let's face it: There has never been a British sim that
was worth a damn out of the box. DID took two years to get EF2000 up to
par, and Total Air War still isn't exactly burnin' 'em up. Rowan seems
to assign controls by having a chicken pick at three successive keys and
binding all three to a common command like "raise flaps." And now we
have GSI, composed of former employees of DID, and their brainchild F-16
Aggressor. Their key assignments aren't as baroque as in other games,
but they've managed to commit the Unholy Trinity of sim no-nos: no key
mapping, no joystick configuration, and, stunningly, no keycard included
in the packaging. It's almost like they want to make your brain hurt.
F-16
Aggressor has puzzling aspirations. The designers actually set out to
re-create Strike Commander. Remember Strike Commander? It was going to
be Origin's flight sim version of the Wing Commander format, a
narrative-driven mercenary flight simulation. Unfortunately, it didn't
turn out quite right. It was incredibly late, pretty buggy, and just not
all that impressive. So of course it makes perfect sense to emulate it.
And then, to really nail the lid down, GSI emulates it badly.
The
real shame of it is there is a fine, fine flight simulator at the core
of Aggressor. GSI has modeled the F-16's flight properties with
commendable detail. The funky handling of the rudders at certain speeds,
tough landings, speed bleeding, and other things related to flight are
all smack on. It's a flight model worthy of the best F-16 sims, poised
to offer the hard-core crowd everything it could demand... until you get
to the systems modeling. These are more on par with a Novalogic game.
The complex instrument modeling of Falcon 4.0 and other true hard-core
sims is only hinted at in Aggressor.
This
is not a problem for a midlevel sim, but Aggressor has pretensions of
hard-core greatness - pretensions that crash to the ground due to
grossly simplified radar controls. A sim has two prime components: the
modeling of the flight of the plane and the modeling of the systems. On
one count, the developers succeed at realism, and on the other, they
fail. In the end, they scuttle all their good programming by failing to
offer any realism or difficulty switches whatsoever. The flight model is
set to its full realism level at all times. When you have a very
realistic flight model, an unrealistic set of sensors, and no ability to
change the complexity of anything, you have some truly schizoid
problems.
Graphically,
while F-16 is quite good, if at times mind-blowing, it's true that
there are better-looking, better-performing sims out there. The terrain
is a bit patchy, but object modeling is good. Cockpits look very good
and have effective dynamic animations for throttle and stick. HUD
overlays and quick-view keys provide excellent perspectives on the
instruments. In another stunning lapse, however, GSI has failed to
include a padlock view. This makes situational awareness well nigh
impossible and deals another serious blow to the sim.
Possibly
the most baffling aspect of F-16 is its alleged "mercenary flight sim"
nature. You would expect to have to fly missions to earn money to pay
for weapons and upkeep on your planes. That was the plan in early specs
for this game, and there are traces of it left. You still fly for money,
but the money is merely used to rate your performance. It has no other
function. As for the "mercenary" element, it's mainly limited to mission
structure and some cursory background info. Missions range across
Africa and include a fair selection of strike and dogfighting action.
Without any in-game mission statements or target priorities, it's often
hard to remember just what you're supposed to be doing. The quick-start
missions allow for some custom dogfighting configurations, but there's
no mission editor. As for the AI, it's OK, but nothing special. Wingmen
(when you have them, which is rarely) aren't much help, and enemy pilots
aren't all that aggressive. At least Aggressor has multiplayer, which
compensates for these failings only slightly.
Aside
from a very good flight model, there really isn't a lot for which to
recommend F-16 Aggressor. For a company to create a sim with not only no
key mapping, but also no key assignment card, is just mind-blowing.
(You can find the key assignments buried in a 200-page manual.) This
feels like a game that started out really good, with some strong
elements and good design intentions. But then it got delayed over and
over, features were dropped, sections removed, and finally it just
shipped. You know, like most computer games
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