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Alpha Protocol

Alpha Protocol



THE IMPORTANCE OF THE PROTOCOL.

In memory of gamer, the titles that we have proposed un'inizialmente amnesiac hero destined to save - if not the world, at least the country, they are really a lot. This Alpha Protocol, the latest addition to the house of Obsidian Entertainment is no exception, putting now in the role of Michael Thornton, a sort of secret agent is not too recently entered the super secret paramilitary group and technologically advanced hyper known as "Alpha Protocol" by hence the title of the game now under consideration, the incarnation for Personal Computer. Before going into the details, though, let's start, as usual tradition, from the beginning, which is always the best thing.

The title distributed by Halifax occurs in the usual DVD-style box, in which we will find a manual in Italian - basic but well made and, of course, the two digital versatile discs required for installation. The setup process - unduly long, it will lead to the first startup window, where we will have to connect to the Internet to validate On Line code, this is done, we can decide the various settings of the game, from graphics to sound, through the configuration command and a possible XBox 360 controller (which still have not chosen: in this case, we have relied on the proven combination mouse + keyboard). He then began our adventure, first in the underground laboratory of Alpha Protocol, where we wake up in the throes of a violent sore skull and ready to roll - a tranquilizer shots, a series of guards before realizing that we are facing a kind of difficult to test preliminary anti-terrorist missions we face around the globe. Sega programmers have tried to create a third-person action game that goes beyond a normal shooter, infarcendolo of many elements that, on paper, would give rise to a title rather deep in terms of gameplay and freedom of action. Mission accomplished? Only in part.

In fact, Alpha Protocol has many arrows in his quiver: beyond the mere look and feel (which makes her figure on a console, a bit 'less on a PC), in terms of storytelling and possibilities, we can not say that Lesini in options. To characterize our alter-ego has been inserted the possibility to modify partially the features (one of the photos around here should clarify the concept) and was also included a skill system typical of the GDR, which will enhance the peculiarities of character according to experience points earned during missions. The concept is quite simple: to conclude a mission, gain experience points and spend them to improve this or that aspect of the character. To give a practical example, there are nine "Ability Craft" (as they are called in the Manual, ndAleNet) that, if developed, will give the player a number of advantages. For example, progressively developing the ability "Stealth", the enemies we will see less and less, going so far as to develop a kind of mimesis so advanced that are the envy of the Jem'Hadar Star Trek. Or, developing the ability to "Machine Gun", we will increase as the damage inflicted with this type of weapon, reducing recoil and enhancing the gusts. Again, increasing the "Martial Arts", we will be able to engage the enemy with bare hands, profondendoci in finishing moves worthy of the best Jason Bourne ... In short, the concept is clear.

Since we have mentioned the weapons, it is important to mention that during the missions we face, we can bring with us two arms (later upgradeable) the relatively wide range of guns available to us by programmers: from pistols to sniper rifles , through gun (one in each hand) and shotguns. Intrinsic peculiarities of weapons is that they can be personalized with laser sights, chargers and other additional amenities you will find in our long journey, in addition, each weapon has a mode "critical hit": in essence, by pressing (by default) the Right mouse of our confidence, we will see the viewfinder progressively shrink, until it became red. If at that point we will hit our opponents to the skull, we will see them finish quickly to the green pastures! In this regard, it should be noted that from the point of view of the calculation of damages, the title has now examined not just convinced that too often we fired the shotgun an enemy in less than two paces from us, seeing healthy and happy, and obstinately intent on shooting, in the same way, it will happen that a pistol, shot the little finger reinforced a distant enemy two light-years from our location, it will produce devastating and fatal victim. Even the graphical representation of blows - or suffered, does not shine in a particular way: red patches flying for the monitor, but the effect is often too rough, lontanuccio by the current standard.

In the best tradition of role-playing games, you have implemented a system of multiple responses that closely resembles a very simplistic version of what we saw, for example, in Dragon Age. Based on the questions we receive, or to the information come to our attention during the long and frequent dialogues, we will have - in a short period of time, to choose our attitude towards our interlocutor, even several times in the same dialogue on behind our choices, we become aware of more or less information and determine - to some extent (not much), the unfolding of the events immediately following our dialogue. Nothing dramatic, of course, but we enjoyed the effort.

Speaking of dialogue, it is important to remember that Alpha Protocol has a complete and well-designed location of menus and subtitles in Italian, while the speech is still in English - and, overall, well acted. The sound FX are not a miracle, but overall everything there 'for "audible", including music, is more than acceptable.
A different graphics, a little 'fluctuating and daughter of a conversion that can surely make happy lovers of the console, and turn up their noses ... or in this case, the eye ... lovers of the PC. The Unreal Engine still does its dirty work - and runs well even on computers that are not those of the USS Voyager - but inevitably the aura of "old" - in the best sense of the term, is out of the monitor in a very striking, also squeezing the maximum video options (for details, we refer to the usual hardware box at the bottom of this article). Great are the facial expressions of the characters and outdoor locations, sometimes leaving a sense of satisfaction in the retina, but the character animations - as well as the camera, far from perfect - we were not fully convinced.

Even the abundant presence of mini-games has left us a bit 'confused: it is true that, at first, it's fun to unlock a padlock or reconfigure a circuit to stop playing a goddamn alarm, but in the twentieth time boredom peeps, this framework, joins the AI ??opponents, not really exciting: I do not see aggirarci or almost never try to take advantage of numerical superiority, as well as almost never see them react to our presence if we get behind, even making an infernal noise . It is as if they, in a given environment, he "expect" our arrival - for example, from the right and, if instead we got there from behind or from the left, cogliessimo them totally numb, so as to be able to pause behind them several seconds (and kill them quietly) before they realize that there 'someone behind them.

Beyond these flaws, the SEGA is still fun, and overall, even relatively fascinating: sure, it looks like a game released over a year ago - on the front graphic and despite a cauldron of good ideas, we thought it made a pinch of concern. Probably, if it cost less, would recommend it to everyone because we can not deny to be a lot of fun traveling around the world to avert this or that threat, while at present we would like to direct more purchase only to fans of games' action with a touch of RPG.

comment

Procol Alpha is another epitome of great missed opportunities. Regular full of good ideas poorly managed, the title is distributed by Halifax and is in any event a fun action game that will satisfy beginners but probably disappoint at least in part, the fans of the genre, but rather varied with the 'chronic inability to manage their own, high potential, AP remains in the limbo of "gioconi" missed and this, more than other times, we are sorry, because in this case you could really do with just a small jump for more consecrate him as a great game. However recommended to newcomers to the genre and lovers of this genre

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Alpha Black Zero

Alpha Black Zero


WORLD CITIES, WHICH ARE REVOLUTION
In a hypothetical future, in the year of the Lord 2366, humanity has long since passed the land boundaries, traveling the cosmos beyond the final frontier. Under the aegis of political - military of some important and rich mega-corporations, many planets have now been colonized by exploiting the laborers and often reducing the settlers in a state of semi-slavery. As obvious result of this state of things, the realm of humans is found to be threatened by violent infighting. Ultra-separatist organization, in fact, took possession of many cities in all the planets controlled by corporations, is determined to dismantle the dominance of their captors. But what looked like a battle driven by noble ideals, quickly turns into a bloody struggle meaningless and time exclusively to mutual extermination. Desperate times, so call for desperate measures. It 's time to call in war the best group chose assault and infiltration, the Alpha black zero, the team which we will be called upon to impersonate the leader, the Lieutenant Kyle Hardlaw.
The title in question begins with a sumptuous film made with the same game engine, which will be discussed later, where we will see our digital alter ego court-martial. In the Palace of Justice of Qahira, the most important "world state" - in political terms - of the Galaxy, a military tribunal asserts that we, that is you in the shoes of Hardlaw, we stained hundreds of unjustified killings in the government same, the SolGov. All the while we were on a mission of infiltration under diplomatic cover military institution that has given us the various tasks, and then with the aggravating circumstance of the alleged impunity thought we could enjoy. Other allegations see us accomplices of certain groups of extreme right-wing assassins made up of the worst kind and have instigated, trained and supplied arms to these illegal communities with the sole purpose to make them turn against the government in power (the SolGov, in fact).

The capital city of Qahira, Olympus City, is divided into two: on one side those who are tired of the terrible dictatorship of SolGov, other corporations divided between economic interests and terrible intrigue.
During the process we will have to defend our position and that of our team, so as not to be silenced forever ... We will succeed in the enterprise?

NEED TO REDEMPTION
Obviously, otherwise what kind of superhero would we be? The whole game is seen as a sort of giant flashback, where we will relive each moment all the situations that led to the awkward position of defendants before the court martial.
This, overall, is the plot that acts as a backdrop to the final baked product by Dutch masters of Kaheon. Basically we are faced with a classic third-person shooter where teams comanderemo a team that has the beauty of the five elements, to which we give the customary and traditional orders such as "Cover", "shoot", "Hold" and few other variations. In summary not have to do that in advance the individual missions, all extremely linear (if we try to go to new roads, an invisible wall blocking us the way), kill all the terrorists and discovered (revealed?) The background to this terrible civil war . Once you have chosen the wealth of weapons in a list of three possible kit during normal gameplay we can switch from one character to another and, optionally, the role of one of them throughout the game relying on the excellent of our IA companions. Of course, continuing the role of the leader is strongly recommended, in order to be able to choose for ourselves the tactical approach to the various situations of offense or defense we're going to face. Still on the subject of AI, good also that of our opponents.

Despite their appearance, at least in the early levels, halfway between the Palestinian terrorists that we are unfortunately used to seeing on TV and buzzurri with red turban seen in Mortal Kombat, we must recognize that the difficulty was perfectly balanced. If at first behave like peasants armed with pitchforks in a nuclear war, it is equally true that, as they advance in level, we will see them groped moves encirclement operations, sniping, or call reinforcements if injured or outnumbered. All this thanks to a system which does not provide behavioral scripts but real subroutine to adapt to various situations.
Graphically, the title offers leasing very large and very well maintained, with a reddish tinge absolutely impeccable, and the lighting of the red planet where we live our adventure was made very well, with effects that resemble very much the excellent photography of Pitch Black, unknown movie with Vin Disel. However, the movements of our alter ego, as well as that of our comrades and enemies are a bit 'too woody and not credible. Without being too obvious, it seems that they have all been sitting for two years in a row and then forced to run the hundred meters without heating ... In the face of an environmental framework more than decent, unfortunately weapons are made in a discreet but lack credibility plus a nasty bill that many items in the game, in addition to being minimally interactive, are almost irritating to the eye when compared to the beauty of certain locations.
On the audio front, nothing to complain. Excellent English and excellent dubbing subtitles, all in Italian, as the game menu. The soundtrack, never intrusive, it seems snare in the right place, quick to point out the highlights of the game. Impeccable even the sounds of the guns, persuasive as - and sometimes more - other noble productions.

A pity it is not amazing ability to use binoculars or, even more, a map of the area to ... clean. In locations sometimes really very wide, it is easy to get lost or go round in circles, and since there is only one way to achieve the purpose, it may be frustrating around and around several times at the same point before going down the right corridor that will take us to finish the level .
Prior to vanquish the final comment, I remind everyone that ABZ: Intrepid Commando (this is the full title) has a multiplayer mode in LAN up to 5 characters where everyone can play as a member of the heroic squadron. In addition, the title seems poorly digest libraries OpenGlide, so you may want to play in Direct 3D.

COMMENT
No real news for this ABZ, which still plays well worthily his cards on all fronts; immediate enough and with a very low learning curve, this shooter has a captivating storyline full of twists and altogether convincing, though have the usual mix of platitudes already seen in many other titles related. The excellent performance of the graphics locations combined with a more than good sound segment decree the promotion of this title which, while not assurgendo Olympus of video games, is a great choice for all lovers of action, combined with a healthy twist strategy.

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Alone In The Dark: The New Nightmare PC game review

Alone In The Dark: The New Nightmare PC game review


ONCE AGAIN ALONE IN THE DARK
It all starts in a dark and stormy night ... The shady but experienced private detective Edward Carnby (33 years old, long hair blacks and trench Humphry Bogart) is hired by archaeologist Aline Cedrac (27 years old, red and a breathtaking body capable of ridicule the much-vaunted Lara Croft) to accompany her on Shadow Island. The goals are twofold: first, Aline wants to see three old stems, encrypted with the characters of the Indians Abkanis, the second is to test his theory that Professor Obed Morton, the owner of the island and stems, may be its unknown father, as she holds a picture of him with his missing mother.
During the trip, however, their plane is attacked by an unknown entity which also killed the pilot, and the two are forced to jump with a parachute, landing at two different points of Shadow Island.
It is at this point that we interact for the first time with the game, making what will be our most important choice: will prefer to wear long trench Edward Carnby, armed with a revolver with two barrels and two drums, or will opt instead for practical blue jeans Aline Cedrac in search of a truth far more complex than we think?
In any case, we will face the complex and intricate puzzles of the house of the accursed family Morton, Indian legends, a mysterious and centenary powwow with its legends, as well as several of the creatures of darkness born out of hell or a sick mind. In our help we will have only a flashlight, a walkie talkie with which we sometimes communicate with the other protagonist of the story and the many objects (including many weapons) that we will find our way. But otherwise we're alone ...
Alone in the Dark ...

ALONE IN THE DARK RESIDENT EVIL SILENT HILL
Many of us expected that this game came out on the market under the name of "Alone in the Dark 4", as there were already three other AITD in 1990, 1992 and 1995. The reason to get rid of the number in the title, except perhaps in the program files, I think has a name: Resident Evil. But let's start from the beginning ...
The first Alone in the Dark, released in 1990, was a small masterpiece for the first time the players were composed of polygons and moved in 3D. The high-resolution graphics and the use of texture were pure science fiction at the time, so the success of AITD was immediate. Less successful was its sequel in 1992, bringing almost no innovation in technical and while offering a storyboard less appealing. The third episode, tagged 1995, instead of the proposed massive graphical improvements, because it was enough to raise the esteem of the players against the "title" AITD.

For a while 'not spoken more, until it appeared on the first mythical Playstation Resident Evil, closely followed by two sequels RE2 and RE3-Nemesis, and the various Dino Crisis, Silent Hill and so on.
Only after this series of "clones", they would all have been called AITD followed by a serial number, it was decided to create the fourth episode of "official" AITD, and to do that you have chosen to use a graphics system and control, however, much closer to the three that the old RE AITD.
For this and other reasons (not least the possibility to choose between two main characters, something unthinkable at the time of the first three AITD) has chosen not to display the number in the title, adding only the word "The New Nightmare": the new nightmare.
I fully agree ...



GAME SYSTEM
The gameplay is exactly the same as that of Resident Evil: must guide their chosen character through the various locations killing or avoiding the blasphemous creatures you will meet and at the same time solving the puzzles of various kinds, but basically summarized in the canonical sentence "Use-Object-Just-In-Place-Right," while not missing some exceptions. One very important thing to note is that, unlike other games of this genre, the stories of the two protagonists are "parallel" there will be in the game, numerous references to the activities carried out by our virtual business partner, and sometimes we are called to "lend a hand" or to ask ourselves if we can not help coping with an intricate situation, there will be situations in which the two characters will meet for the sole purpose of exchanging objects, useful for the mutual research.
This implies that, although many locations are common, things to do will be completely different, and the same items to collect or interact with will be different, and the story will go in basically the same way, whether you're playing with Aline whether you're playing with Carnby. What to expect from certain, however, is at least a differentiation of the final ...

During the game, as mentioned, we will face some fighting, some are, so to speak, mandatory (so-called Boss, which if defeated will allow us to continue), but most you can groped to avoid. Also note that, ammunition permitting, it will be advisable to clean up the various rooms of their occupants uncomfortable, because very often you will find yourself to go over the same point, and a dead enemy, as you know, is an enemy that we are not wasting precious medkit. Sometimes, new monsters return to occupy rooms previously cleared, while others still have the nasty tendency to "respawnnare", that is to reappear even if you already killed.
The weapons at our disposal will be of the most varied kind: it will be the typical three-barreled revolver rifles, grenade launchers, flamethrowers and a thousand other things, to shotguns to lightning or something. The inventory is unlike RE, free: there is no restriction to the number of items, weapons or ammunition that you can carry around.
The bailouts are limited for each save will wear a "medallion rescue." The supply of medallions increases collecting them on the street, and playing without too much caution will prove to be more than enough (I got to the point that, with 20 saves, I still had 70 medallions spare ...). The only unpleasant thing is that the game will save the situation as it was when you entered the room in which you save: if there were monsters (and did you kill them) you will find them waiting for you, as you will have to re-trieve any objects just taken. To avoid the problem (it is definitely not a bug: it took!) Anyway just leave the room and re-enter before saving (... when possible or when there are no monsters that respawnnano ...).

WHAT TO SEE MY EYES
The game runs a hybrid graphics engine, that is formed by two-dimensional backdrops on which moving three-dimensional models. The backdrops are completely static: when the hero moves close to the edge, the frame will switch to the "frame" next. Same thing, if you properly start a door or a ladder.
The character models and monsters are all very well made and covered with highly detailed textures and high definition, only flaw: it lacks the movements of the faces. The resolution of the game, in fact, applies only to models: the backgrounds are always in 640x480 ... yet they are very well made, and this idea also allows PC owners do not properly "ninja" to play at high resolutions (up to 1600x1200) without any annoying delays (after all, only move the characters and monsters!)
To accomplish this, programmers have preferred to "snub" support Direct3D and OpenGL libraries work only.

As is well known, these libraries are performing better graphics, make sure it is supported by your video card, otherwise you can not play!
The best thing that distinguishes the graphics engine from that, very similar, RE is the fact that this will react very fluid and faithful exposition of some of its section in the light of the torch, making use of this tool to say lifeless, while creating a more "true" to "false" 3D environment. It is primarily this innovation to bring out this game from the scene of adventure.

WHAT MY EARS hear
The realization of the sound effects and excellent: shots, steps (different depending on the floor), verses of monsters, voiceovers (in English) and all the different sounds you will hear are recreated state of the art.
The music, though it is composed in MIDI good, in my opinion too: it is present throughout the game so to put it mildly obsessive, and just lowering the volume will be able to enjoy the rest of the sound, do not confuse it with the sounds rhythmic accompaniment. Too bad, would have been enough little music, but better treated and concentrated on certain key points, to give the whole look better ...


FIRST IMPRESSION, GAMEPLAY 'AND LONGEVITY'
I must say that the first impression I was a little 'disappointed at first glance, in fact, I could not figure out what the story (which also has some points in common between the various clich?) differentiate this title from the first RE. In addition, the fights start really prove challenging due to the small number of weapons and ammunition (part Aline totally unarmed!).
Going forward, however, I realized the beauty and innovation of the use of the torch that was nothing short of fascinating that the (beautiful) story go on according to the same events regardless of the character. The atmosphere of terror and tension, which only made me feel Undying after the first RE, is made in a way excellent, including monsters that appear out of nowhere behind us, noises heard through doors to empty rooms, cupboard doors that move by themselves, pictures that change appearance from dark to light, and so on.
In the end, I was long attached to the screen, determined more than ever to move forward to see what was behind the next door, and adirandomi with my stupidity when I could not solve that damn puzzle (and to think, almost always, the solution was in front of my eyes and I could not see it ...).
A game to finish and play again with the other character ... practically two games in one, to finish in succession or in parallel, depending on how preferred.

CONCLUSION
Who recommend this game? The answer is obvious: to all fans of the series AITD and RE. Not recommended, however, to those who dislike these titles: innovations are so few as not to constitute a very significant difference.

comment

In many ways, we are faced with a masterpiece! I do not say that the title "Alone in the Dark" is usurped, however, because at the beginning of the story will be "Alone in the Dark": I'm just saying that this game is more like Resident Evil than I remember the first AITD ... but here, at least, do not we talk about viruses and organizations unclean, but remains in the field of the paranormal. However, this is a product of high technical and storyboard. I highly recommend it to all lovers of this kind of game and the general horror.

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Alone In The Dark PC game review

Alone In The Dark PC game review





Derceto. Have you ever heard that name? No? But you should, if you are reading these pages. Derceto, in fact, is the location where kicks off one of the most popular sagas in video game history and answering to the name of Alone In The Dark. It was the year of the Lord 1992, when Infogrames offered to the public this first adventure dynamic style then popularized by Resident Evil and the protagonist, Edward Carnby (at the time, little more than a collection of pixels with a mustache and a handful of polygons), still has a hard core of fans - if you do not like Miss Croft and the soldier Snake - still quite numerous.
In recent times, the media in general have too wrapped up with a thoughtful embrace, telling us of the glories and wonders that would bring the game Eden Games in the gaming community; reshape a genre (see that of the Survival Horror) was the promise smaller. Combine the thrill of an FPS with the charm of an adventure, where in addition to the mouse, you must also squeeze your brains ... plus a wide choice of faculty, seasoned with a cinematic style to embarrass even the best Hollywood productions ... was, instead, the greatest promise. History, however, teaches us that, by large promises, often derive great disappointment (maybe it was just that, but transeat). Alone In The Dark has succeeded, at least in part, to dispel this myth? Let's find out from the beginning, which is always the best thing.

In this fifth installment of the series, set, "temporally speaking" in 2008, play as the aforementioned Edward Carnby, a man in the middle between Dylan Dog and Johnny Smith (just a little bit more handsome physically), which will be against his once again embroiled in a demonic plot-based monsters, dark characters a little nervous, demons, spirits and company hell in the city that never sleeps (see it in New York, even though I did not quest'appellativo never been clear, ndAleNet). In this case, the hub of all activities ectoplasmic and not in the American city seems to be the dear old Central Park ... and it's right there and in the surrounding areas - understood as sewers, hell realms, cathedrals and the like, that we, in as Edward, we firstly push back the forces of evil to where they came and at the same time, to discover the truth about some minor details (!), such as our incredible longevity. Things every day, so ... and to think that it all started with events just beyond the normal daily routine, such as a plague of insects, the genetic mutation of some plants and a mass migration of birds Yorkers .
From the very characters, or even before you start playing, the legacy from the console (in this case the Xbox 360), it is immediately obvious: not so much, as you might imagine, the options available in the video section (which are several ) and for mouse & keyboard settings, as well as the icons on the screen. Programmers have certainly lavished considerable efforts to adapt the incredible amount of moves that can run our hero to a first pad and a keyboard then, but in the end, the result has left us somewhat perplexed. Beyond the movement a little too woody all the characters of the game, so check with Edward keyboard with a pad that is really difficult and unpleasant. Not being able to rotate the camera with the mouse even paying any gesture that exiles from going straight like a caterpillar on a minefield, you must press the arrow keys, as well as those of movement. Although it may be nice to have as inventory the inside pocket of his jacket, it is equally unpleasant, however, having to press three buttons to use at least one object ... not to mention, various combinations of multiple objects: set up a third coat will be a demonic desire for all the gaming sessions. But, the number of keys (which, to be fair, in some games it is even higher), is more of an obligation to study too many combinations for actions that should be carried out "on the fly" as you shoot or break a door, which makes the game extremely cumbersome also the most experienced gamer. To contribute to the difficulty of movement, reach two other factors: the first is an imperfect management of collisions between polygons. The second, even more heavy, however, is the handling of the camera. Wielding a weapon, switching from third-person view (ie from behind), to the first: the result is that if an enemy moves, we'll be several seconds to find the right button to turn away and aim again ( Indeed, we are quite slow ...), or we will have to press the right button to switch to third-person view, then turn on ourselves and move at the same time, pull back the gun, aim ... in the hope that in the meantime , our enemies did not we already bitten.

Speaking of opponents, we can say that the park is quite diverse: bats, demons, zombies of various origin and nature, cracks in the wall ... well, there is enough to not get bored. Too bad the AI that drives them is the same as a pygmy marmoset, so do not expect wonders seen in FEAR .

One of the strengths of Alone In The Dark is the interaction with the environment, really 360 degrees. Almost every object reacts to what is happening on the screen - albeit with a few minor imperfections and we will be able to burn, move, break, break up a large part of what appears on the screen. Thanks to this flexibility ... physical, programmers have allowed us to deal with the various situations in more than one way. For example, in the pictures around, you should be noticing a good Edward in which the faces of black silt rather hungry and susceptible to heat and light. In this case, just to name one, there are more ways to break the deadlock: take a beam and burn it, or hold a light bulb (after throwing insults galactic to be able to put in the batteries) to create a corridor of light thanks which escape or even use the good old scotch to apply it on a chemical torches and create illuminated areas where to find shelter. Even the possibility of using an insecticide combined with a lighter as a kind of flamethrower, has its because ... well, the possibilities are many and all inherent inventiveness player's turn. Many are the puzzles in the game and we can say that the nature of the game is much more devoted to the resolution of puzzles of various kinds and nature, rather than the mere animal action.
Another of the fundamental characteristics of the game sponsored by Atari, is the division into chapters - almost all available now, the game itself. In short, thanks to the special menu, we will be able to choose which chapter of the game to run, jumping ones that seem the most boring or at least the most difficult. And the plot? Simply said: just like in a show at the beginning of each chapter we will see a "Previously on Alone In The Dark", in order to take stock of the situation and understand, in broad terms, what we missed in the chapters prior to that we have chosen to play. An idea that would not define it beautiful, it ugly, but rather, "special": undoubtedly, less accustomed to titles such as the one discussed today, will be very happy to have this opportunity.
To give a further small shock to the gameplay, the Eden Games have decided to include also the driving sessions. In some chapters of the game, in fact, we will sit, for example, at the wheel of a taxi flight to the Big Apple as the world around us, literally crumbles, but unfortunately the driving model is far from accurate and then these sessions will be reduced, in the end, the mere memorizing a route and turn the steering wheel at the right time.

On the purely technical, AITD is not exactly state of the art, even if there is' nothing that really kick up a fuss. The frame count remains stable in almost all situations, while the count of polygons has never, however, particularly high. All the characters suffer from arthritis (you can tell by the way they walk) and, compared to some locations very rich in detail - as in the episode set in the sewers, most of the time we will be moving in space as wide as graphically bare.
On the audio front, we note some interesting music, compared to SoundFX not really ... from top of the class.
In conclusion, we can say that the last but not least Atari product is a cauldron of good ideas, unfortunately cooked with a hint of concern ... a true, genuine sin.

comment

Alone, in the dark, it is not easy to write in a few lines what is Alone In The Dark, but above what could have been - and unfortunately it was not. A title that carries within itself a reminiscence of a saga that could be called immortal and that, to some extent, was destined to remain in the hearts of fans since its first incarnation, for a long time to come. The multiplatform title examined today suffers from a technical implementation is not perfect, which contrasts with some basic ideas very convincing. The plot, the story, the background of an epic capable of writing an important page and indelible in the annals of the game ... all these elements have been sacrificed on the altar of multi-platform and, to a lesser extent, marketing. Being in the dark, with a pad malfunctioning, it is not the most pleasant thing in the world. Too bad, really.

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All Star Tennis 2000 PC game review

All Star Tennis 2000 PC game review

The saga All Star Tennis was founded in (?) 1999: almost landed with simultaneous PlayStation, Nintendo 64 and Game Boy Color and was a success not exactly striking. Basically for four reasons: it was quite playable, funny enough, varied enough, enough adrenaline. Not bad, in fact, but with too much "enough" to really break through
For a year after quenching and altogether frustrating experience on consoles, Ubi Soft will try again, this time approaching a PC version to the, now familiar, for PSX, N64 and GBC. A difficult task, then, because - as taught by the mediocre (but fun, of course) precursors Roland Garros, and Actua Tennis Ace Tennis - the combination tennis-PC has rarely proved successful. That times have changed? Go on the pitch to find out
Kuerten NOT SWAP, FOR 'MORE' FORTE ..
As expected, the first step is the selection of players: that, although thoroughly characterized, are not many. Among these litotici "not many", comprise eight players that actually exist: Richard Krajicek, Lleyton Hewitt, Guga Kuerten, Amelie Mauresmo, Conchita Martinez ... And any number of players absolutely invented. That are the fruit of the imagination of the developers of the license or official, however, it does not matter: all the players present in AST2000 are characterized by a style of play at all staff. Not only that, the movements, the reactions in case of victory or defeat, the speed, the way to run: Ubi Soft to have cured with a maniacal attention to the behavioral aspect of the various players. And the results are obvious: You can - if tennisticamente shod - recognize the real-life counterparts of the players only by observing the style of play
PERFORMANCE, Tournament, Season: RULES '
Following the choice of game modes. All Star Tennis it offers essentially three: Exhibition, Tournament and Season
Exhibition mode offers the chance to take in a single match an opponent whatsoever. On the ground, on grass, on concrete or synthetic surface: If a field in AST2000 is available, you can select it in exhibition mode. Without the need for symbolic "unlocking" (typical of arcade games that All Star Tennis 2000 does not belong, but from which it draws inspiration). It 'also contemplated (and God forbid!) The opportunity of a contest between human beings, who, as usual, proved by far the best guarantee for longevity. But is not this a surprise

Tournament Mode does is write the name of your characters brilliant player on the board (there is nothing metaphorical names actually shine on the board) of one of the ten available evidence, then leaving him at the mercy of his own, more or less fearsome opponents. The imagination suggests that triumph in France or England (no license, no real names: ergo nothing Wimbledon, Roland Garros, Australian Open, etc ...) is more difficult than in Italy or Germany, but suggests evil: the 'small number of players (sixteen men and sixteen women) causes the same to attend all tournaments exist, thereby drastically reducing the chances of winning "surprise" of unexpected outsider
The same players win both in Rome and in Paris. Without distinction. Clearly the negative (and not at all realistic) result: the prestige of the four races of the Grand Slam stupid surely. The third and final mode in the name sums up its essence. Season, or a full year in the ATP circuit (which, to tell the truth, you do not call Atp as AST2000 no homonymous officially licensed); season, which is the heart of All Star Tennis 2000 ... Through a journey of ten tennis tournaments, the player must reach the top of the world rankings, indeed, not very long (only sixteen positions, such as the number of players). Nothing else, but not cheap. Challenge, excitement, competition, sweat is in this mode, no less, that All Star Tennis 2000 is the best of his best. As far as possible, of course
THE GAMEPLAY
Four keys are used for control of shots: one to smash, volley, service and roll standard, one for the top-spin, one for the back-spin, and one for the lob (very useful when your opponent plays a network) . The variety of shots Did not incredible, but it certainly is - especially remembering the only two keys Roland Garros 99 - more than enough. Depending on your style, of course, some will play any preference over other: and the attacker s'avvarr? almost exclusively smash and volley, and the pallettaro s'esibir? in daring rejected, and the terraiolo find the right groundstrokes the its perfect shot ... In All Star Tennis 2000 style is crucial. Even and especially in the players handled by computer

The change of the surface of fields actually affect the game (attack on the ground is not as successful on grass, etc ...), a matter which makes it less trivial mechanic and the transition from one tournament to another. E 'therefore probable, as is the case in reality, a player has more arduous triumph at Roland Garros Wimbledon. We said a few lines up: a question of style. Surprisingly, however, during the games, the almost total lack of balls smashed against the network, perhaps daughter on the "simulativamente arcade" of AST2000. An approach that, however, it certainly does not guarantee great depth, it ensures at least a good deal of immediacy
A WORD FROM YOU "NN" ICO
We close the review with the technical aspect of the title Ubi Soft, which certainly does not shine for accuracy. Indeed. The animations are fluctuating quality: some good, some painful. Those of good service, volley and post-game reactions (anger or of euphoria that may be); painful, for example, those of the diagonal stroke of slow steps. The public is poorly carried out, and unworthy is the static nature of the judges. There is no ball boys, but the balls mysteriously disappear from the field. The network and the field itself suffer from a lack of anti-aliasing ... Well, technically AST2000 is not exactly a wonderfull place ...

comment

All Star Tennis 2000 is a decent title in terms of gameplay, enough of the technical implementation, and more convincingly, from sports title that he is, on that of longevity. Lacks the official license, the matches are not as realistic as you could hope for, players are few and very few game modes. Yet ATS2000 is fun, even engaging in Season Play mode. To buy only if actually tennis fans.

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Aliens vs Predator PC game review

Aliens vs Predator PC game review





When three campaigns relatively unconvincing are concentrated in a single product, the result is, unfortunately, a second essential principle of mathematics, yet unconvincing. This is undoubtedly a shame, because Alien VS Predator is one of those games where the only name evokes space battles, alien threats, and a thin stream of fear and tension. We are facing a sort of remake of the first AVP came out many years ago, and as in that game, the title today SEGA has three separate campaigns, with three different styles of play. Of course, there is the undeniable fact that the Predator and Alien are impressive, and the idea of being able to control a video game is just as impressive today as it was then.

But the mere idea of ??those little masterpieces class 1999, and a strong dose of nostalgia in some ways is not enough to make a game Alien VS Predator, intense as was the case when, dressed as Frosty, we faced the pitfalls on 'LV 421. The game is a continuous teetering Rebellion of emotions: the stateliness of the Predator, watch a motion video while ripping the backbone of his favorite victims (Humans) is a short-lived joy because of the general clumsiness that invades almost every aspect of the title with so much anxiety (and expectation) we expected. Levels in common for the three races are designed with a little care, the problems - or too difficult to control, make the Alien campaign work rather than a pleasure, as well as numerous scattered small defects that could relegate be a masterpiece to the limbo of the (excellent) missed opportunities. The addition of co-op - funny but monotonous and focused on Marines - General makes the dish even more bittersweet.

As long tradition, the main peculiarity of "Alien VS Predator" is inherent in the ability to play three different campaigns, in which, respectively, will assume control of a Marine Cameroniana memory, an Alien and a Predator. Each campaign has - at least at first, unique features and game levels dedicated to the breed we are impersonating. In the case of Marine, we are faced with a shooter with classic styles of FPS first-person-based "alien" the corridors of the colony where we move are dark and disturbing, and designers have made ??good use of ambient light to increase the voltage. Our first encounter with a xenomorfo (immortalized in one of the pictures around here) will come after several minutes of play, during which the minutes ticking continuous motion-tracker will be our only companion in a universe of darkness and death omens.

On the other hand, engage in AVSP acids in the shoes of a Alien Warrior (number 6), we will first engage in a long flight through an experimental laboratory of Weiland & Yutani (build worlds best) where some sympathetic scientists (as we saw in the film Alien Resurrection), they try to break the will of the Alien making the perfect killing machines. Of course, as the movie and the books teach us, it is impossible to reason with an Alien and thus begins the most difficult of the three campaigns available. Last but not least, the Predator offers its range of entertainment. With his arms ipertecnologie, the cloaking device, the laser cannon and wrist blades, on paper our favorite Predator is the most interesting to impersonate, putting the player, once, in the role of hunter and prey.

But in each of the campaigns available, the excitement fades slow and relentless when it turns out that Alien vs Predator boasts a fair number of difettucci scattered, and what seems exciting at first may even become boring, for example, the darkness that surrounds the first few levels of the Marine is almost palpable and brings to mind small pearls "of terror" as Doom but once we leave behind the darkness and come into the jungle or in the temples, after a moment of awe and wonder There is a move in locations too similar to their own and do not allow any folds to a gameplay too much like himself. Basically, we will have to brush each environment from hostile encounter, put a battery in a power supply, unlock a door and pull a lever. All this, while falcidieremo with the two arms of our inventory (plus the gun charge infinite) everything that moves on the screen. During our sessions, straining his eyes we come into possession of a number of electronic journals, thanks to which we can discover interesting little things about what happened in the colony where we operate. That of the audio diaries is a fad that has now taken hold in a number of titles: from Bioshock Borderlands, the ploy of these pads sound is becoming a great way to discover many hidden details in the plot of the title that are trying.

The campaign is the Alien interesting - especially at first, thanks to a set of skills that we consider quite funny, but after a few minutes they made us curse a control system unfairly difficult. Has a peculiar effect, the role of one of the giants of science fiction films, but the seasickness that we encounter when zampetteremo happily between ducts and pipes, turning the visual three hundred and sixty degrees sbranando the poor unfortunates who will meet, we will hate Our Mr.Boccuccia too soon. The Alien is a perfect opponent violent, intelligent, strong, a survivor not contaminated by any emotion and driven by an indomitable instinct, and, as you can love, impersonating him and devote five to six hours required for completion of the campaign with a constant hit-and-run, has not convinced us under virtually any aspect: it can be satisfying to see a Marine unaware pass very close to us and then bucargli the skull with our mouth retractable, but it is a delight too rare and too expanded over the whole of the mission.

The Predator, as already mentioned, is a truly unique character. Just as in the previous AVSP was possible, once the player has to go hunting for victims and not vice versa, as in the title of the class Monolith Predator was incredibly unbalanced (in terms of increased firepower and energy virtually infinite) the lords of the Rebellion have filed these excesses, turning the monster made ??famous by Swarzennegger in 1985 by an unbeatable killing machine, in a deadly and formidable warrior who, however, the player must take the utmost care.

Unfortunately, irritating game mechanics and level design limits can undermine much of the fun you could try using the biological characteristics of the Alien and Predator. In fact, although in some sections of the horizon line is very long and we find ourselves in an environment virtually very broad, we will be forced to follow only the path chosen for us by programmers, with all due respect to any exploration ambitions. For we have found several times in a situation where we could not - for example, jumping from one tree to the next despite its proximity, but with the obligation to move elsewhere in order to continue. The question is why, in the role of a Predator, I can jump on a tree a hundred feet, but I can not get over a simple wall?

These inconsistencies have really stunned, keeping in theme with inconsistencies, you can not avoid mentioning the work done with the IA of our opponents, whether they Predator, Alien, Human or Synthetic (androids of the Company, nda). Unfortunately it will not be uncommon to see soldiers take cover behind a column, but on the wrong side compared to our point of fire, leaving them completely exposed. The Alien, which more than walking (although this verb evil is suitable for a species like that), they seem to sail a few inches from the ground, will always be to us without any criterion: above, below or to the side, but always with no apparent strategy.

On the strictly technical, we are faced with a good product, partially sacrificed on the altar of the cross-platform. The game engine is smooth even on computers not exactly powerful, but these details we refer to the large hardware box at the bottom of this page. As with the entire production, including the technical is fluctuating: in front of some spectacular locations, textured environments are redundant and sometimes even whitish. The immensity of the alien jungles has been reproduced with commendable care, if it were not for a repetition exaggerated.

In principle, each species has two exclusive levels, while others are "shared" by all races, for example, from the marshes that will dominate in the role of the Predator, will be the same where sguazzeremo with the Marine trying to reject Alien attacks. All matters related to the explosion - fire, particles and the like, has impressed as we were impressed all the effects of light. The version we tested was fully localized in English, both spoken for, as for the subtitles and the dubbing is not a miracle, but it is pleasant while the titles are completely free of blunders - and then, praise for the work played. The weakest point of the production is, inexplicably, sampling of sound fx: all stress and all the sound effects are a good step (and a half) below average, this greatly reduces the feeling with weapons, whatever species they belong to. We can not really explain this defiance, as in the title Monolith "Alien VS Predator 2", the sound fx were virtually identical to what he felt in James Cameron's "Aliens".

The online features of the game are very promising, especially when you are fighting with Alien, Predator and Marine, all together. Deathmatch and Team Deathmatch can not miss on the list of multiplayer modes, while the cutting edge is in excellent co-op mode for the Marines. Unfortunately this is not to relive the experience in single player two, but more simply it is a kind of "test" against continuous waves of Alien. If it is true that in space, no one can hear you scream, then it's time to debunk this myth: whatever your species, the battle is waiting for them and - as long as you pass over a series of faults more or less bearable, no that has even a slight sympathy for Alien and Predator can be considered exempt from trying this title.

comment

Alien and Predator. In principle, two names as they should - on their own, maintaining a certain degree of success, with great interest, a huge sense of expectation. Overall, the SEGA is not the masterpiece that we expected (and dreamed), from the first moment he set foot on the asteroid Ripley LV 426. No. But it's still a good product, away from the Olympus of video games, but that should not be missed in the game room of fans. All those who have tried even a slightest sympathy for the monster "tuttabocca" or at scarnificatore alien should feel compelled to try it.

Fallout 4 The Commonwealth needs you
It has been one of the biggest hype-trains in recent history; when Fallout 4 was announced just before E3 2015, people went nuts. And publishers Bethesda played on that, allowing their own promotion engine to be fuelled by the enthusiasm of fans the world over. So when Fallout 4 finally arrived, it is little wonder that a number of people were disappointed by what they got.

Even after all this time, when people should be well aware of how hype often gets out of hand, and when they should know that no game is perfect, they still managed to make themselves believe that Fallout 4 would, somehow, be a game that offered no problems. But by its very nature, Fallout 4 was almost guaranteed to be imperfect; any game as ambitious as this one is bound to have issues to some degree, and Fallout 4 is no different.

People the world over started identifying things that they didn’t like: graphics that were a bit poorer than ere expected, bugs that occasionally lead to hooking up on geometry or seeing odd things like models in strange places, that kind of thing. But it would serve one well, when approaching a game like Fallout 4, that (in the first instance) some truly great games have also had bugs and, most importantly, highlighting individual elements that may leave something to be desired in only truly relevant if these elements ruin the entire experience.

And, quite honestly, in the case of Fallout 4, they do not. You can bitch all you like about the little things that annoy you, but when the game is considered macroscopically (as it should be) there are very few things that might hamper the overall experience, and certainly none that will ruin it. The game begins with the player’s chosen character (created with a robust set of character editing tools) being rushed to Vault 111 in the face of total atomic annihilation. We’re not going into detail here, because spoilers suck… suffice to say that when the character awakens, you find yourself in a very different world, a long time after the bombs fell. After a few short “mandatory” missions that get you into the swing of things, Fallout 4 sort of stands back and says “It’s a great, big world out there… have fun with it”. And so the player begins a massive journey of discovery, in which the central plot plays only a small part. Fallout 4 isn’t about getting from A to B in a narrative; it is about living in a post-apocalyptic world.

To this end, Fallout 4 gives the player every tool it can muster in making the experience as engrossing and complete as possible. From the basic stuff, like character modification through skills and visual elements, and gear modification and improvement, right through to the establishment of settlements, Fallout 4 offers the player an absolute ton of things to do. I found myself spending long sessions tweaking my guns and armour, or fasttravelling between my settlements to make sure that they were properly defended and offered the growing number of residents what they required. I would spend hours constructing buildings in the game’s settlement editor, or hunting through random piles of scrap to find the elusive materials I needed for a particular weapon part. And then I would spend other long sessions exploring the Commonwealth (once called the Commonwealth of Massachusetts, the vast setting for this game) and completing missions. Between crafting, tweaking and combat, Fallout 4 has consumed many hours for me, and I still have a ton that I want to get to.

It’s the kind of game that you can spend a good long time playing, with short sessions great for tweaking and crafting, and longer sessions ideal for finding new places, trading and, of course, shooting stuff. And, thanks to the fully open nature of the world, you’ll be spending some of that time running away from enemies you cannot handle just yet, licking your wounds and levelling up before going back to exact a bit of revenge.

While Fallout 4 does give you every tool you need to survive in this world, it doesn’t hold your hand. It doesn’t guide you in any particular direction (the quests feel more like suggestions that compulsions) and it simply lets you get on with doing your thing within the game world.

And that world is massive. While fast-travelling is an option, this place has been created to be explored on foot, either solo or with a trusty companion (although the dog, for example, becomes more of an annoyance before long, so companions are only suggested for the most patient of players). It is a world that is full of surprises and oddity that you’ll never find if you bounce between fast-travel points, and this convenient method of traversing the map is only suggested for completing tedious tasks, like hauling junk back to your base of operations. There are amazing uncharted places and experiences here, and missing out on them would be a crime. Besides, walking is good for you.

None of it ever really seems overwhelming, either. Junk is automatically stripped down to needed parts by settlement workshops, for example. Traders are relatively plentiful (although you won’t find them fast travelling) and can even be set up in your settlements. The skill tree is simple yet expansive, but the lack of level cap means that you’ll more than likely never have to worry about getting to any particular ability at the expense of others. Combat can be daunting at times, but the game gets you feeling like a bad-ass pretty quickly, complete with customisable power armour and a massive arsenal of weapons that you can trim to suit your play style. It feels like the developers made a world for you to live in, on your own terms, rather than giving you a controlled experience. In truth, the only thing that is really overwhelming in Fallout 4 is the sheer scope of what you can do with it… and that’s a good kind of intimidation.

So, yes, the graphics may not be the best we’ve ever seen. The world may have bugs that aren’t mutated mosquitoes, flies and roaches. The companion AI does leave a lot to be desired. But the truth is that these things can be avoided or, at worst, ignored. And when everything is put together, all of these issues, whether in isolation or combined, do very little to hamper an excellent gaming experience. You may find yourself getting annoyed, even to a high degree, at times, but you will keep coming back. Like with Skyrim, Bethesda have managed to create an experience that is so wonderfully immersive with Fallout 4 that you’ll constantly keep coming back to it, bugs and all. It’s single-player only, which may make some people wonder about the longevity of the game, but with the amount that it offers to do, you’ll probably still be playing it long after you’ve set aside the latest cut-and-paste multiplayer FPS title. It’s not a massive step forward for the franchise, but it doesn’t need to be. 

Alien vs Predator 2: Primal hunt PC game review

Alien vs Predator 2: Primal hunt PC game review






Alien vs. Predator 2 was one of the "sequel" the most successful in recent years. He received critical acclaim and was a commercial success, and then took it to an inevitable expansion, entitled Primal Hunt. Developed by Third Law Interactive (author also of Kiss: Psycho Circus), Primal Hunt offers 9 new missions, new weapons, new multiplayer maps and more. Although not as spectacular as AvP2, Primal Hunt gives new action, and generates the same amount of adrenaline.

500 years before the events in AvP2, a group of Predator discovers a powerful relic on the planet LV-1201 (coincidentally the same planet where there was the most events of AvP2). In an attempt to reactivate a stasis field damaged by an attack of Alien, a Predator comes face-to-face (not metaphorical but real) with a face-hugger. 500 years later the greater Dunya of the Guild of Mercenaries Iron Bear awakens both the Alien Predator.

There are 3 new missions for each species, and if you play in a predefined order we take the human campaign. Assume the role of Major Dunya, the typical mercenary with a heart of gold. With the objective of recovering the relic, you must make your way into the ground to complete the mission. While AvP 2 triggers panic among the first providers packed levels sounds terrifying but completely devoid of enemies, the action in Primal Hunt is immediately busy. If one side so sacrifices to climb to reach the top tension, the other immediate action keeps the player on their toes, replacing the panic to the tension of the original game. Human missions are well designed, and also include moments of pure pleasure, as the carnage of Alien that you can do at a certain point in the game, with a machine gun fixed.

The new weapons humans are not bad: there is a double gun, effective and amazing with a high rate of fire. But the real novelty is the automatic machine gun, which can be left on the ground ready to shoot anyone who comes within its range of action. Does a great damage (and who played for AvP2 will know, because they've found a lot of playing against the campaigns of all three species), but it is also very fragile and you can find and use only at the end of the campaign.

The missions of the Predator has an interesting storyline, but also very confusing, as you move between missions and the other without a full explanation of what is happening. In any case, as Predator, your task will be to find and protect the relic. You will have a new weapon available, a kind of gun power. It's really devastating against the Alien, but it takes a lot of energy in order to reveal useful in every situation.

Missions with the Alien put us in the shoes of a new subspecies, the "Predalien". This frightening combination of an Alien with a Predator (already in AvP2 but can only be used in multiplayer games) has a result that is similar to an Alien "standard", but it gives a feeling of greater strength. The missions of this campaign are undoubtedly the least interesting. Not to mention that a plot of low thickness adds a difficulty in the use of a species undoubtedly different.

To this we add two new enemies. The first is a bipedal creature covered with thorns that has the ability to blend in with the surrounding environment. It's hard to kill, but the AI ??is weak and the camouflage is easy to discover. The second enemy is a creature similar to a worm, which carries a dental arch from fear and appears to be under the surface of the ground mordendoci.

The graphics engine is the same as AvP 2, with a few interface improvements and more colorful and better managed. Of all the levels in which you play, the only area has neat new: the enormous ruins Predator, in which we find ourselves to make the most of the missions. Note, however, amazing how each area is "dedicated" to a specific breed, who finds himself in a position of absolute advantage over the others.

The sound is crucial in creating tension and atmosphere in Primal Hunt is a mix of positive and negative factors. If the sound effects are perfect, creating shivers of panic at any time, the other the lack of music leaves a little 'empty, accompanying the player like in the original game in times of stress or excitement increased.

The side Multiplayer is still the same as AvP 2, plus four new maps and a weapon for the exclusive use of multiplayer games for the Predator. And the weapon is one that many have dreamed of: the "super-bomb": once activated will start a countdown that will give an abnormal nearby: you lose a life, but if there were other enemies in the vicinity, points earned will be very many.
Also missing in this case bot, and it is a real shame. There is still a dream to repeat the matches of the first AvP, for example, where necessary to defend an outpost from a mass attack of Alien managed by the CPU.

Primal Hunt expansion is a good, action-packed, hustle and speed. Adds more fun to Aliens vs. Predator and is a good "sop" for those who hope more and more third installment of the series. The downsides are not lacking: it is too short and adds very little to be expanded. The hardcore fans of AvP campaigns will end in a few hours, and new players will stand before more than a dozen hours. Definitely recommended expansion to a super-discounted price, while fans of the game is a purchase that you can do it right away.

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Primal Hunt expansion is a good, action-packed, hustle and speed. Adds more fun to Aliens vs. Predator and is a good "sop" for those who hope more and more third installment of the series. The downsides are not lacking: it is too short and adds very little to be expanded. The hardcore fans of AvP campaigns will end in a few hours, and new players will stand before more than a dozen hours. Definitely recommended expansion to a super-discounted price, while fans of the game is a purchase that you can do it right away.

View other game at  http://funnygamemania.blogspot.com

ALIENS VS PREDATOR ...PC game review

ALIENS VS PREDATOR ...PC game review
Future. An unspecified location of the Terran colonies.
A Marine of a team of containment, was separated from his unit, the struggle for survival through structures infested Aliens (Aliens Xenomorphs), lying against his will to be confronted against the shady Corporati.
An Alien, born from an egg stolen, struggle to grow and return to its nest, which can then execute the orders of his Queen.
A Predator, a member of a race of hunters, after a stop at the Skull finds himself having to protect his friends and his honor.
These are the three plots that take place, parallel or isolated in this new game weblog FoxInteractive.

THIS I HAVE ALREADY 'SEEN ...
AvP2 is a FPS (First Person Shooter shooter single player), ie we have to drive a person to the fulfillment of the tasks assigned through game levels that will have the nasty habit of being infested with enemies to kill with weapons supplied to us by technology or from Mother Nature.
The peculiarity of AvP2 is the ability to play as a Human Marine, a Predator or an Alien (references to science fiction films of 20CenturyFox are obvious), and that depending on the breed choice will completely change the weapons, equipment, skills, missions, levels and aprte interface. Of course it's a far cry from the "typical" FPS (like Doom, Quake, Duke3D to the latest MaxPaine or RTCW), but it is also true that it is not an absolute novelty: you have probably already guessed, there being a number 2 in the title , which has already existed an Alien vs. Predator. Let's find out together so if this new game is up to the expectations that the first, beautiful, episode left us ...

THE THREE RACES IN GAME
HUMAN: humans know them all, and even the Marines of the future are not so different from those of the present. The Marine AvP2 can use many weapons, from knife and gun to grenade launchers and rocket launchers, via shotgun, machine guns and assault rifles, as well as good armor and first aid kits that you will find scattered here and there. In addition, the Marine has flashlight, night vision goggles, tools for burglary mechanical and computer, as well as a motion detector that signals the approach of other beings (but not if they are hostile or not). The counterparty for the Marines are the Corporates (can not be used in SinglePayer) mercenaries in the pay of scientists responsible for many infections of Aliens, who are trying to erase the evidence by removing, if necessary, those who came into contact with (the Marines, of course .. .)
ALIEN: Xenomorfo the alien is a parasitic creature that, after emerging from the egg laid by the queen, must try to infect organisms (most often human) to evolve the final stage, and then feed to maturity. At that point it becomes a monster only vaguely humanoid that uses superior strength and speed, as well as the unique ability to walk on walls and walls, to dismember and devour the adversaries. This creature does not require any equipment, also because it is perfectly able to recognize the heat produced by other forms of life and to see in the dark.
PREDATOR: this alien race from the fascinating technology knowledge sport has as main task is to collect the skulls of humans killed in special hunts. The Predators are solitary hunters, quiet, often invisible (the technology they possess allows them to conceal it), and usually lethal, thanks to their exotic weapons and extremely precise. A single Predator has, in addition to the weapons, all you need to care for a variety of visual forms and to recharge its energy supplies.

VIL GAME singleplayer
After choosing a race to impersonate and the level of difficulty, the game will show an introductory video made with the same game engine, and then we will be dropped in the action: with the Marine we will be approaching the suspected area, the Predator will be just arrived in the hunting area, with the Alien we just hatched. The three stories are independent (except for cross-references to time, but advancing in parallel in all three I have not yet happened to cross levels in common), and are composed of 7 missions each. Every single mission is, in turn, divided into one or more levels (or areas to explore) and has a precise objective. From the structural standpoint, the missions are never complex: the levels are generally extremely linear (there happen almost never enter, so to speak, in the "wrong corridor"), and only in case the Alien, which can walking on walls and ceilings, you can find not see the output, since it can be an air inlet, a discharge channel, or other hidden openings. On the other hand, the difficulty of fighting is very competitive: Easy difficulty if you will only rarely in serious problems, so it will be at the following three levels of difficulty, which will be able to challenge even the players "navigated". Not that the AI ??is spectacular (the enemies are limited to "give him" without using particular strategies): simply the damages received are large ...

MODE 'MULTIPLAYER
In the three races MultiPlayer specified is added that of the Corporate, which has much in common with the Marine (after all, belong to the same race: human!), Including weapons and equipment. The reason is simple: in team games, your choice of race automatically coincide with the choice of the team, and therefore can not be mixed teams. Therefore, if you wanted to play "on equal terms", the only way would be with a game between a team of Marines and one of Corporates, both made by the same number of suns and Heavy Weapons Specialist (see below for specializations).
However, the problem is, because the three races are very well balanced with each other.
Once you have chosen the breed (and with it any team), you must also choose a specialization, which will indicate with what weapons will be more likely to fight, or will provide or deny access to certain skills (for example, " Pretorian "of Aliens can not walk on walls, but is stronger and armored).
DEATHMATCH: those unfamiliar with the DeathMatch? "All Against All" in a race in an attempt to make the most kills as possible within the time limit, or the first to reach the required score.
TEAM DEATHMATCH: As above, but in teams.
HUNT: half of the players are hunters, the other half prey. If a hunter kills a prey makes a point, if a hunter kills a prey becomes her hunter, and the hunter becomes the prey killed.
SURVIVOR: the beginning it was all against all as a DeathMatch, but after the first killing the dead man becomes a "mutant". At that point, who is killed by the mutant in turn becomes a mutant. The purpose is to resist as long as possible first to be transformed, killing while most mutants possible.
OVERRUN: a team attempts to resist as much as possible to attack the other (better if all the time available).
EVAC, a team trying to reach a point on the map strenuously defended by the other team.

COMMENT GRAPHIC
To realize the game, the developers have taken advantage of the graphics engine already seen in NoOneLivesForever. The graphics engine allows you to use very complex 3D models equipped with wonderful textures and discrete lighting effects, shadows (shadows MANY!), Water, etc., but has the disadvantage of being very heavy and ruinous in terms of hardware requirements . Therefore, if you own a PC to last, or penultimate generation there should be no major problems, but you'll have to reduce something in terms of detail and resolution to enjoy perfect fluidity if your machine had spent one year of age. I refer you to the hardware box for a couple of examples ...
Another problem of the engine is not running the Clipping extremely well too often happens that a body, falling, disappearing through a wall or another body. This, in addition to being ugly to look at, especially tedious playing with the Alien, which recovers energy by eating the heads of slain enemies: if the head is unreachable (read: inside a wall) you have lost a valuable source of energy.
A great advantage of this graphics engine, however, is the fact that even at low resolutions and low detail textures and patterns are very well made, making it still nice (ie scary) to play for the majority of users.

SOUND
A big applause for the soundtrack! In addition to the sound effects, all perfectly realized, we can indeed enjoy beautiful music typically cut film that will change depending on the situations, remaining calm and eager to rule and becoming insistent during the fighting.
The dubbing, present not only in movies but throughout the game (it happens sometimes to steal pieces of speech, or with the Marine to receive messages via radio), are also excellent.

GAMEPLAY 'AND LONGEVITY'
The game, in spite of the linearity of the levels is very well structured, with original missions and environments quite different. What made the game better is the feeling of fear and anxiety that transmits, especially playing with Marine: there will literally need to encounter monsters to have panic attacks. In short, it is like being at the place of the stars of film from which this game and its predecessor are taken.
As already said, each of the three stories is composed of 7 missions, for a total of 21. Whereas the average length of each mission (approximately between 45 minutes and an hour), it can be said that ensures a fun total of about 15-18 hours, which is not very little. Sure, maybe the individual stories are a bit 'small side (5-6 hours), but what it loses in individual longevity in the game retrieves variety: do not forget that it is almost three games in one!
The only criticism that can be done on longevity is the fact that, although there are four difficulty levels, the game loses much of its charm after reading it once, the levels do not inspire the same fear more if you know how and by where enemies will pop, where the traps are located, which way to go and so on. Fortunately MultiPlayer helps to extend not just the fun just watching carefully the spread in this way we can have a clear idea of ??what this game is appropriate for the requirements. We just have to wait ...

CONCLUDING
The game is great fun, complete and exciting. The aura of fear and tension that surrounds it is the icing on the cake for its implementation. It may not be a masterpiece from all points of view, but definitely a title that I recommend to everyone, especially to fans of FPS. Absolutely a must for those who enjoyed the first episode!

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Aliens vs. Predator 2 does not bring anything new to sunlight (given that the concept is the same as the subsidy-driven episode), but merely to be a great FPS from a purely technical point of view (graphics and sound), and for the playability, and especially for the atmosphere charged with tension and anxiety that is created in the same game. Adding that it is better supported MultiPlayer, I can only recommend it to all fans.

View other game at  http://funnygamemania.blogspot.com

Airline 69 - PC game review

Airline 69 - PC game review

We are in Morocco, in 1942. The driver Wayne Johnson lives transporting goods and people from one city to another, when one day is in the cabin prosperous French spy Chou Chou which forces it to divert to Casablanca. At the same time his plane is attacked by German Stukas and forced to make an emergency landing. Emerged virtually unscathed either, the two young people discover that they like each other very much: so, after three days of interesting "exchange of views" stuck in the desert by a sandstorm, they decide to go to Casablanca and there find a way to establish their own company private airline, to be called airline 69. This, summarized, the plot of the game we are going to deal with now. It is in principle of an adventure game set in Casablanca in 1942 (ie the period of the movie with Humphrey Bogart and Ingrid Bergman).

Your aim will be to interpret the good and Wayne wandering through the city and surrounding locations to find a way to put on the coveted airline. It begins with the need to obtain a plane and a place to hide, and then must obtain all necessary authorizations activity. In the first part, the game basically consist in obtaining information from various people take part in Casablanca, information that will cost money and that will allow you to have access to locations previously precluded, or at least more information on the implications of the plot. The way you get the money you need to get the information you need to choose: you groped your luck at the casino or take care of the purchase and sale of goods, including the smuggling of liquor, or even try to make a scoop photo spy. Everything will be managed through a simple point and click interface: you can just click on the person you want to share information or objects to open the interface of trade, or the various "exit" to change location.

When I finally manage to get their hands on the plane, you will unlock a new source of income, ie the transport of goods and people, which is none other but the original trade of Wayne. Once you have accepted a contract flight and, where and when required, the hostess took you deem appropriate based on their experience, their skills and their economic demands, the flight missions will be identified in a sort of small shooter vertical scroll in which you'll just have to avoid the German Stukas all the time of the flight. You may also equip the aircraft with weapons, but this is purely optional. Piloterete the plane sideways moving around using the mouse, click and you will fire. Playing well, your information may also be able to get their hands on Bordello of Casablanca, making the oldest profession in the world another lucrative source of income, in which case you will have to choose the prostitutes to be taken in a manner similar to the hostess, and given the kind of flights that often you will have to drive that is not between the two types of girls there is much difference ...

Throughout your adventure you will basically be aware of two things: firstly, not to end up in the red financially, and secondly not to neglect too long the "poor" Chou Chou that, as sought, can not leave the room that you have rented. To keep the nice girl on moral need them sometimes some expensive gift (sexy underwear, handbags, jewelry ...) and more often satisfy his carnal side. It is short ... no getting around it: you will have to satisfy her sexually! We're talking about a game not recommended for a child audience, had not yet figured out? Well, in that case take a look at the screenshots: the style that permeates the whole game is to funny cartoons, in which men have more manic expressions as the girls are stripped and prosperous. Be prepared, therefore, to see asses that appear in the windows of the brothel, people who consume illegal acts in the bushes, rich old men who slide down his pants, ascensoriste that rather than take "up" or "down" do you prefer "up and down" even cats that mate shamelessly in the street.

While we are talking about the aesthetic style of play, we start to deal with the technical side. The graphics, the fixed resolution of 800x600, it is very nice and colorful: we say that in the game takes too fun ... as long as no part of any movie, at least. The latter, in fact, are so made that really poor: some, like the opening (in theory the most important) have serious problems of timing and encoding, and are therefore extremely uncoordinated with respect to audio and jerky, and even those who do not suffer of this problem are, however, been achieved by moving the frame in a 3D environment in which they were placed of the two-dimensional animated sprites, with the result that depending on how the camera shot changes sprites have an effect "cardboard panel scenographic" that, with times we live in, is nothing short of appalling. In the game has been inserted the day-night cycle, but not in all environments, with the result that in some areas it seems that it is always day or night always, depending on the case.

Things do not improve in terms of audio: as the music is nice, and '40s-style movie, the sound effects are really annoying, because playing all the noise of an erotic nature. If the first two or three times provoke laughter, become truly shocking when, in a negotiation, you repeatedly press the button several times to the rise or fall, and every time you hear cries, sighs, spit noises inflatable doll. The voiceovers are rare and adequate. From the point of view of GamePlaying things do not improve in particular: as the basic idea is cute and attractive and the early stages of the game have the power to snatch more than a smile, the work lacks depth: missing almost the union "is object and use it in such a place" typical of adventure games, buying and selling items is limited to the purchase of the ones you need and urgency to the sale of those obtained for free just to raise money.

Even the purchase of data is quite obvious, because in the end you'll just have to try to buy them all, and only one will be resold for reasons of plot. The management of the brothel is rather limited, and also the most "arcade", namely the missions in air, are mined by excessive simplicity and by a superficiality of realization never seen: in practice the Stukas are limited to descend vertically and can only be hit by their bullets, as well, going out on you or accuse them no harm ... you learn soon enough to dodge it no longer any need machine guns.
Finally, a superficial realization is reflected in certain errors in the game that are not exactly bugs but real programmers forgotten: for one thing, if you stay locked in theory you can get bail clicking on the cell door. .. but if you click on the city map or Morocco you will immediately be as free as the air, and completely free! You say nothing, then, the infamous system I've found to win at the casino figures virtually unlimited ... I only say that the central system indiscriminate rescue. Finally, the translation of the texts of the messages of the information has not taken into account the original pagination, with the result that some information in starting a business and end up in another.

Taking advantage of some tricks you can finish the game in no time without worrying about the brothel or air missions, with the result that if the first time the game may commit a little, only a couple of days you should deal with them, and then you finish it in about an hour ... Needless to say that longevity is therefore very limited, and replayability almost nothing, unlike other adventure games that leave a good memory of himself and rigiocano as well as reviewing a good movie. The only thing a bit 'challenging is the search of the three parts of the Maltese Falcon, but make no mistake! Knowing how to be resolved with just a few mouse clicks ...
In conclusion, this Airline 69 starts with an idea and a pretty dress nice and funny, but it is evil to be developed in terms of plot (but you have carefully read the first paragraph? She first hijacks the plane and then we copula in the desert? Come on ...) and above all in technical terms, no depth and full of errors and superficiality. You could give it as a joke to your little cousin, who is 18 years old or your friend who gives a stag party, or you could buy if you're a diehard collectors. But otherwise, leave it where it is well ...

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The basic idea of Airline 69, namely that of an adventure game with erotic themes set in Casablanca during the period of World War II, is not bad, and the scenes of the game can be initially quite nice. The problem is that the game itself is lacking in depth and technical implementation is very superficial, plus wedge of errors that are not bugs but real mistakes programmers. There is definitely the best around for years ...

View other game at  http://funnygamemania.blogspot.com

Airport Inc. - PC game review

Airport Inc. - PC game review

Probably many of you have had difficulties at the airport: delays, lost luggage, queues at check-in desks, lack of luggage trolleys and so on. And, of course, you'll have some thought on these occasions, the poor manager who, busy as ever, tried to do everything possible to provide a service worthy to be called such. For this reason, now, you can certainly expect your customers to be lenient and understanding with you! - In these few lines will capture the essence of Airport Inc. a game that, as you will have understood by reading the preview, puts you at the helm of an airport, you have to first build and then manage
The depth of play found in Airport Inc. was truly remarkable: we should not limit to build the main structures, since they have to engage in the construction of even the smallest detail. For example, the construction of an airport is not only the installation of any Terminal, as it is your task to build each air contained in it (ie areas for shopping centers or public services, storage areas, salt d 'waiting or boarding) and, more specifically, any structure present in it: therefore it is your duty to install every single toilet, cabinet public fountain, bench, tree or metal detector which, in the end, make up the Your flight center
The first thing you need to do is choose the continent in which to build the airport, then you must also select the area to buy (which may be more or less close to city centers, which will affect both the amount of people on the price) . Without this we start with the game itself: during the first game will be assisted by a small guide that will show you what to build from time to time to inform you that the airport is well made and that, therefore, you can open it. In any case, this first guide to essential tips, and if you are not familiar with the game management or are not familiar with the structure of an airport, you can ask to deepened exercise, which will clarify all doubts

The graphics, for the first time realized in 3D (in fact the story of Sim City 3000, which had to be covered with polygons, we all know) is well made and treated: with different levels of zoom you can capture different parts of the territory and from a very broad view is possible, even entering the terminal, passengers arrive and look at the individual who, fortunately, are differentiated from each other. However, people and objects are a bit 'jagged, albeit bearable (in fact, we must also understand that the hardware is to manage a considerable amount of objects in real time). It is no coincidence, in fact, that when the size of the airport achieve high levels and there are many planes present on the slopes or on the pitches, the game tends to slow down slightly
Speaking about the sound side, the effects are made with care, especially the performance of noise generated by vehicles, and are for the most pleasing. Something else can be said of the soundtrack that fails to meet, either because it does not seem to be very catchy, or because disturbing in some parts of the game: everything ultimately disturbs who is playing who, in this way, can not to focus properly
Regarding longevity, the game does well, offering three different levels of difficulty (which are directly affecting the mode of construction of the Terminal) and various options for enabling the changing weather conditions and various unexpected damage. The scenarios are quite compelling and even levels "standard", given the large number of countries with their own unique characteristics, have a good and long-lived gameplay experience
After all, it is only legitimate to ask what is really nice Airport Inc. Well, the game always manages to amaze and entertain the player, because it has within it many touches and details that, once discovered, can snatch more than a smile to those who play. Playing at Airport Inc., after the first failure, you can try special feeling, that we lose those who play the track of time. All this helps to make a great game Airport Inc., funny and well done although not free, as I said in the introduction, from any defect: in addition to the discourse about the soundtrack, you can not move critical about the lack of a multiplayer mode (would have been nice to be able to compete with rivals in the flesh, each under the command of its airport ... maybe with the ability to enter into agreements) and the presence of some minor problems

For example, when you load a previously saved game, the cars in car parks magically disappear, or pager messages that arrive are often the opposite of each other. In any case, these defects do not affect the overall evaluation of a game that, despite everything, deserves to be bought by gamers management.

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In other words, Airport Inc. is as beautiful as one could wish: the interface is well developed and the overall enjoyment offered reach more than satisfactory levels despite the lack of multiplayer. For those who love the management games is certainly a title recommended, while for those in these games has never been approached, it might be a way to do it (and, for those accustomed to the frenetic pace of Quake III Arena, one way to relax).

View other game at  http://funnygamemania.blogspot.com
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