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Amnesia: The Dark Descent PC game review

Amnesia: The Dark Descent PC game review


"My name is Daniel ..."

When you wake up from a mysterious numbness in a dilapidated room of a castle apparently abandoned and the memories almost zero, cling to the only fragment of memory intact, the only glimmer of reason in a innaturalme and threatening, may already be a starting point. In fact, Daniel does not know it yet, but soon will have to appeal to every bit of their sanity to wait because there will be a descent into the dark heart of an ancient evil and unspeakable, in a journey that will see him face monstrous threats and resurface with pieces of the past that would have been better delivered once and for all to oblivion.

With Amnesia: The Dark Descent, Frictional Games has renewed its partnership with the terror brilliantly inaugurated with the Penumbra trilogy. The Swedish independent software house, good strong feedback obtained from the saga debut back to disturb our sleep with a new survival horror first-person, which the hellish journey where we accompanied Philip passes through the darkest depths of Greenland, promises as the spiritual heir and successor of the determined and innovative philosophy carried out by the development team. Just who is recovering from Penumbra, it does not find it hard to identify in Amnesia some continuity with the past: the new creature of Scandinavian home again from all those ideas that three years ago they did breathe a nice breath of fresh air to a genre (tutt 'today) in the grip of a certain "identity crisis" that is to say the first person view, physics as part of puzzle solving and the gameplay itself, the slow pace at levels deadly and stealth component applied in a anything but simplistic.

In particular, we see at once how the emphasis of the new nightmare weblog Frictional falls primarily on the side "adventure": most of our stay in the spectral Prussian castle, it will be tasked with collection of objects, looking for clues on how to and where to use them, and in fact, to solve the many puzzles which stand in our way. Game environments have a considerable degree of interactivity, much of what we see can be collected and manipulated, so we would do well not to ignore anything the environment around us. As mentioned above, all, or almost all, revolves around the capabilities of the physics engine, even the simplest actions like opening a door or turning a valve is simplified in a single click, we will have to make the physical movement necessary using mouse, get used soon to think about a game world rather than "concrete." We need to jam a mechanism? It will be better to go in search of an object strong enough to throw between gears and lock. Have collapsed the stairs that should bring us back upstairs? Do not panic, some crates stacked it properly can be an effective remedy. This setting only appears to be particularly challenging (thanks to an inspired design that is able to carry out these ideas for the entire duration of the game without that you may feel stale air), but manages to be a solid brick on which to build a healthy involvement who is in front of the monitor, which will hardly feel than ever in the game world.

On the other hand, to be overshadowed nell'ecomonia of Amnesia, are action and combat. Indeed, if we want to be precise, of fighting properly defined there is not one track: Daniel can not cntare of any weapons, conventional or improvised as it is, is a man completely helpless and without any hope of coming out alive from meetings with the horrors in turn, if not giving themselves to flight, and especially hiding in some dark corner. And here comes a speech, something must be a real stroke of genius that the developers have pulled out of the hat: the unfriendly tenants of the castle will prove to be less than willing to put eyes on him, plus keep your eyes focused on the enemies, the greater the possibility that being aware of your presence and whiz on the unfortunate Daniel to make a stew. So, try to imagine the situation: you're huddled in a makeshift hideout, you know that wanders around a monstrous entity, you can even smell his breath getting closer, but you know that you can not afford to turn around to check how close it is or if there has identified. And the bad thing is that the mind of our protagonist tends to make bad jokes on these occasions: as you can to stay safe, you will continue to experience the threat (translated into a sound accompaniment that you will soon learn to recognize and fear) at least until which forsake your refuge and perlustrerete the area to make sure they were - momentarily - for themselves. The everything is exactly as distressing sounds, if not more so.

And with that, it's finally time to talk about the dish of the house: Amnesia is a game truly frightening, indeed, we feel we can say without reservation that a lot has been one of the most terrifying ever tried so far with a video game, stuff would seem any Resident Evil a trip to Disneyland. Well, almost, anyway. To relive suggestions comparable to those experienced with this game, we should probably go back to the chilling Forbidden Siren, which in fact is one of the survival horror more "approachable" in concept to The Dark Descent. Rather than focus on "cheap thrills" cutting film and blazi chair, Frictional Games relies heavily on the construction of a more subtle fear and sharp, specimens of which have their roots in the work of two giants as Poe and Lovecraft, but having a few horror opening more modern and "carnal" in which Clive Barker as a leading exponent. "Voltage" is the watchword, and you can be sure that this time they really did that: there is a moment where you can feel truly safe, Wander every step in complete uncertainty and fear you have of each new room, every corner to turn, each corridor shrouded in darkness where v'imbatterete.

The level of care poured in tricks to put you at ease bordering on sadism encounters enemies are far from common, but unpredictable enough to keep you on your toes, but there is much more, for example, a bit like already seen in Call of Cthulhu: Dark Corners of the Earth or in Haunting Ground, is, next to the canon level of health, an indicator for the sanity of our alter ego, falling below the alert level will lead to side effects as seen clouded, difficulty moving, and in the most critical cases we will fall to the ground gasping (can you imagine if this happens at times when it is better to be snappy or silent ...). You will not need to witness disturbing events-even though you will find in abundance-to trigger this panic reaction, even in the dark-Long stay can undermine the reasoning of Daniel, and here come a couple of new problems. First of all, the light is a limited resource and to be used sparingly: we light candles and torches in the environment using the inventory pistols that from time to time we will pick up, or alternatively, we can take up our lantern, which, however, has dramatically limited autonomy, except for having kept a good supply of oil to spare. Walking to clear a luxury that you can not always afford, and one side is better this way: a surprise visit to a monster near your location, and you will discover on your skin like a brightly lit corridor can be a death trap.

The light, then, is a source of salvation, but it can be both a premature departure from this world. You will end up also wary of the one element that should reassure you, and it is in this that the development team focuses the lens dramatically: In Amnesia you can find yourself wandering for a long time with no action taken, but will not be able to let your guard down even for half a second. Then add a sound design to say the least perfect for it all, and you have one of the most grueling and stressful video games (in a good way!) Ever, that in all likelihood will force you to take a break every so not to wreck the your nerves (an eventuality that programmers seem to encourage, with a rescue system that automatically records your progress whenever you forsake the game, and only in that circumstance). I challenge you to find a survival horror game that has managed to bring so extreme the style of the genre, in the end, even the aforementioned Siren has been able to dare so much.

But really it all works so perfectly? In fact some difettuccio is not hard to see: as far as the graphics, for example, the HPL Engine 2, a direct evolution of the proprietary engine that moved Penumbra, demonstrated its ability to manage with ease key aspects such as lights and shadows, but pays the side of too few bugghettino and an aesthetic that, between polygonal models and textures, proves definitely functional, but that is certainly no miracle, it still forgivable since we are talking about a stand-alone product and with a budget not likely stellar, so how can we turn a blind eye on a location (text) does not always state of the art. Rather, we move a few notes on how narrative, especially related to flashbacks and the notes that we find throughout the castle.

The plot was interesting, but perhaps too nebulous, and assimilation anything but immediate, since we are often so "taken" from the gameplay will not be easy to find the ideal concentration to put together the pieces of plot that gradually reveal.
Another thing that might not appeal to everyone is a degree of challenge rather special, not so much for the longevity itself (the cuin 7-8 hours Estimated representing a value completely satisfactory, especially in relation to the average bond this type and with the price), but the consequences of (not) fighting been wasted. Save in exceptional circumstances, in fact, if you end up under the blows of an enemy, you resume the game a few steps from where you kicked the bucket, with your executioner disappeared completely from circulation. Dying has never been so little detrimental in a survival horror game, though perhaps the explanation may be the desire to set Amnesia purely as an adventure game, with all the challenge entrusted to the exploration and puzzle solving, and where the sequences' action are just a distraction and a device for supplying the atmosphere rather than a key element of the game structure.

However, the overall assessment is very positive, very positive. Quite frankly, even with all the optimism arising from Penumbra good we would have expected a quantum leap so sudden, and instead, with Amnesia: The Dark Descent we can really speak of an indie gem with all the papers in order to deal with production most noble, and if fear what you are looking for the modest sum of 15 € you risk seriously be looking at a new benchmark. That said, we can not renew with pleasure to congratulate Frictional Games (of which we see already time to keep an eye on future projects), and wish you all nightmares gold.

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Amnesia is a wonderful surprise for all fans of survival horror, that they will get their teeth with one of the most terrifying games ever. Add to this a wealth of found and puzzle solving creative and exciting, we feel authorized to speak for half indie masterpiece, that will do you absolutely regret the money spent. The more emotional they should stand aside, for all the others, purchase definitely advisable, to which we add the recommendations made by the developers: expect to arrive the night, spegnate all the lights in the room, plug in headphones and set off down the dark that Frictional Games has in Serbian for you ... Rest assured you will never forget this experience ...

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

Amerzone PC game review

Amerzone PC game review

Life is like this: one day you're a normal man, and the next day you find yourself to be even a normal man. Does the same. Start talking about Amerzone, the last effort of the Microids. Slap the first of the fourteenth CD into the player, I install everything and launch the game. I see in the distance a postman on a bicycle towards me away from what looks like a lighthouse in a dark autumn day. He approaches and speaks to me. He tells me about the letter that I sent to the lord of the lighthouse, and the precarious state of his health. Then you pedaling away. And so the game begins. Nestled in a clearing in the distance I see the lighthouse, and a beautiful cursorone the center. Move the cursor. Magic: the cursor does not move, is to rotate the landscape! The effect is that which has rotating the observation point, as is done with Quake and similar, only that the definition of the environment is much greater (are all rendered image above) and one can not move if not when it is see the navigation arrow
Interesting, very interesting. The involvement that this method is able to convey is impressive. Continual product research and slowly emerges in front of me what will be my task: to bring the egg white birds to Amerzone, on the slopes of the volcano in the area. This egg was transported to France in 1934 by the professor who now instructs us precisely to make the trip to this remote land. Virgin land, where a group of Indians living in sibiosi with nature and especially with the race of mysterious white birds, narrated in many legends (but where?). The aforementioned professor in fact, after a long Living room area for his work (but also a love blossomed with the inhabitants) decided to take out to prove the existence of this species as the egg, the only egg that these birds lay, and from which arise the later generations. Laughed at by everyone, sir its action lived a solitary life until the museum not returned the relic to many tens of years away. With amazement the professor, the egg was still alive! From this the idea of ??organizing to put the egg where it had taken. But time passes for everyone, and the young scientist who long before had done the deed, it is now an old man of more than ninety years, too weak to undergo a further effort (because the first movement will greet this world)

And here come into play: you will need to complete the mission. Do not worry about what I told you, I have not taken anything to the game as anything you find in the first 2 minutes in which we wander to the lighthouse. As we wander? Good walking. And how do you tell him how to walk? Easy, turning his gaze to one direction, and if the pointer changes to an arrow, with a click you fly to the new location
In fact, the targeting system is slightly different from the ones we are used to, not so much because of the rotation of the screen, as due to its simplistic approach: if you can move an arrow towards something, if you can move or take an object appears a hand if you need to use a tick icon of two gears. Especially the last point made me turn up their noses because in practice there suggerise already going to rummage in your inventory to use an item, or if neither of those work, retrace your steps to find what you are missing. If you think the inventory of the various Monkey Island there would be too many problems as to choose the object among the many crops you must still do not pull their own at random. But here the inventory holds only 8 objects, and if you consider that for a long time many letters and can only be read, understand how the choice is further reduced to a mere passado then systematic attempt everything we have on him (which to do so in Monkey Island, you had to be reached on the brink of despair). However, the puzzles are well structured and very logical (unlike MI where after some time oncoming despair ... how do you think about using the monkey on the pump!?) As a whole. This however does not mean that they are easy to resolve (see the elevator) and often take a long glance as well as a little 'reflection. The graphics and is very well defined, not at the level of Riven, but well-made to show that the graphs of Microid really know what they are doing in this field. A special note for movies. Truly sublime, so much so that in many places do not seem to come out of a modeling software to their complexity and reality (I have heard that it should come out even a DVD version of Amerzone, in which movies could have much more space, will be even more sensational to see, as long as you own a player ...). Finally, the plot is well structured and will bind to the game forcing you to wander and think to solve the enigma that seems impossible: you will also be aided by old friends of the professor who will provide interesting information for the pursuit of adventure. About adventure: this, however, is very different from the kind we're used to: you do not need that much racking their brains to solve the various problems that you come across, as exploring the environment around you, look at every single detail that could be useful with the sequence of events. What to say? Go to comment and get ready for the new and juicy recipe for summer: boiled beans with yogurt.

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

American McGee's Alice PC game review

American McGee's Alice PC game review











Surely some of you will never be asked in his life, that order has never made the famous protagonist of the story of Alice in Wonderland after returning in the midst of ordinary mortals.
Maybe it will become a successful writer? The imagination is not lacking ... Or will it become a young archaeologist in the footsteps of Lara Croft? Or simply place the 'activities of a maid or a secretary like any normal person?
Thanks to American McGee's Alice, the curiosity surrounding the existence of Alice has now been finally revealed and unfortunately for the young girl, things did not go the best way.
In fact, a terrible fire broke out in the house where Alice lived with their parents has reduced to a heap of ashes the entire building.
Alice is the only remaining survivor (along with his stuffed rabbit), but the shock of the loss of parents was that, now living (so to speak) enclosed in a psychiatric hospital insensible to every stimulus external.
To learn more about the situation "mental" the little sick girl, the elegant packaging, along with two CD-ROMs of the game, there is a small booklet translated into Italian, which contains the medical report of patient-days of Alice hospital and of some enigmatic drawings that often she created in moments of trance.

To awaken the minds of little Alice from his nightmare, we think the white rabbit longtime friend, who will report again in "reassuring" wonderland.
Let's say both "reassuring" world left by Alice long ago, it is now just a memory, the terror and anguish have taken over the joy and happiness of the past and look left accompanies the faces of the various characters populate the imaginary world.
It will, for a change, to an increasingly paranoid Alice Wonderland to bring the happiness of the past and set free the world from the influence of the evil Queen of Hearts.
Begins more or less in this way the new adventure of Alice in Wonderland will have to return on a long journey (consisting of nine main sections, subdivided in several sub-levels, for a total of 34 playable levels), the research evil Queen of Hearts.
Each section of the game reflects a particular aspect of the world was actually created by Lewis Carroll (as the home of the Mad Hatter or the realm of chess, or forest mushrooms), and is full of the same characters that have made this story.
Initially, the characters that Alice meets and that introduce you to the arduous journey that awaits are the white rabbit, which will once again pursue his close friend and Cheshire cat grin from not exactly reassuring.

These will keep you company throughout the entire play adventure with frequent appearances during the moments of the game.
Prodigal of suggestions (even where such aid are sometimes a bit 'cryptic to understand), the cat can be called by the player via a dedicated button each time requiring his presence.
Later you will meet all the other famous characters of the story such as, the aforementioned Queen of Hearts, the Caterpillar Caterpillar essential for the continuous adventure and the eclectic Mad Hatter (renamed for the occasion Hatter Sadistic, because of its tendency to make the terrifying experiments of innocent lives as children).
The main feature of this title as some of you have probably already deduced by reading between the lines above, is certainly on the reinterpretation of adult Lewis Carroll.
Rather than attend a dream seems to witness a terrible nightmare born of a sick mind (like the protagonist).

All the environments are characterized by very dark and gothic style that gives the same look and decadent at the same time distorted.
Mind of the whole project is the one that gives the title to the game or American Mcgee's, and for those who wonder why so much importance (to accompany even the title of the game) to know that this person has a track record, being one the best level designers who have collaborated in the past with games like Doom and Quake.
It must be admitted that in this work the skill and class Mcgee are felt.
Indeed, the structure of the levels and among the most complex and most successful we have ever seen so far.
The main skill is McGees yield the best ones are the characteristics of a wonderland, to give life to an arcade adventure exciting and varied.
Speaking in more detail the structure of the game itself, we say that the programmers of the Rogue-Entertaiment have harnessed so much talent in a nice platform game with lots of action and some mystery, scattered among the various levels of play.

Through a camera placed behind the main character (like any game in the third person to Tomb Raider), the player can impart through the mouse-keyboard combination imperative their actions.
The movements, which are the classic Alice can perform such as running, jumping, climbing ropes or cling to any rough edges, etc while strangely can not bow (problems of arthritis?).
In addition, to make it less problematic gameplay, Alice may use a viewfinder useful to frame the target and a convenient indicator (in the shape of the sole of the shoe), useful to understand where you land after a jump .
If we can make some criticism of the control system, however simple, is the possibility sometimes necessary to hang on to a ledge of a platform that really require much accuracy, making the action a little 'frustrating.

With regard to the arsenal available to the game, Alice will initially use a beautiful sharp knife, then move on to some useful bats cards to be launched against the enemy, and finally magical sticks, nuts cursed, explosive boxes etc.
The number of weapons is not very high but definitely well-stocked, shame about the knife, the weapon most fascinating of the game, is also the weakest forcing the player to use magic sticks or swords icy much more "robust".
In addition, each weapon has a dual mode of fire, for example the magic stick can be used primarily as a weapon for shorter distances and in the second place, for the clashes by a certain distance, can be used to launch the fireballs.
We said earlier that the structure of the game is mainly split between platform and gameplay, especially those sections as well as being very demanding are also very different completely changing from one level to another.

For example, in the forest of mushrooms where Alice will be reduced, she will compete against ants or flowers murderers and jump using leaves, vines mushrooms and all that nature has to offer.
While inside the home of the Mad Hatter Alice will compete against terrible mechanical robots, and bring in the gears of the mechanical structures of the building to reach the terrible hat.
All add to the frequent diversions to the structure of the game sometimes brilliant (one of them even copied from the film Indiana Jones) and even more frequent intervals in which it develops the plot of the game (perhaps a bit 'obvious but always better than usual invasion of alien), to have a cocktail potentially explosive.
However, not everything is so positive, particularly with regard to interaction with the environment by the protagonist, and the puzzles present.
In fact, it seems that the programmers have remained little 'too "buttoned up" from this point of view for fear of sacrificing the immediacy of the game and make it too challenging.

For example, Alice can not communicate with the characters of the game if not at times laid down by the programmers and does not have an inventory in which to collect found objects.
As for the puzzles, except for a few exceptions, these are really too simple (at least in my humble opinion), beyond some leverage to lower, in most cases the solution is in the right place at the right time.
While they are to be promoted with flying colors graphics and sound aspects of the game.
All that the graphics engine Quake III has to offer such as curved surfaces, textures in high resolution or a 32-bit color palette, etc., has been fully exploited by programmers to create environments simply fantastic (the urge to move forward in the game only to discover all the wonderful landscapes created).

The various characters including the fabulous bosses are made with great skill and covered with texture of excellent quality.
The graphical effects like smoke, fire or the reflection on the water, are made in an impeccable manner and the great care put into details foresee even less important in those aspects of the game as the options menu (great).
But programmers were not satisfied with what the powerful graphics engine Quake could offer, and added also the mip mapping as in Unreal (the technique which allows you to maintain a very high texture detail also by closer shots) .
The soundtrack and its effects have been treated by a real musician like Chris Vrenna former bassist of Nine Inch Nail.
Never as in this case the choice turned out to be apt, in fact, the music is just creepy (the beauty) and contributes greatly to making the most immersive game environments.
Ultimately, let's say you have to have a lot of patience especially at the beginning (because the first two levels can be considered at best as the sections to make a little 'practice), in fact, after passing the rock of the first two levels of the game "engages" the great showing all its enormous potential.

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The game is based mainly on an original storyline and the fantastic settings.
The graphics have created a small masterpiece "squeezing" the best ones are the potential of graphics engine Quake III.
The result is the creation of landscapes scary, breathtaking in their beauty.
The sound created by the former founder of Nine Inch Nail, turns out to be of the highest quality involving even more the player in the maze of the game.
Despite some small defect such as an interaction with the surrounding landscape a bit 'deficit and perhaps not elaborate puzzles, the game turns out to be one of the most exciting and fun arcade adventure in recent months.

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American Conquest PC game review

American Conquest PC game review

The software house Ukrainian GSC Game World has paradoxically most famous for a video game ever released for the many who instead has produced in recent years. If, in fact, STALKER is continuously postponed, the two series have held high the name of GSC Game World We refer, of course, Cossacks and American Conquest. This is real-time strategy that are not certainly the spectacular graphics their strong point, but it can offer great depth in terms purely strategic. Both series use the same graphics engine and certainly more than one feature in common.

American Conquest: Divided Nation is halfway between being a true sequel or a mere expansion. Basically, the new limited addition of new missions and a slightly different scenario. If you have previously, in fact, modeled on the history of the United States of America from the conquest of the New World, we now focuses exclusively on the American Civil War, Civil War or, if you prefer. Do not expect, therefore, great revolutions even within the graphics engine, which is inevitably dated. If this was still forgivable in 2003 (the year in which the first American Conquest was released), now, in the light of the spectacular productions on which we could get my hands recently, it reveals an aspect at least annoying and can keep away from Divided Nation much of the gaming audience more demanding.
As in all RTS-respecting how strong Divided Nation is the campaign. It is divided in 9 sub-campaigns, which allow us to relive the conflict here examined from several different perspectives. Each of the campaigns, in fact, recreates historical battles placing them under the label of the general architect of them. So follow the events of the war occurred in Stonewall Jackson, Robert E. Lee and Ulysses S. Grant. Between the factions with which we align ourselves are the Confederation and the Union of course: they are the protagonists of six campaigns. The last three will be met in the shoes of the soldiers of Texas, seeking independence, or Mexicans, however, are opposed to the first. In total Divided Nation includes more than 50 missions with the distribution we have just described. What we need to emphasize is that different factions do not necessarily different armies but, as we shall see in a moment, the strengths of all persuasions are still the same. Do not change the settings either (except in the case of campaigns with Texas and Mexico) and the graphic style of the game.

But now we come to that certainly concerns us more closely, namely on the game mechanics underlying the component purely strategic Divided Nation. As with its predecessor, the core of the structure of the game lies in managing armies composed of thousands of units in relation to the decisions of the enemy. American Conquest: Divided Nation can, in fact, manage simultaneously on the screen even 30,000 units, which requires great sagacity and precise strategic vision of the events that are happening on the battlefield. Added to this is the fact that the maps are really huge: the soldiers take minutes and minutes to cover the entire portion of land that is the game map. All this makes the product of GSC Game World a game focused on the movement of large masses of men on the roof of the appropriate distances on the deployment of troops available in relation to what the enemy does.
Legions of soldiers on both sides will collide head from time to time and all are busy in point your musket and reload as soon as possible after each shot. Place your army so that it covers the men enemies becomes crucial, as it is around the enemy position. Strategies are very common in American Conquest, for example, those based on point with a battalion of enemies and get around with another in order to attack them from behind. Alternatively, it is always good to engage the enemy with a battalion and to perform a second melee attack, in which case our soldiers abandon their muskets and bayonets will rely exclusively.

A game like American Conquest: Divided Nation can not focus heavily on the multiplayer component. The new product of GSC Game World, in fact, provides the game via the Internet or LAN to deal with their friends with the same characteristics as the single player. There are three different modes: Battlefield, Internet and Game Deathmatch. In the first mode repeat a mission already addressed in one of the campaigns, only instead of the enemy AI run there will be a human opponent. By Internet Game we can find an opponent that suits best to our ability and watch all the other games in progress at the server GSC Game World. Deathmatch instead will allow us to play on skirmish maps and to set a whole series of parameters such as the characteristics and the size of the map, the level of resources available at the beginning of the match, the presence or absence of "fog of war" or "peacetime "victory conditions, and more. A very interesting feature is the possibility of being able to save the current game to be able to continue later.
The result of this is the spread of fire fights and melee combat all over the map resulting in the death of thousands and thousands of people. In these situations, it is inevitable to think of every war atrocity and the uselessness of the loss of those lives.
The placement of troops is, therefore, the key element of the game. To make you understand the importance of this aspect of Divided Nation must say, beyond what we have done so far, that when placed troops want is the same as artificial intelligence of the game that decides when to start shooting and who, precisely because the Our job is another. In all this he deserves a separate discussion the matter relating to training, as can be seen to fundamental in relation to strategies to baste on the battlefield. Basically, we can choose three types of training: one suitable for shootings, one suitable for the defense when it takes close combat and, finally, a suitable gear. It 's very important to choose the right training if we want, for example, cover a certain distance in the shortest possible time or if we want to be effective in a firefight.
Once hired an enemy battalion in a firefight see our soldiers and the enemies shoot each other even for minutes. Each of these comparisons, in fact, has a surprisingly prolonged duration in relation to the duration of the entire battle. Realize who is losing more men is important in order to make changes to the strategy if you feel to be at a disadvantage. The reasons for which a battalion should be disadvantaged in relation to what is in front can be many. The most important part, as we have said, the physical layout of the two troops. In addition, we must pay attention to the shape of the map: an army in a forest or a cultivated field will be greatly benefited as will an army placed on a hill. It becomes, therefore, the primary realize even the geography of the map.

Noted earlier the characteristics of units in each army. Well, be it that of the Union or that of Confederation, of the Mexican or what Texan this difference is based on the presence of three different types of units. We're talking infantry, cavalry and artillery. This is the division that we see in almost every strategic, so proceed quickly on this issue. Let's just say that the former are useful for melee and for those with muskets, the second to disrupt enemy defenses more entrenched, the third to take out multiple enemy units and defenses to destroy walls. One aspect on which, however, it is worth stopping for as long as is related to the game. Unfortunately, from this point of view Divided Nation does not make significant improvements compared to its predecessor, although this aspect is certainly not the most tested of the saga. Indeed, we have found some difficulty in the selection of the troops and their arrangement on the battlefield.

This is because, due to the engine in 2D, the portion of land embraced by the game view is always too stunted. If we select thousands of men occurred within the visual understand well that you are immediately in trouble and that there is a tradeoff with the tracking system of the game. For these reasons, the software provides a minimum resolution of 1024x768, but it is almost essential to play at least at 1280x1024. Add to this the fact that the battalions will always be more than ten resulting in poor efficiency of the system speed dialing and the guys from GSC Game World inexplicably have not used the feature of instant recall of the battalion when you press twice on the corresponding number for understand that the gameplay component is certainly not the happiest in Divided Nation.
There is also a small section dedicated to. This is not always necessarily required, it becomes so only at times when we lose too many units and we have to create new ones. On these occasions we can use our "pioneer" to collect resources (food, wood, minerals), so you can use in the creation of buildings and troops. We may, for example, in order to achieve doctors treat wounded units or replenish our military units able to bring in high spirits. In fact, if one of our battalions lost too many men, those who are still alive will start to get scared and run away from the heart of the conflict: in these situations are important men like those I just mentioned, which are usually equipped with drums or banner of the faction with which we are playing.

Finally, we look at the component graphics and sound. As we said, this is not the most successful aspects of the game, which makes Nation Divided an extremely static and dated in relation to the latest generation of RTS. If, in fact, the ability to manage many units was a novelty when the first American Conquest saw the light, now with the various Rome: Total War Imperial Glory this component loses much of its value. Sprites units in two dimensions appear in fact anachronistic and animations are very rough. The lack of a minimum of real-time physics and graphical effects such as explosions and similar rendering the element on the dynamics. Also from the sound point of view we should not complain because all the sound effects are extremely repetitive and not very realistic. Do you think that it also lacks the response of the unit to our call, a component that has always been present in the RTS for ten years now. The only really positive element from this point of view is that related to music accompaniment, which reveal themselves in relation to the setting that azzeccate American Conquest: Divided Nation intends to trace.

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Let's say that American Conquest: Divided Nation is one of those strategic fit only for those who grew up in strength of bread and Command & Conquer. The subtle game mechanics and precision that requires strategic, in fact, immediately cut out all those players who do not like these aspects. To offset this element are, however, the presence of five levels of difficulty, which makes it not too difficult approach to the game even the less experienced. Remaining among the positive elements, we also the large number of units of each battlefield and the large scale of the maps. On the other hand, this new RTS GSC Game World is once again terribly static and not very pleasant in terms of visual and sound. We also found flaws in the system unit selection and repetition that occurs in the different campaigns going forward. If we also consider the fact that Divided Nation brings few new features compared to its predecessor and is still sold at full price, we can not give it a low rating.
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America PC game review

America PC game review






Polygons or Bitmap?

Useless .... despite the new dimension of RTS, made up of virtual worlds and 3d hybridization between first and third person in the field of battle, the obsolete isometric view continues to be one of the most functional and used. With Starcraft in many decreed the imminent end of the isometric view. In fact, the title of Blizzard seemed the best that could express this dimension in the time of the first triumphs of accelerated cards. But here is that Microsoft is not at all enchanted by the upcoming suggestions polygonal restyling brought a chart like this, populated worlds with its units proportionate to their environment and improved animations. Also inspired by the success of simulation titles like Sim-City, Populous etc. ... the famous software company also improved the management of resources and units, in addition, with the history books in hand graphics programmers and tried to recreate not the most fantastic environments or futuristic populated by orcs and aliens, but credible historical contexts, with their architectural and social, allowing users to intervene, as in the classic "SIM CITY", the intimate social structure of the population.

The result was a new way of playing the RTS, not only closer to the strategies and the narrow concept of war, but also the credibility of the simulation of a well characterized in a precise historical context; Age of empire was born.

Age of West

Passing through ancient Egypt, the Roman Empire, the high and late Middle Ages, the different software houses had fun to offer a product "always different but basically the same" users. Today, Data Becker proposes America!
America is a RTS set in the Wild West of 800. You can find, well blended all the ingredients of the epic American of the 19th century, Indians, Cowboys, Soldiers Blue and Mexican bandits.

Bounty Killer, desperados and gunslingers return to populate the dusty saloon and boundless prairies, and you, with just a few clicks, you can relive the dream of the last frontier! America in fact, at first glance may seem like a boon for those who as a child wanted to revive the feats of Geronimo or General Custer, who, flying with the fantasy, got on a broom and galloped down the hallway of the house with great despair of the mother who had just spread the wax! I said a few simple clicks because actually the GUI, the graphical interface is very simple and intuitive, but proceed with order;
America is not exactly a "AGE OF EMPIRE" set in the wild west and then fans of the genre will find nice the idea of ??controlling whole tribes of Indians, and gunmen without gringos among other extricate more than necessary to understand the dynamics of the game and the management unit. In addition, the graphic impact of America is truly remarkable: although the isometric view and the subsequent use of bitmap, characters and buildings are really well designed and characterized. Only ugliness in graphics, some bug in the Fog of War: the mountains, in fact, as it turns out the map, are the bad "holes blacks" on top, caused by their mismanagement of this function at the end is that you can see "a sort of hole with the mountains around."

The attempt by the developers to remain in a very specific gaming trend is very clear in the painstaking care in the reproduction of the system of play and animation AGE OF EMPIRES: in this game you will drive men and women who will work nell'approviggionamento of wood, care of the fields, farms different (mad cow disease?;-)). Do not hide the fact that I could not help but smile when I saw a perfect replica of the title animations in Microsoft sowing and management fields!

But America still has its own identity, made of saloon and teepees. In this way then, the units appiedate can ride a horse and there is the possibility to cross with ease dense forests, this seems to me an interesting and useful feature, although it can be quite difficult to find in it a few units that regularly gets lost.

4 People, 4 Games

The game then reserve some surprises that whatever you deviate from a simple cloning of the title Microsoft. First, the variety and the different features that make the peoples ... Yeah because America actually tries to break the monotony of the titles that preceded it, where people basically antagonistic changed only in name and design but remained the same in technique and in the upgrade. There are in fact four people with four game modes and graphics are very different and the player will have to adapt to the characteristics of each faction war. When, in the first mission, we will begin to play with indium, we try to accumulate as much wood as possible to build our village, the gold will affect us very little, and we have to produce as much food to increase our tribe and create hordes absurd warriors. In fact, unfortunately, who will buy this title to get back once and for all the Yankees, will come up soon with the dramatic feature of this glorious people: the poor resistance to bullets of the Yankees, Mexicans and bandits, as well as the lack of effectiveness of bows and arrows, make that "the god Manitou" one of the weakest and most vulnerable populations ...

Unfortunately, this imbalance of forces causes in the early missions will attend a real new massacre Indians, perhaps caused by a tiny fortified position, or by four gunmen on a school trip in your camp. In addition, your Indianelli will become Kamikaze before the enemy's guns as in the classic "load movie", where fierce warriors are thrown from their horses in the race Yankee artillery.
The first missions will then be a real purgatory, in fact I noticed that for some unknown reason, programmers have relegated the most difficult missions (including the weakness of units) at the very beginning. Things start to be less frustrating with the Mexicans. Finally, with this people, we immediately guns, plus they are also well characterized, with their white buildings and grannies busy dondolar babies and treat yourself to injury. The gold then begins to have its real importance in the upgrading and construction of units.
The bandits, in my opinion, are the best characterized and most pleasant, although suffering from congenital strabismus (their bullets, in front of a gringo, are not so precise!).

At the base of the food chain of this clan is the liquor, which will be produced in distilleries rickety as in the classic tradition West. You'll have a world to click on these crumbling buildings ..... I assure you;-). In plain view in front of the headquarters of these scoundrels, they proudly displayed two poor hanging from the noose .... in short, are given all the clues to understand the true nature of these missions, made ??of robberies and raids. With the blue jackets the real problem is the chronic shortage of gold, as the more advanced units require large amounts of this mineral. Of course, with the latter faction, the game gives the best of itself, amount and variety of units. Artillery, cavalry, and infantry are your weapons against the bows and arrows of the Indians against the bandits disorganizzatissimi (without a real artillery) and against the most feared Mexicans, perhaps the only ones able to maintain a degree of competitiveness with the "Yankee ".

In my opinion, however, the missions with the U.S. lose in originality with blue blazers you fall in historical canons and film, with a view of the supremacy of justice and Yankees.

A missed opportunity?

Undoubtedly America is a nice game, simple graphics and learning and unpretentious, to recommend to those who love the genre. Unfortunately, in my opinion, lacks credible characters and historical contexts. It would be a good opportunity to take the role of General Custer and Sitting Bull, rebuild epic battles or sieges such as Fort Alamos, in short, have, as in the Age of Empire, the chance to live again, and perhaps to reverse major events historians, whose although young American history has great examples. In addition there is also to say that America has not particularly challenging missions: all that results is a series of missions cold uninteresting and sometimes "very irritating purpose and difficulty" I found it frustrating to reduce it to a simple cowboys and take only a few cows from South to North and suffer the constant raids by bandits.

Certainly a simple mission editor would make the title more durable and attractive, perhaps with missions rescheduled and downloaded directly from the network, but for some unknown reason was not included. The management of the territories is very difficult, in some cases impossible, as there are few systems difesivi (at least for the Indians and for the bandits), then, in most cases fail the "Conquest factor" which is fundamental in the RTS. The AI ??is quite fugitive, especially in the management of the Indian unit, suffering from the usual syndrome "-Pearl Harbour" (Kamikaze). Moreover pursuing the necessary Indian hordes will be very difficult, as you can control just over a dozen units at a time.

One last look

America, after all, has no great pretensions, the goal that had been set up programmers, to create a product that is cute and funny on the success of some RTS was reached. It may not be an innovative title and there will be some gaps, but for those who have spent sleepless nights to play Age of Empire, the old west I think it's a must!

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America, after all, has no great pretensions, the goal that had been set up programmers, to create a product that is cute and funny on the success of some RTS was reached. It may not be an innovative title and there will be some gaps, but for those who have spent sleepless nights to play Age of Empire, the old west I think it's a must!

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

Special Call of Duty Elite

Special Call of Duty Elite
The secret project of Activision finally revealed!

When a short time ago had started chasing rumors of a mysterious project in development at Activision the web was literally going crazy to formulate hypotheses about what could really be this mysterious COD: Elite. There was talk of a free to play and some had even been rumored title of a third person or a spin-off of a particularly charismatic of the series (including the most popular Ghost). In London last the veil of mystery on the title has been discovered, and never surprise was bigger.

COD: Elite simply put is not a game, yes, you read that right. The title in question is a website that will integrate inseparably initially with the current Black Ops Treyarch and in the future with the COD: MW 3 Infinity and Sledgehammer. It is in fact nothing more than a portal where you can view your stats, analyze matches just player, study strategies with the ability to form groups (which results in a full support for the clan) and not least the opportunity to participate in various contests (both individual and group) in order to win over the riconoscenze with virtual medals and succulent prizes from sponsors. But let us analyze in more detail.

Small disclaimer before we get into the explanation: the version visionata was inherent in the English version of the portal, this results in menu items that probably in the final version of the title will be localized names or appellations totally different.

The site structure is quite semplic or practices HTML pages created specifically to highlight the essential contents. The first page that you Parera front is a summary of what is our level in the game's multiplayer. There will be our position and level of experience, the various prestige (if they have been completed) and the various logos of customization we've made (currently only in Black Ops.) Excluding this page, there are 4 main sections with ramifications to their inside.

The first is "Career" in which you can see even more details the personal characteristics of each player, such as: number of kills, deaths, killratio and much more. Also wishing you can compare them to those of another player to understand where you are weakest and the areas in which it excels. This section is more branched and can count on many sub items are self-explanatory for the name they bear, and are: recent match, custom classes, leaderboard, trackers, weapon performance and my teather. That is certainly the most stunning "tracker" since using the link to the game of our profile and the constant refresh of the site, on a reconstruction with a top view of the map where we're playing, all points will be reported in which die or we kills during the match. Tell it in words this feature is not worth the price to see with their own eyes, something truly amazing and probably in the future very useful for clans to prepare and study different strategies on various maps.

The second macro group called "Compete" is certainly more social and allows players to create any type of group (with the name of your clan for example) or by joining a group already established - the event was created such as that of the lakers fans - to be able to share information and comments about the game and maybe talk and exchange views on what is also extra call of duty. The third macro section is perhaps the most delicious and interesting news from all over the portal, called "responsibility" in which you can join various competitions limited duration such as: shoot the best photo, you reach a certain number of kills as quickly as possible rather than perform certain actions in specific types of game. The contest is created by some partners Activision (in our trial were Wrangler, Jeep and Starbucks) that will be won real prizes for anyone who manages to win the competition. Each individual contest will have its own page and a sort of calendar in the top of the main page will scan the beginning and end of each race in order to hold a current gamer.

The last finally classified as "improve" give you the opportunity to enter into more detail of each perk, killstreak of maps and the whole arsenal provided by the title. Every single item will have its own page complete with explanation of each movie, this will serve primarily as "encyclopedia" to thoroughly study every single feature of the object in question and hang for its use or not within our classes customized.
This is roughly what you can do within the site. Obviously we have been assured that everything will be supported massively over the web and the games themselves, including through certain web TV and mobile market.

In addition, it was explained that the majority of the site will contain material free, but however it can be called a subscription PREMIUM which give you the ability to access certain sections of title and above all give you the opportunity to download the packages added to maps that will be released COD on the future.

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Obviously, the questions are many, starting with the type of content and especially the premium subscription price and its durability. For the moment we can say, especially in optical social and clans, that the idea is at least interesting. Waiting for a clarification E3, the draft Activison currently has pleasantly surprised.

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Special Borderlands 2 and Nvidia GTX 670: the winning combination

Special Borderlands 2 and Nvidia GTX 670: the winning combination
Borderlands 2 is the sequel to the popular Borderlands that from 23 October 2009 (European date) ground has millions of fans around the world. The success of Borderlands is related to his being a "not" FPS-style classic, ruscendo to gather inside GDR and free roaming features that make it unique. Even the aesthetic side, however, has been a factor in your success, moving away from the mass shooter on the market, pointing to a graphic "cartoony" through the use of cel shading, captured the hearts of many players with the right amount of humor and vulgarity capable to snatch a smile even in the worst situations.

Gear Box has seriously this time maintaining a high level of a game that has created quite a few expectations and surely, after touching it with his hand, he did not disappoint anyone center. Everything that was good has been improved, from a world more diverse and wide especially detailed, with improved graphics in step with the times but always by maintaining the style "cartoon" and spigendo strong (maybe too much) about being borderline in terms of humor and vulgarity. In addition to what has been revised completely the 4 classes, changing the skill to make them more dynamic and eliminating the Berserker to the detriment of Gunzerker. Not only that, the development team has completely redesigned management interface of the character not to mention a fifth class out a few days ago via DLC and available for free for those who pre-ordered the game, getting access to the Premier Club Despite all these improvements, the most famous of credit goes to the multiplayer segment where we can find a co-op further migliotata that will allow us to fully appreciate the game along with three friends with whom we share the loot even rarer.

Speaking of those who were the defects of the first chapter, we can say that Gear Box has done everything possible to rectify his mistakes starting out, first of all, from creating a simple story like the previous one, but that should not be underestimated because it could to give strong emotions and great twists. The only flaw that can never help but Borderlands is definitely the famous delayed loading of textures linked to intrinsic defects all'Unreal Engine 3, as well as the imprecise management of the physics of "dead bodies" which often they find themselves in absurd positions. At the same time it is also true that Borderlands of kidnaps for his unique style and frantic shooting and not for any small graphic bug that now everyone is accustomed to living.

Among the new features of this chapter are:
A story (finally worthy of the name) is not too complex but at the same time should not be underestimated and it promises strong emotions and sudden turns.
A totally revised and more extensive, varied and completely explorable 4 classes magazines in all their forms with the possibility of having a fifth class via DLC as long as you do not get for free when pre-ordered the game.

A complete reworking of the game interface and the management of character with the addition of brand new hard points that are tokens that can be obtained and therefore can be used after the completion of the challenges (kill 500 Skag, made 50 headshot with the sniper, etc.) that give the ability to unlock any kind of bonus, the speed of reloading the damage grade, and are not at the level of the player's character, but rather encouraging the player to improve more and more every character it uses. An exponentially higher number of weapons due to the unique system used in the game (in the first chapter there were "only" 17'750'000 of different combinations). A variety as more enemies, in the first chapter was a bit 'absent and after the first half of the game began to take its toll

Finally, before moving on to the technical sector by analyzing the Nvidia Physx and its operation on a GTX670, here is a quick list of Pros and Cons of the game. I remind you that for a more thorough and detailed found at this address the full review of the game made by our Luke

Pros:
Detailed graphics in all aspects though still in DX9
Nvidia Physx implementation which greatly increases the detail of the surrounding world and interacting with it notevolemente increasing the realism of the game
Cooperative mode best on the market

Cons:
Difficulties often oriented multiplayer combat so some are quite complicated to complete on their own, but not impossible
Typical graphics bug that door from the first chapter and caused the Unreal Engine 3 or slow loading of textures and corpses often absurd positions that defy the laws of physics, in particular the seriousness
The implementation of PhysX, although the highest level, is not perfect and some elements are often forgotten themselves as banners that are struggling to get drilled by bullets or worse by a body that passes through them as if they were a mirage

Borderlands 2 and Physx
Borderlands 2 uses NVIDIA PhysX to create a more realistic and based on the physics itself. The game has 3 different settings:
Low: all the PhysX effects are disabled
Middle: enable PhysX on items such as Particles, Cloth Simulation Fluid Simulation and limiting the complexity and the number and disabling some effects related cloth and fluids.
High: enables all the effects on the "Middle" by increasing the complexity and number as well as giving full support to cloth and fluids.

What is it and what does the PhysX?
The PhysX engine is a physical, which simulates all the forces to which we are subject, initially developed by Ageia and later acquired by NVIDIA and running solely on its GPU series from 8000 onwards.
It clearly brings benefits to the gameplay and Borderlands 2 is clearly the test. The PhysX effects are used in everything from bullets and weapons with particle animations of killings and simulation of liquids. Below we describe in detail these effects.

effects Particulate
The particles are a key part of the implementation of PhysX in Borderlands 2. Each weapon and interaction with the world creates some kind of particles, particles that are "natural" and "persistent" or that remain on the ground and interagistono with other effects and Particelli. Some particles are created by the enemies when they are deleted or when interagistono themselves with the world.

Simulation of Fluids
The fluid simulation in Borderlands 2 exceeds any standard achieved so far and can be seen in corrosive, poisonous sludge, napalm arsonist, water, and much more. Fluids can be crossed, hit, exploded and influenced by another effect called Force Field and only a few are to be available settings "Medium."

Force Field
In Borderlands 2, via an algorithm, NVIDIA PhysX allows particles, tessuri and liquids to move realistically. Its purpose is to allow an interaction as realistic as possible with the player because it is useless to create something without being able to interact together especially in a game with all these weapons, grenades and explosions.

Simulation of tissue
This is one of the more modern games enigmaci. This is due to the fact that, despite being a single piece, each part can interact with the surrounding environment it is the mantle of a superhero to a sheet supported on a couch while a breeze crosses the room. All this is achieved by simulating huge quantities of tiny springs interacting dramatically increasing the realism.

If we combine all these effects and make them cooperate with each other will get a symphony of realism that only the NVIDIA GTX can offer. The differences between PhysX On and Off are huge for this and when all the effects work in harmony with each other the mix is ??purely explosive as this can prove!

Test Configuration
CPU: Intel i7 2600k@4.2ghz cooled by a Noctua NH-D14
GPU: Asus GTX580 1.5Gb / Nvidia GTX670 2GB with the new driver 306.97 WHQL newly released
RAM: G.Skill Ripjaws-X F3-12800CL7D-8GBXH
MOTHERBOARD: Asus Sabertooth P67
PSU: Enermax 800W + Modu87
HDD: WD Caviar Black 1TB SATA3
MONITOR: LG W2363D-PF Nvidia 3D Vision Ready 120hz

Graphics Settings
Resolution: 1920x1080
Vsync: Yes
Frequency Video: Max 120 FPS
Filter Antisotropo: 16x
Decal Bullets: High
Distance Foliage: Far
Texture Quality: High
Detail of Game: High
Ambient Occlusion: Yes
Depth of Field: Yes
AAFX: Yes
Visual Distance: Very High
Physx effects: Low / Medium / High

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Amenophis - The Resurrection - PC

Amenophis - The Resurrection - PC

The title opens immediately with a movie that immediately draws Egypt

Amenophis is a title marked "return". First of all, the return of "The Adventure Company" with another production in the universe noir-adventure-archeology 30 years, which has many admirers. Finally, the return of Allan Parker Cameron on our monitors, for the second time grappling with the mysteries related to antiquity (note, in fact, that the original title of the game is "The Cameron Files: Pharaoh's curse", even if it occurs totally detached from the first game in the "series")



those who do not know what we're talking ...

 The menu offers configuration options, but we are not sure that we will feel the need

 The Boot Menu offers us to shoot more easily remember where we saved

Cairo, Egypt, 1930 ...

The game begins when we arrived at the hotel in Cairo in which are staying, just off the taxi. A friend of ours, a researcher of Egyptology, engaged in excavations to the south of Cairo, has called on Egypt to investigate the strange intrusion into the excavation site, as well as about the people who already shadowed for a while '.
Andatala find the museum, we will soon realize that it is apparently disappeared without a trace, also to complicate matters get in the way of the German Reich and a sect of fanatical Egyptians. We must try our friend in an investigation that will show more and more imbued with mythological elements, in a race against time and against the "evil Nazis", an adventure the last test in which we should pay attention to everything that we surroundings.

Classic, not old

This is the plot of the bottom of the title, which comes as pointing and clicking in the classical setting. Totally controlled by mouse, then, and with an almost non-existent: only elements will be the cursor, which changes shape adapting to the circumstances (use, go, get, notes, etc..), And the interfaces of inventory. Just the inventory is divided in inventory itself (where else to go objects), wallets (which will allow us to carefully keep notes, notes and documents) and photo (which we can browse to review the various movies in full-motion as they find them in the course of the adventure). A good help on the front of the gameplay is the system of "brochure" find around the brochures that we can keep in your wallet, watching and pressing on the photos they contain we will move to the location indicated without having to do all the way (so in the initial phase, we will be able to move quickly between the hotel in which we reside and the museum). Another interesting aspect is the find, in some cases, to "fight against time" and we will have to do some things as quickly as possible to avoid reaching premature death.

Amenophis, however, is a game to be faced with calm and relaxation: like all point and click adventures, it offers the rhythms (almost always) very dilated, even if the subject matter will not fail on occasion to give us some healthy adrenaline rush .
The game aims to offer (including riddles and clues) over 20 hours of gameplay interspersed with twenty minutes of footage.

The programmer wants its part

Technically speaking, the game has a good care in all sectors, confirming the professionalism of "The Adventure Company". Environments, consisting of 2D images that surround us 360 ?, there are still lighting effects worthy of the name, and moving objects in the background are relatively few, however, it is making an attempt to evolve even like this: occasionally appear effects "reflection" that change with the change of our visual impression with very convincing, though still very raw. Always referring to the graphic, is just a small place when it comes to movies. These were carried out in full motion, showing texture dirty and in some places a little "imprecise" (as if he were looking through a dirty glass of mud). In short, a little 'more attention should be paid, even if only from the point of view of technical implementation, since in any case the inaccuracies do not undermine minimally gameplay or atmosphere.

Further involvement we are assured by a particular attention to the sound: the sound will have its own spatial location, and they will hear "turn around" while moving the mouse. A little 'uncomfortable, related mostly to matters of taste, there is the music, sometimes too "games," would have been better if the songs are similar to warm piano piece that welcomes us in the menu (very soft and noir). We are still faced with a title that points more on consistency than on special effects, and from this point of view we have nothing to complain towards programmers and graphic environments seem well reconstructed and it seems that little has been left to 'improvisation.

At the end of the journey

Basically Amenophis presents itself as a work produced by a professional company like that.
The story is engaging enough, presenting, however, as much of the difficulty it takes to not be easy to solve. Even if we were to find disoriented, not knowing what to do, remember to turn and go in all the places you know, the situation could unlock or we find new clues where we least expect them.
Allan Parker does not seem to have the verve of Indiana Jones, the charm of a Sherlock Holmes. Remembers "the old man who knows a lot" both in appearance and mannerisms. Shines through this character from old mastiff, by someone who has seen many things, but it seems does not want to tell her. A particular character, then, but not always, unfortunately, be able to win the sympathy of the player (on the other hand does not seem to even ask for it), in a way that relies entirely on the history and ambience.

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Adventure game well structured and implemented with attention not only to the story, per se essential given the genre, sub sound and graphics. Abandoned the surreal atmosphere of Sallambo, the "the adventure company" offers us an adventure with a script worthy of a film of the more well-known Indiana. Even from the technical point of view the standard is excellent and reaffirms "the Adventure Company" as a "professional" point and click adventure games, with collaborators at this definition.

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Amber's Blood

Amber's Blood

MDNA Games back to the office, proposing the eighth adventure of the little-known Carol Reed, handyman detective struggling with a new survey, called Amber's Blood. Thrown in Sweden, this time we will be dealing with a thorny case with implications decidedly obscure aspects that will be resolved only thanks to your intervention and your insight. Ready for the challenge!

It all starts in a gloomy and quiet sunny day, disturbed only by the sound of the alarm clock at 7.00 o'clock interrupted our sleep. Never mind, it was the only problem, there gireremmo the other side to lose sleep peacefully without worrying about other hassles. But these are just fleeting pleasure, as the same Carol will rise immediately out of bed ready to start the day. No time to get into the kitchen for breakfast and here we get a somewhat cryptic text message from a friend of ours, Stina, who invites us to his booth to talk about things that really matter. That this is finally the beginning of our adventure? In fact it is, because once met the latter, we'll find her bed by an accident at home. After a brief chat we become aware of a curious, how gruesome detail on the obituary of her grandfather, a Alfons Larson, which shows the latter's death much later than what the family had done believe Stina. The story starts to take taste, bringing to our attention a story illogical that we want to give an explanation at all costs, worthy heirs of a Sherlock Holmes of the past. We'll be up to it?

Probably yes, indeed certainly will. This is thanks to the fact that the game looks bare-bones, both in terms of ideas and in terms of ideas, since the story starts immediately in one direction, without giving us the opportunity to perceive the slightest difficulty, especially in grind in a short time the first puzzles proposed. In addition, there has been very easy, almost intuitive, queue events in a linear fashion, we hope for a deliberate choice of the same creators of the offer.

Graphically, the title looks like a scrolling game, which sees our pace in scenarios such as a trip on an album of millions of photographs arranged in a "box" so as to give you the sensation of exploring a world of 360 ?. So we will have to visit various scenarios, such as the home of the protagonist or an exhibition hall, which have within them other sub-areas fully explorable without any hitch. Each set contains the elements that we can easily gather by a click of the mouse and you will then be placed in a phantom inventory, accedibile by passing the mouse up. The game does not have any kind of animation or special effect, a characteristic that has made us terribly difficult to deal with the title, since even the dialogue with the various stakeholders that will always meet a stream of photographs ready to mimic a movement does not exist.

The gameplay takes full gaming system of point-and-click adventures, but did not give us any more gem to make it more appealing. Interacting with objects is a bit 'difficult due to the flatness of the scenes, which do not have the slightest relief or highlight the object that we seek.

As if this were not enough, the first moment of the tutorial Carol tells us immediately that you have at your disposal a notebook, which we can use to our liking, but that, however, reveals too much, putting down on paper all you need to do to wire and to sign. Whenever we find a clue to a place, immediately flash an icon in the upper left corner ready to tell us that our map has been carefully updated. Easy to read, it will fill in a short time many places (more than a dozen at a time), all freely explorable and all rich in objects that once depleted scenario, they'll disappear for a set to leave space to another.

Puzzles a bit 'dishes incredibly reduce the difficulty of the game, a quality that allows anyone to play the game, committing relatively offer gaming that can snatch a maximum of three to five hours of play, because this is extremely easy and straightforward. This defect, which destroys the longevity of the title, making it difficult even to play in the first place.

A fund sound decidedly dark and thoughtful, peculiarities such claims once they end up in themed zones. There has been no transfer of any kind of pathos while browsing, and even the dubbing has left us a little 'bitter taste in the mouth, because the voices (though in English) are reproduced as if they were talking robot without emotions.

In summary, then, Amber's Blood has managed to "bleed" us for a few hours, without giving us any kind of emotion in playing a title that is considered a thriller / crime but that does not have either of these features.
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Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.

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Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.

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

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.

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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

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