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пятница, 31 января 2014 г.
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PS Vita Slim (2014) Game Review
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The new PS Vita is the 2014 edition of Sony’s handheld console. It is cheaper, slimmer and lighter than its predecessor. Although Sony is keen to iterate it is still simply called the PS Vita, we’re sure it’ll quickly adopt the Vita Slim moniker.
The key selling point of the new Vita is its design, as the software and processing power under the hood are near-identical.
As an existing PS Vita owner though, those design tweaks make the latest model feel quite different from its predecessor.

25 per cent of the original Vita’s weight has been shaved off to make the latest model feel considerably lighter than the original. It's a welcome change. The original was by no means a heifer at launch, but in a direct comparison it feels like quite the dead weight.

The PS Vita Slim has a new soft, matt finish and the finger grips enlarged to help you endure those extended gaming sessions. These touches make the new model much more tactile and finge- friendly than the former gloss finish. The rear touch panel is still glossy though, so your fingers won’t notice a change there.
To help reduce accidental presses, the rear touch panel has been reduced by around 30 per cent. From our brief play with top Vita title Tearaway, the smaller touchpad doesn’t affect the way you play whatsoever. And it is still large enough to feel accessible and convenient without having to stretch your fingers too far.
Some of the more subtle design elements are the changes to the buttons, with the symbol buttons and d-pad receiving minor cosmetic changes. The start and select buttons under the right analogue stick are now small and round rather than oval, and the PS Home button is no longer backlit.
Instead there are a duo of LED lights at the top of the device to indicate power and battery levels.

The best new feature of the PS Vita Slim is Sony’s choice to abandon the proprietary charging port in favour of a microUSB slot. Not only will it increase your charging options and lighten your wire load on trips, it also makes the new Vita design look a lot cleaner.
Sony has also equipped the new model with 1GB of internal memory. The original had none whatsoever, forcing you to immediately buy one of the expensive proprietary Vita memory cards. You won't be able to fit a full triple-A title into the 1GB internal memory, but it will help jumpstart your Vita experience.
This may not bother those not yet familiar with the PS Vita, but for those who have already come to love the handheld, you may be disappointed with the new screen. Probably enough not to upgrade.

Read more: PS Vita Slim vs PS Vita original
1001 Attempts - Game Review for Android Gameplay
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1001 Attempts - Game Review for Android Gameplay
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Broken Age Game Review
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Classic point-and-click gameplayWarm and funny storyGorgeous artSimple, linear puzzlesShorter than we'd like
Available on PC, Mac, Linux via Steam
Renown is a double-edged sword. On the one hand, being the creator of Day of the Tentacle, Full Throttle and Grim Fandango makes it an awful lot easier to get Kickstarter funding for your new game, particularly if you’re promising your first point-and-click adventure in sixteen years. On the other hand, all those Kickstarter backers – not to mention anyone else who remembers the golden age of LucasArts – will have some huge expectations of what the finished work will be.
No surprise, then, that there are some serious differences of opinion over Broken Age, and over whether Tim Shafer and Double-Fine have delivered the game they promised. Without the name, without the Kickstarter funding, Broken Age would probably have been warmly received just about everywhere. As it is it’s a brilliant game, but one that’s disappointed a portion of its audience.

That’s not because it isn’t a pure point-and-click adventure. In fact, it’s hard to think of a purer point-and-click adventure that hasn’t come from a small European studio in the last ten years. It features 2D characters moving across predominantly 2D scenes, picking up and interacting with objects, selecting conversational gambits while they chat to other characters, and using and combining objects to solve simple puzzles. The controls are a refinement of the SCUMM system even LucasArts stopped using after Curse of Monkey Island (1997). You have a pointer on the screen, you click to walk to a position, click to pick up or interact with objects or characters, and click and drag items out of an inventory that sits in the right-hand corner of the screen. Broken Age couldn’t be a more traditional point-and-click.
Nor is the presentation a concern. Featuring hand-drawn graphics produced with the same distinctive style we saw in Psychonauts, Brutal Legend and The Cave, with the addition of a slightly dreamy, impressionist feel, Broken Age looks stunning. Like all Schafer’s best games it’s not easy to pigeonhole in an existing genre or setting – though it riffs on sci-fi, fantasy and horror movies, US culture and games – and the Schafer/Double Fine hallmark is everywhere you look. The music is perfect and the voicework unimpeachable, with great star turns from Elijah Woods and Masasa Moyu, plus cameos from Will Wheaton, Adventure Time-creator Pendleton Ward, Jennifer Hale and Jack Black.

Nope, the key problem for Broken Age is difficulty. There are a few vaguely challenging puzzles in there, but these mostly come down to your failure to spot a way from one location to another, or an object hiding in plain sight on the screen. Most of the time, however, the puzzles are fairly simple, fairly linear and heavily hinted at in the dialogue. If you come to Broken Age expecting the kind of labyrinthine, multi-stage puzzles we all loved in Monkey Island or Day of the Tentacle, then you simply won’t find them.
At times the game seems to be reaching out for them – for instance when you need a perfume to get picked as a potential sacrificial victim – but settles for an easy solution instead. To make things worse, this initial release is only the first act of the game, with the second coming as a free download later on this year. You can sail through it in around four to five hours.

This, of course, has been the issue with any number of recent adventure games, including Telltale’s The Walking Dead and The Wolf Among Us. The first still managed to triumph because it told great stories with interesting characters that you could root for. Can Broken Age manage the same feat?
Mostly, yes. We won’t go too far into the plot for risk of spoilers, but it’s a game composed of two halves. The first begins with a young woman preparing for a starring role in her village’s Maiden Feast – a celebration with a darker edge than all the cupcakes, ribbons and bunting surrounding it might imply. The second begins with a young man trapped inside a mysterious spaceship, his every move monitored by a maternal ships computer, and his days filled with staged rescue missions, artificial meals and snacks. For a long while it seems the two stories have nothing in common, but Broken Age keeps you wondering, in just about every sense of the word.

Broken Age’s tales aren’t as moving or emotionally-wrenching as The Walking Dead’s. The two protagonists are likable and the situations arouse your sympathy and interest, but this isn’t the kind of game that leaves you gasping with shock or wracked with nerves by a difficult dilemma. What you do or say won’t change what the characters around you think, or have any major impact on how the game plays out.
Yet Broken Age succeeds on its own terms. It’s warm. It’s charming. It’s inventive. It’s funny. It puts you in places you wouldn’t imagine and gives you things to do that are bizarre, smart or mildly disgusting. It’s not afraid to be daft, yet it’s bright enough to feed you clues as to what’s really going on. Will it make you laugh out loud or scratch your head like you did for Monkey Island or Day of the Tentacle? Probably not, but as long as you don’t expect it to you’ll come away feeling entertained, with a cliff-hanger ending that leaves you desperate for act two.
Verdict
Come into Broken Age expecting a return to the glory days of point-and-click, and its simple, linear puzzles might disappoint you. Come into it expecting a brilliant story, wit and humour, some unexpected twists and some gorgeous art, and you’ll get everything from it you might want. It might not be the second coming of Day of the Tentacle and Monkey Island, but Broken Age has its own tale to tell - and it's one we can't wait to finish.
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Mario Party: Island Tour Game Review
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Beautifully presentedSome cracking mini-gamesOnly needs one cartridge for multiplayer playBoards too long or too short for their own goodDull, needlessly protracted solo playNot enough imagination or fun
Exclusive to Nintendo 3DS
With nine home console outings and two previous handheld efforts, it’s safe to say that someone out there likes a Mario Party. The combination of Mario-style virtual board games and quickfire mini-games strikes a chord with Mario’s younger fans and their families, and at their best the games have been a decent laugh. At their worst, however, they’re a crushing bore, and Mario Party: Island Tour falls nearer the wrong end of the spectrum. It’s a fun game in specific circumstances, but a lot of the time you’re left wondering why it has been made this specific way, and for whom.

The main game sees up to four players -- human or virtual -- tackling a range of boards, with the normal aim being to make it from start to finish before your rivals. Each of you takes turns to roll a virtual dice and move so many spaces, with the chance that you might land on a square that sends you backwards or forwards, or kicks off some other special event.
In some cases this might be a mini-game, where you’ll square off against each other to find out who can score the most when lassooing the mushroom-like Goombas, or who can get through a set of sliding-tile puzzles first, or who can last the longest in a shrinking arena full of deadly ghosts. The winner gets some kind of bonus, then it’s on to the next player.
To be fair, the different boards mix it up a little. One sees you making your way through a the koopa wizard Kamek’s creepy mansion by drawing cards, each one giving you the chance to move a set number of spaces or take a gamble on a range like 1-6 or 4-6. Another is more about collecting tiny stars than finishing first, with each section of the board ending in a prize-grab where the first player normally gets the bigger prize. There’s a twist, however. Switches scattered around the board let you switch the order, meaning you can ensure that smug-looking Toad that just breezed past you is in for a nasty surprise when he reaches the goal.
One board even takes place on a series of causeways under fire from the giant bullet, Bullet Bill. At the end of each turn you can keep on moving or choose to hide in cover. Hit the right square at the right time and you set him off, causing any players in the way to be blasted back to the start of the current section. You shouldn’t smirk when you do it, but who can resist?

The sad thing is, however, that the board games don’t make you smirk, smile, snort or chortle nearly often enough. The best Mario Party games have triumphed through inspired board designs, clever hidden features and unexpected reversals of fortune. Island Tour struggles to show you any of these things, and the boards are either so short that it’s all over in a handful of turns, or so long that they become a chore to play through.
In the longest, Perilous Palace, it’s actually a disadvantage to be first as you’ll just clear obstacles for other players, while the pint-sized Rocket Road board comes down to just a few rolls of the dice. While the descriptions are quite upfront about how much luck a board involves, only a handful involve any strategy.

What imagination there is has been focused in the mini-games. Sure, many are variations on well-worn themes, like racing, sliding-tile puzzles and running around while avoiding baddies challenges, but the best ones make special use of the 3DS hardware, so that you use motion controls to spot notorious Mario enemies through a pair of binoculars, slice your way through topiary with the stylus, or aim suction-cup arrows at spikey little monsters from a motion-controlled first-person view.
Unfortunately, the mini-games don’t make up the bulk of the playing time -- the board game bits do -- and this is where Island Tour’s biggest flaw comes into play, Find three friends with their own 3DS handhelds and you can play the game four-player through 3DS download play. Otherwise, you’re on your own. There’s no online action, and no way to play with more than one player on the same 3DS.

This means that, unless you have 3DS-owning family or friends in the vicinity -- and preferably three of them -- you’re stuck playing solo against CPU-controlled Yoshi, Luigi, Boo, Princess Daisy and the rest. This means sitting through every move and every dice roll they make, which is -- roughly speaking -- no fun at all whatsoever. In fact, playing Island Tour on your tod is one of the most dispiriting and tedious experiences in recent gaming history.
If you have to play solo, it’s better by far to play it in the mini-game only modes, where you can push for the fastest time through ten games in a time attack, or make your way up Bowser's tower, choosing which game to tackle as you move through each floor and corridor, and even pausing for the odd boss battle. This is reasonably entertaining, but not for more than half an hour or so.

And this is the big problem with Mario Party: Island Tour; the meat of it isn’t that much fun, and the fun bit hasn’t that much meat. It’s another beautifully-presented Mario title, with a similar style to Super Mario 3D Land and all the iconic characters and tunes in place, but it doesn’t make you smile like a Mario title should. It’s reasonably good fun with two or more players, and Nintendo gets credit for making it all work through download play rather than pushing you to all buy a copy. All the same, it’s not much a lot more fun than a dozen games you can download for under ?2.99 from your favourite app store. You might not mind paying for just a little Nintendo magic, but here there’s just not much of that magic to be found.
Verdict
The best Mario Party games can be a riot, but this is the Mario equivalent of that dreaded house party where only four people turn up and you get stuck with someone boring in the kitchen. The boards either seem too short or much too long, and unless you can scare up three players with their own 3DS handhelds it’s a bit of a chore to get through. Even a clutch of smart and innovative mini-games can’t save this Mario Party from tiresome mediocrity,
GTA 5 Online Funny Moments - Banana Bus, Derk, Mannequin Glitch, Gmod Stiffy Squad, Levitation!
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Last weekend, at more than 480 sites around the world, thousands of developers participated in the 2014 Global Game Jam, a three day video game programming event in which game creators gathered, developed a concept and had approximately 60 hours to bring their idea to playable fruition. Over in the Museum of Art and Digital Entertainment (MADE) video game museum in Oakland, California, around a dozen developers met in person and were assigned the following game concept via Global Game Jam keynote:
“We don’t see things are they are, we see them as we are.”
With this Zen-like quote in mind, the developers got to work, dividing themselves into four teams ranging from single person efforts to teams of six to seven remote and on-site personnel. Upon deciding what kind of game they’d be making, responsibilities were assigned with programmers beginning to code, artists breaking out digital tablets, and everyone else doing whatever they could to help their games take shape.
Game jams are often known for cranking out some of the strangest titles that can be conceived of within the roughly 60-hour time limit allotted. Past events having included beyond-strange titles such as Huggy Bear, wherein the player takes on the role of a grizzly bear that must hug nearby humans to death for their oxygen while battling a sense of depression that comes from this action. Over at the MADE Global Game Jam site, the teams began to work on games that worked with the assigned theme of perception:
Four Innovative Oakland CreationsIntrospection

A personal journey divided into four mini-games and uses the idea of darkness, light and soul searching to discover what changes have occurred in the protagonist’s life.
Cluckster Fox

A role-reversal game in which a giant, shotgun-wielding chicken must defend her eggs from waves of anthropomorphic foxes. Upon dying, roles are reversed with the foxes defending their country from the same giant, shotgun-wielding chicken whose appearance gradually becomes that much more demonic…
Blackout

A game in which your character must enter a night club and find a balance between anger and joy as well as introversion and extroversion while surrounded by club patrons and alcohol. Somewhat akin to Dance Dance Revolution, you must match arrow-based commands that appear on screen to avoid inevitably blacking out, as the title dictates.
The Warrior's Test

As Zen (or at least kung fu) as it gets, you must accept your master’s challenge, then enter a room where you’re surrounded by enemies. Each time you swing your sword, your enemies will simultaneously swing theirs, ensuring that your actions have consequences...
It gives you a chance to get out of your comfort zone.
When asked as to why they came out and why they participated in the Global Game Jam, each developer had their own reasons. Most just wanted the chance to try something new under the infamous game jam time constraint system.
“It gives you a chance to get out of your comfort zone, try something new and just meet other people to operate with,” said Adam Vierra, who wrote code for multiple games during his time at the jam.
“It went great. This was my first experience, I’d never done a jam before and I didn’t know what to expect and I thought it was actually going to be really, really crazy. I think we got into a team structure,” said Christine Bui, who went on to describe how her team leader, Jason Lee, had divided the tasks as needed. “He said ‘you do this, you do that’ and broke it up so it wasn’t overwhelming any one person and I think it went really well.”
Developers begin to plan out initial ideas at Global Game Jam 2014.“For me, there’s a sense of collaboration and you have 48 hours or so to work on your projects. You’re pushing yourself under a limit…you see how people can work under extreme stress,” said Ned Mclaren. “You can see how a person works and say ‘Hey, I’d like to work with that person again.’”
Over the course of any game jam and with only so much time to work with and a Sunday afternoon/evening deadline always looming on the horizon, there are bound to be some meltdowns and crises to contend with. According to the developers, there were some, albeit relatively mild and without dire consequences to the games that were being created.
“As far as meltdowns go, the closest we were at was last night when both me and David, we probably should have went to bed earlier because we both spent about an hour and a half working on stuff that we could have solved in minutes had we been rested,” said Kyle Dobitz.
Dobitz then went on to cite the impressive collaborative effort that went into the projects. At 1AM he contacted his roommate who was able to compose a background beat for him to use in his music-based game Blackout.
As with any marathon event, lack of sleep is to be expected. Developer Steve Della-Valentina, who wrote code for multiple projects during the game jam and was all but glued to a chair and his laptop, took the prize for the least amount of sleep over the course of the weekend.
“From 1 PM yesterday until now, I’ve only gotten 45 minutes, an hour’s sleep…but I did sleep pretty comfortably on four rows of chairs,” said Della-Valentina, who stated that he planned on adding an online leaderboard and further improvements to his projects following some much-needed rest.
A projected live feed shows what’s going on at other game jam locations around the world.[Game jams] remind me why I’m here doing this job in this industry.
For some, a game jam is a terrific chance to collaborate. For others, it’s a chance to get their legs back under them and some confidence back in their lives, especially if they’re going through a difficult period. In the case of Jason Lee, who’d been unemployed for over a month, he was initially unsure as to whether he wanted to do the game jam, but decided to participate anyway.
“This is a good thing. I got my creative juices going again,” said Lee. “Also knowing that I have to deliver something by a certain time kind of kicks my ass into gear to get things motivated, get myself together and remind myself why I’m here doing this job in this industry.”
Lee wasn’t alone in this sentiment, as others cited that they intended to keep working on their games after the game jam had ended, had shown their current employers some of their past game jam efforts as examples of what they could do or were planning on using their code as portfolio pieces for future employment. For Christine Bui, who spent the majority of the game jam behind a laptop and a Wacom tablet working on the art for Introspection, the event showed her what might be possible.
Developers look over completed game projects at the Museum of Art and Digital Entertainment location in Oakland, California.“I guess I just felt really inspired after this. After watching all the programmers at work, I just went ‘Damn, I want to code,” said Bui, who said she’d be interested in attending other game jams in the future.
As Sunday evening rolled around and the finished games were presented via a projector, it was important to remember that this was only one of hundreds of sites that had participated in the Global Game Jam and no less than 4,294 new games had come into existence over the weekend. No mean feat and if you’re interested in learning to create games with other people, there’s a place to try something new at your local game jam.
Chris Barylick is a freelancer with 13 years experience covering video games, technology, and politics. He can be followed on Twitter at @PoingFerret.
Book Review - Game Analytics: Maximizing the Value of Player Data
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Assassin’s Creed: Liberation HD Game Review
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Available on Xbox 360, PS3, PC
Assassin’s Creed: Liberation HD sees 2012’s PlayStation Vita game remade for PC and last-gen consoles, with a few adjustments to the gameplay and some fairly serious graphical enhancements. Now, whether they’re reworking an old console game or making a handheld game available on other platforms, these HD remakes tend to go down in one of two ways. Some, give the game the extra space it needs to shine, removing hardware constraints and improving the action in a range of subtle ways. Others merely expose the limitations of the original, proving that on a big console with a big screen it just can’t cut the mustard. The good news with Liberation HD is that it’s mostly a case of the former.
SEE ALSO: Xbox One vs PS4
The Vita original was released to tie-in with Assassin’s Creed III, with the same colonial American setting and roughly the same period – and even a guest appearance from a well-known member of the cast. Yet, coming to it fresh from Assassin’s Creed 4, Liberation HD seems like a stepping stone between ACIII and its pirate-themed sequel. It keeps all the modern day framework stuff to a minimum, takes a lighter approach, and has a similar focus on ancient Mayan ruins and conflicts with a predominantly Spanish ruling class.
Liberation HD also has two other things going for it: a simple but satisfying plot, and a protagonist you can actually root for. For once we have a heroine, Aveline de Grandpre, who leads a double-life, on the surface the spoilt mixed-race daughter of a wealthy French merchant in 1760s New Orleans, but underneath a crusading Assassin, battling against slavery, colonial tyranny and the Templars. It’s a struggle that will take her through daring rescues, bold assassinations and trips to the bayou, Mexico and the wild frontier, and one that sees her learning the truth about herself and those she holds dear. In short, it’s a classic pulp-fiction ripping yarn, but one that’s not nearly as self-consciously epic or ponderous as the Revolution narrative of Assassin’s Creed III, and Aveline makes a likable, spritely heroine with a clear sense of right and wrong.
One of the reasons why Liberation HD works is that it’s a stripped-back Assassin’s Creed, freed from all the ballast and baggage – all the endless economies and systems – that have been bolted onto the franchise over the last five years. Sure there are optional side-quests, a simple trading sub-game and various bonus items to discover, steal or collect, but the focus of the game is very much on free-running exploration, stealth and the careful slaying of deserving parties.
SEE ALSO: Best PS4 games
Liberation HD also benefits from some clever trimming from the original. Sequences have been skipped or adjusted here and there to up the pace, and some of the more annoying, gimmicky features of the Vita version have been excised or replaced, so there’s none of the envelope opening, lens-focusing, screen-tapping nonsense that occasionally spoilt the flow.
Most importantly, the remake no longer seems to struggle with the limitations of the platform. It’s not just a visual thing, though refined character models, new textures, proper facial animation systems and new particle and lighting systems make Liberation HD a closer match to Assassin’s Creed 3, though not up to the exceptional standards of AC4: Black Flag. The frame-rate no longer crumbles as the action heats up, and Aveline spends less time getting stuck in the scenery. Streets and urban areas that once seemed deserted now teem with life and detail, and the swamps of the bayou no longer feel like a desolate and underpopulated waste.

Liberation HD can’t match AC: Brotherhood’s Rome or AC: Revelations’ Constantinople when it comes to depth of content, or AC4: Black Flag when it comes to scope, but it now feels finished, not rushed and artificially small in scale.
It also plays better than it did before. Aveline always had pace and a great arsenal of tools and weapons, but she now handles much like Edward Kenway in Black Flag, and the counter-and-blow combat feels faster and more fluid too. Aveline retains her useful chain-kill ability, where you can pause the action, select targets then watch her execute them one-by-one, and the blow pipe and whip help take some of the work out of the larger-scale encounters. Whether you’re racing along the rooftops to halt the Spanish governor in his tracks, sneaking from branch-to-branch in the Bayou to take out a renegade voodoo priest or exploring the caverns beneath an ancient ruin, Liberation HD is a lot of fun.
If Liberation HD has a fault, it’s that it still feels like a side-story rather than an essential chapter in the series. Many of the scenarios and so much of the gameplay comes straight from the Assassin’s Creed playbook, and we all know what familiarity breeds, while a few genuinely interesting game mechanics are woefully under-explored.
At almost any time Aveline can walk into one of many unlockable changing rooms and transform into one of three guises: the lady, the assassin or the slave. The lady can flirt with gentlemen and get them to escort her or at least unblock her way, but can’t free-run or climb and has limited offensive powers. The assassin has the traditional assassin kit and capabilities, while the slave trades some of these for the ability to evade detection by merging in with bona-fide slaves.
SEE ALSO: Best Xbox One games
Sadly, the game practically shouts at you when it’s time to adopt one guise or another, and in most cases you can only complete the mission in one guise. If Liberation HD had used the guise mechanic to open up different approaches to the gameplay, like a Deus Ex or Dishonored, then it would feel like a bolder and more innovative game. As it is, it’s a little half-hearted. If everything about the game showed the verve and imagination it finds in its heroine, then Liberation HD would seem less like a stopgap, and more like a fully-fledged story in the saga.
That doesn’t mean it’s not a good Assassin’s Creed, or occasionally a great one. It’s not quite as invigorating as Black Flag when the ship puts to sea, but it holds up better than the over-ambitious slog it was once tied into. All the same, while Liberation HD offers fans a lot for a budget, download-only price, it's not quite strong enough to stand up if you're new to the series, or growing tired of it.
Verdict
While some handheld games can’t stand up to the HD remake treatment, Liberation looks good and plays better on the bigger screen. As a streamlined Assassin’s Creed with a simpler and more engaging story, Liberation arguably holds up better than Assassin’s Creed III, though it hasn’t got the freedom or depth of content of Assassin’s Creed 4. As a result it’s a fine bonus chapter for Assassin’s Creed fans, if not essential playing for anyone else.
Next, read the Best New Games of 2014: what to look forward to
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Coach Stockton Previews Tulane's Upcoming Game At Rice (1/28/14)
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League of Legends Now Has 27 Million Players Daily
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As if its popularity weren't already well enough established, Riot Games has revealed League of Legends now sees upwards of 27 million players playing on a daily basis, according to the Wall Street Journal.
That's more than twice as many daily players as it had when Riot shared some of the game's impressive numbers in October 2012, when League was seeing 12 million players daily. At the time, its peak concurrent players sat around 3 million, a number that increased to 5 million by last March. Riot now says the game peaks at 7.5 million users playing at the same time.
It's worth noting that, as a free-to-play game, not all of these people are necessarily paying any money to play -- it's entirely possible to play and enjoy the game without ever spending a dime. That said, the Wall Street Journal report cites SuperData Research numbers that claim Riot sees $624 million in revenue from League every year.
Riot recently stated it sees League of Legends as a game that could be around for decades to come. Since launching in 2009, its popularity has certainly shown no signs of waning.
Season 4 of the League of Legends Championship Series kicked off earlier this month and will continue through April, at which point there will be a break until the second half begins later this year.
Chris Pereira is a freelance writer who spends his spare time agonizing over the final seasons of The X-Files. Check out what he's saying on Twitter and follow him on IGN.
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Huawei Tron Game Review
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Key Features: Plays PS3, PC and NDS games; Bluetooth 3.0; HDMI; Tegra 4 processor; 2GB RAM; 16/32 GB internal storage
Manufacturer: Huawei
The Huawei Tron is an Android-powered games console that the Chinese manufacturer better known for making phones and tablets says it will be able to play PC, PS3 and Nintendo DS games, though quite it would do so legally is a discussion for another day...Following in the footsteps of micro consoles like the Ouya and GameStick, the Tron is currently only expected to go on sale in China for around $120-$150 (Around ?90) along with a wireless controller and some powerful specs under its tiny hood.

The wireless controller closely resembles the Xbox 360 and Xbox One controllers with X,Y,B,A action buttons, two analogue sticks, D-Pad, triggers and bumper buttons all similarly positioned. Huawei also includes View, Menu and Mute buttons with a headphone jack and a large circular touchpad at the top of the pad to use for games that require touchscreen and mouse control.
The complete setup is relatively compact so it wont take up plenty of living room space, but the plastic build on both the console and controller does feel a little on the cheap side. It doesn't really match the Ouya's more attractive steel metal body either and looks a lot more sleek in black than it does in white.


Powering the Tron is a Tegra 4 processor with 2GB of RAM and a choice of 16/32GB internal storage to save content like games and video which can be expanded up to 64GB via the Micro SD card slot. It also supports WiFi a/b/g/n/ac and Bluetooth 3.0 that used to hook up the controller.

Huawei is not ruling out the Tron from shipping outside of China, although from what we've seen we don't think it will be sorely missed. The console and controller as a package is well equipped to play mobile and tablet games, but the lack of Google Play access is going to be issue if it does ever make it out. Tipped to cost around $150 (?90) around it would be one of the cheapest Android based micro-consoles available but could be too restrictive to really have long term appeal.
Read more: PlayStation Now review
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Titanfall on Xbox 360 controller PC not Xbox supports a
After a wrong Tweet about the Titanfall on the computer, I could play with an Xbox controller, clarified a Respawn entertainment is actually the Xbox 360 that are supported in the PC version of the upcoming shooter.
In response to a question about a Xbox controller support in PC version of Titanfall, of the Respawn Twitter account responded to this question. That Tweet has been deleted since then, and Respawn explained, "[W] e don't [support the Xbox one], Sorry, I saw ' Xbox 360 controller." Support, not a computer. "
Players can, of course, still playing with the traditional keyboard and mouse setup to PC if you so choose.
Support for a Xbox controller on PC was confirmed by Microsoft last year when it said that "expect [ed] to have the features available for the 2014". The Xbox 360 has can be used on PC for nearly as long as he is around, either by connecting a wired controller or connecting to a wireless one using the official wireless receiver.
The PC version of Titanfall Xbox one version developed in parallel from the Respawn, while the Xbox 360 version is being handled by Bluepoint games. A beta--which should not sign up just yet--comes shortly ahead of the release of the game on March 11 in North America, Europe, 13 March and 14 March in the United Kingdom.
Chris Pereira is a freelance writer who spends his spare time agonizing over the final seasons of The X-Files. See what he says on Twitter and follow IGN.
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Samsung SmartPhone GamePad Game Review
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Key Features: Compatible with Samsung smartphones; Bluetooth 3.0; NFC support; Screen Mirroring; 35 compatible games; built-in rechargeable battery
Manufacturer: Samsung
The Samsung SmartPhone GamePad is a Bluetooth controller to deliver console-like control when you are playing Android games on your smartphone.With iOS 7 controllers like the Logitech Powershell and SteelSeries Stratus breaking out and playing nice with the iPhone and iPad, the GamePad is specifically made to work only for Samsung Galaxy smartphones and tablets.

Buttons-wise there’s a D-Pad, two analogue sticks, four action buttons and two trigger buttons, as well as start and select buttons on the front edge of the controller. There’s a micro USB charging port to power up the 160mAh battery. There’s also a big Play button in the middle of the pad that when pressed activates the Samsung Play app to sync the two devices together.
To physically mount a phone or tablet, there’s an adjustable metal cradle above the controller that is capable of holding devices that measure between 4 and 6.3-inches, so it will work with the Samsung Galaxy S4 and the Samsung Galaxy Note 3. It holds the handset secure and because most Samsung handsets are nice and light doesn’t struggle under the additional weight.

With a Samsung smartphone physically docked, the connection with the controller is made over Bluetooth 3.0 and requires the handset to run on Android 4.1 or above which shouldn’t be an issue for most if not all Samsung handsets.
Samsung lists 35 games that are compatible with the GamePad and includes Need for Speed: Most Wanted, Asphalt 8 : Airborne, Modern Combat 4: Zero Hour, Virtua Tennis Challenge, and Prince of Persia : The Shadow and the Flame among the top tier Android titles supported, so there’s a decent amount to play.

Priced at 60 Euros (around ?50), the Samsung SmartPhone GamePad is more expensive than the Moga Android controller (?25), which supports a bigger list of games and doesn’t restrict you to using only Samsung phones and tablets. The GamePad does have its own built-in battery but there are no details on how much playtime we can expect to get from it. If you own a Samsung phone and want some physical controls, the GamePad is an option, but there’s cheaper options available that will do essentially the same job.
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Continuous update of Titanfall detailed by Respawn
While not every issue can be resolved with server updates that are effectively invisible to players Respawn tries to seamlessly update reality for Titanfall as often as possible.
In response to a forum post questions about how to deal with the Titanfall title updates, Respawn programmer Jon Shiring explained the project's approach and alluded to recent alpha test as proof of what he's doing. "During our small closed alpha, rolled out 3 new builds the server completely and moved players from one build to the next without interrupting gameplay. Players ever noticed a difference (apart from some errors went away), "he wrote.
"We will definitely rolls out new server builds to fix the problems we encounter. Not every topic can be patched entirely on the server, and some fixes will require a client patch. ««But new server versions is definitely something we will do. "
Does it more for the technology powering the Titanfall or the Azure cloud servers that make use of Shiring, listed both play a role.
«Seamlessly update due from things that we have written, "he explained. "The fact that we can somewhat easily develop new construction on Azure because Xbox Live team's hard work calculation. This is an area that we have worked with them for some time now. They said initially that no-cert, fast server updates was a requirement for us, and that made it happen. "
Shiring has touted the benefits of azure before, and, in particular, what having dedicated servers allows. "This is a really big deal, and can make online games better," Shiring said last year.
"This is something we're really excited. Xbox Live cloud allows us to do things with the Titanfall that can make any player-hosted multiplayer game. That allowed us to push the boundaries in online multiplayer and this is awesome. We want to try new ideas and letting the player who does things I've never been able to do before! "
Titanfall beta is on the way soon, although the entries have yet begun. The full game is expected to be released on March 11, in North America, 13 March in much of Europe, and 14 March in the United Kingdom.
Thanks, UnionVGF and NeoGAF.
Chris Pereira is a freelance writer who spends his spare time agonizing over the final seasons of The X-Files. See what he says on Twitter and follow IGN.
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League of Legends Lunar Revel brings new skins and icons
For the third consecutive year, League of Legends Celebrating the Chinese lunar new year with revel event. This year's celebration is now underway and brings with it new summoner, champion rewards icon skins, skins and other ward.
During Lunar Revel, which runs until February 11, players will be able to visit the website of the League of Legends and vote for one of three routes--the path of truth, the path of freedom, or the path of power--they want their region to select it. Once the Revel, the choice will be announced for each area, and players who have been online in the past 90 days you will get a special device-specific icon summoner path of their region.
Four extra rewards available icon summoner during Revel. Anyone can be earned by completing various tasks, such as win a matchmade game with a friend, and completing a certain number of matches in particular maps.
Three new skins will be available during the Revel: suspense elements are characterized by Dragonblade (value in 1350 RP, or 975 until end of January), Tryndamere warring kingdoms (975 RP) and Lunar goddess Diana (975 RP). The former two will vault of staloyn heritage, after the end of revelry, while Diana's skin will remain at the store (this is only the second skin was released). Discounted packages will also be available for the next two weeks, as detailed in Lunar revel FAQ.
New lunar revel skins ward can be used during the event from anyone, but will no longer be available for use later in addition to those who choose to buy it for RP 640. Skins can be purchased at any point during the event or up to a week after it comes to an end.
And finally, mystery gifting will allow players to send to their friends, or a mystery skin (490 RP) or a mystery champion (520 RP) that is guaranteed to be one that doesn't already have.
This should ensure the community of League of Legends is particularly active in the coming weeks, that he needed any help in that regard--League of Legends now has an astounding 27 million players every day and sees a peak concurrent user count of 7,5 million users.
Chris Pereira is a freelance writer who spends his spare time agonizing over the final seasons of The X-Files. See what he says on Twitter and follow IGN.
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Battlefield weapon balance tweaks 4 Preview
In a blog post previews some of the changes coming to battlefield 4, dice has been detailing the balance changes, this will make to shotguns, DMRs, and other weapons and attachments.
Designated marksman rifles, or DMRs, their loss would have been bumped up in all ranges. Damage from long-term use in particular has increased (by three-hit kills possible on a large scale), and have reduced the accuracy penalty suffered by firing repeatedly. "The amount of damage varies from gun to gun, according to the projected range, rate of fire, and damage," explains the dice. "We will continue to monitor the effectiveness of DMRs in battle, and to determine whether additional action is required for a sustainable means to DMRs long-range gun."
Pump-action shotguns must also be improved with the aid of their accuracy, when designed in motion. "These weapons did not have any available barrels or handles that will allow players to enhance their accuracy with a view," the members of the blog. "This change should the use of the pump action guns with slugs of much more viable in the medium and close range allowing more accurate fire."
Other changes include reducing MTAR damage from long-term use (so that it is closer to what other carbine), which allows a portion of the heavy barrel accuracy bonus to apply when moving and adjusting the amount of time before a sniper offers complete accuracy when zoomed in. This patch will also change the way they treated precision when aiming down the sights of a gun after they begin to fire from the hip.
"In the past, if a player started to shoot before aiming his hip will keep inaccuracy, while meant, until it stopped firing. This was particularly evident with submachine guns on the move. Players now only subject to the maximum objective inaccuracy after the transition. While still terribly inaccurate, this allows substantially more accurate fire from the old method and should allow players with panic fire submachine guns in close quarters, if they were objective. "
There is no specific word on when they will release the patch containing these changes as of yet. The latest announcement about the release of the next update came earlier this week when dice said spinning for a late January or early February calling on all platforms.
During February, dice will host a month estimate player reward players to deal with the wide range of issues that the game has suffered from the start.
Chris Pereira is a freelance writer who spends his spare time agonizing over the final seasons of The X-Files. See what he says on Twitter and follow IGN.
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Tomb Raider: Definitive Edition Game Review
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Frequently superb enhanced graphicsStill an excellent, well-paced action gameSurprisingly strong replay valueHeroine and storyline still shineNot much in the way of new contentCosts a whole lot more than existing versionsAvailable on PS4 (reviewed) and Xbox One
You might think of Tomb Raider: Definitive Edition as a next-gen port of last year’s Lara Croft reboot, but Square Enix considers this Tomb Raider the definitive version: the ultimate edition that shows the game at its very best.
Thanks to sterling work from Crystal Dynamics and two conversion teams – Sleeping Dogs developer United Front on Xbox One and Nixxes on PS4 – Definitive Edition sounds like it deserves the accolade. The only questions are how the adventure holds up nearly one year on, and whether it’s worth buying if you’ve already played through it.
What’s new with the next-gen version? In truth, not a lot. We get a new hidden tomb near the start of the game and some alternative costumes and multiplayer maps bundled in. Otherwise this is fundamentally the same game with the same single-player campaign.It begins with Lara struggling to survive on an inhospitable Pacific island, and then chronicles her journey from ingenue archaeologist to action heroine as she faces depraved cultists, supernatural forces and fearsome terrain.
Being the same isn’t necessarily a bad thing: the reboot worked last year and it still works now. We can criticise it for its over-reliance on cinematic quick-time events in the early sections and shooting gallery combat in the later part, but it still packs in the thrills, spills and scares, along with stretches of superb jumping and clambering exploration and a feast of big action set-pieces.
The new Lara is a hugely likable heroine, even if the switch from near torture porn victim to gun-toting bad-ass feels sudden, and the storyline has enough mystery and intrigue to keep you hooked for the duration – even when you’re on your second play through.
While this might break up the flow and make little sense in such a fast-paced narrative, it’s well worth tracking down the collectibles or raiding the optional - and more puzzle-packed - hidden tombs. Meanwhile the main game does its bit to reward new strategies, giving you the chance to play stealthily or go for all-out blasting, with enough exploding barrels and flammable areas to make the environment work for you at times.

True, some of the ideas are under-exploited, particularly the hunting and survival aspects that are introduced early on, but there’s no shortage of stuff to find, stuff to collect and extra goals to complete. This makes Tomb Raider an enjoyable game to return to, and more exciting than you might expect. If, like us, you loved Tomb Raider before, then there’s little doubt that you’ll still love it now. For every part that’s annoying – later battles – or ridiculous – Lara’s antique-collecting side-quest – there’s an awful lot that’s just sublime.
You can now pick up the old console versions for under ?15, or the PC game for under a tenner. The main advantage of the Definitive Edition is a visual overhaul. Xbox One and PS4 owners effectively get an enhanced take on the already fantastic-looking PC version, with the ‘Tress FX’ hair animations in place and working better, high-resolution textures and 1080p output, all running at 30fps on the Microsoft console and an unlocked 30 to 60fps on the PS4.
At first the differences seem minor. The hair effects still aren’t entirely convincing, though there’s a lot more movement in a breeze, and a shell-shocked Lara with a more realistic dirt and gore-streaked face isn’t a huge advance on the older Xbox 360 and PS3 model.
Pay attention, though, and you soon notice a whole lot more. The combination of more - and more animated - vegetation in the outdoor areas helps make the island setting come alive, with swaying grasses and trees everywhere you look. Dynamic lighting and particle effects add atmosphere and tension to creepy torchlit tombs and burning buildings alike. Wind, rain and snow effects are noticeably more dramatic, while the lighting seems richer and more vibrant. The overall level of detail is frequently amazing, and few games offer outside vistas as sweeping and beautiful as this one.
And when the game zooms in on Lara, with her remodelled face and all-important sub-surface scattering effect on her skin, it can produce some breathtaking results. The gap between the extraordinary graphics and the stilted facial animation lends Tomb Raider a touch of the uncanny valley, but it still looks dazzling. At its best, Definitive Edition does a great job of making one of the best-looking HD era games look even better.
Unplug your camera and turn off that effect, and you have a fantastic version of an excellent game. We’d like to see more puzzles in the next Tomb Raider title, and ones not restricted to the optional tombs, but this is the first modern Tomb Raider game to match Naughty Dog’s work with Uncharted – and in some ways occasionally surpasses it.
It’s not that it’s not worth the money, or that we haven’t enjoyed a second soujourn to the Dragon’s Triangle, but with so little actual new content wouldn’t you rather save your cash for a whole new game?
Tomb Raider: Definitive Edition is an often-stunning visual upgrade of last year’s Lara Croft adventure, and one that only enhances a brilliant game. There’s not enough new material to justify paying full whack for a return visit, but if you have a next-gen console and haven’t played the game already, Tomb Raider: Definitive Edition is a must.Check out our round-up of the best Xbox One games
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We have a fan Super Smash Bros. in today's webcast unveiling the new Kid Icarus stage. The excitement continues with an interesting look at what Ubisoft is scheduled for the end of the franchise and a Sony surprise sale with games up to 60% off!
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воскресенье, 12 января 2014 г.
Dead Rising 3 Game Review
Exclusive to Xbox One
Just last week we were praising Ryse: Son of Rome for its incredible graphics, while bemoaning its insubstantial gameplay. Now with Dead Rising 3 we find the opposite predicament. This is nobody’s idea of a showcase launch game nor does it exactly get you excited about the potential of Xbox One. On the other hand it’s not such a shallow experience; there are enough complex gameplay systems here to keep the disc in your Xbox One for weeks.
Like Dead Rising 1 and 2, Dead Rising 3 is an open-world game of ultra-violent zombie slaughter, this time featuring a hard-working mechanic, Nick Ramos, as he and his friends try to escape a fictionalised Los Angeles, Los Perditos. It’s a much bigger setting than the shopping mall of the original and the casinos of the sequel, taking in multiple neighbourhoods, shopping precincts, industrial zones and mansions, and the story works on a larger scale too. Following a zombie outbreak in the city, Nick and his crew have only a few days to fix a plane, gather survivors and get the hell out, before the military cleanse the city through the medium of saturation bombing.
Watch the Dead Rising 3 announcement trailer:
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The shock with Dead Rising 3 is that this doesn’t really look like a next-generation game. It runs at 720p at a rather inconsistent 30fps, and while you can spot a little more detail in the textures it’s hard to see any advance on Capcom’s work in Resident Evil 6 – though that wasn’t exactly an ugly-looking game. The character models still display the rather stilted, mannequin-like animation we’ve grown used to in Capcom games over the last five years, and we’re a long way away from current next-gen benchmarks like Killzone: Shadow Fall, Ryse or Battlefield 4. The fact that the frame rate wavers when the screen gets busy isn’t exactly a tribute to the engine or the hardware.
So where has all the extra processing power gone? Simple. Not only has the team at Capcom Vancouver put together an enormous open-world you can explore without any loading times, but it’s packed it to the brim with shambling, snarling, grabbing, biting zombies. Just as Dead Rising 1 expressed the leap in power from the Xbox to Xbox 360 by putting dozens of zombies on the screen at any one time, so Dead Rising 3 does it by rolling out hundreds.
Does this boost the game’s gruesome spectacle? You bet. Dead Rising 2 introduced combo weapons, which you could craft by bonding two or more items together. Dead Rising 3 throws in combo vehicles, which you can manufacture by standing in between the two ingredient vehicles and holding A to build. Take to the streets in your new hybrid steamroller/motorbike or your zombie-electrocuting bulldozer/ambulance and you can smear scores of restless corpses on the tarmac in a matter of seconds. Ignite a fuel barrel or start throwing high-explosives around, and you’ll see dozens go up in a shower of gore.
Most of all, the sheer numbers make you fight against rising panic. You need to get from A to B? Vast hordes of zombies in the way? You had better come up with something good. What’s more, you’d better collect some weird or nutty clothing, so you look good while you’re doing it.

Luckily the combo weapons also make a return. An assault rifle or a samurai sword might take out a zombie or two, but combine a sledgehammer with a car battery or boxing gloves with a motorcycle engine, and now you’re talking. Some, like the Jack-in-the-Box or the delightful Dynameat, can be used to attract zombies and then destroy them in their droves. Others, like the flaming sword or grim reaper, are ideal for slashing your way through the brain-munching masses. And, as Nick is a more practical guy than previous heroes, he can craft these combos on the hoof. There’s no need to find a workbench to turn some gloves and a car exhaust into a Tenderizer; you can do it where you stand.
The combo weapons and combo vehicles are the heart and soul of Dead Rising 3. You can only build them once you find a blueprint and the items required, but once you do so the urge to try the latest addition to your arsenal is irresistible, even if the results are occasionally disappointing (we’re looking at you, Zombie Raker and Pole Weapon.) Play solo and it’s fun. Play in drop-in, drop-out co-op and it’s even more fun. However, something in Dead Rising 3 is out of whack, because it’s easier to get lost in the search for new blueprints and combos than it is to keep pushing through the main thread of the game.
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Basically, the actual storyline and plot-driven missions of Dead Rising 3 are worryingly forgettable. It’s not that it’s devoid of interesting characters or interesting situations, but you’ll spend a lot of your time getting from one part of the city to another so you can pick up object X and deliver it to person Y, or get to location A through obstacle B or enemy C.
This doesn’t always sit well with the size and zombie-infested nature of the setting, either, because wading or rolling your way through the hordes to the next objective can become a bit of a trudge. Nor does it help that weapons soon wear out, or that you’re very limited inventory makes it hard to carry materials to craft new ones. The amount of time spent dropping and picking up items just so you can gather what you need is probably the most annoying aspect of the whole game.
Gaining experience and levels by killing zombies improves things, because you can splash out points on more inventory slots and perks that make your arms last longer and do more damage. This, in turn, encourages you to complete the game’s secondary objectives, which range from finding statues of the first game’s Frank West to saving mobbed survivors and solving disputes between neighbours. All the same, for a game that’s so focused on slapstick fun (how many other titles have you slaughtering zombies with a weaponised shopping cart in a tennis kit and afro wig?) Dead Rising 3 can be surprisingly hard work.

Meanwhile, we’d recommend you remember to save often. The game only rarely checkpoints progress, and usually when you’ve either completed your objective or you’re about to enter a boss battle. It’s hugely depressing to find new blueprints and craft new weapons only to get overwhelmed and lose the last half-hour of play. Luckily, on normal mode you can save anywhere, though Dead Rising traditionalists and masochists with time to burn can enjoy the Nightmare mode instead, which restricts saves to safe houses and scattered porta-toilets.
Plus, though the boss battles themselves are entertaining, they remain one of Dead Rising’s weak points. Avoiding melee attack patterns only to get spammed by ranged attacks is a common source of aggravation, and until you invest points in health upgrades you’ll spend half the battles scavenging for health-reviving food.
Once you get past the less-than-next-gen visuals, Dead Rising 3 is one of the best games on the two new consoles. Sadly, it’s still held back by the above irritations and the fun but repetitive nature of the gameplay. There’s plenty of fun to be had here, but like those brilliant combo weapons you may have to find the right ingredients, then make it for yourself.
Verdict
Dead Rising 3 ups the scale and volume of the slapstick zombie slaughter, but there are too many minor irritations for it to stand up as a great game. The graphics aren’t particularly impressive, the storyline missions are forgettable and managing your inventory is a chore. What brings it up is the addictive combo-weapon crafting system, and the pleasure of trying out your new toys on the walking dead.
Next, read 10 reasons not to buy an Xbox One or PS4 before Christmas
суббота, 11 января 2014 г.
Killzone 4: Shadow Fall Game Review
Platform: PS4 exclusive
Killzone games have always looked good, so it’s no real surprise Sony picked Killzone 4: Shadow Fall to be its key PS4 exclusive launch title. It's just the kind of game to make loyal PS3 owners upgrade. After Killzone: Mercenary delivered the fantastic PS Vita FPS we have craved for so long, Shadow Fall ventures into a world that takes full advantage of the next-gen bump in hardware and hopes to do the same for the PS4.
Regrettably we haven't got the multiplayer working properly yet ahead of the PS4's launch, so for now we're focusing on the single-player campaign whose environments are the setting for much of the multiplayer, too. These days it feels like the single-player is an afterthought for FPS games, but is this true of Killzone: Shadow Fall?

We'll pick up that question later, but first some scene-setting. For those not familiar with the Killzone universe, the latest conflict takes place on the planet Vekta. Set after the events in Killzone 3 where the Helghast’s planet is destroyed, the 'bad guys' (that's the Helghast) now reside on the same planet as the Vektans separated by a security wall. Peace reigns for thirty years, but it's to no one's surprise (least of all ours) that this doesn't last.
In Shadow Fall you play Lucas Kellen, who we first see as a young boy in the opening moments of the game witnessing his father being killed by Helghast soldiers as they try to flee their city on Vekta. Naturally these events have a profound effect on our protagonist as he's left to be mentored by a Shadow Marshall who rescues him. Fast forward to the present of the game and Kellen is now a morally corrupt special forces type who operates behind enemy lines.
So far, so generic, but that tag is a little unfair. Previous Killzone games have drawn upon historical and contemporary events to shape the storyline and Shadow Fall follows the trend with clear Cold War undertones emphasised by the mistrust between the two warring factions and internal strife this creates.
It’s a valiant attempt to steer clear from some of the more cliched single-player campaigns we often see in most shooters. Rather than just a black and white good vs evil type affair, Killzone: Shadow Fall creates a scene in which two peoples are trying to coexist on one planet with all the problems that creates.
It doesn't quite come off, however. While the themes are interesting enough, it doesn't really come together as a cohesive whole in the same way a Bioshock Infinite does, for example. It's all too easy to lose track of the exactly where the plot is going and why, while the voice acting and dialogue is workmanlike rather than engaging. Guerilla Games has tried to create an interesting narrative tension, but it still feels like the story comes a distant third behind the visuals and the gunplay. And if the likes of Mass Effect, Bioshock and Halo have taught us anything, it's that a good story can make or break any single-player experience.

But if the story sometimes lacks that immersive pull, the visuals do much to compensate. Killzone: Shadow Fall in 1080p HD is stunning. It’s one of the nicest looking PS4 launch titles and you will often find yourself staring around at how gorgeous the landscape is. The backdrops are amazingly detailed and natural looking and the way lighting breaks through gaps to obscure your view really showcases what the PS4 is capable of. As an example of what 'next-gen' entails Killzone 4: Shadow Fall does its job very, very well.
This and the typically impressive gunplay is probably exactly what loyal Killzone fans are after. Sniper and machine guns take time to reload, but still fire off with a satisfying thud as you plough your way through Helghast soldiers. Weapons are now more versatile as well and your default arm can be set to a work as a sniper rifle, with its barrel extending and a scope appearing for firing at range. You can go all guns blazing, but the new sonar locator helps you take a more stealthy approach -- an approach balanced by the fact overuse of the sonar will alert nearby soldiers.
Another combat enhancement introduced for Killzone: Shadow Fall also gives us a chance to use the PS4's touchpad for the first time in anger. When you are outnumbered, you can get a helping hand from a small drone called the OWL. Hitting L1 to activate the OWL, you can swipe in different directions on the touchpad to command the OWL to put up a shield, hack into computers, send out a zip-line and stun or fire at enemies. If you’ve been killed, the drone can revive you as long as you still have a Stim pack spare.

You will need all the help you can get, too, as the Helghast AI has clearly been ramped up and definitely takes more than a few rounds to take down the orange-goggled Helgahst soldiers. If you don’t turn off alarm systems the hordes will keep on coming at you, making it easy to die if you don’t play smart. This stops Killzone from descending into too much of a mindless run and gun affair.
As does the greater freedom to explore, which means more opportunities to show off the controller support like the ability to play back audio logs uncovered from rooms through the DualShock 4's built-in speaker. That said, it's still largely a linear affair where your simple goal is to complete missions to get from A to B, while the more open environments also mean you'll sometimes find yourself wandering aimlessly for your next objective.
All told, the single player campaign is an enjoyable distraction with some spectacular set pieces, but the patchy storyline and so-so level design means it's not the most memorable. That's a real shame as there are moments where Shadow Fall excels, but it feels as if Guerrilla Games never quite pulled everything together as tightly it could.
Which leads us to conclude that the multiplayer really is still the key ingredient. We'll return for a greater exploration of this soon, but it's a familiar setup based around a class system where you can select from Assault, Recon and Support classes with 12 unique special abilities. It serves up old favourites likes capture the flag, domination, and deathmatch, but there's also a custom option to create your own levels and share them with other players that could prove to be Killzone: Shadow Fall's most interesting feature given Sony's claimed focus on social gaming.