Wednesday, February 23, 2011



Publisher: Electronic Arts
Developer: People Can Fly
Genre: Sci-Fi First-Person Shooter
Release Date: Feb 22, 2011 (US)(more)
ESRB Descriptors: Blood and Gore, Intense Violence, Partial Nudity, Strong Language, Use of Alcohol, Sexual Themes
Hoster: Mediafire
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In a genre where space marines are so popular, Bulletstorm gives you space pirates. In a genre where gray wastelands are so big, Bulletstorm is a vibrant swirl of colors. And in a genre where headshots are so critical, well, they're also a pretty big deal in Bulletstorm. Some things just don't change.

Nonetheless, Bulletstorm has all the makings of a rather unique first-person shooter. The game is being developed by People Can Fly (now a wholly owned subsidiary of Epic Games), the developer behind the charmingly ridiculous PC shooter Painkiller. Right off the bat, Bulletstorm gives off shades of Gears of War crossed with Borderlands. There's Gears for its gritty sci-fi setting and gruff cast of characters and Borderlands for the general eccentricity that encompasses everything going on--right on down to the fountains of text that erupt from downed enemies.

The character at the center of the plot is one Grayson Hunt, a former mercenary who's had a bit of a falling out with his former employer and, as a result, has been exiled to the farthest reaches of space. One crash landing later and Hunt finds himself on a deep space resort planet known as Stigya. At one point, this place was the Las Vegas of planets: a remote getaway designed solely for the pleasure of its visitors. But as things tend to go in sci-fi stories, a catastrophic event has occurred that's rendered Stigya the polar opposite of a paradise. Its denizens have either died or become feral monsters, and a mysterious overgrowth of mutated plant life has dotted the landscape with giant cacti and tangled vegetation.

This dangerous and twisted world surrounds Grayson, but fortunately, his fighting style is pretty dangerous and twisted in its own right. It's a good thing, too: Bulletstorm is a game that rewards creatively killing your enemies. Combat runs on a loop where you get more points for killing enemies as elaborately as you can--displayed as in-game text coming from dead foes--and then use those points to upgrade and unlock weaponry that allows for further insanity. In gameplay terms, this means that shooting an enemy in his "special place" and then kicking him into a giant cactus while he clutches himself in agony makes for a quicker route to that new grenade launcher than simply shooting him dead.

Grayson starts off with a fairly standard weapon--an assault rifle lovingly referred to as "the peacemaker." With time, you'll unlock guns from further along the spectrum of ridiculousness. One example we were shown was the "flail gun." This one shoots two grenades simultaneously, which in and of itself is obviously nothing special. However, these grenades are chained together, making the grenades capable of latching onto objects (or people) in some pretty interesting ways. You might shoot it at a lamppost near a group of enemies and trigger the explosion remotely when the poor guys come running around the corner. But if you want to be more twisted, you can shoot the chained grenades right at an enemy's head and watch as the two tethered explosives wrap around his neck. We'll let you use your imagination to picture what happens from there.

Regardless of which gun you're carrying, the real heart of your arsenal is a pair of always-there abilities that allow you to toy with enemies as a cat would torment a mouse. At any moment, you can latch onto far-off foes and pull them toward you with a tool called the leash, which behaves a lot like Just Cause 2's grapple hook minus the ability to transport yourself. For knocking enemies back, you can both kick and slide into them. Both these melee attacks put enemies into slow motion for a second or two--think of it as bullet time in a bubble--which leaves them defenseless for your next move. The demo Epic showed us was a whirlwind of stunned enemies, headshots, groin shots, cactus impalements, missing limbs, and more--all of which came before the boss fight against a 50-foot plant monster.

All of this amounts to a game that moves at a very frenetic pace. Adding to the general sense of chaos during these fights is the character dialogue. Quips and one-liners seem to come fast and often, with the game's central cast tossing barbs at one another seemingly as often as they toss grenades. Some of it was fairly cringeworthy, but we're told that Grayson starts the game as a rather unlikable drunken space pirate and gradually becomes more of a well-rounded character as the game continues. Fortunately, the game's visuals are likable right off the bat, with extensive use of colors and great lighting effects painting Bulletstorm's world in a very interesting way.

Right now, Bulletstorm is scheduled for release in 2011. We'll have more on this slightly insane first-person shooter at the Electronic Entertainment Expo, so stay tuned.


OS: Windows XP (SP3), Windows Vista (SP2), or Windows 7
Processor: Intel Core 2 Duo, AMD Athlon X2, or equivalent, running at 1.6 GHz or greater
RAM: 1.5 GB
Hard Drive: 9 GB Available
Video Card: DirectX 9.0c compatible, 256 MB of VRAM; NVIDIA GeForce 7600 GS, ATI Radeon HD 2400 Pro 256 MB, or greater
Soundcard: DirectX 9.0c compatible, 16-bit
Disc Drive: 16X CD/DVD Drive
Other: Network Internet (TCP/IP) connection


OS: Windows Vista (SP2), or Windows 7
Processor: QuadCore 2.0 GHz
Hard Drive: 9 GB free hard drive space
Video Card: DirectX 9.0c compatible, 512MB of VRAM; NVIDIA GeForce GTX260, or ATI Radeon 4870
Soundcard: DirectX 9.0c compatible, 16-bit
Disc Drive: 16X CD/DVD Drive
Other: Network Broadband Internet (TCP/IP) connection

These are the final, official requirements for Bulletstorm for PC. Bulletstorm is using the latest Unreal Engine and has been reported to support DX 9, 10 and 11 so the performance is going to fluctuate depending on how much eye candy you have turned on.


Tuesday, February 22, 2011

KILLZONE 3 - PS3 - Mediafire


Publisher: SCEE
Developer: Guerrilla
Genre: Sci-Fi First-Person Shooter
Release Date: Feb 22, 2011
ESRB Descriptors: Blood and Gore, Intense Violence, Strong Language
Hoster: Mediafire
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Guerrilla Games isn't pulling any punches. The Killzone developer showed off an extremely impressive bit of gameplay at Sony's E3 2010 press conference, proclaiming from the start that Killzone 3 is being developed from the ground up with 3D technology in mind. According to Guerrilla's Herman Hulst, the upcoming shooter sequel will feature tougher, scarier enemies and will be the most realistic representation yet of a science-fiction war. And with that, Hulst asked the in-house audience to don their 3D glasses and invited his colleague Steven Ter Heide to begin the gameplay demonstration.

The first sight we see is an industrial complex being blanketed in snow as it wafts from above. The snow is a lovely sight, contrasting nicely with the gritty, derelict edifice it covers, but it isn't long before the peace is broken by a Helghan dropship. The enemy is bringing the fight to you, but these aren't the usual Helghast you're used to fighting. They have the telltale glowing red eyes, of course, but they look even more demonic than usual. This because many of your creepy foes will now be wearing jumpacks, though these aren't jetpacks as you usually think of them. Instead, these packs feature wings that fan behind, making your enemies look like creatures from some sort of ghastly sci-fi hell. Armed with an M82, the excellent default weapon from Killzone 2, the player takes aim at the soaring Helghast and loads him with lead. That one dispatched, the player punctures another's jumpack and sends him zooming into the air, only to explode a few moments later.

Clearly, Killzone 3 is every bit the looker Killzone 2 was. Even though the build we watched was labeled as pre-alpha, it looked stunning. The lighting was top-notch, and the art design was consistent with what we've already seen from the series. The next scene showed off these good looks to great effect. Now clad in his own jumpack, the player leapt and flew above a sea dotted with icy islands while approaching a looming fortress. As the waves undulated beneath, the player landed on the structure and fought his way inside, shooting down doors and attacking Helghast along the way. We noticed a few things during this portion of the demo. Firstly, the enemy AI looks as good as we saw in Killzone 2. Foes put up a fight and used cover to their advantage whenever possible. Additionally, there were lots of great visual touches, such as realistic cloth physics that reacted authentically to the wind as it gusted through the fortress.

The action continued as the player was pummeled with rockets and then took to the air so he could drop through a skylight and shoot up the enemies within. After this sequence, we then moved to the final portion of the demo. This sequence involved shooting a turret from a mobile airborne vehicle, shooting down not just enemies but entire towers, which exploded and fell to the ground with palpable force and drama. The player also brought down similar ships that besieged his own floating platform. The entire sequence looked gorgeous and exciting, filled with all the battlefield chaos you remember from Killzone 2.


Thursday, February 17, 2011

Test Drive Unlimited 2 - Mediafire

Test Drive Unlimited 2

Publisher: Atari
Developer: Eden
Genre: Driving
Release Date: Feb 11, 2011(more)
ESRB Descriptors: Simulated Gambling, Mild Suggestive Themes, Lyrics
Hoster: Mediafire
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CD key : 7ADW-EDYX-7WH9-5GU7

The original Test Drive Unlimited was a massive, open, online racing game that let you cruise around the magnificent island of O'ahu and challenge other players at a whim through its seamless online integration. The goal of the game was to earn money to purchase the most luxurious (and expensive) cars in the world, and the sequel's premise pretty much follows the same idea. However, this time, the game has a new narrative and you start off on the gorgeous Mediterranean island of Ibiza. We sat in on an hour-long demo of Test Drive Unlimited 2 with senior producer Nour Polloni, who went over several new features as we drooled over the sweet cars that will likely only exist for us in a virtual world.

Polloni began the presentation by highlighting some of the key features of Test Drive Unlimited 2. You can now progress through the game through four different means: competition, social, discovery or collection. The social aspect of the game seems to be a huge focus this time around. Like other massive online games, you can now form a club (similar to a guild or clan), as well as work with others to earn money and build up your reputation. By being active in a club and making friends, you'll increase your social level, which will also go toward raising your global progression. Taking on challenges or creating them will increase your competition level. Now, you'll also be rewarded for wandering off the beaten path, as well as exploring every nook and cranny of the 380-square-km. island. Like a treasure hunt, if you come across car wrecks, you can salvage them and build your own car that won't be available to a dealer anywhere. It looks like regardless of what you decide to do with your time, you'll earn some kind of reward and be continuously working toward your raising your level.

To enhance your experience of admiring or shopping for a car, you can wander around garages, lobbies, and dealerships with your customizable avatar. Instead of navigating through menus, you can now sit and chat with friends in a car at the dealership as you debate the vehicle's features or pick the colors from the car manufacturer's catalog. The shimmer of metallic paint was noticeable as we walked around a bright blue Audi TT RS and were told that the definition in the modeling had been increased. For example, you can see all the minute details, from more refined lines down to the texture of the leather and the stitching within the car. For now, we're only able to reveal the cars that will be in the game, including: Gumpert Apollo Sport, Dodge Viper SRT10, Dodge Charger SRT8, Aston Martin DBS, Ford Mustang GT, Koenigsegg CCXR Edition, and the Audi TT RS Roadster. There were several other high-end cars that we got a chance to look at, but the developers are saving that information for another time.

Based on community feedback, the developers added a day-night cycle so that you can cruise around at night or sit back in your convertible and watch the sunrise from the coast. The cycle takes two-and-a-half hours, so that if you play at the same time every day, you'll be experiencing a different time of day in the game. The developers drove the TT out along the deserted but sandy beach while the waves lapped calmly along the shore and just sat back to admire the golden glow of the sky as the sun dipped beneath the horizon. Now, if only all of this were real. Snapping us back to reality, we zoomed out to view the island from a satellite view and saw that the surrounding sea has been reworked. You can now see the coral reefs and sea depth, as well as the varied landscape that exists on Ibiza. The weather can also change, so it's one thing to be cruising with the top down on a sunny day; it'll be a little more difficult having to navigate through a thunderstorm. Now that vehicle damage has been added, it'll cost money to fix the cosmetic wounds, so tearing across the fields in your Gumpert Apollo may not be such a good idea.

Minimum Requirements:
Operating System:Windows XP SP2, Vista SP2, Windows 7
Processor:Intel Core 2 Duo 2.2GHz or AMD Athlon X2 4400+
Video:Nvidia GeForce 8800 / ATI Radeon HD 3870
Sound:DirectX 9.0c-compatible
Hard Disk:14 GB
Peripherals:10-button controller such as Xbox 360 or Logitech Dual-Action
Other:Internet Broadband Connection, Microsoft .NET 3.5 required

Recommended Requirements:
Operating System:Windows XP SP2, Vista SP2, Windows 7
Processor:Intel Core 2 Duo 2.2GHz or AMD Athlon X2 4400+
Video:Nvidia GeForce GTX 280 / ATI Radeon HD 4870
Sound:DirectX 9.0c-compatible
Hard Disk:14 GB
Peripherals:10-button controller such as Xbox 360 or Logitech Dual-Action
Other:Internet Broadband Connection, Microsoft .NET 3.5 required


Saturday, February 5, 2011

Dungeons - FLT - Mediafire


Publisher: Kalypso
Developer: Kalypso
Genre: Strategy
Release Date: Feb 4, 2011(more)
ESRB Descriptors: Blood, Violence
Hoster: Mediafire
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To describe Dungeons in its simplest terms--it’s a game heavily inspired by the Bullfrog classic strategy game Dungeon Keeper. From top to bottom, you’re in complete control of your very own dungeon, playing as the dungeon lord who acts as your dungeon’s main guardian. You can maneuver him through the dungeon using the standard WASD keyboard control format and give orders to minions using the mouse. In the first part of the demo we saw, the dungeon lord is venturing back to his part of the underworld when he stumbles across some heroes.

Confrontations with heroes are at the heart of the entire Dungeons experience. But before we get into the details, you should know that battles happen automatically, and you don’t have any direct control over specific actions. However, the outcome of these battles is heavily influenced by the dungeon lord’s individual attributes, which in turn, are augmented by the prestige of your dungeon. Dungeon prestige is affected directly by how well you’ve adorned and designed your dungeon--adding even one of the numerous decorative objects (called gimmicks), like lamps, affects your prestige level.

But back to the heroes... There’s an interesting dynamic at work when it comes to the noble people who infiltrate your abode. When a hero comes into your dungeon, you’ll see icons over his head that indicate what he’s interested in doing while venturing through your dark lair. The sword icon means that he’s thirsty for battle, while the treasure-chest icon means he has a hankering to pilfer some gold. In fact, the very first hero who entered the dungeon through the hero gates went directly for the treasure room built by the dungeon lord for this demo. As you watch him collect gold, you’ll see that his interest level in performing that activity diminishes since he’s getting his fill. This creates another problem, because you need to keep him occupied with something else in its place. In this case, since he wants to do battle, a good idea would be to create some monster spawn points so he has something to fight. If the hero becomes too bored, he’ll start venturing deeper into the dungeon, and he'll eventually reach the dungeon heart. If the dungeon heart is destroyed, the game ends. But you can also counter such an attack by attacking the heroes yourself, but it’s always a good idea to keep an eye on the heroes’ skill level--in some cases a high-level hero (they can reach level 20) may venture into your dungeon.

At some point, you’re going to have to confront heroes to harvest soul energy, which functions as the second resource in the game behind gold. When you defeat a hero, you capture some of his soul energy, but in some cases, you won’t be able to capture all of it--that is, unless, you build a prison cell area inside the dungeon where you can squeeze the extra bit of soul energy from him. We watched the dungeon lord construct a prison area with the help of his little goblin minions (that typically run for their lives when a hero is nearby) and then click on the fallen body of the hero, and then we saw him appear in one of the cells. The dungeon lord then took his souls and used them to add a few more nice-looking lamps to the dungeon walls.

The next portion of the demo took us into dungeon-versus-dungeon combat. The dungeon lord’s goblins had been digging a path to the east, and they opened up a passageway to another dungeon controlled by the zombie lord--as indicated by the circle of influence surrounding his dungeon. As soon as the wall broke, the zombie lord charged in with his skeleton minions and began attacking the dungeon lord. Fortunately, the dungeon lord won the fight, but if he had been killed, he still would have had time to respawn at the dungeon heart and protect it--though doing so risks serious damage to the heart.

Minimum Hardware System Requirements:
OS: Windows 7/Vista/ XP SP2
Processor: 2.0 GHz Dual Core
Memory: 2 GB
Graphics: 256 MB DirectX 9.0c Graphics card with Shader Model 3.0
Hard Drive: 2 GB free HDD
Sound: Windows-compatible Soundcard


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