Tuesday 24 December 2013







 ::::::::: GAMEPLAY SECREENSHOTS ::::::::::













$$$  Need for Speed Rivals Descriptions $$$


  


The game is structured around “Speedlists,” which are essentially quests. A Speedlist is a series of objectives, and once completed, you’re rewarded with a rank/level up, which unlocks better cars. You’re timed on how fast you complete a Speedlist. As you’re selecting one from the menu, a leaderboard of your online friends is displayed under the objectives, showing how fast they completed that particular list. You also can’t replay Speedlists until you hit rank/level 20, which is fairly deep into the game (the max rank/level is 60). Thus, the game encourages you to complete the Speedlists as fast as possible. It’s a competition that’s advertised every time that you look at the menu, and it directly contradicts the playground ethos of the open world.


However, this is where the game introduces a whole new set of problems. Rivals doesn’t really know how to be an MMO.

That’s not to say that it ignores the open world at its disposal but that Rivals uses the open world in ways that are more consistent with its stated genre. Like other open worlds this one is populated with NPCs that make it feel like more of a living place. In this case, the NPCs are all other racers and cops. In one brilliant bit of convergence, Rivals lets us challenge any of the other racers (NPC or human) to a head-to-head race without ever having to stop or slow down. We just get close and hit a button to issue the challenge, then they can accept or decline with a single button. If they accept, the course for the race is automatically plotted from your current location. It’s a truly wonderful blending of an open world and racing game, a system that lets us take advantage of random meetings while never losing sight of what Need for Speed is really all about.

It’s important to note that the open world of Rivals puts a greater focus on the players within its world than the world itself. I can’t even remember if this city, if it can even be called a city, has a name. It’s not meant to be a realistic location; it’s more of a playground. The world isn’t meant to be interesting or immersive; it’s just meant to be a conduit for cooperative or competitive play. That focus actually makes Rivals more of an MMO than a traditional single-player open world game. It’s a smart shift because no one really cares about the world of a racing game. We just care about the road and who else is on it.

Another year, another Need for Speed game. It’s been interesting to watch Criterion evolve this franchise over the years, and even though their name isn’t on the most recent game, Need for Speed: Rivals, the new developer Ghost Games is made up of ex-Criterion folk. They are Criterion in all but name only. Last year they tried to take Need for Speed open world and failed miserably (and then some). This year they made a better game, but one that is still at war with itself on a fundamental level. 

First off, Rivals solves the problem of open world exploration in a car by simply getting rid of all off-road collectibles and any other item that would encourage exploration. This might seem like a wrong move since it represents a loss of content, but it was content that opposed the genre and controls. Cars, especially the fast cars of Need for Speed, are meant to move in one direction—forward—but open worlds are about exploration and discovery, and exploration doesn’t happen in a straight line. It zig-zags and twists all forward progress all to all hell because we wander. Cars don’t wander; they move with a purpose. Rivals realizes this and thus removes any reason to wander. In doing so, the game becomes a more unified experience. It’s a racing game that keeps its focus on the racing, on doing what fast cars do best.

The game is structured around “Speedlists,” which are essentially quests. A Speedlist is a series of objectives, and once completed, you’re rewarded with a rank/level up, which unlocks better cars. You’re timed on how fast you complete a Speedlist. As you’re selecting one from the menu, a leaderboard of your online friends is displayed under the objectives, showing how fast they completed that particular list. You also can’t replay Speedlists until you hit rank/level 20, which is fairly deep into the game (the max rank/level is 60). Thus, the game encourages you to complete the Speedlists as fast as possible. It’s a competition that’s advertised every time that you look at the menu, and it directly contradicts the playground ethos of the open world.

Rivals has essentially created an open world filled with other players and an infinite number of races that you should ignore because they’re not on the Speedlist. All the fixes that Rivals has made to its open world formula are undermined by this system that completely ignores all those fixes. The Speedlists don’t encourage you to seek out other players or compete in random races. They’re more about funneling you into single-player events. In theory, you could play these events with other players, but in practice, no one ever wants to do the same thing because they’re always off working on their own Speedlist objectives.


Need for Speed has had a sad evolution ever since Hot Pursuit, which was very nearly perfect. Each successive game has tried to add something new to the franchise, and each time they failed to recapture the magic of that first Criterion game. There have been improvements, but each improvement only brings the franchise more in line with what Hot Pursuit accomplished 3 years ago when it reminded gamers why Need for Speed was relevant. At this point, it’s just a matter of time until we get a Hot Pursuit 2, and hopefully then Need for Speed can make another case for its continued relevance because for now it’s just another major franchise with an identity crisis.


Personally, I still think open world racing games are dumb because you can accidentally go off course, but Rivals tries so very hard to make a good case for that genre mixing. It improves upon everything that made Most Wanted frustrating, but then it starts a new war with itself.






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Saturday 7 December 2013







 ::::::::: GAMEPLAY SECREENSHOTS ::::::::::
























$$$ CALL OLF DUTY GHOSTS Descriptions $$$

*** ABOUT THE GAME ***



Call of Duty: Ghosts is an extraordinary step forward for one of the largest entertainment franchises of all-time. This new chapter in the Call of Duty franchise features a new dynamic where players are on the side of a crippled nation fighting not for freedom, or liberty, but simply to survive.


Fueling this all new Call of Duty experience, the franchiseGÇÖs new next-gen engine delivers stunning levels of immersion and performance, all while maintaining the speed and fluidity of 60 frames-per-second across all platforms.




FEATURES """"

Single Player Campaign """"

A New Call of Duty Universe: For the first time in franchise history, players will take on the underdog role with Call of Duty: Ghosts; outnumbered and outgunned, players must fight to reclaim a fallen nation in an intensely personal narrative. Gamers will get to know an entirely new cast of characters and visit locales in a changed world unlike anything seen in Call of Dutybefore.

Ten years after a devastating mass event, America borders and the balance of global power have changed forever. As whatGÇÖs left of the nationGÇÖs Special Operations forces, a mysterious group known only asGhosts leads the fight back against a newly emerged, technologically-superior global power.


Multiplayer Mode """"

In Call of Duty: Ghosts you donGÇÖt just create a class, you create a soldier, a first for the franchise. In the new Create-A-Soldier system, players can change the physical appearance of their soldier by choosing the head, body type, head-gear and equipment, and for the first time in a Call of Duty-« game, the player can also choose their gender. With 20,000 possible combinations, this is the most flexible and comprehensive character customization in Call of Duty history.


Call of Duty: Ghosts introduces new tactical player movements. The new contextual lean system now allows players to lean around obstacles without adding button combinations or fully leaving cover. The new mantling system allows fluid movement over objects, while maintaining momentum. The knee slide allows for a natural transition from sprinting crouching to prone.

Call of Duty: Ghosts delivers over 20 NEW Kill Streaks such as Juggernaut Maniac, the Helo Scout, the Vulture and the ODIN Strike. Players can even bring in guard dog Riley, from the single-player campaign, to protect and also to attack enemies. There are also over 30 NEW weapons, including an entirely new weapon class: Marksman Rifles.

New dynamic maps are the evolution of multiplayer. They include interactive elements and player triggered events that make the environment evolve as each match goes on. The entire landscape can shift and force players to change tactics and strategies.


Squads """"""


The load-out choices you make for your Squad members will directly change the AI behavior of your squad-mates. Give your soldier a sniper rifle and heGÇÖll behave like a sniper, and an SMG guy will be more run and gun.

Build your team and take up to 6 of them into battle in the all new Squads mode. This mode takes the best parts of the multiplayer experience and allows you to play either solo or cooperatively with the custom soldiers created and leveled up in multiplayer.






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Friday 6 December 2013









    ::::::::: GAMEPLAY SECREENSHOTS ::::::::::
















$$$ Battlefield 4 Descriptions $$$

                          Battlefield 4 features several changes compared to its predecessor. The game's heads-up display is much the same, composed of two compact rectangles. The lower left-hand corner features a mini-map and compass for navigation, and a simplified objective notice above it; the lower right includes a compact ammo counter and health meter. The mini-map, as well as the main game screen, shows symbols marking three kinds of entities: blue for allies, green for squadmates, and red/orange for enemies



In addition, players will have more survival capabilities, such as countering melee attacks from the front while standing or crouching, shooting with their sidearm while swimming, and diving underwater to avoid enemy detection. The single-player campaign will see the player using vehicles to quickly traverse mini-sandbox-style levels..


Players can use dual-scoped weapons, including weapons with different firing modes 
 They can "spot" targets—marking their positions to the player's squad— in the single player campaign (a first in the Battlefield franchise) as well as in multiplayer, allowing teammates to either suppress or eliminate them. 

                       $$$ MULTIPLAYER MODE FEATURES $$$

Battlefield's multiplayer has been confirmed to contain 3 playable factions; U.S., China and Russia and up to 64 players on PC, PS4, and Xbox One. Also confirmed is the return of the "Commander Mode" last seen in Battlefield 2142, which gives select players an RTS-like view of the entire map and the ability to give orders to teammates A spectator mode has also been confirmed, enabling players to spectate each other in first or third person, as well as the use of a free camera to pan around the map from any angle.

Also, the Commander can observe the battle through the eyes of the players on the battlefield, deploying vehicle and weapon drops to "keep the war machinery going", and ordering in missile strikes and such on hostile targets (as long as at least one friendly player can see the target).





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Monday 2 December 2013




                                               ::::::::: GAMEPLAY SECREENSHOTS ::::::::::



















$$$ Assassin Creed 4 black flag Description $$$



          Assassin's Creed IV===Black Flag is a 2013 historical action-adventure open world video game developed by Ubisoft Montreal and published by Ubisoft.....
 It is the sixth major installment in the Assassin's Creed series,
 a sequel to 2012's Assassin's Creed III modern story and a prequel to its historical 


                                               ::::: Gameplay Story ::::


The game will feature three main cities; Havana, Kingston, and Nassau, Bahamas, which reside under Spanish, British and pirate influence, respectively..  In addition, the hunting system has been retained from Assassin's Creed III, allowing the player to hunt on land, and fish in the water.

The game will also feature 50 other 'unique' locations to explore, with a 60/40 balance between land and naval exploration. Assassin's Creed IV will have a more open world feel, with missions similar to those found in Assassin's Creed, as well as fewer restrictions for the player. The world opens up sooner in the game, as opposed to Assassin's Creed III, which had very scripted missions and did not give players freedom to explore until the game was well into its first act.. The player will encounter jungles, forts, ruins and small villages and the world is being built to allow players much more freedom, such as allowing players to engage, board, and capture passing ships and swimming to nearby beaches in a seamless fashion.


A new aspect in the game is the ship the player will captain, Jackdaw. The Jackdaw is upgradeable throughout the game, as well as having easy access to the ship when needed. While Kenway's crew will remain loyal to him, and can be promoted to captain acquired ships, they cannot assist in combat or perform long-range assassinations, as in previous games. Ubisoft removed this aspect of the brotherhood system, believing it allowed players to bypass tense and challenging scenarios too easily.
In the present day, at the Abstergo Entertainment — a subsidiary of Abstergo Industries — offices in Montreal, Quebec, players will engage in modern day pirating through the exploring of Abstergo's offices, eavesdropping and hacking, all without combat. As well, various "hacking" games, similar to previous cluster and glyph puzzles, will be present, that will uncover secrets about Abstergo.

In addition, a new underwater component has been added.The player has access to a spyglass, allowing the examination of distant ships, along with their cargo and strength. It can also help determine if an island still has animals to hunt, treasures to find or high points to reach for synchronization. An updated form of the recruit system introduced in Assassin's Creed: Brotherhood has returned, allowing Edward to recruit crew members.



Multiplayer also returned, with new settings and game modes, though it is only land-based.





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$$$ Alien Rage Unlimited DESCRIPTION $$$

               

            Before deciding to pack it in and write these words, I had to restart an entire level since an elevator required to get to the next section wasn't activating. Reloading the checkpoint did not encourage it to work any better. Upon restarting the entire level, and shooting my mundane way back to the elevator, it worked. 

Five minutes later, I was killed by some swarming enemies due to a lack of cover and had to restart. This time, a fresh checkpoint loaded -- a checkpoint that had suddenly placed a wall in front of the corridor I was supposed to walk down. I was not restarting the level again. 

Playing any single level of Alien Rage is perishingly dull enough. Being forced to play through it three times is just plain cruel. 

I didn't get very far into Alien Rage, I'm going to admit that right off the bat. It was not, however, for the want of trying. There are parts in Alien Rage where the game decides that working properly is for losers, so it doesn't work properly. 




It is, of course, an ironic title at best, for Alien Rage is limited in every conceivable way. It's limited by the constrained adolescent imagination that concocted its paper-thin story and undistinguished universe. It's limited by its own confusion as to whether it's a classic run-and-gun arcade game or a more ponderous cover-based shooter. It most certainly limits the player, reducing him or her to a pool of guns that feel similar to each other, giving them the hit points of a creampuff, and constructing tedious corridors full of identical, monotonous, brainless combat encounters.

The true name for this game is Alien Rage - Unlimited. I don't know what is supposed to be very "unlimited" about it, and frankly, I don't care. I have more important things to think about. I'd sooner think about a single plastic button, sat in a room that nobody's entered for fifty-six years, than think about why Alien Rage is supposedly so lacking in limits.  




As I said, the game is torn between wanting to join Hard Reset or Bulletstorm in the "classic throwback" arcade set, and kowtowing to modern sensibilities concerning cover, iron sights, and methodical firefights. The result is a game in which cover systems exist for enemies, but not for the player, in which the "hero" is so weak he can barely take a few shots, but if he decides to crouch behind a wall, the enemies will bumrush him and shoot the generic bald bastard to bits. It's a game in which the shotgun is useless, for getting too close to the enemy is instant death, and iron sights are a miserable prospect, since the mindless opponents skitter about so damn much.

 Oh, Alien Rage, your core is so hard, baby, you're so challenging, you're so old school! Where games such as Hard Reset actually understands the kind of smart design that goes into crafting a nostalgic, hectic, rewardingly challenging shooter, Alien Rage naively believes tossing tons of mindless enemies at the player is a close approximation to well-designed game difficulty. It's not. It's just adding to the confusing, confused mess that is this schizophrenic experience. 
Alien Rage so desperately wants to be "hardcore", too. It's pitiful in its grasping attempts to convince you of how "hardcore" it is. It makes you almost want to humor it.





One would at least hope that a game so wildly meandering would at least be mildly surprising at times. It is not. It's just dreary corridor after dreary corridor of visually uninteresting aliens, blasting away at you with all the subtlety of a fork to the anus. You can easily see it going for a Serious Sam avenue of relentless combat, but it's actually quite tricky to balance that kind of persistent onslaught against the propensity to grow tiresome. In a game this graceless, the balance is missed by several generous miles. This is all before we get to Alien Rage's most vile crime -- the animation. Whether reloading, running, opening a door, or tapping on a keypad, Alien Rage's camera attempts "realistic" movements to such an extreme, swaying, serpentine degree that you're either going to get motion sickness or a migraine -- most likely both. My eyes ached within moments of kicking up this woozy adventure,

 and I have no idea how the lost souls working on the thing were able to keep up development without vomiting into a gigantic vat. 

There is multiplayer, an option that proves more enjoyable than the campaign, if only for the fact that the awful pendulating animations are taken out. This seems to imply the developer knew how offputting and unhelpful the motion sway actually is, but insisted it be retained for solo mode. In any case, the game is easier on the eye when shared online, though the gameplay is of the stock, mid-nineties variety available in dozens of equally uninspired games. You run around plain arenas, shooting at opponents with very little in the way of visual or audio feedback. It's a disconnected, alienating experience. It's not terrible. It's just kind of there, like a chair nobody sits on. \\\\





The true tragedy of it all, however, is that when you cut through the glitches, the mediocrity, the sensation of standing on a fragile boat, and the design's lack of commitment, one can actually find a quasi-competent first-person shooter attempting to happen. When it's not breaking itself for no reason, Alien Rage does work. The shooting actually has some weight to it, the arcade-like scoring system is a nice touch, and for the first few minutes, I really thought a potential sleeper hit was on the cards. Only when CI Games is allowed to showcase the true depths of its ineptitude, does the mask of potential fall ignobly away. 


It's usually a saddening thing, to have to trounce a game so utterly, but in this case, I felt I deserved a treat. 
It may not sound like it from the well of anger this game has quite rightly opened up inside me, but there really is a good game trying to happen. With competent design decisions backing it up, the fundamentals of Alien Rage could make for something genuinely entertaining. Unfortunately, the only entertainment Alien Rage has given me was in the writing of this review. 




o make the joke about Alien Rage inspiring actual rage is an obvious, unambitious, and relatively lame decision. I can't think of any decision more befitting this pointless little product. 




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