Showing posts with label assassin. Show all posts
Showing posts with label assassin. Show all posts
Tom Clancy Ghost Recon Future Soldier 2012
Today’s battlefields, it seems, are teeming with the kind of wizardry that video games have enabled players to use for years. Invisibility, X-ray vision, and miniature floating cameras are modern marvels that have long since become familiar, but Future Soldier’s appeal doesn’t rely on novelty. Stealthy action and streamlined teamwork blend to create an enjoyable and lengthy campaign, and lively competitive multiplayer modes provide extra enticement. Unfortunately, the online elements of Future Soldier are riddled with network problems that make connecting to and staying in a game difficult. Ghost Recon: Future Soldier is a robust package with plenty of satisfying ways to exercise your itchy trigger finger, but it requires a lot of patience if you want to do anything other than play by yourself.
In the campaign, you play as the ghosts, a four-man team of elite soldiers. Cutscenes and mid-mission dialogue combine to create a nice sense of camaraderie among the crew, and hackneyed archetypes are downplayed in favor of more understated characterization. Personalities are colored in during small moments, like a song streaming out of earbuds, a fleeting facial expression, and a conversation about used trucks. Interactions with other military personnel reveal how isolated the ghosts are from the soldiers they break bread with and how oblivious those soldiers are to this fact. This segregation creates a connection among the ghosts that is a refreshing change from the familiar “bonds forged on the crucible of combat” trope.
On the field of battle, the ghosts try to emulate their namesakes, moving silently with the aid of slick optical camouflage that dissolves if you jog, sprint, or fire your weapon. Staying stealthy is often a mission requirement, and even when it isn’t, avoiding detection gives you a distinct advantage. It’s easy to maneuver unseen, and you spend a lot of time silently eliminating foes. Stealth melee kills and suppressed weapons are your basic tools, but the key mechanic is the sync shot. Spotting enemies through your scope or tagging them from aloft with your aerial drone, you can designate up to four targets for you and your squad to eliminate in one fell swoop. To execute, simply open fire on your own target, or issue the command with a press of the Q key (or right bumper if you are using a compatible gamepad).

 
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Assassin's Creed - PC
Assassin’s Creed features one of the most unique gameworlds ever created: beautiful, memorable, and alive. Every crack and crevasse is filled with gorgeous, subtle details, from astounding visual flourishes to overheard cries for help. But it’s more than just a world–it’s a fun and exciting action game with a ton of stuff to do and places to explore, rounded out with a complex story that will slowly grab you the more you play. The PC version has a few more issues than its console counterparts, and the keyboard-and-mouse controls strip away some of the smooth magic of exploration. Nevertheless, if you don’t mind plugging in a gamepad and have a system that exceeds the system requirements, you’ll find the same free-form travels and atmospheric game world that console owners enjoyed last year.
Not enough can be said about the living, breathing universe that you’ll inhabit in Assassin’s Creed. As assassin extraordinaire Altair, you’ll explore three major cities of the Holy Land in the 12th century: Jerusalem, Damascus, and Acre. Each city is beautifully rendered from top to bottom and features meticulously crafted towers that reach for the sky, bustling market squares, and quiet corners where citizens converse and drunks lie in wait to accost you. As you wander the streets (and rooftops), you’ll push your way through crowds of women carrying jars on their heads, hear orators shout political and religious wisdom, and watch town guards harass innocent victims. Altair has a profound effect on this world, but the cities are entities all their own, with their own flows and personalities.
The visual design has a lot to do with how believably organic everything feels. The cities are absolutely huge, and though you don’t get full exploration privileges in the first few chapters, they eventually open up to let you travel seamlessly from one side to another. Everything is beautifully lit with just the right amount of bloom effect, and almost everything casts a shadow, from tall pillars to Altair’s cloak. In fact, sometimes the shadows get to be a bit much and may make you think for a moment that there is artifacting on your screen, when in fact it’s a character’s head casting a shadow on his or her own neck. Every object, from scaffolds to pottery, is textured so finely that you’ll feel as if you could reach out and touch it. Animations are almost as equally well done. Altair scales walls, leaps majestically from towers, and engages in swashbuckling swordfights that would make Errol Flynn proud. And he does it all with fluid ease, generally moving from one pose to another without a hitch. Minor characters move with less aplomb, but that’s easy to forgive, considering that the cities are populated with thousands and thousands of individuals.

 
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