Monday, 9 July 2012

Free Final Fight PC Game Full Version Download

                                     Game coming soon


                 

Final Fight represents straightforward arcade brawling at its absolute best. That the entire arcade game now fits in your pocket is quite frankly insane
Final Fight is the best game ever made. If you don't agree with that statement, consider the following words: Bred, Andore Jr., G. Oriber, Edi E., Two P, and, ladies and gentlemen of the jury, Metro-City Mayor Mike Haggar. These are some of the most unforgettable characters in gaming history, and they all appeared first in Final Fight. If you're still not impressed, then stop reading now--you won't appreciate Final Fight One, an almost perfect translation of the arcade original.
In case you're unfamiliar with the Final Fight legend, but were impressed by the list of characters and so are still reading, here's the deal: Final Fight is the seminal side-scrolling beat-'em up. Technically, Double Dragon may have come first, but Final Fight perfected the genre. Imagine Street Fighter if it wasn't designed for monocle-wearing fancy-lads--if it had a more meat-and-potatoes combat system, involved fighting a lot more than one enemy at a time, featured plenty of smashing barrels with your fist to see if there's any treasure or hunks of meat inside, and required a lot more walking to the right. And then imagine that not only can you punish the thugs by pile-driving them, but you can also make them cry by busting up their cars. Then stop imagining, because it's all contained in Final Fight.
The Game Boy Advance version is a little miracle. It's the best translation of the arcade game to date. First of all, it contains all six of the arcade levels, including the industrial area left out of the 1990 Super Nintendo translation. And unlike that version, Final Fight One features all three of the original characters--the all-arounder Cody, the beefy Haggar, and the agile Guy. More importantly, it permits two people to play cooperatively using two systems and a link cable. Even more importantly, the two-player mode works great and doesn't slow down when there's a lot of activity onscreen, which is pretty much all the time because that's how the people who play Final Fight like it.
Unfortunately, the translation isn't completely perfect. For some reason, the two female punks, Roxy and Poison, have been replaced by generic male punks. This was true of the SNES version as well, but that hardly excuses it. There are also some small graphical changes--the arcade's flickering fluorescent light effect is gone as are a few background animations. The game's soundtrack suffers somewhat in translation too.
There are five difficulty options ranging from very easy to very hard. You're allotted a limited number of continues, but unlike in the arcade and SNES versions, progress is saved after every level. One mildly annoying feature is that the two-player mode gives you unlimited retries with no option to restrict the number of continues. Of course, you can simply decide to permit only a certain number of retries, but seriously, everyone knows those kinds of honorable resolutions never last very long.
Perhaps to make up for the small ways in which Final Fight One deviates from its arcade inspiration, a few bonuses have been included. There are now some small cutscenes before each of the boss battles. It's not a huge thing, but they do include some excellent new tough-guy dialogue such as "Shut your mouth up! Get Ready!" There's also a point system that unlocks a series of bonuses. None of the bonuses amount to much, however. There's nothing even as good as, say, a portrait gallery. About the best bonus is an option to make Guy and Cody wear their Street Fighter Alpha clothes. The rest are all along the lines of extra lives, a level select, and other pretty mundane rewards.
Still, the great thing about Final Fight is that it's a timeless game. Whether it's your first time through the game or your seven hundredth, shoulder-tossing one punk into a group of his oncoming friends remains a thrilling experience. It may not be deep in the Virtua Fighter smarty-pants sense, but it is deeply satisfying. Final Fight represents straightforward arcade brawling at its absolute best. That the entire arcade game now fits in your pocket is quite frankly insane.

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Free Sonic Riders PC Game Full Version Download

                                    Game coming soon


                   



The Sonic series takes to the track in the combat racing game, Sonic Riders can occasionally be quite entertaining, but too many of those entertaining moments are overridden by bouts of frustration and weak mechanics.
Like most popular platformer franchises, the Sonic series has dabbled in the racing genre in the past with games like Sonic R for the Saturn. Despite the fact that Sonic's already-speedy nature might seem like a perfect fit for a racing game of some sort, the results of these attempts have been disappointing thus far. Sonic Riders is the latest attempt to get Sonic back on the race track, though this one eschews the typical kart- and foot-racing brands of racing usually found in a racer starring popular platformer heroes. Instead, Riders gives Sonic and pals their very own Back to the Future II-style hoverboards, which they can use to dart and dash around wacky tracks of varying levels of difficulty. Unfortunately, Sonic Riders isn't much better than any of Sega's previous attempts to make Sonic a racing hero, simply because it can't quite keep its diverse and chaotic racing mechanics together in one cohesive package. There are times when you'll find yourself enjoying how blazingly fast the game can go and other times when you'll be frustrated beyond belief by the very same thing. And that's all within a single race.
The premise behind Sonic Riders is going to be utterly impenetrable to anyone but the most ardent Sonic fans. Along with his pals Knuckles and Tails, Sonic is, once again, on the hunt for chaos emeralds. Suddenly, the team witnesses the theft of an emerald by some very edgy, cute-looking thieves riding hoverboards (or, "extreme gear," as they're known in the game). Not long after that, Dr. Eggman shows up and starts rambling about wanting to hold an extreme-gear racing tournament for some reason or another. It turns out that the thieves are part of a crew of legendary thieves known as the Babylon Rogues, and there's a whole thing about trying to rediscover the long-hidden island of Babylon, which harbors some kind of treasure...or something like that. It's a completely incoherent storyline, not to mention one that rehashes a lot of stuff that has been done 20 times better in just about every other Sonic game every made. Evil plots are hatched, Sonic and Knuckles get into it with the bad guys, Tails says a few overly precocious things, and so on and so forth. Then again, this is a racing game, so the plot is really incidental to the whole package. Still, this game probably would have been much better off going the minimalist story route, like the Mario Kart games.
The racing in Sonic Riders is kind of an odd mishmash of F-Zero GX-style futuristic racing and something like SSX. When you get going during a race, the pace can be extremely quick--as it should be in a racing game starring Sonic--but pure speed isn't enough to win. There are a number of secondary mechanics and meters you'll have to concern yourself with to succeed regularly. First and foremost, you'll find yourself monitoring your air meter, which depletes every time you hit the boost button. Incidentally, that's going to be a lot of the time. To keep up, you're going to find yourself hitting that boost an awful lot, especially in the early goings, when you're still trying to figure out the layouts of the tracks and all the shortcuts. That's bad, because once you're out of air, your character jumps off his or her board and starts running until you can find a pit to stop in for a moment to recharge. Running into objects on the track also kills your air. While that makes some measure of sense, the whole pit-stop aspect of the game sucks a lot of the fun out of the racing. The whole point of the game is that you're going along at increasingly blinding speeds, trying to ride as much momentum as possible; it doesn't make much sense that you suddenly have to stop and recharge because you accidentally hit a wall after boosting a bunch. Not to mention that the pits themselves aren't even all that out of the way on the tracks, so you may find yourself running into them accidentally every now and then.
Fortunately, some of the other concepts in the gameplay pan out a bit better. One of the cooler things Sonic Riders has to offer is the turbulence-riding mechanic. Essentially, as other racers zoom along the tracks, they give off streams of turbulence that you can ride into and get a big speed boost out of. Turbulence sort of takes the game out of your hands, though, because you could easily ride it out without ever touching a button. But if you did that, you'd miss out on the opportunity to pull off some tricks. Yes, there's a rudimentary trick system in Sonic Riders. Whether you're riding turbulence or taking big jumps, all you need to do is spin the left analog stick (or, if you're unlucky enough not to have a dual analog gamepad to go along with the PC version of the game, hold down one of the directional arrow keys) and you'll pull off a few neat flips and spins. It's nothing deep, but pulling off tricks is a necessary enjoyment, because doing them and landing correctly afterward nets you sizable air boosts. There are also some unique shortcuts that various characters can take depending on what class they fall under. Power racers, for instance, can simply bowl through certain obstacles on the track without losing a bit of speed, whereas speed racers can grind various rails scattered throughout a course. As nice an idea as the class system is, it doesn't make much difference to the gameplay. You can pick just about any racer in the game and play pretty much the same way without much consequence.
That's mainly because the track designs lend themselves to the same level of frustration, no matter which character you're playing as. While all the tracks are built with the sorts of launch ramps, loop-de-loops, and other craziness you'd expect, they're not nearly as much fun to race around as you might hope. For one thing, the game relies a little too heavily on taking corners perfectly. These tracks are littered with the sorts of blind jumps and turns that cause you to go flying off the course and have to reset yourself, and you'll often lose the race as a result. You can't always correct this by practicing, either. Sometimes you'll be taking a corner perfectly, only to run into a wall of turbulence that you can't bust into to ride because you're not traveling fast enough, which in turn bumps you off the edge of the course. The tracks can be pleasing to look at, and there are more than enough shortcuts, jumps, and other fun things to race around, but the tracks are simply too short, too loose, and too frustrating to keep up with what the fast-paced racing requires.
The controls also leave something to be desired. It makes sense that trying to control an ultrafast hoverboard would be a little loose, but the controls are unwieldy in a lot of spots. When you're in a position to grind a rail, you have to press the jump button to get up, and then press it again to grind, which seems unnecessary. When you want to round a tight corner, you need to hold down one of the trigger buttons to sort of slow down and lean into the turn. What the game fails to mention is that if you hold down the button for a half-second too long, you'll overshoot the turn and go crashing into the opposing wall. It's irritating, to say the least. Additionally, if you're playing this game on the PC, get a dual analog gamepad or don't even bother playing it. Trying to control this game with arrow keys instead of analog sticks is like trying to steer a car with your teeth--not ideal, and rather harrowing at that.
If nothing else, Sonic Riders fares better as a multiplayer game than as a single-player one. The artificially intelligent racers tend to run very predictable races, so getting into the multiplayer arena does away with that problem, though the fact that the PC version supports only two total players negates some of that appeal. There are also quite a few modes to choose from apart from normal races and the story mode. There's a mission mode, in which you're tasked to perform specific tricks to beat the Babylon Rogues team; a survival mode that includes both standard battle and race variants; and a tag mode, in which two teams of two racers, each of which share a single air tank, race through a selected track. None of these modes are any better than the standard races, but at least there is a good bit of variety available. On top of all that, the game lets you acquire a lot of unlockables, including new extreme gear, as well as plenty of hidden characters, some of which are certain to get longtime Sega fans giddy with glee.
Sonic Riders isn't a bad-looking game by any means. Save for a few sporadic bursts of frame rate slowdown, the game moves at an excellent clip, providing exactly the sort of speed you'd expect. The levels and characters are bright and colorful, though when you slow down, some of the track areas look kind of drab and muddy. A copious number of CG cutscenes are interspersed throughout the story mode, and while the scenes themselves are reasonably clean looking, they're not anything special, either. The PC version of the game looks about on par with the Xbox version released earlier in the year. The game runs at a maximum resolution of only 1024x768, and even with all the various antialiasing and texture settings cranked up, it looks like a slightly muddy console port. Less impressive is the game's audio. The voice acting is about as hammy as in any other Sonic game, but the incessant chatter of the female race announcer tends to grate as you're speeding along. The music and sound effects are mostly generic, and nothing about them stands out.
Sonic Riders is arguably the best Sonic-themed racer out there, but it does little to distinguish itself amid an already overcrowded platformer-turned-racer market. The use of the extreme gear in lieu of the usual cartoon racer vehicles is a nice twist, and there is a bounty of content for you to get through, but the racing itself isn't strong enough to keep the game afloat for long. Ultimately, Riders is a racer that provides some decent fan service to the Sega loyal, but not much else. And if you are one of those devout Sega loyalists, track down Sonic Riders on just about any other platform than the PC, because this is hardly the ideal way to play the game.

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                                             RAM= 256MB
                                       Graphics= 64MB



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Free Men of War-Vietnam PC Game Full Version Download

                                     Game coming soon


                   



Brutally tough and unforgiving, Men of War: Vietnam is a serious test of your patience and your real-time strategy skills.
How much you enjoy Men of War: Vietnam depends on your patience for constant saving and reloading. Just like in the earlier releases in this 1C Company series of real-time squad combat games, the difficulty has been cranked through the roof. Your small squads have to battle their way through dozens if not hundreds of enemies in each and every mission, with even a single misstep often resulting in instant failure. That doesn't sound like a whole lot of fun, and it isn't. The mission design is so grueling that you feel wrung out by the time you cross the finish line. Still, there are some positives. Maps are intricately designed, and a cooperative option for the campaign lets you team up with as many as three other players, which both makes things easier and adds some replay value
At least Men of War: Vietnam is honest up front. The very first mission tosses you into the deep end without any life preservers. Denied even the benefit of a brief tutorial or some tips on how to handle the first few enemy encounters, you're thrown into the midst of a battle between the US and a small group of Russian advisors and Vietcong soldiers. A Huey incinerates your convoy in the scripted opening seconds and then returns to obliterate the paltry four survivors in your squad within moments. Either you get your guys off the road and under cover in less time than it took you to read the start of this paragraph, or everybody dies. It's an abysmal introduction. It's hard to imagine anyone new to the Men of War series sticking around for very long after this greeting. Even series veterans can't help but be taken aback by how brutally the game begins. Playing on easy helps a bit by reducing enemy numbers, but the game remains incredibly punishing.
The two-part campaign that sees the first five missions focusing on Russian and Vietcong troops and the second five missions swinging over to the US is unforgiving all the way through. You go into missions with tiny squads ranging from just four guys to around a dozen or so, and you have to fight and/or sneak your way through huge maps crawling with countless enemy patrols and dotted with umpteen goals. The playing field is so tilted against you that you're at risk of it falling on your head at any moment. Enemies can spot you from long distances, hear you even when you're firing silenced rounds, and shoot you with unerring accuracy even when you're hunkered down behind brush. The entire squad can be wiped out in mere moments, at almost any time. You need to creep forward very cautiously, experiment with a lot of trial and error, and save every time you do anything even remotely good. Kill a bad guy? Save. Find a great cover spot? Save. And so on. At least the game helps out by autosaving at smart, frequent intervals.
There are a couple of saving graces. Mission maps are extremely detailed and come with multiple options to get past every enemy troop position. Granted, sometimes none of them are pleasant, but at least you have many choices, ranging from open assaults to flanking maneuvers to firing locations and weapon selection. Enemy artificial intelligence is lacking, too, though at least the stupidity of your foes makes it easier to complete scenarios against the incredible odds. Foes typically respond to attacks by going back to standard patrol routes, oblivious to the corpses of their comrades and the burning wreckage around them, or by walking mindlessly into the jungle until your lads shoot them to bits. When you're beaten, you're beaten through sheer force of numbers or by superior enemy positions like bunkers, but never from being outsmarted.
Unfortunately, your own troops aren't very smart, either. They often switch weapons for no apparent reason in mid-battle and ignore enemies gleefully murdering the whole squad from a few feet away. Maybe it's the cover itself, or maybe it's dumb soldiers not standing in the right spots, but your boys often seem to think they're hidden when they're exposed enough to take a bullet to the head. Targeting isn't very accurate, unless you micromanage troops with direct control, which is hard to do in the middle of a big scrap. You can order your squad to assault a lone VC hiding behind a truck, for example, and watch in horror as your lads line up behind the bumper and fill it full of holes…while your enemy pops out of cover and slaughters everyone.
Special abilities and weapons offer some chance at survival. There is something of a role-playing flavor here with named squadmates who come equipped with gear and combat skills. At times, the game resembles the Commandos series. Troops with silenced SMGs, sniper rifles, and big M60s provide you with a shot at whittling down enemy numbers. That said, the small size of your squads makes it devastating when just one man is killed. Lose your sniper, and it's pretty much game over unless you're in the home stretch.
Jungle terrain is both an ally and an enemy. The engine does a great job rendering the foliage of Southeast Asia, and it isn't just for show. It's so thick that you can ably stage hit-and-run raids where you blitz enemy positions and then fade back into the green. Bad guys take advantage of the green stuff as well, though, and it's so voluminous that you often can't see anything. Events develop so fast that your men might be slaughtered before you can get the camera properly into position. You expect a lot of jungle in a Vietnam game, of course, but it seems like you wind up with a big frond in your face every time you adjust the camera the slightest bit to better view a firefight.
All of the campaign missions can also be run through cooperatively with up to four other players. This is the best way to play the game, as it mitigates the extreme difficulty of going solo. It also lets you tackle objectives more efficiently via coordinated attacks. Some missions seem to have been designed with co-op in mind. The first mission, in fact, features a section where you must detonate three US Hueys before they take off. This is hard to achieve playing solo without sacrificing at least one man during the assault, because the choppers head to the skies almost as soon as you open fire. But when you're playing with a buddy, you can divvy up the targets to blow them all up before the pilots can get the rotors spinning. Unfortunately, there are some technical problems with online play. Connection errors frequently pop up on the server screen, making it impossible to join many matches. This may be because of conflicts between various versions of the game sold by different retailers or conflicts between those who purchased the DLC pack released alongside the main game and those who did not. Either way, a patch is desperately needed. Even when you can get into games, the play is a bit laggy, and synchronization issues frequently arise.
As frustrating as Men of War: Vietnam is, it still provides some satisfying moments. Emerging hale and hearty at the end of a mission is always cause for celebration, seeing how the odds are so slanted against you, and the opposing forces are made up of what seems to be the entire US Army or Vietcong. Still, the extreme challenge is a tough sell, and it makes it so difficult to get past the first mission that you might never get to the point where you can get hooked.

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                                           RAM= 2GB
                                     Graphics= 256MB



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Free Total Overdose PC Game Full Version Download

                              Game coming soon


                   


 Total Overdose: A Gunslinger's Tale in Mexico
Action game fans ought to be able to settle in and blast their ways through Total Overdose's relatively brief campaign with reasonable levels of enjoyment. Just be prepared for one extremely cheesy ride.
Rarely has a game reveled in its own crapulence the way that Total Overdose: A Gunslinger's Tale in Mexico does. Taking the concept of a stylish, violent third-person shooter to the height of hyperactive instability, Total Overdose is an all-out celebration of all things gun. Bullets fly with reckless abandon, bodies pile up to an almost alarming degree, and all the while you're pulling off the kinds of acrobatic maneuvers that would make Keanu Reeves say, "Woah." Of course, it's also all been done before. From playing Total Overdose, you get the feeling that the developers at Deadline Games had an awful lot of affection for the Grand Theft Auto and Max Payne games and that they may have watched one too many Robert Rodriguez movies late at night. That's because the main character plays just like Max Payne, the world around him operates just like the one in Grand Theft Auto, and the storyline plays out like a script Rodriguez might have written early in his career, before he knew what he was doing. Because it's made up of so many familiar parts, action game fans ought to be able to settle in and blast their ways through Total Overdose's relatively brief campaign with reasonable levels of enjoyment. Just be prepared for one extremely cheesy ride, and to sift through a few serious flaws as well.
The story of Total Overdose is cut from the kind of heavy-on-the-gunplay, light-on-the-drama cloth made famous in 1980s-era action films. Ramiro Cruz is an ex-convict and all-around screwup. His twin brother works for the DEA. Ramiro's twin is injured while working undercover, right as he's about to get in with some rather powerful drug lords down in Mexico. In a twist that plays like a vaquero movie version of the Anthony Hopkins/Chris Rock vehicle Bad Company, Ramiro is brought in to replace his brother so he can get in with the shady dealers. About a billion bullets, bodies, and busts later, you're dealing with crooked DEA agents, big-time drug deals, and a revenge plot about who really killed Ramiro's former-DEA-agent father. None of this means a thing, mind you. The plot here is merely a vehicle for you to get out and start shooting things. What little storyline exists here is largely turned irrelevant by the incredibly cheesy voice acting and writing, so there's no real opportunity to care about any of these people. But that suits the game just fine, since you'll be too busy killing everybody to bother caring about them.
What makes Total Overdose more than just another dull shoot-'em-up is the ludicrousness of its action. There isn't a kilo of realism to be found anywhere in this game...a fact flaunted at every opportunity by the insane acrobatic moves Ramiro can pull off for seemingly no reason other than because they're fun. Like Max Payne, Ramiro can shoot-dodge in bullet time while pumping tons of rounds into bad guys within a split second's time, all the while bouncing off walls and spinning around like a man possessed. These moves all play into a points rating that judges the different maneuvers you pull off and earns you points you'll need to complete missions. It's a neat system, but it's hindered by the most obnoxious aspect of the game, which (oddly enough) is the naming system for said moves. Moves are named the cheesiest things possible, like "Gringo loco!" and the oft-repeated "Spicy move!" In fact, you'll hear the words "spicy move" so often throughout the game that after a while a small piece of you will die inside every time it's uttered.
Thankfully, the basic shooting is reasonably satisfying. You're given plenty of different weapons with varying degrees of effectiveness. Fully automatic guns pump more rounds, but they also lack accuracy. Pistols are accurate, but they lack punch. Assault rifles tend to offer the best of both worlds. Rocket and grenade launchers? Well, you can imagine the level of destruction they inflict. If there's any complaint to be made here, it's that you often get the short shrift on ammo. There are upgrades you can earn throughout to give each gun type more available ammo. But even then, in a game this silly--where it's all about highly unrealistic action--you'd think the developer might have been a touch more generous with the ammunition. As it is, it's far too easy to run out of ammo for all guns very quickly, forcing you to constantly run around to pick up weapons off fallen enemies, which can be a risky affair in the middle of a firefight.
Ramiro can also earn a number of wacky special moves that border on comedic. Simply press a button and one of several select moves will occur, ranging from a kooky jumping spin move with dual Uzis blazing, to the appearance of an angry Mexican wrestler who will aid you by attacking any nearby enemies. Don't question it, because you'll absolutely despise this game if you try to put much thought into it. If you're willing to roll with the crazy Mexican wrestlers, the exploding piñatas, and the move called "El Mariachi," which straight-up gives you the Antonio Banderas-style "guns in the guitar cases" from the titular Robert Rodriguez film (though they should have called it "Desperado," since that's the actual film the move is from), Total Overdose can be a hysterical romp (though often unintentionally so).
Don't expect Total Overdose to be an especially challenging piece of work though, because it fails miserably in this regard. The enemy artificial intelligence borders on damaged. Bad guys will sometimes run around in circles, shooting at nothing in particular, or they'll get stuck in parts of the scenery. The only time they're at all hard is when there are just too many of them, and even then you can enact the game's "rewind" feature to just reverse time back a few seconds to avoid whatever bullet killed you a moment ago. Ramiro's special moves can also be abused to almost depressing levels. All it takes is one bout of El Mariachi to blow away just about any boss, without taking any damage yourself. Not that you need to cheat like this, since most bosses can be beaten just as easily with some nifty shoot dodging, but even still, exploits like this are prevalent throughout the game.
Total Overdose's Grand Theft Auto inspirations come from the vision of Mexico that the developer has created for you to play around in. The city you work in is largely open-ended, with plenty of pedestrians, ancillary traffic, buildings, and multiple locales, which unfortunately can't be jumped to without some load times. Additionally, these locations are also often difficult to find, since the in-game map is absolute garbage. As you wander around, you can look around for hidden bonuses and items, or you can just shoot the hell out of anyone who crosses your path. Unlike in GTA, though, there are really no consequences for your actions. Some cops might show up, but that's as far as it escalates, which effectively turns the process into a pretty dull affair. You get your missions by driving to icons located on the aforementioned terrible map, though it's at least good enough to denote the difference between a story mission and a side mission.
Side missions are mostly secondary and optional, though there are a few instances where you'll be required to do one or two side missions before the next story mission is available. Most of these are pretty simple "kill everyone in sight," checkpoint race, or "blow up a few burrito carts filled with cocaine" types of things, but they're fun enough for what they need to be. The story missions are longer and much more involved, often with multiple sections and plenty of heavy combat against drug runners, border patrol officers, and just about anyone else who might cross your path. The game is absolutely rife with save points, though, so you'll almost never find yourself having to repeat a lengthy section of the game. However, in the rare instance that you do, it's super-annoying.
There are also plenty of vehicles in the game, and they easily represent the least fun you'll have with any aspect of the gameplay. The cars handle in a very squirrelly manner, like the General Lee on a greased hockey rink or something. Fortunately, apart from the occasional checkpoint race, it's rare that you'll have to drive for more than a short distance. Often, cars are simply an optional means to an end, rather than a required piece of equipment for a mission. That's good, because if you had to drive for long bouts with these absolutely atrocious driving physics, you'd break the disc in half before you got anywhere near the end of the game.
Total Overdose certainly has style, but this isn't a particularly good-looking game. The character models are drab and blocky, and they don't animate as smoothly as they ought to. The rare exceptions are the style moves, but even they can be occasionally weird-looking. The cities are better-looking, and there are plenty of colorful set pieces decorating the background. However, the things going on in the background are frequently ugly. People dive out of the way of cars that aren't anywhere near them, cars will sometimes drive onto pieces of the scenery and get stuck there, and all manner of other little crazy glitches will go on--especially if you're involved in gunplay. The three versions of the game are all comparable, with only the PlayStation 2's lackluster frame rate setting it a notch or two lower than the rest. The PC game also does have a tendency to chug a bit, but it's marginal at most.
The game's sound manages to be both better and worse all at once. The voice acting, as mentioned before, is awful, though perhaps intentionally so. All the dialogue is terribly cheesy, and the actors ham it up to the nth degree. The credits list a number of Latino actors as playing the parts here, but most of them overdo the accents and slang so ludicrously that it all sounds forced and poorly stereotyped. However, the soundtrack is, in a word, tough. Featuring a smattering of songs from Latino rap group Delinquent Habits and Mexico City rap-metal group Molotov, the music complements the hard-edged tone of the game perfectly. What's more, a number of action sequences kick in with random bits of traditional flamenco guitars and upbeat mariachi tunes. Surprisingly, the jauntiness of these tracks sets a delightfully comedic contrast to the shooting, and it just plain works. The sound effects for the weapons, explosions, and whatnot are all effective enough, so you won't get any shortage of thunderous booms and bullet-riddled screams throughout the experience.
Total Overdose is one of those games that presents a conundrum. Most people shouldn't buy it, as it's far too short, too patently ridiculous, and too weak outside of its combat to be worth the money. Conversely, the game's utterly ludicrous nature makes for a fairly entertaining ride at times, and the shooting can be quite fun. Shooter fans on the hunt for something brainless and easy, but with lots of stylish gunplay, should certainly rent Total Overdose just to see how bananas the whole thing is. Those with slightly more-discerning tastes ought to just leave well enough alone and look els

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                                Processor= 1.7GHz
                                        RAM= 256MB
                                  Graphics= 32MBewhere for their needs.

                              

Sunday, 8 July 2012

Free Virtua Tennis PC Game Full Version Download

                    Game coming soon

                                

Tennis fans should be in heaven after playing Virtua Tennis.
Tennis isn't exactly one of those sports games that people get terribly excited over. You don't see any yearly tennis franchises out there, so a good tennis game is hard to find. Luckily, Virtua Tennis features an easy control scheme, great graphics, and exciting gameplay that will probably manage to rope in a few non-tennis fans along the way.
Because Virtua Tennis is a port of an arcade game, its main mode is nice and short. You pick one of several real-life tennis players, choose singles or doubles play, and move through several stages of increasing difficulty. There's also an exhibition mode that lets you choose a court, put two or four players on it, and play for kicks. You can also customize the rules, setting the number of wins required to end a match, disabling the advantage rule, and so on. Exhibition mode also serves as the game's best mode for multiplayer games, which are a real blast. The meat of the single-player game is in its questlike world-circuit mode. In the world circuit, you start out staring at a world map, as you do in Street Fighter Alpha 3's world-tour mode. Different spots on the map correspond to different challenges. Some are simple singles matches, some are doubles, and some are minigames in which you train. The training levels, which include activities such as aiming at bowling pins, lobbing tennis balls into cans, knocking boxes off the court, and aiming at a bull's-eye target painted on the court, are all pretty cool. Along the way, you'll be earning money, which can be spent in the tennis shop. In the shop, you can unlock extra tennis players for the game's other modes, purchase new outfits, and contract partners so that you can play in world-circuit doubles matches.
The control mirrors the old Nintendo Tennis game for the NES - you use one button for standard swings and another for lobs. Of course, you have significantly more control over the ball, as you can push in a direction while hitting the ball to aim it at different parts of the court. This lets you force the opposing player to run back and forth quite a bit. While it's pretty easy to judge the ball's trajectory and get to it when you're playing on the close side of the court, you'll have to get used to judging the ball's location using only its shadow when you're playing on the far side of the court, which makes for a slightly tougher match. But after a few matches, you'll get used to playing on both sides of the court. In one-player games, you can use an alternate camera angle that gives you a behind-the-back view of the action, but this makes it even harder to properly judge the ball.
The character models have a nice look to them. The players are realistic, with little features like fingers and teeth. Of course, these little touches are noticeable only during the replay mode, which shows a close-up of the action, using an exaggerated version of the blurring effect made popular by Metal Gear Solid. On the audio side, things like balls hitting rackets and on-court voices all sound very nice, but they're a bit marred by a few tracks of bothersome, poppy guitar-rock.
Tennis fans should be in heaven after playing Virtua Tennis. While the game doesn't exactly have a simulation-styled approach, it's definitely a blast to play, and the multiplayer and world-circuit options give it replay value regardless of how many controllers you have.

                        Processor= 500MHz

                                RAM= 64MB

                          Graphics= 16MB

                              

Free 25 to Life PC Game Full Version Download

                Game coming soon


                                    

25 to Life is a lifelessly generic shooter that, at times, feels like Max Payne without the fun.
In 25 to Life, you can play as either a cop or a gangster. Set in the heart of today's cities, the game lets you experience the gritty lifestyles of police task forces or, as a gangster, survive the local neighborhood thugs while fighting your way up the ranks.
Throughout the early and mid '90s, there was a boom in movies that took place in "the hood." This urban-themed movie trend really kicked off due to the success of John Singleton's Boyz n the Hood. After that, the "me too" phenomenon kicked in, and there was suddenly a glut of gangsta movies--the quality of each steadily declining the further in you got. The same phenomenon is happening with games. While games like Grand Theft Auto: San Andreas stand out as Boyz n the Hood or Juice equivalents, we're also getting our video game equivalents of junk like Tales From the Hood or (shudder) Phat Beach. 25 to Life is the latest in line, and this third-person shooter is, in a word, dumb.
25 to Life is an overly simple third-person shooter that has a story-driven single-player mode and a team-based multiplayer mode. The single-player starts you out in the role of Freeze, a gangster who's trying to get out of the game and escape with his wife and son. You're asked to do "one last job," which, of course, goes spectacularly wrong and messes everything up. You'll also play as a cop surrounded by dirty cops and as a gang leader who gets banished to Mexico only to end up taking over the organized-crime scene there by force. The story is all over the place, and since the playable characters are to a certain extent connected, you're never really sure if you're playing as a good guy or a bad guy. But the narrative is so lame that you probably won't care.
The single-player action boils down to hiding around corners, popping out, and mowing down as many enemies as you can. You'll come across a bunch of different weapons--including pistols, dual pistols, submachine pistols, assault rifles, and even a LAW rocket launcher or two. In case you're silly enough to get up close, you'll also be packing a melee weapon, such as a knife or a hammer or something. There's almost always enough ammo around to prevent you from having to turn to your melee weapons, and there's usually enough health around--at least on the default difficulty setting--to prevent the game from ever being too difficult, assuming you're careful and don't stand out in the open. An onscreen radar displays enemy positions, which is good for letting you know when you're safe and when you've got trouble coming around the corner.
The environments vary, giving you outdoor and indoor levels to play in. You'll run through some Los Angeles-like streets, rob a bank and a casino, run through the streets of Tijuana, and break out of a prison during a riot. There's a good amount of variety, though none of the environments are particularly noteworthy. Most simply contain singular paths that take you from start to finish as you blast your way through the game's short story mode.
As you play through single-player, you'll be unlocking new custom items for use in the multiplayer. The team-based multiplayer is cops versus criminals for up to 16 players in four modes. War is your basic team deathmatch. Raid puts the criminals on the defensive as they protect their stash from the cops. Robbery puts a series of loot items on the map, which criminals must steal and return to their base while the cops try to prevent them from doing so. Tag pits criminals against criminals in a graffiti war. The taggable walls act as control points, and it's up to your team to hold down as much of the map as possible to earn points. If you like, you can disable or limit respawns to adjust the finality of death.
While the multiplayer setup's focus on team games makes it resemble Sony's popular SOCOM series at a glance, you won't find any of that game's tactical elements here. Death comes quickly if you expose yourself to enemy fire for too long. Overall, it's a simple mode that doesn't beat out its competition on any of the three platforms.
25 to Life is available on the PC, the Xbox, and the PlayStation 2, and the experience is roughly the same across all three platforms. The PC offers slightly better control, with its standard mouse-and-keyboard setup, but the Xbox and the PS2 versions control just fine. However, a bug in the PC version caused all of the music to constantly skip, forcing us to disable it. The Xbox and the PS2 versions come with a soundtrack CD, though it is conveniently missing all of the game's best music, while the PC version comes with a Freeze playing card for use with the collectible card game Street Warriors.
Graphically, the game isn't much to look at. The bland environments and generic character animation stick out, and the rag doll-like physics of falling bodies look cheap, especially when dead bodies clip right through solid objects. The sound effects are similarly standard--you've heard gunfire in a video game before, right? The voice acting is passable, though the script's low quality negates any of the game's better voice actors. The soundtrack is a quality mix of hip-hop, both old and new. It's good, which makes the PC version's music bug all the more disappointing. Containing classics from Boogie Down Productions and Public Enemy ("Black Steel in the Hour of Chaos" plays during the prison riot scene, which is a perfect fit, even if your in-game motive doesn't match the song's), it's the high point of the entire package.
While 25 to Life works as intended, the third-person shooting doesn't differentiate itself in any way, making it feel like a sad Max Payne clone--lacking that game's style and acrobatic shot-dodge maneuvers. The multiplayer is functional, yet thoroughly unexciting. Even if you're a fan of the subject matter, you could certainly do better than 25 to Life.

Processor= 1.4GHz

      RAM= 256MB

Graphics= 64MB

 

Free Dino Crisis PC Game Full Version Download

                                Game coming soon

                                       

Though it has some startling moments and a few fun sections, it's mostly just a mediocre version of a mediocre game.
The game popularized a new genre, which video game players call "survival horror" and PC game players call "Alone in the Dark clones." Dino Crisis was one of the many games that followed the Resident Evil formula to the letter - its main selling point being that it was from the same designers. Almost a year and a half after its release on the PlayStation, Dino Crisis has been released for the PC. And though it has some startling moments and a few fun sections, it's mostly just a mediocre version of a mediocre game.
The primary difference between Dino Crisis and Resident Evil is the story. Whereas Resident Evil took its setting and its story from Night of the Living Dead, Dino Crisis takes its setting and story from Jurassic Park. You play as Regina, part of a military rescue team sent to a top secret research facility to investigate an accident. The facility, in which a new form of energy is being researched, is located on an island. Something has gone wrong, and the island has been overrun with dinosaurs. In fact, the plot is so much like Jurassic Park that late in the game, one of your teammates exclaims, "It's just like that movie!" Your team isn't much help, needless to say.
Other than the story, the game is identical to Resident Evil. You run around the research facility while picking up items, shooting things (dinosaurs, in this case), and solving puzzles. The game is played from a third-person perspective, and the camera angles change to create suspense. As in most games that borrow the concept of Alone in the Dark's cinematic camera angles, much of the suspense in Dino Crisis comes from the fact that you simply can't get a good look at things that are attacking you. Unfortunately, the winding, narrow corridors of the facility aggravate this issue and can make the combat frustrating. You'll be grateful for the few scenes in the game in which the camera actually trails behind you.
The graphical problems of Dino Crisis are made worse by the fact that the game does little to take advantage of the superior PC hardware. It looks like an old PlayStation game. The characters are blocky, and the backgrounds are pixilated almost beyond recognition at times. Furthermore, the backgrounds occasionally slightly shake, and textures move like liquid. This irritating effect is not unlike the jittery animation found in the cartoon show Dr. Katz: Professional Therapist, and it may make you take those epilepsy warnings seriously.
Like Resident Evil, the course of Dino Crisis is basically a series of door puzzles interrupted by the occasional fight scene. The door puzzles in this case are uniformly easy - when you find the key to open a new area, it will be very obvious where to go next. And where Resident Evil would often give you some sort of exciting sequence to break up the monotony, Dino Crisis doesn't give you much to do other than run around the facility looking for keys and codes to open new areas. The worst parts are the crate-pushing puzzles. For some reason, Regina can push a crate only once, and once it's pushed, it's stuck in its new locale. One crate-oriented maze in the latter section of the game can actually become a premature end, and the weird save-game function (you can save only when leaving certain rooms) makes the game's occasional dead ends all the more frustrating.
The combat isn't much better than the puzzles. The dinosaurs act exactly like the zombies from Resident Evil, only they're faster. Shoot them a few times, and they'll fall down. But they might get back up again! This behavior makes sense in the undead, but it's less creepy with a big lizard. You'll also notice very few distinct types of dinosaurs. Your primary opponent is always the same dino, a sort of generic large lizard-looking thing. And while your first encounter with a Tyrannosaurus will give you a good start, your second and third probably won't. Besides, you don't actually need to kill these beasts - you can always just run around until an escape route opens.
Had Capcom decided to put more effort into a PC version of Dino Crisis, the game would have been slightly better. It would certainly look better, and all the standard problems with video-game-to-PC translations, like the absence of a save-anywhere function, would have been absent. But it's doubtful that Dino Crisis would have been more fun. The problem with Dino Crisis is that even though it is an exact replica of Resident Evil, it lacks the creepy atmosphere that made Resident Evil so popular in spite of its problems. Like Resident Evil, it has bad voice acting and frustrating camera angles. Unlike Resident Evil, it isn't scary. If you love dinosaurs and you love Resident Evil, you'll likely get some satisfaction from Dino Crisis. But those players outside of that limited demographic will find the game to be generic at best.

                                              Processor= 733MHz
      RAM= 128MB
Graphics= 32MB

 

Free Chota Bheem ALL PC Game Download

                                         Game coming soon


                   



ALL in ONE
Boat Racing
Cricket patshala
Hit ti Score Kumbhkaran
Savior of Dholakpur
Stop The Boundry
Ladoo Chalange
Matka Cricket
Cricket Challenge
Dholakpur Open
Ladoo Mania
Dholakpur ka Umpire
Monkey Ambush
Tarket Practice
Cricket Panga Book Cricket
Bull Racing

                       Processor= 233MHz

                                   RAM= 64MB
  
                            Graphics= 16MB