Players control Sam Gideon, a DARPA agent armed with the Augmented Reaction Suit. If the player takes too much damage, the suit will automatically enter Augmented Reaction mode (AR mode), which slows down time, helping the player to avoid being killed. The player can also manually enter AR mode by holding down the target button while evading, allowing the player to target enemies easily. At any time, the player can use boosters on the suit to move quickly across the area. If the player uses AR mode or the boosters too much in a short time, the suit will overheat and will require a short period to cool down, during which Sam is less mobile. The suit will also overheat instantly if the player performs a melee attack, and certain areas will also overheat the suit. His weaponry consists of the BLADE weapons system and two types of grenade. The BLADE system can store up to three weapons at a time (from a total of eight weapon types), with the player able to swap weapons if he encounters a new one. These weapons, and the grenades, can be upgraded by collecting upgrade boxes, or by collecting the same type of weapon while it has maximum ammunition. Upgrading these weapons improves their abilities, such as their maximum ammunition capacity, accuracy, and blast radius. Players can aid injured allies on the field to earn weapons, or find them in crates or weapon lockers. In Normal difficulty or higher, weapons are downgraded if the player dies.
Other gameplay mechanics include the use of explosives during certain areas, commandeering enemy vehicles or turrets, the ability to use cigarettes to distract enemies, and quick time events during certain battles against larger enemies. It has also significantly improved upon the cover system, which it has been credited for taking "to the next level." In contrast to previous cover-based shooters, Vanquish has bullets and missiles coming from all directions in a manner reminiscent of bullet hell shooters and the cover is easily destructible, forcing the player character to be on the move, while the game also penalizes the player's score for the amount of time spent in cover.[3][6][7] Its most important innovation, however, is the sliding-boost mechanic that allows the player to slide into and out of cover at high speeds (and in slow motion using bullet time),[7] acting as a defensive escape and an offensive set up, opening up new gameplay possibilities for cover-based shooters and increasing the pace significantly.[5] The game also has a unique end credits sequence, which is interactive and plays like a rail shooter, with the lead designer Shinji Mikami being the most difficult 'enemy' to take down.[8]
A new feature is Shift, which allows Tanner to teleport from one car to another without discontinuing the mission.[7] One of the inspirations for Shift comes from Google Earth.[7] The game is also being described as a "return to the roots" of the series as the ability to get out of the car, which was introduced in Driver 2, has been removed and replaced with the ability toShift (teleport) into other cars, as the developers felt that too many games have this kind of feature already and "it wasn't desirable [for us] to just copy that exact mechanic."[7][8] With Shift, the player can also start missions. As well as the ability to use Shift, all cars will be equipped with a 'boost' feature, requiring the player to push up on the left thumbstick to use it. Players can also push L1 on the PlayStation 3 or the left shoulder button on the Xbox 360 version of the game to perform a special 'ram' attack on cars. The film director mode, which was absent from Parallel Lines, also returns, and players can share their videos on the Driver Club website.[7] The game runs at 60 frames per second.[9]
Video Trailer :
System Requirements :
DRIVER San Francisco Minimum Requirements
CPU:
Intel Pentium D 3.0 GHz or AMD Athlon 64 X2 4400+ 2.2 GHz
CPU Speed:
Info
RAM:
1 GB Windows XP / 2 GB Windows Vista - Windows 7
OS:
Windows XP / Windows Vista / Windows 7
Video Card:
256 MB DirectX 9.0-compliant card with Shader Model 4.0 or higher (ATI RADEON HD 2600 XT / HD 3000 / HD 4000 / HD 5000 / HD 6000 series & NVIDIA GeForce 8600 GT / 9000 / 100 /200 / 300 / 400 / 500 series)
Fable III is set 50 years after the events of Fable II. The game is set on the fictional continent of Albion, which is entering the age of industry. The Hero of Bowerstone (the player character of Fable II) and ruler of Albion has died and left the Kingdom to their eldest son, Logan, the player's older brother. Some NPCs allude to how Logan has "changed" in the last four years of his rule, becoming excessively tyrannical. The player begins the game investigating rumours that Logan had a citizen of Albion executed, causing a group of citizens to protest. After the player character intervenes, Logan presents the player with the first of the game's numerous moral choices. The player is tasked with deciding whether the group of protesters are executed, or whether the player's love-interest is executed instead. Following the decision, the player escapes Logan's castle along with their mentor, Sir Walter Beck, and their butler, Jasper.
The player then, with the guidance of Theresa, the enigmatic Seeress of the Spire and distant and ancient relative of the Hero player, starts to gather allies to aid in a revolution against the tyrannical King Logan. The allies they gain include Sabine, the leader of the "Dwellers", a nomadic community that lives in the mountains; Major Swift and Ben Finn, soldiers from the Royal Army in command of a remote fort; Page, the leader of the "Bowerstone Resistance"; and Kalin, the leader of Aurora, a desert land across the ocean. During the course of the story the player will be asked by allies for a promise, usually involving righting the wrongs done to them by King Logan's rule once the player has gained control over the kingdom. When attempting to gain the support of Kalin, the hero learns that a creature called the Crawler and the forces of the Darkness, which have already devastated Aurora, intend to exterminate all life in the Kingdom of Albion. It is revealed that Logan's reason for treating his people so harshly is to raise funds for Albion's military to defend against the impending Crawler invasion.
The player then leads a coup d'état and becomes the next Monarch. As ruler the player is presented with numerous choices whether to keep the promises made to those who aided in the revolution, at great expense to the treasury, or betray those promises in order to raise money for the defense of Albion through industrialization and use of natural resources against the rapidly approaching Crawler invasion. The player is then given a limited amount of time to make choices and come up with enough money to fund the defence. The choices made help decide the hero's fate as a good or evil ruler. The player can also utilize the treasury money for personal purposes, or transfer personal money from the player's own supply to the treasury. Keeping and breaking promises has a tangible impact on future gameplay which are permanent.
The player requires 6,500,000 gold in the treasury at the time of the Crawler attack in order to be able to fully fund the defense of the entire kingdom and thus minimize civilian casualties. With no money in the treasury and thus no army to defend Albion, the civilian casualties inflicted by the Crawler's attack amount to 6,500,000. If this happens, the world will be largely absent of civilians upon completion of the main quest. The player is then, as a ruler, presented with two choices: "good" and "evil" choices.
If the player chooses to be a "good" ruler, the treasury will be vastly drained and the only way the player can offset this is by transferring several million gold from their personal funds to the treasury. If the player passes lots of time by sleeping, working and increasing the royal treasure income significantly, people will start to return. If the player was a benevolent leader but lost large sums of civilians, many citizens who return will still praise the player. However, if the player raises money to fund the army through exploitation or tom-foolery, then they will be hated regardless of whether the kingdom was saved. It is possible to both raise funds for an army and be a benevolent ruler (in this case the player must donate his/her personal gold to the treasury until the debt is paid and the amount of 6,500,000 gold is put together), this results in the player monarch being loved by the entire kingdom and no civilian casualties.
If the player chooses to be an "evil" ruler, he is able to escape the bankruptcy caused by fulfilling promises made throughout the game by building factories, logging camps, redirecting sewage instead of shutting down factories, reducing security costs, and so on in order to massively boost the economy and thus be able to fund the defence of Albion. This however would make him out to be a tyrannical leader, virtually the same as the tyrannical leader Logan who was previously ousted by the player. The end result would be an overwhelmingly easy defence of Albion and the defeat of the Crawler invasion at minimal cost to civilian lives. However, civilian reception of the player will be severely damaged as a result, even if the goal and purpose behind the player's actions was to save the population through short-term sacrifices.
Video Trailer :
System Requirement :
Fable III Minimum Requirements
CPU:
Intel Core 2 Duo 2 GHz or AMD Athlon X2 4000+
RAM:
2 GB
OS:
Windows XP 32bit SP 3, Windows Vista 32/64bit, Windows 7 32/64bit
Injustice Gods Among Us Ultimate Edition
Description :
Injustice: Gods Among Us is a fighting game in which players control characters with different fighting styles and special attacks, engaging in one-on-one combat to deplete their opponent's life gauge. The game features 2.5D graphics;[2] movement is restricted to a two-dimensional plane, while the characters and backgrounds are rendered in a three-dimensional fashion. Unlike the traditional fighting game design involving multiple rounds with regenerative life bars, Injustice uses a scheme similar to the Killer Instinct series.[3] Each match consists of a single round with each player bearing two life bars.[3] The game utilizes a four-button control layout of light, medium, and heavy attacks, alongside a "character trait" button, which activates a unique ability or attack designed to showcase each character.[4] For instance, Superman's character trait provides a temporary boost in strength, while Batman's character trait summons a swarm of robotic bats.[5]
The stages, based on various locations from the DC Universe, such as the Batcave, Metropolis, and Fortress of Solitude, feature interactive environments and multiple areas.[6] If an opponent is hit with a heavy attack near a corner of the arena, it launches them, triggering a transition animation and taking the fight to a new section of the stage.[7] Each section also contains objects that characters can interact with differently depending on their class. Characters fall into two classes: "power characters", who rely on brute strength and innate abilities, and "gadget characters", who use weapons, items, and other external mechanisms to win.[6][8] For example, a gadget character like Batman can attach a bomb to a car to cause an explosion, while a power character like Superman will pick up the same car and smash his opponents with it.[9] Players have the option to turn off interactive elements and stage transitions.[10]
As characters perform special moves, block oncoming attacks, or get hit by the opponent, their "super meters" will gradually fill. Portions of the super meter can be used to execute enhanced special moves or counter enemy moves.[11][12] With a full meter, players can unleash their strongest special attack.[11] Players may also expend their meter to interrupt a combo and enter a wager battle, dubbed the "clash system", which combines individualized cutscene cinematics with the process of betting meter.[13] A clash may be triggered by a player only after they have lost their first life bar.[12] During the sequence, both players commit portions of their meter in secret, with the highest bidder winning the clash.[13]
The story mode is split into several chapters. As the narrative plays out, the player swaps between different characters.[14]Minigames are also incorporated into the story. The outcome of minigames can impact an upcoming battle, such as giving the player a health advantage over the CPU opponent.[14] Additional game features include Battle Mode, Versus Mode, Training Mode, and S.T.A.R. Labs, which includes 240 character-specific challenges of varying difficulty.[15][16] Online multiplayer modes include King of the Hill, a setup that allows up to eight players to spectate a match while waiting for their turn to fight, and Survivor, which carries over the current winner's health bar and character selection over each match.[10][17] Playing through any of the game modes, including online matches with optional goal objectives, will net the player experience points that may be used to unlock alternate costumes, music, concept art, and other rewards.[16][18]
Video Trailer :
System Requirements :
Injustice: Gods Among Us Ultimate Edition Minimum Requirements
Total War: Rome II is set in the classical antiquity period, and focuses on a more inclusive and in depth portrayal of each culture, which in the original game had been portrayed anachronistically. The grand campaign begins in 272 BC, and lasts for 300 years. However, the player also has the option to play further, as there are no timed victory conditions in Rome II.
The Warscape engine powers the visuals of the game and new unit cameras allows players to focus on individual soldiers on the battlefield, which in itself may contain thousands of combatants at a time. The Creative Assembly has stated that they wish to bring out the more human side of war this way, with soldiers reacting with horror as their comrades get killed around them and officers inspiring their men with heroic speeches before siege towers hit the walls of the enemy city. This is realized using facial animations for individual units, adding a feel of horror and realism to the battles.[10]
Armies and navies have changeable stances on the campaign map. Stances determine factors on the campaign map, such as total movement points per turn or the ability to deploy traps for an ambush. For example, the "Forced March" stance can enable an army to march further, but will also tire out its men and reduce their fighting ability and leave them vulnerable to ambush; the "Defensive Stance" enables the player to place fortifications such as stakes or redoubts, and the "Ambush Stance" enables the placing of traps such as fireballs and sulfur pits. Armies and fleets in Rome II can be made up of a maximum of 20 units and must have a general or admiral to lead them. An individual faction's power, or "imperium", determines the number of armies it can raise. A faction can gain more imperium by conquering more regions and acquiring more gold. Players also have the ability to name units in an army and change their emblems.[11]
When an army is formed, the player must pick a general from a list of available faction members to lead the new army. When it recruits new units, the army enters muster mode and cannot move until the new units have been added to the army. Both armies and generals can gain skills and traits as they level up after battles. Each skill can be upgraded up to three times to enhance an army or general's performance. Furthermore, if an army loses its general, a new one will be appointed by the player prior to the battle in which the general was lost. These rules also apply to fleets and admirals of the faction's navy.
As with Total War: Shogun 2, the player will be prompted with decisions. The Creative Assembly have expanded on this mechanic, with each decision leading the player down a particular 'decision path' based on the player's previous decisions. These decisions will then affect the way the campaign plays out, such as turning the Roman Republic into the Roman Empire through a civil war.[12] Additionally, rather than solely assigning traits to generals and family members as with previous Total War games, the player can assign traits to legions as they gain combat experience through their years of conquest.[12] Players can customise legions by choosing their weapon loadout. Players will still be able to determine the composition of individual cohorts, even though they will be building entire legions at a time, unlike in previous Total War titles where the player had to build all units of an army separately.[12]
Navies play an important role in Total War: Rome II. The Creative Assembly introduced mixed naval and land combat for land battles and city sieges. This will reflect the naval strategies of the classical era, where coastal cities were conquered and destroyed by a combination of land and naval power. Legions can attack the enemy's ground forces and cities, while naval units provide supporting fire or engage in naval warfare on the seas. Navies can conquer poorly guarded coastal cities by themselves. In addition, naval combat has been modified to suit the times. Navies are now composed largely of troop carriers, designed to ram and board opposing ships, and land units can now commandeer merchant vessels and embark as makeshift naval units. Naval units were made bigger in size and as a result a player may recruit several naval units at a time allowing construction of a formidable navy more quickly.[13] Naval regions, which were introduced in Medieval: Total War, have returned. Their purpose is to prevent players or the AI from slipping an invasion force right past a huge enemy fleet as in previous titles. Entering a naval region where an enemy fleet is present will trigger a naval combat automatically.[11]
There are three core types of agents in Rome II: the dignitary, the champion and the spy,[14] and each culture has its own variants for these. When spawned, each agent has a "profession" that is determined by its supposed background or ethnicity, for example. A player can invest points to an agent's profession in addition to its skill tree as the agent levels up. Each agent will be able to assassinate/wound other characters or convert them to join the cause of their faction. This is to make each agent type as useful as possible, but naturally different agents will have different skills and purposes only they can fulfil. When an agent is asked to perform a certain task, there is a deeper set of choices on how to complete the task. For example, when getting rid of an enemy agent, one can bribe him, convert him or murder him.
Developer The Creative Assembly have tried to ensure the uniqueness of different cultures and fighting forces in the ancient times. Lead unit designer Jack Lusted stated that instead of the "rebel nation" of the original Rome: Total War representing minor states, there are a large number of smaller, individual nations and city states represented by their own faction. Each ethnic group have a unique play-style. A tribe of British barbarians looks and feels completely different from that of a disciplined Roman legion, for example. Different agents and technologies are implemented for different factions.[13] There are over 500 different land units in the game, including mercenaries, who have made a return from Rome II's predecessor. Also, over 30 different city variants are implemented to avoid siege battles feeling and playing out the same every time.[11]
In addition to the traditional sieges and field battles, a myriad of battle types are available in Rome II. These battle types include the following:[14]
Combined naval/land battles: These battles occur when assaulting a coastal city, or when two armies are near the coastline. In the case of the latter, navies can arrive by sea to bolster the land forces with their marines.
Settlement outskirts battles: These battles are fought near regional capitals, which are too small to have walls. In these battles the primary objective is to capture the city rather than destroy or rout the enemy army, although victory can still be achieved by routing your opponent.
Siege battles: These battles occur when an army assaults a provincial capital or a fortified settlement. In these battles, the cities include multiple capture points which the defender has to defend in order to win the fight, as seen in the Siege of Carthage trailer. The attacker can build siege equipment in preparation of the assault.
Encampment battles: These battles are triggered when an army attacks another that is in defensive stance. The defending army has had time to build fortifications around its perimeter, including wooden palisades or small forts. All in all, the battle will resemble a small scale siege.
River battles: River battles are fought when an army tries to cross a major, navigable river and another army tries to stop it from doing so. Navies can aid in this fight, although armies will be able to build transport ships of their own when crossing rivers.
Ambushes: Ambushes have been revamped in Rome II, and feel completely different from before. The ambushing army has the ability to place traps, such as flaming boulders, spikes and so on. The defending army must find a way to escape the siege area to win, although it can also attempt to defeat the ambushing army. An ambush battle is also triggered when an army attacks an enemy army that was sabotaged. These battles will be similar to the battle of Teutoburg Forest historical battle.
Port sieges: Another combined land and naval battle type, port sieges are triggered when a navy sails into an enemy coastal city with a port. The navy will attempt to land its marines in the city, while heavier ships intercept any enemy vessels and provide supporting fire to the marines using catapults and other projectiles, like in the Siege of Carthage historical battle.
The diplomacy system has been revamped with a new artificial intelligence, so players can plan their way to power diplomatically. The Creative Assembly has acknowledged the various anomalies in previous games, where the AI could perform strange or even suicidal actions, such as small factions declaring war on the Roman Empire. This has been looked into in the sequel and the AI is said to be more "intelligent" and cunning than ever.[13] The player's own actions during the campaign will determine whether or not the enemy AI will be a trustworthy ally or a suspicious traitor.
The political system of Rome II has been completely redone. The factions of Rome and Carthage each have three political entities that vie for power inside their respective factions. Players will choose to be part of one of the entities once they select the faction they want to play. Other factions have internal politics between a single ruling family and a class of nobles.[14][15] The political standing of different entities is based on a resource system, that is in turn based on the deeds and actions of generals and characters belonging to a certain political entity. If one's standing drops too low, they may find themself powerless to affect their nation's affairs, or if they becomes too powerful, rivals might unite against them. In certain cases, a player can attempt to take all power for himself, thus becoming emperor or king. This requires a civil war—another part of the game completely redesigned by The Creative Assembly.[14]
Generals can now be both military leaders and skilled politicians, depending on their traits and skill trees.