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Metal Gear Rising Revengeance- Game Play, System Requirements and Release

Metal Gear Rising: Revengeance is an action video game, developed by Platinum Games and produced by Kojima Productions for the PlayStation 3 and Xbox 360. It is the ninth game in the Metal Gear series, with a plot set four years after the events of Metal Gear Solid 4: Guns of the Patriots.

The game focuses on fighting enemies using a sword and multiple subweapons to perform combos and counterattacks. Through the use of Blade Mode, Raiden can dismember cyborgs in slow motion and steal parts stored in their bodies. The series' stealth elements are also optional to reduce combat. The game was originally announced in 2009 under the title of Metal Gear Solid: Rising, and was intended to act as an interquel between the events of Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 4: Guns of the Patriots. This form of the game was to be produced solely by Kojima Productions. However, the team met with difficulties in developing a game based on swordplay, so executive producer Hideo Kojima canceled it. A solution was found, in late 2011, with Platinum Games taking over development. Under the guidance of the new team, Metal Gear Rising: Revengeance was revealed, with a significant change in the play mechanics and storyline. Kojima Productions retained responsibility for the game's overall plot and Raiden's design.

This new PC version includes all three DLC missions: Blade Wolf, Jetstream, and VR Missions, in addition to all customized body upgrades for Raiden, including: White Armor, Inferno Armor, Commando Armor, Raiden’s MGS4 body, and the ever-popular Cyborg Ninja.

"CUTSCENES" option added to the Main Menu. Play any and all cutscenes.

"CODECS" option added to the Main Menu. Play all and any codec conversation scenes.

Menu option added to the CHAPTER Menu enabling user to play only the Boss battles.

"GRAPHIC OPTIONS" added to the OPTIONS Menu. Modify resolution, anti-aliasing, etc.
There is an option reading "ZANGEKI" that will modify the amount of cuts you can make.

System Requirements

Minimum:

OS: XP or Vista or 7 or 8
Processor: Intel Core i5 2400
Memory: 2 GB RAM
Graphics: Nvidia Geforce GTS 450
DirectX: Version 9.0c
Hard Drive: 25 GB available space
Sound Card: DirectX compatible sound card

Recommended:

OS: XP or Vista or 7 or 8
Processor: Intel Core i7 3770
Memory: 4 GB RAM
Graphics: Nvidia Geforce GTX 650
DirectX: Version 9.0c
Hard Drive: 25 GB available space
Sound Card: DirectX compatible sound card

Game Play

Raiden can make use of a variety of sub-weapons or items. These are included, but not limited to, Rocket Launchers, various grenade types including stun grenades and disguise items such as the cardboard box. These items are designed to be an aid to Raiden in certain situations. Clever use of these items is crucial to your success however.
The game's cutting system allows players to engage in melee combat, as well as to precisely slash enemies and objects at will along a geometrical plane using the "free slicing" Blade Mode. Virtually any object in the game can be cut, including vehicles and enemies, though elements of the environment were intentionally limited to structures such as pillars and walls to better facilitate the game. Entering Blade Mode produces a special targeting reticule in the form of a transparent blue plane which can be rotated and moved, tracing orange lines across the surfaces of objects to indicate exactly where they will be cut; it can also be used to enter a bullet time state, giving players the opportunity to precisely slash targets during moments of action, such as slicing through a falling target from multiple angles before it hits the ground. These features can be employed strategically, for example disabling opponents, finding weak points and gaps in armor, severing support columns to collapse ceilings or walls onto enemies, deflecting enemy fire, or cutting through objects to remove enemy cover. However, entering into Blade Mode reduces Raiden's energy to the point that if dropped to a certain level, it cannot be used. Across the story the player obtains the Ripper Mode, a state which enhances Raiden's power for a limited time facilitating the use of Blade Mode.

Raiden has the ability to parry attacks even when his back is turned, allowing him to counterattack enemies and perform multiple combos. The player also has access to a stealth mode called "Ninja Dash" which drastically increases Raiden's speed and allows him to climb certain areas. This allows him to strategically ambush an enemy rather than fighting head to head. Another key feature is called Zandatsu , and involves "cutting" through enemies and "taking" parts, energy, ammunition, items, and information from the bodies of dismembered cyborgs and robots. This maneuver can be employed when attacking an enemy during Blade Mode and helps Raiden gain energy. When completing a mission, the player will be rewarded with a specific amount of points depending on his or her performance and will receive a grade, with the highest being "S". These points allow them to buy upgrades for Raiden's equipment.

The player can carry out reconnaissance using a visor. Through this, the player can verify the areas and proceed to the objective avoiding contact with enemies. Hiding in a cardboard box makes sneaking easier for Raiden. Being spotted by an enemy triggers the "Alert Mode", in which Raiden is assaulted by multiple enemies for a determined time.The player also gains assistance from Bladewolf, a dog-like machine that gathers map information for Raiden.

Tom Clansys Splinter Cell Blacklist- Game Play, Characters and Release

Tom Clancy's Splinter Cell: Blacklist is an action-adventure stealth game published by Ubisoft. It is the sixth installment of Tom Clancy's Splinter Cell series and is the direct sequel to Splinter Cell: Conviction. It was released for Microsoft Windows, PlayStation 3, Wii U, and Xbox 360, in North America on August 20, 2013, Australia on August 22, 2013, Europe on August 23, 2013, and Japan on September 5, 2013.

The United States has a military presence in two-thirds of countries around the world. Some of them have had enough. A group of terrorists calling themselves The Engineers initiate a terror ultimatum called the Blacklist – a deadly countdown of escalating attacks on US interests at home and abroad.

Game Play

SINGLE-PLAYER

Splinter Cell Blacklist builds on the stealth roots of the franchise, while exploring new directions to embrace the realms of action and adventure. Players can define their personal play styles and be rewarded for those choices.

Ghost players want to remain undetected.
Assault players rely on instincts and firepower to deal with a situation.
Panther players strike lethally from the shadows in the most efficient and silent way.



CO-OP

Through the use of the Stategic Mission Interface (SMI), the lines between the Single-Player campaign and CO-OP are blurred as the narrative between Sam and Briggs is deepened. Earn in-game currency and unlock additional weapons or gadgets via specialized missions assigned by members of the Fourth Echelon.

Multiplayer

The "Spies vs. Mercs" competitive mode introduced in Splinter Cell: Pandora Tomorrow is again featured in Blacklist. The first look of this mode was announced to be presented on May 2, 2013 as seen in the puzzle reveal video.[6] Blacklist also features co-operative gameplay in which each mission can be accessed by talking with your crew inside the Paladin.


SPIES vs. MERCS (MULTIPLAYER)

Spies vs. Mercs is a unique multiplayer experience that innovates from the roots of the Splinter Cell franchise.

On one end, you have a team of agile, stealthy Spies looking to infiltrate a location and hack terminals to gather information, all while remaining undetected. On the other end, you have a team of heavily armed and powerful Mercs that must defend their terminals and stop the Spies from gathering the data by any means necessary.

Each team has different abilities and tools that they must leverage to outsmart their opponents, setting the tone for big rivalries and very fun competitive gameplay.


Character Bios

SAM FISHER

Sam Fisher knows exactly what he was made to be: a multimillion-dollar weapon developed by the US government to do what few others can do. Long before Third Echelon tapped him to be the first Splinter Cell agent, Sam was operating behind enemy lines, in situations where traditional rules of engagement didn’t apply. From Panama and the Persian Gulf to Bolivia, Columbia, Yugoslavia, and Kosovo, Fisher carried out missions which most American citizens would be horrified to learn about, should the US Government ever admit they occurred. A former Navy SEAL, Sam belonged to an elite brotherhood of warriors ready to sacrifice their lives in defense of America’s freedoms. Combat, espionage, and constant training have defined his adult life. His tactical experience has become part of his instinct.

Now, however, he stands alone, having rejected what his service had become and the mandates of those giving him orders. Having sacrificed everything for his country – his marriage, his daughter, his reputation, and his best friend – he finished his last assignment and walked away, a human weapon gone rog
ue. And the funny thing is, he almost didn’t become a soldier at all.


CHARLIE COLE

Equal parts brilliant and reckless (not on purpose – he just doesn’t think), Charlie has been getting himself in and out of trouble as a hacker since he was twelve. Far from a solitary introvert, Charlie enjoys a healthy social life and has a natural self-deprecating charm that he uses to defuse tension or make light of those who take things (and themselves too seriously).

Owing to his youth and focus on tech, Charlie hasn’t suffered many consequences in the real world so he’s pretty cavalier about the trouble he gets in. It’s hard to worry when you’ve been able to talk or tech your way out of any problem you’ve run into. It’s all just a game and Charlie always wins… well almost always. And when he doesn’t, well, Charlie will grow into a key member of the Fourth Echelon team but he’s got a lot to learn, including how to be calm under fire and how to keep focus when all breaks loose (especially when it just might be his fault).



GRIM

Anna Grímsdóttir (known as "Grim" to her friends in the NSA) is the technical operations manager at Third Echelon. Her role is to provide Sam Fisher with technical support in the field, as well as to analyze and interpret much of the electronic data. A skilled hacker, Grímsdóttir normally tries to remotely hack into an objective computer system before Fisher is inserted, or when not possible does it direct from Fisher's OPSAT connection to a computer terminal.

VIC


Victor "Vic" Anthony Christopher Coste is one of Sam Fisher's oldest friends. The two served together on SEAL Team Two in Iraq during the Gulf War in 1991. During their time in Iraq, Coste single-handedly rescued Sam from a hostage situation after he was captured by Iraqi forces during a disastrous mission. After leaving the Navy, Coste later became a private security consultant. He served as Sam's contact in Tom Clancy’s Splinter Cell Conviction®, giving him vital information and equipment during certain missions. Near the end of the game, Coste reunited Sam with his daughter Sarah. In Conviction, Coste also served as the game's narrator, retelling the story in a Black Arrow PMC interrogation room. The player also took control of Victor during a flashback to the mission where he saved Sam. Following Conviction, Vic and Sam are working together for Vic’s PMC, Paladin 9, taking contracts they believe in, as opposed to blindly following orders. That is, until the first Blacklist attack, where Vic is horrifically injured by a grenade when trying to protect Sam.




TITANFALL- Game Play, Story and Release

Titanfall is an upcoming first-person shooter video game developed by Respawn Entertainment and published by Electronic Arts as an exclusive for Microsoft Windows, Xbox 360, and Xbox One. The game was officially announced as Respawn's debut game at Microsoft's E3 2013 press conference, and is scheduled for release on March 11, 2014.

Already the winner of more than 80 coveted awards from critics around the world, Titanfall is winning over fans with its thrilling, dynamic first-person action gameplay featuring elite assault pilots and agile, heavily-armored, 24-foot titans. Crafted by one of the co-creators of Call of Duty and other key designers behind the Call of Duty franchise, Titanfall delivers a brand-new online experience that combines fluid, fast-paced multiplayer action with heroic, set-piece moments found in traditional campaign modes.

Titanfall, with its advanced combat techniques, gives you the freedom to fight your way as both elite assault Pilot and fast, heavily armored Titan. The experience combines fast-paced multiplayer action with the dramatically charged moments of a cinematic universe.


Game Play

Story

The story appears to be centered around a member of a roaming space fleet caught far from home on the edge of explored space known as The Frontier. Through exploration, scavenging and salvage, the fleet seeks a new home for itself but encounters opposition from enemies with similar intents.


Factions
The Interstellar Manufacturing Corporation (IMC)

A mega-corporation built on Titan manufacturing materials, planetary survey technology and map database rights. Seeing the Frontier as a ripe for exploitation, the IMC is dedicated to maximizing their profits and shareholder wealth and will not shy away from the legal application of force when necessary.


The Militia

A citizens army representing the military arm of the Frontier systems' territorial defense pact. The Militia is comprised of a loosely governed mishmash of homesteaders, bandits, mercenaries and pirates. They are opposed to the IMC who they believe does not act in the best interest of the Frontier locals.

Multiplayer

Multiplayer provides traditional matches between two opposing teams. Players start the match on foot and, as they complete objectives or earn kills, are eventually able to have their mech dropped into the match. XP is earned for what you do in the match with the point value popping up on screen with each kill and objective completion. Players on foot are not completely vulnerable to mechs as they can be armed with heavy weapons such as rocket launchers.

Players, known in-game as "Pilots," are equipped with a Jet pack when on foot and have the ability to run along walls, adding a degree of maneuverability and verticality rarely seen in multiplayer shooters. Players will also have better survivability than in similar games like Call of Duty to ease the of frustration of dying constantly when first getting to grips with the game. To counter this, multiplayer games will be populated with AI opponents called "Marvins" (also (known as "popcorn enemies" because they're "easy to pop") so that most players are still able to achieve a steady rate of kills.

Respawn intends to better contextualize Titanfall's multiplayer in the game's fiction by taking cues from single-player narrative design. For example, matches will be bookended with dialogue and entry/exit gameplay sequences, which serve to better place each round in the game's overall story.

Reception

The game's reveal has been well received by the video game industry. It has been considered one of the highlights of E3 2013 and PAX Prime 2013. At E3 2013's Game Critics Awards, Titanfall received six awards, including the "Best of Show" award.

It has also drawn comparisons to other first-person shooters such as Call of Duty (created by some of the same team members) and Killzone as well as third-person shooters such as Vanquish and Gunslinger Stratos, in addition to manga/anime/game franchises such as Attack on Titan and mecha shows like Gundam.








Assasin's Creed IV Black Flag- Game Play and Release

Assassin's Creed is a historical fiction action-adventure open world stealth video game series that consists of six main games and a number of supporting materials, as of 2013. The games have appeared on the PlayStation 3, Xbox 360, Microsoft Windows, Mac OS X, Nintendo DS, PlayStation Portable, PlayStation Vita, iOS, HP webOS, Android, Nokia Symbian Windows Phone platforms, and the Wii U.
Assassin's Creed IV: Black Flag is set primarily on and around the islands in the Caribbean Sea during the Golden Age of Piracy in the early 18th century, with the three major cities consisting of Havana, Nassau and Kingston.

Development

Assassin's Creed IV: Black Flag producer Martin Schelling and Mission Director Ashraf Ismail both stated that they began the project in the summer of 2011, with a pirate game as their focus. Ismail also stressed that they aimed towards a more historically accurate take on the era, including staying away from the stereotypical image associated with pirates, such as parrots, Krakens and plank-walking. The pair also explained that because the game was so radically different from its predecessor and that the scope and open-world gameplay was so different from the previous game, they opted for the project to be a numbered sequel as opposed to a spin-off that followed in the footsteps of the last numbered game, Assassin's Creed III. 

Gameplay



While the game is presented through protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of either Altaïr, Ezio, or Connor through the Animus. This provides a means of a diegetic interface for the player, showing Altaïr, Ezio, or Connor's health, equipment, goals, and other features as part of the Animus interface. The Animus is based on the player controlling the assassin to maintain the synchronization between Desmond and his ancestor's memories. Performing actions that go against the Assassin's way or dying breaks the synchronization, effectively requiring the player to restart at a previous checkpoint. Furthermore, the player cannot explore outside of areas that the assassin has not experienced yet. There are also abnormalities within the Animus from previous users of the device.

While playing as the Assassin characters, the games are generally presented as third-person in an open world, focusing on stealth and free-running. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a "leap of faith" into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of Desmond, who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors. Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.

The games use the concept of "active" versus "passive" moves, with "active" moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, and which also can be used to quietly assassinate targets.

Dirt 3- Game Play and Release

Dirt 3 (stylised DiRT 3) is a rallying video game and the third in the Dirt series of the Colin McRae Rally series, developed and published by Codemasters. However, the "Colin McRae" tag has been completely removed from this iteration (having previously been removed from only American versions of previous games in the series). The game was released in Europe and North America on 24 May 2011, and two days later in Australia for Microsoft Windows, PlayStation 3 and Xbox 360. The Japanese version of Dirt 3 was released on 25 August 2011. In September 2011, there were reports that a network security problem on the website of an AMD promo had resulted in the loss of 3 million Dirt 3 keys to the public for use via the Steam platform that have then been posted in various places around the internet.


 DiRT 3 will boast more cars, more locations, more routes and more events than any other game in the series, including over 50 rally cars representing the very best from five decades of the sport. DiRT 3 delivers mud, sweat and gears world over: from the intense weather-beaten rally stages of Europe, Africa and the US, to executing performance driving showcases and career challenges where car control is pushed to spectacular limits.



Game Play

DiRT 3 has abandoned the whole “the entire game is a career mode” approach that DiRT 2 featured in favour of a more traditional presentation similar to what was found in the first DiRT. The game is no longer centered within a three dimensional motorhome and the career mode is an actual selectable game mode from the main menu once more, and I couldn’t be happier with this. The previous game focused too much on trying to drag the player along a silly career mode and not straying from that path much, which made the rest of the game feel a little weak. DiRT 3 gives ample attention to everything in the game, and it makes for a far better experience than DiRT 2.

From the main menu, there is of course the career mode, but several other choices are present as well such as the single race mode that lets you set up a specific race or rally to compete in. There’s a good number of options here, but I did not seem to see any option that let me make a custom championship or even a custom rally that would let me play consecutive point-to-point stages. This was a bummer for me, and it seems that to access any form of championship gameplay, you will have to venture into career mode and select a pre-made championship. This can be a little upsetting since individual rally stages aren’t very long in DiRT 3. The longer stages will probably take most players about three minutes to finish which is, once you get driving and into your groove, painfully short.
There are a variety of ways to go driving in DiRT 3. Typical point-to-point rally racing is of course present, which is a relief since it is indeed true rally racing. Other mainstay modes such as circuit racing and rally cross are there while a new mode tries to establish itself. The new mode in question is gymkhana. Many people have probably seen videos of Ken Block doing all kinds of impressive stunts and tricks in a rally car on YouTube. These videos are in fact gymkhana, which Block seems to be popularizing quite a bit. While gymkhana videos are pretty cool and entertaining to watch, the actual game mode in DiRT 3 is not nearly as impressive. While the controls are certainly responsive, the challenges presented in the gymkhana mode are extremely dull. You’ll be asked to drift around poles, break through obstacles, and even collect tokens. While this doesn’t sound so bad, it is all executed pretty poorly and is not a very replayable game mode. It all feels very gimmicky and out of place, especially when you are forced to compete in mandatory gymkhana events in the career mode.

A lot of lame tacked on features from DiRT 2 have been removed to deliver a slightly more

realistic gameplay experience. No more will you have to forge friendships with fictional female rally drivers. In the career mode, you only have one objective… Do better than your competitors! By doing so, you will level up every now and then which now serves a much better purpose than it did in DiRT 2. In the previous game, gain levels would give you pretty useless things like dashboard decorations for your car. DiRT 3 understood that this was pretty stupid, so now gaining levels will instead increase your popularity and recognition in the rally scene. Get enough recognition by leveling and new rally teams will be interested in offering you a drive. The career mode is also narrated by a few different characters who serve as your staff (mechanic, etc.). They are a breath of fresh air compared to the hopelessly bad narration by Block and Pastrana. While they never say anything particularly important or useful, they will crack a few jokes or say funny things from time to time, and this helps break up the mononotous nature of the game’s menus.

As far as gameplay is concerned, there’s a definite step up from the previous two games. In the first DiRT, games felt very floaty and gave the impression that they were hovering above the ground. DiRT 2 tried to address this issue and did indeed make the cars feel slightly grounded, but the controls were still incredibly forgiving and cars still felt a little floaty. DiRT 3 has eliminated all previous issues with controls, with cars that now feel completely grounded and respond brilliantly to your inputs.

Need For Speed Rivals- Game Play and Release

Welcome to Redview County, where a street-racing rivalry between cops and racers never stops as both sides compete in an all-out war to take over the social, local and national media and earn the best cars, mods and technology.

Need for Speed: Rivals is the twentieth title in the Need for Speed series. All releases are being rendered using Frostbite 3 engine developed by Digital Illusions Creative Entertainment (DICE).
It was released on November 19th, 2013 release for PC, PlayStation 3 and Xbox 360. The PlayStation 4 release was on November 15th, 2013 in North America and November 29th, 2013 in Europe. The Xbox One release was on November 22nd, 2013.

Need for Speed: Rivals has been in development at Ghost Games, a new studio in Sweden staffed by developers from DICE. The title is being developed in collaboration with Criterion Games as the studio's former director - Craig Sullivan - has been part of the team alongside executive producer Marcus Nilsson.




Game Play



Rivals features gameplay somewhat similar to the earlier Hot Pursuit, with exotic cars and high-speed police chases. Players take on the role of a Racer or a Cop, with each side of the law offering its own set of challenges, risks and rewards. Rivals features eleven upgradeable gadgets such as EMPs, shockwaves and the ability to call in roadblocks. The game takes place in a fictional location known as Redview County. It's an open world and features over 100 miles (160 km) of open road, larger than that of 2012's Need for Speed: Most Wanted, but on the same size as Criterion's Hot Pursuit.[8] The open world features a similar set-up to Most Wanted, with several jumps, speed traps and unlockable cars, as well as shortcuts that are not shown on the map.



Rivals features a full career progression for both Cop and Racer. When playing as a Cop, there are three types of career that can be followed - patrol, enforcer, and undercover.Progression is by means of Speedlists for Racer and Assignments for Cop, which are sets of objectives which involve dangerous driving, maneuvers, and race standings. When the player completes a set of objectives, the player levels up and unlocks items, and is presented with another set of objectives to choose from. The Autolog system, a competition-between-friends system developed by Criterion for Hot Pursuit and since used in other titles in the Need for Speed series, factors into the progression system, comparing how quickly the player complete an Assignment or Speedlist to other players' times and posts them to a Speed Wall for local and global leaderboards.


Rivals features a new social system called the AllDrive, which allow players to seamlessly transition from playing alone, to playing with friends, described as "destroying the line between single player and multiplayer". This allows players to in engage co-op gameplay as well as play against each other. The game also features a dynamic weather system, which makes "the world feel alive in a much bigger sense than any other Need for Speed game."

Rivals also takes on some gameplay styles of earlier Underground titles in the franchise with cues on aesthetic vehicle personalization, as paint jobs, decals, rims and license plates and liveries can be modified, as well as vehicle performance, and various Pursuit Tech gadgets. With the exception of the Aston Martin Vanquish, other vehicles are only available in either racer or police variant. Ferrari officially return to the franchise in full form for the first time in eleven years since Hot Pursuit 2 in 2002 (although they have appeared in 2009's Shift as Xbox 360-exclusive downloadable content) with the F12berlinetta, 458 Spider, 458 Italia, FF, Enzo, and 599 GTO being the Ferrari vehicles featured.