Tuesday, October 27, 2015

Grand theft auto V

DOWNLOAD LINKS
IGG games special download >>
Download from oceanofgames.com >>

System requirements (minimun) needs a powerful computer!
Operating System: Windows 7/ Windows 8 and 8.1 ( 64 Bit )
CPU: Intel Core to Quad 2.4 GHz
RAM: 4 GB
Hard Disk Space: 65 GB
Video card: NVIDIA GeForce 9800 GT 1GB / AMD Radeon HD 4870 1GB (DX 10, 10.1, 11)
Free disk space: 65 GB (recommented about 75 for play well)

Relased in 2013
Relased for PC windows in 2015
From rockstar games

Reviews

OCEAN OF GAMES - Fatima

Grand Theft Auto V PC Game 2015 Overview

GTA 5 is developed by Rockstar North and is published under the banner of Rockstar Games. The release date of this game is14th April 2015. GTA V game can be played either by first person or by third person perspective. You can also download Grand Theft Auto IV Complete Edition.
GTA V Free Download
GTA V PC Game Free Download and get ready for action. The story revolves around Michael Townley who is under the witness protection in Las Santos, San Andreas after mismanaged robbery attempt at Ludendorff. Michael discovered that his wife is cheating upon him and has an affair with her tennis coach. Furious to hear about the affair, Michael chased down the coach and destroyed him. All of this happened in a mansion owned by the girlfriend of a drug lord Martin Madrazo. Now Martin demands a heist at a jewelry shop from Michael and from here onwards Michael’s life changed, his family left him and he with his old pals has been left entangled in the criminal underworld. Now the team has to pull off several fatal heists for their survival in the cold-blooded city where nobody is trustworthy. You may also like to download GTA San Andreas.
GTA V PC Game Setup Free Download
GTA V PC Game Setup Download Free
GTA V has seen a major overhaul in technical and visual aspects. The visuals are more crispy with 4k resolution the player can experience lots of new additions like new weaponry, vehicles and wildlife. The traffic has been made denser. The weather system has been enhanced greatly. GTA V also includes a brand new Rockstar editor. Which will provides a whole bunch of editing tool to the player to create the gameplay clips and publish them on YouTube. Lots of mission and linear scenarios have been included Players can also roam freely here and there in an open world. The world depicted in GTA V is much larger than all the other previous releases and is comprised of countryside San Andreas plus fictional city of Las Santos. Player can run, jump and use vehicles to explore the area. Player can also use melee attacks and different explosive to compete with the enemies. GTA 5 like in all previous GTA releases features multiple radio stations which can be play several genres of music whenever the player enters in a vehicle. You can also opt for GTA Liberty City.
GTA V PC Game Download For Free
GTA V PC Game Setup Download For Free

Features of GTA V PC Game

Following are the main features of GTA V PC Game that you will be able to experience after the first install on your Operating System.
  • Impressive action adventure game.
  • Major overhauling in technical and visual aspects.
  • New weaponry, vehicles included.
  • New wildlife included.
  • Denser traffic.
  • Enhanced weather system.
  • Includes brand new Rockstar editor.
  • Can use melee attack and other explosives.
  • Features multiple radio station playing different genres of music.
GTA V PC Game Features

System Requirements of GTA V PC Game 2015

Before you start GTA V Free Download make sure your PC meets minimum system requirements.
  • Operating System: Windows 7/ Windows 8 and 8.1 ( 64 Bit )
  • CPU: Intel Core to Quad 2.4 GHz
  • RAM: 4 GB
  • Hard Disk Space: 65 GB
GTA V PC Game Download Free

IGN.com (10/10) - Dan Stapleton
Grand Theft Auto 5 is not only a preposterously enjoyable video game, but also an intelligent and sharp-tongued satire of contemporary America. It represents a refinement of everything that GTA 4 brought to the table five years ago. It’s technically more accomplished in every conceivable way, but it’s also tremendously ambitious in its own right. No other world in video games comes close to this in size or scope, and there is sharp intelligence behind its sense of humour and gift for mayhem. It tells a compelling, unpredictable, and provocative story without ever letting it get in the way of your own self-directed adventures through San Andreas.
It is one of the very best video games ever made.
That’s still where we stand on it today. And whether you agree that it’s a masterpiece or not, the PC version is definitely the best way to play GTA 5. Developer Rockstar has taken full advantage of the technical power of the platform, and made GTA feel right at home here. It’s well optimized, and the frame rate and resolution will go as high as your hardware can handle – including 4K/UHD resolutions and multi-display setups. Maxed out, the enormous and incredibly detailed open-world region of San Andreas looks more amazing than ever, thanks to long draw distances and enhanced effects. This is the only place you can play GTA 5 at 60 frames per second (or higher), and with all the high-speed driving and shooting, it definitely benefits from that smoothness.
Graphics options are plentiful and powerful, with everything from standard quality and view-distance adjustments to a field-of-view slider (though it’s more limited than discriminating FOV players might want - modders have already remedied that). Controls are customizable, and you can play your own music library on the in-game radio. It’s hard to complain much about that.
For the most part, the menus are well done and feel good to use with the mouse. That’s best exemplified with the web browser, which feels like you’d expect navigating a web page with a mouse to feel. The one place this breaks down a little is in the score menus; it’s a little tougher to navigate an Ammunation gun store’s wares with the mouse than it is with a D-pad or arrow keys, but it’s still totally workable. It’s simply a small reminder that this wasn’t originally a PC game.
Using a mouse to shoot, on the other hand, is good enough that it risks making combat feel a little too easy. I don’t pretend to be a brilliant marksman, but if you’re a bad guy (or a cop) in Los Santos, your odds of even making it out of your car to start shooting drop considerably when I’m using a mouse. Without the scourge of auto-aim dragging the targeting reticule down toward center mass, I found myself picking off most enemies with a single shot to the head, especially when playing in first-person mode. That doesn’t mean I felt invincible, though; because the authorities will never stop coming until you give up and run away or die, they’re always going to give you a challenging fight through the weight of sheer numbers.
Nice PC-specific control touches, like not having to hammer a button to keep up running speed (just hold down Shift) and being able to hit a single button (Caps Lock by default) to activate a special ability make everything feel like a native PC game. You don’t get the annoying horizontal drift when running in first-person like you do in the PS4 and Xbox One versions, either.
One of my favorite things about the control setup, though, is that like GTA 4 and a select few other games before it, GTA 5 lets you seamlessly swap between the mouse and keyboard and a gamepad on the fly. No need to go into a menu and swap - just push a button on one or the other, and all on-screen prompts change to reflect what you’re using. It’s a fantastic thing for a game like this, where running and gunning is more precise with a mouse and keyboard but driving or especially flying benefits greatly from the analog input of a thumbstick. You can even use both at once, if you like.

Saturday, October 24, 2015

Universe sandbox 2

DOWNLOAD LINKS
Download from piratebay.se >> (blocked in some countries)

WARNING: The game is under development. Only alpha builds are available.

Minimum system requirements
CPU: 1.6GHz dual core 
RAM:  1 GB RAM 
GPU: 512 MB Video Memory, Shader Model 3.0 DX: Version 9.0c 
HDD: 1 GB available space

Tests
Windows 8 32 bits inted core i3 ATI mobility radeon 5470 graphics 1 GB
Working well, no lags, may crash if too many effects

Reviews

REVOSTEAM - Alex
Universe sandbox 2 is a beautiful sandbox in the space. You are like the god of the universe in this realistic game, and you can crash planets, make them blowing, creating black holes, adding planets, renaming them, seeing planet statistics (gravity, resources, and so) and much more amazing things, Actually, it's so realistic, the collision are amazing and the phisic engine is too powerful and this makes the game much more real.
You can change many things of the universe, one of them is the speed. Making the universe going faster will show you what will happen in the future in only a few seconds. 


ROCK PAPER SHOTGUN - Marsh Davies

Each week Marsh Davies orbits the supermassive blackhole that is Early Access and comes back with any stories he can find or gets shredded to subatomic spaghetti as he tumbles towards a point of infinite mass. This week he has become death, destroyer of worlds, and really quite a lot of moons as well, in Universe Sandbox 2. Otherwise known as Universe Sandbox², if you’re the kind of terrible prick who insists on using Character Map to enforce your brand. Anyway, the game’s great.
Inexplicably, Earth begins to grow. Hour by hour, it just keeps putting on mass. The scientists can’t explain it. Where is all the weight coming from? It’s as if some malevolent god had discovered Earth’s settings panel and decided to yank up the mass slider, just to see what happens. What happens is that, as Earth reaches a mass equivalent to Jupiter – 318 times that of Earth’s normal mass – the orbits of other planets begin to distort alarmingly. Venus gets a bit too interested, spiralling after Earth then twisting away at the last moment, like an unsuccessful pickpocket. The planet swells further, its own rotation slowing and slowing. Somewhere, I like to think, semi-sentient hemorrhoid Donald Trump is honking about the myth of global enbiggenment just before being crushed to death by his own awful wig, which has become 35 times heavier than it was earlier that day.
Anyway, the reason for replicating this particular black hole is that Niven’s story was the template for a (w)hole lot of sci-fi stories in which a tiny black hole is lost within the centre of a planet and gradually consumes it from within. In Niven’s tale, the black hole is part of an ancient communication device discovered on Mars and held safely within some sort of electromagnetic confinement. However, a gigantic asshole decides to turn off that confinement in a successful attempt to assassinate a superior: it drops straight through him, boring a tunnel all the way down, and further into the centre of Mars, where it continues to oscillate around the core, gobbling up matter. Well, actually not gobbling: it’s a surprisingly dainty eater: the black hole itself is smaller than a proton, so it passes effortlessly through all material, even if the powerful tidal forces that surrounding it do damage at the much larger millimetre scale. But, being so small, it collides rarely with other particles to consume, and so grows relatively slowly to what you might expect from an untamed black hole, taking a full 40 years to consume Mars.
Moments later, Earth completes its transformation from happy blue-green habitation to gigantic blue-grey death vortex. When it hits a mass equivalent to 42 Jupiters, it begins to ignite, stripes of brilliant orange encircling the gloomy swirling globe. Venus is gravity-slapped clear out of the solar system. Earth’s surface temperature now exceeds 500 degrees centigrade. At 74.5 Jupiters, it becomes a molten glowing ball, and soon thereafter an actual sun, albeit a tenth of the mass of the system’s normal sun – which is nonetheless swerving through space as the two bodies waltz around one another. Mercury plunges directly into the heart of Hot Earth and is consumed utterly. Mars decides Venus had the right idea, and legs it. But it’s not nearly fast enough: the two suns can’t resist one another, conjoining violently to make a sweet fiery love that rapidly engulfs the core planets of the solar system, gobbling up the the Kuiper belt and spreading turquoise tendrils into the interstellar dark that lies beyond.
I did that. I can do loads of other things too, and the inhabitants of Earth will rarely thank me for them. What happens when you fire a teapot which is ten times larger than the sun through the heart of the solar system? Or if hapless scientists inadvertently create a black hole on Mars? What does the collision of two galaxies look like? Or the Earth being hit by a tennis ball the size of our own moon? Universe Sandbox 2 gives you the tools to run all such simulations in a level of depth which is at least superficially convincing and informative. It’s easy to use, beautifully tutorialised, and hugely fascinating. In fact, the sort of anarchic fun described above takes second place to the simple examination of how our solar system actually works. You can click on any body within it and bring up a panel which will allow you to modify everything from its semi-major axis to its argument of periapsis and a whole host of other things that don’t sound like erectile dysfunctions. But before I even tweaked a single albedo slider, I spent a good few hours just zipping about the solar system using the ample number of visualisation tools to examine the relative orbits and velocities of the bodies therein.
Though there are some arguments about exactly how a black hole unleashed into the centre of Mars would behave, if we assume that it continued to consume matter, then it would render the planet uninhabitable long before all of Mars had been devoured by it. One of the more colourful terms to enter the scientific lexicon is spaghettification: it describes what happens to objects as they are assaulted by the immense tidal forces created by the black hole’s warping of spacetime. If you were to make the mistake of getting too close to a black hole the size of Niven’s, the forces acting on the part of your body closest to it would be sufficiently different from your farthest point to stretch you into a string of atoms. While we don’t know what would await you at the black hole’s singularity, it’s safe to say you would not survive this process long enough to find out. It’s also safe to say that you would not, in those moments, discover that the fifth dimension is in fact love, and spend your remaining non-time haunting a bookshelf.
What particularly fascinated me were the dwarf planets and minor planets. Call me a pig-ignorant bumguff barely deserving of life, but I hadn’t really been aware of the number of these that exist in our own solar system. Open up the simulation entitled Solar System All Possible Dwarf Planets and you’ll see. Our solar system, which I tend to lazily think of as a sun, eight planets, the try-hard Pluto, and a handful of moons and rocks, has so many other bodies of significant mass that my PC begins to creak to a standstill. Luckily, the regular Solar System simulation picks a few of the more interesting ones to visualise. Take cold, lonely Sedna for isntance – a suspected dwarf planet that orbits the sun well beyond any other known body of similar mass. It’s hugely elliptical orbit means that it’s currently enjoying summery temperatures of -243 °C, wandering through the darkness some three times the distance Neptune is from the Sun. I can use the Universe Sandbox 2 to watch as it completes its fly-by, the data and my crude observation suggesting that it’ll come as close as it has been in 10428 years some time in 2065, before winding its way back out to a distance around 30 times further than Neptune.
If you want to get a sense of how far that is, you can use the “pulse” tool to track a burst of light from the sun, emitted in a ring, as it expands – at light-speed of course. It takes 4.1 hours to reach Neptune. 5.1 days to reach Sedna at its furthest point. Though I imagine it won’t take the edge off the chill – 10° above absolute zero. To get an idea of Sedna’s scale, you can switch to graph mode, which lines up each of the objects in the simulation side-by-side, reordering them based on whichever statistic you desire. Sedna’s a diddy 520 km in radius, a third of the size of our moon. You can map orbits and colour them to indicate velocity, acceleration or mass. There’s an entire page of simulations you can load designed only to produce pretty spirographic trails as bodies arc around one another. You can watch climate simulations, as the years etch away at the polar caps. You can examine the exact trajectory of NASA’s interplanetary paparazzi, the New Horizons, as it passes by Pluto. You can discover a binary star system which would explain the weather in Game of Thrones. Or you can spawn a simulation of Earth with 5000 moons and watch as your computer splutters.
You and Mars would be better off, at least initially, were you to fall into a much bigger black hole. Your fate would ultimately be the same, of course, but, for a black hole many millions of times the mass of the Sun, you would at least be able to pass beyond the event horizon without suffering the same spaghettification: the scale of the black hole would render the difference in forces on your aft and stern trivial. You would probably experience nothing especially remarkable about the event horizon at all, though you might note the light from other parts of the sky bending and distorting. To another observer, smart enough to keep some distance, you would appear to slow down as you approached the event horizon - not just in the sense that your movement towards it would appear to gradually halt, but that, if they could somehow see a watch on your wrist, it too would appear to be working slower and slower. You would also appear to become dimmer and dimmer until you became one with the total blackness of the hole itself.
There are loads of simulations of varying levels of absurdity and scale, and other pre-sets to toy with. The tutorials are clear, concise and elegantly demonstrate to you a few of the universe’s marvels: how to create a pulsar, for instance. But you can always create your own solar system from scratch, placing bodies and assigning trajectories as you like. And then, possibly, detonating it all afterwards. Call me a dumb ape-like genetic garbage golem, but my main problem with the game is currently that I know too little about the universe to know what would be interesting for me to then find out using Universe Sandbox 2: a few more tutorials of this kind, to give me a guided tour of basic astrophysics, would be welcome. Alt-tabbing to Wikipedia is no great hardship either, but I would nonetheless love some general writing about the things you are observing, to give you a sense of why they are remarkable – even though much of what is fascinating is evident from the simulation itself.
One thing that is not evident is how time advancement works: you can speed up and slow down the simulation, although, call me a grotesque idiot who should probably choke on his own tongue, but the tool for doing so is entirely incomprehensible to me. It seems to have some sort of sporadically effectual throttle and a text entry box that ignores whatever you put in it. This is a significant hindrance, as the solar system simulation maxed out at 3 years/per second, which meant it would have taken an hour before Sedna reached its furthest point from the Sun and I could note its effective surface temperature. Instead I edited the simulation, dragged Sedna from the warm bosom of the solar system and plonked it in the abyssal depths where the most distant point of its orbit was predicted to lie. I got the readout, but, having disrupted its orbit, Sedna now lost interest in our neighbourhood and wandered off into the night.
But from your perspective, things might be pretty ok. Sure, you are tumbling irrevocably into certain death - but when aren’t you? If the black hole was sufficiently massive, and you were peculiarly well-equipped, you might be able to live out your entire life before being spaghettified and plunging into the singularity. Not that we can really test out this theory any time soon: the nearest supermassive black hole is several thousands of light years away. There are some suggestions, however, that particle colliders like the Large Hadron Collider might be capable of producing micro black holes - though this is an extrapolation which requires the use of dimensions extra to the traditional four. This sounds alarming, but the likes of Stephen Hawkins say that micro black holes would evaporate near instantly and so pose no threat to the Earth. Indeed, it might even be possible to harness them as a power source. When has that ever gone wrong?
There are a few minor bugs (I once had Mercury headbutt the Sun out of existence) and not all the features are seemingly yet implemented (what does the habitable zone toggle do?), but the devs anticipate another whole year in Early Access, during which time more bespoke community-suggested simulations, like the New Horizons fly-by, will be added, as well as life simulation, terraforming, missions, space tethers and more. Call me a thicko dipshit who wallows in the slurry of his own stupidity, but even in its current form, Universe Sandbox 2 has done as much to lift me from my colossal ignorance as any game I’ve recently played. No mean feat.

Friday, October 16, 2015

Minecraft: story mode episode 1

DOWNLOAD LINKS
Download from MEGA >>
Download from kumpulbagi.com >>
Download from clicknupload.com >>
Download from google docs >>
Download from uploaded.net >>

CRACK
Download crack from zippyshare >>

HOW TO CRACK
1) Downlaod the crack file
2) Open the folder called "Crack" in the downloaded file
3) After installing MSM (Minecraft story mode) drag the files from crack to the installation folder of Minecraft story mode and replace the original files with the cracked ones.
4) Done, run the game.

System requirements (minimum)
  • Operating System: Tested on Windows 7 64 Bit
  • CPU: 2GHz Intel Core 2 Duo or later.
  • RAM: 3 GB
  • Hard Disk Space: 3 GB
TESTS
Tested on windows 8 intel core i3 x32 bit OS 4GB ram (3.90 available) 
Working well, all normal.

Tested on windows 7 64 bit 4GB ram
Working well, all normal.



Reviews

REVIEWS (FROM DIFFERENT WEBSITES)

How does it fare in bringing canonical story to a game that has, until now, thrived off giving players the freedom to craft their own? We've adventured across the Internet to bring you word of the critical reception.
Below, you'll find score as well a a sample of the review text from a variety of publications. Take a look and, by the time you're done, you'll have a good idea of how it's being received.
  • Game: Minecraft: Story Mode - The Order of the Stone
  • Developer: Telltale Games
  • Platforms: PlayStation 4, PC, PS3, Xbox 360, Xbox One
  • Release Date: October 13
  • Price: $4.99/£4.99

GameSpot -- 7/10

"It's [the] flavor that helps propel this first episode of Minecraft: Story Mode along, even when the story itself only begins to hint at the scope of the adventure ahead. It's a pleasant start, packed with individual events but featuring little in the way of narrative propulsion. When I reached the end of this episode, I wanted more. I'm hoping that, like most outstanding Minecraft creations, Minecraft: Story Mode just needs a little more time to build." --Randolph Ramsay [Full review]

Forbes -- 8/10

"Overall Minecraft Story Mode is a great start to a new series. Although the child-like visuals will put some Telltale fans off this is to miss the huge investment and achievement so far. If the series continues in this vein it’s set to be warmly welcomed by both Minecraft fans and families." -- Gil Press [Full review]

IGN -- 7.3/10

"Minecraft: Story Mode is a pleasant, family-friendly adventure that very quickly won me over and kept me invested in its twists and turns. The drama might not be as heightened as something like The Walking Dead, but I still found myself surprisingly invested in the choices I had to make about my companions, undeveloped as they may be, and smiling at the Minecrafty in-jokes. Sparse interactivity and a lack of commitment to explaining this world and its inhabitants hold Episode 1 back, but I'm still absorbed in my story, and eager to find out what happens next." -- Justin Davis [Full review]

Destructoid -- 5/10

"There is some hope for this series to be great in the future, but The Order of the Stone is just okay. The Minecraft-specific gameplay is a nice way to shake up the usual formula. The blank slate of the universe allows the tale to go wherever it wants. The voice cast is full of actors who can do great work. But the writing needs to be more engaging if Story Mode wants to be taken seriously among Telltale canon." -- Darren Nakamura [Full review]



VideoGamer -- 8/10

"Perhaps the reason why the marriage of Minecraft and story works so well is that Telltale has kept things simple. It's the most basic of hero's journey plots. A band of young adventurers tasked with saving the world by an old mentor, the sort of story that's been told so many times in so many ways that you could conceivably fit it anywhere. But there's plenty of spectacle here, and such clever use of the license that I can't help but think of all the post-Walking Dead series to come out of the studio, this may well turn out to be the best." -- Jamie Trinca [Full review]

Digital Spy -- 4/5

"Minecraft: Story Mode is off to a good start, and despite a story-less canvas and only in-game references to draw from, developer Telltale has crafted something promising." -- Matthew Reynolds [Full review]

GameInformer -- 8.25/10

"Minecraft fans should enjoy the references to the game, while Telltale fans will enjoy the traditional storytelling elements they've come to expect from the studio. The Order of the Stone grabs your attention at a number of points and sets you down the path of actually caring about what's going on in a story set in the player-driven Minecraft universe." -- Brian Shea [Full review]

Tuesday, October 13, 2015

Half life 2

DOWNLOAD LINKS
Downlaod from ocean of games.com >>
Download from kickass (by Th3Cr4ckerH4cker) >>

System requirements (minimum)
PU: Info
CPU Speed: 1.7 GHz
RAM: 512 MB
OS: Windows 98, me, 2000 , xp, 7, 8 ,10
Video Card: DirectX 8.1 level Graphics Card DirectX version: 7.0
Sound Card: Yes
Free Disk Space: 4.5 GB

Reviews

OCEAN OF GAMES - Fatima

Half Life 2 Overview

When you start playing this game you will enjoy every moment of play. Because this is a game which is full of action and adventure. This game is developed and published  by Valve Corporation. This game is released on November 16, 2004.
Half Life 2 download free
The story of Half Life 2 is very interesting and impressive. The main character of the game is man named Gordon Freeman who is the agent of a secrete organization. Like may be you already enjoy same story in crysis warhead PC game. When he arrived to his headquarters. He joins some other soldiers who are the members of combined forces. So he and his team gets the mission from the high officials of his organization.
Half life 2
Now the main aim of the player and his team is to attack on the base of the enemy and try to destroy them. In this interesting battle player has to complete many challenging missions. When the player complete one mission of the half life 2 pc game next missions will unlocked. Player will also use many kinds of latest and heavy weapons. If you like these type of first person shooter video games. Then download and install wolfenstein the new order PC game.
Half Life 2 Free Download

Half Life 2 Features

Following are the main features of Half Life 2.
  1. First person shooter game
  2. Full of action and adventure
  3. Interesting and impressive storyline
  4. Agent of secrete organization
  5. Members of combined forces
  6. Attack on the base of enemy
  7. Challenging levels
  8. Unlock missions
Free Half life 2

Half Life 2 System Requirements

Following are the minimum system requirements of Half Life 2.
  • OS: Windows XP, Vista, 7, Windows 8 and 8.1
  • RAM: 256 MB
  • Processor: Pentium III 1200 Mhz
  • Hard disk space: 5GBs free space

FROM GAMESPOT - Jason Ocampo

It's hard to believe that, prior to Half-Life 2, Valve had really made only one game. Of course, it was a masterpiece. Half-Life single-handedly reinvented the first-person shooter, putting the emphasis on cinematic pacing and complete immersion in the experience. As a result, it paved the way for many of the outstanding first-person shooters that have followed. And while there was little question that there would eventually be a sequel, no one could have imagined the long and torturous development process that led to Half-Life 2. Well, it's time to forget about that, because Half-Life 2 has arrived. And, in many ways, this big-budget sequel does what it sets out to do: Half-Life 2 is a technically amazing, sharply honed first-person shooter that pulls all the tricks that made Half-Life such a beloved experience. With that said, many of those tricks feel more than a bit familiar now, and the game itself is saddled with a disappointing story. Still, that doesn't stop Half-Life 2 from being a very impressive and engaging shooter, and a faithful follow-up to one of the greatest PC games of all time.
In Half-Life 2, you once again assume the role of Gordon Freeman, the theoretical physicist and dimension-hopping commando who saved the world from an alien invasion at the end of Half-Life. Or did he? Half-Life 2 starts you off facing the infamous G-Man, the mysterious blue-suited character from the first game. At the end of Half-Life, the G-Man offered you a choice: work for him or die. Since there would be no sequel if you chose the latter, Half-Life 2 assumes you chose the former, and you start the game in a train entering City 17 for your introduction into this new world.
City 17 is a run-down urban center that's the equivalent of the Warsaw ghettos during World War II, but instead of Jews being rounded up to live in City 17, it's all the remnants of a defeated humanity. Half-Life 2 takes place an untold number of years after the Black Mesa incident, but it's clear that much has changed. A mysterious enemy known as the Combine has conquered the planet and installed a human puppet government to carry out its rule. Black-clad security forces patrol the streets, while propaganda blares endlessly from omnipresent video screens. If there's one thing that Valve does extremely well, it's capture a sense of atmosphere--this vision of a dystopian police state is chillingly effective. But you won't spend a lot of time soaking in the scene before you're thrust into the struggle to defeat the Combine and free humanity.
As soon as the shooting begins you'll join an essentially nonstop battle that will last the remainder of the game. Like the original Half-Life, Half-Life 2 is presented as a nearly seamless experience--you play entirely from Gordon Freeman's perspective, there are no cutscenes or perspective changes to take you out of the moment, and are there no narrative jumps that skip ahead in time. (At least, there are none from your perspective.) There also aren't very many long loading times to interrupt the flow of the game, as all the levels are discreetly broken into sections, and when you transition from one section to another, there's only a slight pause for the new section to load (at least, on a high-end PC). Put it all together and the game's single-player campaign, which will probably take you between 15 and 20 hours to complete, comes off as a very long day in the extraordinary life of Gordon Freeman.
The original Half-Life was highly cinematic in nature, the virtual equivalent of starring in your own blockbuster sci-fi action movie. Who could ever forget the first time a headcrab leapt out at you from a dark corner? Or the moment when the commando tossed a satchel charge into the sewer pipe you were hiding in? The movie analogy is apt, not only because Half-Life 2 packs a few cinematic moments of its own, but also because, like most movie sequels, it plays it safe and doesn't deviate much from its storied predecessor. Half-Life 2 doesn't revolutionize the genre, instead sticking with the familiar formula of run-and-gun action, occasional puzzle-solving, and scripted sequences established by Half-Life. And it's an effective formula, for the most part. The game gets off to a rousing start, as the opening levels combine these three ingredients masterfully. You start off on the lam from the Combine, armed with only a pistol and your wits, and embark on a chase through a train yard and tunnel system that's filled with all sorts of hairbreadth escapes. The sense of pursuit hurtles you forward so quickly that you don't have much time to admire the cutting-edge graphical prowess on display.
After you reach safety, Half-Life 2 settles into a more conventional and familiar style of play. Aside from a detour through a deserted town full of all sorts of booby traps, there are a lot of echoes of the original Half-Life in Half-Life 2--so many, in fact, that there's a strong sense of déjà vu at times. Still, it's hard to knock Valve for not wanting to tinker too much with a proven formula, and Half-Life 2 is as fast-paced and enjoyable as its predecessor.


Clad in your rugged hazard suit, you'll battle your way forward against all manner of enemies, only to recover quickly by picking up health packs and recharging your hazard suit at energy stations. Some of these foes are familiar, such as the headcrab and the barnacle, while others, like the manhacks (essentially flying buzz saws) present whole new challenges. Meanwhile, you'll be armed with a formidable arsenal, most of which is recycled from the first game, such as the submachine gun, shotgun, crossbow, and, of course, the ubiquitous crowbar. These weapons haven't changed much, and they feel roughly the same. There are only three new weapons, including the pulse rifle, which is a sort of beefed-up energy rifle with a devastating secondary attack and a meaty sound to it. Much more fun are the pheropod--otherwise known as "bug bait"--which allows you to summon and control vicious ant lions, and the gravity gun, which can be used to pick up and manipulate objects.
The gravity gun is one of the great new features introduced by the game. Thanks to the new physics engine, it has all sorts of applications in and out of combat, and you'll spend a lot of time tinkering around with it. It's just as useful for picking up and hurling a grenade back at an enemy as it is for solving any number of puzzles in the game. Most of these puzzles are clever but not too difficult, particularly if you've played previous shooters, like the original Half-Life. Half-Life 2 also features a fair number of jumping puzzles, though nothing on the frustration level of Xen in the original game. The jumping puzzles are a weakness in Half-Life 2, but thankfully you can take a more aggressive approach and bypass most of the jumping altogether.
The other noteworthy additions to the gameplay are vehicles, specifically an airboat and a high-speed buggy. While these sequences offer a visual rush, they're also not too far removed from some of the rail sequences in the original Half-Life. In many instances, you'll be funneled down a narrow channel or road with little chance to explore or veer off the beaten path, battling enemies in a high-speed engagement. You'll then encounter an obstacle that requires you to jump out of your vehicle and solve a puzzle to proceed. The controls and physics in these sequences are a bit loose, but the vehicles are fun to drive, especially when you get some room to maneuver.
You'll be on your own during most of the game, but there are levels in which you'll have the opportunity to fight alongside allies, both alien and human. Some of the best team moments come later in the game, when you're battling the Combine in the streets and buildings of City 17, with large-scale battles going on between groups of humans and the Combine's huge, spiderlike striders. You never really develop any attachment to your teammates, though, as they tend to be very disposable, and replacements are available at regular intervals. And teammates have a tendency to get in your way in cramped interiors--while they'll slowly move out of your way, it's still a little annoying. In addition to taking on teammates, you'll occasionally have the opportunity to set up sentry guns to assist you in defense. The toughest sequence that we encountered in the game involved setting up a handful of sentry guns in a defensive alignment, and then holding out against waves of incoming Combine soldiers.
Surprisingly, Half-Life 2's story is one of the most disappointing aspects of the game. The first half of the game feels a bit unfocused, while the second half seems rushed. Even worse, the story leaves behind a mess of unanswered questions, and it doesn't touch on any of the lingering questions left over from the first game. Valve likes to leave tantalizing hints and tidbits everywhere in the game, but few of these actually develop into anything interesting, and by the end you're left wondering what the game was all about. In many ways, Half-Life 2 feels like the middle chapter in a much larger story, and it suffers as a result.
Another surprise is the somewhat disappointing performance by the game's artificial intelligence. Even on the tougher difficulty levels, most of the humanoid enemies don't seem to show the same kind of intelligent behavior that they did in the previous game. They'll seek cover and then peek out to fire, but invariably they'll charge at you, making it easy to take them down. And maybe it's due to some of the weapons being a bit overpowered, but most opponents don't present much of a challenge at all--a few rounds is usually enough to stop them. There are a few fearsome foes in the game, not the least of which are the larger ant lions, which will tirelessly pursue you while you frantically unload every bullet you have at them. Then there's the strider, the 50-foot-tall, walking, organic tank that fires devastating bursts and can spear you with one of its legs if you get too close. But for the most part, Half-Life 2 is a surprisingly easy game, even on the tougher difficulty levels. Case in point is the end of the game, which feels anticlimactic--you're given a horrendously overpowered weapon to use against relatively weak opposition.

Half-Life 2 uses a checkpoint save system, allowing you to quickly restart at the last checkpoint if you die, and there's usually a checkpoint right before most of the game's combat zones. The checkpoint system is effectively employed throughout most of the game, and it allows you to immerse yourself into the experience without having to worry about saving the game constantly. Saving the game manually is an option, and it's helpful in one or two passages where the checkpoints are spaced too far apart, but it also takes you out of the moment.
Half-Life 2's presentation is extraordinary, thanks to the new Source engine. Even though Half-Life 2 debuted a year later than originally anticipated, it is still very much a cutting-edge game, featuring state-of-the-art graphics technology. While Doom 3 features superior lighting and shadowing, it didn't really succeed at bringing a credible and cohesive world to life. Half-Life 2 does, and the environments in the game are simply stunning, from the plazas and streets of City 17 to the rusted interiors of an abandoned factory. There's also some excellent level design in the game, including a deserted town full of deadly traps and the gaping interiors of an alien citadel. The engine does a great job of rendering both indoor and outdoor environments, and there's a lot of eye candy to absorb if you have the hardware to handle it. Most surfaces nearly glisten with the latest shader effects, and the textures are sharp and richly detailed.
One of the big new features is the incorporation of physics into the engine, and that has an effect on the visuals as well. Basically, everything moves and behaves as it ought to, so when you hammer a strider or a gunship with a rocket, it shudders and recoils from the impact. Characters also move in a lifelike manner, and the animations are smooth and believable. You'll also discover that objects in the environment can be used against you--there's nothing that zombies like more than to hurl a metal barrel in your direction. On the other hand, you can use the gravity gun to hurl objects about, or even to pick things up and use them as a shield.
While Gordon Freeman doesn't say anything, you'll quickly discover that some of the best parts of the game are when a character has a one-sided conversation with you. This also lets Valve showcase its remarkable new facial technology, which brings human characters to life like never before. You can literally see the gleam in characters' eyes when they speak, and they can display a wide range of emotions, from fear to familial pride. It also helps that Valve enlisted notable talent to supply the voices for many characters, including Robert Guillaume, Louis Gossett Jr., Robert Culp, and Michelle Forbes. The voice acting is superb, and the script itself features wit, warmth, and humor.
The sound effects are also well done. Once again, it's the little details that stand out, like the buzzing noise of manhacks as they approach and the clatter of a gutter pipe as something climbs up to reach you. As in the original game, there's very little music, and what's here is electronic in nature and reserved to emphasize important moments, such as when you're headed for a showdown with a major foe. Most of the music is forgettable, but there are a few standout themes, one of which is recycled from the original game.
Meanwhile, the multiplayer aspect of Half-Life is veritably a game in and of itself.
Rather than build a new multiplayer component based on the single-player campaign, Valve has instead included Counter-Strike: Source with Half-Life 2. The original Counter-Strike was developed as a free team-based multiplayer mod for the original Half-Life, and it quickly grew into one of the most popular online first-person shooters in the world. Valve even released a retail package of Counter-Strike, and earlier this year there was an updated retail version, Counter-Strike: Condition Zero. Counter-Strike: Source is the updated version of the original Counter-Strike, bringing the graphics in line with the powerful new Source engine and making a few tweaks, but otherwise keeping everything else the same.


If you've missed out on the Counter-Strike phenomenon these past five years, the idea behind the game is simple: Two teams--the terrorists and the counterterrorists--battle it out in a series of fast-paced rounds to see who will win a match. The easiest way to win a round is to simply eliminate the other team, but there are other routes to victory, depending on the map. For example, counterterrorists can attempt to rescue hostages and deliver them to safety, while terrorists can plant bombs and protect them until they explode. Your success can influence your success in future rounds, as there's a monetary reward for your team's performance, which you can use to purchase realistic weapons and equipment for the next round.
Counter-Strike: Source features updated versions of some of the most popular Counter-Strike maps, including Dust and Office. Since these are essentially the same maps that have been played since 1999, they were battle tested and balanced years ago. There have been some improvements, however. Counter-Strike: Source implements a physics engine that lets you push objects around using gunfire, though this has relatively little tactical value in the game--you can't barricade a doorway with desks, or drop an object onto an enemy below.
Nevertheless, there's little question that Counter-Strike: Source is an exciting, well-balanced game of tactical combat. It's also a highly social game. Its appeal lies in the fact that even if you're killed early, you can still sit back and chat with other players, or simply watch the match. Since each round lasts only a few minutes on average, there's not much downtime before the game resets and you're blasting away again. Finding a game isn't a problem, either, as Valve released Counter-Strike: Source more than a month before Half-Life 2, and there are hundreds of servers and thousands of players online at any given time during the day. Meanwhile, the standard built-in server browser can get you online in seconds, and you can sort by number of players, ping, and map.
Admittedly, for a beginner, Counter-Strike: Source can be a daunting experience. It's easy to feel like an outsider, as an entire culture has evolved around the game, and most of the players online know what they're doing, which can be intimidating. On the other hand, Counter-Strike: Source is relatively easy to pick up, and it doesn't take too long to become proficient at it, though it will take far longer to reach the skill level of the better players online. Then again, the release of Half-Life 2 should mean lots of new blood on the Counter-Strike circuit.
While it's hard to argue against Valve including Counter-Strike: Source with Half-Life 2, it would have been nice to have seen a multiplayer mode based on the single-player game that takes advantage of some of the single-player game's settings and weapons. The original Half-Life shipped with such a mode, and it was fun to play with some of those settings and weapons in a multiplayer arena. There are some genuinely interesting weapons in Half-Life 2's single-player mode, and it'd be fun to see what the gravity gun, for example, could do in a multiplayer setting, particularly with all the physics turned on. Still, Counter-Strike: Source is capable of providing countless hours of online play if you're a fan of team-based shooters, and it's a safe assumption that the game isn't going to cool off anytime soon.
When you combine the strong single-player campaign of Half-Life 2 with the popular online play of Counter-Strike, the result is one of the most complete and compelling first-person shooter packages available. While Half-Life 2 breaks little new ground, it's still a superb and engaging first-person shooter, as well as an amazing technological accomplishment.