Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts

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.

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.

Monday, October 12, 2015

Command and Conquer Red alert 3

DOWNLOAD LINKS

SOUNDTRACKS

MAPS



System requiremets (minimum)
CPU: Any Intel Core Duo machine; [Single Core] Intel P4 2.2 GHz (P4 2.6 GHz for Vista) or better; AMD Athlon 2100+ (Athlon XP 2800+ for Vista) or better CPU Speed: [Single Core] Intel P4 2.2 GHz (P4 2.6 GHz for Vista) or better; AMD Athlon 2100+ (Athlon XP 2800+ for Vista) or better
RAM: 1 GB 
OS: Windows XP Service Pack 2 or higher or Windows Vista (32-bit version only, 64-bit is not supported) 
Video Card: DirectX 9.0c compatible video card. NVIDIA GeForce 6800 or better, ATI Radeon X800 or Better
Sound Card: Yes Free
Disk Space: 10 GB of free hard drive space, 12 GB for EA Link DVD-ROM: 8X or faster DVD-Rom Drive

Reviews

OCEAN OF GAMES - Fatima

Command and Conquer Red Alert 3 PC Game Overview

Command & Conquer Red Alert 3 is one of very interesting games. It is Shooting game which is full of action and adventure. This game is developed by EA Loss Angles and published by Electronic Arts. It belongs from series Command & Conquer and it  was released on October 28,2008. The story line of Command & Conquer Red Alert 3 is very interesting and full of exciting. The story of this game is similar to Age of Empires 3 PC Game.
Command and Conquer Red Alert 3 Free Download
Command and Conquer Red Alert 3 is a game of strategy planing and control. Player need to be very intelligent and aware. The story of the game is that player will build his own empire so a lot of people are working under the player its means player will enjoy leadership is this game.
Command and Conquer Red Alert 3
When first player starts the game the position of the player will be weak. He have less money. He start wars with other kings which haves large amount of money and gold. When he defeat them he will earn money. Stronghold 3 is best alternative of this game.
Red Alert 3

Command & Conquer Red Alert 3 Features

Following are the main features of Command & Conquer Red Alert 3.
  1. Shooting game
  2. Full of action
  3. Interesting and exciting story
  4. Game of strategy planing and control
  5. Player’s own empire
  6. Enjoy leadership
  7. Earn money
  8. Fight with powerful kings
free Command & Conquer Red Alert 3

Command & Conquer Red Alert 3 System Requirements

Following are the main system requirements of Command & Conquer Red Alert 3.
  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Core 2 Duo 2.4 GHz
  • RAM: 1 GB
  • Hard Disk Space: 2 GB

GAMESPOT - by Kevin VanOrd

Where else but in the Red Alert universe could you pit transforming mechs against bears, or decide the fate of your mission by attacking floating fortresses with intelligent dolphins outfitted with sonic disruptors? Command & Conquer: Red Alert 3 doesn't take itself seriously, but that's what makes it so much fun to play. This is the most rambunctiously over-the-top strategy game to reach store shelves in years, filled to the brim with laugh-out-loud cheesiness and a cheerful disregard for political correctness. Underneath that kookiness is a fairly standard RTS with some noticeable flaws, but it's a great one nevertheless, thanks to entertaining units, a strong multiplayer component, and support for an online, fully cooperative campaign--a first for the genre.

So here's the setup, told in a hysterically overacted cutscene that could have been ripped directly from a bad sci-fi flick: Russian leaders, including the premier (played by a heavily accented, wonderfully hammy Tim Curry) travel back in time to kill Albert Einstein. The theory is that doing so will change the course of history, causing the Soviet Union to dominate as a world power. Instead, this bit of time tampering gives rise to a new threat, the Empire of the Rising Sun--and, of course, more broadly played histrionics. The whole thing is a live-action riot: JK Simmons as US President Ackerman is all anticommie swagger, and George Takei scrunches his face into superserious knots as the Emperor. Then there is Jenny McCarthy as Tanya, stroking an enormous toy gun in one scene, holding a sexy pose but still prepared to slit a man's throat in another. Skimpy, ill-fitting costumes, blatant computer-generated graphics, and bad accents--it's all quite wonderful, with tongue firmly planted in cheek.
All three factions--Soviets, Allies, and Empire--are fun to play, and though not dramatically different from each other, they’re distinct enough to make each of them feel fresh. For instance, Allied structures can be placed only after fully completed within the build queue (a standard C&C mechanic), whereas Soviet refineries can be placed immediately and assembled afterward. The new faction for the franchise, Empire of the Rising Sun, is even more flexible in this regard, but it also requires a bit of micromanagement. In this case, you queue up movable vehicular pods called cores that then unfurl into the appropriate structure. Additionally, most Empire structures (with the exception of defensive turrets) can be placed anywhere without the fetters of a nearby base, which makes them the easy choice for players who like to establish an early presence across the entire map. Of course, these differences extend to ore refineries, but in all cases, resource collection is more measured than in prior C&C games. Gem fields are gone, which makes ore mines your only source of income. The method of implementation is a departure for the Red Alert franchise, given that it generally means a one-to-one ratio of ore collectors to refineries and a resulting slower pace.
Nevertheless, a slower economy doesn't make for less explosive gameplay, and each faction boasts a number of awesome units to throw into the fray. Some of them, such as attack dogs and flak troopers, are carryovers from previous games. But no matter whether you're using familiar units or new ones, clashes are fiery and tense, especially when you've grasped the nuances of each unit's secondary mode. This is particularly true when playing as the Empire, considering that most of its units are more than meets the eye; they transform between two distinct states with differing strengths. For example, the mecha tengu can attack infantry from the ground or do antiair duty in the skies. This flexibility translates to most Empire units, making them fun to use as long as your finger is hovering near the F key on your keyboard, which toggles between unit abilities.
This isn't to say that Soviet and Allied units aren't equally entertaining to use. All factions use ground, air, and sea units, with many of them doing double duty in water and on land. For example, the ever-helpful Soviet bullfrog can transport troops across land and water (and can amusingly spew infantry a good distance with its man-cannon). Late-game skirmishes bring the best and most fun-to-use units, such as the Allied aircraft carrier, which sends a squadron of drones into the fray and is one of Red Alert 3's most autonomous naval units. The campaign introduces these units with style, and the size to which some of its maps expand will often keep you busy across the entire map, particularly during the frantic final missions.


The gameplay twist within the campaign is the addition of a co-commander. If you play on your own, this position will be granted to an AI player of a fair level of competence, and you'll be able to issue basic one-click commands, such as "hold this spot" or "attack this structure." There are also some contextual commands when mission objectives get more intricate and require very specific actions, such as destroying a reactor or capturing a building. This addition makes the largest campaign missions feel wonderfully dramatic, with engagements scattered across the map involving not just your own units but friendly ones as well. It also adds a bit more oomph to the light puzzle-solving missions so common to the genre ("take these three units and follow these specific instructions"), because it requires the assistance of your compatriot. On the other hand, it makes the campaign easier than you would expect, seeing as how your AI comrade will usually buy you enough time to rebuild if you make a costly mistake.
But as with most games, it's better to add a real friend than deal with the occasional questionable decisions of an artificial teammate, and Red Alert 3's greatest asset is its cooperative campaign, a first for the genre. Should you go this route, your online partner (co-op play is unavailable on a local network) will take the role that the AI otherwise would, making the specific objectives mentioned above even more satisfying. It's a treat to play this way, and as you can imagine, completing a mission with a real-life counterpart is more compelling; it's a wonder that strategy games haven't attempted this sort of venture before. Unfortunately, getting another player into the match is a bit cumbersome. You must choose the mission and then enter the online lobby to issue the invitation, and when you invite the player, the game offers no feedback to let you know that the invite has been sent. The invited player does receive a notification pop-up and an invite notice, though there are times when the invitee won't receive an issued invitation, for no discernible reason.
Although the single-player/co-op campaign is great, multiplayer should give Red Alert 3 the same longevity that Tiberium Wars and Kane's Wrath have enjoyed. This is where the strengths and weaknesses of each unit become clear, and where distinct faction differences are even more palpable. For example, should you play Empire, you'll find that the lack of early-game antiair units makes you extremely vulnerable to Allied air attacks. As a result, immediate base harassment is all but necessary, unless you want your ore collectors and refineries to face early retirement while you spend funds on tech that will unlock the necessary units. Compared to previous Command & Conquer games, Red Alert 3 matches are more measured, thanks to the slower economy. This means fewer early rushes and greater emphasis on scouting, as well as a better chance to get the most interesting units into the mix. The big game-changer here are special powers, which can be terribly devastating and can dramatically turn the tide of the match.


There are 28 maps on which to play, an impressive number indeed. The best of these, such as Secret Shrine and the cleverly named Reef Madness, pleasantly mix land, sea, and air combat thanks to varied terrain that encourages entertaining mixes of units. All in all, Red Alert 3 is, with a few exceptions, relatively well balanced and thus an obvious choice for competitive strategists who wish to showcase their battle prowess online. Ladder and clan matches are available and function much the same way as they did in Command & Conquer 3, and as before, the in-game BattleCast option lets you broadcast your game to others, even allowing for someone to provide on-the-fly commentary. Like C&C3, it even comes with telestrator tools that let you draw directly over the match in progress like a sports commentator giving a play-by-play. If you need offline practice, you can skirmish against the AI, though the short live-action video intros that obscure the minimap when you encounter an opponent were a bad idea here. These portraits are a fun feature of the campaign but are annoying during stand-alone skirmishes when the need for a functioning minimap far supersedes any amusement that these scenes provide.
The overall Red Alert 3 experience is a raucous one, but it lacks the technical tightness featured in the last few Command & Conquer games. Pathfinding is probably the most noticeable and annoying issue, particularly when amphibious units are involved. Units get stuck jogging in place against a wall or stopping at the edge of a plateau, and the addition of water to the terrain seems to confuse them even more. We also ran into a number of glitches: Units clipped into bridges and got stuck, performed incorrect animations (for example, units would swim across land), and in several skirmish games, we could pull the camera out indefinitely until the screen went black.
Red Alert 3's visuals pop right off of the screen. The colors are bright and vivacious, and therefore perfectly suited to the game's in-your-face mirth. Tropical maps are drenched in golden light, and multicolored beach umbrellas dot the shores, both contributing to and contrasting with the visual splendor of exploding hammer tanks. They also feature possibly the finest water effects yet seen in an RTS game, and the sunlight dances pleasantly on the turquoise waves. Electrical effects such as those emitted by Tesla coils also deserve particular mention for the flashiness of their violent zaps. Units are detailed and the most unusual ones look really cool, so though Red Alert 3 doesn't push a lot of polygons, its lovely design brings a modern look to an older franchise while running smoothly on a variety of systems. One interesting graphical feature is the yellow outline that surrounds selected units, which is a neat choice but a double-edged sword. On one hand, it lets you easily identify your own selection on the screen and can be a welcome visual cue. On the other, the outline is a bit too thick, which makes it difficult to identify which type of units you've selected. It also makes it easy to get confused if a competitor chooses yellow as his or her unit color in a multiplayer match.


Along with buoyant visuals comes an upbeat soundtrack featuring a fun mix of ambient music and rocking battle cues, not to mention an array of boisterous explosions. Although much of it is unremarkable, there are some real standouts used during the campaign, such as a flowing new-age track used in Soviet missions, and some jolly Asian-inspired themes that set the mood during the Empire campaign. And what would a Command & Conquer game be without fun unit responses? When special unit Natasha asks if you like her scope in that thick, fake Russian accent, it's hard not to let out a guffaw.
A few problems aside, Red Alert 3's cooperative campaign and cool new faction offer plenty of enjoyment for players who don't mind a little cheese with their meat. This isn't exactly the genre's next step forward, but it's a slick and entertaining evolution of a classic franchise that's hard to dislike. Rest assured, that quirky exterior masks a strong campaign and an equally substantial multiplayer component that will keep you and your dolphins busy well into 2009.

Far cry 4

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Minimum System Requirements
Operating system: Windows 7 SP1, Windows 8/8.1 (64bit versions only) 
Processor: Intel Core i5-750 @ 2.6 GHz or AMD Phenom II X4 955 @ 3.2 GHz 
Memory: 4GB Video card: NVIDIA GeForce GTX 460 or AMD Radeon HD5850 (1GB VRAM) Direct X: Version 11 
Hard Drive: 30 GB available space  Sound Card: DirectX 9.0c compatible sound card with latest drivers

Reviews

FROM PC GAMER - by Andy Kelly


Ajay Ghale travels to Kyrat, a fictional region of the Himalayas, to scatter his mother’s ashes. But, by a quirk of fate, finds himself in the service of the Golden Path, an army of freedom fighters founded by his late father. They’re locked in a brutal civil war with Pagan Min, the despotic ruler of Kyrat, and it’s up to you—the prodigal son—to free it from his tyranny. It’s a neat twist on the classic Far Cry setup. You are, as in earlier games, a tourist stranded in an exotic, dangerous, alien place, but now you have a more personal reason for being there.
Pagan Min is a colourful villain in the James Bond mould, and is—as Vaas Montenegro was in Far Cry 3—one of the highlights of the game. He once had an affair with Ajay’s mother, and as a result has taken a special interest in him. To hammer home the fact that he’s a deeply unpleasant character, an early scene sees him wetting his finger, dipping it into her urn, and tasting her ashes. Yes, really. But like any good Bond villain, his charisma and eccentricity means you’re torn between wanting to defeat him and see more of him.
Ajay doesn’t say much, which instantly makes him an improvement over the last game’s endlessly punchable frat boy hero Jason Brody. Really, though, Min is the real star of the game, and Ajay feels more like an empty vessel for the player than a meaningful character. But you still care about his story, because he’s propped up by a memorable cast, including the two feuding leaders of the Golden Path, Amita and Sabal. Both have wildly different opinions about how to take Kyrat back from Min's clutches, and you’ll have to step in occasionally to make their decisions for them, which affects the way certain missions play out.
But let’s take a moment to talk about Kyrat itself. This is a stunning landscape of fog-shrouded mountains, forested valleys, shimmering rivers, and rolling plains. While Far Cry 3’s Rook Island was vividly bright and colourful, here the colour palette is muted and autumnal. The Himalayan flora and fauna give it a very different feel, and it reminded me a lot of Skyrim in places. The map is large and open, but flanked by towering, snow-capped mountain peaks, and the scenery and atmosphere change subtly as you travel from the lowlands to the highlands. It’s a beautiful place to exist.
It’s also an insanely entertaining playground, and I’ve had more fun here than I ever did in Far Cry 3’s tropical archipelago. Kyrat is full of sheer drops, huge mountains, rocky cliffs, and deep valleys. The terrain is remarkably varied and vertiginous, which lets you take full advantage of the wingsuit—which you can now buy from a shop straight away. The feeling of sprinting towards the edge of a mountain, leaping off, and floating down gracefully into a valley is absolutely exhilarating.
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Gyrocopters have also been added, and they’re a lot of fun to buzz around in. There are new land and water vehicles, like hovercraft and hilariously rickety tuk-tuks, but you’ll spend most of your travel time in the air. The grappling hook is another new addition, and Ajay can use it to clamber up or abseil down vertical surfaces and swing across gaps. You can only attach it to pre-defined points, though, which is slightly disappointing. I’d have loved the ability to attach it to any surface. The  variety of ways to traverse Kyrat means traveling from place to place never feels like a chore.
Wildlife is an important part of the Far Cry series, and Kyrat is teeming with exotic creatures, most of which want to kill you. There are colossal beasts like elephants, rhinos, and black bears, as well as monkeys, honey badgers, and eagles. This abundance of fauna makes your surroundings feel brilliantly alive, and random animal attacks are a constant source of amusement. Tigers will pounce on you, eagles will grab you, elephants will flip your car over, and killer bees will swarm you—sometimes all at once. But, equally, animals will attack enemies, often to your advantage. I once sat back and watched as a rampaging elephant cleared out an entire outpost for me.
PERFORMANCE AND SETTINGS
Reviewed on GeForce GTX 970, Intel i5-3570K @ 3.40GHz, 16GB RAM
Graphics options Textures, geometry, vegetation, shadows, post-processing, fur, terrain, water, vsync (full, sparse), ambient occlusion (SSBC, HBAO+)
Anti-aliasing MSAA, SMAA, TXAA (Nvidia)
Remappable controlsKeyboard only
Gamepad support Yes

Far Cry 4 maintains a steady 60fps at ultra/1080p on my Nvidia review rig (see ‘Need To Know’ for full specs), with some noticeable, but not game-breaking, micro-stuttering when flying across the map at high speeds in a gyrocopter.

On my 2GB Radeon HD 7870 at home—with an Intel i7-950 @ 3.07GHz and 6GB of RAM—it hovers around 45-60 on very high/1080p, but with constant stuttering and pausing, which worsens significantly when the game reloads after I die or fast-travel.

Other AMD users (including PC Gamer editor Sam Roberts) have reported the same issue, as have several benchmark websites—even on high-end AMD cards. Nvidia GPUs seem to be largely unaffected, however, and if you have one you can take advantage of TXAA anti-aliasing tech.
Like Far Cry 3, the game is split between story missions and outposts. The story missions are bombastic, scripted, and big in scale, like an absurd action movie, while the outposts give you the opportunity to really play with the game’s systems. Both are entertaining in their own way, but it’s during outpost raids where things get really good.
Choosing how to approach and wipe out these enemy-controlled areas is up to you, and the game gives you a huge amount of tools to play with. Games often boast about offering player freedom, when really all it amounts to is shooting everyone noisily, or shooting everyone stealthily, but the freedom and scope for creativity in Far Cry 4 is often intoxicating—providing you have an imagination. The new fortresses are like mega-outposts, filled with tough, armoured enemies and alarms, and methodically stealthing your way through one, which can take a long time, is a thrill.
But your plans, no matter how well-laid, will inevitably blow up in your face, forcing you to adapt and try something new on the fly. Mixing your weapons, skills, and tools, and random elements like animal attacks or Golden Path soldiers wading into the melee, results in some brilliant, emergent moments. It’s a great story generator. Gyrocopters are particularly useful for taking outposts. You can use them to scout out sniping spots, or just hover over a base and chuck grenades at the guards below. Oh, and you can ride elephants, which is totally absurd, but ridiculously fun.
And, of course, this being an Ubisoft game, there are a million other icons littering the map. Some of these are fairly standard open world fare, like checkpoint races and collectables, but others are worth spending time with. The House of Chiffon challenges, which see you hunting rare animals for a creepy fashion designer, are a highlight—particularly the one that sees you ‘fishing’ by dropping C4 into a lake from a gyrocopter. Map-revealing towers are back (again, it is an Ubisoft game after all), and each one presents a unique platforming challenge. There’s basically loads to do. Not all of it is valuable, but the majority of side-quests come with meaningful rewards.
Distraction is the game’s forte. You’ll set a map marker on the next story mission, but on the way your attention will be grabbed by a dozen different things. An outpost, a tower, an animal whose skin you need to craft a new wallet, a beautiful vista, or randomly generated missions like enemy convoys that can be ambushed. Some might find the amount of stuff vying for their attention overwhelming, but you’ll just have to have some discipline. I once failed a mission because I stopped to watch an elephant in a lake giving itself a bath. It’ll take the easily distracted a while to finish the game.
And all of this—barring story missions—can be played with another person in co-op. This is one of the most enjoyable multiplayer experiences I’ve had for a while, and having another person on hand when assaulting an outpost only expands the already vast amount of ways to clear them. Pilot a gyrocopter and your buddy can grapple onto it and hang from the bottom, letting you, say, drop them on a roof to stealth kill a sniper. Or the two of you can climb onto a pair of elephants and crash into the base, the sound of explosions, screaming, and trumpeting filling the air. The House of Chiffon hunting challenges are great in co-op too. I didn’t experience any connection or lag issues, but I have heard cases of people being kicked out and losing progress.
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It’s in the scripted missions where Far Cry 4’s biggest weaknesses lie. Amazingly, despite every gamer I’ve ever spoken to saying they hate them, Assassin’s Creed-style tailing missions have made it into the game. And there are far too many insta-fail stealth bits. It wouldn’t be an Ubi  game without these, but come on, instant fail states are never fun—and at odds with the open-ended freedom of the outposts.
If you get caught sneaking into an enemy base, you should be given the opportunity to adapt and try a new approach, not be thrown back to a previous checkpoint. There are some really great moments in the story—especially your first trip to the dreamlike Shangri-La—but I can’t help but feel the campaigns in these games should be built around the outpost missions, and not separate, scripted entities. It’s here where the game and its interacting systems really shine.
Another issue—but one I quickly got over—is familiarity. If you look at the first three Far Cries, they all feel like different games. But Far Cry 4 is quite obviously an iteration of Far Cry 3, rather than any kind of progressive sequel. There are a lot of shared animations, reused mission templates, and other, smaller details anyone who spent a lot of time on Rook Island will recognise. 
But I loved Far Cry 3, so I don’t care. There are more toys to play with, the world is more fun to traverse, the story is infinitely better, and everything just feels tighter and more focused. A built-in map editor tops the package off, which lets you create and share your own outposts and hunting challenges.
A lot has been written about Far Cry 4’s setting, its eccentric villain, and its rideable elephants, but they’re all secondary to the fact that, at its core, this is just a brilliant, well-designed shooter. The weapons feel great, there’s genuine opportunities for creativity, and it all takes place in a dynamic world where random tiger attacks are commonplace. There are some weak scripted missions to endure in the story, but the scope and variety of Kyrat more than makes up for it.