Monday, September 29, 2014

UltraISO Premium Edition 9.5.3 Build 2900 Retail

UltraISO Premium Edition 9.5.3 Build 2900 Overview:
UltraISO Premium Edition can extract, create, edit, and convert CD/DVD image files. It can directly edit an ISO file, make ISO images from CD/DVD-ROMs, create a new ISO from files and folders on your computer, and make bootable CDs and DVDs. In addition, UltraISO can convert nearly all known CD and DVD image formats to ISO, BIN/CUE, Nero (NRG), Alcohol 120% (MDS/MDF), and CloneCD (CCD/IMG/SUB) formats, as well as burn CD/DVD images directly with built-in burning engine and emulate ISO images with up to 8 virtual CD/DVD drives.

Version 9.3.3.2685 can view and extract files from XBOX360 ISO images, mount UDF DVD images on Windows Vista and Windows 7 Beta 1, and save newly detected media capacity.

What's new in this version: Can open, view and extract files from XBOX360 ISO images and non copy-protected XBOX360 DVD's  Supports mounting UDF DVD images on Windows Vista/Windows 7 Beta1 (ISODrive)  Saves newly detected media capacity Improveed performance for editing bootable ISO's with large boot image file Can detect and use Nero 9 as default burning software Fixed a compatible problem with Ashampoo burning package  Fixed a bug with converting some PlayStation CD images in MDS/MDF format Can open, view and extract files from XBOX360 ISO images and non copy protected XBOX360 DVD's  Supports mounting UDF DVD images on Windows Vista/Windows 7 Beta1 (ISODrive) Saves newly detected media capacity Improveed performance for editing bootable ISO's with large boot image file Can detect and use Nero 9 as default burning software Fixed a compatible problem with Ashampoo burning package Fixed a bug with converting some PlayStation CD images in MDS/MDF format Some minor improvements and bug fixes.

Highly versatile and especially proficient with boot discs, UltraISO Premium creates, edits, and burns disc images in several popular formats: ISO, BIN, Nero, Alcohol, CloneCD, and Xbox. It also converts images among formats. UltraISO supports data and audio/video discs and includes a simple MP3 encoder, but it really excels at creating bootable discs. It even can create a disc with a menu for booting several OSs.

The interface is well organized, though rather plain, and we wish its icons were more readable. Also on the negative side, the program can't mount CD images, which will diminish its value for some. However, if you need support for multiple image formats and want to design bootable discs, UltraISO makes a very good pick.



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Thursday, September 25, 2014

WWE 12 Game

WWE 12 Game Overview:
The WWE franchise is back with an exciting all-new edition with WWE '12. The new gameplay system will make you feel like you're truly in the ring with the most fluid, dynamic, realistic, action-packed WWE simulation to date.

Doing more than simply dropping the SmackDown vs RAW moniker that has prefaced the last run of WWE games since 2004, WWE '12 aims to refresh the long-running wrestling series' recent stale leanings with redesigned gameplay and an all-new game engine. While it still packs a massive roster and is brimming with all of the over-the-top macho bombast and ridiculous braggadocio hardcore wrestling fans love, not all of the updates are for the better. It's easier to jump right into the ring and start hammering away at meaty dudes with vigor, but overaggressive AI and a near-broken attack counter system sap the fun. Unfortunately, other problems add to the pile, making it tough to enjoy the game's authentic trappings.

WWE '12 mirrors the energetic spectacle and cheesy swagger of the television programming it's based on with admirable gusto. Outside of the ring, there are plenty of flashy, grand entrances and throngs of cheering fans eager to see endless combinations of the game's huge selection of wrestling combatants bludgeon one another in style. When it comes to the matches themselves, the action is fast-paced and intense. The game's overhauled engine showcases a nice level of detail in the character models, and the animations are more fluid this time around when transitioning between attacks and reversals, but it's still rough around the edges in spots. Collision detection is off at times, and some transitions are a little too fluid. For example, it's possible to go from throwing a punch at your opponent to almost instantly being upside down between his legs in a midair pile driver--weird instances like this can happen so fast that you don't even know how you wound up being ground face-first into the mat. Other times, though rare, the game bugs out altogether. One glitch causes a wrestler to float very slowly toward the screen, through the ropes, out of the ring, and into the air above the crowd, forcing a reset of the match to restore order. That said, major bugs are infrequent, and most matches do look realistic enough to appease followers of the sport.

Retooled with accessibility in mind, the gameplay flows quickly once the fists start swinging. Strikes, grapples, and Irish whips are single-button moves that change with your position, yielding more elaborate attacks as opponents grow weaker. Whittling your adversary's stamina down opens up room for sweet signature moves and fancy finishers, and a new limb targeting system lets you deal damage to specific areas of the body when grappling. Everything works pretty well, with the exception of defensive maneuvers, which are a major stumbling block. WWE '12 gives you and your opponent far more chances to counter each other's attacks, but the window of opportunity to pull off these crucial reversals has been shaved down to almost nothing. You have a split second before contact to tap the right trigger to block or reverse. These prompts don't always appear onscreen when they should either, and more often than not, hitting the corresponding button at the right time doesn't register.

Your computer-controlled foes, on the other hand, are adept at countering almost everything you throw at them (at least on the game's default difficulty). They adapt to your move patterns quickly too. It's extremely frustrating to get turned into a slab of battered meat and lose several matches in a row because every counter you attempt fails to stick--even when it feels like you're quick on the draw. While you can dial back the AI to a more comfortable setting, the problem doesn't go away. It does feel satisfying when the tide turns in your favor, but once things start going wrong, it easily snowballs into a match-ending catastrophe.

For those who can tune out the inconsistencies in WWE '12, there's an abundance of play options to dig into. WWE Universe returns with a never-ending run of matches and lots of flexibility to tweak the experience to suit your whims. Any number of matches on the schedule can be simulated or played hands-on, and it's a lot of fun to hop in and play an interfering role in certain matches. If you just want a quick game or two, there are a slew of options for configuring one-off matches. Multiplayer modes are flexible too, and playing against other humans locally or in online matches is preferable to the irritating AI, though you still have to face the prospect of rage quits due to unresponsive attempts at countering.

Having the freedom to create your own content to play in the game is another area where WWE '12 shines, since you can craft everything from your own custom wrestlers and movesets to entrances and storylines. The story-driven Road to Wrestlemania, on the other hand, is one of the game's biggest disappointments. It has three lengthy chapters that explore heavily scripted storylines centering on Sheamus, Triple H, and a custom wrestler you create, but these matches are some of the least enjoyable encounters in the game. They often revolve around unclear yet strict objectives, and deviating from them results in failure.

The franchise may have been in need of some serious tinkering, but the impact of the gains made in this next evolution of the series is canceled out by the leftover problems lingering in the formula. While a few improvements feel like a step in the right direction and will no doubt hit the sweet spot for some players, there are crucial areas where WWE backslides. Insidious AI and the weak story mode are among the bigger culprits, but the fact that such a huge portion of the gameplay hinges on a horribly imprecise reversal system is a real deal-breaker.


WWE 12 Game System Requirements:
System= Pentium IV CPU 1.4 GHz
RAM= 256 MB
Video Memory= 64 MB
OS= Windows 98, 2000, NT, XP, Vista, 7 and Windows 8


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Sunday, September 14, 2014

Air Conflicts Vietnam Game

Air Conflicts Vietnam Game Overview:
Air Conflicts Vietnam is an action air fighting game developed by Pivotal Games and published by SCi (EUR) released on September 3, 2013. It is an air fighter jet based game the all ingame features have been upgrated and improved compared to the previous sequel. All the planes are updated with the new fighter jets. The graphics and visuals are stunningly improved, As the previous sequl of this game included all the vague features and unlike to that game this one is far better. It includes a new map navigation system players can elimanate their enemies by looking for them in the map navigations, The storyline is based on missions players will have to travell and reach different targests so as to complete the objectives this game includes difficulty selection players can select the game in either hard or easy difficulty as the increase in difficulty goes up the same the game is harder to play...


Air Conflicts Vietnam Game System Requirements:
Windows: XP,Vista,7,8
CPU: Pentium 4
RAM: 2 GB
Video Card: 512 MB
Free Space: 17 GB



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Wednesday, September 10, 2014

Urban Trial Freestyle Game

Urban Trial Freestyle Game Overview:
Urban Trial Freestyle is kind of action bike racing game developed by Us and also published by Us released on October 2013, This is the most advanced visual bike racing graphics game the storyline is based on 7 different world every world have different stages and missions in a single world 6 to 7 missions are to be completed so as to move to the new world. This game includes money earning feature player will be awarded money while attempting a stage the money can be used for upgrating the bikes Tires,Chassis,Engine and clothes, This game includes the most advanced in game map contents the map is organised stunningly and it as well includes the most important feature of a enthralling game which is the perfect sound effects game is based and optimised on the best sound effects.


Urban Trial Freestyle Game Requirements:
Windows: XP,Vista,7,8
CPU: Pentium 4, 2.6 GHZ
RAM: 1 GB
Video Card: 128 MB
Free Space: 1 GB



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Saturday, September 6, 2014

Serious Sam: The Second Encounter Game

Serious Sam The Second Encounter Game Overview:
Serious Sam: The Second Encounter picks up moments after the first game left off. Having traveled back in time to ancient Egypt and defeated countless minions of the nefarious Mental, Sam "Serious" Stone has managed to hop aboard an alien spaceship that will take him straight to the heart of his archrival's domain. Unfortunately, it unceremoniously crash-lands right back on Earth, this time in South America. Like the first game, Serious Sam: The Second Encounter isn't heavy on plot. The context is really just there as an excuse to set the game within a number of colorful, exotic levels and to fill these with monsters, traps, weapons, and power-ups.

While all the levels in the first game were set in Egypt, which made them start to look pretty redundant after a while, The Second Encounter features three distinctive environments--Mesoamerica, ancient Babylon, and medieval Eastern Europe. All three are just gorgeous. Serious Sam's 3D engine creates what are certainly the most gigantic levels found in any shooter, and within each level in The Second Encounter, there's a lot of variety as you travel through both indoor and outdoor areas, both above and beneath the surface of the earth.

The game plays like the original, though the improved level design makes the action more enjoyable than before. As Sam, you can run much faster and jump higher than just about any other shooter protagonist. You can carry more than a dozen high-powered weapons and plenty of ammo for each of them. You can take a tremendous amount of punishment, and you'll find power-ups to replenish both your health and your ammo reserves throughout each level. Sam's so strong that any other first-person shooter would be a total cinch for him. But in this one, he'll be up against an impressive variety--and a truly staggering number--of fast, vicious, deadly oddball monsters. The Second Encounter provides a daunting challenge at its default difficulty setting, though it offers easier settings suitable for the faint of heart as well as tougher settings suitable for masochists.

The most obvious additions in The Second Encounter are three new weapons you can use, more than half a dozen new monsters to fight (as well as three exciting, new boss battles spread out over the game), and four new power-ups. The most precious of these power-ups works like a smart bomb from classic arcade games--when things get really bad, you can use one to frag every monster in your vicinity, no questions asked. Meanwhile, the new monsters in The Second Encounter round out the roster quite nicely. The best of them is a chainsaw-wielding maniac sporting nothing but overalls and a jack-o'-lantern instead of a head.

Make no mistake: All your favorite, and least favorite, monsters from the first game can be found in force throughout The Second Encounter, and some have a few new tricks. Old and new foes alike will attack you with reckless abandon, and as you frantically fight back, you'll feel elation mixed with anxiety--a real adrenaline rush. By mixing in the old with the new creatures and presenting all of them in a wide variety of new situations, the game succeeds in feeling substantially different from the original. That is, even if you felt exhausted by the conclusion of The First Encounter (and how could you not?), you'll be anything but bored while fighting your way through the new game.
The first game had a ton of weapons in it, but these new additions are great--there's the chainsaw, which usually isn't practical but is still fun to use (especially in multiplayer deathmatch) and a great throwback to the weapon from id Software's classic, Doom. The other two new weapons you simply cannot live without--your high-tech flamethrower becomes the single best crowd-control tool for close-quarters battles. It's visually stunning as it instantly causes everything--monsters and scenery--to ignite in flames and then to blacken to a crisp. Not to be outdone, the new high-powered sniper rifle is equally useful--its 8X magnifying scope lets you draw a bead on enemies from miles away and deliver an instant-hit, often fatal, high-caliber round. Since some monsters will bombard you from long range, the sniper rifle becomes essential for taking them out.

Though the original Serious Sam has a reputation for being a mindless action game, The Second Encounter has some real depth that lurks just beneath the game's lighthearted, frenetic surface. Serious Sam: The Second Encounter expects you to be constantly prepared to face off against dozens of different types of monsters, many of which demand different types of tactics. Fortunately, each weapon in your arsenal is well balanced and useful, whether against certain types of foes or in certain situations. You'll use a majority of your weapons during each level. Some battles seem to stretch on indefinitely, never letting up, only escalating and never giving you the opportunity to conveniently reach over to quick-save. Even if you do know what's in store around the next corner, defeating wave after wave of monsters is never an easy task, as your reflexes, your precision, and your endurance will constantly be put to the test. You'll also need to keep your ears open as each enemy makes distinctive noises, and you'll often hear your foes before you see them. Time seems to stand still during some of the more hectic battles in The Second Encounter--it'll seem like you're fighting an endless onslaught of foes, burning up all your ammo for all your weapons in the process. Suddenly it's over, and you'll hear yourself exhale as though you were holding your breath for all those minutes. The action in Serious Sam: The Second Encounter is some of the best you'll find in any shooter to date. Calling it mindless is selling it way too short.
If the action itself weren't incentive enough, Serious Sam: The Second Encounter is loaded with unique secrets--there are tons of them in every level, and discovering them yields absurd, funny, and always rewarding results. This is a genuinely funny game with a truly inspired sense of humor, and you'll know it not just because of the secrets, but also because of some of Sam's amusingly self-conscious one-liners. "I hate running backwards," he exclaims on more than one occasion as you're desperately trying to fend off a tidal wave of monsters, fleeing for dear life.

The Second Encounter has a lot of really great, unusual sequences in it. In an early scene, a bridge crumbles beneath your feet and you start bouncing uncontrollably on an elastic floor. Sure enough, the room fills with monsters, including those ubiquitous beheaded kamikazes. As you're spraying the whole room with your flamethrower, bouncing around on a giant trampoline along with countless monsters, hearing the cacophony of the kamikazes' screams pitching higher and lower due to the Doppler effect, you'll be downright stupefied. The whole game goes on like this--it's pure sensory overload and incredible fun, and while some parts are especially good, every level is rife with them. As you play, you'll be struck by the sense that the designers must have really had a lot of fun making the game.

The production values in The Second Encounter are even better than those in the original game. Each enormous level is colorful and boasts plenty of beautifully detailed high-resolution textures everywhere. Ambient lighting is used to excellent effect, and in general, the game's special effects are top-notch. The three boss monsters you'll face all look great too, and as in the first game, even when you're fighting hundreds of enemies at once, the frame rate remains smooth. The Second Encounter also sounds great--the game features an excellent, effective musical score. Each level has its own music that fits perfectly with the pacing and the theme, grows more intense when you're fighting, and cools down when the coast is clear. The sound effects themselves, many of which are recycled from the first game, are as good as ever. Like the original, The Second Encounter uses audio as a vitally important part of the gameplay.

The single-player mode of Serious Sam: The Second Encounter is easily worth the low price of admission all by itself. But just like the original, the game comes packaged with a complete multiplayer mode, plus mod-making tools for anyone inclined to use them. Once again, the cooperative mode steals the show. You can easily find multiplayer servers running co-op Serious Sam and jump right in with friends or strangers to fight even more enemies than usual. It's tremendously entertaining, and The Second Encounter's bigger, better levels make it even better than the co-op mode in the first game. The Second Encounter sports an excellent deathmatch mode too. Croteam provides eight different deathmatch maps (obviously much smaller than the game's standard levels), but The Second Encounter also comes packaged with Seriously Warped Deathmatch, a mod featuring more than 20 deathmatch levels, variable gameplay modes including capture the flag, new weapons, and more. There are already plenty of Internet servers running all these different multiplayer variations.

Serious Sam: The Second Encounter is one of a very small percentage of games that can be wholeheartedly recommended to everyone, especially because it retails for less than $20, just like its predecessor. While there were many outstanding shooters in the last year, most of them had to be recommended with a caveat or two: "This is a much better game in multiplayer," "This game isn't as realistic as you might expect," and so on. In contrast, there are only pleasant surprises to be found in Serious Sam: The Second Encounter. Regardless of what sort of action you prefer--whether you like it lighthearted or visceral, whether you want to play solo or with others, or whether you want a quick fix or a game with real lasting value--you'll find virtually everything there is to like about action gaming in the stunning sequel to Serious Sam.


Serious Sam The Second Encounter Game System Requirements:
System= Pentium IV CPU 1.4 GHz
RAM= 256 MB
Video Memory= 32 MB
OS= Windows 98, 2000, XP, Vista, 7 and Windows 8


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Wednesday, September 3, 2014

Assassin's Creed 1 Game

Assassin's Creed 1 Game Overview:
Assassin's Creed features one of the most unique gameworlds ever created: beautiful, memorable, and alive. Every crack and crevasse is filled with gorgeous, subtle details, from astounding visual flourishes to overheard cries for help. But it's more than just a world--it's a fun and exciting action game with a ton of stuff to do and places to explore, rounded out with a complex story that will slowly grab you the more you play. The PC version has a few more issues than its console counterparts, and the keyboard-and-mouse controls strip away some of the smooth magic of exploration. Nevertheless, if you don't mind plugging in a gamepad and have a system that exceeds the system requirements, you'll find the same free-form travels and atmospheric game world that console owners enjoyed last year.

Not enough can be said about the living, breathing universe that you'll inhabit in Assassin's Creed. As assassin extraordinaire Altair, you'll explore three major cities of the Holy Land in the 12th century: Jerusalem, Damascus, and Acre. Each city is beautifully rendered from top to bottom and features meticulously crafted towers that reach for the sky, bustling market squares, and quiet corners where citizens converse and drunks lie in wait to accost you. As you wander the streets (and rooftops), you'll push your way through crowds of women carrying jars on their heads, hear orators shout political and religious wisdom, and watch town guards harass innocent victims. Altair has a profound effect on this world, but the cities are entities all their own, with their own flows and personalities.

The visual design has a lot to do with how believably organic everything feels. The cities are absolutely huge, and though you don't get full exploration privileges in the first few chapters, they eventually open up to let you travel seamlessly from one side to another. Everything is beautifully lit with just the right amount of bloom effect, and almost everything casts a shadow, from tall pillars to Altair's cloak. In fact, sometimes the shadows get to be a bit much and may make you think for a moment that there is artifacting on your screen, when in fact it's a character's head casting a shadow on his or her own neck. Every object, from scaffolds to pottery, is textured so finely that you'll feel as if you could reach out and touch it. Animations are almost as equally well done. Altair scales walls, leaps majestically from towers, and engages in swashbuckling swordfights that would make Errol Flynn proud. And he does it all with fluid ease, generally moving from one pose to another without a hitch. Minor characters move with less aplomb, but that's easy to forgive, considering that the cities are populated with thousands and thousands of individuals.

On a high-powered PC, these elements look even more stunning than they did on the Xbox 360 and PlayStation 3, but the splendor comes with a price: The minimum requirements to play Assassin's Creed are surprisingly high, particularly where the CPU is concerned (a dual-core processor is mandatory). On one test PC that runs Crysis at a respectable frame rate on medium settings, Assassin's Creed slowed to a crawl at lower settings. A high-end test machine ran the game with much better results, though with some occasional slowdown.
What you hear is even more impressive than what you see. At the top of a temple, you hear little but the rush of wind, the twittering of birds, and the barking of a far-off dog. In the most populated areas, your ears will fill with the din of street vendors, the pleas of beggars, and the occasional humming. It's never too much, though, and the game does a good job of making sure you hear what you need to hear (for example, the cries of citizens who need your help) without filling your ears with pointless noise. The voice acting of the supporting cast is similarly remarkable. Conversations are completely believable and delivered with the perfect amount of solemn dignity. Oddly, the weakest link is Altair himself. Actor Philip Shahbaz does an all right job, but he isn't up to par with the first-rate acting of his fellow troupe. Rounding it all out is a beautiful orchestral score that is most notable for its subtlety. Many of the game's most impressive moments are accompanied by lovely musical themes that add even more threads to the game's rich living tapestry. We did run into some audio glitches on two of our three test systems, however, in which sound effects would occasionally stutter and hitch. The game's readme file included a potential workaround for this issue, though in our case, it didn't solve it.

The story that binds it all together rises to the occasion. Actually, there are two related stories in play. The unfolding drama of Crusades-era Palestine is a mere memory, forcibly pulled from a modern-day bartender named Desmond by a resolute researcher using a machine called an animus. The memories aren't Desmond's own--they are Altair's, stored safely in the hapless subject's genetic code. We follow Altair as he assassinates nine public figures at the command of his master, and as the common thread that ties these men comes into focus, so does the true identity of Desmond's captors. There are no cutscenes in the traditional sense; every bit of story exposition and dialogue flows smoothly from the gameplay and takes place entirely within the game engine. The ending is confusing and blatantly leaves open the possibility of a sequel, but this is a small blemish on an otherwise stirring tale. Altair's world is not one of absolutes. His assassination targets aren't always evil, and Altair isn't always likable. As he is fond of reminding us, "Nothing is true. Everything is permitted."

Of course, such an authentic world would be meaningless without a lot of fun things to do in it. Thankfully, Assassin's Creed is endlessly entertaining in that it features a fine mix of stealthy exploration, tight platforming, and exciting combat. To discover the whereabouts of your assassination targets, you must first follow up on possible leads. There are several different mission types in this regard. In some cases, you sit on a bench and listen in on secret conversations. At other times, you will closely follow someone carrying an important letter that you'll pickpocket. Alternately, you can beat the information out of your target. There are also some tasks specific to this version of the game. Oddly, some of these new missions feel more contrived than the others, such as timed sprints and escort tasks in which guards execute scripted attacks as you move to your destination. Since the game's greatest strengths lie in its unscripted events, these additional tasks feel less organic than the others. On the other hand, missions that let you silently assassinate rooftop archers and fling guards into market stands are more interesting and fit better into the game's sandbox world.

There are also some optional missions, such as rescuing innocent townspeople from the clutches of guards. The reward for doing so is a group of vigilantes who will hang out in the area afterward and hinder any foes chasing you. It's also a good way to try out Assassin's Creed's combat, which is surprisingly satisfying, considering the game's focus on sneaking around. You can pounce on enemies using your hidden blade (an incredibly rewarding one-stab kill), or use throwing daggers to take enemies down from a distance. However, your sword is your melee mainstay, and though the hack-and-slash combat may seem simple at first, it gets more challenging once you unlock the various countermoves. Often, you'll have a dozen or more attackers to fend off at once, but though these fights can be a little tricky, you'll never feel as if you're in over your head. In fact, the few circumstances in which you are forced into combat--such as a late-game boss fight against a seemingly endless crowd of attackers and their leering leader--are challenging and require some pitch-perfect timing to counter every strike and lunge.

Nevertheless, brute force is rarely the best way to handle a situation. You want to slink unnoticed through the crowds, but you can draw attention to yourself in a number of ways--whether it's galloping past a guard station on a horse, knocking pottery off of someone's head, or getting so frustrated by the various beggars that you fling them away from you. (And trust us--these are the most aggressive panhandlers you'll ever meet.) If you antagonize the guards, they'll give chase. Yes, you can stick around and fight, and though it's never the easiest option, breaking stealth does not damn you to death like it does in other sneaking games. But why not lure them to a rooftop? Once up there, you can grab them and fling them to the street below. Or if there are too many of them, you can jump across the rooftops gracefully until you find a hiding place, such as a nice bale of hay or a curtained garden. Once you're hidden, they'll give up the chase and you'll be free to roam about again.

You can also seek refuge in small groups of scholars who serve as mobile hiding places. It's a bit contrived to walk into a stationary cluster of scholars and have them suddenly start moving simply because you're there, but it gets the job done. Actually, if there's any drawback to the usually excellent gameplay, it's how synthetic certain elements feel. Vigilantes are always in the same spot, missions reset if you don't get them right the first time, and those same guards will harass that citizen an hour after you pass by. It's easy to forgive these quirks, though, given the easygoing flow of the world surrounding these pockets of gameplay.

Climbing up buildings and jumping around the rooftops is fun and breezy, though keyboard jockeys should be warned that the mouse and keyboard don't deliver the best way to experience the game's fluidity. With a controller, the face buttons are mapped to correspond with Altair's head, hands, and legs; with a keyboard and mouse, the wonder of that arrangement is lost. It's also a bit tougher to time counterattacks using the mouse buttons, though players without controllers needn't worry too much: It's still a relatively comfortable setup. Of course, you can attach a controller, and we were able to use two different gamepads, including an Xbox 360 controller, with success.

Regardless of your preferred scheme, you can leap across alleys and scale walls with ease, and though it's possible to launch yourself from a wall or hurtle through a vendor's booth by accident, these moments aren't very common. You'd think that a city specifically designed to let you climb structures and caper about the roofs would look overly artificial, yet there's never a moment when you will think to yourself, "Wow, that looks like a place where I'm supposed to jump." The architecture looks completely natural, which makes Altair's abilities all the more exciting to pull off. The environments don't look as if they were created for him to climb around on; he just uses the hand he's been dealt, as any good assassin should.

In Assassin's Creed, the greatest joy comes from the smallest details, and for every nerve-racking battle, there's a quiet moment that cuts to the game's heart and soul. Climbing towers to uncover portions of the map is a simple mechanic but forever satisfying, thanks to the beautiful vistas and soft musical themes that accompany the view. Even the beggars that pester you are amusing and fun, though their constant shoving can be annoying when you're trying to pickpocket a pedestrian or eliminate a target without a fuss. It all makes your missions that much more compelling, and you'll be inclined to explore every nook and cranny and take on every optional task just for the fun of it. There's a ton of stuff to do, and even when you've exhausted your official tasks, you can search for the collectible flags and crosses strewn around the cities and countryside. You could probably plow through the main quest in 20 hours or less, but completists might spend many more finishing every quest and gathering every flag.

The PC version of Assassin's Creed isn't the superior one, but this is a case where translation to the PC resulted in some minor hiccups rather than obvious gaffes. If you don't have the opportunity to play it on the Xbox 360 or PlayStation 3, you should pick up a copy and immerse yourself in its memorable world. It's the kind of game you want to show your friends even if they're not into games, and if you have a high-powered computer, it's one that should be in your collection.


Assassin's Creed 1 PC Game System Requirements:
CPU:Dual core processor 2.6 GHz Intel Pentium� D or AMD Athlon 64 X2 3800+
RAM:1 GB Windows Xp / 2 GB Windows Vista
OS:Windows XP/Windows Vista (only)
Video Card:256 MB DirectX 10.0compliant video card or DirectX 9.0compliant card with Shader Model 3.0 or higher (NVIDIA GeForce 6800+ / ATI Radeon X1600+)
DirectX version:DirectX 9.0 or10.0 libraries (included on disc)
Sound Card: Yes
Free Disk Space:8 GB


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How to Download Assassin's Creed 1 Game?
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How to Install Assassin's Creed 1 Game?
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