Tuesday, October 7, 2014

Lead and Gold: Gangs of the Wild West Game

Lead and Gold: Gangs of the Wild West Game Overview:
Lead and Gold: Gangs of the Wild West catapults the player straight into the dramatic crescendo of the Western myth. Relive the high-noon duel on the main street of a frontier town or the intense firefight during a bank heist. Immerse yourself in gameplay drawing from a perfect mix of cool-headed player skill and the brutal close quarter brawl of the classic Western shoot out. In addition to a strong multiplayer focus, players will have the opportunity to practice versus AI driven teams either by themselves or in co-op mode.

Features :
* Four playable characters with different strengths and weaknesses, adding depth and variety
* A multitude of different game modes and settings, all with a distinct feeling of the Old West, providing increased longevity
* Lead and Gold: Gangs of the Wild West uses the synergy system to reward players that play as a team
* Game modes and mechanics are designed to be easy to understand


Lead and Gold: Gangs of the Wild West Game System Requirements:
OS: XP/Vista/Windows 7
Processor: Dual-core processor (Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 5200+ 2.6 GHz)
Memory: 1.5 GB RAM
Hard Drive: 2.0 GB free space
Graphics: DirectX 9.0c/Shader3.0 compatible, VRAM 512 MB (NVIDIA GeForce 7800 series or ATI Radeon X1900)
Sound: DirectX 9.0c compatible sound cards
DirectX: DirectX 9.0c


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Sunday, October 5, 2014

Ford Racing 3 Game

Ford Racing 3 PC Game Overview:
Empire Interactive has released Ford Racing 3, a straightforward racing game featuring 25 of the most popular Ford vehicles from the past nine decades. Like its console cousins, Ford Racing 3 for the DS is a budget title, and it offers the same brand of no-frills, arcade-style racing as those versions of the game. But, while the console versions of Ford Racing 3 have halfway decent racing mechanics and online play, the DS version has neither of these things, and it looks ugly too. The end result is a stiff, lifeless husk of a racing game that will disappoint even the most forgiving of Ford fanatics.

There are 25 vehicles, 14 competitions, 22 challenges, and 10 race types in Ford Racing 3. For some annoying reason, though, when you start up the game you can only access a measly three cars and a few basic tracks. So right off the bat you can't help but feel cheated, since almost all of the content in the game is locked away. You have to complete a number of challenges, or win competitions, before you can access any of the more remarkable vehicles or interesting race types, but even those aren't really worth the effort it takes to unlock them. Apparently, all this stuff is locked away to give you an incentive to make your way through career mode, which is the main focus of the single-player game.

Career mode is divided into 14 competitions, 22 challenges, and 10 collection races. The competitions are basically race tournaments with a specific theme, such as vintage cars or off-road vehicles. These competitions consist of a series of up to six races, with points awarded based on how you place in each race. The person with the most points after the last race is the winner of the competition. The competitions mix things up by having different types of races for each round. You might start out with a standard three-lap race, followed by an elimination race where the last two cars are eliminated each lap, and then move on to a boost race, which is the same as a standard race except you earn two speed boosts per lap. It's a nice way to keep the competitions varied, but the racing isn't especially fun in any of the different types of races, so the added variety quickly becomes irrelevant. By completing competitions, you can unlock new tracks and more competitions. If competitions aren't your thing, you can try to complete the 22 challenges in the game. These challenges are categorized by vehicle type, and each vehicle has a single challenge with two difficulty settings. The challenges do offer a nice break from the standard race rules. In one challenge you have to draft behind a certain number of opponents, in another you have to collect green icons while avoiding red ones, and in another you have to place first in a sort of relay race where you pass the baton each lap by drafting your teammate. By completing these challenges you can unlock new vehicles, which in turn are used to unlock even more new challenges. There is also a Ford collection mode where you can compete in one of 10 different race types to unlock more content.

If the career mode isn't your thing, you can choose to either jump into a quick race or play with up to three other players, as long as each player has a copy of the game. But no matter which race mode you choose, you'll encounter problems such as weird physics, annoying artificial intelligence, ugly presentation, and awkward controls. All the cars do handle somewhat differently, but none of them ever feel like they really make contact with the road surface. You'll move along sluggishly at what feels like a snail's pace, bounce unnaturally off of uneven surfaces, and cruise over grass and gravel as though it were asphalt. Oddly, hitting walls on the side of the track will slow you down only slightly, but if you even slightly tap another vehicle from behind or on the side you'll come to a dead stop while the other vehicle continues on without consequence. This makes passing extremely difficult, since any sort of contact always favors your opponent--unless you get cleanly rear-ended, which results in a boost of speed as you bounce off your opponent's front bumper.

The AI seems to exploit this problem by clustering up in a bunch around you. No matter how well you race, there is almost always a pack of racers right on your tail, ready to overtake you if you make even the slightest mistake. It seems as though there's no way to pull away from the pack; they just hover behind you or pass you up as they head way down the track where you can't possibly catch them. The cars are almost always racing in twos as well, making it difficult to pass even in the open stretches. However, the AI opponents follow the exact same lines each and every lap, so they quickly become predictable, and by the third lap, you'll know exactly when to make your move.


Ford Racing 3 Game System Requirements:
Operating System: Microsoft Windows 98/ME/2000/XP/VISTA /7/8
Processor: Pentium III 800MHz processor (or equivalent)
RAM: 128MB
Video Card: 32MB supported DirectX9 video card
Hard Drive: 150MB of free space


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Friday, October 3, 2014

Sniper Art of Victory (2008) Game

Sniper Art of Victory (2008) Game Overview:
World War II was a theatre of war for many specialized combat units, working together to ensure an army�s victory. Among them a unique role was played by hidden and deadly marksmen. Their ability to lay motionless waiting for the perfect shot together with their professional equipment allowed them to change the course of the history with one pull of a trigger.

Become a sharpshooter and take part in the turning points of the WW II. Eliminate the Nazi general, who came to support the Germans lying siege to Stalingrad. Make your way through areas occupied by the Third Reich to your unit. Aid the Alliance forces during their offensive on the Italian Peninsula to break the resistance of the retreating Wehrmacht forces.

Sniper Art of Victory (2008) Game System Requirements:
OS: Windows 98/ME/2000/XP/Vista/7/8
Processor: 1.6 GHz Processor
Memory: 512MB RAM
Hard Drive: 2GB Hard Disk Space
DirectX: DirectX 9.0
Graphics: ATI Radeon 8500/GeForce 3 Video Card
Sound: 16-Bit DirectX 9 Compatible Sound Card
CD/DVD Drive: DVD-ROM Drive


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Thursday, October 2, 2014

Command & Conquer 3 Tiberium Wars Game

Command & Conquer 3 Tiberium Wars Game Overview:
Command & Conquer 3 Tiberium Wars is an excellent real-time strategy game that features an intense story and a well-rounded set of multiplayer options. It's spirited and fun, and a great way for console enthusiasts to experience the fast and frantic action of a Command & Conquer game. Yet it's no mean feat that it plays so well without a mouse and keyboard. By using an intuitive control scheme similar to Electronic Arts' own Battle for Middle-earth 2, Command & Conquer 3 Tiberium Wars proves that strategy has a big role to play on consoles. If you have an Xbox 360 and even the remotest interest in earth-shattering explosions or campy science fiction, you owe it to yourself to pick up a copy.

When playing the campaign, you're rewarded with a whole lot of live-action video in between missions, featuring familiar actors getting hammy in near-future command centers. There's never been anything subtle about Command & Conquer's full-motion video in its previous PC incarnations, and true to form, the campaigns are loaded with wonderfully overblown sequences filled with intrigue and suspense. Actor Joe Kucan has returned as Nod figurehead Kane, and he's as irresistibly creepy as ever. He and other familiar actors serve up a heaping of extravagant solemnity against a backdrop of flashing lights and important-looking video screens.

If you think it sounds over the top, you'd be right--but it's cheesy in a good way, and it won't take you long to get involved in the story and the characters that drive it. The narrative is structured well, with the Global Defense Initiative and Brotherhood of Nod campaigns telling the same story from opposing viewpoints. There's also a new player in the mix: the alien Scrin race. At this stage in the series, the mineral tiberium has propagated over most of the Earth, but it's more than just an environmental plight--it's a key to future technology. It'll take you a couple dozen hours to get through the campaigns, and just when you think you've finished, there are a few surprise missions in store, and they are well worth the time it takes to unlock them. There are also plenty of reasons to return to the campaign once you're done, since the game rewards you with medals based on your performance.

The missions themselves are incredibly varied and involve a lot more than destroying an enemy base or defending a particular structure. You'll have to do these things, of course, but you have both primary and secondary objectives to complete, and they include using engineers to capture certain buildings, amassing beam cannons to take out defenses, or teaming up with your sworn enemy to defend against alien attacks. You'll be doing it all in a variety of real-world theaters, such as Washington, DC; downtown Sydney; and the eerily dry Amazon basin. The near-future take on familiar locales makes the intense battles feel even more thrilling because the settings are recognizable and meaningful.

That's not to say the combat isn't gripping on its own. If you're inclined to turtle up in real-time strategy games, you'll be in for a surprise: Battles are intense and focused, and they give you little time to prepare. Like most strategy games, Tiberium Wars still requires you to build up resources, but it's a quick process of plopping down a bunch of tiberium refineries and power generators and then finding the action, because if you don't, the action will quickly find you. Once you get past the first two acts of each campaign, you'll discover that Tiberium Wars' artificial intelligence is aggressive and resourceful, and it will take advantage of your strategic flaws. Don't expect to put your trust in one or two favored units, because even the most powerful units have noticeable weaknesses.

It's a rusher's paradise, but you shouldn't take it to mean that technological advancement and thoughtful strategy don't have their places. You won't need to deal with long and complex tech trees, but you do have multiple powers and upgrades to earn by building various structures. The powers run the gamut from GDI's powerful ion strike to Nod's vapor bomb, and they fit each faction perfectly. As you use units, they level up, making them more effective in battle, and there are some cases where you improve units by more unconventional means. For example, you can use a Nod warmech to destroy your own flame tank, and the mech will then spew fire in addition to its own native attack.

How differently each faction plays is impressive. GDI units tend to be straightforward and powerful, and a huge force of mammoth tanks and juggernauts is a challenge to counter. Nod relies on sneakiness and smart use of unique abilities, and a small force of stealth tanks and viper bombers can cripple an enemy's economy. But playing as the Scrin is Tiberium Wars' greatest delight and challenge, since the alien faction is so different from the others. Your first encounters with the Scrin in the campaign are breathtaking, since even low-level units like buzzers look interesting and intimidating. In fact, the most threatening sight within the game is a fleet of Scrin assault carriers and their accompanying fighters. Yet while the Scrin have some potent units and other advantages, such as the ability to collect endless tiberium without building silos, they require a lot of micromanagement and intimate knowledge of each unit and structure.

With all of these aspects of the gameplay remaining intact from the PC version, it's hard to imagine handling all of the units and commands without the benefit of a keyboard and mouse. Yet there's very little awkward about the controls in the 360 version. The side bar of the PC edition has been moved to the bottom left of the screen, and you can access your build queues and special powers by pulling the right trigger and scrolling through the options with the D pad. Movement and attack orders are as simple as pressing the A button, and even tasks like creating control groups or performing special moves are easy and instinctive to pull off. It is definitely a compromise, and selecting smaller groups of units on the fly isn't particularly easy, but overall the controls work just fine. Placing structures is often a pain, too, since the game is picky about where you can put them. Positioning something as simple as a turret or a power plant can take multiple tries, and it's never clear exactly why you can't put certain buildings in certain places, particularly when the terrain is smooth and the area is totally free of nearby obstructions.

C&C3 is also home to an impressive set of multiplayer options. You've got the standard versus option, which lets you skirmish against other players or the CPU. There are also king-of-the-hill and capture-and-hold modes, which require you to hold certain spots on the map to attain victory. These options are the best of the bunch, not only because of the added strategic dimension, but also because the action is focused and intense as players struggle to maintain control. There is also a siege mode, which keeps you and your opponent from attacking until the timer is up. It's interesting to play, given the game's rush-friendly design, but it also allows players to pit high-level units against each other without worry of early bombardments. The final mode is capture the flag, which functions much like it does in first-person shooters. There are a good number of maps for up to four players, and with so many ways of playing, you're bound to get a good deal of mileage from the multiplayer. You can even connect your Xbox Live Vision Cam should you wish to make rude gestures at your opponent.

In many ways, Tiberium Wars looks really good, particularly the unit designs. Scrin annihilator tripods lumber about with a commanding attitude, GDI orca bombers circle in believable formations, and Nod avatar warmechs advance with heft. Their stature and fantastical nature fit perfectly with the over-the-top nature of the action, as do the titanic nuclear explosions and lightning strikes. In the most extreme battles, your screen will fill with mighty blasts and streams of lasers, as if you were the main player in a sci-fi action film. The visuals look washed out, though, so many of the effects aren't as vibrant as they could be. More noticeably, the frame rate suffers from regular and frustrating slowdown, particularly when there are a lot of units onscreen.


Command & Conquer 3 Tiberium Wars Game System Requirements:
* OS: Windows XP, Windows Vista (32-bit; 64-bit versions of Vista are not supported), Windows 7, Windows 8
* Processor: 2.0 GHz or better CPU, or AMD equivalent
* Memory: 512 MB or better RAM
* Hard Drive: 8.0GB or more of free hard disk space
* Graphics: GeForce4, ATI Radeon 8500 or better (ATI Radeon 9200 and 9250 PCI, NVIDIA Geforce 4 MX cards not supported.)
* DirectX: DirectX 9.0c-compatible sound card
* Network, Internet Multiplayer: 2 players (no voice support) - 56 Kbps Internet connection; 2-8 players (with voice transmission) - Broadband Connection
* 8x or faster DVD-ROM Drive


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Wednesday, October 1, 2014

Format Factory 3.3.5.0


Format Factory 3.3.5.0 Overview:
Format Factory is a multifunctional media converter.Provides functions below:All to MP4 / 3GP/ MPG/ AVI/ WMV/ FLV/ SWF. All to MP3 /WMA /AMR /OGG /AAC /WAV. All to JPG/ BMP/ PNG/ TIF/ ICO/ GIF/ TGA.Rip DVD to video file , Rip Music CD to audio file. MP4 files support iPod/iPhone/PSP/BlackBerry format.Supports RMVB,Watermark, AV Mux.

Format Factory's Features:
Support converting all popular video,audio,picture formats to others.
Repair damaged video and audio file.
Reducing Multimedia file size.
Support iphone, ipod multimedia file formats.
Picture converting supports Zoom,Rotate/Flip,tags.
DVD Ripper.
Supports 56 languages

Version 3.3.5.0 changes:
1 Added save task list to file and load from file.
2 Added supporting of bik game video file.


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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.



UltraISO Premium Edition 9.5.3 Build 2900 Free Download:
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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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