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killer_metallica
5th October 2006, 15:18
Devil May Cry 3 Special Edition

Devil May Cry 3: Special Edition is the extended version of the original Devil May Cry 3 featuring the opportunity to play as Vergil, Dante's nemesis and brother.
By: Ubisoft, Capcom
Genre: Fantasy Action Adventure
Release Date: Oct 10, 2006
Players: 1 Player


DOWNLOAD LINKS :

http://www.sexuploader.com/?d=39UIZELS
(pass : www.gamedownload.com.br)

Mirror 1 :
http://www.sexuploader.com/?d=27Z7YCPP
(pass:www.gamedownload.com.br)

Mirror 2 : (RapidShare)
http://rapidshare.de/files/25483055/Devil_May_Cry_3_Special_Edition.part1.rar.www.game download.com.br.html
http://rapidshare.de/files/25485480/Devil_May_Cry_3_Special_Edition.part2.rar.www.game download.com.br.html
http://rapidshare.de/files/25487736/Devil_May_Cry_3_Special_Edition.part3.rar.www.game download.com.br.html
http://rapidshare.de/files/25488837/Devil_May_Cry_3_Special_Edition.part4.rar.www.game download.com.br.html
(pass : www.gamedownload.com.br)

Mod Comment: Stickied by ijhtio(20-july-07)

killer_metallica
5th October 2006, 15:48
Thief 3 : Deadly Shadows


REVIEW

Like its predecessors, Thief: Deadly Shadows features a memorable protagonist, a great setting, and some very interesting missions.
One of the many reasons why 1998 was such a groundbreaking year for gaming is Thief: The Dark Project, a game that helped invent what's now commonly referred to as the stealth action genre. Though two other noteworthy stealth action games were released that same year--Metal Gear Solid and Tenchu: Stealth Assassins--Thief's brand of stealth was the most convincing, and it went on to become the most influential. The original developer of Thief and its similar sequel is unfortunately no longer in business, but Eidos and Ion Storm thankfully snatched up the rights and have finally delivered a new chapter in the series that's suitable for longtime Thief fans and newcomers alike. Like its predecessors, the new Thief: Deadly Shadows features a memorable protagonist, a great setting, and some very interesting missions. It also happens to suffer from a variety of miscellaneous, minor flaws. These are unfortunate, since Thief: Deadly Shadows is great game, for the most part.

At its core, Deadly Shadows sticks very closely to the formula of the older Thief games, which are first-person perspective action adventures in which you must carry out a series of high-risk, high-reward missions as Garrett, a self-serving master thief living in a cold, surreal, medieval world. As in previous Thief games, the gameplay in Deadly Shadows primarily revolves around having to retrieve a bunch of special trinkets (and other riches) from assorted heavily guarded establishments--and doing so by hiding in shadows, waiting for unsuspecting guards to turn their backs, and then blackjacking them so that they remain unconscious for the remainder of the mission. You'll have a wide variety of other gadgets to help you, including lock picks, water arrows for dousing torches and other firelight, flashbombs for temporarily blinding opponents, and more. There's always a compass onscreen to help you navigate the sometimes mazelike environments, and you'll also be paying close attention to the onscreen "light gem," which changes color depending on how well-concealed you are. This interface feature has always worked great in the Thief series.

You'll be treated to an intriguing story, which is narrated by an even more intriguing protagonist, whose particular brand of cynicism isn't nearly as unwelcome as cynicism tends to be. The story gradually and surprisingly unfolds during the course of what's a decidedly lengthy single-player adventure. Due to the open-ended nature of the game and its four available difficulty settings, average playing time should vary quite a bit from one player to the next. However, it's safe to say you're not going to get through this one in a weekend, unless all you did was play.

The story of Deadly Shadows is gleaned through overheard conversations, cutscenes, and Garrett's own monologue, but you'll also be doing a good bit of reading memos, notes, and pages of books for clues. No previous experience with Thief is necessarily expected or required, but the plot is deeply interconnected with and contains many references to the previous games (for those who played them). For instance, the game features all of the Thief world's unique and interesting factions, including the Keepers, a shadowy group of sorcerer-scholars who once helped Garrett hone his talents; the Hammerites, religious zealots devoted to industry and order; and the weird, druidic Pagans. And while this isn't a high-fantasy world with elves and dragons, you can expect to square off against inhuman foes, like the undead, an ancient aquatic race, stone automatons, and more.

Ironically, the few detours Deadly Shadows takes from the series' blueprint are likely to annoy diehard fans of the series, while those who've never played a Thief game prior to this one will probably get caught up on issues that are, in fact, conventions of the series. As far as the annoyances are concerned, Thief fans will likely be dismayed at the absence of rope arrows in Deadly Shadows, which, in previous installments, could be used to create rope ladders, yielding access to otherwise inaccessible areas. Deadly Shadows replaces these with a pair of climbing gloves that Garrett can purchase, which are a far less interesting solution to the same types of problems. Furthermore, the climbing gloves aren't well implemented, since the mechanics of climbing feel clunky, and you rarely even need them. Lock picking has also been changed--and not for the better. Garrett will often have to pick locks, but most locks merely require you to move up, down, left, or right and then press a button to unlock from three to six tumblers. Unfortunately, this a process that can be learned quickly and neither requires nor rewards finesse. A few locks dare you to try the diagonals, but they are still completely simple to undo. As a result, this is either a perfect simulation of being a master thief, or it's just plain boring.


Another questionable design decision is that in Deadly Shadows, unlike in the previous Thief games, you actually get to sell all the loot you steal. You can then use these funds to purchase new equipment, which carries over from mission to mission. Let's not dwell on the ramifications of having to buy stuff from stores in a game called Thief, and let's not speculate about why a master thief like Garrett lives in a total dump of an apartment, for some reason. Instead, we'll just point out that in the previous games, your limited supply of equipment was replaced after each mission, which was a deliberate gameplay contrivance implemented to urge you to use everything at your disposal to accomplish the task at hand. By contrast, in Deadly Shadows, you'll end up hoarding your rarer items, like noisemaker arrows and fire arrows, by saving them for a rainy day that never arrives. As well, since you'll make a ton of money (being a master thief and all), you'll be able to afford a vast supply of healing potions, which are the most useful items in the game. Unfortunately, this diminishes some of the game's challenge--at least at the normal difficulty setting, in which most foes can't hurt you too much with a single attack.




DOWNLOAD LINKS :
http://rapidshare.de/files/32396125/T3_by_TOLGA.rar.html
(pass : www.mavioyun.tr.cx)

Mirror 1 : (Megaupload)
Part 1 : http://www01.megaupload.com/files/f7099bfa640c5da808a268a1c1d21621/Thief%203%20Deadly%20Shadows.zip
Part 2 : http://www01.megaupload.com/files/984562820b40a4d0d2932afd5dbee7b6/Thief%203%20Deadly%20Shadows.zip.z01
Part 3 : http://www12.megaupload.com/files/446c1e1cd769d84ebdaa0f06cd1531a9/Thief%203%20Deadly%20Shadows.zip.z02

Mirror 2 : (sendspace)
http://www.sendspace.com/file/8zejp9
(pass : www.gamedownload.com.br)

killer_metallica
5th October 2006, 16:04
GTA : SAN ANDREAS

REVIEW

San Andreas definitely lives up to the Grand Theft Auto name. In fact, it's arguably the best game in the series.
The Good: Tons of variety; well-written dialogue; terrific casting; great surprises; same strong gameplay.
The Bad: Unstable frame rate; gang ai not too bright; soundtrack could have been a bit better.
How do you follow up a runaway success like 2001's Grand Theft Auto III? Rockstar North responded a year later with GTA: Vice City, a game that took the gameplay of its predecessor and expanded it considerably. At the same time, Vice City gave the series an extensive and amazing stylistic makeover, drenching the experience in the sights, sounds, and attitude of Miami, Florida from the mid '80s. So where do you go from there? You take it statewide. Grand Theft Auto: San Andreas expands the series' concept to encompass three entire cities, as well as the countryside between them. The gameplay similarly expands, packing in some explosive set pieces and amazing action-movie-like thrills while maintaining that same remarkably fun, freefom GTA feel. In short, Rockstar has done it again. San Andreas definitely lives up to the Grand Theft Auto name. In fact, it's arguably the best game in the series.


This latest installment takes place in 1992 in the West Coast-themed state of San Andreas. San Andreas is an island containing three cities. You'll begin the game in the city of Los Santos, which is based roughly on Los Angeles and consists of a mixture of ritzy downtown areas and the gangland ghettos of South Central. San Fierro is based on San Francisco, reproducing the real city's hilly terrain and ever-present fog. The game's third city is Las Venturas, which is a great take on early-'90s Las Vegas, complete with a strip full of casinos and the surrounding desert. While one-to-one measurements against previous games in the series are difficult in practice, San Andreas definitely feels like a much, much larger place than Vice City ever did, but at the same time, the growth is handled intelligently. There are plenty of things to do both in and out of the cities, which makes all this real estate matter.

While Grand Theft Auto III was inspired by movies like The Godfather and Vice City took several pages from the Scarface playbook, San Andreas draws its inspiration from the ghetto and gangsta struggle films of the early '90s. Movies like Menace II Society and Boyz N the Hood are the clear influences here. In San Andreas, you play the role of Carl "CJ" Johnson. The game opens with Carl returning to Los Santos after spending the last five years in GTA III's Liberty City. But his homecoming isn't a happy one--he's returning home because his mother has been killed. Carl isn't on the ground for more than an hour before he's picked up by a pair of crooked cops and thrown right back into the middle of the street life he left Los Santos to avoid.

Your first order of business in Los Santos is to put your set back on the map. Your gang, the Grove Street Families, has fallen into disarray over the last five years, and their influence is minimal at best. So you, along with the three other leaders of the gang--the long-winded Big Smoke, the dust-smoking Ryder, and your stubborn brother, Sweet--set out to take back the streets from your rivals, the Ballas, who have turned to dealing crack to earn money and gain influence in the hood. You set out on a series of missions to take back your territory, starting small with things like spray-painting over other gangs' tags (which is one of the many new types of actions that replace previous GTA games' more-generic hidden package collecting here), but quickly moving up to drive-bys and other acts of extreme gangsterism. But there's a whole lot more to San Andreas than just set tripping.

Just when you think you're getting used to gang warfare, everything goes sour. We're certainly not interested in spoiling the game's many interesting plot twists, so we'll leave out the details, but it should suffice to say that you'll eventually need to get the heck out of Los Santos. You wind up in the country outside the city, where you'll encounter many more great characters and officially embark on your quest to put right what's gone wrong. Once you get out of Los Santos, you won't really have to worry about gang warfare for a while, and the game settles down into a more GTA-like feel.

Like the previous games in the series, San Andreas features a fairly linear story that takes you through the game's areas. You'll start off restricted to Los Santos--something the story justifies by claiming that an earthquake has taken out the bridges and roads that link Los Santos to the surrounding area--but it doesn't take long to unlock the other two areas. The game also throws in some pretty great surprises in the form of characters from previous entries in the series. These characters tie the GTA games together really nicely, so while San Andreas feels pretty different from the other games in the series, it still feels like you're playing in the same universe.

As in the previous games, most of your progress is accomplished by completing missions for a variety of individuals. These missions are oftentimes similar to missions you've seen in previous games in the series. You'll drive people around, take out specific individuals (an early mission gives you the straightforward objective of beating up a crack dealer, for example), do drive-bys on your enemies, and so on. But as you proceed through the game, the missions get crazier and crazier. Along the way you'll pull off a daring casino heist, steal some wicked military hardware, "take care" of plenty of Mafia bozos, and much, much more. The missions in the game are a lot more exciting, on average, than they have been in some previous GTA games. Additionally, the game is a lot better at spelling out what, exactly, needs to be done. It does this with onscreen text that color-codes each specific piece of a mission differently. Yet while the basics of the gameplay--taking on and completing missions--are similar to past GTA games, there are plenty of details to uncover, and plenty of new things to try.




DOWNLOAD LINKS :
Grand Theft Auto: San Andreas (~600 MB) *Rip
Unpacked(install) size: 4.65 GB

Sendspace links:

Part 1 : http://www.sendspace.com/file/47sm2c - 119.21 MB
Part 2 : http://www.sendspace.com/file/tablfn - 119.21 MB
Part 3 : http://www.sendspace.com/file/b23or9 - 119.21 MB
Part 4 : http://www.sendspace.com/file/vpcvpy - 119.21 MB
Part 5 : http://www.sendspace.com/file/8v449u - 119.21 MB
Part 6 : http://www.sendspace.com/file/30pl62 - 10.59 MB


MIRROR : (MEGAUPLOAD)
http://www.megaupload.com/pt/?d=TN9239N2 Part 1 : 245mb
http://www.megaupload.com/pt/?d=W8R2W61I Part 2 : 245mb
http://www.megaupload.com/pt/?d=AAOHUO76 Part 3 : 167mb

MIRROR : (RAPIDSHARE)
http://rapidshare.de/users/W85K6S (in this folder you will find all the 7 parts of the ripped game)

MIRROR : (RAPIDSHARE 2)
http://rapidshare.de/files/26583157/satan.part1.rar
http://rapidshare.de/files/26596501/satan.part2.rar
http://rapidshare.de/files/26599256/satan.part3.rar
http://rapidshare.de/files/26604736/satan.part4.rar
http://rapidshare.de/files/26609152/satan.part5.rar
http://rapidshare.de/files/26612119/satan.part6.rar
http://rapidshare.de/files/26616403/satan.part7.rar
(pass : paulpbaker.com)

killer_metallica
5th October 2006, 18:58
EA Sports FIFA 2007

Game Information
Number of Players: 1-4
Technical Support
Visit EA Sports web site at: www.easports.com
Official Site
Visit the official web site at: www.fifa07.ea.com


New EA Sports FIFA 07 football game. Out at 3rd October 2006.
RIPPED VERSION : 2.52 GB become 680 MB

DOWNLOAD LINKS :

Download:
http://www.megashares.com/?d01=b97989c (302mb)
http://www.megashares.com/?d01=3cf34fd (302mb)
http://www.megashares.com/?d01=93238a7 (85mb)

Crack:
http://rapidshare.de/files/35325109/Fifa_2007_v1_0-Reloaded__genius699_para_vagos.es_.rar.html

killer_metallica
5th October 2006, 19:37
JUST CAUSE (A SAN ANDREAS LIKE GAME WITH AMAZING GRAPHICS 10/10)


QUICK SPEC:
FormatDVD : ISO
Publisher : EIDOS Interactive
Developer : Avalanche Studios
Genre : Action
Info:
In Just Cause, you take on the role of the flamboyant Rico Rodriguez - an undercover CIA operative specialising in regime change - as he tries to overthrow the corrupt government of San Esperito. This rogue South American island is suspected of stockpiling WMDs and it's your job to negate the threat to world peace. It could be to your advantage that this tropical paradise is about to implode as various factions vie for power - it just needs a gentle nudge in the right direction.
Just Cause offers the freedom to tackle your assignment however you want: play the island's factions off against one another; incite a rebellion among the masses; or build alliances with rebel forces and drug cartels. Explore the game's world of 1,225 square miles of mountains, jungles, beaches, cities and villages with a variety of air, land and sea craft.



REVIEW


Just Cause is able to justify its relative brevity and disrespect for physical law with some extremely visceral and often satisfying action.
The Good: Well-realized island setting; parachute and grappling gun lend the action a highly unique flavor; no loading times as you travel across the island; great variety of vehicles to pilot.
The Bad: Short story mode; not enough ancillary activities; gunplay is too easy; implementation of stunts a little clunky at times.

Suspension of disbelief is such a fundamental part of the video game experience that we often take it for granted. Multiple lives and first-aid kits that instantly mend whatever ails you are conventions that we accept without batting an eye, even in games that purport to have realistic settings. That said, Just Cause is a visceral third-person action game with some outrageous action that will require an extra helping of that suspension of disbelief to be able to enjoy. But, if you can get past the infeasibility of a man hanging onto the tail of a flying jet with one hand, you might find a lot to like in Just Cause.


Why are you hanging off the back of that helicopter? Just 'cause.

Though the broad structure of Just Cause is copped from the Grand Theft Auto series, the game also shares certain characteristics with Mercenaries and Pursuit Force. The game takes place on the fictional Caribbean island of San Esperito. You play as the black-clad Rico Rodriguez, an amused but detached character who in no small way evokes Antonio Banderas' mariachi character from Desperado. Rico comes to San Esperito to help overthrow Salvador Mendoza, a corrupt dictator in league with the Montano drug cartel. With you are Sheldon, a Hawaiian-shirt-wearing, Joe Don Baker-type who has a way of saying Spanish phrases like "El Presidente" with a pronounced twang, and Kane, a comparatively bland tough girl with a lot of sass and some vague history with Rico. With the assistance of the People's Revolutionary Army of San Esperito, as well as the rival Riojas drug cartel, your aim is to dismantle the existing regime through assassination, espionage, and plenty of mayhem.

The island of San Esperito is huge, and though there are a few urbanized areas, including a small high-rise district, several military installations, seaports, and airports, most of San Esperito is blanketed in undeveloped rainforest that is peppered with crude settlements. Its size is a little deceptive, since there's not much to be done in the huge tracts of forest, but it all feels organic, and the scope of the island is still impressive. You're given a good feel for the size of the island, as well as some of Rico's more unconventional skills, right off the bat, as you start off the game by jumping out of a plane at several thousand feet. You can control Rico's speed and direction a bit while in freefall, and you can instantly deploy a parachute at the tap of a button, which slows you down enough to make a safe landing and frees up your hands to hold any one of the weapons you might have on you. The parachute system is just one of many absurd contrivances in Just Cause. There's no limit to how often you can deploy your parachute, it doesn't seem to take up any space on your person, and it never gets snagged on obstacles like trees, buildings, or streetlamps.

In Grand Theft Auto fashion, Just Cause lets you commandeer just about any vehicle you see, including boats, planes, and helicopters, provided you can get close enough to it. Once you're behind the wheel, most vehicles have a "stunt position," which forces you to relinquish control but lets you jump onto other nearby vehicles and take control of them or deploy your parachute, which will jerk you back up into the air. After a few missions, you're given a grappling gun, which you can use to hook onto vehicles from a few hundred meters away. Grappling onto a moving vehicle will cause your parachute to automatically deploy, making it possible to parasail around the island. Perhaps most impressively, you can use the grappling hook to skyjack helicopters and planes while they're in the air.


There's a decent learning curve to using the parachute and grappling gun effectively.

Using these mechanics well can take some getting used to, as a lot of the action buttons are contextual, and the only way to tell if you're able to pull off certain moves is when the onscreen text descriptions of the action buttons change. So the button used for jumping to another vehicle from the stunt position is the same for simply jumping out of your vehicle depending on the situation, and if you're not paying extra-close attention to the onscreen text descriptions, you'll end up on foot rather than on the desired vehicle. There's also a certain amount of contempt for the laws of physics in Just Cause. Perhaps the most absurd example is the ability to hop back and forth from the cockpit of a moving helicopter to the stunt position on the helicopter's tail, passing right through the spinning blades every time. You'll also find that you can deploy your parachute just feet from the ground without any harm, and you can go directly from a terminal-velocity freefall into a stunt position on a vehicle, even going in a direction completely contrary to your momentum as long as the vehicle is close enough.

The game doesn't even bother trying to justify any of this craziness, and it will no doubt annoy those expecting even a modicum of realism, but once you figure out how to effectively use these abilities to seamlessly grapple onto a car, take control of it, get into stunt position as you drive it off a cliff, deploy your parachute as you watch the car explode in the ravine below you, grapple onto an attacking helicopter and take it over, then freefall directly into the warm Caribbean waters surrounding San Esperito, it makes the action uniquely visceral and extremely satisfying.



DOWNLOAD LINKS :


300mb version rip :
http://www.ssl-linkz.com/infusions/awdl/view_dir.php?id=1169
Pass:webpunkt.ru

600mb version rip :
http://rapidshare.de/files/34385305/Just_Cause_hyperpaylasim.net.tc.part1.rar.html
http://rapidshare.de/files/34438642/Just_Cause_hyperpaylasim.net.tc.part2.rar.html
http://rapidshare.de/files/34438987/Just_Cause_hyperpaylasim.net.tc.part3.rar.html
(password : www.hyperpaylasim.net.tc)

hawkins1969
5th October 2006, 21:30
nice one, i waited for this kind of thread...:-)

but, it would be nice to tell us what is ripped,

Anyway, nice Thread rep added


Greetings from Germany

killer_metallica
5th October 2006, 22:37
hey hawkins1969
these games are smaller because :
1. they are fully compressed with winRAR and other "pro" progs.
2. some useless videos/songs/sounds are deleted because they take most of the place. it is however a very hard work to do
3. textures and everything is compressed I don't know how...

thanks for your appreciation

Greetings from Lebanon

killer_metallica
5th October 2006, 22:54
PROJECT IGI 2

Perhaps IGI 2's biggest problem is that instead of drawing you into a thrilling adventure, it makes you feel like you're just going through the motions in a generic shooter.
Sometimes a mediocre game can seem worse than an outright dud. When you're playing an obviously terrible game, you can usually put it safely aside and move on to something better. But mediocre games like Innerloop Studios' IGI 2: Covert Strike trick you into thinking that there might be something great just around the corner, only to repeatedly disappoint you. The previous game, Project IGI, was an above-average shooter when it was released in 2000, despite some serious shortcomings. But things have changed since then--more-sophisticated and more-stylish action games such as Medal of Honor: Allied Assault, No One Lives Forever 2, and Tom Clancy's Splinter Cell have raised the bar for action games. Yet Innerloop has slid under it with IGI 2, which is a shooter that might have seemed exciting if it had been released in 2000, but is mostly forgettable now.


Who is this guy, anyway? Storytelling definitely isn't one of IGI 2's strengths. In IGI 2, you play as ex-SAS soldier David Jones, a covert operative now working for the fictional Institute for Geotactical Intelligence. You'd never know that at first if you didn't read the box and manual before playing, though. The game itself just throws you into the action without any decent setup or explanations. What exactly is IGI? Who is David Jones? Who knows? Who cares? The attempts at storytelling fall flat throughout the game. This might not have been the problem if IGI 2 were a straightforward action game, but, as your first mission briefing tells you when you start the game, "stealth will be vital." To be fair, IGI 2 at least gives you a visibility meter that gives you a good idea of how easily you can be seen without resorting to guesswork. You can toggle Jones' movement between running and walking, and you can also select from standing, crouching, and prone positions, all of which have an effect on how noticeable you are.

IGI 2 does have seem to have some basic mechanics to encourage interesting stealth-based gameplay, but in practice, the stealth elements are often tedious, frustrating, or implemented too obviously. All too often, you'll get the feeling that IGI 2's designers were following some sort some kind of action-game design handbook. You'll find levels where you'll obviously be required to sneak up behind a guard and incapacitate him, or levels in which you're clearly supposed to crouch behind a pile of crates to avoid being spotted by a security camera. In fact, IGI 2 may make you feel like you're jumping through hoops instead of pulling off dramatically daring feats, so you may be tempted to forget stealth and just start shooting things up.


Often, you can dispense with stealth and just start shooting things up. It's then that you'll learn that that IGI 2's disposable henchmen aren't exactly tactical geniuses. Sure, if you blow your cover and go in with guns blazing, they'll sound alarms and come pouring out of their barracks to hunt you down, and sometimes they'll even surprise you by using a flash-bang grenade to blind you before they attack. Many of them have incredibly good aim, but they're not especially vigilant otherwise, and when they first suspect your presence, they'll usually just run back and forth in predetermined areas for a while, as if a good jog might ward off any possible intruders. Apparently, the guards all skipped class while attending henchman school, since they'll gladly run one after another into your line of fire until the bodies are stacked to the ceiling. They'll also use such clever tactics such as yelling "Grenade!" to warn you before they throw one. In fact, they'll even start tossing grenades around wildly indoors--while you're still outside.

If you stand too long in view of a security camera, an alarm will likewise sound. Of course, you'll discover quickly that you can simply shoot out most cameras, and no one will be the wiser. Leaving bodies lying around (you can't drag them out of the way as in most games of this type) usually won't alert anyone either. About the only time you absolutely have to be stealthy in IGI 2 is in certain levels where massive hordes of guards can gang up on you from all directions.



DOWNLOAD LINKS :
http://rapidshare.de/files/34457593/Project_Igi_2__Covert_Strike.rar.html

killer_metallica
5th October 2006, 23:02
HALF-LIFE 2 : EPISODE ONE

REVIEW

Episode One is even better than Half-Life 2. The only problem is that it's over before you know it.
The Good: Exciting and fast-paced action ride with some of the best Half-Life gameplay to date; new team dynamic is fun and a welcome change of pace from the traditional lone-wolf gameplay; sharp writing, witty dialogue, and some of the best characters in a game; top-notch production values from the still-impressive source engine; hollywood-quality voice acting.
The Bad: Incredibly short, featuring only four to six hours of gameplay; no new multiplayer content.
Few companies tease its customers as well as Valve. 1998's Half-Life ended on an intriguing note, with series hero Gordon Freeman basically being "recruited" by the mysterious G-Man to work for him as a dimension-hopping commando. But fans were really caught off guard by the ending of 2004's Half-Life 2, as Gordon and ally Alyx Vance were caught in a massive explosion. Rather than have us wait years and years for the outcome of that cliff-hanger, Valve has taken the series into episodic territory to get us answers more quickly. Half-Life 2: Episode One is the first in a new trilogy of episodes that are scheduled to be released over the course of the next year. (You don't need to own Half-Life 2 to play Episode One, as it's a stand-alone product, though it would definitely help if you did.) And Episode One is a memorable romp through the Half-Life universe, with gameplay that's even more satisfying than that of Half-Life 2. The only downside is that, due to its episodic nature, it's over far too soon.



Gordon Freeman is back in action, with Alyx by his side, in Episode One, the first of a trio of episodes that continue the Half-Life story.
Unfortunately, Valve's storytelling remains about as cryptic as ever. The episode starts off on a wrong note, as there's an incredible cop-out to explain how Gordon and Alyx survive the explosion and how the G-Man gets knocked out of the picture, but it gets a lot better after that. Rest assured, answers are finally given, but keep in mind that new questions are raised, as well. Episode One is about the escape from City 17. Though the quisling Dr. Breen was defeated in Half-Life 2, the Combine remain on Earth, cut off from their alien dimension. Now, with the Citadel reactor on overload, it's a battle to escape the ruins of the gutted Citadel and the city itself. Of course, that's easier said than done, and you'll once again be plunged along a tightly controlled and highly scripted ride filled with a fair share of ups and downs.

Half-Life has always been a mix of combat and puzzle-solving, but the formula feels honed to a razor's edge in Episode One, as Valve seems to have designed content that's geared toward Half-Life veterans. The puzzles and battles seem even more complex and challenging. In fact, the best encounters in the game require a mix of puzzle-solving and combat as you desperately fight to stay alive long enough to figure out what you need to do next.

There's a wonderful new team dynamic at work in Episode One, thanks to the fact that Alyx battles alongside you throughout most of the episode. After playing on your own throughout Half-Life and Half-Life 2, it's refreshing to have a companion by your side, and Valve takes advantage of this by throwing you into situations where you must rely on teamwork to survive. Alyx is a capable assistant (perhaps almost too capable, since it's pretty tough to kill her off, and she seemingly has unlimited ammo), and she's often the difference between victory and defeat in many encounters, as she'll cover your back while you're busy trying to sort out the puzzle.



Alyx introduces a new team dynamic for Half-Life, such as when you have to illuminate her targets for her in the dark.
Spending so much time with Alyx has other upsides, as well. The flirtation between Alyx and Gordon continues even further, and while it's a bit strange that it's such a one-sided relationship (thanks to Gordon, again, never uttering a single word), you still get a feeling of warmth and affection. There's lots of humor, as well, as Episode One features some sharp and witty dialogue uttered by Alyx and other familiar faces. Barney and Alyx's robotic Dog are back, as well as Eli Vance (Alyx's father) and the ever-hilarious Dr. Kleiner. Valve's impressive facial animation is still incredible, and you really get the sense that you're interacting with believable characters in the game. Of course, it also helps that the voice acting remains top-notch. Robert Guillaume, Michelle Forbes, Merle Dandridge (Alyx), and the original voice cast remain the same.

This sense of familiarity has its downsides, as well. For instance, though extremely well done, the environments of the Citadel and City 17 were already explored in Half-Life 2, so you may find yourself encountering moments of deja vu as you battle through the episode. Your arsenal of weapons also remains unchanged. The versatile gravity gun gets heavy use through the episode, and it's invaluable to solving the many environmental puzzles in the game, but other than that, you're packing the same assortment of pistols, rifles, and grenades as before. It's also worth noting that there are no vehicle sequences in Episode One. That's not exactly a bad thing, though, as the vehicle sequences in Half-Life 2 felt fairly linear and dragged on for too long.

In terms of opponents, you do get glimpses of challenging new foes that are coming up in future episodes, but for the most part, the enemies remain the same from Half-Life 2, including the head crabs, zombies, Combine soldiers, striders, and so on. The Combine troops do seem to have some new abilities, such as the ability to rappel down buildings right in front of you. They're also a bit smarter, as they seemed to utilize cover better than they did in Half-Life 2, but you don't really get the sense of squad coordination that was seen in the original Half-Life. The only memorable new opponent is the zombine, a Combine zombie, and these guys quickly become your first target when they appear on the scene, thanks to the fact that their favored tactic is to charge you with a live grenade in hand.



Battles can get crazy, but with Alyx covering your back, there's nothing that you can't do.
Visually, Episode One introduces a lot of subtle improvements and enhancements in the Source engine, keeping it in line with video-card developments over the past couple of years. The new high-dynamic range lighting technology (seen only if your video card supports it) makes a big difference, as the outdoor scenes look a lot better, while indoor scenes feature impressive shadowing and atmosphere at times. Some of the textures in the game have been increased considerably, notably on Alyx and the other main characters, and the game looks incredibly sharp.

When you get down to it, the only major complaint about Episode One is that it's over so quickly. There are only four to six hours of gameplay, and veteran first-person shooter fans will definitely find themselves at the lower end of that range. Episode One does ship with the two existing Half-Life 2 multiplayer modes, but if you own Half-Life 2 already, you already have those. Finally, the game does include a developer commentary system of sorts, similar to the one used in the PC version of The Chronicles of Riddick, and that does provide some interesting insight into the development of the game (though the rehearsed nature of the developer dialogue makes it sound more like a lecture than a proper commentary track). But apart from that one unique feature, the only thing truly new in Episode One is the single-player story. Before you know it, you've escaped from City 17, the credits are rolling, and you're left wanting more. So in a way, Valve has teased us once again, though the bright side is that we don't have to wait long for the next set of answers to be found in Episode Two, which is due out around the end of the year.




DOWNLOAD LINKS :
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password: www.gamedownload.com.br

killer_metallica
5th October 2006, 23:13
F.E.A.R


Review


This outstanding shooter combines creepy horror with kinetic and visceral action, and it elevates the genre to a whole new level of intensity.
The Good: F.E.A.R. elevates gun battles to a cinematic level; creepy and atmospheric; visually amazing--you will smell the smoke ; sounds incredible; wild and fast-paced multiplayer.
The Bad: The game is a system hog; some environments and enemies recycled a bit too much; some loose ends in the plot don't tie up as well as they could.
When you get down to it, the gun is the heart and soul of a first-person shooter. Even the genre's name alludes to this fact. Yet while shooters have been around for more than a decade, very few of them have actually captured the visceral experience of firing a gun. It's an intense and violent act, not to mention loud. Enter F.E.A.R., the highly anticipated action game from Vivendi Universal Games and developer Monolith. F.E.A.R. is a shooter that captures the sensation of being in wild and desperate firefights like no other game before it, and it's an incredible, kinetic, almost exhausting experience from start to finish. More than that, though, is the fact that it's also one of the most atmospheric and creepy games ever made, as well as one of the most intense shooters that you'll play this year.



F.E.A.R. is easily one of the creepiest and most atmospheric shooters ever made. You'll also battle some amazingly smart opponents.
The challenge in describing F.E.A.R. is trying to avoid any spoilers, because this is definitely a game that you want to experience unspoiled. What we can tell you is that you play as the newest member of the First Encounter Assault Recon, the military's top-secret task force assigned to deal with paranormal situations. And the mission in F.E.A.R. certainly counts as above and beyond the regular call of duty. As explained in the opening cinematic (which is also game's only third-person cutscene), a military commander named Paxton Fettel goes insane and takes command of a secret army of cloned soldiers that are telepathically linked to him. Fettel and the battalion of elite soldiers then go on the rampage in a nondescript American city. They appear to be searching for something, though their objective is a mystery. It's up to you and the rest of the F.E.A.R. team, along with units of Delta Force, to find out what it is they're looking for and stop them.

F.E.A.R. works because it elevates first-person shooter combat to cinematic levels. And while we've certainly seen games with movie-quality combat before, you've never seen anything quite like this. Playing F.E.A.R. is like battling through a John Woo movie like Face/Off, because when firefights happen in this game, they're downright glorious to behold. Bullets tear chunks out of concrete and wood; blinding clouds of dust and debris fill the air; bodies are torn apart or slump on the ground; and the deathly silence of the aftermath contrasts so sharply with the sheer chaos that erupted only moments before. Gunfights in F.E.A.R. just feel right.

Part of the reason for that is because the weapons that you have in the game feel powerful, like weapons should. You have the standard fare of guns to play around with, including a pistol, submachine gun, assault rifle, shotgun, and rocket launcher. There's also a scoped, burst-firing rifle that's a dead ringer for the Master Chief's battle rifle in Halo 2; an incredibly nasty particle weapon that sears the flesh off of opponents; and a few other special toys. All of these weapons, even the pistols, pack an incredibly satisfying punch and are capable of putting down opponents quickly (you can even dual-wield the pistols, for that extra John Woo-style gunfight action). This goes against the genre's convention, since most shooters usually scale weapons on a curve, with the smaller and lighter ones being next to useless later on in the game. That's not the case in F.E.A.R., and virtually every gun you use can tear up the place.



Combat simply looks and feels spectacular, because the environment looks like it's flying apart due to all the bullets.
You can't run around like a pack rat carrying every weapon, though, because F.E.A.R. limits you to only three weapons at a time. This is a familiar gameplay mechanic, but it's a good one, as you have to weigh the pros and cons of each weapon. Obviously, you'd like to have a close-range weapon, a decent long-range weapon, and a heavy weapon for those special encounters, but it's tempting when the game offers you a rocket launcher or a repeating cannon that you weren't expecting. At that point, something has to be sacrificed. In addition to guns, you also have grenades in your arsenal. And unlike most shooters, in which you have to equip grenades separately prior to using them, the grenades in F.E.A.R. can be readily thrown at the press of a button. This eliminates the need to fumble around with your inventory, and it opens up your tactical playbook, as you can toss a grenade without a moment's hesitation and force the enemy to react.




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killer_metallica
5th October 2006, 23:29
HITMAN BLOOD MONEY


About The Game :


Hitman: Blood Money places gamers once again in the role of the world’s
greatest assassin, Agent 47. When assassins from Agent 47’s contract
killing firm, The ICA, are systematically eliminated in a series of
hits, it seems a larger more powerful agency has entered the fray.
Sensing that he may be the next target, Agent 47 travels to America,
where he Prepares to Make a Killing.


Welcome to the USA: Agent 47 is heading to the U.S. making deadly stops
in iconic locales such as Las Vegas, New Orleans, Los Angeles and
Mississippi.


All-New Game Engine: Now with a number of new moves including the
ability to create accidents and to dispose of bodies as well as a
re-vamped NPC and AI system, the world of being an assassin has never
been more realistic.


New Blood Money System: Use your hard-earned cash to bribe the press,
keep your picture out of the morning paper. Or you can customize and
upgrade your weapons to match your personal style of assassination. The
choice is up to you.


Assassin Rivalry: Agent 47 is up against a rival agency of assassins
competing to take out high-priced targets, and may even become the
primary target himself.


Rookie Training: New to the world of assassinations? New rookie mode and
levels of difficulty will give you all the training needed.


Environmental Danger: Drop a priceless chandelier or use a remote bomb
all new accident system allows for more freedom in choosing the method
for taking out the target.





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Hitman.Blood.Money-TECHNiC :
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killer_metallica
5th October 2006, 23:43
RESERVOIR DOGS

About The Game :

Based on the Quentin Tarantino flick, game remains faithful to the original movie, with gamers able to play all the key characters, including the infamous Mr Blonde. Staying true to the original plot, this intense, third person shooter follows the progress and planning of the famed diamond heist while filling in some of the cliffhanger questions from the film: What happened to Mr. Blue and Mr. Brown? Where did Mr. Pink hide the diamonds? What actually happened at the heist? These questions and more will be answered as the game unfolds and according to the player’s tactics. The game also features the full and original soundtrack from the movie – those super sounds of the seventies.


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Reservoir.Dogs-DOwnload
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killer_metallica
5th October 2006, 23:57
AGE OF EMPIRES III

Those looking for a complex and interesting real-time strategy game with fantastic good looks and some historical flavor will find just what they want in Age of Empires III.
The Good: Tried-and-true formula still makes for a complex and interesting strategy game; innovative "home city" system creates long-term depth and strategy; plenty of content and modes of play; spectacular visuals, if you have a fast system.
The Bad: Some aspects of combat don't look and feel quite right; frame rate can bog down at the wrong moments; falls into some of the same traps as many older real-time strategy games .
Six years have flown by since Age of Empires II: The Age of Kings became one of the definitive real-time strategy games on the market. Age of Kings typified this style of gaming in many respects, but it innovated and improved the style in many others, establishing the template for untold numbers of historic real-time strategy games to come. Coming off the successful spin-off that was Age of Mythology, Ensemble Studios is back with another installment in the series that put the developer's name on the map. Age of Empires III advances the series hundreds of years into the future, trading swordsmen and catapults for musketeers and cannons, while keeping the series' signature formula basically intact. What's more, the game features some gorgeous visuals and an interesting, inventive twist in its persistent "home city" system. So it's unfortunate that the actual meat-and-potatoes combat of Age of Empires III didn't turn out better, since what ought to be the most fun and exciting part of the game is actually the part that feels like it's seen the fewest improvements.



You'll need a lot more than three musketeers to win a typical skirmish in the New World in Age of Empires III.
Make no mistake, Age of Empires III is still an impressive game overall. But fans with fond memories of the previous installment will be left feeling nostalgic for that game. Part of the reason may be purely subjective. The colonial setting of Age of Empires III, which focuses on hypothetical conflicts between European powers vying for control over the New World (that is, an unfettered North and South America), presents a subtler culture clash than, say, samurai fighting Persian war elephants. And the transition through five different ages that's presented in the game, culminating in the industrial age (when locomotives and mass production became a reality), aren't drastically different in gameplay terms, since the magic of gunpowder is available from the get-go. Nevertheless, one look at either Age III's majestic galleons firing all broadsides or horse-drawn cannons readying a deadly payload ought to be all the convincing you need that this is a welcomed direction for the series to take.

Eight different European civilizations are at the forefront of Age of Empires III, though mercenaries from other foreign nations sort of make cameo appearances, and various Native American tribes are also included. The usual suspects are here, like the British, the French, the Spanish, and the Dutch. The Russians, the Portuguese, the Germans, and the Ottomans are also available, and each has certain key differences in its economy and military leanings. These differences are significant in practice, such as how the British automatically gain additional workers when they build new houses, or how the Russians may quickly train up large numbers of light infantry. But the eight cultures' personalities don't necessarily come across in combat, because most of the units and structures unique to each side aren't so unique as to be highly distinguishable, and many units and structures are shared in common across most sides. There are certainly exceptions--the Ottomans, with their heavy emphasis on gunpowder, bring to bear some of the biggest and baddest guns in the game, for instance. And, oddly enough, British longbows seem just as surprisingly deadly here as they did in Age II. It's probably just a necessary consequence of the setting, but don't expect for Age III's factions to blow your mind by how different or unusual they are. Fortunately, each one is complex enough and seems viable enough to where it's easy to find an early favorite and want to stick with it.

Age of Empires III is every bit the fully featured game you'd expect it to be, featuring a lengthy single-player campaign in three interconnected acts, each one a generation apart. There's a fully customizable skirmish mode with five difficulty settings for the computer opponent; there's the ability to play over a network; and, of course, there's the ESOnline player-matching service, where you can compete in ranked matches over the Internet, chat with other players, and more. There's also a scenario editor, in case you wish to create your own maps or campaigns, plus some encyclopedic information about all the game's units, structures, cultures, circumstances, and more. A tutorial is there to teach you the basics, and you can also play a practice match in which a fairly helpful narrator will gently remind you of the stuff you're basically forgetting to do.



The game looks dramatically different on the surface, but much of the Age of Empires formula remains fully intact.
When you get right down to it, Age of Empires III plays a lot like Age II. It's been simplified in a number of ways that fans of the past game will quickly notice and mostly appreciate, but the overall flow of gameplay remains very similar. You're put in charge of a fledgling colony in the New World, and you must deploy workers from your town center, who may build new structures and harvest the game's three resources: food, wood, and coin. Stone, which was a fourth resource in Age II, is no longer a factor, and you don't have to worry about creating resource drop-off sites this time around (settlers sent to chop wood, for instance, will just chop away without ever heading back to a town center or lumberyard). A marketplace structure centralizes economic upgrades, and mills and plantations can be built to produce an infinite supply of food and coin, respectively. So later on in a match, you can safely stop worrying about micromanaging your resource gathering--at least until your foes swoop in and damage your economic foundation.

Meanwhile, additional houses must be built to support a growing population, and walls and defensive structures may be used to repel guerilla tactics. Military forces mainly consist of infantry, cavalry, and artillery, and they're trained from separate structures. Most military units can be queued up five at a time, so rather than produce musketeers one by one, you can build a group--provided you have the resources. Presumably this is so you can quickly marshal some defenses if caught off guard, but it's strange that the same amount of time is needed to train one soldier as is needed to train five. You can effectively get an interest-free loan by training your first troop, then waiting until he's almost ready before quickly queuing up four more.





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Serial
DXR32-X44M7-CYTCX-P6H6P-97CPG

killer_metallica
6th October 2006, 00:08
SPLINTER CELL 3 : CHAOS THEORY


It's got to be the most fully featured stealth action game to date, so if you like the idea of high-tech espionage, it's certainly going to have plenty to offer you.
The Good: Gorgeous visuals, especially the lighting effects and the environments; improved, more open-ended single-player campaign; innovative multiplayer mode is interesting, though difficult to master; new cooperative mode offers some unique thrills.
The Bad: Campaign gameplay is retouched but pretty similar to the previous games; multiplayer caters to the hardcore--it's complicated and punishing to new players; feels like it was built by committee--there's a notable lack of cohesion .
The third iteration of the Tom Clancy's Splinter Cell stealth action franchise features the continuing adventures of Sam Fisher, a top secret agent who's sent in to accomplish the US government's dirty work when political situations go sour. It's also got a brand-new two-player cooperative mode in addition to an updated version of the innovative spies-versus-mercenaries competitive multiplayer mode introduced in the second Splinter Cell game. So there's a lot to it, and there's definitely a lot to like about it, especially for Splinter Cell fans who felt a little too restricted while playing as Fisher in the previous games. With that said, Chaos Theory sometimes has a designed-by-committee feel due to its many disparate parts, and despite the game's grittier new theme and its new "Mature" rating, it's going to offer a familiar experience to Splinter Cell veterans. But even if some of the changes are marginal, this is still the most entertaining, most well-rounded game in the series yet.



Sam Fisher's not playing around in Splinter Cell Chaos Theory.
Though the competitive multiplayer mode and new cooperative campaign are the most original aspects of Chaos Theory, the solo campaign is the highlight. It's once again composed of a linear series of missions, but these are generally bigger, more open-ended and simply more fun than those of the previous games. Set in the near future, the campaign focuses on the threat of informational warfare and a tenuous relationship between the United States, North Korea, and Japan. Enter Sam Fisher, who's summoned to various international hot spots to find the truth and possibly to silence certain dangerous individuals. You'll control him from a third-person perspective as he infiltrates enemy compounds and ventilates his foes.

Though the premise of the story is a techno-thriller that lives up to the Tom Clancy name, storytelling has never been Splinter Cell's strong suit, and Chaos Theory is no exception. Some unfocused between-mission cutscenes sometimes set the stage for your next assignment, but a lot of your mission details are conveyed in boring, easily skippable premission monologues by your commanding officers and informants. Unsurprisingly, the best parts of the story happen during the missions themselves, where you'll often hear Fisher exchanging banter with his off-site crew. Fisher, once again brought to life by gravelly voiced actor Michael Ironside (Total Recall, Starship Troopers), is a great character, thanks to his dry, melancholy sense of humor. But the game sometimes tries too hard to be clever, with a few highly conspicuous attempts at self-referential jokes. At any rate, you shouldn't play this game for the plot--you should play it because no other game does this well at making you feel like a deadly spy working behind enemy lines.

Fisher is deadlier than ever this time around, thanks partly to his new combat knife, which he has inexplicably started using since his last assignment. The knife is mostly just a cosmetic change from the previous Splinter Cells, since in those games Fisher could put his opponents into a choke hold, whereas he now holds them at knifepoint (bold new look, same difference). Even though he threatens his captives with a knife to their throats, Fisher can't actually cut them once he's grabbed them from behind. He can either choke them to unconsciousness or deliver a fatal knee strike to their lower back. Prior to grabbing them, he can now also stab his foes to death quickly, quietly, and, for some reason, bloodlessly. And though he's replaced his old elbow smash with a palm strike or a punch to the temple, he can optionally still knock his foes unconscious as opposed to killing them outright.



The campaign offers you the freedom to do things your way, which makes it fun and replayable--and better than the previous Splinter Cells.
One of the reasons Chaos Theory is easier than its predecessors is because Fisher's melee attacks are more effective, allowing him to reliably eliminate foes with a single swift attack, without even resorting to using his guns. There's actually no difference in gameplay terms between killing a foe and knocking him out. It's nice to have the choice for variety's sake, but the options could have been more meaningful. And as shocking as it initially might be to see the look of terror on the faces of Fisher's foes whenever he puts them in a vice grip, you'll soon get used to this effect since it's always identical. At any rate, it's good to see a bunch of great, new animations in the game. Fisher has always moved with incredibly lifelike grace, but he looks even better in action now. Probably the best of the new animations is how, when Fisher is creeping near to an unaware opponent, he'll naturally shift his weight away from the foe, putting as much distance between the two of them as he possibly can. It's a subtle effect that really makes you feel like you're stalking your foes in the darkness.

Fisher's got a bunch of other surprising new moves here, some of which are possible thanks to the knife, and others that allow him to take out his foes in interesting new ways. However, you won't get to use new moves often. You'll instead end up using the same sorts of techniques that were central to the first two Splinter Cell games. You'll frequently shoot out lights, switching to your night vision or thermal vision to aid you while your foes stumble blind. You'll also frequently creep up on foes from behind and consider shooting them in the head, using either your pistol or your newly redesigned SC-20K multipurpose assault rifle. You'll also get to pick locks, hack into computers, crawl through air ducts and other tight spots, slip past security cameras, and more.


DOWNLOAD LINKS :
http://rapidshare.de/files/25492184/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part01.rar.html
http://rapidshare.de/files/25493569/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part02.rar.html
http://rapidshare.de/files/25494801/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part03.rar.html
http://rapidshare.de/files/25495605/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part04.rar.html
http://rapidshare.de/files/25495632/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part05.rar.html
http://rapidshare.de/files/25736892/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part06.rar.html
http://rapidshare.de/files/26372138/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part07.rar.html
http://rapidshare.de/files/26374191/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part08.rar.html
http://rapidshare.de/files/26630595/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part09.rar.html
http://rapidshare.de/files/26630476/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part10.rar.html
http://rapidshare.de/files/26630676/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part11.rar.html
http://rapidshare.de/files/26633689/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part12.rar.html
http://rapidshare.de/files/26633697/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part13.rar.html
http://rapidshare.de/files/26632761/Tom_Clancy_s_Splinter_Cell_Chaos_Theory_RipForGame s.part14.rar.html

Password: www.opgamez.net

angel316
6th October 2006, 09:46
hye dude, here is a stupid question .......... wats meant by ripped games......n how it can be used........?

killer_metallica
6th October 2006, 10:39
hey angel316
I totally understand you it's not a stupid question but my internet connection is a little bit slow so I can't download full ISOs so I have searched for small games then I found ripped games
ripped games are games that are made smaller for example san andreas who is I think 3GB or more has been ripped to 600mb only by removing useless videos and sounds and compressing textutres blablabla... and finally fully compressed with winRAR and other compression progs
if you have a small hard disk or you want to put your games on a storage usb this could help you

Greetings from Lebanon

killer_metallica
6th October 2006, 13:04
FLATOUT 2


About The Game :

Driving this reckless is no accident! But you might want to cause a few.
In these high-speed races, the more damage you inflict, the better. The
ultimate in turbo-charged cars and the craziest of tracks wait for your
best in destructiveness. Responsible drivers need not apply.

> Race and collide with up to 8 friends online
> Hurl your driver in 12 wild mini-games that you can now play online
> City tracks, country tracks, and racing tracks test your driving prowess!
> Thousands and thousands of destructible items on every track!
> Gain nitro boost and a clear advantage by crashing with control!
> Take your destructive habits to the demolition arena and compete online!
> Join the racing circuit and learn how to make your way through the
competition!
> Practice, practice, practice and collect rewards for your driving ability!
> Jam away to the high-octane soundtrack featuring bands like Fallout Boy,
and Wolfmother!



DOWNLOAD LINKS :
http://rapidshare.de/files/32850313/FlatOut2_www.gamedownload.com.br.part1.rar.html
http://rapidshare.de/files/32846226/FlatOut2_www.gamedownload.com.br.part2.rar.html
password: www.gamedownload.com.br



Mirror: (SpeedShare)
http://www.speedshare.org/f1ywCnYbkI
http://www.speedshare.org/6jPeXMvkny
http://www.speedshare.org/iEq8hLFw9P
http://www.speedshare.org/AkA4KmRj2Z
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http://www.speedshare.org/dV7njznbP6
http://www.speedshare.org/D65P4WGyCP

Music Addon
http://www.speedshare.org/Z0il3HF2Y2

Password : www.ripgamez.com

li4ngx
6th October 2006, 20:22
i could play thief already. thx alot! nice game! i have an error when playing dmc3, when i reach mission 2 it exit to windows saying about an error occuring. anyone have the same problem?

wendziorek
6th October 2006, 21:28
fifa 07 mirror doesn't work :(

sadik_ss
6th October 2006, 22:25
hay dude u have posted a nice game links ' reput ' for that

saeun666
7th October 2006, 14:26
your san andreas is in spanish is there anyway to convert it into english plsssssssssssssssssssssss


geez at least post the english versions

saeun666
7th October 2006, 21:55
your files seem to have major problems........ ive downloaded 3 games and non of them seem to work okei

wild1234
9th October 2006, 00:22
can gta san andreas be converted into english or something ?

silverboss007
2nd November 2006, 04:45
can gta san andreas be converted into english or something ?
no u cant convert if its default language isnt english

jp_19
2nd November 2006, 21:36
tnx so mch...................................

Nameet
3rd November 2006, 13:24
Do you have Need for speed Carbon Rip?????????????
Then give me the link. thanks in advance:party:

damned
5th November 2006, 05:48
hi bro..dis is a great thread..hope u kud post neverwinter nights 2 soon

dodgethis
5th November 2006, 16:44
HL2: ep 1 is actually lost coast!

jdran
7th November 2006, 18:57
Hey greedy guys! Relax! Man cant have all of them, just search a little and you will find what you want! Come on lazy dogs, move on! :P

Man, your link about "Just Cause" had been forbidden from rapidshare as complaints were received.. Just upload them again (if they were yours) and change the real name.

kira7
23rd November 2006, 09:19
Thanks cool games

aa10
25th November 2006, 08:41
wat is the diff wit rip versions?

suffer_fly
25th November 2006, 11:11
thanx dude & now i,m waiting for splinter cell double agent + rip

Gamoc
25th November 2006, 15:15
DMC doesn't work, as it isn't the full game (the full game is just over 3gb).

killer_metallica
25th November 2006, 16:53
SPLINTER CELL : DOUBLE AGENT (PC) FINALLY RIPPED !!



REVIEW

Agent Sam Fisher's latest assignment turns out to be a fairly routine stealth action operation, but changes to Splinter Cell's innovative multiplayer mode help make up for this.
The Good: Tried-and-true stealth action gameplay still offers complexity and variety; the campaign's trust system presents a few interesting moral dilemmas; features an overhauled version of splinter cell's innovative multiplayer mode.
The Bad: Campaign recycles a lot of the same graphics, sound, and gameplay from before; some issues with stability and graphical performance.
It was back in 2002 when we first met Sam Fisher, a jaded but extremely talented secret agent who was sent all around the world to take care of the most sensitive, covert operations conducted by the United States. Tom Clancy's Splinter Cell became one of the defining franchises of the original Xbox, thanks to its incredibly lifelike graphics and sophisticated stealth action gameplay, and the PC translations of this series have been comparably as good if not better. Earlier this fall, Splinter Cell hit the Xbox 360 for the first time, and the transition to a more powerful new platform naturally created even higher expectations. Yet despite a compelling new premise that forces Fisher to make some tough moral choices to infiltrate a terrorist group, Splinter Cell Double Agent's campaign could best be described as Splinter Cell with a fresh coat of paint. Now this experience is available on the PC in a version that's nearly identical to what can be found on the Xbox 360, notwithstanding some technical issues you might run into. The single-player portion of the game possesses all of the strengths and weaknesses that fans of the series have come to expect. On the other hand, the multiplayer component, which is like a whole separate game, has seen a variety of interesting changes since the last game, making it probably the better half package.



Sam Fisher's got an unusual assignment in Splinter Cell Double Agent, and there's an impressive multiplayer mode waiting for you as well.
Those familiar with the Xbox 360 version of Double Agent will find roughly the same experience in this version, which feels like it was ported from the console. Of course, the default controls are different, though Splinter Cell has always played about as well using a mouse and keyboard as with a gamepad, and this year's game is no different. Visually, the PC version looks nearly as good as the graphically impressive Xbox 360 version, if you have a powerful PC. However, even on the highest settings, it appears that the PC version is missing some of the bells and whistles of the 360 version, and you might still see some odd fluctuations in the game's frame rate, as well as noticeably long loading times. On the plus side, the PC game retails for less, though it naturally lacks the Xbox 360 version's unlockable achievements, which help add replay value to both the solo campaign and the online modes. Players posting on the game's message boards also complain about compatibility issues with particular hardware and various crash bugs; though, after automatically downloading a required patch, the main issue we encountered on our test system was an occasional inability to connect to multiplayer matches. There's also a bug that seems to prevent you from using the extra gadgets you unlock by completing optional missions. So if you have the choice, the Xbox 360 version is the safer bet. At any rate, if you've seen the Xbox 360 version of the game already, then you know what to expect.

Even though the Splinter Cell games bear the name of a famous author, they have never been particularly good at telling stories, despite the fact that Sam Fisher has always stood out as a great character. Double Agent gives the impression that it might buck this trend. Early on in the game, Fisher loses his cool and winds up in prison after he's given some very bad news. Unfortunately there's no real follow-through on this plot point because Fisher's incarceration turns out to be a setup for him to get in good with an upstart terrorist group oddly called John Brown's Army (JBA). The JBA tentatively accepts Fisher as one of its own...but he's still working for the National Security Agency (NSA), which orders him to play nice and learn what makes these terrorists tick. The terrorist leaders have some personality, but they've got a pretty conventional blow-stuff-up plan. The game's whole premise wears thin as Fisher keeps getting crucial assignments from the bad guys, who inexplicably supply him with the experimental government-issue assault rifle he's always used. Eventually you'll wonder why Sam can't just kill them all and be done with it. But your patience will be rewarded, as there's an action-packed finale and multiple endings to look forward to based on the choices you make along the way.

From a gameplay standpoint, ultimately there's not much new or different about the single-player campaign of Double Agent versus that of the previous game, Chaos Theory. If you've played that game, then expect to use all the same moves and abilities to get through Double Agent's dangerous levels, all crawling with enemy patrols. Most of all, you'll be quietly sneaking through these levels while keeping a low profile, sometimes creeping up from behind foes either to put them in a vice grip for an interrogation session, or just put them out of their misery with a quick, lethal knife attack. The controls are complicated to learn if you don't already know them, as even the simple act of opening a door presents you with multiple options: slam it open, use an optical cable to see what's on the other side, and more. But a couple of slick training missions make the learning curve more tolerable. Once on a real mission, enemy forces will respond to you by using the same tactics and behavior you'll probably recognize from the previous games, which still can't be considered a remarkable display of artificial intelligence. If you move too quickly, nearby guards will wander around searching for you. And if they spot you, they'll run behind cover and open fire. That's really about it. While the game's environments are all new, and some are very impressive, seeing all of the recycled moves, animations, and sound effects makes Double Agent's campaign feel like an update rather than a full-on sequel.

However, there's a new trust system that gives the missions a different, often more free-form tone than missions from previous Splinter Cell games. There are also moments during the campaign when Fisher must make some sort of tough moral choice to stay in the JBA's good graces, though you could count these moments on one hand. The trust system mostly forces you to be more careful. Getting spotted by enemies will cause you to lose some of either the NSA's or the JBA's trust, and if either of your two trust meters runs out, it's game over. The trust meters carry over from mission to mission, but by completing optional mission objectives for both the JBA and the NSA, you can remain in the good graces of both organizations. In practice, on the default difficulty setting, it isn't difficult to maintain your trust with both sides. Even so, the game takes a step back from Chaos Theory by including a number of potentially frustrating instant-fail situations, such as if JBA terrorists catch you trying to pick a lock inside their base. The penalty isn't always this severe, as if a JBA agent catches you skulking about in a restricted area, he'll chase you out as your trust meter dwindles. Still, this is usually a good enough reason to load a saved game. The trust system makes for an interesting twist, but Double Agent still mostly boils down to a linear series of stealth missions, each with some major objectives and some optional secondary tasks.



You'll have to spend some time buddying up with the lieutenants of the John Brown's Army terrorist group.
The JBA base missions are a new concept for Splinter Cell, and they're hit or miss. You get about 30 minutes to snoop around and try to accomplish as many different objectives as possible. Sam can't attack his foes during these sequences, and if he's caught sneaking by his JBA brothers, their reactions just aren't believable. On the other hand, the way Sam switches from a casual walk into his low stealthy crouch when he enters into a restricted area is a great, immediate indication that you're about to conduct some risky business. Getting through undetected is tense and feels rewarding, though these open-ended, pure-stealth missions will have you frequently reloading saved games until you can find the right way to slip through the JBA's security. The first couple of visits to the JBA base are entertaining, but because you'll return here between almost every major mission, it's less exciting after a while. And during one such mission, you're forced to decrypt an e-mail by completing a 3D sudoku puzzle, which seems oddly out of place.

Fisher's main assignments in Double Agent take him everywhere from a massive tanker caught in a freezing-cold Russian winter to a sweltering-hot African town that's wracked by war. Interestingly, most of these missions take place in broad daylight, so Fisher will need to hide behind cover much more often than he'll need to slink through the shadows. In fact, you could go through most of the campaign without ever using his signature night vision goggles, and he won't even have them half the time anyway. The game's main missions are quite lengthy and challenging, and it's generally up to you to decide whether to try to sneak past your foes or fight them.

The shooting in Double Agent feels exactly the same as before, so it's not particularly satisfying and is mostly a means to an end. You must aim while standing perfectly still in order to shoot with any accuracy, and Fisher moves slowly when his gun is equipped anyway, which prevents you from playing this or any Splinter Cell game in a run-and-gun fashion. And besides, the silenced pistol and rifle Fisher uses just don't pack much of a visceral punch. Fisher also has the same quick lethal and nonlethal close-combat attacks he had in Chaos Theory and remains powerful enough to take down one or two guards head on.



The multiplayer portion of Double Agent provides more in the way of differences and improvements when compared with the single-player portion.
One noteworthy change to the gameplay is that, in a nod to games like Call of Duty 2, there are no health packs anymore. Fisher's life recovers automatically if he avoids damage for a few seconds. This doesn't add to the game's realism any more than health packs do, but it gives you one less thing to worry about and probably makes the game a little easier overall. Of course, you can still be killed very quickly if unexpectedly caught by a rifle-toting opponent. Although a violent approach is often the easiest way out, it's not always an option at the hard difficulty setting, which starts you off without any ammo and makes you lose a lot more of the NSA's or JBA's trust whenever you slip up. Fortunately, Fisher now has access to an onscreen map that points out enemies in the vicinity. The only catch is that the map will only refresh when he stops moving, so you need to tread carefully. You can also access a more-detailed 3D map, which can be confusing to read in some of the bigger levels, but it still is essential for locating some of your objectives.

Double Agent's single-player campaign is roughly the same length as that of the previous games, so you should be able to get through it the first time in 10 hours or less. There's some replay value there, from the higher difficulty setting and multiple endings, but most of this game's lasting value comes from its multiplayer mode. It's still based on the innovative concept from Splinter Cell Pandora Tomorrow, which pitted small teams of quick and nimble spies against heavily armed mercenaries; but the pace is quicker, you can have six players in a match (up from four), and the whole experience is more streamlined and somewhat less complicated than previous versions. You'll also notice that the game prohibits you from playing on all of the available maps until you've earned some experience, which is a good thing because each of the approximately 10 maps is intricately designed and you need to learn their ins and outs before you can play on them effectively.

The last two Splinter Cell games offered multiple game variants for each map, but they were all pretty similar. In Double Agent, the point of each map is quite clear: The spies must download files from one of several different terminals and return those files to their insertion point, while the mercenaries must stop them. Even though it's been true of the last two Splinter Cell games, the fact that the spies and the mercenaries play so differently still makes this multiplayer mode feel unique. The spies are controlled from a third-person perspective, like Sam Fisher, while mercenaries are controlled strictly from a first-person viewpoint. The mercenaries make up for having less maneuverability and situational awareness by packing a big gun with unlimited ammo, among other things.

The spies are even less like Sam Fisher than they used to be, which is great. They move about twice as fast as Fisher and have a number of their own unique moves and animations. What they don't have anymore is any kind of conventional weapon, though they can still use smoke grenades and other gadgets, as well as their high-tech wristband for neutralizing mercenaries' weapon systems. This same device is used for taking out lights, breaking glass, and downloading those precious files--a process that takes dangerous number of seconds. As soon as a spy starts downloading files from a terminal, the mercenaries are alerted to it and may follow an onscreen minimap to quickly get to the action. However, tracking down those pesky spies can still be difficult because most multiplayer maps in Double Agent are very, very dark, unlike the single-player missions.

Spies can't withstand much damage from mercenary machine guns, but they can still take out mercenaries by dropping on their heads or sneaking up behind them and snapping their necks. Mercenaries, in turn, can slam spies to the ground with a swing of their rifles and finish them off with a powerful head butt. It's great fun to pull off these types of moves in a multiplayer match, though there's a lot more sneaking and stalking in a typical match than full-on combat. Even so, the pace is quicker and better overall than in previous versions of this multiplayer mode. Spies don't have to worry about getting caught by laser trip wires and other defenses, but they have more to fear from mercenaries who may quickly discover them as soon as the spies begin downloading from a terminal. And it's worth noting that having six players in these matches also greatly affects both the pace and the strategy. Spies seemingly have to work a little harder than mercenaries to accomplish their objectives, but by spreading out and attacking different terminals at the same time, they can divide and conquer. Mercenaries can meanwhile use a special vision mode to detect spies who are trying to download files, which lets them get pretty sneaky themselves.

As you play and win successive matches, you can unlock some bonuses, like a few alternate outfits for the spies and mercenaries, to help reward your continued effort. Because coordination is the key to success in this game, you may also form a squad with some of your friends and compete against other squads. Interestingly, Double Agent optionally lets you play with or against computer-controlled bots on the mercenary side, but not the spy side, presumably because the spies have too complicated of a job for the artificial intelligence to handle. The mercenary artificial intelligence is available in three difficulties and provides a respectable challenge. Double Agent also features a series of cooperative missions, which cast you and up to two other players as the spies and put you up against computer-controlled mercenaries. Some of these missions even have a competitive twist to them. They're essentially similar to the core multiplayer game, but they don't have human players controlling the mercenaries. So these aren't the stand-alone, story-driven co-op missions as seen in Chaos Theory, but there are a lot more of them than in the last game, and the underlying gameplay is faster and more exciting.



Although Double Agent looks very impressive in spots, it still looks a lot like what you've seen in the past from Splinter Cell.
What immediately stood out about the original Splinter Cell game was its presentation, but the series' presentation has come to feel like a given. In terms of the visuals, Double Agent lives up to the series' high standards but makes no clear effort to exceed them. Apart from a lot of added detail to Fisher's character model and some other new visual effects, the presentation's improvements aren't significant. Some unsightly frame rate issues even crop up from time to time, and the sound effects, while still fitting, seem to have been recycled from the very first Splinter Cell. Some fairly long loading times and the need to quit out and load different executables to switch from single-player to multiplayer also mar the overall experience a bit. Thankfully, gravelly-voiced Michael Ironside still puts in a good performance as Fisher, but there's less banter and dry humor in the script compared with Chaos Theory. The rest of the voice acting is solid, and there are only good things to be said about the game's new soundtrack, which is perfectly fitting superspy-sounding stuff that gets louder and tenser when Fisher gets up close to an enemy. Music also picks up at key moments during multiplayer--when it's time for a spy to get those files back to extraction or to die trying.

Double Agent for the PC is a fine choice if the marginally better Xbox 360 version isn't an option for you. Sam Fisher is the star of the Splinter Cell series, so it's odd that the multiplayer portions of these games, which he's in no way a part of, seem to be evolving more rapidly than the solo campaigns. Double Agent's few keen twists on Splinter Cell's single-player gameplay don't result in a remarkably different experience from the previous games, though that doesn't mean it still isn't some of the best stealth action out there. The multiplayer portion, meanwhile, introduces some inventive changes that seem to be for the better because they help make this unique mode easier to get into and often more exciting to play than before. And these two parts add up to an excellent game.

By Greg Kasavin, GameSpot





DOWNLOAD LINKS :
http://rapidshare.com/files/4302590/i_live_you_for_ever_my_baby.part1.rar
http://rapidshare.com/files/4302728/i_live_you_for_ever_my_baby.part2.rar
http://rapidshare.com/files/4302909/i_live_you_for_ever_my_baby.part3.rar
http://rapidshare.com/files/4303243/i_live_you_for_ever_my_baby.part4.rar
http://rapidshare.com/files/4303317/i_live_you_for_ever_my_baby.part5.rar
http://rapidshare.com/files/4303402/can_you_help_me_in_this_problem.part1.rar
http://rapidshare.com/files/4303482/can_you_help_me_in_this_problem.part2.rar
http://rapidshare.com/files/4303604/can_you_help_me_in_this_problem.part3.rar
http://rapidshare.com/files/4303673/can_you_help_me_in_this_problem.part4.rar
http://rapidshare.com/files/4303771/can_you_help_me_in_this_problem.part5.rar
http://rapidshare.com/files/4303844/rename_blue_sky_to_black_sky.part1.rar
http://rapidshare.com/files/4303916/rename_blue_sky_to_black_sky.part2.rar
http://rapidshare.com/files/4304034/rename_blue_sky_to_black_sky.part3.rar
http://rapidshare.com/files/4304092/rename_blue_sky_to_black_sky.part4.rar
http://rapidshare.com/files/4304290/rename_blue_sky_to_black_sky.part5.rar


Pass :
Code:
http://rapidshare.com/files/1012411/pass.txt
Ripped: Movies, Forgein voices, Multiplayer(Online)





IF WORKED , PLEASE REPUTE ....

aa10
25th November 2006, 17:47
do you hav the full game of airport tycoon 3 and airline tycoon the latest 1?

killer_metallica
26th November 2006, 11:53
AIRPORT TYCOON 3

I have posted this game because it is requested by "aa10" and it is a small game. IT IS NOT RIPPED



OVERVIEW

Design, build and maintain your very own international airport in this amazingly in-depth management simulation. Get started by buying land in over 40 diverse locations and building runways, and then secure both cargo and passenger airline contracts. Watch your creation come to life as your airport bustles with the activities of planes, cars and passengers in detailed 3D-rendered graphics. But be careful! Bad weather, overbooked flights, bottlenecks on the runway, and aircraft collisions are all part of the job. Do you think you can keep your customers safe and happy on the way to becoming the ultimate airport manager?




REVIEW

As its name suggests, Airport Tycoon 3 is the latest build-it-and-planes-will-come airport strategy game from developer InterActive Vision. So after three iterations, it'd be reasonable to expect that the developers would have honed the gameplay in Airport Tycoon 3 to a razor's edge. Unfortunately, this couldn't be further from reality. That's because for whatever progress that the series makes in this third installment, it's undone by lackluster gameplay and poor execution.


In theory, there should be a couple of dozen flights a day at this airport, but it always feels empty.

Airports are certainly an interesting subject to build a tycoon game around, and they're definitely a change from the glut of zoo/wild park/theme park games on the market. As with most tycoon games, in Airport Tycoon 3 you start off with a big plot of land and a large amount of capital. After building a runway, a terminal, and all the support structures, you open the airport for business. Airlines negotiate master contracts for landing and takeoff rights, as well as for contracts for individual flights. As air traffic grows, you need to upgrade facilities, build new ones, negotiate contracts, and make business deals with hotel and retail chains. There's an amazing amount of depth and detail to explore. In this aspect, Airport Tycoon 3 is certainly well researched, and you can learn volumes about the intricacies and economics of the airport business.

It's just so unfortunate that the execution in the game is so disappointing in virtually every respect. For example, the game touts two gameplay modes: scenario and sandbox. There are, however, a whopping two scenarios in the game, both of which are incredibly easy. It's almost as if the developers had planned for more but called it a day after the first two. The sandbox mode that allows you to build an airport from scratch is, for all intents and purposes, the whole of the game. It has the potential to be fun and interesting, but it's crippled by bad pacing. After you set up your airport, you have to sit around and wait for the contracts to trickle in. Contracts roll in at about one per game month, or in gameplay terms, about one every couple of minutes. There's not much to do while you're waiting, but you can't just leave the game running in the background because a contract offer will expire if you don't act on it promptly. So there are whole stretches of the game where you're doing nothing but waiting for the contract buzzer to sound. And, often times, you spend so much money building and upgrading facilities that it can easily throw you in debt, which means that you'll sit around even longer waiting to run up enough revenue to put you back in the black.

Furthermore, it doesn't help that there's a frustrating lack of information in the game. The in-game tutorial is nothing more than a blurry, noninteractive slide show. It basically reiterates the points made in the manual, and neither the tutorial nor the manual explains things that you should know, like what all the numbers and statistics mean, how the contract system works, or how to demolish an old runway to make room for a bigger one.


The plane from Smurfland has arrived. Notice how out-of-scale the plane is when compared to the environment.

The RenderWare-based graphics engine allows for much more detailed buildings and airplanes than in earlier Airport Tycoon games. However, it still suffers from relatively bland textures, as well as the fact that there's just not much to look at. Occasionally a plane lands and takes off, and some cars mill about on the roads, but there's no sense of energy or busyness that you expect at an airport. When you accelerate the game to the fastest setting, the sun rises and sets so quickly that it's like watching time-lapse photography. However, the illusion is shattered by the fact that the planes remain in real time. Instead of watching dozens of flights land and take off over the course of a day, you're lucky to see a single flight come in every week or so. Moreover, the game has a peculiar problem with scale. For instance, refueling trucks are sometimes 10 times larger than the planes they refuel. If a developer is going to bother with a 3D engine, there's no excuse for not keeping things relatively scaled.

Considering that this series has survived to Airport Tycoon 3, we can only imagine that there'll eventually be an Airport Tycoon 4 one day. Hopefully, the developers will finally figure out the game that they're trying to make by then. There's a lot of potential in Airport Tycoon 3, and it's frustrating to see it wasted.

By Jason Ocampo, GameSpot



DOWNLOAD LINKS :

VERSION :
http://rsprotect.com/rc-MGNkRmMzQTM/Airport_Tycoon_3.part1.rar
http://rsprotect.com/rc-gzY0ATMzQTM/Airport_Tycoon_3.part2.rar
http://rsprotect.com/rc-ITYxQmMzQTM/Airport_Tycoon_3.part3.rar

Pass:
warez-bb.org


VERSION 2 :
http://crawl.ws/to/?7PHBMhLt
Crack:
http://rapidshare.de/files/37022074/Airport.Tycoon.3.READNFO_CRKEXE-FFF.rar.html



SHOW APPRECIATION...

aa10
26th November 2006, 14:22
thanks mate.. rep added.. and airline tycoon?
wat is the version 2 thing?

killer_metallica
26th November 2006, 21:28
NEED FOR SPEED : CARBON finally ripped ! as requested by many members



REVIEW


The Good: More-solid FMV sequences; loads of customization options; solid core gameplay.
The Bad: Frustrating boss battles; underutilizes police chases.

After rebooting the franchise with Need for Speed Underground, EA has continued to produce some solid street racers under the Need for Speed banner. Last year's Need for Speed Most Wanted, which featured hilariously over-the-top live-action cutscenes and seriously tense police pursuits, proved to be a high watermark for the franchise. Now it's being followed up by Need for Speed Carbon, which downplays the role of the police chases, introduces some simple team-racing mechanics, and occasionally takes the action off the city streets and into the outlying canyons. The new gameplay doesn't always improve the experience, but the racing can still be quite intense and still has a pronounced sense of style.


You'll make the streets of Palmont City yours over the course of the career mode.

Carbon continues the story where Most Wanted left off. For those just tuning in, Most Wanted ended with you recovering your stolen car and bailing out of the city of Rockport while the overzealous, anti-street-racing Sgt. Cross continued his pursuit. At the start of Carbon, you're making your way to Palmont City when Cross, now a bounty hunter, catches up with you and totals your car during the chase. Before he can collect his bounty on you, though, your old friend Darius steps in and pays off Cross. You are then put to work, taking over the turf of the other rival street-racing crews in Palmont City. It seems that you've got a history in this town that predates the events in Most Wanted. And during the course of the game, you'll learn more about that fateful night you skipped town. Different characters will give their takes on the night you supposedly ran off with a big red duffle bag full of cash. And by the end of the game, you'll not only find out what really happened, but you'll have taken over all of the street-racing territory in Palmont City.

Outside of the actual gameplay, one of the more endearing aspects of Most Wanted was the way it used live actors in CG environments for its story sequences. These sequences invariably featured plenty of actor/model types, trying a little too hard to talk tough and failing spectacularly at it. The technique remains the same in Carbon, though there are more story sequences now and a slightly more self-aware tone. The heavy use of flashbacks is an interesting idea, but the story ends up being kind of muddled. And none of the villains come off as particularly menacing. Although it's hard to really qualify any of it as sincerely good, it's just over-the-top enough that folks who enjoy stuff like The Fast and the Furious, ironically or otherwise, should get some enjoyment out of it.

Most Wanted had you racing to raise your visibility with the police and take on the most notorious street racers in Rockport. In Carbon, it's all about turf. Palmont City is divided into four major territories, each of which is predominantly controlled by a different street-racing crew. Each territory is then further divided into zones, and within each zone, you'll find starting points for a variety of different race events. Winning at least two events in a zone will put it under your control. And once you've taken over all the zones in a given territory, you can take on the head of that crew. As you continue to extend your reach across Palmont City, rival crews will come back and try to retake territory the same way you took it from them, forcing you to accept their challenge if you want to maintain control. Having to go back and rerace events that you've already won is kind of a pain, but the open-world structure is nice and gives you plenty of options to take on races at any given point.

However, you won't be taking on all of these crews by yourself, because Carbon lets you bring along a wingman into many of the races. These computer-controlled companions break down into three different behavior types--blockers, drafters, and scouts. Blockers will run interference for you, spinning out opponents at your command. Drafters let you slipstream behind them, giving you some extra speed from the reduced drag, and from there you can pull aside and slingshot your way past them. Scouts have a knack for finding the many alternate routes and shortcuts that can be found in most races, and they have short neon tracers that follow them, making it easier for you to take advantage. You'll definitely find yourself in races where your wingman's influence is the difference between winning and losing. But often, your wingman's presence is either unnecessary or an actual hindrance. Blockers are only really effective in taking out competitors that are behind you, and even then, they're not very reliable. Drafters work as advertised, but the lengthy straightaway needed to set up a proper draft is rare in Palmont City, which limits their usefulness. Scouts are the least useful of the three because the neon tracers don't seem to get longer as the cars you drive go faster, so eventually, there's just not enough time for you to anticipate an alternate route. If you didn't call on your wingman, you might expect him or her to just hang back. But we found ourselves getting bumped into and boxed in by our wingman on several occasions. It's not ruinous to the experience, but sometimes it makes you wish they would just go away.


Canyon duels are challenging, but their repetitious structure can sometimes make them wearying.

The game relies on some pretty tried-and-true types of races, but it also throws some curves. You'll find plenty of common stuff, such as lap-based circuit races, point-to-point sprints, and checkpoint races. But there are also some unique races, such as the speed-trap race, where your standing is determined by your cumulative MPH as you race through a series of speed traps. Most races take place on the city streets of Palmont, but there are also drift events, which can take place either on a closed racecourse or on the winding canyon roads that surround the city. The goal in the drift events is to score points by making clean drifts around corners. The car-handling changes completely for the drift events and feels much more slippery than in the rest of the game, which recalls the drift events found in Need for Speed Underground 2.

You'll also face off with the different crew bosses in the canyons, and these events may test your patience. Once you've taken enough turf for a crew boss to challenge you, you'll first race against him in a standard city-street event. If you beat him there, you'll advance to one of the game's canyon courses, which are narrow and undulating. Here it's a two-part race, where you'll first have to chase the boss through a point-to-point race, and then reverse roles for the second part. Your score on the first half is based on how close you stay to your rival; then in the second half, your rival tries to outdo you. These events can be quite challenging because the courses are technically complicated, and the crew bosses tend to be better, more aggressive drivers than the average street racers. There are also a number of ways in which you can instantly fail. If, during the second race, your opponent manages to get ahead of you for more than 10 seconds, you automatically lose. But on the flipside, if you can get ahead of your opponent for more than 10 seconds in the first race, you automatically win both races. Also, each course is absolutely rife with cliffs. This means that if you take a corner at the wrong angle or speed, you can launch your car off of a cliff, immediately ending the race. All of these elements can make for a tough but fair race. However, failure takes you back to the first half of the canyon duel, even if you failed during the second half. It's kind of a minor point, but it's one that can turn a canyon duel into a real chore.

The structure of the canyon duels can be frustrating, but the way Carbon marginalizes the police chases that were so instrumental to the success of Most Wanted is even more disappointing. The cops still play a factor because each zone has its own heat rating that increases the more you race there. The higher the heat, the more likely it is that cops will start coming after you. While Most Wanted had you purposely baiting the cops, as well as attempting to rack up huge property damages and lengthy pursuits to advance the story, there's little reason in Carbon for you to attract the attention of the law. With the ability to hop directly to any race event through the world map, it's possible and quite easy for you to go through the entire story mode where you can count the number of police encounters on one hand.


Carbon features an eclectic selection of more than 30 unique licensed cars.

Structural imperfections aside, the core driving in Carbon is really solid. There's a great selection of licensed real-world cars that you can purchase throughout the course of the game, which are sorted into three different groups--tuners, muscles, and exotics. And you'll find that each group handles differently. In the tuner group, you'll find a lot of souped-up Japanese sports coupes, like the Nissan Skyline, Subaru Impreza WRX, and Toyota Supra. The strength of these cars tends to be an ability to slide around corners. Muscle cars are all Detroit steel, including new stuff like the Chrysler 300 and the Dodge Challenger Concept. They also include early 1970s classics, like a Chevy Camaro SS and a Plymouth Barracuda. And though they've got great acceleration in a straightaway, they're pretty loose in the corners. The exotics group is probably the most varied, with high-end offerings from Mercedes, Porsche, Alfa Romero, Lamborghini, and more. These cars also tend to demand a higher level of skill to use them correctly. You can buy cars from dealerships, or you can win them from crew bosses. And once you get them, there are all kinds of upgrades that you can apply to them. There are tiered performance upgrades, as well as a rainbow of paint colors, dozens of vinyl stickers, aftermarket rims, spoilers, and body kits. You can also fabricate your own body parts with the game's autosculpt system, which is oddly reminiscent of the Game Face feature in EA Sports' Tiger Woods PGA Tour games. It's a novel idea and great for making some really physically impossible-looking parts. But it takes too much incremental tweaking of settings to get something unique. And there's such a wide variety of prefab aftermarket parts that don't require all that toil, which means only the truly obsessed will get much out of the autosculpting.

If you keep your eye on the prize, you can see the credits roll in Carbon's career mode in well under 10 hours. But if you want to beat every event, as well as unlock every last car and upgrade, you can just as easily spend 20 hours. And there's even more racing to be done outside the career mode. There are 36 increasingly difficult races to take on in the challenge series, and the quick-race option lets you jump into something--no strings attached. The Xbox 360 and PC versions of Carbon also provide a pretty solid online multiplayer component, where up to eight players can participate in all of the race types found in the career mode, as well as multiplayer-exclusive modes, where players get to play as both cops and street racers. The rules in some of these modes aren't explained very well, which can make for some pretty confusing moments. But once you get past the learning curve, you can have some good, team-based fun. We also experienced some minor but pervasive latency issues, even when we were nowhere near the eight-player limit, as well as an odd bug where all in-game sound would drop out for the duration of a race. It's kind of flawed, but again, the actual feel of the racing still translates pretty well online. And an online experience system where you can unlock additional cars helps make it a little more interesting. By comparison, the PlayStation 2 and Xbox versions get split-screen multiplayer, which works poorly and makes the omission of online play almost feel insulting.

With Palmont City apparently living in eternal night, the game's feel recalls the Need for Speed Underground games, though the scenery changes in Carbon are much more varied. There's a distinct West Coast feel to Palmont City, and you'll find yourself in districts that recall the more posh parts of Los Angeles and Las Vegas. As different as it feels from the city of Rockport in Need for Speed Most Wanted, keen eyes and ears will notice a lot of recycled elements here. Vehicles, environmental objects, textures, and a lot of the sound elements have been cut and pasted into Carbon, making for some odd déjà vu. In some cases, it's a good thing because the squeal of the tires and the growl of various car engines still sound great. But hearing the same police radio chatter in Palmont City that you did in Rockport is just weird. There's some familiar, dramatic music in Carbon as well, although it's odd how poorly the game uses what is actually an interesting licensed soundtrack of rock, electro, hip-hop, and grime. You won't hear much of it, because the game seems to prefer its own music most of the time.


The missing online component in the GameCube, PS2, and Xbox versions makes the 360 version an obvious favorite.

This is a game that seems as if it was developed for the Xbox 360 first and foremost, because the Xbox, GameCube, and PS2 versions feel compromised. One of the most telling points is the fact that the race-wars event type, which puts you in a field of 20 racers, isn't even an option in the non-360 versions. This is likely because of technical limitations. The 360 version looks great, with some heavy motion blur around the edges of the screen. It also has lots of good-looking bump-mapping, slick lighting and reflection effects, as well as a generally more stable frame rate and shorter load times than Most Wanted. The PC version has the potential to look nearly as good as the Xbox 360 version, though the motion blur is a bit more subdued. It takes a pretty high-end PC to get it looking that good, though, and even then the frame rate won't be entirely solid. While the Xbox version has a little less flash, it still looks sharp and runs smoothly. The GameCube version looks almost as good, though the frame rate can be a little inconsistent. The PS2 version, on the other hand, can be pretty ugly. Textures are muddy, there are a lot of jagged edges, and the frame rate is all over the place.

Ultimately, Need for Speed Carbon doesn't make the best use of some of the strengths from Need for Speed Most Wanted. Many of the changes made to the Most Wanted formula seem to be for the sake of change, but it all still just comes back to the solid driving action, which Need for Speed Carbon puts to good use.

Editor's note 11/06/06: Our review of the PC version of Need For Speed Carbon mistakenly scored the graphics lower than intended. The score has been adjusted accordingly. GameSpot regrets the error.

By Ryan Davis, GameSpot


DOWNLOAD LINKS :

Version 1 :
Download:
http://rapidshare.com/files/4663284/...bon.part01.rar
http://rapidshare.com/files/4667967/...bon.part02.rar
http://rapidshare.com/files/4682641/...bon.part03.rar
http://rapidshare.com/files/4685604/...bon.part04.rar
http://rapidshare.com/files/4688675/...bon.part05.rar
http://rapidshare.com/files/4692134/...bon.part06.rar
http://rapidshare.com/files/4695113/...bon.part07.rar
http://rapidshare.com/files/4697927/...bon.part08.rar
http://rapidshare.com/files/4700390/...bon.part09.rar
http://rapidshare.com/files/4701703/...bon.part10.rar
http://rapidshare.com/files/4703052/...bon.part11.rar
http://rapidshare.com/files/4704263/...bon.part12.rar
http://rapidshare.com/files/4705398/...bon.part13.rar

Password: www.warezarmy.org


Version 2 :
Unrar the files
Run "Install.bat".
Run "NFSC.exe" to play game

http://rapidshare.com/files/4089447/...art01.rar.html
http://rapidshare.com/files/4106886/...art02.rar.html
http://rapidshare.com/files/4111916/...art03.rar.html
http://rapidshare.com/files/4123080/...art04.rar.html
http://rapidshare.com/files/4130621/...art05.rar.html
http://rapidshare.com/files/4138219/...art06.rar.html
http://rapidshare.com/files/4145564/...art07.rar.html
http://rapidshare.com/files/4153617/...art08.rar.html
http://rapidshare.com/files/4161637/...art09.rar.html
http://rapidshare.com/files/4169562/...art10.rar.html
http://rapidshare.com/files/4177367/...art11.rar.html
http://rapidshare.com/files/4184896/...art12.rar.html
http://rapidshare.com/files/4190134/...art13.rar.html

rar pass: www.dreatica.cl


SHOW APPRECIATION .....

Talesin
26th November 2006, 23:55
dude do u have a torrent link for the game Splinter cell chaos theory. Ive downloaded many versions of this game, but still cant activate this game.. Need a ripped version.

Gamoc
27th November 2006, 23:49
ok, DMC3 is actually the first level only. Half Life 2: Ep1 is actually Half Life Lost Coast, these games aren't real and should be removed.

chicaman
28th November 2006, 14:54
I want SHEEp DOG N' WOLF

kluggie56
29th November 2006, 19:21
I would like to have Microsoft FlightsimulatorX (working link) Please.

killer_metallica
29th November 2006, 21:01
hey guys
this thread is only for ripped games
for games requests check my new thread