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Men Of War Free Download

Wednesday, October 23, 2013

  Condemned Heroes pulls no punches and offers no surprises. This stand-alone expansion to the brutally challenging Men of War real-time strategy series offers more of the same as seen in the prior Vietnam and Assault Squad games. Difficulty has been scaled back a bit from that of last year's incredibly tough release set in the jungles of Vietnam, but that has in turn been offset by dreary missions put together without a lot in the way of imagination. This one struggles to live up to the Men of War standard.
  Your guys are the cannon fodder who undertake fun jobs like clearing trenches and buildings for the regular troops following behind with tanks, mortars, and the like. The campaign consists of about 20 missions in total that take your Russian Dirty Dozen from the desperate moments in the homeland in early 1944 through Poland and into Germany in the waning days of the war in the spring of 1945. There isn't much of a story here, though. Troops are readily replaceable, and there is no way to increase experience or level up. The atmosphere is also thin due to odd choices like the voiced mission directives being given without even the slightest pretense at a cheesy Russian accent.

  Missions aren't very inventive, and maps all look the same. There isn't anything ugly, but there are a lot of browns, blacks, and whites, and much of the art seems to have been held over from previous Men of War releases. Even worse, your single-minded soldiering often involves the same repeated tasks. You'll probably lose count of the number of German-held trenches you clear over the course of the campaign. While the monotony of the look and feel is broken up courtesy of some different tactical approaches along with the ability to scrounge weapons and ammo and even repair vehicles like tanks for impromptu armor assaults, you're forever figuring out smart ways to attack dug-in Germans. This typically means finding good cover and then sending in some lucky bugger with a grenade to drive your enemies out of cover for a good hosing down with automatic weapon fire.
  It's all a bit tedious. Only the insanely brutal nature of these assaults livens things up. In true Men of War fashion, you are wildly outnumbered and outgunned. Constantly. Mission goals are always capped by accomplishing some spectacular feat or three, which then typically opens the way for larger squads and tanks to roll in and mop up the rest of the bad guys. At times, this can be used as a bit of a cheat. Sending a few of your troops in on suicide runs can trigger quick successes that cue waves of computer-controlled backups to charge into the fray. So sacrificing your men can be the best way to move forward. Stalin would have approved.

   At the same time, a tremendous amount of trial and error is required. Suicide runs often turn into plain old suicide unless you have figured out the exact attack line that will get a care package of grenades delivered to their targets before withering enemy fire kills the runners. And even when you do have things sussed out, there are some odd pathfinding issues that see troops stand up at the wrong time, get bunched up and run out of cover to make room for buddies (how courteous!), ignore enemy troops just a few feet away, and so forth. Being able to take charge of individual troops through the game's direct control feature helps, but the game is too quick for so much micromanagement. By the time you realize that you need to jump into a grunt's army boots, chances are awfully good that he'll be dead.

  Multiplayer has been scaled back, so you can't skip out on the campaigns to go up against other human players. The co-op mode from Vietnam has been dropped in favor of Capture the Flag and a minor variant called Victory Flag. Modders have already patched co-op back in, but it's disappointing that the developers didn't bother with what would have been a pretty satisfying way to handle the extreme difficulty of the missions. At any rate, there isn't much of a crowd playing the game online right now, so the whole multiplayer question is kind of moot unless you have some buddies you can hook up with on the Net or who can come over for some LAN play.
  Condemned Heroes isn't a bad addition to the series, but it is limited and predictable, which might be a tough sell to those who have seen all of this before. Additionally, the intensely frustrating difficulty makes the game an even dicier proposition for casual gamers or series newbies looking to get into some WWII squad combat. So venture into this one only if you're looking for a lot of repetitive reasons to pull out your hair.

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Free Download Empire Total War

  Like diving into a murky lake from the rocky cliffs looming above, plunging into Empire: Total War is an intimidating prospect but an exhilarating experience. As with previous games in this strategy franchise, there's an overwhelming amount of content to unearth, though now the clock has been spun forward hundreds of years. Technological advances have made bows and arrows weapons obsolete, the British colonies strive for independence, and major empires approach their inevitable collapse. These historical waters are deep, but also a bit turbulent. Empire is the biggest and broadest Total War yet, and like an aging historical parchment, it's brilliantly ambitious in scope but somewhat tattered at the edges. Nevertheless, the game's historical breadth, turn-based tugs-of-war, and enjoyable real-time battles (both on land and at sea) will transfix series fans and newcomers alike.
  The grand campaign is the meat of Empire: Total War, and it's there where you're likely to spend the most amount of time. The game stretches across the 18th century and lets you choose from a number of world powers, from Great Britain and Russia to fallen domains such as the Maratha Confederacy and the Ottoman Empire. Once you choose an empire, you can select from a few different campaign types that determine victory conditions and campaign length. Whichever you decide, be prepared: Even a short, 50-year campaign can take a good amount of time to complete, given that each turn requires strategic thinking on multiple fronts. Battles usually determine how regions are won and lost, but diplomatic relations, economic strangleholds, assassinations, and many other subtleties must be tweaked and considered at each turn, and they have noticeable impact as the years progress. If this sounds overwhelming, or if you're an American history buff, you'll want to check out the Road to Independence campaign before jumping into the grand one. This is essentially a long American tutorial that slowly introduces you to the basics and culminates in a grand campaign of its own.
  The factors you must consider run the gamut, starting with an important new feature: the technology tree. Three areas of research and multiple subtrees let you improve your military, industry, and philosophy; in turn, your choices may benefit your economy or your success in battle. The benefits may seem minor at first, but as the campaign wears on, their effects are more noticeable, and your choices within these trees must be informed by the strengths and weaknesses of your particular empire. Do you concentrate on industry and use sheer numbers of troops to overwhelm your enemies, or do you focus on naval improvements and reap the ensuing benefits of successful trade-route blockades? As your campaign wears on, your needs may shift, whether because enemy blockades require a stronger navy, because you are spreading quickly across land, or because your economy is unable to sustain your growing army. Technology is also a limited diplomatic option, given that it's a commodity that you can not only trade during negotiations but also steal from foes. Additionally, it's not easy to convince a friendly nation to offer technology. Even when offered multiple technologies or monetary compensation, your closest allies rarely accept a request to share even a single technology, which makes it a limited political tool. In Empire: Total War, knowledge is more easily stolen than shared.
  In fact, your more successful political dealings are the underhanded ones. Your agents may differ between nations (for example, gentlemen and rakes for the British, scholars and hashishin for the Ottomans), but the tasks are similar: covertly disrupt the affairs of your enemies and potential enemies. Religious agents such as missionaries will slowly but surely convert the populace, staving off potential rebellion in newly captured regions. On the other hand, the impact of religion is not as deep or impactful as in the Europa Universalis series, in which social and diplomatic events are more fully explored. Regardless, it's great fun to cripple whole economies, especially when your strategies work in tandem with each other. Sending in a naval fleet to seize enemy trade supplies, sending another directly into an enemy's port (and therefore obstructing incoming goods), and dispatching an agent to sabotage commercial ports can have profound effects. In cases like these, an angry, resource-deprived public and cash-strapped armies then ease the way for a quick triumph.
Nevertheless, this is Total War, and though assassinations and sabotage lighten your wartime load, there are no diplomatic, religious, or technological victories. Might is right, and as such, your armies and navies drive the quick spread of your domain--and if you want to meet the campaign's success requirements, you'll want to be aggressive, right from the start. The artificial intelligence doesn't always take sensible steps; smaller countries may declare war, only to be quickly steamrolled, whereas major foes can seem almost oblivious to your spread across their regions. However, campaign AI is good enough to keep you occupied across multiple theaters, and minor nations and rebels can often keep your hands full, leaving room for major foes to invade. You will review every fleet and army at every turn, and now that army recruitment, resource production, and other aspects of play are spread across multiple locales within a region, mobility (and therefore, roads) is an important strategic asset.
Unlike with most turn-based historical games, battles can be played out in real time, and though the autoresolve option may look tempting, you should, at least on land, manage any battle in which you have a reasonable chance of winning. The most obvious reason is that they're enjoyable to command and enjoyable to watch. Thousands of units clash in a dizzying mass of artillery and bullets, camels and swordsmen, and as in prior Total War games, it's more about position, formation, and geography than about unit micromanagement. Garrisoning musketeers, and taking heat off of cavalry by keeping enemy gunmen occupied with melee infantry, are just a few of many possibilities to consider. Once armies clash, these prebattle decisions generally have far more impact than any midskirmish choice, and it's as enjoyable as ever to zoom in close to your troops and watch them engage. The landscapes are on the bland side, but soldier animations and the general amount of model detail make for a wonderful visual treat.
The other reason you'll want to play out most battles in real time is that the real-time AI is weak and can be exploited to your advantage. Enemy troops often fail to engage you, even when under direct fire. It isn't uncommon for your AI opponent to use only a few units at any given time and let you get an early upper hand, particularly when you have taken care with your formations during the deployment phase. This is especially true on settlement maps, in which narrow paths must be taken into account and buildings can be used for garrisoning. The AI is often confused by garrisoned troops, letting cavalry get pummeled by gunfire without taking any steps to reposition, even at higher difficulty settings. And at times the artificial intelligence is outright broken. On multiple occasions, we watched units refuse to engage or respond to attack commands, our own troops and the enemy troops milling among each other as if they were at a cocktail party rather than in the midst of battle. Other battle quirks--such as rare moments when movement across the map occurs in slow motion, as if troops are moving through mud instead of a grassy field--may also crop up.
  Real-time naval battles are another new feature, and they are the most impressive visual offering here. The water is absolutely stunning and the ships are incredibly detailed, down to the movement of sails and oars, as well as the movement of troops on the decks. As ships take damage, debris falls from the hull and litters the water, all while fireships may be volleying flames into the air. It's the best-looking naval combat in any game, and it is compelling when in top form. Like land battles, naval warfare benefits from smart positioning, and you can further micromanage by choosing different ammo types, firing your cannons manually, and even by grappling and boarding another ship. But as with land warfare, the AI seems incapable of managing the battle with much success on normal and hard difficulties. In dozens upon dozens of naval battles, the enemy deployed ships in the same exact manner and always focused on doing hull damage, but never on alternate strategies such as using grape shot to whittle down a crew and then initiating boarding. In a stand-alone naval skirmish using default deployments on normal AI settings, we won a battle after issuing a whopping two commands during the entire match; if you want a challenge in one-off naval battles, crank up the difficulty level to expert.
As problematic as the AI can be, both types of battles are fun to play, and the addition of oceanic combat fleshes out the package well, making for multifaceted gameplay that encompasses a lot more than it could be expected to. This includes a number of multiplayer options, both over a local area network and online. You can battle both on land and at sea in a one-off skirmish for up to eight players; take part in a one-on-one siege in which one player defends a fortress while the other attacks; or engage in a historical scenario, such as the battle of Brandywine Creek. Sadly, a full multiplayer campaign like the impressive 32-player extravaganza featured in Europa Universalis III is not yet part of this package, though developer Creative Assembly has announced that a multiplayer campaign mode will be added later.
The strengths of the core gameplay are far more apparent when you're playing against real people. As with prior Total War games, you get finite resources to spend on units of your choice, you can customize weather, and you can narrow unit selections to early or late 18th century. Without the bizarre AI behavior, you can concentrate on real battlefield tactics and not on exploitation, and matches can be an absolute blast. The measured approach and attempts to flank, the intimidating presence of a rocket troop, the final standoff of two fatigued units: These moments make Empire: Total War's multiplayer options worth returning to again and again. Naval battles are also much more fun when facing a human opponent, who will be likelier to slow your frigates by using chain shot, and to take advantage of tactical positioning and effective deployment.
However, you may very well need to turn down your graphics options when entering an online match, lest the frame rate drop to a crawl under the weight of the game's ambitions. Indeed, Empire: Total War requires a lot of horsepower to run, and it's prone to peculiar behavior, even on systems that exceed recommended requirements. We experienced a few crashes on several machines, and the game tends to slow the longer that it has been running. On two test systems, the soft haze applied to distant objects also blurred out some ship geometry and the onscreen compass, and various other graphical bugs cropped up from time to time. At least within battle, however, it seems that this power is being put to mostly good use; hundreds if not thousands of individually animated troops can be onscreen at any given time. Pleasant weather effects, the din of clashing swords, the pop of gunfire--all of these elements make for an enjoyable audiovisual experience during battles.
  It's impossible to condense an experience as broad and as rich as Empire: Total War to a few thousand words. Its complex amalgam of turn-based empire building and real-time skirmishing is exciting and involving, and it's both fuller and more streamlined than its predecessors. But like those predecessors, it inspires that compulsion to accomplish just one last turn, even when your eyes are bleary and your body longs for sleep. Although some rough edges are in serious need of sanding, this is a complex and rewarding game that will keep strategy fanatics tied to their keyboards for months at a time.


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Crysis 2

Saturday, October 19, 2013

Crysis 2 bears the weight of heavy expectations on its shoulders. PC gamers want a new system-crushing game to show off their hardware, and console players were promised the "best-looking game ever." In the wake of Modern Warfare's ascension, Crysis fans worried that the series' expansion to consoles would lead to a narrow, dumbed-down experience. Thankfully, Crysis 2 sidesteps the excessive simplification of recent shooters with Nanosuited grace. It mixes destruction with beauty, and manages to deliver a more focused experience than its predecessor while retaining the building blocks of what made the original Crysis unique. Crysis 2 is the kind of game that speaks in superlatives -- and even when it stumbles, it's quick to recover, always pushing forward to another amazing moment. Set in a 2024 that seems more like the day after tomorrow, Crysis 2 depicts New York City, under assault from all directions. A bizarre virus is devouring entire boroughs; the city is under uneasy martial law, brought about by a strained partnership between the military and private security conglomerate Crynet. Then the alien invasion begins, and things fall apart. As a marine named Alcatraz (Callsign? Codename? Rude parents? Crysis 2 never says), you arrive amidst devastation and chaos, sporting Crysis' trademark Nanosuit -- a semi-living suit of combat armor with advanced AI. The Nanosuit is the lens through which you view Crysis 2, and it adds a great sense of cohesiveness to the game. Once you hit the Start button, everything you see and do -- save for load screens -- occurs in first-person view. Instead of wading through weapon- and power-selection menus, you're presented with in medias res overlays and subtle visual effects, which indicate the Nanosuit's status. The Nanosuit has three modes: Stealth imparts near-invisibility; strength grants more powerful melee attacks, greatly increased movement speed, and jump height; and armor makes you something of a walking tank. Each power drains your suit's energy to varying degrees -- and Crysis 2's foundation lies in juggling these powers, finding new ways to combine them, and using them in unexpected ways. It's great, then, that Crytek presents such a varied playground in its torn and broken New York City. Crysis 2 shines most when you push the Nanosuit to the limits of what you think it can do, and the best moments come from points where you stop and ask "did I really just pull that off?" Crysis 2 is a collection of sandboxes, some enormous in size, all laid out to provide multiple options for tackling your objectives. Your suit's AI identifies strategic points of interest if you choose, allowing you to mark tactical points or elements, like weapon caches and enemy locations. After that, it's up to you: Will you crank up your armor, tear a mounted machine gun off its hinges, and walk through the front door? Or will you sneak in to flank an enemy position, silently murdering foe after foe?
Crysis 2's enemy AI is smart, yet believable. Sure, you can set enemies up for ambushes, but carelessness often provokes massive coordinated responses that require quick thinking to deal with. Combat usually spirals out from the initial encounter randomly, and most fights unfold differently each time you play them. Thank Crysis 2's environments, which aren't just wide, but also tall -- you can always find a way up and over, a way to come crashing down. When you fight Crynet's paramilitary forces, the ability to strike from on high and disorient your opponents is empowering and predatory. During encounters with the alien Ceph, the balance shifts; your attention isn't just on where you can go, it's where your more mobile foes can cut you off and ambush you. While you're the cliched one-man army, the tools at your disposal are primed to enable clever play more than brute force. The free-wheeling weapon customization from the original Crysis has returned, which allowed you to modify weapons with scopes, silencers, undercarriage attachments and such, and it's been joined by Nanosuit upgrades. The suit upgrade menu is actually your hand - twitching each finger selects a different subset of upgrades, and only one of each subset can be active at once.
This adds to Crysis 2's replayability, since the abilities you earn and the weapon modifications you find are available in all previously completed chapters, on any difficulty level. It's a sort of new game plus situation, without explicitly naming it as such. This makes up for Crysis 2's smaller playground. You want to have this game? download here patch here
 
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