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Anno 2070




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Game Story:

Summary

The scenario is set in the year 2070. Global warming has melted the Arctic ice cap, which has raised the global sea level so high that what used to be mountains are all that remains of land. The game has three factions: The Eden Initiative (referred to as the "Eco's"), Global Trust (referred to as the "Tycoons"), and the S.A.A.T. (referred to as the "Techs"). Eco's are environmental and build sustainable cities, but are inefficient and slow to expand. Tycoons are industrious and expand quickly, but have problems with pollution and dwindling resources. The Tech is a support faction available to the other two, and they are useful in researching the latest and most powerful technologies.

Game Info

The game-play includes "World Events"; special missions offered only for a limited time, allowing all players to band together and complete the missions. Completing missions will reward players depending on how many people participate.
  • First event: Neo Skulls Pirates - players answer the World Council's call to war against the pirates who threaten humanity with nuclear missiles.
  • Second event: Project Eden - players help the Eden Initiative activate "Former" technologies, which are high-performance air and water filtration systems, to fight pollution on islands.
  • Third event: Global Distrust - players help the Global Trust to prevent a global recession by expanding trades and decrease taxes to attract more inhabitants.
  • Fourth event: The Nordamark Conflict - players need to mediate a confrontation between Global Trust and Eden Initiative in a region called Nordamark with diplomats and a nuclear submarine, Orca.
There are also "Current Events", where a player can complete a particular quest for one of the three factions to gain rewards. Current Events change daily, unlike World Events, which can be around for several months.

In Anno 2070, politics are no longer defined by countries, boundaries, religions, races, etc., but how humans choose to produce energy. All humankind rally under one global government where the three main factions of the game control the world's decisions. Players can also vote for a World President and vote in Senate Council. Participation will give different effects to all players, depending on who is president or what bill was passed, until the next cycle of voting begins. For example, voting for the Tycoons' CEO Skylar Banes will increase productivity of manufacturing buildings.

Players can also gain achievement and rewards from just playing the game. Players can customize their Ark to fit personal preference, which only is for aesthetic, as well as gaining special rewards that affect gameplay.

Resources and technology upgrades can be carried on Arks, and be used in another game in "Continuous Mode".

Factions

  • Tycoon - Leader: Skylar Banes, CEO. This faction is representative of the Global Trust, Earth's number one leading energy supplier in 2070. Tycoons like to exploit resources quickly for immediate use, which leads to workers that are richer and can pay more taxes. The economy of a Tycoon player accelerates early in the game and declines gradually near the end, as their non-renewable resources run out (Tech's technologies can mitigate this setback however). In turn, Tycoons decrease the eco balance and affect the environment negatively. Tycoons rely on coal and nuclear plants for power, and their citizens enjoy hamburgers, wine and spending time at the Casino. Tycoon citizens do not worry about negative eco balance as much as their Eco counterparts, but they can't gain benefits from positive eco balance. To increase eco balance, Tycoons can build, for example, CO2 reservoirs and waste compactors.
  • Eco - Leader: Seamus Green, founder and spiritual leader. This faction is representative of the Eden Initiative, Earth's most influential environmental organization. Ecos rely on green technology to create their cities, which preserve nature and help the eco balance. Their cities are inefficient and slow to prosper, but Ecos' economy will be steady and reliable until the game's end. Ecos rely on wind and solar power, and their citizens enjoy drinking tea, eating health food and listening to orchestral music. Ecos are affected by negative eco balance more than Tycoons, but they can also benefit from a positive eco balance. To increase the eco balance, Ecos use ozone generators and weather changing stations, etc.
  • Tech  Leader: F.A.T.H.E.R., super-intelligent AI. This faction is representative of the S.A.A.T. (Scientific Academy for Advanced Technologies), and are the supreme inventors of technology and masters of the underwater world. They designed the Ark and E.V.E. (the player's in-game advisor), as well as building plans for aircraft, submarines, and missiles. Tech is the only faction that can live and work underwater on submerged plateaus. Farming algae and mining diamonds are a few things they can do underwater. Tech can research hydroelectric dams for energy and utilize marine current power plants underwater. Their people are scientists and like to study in research buildings. To advance to a higher level, their citizens need algae processed food from underwater cities, and they like to drink energy drinks (made from coffee and sugar).
 Supported OS : Windows XP SP3 / Windows Vista SP2 /Windows 7 SP1
Processor:
Intel Core2 Duo E4400 2.0 GHz or AMD Athlon64 X2 3800+ 2.0GHZ
RAM:
2 GB Windows XP - Vista - Windows 7
Video Card:
512 MB Direct X  9.0–compliant card with Shader Model 4.0 or higher (Radeon HD2600XT / GeForce 8800GT or better)
Sound Card:
Direct X 9.0 – compliant sound card
Direct X Version:
Direct X  June2010 or newer
Hard Drive Space:5
GB
Peripherals Supported:
Keyboard, Mouse
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Anno 1404




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Game Story:

Gameplay

As with other Anno games, the player, at the will of their unnamed country of origin, creates and manages their fief aside AI players. The player must colonize islands, plan settlements, set up factories and farms to meet their citizens needs, enter diplomatic relationships with AI players, and engage in naval and ground combat with others. 

One of the main foci of the game in the "city building setting" sense centers around the construction of monuments, namely a Gothic cathedral and an Arabic mosque. The construction phases of these monuments are dependent on certain preconditions which have to be met in order to continue building. The player also needs to stockpile building material in order to commence such a project. The process of the construction of the cathedral resembles very closely the castle/palace (and Asian Dragon Temple) feature that was displayed in 1404's predecessor, Anno 1701. 

Trade is an essential element of forward progress. Occidental populations can not grow past a certain level of success without Spice, and later Quartz, that can only be generated in Oriental lands. Although populations generate taxable income, it is difficult to generate enough gold to make meaningful capital investments without extensive trading. This is simplified by an automatic trading process that allows an island to make resources available to visiting merchant ships. 

As the player progresses through the game, he gains access to naval vessels and troops which allow him to invade and ultimately to defeat other players. Anno 1404 features an updated interface, bigger islands and worlds to explore, a sandbox mode and other features new to the Anno series.

Campaign plot

The campaign begins when the player is sent to administer a fief granted to him by the Emperor, in the Occident. The Emperor is unwell and Lord Richard Northburgh, cousin and treasurer of the Emperor, is building a magnificent Cathedral to pray for the Emperor's health. Meanwhile, Cardinal Lucius is making preparations for a Crusade against the Saracens of the Orient, aided by Guy Forcas. 

In the first few chapters of the campaign, the player learns the basics of game-play and the economy by assisting Northburgh and Forcas with supply and construction tasks, as well as meeting some of the other main characters. 

As the Crusader ships leave the harbor, North-burgh begins to uncover clues to a mysterious plot. He and the player travel to the Orient and befriend the Grand Vizier of the Sultan, Al Zahir, who helps the player to defeat a band of Corsairs and break up a child trafficking scheme. The plot thickens as further clues reveal that a main character is implicated in a sinister conspiracy to overthrow the Emperor himself. Because he comes too close to the truth, Lord North-burgh is captured and the player is tasked with unraveling the mystery. 

Over the next several chapters, the player must win over new allies, convince the leaders of the Crusade that they are being manipulated under false pretenses, and survive dire circumstances in order to defeat the villains and restore the Emperor to his rightful place. 

The campaign is divided into eight chapters and each chapter can be played on 3 different difficulties: easy, medium plus hard. Apart from the story elements, the campaign serves as a tutorial to prepare the player for the more rigorous scenarios and continuous game modes. 

All of the main characters encountered in the campaign are also encountered in the scenarios mode and can be selected as computer opponents in continuous games, although the actions of the characters during the campaign are unrelated to their actions in these modes apart from having similar personalities. Lord Northburgh and Al Zahir act as mentors and trade partners in the other modes, much like they do in the campaign.

Features in 1404

Anno 1404 has several new features that distinguish it from its three predecessors: Anno 1503, Anno 1602, and Anno 1701. These features include:
Occident and Orient
As was the case in Anno 1701, the game world is divided into two culturally distinct zones. In Anno 1404, these zones are inspired by, though not intended to be historically accurate to, northwestern Renaissance Europe and the medieval Near East, referred to as the Occident and the Orient respectively. One of the major differences between previous entries in the series and Anno 1404 is that players are required to build both occidental and oriental settlements simultaneously in order for the inhabitants of their settlements and available buildings to advance. Despite the addition of player-managed oriental settlements, the Occident remains the primary focus of the game. The Orient acts more of a trading partner in order for Occidental people to advance in class. In order for this to occur, Oriental goods such as spice, indigo and quartz must be produced and shipped from Oriental colonies.
Housing levels
There are a total of six levels of housing including both occidental and oriental settlements (one more than the levels included in Anno 1701). The four occidental levels are peasants, citizens, patricians and noblemen. The two oriental levels are nomads and envoys. In the Occident, the player starts by building peasant housing, and in the orient, the players start by building nomad housing, both of which advance when conditions are met. These conditions include the acquisition of goods as mentioned above, as well as the construction of specific buildings, such as a debtor's prison, bath house or a cathedral.
Civilization class ratios
In Anno 1701, every residential structure could be advanced to the uppermost class, so a city could be entirely made up of Patricians by the end of a game. In Anno 1404, a number of peasants are required to support a moderate amount of citizens who in turn support a number patricians and noblemen. There are several other factors that can impact the ratio of lower class to upper class, however. For instance, the number of envoys settled in the player's oriental settlements will satisfy a sum of the peasants and citizens required to support patricians and noblemen in occidental settlements.
New goods
Since the game takes place in the year 1404, the range of goods available is significantly different from the goods available in the previous games, which took place later in history (although goods like fish and beer were retained from the previous installments). Some of the new goods include spices, bread, meat, candlesticks, leather jerkins, and brocade robes for the Occident and dates, milk, carpets, pearl necklaces, and marzipan for the Orient.

Quests

Although quests are not new to Anno 1404, both it and its expansion, 'Anno 1404: Venice,' feature far more quests than previous games in the series. Quests are given at different intervals to the player by neutral powers, mentors like Northburgh and Al Zahir, and from various people living in the player's settlements. Computer opponents, if they become allies through diplomacy, will also offer quests to the player. Quests offer rewards such as honour points, ships, gold, goods or upgrades for settlements or ships (such as items to boost goods production in a settlement or increase the firepower of a ship). There are several quest types, including fetch quests, reverse fetch quests, sinking enemy ships, or finding specific individuals in a settlement (a mini game similar to Where's Waldo). Some quests of these quests can be quite complicated, with multiple smaller quests in the chain. The 'Anno 1404: Venice' expansion adds 300 new quests and two new types of quests: trading race and ship boarding. 
OS: Windows 2000/XP/Vista
Processor: 3.0 GHz CPU
Graphics:128 MB video card
Ram:1GB
Hard Disk Space:6GB
Keyboard and Mouse
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Anna




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Game Story:
Anna is a first-person horror adventure that explores the darkest depths of the human psyche. Set in an abandoned sawmill nestled high in the mountains, Anna challenges you to uncover horrific clues and use them to solve puzzles related to your character’s dark past.  As you play, Anna will change locations and unveil new secrets. The way you play will not only determine the mental health of your main character, but will also lead to one of three possible endings.

Features

  • A haunting  tale of psychological terror
  • Three possible endings, each determined by the player’s actions in the storyline
  • Physics-based environmental puzzles
  • A faithful 3D recreation of the Italian countryside and a sinister sawmill that await your exploration
  • Atmospheric soundtrack
  • Brain-twisting puzzles to solve and horrific clues to uncover
 Operating System: Windows  XP / Vista / Se7en
CPU: 3 GHz
RAM: 1 GB
Video: 256 Mb
Sound Card: Sound device compatible with Direct X  9.0
Free space on hard disk: 1 GB  
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Alone in the Dark




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Game Story:

Gameplay

The gameplay in Alone in the Dark differs greatly from other games in the series. It is set out through DVD-style "episodes", where the player can choose to start the game from the beginning, or choose to skip to a section if they get stuck. If they choose to do so, the past events are recollected in a "Previously on Alone in the Dark..." cutscene at the start of the episode.

Alone in the Dark has an interchangeable first and third person camera, and puzzle solving style gameplay. The environment plays a big part of core gameplay, as the player can pick up any object (such as pipes, wood, etc.) and use it as a melee weapon. It can also be used to smash in doors, and knock objects over. Fire is generated in real-time, as objects can be set alight by holding it over the fire, and it can be extinguished. If the fire isn't extinguished fast enough, the flames will continue to regenerate. The player can pick up objects, and combine to make different styles of weapons, however, only some objects can be combined with others. Any object which is shot at or thrown will be destroyed instantly.

If the player takes damage, open wounds appear on Edward's outfit. The player must use a medical spray, or if the wounds are too deep, use bandages to heal themselves. If Edward takes too much damage, the screen will flash red, and a heartbeat sound will be heard indicating that he is bleeding out.

Plot

The game begins with Edward Carnby, a paranormal investigator and the main character, being taken to the roof of the building he is in to be killed. The guard is killed by an unseen force, allowing Edward to escape. He has amnesia and doesn't remember anything. As he wanders the building looking for a way out, he witnesses several people being killed or possessed by "demonic" forces. During his search for an exit, he meets Sarah Flores, an art dealer (city planner in the PS2/Wii version). Together, they make their way to the parking garage, where they find Theophile Paddington, an old man who claims to know what’s going on. He says that the chaos in the building was caused by a stone that, until recently, was held by Edward. It had been taken from Edward by a man named Crowley, who released its power. Paddington has the stone now, and finally states that in order to end the chaos, Edward must follow the "Path of Light", before it is too late.

The three of them take a car from the garage and head out into the city, finding it in the same kind of chaos as the building they just left, after outrunning an apocalyptic earthquake with giant fissure wiping out the streets as it follows them they crash the car in Central Park. There, Paddington claims that he lacks the strength to continue. He hands the stone over to Edward and asks him and Sarah to meet him at the museum, then kills himself.

On the way to the museum, Edward finds out that his last name is Carnby. He tells his name to a doctor that he meets who tends to his wounds. As the doctor checks Edward’s medical history, he informs Edward that the only Edward Carnby in his records disappeared in 1938.

At the museum, the ghost of Paddington explains more about the stone. It contained Lucifer after he was cast out of heaven, until Crowley released him. Lucifer now wants to use the stone to bring about the end of the world. Paddington tells Edward that there is a secret in Central Park that will allow Edward to stop Lucifer. As Edward makes his way back to Central Park, Sarah remains at the museum, e-mailing excerpts from Paddington’s diary that she believes will help Edward. Once at Central Park, Edward meets Hermes, who holds a stone similar to the one that Edward has.

Edward and Hermes return to the museum to find Crowley holding Sarah at gunpoint, demanding Edward’s stone. Edward shoots Crowley in the head, then Hermes opens a cavern in the museum that leads to Lucifer’s gateway to reality. Hermes combines his stone with Edward’s then tells Edward that Lucifer will soon be reincarnated. As Lucifer begins to take Edward’s body, Sarah grabs the stone to prevent Edward from being possessed. At this point, the player is presented a choice to shoot Sarah to prevent her from being possessed, or do nothing. If the player chooses to shoot Sarah, Edward becomes possessed by Lucifer. Otherwise, Edward and Sarah hug and say goodbye as Sarah is taken over. Lucifer, who possessed Sarah, taunts Edward and asks him how it feels to be alone, to which Edward responds, "I'm used to it", and walks away as the game ends. It is unknown what happens to Edward, Sarah, and Hermes.

Alone in the Dark: Inferno

Alone in the Dark: Inferno is the PlayStation 3 version of the game, which was announced at the 2008 Games Convention in Leipzig. It addresses a number of gameplay issues found in the Xbox 360 version, such as the additions of full 360° camera control, a more zoomed-out third-person camera view, a more user-friendly inventory system and tighter driving mechanics. It also includes an exclusive new gameplay sequence found in Episode 6. The demo was released on the PlayStation Network on November 1, 2008.

Connection to Uwe Boll film

Originally, the game was to coincide with the release of the film version of Alone in the Dark. However, developer Eden Games decided to delay the game and rework it entirely from scratch, making it seem like the film appeared to deviate from the Alone in the Dark game franchise, save for the fact that the film was in some ways a sequel to Alone in the Dark: The New Nightmare.
Operating system: Windows Vista SP2 / Windows 7
CPU: 2.8 GHz Intel Pentium 4 or Athlon 64 2800+
Video Card: NVidia GeForce 7600 or ATI Radeon X1650 or better
RAM: 2GB
Disk space: 8.5GB
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Afterfall In Sanity




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Game Story:

Setting

In the Afterfall universe the World War II had ended differently.In the final moments of the war, Hitler managed to create his Wunderwaffe – a team of Nazi physicists finished the German atom bomb project. In January 1945, a V-2 rocket armed with a nuclear warhead fell on the Soviet army that was preparing to cross the Polish – German border. Military activities were stopped, and truce talks began. During these talks, first USA and then the USSR developed their own nuclear weapons. The atmosphere became tense.The border between Germany and Vistula wasn't ultimately set and Armia Krajowa or AK announced the creation of New Poland. In the aftermath of the treaties between Germany, USA and the USSR, New Poland became a buffer zone with US military bases spread around its territory.Thus begun the global Cold War. The US invested heavily in the development of Poland, especially its military industrial complex. Poland east of the Vistula and San – Socialist Republic of Eastern Poland - was under Russian influence and Warsaw, as its capital, was surrounded with the Warsaw Wall.In 1960, the rebellious Soviet general Kaiser fired a nuclear missile aimed at one of the USSR’s military bases in the former Eastern Poland. Kaiser announced that if USSR wouldn’t fulfill his demands, then had sixteen more of those missiles to fire. During the next seventeen days the USSR withdrew from the occupied part of Poland and Western Ukraine. Kaiser was proclaimed the Head of State and the era of Totalitarian Poland begun.The USA officially withdrew its army from Polish territories, but secret negotiations continued. They culminated with an unofficial agreement concerning further financial support and technological exchange.In 2011 Germany completed the development of a new bomb. Its real power was a mystery even to the bomb’s creators. One year later, the bomb called Entropy exploded over the English Channel. Whether by accident or part of an intentional action remains a mystery. As a result all of the rockets throughout the Cold War theater locked onto their targets and were fired at the same time. The Third World War became a fact; no one had time to ponder over the nature of that first explosion.Some of the people managed to hide in underground shelters which were a part of vast military complexes. Decades had passed before the first tentative expeditions were sent to the surface.



The year is 2035. About 20 years ago the citizens of The Republic had to search for a shelter from the hell of the Third World War. Yet, only few were fortunate enough to have a place waiting for them in the prepared shelters. With the passage of time the fear of death on the surface has become only an unpleasant memory, however, the seemingly safe hideout has turned out to be a curse which cannot be escaped. It was only a matter of time before somebody would snap, and thus the dream of safety becomes a nightmare prison.

Plot

The protagonist of Afterfall: InSanity is Albert Tokaj,a member of medical team which takes care of the mental and physical well-being of citizens living in the shelter.He specializes in the mental disorder called confinement syndrome caused by being locked-up for too long, yet he himself is not free of its symptoms. When all hell begins to break loose Albert has to find the answers to many questions, the where and the why, who is a real enemy and who a trusted friend.He will have to face the dangers lurking in the darkness of the shelter and in Albert’s own mind, battling with his own weaknesses and fears.
 OS: Windows XP, Vista or Windows 7
  CPU: Intel Core 2 Duo 2Ghz, AMD Athlon 64 x2 2Ghz or better
  RAM: 2GB for XP and 3GB for Vista/7
  HDD: 3 GB free disk space
  Graphics: 256 MB Graphics Memory
  Sound Card: Direct X 9 Compatible
  Direct X: Version 9
Graphics Cards: GeForce 8600GT / ATI equivalent or better
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Alice Madness Returns




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Game Story:

Gameplay

Alice: Madness Returns is a psychological horror video game from a third-person perspective. The player controls Alice for the entirety of the game for running, jumping, dodging and attacking.

In combat, Alice gains a small number of weapons that can be utilized in several ways. Her primary weapon is a vorpal blade, but she can also use a pepper grinder to rapidly hit a target from afar, a teapot cannon to launch an area attack, a hobby horse that can be used for powerful strikes or breaking down fragile walls, an umbrella to reflect the enemies attack and a clockwork bomb that attracts enemies or can be used as counterweight for various puzzles. By collecting teeth that are dropped by foes or found scattered about the levels, the player can upgrade some of these items to more powerful versions. Alice's health is tracked by a number of rose petals. Should Alice's health fall to zero during game play, the player is forced to start at the most recent checkpoint. Falling off platforms into bottomless pits or dangerous liquids do not damage Alice but restart her at a nearby platform. The game also introduces Hysteria, which can be used when Alice's health is very low, and it can only be used for a limited amount of time.

While working each level, the player can discover various secrets. A primary mechanic is to use Alice's shrinking potion to reduce in size, allowing her to walk through small spaces like keyholes, but also reveals invisible platforms and surfaces; after returning to normal size, these platforms slowly fade back to invisibility, requiring the player to remember their location. Pig's snouts, which make noise when the player is close, can be struck with the pepper grinder to reveal new paths. Radula rooms provide a short challenge to the player, which on completion grants a jar of paint; obtaining four jars earns the player another rose for Alice's health. Memories can be picked up that provide voiceovers revealing parts of the game's backstory.

Upon completion, the player can start a new game plus, letting them play through the game again but keeping all their weapons and upgrades from the previous attempt. From the menu, the player can also review the memories that they have found within the game.

Plot

Within events of the first game, Alice Liddell becomes insane, believing herself responsible for a fire that consumed her home and her family, escaping into a twisted version of Wonderland. While held at Rutledge Asylum for treatment, Alice was able to conquer her doubts, and eventually was released from the ward. Alice: Madness Returns takes place in 1875, a year after Alice's release. Alice, now 19 years old,resides at an orphanage in Victorian London, under the care of Doctor Angus Bumby, a psychiatrist that uses hypnotism to help his child patients forget their memories. Though she believes herself cured of her madness, hallucinations of Wonderland continue to appear.

During an errand, Alice is struck by a hallucination and believes herself to be in Wonderland again. Though initially idyllic, the peaceful land quickly becomes corrupted by the Infernal Train that rampages through it, leaving behind the Ruin, a force that attempts to stop Alice. Alice meets with the Cheshire Cat who affirms that it is some outside force, not Alice, that has caused this corruption, and urges her to seek out former friend and foe to discover the source of the Train. Throughout the rest of the game, the player witnesses periods where Alice briefly returns to reality between episodes occurring within Wonderland. In the real world, Alice learns from the family lawyer that her sister, Lizzie, was first to die in the fire, despite being the farthest from its source, and had been locked in her room.

Within the corrupted Wonderland, Alice attempts to learn more from Wonderland's various citizens, including the Mad Hatter, the Mock Turtle, the Walrus and the Carpenter, and the Caterpillar. She is ultimately told that the Queen of Hearts still lives despite her defeat at Alice's hands before, though in diminished capacity. At the Queen's castle, Alice discovers the Queen has taken on the appearance of her sister, although the art book implies that the Queen is mainly an avatar for Alice herself. The Queen reveals that an entity called the Doll Maker has taken over the Infernal Train and is corrupting Wonderland.

On return to London, Alice starts to recall her memories of the night of the fire, and realizes that Dr. Bumby was there. She comes to the conclusion that Dr. Bumby is attempting to erase the memories of the fire from her mind and, as he has done with other children, trying to leave her as a "blank toy" to be taken by child molesters for a price. Furious, Alice accosts both Dr. Bumby in the real world at the Moor-gate station train station and Dr. Bumby's Wonderland counterpart, the Doll Maker, in her fantasy. Dr. Bumby admits to his crime, and even attests to setting Alice's home on fire after Lizzie refused his advances, removing any witnesses. He continues to point out that by wiping out her Wonderland, she too will forget the events of that night, while he will continue to be seen as an upper-class member of society. Alice fights and defeats the Doll Maker in Wonderland, giving her the strength in the real world to push Dr. Bumby into the path of an oncoming train. As Alice leaves the station, she finds herself in a hybrid vision of London mixed with Wonderland. Alice wanders into the somewhat unknown "Londerland" terrain as the Cheshire Cat monologues that Alice's memories, though damaged, are safe for the time being.
Operating system: Windows 7 SP1, Windows Vista with SP2, Windows XP with SP3
Processor: Intel Core2 Duo or AMD Athlon X2 running at 1.60GHz or greater
Memory: 2GB or greater
Hard Disk Space: 8.5 GB
Video: NVIDIA GeForce 7600 or ATI Radeon X1650 or greater
Sound: Direct X 9.0c compatible
Keyboard and Mouse
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American McGee's Alice




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Game Story:

Plot

Shortly after her second adventure, Through the Looking-Glass, Alice's house is burnt down by an accidental fire, killing her family and leaving her as the only survivor. As time progresses Alice loses touch with reality. She is institutionalized in Rutledge Asylum, where she is observed and treated by Dr. Heironymous Wilson. Alice's only possession in Rutledge is a stuffed rabbit. Ten years after Alice was committed to Rutledge, she finds herself sucked back into a Wonderland that has been twisted by her own broken mind. The White Rabbit summons Alice to aid a radically altered Wonderland, which became a twisted version of itself as it came under the horrible rule of the Queen of Hearts. The Cheshire Cat serves as Alice's companion throughout the game, frequently appearing to guide her with cryptic comments.

Setting


The game's setting presents a considerably more macabre rendition of Wonderland than seen in Lewis Carroll's original portrayal. Wonderland, being a creation of Alice's mind, has been corrupted by her insanity. Alice's primary objective is to save Wonderland, and in doing so restore her own sanity.

When Alice falls down the rabbit hole, she finds herself in the Village of the Doomed. This network of tunnels and caves is the home of the Torch Gnomes, and is patrolled by the Queen of Hearts' card guards. Beyond the subterranean village is the Fortress of Doors, where the main attraction is a school of insane children. Within the school lies an ancient book of recipes for magic potions, as well as the ingredients for one concoction in particular which will be useful to Alice.
World map of Wonderland

Beyond the fortress and across a rough, uncharted landscape lies the Vale of Tears, where Alice's friends Bill McGill and the Mock Turtle reside, along with the Duchess. A giant river runs throughout the gloomy, mist-shrouded landscape, and another aquatic location is accessible through a well inside Bill McGill's house. The well is sealed until the Duchess is slain.

On the other side of the Vale of Tears lies Wonderland Woods, one of the largest regions in the game. The woods are initially filled by ponds, cliffs and jump mushrooms, but much deeper into the woods is a region of rock and magma. This section leads to several new regions including the Cave of the Oracle, the Pale Realm, the Jabberwock's Lair, and the Majestic Maze. The Cave of the Oracle is home to a wise entity that is revealed later to be the Caterpillar.

The Pale Realm makes a transition to the surface of a chessboard, as delving further into this area leads to the White Castle of Looking Glass Land, which is home to life-size chess pieces; the White pieces join Alice in the fight against the Red pieces, a deviation from her normally unhelpful "allies" from earlier portions of the game. Alice is twice transformed into a chess piece herself to pass certain obstacles.

Following this is a distorted version of Rutledge Asylum (where Alice has been incarcerated since her parents' tragic deaths). It is run by Tweedle Dee and Tweedledum and also houses the Mad Hatter's laboratory.

The path to the Jabberwock's Lair leads into the Land of Fire and Brimstone, a volcanic region of Wonderland and a reminder of the fire in which her family died. It is here that the terrible Jabberwock—a semi-mechanized servant of the Queen of Hearts and the incarnation of Alice's guilt—resides, in the remains of Alice's old home.

The Majestic Maze ends on the road to Queen of Hearts Land, a region heavily guarded by card guards, boojums, and other members of the Queen of Hearts' personal army.

Queensland is the final province of Wonderland. In it lies the Heart Palace from which the Queen of Hearts commands. Tentacles and other repulsive appendages are seen protruding from every organic wall in this area, and numerous areas even resemble body parts, giving the impression that Alice is travelling through her own body.

Characters

Main article: List of characters in American McGee's Alice

The game's characters are generally based on the inhabitants of Lewis Carroll's original novels, but they do not demonstrate the same identities. Many of them are warped incarnations of their conventional selves. The casebook of Q. Wilson (a supplement included with the game and written from the point of view of Alice's doctor) suggests that many of the characters Alice encounters in Wonderland are symbolic of real life people who get through to the catatonic Alice in some way. Other characters within the game are metaphors for Alice's own feelings, and because she is unhappy, they have become twisted. Some people (Cheshire Cat, White Rabbit) help her; others (Mad Hatter, Queen of Hearts) try to cause pain, first by taking away those she loves and then by taking her down with them.
PII 400 or equivalent
64 MB RAM
16 MB graphic card
580 MB hard drive space
4X CD-ROM
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DirectX v7.0
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Alan Wake's American Nightmare





Game Trailer:

Game Story:

Story

The plot of American Nightmare is framed by the narration of an episode of the fictional TV show, "Night Springs," which follows the style of The Twilight Zone and appeared on television screens throughout the original Alan Wake.

Alan Wake's friend and manager, Barry, is asleep in a motel room. The narration explains that Alan is attempting to chase down the "herald of darkness", Mr. Scratch, who is Alan's evil doppleganger created by a dark force. Scratch is determined to take away everything Alan loves, including his wife, Alice. Alan, as the "champion of light," has the ability to rewrite reality, and was able to write his escape from Cauldron Lake in Washington. He ends up near the small town of Night Springs, Arizona, and learns that he has been missing from the real world for nearly two years.

A nearby oil derrick erupts with several foes controlled by Mr. Scratch. Seeking light, Alan runs to a nearby motel, where he encounters Emma Sloan, who at first thinks he is Mr. Scratch, since they look identical. She tells Alan that Scratch was at the motel the night before, and provides Alan with a typewritten page, a way to alter reality to destroy the derrick and stop the foes. Alan follows its instructions, which causes a meteor to collide with a satellite, sending it hurtling towards the ground, where it then collides with the oil derrick. While Alan is away performing this task, the dark forces consume Emma.

Following clues he found at the motel, along with a set of keys, Alan heads to a nearby observatory. There, Dr. Rachel Meadows, who also met Mr. Scratch previously, is tracking a mysterious signal sent just before the satellite was knocked out of orbit. Rachel tells Alan that Mr. Scratch was very interested in this signal, and Alan surmises that it must contain the key to fighting the darkness. While attempting to obtain the complete signal, the observatory's telescope is sabotaged by the darkness, which reinforces Alan's belief that the signal contains something he needs. After repairing the damage, a portion of the signal comes through that translates into a page of a story: a new reality that Alan can presumably implement.

The page points him to a nearby drive-in theater, where he meets Serena Valdivia, who is under the influence of the darkness. After freeing her by restoring power and switching the lights on, Serena tells Alan that Mr. Scratch is trying to prevent the sun from ever rising again. She gives Alan the security code to the projection room where he can change reality. Alan uses the incomplete message to try to set the new reality. However, as the message is only partial, the new reality does not take effect. Mr. Scratch appears, gloating, and sends Alan back in time to a few hours before.

Waking up again near the motel, Alan repeats many of the same motions. Emma and Rachel still have some deja vu of the previous loop's events, and have helped performed some of Alan's previous tasks for him. Despite his efforts to change events this time around, Emma is nevertheless consumed again by the darkness. Rachel is able to capture a longer portion of the signal this time, but it is still incomplete. When Alan returns to the drive-in theater, he is again unable to complete the new reality and is sent back in time again by Mr. Scratch.

Alan repeats his actions for a third time, but this time, he is able to save Emma and gain the complete message from Rachel. He sets the correct series of events in the projection room, which triggers the projector to show a film made by Alice. Mr. Scratch appears again, but discovers that Alan has successfully written the new reality, and he is burned out of existence by the film. On the screen, Alan appears to reunite with Alice along a sun-lit shoreline; however, the narrator notes that this could quite possibly be just a figment of Alan's imagination, since he is still trapped in the dark place.

After completion of the game's credits, Barry wakes up suddenly, believing he has heard Alan's voice.

Gameplay

Alan Wake's American Nightmare makes use of the same combat mechanics found in the original Alan Wake: Alan has a flashlight, which must be focused on enemies before firing weapons at them. American Nightmare is more battle-focused, containing more ammunition and a wider variety of weapons, including a machine gun, a nail gun, a crossbow, and flashbangs, among others. Some weapons are unlocked via cases found throughout the maps, which each require a certain number of acquired manuscript pages to open. Collectible pages were also featured in the original Alan Wake, though they had only served to provide an additional story element.

The game also features an arcade mode, where Alan is set against increasingly difficult waves of enemies. New arcade maps are unlocked as they are successfully beaten, while available weapons are determined by the number of pages that have been recovered in story mode.

 OS: Windows XP, Vista or Windows 7 
CPU: Intel Core 2 Quad 2.6 GHz or Athlon II X4 650
 RAM: 4 GB 
HDD: 8 GB free disk space 
Graphics: 512 MB Graphics Memory
Sound Card: Direct X 9 Compatible
Direct X: Version 9  
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