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May 29th, 2012, 23:13 Posted By: wraggster
To say that Microsoft has a lot riding on Windows 8 is a bit of an understatement. The upcoming OS needs to prove that Windows can stay relevant in a world where desktop-based programs are increasingly giving way to cloud apps, and mobile devices are eclipsing PCs as the center of people's computing lives. Can Windows 8 succeed in that mission? The real answer will have to wait, but in the meantime I've laid out some potential success-or-failure factors over at SlashCloud.
http://tech.slashdot.org/story/12/05...ud-based-world
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May 29th, 2012, 23:00 Posted By: wraggster
Facebook could pay over $1 billion in a deal to acquire the Opera browser software.
According to Reuters, Opera’s share price shot up by 20 per cent while Facebook was in negotiations to buy the company. Meanwhile analysts, predict that competition from other buyers could push a final purchase price over the $1 billion mark.
The deal would give Facebook further options in monetising their mobile user base, as well as offer possibilities for the rumoured Facebook phone.
Nonetheless, a key challenge could arise from Google, which has a number of key strategic relationships in place with Opera.
In addition to this, Opera’s founder and largest shareholder Jon Tetzchner reportedly believes the company should focus on organic growth rather than a takeover.
http://www.pcr-online.biz/news/read/...r-opera/028409
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May 29th, 2012, 01:28 Posted By: wraggster
Kingdoms of Amalur: Reckoning 2 was in "pre-production" at 38 Studios' Big Huge Games in Maryland before all employees were let go last week. Several sources with knowledge of the situation tell Joystiq that the company was in advanced talks with a publisher before the events that led to the dissolution of the team.
Even if the Big Huge Games team could be salvaged under a different banner, it is unlikely that they could work on Reckoning 2. The intellectual property, tech and code (the latter used as a springboard) required to make a sequel is still owned by 38 Studios for the time being, but will likely soon be owned by the state of Rhode Island. Sources close to discussions with Rhode Island tell us that the state's asking price to release assets is too high.
Elements tested for the sequel were higher graphics quality across the board, no loading screens between zones, expanded and improved combat animations, fewer branching quests and greater effect on the world by players.
http://www.joystiq.com/2012/05/28/ki...re-production/
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May 29th, 2012, 00:51 Posted By: wraggster
Firefly's free-to-play beaten only by Team Fortress 2
Firely studios claims that Stronghold Kingdoms has been ranked second in popularity among free-to-play games on Steam since its February launch.
Kingdoms is an MMO adaptation of the award-winning tactical castle-building games from the London based Firefly.
The game has held the position for three months, fending off newcomers and battling its way into the top ten most played on Steam.
The only title in the category that seems untouchable is Valve's own Team Fortress 2, which has held the top spot ever since the hat crazed cartoon shooter first went free to play.
Firefly says Kingdoms has nearly reached the company goal of a million users since the release of German, Russian, and French worlds, and the game's launch on the Steam platform.
http://www.develop-online.net/news/4...ular-Steam-F2P
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May 28th, 2012, 21:46 Posted By: wraggster
With The Elder Scrolls Online, Zenimax Online Studios is widening the scope of the long-running RPG series by opening up its expansive universe to more than just individual heroes for the first time.
We'll be revealing more details on the game over the next couple of weeks, and below you'll find everything we publish helpfully collated into one place.
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May 28th, 2012, 21:42 Posted By: wraggster
Kojima Productions is working on a new entry in the Zone Of The Enders mech shooter series.
The project is currently named Enders Project, is currently in the early prototyping phase and will use the studios next-generation in-house Fox engine.
The news came during the preview event for Zone Of The Enders HD, a remake of the first two games (including sequel Zone Of The Enders: The 2nd Runner) that it was revealed is set for release October 25 this year.
Hideo Kojima is acting as a producer on the project, but his primary focus remains his own Ogre Project. Ryosuke Toriyama will be the primary producer, and has revealed that the team is currently busy making real models of mechs and converting them into game assets.
http://www.edge-online.com/news/zone...quel-announced
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May 28th, 2012, 21:37 Posted By: wraggster
Gaikai has signed a deal with Hawken developer Adhesive to stream its multiplayer mech shooter when it enters open beta this December.
The game was demonstrated during the keynote at this year's GPU Technology Conference', running on an Nvidia twin-Kepler set up capable of sending high-end games to any device able to receive encoded video - even if it doesn't have an in-built GPU.
Watch the video below to hear Gaikai founder David Perry talk about features such as social network-powered instant drop-in multiplayer, the latest developments in Cloud gaming and why he believes Gaikai will beat Hollywood in terms of reach.
http://www.edge-online.com/news/gaik...-gpu-less-tech
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May 28th, 2012, 21:27 Posted By: wraggster
EA has launched a free-to-play Command & Conquer MMO named Tiberium Alliances in a new move for the franchise that keeps on giving.
This iteration of the brand sees the GDI and Nod factions pitted against each other as they harvest resources (tiberium, anyone?) and build armies.
Players choose GDI or Nod, then play against each other or AI-controlled factions, defending bases and sending out scouts to grab more land.
As it's browser-based, the game is cross platform, and EA hopes to introduce cloud-saved game data in a few months to make it accessible across web brwosers and movile devices. Ie you'll be able to jump in and play it, no matter where you are or what tech you have with you.
http://www.pcr-online.biz/news/read/...ces-mmo/028392
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May 28th, 2012, 21:23 Posted By: wraggster
Microsoft will be running a $15 upgrade to Windows 8 Pro for customers who purchase a Windows 7 PC from June 2nd.
The limited-time offer will run until January 31st 2013, and all customers who choose to upgrade will be invited to exclusive workshops to learn more about Windows 8.
Windows 8 will feature Internet Explorer 10, a new start screen, and will be compatible with touch-enabled PCs. ‘Its Windows reimaged and reinvented from a solid core of Windows 7 speed and reliability’ states Microsoft’s website.
Three years ago Microsoft sucessfully run a similar program for Vista-to-Windows 7 upgrades. Windows 8’s final release is expected to take place sometime in October 2012.
http://www.pcr-online.biz/news/read/...than-10/028399
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May 28th, 2012, 21:20 Posted By: wraggster
New speculation as pressure builds on Facebook to monetise its mobile users.
It's back again – the fabled Facebook phone. Or at least, whispers surrounding its existence.
In the past this mythical device ended up as a hard button on the HTC Status or another of INQ's themed handsets. There were strong rumours of a collaboration with HTC on a 'project Buffy' last year, but this seemed to go nowhere.
But now the New York Times has reported it could be back in some form. It says that Facebook hopes to release its own smartphone by next year, and cites sources who say the firm has recruited a team of former Apple engineers to build it.
Facebook did not respond directly to the issue and merely alluded to a previous statement last year that said: “We’re working across the entire mobile industry; with operators, hardware manufacturers, OS providers, and application developers.”
There's certainly pressure in the social media giant to do something dramatic in mobile. Over half of its 900m users access the site from the mobile channel, but Facebook has failed to convert its ad play over to its apps and handheld sites.
http://www.mobile-ent.biz/news/read/...surface/018144
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May 28th, 2012, 21:18 Posted By: wraggster
The blogosphere is alive with reports that, a week after the IPO frenzy, Facebook is still hot on the acquisition trail.
It's far from the first time the social media giant has been linked with Israeli Face.com, which develops facial recognition software and is behind the Photo Tagger and KLIK apps.
It also offers an API so that third party developers can roll face recognition into their products.
The whole image recognition thing is heating up as handset firms and OTT players consider ways to make the user experience on mobile more friendly. It's used, for example, as an alternative to user PIN on the Nexus phone.
Photo tagging is, of course, a huge part of Facebook's appeal, and given that it's just acquired Instagram, any improvement in its imaging capabilities would be welcome.
http://www.mobile-ent.biz/news/read/...on-firm/018148
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May 28th, 2012, 01:28 Posted By: wraggster
via http://www.emucr.com/
D2X-XL v1.16.13 is released. D2X is a port of Descent 2 to OpenGL. It is an open source project and has received a lot of enhancements compared to Descent 2. My work on this project would not have been possible if hadn't been for the people who initially implemented the OpenGL and SDL code in D2X, so my thanks to them: It is for them that we can still play this great game on modern hardware. My thanks also to the many people who have provided input for this project, be it in the form of bug reports, great ideas, logos, encouragement, or other.
Descent 2 is a pretty old game, and further development has slowed down; so there are a few issues - some still stemming from the original Descent 2 - that have never been adressed or solved in D2X.
As I still like Descent 2 pretty much, I was always looking for a way to get rid of the things that plagued me most in Descent 2. Getting hold of the D2X source files and being able to create a MS Visual C++ 6 project for D2X finally enabled me to fix these annoyances.
D2X-XL Features:
- Full colored lighting, lightmaps, per pixel lighting
- Smoke, lightning, volumetric glare, gun effects (light and smoke trails, tracers, lightning bolts, dynamic shield effects, thruster flames, transparent, additively blended explosions)
- Anaglyph 3D rendering (amber/blue, red/cyan, green/magenta)
- Many multiplayer enhancements (true CTF, Entropy, Monsterball, up to 16 players, tracker support, UDP/IP connectivity)
- Massive level building enhancements (up to 20000 segments and 2000 walls, triangular segments, new segment types, new programmable trigger types, sound and effect objects, cameras, in-level teleports)
- Many gameplay enhancements (improved collision detection, improved collision physics, framerate independent weapon behavior, improved cockpit)
- High resolution textures, ship and robot models, high quality sound
- Allows full per mission modding of all game elements (models, AI, textures, sound, music)
- In-game context-based help function
- Simple automatic installation
- Sophisticated level editor (flexible interface, OpenGL renderer, 1st and 3rd person views, advanced lighting and segment editing functions)
- and much, much more
http://www.descent2.de/files/d2x-xl-win-1.16.13.exe
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May 28th, 2012, 01:17 Posted By: wraggster
via http://www.aep-emu.de/
A new stable version of the Doom, Heretic and Hexen source port Doomsday Engine has been released.
You can find some shareware versions of Doom and other ID games at Q-Marines DOOM WADs Dat project page.
Quote:
In 1.9.8 we have refactored some of the core components of the engine. We are no longer relying on the rather limited SDL framework for operating system services. Instead, we are now using Qt and C++. This should bear important long-term benefits as we now have a lot of functionality at our disposal in a platform-independent manner. We have also refactored the map data structures with higher-precision coordinates and improved the BSP builder in preparation for the future.
List of important changes in Doomsday version 1.9.8:
Fixed bugs
Audio
- Hexen: Environment Wind sounds (e.g. Map01). There was a sound prioritization issue at map start.
- Priorities defined in Sound definitions are used to determine when a sound can stop a previously playing sound from the same emitter (e.g., Cyberdemon and Mastermind alert sound is not cut off by their footsteps).
Console
Brackets can again be typed in the console: { }
[[rend-dev-wireframe]] should not be written to game config file.
Gameplay
Heretic: Flying creatures would sometimes get stuck. {{sfbug|3495787}}
Hexen: disallow warping while dead to prevent zombification.
Graphics and resources
Detect support for non-power-of-two OpenGL textures and don´t try to use them if support is not available. Fixes the problem of the game UI/infine background textures being fully white, while the console is drawn ok.
Detail texture contrast normalization is now taken into account when rendering. {{sfbug|3496778}}
Hexen: The demo IWAD was not being recognized. The buggy version of the demo IWAD is now supported as a separate game mode.
Hexen: crash when rendering particles. {{sfbug|3496963}}
Input
Added variable [[input-sharp]]: all input events are processed only on the "sharp" 35 Hz ticks to comply with the behavior of the original games.
New and improved input device axis position/delta filtering. Replaces the old mouse filter ([[input-mouse-filter]] has been removed).
With the Sidestep (strafe) control, mouse/joystick axis positions were interpretered incorrectly. {{sfbug|3510109}}
Multiplayer
Hexen: [[setclass]] should not be immediate, now only takes effect after respawning.
Fixed crash when using items from the inventory. {{sfbug|3496874}}
Hexen co-op: weapons for all player classes should be spawned. {{sfbug|1572194}}
UI and menus
The game´s main menu should never scroll up and down.
Shift+Esc would not always open the Control Panel, sometimes only the Menu: now Shift alone does not activate the game menu.
Deleting the default Return binding of "menuselect" is no longer allowed in the Controls menu.
Changing the binding of the Delete key is not allowed any more in the Controls menu.
The auto aim menu option was changed to "disable autoaim".
In the menu, sound effects were played twice simultaneously when toggling "yes/no" options.
Hexen: title in the skill level menu is way over to the left.
HacX: skill level menu goes off the side of the screen.
Unix
make uninstall failed to remove the ´´´snowberry´´´ directory.
´´´launch-doomsday´´´ and the ´´´.desktop´´´ file must use the paths defined in the build configuration.
Changes
Audio
Use audio interfaces from multiple audio plugins. E.g., SFX from FMOD and Music from winmm (for MIDI). See [[-isfx]], [[-imusic]], [[-icd]].
Added variable [[sound-overlap-stop]] (default: 1) that allows only one sound to be emitted at a time by a sound source (to comply with original Doom engine behavior).
Default reverb strength is now 0.5 (previously 1.0).
Console
Console half/fullscreen mode is now toggled with Alt-Tilde. (The ~ character can be typed with Shift-Tilde.)
New command [[apropos (Cmd)]] that summarizes all information containing a specific search term. Looks up variables, commands, aliases and games. For instance: apropos sound
New commands [[setwinres]] and [[setfullres]] that set resolution and window mode at same time.
If shutting down during startup, don´t write config files if they haven´t been read yet.
Gameplay
Doom and Heretic: added variable [[game-monsters-floatoverblocking]] to allow flying creatures to float upwards over things that block their way.
Graphics and resources
Qt-based window management.
Game window can be resized dynamically (in windowed mode).
Default binding for F11 is to toggle fullscreen mode.
Built-in support for detecting and changing display modes.
Optimized resource subsystem performance for a faster engine startup.
Removed fixed upper limit of 768 defined models in use.
Added variable [[vid-vsync]]: enable or disable vsync. Also available in the Control Panel.
Added variable [[vid-fsaa]]: enable or disable full-scene antialiasing. Also available in the Control Panel.
Multiplayer
Saving during a multiplayer game is disabled. This feature will be restored in a future release.
Removed fatal error causing [[server-game-coop-nothing]] that was preventing spawning of players.
Dedicated servers conserve CPU when no clients connected (if [[-noinput]] is being used to run a background server).
UI and menus
Control Panel´s video mode list shows the actual display modes supported by the system.
FSAA and Vsync can be toggled in the Control Panel under Video settings.
Variable [[game-pause-focuslost]]: auto-pause when the game window loses focus.
Command [[releasemouse]]: releases the mouse pointer. By default bound to Alt-F11.
Added a new binding context called "global" for bindings that are always active and override all the other binding contexts.
Frontend: updated Portuguese Brazilian translation.
Platform-specific
Windows
Numpad Divide key and the forward slash are now considered to be two separate keys.
Mac OS X and X11
Not using SDL any more for setting/getting display color transfer table (gamma ramp).
System-level [[configuration file]]s ´´´/etc/doomsday/paths´´´ and ´´´~/.doomsday/paths´´´ can be used for specifying the basedir, libdir, and iwaddir.
Unix
Snowberry can be excluded from the build.
Contributors
[http://sourceforge.net/users/vvv1 vvv1] qmake changes: Snowberry installation; X11 testing/debugging
NTI: updated Brazilian Portuguese translation for Snowberry
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May 28th, 2012, 01:16 Posted By: wraggster
via http://www.aep-emu.de/
Q-Gears is an attempt to make a clone of Squaresoft´s Final Fantasy 7 game engine.
It is designed to be cross-platform and run on modern operating systems.
Quote:
2012-05-19
----------
- [Export FFVII] Add exporting with correct scale (must be set in export.cfg for now). [Akari]
- [Background] Add background init and resizing corrently depending on resolution. [Akari]
- [Export FFVII] Fix background depth export. [Akari]
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May 28th, 2012, 00:44 Posted By: wraggster
via http://www.aep-emu.de/
OpenGOO is an open source (GPLv3) clone of World of Goo.
Quote:
Made by Martino Ferrari
This software is released under the GPLv3 license
CREDITS
----
Ferrari Martino
Torsello Marco
and great thanks to Oleksiy Slyshyk for MSVC PATCH!
------------------------------------------------
WIKI https://github.com/Mandarancio/OpenGOO/wiki
------------------------------------------------
DEPENDENCIES
----
-Box2d 2.2.1
-Qt4 and QT4 opengl module
-Gcc
-QMake
-Make
TO COMPILE
----
Move to the folder that contains the source [example OpenGOO]
cd ~/OpenGOO
qmake
make
TO RUN
----
Move to the folder that contains the executable.
Make sure that in this folder also level-svg.level and menu.index are present (if not copy them there).
./OpenGOO
If you want more debug output
./OpenGOO -Debug
ATTENZIONE/ATTENTION
Il file di livello (level-svg.level) e di menu (menu.index) deve essere nella cartella dell´eseguibile.
The level file (level-svg.level) and menu file (menu.index) must be in the executable folder.
FOR MORE LEVELS GO: http://opengoolevels.comeze.com/
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May 28th, 2012, 00:39 Posted By: wraggster
via http://www.aep-emu.de/
FreeCol is an open source project that aims to provide a free Colonization clone. FreeCol is released under the GPL.
Quote:
FreeCol 0.10.5 has been released. This is mainly a bug-fix release to fix serious game corrupting bugs in 0.10.4.
A few other bugs have been fixed, and the amount of lumber delivered when a forest tile is cleared is now more Col1 compatible.
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May 27th, 2012, 22:34 Posted By: wraggster
The gaming world was a much simpler place back in 2009 when cloud-based gameplay streaming couldn't possibly work - at least not to anywhere near the degree of the claims being made at the time. And yet, despite falling short of the local experience and indeed the scant quoted metrics on performance, OnLive could be played. It was sub-optimal in many ways, but it was playable. It delivered a viable first-gen end product which was ripe for improvement, and just three years later we are seeing workable solutions being introduced that could change everything.At the recent GPU Technology Conference, NVIDIA set out to do exactly that with the unveiling of its new GeForce GRID, an important innovation that potentially solves a lot of problems, both client and server side. Up until now, it's believed that cloud gaming has been achieved by connecting the user to a single PC inside the datacentre with its own discrete GPU. This is hardly power-efficient and it's also very expensive - however, it was also necessary, because graphics cores could not be virtualised across several users in the same way that CPUs have been for some time now. GRID is perhaps the turning point, offering full GPU virtualisation with a power budget of 75W per user. This means that servers can be smaller, cheaper, easier to cool and use less energy.GRID also targets the quality of the client-side experience, too, in that NVIDIA believes it has made key in-roads in tackling latency, the single biggest barrier to cloud gaming's success. So confident is the company of its technology that it has even committed to actual detailed metrics. So let's have a quick look at the gameplay streaming world as viewed by NVIDIA."GeForce GRID is all about minimising server and encoding latency, bringing the Cloud closer to console levels of input lag."
NVIDIA's outlook on Cloud. Perhaps we're seeing best-case scenarios being compared to worst-case as our OnLive measurements only match 'Cloud Gen I' when the service is running poorly. In other cases we see a good 50ms advantage over what is posted here. However, other metrics like 'console plus TV' do tally with our experiences.
The slide on the left, seeking to put latency into context, is perhaps a bit of a red herring on first reading, certainly for a core gamer - perhaps for any console owner. The difference in response between Modern Warfare 3 and virtually any 30FPS shooter is obvious and is a defining factor in why it is the top-selling console shooter. However, there does seem to be a perceptual threshold at which latency actively impedes gameplay or simply doesn't "feel" right - hence GTA4 feeling muggy to control, and Killzone 2 attracting so much criticism for its controls (fixed in the sequel). And we'd concur that this does seem to be around the 200ms mark, factoring in input plus display lag.The slide on the right is where things get interesting. The bottom "console plus TV" metric is actually pretty optimistic for standard 30FPS console gameplay (116ms to 133ms is closer to the console norm based on our measurements), but, on the flipside, the 66ms display lag feels a touch over-inflated. The "Cloud Gen I" bar tallies with our OnLive experiences - or rather, OnLive operating generally below par. At its best, and factoring in NVIDIA's 66ms display lag, it would actually be closer to 216ms rather than the indicated 283ms, and just a frame or two away from typical local console lag in a 30FPS game.The top bar is NVIDIA's stated aim for GeForce GRID - a touch under 150ms, including display latency. Now, that's an ambitious target and there are elements in the breakdown that don't quite make sense to us, but key elements look plausible. The big savings appear to be reserved for network traffic and the capture/encode process. The first element of this equation most likely refers to Gaikai's strategy for more locally placed servers compared to OnLive's smaller number of larger datacentres. The capture/encode latency is the interesting part - NVIDIA's big idea is to use low-latency, fast-read framebuffers linked directly to an onboard compressor.Where we are a little unclear is on the 5ms video decode, down from the 15ms of "Cloud Gen I" - a useful 10ms saving. We are aware that Gaikai's association with LG for direct integration in its Smart TVs has included an aggressive evaluation of the internals aimed at reducing latency, both in decoding the image data but also in scan-out to the screen itself, which may account for this, but it is difficult to believe that this 10ms boost would apply to all devices.Manufacturer-supplied benchmarks always need to be treated with caution and there is a suspicion here that best-case scenario is being compared to worst-case scenario on some elements, but, regardless, it's clear which areas have been targeted by NVIDIA for latency reduction.
http://www.eurogamer.net/articles/di...ud-performance
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May 27th, 2012, 22:23 Posted By: wraggster
LucasArts will reveal a new Star Wars game on May 31, it has confirmed.
The "newest game franchise in the Star Wars universe" will get its debut on a pre-E3 episode of Spike TV's GTTV, during which Geoff Keighley hits up the San Francisco-based studio to reveal the name and concept of the new game.Gameplay itself will be premiered on Spike's "E3 All Access Live" primetime special beginning at 10:00 pm ET/7:00 pm PT.
http://www.computerandvideogames.com...eal-on-may-31/
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