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July 18th, 2008, 16:56 Posted By: wraggster
Newly released:
description
Unleash your inner-chimp! Play as both Ham the Third and Luna with your space chimp crew to free the imprisoned aliens of the planet Malgor.
You must use your brains and acrobatic brawn to survive thick alien jungles, escape dry desolute canyons and well guarded dungeons in order to defeat the evil Zartog and find your way home.
http://www.play-asia.com/SOap-23-83-...j-70-2tds.html
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July 17th, 2008, 22:24 Posted By: Shrygue
via Gizmodo
'Grinding'. The word strikes despair into the hearts of millions of online MMO games players.
There are many Gizmodo readers out there who have played World Of Warcraft and, as the levels progressed, have experienced the inevitable boredom of 'grinding' - the process of killing hundreds of beasties just to level up.
For about 100,000 [paying] gamers, that boredom was replaced by a clever - if cheating - piece of software called MMOGlider/WoWGlider that had your characters automatically kill and loot enemies while you did other things like watch TV, go to work etc. Not anymore - well, probably.
Blizzard just won a ruling against MDY Industries - maker of MMOGlider/WoWGlider that says the users of the program infringe Blizzard's copyright. US District Judge David Campbell said that because the bot tool is prohibited by the WoW license, it's a copyright violation. Blizzard already uses something called Warden to hunt down gamers using bots to farm gold or advance characters through the levels more quickly.
Although Blizzard has won Round 1, this case will go before a jury in September but it's widely believed in legal circles that if Blizzard wins, software makers could end up making peoples' lives a lot more difficult by creating ever more stringent usage policies for the software they have bought. Not a good thing at all.
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July 17th, 2008, 20:13 Posted By: JKKDARK
New version of the Amiga emulator for Windows.
Changelog:
- avi recording crash if only audio recording was enabled
- native dll support fixed
- do not enable second Z3 board if RAM limit reached (=decrease Z3 size) and Z3 size is smaller than 256M (4M+2M combination for example is quite stupid..)
- adjusted max RAM limit calculation (max RAM + max page file instead of currently available RAM + max page file)
- sound adjustments, previously it was possible to lock non-safe portion of directsound sound buffer causing glitches in some cases (which may or may have never happened)
- SuperEagle, Super2xSaI and 2xSaI 32-bit color support added
- disable filter if filter size multiplier is too big for configured display size (instead of overflowing buffers..)
- resolution and doubling setting change on the fly updates filter centering
- added -ddsoftwarecolorkey command line option. Workaround for buggy Intel integrated laptop chipset Vista graphics driver causing non- transparent (pink rectangle) RTG hardware cursor
- (new AHI driver will be only available after 1.5.1)
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July 17th, 2008, 17:30 Posted By: wraggster
Newly Released:
features
From the producer of the original Devil May Cry® and Resident Evil® 4
High-definition visuals moving at 60 frames per second
Blend of familiar and new: newcomer Nero clashes with veteran Dante
New characters and environments
Signature blend of guns and swordplay
Deep combo system rewards stylish dispatching of enemies
Unique "Devil Bringer" arm opens up a range of combo options
Distinct set of weaponry and moves for Nero and Dante
Exceed System allows Nero to charge up his sword with a throttle effect, revving up to three levels with powerful attack options
New active style change system for Dante allows him to switch styles and weapons on the fly, producing crazy combo possibilities
description
Devil May Cry® 4 immerses gamers in a gothic supernatural world, where a new protagonist clashes with a familiar hero. As the new leading man, Nero, players will unleash incredible attacks and non-stop combos using a unique new gameplay mechanic, his powerful "Devil Bringer" arm. Dynamic action and undeniable style combine with explosive fighting options and a gripping story to produce the incomparable experience that only a Devil May Cry game can deliver.
http://www.play-asia.com/SOap-23-83-...j-70-2w44.html
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July 17th, 2008, 17:10 Posted By: wraggster
New from Divineo China
Lenovo formally launched in the Beijing Olympic torch flash memory, this is the first Olympic mascot to the theme of action for storage products. Lenovo’s innovative technology plus China’s Olympics mascot make your flash drive unique!
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July 17th, 2008, 16:06 Posted By: JKKDARK
A new version of MAMEUIFX32 was released today.
Chnagelog:
- Fixed hacky controls in Defender and Stargate. (As requested in the forum)
thanks to 1emulation ofr the news
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July 17th, 2008, 16:04 Posted By: JKKDARK
New version of the multiple arcade machine emulator for Windows.
Changelog:
NOTE: The cheat engine is disabled as of this version. It is
currently undergoing a desperately-needed complete redesign and
rewrite from scratch. By the time 0.127 is ready, we should have
support for the vast majority of existing cheats working once
again.
MAMETesters Bugs Fixed
--------------------------------------
- 00368: [Graphics] aliens: There are a few graphics glitches.
(Nicola Salmoria)
- 00871: [Graphics] pow: At 3/4 of the 1st level, there is a large
pillar, which pops up too late. (Nicola Salmoria)
- 02006: [DIP/Input] rtriv: All four buttons for player 1 are mapped
twice (Fabio Priuli)
- 02009: [Graphics] frogger and clones: background doesn't rotate in
cocktail mode (couriersud)
- 01547: [Sound] cabalbl: Cabal (bootleg) soundfx wrong
(Nicola Salmoria)
- 00244: [Graphics] aliens: In two player mode, there are some
problems with the player sprites. (Nicola Salmoria)
- 01910: [DIP/Input] changela: Gear Shift defaults to Reverse
(RansAckeR)
- 00900: [Color/Palette] kaiserkn, kaiserkj, gblchmp, dankuga: When
thrown by Azteca's medium punch throw the palette of the
thrown character gets all messed up. (Nicola Salmoria)
- 00895: [Color/Palette] arabianm and clones: During level 6, there
is a rain effect, but the water is coloured green.
(Nicola Salmoria)
- 01917: [Color/Palette] gunlock, rayforce, rayfocj: The color of
Battleships is wrong in the 1st stage. (Nicola Salmoria)
- 01058: [Documentation] exctsccb: Exciting soccer bootleg should be
placed in champbas.c. (Nicola Salmoria)
- 00079: [Graphics] faceoff: When you go for a penalty shot the
screen is upside down. (Nicola Salmoria)
- 01887: [DIP/Input] pushman, pushmana, pushmans: Flip screen DIP
switch doesn't work. (Nicola Salmoria)
- 01891: [DIP/Input] matchit, shisen, sichuan2, sichuana: Flip screen
DIP switch doesn't work. (Nicola Salmoria)
- 01574: [DIP/Input] dankuga, gblcmhp, kaiserkj, kaiserkn: Player 1
and Player 2 Button 4 mapped twice. (Nicola Salmoria)
- 01925: [Color/Palette] gunlock, rayforce, rayforcj: The explosive
color of the demo is different. (Nicola Salmoria)
- 01973: [Core] champbbj: Game resets itself in the middle of test
process (Nicola Salmoria)
Source Changes
-------------------------------
makemeta changes: [Aaron Giles]
* Split out Manchester code parsing into a separate utility module.
* Rewrote Manchester code parsing to be clock based.
* Updated makemeta to call the new functions.
* Changed makemeta to parse a different format for metadata.
* Fixed Huffyuv decompression in aviio.
* Added more robust logic to parse out the white flag.
Newest Japanese Naomi BIOS added [batman2509, starke/peap]
pit8253 updates: [Wilbert Pol]
- Changed the implementation to use timers internally.
- Removed the frequency change callbacks.
slapfght driver update: [stephh]
* Renamed sets :
- tigerh2 -> tigerhb1 ("Japan set 2" -> "bootleg set 1")
- tigerhb1 -> tigerhb3 ("bootleg set 1" -> "bootleg set 3")
- gtstarba -> gtstarb1 ("bootleg set 2" -> "bootleg set 1")
- getstarb -> gtstarb2 ("bootleg set 1 -> "bootleg set 2")
* "Performan" :
- cleaned/fixed Dip Switches and added port locations
* "Tiger Heli" :
- added MCU simulation for 'tigerhb1' (in fact, I only had to
return the correct value for the hardware test as there
doesn't seem to be any other communication - I'm still not
convinced that this bootleg had a MCU)
- cleaned/fixed Dip Switches and added port locations
- added notes with the differences between the different sets
* "Get Star" / "Guardian" :
- added MCU simulation for 'getstar' and 'getstarj' heavily based
on 'gtstarb1' bootleg
- cleaned/fixed Dip Switches and added port locations
- added notes with the differences between the different sets
(and especially detailed the numerous ingame bugs in
'gtstarb2')
Added new module uiinput.c which manages input for the user interface.
The OSD is responsible for pushing mouse events and character events
to this interface in order to support mouse movement and text-based
input (currently only used for the select game menu). Added support
for navigating through the menus using the mouse.
[Nathan Woods, Aaron Giles]
Redesigned the UI menus so that they can maintain a richer state. Now
the menus can be generated once and reused, rather than requiring
them to be regenerated on each frame. All menus also share a comment
eventing system and navigation through them is managed centrally.
Rewrote all the menus to use the new system, apart from the cheat
menus, which are now disabled. Reorganized the video menu to make it
easier to understand. [Aaron Giles]
Converted UI startup screens to use astrings. [Aaron Giles]
Fixed edge case in the DRC front-end that would incorrectly tag the
end of a sequence as "return to start" even if the last instruction
did not abet the starting instruction. [Aaron Giles]
Replaced the crazy number of get/set functions for render containers
with a single get/set of a user settings struct. [Aaron Giles]
merged exctsccr.c into champbas.c. [Nicola Salmoria]
UDRC-based SH-2 dynamic recompiler: [R. Belmont]
- All games on all drivers should work as before except "colmns97"
and "stress" which crash due to sound system trouble.
- All idle skips are still included. They are quite a bit less
effective than they were on the interpreter, but they still give a
boost.
- Fast RAM bypass is not included yet so this does not represent
final performance. That said, it's consistently faster than the
interpreter even now. Example: sfiii3 on 0.126 gets 609% on the
interpreter and 961% on the DRC.
Added ST-V BIOS info based on text at 0x800 (byte swapped).
Reorganized the BIOS list & description. Added the USA bios to
smleague and it's a USA only cart. [Brian Troha]
Added save state suport to Konami CPU & Aliens. [Nicola Salmoria]
Moved kodb to fcrash.c (which will probably end up being the home of
the cps1 bootlegs). [David Haywood]
SH-4 update [Samuele Zannoli]
- Fixed TRAPA and some versions of FMOV
- Improved disassembly for MOV.W, MOVA, MOV.L, FIPR, and FSCA.
Fixed memory leak in romcmp. [Nicola Salmoria]
Merged memory maps in the cabal driver. [Nicola Salmoria]
i960: respect the rounding mode for CVTRI [ElSemi]
Corrected g13knd wave ROM 0 offset. [Philip Bennett]
Fixed cocktail sprite position in galaxian.c. Fixes that the frog
disappears for player 2 if moved backwards. [couriersud]
Changed direct access EEPROM interface to return the "bus width" of
the EEPROM data, and the size is in terms of units, not bytes.
Updated all drivers accordingly. [Aaron Giles]
Changed the ROM loading code to actually alter the region flags based
on the CPU endianness and bus width when creating the region, rather
than fixing them up on the fly. This means that callers to
memory_region_flags() will get the correct results. [Aaron Giles]
Changed the expression engine to use two callbacks for read/write
rather than relying on externally defined functions. [Aaron Giles]
Expanded memory access support in the expression engine. Memory
accesses can now be specified as [space][num]<size>@<address>.
'space' can be one of the following:
p = program address space of CPU #num (default)
d = data address space of CPU #num
i = I/O address space of CPU #num
o = opcode address space of CPU #num (R/W access to decrypted opcodes)
r = direct RAM space of CPU #num (always allows writes, even for ROM)
e = EEPROM index #num
c = direct REGION_CPU#num access
u = direct REGION_USER#num access
g = direct REGION_GFX#num access
s = direct REGION_SOUND#num access
The 'num' field is optional for p/d/i/o/r, where is defaults to the
current CPU, and for e, where it defaults to EEPROM #0. 'num' is
required for all region-related prefixes. Some examples:
w@curpc = word at 'curpc' in the active CPU's program address space
dd@0 = dword at 0x0 in the active CPU's data address space
r2b@100 = byte at 0x100 from a RAM region in CPU #2's program space
ew@7f = word from EEPROM address 0x7f
u2q@40 = qword from REGION_USER2, offset 0x40
The 'size' field is always required, and can be b/w/d/q for byte, word,
dword, and qword accesses. [Aaron Giles]
Added World Rally support to tiny.mak/.c. [Macareno]
changela input improvements: [RansAckeR]
- DIP switch fixes
- Added DIP locations.
Minor srmp5 update: [Sonikos]
- Removed hack in drive machine R3000
- Adjusted R3000 frequency to 25 Mhz according to speglsht
(the hardware is the same)
- Adjusted visible area (but i'm not sure it's correct)
- Fix one rom loading
Changed partial refresh policy in snk68.c and updated comments.
[Nicola Salmoria]
More conversion to input_port_read(): [Fabio Priuli]
* converted to use tagged inputs and handlers all drivers starting
with S & T
* simplified input reads in system24 (removing a redundant handler)
* cleaned up a bit inputs in system 16 & 18 bootlegs (among the
other things, now coinage and P2 inputs in fpointbl & fpointbj
work again)
* removed a lot of redundant #define from taito drivers, replacing
them with PORT_INCLUDEs and definitions from taitoipt.h
New clones added
------------------------------
World Class Bowling v1.6N [Brian Troha]
Tiger Heli (bootleg set 1) [stephh]
Guardian (US) [stephh]
Get Star (Japan) [stephh]
Virtua Fighter 2 (Revision A) [Peabo / ElSemi]
New games marked as GAME_NOT_WORKING
------------------------------------------------------------------
Daytona USA Deluxe '93 [Peabo / ElSemi]
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July 16th, 2008, 21:26 Posted By: JKKDARK
New version of the Arcade emulator for PC.
Changelog:
Burner (interface) changes
Added a game information dialog to burner
Tidied up the game selection dialog and seperated Kaneko 16 and Psikyo
Added a context menu to the game selection dialog
Added a most recently played games menu item
Changed the roms dir config dialog to support upto 8 paths
Fixed an issue with the roms dir config dialog that didn't let the user clear an entry
Added the roms dir config dialog to the Misc menu
Added a dialog to configure support files (previews, titles, flyers, marquees, controls, cabinets, pcbs, cheats and history) and added it to the Misc menu
Added an option to the Misc menu to stop FBA playing with the Num Lock status (don't use this if you use a Hotrod or X-Arcade stick)
Added an option to the Video menu to auto-switch to full screen after loading a game from the selection dialog
Added iq_132s improvements to the cheat system
Adds support for Nebula/Kawaks cheat dats
Adds limited (although most cheats work) support for the old format MAME cheat.dat file
Adds cheat support to drivers using the ZET interface, or NEC, SH-2 and M6502 CPUs
Added a basic cheat search engine
Added a jukebox player - this is very preliminary and only supports WWF Wrestlefest for now (it has many problems for now)
Added a menu item to write decrypted C Neo-Geo roms to disk
Various little GUI fixes/improvements
Burn (emulation) changes
Merged in Oopsware's changes to the ZET interface improving support for MAME's Z80 emulator - some things are still broken though so DOZE is still the default
Added a function to the CPU interfaces to return the active CPU
Fixed a screen clearing issue in the CPS-1 and CPS-2 drivers when not using a 16-bit colour depth
Added various bootlegs to the CPS-1 driver in various states of working and attempted to differentiate between the good, the bad and the ugly (dumps)
Added offset support to the CPS-1 scroll layers
Added a flag to define whether or not CPS-1 sprite rendering should happen in reverse
Fixed an issue with rom loading in the sf2yyc driver
Got the sf2m3 set working and the sf2m1 set almost working
Added "Phoenix Edition" sets to the CPS-2 driver
Changed to iq_132s current Neo-Geo driver (thanks to iq_132 for updating it)
Enabled the decrpyted C Neo-Geo clones and bootlegs from Kawaks
Added two clones of Night Striker to the Taito driver
Changed some dip switches in the Double Dragon 3 driver
Added Wonder League '96 to the Tumble Pop bootleg driver
Updated dip switches in Wonder League Star and Jumping Pop
Added the 16-bit only flag to the megadrive games - fixes rendering issues in the basic blitters
Added iq_132s Vulgus driver
Matched all sets to MAME 0.126
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July 16th, 2008, 21:24 Posted By: JKKDARK
New version of the multi-system emulator for Windows and Amiga.
Changelog:
AmiArcadia and WinArcadia emulate these Signetics-based machines:
* Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (1982);
* Interton VC 4000 console family (Acetronic, Fountain, Interton, Prinztronic, Rowtron, Voltmace, Waddington, etc.) (c. 1978);
* Elektor TV Games Computer (1979); and
* PIPBUG-based machines (such as the Electronics Australia 77up2 and the Signetics Adaptable Board Computer) (c. 1977).
Features: ReAction GUI load/save snapshots windowed and full-screen modes CPU tracing trainer drag and drop support graphics scaling automatic load/save of configuration/game keyboard/joystick/gamepad/paddle/mouse/trackball support autofire warp mode gameplay recording/playback PAL/NTSC modes sprite demultiplexing narrow mode help windows source code debugger frame skipping redefinable keys save screenshots ARexx port network play real-time monitor locale support game selection sidebar text-to-speech
AmiArcadia has been covermounted on Amiga Future (Germany), and has made the Aminet Top Ten, and is the most downloaded emulator on Aminet. The supported languages are currently English, French, German and Italian. AmiArcadia and WinArcadia were each awarded ratings of 5 stars by emuita.it. WinArcadia is recommended by NonMESS as the best emulator of these machines: "WinArcadia is the clear winner. For one, the Arcadia 2001's sound is much more clearly reproduced and is actually in tune with this emulator, compared to its competition. Second, WinArcadia gets credit for its use of the standard windowing GUI, which aside from other benefits allows for drag-and-drop support. Finally, I've run side-by-side tests of just about every game available for the system...highly accurate. Check this one out. WinArcadia is far more advanced than the MESS driver, with near-perfect emulation and tons of support for extras like save-state and graphics scaling. Definitely worth a look."
Changes since 7.11:
"Step over subroutine" command.
"Echo PIPBUG I/O to printer?" option.
PIPBUG sound simulation (WinArcadia only).
Miscellaneous improvements and bug fixes.
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July 16th, 2008, 21:19 Posted By: JKKDARK
New version of the web browser for PC.
Changelog:
MFSA 2008-35 Command-line URLs launch multiple tabs when Firefox not running
MFSA 2008-34 Remote code execution by overflowing CSS reference counter
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July 15th, 2008, 20:38 Posted By: Shrygue
via Computer and Video Games
A handful of screens from Red Alert 3 have popped up on the net, with all of them crammed with over-the-top combat and mayhem.
The more we see of the game, the more we feel the development team has got this one right.
While we'd be the first to admit the streets need to be bashed up a bit in order to appear like they weren't laid down yesterday, it still looks a lot of old-school fun.
Of course, whether or not it feels as good as it looks is another matter. We hope to get our hands on the game very soon.
Screenshots here
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July 15th, 2008, 20:34 Posted By: Shrygue
via Computer and Video Games
Relic Entertainment has released the first trailer for Warhammer 40,000: Dawn of War II. Despite just being a cut scene, it's really rather cool.
Anyone familiar with the 40K universe will find plenty to drool over. During the video, a bunch of space marines make extensive use of their weaponry and are backed up by a big old dreadnaught.
Then the Eldar show up and cause some havoc with their Warp Spiders and Howling Banshees. The marines manage to first off the Eldar at a great cost, but their victory is short-lived when they look up to the sky and see... well, you'll have to watch it for yourself.
The game is due out next year.
Trailer
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July 15th, 2008, 20:33 Posted By: Shrygue
via Games Industry
Speaking at EA's E3 press conference, Spore creator Will Wright announced that thanks to the release of Creature Creator, the number of player-created species in the game already exceeds the number of species on Earth.
Wright - proudly wearing a t-shirt emblazoned with the slogan, "Save SETI at Arecibo" - announced that in the 18 days since it was released, Spore: Creature Creator players have crafted 1,756,869 species of creature. By contrast, our planet has less than 1.6 million species.
Wright said that player creativity had far exceeded developer Maxis' expectations. They hoped to have 100,000 species by the launch of the full game, and a million by 2009. In fact, they had 100,000 in 22 hours, and a million in a week.
He showed off players' most impressive creations to date, many of which Maxis' artists thought would not be possible, including fairly realistic animals and humans, robots, aeroplanes, and a Weighted Companion Cube from Valve's Portal game.
Wright also promoted Spore's focus on science. He mentioned a National Geographic TV documentary that will be aired at the same time as the game's release, and an as-yet unannounced partnership with SETI, the Search for Extra Terrestrial Intelligence - something the legendary creator said he was personally excited about.
"Science is a really powerful brand that no other entertainment property is trying to grab," said Wright, after complaining that modern chemistry sets "are so nerfed that you could probably eat all the stuff and it wouldn't make you feel sick".
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July 15th, 2008, 20:29 Posted By: Shrygue
via Computer and Video Games
Electronic Arts has released five new screenshots from Crysis Warhead to accompany its E3 press conference last night.
Crysis Warhead is a stand-alone expansion pack to Crysis, which follows Sergeant Michael 'Psycho' Skyes on the other side of the island during the time of the first game.
The screenshots look ace. We're especially keen on the foggy haze in the screen where the building is burning.
Screenshots
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July 15th, 2008, 19:53 Posted By: wraggster
Play Asia are having a massive sale of all their in stock items starting from 25% up to 75% off some games/accessories:
as of writing the sale lasts for another 4 days
Heres a selection they posted:
PC Games:
Call of Duty 4: Modern Warfare (DVD-ROM) ASIA US$ 34.90
Crysis Collector's Edition (DVD-ROM) ASIA US$ 49.90
Final Fantasy XI: Wings of the Goddess (DVD-ROM) US US$ 18.67
Hellgate: London (DVD-ROM) US US$ 24.90
Phantasy Star Universe: Ambition of the Illuminus (DVD-ROM) US US$ 26.17
Söldner-X: Himmelsstürmer [First Print Limited Edition] ASIA US$ 37.42
Tom Clancy's Rainbow Six: Vegas 2 (DVD-ROM) ASIA US$ 29.92
XIII Century: Death or Glory (DVD-ROM) ASIA US$ 17.92
More details etc ---> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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July 15th, 2008, 17:34 Posted By: wraggster
Zu Online (http://zu.igg.com/), a 3D MMORPG from IGG (www.igg.com), has been warmly welcomed by all manner of players due to its unique theme and traditional oriental features.
IGG is releasing an introduction to its Death World, including descriptions of Death World and the monsters who reside there.
Why is Death World considered as hellish? First, it is as desolate and dried up as a desert. There are no verdant hills or calm rivers, nothing but an endless gray morass that stretches as far as the eye can see, broken only by the occasional stone covered in strange writing. Even though you may occasionally see a few persistent plants carving out a miserable life, there is no doubt as to what their fate will soon be. In fact the only thing that seems certain in this place is the inevitability of death at every turn and behind every rock. Second, this harsh environment has bred harsh, tough monsters that seem to enjoy exterminating anything they find with a breath of life still in it.
The Blood Demon’s forces guard Death World.
The Blood Demon’s forces have long dominated Death World. The monsters there, including Fighters, Dancing Lions, Soul Eaters, Evil Spearman, Chifaro, Lantern Goblins, and the terrible Widow Yee all pose great threats to players and make Death World a very dangerous place to wander around. However, more threats and challenges mean more benefits can be gained from them. By defeating these tough monsters, players will gain a lot of experience and lots of items, which makes the constant threat of death so much more bearable.
For more details, visit http://zu.igg.com/news/newscon.php?aid=916.
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July 15th, 2008, 17:22 Posted By: wraggster
With the release of Gracia, Lineage II’s developers have completely changed the rules on how to build the game to ensure Lineage II is improved across the board and even more fun to play. The Vitality System will help players to build competitively high-level characters quicker than ever before, meaning they can now enjoy the great end-level content without the grind.
One of our greatest assets is our fantastic group of players, who are a very dedicated, hardcore bunch that spend a lot of time and effort building up their characters and battling each other in big player vs. player (PvP) fights like castle sieges. However, the process of building and leveling characters can be a very long and frankly tedious process in Lineage II, which may serve as a barrier for letting a much larger group of potential customers to fully enjoy our game. While in the past the developers in Korea have continually built the game with this hardcore mentality firmly set, with the release of Gracia, they’ve completely changed the rules and made Lineage II even better and a lot more fun.
The big change is that leveling a Lineage II character is now extremely easier—and we say “extremely” in a fairly conservative manner. A normal new character that goes through the beginning quests can gain a few levels in just a few minutes, and players should find leveling now quite easily, all the way up to level 60 and beyond. Players that could spend several months of hardcore grinding to get up to a competitively high level will now be able to accomplish the same feat perhaps a month, if not less. They’ll also be able to get to their occupation changes a lot faster, so developing a selection of specialized characters is a much more realistic option. Building characters is now a lot fun and easy to do, rather than a long-term activity many players would rather do without. This drastic change in leveling is due to several factors.
For one thing, experience rewards for killing creatures and accomplishing quests has been increased across the board. This means that you’ll gain a lot more for generally doing the same things you always do. Running out of quests trying to gain experience, or continual creature farming, is not nearly as big of a factor any more. Also, new repetitive quests have been added in each race village to help out players even further.
We’re also introducing a cool new Vitality system. For one thing, you accumulate Vitality for not being logged in. You can also get Vitality points by staying in a peace zone, or by hunting raid or boss monsters (you’ll get a percentage of your earned raid points in Vitality points). New characters and existing characters before the update goes live also start out with the maximum number of Vitality points.
So what do you do with Vitality points? You consume Vitality when you kill ordinary creatures and gain experience, though Vitality won’t get spent if you’re taking on a quest creature, if you don’t get experience for killing a creature, or if you’re taking on a boss. When Vitality is spent, your experience and SP bonus is greatly increased, depending on how much Vitality you currently have. If you’re maxed out in Vitality points (Vitality Level 4), your bonus will be 300% of the normal experience and SP gain. If you have a few thousand Vitality points (Vitality Level 1), the bonus is 150%. Because Vitality is so easy to earn, players will be in the bonus consistently and the overall experience gain can be huge.
To help characters level even more, the buffs available to low-level beginning players can now be used all the way to level 62, and we’ve even added a few more buffs for players to use. These buffs like Haste and Vampiric Rage help out tremendously in dealing with Lineage II’s various creatures and quests, and makes solo play a lot easier.
With Gracia, Lineage II is now a lot easier to play, and the level barrier is not nearly as tough as it used to be. Players will be able to get to the high levels relatively quickly, and can enjoy some of the best parts of the game like PvP and castle sieges without having to spend a huge amount of time getting there.
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July 14th, 2008, 21:29 Posted By: Shrygue
via Computer and Video Games
Firefly Studios, the studio behind PC games Stronghold Legends and CivCity: Rome, has released eleven screenshots from its upcoming game, Dungeon Hero.
According to a recent preview in PC Zone, the studio is trying to make a game world that makes sense and feels lived in, including toilets in dungeons and sleeping quarters for monsters.
Looking at the screenshots, the team seems be getting close to that ideal. Instead of hanging around musky caves, goblins populate underground villages. One even appears to be quite vain, wearing sunglasses even in the subterranean town.
Dungeon Hero is tapped for release next year.
Screenshots
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July 14th, 2008, 20:25 Posted By: Shrygue
via Computer and Video Games
The first twenty-five minutes of S.T.A.L.K.E.R: Clear Sky has been released online, looking as intentionally bleak as its predecessor.
Those fearful of spoilers might want to look away, as unsurprisingly it's full of details that shed insight into the world and storyline.
For those who don't care, check it out here. We think it looks just as good as the original, both in terms of graphical fidelity and atmosphere.
With any luck, STALKER: Clear Sky will meet its release date of August 29 of this year.
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