Grid 2
claimed the top spot on the UK all formats all prices chart for the
week ended June 1. The original game only manged to debut at No.2 five
years ago, but its launch week sales were 29 per cent higher than those
of Codemasters’ latest racing sequel, according to retail monitor
Chart-Track.FIFA 13 held second place, while fellow former chart-toppers Dead Island: Riptide, Far Cry 3 and Resident Evil Revelations rounded off the top five. Assassin's Creed 3 was a non-mover at No.6, followed by Metro Last Light, Donkey Kong Country Returns 3D, Lego Batman 2: DC Super Heroes and Tomb Raider.
Elsewhere, Insomniac's first multiplatform game, the EA published Fuse, just managed to scrape into the top 40 in its debut week, charting at No.37.
Test NBA 2K14- PC |
Comme chaque année, 2K prépare comme il se doit le retour
du basket sur le sol américain en lançant son NBA 2K14. Ceci étant, on
sait que 2 versions ont été développées en parallèle cette année : une
next-gen et une pour les consoles actuelles et PC. C'est cette dernière
qui nous intéresse aujourd'hui, en espérant qu'elle ne pâtisse pas trop
de cette multiplication des supports.
Des animations toujours plus réalistes
C'est surtout sur le feeling et le réalisme que les petits gars de Visual Concepts se sont concentrés. Cela passe donc par l'arrivée de centaines de nouvelles animations (on parle même de 3.000) notamment tournées vers le contre. Oubliez donc le bras qui passe à travers le ballon sans la moindre incidence, cette année, les contres sont à la fois intenses et réalistes (à quelques exceptions près). D'ailleurs, même les échecs sont assez bien rendus avec des joueurs qui se retombent dessus assez violemment ou se percutent carrément. On note également de nouvelles animations lors des tentatives désespérées de sauver la balle d'une sortie certaine, de nouvelles mimiques, une gestion des collisions un peu plus crédible, etc. Encore une fois, ces nouveautés ne changent pas la donne et sont quasiment imperceptibles de prime abord. Ceci étant, à la longue, on apprécie ces petits ajustements, bien que quelques soucis demeurent. Par exemple, les touches sont parfois attribuées à la mauvaise équipe, tandis que l'IA tente de temps à autres des actions un peu étranges, surtout dans les niveaux de difficulté les plus élevés. Cela peut être un joueur qui fait un retour en zone en se lançant dans une série de dribbles ahurissante, ou bien un pivot qui tente une passe à l'aveugle vers les tribunes. Dommage.L'Euroleague au rapport
Au niveau du contenu, on note principalement l'arrivée de 14 équipes d'Euroleague, dont Barcelone, le CSKA Moscou, l'Olympiacos ou encore le Maccabi Tel Aviv. Inévitablement, celles-ci sont accompagnées par des règles propres, à commencer par l'absence des 3 secondes dans la raquette en défense ou la possibilité de « nettoyer le cercle ». Les fans pourront donc s'amuser et faire quelques parties avec les stars européennes, mais ne comptez pas pour autant passer des heures sur un quelconque mode inédit puisque toutes ces équipes ne sont disponibles qu'en match rapide. Aucune compatibilité avec les modes Association ou Carrière n'est à prévoir alors qu'il aurait pourtant pu être sympathique de faire son shopping sur le Vieux Continent ou bien d'être contraint de signer en Europe après une présentation des rookies décevante. Cela est d'autant plus problématique que ces arrivées se font aux dépens des différentes équipes de la Team USA. On gagne donc sur un plan pour perdre sur un autre. Heureusement, les équipes de légende sont encore de la partie.LeBron à l'honneur
LeBron est LA star de NBA 2K14.
Pour ce qui est des modes de jeu, on retrouve évidemment tous les modes classiques de la série, comme l'Association ou la Carrière. Peu de nouveautés sont au programme à ce niveau, bien qu'il soit désormais possible de paramétrer un peu plus son joueur en fixant un timing lors du shoot (rapide, normal ou tard). D'ailleurs, le petit protégé du mode Carrière peut désormais (ou plutôt à nouveau) être utilisé en ligne. Mais la principale nouveauté mise en avant par 2K est le mode LeBron : Un Pied dans l'Histoire. A l'instar de Michael Jordan avant lui, la star du Heat ne donne pas simplement son image pour la jaquette et ne se contente pas de parler durant la cinématique d'introduction ou de choisir la playlist, mais fait aussi l'objet d'un mode propre. Ceci étant, si dans 2K11 il était possible de revivre le passé de Jordan, c'est ici le futur de James qui nous intéresse. Le but est donc de vivre sa dernière année de contrat au Heat avant de tester le marché et atterrir aux Knicks (voire aux Cavs) ou bien de construire une dynastie à Miami. Deux scénarios distincts sont en effet proposés, chacun comprenant des matchs scénarisés dans lesquels il peut par exemple être question de faire mener LeBron suite aux blessures de Chalmers et Cole. Tout ceci n'est pas inintéressant, mais quand même moins grisant que de revivre des matchs de légende. Bref, ce NBA 2K14 apporte quelques nouveautés sympathiques, mais ne parvient malheureusement pas à atteindre le niveau d'excellence de certains de ses prédécesseurs. Il est de plus dommage que le PC n'ait pas droit à la version next-gen !
bigfoot 4x4 challenge
Free truck games are as breathtaking as always! Feel what it's like
behind the wheel of the powerful BigFoot! Race on tough terrain against
dangerous opponents! There are no roads or road signs here! Only you can
choose your path! And what it will be depends on you! The free truck
game abounds in a number of challenges. You'll power through your share
of collisions, flips and head-spinning jumps…but winning is worth it!Features
Several different powerful off-roaders
Two types of competition: Sprint and Capture the Flag
Excellent 3D graphics
Realistic physics
Game soundtrack
System Requirements:
Windows XP/Vista/7
Processor 1.7 Ghz or better
256 Mb RAM
40 Mb of hard drive space
128 Mb of video memory
DirectX 9.0
All files are scanned before uploading here:http://www.virustotal.com,
and local virus programms
Some files get falsely detected as being virus, but this is not the case, we has no
wish to cause infection to anyone's computer. If this bothers you, try another antivirus
program or just buy the game.
day one garry's incident pc game
Wild Games Studio, the company behind Day One: Garry's Incident, is currently caught up in a controversy surrounding criticism of its game on YouTube. Immensely popular PC game critic John "TotalBiscuit" Bain has accused the studio of trying to censor him underhandedly, and he's got the evidence.
Bain's highly critical video on Garry's Incident was removed from YouTube after a copyright claim had been filed against it. In his latest video, the self-styled Cynical Brit revealed that Wild Games issued the claim, while studio chief Stephane Woods stated Bain had no right to use footage of the game.
"We protected out copyright because Total Biscuit has no right making advertising revenues with out license," Woods stated on the Steam forums. Any typos or erroneous spacing in names belong to him.
Bain fired back by revealing he was issued a review copy from Wild Games with the understanding that he was going to record footage from it and monetize it on YouTube. He also pointed out that less popular videos have not been taken down, and that Wild Games specifically targeted only the most viewed one.
YouTube's copyright claims system allows companies the ability to
swiftly remove content that allegedly rips them off. As we can see here,
however, the system is easily gamed for less-than-honest intentions.
SEGA quite famously issued claims on tons of Shining Force III videos, just so it could become the top-ranked search for Shining Arc trailers, while Nintendo repeatedly and automatically has any video containing so much as brief trailer footage taken down.
This is also not the first questionable practice undertaken by Wild Games Studio. Stephane Woods allegedly dumped $10,000 into his own company's Kickstarter for Day One: Garry's Incident, and the studio was also offering free Steam Keys to anyone who voted for it on Steam Greenlight. It should hardly be considered a surprise to find that much suspicion surrounds the title's glowingly perfect Metacritic user reviews, either.
Exploiting copyright protection to squash criticism of your game, however, is a fresh new level of concerning.
"The idea that you could use copyright law as a spear to attack those who are criticizing you is an affront to free speech and freedom of the press," argues Bain. "It's horrendously anti-consumer, it's unquestionably censorship."
Criticism hurts, and it hurts even more when you're a small studio, inevitably closer to your product than some "AAA" developer pumping out licensed games for a stack of cash. It's understandable that more independent companies will feel the sting of negativity more harshly than Electronic Arts or Activision. However, that's not an excuse to act just as bad, if not worse, than a multimillion dollar corporation.

It's funny, but the EAs and Ubisofts of the world get accused of corrupting game critics a lot, of pressuring, bribing or otherwise undermining reviewers in pursuit of a perfect Metacritic score. In my personal experience, the most pressure has come from smaller companies, the ones who actually care. Electronic Arts has never cared that I've disliked its games. Activision has never cared.
Dark Energy Digital, the team behind Hydrophobia? They cared. They cared enough to harass our then-Sports Editor, Samit Sarkar, over Destructoid's negative review. They cared enough to try and exert pressure, to have freely expressed opinions quashed. Wild Games Studio cares. It cares enough to tear down the highest ranked YouTube video under the flimsy pretense of copyright protection. While it doesn't make it okay, we at least expect companies like SEGA and Nintendo to be out of touch and try to twist emergent media to their advantage. We should expect better from our smaller, scrappier studios, that are closer to the frontlines and ought to understand that this kind of behavior is unacceptable.
[Note - It should be pointed out that Konami has quite famously blacklisted me for expressing my opinions. I didn't mean to imply large companies are free of blame, as clearly they're famous for their asshole tendencies. Even with Konami, however, I was never harassed or pressured to remove my criticism. They're just sulking about it.]
Trying to make reviewers uncomfortable, or actively screwing with their ability to do their job, over conflicting opinions? That's a low I don't expect from the major corporations I've dealt with. The idea that smaller, infinitely more humanized groups of people are doing it just makes me feel quite depressed. I reiterate -- it's understandable that they'll take criticism far more personally, but that is never an excuse to weaponize copyright law.
Copyright law is supposed to exist for the purposes of defense, not attack. I have nothing but incalculable contempt for those who wield it as the latter.
This is also not the first questionable practice undertaken by Wild Games Studio. Stephane Woods allegedly dumped $10,000 into his own company's Kickstarter for Day One: Garry's Incident, and the studio was also offering free Steam Keys to anyone who voted for it on Steam Greenlight. It should hardly be considered a surprise to find that much suspicion surrounds the title's glowingly perfect Metacritic user reviews, either.
Exploiting copyright protection to squash criticism of your game, however, is a fresh new level of concerning.
"The idea that you could use copyright law as a spear to attack those who are criticizing you is an affront to free speech and freedom of the press," argues Bain. "It's horrendously anti-consumer, it's unquestionably censorship."
Criticism hurts, and it hurts even more when you're a small studio, inevitably closer to your product than some "AAA" developer pumping out licensed games for a stack of cash. It's understandable that more independent companies will feel the sting of negativity more harshly than Electronic Arts or Activision. However, that's not an excuse to act just as bad, if not worse, than a multimillion dollar corporation.
It's funny, but the EAs and Ubisofts of the world get accused of corrupting game critics a lot, of pressuring, bribing or otherwise undermining reviewers in pursuit of a perfect Metacritic score. In my personal experience, the most pressure has come from smaller companies, the ones who actually care. Electronic Arts has never cared that I've disliked its games. Activision has never cared.
Dark Energy Digital, the team behind Hydrophobia? They cared. They cared enough to harass our then-Sports Editor, Samit Sarkar, over Destructoid's negative review. They cared enough to try and exert pressure, to have freely expressed opinions quashed. Wild Games Studio cares. It cares enough to tear down the highest ranked YouTube video under the flimsy pretense of copyright protection. While it doesn't make it okay, we at least expect companies like SEGA and Nintendo to be out of touch and try to twist emergent media to their advantage. We should expect better from our smaller, scrappier studios, that are closer to the frontlines and ought to understand that this kind of behavior is unacceptable.
[Note - It should be pointed out that Konami has quite famously blacklisted me for expressing my opinions. I didn't mean to imply large companies are free of blame, as clearly they're famous for their asshole tendencies. Even with Konami, however, I was never harassed or pressured to remove my criticism. They're just sulking about it.]
Trying to make reviewers uncomfortable, or actively screwing with their ability to do their job, over conflicting opinions? That's a low I don't expect from the major corporations I've dealt with. The idea that smaller, infinitely more humanized groups of people are doing it just makes me feel quite depressed. I reiterate -- it's understandable that they'll take criticism far more personally, but that is never an excuse to weaponize copyright law.
Copyright law is supposed to exist for the purposes of defense, not attack. I have nothing but incalculable contempt for those who wield it as the latter.
Quadro racing pc game

Are you ready to get dirty in the 'World Championship Quad Racing'? Get on that quad, and race on tracks in many countries around the world such as France, UK, Germany, Spain, Russia, China and the USA.You can also practice in single-race of time-attack, before you enter the championship or play a LAN multiplay game against your friends
Minimum System Requirement
Processor :CPU 1 GHz and Above
RAM : 256 MB or More
Graphic Card :64 MB VRAM
DirectX : 8.0
Naruto Shippuden: Ultimate Ninja Storm 3
Naruto Shippuden: Ultimate Ninja Storm 3 is a game that knows its
audience. Picking up where its predecessor left off, it tells the
ongoing tale of young ninja Naruto Uzumaki's struggles as the
Nine-Tails' jinchuriki and his complex relationship with Sasuke Uchiha.
It also covers the five kage summit and the outbreak of the fourth great
ninja war.If none of this means anything to you, Ultimate Ninja Storm 3 is not the game for you. It spends tremendous amounts of time on storytelling, and there are so many characters, factions, rivalries, chakras, jutsus, and other aspects of Naruto history and lore at play that unless you have a working familiarity with all this stuff ahead of time, you're going to be completely lost. The series hasn't lost its knack for eye-popping boss battles and amazing ninja powers. But even diehard Naruto fans will find that this latest entry fumbles the pacing in its single-player Ultimate Adventure mode by spending far too much time hitting you with conversations and cutscenes and not nearly enough time letting you meaningfully participate in the story.
Of course, you can always skip the story sequences and get right to the next gameplay section, but the story is such a focus here that if you don't have an interest in watching this game unfold its tale, then there's little point in playing the game at all. Well over half of the time it takes to get through the single-player campaign is taken up by cutscenes and chitchat. You often watch several minutes of cutscenes, take control of a character to move him or her through an environment, maybe stopping to talk to other characters now and then, and then watch several more minutes of cutscenes. Sometimes, those cutscenes are action-packed and entertaining, but there are also lots of long expository sequences in which characters just stand around calmly talking to each other. Yes, there are intense battles from time to time, but there aren't nearly enough of these to support the bloated narrative.
When you do have to fight, you find that you can easily pull off incredible-looking techniques regardless of which character you happen to be controlling at that moment. There are dozens of playable characters in Ultimate Ninja Storm 3, but they all do attacks, build up chakra, and perform combos with the same button presses and combinations. This is a pick-up-and-play game: all accessibility, little depth. It's more about spectacle than skill, though the speed at which it moves means it does reward rapid reflexes, and it's exhilarating for a while to perform massively powerful, terrific-looking jutsu attacks with a few quick and easy button presses.
During specific fights, the free-flowing combat gets replaced by visually spectacular quick-time events that fully capture the kinetic energy of the anime's over-the-top battles. Whether it's a scene in which Naruto and Sasuke fight it out on the surface of a lake as a previous encounter comes flooding back to them or a sequence in which the massive, fearsome beast Nine-Tails threatens to destroy Hidden Leaf Village, these sections make for incredible viewing. These encounters and others present you with a choice of taking the legend approach or the hero approach. Your choice has a typically minor effect on how the battle plays out, and no effect on how the rest of the story plays out. It also determines whether you earn more hero experience or more legend experience, each of which gives you access to different types of items to use in battle. This does provide an incentive to return to earlier battles and choose the alternate approach just to see what impact it has, but that impact is usually disappointingly minor.
Ultimate Ninja Storm 3 also introduces mob battles in which you take on numerous easy, incapable enemies at once. They're mechanically dull, but moves that let you leap instantly from one enemy to another give these battles a visual energy, at least on the PlayStation 3. On the Xbox 360, these battles are interrupted by severe hang-ups that not only break up the flow of battle but can also result in the game failing to recognize your button inputs. The PS3 version doesn't suffer from this problem, but on both consoles, load times are frequent and long.
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