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andy91

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andy91 last won the day on December 12 2017

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  1. Trailer Torrent file System Requierments Minimum CPU: AMD FX-4350, 4.2 GHz / Intel Core i5-2300, 2.80 GHz RAM: 6 GB OS: Windows 7 SP1 with Platform Update VIDEO CARD: AMD HD 7870, 2 GB / NVIDIA GTX 660, 2 GB FREE DISK SPACE: 70 GB Recommended CPU: AMD FX-8350, 4.0 GHz / Intel Core i7-3770, 3.4 GHz RAM: 12 GB OS: Windows 10 Creators Update VIDEO CARD: AMD RX 480, 4 GB / NVIDIA GTX 970, 4 GB FREE DISK SPACE: 70 GB Review The orcs are the real stars of Shadow of War. Decorated with skulls, piercings, and plates of battered iron armour, these grotesque, toothy brutes sneer, jeer, and brag like rowdy drunks. And before you fight them they delight in detailing all the ways they’re going to kill you, gut you like a fish, and present your head to Sauron. It’s almost endearing how much they obviously love being orcs and serving their Dark Lord, which is more than can be said for the game’s dreary human characters—and that includes hero Talion, an undead Gondorian ranger with all the joie-de-vivre of a concrete bollard. The lauded nemesis system, first introduced in Shadow of Mordor, is back and expanded. So if an orc captain or warchief kills you, they’ll gleefully taunt you about it next time they see you. And if you defeat them, but they manage to escape, they’ll remember and reassure you that this time you won’t be so lucky. Forging bitter feuds with these expressive, unique enemies is the heart of the game, and easily the best thing in it. They’re the only characters who seem to be having any fun in this cursed world, and the vast array of positive and negative traits they have make them infinitely interesting and entertaining to fight. The game’s fun, crunchy combat is in the Arkham mould, with timing-based counters and an ever-increasing pool of moves and powers that increase its complexity. But before you wade into combat it’s worth interrogating weak-minded orcs to discover intel about their superiors: things they’re scared of, weapons they’re weak against, and so on. There’s something gratifying about making a scarred, snarling orc called Lûga Skull-Cracker flee in terror because one of his underlings revealed he has a secret fear of morgai flies. Waging psychological war on orcs like this is often more fun than fighting them. But it’s not all about rivalries: you can make a few friends too. Thanks to the power of the ring crafted by surly elven wraith Celebrimbor in the first game, it’s possible to weaken orcs, bend them to your will, and recruit them as allies. The brilliantly named Az-Grels Mountain-Eater, a hulking great lump of ugly muscle wielding a six-foot club, was my personal bodyguard for a while. Summoning him in battle and watching him charge in with his enormous club swinging was hugely satisfying. You can also call upon a handful of Gondorian soldiers to fight by your side, but they’re ultimately little more than squishy, expendable orc fodder. I love the new tribes system, which dramatically increases the variety of the orcs you encounter—both visually and in how they behave in battle. Orcs belonging to the stealthy Dark Tribe are fond of ambushes and trickery. Machine Tribe orcs are clad in thick metal armour. And the Mystic Tribe uses dark magic and cursed weapons. There are more, but I’ll let you discover them for yourself. The important thing is that, because of this added variety, almost every orc you meet feels like a distinct, original character, which makes the friendships and rivalries you form with them seem somehow more personal. In Lord of the Rings: The Return of the King, Frodo, Sam, and Gollum briefly stop at Minas Morgul, home of the Witch-king of Angmar and the Nazgûl. In Shadow of War you get to visit this place before they claimed it as their fortress, back when it was the city of Minas Ithil in Gondor. The game ties into Peter Jackson’s films like this often, and in some clever ways, but equally has no qualms about hammering its own ideas into the established lore. Talion forms an uneasy alliance with the giant spider Shelob, who appears to him as a beautiful woman; a pouting goth Galadriel who slinks about in black silk speaking in riddles, but never once gets hopelessly stuck in a bathtub. It’s a shame about the story, where the writers have focused squarely on the mystical, doomy side of Lord of the Rings. People solemnly discussing Sauron’s growing power, lamenting the war ahead. But where’s the warmth? The heart? People love this series because it mixes its grand fantasy with humour, humanity. Legolas and Gimli’s unlikely friendship. Anything involving the hobbits. In comparison, Shadow of War is almost entirely self-serious and in love with its own sense of grandeur. Its only really funny character, an Aussie orc called Brûz the Chopper, is wasted as a walking tutorial. And Talion is one of the least likeable heroes I’ve ever encountered in a game. He's a morose charisma vacuum who spends most of the game bickering with the equally humourless Celebrimbor, his spectral tag team partner. The game tries to paint him as a stoic, heroic force for good who’d rather not be fighting this war at all. But then, on the battlefield, he gleefully pops heads and elaborately executes people, clearly loving every second of it. It’s telling that any of the game’s randomly-generated orcs has more personality than this bearded bore. A new character called Eltariel, an elf chosen by Galadriel to hunt the Nazgûl, would have made for a much more interesting protagonist. As the title suggests, war looms large in this sequel. When you arrive at Minas Ithil you find the streets filled with battle-hungry orcs, siege machines, and Gondorian soldiers defending their home. The sense of scale is impressive, and you can climb to the top of the immense tower that gives the city its name. Monolith has brilliantly captured the grand, epic feel of the films, but the world has a sludgy, muted look that, while appropriate for a place like Mordor, makes for some bleak, uninspiring environments. Núrnen is an exception, however, with its green forests offering a welcome burst of colour and vibrancy. Continuing the war theme, conquering enemy strongholds—or nemesis fortresses as the game describes them—is one of Shadow of War’s most elaborate new features. Once you’ve built an army using Celebrimbor’s ring and weakened the enemy’s defences through killing warchiefs and destroying monuments, you can attempt to capture the fortress for yourself. These battles are wonderfully chaotic and you can join the fray, making use of siege machines and helping your soldiers gain territory by capturing victory points. Capture them all and you get the chance to enter the fort and challenge its overlord. After the siege you can promote one of your captains to be overlord. This grants you certain bonuses depending on which tribe he’s in, but you do have to invest in defences—and level up your captains—to maintain your control over the region. There’s fun to be had in conquering fortresses, but it does also feel a little like managing a small business. Shadow of War’s biggest problem is being overloaded with systems that don’t feel integrated into the game in an organic way. And it’s constantly screaming at you to do things, which makes it feel like a fantasy to-do list. "Purify the Haedir towers! Reveal Shelob's memories! Open the Ithildin doors! Collect the Gondorian artifacts!" They might sound exciting, but involve little more than finding a thing then interacting with it. There’s just too much going on. Too many menus, too much clutter on the screen, too many half-baked features. I would have preferred a smaller set of lean, refined systems to all this bloat. I had no interest in half the icons littering the map, and I found it difficult to get immersed in the story because of how unashamedly videogamey it all is. “Our greatest asset is stealth!” Celebrimbor says as he teaches me how to dominate orcs with the ring, which would sound insane if someone said it in the films or books. I never felt like I was in Middle-earth, and I rarely have trouble suspending my disbelief in games. Other new features include a fashionable tiered loot system, which sees you picking up armour, swords, daggers, and other gear from fallen warchiefs and captains. While this did tap into my collecting instinct and I was, at first, eager to see what loot would drop, I soon grew tired of endlessly finding near-identical items with only minor stat upgrades. This is one of many examples in Shadow of War that bigger is not always better, and if you removed it from the game completely it would barely feel any different. And Talion’s clothes and weapons reset back to their default look in cutscenes which is kinda annoying. But it all comes back to the orcs. They’re the reason I kept playing, even when I was losing interest in everything else. A motley, gruesome, ill-mannered crew of swines that are a constant joy to fight and befriend. And the increased variety and depth of the nemesis system makes for a much richer experience overall. I just wish the game wasn’t quite so overfed. A lot of developers think sequels need to be bigger and offer more to get people interested, but I’d prefer it if they were just better. Shadow of War is a great action game that feels like it’s yearning to break free from a prison of open world busywork.
  2. Torrent file Trailer System requierments Minimum CPU: Intel CPU Core i3-2100 or AMD equivalent RAM: 4 GB OS: 64-bit Windows 7, 64-bit Windows 8.1 or 64-bit Windows 10 VIDEO CARD: AMD Radeon HD 7870 (2GB) or NVIDIA GeForce GTX 660 (2GB) Recommended CPU: Intel CPU Core i7-3770 or AMD equivalent RAM: 8 GB OS: 64-bit Windows 7, 64-bit Windows 8.1 or 64-bit Windows 10 VIDEO CARD: Nvidia GPU GeForce GTX 970 / AMD GPU Radeon RX 480 Review The Sniper Elite series has always been the antithesis to other war shooters, rewarding patience and timing over a fast trigger finger. The fourth installment doesn’t reinvent the wheel, but it does give it a shiny new hubcap, building on an already competent game and making improvements wherever it can. The backdrop for this bloody affair is Italy in 1943 and the uprising of the resistance, making for a welcome change of style from the usual brown and dull locales of war games. The coastal towns and rural locations are gorgeous, both graphically and stylistically and there’s plenty to see on the huge maps. The scale of the terrain is one of the first things you’ll notice. It is sprawling and filled with optional objectives, more so than before. While you can just head straight for the main mission in an area and bludgeon your way to victory in fairly quick time, there’s also the option to tick off the numerous other tasks, the scope of which means that each stage can take hours to finish if you’re up for a methodical approach. With any stealth game, mobility is key, and Sniper Elite 4 both gives and takes away in equal measure. On the one hand, your character has more moves at his disposal than ever before, and while it’s no Assassin’s Creed, you are able to scale buildings...to a degree. You’re heavily reliant on carefully placed pipes and poles, and can’t shimmy your way up everything you see. It’s also not uncommon to be unable to vault a three foot high fence in some areas. Previous Sniper Elite games have been slightly clunky when it comes to movement, and it’s reassuring to see this addressed to a certain extent. One bug bear about the stealth is that sneaking up on an enemy to deliver a close counter kill is made tricky by the fact that when crouching, you move about as quickly as a newborn sloth. This can lead to the soldier you were studiously tailing turning around and catching you squatting five feet away, which is just awkward for everyone involved. Thankfully, when everything goes south, reload times are refreshingly quick, and you’re soon back in the action. While a bullet to the bonce is the most direct way to play through the game, you’re not restricted to it. Throughout the maps are opportunities to set up ‘accidental kills’, very similar to Hitman’s approach. They might lack the sheer creativity of the bald assassin, but they do offer players another way to take out those pesky Nazis, and it’s always satisfying when you squish an unsuspecting soldier with a perilously hanging crate. You can also get a bit devious with the cadavers of your enemies too if you’re that way inclined, by booby trapping previous victims with explosives to take out anyone who comes to investigate. Another way to change up your play style is to introduce another player. As with the previous game, you can play through the entire campaign in co-op, which adds another layer of strategy. You’re able to make more of distractions, and confuse the enemy with a bit of coordination. There’s also a multiplayer mode, but the concept of a player versus player match feels slightly at odds with a game that encourages meticulous and patient gameplay. If you relish a challenge, then harder difficulties do their best to accurately recreate the sniping experience, and you’ll have to account for wind direction and gravity when making your shots. A custom difficulty gives you the option to change any settings at any point, so you can find the ultimate sweet spot for how you want to play. The series is infamous for its X-ray bullet-cam, which rewards players for good shots by slowing everything down and showing the moment of impact as your hit lands, and the resulting effect on the victim’s internal organs. Intestines are torn, brains perforated, eyes pop, and yes, once again, testicles explosions are back. Maybe it’s immature, but there’s something mesmerising about watching a Nazi’s scrotum get destroyed from 200 yards. Just me then? For the squeamish, this can be turned off. The Sniper Elite series might have started off as a one-trick pony (albeit it a pretty good one), but the studio has changed just enough with each iteration to keep the game fresh. Sniper Elite 4 introduces more new ideas than ever before, making it the most in-depth and rewarding game so far.
  3. Trailer Torrent System Requirements Minimum CPU:Intel Core i5 2400s @ 2.5 GHz, AMD FX 6120 @ 3.5 GHz or better RAM:6 GB OS:Windows 7 SP1, Windows 8.1, Windows 10 (64bit versions only) Video Card:NVIDIA GeForce GTX 660 with 2 GB VRAM or AMD Radeon HD 7870, with 2 GB VRAM or better Sound Card:DirectX compatible using the latest drivers Free Disk Space:50 GB Recommended CPU:Intel Core i5 3470 @ 3.2 GHz, AMD FX 8120 @ 3.9 GHz RAM:8 GB OS:Windows 7 SP1, Windows 8.1, Windows 10 (64bit versions only) Video Card:NVIDIA GeForce GTX 780 | AMD Radeon R9 290, with 3GB VRAM or better Sound Card:DirectX compatible using the latest drivers Free Disk Space:50 GB Review Nine years ago Ubisoft released a game that was supposed to define a console generation. It looked astonishing, had sky-high production values and was packed with strong ideas. All the same, Assassin’s Creed wasn’t all that we had hoped for. It had a dour, unengaging hero, a repetitive structure, samey missions, flaws in the combat and controls. Two years later Ubisoft released a sequel that fixed nearly all these issues and gave us a hero and a story we could care about. Assassin’s Creed 2 was the redemption of Assassin’s Creed. Can history repeat? Around two and a half years ago Ubisoft released another game that seemed set to define a console generation. It looked astonishing, had sky-high production values and was packed with strong ideas, but it was also saddled with a dour, unengaging and downright dislikeable hero, a repetitive structure, samey missions and flaws in the combat and controls. By now, you can probably see where I’m going with this, and while I wouldn’t like you to think that Watch Dogs 2 was a triumph of the scale of Assassin’s Creed 2, it’s a much more vibrant, entertaining and enjoyable game than the original Watch Dogs. Like so many recent Ubi games it suffers from a host of annoying niggles and a sense of overfamiliarity, but just as Assassin’s Creed found its identity with Ezio Auditore di Firenze, so Watch Dogs has found the same with Marcus Holloway and his hacking crew. With Aiden Pearce ditched as lead the action now centres on Holloway, a gifted young hacker and the latest recruit for DedSec, a hacking collective operating in a near-future San Francisco. DeadSec is at war with Blume, the corporation behind the revamped ctOS networked city operating system, plus a range of other bodies in which Blume has interests, including technology companies, movie studios and a scientology-style church. To win, DeadSec needs to expose Blume and its allies, build a massive following and set up a massive botnet formed from millions of smartphones and devices. It’s the only way to take CtOS 2.0 and Blume down for good. While Marcus is your sole protagonist, he’s no loner, with each of the three other core Deadsec members getting their own specialities. Sitara handles the visual design and branding, the perma-masked Wrench is an engineer and gadget fiend, while Josh is the resident coding genius and general rocket scientist. And what does Marcus bring to the party? Well, like Aiden he’s the guy on the ground, breaking into corporate facilities, hacking systems and discovering their dirty secrets, whatever they are. Marcus’s basic toolkit is much the same as Aiden’s, though he spends more time working on a laptop than on some super-magic-uber-smartphone. He doesn’t have the parkour capabilities of an assassin, but he makes up for it with the ability to hack nearby devices at a tap of the L1 button, opening doors, siphoning data from computers, controlling window-cleaning lifts, fork-lifts and elevating platforms, not to mention taking over security camera networks, extending his grasp beyond his physical reach. Like Aiden, Marcus can also prime handy bits of infrastructure to work as lethal or non-lethal traps, transforming an electric fuseboard into a proximity stun-mine or a gas pipe into an explosive device. Beyond that, Marcus has a selection of other gadgets. A hard ball on a rope works as his basic melee weapon, while a 3D printer back at DedSec HQ can print a range of stun pistols, handguns, shotguns, assault rifles and SMGs, the selection growing as DeadSec hoovers up more cash. And in the best new addition, Watch Dogs 2 throws in the RC Jumper, a two-wheeled drone that Marcus can send under direct control into enemy strongholds, where it can travel through vents and hack into systems on Marcus’s behalf. It’s extending claw is particularly adorable, making RC Jumper the year’s best robot buddy after Titanfall 2’s BT. Now, this is another big Ubisoft open world game, so you can take for granted that it’s stuffed with systems, side-missions and a wealth of activities, ranging from motorcross races to hacking challenges to numerous collectibles to Drivr: San Francisco; a whole stream of lunatic driving escapades where you’ll drive clients around performing whatever weird and wonderful tasks they ask for. In a way, that’s emblematic of what Watch Dogs 2 gets right, embracing the anarchic, out for laughs culture of the hacking community and parodying attitudes to technology and social networking rather than taking the more serious, social justice-led approach of its forebear. As a result, the sequel’s side activities sit a lot more comfortably than those of the original game, where they either felt generic or a distraction from Aiden Pearce’s vengeance-fuelled crusade. Yet it’s also clear that Ubisoft is listening to the criticisms of recent Far Cry and Assassin’s Creed games. Watch Dogs 2 studiously avoids the usual climb the tower/discover missions/complete missions/conquer the area structure in favour of something more modular, free-flowing and narrative-driven, where your focus is on defeating another of Blume’s plans and gaining more followers, one mission at a time. In a way, this actually makes Watch Dogs 2 feel closer to a hacker-themed GTA – even a high-tech Saints Row – yet if the move makes for a less repetitive, more entertaining game, who’s complaining? The balance of the gameplay has also shifted. At times, Watch Dogs felt too combat-oriented, almost encouraging you to go loud if you were struggling to stay quiet. In Watch Dogs 2 violence feels much more of a last resort, though frustration with the stealth can still push you into a gunfight from time to time. Driving, meanwhile, is more about optional racing than about the original’s frustrating set-piece chase sequences, where merciless police forces ground you down. Even the sneaking around is generally more flexible, giving you the tools you need – like RC Jumper and an aerial drone – to try a range of options and find out what works. Even the mission design seems stronger. Sure, there’s a lot of slow infiltration, camera-hopping and, that old chestnut, car or freight-truck theft, but with San Francisco and Silicon Valley tech culture in the foreground, there’s more variety in the locations, more opportunity to explore the coast and back-country and some more interesting objectives too. Vehicles seem to handle better this time around, making any missions with driving in a lot more enjoyable. It’s even funny, throwing in skits on Knight Rider, eighties movie stars, smug high-tech corporations and intrusive IoT pioneers and social media companies, both parodied here more effectively than in GTA V. The result is a game that doesn’t grow boring all too quickly and where there’s a sense of excitement every time a mission starts. On top of all this, Watch Dogs 2 should have seamless, drop-in, drop-out multiplayer, where you can invite friends in for co-op action or duel with rival hackers, invading each other’s games, stealing data through subterfuge, or even taking on 3vs1 bounty hunt missions against most players who’ve been causing too much chaos on the streets. I say ‘should have’ because, pre-launch, the seamless multiplayer isn’t working. I’ll return and cover it in more detail when Ubisoft issues a fix. So, is this the game where the Watch Dogs franchise secures a golden future? Yes and no. On the one hand, it’s great-looking, colourful and vibrant, with beautiful, highly-detailed visuals and an inspired use of hacker iconography. Like Sunset Overdrive or inFamous: First Light, it can be a riot of neon-light and colour. On the other hand, and for all the good stuff mentioned above, there’s a lot of other stuff that still isn’t perfect. Enemy AI, for a start, is pretty lacklustre. Guards patrolling predictable routes is a staple of the genre, but those here seem spectacularly dumb, and even more so when engaged in combat, where they’ll happily flood towards a room to be gunned down as they come through a doorway, the corpses literally piling up. And while it’s good to have a less aggressive police force and fewer chases, some of the original’s sense of fugitive paranoia has gone with it. You can literally slaughter every guard in a building then stroll out of the front door, hop on a moped and ride to freedom, unbothered. It’s only later in the game that you feel the forces of justice really closing in. The way movement and traversal are handled also has its irritations; because the game infers what you want to do when you’re squeezing the right-trigger it has a nasty habit of deciding that, rather than, say, jumping into a window-cleaner’s crane lift, you’d rather jump onto one guardrail, then the opposite guard rail, then dive heroically off onto the street six floors below. It can also feel bitty. While the plot comes together and the villains raise the stakes around eight hours in, Watch Dogs 2 can feel like a disparate set of missions clinging on to a central thread. There are a lot of great ideas here, but they don’t always come together as one experience. What’s more, there are some not-so-great ideas in play. I’d just about got used to a repeated puzzle-based hacking element, where you have to rotate switches to create circuits to work around security, when the game threw in a horrific hacking competition at a desert festival that practically stopped my game in its tracks. Moving around and manipulating the switches is tough enough, but doing it against the stiff time limit soon gets infuriating. But most of all, Watch Dogs 2 faces one obstacle good old Ezio didn’t have to contend with; over-familiarity. We’ve had a lot of urban open-world games in the last seven years or so, many of them from Ubisoft and many of them with a very similar style and feel. We’re getting to the point where you have to really push the boundaries or introduce something dramatically new to shake things up. I’m not sure Watch Dogs 2 does enough. In short, this isn’t one of your all-time-greats. But that doesn’t mean it can’t be very good indeed. By daring to be bright, colourful, sometimes silly and – above all else – fun, Watch Dogs 2 should win over even those who felt let down by the original. By letting go of some of its self-important seriousness, the Watch Dogs series has earned a second chance. Verdict Watch Dogs 2 is no great leap forward, but it sees the series headed in the right direction with more colour, more flair and a real sense of fun. The action’s solid and the mission design much less generic, while Ubisoft Montreal has given you a great set of tools and the freedom to use them as you will. If the original Watch Dogs was a mean-looking hound, all bark, no bite, the sequel’s a more playful pooch that’s all about having a good time – and it’s all the better for it.
  4. Trailer Torrent System Requirements Minimum CPU:Core 2 Duo 2.4 GHz or Althon X2 2.7 GHz RAM:2 GB OS:Windows Vista Service Pack 2 Video Card:DirectX 10 or 11 compatible Nvidia or AMD ATI card, ATI Radeon 3870 or higher, Nvidia GeForce 8800 GT or higher Sound Card:Yes Free Disk Space:15 GB Recommended CPU:Quad-core Intel or AMD CPU RAM:4 GB OS:Windows 7 Video Card:DirectX 11 Nvidia or AMD ATI card, Nvidia GeForce GTX 560 or ATI Radeon 6950 Sound Card:Yes Free Disk Space:15 GB Review If you’ve never played Sleeping Dogs, United Front’s homage to both the Grand Theft Auto franchise and Hong Kong cinema’s early 90s bullet-festival heyday, close the browser now and pick up a copy. If you can’t wait to check out GTA 5 on a current gen machine, Sleeping Dogs: Definitive Edition will scratch that itch and then some. It doesn’t break much new ground in terms of its structure and gameplay, but Sleeping Dogs is easily one of the best – and underrated – open world games of the last generation. The reason for this is, in part, down to the game’s mechanics and controls, which are sublime to use and well-mapped to boot. In Sleeping Dogs, players will engage in rooftop free-running, car chases, brutal hand-to-hand combat and visceral gun battles that involve both pop-and-cover mechanics and the odd spurt of bullet-time. United Front has done a bang up job of making all this action easy to pick up and heaps of fun to play. The game’s open world city of Hong Kong isn’t an exact replica of the real thing, but it captures the neon-encrusted majesty and sleaze of the place beautifully. Alongside story missions, the city is filled with activities, ranging from fight clubs, to gambling dens, to street races, to cock fights, to training at the local dojo. Players can also bust up drug rings by driving rival gangs off their turf, hacking nearby cameras and having the local police arrest dealers when they arrive. They can even drop into a massage parlour for some R&R if they fancy. Everything the player does feeds into a leveling system in which they can unlock new moves and abilities. There’s also a reputation system that’s based on how the player interacts with NPCs. The story missions follow a basic GTA template – chases, gunfights, beatdowns and the like – but they’re all very well executed and Sleeping Dogs doesn’t run out of ideas before the end credits (even if a large portion of those ideas have been pilfered). Combat is particularly satisfying; beyond using martial arts combos to hammer foes, players can use items in their environment to execute pretty grisly finishers. Shoving a thug’s face into a wall fan or kicking them down an open elevator shaft never gets old. In short, United Front’s aim to make players feel as though they’re starring in their own Hong Kong action film is incredibly well realised. It also doesn’t hurt that Sleeping Dogs has a pretty layered and interesting story at its heart, which, when you consider how many clichéd tropes the plot has, is pretty impressive. Sleeping Dogs follows Wei Shen, an American-raised Asian bruiser who returns to his native Hong Kong following a stint Stateside. He quickly meets up with his childhood pal, who happens to be in deep with the local Triad gangs and it’s not long before Wei is moving up the criminal organisation’s ranks. What his newfound underworld buddies don’t know is that Wei is an undercover cop and he’s been brought back to Hong Kong to bring down the Triad gangs from the inside. While this set-up sounds like vintage Ringo Lam or John Woo, United Front has taken the effort to make Sleeping Dogs a rather compelling yarn. The deeper Wei becomes embedded in the Triads, the more he realizes that his newfound criminal brethren are more honourable than he first thought. The Triad thugs may be criminals, but the live by a code and watch one another’s backs. It’s only the fact that the higher-ups in Hong Kong’s underworld have begun ignoring these moral codes that has led to a war on the city’s streets. Conversely Wei’s police superiors are almost as shady as their Triad counterparts. Early on they show a willingness to break the law if it leads them their desired goals. Furthermore, since their assets have been stripped by the top brass, the local cops turn to Wei early on and ask him to solve a series of Triad crimes that their superiors can’t be bothered with. Every time the player thinks they have a fix on the narrative, United Front peel away another layer, revealing the game’s plot to be far more intriguing than one first imagined. That having been said, one has to question the necessity of producing an new generation port of Sleeping Dogs. The visuals have had an HD scrub and the draw distance has been improved, but Sleeping Dogs looked and played just fine on the last generation consoles. The graphics are running at 1080p and 30 frames-per-second but once again, this game’s last gen graphics and framerates were never really deal-breakers. Verdict That having been said, if you own a new generation machine and you’ve never played Sleeping Dogs, the HD Definitive Edition is well worth picking up. It’s just not an essential purchase for any player who has already walked a mile in Wei Shen’s shoes. Everything that made Sleeping Dogs a memorable and fun open world game is present in its last generation counterpart – and right now, that’s a good deal cheaper at retail.
  5. MERRY CHRISTMAS

    Merry Christmas to everyone...sorry for the late post
  6. Deadpool - System requirements and Review

    http://extratorrent.cc/torrent/4972770/Deadpool+repack+Mr+DJ.html here you go...sorry for the delay
  7. License Activator

    Please read these 2 topics...you have here all the answers you need
  8. BitefightBot+License Tutorial

    lol...i'm glad you think you're so special (ma bucur ca tu crezi ca esti mai special )
  9. BitefightBot+License Tutorial

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  10. Items which i received from fountain

    nice ones, but i got those 3 in 1 day on 2 accounts
  11. Items which i received from fountain

    I got these ones 2 days ago (2 items on my lower account and the first one i got on my level 700 account)....am i lucky or what? Demagulau IIValoarea de revânzare: 19.523.199Forță: +168Dexteritate: +112Cerinte: nivel 690 Helios IValoarea de revânzare: 5.121.217Daune normale (pe oponent): -8Dauna bonus (pe oponent): -22Rezistentă: +89Cerinte: nivel 395 Zajus IValoarea de revânzare: 13.683.528Viaţă: +74000Dauna bonus: +39Șansa de a lovi bonus: +12Talent bonus: +12Cerinte: nivel 595
  12. Items which i received from fountain

    you will never get a premium item from the fountain
  13. Items which i received from fountain

    how should i know where i got them if i'm using bot? :)) I just refresh my main page and see if i got something or not, from the fountain P.S. Here's another one i just got...i don't know if it is true, but i think that the chance of getting an item from the fountain is a bit higher if you already have at lest one item that you got from the fountain...at least this is how it goes for me...in one month i got 4 items Yogloth IValoarea de revânzare: 5.278.090Sansa de Lovitura (pe oponent): -8Șansa de a lovi bonus: +27Cerinte: nivel 400
  14. Items which i received from fountain

    LoooooL....here's another one that i just right now Su-Kenor IResale price: 13.961.035Bonus damage: +80Bonus hit chance: +37Level: 600
  15. Items which i received from fountain

    Here's another one Selulia IIResale price: 15.397.624Defense: +103Dexterity: +154Level: 625
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