Thursday, September 20, 2012

TORCHLIGHT 2 Released!





Torchlight II is an action role-playing game developed by Runic Games, released on September 20, 2012. It is the sequel to Runic's 2009 ARPG, Torchlight, and features peer-to-peer multiplayer support and extended modding capabilities. A release for Mac OS is planned for some time after the PC release. Runic Games originally estimated the PC version's release date to be sometime in 2011, but in November 2011 company president Travis Baldree announced the game release date would be pushed back to 2012 to allow time for further polishing and beta testing.


Gameplay

Like the original Torchlight, Torchlight II will feature randomly-generated dungeons for the player to explore, and numerous types of monsters to fight for experience and loot. Torchlight II maintains the same basic gameplay as its predecessor, but features overland areas with multiple hub towns, and a longer campaign. Other new features include time of day cycles, weather effects, and a redesigned user interface. Players will be able to customize character appearance with choice of sex, face, and hair style. Additionally, several elements from the first game will be returning, such as pets, fishing, and a retirement system.






Character classes

The game will feature four playable character classes. The Engineer (formerly known as the Railman) is a heavy melee fighter who uses ember-powered steampunk technology; the Outlander is a wandering nomad who uses ranged weapons and "low magic". The Berserker uses quick attacks and animal-themed special powers, and the Embermage is a highly trained spell-casting class with elemental attacks. The three classes from the original Torchlight do not return as playable characters, and are instead presented in the game world as NPCs.

Multiplayer

As stated in the trailer for Torchlight 2, Runic games have announced that they "heard their [the fans'] pleas" and criticism concerning the fact that Torchlight was a lonely experience without co-op. In addition to single-player mode, an all-new cooperative multiplayer mode has been promised, supporting both internet and LAN play. Runic has not yet decided on the maximum number of players per game, but Runic co-founder Max Schaefer mentioned that in their testing, groups of 2-6 players gave the best experience. Optional PVP (player versus player) has been confirmed by Runic.

Plot

Years after the end of the original Torchlight, The Alchemist gets corrupted by the Ember Blight coming from the Heart of Ordrak, the evil being who had been the source of the corruption under the town of Torchlight, and then destroys the town. The player character takes on a quest to stop this villain, who is using Ordrak's power to disturb the balance between the world's six elements.

As the game progresses, the player treks across large geographical areas, corresponding to three "acts" of the story and an epilogue. Act I is set in the mountainous Estherian Steppes, and Act II takes the player to a desert known as the Mana Wastes.

Development

Though the original Torchlight received positive reviews, the game's lack of any multiplayer modes was a near-universal criticism of the title by critics and fans alike. Prior to the release of the first game, Runic Games had announced plans to develop a MMORPG set in the Torchlight game world to follow the release of the single player game. However, in August 2010, Runic announced they were developing Torchlight II, a sequel which was conceived not only as a way to give the series multiplayer support, but also to give Runic "more experience with making a multiplayer Torchlight." Some of the work on Torchlight II is intended to carry over to Runic Games' upcoming Torchlight MMORPG, which the company plans to focus on following the release of the sequel.

In late 2010, Runic Games' increased involvement in the Xbox Live Arcade port of the first Torchlight game caused a delay in the development of the sequel, but memory and loading time optimizations developed for the port led to improvements in the PC version of Torchlight II.

Unlike its predecessor, Torchlight II features cinematic sequences, which are being produced by Klei Entertainment, the developer of Eets and Shank.


System requirements (minimum)

CPU: 2 GHz single core core Intel or AMD processor
RAM: 512 MB of system memory
Graphics: DirectX 9 compatible card with 128 MB RAM. Nvidia 6-series or AMD Radeon 800 series graphics cards.
Operating system: Windows XP
DirectX compatible sound card
3 GB of hard drive space

Torchlight 2 system requirements (recommended)

CPU: 2 GHz dual core Intel or AMD CPU
RAM: 1GB
Graphics: DirectX 10 compatible card with 512 MB RAM, Nvidia 200 series or AMD 3000-series.
Operating system: Windows 7
DirectX compatible sound card
3 GB of hard drive space

Enjoy the game!

Sunday, September 16, 2012

HALF - LIFE BLACK MESA SOURCE IS OUT!





Black Mesa (previously known as Black Mesa: Source) is a third-party total conversion modification for Valve Corporation's Source engine. The stated goal of the project is to recreate Valve's critically acclaimed 1998 video game Half-Life using the more advanced capabilities of the Source engine. The 40-person volunteer development team says they hope to create a more engrossing in-game world with more varied, complex environments and more challenging, realistic gameplay.

During its eight years in development, Black Mesa has been featured in several video game publications and received direct attention from Valve. Due to its long development time the modification has recently become notable for its delays, and dwindling updates on the status of its completion. The delays led to Wired Magazine awarding Black Mesa high spots on their Vaporware Of The Year list in 2009, and again in 2010. The developers released the game as a free download when completed. On June 10, 2012 the Black Mesa development team announced that new "media" would be released once their Facebook page reached 20,000 likes. This goal was reached on June 11, 2012 when 8 new screenshots were released, along with an announcement of the start of a "social-media campaign" towards their first release. On September 2, 2012, project leader Carlos "cman2k" Montero announced that the first Black Mesa release would take place on September 14, 2012.

Public voting saw the game approved for distribution on Steam's Greenlight program and will be released through Valve's own software, as well as a standalone download. The standalone download was released on September 14, 2012.







Development

With the release of Half-Life 2 in 2004, Valve Corporation re-released several of their previous titles, ported to their new Source game engine, including the critically acclaimed 1998 game Half-Life named Half-Life: Source. The Source engine is graphically more advanced than the GoldSrc engine used for the original versions. Half-Life: Source features the Havok physics engine and improved effects for water and lighting. The level architecture, textures, and models of the game however, remained unchanged.

Half-Life: Source was met with mixed reviews. IGN liked the new user interface and other technical features but noted that it did not receive as many improvements as Valve's other Source engine ports. GameSpy said that while it was a "fun little bonus", it was "certainly not the major graphical upgrade some people thought it might be." Valve CEO Gabe Newell is quoted as saying that a complete remake of Half-Life by fans of the game using Source was "not only possible…but inevitable."

The "Surface Tension" chapter as it appears in Half-Life

The same scene, as seen in a development version of Black Mesa

Black Mesa began as the combination of two independent volunteer projects, each aiming to do just that: completely recreate Half-Life using Source. The Leakfree modification was announced in September 2004. Half-Life: Source Overhaul Project was announced one month later. After realizing their similar goals, project leaders for both teams decided to combine efforts; they formed a new 13-person team titled Black Mesa: Source. The "Source" in the project's title was later dropped when Valve asked the team to remove it in order to "stem confusion over whether or not [it was] an endorsed or official product," which it is not.

The team now consists of 40 volunteer level designers, programmers, modelers, texture artists, animators, sound engineers, voice actors, and support staff. They have stated they want Black Mesa to be similar to Half-Life in gameplay and story, but changes will be made to take advantage of Source's more advanced features. Changes to the story will not divert from, or alter, the overall storyline of the Half-Life series. Level designers have shortened or modified some areas of the game that "didn't make any sense," or were "tedious" in the original. Maps will also be of a larger scale, for instance the hydro-electric dam, which is now "twenty or thirty times" larger.

Originally based on the version of Source released with Counter-Strike: Source in 2004, the project now uses a more recent version released with Valve's The Orange Box in 2007. This new version includes more advanced particle effects, hardware-accelerated facial animation, and support for multi-core processor rendering among other improvements. The team has stated they do not plan on upgrading again to newer versions such as those used in Valve's Left 4 Dead (2008) or Portal 2 (2011) games. In addition to the modification itself, the game's thematic score, produced by sound designer Joel Nielsen, has been independently released as a soundtrack.

Black Mesa is distributed as a free download. The developers released a teaser trailer in 2005, and a full-length preview trailer in 2008. They also released images, videos, and concept art during the project's development. Black Mesa was given an official release date of "late 2009" in the spring of 2009, but this date was changed to "when it's done", after the development team was unable to fulfill this date. The first part of the game was released on September 14, 2012. The team plans to release the Xen levels sometime later; with the current content, they estimate that players will have eight to ten hours of content to complete.

Reception

During its development, Black Mesa has received attention from several video game publications. It has been featured in articles from Computer Gaming World, PC PowerPlay, and PC Gamer UK magazines. Valve published a news update about the modification on their Steam digital distribution platform in 2007 saying that "We're as eager to play [Black Mesa] here as everyone else."

The project was awarded Top Unreleased Mod by video game modification website Mod DB in 2005 and 2006. Mod DB gave the project an honorable mention in their choice of Top Unreleased Mod in 2007.

After receiving a development version of Black Mesa in December 2009, PC PowerPlay magazine said that the game's setting "looks, sounds, [and] plays better than ever before." The "subtle" changes from the original Half-Life were said to have a "substantial" overall impact. They also noted the project's "frustrating" then-five-year development time, and current lack of release date, but added that the developers were making progress..

After the mod was released, early impressions of the game were very good.


These are the current requirements in order to play Black Mesa.


Minimum System Requirements


Software : Windows XP, Vista, or 7
Processor : Pentium 4 3.0 GHz, or AMD processor.
RAM : 1GB (1024 MB)
Graphics Card : Shader Model 2.0 capable, ATI 9600, NVidia 6600 or better.
Sound : DirectX 8.1 compatible.
HDD : 8 GB (Not including the Free Source SDK, installed separately)

Ideal System Requirements

Software : Windows XP, Vista, or 7
Processor : Intel Core 2 Duo 2.4GHz or AMD equivalent.
RAM : 1 GB (1024 MB)
Graphics Card : Shader Model 3.0 capable, ATI X1600, NVidia 7600 or better.
Sound : DirectX 9.0c compatible.
HDD : 8 GB (Not including the Free Source SDK, installed separately)


Black Mesa will require the Source SDK Base 2007 to run. Many Source games purchasable through Steam come with the Shared Resources, including the SDK, that you will need in order to run Black Mesa. To see if you can run Black Mesa, open Steam and look in the tools tab. If you see an entry titled Source SDK Base 2007, you can run Black Mesa.

As of July, 2011, Valve made the Source SDK free for anyone to download. This means that users who create new Steam accounts will be able to play Black Mesa without having to purchase any games.

Please note that neither the Nvidia or ATI free game packages come with the SDK base.

If "Source SDK Base 2007" Does not appear on the tools tab in steam you must download it in order to play the mod.

At the moment, Black Mesa only supports the Microsoft Windows NT-based Operating Systems that Steam supports (2000, XP, Vista, 7).
Installations

If you meet the Software requirements, you technically do not need anything installed. If you do not have the Source SDK Base installed however, upon running Black Mesa you will be prompted by Steam and asked to download it.

Friday, September 14, 2012

GAMERS NIMFO BACK ONLINE!

Gamers Nimfo was down for a while.  Starting from 16.09.2012. Gamers Nimfo Is Back Online with new info'z and new titles and reviews. 

STAY TUNED and Register! 

Thursday, June 7, 2012



MAX PAYNE 3









SYSTEM REQUIREMENTS



Minimum System Requirements
OS: Windows XP/Vista/7
Processor: Intel Core 2 Duo @ 2.4 Ghz / AMD Athlon 64 X2 5200+
Memory: 2 Gb
Hard Drive: 35 Gb free
Video Memory: 512 Mb
Video Card: nVidia GeForce 8600 / ATI Radeon HD 3450
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard
Mouse
DVD Rom Drive
Recommended System Requirements
OS: Windows Vista/7
Processor: Intel Core i7 @ 3.06 GHz / AMD FX-8150 @ 3.6 GHz
Memory: 8 Gb
Hard Drive: 35 Gb free
Video Memory: 2 Gb
Video Card: nVidia GeForce GTX 680 / ATI Radeon HD 7970
Sound Card: DirectX Compatible
DirectX: 11
Keyboard
Mouse
DVD Rom Drive





Max Payne 3 is the third installment in Rockstar Games Max Payne series and is set eight years after the events of the last installment.
Max Payne 3 is the third installment in Rockstar Games Max Payne series and is set eight years after the events of the last installment. No longer a cop, Max is close to washed-up, drunk and addicted to painkillers. Without a job on the force, Max has left the greater New York area, and finds himself in Sao Paulo, Brazil, working as private security. The story of Max's descent from vengeful, leather-jacket wearing detective roaming the alleys of New York to the broken, shaven-headed man out for justice on unfamiliar streets far from home is at the center of Max Payne 3. In addition to Max's classic shoot-dodge moves, there is now a combination of Natural Motion's Euphoria character behavior system and Bullet Time to enhance his moves. Partners and sidekicks will play a large role in this game to help Max in his quest for vengeance.
REVIEW

Wednesday, June 6, 2012

NEW NFS COMING! 30 OCT!

Need for Speed MOST WANTED (2)
"We’re bringing you our take on our favorite Need for Speed game ever: Most Wanted.

We loved the original. It had amazing cars, a massive, open city and epic cop chases. But most of all, it had an amazing premise: become the Most Wanted. So, that’s what you’re getting.

And because it’s us, you know what else we’re bringing to the party: great handling, cutting-edge online and the latest Autolog™, putting your friends at the heart of the game."






Friday, May 4, 2012

Resident Evil: Operation Raccoon City




Plot

See also: List of Resident Evil characters
Umbrella Security Service (USS) Delta team enters the Raccoon City Underground Laboratory, where they meet up with Alpha team leader HUNK. Their mission is to assist Alpha team in stopping Dr. Birkin from handing over his T-Virus research to the U.S. military and retrieve the G-virus. On their way to Birkin's lab, they find Birkin has paid numerous Umbrella Biohazard Countermeasure Service (UBCS) mercenaries to work for him while the deal goes forward. When they reach Birkin's lab, the doctor is shot, and HUNK and another Alpha leave with the samples. They soon find that Birkin survived the attack and infected himself with the virus. The Birkin creature proceeds to kill off most of Alpha team before disappearing; HUNK offers to go back in search of the sample.
Not long after the battle, it becomes evident that the T-virus has leaked city-wide, and people are beginning to transform into flesh-hungry zombies. In what they see as a punishment by USS command, Delta team is ordered to remove evidence of Umbrella's role in the outbreak. Heading into Raccoon City Hall, Delta team meets with a UBCS mercenary and they monitor Nicholai Ginovaef; he is soon revealed as a traitor and attempts to kill Delta team.
Later, the team is sent out around Raccoon Park to find the Nemesis-T Type, which has gone rogue. A second parasite is injected into its body in order to bring it back under control. Shortly after this mission is completed, the team is then sent out to the Raccoon City Police Department, ordered to kill any surviving police officers and destroy evidence linking the company to the outbreak. When this is done, the team exits the station, and soon after encounter Leon S. Kennedy, whom they begin to hunt down along with Sherry Birkin. After they find and corner Leon, Claire Redfield and Sherry, the game can end in two ways: in one ending, the team resigns from Umbrella over their abandonment during the mission and betrays them by letting the three live; in the other, Leon and Claire are executed and Sherry is sent to an Umbrella facility.

Gameplay







There are twelve playable characters in the game, with six characters for each side. On the Umbrella Security Service team there is: Vector, the team's recon expert and is equipped with a cloaking ability; Beltway, who is proficient in the use of explosives; Bertha, the medic; Spectre, the marksman; Four Eyes, the scientist, with the ability to program the bio-organic weapons (BOWs); and Lupo, who is the team leader.[citation needed] On the United States Special Ops team there is: Willow is the recon expert; Dee-Ay is the team leader; Tweed is the demolitions expert; Harley is the medic; Shona is the field scientist; and Party Girl is the sniper.
Alongside the single player mode, the game also offers four-player co-operative Raccoon Mode, which pits the USS against the U.S. Special Ops teams.
The zombies in the game are able to attack the player in a multitude of ways. A zombie that gets too close to the player will usually attempt to grapple the player, prompting the player to rapidly shake his/her analogue stick to avoid getting bitten. Players who are unsuccessful in doing this will be infected for a limited amount of time. Whilst they are infected they gain small bonuses at the expense of a slowly depleting health bar. If a player is successfully bitten and later runs out of time after becoming infected, the player will lose control of their character and begin attacking their former teammates until killed, allowing the player to respawn. There are additional enemy types in the game besides zombies, such as Lickers, Hunters, and Cerberuses. Furthermore, the players are able to control them under certain circumstances.[citation needed]
Heroes Mode is an online multiplayer feature allowing to play characters such as Leon S. Kennedy, Claire Redfield, Jill Valentine and Carlos Oliveira, plus Ada Wong, HUNK, Nicholai Ginovaef and a new character, called Lone Wolf.[citation needed]
Xbox 360-exclusive Nemesis Mode allows one player to control Nemesis and use him to kill the other team.[citation needed]
Free DLC pack containing playable missions for Spec Ops arrives on April 10 for the Xbox 360 and the PS3.

Development

The idea for the game came about during the development of Lost Planet 2. On November 1, 2010, Kotaku reported on a rumor that Slant Six Games, developer of SOCOM: U.S. Navy SEALs Confrontation, was developing Resident Evil: Raccoon City. On its website, Slant Six Games wrote that it was currently developing "an amazing new project" that was unannounced, which was developed in conjunction with a "new publishing partner on a world class franchise." In March 2011, Masachika Kawata estimated the game to be 45% complete. According to Kawata, there were discussions on introducing new "bio-organic weapon" enemy creatures into the game.

Reception

Operation Raccoon City received a mixed critical reception. IGN's review stated "An actual zombie outbreak would have been less tragic," calling the game "little more than a poor man's SOCOM and a destitute man's Resident Evil." GameSpot echoed these sentiments, stating that the game "is a frighteningly flawed action-heavy spin-off that withers in the shadow of its superior alternatives". GamesTM magazine gave Operation Raccoon City 3/10, criticising the team mate AI, glitches, and unimaginative set pieces. They played through the first four levels on single player and did not review the multiplayer modes. Eurogamer called it an "under-designed and under-produced nightmare...that delivers the bare minimum in every category." GamesRadar summed up its review with "poor design choices, narrative missteps, and technical issues combine to make this one of the worst Resident Evil games to date." Game Informer ended their review with "Not even online play is enough of a reason to warrant checking out this botched experiment with the Resident Evil brand." Edge gave the game a 3 out of 10, concluding that "it’s hard to see what this distinctly low budget shooter has to offer beyond yet another return visit to already blood-saturated and well-trodden ground." Game Revolution even went as far as to say that the game hurt the Resident Evil brand name, and that the game "should never have had the Resident Evil name attached to it. It smacks of purely business-oriented decision-making. Players are guaranteed to walk into the store and see that name and expect something completely different. It's not fair to consumers and Resident Evil fans alike.
Some reviews were positive. The Official Xbox Magazine gave it a score of 7/10, as a "satisfying blend of gunplay and teamwork."[Destructoid said that the game "suffers from poor design...but that doesn't stop it from being a genuinely good time that should satisfy anybody looking for a hardcore romp." The Guardian said "It's important to bear in mind that it's best experienced multiplayer rather than solo. But it's great fun and adds a fresh spin to a key time and place in the Resident Evil universe." GameShark said: "Raccoon City isn't the next real Resident Evil game (though its improved controls do bode well for that game). Instead, it's a mostly solid third-person, cover-based shooter set in the same universe."


SYSTEM REQUIREMENTS

Minimum

CPU: Core 2 Duo E4600 2.4 Ghz, Athlon 64 X2 Dual Core 5400+ 
GPU: GeForce 9800GS, Radeon HD 3250
RAM: 2GB
OS: Win Xp 32
Direct X: DX9
HDD Space: 8GB

Adjusted Requirements

CPU: Core 2 Duo E8400 3.0 Ghz, Phenom II x2 511
GPU: GeForce GT545 DDR5, Radeon HD 5670 1024MB
RAM: 3GB
OS: Win 7 32
Direct X: DX9
HDD Space: 8GB

Recommended Requirements

CPU: Core 2 Quad Q9400 2.66 Ghz, Phenom II X940
GPU: GeForce GTX560, Radeon HD 6950
RAM: 4GB
OS: Win 7 64
Direct X: DX9
HDD Spac: 8GB

MARK: 5 Bad control, stupidity at a full level, really (BOT) AI, but good graphics and storyline. 2 endings.

As Far As I Can Tell:

I like the 2 way endings and graphics... That's ALL! I mean, bad control, repetitive, INCREDIBLE STUPID MONSTERS! 
I prefer the OLD Resident Evil. Zombies and Boss battles. 
So: Played = Deleted! 
Share your point of view! 




Risen 2


Risen 2: Dark Waters is a single-player fantasy-themed action role-playing game and the sequel to Risen by Piranha Bytes. It is published and distributed by Deep Silver. Risen 2 is a pirate themed game, but it transfers the classic Caribbean pirate themes to a fantasy world where monsters, ancient gods, and voodoo magic exist.
The game was officially announced by Deep Silver on August 18, 2010, during a press conference a the GamesCom exhibition of Cologne. The official site was opened on February 19, 2011. The game was released for Microsoft Windows in the UK and USA at the end of April 2012, and is scheduled to be available for Xbox 360 and PlayStation 3 platforms in the late summer of 2012. The PC version is directly developed by Piranha Bytes. The French firm Wizarbox is in charge of the console versions for both the Xbox 360 and the PlayStation 3. Risen 2 will be the first Risen game to be made for the PS3.
Plot

The story begins in the Fortress of Crystal at the port of Caldera, last fortress of the Inquisition (a military/religious group last seen in Risen) and of the Old Empire. The mountains surrounding Caldera are aflame, as ancient gods called Titans (also last seen in Risen) assail the land to the north. Two of the Titans, Ursegor and Ismael, have fallen to fighting each other. This has relieved the pressure on Caldera, although parts of the city are on fire and have been abandoned. But one of the two Titans must soon fall, and the winner will then try to find a way to crush Caldera. Only the power of the mysterious crystal cave, located under the Fortress, gives the small depleted garrison some hope that they might keep the victorious Titan at bay. A more immediately pressing problem is a sea monster called the Kraken, which attack ships at sea and is under the command of the Titan goddess Mara. The Kraken attacks thus prevent Inquisition equipment, soldiers and supplies from reaching the last remaining haven of Caldera. The monster also prevents the Inquisition from fleeing from the Titans and the Old World, over the ocean to the New World. To add to the garrison's troubles, what little supplies Caldera has left are threatened by pirates who try to rob the storehouses.
One stormy night, Commandante Carlos (head of the Harbour Town garrison in the first Risen) spies an Inquisition ship on a course into Caldera harbor. Before it can reach safety, it is sunk by the Kraken. Carlos asks the hero to help any survivors. Among the survivors who are found washed up on the beach, there is a key character from Risen, the pirate's daughter Patty. Patty is always in search of her father, the famous pirate Gregorius Emanuel Steelbeard, and his treasure. Rumor says Steelbeard has found a way to sail the seas safely, using what may be a possible weapon that could kill the Kraken. Commandante Carlos decides that the Hero should infiltrate Steelbeard's pirates and try to learn any secrets they have. Patty and the Hero decide to team up, for the journey to the pirate's island of Takarigua. The Hero is officially stripped of his position in the Inquisition, and sent on his mission.

Main character

In the tradition of games developed by Piranha Bytes, the main character has no name. He is simply called the Nameless Hero. The main character of Risen 2 is the same hero of the first Risen. After the event of Risen he fled with the soldiers of the Inquisition, and joined with them - since they were then the last real remnants of organised humanity. But he is now older and wiser, and in the face of catastrophe he has become a frequent heavy alcohol user. He wears a patch over one eye that hides the Inquisitor monocle, obtained at the end of Risen.

Gameplay





The player doesn't choose his character or his class. One gains glory points (XP) as rewards for fighting monsters and solving quests. When enough points have been accumulated, the hero levels up and ranks up several attributes which together with equiped items govern the actual skills of the character (lockpicking, blademastery etc). The player can also invest gold with Trainers - special NPCs that are scattered around the game world - to refine his character with new skills.
The player can use a wide range of weapons, including, for the first time, guns. (Note the major revamp of the world also removes crossbows/bows from the game, in favour to guns/pistols, and that any type of shields and or two-handed weapons are not available in the vanilla game.)
Risen 2 offers the player a semi-open world: each island is a separate area that requires loading; but once the area is loaded, one can move freely without hindrance or pause for loading new items. At the beginning of the game, not all islands are initially reachable, but they become so as the story unfolds. Even though the game takes place in a faux-Caribbean pirate world, it doesn't include ship combat.
The magic system also recived a significant change with voodoo being focused on mind control and curses instead of the traditional flame/ice/magic bullet system.
One major difference form the prequel is the less important impact of factions in the actual plot, instead of game defining as previously (with certain armours/skills/weapons and quest lines being available only to cerain paths) Risen 2 features a much more focused main questline with factions being only secondary and not exclusive as before.

Development

In late May 2007, JoWooD Productions Software AG, Austria, and Pluto 13 GmbH, Germany (owner of the trademark "Piranha Bytes") announced the end of their cooperation. Following contractual agreements binding the two companies, JoWood temporarily holds the right to publish games in the Gothic series as well as the copyright for the "Gothic" trademark. As Piranha Bytes temporarily cannot further develop any game for the Gothic series, the company announced June 17, 2007 that they were working on drafting a new RPG. The next day, Deep Silver announced they would be the publisher and on August 6, 2008, the official name of the game was revealed: Risen. While Piranha Bytes developed the PC version of the game, the French company Wizarbox was responsible for bringing the game to the PS3 and Xbox 360. Following numerous criticisms of the poor quality of the original game's console port, the publisher decided that the sequel would be jointly developed on the three platforms from the project's inception, with experts from Piranha Bytes preparing elements for Wizarbox and with test controls every 30 or 60 days. The official name of the sequel: Risen 2: Dark Waters, was announced on February 19, 2011.
In late July 2011, the company Deep Silver announced that they had selected Steamworks as the form of DRM for the PC version of the game. This will allow users to add their retail keys to a Steam account and play the game via the service. This will also include unlimited installs on any PC, and no requirement to have the DVD in the drive to play.
Risen 2: Dark Waters was released on April 27, 2012 for PC in both Europe and North America. It was scheduled to be released the same day on consoles, but was delayed twice. The first anouncement was that the release had been delayed by a month. The current statement is that it will be released with extra content not present in the Windows-release on July 31, 2012 in North America and August 3, 2012 in Europe for Xbox 360 and PlayStation 3.

Marketing

In 2012, gaming licenser ESRB announced that the original cover art of Risen 2 was not suitable for release in North America, and Deep Silver was told to change it. Instead of a spray of red blood in the backdrop, behind the skull, it has since been changed to the color blue. The cover art remaining unchanged in other territories.

Reception

As of May 1, 2012, Risen 2 for Windows has gotten mixed to favorable reviews from critics, holding a 71% rating on Metacritic (6 percent lower than the previous title in the series). Critics praised the new setting, but criticize it for being over-reliant on stereotypes and being underdeveloped in general. IGN calls it "a role-playing experience that uses convention as a crutch and marginalizes or strips away a lot of elements that made the studio's past games stand out." Destructoid calls it what "...could have been a thoroughly supreme game, one that could have gone toe to toe with the heavyweights of action role-playing. Due to a number of highly questionable design decisions, however, a lot of that potential has withered away."

 Reception
Aggregate scores
AggregatorScore
GameRankings68.11% (PC)
Metacritic71/100 (PC)
Review scores
PublicationScore
1UP.comn/a[
GameTrailers6.7/10 
IGN6.5/10 



SYSTEM REQUIREMENTS




Minimum Requirements

CPU: Pentium Dual Core e2180 2.0 Ghz
Athlon 64 X2, Dual Core 4200+
GPU: GeForce GT530, Radeon HD 3850
RAM: 2GB
OS: Win XP 32
DISK: 5.5 GB


Adjusted Requirements

CPU: Core 2 Duo E6600 2.4Ghz
     Athlon 64 X2 Dual Core 5600+
GPU: GeForce GTS240
     Radeon HD 6670 2GB DDR3
RAM: 4GB
OS: Win XP 32
DISK: 5.5 GB

Recommended requirements

CPU: Core 2 Duo E8400 3.0Ghz
     Athlon II X2 270
GPU: GeForce GTX260
     Radeon HD 489
RAM: 4GB
DISK: 5.5 GB
DX 9 All


MARK: 7.7 (personal)

- Repetitive gameplay and fight scenes.
 - Ungainly control.
+  Story
+  Theme

As Far As I Can Say:

I prefer Risen 1 for storyline, gameplay, no linearity, challenges and the level of difficulty. Share your point of view and let me know what you think about this game! 

XBOX 720 Is Coming!


While gossip surrounding the next Xbox has been churning around inside the rumour mill for a good few years now, there's no doubt that we're getting closer to learning some cold, hard facts.
It would be absolutely no surprise if the Xbox 720 - if it is indeed to be called that – were to launch in time for Christmas 2013. And with the increasing frequency of new rumours, reports and leaks, an official reveal from Microsoft cannot be too far away.
Many think that a 2014 release is more likely though, and Microsoft has already ruled out making any kind of announcement in relation to the next Xbox at E3 2012.
So what can we expect from the Xbox 720 when it is finally revealed by Microsoft, and when will it finally hit the shelves?
We've pulled all the rumours together in this video, which we strongly suggest you take a look at:

Xbox 720 to pack AMD graphics and CPU?


If the next Xbox is to be as popular and last as long as the Xbox 360 – without the frankly appalling hardware failures which blighted its early days – it's going to need some reliable and powerful components.
Latest rumours suggest that the console will contain a revision of AMD's 7000 series graphics, which is based on its 28nm Graphics Core Next (GCN) Southern Islands tech.
Anonymous sources are being quoted on VG247 as saying that the graphics setup in the Xbox 720 will be "like two PCs taped together" which sounds like waffle to us. What does that even mean?
The same sources say that the two GPUs in the Xbox 720 "aren't structured as they are in a normal dual PC set-up," with each chip working separately to draw different items simultaneously.
Again, this sounds rather wooly to us, so let's try and make some sense of it...
Perhaps it depends what the source is referring to as different 'items'. The traditional usage of multi-GPU tech is Alternate Frame Rendering (AFR) where each GPU renders a frame in turn; if the source is saying that is not the case in the Xbox 720 then it will be a whole new usage of twin graphics chips.

It's possible this simultaneous rendering of different items could be referring to using the twin GPUs to display 3D outputs – where each chip is rendering a different angle of a scene to generate the 3D effect. This would then minimise the stress that 3D gaming puts on graphics chips.Still, if that secondary GPU is lying dormant during non-3D gaming it would be rather wasteful, so the GPUs must surely still be used concurrently to render the games.
It's also possible the confusion here could be arising from the difference between AMD's old GPU architecture, used in the Xbox 360, and the new Graphics Core Next technology. The old Very Long Instruction Word (VLIW) architecture of AMD's last gen GPUs essentially batched up instructions before outputting them.
But GCN is made up of more independent microprocessors capable of carrying out more instructions concurrently.
Either way, the inclusion of AMD 7000 series graphics would put the new Xbox on a par with the current rumoured specs of the Sony PS4 which is in turn expected to also contain AMD Southern Islands graphics as well as an AMD x86 CPU.

(Just A Little Concept)


It would put the two consoles on level footing in terms of performance as they will essentially contain the same hardware, though by the time they actually go on sale they would to be hopelessly out of date compared to modern PCs.
Are we really to believe that the 'next generation' of games consoles would essentially be out of date mini AMD PCs, with just the operating systems and scale of fun-sucking DRM the only levels of differentiation? We can't see that being the case, and a report in April 2012 suggests that Microsoft does indeed have something more exciting up its sleeve.
Xbox World reported that the Xbox 720 will pack a 16-core CPU, which would certainly add some much needed muscle to the maybe-possibly underpowered graphics.
What will the Xbox 720 actually be called?

It's entirely possible that Microsoft could call it the Xbox 720, but we reckon it'll have something a bit more exciting up its sleeve.
Noted Microsoft blogger MS Nerd outed the name Xbox Loop, claiming that the long-awaited console will be "far smaller", cheaper and quite Kinect-focused when it finally lands on our shelves.
Rrecent reports indicate that Microsoft's internal codename for the new Xbox is 'Durango'. Sean Tracy, a technical designer at games developer Crytek, said on Twitter: "Enjoying the Durango developers summit in London. So far, great swag and interesting talks". The tweet was very quickly taken down but the codename was out of the bag by then.
Xbox 720 storage and disc format

It now seems highly likely that the new Xbox will arrive packing a Blu-ray drive. There have been too many rumours suggesting this is the case for it not to be true.
Microsoft was, if you remember, a staunch member of the HD DVD Promotion Group and went so far as to launch an external HD DVD drive for the 360. So it represents a bit turn-around for Microsoft to embrace Blu-ray, but it also makes perfect sense.
Read speeds from DVDs are still faster than from Blu-ray discs, but BDs can hold vastly more data. A standard dual-layer BD can contain 50GB of data compared to the Xbox 360's dual-layer DVDs which contain between 8 and 9GB.
Many current Xbox 360 titles come on two or three discs, and with the size of Xbox 720 games destined to dwarf current titles, that extra capacity is a fundamental requirement.
There are other wildcard alternatives to Blu-ray and DVD, of course. You'll find flag-wavers for flash drives, Nintendo-style game cartridges, even the resurrection of HD DVD.
There were even some rumours speculating that the new Xbox would ship without a disc drive at all. The report on MCV said that the console will use "interchangeable solid state storage" which would indicate that games would be both downloadable and available on PS Vita-style memory cards.
Omitting a disc drive would certainly save money and reduce the weight and power consumption of the final device but we honestly don't see it happening.
Xbox 720 games are in development

It looks as though games developers are already playing with Xbox 720 hardware - a recent job advert from Peter Molyneux's Lionhead studio asks for developers with a background in DirectX 11 - a platform not used by any of the current consoles but is rumoured to be used in the AMD-powered Xbox 720.
It's a bit of a no-brainer that titles are in development from all the big studios if you ask us.
What about the Xbox 720 controller?

Many rumours suggest that the second version of Kinect will sit at the heart of the Xbox 720 experience. A console built around motion detection has lots of promise and it seems highly likely that this is the direction Microsoft is taking, given the way it's currently pushing Kinect hardware and software.
However, you can be sure that the trusty control pad will remain a core component for hardcore gaming. The 360 control pad is wildly popular amongst both console and PC gamers so we can't see the design changing too radically, either.
Will Microsoft kill the second-hand games market?

There have been rumours cicrulating that the new Xbox console will feature a system aimed at preventing owners playing used games. That would mean no trading-in of old titles in order to fund the purchase of new ones - a move that would not be warmly received by gamers or highstreet store.
The rumours centre around the concept of the new Xbox demanding an always-on internet connection. That sounds like a horrifying idea to us – say it ain't so!
The Xbox 720 release date

According to a "high-ranking source at Crytek," the successor to Microsoft's Xbox 360 console is likely to be unveiled at E3 2012 - Microsoft has already denied this, which just goes to show how trustworthy even 'reliable sources' can be.
Microsoft has said publically that the Xbox 360 will have (at least) a 10-year life lifespan to match the PS3. That puts a new Xbox launch into 2015… However, we reckon it's far more likely that the console will launch either in 2014 or maybe even in time for Christmas 2013.
It goes without saying that neither Microsoft nor Sony will want to launch their new consoles after the other. The 360 stole a huge march on the PS3 by launching a year earlier and so it seems a safe bet that both consoles will arrive well before the 10-year life cycle of the Xbox 360 and PS3 are up.
Over on VG247 an anonymous source is being quoted as saying Sony is very confident of being able to launch the PS4 before Microsoft can release the Xbox 720. Quite how Sony or this source can be so sure is another matter. But if there is truth to this particular rumour, it might suggest a Christmas 2013 release is indeed on the cards for the PS4. Whether Microsoft can match that is one for the rumour mill.









Tuesday, April 3, 2012

Alan Wake



Alan Wake is a third-person shooter psychological thriller action game developed by Remedy Entertainment and published by Microsoft Game Studios. It was released for the Xbox 360 and Microsoft Windows. The story follows bestselling thriller novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance during a vacation in the small fictional town of Bright Falls, Washington, all while experiencing events from the plot in his latest novel, which he cannot remember writing, coming to life.
In its pacing and structure, Alan Wake is similar to a thriller television series, with episodes that contain plot twists and cliffhangers. The game itself consists of six episodes, and the fiction is continued by two special episodes, titled "The Signal" and "The Writer", that were made available as downloadable content (DLC) within the same year of the game's release. Together, they make the first season of a possibly longer story. Additionally, a six-episode live-action web series called Bright Falls acts as a prequel to the game, and a number of related books also expand upon the Alan Wake story.
Chiefly written by Sam Lake, Alan Wake took over five years to create; an unusually long development time in the game industry. The game received positive reviews from critics, and is often revered for its narrative, pacing, and atmosphere. Alan Wake has been awarded the first spot in Time magazine's list of the top 10 video games of 2010.
Alan Wake's American Nightmare, a full stand-alone title, was released in February 2012 on the Xbox Live Arcade service. The game will not constitute a direct sequel to Alan Wake, and no plans have been announced for a sequel (or "season two") for the original game. Remedy have stated, however, that they are not yet done with Alan Wake.

Gameplay




Alan Wake is a third-person shooter, described by its developers as a combination of "the mind of a psychological thriller", and "the body of a cinematic action game". In interviews, the game's creators hold that the game does not belong squarely in the survival horror video game genre. The game is primarily set in the fictional idyllic small town of Bright Falls, Washington. The main gameplay happens in various areas of Bright Falls – such as the forest, a national park, or a farm – during the nighttime; these are punctuated by calmer, non-combative sequences set during the day. The player controls the eponymous protagonist, Alan Wake.
In the game, a "darkness" is taking over humans, animals and objects. Humans possessed by the darkness, called the "Taken", are murderous enemies that attack Wake, wielding weapons of their own, such as mallets and chainsaws. They vary by speed, size, and the amount of damage they can take, and some can even teleport between short distances. Besides the Taken, the player has to combat flocks of ravens, and animated poltergeist objects.
As the enemies are protected by a shield of darkness, light plays a significant role in fighting them, while controlling the protagonist in the dark. For example, Taken are initially impervious to attack, and can only be killed or injured with a firearm when exposed to light, which burns away the darkness. Therefore, there is significant emphasis on flashlights and other hand-held lights being used in conjunction with conventional weapons, such as a revolver or a shotgun. The beam of these lights acts as a reticle. Such hand-held lights can be boosted, which destroys the darkness faster, but also reduces the battery level of the light. Besides the conventional shooter gameplay need for reloading ammunition, the player also has to insert fresh batteries into the flashlight when they run out, or wait for it to recharge slowly. The strength of the darkness protecting an enemy can vary between Taken. The amount of darkness remaining is represented by a corona of light that appears when aiming at an enemy, and a stronger darkness may recharge over time. When a Taken is finally destroyed, it disappears.
The player is often encouraged to take advantage of environmental light sources and placing, and to use other light-based weapons and accessories, such as flare guns, hand-held flares and flashbangs. Wake can use searchlights to take out massive waves of possessed enemies. Streetlights and other light stands can provide a safe haven, which the Taken cannot enter, and will regenerate the character's health very rapidly. Otherwise, health regenerates slowly with time, when not taking any damage. In certain sections of the game, it is possible to use a car to traverse between locations in Bright Falls. When in a car, the player can run down Taken on the road, or boost the vehicle's headlights to destroy them.
A major element of gameplay is the optional discovery and collection of manuscript pages from Alan Wake's latest novel—Departure. Wake does not remember writing this book, but it seems that its storyline is coming to life around him. These readable manuscript pages are scattered around the game world, out of chronological order; they often describe scenes that have yet to occur and act as warning and instructions for proceeding through upcoming challenges. Other optional collectibles include coffee thermoses scattered around the game world (100 in all), as well as discovering television sets which show different episodes of the fictional Night Springs series, radios airing talk and music from Bright Falls' local radio station, and textual signs around the town. The radio shows and signs provide a deeper understanding of the town's history and culture. The game's DLC episodes introduce other collectibles, such as alarm clocks, and video game boxes.

Synopsis


Main game

Bestselling thriller writer Alan Wake, suffering from a two-year long stretch of writer's block, travels with his wife Alice to the small idyllic town of Bright Falls, Washington, for a short vacation. While Alice shops for groceries, Alan goes to obtain the keys and directions to the cabin they will be staying in from its owner, Carl Stucky, at the local diner; an older woman, claiming that Stucky fell ill, hands them to Alan instead. Alan and Alice arrive at Cauldron Lake, where their cabin sits on an island within it. As they unpack, Alan discovers Alice has set up a typewriter, hoping Alan will try writing on the vacation. Angry, Alan sets off for a brief walk alone, but races back to the cabin when he hears Alice's screams. He arrives too late as some entity drags Alice into the lake's water, and without a moment's hesitation, jumps in after her, but shortly blacks out.
Alan comes to a week later, crashed after his car went off the side of the road outside of town. As he travels back to town, supernatural events occurring in his wake such as human figures shrouded in darkness that can only be defeated with light, and an ethereal figure wearing a deep-sea diving suit. When he meets Sheriff Sarah Breaker and reports Alice's abduction, the sheriff notes that there had not been an island in Cauldron Lake for nearly 30 years, sunk by an earthquake. Alan becomes the primary suspect in his wife's disappearance, attracting the FBI's attention. Barry, Alan's agent and friend, comes to Bright Falls to help Alan recount events and understand what happened.
Alan comes to learn that Cauldron Lake is possessed by an entity called the Dark Presence, and has the ability to turn fiction into reality. The Dark Presence is trapped within the lake, but is able to exert its influence on the local area and convert humans into the darkness-possessed "Taken". The diving suit figure is the consciousness of former writer Thomas Zane, who had owned the cabin and drowned during the earthquake; Zane is attempting to prevent the Dark Presence from escaping, and has provided Alan with pages of a typewritten manuscript entitled Departure, a work Alan recognizes as his own but that he was unaware of writing and which foretells of upcoming events. After one night of heavy drinking, Alan begins to recall the events of the missing week: once he dived into the lake he was taken by the Dark Presence, and was forced to write Departure as a means to lay the path for the Dark Presence's escape using the lake's mysterious power, but Zane was able to influence Alan's subconscious mind to write in the means for Alan's own escape and means to defeat the Dark Presence.
As the Dark Presence becomes more and more powerful, ravaging Bright Falls, Alan and Barry discover several clues that point them to a hermit, Cynthia Weaver, that knows the path to "The Well-Lit Room" where a weapon against the Dark Presence can be found. They locate Cynthia, having protected herself in a power plant, and she takes them to the Room, where Alan finds a simple light switch unit called "the Clicker", part of the fiction that Zane helped Alan to create. Alan leaves his allies safely behind and returns to the lake, successfully using the Clicker to destroy the Dark Presence. Despite its defeat, Alice does not yet emerge from the lake, and Alan realizes that balance must be maintained; he willingly throws himself into the lake waters; Alice soon reappears.[15] Within the depths of the lake, Alan finds himself in the cabin, and realizes that Departure is not yet finished, and turns back to the typewriter to continue the story and write his own means to be free of the lake. He comments to himself that "It's not a lake—it's an ocean."

Special Episodes

The Signal

Continuing from the end of the main game, Alan finds himself in a surreal version of Bright Falls, and realizes he is still held under Cauldron Lake. Zane directs Alan to follow a signal through a cell phone in order to focus and guide himself out of "the Dark Place", the realm where the Dark Presence came from and where the written word can become reality. As Alan continues to avoid and defeat various Taken, he encounters several television screens that show a more maniacal Alan (Later identified as the insane part of Alan's mind) ranting about upcoming events, forewarning Alan of what is to come. He also encounters an ethereal version of Barry, a figment of his subconsciousness, who also helps to guide Alan safely across the abstract landscape.
Zane's signal leads Alan to a sawmill, but as he explores it, he finds himself back in a setting of his city apartment. Zane appears, and tells Alan that it is himself—the maniacal figure on the televisions—that is keeping him in the Dark Place. Alan refuses to believe that he is trapping himself, but soon faces a monstrosity of several televisions with the insane part of Alan on them that tries to kill him. Alan is able to defeat the crazed version of himself, waking up back at the cabin in the lake, and realizes that he is still trapped.

The Writer

Still trapped in the Dark Place, Alan regains consciousness to find his memories of Bright Falls emerging; after leaving an amalgamation of the Cauldron Lake Lodge and the Andersons' farm, Zane tells Alan he must make his way back to the cabin via a lighthouse. The environments start to become exceedingly surreal and Alan follows Zane's path, avoiding increasing numbers of Taken. Zane warns Alan that the "irrational Alan" is still inside the cabin, controlling the Dark Place, while he himself represents the rational part of Alan; the rational Alan must regain control of the dream for any chance of Alan to escape the Dark Place. The irrational side of Alan attempts to stop him by creating delusions of Alice, extinguishing the lighthouse's light, and sending armies of Taken after him, but with Zane's help, Alan eventually reaches his goal, passing through the lighthouse to reach the cabin.
As he nears the cabin, the imaginary Barry appears and tells Alan that he will have to reject all the illusions before he can face off against the insane version of Alan, including the apparition of Barry. Alan is ready to accept that, forcing Alan to fight Taken illusions of Dr. Hartman, Barry, and the Andersons, defeating them all before he is able to reenter the cabin. His crazed side is in a paranoid state on the cabin floor, and when Alan touches him, the two are made whole again. Alan realizes that he cannot let himself fall into a delusional state again for fear of never being able to escape, and returns to the typewriter to start a new story—"Return".

Cast

This section requires expansion.
All the characters featured in Alan Wake were based on real life models. Ilkka Villi and Jonna Järvenpää, the models for Alan and Alice Wake, respectively, are the only Finnish models in the game; all other models were American.[16] Voice overs were provided by native actors from Japan and America for their respective regions.

Development

The Finnish studio Remedy Entertainment is known for creating the critically acclaimed Max Payne (2001), and its sequel, Max Payne 2: The Fall of Max Payne (2003). After shipping Max Payne 2, Remedy Entertainment spent some time "recovering from the crunch", and started coming up with different concepts for a new project. Among these was the concept for Alan Wake.
The game was announced at the 2005 Electronic Entertainment Expo (E3) for "the next generation of consoles and PCs", and was shown to the press behind closed doors in the form of a tech demo. In 2006, Remedy partnered with Microsoft Game Studios to publish the game exclusively for Microsoft's Xbox 360 video game console and then-current Windows Vista PC operating system. The first screenshots depicted the character of Alan Wake in much different attire, as well as a different layout for the town of Bright Falls, compared to the released game.
After four years of having repeatedly demonstrated the Windows version, in 2009, Remedy confirmed that at that point the game was being developed exclusively for the Xbox 360 and the decision to make a PC version was in Microsoft's hands. After the game's release in 2010, Remedy said that bringing the game to the PC was "not on the cards at the moment. "However, nearly two years after its release, Remedy was able to secure the rights to publish a PC version through the Steam platform described below).
The game was announced as "done" and undergoing final polishing in August 2009. The game eventually went gold on April 7, 2010, and was released in May.
Originally, Remedy planned Bright Falls as a free-roaming, sandbox-style open world city, similar to those seen in the Grand Theft Auto series. After trying this idea for six months, the team decided to scrap it, because it interfered with the pacing and storytelling they intended to deliver in a thriller game.
The game's enemies were designed by drawing concept art and then pouring water over them to make them feel "Just a bit off". For the character of Alan Wake himself, Remedy used "concept photos" as opposed to more traditional concept artwork.To research the Pacific Northwest setting for the game, a Remedy team traveled to the area, and produced a large amount of photographs and videos.

Influences and allusions

Alan Wake was influenced by and often alludes to certain films, TV shows, and books, as well as paying homage to a number of artists and works. Remedy has explained the shared themes and ideas between the game and other existing works of popular culture as "taking something familiar to people as an element, and building something of your own, and hopefully something [that is] unique in games, but still familiar from other forms of entertainment."
Bestselling author Stephen King was a major inspiration for Alan Wake. The main character as a writer whose work is coming true is a theme that has been explored by King in a number of his works. Wake's narration directly alludes to King on several occasions, including the game's opening line, in which he quotes a Stephen King essay. The game also pays homage to the film The Shining (based on King's novel of the same name) with a hedge maze area similar to the iconic maze in the film, among other references.
The game's setting, Bright Falls, draws inspiration from the early 1990s TV show Twin Peaks, which was set in the titular town; both fictional small towns in the state of Washington.[36] Alfred Hitchcock is also cited as an inspiration, with the flocks of birds that often attack the protagonist being influenced by his classic horror film The Birds.
In the game there are a number of television sets that can be found around the town in different places. They can be switched on and a short episode of the fictional series Night Springs will be played, which is influenced by the television series The Twilight Zone, created by Rod Serling in the late 1950s.

Episodic format

Alan Wake episodes

Main game:
Episode 1: Nightmare
Episode 2: Taken
Episode 3: Ransom
Episode 4: The Truth
Episode 5: The Clicker
Episode 6: Departure
Downloadable content:
Special 1: The Signal
Special 2: The Writer

In its structure, the story of Alan Wake plays out similarly to a mystery television program, where each episode brings another piece of the puzzle to the main ongoing story, yet have a distinct plot of their own. As such, Alan Wake is organized into episodes, which include narrative and plot devices normally used in TV, such as cliffhangers at the end of the episodes. A prominent borrowing from television is the "Previously on Alan Wake..." recap sequence that opens each episode, and serve to "refresh the player's memory and point to things that will become relevant shortly."A different song plays at the end of every episode, imitating certain TV shows that feature different music during each episode's closing credits.
The main game itself is divided up into six episodes. Additionally, two "special features", titled "The Signal" and "The Writer", have been released as downloadable content (DLC). Together, Alan Wake and its DLCs constitute the "first season" of a bigger story. The main game is designed to have a satisfactory ending with the main character reaching his goal, while the DLCs form a two-part special that further expands on the game's story by "[continuing] the fiction and [serving] as a bridge between seasons." While the game's developers have expressed interest in following Alan Wake up with a season two (i.e., a sequel), no plans have been announced about this.
Remedy Entertainment chose the TV series storytelling format to establish a certain stylization and pacing. The developers felt that watching episodes of certain TV shows – such as the heavily serialized series Lost – in the form of released box sets, at the viewers' pace, was a "natural way of 'consuming media'", and that this episodic format was a better fit for a long game. Remedy lauded Lost for its pacing as a thriller TV show.

Product placement

A number of real-life brands and products appear in Alan Wake. The game's developers have expressed that they tried to "be very conservative and attentive towards gamers" with their use of product placement, and that they aimed "to make the world feel more real rather than put ads in-your-face."
Examples of such marketing include collectable Energizer batteries and lithium batteries to insert into the player's hand-held lights. The phone service provider Verizon Wireless is another prominent brand in Alan Wake: besides Verizon branded mobile phones appearing on screen, there is a 30 second Verizon commercial viewable on one of the game's interactive TVs, as well as an allusion to the company's famous advertising line "Can you hear me now?" during a phone conversation in "The Signal" DLC. Additionally, billboards around Bright Falls advertise both Energizer and Verizon. Ford and Lincoln automobiles are also featured in the game.
Several Microsoft related brands also appear in the game. Alan and Alice Wake's car shows that it has the Microsoft-powered Ford Sync in-vehicle entertainment system. An Xbox 360 console can be seen in one section of the game, with the box of the fictional Night Springs video game next to it, which are collectibles in "The Writer" DLC episode. In multiple sections of the game, Microsoft Tag bar codes can be seen; these can be scanned in real life by the user with the appropriate software on their mobile device. When scanned, these tags redirect players to a phone number with the voicemail from one of the game's character, or to a Verizon-sponsored web site where users gain access to exclusive Alan Wake extras for their console. (This functionality is available in the United States.)[

Soundtrack

The game's score is composed by Petri Alanko. The soundtrack features the song "War" by Poets of the Fall, from the band's fourth studio album, Twilight Theater. Sam Lake said that the song "...is a prominent part of the Alan Wake soundtrack and the theme also links strongly to the game's storyline."Poets of the Fall also perform two original songs, "Children of the Elder God" and "The Poet and the Muse", under the name Old Gods of Asgard. The band wrote the ending theme to Remedy's previous game, Max Payne 2: The Fall of Max Payne, called "Late Goodbye", which is based on a poem written by Lake. "War", however, was not written specifically for Alan Wake. "Haunted" by Poe plays at the end of the second episode. "Space Oddity" by David Bowie plays over the end credits. Anomie Belle's "How Can I Be Sure" is featured in the third episode. "Coconut" by Harry Nilsson is played several times during game. On July 20, 2010 an official soundtrack consisting of 18 tracks was released.

Marketing and release

Bright Falls web series

A promotional live-action tie-in web series/miniseries titled Bright Falls was made available a few weeks before the game's release on the web and the Xbox Live service. The six episodes of Bright Falls were co-written and directed by Phillip Van, and they serve as a prequel to the game, set in the titular town before Alan Wake arrives there. The main character in the series is Jake Fischer (played by Christopher Forsyth), a newspaper reporter who visits the town on business.
A number of characters are shared between Bright Falls and Alan Wake, including Rose (the diner waitress), Dr. (Emil) Hartman, and the voice of radio host Pat Maine, who all show up in the game and the mini-series as themselves, reprising their roles. Ilkka Villi, the model and actor for Alan Wake in the game reprises his role in the series, at the conclusion of the last episode in the series, arriving with his wife, Alice.

Plot of Bright Falls

Jake Fischer arrives in Bright Falls to interview Dr. Hartman on his new book, an assignment from his publication agency. After a series of encounters with local townspeople and finding a place to stay, Jake soon finds himself the victim of long periods of lost time and black outs. He finds himself waking up in the middle of a forest and other locations where he had not been previously. He also develops an aversion towards lights and daytime. The longer he stays in Bright Falls, the more violent his behavior becomes. When he realizes this, he tries to duct-tape himself to a refrigerator and recording videotape himself in his sleep to see what might be causing the behavior. It is implied that he is being completely taken over by the Dark Presence to the point of murdering several people. He then vanishes, just before the arrival of Alan and Alice Wake.

Release

Alan Wake was first released exclusively for the Xbox 360 video game console. The game was scheduled to be released on May 18, 2010 in North America, and on May 21 in Europe. When the game went gold on April 7, 2010, the European release date was moved up a week. Therefore, the game was released in Europe first, on May 14, 2010, and then in North America on May 18, as originally scheduled. On November 23, 2010, Alan Wake was released on the Games on Demand service of Xbox Live, costing 4200 Microsoft Points. On February 16, 2012, a version of the game for Microsoft Windows was released.
Alan Wake was also released in a limited collector's edition, packaged in a case resembling a hardcover book. The collector's edition contains the game, a book titled The Alan Wake Files, and an exclusive soundtrack CD. It also features a developer commentary, and lends access to virtual items for Xbox 360, such as themes and Avatar clothes.

Downloadable content

During 2010, two "special feature" episodes of Alan Wake were developed and released as downloadable content (DLC) on the Xbox Live service, which serve to bridge the gap between the game's ending, and a possible sequel. The first of the two, titled "The Signal", was released on July 27, 2010. The second episode, "The Writer", was released on October 12, 2010. Both DLCs cost 560 Microsoft Points.

Books

The limited collector's edition of the game includes a 144 page book called The Alan Wake Files, which expands on the fiction of the game. A novelization of Alan Wake was written by Rick Burroughs. An art/making of book, entitled Alan Wake: Illuminated is also available. An official Alan Wake game guide was released by Prima Games.[citation needed]

Reception



Critical Response




Alan Wake received generally positive reviews. Michael Plant from The Independent gave the game a perfect score of 5/5. He praised Alan Wake for its "flawless pacing", which "ensures a compulsive experience". The editing and plot were also received very positively, making the game "the kind of experience the current console generation was made for."
The Daily Telegraph rated the game 9/10 with editor Nick Cowen being impressed by its "stunning" look, stating the town of Bright Falls and its surrounding environment to be "authentic" in terms of architecture, vegetation, weather and lighting. He described the atmosphere as being able to "...turn on a dime from feeling safe and serene to one of choking menace and foreboding...". Combat mechanics and plot were also praised with the first making "the player feel constantly under threat." and the latter being described as one of the game's "strongest assets". Criticism included the quality of the facial animation and the relatively short length of the game.
Dirk Lammers said the game kept "players on the edge of their seats", giving a final score of 4 out of 4 in his review for the San Francisco Chronicle.
Matt Greenop from The New Zealand Herald rated the game 5/5 and praised the game's "excellent pace" due to its episodic format. He also praised the "chilling" storyline, "brilliant environments" and concluded the game to be "one of the most innovative and entertaining titles so far this year."
William Vitka from the New York Post graded it B+, praising the game for its "scary atmosphere", music, graphics and "surprising level of complexity" in combat, but commented negatively on the game's animation and storyline.
Brian Crecente, editor-in-chief of Kotaku, praised the general use of light as a gameplay-mechanic. He commented on the episodic structure, saying it made the player feel satisfied even after short gameplay sessions. He also praised the overall storyline, having played the final episode thrice in a row, saying: "For the first time in my life, I have experienced something that plays like a game but has the impact of a movie... Alan Wake is a powerful ride, an experience bound to leave you thinking about it and wanting more for days after its completion." He criticized the game for not providing enough information about Wake and his wife, despite being "packed with memorable people", but concluded that the game "redefines interactive storytelling".
Tom McShea criticized the game for lacking "surprising, memorable gameplay moments" in his review for GameSpot, but hailed it for its "fresh" story-telling, great original as well as licensed music, "subtle" lighting effects, which, along with the soundtrack, "create a disturbing atmosphere", "satisfying" combat system and "clever" inclusion of collectibles, giving a final score of 8.5/10.
IGN's Charles Onyett scored the game 9/10, providing it with the "Editors' Choice Award". He described it as "hard to put down once you have started", and appreciated the game for its episodic structure, "interesting" story-telling mechanic, lighting effects, soundtrack and combat system, which he described as "fast and responsive", but criticized the writing as "uneven". The game received high marks for its "strong atmosphere", "fun gameplay", and "great visuals", but lost some due to its "weak ending".
Tom Orry from VideoGamer.com also awarded a score of 9/10, praising the game for its "clever narrative", "incredible atmosphere" and soundtrack which he described as "one of the best and most memorable I've ever heard in a video game".
GameTrailers gave the game an 8.6/10. The review praised the game's presentation for "selling you completely on its twisted nightmare", and providing a "genuine sense of dread".
Eurogamer's Ellie Gibson awarded a score of 7/10, stating that although she didn't consider the game to be very original, she found it accessible and undemanding, with a "neat combat mechanic".


Awards


List of awards and nominations for Alan Wake

Alan Wake has received a number of nominations and awards for its achievements in video gaming in 2010. Editors of Time magazine rendered Alan Wake the best video game of 2010. In its Best Xbox 360 Games of 2010 list, IGN awarded Alan Wake "Best Horror Game",[94] and also nominated it for "Best Story," "Coolest Atmosphere," "Most Innovative Gameplay,"[98] and "Best Character" (for the character of Alan Wake). The game was nominated in the "Best Xbox 360 Game" category at the 2010 Spike Video Game Awards, and received three nominations at the 2nd Annual Inside Gaming Awards in the categories "Best Narrative," "Best Sound Design" and "Most Compelling Character" (for Alan Wake). Gamespot's Best Games of 2010 Awards featured seven nominations for the game, including "Best Story" and "Best Writing/Dialogue," and won the reader's choice award for "Best Original IP." IGN ranked it #61 in their "Top Modern Games" ranking.
The game's soundtrack has won Best Score – European at the 2010 Annual Game Music Awards, with the panel stating "Breaking composer Petri Alanko's expansive score for the critically acclaimed Alan Wake captured the hearts of gamers and stand-alone listeners alike with its intimate orchestrations and psychological explorations."


Sales

Alan Wake debuted at #2 on the charts in the United Kingdom.[108] NPD Group stated sales for the first two weeks reached 145,000 units. According to a report, Alan Wake is the second most pirated Xbox 360 game of 2010, with more than 1.1 million downloads. According to a report by IndustryGamers, sales of Alan Wake would be much higher than previously estimated, at around 1.4 millions, as of December 2011. This includes the digital sales of the game during the Xbox 360 2011 Holiday bundle, which included a token to download Alan Wake, as well as a retail copy of Forza Motorsport 3.
On March 13, 2012, Remedy Entertainment announced that the game has passed 2 million copies sold, including Xbox 360 and PC.

Microsoft Windows version

Despite the cancellation of the PC version at the same time as the Xbox 360 release as a result of Microsoft's decision, Remedy's Oskari Häkkinen stated that "PC gaming is part of Remedy's heritage" and that the developers still wanted to release a PC version of the game. Remedy continued pressing on Microsoft to allow the okay to create the PC version, eventually gaining it about in mid-2011; Häkkinen attributed Microsoft's agreement partially to their repeated requests, but as well as Remedy's good standing with Microsoft, and the time factor, having the PC version be available ahead of American Nightmare. Development of the PC version began in earnest, with a small team from Remedy working with Finnish independent developer Nitro Games. Instead of starting from the scrapped PC version, the team worked from the Xbox 360 code and added in new features to take advantage of more powerful elements on modern PC machines. Core to the PC version was to make sure that the game played well using typical keyboard and mouse controls in addition to a controller, and to assure the graphics exceeded the limitations of the Xbox 360; Matias Myllyrinne, Remedy's CEO, stated that these elements were important, as "If this is not tuned to perfection, all the visuals are lost and the emotional touchstones are missed". The PC version was completed in about five months, and the game formally announced to the public in December 2011.
The game, which includes the main game and both DLC chapters, was released on the Steam platform on February 16, 2012. Within 48 hours, Remedy announced that revenue from sale of this version surpassed their development and marketing costs for the game. A retail PC version, distributed by Nordic Games, was release on March 2, 2012, in both a regular edition and a Collector's edition, containing a soundtrack disc, The Alan Wake Files, and other special content. The PC retail release for the United States will be available on April 3 2012, being distributed by Legacy Interactive.

Sequel and new Alan Wake title

Main article: Alan Wake's American Nightmare

Developer Oskari Häkkinen has spoken out that there is a possibility for Alan Wake 2, as the first title is only "Season 1" and the DLC will "bridge the gap to what we're working towards." However Häkkinen added that the idea is currently in 'limbo' while Microsoft is focusing on downloadable content for the first game. Writer Mikko Rautalahti adds the story is "bigger than one game" and the sequel would be "weird and wonderful".
On May 10, 2011, Remedy revealed they are working on a new Alan Wake game, after some information leaked out about the project before an official announcement. Remedy noted that it is not Alan Wake 2 and neither is it downloadable content. At the time, the company gave a Fall 2011 estimate for the release. In November 2011 it was announced that the new Alan Wake title will be available on the Xbox Live Arcade service, and will be revealed at the Spike Video Game Awards on December 10, 2011.
The first screenshot of the new game appeared on Game Informer on November 7. The screenshot shows Alan Wake in a different attire, with a flannel shirt and jeans, next to a road sign that says the town of Night Springs is 15 miles away. Night Springs is a fictional television show in Alan Wake, and is the setting of said show. On November 10, a short teaser trailer was unveiled. During the days leading up to the publication of the first screenshot, Remedy employees made a number of comments on the official Alan Wake community forums about the new game. It was shared that the new title is "structured like a full release complete with a pretty damn impressive storyline that expands the originals in some interesting ways." Although no specifics were revealed, Remedy responded to fans who were worried that being an Xbox Live Arcade game meant that the amount of content in the game would be too small. Remedy claimed that there will definitely be enough "value for money" for the players of the game, and that fans "will be blown away by the proportion of things pretty soon".


Alan Wake System Requirements



Minimum Requirements

Core 2 Duo E4400 2.0GHz
Athlon 64 X2 Dual Core 5400+
GeForce 7900 GS
Radeon HD 6545G2
2 GB
Win Vista 32
DX 10
8 GB

GD Adjusted Requirements

Pentium Dual Core E6600 3.06GHz
Phenom II X2 560
GeForce GTX 260
Radeon HD 4870
4 GB
Win Vista 64
DX 10
8 GB

Recommended Requirements

Core 2 Quad Q6700 2.66GHz
Athlon II X4 650
GeForce GTX 285
Radeon HD 5830
4 GB
Win Vista 64
DX 10
8 GB