Saturday, August 13, 2016

No Man's Sky



No Man's Sky is an action-adventure survival video game developed and published by the indie studio Hello Games for PlayStation 4 and Microsoft Windows. The game was released worldwide in August 2016.

No Man's Sky's gameplay is built on four pillars — exploration, survival, combat, and trading. Players are free to perform within the entirety of a procedurally generated deterministic open universe, which includes over 18 quintillion (1.8×1019) planets, many with their own sets of flora and fauna. By exploring, players gain information about the planets that they can submit to the Atlas, a universal database that can be shared with other players of the game. Players get compensated in in-game currency every time new information is uploaded to The Atlas. Players also gain materials and blueprints to upgrade their character's equipment and purchase a variety of starships, allowing them to travel deeper into the center of the galaxy, survive on planets with hostile environments, interact in friendly or hostile manners with computer-controlled space-faring factions, or trade with other ships. Some activities, such as killing too many lifeforms or draining too many resources from planets, will draw the attention of patrolling robotic Sentinels that will attempt to kill the player character.

Players participate in a shared universe, with the ability to exchange planet coordinates with friends, though the game is also fully playable offline; this is enabled by the procedural generation system that assures players find the same planet with the same features, lifeforms, and other aspects once given the planet coordinates, requiring no further data to be stored or retrieved from game servers. Nearly all elements of the game are procedurally generated, including star systems, planets and their ecosystems, flora, fauna and their behavioral patterns, artificial structures, and alien factions and their spacecraft. The game's engine employs several deterministic algorithms such as parameterised mathematical equations that can mimic a wide range of geometry and structure found in nature. Art elements created by human artists are used and altered as well. The game's audio, including ambient sounds and its underlying soundtrack, also uses procedural generation methods from base samples created by Paul Weir and the musical group 65daysofstatic.

No Man's Sky represents Hello Games' vision of a broad, attention-getting game that they wanted to pursue while they secured their financial well being through the Joe Danger series of games. The game's original prototype was worked on by Hello Games' Sean Murray, and then expanded into a small four-person team prior to its first teaser in December 2013. About a dozen developers worked on the game leading up to its release, with Sony Interactive Entertainment providing promotional and marketing support. Sony formally announced the title during their press conference at the Electronic Entertainment Expo 2014, the first independently-developed game to be presented at the Expo's centrepiece events.

GAMEPLAY

No Man's Sky is a first-person, open world survival game. Players take the role of a planetary explorer in an uncharted universe. They start on a random planet at the edge of the universe, and are equipped with a survival spacesuit with a jetpack; a "multitool" that can be used to scan, mine and collect resources as well as to attack or defend oneself from creatures and other entities while on a planet; and a crashed spacecraft that, once repaired, allows them to land and take-off from planets and travel between them and engage in combat with other space-faring vessels. After performing enough resource collection to repair their spacecraft and leave the planet, the player is then free to engage in any of the four principal activities offered by the game: exploration, survival, combat, and trading.

The player-character can collect information on the planets and the lifeforms and other features of these planets to upload to The Atlas, a galactic database as depicted in the game's cover artwork, which they are paid for with units, the in-game currency. Units are used to purchase new survival gear, tools, and spacecraft with more powerful abilities and defenses, allowing the player to explore more of the universe and survive in more hostile environments. Such upgrades can work in synergistic effects; the scanning feature of the multitool initially starts as a short-ranged directed beam, but can be upgraded to have much longer range, spanning all directions, and locating minerals and other resources buried in the ground.

The player's ability to explore planets is only limited by the range of the hyperspace jump engines of their current spacecraft and how much fuel that the craft presently carries. The player is able to view a galactic map to plot courses between systems, which is updated as other players upload their findings to the Atlas. Numerous features in the space between planets exist, including ships and fleets belonging to various factions which may be hostile to the player or which the player may wish to engage in space combat. The player's actions influence how the faction treats them in future encounters; for example by helping a faction win a space battle against a rival one earlier, they may in turn help protect the players from a different faction later. The player can attempt communication with non-player characters (NPC) from these factions using a dialog tree interface, but this requires them to learn the aliens' language, for which a simple word-for-word translation exists, leaving the player to wildly guess at the start. By frequent communications with that faction, as well as finding monoliths scattered on planets that act as Rosetta stones, the player can better understand these languages, and can gain favour from the NPC and its faction for trading and combat. There are also various space bases where the player can engage in trading of resources and goods in a free market system, with one such base existing in every planetary system so that players always have the ability to buy fuel to make hyperspace jumps to other systems. The player is able to use resources they have collected to craft new goods, though they are required to determine the recipes for these on their own or to purchase from vendors. This can enable players to collect rare elements found in a remote part of the universe and craft them to make highly desirable goods that they can sell. Such stations also sell new equipment to the player with rotating stock.

Taking resources from a planet or harming the lifeforms on it causes the player to gain a "wanted level" similar to that of the Grand Theft Auto series, attracting the attention of self-replicating robot-like Sentinels that patrol the planets. Low wanted levels may cause small drones to appear which may be easily fought off, while giant walking machines can assault the player at higher wanted levels. Similarly, hostile actions towards the alien factions cause aggressive responses based on a comparable scale, ranging from being intercepted by one or two scout ships, to becoming the target of entire armadas. The player-character can die in a number of fashions, such as by sustained damage from a toxic or oxygen-less planetary environment or extreme temperatures, attacks from dangerous lifeforms or Sentinels, or being destroyed in space combat with the space-faring factions. If the player-character dies, they will respawn near their spacecraft if they died on the planet surface, or will respawn at a nearby spaceport if they died in space combat; in either situation, they lose all information that they have not yet uploaded to the Atlas and other resources collected since, but retain all of the gear they have already acquired, provided that they return to the point where they died to recover items they had been carrying.

Development

Concept and inspiration

The onset of development for No Man's Sky arose from Hello Games' co-founder Sean Murray sometime during the development of Joe Danger 2 (2012), which he compared to a mid-life crisis for himself.[33] Murray, a former developer at Criterion Games for the Burnout series, worried the studio would be falling into a rut of producing sequel after sequel as was the case at Criterion. When Hello Games had problems with an American publisher, Murray realized they had an opportunity to create a completely new title based on a concept he had since he was a child, when he had aspirations of being an astronaut, envisioning oneself as being the first human to step onto an alien planet.

No Man's Sky was an attention-getting concept that the studio had since inception. Murray described that in bringing on board Dave Ream, the team's creative director, that Murray described how there are skyscrapers in the world that are well visible but built on standard designs, and then there are smaller, minimalist architectural designs, which is the direction that Murray wanted to take the studio. Ream agreed, but insisted that the studio at some point would make the game equivalent of a skyscraper, a game they could develop without any limitations. This proverbial game, "Project Skyscraper" was kept in mind as the studio began to expand and acquire the necessary finances to pursue other titles besides Joe Danger.

Murray's concept for the game was influenced by science fiction works of the 1970s and 1980s. Murray attributes ideas from the "Big Three" science fiction authors—Isaac Asimov, Arthur C. Clarke, and Robert Heinlein—whose stories he considered "fantastical - it's vibrant, exciting and the unexplored". Murray also considered Frank Herbert's Dune influential as it "paints this picture of a world that’s so believable". Another avenue of influence was the state of current science fiction media, which Murray compared to similar commentary from Neal Stephenson on how most mainstream works focus on a dystopian story; for Murray, he wanted No Man's Sky to be much more optimistic and uplifting.

Murray was also inspired by the covers of these science fiction works from the period, which typically were done by freelance artists and bore little connection to the story within but made for visually alluring scenes. Duncan credits much of No Man's Sky' art influence from the work of Chris Foss, who drew covers for many science fiction books and magazines and had a significant influence in science fiction film and video games. Duncan noted that "he created this kind of art when everyone else was creating black starfields, grey dull monolithic spacecrafts". Other art influences included John Harris, another book and video game cover artist; Jean Giraud (aka Mœbius), a science-fiction and fantasy cartoonist; and Ralph McQuarrie, a concept artist for several major Hollywood films. Duncan also cited the films of Ray Harryhausen as an influence in terms of the exploration of the unknown. Murray noted an iconic shot from the original Star Wars film, which featured two suns rising on the planet Tatooine as the "perfect alien image" that captured the nature of science fiction.

Murray considered his own experience playing Elite, a similar open-world space exploration game, as part of No Man's Sky's inspiration. Murray wanted to craft a game that really focused on exploration, which, as he considered it, was "seeing something that no-one's seen before and for your experience to be unique", rather than pre-planned puzzles that one would need to explore to find and solve. The video game Journey was also influential with Murray hoping to integrate its "simplicity and elegance" into No Man's Sky.

Future

Murray has offered the potential to extend the game through downloadable content, though because of the procedural generation systems used, would likely be in the form of added features rather than new content. For example, with release of the day one patch, Hello Games has pointed to base building and the ability to purchase freighters as planned additions to the game. Murray anticipates all updates will be freely available.

The developers have stated they are looking at supporting virtual reality (VR) hardware, but as of June 2015 have not announced any plans. Murray stated in an April 2016 interview with IGN that VR "would be a really good fit" for No Man's Sky, as the immersive experience could create "really intense moments within a game". Murray also commented on the potential for a remastering of No Man's Sky for a system with more hardware capabilities, suggesting that they would be able both increase the texture resolution and the degree of complexity of the flora and fauna on the planets.


My Point Of View

After playing the game with the new day one patch I must say that it is a great exploration/action game. It is based on survival, crafting and research of new technology to be able to get to the centre of  the Galaxy witch is the main story point.
I saw reviews that say it becomes boring after a while. If you want to learn the story and find satisfaction you need to get closer to the center of the Galaxy. It becomes more clearer after getting farther in the game.
After release it had problems and it still has on most computers and PS4. Frame drops are constant but on PC if you teak your settings in Graphics you're good. Textures look good, animals, stations, ships are random. However it has only 4 racer in terms of NPC - Aliens. You need to learn their language by finding monoliths. (faster way) and doing missions for them.
You will get in their good part meaning you'll get better deal in merchandising and low prices on ships.
I give this game a 8/10

+Gameplay
+Random animals and plants.
+Sound
+Graphics - for its 2.6 GB size.
-Needs better optimization
-AI somewhat weird sometimes.

System Requirements

CPU: Intel Core i3 or better
CPU Speed: Info
RAM: 8 GB
OS: Windows 7/8.1/10 (64-bit versions)
Video Card: nVidia GTX 480, AMD Radeon 7870 or better

Free Disk Space: 10 GB


Wednesday, August 10, 2016

Gamers Nimfo Linking With Atomic Snail!



  

Hello all you Happy People! We have good news. Gamers Nimfo links with Atomic Snail's Channel from 12 August 2016. You will be able to see fresh gameplay, commentaries, reviews, unboxing and much more. Stay tuned for the new legacy. Fresh posts to come and updates daily. All videos posted from 12 of August on will be in English. Remember: We Are Stronger Together! 


Tuesday, June 14, 2016

Battlefield 1




Battlefield 1 is an upcoming World War I first-person shooter video game developed by EA DICE and published by Electronic Arts. It is the fourteenth installment in the Battlefield franchise, the first main entry in the series since Battlefield 4 (2013), and the first World War I video game published by Electronic Arts since Wings of Glory in 1994. The game is scheduled to be released on Microsoft Windows, PlayStation 4 and Xbox One worldwide on October 21, 2016.

Gameplay
Battlefield 1 - Original




Battlefield 1 - 2016

Similar to the previous entries in the series, Battlefield 1 is a first-person shooter. It is set in the period of World War I, and is inspired by historical events. Players can make use of World War I weapons, including bolt-action rifles, automatic and semi-automatic rifles, artillery, flamethrowers, and mustard gas to kill opponents. Melee combat was reworked, with DICE introducing new melee weapons such as sabres, trench clubs, and shovels into the game. These melee weapons were divided into two groups: heavy and light. Players can also take control of various armored vehicles, including light and heavy tanks, armored trucks, biplane aircraft, and battleships, as well as ride horses into battle. Destructible environments and weapon customization, features present in the previous games, return in Battlefield 1.

According to the game's designer, Daniel Berlin, the campaign mode has larger and more open environments than those in previous installments in the franchise, with more options and choices in terms of paths to completing levels and how to approach combat. Players can control several characters in the campaign.

The game's multiplayer is planned to support up to 64 players. The new squad system allows a group of players to enter and leave game servers together. According to Berlin, playing without joining a squad would make gameplay significantly more difficult. Multiplayer maps are to be based on locations around the world, including Arabia, the Western Front, and the Alps.

Development

According to game designer Daniel Berlin, the team picked World War I as the game's setting as they believed that the weapons and gadgets featured in that period of time suit players with different playstyles. The game was named Battlefield 1, since the team considered World War I "the dawn of all-out warfare". Melee weapons were reworked so as to introduce more depth to the system. According to creative director Lars Gustavsson, the setting was a concept for a very long time, and it had been the "dream" for the team to create a game based on that period. According to Berlin, gameplay was the most important aspect when they were developing the game, and he promised that it would not be slowed down due to the game's historical setting. The story of the game is told through multiple protagonists, and explores the stories of unknown war heroes. Patrick Söderlund, an executive of Electronic Arts, originally rejected the idea of having a World War One shooter as he thought that it would not be fun to play. He later accepted the pitch after being convinced by a demo created by DICE.

In June 2015, DICE revealed that they were working on an unannounced game. In January 2016, EA announced that Titanfall 2, Mass Effect: Andromeda and an unannounced video game set in the Battlefield universe would be released prior to the end of the company's fiscal year. Both the title, the game's release date, and the plot of the game were leaked prior to the official announcement on May 6, 2016. The game was officially unveiled on that day through a livestream on Twitch, showcasing a reveal trailer of the game featuring a remix of The White Stripes' "Seven Nation Army" by The Glitch Mob. The game's Collector's Edition includes items such as a statue of a Harlem Hell Fighter, a code for an unannounced downloadable content (DLC), and a Steelbook case. Pre-order bonuses include early access to a DLC map, and the Harlem Hellfighter Pack. The Deluxe Edition includes the pre-order bonuses, as well as three days early access to the game, the Red Baron Pack, the Lawrence of Arabia Pack, and five Battlepacks. An open beta is planned to ensure that major technical bugs, glitches and crashes can be patched prior to the game's official launch. Battlefield 1 is set to be released worldwide on October 21, 2016 for Microsoft Windows, PlayStation 4 and Xbox One.


System Requirements


COMING SOON

Sunday, June 12, 2016

Witcher 3 Wild Hunt






The Witcher 3: Wild Hunt is an open world action role-playing video game developed by CD Projekt RED. Announced in February 2013, it was released worldwide for Microsoft Windows, PlayStation 4, and Xbox One on 19 May 2015. The game is the third in the series, preceded by The Witcher and The Witcher 2: Assassins of Kings, which are based on the series of fantasy novels by Polish author Andrzej Sapkowski.

Played in a third-person perspective, players control protagonist Geralt of Rivia, a monster hunter known as a witcher, who sets out on a long journey through the Northern Kingdoms. In the game, players battle against the world's many dangers using swords and magic, while interacting with non-player characters and completing side quests and main missions to progress through the story. The game was met with critical acclaim and was a financial success, selling over 6 million copies in six weeks. The game won multiple Game of the Year awards from various gaming publications, critics, and game award shows, including the Golden Joystick Awards, The Game Awards, Game Developers Choice Awards, and SXSW Gaming Awards.


The Witcher 3: Wild Hunt is more than 30 times larger than previous Witcher games, requiring players to sail by boat to some locations and ride on horseback to others. However, fast traveling to already visited locations is also possible. The open world in The Witcher 3 was described as "20% bigger than Skyrim". Many actions the player performs affect the world, with many of the quests having a number of options on how to complete them, and differing outcomes. CD Projekt RED anticipated approximately 100 hours for the completion of the game, 50 of them belonging to side quests, and 50 belonging to the main story.

While similar to the previous Witcher games, Wild Hunt improved on several aspects from past games. Combat revolves around an action role-playing game system alongside the use of magic. The fighting system from previous games was significantly revamped. Wild Hunt introduces some new mechanics, such as the ability to sense nearby objectives, people and resources ("witcher sense"), combat on horseback and at sea, swimming underwater and the use of a crossbow. Additionally, Geralt can jump, climb, and vault over smaller obstacles. The climbing mechanics were described as "not exactly" like Assassin's Creed, but "similar to what we have in Uncharted". Item creation and potion brewing still remain as in previous games, but were modified from The Witcher 2 to be more forgiving. Traps from The Witcher 2 were entirely omitted. The same five Witcher signs returned but slightly modified, with each one having an alternative form that can be used.

The game features responsive, advanced artificial intelligence (AI) and dynamic environments. The day and night cycle influences some monsters and their powers, similar to the common mythological motif of a werewolf gaining powers during the night of a full moon. The game also features a dynamic beard growth system, in which the beard of the playable character Geralt grows as he spends time in the world. Ciri, an exceptional sword fighter with mythical powers from the Witcher novels, is a playable character in the game. Gwent is an in-game collectible card game, which replaces the dice games from the previous two Witcher titles.

Development

The developers on creating the game's world
The game was officially announced on 4 February 2013 via Game Informer, with a 2014 release on PC and "all high-end platforms available". The latter was then clarified to mean the PlayStation 4 and Xbox One on 21 February 2013 and 10 June 2013 respectively. According to the official information from Microsoft, The Witcher 3 was originally not going to be available on the Xbox One in Poland, the country in which the game's development process took place. However, this was changed as regional restrictions were later entirely removed from the Xbox One. The Witcher 3: Wild Hunt was developed over the course of three and a half years, with a total of 240 in-house staff working on it. Majority of the staff were Polish, while 1,500 people were also involved in the game's production globally.

On 11 March 2014, it was announced that the game's release date was delayed from Autumn 2014 to February 2015. According to an official statement released by the development team, they had successfully created "a story that flows naturally, cinematically, rendered it in amazing sound and visuals, while preserving full freedom of choice" - suggesting that the core game and its main story were practically finished. However, the statement then goes on to cite the main reason for the delay was manual fine-tuning of many details and thorough testing of the final product to bring it up to the desired standard of quality. On 8 December 2014, the developer officially informed about postponing the release date to 19 May 2015.

On 7 April 2015, CD Projekt RED announced two expansion packs for the game, titled Hearts of Stone and Blood and Wine. Hearts of Stone was released on 13 October 2015, while Blood and Wine was released on 31 May 2016. On 16 April 2015, CD Projekt RED confirmed that the game had been declared gold, indicating it was being prepared for duplication and release. The development budget for the game was 306 million Polish złoty.

Game engine

The Witcher 3: Wild Hunt features the REDengine 3 game engine, developed by CD Projekt RED and designed specifically for nonlinear role-playing video games set in vast open world environments. It is supposed to help eliminate many of the game development trade-offs previous developers faced, allowing The Witcher 3: Wild Hunt developers to create "an open environment with a complex, multi-thread story". CD Projekt RED has integrated the Umbra 3 Visibility Solution into its engine to handle occlusion culling. Engineers from Umbra and CDP demonstrated the use of the technology at the Game Developers Conference 2014. As in the previous two Witcher games, players are presented with a complex story featuring multiple choices bearing associated consequences. But REDengine 3 allows for a complex story line without sacrificing the design of the virtual world.

My Point Of View

My girlfriend knows Witcher as "The White Hair Guy" , "The White Hair One" . She's right because you can see him on every game DVD Cover in stores. I had a blast playing this game; don't get me wrong, I still play it (wink). When I bought this game I was surprised to find all this: 


Pack: 
4 Disc pack
1 Soundtracks Disk
A detailed World Map (the smell of paper is old) - details
2 Stickers for Computer - Car
A bonus code for all 16 DLC's 
A Thank You note for support

I bought this game for 12 bucks. At this price there's no AAA game out there that offers this in the box. 
I can't say there aren't any faults with the game but most of them where fixed by updates and fixes.  Check the ratings and you'll know what I'm talking about. Over 200 AWARDS - Defines Next-Gen - IGN
The developer has great care for this game and it gets constant updates and fixes. Creatures, the HUGE open world, weather, music, characters all make this game a 10/10 from my point of view. You start playing and the immersive world and action keep you in front of you PC for a day or more. (I played 9 hours non-stop until I was a "little" hungry. 15 minutes later... Next mission!) I even bought the original Project RED Medallion to show my gratitude for this masterpiece:
You can say that I have almost the collectors edition! 


Verdict

+Huge open world
+Sound - music
+Characters and creatures
+Weather and details
=NVIDIA Hairworks (for AMD users this is pointless)

Score: 10/10
I recommend this game for all gamers out there!


System Requiremens

No better requirements than the box itself




Monday, June 6, 2016

Dark Souls 3

  













Dark Souls III is an action role-playing video game developed by FromSoftware and published by Bandai Namco Entertainment for PlayStation 4, Xbox One, and Microsoft Windows. The fourth entry in the Souls series, Dark Souls III was released in Japan in March 2016, and worldwide in April 2016.

  Gameplay Dark Souls III is an action role-playing game set in a third-person perspective, similar to previous games in the series. According to lead director and series creator Hidetaka Miyazaki, the game's gameplay design followed "closely from Dark Souls II". Players are equipped with a variety of weapons including bows, explosives like fire bombs, greatswords, and dual-wielding swords to fight against enemies, and shields that can be used to deflect an enemies' attack and protect the player from suffering damage. Each attack has two different styles, with one of them being a standard attack, while the other is slightly more powerful and can be charged up, similar to FromSoftware's previous game, Bloodborne. In addition, attacks can be evaded through dodge-rolling. Bonfires, which serve as checkpoints, return from previous installments. Ashes, according to Miyazaki, play an important role in the game.[8] Magic is featured in the game, with a returning magic system from Demon's Souls, now known as "focus points" (FP). When performing spells, the players' focus points are consumed and decreased. There are two separate types of Estus Flasks in the game, which can be allotted to fit a players' particular play style. One of them refills hit points like previous games in the series, while another, newly introduced in Dark Souls III, refills focus points. Combat and movements were made faster and more fluid in Dark Souls III, with several players' movements, such as backstepping and swinging heavy weapons, able to be performed more rapidly, allowing players to deal more damage in a short period of time. Throughout the game, players encounter different types of enemies, each with different behaviors. Some of them change their combat pattern during battles. New combat features are introduced in Dark Souls III, including weapon and shield "Skills", which are special abilities that vary from weapon to weapon that enable unique attacks and features, at the cost of focus points. The game puts more focus on role-playing, in which the character builder is expanded and weapons are improved to provide more tactical options to players. The game features fewer overall maps than its predecessor Dark Souls II, but were created larger and more detailed, which encourages exploration. The adaptability stat from Dark Souls II was removed in Dark Souls III, with other stats being adjusted. The game features multiplayer elements, like the previous games in the series.





  Plot Set in the Kingdom of Lothric, a bell has rung to send a sign that the First Flame, responsible for prolonging the Age of Fire, is dying out. As has happened many times before, the coming of the Age of Dark produces the undead, cursed beings that rise up after death. The Age of Fire can be prolonged with the linking of the fires, a ritual in which great lords and heroes sacrifice their souls to kindle the First Flame. Unlike the previous times though, this time the destined undead, Prince Lothric, has abandoned his duty and left the First Flame to die out. The bell is the last hope for the Age of Fire, raising previous Lords of Cinder, heroes who have linked the flame across aeons, so that their essences may be combined to rekindle the almost completely dead First Flame. However, most of the Lords of Cinder abandon their thrones rather than linking the fires, only one of them remaining, and an undead known as the Ashen One rises and takes on the responsibility of preventing an oncoming apocalypse brought about by the endless conflict between fire and dark. In order to link the flame, the Ashen One must return three other previous Lords of Cinder, as well as Prince Lothric, back to their thrones in the Firelink Shrine. The Lords include the Abyss Watchers, a group of warriors sworn to protect the land from the abyss and linked by a single soul, Yhorm the Giant, who was once a conqueror of the very people he then sacrificed his life for, and Saint Aldrich, who was forced to become a Lord of Cinder despite an enjoyment of consuming both men and gods. Because the Lords' decisions to leave, the Ashen One must return their essences and power back to their throne by defeating them and returning their ashes to the shrine. Once the Ashen One succeeds in returning the Lords of Cinder including Lothric to their thrones, they travel to the ruins of the Kiln of the First Flame. There, they encounter the Soul of Cinder, an amalgamation of all the previous Lords of Cinder who had linked the flame in the past. Once the Soul of Cinder is defeated, four endings are possible based on the player's actions during the game.

  Sales In Japan, the PlayStation 4 version sold over 200,000 copies in its first two weeks of release. Sales for the Xbox One version were not reported. It became the fastest-selling video game published by Bandai Namco Entertainment America, becoming the company's most successful day-one launch. On May 10, 2016, Bandai Namco announced that Dark Souls III had reached three million total copies shipped worldwide, with 500,000 in Japan and Asia, 1.5 million in North America, and one million in Europe. It was also reported that Dark Souls III was best selling software in North America in the month of release.


My Point Of View


 I always had a crush on Dark Souls but from what I endure playing the game, I got to a point of hate. The game hates you and pushes you to the limits where you almost destroy your PC. I gave Dark Souls III another try. When I heard the menu music I was sure that whatever the journey has prepared for me I will endure and finish this art named Dark Souls III.
 There are checkpoints in the game when you feel you progress and done something with your character, but then out of nowhere you are killed and loose all your souls. Enemies can be hard to distinguish based on the looks and that means: easy to kill or .... A mob can be harder to kill than a boss in some cases. The artwork and design is one of the best I've seen. I recommend this game for any gamer out there.


Verdict

+ The level design
+ Voices
+ Mobs
+ Music

- The game punishes you when you feel most secure
- Lack of open world
- Sometimes repetitive

Score

8.7 


System Requirements:

OS: Windows 7 SP1 64bit, Windows 8.1 64bit Windows 10 64bit.
Processor: Intel Core i7-3770 / AMD® FX-8350.
Memory: 8 GB RAM.
Graphics: NVIDIA® GeForce GTX 970 / ATI Radeon R9 series.
DirectX: Version 11.
Network: Broadband Internet connection.
Storage: 25 GB available space.
Sound Card: DirectX 11 sound device.


Personal requirements: 

All of the above but the game can be played also on:

Processor: I5 750 / Athlon 2 x4
Graphics: Nvidia GTX 560 / Radeon 6870 
DirectX: 11 
Sound Card: Any Sound Device will do


Thursday, June 2, 2016

After long wait! We are back! Stay tuned for whats next!

For all you people still looking for activity on this blog we figured out the fact that it will be sad to close it down. So we are back once more. We need your help in growing it. Any comments will be welcome As a sign of support. Thank you and stay tuned!