Battlefield 1 Minimum Requirements
CPU: Core i5 6600K / AMD FX-6350
CPU Speed: Info
RAM: 8 GB
OS: 64-bit Windows 7, Windows 8.1 and Windows 10
Video Card: DirectX 11.0 Compatible video card with 2 GB VRAM (AMD Radeon HD 7850 / nVidia GeForce GTX 660)
Battlefield 1 Recommended Requirements
CPU: Intel Core i7 4790 / AMD FX 8350 Wraith
CPU Speed: Info
RAM: 16 GB
OS: 64-bit Windows 10 or later
Video Card: DirectX 11.0 Compatible video card (AMD Radeon RX 480 4GB / nVidia GeForce GTX 1060 3GB)
sâmbătă, 29 aprilie 2017
Battlefield-1
Battlefield 1 is a first-person shooter video game developed by EA DICE and published by Electronic Arts. It is the fifteenth installment in the Battlefield series, and the first main entry in the series since Battlefield 4.[1] The game was released worldwide for Microsoft Windows, PlayStation 4, and Xbox One on October 21, 2016.
Battlefield 1 received positive reviews by critics and was seen as an improvement over previous installments Battlefield 4 and Battlefield Hardline. Most of the praise was directed towards its World War I theme, multiplayer modes, visuals, sound design, and single-player campaign.
Similar to previous entries in the series, Battlefield 1 is a first-person shooter that emphasizes teamwork. The game is set in the period of World War I, and is inspired by historic 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 combat opponents.[2][3][4][5] 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 three groups: heavy, medium and light.[6] Players can also take control of various armored vehicles, including light and heavy tanks, armored trucks, cars, torpedo boats, biplane aircraft, an armored train, Reconnaissance vehicles, a Dreadnought and an LZ 30 Airship, as well as ride horses into battle.[7] Destructible environments and weapon customization, features present in the previous games, returned in Battlefield 1 and are more dynamic.[8]
The game's world designer, Daniel Berlin, said 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.[9] Players can control several characters in the campaign. If the player dies in the prologue, they will then take control of another soldier and role instead of reloading from a checkpoint. These roles can range from tank gunner to flametrooper to rifleman. When the player dies, a name appears on the screen of a real soldier, along with their birth year.[10] Unlike its predecessors, the game features a collection of war stories, similar to an anthology.[11]
The game's multiplayer supports up to 64 players.[12] The new squad system allows a group of players to enter and leave game servers together.[4] According to Berlin, playing without joining a squad would make gameplay significantly more difficult.[13] Multiplayer maps are based on locations around the world, including Arabia, the Western Front, and the Alps.[14] The game launched with nine maps and six modes, which include Conquest, Domination, Operations, Rush, Team Deathmatch, and War Pigeons, a mode in which players must secure war pigeons and use them to call for an artillery strike.[15]
Multiplayer modes[edit]
Battlefield 1's multiplayer modes feature a number of game types seen in previous entries in the franchise, as well as new modes;
Conquest: one of the standard game modes in the Battlefield series. Teams capture objectives across the map, earning points based on the number of objectives they hold. If a team is suffering from a major point deficit, a Behemoth-class vehicle (such as a Zeppelin L 30 or an armoured train) becomes available for their use.
Domination: a version of Conquest with a smaller map and fewer control points.
Rush: another standard game mode in the series, played between a defending and attacking team. An attacking team with a limited number of respawns must attempt to plant bombs in two telegraph stations located within a sector of the map, while the defending team must protect the stations and defuse planted bombs before they explode. If the attackers are successful, their respawns are replenished and the defending team falls back to the next sector. The game ends if the defending team exhausts the attackers' respawn tickets, or the attacking team captures the final telegraph stations. Unlike Rush modes in previous Battlefield games, the telegraph stations can also be used to call for artillery fire against the attackers.
Operations: A new mode which takes place across multiple maps to simulate a campaign from the war. An attacking team controls a battalion with limited respawn tickets; similarly to Rush, they must progress across sectors of a map by capturing their control points. If the attacking team exhausts their tickets, they lose one of their three battalions, and must try again. If the attackers are successful, the teams move onto a different map. The attacking team wins if they successfully clear all three maps without running out of battalions, while the defenders win if they eliminate all three of their opponents' battalions. Teams can be granted a Behemoth vehicle if they lose a battalion or map.[16]
Team Deathmatch: a standard game in which teams compete to reach a target number of kills, or the highest number of kills before time expires.
War Pigeons: a new, Capture the flag-like mode in which two teams must attempt to capture a messenger pigeon used to signal artillery fire. After the pigeon is captured, the player must be defended while they prepare the message to be sent, and the pigeon must be released outside. However, the opposing team can still shoot down the pigeon. The first team to successfully release 3 pigeons wins the game.
Frontlines: A new mode added in the They Shall Not Pass DLC, described as a "tug of war" combining aspects of Operations and Rush. A map contains five control points along a linear path connecting the bases of the two teams. Beginning at the centre of the map, a team must progress towards their opponents' base by capturing each successive control point. If the point is captured by the opposing team instead, they are pushed back towards their own territory. If a team reaches their opponent's base, they must then destroy the two telegraph stations within to win the game. As in Rush, the defending team can use the telegraph stations to call for artillery fire. If the attacking team does not destroy both stations before they run out of tickets, they are pushed out and must capture the final objective again before they may can make another attempt.[17]
Forza-Horizon-3-System-Requirements
Forza Horizon 3 Minimum Requirements
CPU: Core i7 3820 @ 3.6GHz
CPU Speed: Info
RAM: 12 GB
OS: Windows 10
Video Card: GeForce GTX 970 or GeForce GTX 1060 / Radeon R9 290X or AMD RX 480
CPU: Core i7 3820 @ 3.6GHz
CPU Speed: Info
RAM: 12 GB
OS: Windows 10
Video Card: GeForce GTX 970 or GeForce GTX 1060 / Radeon R9 290X or AMD RX 480
Forza-Horizon-3
Description
Supports Xbox Play Anywhere: yours to play on both Xbox One and Windows 10 PC at no additional cost.
THIS IS YOUR HORIZON
You’re in charge of the Horizon Festival. Customize everything, hire and fire your friends, and explore Australia in over 350 of the world’s greatest cars. Make your Horizon the ultimate celebration of cars, music, and freedom of the open road. How you get there is up to you.
EXPLORE AUSTRALIA, HORIZON’S LARGEST WORLD EVER
Drive through the vast desert and rocky canyons of the Outback to lush, wild rainforests, and to the sandy beaches and gleaming skyscrapers of Australia's Gold Coast.
CHOOSE FROM OVER 350 OF THE WORLD’S GREATEST CARS
Every car is recreated with ForzaVista™ detail including full cockpit views, working lights and wipers, and new vehicle types bringing all-new driving experiences never before seen in Forza.
DISCOVER NEW DRIVING GAMEPLAY
Danger Sign Jumps, Convoys, and Drift Zones are just some of the exciting new driving challenges that await you. Star in thrilling Showcase events that pit you and your car against a fleet of speed boats, even a giant airship!
HIRE AND FIRE FRIENDS
You’re the boss. Hire your friends’ Drivatars to help you gain fans and expand your festival, and form Convoys with them to explore the world even when they’re not online. If they’re not winning you fans, fire them!
CUSTOMIZE EVERYTHING
Horizon Blueprint gives you the power to modify every aspect of race events, championships, and Bucket List challenges – and instantly challenge friends to beat you at your own game. Choose your driver character, create custom paint jobs and vanity license plates, add new body kits – even select your own car horn sound.
DRIVE TO THE MUSIC YOU LOVE
Choose from eight diverse radio stations, or create a custom station from your own music collection with Groove Music.
START AN ONLINE DRIVING ADVENTURE
Online 4-Player Co-op allows you and your friends to experience the variety, competition, and rewards of a Horizon campaign together for the first time.
PLAY THE AUCTION HOUSE
Find rare cars and incredible works of art by the most talented creators in the Forza Community.
Features may vary between Xbox One and Windows 10 versions of game. Xbox One game disc for use only with Xbox One systems. Xbox Live Gold membership (sold separately) required for online multiplayer on Xbox One. Cross-device play only in Xbox Live-supported countries, see xbox.com/live/countries. Some music features may not be available in some countries. See forzamotorsport.net.
PHOTOSENSITIVITY SEIZURE WARNING: A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Visit Xbox.com for more information.
Supports Xbox Play Anywhere: yours to play on both Xbox One and Windows 10 PC at no additional cost.
THIS IS YOUR HORIZON
You’re in charge of the Horizon Festival. Customize everything, hire and fire your friends, and explore Australia in over 350 of the world’s greatest cars. Make your Horizon the ultimate celebration of cars, music, and freedom of the open road. How you get there is up to you.
EXPLORE AUSTRALIA, HORIZON’S LARGEST WORLD EVER
Drive through the vast desert and rocky canyons of the Outback to lush, wild rainforests, and to the sandy beaches and gleaming skyscrapers of Australia's Gold Coast.
CHOOSE FROM OVER 350 OF THE WORLD’S GREATEST CARS
Every car is recreated with ForzaVista™ detail including full cockpit views, working lights and wipers, and new vehicle types bringing all-new driving experiences never before seen in Forza.
DISCOVER NEW DRIVING GAMEPLAY
Danger Sign Jumps, Convoys, and Drift Zones are just some of the exciting new driving challenges that await you. Star in thrilling Showcase events that pit you and your car against a fleet of speed boats, even a giant airship!
HIRE AND FIRE FRIENDS
You’re the boss. Hire your friends’ Drivatars to help you gain fans and expand your festival, and form Convoys with them to explore the world even when they’re not online. If they’re not winning you fans, fire them!
CUSTOMIZE EVERYTHING
Horizon Blueprint gives you the power to modify every aspect of race events, championships, and Bucket List challenges – and instantly challenge friends to beat you at your own game. Choose your driver character, create custom paint jobs and vanity license plates, add new body kits – even select your own car horn sound.
DRIVE TO THE MUSIC YOU LOVE
Choose from eight diverse radio stations, or create a custom station from your own music collection with Groove Music.
START AN ONLINE DRIVING ADVENTURE
Online 4-Player Co-op allows you and your friends to experience the variety, competition, and rewards of a Horizon campaign together for the first time.
PLAY THE AUCTION HOUSE
Find rare cars and incredible works of art by the most talented creators in the Forza Community.
Features may vary between Xbox One and Windows 10 versions of game. Xbox One game disc for use only with Xbox One systems. Xbox Live Gold membership (sold separately) required for online multiplayer on Xbox One. Cross-device play only in Xbox Live-supported countries, see xbox.com/live/countries. Some music features may not be available in some countries. See forzamotorsport.net.
PHOTOSENSITIVITY SEIZURE WARNING: A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Visit Xbox.com for more information.
Overwatch System Requirements
Overwatch Minimum Requirements
CPU: Intel Core i3 or AMD Phenom X3 8650
CPU Speed: Info
RAM: 4 GB
OS: Windows Vista/7/ 8/10 64-bit (latest Service Pack)
Video Card: Nvidia GeForce GTX 460, ATI Radeon HD 4850, or Intel HD Graphics 4400
CPU: Intel Core i3 or AMD Phenom X3 8650
CPU Speed: Info
RAM: 4 GB
OS: Windows Vista/7/ 8/10 64-bit (latest Service Pack)
Video Card: Nvidia GeForce GTX 460, ATI Radeon HD 4850, or Intel HD Graphics 4400
Overwatch Recommended Requirements
CPU: Intel Core i5 or AMD Phenom II X3, 2.8 GHz
CPU Speed: Info
RAM: 6 GB
OS: Windows Vista/7/ 8/10 64-bit (latest Service Pack)
Video Card: Nvidia GeForce GTX 660 or ATI Radeon HD 7950
Overwatch
Overwatch is a team-based online multiplayer first-person shooter video game developed and published by Blizzard Entertainment. It was released in May 2016 for Microsoft Windows, PlayStation 4, and Xbox One.
Overwatch assigns players into two teams of six, with each player selecting one of 24 pre-defined characters, called heroes, each with unique movement, attributes, and abilities, whose roles are divided into four categories: Offense, Defense, Tank, and Support. Players on a team work together to secure and defend control points on a map or escort a payload across the map in a limited amount of time. Players gain cosmetic rewards that do not affect gameplay, such as character skins and victory poses, as they play the game. The game was initially launched with casual play, with a competitive ranked mode, various 'arcade' game modes, and a player-customizable server browser subsequently included following its release. Additionally, Blizzard has developed and added new characters, maps, and game modes post-release, while stating that all Overwatch updates will remain free, with the only additional cost to players being microtransactions to earn additional cosmetic rewards.
Overwatch is Blizzard's fourth major franchise and came about following the 2014 cancellation of the ambitious massively multiplayer online role-playing game Titan. A portion of the Titan team came up with the concept of Overwatch, based on the success of team-based first-person shooters like Team Fortress 2 and the growing popularity of multiplayer online battle arenas, creating a hero-based shooter that emphasized teamwork. Some elements of Overwatch borrow assets and concepts from the canceled Titan project. After establishing the narrative of an optimistic near-future Earth setting after a global crisis, the developers aimed to create a diverse cast of heroes that spanned genders and ethnicities as part of this setting. Significant time was spent adjusting the balance of the characters, making sure that new players would still be able to have fun while skilled players would present each other with a challenge.
Overwatch was unveiled at BlizzCon 2014 in a fully playable state and was in a closed beta from late 2015 through early 2016. An open beta in May 2016 drew in more than 9.7 million players. The release of the game was promoted with short animated videos to introduce the game's narrative and each of the characters. Upon official release, Overwatch received universal acclaim from critics, who praised the game for its accessibility, diverse appeal of its hero characters, bright cartoonish art style, and enjoyable gameplay. Considered one of the best games released in 2016, the game received numerous accolades, including being awarded Game of the Year at The Game Awards, D.I.C.E. Awards, and Game Developers Choice Awards, as well as from numerous publications. Since its release, Overwatch has become recognized as an eSport, where in addition to sponsoring tournaments, Blizzard has announced plans to help support professional league play starting in 2017.
Etichete:
Blizzard,
Blizzard Entertainment,
BlizzCon,
First-Person Shooter,
FPS,
Gameplay,
Objective-Based Shooter,
Overwatch,
Team-Based Shooter,
Trailer,
verwatch
luni, 24 aprilie 2017
Prey-2
Prey 2 was an unreleased first-person shooter video game published by Bethesda Softworks. It was planned as a sequel to the 2006 video game Prey.
Though Prey 2 was announced by 3D Realms in 2006, a few months after release of the first game, development work at Human Head Studios did not begin in earnest until 2009, after the rights for Prey had transferred from 3D Realms ultimately to ZeniMax Media, the parent company of Bethesda. Bethesda formally announced their title in early 2011, which revealed a change of the player's main character and of gameplay to a more open world game. Human Head quietly ceased development on the game in late 2011 for unstated reasons despite having progressed to a near alpha release state. Subsequently, several industrial rumors circulated that Prey 2 had been canceled or changed developers, including evidence that Arkane Studios had taken over development. Bethesda formally canceled the game in 2014, stating it was not meeting their expectations. Later in 2016, Bethesda announced that a reboot of the franchise, Prey, was set for release in 2017 and was under development by Arkane, who had taken the concepts and thematic elements of Prey but scrapped any previous work that had been done by Human Head.
=Plot==
The story of ''Prey 2'' had been narratively tied to the first game. In ''Prey'', an alien spacecraft called the Sphere appears over the southwestern portion of the United States and starts abducting humans and other objects as part of its cycle to sustain its resource supply and its organic crew. One of those abducted is Domasi "Tommy" Tawodi who, in part due his [[spirit guide]] from his Native American background, is able to navigate the Sphere, defeat hostile alien forces, and succeed in freeing captive humans and other lifeforms from the intelligence that controls it, before returning to earth.
Plot
The story of Prey 2 had been narratively tied to the first game. In Prey, an alien spacecraft called the Sphere appears over the southwestern portion of the United States and starts abducting humans and other objects as part of its cycle to sustain its resource supply and its organic crew. One of those abducted is Domasi "Tommy" Tawodi who, in part due his spirit guide from his Native American background, is able to navigate the Sphere, defeat hostile alien forces, and succeed in freeing captive humans and other lifeforms from the intelligence that controls it, before returning to earth.
Prey 2 was to focus on U.S. Marshal Killian Samuels, who starts the game on a passenger flight which suddenly crashes onto the Sphere, shown during the events of Prey. At the end of a short battle with some aliens he is knocked unconscious, after which the plot jumps forward several years. Samuels is now a bounty hunter on the alien world Exodus. Though he is aware of his profession and has retained his skills, he has no memory of what happened in the time that passed since his abduction.[1] He initially believes himself to be the only human on Exodus until he runs into Tommy, whom he has apparently met in the period he no longer remembers.[2] Killian then resumes his bounty hunter activities while recovering his memory.
Development under 3D Realms/Radar Group[edit]
The first Prey game was released in July 2006; it had been developed by Human Head Studios, under contract with 3D Realms, and published by 2K Games. The game was considered successful; it had received Metacritic aggregate scores of 83 and 79 for the Xbox 360 and Microsoft Windows versions, respectively,[3] and by October 2006, over one million units had been sold according to 3D Realms' Scott Miller.[4] Miller announced as early as August 2006 that development on a sequel, Prey 2, had started.[5]
In June 2007, Miller co-founded a brand-management organization Radar Group, which was designed to help fledging development studios bring their games to publishers and distributors. Prey 2 was one of three titles that Radar Group announced it was backing in March 2008, along with Earth No More and Incarnate.[6] At this point, Prey 2 was described to be a narrative sequel to Prey. In the game, Tommy abandons Earth as he is accused of the disappearance of his family and his girlfriend. At this point in development, Prey 2 would have continued to be a first-person shooter using the portal/gravity-based gameplay as from the original game.[6]
During 2009, the rights to the Prey trademark changed hands; in June, 3D Realms transferred the trademark to Radar Group, who subsequently transferred it to ZeniMax Media, the parent company of Bethesda Softworks, by July. GameSpot noted that these events occurred shortly after ZeniMax's acquisition of id Software in June 2009. That September, ZeniMax filed several additional trademark applications for the Prey name associated with video games, including clothing and merchandise.[7][8]
According to Human Head's associate producer Matt Bisenius, all the previous work on the game up to its acquisition by ZeniMax/Bethesda was "bouncing ideas around" rather than any detailed development, believing 3D Realms/Radar Group had announced this sequel too early.[9] As they started more in-depth planning and development for the game, the team came to an idea of a bounty hunter, and decided to take the core ideas from Prey while providing a game with more activities for the player do, partially inspired by the then-recent release of Red Dead Redemption. Bisenius noted that "We didn't look at Prey 1 and pick out mistakes as much as look at it and pick out the core themes of Prey.
Though Prey 2 was announced by 3D Realms in 2006, a few months after release of the first game, development work at Human Head Studios did not begin in earnest until 2009, after the rights for Prey had transferred from 3D Realms ultimately to ZeniMax Media, the parent company of Bethesda. Bethesda formally announced their title in early 2011, which revealed a change of the player's main character and of gameplay to a more open world game. Human Head quietly ceased development on the game in late 2011 for unstated reasons despite having progressed to a near alpha release state. Subsequently, several industrial rumors circulated that Prey 2 had been canceled or changed developers, including evidence that Arkane Studios had taken over development. Bethesda formally canceled the game in 2014, stating it was not meeting their expectations. Later in 2016, Bethesda announced that a reboot of the franchise, Prey, was set for release in 2017 and was under development by Arkane, who had taken the concepts and thematic elements of Prey but scrapped any previous work that had been done by Human Head.
=Plot==
The story of ''Prey 2'' had been narratively tied to the first game. In ''Prey'', an alien spacecraft called the Sphere appears over the southwestern portion of the United States and starts abducting humans and other objects as part of its cycle to sustain its resource supply and its organic crew. One of those abducted is Domasi "Tommy" Tawodi who, in part due his [[spirit guide]] from his Native American background, is able to navigate the Sphere, defeat hostile alien forces, and succeed in freeing captive humans and other lifeforms from the intelligence that controls it, before returning to earth.
Plot
The story of Prey 2 had been narratively tied to the first game. In Prey, an alien spacecraft called the Sphere appears over the southwestern portion of the United States and starts abducting humans and other objects as part of its cycle to sustain its resource supply and its organic crew. One of those abducted is Domasi "Tommy" Tawodi who, in part due his spirit guide from his Native American background, is able to navigate the Sphere, defeat hostile alien forces, and succeed in freeing captive humans and other lifeforms from the intelligence that controls it, before returning to earth.
Prey 2 was to focus on U.S. Marshal Killian Samuels, who starts the game on a passenger flight which suddenly crashes onto the Sphere, shown during the events of Prey. At the end of a short battle with some aliens he is knocked unconscious, after which the plot jumps forward several years. Samuels is now a bounty hunter on the alien world Exodus. Though he is aware of his profession and has retained his skills, he has no memory of what happened in the time that passed since his abduction.[1] He initially believes himself to be the only human on Exodus until he runs into Tommy, whom he has apparently met in the period he no longer remembers.[2] Killian then resumes his bounty hunter activities while recovering his memory.
Development under 3D Realms/Radar Group[edit]
The first Prey game was released in July 2006; it had been developed by Human Head Studios, under contract with 3D Realms, and published by 2K Games. The game was considered successful; it had received Metacritic aggregate scores of 83 and 79 for the Xbox 360 and Microsoft Windows versions, respectively,[3] and by October 2006, over one million units had been sold according to 3D Realms' Scott Miller.[4] Miller announced as early as August 2006 that development on a sequel, Prey 2, had started.[5]
In June 2007, Miller co-founded a brand-management organization Radar Group, which was designed to help fledging development studios bring their games to publishers and distributors. Prey 2 was one of three titles that Radar Group announced it was backing in March 2008, along with Earth No More and Incarnate.[6] At this point, Prey 2 was described to be a narrative sequel to Prey. In the game, Tommy abandons Earth as he is accused of the disappearance of his family and his girlfriend. At this point in development, Prey 2 would have continued to be a first-person shooter using the portal/gravity-based gameplay as from the original game.[6]
During 2009, the rights to the Prey trademark changed hands; in June, 3D Realms transferred the trademark to Radar Group, who subsequently transferred it to ZeniMax Media, the parent company of Bethesda Softworks, by July. GameSpot noted that these events occurred shortly after ZeniMax's acquisition of id Software in June 2009. That September, ZeniMax filed several additional trademark applications for the Prey name associated with video games, including clothing and merchandise.[7][8]
According to Human Head's associate producer Matt Bisenius, all the previous work on the game up to its acquisition by ZeniMax/Bethesda was "bouncing ideas around" rather than any detailed development, believing 3D Realms/Radar Group had announced this sequel too early.[9] As they started more in-depth planning and development for the game, the team came to an idea of a bounty hunter, and decided to take the core ideas from Prey while providing a game with more activities for the player do, partially inspired by the then-recent release of Red Dead Redemption. Bisenius noted that "We didn't look at Prey 1 and pick out mistakes as much as look at it and pick out the core themes of Prey.
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