The Elder Scrolls V: Skyrim


RATING: 9.5

Style: 1 Player Role-Playing Game

Publisher: Bethesda Softworks

Developer: Bethesda Softworks

Release: November 11, 2011






  The Elder Scrolls has always had a dedicated following, but given the success of Oblivion and the expectations for its sequel, I assumed Bethesda would play it safe and deliver a slightly enhanced continuation of the franchise. Instead, I walked away feeling I had played the next evolution of the series.

I wasn’t so optimistic as the game opened. Skyrim’s story begins with a political prisoner’s beheading at a public execution. This sequence is worrisome, not because my character was the next in line to feel the axe, but due to the choppy narrative flow. The intensity that is supposed to accompany this scene is stripped away by robotic character animations, confusion over who is talking at any given point, and uncomfortable lulls in the pacing. Making this scene feel real requires just as much imagination as a Dungeons & Dragons session. Cinematic storytelling has never been Bethesda Game Studios’ strong suit, and I find it surprising that the team decided to make it such a prominent component in Skyrim’s introductory moments.

This disappointing sequence concludes with an unexpected yet praise-worthy series of events. Before my character's head was permanently separated from his body, a dragon swooped in and burned as many of the poorly established characters as it could. This awesome moment transitions to an escape sequence that plays out similarly to a Call of Duty “follow” mission. As I ran in the opposite direction of the thrashing beast, it smashed through walls in pursuit, implying that I was the target all along. Again, this exacting approach seems out of place in an open world Bethesda production, but it ends up being a great transition that sets up the true heart of this adventure. After its rocky first steps, Skyrim’s story and gameplay find their stride.

From the moment the attack subsided and my character emerged safely onto Skyrim’s mountainous terrain, I found myself in awe of the world around me. All of Bethesda's releases this generation have given me that “I’m not in Kansas anymore” feeling once the open world is revealed, but not to the degree that Skyrim does. This world has that Rapture or Arkham Asylum allure, and is as much of a star of this adventure as any of the characters, dragons, or gameplay.



While Skyrim's landscape doesn’t have the fantastical elements of the aforementioned places, excitement and a true sense of discovery are tied to the secrets hidden within. I climbed a mountain to find a long-forgotten tomb, crossed a frozen tundra in search of powerful masked adversaries linked to one of this world’s greatest mysteries, and found myself riding my steed with haste toward a village under dragon attack. Much of the content the world offers is worth devoting time to, whether that leads to an enchanted sword or a settlement filled with side quests.

The frequency with which you obtain new quests is astounding. At one point, I had 14 main quests and 32 miscellaneous quests active at once. This huge list turned me into an antisocial outcast; I stopped approaching other characters for fear of getting more quests from them. Even this strategy wouldn't work, as messengers would hand me documents containing new quests, and some NPCs rewarded jobs well done with additional tasks. After completing the narrative quest and logging over 100 hours into the game, I still found myself overwhelmed by the amount of uncompleted quests, NPCs I neglected to talk to, and areas of the map that I hadn’t visited yet.

A story thread accompanies almost every quest. Some of these tales tie into the main conflict at hand (your character is the “Chosen One” tasked with cleansing the kingdom of dragons), while other side stories stand on their own or flesh out the world history. In a way, the game feels like a gigantic collection of short stories. The main campaign is superbly penned and is Bethesda's best effort to date. All of the scenes involving the greybeards are fantastic. I also thoroughly enjoyed Skyrim’s take on the Dark Brotherhood, and I got a big kick out of being a part of the Bard's Guild (my evil character had music in his heart all along). Even the books scattered across the kingdom, of which there are a dizzying amount, have great tales to tell.

Most of these story threads took me to new places on the map. Oblivion was knocked for its lack of variety in its dungeon designs. This isn't the case with Skyrim. Yes, there are repeated textures and rock formations, but the composition of each dungeon is largely unique and individualized – in some cases with one-off Indiana Jones-like puzzles or traps. The dungeon designs also factor in player convenience with easily accessible exits. That's right, you no longer have to endure extensive backtracking to return to the overworld.

I planned to create a tank character who relied on a sword and shield combination, but quickly became addicted to the brilliantly designed spell casting. It empowered me with the feeling that I was a medieval Emperor Palpatine, capable of decimating foes by blasting fire and electricity simultaneously out of two outstretched hands.



Since your character is Dragonborn (“Dovakiin” in the game’s ancient dragon language), he or she can also bellow powerful magic-like shouts. The fact that the simple act of yelling can engulf a handful of enemies in deadly flames is hilarious, bad ass, and an amazing new power added to the Elder Scrolls mix.

The variety of spells and shouts is extensive and fun to experiment with (try rocking fire, ice and electricity at the same time). I also found myself experimenting more with my skill types than I have in any other Elder Scrolls game, thanks to the rewarding new perk system.

All of the game's spell and weapon management is handled exceptionally well through a streamlined menu system that is the most user-friendly solution I’ve seen in an RPG. Any spell or weapon can be added to a favorites list and magic weapons can be recharged with soul gems with just a few button clicks. I wish inventory management were handled better in a broad sense, since I had to spend too much time finding vendors who would accept certain items and have the adequate funds to buy them. Not being able to sort items in the chest is also a time-consuming pain.



Combat showcases just as much improvement as the spell functionality. In Oblivion, I exploited enemy AI by backpedaling and firing spells as foes haplessly tried to reach me. This tactic no longer works in Skyrim. Enemies on the offensive move faster than your backpedaling character. While their pathfinding can still be exploited in certain situations – such as an enemy being unable to navigate a table successfully – combat is largely a test of skill. Every facet of the combat system works well. Swords clang violently, shields are the lifesavers they should be, and thanks to your ability to multitask, healing spells can be cast at the same time as striking.

As terrifying as it is to see a dragon rain fire down on people fighting to save their homes and families, early fights with these beasts don’t pack much excitement or challenge. Despite their menacing appearance, dragons don’t have much defense for sword or spell strikes to the leg or wing. These flying pigs are easy to cheese...early on. More powerful dragon types come into play as the game goes on, even after the critical path's conclusion.

The biggest problem Skyrim runs into has plagued every Bethesda-developed game I’ve played: It’s buggy. Not to the degree that Oblivion was – Bethesda makes headway in delivering a more stable product, but I ran into numerous bugs that forced me to reload previous saves. The auto-save system charts several recent points, which can be a relief, but losing progress is annoying and can erase significant victories and character development. If you play the game for dozens of hours, you’ll likely run into setbacks like these a few times. Some of the glitches can be quite funny. For instance, one of my followers floated behind me horizontally like Han Solo trapped in Carbonite. I also killed a dragon in one hit, yet its skeleton remained alive and invincible in the world (I named him Broken, the fearsome).

These problems, as unwanted as they are, don’t hold Skyrim back from being Bethesda Game Studios’ finest release to date. This is one of those games that I go into with a clear idea of what I want to accomplish, but somehow along the way find myself on the other side of the continent with eight hours of gameplay under my belt and no checkmarks next to my planned tasks. Skyrim ruled my life for two straight weeks, and I wouldn’t be surprised if it becomes a fixture in my gaming rotation for the remainder of the year. It's one of the biggest, most content rich games I've had the pleasure of playing.

If you think you completed the story campaign, but the credits didn’t roll, trust your gut. Given the expansiveness of the side quests in Skyrim, Bethesda chose to throw you right back into the game world rather than force you to watch 25 minutes of credits. If you want to see who made the game, there’s an option to watch the credits in the main menu.

LEGO Harry Potter: Years 5-7

RATING: 7.5

Style: 1-2 Player Action Game

Publisher: Warner Bros. Interactive

Developer: Traveler's Tales

Release: November 11, 2011




   


     As counterintuitive as it may seem, the last LEGO Harry Potter was the most faithful attempt at bringing J.K. Rowling’s world to video games. That tradition continues with LEGO Harry Potter: Years 5-7. Fans who have already mourned the release of the last book and the final movie have at least one more way to postpone their Potter-free existences.

This installment doesn’t add new features like LEGO Star Wars III: The Clone Wars’ RTS elements, but it offers a nicely refined version of a series that was already in pretty good shape. For instance, you don’t have to select your spells from a clunky radial menu anymore, thanks to the ability to quickly cycle through them with the press of a button. There’s also a button dedicated to Expelliarmus, which is great considering that it’s the spell you cast most often to blast environments apart and attack enemies. Warner also added some new spells and abilities, such as an assortment of gadgets from the Weasley twins and a water-spraying spell. They are nifty additions, providing a critical element of variety.





One of the niggling problems I had with the first game – a finicky targeting system – is still a problem, particularly when you’re trying to levitate objects with a friend. It’s not a deal-breaker, but having to jockey around into cryptically exact positions is frustrating. Years 5-7 also adds a tremendous amount of backtracking; I’ve probably logged as many miles in Hogwarts’ halls as Hagrid at this point.


LEGO Harry Potter 5-7 is a charming farewell to the series. As with a lot of Traveller’s Tales’ games, you won’t see a whole lot of crazy gameplay innovations or surprises, but it’s reliably entertaining and appropriate for a wide range of gamers, Potterphiles or not.

Minecraft


RATING: 9.25


Style: 1 Player(s) Simulation Game
Publisher: Mojang
Developer: Mojang
Release: November 18, 2011





     Despite ostensibly being a PC game, Mojang’s unprecedented indie smash hit has more in common with an eclectic box of toys than with Skyrim or Warcraft. Like a well-rounded set of trucks, balls, blocks, and figurines, Minecraft gives you the tools you need to bring your imagination to life. But with a real-time simulation constantly running, this is more like Toy Story than a LEGO set.

Minecraft has been out in beta form for several months, but officially released on November 18 with the addition of more RPG-like elements (thus this review, which speaks solely to the current version of the game). Those additions are a mixed bag at best, but Minecraft is an amazing achievement regardless.

Wandering the infinite, randomly generated 3D world of Minecraft is a game in itself. The mathematical magic Mojang has working inside the game’s code creates fantastic vistas, sprawling cavern complexes, towering mountains, and much more while relying on very few pre-defined pieces like the buildings that make up NPC villages. Every world is unique, fascinating, and bursting with possibility. Whichever direction you choose, wondrous adventure awaits. It can take innumerable forms: befriending a pack of wolves, clearing out a monster-filled dungeon, creating a mountainside terrace farm, planting a forest, or sailing across a sea are just the beginning. 

Interacting with the world takes two fundamental forms: removing and placing blocks, and combining materials to make new tools/blocks/decorations/weapons/etc. When you start out in a fresh world, you’ll likely build a rudimentary shelter with a single torch lighting the interior to hide in during the monster-filled nighttime. A few dozen hours later, a skilled builder could have a mountaintop castle (built block by block with quarried stone) with a redstone-powered automatic farm (carved into the land by hand, with harvesting machines built from rare deep ores). Persistence leads to dungeons with traps set to kill the monsters that spawn within (including controlled flooding to deposit all the drops in a central location), and even a high-speed rail system to quickly travel through expansive mines.

Alternatively, you could build whatever you can imagine. The interactions between your character, machines, plants, animals, and monsters can be combined to bring just about anything to life. However, if you’re more of an adventurer than a builder, getting the materials in the first place is more than half the fun.

Despite having very few explicit goals, Minecraft generates fantastic scenarios. Once, while following a vein of ore a few meters below my underground home, I stumbled across an enormous abandoned mine. The crumbling mineshafts converged on a hundred-meter tall waterfall. While carving a path along the cliff face with my mining pick to try to reach the other side, skeletal archers began peppering me with arrows from above. I tried to retreat to safety, but an arrow knocked me from my hastily carved ledge and I plummeted to my doom – or would have, had the waterfall not poured into a giant lake that cushioned my fall.

Utterly lost, low on the wood needed to craft more torches, and a mile or so below the surface, I was having an amazing time without being told to advance on the glowing arrow marking an enemy position or collect a dozen bear pelts to help a poor hunter. The sense of accomplishment when I finally made it back home with my inventory full of fabulous rare metals was unparalleled.



The beauty of Minecraft is that no two players’ experiences are alike. What I just described was the natural outcome of my randomly generated world, the path I took through it, and a healthy dose of random die rolls. You’ll have an entirely different adventure, but Minecraft’s unrivaled content generation means that no matter your world, you always have something awesome to do.

The final piece of the Minecraft puzzle is the community. That auto-farming castle – wouldn’t it be cooler if your friends could admire it? Find a good multiplayer server (or run one of your own) and that becomes reality. Network performance is occasionally problematic, with any hint of latency or overstressed servers causing frustrating desynchronization, but on a good server it’s a non-issue.

The millions-strong global Minecraft community has made the game far more than the sum of its download. Gamers collaborate to design amazing machines for you to draw inspiration from and modders make everything from texture packs to whole new dimensions and power sources. Minecraft is more of a platform than a game in some ways. Diving into the mod scene can extend Minecraft miles beyond the base game.

While the toybox/platform side of Minecraft is incredible, the “game” side of it is lacking. The few explicit goals it dangles in front of you by way of its achievement and enchanting systems are lame, unwelcome distractions from the goals you set for yourself. The hellish Nether dimension is a fun place to explore but lacks content, and the boss fight at the end of the game isn’t worth the effort to get to it. If you can’t make your own fun or are heavily slanted toward achievement rather than exploration or building, Minecraft’s lack of structure may disappoint you.

Reviewing a game that sold four million copies before its official release may seem like an exercise in futility, but Minecraft is a phenomenon that deserves all of the many accolades it has already received. I’d love to see achievers thrown a bone at some point, and for NPC villages to have some kind of interaction, and for more interesting monsters to appear, and for MojangMinecraft a grave disservice, though, because Mojang has created a unique and wonderful star in the greater gaming sky.

Mario Kart 7

RATING: 8.5 

Style: 1-8 Player Racing Game 

Publisher: Nintendo 

Developer: Nintendo 

Release: December 4, 2011 






      If you’ve played one Mario Kart, you haven’t played them all – but you could go directly from the SNES original to this brand-new 3DS version without missing a beat. The mechanics are almost identical, though the formula benefits from a few decades of balance tweaks and subtle improvements. The hatin’ half of the game-playing population can make as much fun of me as they want, but I can’t help but fall in love all over again with Mario Kart when Nintendo executes the classic gameplay this well. 

As always, players are encouraged to find a rally-like rhythm of powerslides through the zaniest courses Nintendo could dream up while dodging gonzo power-ups and environmental hazards. Races naturally stay close as players in worse positions get better items. The occasional total screw job (for example, getting blue shelled, then lightning bolted during a jump right before the end of the race) is frustrating, but skill wins 90 percent of the races. I rarely placed poorly because of random chance rather than driver error – tough though that may be to admit. 

Mario Kart is almost exactly how you remember it, but what tweaks have been made are generally positive. Powerslide-boosting (blue sparking, in the vernacular) is now dependent on the degree of the slide instead of d-pad gymnastics, meaning that boosting down straightaways is a thing of the past. Heavy characters no longer steer like drunken camels, so you can play as DK or Bowser without unintentionally activating hard mode. The much-hyped glider and underwater segments are minimal and kind of neat, and it’s cool that they adapted the retro stages to fit MK 7’s gameplay systems. I’m less convinced that the return of coins has much effect on gameplay; I think they make you go faster? If nothing else, I dig having something else to aim for during the race. 

The new tracks range from good to excellent. Including races that consist of three unique sections instead of three laps is a wonderful choice that adds much-needed variety. New hazards like airships firing oversized Bullet Bills regularly show up, and alternate paths abound. As much as I adore the Double Dash tracks, this set is the new high water mark for the series. The retro tracks don’t have the same wall-to-wall quality, but I appreciate that they have a few new tricks dropped in as well as glider sections. 

First-person mode surprised me. I was prepared to hate on the new perspective and its gyroscopic driving controls, just like I despise Mario Kart Wii’s motion controls, but it works well enough to win 150cc races. I’ll be sticking to the traditional method, but I can honestly recommend this to people who like first-person views or motion control. 

Battle Mode is, of course, still stupid and boring. I have never understood why anyone would voluntarily spend any time in this poorly balanced, luck-of-the-draw mode that may as well assign a winner by a random die roll. I guess it’s amusing to nail a well-placed green shell shot, but you can do that and have an otherwise fun experience in a proper race. 

Nintendo’s other big push for Mario Kart 7 is in online play. It seems to work as advertised, but I’m hardly inspired by racing against strangers with no persistent leagues or overall ranking structure to validate my progress. The ability to create communities of users with custom rules (no blue shells, for example) is neat, but the functionality is limited enough that I would rather just race with the default rule set. I see MK 7’s online as much more of a distraction than a destination. 

Mario Kart 7 isn’t 100 percent golden, nor is it going to make believers out of anyone who wrote off the series years ago. Taken on the whole, though, this is one of the best entries in the series. As a fan, I’m thoroughly pleased.

Nuclear Facility Part 2

Hello folks, I am just quickly giving an update of the nuclear facility. I am still steadily working on it and I feel that it should be completed sometime this week. I am going to try to have it done by Wednesday.

I am waiting in anticipation of how this will turn out, it has taken me approximately 2,000 to 3,000 blocks, but I will be placing even more by the time I complete this project. If you liked the images I posted in the introduction to this project, you will enjoy the images you are about to see! Check back often, as I will be thinking of new projects in MineCraft and how to build them bigger!






Minecraft Hack Client 1.0.0 - JClient - LEAKED - Free Download



JClient - LEAKED - Free Download


JClient is a very proffesional griefing client, if you want to do some serious bussines this client is just what you need! Check out the video below for more info! 




  • Fly Known. Keybinding: R Fly Up: Space Fly Down: LShift
  • Speed Also known as timer speed. Keybinding: C
  • Run You keep running all the time.
  • Sneak
  • NoSwing
  • NoFall
  • Fullbright
  • Opacity xRay Opacity Slider, two "xRay Packs", you can select what blocks are shown in the gui
  • Drop Drop. Also has gDrop, spams a give command.
  • Nuker If you click a block, it nukes that id.
  • Creative Nuker
  • Follow
  • Machine Gun Selects and shoots bow fully charged every ~0.2 seconds. You drown in like 2 Seconds with this enabled.
  • Forcefield You can toggle Animals, Monsters, Friends and other Players.
  • Spam
  • Derp
  • Boogie Walk
  • Nametags
  • Wallhack See player models through walls.
  • OpenChests Chests stay opened.
  • Freecam
  • Friendlist Replace your friends name with his nick. For videos. go to friends.txt.
  • Better Chat Chat is scrollable, you have a better cursor, you can navigate through your history by using up and down keys.
  • Two Texture Packs You can toggle between to Texture Packs, e. g. one for xRay and one default.
  • Ingame Texture Pack Changer
  • Login with new Username
  • Change Proxy
  • Quick name changer in Multiplayer Gui (offline-mode)
  • Horizontal Movement Speed Slider
  • NoRender You can select if items, vehicles, snow golems, chickens an arrows are displayed.
  • Step Height Slider
  • Zoom Slider

Minecraft Hack Client 1.0.0 - Pulse Client v0.2 - New Release

Minecraft Hack Client 1.0.0 - Pulse Client v0.2 - New Release

[Image: 6478795657_21f2544b81_b.jpg]

Features : 



  • Fly
  • Sneak
  • Spider
  • Speed Miner (Customizable)
  • ForceField
  • GuiRadar (Credz To Nerdy)
  • Speed (Customizable)
  • aVo Inspired AutoTree
  • Sneak
  • X-Ray 
  • Diamonds
  • Iron
  • coal
  • gold
  • All ores
  • Clear
  • chest
  • Fullbright
  • Creative Nuke
  • Super Pickaxe Style Instant
  • Clickable Gui
  • Keybinded Hacks
  • No Render
  • Reach
  • Step (Customizable)
  • Jump ( Customizable)
  • ClickTP
  • NoSwing
  • Normal Buggy Instant
  • No Weather
  • Login
  • Console
  • And A name Changer
  • A Cape, Just Ask
  • Item Spoof
  • & Follow
  • Drop Entire Inventory Working On Bukkit
  • SwasTiKaaA SuPaH H3K BUiLD
  • Random Platform Build
  • All commands are "." commands (e.g .help)
  • Made Fancy New Main Menu
  • Removed All bugs 
  • removed Console

Minecraft Hack Client 1.0.0[Release] Click me Client V.0.9.5.[Launcher!] [IRC] [insta] [1500+ Downloads]

Minecraft Hack Client 1.0.0[Release] Click me Client V.0.9.5.[Launcher!] [IRC] [insta] [1500+ Downloads]
[Image: guioverall.PNG]


Features : 
- Fly Hack
- Speed Hack
- Radar
- No Fall
- X-Ray
- View what server your friends are on
- Sort of working insta-mine
- Aim bot
- Auto tool
- No weather, including void fog
- Freecam
- Auto tree
- Sliders
- Many build hacks
- Legit mode
- IRC chat
- Console for commands (improved help as well)
- Keybind menu
- Hacks enabled menu

Halo: Combat Evolved Anniversary

RATING: 8.5


Style: 1 or 2-Player Shooter (16-Player Online)
Publisher: Microsoft
Developer: 343 Industries, Saber Interactive, Certain Affinity
Release: November 15, 2011









     Ten years ago, Halo single-handedly managed to make gamers sit up and pay attention to the fledgling Xbox. Redefining the potential scope and ambition of a console FPS, Bungie’s original game established a benchmark for control, pacing, universe-building, and multiplayer options that would be emulated for years. The revamped anniversary edition of the game does an excellent job of honoring that legacy, even if the project as a whole feels like it’s seeking an identity in the middle ground between new and old. While longtime fans will remember Combat Evolved as the birth of the series, newer players should note that Anniversary picks up the story right where Reach left off. Master Chief awakes from cryo-sleep as a Covenant armada descends on the ship from which he escaped Reach. The armored hero and his shipmates crash land on a mysterious ring world and begin to unravel its secrets. While the story remains nearly untouched, keen-eyed players will note the addition of some new story content through several scattered terminals. Each triggers a cinematic that expands on the Halo fiction in new ways, offering untold details about the Flood, the Forerunners, and other story points.
     Halo’s campaign levels and combat are exactly as you remember them, and that’s good and bad. Battles are furious and intense, with one combat zone after another feeling distinct and challenging. I love the scope of the fights, with dozens of enemies, plenty of space, and choices about where to make your stand. The signature weapons of the series are all in place, from the joy of sticky plasma grenades to the overwhelming power and precision of the pistol. An urgency and excitement pervades the action, and it’s easy to get caught up in the flow of the fights and careen from one encounter to the next. Speaking as a player who has made his way through these levels many times before, the charm hasn't worn off. Those looking for a new challenge will find that gameplay-altering skulls have been added to the game. Track these hidden collectibles down, and you can change up the action in interesting ways, like doubling enemy health or disabling auto-aim. I’m also pleased with the two-player cooperative play over Xbox Live; co-op has always been my favorite way to experience this game, and I love having local and online options.
     Unfortunately, because the gameplay has been left unaltered, players are also stuck with some of Halo’s less fondly remembered features. Disastrous checkpoint placement can regularly derail the fun. You’ll backtrack through almost every level in the game at some point. Shields recharge slowly, and the health system regularly leaves you badly damaged right before a big fight. The lack of objective markers will often have you searching through empty corridors long enough to push your patience to the limit. We were more accepting of these flaws a decade ago, but time and advancing design make the frustrations more noticeable. 
     I love the improvements that have been made to the game’s visuals – from surface textures and lighting to distant environmental vistas and character art. Your memory can play tricks on you, convincing you that it doesn't look all that different. That’s why the ability to tap the Back button and switch to the original visuals on the fly is so much fun. I regularly found myself pausing to flip back and forth between the two styles, and marveling at how far games have come in a decade. For those with the necessary display, the game can also be played in 3D, but it doesn't add anything to the experience.

Anyone pick this up? As a true Halo fan of coarse I did and I love it.




GoldenEye 007: Reloaded

  

RATING: 7



Style: 1-4Player Shooter (16-Player Online)
Publisher: Activision
Developer: Eurocom
Release: November 1, 2011





     Last year Activision released GoldenEye 007 exclusively on the Nintendo Wii, in hopes of recapturing the love and excitement Nintendo fans felt for the original N64 title with a modern remake. Ultimately, the new GoldenEye 007 suffered from problems familiar to most FPS Wii tittles: clumsy motion control implementation, fuzzy graphics, and subpar online support. Activision succeeded in fixing these shortcomings with GoldenEye 007: Reloaded, but it only highlights the larger dilemma facing this re-imagining: it's not the GoldenEye you loved, and as an unrelated title, it pales in comparison to other shooters on the market.
     There's a right way to update a beloved title for an HD console, and then there's the way "Reloaded" does it...Most HD remakes port the old game people know and love into a new engine and sprinkle in a healthy dose of improvements and fan service. Instead, developer Eurocom tried to create a modern shooter from scratch that remains faithful to GoldenEye's aged story and level structure. The result is a game that feels unpleasantly dated while simultaneously  lacking the nostalgia it tries so hard to cash in on. Like a bad dream based on the events of the previous day, Reloaded only vaguely resembles the GoldenEye you remember. You'll recognize plot points, character names, and locations in the single-player campaign, but won't feel like you're reliving precious memories from the N64's Glory Days...

What did you guys who played it, think of the re-make?

Jurassic Park: The Game


RATING: 5.5


Style: 1-Player Adventure
Publisher: Telltale Games
Developer: Telltale Games
Release: November 15, 2011

     



     Jurassic Park is one of those films that terrorized summer box offices for months. So many lives became obsessed with dinosaurs after seeing the movie for the first time. (As did my own). I have a feeling that Telltale Games has a similar love for the franchise. The Studios Jurassic Park game is filled with interesting scientific asides, quirky characters, and a number of movie references. The teams love for Jurassic Park is apparent - I just wish love was all you needed...

Jurassic Park: The Game follows Dennis Nedry's can full of Dinosaur Embryos through a series of events that take place after the Films closing credits.The Genetic Research Company, BioSyn, sends a couple of smugglers to Isla Nublar to retrieve the specimens. This simple retrieval mission turns into a crazed nightmare when the team gets attacked by a pack of venom-spewing Dilophosaurus. Sole Survivor, Nima Cruz, eventually meets up with Jurassic Park's chief veterinarian Dr. Gerry Harding - one of the only characters from the film/book to make it into the game (aside from Nedry's bloated dead body). Harding and his daughter got stuck on the island when the storm came and knocked out the power, but their journey to get off the island quickly becomes a fight for survival....

Anyone interested in this game? 

Minecraft Hack - Eternity Client - Free Download

Minecraft Hack - Eternity Client - Free Download


[Image: JBYNL.png]


Features :

Fly ( R ) - Allows Flight(I'm not sure if this is different, but the speed of breaking blocks when flying is the same as on the ground)
Climb ( C ) - A climb. A crappy one, you fall slowly.
No Swing (N) - You don't swing your arm. Wow.
Forcefield (K) - You can hit other players without clicking.
Mob Aura (L) - You can hit mobs without clicking.
Fast Place (F) - You place blocks fast.
Jesus (J) - You can walk on water.
Speed (Z) - Avo's new "speed." I'm a fanboy, so what? ;)
No Weather (I) - You can't see/hear any weather.
Xray (X) - Yiffcraft(?)/Avo's translucent(yes, that's right. not transparent) Xray.
Speedmine (P) - You mine shit faster.
Bright (B) - Fullbright. It brightens entities and doesn't reload the renderers.
No Render (M) - Doesn't show/create any drops. (in singleplayer, it doesn't create them at all until you turn it on)
"Instant" Mine (O) - Not really instant, just a 1 hit to break.
Aimbot (G) - Looks at a random player.


Commands : 



Flyspeed <number> - Sets the flyspeed(A little buggy with the Y-axis, goes WAAAY too fast with the new fly code)
time <day/night/off> - Makes the time Day or Night(client side) or back to the server time.
names - Toggles big nametags.
drop - Drops your whole inventory(Thanks BarclayTech!)
auto - Auto-tool.
follow - A shitty "folllow."
friend <add/del> <name> - Adds or deletes a player from your friends list. People on the friends list will have green names and a green dot on the radar.
wall - You can see a lot of shit through walls.
radar - Toggles the GUI Radar.
boom - Toggles the creative 4-block "nuke" when you hit something.
derp - A shitty "derp" mode, coded by myself as you can tell(it makes shit go crazy client-side). Need to fix that.
torch - Torch pick thing. Destroys everything that is one-hit(Except paintings).
nuke - Toggles a CREATIVE nuker.
step <number/"off"> - Sets your step height or returns it back to 0.5.

Star Wars: The Old Republic



Platform - PC
Style - MMORPG
Publisher - EA
Developer - BioWare
Release - December 20, 2011

         




     After three years of patient but nail bitten waiting, we finally had the opportunity to play the beta of BioWare's upcoming Star Wars MMO. Over dozens of combined hours, four Game Informer editors each dove into different Character Classes populating the Sith Empire faction. They discovered a gigantic game whose scope and ambition are hard to overstate. Combining the traditions of World of Warcraft-style questing and cooperative multiplayer with the storytelling, character depth, and voice acting of other BioWare games like Mass Effect and Dragon Age, The Old Republic is poised to reshape the MMO landscape. Every one of us who played the game found dramatically different experiences to be excited about!

Who's picking this one up?

Supermassive Structures

Yesterday, we spent several hours building massively awesome structures. First of all we built a huge Rubik's cube, and inside are our "offices", but it looks much more like a giant rave room. Then, we wanted to build something else really cool. I thought to myself, "what are the coolest shapes ever?" Well of course the answers are "spheres" and "cubes". So, we built a giant sphere inside a giant glass cube! Here are some pictures of the awesomeness:

Rubik's Cube:









Sphere Cube:








Sorry, at the moment the server is private, no outsiders accepted.

Project One: Nuclear Facility

This project had come to me when I was playing on the Technic Pack with some friends. After a couple days noticing that there was nuclear reactors in this mod, I decided to put my imagination to use. I have been spending time building the shell of this facility and working to improve its look.

I started building this nuclear facility the day that I opened this blog (12/7/2011) In just three days time, I have gotten the whole shell created and working on the interior. Once I get more put into it, I will be posting more screenshots and a youtube video showing the finished project.














[Minecraft Hack Client 1.0.0] RazzoClient 1.0.0 | Nuker | Forcefield | Radar | GuiXray | Aimbot | Chams |

[Minecraft Hack Client 1.0.0] RazzoClient| Nuker | Forcefield | Radar | GuiXray | Aimbot | Chams |

[Image: mainmenuh.png]

Password : alive

Features : 

Aimbot
Kill aura
Mob Kill aura
Friend list
Coord Finder
Credits
Nice Gui
Climb
Fisher
No Fall Damage
Speedy Gonzalo
Fly
Xray- GUI
Capes
Radar
FullBright
Lazysprint
Step
Follow
Retard Mode
IRC
And many more!

Minecraft Hack Client 1.0.0 - Tricks Client v1.1 [Teleport] [Adv. Build] [IRC] [Mcmmo] [AutoTool] [☆]

Minecraft Hack Client 1.0.1 - Tricks Client v1.1 [Teleport] [Adv. Build] [IRC] [Mcmmo] [AutoTool] [☆]

[Image: EG9yh.png]

Features:
  • Teleport - .tp or .tpa, flys you to the position in under 1 second, doesn't work on nocheat, can cause massive server lagg
  • IRC - Its an IRC, but better
  • AutoTool - Chooses best tool automatically
  • Mcmmo - .mcmmo levels you up fast, might be patched? not sure..
  • Radar - .radar and .bradar for awesome radars
  • Customizable Build - Create your own build hacks using different items
  • Alerter - Warns you when somone takes out a weapon or axe
  • Aimbot - Aim at your opponents, works for swords (middle click) and bow (.snipe)
  • Friend/Enemy List - Displays friend names as green, enemies as red
  • Place - Places block randomly around you, good for creative
  • Defend Bot - Defends you from nearby mobs, and looks at them

Download Minecraft Accounts +Guides!

Thanks! Click the link below for your building guide + Minecraft accounts:



So you want to download minecraft for free without paying for it? So do the rest of us! It’s simple to download minecraft for free! All you have to do is follow the instructions below and you will be on your way playing with minecraft skins and building empires!
Click the button above to download your Free Minecraft accounts!

And now how to use it?




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