Monday, 28 September 2015

Until Dawn

Until Dawn is an interactive drama survival horror video game developed by Supermassive Games and published by Sony Computer Entertainment for the PlayStation 4.[2] It was originally scheduled to be released on thePlayStation 3 and feature PlayStation Move support, but in August 2014, the game was reintroduced as a PlayStation 4 exclusive,[3] and was released worldwide in August 2015.[4]
Until Dawn was met with a positive critical response upon release, with praise directed at the visuals, choice mechanic, horror elements, music, characters, voice acting, and gameplay design. Most of the criticism the game drew was concerning the story, mostly the second half, camera angles, character movements, and partially linear plot.

Plot[edit]


On 2 February 2014, 10 friends, Sam (
Hayden Panettiere), Mike (Brett Dalton), Josh (Rami Malek) and his twin sisters, Hannah and Beth (Ella Lentini), Chris (Noah Fleiss), Ashley (Galadriel Stineman), Emily (Nichole Bloom), Matt (Jordan Fisher), and Jessica (Meaghan Martin) are gathered together at the Blackwood Pines lodge on Mount Washington for their annual winter getaway. During their celebrations, all of the friends (Except Beth, Josh and Chris, who were unconscious, and Sam who tried to warn Hannah) decide to play a prank on Hannah, who is romantically interested in Mike. Humiliated, Hannah runs out of the cabin and into the snowy woods while a blizzard is going on. Beth, her sister, chases after Hannah. Beth locates Hannah crying in the middle of a small clearing and comforts her. Suddenly, they hear a violent noise and run from an unseen pursuer. As they're cornered at the edge of a cliff, Hannah slips and falls, grabbing onto Beth. With a stranger reaching his hand out to Beth, the branch Beth is hanging on eventually snaps regardless of her actions, resulting in both girls falling to their apparent deaths, never to be seen again.When eight friends become trapped on a remote mountain getaway gone wrong, things quickly turn sinister and they start to suspect they aren’t alone. Every choice the player makes while playing as each of the eight friends – even the seemingly trivial ones – will carve out a unique story. The player's actions alone determine who survives until dawn.[17]
On the one year anniversary of the disappearances of Hannah and Beth, the remaining eight friends accept Josh's invitation back to Blackwood Pines and make their way there. As the group separates to partake in their own festivities, their seemingly idyllic getaway begins to quickly turn sinister in more ways than one. Mike and Jessica head to a guest cabin for some alone time, but Jessica is kidnapped by an unknown creature. Mike chases after them in an attempt to save her. Depending on his choices during the chase, he either finds her dead or semi-conscious and gravely injured just before the elevator shaft that she's lying on falls with Jessica on it, leaving Mike worried about her. Mike then follows a stranger (Larry Fessenden) whom he believes killed Jessica to an abandoned sanatorium, in which he explores and discovers information about a mining accident in 1952, which resulted in miners being trapped following a cave-in; one was captured and tortured by doctors at the sanatorium while a reporter attempted to find out more on the cover-up that followed.
Ashley, Chris, and Josh use an ouija board to communicate with spirits, hoping to hear from Hannah or Beth. They receive words from Hannah. Josh, convinced that either Ashley or Chris are messing with him, storms off. Chris and Ashley investigate the clue that the spirit communicated, but they are knocked unconscious by a mask-wearing psychopath who then kidnaps Ashley. Chris tracks her down and finds Ashley and Josh on the deadly end of a Jigsaw-like trap. Chris must choose between saving one of them. Regardless of who Chris chooses, the saw turns to and kills Josh by shredding his body in half. After learning about the psychopath, Matt and Emily decide to locate a radio tower and call the mountain rangers for help. Along the way, they encounter a herd of deer; if Matt antagonizes them, he will fall off the same cliff that Hannah and Beth fell down, leading to his death. Emily and Matt, if he survived the deer encounter, reach the tower and contact the rangers, who inform them that assistance won't arrive until dawn at the earliest, as they are in the midst of a storm. An unknown creature then causes the tower to collapse by cutting one of its cables. In the chaos that follows, Emily and Matt are separated in the mines. Matt can be attacked by the unknown creature if he tries to save Emily as the tower falls, but escapes if he uses a flare gun Emily may have given to him while on the tower. Meanwhile, Sam, who has been taking a bath, is stalked by the psychopath, chased throughout the lodge, and possibly captured and knocked unconscious.
Ashley and Chris decide to go looking for Sam in the basement and encounter multiple supernatural occurrences along the way. They either find Sam while she is unconscious or a dummy wearing her clothes before the psychopath knocks both of them unconscious. They wake up strapped to chairs as a saw slowly lowers from the ceiling. The psychopath forces Chris to shoot either himself or Ashley with a gun, with the other being allowed to live. Mike then returns and regroups with Sam; the two walk in on Chris and Ashley, discovering the gun was filled with blanks. The psychopath reveals himself to be a clearly mentally damaged Josh, who was playing a prank on them the whole time. He also reveals that he faked all of the supernatural occurrences Chris and Ashley encountered, along with his own death. However, he denies any involvement in the attack on Jessica. Mike knocks him unconscious, brings him to the shed where Josh initially faked his death, and leaves him tied up. Meanwhile, in the abandoned mines, Emily finds Beth's head and some of her and Hannah's personal effects, learning that Hannah had actually survived the fall off the cliff and had buried Beth. She then encounters the stranger who had previously stalked Mike and Jessica. He saves Emily from the unknown creatures, who appear in the mines and begin to attack. Emily flees from the creatures and either escapes back to the lodge, is killed by one of the creatures, or accidentally falls into a grinder. During her escape, she may be bitten by one of the creatures.
The stranger who has been stalking the group, previously believed responsible for the deaths of Hannah and Beth, reveals himself at the lodge. He explains that the mountain is infested by Wendigos, former humans who are possessed by evil spirits after consuming human flesh, and that they will not be able to escape to safety until dawn, when the Wendigos cease their hunt. Chris and the stranger decide to head to the shed and rescue Josh, but discover that he has vanished; the stranger is decapitated by the Wendigos soon after. Chris flees back to the lodge and may either make it to safety, be killed by the Wendigos, or be locked out of the lodge and left to die by a vindictive Ashley if he attempted to sacrifice her to save Josh or himself previously. Sam, Mike, Ashley, and the remaining survivors flee to the lodge basement for safety. If Emily has been bitten, the other survivors discover this, causing Mike to consider shooting her under the belief that the bite could turn her into a Wendigo. After shooting or sparing Emily, Mike leaves for the sanatorium in an attempt to find Josh and retrieve the key to the cable car so they can all escape. Afterwards, Ashley reads the stranger's journal and finds out that the Wendigo bite is not infectious, and only the consumption of human flesh can possess someone with the Wendigo spirit.
In the sanatorium, Mike encounters dozens of Wendigos; he is forced to destroy the sanatorium in order to escape. Meanwhile, Sam discovers more information about the Wendigos and follows him along with the remaining survivors. As they traverse the tunnels, Ashley or Chris may hear Jessica's voice pleading for help and have the option to either try to find her or regroup with the others. If they attempt to search for her, they may be killed by a Wendigo who is mimicking Jessica's voice. Chris, Ashley, and Emily, if alive, are forced to return to the lodge by a rock wall that only Sam has the skills to traverse. Sam continues on and encounters Mike, possibly saving him from a Wendigo attack depending on choices he made in the sanatorium. While exploring the mines, they may find Beth's grave and Hannah's diary, revealing that Hannah was forced to resort to eating Beth's body when rescue did not come; she subsequently turned into a Wendigo. They eventually find Josh in the mines suffering from extreme hallucinations and get the key. Mike helps Sam reach the surface, but the Wendigo Hannah either drags Josh away (if the group figured out Hannah's fate and he recognizes her) or kills him, and Mike is forced to abandon him. Sam, Mike, and whoever is still alive between Chris, Ashley, and Emily flee from the Wendigos to the lodge only to encounter Hannah and several other Wendigos. The Wendigos begin to fight each other and cause damage to the lodge, resulting in gas being released from the fireplace into the room. The group uses the gas leak to destroy the lodge, killing all of the Wendigos inside just as dawn breaks and rescue helicopters arrive. Depending on the player's actions, not all of the characters who reached the lodge may escape in time to survive. Meanwhile, if Matt and/or Jessica have survived up to this point, they regroup and attempt to flee from the Wendigos in the mines.
Over the closing credits, the death scenes of Beth and any playable characters who did not survive the night are replayed, and the survivors conduct interviews at a police station where they explain their story. If Josh was not killed by Hannah, in a post-credits scene, two policemen exploring the mines discover that he has eaten the stranger's corpse and turned into a Wendigo; Josh then attacks them, the screen turning black, ending the game.
Until Dawn
Until Dawn cover art.jpg
Developer(s)Supermassive Games
Publisher(s)Sony Computer Entertainment
Writer(s)Graham Reznick
Larry Fessenden
Composer(s)Jason Graves[1]
Platform(s)PlayStation 4
Release date(s)NA 25 August 2015
EU 26 August 2015
AUS 26 August 2015
UK 28 August 2015
Genre(s)Interactive dramasurvival horror
Mode(s)Single-player

Persona 5

Persona 5 (ペルソナ5 Perusona Faibu?) is an upcoming role-playing video game currently in development by Atlus for the PlayStation 3 and PlayStation 4, scheduled for release in Japan in 2016. It is chronologically the sixth installment in the Persona series, which is part of the larger Megami Tensei franchise.

Plot

The story focuses on the 16-year-old protagonist after he is transferred to the fictional Shujin High School in Tokyo. Staying with friends of his parents, he meets up with problem child Ryuji Sakamoto, the withdrawn Ann Takamaki, art student Yusuke Kitagawa, and a talking, shape-shifting cat-like creature known as Morgana. During the protagonist's time there, feeling suppressed by their environment, the five form a group known as the "Phantom Thieves", working together to carry out heists and encountering mysterious phenomena along the way

Development


Preparation for development of the next Persona title began in 2010. Rumors of its development were floating around since 2009, when Sony's mobile website listed Katsura Hashino as the game's director. Confirmation of development was given by Katsura Hashino in 2012 during an interview with Famitsu. Multiple staff from previous Persona games returned for Persona 5 along with Hashino, including character designer Shigenori Soejima and composer Shoji Meguro. Hashino only became fully involved with the title after he finished work on Catherine. While Catherine used a third-party engine, Persona 5 uses a specially-built game engine.While he thought that this would help with development speed, he stated in 2012 that the game was far from being finished and to expect a long wait. The game's anime cutscenes were created by Production I.G. The game's themes were finalized by August 2011. Meguro used the themes as inspiration for his music, saying that he used acid jazz elements to get the right mood.
Aesthetically, the team felt that they were picking up where Persona 4 left off. Its styling presentation was an unintentional reflection on the hurdles the team needed to overcome during development. According to Hashino, the central theme of the game is freedom and how the characters attain it. He worked closely with Soejima to ensure the theme was reflected in the characters and environments. The thematic color of the game is red, as that of Persona 3 and 4 was blue and yellow respectively. The red color was meant to convey a harsh feeling. There was also a wish, especially in the teaser image used for the game's announcement, which represented the main characters' being chained down by the rules of the modern world. Soejima designed the logo to convey the high-speed existences of the young cast, while elements such as the Protagonist's Persona Arsène were designed to appear old-fashioned by comparison. This presented challenges as Soejima needed to balance this with a strong sense of style. Hashino wanted to make the game more "thematically approachable" for newcomers to the series, and to be an emotional experience that presents players with a mix of emotions that leaves its audience with a strong sense of catharsis and the inspiration to take on their own modern-day problems.The three main stories the team used for inspiration were Water Margin by Shi Nai'an, Japanese crime movie Hakuchuu No Shikaku, and the anonymously authored Spanish novel Lazarillo de Tormes.
The main characters' activities as thieves is part of the way they break way from societal norms and express themselves.The main aim of the game was to show the characters finding the courage to go outside the normal limits of society as set by previous generations. In spite of these changes, the setting was still within a high school as with previous entries. Hashino stated that while the last few titles were about the protagonists chasing the antagonists, Persona 5 would feature more of the antagonists and phenomena caused by them chasing the protagonists during their activities. The characters have been described as "juvenile academics", while the setting and style was compared to both a picaresque novel. The question the team originally asked in that regard was how a character like Arsène Lupin III might win appeal in modern society. Among the character inspirations for the Phantom were the original Arsène LupinThe Fiend with Twenty Faces, and Ishikawa Goemon. The characters were originally rendered realistically like in Catherine, but this felt wrong for the Persona series. With this in mind, the team did some trial and error before finding a style that satisfied them. They did something similar for the interface and menu design. The protagonist is described by Hashino as a trickster who creates events with his companions during his activities. The Persona series' recurring motif of "masks" was used more overtly in the game's plot than previous entries.
The game was first announced in 2013 with a cryptic teaser trailer alongside spin-off titles Persona Q: Shadow of the LabyrinthPersona 4: Dancing All Night, and the PlayStation 3 port of Persona 4 Arena Ultimax. Initially announced for a Winter 2014 release for PlayStation 3, it was announced for release on PlayStation 3 and PlayStation 4 in 2015 during Sony's SCEJA Press Conference held in September 2014. The game's first gameplay trailer was revealed on February 5, 2015. A Blu-ray Disc containing footage of the game was bundled with first print copies of Persona 4: Dancing All Night in Japan. The song used in the first gameplay trailer was an instrumental version of the main theme. During Tokyo Game Show 2015 the game was announced to be delayed to mid 2016. Speaking in a special video, Hashino apologized for the delay and said that it was necessary to deliver a high-quality product
Persona 5
Persona5visual.jpg
Promotional art featuring the main protagonist and his Persona, Arsène.
Developer(s)Atlus
Publisher(s)Atlus
Director(s)Katsura Hashino[1]
Producer(s)Katsura Hashino[1]
Artist(s)Shigenori Soejima[1]
Composer(s)Shoji Meguro[1]
SeriesMegami Tensei (Main)
Persona (Sub-series)
Platform(s)PlayStation 3
PlayStation 4
Release date(s)
Genre(s)Role-playing game,dungeon crawler,social simulation
Mode(s)Single-player

Naruto Shippuden: Ultimate Ninja Storm 4

NSUNS4 game cover.png

In Naruto Shippuden: Ultimate Ninja Storm 4, players around the world will experience the exhilarating adventures of Naruto Uzumaki like never before! Leap into on a breathtaking and epic ride with new features like Change Leader System and Wall-run. For the first time ever, the world of Naruto will also take advantage of the graphics power of the new generation systems.
                                                           
Naruto Shippuden: Ultimate Ninja Storm 4

Developer(s)CyberConnect2
Publisher(s)Namco Bandai Games
Composer(s)Chikayo Fukuda
SeriesNaruto: Ultimate Ninja
Platform(s)Microsoft Windows
PlayStation 4
Xbox One
Release date(s)
  • JP February 4, 2016[1]
  • NA February 9, 2016
  • EU February 5, 2016[2]
Genre(s)FightingAction
Mode(s)Single-player
Multiplayer

Dragon's Dogma (Complete with Dark Arisen)

Dragon's Dogma is a game from Capcom released 22 May 2012 for the Xbox 360 and PlayStation 3. The game combines Western fantasy archetypes and features an adventurer assisted by inhuman "Pawns" which assist him (or her) to slay a mysterious and powerful dragon.
The demo for Dragon's Dogma was available on Xbox Live on 2012 April 24 and on PlayStation Network on 2012 April 25. (Source: Capcom Press Release) for those who wish to test the waters before being mercilessly fried to a crisp.
Dragon's Dogma allows you to be in charge of a group of people called 'Pawns' (magical humanoids that look human, act human, but lack the will and drive of normal humans) in a hard-to-survive fantasy world. During your adventure, you have the chance to increase the potency of your gear by crafting them from progressively better components and recipes.
The game also has a multiplayer aspect, most similar to Capcom's Resident Evil on the DS; multiple players may attack a single target in the MP-only mode, but they will not visually "appear" on other player's screens. However, damage is collectively calculated, allowing all players in the battle to contribute to the monster's defeat.
Also for some of the players who have purchesed the "Dark Arisen" version of the game you will encounter even more quests and foes on your adventure, Another thing added through the "Dark Arisen" version of the game is that you will start of with a few extra gold and armour but to acquire these extra items you need to already have a ORIGINAL dragon dogma save file and the game will automatically give you're player these items
Release Date2012 May 22 (US)
2012 May 25 (EU)
Platform(s)PlayStation 3, Xbox 360
DeveloperCapcom
PublisherCapcom
Official Sitewww.dragonsdogma.com

Wednesday, 22 July 2015

Assassin's Creed Syndicate

HERE COMES THE VICTORIAN ERA:



Assassin's Creed Syndicate is an upcoming historical action-adventure open world stealth video game being developed by Ubisoft Quebec and to be published by Ubisoft. It is set to be released on October 23, 2015 for the PlayStation 4 and Xbox One and Q4 2015 for Microsoft Windows. It is the ninth major installment in the Assassin's Creed series, and the successor to 2014's Assassin's Creed Unity.
Set within London in 1868 during the Industrial Revolution, the story follows twins Jacob and Evie Frye as they navigate the corridors of organized crime during the Victorian era and fight against the established order, controlled by the Templars. The game retains the series' third-person open world exploration as well as introducing new traveling systems and refined combat and stealth mechanics. It does not feature any form ofmultiplayer gameplay.

Plot

In 1868, at the tail end of the Industrial Revolution, with the Assassin Brotherhood all but eradicated, twins Jacob (Paul Amos) and Evie Frye (Victoria Atkin) leave Crawley for London and arrive to find a city controlled by the Templars, with both the Church and the Monarchy losing their power. Raised as Assassins to follow the Creed, Jacob and Evie aim to take back the city from Templar control by infiltrating and uniting London's criminal underworld,aided by notable figures of the era such as novelist Charles Dickens and biologist Charles Darwin.


 
Release date(s)PlayStation 4Xbox One
  • WW October 23, 2015
Microsoft Windows
  • Q4 2015
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Thursday, 12 February 2015

WHY THE WITCHER 3: WILD HUNT WILL BE WORTH THE WAIT:IGN


Geralt of Rivia has come a long way in eight years. Since his 2007 PC debut the professional monster slayer has returned from the dead, lost his memory, misplaced his beloved, witnessed the fall of a kingdom, been framed for regicide, and hunted a renegade member of his own order. He’s also found time to slay a great many beasts, bed almost as many women and to be presented as a gift by his home nation of Poland to the President of the United States of America. Such is the life of the legendary White Wolf.
Despite Geralt’s achievements to date there’s an undeniable feeling that it’s all been building to this. In a few short months, Geralt and his video game custodians at CD Projekt RED will face the biggest challenge of their respective careers when they present a rich, story-driven, open-world RPG to a global audience across PC, PS4 and Xbox One. The Witcher 3: Wild Hunt represents both the culmination of Geralt’s eight-year adventure and a huge standalone experience in its own right, weaving the tale of the Nilfgaardian invasion, Geralt’s search for his lost love, the mysterious white-haired Ciri and the titular Wild Hunt, an implacable force that wreaks havoc from atop spectral steeds and has designs on the White Wolf himself.
In preparation for the biggest day in the company’s history, CD Projekt RED threw open the first three hours of its world to us; a world that will offer up to 40 times that duration to fully explore. As a seasoned Witcher’s apprentice I seized the opportunity to discover what’s new, what’s changed and to spend some quality time with its leading man, as I took a spoiler-free dive into the world of The Witcher 3: Wild Hunt.

A Savage Beauty

Given The Witcher 3’s appearance on both PS4 and Xbox One, not to mention its formidable PC system specs, it should come as no surprise to hear that The Witcher 3 is a beautiful game. An opening sequence set within the walls of the witcher’s stronghold of Kaer Morhen offers the chance for an optional tutorial and an opportunity to admire a stunning mountain view from numerous vantage points around the grounds.
However, it’s soon after, once the game begins proper with Geralt standing atop a hillside with the dawn at his back and his horse nickering nearby that its sheer aesthetic quality really slaps me in the face. The Witcher games have never shied away from depicting scenes of grand scope and detail but here it’s done with aptitude and aplomb that belies the studio's lack of experience in making open-world games. Dense forests give way to verdant fields and in the distance a river shimmers in the early morning sun.
As Geralt engages in his first fight against snarling beasts, there’s a chance to experience the improved combat system in action, where the witcher is all fluid sword strokes and lethal grace as he dances from one foe to the next. Taking cues from the combat systems of both the previous games, The Witcher 3 employs a free-flowing system in which Geralt soft-locks on to the closest enemy but can switch at will to focus on those outside of his immediate strike zone. He can guard but with correct timing there’s also the opportunity to parry incoming attacks to throw an enemy off balance before launching an effective counterattack. Thus, fighting several foes at once is a more engaging and rewarding proposition than in The Witcher 2, while the parry and riposte system that starts or continues a chain of attacks has its roots in the timing-based system of the original game and ensures things stay fast paced but deep enough to avoid hack and slash monotony.
Bolstering his weapon attacks, Geralt also has access to the witcher signs – magical powers that can ensnare, burn, beguile or repel an enemy or be used as a temporary protective shield – and a range of mutagenic potions, the ingredients for which can be gathered from the environment or bought from vendors. The overhauled skill trees see you unlocking abilities from three key disciplines: swordplay, alchemy and signs, with a fourth, smaller category reserved for general skills. These can be grouped together in four lots of three slots that become available as Geralt levels up and if three skills in any one group are of the same type, a bonus is conferred. There’s a slightly odd notion of having active and inactive skills but the focus here is on combining traits and abilities that complement one other and then swapping load-outs to suit a given situation.

I'€™m on the hunt, I'm after you

This focus on preparation for battle is part of CDPR’s drive to get closer to the roots of the Geralt from Andrzej Sapkowski’s novels, which feature a far greater emphasis on the hunting of monsters in the lead-up to their slaughter. As such, Geralt can employ his Witcher Senses to uncover tracks, spot clues and follow telltale signs to track down his prey. In the case of a griffon that’s terrorising a small village, that means studying it to determine its breed, sex and to understand its motivation for its unusual behaviour before using appropriate bait to lure it to a suitable location for a face-off.
It’s not just the weaknesses of beasts that can be discerned in this way, though, as a side quest unearthed along the road highlights. A merchant in apparent distress leads Geralt to investigate a crash site in a monster-infested swampland, where his keen perception turns up clues of foul play and present him with further options of how to resolve this interaction. CDPR has promised that these optional endeavours will be far from the standard fetch quests that we’re used to partaking in for a few miserly pieces of gold and XP. Many will have a decision point or a knock on effect that sends small ripples through to another part of the game. Certainly, of the several possible outcomes of my quest to recover a merchant’s goods it’s apparent that some courses of action will lead to a swift conclusion to the quest while others will open-up further possibilities down the line.
The notion of choice and consequence is one that the Witcher games have long championed. However, while the 2007 original allowed for a degree of neutrality, its 2011 sequel was far more black and white, forcing Geralt into political binds that the witcher had no business being roped into. Happily, The Witcher 3 offers a return of the notion that even when not making a decision you are still making a choice. A segment of game play concerning a family feud set several hours further into the game highlights how this can affect not only the story but also flavour the game play. Two very different segments play out – one stealthier, the other more combat orientated – depending on your action or inaction and the knock-on effects are both immediate and far reaching.
While you can bumble through dialogue and answer every dispute by taking a sword to that which displeases you, word of your deeds will carry far and wide. We’re used to the world revolving around us and our characters but here this effect makes narrative sense for Geralt is the embodiment of a living legend and most who meet him are keen to gossip, be it with him or behind his back. The local village inn is a fine example of this, serving as it does as a place to relax after some strenuous monster slaying but also a place to gather further work, overhear rumours of the mysterious white-haired Ciri (the game’s second playable character), get into a fist fight with or indulge in a game of Gwent. This last is a card-based battle game that looks engaging enough to form the basis of its own standalone title. Clearly, there’s an awful lot going on and Geralt is often at its centre, with the decisions you take shaping his story and leading to any of the three dozen endings that CDPR has planned to reflect your own personal experience with the White Wolf.
The Witcher 3: Wild Hunt is, we’re told, feature complete and so the remaining few months of development time will be spent polishing everything to a fine sheen. This is welcome news, because there are a number of things that require that attention. Currently, horse riding feels skittish and imprecise, while screen tear and texture draw-in are particularly apparent on console. However, it’s precisely for such reasons that the difficult decision was taken to push back release, first from late 2014 to February this year and then again to May 19. CDPR’s track record proves its willingness to work on releasing the best possible game that it can, as well as supporting its titles and its players with regular (and free) content updates.
It’s an ambitious undertaking that CDPR is attempting and Geralt has come far from his humble video game roots in the surprise cult hit of The Witcher to establish himself as one of gamings most recognisable icons and a bastion for dark, story-rich single-player RPGs. The long wait for his tale to be told in full will soon be at an end and we’ll finally be able to take up the mantle of the legend himself, Geralt of Rivia, the White Wolf, Witcher and professional monster slayer.


THE WITCHER 3 ALL TRAILERS

https://www.youtube.com/watch?v=imo72mt_7tM

ASSASSIN'S CREED ROGUE PC REQUIREMENTS REVEALED

ASSASSIN'S CREED ROGUE PC REQUIREMENTS REVEALED

Here are the minimum system requirements:

OS: Windows 7 SP1 or Windows 8/8.1 (64bit versions only)
Processor: Intel Core2Quad Q6600 @ 2.4 GHz or AMD Athlon II X4 620 @ 2.6 GHz
Memory: 2 GB RAM
Graphics: nVidia GeForce GTS450 or AMD Radeon HD5670 (1024MB VRAM) or Intel HD4600
DirectX: Version 10
Hard Drive: 12 GB available space
Sound Card: DirectX Compatible Sound Card with latest driver
Supported Video Cards at time of release: NVIDIA GeForce GTS 450 or better, GeForce 500, 600, 700, 900 series / AMD Radeon HD 5670 or better, Radeon HD 6000, 7000, R7, R9 series / Intel HD4600, HD5200

Assassin's Creed Rogue PC Launch Trailer