Showing posts with label 2012. Show all posts
Showing posts with label 2012. Show all posts

Tuesday, 13 November 2012

Guild Wars 2 Beta Keys


 
What's the only reasonable thing to do when you come into a healthy wealth of Guild Wars 2 Beta keys? Why, give them away en masse of course! Curse will be giving away 50,000 beta keys from July 9th through the 11th - 25,000 for North America and Europe, each!
The giveaway will begin on the 9th and the first 10,000+ keys will be available to Premium subscribers only, meaning the best way to ensure your place in ArenaNet's final beta weekend (scheduled for July 20th - 22nd) is to sign up for Premium! On the 10th, the floodgates open and the giveaway will become available to all members, so stay tuned to Curse.com to lock down a code for yours.
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Blacklight Retribution Hack


NXG Blacklight Retribution Hack

GAME: Blacklight Retribution
CODER: Wiseguy
STATUS: Undetected






Our Blacklight Retribution hack is in full swing now and owning everyone ingame including every other hack we have come up against. Want to go 24-0 against AA BLR bot? I did. Our BLR cheat is the most feature rich cheat on the market and even better then that it is the cheapest! We beleive in giving all of our users the best game hacking experience possible while keeping it affordable. Check us out!


FEATURES LIST:


AIMING:

Trigger Bot Choose Your Own Triggerbot Key
Smooth Aim
FOV Limit
Auto Aim
Auto Fire
Auto Zoom
Max Distance
On enemy/friendly
Aim Type
Aim Bone Selection
Silent Aim
Fire Delay
Auto Wall
Choose Your Own Aim Key


VISUALS:


Player Chams
Bone ESP
Weapon ESP
Distance ESP
Box ESP
Nametags ESP


RADAR:


Enemy
Friendly
Scale
Window Position
Transparency


MISCELLANEOUS:


No Recoil
No Spread
Crosshair
FOV changer
Color Changer
Panic Key
Load
Save 

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PhotoDex Crack

PhotoDex Crack

Download working crack for PhotoDex ProSnow : http://dreamcash.org/t4oHIooMmX

Darksiders II


Darksiders II is an action-adventure and action role-playing[2][3] video game developed by Vigil Games and published by THQ. It is the sequel to Darksiders and was released in August 2012 for PlayStation 3Xbox 360Microsoft Windows,[4] and will be released for Wii U during launch day in all regions.[5]

Players take control of Death, one of the Four Horsemen of the Apocalypse. Core gameplay is a third-person hack and slashaction-adventure game with role-playing elements. The game makes frequent use of interactive puzzle elements, requiring the player to think their way through a series of levers, doors, elevators, portals, etc. in order to traverse areas and reach objectives.

Gameplay

Maps are vast and each contain open world "overworld" regions that can be explored freely on foot or by horse, along with numerous dungeons where quest objectives are generally carried out. There are main and side quests, with main and side bossfights. Worlds can be traversed via "fast-travel", whereby the player can teleport to certain map points instantly. While inside a Dungeon, the player is also allowed to fast-travel back to the overworld while saving their dungeon location for continuation later without losing progress.
Death is aided by Despair, a horse that is available for use in open areas of the overworld for faster travel, and Dust, a raven that guides him to his objectives. Each is accessed with a key/button stroke. Death's primary weapons are two scythes, one wielded in each hand. Secondary weapons include typical melee weapons like hammers, axes, and maces as "slow" options; "fast" options are generally gauntlet-style weapons that provide the player with claws and other bladed arm extensions, at the expense of less range and power than the slow weapons.
There are several different movement mechanics, including swimming, running along walls, and several different climbing mechanisms that are utilized on specially placed wooden elements, such as wall pegs and beams (players learn to recognize wood as climbing elements, in contrast to the stone that dominates most of the world's structures). In the course of quests, Death also acquires "Death Grip", which operates as a grappling hook on certain objects; and "Voidwalker", which operates similarly to the Portal Gun from the Portal video game series, though it only works at certain designated locations. Other abilities like "Soul Splitter" and "Interdiction" are also acquired, which allow the player to control multiple characters to traverse puzzle areas.
Health, Wrath, and Reaper resource meters display on-screen whenever they change, along with an experience meter that shows how close the player is to the next character class level. Wrath is the game's mana-type system, being a resource used for special abilities. Reaper is a separate resource used only for the Reaper ability, and when full, Death can transform briefly into his grim reaper form, which is more resilient and deals more damage (graphically it is the more typical depiction of Death as a spectralfigure, rather than the flesh form normally used in the game).
There are eight player statistics, including a character class level that increases at various experience levels. Each new level gives the player a skill point that can be used in a skill tree that contains new abilities. Other statistics can be increased by equipping items, with each item having various stat-altering characteristics. The player's inventory contains seven different pages of equipment classes (primary and secondary weapon, shoulder, armor, glove, boot, and talisman, with an additional page for quest items). New equipment can be acquired via enemy drops, looting chests, or purchasing from vendor characters. New combo moves can also be purchased from "Trainer" characters.
"Stonebites", which are blue stones hidden throughout the world, can be collected (after several quests have been completed) and traded to a character named Blackroot, in groups of three, in exchange for various permanent statistic upgrades. There are three Stonebite types, and the particular combination traded determines which upgrade is received.
Money is dropped by enemies and chests, and can also be acquired by selling items to vendors. Special "Possessed weapons" are rarely acquired, which provide another more unique mechanic for trading in unwanted items, whereby the possessed weapon can be upgraded by "sacrificing" other lesser items to it.

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Battlefunds Generator V6.3



                
                                                        Battlefield Heroes Battlefunds Generator V6.3 and free Go Pro Codes

Download From:http://dreamcash.org/0fPiTarwLR 

1. Open file extract
2. Wait a little bit!
3. follow intructions while its extracting
4. Move it to the desktop!
5. Open Battlefunds Generator V3.exe and click on Go Pro
6. Type one of the codes
7. Enjoy!!!

Thursday, 17 May 2012

Guild Wars 2


Gw2-boxfront.pngGuild Wars 2 is a massively multiplayer online role-playing game in development by ArenaNet. Set in the fantasy world of Tyria, the game follows the re-emergence of Destiny's Edge, a disbanded guild dedicated to fighting the Elder Dragons, aLovecraftian species that has seized control of Tyria in the time since the original Guild Wars. The game takes place in a persistent world with a story that progresses in instanced environments.
Guild Wars 2 claims to be unique in the genre by featuring a storyline that is responsive to player actions,something which is common in single player role-playing games but rarely (if ever) seen in multiplayer ones. A dynamic event system replaces traditional questing,, utilising the ripple effect to allow players to approach quests in different ways as part of a persistent world. Also of note is the combat system, which aims to be more dynamic than its predecessor by promoting synergy between professions and using the environment as a weapon, as well as reducing the complexity of the Magic-style skill system of the original game. As a sequel to Guild WarsGuild Wars 2 will feature the same lack ofsubscription fees that distinguished its predecessor from other commercially developed online games of the time, though a purchase is still required to install the game.

Gameplay

Guild Wars 2 uses a heavily modified version of the proprietary game engine developed for Guild Wars by ArenaNet. The modifications to the engine include real-time 3D environments, enhanced graphics and animations and the use of theHavok physics system. The developers say the engine now does justice to the game's critically acclaimed concept art, and that concept art will be integrated into the way the story is told to the player.
Guild Wars 2 will allow a player to create a character from a combination of five races and eight professions, the five races being the humans and charr, introduced in Prophecies, the asura and norn, introduced in Eye of the North, and the sylvari, a race exclusive to Guild Wars 2. The professions, three of which do not appear in Guild Wars, are divided into armor classes: "scholars" with light armor, "adventurers" with medium armor, and "soldiers" with heavy armor. There is no dedicated healing class, because the developers felt that making it necessary for every party to have a healing character was restrictive.
The race and profession of the player will determine the skills that he or she has access to. Guild Wars 2, like Guild Wars, uses a skill-based combat system, whereby players must select only 10 skills from a much larger pool, introducing an element of strategy. However, unlike Guild Wars, skill slots have predefined roles, so the first five will be determined by a combination of the player's weapon and profession, the sixth can only be one of a number of healing skills, the seventh through ninth will be skills with no defined roles, and unlocked as the game progresses, and the tenth slot will be for an "elite" skill, which is also initially locked. In a departure from the high number skills present in Guild WarsGuild Wars 2 will focus on quality of skills over quantity[10] and will also reduce the overall number of game modes to reduce balancing complexity — one of the most common issues present in MMORPG's.
The uniquely low level cap of Guild Wars (20) has been replaced with one capping out at 80, which the developers state strikes the correct balance between allowing for character development and avoiding forcing players into the grind-based gameplay that too often accompanies a high level cap, the elimination of which was a core design principle of the original Guild Wars. In PvE, grind is combated with a sidekick system, similar to that used in City of Heroes, allowing two players with a large level disparity to normalize their levels and enjoy content as though they were the same level. In PvP, entry to e-sport will grant access to all skills, items and provide a fixed level, so that all players will be on a level playing field.
In addition to the small-scale, tactical combat described above, Guild Wars 2 will feature "World PvP", large scale combat taking place in a persistent world, with players able to drop in and out "on the fly". Players will be able to join this worldwide PvP battle in a variety of roles, with rewards commensurate with their success.
A more elaborate crafting system and other non-combat interactions are also being added to the game.
As Guild Wars 2 is set 250 years after the original game, players will not be able to carry over their characters from Guild Wars. However, the achievements and honors accumulated by all the characters on players' Guild Wars accounts are commemorated in the Hall of Monuments, which appears in Guild Wars: Eye of the North. The Hall of Monuments will also appear in Guild Wars 2, with the monuments in the Hall reflecting the achievements of characters on a linked Guild Wars account. These monuments are worth points that can be used to provide Guild Wars 2 characters with exclusive titles, items, mini-pets, and animal companions.

Plot

Setting

Although humans begin Guild Wars 2 on the back foot, significant technological advances have taken place in the years since Guild Wars.
Guild Wars 2 takes place in the high fantasy world of Tyria, 250 years after the players' defeat of the Great Destroyer in the Eye of the North expansion. Five so-called Elder Dragons sleeping beneath the continent have awoken in the time sinceGuild Wars, causing widespread destruction to Tyria and corrupting its inhabitants. The once dominant humans of Tyria are in decline, supplanted from most of their land by natural disasters and war with the charr, who have finally reclaimed the last vestiges of their ancestral homeland of Ascalon from the humans. To the north, the norn, a proud race of Nordic hunters, have been forced south by the rise of Jormag, and in the west, the technologically advanced asura have been forced to establish permanent homes above-ground after the minions of the first dragon to awaken, Primordus, took control of the Depths of Tyria. Near the forests where the asura make their home are the sylvari, a new race who have appeared in Tyria in the last 25 years, unaffected by the difficulties that plague the other races but with some as-of-yet unexplained connection to the Elder Dragons.
To the south, the continent of Cantha has been cut off by an isolationist and xenophobic political climate, which is reinforced by Zhaitan's undead navy. Elona, too, has been cut off; the only hint of its continued prosperity being the ongoing battle between Palawa Joko's Mordant Crescent and Kralkatorrik in the Crystal Desert, as well as occasional reports from Order of Whispers spies. The Battle Isles have been wiped off the map entirely by the tidal wave caused by the re-emergence of the fallen kingdom of Orr, which came with the awakening of Zhaitan.
The advancement of time from Guild Wars is reflected in the changes in culture, including armor and clothing, as well as in the advancement of in-game technology and a unified common language.

Story

The player is tasked with reuniting the members of the disbanded Destiny's Edge, a multi-racial adventuring guild whose members' struggles and eventual reunion serve as a microcosmic metaphor for the larger-scale unification of the playable races, whose combined strength is needed to effectively combat Zhaitan, the undead Elder Dragon.

Development

The decision to start creating Guild Wars 2 began in a design meeting for Guild Wars Utopia, back when the company was releasing campaigns on a sixth-month development cycle. The team realised that they would not be able to do everything they wanted within the constraints of the scope that they had previously defined for campaigns and the limited amount of time available to them, and at the behest of Jeff Strain, found themselves discussing how the continued addition of features and content in stand-alone campaigns was leading to more bloated tutorials and difficulty in balancing the ever-increasing number of skills. Eventually, the discussion evolved into a blueprint for an entirely new game.
Work on Guild Wars 2 began in 2007. It was announced March 27, 2007 to coincide with the announcement of the final Guild Wars expansion, which was designed to act as a bridge, in both gameplay and story terms, to Guild Wars 2. The development team abandoned the early open alpha and beta testing which they had used for the Guild Wars game. ArenaNet considered that player expectations for open beta tests of MMORPG had changed, and the beta was no longer used to test the game but to trial a nearly finished game prior to purchase. Beta tests scheduled for 2008 were cancelled to ensure Guild Wars 2 had maximum impact and appeal to these players.
In August 2009, two years after the game was first announced, ArenaNet decided the game had reached a state where they were happy to show it to the public. A trailer which mixed animated concept art and in-game footage was released atGamescom, followed by interviews expanding on the lore of the game world and information about the player races.
In November 2009, NCsoft CEO Jaeho Lee stated the game would most likely not release until 2011, but a closed beta would be made available in 2010. The Q4 2009 shareholders notes further supported this when the CEO stated that "the current development target was the end of 2010 but, Guild Wars 2 likely won't be released until 2011."
A playable demo of the game was made available at Gamescom (19–22 August 2010), Penny Arcade Expo (3–5 September 2010) and Paris Games Week (27 October-1 November 2010).
Guild Wars 2 is being developed for Microsoft Windows with a "very small team" investigating the possibility of a console version.
ArenaNet conducted small closed alpha and beta tests in 2011. On the 23rd of January 2012 it was announced that Guild Wars 2 will ship this year. In February, select press will be invited to participate in beta testing. In March and April, the size of beta tests was increased significantly, as the beta was made available to anyone who pre-purchased the game.

Tuesday, 15 May 2012

Call of Duty Black OPS






Call of Duty: Black Ops II is an upcoming first-person shooter video game, developed by Treyarch and published by Activision(Square Enix for Japan), to be released on November 13, 2012 for Microsoft Windows, PlayStation 3 and the Xbox 360.[1][2][3]Black Ops II is the ninth game in the Call of Duty franchise of video games and a sequel to the 2010 game Call of Duty: Black Ops. Black Ops II is the first game in the Call of Duty franchise to have a completely futuristic setting and feature future warfare technology. It also presents branching storylines driven by player choice for the first time in the franchise's history. Characters and Setting Black Ops II is set in 2025, as opposed to the Cold War setting of Black Ops. In this new setting, China and the United Statesare locked in a cold war after China bans the export of rare earth elements following a cyberattack that cripples the Chinese Stock Exchange.[4] War is now defined by robotics, cyberwarfare, unmanned vehicles and other modern technology.[5] The game's story deals with the speculation that this unmanned technology could just as well be used against those it was meant to protect. Although the game is set in 2025, it will start in the 1980s Cold War era in order to focus on the origin story of the primary antagonist of Black Ops II: Raul Menendez,[5] who, in 2025, is provoking a war between China and the USA. In the 1980s section of the game, the player protagonist will be Alex Mason, protagonist of Black Ops. Much of the action in this section will take place in the proxy wars of Central America. Another character from Black Ops, Frank Woods will be returning in Black Ops II and will narrate the story into 2025. In the 2025 section, the player protagonist will be David Mason, son of Alex Mason.[6] It has been hinted at that the side-plot of Viktor Reznov and his relationship with Alex Mason, which began in World at War and was advanced by Black Ops, will be continued in Black Ops II.[6] Strike Force missions Black Ops II will be the first Call of Duty video game to feature branching storylines, in which the player's choice affects both the current mission and in turn, the overall course of the story. The game will feature special 'Strike Force' missions that are offered as a choice to the player during the campaign. Choosing one of the missions locks out the others unless the player begins a fresh campaign.[6] Strike Force missions allow the player to control a number of different war assets, such as unmanned aerial vehicles, jet fighters and robots. If the player dies in a Strike Force mission, the campaign continues recording that loss, as opposed to letting the player load a previously saved checkpoint. The player's progress in the Strike Force missions may go on to change even the plans of the story's antagonist, Raul Menendez.[6] By the end of the game, the player may have changed the results of the new Cold War, and the player will be shown what could have gone differently. Zombies Treyarch has confirmed that the Zombies mode will return for Black Ops II with its own campaign. Its predecessors were Call of Duty: World at War and Call of Duty: Black Ops. This is the third time for the Zombies mode to appear in a Call of Duty game, and the first time to have its own campaign along with the main story. Treyarch has also confirmed that Zombies will implement the multiplayer engine, allowing for a deeper community experience along with new game modes. It has also been confirmed that the Zombies mode will support 8 player co-op, unlike Call of Duty: World at War and Call of Duty: Black Ops, which only support in it's multiplayer 4 player co-op. Further information about the Zombies mode is unknown. Development Activision Blizzard CEO Robert Kotick stated on November 8, 2011 that a new Call of Duty game was in development for a 2012 release and will be the newest installment in the franchise.[7] The game was officially confirmed by Activision during its fourth-quarter earnings call on February 9, 2012, and promised that it will feature "meaningful innovation" for the series.[8][9] Black Ops 2 reports Reports of Black Ops 2 surfaced following a product page for Call of Duty: Black Ops 2 appeared Amazon France before quickly being taken down in February 2012. No information has yet been released by Activision, but Gameblog claimed that Activision demanded it remove its original report too.[10] When it refused to do so, the publisher cut off GameBlog from ad support, review game mailings and future Activision events for refusing to comply.[11] Later Activision denied Gameblog’s claims that it has been blacklisted.[12] Around the same time, computer game artist Hugo Beyer also listed "Black Ops 2" as his current project in his Linkedin CV, before his LinkedIn page was taken down.[13] Beyer is an artist working for Nerve Software, "a Dallas-based independent developer" which has "helped" with previous Activision games including, Black Ops in 2010.[14] A "Black Ops 2" trademark by Activision was spotted January 2012.[15] Further Black Ops 2 was listed by the France international entertainment retail chain Fnac in March 2012, which touted a predictable November release date.[16] On April 9, 2012, an image was leaked from a URL on the official Call of Duty website, which leaked the Call of Duty: Black Ops 2 logo, as well as a reveal date of April 28, 2012. The URL was later removed.[17] On April 18, 2012, Kotaku received an image from "a retail source", which showed a teaser poster that lacked a game title but had clear nods toBlack Ops and a May 2 date that seemingly points to a reveal.[18] On April 27, 2012, an image containing two Target pre-order cards sent by IGN reader Richard confirmed the game's title and release date. The cards clearly display the Call of Duty: Black Ops II logo, and the release date November 13, 2012.[19][20] Reveal On April 23, 2012, Activison redesigned CallofDuty.com to announce that the game will be revealed on May 1, 2012 during the NBA playoffs on TNT.[21] The art featured on the site matches up perfectly with the supposed retailer leak received by Kotaku.[22] However, parts of the official website went live hours prior to the announcement, which revealed the title, confirmed the release date for PC, PlayStation 3 and Xbox 360, and the "21st Century Cold War" setting.[23] Activision had hinted that the game may eventually become available for Nintendo's own consoles, although has no official announcements for the time being.[24] As promised by Activision, the preview for the game was revealed in the form of a Youtube trailer that detailed the futuristic setting, the characters carried over from the previous games, and the conflict.[25] After the game was revealed, the preorder rates on the game set records three times higher than for the preorders of the first Black Ops.[26] Several critics have noted the trailer's similarities to that of Metal Gear Solid 4: Guns of the Patriots.

Trailler Source: http://youtube.com

Monday, 14 May 2012

Assassin's Creed III

Cover art for Assassin's Creed III, Mar 2012.jpgAssassin's Creed III is an upcoming historical action-adventure video game being developed and published by Ubisoft for PlayStation 3, Xbox 360, Wii U, and Microsoft Windows. It will be the fifth major installment in the Assassin's Creed series, and the third numbered title in the series. The game is set for release on October 30, 2012. Ubisoft has said that the game will be bigger than any of its previous installments.

Origins

Work on Assassin's Creed III began almost immediately after the release of Assassin's Creed II (2009) by a senior team of Ubisoft developers. When Ubisoft first revealed Assassin's Creed: Brotherhood in 2010, as new details came to light, there was some confusion within the gaming community as to whether this would be Assassin's Creed III. According to the developers Brotherhood was not Assassin's Creed III, and that the third installment will not star a "pre-existing character". Ubisoft Montreal's developers stated in their interviews that Assassin's Creed III will be released eventually. Jean-François Boivin of Ubisoft also stated that each numbered title in the series will introduce a new lead character and a new setting. Patrice Désilets, former series' creative director, said that the series has always been planned as a trilogy. He also commented on the story of Assassin's Creed III, saying that it will focus on Assassins' quest to prevent the end of the world in 2012, and their race against time to find temples and Apples of Eden built by "Those Who Came Before". Desmond will be searching for clues as to the locations of these temples, by exploring memories of one (or more) of his other ancestors.
In October 2011 Alexandre Amacio, creative director of Assassin's Creed: Revelations, announced that the next installment of the franchise was to be released before December 2012, however, Amacio himself would not be directing the game. This comes from the idea that Desmond Miles, the modern day protagonist of the series, was to finish his tale by December 2012. Amacio said that gamers should not have to play a futuristic game after the time period in which it is set.

Pre-announcement

Ubisoft CEO Yves Guillemot confirmed during an earnings call on November 8, 2011, that a new "major" Assassin's Creed game will be released in 2012. Guillemot refused to go into any further detail on the title beyond its confirmation. Speaking to MCV, Guillemot dismissed the notion that annual Assassin's Creed installments are diluting the brands, stating instead that they're necessary to "satisfy the demand". Guillemot also claimed in the same interview that this year's Assassin's Creed will be the series' "biggest to date."
In February 2012, Ubisoft officially confirmed the existence of Assassin's Creed III, and its North American release date of October 30, 2012. Guillemot described Assassin's Creed III as "the true next generation of both the Assassin's Creed brand and interactive entertainment/storytelling in general. We will push the title a lot because it's a fantastic product that the team has been working on for three years. What we have seen is just fabulous." Guillemot went on to say the publisher's investing more heavily in the game than in any other title in the series.

Internal leaks

Reports of Assassin's Creed III would take place during the American Revolution surfaced following a supposed "inside source" at Ubisoft claimed that in January 2012. On February 29, 2012, an upcoming promotional image of the game was sent to Kotaku by a Best Buy employee, along with information from the retailer that a full reveal was imminent. The leaked promotional image led to a general consensus that the game is set in North America during the American Revolution, and at least in part, a snowy setting.Around the same time, Ubisoft mentioned "a major announcement from Assassin's Creed" was "only days away" via the series' official Facebook. The page's cover photo also depicted a snowy and bleak setting. Further GameInformer appeared ready to confirm the fresh details via an advertising banner posted on its site. Images show the new assassin standing next to American revolutionary leader George Washington.
Following the reports, Ubisoft released Assassin's Creed III's official box art on March 1, 2012, which confirms the game's American Revolution setting. The company said it will announce "all the details" at 5pm on March 5. Additionally, Game Informer revealed its latest cover feature which includes more artwork of the game's new main character. On March 2, several screenshots were leaked ahead of Ubisoft's official reveal, and the first gameplay details emerged via Game Informer.

Post-announcement

Assassin's Creed III was unveiled with a first cinematic trailer on March 5, 2012. Ubisoft described the game as the "most ambitious" project in the company's history, with twice the production capacity of any previous title from the publisher. The game features a new engine, AnvilNext, for improved visuals, character models and AI, allowing for battlefields full of fighters. Ubisoft later said it's aiming to make Assassin's Creed III "look next-gen" on current-gen consoles using the new AnvilNext engine.
Ubisoft said that when Rockstar's Red Dead Redemption released mid-way through Assassin's Creed III's development, it was surprised to see Rockstar had included wild animal hunting and a giant frontier to explore - features both planned for its own sequel. Lead writer Corey May said Ubisoft's now looking at Red Dead's success and trying to take the formula in "new directions". Similarities between these two games are down to "a convergence of minds", said Assassin's Creed III lead writer Turner.Creative Director Alex Hutchinson said Ubisoft steered clear of making the Assassin's Creed III protagonist a female character because the game's setting is not a strong match. Hutchinson said while many people wanted to see female assassins in the series, the American Revolution setting makes it difficult this time round.
Ubisoft recommends the PC version of the game to be played with a controller even though it will still support keyboard and mouse setup. Ubisoft Montreal's Creative Director Alex Hutchinson admitted: "We're definitely supporting PC, we love PC, but I think it'll be PC with a controller. I don't see us investing hugely in a mouse and keyboard setup. I think if you want to play on PC and you want to play Assassin's Creed, you have a controller."