Saturday, January 10, 2015

Metal Gear Solid 5 Full Review with Download Link

   Metal Gear Solid V: Ground Zeroes diverges from series’ conventions in numerous ways, most notably in its open-ended approach to stealth, and minor enhancements to the interface improve this on PC
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Ground Zeroes’ main mission, a rescue op to free two captured allies, isn’t very long, but the vast compound in which it’s set allows for diverse play styles that are emphasized in smart, silly, and satisfying unlockable objectives.
On PC, this tension can be amplified by minimizing the HUD elements -- disabling visual notifications cleans up the screen, makes Ground Zeroes more challenging, and leaves more room to appreciate its commendable visual fidelity. It exceeds even the terrific graphics of the new-gen consoles on maximum settings; the rainy nighttime map is gorgeous, with slick roads reflecting the glaring lights of truck headlights, and characters’ clothing dripping in the storm. The daytime variant highlights different high-quality lighting effects, with immaculate environmental detail creating a convincing sense of place. I found myself reducing the screen-filtering effects to minimize the default, sometimes overbearing blur and depth of field, however; this caused the foreground to look too washed out, like the camera is way out of focus.
 
The frame rate is uncapped, but locking it at 30fps allowed for more reliable performance when cranking up the model, texture, and shadow detail on an older PC, but Ground Zeroes is stunning on a respectable rig -- I played mostly on a Core i5-4670 and a GTX 780, with 8GB RAM) -- with no need for compromise.

Keyboard and mouse controls work well with Metal Gear Solid V: Ground Zeroes, but a controller is slightly stronger for stealth precision. It’s more similar to Splinter Cell: Blacklist than any other Metal Gear game, using an analog stick to measure walking speed has more precision, but it’s adequate using WASD and customizable, all of which can be set to your preference.

The PC version is content-identical to the console versions, which means Ground Zeroes’ ending remains tonally problematic, with a tone-deaf and brash representation of violence that’s never earned. It attempts to hit a darker point for the series, but its discomforting violation is misguided, gross, and hopefully a one-time thing.
 
Metal Gear Solid 5: Ground Zeroes is a short but challenging game, and those willing to cast aside conventional expectations will find a lot more here than first glance might suggest. Aside from its problematic ending, Ground Zeroes mostly represents a new, more sophisticated era for Metal Gear, particularly given its attention to what matters on PC. A Big Boss/Snake adventure has never looked or played better, and in it lies incredible promise for its enormous big brother -- Metal Gear Solid V: The Phantom Pain.

 RATING: 8.5

Download Link: http://tinyfileshost.com/download/143236/gwOWJlM/1
                  

 

THE WICHER ADVENTURE GAME REVIEW

Let’s not hold it against it, but The Witcher Adventure Game isn’t an adventure game at all, at least not the type normally associated with video games. In fact, this mildly entertaining Witcher universe offshoot is a faithful translation of the tabletop board game of the same name by Fantasy Flight Games;
it’s all dice-rolling and card-flipping instead of sword fighting and puzzle-solving. Designed for board-game purists, it’s a no-frills, repetitive experience that offers just a brief diversion during the wait for The Witcher 3: Wild Hunt.


There’s not a lot of variety to gameplay, though. At the start of a match, each player selects their main quest from two randomly selected quest cards. (The winner is whoever is first to complete either one, three, or five main quests, depending on the setting selected.) Though there’s some story flavor text outlining the main quest, and the optional support and side-quests, completing a main quest always comes down to having a set number of red, blue, or purple points and traveling to a particular city. These simplistic main quests tend to be interchangeable; all that differs is the city and the number and color of points.

Strategy lies in choosing how to accumulate points, whether by selecting to Investigate (drawing an investigation card may assign tasks, traits, combat scenarios, or bonuses/setbacks) or Develop (drawing a development card usually gives a card to augment your dice throws in combat). It feels more like you’re playing alongside the other characters rather than truly against them, though. Most cards only negatively affect other players (and usually you as well) by luck of the draw rather than conscious effort, so winning a match becomes little more than a race to clear quests as quickly as possible. Admittedly, that could describe a bajillion other board games on the planet, but I’d hoped that the competition in The Witcher Adventure Game would be as brutal as its namesake.
 
The digital version of The Witcher Adventure Game is strikingly faithful to the tabletop experience, which is admirable in a purist sort of way, but I was a bit disappointed that it doesn’t leverage the medium to make the presentation more exciting. For example, when confronted by a monster at the end of a turn, the only monster you see is the one that appears as a drawing on the card, and there is no graphic depiction of your triumph or defeat at its claws. Click on the card and all that happens is a handful of dice drop across the screen, revealing your fate. The board itself does offer a few nice visual animations that you won’t see in the tabletop version, though, like rain and snow effects, smoking chimneys, and rustling leaves.


RATING: 6.5