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[Video Games] The reboot that got rebooted: The rise and fall of DmC: Devil May Cry

Let's cut through the pre-amble:
What is Devil May Cry?
Devil May Cry is an action series developed and published by Japanese company Capcom, beginning with Devil May Cry 1 in 2001 for the Playstation 2 (Here's an advert showing it as part of Sony's holiday lineup that included landmark gaming titles such as Final Fantasy X, Grand Theft Auto 3, Metal Gear Solid 2 and... Baldur's Gate Dark Alliance). The game series began as a prototype build for Resident Evil 4 that had more of an overt action focus than the acclaimed horror franchise was known for. Rather than scrap the build, Capcom saw potential in the idea of a stylish action game, and gave director Hideki Kamiya permission to make it a full title.
Kamiya would involuntarily leave the series after DMC 1 as Capcom didn't ask him to work on DMC 2. Instead, a still-to-this-day unknown phantom director was put in charge of the game and he ran it into the ground. With less than half a year before DMC 2's 2003 release, Capcom brought in a new director to course-correct and get the game out for release: Hideaki Itsuno. In less than six months, Itsuno would rally the team, basically make the entire game, and create several features that would go on to become series staples, and while DMC 2 sold well, it was critically panned for being a very boring game. Itsuno, not wanting his reputation to be sullied, came back in 2005 with Devil May Cry 3, generally considered one of the greatest action games of all time. From here several core traits are instilled: chief among which being style meters that track the player's skill with combos and Dante having a style system that lets him use different movesets.
And it's in 2008 with the release of Devil May Cry 4, marking the series going multiplatform for the first time as it came out on the PS3 and Xbox 360, that this story really begins:
The build up to 2010
With DMC 4's release in 2008, Capcom set the sales expectation that the game would sell 1.8 million units by the end of the fiscal year. DMC 4 would sell two million units in under a month, but Capcom were a bit unimpressed. They were hoping that now that DMC was on a wider range of platforms that the sales would correspondingly go up, but instead the game just saw a modest increase over DMC 3. The cost of game development had also shot up in the new console generation, making Capcom more concerned about DMC4's sales just being fine, especially coming off of huge sales juggarnauts from 2007 such as Halo 3, Call of Duty Modern Warfare and Bioshock. (It doesn't help that DMC 4 had a very rushed development leading to the now infamous case of Dante's playable chapters just being Nero's but backwards)
Japan at the time was also in a weird place when it came to gaming. The mobile phone gaming market was about to take off, and the playerbase in Japan was already smaller than the worldwide market for obvious reasons. In the home regions, it was safer to look into handheld gaming, and while Capcom had dallied with the idea of a DMC game on the Playstation Portable (at one point considering a remake of the first game that reached in-game screenshots and box art that was quietly shelved for unknown reasons, alongside a prequel focusing on Dante's father Sparda), these ideas never left the ground. Seeing how Western markets were more traditionally concerned with console gaming at this time (and the success of the God of War franchise proved Action was a genre people wanted), Capcom's idea was simple:
Give their IPs to Western studios and let them take a crack at it, with the idea being their knowledge of what the West wants would let the games sell better. The results were mixed. The Bionic Commando reboot is nowadays more known for the twist of YOUR WIFE IS THE ROBOT ARM and only sold 27,000 units in a month, but Dead Rising did fairly well under a Capcom Vancouver branch until Dead Rising 4 happened and uh... kinda killed the series because it was awful.
Capcom eventually set their sights on giving the West a crack at DMC, leading to them eyeballing several studios. This worked out well for them in that Itsuno was also burnt out. After having spent five straight years on DMC and having redeemed its image after DMC 2, Itsuno was ready to take a break and make his dream game: Dragon's Dogma, a dark fantasy game that is very fun. It got a Netflix anime adaptation recently that is... not as fun. But while Itsuno was making Dragon's Dogma, Capcom had some time to spitball handing the series off. They eventually settled on Ninja Theory, an up and coming British team best known for Heavenly Sword (a very pretty game with mediocre action combat and a priority on storytelling), and Enslaved: Odyssey to the West (a modernisation of Journey to the West that was very pretty but priotizied story over gameplay). Rumors began to circulate in early 2010 that Ninja Theory had acquired the license and would be making a prequel focusing on Dante's early days, but it would only become clear at Tokyo Games Show that year when DmC: Devil May Cry* was formally announced.
And the fanbase collectively hated it.
(* Yes that does technically mean this reboot's name is Devil may Cry: Devil May Cry. I'm going to call it DmC from here to differentiate it from the core series)
The TGS Trailer
For those unaware of DMC, I should stress that by 2010, it had a reputation for a certain flair and theatics. Dante was known to be a goofball in cutscenes, taunting enemy demons and making a mockery of them. He has an entire cutscene in DMC 4 where he acts like he's on the stage of a theatre with how grandious he is. People liked Dante for this reason, he was a breath of fresh air in a time when most protagonists were stotic, gritty jerks who only talked in curse words and gravelly shouts. And his flowing white hair was also certainly iconic.
So here comes the new take on Dante, the West giving him a go and oh... hoo boy. There's no charisma, there's no panache. The trailer has no gameplay. Dante doesn't look like a trash talker, he looks like a meth addict. He's smoking, something the DMC 1 design documents said Dante would never do as (per Kamiya) smoking is uncool. His hair isn't even white!
Now let me be clear: I am not opposed to a new take on Dante. Certainly, the idea presented in the reveal trailer that Dante is imaging the demons he fights as an acute case of psychosis is an interesting idea, as it raises the question of whether or not the demons are real or if he's senselessly killing random people. But the execution would have had to be perfect, and opening with just a fancy trailer that had no signs of gameplay for an action franchise was not the right foot to start on.
What doesn't help was that the entire Western Capcom initiative was one pushed by a very controversial figure in gaming called Keiji Inafune, who would leave Capcom right after DmC's announcement in 2010. Inafune was the one most strongly advocating for the western development approach (Something Capcom were quick to stress in 2010 after his departure), but with his departure the movement had less steam. Inafune would go on to make Mighty Number 9, a Kickstarter that went miserably wrong on every turn and is usually seen as one of the most disappointing games of the 2010s.
I should also point out here: Dante's radically different design from the norm of the series was a mandate imposed by Capcom. Ninja Theory's original concept art for Dante was much more closer to his traditional design- white hair, red coat and all. But Capcom, and Itsuno especially, were adament that if Ninja Theory were going to be doing something new with the franchise, that they needed to go off the cuff- in Capcom's own words, "Go crazy."
The development
So Dante got a new color palette, a darker jacket and black hair. But at the time (this news only came out two years after the redesign was revealed), people didn't know about Capcom explicitly telling NT to go off the rails, and what they saw... was Ninja Theory going off the rails in the wrong way.
So from the word go, fans aren't happy. Fans are usually never happy but I mean they were unhappy. Chief Creative director for Ninja Theory Tameen Antionades said after the reveal: “The vitriol was immediate, aggressive and relentless for the next two years. Without a second of gameplay being shown, it had been written off as a disaster in the making.” Tameen would become the ball and chain around DmC's marketing, which is quite apparent in how Ninja Theory would dial back on his appearances as we get closer to the game's release. The backlash to the launch clearly surprised Ninja Theory and caught them off guard, with Tameen publically lashing out at the original fanbase for writing the game off or being unhappy at Dante's visual redesign. This would go on to dominiate the discussions about DmC for its pre-release cycle, as it became less about the game and more about the community and whether or not the response was justified (alongside in typical internet fashion, a few death threats being tossed around which apparently included a full metal song). No matter which side of it you lean on though, Tameen had habit of putting his foot in his mouth in regards to PR:
Capcom likely stepped in behind the scenes and encourged a few changes. Notably, Dante's design underwent a few shifts, including making him more muscular and rewriting portions of the game to give him a few more of Old!Dante's trademark quips. A few voice actor was also cast, named Tim Phillips... though NT wouldn't budge on the haircut as it was part of the story. The Dante psychosis/prisoner angle from the TGS trailer was also completely scrapped from the final product, having Dante instead be confirmed to be sane and fighting demons, not people. Even though Capcom had encouraged NT to go off the rails... money still reigns supreme and Capcom wanted to turn a profit. So closer to release, Capcom made a point of stressing that Itsuno and several other DMC veteran staff were supervising the combat system and offering guidance. Combat designer Rahni Tucker spoke positively of the exchanges she had with Itsuno:
While Capcom Japan kept a close eye on Ninja Theory’s work on DmC’s characters, story and world, its greatest focus was, naturally, on the game’s combat. Itsuno and other key personnel would visit the studio in Cambridge every few months to check in on its progress, Ninja Theory staff would often make the trip out to Japan, and in between those times there would be regular video conferences and daily email updates. All that communication helped to unify the two companies, despite a fundamental split between their approaches to game development: Ninja Theory liked to start with the visual design, and Capcom with the mechanics. Modestly, Itsuno admits he learned a lot from the collaboration; Tucker believes she picked up an awful lot more. “I learnt so much,” she says. “Itsuno would speak philosophically about how he approaches combat and enemy design. They build most of the player’s set of actions first, and then think about the things they can build to allow players to exploit particular elements of the system they’ve designed. They really put the emphasis of the baddie design back onto the player’s actions. It’s kind of obvious, but just the way that he spoke about it was inspiring, and it made a lot of sense to me.”
The damage however, was long done. Even with the post-TGS revisions, DmC was facing an uphill battle from the community, with a minority waiting to give it a try themselves before casting judgement, but the majority either being apathetic or downright hostile to the game, not helped by Tameen's attitude creating the idea that Ninja Theory inherently hated what made Devil May Cry good (again, keep in mind most players wouldn't learn that Capcom were pushing for the radical Dante changes until years post-release). Ultimately though, Capcom themselves are to blame for the choices that impacted DmC: Ninja Theory were only doing their jobs to the best of their abilities and for the most part many of the staff clearly loved getting to work on such a popular franchise and boosting their studio's name. It came down an unfortunate blend of Capcom misreading what people wanted from future projects, an attempt to appeal to a Western market that fell on its face, and a director unprepared for the mass backlash his product got.
Either way, the game finally came out in early 2013.
The game itself
Eh, it was OK.
DmC launched in March 2013 and got decent reviews on all platforms, getting a consistent 8/10 on all platforms on Metacritic. The PC port was especially praised for its sheer variety of features including an uncapped framerate. Critics quite liked it, praising the story and art direction, feeling it was a necessary step for the series to make the games somewhat easier to let newcomers in without facing as daunting a challenge as the games could be (I'm pretty sure learning how to fly a plane is easier than mastering Dante in Devil May Cry 4). Old Dante's most famous voice actor, Reuben Langdon, spoke on a podcast about the game and admitted that while he wasn't fond of the new Dante's characterisation, he applauded Ninja Theory's craftsmenship.
The fanbase were colder, even with the pre-release biases set aside (this wasn't helped by Platinum, helmed by several ex-DMC 1 developers including Kamiya, releasing Metal Gear Rising Revengeance also in 2013. Metal Gear Rising is a very good game that involves flipping giant robots and fighting a very actractive Brazillian man with a gun-sheath sword). The game's framerate on consoles was capped at 30FPS for technical reasons when all prior games ran at 60FPS. Dante had lost a lot of his mechanical complexity (including DMC 3 and 4's style system which offered Dante special abilities he could switch between such as more sword and gun combos, blocking and dodging) in favour of a more universal moveset. The Devil Trigger super mode was pretty lame and automatically knocked all enemies into the air, which people didn't like as it made most encounters too easy. Building up style was too easy and the game had no systems to stop you spamming the same combos over and over. The game's weapon system of angel/demon themed weapons included color-coded enemies that forced you to use the right gear or you'd be punished. There was no Turbo Mode, a feature in most games that automatically boosted the game's speed by 20% on average.
Ninja Theory still made a good action game, albeit one that needed a bit more refinement to reach its true potential. But the lack of several core features (or worse, poorly implemented iterations of said features) led to the fanbase adopting a term:
"It's a good game, but it's not a good Devil May Cry."
The fanbase were willing to concede to the good aspects of the game- especially in audiovisual aspects. Enemies now got a subtitle during their first appearance, weapons getting a slight glint when the player pauses to let them know they can launch a pause combo attack, the soundtrack was now dynamic and evolved up the higher your style rank got, alongside the killing blow at the end of a fight getting a cinematic camera angle. Ninja Theory's sense of style itself was something that impressed the Capcom team, as all of these aspects were modified and adopted into the mainline games come 2019. The game was also very beautiful in places, leaving the Gothic archetecture of the main games for a more European feel in Limbo City. Madrid in Spain and Genoa in Italy are clear influences on the archetecture, and the design team adapt them well in making Limbo a city that is itself a weapon trying to kill Dante through compressing alleyways, closing off paths or mocking him through writing on the walls, Splinter Cell Conviction style. Combichrist and Noisia's collaberations for the soundtrack were also praised between their licensed work and new music composed just for the game, especially the songs Never Surrender and Throat Full of Glass.
But for all the praise, reluctant or otherwise, that game got mechanically, the story that the critics had acclaimed as mature and a right step forward had few supporters among the playerbase. There's been a lot written and said about DmC's story so I'll cap off the highlights here:
The end was an OK game let down by a bad story. The tale of many a game. And unfortunately, partly thanks to the game just not being good enough for the DMC pedigree, DmC underperformed. Capcom initally hoped for 2 million units to be sold like DMC 4, but later quietly lowered their projections down to 1.2 million. Some rumors speculate that Capcom had to artifically boost the game's sale numbers by counting anyone who downloaded the game when it was for free as part of Playstation Plus in January 2014 (games that go on PS+ or Microsofft's Xbox Live Games with Gold service are usually games that are either selling so well they can take the hit, are past their lifespan and looking to reignite the playerbase, or did very badly and this is a last ditch effort to get interest into the game). While not speaking directly about DmC, Capcom spoke frankly in a financial report regarding their Western outsourcing, attributing the lack of success to a "delayed response to the expanding digital contents market," "insufficient coordination between the marketing and the game development divisions in overseas markets," and a "decline in quality due to excessive outsourcing". The long and the short of it was: DmC flopped commerically, failing to meet the sales of DMC 4 in the West (which remember was Capcom's entire reason for the reboot) when it was released on the exact same platforms, and the consoles had a larger install base due to five years having passed. For what it's worth, Itsuno himself support the game and approved of Ninja Theory's efforts, even saying he'd have been honored to work on a DmC Devil May Cry 2 had Capcom gone with that project.
Some post-launch support would follow, including DLC costumes based on concept art for Dante and several alt skins based on his DMC 1 and 3 appearances, Bloody Palace (basically a time trial gauntlet run) and a campaign focusing on Vergil that sets up a sequel hook which never gets followed up on.
Some Ninja Theory staffers didn't take the news well, especially as they knew that their reputation was going to take a large hit after DmC. Art director Alessandro Taini gave a GDC talk where he went on a weird rant involving editing DMC 4 Dante into stills from... Brokeback Mountain and Batman and Robin, while also saying reboot Dante was based on... Tyler Durden from Fight Club (for those who don't know Fight Club, you're not meant to agree with Tyler or find him a role model). Keep in mind that this is Taini basically shit-talking character designs he had no hand in making. In a hilaripus twist of irony, Dante would later in the series get a cowboy hat as a weapon. Revenge is a dish best served cold.
Capcom up to this point had been going back and forth on what DmC even was- was it a prequel, a reboot, an alternate universe? They seemed to change the answer every month. But after the game's failure to meet expectations commercially, they quietly settled on it being based on an alternate universe, as was confirmed in of all things, Donte appearing as a DLC alt skin for Dante in Marvel vs Capcom Infinite.
(While I'm on the topic of weird fighting game trivia, Donte actually also got a full fighting game appearance in the "classic," Playstation All Stars Battle Royale as an attempt to market DmC ahead of its release. Yes, Donte technically didn't even debut in his own game. This story is so weird to me! In the trailer he even fights the protagonist of previous Ninja Theory game Heavenly Sword)
In 2015, Capcom re-released the game for the new consoles as DmC: Devil May Cry: Definitive Edition. This was largely helmed by the Capcom team in Japan who modified the game to make it more in line with DMC's series standards of gameplay. And you know what? It's really good! Genuinely, it actually makes the game and takes it from "A good attempt" to "one of the best Western attempts at action games period." 60FPS on consoles, all DLC included, Turbo Mode was back, a new mode called Must Style where you have to get an S Rank in combos before your attacks do damage, all alongside an insanely detailed changelog penned by Rahni Tucker. The one downside? It never got released on PC for unsaid reasons, presumably that most of the new gameplay additions... were based on mods made by the PC fanbase. Mods you can no longer find as the site storing them has gone down.
However even with this, DmC would get sand in its eye one more time. In the same year, Capcom released a similar re-release of DMC 4 called Special Edition. It was far more bare bones than DmC: DE, only adding three new playable characters in Lady, Trish and MOTIVATION Man himself, Vergil. Despite the game only getting a physical release in Japan and being digital only here in the West (whereas DmC: DE got a full release), Capcom eventually said that DMC 4 SE obliterated the DE in sales, with Capcom specifically saying that 4SE's digital sales led to a better quarter in 2015 than they were anticipating. As of 2020 (due to Capcom counting their re-releases of games separately than the original release when it comes to sales), we know that DMC4SE has sold 1.5 million units, while DmC: DE sold 1.1 million.
However, ultimately, I'm very joyful to admit that everyone got a happy ending! No, literally, everyone came out of this for the better. Ninja Theory in 2017 would release Hellblade: Senua's Sacrifice, a critical and commerical darling made on a self-styled "AA" budget that was praised for its handling of mental health through the lens of its MC Senua. It made its budget back easily, they're now owned by Microsoft and they're currently working on a sequel called Senua's Saga: Hellblade 2. Capcom would bounce back from their slump in the Early 2010s, beginning in 2017 with the releases of Resident Evil 7, Monster Hunter World and a certain title I'll mention in a minute. They've been releasing hit after hit for the last four years and they have more on the horizon. And Itsuno, now having made Dragon's Dogma, came back raring to go with more Devil May Cry. Though there are some rumors by Dante's voice actor that he had to threaten to leave Capcom to get it, at E3 2018 as part of the Microsoft panel, Itsuno took to the stage and announced:
"DMC IS BACK!!!"
(Watching people react to this trailer and freaking out when they see it's DMC gives me so much serotonin)
Thanks for reading this... long disaster of a post. Have a good one, and remember to keep this party crazy. Let's rock. :)
Additional reading if you'd like more words on this reboot:
submitted by GoneRampant1 to HobbyDrama

Games that are a 10 out of 10 in my heart even with their problems.

Too Long / Didn't Read version:
  • starcraft 2
  • persona 3 to 5
  • metal gear rising / peace walker
  • no straight roads Its a really new game, sorry, I didn't knew :(
  • the witcher 3
  • Celeste
  • Dark souls 1, 2 and bloodborne
  • Disgaea 2
  • Resident evil 6
  • Into the breach

I wanted to do this list ever since the start of this year, i'm currently 22 YO and i've played a lot of games ever since I was a kid, and that got me thinking about, what are those games that I myself, without the opinions of others, consider being a full 10/10, even considering their problems I can still love them fully, and I also wanted to talk about these games to express myself.
I think that a lot of the time i am really negative about things but i wanted to try to be positive for a change
This is my list, out of order:

Starcraft's franchise:
Specifically Starcraft 2:
This game man, this game, its been a ride ever since the first teaser dropped around 2009, I was 12 at the time, and it was one year after Iron Man dropped I believe and it was me being hyped about everything that was that movie, and then that trailer dropped where they create a Marine that says "hell, it's about time" and i lost it, I has hyped as fuck at that time, i played the first starcraft a lot with my brother and i also loved it, but first, you see how Iron man is "assembled" and then you see THAT trailer? holy fuck man, holy fuck, it was the best, it sold me the game that alone. After that, i remember entering to starcraft2.com EVERY SINGLE DAY and seeing how sometimes they updated it with a new unit they've created for the game, seeing stuff like the Colossus or the Immortal, I was hyped, i couldn't believe in THOSE graphics, the game looked like a true sequel to the 1 in every aspect, they showed everything they were making and even though I didn't knew English at the time, I tried to understand it with everything I had, I scrolled and scrolled through the page to see anything new, it was fantastical.
Then the game dropped, and couldn't play it for a lot of time, I believe that my brother bought it so I played the Raynor's campaign to completion just right before he left the house to live with his girlfriend and couldn't play it till 2019 where i found out a lot of the game was free now and that Raynor's campaign was fully free too so I jump right in again, recently bought and passed the other two campaigns too and those three campaigns were so goddamn cool, I can't describe it, i know a lot of people disliked them, but holy shit, fortunately for me, I loved everything, even the characters. Now, the campaign was great, the systems they had, like buying mercenaries or upgrades before a mission in Wings of liberty, or how you can do evolution missions for Heart of the swarm, or with Nova's campaign you were able to change what unit had a certain upgrade, was really cool and a really good way to feel like you were progressing the game instead of higher HP and higher attack damage (although this was present in Heart of the swarm but it was really irrelevant).
Now, I haven't touched a lot of the PVP side, but thats because i like playing the game against the AI in this case, as I've played in Arcade with tons and tons of different modes that people created for the game, and that they are extremely fun too, but the biggest thing that got me hooked in this game is the Coop mode, I can't tell you how much I love it, basically, they grabbed 15 missions of the campaigns and rebalanced them so you can play with someone else, but not only that, you have more than 10 different heroes to choose, everyone totally different from another, you start at level 1 with one commander up to 15 and then you can choose to do one of two things, go up to level 90 that will increase some stats that you choose and they are called Masteries, really similar to what League of legends once had or you can prestige that commander, that will make them go to level 1 again and you have to level up to 15 again, you can do this up to 3 times, and what this does is that you get a new way to play that commander each time (you can choose the others after that too anytime you want)
What I like about this mode is that is non-competitive, you have a lot of ways to play, different difficulties too, there are no cosmetics nor battlepass to worry about, it's pure bliss and fun all the way.
My most loved four commanders that I have to recommend you buying are Tychus, Dehaka, Nova and Kerrigan (although Kerrigan is totally free to play, she is really, really damn fun to play, specially at higher levels and with her prestiges too, I can't believe you don't have to pay her, she feels really good to play)

Persona's (half) franchise:
Sadly, I've tried getting into Persona 1 and 2 but couldn't, this doesn't mean they are not great, they are not for me. So I gotta start with Persona 3
Persona 3: the first one that I've played and for PSP, jesus christ man, i never knew a turn based game could be this fun and challenging, I remember playing pokemon red, blue, emerald and some others but the same problem always appeared, where the only way I myself was able to defeat most of the enemies was by having a higher level, and that meant a lot of grinding that sucked the fun of the game, in this case, although you have to grind, you are not required to do so as I was able to defeat a lot of bosses while being under leveled and it felt great too!, this game, and the same for the other 2, have a theme, you can see this game like the depressed one, as it has a some-what borderline suicide theme, blue-colored UI, when you choose your next move, you do it by moving a chamber of a revolver, hell, your character will shoot in his or her head to call their persona, the game feels SO good to play that I can't believe it was made for a PSP, you have a group that helps you and you can use them in battle, and mixes this turn-based strategy with a visual novel game where you can go fuck around the city or attend school, the great thing is, that you can be friends with someone in the game and they have their own side-story that you follow along and by talking with those characters again and again, you will be able to fuse personas that are linked with this person to make them even stronger, and if you complete one of those side stories, you'll be able to invoke an even greater and even stronger persona that is linked to that character.
The game is superb, the story is fucking good, the characters are likeable (except jumpei, I didn't liked him) the music was, holy shit, it made me love OST even more and now the only things I hear while doing stuff is OST from games or Lo Fi Hip Hop if I have to study.
You can feel the characters, they have their struggles and their passion, I loved Mitsuru and her side-story too, and holy shit I'm glad that i've played the PSP version and not the original because of some horror stories involving her and the last boss of the game.
As a side note, I have to give Atlus credits for making constant quality of life upgrades for every entry of these games, every sequel feels like a true sequel and not a downgrade by any means, this is not me saying that I liked 5 more than 3 or vice versa, I love them in it's entirety.
3 was great, and I wanted to play 4 but couldn't all over these years because the supposed best version was only for PSVita and I wanted to play that one but couldn't, so instead of playing the 4, i jumped straight to 5
Persona 5:
This, this is what I said about improvements
This game is one of the first games I knew i had to get after acquiring a ps4, and I'm so fucking glad I did, THE FUCKING UI THIS GAME HAS, the scenes, the music, the "graphics" the vibes, the EVERYTHING this games does it with STYLE, as I've said before, each game has a theme and a color that represent that theme, in this case red, and is for rebellion basically.
you have what is a longer game than 3, now with a lot of QOL involved to improve the gameplay, and its glorious, there are a lot of things that I said with 3 that are still relevant here, such as the side stories and characters, this time, I loved everyone (except for Mishima) you basically are here to be a rebel against everyone, you have so many things to do, your band is full with cool characters, I personally loved Ryuji and Morgana here.
The story is more>! "soft" than the one in p3 but it touches some really dark stuff too and!< I enjoyed it from start to finish.
With this game I started searching for the lyrics of the songs because they are so good to not noticed, my favorites being Rivers in the desert and I believe it was called Behind the mask. Just, look it up man, Rivers in the desert feels you with hope, its fucking dope.
Persona 4:
So, I wasn't able to play this game because, first of, I am in a shitty country, second, It's hard to get a PSVita in 2018, so what happened? one day they just dropped the announcement that THIS GAME WAS COMING TO STEAM IN 2020 OUT OF NOWHERE. Then I bought it, then I loved it too.
This game was all I was thinking it would be, its great from start to finish, again, the Theme this time>! might be happiness, with the color being Yellow, and you are here to solve a mistery!<.
This time i fully loved the cast, there's not one single soul here that I didn't loved... (except the copycat guy) (Naoto and Kanji were pretty damn cool)
As before, this game has some really damn good music around here and because it starting to feel repetitive, Everything that I loved from p3 and p5 is still here in p4, great music, great characters, great story. Please if you don´t spoiling yourself, listen>! to Heaven, its damn cool!<
My biggest dislike of these three games is how bad the new game plus feels, I'll try to make everything positive but I have this complain, the New Game Plus is horrible, I always finish the game one time and no more than that, all because of this.
Basically, you start the game again from the beggining, you might or might not lose all your inventory, there are some equipment you still have, all the Personas you've got are going to be where you left them with the skills and the build you've made for them, but EVERYTHING ELSE will reset (except money). And this makes two things that I really dislike about them, first of, it would be nice to keep your companions instead of waiting to get them in their respective order, this way you can enjoy them all the way more while also mantaining their Personas's second or third awakening, the other thing is rebalancing the enemy so you can fight them IN A FAIR FIGHT TOO, you can basically grab your best Persona and oneshot everything with a single turn, its fun for the first 5 fights but then it gets boring to use that one persona that cost you so much to obtain, I can see a lot of games doing things like this really well too, like Borderlands or Diablo and I'm sure that there are better examples of it, It would be nice to also have infinite days too in a New game plus. Now i'm trying to undestand a lot of the things in the modding side of P4G for PC to try and make a mod like this, but i'm a dumb idiot so don't expect much from me with this one.
OVERALL:
p3, p4 and p5 are fucking amazing, from start to finish.

2 metal gear games:
Metal gear Peace Walker: Imagine a stupid idiot like me going to school everyday, depressed because he lost his dad the year before so he said, fuck school, i'm going to spend every hour in class playing one game, and that game was... this one
Is one of those games that you just can't believe it's for the PSP, its stuffed with tons of missions and content that you can't believe it, its fucking great, it helped me cope with the loss of my dad, and let me keep living in a place where not a single adult cared about me in those moments, not mom nor teachers and so on. This game has the best controls I saw for PSP in a third person shooter, you basically have what Metal Gear Solid V should of been and the story is completed too!
the bosses this time are metal gears, tanks and other stuffs, most of the mechanics you see in MGSV come from this very game, the base construction, the way you obtain soldiers, the "money" and other stuffs too, you can change your character to your soldiers too.
The story, as every story of hideo kojima, is weird, but gets you hooked in an instant, the gameplay is fucking great, and it's controllers tight, plus, you can configure them.
you can upgrade your weapons, and I consider it, along with P3 and one more game that i'm going to talk later, a must have for PSP.
I can't put it into words but its just an amazing game.
Metal gear Rising: This is a game that surpassed my expectations when I played, and I pick it up again and again over the years to replay it again and again, Its short but that doesn't stop how great it is.
You control Raiden this time, you play the game like a devil may cry or bayonetta, the story is cheesy but I cant help but love it anyways and its great for that too, you fight bosses that will make you remember them for years, and the coolest thing is that every boss has their own theme and music based on how they feel about themselves and their story, the music kicks really damn good when you start hearing the vocals it feels like the climax of the battle is arriving at the perfect moment and oof, jesus christ, its damn great.
The gameplay is so good too, and it creates a system that i just didn't see used anywhere else sadly, and it's the zandatsu mode, SEE THAT? YOU CAN DO IT TO EVERY ENEMY IN THE GAME IT'S SOOOOO COOOL I was SO hyped to see it and, atleast of me, it doesn't get old, never.
Now, every boss is so cool, you have another guy that fights you that would be your rival in the game (although you fight him 2 times) the name's Jetstream Sam, he is a BEAST, he steals the show everytime he appears, and its so cool how much of a "polar" thing is to Raiden, you are a ninja and an cyborg, he is a Samurai and has almost no "upgrades" and he still fucks your ass, you just can't help but love him as much as raiden here. just, c'mon, hear his OST. One thing that I love about this game, and even though I don't know much about symbolism and music and a lot of other stuff, is how the music represent the characters so damn well, instead of being just dumb music dropped in the background, it adds and spice up the game, leveling everying up, this can be said about Persona too, and about symbolism.
I have something really stupid to say about these games, you can hear at the start of the song of Jetstream Sam how the guitar stops rapidly and leaves a second to "breathe" and I can't help but imagine that is is also how Sam works ingame while fighting you, see, he is a Samurai, his best attacks are when he sheathes his sword, charges an attacks and dashes towards you, just to unleash his sword and hits you HARD, and then you have other bosses that do these things with their music, Monsoon's music will say Dissapeaaaa-a-a-a-a-a-ar stopping at each "a" and I cant help but imagine that this is made because Monsoon's body is pieced by segments of his own body chopped off and those things can disassemble and reassemble at will. Then you have Mistral's OST she attacks you with Pole Arms... no mate, you read me right... Pole Arms, not Polearms... Pole Arms, and because she uses these, the vocals of the song extends some of the words she says, I can't exactly describe it, but she says things like "IIIIII FOOOOOUND WHAT I WAS LOOOOOOKIN FOOOOOOR" like she elongates the words, like Mistral's long polearm.
I might be onto something there but I wouldn't hold my breath about it either, hopefully I was able to describe these things well enough, the music also has other things symbolizing the bosses but those are more difficult to describe.
Anyways, just a beast of a game this one, and it made me choose this game over the other metal gears even though I loved the others that I was able to play and I can't recommend them enough, you can also play as Jetstream Sam in one of the DLCS that you don't even have to buy if you buy the Steam Version.
I have one last thing that I want to say about this particular game though, and it was Monsoon's Fight, the "Parry Teacher" basically, because you basically can't win against him if you don't know how to parry. I played this game in 2013 for the first time and I always remember this fight because at the time my dad was alive, After I come back from school, I was able to play for 1 hour in the Xbox 360 before studying, so I tried for two weeks beating him, every damn time I failed for an hour, but I didn't gave up, I was so mad that one time my dad grabbed me and said that there are games that you just can't win and that they are rigged and didn't wanted to see me mad about something that I can't change, but then, watching reviews of the game... I discover the parry... I went to try it, my hear was pumping, the music was louder than ever, I couldn't focus in anything more than in>! Monsoon's attacks!< and my life bar, and as I was close to dying and restarting again I hit him enough to win and was one of the best feelings I had with games, It felt SO great for various reasons. My dad being happy that I've made it against the negatives, me learning more and more english to finally understand what the dude I saw was saying about the Parry system, me upgrading my real-life skills about understanding games enough to surpass them. It was FUCKIN great. Thats a game that never gave up on me, and I never gave up on it.

Now Im going to talk about 5 games but I don't have much to say about them that wasn't said before
(this is, sadly, a game that came really recently, i didn't knew how much of recent it was)
No Straight Roads:
I don't have much to say about it, Its really really sweet of a game with what felt like a really wholesome ending, I loved every boss and every character was good, the story and the gameplay can feel really repetitive but its a nice experience overall, it as a lot of problems that hopefully will be improved in a sequel, but still, its one of those games that you play and like it, it might be casual, it might have problems, it might not have tons of mechanics like the other games i've listed but overall, a nice 4 to 6 hours experience, I really liked the final boss and Eve.You can see inspiration from other games here, specially some aspects of Persona 5's UI
I've finished it a week ago and hopefully this is not the last time I see those characters, they all are adorable.
The Witcher 3:
This is one of those popular games that almost everyone knows, have played or didn't and loved it or not, luckily for me, I was able to like it a lot, there are millions of reviews and other types of content on youtube where they describe this game better than whatever I could ever say and whatever I could say has already been said too and you already know why I loved this one, sadly i'll skip this one just because of this, I loved it way too much, Triss is the best, Geralt is the best, Ciri is the best, the music is fucking good too.
Celeste:
Its one of those short games that can get you hooked instantly, the gameplay is superb and really damn precise, and is a constant battle about improving yourself, and is one of those games that THANK GOD IT DOESN'T HAVE YOU WAITING FOR A LOADING SCREEN EVERYTIME YOU DIE BECAUSE OH BOY I DIED A SHIT TON OF TIMES, this is one of those things I hate about gaming, you don't rage because you lose, you rage because of HOW DAMN SLOW IS TO GET BACK TO THE GAME AGAIN!, if Celeste was like this, I would played it for five minutes and then gave up forever, but instead, it's replay is instant, you died, then retry right fucking now dood, you can do it :D, every single time. Its a really good experience and I would love it if more games implemented something like this, I remember playing Yakuza 0 and being so frustrated with the>! "Rush style training"!< where if you get hit, it was like a 5 minute loading about that told you "youu loooose" all the time and was so frustrating that i stopped doing that mission and focused on other things.
Celeste has everything that I've said about the other games, style, music, characters, story, 10 out of 10 in every part, it was a pleasure to play
Into the breach:
I got it thanks to the epic free games (As well as Celeste), I saw some youtubers recommend it so much that I always wanted to try it, and know i know why they recommend it, its so fun, the gameplay is really solid, its so, so goddamn great that gets you hooked for a lot of hours, the game is damn short but with a lot of replayability, letting you buy new units every time you finish it, then you can mix and go jam with units YOU choose from the variety you bought. It's like xcom and chess all in one while being able to see what the enemy is going to do, its fucking great I tell you.
Disgaea 2:
This is a game that combines visual novel with a gameplay sort of like xcom, I've played it on PSP and yeah, an overall great experience, the story is great with funny things going around and good plot twists too, what I loved about the game is that you can replay it a lot of times and does something like a "new game plus" extremely well, you can "create" a character and customize it as you wish, but with a lot of characters, sort of, againg, like xcom, but without the permadeath and a lot more lighthearted, this is a musthave for PSP because of how well translated the controllers are, they feel really damn well to use and responsive as fuck, specially if you go and disable animations and other stuffs (you can get really tired of seeing an 10 seconds long attack)

Souls Franchise:
Here i'm going to talk about the ones that I've played, because I couldn't play DS3 and Demon Souls
Dark souls 1: Everyone loves this one a lot, including me, that's why i'm not going to talk a lot about this one specially and try to give a little more of love to Bloodborne and DS2. This doesn't that I don't love one more than another, I love them Equally, but this time I'll let it to DS2
Dark souls 2: Its the first one that I've tried to play with a friend of mine, we were in loved, there is a lot of this game that was so mysterious and full of secrets, its one of those games that let's you explore a lot, and you want to too, I loved Majula's scene the most, it was such a beautiful view from the world that is one of those little moments in a game where you stop and actually look at the environment just to appreciate it, the warm colors makes it so warm and has this "home" feeling attached to it too.
The bosses aren't that great but the areas that this game has are so interesting to watch, and one thing that is notable when you play every Souls game is this feeling where, you remember a scene and you know exactly where it is located in the world, everything has this "tangible" feeling that makes them so good, when I played this game I stopped at the first try after 50 hours and being stuck in that area where the final boss is in a ship, that there are a lot of vikings in that area too.
But then I played 1 and got good, then I played bloodborne and then finally, started again with DS2 and able to complete EVERYTHING including the DLC and was able to complete it under 48 hours, I felt so proud of my self with that improvement.
The game is a joy, a frustrating one, but a joy nonetheless. What I also liked it about this, is how difficult to learn parry was, and that made me relay in other stuffs such as dodging or blocking instead of oneshotting an enemy after parrying it.
Bloodborne:
Now there is something that a lot of people is not going to believe me, maybe, but at the first try I've played this game, I was able to win against every boss (except one) at the very first try without dying, I don't care if you don't believe, sadly I don't have anything more than my word because I didn't recorded jack shit, because i'm an idiot.
I can say that my strategy was trying to learn their moves as much as I can, without actually attacking them, and once I was comfortable enough, then I fought, I also prepared my self well enough to fight for longs periods of time, farming up to 24 "estus" (I don't remember their name in Bloodborne, I also used a build to exceed the 20 limit) there where two cases while fighting bosses though
ONE: Against that boss over the roof of a castle, I was a huge pussy because I run out of estus and my only option here was leave the fuck out that place using the teleport everytime I was low, this never happened with other bosses though.
TWO: that one time I died was against>! Ebrietas!< (I believe?) everything was going relatively well until it went relatively bad, I though I could tank an attack at full health... It turns out I wasn't able to tank that attack at full health, I still regret being that confident in that fight
Anyways, I fought every boss in that game except Ebrietas without dying, and even fighting the two last bosses in a row without having to recall or anything at the very first time and it felt crazy great.
Now about the game, it has a lot of good improvements about the series and its enjoyable too, I would loved to play the DLC but i'm a cheap bastard and didn't bought them, but i'm sure they are worth it.
I loved how you have to>! fight against other hunters too,!< but it can feel really cheap against more than 2, specially when there are three attacking you at the same time.
And for last and fucking least holy shit this took three hours to write
Resident Evil 6:
This is a game that shouldn't have had this type of gameplay, the game that shouldn't be about action nor being four different stories stories, it shouldn't be a lot of stuffs, but holy fuck that i love that it was like this.
I'm not someone who played a lot of Resident Evil, so this might be why I love this one specially, I've played it on the xbox 360 when it came out, and though it was all right, BUT THEN, I played it on PC with a friend of mine and IT WAS SUCH A BLAST, the fun you can have with this game, the different characters and how they interact with each other is funny, goofy and everything I wanted the game to be, every character has their own style of fighting, plus one gun that's only for them.
You can play with your friends in every level and these levels are really different one from another (most of the time).
I love how sometimes you encounter NPCS of the other characters that would be in that point of the story when they interconnect, every story feels different too, hell, even ada's story was for only one player but they took the time to shoe in an, although blank character there just so you can play her story with your buddy. This game is fucking worth it alone and its even more worthy when you play it with a friend. And even when the gameplay can feel janky and weird, it still has a lot of really damn cool moments.
As I said before, the game is goofy, but I just can't help but love it for what they tried to make here, its a 10 out of 10 in my heart and hopefully, someday I'll see a spiritual successor of it.
That's all the games I wanted to express my love, I don't care what anyone says, I love them so much that they are a 10/10 perfect score, even if they have bugs, bad controls or other stuffs than can make the gameplay miserable, sometimes, as Gestalt psychology says, the whole is greater than the sum of it's parts, thats atleast, how I see these games.
So after all this text, what are those games that are a full on 10/10 in your heart?
submitted by KNDWolf2 to patientgamers

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