showing 12 games

name arrow_downwardpublisher(developer)yeardescriptionplatform
Aliens versus Predator 2  Vivendi Universal (Monolith Productions)2001[b]Minimum:[/b]
* Windows 98, ME or 2000
* 450 MHz Pentium III CPU
* 128 MB RAM
* 16 MB VRAM
* 800 MB HD space
* 4X CD-ROM drive

[b]Recommended:[/b]
* 1.3 GB HD space***Latest version: 1.0.9.6 (as of 2002-04-22)***Comes on 2 CDs.***Continuing with the three-games-in-one theory, an impressive storyline dominated this once again fear-based shooter. The Marine game was generally regarded as superior to either of the alien games, but two years on AvP2 still failed to match Half-Life as most people's favourite FPS.***Sequel to one of the most frightening games ever made, Aliens vs. Predator 2 takes you to Planet LV1201, where three diverse and bloodthirsty species battle for survival.
The story-driven plot weaves together the fates of all three races, while the action is as heart stopping as the blockbuster films on which this game is based. Choose to play as Alien, Predator, or Marine as you use your physical prowess, killer instincts, or superior firepower to stay alive.
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E.Y.E: Divine Cybermancy Streum On Studio2011Un juego de acción que parece una versión futurista del barroco de Los Austrias mezclada con elementos orientales, se presenta como una mezcla de FPS clásico con personalización, habilidades, conversaciones e inventario de RPG.
Campaña muy sólida, misiones secundarias variadas que añaden rejugabilidad y un multijugador muy entretenido.
Pena que el interfaz sea algo lento, porque por lo demás es un auténtico juegazo.

8 de 10***Without having played the game, it gives off similar feel to Anachronox, Cybermage and especially Shadowrun (the P&P game, not the botched MP game based on it).

Seems to have some Chinese and Gothic influences in designs.***As a member of the strange secret society E.Y.E, you wake up after a fight in which your fellow teammates were killed. E.Y.E, an armed branch of the Secreta Secretorum is attempting a coup against the all-powerful Federation, a coalition of several worlds and planets that rule with an iron fist.

To complicate matters, E.Y.E itself is plagued with its own internal conflicts between the Jian faction and the Culter faction, to which you belong. Your loyalties are torn between Commander Rimanah, your superior and the chief of the Secreta who is a separatist with an unstoppable ambition, and the "Mentor" your friend and instructor. The "Mentor" tries at all costs to unite the two rival factions. In doing so, you are thrust into the middle of a fratricidal war frought with political conspiracies and quests for power in which different groups and megacorporations are implicated.

These troubles set the stage for an attack by an unknown force bent on destroying humankind.

Key features:
* Multiplayer co-op modes directly influence solo play, and vice-versa. The limits of solo and multiplayer games are finally left behind.
* Psychological and mental trauma management.
* 25 weapons, different shooting modes, dynamic precision, drilling shots, iron sighting, extended zoom.
* Complete hacking system with game play impact
* 9 devastatingly subtle PSI powers.
* More than 20 NPC with non-scripted, fully reactive and efficient AI, endowed with a sense of initiative. Bloody close combat with technical detail. Incredible physical movement realism thanks to Source Engine physics.
* Excellent replayability - primary and secondary missions, dynamic environments, non-linear level progression, and random NPC spawn, type and appearance. Death doesn't penalize players: no need to restart the current mission.
* Open-level gameplay for hours of fun without reloading.
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Hollow Knight Team Cherry2017 Windowslabelimageminimize
I, Robot  Atari1984The game was completed and ready for market in 1983. But it wasn't liked by Atari management and ultimately did not make it to market until June of 1984 when management at Atari was in a full panic about the market crash and was making quite a few seemingly random choices since all the conventional choices weren't doing them any good. In fairness, they were probably not overly concerned with the existential gameplay and content, nor the extreme difficulty that resulted. The hardware was singular, expensive, and unreliable.

The game has a fire button but no jump button. Jumping takes place when the player moves the joystick in a direction that selects one of the highlighted jump targets.

The game contains numerous references to dystopian works and concepts.

The title [i]I, Robot[/i] of course refers to [url=https://en.wikipedia.org/wiki/I,_Robot]Isaac Asimov's 1950 collection of short stories[/url] that introduced the three laws of robotics and was foundational to his Robots and Foundation seriesum.

The protagonist is designated, "1984" in reference to George Orwell's [i]Ninteen Eighty-Four[/i]. Notably, [url=https://en.wikipedia.org/wiki/Nineteen_Eighty-Four]that novel[/url] is set in a society that no longer has "laws".

The game does not make reference to "rules", or "programming", but rather, uses the word "law" both in-game and the instructions printed on the cabinet. Another reference to Asimov's robots.

The most present enemy and main threat throughout the game, is [url=https://en.wikipedia.org/wiki/Freemasonry]an eye on top of a pyramid[/url].
The eye on top of a pyramid enemy is called, "Big Brother". Another reference to [i]Ninteen Eighty-Four[/i]

Big brother is protected by a shield with depletable armor value referred to as "[url=https://en.wikipedia.org/wiki/Rothschild_family]REDS[/url]".

Many people complain about the unfairness of this game. There are multiple modes of play with different [s]rules[/s]laws and they are notably not specified in the instructions on the game cabinet nor are they specified in advance in the game itself. Rather the game instantly kills the player, then informs the player of the law they violated. This should not be credited to poor game design. Rather this is intended to fit the dystopian themes. It should not be forgotten that Dave Theurer previously designed [game=#205]a game based on a nightmare of insects emerging from a hole in the ground to kill him[/game] and [game=#128]a game about nuclear holocaust the player must lose by design[/game].

The game has a unique mechanic concerning the adjustable camera which can be taken to the extremes of overhead view and directly behind the robot protagonist view, with any other angle in between being available. The lower the angle of the camera is, the more points the player can score. There is a viewer killer enemy that does not Target the robot protagonist but instead targets the camera. If the player is unable to successfully dodge the viewer killer enemies ( by adjusting the camera ), the viewer killers will stick to the camera and block the player's view. This tends too quickly lead to the robot protagonist's death.

There is an enemy that destroys the floor from the front of the screen forward. Which of course requires the player to hurry you complete the level as quickly as possible. And it adds an even more urgent threat than the timer that pounds down to an instant death.

At any time the player can switch over to the "ungame" known as _Doodle City_. Hear the player can paint the screen by moving, spinning, and rotating the various three-dimensional polygons used in the game, as if they were paint brushes. The lives of the robot protagonist are spent as the clock ticks by during a Doodle City session. The player can switch back to the game at any time or remain a dual city until all the robot's lives are lost. Doodle City could be interpreted as the sentient robot protagonist spending his literal life on pursuing an artistic hobby.

This game is the subject of an urban legend. As the story goes, Atari put 500 unsold units in a shipping container bound for japan. But made arrangements for the shipping container to 'accidentally' fall overboard and sink to the bottom of the Pacific Ocean. Thus allowing the expensive cabinets to be used as a tax loss. Rusty Dawe as stated the personal appeal the idea holds for him, but confirmed that it did not actually take place.

This game came out of a project that Atari worked on for almost a decade to try and make a fully polygogonal racing game. The project would eventually produce hard driving in 1988. But in the meantime the games of [game=#19]Battle Zone[/game] and [game=#197]Star Wars[/game] developed out of the project. And in a roundabout way, [i]I, Robot[/i]. The game began as [i]Ice Castles[/i], also called [i]Ice World[/i] and [i]Heart of Ice[/i]. The story was about a prince navigating a polygonal world to rescue a princess whose heart had been frozen. It was roughly based on the Grimm's Fairy tale, Heart of Ice. Development was to be led by Mark Cerny, who was currently busy with Marble Madness. At the same time, The Davids were working on a piece of arcade hardware to make a fully polygonal game. Making a race car game with non-flat terrain proved to be too difficult as the cars tended to clip through the terrain and no efficient way was yet found two properly calculate the clipping at a speed that let games run at a decent frame rate. One of the David's noted that a blocky computer world would be much better suited to the limits of current hardware, than a racing game or a fairy tale game that required navigating natural looking non-flat terrain. Thus, we got a game that was filled with more existential nightmare fuel than anything the Grimm Brothers ever created.

The polygonal racer was not working well but the David's had been working on a game where the player climbed into a car and drove to different buildings in an open game world. The player could then get out of the car and enter the buildings where they would play one of Atari's arcade games. This concept would eventually be used by Namco for their Namco Museum series. But in 1983, it was not to be used by atari. This mechanic of going into doors to play different games, was somewhat translated into the I, Robot game. The player has the option of entering doors and thus different modes of gameplay than the main one.

There is a warp and continue feature. On the first level the player can quickly move towards one of the teleporters then start the game on any of the first five levels. If they have previously lost all their credits and then enter the teleporter using a new quarter, the game will begin at whatever level the player was last at, including levels beyond level 5. There's also a built-in infinite lives cheat. Bus to continue feature and infinite live feature seem to be intentionally placed in the game for the players to discover.

The game suffered from technical issues. It required a massive amount of RAM by 1984 standards and individual chips of the cheap RAM that it shipped with would fail often. Okay I want to display the message "you have entered a black hole". Also problematic was the hall effect joysticks. These were a very Innovative concept and eventually it would be put to very good use. But the ones used for i, robot where first generation technology. They relied on using magnetic force to calculate the position of the joystick rather than potentiometers. They spent magnetic disturbances, sources of magnetism in the arcade, or even nearby sources of magnetism such as a magnetic crane, when cause anomalous movement of the joystick in contrast to the players input or lack of it. The system also required calibration and could discalibrate quite easily. The cabinets also shipped with a terrible power supply that had a tendency to fail and begin smoking. There was also a problem with the hardware on the board heating up beyond its functioning temperature range.***- Move robot over all red zones. When red zones are eliminated jump to eye to complete each wave.
- Do not jump if eye is red.
- To jump: Go to an edge and push joystick in desired direction (flashing squares indicate where you can land).
- Avoid all enemy objects. Some can be destroyed by using fire button.
- In the space waves shoot all pyramids to get maximum points. Some objects cannot be destroyed.
- Hints: The shield counts down the number of red zones remaining. To select higher levels enter transporter. To change perspective press start buttons.***The first game to feature shaded 3D polygonal graphics. Also the first game to have a continue option. Guide a robot in his mission to destroy the giant eye of Big Brother. The game also featured an alternate mode called "Doodle City" where the player could draw using polygons from the main game.
[Jacquismo]
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Majesty  Microprose;Infogrames (Cyberlore Studios)2000Re-released as Majesty Gold Edition at some point which included the base game and The Northern Expansion.

2009-09-04 on Steam, by Paradox Interactive (lang: eng)
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Monday Night Combat  Uber Entertainment2011La verdad que es un juego muy entretenido, de estilo MOBA pero con un manejo FPS y un humor tan gamberro con sarcástico-distópico.
Una pena que esté abandonado, algo muy feo por parte de los creadores no evolucionarlo a un F2P (como hizo el TF2) en vez de crear el Super Monday Night Combat (muy similar a excepción del amplio elenco de personajes)

5 de 10***Differences from usual MOBA involve:
* No items of any sort.
* No jungle.
* 3rd person instead of top-down.***Beta trailer:
[media=youtube]-ctC1H5AlcQ[/media]***Monday Night Combat is a class-based, third-person shooter... and the most popular lethal sport of the future! It blends intense combat, finishing moves, and gameshow-like challenges and rewards to produce an action experience unlike any other. Why fight for "honor" or "duty" when you can fight for the real American dream: cash, fame and endorsements?

Key Features:
The Blitz mode pits one player or up to four players online against streams of AI controlled robots. In Crossfire mode, players play competitively, six verse six, to destroy the opponent's Money Ball while protecting theirs aided by armies of robots. Monday Night Combat also boasts an extensive meta game that allows players to gain new endorsements and hundreds of new ProTags to show off their accomplishments.
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Oddworld: Abe's Exoddus GT Interactive (Oddworld Inhabitants)1998 Windowslabelimageminimize
Oddworld: Abe's Exoddus  GT Interactive (Oddworld Inhabitants)1998ODDWORLD: Abe's Exoddus takes Abe and his enslaved friends on a wacky journey. Cast with a zoo's worth of bizarre characters almost all of whose favorite past time is to injure, torture, or brutalize the benevolent Mudokons Exoddus features similar gameplay to the first ODWORLD title: 2D platforming.***
[31]***
[32]***
[27]***Box Blurb

Welcome to the tastiest gaming brew ever concocted


Here begins Abe's newest and greatest trial. In the classic Oddworld tradition, Abe's Exoddus delivers more intuitive communication and entrepreneurial evil than ever before.

Slug it down!


Astonishing graphics and rich gameplay that made Abe's Oddysee absolutely MINDBLOWING

All the favourite enemies, plus some new guys...Flying Sligs, Greeters and Fleeches.

Expanded GameSpeak(TM). More phrases for Abe and the other inhabitants!

The first game to feature genuine emotions. Mudokons can be happy, manic, spiteful, or suicidally depressed!

More possession. Possess Sligs, Scrabs, even Glukkons - and use them to do your dirty work!

Fart power! Abe can even possess his own farts and blow stuff up. No other game has it...No other game wants it!
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Pineapple Smash Crew  RichMakeGame2012Developed by lone-gun designer Rich Edwards with music brought to you by legendary chiptune artist Syphus, Pineapple Smash Crew is a fast paced tactical blast-em-up!

PSC features tight squad formation shooting, aliens, robots, zombies and grenades- lots and lots of grenades! Level up and choose from an assortment of devastating hand-lobbed weaponry, including (but not limited to!): rockets, machine-gun grenades, laser beam grenades, suction grenades, mines, teleporters, holo-bait and bullet shields! also including rare powerups such as Fear, Bullet Time, Invincibility and Four-Times Damage!

Smash through practically infinite randomly generated spaceship designs, grab *all* the loot and kill anything that moves! PSC’s unique modern-retro flavour will take you back to the classics of old and smash you back to the present with a ka-boom!

PSC draws on many classics for inspiration: Alien Breed, Cannon Fodder, Chaos Engine, Gain Ground and even Worms, Toejam and Earl and Speedball 2 . Warhammer fans may detect a subtle Space Hulk vibe in the mix too!
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Silent Hill: Homecoming  Konami (Double Helix Games)2008About unfixed bugs:
There's a common issue where sound effects (not music) coming solely or mostly from the right speaker. Supposedly this does not occur for people with 5.1 or 7.1 speaker setups and some have had success in setting the OS speaker setup to either regardless of what they actually have (personally I had no such luck). No fix nor workaround has been officially provided as far as I can tell (the product became unsupported the instant it was out).***EAN-13: [code]4012927072745[/code]***[b]Minimum:[/b]
* Windows XP SP2 or Vista SP1
* Core 2 Duo E6400 or Athlon 64 X2 4200+ CPU
* 1 GB RAM
* 256 MB VRAM
* Radeon HD series or GeForce 7800 GPU
* 10 GB HD space

[b]Recommended:[/b]
* Core 2 Duo, Athlon 64 X2 5200+ or Phenom CPU
* 2 GB RAM
* 512 MB VRAM
* GeForce 8800 or Radeon HD 2900 GPU
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Space Hulk Electronic Arts1993 MS-DOSlabelimageminimize
Star Trek Namco Bandai Games (Digital Extremes)2013 Windowslabelimageminimize
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