showing 1 - 50 of 142 gameschevron_leftchevron_right

namepublisher(developer)year arrow_downwarddescription
Alien Trilogy Acclaim Entertainment (Probe)1996Comes on the same CD as the DOS version. labelminimizeminimize
Resident Evil  Capcom;Virgin Interactive Entertainment (Capcom;Westwood Studios)1996Westwood handled porting.***Latest version: retail

There was, however, a "patch" that added Voodoo2 support.***[b]Minimum:[/b]
* Windows 95
* 90 MHz Pentium CPU
* 16 MB RAM
* 4 MB VRAM
* 3D accelerator
* 5 MB HD space

[b]Recommended:[/b]
* 133 MHz Pentium CPU
* 32 MB RAM
* 290 MB HD space (400 MB for full install)

Supports only Rendition, Mystique and 3dfx (up to Voodoo2 with a patch) GPUs. No generic GPU support included through DX. Modern systems may have luck with the Rendition based cards.***JP/NA by Capcom?
EU by Virgin
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Oddworld: Abe's Oddysee GT Interactive (Digital Dialect)1997Conversion of the popular Playstation platformer. When he realises his position in the food chain, Abe tries to escape the factory at which he works. labelimageminimize
Alien Earth Playmates Interactive Entertainment;Melbourne House (Beam Software)1998[b]auto regen[/b] - it's [i]slow[/i], but the only reason you can actually survive the game as you're constantly ambushed by extremely hostile mutant "animals", other humans and aliens. This won't save you in a battle though and is disabled during various conditions such as when you're poisoned.
[b]improvised weapons[/b] - only in the first part of the game(?)***The game's title appears stylized as [i]ALIENEARTH[/i] on the game box and title screen, but is written as Alien Earth within the included readme file and manual.***[b]Minimum:[/b]
* Windows 95
* 90 MHz Pentium CPU
* 16 MB RAM
* 80 MB HD space
* 4X CD-ROM drive
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Deathtrap Dungeon  Eidos (Asylum Studios)1998Uses the Tomb Raider's graphic engine. labelimageminimize
O.D.T.  Psygnosis1998 labelminimizeminimize
Turok 2: Seeds of Evil Acclaim Entertainment;Nightdive Studios (Iguana Entertainment;Nightdive Studios )1998 labelimageminimize
Outwars Microsoft (SingleTrac)1998[b]hang glider[/b] - not literally, the power armor at some point become fitted with foldable wings which are used like hang glider except for the fact that you also have the power armor's standard jetpack for additional propulsion.***DESCRIPTION

As a Dreadnaut soldier, you will lead a team of space troopers against an alien insect force in a planet by planet battle to save the universe.

You are the best we have. You are one mean space marine. Succeed in your mission objectives and we all survive. Fail...and you condemn us all.

FEATURES

Arsenal of Weapons - Arm your space troopers with a variety of lethal weaponry including heat-seeking swarm missiles, flechette cannons, plasma rifles, grenade launchers, and proximity mines before each level.

3D Interactive Audio - Outwars features a fully interactive soundtrack and sound system. All noises are rendered in 3D and are a major part of the gameplay -- enemy shrieks get louder and more alarming as you near them (even if they are behind a wall!), waterfall noises become louder, and ship noises go through Doppler warping as they scream past you in the full heat of battle.

Additionally, the music itself is interactive and sets the tone for each mission. Singletrac has combined a rich redbook audio soundtrack with streaming interactive music that changes based on the game changes. You're searching: it's tense, suspended. You're fighting: it's a wild pounding battle song that will get your heart rate going and keep your fingers hitting those triggers faster, faster, faster.

Rocket-Pack Dynamics - You'll experience dizzying heights and enormous depths while piloting a jet-pack armed with lethal firepower to take on the exo-skeleton adversaries.

Large, diverse environments - Outwars includes a wide variety of diverse environments including a lush tropical planet, a desert mining colony, a forbidding ice planet and a planet sized hive. Additionally, the gameplay environments in Outwars are expansive; thus, your not just confined to the oppressive environments seen in most run-n-guns. This opens up the gameplay possibilities and makes the game less predicable.

Multiple modes of motion - Players can choose from different method of motions including running, gliding and jet packing across vast environments.

Unique gameplay strategy - You will face a variety of strategy options in Outwars, such as: Is there enough fuel to make it out of the deep, underground cavern? Would it be better to rush the alien insect force with the whole team, or send someone around to outflank them? Are the your adversaries running away because they were afraid or are they preparing an ambush?

Mission-based levels - Outwars offers sophisticated objectives for each mission that vary from stealth under-cover work to frenetic combat action to team-assisted cooperative and research missions. This is not a standard "shoot everything and find the exit" game.

Aggressive Adversaries - Deal with adversaries that will actively pursue you across vast landscapes and employ a variety of attacks in order to destroy you.

Engaging Storyline - As you achieve your missions, you learn about the aliens that you are battling and their devious plans as your teammates work feverishly to help you foil them. Failure has one consequence: DOOM.

Personalized characters - Character options allow you to choose to play as a man or a woman and outfit your teammates before third-person gameplay.

Varied Multi-Player Play - OutWars supports modem, LAN and Internet play (via the Internet Gaming Zone) and includes cooperative, capture-the-flag, and death-match modes of play.

Technology Support - MMX technology and Direct 3D acceleration are included for immersive play.
[Microsoft]
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Final Fantasy VII  Eidos;Square Enix (Square;Square Enix)1998The game was re-released in 2012 with the following added: cloud saves, achievements, and an easy access cheat ("Character Booster"). And updated to run on modern Windows OS.***Supposedly, this is not a code port. None of the original source code was used by the outside team from Hawaii that brought this game to Windows. When FF7 for PlayStation was completed, the entire team was reassigned or fired and their unique hardware was sold or dismantled. The source code was unique to the development hardware. Without the specialized hardware, the source code was not compileble or even modifiable in any useful way. Square had neither the people nor the code to do a port. All the new team had was the data specific to the PSX (barely useful) and unuseable source code. Eventually the team discovered that what they had been given was not even from the final PSX version, it was roughly rendered temporary data and pre-alpha code that had never actual been successfully compiled. And to top it off, no one on this new team had every worked on a game before. All this is known because all of the debug information (including rants and raves by the team) were unintentionally left in the executable.***First PC conversion of a Final Fantasy game that finally brought the bizarre numbering system in line in both Japan and Europe/USA.

PC RPGs were never the same again, the gigantic storyline and superb combat translated into the keyboard PC layout with surprising success.
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Resident Evil 2  Virgin (Capcom)1999[b]Minimum:[/b]
* Windows 95 or 98
* 166 MHz Pentium CPU
* 24 MB RAM
* 2 MB VRAM
* 1 MB HD space
* 4X CD drive

[b]Recommended:[/b]
* 200 MHz Pentium CPU
* 32 MB RAM
* 4 MB VRAM
* 3D accelerator
* 450 MB HD space
* 8X CD drive***Latest version: 1.04 (as of ?)***Comes on 2 CDs. One for Claire's story, and another for Leon's.
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Silver Infogrames (Infogrames UK)1999From official site:

"Silver, a corrupt and sinister sorcerer, rules the land of Jarrah with a cruel iron fist. He and his henchmen have abducted the village women as part of a pact with the almighty god, Apocalypse.

Now, only one man can put a stop to Silver and his minions-it's you, David, a promising young knight whose wife languishes among the captured. In order to succeed you'll need to recruit allies, master swordplay, learn the art of magic, and venture through hostile worlds teeming with Silver's corrupt followers.
Begin the quest, become the hero!"
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Final Fantasy VIII  Eidos (Square)2000 labelimageminimize
Resident Evil 3: Nemesis  Eidos;Capcom (Capcom Entertainment)2000Like the previous RE games, RE3 is very simple conversion from PSX to Windows. labelimageminimize
Starship Troopers  Hasbro Interactive (Blue Tongue Software)2000Latest version: 1.1 (as of 2000-11?)

There's also separate patch for Nvidia GPUs, released presumably in 2001.***Seemingly based on the 1997 movie, the 1999 CG series and the original book to varying degrees. The bulky power armor are definitely influenced by the 1999 CG series rather than the original books.***Not to be mistaken with the [game=#164661]2005 FPS[/game] game by the same name from Strangelite.
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MechWarrior 4: Vengeance  Microsoft (FASA Interactive)2000Product ID: [code]X05-89275[/code]***Latest version: 3.0 (as of 2002-06-15?) a.k.a. point release 3

Comes on 2 CDs.***[b]Minimum:[/b]
* Windows 95, 98, ME or 2000
* 300 MHz Pentium II CPU
* 64 MB RAM
* 650 MB HD space
* 8X CD-ROM drive
* 8 MB VRAM

[b]Multiplayer:[/b]
* 96 MB RAM on Windows 2000
* 28.8 Kbps modem
* LAN over IPX or TCP/IP
* Broadband for over 8 players
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Oni  Gathering of Developers;Take 2 Interactive (Bungie Studios)2001Influenced by Masamune Shirow's Ghost in the Shell.***To get the game working on modern computers, you may want to check the unofficial patches available here: [url]http://script10000.oni2.net/[/url]

The patches are also mirrored here: [url]http://darkeraspect.googlepages.com/mirror[/url]

The patches also remove the need for the CD to be in drive, but this is only good thing as the game apparently has some issues recognizing CDs in CD-writers or in non-primary CD-drives (I didn't bother checking which exactly).***[b]Minimum:[/b]
* Windows 98, ME or 2000
* Pentium III 266 MHz CPU
* 64 MB RAM
* 800 MB free HD space

[b]Recommended:[/b]
* Pentium III 400 MHz CPU
* 96 MB RAM
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Anachronox  Eidos;Infogrames (ION Storm)2001[b]Minimum:[/b]
* Windows 95, 98 or ME
* 266 MHz Pentium II CPU
* 64 MB RAM
* 12 MB VRAM
* 500 MB HD space

[b]Recommended:[/b]
* Pentium III or Athlon CPU
* 128 MB RAM
* 16 MB VRAM
* 1.1 GB HD space
* "Sense of humor"***Latest version: 1.01 (as of 2001-07?)
Unofficial: 1.02 build 45 (as of 2004-04?), build 46 adds german language***EAN-13: [code]5037999006244[/code] (Sold-Out; 2 CDs)
... SafeDisc copy protection causes read errors on CD#1 from sector 1353 till 10674, and on CD#2 from sector 1284 till 10599.***Join Sylvester "Sly" Boots and Stiletto as they trek across the galaxy and the three dimensions, looking for both a long-dead alien race with the secrets of advanced technology, and the mysterious forces bent on crushing our universe out of existence!

Are they the same beings? Five other characters join them in their quest to uncover the mystery of the Mystech devices, the plot to destroy our existence, and the evil chaos behind it all.

Features:
* Search through hundreds of locations and fight tons of contextual enemies in your quest to find the truth behind the impending galactic calamity!
* Immerse yourself in the most detailed, interactive, thrilling epic ever made, as you talk to hundreds of creatures, make critical decisions, control vehicles and machinery, and play fun mini-games!
* Features an exciting turn-based, real-time battle system -- where your interactions with the surroundings are just as important as how you use your weaponry!
* Features an epic story line with endless surprises and a roller coaster of emotions!
* Make your own weapons with the modular Elementor weapon system featuring over 250 MILLION possible combinations!
* Includes a "KidInstall" feature allowing parents to remove mature content, so everyone can play!
[Eidos]***RPG from Ion Storm designed by Tom Hall. This game is reportedly more inspired by console RPGs than traditional PC RPGs. It uses the Quake II engine, but from a third-person perspective.
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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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AquaNox Fishtank Interactive;JoWooD Productions (Massive Development)2001[b]difficulty-ingame[/b] - only at the various stations and other ports.***In the game's backstory, humanity engaged on an endless war as the resources on the surface dwindled and were insufficient to sustain their desired level of living (or any level for that matter). The wars eventually destroyed the surface world completely, making it incapable of sustaining life of any sort. So the remaining humanity live out their lives below the devastated surfaece, in the depths of the oceans.***The water is no longer calm.
The undersea world has undergone a transformation from tranquil environment to a place of unspeakable violence, graphic murder and horrific danger. It is now the 27th century and mercenaries such as 'Emerald' Dead Eye Flint ply their deadly trade among the warring forces of man and nature. Gamers take the role of Flint, taking command of a loosely aligned force of fellow mercenaries who hire themselves out to the powerful leaders of this inhospitable world. Players fight vicious battles against crazed mercenaries, mighty military forces and hideous sea monsters. The frantic pace never lets up in Aquanox: True adrenaline-rush action for today's gamers.

* Mission based action with stunning and violent individual and team-based combat
* Superbly crafted 3D graphics in a real-time, richly rendered underwater world of steep mountain ranges, intricate caverns, deadly currents and glittering underwater cities
* 34 dangerous missions giving hours of action packed gaming
* Multiplayer options for LAN and Internet for gripping deathmatch and team-based battles
* Over 40 incredible enemies and vicious monsters to battle to the end
* Atmospheric 3D soundtrack and music
[JoWooD]***Minimum:
* Windows 95, 98, ME or 2000
* Pentium III or Duron 400 MHz CPU
* 128 MB RAM
* 16 MB VRAM
* 500 MB free HD space

Recommended:
* 64 MB VRAM
* Pentium III or Duron 700 MHz, or Pentium IV 1 GHz CPU
* 256 MB RAM
* 800 MB free HD space
* ForceFeedback Joystick
[JoWooD]
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Maō no Akuji  Buster2001Latest version: 1.01 (as of ?)***Are you sick and tired of being the honorable altruistic hero that always saves the world? Ever wanted to be evil and kick that righteous lil hero's ass? Well, now you can! And the best part is that it's FREE. Maou no Akuji is an amazing freeware game that's only in Japanese... but lucky for you there is an unofficial English translation available:
[[link:http://nyuu.cellosoft.com/ http://nyuu.cellosoft.com/]]
[cjlee001]
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Alien Shooter  Big Fish Games;Sigma Team (Sigma Team)2002The endless darkness and the somber, long passages of a military complex have become the abode of evil, as thousands of blood-thirsty creatures fill its offices, storehouses and mysterious laboratories.

Your mission is simple: clear the base at all costs. You will be provided with explosives to help you gain access to the teleports from where thousands of pitiless creatures pour. A stationary gun will aid in the defense of the area. You have been granted access to the most advanced weapons technology money can buy. As you earn your pay, you can equip yourself with additional weapons in the arming area and biomechanical implants that will make your fighting abilities super human.

The alien invasion has begun, we have one chance, and that is to stop them cold in their staging area. Do not allow them escape this facility, you are our last hope. The fate of humanity now depends on you!***[b]Minimum:[/b]
* 400 MHz Pentium II CPU
* 64 MB RAM
* 16 MB VRAM

[b]Recommended:[/b]
* 800 MHz Pentium III CPU
* 128 MB RAM
* 32 MB VRAM***[b]Add-ons:[/b]
* The Experiment
* Fight for Life

These added mostly just very few levels, some music, objects and monsters.
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Aliens versus Predator 2: Primal Hunt  Sierra Entertainment (Third Law Entertainment)2002 labelimageminimize
Star Trek: Bridge Commander Activision (Totally Games)2002[b]Minimum:[/b]
* Windows 95, 98, ME, 2000 or XP
* 300 MHz Pentium II CPU
* 64 MB RAM
* 16 MB VRAM
* 650 MB HD space
* 4X CD-ROM drive
* 28.8 kbps modem for internet multiplayer

[b]Recommended:[/b]
* 450 MHz Pentium II or Athlon CPU
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The Thing  Black Label Games;Torus Media (Computer Artworks)2002WHERE THE MOVIE ENDED, THE TRUE TERROR BEGINS.

In the frozen wastelands of Antarctica, a mysterious shape shifting alien life form has wiped out an American scientific outpost. You're Cpt. Blake leader of a military rescue team sent to investigate the carnage. Trapped by the elements and infected by a horrific enemy, you must keep your squad together. Control their fear, gain their trust and you might just survive.

* Use awesome firepower like explosives and flamethrowers to torch your enemies.
* Control your squad's emotions using innovative trust/fear tactics.
* Fight fear with psychological mind games to survive.
* Experience state-of-the-art environmental effects that create suspense and terror.
* Choose multiple paths to solve levels and accomplish goals.
[Box blurb]***[b]Minimum:[/b]
* Windows 98, ME, 2000 or XP
* 400 MHz Pentium III or equivalent CPU
* 64 MB RAM
* 8 MB VRAM
* 600 MB HD space
* 4X CD-ROM drive***[spoiler=Show spoiler tags;Hide spoiler tags][b]unusual protagonist[/b] — the documents later in the game reveal that the protagonist has been infected by the Thing, but for some reason has not been taken over nor does the blood test reveal it. The document states that this may be due to the protagonist's unusually long and frequent exposure to the creatures.[/spoiler]***Latest version: 1.2 (as of ?)***A sequel to the [url=http://www.imdb.com/title/tt0084787/]1982 movie[/url], starting several months after the events of the movie transpired and continues from thereon with you controlling captain Blake investigating what has happened at the research station.
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Bandits: Phoenix Rising  PAN Vision (GRIN)2003 labelimageminimize
Starscape Moonpod2003[b]real-time combat[/b] - some nodes are devoid of enemy presence (especially after you've destroyed them all), so this is somewhat inaccurate, but (more) enemies can warp in at any time (sort of), so it's sufficient.***If you like arcade shooters and don't mind spending half of your time mining asteroids for minerals, you might actually like this. However, arcade shooter fans will be more at home with this than most others as the game starts to get quite hectic towards the end. Maintaining mineral reserves, protecting the mobile spacestation, and repairing your ship and the station even during the fights will get quite common tasks. Asteroid mining is more required by research and development of new ships and ship hardware than for repairs as some of the larger enemy ships actually leave some minerals or hardware to be used for repairs, often in sufficient numbers. The other part of the game is spent hunting the bigger ships, mostly mining vessels as their destruction detracts the enemy's ability to produce more units within each zone, and to find grid information for important locations not normally shown in the grid map. The game world is split into five zones, each larger than the last, which you can explore in any order you wish but jumping more than one zone will spell certain doom as you need the technology from the previous ones to survive (and unlock the more powerful hardware). The grid and zone maps work in some semi-turn-based fashion, with time passing when you move or when you hit the skip time button. Time also passes freely when inside a grid node, where the game runs in real-time - the enemy continues to produce new units, harvest other grid nodes, and move forces around, even bringing reinforcements occasionally in while you spend your time there. Overall it's a nice game, but towards the end, especially the final boss, you start wishing you hadn't touched the game in the first place - unless you have masochistic tendencies with video games.***[b]Minimum:[/b]
* Windows 98, XP or Vista
* 300 MHz Pentium II CPU
* 16 MB VRAM
* 3D accelerator
* 110 MB HD space***With most of its crew missing and its weapons systems ruined the space research station Aegis is all but lost. As the last remaining pilot you must help rebuild the station's defences, acquire alien technology and create your own uniquely configured set of fighters. By mining the asteroids within the grid dimension, valuable resources can be harvested to fuel the Aegis' molecular furnace and build devastating weaponry. In the warp you will encounter allies to aid in your struggle to escape, uncover the terrible purpose of the evil Archnid race and learn why you and the rest of the crew were brought here.

* Beautifully rendered 32bit colour graphics
* Instant action mode for quick thrills
* See how long you can last in survival mode
* Thumping music sound track and sound effects
* Five weapon technology threads to find and research, only the first is available in the demo
* Five different zones to explore. The first is available in the demo and the rest are much bigger
* Make alliances with friendly aliens and trade technology
* Direct and protect your space station as it fights alongside you
* Create your own "garage" of unique space fighters tailored to your own specifications
* Mine the asteroids, gather raw elements, research new technologies and build new items
* Recover missing drive components and rescue your crewmates before escaping "The Grid"
[Moonpod]
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Hulk  Vivendi Universal Games (Radical Entertainment)2003[b]Minimum:[/b]
* Windows 98, ME, 2000 or XP
* 700 MHz Pentium III CPU
* 192 MB RAM
* 32 MB VRAM
* 1.5 GB HD space

[b]Recommended:[/b]
* 1 GHz Pentium III CPU
* 256 MB RAM
* Dual-analog gamepad w/ 6 buttons
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Freedom Fighters Electronic Arts (IO Interactive)2003If the game doesn't start up, try Win98 compatibility mode. If that doesn't work, and the game hangs at startup with blank screen (maybe plays the EA thing's sound), see the [code]movies[/code] folder and delete/rename the two videos there (you may want to do this even if the game starts up fine).***Latest version: retail labelimageminimize
Silent Hill 3 Konami (Konami Team Silent)2003 labelminimizeminimize
Beyond Good & Evil Ubisoft (Ubisoft Montpellier)20032003-11-03 as boxed
2008-05-12 on Steam***[spoiler=Show spoiler info;Hide spoiler info][code]alienprotagonist[/code] - revealed at the very end with no earlier indications of it.
[code]starship[/code] - can be considered a spoiler as well, for it is not expected nor indicated by anything for the first ~1/3s of the game. Nor is it exactly obvious that you'll be manually flying around with it.
[code]moon[/code] - this is pretty obvious as soon as it's mentioned, which was somewhat early, IIRC. Visiting it happens at the very end, though.[/spoiler]***Supports only 4:3 aspect ratio but enforces letterboxing for some peculiar reason (with even 4:3). Use of any aspect ratio besides 4:3 still gets letterboxed and the image is stretched (everything from the 3D view to 2D interfaces).***Latest version: [url=http://www.ubi.com/US/Downloads/Info.aspx?dlId=4]1.01[/url] (as of 2004-01-04)***[sic]
For Centuries, the planet Hillys has been locked in conflict with a race of relentless alien invaders.

Wary of her government's promises to repel the aliens for good, a rebellious action reporter named Jade sets out to capture the truth behind the prolonged war.

Armed with her camera, Dai-Jo staff, and fierce determination, Jade soon finds herself inside the jaws of a horrific conspiracy, and face to face with an evil she cannot possibly fathom

In a world where deception is the deadliest weapon of all, will Jade's discoveries be enough to free her people?
[Box blurb]***[b]Minimum:[/b]
* Windows 98SE, ME, 2000 or XP
* 700 MHz CPU
* 64 MB RAM
* 32 MB VRAM
* GeForce 256 or Radeon 7200 GPU
* 2.3 GB HD space

[b]Recommended:[/b]
* 1.3 GHz CPU w/ SSE
* 128 MB RAM
* 64 MB VRAM
* GeForce 3 or Radeon 9500 GPU
* SPU w/ EAX3***Distributed by [i]Dice Multi Media Europe[/i] in Europe

Comes on 3 CDs.
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Alien Shooter: Fight For Life Sigma Team20042026 AD.

One year passed since aliens invaded planet Earth. These monsters have captured large districts of the Earth surface, and now all the humanity arises against them.

Among secret government research projects there’s a virus which can help people survive and avoid total annihilation.

You must get into the secret research-and-development center and save the virus. Yes, save the virus, because it’s in danger now...

In the new part of the game:

- 5 new missions, put together in a plot line
- vivid prehistory
- even larger crowds of monsters to wipe out before you reach the goal
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Alien Shooter: The Experiment Sigma Team2004Day after day, the hope for human survival is fading. Half of the Earth surface is inhabited by the monsters. Now people have to dwell in specially made fortified
settlements. Here they live, work, study, grow children and... invent new ways to fight the aliens...

Now the leading scientists of Earth are working on creation of the new monster species, which should stop the invasion! Will the scientists succeed? Can their plans be realized, or this can cause even a larger disaster?

In the new part, you will find:

- 5 new missions
- new music tracks
- new type of monsters
- monster boss
- new objects

Also, after numerous customer requests, we have added ability to choose difficulty level. Now, after installng this add-on, you can select difficulty to match your skills.
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Gangland Whiptail Interactive;Focus Home Interactive (MediaMobsters)2004Releases:
2004-02-14 by Whiptail Interactive, unknown region
2004-03-04 by Focus Home Interactive, unknown region
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Manhunt Rockstar Games (Rockstar North)20042008-01-04 on Steam***Minimum requirements:
* Windows 98 SE, ME, 2000, or XP
* 1 GHz Pentium III or Athlon CPU
* 192 MB RAM
* 32 MB VRAM
* 2.3 GB free HD space

Recommended:
* Pentium 4 or Athlon XP CPU
* 256 MB RAM
* 64 MB VRAM
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Full Spectrum Warrior  THQ (Pandemic Studios)2004Released as (ad supported?) freeware at some point, the game's still sold digitally by online retailers which would support this. labelimageminimize
Nexus – The Jupiter Incident Vivendi Universal;HD Interactive (Mithis Entertainment)2004I'm still surprised by this title and it is one of my all-time favourites (even among the favorites). The first (and still the only) tactical starship game I've played, and I haven't seen any others come up since or before. Realistic starship physics - no constant propulsion when they're moving, only acceleration and deceleration - which is amazingly rare in games even these days (and certainly not in the mainstream games). Unusual - if not exactly impressive - story despite its few lackluster elements. Even the graphics look [i]a lot[/i] better than in games made several years later, despite the fact it was made for inferior hardware that ran it quite well. All-in-all this is an undeservingly unappreciated among space simulation/strategy games with barely anyone even having heard of it.***[b]Minimum:[/b]
* Windows 98, 2000 or XP
* Pentium III 1 GHz CPU
* 128 MB RAM
* GeForce 2 GPU
* 1.4 GB HD space
* 64 Kbps modem for internet multiplayer***Among many others, Nexus was known at one point as [i]Imperium Galactica III: Genesis[/i], but no longer has any connections with that game series nor its [url=/groups/info/4Xstrategy]4X[/url] genre.***Immerse yourself in "Nexus - The Jupiter Incident", the latest surprise to hit the gaming world! Innovative and groundbreaking, it is a real-time mission-based tactical space game featuring spectacular real time battles and breathtaking motion picture quality. Focus on tactics and action as you control up to a dozen battleships encountering aliens, unknown solar systems and astrophysical phenomena in your struggle to save Earth.

At the dawn of the 22nd century the conquest of space and the colonization of the solar system is being monopolized by several huge and ambitious megacorporations. Although extremely delicate and vulnerable, a balance is maintained by these companies. It has now been 60 years since the terrible catastrophe that befell Noah's Ark, the first colony ship of mankind.
At the very edge of the solar system the companies make a discovery which will shift the technological advantage and upset the balance. And so a new conflict is born: "The Jupiter Incident". You are Marcus Cromwell, a young but already famous captain. With your legendary spaceship Stiletto you find yourself in the middle of the conflict.

"Nexus – The Jupiter Incident" is what we call a TFS: a Tactical Fleet Simulator. It's like nothing you've played before. The strong, elaborate story takes you from mission to mission and allows different approaches. It's up to you which tactics you choose to bring each mission to a good end. A reward system enables you to repair, upgrade and enhance your ships depending on the approach you chose. Mission briefings let you roam through an unbelievably accurate 3D animated star map system.

Are you ready to take on the challenge...?

FEATURES

* Epic campaign with 6 Episodes and more than 26 thrilling missions
* Powered by Mithis' unique Black Sun 3D engine
* Spectacular real-time battles with breathtaking motion picture quality
* Control up to 10 extremely detailed, customizable spaceships from basic to simulation level
* Diverse mission types: espionage, fight, stealth, sabotage, rescue, science, etc.
* NPCs and crew with improving skills
* 6 different alien species with race-specific tactics and 30 alien spaceships
* More than 50 unique characters and 90 different weapons and devices
* More than 50 capital ship types and 10 small ship types
* More than 350 planets, moons etc. in 10 solar systems
* Flexible starmap system: animated map objects, light flares, etc.
* Zoom in on every planet, moon, comet, asteroid field, etc. in a fully 3D environment
* Planet movement based on real physics

MULTIPLAYER:
* Internet and LAN
* Playable alien races with unique abilities
* Diverse missions
* Built-in voice-com support
* In-game browser through HD Interactive's authentication server
[?]
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Prince of Persia: Warrior Within  Ubisoft (Ubisoft Montreal)2004[b]missing images:[/b] interesting in-game screens***Minimum:
* Windows 98SE, 2000 or XP
* 1 GHz Pentium III or Athlon CPU
* 256 MB RAM
* GeForce 3, Radeon 7500 or Intel 915G GPU
* 1.5 GB free HD space

Recommended:
* 1.5 GHz Pentium IV or Athlon CPU
* GeForce 4 or Radeon 9500
* 3.5 GB free HD space
* Dual-analog gamepad
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DRL  -2005Latest version: 0.9.9.6 (as of 2012-02-28)
[spoiler=Version history;Hide]* 0.9.9.5 (2012-01-04)
* 0.9.9.4 (2011-09-01)
* 0.9.9.3 (2011-05-01)
* 0.9.9.2 (2011-02-11)
* 0.9.9.1 (2010-03-11)
* 0.9.9 (2009-10-16)
* 0.9.8.10 (2008-04-23)
* 0.9.8.9 (2008-01-14)
* 0.9.8.8 (2007-12-22)
* 0.9.8.7 (2007-05-03)
* 0.9.8.5 (2006-11-27)
* 0.9.8 (2005-06-28)
* 0.9.7 (2005-02-24)
* 0.9.6 (2005-01-16)
* 0.9.5 (2005-01-01)
* 0.9.0 (2003-08-06)
* 0.8.3 (2002-11-15)
* 0.8.2 (2002-11-12)
* 0.8.1 (2002-11-10)
* 0.8 (2002-11-08)

Note that this listing does NOT include "unstable" releases.[/spoiler]

Since version 0.9.9.6 the game has graphical mode and by default uses it, but also includes the old terminal mode as an option.

Originally named DoomRL but was renamed to DRL in 2016 due to cease&desist order from Zenimax who owns the Doom franchise.
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Ys: The Oath in Felghana  Falcom;XSEED Games (Falcom)2005When redheaded thrill-seeker Adol Christin and his eternal blue-haired companion Dogi make an unannounced visit to Dogi's homeland of Felghana after an eight-year absence, it quickly becomes apparent that things have changed dramatically. Hordes of violent monsters roam the outskirts of town, a long-dormant volcano has suddenly sprung back to life and the new lord of the land has begun mercilessly and inexplicably extorting money from its long-suffering citizens. While Dogi seeks out his former combat master for answers, Adol tends to the townsfolk -- and finds himself embroiled in a world of political conspiracies, ancient legacies and unthinkable taboos.

A complete 3D reimagining of the 16-bit console classic "Ys III: Wanderers From Ys," Ys: The Oath in Felghana is a fast-paced action role-playing game with tight controls, Metroidvania-style exploration elements, intense combat with epic screen-filling boss battles, and a thrashing, percussive arranged soundtrack that's been heralded by many as one of the best of all time. Based on the original 2005 PC release, this classic is finally officially available in English with added Steamworks features such as achievements and cloud saving.

Come see why Falcom fans the world over regard this game as "Ys, Perfected"!

Key Features:
* Six difficulty levels ranging from "Very Easy" for casual players to "Inferno" for true old-school gaming masters.
* Unlockable "Time Attack" and "Boss Rush" modes for anyone looking to show off his/her boss-taming abilities.
* Over 30 unique Steam Achievements as well as Steam Cloud support.
* Adjustable high-resolution PC graphics with original blood effects intact.
* Gamepad support in addition to standard keyboard and mouse controls.
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The Punisher THQ (Volition)2005There's a fan made "uncensored" patch out there that makes the violence more graphic (more or added blood), removes a black&white effect during some of the more gory events and apparently makes the camera show things from more visible angle.

Not sure if this is only for US and/or UK version of the game as those are specifically mentioned. Other releases of the game may already have all this in.***[spoiler=Point rewards;Hide point reward list]Listed in order of gained points, from least to most.

1) Grenades (less than 100, [i]per grenade[/i] regardless of the number of kills)
2) Shooting (100 or less)
3) Interrogation/torture + kill with torture (200 for torture) - this is usually accidental as some torture methods are more difficult to control
4) Quick Kill (200 or less)
5) Melee weapons (250 or less, single use) - useful for cases where you have to use Quick Kill
6) Thrown dagger in Punisher Mode (255 with no point degradation)
7) Interrogation/torture + Quick kill (200 or less for torture 100 or less for quick kill)
8) Special kill or special torture on mob with info (usually 500 or more, one use per location)

Point gain dwindles as you repeat the same action (especially with the same weapon), so you may eventually need to switch down on this list, but the point gains reset for each section or level so it isn't so very permanent.

You gain no points for enemies killed by other enemies, so although you can use living shields, it isn't point efficient and poor accuracy from enemies can kill them too even if you aren't holding them as a shield.[/spoiler]
Points are used for upgrades, such as increased ammo capacity, some weapon attachments, and such. One of the most useful investments being the upgrade that gives you health from kills, however illogical that is.

Killing perps with torture is worth -20 points and obviously no rewards for successful interrogation or the subsequent Quick Kill.

Torturing wounded enemies is easier as they regain their composure much slower and feel more threatened by it, but as some methods actively harm them, this may result in their untimely death.

Successful interrogation restores a small portion of your health. This is also the only way for recovery besides the upgrade that gives you health from kills.***[b]Minimum:[/b]
* Windows 98, 98SE, ME, 2000 or XP
* 1 GHz Pentium III or Athlon XP CPU
* 128 MB RAM
* 64 MB VRAM
* 2 GB HD space

[b]Recommended:[/b]
* 2 GHz Pentium IV CPU
* 256 MB RAM
* 128 MB VRAM
* GeForce 4 or Radeon 8500 GPU
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Knights of the Old Republic II: The Sith Lords  LucasArts (Obsidian Entertainment)2005Five years after the events from the award winning Star Wars® Knights of the Old Republic™, the Sith Lords have hunted the Jedi to the edge of extinction and are on the verge of crushing the Old Republic. With the Jedi Order in ruin, the Republic’s only hope is a lone Jedi struggling to reconnect with the Force. As this Jedi, you will be faced with the galaxy’s most dire decision: Follow the light side or succumb to the dark...

Key Features:

Follow up to the acclaimed and original Star Wars® Knights of the Old Republic™.
Choose from three different classes of Jedi, each with access to specific Jedi abilities.
Choose the light or the dark side of the Force as you progress through the story.
The choices you make will affect your character, those in your party and those who may join you in your quest.***Empleando el sistema de la primera entrega, lo pule en todos los aspectos.
Pero lo que especialmente le hace brillar es el elenco de personajes memorables, siendo Kreia y Mandalore dos de las mejores creaciones jamás habidas en el universo Star Wars. Y contando con el regreso de algunos de los mejores (como cierto robot con mucho cariño por lo orgánico)
Si que peca de un final un tanto acelerado, pero con el mod de Restored Content (circula por la web en moddb.com) se arreglan esos pequeños errores.

9 de 10
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Star Wars: Republic Commando LucasArts;Electronic Arts (LucasArts)2005Con un interfaz que recuerda mucho a juegos como el SWAT, pero de manejo mucho más sencillo, brilla por ser capaz de ponerte en situaciones muy diversas con las que lidiar (especialmente cuando tus compañeros no saben darse la vuelta para pegar al enemigo que les respira en la nuca) tanto por tu propio mano como haciendo que el equipo acate órdenes de cobertura, demolición, etc...

Aunque los diseños de niveles son sencillos, eso resulta ser una virtud para otorgarte mejor control de la situación ante amenazas que normalmente te superan en número o poder, y se nota mucho la diferencia entre cuando se dan las órdenes correctas y cuando se les deja a su aire.

Por último, la aparición de enemigos poderosos con gran cantidad de vida hace que el juego tenga algo parecido a minijefes, que son posiblemente el reto más entretenido del juego.

8 de 10***2005-03-01 as boxed, by LucasArts???
2009-07-08 on Steam, by LucasArts (lang: eng)***Comes on 2 CDs.***Latest version: retail

There's a 1.0 "patch" available, but the retail version is already 1.0 and the patch actually has only single multiplayer map in it.***[b]Minimum:[/b]
* Windows 98SE, ME, 2000 or XP
* 1 GHz Pentium III or Athlon cPU
* 256 MB RAM
* 64 MB VRAM
* 2 GB HD space
* 8X CD-ROM drive

[b]Recommended:[/b]
* 2 GHz Pentium IV or Athlon XP CPU
* 512 MB RAM
* 128 MB VRAM
* 16X CD-ROM drive
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Act of War: Direct Action  Atari (Eugen Systems)2005Latest version: 1.06; patch 4 (as of ?)***[b]Minimum:[/b]
* Windows 2000 or XP
* 1.5 GHz Pentium IV or Athlon 1500+ CPU
* 256 MB RAM
* 64 MB VRAM
* 6 GB HD space

[b]Recommended:[/b]
* 2.5 GHz Pentium IV or Athlon 2500+ CPI
* 512 MB RAM
* 128 MB VRAM
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Sudeki  Zoo Digital Publishing (Climax)2005[b]combo moves[/b] - timed freeform three-part combination of the two attack buttons (all combinations work, producing different final hits). Consider that normal hit does some 10-20 damage and the final hit of a combo does 200, these are well worth the negligible effort (especially considering the simplest combinations seem to be the most useful).

# averted #
display-800x600 - the title screen is the only basis for this, the dialog texts would suggest 640x480, but everything else looks great in any resolution expect wide.***Sudeki, a world torn apart into light, shadow and dark. Rent asunder by deceit and betrayal, the land cries out for a peace that only four united heroes can bring.

* Real-time, bone-crunching combat with incredible spells and combos.
* Control any one of the four champions at any time, and skip between them at will.
* Customize each character's armour, weapons and spells and evolve new powerful attacks.
[Box blurb]***[b]Minimum:[/b]
* Windows 2000 or XP
* 1.5 GHz CPU
* 256 MB RAM
* 64 MB VRAM
* 1.8 GB HD space
* keyboard
* mouse***Refuses to install on anything newer than WinXP, reason unknown as the installer quietly exists. Tampering with the MSI file proved fruitless.

There's a very hackish solution to this however. You need to uncompress [code]sudeki.cab[/code] and [code]sudeki1.cab[/code] into some folder on your harddrive and then create a .bat with the following contents.
[spoiler=Show .bat contents;Hide]md "Sudeki"
md "Sudeki\data"
md "Sudeki\launcherdata"
md "Sudeki\sound"
md "Sudeki\sound\Speech"
move "binkw32.dll" "Sudeki\binkw32.dll"
move "protect.dll" "Sudeki\protect.dll"
move "SOLData.baf" "Sudeki\SOLData.baf"
move "Sudeki.exe" "Sudeki\Sudeki.exe"
move "SudekiLauncher.exe" "Sudeki\SudekiLauncher.exe"
move "SOLWORLDM.gex" "Sudeki\data\SOLWORLDM.gex"
move "WINSOLM.fubi" "Sudeki\data\WINSOLM.fubi"
move "WINSOLM.gex" "Sudeki\data\WINSOLM.gex"
move "AutogenStrings.xml" "Sudeki\launcherdata\AutogenStrings.xml"
move "DefaultOptions.xml" "Sudeki\launcherdata\DefaultOptions.xml"
move "LauncherConfig.xml" "Sudeki\launcherdata\LauncherConfig.xml"
move "SudekiPC_Launcher_Ailish.bmp" "Sudeki\launcherdata\SudekiPC_Launcher_Ailish.bmp"
move "SudekiPC_Launcher_Buki.bmp" "Sudeki\launcherdata\SudekiPC_Launcher_Buki.bmp"
move "SudekiPC_Launcher_Elco.bmp" "Sudeki\launcherdata\SudekiPC_Launcher_Elco.bmp"
move "SudekiPC_Launcher_Logo.bmp" "Sudeki\launcherdata\SudekiPC_Launcher_Logo.bmp"
move "SudekiPC_Launcher_Tal.bmp" "Sudeki\launcherdata\SudekiPC_Launcher_Tal.bmp"
move "UserStrings.xml" "Sudeki\launcherdata\UserStrings.xml"
move "accursed.xwb" "Sudeki\sound\accursed.xwb"
move "accursedSoundScript.XSB" "Sudeki\sound\accursedSoundScript.XSB"
move "Accursed_sfx.xwb" "Sudeki\sound\Accursed_sfx.xwb"
move "Ailish.xwb" "Sudeki\sound\Ailish.xwb"
move "ailish_sfx.xwb" "Sudeki\sound\ailish_sfx.xwb"
move "Ailish_weapons.xwb" "Sudeki\sound\Ailish_weapons.xwb"
move "airship.XSB" "Sudeki\sound\airship.XSB"
move "airship.xwb" "Sudeki\sound\airship.xwb"
move "Alexine.XSB" "Sudeki\sound\Alexine.XSB"
move "ALICESoundScript.XSB" "Sudeki\sound\ALICESoundScript.XSB"
move "aquaticlaw.XSB" "Sudeki\sound\aquaticlaw.XSB"
move "archanitelSoundScript.XSB" "Sudeki\sound\archanitelSoundScript.XSB"
move "archonite_missiles.xwb" "Sudeki\sound\archonite_missiles.xwb"
move "Arlo.XSB" "Sudeki\sound\Arlo.XSB"
move "Arlo.xwb" "Sudeki\sound\Arlo.xwb"
move "Balor.XSB" "Sudeki\sound\Balor.XSB"
move "Behemoth.XSB" "Sudeki\sound\Behemoth.XSB"
move "Behemoth_shield.XSB" "Sudeki\sound\Behemoth_shield.XSB"
move "behemoth_shield.xwb" "Sudeki\sound\behemoth_shield.xwb"
move "BS_AilishTrain.XSB" "Sudeki\sound\BS_AilishTrain.XSB"
move "BS_Ailishtrain.xwb" "Sudeki\sound\BS_Ailishtrain.xwb"
move "BS_Brightwater.XSB" "Sudeki\sound\BS_Brightwater.XSB"
move "BS_brightwater.xwb" "Sudeki\sound\BS_brightwater.xwb"
move "BS_Citadel.XSB" "Sudeki\sound\BS_Citadel.XSB"
move "BS_Citadel.xwb" "Sudeki\sound\BS_Citadel.xwb"
move "BS_CrystalReef.XSB" "Sudeki\sound\BS_CrystalReef.XSB"
move "BS_CrystalReef.xwb" "Sudeki\sound\BS_CrystalReef.xwb"
move "BS_CyantineC.XSB" "Sudeki\sound\BS_CyantineC.XSB"
move "BS_CyantineC.xwb" "Sudeki\sound\BS_CyantineC.xwb"
move "BS_DevilsBelch.XSB" "Sudeki\sound\BS_DevilsBelch.XSB"
move "BS_DevilsBelch.xwb" "Sudeki\sound\BS_DevilsBelch.xwb"
move "BS_Elco_flees.XSB" "Sudeki\sound\BS_Elco_flees.XSB"
move "BS_Elco_flees.xwb" "Sudeki\sound\BS_Elco_flees.xwb"
move "BS_FarexLore.XSB" "Sudeki\sound\BS_FarexLore.XSB"
move "BS_FarexLore.xwb" "Sudeki\sound\BS_FarexLore.xwb"
move "BS_IllumCastle.XSB" "Sudeki\sound\BS_IllumCastle.XSB"
move "BS_IllumCastle.xwb" "Sudeki\sound\BS_IllumCastle.xwb"
move "BS_IllumCountry.XSB" "Sudeki\sound\BS_IllumCountry.XSB"
move "BS_IllumCountry.xwb" "Sudeki\sound\BS_IllumCountry.xwb"
move "BS_mungo_fight.XSB" "Sudeki\sound\BS_mungo_fight.XSB"
move "BS_mungo_fight.xwb" "Sudeki\sound\BS_mungo_fight.xwb"
move "BS_NassGrotto.XSB" "Sudeki\sound\BS_NassGrotto.XSB"
move "BS_NassGrotto.xwb" "Sudeki\sound\BS_NassGrotto.xwb"
move "BS_ShadaniMo.XSB" "Sudeki\sound\BS_ShadaniMo.XSB"
move "BS_ShadaniMo.xwb" "Sudeki\sound\BS_ShadaniMo.xwb"
move "BS_TalTraining.XSB" "Sudeki\sound\BS_TalTraining.XSB"
move "BS_TalTraining.xwb" "Sudeki\sound\BS_TalTraining.xwb"
move "BS_TempleMo.XSB" "Sudeki\sound\BS_TempleMo.XSB"
move "BS_TempleMo.xwb" "Sudeki\sound\BS_TempleMo.xwb"
move "BS_Transentia.XSB" "Sudeki\sound\BS_Transentia.XSB"
move "BS_Transentia.xwb" "Sudeki\sound\BS_Transentia.xwb"
move "BS_TResearchC.XSB" "Sudeki\sound\BS_TResearchC.XSB"
move "BS_TResearchC.xwb" "Sudeki\sound\BS_TResearchC.xwb"
move "BS_void.XSB" "Sudeki\sound\BS_void.XSB"
move "BS_void.xwb" "Sudeki\sound\BS_void.xwb"
move "buki.xwb" "Sudeki\sound\buki.xwb"
move "BUKISoundScript.XSB" "Sudeki\sound\BUKISoundScript.XSB"
move "Buki_sfx.xwb" "Sudeki\sound\Buki_sfx.xwb"
move "Cafu.XSB" "Sudeki\sound\Cafu.XSB"
move "cave_engine.XSB" "Sudeki\sound\cave_engine.XSB"
move "Cave_engine.xwb" "Sudeki\sound\Cave_engine.xwb"
move "Devils_Belch.XSB" "Sudeki\sound\Devils_Belch.XSB"
move "Devils_Belch.xwb" "Sudeki\sound\Devils_Belch.xwb"
move "Elco.xwb" "Sudeki\sound\Elco.xwb"
move "ELCOSoundScript.XSB" "Sudeki\sound\ELCOSoundScript.XSB"
move "Elco_sfx.xwb" "Sudeki\sound\Elco_sfx.xwb"
move "Elco_weapons.xwb" "Sudeki\sound\Elco_weapons.xwb"
move "Environment_event_KMO.XSB" "Sudeki\sound\Environment_event_KMO.XSB"
move "environment_event_templemo.x" "Sudeki\sound\Environment_event_templemo.XSB"
move "Environment_gen.xwb" "Sudeki\sound\Environment_gen.xwb"
move "Envir_bwr.XSB" "Sudeki\sound\Envir_bwr.XSB"
move "Envir_BWR.xwb" "Sudeki\sound\Envir_BWR.xwb"
move "envir_bwr_2.xwb" "Sudeki\sound\envir_bwr_2.xwb"
move "Envir_BWR_IM.XSB" "Sudeki\sound\Envir_BWR_IM.XSB"
move "Envir_castle_IM.XSB" "Sudeki\sound\Envir_castle_IM.XSB"
move "Envir_Citadel.XSB" "Sudeki\sound\Envir_Citadel.XSB"
move "Envir_Citadel.xwb" "Sudeki\sound\Envir_Citadel.xwb"
move "Envir_Devil.XSB" "Sudeki\sound\Envir_Devil.XSB"
move "Envir_Devil.xwb" "Sudeki\sound\Envir_Devil.xwb"
move "Envir_emit_TMo.XSB" "Sudeki\sound\Envir_emit_TMo.XSB"
move "Envir_gen.XSB" "Sudeki\sound\Envir_gen.XSB"
move "Envir_gen_torch.XSB" "Sudeki\sound\Envir_gen_torch.XSB"
move "Envir_ill_castl.XSB" "Sudeki\sound\Envir_ill_castl.XSB"
move "Envir_Ill_Castl.xwb" "Sudeki\sound\Envir_Ill_Castl.xwb"
move "Envir_ill_count.XSB" "Sudeki\sound\Envir_ill_count.XSB"
move "Envir_Ill_countryside.xwb" "Sudeki\sound\Envir_Ill_countryside.xwb"
move "Envir_KMO.XSB" "Sudeki\sound\Envir_KMO.XSB"
move "Envir_KMO.xwb" "Sudeki\sound\Envir_KMO.xwb"
move "Envir_kren.xwb" "Sudeki\sound\Envir_kren.xwb"
move "Envir_Nass_grot.XSB" "Sudeki\sound\Envir_Nass_grot.XSB"
move "Envir_Nass_grot.xwb" "Sudeki\sound\Envir_Nass_grot.xwb"
move "Envir_Research.XSB" "Sudeki\sound\Envir_Research.XSB"
move "Envir_Research.xwb" "Sudeki\sound\Envir_Research.xwb"
move "Envir_Shadowland.xwb" "Sudeki\sound\Envir_Shadowland.xwb"
move "Envir_sh_mo.XSB" "Sudeki\sound\Envir_sh_mo.XSB"
move "Envir_sh_mo.xwb" "Sudeki\sound\Envir_sh_mo.xwb"
move "Envir_T_Mo.xwb" "Sudeki\sound\Envir_T_Mo.xwb"
move "Envir_void.XSB" "Sudeki\sound\Envir_void.XSB"
move "Envir_void.xwb" "Sudeki\sound\Envir_void.xwb"
move "Envir_wind.xwb" "Sudeki\sound\Envir_wind.xwb"
move "Env_Animals.xwb" "Sudeki\sound\Env_Animals.xwb"
move "Env_bats.xwb" "Sudeki\sound\Env_bats.xwb"
move "Env_burners.xwb" "Sudeki\sound\Env_burners.xwb"
move "Env_CastleDoors.xwb" "Sudeki\sound\Env_CastleDoors.xwb"
move "Env_Castle_b.xwb" "Sudeki\sound\Env_Castle_b.xwb"
move "Env_cricketAtm.xwb" "Sudeki\sound\Env_cricketAtm.xwb"
move "Env_Crystal_R.XSB" "Sudeki\sound\Env_Crystal_R.XSB"
move "Env_Crystal_R.xwb" "Sudeki\sound\Env_Crystal_R.xwb"
move "Env_DayBirds.xwb" "Sudeki\sound\Env_DayBirds.xwb"
move "Env_desertBirds.xwb" "Sudeki\sound\Env_desertBirds.xwb"
move "Env_doglegBirds.XSB" "Sudeki\sound\Env_doglegBirds.XSB"
move "Env_ev_bwr.XSB" "Sudeki\sound\Env_ev_bwr.XSB"
move "Env_ev_kren.XSB" "Sudeki\sound\Env_ev_kren.XSB"
move "Env_gen_barrier.XSB" "Sudeki\sound\Env_gen_barrier.XSB"
move "Env_Gen_fire.XSB" "Sudeki\sound\Env_Gen_fire.XSB"
move "Env_IC_dvd.xwb" "Sudeki\sound\Env_IC_dvd.xwb"
move "env_magic_gate.xwb" "Sudeki\sound\env_magic_gate.xwb"
move "Env_nightBirds.xwb" "Sudeki\sound\Env_nightBirds.xwb"
move "Env_outsideAtmos.xwb" "Sudeki\sound\Env_outsideAtmos.xwb"
move "Env_stream.xwb" "Sudeki\sound\Env_stream.xwb"
move "Env_transentDvd.xwb" "Sudeki\sound\Env_transentDvd.xwb"
move "Env_transentia.XSB" "Sudeki\sound\Env_transentia.XSB"
move "Env_transentia.xwb" "Sudeki\sound\Env_transentia.xwb"
move "Env_waterfall.xwb" "Sudeki\sound\Env_waterfall.xwb"
move "Env_waves.xwb" "Sudeki\sound\Env_waves.xwb"
move "Env_wood_spik.xwb" "Sudeki\sound\Env_wood_spik.xwb"
move "Farex_Lore.XSB" "Sudeki\sound\Farex_Lore.XSB"
move "flying_heads.XSB" "Sudeki\sound\flying_heads.XSB"
move "flying_heads.xwb" "Sudeki\sound\flying_heads.xwb"
move "game_credits.XSB" "Sudeki\sound\game_credits.XSB"
move "Game_credits.xwb" "Sudeki\sound\Game_credits.xwb"
move "Gluespider.xwb" "Sudeki\sound\Gluespider.xwb"
move "Glue_spiderW.XSB" "Sudeki\sound\Glue_spiderW.XSB"
move "grotesque.XSB" "Sudeki\sound\grotesque.XSB"
move "GSSoundScript.XSB" "Sudeki\sound\GSSoundScript.XSB"
move "Guard_sphere.XSB" "Sudeki\sound\Guard_sphere.XSB"
move "haycart.XSB" "Sudeki\sound\haycart.XSB"
move "haycart_NPC.XSB" "Sudeki\sound\haycart_NPC.XSB"
move "haycart_NPC.xwb" "Sudeki\sound\haycart_NPC.xwb"
move "hit_matrix.XSB" "Sudeki\sound\hit_matrix.XSB"
move "Hydrogenate.xwb" "Sudeki\sound\Hydrogenate.xwb"
move "HydrogenateSoundScript.XSB" "Sudeki\sound\HydrogenateSoundScript.XSB"
move "IC_Hagren.XSB" "Sudeki\sound\IC_Hagren.XSB"
move "IC_hagren.xwb" "Sudeki\sound\IC_hagren.xwb"
move "IC_kid_1.XSB" "Sudeki\sound\IC_kid_1.XSB"
move "IC_kid_2.XSB" "Sudeki\sound\IC_kid_2.XSB"
move "Illumina_guardA.XSB" "Sudeki\sound\Illumina_guardA.XSB"
move "Illumina_guardB.XSB" "Sudeki\sound\Illumina_guardB.XSB"
move "IM_Env_dark.xwb" "Sudeki\sound\IM_Env_dark.xwb"
move "IM_env_generic.xwb" "Sudeki\sound\IM_env_generic.xwb"
move "IM_Farex_Lore.xwb" "Sudeki\sound\IM_Farex_Lore.xwb"
move "IM_feet_hits.xwb" "Sudeki\sound\IM_feet_hits.xwb"
move "IM_gen_torch.xwb" "Sudeki\sound\IM_gen_torch.xwb"
move "IM_Gluespider.xwb" "Sudeki\sound\IM_Gluespider.xwb"
move "IM_portal.XSB" "Sudeki\sound\IM_portal.XSB"
move "IM_portal.xwb" "Sudeki\sound\IM_portal.xwb"
move "IM_sheep.xwb" "Sudeki\sound\IM_sheep.xwb"
move "IM_silence.xwb" "Sudeki\sound\IM_silence.xwb"
move "IM_SS_generic.xwb" "Sudeki\sound\IM_SS_generic.xwb"
move "IM_Talos.xwb" "Sudeki\sound\IM_Talos.xwb"
move "IM_Tilly.xwb" "Sudeki\sound\IM_Tilly.xwb"
move "IM_UI.xwb" "Sudeki\sound\IM_UI.xwb"
move "IM_ui_music.XSB" "Sudeki\sound\IM_ui_music.XSB"
move "IM_ui_music.xwb" "Sudeki\sound\IM_ui_music.xwb"
move "IM_waves.XSB" "Sudeki\sound\IM_waves.XSB"
move "IM_waves.xwb" "Sudeki\sound\IM_waves.xwb"
move "Kazel.XSB" "Sudeki\sound\Kazel.XSB"
move "kazel.xwb" "Sudeki\sound\kazel.xwb"
move "kren.XSB" "Sudeki\sound\kren.XSB"
move "kren.xwb" "Sudeki\sound\kren.xwb"
move "kren_eye.XSB" "Sudeki\sound\kren_eye.XSB"
move "kurianknight_a.XSB" "Sudeki\sound\kurianknight_a.XSB"
move "kurianknight_b.XSB" "Sudeki\sound\kurianknight_b.XSB"
move "kurianknight_c.XSB" "Sudeki\sound\kurianknight_c.XSB"
move "kuriank_tourTSA.XSB" "Sudeki\sound\kuriank_tourTSA.XSB"
move "lupavox.xwb" "Sudeki\sound\lupavox.xwb"
move "Mergadroid.XSB" "Sudeki\sound\Mergadroid.XSB"
move "missiles.XSB" "Sudeki\sound\missiles.XSB"
move "mungomofo.XSB" "Sudeki\sound\mungomofo.XSB"
move "mungomofo.xwb" "Sudeki\sound\mungomofo.xwb"
move "nassaria.XSB" "Sudeki\sound\nassaria.XSB"
move "Nassaria.xwb" "Sudeki\sound\Nassaria.xwb"
move "Nico.XSB" "Sudeki\sound\Nico.XSB"
move "NPC_3d_speech.XSB" "Sudeki\sound\NPC_3d_speech.XSB"
move "NPC_child.xwb" "Sudeki\sound\NPC_child.xwb"
move "NPC_hayton.XSB" "Sudeki\sound\NPC_hayton.XSB"
move "NPC_Hayton.xwb" "Sudeki\sound\NPC_Hayton.xwb"
move "NPC_Lexi.XSB" "Sudeki\sound\NPC_Lexi.XSB"
move "NPC_Maomao.XSB" "Sudeki\sound\NPC_Maomao.XSB"
move "NPC_nana.XSB" "Sudeki\sound\NPC_nana.XSB"
move "pirouette.XSB" "Sudeki\sound\pirouette.XSB"
move "pirouette.xwb" "Sudeki\sound\pirouette.xwb"
move "portal.XSB" "Sudeki\sound\portal.XSB"
move "portal.xwb" "Sudeki\sound\portal.xwb"
move "QGSSoundScript.XSB" "Sudeki\sound\QGSSoundScript.XSB"
move "QueenGlue_Death.XSB" "Sudeki\sound\QueenGlue_Death.XSB"
move "Queen_GlueSpider.xwb" "Sudeki\sound\Queen_GlueSpider.xwb"
move "reptufallo.XSB" "Sudeki\sound\reptufallo.XSB"
move "reptufallo.xwb" "Sudeki\sound\reptufallo.xwb"
move "roboarchanite.XSB" "Sudeki\sound\roboarchanite.XSB"
move "RobotAquaticlaw.XSB" "Sudeki\sound\RobotAquaticlaw.XSB"
move "Robot_Guard.XSB" "Sudeki\sound\Robot_Guard.XSB"
move "Robot_Guard.xwb" "Sudeki\sound\Robot_Guard.xwb"
move "Robot_gZ1000.XSB" "Sudeki\sound\Robot_gZ1000.XSB"
move "Robot_gz3000.XSB" "Sudeki\sound\Robot_gz3000.XSB"
move "s2_Ailish.xwb" "Sudeki\sound\s2_Ailish.xwb"
move "S2_aquaticlaw.xwb" "Sudeki\sound\S2_aquaticlaw.xwb"
move "S2_Archonite.xwb" "Sudeki\sound\S2_Archonite.xwb"
move "S2_Behemoth.xwb" "Sudeki\sound\S2_Behemoth.xwb"
move "S2_grotesque.xwb" "Sudeki\sound\S2_grotesque.xwb"
move "S2_Guard_sphere.xwb" "Sudeki\sound\S2_Guard_sphere.xwb"
move "S2_kren.xwb" "Sudeki\sound\S2_kren.xwb"
move "S2_kren_eye.xwb" "Sudeki\sound\S2_kren_eye.xwb"
move "S2_kurianknight.xwb" "Sudeki\sound\S2_kurianknight.xwb"
move "S2_mergadroid.xwb" "Sudeki\sound\S2_mergadroid.xwb"
move "S2_pirouette.xwb" "Sudeki\sound\S2_pirouette.xwb"
move "S2_RAquaticlaw.xwb" "Sudeki\sound\S2_RAquaticlaw.xwb"
move "S2_Tal_kazel.xwb" "Sudeki\sound\S2_Tal_kazel.xwb"
move "S2_venomgnat.xwb" "Sudeki\sound\S2_venomgnat.xwb"
move "S2_woluf.xwb" "Sudeki\sound\S2_woluf.xwb"
move "S2_Wyrd.xwb" "Sudeki\sound\S2_Wyrd.xwb"
move "sacrifice.XSB" "Sudeki\sound\sacrifice.XSB"
move "Sacrifice.xwb" "Sudeki\sound\Sacrifice.xwb"
move "scribe.XSB" "Sudeki\sound\scribe.XSB"
move "Scribe.xwb" "Sudeki\sound\Scribe.xwb"
move "sfx_generic.XSB" "Sudeki\sound\sfx_generic.XSB"
move "sfx_generic.xwb" "Sudeki\sound\sfx_generic.xwb"
move "Shadowland.XSB" "Sudeki\sound\Shadowland.XSB"
move "shadow_orb.XSB" "Sudeki\sound\shadow_orb.XSB"
move "sheep.XSB" "Sudeki\sound\sheep.XSB"
move "SoY_Bat.XSB" "Sudeki\sound\SoY_Bat.XSB"
move "SoY_Eagle.XSB" "Sudeki\sound\SoY_Eagle.XSB"
move "SoY_Sfx.xwb" "Sudeki\sound\SoY_Sfx.xwb"
move "SoY_Wolf.XSB" "Sudeki\sound\SoY_Wolf.XSB"
move "SoY_Wolf.xwb" "Sudeki\sound\SoY_Wolf.xwb"
move "speech.XSB" "Sudeki\sound\speech.XSB"
move "Spiritstrike_g.xwb" "Sudeki\sound\Spiritstrike_g.xwb"
move "Spot_soundDvd.xwb" "Sudeki\sound\Spot_soundDvd.xwb"
move "spot_sounds.XSB" "Sudeki\sound\spot_sounds.XSB"
move "spot_sounds.xwb" "Sudeki\sound\spot_sounds.xwb"
move "SS_AklStrH.XSB" "Sudeki\sound\SS_AklStrH.XSB"
move "SS_citadel.XSB" "Sudeki\sound\SS_citadel.XSB"
move "SS_citadel.xwb" "Sudeki\sound\SS_citadel.xwb"
move "SS_CReef.XSB" "Sudeki\sound\SS_CReef.XSB"
move "SS_CReef.xwb" "Sudeki\sound\SS_CReef.xwb"
move "SS_DBelch.XSB" "Sudeki\sound\SS_DBelch.XSB"
move "SS_ICSE.XSB" "Sudeki\sound\SS_ICSE.XSB"
move "SS_ICSE.xwb" "Sudeki\sound\SS_ICSE.xwb"
move "SS_iC_doorMusic.xwb" "Sudeki\sound\SS_iC_doorMusic.xwb"
move "ss_illcastleDvd.xwb" "Sudeki\sound\ss_illcastleDvd.xwb"
move "SS_ill_castle.XSB" "Sudeki\sound\SS_ill_castle.XSB"
move "SS_ill_castle.xwb" "Sudeki\sound\SS_ill_castle.xwb"
move "ss_Nassaria.XSB" "Sudeki\sound\ss_Nassaria.XSB"
move "ss_Nassaria.xwb" "Sudeki\sound\ss_Nassaria.xwb"
move "SS_NBW.XSB" "Sudeki\sound\SS_NBW.XSB"
move "SS_NBW_dvd.xwb" "Sudeki\sound\SS_NBW_dvd.xwb"
move "SS_ShadaniM.XSB" "Sudeki\sound\SS_ShadaniM.XSB"
move "SS_ShadowW.XSB" "Sudeki\sound\SS_ShadowW.XSB"
move "SS_ShadowW.xwb" "Sudeki\sound\SS_ShadowW.xwb"
move "SS_Shad_Dvd.xwb" "Sudeki\sound\SS_Shad_Dvd.xwb"
move "SS_TempleM.XSB" "Sudeki\sound\SS_TempleM.XSB"
move "SS_TempleM.xwb" "Sudeki\sound\SS_TempleM.xwb"
move "SS_TRC.XSB" "Sudeki\sound\SS_TRC.XSB"
move "S_aquaticlaw.xwb" "Sudeki\sound\S_aquaticlaw.xwb"
move "S_archonite.xwb" "Sudeki\sound\S_archonite.xwb"
move "S_Behemoth.xwb" "Sudeki\sound\S_Behemoth.xwb"
move "S_Farex_Lore.xwb" "Sudeki\sound\S_Farex_Lore.xwb"
move "S_grotesque.xwb" "Sudeki\sound\S_grotesque.xwb"
move "S_Guard_sphere.xwb" "Sudeki\sound\S_Guard_sphere.xwb"
move "S_Illumina_Gd.xwb" "Sudeki\sound\S_Illumina_Gd.xwb"
move "S_kurianknight.xwb" "Sudeki\sound\S_kurianknight.xwb"
move "S_mergadroid.xwb" "Sudeki\sound\S_mergadroid.xwb"
move "S_missile.xwb" "Sudeki\sound\S_missile.xwb"
move "S_RAquaticlaw.xwb" "Sudeki\sound\S_RAquaticlaw.xwb"
move "S_shadow_orb.xwb" "Sudeki\sound\S_shadow_orb.xwb"
move "S_talos.xwb" "Sudeki\sound\S_talos.xwb"
move "S_Venomgnat.xwb" "Sudeki\sound\S_Venomgnat.xwb"
move "S_Woluf.xwb" "Sudeki\sound\S_Woluf.xwb"
move "S_Wyrd.xwb" "Sudeki\sound\S_Wyrd.xwb"
move "s_xcavator.xwb" "Sudeki\sound\s_xcavator.xwb"
move "Tal.xwb" "Sudeki\sound\Tal.xwb"
move "Talos.XSB" "Sudeki\sound\Talos.XSB"
move "TalSoundScript.XSB" "Sudeki\sound\TalSoundScript.XSB"
move "Tal_sfx.xwb" "Sudeki\sound\Tal_sfx.xwb"
move "templeDrPuz.XSB" "Sudeki\sound\templeDrPuz.XSB"
move "TempleInPuz.XSB" "Sudeki\sound\TempleInPuz.XSB"
move "test.XSB" "Sudeki\sound\test.XSB"
move "test.xwb" "Sudeki\sound\test.xwb"
move "tetsu.XSB" "Sudeki\sound\tetsu.XSB"
move "tetsu.xwb" "Sudeki\sound\tetsu.xwb"
move "Tilly.XSB" "Sudeki\sound\Tilly.XSB"
move "TMO_puzzles.xwb" "Sudeki\sound\TMO_puzzles.xwb"
move "ui.xwb" "Sudeki\sound\ui.xwb"
move "UISoundScript.XSB" "Sudeki\sound\UISoundScript.XSB"
move "VenomgnatSoundScript.XSB" "Sudeki\sound\VenomgnatSoundScript.XSB"
move "V_of_souls.XSB" "Sudeki\sound\V_of_souls.XSB"
move "V_Of_Souls.xwb" "Sudeki\sound\V_Of_Souls.xwb"
move "WolufSoundScript.XSB" "Sudeki\sound\WolufSoundScript.XSB"
move "wyrd.XSB" "Sudeki\sound\wyrd.XSB"
move "xcavator.XSB" "Sudeki\sound\xcavator.XSB"
move "xcavator_metal.XSB" "Sudeki\sound\xcavator_metal.XSB"
move "speech.1.sf" "Sudeki\sound\Speech\speech.1.sf"
move "speech_ailish.xwb" "Sudeki\sound\Speech\speech_ailish.xwb"
move "speech_Akloria.xwb" "Sudeki\sound\Speech\speech_Akloria.xwb"
move "speech_AklStrH.xwb" "Sudeki\sound\Speech\speech_AklStrH.xwb"
move "speech_alexine.xwb" "Sudeki\sound\Speech\speech_alexine.xwb"
move "speech_Arlo.xwb" "Sudeki\sound\Speech\speech_Arlo.xwb"
move "speech_balor.xwb" "Sudeki\sound\Speech\speech_balor.xwb"
move "speech_buki.xwb" "Sudeki\sound\Speech\speech_buki.xwb"
move "speech_DBelch.xwb" "Sudeki\sound\Speech\speech_DBelch.xwb"
move "speech_Elco.xwb" "Sudeki\sound\Speech\speech_Elco.xwb"
move "speech_env_bwr.xwb" "Sudeki\sound\Speech\speech_env_bwr.xwb"
move "speech_env_ICa.xwb" "Sudeki\sound\Speech\speech_env_ICa.xwb"
move "speech_Env_shdw.xwb" "Sudeki\sound\Speech\speech_Env_shdw.xwb"
move "speech_haskilia.xwb" "Sudeki\sound\Speech\speech_haskilia.xwb"
move "speech_hask_b.xwb" "Sudeki\sound\Speech\speech_hask_b.xwb"
move "speech_Hayton.xwb" "Sudeki\sound\Speech\speech_Hayton.xwb"
move "speech_kazel.xwb" "Sudeki\sound\Speech\speech_kazel.xwb"
move "speech_kren.xwb" "Sudeki\sound\Speech\speech_kren.xwb"
move "speech_Nassaria.xwb" "Sudeki\sound\Speech\speech_Nassaria.xwb"
move "speech_Nico.xwb" "Sudeki\sound\Speech\speech_Nico.xwb"
move "speech_pc2pc.xwb" "Sudeki\sound\Speech\speech_pc2pc.xwb"
move "speech_shadow.xwb" "Sudeki\sound\Speech\speech_shadow.xwb"
move "speech_spot.xwb" "Sudeki\sound\Speech\speech_spot.xwb"
move "speech_Tal.xwb" "Sudeki\sound\Speech\speech_Tal.xwb"
move "speech_Talos.xwb" "Sudeki\sound\Speech\speech_Talos.xwb"
move "speech_tetsu.xwb" "Sudeki\sound\Speech\speech_tetsu.xwb"
move "speech_Tilly.xwb" "Sudeki\sound\Speech\speech_Tilly.xwb"
move "speech_TRC.xwb" "Sudeki\sound\Speech\speech_TRC.xwb"
move "speech_TSA.xwb" "Sudeki\sound\Speech\speech_TSA.xwb"[/spoiler]
After that, just run the .bat file. You'll get a new sub-folder named "Sudeki" which contains the game's files in their proper places (presumably). The cotents of that folder are all you need to play.***EAN-13: [code]5060034553434[/code]***Latest version: patch #1 (as of 2005)***[b]missing images:[/b] title screen, actual gameplay screens***Working title: [i]Symphony of Light[/i], changed because of similarity with [game=Castlevania: Symphony of the Night]Castlevania: Symphony of the Night[/game], according to [url=http://en.wikipedia.org/wiki/Sudeki]Wikipedia[/url].
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AREA-51  Midway (Midway Games Austin)2005Released as (ad supported) freeware in 2008-10. labelimageminimize
Cold Fear Ubisoft Entertainment (Darkworks)2005There's only two things I dislike about this game. For one, being able to carry every single weapon found. This is supposed to be survival horror, you know. For second, the boss battle. I can't remember playing more aggravating boss battle than this on PC (console gamers seem to love these insanely overpowered bosses as they're so damn common on them). Way overpowered compared to anything else met and [i]nothing[/i] prepares you for it. Finally used a trainer to get through it because the game was sitting at the final battle for over a month (probably one fourth of the game can be played in the same amount of time I invested solely on the boss battle).

[spoiler=Grievances with boss battle;Hide]Effectively you have to shoot the boss until he turns his attention to you, dodge the charge he makes either left or right, by staring at him in the aim view until he raises either of his arms to strike (so you know which side to dodge to), and repeat this until Anna escapes (which takes some 5+ charges). After this you have to wait for him to charge, dodge that, and then run back in front of him so he can grab you - YES! you have to intentionally let him grab you here. And then hit action button to get released. After you do this the third time, you can shoot him in the face. This has to be repeated about 3 times in total, so that's surviving about 9 more charges while managing to let him grab you. You don't have any healing items and you die on the third charge you fail to dodge. There's also the fact that the only way to dodge the boss is to stare down at him until he raises either of his arms (lest you wish to rely on luck as there's no pattern) and then swivel quickly to the opposite side, release aim and [i]run[/i]. There's probably less than a second for you to do this, so imagine repeating this sequence few times, dying at the final part several dozen times because you [i]can't[/i] do it fast enough, and that's pretty much it for playing this game through without cheating.[/spoiler]

[spoiler=Third grievance and a spoiler;Hide]Tom gets infected second time but I don't recall him getting an antidote, so I have to assume he spreads the parasites to the rest of the world. The ending is very curt, but then I didn't watch through the credits for any hidden hints on that.[/spoiler]***Comes on 3 CDs.***[b]Minimum:[/b]
* Windows 2000 or XP
* 1 GHz CPU
* 256 MB RAM
* 64 MB VRAM
* 2.2 GB HD space
* 8X CD-ROM drive

[b]Recommended:[/b]
* 2 GHz CPU
* 512 MB RAM
* 128 MB VRAM***[size=150]Embark on a Voyage of No Return[/size] You are Tom Hansen, a US Coast Guard, investigating a distress call from a large Russian whaler in the middle of the Bering Sea. A ferocious storm descends and a watery gateway to hell opens, as the horror lurking beneath the ship's bloodstained decks rises.

[image: showing Tom shooting at a zombie with a pistol]
From a [b]sinister whaler[/b] infested by mutated & clever enemies to a [b]hostile oil rig[/b], there will be no safe place.

[image: shows Tom using a flamer on a group of hostiles]
[b]Unleash lethal weapons[/b]: Battle with shotguns, flame throwers... or any object on hand to destroy your evolving foes

[image: shows Tom struggling to stay on board as a breaker tilts the ship heavily to its side, throwing several zombies overboard]
[b]Keep your bearings in treacherous waters[/b]: Face huge breakers, driving rain and stormy winds that constantly rock the ship.

[image: shows Tom shooting at a zombie's head, causing it to explode violently]
[b]Blast your enemies[/b]: spill their blood with cool finishing move.
[Box blurb]
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Condemned  Sega (Monolith Productions)2005[b]crazed sentients[/b] — [spoiler=Show spoiler;Hide spoiler]almost all humans you see have been driven insane by some infrasound that has been killing the birds.[/spoiler]
[b]achievements[/b] — Unlocks concept art and videos. Granted for completing levels, finding and collecting dead birds and metal plates (the metal plates especially are well hidden) and some special objects, from performing some feats in either firearm or melee combat, and one for playing the game through with only melee weapons.***The game was banned in Germany and all copies confiscated on basis of [url=http://www.iuscomp.org/gla/statutes/StGB.htm#131]StGB §131[/url].***[spoiler=Birds;Hide bird tip]Birds can be found by following either the buzzing of flies or the squawking/flapping of live ones. Usually few birds are found by the help of a cinematic showing them - during conversation or just the camera passing by an angle from which they're visible - or the game allowing you to use the smell-o-detector (or whatever) to locate them.[/spoiler]
[spoiler=Metal plates;Hide metal plate tip]Metal plates are surrounded by black scribbles of eyes and the occasional bird, but mostly just eyes.[/spoiler]
[spoiler=Special;Hide special item tip]There's also one special item in each(?) level in the form of a TV with VCR nearby. These are usually in some side room or similar which easily go unnoticed and have no clear markers to guide you there (than perhaps the static sound coming from the TV).[/spoiler]
Effectively all these challenge your ability to investigate and explore the levels to the fullest taking cues from audio and visual stimuli which the game uses quite brilliantly.***Working title: The Dark
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UFO: Aftershock  Cenega;Tri Synergy (ALTAR Interactive)2005[b]missing images:[/b] indoors tactical mission***[b]destructible environment[/b] - easily goes unnoticed as you require some [i]heavy[/i] firepower to accomplish this and it tends to bug more often than not, so it isn't very useful. The most common way for this to bug is when a door is destroyed, making the doorway unusable for some mystical reason, often trapping your squad somewhere. I've yet to see a case where this actually [i]opened[/i] a path for the units to move through (they can shoot through the broken wall sections, though).
[b]irregular grid[/b] / [b]spheroid world[/b] - the "geoscape"***The game grows increasingly unstable towards the end (even with the latest 1.2 version) with some strange issues in enemy placements, even introducing impossible scenarios at some points (enemies outside the map).***[b]Minimum system requirements:[/b]
* Windows 2000 or XP
* 1 GHz Pentium III or Athlon
* 512MB RAM
* GeForce 5700 or Radeon 9500
* 4 GB free HD space

[b]Recommended:[/b]
* 2 GHz Pentium IV or Athlon
* 768 MB RAM
* GeForce 6600 or Radeon 9700 Pro***It is the year 2054. Fifty years after the disaster. Fifty years after the surface of Earth became uninhabitable. Retreating to the flying haven of the Laputa the remnants of humankind clung onto existence. Then a revolt against the increasingly rigid and corrupt human leadership of the Laputa escalated into a conflict that destroyed the colony. Now, the remaining survivors flee once again. Can they reclaim the Earth from the unknown forces that chased them into the skies?

UFO: Aftershock is a combination of tactical squad combat and global strategy that enhances and expands upon its prequel, [[gameid:155168 UFO: Aftermath]].

Key features:

* Intertwining global strategy and small scale tactical missions
* Sequel to the successful UFO: Aftermath
* Strategic resource and base management
* Enhanced SAS (Simultaneous Action System) and RPG system in tactical play
* Fight your way through multi-level buildings, inside and out
* New amazing items and technologies to research and develop
* Radical new training and experience system
* New terrifying enemies and powerful allies
* Added diplomacy element
* New gripping storyline
* Interactive destructible environment
[Cenega]***After the alien invasion, the Council of Earth successfully fought the Reticulans and moreover discovered their secret plan: to cover the Earth with "Biomass", a network of alien organic tissue that, the Reticulans hoped, would become conscious and endowed with immense psychic powers. The Reticulans who invaded the Earth are not true representatives of their kind, they are a breakaway faction that burned the bridges and chose this backwater part of space to conduct its experiments.

The Reticulans would construct a large satellite (several kilometres across) with a closed ecosystem and move the remnants of human population there. The experiment with the Biomass would go on on the surface. Then something went horribly wrong...
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Call of Duty 2  Activision (Infinity Ward)2005Once again you can experience the WWII battlefield, in Call of Duty 2. This sequel adds a new game engine, which provides improved visuals, AI, and weather effects. You can employ real squad tactics as you make your way through four distinct campaigns, each following a single soldier as he battles through historic conflicts. Call of Duty 2 also features maps that feature multiple paths to follow, offering a variety of cover and opportunities to use team tactics. Multiplayer modes return as well, allowing you to test your skills online against other players.***
[100]***
[12]***Latest version: 1.3 (as of ?)***[b]Minimum:[/b]
* Windows 2000 or XP
* 1.4 GHz Pentium IV or Athlon XP CPU
* 256 MB RAM
* 64 MB VRAM
* 4 GB HD space

[b]Recommended:[/b]
* 512 MB RAM
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X³: Reunion  Deep Silver (Egosoft)2005A game about the vastness of the space in a very big universe filled with all kinds of stuff (as ships, stations, asteroids...) and comprising a lot of different ways to play the game (militar, merchant, raider, police, transporter, salvager...) Its complexity and freedom are almost infinite, and has very clever features as speeding the time (for long travels) and very well-crafted reputation and market systems.

But there are 3 big issues with the game:
-The interface and controls are straight horrendous, forcing to employ the auto-pilot more than it should.
-The mission panel is very spartan and doesn´t records any indication of a possible mission (only points at already signed contracts, not featuring indications recieved in messages)
-Theres only 1 message log (important and worth-saving messages merge with a gigantic clutter of mundane conversations and tips)
These 3 problems make the in-game progress very difficult and immensely slow, and the game very boring/frustrating to play.

3 of 10***Greatest flaw in this that I see is that there's no task tracker. You're forced to remember and make notes yourself of what you agree to do and what others tell you to do, though you can review the message log as you like, it's hardly intuitive. This is especially bad considering the game's a sandbox.***Latest version: 2.5 (as of 2007)***[b]Minimum:[/b]
* Windows 98SE, ME, 2000 or XP
* 1.7 GHz Pentium IV CPU
* 512 MB RAM
* 128 MB VRAM
* 2 GB HD space

[b]Recommended:[/b]
* 2.4 GHz Pentium IV CPU
* 1 GB RAM
* 256 MB VRAM
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