showing 11 games

namepublisher(developer)year arrow_downwarddescription
Sub Culture Ubi Soft (Criterion Studios)1997[b]Minimum:[/b]
* Pentium 90 MHz
* 16 MB RAM
* 90 MB free HD space
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X-COM: Terror from the Deep  2K Games (Microprose Software)1999The war continues... X-COM: UFO Defense brought you to a galactic battlefield. X-COM: Terror from the Deep brings the alien terror into a totally new dimension.

Seeking to take advantage of a weakened Earth, X-COM's deep space foes unexpectedly change strategy and launch a powerful second front against planet Earth.

In the dark depths of vast oceans, long sleeping forces are awakened by reanimation signals sent out across the galactic silence by their interstellar brothers and sisters. Slowly but surely, an army of hibernating alien sea creatures awakens. Your combat now extends to the strange new worlds of the deep where superior alien technologies threaten the very survival of this planet - your planet - Earth.***[Spanish]
Similar al primer X-COM, pero mucho mejor por la situación de acción total desde el principio, una dificultad endiablada (incluso más que el UFO Defense), una exigencia de toma de decisiones tan constante como cruel y la introducción del elemento agua y de misiones de defensa de civiles en el juego (añade una capa más a su inmensa complejidad)
Es algo mejor que el UFO Defense.

6 de 10

[English, Google Translate]
Similar to the first X-COM, but much better about the situation of mass action from the beginning, a devilish difficulty (even more than the UFO Defense), a requirement of decision making as constant as cruel and the introduction of the water element and civil defense missions in the game (adds one more layer to its immense complexity) It's better than the UFO Defense.

6 out of 10***[b]2.5D[/b] - tactical missions and most of the game is done with raster graphics, but the globe in geoscape is rendered with flat polygons for land and textured polygons for water.***This entry would still benefit from 2 screenshots, one from terror mission and another from underwater mission.***A very simple port of TFTD to Windows with no improvements or changes what-so-ever, just that it runs natively on Windows XP. Released only as part of [i]X-COM: Collector's Edition[/i] and for a time was available on Steam until they switched to running the old DOS version under DOSBox (around 2008-10-06).
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The Longest Journey  Egmont Interactive;Empire;KE Media (Funcom)1999One word: atmosphere.
Music and scenery become tangled to form a game that feels like playing a poem mixed with an oniric painting.
Puzzles are really good and also has interesting characters.
Very enjoyable.

8 de 10***2007-05-02 on Steam, by Funcom (lang: eng)
2009-09-17 on GoG.com, by Funcom (lang: eng)***Also published by [i]Micro Application[/i]***[b]Minimum:[/b]
* Windows 95 or 98
* Pentium 166 MHz MMX CPU
* 32 MB RAM
* 2 MB VRAM
* 640x480x16 SVGA GPU
* 300 MB free HD space
* 4X CD-ROM drive

[b]Recommended:[/b]
* Pentium II 266 MHz
* 64 MB RAM
* 4 MB VRAM
* 3D accelerator (D3D)
* 1 GB free HD space
* 8X CD-ROM drive***Between science and magic, between order and chaos, between Stark and Arcadia, there is an ancient Balance.

For thousands of years, this Balance has weighted the scales of the cosmos evenly, ensuring harmony between the twin worlds.

But now, in an age of great turmoil, chaos threatens to turn the scales and bring our most terrifying dreams to life.

The Guardian of the Balance has abandoned his throne...

The armies of the Vanguard are advancing...

A storm is coming...

And the fate of the worlds is in the hands of one person.

Her name is April. She is a Shifter. The power to walk between worlds is within her grasp, and her destiny is foretold in a hundred tales. But the tides of Chaos gain momentum with every passing second, and those who would be gods will not stand idly by. How, then, can one person prevail against impossible odds...

April's future is shrouded in a veil of mystery, and the journey ahead is treacherous and winding.

A journey not only through twin worlds, but into her own heart and soul.

This is the longest journey of them all.

Features

* "The Longest journey" is an epic 3D adventure spanning over one hundred and fifty locations across two distinct and detailed worlds
* Immerse yourself in an exciting and original storyline, interact with over fifty unique characters, enjoy more than 30 minutes of high-resolution video, and solve a huge variety of story-oriented puzzles
* More than fifty hours of playing time!
* "The Longest Journey" features a stunning mix of 2D and 3D high-resolution graphics in both 16- and 32-bit colour, and supports Microsoft Direct3D(tm) compatible accelerator cards.
* Skeletal animation system uses real-time interpolation and motion-captured data combined with highly detailed 3D characters for a smooth and life-like experience.
[Box blurb]***The game demo and complete soundtrack are available from the game website.
Soundtrack: http://www.longestjourney.com/download/music/
Demo: http://www.longestjourney.com/download/demo/
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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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AquaNox 2: Revelation JoWood Productions (Massive Development)2003While Emerald Flint and his companions get mixed up in an upcoming political conflict in Neopolis, we're telling you a completely different story, about completely different people. In the not too distant future the two stories will mingle, but until then terrible trials and tribulations will have a firm grip on Aqua. You are William Drake, a young and still inexperienced freighter pilot with a tragic past. Your job as a freighter pilot in the northern Tornado Zone does not satisfy you. One day you decide to give up your monotonous life. In the merciless and glittering world of Aqua you are searching for new tasks and, of course, adventures. Strange people, dangerous people will cross your path, and you will have to learn who is friend and who is foe.***[b]Minimum:[/b]
* Windows 98, ME, 2000 or XP
* Pentium/Athlon 750 MHz CPU
* 32 MB VRAM
* 128 MB RAM (256 MB on 2000/XP)
* 1 GB free HD space

[b]Recommended:[/b]
* Pentium/Athlon 1 GHz CPU
* 256 MB RAM
* 64 MB VRAM***AQUANOX 2: REVELATION is a new story of the underwater world Aqua. In 2666 a young freighter pilot called William Drake sets out to search for the heritage of a mythical ancestor. He is looking for adventure - and finds greed, ruthlessness, merciless hatred ... and also unexpected help. But very soon he has to realize that he is not the only one hunting for his ancestor's legendary treasure.

AQUANOX 2: REVELATION chases the player through high-energy action and sinister underwater cities. A gripping story, striking characters and the overwhelming architecture of the underwater world are framed by an ingenious user interface. Bonus objectives as well as hidden bonus weaponry guarantee each missions' replayability. Tactics and patience complement the fast-paced dogfights. The player becomes a member of a group of eight mercenaries crossing the oceans. The crew is crammed together in the claustrophobic atmosphere of a freighter: Always on the lookout for loot and the legendary treasure... and always afraid they themselves might become the victims of their unknown enemies.

* Mission based action underwater roadmovie with stunning and violent individual and teambased combat
* Superbly crafts 3D graphics in a real-time, richly rendered underwater world using the "krass" - engine
* Atmospheric 3D soundtrack and music
[JoWooD]
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BioShock 2K Games (2K Boston;2K Australia)2007Una ambientación y estética únicas en una especie ciudad sumergida art decó, que presenta una acción directa con el doble uso de armas y plásmidos y una historia que baila entre la nostalgia y lo grotesco.
Además tiene una dosis de elección muy superior a un juego de acción al uso.

8 de 10***[b]flash[/b] - used for the map at least.***2007-08-21 as boxed
2007-08-24 on Steam***Both the full game and the demo use SecuROM 7.x copy protection. SecuROM is used to enforce CD-in-drive, enforce an online activation, to damage the data on the CD to try to prevent coping it, and was for a much hated "installation limit" that prevented more than 3 install [i][b]attempts[/b][/i]. The geniuses at 2k game didn't want people installing the product on multiple PCs simultaneously and figured that limiting attempts would do the trick. Ingoring the fact that the CD-in-drive restriction already prevents multiple installations from running simultaneously. In reality, it caused the game to be uninstallable if the install process was abandon 3 times (due to errors, or failed requirements such as HD space, or just someone changing their mind). It also forbid reinstallation in cases of a crashed PC or transfer to new computer or in cases of system restore. Any finally, it was possible to successfully install 3 copies on 3 PCs simultaneously, this restriction failed in its purpose! After much complaint, 2k games announced, "Good news! As promised, all activation restrictions, including install limits, have been removed from BioShock PC as of today. You don't have to patch or install anything for this to go into effect for your copy of BioShock – it's already done! " [b]This is NOT and announcement of removal of SecuROM![/b] 2kgames later said "Our other methods of copy protection remain. You will still have to activate your copy, and you will still need to keep the disc in the drive. SecuROM has not been removed" So the cpremoved tag does not yet apply.
[Zerothis]***[quote]No encounter ever plays out the same way twice. No two gamers will ever play BioShock the same way.[/quote]
This is because the game has quite rapid respawn rate (enough rapid to be irritating and making the game into forced slugfest), causing encounters to happen even if not wanted and the creatures wander around aimlessly through the levels with apparently nothing to do. They sometimes huddle over corpses as if there was something interesting there, but there really isn't (I had scavenged all valuables from those corpses long ago).

Though I have to admit that I [i]did[/i] play it on the hardest difficulty, so maybe that's (the rapid respawn) the only way they could think of how to make it more difficult. Didn't have much chance for stealth or alternative approaches when the guys were running everywhere.

Although it was advertized that munitions were supposedly scarce, I never really ran out of them, actually I was almost constantly maxed, except in the particular weapon I had taken a liking of and after fighting swarms and swarms of suddenly script-spawning enemies or after fighting a Big Daddy (they really can take a beating).

The only ways this game is better than Quake 4, Doom 3 or the like is that it's more free roaming (though there's very little use for it), has conversations and some sort of plot twists as well as the light RPG-ness in form of weapon and plasmid upgrades.

The number of choices of approach are quite limited actually, either you shoot them or you.. well.. shoot them. Sneaking past them is usually impossible, or simply just ridiculously difficult opposed to just shooting them and the game has too many scripted sequences where you have to shoot them regardless of how you wanted to do it.

The reliance on scripted sequences for variance is too old, but gives stronger story (scripted sequences are required to have a story, but the use of them outside it is not very good). Some of the things that happened were also very retro FPS-like, for example the one case where I picked up a new gun and swarms of new Mobs were spawned so I could "test it out".

Sad little game in that regard, but can be fun if you ignore all that.

On the confrontation with Ryan, I heard a rather poor explanation for it once (if I remember it correctly, they simply assumed Ryan was raving mad). My own interpretation of it, however, is different.
[spoiler=Show;Hide]Ryan first demonstrates the protagonist's dilemma, he's been "programmed" to follow orders of others, with key words activating certain behaviour and in this case, simple "please" would force the protagonist to do as was asked. Protagonist ridiculously follows Ryan's brief orders ("turn around", "run", etc.) followed by "please", until finally Ryan gives him a golf club and tells the protagonist to "kill" (please), while the protagonist is beating him to death, Ryan solemnly repeats a motto: "Man chooses, slave obeys." which he had said earlier (IIRC). This is where some might think Ryan is insane, however, to me he seems idealistic or something that the protagonist is not a slave as he was made to be (which he also demonstrated with his earlier commands), but a free man, able to choose his own actions. Unfortunately, the protagonist is unable to break through the "programming" (mind control) and finally kills Ryan.[/spoiler]***BioShock is a shooter unlike any you've ever played, loaded with weapons and tactics never seen. You'll have a complete arsenal at your disposal from simple revolvers to grenade launchers and chemical throwers, but you'll also be forced to genetically modify your DNA to create an even more deadly weapon: you. Injectable plasmids give you super human powers: blast electrical currents into water to electrocute multiple enemies, or freeze them solid and obliterate them with the swing of a wrench.

No encounter ever plays out the same, and no two gamers will play the game the same way.

* Biologically modify your body: send fire storming from your fingertips and unleash a swarm of killer hornets hatched from the veins in your arms.
* Hack devices and systems, upgrade your weapons and craft new ammo variants.
* Turn everything into a weapon: the environment, your body, fire and water, and even your worst enemies.
* Explore an incredible and unique art deco world hidden deep under the ocean.
[Valve]***[b]Minimum requirements:[/b]
* Windows XP or Vista
* 2.4 GHz Pentium IV CPU
* 1 GB RAM
* 128 MB VRAM (GeForce 6600 or Radeon X1300)
* 8 GB free HD space

[i]Note: Game requires Internet connection for activation[/i]

[b]Recommended:[/b]
* Core 2 Duo CPU
* 2 GB RAM
* 512 MB VRAM (GeForce 7900 GT for DX9, GeForce 8600 for DX10)***BioShock is the "genetically enhanced" first person shooter that lets you do things never before possible in the genre: turn everything into a weapon, biologically mod your body with plasmids, hack devices and systems, upgrade your weapons and craft new ammo variants, and experiment with different battle techniques in an incredible and unique underwater city.

You are a cast-away in Rapture, an underwater Utopia torn apart by civil war. Caught between powerful forces, and hunted down by genetically modified "splicers" and deadly security systems, you have to come to grips with a deadly, mysterious world filled with powerful technology and fascinating characters. No encounter ever plays out the same, and no two gamers will play the game the same way.

BioShock is loaded with some of greatest, most modifiable weapons to ever blast their way into a shooter. But guns alone won't be enough to defeat the devious AIs of Rapture. There are literally hundreds of other strategies players can use to take out his enemies. Here's just a few things you can do a foe:

* Catch his Grenades in Mid Air and Toss Them Back at Him
* Freeze Him Solid and Shatter Him with Smack of your Wrench
* Lead him and his comrades to water and Zap them all with 1000 Volts
* Burn Him Up With Home-Made Molotov Cocktails
* Booby Trap Healing Machines and Watch Them Blow up IN his Face
* Brainwash Him to Become Your Personal BodyGuard
* Invent your own Ammo Types to Prey on his Vulnerabilities
* Turn his own Security System Against Him
* Light Him on Fire and Launch Heat Seeking Missiles At him
* Torment Him with Plagues of Insects
* Take Research Photos of Him to Learn his Weaknesses
* Send Him Flying into the Ceiling to Knock him Senseless

No encounter ever plays out the same way twice. No two gamers will ever play BioShock the same way.
[2K Games]***In the middle of the north Atlantic, a lighthouse juts out of the water. Inside waits a rusted bathysphere, which takes you deep under the ocean to Rapture, a city sprawling along the sea floor.

A man named Andrew Ryan, a former Soviet citizen, built the city in 1946, and the society was envisioned as the ultimate capitalistic and individualist paradise, with the elite achieving for themselves, rather than for the whole. Protected by a network of giant sea walls and consisting of a cluster of enormous skyscraper-shaped hive towers, Rapture was designed to be entirely self-supporting, with all of its electricity, food production, water purification and defense systems powered by volcanic vents at the bottom of the ocean.

At one point Rapture's population numbered several thousand at its peak during the early 1960s, composed of those people Ryan viewed as the best examples of mankind. A large and tiered economy grew among the people, with different quality products catering to different levels of the society.

The grand Art Deco architecture is at once futuristic and archaic, but as you step into Rapture, you find the city a shell of itself. The walls are crumbling and the ocean is seeping in. The hallways are littered with corpses, those who were once the best and brightest of the world above are now mutated and mad, roaming the corridors and waiting to ambush you at every turn.
[2K Games]
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BioShock 2 2K Games (2K Marin;Digital Extremes;Arkane Studios)2010Una acción con fuerte carga en la personalización, que mejora respecto al primero en:
-Uso de plásmidos: ahora mucho más dinámico junto con las armas.
-Protagonista: Se define por sí solo.
-Multijugador: Aunque los modos no son ninguna novedad, el uso de trampas y de plásmidos cambia completamente la forma de jugar.

Rapture nunca tuvo tanta vida.

8 de 10***Set approximately 10 years after the events of the original BioShock, the halls of Rapture once again echo with sins of the past. Along the Atlantic coastline, a monster has been snatching little girls and bringing them back to the undersea city of Rapture. Players step into the boots of the most iconic denizen of Rapture, the Big Daddy, as they travel through the decrepit and beautiful fallen city, chasing an unseen foe in search of answers and their own survival.

Multiplayer in BioShock 2 will provide a rich prequel experience that expands the origins of the BioShock fiction. Set during the fall of Rapture, players assume the role of a Plasmid test subject for Sinclair Solutions, a premier provider of Plasmids and Tonics in the underwater city of Rapture that was first explored in the original BioShock. Players will need to use all the elements of the BioShock toolset to survive, as the full depth of the BioShock experience is refined and transformed into a unique multiplayer experience that can only be found in Rapture.***The story is not directly related to the first BioShock game and therefore this is not eligible for any story succession relations (sequel, prequel, etc.).***[b]Minimum:[/b]
* Windows XP, Vista or 7
* Pentium IV 530 (3 GHz) or Athlon 64 3800+ (2.4 GHz) CPU
* 2 GB RAM
* 256 MB VRAM
* GeForce 7800GT or Radeon X1900 GPU
* 11 GB HD space

[b]Recommended:[/b]
* Core 2 Duo E6420 (2.13 GHz) or Athlon 64 X2 5200+ (2.6 GHz) CPU
* 3 GB RAM
* 512 MB RAM
* GeForce 8800GT or Radeon HD4830 GPU
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Cargo – The Quest for Gravity bitComposer Games;Viva Media (Ice-pick Lodge)2011The Gods haven’t looked too kindly on humanity and Earth, as we know it, has been reduced to a group of island archipelagos, populated by "BUDDIES" – pint-sized creatures, unbound by gravity’s forces and free to float and frolic at their own whim and leisure.

The Gods have given the BUDDIES free reign over these colorful islands for their own willy-nilly, topsy turvy pleasure. But, there is a way to stop them ....FUN is the secret ingredient that will ground the BUDDIES and return gravity to Earth.

As one of Earth’s last human survivors, it’s up to you to dish out a healthy dose of amusement to restore order on Earth.

Do you have what it takes to outwit the BUDDIES and win back the favor of the Gods?

Key Features:
* Packed with unique and innovative physics-driven gameplay that offers multiple solutions to each mission; not to mention an unlimited sandbox mode!
* Explore a wide variety landscapes and locations including flying islands, large underwater environments, and numerous interiors. Changing seasons offer a dynamic effect on gameplay.
* Loads of different parts & components that can be assembled to create crazy yet functional vehicles
* Use your own music to create a personalized game soundtrack
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Dex  Dreadlocks2015 labelimageminimize
SOMA Frictional Games2015This is a sci-fi horror game from the creators of Amnesia: The Dark Descent. It is an unsettling story about identity, consciousness, and what it means to be human. The radio is dead, food is running out, and the machines have started to think they are people. Underwater facility PATHOS-II has suffered an intolerable isolation and we’re going to have to make some tough decisions. What can be done? What makes sense? What is left to fight for? Enter the world of SOMA and face horrors buried deep beneath the ocean waves. Delve through locked terminals and secret documents to uncover the truth behind the chaos. Seek out the last remaining inhabitants and take part in the events that will ultimately shape the fate of the station. But be careful, danger lurks in every corner: corrupted humans, twisted creatures, insane robots, and even an inscrutable omnipresent A.I. You will need to figure out how to deal with each one of them. Just remember there’s no fighting back, either you outsmart your enemies or you get ready to run. In Dec/2017, a Safe Mode option was added for players not to get attacked by monsters as the most popular fan mod was a similar "Wuss Mode".***
[100]***
[12]***[spoiler=Show monster mechanics;Hide]Several of the monsters operate via odd sensory system where they account for Sound for noticing you in places where they don't have line of sight to, but their primary method of actually detecting is You detecting them. In effect, you can avoid them by going into a corner where they won't likely walk into, and turning to stare at the wall. It doesn't matter if you're in plain sight, because it's Your sight that matters. It's like they're remotely jacking in o your vision. You can even just happily walk past them as long as you don't look at them At All. This works only on early monsters, the later ones have their faculties properly attached.[/spoiler]
[spoiler=Show spoiler tag info;Hide]Sound cues – required because you're not allowed to actually Look at the monsters much, but you have to judge their position and intentions based on the sounds they make.[/spoiler]

Soma may refer to somatotropin, a growth hormone produced by human pituitary gland which promotes cell reproduction and regeneration.***[media=youtube]syhcF0Mx0j0[/media]
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Seraph Dreadbit20162016-04-26 Steam Early Access started labelimageminimize
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