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The Elder Scrolls Online teases Update 4 with Upper Craglorn, the Serpent Trial and more

Posted by Shark (Admins) at Aug 15 2014, 11:15 AM. 0 comments

The dye has barely dried on The Elder Scrolls Online Update 3, yet a preview for the next one is already making the rounds on YouTube. TESO Update 4 will offer new quests and delves, challenge players to test their might in the Dragonstar Arena and finally open the doors to Upper Craglorn.

"The mysterious tale of Craglorn continues as you and your friends explore a new region of the Adventure Zone and take on the new Trial that awaits you there," ZeniMax Online revealed. "You’ll also find a new kind of challenge for your group: the Dragonstar Arena is ready to put the toughest heroes to the test." Craglorn, you may recall, was rolled out back in May as a "rocky playground for Veteran-ranked heroes," with two 12-player raid challenges and high-quality rewards for topping the time-trial leaderboards.

Update 4 will also implement new quests, delves, Trials, "and much more," including, one would assume, a goodly number of bug fixes. Look for it to arrive in September.

Metal Gear Solid V: The Phantom Pain gameplay presentation shows the danger of horse manure

Posted by Shark (Admins) at Aug 15 2014, 11:14 AM. 0 comments

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Now that Metal Gear Solid V: The Phantom Pain has been confirmed for PC, we can indulge in gameplay footage knowing one day we'll walk in Snake's weary footsteps. The footage below was aired during a Gamescom livestream earlier this week, but thanks to YouTuber Shirrako it's available to those who missed it.

Anyone who caught the E3 2014 gameplay demonstration will be familiar with the Afghanistan setting shown below, but this time Snake approaches the base in a very different way. His strategies are amusingly ridiculous: need to distract oncoming traffic? Never mind, because leaving horse manure on the road will cause their jeep to crash! Need to get rid of the evidence? Well, attach a parachute to the jeep and send it flying into space! Never change, video games.

There's been no indication when to expect The Phantom Pain to release, but prologue Ground Zeroes is expected to release beforehand. As its already out on consoles, that shouldn't be too far away.

Guild Wars 2 fan video is superbly edited, unbelievably cheerful

Posted by Shark (Admins) at Aug 2 2014, 04:24 PM. 0 comments

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I sometimes forget how much time, effort and heart people will dedicate to a single game. Where I'll skim the ocean of my Steam library—fully aware that I'll one day drown—others live happily on the island of their chosen hobby. That dedication and belonging spills out of these games, too. There's fan art, fan videos, and yes, likely some questionable fan-fic. There's something joyous about that, especially when—as is the case of this amazing Guild Wars 2 fan-made video—it's backed by a catchy pop song.

The video warns of Living World – Season 1 spoilers. Of course, given that there is no possible way to go back and play that season, it probably doesn't matter.

I sometimes forget how much time, effort and heart people will dedicate to a single game. Where I'll skim the ocean of my Steam library—fully aware that I'll one day drown—others live happily on the island of their chosen hobby. That dedication and belonging spills out of these games, too. There's fan art, fan videos, and yes, likely some questionable fan-fic. There's something joyous about that, especially when—as is the case of this amazing Guild Wars 2 fan-made video—it's backed by a catchy pop song.

The video warns of Living World – Season 1 spoilers. Of course, given that there is no possible way to go back and play that season, it probably doesn't matter.

Over at Kotaku, where I first saw this, the video's creator, Gen Kim, appeared in the comments to explain the unusual choice of musical backing.

"My aim was to bring out the mass, pop-based appeal hidden in GW2," Kim writes. "I wasn't interested in setting stereotypical "epic fantasy" orchestral music. I went for a theme that contrasted visually rather than compared. I would say right off the bat that the song evokes lightheartedness and enjoyment of life, which fits with much of Guild Wars 2's gameplay and general atmosphere."

I actually agree. Guild Wars 2 is, at its heart, a game about cooperation and working together. There's an optimism to its story and setting—of triumph through pulling together. There is a pop vibe to proceedings—one that can sometimes tip into the unbearably saccharine. Of course, it probably just helps that I like the song.

The video is cut from various trailers, cutscenes and in-game videos. It's quite the impressive feat of editing. More importantly, it's just... nice. The whole thing makes me feel warm and happy. Gaming, both as a hobby and an industry, can sometimes feel bogged down in cynicism and empty hype. We could all use a little more sincere celebration.

Gen Kim's other GW2 video is more heavily focused on the game's first season of updates. As such, it gives off a slightly slower, darker vibe, if you prefer that sort of thing.

Thief: Deadly Shadows mod removes mid-mission loads, redesigns transition zones

Posted by Shark (Admins) at Aug 2 2014, 04:20 PM. 0 comments

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Here's a little something to get the taste of the recent Thief reboot out of your mouth. Industrious, possibly Hammerite modders have been working on a Gold mod for Deadly Shadows for a while now, which among other things removes the loading transitions that were a bit of an annoyance in the original game. While these haven't been excised from the tutorial or the between-mission city hub—and by 'excised' I mean the constituent map parts have been carefully stitched together—the nine main missions have been lovingly reworked. Thief 3 Gold has just left beta, if you want to try it out.

Thief 3 Gold goes beyond shoving map parts together, however: it also redesigns the bits where loading would have occurred, and makes it so that you don't have to nick the Widow Moira's inheritance on Expert difficulty, among other tweaks. 1.0 won't be the final version of the mod, obviously, but expect it to be integrated into Deadly Shadows' big Sneaky Upgrade mod eventually, which fixes a ton of issues with Eidos' hobbled Thief threequel.

Will Thief 4 receive the same care and attention sometime down the line? We can only hope. One quick fix that would make the game roughly 53.86% better would be to remove that abysmal Thief-Taker General character from the game.

Important stealth reminder: the excellent Dark Mod is now standalone.

League of Legends is testing new disciplinary measures for 'extreme toxicity'

Posted by Shark (Admins) at Jul 22 2014, 10:50 AM. 0 comments

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The League of Legends community has an unfortunate reputation, but Riot Games is eager to change it. Lead Designer of Social Systems Jeffrey Lin has tweeted that the studio will test new disciplinary measures today (July 21), with a view to introducing them permanently should they prove effective. Punishable offences include "intentional feeding, racism, death threats (and) homophobia."

"Today, players that show extreme toxicity (intentional feeding or racism, etc) will be instantly (banned for) 14 day or permabanned in #LeagueOfLegends," Linn wrote. If the one day test run works, the company will roll out the policy permanently. Linn later clarified the new rules - and the way they'll be enforced - in a Reddit thread.

"We'll be testing one server at a time in small doses to monitor the effectiveness of the system carefully and minimize false positives," Linn wrote. "All Riot regions will get the same test at some point in the future. Depending on the results of the tests, we'll be rolling this system out more permanently on all servers."

"In the past, we've avoided publicly naming and shaming players; however, we've learned in recent months that being transparent is extremely critical to the playerbase's trust in our systems, so we've decided to do a compromise. If players complain about unfair bans for this particular system (so, have a ban year code of 2500), we're going to be fully transparent and posting the chat logs that resulted in the ban."

Lin also said Riot is looking at introducing measures to punish leavers and AFKs (away from keyboard). It follows a rather awkward situation last month when two League of Legend Championship Series players were suspended for "extremely toxic behavior".

Dark Souls 2: Crown of the Sunken King DLC review

Posted by Shark (Admins) at Jul 22 2014, 10:49 AM. 0 comments

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The biggest criticism leveled at Dark Souls 2 was that it was too easy. Players who had spent hundreds of hours in the first game found that many of the same tactics worked in the sequel. Maybe you had to dodge left instead of right to get past the Pursuer’s sweeping arc, but generally speaking, the old tricks still worked.

I thought about this as I died—again—while playing Crown of the Sunken King, the first part of From Software’s three-piece downloadable content set. My old tricks failed time and time again, forcing me to relearn enemy patterns and try new tactics. For Dark Souls diehards, that’s a good thing, though you’ll have to slog through some drab environments.

Sunken King adds a new item to your inventory: a dragon claw with a cryptic clue in its description. That item should lead you to the new content area, grafted onto the Black Gulch, behind where players fight The Rotten. That means you can’t get into Sunken King until Dark Souls 2’s halfway point, and even then, you might want to hold off until you have better gear. Use the dragon claw at the new altar beyond the Rotten’s arena and you’ll be brought to the new area. If you drop a summon sign here but don’t own the DLC, you can still be summoned in as a phantom. Think of it as a demo.

That sinking feeling

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The new content is split into three areas, starting with Shulva, the Sanctum City. I cross narrow ledges, activating platforms to reach areas, and spend more time jumping than in the base game. It never approaches platformer status, but I like the new emphasis on verticality. Enemies attack from above or below more frequently than before, and some of the best secrets in the early areas are discovered by trying to access rooms far above the ground. There are new environmental dangers here, too, and a better focus on puzzles and switches.

Sunken King’s enemies are all brand new, too. The basic Sanctum Soldiers are so heavily-armored and tightly grouped that I quickly had to abandon my magic-based build for a sword-and-board approach so I could parry attacks and do more damage. There are insects that spit corrosive gas and are far easier to kill, and undead witches that are strong against dark damage. Massive, blind bipedal dragons guard a later bonfire, and take a tremendous amount of effort to kill. If I aggroed two at a time, one was guaranteed to chew on my bones.

Fighting these new enemies was genuinely difficult. Sanctum Knights start off incorporeal, immune to physical damage quick to hack through you with their dual blades. It wasn’t until I discovered how to make them substantial that I could take one more than one at a time, and any time I heard a new phantom baddie, I was genuinely fearful for my stash of souls.

A few of the new knights have movesets remarkably close to your own. Dodging, parrying, and blocking these warriors felt more like PvP duels than cutting down mindless zombies.

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Totally boss

Sunken King includes two new boss battles (three if you count an optional group of NPCs). Both are more creative than many of the basic game’s guardians, who were often melee-based and easy to dodge in the early game. I won’t spoil either fight, but I will point out that there are two NPC summons for each fight, which helps even the odds, and one battle takes place in front of one of the most beautiful areas From has ever designed.

Unfortunately, that’s one of only a few standout landmarks in Sunken King. Most of the content is played against grey, monochrome environments that wear down on you after repeated deaths. Aside from a few key moments, the drabness of these areas makes pushing through a slog. Early on, I was concerned that I wouldn’t even want to continue to the end. Dark Souls 2 has few moments that drag, but there were points in Sunken King where the momentum slows to a crawl.

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But I pushed through, and when the final boss was down—and the crown of the Sunken King sat upon my head—I had played through ten solid, satisfying hours of new Dark Souls. For the devoted, that’s a hell of a deal, and there are still two more chunks of content incoming, with even better-looking environments and a few new lore details. Sunken King won’t do anything to convince you to play Dark Souls 2 if you don’t already love it, but stays consistently challenging for even veteran players.


Price: $10/£8, $25/£20 for Season Pass
Release date: “Out now”
Publisher: Bandai Namco
Developer: From Software
Multiplayer: Online co-op and PvP
Link: www.darksoulsii.com

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