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"Life is either a daring adventure or nothing at all."

Dark Souls II feels like playing football with a personal, worn-in, comfortable mitt, only the rules in the game have been there a bit tweaked. Anyone concerned the sequel might lead again for the issues for point a wider market could sleep easy tonight – Dark Souls II is every smart as punishing, challenging, and at last rewarding as the 2011 predecessor. The original initiatives for both single-player exploration and improving and tormenting added in multiplayer don’t always quite click, but plenty of do to make that a exceptional entertainment then a overwhelming challenge.

As a man that gained both "To Link the Flames" and "Gloom Lord" endgame Achievements in the primary Dark Souls, I have no waste in admitting to Dark Souls II left me down countless times throughout the massive, 60-hour journey. But like the original, no end was forever with vain. Every time of failure showed me more precisely Dark Souls II production that helped us advance. From learning to exploit enemy attack relationships to pluck up the signals of environmental catches, the shrill difficulty almost never felt insurmountable.

I answer “about” because developer From Software made for a slight too far with a penalty that minimize the maximum HP when you die. This could be offset by using a Soul Effigy, except those pieces are little with greatly between in the young half the work. While undoubtedly a hardcore feature, I found it frustrating because it slightly stifled my urge to examine the world with a fear of being too harshly penalized for bankruptcy. Correct, that technique is similar to how it was happening Demon's Souls, but I'm a significantly bigger puff of just how the original Dark realized it.

But I drove over then became rewarded for it, because the sprawling and different world of Dark Souls II proves to be ready for non-linear exploration. One of my favorite elements suggestions that you have always at least a few different directions from the world your fingertips. Placed in haunted dock full of fire-wielding marauders? So, you can work your way drink a fit and find a tomb full of talking rats. Can’t move beyond a particularly tricky boss? Maybe move down another way to the Shaded Woods rather, and go back once you've turned up.

The world of Drangelic is substantial and completed with a large variety of different locales. You'll travel between crumbling seaside kingdoms to marshes layered with solid cover of poison to what feels like the intestines of anguish itself. While the class in room to help wrestle with examine is great, the world of Dark Souls II lacks a certain cohesion that was present in the original. 2011's picture of Lordran handled it been sense in the geographic sense -- no matter how fantastical the deciding got, everything seemed to well together naturally. With the class here and the ability to fast go on a whim, Dark Souls II feels more like a substantial collection of levels than a single real free world.

Despite that break, it is definitely a nice world to see. Dark Souls II's updated engine stresses the function of lighting in exploration. The game looks gorgeous when you're wandering around outside in the naturally lit location, or taking about a torch. At any bonfire, you can choose to remove your screen in favor of lighting a torch. Not simply make having a flame in your hand illuminate dark corners, but some opponents will shrink in terror before your light. A choice that makes like a visible impression is awesome, but oddly enough, the torch forms a novel tradeoff. Do you want to perform it innocent with carry a shield, or risk collapse and make a more visually interesting experience?

Yet these simple conundrums don’t take away from now the way great that believes to join in Dark Souls II. It builds upon the challenge, scope, and mystery from the fundamental with a lot of different impressive ways. While that appears good with 360 and PS3, that particularly gorgeous on COMPUTER. The advanced textures, pale, and adolescent environmental effects such as way the wind whips from the grass make it one of the most visually impressive games I've ever played.

One of the major difference to the way that earth do is the expanded fast-travel system. While fast travel is available with first, you don't unlock it until so over halfway done. Here Dark Souls II, fast travel between any bonfire you've kindled is unlocked just from the get-go. I can't focus on how large it is to be able to hop around the place at my leisure. The lone home the counterproductive is when you have to warp back to the switch area whenever you want to exchange souls for stat upgrades. That annoying and excessive step leads to a good piece of wasted time. Some can like the idea that this seems like a throwback to the association from the creative Demon's Souls, but it definitely really feel like among those “two measures forward, a single move backward” moments. Most of that question is alleviated on COMPUTER, where the load period are considerably shorter than to of 360 and PS3, but the fundamental problem still lives around most three platforms.

Oh, also think of the way awful the frame rate got back from the novel when you entered Blighttown? Dark Souls II works in a steady 30 frames per minute throughout the entire war without a delay, or approximately 60 on COMPUTER. Level here sections brimming with opponents with environmental interactions, the game never slows down, want to you’ll never have anyone responsible instead of a “You Died” screen other than yourself.

Linking ahead with other participants online changes the design of comedy in some really fascinating and challenging different roads. Dark Souls II builds on the same excellent foundation of desire whether you want to invade other players' activity and troll them with problems, or tolerate the good option and support them at home especially difficult battles.

The purpose of Agreements is also expanded and elected great using for multiplayer. For example, fixing the Rat Covenant offered everyone the progress of an ancient tomb, including jurisdiction of where to put poison pools, enemy rats, and other devious booby traps for your following non-Rat Covenant player that happens by to deal with. Think Tecmo’s Lies, and you’re very near the new characteristics to By Software has created here. It is an extremely satisfying way to show our inner evil genius. elamigosedition.com/

Combat now present is similar to the original – a strong emphasis is added to patience, learning enemy orders, and being able to bar or avoid at a instant’s notice. Minor tweaks are current – magic feels a little underpowered now all around, with the spelling necessary for parrying feels more rigorous – but fighting throughout the world is still the immensely satisfying experience. Every encounter is a small puzzle now of itself, and also the opponents with Dark Souls II are some of the strongest products From Soft’s ever created. Mummified knights who can actually defend and parry provide stiff early-game challenges. Massive armored turtles slowly stomp towards you with risk, forcing that you treat your agility to beat the natural vigor. And massive trolls with minor creatures riding atop them necessitate control the range with bright, calculated strikes. The chock full of challenge and sort.

Iconic bosses and offer a ton of memorable minutes of tenderness and grief that eventually become triumph. They don’t have very the same influence since those in the first Dark Souls, yet to be just, that’s maybe as I stayed plan for that kind of challenge they were going to place in us. There are certainly standouts. The Looking glass Knight, for example, is an amazingly tough fight agreed on a gorgeous structure, with elements some excellent exciting uses of multiplayer with Different Sport Plus. They’re fantastic surprises I don't spoil for you.

System requirements

Recommended: Core i3 3.10 GHz 4 GB RAM graphic card 1 GB (GeForce GTX 465 or better) 14 GB HDD Windows XP(SP3)/Vista(SP2)/7(SP1)/8

If you happen surprise, The Sims 2 is a great sequel and a great tough into a unique claim, then this recommendable to nearly anyone. For some, mainly the devoted waves of which receive benefited from the first game's open-ended gameplay, which was about containing the times of sovereign little computer people, this is all that really must be said. But looking at the Sims 2 is the sequel to what is reportedly the most successful computer game forever (and that's not counting its many expansion packs), the new game almost seems like a victim of its success. Yes, that creates lots of new appears that will increase the gameplay which was so common in the original game, but it makes drastically refresh it. It also features plenty of choices to compete with, but it seems like it could've used more content. Then over, you can just declare which EA and Maxis are making sure the sport control room to grow with hope updates--and there's no denying that The Sims 2's additions will give dedicated fans on the series plenty of things to do.

In the many fundamental time, The Sims 2, like The Sims ahead of this, allows people make one or more "sims"--autonomous figures with unique personalities and needs. People and then make a virtual household of one or more sims (people arrive at determine whether they're roommates, partners, or parents) also walk them in a family with a area to stays often prebuilt or developed from scratch. Your sims interact with each other with their neighbors, children leave the house for school each day, and employed adults start out for effort toward earn a living in one of a variety of different career paths. But, the sequel includes several new opportunities, containing a increase neighborhood editor to allows you import custom capital by Maxis' own SimCity 4, if you have that activity installed. And, there are expanded building alternatives that will enabled anyone develop a much better house.

But the most important improvements within the modern sport are probably the enhancements made to the sims plus the tactics they play. While they nonetheless say certain personality types determined by the horoscopes and person characteristics like neatness, niceness, and playfulness (which you can still correct to ones taste), sims have some notable major new includes (some of which are more important than some other), like memories, customized appearances, genetics, times, with the new aspiration/fear system. Memories are making in significant occasions to take place with sims' lives, like making married, having a kid, or having a loved one pass away. Memories impact the sims' future behavior (still certainly not to any big degree), and they can be used to make out a customized neighborhood with its own background lie with image album if you're so inclined, though they don't add much more on the basic game.

The sequel and appears enhanced appearance editing applications that will enable you customize the sims' clothing, style with locks color, and also allowed people make several adjustments to their facial features. Oddly, the manager doesn't let you adjust your sims' top or the size (beyond making them "standard" or "weight"), but it, with the "body shop" utility, must enable most players basically re-create whatever characters they want to from the favorite TELEVISION events or show.

The appearance editors go in conjunction with genetics, which stands the ability to create a family of sims and figures this away further, though what you escape this extra story depends exclusively with what you put in this. Really, this new method allows sims pass on genetic information on their kids. As developing a new family, you can have the game randomly generate that family's children based on the parent's form with personality (then you can further change the child's form and personality however you like, if you wish). Relying on your own preferences, a person may learn yourself messing about with the genetics practice in additional means. You might try to carefully create a real-life couple or line to view what type of genetics they spread. Or, you could throw some alien DNA to the family tree to witness what happens, as The Sims 2 and permits you develop aliens from outer distance which you can marry away to humans, if that's what move the ship.

More important, sims hold their own relations ties (assuming you don't have any dramatic family squabbles), so if you decide to really hunker downstairs next develop away a expanded family, you can choose a carefully designed kind or knot of family members, permit them understand married, also permitted them own kids. You can then watch they get older and transfer to their own site. With since sims are still autonomous and try the lifetimes even without supervision, you can expect to later receive visits by doting grandparents (or mooching grandchildren, depending about whose household you decide to control). Again, like memories, these are features that will tell their rewards with the extra occasion with power people decide to spend on them.

In The Sims 2, the characters actually grow old and even die of aged time (or additional reasons, if you're into which type of event). Like with the new game, sims can and can die from neglect and extenuating circumstances, and if you're one of those sadistic players to enjoyed getting the sims suffer, you'll still be able to do this in the sequel. Though, if you're the person that might really get involved in your sims' lifestyle with background, a person can look at aging as a way to make a valuable and reported time for the sims. Sure, it could remove several times of play to mature a sim from a child to a senior citizen; yet, if you're really looking to create an entire life for the sims, you'll see that as chief citizens the characters will not simply look older, but will also look again with a long line of memories even a greater family tree completed with weddings and grandchildren just before they gradually pass away, to be mourned (or not) through their own teens. It could also be worthy of state that although you can go through different generations of your sims' families, the time amount of The Sims 2 never changes, so you won't notice any design or chronological chain. Which lives, you won't work through horse-drawn carriages to jalopies to modern-day sports cars--all the sims can still be watching plasma screen Box and engaging in SSX 3 on their home computers, irrespective regarding how several generations you've gone through.

And then over, a person could as well look at time as a problem, because The Sims 2's most important gameplay adding, the aspiration/fear system, may in fact improve your sims stave off old time. The new system gives your sims one of five aspirations from that to choose (in extra to their personalities, memories, and personal relationships), including building a family, making money, seeking information, experiencing love, before being popular. These objectives boil down to four simpler goals that live clearly displayed onscreen, along with three simple "fears." Each sim has an "aspiration meter" that charges up every time you achieve a target with tips out whenever the sims' worst fears are completed. These objectives may be as immediate as putting a party where all enjoys themselves, or if period because eventually winning another sim over like a companion or spouse. These fears can be comparably direct or extended, such as being eliminated from trying to make a romantic progress before getting shot by work.

If your sims realize enough fears, their faith meter empties out to the red and they go temporarily insane until a welcoming therapist usually shows up. In this period of time, they're completely indifferent to any tells a person can give them, and their loved ones may as well become distraught in the picture of them. However, if your sims successfully finish the objectives of (representing example) buying refrigerators and preparing best friends, they make "aspiration sites" to block up the meter, which successively becomes green, gold, then platinum--and the longer and more often that reaches platinum, the longer your sims remain "normal" young adults. Getting a new fridge might make people only +500 aspiration points, while making a best friend will earn you a great +3,500--you'll have to spend some thousand in order to go insane, and you'll have to earn several thousand more to help plug up your meter, though. In addition, you can really work aspiration points to buy very effective furnishings for your house, like a money tree to periodically grows extra money before a good electrical container that invigorates your sims and fulfills nearly all the needs. In addition, The Sims 2's career approach may be slightly increase. This even lets the sims follow a career path and get promoted by applying certain skills, but it now features brief text choices while you're on the job that will create or bust the sims' next promotion.

Brought together, the aim structure and occupation system provide some much directed, goal-oriented gameplay, surprisingly reminiscent of the challenging role-playing game, off things. These different elements not only increase variety to The Sims 2, but also deal with a universal complaint around the first game: exactly how it worked out offer any clear objectives or objectives beyond dutifully buying the sims to alleviate themselves when the "bladder" needs got out of hand. But handling this novel scheme to effectively create a family of fulfilled sims can be especially challenging since you must evaluate the marriages, the profession, the profits, also their spirits at the same time.

At least The Sims 2 is a bit more lenient on the sims' constantly depleting needs (hunger, fatigue, entertainment, and others), and so which you do not always have to get them to eat something, play a little, before speak to someone. The Sims 2's artificial intelligence is generally greater than that on the new match. The sims will probably take appropriate actions on their own and also to successfully construct the respect about obstacles. Still, like in the original game, they rarely own questions getting to where they're wanting to go and still need to be told of satisfying specific needs--just less often. This means you can still create a family of sims with very different personalities, then sit back and watch what sort of issues they get into, which might be entertaining for a while. The game allows a screenshot capture key that can be used to grab images for your neighborhood's story, and it also produces a cassette capture opportunity that lets you capture movies. And so if you're willing to invest the time with struggle, you can try to stop your home, like you would while filming with a BOX fixed, and pictures away.

The Sims 2 also includes enhanced devices to allowed people found custom-built firms with regions. Though buy manner, which allows you buy furnishings for your at home, is essentially much like which in the unique game, build mode is unique in to this enables you make a fabulous four-story home connected by various forms of stairways and surrounded by the courtyard with a patio. The area editor allows you include lines with drain lots, as well as city parks or shopping centers, that you can build available with phone booths, market stalls, restaurants, and other products, toward the custom districts. These and other features work also to that they achieved from the new game. Perhaps disappointingly, and aside from the bizarre frequency of garment with family furnishings inspired by Korean taste, the sequel offers about the same amount of happy to build points off because the first game did (without their expansion packs).

The Sims 2 isn't simply a retread from the opening game minus the expansions--since that appears the at-home parties of the House Party expansion backpack and also the out-of-house portions from the Hot Day expansion pack--but it's pretty obvious that this home have been kept straight for coming content updates. In the meantime, you can and use the in-game custom content browser to download new cases directly from the standard Web site (including products to Maxis has met, as well as fill to added fans get created using the run tools). Hopefully The Sims 2 can experience the same kind of thriving, content-creating community service because primary game did.

We received referred to that still, but The Sims 2 and seems great. The sequel is commanded by a good all-new 3D graphics engine so it seems much better than the first game completed. Then due to the game's expanded character customization options, your bespectacled, knit cap-wearing, cargo shorts-clad sims can seem more special than ever, even if they nonetheless control to clear but clean cartoon-style look to them which brings to mind the figures in the Sims console matches. Also like you'd expect, they're animated with lively, often humorous gestures. But, The Sims 2 seems to have about the same amount of interactive gestures, or perhaps a bit further, than to in the primary game (minus the extension packs). For those devoted fans to are used to using pets and transforming the cousins into frogs with a wave of a secret wand, this may be disappointing, although perhaps we'll find out new gestures in a future update. Unfortunately, the game seems to slow down a little in mid-range and even in pretty high-end systems with all the settings turned up, especially when there are a lot of sims onscreen and there's a lot going on (which is often when the game reaches their ideal). And like with the first competition then all of the expansions, The Sims 2's camera even scrolls sluggishly--perhaps this is some sort of clever inside joke, but it's unfortunate this still were fixed.

The Sims 2's sound is also great, though it's about what you'd expect from the Sims effect. The high-quality soundtrack by composer Mark Mothersbaugh (of Devo fame) seems to fit really so with the game as well as with the past activity in The Sims series. It has the same up, slightly ditzy feel that works being a large ironic counterpart for when your home is on fire and your sims are sometimes panicking or burning near overthrow as the Grim Reaper appears at, clipboard and cell phone at the ready. In fact, it could have come well out of another Sims product. While the audio doesn't break much further ground, that completely appropriate and pleasant regarding what it is. PC Games

Also, there's an all-new set of spoken "simlish," the significant gibberish style which sims speak, and while there's more of it than there is in The Sims, there are only a few specific voices for each age crowd. And since, when revealed, the new game has a good, but not overly impressive number of different gestures and dialogue options, it likewise has a decent variety of spoken simlish, then all it is right. As with the first up for, The Sims 2 has all-new sound for peripheral makeup and meetings, like shopkeepers, radio stops, with TV shows; these are, like the comparable simlish in earlier products, enthusiastic, believable, and seldom very funny. The Sims 2 tests to help conserve the same sort of slightly off-kilter humor the original game had, is actually the exemption of a few bland object pictures in the construct and buy modes, that mostly profitable wearing that hold.

Considering that The Sims 2 offers both the original gameplay on the main game with the new hope system, larger house shape, and greater person customization options, that incorporates a good-sized piece of attracting things to do. Yet, people may even get yourself wishing there was more to The Sims 2, especially if you've played through the original game and expansions. Hopefully future updates and district factors will stop things away. While it seems that The Sims 2's most major improvements will be many compelling and advantageous to the ones that were currently great fans on the previous game, that still a pretty accessible sport to currently offers more focused gameplay, if you want it. In short, The Sims 2 successfully took almost all that was good around the first brave also delivered it up a cut, and while you might want the sequel had gone a scratch or two higher overall, this still a great activity happening and involving itself.

Are you making tired of playing sport that don’t actually enable people enjoy? You know the ones I mean: they focus people defeat a slim path, don’t provide you very much autonomy with what we can do, with rely on cinematic set pieces to drive the demonstration. I become, with that’s why Dishonored is such a refreshing experience. This sees where games like Deus Past and BioShock went away, and positions choice ago in the sides of the participant.

As Corvo Attano, protector to an Empress, players find themselves into Dunwall, a grimy port town whose population has decimated by a rat-born plague. The an engineering establishing; a fishing village grown rich down the back of the whale oil that controls the city’s circuits. It’s besides a hive of corruption, political means and country grabbing, and this all approaches to the forefront when the Empress is eliminated, and Corvo sets revealed to get even her fall.

That vengeance could eliminate various forms. Unlike so many video game protagonists, Corvo is not pre-ordained to be a mass murderer. The whole game can be accomplished without killing just one person, so guards can be avoided or hit unconscious, and non-lethal options may be bargain for shooting targets.

Of course, if you want to slice a soft swathe across Dunwall, that’s appealed for very. Just be warned: killing your way towards the goal of the entertainment has numerous ramifications. More dead bodies way more rats and more guards, also a darker overall conclusion.

If you’re something like everyone while, you’ll likely win a good approach that’s somewhere in the middle – at least for the first play-through. Whatever you figure out, the mechanics become highly flexible with each setting has been designed to allow players multiple opportunities for achieving any one goal.

By way of example, in one mission Corvo takes a couple targets to take off in the brothel, but there is, certainly, an alternative to eliminating them. If you can get another guests in the development and have him to quit the code regarding the safe, you can then provide this value to a atmosphere in the Distillery Quarter and he’ll do both your targets disappear. In my head playthrough, I got the signs, but spread and eliminated both the targets anyway, and then seized the contents of the sound for myself.

These type of options make missions much more engaging than if persons were just charged with the standard 'go here, kill this' objectives. That said, that actually the second to flash gameplay choices that make Dishonored so compelling.

What happens, for case, if you need to get past a 'wall of light'? These electrified gateways are established throughout the area and will fry something that’s not authorised to adopt over them. You might be able to avoid this with rising up on to the rooftops and traversing about, or use the possession power to scurry through a drainage pipe as a rat and get on the new area. On the other hand you could handle the gateway itself by removing the whale oil tank that’s powering it, or hack to the procedure with switch that. This past option is perhaps the most entertaining, as it means you’re now able to march over, yet any guards which give chase will be instantly incinerated.

The talk to people select will at least partially be determined by how you've customised Corvo, then these alternatives are incredibly powerful. Each of the game's ten powers can be unlocked in any order (with Blink), with each can be improved. Runes hidden through the world are the currency for unlocking and update powers, and that search is brilliant pleasure hip then involving itself. For the key play in, I focused on functioning and levelling up a few primary powers: Blink, Night Imagination and Agility.

Blink is a limited range teleport that’s handy for encouraging from cover to guard, getting the jump on opponents and range buildings. Dark Vision lets players see enemy travels through walls, and also highlights other significant articles in the planet. Agility, on the other hand, is a passive country that increases jump peak and movements hurry, and cuts fall damage. As you can realize, I chose for agility and stealth above all else.

To further increase my pet burglar-like skills, I also used money upgrading the boots for quieter change, and activated perks – by the sport hidden bone charms - to drastically reduce the time it will take to fill the opponent, as well as to foster my group race with stealth mode and while carrying corpses.

You may well choose completely different facilities and bonuses. If you’re combat-focused, whirlwind sends enemies flying and is really real, being is slow time, that in fact freezes point while fully turned up. While several powers are more valuable than others, this a good selection with complete pleasure to experiment with. They're backed ahead in additional traditional weapons: crossbow, pistol, grenades, spring razor, and so on, and these could most happened upgraded too.

Dishonored’s nine missions become all very unique. You’ll enroll in a league festival in disguise, scale a link, running away from prison, stroll through flooded slums and shoot across rooftops. You'll take job in the duel, conduct an unconscious man through a gauntlet of opponents then determine whether or not to become a torturer. Each mission is designed as a sandbox, allowing players to utilise whatever approach they want, and if you’re anything like us, you’ll take your time, getting the rest of the rest, discovering alternate routes, hearing now about conversations, drawing in optional objectives, looking for solutions and display, and generally only enjoying.

Players that really work time to enjoy the experience are rewarded besides. The added runes, bone attractions with wealth you get, the further you can enhance and upgrade your appeal, along with the much more bad-ass you’ll become. In fact, with the past couple of missions I happened about as well deep; able to track, block and destroy with ease. Good business there are rigid with further hard difficulty sites to attempt on, which ramp up the perceptiveness of adversaries and improve the general challenge.

It’s and worth seeing to using shown the actual targets in every single mission can generally be a bit of a disappointment. In virtually all cases you’ve got a serious edge over them – regardless of how seriously guarded they happen. That’s not much of a package breaker, but, because Dishonored is really about pursuit and experimentation up to the stop goal. This is among those activities where you’ll save often, reloading again and again to try different methods, before you find both gameplay vignette just right.

Even though the odds are very much in your favor (on average difficulty at least), the gameplay evolves nicely with the piece. New parties and enemy forms are presented, that support turn in the feel and bring in new problem. One mission in particular pits Corvo against enemies that aren’t so quickly outmanoeuvred, and a great touch, even though I’d have enjoyed to note that sub-story pushed a miniature further.

In fact, which goes for a lot of the game. The a fascinating world with a wonderful cast, not to mention an interesting overarching tension between mystical pagan appeal and industrialisation, but these elements never really feel like they visit fruition. The experience is engrossing from start to finish, however.

A person could have several little issues with the controls. Climbing ledges - particularly when getting out of drinking water - sometimes isn't as clean as it could be. The mechanic for sneaking up on securities and getting them from late can be a little temperamental too - nothing worse than coming up driving a guard and frustrating instead of grabbing. This also a little disappointing that the well-implemented first one perspective doesn't go to keeping objects, that really hover with break, in total difference to using weapons, states and knocking guards out. Oh, and you'll come across a few invisible walls from the sport area, too, which is a bit of a shame, but maybe unavoidable. None of the items are deal breakers, as Dishonored is very much a joy to sport.

It's also one of the prettiest sports of recent years. The artwork government is nobody short of incredible, and this met with a visual aesthetic that makes the world seem like a oil painting with motion. Dishonored isn’t competing in details; it’s constrained through low textures, intelligent use of shades and contrast, and striking lighting. From terraced downtown streets to commercial warehouses, menacing fortresses to regal palaces, the Victorian England meets City 17 meets whalepunk. The character modelling is excellent too, even if the facial animations may be top... plus the oddly oversized hands could be smaller.

As is becoming standard, PC owners are in for the largest visual treat. Dishonored does look excellent on console - I concluded this happening Xbox 360, and then led once again with PS3, and thoroughly enjoyed performing in both. A person can discover minor frame rate makes then a modest tearing, but nobody that could really take away from the gameplay. That said, that significantly better-looking with a modern PC, so that should be the software of choice for participants that have the option. Games Download

System requirements

Recommended: Quad Core i5 2.4 GHz 4 GB RAM graphic card 768 MB (GeForce 8800 GTX or better) 9 GB HDD Vista/7

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