Friday, September 28, 2012

Borderlands 2 Game free......

Borderlands 2 Game free......


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Plot

The game begins with four new Vault Hunters (Axton, Maya, Salvador, and Zer0) lured into a trap by Handsome Jack aboard a booby-trapped train and left for dead amid a snowy, frozen landscape, only to be rescued by a Claptrap robot, who guides them to safety. Soon after, the Vault Hunters start receiving messages from the Guardian Angel who instructs them to help the Claptrap recover its lost vessel, and use it to travel to the city of Sanctuary to meet the members of a resistance movement opposing Handsome Jack's tyranny, led by Roland. Upon arriving at Sanctuary, the Vault Hunters learn that Roland is captured, so they must journey into bandit territory to recover him from a mass murderer known as the Firehawk.
It is revealed that the Firehawk is actually Lilith, a Siren and one of the original Vault Hunters. She does not have Roland in her possession, but informs the players that he has been captured by the Bloodshot, a local group of bandits. The new Vault Hunters break into the Bloodshot base and rescue Roland before he is abducted by the Hyperion and return with him to Sanctuary. There it is revealed that the second Vault contains a powerful creature called the Warrior, who according to legend it will obey the commands of whoever awakens it, and Handsome Jack intends to obtain it by making use of the same Vault Key of the first game, now in his possession. With assistance from demolitions expert Tiny Tina and Mordecai, the Vault Hunters ambush a train supposedly carrying the Vault Key. However, the train is a trap, containing the Hyperion Corporation's flagship robot, Wilhelm.
Successfully defeating the robot, a unique power core is found in its wreckage, which could potentially power Sanctuary's shields for an extended period of time. Upon inserting the power core, Handsome Jack uses the Guardian Angel to interface with the city's network through the core and shut down the shields, bombarding Sanctuary with mortars from his lunar base. Lilith is able to move Sanctuary to an external location with her powers, teleporting the player away from the city in the process. After raiding a Hyperion base for a lunar drop beacon, the Vault Hunters are able to fast travel back to the Sanctuary, now floating in the sky. The Guardian Angel contacts the heroes again, revealing that the Vault Key is being kept in a Hyperion base along with herself, with the best Hyperion security, weapons, and soldiers guarding them.
The Vault Hunters are tasked with obtaining the means to access the Hyperion base to obtain the Vault Key and prevent Jack from awakening the Warrior. First, they journey to the Hyperion Wildlife Exploitation Preserve to find programming upgrades for Claptrap that will allow it to slip past a barrier that would normally atomize all non-Hyperion entity passing through it (the Claptrap robots were originally made by Hyperion, but the Claptrap in Borderlands 2 is the last of them.) Next, they journey to bandit territory to enlist the help of the bandit leader Slab King, who is revealed to be Brick. Brick volunteers his bandits as soldiers to assist the assault on the base. The final preparation is a journey to the city of Opportunity to kill one of Handsome Jack's body doubles and create a forgery of his bio-metric signature and voice to bypass the security of the base's inner chamber guarding both the Guardian Angel and the Vault Key.
Assisted by the original Vault Hunters, the heroes enter successfully take over the base and reach the room where Angel is kept, just to find that she a Siren like Lilith and Maya whom Jack has been pumping full of Eridium to charge the Vault Key in a shorter amount of time than its normal 200 year charging cycle. It is also revealed that Angel is Handsome Jack's daughter. Jack sends robots to kill everyone but Angel in the room. The Vault Hunters repel the assault, and by Angel's request, destroy the machine where she was being held with Roland and Lilith's help. Soon after, Angel dies, but just before retrieving the Vault Key, an enraged Jack appears and kills Roland, before restraining Lilith, who uses her powers to teleport the other Vault Hunters back to Sanctuary, where they reconvene with Mordecai and Brick. Mordecai sends the Vault Hunters to another Hyperion facility to recover information pertaining to the location of the Warrior. After defeating another massive Hyperion robot (an extremely large "loader" robot called Saturn), the Vault Hunters retrieve the necessary information and set out to end the conflict once and for all.
The Vault Hunters have to fight through one last massive Hyperion base to reach the new Vault. They find Lilith, forced to use her powers to charge the Key against her will, and Handsome Jack. Jack attacks the Vault Hunters, wanting revenge for the death of his daughter, but the Vault Hunters overpower him. At that moment, the Key finishes charging, and Jack unlocks the Vault, summoning the Warrior, a massive dragon-like creature that appears to be made of lava and rock. The Vault Hunters fight and destroy the Warrior. Dying, Handsome Jack tries to argue that the Warrior could have brought peace to Pandora. The player(s) can damage and kill him at any time during his speech, but if they wait long enough, eventually Lilith will kill him. Lilith goes to remove the Vault Key from its slot in the ground, when suddenly the Key flashes. A map of the galaxy appears above, the symbol for the Vault (a circle with a "V" in it, seen on the game's box art and title screen) appearing on multiple worlds all across the galaxy.
After the credits, the player can journey through the world and finish missions they may have missed. If they return to Sanctuary and go to the Crimson Lance headquarters, they can find Mordecai, Lilith, and Brick upstairs talking about the future. Lilith insists they need to bury their dead and rebuild, while Brick calls "dibs" on hunting for the other Vaults.



Gameplay

Borderlands 2 builds upon the gameplay elements introduced in its predecessor. It is a first-person shooter that includes character-building elements found in role-playing games, leading Gearbox to call the game a "role-playing shooter." At the start of the game, players select one of four new characters, each with a unique special skill and with proficiencies with certain weapons. From then on, players take on quests assigned through non-player characters or bounty boards, each typically rewarding the player with experience points, money, and sometimes a reward item. Players earn experience by killing foes and completing in-game challenges (such as getting a certain number of kills using a specific type of weapon). As they gain levels from experience growth, players can then allocate skill points into a skill tree that features three distinct specializations of the base character. As with the first game, Borderlands 2 features a procedural-generated loot system, whereby weapons and other equipment dropped by foes, found in chests, or offered as quest items have numerous statistics that are generated randomly, affecting factors such as weapon damage, accuracy, magazine size, and added effects like elemental damage. Randy Pitchford, noting that the procedural system in the first game generated 17.75 million possible guns, claimed that the variation in Borderlands 2 is much larger.
Returning gameplay features from the first game will include the 3-branch skill trees, class-mods, and four-player online cooperative modes. New features include a more expansive and customizable weapons system, reworked four-seat drift-able vehicles and vehicle physics elements, and dynamic mission systems. For example, taking too much time to save a friend in a mission may result in their death and the failure of the mission, which will affect the story as the player progresses. Technically, the game world will be all connected, rather than loadable levels for each region, allowing accurate viewing of the entire world from a given point rather than the first game's premade "Skybox."
In addition, the artificial intelligence (AI) system has been reworked for the game. Non-enemies will populate the game world more often and will travel around different locations depending on the time. According to Gearbox VP Steve Gibson, enemy AI will encourage teamwork, such as flanking, as well as taking cover when wounded, though lower level enemies like Psychos will still embrace the mentality of, "Wow that's a gun! I want my face in front of it!". Shooting enemies will stun or cripple them depending on where they are shot, such as shooting a Hyperion robot's arms will cause the arms to fall off, impairing its damage-dealing capabilities. For a change, enemies will be intelligent enough to climb and traverse difficult terrain to pursue the player. Enemies will also be able to interact with each other. For example, certain enemies can heal their teammates, boost their shields for defense, or use them as shields to protect themselves



Characters



The first new character is a "gunzerker" named Salvador, who resembles Brick from the first game in abilities, but instead of using massive melee power to decimate enemies, Salvador can dual-wield any combination of guns. His skills can be upgraded so that he can throw multiple grenades at once, regenerate massive amounts of health and ammunition, or attract the attention of enemies with a double middle finger taunt.
The second character, a siren named Maya, has an ability called Phaselock which suspends and immobilizes enemies in midair and resembles Lilith from the first game in abilities. Her abilities revolve around the game's elements (fire, electricity, corrosion, explosions, and slag.) Her Phaselock can be upgraded to explode upon expiration or even convert enemies into temporary allies.
The third character, Axton, is a commando character who relies on turrets to decimate his enemies and resembles Roland in abilities. While most of his abilities are geared towards upgrading his turret, they are quite potent. Axton's turret can be armed with additional gun barrels, can detonate upon deployment, or stick to walls and ceilings. One particular skill tree allows two of the turrets to be deployed at once.
The final character, Zer0, is an assassin capable of creating a decoy of himself and becoming invisible for a short time. At the end of this process, he is then able to unleash a critical hit on an enemy with his sword or gun. He is skilled with sniper rifles and pistols, and is similar to Mordecai, one of the playable characters from the original Borderlands. His skills can be upgraded with emphasis on sniping or using his Deception ability as a primary method of damage-dealing.
The four player characters from the first game, Roland, Lilith, Brick, and Mordecai, all return in the form of NPCs that the new characters will encounter on Pandora, or in various missions. Non-playable characters like the Guardian Angel and Claptrap return to aid the player during quests. Characters from the first game such as Scooter the mechanic, Dr. Zed, and the insane archaeologist Patricia Tannis join new faces such as the cyborg Sir Hammerlock and Scooter's sister Ellie as quest giving characters.
In addition to Axton, Zer0, Maya and Salvador a fifth playable character was revealed at PAX East by Gearbox referred to as the "Mechromancer." The character, who is named Gaige, a red-headed cyborg that can summon a D374-TP ("Deathtrap" – a hulking, floating machine made of scrap parts), is currently in concept stage and Randy Pitchford stated that they would begin to work on her some time after the main game is completed "in a couple months." She will be released on October 16 and will be free to those who preordered the game from certain retailers, granting them access to the Premiere Club.



Awards (Reception)

Borderlands 2 received critical acclaim. Aggregating review websites GameRankings and Metacritic gave the PlayStation 3 version 92.12% and 92/100, and the PC version 90.71% and 89/100 and the Xbox 360 version 90.05% and 90/100. IGN awarded the game a 9.0 out of 10, praising the game's sense of humor, world structure, and RPG systems, while feeling disappointed by the game's lack of meaningful visual customization and the sharing of loot during co-op play. They stated that the game had roughly 30 hours of gameplay, and was worth playing multiple times. Game Informer gave the game a score of 9.75 out of 10, praising almost every aspect of the game, particularly the game's writing, regarded as some of the best in the video game industry. Its frequent references to pop culture and internet memes were the subject of both praise and criticism.






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Thursday, September 27, 2012

Mass Effect 3 New Game. It's free........

Mass Effect 3 New Game. It's  free........


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Mass Effect 3

                    Mass Effect 3 is an action role-playing game developed by BioWare and published by Electronic Arts for Microsoft Windows, Xbox 360, and PlayStation 3. Officially announced on December 11, 2010, the game was released March 6, 2012 and marks the final chapter in the Mass Effect trilogy of video games, completing the story of Commander Shepard. A Wii U version was announced during Nintendo's conference at E3 2012. The Wii U port is being developed by an Australian company called Straight Right, and will be released as a Wii U launch game in all regions under the title Mass Effect 3: Special Edition.
                   Combat system in Mass Effect 3 has been changed and refined. In particular, the cover system has been improved. There are more options for moving around the battlefield and scoring instant melee kills. More conventional grenades are available and an improved artificial intelligence is introduced. A four player multiplayer co-op mode is also available. Gameplay in Mass Effect 3 is influenced by decisions made in Mass Effect and Mass Effect 2, for players who have completed those games




Plot


Mass Effect 3 begins on Earth with Commander Shepard having been detained following the events in Arrival. Out of the blue, the Reapers attack and the planet is overwhelmed. Shepard escapes a burning Vancouver on the Normandy with the help of Admiral Anderson and leaves to gather help from other species while Anderson coordinates human resistance on Earth. Before leaving the Sol System, Shepard is ordered to Mars by Admiral Hackett who claims that researchers have uncovered something that may give humanity a chance against the Reapers. There, Shepard battles Cerberus forces and encounters former squad-mate Liara T'Soni, who has discovered plans for a Prothean superweapon that may be capable of defeating the Reapers. Before leaving the facility, Shepard speaks with the Illusive Man, who claims he wants to use the Prothean weapon to take control of the Reapers.
Next, Shepard heads for the Citadel. Once there, Shepard pleads for help from the Council, but they are reluctant to oblige due to their own preoccupations. Shepard realizes that the only way to gain other species' assistance will be to help them with their problems and garner favors, while at the same time gathering war assets to be used against the Reapers in battle. Eventually, Hackett begins construction on the Prothean weapon and dubs it "The Crucible".
Shepard's crew's first objective is tackling the krogan-salarian-turian conflict centered around the genophage. Afterward, they intervene in the geth-quarian war and defeat a Reaper. Finally, they attempt to defend the asari home world Thessia from the Reapers while simultaneously gathering information on "The Catalyst", an essential tool for the Crucible's effectiveness. At a Thessian temple, Shepard encounters a VI called Vendetta. As it is about to reveal information regarding the Catalyst, Cerberus intervenes and steals it. Shepard then attacks their headquarters, killing their second-in-command Kai Leng but failing to capture the Illusive Man. After regaining control of Vendetta, Shepard learns that the Citadel is the Catalyst and that the Illusive Man has been indoctrinated. Because of his indoctrination, the Illusive Man has told the Reapers of the Citadel's true identity and they have moved it to a defensive position in Earth's orbit.
Under Hackett's leadership, the galaxy's forces attack the Reapers on Earth in an attempt to retake the Citadel and use it as the Catalyst for the Crucible. Shepard helps an assault on London, the focal connection point from the planet to the Citadel. Reunited with Anderson, Shepard eventually begins the final push to the Citadel but is attacked by Harbinger. While charging toward the conduit that sends humans to the Citadel, Shepard's squadmates are injured and evacuated. Shepard continues the charge but is wounded. He barely makes it and meets up with Anderson and together they encounter an indoctrinated Illusive Man. They stop him, but Anderson is mortally wounded in the process. Shepard is then transported to the pinnacle of the Citadel where a childlike AI appears. The AI declares itself as the Catalyst and the Reapers' creator. It reveals that the Reaper cycle is an attempt to prevent organic life from wiping itself out by creating synthetic life; creators, the Catalyst argues, are always doomed to be destroyed by the created. The Catalyst characterizes the harvest as an ascendance, wherein advanced organic races are preserved in Reaper form and space is left for more primitive species to rise, evolve, and advance.
The Catalyst says that it has lost faith in the Reapers' ability to achieve their purpose and gives Shepard three options of defeating them: control the Reapers, destroy the Reapers and all synthetic life, or synthesize all organic and synthetic life together. Each choice results in Shepard's apparent death and the destruction of the entire mass relay network. London suffers varying degrees of damage and the Normandy crash lands on an alien planet. If the player's Effective Military Strength is high enough and Shepard chooses to destroy the Reapers, the game ends with a cutscene of Shepard taking a deep breath in a pile of rubble, hinting at survival. In a post-credits cutscene, an old man known as the "Stargazer" tells Shepard's story to a young boy, implying that Shepard's legend lives on.




Gameplay


                Certain aspects of gameplay in Mass Effect 3 are impacted by choices made in previous games. When starting a new game, players with saved files from Mass Effect and Mass Effect 2 are given the option of importing them into Mass Effect 3 to reflect these choices. If a saved file is imported, over 1,000 variables are pulled to help shape how the final chapter is experienced. If there are no saved files available, there is no origin-story comic for new players to help them make quick decisions like there was in Mass Effect 2. Imported characters' appearance and class are changeable, with more features and hair-styles included in the character creator than in Mass Effect 2. Commander Shepard always starts the game with some powers. Upon finishing the game, a New Game+ option allows players to continue playing after the main story ends, starting again with their finished Shepard to collect items they missed the first time around. The game has 82 minutes of cut-scenes.

                Mass Effect 3 has three pre-set campaign modes: Action Mode, Story Mode, and RPG Mode. In Action Mode, conversations have automatic replies and a normal combat difficulty. In Story Mode, conversations have manual replies and a minimal combat difficulty. In RPG Mode, which is reflective of the typical Mass Effect experience, conversations have manual replies and a normal combat difficulty. Overall, the RPG elements in the game have been improved over those in Mass Effect 2, with a more detailed leveling up system and increased weapon customization. To level up characters, players have skills that start along a single path but eventually splinter into two branches where they can select only one upgrade or the other along a sequence of possibilities. Players can also customize their weapons with different scopes, mods, barrels, and ammo types. There are 25 weapon mods total — five per weapon type — and each of them will have multiple power levels to collect. To select dialog options, players can use Kinect to speak their choices instead of selecting them with a controller.
The number of characters available as permanent squad mates in Mass Effect 3 is smaller than in Mass Effect 2 for the purposes of deeper relationships and more interesting interplay, including same-sex relationship options for both male and female Shepards. If players achieved a love interest in both Mass Effect and Mass Effect 2, then both vie for Shepard's attention in Mass Effect 3. This "love triangle" is resolved by the end of the game.
Throughout Mass Effect 3, players must increase their Effective Military Strength (EMS) to prepare for the game's final mission. EMS is calculated by multiplying Total Military Strength (TMS) with Readiness Rating. TMS is a measure of War Assets, which includes accomplishments from Mass Effect 1 and Mass Effect 2 as well as items acquired in Mass Effect 3. These items can be acquired in various ways, including casual conversations and planet scanning. Planet scanning has been greatly simplified from Mass Effect 2 and no longer includes the scanning of every planet individually. Other mini-games from Mass Effect 2, including bypassing and hacking, have been eliminated.


Background

The Mass Effect series of videogames details the adventures of Systems Alliance Commander Shepard as he or she tries to defeat a race of machines called Reapers. The Reapers are immensely powerful and purge the galaxy of all sentient life in 50,000 year cycles. In the Mass Effect 2 DLC Arrival, Shepard goes into batarian space to rescue a deep cover agent named Dr. Amanda Kenson and learns that the Reapers are close to returning. To delay them, Shepard destroys a mass relay, killing 300,000 batarian colonists as collateral damage. Consequently, Shepard is ordered to appear on Earth for a trial regarding his or her decision.




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Dark Souls....NEW Game for u....

Dark Souls....NEW Game for u....


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Dark Souls

Dark Souls (Dāku Souru?) is an action role-playing open world video game developed and published for PlayStation 3 by From Software in Japan. It was published for PlayStation 3 and Xbox 360 by Namco Bandai Games internationally. Previously referred to as Project Dark, it is the spiritual successor to Demon's Souls. It was released in Japan on September 22, 2011, on October 4 in North America, on October 6 in Australia and on October 7 in Europe of the same year. The game is known for its considerable difficulty, which has prompted much interest and discussion. A PC version was released on August 24, 2012. The downloadable content and the Prepare to Die edition were announced for both consoles and will be released on October 23, 2012 in North America, and on October 24 in Europe and Australasia.




Plot

                 Dark Souls has a minimalistic plot. Events and their significance are often implicit and left to player interpretation rather than fully shown or explained. Much of the story and lore of the world is given to the player through dialogue from characters within the world, item descriptions, or the scarce cutscenes. It is up to the player to put the pieces together.
In the founding of the universe, the earth was unformed, covered in crags, and dragons held sole dominion over the world. However, The Lords of Fire along with the human race eventually came into existence for reasons long lost to time. From the Dark, which gained meaning in contrast to Light from the newly kindled flame, emerged four powerful entities—Nito, the first of the dead; the Witch of Izalith and her daughters of chaos; Gwyn, the Lord of Sunlight, and his faithful knights; and the furtive pygmy, so easily forgotten—who harnessed the Souls of Lords to combat the dragons, eventually overthrowing them and launching humanity and their new lordly gods into a golden era known as the Age of Fire.
The player character is an Undead, who has yet to become Hollow. The protagonist escapes from the northern Undead Asylum with the help of another Undead and learns of the prophecy concerning a chosen Undead who leaves the Undead Asylum in pilgrimage and rings the two Bells of Awakening in the land of the ancient lords, Lordran.
               Once the character has rung the Bells of Awakening, one in the heights of the Undead Parish and the other far, far below in the poisonous swamp at the base of Blighttown, the gate leading to Sen's Fortress and Anor Londo is opened, and the Primordial Serpent Kingseeker Frampt is awoken. He tells the player that he or she is the Chosen Undead who must succeed Lord Gwyn and remove the affliction of the Darksign. It is implied that Frampt is very old and has awaited the protagonist's arrival for a very long time. To achieve this given task, the character must get the Lordvessel from the land of Anor Londo, a forsaken city bathed in sunlight. When the task is done, the character must obtain the four powerful Lord Souls: one from Seath the Scaleless, the proud dragon who betrayed his own out of deep anger over his lack of immortality; one from the Four Kings, ancient rulers of New Londo who fell to Dark and were banished to the Abyss; one from the Bed of Chaos, a mass of life and the source of all demons which was the result of the failed experiments of the Witch of Izalith to recreate the primeval Flame; and Gravelord Nito, the first of the dead.
However, in the Abyss if the player has not placed the Lordvessel on the altar at that point then he or she can instead meet Darkstalker Kaathe, a different Primordial Serpent who opposes Frampt. After informing the player that he or she is a direct descendent of the pygmy, who obtained the Dark Soul, Kaathe will present the protagonist with a different path: to end the Age of Fire and "usher in the Age of Dark." Kaathe stated that Gwyn had wished to "avoid the course of nature," prolonged the Age of Fire, and in doing so branded undead with the Darksign, which only caused suffering. In Linking the Fire, Gwyn sacrificed himself, becoming the Lord of Cinder. The Age of Dark will erase this curse. Kaathe implies that the prophecy of the Chosen Undead espoused by Frampt is a lie crafted by the gods to trick the player into sacrificing himself in order to prolong the tyranny of the old order of deities; indeed, Kaathe implies that the deity status of Gwyn et al. is only granted to them by the primordial Flame so long as it is kindled. The player must come to his or her own conclusion regarding whether Frampt or Kaathe is telling the truth.
After offering the four Lord Souls to the Lordvessel, with the help of either Frampt or Kaathe, the character must go on to defeat Gwyn. Once the character has slain him, the player is given a vague choice which affects the ending. The player may choose to either sacrifice himself in order to re-kindle the Flame and prolong the rule of the existing order of deities or to let the Flame wither and die, ushering in the Age of Dark (or of Humanity as Kaathe would suggest).






Gameplay

Gameplay consists of dungeon crawling in almost relentlessly hostile environments. The challenging nature of the game provides a foundation of achievement and reward, reinforced by penalties upon player death. Dark Souls takes place in a large and contiguous open world environment, with the player able to travel to and from areas and explore various available paths seamlessly. Bonfires are scattered throughout the world; these represent the sole areas of rest and function as checkpoints. Resting at a bonfire causes all non-boss enemies to respawn, but also refills the player's supply of estus flasks (healing items), sorceries, miracles, and pyromancies. The player can be in either undead form or human form, and death in human form reverts the player to undead form. In undead form, the player is unable to kindle bonfires or summon help from other players; at the same time, players in undead form cannot be invaded by other players. Death in either form results in the loss of all carried souls and humanity, both of which act as forms of currency in the world, though they are each used for different purposes. The player has one chance to recollect the souls and humanity by reaching the location of his death; failing this, the items are permanently lost.
Souls are awarded upon killing any enemy, with the amount rewarded generally being proportional to the toughness of the enemy. Humanity on the other hand is significantly rarer. Some enemies have higher chances of dropping humanity. It is required to switch from undead to human form or to kindle bonfires (which itself requires the player to be in human form). Humanity also has several subtle effects on gameplay, such as increasing the item discovery rate or buffing some of the player's resistances. Certain weapons also scale in damage considerably with the possession of humanity.
Dark Souls features an online mode which is active whenever the console is connected to the internet. The online mode adds numerous dynamic interactions between the individual players, including limited co-op and player versus player, within certain conditions. Communication between players is deliberately limited. If the player is in "party chat" on the 360, the game will be set to offline mode, on the other hand, private chat between two players at a time is allowed.
The online interactions can facilitate a great amount of PvP activity. Under certain conditions, one player can invade another player's world with the goal of killing the other player. Some areas of the game have been designated unofficial PvP hotspots by the community; in these areas it is common to find hundreds of players either invading or waiting to be invaded in order to engage in 1v1 duels. Two elements of skill are generally involved in PvP: the dueling itself, which relies on reflexes and on-the-spot thinking, and the planning and development of the character build, which involves carefully engineering the character's stats to reap maximum benefits from a chosen configuration of armor and weapons.




Awards

                 Game Revolution gave Dark Souls the Community Choice Game of the Year award. IncGamers also gave it the "Game of the Year" award. Q-Games' Dylan Cuthbert and Double Fine Productions' Brad Muir chose Dark Souls as Game of the Year. Electronic Gaming Monthly's Eric L. Patterson chose it as Game of the Year. GameTrailers gave it the "Best Role-Playing Game" award, while also nominating it for the "Best Multiplayer Game", "Best Trailer" and "Game of the Year" awards. GameZone gave the game the "Best Action/Adventure" award and chose it as the runner-up for the "Best RPG" award.
               The Daily Telegraph gave the game the "Best Integration of Online Features" award, and nominated it for the awards of "Best Director" (Hidetaka Miyazaki), "Best Level Design", "Best Sound Design", "Best Original Score" (Motoi Sakuraba), "Best Developer" (From Software), and "Game of the Year". TeamXbox gave it an honorable mention as the runner-up for the "Best RPG" award. 1UP.com gave it the "Most Rewarding Game" award. Game Informer gave it the award for "Best Boss Fight" (Sif). It also received the "Best Boss Fights" awards from GameSpot, including both the Editors' Choice and Readers' Choice awards. Famitsu gave it an Award of Excellence in its 2012 awards ceremony.





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Project I.G.I.: I'm Going In.It's Free.......

Project I.G.I.: I'm Going In.It's Free.......


World Best Game For u...





Developer      Innerloop Studios

Publisher         Eidos Interactive
Platform          Microsoft Windows
Release date            December 15, 2000
                                    Genre                   Stealth action
                                    Mode                     Single player
                                    Rating                           ESRB: Mature (M)
                                    Media/distribution    CD-ROM
                                    System requirements
                      300 MHz processor, 64 MB RAM, 8MB Video card

Project I.G.I.: 
       Project I.G.I.: I'm Going In (released in Europe as simply Project I.G.I.) is a tactical first-person shooter developed by Innerloop Studios and released on December 15, 2000 by Eidos Interactive. It is one of the first computer games to feature realistic weaponry and tactical combat situations. Upon release the game garnered mixed reviews due to a number of shortcomings, such as poorly programmed A.I., lack of a mid-game save option, and the lack of multiplayer features. However it was praised for its superb sound design and graphics, thanks in part to its use of a proprietary game engine that was previously used in Innerloop's Joint Strike Fighter.

Plot

David Jones is sent off to find Josef Priboi, a Russian arms dealer who is believed to have information on a stolen nuclear warhead. As he helps Captain Harrison, apprehend Josef, he discovers that the brains of the operation is Josef's uncle Jach, whom Jones then attempts to apprehend instead. He discovers his location by planting a virus in Jach's communications center.
While Jach Priboi is taken away in helicopter by Jones, the copter is shot down by Ekk. The Russians take Priboi, as well as Jones' equipment. Jones then has to clear the border and find his equipment. He then hijacks the train carrying Priboi and takes him in for interrogation. Learning about the involvement of Ekk, he sets off to catch her and find the nuclear weapon.
Ekk escapes on her first meeting with Jones, but Jones kills her after finding her second hideout as well as the nuclear warhead.

Characters

David Llewellyn Jones - Jones is an agent for I.G.I. (Institute for Geotactical Intelligence) and former British SAS operator. Players control him as the main character. 

Rebecca Anya - Anya is the contact at headquarters who directs Jones via's radio. She appears in the final mission to defuse the bomb.

Jach Priboi - Soviet Arms Dealer

Josef Priboi - Jach's Nephew

Ekk - a Russian woman who intends to destroy Europe by nuclear warfare.

Captain Harrison - commander of allied troops, which aid Jones in some missions, and an ex-Green Beret.



Other

               David Llewellyn Jones: The protagonist. He is, in fact, one of the best officers in the IGI headquarters. He is capable of accomplishing difficult tasks and missions without anyone's assistance, and is also pictured as a fearless man who does not hesitate to kill his targets at any spot. David is also described as an officer who does not give up so easily at risky and emergency situations, but stands firm to face and solve the situation calmly.

              Robert Quest: Robert appears as one of the antagonists in this game. A strong man in his early fifties, Robert acts as David's temporary veteran pilot, piloting him to every single location in Russia to obtain the chips. Unknown to David, Robert has actually co-operated secretly with David's mission director in order to get the full set of the EMP chips and the blueprints. When David succeeds in getting all the chips, Robert betrays him by threatening that he'll shoot him if he doesn't jump off, the latter of which David chooses. Robert was killed by David in the seaport in Egypt.

             Phillip White: The mission director; is actually a good friend of David's. He guides David sincerely throughout all the missions in Russia to recover the stolen EMP chips to obtain the chips for himself and Robert Quest, his close comrade. Both of them infiltrated the IGI for decades and had earned great trust in the agency just to wait for the very moment. After betraying David with Robert, he and Robert escape for sanctuary in China, where they obey the command of General Wu Xing and handed the EMP chips to him. Finally, he was killed by General Wu Xing for accusing the general of killing Robert.

            Rebecca Anya: Anya is one of the female officers operating in the IGI agency, although she usually spends most of the time in front of the monitor as David's new mission director after the dreadful incident. She has a typically cool manner of soldiers and does her job well, causing David to succeed in every mission without further dangers or failures.

            Jach Priboi: A middle-aged man, Jach is actually an old pal of David's, but had not communicated with him for the past few years. Since the Russian fiasco, Jach had moved his illegal weapons trade to Libya, where he was held captive by the Libyan Intelligence for unknown purposes. While serving close surveillance in Libya, he unexpectedly encounters David who intends to rescue him out. He tries his best to assist David in every way and eventually recovers his important trade documents and also kills Major Zaleb Said in the end, fulfilling his intention and revenge.

            Senator Pat Lenehan: Senator Lenehan is the main administrator and founder of the IGI agency, which was created in order to combat the threat of war. Lenehan seems to express great interest in David's missions. He constantly goes to the command center to monitor David's missions together with Anya. An elderly old man, he is pictured as one who cares for the others. Lenehan is also shown organizing large-scale backup troops for one of David's missions.


Missions


The game is divided into about 20 missions, and the story is presented in cutscenes, shown before and after every mission, with animated characters rendered in real-time and pre-recorded speech.

Missions have objectives that must be completed before the mission ends.

Straightforward approaches are not encouraged, with stealthy and covert movement giving the player a better rating, rank and chance of survival, with the highest attainable ranking entitled 'David Jones'.

Multiple paths exist for every mission, with the most obvious and daunting being a noisy gunfight, because in every mission Jones is outnumbered. Every mission presents an opportunity for large groups of enemies to be bypassed or sneaked past, undiscovered. Certain missions even require entire operations to be carried out undetected.

At the start of a new game, a difficulty level can be chosen, changing the number of bullets Jones takes before dying, the intelligence of the enemy and group AI, and the number of save-games available.









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Grand Theft Auto: Vice City

Grand Theft Auto: Vice City is a 2002 open world action-adventure video game developed by Rockstar North (formerly DMA Design) in the United Kingdom and published by Rockstar Games. It is the second 3D game in the Grand Theft Auto video game franchise and sixth original title overall. It debuted in North America on October 29, 2002 for the PlayStation 2 and was later ported to the Xbox, and Microsoft Windows in 2003. It was made available on Steam on January 4, 2008, and on the Mac App Store on August 25, 2011. The Nintendo Gamecube version was planned, but it was never released. Vice City was preceded by Grand Theft Auto III and followed by Grand Theft Auto: San Andreas.
Vice City draws much of its inspiration from 1980s American culture. Set in 1986 in Vice City, a fictional city modeled after Miami, the story revolves around psychopathic Mafia hitman Tommy Vercetti, who was recently released from prison. After being involved in a drug deal gone wrong, Tommy seeks out those responsible while building a criminal empire and seizing power from other criminal organizations in the city. The game uses a tweaked version of the game engine used in Grand Theft Auto III and similarly presents a huge cityscape, fully populated with buildings, vehicles, and people. Like other games in the series, Vice City has elements from driving games and third-person shooters, and features an open world gameplay that gives the player more control over their playing experience.
Upon its release, Vice City became the best-selling video game of 2002. In July 2006, Vice City was the best-selling PlayStation 2 game of all time. Vice City also appeared on Japanese magazine Famitsu's readers' list of the favorite 100 videogames of 2006, the only fully Western title on the list. Following this success, Vice City saw releases in Europe, Australia and Japan, as well as a release for the PC. Rockstar Vienna also packaged the game with its predecessor, Grand Theft Auto III, and sold it as Grand Theft Auto: Double Pack for the Xbox. Vice City's setting is also revisited in Grand Theft Auto: Vice City Stories, which serves as a prequel to events in Vice City.



Plot

Tommy Vercetti, a member of the Liberty City mafia, has been just released from prison in 1986 after serving only 15 years for killing eleven men. Tommy's old boss, Sonny Forelli, fears that Tommy's presence in Liberty City will heighten tensions and bring unwanted attention to his organization's criminal activities. To prevent this, Sonny ostensibly promotes Tommy and sends him to Vice City under the guardianship of Mafia lawyer Ken Rosenberg to act as their buyer for a series of cocaine deals. During Tommy's deal with the Vance Crime Family at the docks, an ambush by an unknown party results in the death of Tommy's bodyguards and the cocaine dealer, Victor Vance (the main character of Grand Theft Auto: Vice City Stories). Tommy narrowly escapes and loses both Forelli's money and the cocaine.
When Tommy informs Sonny of the ambush Sonny loses his temper and threatens Tommy with the consequences of attempting to cheat the Mafia. Tommy promises to retrieve the money and the cocaine and kill whoever was responsible for the ambush. Towards this end, Tommy meets up again with Ken Rosenberg, who leads Tommy to mid-level drug dealer Juan Garcia Cortez. Cortez expresses regret about Tommy's bad deal and promises that his own lines of inquiry are being made. Tommy also meets Cortez's daughter Mercedes, who becomes Tommy's confidante shortly thereafter.
While Tommy waits for the outcome of Cortez's investigation he meets British record producer Kent Paul, real estate mogul Avery Carrington and local free-lance criminal Lance Vance, Victor's brother and business partner who is also seeking revenge.
As time passes, Tommy befriends Cortez and begins to do regular work for him as an errand boy and hitman. On one such job, Tommy saves drug lord Ricardo Diaz's life during a deal which is ambushed by a gang of Haitians. Consequently, Diaz begins hiring Tommy for his own agenda. Tommy takes this work because it pays well, in spite of his distaste for Diaz's character.
Tommy learns from Cortez that Cortez's own lieutenant, Gonzalez, was partially responsible for the ambush on Tommy's cocaine deal, and Cortez asks Tommy to kill Gonzalez as a favor. Afterwards Cortez lays suspicion for the ambush on Diaz. Tommy initially continues the status quo to prepare for his attack, but his hand is forced when Lance attempts to take revenge by himself and fails, forcing Tommy to rush across the city and rescue him. With the die cast, the two move quickly to raid Diaz's mansion and execute Diaz. With Diaz dead, and Colonel Cortez fleeing the country to escape arrest, the established drug empires in Vice City quickly crumble and Tommy and Lance personally take over, becoming Vice City's cocaine kingpins.
Tommy becomes the head of his own organization, the Vercetti crime family, and the more powerful and rich Tommy becomes, the more Lance begins to exhibit paranoid and sociopathic behaviors, to the point that he begins to abuse his own bodyguards and constantly calls Tommy in states of hysteria.
Tommy makes alliance with Umberto Robina's Cubans against Auntie Poulet's Haitians, even though he is at the same time hypnotized by Poulet's voodoo into helping the Haitians. However after Tommy and Poulet part ways Tommy and the Cubans sneak explosives into the Haitian drug factory disguised in Haitian gang cars and blow it up, effectively ending the conflict.
As his drug business expands, Tommy buys assets in nearly bankrupt companies such as a car lot, a cab depot, a strip club, a night club, a boathouse, a print shop for counterfeit money, an ice-cream company, and an adult film company, all of which he turns back into competitive businesses. He also becomes a personal bodyguard to a rock band, an honorary member of a biker gang, and pulls off a major bank heist.
Eventually the Forelli family discovers that Tommy has taken over much of the action in Vice City without sending a cut to Sonny as required. Sonny sends collectors to force money out of Tommy's assets, but Tommy disposes of them. An angered Sonny arrives in Vice City with a small army of mafiosi, intent on taking their tribute by force. When Sonny and his henchmen arrive at the Vercetti Estate, Tommy attempts to give them their tribute in counterfeit money. However, Lance, resenting Tommy's substantial share of their profits, makes a back-room deal with the Forellis to topple the Vercetti family, and informs Sonny that the tribute money is counterfeit. In the game's climax, Tommy stands alone as Lance, Sonny, and Sonny's henchmen raid Tommy's Mansion.
Tommy first chases, ridicules, and finally kills Lance then storms downstairs where he faces off with Sonny. During the gunfight, Sonny admits he is the one who set Tommy up fifteen years before, sending him to kill the eleven men who were expecting him. Tommy eventually kills Sonny in the main hall of his estate. With his enemies vanquished, Tommy establishes himself as the undisputed crime kingpin of Vice City.




Setting

The game is set in fictional Vice City, which is based on Miami, Florida. The game's look, particularly the clothing and vehicles, reflect (and sometimes parody) its 1980s setting. Many themes are borrowed from the major films Scarface, Carlito's Way and Blow, along with the hit 1980s television series Miami Vice.[citation needed] Vice City also parodies and pays tribute to much of 1980s culture in the cars, music, fashion, landmarks, and characters featured in the game.
Ricardo Diaz's opulent mansion and the climactic battle which takes place in it are very similar to their counterparts in Scarface. Another reference is the game's overall storyline, as it is highly similar to the film, as is the design of the final mission. There are also more subtle references, such as an apartment hidden within the game with blood on the bathroom walls and a chainsaw (in a nod to the film's "chainsaw torture" scene), or the pair of detectives which come chasing Vercetti in a car resembling the Ferrari Testarossa after a three-star wanted level is attained, which look like characters portrayed by Don Johnson and Philip Michael Thomas in Miami Vice.


Characters

Main article: List of characters in Grand Theft Auto: Vice City
Vice City features dozens of characters, many appearing only in the cut scenes which describe each mission. The voice-talent includes Ray Liotta as protagonist Tommy Vercetti, Tom Sizemore as Sonny Forelli, Robert Davi as Colonel Juan García Cortez, William Fichtner as Ken Rosenberg, Danny Dyer as Kent Paul, Dennis Hopper as pornography Director Steve Scott, Burt Reynolds as Avery Carrington, Luis Guzmán as Ricardo Diaz, Miami Vice star Philip Michael Thomas as Lance Vance, Danny Trejo as Umberto Robina, Gary Busey as Phil Cassidy, Lee Majors as "Big" Mitch Baker, Fairuza Balk as Mercedes Cortez, and porn actress Jenna Jameson as Candy Suxxx. The voice of the taxi dispatcher is provided by Blondie singer Debbie Harry.
Although the main character is not the same as the one in Grand Theft Auto III, Vice City contains a few characters from GTA III at an earlier point in their lives. Donald Love, a business tycoon in GTA III, makes an appearance as an apprentice to real estate mogul Avery Carrington. The one-armed Phil Cassidy from GTA III appears in Vice City as well, with both arms intact, and one mission actually explains when and how he lost his arm.
Several of GTA III's radio hosts can also be heard in Vice City: Lazlow, who was the host of Chatterbox, the talk radio station in GTA III, is the DJ for the hard-rock station, V-Rock, in Vice City (he mentioned in passing in GTA III that he used to be a DJ on a rock station). Toni, the burned-out, female disc jockey of Flashback 95.6, the 1980s music radio station in GTA III, also appears as a young, club-hopping DJ in Vice City's pop music station, Flash FM. Finally, Fernando, a self-glorifying procurer of women ("not a pimp... a savior," he claims) who appeared on Lazlow's show in GTA III, runs Emotion 98.3. Also naturist Barry Stark, a caller for Chatterbox in GTA III, appears as a guest on VCPR in Vice City.




Gameplay




Because Vice City was built upon Grand Theft Auto III, the game follows a largely similar gameplay design and interface with GTA III with several tweaks and improvements over its predecessor. The gameplay is very open-ended, a characteristic of the Grand Theft Auto franchise; although missions must be completed to complete the storyline and unlock new areas of the city, the player is able to drive around and visit different parts of the city at his/her leisure and otherwise, do whatever they wish if not currently in the middle of a mission. Various items such as hidden weapons and packages are also scattered throughout the landscape, as it has been with previous GTA titles.
Players can steal vehicles, (cars, boats, motorcycles, and even helicopters) partake in drive-by shootings, robberies, and generally create chaos. However, doing so tends to generate unwanted and potentially fatal attention from the police (or, in extreme cases, the FBI and even the National Guard). Police behavior is mostly similar to Grand Theft Auto III, although police units will now wield night sticks, deploy spike strips to puncture the tires of the player's car, as well as SWAT teams from flying police helicopters and the aforementioned undercover police units, à la-Miami Vice. Police attention can be neutralized in a variety of ways.
A new addition in the game is the ability of the player to purchase a number of properties distributed across the city. Some of these are additional hideouts (essentially locations where weapons can be collected and the game saved). There are also a variety of businesses called "assets" which the player can buy. These include a film studio, a dance club, a strip club, a taxi company, an "ice-cream delivery business" (acting as a front company), a boatyard, a printing works, and a car showroom. Each commercial property has a number of missions attached to it, such as eliminating the competition or stealing equipment. Once all the missions for a given property are complete, the property will begin to generate an ongoing income, which the increasingly prosperous Vercetti may periodically collect.
Various gangs make frequent appearances in the game, some of whom are integral to story events. These gangs typically have a positive or negative opinion of the player and act accordingly by following the player or shooting at him. Shootouts between members of rival gangs can occur spontaneously and several missions involve organized fights between opposing gangs.
Optional side-missions are once again included, giving the player the opportunity to make pizza deliveries, drive injured people to a hospital with an ambulance, extinguish fires with a fire truck, deliver passengers in a taxi, be a vigilante, using a police vehicle to kill criminals, and the ability to drive a bus, transporting fare-paying passengers. Monetary rewards and occasional gameplay advantages (e.g. increased health and armor capacity and infinite sprinting) are awarded for completing different difficulty levels of these activities. Different sums of money are awarded for landing trick jumps in motorcycles or fast cars depending on the number of flips and height achieved.



Vehicles

In total, there are about 114 types of vehicles in the game (including non-maneuverable vehicles and remote-controlled vehicles), compared to the approximate 85 in GTA III. Taxicabs, automobiles and boats return from the game (along with many others), while new additions include helicopters and motorcycles (a citywide ban in 2001 in GTA III prohibited their use in Liberty City). The car physics and features are relatively similar to that of GTA III, and some cars were added to the game, including a sportier variant of a luxury car, while some vehicles from that game were highly modified.
The Skimmer plane is the only flyable fixed wing aircraft in Vice City, and because it features pontoons and is normally found in water, it is a floatplane, a type of seaplane. It can land almost anywhere, in contrast to the jets in Grand Theft Auto: San Andreas. It has been noted that the Skimmer's design is almost exactly like the Dodo airplane in GTA III. Vehicle performance varies with location, some vehicles performing better off-road or on the street, while others perform better in the air or on land.


Soundtrack

Main articles: Grand Theft Auto: Vice City soundtrack and Grand Theft Auto: Vice City Official Soundtrack Box Set
Vice City includes a large collection of licensed music from 1986 and before. It can be listened to by means of various in-car radio stations. Each station covers a particular music genre, such as rap music (Wildstyle), rock (V-Rock) and (most predominantly) pop music (Wave 103, Flash FM). The tracks are for the most part works from various real-life artists, such as Megadeth, Electric Light Orchestra, Judas Priest, Quiet Riot, Toto, Blondie, Iron Maiden, Ozzy Osbourne, David Lee Roth, INXS, Michael Jackson, Teena Marie, Rick James, Kate Bush, Bryan Adams, Go West, Luther Vandross, Kool & the Gang, A Flock of Seagulls, Frankie Goes to Hollywood, Spandau Ballet, Grandmaster Flash & the Furious Five, Hashim, Corey Hart, Laura Branigan, REO Speedwagon, and Eumir Deodato. Additionally, a talk station (K-Chat) and a public radio debate show Pressing Issues (VCPR) are included. The radio stations and the game's storyline also feature a fictional heavy metal band called Love Fist. The multi-CD soundtrack to the game was an instant best-seller.
In addition to music and interviews, the stations also include satirical commercials, such as the Degenatron, a fictional video game console ("Save the green dots with your fantastic flying red square!"), likely a parody of the Atari 2600. The commercials and the game setting are consistent: Degenatron advertisements appear on billboards, and ads air for stores in which the player can actually shop, such as Ammu-Nation. Months before the release of Vice City, Rockstar Games created a Degenatron "fansite", which allowed users to actually play the "emulated" games. There is also a commercial for the "popular" weapons store Ammu-Nation ("We even have the rocket launcher that was used when we whipped Australia's Ass"), a deodorant named "Pitbomb", which is a parody of Right Guard, and a car called the Maibatsu Thunder, a parody of the Mitsubishi Starion, which was a favored import sports car of the day.
The Windows and Mac versions of the game allow users to import MP3 songs, allowing them to hear their own music through vehicle radio when tuning to an extra radio station called "MP3". To be able to do this, the user must copy their MP3 files to a specific folder installed by the game.



Reception and sales


Grand Theft Auto: Vice City was released to critical acclaim from critics and fans alike. The game received ratings of 9.7/10 from IGN, 9.6/10 from GameSpot, 5/5 from GamePro, and 10/10 from Official U.S. PlayStation Magazine. The game has a score of 95 out of 100 on the review compiling website Metacritic making Vice City the sixth highest rated PlayStation 2 game on the site. It was also generally praised for its open-ended action and entertaining re-creation of 1980s culture.
The readers of Official UK PlayStation Magazine voted it the 4th greatest PlayStation title ever released.
As of September 26, 2007, Grand Theft Auto: Vice City has sold 15 million units according to Take-Two Interactive. As of March 26, 2008, Grand Theft Auto: Vice City has sold 17.5 million units according to Take-Two Interactive, making it the fourth highest selling video game for the PlayStation 2.






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Angry Birds

Angry Birds is a puzzle video game developed by Finnish computer game developer Rovio Entertainment. Inspired primarily by a sketch of stylized wingless birds, the game was first released for Apple's iOS in December 2009. Since that time, over 12 million copies of the game have been purchased from Apple's App Store, which has prompted the company to design versions for other touchscreen-based smartphones, such as those using the Android operating system, among others.
In the game, players use a slingshot to launch birds at pigs stationed on or within various structures, with the intent of destroying all the pigs on the playing field. As players advance through the game, new types of birds become available, some with special abilities that can be activated by the player. Rovio Mobile has supported Angry Birds with numerous free updates that add additional game content, and the company has also released stand-alone holiday and promotional versions of the game.
Angry Birds has been praised for its successful combination of addictive gameplay, comical style, and low price. Its popularity led to versions of Angry Birds being created for personal computers and gaming consoles, a market for merchandise featuring its characters and even long-term plans for a feature film or television series. With a combined 1 billion downloads across all platforms and including both regular and special editions, the game has been called "one of the most mainstream games out right now,one of the great runaway hits of 2010",and "the largest mobile app success the world has seen so far".


Gameplay


In Angry Birds, the player controls a flock of multi-colored birds that are attempting to retrieve their eggs, which have been stolen by a group of green pigs. On each level, the pigs are sheltered by structures made of various materials such as wood, ice and stone, and the objective of the game is to eliminate all the pigs on the level. Using a slingshot, players launch the birds with the intent of either hitting the pigs directly or damaging the structures, causing them to collapse and eliminate the pigs. In various stages of the game, additional objects such as explosive crates and rocks are found in the structures, and may be used in conjunction with the birds to destroy hard-to-reach pigs.


There are several different types of birds used in the game. In the earliest levels, the basic red bird is the only one available. As the player advances through the game, additional types of birds become available. Some birds are effective against particular materials, and some have special abilities that may be activated by the player while the bird is airborne. For example, a blue bird can separate into three small birds, a black bird explodes, and a white bird can drop explosive eggs. The pigs themselves also appear in different sizes. While small pigs are relatively weak and are easily destroyed either by direct hits or by debris from the damaged structures, larger pigs are able to sustain more damage. In addition, some pigs wear helmets as armor, making them even more resistant to damage; pigs with crowns or moustaches can take the most damage.
Each level starts with the number, types, and order of birds pre-determined. If all of the pigs are defeated by the time the last bird is used, the level is completed and the next level is unlocked. Points are scored for each pig defeated as well as for damage to, or destruction of, structures, and bonus points are awarded for any unused birds. Upon completing each level, players receive one, two, or three stars, depending on the score received. Players may re-attempt unlocked levels as many times as they wish in order to complete them successfully or to earn additional points or stars.



Awards



In February 2010, Angry Birds was a nominee for the "Best Casual Game" award at the 6th annual International Mobile Gaming Awards in Barcelona, Spain. In September 2010, IGN named Angry Birds as the fourth best iPhone game of all time. In April 2011, Angry Birds won both the "Best Game App" and "App of the Year" at the UK Appy Awards. At the 15th edition of the Webby Awards, Angry Birds was awarded "Best Game for Handheld Devices".











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