Labels:

IDM Internet Download Manager 6.18 Build 5 Final Keygen 2013

1 comments

Internet Download Manager (IDM) 6.18 Build 5 Final Keygen and Patch

Internet Download Manager (IDM) is a tool to increase download speeds by up to 5 times, resume and schedule downloads. Comprehensive error recovery and resume capability will restart broken or interrupted downloads due to lost connections, network problems, computer shutdowns, or unexpected power outages. Simple graphic user interface makes IDM user friendly and easy to use.Internet Download Manager has a smart download logic accelerator that features intelligent dynamic file segmentation and safe multipart downloading technology to accelerate your downloads. Unlike other download managers and accelerators Internet Download Manager segments downloaded files dynamically during download process and reuses available connections without additional connect and login stages to achieve best acceleration performance.
Internet Download Manager supports proxy servers, ftp and http protocols, firewalls, redirects, cookies, authorization, MP3 audio and MPEG video content processing. IDM integrates seamlessly into Microsoft Internet Explorer, Netscape, MSN Explorer, AOL, Opera, Mozilla, Mozilla Firefox, Mozilla Firebird, Avant Browser, MyIE2, and all other popular browsers to automatically handle your downloads. You can also drag and drop files, or use Internet Download Manager from command line. Internet Download Manager can dial your modem at the set time, download the files you want, then hang up or even shut down your computer when it's done. 
fownload full idm

Internet Download Manager (IDM)

Other features include multilingual support, zip preview, download categories, scheduler pro, sounds on different events, HTTPS support, queue processor, html help and tutorial, enhanced virus protection on download completion, progressive downloading with quotas (useful for connections that use some kind of fair access policy or FAP like Direcway, Direct PC, Hughes, etc.), built-in download accelerator, and many others.

New! Internet Download Manager v6.18. Added Windows 8 compatibility. Fixed compatibility problems with different browsers including Internet Explorer 10, all Mozilla Firefox versions up to Mozilla Firefox Aurora, Google Chrome. Improved FLV grabber to save videos from web players on web pages, Google Video, MySpace TV, and other popular sites
What's new in version 6.18 Build 5
(Released: Oct 29, 2013)
Added support for Firefox 26 and SeaMonkey 2.21
Fixed a bug when assembling video files with high bitrate
Improved video recognition in Google Chrome
Supported OS:
Windows 7/8/vista/xp
Install Notes:
1] Install The App
2] Exit The App from System Tray
3] Run "Keygen.and.Patch" and :
a. Click on Generate
b. Click on Patch and select idman.exe (it will be located in directory: 
C:/Program Files (x86)/Internet Download Manager

c. Click on Auto Reg .

Done you got the full version IDM Internet Download Manager 6.18

Blogger Tricks

Latest Free Online Commander Europe at War Grand Strategy

0 comments

Latest Free Online Commander Europe at War Grand Strategy
Grand Strategy 3.0  for MILITARY HISTORY™ Commander – Europe at War is now available for the PC and Mac! The new version brings many features and improvements created by the community for the community, available to everyone who has a copy of MILITARY HISTORY™ Commander – Europe at War.

The v3.0 update a range of bugs and changes such as supply through the Gibraltar port into Africa, changes terrain in Iran, Iraq, and Turkey, Tobruk and Mareth. The update also adds rail depots in France, changes retreat rules, naval movement and expands the Naval combat in many ways. Grand Strategy 3.0 also features a simple player handicap system. When playing HotSeat, PBEM, or TCP/IPgames the advantage buttons on the main menu selection screen will allow one player to receive a handicap of additional PP’s per turn.



Grand Strategy 3.0 is comprehensive and will bring your version up to v3.0. To get the update, download it from its official page on the Slitherine website.

For the full changelog visit the dedicated Forum page.

Please note that Grand Strategy 3.0 requires a Commander Europe at War serial number and this means very old versions of CEAW without a serial are not compatible.

Get more information about MILITARY HISTORY™ Commander – Europe at War on its official page.

About MILITARY HISTORY™ Commander – Europe at War


MILITARY HISTORY™ Commander: Europe at War is the first in a series of high level turn based strategy games. It is being jointly developed by Firepower Entertainment and being released through Slitherine Software’s Kameleon Project. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre. Can Germany’s rise be stopped or will the jackboots of the SS march through London ?

Disney Infinity wonderful Toybox lets you exercise your imagination 2013

0 comments

Disney Infinity wonderful Toybox lets you exercise your imagination 2013
Disney Infinity is the tale of two games. One of those games is the Toybox, a gleefully entertaining shared space where you and a friend or three can mess around with your playthings, creating hedge mazes, playing football in turret-protected forts, and launching yourselves into the stratosphere with a series of air cannons. The other game is the sloppy mess that you must endure to get the most out of the Toybox, filled with glitches, shocking oversights, and fundamental design errors. The Disney Infinity experience is a tour through the highs and lows of video game design.

It's also a window into the wonders of modern game marketing. Disney Infinity isn't just a game, but a platform as well--in this case, a platform designed to keep you spending money. Like Skylanders, Infinity is as much about collecting toy figures as it is about playing a game. Your initial purchase includes three figurines, one each from the Disney worlds that make up the game's campaigns, called playsets. To enjoy a playset, or indeed any of Infinity's features, you need a plastic bauble that contains the worlds you wish to explore and a figurine to match, both of which you set on a tray you plug into your console. The three figures and playsets you initially receive get you started, but you soon learn that enjoying most of Infinity's content means forking over cash for new figures, new discs that grant your figures special powers, and other such trinkets.

Disney clearly knows both the emotional value of a quality action figure and the magnetic lure of collecting them, especially when the characters they represent have entered the pop culture lexicon. The figures are solidly constructed and remarkably detailed, and priced around 14 dollars at the time of this review. Davy Jones from the Pirates of the Caribbean films sports a mean claw, fearsome face-tentacles, and slanted eyes that mean business. Monsters University's Sulley is every bit the big galoomp you'd expect, posed in mid-stride with a sly grin spread across his face. It's a delight to look upon these figures, and because placing a figure on the stand associates it with your own game, Disney Infinity instills in these toys a strong sense of ownership, in-game and out.

After Infinity's initial introduction, it dumps you and your figure of choice into the Toybox with little sense of direction aside from some tooltips and tutorial voice-overs. It takes a bit of poking and prodding to find your way around the menus, and you'll probably want to explore one of the playsets first, which is the easiest way to unlock new toys to mess with. The Monsters University, Incredibles, and Pirates of the Caribbean worlds are represented--and sadly, they suffer in different ways, bogged down by botched details that are in some cases specific to a playset, and in other cases follow you through the entire game. Also bear in mind that while you can use any character you want in the Toybox, you can only explore a playset with a character from that world. So no, you cannot tour Monsters University with a cheeky Jack Sparrow, as fun as it sounds.
Perhaps the voice-over wouldn't be so annoying if the waypoints meant to lead you to the next mission giver would properly appear, but in Disney Infinity, things don't always work the way they are supposed to. That's even true in the Pirates of the Caribbean playset, which is easily the most refined of the three. Here, your time is split between land, where you slice up baddies with your sword, and sea, where you fire your ship's cannons at the pesky pirates that pester you. Sea battles are a blast, and there are a diverse number of activities--platforming, bomb-tossing, boat-rowing--to keep you satisfied.

Pro Evolution Soccer 2014 ever closer towards simulation 2013

0 comments

Pro Evolution Soccer 2014 ever closer towards simulation 2013
PES 2014 is an odd beast, a strange hybrid of its straightforward arcade roots and the ever-growing complexity of the FIFA series. In some respects, this complexity is warranted; never has a PES game looked quite as realistic as 2014 does. And for the most part, it plays well too. But that realism comes at a price. For all the flashy animations and physics tweaks that have been added, some of what makes a game of PES so direct and so much fun has been lost. This is very much a case of two steps forward, one step back.

That much is clear as soon as you start passing the ball around. Where PES has always been about snappy passing and a feeling of direct control over players, 2014 adopts some of the automated nature of FIFA, but without the technical prowess to back it up. A lot of it is down to some lousy AI implementation, which means that passes often don't go to the player you want, because the game seemingly thinks it knows better than you. Then there's the addition of sloppy first touches, which theoretically offer a more realistic representation of how players perform in the real world, but leads to frustration when all that stands between you and a world-class strike is a well-placed pass.

Knocking down some of the assist settings helps to alleviate the messy AI somewhat, and if you're particularly dextrous, you can control players off the ball to. But the inconsistent AI rears its ugly head again when you're trying to set up goals, with players making runs down the pitch in all the wrong places, or failing to chase down the ball when you need them too. These frustrating moments aren't frequent enough to ruin the experience entirely, but when you find yourself yearning for another bash at last year's game, clearly something has gone awry.

When it does all come together, though, PES 2014 can be a wonderful thing. Zipping down the right wing to launch a well-placed cross, or ducking through the midfield with a killer through ball, is nicely fast-paced and, at times, edge-of-your-seat thrilling. Finishing those manoeuvres remains as tight as ever, with a real feeling of control as you expertly blast a shot past the keeper and into the top corner of the net. The excellent jockeying and tactical positioning in defence, the dribbling system, and the shot modifiers all make a welcome return, too, with improved player-contact animations seeing players fight for the ball--and lose it--in a much more compelling way than before.
Tying the on-pitch action together is the much-lauded Fox engine, which is also powering the upcoming Metal Gear Solid V. PES 2014 certainly looks a little sharper than previous PES games, but don't expect a huge graphical overhaul here. Instead, the focus is on player emotions, with new facial animations resulting in some uncanny representations of joy, despair, and frustration as keepers are beaten, posts are hit, and offsides render a once-beautiful goal meaningless. Sadly, the frame rate takes quite a hit during these moments, as well as during match buildup and replays, which is incredibly jarring against the otherwise smooth play on the pitch.

There's another emotionally charged feature in PES 2014 called Heart, which tracks and displays players' emotional states and changes their performance based on elements like how many shots they make on target or how much the crowd is getting behind the team. So, for example, if you're playing away, the lack of a home crowd to cheer the team on means they perform worse than at home. Unfortunately, it's tough to tell the difference between an emotionally uplifted team and one that's down in the dumps, making Heart a firm idea, but not an essential mechanic.

Elsewhere, PES 2014 remains way behind FIFA in terms of online and offline modes, as well as its overall presentation. Many of the modes remain unchanged from last year, including officially licensed tournaments such as the UEFA Champions League and South American Copa Libertadores tournaments. The new addition is League mode, although it too remains largely unchanged from the version in 2012. (It was not included in PES 13.) Master League Online and Become a Legend do see some tweaks, including the ability to pick from three different playable leagues in MLO, each with a different attacking and defending style, and the option to play as a keeper in Become a Legend and bark orders at your team from afar.

Where PES 2013 could get away with some less-than-stellar modes thanks to some excellent on-pitch action, 2014 can't pull off the same feat. There's still lots of fun to be had blasting goals out on the pitch and taking on friends online, but not as much fun as last year, despite some additions that should have made it more so. The awfully garish menu system and painfully repetitive commentary certainly don't do it any favours either. This is a game that tries to straddle the line between arcade action and sublime simulation and never succeeds at either. PES is at its best when it's selective with its realism: here's hoping next year it can go back to doing what it does best.

Latest Marlow Briggs and the Mask of Death Online 2013

0 comments

Latest Marlow Briggs and the Mask of Death Online 2013
His name is Marlow Briggs. The game named after him is a whole lot like God of War, but this brash action hero is no Kratos. He is, in fact, a walking and talking cliche, shouting out "Feel the burn" when he summons fire from the heavens, and "Trust me…it's going to be a bloodbath" as he wades into danger. Marlow Briggs--the game, not its star--is keenly aware of its unoriginality, poking fun at video game tropes and its own hackneyed tribalism. Sometimes, self-aware humor is a crutch used to excuse banal gameplay, but Marlow Briggs and the Mask of Death earns the right to make fun of itself: it's a fast-paced confection that's quite good on its own terms. The silly attitude is just sugar on top.

At first, Marlow Briggs seems like a typical self-serious action game, presenting you with a cackling madman, a damsel in distress, and a brash action hero brought back from the dead by way of a talking Mayan mask with an ancient shaman's soul inside of it. Or something like that. The plot can be boiled down to "kill the bad guy and rescue your girlfriend after chopping up hundreds of nameless grunts," but it's not the story that keeps you pressing on, but rather the always-on action and the crazy dialogue.

Early dialogue is straight from a silly summer blockbuster. "Aw yeah. Class is in session," Marlow shouts out as he violently slashes up anyone within blade's reach, giving you no reason to doubt his dim-bulb sincerity. But then your ancient friend melodramatically bestows a new name upon you, Kamikal Alixel Xojol, before informing you that this means "dancing death princess." "Do you like it?" he snickers, before quieting down while you wave your fancy weapon about as if you've been practicing your whole life. The humor isn't highbrow, but it's rarely juvenile, with Marlow poking fun at video game conventions like conveniently placed machine-gun turrets, and the mask making fun of you when you miss a jump and fall to your death. ("Did you think you saw some enemies down there?")

Marlow Briggs goes for drama during boss fights and elsewhere, though some long, unusual cutscenes come across as more anticlimactic than exciting. In these scenes, the action is paused and the camera swings about, Matrix-style. The image changes throughout the course of the cinematic to indicate action, but what was meant to be a slow-motion payoff comes across as a low-budget mockery. Luckily, Marlow Briggs' grand set pieces more than make up for the silly still-image scenes. As you shinny across a narrow ledge, the camera rotates to reveal a smoking industrial complex and an ancient temple existing side by side in the jungle. You whale on security forces while a demonic head rises up to gaze at you, its giant blue eye and toothy grimace making for a fearsome backdrop.

Its concepts may be familiar, and its mechanics are not best-in-class, but Marlow Briggs switches gears often, always moving forward at a breakneck tempo. You go from severing limbs in a trainyard with locomotives zooming through it, to dodging flaming boulders barreling at you down a narrow corridor, to leaping across moving platforms Frogger-style in a log-sorting facility, to riding a scorpion and jabbing scarabs with its poisonous tail. Here's hoping the sequel teased by the conclusion comes to fruition; Marlow surely has a few more tricks up his bloodied sleeve.
The good news is that Marlow Briggs doesn't use its humor to explain away its shortcomings. It is, in fact, a good action game in its own right, changing up the environments, the gameplay, and the camera angles often enough to keep tedium at bay. This is by every definition a God of War clone. You chain attacks together using two buttons, occasionally stopping to climb up some vines, slide down ropes, move a few objects around for platforming purposes, and so forth. And because Marlow Briggs takes place in the modern day, you occasionally get to shoot some stationary guns before switching back to your blades, and even get to gun down some aircraft in top-down shooter sequences.
So no, Marlow Briggs is hardly original, but it's gleefully entertaining nonetheless. You begin with a medium-range melee weapon but eventually earn three more, including a longer-range set of chains with a remarkable resemblance to Kratos' weapon of choice. You earn experience as you kill and find extra caches of experience along the way, and then use it to enhance your health and mana pools, while your new playthings come at specific points during the story. There's a good sense of continuing rewards over the game's four-hour or so runtime, as well as a sense of increasing challenge.

The melee action is typically fluid and rewarding, with a few kinks here and there to remind you how hard it is for a game to live up to the legacy of the classic that inspired it. Marlow tumbles and swipes about with ease in battle arenas, rewarding your button taps with colorful displays of violence. He squashes bugs under his feet, carves up scorpions, and summons electrical tornadoes onto the battlefield, and his lively animations make him look like he's having a good time. And that good time sure is infectious.


It's in the details that things get a little messy. For instance, some enemies can be dispatched with an exploitable violent finishing move, which makes certain sequences too easy. The platforming is functional, but the jumping doesn't have the responsiveness of combat, and the fixed camera angles aren't always ideal, leaving you to struggle during certain sequences, like one in which you leap across a bridge while meteors fall upon it. (Additionally, it's hard not to laugh at the ridiculously sped-up animations when you hurry across ropes, hand over hand.) Boss fights are also problematic, particularly one that springs a small quick-time prompt on you way down in the corner of your screen after a very clear preceding prompt.

Labels:

MechWarrior Online New Free Game in 2013

0 comments

MechWarrior Online New Free Game in 2013
At this point, MechWarrior Online has been in open beta for so long that you could be forgiven for thinking it came out months ago. To be sure, there was little in the way of new content when the official launch date dropped last week; instead, the well-worn "beta" tag at last slipped away and presented new players with essentially the same game others have been playing for months. What we have here is a combat experience that's exciting and intense for many sessions, but winds down once the tedium of the free-to-play model and repetitive objectives takes over.

To an outsider, MechWarrior Online may appear to be about little more than hopping into bipedal tanks that resemble RoboCop's ED-209 and blasting the hell out of each other. Sure enough, there's that (and developer Piranha Games usually manages to deliver it), but the MechWarrior franchise also has some deep lore that stretches back to its tabletop origins through BattleTech in 1984. Alas, you see only snippets of it here, chiefly revealed through cosmetic skins and baubles you can buy for your ship's dashboard. It's a nice if ultimately meaningless touch, since currently little else matters besides crushing the mech across the field.

Good thing, then, that Piranha got the actual feel of piloting a mech right. Stomping around in a two-legged tank is every bit as unwieldy as it sounds (and that's kind of a good thing), in part because you have to master the act of turning your cab and steering your rig's legs separately. It feels believable, though, as do other elements, such as the staggeringly complex upgrade system that associates a weight and space requirement with even the smallest pieces of equipment. MechWarrior Online thus demands careful consideration of which role you want to play, because outfitting your mech with nothing but heavy cannons leaves you plodding across the field with all the speed of a massive tectonic plate.

It's best to experiment with multiple roles in the testing grounds, such as jumping into lighter mechs with cloaking abilities that can paint targets for other players, but mastering each still comes down to trial and error thanks to MechWarrior Online's laughably inadequate tutorials that cover basic movement and little else. Want to learn how to toggle the various sight modes? You’ll have to dig into the official forums or search for YouTube videos. Piranha recently included a third-person view for mechs to ease newcomers into the experience, but cries of possible cheating (by allowing mechs to "peek" around corners with the perspective shift) led to a smart decision to disable the view entirely in 12-versus-12 premade maps. In this way, newcomers can still use the third-person viewing mode to learn the ropes, while focused competitors can still have the purer mech experience they long for.
The climate of each of the eight maps has a pleasantly immersive way of affecting your gameplay. If you're battling through the frigid wastes of Frozen City, for instance, you can blast away with near impunity. Attempt the same trigger-happiness in the molten expanses of Terra Therma, and your mech will overheat, leaving you helpless against the enemies prowling about. These little touches, along with night modes that bump the tension of combat even higher, do a good job of making the maps feel distinct from each other.

That combat is usually good enough to make up for many of MechWarrior Online’s stumbles. Mechs lumber along with heavy clangs and the whirring of gears, and the constant threat of running across an entire team encourages sneaking around corners and sniping unwitting opponents. One-on-one fights benefit from unrelenting tension as well, and a player who knows all the quirks of piloting a mech will have a clear advantage over the one who doesn’t, no matter how big the size of his or her guns. It helps that the mechs themselves are beautiful in their cold brutality, even if the surrounding landscape doesn't always achieve the same visual intensity. Even so, the sound design does much to make up for it, especially with the satisfying thumps and pulses from the laser cannons. You might occasionally long for some bombastic music to bring drama to battle, but MechWarrior Online doesn't feature a musical soundtrack. This absence, however, does much to capture the gritty, no-hogwash combat vibe Piranha so obviously wants to deliver.


It's a shame that all this attention to detail isn't enough to keep MechWarrior Online from suffering from tedium. Not only does the missing lore lead to a lack of investment in the world, but the two simple combat modes leads to tackling the same tired objectives ad infinitum. Assault amounts to little more than team deathmatch with the admittedly welcome option to also win by storming your opponent's base. In Conquest, on the other hand, you earn victory either by by capturing the resources from five points or by slaughtering all the enemy mechs. Despite the repetition, the model does have its appeal, particularly when you find yourself winning a conquest match alone because the other team was too busy killing mechs instead of capturing points. Alas, that doesn't happen often, due to an imperfect matchmaking system that frequently pits groups of random players against organized teams.

Labels:

Download free Full PAYDAY 2-BETA Cracked

0 comments

The new CRIMENET network offers a huge range of dynamic contracts, and players are free to choose anything from small-time convenience store hits or kidnappings, to big league cyber-crime or emptying out major bank vaults for that epic PAYDAY. While in DC, why not participate in the local community, and run a few political errands?

Up to four friends co-operate on the hits, and as the crew progresses the jobs become bigger, better and more rewarding. Along with earning more money and becoming a legendary criminal comes a new character customization and crafting system that lets crews build and customize their own guns and gear. Payday 2, while very much the same as the original in base gameplay, looks to improve on a number of flaws from the previous games in that it is a sharper and more polished experience. For instance, gun combat is improved, and the stealth mechanic from the previous game is given a larger emphasis, possibly making it a viable option in most of the 30 heists, though some are action-oriented from the beginning. Carrying loot is also modified, creating an actual loot bag which adds weight to the carrier, allowing for throwing the loot for a further player to pick up and carry instead. Carrying loot will also tilt the camera due to the added weight.

Cash loot from the game is no longer a substitute for experience points. Instead, it is used as cash for actually making purchases for character and gun upgrades, as well as items that may help on a heist, such as the codes for window shutters to prevent snipers from being able to hit the player while he remains indoors. There has been some debate as to whether this will result in the inclusion of microtransactions, although David Goldfarb, the lead designer of Payday 2, quickly denied those claims.

New to the game is Crime Net, a brand new mission interface. Not much is known about its functionality, but it has been said that it will unlock certain heists depending on how a previous heist was finished. The "phases" system displays this in effect most accurately; players may under take longer missions, which are broken up into separate, story-connected levels called phases which can take place over a number of days. Depending both on a player's course of action, or a little luck in the random generation, the next phase may result in a different level altogether or possibly skipped entirely. For example, in the campaign "Framing Frame," the escape vehicle may not crash in the next phase if the player or players have have stolen the marked paintings without being seen.

Release name: PAYDAY.2.BETA-SC
Size: 7.13GB