TOP 15 SCARY HIDDEN THINGS IN VIDEO GAMES

15. Paper Mario
Though nearly all games created in the Mario universe are created for younger players, many adults find fun in the countless games for years to come. Still, some small easter eggs or mishaps seem a bit too dark for the original intended audience of children.

Especially one house from Paper Mario: The Thousand Year Door. In the U.S version of the game there's a house in the back alley of Rougeport Main Square, in this house it appears as though someone has broken in and ransacked the place. This alone is enough to be unsettling to an extent, a break-in and robbery attempt is quite an adult concept.

However, the original Japanese version is even worse. There appears to be red stains covering the floor and walls, and there’s a chalk outline apparently in the shape of Toad. Obviously, this implies a heinous crime. Although the scene isn’t focused on, it is really dark for such an innocent game and is considered to be one of the most upsetting easter eggs in video game history, even all these years later.

14. The Infinity Killer
This easter egg is seen as more of a simple fact by some players, as it is so integrated into the game. Still the way everything is presented, makes for a great entry. In the GTA 5 universe in December 1999, 8 male joggers were murdered and buried in San Andreas.

These murders were deemed the Infinity Murders after the killers obsession with the number 8 and his infamous quote “8 is just infinity turned sideways”. Merle Abrahams was the psychopath responsible for this event and though he is never seen in the game, he is mentioned various times and nearly his entire backstory has been pieced together thanks to Easter Eggs and fan theories.

The clues to this character include graffiti on rocks, newspaper clippings, and a message left inside Merle’s own home. The simultaneous absence and strong presence of this killer is what makes his story truly creepy to players and fans.

13. Black & White 2: Whispered Names
The Black & White game series blends real time strategy and God game elements. It was originally released in 2005, though this Easter Egg comes from it’s sequel a few years later. When the game is played after 10:00pm the game will whisper your name in a very ghostly and disheartening voice.

The game uses an algorithm that takes a variety of stored names and then compares it to your screen name or profile name to correctly call out to you. This is certainly scary for first time players that do no expect the feature. Even worse is imagining this happening with headphones in as you play alone in the middle of the night.

12. Assassin’s Creed II, The Kraken
The Assassins Creed game series is best known for being historically accurate when it comes to general details and technology. Of course there are some fantasy features that makes the game far from perfect when it comes to history, but this detail was extremely unrealistic compared to most of the game, which makes it considerably scary to some players.

While solving a puzzle in a specific tomb of the game, a massive Kraken can be seen motioning through the water below. This game is set in Renaissance era Italy, so the mystical beast feels rather out of place. This isn’t the only time that the creature makes an appearance, either. In Assassin’s Creed 4, the Kraken is seen destroying a shark outside an abandoned ship. This location makes much more sense as the game features more pirate-like themes, still the fact that this hard to ignore creature is barely discussed or featured doesn’t help it’s case.

11. Animal Crossing & Harvest Moon
The community game Animal Crossing features villages where the players live with anthropomorphic animals and carry out various tasks like building items and decorating locations. The games have been known to be quite obsessive for players thanks to open-ended game play and the community interaction.

In the game, however, if you watch the TV at 3:33 am a small dark alien appears and suggests that it is watching you. In media, 3:33 am is often associated with evil, the spirit world, extraterrestrial abduction and more. Though the scenes are always short and relatively harmless, it’s still unsettling for what is supposed to be a childrens game.

In Harvest Moon, a game very similar to Animal Crossing, something similar happens with the TV. However, in this case it occurs at 4:44 am and instead of a little alien stalking you, you see the number 4 repeated over and over again in both English and Japanese lettering. In Japanese culture the time 4:44 am holds the same meaning as 3:33 am for American culture. Additionally, the number 4 is meant to symbolize death. A very morbid warning for such a light hearted game.

10. Half Life 2: The Standard Zombie
The Half-Life series began in the late 1990’s and features various mutants or zombie-like creatures. The Standard Zombie is the most common creature or monster in the game series and it involves a standard Headcrab attaching to a victim's brain and taking over their nervous system to essentially control their body.

The zombie’s are already a sore sight being grotesque and only partially human. However, to make them even worse they constantly create guttural noises of despair that sound uncomfortably human. Specifically when you set one on fire, their screams almost sound like words. Apparently a lot of players agreed with this notion because it was eventually discovered and shared by many that this dialogue was actual human speech reversed.

When edited to play forward, the zombie’s scream in pain “Help. God help me”, which makes the idea of these poor victims even more tough to get through. Many players obviously see them as mindless enemies but playing this human voice with the action gives a “real life” aspect that many were not prepared for.

9. Ratman Dens
Doug Rattman is a character from the game series Portal. Rattman began as an Aperture Science employee. After some conflict he eventually came to live in the Test Chambers and maintenance rooms of the facilities as his sanity quickly deteriorated. He spent much of his time scribbling on the walls of the chambers and the remains of his presence can be experienced by players as they travel through the long abandoned locations.

In Portal, his scribblings give information about his obsession with Companion Cube, directions and warnings for the player, and of course the popular phrase “the cake is a lie”. In Portal 2, the messages prove Rattmans survival and help guide the general story forward. Despite how useful the Rat Dens are to the player and story, they still provide a creepy aspect simply by demonstrating the insanity of a once brilliant man, as well as the horrible living conditions he was forced to endure.

8. Luigi’s Shadow
This one is also known as “hanging Luigi” and fans have debated for years whether it’s a true creepy easter egg, or just an inconvenient glitch. In the game Luigi's Mansion, this scene can be found just after the Boss Battle of Area 3. Luigi finds his way to the telephone room and answers two phone calls, during the second call a very cinematic lightning flash illuminates the room.

Luigi’s shadow, which is cast upon the wall, is distorted in a way that apparently shows Luigi hanging. Again, it’s still unconfirmed whether this is a true easter egg that comes off a little too dark for a child’s game, or a simple glitch that made for great lore years after the release of the game.

7. Fatal Frame Screensavers
The Fatal Frame game series is all about using film to fight evil spirits. The series has received acclaim over the years and even has various spin-off media related to the concept. One of the most memorable aspects of the series though, is the featured screensavers that double as easter eggs and jumpscares.

Basically, if the player leaves the game idle for more than 5 minutes, a screensaver appears to scare the player. In Fatal Frame 1, the image was bloody handprints. In the second and third versions of the game, effectively disturbing ghost faces are used. Considering the first game was released in 2001, this was new and unique for it’s time and helped create the idea of interactive horror games that step into the real world, even if only for a second.

6. World of Warcraft: Children of Goldshire
The World of Warcraft series is an online interactive gaming community with fantasy characters and endless quests. The WoW platform was initially released in 2004 and has had gamers hooked and interested ever since with expansion packs, updates and more. This Easter Egg has many layers to it which make it not only unsettling but intriguing as well.

The Goldshire Children are a group of 6 school aged children that travel together in a sort of pack. They can be found in and around Goldshire in Elwynn Forest but they never go far from their home in Stormwind City. The children’s names are Cameron, John, Jose, Lisa, Dana and Aaron. When they travel together they appear to not only walk in sync but also never breaking the shape of a pentagram which faces different directions depending on the day.

Theories suggest that the characters are inspired by Children of the Corn, a classic horror film based on Satan  worshipping orphans. If you follow the children to their home, they form their pentagram shape and simply stare forward. Allegedly various sounds can be heard while in this setting. Everything from a banshee scream, and C'Thun saying, "You... Will... Die." to a ghost howling or a woman crying have said to be heard in this location.

5. Timesplitters 2: Mission Failure
Timesplitters is a first person shooter game released in the early 2000’s. Mission Failure is a mysterious easter egg that occurs in the second game of the series. When the player fails a mission either by losing their health points, falling into a bottomless chasm, or failing an objective in Story mode, Challenge mode, or Arcade League.

After the character “dies” if the restart screen is left unattended for a period of time, a slow, deep and unnerving audio track is played over the idle screen. Clearly, it sounds like something from a nightmare. Eventually fans became curious and sped up the audio track to find that it is actually Captain Ash's dialogue from the beginning of the Aztec Ruins level slowed down significantly to create this dreamy and spooky audio. While the backstory for this isn’t that creepy or even mysterious, the general presence of the audio before players were able to edit it caused a lot of debate and even fear.

4. Doom 2: Romero’s Head
This Easter Egg is seen as comical by some, and downright gross by others. The Doom series first began in the early 90’s and includes related novels, comics, board game, and film adaptations. In Doom 2, MAP30: Icon of Sin, the easter egg is planted as a final boss. Usually what is known as “The Icon of Sin” must be hit with a rocket and damaged significantly to finish the level.
In this case, the Icon is an image of John Romero’s head. Romero is a designer and programmer for the game. The only way to see it is to use the idclip cheat code and go behind the face of the final boss. Additionally, it’s not just an image of his head. It is clearly severed, dripping blood and placed upon a spike and features some disturbing audio of Romero’s voice in reverse.

3. Batman: Arkham Knight
When it comes to Batman, be it comics, animated series, movies or video games, the Joker provides creators with a perfect place to make things absolutely horrifying. One of the scariest scenes to feature the Joker comes from Batman: Arkham Knight. The game begins after the Joker has died and his body is being prepared for cremation. An already unsightly scene gets even better (or worse) as the game prompts the player to start the incinerator.

As flames engulf the joker he begins to scream in pain. Shortly after he jumps forward to expose crispy skin and his signature laugh. Prompting the player to interact truly brings them into the game and then serves a classic and detailed jumpscare that remains popular.

2. Undertale: Gaster
Undertale is a role-playing indie game released in 2015 that immediately grew a massive fan base. Created entirely by game developer Toby Fox, the detailed game takes the player on a creative, emotional, and often terrifying journey. This game is basically known for it’s lore, hidden details, alternate endings, changing levels and easter eggs. Gaster is a character discussed in the game that is almost an Easter Egg of his own, because while his existence is confirmed he is never seen and some factors of the game hint his is still alive.

Two of the most popular Gaster related Easter Eggs are known as “Gasters Theme” and “The Encounter”. Undertale has a hidden value in it's code called the 'fun value'. This value ranges from 1 to 100 and is set randomly by the game upon startup. This number determines certain events in the game. If the value is set at 65 while you're in the Snowdin level, you can access a new area which allows you to play “test” versions of songs from the game.

One of these songs is called 'Gaster's Theme'. Once you play it, it continues for the remainder of your presence here and you cannot change it. Of course this is an obvious reference to Gaster and the fact that the player loses control of the game here implies that Gaster has some power over the code of the game. Speaking of the code of the game, another popular aspect of Undertale is the players ability to alter the game by editing the code or save files.

One feature allows you to edit the save file and set the room you spawn into as room 264. When you arrive in room 264, a message is shared in the Wingdings font, which is known exclusively as Gaster’s font. Additionally, some disturbing music and audio is played over the message. When translated the message reads; “Entry 17: Dark, darker, yet darker. The darkness keeps growing. The shadow is cutting deeper. Photon readings negative.

1.Star Fox: Out of this Dimension
The Star Fox series is a classic, with it’s first release in 1993. In the game while flying through open space and shooting at asteroids, a very peculiar looking asteroid will cross your path. If you successfully shoot this, the game appears to glitch in a very trippy way and you are taken to what can only be described as another dimension. Coincidentally this location is known as “Out of this Dimension”.

While here, things move in a strange and fluid manner, the asteroids have faces on them, and the sound is distorted. The mysterious location is known to be infinite, though no other facts are clear. It is apparently outside of the games universe and “outside of existence as we know it”. Players have described the level as inescapable and many deem it the alternate ending of the game.
The dimension does not appear in any other Star Fox games, though it is similar to the later introduced “Warp Zones”. Aside from the general confusing vibe of the location, it is said to be unsettling because it focuses on the unknown and dangerous expanse of space and even reality.

10 CREEPY VIDEO GAME URBAN LEGENDS

10 Lovender Town syndrome
In February 1996 Pokemon Red and Green for the Nintendo Gameboy was released in japan to wide acclaim, however not everything about its release was so positive. Allegedly around the same time as the game’ s release, there was a noticeable rise in children committing suicide or falling ill. The legend states that this was caused by the music played in the game when the protagonist reaches Lavender Town. The Lavender Town theme is believed to have featured extremely high frequencies which were only detectable by younger gamers. These frequencies caused headaches, self harm and mental illness in those who played the game, ultimately leading to an estimated 200 children killing themselves. The story concludes by saying that due to the scandal the Lavender Town theme was later changed by developers Nintendo to a lower tone, and in the Western version, the music was changed completely.

9. Squall is dead
Final Fantasy 8 is considered a classic in the long running Japanese franchise, however the plotline is not without rumor. At the end of the first disc, protagonist Squall squared up to the evil Sorceress Edea on a parade float. So far, so Final Fantasy. However during this battle Edea sends a shard of ice flying through the air and into Sqall’s chest, causing him to stumble and fall off the float, ending the duel. Yet when disc two starts up, Squall appears alive and unharmed. The legend goes that everything that happens in the game after this is Squall’s dying brain attempting to process information before it runs cut of oxygen. To add to this theory, the finale features a series of scenes that flash before the player’s eyes. These include blurred out details, the battle with Edea itself and, for a brief moment, an image of Squall with his face missing. The legend states that his brain is close to death and therefore forgetting his own image.

8. Polybius
In 1998 a post on the website coinop.org stated that in 1981 a new, addictive video game was installed in a Portland, Oregon arcade called Polybius. Polybius proved popular, however players soon began complaining of nausea, headaches, and nightmares after spending time playing the game. Soon after the Polybius cabinet was visited by strange men in black who allegedly unknown and unauthorized data gathered from the players. In 2013 the website Skeptoid conducted an investigation into whether Polybius actually existed. They found that while there was no record of any game called Polybius in or around Portland in 1981… …there were two cases of gamers collapsing with headaches and stomach pains on the same day. Ten days later federal agents raided video arcades throughout the Portland area in an attempt to break up a gambling racket operated by arcade owners. To prepare for this operation, undercover agents had indeed investigated arcade machines to try and collect evidence. While Polybius may not be true, the seeds of the legend were based in reality.

7. Morrowind’s mod
Morrowind is the highly popular and critically acclaimed third instalment in the Elder Scrolls franchise, yet that hasn’t stopped people making their own mods for the game. One mod, called Juk1166z.esp, at first appeared to do nothing except corrupt the game. However when run through an MS-DOS emulator the game takes a sinister tone, Major NPCs immediately died, their corpses littering the game. The remaining characters would appear briefly and only say “Watch the sky”. The player’s health would be draining constantly and dungeons would start displaying images from your computer. The mod didn’t just affect the game, it took control of your computer. Finally a long-limbed character called the Assassin would appear, who would hunt the player and shriek in piercing tone. The game screen would slowly become darker and darker until nothing could be seen at all. According to one player who allegedly played the mod he began to dream, and then hallucinate, about the Assassin.

6. Killswitch
A company called Karvina Corp is believed to have released a game called Killswitch in 1989. The game followed the story of Porto, a human woman, and Ghast, an invisible demon, as they attempt to unravel the mystery of the mine they find themselves trapped in. There was a twist however. Once played, the game wiped itself completely, preventing the game from being played ever again. As only 5,000 copies were produced, so the legend goes, this has led to brand new cartridges being extremely valuable. In 2005 Yamamoto Ryuichi bought a copy of the game for $733,000, with the intention of broadcasting the playthrough on YouTube. Yet to date Ryuichi has only posted one two minute long video of himself crying before the character selection screen. The legend suggests that the game sends people mad. However it is most likely false, as the earliest mention of any game from that period called Killswitch… …comes from a now abandoned website called Invisible Games which deals in creepypasta about fictional games.

5. Pokemon block
Pokemon Black was released as a companion to Pokemon White in 2010. However before that there was another Pokemon Black – a far more sinister and twisted version. The legend states that an unnamed man was digging around a flea market in 2005 when he came across a version of Pokemon Red which was pure black. The game played as normal to begin with, with Professor Oak giving you the usual choice of three starter pokemon and a fourth one called Ghost. Ghost was level one and capable of only one attack: Curse. Every battle played the same. The opponent was too scared to move, allowing Ghost to cast “curse”. Once cast the screen would go black and the distorted scream of the defeated pokemon would play. This could even be cast on the trainer themselves, ultimately killing them. If you survived, Ghost would appear at the end and battle you. The screen faded to black and rebooting the Gameboy, the save file would be wiped clean.

4. Sonic.exe
Everyone knows Sonic the Hedgehog as the bright and colorful Sega mascot but Creepypasta author JC the Hyena had other ideas. The legend went that a man known only as Tom received in the mail a CD from his missing friend Kyle, accompanied by a note telling him to destroy it. Tom played the CD to find a heavily modded version of Sonic the Hedgehog. The blue sea was now an ocean of red blood, the sky was overcast and Sonic himself had glowing red and bleeding eyes. As he played the game further it appeared that Sonic was violently torturing and murdering the inhabitants of the game. Eventually the game began communicating with Tom, asking whether he wanted to play a game of hide and seek and addressing him by name. The more Tome played, the more it became clear that Kyle had been sucked into the game by Sonic… …another victim to be toyed with, tortured and murdered by hedgehog with the demon eyes.

3. Herobrine
First released in 2011, Minecraft has become a global sensation. It has sold over 106 million copies and cost Microsoft $2.5 billion when it was bought in 2014. Yet if a post on 4cham is to be believed, the simple block building game hides a dark and sinister secret. In 2011 a post on the popular online bulletin board mentioned a blank eyed character walking around his single player world and deforesting the map. After his post was deleted from the messageboard a few times, he received a message from a fellow user called Herobrine with one word, “Stop”. It turns out ‘Herobrine’ was the gamertag of the brother of Minecraft’s lead developer Markus Person aka ‘Notch’. When pressed on the issue, he allegedly said he did have a brother, but he had died. Since then people have built and expanded on the legend, insisting there is a character called Herobrine haunting the game.

2. Ben drowned
In 2010 anther 4chan user called Jadusable claimed to own a haunted copy of the classic N64 game Legend of Zelda: Majora’s Mask. Jadusable bought what he thought was a brand new game from an elderly gentleman, but when installed into his console he found only a saved game called ‘Ben’. When Jadusable attempted to start a new game, the NPCs continued to call his character Ben. When the saved game was deleted, the NPCs just ignored him altogether. A later post by his alleged former roommate stated that Jadusable was slowly sent mad by this game.

1. Pole luno
Pale Luma is a text based adventure game which required gamers to input commands in order to progress through the story. Yet unlike other text based games, Pale Luma appeared to crash if anything other than the correct command is entered leading many people to dismiss the game as a broken and buggy product. One player however, Michael Nevins, wasn’t going to be put off. After six hours of trial and error, Nevins reportedly go through to a congratulations screen and a set of coordinates. Being nearby Nevins allegedly set off to the park where the coordinates were to investigate. When he dug at the point indicated, he uncovered the decomposing head of Koren Pauisen an eleven year old gril who had gone missing a year and a half before. The developer of Pale Luna was never traced, and the rest of Karen’s body was never found.

Saints Row IV


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With great power comes no responsibility whatsoever
How do you give more power to the leader of the Saints, a man (or woman) already globally celebrated as a crazed, untouchable psychopath? In Saints Row IV, Volition have made him President of the United States. The demo I played opened with the Prez swaggering towards a press conference, making snap decisions on key matters of state. Do I solve world hunger or give cancer the middle finger? Do I agree to a Nyte Blayde marathon with Josh Birk, the show’s airhead actor? Do I punch a fussy old congressman in the face, or the balls? I make my choice: screw cancer; hell yes; right in the crotch.
Obama’s an amateur compared with me. What’s next? Oh, aliens have attacked. Saints Row: The Third was wholly encapsulated by a single song on its soundtrack: Kanye West’s “Power.” Like that song, the game was brash, crude, and childishly defiant, but also self-aware. It was the moment the series found its identity. It stopped trying to be a fun GTA clone, reassessed its ridiculousness, and decided to run with it.


Naked. Saints Row IV continues to run—but now that sprint has become a superspeed blur The dubstep gun does everything you’d expect weaponized wubs to do. I tackle my alien immigration issue with an appropriately insane response. As my cabinet—returning characters Shaundi, Oleg, Kinzie and Pierce—are abducted, I run to the Oval Office, clean out a weapons cache and proceed to gun down the invading Zin across a White House under siege. For most games this would be a climactic setpiece. For Saints Row IV, it’s the second mission. Not that the relentless assault of absurdism is always matched by the game’s individual objectives. After a series of firefights through the crumbling corridors and stairways of power, the mission’s end is somewhat reserved: a turret sequence and a quick time event.


Saints Row IV’s response? Become even more absurd. When the demo skips forward, I’m back in SR3’s home city of Steelport. More accurately, I’m in a virtual recreation of it. Zinyak has placed the protagonist and his crew in a Matrix-style prison, and it’s here that the rest of the game plays out. Also: I have superpowers. There’s a sense that Saints Row IV is a direct expansion to its predecessor—a viewpoint supported by the repeated use of both setting and game engine. But if the lack of a new space to explore is disappointing, it’s balanced by the way Volition uses the setup to re-evaluate how its game’s systems work. It’s now free to provide a more enjoyable route around its open world.


Given the choice, would you rather get into a car and diligently follow the road, or sprint up a building, leap into the air and glide across the map? It doesn’t matter. You can do either. And it’s not just movement that has been overhauled. Health no longer regenerates. Instead, the enemies you kill drop arcade-style healing orbs. It seems counterintuitive at first, but the upshot is that the best way to stay alive is to stay in the fight. The wanted level has been similarly tweaked. Criminal actions draw the attention of regular beat cops. If you extend your spree, hoverbike-mounted Zin will join the pursuit. Keep going and you’ll signal a Warden—a tough miniboss encounter. Beat him and the meter resets, making you incognito again. (At least, as incognito as a superpowered president in a virtual world can be.) SR4 feels like a game that wants to challenge, but not punish, aggressive play.


SR4 also provides you with the series’ most varied arsenal to date. In addition to enhanced speed and jumping, a second set of powers provides you with combat abilities. A freeze blast will slow and shatter your enemies, a ground shockwave gives a powerful area of effect attack, and telekinesis will unceremoniously grab objects and people. It’s a skill tested in one of the new minigames, a spin-off to SR3’s Genkibowl in which I was challenged to
fling mascots through glowing hoops. Combat powers have their place, but there’s a short cooldown period between use, so the guns are still the star. Joining the inevitable standards of shotgun, pistol and rifle, I saw two of the game’s signature weapons.


One fired a mini-black hole that devastated the surrounding area (and me if I got too close). The other fired dubstep as an arcing neon laser. It did everything you’d expect weaponized wubs to do: everyone who’s hit starts dancing. And then dies. Or explodes. There’s at least one more bizarre weapon—the head-expanding Inflate- O-Ray—although I didn’t see it in action. And Saints Row IV’s toolbox of silly toys will almost certainly expand even further. As Kanye says, “No one man should have all that power.” But seeing as you do, you might as well enjoy it.

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Wolfenstein: The New Order

Has this seminal shooter reboot got brains as well as brawn? B.J. Blazkowicz thunders around the platform that orbits the edge of the Moon Dome. He has an enormous shotgun in each hand, and the noise they make is more freight train than firearm—a pounding “CHUNKA CHUNKA CHUNKA” that feels like it should climax in a “CHOO CHOO.” Wolfenstein:



The New Order gives you an array of ways to tackle its arena combat encounters, but I choose to deal with the Moon Dome with the simplest: by holding down both triggers and running fast in a straight line. It works. B.J.’s double shotguns blast bits off the model moon in the center of the room, and send Third Reichers sailing through shattered glass to the floor. “Ever since you got to kill Hitler in the first game, it’s been about alternate history,” senior gameplay designer Andreas Ojefors tells me. “We took that and ran with it. We
asked the question, ‘what would happen if the Nazis won the war?’” That’s all well and good.


The question that The New Order answers more satisfactorily is, “If a jackhammer got to spend one night as a Ever since you got to kill Hitler in the first game, it’s been about alternate history. human, what would it do?” Another inadvertently answered question is this: what would the first-person shooter look like in 2013 if someone had annualized Quake back in 1997? The New Order isn’t an id Software shooter, but it is deeply aware of its heritage. B.J. is delivered to the London Nautica—the Nazi research facility that houses the Moon Dome—in a car with a little Quake 3 Arena rocket launcher dangling from the key in the ignition.

The game hybridizes modern and retro design, mixing partially-regenerating health with medpacks that can be gobbled in excess to temporarily shunt your health over 100, id-style. “We tried to combine the best of the old-school shooter design with the new,” Ojefors continues. “There are things that shouldn’t have been left behind, and things that should.” He’s insistent in referring to Wolfenstein as an action-adventure game, rather than a shooter—but, well, it’s a shooter. Its noncombat ideas are expressed through environmental puzzle-solving and bits and bobs of linear narrative, neither of which are totally left-of-field for a game that also features shotguns the size of railway ties. What I saw, however, was well executed.

Machine Games is partially made up of veterans from Starbreeze, the developer behind the quietly excellent The Darkness and Chronicles of Riddick games and, by way of contrast, the noisily crap Syndicate reboot. The stylish ultraviolence and characterful writing of those games are visible here, particularly in an early sequence where Blazkowicz is interrogated about his heritage by SS officer Frau Engel and her Aryan boy-toy Bubi.

Think Inglourious Basterds by way of BioShock, and you’ll get a sense of the tone. The New Order is also linked to Starbreeze’s early work by a thick vein of priapic silliness. B.J.’s shotgun-slinging has the same uncritical hyper-macho swagger that informed The Darkness’s deadly tentacle weapons and the entirety of Vin Diesel’s career. When the industrial metal soundtrack kicks in and there are Nazis to be shotgunned, there’s a lot of uncritical hyper-macho fun to be had.

The New Order’s newer, smarter ideas resonate a little strangely in this context. Blazkowicz now has an upgradeable laser weapon that can be switched between man-blasting and scenery-cutting fire modes. The latter is used to find secrets and solve environmental puzzles, and a bit of clever engineering means it slices away at the world in relationship to the movement of your cursor. Want to retrieve some ammo from a crate? You only need to cut a hole big enough for B.J. to grab it. Want to make a hole in a chain-link fence, but bored with squares? Carve yourself an amusing When the industrial metal soundtrack kicks in, there’s a lot of hypermacho fun to be had. banana-shaped entryway! The laser also facilitates stealth. It’s possible to crouch behind cover, slice out a gun-hole and then take pot shots through it with one of your other weapons.

This is something that I’ve never done in a shooter before, and it’s nice to be surprised. The only issue is the dissonance—the change in pace doesn’t quite work, and the high difficulty level of the build I played meant that I felt pushed into playing cautiously despite the wide array of options presented to me. I came away from The New Order far more interested in it than I was going in, but it’s got a way to go in the six months before release. Pace and feedback both need work, particularly the transition from mindless corridor blasting to meticulous set-piece battles.

It’s also majorly juvenile, and a lot will hinge on how knowingly that sense is embraced. Machine Games’ Starbreeze DNA will help, but there are certainly times when The New Order plays like something a teenager might scrawl on the back of a history textbook. That’s not necessarily a bad thing, of course. I would have adored it when I was 12, but I also wonder about how much the hobby has changed in the years since. Then again, this is still an industry where a grown man can answer a question with a remark beginning “ever since you got to kill Hitler...” so Starbreeze will probably be fine.

Watch Dogs





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Big Brother is watching, but then so are you It’s that old superhero dilemma: if you see a crime, is it your responsibility to stop it? What if you think the victim deserves it? Watch Dogs’ protagonist Aiden Pearce has a lot in common with Spider-Man—he’s just a little more OK with murdering. A lot more, really. Pearce is an any-means-necessary style vigilante out for revenge against some Bad People who did Mean Things (Ubisoft is staying quiet about major story details) in a near-future Chicago. Like all vigilantes, he’s no friend to the police—but he has a secret weapon to deal with them. Chicago is run by CtOS, a network of computers that manage the city’s services,
including traffic lights, trains, and security cameras. With his phone, Pearce can control these systems with a single button, and can also tap into other phones to steal private information.

He’s not above emptying an innocent’s bank account in pursuit of vigilante justice. Pearce protects the people at the expense of their privacy. Among his tools is the city’s crime prediction algorithm, which digs through personal information to spot potential victims before they’re attacked. He doesn’t have to intervene in crimes he witnesses, though. In the live demo I saw, Pearce stayed hidden while a suspected rapist was murdered in an alley. Geez. The fidelity of the alley and characters made that scene feel especially gruesome. The world looks properly lived in—not as sterile as GTA’s satirical cities—with grubbier neighborhoods speckled with Aiden Pearce is out for revenge against some Bad People who did Mean Things.

graffiti and litter. Litter that, thanks to Ubisoft’s new Disrupt engine, realistically flutters around in simulated wind. When Aiden walks into a pawn shop, the light is snuffed out and street sounds give way to thumpy beats and the whine of fluorescent lights. The people in and around it walk with purpose and loiter with intentional lack of purpose. They aren’t just NPCs there to scream and be run over—they have stories and personalities. Or, at least, Ubi creates the illusion that they have those things. Personal details about pedestrians pulled up by Pearce’s augmented reality HUD reveal hobbies, fears, shortcomings, and fetish porn addictions—snippet of lives as a catalyst for
our imaginations.

It’s an effective way to convince me that I’m looking at a city full of real people, but I can’t shake the feeling that I’m watching an elaborate stage play, no matter how good the motion-captured animations are. Watch Dogs might approach the uncanny valley of open worlds; it’s close enough to convincing that it induces Truman Showlike paranoia. Given the theme of the game, that unease may be an asset. When not quietly admiring the city’s fidelity, though, Pearce keeps busy by starring in a violent action game. Actually, I’m told that Watch Dogs can be played non-violently, but what I saw was Pearce slowing down time with Focus mode (hey, Max Payne can do it, so whatever) and shooting people’s faces. In his defense he prefers to murder bad guys where possible, but if a stray bullet hits someone... well, that’s more of a manslaughter, isn’t it? The first conflict in the demo starts off with a few friendly, non-lethal takedowns, the player using his hack-o-matic to turn on a forklift and open a gate, distracting nearby guards so they can be sneaked up on.

Hacking is all binary decisions—turning something on or off, or assuming the POV of a security cam. Interestingly (and nonsensically), cameras can be chained together, because hacking only requires line of sight. This is how Pearce eventually infects a CtOS server with a virus without ever entering the building. But first, it takes a cover-to-cover firefight to finish off the guards outside. Despite his usual slow pace Pearce shows bursts of athleticism, traversing the lot with daring parkour leaps and using Focus to chain deadeye shots. Focus mode and quick-draw hacking look to be especially important when driving, during which the player can change traffic lights and raise concrete blockers to end the careers of the cops in pursuit with spectacular crashes, the camera swinging around for slow-mo Burnout-style views of the wrecks. The world stops feeling quite so grounded and natural here, but it does look fun. Like in GTA, a five-point gauge indicates the level of police engagement, and players must break line of sight to escape. In one version of the demo, the driver hacks open a parking garage door, glides into a parking space, and strolls away like he’s loosely reenacting the opening scene of Drive. If nothing else, I want to do that.

Watch Dogs - PC ----> CLICK HERE

Watch Dogs - Playstation 3  ----> CLICK HERE

Watch Dogs - PlayStation 4  ----> CLICK HERE

 Watch Dogs - Xbox 360  ----> CLICK HERE

 Watch Dogs - Nintendo Wii U  ----> CLICK HERE

BATTLEFIELD 4

BATTLEFIELD 4


Battlefield 4 - Xbox 360  ----> CLICK HERE

 Battlefield 4 [Download] ----> CLICK HERE

Battlefield 4 Premium Service ----> CLICK HERE

 Battlefield 4 + Battlefield 4 Premium ----> CLICK HERE


Commander mode returns to lead the way
Bad Company and its sequel were great multiplayer games, but they lost some of what made their predecessor, Battlefield 2, such a marvelous team-based shooter. Battlefield 3 took a step in the right direction by making large-scale warfare the norm again. Battlefield 4 is going even further, by bringing back Commander mode. One player on each of Battlefield 4’s two teams is now able to view the battlefield from above, issuing orders to different squads, dropping resources such as vehicles to aid in their team’s assault, and launching tactical missiles to take down enemy units. It brings back another layer of tactics to Battlefield’s endless war, and it makes perfect sense on the large levels.


The mission I played at this year’s E3 was the same shown at the EA conference: the Siege of Shanghai. It takes place on the streets surrounding the city’s waterfront, with a river bisecting the map. A Metro station acts as one of the capture points; another is placed on top of a tall, central skyscraper. It’s designed for 64 players, and at each team’s spawn, there’s a plentiful supply of tanks, jeeps and helicopters. My first round as the game’s familiar recon class starts in typical fashion: players leaping into vehicles and immediately driving off while I chase after them in a If every server was full of tired, confused journalists, it would be my favorite game. desperate attempt to get inside. Eventually I find a vehicle of my own, and set off through the streets with a group of random squadmates. We capture our first point without taking a shot.


Next I move to another point on the roof of a multi-story car park, and leap from the van seconds before it explodes under heavy fire. I kill one, two, three people at midrange by using my sniper rifle to injure them and my pistol to finish them off. I capture the point and move on again. At this point, my squad and I have been scattered to the wind, but when I die and respawn with them later, I’m atop the game’s central skyscraper. Half the people
playing have congregated here, because they’ve all seen what happens when you destroy the building’s supports: it falls over, spectacularly. We all want to be on top of it when that happens.


My squad and I kill any enemies on top, and then wait. And wait. And then, when we realize nothing is happening, we throw ourselves over the edge and parachute down below. I land on the roof of a much smaller building, and bring my sniper rifle out again. One kill, two kill, three kill, four. I’m top of the server at this point; if every Battlefield server was full of tired, confused journalists, it would be my favorite game. For a while, it’s possible Battlefield 2 was my favorite game.

It wasn’t the bombast—though running across cratered beaches while machinegun fire pinged around your feet and jets buzzed overhead was a thrill. Instead, it was the quiet moments with my squad that made me love it: Tom Francis, Craig Pearson and I camping on top of a structure in the middle of the desert, observing the battlefield around us, picking a target or waiting for the Commander to select it for us. There was a sense that you and your friends in a squad were a tactical unit, and that you existed within the broader context of a raging battle, whether you were taking part in it at that second or not. The Commander helped with that, bonding everyone together—again, whether you ignored the person in the role or not.

Just as before, you get bonus XP if you do decide to follow your Commander’s objectives. And if your team is doing well, the Commander gets more abilities: from UAVs to provide tactical information, to artillery strikes and Tomahawk missiles. I noticed only a few changes to the game’s classes; assault, engineer, recon, and support each return from the previous game. The recon class now has the C4—previously a support class item—to
complement the sniper rifle. On the Siege of Shanghai, C4 is one of the best ways to bring down the skyscraper at the center of the map, so I wonder if the change means we can expect more destructible buildings on other levels. Each of the four classes also now has access to three types of grenade: the standard frag, plus flashbang and incendiary grenades.

It’s too early to tell how these changes will shift the flow of the game, or how the system of weapon and item unlocks might have been tweaked. So much of what makes Battlefield compelling can only be discerned from dozens of hours of play, and my session with the game ended after a too-short 15 minutes. But there’s a clearer change in the prevalence of boats: battles in the river and inlets around Shanghai were as constant a fixture as the fight for air dominance. Best of all, ejecting into the water doesn’t damn you to a long, boring swim: you launch out on a jet ski. Battlefield 4 plays like it could be a bigger, prettier and more tactically complex iteration of BF3. My only complaint from the little I played is that I never saw the map’s tower fall. I was either elsewhere in the map when it happened, or waiting to respawn. Next time.

Battlefield 4 - Xbox 360  ----> CLICK HERE

 Battlefield 4 [Download] ----> CLICK HERE

Battlefield 4 Premium Service ----> CLICK HERE

 Battlefield 4 + Battlefield 4 Premium ----> CLICK HERE

Smart Cooler for Super PC Gamer

Smart Cooler for Super PC Gamer
http://www.amazon.com/exec/obidos/ASIN/B005O65JXI/anyatrading-20
See Detail Before Buy ----> Click 

Smart Cooler for Super PC Gamer
Cooler Master Hyper 212 Evo

What it does:
Thanks to the physical laws of the universe, even the smallest PC processors generate a lot of heat—so much so that they’d burn up if we just let them baste in their own warmth. Hence, CPU coolers. Intel and AMD supply lowest-common-denominator coolers with every CPU, designed only to keep the chip from destroying itself. If you want better cooling, and as overclocking enthusiasts who appreciate quiet PCs we always do, you’ll need to invest in an aftermarket CPU-cooling solution. The difference in temperature will be night and day.

What to look for:
The killer cooling formula is typically 1) a huge heat sink with 2) lots of narrow fins. Today’s plethora of massive aluminum-block “tower” designs testify to this: they just work. Copper “heat pipes,” which connect the cooler’s base to the tower, also help move heat up and out. Add a large but quiet fan (usually included) to blow away the hot air and you’re all set. We love the Cooler Master Hyper 212 EVO. It’s been around forever, is cheap, and does a great job of dissipating heat. A true classic.
Fins
The best way to dissipate heat is to spread it out over the maximum possible surface area, which is why today’s heat sinks tend to have hundreds of wafer-thin metal fins.

Filling in the gaps:
Your CPU’s integrated heat spreader is not a 100% flat, flawless surface, and your heat sink’s base plate is considerably less so. Air is a terrible conductor of heat, so you’ll need a heat-conducting compound called thermal paste to bridge the miniscule air pockets formed by these imperfections, enabling the efficient transfer of heat from CPU to heat sink. Most coolers come with their own thermal compound, or you can buy it separately. Check for an application guide online, because it’s no fun to clean up the mess left by an overzealous application

The specs
Cooler Master Hyper 212 Evo

Compatibility: Just like CPUs, coolers are built to be compatible with certain mobo socket designs. The Cooler Master Hyper 212 EVO supports a huge range: Intel LGA 1150/1155/2011/1366 and AMD Socket FM1/FM2/AM3+.

Base Material: Different metals have different heat conductivity properties, making them better or worse as heat sinks. Today’s enthusiast designs use aluminum towers and copper bases.

Dimensions: Enthusiast heat sinks are big, no lie, so make sure they’ll actually fit in your intended case. This is particularly important given today’s trend toward smaller cases. (Thermalright’s excellent TRUE Spirit 120M is a more recent cooler that is actually designed to be a little smaller.) Overly large heat sinks can also block the closest RAM slots, which is the opposite of good.

Fan Specs: The best computer fans move a lot of air while being as quiet as possible, and the Hyper 212 EVO’s 120mm fan moves a lot of air while producing only modest noise. We are fans of this fan.

Alternatives Cooler for Super PC Gamer

Stock Cooler
Want to Buy ---->  Click 

If it ain’t broke, don’t fix it. Well, your CPU’s stock cooler is a little broke, but it will get you by just fine if you don’t overclock and if you’re not too concerned about noise. It’s not glamorous or elegant, but keeping your CPU from baking itself is definitely a plus.
mainstReam

Enermax ETS-T40-TB
http://www.amazon.com/exec/obidos/ASIN/B0074OVYVE/anyatrading-20 

Want to Buy ---->  Click 

Even cooler and quieter than the Hyper 212 EVO? Indeed, and for just a small price premium. What isn’t small is the heat sink, which is more likely to clash with your case and cover RAM slots. But if you can make it fit, go for it

Thermaltake CLW0217 Water 2.0

http://www.amazon.com/exec/obidos/ASIN/B007UIX1RE/anyatrading-20
Want to Buy ---->  Click  

Extreme
Liquid cooling used to be the sole domain of total rockstar rebel nerds, but now you can enjoy its amazing cooling efficiency with ready-made devices like the Water 2.0 Extreme. Imagine the OC potential…