October 17, 2012

GTA-Vice City Full Version Free Download



GTA-VICE CITY:
Having just made it back onto the streets of Liberty City after a long stretch in maximum security, Tommy Vercetti is sent to Vice City by his old boss, Sonny Forelli. They were understandably nervous about his re-appearance in Liberty City, so a trip down south seemed like a good idea. But all does not go smoothly upon his arrival in the glamorous, hedonistic metropolis of Vice City. He's set up and is left with no money and no merchandise. Sonny wants his money back, but the biker gangs, Cuban gangsters, and corrupt politicians stand in his way. Most of Vice City seems to want Tommy dead. His only answer is to fight back and take over the city himself.
From the decade of big hair, excess and pastel suits comes a story of one man's rise to the top of the criminal pile as Grand Theft Autoreturns to the PlayStation®2 computer entertainment system this October. Vice City is a huge urban sprawl ranging from the beach to the swamps and the glitz to the ghetto, and is the most varied, complete and alive digital city ever created. Combining non-lineargameplay with a character driven narrative, you arrive in a town brimming with delights and degradation and are given the opportunity to take it over as you choose.
As a major gateway to South America and the Caribbean and attracting migrants, Vice City is brimming with diverse characters, so there's a friend for everyone. It is a sociable place and the new guy in town is sure to meet all manner of friendly people in the sunshine capital of America. Athletes, pop stars, real estate developers, politicians, trailer trash, everyone is moving to Vice City to find out what makes it the number one growth city in America. But, as Tommy quickly finds out, trust is still the rarest of commodities.
Vice City offers vehicular pleasures to suit every taste. For the speed enthusiast, there's high-performance cars and motorbikes. For the sportsman, a powerboat or a golf buggy lets you enjoy the great outdoors. For those that need that sense of freedom and escape, why not charter a helicopter and see the beauty of Vice City from the air?
As the party capital of America, you would expect your ears to be seduced by a host of sultry melodies and pumping beats, but the city is truly rocking. You'll be AMAZED as you sweep through Vice City's FM dial. If you are feeling like trouble, you can tune into some driving rock, or some crucial electro, or maybe you want to slow down with some sweet soul, and there will always be some great romantic anthems if you want to really take your mind off things.
For the action man, or outdoors type, there's tons of fun things to do and adventures to be had… guaranteed. For the secretive or creepy type, Vice City is full of surprises, a place where you'll constantly be surprised by the vivacious, fun-loving types who live there and the things you can discover.
Grand Theft Auto: Vice City is the most diverse and ambitious piece of interactive entertainment yet created. The game is developed by Rockstar North and published by Rockstar Games.
Grand Theft Auto: Vice City is going to be released for the PlayStation®2 computer entertainment system on October 22, 2002.
Rockstar Games Announces Grand Theft Auto: Vice City; Next Installment of Grand Theft Auto Franchise To Hit Streets in October
    NEW YORK--May 21, 2002--Rockstar Games, the world-renowned publishing division of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), proudly announces Grand Theft Auto: Vice City, the follow-up to the global blockbuster title Grand Theft Auto 3. Grand Theft Auto: Vice City is the latest installment in the gaming franchise that has exceeded 11 million units in total sales to-date. It will be available exclusively for PlayStation(R)2 and is expected to hit retail shelves in the United States on October 22nd. Grand Theft Auto: Vice City will surpass the unprecedented gameplay, cinematic graphics and immersive audio experience that gamers associate with Grand Theft Auto 3, which was released in October 2001 and has rapidly become the fastest selling, highest grossing game for PlayStation(R)2 computer entertainment system to date, with global sales exceeding 6 million units. Rockstar Games will release additional information about the game's content in July, but the following details are clear: It's an entirely new game set in the '80s, the location is Vice City, and the vibe is glamour, power and corruption...
    Sam Houser, the executive producer of the Grand Theft Autofranchise and president of Rockstar Games, commented, "The success of Grand Theft Auto 3 has made us very proud, but it has also motivated us enormously. The work currently being done by our development and production teams in Edinburgh and New York is going to surpass the efforts of last year, as we set our sights on making an even more revolutionary gaming experience. This will be reflected in the size of the game, the scope of the gameplay, the extent of the gameplayer's freedom, the quality of production value and the all-important sense of style."
    Les Benzies, the producer of Grand Theft Auto games, noted, "Although it may appear to be a challenge to develop a game superior to Grand Theft Auto 3, our progress to date on Vice City makes me highly confident that we can deliver a truly innovative game." Kelly Sumner, Take-Two Interactive Software's Chief Executive Officer added, "Grand Theft Auto 3 has become the "must-have" title for PlayStation(R)2 and is appropriately regarded as a landmark in interactive entertainment. We are delighted with the plans for Vice City, and are totally committed to supporting Rockstar's creative efforts and investing in the development andmarketing approach that made Grand Theft Auto 3 such a tremendous success."

Processor= 733MHz

RAM= 256MB


Graphics Card= 32MB


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August 29, 2012

Call of Duty 3 Game Full Version Free Download


Call of Duty 3 
Developed by Treyarch Games Masters, Call of Duty 3 takes a bit of a different approach to the traditional COD games world. Rather than playing in token battles of World War II and switching from area to area all over the map, Call of Duty 3 is based on one specific set of battles centered around the Normandy Breakout, working up until the liberation of Paris just 88 days later.Just for taking control of each region represented, players will jump from the American troops over to the Canadians and Polish, as well as the British forces as they push against the elite German Panzer forces.

Breaking it down:
Call of Duty 3 has been reworked and reinvented this time around, following a more specific story and centered around a more cinematic approach due to Trey arch's design. Taking a few notes from Call of Duty: Big Red One, the team has added a ton of cinematic flair, with constant action surrounding the player at all times and the same solid game-play mechanic as the previous games. Where the title sets itself apart form the other console versions is in the revamped FPS control. Working along the same lines as Metro-id 3: Corruption, Call of Duty utilizes a bounding box that gives the player faster and more precise controls, very similar to a PC mouse and keyboard. When the cursor is in the middle of the screen, the player is still. Start moving the Wii-mote against an invisible bounding box, however, and you'll start to move your character's head as well. The farther from the center of the screen you move the controller, the faster you'll turn.


But does it work? That's the question on everyone's mind. After all, Call of Duty 3 got a huge graphical overhaul on the other next gen systems, so the game's control better be worth it, right? Well, the overall feel is definitely solid, but we wouldn't go as far as to say any and every player out there is going to enjoy it more than the traditional dual-analog setup. When you're in the heat of battle, the controller is amazing for snapping your head in a direction, sighting up while holding the A button, and then blasting a soldier with pixel-perfect precision. In that sense, it's a success. Still, there are a few control issues inherent in the FPS design at this point. While the ability to control turning speed is there, the sensitivity isn't as complex as we'd like it. Let us change the bounding box. Let us change the sensitivity of the cursor movement speed. Simply put, let us make the controls ours.


Pentium=IV
RAM=2 GB
Hard drive Space=3.20 GB
Graphic Card=128MB 


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August 23, 2012

Call of Duty 2 Game Full Version Free Download



Call of Duty 2
Call of Duty 2 redefines the cinematic intensity and chaos of battle as seen through the eyes of ordinary soldiers fighting together in epic WWII conflicts. The sequel to 2003's Call of Duty(COD), winner of over 80 Game of the Year awards, Call of Duty 2 offers more immense, more intense, more realistic battles than ever before, thanks to the stunning visuals of the new COD™2 engine.


The WWII shooter development team returns with an amazing new experience: Developed by Infinity Ward, creators of the award-winning Call of Duty. All-new, unprecedented enhancements from stunningly realistic graphics to seamless gameplay, thanks to the revolutionary COD2 engine, groundbreaking AI, and choice-based gameplay innovations. Beautifully rendered snow, rain, fog, and smoke, combined with dynamic lighting and shadows, make this the most intense WWII shooter yet.

New conflicts and enemies to face: Call of Duty 2 brings you bigger battles, with more tanks, troops, and explosions on-screen, and bigger scope, with a wide range of locales and environments across the European Theater. Fight "The Desert Fox" across the scorching sands of North Africa as wave upon wave of tanks clash in the desert.

Use rocket-propelled grappling hooks alongside your Army Ranger squad to storm and scale the cliffs of Pointe du Hoc against a relentless German counterassault, and slog through urban chaos as a tank hunter in war-torn Russia.

Rely on your squad as never before: The dozens of Allied soldiers surrounding you are fully aware of the changing situations around them, and will let you know using an all-new, context-sensitive battle chatter system. They will draw enemy fire, lay down cover for you, use foxholes and moving tanks for cover, and warn you of incoming enemy troops and hostile fire.

Choice-based gameplay: Play through missions in the order you see fit. Will you decide to play first as a sniper or as a tank commander? It’s your call. Open-ended battlefields allow you to individualize your tactics and choose the order in which you complete your objectives.
Multiplayer Mayhem: Go online for intense Axis vs. Allies team-based multiplayer action, building on the hugely popular Call of Duty multiplayer modes. 



Pentium=IV
RAM=1 GB
Hard drive Space=3.50 GB
Graphic Card=128 MB








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August 21, 2012

Call of Duty 1 Game Full Version Free Download


Call of Duty 1:
Finest Hour is a first-person shooter developed for the Xbox, PlayStation 2 and GameCube. It was released on 16 November 2004. It was the first console installment of Call of Duty, developed by Spark Unlimited and published by Activision. It was followed up by a sequel, Call of Duty 2: Big Red One, in 2005. It is the first console game in the Call of Duty series.



Although it is based on the original Call of Duty franchise for the PC, it has a completely different storyline and acts as a side-story/expansion of the main game. In the spirit of previous Call of Duty games, it features six intertwined stories and battles based on real events from the perspective of soldiers on each side of the allied campaign (U.S., British, and Soviet).

The game's music was composed by Michael Giacchino who previously worked on the original Call of Duty and the Medal of Honor franchise. AC/DC singer Brian Johnson provides the voice of Sergeant Starkey, one of the British commandos.

Multiplayer
Finest Hour has no online multi-player support for the GameCube, as it does not take advantage of the broadband adapter. However, on the Xbox, Finest Hour is Xbox Live compatible and through system links, has support for up to 32 players. This game has online support for PlayStation 2 for up to 16 players per session.

Characters 
Private Aleksandr Sokolov is the first playable protagonist and one of the three playable Russian characters in the game. 
Lieutenant Tanya Pavelovna is a Russian sniper. She is encountered by Sokolov, who takes on the role of the second player character on the Russian front.Lieutenant (later Major) Nikolai Badanov is a Russian tank commander who encounters Sokolov and Pavelovna. With their help he secures a T34 tank. Badanov becomes the player's character for the remainder of the Russian campaign. 
Edward Carlyle is a British commando serving in North Africa. He is in charge of Demolitions and is the playable character for the entirety of the African campaign. 
Sergeant (later Lieutenant) Chuck Walker is a member of the U.S. Army's 1st Infantry Division and a veteran of D-Day. His squad is tasked with clearing the German resistance from Aachen and finally from the last bridge over the Rhine at Remagen. 
Sergeant Sam Rivers is a U.S. tank commander. Rivers is the playable character for a single mission only in which his tank backs up American forces during the German Assault on Bastogne. He is later seen again in the mission at Remagen but not as a playable character.












  
Pentium=III
 RAM=128MB
Graphic Card=32MB


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August 18, 2012

Age of Empires III PC Game Full Version Free Download


Age of Empires III: The PC game is designed for those looking for a complex and interesting real-time strategy game with fantastic good looks and some historical flavor will find just what they want in Age of Empires III.
Today Six years have flown by since Age of Empires II: The Age of Kings became one of the definitive real-time strategy games on the market.The  Age of Kings typified this style of gaming in many respects, but it innovated and improved the style in many others, establishing the template for untold numbers of historic real-time strategy games to come. Coming off the successful spin-off that was Age of Mythology, Ensemble Studios is back with another installment in the series that put the developer's name on the map. Age of Empires III advances the series hundreds of years into the future, trading swordsmen and catapults for musketeers and cannons, while keeping the series' signature formula basically intact. What's more, the game features some gorgeous visuals and an interesting, inventive twist in its persistent "home city" system. So it's unfortunate that the actual meat-and-potatoes combat of Age of Empires III didn't turn out better, since what ought to be the most fun and exciting part of the game is actually the part that feels like it's seen the fewest improvements.
You'll need a lot more than three musketeers to win a typical skirmish in the New World in Age of Empires III.
Make no mistake in game, Age of Empires III is still an impressive game overall. But fans with fond memories of the previous installment will be left feeling nostalgic for that game. Part of the reason may be purely subjective. The colonial setting of Age of Empires III, which focuses on hypothetical conflicts between European powers vying for control over the New World (that is, an unfettered North and South America), presents a subtler culture clash than, say, samurai fighting Persian war elephants. And the transition through five different ages that's presented in the game, culminating in the industrial age (when locomotives and mass production became a reality), aren't drastically different in gameplay terms, since the magic of gunpowder is available from the get-go. Nevertheless, one look at either Age III's majestic galleons firing all broadsides or horse-drawn cannons readying a deadly payload ought to be all the convincing you need that this is a welcomed direction for the series to take.
Eight different European civilizations are at the forefront of Age of Empires III, though mercenaries from other foreign nations sort of make cameo appearances, and various Native American tribes are also included. The usual suspects are here, like the British, the French, the Spanish, and the Dutch. The Russians, the Portuguese, the Germans, and the Ottomans are also available, and each has certain key differences in its economy and military leanings. These differences are significant in practice, such as how the British automatically gain additional workers when they build new houses, or how the Russians may quickly train up large numbers of light infantry. But the eight cultures' personalities don't necessarily come across in combat, because most of the units and structures unique to each side aren't so unique as to be highly distinguishable, and many units and structures are shared in common across most sides. There are certainly exceptions--the Ottomans, with their heavy emphasis on gunpowder, bring to bear some of the biggest and baddest guns in the game, for instance. And, oddly enough, British longbows seem just as surprisingly deadly here as they did in Age II. It's probably just a necessary consequence of the setting, but don't expect for Age III's factions to blow your mind by how different or unusual they are. Fortunately, each one is complex enough and seems viable enough to where it's easy to find an early favorite and want to stick with it.
Age of Empires III is every bit the fully featured game you'd expect it to be, featuring a lengthy single-player campaign in three interconnected acts, each one a generation apart. There's a fully customizable skirmish mode with five difficulty settings for the computer opponent; there's the ability to play over a network; and, of course, there's the ESOnline player-matching service, where you can compete in ranked matches over the Internet, chat with other players, and more. There's also a scenario editor, in case you wish to create your own maps or campaigns, plus some encyclopedic information about all the game's units, structures, cultures, circumstances, and more. A tutorial is there to teach you the basics, and you can also play a practice match in which a fairly helpful narrator will gently remind you of the stuff you're basically forgetting to do.
The game looks dramatically different on the surface, but much of the Age of Empires formula remains fully intact.
When you get right down to it, Age of Empires III plays a lot like Age II. It's been simplified in a number of ways that fans of the past game will quickly notice and mostly appreciate, but the overall flow of gameplay remains very similar. You're put in charge of a fledgling colony in the New World, and you must deploy workers from your town center, who may build new structures and harvest the game's three resources: food, wood, and coin. Stone, which was a fourth resource in Age II, is no longer a factor, and you don't have to worry about creating resource drop-off sites this time around (settlers sent to chop wood, for instance, will just chop away without ever heading back to a town center or lumberyard). A marketplace structure centralizes economic upgrades, and mills and plantations can be built to produce an infinite supply of food and coin, respectively. So later on in a match, you can safely stop worrying about micromanaging your resource gathering--at least until your foes swoop in and damage your economic foundation.
Meanwhile, additional houses must be built to support a growing population, and walls and defensive structures may be used to repel guerrilla tactics. Military forces mainly consist of infantry, cavalry, and artillery, and they're trained from separate structures. Most military units can be queued up five at a time, so rather than produce musketeers one by one, you can build a group--provided you have the resources. Presumably this is so you can quickly marshal some defenses if caught off guard, but it's strange that the same amount of time is needed to train one soldier as is needed to train five. You can effectively get an interest-free loan by training your first troop, then waiting until he's almost ready before quickly queuing up four more.
So in an average match, you'll spend a considerable amount of time building up your base and your economy, eventually marshaling a mixed group of forces with which you'll try to overwhelm your enemy. Dancing between your economy and your military, as you micromanage each in turn, is the key to victory. While the game's interface makes it fairly easy to keep track of what's happening on these fronts, your manual dexterity is still key to success, both when preparing for combat and when engaged in it. A lot of buildup can end very quickly if opponents aren't evenly matched, while equally skilled opponents may be at each other's throats for longer than an hour in a typical Age of Empires III match.
Combat between large forces gets chaotic, and the frame rate can bog down too. Micromanage your way to victory!
The game offers plenty of interface features for letting you keep tabs on everything, but when you get down to the combat, things are more chaotic and less true-to-life than you'd probably expect. Groups of units automatically form columns, just as you'd assume (infantry in front, artillery in back), and they move at the rate of the slowest unit. Unfortunately, when ordered to attack, they still move at that same slowest rate. So to make your cavalry effectively charge into battle, you must order them separately from your crossbowmen, and so on.
The neatly arranged ranks immediately break apart when the battle begins, with riflemen fanning out to attack and horse riders clumping around their targets and swinging away, rather than charging through the ranks. Units can all turn on a dime, so cannons have no trouble hitting moving targets, and the game's stately ships display some shockingly absurd behavior when in close quarters or near shore. Most units appear small onscreen, so it can be difficult to keep track of individual combatants in a hectic battle, especially since the game's frame rate will noticeably bog down--even on fast machines--when the bullets start flying. So not only does the game favor whoever brings to bear the biggest force in the first place, but also it favors whoever's got the fastest trigger finger in the West, not to mention the best frame rate, since you'll need to finesse some of your units around the battlefield to make the most of them. Granted, this is nothing out of the ordinary for a real-time strategy game, but that's just the problem: You might reasonably expect the long-awaited sequel to one of the best real-time strategy games of all time to have provided a good solution for what many players have identified as one of the genre's setbacks.
The imperialistic premise of Age of Empires III sets up the game's most unique feature: the concept of you having a home city looking out for your fledgling colony. At any time during play, you may instantly cut to your home city, which will occasionally send you aid in the form of resource surpluses, economic and military upgrades, and reinforcements. You can gain access to these shipments by earning experience points, which happens automatically as you build up your base and--better yet--kill foes and blow up their buildings. Different shipments are available in different ages (at first you can get just modest economic boosts, while later you can get cannons and cavalry), and most may only be used once. So you constantly have to weigh strategic options, like whether it's best to request reinforcements to mount an offensive or best to keep the option around should your enemy mount an ambush. The shipments system is both easy to use and interesting, and it also thankfully promotes somewhat of a more aggressive, more forgiving style of play than Age of Empires II.


The home city concept is a novel addition to Age of Empires, and it helps instill a sense of permanence to every victory--and to every defeat, since losers still gain experience.
What's more, your home city is permanent in that the experience you earn from one match to the next all adds up, gradually giving you access to more and more shipment options. You unlock these as "cards" every time your home city gains an experience level. More-powerful cards are available only when your city reaches level 10 (which you can reach after about that number of matches), and stronger ones are available at level 25. Certain cards have prerequisites, too, so the system is similar to a skill tree in a role-playing game.
In fact, Age III likens the home city concept to creating a character in an RPG, although the game's thin attempts to let you personalize your home city won't do much to make you grow attached to the place. But unlocking new cards can be pretty rewarding. You're limited to no more than 20 cards in a given match, but since it's possible to unlock many more than that, the game also invites you to build different decks to suit different situations. For example, shipments of free caravels and galleons won't be of much use to you in the Great Plains, but they'd certainly help when battling in the Caribbean. All eight cultures have different cards available to them (though many cards are shared in common), and ultimately you can use this system to add some panache to your playing style. One possible side effect of this system, though, is that it encourages you to pick a side and stick with it. When playing online, you can't just pick a random civ like you could in previous Age games, and you might not even want to anymore since it's tempting to want all your experience points going in to one bucket.
Age III makes a number of other changes to the series, though these may seem less original if you've kept up with real-time strategy gaming. For example, new colonies start with an explorer, an unkillable hero character whom you should use to reveal the fog of war around your starting area and who can also collect treasures and earn you experience early on. You'll find bandit camps, wild critters, and more guarding various trinkets that can help give you an economic edge in the beginning. More importantly, the explorer gives you something to do besides waiting for your resources to add up in the early going. If your explorer loses all his hit points, he collapses and may either be ransomed back for some coin or recovered by friendly units. As mentioned, you may also ally yourself with various Native American tribes by building trading posts on their reservations. Perhaps in the spirit of political correctness, Native American buildings cannot be destroyed, but by crushing a foe's trading post, his ties with the tribe are severed. Native American tribes each have a handful of units and economic upgrades you may purchase if you like, diversifying your strategy. Trading posts may be used in other places.
The Native American tribes may be friends or foes during a typical match. Some foreign mercenaries may make appearances, too.
In previous Age of Empires games, you could win a match by building and defending one of the wonders of the world, as opposed to just stomping all your opponents back to the Stone Age. For better or worse, in Age of Empires III, conquest is the only option...down to the very last man. Annoyingly, you need to completely decimate the enemy's side to win a match. The opponent is free to resign at any time, but when playing against sore losers on the Internet, matches might easily drag on for longer than necessary because some uppity person insists on scattering a handful of peasants behind trees and in the corners of the map. There are ways to reveal the enemy's position very late in the game, but why Age of Empires III matches don't end at the destruction of an enemy colony, as opposed to with genocide, isn't particularly clear. It's also somewhat frustrating that your home cities gain experience separately online and offline. Presumably this is to prevent cheating, but it still makes you feel like you're wasting your time playing skirmish matches offline when you could be gaining "real" experience playing against opponents online. It's actually possible to gain experience online playing against the computer, but only if there's at least one other player in the match.
Speaking of the computer opponents in Age of Empires III, they range from numbingly brain-dead at the "easy" setting to challenging at the "hard" and "expert" settings. In the Age of Empires tradition, the computer is incompetent in maps with a lot of naval warfare in them. However, on land-based maps, it can set up an economy very efficiently (at higher difficult settings), and it can harass you with greater numbers, both of which can more than compensate for the computer's lack of subtlety. Playing against the artificial intelligence is good for practice, but playing against real players definitely makes for a better experience. That applies to the game's campaign as well. Beginning with an adventure that takes you in search of the legendary Fountain of Youth, the fictitious campaign in Age of Empires III consists mainly of just the sort of missions you've come to expect, along with the less-than-stellar voice work and awkward cutscenes to move the story along. It would be unfair to dismiss the campaign outright, since it helps teach you the ropes and presents you with some unique situations, not to mention a high volume of different missions. But it's pretty standard for a real-time strategy game, and the swashbuckling high-adventure feel of the storyline seems better suited to Age of Mythology than to Age of Empires.
Were it not for the awkward unit behavior and frame rate issues, Age of Empires III would look truly amazing. Maps with water on them are especially dramatic, as you can see waves gently rocking massive warships, whose cannons make them shudder from side to side. Ships, as well as buildings, break apart in chunks, with lots of fire and smoke all around, making for a spectacular sight. There are plenty of subtle animations to appreciate among the other military units in the game, and there's a good amount of variety to the environments, from the lush jungles of South America on up to the frigid Yukon. The combat has some thrilling moments, such as when a cannonball sends infantry careening every which way, but until the big guns come in to the picture, it all looks pretty tame. It's worth noting that Age of Empires III does a good job of autodetecting the best graphical settings for your system, and despite all the visual wizardry going on, it runs reasonably well--even on fairly modest systems.
It owes a debt to its ancestors, but Age of Empires III stands tall on its own merits.
The game sounds great, too, though in real-time strategy tradition, you'll hear the same unit acknowledgments over and over (at least they're mostly spoken in their native languages). Cannon fire is particularly dramatic, and when one force or another wins a skirmish, it's exciting to see all the men stand and cheer. The game's musical score flits between the different cultures' sounds while sticking well to the overall theme.
Age of Empires III has some very big shoes to fill, and on top of that, the real-time strategy market has grown hugely competitive due in no small part to Ensemble Studios' previous accomplishments. This latest game offers a lot of what made Age II so great, and it's got plenty of depth and lasting appeal, despite how most matches tend to begin and ultimately pan out similarly. Age III does seem surprisingly rough around the edges in some respects, and those expecting the game to revolutionize or even refresh this style of gaming may come away disappointed that their high expectations weren't met. But those looking for a complex and interesting real-time strategy game with fantastic good looks and some historical flavor will find just what they want in Age of Empires III.





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 Processor= 1.4GHz
              RAM= 256MB
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August 17, 2012

Corel Draw 11 Graphics Suite Full Version Free Download


CorelDRAW is a latest vector graphics editor developed and marketed by Corel Corporation of Ottawa, Canada's Software. It is also the name of Corel's Graphics Suite. Its latest version, named X5 (actually version 15), was released in February 2010.
CorelDRAW 11 for Windows: Visual QuickStart Guide offers step-by-step instructions covering all the basics of CorelDRAW 11, including all the newest features, page and document set-up, text special effects, object arrangement, symbols, clip art & bitmaps, and CorelDRAW components. Additional special topics include CorelDRAW and the Web, converting paragraph text to curves, and printing, preflighting, and creating PDF files. A must-have for all CorelDRAW 11 users.
CorelDRAW's completely configurable interface helps solidify its supremacy over the competition. The program makes it easy to create your own toolbars, menus and macros as you work, and then save that customised workspace for specific tasks. For example, if you build lots of flowcharts, you can design an interface that puts all the most important flowchart tools right at your fingertips.


The CorelDRAW Graphics Suite combines three heavyweight graphics tools--CorelDRAW 11, Photo-Paint 11, and R.A.V.E. 2--which can be used individually or together. Now in version 11, the CorelDRAW Suite shows Corel still has plenty of ideas on how to improve the effectiveness and ease-of-use of these major applications.
For example, in CorelDRAW there are now new "three-point" tools for drawing rectangles, ellipses, and curves. With each, you click to fix the first point, stretch out to define an axis or baseline, and click again to complete the object. The new Polyline tool enables you to create lines and objects segment by segment, where each segment can be straight or curved. The Pen tool offers a quick way to create Bezier curves.
The third part of the suite is Corel R.A.V.E., a Macromedia Flash animation creator. This module now uses a very similar interface to CorelDRAW and incorporates most of the same tools. It also offers tools and effects specific to its animation role, such as tweening of text on a path and of the program's predefined library objects, Perfect Shapes. Export of graphics to Macromedia Flash has been improved and includes the ability to export text as text rather than curves, which saves considerable file space.

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