Thursday, March 5, 2020

Frictional Fan Jam 2019


Screenshot courtesy of Newsman Waterpaper and their mod The Streets of London.


#FrictionalFanJam

September is a meaningful month for Frictional Games, as it marks several of our anniversaries. This year on the 8th of September Amnesia: The Dark Descent will be turning 9, on 10th Amnesia: A Machine for Pigs will be 6 years old, and on 22nd SOMA will have been released for 4 years.

Therefore we would like to make this month special by celebrating your community creations. Please join us for Frictional's Fan Jam of 2019!

We have recently launched an official Discord server, so you are welcome to ask questions, share ideas, and chat with other participants in the #fan_jam channel.

Overview

The goal is to create a new fan work related to one of Frictional's games: SOMA, Amnesia games and the Penumbra series, or older titles such as Unbirth. You are free to create any transformative work: a mod, fanart and fanfiction, cosplay, or something different like a video or a plushie. The project should be at least loosely related to the given theme.

Since some projects (for example mods) can require more effort than others, you are also welcome to participate in teams.

Please see submission guidelines below!

Theme

Autumn/Decay

Deadline

The event kicks off on Friday the 6th of September. The deadline for submissions is 23:59 UTC on Sunday the 22nd of September. The jury will be going through submissions starting Monday the 23rd.

Prizes

The jury of Frictional Games employees and Frictional Games Discord moderation team will pick the winners of the jam. Jury members can participate in the event, but are disqualified from winning.

The winners will receive a poster of a game of their choosing, signed by the Frictional team members, sent to their home address (teams can decide on one address, max 4 prizes per team). The Frictional Team will also be featuring the works on a video with comments from Thomas and other employees. And finally - upon release of the next game, the winners will receive download codes for the game on an available platform of their choosing.

Contact

The jam is organised by Frictional Game's community manager Kira together with the moderation team of the official Discord server, proposed and drafted by Draugemalf. The easiest way to contact the organisers is on the Frictional Games Discord server's #fan_jam channel. The channel can also be used to share ideas with other community members, get feedback and look for team members.

If you don't have a Discord account, you are also welcome to contact Frictional Games through Twitter or our Contact Form, and we will help you as soon as we can.

Submission guidelines


  • The works must be related to one or more of Frictional's games (SOMA, Amnesia: TDD, Amnesia: AMFP, Penumbra, and Unbirth, Fiend, Energetic)
  • The works must be at least loosely related to the the thematic of Autumn/Decay
  • The creation must be submitted on 22nd of September the latest
  • The work must be your or your team's original creation
  • For mods you are free to use assets you can legally use, or have the permission to use from the creators


Submitting your work

You can submit your works through several channels, either by posting an image (for fanart, cosplay and similar) and/or a link (mods, fanfiction and similar).

  • On Discord, you can share the project on the #fan_jam channel. Please make it clear that it's your final version.
  • On Twitter and Tumblr, you should mention @frictionalgames and tag the submission with #FrictionalFanJam.
  • If you don't have a social media account, please send your submission to team@frictionalgames.com with the title "Frictional Fan Jam".
  • Due to Instagram and Facebook's limited searching and tagging tools, we will not be accepting submissions through those platforms.
  • All submissions will be posted by the jury on Discord's #fan_jam_showcase channel for easier judging.



And that's it! Go get creative! We're looking forward to all your great projects!

If you have any questions, just let us know.

Gobliins 2 - Floating Castle

By Ilmari

I am probably overthinking it, but I have a hard time understanding the geography of the game. The world outside the castle shows no sign of a sea nearby. Still, under the castle is what the manual calls a sea passage. In fact, it is so big a passage that it holds a sunken boat and a mermaid population. Maybe the castle and the lands surrounding it float on top of the ocean?


Or perhaps someone just built this here?

Puzzlewise the boat used a mechanic familiar from earlier parts of the game: if a goblin stood on an oyster when it opened (I'll not go into details, but this involved lot of a seemingly unrelated actions and an eel scaring a fish into the vicinity of the oyster), the goblin would fly into the bow of the ship it couldn't reach otherwise.


Like this

On the bow, there was a platform, and when the figurehead of the boat was manipulated, the goblin on the platform would fly toward a dark corner described by the game as ???. Here another part of the boat was helpful. I could light the lantern on the aft of the ship to attract a fish with a lamp, which I could then use to light up the dark corner, revealing a treasure chest. Unfortunately, neither of the goblins had the strength to open it. Time to move to a new screen.


The merfolk

The most important part of this screen were the stairs at the middle that led to a passage going to the castle throne room. The problem was that a) the passage was barred and b) an octopus wouldn't let me move past it. Time to check other parts of the screen.

Using my trusty stool, I could mount the seahorse, who would take me to the platform at the upper left corner of the screen. Here, a goblin could speak with the mermaid queen, whose eyes were taken by the demon king Amoniak who had conquered the castle. At the uppermost ledge, there was a bottle I couldn't reach.


Because of a tentacle monster

I could also try to enter a cavern, only to be driven away by the owner of the cavern - a small octopus. The octopus was followed by a…


...glove?

I could catch the glove with a seashell. Within the glove I found a starfish. It took me a while to figure it out, but I eventually learned it was strong enough to help me with treasure chest at the previous screen. My reward was a sword, which I could use to pry a diamond from a skull attached to boat.

The glove itself proved also to be useful, since I could use it to cover the tentacled monster. Thus, I finally had an access to the bottle, which contained a pearl and a parchment from the Prince Buffoon, asking someone to save him from the clutches of Amoniak. The emerald, together with the diamond, were meant as new eyes for the queen, who thanked me by removing the bars from the passage. Octopus, on the other hand, wanted to see the parchment to be convinced of my good intentions.



The ocean section has felt a bit of a detour in the overall course of the game. It seems like the producers wanted to include a marine themed portion into a game, no matter what. I am hoping the game speeds up a bit, now that I am stepping into the throne room.

Inventory: stool, elixir, glove

Session time: 1 h 30 min
Total time: 16 h 30 min

Tech Book Face Off: The Seasoned Schemer Vs. The Reasoned Schemer

Years ago I was led to the Schemer books by some of Steve Yegge's blog posts. It's been over two years since I've read The Little Schemer, but I enjoyed it so much that I always planned to read the sequel, The Seasoned Schemer. I recently made the time to do just that, along with working through another Schemer book, The Reasoned Schemer, that's not so much a continuation of the other two Schemer books as it is a tangential book written in the same endearing style as the others. Daniel P. Friedman and Matthias Felleisen wrote The Seasoned Schemer in the style of a Socratic dialogue, but in a much more whimsical way. A host of authors, including Daniel P. Friedman again, as well as William E. Byrd, Oleg Kiselyov, and Jason Hemann put together the questions, answers, and Scheme-based reasoning language used in The Reasoned Schemer. The real question is, are these two books as good as the original?

The Seasoned Schemer front coverVS.The Reasoned Schemer front cover

The Seasoned Schemer


Do you like learning about programming?
#t

Do you enjoy challenges?
#t

How about functional programming?
#t

And food and pictures of elephants?
Of course.

Then you probably enjoyed The Little Schemer, and you'll enjoy this book just as much. The Seasoned Schemer more or less follows the same format as The Little Schemer, and it more or less picks up where the latter book left off. What do I mean by more or less? Well, the first book leaned more toward asking questions of the reader that you could actually answer from following the line of questioning. Towards the end it became more of a dialog between two people while the reader was observing that dialog. The Seasoned Schemer definitely follows the later style of a question-answer dialogue that the reader is not so much participating in, but taking in and learning from instead.

This change of pace is not necessarily bad, though. It was just as entertaining and enlightening as before, and there were plenty of times where I sat there chuckling at the zany Q&As that were bouncing back and forth. Whenever there were questions about how to write functions or what was the result of executing functions, I attempted answering them, but there were long of stretches of dialogue that were meant more to be experienced than to be answered.

As for continuing on from The Little Schemer, the book does do that, and the authors assume the reader has read it in its entirety. However, they do remind the reader what the functions are that they defined in the first book so you don't have to go searching back to refresh your memory. They also relax the difficulty level through the first few chapters instead of continuing to ratchet it up from the high level it was left at in The Little Schemer. That's a good thing, because things were getting pretty mind-bending towards the end of the first book, and it was nice to ease back into things before getting crazy-weird again, as things do when you're learning how to implement and interpret the functions you're learning about in the language that said functions are already defined in.

They start out teaching the reader about some new functions that do various interesting things: let, if, set!, letrec, and letcc. As in the last book, the reader learns by doing, and you end up implementing a bunch of functions that modify lists of foods in various ways using these built-in functions. Then things get much more challenging as we learn how the built-in functions themselves are implemented in an interpreter written from scratch. It's an extension of the interpreter developed in the last book, and the extensions are even more difficult to comprehend because the implemented functions themselves are more difficult, especially letrec and letcc

The ramp-up in difficulty was softened somewhat by the pure whimsicalness of the dialogue, sometimes poking fun at LISPers themselves:
How many more conses does deep use to return the same value as deepM
499,500
"A LISP programmer knows the value of everything but the cost of nothing."
Thank you, Alan J. Perlis
(1922-1990).
<Next page>

But we know the value of food!

((((((((((((((((((more pizza))))))))))))))))) 
((((((((((((((((more pizza))))))))))))))))
(((((((((((((((more pizza)))))))))))))))
((((((((((((((more pizza))))))))))))))
(((((((((((((more pizza)))))))))))))
((((((((((((more pizza))))))))))))
(((((((((((more pizza)))))))))))
((((((((((more pizza))))))))))
(((((((((more pizza)))))))))
((((((((more pizza))))))))
(((((((more pizza)))))))
((((((more pizza))))))
(((((more pizza)))))
((((more pizza))))
(((more pizza)))
((more pizza))
(more pizza)
 more pizza)

Maybe it's not as funny repeated here, but then you'll just have to read the book to get the full effect. I had a blast working through it, and I couldn't put it down. The challenge of fully understanding everything in it was steep, though. I definitely will need to go back through both Schemer books to get a better understanding of how everything works, especially the later chapters. If you enjoy a challenge, don't mind a drastically different writing style for a textbook, and like having a little lighthearted fun in the process, then definitely give this book a chance. Of course, you've already read The Little Schemer, so I didn't even need to tell you that.

The Reasoned Schemer


After whetting my appetite with The Seasoned Schemer, I was ready for more scheming with this book. It should be stated that The Reasoned Schemer is not a continuation of the other two Schemer books. It goes off in a completely different direction. Instead of getting further into the theory of computation and how to build a Scheme interpreter in Scheme, this book describes and then builds a language like Prolog for logic programming in Scheme. In fact, miniKanren is derived directly from the language development of this book.

Once again I thoroughly enjoyed the Socratic dialogue format of the book, and I felt that it was an excellent way to teach and develop the material. Like The Seasoned Schemer, the dialogue seems at times to be meant to be read straight through instead of having the reader answer the questions directly. Sometimes the questions are nearly impossible to answer with the information already presented, and sometimes the answers ask questions back to the questioner. It's more of a back-and-forth dialogue that's meant to reveal insight rather than direct questions at the reader.

Even with this reader-as-observer format, the reader can attempt plenty of the questions when they are along the lines of, "how is this implemented" or, "what is the result of this code." I did notice that the examples and implementations tended to be switched around compared to the other Schemer books. In the other books, the questions would start with examples using a new function where the reader was asked to predict the results. Then the questioner would move to the implementation of the function. In this book it seemed that as often as not, the implementation questions came first, and the questions on usage examples came after the functions were described. It works both ways, and I'm not sure I have a preference.

Another difference from the other books was a toning down of the sense of humor. The Reasoned Schemer is decidedly more serious, and that was a bit disappointing. I rather enjoyed the whimsical fun of the other books. The material was still solid and interesting, though, so it's only a minor quibble.

So what does The Reasoned Schemer cover about logic programming? It starts off with explaining how equality relations work, what fresh and reified variables are, and what unification does. These are all concepts in logic programming that feel very different than other types of programming. Then discussions of conjunctions, disjunctions, and defining relations completes the foundation of logic programming so that we're ready to move on to more complex topics.

Following the basics we build up conde from conjunctions and disjunctions, and we see that conde is similar to cond in Scheme. Then we continue on, building up a number of relations that are similar to the basic functions found in Scheme, like caro, cdro, conso, nullo, pairo, etc. Notice that all of these relations end in o? That's because these functions are just like their Scheme counterparts, except that they are relations. After a few chapters of building up relations associated with familiar functions from Scheme, we delve into a classical application of mathematical logic and build up an arithmetic system from fundamentals, defining addition, multiplication, and exponentiation (and their inverses) with relations. It was really neat, I must say.

After all of these chapters on explaining the language and using it, the last chapter goes through how to implement it in Scheme. It was pretty impressive seeing the whole language built in one chapter, minus a couple functions covered in a short appendix using Scheme macros. The whole experience was super enjoyable, and I'm extremely happy to have read these unique, wonderful books. The Q&A format, the wacky humor, and the strong content made for an excellent time learning Scheme and logic programming. I didn't understand everything the first time around, but that just means I get to read them again. I'm looking forward to it. I highly, highly recommend all three Schemer books.

Now make yourself a roasted lamb shank with baked spaghetti and cheese.
Enjoy.

Wednesday, March 4, 2020

UCLan Games Student Enters Rookies Competition 2019

Peter Dimitrov has entered two 3D environments into the @TheRookiesCO competition. One depicts feudal Japan, the other one is a cyberpunk theme. Check out the work and give it a high five!

















You can see more of Peter's work here:
















We are also proud to announce that Peter has had his 3D environment work included in Epic Games Unreal Engine Student Showcase Reel 2019! Congratulations Peter.

Not only that but Peter is also our winner of the LancsArtFestival 2019 Degree Show Award for Games Design!































New Year, Fist Update....


Hello all,
 

Just wanted to drop in and give an update. The transition from WGF is complete, we have our warehouse and have been shipping from that location for about two months. We have worked out the software issues for the wholesale orders and have been filling them.
 
We have about a year's supply of product on hand and OOS items such as the Panzerjäger are on the water heading here now.
 
I have been working on the day to day business aspects, cost analysis, product restocks back end implementation issues, etc. so not a lot of glamorous items to give an updated on for that front.
 
We have two restock orders incoming from China, the cost has been educational. The cost of shipping is not just crazy expensive for my customers but for us as well. In some cases, it costs more to ship a product than it does to produce it, in other cases the cost to produce a kit was not in line with what it is being sold at into distribution. Some kits were being sold at a net loss once shipping was factored in. Unfortunately, this will mean a price increase, some kits will see a marginal increase, other will be a bit more drastic.

I will give a detailed SKU by SKU run down and explanation later this week.
 
We have two new SKU's that will be offered once they arrive. The 15mm scale Capacitor cooler and a 60mm tall display model of one of our Assault Troopers. We should have these in hand sometime next month. We are putting the final touches on the files for the Shadokesh main trooper box set. No eta on a release date yet for the Shadokesh, until they are on the water and heading here it is simply impractical to give an estimate.

 
That's it for now.
All the best!

Mark

Monday, February 24, 2020

DE: Archon Bubbles And Vehicle Deployment

School's in session.  Listen or die!

Alright, I hope my crappy ass camera with Primsa edit made this a little viewable.  At least the table is the right size so things should be better in scale.

The point of this article is to show off a few tips here and there about deployment and about how to successfully wrap your powerful attack vehicles around your 6" Archon bubbles.  You would be surprised how easy it is to actually get your Archons into a good position so you can start utilizing these massive benefits.  While I completely get the frustration that certain players have that you can't use this aura while inside vehicles, or the fact that our Venoms are still stuck at a 5-man capacity, I'm here to tell you that everything is going to be OK.

It doesn't have to be this extreme.

First, I want to show off this deployment type.  It doesn't have to be exactly like this, and of course, this is a bare naked table with nothing on it, but I want to showcase the long and thin deployment.  Our vehicles are extremely thin and our threat range is extremely long.  Our most powerful weapons such as Dark Lances and Dissies both have 36" range and we have obscene movement on all of our vehicles.  With a 14" move on the Ravager, this gives us a combined threat range of 50" base without any Obsidian Rose or Flayed Skull buffs.

When you deploy, depending on where you set up and where your opponents set up, you will almost always have the ability to nullify a lot of their firepower if you deploy on the board's edge.  In Pitched Battles such as this one, deploying on the edge can give you some serious advantage when it comes to outranging their most powerful weapons.  Remember, the total vertical length of the table is 48", and distances will only increase once we start getting into diagnols.  Whenever I get to a table and look at the terrain, I go full rainman for what my opponent is fielding and where he puts them down so I can deny his every advantage.

Also, please note that the Archon was able to get out of the Raider and move 3"+8" for 11" total movement on the disembark.  Look how far he's able to make it up to the table when a Raider deployed behind the Ravagers in the middle/right of the table.  This is without him Advancing, so you can just imagine how well Dark Eldar can move on foot compared to others.  Learn this, remember this, and don't be afraid to Advance for some extra range just so you can get his bubble into play.  With enough experience, you will be able to move him first after doing a quick measure of your furthest vehicle, so you know that if you move that, everything close will be in range to move towards your Archon's buff.  Don't worry, this will come more natural the more you play.

Taste the salt.

Take a look at this picture here.  My friend is measuring distance for Hellblaster units behind his Land Raider.  The upset look on his face is when he realizes that I parked 37" away from his Plasma Incinerators.  Why does this upset him?  Because even with a 6" move and 30" range, no matter what he does, he will not be able to engage me with those guns.  This right here is what every experienced Dark Eldar player does since the old days of Night Shields (-6" to opponent's range), and why this is an exceptionally important skill for all new generals to learn.  The best form of denying damage is by giving them no chance to deal damage at all.  It sounds almost like a joke at first, but I'm absolutely serious when it comes to understanding your opponents' most lethal weapons, the ones capable of destroying your vehicles, and then countering them with attention to range detail (anti-threat).

Measure twice, move once, that's the rule.  The same could be said about my Razorwings on the opposite sides of the table.  Aside from his Land Raider, there was nothing in his entire army that had the range to reach them.  I absolutely cannot stress this enough:  I don't care if you have to measure every single gun (within reason) from the other guy's army, ask them the weapon ranges (you will learn in time) so you can deny damage while planning to counter-attack on your turn.  This is why movement, weapon range, and thus effective shooting threat range is so important.  It's so you know how you can inflict the maximum amount of damage while taking little to no damage in return (by outranging, by denying LoS, or by gaining cover).  That's pretty much a mini-game in itself for Dark Eldar generals.

Now you see me..

Another deployment trick I like to do is isolate pockets of fire and line of sight.  I purposely pulled some tissues up to block the sail, but I wanted to show you the difference between deploying wider vs. narrow.  It's extremely important for Dark Eldar players to examine the terrain on the table in relation to their greatest threats.  Directly in front of the tissue box (immediate left of the Raider) is a unit of Devastators at ground level behind cover.  In this first picture, the Devastators can draw onto the Prow and the Aft of the Raider, just catching the rear sail.  It's important for you to analyze at all times exactly why you're seeking shelter and from what weapon specifically.  If there were bolters on the other side of this tissue box I might not care as much.

Now you don't.

When you straighten the Raider out, he can no longer see you at all unless he moves, and even then, only a few guns will be able to draw Line of Sight.  This is also hugely important for Dark Eldar players:  Force your opponents to MOVE their heavy weapons.  Unless they have some amazing rule that allows them to stabilize their weapons, they will suffer an aiming penalty.  We can move and fire most of our heaviest weapons for free for a reason, and that is a HUGE boon to our army compared to many others.  Not even our Eldar cousins have this luxury, and this should not be forgotten nor underestimated.

Look at that range!

Ignore the Dark Lance from the Ravager for a second and just look at how long 6" actually is.  For your reference, the Raider above the Archon in the middle is within 6" and so is the Raider on the bottom.  The only thing that is not in range is the Raider on the lower left.  Keep in mind that Raiders and Ravagers have the Hovering rule; which lets you measure the distance to and from the model's hull for the purposes of the bubble.  You don't count the gun (although some people argue against this), you only count the gun when you shoot, but since all of our vehicles are a mile long, you can get quite a bit of range if you fly your vehicles in a certain way.  You can literally fly them backwards if you want because 8th Ed. is designed to be.. immersive and engaging?

If your opponent ever gives you shit about Ravager's gun placement, show him this:

Please turn to Pg. 57 of your Codex for maximum salt.

And yes, I even bookmarked that shit for you (pg.57).  It's from your book and it's fluffy.  In case you're wondering, a Raider is about ~7" long from Prow to Aft depending on if you're counting the rear sail or not.  This allows you to be in bubble range and extend your weapon range out pretty long distances while still getting the benefits from the Archon's re-rolls.  Realistically, you can pull off some pretty ridiculous bubbles such as this one.

Look at everything in the army that gets Living Muse!

I literally fat-stacked my entire army into the range of the bubble except for that one Raider on the bottom left of the screen.  Oh, and that stupid Ravager that's still pointing his gun at the Archon threatening to kill him.

Real game example.

Here is another example of what this looks like in an actual game.  The red circle is the Living Muse and the yellow circle is another Archon.  At this point, all my Dissies are in range of the 6" of the Living Muse and only those two Raiders at the top of the picture are out (but within range of the other Archon).  When you have this much speed and maneuverability, you can pretty much do anything.  For the Razorwings especially, once you make this convergence on the first turn to benefit from Living Muse, they will fly away from the rest of the game pretty much.  That's fine really because the first turn when you converge should be the turn where you inflict the most damage.  This is especially true with flyers because you'll probably never get a second chance.  Your first turn should be your greatest opportunity to inflict a massive Alpha Strike with a shooty list.

Counter-deploy against cheeky assaults.

The last picture I want to show you guys is some flyer hacks and defensive deployment shenanigans used against those pesky alpha assault armies.  Some important numbers in here depending on who you're fighting.  Assuming that we're playing Pitched again (every mission/deployment is different), we're going to turtle up into the corner like this.  The reason for this is to outrange as many of their guns as possible on the opposite side of the table.  Next, we're going to concave our fighters around our ships as much as possible.  You do it just enough so that the distance from your closest Raider is outside max possible charge distance (12.1"), and then you give yourself some more distance with the Razorwings.  This pushes their deployment of 9" out further from your vehicles, making the only targets they can realistically charge the fighters.

If they don't have Fly, like in the case of Genestealers, they're screwed.  Against Flyrants or Blood Angels, you push out your Fighters more so even with pile-in and consolidate (7.1" total), they can't reach your Raiders.  If they do commit, make sure you punish the hell out of them.  What your opponents often don't realize is that closing in on all those Blasters and Poison shots is actually beneficial for you.  Don't forget that in massive counter-attacks against over-extended foes, it's almost always worthwhile to disembark with your Warriors and unload on them with Archon buffs active.

Sunday, February 23, 2020

Ultimate Epic Battle Simulator Free Download

Ultimate Epic Battle Simulator - is a battlefield simulation game from the year 2017. Here is a sandbox like no other. Create massive battles with absolutely no limits. Want to see 10,000 chickens fight an army of Romans?


Featuring: There are simply no limits to the carnage you can achieve in Epic Battle Simulator. Mess around with a massive variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, Orcs, Trolls, and yes, chickens! The main focus in this game is giving the player no restrictions to what he can do and that is why we decided not to limit the amount of units in battle. Want to see what a battle of 100,000 units looks like? Plus we don't recommend going past 10,000 for most machines but its your CPU, do what you want.
1. FEATURES OF THE GAME

• Play as any one of the units in the Game and getting up close plus, Personal to help change the tides of a battle.
Unfortunately, there aren't many engines that you can chuck 10,000 characters in and Expect good performance.
Each individual in this video game decides his own path plus, navigates or react in Massively open environments.
Plus some multiple troops are available to choose from and more to come it is totally up to you to build your army.
• Mess around with variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, orcs and trolls.

Game is updated to latest version

Important Notes

▪ Proper crack by Codex or Reloaded + game fix by viciomnia.

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

ULTIMATE EPIC BATTLE SIMULATOR DOWNLOAD LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.










5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows Vista, Windows 8, Windows 10 | requires 64-bit
Processor: Intel Core i5 4590 or AMD FX 8320 or any kind of higher processor
Memory: at least 8GB System RAM
Hard Disk Space: 5GB free HDD Space
Video Card: AMD Radeon HD 5770 1024MB, NVIDIA GTS 450 1024MB or higher graphics
Supported Language: English and Simplified Chinese language are available and supported for this game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Friday, February 21, 2020

Download FOR HONOR Game For PC

Download FOR HONOR Game For PC

| For Honor – New Content of the Week (November 30) | Steam/Backup |

 Platform:  PC
 Game Size : 42.7 GB
 Type: Online/Network
 File Type: RAR
 Game Language: English
 Publisher: Ubisoft
Minimum System Requirement:
OS: Windows 7, Windows 8.1, Windows 10 64-bit
Processor: Intel Core i3-550 | AMD Phenom II X4 955✔
Memory: 4 GB RAM✔
Graphics: NVIDIA GeForce GTX660/GTX750ti/GTX950/GTX1050 with 2 GB VRAM✔
Network: Broadband Internet connection✔
Storage: 50 GB available space✔
Sound Card: DirectX-Compatible using the latest drivers


DOWNLOAD
SIZE: 42.7 GB:.