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About This Game

Arcade Spirits, a romantic visual novel, follows an alternate timeline set in the year 20XX where the 1983 video game crash never occurred. After a turbulent work history, you are granted employment at the Funplex, a popular arcade, home to a host of unique personalities and customers. Where will this new-found employment take you? Who will you meet along the way? Will you find the romance you're seeking?


  • Design your own character from the ground up - pronoun, hairstyle, skin tone, hair color, eye color and more are completely customizable and are reflected throughout the game in both gameplay and artwork!

  • With roleplaying-based choices, you will be able to grow your personality and relationships in any way you desire; Friendship, Platonic or something more intimate! Work hard and build the relationship you desire with a total of seven romanceable characters!

  • The Identity Identifier System, or IRIS, can track your relationship statuses with all characters throughout Arcade Spirits as well as your personality traits, from Quirky, Steady, and Kindly, to Gutsy and Basically.

  • Everything you choose in Arcade Spirits, from your relationships to your personality, your crisis management moments, and a myriad other decision will have an effect on the future of your arcade!


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Title: Arcade Spirits
Genre: Indie
Developer:
Fiction Factory Games
Publisher:
PQube Limited
Release Date: 12 Feb, 2019


Minimum:

  • OS: Windows XP
  • Processor: 1 GHz Intel or AMD Processor
  • Memory: 1 GB RAM
  • Graphics: DirectX or OpenGL compatible card
  • DirectX: Version 9.0c
  • Storage: 100 MB available space
  • English



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    I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet.
    I rate this game one high score obsessed husbando out of the precious time I have on this earth.. Unlike Japanese visual novels, the content won't make you feel like you're going to be put on a watchlist for sex offenders.

    I mean that's a pretty big plus already, but it's also fun to play and the romance stuff is completely optional which is pleasing to my cold unloving android heart.. This game was so much fun.

    I ran into it via LRR's YouTube page back when Graham Stark was talking about his voice acting role and I was immediately intrigued by the fun, flavourful art style and the highly entertaining snippets of writing I saw. Having now played it, this is very high up my list of favourite dating sims, probably a close second after Dream Daddy.

    Super LGBT friendly, with an entertaining plot, great character customisation and a lovely cast of endearing characters. If you like inclusive, story-driven romance in your games, Arcade Spirits is more than worth a shot - you owe it to yourself to give it a try.

    I've played through start to finish once, in about 6 hours I guess, but I'm already into a second playthrough and enjoying it immensely. What an excellent and endearing game.. Unlike Japanese visual novels, the content won't make you feel like you're going to be put on a watchlist for sex offenders.

    I mean that's a pretty big plus already, but it's also fun to play and the romance stuff is completely optional which is pleasing to my cold unloving android heart.. Reviews aren't usually my thing so bare with me on this.

    This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.. I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet.
    I rate this game one high score obsessed husbando out of the precious time I have on this earth.


    Arcade Spirits v1.1:
    The game's in good shape, 99.97% of bugs and typos are gone, and any significant story edits we wanted to make are now made. This patch is mostly polishing things up, with one feature addition to make loading save games easier.

    • Upgrades engine to Ren'Py 7.2.1.
    • Saving your game between levels caused some UI confusion before, where you had to manually click 'Return to Game' after loading. We've fixed this issue; now when loading you'll be dropped back into the game immediately.
    • Fixed a minor transparency issue in Ashley's icon.
    • Fixed typos.
    . Voice Acting For Arcade Spirits!:
    Good news, everyone! We’re adding voice acting to Arcade Spirits! It’s our number one requested feature by far, something people kept coming up to us at conventions asking about. And now that we’ve got it in the works, I feel confident talking about this new feature with you all!



    How about some Q&A about this new feature? Yeah. Let’s pull up a chair and straddle it from behind while turning our ball cap to a jaunty angle so we can rap, kids.

    How will acting in the game work, given all the customization options?

    We’re using a couple stellar games as our model for this — Octopath Traveler, Danganronpa, Dream Daddy, Fire Emblem. Instead of voicing every single line (which let’s be honest, would cost us a fortune) we’re voicing key emotional moments in every “level” or chapter of the game. Outside those moments, you’ll hear brief emotional reactions (“Yes!” “Woohoo!” “Hrmmm…” “I don’t know.”) to ensure you’re still getting some of that juicy voice flavor in every bite.

    How many characters will have voices?

    Fifteen of ’em. The core cast, of course, as well as any secondary character that keeps coming back in the story. And a few fun surprises.

    Who has been cast so far? Can I be in the game? Please?

    Alas, can’t tell you. The casting process is ongoing. We may also have an open casting future in the weeks ahead, so keep an eye out for details — no need to contact us ahead of time, we’ll be sure to let you know when it starts. Gotta be vague here because this is a work in progress and I don’t want to promise anything just yet.

    I don’t like voices in my visual novels!

    That’s fine! If you’re a streamer who wants to do the voice-over on your own, there’ll be a volume slider for voices, just like everything else in the game. You can turn it down or turn it off at any time. And if you leave it on it should automatically “duck” the volume of our amazing music a bit, so you can clearly hear the voices. In addition, you can leave the emotional quips and reactions in, while turning off the fully-acted lines if that’s what you prefer.

    Will the demo be updated with voices?

    We might update it with the short emotional reaction lines, but the demo’s dialogue script doesn’t have any fully voiced scene content since it’s using a time compressed / specialized chunk of the main game.

    When is Arcade Spirits releasing?!

    We’ve got a target in mind, but again, we don’t like to promise anything until we’re totally sure. It’s not fair to you if we make mistakes. We’ll have an announcement for this in future, though, we promise! You won’t miss it.

    Oh, hey, while I’m here, what’s going on with the Patreon?

    October is the last month of our Patreon. Thanks to everyone who’s been supporting us along the way! Anyone who contributes $25 or more over the lifetime of the project (including October) will get a few final beta versions, and a final release copy of the game. If you want to get in on that as a new player, you can! Just join with a “monthly” donation of $25, then cancel it a day later. We charge up front, so it’ll count! Or you can wait for the full release, that’s cool too. It’s up to you.

    Regardless… thanks for being a part of Arcade Spirits. All of you. If you’re reading these words, you’re down the rabbit hole with us, and we welcome you. Let your friends know about Arcade Spirits, get the word out. The more successful we are, the more likely we can keep this ball rolling well into the future!. The Prerelease Postmortem:
    It's been some time since I did a rambly developer blog update about our actual progress on the game. Today I'd like to do one of those, effectively wrapping up our game in a neat little bow, as we're going to be sending it off to be certified and prepped for the February 12th launch. (And we'll be launching at $20 for the game and $25 for game plus soundtrack and artbook. Details here[stefangagne.com].)

    But first, let's recap the Developer Spotlight series, shall we? All these lovely people contributed to Arcade Spirits:
    • Aenne Schumann / Narrative Designer[stefangagne.com]
    • Stefan Gagne / Director / Writer [stefangagne.com]
    • Molly Nemecek / Character Art[stefangagne.com]
    • Taylor Rose / Background Art[stefangagne.com]
    • Greg Mirles / Music Composer[stefangagne.com]
    • Marc Straight / Audio Engineer[stefangagne.com]
    • Katriel Paige / Editing and UX[stefangagne.com]

    Hats off to you all for two and a half years of hard work. I've chronicled the ideas leading up to those two and a half years[stefangagne.com] on the blog -- that's not what I want to talk about today. I want to talk in hindsight, as we're into the last days of this project. We're moving into 2019 and moving away from post-production, and it's a good time to take stock.

    As my first true indie game project -- I don't think MS-DOS shareware from the 90s counts -- I wanted to make this as professional as I possibly could. We funded art, music, coding, and all the support needed to really make this game soar. It's a passion project, riding no particular trend, digging into subject matter rarely explored in visual novels and using interactive storytelling in ways we haven't seen very often in the genre. Everything we wanted to do, specifically to make the sort of game we wanted to play... we did it. And soon, we release it to you.

    Since it's our first project, well, there are some shortcomings. I can be honest about that. A more in-depth character creator would be great, having stricter narrative consistency would be great, and we didn't plan on voice acting from day one meaning our scenes weren't always structured in a way that accommodated it. The fifth identity trait ("Basically") was never quite what I wanted it to be. Behind the scenes, files and code could be structured better, making it easier to write and less prone to errors. These are all great lessons to learn moving forward, all things we're taking into account for future games, should we get to make them.

    But a lot of other things went spectacularly well. I wanted this to feel like an 80s workplace sitcom -- and it does. I wanted romance to be at the heart of the game, but not drive every single decision you make -- and there's variety here. I wanted to support and include as wide an audience as possible, every person no matter who they are -- and we've done that without sacrificing anything. I craved a game that spoke to wistful nostalgia without being entirely trapped within it, which was respectful of arcade culture but understanding of the modern era -- got it. And lastly, I wanted to tell a tale of hope and optimism in a dark time, where one could achieve their dreams if they were pragmatic about it and didn't give up. I believe we did that.

    So. Some things we could've done differently. Some things we got *chef kiss* spot on. And overall, I'm damn proud of the work we're about to release into the world. Will it soar? Will it sink? That's not for me to say -- that's for you to say. If it soars, then we are ready to take these lessons and make something bigger and brighter, a game which explores player choice and narrative in new ways. If it sinks, I can still say with pride that I did what I set out to do. Few people can say they truly chased their dreams.

    We still have a month and a half to go, so things are pretty intense for you right now, in anticipation. I get that. For me, we're winding down, we're packaging up and shipping things out... and I feel a kind of melancholy, letting this finally go. A bit of anxiety for how it will be received. But above all, happiness. We did this. And soon, we'll be able to show you.

    Thank you. As I always say, if you're reading these words, you're farther down the rabbit hole than you expect -- most people don't chew through developer blog posts, don't engage this deeply. You, however, are here with us. And for that you have my gratitude.

    So, who's ready to quarter up on February 12th? You got next.. Stepping Stones to Arcade Spirits:
    First up, I want to say Woohoo! and Thank you! to everybody who responded so positively to our announcement of voice acting. I also know a lot of you want to audition but we aren't doing open casting calls at this time. We may open up one or more roles in the future, and if we do, you'll hear it here first. We promise. Until then, thanks for your patience.

    Now, then! I had a long blog post written up about emotional sincerity, about how our game was meant to wear its heart on its sleeve and reject “lol cringe” attitudes... but it seems I already wrote that post like a year ago, so I had to scrap it. You can read it here[stefangagne.com] if you like, though.

    So instead of a pathos appeal, let's talk ethos. Let's talk about my past experience in game development, and how it lead to Arcade Spirits. This is Stefan speaking; Aenne has her own tale to tell and I'll see about getting her on the blog to chat about it later.

    Most folks know me from two different paths I took -- writing (cough) anime fanfic and then original novels, and writing Neverwinter Nights modules. But truthfully Arcade Spirits first started out as an absurd little project from 1999 called “Culture Shock,” which was my attempt to write a visual novel engine in JAVASCRIPT to be playable in a browser. ...look, it was 1999, JavaScript was almost respectable at the time, okay?


    It was a different time. A far weebier time.

    Eventually I canned the project as I just didn't have access to the art resources I needed to actually do it, and JavaScript was clunky at best. Although there was this new thing I'd learned about at Otakon, attending a panel about... what was it called... Ren-py or something? Which seemed viable...

    ...but before I could dip too deep in those waters, Neverwinter Nights was released. And that changed everything. With a strong toolkit-based approach and an excellent dialogue editor, I was able to create storytelling adventures using a popular platform. I was in on it from day one, releasing Penultima, followed by Penultima ReRolled and the more horror-based elegia eternum series. Finally, I very nearly created an official Bioware campaign named the HeX coda, but corporate miscommunication resulted in the project being dropped from their roster and instead released for free.

    (Interestingly, Fist of Discomfort -- the game-within-a-game of Arcade Spirits -- almost was a Neverwinter Nights module. I'd experimented with making a simplified brawler game out of the D&D based fightin' engine, complete with those flashy GO! arrows you'd see in Final Fight.)


    All my NWN games were very character-driven, as you can see here.

    But D&D wasn't really ideal for storytelling, because no matter how hard I tried I could never quite get the combat balance right. I could make stories featuring memorable characters, including some of the “dating” mechanics seen in Arcade Spirits, but it wasn't quite enough to really explore narrative potential. Exploring relationships -- both romance and friendship -- through game systems has always fascinated me. To make that dream a reality, I needed a different tool.

    For about ten years I opted to go back to writing novels. I didn't need artists or musicians or coders to write a novel, just my own brain and a keyboard. It felt like a style I could actually work in without hitting the limitations I'd hit trying to be an entire game studio by myself. Meanwhile, the indie scene for games kept growing and growing, and visual novels started becoming more and more prominent...

    Then in 2016, Aenne Schumann suggested working on a project together. She had friends who could help, resources we could tap. I had money to bankroll the venture and an idea that had been forming since 1999. Both of us combined had a diverse array of perspectives about arcades and arcade culture, which could be used to write a stronger story than either of us could have created alone. And we had the tool I'd learned about so long ago, RenPy. The time was finally right to make this work.

    No more limitations. No more compromises. If I was only ever going to get one shot at making a professional video game I wanted to go all out -- hire amazing artists, collaborate with them, work with a publisher, get this in front of as many people as possible. If it tanked, I'd soak the loss and at least say “I did it, I crossed that off my bucket list.”

    But if it succeeds. If this grand fiasco actually succeeds...

    Well. We'll see, won't we?. Arcade Spirits Releases February 12th!:
    We’ve got a release date — February 12th, 2019! Woo your arcade partner just in time for Valentines Day. And along with that announcement we’ve got a new trailer which features some of the great voice acting you’ll be hearing!

    The demo itself doesn’t have voice yet, but I’ll be updating it soon to include voice acting (and a few minor tweaks and changes). Everything should be tip top shortly.

    See you in February for love in a time of quarters!. Arcade Spirits v1.05:
    Welcome to version 1.05! This includes a few minor edits to the story for flow and pacing, a number of bugfixes, and some adjustments to the Iris tutorial. We're aiming to have one more patch coming up in a week or two which makes saving games between chapters a bit easier (right now when you reload the save you have to then click 'return') but wanted to get these fixes out the door sooner. Almost all typos are gone by this point -- if you still spot any, let us know!
    • Upgraded to Ren'Py 7.2.0.
    • Minor pacing changes made to Levels 01, 03 and 05. We noticed in streams a few points where people stumble or the story drags, so we made some light edits. Nothing major or character-revealing was removed.
    • Naomi no longer wears her work apron to the beach or to the finale.
    • Clarified how 'flirting' works in the tutorial.
    • Adjusted the tutorial to choose showing/hiding indicators AFTER you've seen an example.
    • Typo fixes.
    . Arcade Spirits Pro Tips!:
    – Database system online. Iris personality matrix engaged.
    – Access protocol: 35:34:31:54:12:24:45:43
    – File access: AS1_FAQ.TXT
    – Begin_Transmission


    Testing, one, two, three… ahh, hello! My name is Iris, and I’m your personal digital assistant through the world of Arcade Spirits! Today, I’d like to discuss a few tips ‘n tricks to help you get the most out of your gameplay. Don’t worry, I won’t spoil anything!

    Taking Photos! What better way to capture a moment than with a ‘selfie,’ as you flesh-based entities like to call them? In Arcade Spirits, taking a photo is easy! Just tap the “S” key on your keyboard to Snap! a photo, which will drop right into your game’s file folders. That way, your cherished memories are saved forever! And if that pesky text box is in the way, just “Right Click” first to hide the user interface, then “S”nap your picture! Perfect, pristine images of your friends, your favorite places, and other delightful moments in time.

    Basic Isn’t Bad! Throughout Arcade Spirits, I’ll be offering assistance identifying your responses based on various personality archetypes: Quirky, Kindly, Steady, Gutsy, and Basically. You’ll almost always have a Basically option, so if you don’t like the other two, go ahead and be Basic! There’s nothing wrong with that, and sometimes, it’s the best possible thing to say! Don’t be afraid of exploring your choices. Speaking of which…

    Save Your Game! So you have to make a biiiig decision, but aren’t sure what to pick? That’s okay! Hit your “ESCAPE” key to pop open the menu, and save your game! You can do this at any time during the game. Become a time traveler! Break the laws of physics! Burn a hole in the fabric of space-time that consumes all mankind has wrought in a sweeping wave of destruction! It’s all good.

    Quick-Reference Your Personality! Did you know you can check up on your personality traits and your relationships at any time? It’s easy — just tap the “Q” key on your keyboard, or left click your score in the upper right corner of the screen! Use this to keep tabs on things and make sure you’re becoming the person you want to be.

    New Game Plus! Arcade Spirits has replayability, thanks to all the different choices and romance options at your fingertips. Want to play the game again, but skip past any text you’ve already seen? We’ve got you covered! Click the “SKIP” button or the “TAB” key to start skipping past that stuff. Don’t worry, the game will automatically stop when it hits something you haven’t seen yet, or when you reach a decision point! Also, on your second playthrough, your mouse wheel will act as a time travel device — step backwards and forwards to see what different choices do! Why do we even have general relativity? Take that, Einstein!

    The Home Arcade Documentary! As a little bonus feature, you can also view a documentary prepared by Naomi that explains how YOU can make an arcade game for your very own home, using software and joysticks and carpentry and more — or less! She’s got tips for you to make a project of any scale, be it a little HDMI set-top box, or a full blown cabinet. Enjoy the classics of yesteryear the way they were meant to be played! To view the documentary, before starting or loading your game, go to the “PRIZES” menu and click on the Documentary option.

    Music Too Loud? We’ve mixed the music to quiet itself whenever someone’s talking, but sometimes you just want it quieter still — especially if you’re streaming the game live on the Internet. In the Preferences menu, you can adjust individual sliders for Music, Sound Effects, and Voice. Click the “Test” button next to each to hear what they sound like working together! While you’re in here, if you don’t like our pink neon interface, you can change it to cool blue pixels or a simple grey box. It’s up to you!

    And… that’s all for now! I hope you enjoy Arcade Spirits when it releases on the 12th, and I hope I’ve made your game experience just a little bit better. Have fun!
    . The Final Countdown:
    Dee da dee doo, dee da dee da dee...

    One week remains before the launch of Arcade Spirits[www.arcadespirits.com] and hype levels (along with rising anxiety levels) are soaring. Once the 12th hits and the game drops things are going to get very interesting 'round these parts... but even in the week prior, we've got interestingness in dangerous amounts.

    I'm keeping our homepage[www.arcadespirits.com] up to date with links to new press, streamers, and videos as they're made available. For instance, do you speak German or have Google Translate handy? If so you may like this glowing review of our game[www.beyondpixels.at]. Want to hear interviews with the devs? Sure thing -- Stefan was on the GameGrin podcast[www.gamegrin.com] recently, and Aenne, Molly, and Steph spoke to Gaming Access Weekly[www.gamingaccessweekly.com] about inclusivity and our design philosophy.

    Want to watch someone play the game? Okay -- StumptGamers will be streaming our game[www.twitch.tv] TODAY, Monday Feb 4th, at 3pm Eastern. Later this week, LoadingReadyRun[twitch.tv] streams it Friday Feb 8, 12:30pm Eastern. We're also arranging for a charity stream to play it, with details to come. Many, many, many other streamers and youtubers will be diving in starting Feb 12th and we'll be linking to as many as we can when that starts.

    (One note, though. Generally speaking we're going to collect links to all content we can, but we draw the line at anyone who mocks the game or its entirely optional pronoun feature. Negative reviews are just dandy, criticism is great... but when it's a thin excuse to make fun of us or disrespect anyone's gender, nothankyou.jpg. We won't issue DMCA or takedowns or anything, that'd be silly and evil, but we also don't have to promote their content.)

    Lastly, if you want to preorder, we've got options on the table from itchio[fictionfactorygames.itch.io], greenmangaming[www.greenmangaming.com], and humblebundle[www.humblebundle.com]. ALL of these will get you Steam keys, so pick your favorite. Me, I like itchio[fictionfactorygames.itch.io], because it offers a great developer split -- but it's entirely up to you. Or don't pre-order! That's fine too, we'll have a matching discount for launch week on Steam itself. You won't miss out.

    Not long now. Not long at all.... Arcade Spirits v1.2:
    This version brings some fixes, UI improvements, and as always... less typos.
    • Missing Level 03 achievement restored, if you missed it. The game should automatically grant Level 03 to you on bootup if you've cleared Level 04 already. If it doesn't, let us know!
    • Brackets no longer allowed in text input.
    • Character maximum in text input now enforced up-front.
    • Teo appears properly in 08 when going along with the Gavin and Teo plan.
    • Changed Ashley's romance and friendship endings slightly.
    • Typo fixes.

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About This Game

Holy violence?! That’s how Jamshid Farrokhi, a crystal meth addict, is thinking. After using this narcotic industrial chemical, he ruthlessly kills his whole family - his wife, 12-year-old daughter and newborn son – out of severe hallucination. It was only after he sobers up that he realizes what a disaster he has brought to himself. So, he decides to avenge those who were responsible for his decadence and for turning him into a human less worthy than an animal. Thus began the murders and the unimaginable violence! The recorded films during the murders and the heartbreaking confessions by the victims shock everyone and cause turbulence in the society. Faramarz Afshar, a 32-year-old detective, is assigned to investigate this case; a case which can seemingly be regarded as the most difficult challenge in his life. In “Murder in Tehran Alleys 2” you experience the encounter between Faramarz and Jamshid Farrokhi in a clash of violence, reason, and the Great Sins (religion) with a taste of serial killing stories. “Murder in Tehran Alleys 2” is a tribute to David Fincher’s “Se7en” 1075eedd30



Title: Murder In Tehran's Alleys 2016
Genre: Adventure
Developer:
RSK Entertainment
Publisher:
Strategy First
Release Date: 8 Jun, 2017



English




the story is fantatsic and the graphics,but the only bad thing is no English speech


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About This Game

It's a story about a nurse saving the world.

The land of seville was invaded by the demons, and the elves who had previously ruled the land were wiped out. The heroes of the other RACES were also killed by the Lord Abysm--The leader of the demons.
Desperate, people gave up, hid or died.
The demons occupied race after race easily.
Finally, the demons came to the Bigcat town - the last town where people live.

The nurse's mission is to protect the last wall and save the people behind it all by herself.


Features:

* Real-time Combat Game: Click on the map to control the nurse to walk freely, and release skills to attack demons (or protect yourself) -- when the player does not operate, the nurse will automatically release a scalpel for remote attack.
* The fun of this game is to be able to quickly upgrade, quickly obtain a lot of wealth to enhance the combat capacity of the nurse to overcome a large number of demons.
* Faster, more intense and more enjoyable.
* Not only are the demons numerous, but their abilities are also outstanding -- Players need to make full use of the combination of skills, grasp the release of the timing to win the final victory.

1. Survive and protect the wall: there are 68 waves of demons attacks, each stronger than the last. Players play the nurse role who need to quickly improve their ability to skillfully avoid and properly release skills to eliminate the invasion of demons. If the nurse dies or the wall collapses, the game fails. The nurse dies and loses 20% of the gold and some items. When the battle is won, the nurse can gain a great deal of experiences.

2. The Weird Hole Adventure: There lives fierce beasts. Defeat them can get more experiences, and can get advanced equipments and gems.

3. Hunting In Lost Cities: Explore the lands invaded by the demons. Can get a lot of gold.

4. Role Attributes: STA, STR, INT and AGI. For each level of the nurse, players can get 4 attribute points that can be assigned.
STA - mainly affects HP and Bear;
STR - mainly affects Physical Attack and Physical Defense;
INT - mainly affects Magic Defense
AGI - mainly affects movement speed and attack speed;

5. Gem Synthesis: Three gems make a higher gem. It is easy -- easy to obtain gems and easy to operate. with the increase in the number of synthesis will automatically open the batch synthesis function.

6. Gold and Experience System: Gold and experience are very easy to obtain, do not need to spend too much time, Players can easily improve the level of the nurse, can easily get a lot of gold for the maintenance of the wall and the synthesis of gems. 1075eedd30



Title: The Last Town
Genre: Adventure, Indie, RPG
Developer:
Shenzhen Arabian Nights Technology Co.,Ltd
Publisher:
Shenzhen Arabian Nights Technology Co.,Ltd
Release Date: 31 May, 2019


Minimum:

  • OS: Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10
  • Processor: 1.5 GHz
  • Memory: 1 GB RAM
  • Graphics: 128 MB
  • Storage: 500 MB available space
  • English,Simplified Chinese



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About This Game

It’s 1930. After an inadvertent brush with the mafia, cabdriver Tommy Angelo is reluctantly thrust into the world of organized crime. Initially, he is uneasy about falling in with the Salieri family, but soon the rewards become too big to ignore. As he rises through the ranks, the paydays keep getting bigger, but the jobs get even dirtier. Tommy may ultimately earn the respect of the Salieris, but becoming a Made Man will leave him more conflicted than ever with the new life he has chosen.

Experience New Heaven

Explore more than 12 square miles of New Heaven, a quintessential 1930's American city based on historic Depression-era architecture and culture.

Authentic Story and Action-packed Gameplay

Play more than 20 thrilling missions inspired by events from the 1930’s. Rise through the ranks of the Salieri family from foot-soldier to Made Man, taking on mob hits, car chases, bootlegging, shootouts, bank robberies and more.

Era-inspired Vehicles and Weapons

As a daring getaway driver, get behind the wheel of more than 60 historically-inspired cars featuring realistic physics and real-time damage.

Complete those grittier jobs with more than a dozen weapons at your disposal. Choose from baseball bats, sawed-off shotguns, magnums and the renowned Tommy gun to deal with any wise guy who dares to cross you.

Note: This rerelease of Mafia has an edited soundtrack and does not include any licensed music. 1075eedd30



Title: Mafia
Genre: Action, Adventure
Developer:
Illusion Softworks
Publisher:
2K
Franchise:
Mafia
Release Date: 28 Aug, 2002



English,French,German,Italian,Czech,Polish,Russian




A mehish game tbh
Its not bad for its age but its nowhere near mafia 2 and 3
I don't mind graphics but controls (especially in cars) are bad enough to rip my veins out
i rate it 4 out of 10 taxi drivers and 2 veins ripped out in the race mission. It's another master piece of a game, great story and excellent gameplay and it's a true Mafia game just like any Mafia movie but with it's own style, a great game that I highly recommend 10\/10. best game ever.. good one
deserves a remake. I don\u2019t feel nostalgic about this game, because I first run it a month ago. So let\u2019s talk about how to play Mafia in present days.

Story and atmosphere are really great even now. Open world is absolutely empty, but game isn\u2019t like GTA at all. It\u2019s more like Driver series from PS1, where city is only a decoration for missions.

And here is a huge difference between Mafia and GTA. Mafia is story-driven game. In main game you just complete all missions one after one. And free ride is totally different game mode.

Graphics here like from early PS2 games and you can use to it. But if you want, you can install Remastered mod for HI-Res texture. By the way, I highly recommend you restore all music with mods or you will play in deadly silence.

I had a lot of fun with this game and I have a lot to say. But I don\u2019t want ruin your first impression talking too much. So, if you like atmosphere of the \u201930s and want to know, why everyone said that this game had one of the best stories in videogames - Mafia is your choice.. Hello friends! I just finished the original MAFIA 1 game. I found the game quite fun, even if i did run into a couple bugs. The setting is in the 1930's America in a town called new heaven. Anyways, here is my pro\/con list.

NOTE: This review was done with no mods. This review is for the Steam version of MAFIA 1. This is a vanilla version.


PROs:

-Set in the 1930 era during the end of prohibition and when the mafia was very active.

-Great storyline featuring mafia thugs and mafia fights.

-There are also great looking cars in the game that look like they belong in that era.

CONs:

- No controller support in game. In order to use a controller, you need to use a third party program. I used keyboard and mouse myself. I found no problems with them except the racing part of the game..

-No achievemetns. There is technically no achievements for this game, so achievement hunters will not like this. This fact does not bother me, but i need to put it as a negative.

- Some bugs found in game.

- Original music and game has been dumbdowned due to licensing issues with music and such.

RECOMMENDED: I really enjoy games that take place in historical acurate era's. Although not fully accurante, i love the 1930's asthetics and cars in this game. Also, how the gangesters refer to a gun as a "Heater" or women as "Dame's".


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