Armageddon 2008 download




















Air Kombat has become a major part of the gameplay. In this fight mode, the character is able to perform various combo attacks and special moves in the air. Wake-up Game opened up opportunities for counterattack: when the hero is knocked to the ground, he can hit the enemy.

The game provides a special mode for creating a ward, where you can choose his appearance, weapons, skills, biography. For each of them there are two fighting styles - melee and with the use of weapons, among which there is only an ax and a sword.

In the game constructor, you can choose 2 ready-made character classes - this is the Man-Sorcerer and the Woman-Tarkatan. Mortal Kombat: Armageddon tells of the period when Edenia was created. Argus, the god of these lands, and the witch Delia had sons - Daigon and Taven. Mother, being a seer, saw the destruction of the world by a huge army. Although the core fighting system hasn't evolved much since the previous game, it's still incredibly satisfying.

Whether you want a cool action game like God of War or a fun competitive fighter with tons of options, Mortal Kombat: Armageddon has got it. Browse games Game Portals. Mortal Kombat Armageddon. Install Game. Click the "Install Game" button to initiate the file download and get compact download launcher. Locate the executable file in your local folder and begin the launcher to install your desired game. Game review Downloads Screenshots Main Game Features Roster of over 60 characters Great variety of game modes Bloody and brutal fighting system.

The graphics are leagues better. The game has tons of new and secret weapons. The numerous game schemes provide plenty of variety.

The training mode adds a lot to the normally weak one-player Worms experience. Speaking of which, playing WA against the CPU is alright it doesn't aim as annoyingly perfect as it used to , but it takes an awful long time to think out its moves. Don't get this for the one-player game though It comes down to this: If you have at least one friend, you should own Armageddon. And since most PlayStation owners have at least one friend, all of them should have this game.

It's that good. In fact, the only things that are a little off about the game are the cheesy euro-dance music at the Title Screen, and how long it takes the Al to decide what to do during a one-player match.

Note: You don't need to own a multi-tap to enjoy multiplayer fun. Worms Armageddon may have originated on the PC, but this madly rewarding multiplayer experience reaches its full potential on the PlayStation. Invite three pals over you don't need a Multi-tap , boot this thing up and you're set for hours of goofy fun. Everything about WA, from its extensive options to its many play modes, is fine-tuned for multiplayer play.

Even nongamers--like, say, your significant other--will love this game. The Worms series has long been a favorite of mine on the PC, but Armageddon is certainly the best incarnation yet. It's best with four players This can get really competitive, and you'll find yourself playing for LONG sessions, exploring the possibilities of the wacky weapons while devising increasingly fiendish strategies.

This is multiplayer video gaming at its best. Depending on your personal taste, Worms is either an annoying and outdated novelty or one of the best multiplayer games ever. If you prefer your deathmatches with a bit of tactical brainpower, and the prospect of sending a psychotic wriggler into orbit using a couple of well-placed sticks of dynamite makes you rub your hands with lee, you'll certainly enjoy Worms Armagedoon. As a turn-based action game, it's a unique multiplayer experience.

You get a set amount of time usually 60 seconds to use one of your team of four worms. You can shuffle along to a different location if you're it bit vulnerable, get into the best I position to take a shot, then use an item from your huge arsenal.

Once you've taken your shot, the next team gets a go and you have to sit and watch, hoping that nobody takes offence and singles you out for punishment before your next turn. It's quite superb, calling for plenty of thought and planning - sometimes you'll need to ignore a couple of easy kills in order to knock a more dangerous worm out of harm's way; other times you might need to sacrifice some of your mobility.

No two games are ever the same. The single player aspect of Worms has always been its weak point, since the computer players could pull off the most improbable shots. No matter how well you were protected by bits of landscape the computer would always find the exact angle to land a bazooka shot right on your head.

Worms Armageddon is a huge improvement. You'll still get hit by a few dubious shots from time to time, but the game places more emphasis on brainpower than trying to outgun the enemy. You get a series of missions to complete, and the later ones usually have only ones usually have only one possible solution. It's a bit like the old Amiga title Lemmings , except far more explosive. Getting a good score in the missions earns extra abilities for your worm up long-range assassination attempts.

The weaponry includes such treats as the multiple-warhead mortar, the baseball bat the exploding cow and the extremely painful flamethrower. For added disrespect, you can execute weakened enemies with a handgun, poison them with a toxic skunk or even push them into the water with a quick prod from the index finger. All the old favourites are still in there, from clusterbombs to miniguns, along with a few ruinously powerful extras that you'll have to agree not to use at all if you want a decent multiplayer game.

The choice of weapons eventually becomes so vast thai it's hard to remember what each one does. Inevitably, you'll wind up sticking with a handful of the most effective ones and leaving the rest alone - the standa bazooka and shotgun are indispensable. The action is accompanied by some fantastic voice samples. Even fewer have been as funny, and Carmageddon occupies a rare position of being deeply immoral yet highly amusing.

That it managed this largely through the medium of wholesale pedestrian slaughter is no small achievement. After all, running people over isn't funny, is it? Is it? Black humour is one of the things that keeps us all sane," claims co-designer Patrick Buckland. Also, driving is something that most of us do. And we've all seen that bloody stupid old bloke hobbling across the road in front of us and shouted, 'F-k off you coffin-dodging old XXXX!

Get out of my f--king way! I don't care what fking war you fought in you whingeing wanker. I've got a f--king pub to get to. Something of an extreme attitude, perhaps, but one that clearly infused itself into the game.

Apart from an irrational hatred of slow-moving war veterans. Patrick claims that the idea for Carmageddon also came from me hating driving games. Every time I played them, I got bored after half a lap, turned my car around and tried to head-on the pack coming the other way. Due to shite collision detection and zero physics in the games at that time, this was rarely satisfying, so I set out to write a game where this was the actual core gameplay mechanic. I was into some pretty banzai Banger Racing at the time, specialising in yanks, Jags and '60s British classics.

I decided to try to capture some of the excitement of this in the game. It was signed up as 3D Destruction Derby. SCi then tried to procure the Mad Max licence for it, and when this failed they tried for Death Race Eventually this fell through as well, so we all thought. Co-designer Neil Barnden has similar memories of the game's original inception: "We put together a very basic demo for 3D Destruction Derby, which had three different cars trundling round a very basic oval track. The player was able to chase 'em in their car and twat 'em.

The demo featured the 'PratCam', where you got to see the driver - in this case, me - reacting to the impacts, which helped add the humour we wanted to convey. On the strength of touting this demo around ECTS we got some publisher interest, but it was SCi that most quickly signed on the dotted line.

Given the final content of the game, it was a brave move by SCi. However, far from attempt to tone down the violence, it seems that SCi actively encouraged it. According to Patrick, Early on in the development you actually lost points for hitting pedestrians, but it was Rob Henderson of SCi - now boss of Smoking Gun - who said, F k- it, let's just go the whole hog and reward the player for killing people.

The pedestrian collisions were an aspect of the game that the team set about recreating with some gusto, as Neil recalls: In order that our sprite-based pedestrians be made to look incredibly lifelike ahem , we based them on video frame grabs of ourselves 'in action' in the lorry car park outside our office. As part of this highly technical process, we enlisted the help of our friend Tony - who was also the in-game face of Max Damage - as stuntman.

Wearing professional stuntman padding cardboard boxes stuffed up his jumper and using Patrick's Chevrolet Caprice station wagon as stunt vehicle, we proceeded to run Tony over. Many times. While my colleague filmed from the passenger seat, Tony encouraged me to drive into him at higher and higher speeds, as he was determined to roll completely over the roof of the car. That's the kind of guy Tony is. In the end, I drove at him fast enough that he crashed straight through the windscreen.

This, and the office workers in the building overlooking the car park calling the police, signalled that we'd 'got it in the can' for the reference material.

Which I then drove up to the local windscreen repair shop with this bloody great person-sized dent in the glass. As Patrick casually lists, There was the shooting of the chandelier. First with air guns, and then with a homemade rocket launcher. And the way we got the footage for whiplash on the PratCam - belting Tony around the back of the neck with the thick end of a pool cue.

And the computer equipment thrown over balconies while working late at night. And the placing of a microwave oven on top of a car that we'd set fire to the week before, filling the microwave with petrol and camping gas cylinders, taping oxyacetylene-filled balloons to it, and turning it on. But we re a perfectly normal, sensible development company. Amazingly, the game did actually make it to completion, but getting it on the shelves was to provide an even greater challenge in the shape of the notorious British Board of Film Classification.

I had to attend a meeting at their London office with the late James Ferman, the man whose signature famously graced the BBFC certificate for many years, recalls Neil. When the game was submitted to them, they refused to allow it to be released.

I admit my recollection of the details of the meeting is hazy. As we were about to go into Ferman's office, I noticed my flies were completely open, and spent the whole meeting preoccupied with whether the Great Man would notice this too and assume I was making some sort of grand gesture. This, and what followed, made it a surreal occasion.

They asserted that the idea of gaining reward for killing innocent people was unacceptable. In order to make their point that the game was morally bankrupt, they had one of their staff, a young guy, play the game in front of us all.

He was clearly having a whale of a time, going for 'artistic impression' bonuses, giggling gleefully as old ladies exploded across his bonnet. James Ferman stood with us behind him, straight-faced, explaining to us how this man was being 'corrupted' by the experience. And the young man agreed: 'Yes, it's really not Our explanation that the game was meant to be a surreal comedy experience fell on deaf ears," recalls Neil.

Without changes that would deal with their central objection, the game could not be given a certificate, and so would not be released. It was perhaps for the best that Patrick Buckland wasn't at the meeting. As he says, Neil did all that stuff, which suited me fine, as I would probably have driven a large vehicle through their building had I been directly on the receiving end of their double standards.

We once got a hard time from them because Ferman had spent 'all morning having to watch hardcore gay pornography'. Poor dear. I bet the twat was just embarrassed because it gave him a hard-on the size of a policeman's truncheon Back to the matter in hand, and both Stainless and SCi were faced with a problem, namely the lack of a game.

A compromise had to be reached and the concerned parties eventually agreed to replace the pedestrians with zombies, replete with censor-pleasing green blood. According to Neil, The zombies were created over the course of one long angst-ridden weekend as the solution to this impasse with the BBFC. Already dead, and filled with nothing more offensive than pus, the zombies were deemed acceptable victims for the young homicidal racing-game fans of Great Britain.

As Patrick remembers. They took out an injunction on us. The zombies were bloody irritating. If red blood is good enough for The Holy Grail, it's good enough for us. Carmageddon was finally released to critical and commercial acclaim and. Other more low-rent publications were less complimentary though, and the inevitable lazy tabloid backlash promptly ensued, something that Patrick found absolutely bloody hilarious!

One of the funniest was that Age Concern officially complained to us because we were depicting the running-over of old people". Similarly, Neil thought that the tabloid coverage was great! Uninformed, bandwagon-jumping rubbish. Just the stuff to shift more units". And shift units it did, with the game hogging the number one spot like a blood-soaked Bryan Adams if only. Carmageddon also received the ultimate accolade, picking up the coveted Game Of The Year, as voted for by the readers.

At a gala occasion at London's Camden Palace, the Stainless team joyously lifted the trophy, and were spotted revelling late into the night, drunk on success and cheap wine.

Even Tony the stuntman got involved, doing a passable impression of Mel Gibson, who he has actually doubled for in the movies or so he claimed.



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