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Download Need For Drink PC Game 2017 |WORK|

Then it gets even colder, and you need to crank up the generator to dangerous levels. Anyone beyond the shrinking range of its warmth freezes to death and there's nothing you can do about that. Frostpunk starts somewhere after the point I'd reach at the end of a game of SimCity, and then it tells you to hold back the tide.

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Morgan: The stories that come out of Satisfactory sold me on it instantly. I, too, want to look over a mighty empire of automation and discover that my robot children no longer need me. I'm also just really into watching materials actually travel down conveyor belts and pass through machines, instead of everything happening inside a menu. More games should do this.

Like Morgan says, Psychonauts 2 is Double Fine finally getting the freedom it needs to make a game that lives up to that idea. So, uh, thanks, Microsoft? It's a Pixar movie you can run around in, zooming across levels based on a psychedelic Yellow Submarine or a papercraft library where you end up trapped in a book, leaping across pages as the platforming suddenly transitions to 2D. One level's a hospital that is also a casino, with a maternity ward where wannabe parents gamble on a roulette wheel of babies. It's constantly imaginative and twisted.

Sean: Vermintide 2 is the most down-to-earth Warhammer game around; it's essentially about five roommates trying to deal with the end of the world. They drink together, bicker together, and yes, slaughter an endless number of humanoid rats together. In a setting rife with OP gods and champions, I love that it's about a bunch of misfits just trying their best.

Katie: Everyone keeps telling me this game is "super chill," but it kind of stresses me out. I think it's down to the fact I'm always having to shift my attention to the other side of the map where some forest or village needs completing. It's not even timed, but it forces me to go against my Mother's wisdom: "Finish one thing before you start another."

Robin: Having played this with my fairly videogame-averse partner, I think it's secretly one of the best gateway games out there. It gently introduced her to 3D platforming, shooting, puzzle-solving, and more, all while I could play along with her to demonstrate the trickier techniques or point out where we needed to go next. It's such a clever design for a co-op game, because it means you can play it with nearly anyone.

Tyler W: Early in this year's Top 100 meeting I said that I'd deal with it if the rest of the staff decided to bump Rocket League off the list to make room for something new. After all, what more can I say about a multiplayer game that doesn't need any more iteration to be fun forever? I've been writing about how Psyonix's car soccer game is great for seven years now, and it continues to be great, but I have no notes. Not any that relate to the fundamental design of Rocket League, at least; as much as I've probably blamed "the physics" for bad nights, I wouldn't change a thing about the weird, ultra-challenging way the rocket-powered cars handle.

Phil: Normally your next choice in a turn-based tactics game is pretty obvious: move your lads into cover, pop them on overwatch, and console yourself that, if anything goes wrong on the enemy turn, that was just the luck of the draw. But Into the Breach tells you exactly what the enemy are going to do, and gives you the chance to stop them. And then it gives you a bunch of extra objectives that award bonus resources that you absolutely, definitely need. I'm frequently spending long, fraught minutes planning every single turn, desperately searching for the combination of moves and attacks that will make sure everything is OK. Everything is never OK though.

Wes: Death Stranding is a comedy, and it's funny as shit. You just need the right headspace: like watching a Yorgos Lanthimos film, it's sometimes going to be profound, sometimes deeply sad, and the rest of the time it's going to be really funny, whether you're slapstick-tumbling down a hill or listening to someone explain Sam Porter Bridges' name.Jorge: Despite its mostly nonsensical story, Death Stranding's systems and overall vibe are just splendid. Whether it's finding a way to deliver a pizza past a field filled with weird shadow-goo monsters without getting murdered or reconstructing a highway across the midwest of the United States that'll make zipping across the land easier, Death Stranding is a game like no other.

Nier: Automata[b] is a 2017 action role-playing game developed by PlatinumGames and published by Square Enix. It is a sequel to Nier (2010), itself a spin-off of and sequel to the Drakengard series. Nier: Automata was originally released for the PlayStation 4 and Windows via Steam, and an Xbox One port published the following year. A Nintendo Switch port was released in 2022.

Nier: Automata was announced at E3 2015; it received stage plays and novels expanding its narrative, and both downloadable content (DLC) and crossovers with other games were issued after its release. The game was localized by 8-4, translators of Nier. Critics praised the game's story, themes, gameplay, and music; but drew criticism for some visual and technical problems. The PC release drew a mixed response due to technical issues that were not officially addressed until 2021. Sales surpassed expectations and as of November 2022[update], the game had shipped seven million copies worldwide.

Initially, Yoko said they planned to build a FarmVille (2009)-inspired game for mobile platforms or the PlayStation Vita. The team instead shifted development to the PlayStation 4.[10][23] Saito and Eijiro Nishimura co-produced the project.[24] Development began in 2014, and included six months of pre-production.[10][20][25] At first, the relationship between Yoko and PlatinumGames staff was fraught, mainly because Yoko's freelance status led to different daily schedules. To reduce the scheduling conflicts, the team organized a system of "free time" where Yoko would be available to work.[26] The team studied feedback from both fans and critical reviews of Nier, and concluded they would need to improve the gameplay, graphics, and character designs. They also carried over aspects of Nier that were well-received, such as the game's music and complex story.[27] PlatinumGames did most of the development at its offices in Osaka and Tokyo, and was supported by outside staff such as Yoko.[21]

As with the original Nier, multiple endings were created, but the conditions for reaching them were not as stringent as the first game.[34] Yoko's desire was to make the game's conclusion happy, which prompted scepticism from other staff members.[12] The happy ending from Yoko's perspective was the fifth and final ending, which he only created after the character motivations logically led him to the concept. The final ending featured a shooting sequence where the player fought their way through the closing credits, which symbolized the characters breaking out of a known system to find the hope of a new future. The team also included the option for player to sacrifice their save data to aid other random players in the closing credit sequence, a mechanic similar to that of the original Nier.[18] This ability for players to help each other was inspired a Coca-Cola campaign, where drink machines in India were connected via livestream to machines in Pakistan, encouraging the two peoples to overcome their political rivalry. The campaign made a strong impression on Yoko, who adapted the idea into in-game messages of encouragement from players across the world.[35]

Yoko originally wanted to call the game "Nier: Android" but Square Enix rejected that title due to a possible trademark conflict with Google's Android operating system.[60] In trailers, the events surrounding 2B's fate and A2 replacing her in the story were obscured by using A2's early-game model for some footage when she is short-haired in-game.[33] To mitigate competition, the team decided to delay Nier: Automata until late-2016 or early 2017, which also allowed the team more time to refine the game.[61] Yoko appreciated having more time for the team to finish the game.[33]

Nier: Automata was released in Japan on February 23, 2017, coming in both standard editions and a Black Box Collector's Edition.[62][63] The PS4 version was released in North America on March 7; and in Europe, Australia, and New Zealand on March 10.[64][65] It also had a limited Day One edition, and a version of the Black Box Collector's Edition.[66] The game was notably review-bombed in April 2017 by Chinese players demanding a translation of the game to Chinese.[67]

A downloadable content (DLC) pack titled 3C3C1D119440927 was released on May 2, 2017; it includes additional costumes and accessories based on Nier, aesthetic hair-customization options, new battle colosseums, and boss fights with Square Enix and PlatinumGames presidents Yosuke Matsuda and Kenichi Sato.[82] The content was unlocked in-game from the chapter-selection screen, and requires data saved from a completed playthrough.[83] The DLC was included in the Xbox One and Nintendo Switch releases,[76][79] and in the Game of the YoRHa Edition, which was released for the PlayStation 4 and Windows on February 26, 2019.[72][84]

Nier: Automata sold over 198,500 copies during its first week of release in Japan, peaking at number one in the charts and significantly exceeding sales of Nier in 2010.[99][100] In April 2017, Nier: Automata was reported to have sold over 500,000 copies in Japan and Asia, including both physical shipments and downloads.[101] According to the NPD Group report for March 2017, the game reached ninth place in overall sales and sixth place in the PS4 chart.[102] In the United Kingdom, the game debuted at number six in the general software chart.[103] By May 2017, sales of the game's physical and download versions on PS4 and PC had reached 1.5 million copies. The majority of sales during that period came from overseas, and its success came as a surprise compared to the low sales of Nier.[104] By May 2019, Nier: Automata had reached worldwide shipments of four million copies,[105] with an additional 500,000 units selling by March 2020; the latter was attributed to steady sales of the "Game of the YoRHa" edition.[106] Nier: Automata greatly exceeded Square Enix's sales expectations, and made them consider Nier as a franchise.[107] PlatinumGames cited the strong sales, in addition to the positive critical reception, as saving the company and renewing interest in their products after several disappointing game releases.[108][109] As of November 2022, all versions of Nier: Automata have shipped over seven million copies worldwide.[110] 041b061a72


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