sobota, 31. maj 2014

Jennifer Aniston"s Annual Skin and Beauty Budget Tops Six Figures - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/jennifer-anistons-annual-skin-and-beauty-budget-tops-six-figures/



What do stars do when they’ve played the part of the adorable girl next door or hopeless romantic for 20+ years? What methods are taken to ensure they can play the part of the sexy hook-up instead of the hovering divorced mother of five?



In the case of 45-year-old Jennifer Aniston, the actress invests heavily on skin and beauty treatments that aim to keep her casted as the token pretty girl for many years to come. In a story first reported on Yahoo! Shine, the actress spent $141,037 in 2012 alone on various treatments.



We’re well past the age where an actor or actress would get a simple cosmetic injection, tone their body in the gym, or find a top rhinoplasty surgeon to do some magic to their nose. In a competitive time where a six-pack just isn’t enough, Hollywood mainstays and hopefuls alike are going to drastic measures to keep up with their beauty regimen.



Late night TV host Conan O’Brien prodded Aniston until she finally stated, “I’m obsessed with laser porn.” She elaborated that she is an aficionado of laser therapy, which aims to zap age spots acquired from spending a lot of time in the California Sun. She also spoke highly of chemical peels, which remove a layer of dead skin from the face over a week’s time. The result is a pillow full of dead skin build-up each morning.



TotalBeauty.com dug deep and uncovered every beauty and skin treatment Aniston uses to look her best. An overview of her entire routine is below.



1. Skin Care:



Staples: Neutrogena Facial Cleansing bar and Dr. Hauschka Rose Day Cream.



During awards shows and red carpet appearances, however, she steps it up. Aniston gets a facial valued at $450 and gets a take home bag of product valued just shy of $400.



Total estimated monthly spend. (Combining the one chemical peel per month): $1,186.95.



2. Hair Care:



A day at the salon for Aniston in Malibu, California, is an estimated $920.



3. MakeUp



The $404 per day routine of products Aniston uses equates to a whopping $4,402 per month!



4. Miscellaneous



Aniston has reportedly had two nose jobs in Beverly Hills. Estimated at $18,000.



Spray tanning, a bi-weekly event, runs $45 per session.



Personal training is around $900 per week, according to estimates of current wages in Los Angeles.



Aniston’s weekly budget is $385 for pre-made meals. After an initial $300 consult, of course.



The Damage:



When you add it all up and arrive at a monthly estimate, you get the whopping sum of $11,933.37! Or annually, $141,037.97!



Of course, when your net worth is near $150 million like Aniston’s, this number is entirely relative.



Source http://www.huffingtonpost.com/tim-schmidt/jennifer-anistons-annual-_b_5413611.html?utm_hp_ref=style&ir=Style





It Was An Amazing Week For Fashion In Hollywood, According To Our Best Dressed List - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/it-was-an-amazing-week-for-fashion-in-hollywood-according-to-our-best-dressed-list/



It was one of the best weeks of the year in Hollywood — at least when it came to the outfits!



Emily Blunt hit it out of the park not once but twice, Elle Fanning looked like a modern-day princess in a sparkly gown and Chloe Grace Moretz wore what could easily be our most favorite look ever.



Check out the best-dressed stars of the week and let us know if you agree with our picks.



Rosie Huntington-Whiteley in Emilio Pucci



rosie



There are a few things that are amazing about this dress. First of all, the color. Yellow is exceptionally difficult to pull off because if you pick the wrong shade, it can look awful against your skin tone. But this canary yellow gown is magnificent on the model, as is the expert draping and the subtle cut-outs.



Elle Fanning in Elie Saab



elle



Fanning plays a princess in her latest film “Maleficent,” but in real life, she also looks like royalty. The actress stunned in this off-the-shoulder periwinkle embellished gown which was contrasted nicely by her tough-girl choker.



Emily Blunt in Osman



em



This dress is striking because of the rich colors, scalloped neckline and calf-length hemline. The fit is spot on, as was her choice to wear pink pumps. A+, Blunt.



Charlize Theron in Stella McCartney



charlize



Yes, this may be a simple look, but Theron looks damn sexy. The short hemline on her LBD is balanced out perfectly by its boxy silhouette and longer sleeves, while her red lipstick and strappy heels seal the deal.



Chloe Grace Moretz in Chanel



chloe



This is possibly the best outfit of 2014. The wide-leg pants paired with the knit panel is so chic and unexpected, while the crop top with black trim and straw hat makes her look like the picture of summer. We wish we could dress like this every single day.



Heidi Klum in Jenni Kayne



heidi



Jumpsuits are nice for spring and this color-blocked one Klum is wearing is a great example. Though the fit on the bodice could be slightly better, we are willing to give it a pass since the hair, makeup and shoes are perfect.



Emily Blunt in Prada



emily blunt



Not only does this ensemble feature our favorite color-combo (red and pink), but it looks as though this dress was made for Blunt– it fits her like a glove.



Source http://www.huffingtonpost.com/2014/05/30/best-dressed-list_n_5412622.html?utm_hp_ref=style&ir=Style





Margot Robbie Has Red Hair Now - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/margot-robbie-has-red-hair-now/



Margot Robbie was a blonde bombshell and a sultry brunette, and now she’s a gorgeous redhead.



The 23-year-old beauty was photographed leaving the Paul Edmonds Hair Salon on Friday, May 30, in London with a new hair hue. Robbie is now rocking red locks, just a few months after dying her hair a dark brown for her role in “Z for Zachariah” and looks, predictably, amazing.



In March, she told InStyle she wouldn’t be brunette for long because she needs to go lighter in order to play Jane in the upcoming “Tarzan” movie.



“I don’t know to what extent,” Robbie told the fashion magazine at the time. “We just know it can’t be this dark.”



margot robbie



margot robbie



Source http://www.huffingtonpost.com/2014/05/30/margot-robbie-red-hair_n_5419569.html?utm_hp_ref=style&ir=Style





Under a Killing Moon - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/under-a-killing-moon/



I don’t know how, but I missed the Tex Murphy games completely. I was a kid who loved adventure games and detective stories, yet I don’t remember even being aware of the series until I was older. At some point, I also learned that creator Chris Jones plays Tex in the games’ signature FMV sequences. I found that super endearing, but it didn’t send me running to the series any faster. After all, a non-actor playing the hero in a story he made up could easily be a four-disc exercise in self-indulgence. Even if you started with a decent crime plot, you’d have to layer in a healthy amount of solid humor, self-deprecation, and dopey enthusiasm to really make a thing like that work. So, it’s a good thing that Under a Killing Moon does just that.



Ready for trouble. Ready for trouble.

You play as Tex Murphy, a perpetually down on his luck P.I. Like the previous games, the setting is a future (post-nuclear) San Francisco, but the tone is firmly rooted in 1940s noir. A visit from your old mentor is followed by a string of pawn shop robberies, which eventually ties you up in a plot involving a stolen statue. Plenty of gorgeous dames (well, budget FMV gorgeous dames), nasty crooks, and horribly disfigured mutant informants pop up along the way as you unravel the conspiracy and, predictably, attempt to save the entire world from destruction.



The story is a respectable Raymond Chandler style detective tale, with enough big questions to keep you involved in the mystery. The answers to those questions are satisfying, but the journey’s more important than the destination. I wouldn’t say that plot takes a backseat to the jokes and banter, but it’s definitely riding shotgun, and that works just fine. A handful of characters from the past games make appearances, which is fun if you recognize them, but you won’t miss much if you gave those early outings a pass.



My only gripe with the story is that it takes a long time to get going. The pawnshop case doesn’t have much to do with the bigger missing statue case that most of the game revolves around, leaving your first caper feeling more like an extended tutorial than part of the narrative. Still, both are fun, and at worst you’re getting two adventures for the price of one.



Under a Killing Moon follows Mean Streets and Martian Memorandum, but it’s the first in the franchise to explode across your screen in glorious full motion video. The producers were duly proud of this fact, as evidenced by the manual. It grandly describes how they “threw away all previous conceptions of an interactive movie” and chose to deliver you 2.3 gigs of entertainment, rather than making cuts to fit on fewer discs. It was a good move. The previous Tex games are certainly fun, but I doubt the series would have gained a real following without this entry’s interesting blend of 2D sprites, 3D environments, and clips of real actors on bluescreens.



How do I ask where he got that great suit? How do I ask where he got that great suit?

The game bounces between first person exploration in 3D rooms and video conversations with a large cast of characters. In the exploration phase, you’ll sniff around different locations, picking up anything that isn’t nailed down. Objects in your inventory can be used in the world, combined with each other, and examined; sometimes leading to further clues and puzzles. More than once, you’ll find a torn up note or memo that you can manipulate with the mouse to reconstruct the message. All of this gives you more information to populate your “ask about” list; a set directory of topics you can inquire about when talking to characters.



But before you can run down your list, most folks want to do a little small talk. In these sections, you choose from three vague “attitudes” for Tex to adopt. I don’t mean a standard three choices that show up for everyone; each character has their own options, depending on the circumstance. One choice can lead to a new set of options, and so on until you either succeed or offend them enough to make them clam up. They’ll always forget about it when you try again, meaning you’ll eventually find the right path down the conversation tree. That’s when your subject becomes willing to talk about the important stuff, namely your actual list of clues. There were dialog puzzles like this in Martian Memorandum, but these feel much less random and they’re better written to boot.



One thing not included in Under a Killing Moon is gunplay. Unlike the previous games, there’s no shooting, or even inclusion of your gun as an inventory item. It’s in your office, but picking it up just results in a cut scene that neatly dismisses your weapon for the rest of the game. I never missed it. Tex doesn’t need bullets to do damage.



Unfortunately, for an exploration game, the movement controls aren’t its strong suit. In what probably seemed like a really cool idea at the time, all your movement is on the mouse. Push forward a bit to start walking. More to go faster. Back to slow down, stop, or reverse. Sliding left or right rotates your view. When I first started out, I was almost never doing what I meant to be doing. Even with the speed turned to “Slow,” one wrong nudge sent Tex hurtling across the room, or spun him 180 degrees from what I wanted to look at. Eventually, I took the mouse sensitivity all the way down as well. This corrected the issue, albeit at the expense of a somewhat sluggish cursor.



Nothing in this drawer but bad memories. Oh no wait, there Nothing in this drawer but bad memories. Oh no wait, there’s a penny.

With all the movement on the mouse, the designers had to put all the looking around on the keyboard. There are commands to change your viewing angle by 30 degrees in various directions, or tilt it down or up, but it all feels so clumsy. If I’ve got to have my other hand on the keyboard anyway, how about I just use the arrows to walk and the mouse to look? I realize mouselook was far from a standard at the time, but it’s annoying to stand over a desk you want to search and fiddle with the keyboard until the drawer you need to open is actually visible.



Further, some clues require you to view things from a very specific angle, like the inside of a trash can or the top of a shelf. This means that after you’re done searching a room from your standard viewing angle, you’d better search it again from the “looking at the ceiling” and “looking at the floor” angles just to make sure. It’s doable, and you’ll get used to it, but it’s way more work than it should be.



Movement aside, though, the rest of the controls work quite well. When you’re in “Interactive Mode” (toggled on with the spacebar), you use Look, Get, Open, Talk, and On/Off commands to investigate the world. A fairly standard adventure game interface, but with a twist that’s somewhat ahead of its time: When you mouse over an object, only the verbs that actually do something are available. Purists may wish they could try to “Open” everything they come across, just in case it actually does something the thousandth time, but I was pretty happy to have that chore off my plate. The Look command is the real star of the show here. Clicking it gives you a wry description from Tex’s inner monologue. Chris Jones performs these lines quite well, and the writing is funny enough that I would routinely look at things even if I already knew what they were and how to use them. For me, that’s the mark of a good adventure game.



Bad time? Bad time?

Jones isn’t the exception. All of the acting is at least serviceable, and at best quite good for a PC game. That’s thanks to some excellent appearances by character actors like Brian Keith, Margot Kidder, and Mister James Earl Jones himself as the voice of the “Big P.I. in the Sky.” Sure, you’ll still run across the occasional gloriously bad joke or hammy line reading, but for me, that’s part of the charm.



The actors are especially important, what with the emphasis on questioning the characters. These conversations feel more natural than in previous games, mostly because the topics each person knows about are a lot more logical. If you need leads on an antique, talk to your pal at the pawnshop. That’s a step up from Mean Streets, where characters had connections you’d never be able to guess, forcing you to ask everyone about everything or risk missing something critical. Under a Killing Moon gives you the clues you need to chat up the right person on the first try, and that makes you feel a lot more like a real gumshoe.



I did get stuck a few times, though. The answer was almost always that there was an object in the room I didn’t notice. The game can definitely become a pixel hunt, with one puzzle asking you to notice the one loose rock in a long and unimportant looking rock wall. The good news is that there’s a pretty nice hint system. Each puzzle has an ordered list of hints, and each hint costs some amount of points, which you’ve been earning as you play. You never have to use it (and if you want a full 1000 point score, you shouldn’t), but if you need a nudge in the right direction, this does the job handily. Even without buying a hint, looking at the directory of puzzles sometimes got me back on track. Though I noticed later that just opening the hint menu sneakily deducts one point from your total.



Under a Killing Moon has its flaws. Movement is, at least to me, unnecessarily difficult, and those who can’t find charm in mid 90s FMV (well executed though it may be) should probably look elsewhere. But Tex definitely scratches that old school adventure itch, and if you let him, he’ll grow on you like the fungus on a bachelor’s bathmat. Or something.



If “adventure game humor” is a distinct brand of humor, this game’s got plenty of it. Cracking the case is plenty fun.



Movement takes some getting used to, and still never feels as intuitive as you’d want from an adventure game.



(looking at water cooler) “This pure mountain spring water is indispensable. Literally. I’m out of paper cups.”





Ryan DiGiorgi (AKA Static_A_Matic) likes pointing, clicking, and dialog trees. When he’s not writing about games here, he’s writing and podcasting about movies at Critical End! Follow him on Twitter at @rdigiorgi and regret it almost immediately.



Source: http://feedproxy.google.com/~r/JustGamesRetro/~3/9Q_fitQ3yVQ/under-a-killing-moon





Rise of Nations Re-Release Lands in June Following Microsoft Acquisition - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/rise-of-nations-re-release-lands-in-june-following-microsoft-acquisition/

 



Real-time-strategy game Rise of Nations will be re-released next month with improved graphics and new features by Microsoft, which announced today that it has acquired the rights to the franchise.



Known as Rise of Nations: Extended Edition, the re-release includes both the original Rise of Nations and its expansion, Thrones and Patriots. It will be available exclusively through Steam and makes use of Steamworks for multiplayer. It supports achievements, trading cards, and cloud saves, as well Twitch integration so that players can stream their matches online.



Extended Edition will see the game’s graphics improved–water and textures have been identified specifically as areas of improvement, and full-screen anti-aliasing has been added. However, as the screenshots above and below demonstrate, Extended Edition doesn’t look like a modern game. Instead, the visual overhaul seems to be roughly on par with that of the recent HD re-releases of fellow Microsoft RTS games Age of Empires II and Age of Mythology.



A specific release date was not announced; Extended Edition will simply be coming sometime in June. It’ll cost $20 upon release, although a 20% discount for preorders on Steam brings that down to $16 (or $48 for a four-pack).



This release is made possible because Microsoft has acquired the rights to the Rise of Nations franchise, which were sold off to an unknown party last year as part of the 38 Studios auction. Rise of Nations was originally released for computer back in 2003 and was followed a year later by Thrones and Patriots. (It also eventually spawned a fantasy spin-off, Rise of Legends, in 2006.) Developed by the now-defunct Big Huge Games, the RTS takes players through the different eras of civilization as they attempt to conquer their enemies.



Despite the RTS genre not being as prolific as it once was, Microsoft was recently looking to hire someone to work on a “new AAA title within an established and well-loved strategy game franchise.” There was speculation that it could either be Age of Empires or Halo Wars, but Rise of Nations was also a possibility, given that it was published by Microsoft Game Studios. However, considering the opening was published only a month ago and was for a “AAA” game (which hardly screams “re-release”), it seems likely that listing has nothing to do with this release.



Got a news tip or want to contact us directly? Email news@gamespot.comFiled under:Rise of Nations: Thrones & Patriots Rise of Nations: Gold Edition PC By combining some of the concepts of Civilization with the general gameplay of Age of Empires, Big Huge Games has created a truly outstanding game.



Source: http://www.gamespot.com/articles/rise-of-nations-re-release-lands-in-june-following-microsoft-acquisition/1100-6419993/



Watch Dogs PC Patch On the Way as Nvidia and AMD Quarrel - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/watch-dogs-pc-patch-on-the-way-as-nvidia-and-amd-quarrel/

  Uplay issues aside, there have been numerous reports regarding performance issues with the PC version of Watch Dogs, particularly from users with AMD hardware. Fortunately, a patch is in the works that should improve things–but in the meantime, it’s sparked a heated discussion between graphics card makers AMD and Nvidia.



Watch Dogs graphics technical director Sebastien Viard has sent out a series of tweets briefly explaining what could be causing the performance issues and offering recommendations for dealing with them. “Watch Dogs can use 3+ GB of RAM on [next-gen] consoles for graphics, your PC GPU needs enough VRAM for ultra options due to the lack of unified mem[ory],” he wrote in one tweet. For those with problems, he suggested, “If you experience lag/stutter on a fast PC, try to lower one of those settings to reduce the GPU VRAM usage: texture quality, AA, resolution.”



“Making an open world run on [next-gen] & [current-gen] consoles + supporting PC is an incredibly complex task, the team did a fantastic job. Congrats guys!” he continued, before revealing work is underway on a patch: “[O]ur PC prog[rammer]s are also currently working on a patch to improve your experience thanks to your reports, stay tuned.”



Watch Dogs quickly became the fastest-selling game in publisher Ubisoft’s history when it was released this week, although the game’s launch was mired for many because of myriad technical issues. Some players had trouble downloading their preorders from the PlayStation Store, while others were unable to log in to Uplay (which on PC meant locking them out of the game altogether). The Uplay issues even extended to games other than Watch Dogs, affecting titles like Trials Fusion and Assassin’s Creed IV: Black Flag.



The game’s performance issues on PC caused AMD to speak out this week, as the company took aim at Nvidia’s GameWorks, a toolset developers can use when building their games (Watch Dogs being one such game).



“Gameworks represents a clear and present threat to gamers by deliberately crippling performance on AMD products (40% of the market) to widen the margin in favor of NVIDIA products,” AMD’s Robert Hallock told Forbes. “Participation in the Gameworks program often precludes the developer from accepting AMD suggestions that would improve performance directly in the game code–the most desirable form of optimization.”



Hallock went on to claim Nvidia had stopped publicly sharing Direct3D code samples on its website, stating AMD takes an opposite approach when working with developers. “Our work with game developers is founded concretely in open, sharable code, all of which we make available on our developer portal,” he said.



Specifically regarding Watch Dogs, Hallock said AMD had “very limited time with the title and [we"ve] been able to implement some respectable performance improvements thanks to the skill of our driver engineers. Careful performance analysis with a variety of internal tools have allowed us to profile this title, despite deliberate obfuscation attempts, to improve the experience for users.”



Nvidia has responded to AMD’s allegations, denying much of what it had to say. Speaking with Forbes, Nvidia’s Cem Cebenoyan stated there’s nothing in GameWorks that deliberately harms AMD performance. He also denied AMD’s assertion that using GameWorks means developers can’t accept AMD suggestions.



“I’ve heard that before from AMD and it’s a little mysterious to me. We don’t and we never have restricted anyone from getting access as part of our agreements. Not with Watch Dogs and not with any other titles,” he said. “Our agreements focus on interesting things we’re going to do together to improve the experience for all PC gamers and of course for Nvidia customers. We don’t have anything in there restricting anyone from accessing source code or binaries. Developers are free to give builds out to whoever they want. It’s their product.”



This all comes down to a ‘he said, she said’ situation between the two companies, which have been bitter rivals for years. Both companies released updated drivers this week that include enhancements for Watch Dogs.



If you’re playing the PC version of Watch Dogs, what has your experience been like? Let us know in the comments below.



Got a news tip or want to contact us directly? Email news@gamespot.comFiled under:Watch Dogs PC PlayStation 3Xbox 360PCPlayStation 4+ 2 moreWii UXbox OneWatch Dogs is an open-world action adventure game from Ubisoft where you must use any means at your disposal to take down a corrupt system.



Source: http://www.gamespot.com/articles/watch-dogs-pc-patch-on-the-way-as-nvidia-and-amd-quarrel/1100-6419996/



Far Cry 10th Anniversary Retrospective - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/far-cry-10th-anniversary-retrospective/

Crysis may be the series that we most associate with developer Crytek, but it was Far Cry that put it on the map. The original Far Cry was a visual marvel, featuring a vast and gorgeous tropical island to explore, but it was more than just pretty. It was also a highly immersive game that made getting lost in its world both tense and joyous as it introduced elements that were more and more removed from the reality we know.While some new Far Cry adventures would make their way to consoles packaged with the original game, it wasn’t until 2008 that a proper sequel arrived, courtesy of Ubisoft Montreal. The game met with mixed reactions, but it found a passionate audience that loved its African setting and weapon degradation. Far Cry 3 met with wider acclaim, but it’s the original game that has proven most important, providing a foundation not just for the Far Cry series itself, but for Crysis and its sequels as well.



The thing I most fondly remember from my tropical vacation in the first Far Cry was the only thing that was excised from the series’ later installments: its tone. Protagonist Jack Carver’s bright orange Hawaiian shirt was a constant reminder of Far Cry’s playful origins. This was a first-person shooter that didn’t care about the evils of arms smuggling, or about the definition of insanity. It cared about saturating you with its colorful, open levels, and keeping you on your toes with what were, at the time, some of the most intelligent enemies I’ve ever seen in a shooter. These mercenaries actually used the jungle for cover, creeping behind plants and–get this–not shooting at you until they had snuck right up behind you for a kill shot. I can’t remember a time in a game since then that an enemy has surprised me like that.



Of course, what’s not surprising now is Crytek’s desire to change up the enemy roster halfway through, such as the introduction of Crysis’ aliens, or here, mutated apes. Once I started fighting these trigens in a volcanic caldera, I checked out. But until that point, Far Cry was a pure and refreshing shooter about bright colors, big guns, and loud shirts.



There comes a “Holy crap!” moment just minutes into Far Cry when the sight of your lush island prison is revealed to you for the first time. It’s one of the most stunning sights I’ve ever witnessed in a game, and at the time, I couldn’t believe my eyes. How could a game look this incredible? What was in store for me in this violent paradise?



I couldn’t believe my eyes. How could a game look this incredible?





It was the best birthday present I could imagine, and the game arrived only a week after the awesome Unreal Tournament 2004. My time was split between both games afterward–Far Cry for its single-player thrills, and UT 2004 for the continuing excitement of onslaught matches. Far Cry was my personal jewel, however. I can still envision the heightened tropical ambience when swimming underwater, surrounded by impossibly vibrant fish and perfect round bubbles. I can still remember the opening cutscene, which begins with a rewind shot depicting floating flotsam reassembling itself into a sailboat. I still remember using the different rendering options, which let you change the look of the entire game. If you grabbed the recently released HD version (called Far Cry Classic), try turning on the cartoon setting, which makes the game look rather like Borderlands.



Crytek moved on to Crysis, and Ubisoft now handles the Far Cry franchise, and while both Far Cry sequels were great on their own terms, I miss the Island of Doctor Moreau vibe of the original. The series tastes best with a touch of the unnatural.



My experience with the original Far Cry requires a little bit of backstory. Back in 2004, I was a sophomore at the University of Washington. In between reading stacks of 18th-century English novels and trying to convince myself that dirt-cheap beer wasn’t so bad once you got used to it–college is a weird place–I somehow still managed to find time for video games. So here I was, browsing reviews on a little website called GameSpot.com, in search of that one game I should check out next. And that’s when I saw it: Far Cry.



It was a review done by former GameSpot editor Jason Ocampo. I mention that because one year prior, I shared an English literature class with him and had absolutely no idea he went on to write about video games for a living. And that’s what grabbed my attention. Yes, Far Cry looked great, but my PC at the time was a feeble Dell laptop–I was a console gamer back then. But seeing someone I had taken a class with was just too weird for me. I had to see what this game was about.



I’m glad I did, because that game was really something else. Even on my sad little laptop, Far Cry’s jungle environment was amazing. The way prowling through lush foliage made you feel like a predator stalking its prey, the freedom with which you could approach enemies, the way everything just felt so reactive–it was one of the first games I could remember where I really felt like I was using the world around me as a weapon.



And it’s a series that I still love to this day. Even as Crytek has moved on to different projects, I still enjoy the legacy that studio created. I’m just happy that a wild coincidence convinced me to take a shot on it in the first place.



Filed under:VGHM 2014 Far Cry Crysis Far Cry 2 Far Cry 3 PCXboxPlayStation 2Wii+ 2 moreXbox 360PlayStation 3Far Cry isn’t just a stunning technical accomplishment. It’s quite possibly the best single-player first-person shooter experience for the PC since Half-Life.



Source: http://www.gamespot.com/articles/far-cry-10th-anniversary-retrospective/1100-6420000/