Mass Effect 3 is an action role-playing game developed by BioWare and published by Electronic Arts for Microsoft Windows, PlayStation 3 and Xbox 360.Officially announced on December 11, 2010,the game was released March 6, 2012 and marks the final chapter in the Mass Effect trilogy of video games, completing the story of Commander Shepard.


Warp is a video game developed by Trapdoor and published by EA Partners on Microsoft Windows, PlayStation 3 and Xbox 360 .The game allows the player to warp through doors and objects and cause creatures in the game world to explode.It was released on February 15, 2012 on Xbox Live Arcade as part of the second "Xbox Live Arcade House Party", with PlayStation Network and Microsoft Windows releases to follow on March 13, 2012.


Vessel is a steampunk platform game available for Microsoft Windows.Vessel has received generally favorable reviews since its release, with an average rating of 83 out of 100 at Metacritic, based on 9 critic reviews.


Alan Wake is a third-person shooter psychological thriller action game developed by Remedy Entertainment and published by Microsoft Game Studios. It was released for the Xbox 360 and Microsoft Windows. The story follows bestselling thriller novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance during a vacation in the small (fictional) town of Bright Falls, Washington. All while experiencing events from the plot in his latest novel, which he cannot remember writing, coming to life.


Syndicate (initially called Project RedLime) is a science fiction game by Starbreeze Studios, released on February 21, 2012 for Microsoft Windows, PlayStation 3 and Xbox 360 platforms. It is a reboot of the Syndicate series developed by Bullfrog Productions, changing the genre from a tactical shooter to an FPS.

Friday, 30 March 2012



Developer-Valve Corporation
Publisher-Valve Corporation
Distributor-Valve Corporation (online),Electronic Arts (retail)
Director-Joshua Weier
Producer-Gabe Newell
Artist-Jeremy Bennett,Randy Lundeen (art directors)
Writer-Erik Wolpaw,Jay Pinkerton,Chet Faliszek
Composer-Mike Morasky,Jonathan Coulton ("Want You Gone"),The National ("Exile Vilify")
Engine-Source (Build 4710, 6 October 2011)
Version- (24 October 2011)
Platform-Microsoft Windows,Mac OS X,PlayStation 3,Xbox 360
Release date-Retail

    NA April 19, 2011
    PAL April 21, 2011

Steam (Worldwide)
April 19, 2011
Genre-Puzzle-platform game

    ESRB: E10+
    OFLC: PG
    PEGI: 12
Media/distribution-Optical disc, digital distribution


Portal 2 is a 2011 first-person puzzle-platform video game developed and published by Valve Corporation. It is the sequel to Portal (2007) and was released on April 18, 2011 for Microsoft Windows, Mac OS X, PlayStation 3, and Xbox 360. The retail versions of the game are distributed by Electronic Arts, while digital distribution of the Windows and OS X versions is handled by Valve's content delivery service Steam. Portal 2 was announced on March 5, 2010, following a week-long alternate reality game based on new patches to the original game. The sequel's release on Steam was preceded by a second multi-week alternate reality game, the Potato Sack, involving 13 independently-developed titles which culminated in a distributed computing spoof to release Portal 2 several hours early.

Like its predecessor, Portal 2 primarily comprises a series of puzzles that must be solved by teleporting the player's character and simple objects using the "portal gun", a device that can create inter-spatial portals between two flat planes. The game's physics allow momentum to be retained through these portals, which must be used creatively to maneuver through the game's challenges. In addition to retaining most of the original Portal's gameplay elements, the sequel added new features, including tractor beams, laser redirection, bridges made of light, and paint-like gels that impart special properties to surfaces. These gels were created by the team from the Independent Games Festival-winning DigiPen student project Tag: The Power of Paint.

Within the single player campaign, the player returns as the human Chell, having awakened from stasis after many years. Chell must navigate the now-dilapidated Aperture Science Enrichment Center and its test chambers with the portal gun while the facility is rebuilt by the reactivated GLaDOS, an artificially intelligent computer that appeared in Portal. The storyline is longer than that of Portal's and introduced new characters, including the A.I. Wheatley, voiced by Stephen Merchant, and recordings of the deceased Aperture Science CEO Cave Johnson, voiced by J. K. Simmons. Ellen McLain reprised the role of GLaDOS. Jonathan Coulton and The National produced one song each for the game. Portal 2 also includes a two-player co-operative mode, in which the robotic player-characters Atlas and P-Body are each given a portal gun and are required to work together to solve test chambers specifically designed to require cooperation. Valve provided post-release support for the game, including additional downloadable content and a simplified map editor to allow players to create and share test chambers with others.

Though many reviewers were initially concerned about the difficulty of expanding Portal into a full sequel, critics universally praised Portal 2. The game's writing, pacing, and dark humor were highlighted as stand-out elements, with critics applauding the voice work of McLain, Merchant, and Simmons. Reviews also highlighted the new gameplay elements, the game's challenging but surmountable learning curve, and the additional co-operative mode. Numerous gaming journalists ranked Portal 2 among the top games of 2011, including several naming it their Game of the Year.


Portal 2 is a puzzle game presented from the first-person perspective. Players act as Chell in the single-player campaign and as one of two robots, Atlas and P-Body, in the co-operative campaign. All three can move, look, and interact with the environment. The character can withstand damage for a brief period but will die under sustained injury. There is no penalty for falling onto a solid surface, even at high speed, but falling into bottomless pits or pools of toxic liquid kills the player-character immediately. When Chell dies in the single-player game, the game restarts from a recent checkpoint;in the co-op game, the robot respawns shortly afterwards without restarting the puzzle.The goal of both campaigns is to maneuver the character(s) through the Aperture Science facility. While most of the game takes place in modular "test chambers" with clearly-defined entrances and exits, other parts occur in behind-the-scenes areas where the objectives are less clear.

The initial levels provide a tutorial on general movement controls and how to interact with the environment. Afterwards, the player is required to solve puzzles using the "portal gun", formally the Aperture Science Handheld Portal Device, which can create two portals connecting two distant surfaces. Only some surfaces can accept portals; these are depicted as matte white, continuous, and flat. As in Portal, characters can use these portals to move unconventionally between rooms, or to "fling" objects or themselves across a distance. Unlike in Portal, outlines of placed portals are visible through walls and other obstacles for easy location.

New game elements include Thermal Discouragement Beams (lasers replacing the energy balls from Portal), Excursion Funnels (tractor beams), and Hard Light Bridges, all of which can be transmitted through portals.The new Aerial Faith Plates launch the player or objects through the air, and sometimes into portals. The turrets from Portal return, and players must disable them or avoid their line of sight. The Weighted Storage Cube has been redesigned, and there are new types: Redirection Cubes, which have prismatic lenses that redirect laser beams, and spherical Edgeless Safety Cubes, which made a brief appearance in one of Portal's advanced chambers.The heart-decorated Weighted Companion Cube reappears briefly.Early demonstrations included Pneumatic Diversity Vents, shown to transport objects and transfer suction power through portals, but these do not appear in the final game because the technology was not ready in time.All of these game elements either open locked doors, or aid or hamper the character from physically reaching the exit.

Portal 2 also introduces paint-like gels that impart certain properties to a surface or object coated with them. Gels are dispensed from pipes and can be transported through portals.Orange Propulsion Gel boosts the player's speed as they cross a surface, blue Repulsion Gel allows them to bounce from a surface,and white Conversion Gel allows many surfaces to accept portals.Some surfaces, such as grilles, cannot be coated with a gel. Water can block or wash away gels, returning the surface or object to its normal state.

The game includes a two-player co-operative mode in addition to the single player mode.Two players can play at the same console with a split screen, or at their own computers or consoles; Microsoft Windows, Mac OS X, and PlayStation 3 users can play with each other regardless of platform. Both player-characters are robots who control separate portal guns and can use the other character's portals as necessary.Each player's portals are of a different color scheme, one in blue and purple and the other in orange and red, to distinguish between the two sets.An initial "calibration" chamber separates the characters to teach the players to use the communication tools and portals. Most later chambers are less structured and require players to use both sets of portals for laser or funnel redirection, launches, and other maneuvers.The game provides voice communication between players, and online players have the ability to temporarily enter a split-screen view to help coordinate actions.Players can "ping" to draw the other player's attention to walls or objects, start countdown timers for synchronized actions, and perform joint "gestures" such as waving or hugging.The game tracks which chambers each player has completed and allows players to replay chambers they have completed with new partners.

According to Valve, each of the two campaigns (single-player and co-operative) is 2 to 2.5 times as long as the campaign in Portal, with the overall game five times as long.Erik Wolpaw, Portal 2's lead writer, estimates each campaign is about six hours long.Portal 2 contains in-game commentary from the game developers, writers, and artists, as in previous Valve games. The commentary, accessible after completing the game once, appears on node icons scattered through the chambers.


Portal 2 follows the player-character Chell after the end of Portal, in which she destroys the rogue artificial intelligence construct GLaDOS that ran the Aperture Science Enrichment Center where the game is set. In Portal's backstory, Aperture Science conducted experiments to determine whether human subjects could navigate dubiously safe "test chambers", until GLaDOS killed the scientists with a neurotoxin. The ending of the first game, retroactively patched just prior to the sequel's official announcement, shows Chell being dragged away from the remains of GLaDOS by an unseen figure with a robotic voice, later identified by writer Erik Wolpaw as the "Party Escort Bot."A promotional comic shows that an estranged Aperture Science employee placed Chell into suspended animation for an indefinite amount of time, in an effort to save her life.

The Portal series shares a universe with the Half-Life series. Portal takes place after Half-Life but before Half-Life 2,and Portal 2 is set "a long time after" its predecessor.


* OS: Windows XP, Vista or Windows 7
* CPU: Intel P IV @ 3 GHz or Dual core 2 GHz or AMD64X2 (or higher)
* RAM: 1GB XP or 2GB Vista/7
* HDD: 7.5 GB free disk space
* Graphics: 128 MB Graphics Memory with pixel shader 2.0
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

Supported Graphics Cards: ATI Radeon X800 or higher / NVIDIA GeForce 7600 or higher / Intel HD Graphics 2000 or higher


In Portal 2 the player returns as Chell, having been in stasis for several hundred years while GLaDOS and the rest of the Aperture Science facility has fallen into disrepair.
Portal 2 continues to challenge the player through numerous platforming and physics-based puzzles using the portal gun.
The game will include a two-player co-operative mode in addition to the single player mode.





Thursday, 29 March 2012




Developer-EA Digital Illusions CE
Publisher-Electronic Arts
Producer-Owen O'Brien
Writer-Rhianna Pratchett
Composer-Magnus Birgersson
Engine-Unreal Engine 3
PhysX (hardware supported by nVIDIA GPUs only, acceleration and additional effects are exclusive to the Windows version)
Platform-PlayStation 3
Xbox 360
Microsoft Windows
Release date-PlayStation 3 & Xbox 360

    NA November 12, 2008
    AUS November 13, 2008
    EU November 14, 2008

Microsoft Windows

    NA January 13, 2009
    EU January 16, 2009
    AUS January 16, 2009

April 1, 2010
Genre-First-person action-adventure, platform

    Apple: 9+
    ESRB: T
    OFLC: M
    PEGI: 16
    USK: 16

Media/distribution-Optical disc, download


Mirror's Edge is a single-player first person action-adventure video game developed by EA Digital Illusions CE (DICE) and published by Electronic Arts. The game was announced on July 10, 2007, and was released for the PlayStation 3 and Xbox 360 in November 2008. A Microsoft Windows version was released on January 13, 2009. Mirror's Edge is powered by the Unreal Engine 3 with the addition of a new lighting solution, developed by Illuminate Labs in association with DICE.

The game has a brightly coloured style and differs from most other first-person perspective video games in allowing for a wider range of actions—such as sliding under barriers, tumbling, wall-running, and shimmying across ledges—and greater freedom of movement; in having no heads-up display; and in allowing the legs, arms, and torso of the character to be visible on-screen. Mirror's Edge is set in a futuristic dystopian society, in which a network of 'runners', including the main character, Faith, are used as couriers to transmit messages while evading government surveillance. In the style of a three-dimensional platform game, the player guides Faith over rooftops, across walls, and through ventilation shafts, negotiating obstacles using movements inspired by parkour.

Mirror's Edge has received mostly positive reviews, with the PC version garnering a Metacritic aggregated score of 81%. The game's uniqueness and its expansive environments have received praise, while criticism has centred on its weakness of plot, trial and error gameplay and short length. A soundtrack featuring remixes of the final credits song "Still Alive" by Swedish singer Lisa Miskovsky (unrelated to the song of the same name featured in 2007 game Portal) was also released. A side-scroller version of the game for the Apple iPad was released on April 1, 2010 and for the iPhone on September 2, 2010.


In Mirror's Edge, the player controls the protagonist, Faith, from a first-person perspective as she is challenged to navigate across a gleaming city, by jumping between rooftops, running across walls, and gaining access to buildings through ventilation shafts. This is accomplished by use of techniques and movements inspired by the discipline of parkour.According to senior producer Owen O'Brien, Mirror's Edge aims to "convey [...] strain and physical contact with the environment", with the goal of allowing a freedom of movement previously unseen in the first-person genre.In order to achieve this, camera movement has been tied more closely to character movement. For example, as Faith's speed builds up while running, the rate at which the camera bobs up and down increases. When a roll is executed, the camera spins with the character.Faith's arms, legs, and torso are prominent and their visibility is used to convey movement and momentum. The character's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.
A uniformed character, standing on a rooftop, falls back after being kicked. Two arms and a leg belonging to the player's character are visible.
Mirror's Edge features a realistic first-person view, with the character's limbs visible during hand-to-hand combat.

In gameplay, the character's momentum becomes an asset. The player must attempt to conserve it through fluidity of physical actions, encouraging the creation of chains of moves.If Faith does not have the momentum required to traverse an object, she will fall off or short of it.Controls are simplified by being context-sensitive; the "up" button will cause Faith to traverse an obstacle by passing over it (i.e., by jumping, vaulting, climbing, or grabbing set pieces like zip-lines) while the "down" button will cause her to perform other manoeuvres like sliding, rolling, or crouching.To assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which emphasises environmental pieces useful for progression. Certain pipes, ramps, and doors are highlighted in red as Faith approaches, allowing the player to instantly recognize paths and escape routes.Further along in the game, the number of these visual hints is reduced to only the end goal, and the player can opt to turn off this hint system entirely.It is also used to create puzzles in which the player must figure out how to combine the highlighted set pieces into a chain of moves in order to reach the target.[16] Another means of assistance to the player is a system called "Reaction Time", a form of bullet time activated by the player, slowing down time and allowing the player to plan and time their next move without losing momentum or tactical advantage.

The player character can hold weapons, but O'Brien stressed that "this is an action adventure. We're not positioning this as a shooter - the focus isn't on the gun, it's on the person." Gameplay in Mirror's Edge focuses on finding the best route through the game's environments while combat takes a secondary role. Completing the game without shooting a single enemy unlocks an achievement for the player. Consequently, guns may be obtained by disarming an enemy, but when the magazine is empty, it will need to be discarded.Additionally, carrying a weapon slows Faith down; the heavier the gun, the more it hinders her movement. This introduces an element of strategy in determining when to trade agility for short-term firepower.

Along with the campaign mode, Mirror's Edge features a time attack mode, where the player must try to complete one of a set of special maps in the shortest amount of time. Best times can be uploaded to online leaderboards, where players can also download ghosts of other players to compete against.The maps are unlocked by playing through the campaign mode. According to producer Tom Ferrer, the time trial portions of Mirror's Edge are "bite-sized and short so you can grind them and play them and get faster and faster. It's not like playing an entire level."



According to senior producer Owen O'Brien, "[Mirror's Edge] asks how much of your personal freedom are you willing to give up for a comfortable life. It's not one girl against this police-state dictatorship. It's more subtle than that."

American TV series Firefly and film spin-off Serenity were cited by O'Brien as inspirations. "Our other theme is you can't force other people to live by your rules and your society, even if your society is better," he said. "In Serenity The Operative actually says, 'This is not an evil empire. We just don't understand why you don't want to be part of our happy club.' Obviously they take it too far, and that's kind of what happens in our game as well."


The protagonist of Mirror's Edge is 24-year-old Faith Connors (voiced by Jules de Jongh),who has a distinctive tattoo around her right eye, imitated by the game's logo. Faith earns her living as a "Runner", a courier who carries physical communiqués around the city, her services retained by revolutionary groups who avoid communicating via highly-monitored telephone and e-mail channels.Faith's attitude towards the totalitarian government is rooted in her past; her parents were active in protest movements when she was young, campaigning to keep the city from shifting to the oppressive regime. Her mother was killed during the "November riots" — peaceful protests gone wrong — and Faith ran away from home when she was 16, living a thief's life on the city streets. Faith became a Runner after meeting Mercury (or Merc), a former Runner who now trains new hires, sources jobs for them, and provides them with intelligence and radio support while on the job.Other characters include Faith's sister, Kate Connors, an officer with the city police, Drake, another Runner-trainer, Faith's friends Celeste and Kreeg, another pair of Merc's Runners, and Jacknife, a former Runner.


Faith, after completing a delivery to fellow Runner Celeste, learns from Merc that her sister Kate may be in trouble at Pope's office. When she arrives, she finds Kate standing over the body of Pope, insisting she has been framed for murder and requesting Faith to discover the cause. Faith finds a piece of paper with the name "Icarus" on it in Pope's hand. Kate remains at Pope's office to provide distraction for Faith's escape. From a former Runner, Jacknife, Faith learns that Pope's head of security, a former wrestler named Travis Burfield (under the ring name Ropeburn), may be connected to Pope's murder. Faith meets Lt. Miller, at Kate's behest, narrowly avoiding arrest. At Ropeburn's office, she overhears him setting up a meeting at a new place downtown. At the meeting, Ropeburn discovers Faith's presence and attacks her, but Faith gains the upper hand and throws him off the roof. As he is hanging above a long drop, she tries to interrogate Ropeburn, but before he can reveal anything he is killed by an unknown assassin.

Lacking other leads, Faith investigates the security firm that has begun aiding the police force in their crackdown of Runners. She finds they are behind "Project Icarus", a program designed to train their forces in parkour to chase and fight the Runners. Evidence also leads Faith to the trail of Ropeburn's killer to a boat in port; after chasing the unknown entity, Faith discovers the assassin is actually Celeste, who is now a part of Icarus under collusion to keep herself safe, and warns Faith to consider the same. The arrival of the police allows Celeste to escape.

With Kate convicted for Pope's murder, Merc has arranged the police convoy transporting her into an ambush spot for Faith, and Faith is able to help Kate run free. When Faith returns to her hideout, she finds it has been attacked, Merc on the edge of death and Kate recaptured. In his dying words, Merc tells Faith that Kate is now at the Shard, Mayor Callaghan's office and where the main servers that run the city's monitoring systems are located. With Miller's help, Faith is able to enter the Mayor's private offices, destroying many of the servers to gain access to the roof. On the roof she finds Kate held at gunpoint by Jacknife. Jacknife reveals he too is part of Icarus, and has been part of the plan all along to lure the Runners out of hiding. When Jacknife tries to take Kate onto a waiting helicopter, Faith is able to jump on, knocking Jacknife out of the helicopter to fall to his death but also damaging the helicopter in the process. Faith helps Kate to escape safely from the falling helicopter.

During the end credits, media reports that Faith's actions have only served to intensify Project Icarus, and Faith and Kate are still wanted for Pope's murder. However, with the servers damaged, the population is cautioned to avoid using electronic means of communications until the servers are restored.


Supported OS: Microsoft Windows XP SP2 or Vista
Processor: 3.0 GHz or faster
Memory: 1 GB RAM or more
Graphics: DirectX 9.0c compatible video card, Shader Model 3.0 required. Video card must have 256 MB, NVIDIA GeForce 6800 or better
Hard Drive: 8 GB free space
Sound: DirectX 9.0c compatible sound card

Ripped by: R.G. Механики
Ripped: Other languages
Recode: None
Languages: Russian, English
Includes: Pure Time Trials Map Pack
Version: 1.01
Size: 2.98 GB




Tuesday, 27 March 2012



Developer-Mode 7
Publisher-Mode 7
Designer-Paul Taylor,Ian Hardingham
Platform-Windows, Mac, Linux
Release date-May 26, 2011
Genre-Turn-based tactics
Mode-Single-player, Multiplayer


Frozen Synapse is a turn-based tactics video game developed by indie game developer Mode 7, in which players plan move their moves at their leisure and turns are resolved simultaneously. It was released on May 26, 2011. The game has online multiplayer, a single-player campaign, and a skirmish mode.


Environments are generated pseudo-randomly with specified seeds. Moves are planned ahead of time in the planning phase and the player has the ability to 'dry run' the planned moves by hitting the 'play' button. Moves are finalized by clicking on 'prime' button. Both the player's and opponent's turns are executed simultaneously in the outcome phase, while the decision phase is asynchronous. During a turn, resolving factors like cover and aiming determine the outcome. There is no 'dice-rolling' to determine the winner. A unit in cover beats an aiming unit which in turn beats a non-aiming unit. Aiming units move at a slower pace and are vulnerable to flanking. The game's environment can be destroyed using the rocket-launching units.

The campaign mode takes place in a dystopian cyberpunk future in which the player assumes the role of a digital mercenary assisting a resistance faction in the struggle against a corporate government regime which has used its power to manipulate the populace. The game presents a stylized abstraction of the actual combat zone. Although each scenario is exclusively presented from a top-down perspective and the game runs on a 2D engine, it is rendered in 3D. In each tactical engagement the player takes control of a squad of soldiers which are each equipped with one weapon, differentiated by their range, spread, rate of fire and area of effect. All of the game's environs are indoors, featuring both walls and tables or desks which soldiers can duck behind for cover.

The campaign's initial levels operate exclusively in "light" mode, in which the player (and presumably the player's AI opposition) can see all forces in play. Later levels introduce "dark" mode, which implements a fog of war so that the player can only see the location of opposition forces which are currently in the line of sight of one of the player's units. While in dark mode the game keeps track of the last known location of enemy units and indicates how much time has elapsed since the last sighting was made which helps players determine the potential distance the enemy has moved.


Five challenging multiplayer modes including the innovative bidding-based "Secure" and "Hostage Rescue"
55-mission single player campaign with dynamic dialogue and thrilling near-future narrative
Powerful Skirmish Generator
Random generation combined with hand-crafted content: levels and maps are different every time
Critically-acclaimed electronica soundtrack by musician nervous_testpilot


OS Requirements: Windows XP, Vista, 7
Ram: 512meg
Processor/Gfx card: will run on low-end modern hardware (e.g. netbooks)




Monday, 26 March 2012



Developer-Ubisoft Montpellier
Designer-Michel Ancel
Writer-Gabrielle Shrager
Composer-Christophe Héral[1], Billy Martin
Engine-UbiArt Framework
Platform-PlayStation 3, Wii, Xbox 360, PlayStation Vita, Microsoft Windows, Nintendo 3DS
Release date-PlayStation 3, Wii, Xbox 360
NA November 15, 2011
AU November 24, 2011
EU November 25, 2011
PlayStation Vita
NA February 15, 2012
EU February 22, 2012
AU February 23, 2012
JP April 14, 2012
Microsoft Windows
NA March 29, 2012
AU March 29, 2012
EU March 30, 2012
Nintendo 3DS
EU June 8, 2012
Mode-Single-player, Multiplayer
    ACB: G
    CERO: A
    ESRB: E10+
    PEGI: 7


Rayman Origins is a platform game developed and published by Ubisoft for PlayStation 3, Wii, Xbox 360, PlayStation Vita, Nintendo 3DS and Microsoft Windows.The game was released on November 15, 2011 in North America, November 24, 2011 in Australia and November 25, 2011 in Europe for PlayStation 3, Xbox 360 and Wii. It was also released for PlayStation Vita as a launch title, with Microsoft Windows and Nintendo 3DS versions planned for release at a later date. The story follows Rayman, his friend Globox and two teensies as they fight Darktoons and other evil creatures that have infected the Glade of Dreams.


In the Glade of Dreams, a world created by the mysterious Bubble Dreamer, Rayman, his best friend Globox, and some Teensy friends are chilling out at the Bubble Dreamer's resting grounds, the Snoring Tree. However, their snoring disturbs an old granny from the Land of the Livid Dead, who retaliates by sending an evil army of horrendous creatures and the Darktoons across the world, capturing the Electoons that inhabit the world, imprisoning Betilla the Nymph and her sisters, and plunging the Glade into chaos. As a result, the ensuing disaster causes the Bubble Dreamer to go crazy and have nightmares. Although they are captured, Rayman and his friends are able to escape the Darktoons. They are then tasked by a Caster Teensy known as the Magician with gathering enough Electoons to cure the Bubble Dreamer and restore the Glade of Dreams. Their efforts to locate the Electoons allow them to gain access to the various lands of the Glade, rescuing the Nymphs along the way.

Eventually, they make their way to a mysterious gate, which can only be opened by rescuing the Glade Kings, who have been turned into monsters as a result of Bubble Dreamer's nightmares. Upon freeing the Glade Kings, the Nymphs are able to open the stargate, granting Rayman access to a hideout in the land of Moody Clouds. There, they discover that their supposed friend, the Magician, is the one responsible for the Moody Clouds. He secretly admires Mr. Dark, the villain of the original Rayman, and has been using the Lums given to him by the heroes to power his diabolical machines. The heroes chase after the Magician and fight against him in his escape airship, sending it crashing into the power source of his hideout. The resulting chain of events causes the hideout to explode, while Rayman and friends free-fall back to the Snoring Tree, where they proceed to resume their chilling out.

If players manage to collect the ten ruby teeth throughout the game, they can gain access to the hellish Land of the Livid Dead, where another monster, a Nymph accidentally transformed by Bubble Dreamer's nightmares, awaits.


Rayman Origins is a side-scrolling platformer, simultaneously playable with up to four local players who may drop in or out at any time. Players can choose to control either Rayman, Globox or two Teensies, with additional costumes available as the game progresses.

Players travel through each level, fighting enemies and rescuing imprisoned Electoons. As the game progresses, players gain new abilities such as running up walls, gliding in midair, swimming and shrinking in size to reach new areas. Certain segments also sees players riding a mosquito, where players can shoot enemies or suck them up and fire them. If a character is hit by an enemy or obstacle, he will inflate into a ballooned state until another player can bring him back into the game by slapping him, similar to New Super Mario Bros. Wii, although players can collect hearts that will protect them from one hit. However, if all players are inflated simultaneously, or if a character is hit during single play, play returns to the last checkpoint. Throughout each level, players can collect gold-coloured Lums, and when a character collects a Lum King it temporarily doubles the smaller Lums value.There are also Skull Coins placed in hidden or dangerous areas that are worth 25 Lums each should they be successfully collected.
Concept art of Mr. Dark/The Magician

In order to progress through certain parts of the story, players need to free Electoons. The most common way to get Electoons is to free them from cages; there is one at the end of each level, with more to be found in hidden areas. More Electoons can be earned by collecting a certain amount of Lums within a level and clearing Time Trials that are unlocked after clearing a level once. Scoring high marks in either of these challenges can also earn medals and trophies. Players can also unlock special 'treasure chest' levels, in which they must chase a runaway treasure chest across a dangerous course in order to receive a ruby tooth.Completing all of the teeth grants access to the incredibly challenging Land of the Livid Dead.


OS: Windows XP / Windows Vista / Windows 7 (only)
Processor: 3.0 GHz Intel Pentium 4 or 1.8 GHz AMD Athlon 64 3000+
Memory: 1 GB Windows XP / 1.5 GB Windows Vista, 7
Video Card: 128 MB DirectX 9.0c-compliant
Sound: DirectX 9.0c-compliant
Peripherals Supported: Windows-compatible keyboard, mouse, optional controller (Xbox 360® Controller for Windows recommended)

Ripped by: z10yded
Ripped: an unused video
Recode: none
Languages: Voice:English Text:Multi9
Size: 1.15 GB

Ripped by: KaPiTaL SiN
Ripped: Teaser
Recode: v:640x320 VBR 195000 a:rebuild
Languages: Voice:English Text:Multi9
Size: 387 MB


Rayman Origins Plus 2 Trainer

Release name: Rayman_Origins_Plus_2_Trainer-RazorDOX
Size: 120 kb
Release Date: 25.03.2012
Language: ENG
NFO: Here
SAFELINKING pass-gamesdope