Project Nova Free Download Full PC Game CPY / 3DM Crack
Full Version Game + Crack
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- 100% Lossless & MD5 Perfect: all files are identical to originals after installation
- NOTHING ripped, NOTHING re-encoded – ALL FILES are totally intact, repack is safe for modding
- You can install either x86 or x64 version of the game
- Language can be changed in game settings
- Installation takes ~5 minutes
Q: How do you compress games? With what tools?
A: I use mostly FreeArc for compression and Inno Setup as an installer. Some games require other compressors, but in 99.9% of cases it’s FreeArc.
- OS: 64-bit Windows 7, 64-bit Windows 8.1 or 64-bit Windows 10
- Processor: Intel CPU Core i3-2100 or AMD equivalent
- Memory: 2 GB RAM
- Graphics: AMD Radeon HD 7870 (2GB) or NVIDIA GeForce GTX 660 (2GB)
At least, that’s how I felt after playing Project Nova and seeing that CCP’s latest experiment feels like little more than another generic sci-fi shooter built using Unreal Engine 4. For what it’s worth, Project Nova is at a stage that is far too early to judge conclusively. The demo itself lacks all of the supporting structure and progression that most free-to-play shooters, and Dust 514, need to survive. Those systems are missing because they simply don’t exist. As Árnason explains to me, the focus is on building a “good shooter first” before considering everything else.
Talking about Dust 514, Árnason says that he felt the potential was squandered on poor fundamentals. “People came in and they expected a shooter, but what they got didn’t deliver on performance,” he says. “Even skilled players couldn’t enjoy their mastery of the game because they were fighting the controls or fighting lag. You were rarely playing the game to the fullest.” That lesson was taken to heart, and CCP is adamant not to make the same mistakes again. “Framerate and performance is number one,” says Árnason. “It’s the foundation of this whole new project.”
Playing Project Nova, that conviction was obviously apparent. Though still rough around the edges, the performance was already smooth and, as a basic foundation, the shooting was enjoyable enough. What has me concerned is that this focus on starting simple and getting the basics right is creating a game that won’t distinguish itself from the crowd should CCP release it without the ideas that fuelled Dust 514.
For many, the appeal of that game wasn’t the moment-to-moment shooting but rather the notion that events in Dust 514 could play a part in the larger political structure of EVE Online. With orbital bombardment, ships in EVE could directly impact the battles playing out on the planets of Dust 514. But the problem was that, in hoping to accomplish so much, Dust 514 really accomplished very little. “I always felt like we put the cart before the horse with [orbital bombardment],” says Árnason. “It wasn’t played by a lot of people.”
Orbital bombardment was only one problem of many for Dust 514, including half-baked economic and social aspects that didn’t really inspire devotion from a larger community of players. And, of course, all of it was wrapped up in a first-person shooter that wasn’t very fun to play. “That’s one of the lessons we learned: the bigger the scope, the harder it is to deliver quality on all fronts.”