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| How to License Transfer on Xbox One |
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Posted by: xSicKx - 06-23-2014, 12:53 PM - Forum: Xbox Discussion
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Have noticed questions about this process, It's not too hard.
First, start off by...
1. Sign in to the account which you would like to license transfer off!
2. Go to "Settings" and Find & Click "My Home Xbox", make it your home xbox
3. Go into "My Games and Apps" and press "A" on whatever you want to download
4. Download and install the games / addons / etc
5. and there you are. Done ;)
By the way, License transferring can be done on the Xbox One Three times per year, but you don't have a time on when you can use them but once you do you will have to wait another year, this also affects license transferring on the xbox 360. However, there is an exception as that resets every three months!
P.S. You don't have to be signed into the account on which you are downloading, you can log out and it will download and install in the background.
And that's that.
Thanks is appreciated.
xSicKxSkiLLs
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| Watch Dogs (May 27th) By Ubisoft (Review also!) |
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Posted by: xSicKx - 06-07-2014, 05:07 PM - Forum: New Game Releases
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![[Image: Watch_Dogs_box_art.jpg]](http://upload.wikimedia.org/wikipedia/en/d/d9/Watch_Dogs_box_art.jpg)
Watch Dogs (WATCH_DOGS) is an open world action-adventure stealth video game developed by Ubisoft Montreal and published by Ubisoft. It was released on 27 May 2014 for Microsoft Windows, the PlayStation 3, PlayStation 4, Xbox 360 and Xbox One, with a Wii U version planned for release in the fourth quarter of 2014. Set within a fictionalized version of Chicago, Illinois, the single-player story follows a hacker and his efforts to seek revenge after the accidental death of his niece. The open world design lets players freely roam Chicago, which includes the urban city, open countryside, and slums.
![[Image: watch_dogs_ss1_99850.jpg]](http://static9.cdn.ubi.com/resource/en-US/game/watchdogs/watchdogs/watch_dogs_ss1_99850.jpg)
The game is played from a third-person perspective and its world is navigated on-foot or by vehicle. Players control Aiden Pearce, a highly skilled grey hat hacker who can hack into the CTOS, a centralized system which manages the hyper-connected city of Chicago. Players can choose to play either against the law, or for it—as a criminal or a vigilante. An online multiplayer mode is also provided in the game, allowing up to eight players to engage in both co-operative and competitive gameplay in a recreation of the single-player setting.
![[Image: watch_dogs_ss5_99858.jpg]](http://static9.cdn.ubi.com/resource/en-US/game/watchdogs/watchdogs/watch_dogs_ss5_99858.jpg)
![[Image: a68a0ec954e62510bcba40c5e5c845df0a6c2ba8...x0_q80.jpg]](http://0519f170a2731643c0a9-ec45ee3cb118921cf5758d3a3db775b7.r83.cf1.rackcdn.com/a68a0ec954e62510bcba40c5e5c845df0a6c2ba8.png__846x0_q80.jpg)
Semi-Reviews of the game.
Lead character as dead-eyed sociopath
The story that drives the action in Watch Dogs isn’t exactly groundbreaking, hitting the familiar beats – revenge, death, kidnapping - but it’s covered in quite a substantial amount of grit. The one aspect that saves it is that it eventually sets out the notion that the single-minded pursuit of something – especially something that involves criminal activities – has a rather heavy cost attached to it. Without going into spoiler territory, the denouement in Watch Dogs isn’t what you’d call a happy ending, and this seems fitting; after the misery, pain and violence Pearce has visited on both his enemies and loved ones, he doesn’t get to ride off into the sunset like so many other open-world protagonists.
![[Image: Watch_Dogs-Chicago_comparison.png]](http://upload.wikimedia.org/wikipedia/en/9/99/Watch_Dogs-Chicago_comparison.png)
"For Watch Dogs (top), the development team reproduced various landmarks from the city of Chicago, such as the Willis Tower (bottom)."
Hacking and sneaking
Before the player is able to unleash the full capabilities of Pearce’s phone, they need to hack the local ctOS hub. There’s an open-ended quality to these encounters; players can charge in guns blazing, or they can opt to sneak in and out without using any bullets. In some instances, they’re able to dot through these facilities simply using the CCTV network. Once the hub’s hacked, new players will see the local ctOS towers in the area. Once those are hacked quests and missions open up on the map.
These range from missions that result in their own mini-narratives, to fetch quests, to criminal take downs, to augmented reality games. There’s also the opportunity to invade another player’s game and engage in a rather gripping game of cat-and-mouse where one hacks the other’s phone and tries to make off without getting killed. We were concerned this would fall apart on public servers, but aside from the reported troubles on the PC version, it holds up well and offers something very interesting and possibly indictative of where seamless interconnectivity is going.
![[Image: Watch_Dogs_crime_prevention_system.png]](http://upload.wikimedia.org/wikipedia/en/c/cf/Watch_Dogs_crime_prevention_system.png)
"Using the in-game smartphone, players have the ability to view if a civilian is about to be involved in a crime."
The phone is all-too-often used as a solution to classic, open-world problems instead of driving innovation. This is largely down to the mission design, which is inconsistent. While there are enjoyable, innovative moments (like where you guide friendly characters to safety by jumping between security cameras, or when you remotely hack your way through a prison level to reach a target), there are also plenty of tedious chase / tailing missions, and ‘go here, kill this guy, escape the police’ style levels. And while I’m on the subject of escaping the police…
the multiplayer, which is incredibly well implemented. Most features are integrated into the single player, and you get a pop-up message allowing you to accept or deny invites. Nice touch--sometimes you just want to be left alone. If accepted, other players enter your game to play one-on-one hacking games, races, or police chases (via the companion app). While multiplayer activities are slightly different to solo missions, they feel well connected to the overall experience. I mean this in the best way possible: it’s as if you’re not really playing online. There’s no disconnect, no server hassle… just the tension of playing cat-and-mouse with a real human opponent.
It’s these state-of-the-art thrills, combined with a genuine desire to investigate and fiddle with every inch of Chicago, that’ll push you to play until the bitter end; until the game has spilled all its secrets. The story is unlikely to keep you logged in, and the missions will often feel annoyingly familiar, but if you connect with and really explore this high-tech world, there are plenty of virtual--and emotional--rewards to harvest.
Finally: There’s a wealth of activity for players to sink into in Watch Dogs, some of it innovative, some of it not.
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| Murdered: Soul Suspect [PS4, xONE, PC] (Released June 3rd, 2014) |
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Posted by: xSicKx - 06-04-2014, 05:43 PM - Forum: New Game Releases
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![[Image: 250px-Murdered_Soul_Suspect_Artwork_Logo.jpg]](http://upload.wikimedia.org/wikipedia/en/thumb/c/c9/Murdered_Soul_Suspect_Artwork_Logo.jpg/250px-Murdered_Soul_Suspect_Artwork_Logo.jpg)
Murdered: Soul Suspect published on June 3rd, 2014 by Square Enix. Instead of a direct announcement, it has been teased with posts on Twitter, with some depicting what could be the tagline of the game: What is the hardest case to solve? On February 19, 2013, a teaser trailer was released on the official YouTube channel of the game. The developer has been confirmed to be Airtight Games and the game will release on Microsoft Windows, PlayStation 3, Xbox 360, Xbox One, PlayStation 4.
![[Image: 2287364-Murdered_01575_screen.jpg]](http://static.gamespot.com/uploads/scale_medium/mig/7/3/6/4/2287364-Murdered_01575_screen.jpg)
The game is centered on Detective Ronan O'Connor who uses his ghostly powers to solve his own murder while combating demonic creatures at the same time.
The premise has been compared to the 2010 adventure game Ghost Trick: Phantom Detective, but Matthew Brunner, chief creative officer of Airtight Games, says that he wasn't even aware of Ghost Trick when development began, and that while the premises are similar, the two games' look, feel and gameplay are very different
Plot:
In Salem, Massachusetts, Detective Ronan O'Connor is thrown out of a window while pursuing the brutal and relentless serial-killer, the Bell Killer, who finishes Ronan off by shooting him. Revived as a ghost, Ronan meets the spirit of his long-dead wife who informs him that he can not join her until he completes the unfinished business binding him to the living world. Ronan investigates his murder, and gains instruction into his new ghostly abilities from the ghost of Abigail, a young Puritan-era girl. The investigation leads to a local church to find a young girl, Joy, who witnessed Ronan's murder, and possesses the ability to see ghosts.
In search of her mother, who was consulting with the police on the Bell Killer case, Joy refuses to help Ronan. He travels to the police station, freeing Joy after she is arrested for petty crimes. While leading Joy out of the station, Ronan discovers that Baxter, a hostile fellow officer, was the person working with Joy's mother. Joy's mother's research leads the pair to the Salem graveyard to investigate a possible Bell Killer victim. After pursuing the ghost of the young drowned girl, Sophia, Ronan's abilities allow him to view flashbacks of the murder. Sophia, reveals that the Bell Killer asked her about a contract.
![[Image: murdered-soul-suspect.jpg]](http://www.enixorigin.com/wp-content/uploads/2014/04/murdered-soul-suspect.jpg)
Joy's mother's research leads the pair to a mental hospital to find the Bell Killer's surviving victim, Iris. Infiltrating the facility, they find Iris possesses the same ability to see ghosts, and realize the Bell Killer is killing psychic mediums. It is revealed that Iris is possessed by her sister, Rose's ghost, whom the Bell Killer burned alive after she helped Iris escape. Rose, Iris, and Joy return to the church, while Ronan investigates a museum exhibit about the Salem witch hunts. There, he deduces that the Bell Killer is executing his victims as if they are witches; psychic flashbacks reveal that Baxter suspiciously concealed evidence at the museum about the Bell Killer. Believing Baxter is the Bell Killer, Ronan leaves the museum, but notices several police cars heading towards the church.
At the church, Ronan learns that the Bell Killer attacked the building, crushing Iris to death, and slaughtering several people who stood in his way. Although Joy is safe, she is re-arrested and taken away by Julia's brother Rex, the lead detective on the Bell Killer case. Investigating the church, Ronan realizes that the Bell Killer is hiding in the derelict Judgment House. There, Ronan discovers evidence of the Bell Killer's activities, and clues implying that the killings have been occurring for hundreds of years. Ronan discovers Baxter's corpse; Baxter's ghost reveals he was murdered by the Bell Killer while secretly still investigating the case following his demotion, alongside Joy's mother, who is still alive. In the basement, flashbacks reveal that Abigail had been imprisoned there before she was hanged as punishment for accusing several innocent people of witchcraft, resulting in their deaths. In anger, Abigail drew a bell symbol on the floor, swearing that she will never stop until the bell tolls for all of the witches in Salem, believing they made a contract with demons to gain inhuman powers.
![[Image: MURDERED-ONLINE-PREVIEW-9_1393429501.jpg]](http://assets.vg247.com/current//2014/02/MURDERED-ONLINE-PREVIEW-9_1393429501.jpg)
Following the evidence, Ronan returns to the museum to discover that Rex is the Bell Killer, having been possessed by Abigail. As he prepares to hang Joy, Ronan manages to force Abigail out of Rex, and the pair battle by inflicting painful memories on each other; these memories reveal that Abigail has possessed many people to become the Bell Killer, before killing the possessed themselves, including Baxter, who she used to kill Rose, and Ronan, who killed Sophia. Abigail summons a portal of demons to swallow Ronan, but he manages to escape it while simultaneously dragging Abigail in; she is submerged as the portal fades. Joy is saved and later reunites with her mother, and Rex remains unaware of the crimes committed using his body. In the aftermath, Ronan hears Julia calling him, and turns towards her voice.
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| Green Venom X: COD; Ghosts | Alien Invasion |
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Posted by: xSicKx - 06-03-2014, 08:29 PM - Forum: Lounge
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Green Venom X Used In COD Ghosts; Alien Invasion.
Just trying out the new Cap Card. Here is a sneak peak of the gun.
Those of you who haven't played MayDay, it's best to wait till you get the Venom X Schematic, so you save all the toolbox's. You only get so many. Then go after any of the other schematics, if you play with the SKU clan, that's how we do it.
xSicKxSkiLLs
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| Reviews: Mercenary Kings Review |
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Posted by: xSicKxBot - 06-02-2014, 09:08 PM - Forum: New Game Releases
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Mercenary Kings Review
Mercenary Kings -- a fun side-scrolling, old-school shooter -- pays reverence to many corners of gaming's past without being half-baked or derivative. For as much as I love the grittiness of a modern first-person shooter, the frights of a contemporary survival-horror adventure, or getting lost in the sprawling open-world map of a western RPG, I have a soft spot for old-school-inspired games that look dated, yet feel at home in today's gaming landscape, that pay homage to the past while staying relevant in the present. Mercenary Kings is one such game.
SNK's storied Metal Slug franchise is probably Mercenary Kings' single biggest inspiration both aesthetically and in terms of gameplay, though there are shades of Monster Hunter, Contra, Mega Man, and much more here, too. The Monster Hunter association is most important, however, simply because Mercenary Kings isn't just a linear shooter, but a mission-based one rife with tons of loot drops that, in turn, can be used to craft stronger gear.
The loot system is Mercenary Kings' greatest draw, and the focus of its identity. For as fun as it is to play, Mercenary Kings' addictive quality comes from the never-ending need to collect and synthesize. That's not only uncommon in side-scrolling shooters; it's virtually unheard of. Running through its 100+ levels, killing tons of enemies, and gathering what they leave behind is essential if you want to survive, and with a jaw-dropping amount of weapons, components, armor, and much more to create and equip, there's no shortage of reasons to stay engaged. It's a game that's almost impossible to rush through.
Thankfully, getting into the nitty-gritty of Mercenary Kings' impressive equipment system doesn't mean you have to play a subpar, boring, or ill-executed shooter. Quite the opposite, in fact. Running and gunning through various environments -- abandoned caves, sprawling complexes, sewer systems, and more -- is a lot of fun, especially when you begin to learn its nuanced controls. Its active reload-style gunplay -- ripped straight out of the likes of Gears of War -- means that you have to be thoughtful during firefights. You can't reload constantly and expect to have any success. Likewise, enemies tend to do an inordinate amount of damage. All of this creates a sort of digital ballet, a careful dance of crisscrossing bullets, artful rolls and dodges, and tons of pixelated blood.
Speaking of pixelated blood, I adore the way Mercenary Kings looks and sounds. Games using pixel art are a dime a dozen today, but Mercenary Kings has style. Character designs are unique and appealing; your base camp is littered with memorable characters, and the game's bad guys are archetypal, yet charming. There are a ton of enemies to do battle with, too, from gun-and-knife-wielding humans to robots to beasts and more, though there's a fair bit of palette-swapping to be found. As for the soundtrack, let's just say this: it's one of the best gaming soundtracks I've heard in years. Track-in and track-out, I was stunned by Mercenary Kings' attention to audio quality and fidelity. I just wish its long-winded story was more interesting. I found myself skipping every cutscene after only an hour of play, just so I could get back into the action.
![[Image: bmuploads2013-06-114166mkscreenshot01sma...10x343.jpg]](http://oyster.ignimgs.com/wordpress/stg.ign.com/2014/04/bmuploads2013-06-114166mkscreenshot01smallpng-9aa9d3_640w.png-610x343.jpg)
While I'm making wishes, I wish Mercenary Kings had tighter controls. For the most part, everything works as you'd expect, but there are certain issues that stand out. Pressing down to shoot from your belly doesn't always work, jumping can be finicky, and occasional split-second freezes interrupted my flow. But part of conquering the 20-plus hour campaign is in overcoming certain perceived deficiencies. It's weird to say, but in this respect, it has that true old-school spirit. It's like playing Castlevania with its crazy midair collision kickback, or Dragon Warrior with its random, out-of-left-field ass-kicking enemies. This is what Mercenary Kings is; figuring out how to work within its rules is part of the fun.
Mercenary Kings' more modern elements come from its rank-based play, sprawling maps, and online components. Stages are unlocked one rank at a time, and groups of stages must be completed to move on to the next group. Missions will take place on many of the same maps -- and I definitely wish there was a greater variety of locations -- but your tasks on each map, and the time you're given to get through each mission, will vary significantly. On one map, you may be given 30 minutes to rescue 16 hostages from every corner of a complex. But you may go back to that same complex with a focus on a particular section of it, with 10 minutes to clear a certain amount of enemies.
If you want to play with your friends, you can absolutely do that, whether locally or online. Mercenary Kings allows for up to four people to play at once. Local play isn't ideal because it cuts the screen up, but online play is a great way to ease Mercenary Kings' grueling difficulty if it starts to cramp your style.
Then again, I played the entire campaign by myself, so it's by no means necessary.
The Verdict
Mercenary Kings is a slick old-school inspired shooter that has one foot in the past, and the other firmly planted in the present. Its high level of difficulty, catchy tunes, and pixelated graphics meld nicely with its emphasis on loot, customization, and online play. While some control issues get in the way, it comes highly recommended to those looking for a fun side-scrolling shooter to play, or folks simply looking for a taste of the games of yore.
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| Reviews: Tropico 5 Review |
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Posted by: xSicKxBot - 06-02-2014, 10:40 AM - Forum: PC Discussion
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Tropico 5 Review
At first glance, Tropico 5 seems dangerously similar to its still-recent predecessor, Tropico 4, and you can be forgiven for wondering whether developer Haemimont games didn't just tweak the graphics and slap it in a box. The music, the characters, most of the gags, and the art are almost indistinguishable. That feeling of deja vu is misleading, however, because Tropico 5 improves on Tropico 4 in one key way: it's a more challenging and engaging city-builder, one that does a better job of making me feel like the tin-pot dictator that I’m supposed to be.
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