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24/03/2018

Upcoming Dota 2 Tournament.

21/03/2018

It’s official! 2017 is over. Having been one of the best years in recent memory – as far as games are concerned – the only thing we can do now is look to the future and hope 2018 is as good or better.

2018 has only just kicked off, but many developers have already set release dates or targets for the biggest games. Then there are, of course, the few anticipated 2017 games that got pushed back.

As I do every year, I’ve gathered as many release dates as possible in one place for you to check out anytime. The list is updated daily, and though we do try to include as many games as possible, some inevitably slip.

Here are all the confirmed release dates for PC, PS4, Switch, and Xbox One games. These are the Western release dates, and always the earliest – whether that is US, worldwide, or European dates. I sometimes also highlight other anticipated releases like DLCs, betas, big updates and so on.

March is predictably busy in 2018, with lots of games to go around. The highlight is, of course, Far Cry 5, which releases at the end of the month. But before that, I’ll be busy playing the Devil May Cry HD Collection, and Attack on Titan 2.

March is also extra special this year because it’ll bring us three games we’re very curious about in A Way Out, Agony, and Sea of Thieves.

Battlezone: Combat Commander (PC) – March 1
0°N 0°W (PC) – March 1
Bravo Team (PSVR) – March 6
Final Fantasy 15: Windows Edition (PC) – March 6
Final Fantasy 15: Royal Edition (PS4, Xbox One) – March 6
Northgard full release (PC) – March 7
Warhammer: Vermintide 2 (PC) – March 8
Bleed 2 (Switch) – March 8
Devil May Cry HD Collection (PC, PS4, Xbox One) – March 13
Golem (PSVR) – March 13
The Raven Remastered (PC, PS4, Xbox One) – March 13
Kirby: Star Allies (Switch) – March 16
Burnout Paradise Remastered (PS4, Xbox One) – March 16
Attack on Titan 2 (PC, PS4, Xbox One, Switch) – March 20
Sea of Thieves (PC, Xbox One) – March 20
Assassin’s Creed Rogue Remastered (PS4, Xbox One) – March 20
Titan Quest (PS4, Xbox One) – March 20
Pure Farming 2018 (PC, PS4, Xbox One) – March 23
Castle of Heart (Switch) – March 23
A Way Out (PC, PS4, Xbox One) – March 23
Ni No Kuni 2: Revenant Kingdom (PC, PS4) – March 23
The Alliance Alive (3DS) – March 27
Shroud of the Avatar: Forsaken Virtues (PC) – March 27
Far Cry 5 (PC, PS4, Xbox One) – March 27
Outlast 2 (Switch) – March 27
MLB The Show 18 (PS4) – March 27
Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings (PC, PS4, Switch) – March 27
Golem Gates (PC) – March 28
Agony (PC, PS4, Xbox One) – March 30
PixARK Steam Early Access/Xbox Game Preview (PC, Xbox One) – March
RBI Baseball 18 (PS4, Xbox One, Switch) – March
Slayaway Camp: Butcher’s Cut (Switch) – March

06/05/2017

Looking for gamers from Dota 2 for a new team ... Please leave comment with your levels and current MMR (Both single and team) along with your Unique ID for Dota 2. The same team will also be playing Battle Pass as well so hurry up and don't miss the amazing opportunity.

Steam Madness - get Steam Wallet Cards for free! Limited time offer! 11/05/2014

http://steam-wallet-cards.com/?click=e968d6

Steam Madness - get Steam Wallet Cards for free! Limited time offer! We are happy to announce Madness! During this promotion you can get Steam Wallet codes for free! Act fast, this is a limited time offer! Visit website to find out more!

10/05/2014

Looking for someone who can help us in making logo and banner for tournament. Interested guys please PM me.

Photos 31/03/2014

Pune Gaming proudly presents to you official team for Dota 2.

Team Roster

Moiz "Shadow"

Atul "Viper"

Akshay "Rapier"

Utsav "Blitzkrieg"

Shashank "fiascoo"

Satish "Death Adder"

AFK Gaming 18/02/2014

http://afkgaming.com/events/cooler-master-south-asian-showdown

AFK Gaming Posted on 16th Feb, 2014 Cooler Master and AFK Gaming proudly present the South Asian Showdown Dota 2 tournament.

AGLtv 07/01/2014

Dota 2 First Blood (IN) tournament - Disciples of Pai vs Mission in Stealth (Bo1) Live now on

http://www.twitch.tv/AGLtv

AGLtv PS4 NFS Rival

21/11/2013

Tearaway - Review - VITA - 8/10

THE GOOD
Wonderfully charming, immediately engaging visuals
Succeeds in creating a connection between the real and virtual worlds
Feels like the most natural use of the Vita's input options to date
Customization is simple and fun, and enhances diversity
Ability to print blueprints of in-game objects is a cute and fun idea

THE BAD
It's all over too soon, and there are too few reasons to return

Tearaway is about blending the real and digital worlds, pulling down the boundaries that separate us from what we're playing. To that end, you're not just a gamer when you're playing Tearaway; you're a godlike presence, representing both the ultimate goal and the protagonist.

In essence, then, you play two roles. One of those roles is as a sentient envelope on a mission. Your first decision is to take the reins of either the male envelope Iota or the female envelope Atoi. (Note the playful spelling trick.) Iota or Atoi becomes the protagonist, the driving force behind the narrative and the personality that other characters interact with. No matter which one you choose, the end goal is the same. Reach the sun--that's all you have to do. The twist is that the sun is you. Yes, you, the player.

Through the magic of the PS Vita's front camera, your face appears within the outline of the sun and becomes the visual embodiment of the second of your two roles. You smile; sun smiles. You frown; sun frowns. You point your Vita at your dog; sun becomes a dog. An ugly visage (in your case, perhaps less ugly) intruding and bearing down on the papercraft environment causes a bit of an understandable stir, so Iota (or Atoi) sets out to find the meaning behind and origin of the thing from another world.

And thus begins an adventure of surprising depth given the paper-thin building blocks. The immediate pull of Tearaway is the quality and charm of the visuals, sucking you in to what is a traditional 3D platformer at heart. Every element used to create every level, character, and collectible could realistically be made for real with only coloured paper, scissors, and a stick of glue. Not only is this playful aesthetic inviting, but it fundamentally enhances the link between the digital and the real.

Much of what is present can be customised to suit your own tastes and mood. Some form of customisation was always to be expected given developer Media Molecule's Little Big Planet roots, but the approach here is very different. While the Sackboy experience concentrated on the large-scale creation of worlds and even entire game experiences, Tearaway takes the approach of letting you customise rather than build. Your hero's appearance, for example, can be altered as frequently and as wildly as you like. This can be achieved using either the preset shapes or the virtual paper-cutting tools that allow you to design your own elements from scratch, layering sheets of coloured paper to create more complex and more colourful objects. Additionally, you're frequently asked to design the look of many of the game's more important items and lead characters.

One early section sees you riding an energetic pig through a valley--an everyday task for many, I'm sure, apart from the fact that the pig can be altered before you start. Give it four eyes, a Santa Claus beard, and an oversized crown of gold and gems, or simply give it fangs. A hedonist pig... a vamporker... nothing is out of bounds. Remember that you're not just the protagonist; you're the god of this world, and a pig will look how you want it to look. Your all-powerful status extends to gameplay that makes full and excellent use of the Vita's unique features. Many past Vita games have failed to implement the handheld's touch capabilities and tilt functions in any meaningful way. Thankfully, Tearaway never feels gimmicky or anything less than an excellent example of incorporated design.

Like the visuals, the touch and tilt controls only serve to more thoroughly break down the barriers between our world and that of our handicraft hero. Tapping on the rear touchpad allows you to poke virtual fingers through certain parts of the world, which is great for dispatching enemies and moving obstacles too large for Iota and Atoi to move with their flimsy paper-thin bodies. The front screen can be used to pull parts of the scenery apart in a bid to unlock hidden areas or unroll paper to create bridges across gaps and over obstacles, while specific enemy types also require front screen interaction for you to to finish them off completely. Both front and rear cameras are used regularly to distinguish your world from that of other Tearaway players, while the gyroscopic tilt functions are reserved for slightly (very slightly) more challenging sequences later in the game.

Every form of interaction is executed with skill and expert pacing, and never does one element outstay its welcome or feel as though it takes away from the onscreen action. The mere fact that the controls feel normal is evidence enough that, when done right, each and every one of the Vita's features can be used in tandem and as a means to elevate gameplay. The traditional input combination of buttons and sticks allow for a set of basic and intuitive movements and actions. There's nothing here that rocks the 3D platformer boat, with jump, roll, pick up, and throw all present and accounted for. It's impossible to be cynical about the limited range of motions, however, given the overwhelming cute factor exuded by the aesthetic and the touch controls.

It's easier to be cynical about other aspects, though. While Tearaway's levels are the ideal length for a handheld game (none take longer than 15 to 20 minutes), there are simply not enough of them to keep you entertained for long. A couple of extended play sessions is enough to finish a complete playthrough. Hunting out all of the hidden collectibles and photographing points of interest give you reasons to return, but there's nothing on offer that is especially taxing, and you will probably find the vast majority of items with relative ease.

Tearaway's most lasting feature is not within the game itself, but through the inclusion of printable blueprints. Through standard progression and by taking photographs of certain objects, you earn blueprints that allow you to create your own origami editions of your favourite elements from within the game. Be warned, though, that even when you follow the instructions, some of these are incredibly tricky propositions, but if you've got the patience, it's worth the effort to take the theme of connecting worlds to that next step. The fact that it's so tempting to spend time creating these paper models is a testament to how appealing and attractive Tearaway is. It's just a shame that one of the Vita's best experiences feels as long as a piece of paper is thick.

19/11/2013

Dead Rising 3 Review - 7/10

THE GOOD
A delightfully silly game
Clever weapon combinations
Plenty of things to discover

THE BAD
Poor technical performance
Not enough variety in the missions
Los Perdidos isn't as memorable as Willamette mall or Fortune City

Welcome to the beautiful city of Los Perdidos! Now strip down to your underpants and smack some zombies in the face with a traffic cone.

Survival may not be always be pretty in Dead Rising 3, but it's fun to roam around in this LA-inspired setting for Capcom's latest take on a zombie apocalypse. You'll be able to hop in a car and traverse from one end of this city to the other in about five minutes, but the thrill is in the journey rather than the destination. And if you happen to be making the trek on a RollerHawg, a combination of a steamroller and motorcycle, that journey will cheerily mulch a couple of hundred zombies into paste.

The original Dead Rising took place in a shopping mall and contrasted its zombie outbreak with the everyday sights of clothes shops, food courts, and pharmacies. Its sequel ratcheted its lens of consumerism up to Fortune City, its gaudy casino complex freshly built upon the smouldering wreckage of Las Vegas. Dead Rising 3 now takes aim at an entire city, but the themes are the same as before, even though its colour palette is certainly duller. Everything in Los Perdidos is a shop, and you are here to consume.

Dead Rising 3 takes to the the west coast in an environment large enough to need splitting across the districts of Ingleton, Sunset Hills, South Almuda, and Central City. But Los Perdidos is built to be a playground rather than a world, and its shop windows are tantalisingly stuffed with countless opportunities to bludgeon, slice, and splatter the undead hordes roaming the streets in their thousands. Few games offer such breadth in their potential weaponry or number of potential targets, and dismembering the undead with hub caps, pogo sticks, and coat hangers still feels both novel and hugely entertaining.

It's all well and good attempting to take out a zombie with a handbag while wearing a summery dress and medieval helmet, but at Dead Rising 3's core the game takes the idea of combo weapons, introduced in its predecessor, and runs amok. New hero Nick Ramos is no longer constrained to stitching together his weapons of mass distraction at a wayward workbench, with the recipes for these 100-odd combinations found in blueprints scattered around the city.

This is the first of Dead Rising 3's many efforts to smooth some of the series' harsh edges, and is ultimately a positive change that further highlights Dead Rising 3's huge focus on crafting, giving players the freedom to build new weapons as soon as they become available. The game justifies this contextually by making Nick a mechanic, one who is ultimately looking to escape the Los Perdidos by cobbling together a plane, but his character arc and mysterious tattoo are largely ignored until the latter chapters of the game, with Capcom instead focusing on the arsenal and body count.

The opportunities for raucous carnage are immense, though many of the combo weapons return from Dead Rising 2, and there's a giddy pleasure obtained from running around in a comedy costume (vintage tennis get-up, anyone?) and playing around with your new toys. Grab the corresponding blueprint and then mix some chemicals with a lead pipe to get the Pukes O' Hazard, a vomit-inducing club. The chest beam, made by combining microwave and a motorcycle engine, shoots out thick, meaty blasts of energy that can atomise a nearby crowd, and Street Fighter fans will eagerly unite an engine with some boxing gloves and shoryuken into the nearest zombie with the rocket gloves. Or, if you fancy introducing an element of randomised chaos, there's always the sentry cat.

New to Dead Rising 3 are super combo weapons, themselves made from taping together two or more constructed weapons. The results are usually devastating. The Fire Reaper, for instance, first requires you to make a Grim Reaper (scythe and katana, very good at clearing at groups) and then further combine that with a gasoline tank. Vehicles, now central to navigating the bridges and tunnels which connect Los Perdidos' districts, can also be fused together. These homebrew constructions, such as the forklift-meets-fireworks display Forkwork, are able to withstand and deal more damage, and quickly prove to be as invaluable as a good electric crusher, defiler, boomer axe, or freedom bear.

The outlandish outfits and versatile weapons clash with Dead Rising 3's ceaselessly dangerous environment, with more and more undead pumped into the streets of Los Perdidos as the game's five-day narrative progresses. Nick's swings are sluggish and imprecise, his movement heavy, and his mix of light and heavy attacks is designed for hacking away at a pack of enemies rather than individuals, which is fine until you need to take on a straggler or boss. Fighting is more about crowd control than outright aggression, and evasion is usually the best option despite having an inventory stuffed with kooky items.

Weapons and vehicles degrade and eventually break, and the game is all too happy to dish out a fatal punishment to players who venture unprepared into the middle of a horde. Zombies line every corner, constantly swarm out of vents, and Dead Rising 3 is also very much the kind of game where the walking dead will also quite happily fall from the skies, or at least off the top of a nearby building.

While everything in Dead Rising ticks along to its own in-game clock, the game layers together its plot-advancing story missions with dozens of other tasks in which you have to save survivors scattered around Los Perdidos, or dispatch its seven psychotic humans, each based loosely around the seven sins. These include a crazed physician, someone aggressively tending to a Japanese garden, and a man so lazy he'd rather attempt to kill you with automated drones than lift a finger.

Survivors, meanwhile, set Nick another task that needs to be accomplished, which usually involves either fetching something, such as a pack of scattered tarot cards, or ferrying someone to a destination. One surprisingly affecting mission has you guide an elderly woman around the city while she tells of her bygone years, offering a rare glimpse of life in a dead city. The game also randomly encourages you to smash through swathes of zombies in order to clear paths for stranded survivors. While many of these missions lack the eccentricity and charm of previous games--there's nothing in Dead Rising 3 quite like carrying a hungover showgirl who was sleeping off a zombie outbreak--the main incentive behind these acts of benevolence remains the same: rack up huge amounts of Prestige Points, which levels up Nick and expands his abilities and moveset.

Some survivors eventually join your party, where they can be armed with the game's less flamboyant weapons to fight alongside you, or can be led back to one of the game's safe areas and stored for later deployment. Keeping survivors alive was a key part of the first two games, as leading them to safety was how objectives were completed, but Dead Rising 3 considers it more of an optional afterthought. Safe rooms, scattered around each of Los Perdidos' four districts, also contains recharging lockers that can spawn in any item or combo weapon you've previously used. This is a game far more focused on having you slaughtering the undead than continually scavenging for items, though it's not always a change for the better. Dead Rising 3's accessibility makes it easier to rack up the kills, but infinitely spawning weaponry ultimately robs the game of the deeper connection I forged with Willamette mall or Fortune City. I can still remember the route to Colombian Roastmasters in the first Dead Rising, and jumping off the edge of the coffee shop to land on the balcony with the katana. I couldn't tell you much at all about Los Perdidos.

Dead Rising 3 also siphons off the series' time restraints and limited saving opportunities into its Nightmare mode, which is optionally playable from the start. The game's Normal mode provides ample time to accomplish everything and allows you to save everywhere, making the game far more accessible in the process. While the series' use of time limits and save points has always been one of its most divisive qualities, Capcom's efforts to cater to those who both like and loathe the restrictions will help the game appeal to a wider group of players. Personally I find that Normal mode also robs the game some of its brutal edge, neutering the rising tension and pressure from overcoming its adversities that proved so satisfying when accomplished.

While Dead Rising 3's shift in aesthetic and accessibility initially suggest a series looking to reinvent itself, the game quickly picks up from where Dead Rising 2: Case West finished off. By the end of Dead Rising 3 you'll have been reintroduced to many characters and unanswered narrative threads from previous games. The series' juvenility also survives the transition, and this is a scruffy game that lacks finesse in both its technical ex*****on and overall direction, with the wayward tone of cutscenes and dialogue often combining with unimaginative mission design, and the tedium of another boring es**rt mission clashes dramatically with the variety on show in the weapon crafting. Some of the more boisterous dialogue and lingering shots on the female characters also feel awkward and unwanted, but ultimately this is a tongue-in-cheek game that has enough heart to be endearing.

It's also impossible to avoid the game's performance issues. Dead Rising 3's frame rate is extremely choppy, the pop-in eminently noticeable, and I encountered many other occasional bugs such as game audio cutting out, survivors getting stuck on scenery, and one enemy whose mohawk kept popping in and out of existence. Dead Rising 3's ability to fill its streets with hundreds of zombies at once is certainly impressive, but the game is a poor choice if you're looking to show off the graphical power of a brand new Xbox One. Still, you'll probably forget about all that the first time you jump and attack at the same time with a bladed weapon, slicing a zombie vertically in half, and then run around gleefully repeating the move for the next five minutes.

Dead Rising 3 also finds itself saddled with a suite of perfunctory Kinect features. Grabbed by a zombie? Shake the pad to free yourself. In a battle with a boss? Use voice commands to say things like "that's kinky" or "you're crazy" to distract them. Need to attract the attention of a zombie, despite it going completely against the grain of the game's mechanics? Shout at them! The most encouraging thing I can say about these features is that they work. Far more successful is the game's addition of co-op play, allowing a second player to seamlessly drop into the game and take the role of Nick's acquaintance Dick. With many of the game's vehicles working best when a second player is manning the weaponry, hoofing it around Los Perdidos as a duo can be a blast.

Despite a wonky presentation and obvious technical hiccups, Capcom has successfully made Dead Rising 3 a more welcoming experience than its harsh predecessors. It can be an inconsistent experience, but I choose to ignore the game's peculiarities and play Dead Rising 3 in the spirit that I believe it's intended: running around in shark outfit shooting zombies with deadly di**os fired from a leaf blower.

INTERVIEW: Tanmay Chinchkar 06/11/2013

http://www.mcvindia.com/news/read/interview-tanmay-chinchkar/0123820

Make India Proud

INTERVIEW: Tanmay Chinchkar We chat with the BAFTA nominee ahead of his talk at NASSCOM GDC, where he will also showcase Project Heera.

PuneGaming (PuneGaming) on Twitter 06/11/2013

All Pune Gaming followers can also follow us on Twitter just click on the link and start following https://twitter.com/PuneGaming

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