New Tactic Mr Hough FM12.2 Tactics FM2012

New tactic for FM12.2. formation is a 4-1-2-2-1 with advanced wingers and a lone striker.

When i was making this tactic i had various problems with defence and the DM position. What i found was that the DM was going to high in his position when all i want him to do is sit in front of the back 4 and protect that area just in front. What he was doing was venturing too far forward and leaving a big space in between the midfield and defence.
New Tactic Mr Hough FM12.2 Tactics FM2012

I mainly seen the problems when the opposition plays with an AMC. I found that the AMC had loads of space and my central defenders where closing him down as opposed to the DM closing him down which was not good as then the central defenders stepped up to close the AMC the lone opposition ST had loads and loads of space and i was getting killed by through balls.

I managed to fix that though and he now protects the defence how i want him too now.

I have found playing a high defensive line with no tight marking the best too go on this patch, What tended to happen when i was playing tight marking was that my defenders where getting too close to the opposition and they where just getting out ran all the time. With no tight marking and a high Defence line the opposition will still look for the long ball but because my defence is a few yards off the opposition ST it gives the defender time to get the ball and recycle possession to my team. Great tactic.

I like the play of the tactic and this particular formation is pleasing on watch, Great attacking because it's hard for the Opposition defenders to pick up the 1 attacker so i find that he has alot of space, If you are using a great striker i can imagine it being devastating and goal records will be rewritten.

The way the Striker plays is very clever in my opinion, He plays like a target man and an advanced ST all in one. Target man Receiving the ball early and laying off to the supporting midfielders or playing it wide to the wingers to advance onto goal. Advanced forward looking to break the offside trap and running at goal.

The 3 midfielders are key to the tactic though. The DM has to be a DM. That is important to the tactic. The CM's on the other hand can be attacking defensive or a mixture of both. I suppose it depends on your team and how you want to play.

Although the wingers play more like inside forwards you can use natural out and out wingers there, I played Bale in my tottenham test and he scored 15 goals in 15 games and also had 15 assists so again it depends what you have on your side and who you want to bring into that position.

Fullbacks are also key, They support the wingers and you will find alot that if the wingers run out of space they will often pass the ball back to the fullbacks who are approaching the 30 yard mark, This is a good and bad thing, Good for support but bad for the opposition counter, Try and get pace in these areas Pace and Positioning is KEY here.

All in all though i am very happy with this tactic. It is my first on the new patch and although i think this is good i am hoping my next one is better.

As always feel free to comment and leave any remarks about the tactic you like.

Match Information.

Match Prep has been set to Defensive Positioning with the Workload being Average - You can change this however i prefer it to be Defensive.

Maximum Pitch Size.

Team Talks - Use whatever you feel work the best for you.

Training again same as team talks Use the best that you have found for you.

No Opposition Instructions.
if you get a man sent off take off one of the outer strikers to replace him

Remember that al tactics need a period of 3-4 games for the players to gel, This one is no different, I would suggest about 10 games for a proper evaluation of the tactic.

Footballmanager 2012 Guide Training and Match Preparation

Update version of the ‘FootballManager 2011 Training ’, and will go through the training and match preparation modules in Football Manager 2012 – how it works, what’s changed from Footballmanager 2011, what all the sliders do and how to utilise them properly. All info presented in this article is factual, confirmed by the developers either through personal messages or through the official SI forum. Any speculative information will be noted as such.

Footballmanager 2012 Guide Training and Match Preparation

Training Categories
There are nine different training categories – two of them are fitness related, two of them are goalkeeping related, and the other five are general training. All categories affect visible player attributes only, and you can read more about what player attributes do and how they interact with each other in the Player Attributes Explained article.

The first important thing to know is that all related attributes in a training category have an equal chance of increasing. As an example; the strength training category affects jumping, natural fitness, stamina, strength and work rate, but none of the attributes have higher priority than the others – they all have an equal chance of increasing if you’re training the strength category. Although it takes longer to increase an attribute from 19->20 than from 10->11, that doesn’t affect the chance of the attribute being trained.

STRENGTH (PHYSICAL TRAINING)
This category controls 5 attributes: Jumping, Natural Fitness, Stamina, Strength and Work Rate. In FM2011 it only affected 4 attributes – Jumping was previously in the Aerobic category. This category is used for boosting overall fitness (players losing condition quickly in matches) and physical impact (will keep your players tenacious and able to win more take-ons through strength). It’s also an essential category for pre-season training (see the Pre-Season section for more info). Goalkeepers training in this category will not see an increase in Work Rate.

AEROBIC (PHYSICAL TRAINING)
This category controls 4 attributes: Acceleration, Agility, Balance and Pace. This category is mainly for improving the athleticism of your player. It will make him faster, more agile and steadier on his feet. Often used in conjunction with the Strength category to increase a players overall physical presence, and is also used for Pre-Season purposes.

GK – SHOT STOPPING (GOALKEEPER TRAINING)
This category controls 4 attributes, 2 of them goalkeeper specific: Reflexes (GK), One On Ones (GK), Composure andConcentration. This category trains the goalkeepers mental abilities, and only includes background or prime attributes.

GK – HANDLING (GOALKEEPER TRAINING)
This category controls 4 attributes, all of them goalkeeper specific; Aerial Ability (GK), Kicking (GK), Handling (GK)and Throwing (GK). This category trains the goalkeepers secondary (accuracy) attributes. Side note: Aerial Ability is the goalkeeper equivalent of Jumping.

TACTICS (GENERAL AND GOALKEEPER TRAINING)
This category controls the most amount of attributes (8), as it also trains goalkeeper attributes if applied to one:Anticipation, Composure (non-GK), Concentration (non-GK), Decisions, Teamwork (non-GK), Command of Area (GK), Communication (GK) and Rushing Out (GK). Being the category that affects the most amount of attributes, it’s the most important one, especially for younger players. It teaches them to read the game, how to move and how to make good decisions. If a goalkeeper is training this category, it’s an extension of his mental goalkeeping training, making him interact better with his team and make better goalkeeping decisions.

BALL CONTROL (GENERAL TRAINING)
This category controls 5 attributes; Dribbling, First Touch, Technique, Flair and Heading. All are technical or accuracy attributes except for Flair, which is an attribute that controls the unpredictability of a player. This category is useful if you feel your players repertoire is limited, and/or if you feel the player needs to control the ball better, as indicated by the category name. Goalkeepers training in this category will only increase their First Touch.

DEFENDING (GENERAL TRAINING)
This category controls 3 attributes; Tackling, Marking and Positioning. A fairly straightforward category – useful for all defensive minded players to increase their defensive precision. In FM2011, this category included the Concentration attribute, but it has now been swapped with the more suitable Positioning, which is the defensive equivalent of Off The Ball.

ATTACKING (GENERAL TRAINING)
This category controls 4 attributes; Crossing, Creativity, Off The Ball and Passing. Not as simple as the Defending category though, as this one contains the prime attribute Creativity, which essentially controls how many options a player has to choose between, together with Technique and Flair. It’s also the only category training the Passing attribute. Useful for all players on the pitch, but obviously most useful for attack-minded players.

SHOOTING
Lastly, this category controls 2 attributes; Finishing and Long Shots. In FM2011, this category included the Composure attribute, but that has been properly removed from this category in FM2012. The Shooting category is self-explanatory – useful for all players expected to provide end product, and will increase a player’s accuracy in front of goal.

As mentioned at the start of this section, ALL attributes in a category have an equal chance of being increased, and this is true regardless of how many attributes are in a category. It gets complicated when you include attribute value into the equation, but more about that later.


Training Score (Advanced)
So now that we know what the different categories do and what attributes they affect, it’s time to understand how this is all calculated to result in an increase for one or more attributes. Simply explained; a training score is calculated in every training category, and then that score is used to decide whether or not attributes are increased or not, and if so; how much.

This training score is calculated from three different factors:
* Category Workload – how high the slider for the category is set.
* Coach Workload – light, average, heavy or none.
* Coach Ratings – the amount of quality (stars) the coaches have for the category.

When this score has been calculated, it’s put up against several other factors, such as player happiness, hidden mental attributes and current attribute levels, and then decides if the training has been a success, and at what rate. Higher value attributes are harder (slower) to train, and player morale affects the training performance. The final result is simply that one or more attributes are increased – or not.

The higher the training score is, the bigger the chance that one or more attributes will be increased. In order to achieve the highest training score (and therefore highest chance of increasing attributes), make sure your coaches have as many stars as possible, are on a light workload, sliders are set to maximum in the category you want to train, and that your player is professional and is on a superb morale.


Category Workload Sliders


There’s been much speculation about the mystery of the sliders since they were introduced in Football Manager. Several theories exist (e.g X amount of notches will give you X result), but there really is no mystery to them: there aren’t any trigger limits, the increase is purely linear, forcing you to find the sweet spot on your own for every individual player. The labelling (medium, high, intensive, etc) is only there for visual feedback.

Every notch increases the final training score (the chance of a player improving an attribute). In order to have a realistic chance of one or more attributes to increase, a minimum level of medium is recommended for the slider connected to the category in which the attributes are tied to.
Even though a player could still increase an attribute at the lowest possible slider setting (notch 1), the training score at that setting is so low that the chance of an attribute increase is almost non-existant.

Even though the sliders are only one part of the equation that forms the training score (coach workload and quality/stars are almost as important), the final training score is drastically reduced when the category workload sliders are below ‘light’.

Also worth keeping in mind is that the higher the overall workload, the bigger risk of injury and player unhappiness. This doesn’t mean you can’t push up the individual sliders to max setting (in fact, I recommend you do, to increase the training score) – it just means that you have to keep an eye on the bottom slider, the overall workload. Try to keep the overall workload one notch below heavy and you minimise the chance of injuries/unhappiness.

Coaches & Workload
When it comes to coaches, it’s simple really: the more stars, the better. The stars take everything into account, and are to be 100% trusted. If two coaches both have 4-star rating in Tactics, you will achieve the exact same training score regardless of which one you use.

The coach workload decides the speed of the attribute increases. ‘Light’ will get you results faster, ‘medium’ slower, ‘heavy’ slowest and ‘-’ none at all.The coach workload doesn’t affect the level of attribute increase (how much), just the rate (speed) of the increase.
If you have a 5-star coach and a 1-star coach training the same category, the training won’t be affected by the low level coach. The rating is all that matters, it’s the overall indicator of how well the category is being trained. Therefor, it’s safe to sign high level coaches for all 9 categories, and then use low level (cheap) coaches to fill out the category workloads to ‘light’. It also doesn’t matter how many categories a coach is training in.

So with all that in mind, the best long term plan is to prioritise star rating over workload.

Coach Attributes
Similar to player attributes, coach attributes consists of background, prime and secondary attributes, but they have a different meaning when dealing with coaches specifically:

BACKGROUND ATTRIBUTES
There are two types of background attributes. The first type (coaching) influences the training score for individual players. They are Man Management and Working With Youngsters. They are the equivalent of each other, so the former is preferred for first team or regular coaches, while the latter is preferred for youth coaches.

The second type of background attribute (mental) controls things like how well the coach settles at the club and his tactical knowledge. This also includes his judging abilities, so mental background attributes are most important when choosing an assistant manager.

None of the background attributes have an influence on the star rating of the coach.

PRIME ATTRIBUTES
Prime attributes are used for every training category when calculating quality rating (stars). They are Determination,Level of Discipline and Motivating. If these three attributes are high enough, the coach is generally good at most of the training categories, regardless of his secondary attributes. Prime attributes can make up at least 50% of the maximum star rating for all categories.

SECONDARY ATTRIBUTES
Secondary attributes only affects specific training categories. Here’s how they affect specific training categories, and how much:

* Attacking – 43% attacking and 24% shooting
* Defending – 43% defending
* Fitness – 62% strength and 62% aerobic
* Goalkeepers – 43% GK (shot stopping) and 43% GK (handling)
* Mental – 24% ball control
* Tactical – 43% tactics, 19% defending and 24% attacking
* Technical – 43% ball control and 43% shooting

With all this information we can now make some pretty good assumptions on how to select and appoint coaches. High background (coaching) attributes will increase the training score, and high background (mental) attributes are best for assistant managers. High prime attributes are preferred in all cases, and then the secondary attributes are used for specific categories.

Custom Schedules
Compared to FM2011, there’s a new default schedule called ‘Conditioning’ from the start of your save. This training schedule can be used for any fitness-related training, and works pretty well for Pre-Season purposes. These default schedules are only there to make training easier for those who don’t wish to travel deeper into the training module, but in order to maximise your players potential you should create custom schedules.

There are different approaches here. Some create general schedules (similar to the default ones), but with altered category sliders. Some make schedules for every position, and some even make schedules for every individual player.
Making schedules for every single player isn’t necessary in FM2012, as we have individual focus on top of the general training. More about that in the next section.

In my own opinion, the best approach is to make custom schedules for: every base position + team specific + pre-season. So in my case, first I make schedules for goalkeepers, central defenders, full/wing backs, defensive midfielders, attacking midfielders, wingers/wide forwards and strikers. I then create a ‘prime’ schedule (a team-specific schedule in which the main focus of my team is trained – maybe my team has an attacking personality, so the focus would be on that). Lastly I have a pre-season schedule for increasing player fitness levels when they come back from their season break.

Individual Focus And Set Piece Training
Just like in FM2011, you can set individual training focus for all players. This is helpful if you want to be more specific than the training categories allow you to be, targeting single attribute boosts.

Individual Focus allows you to focus and spot train one of 7 physical (all except Natural Fitness), 3 mental or all 14 technical attributes – the most powerful being the prime attribute Technique, and also the important Composureattribute – controlling how well a player performs under pressure. In FM2011, Tackling wasn’t included as an option in Individual Focus, but it is available as an option in FM2012.

The other important aspect here is that in FM2010 and earlier, you had a specific Set Pieces training category. With that being replaced by the goalkeeping categories in FM2011, you have to use individual focus to train set piece attributes that aren’t affected by regular training categories: Free Kicks, Penalties, Long Throws and Corners.

Match Preparation
New for FM2012 is the updated match preparation panel, giving you a visual indicator as to how comfortable your team feels with your tactic. It also has a temporary effect on specific matches, depending on the special focus area you’ve chosen. It’s now located in the tactics module, as opposed to having its own module in FM2011, but the functionality is exactly the same as in FM2011.

First important thing to understand is that the workload level and the special focus areas do not impact one another directly, other than special focus areas taking time from all other training activities (including familiarity rate). A higher workload will NOT increase the effects of the special focus areas, and none of the special focus areas will have an effect on the tactic familiarity levels.

WORKLOAD SETTING
Having this at the highest setting (Very High) will not make your players unhappy with the level of training. It will just take away more time from normal training schedules (lowering the training score). It’s safe to push this up all the way when learning new tactics, as a short-term solution.

As soon as the familiarity levels reach fluid for all tactics trained, lower the workload slider to Low to maintain the levels, shifting more power to your regular training schedules in the process. The match preparation workload setting cuts into regular training time, so if you leave the slider on Average/High/Very High, training scores will be affected.

FAMILIARITY LEVELS
As these increase, your players will perform the tactical instructions better. Always aim to have all bars on fluid.Whenever you alter your tactics, even the smallest of changes will make the game re-calculate the familiarity levels of your team. This is also true in a match – using touchline shouts or altering tactics mid-game could have a negative effect on the team, as they’re not as familiar with the “new” tactic.

SPECIAL FOCUS AREAS
These selections are made to gain temporary benefits on a match-to-match basis. They will not stack up (except Team Blend), and should be viewed as a boost for the next match only. If you have a tough game coming up you might want to focus on Defensive Positioning, if you have an easy game coming up you might focus on Attacking Movement, and so on.

Worth noting is that if you have any of the special focuses selected the familiarity levels of the tactic(s) won’t increase as quickly. So if you want your team to learn the tactic(s) as fast as possible, don’t have a special focus selected.

The way these focus areas translate into the match engine is to give temporary boosts to related attributes. The boost is only given if the player is familiar enough with the tactic used, so that’s how familiarity levels and special focus areas tie in together.

TEAMWORK (PREVIOUSLY TEAM BLEND IN FM2011)
This is the only focus that stacks up over time, and the only focus that is not active during a match. Instead, it’s active in between matches. Having Teamwork set as the default special focus, and then focusing on a specific area one day before a match will give you double the benefits. What Teamwork does is to increase player relationships, gelling them together, which ultimately increases morale and performances.

Tutoring And Player Preferred Moves (PPM’s)
When you go to a Player Profile – Positions, you’ll see a list called ‘Preferred Moves’ (or ‘PPM’). There are two ways to have a player learn a PPM: First one is to have a private chat with him, telling him specifically what PPM you think he should learn. The second one is to have a senior player (that currently has the PPM you want your player to learn) tutor him, hoping that the player learns that specific PPM.

In order to tutor the player he needs to be young – age plays a big part in tutoring. The older the player is, the more reluctant he will be to learn new tricks.

Even though tutoring is mostly designed to give you an option how to have your players learn PPM’s, the other benefit is that you can build relationships within the squad. You always run the risk of creating enemies as well, but a positive outcome is likely if you take player personality into account when selecting tutoring pairs.

Player Workload And Training Levels

In the Player Profile – Training panel, you will see overall workload percentages in the bottom left corner. These will tell you how much the player is focusing on the different aspects of training. Every time you add purpose-built training like PPM’s, new position or Individual Training Focus, it takes a piece out of the main training schedule the player is currently in (causing the training score to take a hit).

The match preparation also cuts into this share. The ideal situation is to have at least 70% dedicated to ‘normal’ scheduled training, and the rest dedicated to individual focus and/or match preparation.

TRAINING LEVELS (ADVANCED)
An often overlooked panel is Training Levels, located in Player Profile – Training Levels (the far right tab at the top). The reason this panel is useful is because it tells you how high your training score is in a specific training category – the bars indicate how well a category is trained, based on player happiness, fitness, hidden attributes, current attribute levels, training facilities, etc.

Contrary to popular belief, the bars do not tell you how hard the player is training – they aren’t telling you if the player is in the risk zone for injuries or unhappiness.
If a bar is low, it tells you that either a) the workload slider for that category isn’t high enough to make an impact, or b) the player already has very high attribute values in the category, making it less likely that his attributes will increase, or c) the player has ‘run out’ of current ability points, so there is nothing left to take from to increase attributes.

If a bar is high, it means this category has a high chance of improvement – calculated by current attribute values, category workload, and so on. You should aim to have as high bars as possible in the categories you want to train, but there is no penalty for low bars – that just means that the chance of improvement in the affected attributes is small.

This info means that we can customise training schedules solely based on this information. With access to a visual indication of our training score, we can control the height of the bars by increasing or decreasing the workload in the player’s current training schedule. For example, if you only need a player to increase his Tackling and Pace attributes and don’t care about the rest, you could use the Training Level bars as a guide to scale away all unnecessary training.


Training Tips And Tricks
Using all the information we’ve reviewed in this article, here are some suggestions on how to use training efficiently. Just to be clear, this entire section is speculative and just my personal opinion based on the facts presented earlier in the article.

PRE-SEASON
Use a specific training schedule, focusing mostly on tactics, strength and aerobics to have players work up their fitness and key mental attributes after the summer break. Have your main tactic loaded as the only tactic in Match Preparation, and have the workload slider set to Very High. Have the Teamwork special focus selected all the way through pre-season.

As soon as the fitness information (Player Profile – Attributes) says a player is either match fit or in superb condition, he does not need pre-season training anymore, but I usually keep all players on pre-season training until 2 weeks before the season starts, just to get the benefit of the mental attribute increases from the high workload in the Tactics category.

SET PIECES
Assign individual training focus Free Kicks, Penalties, Long Throws and Corners for your corresponding set piece takers. There is no set piece training category in FM2012, so all set piece attributes has to be increased through Individual Focus.

SHORT-TERM TRAINING
If you want to quickly raise a specific player attribute, first find the training category in which the attribute is learned. Then check to see if the attribute can be learned through individual focus. Here is the list of what attributes are trained by what category/focus:

*Technical Attributes
* Corners – individual focus Corners
* Crossing – training category Attacking / individual focus Crossing
* Dribbling – training category Ball Control / individual focus Dribbling
* Finishing – training category Shooting / individual focus Finishing
* First Touch – training category Ball Control / individual focus First Touch
* Free Kick Taking – individual focus Free Kicks
* Heading – training category Ball Control / individual focus Heading
* Long Shots – training category Shooting / individual focus Long Shots
* Long Throws – individual focus Long Throws
* Marking – training category Defending / individual focus Marking
* Passing – training category Attacking / individual focus Passing
* Penalty Taking – individual focus Penalties
* Tackling – training category Defending / individual focus Tackling
* Technique – training category Ball Control / individual focus Technique

Mental Attributes
* Anticipation – training category Tactics
* Composure – training category Tactics / individual focus Composure
* Concentration – training category Tactics
* Decisions – training category Tactics
* Flair – training category Ball Control
* Off The Ball – training category Attacking / individual focus Off The Ball
* Positioning – training category Defending / individual focus Positioning
* Teamwork – training category Tactics
* Work Rate – training category Strength

Physical Attributes
* Acceleration – training category Aerobic / individual focus Quickness
* Agility – training category Aerobic / individual focus Agility
* Balance – training category Aerobic / individual focus Balance
* Jumping – training category Strength / individual focus Jumping
* Natural Fitness – training category Strength
* Pace – training category Aerobic / individual focus Quickness
* Stamina – training category Strength / individual focus Stamina
* Strength – training category Strength / individual focus Strength

The attributes that has both a training category and an individual focus assigned to them will have a higher rate and chance of increasing if both are used. The attributes that you can’t increase through training are Aggression, Bravery,Creativity, Determination and Influence – all mental attributes that are increased through other means (first team action, player growth, etc).

In order to increase a specific attribute as quickly as possible, create a custom training schedule with the corresponding category on Intensive (all the way up), then have the player set on individual focus for the intended attribute. Remove all positional and preferred moves training, and keep the match preparation training as low as possible. Make sure your coach(es) have an ok star rating in the category you’re training, that the category workload is ‘light’ (workload is more important that star rating in short term training), and that the player is happy (high morale). These factors will give you thehighest possible training score, and therefore the highest chance that an attribute will be raised.

LONG-TERM TRAINING

The long-term training is used for creating a team personality and instill a recognisable character to your team. Do you want to be known as a possession-based team? Masters of the defence? With long-term training you will build a specific set of attributes to shape the behaviour of the team.

Using the above list for attribute/training category/individual focus, we can build a custom training schedule that I like to call a ‘prime’ schedule. It should be balanced enough that almost all outfield players should be able to take part in it, to be shaped into your team’s personality and philosophy. But also specifically focused on 1-3 training categories.

Here are some prime schedule examples;
Attacking/Possession (Arsenal, Barcelona, etc) – Tactics and Attacking
Defensive/Counter (Real Madrid, Inter, etc) – Tactics, Defending and Shooting
Muscle/Control (Chelsea, etc) – Strength, Ball Control and Tactics

The prime schedule should be used mainly for newcomers to the club, so that they blend in well with the rest of the squad, giving them similar attributes. Make sure that your main tactic(s) reflect the training focus as well, it’s pointless having an attacking prime schedule if your main tactic is a defensive one.

Stats Per Position Updated For FootballManager 2012

top 5: reflexes, positioning, jumping, communication, command of area

Goalkeepers:
reflexes
communication
positioning
one vs one
handling
throwing/kicking
aerial ability
concentration
command of area
agility

Centre Back top 5: (depends on roles/duties)
Centre Back top
tackling
marking
heading
concentration
determination
strength
composure
jumping
positioning
bravery
anticipation
decisions
bravery

Cover: tackling, marking, anticipation, pace, acceleration
Stopper: tackling, heading, marking, aggression, bravery
Defend: marking, heading tackling, determination, composure
Ball player: tackling, marking, anticipation, passing, composure, decisions

Fullbacks top 5: (depends on roles/duties)
Fullbacks

Defend: marking, stamina, work rate, tackling, concentration
Suport: marking, stamina, work rate, tackling, crossing
Attack: marking, tackling, stamina, passing, crossing

Defensive Mids:
marking
tackling
heading
strength
pace
acceleration
work rate
stamina
determination
anticipation
jumping
passing
positioning

Anchor Man: tackling, marking, strength, bravery, heading, jumping
Defensive Mid: tackling, marking, acceleration, pace, anticipation
Deep Lying Playmaker: passing, creativity, composure, tackling, first touch

Centre Mids top 5 (depends on roles/duties):
Centre Mids

passing
tackling
first touch
team work
stamina
composure
creativity
determination
decisions
dribbling
work rate

Defend: tackling, marking, strength, determination, bravery
Support: tackling, passing, stamina, work rate, team work
Attack:passing, creativity, dribbling, first touch, decisions

Ball Winning Mid: tackling, marking, strength, determination, bravery
Advanced Playmaker: creativity, passing, anticipation, dribbling, technique
Box to Box: stamina, tackling, passing, long shots, teamwork

Wingers top 5: (depends on roles/duties)
Wingers top
pace
acceleration
dribbling
crossing
off the ball
stamina
agility
balance
decisions
technique
flair
first touch

Support: crossing, dribbling, flair, off the ball, stamina
Attack:pace, flair, crossing, agility, decisions, dribbling

Inside Forward: passing, finishing, decisions, dribbling, pace, balance
Advanced Playmaker:passing, creativity, composure, tackling, first touch
Defensive Wingers: tackling, stamina, passing, crossing, pace

Attacking Mids top 5: (depends on roles/duties)
Attacking Mids
dribbling
pace
off the ball
decisions
creativity
passing
team work
technique
flair
agility
first touch

Support: dribbling, flair, decisions, passing, long shots
Attack:pace, flair, agility, decisions, dribbling
long shots

Strikers top 7-8: (depends on roles/duties)
finishing
composure
off the ball
dribbling
pace
acceleration
strength
agility
balance
anticipation
heading
jumping
first touch
technique

Poacher:
finishing, composure, off the ball, acceleration, anticipation, pace, dribbling

Advanced forward:
finishing, composure, flair, crossing, heading, off the ball, pace

Target Man:
Strength, jumping, heading, bravery, finishing, composure, teamwork (long shots/stamina also quite important)

Deep Lying forward:
balance, dribbling, passing, finishing, stamina, long shots, off the ball, creativity

Complete forward:
strength, finishing, composure, off the ball, pace, dribbling, first touch, anticipation, heading

Trequirista:
flair, finishing, technique, creativity, balance, passing, composure, first touch

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Free Download PC Games Angry Bird Space V1.0.2 Full Rip Version - If we talk about the most phenomenal mobile games are born in this decade, the name of Angry Birds deserve to be awarded for category dominance this one. The gameplay is born of the cold hands of Rovio is indeed so prominent in terms of both quantity and quality are presented. In quality, he was able to appear as a simple with support elements that are so qualified, of visualization, character design, to the sound effect. While in terms of quantity? Numbers up to 700 million downloads seems to have cross-platform describes how the game is becoming a trend that is so incredible. And once again, the world must face a new threat of an epidemic of addiction: Angry Birds in the year 2012 this Space.
Since the appearance of the original Angry Birds managed to achieve remarkable success, Rovio's franchise continues to maintain momentum on this one. They continued to release "Angry Birds Season" that presents certain themes in accordance with the holiday season at that time, of course, the setting changes and the addition of new levels are more challenging. But in general? He is still present as the same Angry Birds, the gameplay mechanism that did not change. This of course has the potential to generate repetitive experience that leads to boredom. Therefore, Rovio decided to provide a new breakthrough in the latest series of Angry Birds this time.

Since its introduction over-teaser teaser earlier, Rovio is already claiming that the Angry Birds Space will appear as a different game Angry Birds. Not only brings a new character or stage, but also brings the experience of playing an entirely new one. They even took the American space agency - NASA to promote this game, as well as providing input to the system presents a more real physics associated with the conditions in space. Not surprisingly, targeting Rovio Angry Birds were released multiplatform Space as one of the most massive release of that ever happening in the gaming industry.

So what is actually offered by this one game? Is he really able to bring that same sensation when Rovio franchise was first introduced to the world? This review will strip for you.

Everything's Different Create Space

Name two things that describe the Angry Birds as a whole? Then we will find the word "catapult" and "angry birds" as a keyword are sufficient to explain the core of Angry Birds game so far. In Season series, Rovio does offer similar gameplay to one another. You just need to predict the direction of fall, throw the bird with a slingshot, and finally make sure the pigs are in front of his death. Challenges presented through a variety of building materials that require special strategies to conguered. Angry Birds in Space, the challenge is increased thanks to a variety of new elements presented in it. It's no longer just a draw catapults and pray your shots on target.
Any gamer who ever played before Angry Birds must have wondered, "What is actually done by these birds in outer space?" For the umpteenth time, this is just about the bird trying to get their eggs back. On a peaceful, calm the angry birds annoyed after a giant hand mysteriously stealing their eggs and escape through a portal space. The bird would not remain silent, with no doubt that they follow in the footsteps of the thief and eventually find themselves stranded in space. As I guessed, the thief is a group of pigs that fly space quietly. "The Second World War" between the bird and the pig was officially started!

Unlike the previous Angry Birds that only requires you to predict the fall of birds, Angry Birds Space comes with a variety of typical elements of the space that will totally change the way you play Angry Birds over the years. Such a space object in general, you have to deal with two different fields each with its effects: the non-gravitational field and gravity. Just as gravity in the real world, the attraction of celestial bodies would attract the angry birds to fall or move a certain circular orbit followed. While the non-gravity allows the throw vertically without a hitch.

Regional gravity and non-gravity is easy to recognize visually. If you discover a celestial body with a thin sheath around the circle, this means that it comes with a gravitational field and all areas outside the sheath is considered as a region with no gravity. Gravity will make you throw that tends to move with the nature of curved and coiled in a specific orbit, not just make your bird to fly and fall. Fortunately, Rovio also provides a tracker to give you some idea about where your bird will fly. Although a bit awkward at the beginning of the game, but this new system will be easy to be mastered, as long as you are not caught in the mechanism of Angry Birds gameplay older series.
 
More Complex, More Challenging

Angry Birds One of the advantages is its ability to deliver the sensation of the challenges in every level that he was present, regardless of the visual and sound effects. Angry Birds Space is no different, he even took it to a higher level. With a variety of new elements in it, each level in this game will look much more challenging and more complicated than the Angry Birds that had been you know. Why? Due to the existing gameplay mechanism would require the analysis and prediction capabilities are more careful, especially when the level requires you to "orbit" around a certain gravitational field. You need a lot of trial and error before finally reaching the right angle.

But in the end, the main challenge would likely come from yourself. With so many bodies scattered around the level, you have an alternative way to kill the pigs rather than just throw the bird directly toward them. You need to open your mind and think outside the box to find the most effective way to complete a level rather than just firing a slingshot and try to kill them one by one. Sometimes, the use of these objects would be the only way out. Therefore, pay attention to your surroundings before you decide to withdraw the existing catapults.

Angry Birds Space also provides a "Golden Eggs" hidden on some level as the previous Angry Birds. But if the old series, this item only appears as a trophy to no avail, then the space it serves as a portal "extra" that will bring the birds to get into a bonus level that is unique and fun. Why is it unique? Because you will find the impression of the level design is so familiar with these games popular in the past.
Introduce New Members!

Most of the members of the Angry Birds that you know is still in the Angry Birds Space is, of course with the changes led to the appearance of a more science-fiction feel of a more viscous. Some come with capabilities that are not much different, as the red bird, which still serves as a "bullet" that is designed to glide without any special abilities, a black bird that does not hesitate to commit kamikaze to blow up themselves, or the mini blue bird that can still divide itself into three pieces if desired. But apart from these three iconic bird, Rovio also added some new members as extras your arsenal.

Do you still remember the "Lazer Bird"? Yellow bird in the previous Angry Birds that can fall sharply and cause extra destructive power if desired. In Angry Birds, he was reborn with a new, more capable force. Instead of just picking up speed and glide in a straight line, Lazer Bird now comes a guided missile for you. You only have to choose an existing target and Lazer Bird will glide down to it, even with the bend angle of 180 degrees though, of course, remain in a straight motion. In addition to Bird Lazer? Ice Bird there that can make the defense structure of the pig into the ice making it easy to destroy. 





Minimum System Requirements:
·       OS Windows XP SP2
·       RAM 512MB
·       CPU 1 GHz
·       Graphic OpenGL 1.3 compatible
·       Internet Connection required for activation

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Free Download Games Naruto Shippuden Ultimate Ninja Storm Generations

Never give up, the potential power of a large, naive, do not know fear, and walk in the moral line without gaps is fairly described the heroism of one of the best anime character "cliché" is - Naruto. As one of the anime that managed to achieve tremendous popularity in Indonesia, Naruto's character has been transformed into the figure of an idol to most of the children in the present.
Naruto's presence in the world of gaming industry is no longer something new. Since the new rise in popularity, it has become one of the anime franchise that appears most frequently in older consoles - Playstation 2. The presence of current-generation consoles - XBOX 360 and Playstation 3 are also slowly starting to be a comfortable place for ninja with her orange outfit that was typical. Although most come as a fighting game, every series that uses the name of Naruto, Shippuden and original series that tells of his adult life, often successfully achieved remarkable success. With the momentum that is consistently good, the Naruto anime has become a "schedule" would appear as a release. New series? Naruto Shippuden Ultimate Ninja Storm Generations of CyberConnect2 and Namco Bandai.

Of so many fighting game series Naruto theme which is almost similar to each other, then the excess of what was carried by Naruto Shippuden Ultimate Ninja Storm is Generations? Why did he become a series that deserves to be collected by the true fans of this anime franchise?

Plot

All the Naruto anime fans would understand that appendage using the word "Shippuden" Naruto behind the name of the title alone is enough to give an overview plot that will be presented. For those who are unfamiliar? Shippuden is inherent in the adventure series Naruto after intense exercise event with the teacher - Jiraiya. One of the main characteristics inherent in Naruto Shippuden is the portrayal of older characters and stories that focus on the Akatsuki, Tobi, especially on a mysterious figure. The question now of course on how far this game will bring us to explore the flow "Shippuden"? Because so far, the story is presented through the manga and anime itself has not reached final conclusions.
Through Story Mode, you will be able to dive into a story on deadline - Kage fifth meeting to discuss measures the resistance fight against the Akatsuki and all that happened before the big event on this one. But unlike the previous Naruto games that only focus on the adventures of the main characters, Ultimate Storm Generations presents the same timeline but from many different angles. Story Mode which allows you to his present role and see the story from the perspective that there are some significant characters, from young Sasuke to Kakashi. You'll also be the opportunity to use the young Naruto and start this story from the beginning, before Shippuden.

But unfortunately, unlike the previous Storm Ultimate Ninja series or other series like Broken Bonds, you no longer have the opportunity to explore the beautiful city of Konoha and was involved in an adventure that "role-playing". Generations Ulltimate Ninja Storm comes a series of brief "to the point". Story Mode is just now presenting a major plot pieces are strung in the anime cut-scenes and descriptive with no opportunity to explore. You will only be taken from one battle to fight each other, without pause. Most of gamers might prefer this simple concept, while those who fall in love with the previous series will see it as one of the reduction features that are "fatal".
Unlike the fighting game series in the past, there is a tendency that the game-anime-based fighting game today is more often shown in the concept of three-dimensional battles that seem more freely. Rather than move and beat up from one side to another, you are given the freedom to move the character in the neighborhood of three-dimensional models, where you can move in any direction. Naruto Shippuden Ultimate Ninja Storm Generations also brought the concept of the same battle. A dynamic camera system is also able to ensure there will be no character was harmed in the fight, even though you are in a position far away. For business this one, Ultimate Ninja Storm Generations deserves two thumbs up thumbs.

Existing battle system also ensures you can execute any type of attack with a very simple mechanism. Pressing the button will display the direction of the blow and long combo attacks that will end with one of the cinematic attacks. In contrast to other fighting games that rely on a combination of mastery combos and big moves, Ultimate Ninja Storm Generations is just a matter of execution of the movement in the right timing. Avoid enemy attack with a replacement jutsu and do a counter-attack and to find the right time to attack the strongest will be the essence of each fight you'll meet. You can also take advantage of other team members to launch small attacks that would make the enemy "busy" while you set up your next attack strategy.
CyberConnect2 also seems to still persist with the concept of fighting games are more focused on the experience of a "visual" rather than presenting the complexity of "standard" which is usually presented by a fighting game. Execution of the moves can be done very easily. You just gather chakra in sufficient quantities, prepare yourself with it (which is seen as a blue flame that burns in the body around the character) and simply press the punch button to generate a mainstay with a big damage attack. Next? Enjoy all effects and explosions are feast for the eyes.

Simplicity is shown by the Ultimate Ninja Storm Generations makes it accessible to any typical gamer, even those who are not familiar with fighting games ever. It may be concluded that the latest series Naruto game is also still more important element of fun, with a focus to capture Naruto anime fans around the world.
Iconic Characters to your myriad of Use

In addition to the battle system that runs more smooth and flowing than its predecessor series, Ultimate Ninja Storm Generations also have a myriad of iconic characters from anime and manga series that you certainly know, of course if you are a fan of this franchise. There are roughly 72 playable characters that you can use the Free Battle mode against your friends or Online Battle against gamers around the world. Almost all of the characters familiar from the early adventures of Naruto up to his epic battle against Pain in Konoha presented here, including the Hokage Kage and the past. How to open it? You must complete every story of every character in Story Mode.

The main advantage of this game not only of presenting characters with such large numbers, but also adaptation of "characteristics" which accounted for her preformance. Ultimate identity of each character can be displayed with ciamik, in terms of design to the distinctive fighting styles that are synonymous with certain characters. Examples? One member of the Akatsuki - Deidara who is known as an "explosives expert" and long-distance attack specialist. With the same feel to the anime series, you will also find the figure Deidara focusing ability and style of a similar attack in Ultimate Ninja Storm is Generations.
Enjoy the Original Content Content-Unprecedented!

What is the difference between the version of the Naruto manga and anime? Why are more fans of this series who prefer to follow the existing version of the manga than the anime series, although it presents an impression of a more "live" through a dynamic movement? The answer of course there is controversy over the presence of filler episodes which often makes the story in the anime is much slower than the manga version. While on the other hand, manga, comes with an effective timeline without having to mess around with the other stories that sometimes do not contribute significantly to the main timeline. So what to do with this time series Generations Storm? Believe it or not, it brings a lot CyberConnect2 content "filler" is incredibly original, has a very strong linkages with the existing fabric of the main story, making it as one of the attractions that will be difficult to be rejected by the fans of Naruto, manga or anime lovers either .

One example is the background story surrounding one of the most mysterious figure in the whole ninja world of Naruto - Hatake Kakashi. If the manga and anime series, you are only given the chance to see past related Kakashi and Uchiha Obito acquired Sharingan eye, the Ultimate Ninja Storm Generations comes with a background story to another. This game presents original content that tell Kakashi's childhood closeness with the figure of the teacher - Minato, father of Naruto himself. Great again? Original content is presented in the form of high-definition anime with outstanding quality. A "temptation" which may not be rejected by lovers of the series Naruto.
 
Gameplay

While carrying several elements previously seen in the prequels, such as playing the story mode and online tournaments, the game sees several new features and changes. The battle system has been modified for faster gameplay. The game now implements a new status meter that limits the amount of techniques required to avoid the opponent's moves. One of the new additions to the game is the "Beast Mode", also known as "Awakening Mode", in which a character transforms into a beast with stronger attacks should they be about to be defeated. For example, Part II Naruto Uzumaki changes into his Tailed Beast Chakra Mode that enhances his abilities, while Part II Sasuke Uchiha summons Susanoo, a massive ethereal warrior that aids him in combat. Players are also able to use real collectible cards to unlock new content and gain advantages in the fights.


The story mode covers both Part I and Part II from the series, respectively featuring the younger and older incarnations from the series' characters. The role-playing game elements from Naruto Shippuden: Ultimate Ninja Storm 2's story mode were removed in favor of consecutive battles, thus reducing the time spent during the mode. Although it mainly focuses on Naruto Uzumaki's adventures based on the series, it features new sidestories lead by other supporting characters that expand their backgrounds. New animated cutscenes are used for the story mode. Promoting 72 playable characters and 15 support characters, the game includes the debut of the new Kage, the strongest ninjas from the Naruto series, introduced in Part II, as well as Kakashi Hatake's team during his childhood. Assistant character are exclusively teaming up with playable characters such as Fu and Torune who are teamed up with Danzo Shimura.


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Free Download PC Games BioShock 2 Full Rip Version

Free Download PC Games BioShock 2 Full Rip Version - Mac was born from the cold hands of Apple's no doubt be an entity that qualified computer software. Optimization is presented for him to make the Mac can be counted on to perform a series of task assigned to him, including a heavy multimedia functions though. But there is one problem that descend on this one product. Kuatpun how capable he showed ability, not the Mac remains the top choice for game developers today. The proof? Bioshock 2!
BioShock 2 is a FPS game titles that managed to attract attention in the gaming industry two years ago. The developer - 2K Games successfully combines the fun gameplay elements with a darker philosophical plot. But who would have thought, a game that was released two years ago it was about to descend the other platform. Absolutely, after waiting long enough, Mac finally get its own Bioshock 2. Interestingly again? No new content or improve the quality of graphics than the PC version two years ago. This is really an old game that was released just like that.

Minimum requirements needed for the Mac version is 2.0 Ghz Intel Mac, 4 GB Ram, MAC OS X 10.6.8 and a minimum of 256 MB. This is probably the best opportunity for Mac gamers to experience the beauty of BioShock 2 directly. 

BioShock 2

BioShock 2 takes place in Rapture in 1968, 8 years after the events of the first game. Tenenbaum has briefly returned to Rapture once she realizes that someone is continuing her work by enslaving new Little Sisters. It is shown through flashbacks and audio recordings that the player character, Subject Delta (the fourth Big Daddy created), is forced to commit suicide in 1958 by Sofia Lamb, through the use of a mind-controlling plasmid. This was done in part because Delta's Little Sister, Eleanor, is actually Lamb's daughter. Lamb, originally brought to Rapture to help psychologically-stressed citizens of the underwater city cope with the lack of sunlight, used persuasion to entice her patients into a cult called "The Rapture Family", and attempted to spread her altruistic ideals throughout Rapture. Andrew Ryan discovered this through a mole, Stanley Poole, and had Lamb thrown in prison, leaving Eleanor in the care of Grace Holloway. Eleanor eventually confronted Poole about his betrayal of her mother, and Poole panicked, kidnapping Eleanor and leaving her in a Little Sister's Orphanage, eventually leading to her conversion into a Little Sister. Lamb later returned to the city, reclaimed her daughter from Delta, and gained control of Rapture after Ryan's death. Lamb guided the development of the aging Little Sisters into more dangerous Big Sisters, and sent them out to the Atlantic coastline to kidnap little girls for conversion into new Little Sisters in Rapture.
In 1968, Eleanor, now a teenager, has gained control over many of the Little Sisters, and uses them to revive Subject Delta at a Vita Chamber. Delta is drawn towards Eleanor by their past Daddy/Sister connection. Brigid Tenenbaum encounters Delta, and explains that unless Delta reunites with Eleanor, a fail-safe device will trigger that will put him into a coma. With the help of the Little Sisters under Eleanor's control and Tenenbaum's ally, Augustus Sinclair, Delta makes his way towards Lamb's stronghold, encountering both Poole and Holloway en route. As Delta progresses, it becomes clear that Lamb is seeking to use ADAM to transform Eleanor into a perfect embodiment of her altruistic ideals. Lamb's ultimate goal is to have all the collected minds and memories of everyone in Rapture become a part of Eleanor, through the use of the genetic memory in ADAM, thus making her an "Embodiment of the Family", which Lamb believes will put an end to "The Self".

Delta arrives at a containment chamber where Eleanor is held, but Lamb captures him and severs his bond with Eleanor by temporarily stopping her heart. Though Eleanor survives, Delta is now slowly dying, as the bond cannot be re-established. Eleanor uses a Little Sister to bring Delta a plasmid which allows him to control the Sisters, thus enabling him to bring Eleanor a complete Big Sister suit, and allowing Eleanor to become a Big Sister. Eleanor escapes with it, rescues Delta, and together they head for an escape pod that Sinclair has arranged to leave Rapture. The two find that Lamb has converted Sinclair into a Big Daddy, and Delta is forced to finish him off. After a final climactic showdown with the remnants of The Rapture Family, Eleanor and Delta make it to the escape pod, but a final trap set by Lamb mortally wounds Delta and starts to send the entire building into the deep ocean rift. Eleanor teleports out of the explosion to the rising escape craft, but Delta is trapped on the outside. Using the last of his strength, he manages to grab onto the side of the escape pod and climb to its top as it rises. Trapped in the flooded escape pod with her mother, Eleanor makes the choice to either kill or save Sofia Lamb based on what she has learned from the player's actions.
There are several possible endings depending on how the player has performed during the game; these are based on whether the player has rescued all the Little Sisters or harvested them, and if they have spared the lives of certain non-player characters (like Holloway and Poole) within the game. If a certain number of these non-player characters have been spared, Eleanor will save Lamb. If the player killed all, or not saved enough, of these non-player characters, she will allow Lamb to drown. When the pod reaches the surface, Eleanor finds a dying Delta barely hanging onto the pod. Depending on how the player has chosen to deal with the little sisters, the ending will change. If the player has rescued all of the Little Sisters, Eleanor will absorb the ADAM from Delta, taking his mind and memories into herself, and leaving Rapture behind forever, accompanied by a group of rescued Little Sisters. If the player has chosen to harvest all of the Little Sisters, Eleanor will absorb Delta's power and use it to make herself even stronger to dominate the world alone. A mix of harvesting and rescuing of the Little Sisters will leave Eleanor to opt against absorbing Delta's ADAM and mourn Delta's passing.
 
Gameplay

BioShock 2 is presented as a survival horror first-person shooter, with the player taking on the role of Subject Delta, a prototype for the Big Daddies approximately 8 years after the events of the first game. As with BioShock, the player explores Rapture and fights off Splicers, the remaining psychotic human population of the city, using a combination of the environment, weapons, Plasmids and Tonics. Plasmids and Tonics are special genetic-reencoding liquids that grant the user active or passive abilities, respectively, and include both those introduced in BioShock and new ones for this game. For example, Plasmids can give the player the ability to use telekinesis or evoke fire, while Tonics can improve the player's movement speed, attack damage, or damage resistance. Several of the weapons in BioShock 2 are those that were previously seen carried by Big Daddies from the first game, including a powerful drill and a rivet gun. The player can use each weapon in a close-range melee attack. Unlike the first game, the player is able to equip both one weapon and one Plasmid at the same time, which they can use in quick succession to destroy foes; for example, by first freezing a foe, they can be shattered into pieces using a spear gun. If the player is killed, they are revived in the nearest "Vita-Chamber".

As the player explores Rapture, they will collect ammo, health and EVE (a liquid used to power Plasmid use), recovery items, and money. Money can be used to purchase more items at vending machines across the city. The player will also encounter security systems which can be hacked through a mini-game. This requires the player to stop a quickly-moving needle one or more times in the correctly-colored marked area of a gauge. Stopping it within the green area progresses the sequence and or potentially ends it while stopping in the blue area may grant a bonus to the hacking attempt; landing in a white area shocks the player (dealing a small amount of damage) while landing in red-colored areas can lead to the start of a security alert. The player also gains access to a research video camera; in BioShock 2, once the player begins recording an enemy, the player has a short time to damage that enemy in creative ways in order to score a number of points, which are then added towards the total research of that enemy type. At various levels of research, the player is then rewarded with new abilities in general or towards that specific type of foe. Certain areas of the game take place entirely underwater, limiting the actions the player can perform.
 
  
   System requirements:
Operating System: Windows XP/Vista/7
Processor: Pentium 4 3 GHz / Athlon 64 3800 + 2.4 GHz
Memory: 2 GB
Video: 256 MB, GeForce 7800GT / Radeon X1900, DirectX 9.0c
Sound: DirectX 9.0c compatible
Free space on HDD: 6 GB
DVD-ROM speed: 8x


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