Top 3 games you can run on 2gb ram
CREDITS WIKIPEDIA,youtubeand manymore
1.PORTAL 2
Portal 2 is a 2011 puzzle-platform video game developed by Valve for Windows, Mac OS X, Linux, PlayStation 3, and Xbox 360. The digital PC version is distributed online by Valve's Steam service, while all retail editions were distributed by Electronic Arts.
Like the original Portal (2007), players solve puzzles by placing portals and teleporting between them. Portal 2 adds features including tractor beams, lasers, light bridges, and paint-like gels that alter player movement or allow portals to be placed on any surface. In the single-player campaign, players control Chell, who navigates the dilapidated Aperture Science Enrichment Center during its reconstruction by the supercomputer GLaDOS (Ellen McLain); new characters include robot Wheatley (Stephen Merchant) and Aperture founder Cave Johnson (J. K. Simmons). In the new cooperative mode, players solve puzzles together as robots Atlas and P-Body (both voiced by Dee Bradley Baker). Jonathan Coulton and the National produced songs for the game.
Valve announced Portal 2 in March 2010, and promoted it with alternate reality games including the Potato Sack, a collaboration with several independent game developers. After release, Valve released downloadable content and a simplified map editor to allow players to create and share levels.
Portal 2 received critical acclaim for its gameplay, balanced learning curve, pacing, dark humor, writing, and acting. Like its predecessor, it has been described as one of the greatest video games ever made by numerous publications and critics.
Gameplay[edit]
Portal 2 is a first-person perspective puzzle game. The player takes the role of Chell in the single-player campaign, as one of two robots—Atlas and P-Body—in the cooperative campaign, or as a simplistic humanoid icon in community-developed puzzles. These three characters can explore and interact with the environment. Characters can withstand limited damage but will die after sustained injury. There is no penalty for falling onto a solid surface, but falling into bottomless pits or toxic pools kills the player character immediately. When Chell dies in the single-player game, the game restarts from a recent checkpoint;[2] in the cooperative game, the robot respawns shortly afterwards without restarting the puzzle.[3] The goal of both campaigns is to explore the Aperture Science Laboratory—a complicated, malleable mechanized maze. While most of the game takes place in modular test chambers with clearly defined entrances and exits, other parts occur in behind-the-scenes areas where the objective is less clear.
The initial tutorial levels guide the player through the general movement controls and illustrate how to interact with the environment. The player must solve puzzles using the 'portal gun' or 'Aperture Science Handheld Portal Device', which can create two portals connecting two distant surfaces depicted as matte white, continuous, and flat. Characters can use these portals to move between rooms or to "fling" objects or themselves across a distance. Outlines of placed portals are visible through walls and other obstacles for easy location.[4][5]
Game elements include Thermal Discouragement Beams (lasers), Excursion Funnels (tractor beams), and Hard Light Bridges, all of which can be transmitted through portals.[2][6][7][8] Aerial Faith Plates launch the player or objects through the air and sometimes into portals. The player must disable turrets or avoid their line of sight. The Weighted Storage Cube has been redesigned, and there are new types: Redirection Cubes, which have prismatic lenses that redirect laser beams, spherical Edgeless Safety Cubes, an antique version of the Weighted Storage Cube used in the underground levels, and a cube-turret hybrid created by Wheatley after taking control of Aperture.[2][9] The heart-decorated Weighted Companion Cube reappears briefly.[10] Early demonstrations included Pneumatic Diversity Vents, shown to transport objects and transfer suction power through portals, but these do not appear in the final game.[2][9][11][12] All of these game elements open locked doors, or help or hamper the character from reaching the exit.
Paint-like gels (which are dispensed from pipes and can be transported through portals) impart certain properties to surfaces or objects coated with them.[2] Players can use orange Propulsion Gel to cross surfaces more quickly, blue Repulsion Gel to bounce from a surface,[13] and white Conversion Gel to allow surfaces to accept portals.[14] Only one type of gel can affect a certain surface at a time. Some surfaces, such as grilles, cannot be coated with a gel. Water can block or wash away gels, returning the surface or object to its normal state.
The game includes a two-player cooperative mode.[15] Two players can use the same console with a split screen, or can use a separate computer or console; Windows, Mac OS X, and PlayStation 3 users can play with each other regardless of platform.[16] Both player-characters are robots that control separate portal guns and can use the other character's portals.[2] Each player's portals are of a different color scheme, whereof one is blue and purple and the other is orange and red.[8][17] A calibration chamber separates the characters to teach the players to use the communication tools and portals. Most later chambers are less structured and require players to use both sets of portals for laser or funnel redirection, launches, and other maneuvers.[18] The game provides voice communication between players, and online players can temporarily enter a split-screen view to help coordinate actions.[17] Players can "ping" to draw the other player's attention to walls or objects, start countdown timers for synchronized actions, and perform joint gestures such as waving or hugging.[2][7][18] The game tracks which chambers each player has completed and allows players to replay chambers they have completed with new partners.
Portal 2's lead writer Erik Wolpaw estimates each campaign to be about six hours long.[3] Portal 2 contains in-game commentary from the game developers, writers, and artists. The commentary, accessible after completing the game once, appears on node icons scattered through the chambers.[19] According to Valve, each of the single-player and cooperative campaigns is 2 to 2.5 times as long as the campaign in Portal, with the overall game five times as long.[5][7][20]
SCREENSHOTS
Assassin's Creed is an open-world action-adventure stealth video game franchise published by Ubisoft and developed mainly by its studio Ubisoft Montreal using the game engine Anvil and its more advanced derivatives. Created by Patrice Désilets, Jade Raymond, and Corey May, the Assassin's Creed series depicts a fictional millennia-old struggle between the Assassins, who fight for peace with free will, and the Templars, who desire peace through order and control. The series features historical fiction, science fiction and fictional characters intertwined with real-world historical events and figures. For the majority of time players control an Assassin in the past history, while also playing as Desmond Miles or an Assassin Initiate in the present day, who hunt down their Templar targets. The series took inspiration from the novel Alamut by the Slovenian writer Vladimir Bartol, based on the historical Hashashin sect of the medieval Middle East,[1] while building upon concepts from the Prince of Persia series.[2]
The series's eponymous first title was released in 2007, and it has featured twelve main games in total, the most recent being 2020's Valhalla. Main games of Assassin's Creed are set in an open world and presented from the third-person perspective where the protagonists take down targets using their combat and stealth skills with the exploitation of the environment. Players have freedom to explore the historical settings as they finish main and side quests. Apart from single-player missions, some games also provide competitive and cooperative multiplayer gameplay. A new story and occasional new time period are introduced in each entry, and gameplay elements evolve from the previous one. There are three-story arcs in the series. For the first five main games, the framing story is set in 2012 and features series protagonist Desmond Miles who uses a machine called the Animus and relives the memories of his ancestors. In games up until and including Assassin's Creed Syndicate, Abstergo employees and Assassin initiates recorded genetic memories using the Helix software, helping the Templars and Assassins find new Pieces of Eden in the modern world. The latest three games, Assassin's Creed Origins, Assassin's Creed Odyssey, and Assassin's Creed Valhalla, follow ex-Abstergo employee Layla Hassan.
The main games in the Assassin's Creed video game series have received generally positive reviews for their ambition in visuals, game design, and narratives, with criticism for the yearly release cycle and frequent bugs. The spin-off games received mixed reviews. The video game series has received multiple awards and nominations, including Game of the Year awards. It is commercially successful, selling over 155 million copies as of October 2020, becoming Ubisoft's best-selling franchise and one of the highest selling video game franchises of all time. While main games are produced for major consoles and desktop platforms, multiple spin-off games are released for consoles, mobiles, and handhelds platforms. Assassin's Creed was adapted into a film, which received negative reviews. A series of art books, encyclopedias, comics, novelizations, and novels have been published.
SCREENSHOTS
The Witcher 2: Assassins of Kings (Polish: Wiedźmin 2: Zabójcy królów) is a 2011 action role-playing video game developed by CD Projekt Red, based on The Witcher series of fantasy novels by Andrzej Sapkowski. It is the sequel to the 2007 game The Witcher and the second main installment in The Witcher's video game series. It was released for Microsoft Windows, Xbox 360, OS X, and Linux.[7]
The player directs the actions of Geralt of Rivia, a monster hunter known as a Witcher (Warlock). The fantasy world in which his adventures take place owes much to Polish history and Slavic mythology.
The game was both a critical and commercial success, selling over 1.7 million copies by May 2012.[8] The third installment in the series, The Witcher 3: Wild Hunt, was released in May 2015
The gameplay of The Witcher 2 is a marked departure from that of its predecessor. Combat, for instance, is much more complex, with additions in the form of abilities to lay traps and aim and throw ranged weapons. The protagonist, Geralt, has an improved offensive and defensive arsenal, with a wide range of melee and ranged weapons, armor, bombs, traps, and secondary weapons such as hatchets and shovels. Upgrades are divided into four distinct paths: an initial training path, which includes generalized upgrades for various core abilities and must be invested in before the other paths can be accessed; swordsmanship, which improves Geralt's sword-fighting abilities; alchemy, which includes perks such as reducing the negative effects of potions; and magic, which improves Witcher
0 Comments