Conflict Zone Pc Download

Conflict Zone puts a spotlight on controversial issues, calling the powerful to account and going beyond the normal soundbite culture. Join us on DW every Wednesday at 19.30 UTC or on YouTube. Feb 03, 2015 I am just average at this game, but it's one of my all time favorites. I am uploading these mostly to show off the game since there is very little gameplay videos on this game. More of this game. Conflict Zone v1.5. I double dare you to fill this field! News; Trainers; Fixes; Cheats. DreamCast; GameCube. Original Title: Conflict Zone I have an old game named Conflict Zone, and I noticed that one of the main developers are Microsoft Windows. I have a problem that whenever I try to install the game. I like to think of Conflict Zone as being a 'lite' version of a PC real-time strategy. Many of the necessary requirements, like resources and money for training new soldiers and constructing new military vehicles and base add-ons, is all controlled automatically through media feedback, which will either help or hurt your popularity, which will either skyrocket your resources or slow them to a.

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4.5 / 5 - 6 votes

Description of Conflict Zone Windows

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Conflict Zone is a real-time strategy title from the talented bosom of up and coming European developer MASA and uber-publisher, Ubi Soft. Set in the near future, the current European peacekeeping forces have been disbanded to create the International Corps for Peace (ICP), tasked with combating strife and dissension across the world in the name of humanitarian aid. Unsurprisingly, there's an archenemy at play in the form of GHOST, a shadowy organisation dedicated to undermining political stability, causing conflict wherever necessary, and opposing the rise of ICP.

Sound familiar? It should, it's been played a hundred times across the screens of computer game fanatics, but MASA hopes to add something new to avoid the evils of JURTSS (Just Another Real Time Strategy Syndrome - yes ok, I made that up). The concept itself breaks no conventions - in each mission you establish your base, get enough of the right sorts of troops on the field, and blow the living hell out of the enemy in as many different ways as possible.

It starts to stray from the norm with the inclusion of media as a resource. In a nod to every war since Vietnam, the press have the eyes of the world focused on what you're doing, and the way the public views your actions directly affects your ability to function on the warfield. It's all about propaganda - the more popular you are, the more powerful machines you can command, and vice versa. It's novel, and might remind you of the system used in X-COM, but rather than having your popularity assessed by your performance across worlds, it's done in the field as each mission pans out.

MASA has also shored the game up with what's being touted as an extremely strong AI system. Named DirectIA(R), MASA consulted several researchers in cognitive science from highly rated laboratories in order to ensure that units in the field responded in an autonomous manner. Once units are assigned a particular behaviour, they can allocate tasks internally, and respond to external events according to their orders. As an additional feature as the game progresses, you have commanders at your disposal to whom you can assign units, resources and tasks, allowing you to concentrate on the parts of the game you enjoy. Each commander has a specific personality and tactical preference and supposedly learns from their interaction with you as the campaign progresses, adapting their behaviour accordingly.

And now over to our correspondent...

It all sounds very innovative, but how much of a difference does it make when it comes down to playing the game? Unfortunately, the answer comes down to which side you choose to play. Should you decide to do the right thing, don your blue hat, and defend the weak and weary in the name of the ICP, you're going to be in for a fairly dreary ride. The ICP are a blatant pastiche on UN peacekeeping forces, and therefore their popularity score depends on how well you treat the region's civilians. Much of the ICP game revolves around ferrying civilians via helicopter from their villages to refugee camps, and in some cases simply sitting staring at the screen until enough civilians pop back up in the villages to be rescued. Should a gung-ho general take it upon himself to slaughter a few in good faith, much of your remaining time will be spent desperately trying to drum up support, often to no avail.

In the case of the GHOST team, it's a bit more fun. The GHOST version of the refugee camp is an enlistment camp where 'rescued' civilians are converted to soldiers in civilian clothes. Should an ICP force shoot them, they suffer heavily, and the simple matter of enlisting the local population rockets your popularity percentage to 50 per cent. Included in the arsenal is a media centre, complete with roving cameramen - have the cameras record your victory and your popularity (and therefore available funding) soars. Not only do the bad guys have it easier, they also get to mess up the good guys and laugh in their face. No fair! [Sounds quite realistic, actually. -Ed]

Shut up man, how does it play?

Aside from tactical considerations, Conflict Zone is extremely accomplished. Graphically, it's excellent, with a number of viewing methods allowing access to the battlefield. The default viewing method is freeform, allowing panning in all directions - it sounds good, but with movement split between the mouse and keyboard, it can be frustrating and a little unwieldy. Fortunately, included is a fixed-viewpoint 'battle mode' which is much more stable, and even a fixed height top-down view for true retro freaks.

Detail is universally good, with units well presented even up close (if you ever want to watch your tank charge from the viewpoint of an infantryman, now's your chance). The environment is smooth and realistic through all of the available landscapes, and your units leave tyre tracks and scorch marks where they've annihilated the hapless opposition, not to mention the odd passing Yak.

Sound is generally excellent, and effectively tied in to the action on screen. Missiles and bazookas make satisfying sounds, and the media commentators reporting on the action are amusing and well voiced. The only slight niggle is with the constant repetition as you build multiple units. After hearing 'unit terminated' from the GHOST camp for the 200th time, you're ready to strangle the voiceover artist and raze their home to the ground.

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The AI becomes apparent from the moment you begin. Units can be grouped together and labelled for ease of orders and movement. Either separately or en masse, they can be assigned one of three behaviours - cautious, strict, or aggressive, and then ordered to move to, attack or defend specific areas. The difference is obvious - aggressive units seek out confrontations, paying little if any attention to safety, whereas cautious units will only return fire, avoiding the enemy if at all possible. Unfortunately, it may be useful for scouting units or all-out offensives, but more often than not you'll want your units to actually do what they're told, so, sadly, strict is the choice you tend to make.

Units are able to divide out targets evenly, but they're a little stupid about deploying themselves. Rather than evenly placing themselves around, say, a defence point, you'll find units straggling out, bunched up and all over the place. The fact that they tell you they're 'in formation' beforehand is just irritating, and you'll spend valuable minutes arranging troops to your advantage. In some cases however, this is in genuine response to the landscape, and in that respect, territorial advantages can be played out to very good advantage - attacking an enemy from a territorial disadvantage becomes a real challenge of wit, something that's both unexpected and welcome in the over-saturated RTS world.

The generals available should add a pleasant relief to the frenzied pace of the game, since the idea is to assign portions of your strategy to them, and concentrate on other areas you're more interested in. In fact, the intelligence of the generals varies wildly as you move through the campaign, so you have to be very careful how you deploy their help. For example, the first general brings a whole new meaning to gung-ho, puts all his troops on aggressive, and in fact only does well when equipped with heavy armour in double figures. Any less and he'll stand there like a fool, suspiciously empty handed having wiped out a large proportion of your active fighting force. Also, sadly the AI only seems effective in clear areas - give your general a bridge to defend, and he'll likely position the units with familiar incompetence, wasting his forces. If the idea is to save you stress by managing portions of the game, it doesn't work since you spend an equal amount of time manipulating the generals' commands until they act sensibly.

What is pleasantly surprising about Conflict Zone is the intelligence with which the missions are constructed. Although earlier missions let you get away with fanatical Zergling-rushes on the opposition with as many armoured units as possible, you're forced into thinking intelligently as the campaigns progress. You'll find yourself using as many as possible of the 60+ different units available to each team simply because each scenario requires it - your strategy must change with each skirmish to counter the enemy AI, and that's to be commended. The learning curve is steep, causing hair-tearing rage in certain cases until the winning strategy becomes apparent, so it's fortunate that mid-level saves are permitted preventing tiring replays of entire missions. The two separate campaigns, ICP and GHOST, are different enough to want to play each separately, adding considerable longevity to the game. It's just a shame that the GHOST campaign is so much more interesting to play thanks to the more appealing popularity options, even if the difficulty is somewhat higher.

Ere, can my friend play with us?

In the multiplayer implementation of Conflict Zone, although there is space for strategy, the popularity score goes from being novel to downright irritating. Whereas in the campaign missions, GHOST has a definite advantage, in multiplayer mode ICP can ferry civilians back and forth to create a quick and often decisive advantage, whereas GHOST are crippled into forcing unready confrontation, just to raise their score. The media element can be turned off, with all units available from the start, but if you're going to do that, you're left with really very little new in the game.

There are also problematic technical issues in multiplayer mode - the view distance goes from huge to almost non-existent, with horrendous popup problems. Lag becomes an issue with lots of units on the field, and we only tested the game over a network with 2 people - needless to say, this doesn't bode well for larger matches. While there is a sublime joy in annihilating a real human being for a change, the imbalance of the two sides can quickly put paid to any cross-team fun.

Included with the game is a very basic level editor called Edland, featuring all the landscape elements included in the campaign maps. It's a little fiddly, not entirely helped by some of the instructions still being in French, however, with some time and effort, the dedicated RTS fan could theoretically produce useable and respectable maps.

Conclusion

Conflict Zone has some great ideas, but it's such a shame that more wasn't made of them. The AI is intuitive and genuinely intelligent in places, but at other times it can be desperately frustrating. With such a fuss made of its prowess, having to frequently hold your troops' collective hands to ensure they follow your orders just seems wrong. The game's major innovation centres around the popularity system - including the world media is a novel touch, and could bring a lot of interest to the game. But with such a limited set of means to increase the score, rather than being enjoyable, the process can become repetitive and annoying, especially if you choose to follow the ICP campaign.

Despite all this, the game itself is admirably constructed. The mission structure is progressive and intelligent, and any RTS fan will quickly find themselves engrossed in it. The problem is that the innovations seem incomplete, and without them, it really is just another RTS.

Review By GamesDomain

External links

Captures and Snapshots

Screenshots from MobyGames.com

Comments and reviews

David ginn2020-12-120 point

game installs but is missing a key dll file called ijl15.dll that will not launch the game at all please find a fix for this cuz ive searched high and low and cannot find any way to launch the game

Cpt_havoc_586[HBS]#53302020-09-010 point

Your download link dose not work i have looked everywhere to buy it on pc cant find it anywhere to install it online so your my only hope but it dosent work and if u want to email me back at declanadcock@outlook.com i would like to play this game and thank you for your time to read this

nciez2019-10-16-2 points

how to instal this game

piddlefoot2019-08-301 point

You guys ROCK !
Conflict Zone was great fun, thanks so much for old gem.
Also looking for one of the first games ever made in this genre, called WarGames, an Activision game from back when Windows was newish.
Great work on this archive though, really awesome.

GladItsOnPC2019-06-070 point

I thought this was only on Dreamcast, and honestly, even after hours of getting used to the controls on the DC, it still gave me trouble. Also, Dreamcast category when? We got a lot of entries for Sega consoles, but none for the Dreamcast here.

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Ubisoft has released a new major update for Assassin’s Creed Odyssey. According to the release notes, this patch will update your game’s version to 1.1.2, is 3.3GB in size and adds a Level Scaling Option, two Mercenary Tiers and benefits, Hephaistos’s Workshop and new Mastery Levels.

This patch also addresses an issue that prevented Home Sweet Home from completing, various issues with Engravings not increasing stats as intended and an issue where the camera couldn’t be moved in Photo Mode. Furthermore, players can now interact with Roxana to accept Sparring with Roxana and players missing their Odyssey arc in the Quest Log after talking to Herodotos during the Serpent’s Lair will now be able to continue their journey.

It’s also worth noting that this update adds zoom button indications to the world map, allows players to recruit procedural Quest NPCs and gameplay icons will now take priority over photos on the map. Headshots also no longer guarantee critical hit and base headshot damage has been increased and all damage increases from perks are now additive with each other (some were previously multiplicative) to reduce high-damage spikes in specific gear situations.

Download

This patch is currently available on UPLAY (I’m not sure whether it’s available on Steam yet) and will be auto-downloaded the next time you launch its client. Below you can find its complete changelog, however we did remove all the spoilers from it.

Assassin’s Creed Odyssey Update 1.1.2 Release Notes

SUMMARY

  • Added in-game support for Episode 2 Shadow Heritage and upcoming Lost Tales of Greece
  • Added Level Scaling Option
  • Added two Mercenary Tiers and benefits
  • Added Hephaistos’s Workshop
  • Added new Mastery Levels
  • Addressed an issue that prevented Home Sweet Home from completing
  • Myrrine will continue to travel to her destination in A Mother’s Prayer and The Paros Blockade
  • Players can now interact with Roxana to accept Sparring with Roxana
  • Players missing their Odyssey arc in the Quest Log after talking to Herodotos during the Serpent’s Lair will now be able to continue their journey
  • Addressed various issues with Engravings not increasing stats as intended
  • Addressed an issue where the camera couldn’t be moved in Photo Mode

CONTENT

Episode 2 Shadow Heritage – Legacy of the First Blade

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  • Added in-game support for Shadow Heritage
  • Will be available to download on January 15

Lost Tales of Greece

  • Added support for A Poet’s Legacy
  • Added support for A Brother’s Seduction

FEATURES & IMPROVEMENTS

NEW! – Level Scaling Option
Players can now customize Enemy Scaling levels (Quests, NPCs):

  • Default – Content will be set appropriate to selected difficulty level
  • Heavy – Content remains at the player’s level
  • Medium – Content can drop up to two levels below the player’s level
  • Light – Content can drop up to four levels below the player’s level

Warning: Please note that adjusting the Level Scaling has an impact on the Loot level, but not the Loot quality.

NEW! – Hephaistos’s Workshop
Added Hephaistos’s Workshop to the game

Learn Displays all existing Engravings and allows players to buy any perk for a price
Upgrade – You can upgrade your gear to Engravings Tier 6 & 7

  • Challenges for Engravings up to Tier 5 need to be completed in order to upgrade further

Engrave You can engrave gear at Hephaistos’s Workshop

  • Located in the Myson Cave in the Malis region
  • You can fast travel to The Ruins of Artemis location to access the Workshop more easily

NEW! – Additional Mercenary Tiers and Benefits

  • Added two Mercenary Tiers (S1 and S2) to the ladder
    • Unlocks once players reach Tier 1
    • Added tutorial for new ranks
  • Added two Mercenary benefits
    • S1: War Contracts and Bounties provide 35% more rewards
    • S2: Hephaistos reduces the price of his teaching by 20%

NEW! – Additional Mastery Levels

  • Poison Effect
  • Damage after Parry
  • Damage after Dodge
  • Adrenaline on Parry
  • Damage and Health while in Conquest Battles

Miscellaneous:

  • Added achievements/trophies for upcoming Lost Tales of Greece and Shadow Heritage
  • Lost Tales of Greece Quest giver icons are now displayed on top of fog on the map
  • Added zoom button indications to the world map
  • Procedural Quest NPCs can now be recruited
  • Gameplay icons will now take priority over photos on the map

BALANCING

  • Improved Legendary set bonuses of the Hades and Nemean gear
  • The required XP to gain a Master Level has been lowered and all progress through the Master Level has been reset to Master Level 1
    • 30 Ability points will be granted for all players that reached level 70 before this Title Update (more info HERE[forums.ubi.com])
  • Headshots no longer guarantee critical hit and base headshot damage has been increased
  • All damage increases from perks are now additive with each other (some were previously multiplicative) to reduce high-damage spikes in specific gear situations

Bug Fixes

Hunted DLC

  • Stealth music will no longer play when all soldiers have been defeated in a red zone
  • Neema/Natakas will keep to her/his word, walking off after saying “See you soon” in Into the Storm
  • Addressed an issue in Mysterious Malady where the Magistrate would follow the player to anywhere on the map to fight him after performing a save/load action
  • Addressed an issue that could lead Darius to appear in the hideout even if he shouldn’t
  • Addressed an issue in More Questions Than Answers that had Neema/Natakas running to the hunting grounds during the cutscene
  • Addressed various issues in Protector of Persia that caused completion issues or prevented other quests from spawning

Main Game

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Gameplay

  • Addressed an issue causing the Arena to become unresponsive when accepting a Mercenary challenge while using Ikaros
  • Damage from Assassin ability perks will now work as intended: Ability damage from perks is now correctly added to the ability damage number seen in the Abilities menu
  • NPCs with shields will be slower to rise when the Shield Break level 3 is used to initiate combat
  • Fixed an issue where specific Enemies did not reduce damage taken from headshots

World

  • Addressed various instances that caused players to become stuck or fall through the map
  • Addressed an issue that prevented players from re-entering the forge
  • Addressed an issue that prevented players from interacting with the temple door after fast travelling to Medusa’s Temple
  • Addressed an issue that caused Mercenaries level to be above the level cap (71)
  • Addressed an issue that prevented the Olouros Fortress location from being completed
  • Addressed an issue that prevented the Lavrio Silver Mine location from being completed

Quest

  • Addressed an issue that prevented Home Sweet Home from completing
  • Myrrine will continue to travel to her destination in A Mother’s Prayer and The Paros Blockade
  • Players missing their Odyssey arc in the Quest Log after talking to Herodotos during the Serpent’s Lair will now be able to continue their journey
  • Players will now be able to complete We Will Rise
  • Addressed an issue that prevented Herodotos from showing up in Perikles’s Symposium
  • Players can now interact with Roxana to accept Sparring with Roxana
  • Addressed an issue in Caged and Enraged that caused the quest to fail under certain conditions
  • Upon looting Pan’s Flute inside the Cave of Pan, the Throw the Dice objective will now update
  • Addressed an issue in The Test of Faith where a save/load action could lead to issues with the quest progression
  • Players’ health will no longer be capped at 25% when the Falx of Olympos is equipped before the Pankration fights in The Contender
  • Addressed an issue in Monger Down that caused the Monger to move towards players while in a defeated state
  • The Spear will no longer go missing after interacting with doors and meditating in Memories Awoken
  • Addressed an issue in Test of Faith that caused NPCs not to scale at the recommended quest level
  • If players acquire the spear by knocking out the Mercenary in Heavy Is the Spear, the objective will now update
  • Treasure will now be sellable if We’re Treasure Hunters is completed by knocking out the NPC
  • Obelia’s pirate ship will no longer be destroyed on the high seas by other ships in We’re Treasure Hunters
  • Although roosters rule the roost, they will now return to their initial positions if players flee like chickens from combat at the farm in Chicken or Egg
  • The Doctor Will See You Now will now complete after players acquire the forceps
  • Addressed an issue that caused Ashes to Ashes to fail under certain circumstances
  • Addressed an issue where the quest Idiot Hunt would not be received
  • Addressed an issue that prevented players from talking to the girl in Romancing the Stone Garden
  • Addressed an issue that prevented players from looting the chest to complete Blood and Water
  • Addressed an issue that prevented quests from appearing after finishing Doing Time
  • Addressed an issue that caused the Legendary Boar to refuse to give his pelt to players in Daughters of Artemis
  • If players read the letter while in conflict during Civil Unrest, the objective will now update
  • Mercenaries will no longer appear smarter than they really are, pinpointing the location and running after players who were previously in combat during To Kill or Not To Kill
  • Addressed an issue with the Burned Men and Broken Skulls contract that prevented its appearance in the Quest Log

Character and AI

  • Addressed multiple instances of incorrect NPC and player spawning
  • Alektryon will no longer be a chicken hiding in the Arena – henceforth, he will take his true name and position to challenge you – Alektryon the Rooster awaits!
  • While you may still be wary of hugs, tamed bears have had a change of heart and will now welcome your loving pets
  • Addressed an issue where Enemy Guards would not be alerted by the player’s arrow if shot while the NPC is currently attempting to wake an unconscious guard – That’s why people get shot in the knee!
  • Mercenaries throughout the map who were sent to the Underworld will remain with Hades – No coming back anymore!
  • Brontes will now feel the full force of light and heavy weapon attacks
  • Hecate decided three torches was a tad excessive – two is just right – and she’ll no longer take torches thrown into puddles
  • Addressed an issue upon reloading that caused tamed animals to become untamed after dying with players in combat
  • Steropes’s eye will now detect players standing in all areas of the fight zone
  • Ikaros will no longer be able to harass knocked-out targets while players are carrying them into caves or otherwise restricted areas
  • Phobos will no longer try to run away after being called if you run towards her

Photo Mode

  • Addressed an issue where the camera couldn’t be moved
  • Addressed several texture issues when activating Photo Mode
  • Addressed an issue in Photo Mode where NPCs could appear distorted
  • Camera-shy dolphins will no longer close their mouths when players zoom using Photo Mode
  • [PC] Addressed an issue with W&S buttons input in Photo Mode that could make it difficult to scroll through the presets

Adrestia and Naval

  • Crew Skin changes will now remain saved if the player creates and loads a save in the menu
  • Legendary Lieutenants will no longer be given the option to be dismissed
  • Resources will remain intact when killing Athenians during Naval boarding
  • Addressed an issue with the Black Wind Ship skin that could sometimes appear with a wrong texture
  • The EXP Boost icon will now be seen in the Ship Storage menu

Performance and Stability

  • Corrected a tablet’s worth of short-term freezing and stuttering instances
  • Addressed several instances of long loading times
  • Improved Performance and Stability during battles, in populated areas or on the chicken farm

Graphics, Animations, and Audio

  • Addressed several Mercenary attack animation issues
  • Addressed various weapon audio balancing issues
  • Addressed several visual effect issues with weapons and outfits
  • Addressed several camera issues while using special abilities
  • Addressed several weather, water texture, and display issues
  • Addressed a variety of visual customization and weapon display inconsistencies
  • Addressed numerous instances of cinematic anomalies
  • Addressed various instances of corrupted textures on NPCs
  • Addressed several incorrect animations
  • Addressed various issues that prevented audio from playing in fights, red zones, etc.
  • Players will now hear the audio cues in the Visual Customization menu
  • Addressed a variety of world object graphics anomalies
  • The Felucca will no longer try to dive under big waves, causing graphical corruptions – Gotta know your limits!
  • The Poison effect will now be displayed on arrowheads
  • When upgraded, Rapid Fire now has improved special effects
  • [PC] Addressed an issue with texture quality on Armor, Weapons, and Spear when changing the environment texture detail

User Interface, Menu, and Subtitles

  • Addressed various UI/HUD irregularities and display anomalies
  • Addressed various issues with Engravings not increasing stats as intended
  • Addressed several instances of incorrect Engraving formula applications
  • Addressed various display issues in the Detailed Stats page
  • Addressed several issues that caused Mastery effects to be unapplied
  • Addressed scrolls of subtitle sync and display issues
  • Corrected multiple instances of incorrect armor, weapon, and item text
  • Addressed an issue where players couldn’t apply visuals from items acquired prior to Patch 1.0.5
  • Addressed an issue where the last Mastery Level seemingly had no effect
  • Players will no longer be shown a misleading warning message when trying to summon Phobos in restricted areas
  • Addressed an issue where players could regain adrenaline by using a hunter ability
  • The Visual Customization system menu can no longer be opened for categories other than gear and weapons
  • Addressed an issue that led the Tame and Crouch actions not to be customizable with all control schemes
  • Addressed an issue showing mapped skills as available when players have no adrenaline
  • Addressed an issue where fast travel was grayed out and players were unable to fast travel outside of a conflict zone
  • [PC] Addressed an issue where the screen did not adjust after switching from Fullscreen to Windowed and back, using Alt+Enter+Esc
  • [PC] Addressed several display issues with 21:9 or 16:10 aspect ratios
  • [PC] M&K players will now find scrolling through menus a smoother experience, much like taming a wolf over a bear
  • [PC] Addressed an issue where ability assign/unassign using the mouse middle-click wouldn’t work
  • [PC] The VRAM meter will now display the correct values with different resolutions when using Borderless Mode

Ubisoft Club, Achievements, and Trophies

  • The Ubisoft Club challenge Window Shopping will now unlock after a player meets the requirements
  • The achievement Without A Trace will now unlock when a player completes the requirements
  • Addressed an issue with the Wrath of the Amazons achievement/trophy that could sometimes not unlock when the conditions are met
  • Abilities Acquired in the Stats page will no longer appear at 1% in the endgame

John Papadopoulos

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John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the 'The Evolution of PC graphics cards.' Contact: Email