
Together with the developing technology, the world of gaming has hosted more streamlined battle mechanics, impressive stories and cinematic scenes. During this period, the games brought players to an exciting point with the dynamics that drag the epic adventures, push reflexes and strategic thinking.
While living the excitement of being a mythological warrior with God of War, we feel the tension of the struggle of survival with Resident Evil 4. Call of Duty 2, while the battle offers chaotic atmosphere, Prince of Persia: The Two Thrones attracted attention with amateur fighting systems. Now, in 2005, let’s look at these mythical constructions that unlock action enthusiasts.
Hulk: Ultimate Destruction

Hulk: Ultimate Destruction was developed by Radical Entertainment in 2005 and released by Vivendi Universal Games, as one of the most successful superhero games that make players feel the pure power of Hulk. With its open world structure, the crazy action scenes have a unique place among superhero games, which reflects the incredible demolition mechanics and the power that Hulk does not really recognize the limit. No game before, a superhero had offered the destructive potential of a superhero in such a way that feels free and free.
The game puts the fight against Hulk in Bruce Banner and also escape from military forces led by General Thunderbolt Ross. But this is not only a story of escape. Hulk is obliged to fight to win freedom and every building in the city, each vehicle and every enemy can be the goal of this temper. This statement creates a framework that Hulk feels not only a hero, but also an uncontrolled power. Although the scientist Bruce Banner tries to suppress the monster inside the fur, the obstacles in front of Hulk cause its destructive nature to completely release.
The biggest success of the game is that Hulk feels completely the physical power and the ability of destruction. The open world structure offers players a full area of freedom, where everything can turn into a weapon, buildings, cars, helicopters and bridges can be destroyed. Using the incredible power of Hulk, you can climb from the walls, jump from the skyscrapers, use cars like weapons and create chaos in the city by multiplying their enemies. Since the game is built on a system where the environment can be completely destroyed, it leads to fragmentation of each battlefields, the collapse of roads and scattering of vehicles.
The movement set of Hulk offers one of the most advanced mechanicals of that period for a superhero game. The walls can be overcome, huge leaps throughout the city are able to remove concrete blocks and crush their enemies brutally.But none of them are not felt like an ordinary attack; each movement shows that Hulk is a real destruction machine by combining interactions on the screen. For example, you can separate cars into pieces and use them as huge steel gloves, or you can destroy your enemies from the rags to build huge ballots. The game does not only offer a space for demolition to the player, but also recognizes freedom to explore how to do destruction.
The enemy designs consist of various threats that impose the true power of Hulk. At the beginning of the game, when fighting ordinary soldiers and tanks, with larger mechanical robots, genetically developed mutants and a huge military means that Hulk can resist physical power. Boss battles include battles that require Hulk to survive not only with a muscle power, but also wisely using the environment. For example, when fighting a huge helicopter, you can perform attacks against him using structures in the city, or you can go to the peak of skyscrapers to escape from the attacks of the enemy. These battles make the power of Hulk even more epic while increasing the pace of the game.
Hulk: Ultimate Destruction, beyond classic superhero games, literally offers a power fantasies. Players have full freedom to explore the environment, destroy their enemies and feel what it means to be the superhero. The game stands out not only with action mechanics, but also with physical-based demolition mechanics. Even today there are very few games where buildings, bridges and paths can be dynamically destroyed, and Hulk: Ultimate Destruction is remembered as one of the best in this field.
The atmosphere of the game is designed to remain faithful to the world of comics literally. The open world map, which resembles New York City, covers a wide range from streets to skyscrapers, from ports to industrial areas. Visual design is completed with bright color palette, highlighting the green color and muscle strength of Hulk, character animations are designed to feel the weight and speed of the huge body mass. Every movement reflects the pure power of Hulk, environmental destruction effects also make every battle feel like a large-scale disaster.
Music and audio design consist of dense, rhythmic and dramatic compositions that support Hulk’s deterrent nature. The collapse of buildings, echoing of explosions, crushing tanks and sound effects on battles with huge creatures, perfectly complements the chaotic structure of the game. Voiceing team successfully reflects Hulk’s deterrent and Bruce Banner’s instability. Hulk’s furious screams that are extracted while destroying and enemies, make the game’s power fantasy touch even stronger.
Area 51

Area 51 is an unforgettable construction developed by MidwayStudios in 2005 and blending science fiction and fear elements with military FPS type. The famous 51th, located in the center of the conspiracy theories relating to unusual assets, hosting the largest secrets of the American government.The game in the area of the region (Area 51) gives players a thrilled experience with a storyline that blurs the limit between reality and paranoya. When trying to survive a military facility under quarantine full of mysterious events, it is necessary to face not only with enemies, but also with fears that push the limits of human mind.
The game starts as a member of the HAZMAT team, one of the most distinguished units of the US army. Players check an experienced military biologist called EthanCole. Cole and his team, who was assigned to research a biological leak occurring in Area 51 base, at first thought that this is only a dangerous virus secret. But as we say, they discover that this base is not an ordinary military facility, and the assets that humanity can not grasp here. After all, the team of Cole is attacked by unknown creatures and is jealoused in the facility. However, the most horrible of this attack is that an infectious mutation will begin to convert it to a different variance from the human.
One of the biggest innovations in the game is mutational. Cole begins to gain superhuman forces as they are exposed to disease. Instead of killing enemies with normal weapons, it can now turn the nails into a battle machine, which is alienating, moving rapidly and can attack with mutant forces. This mutation provides different battle strategies to the player, but also works as a narative element of Cole’ungid and losing humanity, adding a trajik dimension to the story. Players will protect human parties, or they will gradually turn into a mutant creation? This decision becomes an element that affects not only the style of battle, but also the psychology of character.
The enemy diversity keeps the atmosphere of the game and the feeling of tension constantly. Although it seems to be fighting mutant soldiers in the beginning, as soon as it comes with much more horrible and cleverly designed enemies. These include scientists and dark assets, the biggest secret of Area 51. These enemies not only attack but also apply tactics to disrupt the psychology of the player. Some creatures can attack suddenly through the walls, some can drag the player into a scary loneliness by making it invisible.
Play mechanicals have a structure that combine classic FPS dynamics with science fiction and fear elements. Players can destroy enemies using military weapons or separate them into pieces using mutant capabilities. When you are in absolute form, Cole’s reflexes are speeded, becoming more durable, and their enemies are brutal. However, the continuous use of this form can lead to losing the humanity of the character, so players should carefully choose battle styles.
One of the most remarkable sides of the game is the design of levels. Area 51 base is not only metal corridors. The hidden laboratories allow players to always face a new threat.As the game progresses, these places are not only places to explore, but also become a story narrative tool with tips that reveal the history of Cole and the horrible secrets of the facility.
Hikâye brings together the best aspects of horror and science fiction types, making it a draggant to explore what really goes back in Area 51. Players are not only trying to survive, but also trying to explore the history of the base and how these events begin and solve where the creatures here come from. A story stream full of classic conspiracy theories, the presence of aliens on the world, secrets that the government is potted and how desperate it is against these dangers of mankind.
The sound design and atmosphere are among the most important elements that strengthen the voltage filled air of Area 51. The moments of silence in the game are disturbing whisles from a moment, from metal doors, and the sounds that the creatures are removed in the shadows. Weapon sounds are tok and realistic, but they are scary echoes created by attacks in mutant form. The resulting bone breaking sounds and the changing voice as Cole’s mutation, allowing players to feel completely the conversion of character.
The graphic design of the game is installed on a dark, cold and industrial atmosphere. Area 51 base has different shades ranging from clinical white laboratories, red light-coated hazard areas, spatial quarantine compartments surrounded by green fumes. This color palette is used as a tool that strengthens both the science fiction party and fear elements of the game.
Star Wars: RepublicCommando
TheMatrix: Path of Neo was developed by Shiny Entertainment in 2005 and released by Atari, Matrix universe is one of the most unique games specially designed to experience players directly. The felsefi depth, groundbreaking action scenes and stylized martial choreography, this game gives players the chance to check Neo journey in person.
Cinematic heritage of TheMatrix series did not only affect the philosophical discussions and science fiction world, but also dig into minds with scenes that direction the action cinema. Bullet time mechanics, kung fu scenes and endless possibilities in the digital world have made Matrix a huge potential in the gaming world as well as in the cinema. Path of Neo is a construction that gives players the opportunity to become Neo itself.
The game relives the story of Neo in a simulation starting from scratch. Thomas Anderson wakes up, tries to escape from agents, meets Morpheus and proves that you are Selected Person (TheOne) by discovering the nature of the truth. To experience iconic moments in the movie personally, to influence the story by making selections between scenes and develop the forces of Neo step by step, Path of Neo is the biggest success.
Fighting mechanics are one of the most striking elements of the game. Shiny Entertainment provides players with a styled and in-depth fighting system, instead of transferring kung fu choreography in films. Neo can escape from attacks with amateur movements, while attacking enemies with kicks and fists, exposing the combos from walls and convert fighting scenes to a cinematic show. The variety of movement offered by the game is one of the most important elements that make the Matrix world feel fluid action scenes one-one.
Bullet Time mechanic is one of the basic stones of the game. Neo can escape from enemy bullets by slowing down time, it can be timidated instantly from armed attacks and can correspond to enemies at incredible speed. This system does not provide players only a action requiring quick reflexes, but also provides strategically martials planning. Especially when there are numerous enemies, using BulletTime effectively is the most important way to survive.
Weapon use and environmental interactions, the Path of Neo is not only a fighting game, transforms Path of Neo into a full-fledged action experience. Players can cover the weapons of enemies, can fire in the air with double guns, they can pierce enemy lines with machine guns and even neutralize competitors in fight near swords. It is also possible to provide benefits against enemies using objects in the environment. You can throw tables and chairs, escape from bullets by hiding behind the columns, and in huge halls, you can lower enemy hordes by exhibiting Neo’s amateur capabilities.
The variety of enemies becomes increasingly challenging in the progressing stages of the game. Initially only when fighting standard security officers and ordinary agents, stronger agent Smith clones in the later chapters are encountered with robotic assets in the control of virtual warriors and machines created in Matrix. Each type of enemy requires different strategies and allows players to constantly change their way of battle.
Path of Neo contains many different parts, which are not found in the movie series, but specially added to the game. Training simulations developed by Neo are the important details of events that are described only with several scenes in films, side tasks and alternative scenarios that enrich the content of the game.
One of the most remarkable features of the game is the final. Unlike movies, at the end of the game Wachowski Brotherhoods have prepared a different alternative for players and explained it directly with a humorous narrative in the game. As Neo’s Selected Person, the battle with a huge form of Agent Smith is considered one of the most memorable finals of the game history. The battle made with the form of a huge agent Smith is understood. Graphic design and art management is one of the elements that reinforce the commitment of Path of Neo to the Matrix world. The environments with a constant dark and green filter create a atmosphere that feels the digital nature of the Matrix. Character animations are extremely fluent in martial scenes and the movements of Neo vary greatly similarity with scenes in films.
Music and audio design reflect the Matrix atmosphere in a complete way. Inspired by Don Davis’s movie music, epic compositions increase the pace of martyrs, bullet sounds, explosions and threatening conversations of agents, success the player to pull into the Matrix universe. Especially when the Bullet Time is used, the suddenly deepening of the sound design and pushing the bullets in the air creates one of the most satisfying moments of the game.
Far CryInstincts

Far CryInstincts was developed by Ubisoft Montreal in 2005 and released by Ubisoft, while maintaining the DNA of the original Far Cry, it is a unique and innovative construction that provides a different size to FPS type as a specially redesigned version of consoles.The game that blends open world discovery, tactical battle mechanics and the elements of survival in wild nature uniquely does not only offer action-filled conflicts, but also the player is subject to the most brutal rules of nature. Not only weapons to fight enemies, instincts, nature and environmental advantages should also be used.
Hikâye is a former soldier called Jack Carver and the parale military, puts a journey that starts as an innocent adventure. Jack is shot the boat along with journalist Valerie Constantine and finds himself in a deadly conspiracy. At the beginning, when trying to survive only, in a short time, illegal experiments are performed on the island and discovering themselves become part of these experiments. However, the biggest conversion is experiencing slow changes in Jack’s body.O no more ordinary person.
One of the biggest innovations that Far CryInstincts offers is the “FeralAbilities” system that allows the player to explore wild instincts. Jack begins to gain human talents with the influence of genetic experiments in the island. When increasing speed, strength and agility, it also has the ability to detect fatal claws, darkness and hunting. These talents offer new tactical options to the player by offering a much different battlefield than a classic shooter game.
Jack can also hunt enemy not only with weapons, but with instincts that wild nature gives him. It can jump to high places, it can act as an invisible hunter between the shadows, and it can quickly neutralize their enemies. It is especially one of the most satisfying elements that the game has to silently hunt enemies using claws and sprinkle them into the ground in one pulse. But these forces are not unlimited; the player must carefully plan when and how to use their instincts.
The game world offers a large variety of tropical forests, swamps, ancient military facilities from caves. Although Far CryInstincts has a linear structure, it recognizes players the freedom to choose a different approach in every battle. Instead of direct fight with enemies, many different options are possible, such as lowering them into traps, acquiring advantage using environmental elements or hunting from shadows.
The variety of weapons is another important element that deepens battle mechanics of the game. Players can access sharp shooter rifles from light machine guns to a large arsenal from hand bombs to explosive traps. However, Far CryInstincts is not only a game based on fire power. Converting the environment to the advantage, sacking enemy patrols, or subcontracting competitors using the elements it offers, offering much more than the classic FPS experience.
The enemy artificial intelligence was developed with a system that reacts dynamicly to the selection of the player. The enemies do not only focus on fire; at the same time analyzes the movement of the player, builds tactically and perform attacks in the team. Sometimes when players fall on traps, sometimes they organize organized attacks to compress them to the corner.This artificial intelligence makes every encounter unpredictable and gives battles a real challenge feeling.
From graphical perspective, Far CryInstincts has managed to be one of the most impressive visualities in consoles for 2005. Detailed structure of tropical forests, water reflections, dynamic lighting effects and weather conditions are among elements that strengthen the atmosphere of the game. The strain of the trees of the sunlight is the visual details that highlight the enemies with dense green tones of night vision and attract the realistic physics of the water into the island.
Sound design is also one of the important elements that support the atmosphere of the game. The sounds of birds while moving in the forest, the wind’s hunt and remote enemy conversations allow players to literally immerse in the environment. The sound design, especially when using instinctive talents, changes dramatically; Jack’s pace of heartbeat is among the details that indicate that it can feel like hunting, while attacking a enemy with low-frequency sounds and claws, which makes the player feel that they have turned into a hunter. The
Far CryInstincts is not only a FPS game; it is also a experience that is set on life in nature, using instincts and hunting enemies smartly, pushing limits. Beyond the linear conflicts offered by classic shooter games, the player recognizes a real feeling of freedom in the battlefield. Each decision has a result of each movement and each selection.
If you want to explore the primitive instincts inside the man and hunt enemies using the environmental advantages as well as weapons, Far CryInstincts is an experience that should not be missed.
Serious Sam II

Serious Sam II, developed by Croteam in 2005 and released by 2K Games, is a unique FPS experience that blends old-style arcade action with modern graphic technologies. Adhering to the roots of the series, while preserving the classic “fast reflexes, huge enemy waves and battles filled with explosive weapons, but also has a completely different identity from other FPS games with humor tone and exaggerated designs. Serious Sam II is not only an example of engagement and fire meat type, but it is also a construction that pushes the limits of the flowing adrenaline without the chaosun, absurt humor and stand.
The game is the iconic hero Sam “Serious” Stone, which we recognize from the previous Serious Sam games, is subject to jump into a new adventure to stop the hordes of the Divine evil. But this time, the battle is not limited only to World or Ancient Egypt; players take on a journey of epic epic, covering five different planets. Every planet keeps the pace of the game continuously by offering unique enemy types, landscapes and unique battle dynamics. Especially between the planets travel theme, offering an unusual variety in the type of FPS, successes to provide players with a completely different atmosphere in each section.
The enemy designs are one of the most remarkable elements that enable Serious Sam II to turn into a completely crazy battle arena. Instead of ordinary enemy types of classic FPS games, you have to fight huge mutant creatures, robotic warriors, flying demons, huge dinosaurs and grotesk creatures. The enemies in the game are not only individual threats; each is forced to move the player continuously by attacking in large waves and use the battlefield wisely.
Serious Sam II offers a broader variety in enemy design compared to previous games. The hordes of mental are against a wide range of players from flying mechanical aliens to large-sized demons, from zombied gladiators to frogs. In particular, camikaze enemies do not mind the creatures that scream themselves to explode, increases the feeling of chaos in the battlefield.
The variety of weapons of the game is prepared with the logic of “the better if it is so large” with adhering to the classic FPS formula. Players have an incredible weapon arsenal from double barrel pump rifles to huge miniguns, plasma rifles to rocketatar and giant laser balls. Serious Sam II does not target any time realistic weapons use; unlike, how much bullets can be bored and how large you can create an explosion, it becomes so fun.
The game is divided into typical FPS games with its dynamics that make it necessary to be played fast and in constant motion. The waves of the enemy are so large and dense, the players never have a luxury to stay in place. Serious Sam II is not a game that can be played by hiding or slowly; unlike, it is based on survival by moving quickly between enemies, using the arsenal wisely and managing the battlefield effectively.
However, Serious Sam II is not only a action game; it is also one of the most fun and absurt humorous constructions in the FPS genre. Sam “Serious” Stone, the head hero of the series, is a character that reflects the stingist and unfortable attitude of classic action heroes, constantly making jokes, and even making funny comments even in the most dangerous moments. The dialogs and scenes of the game have a style of expression, which is waving with stereotypes in the FPS type, funly tied science fiction and action cinema.
From graphical perspective, Serious Sam II has a highly colorful, detailed and stylized world for the time it goes out. It increases visual diversity by combining each planet with its unique atmosphere, live color palettes and different types of enemy. Dynamics such as explosion effects, enemy animations and bullet rain allow battlefield to give a real chaos feeling.
Sound design is one of the most important elements that support the chaotic and fun structure of the game. Every weapon you fire awakens a different sense of power, the echoes of the explosions, enemy screams and background music on action scenes, the players literally take the middle of the battle. Especially the screams of camikaze enemies stand out as an iconic sound design element, which allows players to keep at any moment.
Serious Sam II, not with its story or character depth, is the forefront of offering a superior experience of pure action and entertainment. No time it doesn’t work to create a dark and serious atmosphere; unlike, with an exaggerated action in the type of FPS, humor expression and incredible enemy density, reminds players what pure entertainment is.
If you are looking for a fast-paced and extreme intensive action game based on reflexes, Serious Sam II offers you a experience that will lock you on the screen for hours.
Land of theDead: Road toFiddler’sGreen

Land of theDead: Road toFiddler’sGreen, Brainbox in 2005 Games developed and released by Groove Games, integrating zombie fear type FPS space and George A. Romero’s famous zombie universe is a construction that offers a survival experience. In contrast to the zombie-themed games of the period, this game, which stands out with its low budget and B-film atmosphere, although the species has nostalgic value for fanatics, has taken mixed comments due to technical deficiencies and flaws of play.
However, Land of theDead: Road toFiddler’sGreen is a horror story that tells about the last resistance of mankind in a world under land, not only a action game. Players take control of Jack, an ordinary farmer and step into the most deadly days of the zombie infertility. Jack living alone in a farm away from the eyes begins to notice strange events around the house a day. Relatives, screams, disappearance of animals and finally, walks around the farm. The opening of the game is low-production, rather than a Hollywood action with large budget, but it resembles a atmospheric horror film.
In the beginning, Jack, who has to defend himself with primitive weapons such as paddle, ball and hunting rifle, should quickly find a way to escape from farm. However, zombies are not limited to only a few abandoned houses. Town roads, bridges, hospitals and even city centers are full of living dead. Zombies are not only individual threats; they can attack in large groups, enter the doors and approach sinsice from each corner. In the progressing part of the game, players can access a modern arsenal, but this does not always provide an advantage. The number of Mermi is restricted, the zombies are often more and every encounter requires players to move carefully.
The battle mechanics of the game are simple and direct structure according to the period. Zombies can not only be destroyed by heavy fire power; but also need to kill with head strokes. This mechanical forces players to take more careful engagement rather than random fire. Otherwise, a slow but unstopping zombie army, players can instantly get under Siege. It is one of the most important elements that strengthen the feeling of survival of the game.
The variety of weapons is quite wide.Players can reach more effective weapons, such as gun, pumped rifle, machine gun and molotof cocktail, at the beginning of which they are only enough with the paddle and honey. But each weapon has its unique advantages and disadvantages. For example, the pump gun can be fatal at the distance, but due to slow filling, it can be ineffective against large crowds. Gun and rifles can fire faster, but bullet capacities are limited. This balance requires players to manage their resources carefully and select the right weapon in each encounter.
The artificial intelligence of zombies has a structure that reflects the atmosphere of classic horror films. Some can be approached sinsice by following the movement of the player, while moving slowly and without purpose. In addition, gates can break, cut off the windows and be asked where the player can hide. This creates a constant sense of threat by removing every space from a safe zone.
Land of theDead: Road toFiddler’ sGreen’s biggest strength is the way to use atmospheric fear elements. Large, abandoned buildings, empty streets and silence, strengthens the game’s tempering nature. Indoor areas such as hospital and shopping center are regions that increase the dose of fear. When the doors are opened, the zombie army entering in one moment can leave the player desperate. In addition, in some sections you have to find direction only with lantern light, increases players’ voltage level.
In terms of visual design, the game is an average level for 2005. Character models and environmental designs can remain weak when compared with high- budget FPS games, but deliberately selected low-resolution textures and dim lighting has become a element that supports B-film aesthetics of the game. Especially zombie designs, George A. Romero’s classic zombie films have been modeled by sticking to grotesk and rotten aesthetics.
Sound design is one of the most intimidating elements of the game. The wind sounds reflected in the aggressive buildings, from the distance, drowned zombie landings, and suddenly rising threat sounds, keep players constantly triggered. For players who are especially trying to save bullets, suddenly approaching a zombie army, not only a visual threat, but also a scary experience with sound design.
Land of theDead: Road toFiddler’sGreen can be attributed with technical deficiencies and simple mechanics compared with large budget games, but it is successful in delivering a pure zombie survival experience. Players are one of the games that feel they need not only with bullets, strategy and carefully survived. Due to its low budget, it may not be in AAA quality, but it offers an unforgettable experience for those who are interested in the type of fear in life, with the feeling of atmosphere, fear and voltage it offers.
If you want to be in the middle of a zombie infertility, manage their resources carefully and survive using intelligence, Land of theDead: Road toFiddler’sGreen can be a game according to you.
Predator: ConcreteJungle

Predator: ConcreteJungle, developed by Eurocom in 2005 and released by Vivendi Universal Games, is one of the rare games we check the hunter, offering the opportunity to explore the predator universe in depth. By passing beyond traditional science fiction and action games, the ripped instincts offer an experience in the center of honor laws and hunter-av dynamics. Apart from the classic FPS format, tactical thinking, privacy and fatal technologies are transformed into a third-party action game that requires mastery.
One of the most remarkable aspects of the game is that unlike other Predator games, instead of serving only as a hunter, a revenge journey that you came to make your honor back. The game tells the story of an exileed Yautja (Predator type) as a Predator in the dark streets of 1930s, as he was home to the rules of the clan. After about 100 years, 2030s have to explore how the predator technology has started to clean their history and use the human being now.
Players have to face the most dangerous individuals worth controlling this warrior that forgotten its name, with crime gangs, yozified companies and hunting of humanity. However, this battle does not only pass among people; you have to face with your own type, correct your old mistakes and enter a deadly struggle to regain the honor of the hunter. This statement converts the atmosphere of the game from a simple action game, focused on the culture of Yautja, the nature of honor laws and revenge, in-depth experience.
Predator: ConcreteJungle builds battle mechanics on a system that knows the freedom of movement to the player. Unlike traditional shooter games, hunting and strategic attacks directly from conflicts. It can circulate on the hills of high buildings, you can track your enemies with your thermal vision system, discover the weakest points by analyzing audio tracks and hunting them individually using the invisible technology.
Gun arsenal Predator designed faithfully to the universe. The iconic Yautja weapons such as plasma ball, smart discs, spears, wrist knives and network launcher allow each battle to play in different ways. Players can combine with silent suikasts or shake pure fear to their enemies by starting a deadly battle in the open space.
The enemies are not only composed of armed monetary soldiers or gangsters. In the next chapter of the game, you have played the Predator technology and faced people who have developed themselves, super soldiers and other dangerous assets. This situation reveals not only physical superiority, but also a play that pushes smart tactics to develop.
City design and atmosphere are built to reflect the dark and wild nature of the Predator universe. The dense mist-coated streets offer perfect environments for hunting, decorated with neon lights, abandoned industrial areas and high skyscrapers. Predator is one of the main stones in the design of the city, which can use the environment to its own advantage.
One of the biggest pros of the game is that Predator feels completely. Thermal vision mode allows you to track the temperature traces of enemies. Voice monitoring system helps you identify your goals even in a crowded environment. The invisible mode allows you to capture your hunting sinsice by compelling your enemies to notice you. But each ability has a energy consumption and players need to carefully manage these mechanics.
The fighting system is not only composed of weapons. Near martial mechanics are quite satisfying, and Predator’s physical superiority gives you a battle experience that feels clearly. You can separate enemies into single parts, blow them into the air or break your wildly. Some enemies continue to fight the death, while frightening and escape.
Sound design and music are one of the elements that make the atmosphere of the game stronger. Predator’s wild chalk, mechanical sounds and thermal vision when entering the invisible mode, the echoes, which are completely experienced the feeling of hunters. Music includes low-paced, creepy melodies that increase voltage during hunting, when turn into intensive action parts of time.
The story and character development of the game allows us to understand how Predator thinks, how it is hunting and value the concept of honor. This gives a different perspective from the Predator stories, often described from the human eye. Players feel they fought not only for hunting, but also to recover their reputation.
ColdFear

ColdFear is an unforgettable construction, developed by Darkworks in 2005 and released by Ubisoft, passing in the middle of sea storms in the genre of fear to survive, providing a klostrophobia and an indirect atmosphere. Despite the fact that giants like ResidentEvil and SilentHill remain in the shade, ColdFear has given a different perspective to the type of fear that survives with intense voltage, atmospheric expression and innovative mechanicals. In a stormy night, this story on a Russian whale hunting ship dragging in the middle of the ocean offers a unique experience that proves that fear can come not only from creatures, but also from environmental factors.
The head character of the game is Tom Hansen, the U.S. Coast Guard subayi. Hansen ships as part of a team to respond to emergency call on a Russian fishing ship, dragging in international water during a severe storm. However, the team realizes nothing is normal when it reaches the ship. The deck full of empty corridors, blood spots and rotting corpses feels there is something wrong here. As the team goes right into the ship, it encounters an unknown threat, and in a short time Hansen has to fight alone to survive.
The atmosphere of ColdFear uses the merciless nature of the sea and the feeling of tecrit, unlike other fear games.While the severity of the storm is shaken like a toy, the movements of the character are also affected by these conditions. Waved decks create a constantly changing feeling of threat to swing lamps and wind. This allows the player not only from enemies, but also fear of the environment itself. Giant water masses from slippery surfaces, unexpected explosions and waves make the struggle of survival realistic and scary.
The enemy design is one of the most creepy aspects of ColdFear. The main threats of the game are people infected by parasites called “ExoCell”. These creatures attack quickly and aggressively, unlike classic zombies. They are unpredictable and can change their movements at any time. Some can climb to the walls, some of them bite fatal acid to the surroundings, some can blood the player by seeing like people. The horrible conversion animations and grotesk designs of enemies captured in ExoCell infection are peaking the fear element of the game.
The battle mechanics of the game comments differently the rules of the type used. ColdFear offers players fixed camera angles as well as shoulder-top free engagement. This is a revolutionary feature for fear games, allowing players to engage in enemy more precisely. However, depending on the speed of bullet scarcity and enemies, it is vital to find the right goal of each lead. In addition, it is often the only way to destroy enemies, because when ExoCell settled parasites into the body, you can only kill them really by targeting their heads.
Weapon variety is one of the important elements that support the action direction of ColdFear. Players can use many different weapons from guns to pump guns, from attack rifles to flame machines. However, due to the shortage of arsenal and the deadly nature of enemies, players need to use their weapons wisely. In particular, face with enemies on narrow corridors or rocked decks, it transforms each encounter to a fight for high blood pressure survival.
During the game, it is important not only to fight with enemies, but also to solve the mystery of the ship. ColdFear also includes classic puzzle mechanics in the types of fear of survival. To repair electrical panels, open locked doors, tasks such as cleaning paths by combining certain items, allow players to go beyond just engagement and fire. However, even during these puzzles, players have the possibility to encounter a threat at all times.
A big part of the atmospheric success of ColdFear is based on sound design. The whistle of the storm, the roof of the metal body of the ship, and the unknown sounds from the remote, the players keep in a continuous supply. Defining sounds suddenly or suddenly with an explosion voice, the fear dose of the game increases even more. The grotesk sounds of the enemies and the infection make players at the bottom of the right.
Graphic design is another important factor that complements ColdFear’s creepy world. Saled lamps, dim-lighted corridors and realistic water effects, further strengthen the feeling of tension of the game.Especially when moving under storm on the outer decks of the ship, the crash of the character of the rain drops, sagging the ship of the waves and instant lighting of the lightning, allows the game to create a cinematic horror atmosphere.
Call of Cthulhu: Dark Corners of the Earth
Call of Cthulhu: Dark Corners of the Earth is a video game that successfully blends psychological voltage and fear elements, presented with the first-person perspective. This game released in 2005, H.P. Lovecraft’s famous “CthulhuMythos” is based on the universe, and players take a terrible journey in a dark, corrupted world. This game, which attracts attention with its detailed world and in-depth story, has gained a solid place in the world of horror games.
The game offers an experience that attracts players with every aspect. Visually, Call of Cthulhu, who managed to create a atmosphere beyond the period, offers a world full of musculoskeletal environments. Not only outdoors, each space experienced in it is designed in detail and carefully prepared to continuously improve the level of the player’s integrity. Smoked streets, abandoned buildings and threats hidden in dark corners, while creating a sense of discovery in every step, the fearful atmosphere of the game becomes more intense every second.
Call of Cthulhu: Dark Corners of the Earth is very remarkable with its story. The game sends the player to Innsmouth, a marijuanaly hidden town. As things work out here are almost normal, the town attracts people into a nightmare to have mysterious behaviors and dangerous secrets. Although everything looks like ordinary at the beginning of the game, terrible facts discovered about the town and the people are getting into the player even more. The call of Cthulhu, the mysterious secret of the town and the links between the struggle for the survival of the player deepen the theme of the game. As he says, the player is in the effort to solve horrible events on the other hand while fighting tension on one hand.
Since the game is played directly with the first-person perspective, players can feel close to every detail. This perspective increases the interaction of the player with the psychological state of the character. The place of mental situation in the game creates one of the basic features of Call of Cthulhu. The fears of the player are increasingly disrupted mental health in the face of musculoskeletal environment and terrible assets. This degradation affects reality perception and changes in the visual world of the player. Players report that even the simplest event takes a terrible situation. Visual disorders, palpitable sounds and hallucinations make the situation in which the game is located within. Every decision, every step is the possibility of a threat.
The game mechanic offers an experience beyond the standards of the period. Call of Cthulhu: Dark Corners of the Earth, built on more discovering, privacy and puzzle solving instead of traditional fight, manages to keep players under nervous moments and psychological pressures.The battle system is extremely simple, because in fact, the player must hide and escape, if in most cases they enter the conflict directly. This adds a unique layer of voltage to the game. Weapons are limited and the number of bullets is quite low, which makes every encounter more strategic. Most often, you will need to use your intelligence and environment to pass enemies.
One of the biggest achievements of Call of Cthulhu is the perfect construction of the atmosphere. The world of the game is full of places such as pubic town, dark caves and abandoned places on the sea coast. Each environment accommodates different types of fears. The narrow streets of the town, while compacting the player in a narrow area, burnt sounds and mysterious figures in abandoned buildings, carry the voltage to the peak point. The shadows inside feel that the storms and sea in the outside are in the door. Horror offers not only from enemies, but also an experience that the environment has created.
The game is not only a fear experience, but also a detective game. The player conducts research in different places to solve horrible secrets in the town of Innsmouth, monitors and solves various puzzles. These puzzles are forced to always be careful because often a small detail can change the course of the game. These research is a big burden to the player who tries to reveal the dark history of the town and find a solution against the eternal power of Cthulhu, as well as in terms of moral and mental health. Slowly discovered these secrets, pulling the player into a dark universe, increasing the voltage further.
Call of Cthulhu: Dark Corners of the Earth has been a game that stands out especially with its atmosphere. It combines sound effects, music and visual elements and provides a horror experience to the player. Music leads to perception even the smallest movement, while the sound effects that pushes mind health while increasing tension.
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