Splinter Cell: Chaos Theory đã ra :D

Thảo luận trong 'Tin tức - Giới thiệu - Thảo luận chung về game' bắt đầu bởi tutukun, 27/5/06.

  1. tutukun

    tutukun Mario & Luigi

    Tham gia ngày:
    15/2/05
    Bài viết:
    749
    Nơi ở:
    Singapore
    Sau hơn một năm thì cuối cùng game này cũng đã đc crack bởi Reloaded :D

    Splinter Cell: Chaos Theory (C) Ubisoft


    05/2006 :..... RELEASE.DATE .. PROTECTION .......: Starforce 3
    1 :.......... DISC(S) .. GAME.TYPE ........: Action


    Üßß ÜßßÜ ÜßÜßÜ Üßß ß ÜßßÜ ÜßßÜ ÜßßÜ Üß
    ßßßßßßßßßßßßßßßß Û ß² Ûßß² Û ² ²ß Ü Û Û ² ²ß Û ² ßßßÛ ßßßßßßßßßßßßßßßß
    ßß ß ß ß ßßßß ß ß ß ßß ßß

    Game Information:

    Introducing Splinter Cell® Chaos Theory, the new face of stealth action
    gaming. The year is 2008. Citywide blackouts... stock exchange sabotage...
    electronic hijacking of national defense systems... this is information
    warfare. To prevent these attacks, operatives must infiltrate deep into
    hostile territory and aggressively collect critical intelligence, closer
    than ever to the enemy.

    Release Information:

    This release should speak for itself, enjoy!


    ß ÜßßÜ Üß ²ÜÜ ÜßßÜ ² ² ÜßßÜ ÜßßÜ ²ÜÜ Üßß Üß
    ßßßßßßßßßß Û Û ² ßßßÛ Û Ü Ûßß² Û Û Û ² Û ² Û Ü ²ß Ü ßßßÛ ßßßßßßßßßß
    ß ß ßß ßßß ß ßßß ßßß ß ßß ßßß ßßßß ßß

    For those who grabbed our release and want to install from scratch:

    1. Unrar.
    2. Burn or mount with Daemon tools.
    3. Install the game.
    4. Run splinter_cell_chaos_theory_1.00_To_1.05_euro.exe to update the game
    from version 1.0 to 1.05
    5. Copy the cracked content located in the \Crack directory on the DVD to
    your installation directory.
    6. Play the game.

    tin lấy từ trên nforce.nl
     
  2. superGB

    superGB Legend of Zelda

    Tham gia ngày:
    30/5/05
    Bài viết:
    957
    Nơi ở:
    http://fm-vn.com
    :| cho thông tin mà ko cho link down, screenshot gì hết trơn vậy , phải vầy mới đc chứ :;) :> :> :>

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]



    Game Info
    Mã:
    There's a running joke/truism in the music scene that most bands suffer from
    the 'difficult' third album syndrome. It's not exactly a hard and fast rule
    (as there are some notable contradictions), but it's usually the point when
    previously unassailable success starts to unravel and the cracks start to show.
    Call it overconfidence, lack of inspiration, the well of creativity running dry,
    or just trying to play to the crowd, but Chaos Theory is Splinter Cell's Be Here Now.
    
    Three steps forward, four steps back, "Chaos Theory" is the frustrating tale
    of a project that's added so much good stuff to a winning formula, but walked
    silently away from addressing some of the real issues that have dogged the series
    right from the beginning, while also introducing some new features that either
    add very little or actually detract from what made the game so compelling in the
    first place. Has Ubisoft genuinely disappointed, or are these the words of someone
    who expected too much? That's for you to decide.
    
    
    But first a refresher. Chaos Theory is the 'true' sequel to the original
    2002 stealth romp, or in other words it's the second Ubisoft Montreal Splinter
    Cell game - last year's Pandora Tomorrow being largely considered something
    of a filler release knocked up at Ubi's Shanghai studio to make the most of
    the commercial fervour surrounding the debut classic. On that basis, this
    interesting, almost unique state of affairs put Pandora Tomorrow into context.
    It was creatively no more than an expansion pack in single player terms,
    being little more than a set of new levels and scenarios to service the fans,
    while also justifying its full price tag with a rip roaring online multiplayer
    mode that was widely acknowledged as one of the true innovations in multiplayer
    gaming of recent years.
    
    With all this in mind, the stage was set for Chaos Theory to really advance on
    what had gone before; improve on the storytelling, provide a more rounded, more
    inclusive gameplay experience (i.e. one that didn't kill the player off every 30
    seconds or checkpoint your progress with a sliver of health left), crank up the
    already grand visual opulence, throw in a few new cool Third Echelon gadgets
    and give the ageing Clooney wannabe the chance to show us his new rubber perv
    suit and the new moves he's been learning down at the self defence class since
    last time out.
    
    Unlike SC's closest competitor Metal Gear Solid, the storyline's never been
    the game's strong point. While MGS mastermind Hideo Kojima might harbour
    delusions of grandeur in that department and go too far in wanting to make
    grand sweeping movies with Harry Gregson-Williams soundtracks alongside his games,
    at least he's trying to push things forward. Ubisoft Montreal is still floundering
    very much in the malaise of old school videogame pre-mission thinking.
    It's evidently trying manfully to create a convincing, focused game world
    with characters the player cares about, but it's still not working. Content to
    continue with the formula of stitching together fast-paced news footage, quickfire
    biogs on generic arch crims and knockabout banter between Sam and his Third Echelon
    employers, Chaos Theory still fails to truly engage the player in setting the scene,
    or giving you a clear definition of your goals or why you're chasing so and so, and
    what his role in the crime caper is. It's easy to lose the thread of what's going on,
    and while that may be at least partly to do with a failing attention span, it's a
    problem Ubi still hasn't addressed beyond retaining its high quality voice cast
    and doing an admirable lip-synching job on its main characters. Following up its
    cut-scenes with static text descriptions of what's going on feels plain lazy these days.
    
    
    Where Chaos Theory gets things right in terms of scene-setting is the actual
    in-game banter, which - tedious quipping about Sam's increasingly mature years
    aside - really help give you a sense of place, as well as regular reminders of
    why you're doing what you're doing. It's a game that really needs it too, as most
    of your time with Chaos Theory will simply be a matter of engaging with
    easy-to-pick-off generic goons that patrol in near darkness in easy-to-manage ones
    and twos.
    
    A typical sortie in Chaos Theory's ten levels goes roughly like this: insertion
    in some random dark place of great beauty and great danger, turn on night vision
    in order to see anything (being sure to shoot out any lightbulbs you come across),
    crouch and sneak up slowly behind stationary or slow moving guard, grab him,
    interrogate, incapacitate, save game.
    
    Or, if you can't be bothered with the slow and sure process of sneaking up
    behind people the newly enhanced close combat manoeuvres make the job of taking
    out guards easier than ever. Too easy, in fact. Anyone familiar with previous
    Sam Fisher adventures will probably be aghast at how straightforward the whole
    procession is; especially with a 'quicksave anywhere' facility replacing the far
    more challenging and sensible checkpoint system. Kill, save. Kill, save. Kill, save.
    And so on.
    More forgiving than Jesus
    
    
    There's forgiving, and then there's just ridiculous. It was obvious some of
    the more frustrating elements and difficulty spikes had to be smoothed out to
    give people more incentive to carry on, but now everything's such a formality
    (the new knife attacks a prime example of making things too easy)
    it's hard to really care. If you mess up, you just quick load and carry on and
    all that rich tension of old just melts away.
    
    Even if you happen to alert a guard while they're busily unloading their clip into
    your face, Mr Fisher has the incredible ability to knock out literally any game enemy
    with one swift blow no matter what anyone else is doing to him at the time. Amazing.
    While Ubi has gone to great lengths to introduce some exceptionally cool new moves
    that enable Sam, for example, to dangle off ledges and yank enemies to their doom
    (off the top of the Light House - genius), or hang from pipes and perform an inverted
    neck break on enemies unfortunate enough to wander underneath him, you either rarely
    get the chance to pull such things off, or you settle into the rapid realisation that,
    actually, it's far easier and more effective to knee your foe in the bollocks or slap
    your extended palm under their chin. After all, as gamers we generally take the most
    effective option when presented, right?
    
    As such, your guns are more of a hindrance than a help at times, often alerting
    swathes of guards to your presence and resulting in a very quick death indeed.
    In fact, while we're on the subject, you'll be regularly gob-smacked at just how
    quickly enemies react to your creeping presence - one second engaged in any number
    of tasks from urinating to fixing locks, and the next millisecond unloading their
    gun with military precision - yet when patrolling a dark area they rarely have the
    presence of mind to light up the scene.
    
    
    It's probably at this latter point where you find yourself tiring of the whole
    darkness mechanic. It was a huge step forward in the first Splinter Cell, and
    creeping around in the dark playing hide and seek was a real buzz, but now the whole
    game relies on it to such an extent that it's laughable. Even the most mundane
    scenarios and locations are so dark and so obviously contrived around the central
    game mechanic that it ceases to be believable anymore. Factor in odd game design
    decisions that have now abandoned key Splinter Cell principles like not leaving
    any bodies lying around and not triggering more than three alarms and it's a game
    that - while more accessible - is dumbed down to the point of disinterest.
    Once you realise there's no punishment for leaving dead bodies where you
    killed them or any real incentive to avoid setting off alarms you stop playing
    the game with the same degree of skill that you once did. It leaves you with a
    lack of achievement, a lack of challenge and as such feels very much inferior
    to previous games in the series. Apart from the fairly challenging bomb defusal
    section on the standout penultimate Bathhouse level, the game's just a fairly
    tired romp mainly involving taking out dozens of dumb guards, hacking doors,
    checking every computer under the sun and so on until you're done.
    
    And yet there are plenty of positive things to admire about the game everywhere
    you look; things which have rightly been trumpeted to get people excited about
    the game in the run up to launch. On a visual level it's impossible not to admire
    the superb animation that really makes Fisher one of the most satisfying game
    characters to control that there has ever been. In terms of the sheer control
    responsiveness and range of movements it's just spot on and a lesson to anyone
    hoping to make an action game (particular thumbs up to the new aim-switching
    ability that now lets you choose whether to aim over one shoulder or the other).
    
    Fisher is one of the only game characters who looks like he's physically
    interacting with the environment, rather than having just been plonked into it,
    so huge kudos there. Okay, so maybe the character models still have an overly
    plastic look about them still, but the movement and level of realistic motion
    capture is a sight to behold and something that Ubi has over most of its competitors.
    Again, the actual game engine is streets ahead of most of the current crop of
    action adventures, with the PC version in particular capable of some outstanding
    texture detail, beautiful lighting and particle effects; it's just a shame that
    most of the time it's too dark to show it off in its full glory.
    
    As a whole, it's certainly a game world you'll really enjoy occupying
    (although what's with the Airwaves ads for gawd's sake?). The environments
    really drip with atmosphere at times, with some occasionally inspired soundtrack
    dramatics designed to give you the fear blasting into action.
    The diverting paths also help give the gamer a degree of choice, which is always
    good to see, but it's arguably undercooked in that respect, with some hilariously
    contrived crawl spaces inserted in the unlikeliest of places - just to give the
    player a supposedly 'sneaky' shortcut, when it would have been more useful and
    convincing to design levels more around Fisher's athletic abilities.
    All too rarely does the player really get the chance to use their full repertoire
    of impressive moves - the split jump, the pipe hanging, the rappelling and so on
    - and all too often we're left crawling through stupid air ducts instead that simply
    wouldn't exist in real life. Is it us or do these things only seem to exist in
    the minds of movie and games designers? It's probably become the biggest gaming
    cliché of all.
    
    Another undercooked element of the 'new' Splinter Cell is its more 'mature'
    content, which seems to consist of Sam being able to hold a knife to the throat
    of his enemies, but never have the ability to go the whole hog and use it in this
    situation. You can, of course, slash your foes and stab them in the gut when not
    using your guns but but nevertheless we wanted Fisher to be meaner, more aggressive,
    and give the enemy a real taste of their own medicine. Ultimately he's just too
    damned nice most of the time.
    
    So what of the celebrated multiplayer? For some players it might even be the main
    event, especially in the light of the newly implemented co-op mode; but like
    nearly all multiplayer experiences it's one that depends as much on how good your
    assistants are as the game itself. Set over four levels, the co-op mode
    essentially sticks to the same principles as the main single-player campaign,
    but designs the level in such a way that you can work together to use moves that
    enable you to get into areas you otherwise wouldn't be able to on your own.
    The most obviously useful one is the Boost, which allows you to boost your
    team-mate up to a ledge or pipe. Others such as the Human Ladder let a player
    hanging on a ledge act as mean to climb up, while the Long Jump is an odd but
    cool one that lets you throw your team mate towards a target, such as an NPC
    and knock them out in the process.
    
    
    Other contextual moves such as co-op Dual Rappelling and standing on a
    team-mate's shoulders are pretty useful when the occasion arises, but probably
    the best of all is the Hang Over, which has one player controlling a rope while
    the other has the opportunity to be dangled over an NPC to perform the deadly
    inverted neck break.
    
    But as cool as all this sounds, the reality of co-op is two of you wandering
    around looking for the next place to go, and if you lose each other it can be a
    faff trying to co-ordinate each others plans ("I'm over by the vent" "Which one? Where?"),
    especially given the absence of a map to gauge where they are. Given that it's
    something of an added extra tacked onto the main event,
    it's hardly surprising to note that out of the four levels, only one of them
    can be considered a worthy addition. In the main these levels feel quite empty
    and after a while you'll quickly want to move back onto the main versus multiplayer mode.
    
    If you're one of the many that enjoyed what Pandora Tomorrow's maps had to offer
    then you'll be right at home here, with the same maps returning here in addition
    to some new ones. Once again it's two on two action; two spies
    (the Sam Fishers, effectively) against two Mercenaries, with the latter playing
    from a first-person perspective, being slower paced and having machine guns
    and torches, but minus the athletic stealth abilities of the spies.
    If you haven't tried it, it's one of the most brilliantly balanced multiplayer
    experiences around, albeit one that you can only really start to enjoy once
    you get to know each of the vast, sprawling maps intimately and know their weaknesses.
    Until then, you'll probably get a bit annoyed with how rubbish you are at it.
    
    
    The main thing to note is how Chaos Theory has basically moulded the various
    multiplayer strands of old into a more coherent story mode. In other words,
    different objectives are tied together in a sequential list of tasks to be
    performed; so, for example, you might need to steal/protect a hard drive from a
    server, set or defuse a demolition charge on a server or neutralise/protect a
    particular terminal. It's not really a 'story' as such, but it just mixes things
    up a bit more and means you're doing more than simply the one task.
    On top of that there's the standard deathmatch between the Shadownet Spies
    and the Argus PMC, or a Disc Hunt mode, which if you hadn't guessed already
    is CTF in Fisher's world, so all in all, lots to do, plenty of value all round
    and doubtlessly hours of entertainment for those of you who enjoy your online gaming
    - but be aware that as many people that love SC's multiplayer, there are an equal
    number of braying types that don't get on with it.
    
    A small word of caution, though. We're slightly baffled why
    (on the PC version at least) Ubi couldn't be bothered to keep the key-mapping
    consistent between the single and multiplayer modes. How hard can it be?
    Also, don't expect the visual quality of the single-player mode to appear in
    multiplayer - it's two entirely different teams responsible for both, and as
    such the engine appears to be a few years behind for some inexplicable reason.
    
    Once you factor all of these distinct strands of the package together there's
    definitely a lot to commend and a lot of enjoyment to be had. But our overriding
    concern is for the main event, the single-player mode. This is arguably what most
    people buy Splinter Cell games for, and it seems that in attempting to take the
    series forward Ubi has neutered the experience to pacify those lacking the patience
    to play it the way it had to be played in the early days. As such, the bottom line
    for us is that it has morphed into a dumbed-down experience that is no longer
    anywhere near as gripping and compelling as it once was, and while the multiplayer
    does bail out the overall value of the package to a large extent, it can't mask the
    decline elsewhere. We reckon we could probably see the point of what Ubisoft was
    trying to achieve with Chaos Theory, but we'd need night vision goggles for that.
    Maybe next time the series can go back to its roots and keep the long-term fans happy
    as well, eh? It's still an eight, but only just.
    Link Download:
    Mã:
    http://rapidshare.de/files/14540381/new_updates.part01.rar.html
    http://rapidshare.de/files/14535836/new_updates.part02.rar.html
    http://rapidshare.de/files/14540384/new_updates.part03.rar.html
    http://rapidshare.de/files/14540372/new_updates.part04.rar.html
    http://rapidshare.de/files/14553265/new_updates.part05.rar.html
    http://rapidshare.de/files/14543171/new_updates.part06.rar.html
    http://rapidshare.de/files/14551500/new_updates.part07.rar.html
    http://rapidshare.de/files/14548653/new_updates.part08.rar.html
    
    pass: www.xdwarez.6x.to
    Link đã test và 100% work
     
  3. longakka

    longakka Đầu gấu nhà quê

    Tham gia ngày:
    3/9/02
    Bài viết:
    3,011
    Nơi ở:
    Scumm Bar
    Lâu lắm không chơi game, cứ tưởng SF3 bị "thịt" lâu rồi. Hôm nay mới thấy cái này :)
    Buồn cười là hình như bây giờ người ta lại không thích dùng SF3 nữa :), phải không nhỉ
    Đang down về hehe, mẹ ơi 4.3GB +_+!
     
  4. tutukun

    tutukun Mario & Luigi

    Tham gia ngày:
    15/2/05
    Bài viết:
    749
    Nơi ở:
    Singapore
    mấy cái SF bị thịt thì thông thường là bản basic, còn bản đầy đủ của SF bị crack thì hình như SC là cái đầu tiên :D. Chỉ tội là hơi muộn vì bây giờ chẳng còn ai dùng SF nữa cả. Bây giờ SC: CT rẻ rồi , ai mua đc thì mua hẳn bản tử tế về để chơi online cho sướng.
     
  5. Mike_shinoda

    Mike_shinoda Fire in the hole!

    Tham gia ngày:
    13/4/04
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    2,785
    Nơi ở:
    HN
    cái này tớ chơi 1 năm trước rồi :D :D :D
     
  6. jackychun

    jackychun Mega Man

    Tham gia ngày:
    17/1/03
    Bài viết:
    3,378
    Nơi ở:
    Capua
    Muộn quá rồi, lại ra vào thời điểm có Hitman nên khó lòng câu khách :cool:
    Cái này nên bảo PCW cho vào mục cũ mà hay
     
  7. red_hunter

    red_hunter Fire Phoenix

    Tham gia ngày:
    6/6/03
    Bài viết:
    3,203
    Nơi ở:
    Babylon, Prince of Persia
    Ai up riêng bản nâng cấp từ 1.0 --> 1.05 và bản crack lên forum dùm đc ko? Chứ file image tui có ùi :p
    Thanks nhiều :D
     
  8. )(-t)()()(

    )(-t)()()( Youtube Master Race

    Tham gia ngày:
    8/4/06
    Bài viết:
    12
    Nơi ở:
    Đà Nẵng
    Gần thi xong rùi, Chờ cái điệp viên 2 mang mà chơi, không biết có trên pC với cái FX6200 cùi có chơi được không nhỉ. Phải chọn lựa thôi, chứ game này cũ lắm rùi, tiền đâu mà cái gì cũng mua thì sạt vốn. Không biết là mấy đĩa vậy kìa???
     
  9. mairoixa

    mairoixa Mr & Ms Pac-Man

    Tham gia ngày:
    11/1/06
    Bài viết:
    188
  10. NM

    NM Youtube Master Race

    Tham gia ngày:
    22/6/03
    Bài viết:
    13
    Đúng rồi bạn nào có c***K thì cho dùm cái link luôn đi, torent down không được gí hết tốc độ chậm như rùa đó
     
  11. Ein_Swordman

    Ein_Swordman T.E.T.Я.I.S

    Tham gia ngày:
    2/8/05
    Bài viết:
    522
    Nơi ở:
    The Promise Land
    Cái này chơi bằng cách tháo cáp lâu rồi mà(Hình như cùng thời với Pop thì phải)Giờ mới có crack thì công nhận là bọn ubisoft làm bảo mật kĩ thật
     
  12. NM

    NM Youtube Master Race

    Tham gia ngày:
    22/6/03
    Bài viết:
    13
  13. antiteacher87

    antiteacher87 C O N T R A

    Tham gia ngày:
    26/3/04
    Bài viết:
    1,973
    Nơi ở:
    Nhà xác
    Ơ,cái Screen Shot trông lạ thế...chẳng giống SC3 trên xbox jì cả....chắc trên PC có thêm nhiệm vự mới :D
     
  14. vietnamese84

    vietnamese84 Mr & Ms Pac-Man

    Tham gia ngày:
    8/9/05
    Bài viết:
    227
    Nơi ở:
    Hà Nội
    Cái crack đó hình như bị lỗi, em cóp rồi mà lúc vào, nó load 1 lúc thì báo cái lỗi Do,'t Send gì đó .

    Anh nào chỉ giùm với, ghiền quá rồi.
     
  15. farcryhung3

    farcryhung3 Youtube Master Race

    Tham gia ngày:
    17/1/06
    Bài viết:
    75
    Các bác cứ down DT 4.03 về cài vào chơi ngon em đang chơi nè khỏi crack j hết.Khỏi cần rút cáp luôn
     
  16. NM

    NM Youtube Master Race

    Tham gia ngày:
    22/6/03
    Bài viết:
    13
    Làm gì có lỗi gì đâu mình dang chơi đây, bạn có up lên v1.05 gì chưa
     
  17. vietnamese84

    vietnamese84 Mr & Ms Pac-Man

    Tham gia ngày:
    8/9/05
    Bài viết:
    227
    Nơi ở:
    Hà Nội
    À, cảm ơn bác, em up lên thì được rồi.

    Mà sao up lên lâu thế nhỉ, chờ cả tiếng đồng hôg. Đúng là hay thiệt , hình đẹp dã man.

    Bây giờ mới thấy ổ DVD giá trị, nếu CD thì phải chuyển thành NTFS.
     
  18. Alexi Laiho

    Alexi Laiho T.E.T.Я.I.S

    Tham gia ngày:
    11/8/05
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    564
    Nơi ở:
    London, UK
    chơi cái nì trên PS 2 mãi rùi nên ra ở PC cũng kô hứng thú lém :p,nhưng mà các bác cho hỏi cái crk đấy có ổn định kô vậy ? Mạng chẳng hỉu sao bây h kô down đc T______T
     
  19. antiteacher87

    antiteacher87 C O N T R A

    Tham gia ngày:
    26/3/04
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    1,973
    Nơi ở:
    Nhà xác
    Tớ đang dùng Crack nè,dùng rất ổn,mà dù chơi trên xbox rồi,,nhưng chơi lại trên PC vẫn có hứng thứ :D
     
  20. rong_hoangkim89

    rong_hoangkim89 Mr & Ms Pac-Man

    Tham gia ngày:
    19/6/04
    Bài viết:
    136
    sao tôi up lên bản 1.05 rồi copy mấy file crack rồi chạy nhưng chẳng thấy cái gì hiện ra cả có cai biết không
     

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