Pc farm games 2010




















Farming Simulator 14 Free. Start your agricultural career in farming simulator 14 on mobile and tablet. Farming Simulator patch Free. Upgrade you Farming Simulator to the newest version.

SimTractor Free to try. Play a motorized farm strategic simulation. Manage your own farm and drive massive machines in an open world. Become a modern farmer in a huge open world. Farming Simulator Free. Farming Simulator is the farm simulator where you can manage your own farm and harvest your crops. Give your Macintosh the appearance of HAL.

But if you are looking to build your own farmer's dynasty completely free, GameTop has what you are looking for. Be it rearing your own dairy farm animal with the usual livestock, to growing diverse crops and vegetables, your very own country escape can be found here. Discover the next Farmville here, and grow your own crop and develop your farming abilities as a player by managing your very own big farm.

Each farming simulation game featured here will let you build your own farm buildings into a fun idle farming empire whil realizing your dream farm. Enjoy your farm story adventure with us as you let your town or village progress. This website uses cookies to ensure you get the best experience on our website.

Press 'Agree' if you agree with the use of cookies for the purposes described in our Cookie Policy. Goodgame Big Farm. Rating 4. Goodgame Empire. Barn Yarn. Totem Tribe 2: Jotun. Legends of Atlantis: Exodus. The Island: Castaway 2. Ice Cream Mania. Farmington Tales 2: Winter Crop. Flying Islands Chronicles. Farm Up Begin with a small enterprise and develop your farm to create your own economic miracle! Fruits Inc. Get the latest games, special offers, and more! Sign Up Today.

Sign in or create an account. Forgot your password? Secure Form Sign in or create an account. Everything is a surprise and a treat, nothing is weird. It is an excellent place to explore, and its guests are in interesting bunch. Some are musicians seeking inspiration or education. Some are making a pilgrimage to pay homage to a great.

Some are leeching from the legacy to bolster their status. Some see it just as a branding opportunity. Some have even come to remember Norwood as a friend and collaborator. Norwood Suite explores the varied and complex relationships people have with music, how it can touch and ruin lives or become just another commodity.

After being lost at sea, the Obra Dinn drifts back to civilisation with not a soul left but plenty of corpses. Wielding a magical pocketwatch, we can see the moments of their death, exploring scenes of tragedy frozen in time.

But who are all these corpses? How did everyone die? Alice Bee: More than one person I have lived with has remarked that I am, in some respects, the stereotype of a little old lady. I sit on the sofa, with a fluffy pink blanket over my legs, drink a lot of tea, and watch episodes of Miss Marple and Hercule Poirot. I have read all the books, and I know the culprits already, so occasionally I'll throw a Midsomer Murders in to spice things up.

What I am saying is, I love a mystery. Specifically, I love the mysteries where you have a chance of figuring out whodunnit yourself: the murderer has been introduced to you, in the pack of suspects, and then shuffled back amongst them. I have, I'm sure, said many times before that Return Of The Obra Dinn is probably the only game where I have felt like I am actually detecting things - figuring them out myself, using logic, and being rewarded for it.

Rewarded with the solution. And that is enough for a good detective. And my god, some of the surprises floored me. Even frozen in time, I felt unsafe. Katharine: I, too, was a fervent shoe enthusiast in my approach to Obra Dinn, but the best thing about it was comparing notes with Matthew.

He never once looked at a shoe during his first playthrough and ended up discovering an entirely different way of figuring out what's effectively the world's most obtuse version of Guess Who? So many possibilities exist in this game, and seeing friends and relatives arrive at the same conclusion via so many different methods made me appreciate its ingenuity even more. A true masterpiece. Video Matthew: I replayed this recently - left it long enough to forget the most vital clues - and was dazzled afresh by its cleverness and the sheer horror of the thing.

That art style, that music, that mystery. But I still did it. Look, ma. Alice0: An open-world RPG set in small city spaces dense with detail where I can thunk punks with a bicycle sounds just grand to me. What makes me so adore Yakuza so much more is the melodramatic tone. It commits fully to both.

Yakuza 0 is a crime melodrama focused on an backalley lot in Tokyo. Who owns this lot? How far does this web of intrigue spread and how high does it go? And why is everyone trying to kill us? With our steely resolve, our strong moral code, our dramatic shouting, and our raw strength, we might just settle the matter. Yakuza 0 is a melodramatic family comedy about a wacky mobster who loves food, has a childlike wonder, is nervous around women, and wants to help every downtrodden person in the world.

Reunite families! Teach children kindness and self-confidence when you join a slot car racing league! Help a kid get back his stolen video game, and teach a valuable lesson in parenting to his dad!

Help a floundering dominatrix believe in herself! Befriend a weird dude who hangs around in his pants yelling about porn! Befriend Michael Jackson! Hire a chicken to be a property manager at your real estate business! Kiryu and Majima are quite different and both absolutely delightful.

What good boys. What excellent thugs. Kiryu slamming thugs with bicycles and boxing blows, Majima whirling around with a baseball bat and breakdancing moves. Never not melodramatic. I forgive its few mastubatory missteps. Its cities are bustling and full of fun diversions that make me digitally live there. Ah, I want to stop writing this now and go hang out with the nice crimeboys again.

In this space RPG, the galaxy is your sandbox. Faction conflicts, business, and personal interests run the simulation, the universe changing around you as you build your crew, ship, reputation, and fortune. What sort of spaceman do you want to be? Sin: Star Traders Colon Frontiers lets you do what you want. You can hire a new crew, kicking out those bounty hunters you trained, and replacing them with diplomats and spies instead.

Star Traders is brimming with hidden people and events. Its encounters are driven by local and regional politics, most of which you can influence if you ferret out the hidden faction contacts who jostle for influence as they make everything move. Your terrifying-but-fair pirate might become a key diplomat in an era-defining trial. Your unassuming spy might double as a merchant, your scavenger pivot to hunting aliens. And who knows, that swordsman you recruited might have potential as a field medic, and become one of your favourite officers after a hasty field promotion.

The work the Trese Brothers put into supporting their game is truly phenomenal too. Creep around, disguise yourself, and learn the many possible ways to kill people as Ian Hitman returns for new targets and opportunities. Graham: A point-and-click adventure where instead of sticking tape to a fence to make a moustache from cat hair, you're putting a bomb in a toilet and poison on a fish to make a man do an explosive poo. Hitman 2 which contains all the levels from 's also excellent Hitman offers a series of elaborate Rube Goldberg devices where you need to work out which domino to place and push to make a person die at the end of the chain.

This turns out to be disturbingly satisfying. All the parts are laid out and waiting for you, but it still tricks you into feeling clever for manipulating them as required. And Hitman 2 contains levels so vast and surprising that I think I'd be happy if IO just followed this template forever, releasing 5 or 6 new murder playgrounds every couple of years.

Monsters have risen from the depths of the Earth to ravage the remains of humanity, and only a timeline-tripping squad of mech pilots can stop them. The second game from the makers of FTL sends us out to mash the monsters in short turn-based tactical battles focused on manipulating enemy movement. Blessed with certainty, we become master manipulators shuffling enemies around the battlefield, nudging attacks onto different targets, and setting up clever chains.

Which is why I absolutely loved Into The Breach, until I realised it was just a series of Pacific-Rim-styled chess puzzles, and quit in a cloud of my own prejudices. It feels like a classic turn-based tactics game. Not just planning; a game about packing for a caravan holiday could be about planning. This is a game about being able to mentally simulate the future interaction of known quantities, and plan a series of actions that takes advantage of all those interactions to achieve your own goals.

About being so clever you can see into the future, essentially. I like my tactics with a side order of chaos and improvisation. I prefer to react, rather than to act. Big robots shoving big insectoid monsters into each other, into skyscrapers, into lakes.

You do this in order to warp those enemy's intended next turn. They're going to shove your mate, so you shove them first so that their shove actually shoves their mate. Take that, shovetoids! Do this successfully enough and you can preempt the enemy's every attempted attack, leaving you with a squad at full health, and a saved city in awe of your genius.

Battles are almost an afterthought in this strategy game which focuses on the finance and intrigue behind army-building. Even the greatest plans can be undone by the flesh, one torn ligament taking down your linchpin soldier. Graham: Football is about stories: long-running rivalries, last-minute comebacks, underdogs rising up and legends on the fall.

That's what makes it more than just an impressive simulation, and that's why people write Football Manager fan fiction. It is an impressive simulation, though.

You can talk about dwarves getting sad that their cat died, but Football Manager isn't far off Dwarf Fortress when it comes to attention to detail. Aside from the 40 or so visible and invisible stats which determine a player's performance on the pitch, there's also a representation of their personality, morale, and more.

You can poke at these things via conversations with players, working to get the best out of your players by amping them up before a big game, or compelling them to sign a new contract by appealing to their ego. Many of these systems are deliberately opaque, which means they're often unrewarding to tinker with, but there's rarely a situation where the game just rolls a die. Even the in-game weather is simulated, so that doing it on a rainy Sunday in Watford is the result of an actual weather front rolling across town, affecting any other games being played nearby.

For me, it's the summer breaks I'm addicted to. I live for finding young players - fictional regens, ideally - and turning them into superstars through training and a gradual introduction to the first team. This is better than levelling characters in any other RPG. Note that we've not picked any particular entry in the series to hold this spot on the list.

Football Manager long ago invented the wheel and has since settled down into a steady routine of adding automatic doozits and more cup-holders. If you're going to play any in the series, it should probably be the most recent - and they remove the old entries from sale so you have no little choice in the matter, anyway. At the end of an era, civilisation has long-since fallen into tragedy and ruin, haunted by remnants of what once was. Still, you get to stab a lot of people.

This fantasy action-RPG has a reputation for being murderously tough mostly because it requires you to pause, think, and learn. Die, respawn, take a deep breath, parry, counter-attack and away you go.

These are indeed all great. Adam and I ruffled some feathers when we semi-cheekily declared or I remember it was chiefly us two agitating for it? I stand by it. Dark Souls very much is a roleplaying game.

It has choices and it has consequences. You can form friendships and alliances. You can save people and you can can betray them. You can find hidden quests and stories. But, wonderfully, very little of this is presented in standard RPG ways. To roleplay, you need to know that you have this choice - and forces driving the plot would very much prefer you did not have ideas of your own.

Perhaps you also like helping other players and always drop a summon sign to be drawn in and fight alongside them, maybe joining a covenant dedicated to helping. Leaving misleading messages for other players is a classic dick move. Maybe you even joined the soulstealing cult deemed so dangerous that a whole city was drowned to stop them, because you wanted to invade and kill other players. And what does it say about someone who joins a group dedicated to fighting invaders?

Between the admittedly few NPC stories, multiplayer interactions, and the covenants, Dark Souls offers a generous and fascinating space for roleplaying. It just requires a wee jolt to your logic to realise this, because it flows backwards to the norm. Rather than decide what sort of character you want to play then make decisions around that, in Dark Souls the game offers no direction then your character is only clear in retrospect or with introspection.

What you do as the player is who your character is, even if the game never notes these decisions in a quest log or morality gauge. You might never realise this. One of us had to succeed eventually. I know on my first go I saw the final boss fall, noticed a button prompt pop up, and instantly smashed it. Are you an agent of light reaching out to help a real person beat a boss you know could have been trouncing them for hours? Or have you come to gleefully stab them in the back?

Dave: I went in to Dark Souls with the optimism and confidence of someone who had never played Demon Souls. This, as you can imagine, did not initially end well for me. But I persevered.

I began to learn the precise timing needed to parry an attack, and got as far as beating the grim half-a-naked-woman-fused-to-a-spider witch Quelaag. Some absolutely classic FromSoftware monster design for you, there. Coming back to the remastered version of Dark Souls years later was like visiting an old friend,and one who'd had a tasteful facelift.

Each fight is like the climactic scene in every action film. A final test of skill based on all your years of training. After making countless games about building and programming machines, Zachtronics took a left turn with a visual novel about the consequences of technology, focused on an AI counselling program named Eliza.

Nobody notices how much the anxious young artist Maya is struggling to like herself. Nobody running the Seattle tech business behind the titular counselling AI has noticed how hopelessly inadequate it is for most clients.

Nobody - not even the player - could possibly have noticed what was happening to the pleasant old woman who never really talks about anything important. Eliza understands that far, far too many people are suffering, alone, mostly because of systems enforced by a few people at the expense of everyone else.

Every twenty minutes, the sun goes supernova and your solar system is annihilated. What will you do with these moments in this sandbox first-person exploration game? Where will you go with your spaceship, and what will you find? A great many wonderful sights and mysteries. Alice Bee: It's amazing what you can find in 20 minutes in such a small universe.

VidBud Matthew pointed out that Outer Wilds is really just another detective game, and he's right. I can't even begin to imagine how the mysteries of Outer Wilds were created. The planets have actual gravity that act upon each other.

There's are messages in a long dead language. There's a planet-sized thorn with weird dimensions. There are so many interlocking things, breadcrumbs trails that you follow across other breadcrumb trails, and so many beautiful little details.

It's like being an archaeologist trapped in a Groundhog Day with a lovely puzzle box. And I knew from the first few moments that it was a world I wanted to get lost in and explore.

What an absolutely incredible game. But fuck those fish. Much like real space, I guess. Nate I played Plunkbat for a good while last year, because a good friend who lived a long way away played a lot of it, and it was our best option for being able to hang out and chat together. This says an awful lot about how much my friend means to me, because I fucken loathe plunkbat. But still, I found the fun in it.

If only my friend had gotten into Apex Legends. It was big and colourful and fun and fast, and I really liked the zipline robot fella. This is a top down beat 'em up where is an ape. It is not in. You have pulled walls from doors, splatted body armoured men into tiny red puddles, picked up their limbs and thrown those limbs at the next armoured man.

You have done this all to a procedural jazz drum soundtrack. You have never felt so alive. I don't think I can think of another game that has such clarity of purpose, and executes that purpose to such singular success.

You ever seen a toddler advancing on a wall, with a crayon in their hand and a determined expression on their face? That is the sense of purpose that Ape Out has. Except in this analogy the toddler is about to execute a bitchin' drum solo.

From that point on, I knew I had to play it myself. Ape Out's intense colours are striking throughout, but it is perhaps at its most stylish at the start of a new level. The titles are modelled after the covers of LPs, and the name of the level splashes on screen in time to yet more cymbal crashes. Great stuff. Graham: A lot of games attempted to follow in Hotline Miami's footsteps by aping a pun, that its neon art and heavy beats.

Only Ape Out has the correct idea, however, by instead lending its ultraviolence a fresh rhythm by pairing it with an entirely different genre of music. Jazz still has the propulsive tempo to drive you forward in your efforts to smash squishy humans into bits, but the feelings it evokes are different.

This is not a grim video nasty. Ape Out is an improvisational jam session with literal body-popping cymbal crashes, and it's a joy. So that's it! The greatest games of the s, officially ranked. And because we know at least one person will say the decade isn't over until the end of no, you are wrong.

The decade started in , which is year one. The decade ends at the end of Each member of staff got the same number of points to distribute amongst the games that came out over the last ten years.

You'll note, though, that this list is in roughly chronological order, and not in order of the points they got. They're all very good games, after all. If we were doing it on points, the winner would be Dota 2, because Matt whacked 10 points into it.

Second on points was Dishonored 2 which Katharine sacrificed 5 of her points for , followed closely by Portal 2 and 80 Days, which were tied for third place. Most games on this list had at least two or three members of staff vote for them, with only a few getting points from just one person.

The game that received votes from the most individual members of staff was 80 Days. We managed, completely by accident, to include six games each from , , , and , so props to both us and this decade for being so consistent!

Once again, your favourite game was 51st, and you are encouraged to make an impassioned speech about it in the comments! The Settlers has finally emerged from development hell, and it's fighting fit. We've been hands on with the upcoming closed beta ahead of its release in March.

In defense of Cyberpunk 's constant phone calls. The Anacrusis is so much more than a sci-fi Left 4 Dead-like. Tickets are on sale now for EGX's return to Birmingham. Frontier's Warhammer: Age Of Sigmar strategy game pushed back to late Riot Games outline five-year strategy, including plans for more TV, movies and music. Museum Of Mechanics: Lockpicking has cracked its way onto Steam. If you click on a link and make a purchase we may receive a small commission. Read our editorial policy. Watch on YouTube.

The Settlers has finally emerged from development hell, and it's fighting fit We've been hands on with the upcoming closed beta ahead of its release in March. Katharine Castle 9 hours ago James Archer 10 hours ago 6. In defense of Cyberpunk 's constant phone calls "Hey V, got a minute? Ed Thorn 10 hours ago 2. The Anacrusis is so much more than a sci-fi Left 4 Dead-like The new co-op shooter from ex-Valve and Riot devs is daft, gooey fun.

Ed Thorn 15 hours ago 3. Graham Smith 3 hours ago 6. Graham Smith 3 hours ago. Riot Games outline five-year strategy, including plans for more TV, movies and music Arcane and beyond. Graham Smith 4 hours ago 4. Graham Smith 6 hours ago 4.



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