PC - Turning Point: Fall of Liberty - LongPlay [Raytracing - 4K:60FPS] "Remastered" ๐Ÿ”ด

PC - Turning Point: Fall of Liberty - LongPlay [Raytracing - 4K:60FPS] "Remastered" ๐Ÿ”ด

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Published on ● Video Link: https://www.youtube.com/watch?v=SzfzTyZjObc



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PC - Turning Point: Fall of Liberty - LongPlay [Raytracing - 4K:60FPS] "Remastered" ๐Ÿ”ด

This game starts so rough it is so bad that you don't even think that this was meant to be good it feels like a prototype pitch however over time the game picks up and becomes a game and not a prototype not a very good one but a game.
I'm amazed with the quality of this game because same developers made, Call of Duty: Finest Hour which was a very good game.

"After finishing the brief and uninspiring campaign, there's little temptation to try the multiplayer mode. If you choose to avoid it, you won't be missing much. The same gameplay woes that plague the campaign are here in the deathmatch and team deathmatch modes, which support a meager eight players. Multiplayer doesn't add a lot to the overall experience, in the same way that the campaign doesn't build upon the overall premise. This theme of missed opportunity is a consistent one throughout Turning Point. What could have been a refreshing twist on the World War II genre instead is a lesson on how not to implement an interesting concept. " - GameSpot

Metacritic - 39%

Timestamps
Intro - 00:00
Act 1 - Chapter 1 - 0:10
Act 1 - Chapter 2 - 8:22
Act 1 - Chapter 3 - 20:38
Act 2 - Chapter 4 - 36:17
Act 2 - Chapter 5 - 53:06
Act 3 - Chapter 6 - 1:00:46
Act 3 - Chapter 7 - 1:27:36
Act 3 - Chapter 8 - 1:43:06
Act 3 - Chapter 9 [Ending] - 2:00:46


I added so much shader changes with reshade and raytacing that that is why i have "Remastered" in the title.
I'm using a shader that was created by Pascal Gilcher that works with reshade, if you want to grab this shader you need to become a part of his patreon community.
https://www.patreon.com/mcflypg/posts

reshade
https://reshade.me/

Why i use RayTracing Global Illumination in the title?
This is the information i base my title on:
"Marty McFly's shader is hooked to informations provided by ReShade (depth buffer). The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing."
https://reshade.me/forum/shader-discussion/5450-guide-to-ray-tracing-with-reshade
If you don't agree with that statement you can discuss it over that page.


๐Ÿค—Follow my work๐Ÿ’•
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My PSN Levan27
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http://www.zvirti.com/
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