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  2. While dyslexia is characterised by learning difficulties, researchers from the University of Cambridge have concluded that people with the disorder are skilled at exploring the unknown. This strength, according to researchers, has helped humans adapt and survive in changing environments. The findings came as researchers carried out a study on behaviour, cognition and the brain. They highlighted that the explorative strength in dyslexic people has an evolution link to it and has contributed to human survival. “We believe that the areas of difficulty experienced by people with dyslexia result from a cognitive trade-off between exploration of new information and exploitation of existing knowledge, with the upside being an explorative bias that could explain enhanced abilities observed in certain realms like discovery, invention and creativity,” explained Dr Helen Taylor, affiliated Scholar at the McDonald Institute for Archaeological Research at the University of Cambridge. She is the lead author of the study published in Frontier in Psychology. According to Taylor, the “deficit-centered” view of dyslexia isn't sufficient and there is a need to change the perspective. “This research proposes a new framework to help us better understand the cognitive strengths of people with dyslexia,” she added. This is the first time a cross-disciplinary approach using evolutionary perspective has been taken into consideration to study dyslexia. She highlighted that the environment offered at academic institutions, schools, and workplaces do not provide explorative learning. Taylor also called for incorporating such way of thinking so that humanity continues to adapt overcomes challenges. The findings are in context of the theory of Complementary Cognition that says that our ancestors evolved to get specialised in different but complementary ways of thinking. This helped humans adapt to changes through collaboration. “Striking the balance between exploring for new opportunities and exploiting the benefits of a particular choice is key to adaptation and survival and underpins many of the decisions we make in our daily lives,” said Taylor. While exploration involves searching for the unknown, exploiting is using what is already available such as refinement and selection. Taylor underlined that an explorative specialisation in dyslexic people could shed light on why they face difficulty in tasks related to exploitation. “It could also explain why people with dyslexia appear to gravitate towards certain professions that require exploration-related abilities, such as arts, architecture, engineering, and entrepreneurship,” she added. link:https://gadgets360.com/science/news/explorative-strength-dyslexic-people-human-survival-study-3104159
  3. Since its announcements at WWDC 2022, users have been wondering how much of an improvement the battery life is on laptops running the new M2 chip - well, it's already impressing testers. Both the MacBook Air and MacBook Pro were refreshed to have the M2 chip, the successor to Apple's Silicon efforts that it announced almost two years ago. The M1 chip and its subsequent spinoffs impressed with its speed, power and battery life, trouncing previous Macs with the Intel chips. However, in our early testing of the M2 MacBook Pro, it came out with battery life that could easily last the working day, coming out with results of over 15 hours of battery life. While this is obviously impressive, I'm not tempted to start saving for an M2 MacBook Pro. Rather, it's the not-even-released M3 Pro chip in a future MacBook Pro that I'll be interested to look into more when the time comes. Apple's chip team has been on a roll since it announced the move from Intel chips to its own silicon. In my own tests when playing games in Parallels Desktop, I've been blown away by how well Metal Gear Solid V and others run at a 1440p resolution. My MacBook Pro has the M1 Pro chip - something that's looking like the halfway point between the M1 and M2. This is mainly due to the extra cores mine has for graphics, compared to the M1, which is most likely why I'm getting great performance from my testing. Yet the battery is still impressing me. I can have at least five apps running, six tabs open in both Chrome and Safari, and the Mac won't reach 10% after seven hours. Inevitably I can see an M2 Pro chip arriving towards the end of 2022 as Apple looks to refresh the MacBook Pro line, with better speeds and an even better battery. We aren't far off from seeing a Mac running for a whole day, with the iPhones getting closer in that regard, and the M2 Pro could make this a reality. But when I upgrade a device of mine, I like to skip a generation or more to make the most of the gains. This is why I went from an iPhone X to an iPhone 13 Pro in 2021. The speed at which Apple is improving upon the M1 chips and beyond is impressive, and while I can only speculate about the M3 Pro, I'd be confident in saying that this would be a substantial upgrade to users who want to game on the Mac. Especially with Metal 3 announced at WWDC, alongside Resident Evil Village and No Mans Sky arriving soon, there's plenty to look forward to. I can see a time when using Parallels Desktop to play Metal Gear Solid V again, could result in a higher framerate at higher graphical settings, as if the game had been ported to macOS. Advertisement Granted, I'm happy with my MacBook Pro 14-inch; it's the best Mac I've owned in the twenty years I've owned an Apple computer. However, we're approaching a point with these chips already where it's not an impossible scenario to imagine playing Metal Gear at its highest settings. And for me, that makes me excited for what my next Mac upgrade could bring when 2024 comes around. link:https://www.techradar.com/news/apples-m2-chip-makes-me-wonder-if-the-battery-in-an-m3-mac-could-last-all-day
  4. Name: @Eminem007 • Time & Date: 28/06/2022 - 07:15:05 • Screenshot:
  5. Azi
  6. Valve just tweeted out some great news for SteamDeck fans, saying it has more than doubled the number of Steam Decks being produced every week. The company also says it just sent out the last batch of Q2 reservation emails and is prepared to start kicking off Q3 reservations on the 30th -- or in three days. If you want to purchase a Steam Deck, now is s good time sign up. With production numbers more than doubling, Steam Deck consoles should be arriving to customers much sooner than before. That said, the expected availability date has not changed and still says "October 2022 or later." But there is a chance this date will change with production ramping up, since the date has remained the same for months. It isn't at all surprising that Valve is heavily increasing production. According to Valve, the Steam Deck has already become Steam's Top Seller since April and outperforms actual games sold on Steam such as Elden Ring which sits at second place. This shows there is huge demand for the Steam Deck, and Valve probably needed to increase production anyways to make sure reservation queue times stay as low as possible.With GPU shortages easing and demand now equalizing, it's possible Valve is able to purchase a higher quantity of Van Gogh SoCs from AMD, the chip that powers the Steam Deck. Steam Deck prices have not changed since launch, starting at $399.99 for the baseline 64GB eMMC model. Stepping up to the mid-range model will cost you $529, but that will get you 256GB of much faster NVMe storage and a Steam Community profile bundle. Finally, the flagship model comes in at $649 featuring a 512GB NVMe drive with an anti-glare etched glass screen (which we found isn't that durable) an exclusive carrying case and an exclusive virtual keyboard theme. Reservations start at $5 for all three models. For in-depth details about the Steam Deck, and its gaming performance, check out our review of Valve's console link:https://www.tomshardware.com/news/valve-more-than-doubles-steam-deck-production
  7. ¤ Your name:SParKLeSS ¤ Name of the administrator who abused:Vengador ¤ Reason for report:Wasnt attacking while he was a zm ¤ Date/Time: now ¤ Proof:https://www.mediafire.com/file/zg0mvzw0a7uue27/not.dem/file even admins kepts saying @attack and players in chat
  8. There's a new geographical feature on the moon thanks to a wayward spent rocket body that slammed into the surface of our lone natural satellite in March. The impact happened on the far side of the moon out of view of any telescopes on Earth or in space at the time. But NASA tasked its Lunar Reconnaissance Orbiter with imaging the crash site, and now those photos have finally arrived. "Surprisingly the crater is actually two craters, an eastern crater (18-meter diameter, about 19.5 yards) superimposed on a western crater (16-meter diameter, about 17.5 yards)," NASA said in a statement on Friday. The impact was predicted ahead of time by veteran amateur astronomer Bill Gray, though he initially mistakenly identified the space junk as a SpaceX rocket. Later he corrected himself, laying out evidence that it was actually a Chinese booster from the 2014 Chang'e 5-T1 lunar mission. Among the evidence he cites is confirmation from a team of researchers at the University of Arizona. However, the Chinese government has said Gray and the others are mistaken. Gray contends China is mixing up its missions. "The object is quite conclusively identified as the Chang'e 5-T1 booster," Gray wrote on his blog after the LRO images were released. NASA's statement on Friday declined to speculate on the origin of the now-obliterated rocket. "Since the origin of the rocket body remains uncertain, the double nature of the crater may indicate its identity," it continues. The space agency says the double crater is odd, noting that none of the impact craters from old Apollo-era rockets left such a mark. "The double crater was unexpected and may indicate that the rocket body had large masses at each end." This would be pretty weird, as most rockets consist of an engine on the bottom and a fuel tank above it that would likely have been empty in this case. A NASA spokesperson told me via email Monday that "this object is not from a NASA mission" and referred me to the aforementioned University of Arizona research, which "has most likely identified the origin of this object." link:https://www.cnet.com/science/space/how-to-watch-nasa-launch-its-next-moon-mission-on-rocket-lab-on-tuesday/
  9. Zahra

    [Disney] Coco

    In Disney•Pixar’s extraordinary adventure, a boy who dreams of becoming a great musician embarks on a journey to uncover the mysteries behind his ancestor’s stories and traditions. link:https://en.disneyme.com/movies/coco
  10. In 2023 " Kimetsu no Yaiba " arrives with its anime season 3 , and after the animation festival that the first two have had, I am sure that this is something that many intend to mark on their calendar. The reality is that Koyoharu Gotouge 's work is the biggest modern bug the manga and anime industry has seen, with nothing even remotely close. At this point, I think it's a good time to try to envision how many seasons the anime might ultimately end up with . As always I am going to do my various calculations , whose results I am going to leave you below: Kimetsu no Yaiba had a total of 23 manga volumes , and it is an officially finished story. Between the first two seasons of the anime (obviously including the movie, which in turn ended up being inserted into season 2), 11 of those 23 available volumes have been covered . With some pretty basic logic, it seems relatively easy to see that covering the entire "Kimetsu no Yaiba" story should take about 4 anime seasons... but I think there's more . The truth is that as the end of Kimetsu no Yaiba approached, Koyoharu Gotouge did nothing but make the story arcs longer and longer . So much so that it is possible to find a division like the following: With 2 seasons , the Kimetsu no Yaiba anime has adapted 7 story arcs, which in number of manga chapters come to 97 . With the seasons left, the anime should deal with 4 story arcs . Less content? Well no, because these bows combine for a total of 108 . Considering that the Blacksmith Village arc was made up of 30 manga chapters and will have its own season, you could easily see how Hashira's training arc (9 chapters) and the Final Battle arc (47 chapters) would overlap. combine for a season divided into 2 parts (which requires at least, there's a lot of meat here), and with the final arc of the manga having its own. In essence, recapitulating everything I've said, to season 3 of "Kimetsu no Yaiba" I would add a long season 4 (+20 episodes) or split into seasons 4 and 5. Also, I would always have an additional season after this, so ultimately I see the anime of "Kimetsu no Yaiba" ending with 5-6 seasons (maybe rather throwing the latter considering the phenomenon in question).Tanjiro Kamado is a cheerful and hardworking boy who lives happily with his family, until one fateful day a demon named Muzan bursts into his life killing his parents and curses his little sister turning her into a demon. After this incident, and in order to avenge his parents and return his sister Nezuko to normal, he decides to become a demon slayer. To do this, he comes to the aid of Sakonji Urokodaki, one of the strongest demon slayers in the world... link:https://areajugones.sport.es/anime/kimetsu-no-yaiba-cuantas-temporadas-tendra-el-anime-al-final/
  11. WASHINGTON (Reuters) -The FBI seized the phone of former U.S. President Donald Trump's election attorney, John Eastman, last week, the lawyer said in a court filing on Monday. Eastman disclosed the search and seizure in a lawsuit he filed in federal court in New Mexico. In the lawsuit, Eastman asked a federal judge to tell the Justice Department to return his property, destroy records it had obtained and block investigators from being allowed to access the phone. The FBI and the Justice Department did not respond to requests for comment on Monday. "On the evening of June 22, 2022, federal agents served a search on movant while movant was exiting a restaurant," the filing said. "Movant's phone — an iPhone Pro 12 — was seized." The filing claimed that Eastman was "forced" to provide biometric data to open the phone. He was not provided a copy of the warrant until after his phone was seized, according to the filing, which also claimed that the FBI agents appeared to be executing the warrant "issued at the behest" of the Justice Department. Eastman in particular has been under intense scrutiny in relation to the probes into the Jan. 6, 2021 attack on the U.S. Capitol by Trump supporters after the former president falsely claimed that he had won the 2020 election. Eastman spoke at the Jan. 6, 2021 rally where Trump gave a fiery speech alleging election fraud and urging supporters to march on the Capitol. Eastman also wrote a memo outlining how, in his view, then-Vice President Mike Pence could thwart formal congressional certification of Trump's re-election loss. Pence ultimately declined to follow Eastman's advice. The House of Representatives Jan. 6 select committee has held five hearings on last year's deadly attack and will hold a sixth one on Tuesday. (Reporting by Kanishka Singh in Washington; Editing by Tim Ahmann; Editing by Sandra Maler) link:https://www.usnews.com/news/top-news/articles/2022-06-27/fbi-seized-phone-of-trumps-election-attorney-john-eastman-cnn
  12. Nick: @Draeno Champion: Renekton Author: LOL TIME Video[Link]:
  13. Without being a big fan of Valorant, it is impossible not to recognize the success of Riot Games' tactical shooter since its arrival. Now, as happens in League of Legends, another of the company's great titles; Sometimes getting into these proposals can be an unpleasant experience because of the comments you can receive from a small group of players. In view of this, it seems that Riot wants to continue looking for ways to eradicate this type of toxic and disruptive behavior. This makes his new method of monitoring Valorant players quite clear. Valorant wants to get undesirable behaviors under control Beginning July 13, Valorant will record and evaluate conversations in voice chat to address toxic behavior. It will only be used in North America and those who speak English, although it is unknown if and when it will reach other territories. Riot Games, through a statement, says that they have updated their privacy notice and term of service to record this new monitoring method. This will be used so that, when a report of misconduct is sent, those responsible review the voice chat in search of that toxic behavior and act. It will also serve to collect evidence on this type of misconduct and thus give more information to penalized players about the reasons for their punishment. However, next month will not be used for conduct reporting yet, this will be done by the end of the year when a beta of this system is available. As of July 13, how this method works will be evaluated and it will be seen if it is effective, in addition to seeing if it is capable of correcting false positives or negatives; before taking it to other games. Without a doubt, it seems that Riot Games wants to start putting an end to those toxic behaviors that cloud the experience of their games so much.
  14. With the next Overwatch 2 beta just around the corner, the team can't wait to welcome Xbox and PlayStation players, and introduce Junker Queen, Rio, and a host of balance changes to the game. Player feedback is the most important part of the beta, drawing our attention to where changes are needed and bringing us ever closer to the release of Overwatch 2. Before the next beta begins, let us I would like to tell you about some of our goals so that you are aware of the things that we will be paying attention to during the tests and so that everyone gets the most out of their experience. technical objectives This beta will be the first time Xbox and PlayStation players get their hands on Overwatch 2, so our intention is to test the game's servers by greatly increasing their capacity. This task will allow us to determine server load and performance as we mass test across platforms for the first time in Overwatch 2. We are keeping an eye out for any bugs or performance issues to polish the game and deliver the best possible experience for our players during the beta with a late year launch in mind. This part of development also involves listening to feedback and using it to improve the quality of our work, so we're excited to see what our players have to say as we put the finishing touches on the October 4 patch. Game design goals and balance Between beta tests, we have made several changes that will affect the upcoming gameplay experience. For example, we've removed the DPS movement speed passive increase and replaced it with a new passive that allows DPS heroes to retain up to 30% ult charge when switching to another hero. We will be closely monitoring the performance of full-featured players, though we will pay particular attention to the performance of support heroes to take into account player feedback before launch. Right now, the team is brainstorming, designing, and testing new abilities for existing support heroes. We'll start with some big changes for Moira in this beta's balance patch. We've also made some changes to Advance mode over the past few weeks. After reviewing player feedback, we have decided to add two minutes to the total time. This change will extend matches from eight minutes to ten, giving both teams a bit more time to push TS-1 to the end. Over the past few weeks, we've seen a lot of player requests for a competitive beta experience. While we continue to focus our work on delivering a completely redesigned competitive experience at launch, we've decided to enable partial competitive rules that will allow teams to play full maps even when players are missing due to disconnects. Constant communication with our players Just like we did in the first beta, we plan to implement balance changes and explain to our players what we're doing and why. Stay tuned for more information on other topics as Overwatch 2 launches on October 4. Thank you for joining us on this adventure and see you in the second beta!
  15. Undertale is a 2015 2D role-playing video game created by American indie developer Toby Fox. The player controls a child who has fallen into the Underground: a large, secluded region under the surface of the Earth, separated by a magical barrier. The player meets various monsters during the journey back to the surface, although some monsters might engage the player in a fight. The combat system involves the player navigating through mini-bullet hell attacks by the opponent. They can opt to pacify or subdue monsters in order to spare them instead of killing them. These choices affect the game, with the dialogue, characters, and story changing based on outcomes. Outside of artwork and character designs by Temmie Chang, Fox developed the entirety of the game by himself, including the script and music. The game took inspiration from several sources, including the Brandish, Mario & Luigi, and Mother role-playing game series, bullet hell shooter series Touhou Project, role-playing game Moon: Remix RPG Adventure, and British comedy show Mr. Bean. Originally, Undertale was meant to be two hours in length and was set to be released in mid-2014. However, development was delayed over the next three years. The game was released for Microsoft Windows and OS X in September 2015. It was also ported to Linux in July 2016, PlayStation 4 and PlayStation Vita in August 2017, the Nintendo Switch in September 2018, and Xbox One in March 2021. The game was acclaimed for its thematic material, intuitive combat system, musical score, originality, story, dialogue, and characters. The game sold over one million copies and was nominated for multiple accolades and awards. Several gaming publications and conventions listed Undertale as game of the year, and others have since listed it as one of the greatest video games. Two chapters of a related game, Deltarune, were released in 2018 and 2021. Gameplay Undertale is a role-playing game that uses a top-down perspective.[3] In the game, the player controls a child and completes objectives in order to progress through the story.[4] Players explore an underground world filled with towns and caves, and are required to solve numerous puzzles on their journey.[4][5] The underground world is the home of monsters, many of whom challenge the player in combat;[5] players decide whether to kill, flee, or befriend them.[4][6] Choices made by the player radically affect the plot and general progression of the game, with the player's morality acting as the cornerstone for the game's development. When players encounter enemies in either scripted events or random encounters, they enter a battle mode. During battles, players control a small heart which represents their soul, and must avoid attacks unleashed by the opposing monster similar to a bullet hell shooter.[4][5] As the game progresses, new elements are introduced, such as colored obstacles, and boss battles which change the way players control the heart.[7] Players may choose to attack the enemy, which involves timed button presses. Killing enemies will cause the player to earn EXP (in turn increasing their LOVE) and gold.[8] They can use the ACT option to check an enemy's attacking and defending attributes as well as perform various other actions, which vary depending on the enemy.[4] If the player uses the right actions to respond to the enemy, or attacks them until they have low HP (but still alive) they can choose to spare them and end the fight without killing them.[9] For some boss encounters to be completed peacefully, the player is required to survive until the character they are facing has finished their dialogue. The game features multiple story branches and endings depending on whether players choose to kill or spare their enemies; and as such, it is possible to clear the game without killing a single enemy.[10] Monsters will talk to the player during the battle, and the game will tell the players what the monster's feelings and actions are.[11] Enemy attacks change based on how players interact with them: should players choose non-violent options, enemy attacks are easy, whereas they become difficult if players choose violent options.[5][11] The game relies on a number of metafictional elements in both its gameplay and story.[12] When players participate in a boss battle on a second playthrough, the dialogue will be altered depending on actions in previous playthroughs. Plot Undertale is set in the Underground, a realm where monsters were banished after war broke out with humans, in the year 201X. The Underground is sealed from the surface by a magic barrier with a singular gap at Mount Ebott.[14] A human child falls into the Underground from Mount Ebott and encounters Flowey, a sentient flower who teaches the player the game's mechanics and encourages them to raise their "LV", or "LOVE", by gaining "EXP" through killing monsters.[d] When Flowey attempts to kill the human, the human is rescued by Toriel, a motherly goat-like monster, who teaches the human how to survive conflict in the Underground without killing. She intends to adopt the human, wanting to protect them from Asgore, the king of the Underground. The human eventually leaves Toriel to search for Asgore's castle, which contains the barrier to the surface world. They encounter several monsters, such as the skeletons Sans and Papyrus, two brothers who act as sentries for the Snowdin forest; Undyne, the head of the royal guard; Alphys, the kingdom's royal scientist; and Mettaton, a robotic television host Alphys created. Most of the monsters are fought, with the human choosing whether to kill them or to spare and possibly befriend the monster. During their travels, the human learns that many years ago, Asriel, the son of Asgore and Toriel, befriended the first child who fell into the Underground, who Asgore and Toriel eventually adopted. When the child abruptly died, Asriel returned the body to the surface. The humans living there attacked and killed Asriel, causing Asgore to declare war. In the present day, Asgore has already collected six human souls, of which he needs one more to break the magic barrier. The game's ending depends on how the player handles encounters with monsters.[16][10][e] If the player is on their first playthrough without killing (or killed some but not all monsters) the human arrives at Asgore's castle and learns that a monster's soul is also needed to cross the barrier, forcing them to fight Asgore. Sans stops the human before their confrontation, revealing that the human's "LOVE" is an acronym for "level of violence" and "EXP" for "execution points". Sans judges the human based on their accumulated "LOVE" and "EXP". The human then fights Asgore, but Flowey interrupts, killing Asgore and stealing the human souls. With the aid of the rebellious souls, the human defeats Flowey, falls unconscious, and awakens on the human side of the barrier. They receive a phone call from Sans, detailing the state of the Underground after the human's departure. This ending is known colloquially among fans as the "Neutral" ending. If the player kills no monsters after completing a "Neutral" ending, they can complete the "Pacifist" route.[18][16] Flowey is revealed to be a reincarnation of Asriel accidentally created by Alphys's experiments. During the fight with Asgore, Toriel interrupts the battle and is joined by the other monsters the human befriended. Flowey ambushes the group, absorbing the souls of all the humans and monsters in order to take an older Asriel's form. The human connects with their friends during the ensuing fight, eventually defeating him. Asriel reverts to his child form, destroys the magic barrier, and expresses remorse to the human before leaving. The human falls unconscious and is awoken to see their friends surrounding them, with the knowledge of the human's name: Frisk. The monsters reintegrate with the humans on the surface, while Frisk has the option of accepting Toriel as their adoptive mother. A third ending known as the "No Mercy" or "Genocide" ending ensues if the player kills all the monsters.[13][18] When Frisk reaches Asgore's castle, Sans attempts and fails to stop Frisk. Flowey kills Asgore in an attempt to obtain mercy, but he is killed by Frisk. Chara, the first fallen child, then appears and destroys the universe. To enable further replays of the game, Frisk must give their soul to Chara to restore the universe, which will permanently alter all subsequent Pacifist routes. Development Undertale was developed by Toby Fox across 32 months.[19] Development was financed through a crowdfunding campaign on the website Kickstarter. The campaign was launched on June 25, 2013 with a goal of US$5,000; it ended on July 25, 2013, with US$51,124 raised by 2,398 people.[20] Undertale's creation ensued after Fox created a battle system using the game creation system GameMaker: Studio.[21] He wanted to develop a role-playing game that was different from the traditional design, which he often found "boring to play".[22] He set out to develop a game with "interesting characters", and that "utilizes the medium as a storytelling device ... instead of having the story and gameplay abstractions be completely separate".[22] Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.[19] Fox had little experience with game development; he and his three brothers often used RPG Maker 2000 to make role-playing games, though few were ever completed. Fox also worked on several EarthBound ROM hacks while in high school.[22] Temmie Chang worked as the main artist for the game, providing most of the sprites and concept art.[23][24] Fox has said that the game's art style would likely remain the same if he had access to a larger team of artists. He found that "there's a psychological thread that says audiences become more attached to characters drawn simply rather than in detail", particularly benefiting from the use of visual gags within the art.[25] Game design The defensive segment within the battle system was inspired by the Mario & Luigi series, as well as bullet hell shooters such as the Touhou Project series.[26] When working on the battle system, Fox set out to create a mechanic that he would personally enjoy.[27] He wanted Undertale to have a battle system equally engaging as Super Mario RPG (1996) and Mario & Luigi: Superstar Saga (2003). Fox did not want grinding to be necessary at any point in the game, instead leaving it optional to players. He also did not wish to introduce fetch quests, as they involve backtracking, which he dislikes.[19] In terms of the game's difficulty, Fox ensured that it was easy and enjoyable. He asked some friends who are inexperienced with bullet hell shooters to test the game, and found that they were able to complete it. He felt that the game's difficulty is optimal, particularly considering the complications involved in adding another difficulty setting.[28] The game's dialogue system was inspired by Shin Megami Tensei (1992),[26] particularly the gameplay mechanic whereby players can talk to monsters to avoid conflict. Fox intended to expand upon this mechanic, as failing to negotiate resulted in a requirement to fight. "I want to create a system that satisfied my urge for talking to monsters," he said.[5] When he began developing this mechanic, the concept of completing the game without killing any enemies "just evolved naturally".[29] However, he never considered removing the option to fight throughout development.[29] When questioned on the difficulty of playing the game without killing, Fox responded that it is "the crux of one of the major themes of this game", asking players to think about it themselves.[29] Despite not having played it, Fox was inspired by the concepts of Moon: Remix RPG Adventure (1997), which involved the player repairing the damage of the "Hero" and increasing their "Love Level" by helping people instead of hurting them.[30] Writing According to Fox, the "idea of being trapped in an underground world" was inspired by the video game Brandish.[24] Fox was partly influenced by the silliness of internet culture, as well as comedy shows like Mr. Bean.[19] He was also inspired by the unsettling atmosphere of EarthBound.[19] Fox's desire to "subvert concepts that go unquestioned in many games" further influenced Undertale's development.[29] Fox found that the writing became easier after establishing a character's voice and mood. He also felt that creating the world was a natural process, as it expressed the stories of those within it.[25] Fox felt the importance to make the game's monsters "feel like an individual".[26] He cited the Final Fantasy series as the opposite; "all monsters in RPGs like Final Fantasy are the same ... there's no meaning to that".[26] The character of Toriel, who is one of the first to appear in the game, was created as a parody of tutorial characters. Fox strongly disliked the use of the companion character Fi in The Legend of Zelda: Skyward Sword, in which the answers to puzzles were often revealed early. Fox also felt that role-playing video games generally lack mother characters; in the Pokémon series, as well as Mother and EarthBound, Fox felt that the mothers are used as "symbols rather than characters".[22] In response, Fox intended for Toriel's character to be "a mom that hopefully acts like a mom", and "genuinely cares" about players' actions.[22] Papyrus and Sans are named after the typeface fonts, Papyrus and Comic Sans, and their in-game dialogue is displayed accordingly in their respective eponymous fonts.[31] Both characters are listed in the game's credits as being inspired by J.N. Wiedle, author of Helvetica, a webcomic series about a skeleton named after the font of the same name. Papyrus in particular was conceived as a sketch in Fox's notebook; he was originally a mean spirited character named "Times New Roman" who wears a fedora.[32] Music Main article: Undertale Soundtrack "Hopes and Dreams" (0:18) 0:19 "Hopes and Dreams", a song from one of the game's final boss fights, was praised for reintroducing many of the game's previous themes in a different style.[33][34] Problems playing this file? See media help. The game's soundtrack was entirely composed by Fox with FL Studio.[35] A self-taught musician, he composed most of the tracks with little iteration; the game's main theme, "Undertale", was the only song to undergo multiple iterations in development. The soundtrack was inspired by music from Super NES role-playing games,[19] such as EarthBound,[36] bullet hell series Touhou Project,[37] as well as the webcomic Homestuck, for which Fox provided some of the music.[19] Fox also stated that he tries to be inspired by all music he listens to,[27] particularly those in video games.[36] According to Fox, over 90% of the songs were composed specifically for the game.[21] "Megalovania", the song used during the boss battle with Sans, had previously been used within Homestuck and in one of Fox's EarthBound ROM hacks.[34][38] For each section of the game, Fox composed the music prior to programming, as it helped "decide how the scene should go".[21] He initially tried using a music tracker to compose the soundtrack, but found it difficult to use. He ultimately decided to play segments of the music separately, and connect them on a track.[36] To celebrate the first anniversary of the game, Fox released five unused musical works on his blog in 2016.[39] Four of the game's songs were released as official downloadable content for the Steam version of Taito's Groove Coaster.[38] Undertale's soundtrack has been well received by critics as part of the success of the game, in particular for its use of various leitmotifs for the various characters used throughout various tracks.[40][41] In particular, "Hopes and Dreams", the boss theme when fighting Asriel in the run-through where the player avoids killing any monster, brings back most of the main character themes, and is "a perfect way to cap off your journey", according to USgamer's Nadia Oxford.[34] Oxford notes this track in particular demonstrates Fox's ability at "turning old songs into completely new experiences", used throughout the game's soundtrack.[34] Tyler Hicks of GameSpot compared the music to "bit-based melodies".[42] The Undertale soundtrack had frequently been covered by various styles and groups. As part of the fifth anniversary of the game, Fox streamed footage with permission of a 2019 concert of the Undertale songs performed by Music Engine, an orchestra group in Japan, with support of Fangamer and 8–4. Release The game was released on September 15, 2015, for Microsoft Windows and OS X,[44] and on July 17, 2016, for Linux.[45] Fox expressed interest in releasing Undertale on other platforms, but was initially unable to port it to Nintendo platforms without reprogramming the game due to the engine's lack of support for these platforms.[19] A patch was released in January 2016, fixing bugs and altering the appearance of blue attacks to help colorblind players see them better.[46] Sony Interactive Entertainment announced during E3 2017 that Undertale would get a release for the PlayStation 4 and PlayStation Vita, a Japanese localization, and a retail version published by Fangamer. These versions were released on August 15, 2017.[47][48][49] A Nintendo Switch version was revealed during a March 2018 Nintendo Direct, though no release date was given at the time;[50][51] Undertale's release on Switch highlighted a deal made between Nintendo and YoYo Games to allow users of GameMaker Studio 2 to directly export their games to the Switch.[52] The Switch version was released on September 15, 2018, in Japan,[53] and on September 18, 2018, worldwide.[54] All the console ports were developed and published by Japanese localizer 8-4 in all regions.[1][2] The Xbox One version was released on March 16, 2021. As with the PlayStation 4 and Switch versions, the Xbox One version features unique content specific to that platform.[55] Other Undertale media and merchandise have been released, including toy figurines and plush toys based on characters from the game.[56] The game's official soundtrack, Undertale Soundtrack, was released by video game music label Materia Collective in 2015, simultaneously with the game's release.[57] Additionally, two official Undertale cover albums have been released: the 2015 metal/electronic album Determination by RichaadEB and Ace Waters,[58][59] and the 2016 jazz album Live at Grillby's by Carlos Eiene, better known as insaneintherainmusic.[60] Another album of jazz duets based on Undertale's songs, Prescription for Sleep, was performed and released in 2016 by saxophonist Norihiko Hibino and pianist Ayaki Sato.[61] A 2xLP vinyl edition of the Undertale soundtrack, produced by iam8bit, was also released in the same year.[62] Two official UNDERTALE Piano Collections sheet music books and digital albums, arranged by David Peacock and performed by Augustine Mayuga Gonzales, were released in 2017 and 2018[63][64] by Materia Collective. A Mii Fighter costume based on Sans was made available for download in the crossover title Super Smash Bros. Ultimate in September 2019, marking the character's official debut as a 3D model. This costume also adds a new arrangement of "Megalovania" by Fox as a music track.[65] Super Smash Bros. director Masahiro Sakurai noted that Sans was a po[CENSORED]r request to appear in the game.[66] Music from Undertale was also added to Taiko no Tatsujin: Drum 'n' Fun! as downloadable content.[67] Deltarune Main article: Deltarune After previously teasing something Undertale-related a day earlier, Fox released the first chapter of Deltarune on October 31, 2018, for Windows and macOS for free.[68] Deltarune is "not the world of Undertale", according to Fox, though characters and settings may bring some of Undertale's world to mind,[69] and is "intended for people who have completed Undertale";[70] the name Deltarune is an anagram of Undertale.[71] Fox stated that this release is the first part of a new project, considering it a "survey program" to determine the project's future direction.[71] Fox clarified that Deltarune will be a larger project than Undertale, stating it took him a few years to create the game's first chapter, much longer than it took him to complete the Undertale demo. Chapter 2 of Deltarune was released on September 17, 2021, after Fox acquired a team to help him with further development.[72][73] Once all chapters are complete, the game will be released as one whole package; Fox stated that he does not have an anticipated timetable for completion.[71][69] Deltarune is planned to have only one ending, regardless of what choices the player makes in the game.[69] Reception Reception Aggregate score Aggregator Score Metacritic (PC) 92/100[74] (PS4) 92/100[75] (NS) 93/100[76] Review scores Publication Score Destructoid 10/10[4][77] Game Informer 9.5/10[79] GameSpot 9/10[42] Giant Bomb [78] IGN 10/10[17] PC Gamer (US) 91/100[80] USgamer [81] Undertale received critical acclaim, and was quickly considered a cult video game by numerous publications.[82][83] Review aggregator Metacritic calculated an average score of 92 out of 100, based on 43 reviews.[74] Metacritic ranks the game the third-highest rated Windows game released in 2015,[74] and among the top 50 of all time.[84] Praise was particularly directed at the game's writing, unique characters, and combat system. GameSpot's Tyler Hicks declared it "one of the most progressive and innovative RPGs to come in a long time",[42] and IGN's Kallie Plagge called it "a masterfully crafted experience".[17] By the end of 2015, in a preliminary report by Steam Spy, Undertale was one of the best-selling games on Steam, with 530,343 copies sold.[85] By early February 2016, the game surpassed one million sales,[86] and by July 2018, the game had an estimated total of three and a half million players on Steam.[87] Japanese digital PlayStation 4 and PlayStation Vita sales surpassed 100,000 copies sold by February 2018.[88] Daniel Tack of Game Informer called the game's combat system "incredibly nuanced", commenting on the uniqueness of each enemy encounter.[79] Giant Bomb's Austin Walker praised the complexity of the combat, commenting that it is "unconventional, clever, and occasionally really difficult".[78] Ben "Yahtzee" Croshaw of The Escapist commended the game's ability to blend turn-based and live combat elements.[89] IGN's Plagge praised the ability to avoid combat, opting for friendly conversations instead.[17] Jesse Singal of The Boston Globe found the game's ability to make the player empathize with the monsters during combat if they opted for non-violent actions was "indicative of the broader, fundamental sweetness at the core" of Undertale.[90] Reviewers praised the game's writing and narrative, with IGN's Plagge calling it "excellent".[17] The Escapist's Croshaw considered Undertale the best-written game of 2015, writing that it "is on the one hand hilarious... and is also, by the end, rather heartfelt".[89] Destructoid's Ben Davis praised the game's characters and use of comedy, and compared its tone, characters, and storytelling to Cave Story (2004).[4] PC Gamer's Richard Cobbett provided similar comments, writing that "even its weaker moments... just about work".[80] The game's visuals received mixed reactions. Giant Bomb's Walker called it "simple, but communicative".[78] IGN's Plagge wrote that the game "isn't always pretty" and "often ugly", but felt that the music and animations compensate.[17] The Escapist's Croshaw remarked that "it wobbles between basic and functional to just plain bad".[89] Other reviewers liked the graphics: Daniel Tack of Game Informer felt that the visuals appropriately match the characters and settings,[79] while Richard Cobbett of PC Gamer commended the ability of the visuals to convey emotion
  16. Dracula never truly dies. Fiction invariably finds a way to revive Bram Stoker’s iconic vampire, whether it’s for comedy, horror, or a certain long-running video game staple. Konami’s Castlevania is the most elaborate treatment of Dracula that this industry has to offer, and the series has revisited the count and his monstrous forces many times over the years. Just as Dracula is resurrected time and time again, Castlevania has reinvented itself in ways engrossing, surprising, and occasionally downright embarrassing. This is the history of Konami’s Castlevania franchise. Nintendo found itself successful on two fronts in 1987. In Japan, the Famicom had enjoyed years of profit and was well into its second generation of software. Its American incarnation, the esteemed Nintendo Entertainment System, had only just started in the West. Its early catalog was a hodgepodge of older titles and groundbreaking new ones, a place where simple arcade exports like Elevator Action and Mighty Bomb Jack mingled with more complex adventures like The Legend of Zelda and Rygar. First-round NES owners looked to these lengthier, detailed offerings, and there weren’t many to go around. Any elaborate action game could do well with only a good idea at its heart. Castlevania had that. It bore the title of Akumajo Dracula, or Demon Castle Dracula, when it first appeared in Japan on the Famicom Disk System, but a name change took place when it came to North America and the cartridge-based NES. The new moniker perhaps better reflected the broad scope of the game. Dracula was indeed the gloating overlord of the castle, but there were many more dangers to face as the whip-wielding hero Simon Belmont stalked the manor. He would take on gorgons, the grim reaper, mummies, a giant bat, and a twosome of Frankenstein’s monster and Igor. Castlevania offered a cinematic buffet of monsters and action scenes, from the title screen’s film-strip borders to a clockwork tower and crumbling castle possibly inspired by Hayao Miyazaki’s The Castle of Cagliostro. Even the credits jokingly list “Christopher Bee” and “Belo Lugosi.” Such aw-shucks imitation was the usual fare for the game industry, where Metroid and Contra openly mined the Aliens legacy and Nintendo fended off a lawsuit over Donkey Kong’s resemblance to a certain movie ape. Most importantly, Castlevania brought all of its 17th-century gothic trappings to life with an impact that NES owners found nowhere else. Gloomy backdrops and some imposing creatures (particularly Dracula’s final form) stood out among competing NES games, little secrets hid in castle walls, and the soundtrack crept along with stirring anthems and eerie introductions. This wasn’t the first case of a video game drawing in familiar monsters - Capcom’s Ghosts ‘N Goblins did the same a year before - but Castlevania packaged that allure in an action title right when the NES needed just such a game. It was a horror flick to balance out the science fiction and fantasy of the console’s other hits. Castlevania faltered a bit in its controls. Compared to the acrobatics of Metroid and Rygar’s protagonists, Simon Belmont is a sluggard. Yet his slow pace and fixed-arc jumps may have helped in a strange way. Castlevania’s side-scrolling levels were precise, risky challenges, and Simon’s limited mobility forced even more caution on the player, constantly reminding them how outmatched a mere human was against sine wave Medusa Heads and regenerating skeletons. It was just enough to convince young players that dying was their fault, and not the game’s. Less than a decade later, Resident Evil would pull much the same trick with its own limited controls. Konami’s subsequent Castlevanias would overshadow the original, leaving it dated even by the end of the NES life cycle. Yet every ingredient for the success of future games was found here.
  17. nick on server: Ops ! are you admin: YES map: zm_ice_attack3 DISCLAIMER: link for SS : https://imgur.com/a/qIwlCd4
  18. A new Apex Legends leak has revealed that players will soon be able to get different amounts of Apex Coins and with a minimum amount that would go below 1000 coins. Like many other multiplayer titles, Respawn Entertainment is always trying to keep the game fresh by introducing cosmetic content and purchasable items within Apex Legends. To get a new legend, a skin or an aspect package we must throw our wallet at the screen and buy Apex coins. These come in packs of 1,000, 2,000, 4,000, 6,000, and 10,000. However, cosmetic prices have changed over time, and the community has been asking for smaller or custom quantities for several seasons. Now, a rumor indicates that the prayers might have been answered because we might get different amounts of Apex Coins in the future. Apex Legends would allow smaller amounts of Apex Coins As leaker KralRindo teaches us along with other data miners, we will have a new package of 500 coins in the Apex Legends store. The smaller amount has yet to be revealed, but its icon did appear in the store. Instead of having four packages as we are used to now we will have five. “Added in the latest patch. All 500 Apex Coins are coming to the store soon,” the data miner tweeted. However, there is still no concrete date for when we could have it in the game. Part of the community has speculated that the long-awaited switch to coins could come as part of the annual summer sales. That is to say, we could have it sometime in July, just as Respawn introduces a large number of new items to Apex Legends. At the moment there has been talk of July 5, but for now the developer has not spoken about the subject or given more details
  19. Resident Evil 2 is a 1998 survival horror video game developed and published by Capcom for the PlayStation. The player controls Leon S. Kennedy and Claire Redfield, who must escape Raccoon City after its citizens are transformed into zombies by a biological weapon two months after the events of the original Resident Evil. The gameplay focuses on exploration, puzzles, and combat; the main difference from its predecessor are the branching paths, with each player character having unique storylines, partners and obstacles. Resident Evil 2 was produced by Resident Evil director Shinji Mikami, directed by Hideki Kamiya, and developed by a team of approximately 50 across 21 months. The initial version, commonly referred to as Resident Evil 1.5, differs drastically; it was canceled at approximately two thirds completion because Mikami decided it was inadequate. The final design introduced a more cinematic presentation. Resident Evil 2 received acclaim for its atmosphere, setting, graphics, audio, scenarios, overall gameplay, and its improvements over the original game, but with some criticism towards its controls, voice acting, and certain gameplay elements. It is widely listed among the best video games ever made. It is the best-selling Resident Evil game for a single platform at more than 6 million copies sold across all platforms. It was ported to Windows, Nintendo 64, Dreamcast, and GameCube, and a modified 2.5D version was released for the Game.com handheld. The story of Resident Evil 2 was retold and built upon in several later games, and has been adapted into a variety of licensed works. It was followed by Resident Evil 3: Nemesis in 1999. A remake was released for PlayStation 4, Xbox One, and Windows in 2019. Gameplay A survival horror game, Resident Evil 2 features the same basic gameplay mechanics as its predecessor, Resident Evil. The player explores a fictional city while solving puzzles and fighting monsters.[2] The game's two protagonists may be equipped with firearms, but limited ammunition adds a tactical element to weapon use.[2][3] On the status screen, the player can check the condition of the protagonists, use medicine to heal their wounds, and assign weapons.[4][5] The characters' current health can also be determined by their posture and movement speed. For example, a character will hold their stomach in pain if wounded, and will limp slowly if on the verge of death.[2][6] The protagonists may carry a limited number of items, and must store others in boxes placed throughout the game world, where they may later be retrieved.[2][7] Each protagonist is joined by a support partner during the course of the story. These characters accompany the player in certain scenes, and occasionally become playable.[1][8] Certain rooms contain typewriters that the player may use to save the game. However, each save expends one of a limited number of ink ribbons, which the player must collect in the game world.[9][10] The graphics of Resident Evil 2 are composed of real-time generated – and thus movable – polygonal character and item models, superimposed over pre-rendered backgrounds that are viewed from fixed camera angles.[2][11] The game uses tank controls, meaning that pressing up moves the character forward, down reverses, and left and right rotates, independently of the camera perspective.[12] The main addition over the preceding game is the "Zapping System",[13] by which each of the two playable characters are confronted with different puzzles and storylines in their respective scenarios.[2] After finishing the "A" scenario with one protagonist, a "B" scenario, in which the events are depicted from the other character's perspective, is unlocked.[2][14] The player may start the "A" scenario with either of the two protagonists, resulting in a total of four different scenarios.[15] Actions taken during the first playthrough affect the second. For example, the availability of certain items may be altered.[2][c] After each game, the player receives a ranking based on the total time taken to complete the scenario, and on the number of saves and special healing items used.[17] Depending on the player's accomplishments, bonus weapons and costumes may be unlocked as a reward.[14] The original version of Resident Evil 2 contains two stand-alone minigames: "The 4th Survivor" and "The To-fu Survivor". In both of these minigames, the player must reach the goal while fighting every enemy along the way with only the default item loadout.[18] All later versions (except the Nintendo 64 version) add a third minigame, "Extreme Battle", which consists of four playable characters and three stages Plot On September 29, 1998, two months after the events of the first Resident Evil,[20] most citizens of the Midwestern American mountain community Raccoon City have been transformed into zombies by the T-virus, a biological weapon secretly developed by the pharmaceutical company Umbrella.[21][22] Leon S. Kennedy, a police officer on his first day of duty, meets Claire Redfield, a college student looking for her brother Chris. After being separated, they each make their way to the Raccoon Police Department.[21] They discover that most of the police force have been killed,[23] and that Chris has left town to investigate Umbrella's headquarters in Europe.[24] They split up to look for survivors and find a way out of the city.[25][26] While searching for an escape route, Claire meets a little girl, Sherry Birkin, who is on the run from an unknown creature, and Leon encounters Ada Wong, who claims to be looking for her boyfriend John, an Umbrella researcher from Chicago.[25][27] Raccoon City police chief Brian Irons had been bribed by Umbrella to hide evidence of the company's experiments in the outskirts of the city. He concealed their development of the new G-virus, an agent capable of mutating a human into the ultimate bioweapon.[25][28] Leon has multiple encounters with a Tyrant, a monster air-dropped into the Raccoon Police Department by Umbrella to seek the G-virus. Irons tries to murder Claire but is killed by a G-virus mutant in the police department. Claire and Sherry escape through the sewers and become separated. After splitting up with Leon, Ada finds Sherry and picks up a golden pendant the girl loses while running away. Further into the sewers, Ada reluctantly teams up with Leon again, after he insists on his duty to protect her. They encounter a middle-aged woman who fires at Ada, but Leon jumps between them and takes a bullet himself. Ada ignores the unconscious Leon and follows the woman, who reveals herself to be Sherry's mother Annette and the wife of William Birkin, the Umbrella scientist who created the G-virus. In an attempt to protect his life's work from special agents sent by the Umbrella headquarters, he injected himself with the virus, which turned him into the malformed creature and is now chasing Sherry because of her genetic make-up.[25] Annette recognizes her daughter's pendant and attempts to take it from Ada. A fight ensues, during which Annette is thrown over a railing.[29] Ada learns that the golden locket contains a sample of the G-virus, and later – taken over by her emotions – returns to Leon, tending to his bullet wound.[21][25] Meanwhile, Claire is reunited with Sherry and discovers that William has implanted his daughter with an embryo to produce offspring. Leon, Ada, Claire, and Sherry advance through an abandoned factory connected to Umbrella's secret underground research facility. An attack by William leaves Ada heavily wounded, and Leon explores the laboratory to find something to treat her wounds.[25] He is interrupted by a psychotic Annette, who explains to him that Ada's relationship with John was only a means of getting information about Umbrella because Ada is a spy sent to steal the G-virus for an unknown organization.[25][30] Just as Annette is about to shoot Leon, the Tyrant appears, and she is forced to retreat. Ada returns to save Leon and battles the Tyrant – which falls into a pit of molten metal – seemingly at the cost of her own life. She confesses her love to Leon, who leaves behind her motionless body, however, Ada survives. Meanwhile, Annette tries to escape with another sample of the G-virus but is fatally wounded by her mutated husband. However, before she dies, she tells Claire how to create a vaccine that will stop the mutations caused by the embryo within Sherry. After preparing the cure, Leon and Claire reunite at an emergency escape train and inject Sherry with the vaccine, which saves her life. En route, Leon is assisted in terminating the now-mutated Super Tyrant by Ada who escapes with the G-virus in the pendant.[25][31] William—now mutated into an agglomeration of flesh and teeth—follows Leon and Claire, but is destroyed when the train self-destructs.[25] After escaping from the city with Sherry, Leon intends to take down Umbrella, while Claire continues to search for Chris.[25][32] HUNK, one of the surviving special agents sent by Umbrella, completes his G-virus retrieval mission Development Development of Resident Evil 2 began one month after the completion of its predecessor in early 1996.[33] Resident Evil 2 was developed by a group of about 45 people that later became part of Capcom Production Studio 4.[34][35] Director Hideki Kamiya led the team, which was composed of newer Capcom employees and over half of the staff from the original Resident Evil.[33][34][36] In the initial stages of development, producer Shinji Mikami often had creative disagreements with Kamiya, and tried to influence the team with his own direction. He eventually withdrew into an overseeing role as producer, and only demanded to be shown the latest build once monthly.[37] Resident Evil 1.5 The first footage of Resident Evil 2 was shown at the V Jump Festival '96 in July.[38] This build, later dubbed Resident Evil 1.5 by Mikami, differed drastically from the final version.[34][36] Its plot followed the same basic outline and features a zombie outbreak in Raccoon City two months after the events of the first game. However, Umbrella had already been closed as a consequence of its illegal experiments.[39] The development team sought to retain the degree of fear from the original game, and introduced two characters without experience of terrifying situations: Leon S. Kennedy, largely identical to his persona in the final build, and Elza Walker, a college student and motorcycle racer vacationing in Raccoon City, her hometown.[36][39][40][41] Unlike the final version, the character paths did not cross, and each character had two support partners instead of one.[40] Leon received help from fellow police officer Marvin Branagh and researcher Linda – an early version of Ada – while Elza was aided by Sherry Birkin and John, who appears in Resident Evil 2 as gun shop owner Robert Kendo.[40][42] Mikami also revealed in 1996 that the sequel would have new monsters, and the number of onscreen enemies would be increased to "around seven or more" to produce "the sensation of terror as the monsters swarm around the character".[43] Real-world examples influenced character designs by artists Isao Ohishi and Ryoji Shimogama. For example, Ohishi based Leon on his bloodhound, and Annette Birkin on actress Jodie Foster.[42] The police department was smaller with a more modern and realistic design.[39][40] There were more encounters with surviving policemen, such as a superior officer of Leon named Roy.[40][42] Enemy models used far fewer polygons,[34] allowing many zombies to appear on the screen.[34][36] The game employed dynamic music, and altered pre-rendered backgrounds in response to gameplay events.[39] The playable characters could use equipment such as protective clothes to enhance their defense and enable them to carry more items.[44][45] The character models were altered by costume changes and by damage received from enemies.[44] Believing the game's assets were good individually, but not yet satisfactory as a whole, Mikami expected that everything would coalesce in the three months leading up to the projected May 1997 release date.[41][37] However, Resident Evil 1.5 was soon scrapped at 60–80 percent completion.[33][34][40][46] Mikami later explained that the game would not have reached the desired quality on time, and that the gameplay and locations were dull
  20. A logo will identify the cheapest products that are part of an initiative of the Government and the Association of Producers of Fats and Oils. Vegetable oil is currently the product with the highest incidence in inflation in Ecuador and has displaced gasoline, which has been on the list of products with an increase for ten months. Edible oils with the label that identifies them as "po[CENSORED]r oil" and that will cost 20% less will begin to be distributed this week in stores nationwide. The Government and the Association of Producers of Fats and Oils (Aprograsec) held talks to achieve the production of low-cost but high-quality oil. This union announced that its associated companies will have a label with the name "po[CENSORED]r oil" on some of their products, which will be marketed at up to 20% cheaper than the current price. Foods such as vegetable oil, milk and bread had a greater impact on inflation in May, which stood at 0.56% "Sensitive to the increase in prices, with this initiative the companies in the sector seek to meet the needs of people with fewer economic resources and support the Government in its objective of finding solutions for the benefit of Ecuadorians," it is indicated in a statement. It is also detailed that the distribution of these products will begin this week in neighborhood stores nationwide, and the consumer will be able to identify it through a logo on the packaging that is a red circle with the image of a hand holding a basket. No further information is given about prices or the companies or brands that participate. One day before the demonstrations called by the Confederation of Indigenous Nationalities (Conaie) began in the country, the Ministry of Agriculture announced that a project was underway to produce a po[CENSORED]r oil through a public-private partnership and that they held conversations with La Fabril. The price of oil is one of those that has risen the most in recent months due to the escalation of raw materials in the world, the war between Russia and Ukraine -the main producer of sunflower oil in the world-, and locally due to the fall in the production. Five loaves of bread for one dollar and oil 83% more expensive. Why do prices continue to rise in Ecuador? At the global level, oil prices have skyrocketed, and some countries have even restricted their exports to stabilize supplies and limit consumer purchases of this product. A liter of sunflower oil in Ecuador reaches $5.99 and it is not the only one that continues to rise. Canola has risen two dollars in the last year, in May 2021 it cost $2.39 and in May 2022 its price reached $4.39 in supermarkets. Vegetable oil is currently the product with the highest incidence in inflation and last month it ousted gasoline, which has been on the list of products with an increase for ten months. In addition to the international price and food crisis, the country is also experiencing a key particularity, as it has been steadily losing palm production due to the onslaught of bud rot (palm plague) since 2018. Ecuador has lost between 110,000 and 120,000 hectares productive, and most of the loss is in the province of Esmeraldas, according to data from the National Federation of the Palm Oil Productive Chain (Propalma). This union ensures that the country has gone from producing more than 604,000 tons of crude palm oil in 2017 to producing 380,000 tons. (ME) Link: https://www.eluniverso.com/noticias/economia/precios-ecuador-aceite-po[CENSORED]r-tiendas-desde-esta-semana-a-un-precio-20-menor-nota/
  21. Drought, desperation and tourism combine to create a contested scenario in Morocco. Some farmers in Morocco have been putting goats up trees for years to attract tourists. ESSAOUIRA, MOROCCO. It's a challenging Friday morning for Jaouad Benaddi. He has been trying to get his goats to climb an argan tree and settle on its twisted, thorny branches. None of the 12 is cooperating. Eager to help, Benaddi's 13-year-old son, Khalid, grabs a bag of grain and climbs up the tree. One of the goats babbled and began to follow him. Khalid climbs higher among the widely spaced branches holding a bag of grain to encourage her to join him. He pauses for the goat to catch up and eat for a moment, then grabs her neck to pull her to him. She resists and jumps out of the tree. The boy and the goat repeat the process three times, until Khalid places her on a small wooden platform, where she readjusts her balance and stops moving. Perseverance is needed for the rest of the goats to be fulfilled. Some must be maneuvered like cargo on their platforms. In the end, a dozen goats stood unsteadily still, displayed like living ornaments in the canopy of the argan tree. The climbing goats of Morocco have been in the news in recent years. Often described as a unique natural phenomenon in the North African country, its climbing is somewhat instinctive: the goats are attracted by the fruits of the argan trees and, agile as they are, climb to reach the pulpy treats. Animal welfare advocates and environmentalists say that keeping goats in argan trees for hours is bad for the animals and bad for the trees. Mauro Belloni, an Italian student who stopped by the Benaddi tree, looks bewildered as he watches the scene. "It's amazing," he says. "I thought the goats were fake when I saw their photos. But they are real, they are posing." Morocco is experiencing its worst drought in decades, making it increasingly difficult for farmers to grow crops in this western Marrakech-Safi region. In the early 2000s, some began climbing goats up trees to get tips from tourists. The source of income was obtained when the COVID-19 pandemic began. But after the restrictions ended, the goat display business resumed, and with it, criticism from animal welfare advocates like Liz Cabrera Holtz, director of the Wildlife Campaign for World Animal Protection, a global nonprofit organization. for-profit organization based in the UK. "The animals are being mani[CENSORED]ted and exploited," he denounces. "They don't move freely. They don't have access to food, water, or even shade. Being forced to stay in trees for hours is not normal behavior." "Flying Goats" Goats perched in Morocco's trees are "trained to make like a show," explains Marrakech-based tour guide Mohamed Elaamrani. “They can climb trees and even mountains, and they're really good at it. Some of my guests refer to them as flying goats. They want to see them because there is nothing like it anywhere else in the world.” Nine different herds, including Benaddi's, can be seen gracing the trees along the 100-kilometre road from ancient Marrakesh to Essaouira, a bright and windy city on the Atlantic coast po[CENSORED]r with tourists. The goats are usually on their feet from late morning to mid-afternoon, when traffic is heaviest between the two cities. Goats can also be seen in the trees further south near Agadir in the Souss-Massa region. "They are like mushrooms, they are everywhere," says Elaamrani. The Benaddi argan is the second to come out of Marrakech. Expect that when drivers stop, they leave a generous tip. "Some pay 10 dirhams (approximately one dollar)," he says. Some even give 10 dollars. "It's not like selling potatoes: there is no fixed price." Benaddi relates that money is crucial for the care of his wife, his five children and his animals: two sheep and a donkey, as well as goats. The man reviews that he started putting goats on the tree in 2019 after his wheat crop failed. Back then, on a good day, at least 10 vehicles would pull up and take a house for around $20. Then, during the lockdown, all but one of his 13 goats arose from starvation. Since February, when Morocco reopened, Benaddi has acquired a new herd: the dozen animals he and Khalid climbed into the tree that Friday morning. But now, hopefully, three cars just watched. It takes up to six months to train the goats, explains Benaddi. “They are very intelligent, they are like people. The only thing they can't do is talk," he adds with a smile. “But some of them are very stubborn. They like to roam." The training involves luring the goats to the tree with the argan fruit and grain and pushing them into place with a stick. Baby goats are often tied to tree trunks so that tourists can easily pick them up and take photos with them. Mustapha Elaboubi, another herder on the road from Marrakech to Essaouira, says he doesn't bother training his goats. He and his helpers simply lift the animals up the tree. “They try to jump at first, so we keep picking them up and putting them back down,” Elaboubi details. "Eventually, they learn there's no point in trying." Do goats ever hurt themselves? Elaamrani says that customers who ask to visit the tree-climbing goats find that the experience often falls short of their expectations. “Some people felt uncomfortable. They worry and ask how the goats get in and out of the trees. They want to know if they ever get hurt." Adnan El Aji, a veterinarian from Essaouira, replies that the goats are resilient and can cope with stressors such as heat and water scarcity. But making them stand in trees for hours in Morocco's summers (when temperatures can soar to over 40 degrees) can lead to heat stress and dehydration. This can cause animals to fall from trees and be injured. Thus, he tells of the time a tourist brought a goat that had fallen and needed treatment for a broken leg. "The tourist paid for it," he recalls. Back at Benaddi's argan tree, when it's time for his goats to come home, 11 go down easy. Khalid climbs up to coax the straggler (a female), while his older brother Abdelmajid throws small stones at her, then uses a stick to stir the branch she is standing on. The goat staggers and crashes to the ground, a fall of about 3.6 meters. After a few tries, she struggles to her feet, and as the others walk toward her pen, she hangs back, limping. Although Morocco is a member of the World Organization for Animal Health, the body responsible for evaluating the health and welfare of animals internationally, the country lacks strict animal protection laws, says Cabrera Holtz. In 2021, when the nonprofit World Animal Protection ranked 50 countries based on their animal-related laws and political commitments, Morocco was one of only seven to receive a failing grade. The organization assesses animal welfare according to five themes: nutrition (access to food and water), environment (comfort), health (freedom from pain and injury), behavior (freedom to express natural habits), and mental status (psychological well-being). ). Goats forced to climb trees for the pleasure of tourists were mistreated in all five, Cabrera Holtz points out. "Although the activity may seem benign, it is animal cruelty," he says. Tourists, he adds, “essentially got photos of living things. What is happening here is not natural. It's coercive, and any time you introduce an element of coercion, it's not relevant whether their bodies can stand on trees." Asma Kamili, head of the Animal Health Division of the World Organization for Animal Health in Morocco, says she is not aware that goats in the Essaouira region climb trees to earn money from tourism. He says that climbing trees is "a natural behavior" for animals and is good for argan trees because if the goats eat the fruits and disperse the seeds in their feces, that increases the number of trees. José Fedriani, an ecologist at the Desertification Research Center (an institute in Spain dedicated to studying environmental degradation in drylands) agrees that seed dispersal is a good thing. But he warns that goats don't just eat fruit; they are devouring leaves and seedlings. Argan trees take 7 to 15 years to reach maturity and produce fruit, so putting several goats in an area where they can destroy seedlings, especially drought, actually prevents the trees from rejuvenating. Using goats as aerial visual appeal is good "for attracting tourists," adds Fedriani, "but it's not good for trees at all." About half a mile from the Benaddi argan tree, Miloud Banaaddi – who has also had to give up farming and is training her eight new goats to perch on her almond tree – rejects any idea that what she is doing is cruel. "The goats are only in the trees for three or four hours at a time," he acknowledges. "Imagine if they had them inside the house": they would be locked up and starve. "Where would the money come from to feed them? There is nothing else to do. There is no work. There are no other solutions. This is the "There has to be a system" Drought conditions in Morocco are expected to intensify by mid-century, according to the country's Ministry of Agriculture. "This should all be green by now, but you can see it's completely dry," says Benaddi, pointing to the landscape surrounding the argan tree. "I would rather not spend money on feeding the goats: they have food everywhere." The man explains that he had no interest in using his goats as roadside attractions until it became too dry to grow wheat. “I am doing a job, the goats are doing a job,” he says. “The money we earn is used to buy food for all of us, my family and the goats.” Daniel Bergin, associate director of Globescan, a sustainability consulting firm, has studied animal welfare in Morocco and sympathizes with Benaddi and other farmers like him. "Obviously, you can't take away someone's livelihood," he clarifies, referring to calls by animal welfare advocates to shut down the tree-goat business. “There has to be a system in place. The government needs to work with the people.” Take the bear dance in India, mentions Bergin. In the old days, the cubs were poached in the wild and disturbed to dance in the streets for tourists. In 2012, the Indian government condemned the practice as cruel and made it possible for bear owners to take jobs at animal sanctuaries. "At least it engaged the people who would have been left without livelihoods and helped them continue to work while improving the lives of the animals," says Bergin. Elaamrani, whose livelihood depends on the tour groups she runs, says she would rather see the goats roaming free and climbing for fruit whenever they want. But after two years of pandemic lockdown, he says he can't afford the luxury of turning his clients away. “They are paying to see something. But I try to explain the situation in an honest way. It is not a question of black and white. It's hard on the goats, but it's also hard on the people who care for them." Benaddi says that in an ideal world, the land would once again be fertile. He would go back to farming and take care of his family and goats without having to stand by the side of the road every day waiting for people to stop and tip him. “We hope for the best. But only God knows the future." Link: https://www.nationalgeographicla.com/animales/2022/06/cabras-trepadoras-de-arboles-instinto-supervivencia-o-crueldad-animal
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