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Thanks to our friends @Roselina ✾ & @myCro ? for backing me to my old team. But boost isn't active right now so I decided keep boosting day by day till weekly or monthly boost is ready! Nick: PlayboyTime: 9:21am (server time)Site: gt.rsProof: Contact method: PaypalDaily/Weekly/Monthly boost? :daily6 points
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Good morning guys i hope all have a nice day ❤️ and bad day for me :'''c4 points
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Born Talent of Dance Ditya 9 Years old and her Own Movie in Kollywood https://www.youtube.com/watch?v=ielNlsacdk82 points
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New Profile picture from @Naser DZ Dertha makhdha fi lkhatr don't be happy and think you're professional ! ( Joke xD )2 points
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Accepted as helper send nick/pw/tag in pm or contact managers @axelxcapo @Dante ღ @Nikhel Nice topic closed.2 points
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Old time when I spanked bad boys HHAHAHAAHAHAHAHAHA ? https://csblackdevil.com/forums/profile/44411-worry/2 points
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【★ TOP ★】 Reyes ( ͡° ͜ʖ ͡°) CLAN CARACAS ( ͡° ͜ʖ ͡°)2 points
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Nick: PlayboyTime: 04:59am (server time)Site: gt.rsProof: Contact method: PaypalDaily/Weekly/Monthly boost? :daily2 points
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Like when you are very close to 3300 COMMUNITY REPUTATION2 points
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Game Informations : Developer: Ubisoft Montreal Publishers: Ubisoft Platforms: Microsoft Windows, Xbox 360, PS3 Initial release date: Dec 2, 2008 Forget what you know about the Prince of Persia series. Let go the Sands of Time. Release your Warrior Within. Ubisoft Montreal has created a new Prince, in a new world, with a new female companion and a very different design philosophy. The longer you hold on to the style of last generation's Prince of Persia, the harder it will be to master the new one. Embrace the change and you're likely to fall in love with the new Prince (or at least his lovely companion). When we meet the new Prince, he hardly seems princely at all. Little more than a smooth-talking thief, the Prince gets lost in a sandstorm while searching for his donkey, Farah. Of course, this is no ordinary sandstorm. This mystical phenomenon transports the Prince to another land, one seemingly made more of myth than reality. It's here where he fatefully runs into Elika, a beautiful barefoot descendant of a clan sworn to guard the prison of the evil god Ahriman. As bad luck would have it, the two meet just in time to witness Ahriman's release from his prison inside the Tree of Life. His escape releases corruption across the four areas of the world. This corruption will spread further unless the Prince and Elika can heal the infected lands. And so begins your adventure. This is a story about love. Not the love between the Prince and Elika, but between you and Elika. She is your constant guide, able to cast a spell at any time to show you the path to your goal. Come across a gap too great for the Prince to leap? Elika can assist with a double-jump move. Want some help in combat? Elika patrols the arena, ready to attack at your command. Miss a ledge and about to fall to your death? No sweat. Elika will always save you. Elika teaches you about corruption and the battle between Ahriman and Ormazd, about the history of the four infected areas and the tragic tales of all four bosses you must battle. She's your greatest asset and far more likeable than the boorish Prince. If Elika were just a little bit more real or I was just a tad more insane, I'd marry her. With Fable II, Peter Molyneux attempted to make us care so greatly for our dog that we would sacrifice everything to protect him. He didn't fully succeed. But Ubisoft Montreal got it right. Elika is so significant to the story and gameplay that I found myself caring far more for her safety than that of my own character, the Prince. And the real genius is that Elika is as easy to control as pressing a single button. That's all it takes. Double jumps, combat moves and magic with Elika are all assigned to one button. Her AI is perfectly designed so that she never takes the lead and never gets in the way. And that's saying something, considering how quickly the Prince moves about the world. In truth, Elika is really just a manifestation of actions we've been performing in games for years. We've all seen a double jump before and heroes who mix in magic with their swordplay. All Ubisoft did was take these very standard gameplay elements and give them a physical form. It's because Elika is such a natural extension of the gameplay that it's easy to care for her. The rest of the Prince's actions are just as simple as commanding Elika. Each is assigned to its own button. There's one for acrobatics, your sword and your gauntlet. These work both while free running about the world and in combat. So when you are battling the Warrior -- a massive creature made of stone -- you instinctively know that if you want to slide between his legs, you're going to use the acrobatic button. Ease of use is a primary focus of the Prince's design. In fact, it's so easy, some may subconsciously overcomplicate things. When you're running about the world, performing acrobatic sequences, it's difficult at first to shake off years of training in action platformers. But Prince is actually simpler (and in many ways better) than previous iterations of the series or other action games. You never need to hold down a button -- there is no pre-loading your jumps. That's because you can jump off a wall at any time. So if you jump to a wall and then hold down jump as you are landing, you aren't preloading the next jump, you're actually going to jump again. To play Prince properly, you need to relax (yes, relax) and feel the cadence of the Prince's movements. You will never furiously tap any button while free running. It's more like: Jump, pause, jump, pause, jump, use Elika, pause, jump. Finding the right rhythm can lead to some spectacular-looking and amazingly fluid sequences. And if you can't get the rhythm, your punishment is having the Prince briefly pause on beams and poles, waiting for you to get it together. When done right, you are treated to some spectacular animations both from the Prince and Elika. It's like playing a Cirque de Soleil video game at times. This system isn't perfect. There are times when you might think you can drop down to a lower area safely, only to fail because there is a specific way the developers want you to reach that spot. And there were more than a few times when I leaped in a direction I hadn't intended (this happens most often when jumping off poles) or overshot a ledge seemingly because I was too effective in my approach. Fortunately, these issues are more the exception than the rule. For the most part, Prince of Persia handles brilliantly and manages to create an excellent sense of fluidity. Combat follows a similar philosophy to acrobatics. This is not a button masher. In fact, button mashing is a sin in the world of Prince of Persia. Instead, combat is a rhythmic chaining of combos. You're not meant to be tensed up and leaned forward during battle. You're supposed to be relaxed, absorbing in the environment, the look of the enemy, and the Prince's incredible animations. There's a fairly deep combo tree in Prince of Persia that can branch off from any of the four buttons (sword, gauntlet, Elika and acrobatics). Discovering how to keep a combo branch from closing allows you to string together a dozen hits for an amazing attack sequence. All combat is one-on-one (or one-on-two if you count Elika) allowing Ubisoft to mani[CENSORED]te the camera freely for a more cinematic experience. And just because you are only battling a single enemy, don't expect combat to be easy. The AI is tough and adapts to your play. Do well and the AI blocks more often and becomes more aggressive. Get your butt handed to you too often and the AI eases up. There's no way to individually manage this (no difficulty setting or other options), but I found the combat most rewarding when the AI was taking it to me. The only trouble with facing the harder AI is that they more readily engage in quick-time-event attacks. These cut-scene attacks stutter the flow of combat when you get three or four in a row. And since each enemy only has three or four types of attacks, it quickly begins to feel repetitive; especially when you consider that you will fight each boss five or six times. I enjoyed the progression of the bosses, how they become more difficult with each battle and how the arenas themselves made each combat feel a little different, but the QTE moments start coming far too often. Getting the flow of combat is more difficult than getting into the acrobatics. It's going to be difficult -- perhaps even impossible -- for some to break their old habits. For those who can't get into POP's flow, the experience may be short-lived. Prince of Persia isn't for everyone. You are either going to love it or just not get it at all. If you can embrace the idea that this is more about an experience than about the traditional "beating the game" mentality, then you are in for something special. If the combat or acrobatics prove a challenge, don't worry. You can't die. At all. Ever. Elika will always save you. If you fall, she'll grab your hand and pull you back to safety, depositing you at the last solid ground you were on. If you're going to get squashed by an enemy, Elika will yank you to safety. This gives the enemy a chance to heal, but it keeps the combat moving. This steals some of the challenge from Prince of Persia, but it also offers some freedom for exploration. You can make leaps of faith in an attempt to get at a Light Seed knowing that failing won't penalize you. I'm okay with removing any serious penalties from a game like Prince. After all, the more you stress about death, the harder it would be to enjoy the scenery. But I do hold issue with some of the other ways Ubisoft has made Prince consumer friendly. When you need to double jump, the color bleeds out of the world. When an enemy is about to counter attack, the block button flashes on screen. There's no way to remove these prompts for those who want to add some challenge. At times, Prince feels a bit like Mister Toad's Wild Ride. Sure, you have your hands on the steering wheel, but you're being guided along. I'm all for making things accessible to a broader audience, but there's no reason Ubisoft couldn't also service the hardcore gamer at the same time. Perhaps the most challenging moments in Prince are when Elika uses her powers. There are four magic abilities to unlock, each tied to magic plates found throughout the world. Two of the powers are almost identical and offer no skill challenge at all. The red plate rebounds you forward -- often to another red plate) and the blue plates have Elika sling the Prince forward. Different animation, same idea. The other two powers do require some skill and are used for some of the longer sequences in Prince of Persia. The dash power sends the Prince running up walls. Though you're on a track, you will need to move left and right to dodge obstacles and corruption traps. It's simple gameplay, but these sequences can be several minutes long and failing means starting back from the beginning. The flight power follows the same principal, only Elika takes the Prince in the air. You must dodge left, right, up and down as you soar through the air. For all its creative juice POP comes up a tad short on the magic elements. Dash and flight are really the same thing, but with one on the ground and the other in the air. And the other powers are identical in every aspect but the animation. I would have liked to see a bit more variety here, especially since the magic plates take a prominent role the deeper you get into the Prince's world. Fans of the POP franchise know that there's a third element to compliment platforming and combat. There are indeed a handful of puzzle elements in Prince of Persia. The majority of these are very minor things -- mostly moving plates to redirect where you can run. There are only two truly Prince-worthy puzzles. One has you changing the flow of a river of corruption so you can reach a new area, the other has you mani[CENSORED]ting some gates to reveal a series of magic plates. It would have been nice to have more puzzles or more ways to alter pathways up walls, but it's nice to at least have something. Certainly puzzles have been downgraded in the new POP, but not completely forgotten. Prince of Persia can best be described as an open-world platformer with boss battles. It's clearly been influenced by Shadow of the Colossus. Within an hour of starting up a game, you'll be able to run from one end of the world to the other, examining the four very different locations. You won't, however, be able to cure every area right off the bat. Each of the four areas is comprised of six sections (or levels) all of which can be explored from the periphery. But to give players a sense of progression, the majority of these sections can only be cured after obtaining a specific magic power for Elika. You do, however, get to choose the order in which you unlock Elika's four powers. And the order in which you heal the various locales has a direct affect on gameplay. Each area has its own boss, whom you will face off against repeatedly as you slowly work to heal every section of the land they protect. And each boss has a unique corruption trap to release into the world. The Warrior creates columns of corruption that shoot out from walls and grab at the Prince; the Concubine releases bat-like creatures that chase after the Prince, forcing him forward. Even after beating a boss, the trap sent into the world remains in all of the other corrupted areas. These traps stack, meaning that in the final levels, you'll be dealing with all four traps layered on top of one another. This dynamically changes the acrobatic challenges in each area. Ascending up the spiraling tower to the top of the Royal Palace when no traps have been released is quite a different experience than doing so with bats chasing you as corruption tremors roll up and down the wall and columns of black goo reach for your heels as you leap to the next ledge. I was a bit skeptical that just tossing in a trap to an area could make it feel different, but it really does. Mind you, even with four traps released in the world, the difficulty of Prince of Persia doesn't dramatically elevate. Because many of the runs from one section of stable ground to the next offer few moments to stop, the traps are often solved by having good timing at the outset. Get off on the right foot and you will almost never have an issue with the subsequent traps on the run. Ubisoft did a great job of giving a sense of urgency with the traps – it always feels like you just barely avoided being nabbed by a column of corruption – but the danger is often an illusion. When moving through corrupted areas, you may feel funneled into a certain direction, repeating similar sequences, but even then there's something fulfilling about making those jumps. After reaching the healing ground, Elika can rid that section of the world of corruption. The corruption is pushed away, replaced by lush grass, dandelions and butterflies. The sickly area you just ran through is now transformed. Walls of corruption that prevented further exploration have evaporated. And this is where Prince of Persia stands out from other games. Often the "healed" areas are pretty boring to travel through. It's often a necessary evil of poor design to backtrack through a completed level. But there's a reason to explore the healed areas of Prince of Persia. After healing a level, 45 Light Seeds appear. These seeds are used to unlock new magic powers for Elika. The majority of these luminous orbs can be gathered just by traveling back through the area. However, those looking to gather all 1001 Light Seeds will have to search every nook and cranny of the world. The payoff for doing so is unlockable skins, which can be used to put the Prince and Elika in different looks. But the bigger reward is seeing the game world. As pretty as the world of Prince might be when covered in corruption, it's absolutely magical when healed. There are moments when I felt like I was running through a watercolor painting. The four areas of Prince are wholly unique in look and each manages to find the perfect balance between fantasy and reality. If you don't take some time out of your quest to stand on a plateau to admire the vista, you're missing out on POP's greatest gift. The visuals aren't superficial. There's a story for every single area you visit. Elika's people abandoned this world long before Ahriman was freed and you can learn more of the history by speaking to Elika. There's a talk button, which you can use anytime you're stopped (or to talk smack to enemies). This adds optional conversations which give you more insight into Elika, the Prince, the bosses you're battling and the lands you're healing. Some of the conversations are seemingly trivial, but showcase the Prince's piss-poor personality (must he always be such a jerk?) and Elika's charm. The Prince is a bit too acerbic for my tastes and some of his lines are groan-worthy. But Elika and the bosses are well-voiced and make up for the Prince's deficiencies. Verdict: In every console generation there are one or two games that, regardless of any flaws, hold tight in my memory even years later. I can still picture scenes from Chrono Trigger on the Super Nintendo System as if I just played it the other day. Despite a flurry of great games released in the past year, I still get the itch from time to time to play Jet Set Radio Future on Xbox. Your beloved games may be different, but I’m certain most long-time gamers have a few titles they treasure – the games they can never trade in. Ubisoft’s relaunch of Prince of Persia may just be such a game for me from this generation. It’s not the best game ever released on PC, PS3 or Xbox 360; it’s not even the best game released this year. And yet Prince of Persia is that rare game that has managed to tap into that part of me that would die defending Chrono Trigger or JSRF. It has its shortcomings, but I already sense that Prince of Persia will be one of the few games from this generation that I carry with me for the next decade. ------------------------------------------------------------------------------ System Requirements Minimum: CPU: Dual core 2.6 GHz Pentium D or AMD Athlon 64 X2 3800+ RAM: 1 GB Windows XP / 2 GB Windows Vista VIDEO CARD: 256 MB DirectX 10.0/9.0c-compliant, Shader Model 3.0-enabled video card (NVIDIA GeForce 6800 / 7 / 8 / 9 / GTX 260-280 series & ATI RADEON X1600 / 1650 - 1950 / HD 2000 - 4000 series) TOTAL VIDEO RAM: 256 MB HARDWARE T&L: Yes PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 DIRECTX VERSION: DirectX 9.0c or 10.0 (included on disc) SOUND CARD: Yes FREE DISK SPACE: 9 GB Recommended: CPU: Intel Core 2 Duo 2.2 GHz or AMD Athlon 64 X2 4400+ or better CPU SPEED: Intel Core 2 Duo 2.2 GHz or AMD Athlon 64 X2 4400+ or better RAM: 1 GB Windows XP / 2 GB Windows Vista VIDEO CARD: 256 MB DirectX 10.0/9.0c-compliant, Shader Model 3.0-enabled video card (NVIDIA GeForce 6800 / 7 / 8 / 9 / GTX 260-280 series & ATI RADEON X1600 / 1650 - 1950 / HD 2000 - 4000 series) TOTAL VIDEO RAM: 256 MB HARDWARE T&L: Yes PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 DIRECTX VERSION: DirectX 9.0c or 10.0 (included on disc) SOUND CARD: Yes FREE DISK SPACE: 9 GB1 point
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Game information Initial release date: August 29, 2018 Genre: Survival game Developers: CREEPY JAR S.A, Forever Entertainment S. A. Platforms: PlayStation 4, Xbox One, Nintendo Switch, Microsoft Windows Publishers: CREEPY JAR S.A, Forever Entertainment S. A. Day 4 in the jungle: I’ve adopted a diary format, as to cleverly convey basic information about the game I’m reviewing in a thematic way. Today, as I neared the summit of moss-slicked ridge on the outskirts of a fuggy mangrove swamp, I encountered what can only be described as a discovery that will shake the very foundations of ornithology. A flock of brilliantly coloured birds, flying in a such a way as to spell out: “Green Hell is a first person survival game set in the Amazon rainforest. You play amnesiac American anthropologist Jake Higgins, as he attempts to brave nature, build shelters, hunt and fight, find his missing wife, and avoid eating so many poisonous mushrooms that he craps himself to death.” Truly, we are but mewling babes in the face of nature’s many undiscovered permutations. Alright, enough of that. So: survival in Green Hell means micromanagement. You’ll be monitoring your vitals with the help of two nicely diegetic UI elements. First, there’s a watch which triples up as a compass and a macronutrient tracker. The tracker has colour-coded quadrants for proteins, carbs, fats, and hydration, all of which are gained in different quantities from scarfing various foods. Let any macro fall too low, and you’ll suffer health penalties. Hydration, naturally, tends to deplete quicker than the other three. Also, the watch is quite swish, I suppose, if you’re the sort of person who owns an Elon Musk body pillow that tracks how many times you scream in your sleep. The second UI menu is a sort of quartered vitruvian man icon where you can inspect both your arms and legs, twisting them around to check for leeches, bites, and other wounds you get for being rubbish at nature. Leeches tend to latch onto you when you walk through water, and slowly drain your sanity meter, an effect I was not aware leeches had, so you’ll need to manually pluck them off. You can restore your sanity by doing opulent, coddled things like eating canned cheese and sleeping on real beds, but if it gets too low, you’ll hear disparaging voices and the screen will go black and white. Nuanced! A snake bite might inject you with fever and slow acting poison which, depending on the difficulty level, will possibly kill you unless treated with a medicinal bandage. Need I also remind you that this, mate, is the jungle, not one your millennial ‘Boots’ shops, so you’ll need to be craft both the bandage and the medicine from the appropriate plants. So, what we’ve got here is a system that simulates the consequences of horrible illness through a tactile UI. Or, if you prefer, ludonarrative dysentery. Not only is it tangible and cogent but, if you’re like me, and get squeamish about the way arm bones move, really uncomfortable. This diegetic UI job extends to your inventory, where you’ll open a backpack that has its own compartments for sticks, weapons, herbs, food, and ropes. It’s just one example of an overall attention to detail that makes performing even the most mundane actions far more enjoyable than they should be. One of the best things about the crafting system is the multiple uses some objects have, and probably the best example of this is the humble (but secretly arrogant ) coconut. Wild coconuts have a green shell you’ll need to hit with something to open. After you’ve cracked it, a world of coco-possibilities await you. You can drink the coconut water, open the coconut, either eat the flesh raw or cook it, use the empty coconut shells as makeshift bowls to collect rainwater or make soup in, or tie a rope around the coconut to make a flask. Many other items are similarly versatile, although crafting recipes often tend to strike a balance between intuitive real-world solutions and slightly obtuse adventure-game logic. I recommend consulting a handy crafting guide. I did, and I’m a better man for it. So, between the variety of illnesses and wounds, the constant hunt for nutrients, and the occasional wild animal or tribesperson attack, there’s about 10 squillion ways to get deaded at any one time. With the genre, I find the tension of survival mechanics can sometimes act as a smokescreen – everything feels exciting and interesting because you’re under threat, but remove these harsh mechanical consequences, and the world often lacks coherence or beauty or any real sense of place. Among Green Hell’s many custom difficulty settings, there’s an option to play with survival mechanics switched off entirely, so you’re free to just explore the jungle and build settlements. To me, this indicates confidence on Creepy Jar’s part that the environment — and in story mode, the, um, story — is worth experiencing on its own terms. It’s actually a well-placed confidence. Green Hell’s Rain Forest is lush, and vibrant, and all the other words people usually use to describe very nice trees. The wildlife, in particular, is a real highlight. It’s always a treat to have the endless green pierced by flashes of brilliant colour from an animal visitor. All ur jungle faves r here. There’s armadillos! (Crunchy on the outside, devious criminal rats on the inside.) Tree frogs! (Colorful and chewy, like slimey skittles.) Tapir! (What? I hardly even know ‘ir!) The law of the jungle goes thusly: If you can see it, and you can hit it with a rock on a stick until it stops moving, you can cook and eat it. You can even make armour from armadillo carapace or gather rainwater in a tortoise shell. Then, when you’ve wiped the last specks of tasty tapir grease from your chin, you can craft a spear from its bones and use it to kill the tapir’s children, just like in that Lion King song, I assume. But then what about the story mode? It took me about fifteen hours on the slightly easier than normal custom difficulty I used. (As John Walker — RPS in peace — pointed out in his preview, the nutrition demands the game makes of you on its default setting are a bit much, but easy mode removes them entirely, which is no fun. Custom is the way to go for a first run, I think.) Story progress is structured to segment areas and objectives as to provide discrete pockets of open, survival gameplay strung together with more linear story sections which can, nonetheless, often be finished in different ways. The environment itself strikes a nice balance between areas that feel handcrafted to guide the player, and areas that may well also be handcrafted but feel wild and unpredictable. You could, if you wanted, ignore the objectives completely and just live in the first camp you build. Me, I like having objectives other than ‘stay alive’ because I already do that every day, and it is, quite frankly, a massive hassle. The plot is presented well. The voice acting is good. There’s some ayahuasca trip cutscenes that are beautiful and dramatic. It’s reminiscent of a smarter, more human, more grounded Far Cry, one written by and for people that have a frame of reference that extends beyond other video games, and also people that aren’t afraid to explicitly condemn their shitty protagonist when necessary. There’s a clear love for flora and fauna and wildlife and anthropology instead of aggressive pud-tugging over different types of assault rifle. What surprised me most was how it manages to transcend the pulp exploitation aesthetic a game called Green Hell might suggest. Mostly. If you’ve seen the Steam trailer, you’ve seen that the game features whooping, bounding, aggressive tribes painted up like skeletons. Reviews editor and Roman Ouija board meddler Nate pointed me in the direction of a 1940’s Vincent Price film of the same name, and a more recent Eli Roth with some superficial similarities. I won’t lie, I went in expecting some bullshit. Half joking, half praying for the possibility of a ‘white phosphorous moment’ that subverted the “poor white rich guy gets lost in the spooky jungle with scary savages” it seemed to be going for. Well, it’s only got one of those, hasn’t it? It’s still a bit silly, and a bit one dimensional, but yes, it does at least flirt with postcolonial theory, about white people sticking their Ray-Bans where they don’t belong. Overall, I think it’s still too focused on ‘what white people think about tribal society’ than ‘what tribal society thinks’, and yes, since the game’s advertising still relies on ‘spooky savages’ they could fairly be accused of having their capybara and eating it. But hey. It’s not an absolute shitshow. As well as the story mode, there’s yer survival mode, and a variety of challenges like ‘build a really snazzy village’ or ‘get your radio back from the tribe’, which let you spend time focusing on things like crafting, building, and combat. Aside from the plot, I’d say most of what held my attention about Green Hell was how dazzlingly beautiful and technically impressive it was, but the more traditional survival elements are all solid enough that I look forward to playing more. So, it turns out that the jungle does indeed got fun, games, and whatever you may need, providing what you need has a very strong stick component. System Requirements : MINIMUM: Requires a 64-bit processor and operating system OS: Windows 7/8/10 64-bit Processor: 3.2 GHz Dual Core Processor Memory: 4 GB RAM Graphics: GeForce GTX 660, Radeon RX 460 or equivalent with 2 GB of video RAM DirectX: Version 11 Storage: 8 GB available space Sound Card: DirectX compatible RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 7/8/10 64-bit Processor: 3.2 GHz Dual Core Processor Memory: 8 GB RAM Graphics: GeForce 970, Radeon RX 580 or equivalent with 4GB of video RAM DirectX: Version 11 Storage: 8 GB available space Sound Card: DirectX compatible1 point
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All are welcome test new zombie escape server https://csblackdevil.com/forums/forum/15735-zombie-escape-ze/1 point
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Waassss goood everybody? hope everybody is doing well,staying home,saying safe sanitizing his hands and being clean Good morning i have to say and ly yall STAY SAAAFE1 point
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Initial release date: February 28, 2020 Platforms: Nintendo Switch, PlayStation 4, Xbox One, Android, Microsoft Windows, Linux, Mac OS, Mac OS Developers: Tequilabyte Studio, SONKA S.A. Publishers: Games Operators, SONKA S.A., Games Operators S.A., PlayWay Who doesn’t want to be an Ewok? Ok, probably a lot of people and I suppose I’d rather be more partial to a Wookie. Still, I’m halfway there and closer to an Ewok in stature and facial hair. The only thing is, how can you overpower your enemies with rocks and sticks? It would help if you had an AT-AT, alternatively, Be-A Walker: Battle for Eldorado. Ok, so it’s not exactly a Star Wars game, but it’s clear that Be-A Walker: Battle for Eldorado has been heavily influenced by the universe as well as a few other sci-fi franchises. Some of the archers bear a striking resemblance to the movie Avatar. Even the full title referring to Eldorado is most likely to be a nod to the Battle of Endor (Ewok planet) than a short-lived soap opera from the BBC. But what’s it all about? Do I get to play in an AT-AT? Sorry, Be-A Walker? Of course, you do. That’s the selling point of the game and as you’d expect, a lot of fun. This is overpowering at its fullest, though you aren’t without weaknesses, so don’t expect this to be a walk in the park. Or forest on a remote planet in an unknown galaxy, quite far away. The animation of the walker is pretty cool, but the controls don’t replicate the fluidity of movement. With the left stick you move, and the right stick is for aiming. Ammo here is unlimited, but each weapon has a cooldown and one of the tricks to stop you from wiping everything out so quickly. While the animation looked good when aiming, to pinpoint these tiny folk on the ground was tricky. You have a line of sight on where you will strike, and though there’s no wobble or floating of the line seen on screen, it’s quite hard to get the people on the ground in your sights. As an analogue controller, you have to move it much slower for accuracy, and when you’re being shot at, there’s a sense of urgency which can’t be performed. In this case, the best way to hit individuals is through splash damage, but this type of weapon can take longer to access. The standard guns are ok, pending you don’t overuse them or you’ll find they’ll cease up. Occasionally the natives will get on top of the cockpit, and as you don’t have any weapons installed, you have to rock the left analogue stick back and forth to shake it off. As cruel as it sounds, it’s quite satisfying to see them splat on the ground, only to follow up with a cheeky stomp on anyone else nearby. When it comes to moving the walker, the controls take a little getting used to. They aren’t complicated as such; you hold the left analogue stick in the direction you want to go and press ZL with each movement. Thankfully there’s an automatic version in Be-A Walker: Battle for Eldorado which you can use by pressing the left joystick as a button. From here, hold the ZL button and each leg movement works in succession. You can switch back with the left stick again if you want to fine-tune any stomping on the foot soldiers below. A lot of the time, however, you can be stationary and pick off the waves of enemies. There is a story here, though. In the beginning, you play a prologue of sorts as your brother. His legacy as a hero is fulfilled as he was able to fend off the enemy for some time until one of their chiefs throws a spear into the cockpit, killing him. Five years later, you take his place in the aim to wipe out the natives and avenge his death to some degree. As well as a health meter, there is a gauge underneath that specifies your oxygen levels. Once these run out, it’s game over. Oxygen is replenished through stations which serve as a checkpoint or are located at the end of a mission. Here you get a briefing of how long it took, enemies killed, damage you received and some rewards in the form of credits that can be used to upgrade your walker. The two main options are to repair your walker or upgrade it with armour, air filters, energy capacity, cooling system and canons, at first, plus some skin customisations. These elements should be self-explanatory, but to summarise, the air filters increase your oxygen so you last longer, energy capacity is the amount you can fire before needing to cool off and then the cooling system speeds up that process. When you start Be-A Walker: Battle for Eldorado, you have a simple cannon, but as the prologue teases, you eventually unlock a decent arsenal such as rockets and homing missiles. If there was only a worthy upgrade to make you a lot faster, but at least you can add a decal to the front of the walker to make it your own. Be-A Walker: Battle for Eldorado is an interesting idea, but does it last as a standalone game? Not so much. The purpose of blasting through shooting lesser enemies is fun, while still having your own handicaps not to make it too easy – energy restrictions, for example. However, it’s mostly moving left and right picking off what you can with your weapons and squashing everything else. After a while it gets a little monotonous and what with the speed of this brute, a little too sluggish. The presentation is good, but this does feel more at home as a mobile game than a console. Granted, a lot of ports on the Switch are from mobile games, and they do work. Here, however, it doesn’t feel like the Switch is used to its potential. Graphics are simple but good. The animation on the walker, in particular, looks very nice and the soundtrack of tribal drums and the 16-bit score, while repetitive, is pretty good. In between missions are a few dialogue sections with your brief and the progression of the story. These character designs look good, and the voice acting is excellent – I wish it were used a little more in the game to break up the monotony of the actual walking. Still, with the added upgrades, it adds a bit more enjoyment to sticking this out and building your behemoth, don’t expect to go changing the world afterwards. System Requirements _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Memory:2 GB Graphics Card:Intel HD 530 CPU:Intel Pentium 4 2.00GHz BE-A Walker File Size:500 MB OS:Windows 7 64bit1 point
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A woman who accuses Democratic White House candidate Joe Biden of sexually assaulting her 27 years ago has called on him to quit the presidential race. In an interview, Tara Reade urged Mr Biden to "please step forward and be held accountable". She added: "You should not be running on character for the president of the United States." Mr Biden, who is set to challenge President Donald Trump in November has denied Ms Reade's accusation. The former vice-president is running against Donald Trump What is the allegation? Ms Reade, now 56, worked as a staff assistant to Mr Biden from 1992-93 when he was a senator for the US state of Delaware. She has said that in 1993 he forced her against a wall and put his hands under her shirt and skirt, penetrating her with a finger, after she delivered him his gym bag. "I remember him saying, first, as he was doing it 'Do you want to go somewhere else?' and then him saying to me, when I pulled away... he said 'Come on man, I heard you liked me,'" Ms Reade told podcast host Katie Halper in March. "That phrase stayed with me." -What’s behind the Biden sexual harassment allegation -Third White House run for 'Middle Class Joe' -Joe Biden, the touchy-feely politician What did Ms Reade say in the new interview? In a clip from the interview released on Thursday, Ms Reade was asked by host Megyn Kelly if she wanted Mr Biden to withdraw from the race. In a clip from the interview released on Thursday, Ms Reade was asked by host Megyn Kelly if she wanted Mr Biden to withdraw from the race. "I wish he would, but he won't, but I wish he would," she said. "That's how I feel emotionally." Ms Reade offered to take a lie detector test about her claim, on condition that Mr Biden do so also. "I will take one if Joe Biden takes one," she said. Ms Reade continued: "His campaign is taking this position that they want all women to be able to speak safely. I have not experienced that." She said that she had received a death threat after Biden supporters accused her without evidence of being a Russian agent. "It's been stunning how - some of his surrogates with the blue checks [verified identities] - you know, his surrogates have been saying really horrible things about me and to me on social media," said Ms Reade. "He hasn't himself, but there is a measure of hypocrisy with the campaign saying it's been safe - it's not been safe. "All of my social media has been hacked, all of my personal information has been dragged through. "Every person that maybe has a gripe against me, maybe an ex-boyfriend or an ex-landlord or whatever it is has been able to have a platform rather than me." How did Biden's campaign respond? Biden campaign communications director Kate Bedingfield said in a statement after the interview aired that Ms Reade's story contained "inconsistencies". "Women must receive the benefit of the doubt," said the statement. "They must be able to come forward and share their stories without fear of retribution or harm - and we all have a responsibility to ensure that. "At the same time, we can never sacrifice the truth. And the truth is that these allegations are false and that the material that has been presented to back them up, under scrutiny, keeps proving their falsity." Mr Biden, who is the Democratic party's presumptive presidential nominee, broke his silence on the matter a week ago, appearing on a morning television show to brand the allegations "false". What other latest developments are there? A court document from 1996 shows Ms Reade's ex-husband describing "a problem she was having at work regarding sexual harassment, in US Senator Joe Biden's office", according to the San Luis Obispo Tribune. The file obtained by the California newspaper appears to be the only document from the time that might describe Ms Reade's allegation. Theodore Dronen, her then-husband, penned the court memo during a divorce battle. Mr Dronen wrote that his wife had told him she "eventually struck a deal with the chief of staff of the Senator's office and left her position," the Tribune reported. "It was obvious that this event had a very traumatic effect on [Reade], and that she is still sensitive and effected [sic] by it today," he continued. Ms Reade's brother, a former neighbour and a former colleaguehave all said they heard her describe the accusation against her boss after the alleged incident. And her mother appears to have called a CNN show about the claim back in 1993. High-powered Manhattan lawyer Douglas Wigdor said in a statement that he is representing Ms Reade. He has represented alleged sexual assault victims of jailed Hollywood producer Harvey Weinstein. Could the allegations hurt Biden? Some Republicans are seizing on the Reade accusation to portray Democrats as hypocrites who only defend women when claims of wrongdoing are aimed at conservatives. Mr Trump himself has faced a barrage of sexual misconduct allegations, which he also denies. He once boasted of grabbing women by the genitals. However, the Democrats have much more strongly championed the #MeToo movement, which backs women who make accusations of sexual assault and calls for their stories to be heard. Women are a core constituency for the party, traditionally giving more votes to Democratic candidates than Republicans. Some liberal women have said they believe Tara Reade but will vote for Mr Biden anyway because they view Mr Trump as much worse. November's presidential election will be the first of the #MeToo era, and Mr Biden has framed it as a "battle for the soul of America".1 point
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Well,you have a nice active in ts3 and in forum too so i will give you a chance to be a member in our project #PRO Keep Working and Good Luck1 point
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I love TEAMSPEAK, I can't live without TS! <22:34:55> "The Ga[M]er.22" dropped (connection lost) <22:34:55> "[Alex_BrT] Alex_BrT" dropped (connection lost) <22:34:55> "#PREDATOR " Do Not Disturb" dropped (connection lost) <22:34:56> "Skipper.122" dropped (connection lost) <22:34:56> "aLy1222" dropped (connection lost) <22:34:56> "zeuS1" dropped (connection lost) <22:34:56> "KiLL3R-™121" dropped (connection lost) <22:34:56> "HaMzA111" dropped (connection lost) <22:34:56> "COX2222" connected to channel ">> RSX.CSBLACKDEVIL.COM << RsX Team" <22:34:56> "#Meh Rez vM !111" dropped (connection lost) <22:34:57> "WilliamKong1" dropped (connection lost) <22:34:57> "Terevierra12" dropped (connection lost) <22:34:57> "ronibb.012211" dropped (connection lost) <22:34:57> "Vevo1" connected to channel "Main Channel [ Don't Idle Here ]" <22:34:57> "Naser DZ1" dropped (connection lost) <22:34:57> "alberblazquez_22" dropped (connection lost) <22:34:58> "Americanu1121" connected to channel "Administrative Room" <22:34:58> "Andr3iiii1122" dropped (connection lost) <22:34:58> "HunT_@3r1.11" dropped (connection lost) <22:34:58> "russ11" dropped (connection lost) <22:34:58> "✘ tayab™ ✘" dropped (connection lost) <22:34:58> "pikindel" dropped (connection lost) <22:34:59> "Sissa11" dropped (connection lost) <22:34:59> "Zeth1221" dropped (connection lost) <22:35:00> "[THUNDER] KansaJ1222" connected to channel "THUNDERZM.CSBLACKDEVIL.COM [ZP 6.2]" <22:35:00> "Zayn.221" connected to channel "VGame Reviewers Room" <22:35:00> "'Nıco1" dropped (connection lost) <22:35:00> "[Qween] Qween [ BRB ]12" dropped (connection lost) <22:35:00> "tomioka2" dropped (connection lost) <22:35:00> "joseliano12222" dropped (connection lost) <22:35:00> "EatThatP7811" dropped (connection lost) <22:35:00> "_Scorpion_1111" dropped (connection lost) <22:35:00> "#XZoro1121" dropped (connection lost) <22:35:01> "`AntiZerO|Lio.messi;P^_^" dropped (connection lost) <22:35:01> "ana :)" dropped (connection lost) <22:35:01> "The GodFather1112" dropped (connection lost) <22:35:01> "LJN iCeTiTan122" dropped (connection lost) <22:35:01> "javierrf15121222" connected to channel "Main Channel [ Don't Idle Here ]" <22:35:02> "Lozano122" dropped (connection lost) <22:35:02> "[# -Sn!PeR-] -Sn!PeR- ?111" dropped (connection lost) <22:35:02> "m@ndy11" dropped (connection lost) <22:35:02> "Nikhel Nice" dropped (connection lost) <22:35:02> "javierrf1512122" dropped (connection lost) <22:35:02> "[THUNDER] KansaJ122" dropped (connection lost) <22:35:05> "pupak" dropped (connection lost)1 point
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Good morning my loves, I hope all have a nice day ❤️1 point
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Restrictions on movement and the enforced closure of retail outlets, including car showrooms, have been in place across Europe since mid-March and had a huge impact on new car sales across the Continent. For example, registrations in the UK were down 97.3% year-on-year in April. Various European countries are beginning to slowly ease restrictions, which could lead to car dealerships opening with social-distancing protocols in place. There's hope that Europe could mirror China, where the lockdown was introduced far earlier and car sales are already returning to pre-pandemic levels. But during a presentation on the BMW Group's latest financial results, Zipse said: "I want to make it quite clear: China is only of limited use as a blueprint for development in other markets. In our most important sales region, Europe, the picture is extremely mixed. "It is clear that automotive demand in countries that have been hard hit by the pandemic, like Spain, Italy and the UK, will probably remain relatively low for the rest of the year." The BMW Group revised its financial outlook in March but has now lowered it again, with Zipse saying the firm expects both sales and profit to be "significantly" lower than in 2019. He added: "It has become apparent that the measures to contain the corona pandemic have lasted longer in many markets. It is therefore clear that delivery volumes in these markets are not going to return to normal within just a few weeks, as was assumed." BMW Group sales were down 20.6% globally in the first three months of 2020, including an 18% decline in Europe. But Zipse noted that sales subsequently fell by 44% globally in April. Despite that 20.6% decline from January to March, the BMW Group's pre-tax profit of €798 million (£686m) was actually up 4.7% on the same period last year, largely due to a one-off charge in 2019 relating to EU antitrust proceedings. Zipse said that the BMW Group remains committed to meeting both the new European Union fleet emission targets and Euro 6d emissions standards, and that it was "strongly opposed to calls for moratoria" that would postpone deadlines in the wake of the coronavirus outbreak. Back to top He revealed that the BMW Group's electrified vehicle sales grew by 14% in the first quarter of 2020 and said "postponing the targets and deadlines would reward those who didn't make adequate preparations". Zipse added that the BMW Group remains committed to investing more than €30 billion (£25bn) in research and development by 2025, including for battery electric and hydrogen fuel cell technology. He added: "It is also clear that the impact of the coronavirus comes on top of the complete transformation of mobility. As a result, it will accelerate the consolidation of our industry."1 point
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Solved!. I agree that the best option was not a slay but keep in mind that you were trying to make a dirty move and nobody forbids you to destroy /lm's but try to use them in a wiser way. T/C1 point
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amx_slap amx_slay amx_gag amx_ungag amx_slap amx_slay amx_gag amx_ungag amx_last amx_addban amx_banip amx_slap amx_slay amx_gag amx_ungag amx_freeze amx_unfreeze amx_showip amx_last amx_addban amx_banip amx_slap amx_slay amx_gag amx_ungag amx_freeze amx_unfreeze amx_showip amx_last amx_addban amx_banip amx_unban amx_votemap amx_slap amx_slay amx_gag amx_ungag amx_freeze amx_unfreeze amx_showip amx_last amx_addban amx_banip amx_unban amx_votemap amx_map amx_destroy amx_kick amx_slap amx_slay amx_gag amx_ungag amx_freeze amx_unfreeze amx_showip amx_last amx_addban amx_banip amx_unban amx_votemap amx_map amx_destroy amx_kick zp_nemesis zp_assassin zp_multi zp_swarm zp_plague zp_armageddon zp_nightmare amx_slap amx_slay amx_gag amx_ungag amx_freeze amx_unfreeze amx_showip amx_last amx_addban amx_banip amx_unban amx_votemap amx_map amx_destroy amx_kick amx_reloadadmins zp_human zp_zombie zp_nemesis zp_assassin zp_respawn zp_multi zp_swarm zp_plague zp_armageddon zp_nightmare zp_jetpack zp_giveap || * All The Full Access * ||1 point