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Showing content with the highest reputation on 05/09/2020 in Posts

  1. Do you want to be a VIP member of NEWLIFEZM and ZMOLDSCHOOL? Benefits: VIP tag in TAB VIP Skin Special Knife 4 Maximum JUMPS(regular players have 2) 300 Armor[] against infection(regular players have 0) 300 Health[] against zombies or falling damage(regular players have 100) Double Damage[] (in one minute you can do as VIP 16.000 damage(or more) when a regular player can do 8.000) More to come as we are looking you will get free upgrades when we will receive new benefits! [This is the community plugin which has been purchased for our servers] Prices & periods: Small package: [Armor + Health + Maximum Jumps + Double Damage] - 5 Euros - per Month Big package: [Armor + Health + Maximum Jumps + Double Damage + VIP tag in TAB + VIP Skin + VIP on both servers] - 7 Euro Month Small Sackage 1 Month - 5 Euros 2 Months - 7 Euros 3 Months - 10 Euros Big Package 1 Month - 7 Euros 2 Months - 10 Euros 3 Months - 15 Euros PayPal : Click on this link to donate: https://www.paypal.me/csblackdevil OR: Iban:RO80 RZBR 0000 0600 2070 4088 OR: PAYSAFECARD in RON(romanian currency) or GIFT CARDs in Euros
    8 points
  2. Nick: Whoo!Time: 16:04 (server time)Site: gt.rsProof: Contact method: SMSDaily/Weekly/Monthly boost? :daily
    4 points
  3. Rejected! 0 Activity!! Improve it and come back after 1 week! T/C Topic Closed!
    3 points
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  6. 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? :daily
    2 points
  7. Game information Initial release date: January 23, 2015 Engine: Unity Genre: Survival game Platforms: PlayStation 4, Xbox One, Microsoft Windows, Macintosh operating systems, Linux Developers: Beam Team Games, Fun Labs, Beam Team IP Pty. Ltd. Publishers: Beam Team Games, Beam Team IP Pty. Ltd. Whenever a new survival crafting game pops up, I have the same thought: aren't we tired of these yet? The mix of scrounging, crafting, cooking, eating, hunting, being hunted, and dying? Breaking trees into logs and logs into sticks and sticks into tools while managing health and hunger and thirst and exploring a procedurally generated world... haven't we done that? Like, a lot? Stranded Deep was released on Steam Early Access on Friday, January 23rd, and at the time I played it, it was sitting at number three on the Steam Top Sellers list. Clearly, many of us aren't tired of survival crafting games yet, or maybe we're just all hoping to find one that's doing things a little differently. This one certainly doesn't start differently. Just like The Forest, Stranded Deep begins with a plane crash. Unlike The Forest, the island you wind up stranded on is tiny and not inhabited by naked cannibals, though sharks—the naked cannibals of the deep—patrol the waters offshore. Once you've paddled to land, you begin gathering sticks and stones to make axes and hammers, chop down trees for firewood and shelter, and search for foods such as potato plants, fish (hunted with a spear), and crabs. There's no HUD: to see your stats you can glance at your wristwatch which shows your health, hunger, and thirst. Crafting isn't done in an inventory pane but on the ground in front of you, similar to another Early Access game, TUG. Drop stuff into a pile and an icon notifies you if something can be crafted. This method is a bit more realistic than a crafting window, I suppose, but it comes at the cost of convenience, and coupled with the lengthier act of going through your inventory and manually dropping items on the ground just to find out if you can make something, I'm not sure it's entirely worth it. The procedurally generated islands of Stranded Deep are small and nondescript. There are shipwrecks as well, sometimes beneath the waves, sometimes right on the island, usually with a few lockers and crates to search. Once I found a highly useful machete, another time I came away with a flare gun. I found part of an engine and an empty jerry can, hinting that there may be ways build more complex watercraft. Cooking is tricky in that you need to physically hold your food in the campfire for a certain period of time, and after doing it a dozen times I still don't know how long that is. I let the sizzling sounds recycle and replay several times and 'crab' never became 'cooked crab.' I ate several; sometimes I got sick, sometimes I didn't. Consuming three fish was fine, but a fourth made me vomit and break out in a rash. As usual, much more emphasis is put on food than water, which always feels backwards to me. In reality, lack of water will kill you long before lack of food will, and like most games of this sort, the food meter in Stranded Deep is the priority because it depletes so quickly. The biggest problems come with traveling to new islands. In all my games, I had to leave my starter island soon after arriving due to lack of usable materials, specifically stones. Since stones are used for so many different things like axes, hammers, spears, and firepits (which allow you to leave something cooking in the fire rather than holding it there), I found myself constantly in need of more. There were very few to be found, and there's currently no way to bash boulders into stones, so you can't make your own. So, I paddled my raft towards the nearest island, which doesn't really work the way it should. The map is broken into small zones (a visible white line drawn through the water is hard to miss) and entering a new zone seems to re-render everything. The nearby island I was headed for suddenly appeared much further away, and two more islands suddenly appeared that seemed just as distant. As I drew closer and paddled through more zones, other islands abruptly appeared in other directions, even behind me. By the time I reached the island I was headed for, I couldn't even tell which island I'd left. This feels like a big problem. If the open world lacks consistency, establishing a home base and finding it again later is going to be annoyingly difficult. With such a tiny inventory (eight slots that can only hold stacks of four) you're often forced to leave some gear behind at your base while venturing out. Another problem with travel is related to the raft itself. After my third island, the raft became stuck in the water and would only spin in circles when I paddled, and even dragging it to a new spot wouldn't get it to move when I started paddling. I eventually climbed off and built a raft out of logs, but when paddling it into a new zone it abruptly vanished, leaving me to swim the rest of the way. This happened again after leaving the next island on yet another crafted raft, only this time it happened in the middle of the night and I was plopped into the water next to a great white shark that chewed me to bits. Most of my deaths came as the results of bugs. You will automatically climb trees if you walk near them, meaning that while rushing around I often found myself climbing halfway up a tree trunk without intending to, leading to a couple of nasty falls at low health. Climbing into a shipwreck on one island, I dropped through a hatch into the hull and couldn't climb back out, forcing me to abandon what had been a fruitful start. I expect bugs like this in an alpha, and I expect they'll eventually be fixed. This is just a warning to potential early adopters that there are many. Despite all the bugs and the annoyances of ocean travel, it's still an attractive world to inhabit for a few hours and I'd be interested in returning once the major issues have been addressed. In games like this I tend to initially enjoy the busywork of gathering resources and building shelters, but if there's not much more added soon I can see it getting old in a hurry. At this early stage I can't really see anything that sets Stranded Deep apart from other survival crafting games, except that you won't be attacked by cannibals, animals, or monsters while trying to build your shack. I'm not sure that's enough, though, and I hope it finds a few more ways to stand out System Requirements MINIMUM: OS: Windows Vista or higher Processor: 1.8GHz Intel dual-core and above Memory: 4 GB RAM Graphics: Intel HD5500 and later. Minimum 512MB VRAM. Pixel Shader 3.0 support. Deferred lighting support (most 2005 and later cards support deferred lighting) DirectX: Version 9.0c Storage: 1 GB available space RECOMMENDED: OS: Windows 7 or higher Memory: 4 GB RAM Graphics: NVIDIA GTX600 or ATI HD7000 series with 2GB VRAM DirectX: Version 9.0c Storage: 1 GB available space
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  9. Game Informations : Developer: Immergity LLC Publishers: Immergity LLC Platforms: PV Initial release date: 25 apr, 2020 These days, you likely associate the MechWarriror franchise with its most recent entry, the free-to-play, MechWarrior Online. Long before the series went in the multiplayer direction, however, it was a single-player experience. The last solo entry in the franchise was 2002’s MechWarrior 4: Mercenaries, an expansion to the original game released two years prior. Fourteen years on and MechWarrior 5: Mercenaries has been announced, not as an expansion but an original game. MechWarrior Online developer Piranha Games Inc announced the title this week along with a pretty vague 2018 release window. An internal team separate to the Online team is working on it. Though it wasn’t a part of the official reveal, it sounds like VR support could be included in the final release. Speaking to a fan on Twitter, Piranha Games President Russ Bullock confirmed that the game was “designed” to support VR. Neither Bullock nor Piranha Games itself has responded to a request for clarification on if Mercenaries will definitely support headsets, though it would be strange to design a game for VR and then not integrate it, wouldn’t it? Adding fuel to the fire, Lead Programmer Brian Windover noted that “native VR support” played a role in selecting Epic Games’ Unreal Engine 4 as the development tool for the project on a blog on Epic’s site. UE4 is indeed highly compatible with VR headsets like the Oculus Rift and HTC Vive. According to an official website, MechWarrior 5 is set in 3015 where different states fight in deep space. Players take control of a BattleMech, a huge fighting machine that rules the front lines with its firepower. It sounds pretty perfect for a VR game; housing yourself inside a giant war machine is one of the best experiences the tech currently offers, as seen in other releases like RIGS: Mechanized Combat League [Review: 8/10]. There’s still a ways to go until MechWarrior 5 releases, but it’s definitely one you should keep on your radar. As a result of a looming global terrorist threat, the governments of major countries have created a Coalition called "Mercenaries". The Coalition accepts soldiers, policemen, special unit operatives or people who have passed the specialized training programme and a psychological evaluation. Applicants are also required to sign a contract with the Coalition and their records are checked to make sure their past is not shady. The Mercenaries participate in various special operations, such as hostage rescue missions, combat operations, liberation of territories, VIP security and so on. Their actions during operations or combat are recorded through various means - body cameras, location tracking devices and health sensors. The recorded data is later analyzed by a special task force within the Coalition. Gameplay. Participate in special operations. Just like in real life, you don't get any second chances and you should not make mistakes. It takes only two hits for the player to die. Use cover; Listen to the sounds around you; plan your actions; remember the locations of enemies and the direction from which they are attacking; react fast and aim well. Cover your team mates, learn to be able to quickly tell a friend from a foe. Pay attention to your ammunition and learn to use various firearms, including those that might not be well suited for the current operation, if this is your only option. Remember: By donning your VR headset you automatically accept and sign a contract with the "Mercenaries" international Coalition and can now begin your training. MATURE CONTENT DESCRIPTION The developers describe the content like this: Blood. Mercenaries VR is a hardcore single-player VR shooter. As a result of a looming global terrorist threat, the governments of major countries have created a Coalition called "Mercenaries". Participate in various special operations, such as hostage rescue missions, combat operations, liberation of territories or VIP security. Just like in real life, you don't get any second chances and you should not make mistakes. It takes only two hits for the player to die. Use cover; listen to the sounds around you; plan your actions; remember the locations of enemies and the direction from which they are attacking; react fast and aim well. Cover your team mates, learn to be able to quickly tell a friend from a foe. Pay attention to your ammunition and learn to use various firearms, including those that might not be well suited for the current operation, if this is your only option. MechWarrior 5: Mercenaries was listed as one of our most anticipated VR games of 2019, but it came with a big "maybe" caveat: Piranha Games president Russ Bullock said in an interview last year that the studio was considering VR implementation. Fast forward to now, and MechWarrior 5: Mercenaries is out in the wild, and according to our review it's very good. It doesn't have VR support, but in a statement provided to VentureBeat, a developer from the studio spoke about plans for implementation in the future. "Officially, Piranha is still interested in VR as a platform," the brief statement read, "but [there are] no plans to consider implementation until next year." RECOMMENDED VIDEOS FOR YOU... video playingThe PC Gamer Show 155: Devil May Cry 5, The Division 2 beta, the best podcast games, Q&A The PC Gamer Show 166: Teamfight Tactics, EVE... 04/07/19The PC Gamer Show 166: Teamfight Tactics, EVE drama, the best and worst of the year so far The PC Gamer Show 165: The big E3 recap show,... 20/06/19The PC Gamer Show 165: The big E3 recap show, featuring Cyberpunk 2077 Funcom's upcoming games - PC Gaming... 11/06/19Funcom's upcoming games - PC Gaming Show 2019 Songs of Conquest interview - PC Gaming... 11/06/19Songs of Conquest interview - PC Gaming Show 2019 Planet Zoo backstage interview - PC Gaming... 11/06/19Planet Zoo backstage interview - PC Gaming Show 2019 MechWarrior, and for that matter most games that trap the player inside a cockpit of some kind (looking at you, Microsoft Flight Simulator) are usually ripe fits for VR. But while we wait for that possible feature to be added to MechWarrior, Vox Machinae is another good mech game that already offers VR support. Shaun Prescott Shaun is PC Gamer’s Australian editor and news writer. He mostly plays platformers and RPGs, and keeps a close eye on anything of particular interest to antipodean audiences. He (rather obsessively) tracks the movements of the Doom modding community, too. Good mech games and VR go together like racing sims and wheel accessories — it just makes sense. But don’t hold your breath for VR support in MechWarrior 5: Mercenaries, at least not yet. Over three years ago back in 2016, MechWarrior 5 developer Piranha Games showed interest in VR support for its combat-focused mech simulator. Back then, the President of the company stated that it was “designed” to support VR and they actually held a single demo for the game’s VR support at and industry event leading up to release. A programmer even stated that “native VR support” was one of the reasons they picked Unreal Engine for the game. But now that release has come and gone on the Epic Games Store, there is no peep of VR support at all. We reached out to the developer for comment on the topic and received the following statement from a spokesperson on behalf of Piranha Games: “Officially, Piranha is still interested in VR as a platform, but no plans to consider implementation until next year.” So that’s not a “No,” but it’s also not a “Yes!” either. My reading of this means that they’d love to get it working well without sacrificing resources for the core game, but it’s not a priority and if it does happen it won’t be for a while. That’s just my assumption on things, though. Currently the top of the pile in terms of VR-focused design for a mech combat game is Vox Machinae, which has an elaborately intricate cockpit rife with interactions using tracked motion controllers. But even simple head-tracking support to play with gamepad, keyboard and mouse, or a flight stick-style setup would be better than nothing for VR and mech fans. MechWarrior 5: Mercenaries released this week and is receiving mostly positive reviews across the board, sitting at a 75 average on Metacritic after 16 officially syndicated reviews, including an 81/100 from IGN. Would you play MechWarrior 5: Mercenaries in VR? Let us know down in the comments below! Related Posts 'MechWarrior 5: Mercenaries' Is Designed To Support VR These days, you likely associate the MechWarriror franchise with its most recent entry, the free-to-play,… Ultrawings Developer Teases Next VR Game VR flight game Ultrawings has built up a solid fanbase since its initial launch over… Virtual Reality Is Here Virtual Reality is a fascinating way to travel using nothing more than the power of technology. With a headset and motion tracking, VR lets you look around a virtual space as if you're actually there. It's also been a promising technology for decades that's never truly caught on. That's constantly changing with the current wave of VR products, especially as the biggest names in the industry are starting to really hone and tweak their headsets. ADVERTISEMENT Oculus has both tethered and standalone headsets from the Go, to the Quest, to the Rift S. HTC has the Steam-friendly Vive and Vive Cosmos, and the developer-focused Vive Pro. Sony has the PS 4-focused PlayStation VR (that will apparently work with the PlayStation 5 if and when that system comes out), and Microsoft is supporting its Windows Mixed Reality platform with a variety of headsets from different manufacturers. Google and Samsung still offer phone-based VR headsets in the form of the Daydream View and the Gear VR, and even Nintendo has gotten into the game with its Labo VR Kit for the Nintendo Switch. However, these shell-like headsets, which require a phone or some other device physically inserted into them, feel like novelties next to more powerful headsets that can provide more immersive experiences. The Big Question: What VR Is the Best? Modern VR headsets now fit under one of three categories: Mobile, tethered, or standalone. Mobile headsets are shells with lenses into which you place your smartphone. The lenses separate the screen into two images for your eyes, turning your smartphone into a VR device. Mobile headsets like the Samsung Gear VR and the Google Daydream View are relatively inexpensive at around $100, and because all of the processing is done on your phone, you don't need to connect any wires to the headset. ADVERTISEMENT While they can offer a taste of VR, mobile headsets don't provide the full experience. They tend to offer three-degrees-of-freedom (3DOF) motion tracking, following your direction but not your position. They also only come with one motion controller, which is also 3DOF-only. You don't get the same immersiveness you do with six-degrees-of-freedom (6DOF) motion tracking and dual motion controllers, which might be why Google and Samsung have been largely quiet lately about their mobile headsets. The Nintendo Labo VR Kit is its own unique case, but it's more of a novelty for Switch owners. Tethered headsets like the Oculus Rift S, the HTC Vive Cosmos, and the PlayStation VR are physically connected to PCs (or in the case of the PS VR, a PlayStation 4). The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking. System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7 x64 or better Processor: Intel Core i7 4790k RAM: 8 Gb Ram Graphics:Nvidia GeForce GTX 1060 Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2Core i5 2.8 Ghz Memory: 8 GB RAM Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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  10. You Want To Be A VIP - Member Of NewLifeZM? Benefits * Higher Damage + More Ammo And Points | Daune Mai Mari + Mai Mult Ammo Si Points. * +300+ Health In Spawn | +300 Viata Din Spawn. * +200 Armor In Spawn | +200 Armura Din Spawn. * +4 Jumps In Spawn | +4 Jumps Din Spawn. * Laser Rays - View Through Walls | Raze Laser - Vezi Prin Pereti. * White VIP Player Model | Model Alb De Vip. * VIP Tag On Scoreboard | VIP Tag In Tabla De Scoruri. Prices & Periods * 1x Month VIP = 10€ - [Bonus: +500 Points]. * 2x Month's VIP = 15€ - [Bonus: +1500 Points]. * 3x Month's VIP = 25€ - [Bonus: +2500 Points]. * Permanent VIP = 50€ - [Bonus: +5000 Points]. - This is the direct link to pay for the VIP through PayPal: https://www.paypal.com/ncp/payment/7VYEV26AY6G6C NOTE : MAKE SURE TO CONTACT @Cyberpsycho THROUGH WHATSAPP OR DISCORD AFTER MAKING THE PURCHASE VIP - Menu In Addition To The VIP - Rank, You Can Also Buy Our VIP - Menu. Price: 2€ Per Month Or 12€ Permanent. Features: Access To [M4A1 Glacier (Freeze Zombies)], [Reptile - Mod], [Magnum Maestro - New Human Mod], [M4A1 Fire (Burn Zombies)] , [Quadron AK47 (Burn/Freeze Zombies)], [Edgerunner - New Human Mod] Points - Prices * 20000 Points = 50€. * 10000 Points = 30€. * 6000 Points = 20€. * 3000 Points = 15€. * 2500 Points = 10€. * 1000 Points = 5€. * 500 Points = 3€. - This is the direct link to pay for the Points through PayPal: https://www.paypal.com/ncp/payment/F2GF55J8VR73C NOTE : MAKE SURE TO CONTACT @Cyberpsycho THROUGH WHATSAPP OR DISCORD AFTER MAKING THE PURCHASE Contact & Methods For Payment @Cyberpsycho = WhatsApp: +96278583721 Methods: PayPal : https://paypal.me/ammarsawalha01?country.x=JO&locale.x=en_US Revolut is possible, Contact @Cyberpsycho on WhatsApp
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  11. hello . u not have activity at server u can do 30 h played at server and come next week with new Reqasut . for me contra . https://www.gametracker.com/server_info/178.32.241.12:27015/top_players/?query=Dev!LEv!L
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  17. One of the theories that has circulated the most in recent weeks on social networks is the one that links 5G to the expansion of the coronavirus. This technology, however, not only does not have a scientific relationship with the disease, as verified by the RTVE verification team, but in the future it could help to face both the economic recovery caused by the pandemic and the outbreak. of new health crises. This was announced by the head of the systems unit for future connectivity of the European Commission, Peter Stuckmann, during the third edition of the 5G Forum, which although it was scheduled to take place in Malaga, was held for the first time in a virtual way . "5G can tackle issues of medical care at a distance and help tackle health crises in the future," he said in relation to the "technological challenges" that the fight against coronavirus has presented and the possibility of increasing the speed of network and telecommunication capabilities. Furthermore, Stuckman added that the development of 5G may play a "very promising" role in the economic recovery after the pandemic, due to the need to implement new programs and infrastructures that ensure connectivity and essential services. “There are still a lot of homework, since the deadline is at the end of this year. So there is a lot of work to do, "he said after commenting on some of the projects that the European Union is carrying out in other areas such as mobility automation or pan-European 5G corridors.5G could arrive in Spain in the fall 5G is a technology that allows a much higher bandwidth than the current one with a lower energy consumption. This would make it possible to instantly download and view 8K resolution content seamlessly.In this way, in the future, real-time reaction avatars may be created, simultaneous video transmission platforms will multiply, or virtual reality may be better implemented, which would help remote healthcare or rapid treatment of large volume of medical data. But to see these advances we will have to wait until autumn, at least in Spain, when the 5G plans will be resumed, according to the Minister of Economic Affairs and Digital Transformation, Nadia Calviño."I am counting on that after a three-month delay, in the autumn we can continue with it and we can have a schedule to complete the process and the auction of the spectrum," he said Thursday in his appearance at the Congress's Economy and Digital Agenda Commission. of the Deputies, Although the final date for the second digital dividend - release of the 700 Mhz band, currently occupied by television channels but to be destined for 5G - was scheduled for June 30, the Ministry of Economic Affairs and Digital Transformation, He indicated to the European Commission his postponement due to the decree of the state of alarm and confinement.
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  18. Game Informations : Developer: Villa Gorilla Publishers : Team17 Platforms : PlayStation 4, Nintendo Switch, Xbox One, Microsoft Windows Initial release date: 29 mai 2018 A Metroidvania-pinball hybrid isn't a thing I ever expected to exist, but Yoku’s Island Express feels like a breath of fresh air in a genre that’s felt crowded as of late. It’s fun, adorable, and wonderfully unique while still satisfying the things I love about 2D platformers. Even if its pinball paths occasionally got frustrating to navigate, I enjoyed every minute I spent with its charming, secret-filled campaign. Yoku’s Island Express creatively fuses a traditional Metroidvania game with pinball mechanics in a way that feels surprisingly natural. You take control of a tiny beetle postmaster named Yoku, pushing around a ball and making deliveries on a large open-world island. There’s a fairly straightforward but cute story to follow, alongside a hefty amount of side quests, hidden collectibles, and other distractions. While the bulk of the gorgeous 2D levels might make it seem like a familiar run ‘n jump platformer, you can’t actually jump at all. Instead, you have to use paddles (activated by your controller’s shoulder buttons) to knock yourself into tracks, bumpers, and more scattered around the island to bounce your ball around obstacles, dragging Yoku along with it. It’s a novel concept, and the fast-firing responsiveness of the flippers is satisfying in the same way as hopping around the Mushroom Kingdom as Mario. As you roll around and explore, you’ll occasionally drop into distinct areas that are basically small pinball tables, each with their own lanes to fire down and skill shots that require occasionally frustratingly precise timing. Lots of familiar pinball mechanics are present here, like lights to turn on in different lanes or bumpers to knock around, all of which will pour fruit to collect onto the table. Tricks that work on real tables work here too, like putting up one flipper to let the ball roll over to the other — but now if you slow down too much you can take direct control of Yoku and push the ball over the gap. I really enjoyed these contained challenges, and they are used in clever ways. Many have doors you need to unlock by collecting purple gems on the table before you can progress further — so instead of just being about getting points, you’re trying to make specific shots to free the gems from crystals or spinners. Other tables can take the shape of epic and difficult multi-ball boss battles, which are some of the coolest challenges available. Before I unlocked the adorable Beeline fast-travel system, I did find myself having to retreading the island’s core paths to and from the hub town fair bit. Replaying the same tables each time I wanted to go through an area got a bit repetitive because navigating a table isn’t as simple as hopping through a completed area in a traditional platformer. Instead, it requires a series of shots with tight timing to proceed, so barely missing multiple times in a row hurts the flow of moving through the world and could be frustrating when I returned to areas looking for secrets. But it’s hard to stop smiling when playing a game this peppy, and personality is overflowing out of every corner of Yoku’s Island Express. There’s no combat outside of a few bosses, and the tool you get to break open certain objects is a party-blower noise maker that you can make Yoku adorably spam as you run around. The cutesy Animal Crossing-style voices, cheery music, and lovely painted art style (which has some of the cooler background parallaxing I’ve seen in a 2D game) make being in this world a joy, and that helps temper the frustration. The island’s quirky inhabitants are also amusing to meet, and often send you on side-missions as elaborate as the main story — it wasn’t uncommon for me to have four or five different things I could be doing at any given time. One townsperson wanted me to spread mushroom spores around the island, while another asked me to bring back baubles that I could use to customize the look of my ball. While the campaign smartly doesn’t overstay its welcome — it took me about six hours to complete, including some distractions — collecting all 80 of Yoku’s hidden Wickerlings, finding all of its chests, and completing some other simple missions like delivering letters made me want to keep playing even after the credits rolled. Verdict Yoku’s Island Express is a novel Metroidvania-pinball hybrid that stands out as something wholly unique. It blends those clashing genres with a beautiful island style, and its satisfying flippers and bumpers make uncovering its wide island a ton of fun. Retreading completed areas while hunting for secrets can occasionally get stale, but Yoku’s Island Express has a refreshingly positive attitude that kept me smiling the whole way through. Yoku's Island Express is out today. Yoku's Island Express System Requirements (Minimum) CPU: Intel i3-2100 @ 3GHz / AMD A8-5500 @ 3.2GHz CPU SPEED: Info RAM: 4 GB OS: Windows 7 64-bit only VIDEO CARD: Nvidia GeForce GT 630 1GB / AMD Radeon 7770 1GB / Intel HD 530 PIXEL SHADER: 4.0 VERTEX SHADER: 4.0 FREE DISK SPACE: 3 GB
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  19. V1 : 7 Votes V2 : 6 Votes Is Winner @axelxcapocongratulations
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  20. Im too getting this verification for the past 2 days... it's not so hard to do but I agree it's hard to do that every time . i hope ADMINISTRATOR would deliver you the solution XD ?
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  22. u need to check updates i hope ur probleme solved
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  23. Model post sale: ø Method of contact (TS3 / Steam) : https://steamcommunity.com/id/que366/ ø Item(s) on sale: steam account lvl 90 / Vac CS:GO ø Price of the product(s): 50$ Negotiable ø Product photo(s): https://steamcommunity.com/id/5847655488 ø Payment method: steam code / paypal ø Other specifications: Have 35$ csgo skins / csgo vac ban / lvl 90 øFor trust .. we talk to middle man here in CSBD , global mod or an administrator "you can man sure to check his account to make sure not fake or do a scam attempt"ø
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CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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