Everything posted by Mr.TaLaL
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Your Nickname: Mr.TaLaL Your Problem: Why The Was Occuring In Ts3 -_- Screenshot: why ts3 is not working -_- :/
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Hey, Welcome To CSBD Enjoy
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Accepted.
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Mirror's Edge Catalyst is the highly-anticipated follow-up to 2008's breakthrough action game, rebooting the franchise for the next generation with advanced visuals and an all-new origin story for Faith. Parkour enthusiast Faith Connors ran onto video game consoles almost eight years ago in the original Mirror’s Edge from Electronic Arts. The sequel provides more of the same, with players guiding Faith through the fictional city of Glass as she attempts to stick it to an evil conglomerate. Instead of relying on firearms, gamers punch and kick their way through KrugerSec forces, then complete numerous free-running challenges throughout this open-world environment, with a majority of time spent on top of buildings, jumping between rooftops and using zip lines to get around. With so many first person games shoving guns into our hands, Catalyst should offer a refreshing change of pace. Mirror’s Edge Catalyst for a long time seemed like a game that would likely never really happen, and now all of a sudden it’s a game that’s out in a couple of months! 26th May to be precise, assuming there are no slips. As that time gets closer, the trailers become more frequent, and the latest is a “developer diary” about “city and narrative”, especially detailing what the city will look like at night, and there’s a whole bunch about Faith in there too. “I once knew a young woman who would defy anyone and anything in order to do what she felt was right. But you’re clearly not her. You’re broken.” So starts the beginning of Mirror’s Edge Catalyst‘s story trailer, in which we learn that Faith might be broken like some sort of mirror and must jump between edges of buildings in order to prove to the yelling men that, like, shut up no she isn’t. Come see, and find details of the game’s beta in the bargain. If you had Mirror’s Edge: Catalyst in the Big Game Delay Sweepstakes, step up to the podium and claim your prize. Previously set for release on February 23rd, the same day as Far Cry Primal and Deus Ex: Mankind Divided, the continuing adventures of Faith have been pushed back to May. DICE are still sticking to a specific release date – May 24th – and say that the delay is down to their desire to make the game “as entertaining, impressive, and memorable as it can be”.
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A plethora of visually impressive games will appear on PS4 in 2016, and there’s a good chance none of them will match Uncharted 4 from Naughty Dog. Nathan Drake’s graphically intense adventure presents the player with the sort of experience to justify owning the system. Breathtaking views and city streets clogged with people only begin to convey the beauty of this third person shooter. When a grenade goes off in the market, for example, the blast sends neatly stacked pineapples flying all over the place. During firefights, bullets splinter wood, break tile and hit sandbags with a satisfying punch. Then the action goes off road in a vehicle, with Drake and companion Victor Sullivan smashing into fences and zipping through fields while in pursuit of their target. There’s so much eye candy to absorb we expect to spend hours admiring everything this game has to offer. Thankfully there’s more than a pretty exterior, with a promising story, satisfying gunplay and addictive exploration elements complimenting the gorgeous aesthetics. Game Trailer It's finally happened. After years of development by Naughty Dog and years of (not so) patient waiting by fans of Nathan Drake et al, Uncharted 4 is officially finished. The game went 'gold' in March, putting it bang on schedule for its worldwide release date of 10th May 2016. The news comes after multiple delays for arguably the PS4's most hotly-anticipated title - and quite possibly the PS4's first, true system seller - which was originally meant to launch late last year. With just two weeks to go until launch, Sony's just released the very last trailer for Uncharted 4, showing off more gameplay footage and revealing a bit more about the game's story. Having finally pulled himself away from a life of adventuring, Drake's long-lost brother arrives on the scene with an offer he just can't refuse, potentially causing some rifts between his wife, Elena, and his mentor and friend, Sully. Still, that's probably going to be the last thing on your mind once you're knee-deep in Uncharted 4's explosive set-pieces, and the new trailer shows Drake clashing prows with rival boats, hanging precariously over collapsing cathedral belltowers, tumbling through jungle villages and barrelling headlong into gated houses with teams of grunts in hot pursuit. Uncatherd 4 Multiplayer Trailer
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Plenty of new information was shared about “Gravity Rush 2,” a unique game and a sequel to the original “Gravity Rush.” Sony revealed the details during a special livestream in Japan, where a remaster of the original “Gravity Rush” is going to be released soon. One of the exciting facets of news with “Gravity Rush 2” is a brand new anime that will supposedly be in continuity of the games so far. The anime will take place between the first game and the upcoming sequel where players will be able to get to know the characters. Not much else was revealed about the anime, though a “very excellent” production company will supposedly be working on it. As for the game itself, Siliconera stated that it would be a “lively experience,” which is on purpose as the game will try to break out of the “occluded” feeling of the Japanse gaming industry regarding this title. That seems apparent with the game’s trailer, with much brighter colors and a sense of awe when seeing it in action. Characters from the previous game will be returning, though they won’t be playable this time around. Raven will be able to provide support and co-op attacks from time to time, but she won’t always be by the player’s side as the game progresses. While it’s mostly a single-player experience, there is an interesting online element about the game. According to Destructoid players will be able to leave hints for each other, similar to the ever po[CENSORED]r “Dark Souls” or “Bloodborne.” Downloadable content (DLC) has also been confirmed for the game, with a promise that it will be “different” from the ones released for the first game. What the DLC is hasn’t been confirmed yet though, so fans will have to wait and see how different the DLC is. It will be interesting to see if “Gravity Rush 2” becomes the hit that the publishers in Sony want it to be, especially with an anime on the way. Those same publishers want “Gravity Rush 2” to be remembered for a decade or so and fans will be able to play it on Feb. 2 on the PS4. Game Trailer
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Accepted! Good Luck
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Darkest Dungeon is a gothic roguelike RPG dungeon crawler about the psychological stresses of adventuring. You will lead a band of four heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to their bodily health, and worse, a relentless assault on their mental fortitude! Five hundred feet below the earth you will not only fight unimaginable foes, but famine, disease, and the stress of the ever-encroaching dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?much simpler and more benign than it is. Its grim but expressive hand-drawn art style, combined with how you only ever see your party of four mismatched adventurers trudge from left to right as the backgrounds scroll by like a demented Hannah Barbara cartoon, might give you the idea there’s not much to it. But once you’ve explored a few of these randomized dungeons and almost certainly seen several of your fragile characters brutally killed or driven insane, it’s revealed as an intimidatingly deep, tense, and intentionally opaque turn-based tactical game that’s dripping with character.What strikes me most is how the rampant and merciless randomness always keeps me off balance, struggling to stay alive. It comes in both the usual accuracy percentages for various attacks and dodges, but also unexpected and unusual places - even the turn order is mixed up by behind-the-scenes dice rolls. So you’re never quite sure, for example, if your Vestal healer will be able to patch up your Crusader tank before the enemy can deal a killing blow, permanently removing that character and all his progress from your roster. By robbing you of the certainty and predictability you usually see in a turn-based tactics game of this nature, Darkest Dungeon creates tense and terrifying battles where you’re never sure what’ll happen next. The thrill of victory and the agony of defeat are intensified by outstanding narration that frequently interjects with grim warnings and exclamations in response to events like critical hits or discovering potentially dangerous loot. The deep-voiced speaker, who portrays an ancestor of yours who first unearthed the dungeons before recognizing his folly, also doles out bits of loose, Lovecraftian story more as flavor than a meaningful plot. Mostly when beginning boss-level dungeons, he’ll give some background on how each unholy horror came to be and what role they played in his own mad quest, and it’s all fantastically grim and delivered with great gravitas. Battles are great to watch, too. Using just a few frames of animation and some parallax movement, Darkest Dungeon conveys action and excitement, and the monster designs are varied and often creative. Battle is fought against a wide variety of bandits, skeleton warriors, fish men, filthy pig monsters, Eldritch horrors, and all manner of creatively designed monstrosities in between. The grotesque bosses are especially noteworthy for their unique and powerful abilities, which include a transforming lump of flesh and a Siren that temporarily seduces one of your party to her side. So it’s all about maximizing your odds of survival in these unforgiving places, though that’s easier said than done. It’s impressive how many different factors you have to consider when putting together a four-member team from the 14 distinctly different classes that not only has complementary abilities, but also taking care that no member is affected by weaknesses that might make them vulnerable to the perils of a particular dungeon run. The first complex thing you have to consider is that each character has seven skills, such as the Highwayman’s bleed-inflicting Open Vein or the Grave Robber’s blight-loaded Poison Dart. You can only have four equipped at a time, and unlocking and upgrading each skill individually represents a considerable investment of resources. This forces you to specialize characters for specific roles, such as front-line melee or back-row support, or to spread your abilities thinly across the positional slots. Each class’s ability set is flexible enough that most characters can serve multiple roles, which adds a lot of diversity to possible builds. But wait, there’s more: each character’s placement in the four-character lineup affects which skills can be used. For instance, Poison Dart can only be used if the Grave Robber is in slots three or four, Open Vein can only be used from slots one, two or three, but only against enemies in slots one or two. That not only necessitates careful arrangement of your party, but it means that an enemy can cast an ability that can knock you out of position and disable some of your most potent abilities, forcing you to spend turns shuffling back where you need to be. And of course, you can do the same to them, which can define entire strategies against certain enemies. “ Certain items can definitely inspire me to rebuild a character around a certain skill. On top of that you have to worry about equipping loot to boost character stats. It’s a little bland, in that items are rarely potent enough to grant new spins on existing abilities, but certain items can definitely inspire me to rebuild a character around a certain skill, such as a shield that granted my normally forward-facing Man-at-Arms major defensive bonuses, but only if he sat in position four, where he couldn’t use any of his offensive skills but could buff his teammates considerably, and even take hits for them. Then there are quirks, which can positively or negatively impact a hero’s effectiveness in certain dungeons, or against certain enemies, or cause them to independently perform actions, including stealing any money you see in the case of Kleptomania, and each hero can have up to five positive and five negative traits. Keeping track of them all – your stable can hold up to 25 of them at once – is a big task.
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Battle [The Ga[M]er Vs FANTASSY [Winner The GaMer]
Mr.TaLaL replied to The Ga[M]er.'s topic in GFX Battles
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[BATTEL] Sw@R vs MR.talal [winner MR.talal]
Mr.TaLaL replied to Sw@R's #psycho's topic in GFX Battles
v1 win Iam The Winner -
[BATTEL] Sw@R vs MR.talal [winner MR.talal]
Mr.TaLaL replied to Sw@R's #psycho's topic in GFX Battles
START VOTE V1 V2 P.S:SWAR IS BUSY HE SAID TO ME THAT POST THE AVATAR'S -
[BATTEL] Sw@R vs MR.talal [winner MR.talal]
Mr.TaLaL replied to Sw@R's #psycho's topic in GFX Battles
ACCEPTED GOOD LUCK -
Devil Daggers uses the foundation of the shooter formula, stripped of spectacle as it hurtles toward simplicity. There's no narrative, no characters, no context surrounding your presence in a dark corner of hell--just precise mechanics and a harrowing pace. Hearkening back to Doom, Quake, and other '90s shooter fare, Devil Daggers touts a grainy art style and direct approach to combat. With the ability to fire daggers from your fingers at a growing tide of demonic enemies, you're placed on a platform in the middle of a black abyss--the only objective being survival, for as long as possible. In most cases, that won't be very long: Devil Daggers is overwhelming. All it takes to kill you is physical contact with one enemy. A score timer at the top of the screen indicates how long you've lasted, and during your first hour, it's an accomplishment just to pass 60 seconds in any given round. Devil Daggers compresses the shooter experience into a focused microcosm, stretching seconds into their own hectic chapters. As deaths go by and you learn the game's intricacies, your survival time increases, if only one terrifying second at a time. And there are intricacies here. Devil Daggers' dated appearance belies extensive nuance in its systems and the way they unfold. The hellish enemies are numerous, but also varied, exhibiting vastly different behaviors as they cover increasing space on the map. Giant centipedes descend from above. Horned demons change elevation to avoid damage. Poisonous insects force you to hurdle them as floating skulls pursue you from behind. Learning Devil Daggers means understanding its satanic inhabitants, and how best to deal with the dangers they present. This rings true when prioritizing certain opponents over others. Many of Devil Daggers' denizens are spawn towers, capable of spewing smaller minions into the area at specific intervals. They're also only vulnerable at specific weak points, so killing them means slower, measured tension, especially with a host of enemies on your tail. The decision process these towers entail adds another layer to combat: destroying them first might seem like the logical option, but if you ignore their putrid offspring, they'll cover the map, leaving less space for your escape if things go awry. This brings acrobatics and spatial awareness into the necessary skillset. As more enemies fill the map, the amount of safe zones shrink and, eventually, disappear--dodging enemies is tantamount to thinning their ranks. What's more, the map is a floating platform in the middle of endless black, and falling off means failure. As you circumvent spawn towers and lead enemies in a chase around the platform, the edge is an ever-looming concern. It keeps you out of your comfort zone, forcing you to weave through groups of demons, back toward the center, rather than just run away. An endless plane would be banal--a secluded circle is terrifying. Devil Daggers supplements the fundamentals of movement and shooting with more subtle options that aren't apparent from the outset. For one, spawn towers and stronger enemies drop red diamonds which, if you accrue enough, upgrade your daggers for increased damage. These are enticing for later rounds. But they often lure you into traps, off the safer path outside of the demonic hordes. You can also use a shotgun blast as alternate fire, finishing off more powerful foes with relative ease. It also allows for a super jump if you fire at the ground at the exact moment you leap, launching you into the air, above dangerous swaths of demons. The shotgun's increased cooldown time doesn't bode well against groups, though, and the super jump can land you in areas more dangerous than before. Knowing which scenarios require which ability becomes another skill you gradually develop. These minutiae add to the learning process and, in turn, push your high score upward. Those numbers are rewards in themselves. But despite Devil Daggers' ability to find order in the chaos, it can sometimes buckle under its own weight. If you survive past the two-minute mark, the screen often becomes a mess of grainy textures, forming an ugly kaleidoscope of demon blood and polygonal centipedes. Devil Daggers' retro visual style fits with its mechanical themes, but in rare cases, it becomes a hindrance. Most of the time, though, Devil Daggers finds elegance in its simplicity. By stripping the pomp of many modern shooters, it reveals the complexity beneath, molding the fundamentals into something exhilarating, something always worth one more try.
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Salt and Sanctuary is an action RPG platformer by Ska Studios. The game delivers brutal, hardcore action combat in an unforgiving world of demons and dungeons, traps and treasure, and gallows and graveyards. After choosing a starting class, it all begins on a boat. I chose Hunter, as it's equipped with a whip and flintlock pistol allowing me to act out my Bloodborne fantasies. The ship was attacked, and after fighting some lowly bandits, I faced a Cthulhu-esque nightmare beast called the Unspeakable Deep that killed me in one hit. I awoke on a shore, confused and alone. A nearby old hermit called me a Saltborn and told me to seek sanctuary. Does this setup sound at all familiar? It didn't take long to find my first bonfire sanctuary, where I created a shrine for my chosen religious order. These little hubs differ from Souls games in that they're customizable. Character progression is possible at any of them, but items are required to establish certain NPCs such as blacksmiths, merchants, or fast travel-enabling guides. These items aren't rare, but having to think about what you want at each safe haven is a nice addition to the formula. Occasionally I found an already-established shrine dedicated to a God that I did not call mine own, and smashed it with frothing zealotry. This was my island, and anyone who lived here would worship the Three, my chosen divinity. Other denizens of the island included drowned peasants, deep-water demons called Kraekens, and all sorts of other nasties. Slaying these salty monsters is a tactile affair that lays somewhere between Dark Souls and Castlevania: Symphony of the Night. While the former game is partially known for its deliberate combat and punishing enemies, Salt and Sanctuary takes that difficulty and adds the punchiness of the latter. Some weapons have combos, and there's a satisfying block and parry system. There's also a fair amount of platforming with a few unlockable traversal moves sprinkled in. I kept returning to old areas to see if I could reach that shining item that was out of reach before. In yet another homage to From Software, souls salt is dropped upon death. It can be reclaimed if you can manage to defeat the enemy who bested you. Ethereal Saltbats will come to claim your salt if you fall to your death, and destroying them to regain your lost currency is cathartic. Don't get between me and my salt, stupid bat. Character progression is done via a large, spindly skill tree. Starting classes change where you begin on this tree, but they don't lock you into anything. With each level gained, a skill point is gained that can be allocated wherever you like. Stats like Endurance and Willpower can be powered up, but there are also nodes that need to be filled before certain items can be worn. I decided to work my way towards Level 5 Whips so that I could quench my Belmont fetish. There's a large number of upgradeable weapons and armor to customize your personal playstyle. At any time you can swap between two sets of weapons, which allowed me to be flexible. I found myself intrigued by the prospect of adding magic to my arsenal. I could have gone with prayers for healing spells and holy damage, but magic's use of fire and lightning seemed more effective. However, using too much of one of those causes an elemental imbalance, so spamming spells actually begin to hurt you. If you alternate or are just patient, it's much more effective. Salt and Sanctuary can be played entirely in co-op. My brother and I played the majority of the game this way, and it was pleasant not having to deal with summoning each other before every fight. After using an item called a Stone Sellsword at a sanctuary, a second player can choose from a character (as long as you already have another one created on your console). There's no online co-op, but sitting and playing with a friend makes the game much more fun. Sure, some of the suffocatingly lonely atmosphere is lost, but since this already has a more arcadey feel, having a second player felt great. Some of the screen-filling bosses were tougher, but we could make up for the weakness in each other's character builds. It works almost too well. Instead of getting locked into place when one player is screwing around with their inventory, the other player can continue on and the former will teleport to the active player as soon as they leave the menu. While this is incredibly convenient, it's also easy to take advantage of when you get to some of the trickier platforming segments. About to fall to your death? Teleport! As long as you have the self-discipline not to do this, it's more of a blessing than anything. Having a buddy also helps to remember where areas are, as the lack of map and decent signposting sometimes makes it difficult to remember where to go next. Ska Studios managed to make the whole thing look beautiful too while retaining their signature hand-drawn look. The environments and monster design is especially great, though humans are a little difficult to adjust to. They have skinny little bodies and Ninja Turtle-lookin' heads, so I was glad to put a helmet on and never look at my silly little face again. It's definitely a stylistic choice, and Ska mostly knocks art direction out of the park. However, there are a few times when it goes beyond homage to Dark Souls and begins to seem like copyright infringement. An area called Siam Lake has a turquoise color palette and features gargantuan trees that you can't see the top of. Sort of like, y'know, Ash Lake. Every so often it just feels little too close for comfort. And it's not just in the art direction, either.