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Inkriql

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  1. Clash Royale Clash of Clans Couter strike 1.6 Wolfteam Minecraft Free fire Line puzzle Left 4 Dead 2
  2. Left 4 Dead 2 is a cooperative first-person shooting video game developed and published by Valve Corporation. The sequel to turtle Rock Studios' s Left 4 Dead, the game was released for Microsoft Windows and Xbox 360 in November 2009, and for OS X in October 2010, and for Linux in July 2013. [1] [2] Left 4 Dead 2 is based on a gameplay focused on cooperation and Valve's patented Source engine, the same game engine used in the original Left 4 Dead. Set after an apocalyptic pandemic, Left 4 Dead 2 focuses on four new survivors, who fight hordes of zombies, known as those infected, who develop severe psychosis and act extremely aggressively. Survivors must make their way through five campaigns, interspersed with safe houses that act as control points, with the aim of escaping at the end of each campaign. "AI" disrupts the game process. Director 2.0 ", which monitors player performance and adjusts the stage to provide a dynamic challenge. Other new features include new types of special infected and an arsenal of melee weapons. [ 3] The game premiered worldwide at E3 2009 with a preview during the Microsoft press event. [4] Prior to launch, he received a combination of positive and negative critical and community reactions. It attracted an unusually high volume of pre-launch controversy over the game's graphic content. In response, changes were made to the cover [5] and both Australia and Germany refused to rate the unmodified edition at the time of release. [6] After the release, however, the game received positive reviews from critics. Playability Like its predecessor, Left 4 Dead 2 is a first-person shooter with a strong emphasis on the cooperative game. The game features five new campaigns, each consisting of three to five smaller levels. As in the first game, each campaign is presented in menus and loading screens as a movie starring the four Survivors; and presents, when completing a campaign, a fake credits screen that acts as the final score for the players and recapitulates certain performance statistics for the group. In each campaign, most levels involve Survivors who try to reach a safe area and close the door once everyone is safe inside. However, the final level in each campaign requires the Survivors to ask for rescue and survive a prolonged onslaught until the rescue arrives, go through an especially challenging Infected Glove to reach an escape vehicle, or (in Dead Center and The Passing ) collect and use cans of fuel to allow their escape. Each Survivor can carry one of five categories of equipment: primary weapons, secondary weapons, throwable weapons, major medical supplies (which also includes ammunition upgrades) and minor medical supplies. Primary weapons are divided into four levels according to their availability and attributes. [9] Level one weapons (such as SMG and Chrome Shotgun) deal relatively slow damage and serve as basic offensive weapons. Level two weapons (such as the assault rifle and combat shotgun) deal damage faster and often appear on subsequent maps of each chapter. The two level three weapons (Grenade launcher and M60) differ from level one and two weapons, both because of their rarity and because players cannot fill their ammunition from ammunition depots. They deal damage quickly at the expense of limited ammunition. Level four weapons are mounted weapon systems and carry unlimited ammunition. Mounted weapons deal damage faster, but at the cost of overheating after a period of continuous use. The mounted weapons are in established positions on the maps and have a fixed fire arc. They cannot be given ammo upgrades like other weapons and players cannot use the laser sight attachment with them. There are three types of secondary weapons available: melee weapons, small caliber guns (which can be double-handled) and large caliber guns. Although melee weapons cause additional damage to those infected when they are struck, Survivors can use any other weapon or object for weaker melee attacks that can push back those infected. The players also carry a flashlight with an infinite battery life, whose use allows players to see in the dark (with the disadvantage that the player catches the attention of the infected much faster). They may also carry a single first aid kit, special ammo pack or a defibrillator in their main medical supply slot; in addition to pain pills or an adrenaline shot in your slot for minor medical supplies. They can also carry a single throwing weapon: Molotov cocktails to burn an area; pipe pumps to attract any infected near the flashing light and the sound it makes until it explodes; [10] and bottles of bile Boomer, which attracts the common infected to what it strikes (for example, fires, special infected, each other). [eleven] To allow situational awareness of other survivors, players are shown the health and condition of their fellow survivors. If a player has no direct view of another Survivor (for example, a wall is blocking his view of others), the highlighted silhouette of the Survivor will be shown. Survivors are also susceptible to friendly fire, forcing players to exercise caution when firing or balancing their weapons. [12] As survivors take damage, they move more slowly; If a Survivor's health falls to zero, they are disabled and allowed to fight the Infected with a gun until they are rescued by another Survivor. If a Survivor dies, he remains dead to the next level, unless revived by a defibrillator or, in Campaign or A player mode, reappears in a "Rescue Wardrobe" to be released by other Survivors. [13] If all Survivors die or become incapacitated, the game will end, at which time players can restart that chapter or leave the game. Game modes Left 4 Dead 2 includes 5 normal game modes: Campaign: Up to four human players fight against the infected to go through the stages of the campaign; Any Survivor not controlled by a human player is controlled by the computer. A single player mode allows players to play without the intrusion of human players, through the stages of the campaign with three computer-controlled surviving allies. Versus: Up to four other human players take control of several Special Infected to try to prevent Survivors from completing a stage. Specially infected are randomly assigned to infected players; They cannot control the witch or any common infected. Occasionally, as determined by the AI Director, certain players will become the Tank. The two teams exchange sides once per stage and are scored based on their progress on the stage as Survivors. If both teams arrive in the safest room with the four Survivors, a tiebreak of 25 points is awarded to the team that caused the most combined damage as Special Infected. Survival: a timed challenge in which the Survivors get caught in a section of the campaign maps and try to survive as long as possible against an endless attack of Infected. Scavenge: a new 4 vs. 4 mode that requires Surviving players to collect and use as many fuel cans scattered across a level to fill a power generator, while infected players try to stop them. [14] Left 4 Dead 2 also has a Realism mode, which can be enabled on any difficulty for Campaign or Versus. This mode removes some aspects of the game from the game: survivors cannot see the silhouettes of others, and dead teammates can only be revived with defibrillators and will not reappear later in the level. [15] Weapons and other items will only shine when the player is a few feet away, which will force players to search for more in-depth levels. Head shots at enemies deal more damage, while limbs or body shots require more shots. [citation needed] In addition, the enemy Witch can kill any Survivor who would normally have disabled (in difficulties that are not Easy). Designed to force players to work together and rely on voice communication, Valve created Realism mode to give players a way to "be challenged as a team" without increasing the difficulty level of the game. [fifteen] Finally, in later versions of the game, there is a Mutation option, in which players can select from a menu of 30 variations, some individual players, some multiple players (and some of the latter cooperatives, some versus or both). Each variation changes one or more main dynamics of the game, such as: constantly running out of health, individual mode without Survivor allies, death due to disability, only one type of weapon available, cooperative that then changes to restrictions of confrontation, shooting or aiming, a type of enemy with greater power, greater number of special infected, etc. One of these modes, called GunBrain, is a weapon statistics analyzer. The infected Although they are also known as zombies, those infected are humans who have contracted a mutated strain of an infection, although neither the source nor the nature of this "green flu" is clarified in the games. The most numerous infected found by survivors are the common infected. Although individually weak, they can swarm and overwhelm the Survivors, especially when they are separated from their teammates. The damage to those infected in Left 4 Dead 2 is portrayed more realistically, with bullets and melee weapons that tear pieces of meat and, in some cases, limbs. [16] A new addition to Left 4 Dead 2 is the infrequent infected exclusive to each campaign. Because of the location and equipment used before infection, they possess abilities that separate them from the common infected. For example, the Dead Center campaign introduces infected CEDA agents in hazardous material suits, making them fireproof; [17] Dark Carnival includes clowns, whose squeaky shoes attract small hordes of common infected; [18] and La Parroquia includes infected private security contractors in riot gear, making them bulletproof from the front. [19] [20] As in the first game, there are special Infected whose mutations give them special abilities that make them highly dangerous, acting as bosses. The presence of such Infected by is implied by sound effects or exclusive musical signals of each type. The five Special Infected from the first game return in Left 4 Dead 2, some with modified behavior and mask models: The Boomer: an extremely swollen infected who vomits bile. Bile attracts a horde of common infected in contact with survivors and also momentarily blinds them. [21] When they die, they explode and can also spray bile on nearby survivors. The hunter: an agile infected man who can attack and incapacitate survivors from great distances, tearing them apart until the survivor dies or another survivor pushes him and kills him. The smoker: an infected man with a long tongue that he uses to catch survivors from a distance, choking them continuously. When he dies, he releases a cloud of smoke that can obscure the vision of the survivors and cause them to cough, in case they come into direct contact with the smoke. [2. 3] The Tank: a gigantic and extremely muscular infected man with the strength to hit the Survivors at a distance, as well as to throw cars and concrete slabs. [24] Unless the Survivors work as a team, they will be quickly incapacitated or even killed by the inhuman force of the Tank. [25] The witch: an infected woman who cries and who, when caused by damage, loud sounds, light or proximity to the survivors, will attack the provocateur and any other survivors after their provocateur has died. She can incapacitate or even kill a Survivor in one fell swoop. [26] Left 4 Dead 2 presents a variant of the Witch that wanders aimlessly. [3] [26] Left 4 Dead 2 also presents three new special infected: The loader: an infected man with a huge right arm, [27] and can charge against the survivors, capturing and carrying a survivor away from the others, sending anyone else on their way to the side after a capture and stunning The survivors hit them. An obstacle in a load. He can then hit his Survivor captured on the ground, causing the Survivor to be helpless until one of his teammates helps them by killing the loader or stunning him with fragmentary rounds. [28] [29] The Spitter: an infected woman who spits stomach acid balls that dot an area, quickly eroding the health of the survivors while remaining inside her. She also leaves a puddle of goo when she dies. The longer a player wanders in the goo, the faster his health falls. [30] [31] The Jockey: An infected man who jumps on the back of a survivor and directs him to other infected or environmental hazards (for example, Spitter goo), while scratching the player's head until the player is incapacitated, killed or expelled.
  3. From Dust is a video game of God, designed by Éric Chahi and developed by Ubisoft Montpellier. The game was released for Microsoft Windows, PlayStation Network and Xbox Live Arcade in 2011. Described as a spiritual successor of Populous, the game revolves around The Breath, which was summoned by a tribe to help them find and recover their lost knowledge. In the game, players, controlling a cursor, can mani[CENSORED]te matter such as lava, earth and water. Players can help tribes overcome challenges, such as finding different totems and overcoming natural disasters. In addition to the story mode, the game features a Challenge mode that offers a shorter but more difficult experience. Originally began his life as a strategy game, From Dust marked the return of Éric Chahi to the video game industry after an extensive sabbatical year after completing his last game, Heart of Darkness. The project was created as a result of his fascination with volcanoes and his desire to combine the ambivalence and violent characteristics of his nature in a new video game. The team was further inspired by the African and New Guinea tribes, Conway's Game of Life, works by the Polish painter Zdzisław Beksiński and Koyaanisqatsi. Some features, such as the biological life cycle of the tribes, were left out of the game due to the large amount of work they would require. Ubisoft originally had doubts about the project, but then Chahi convinced him. The game was made by a small team within the Montpellier studio, so it was considered an independent game produced by a large publisher. The game was announced at E3 2010 as Project Dust. The game received a generally positive reception at the launch, and critics praised the physics, simulation, opening and graphics of the game, while criticizing artificial intelligence and camera angles. Opinions about the game's Challenge mode and mission design were polarizing. The PC version of the game was worse than other platforms because of its technical problems and digital rights management. The game was a commercial success for Ubisoft, sold more than half a million copies and became the best-selling digital game of Ubisoft. Despite his success, Chahi confirmed that he will not develop a sequel again. Playability In From Dust, the tribe can learn songs from ancient relics, in this case "repelling water" allows a village to survive a unharmed tsunami. In From Dust, players assume a first-person divine perspective from which they mani[CENSORED]te an archipelago environment in an effort to save and illuminate a nomadic tribe and help them find their lost knowledge. [1] With a spherical cursor, the user controls certain types of matter in real time. The lava cools to form solid rock, the vegetation spreads in the ground and spreads naturally once a village is built, and the moving water quickly erodes the ground. Physical changes in the world occur extremely fast, allowing players to restructure the islands in minutes. [two] The campaigns in From Dust are structured as a sequence of missions, whereby completing certain objectives accelerates the progress of the tribe and grants additional powers, such as the ability to gel water. [1] Tribal shamans alert the player to natural disasters, especially tsunamis and volcanic eruptions, shortly before they occur. These disasters can be inhibited by creative and physical mani[CENSORED]tion of the environment: a tsunami can gelatinize, extinguish forest fires and divert lava flows. [3] [4] [5] [6] Although there is no 'explicit litter box' mode, Chahi stated that each mission has a different map, to which the player can return and mani[CENSORED]te more. [7] From Dust has the option of two main game modes, one is the Story mode and the other a Challenge mode. The first consists of a sequence of missions that play through the history of a lost tribe that is using the player (who controls "The Breath") to travel at different levels in an attempt to discover what happened to his former tribe. By helping the tribe find the different totems scattered on a map, they can start building their village next to the totem. Players can also send people from the tribe to search for magic stones, which will give them the ability to mani[CENSORED]te the world, by repelling water and fire, for example. [8] When the tribe successfully builds villages next to each totem, a portal will open and the player can move on to the next map. [9] These maps become increasingly challenging as players progress. New elements, such as trees that explode in fire and plants that explode, are introduced at later levels. [8] Challenge mode uses a gameplay similar to that of story mode. The difference is that the gameplay for the Challenge mode is faster, offers more puzzles and sacrifices any story in this mode. It consists of 30 levels and players must meet certain conditions before being successful. Each level lasts only a few minutes, offering a more exciting, but more difficult game. The time required for players to complete a level is recorded in an online leaderboard that other players can see. History From Dust's history revolves around a tribe that has lost the knowledge of their ancestors - The Ancients. They are located in unknown territory. To solve this problem, the tribe gathers and summons "The breath", controlled by the player, in the hope that it will help them communicate with nature. However, after the summons, the tribe desperately wants answers to their questions and has a strong desire to recover lost knowledge. The Breath then guides the tribe to different totems that allow them to perform rituals and build villages and settlements. A passage will unlock and allow the tribe to discover new lands and places. After discovering and traveling through islands of different characteristics, the tribe, with the help of The Breath, has overcome numerous natural disasters, including tsunamis and volcanic eruptions. The tribe follows the path of the Ancients, but their lands are nowhere to be found. On the last island, players have the opportunity to place the totem around the island and create and form their own island. After placing the final totem, the tribe arrives at the site for the final ritual. After the ritual is completed, the entire island collapses and is reformed and sinks into the sea, leaving only the passage above sea level. After the tribes pass the entrance gate, they realize that they have returned to the first island where they began their journey. The story ends with the narrator saying "And here we are, like the first day."
  4. A Way Out is an action and adventure game developed by Hazelight Studios and published by Electronic Arts under its EA Originals program. It is the second video game directed by Josef Fares after Brothers: A Tale of Two Sons. The game does not have a single player option: it can only be played in cooperative mode online or in split screen localentre two players. The game was released for Microsoft Windows, PlayStation 4 and Xbox One on March 23, 2018, selling more than one million copies in two weeks. Playability A Way Out is an action and adventure game that is played from a third person perspective. It is specifically designed for cooperative multiplayer in split screen mode, which means that it must be played with another player through local or online play. [1] In the game, players control Leo and Vincent, two convicted prisoners who must leave prison and flee from the authorities. As the story of both protagonists is told simultaneously, their progress may not be synchronized, which can result in one player controlling his character, while another is watching a scene. [2] Players must cooperate with each other to progress, and each situation can be approached differently, with both characters taking different roles. For example, during an early segment of the game, the player who controls Vincent needs to distract a nurse and a guard, so that the player who controls Leo can find a necessary chisel to help escape. These roles are not fixed, so Leo and Vincent can exchange their roles on another play. Players can interact with many non-playable characters, and there are dialogue options for players to choose. The game offers a "play for free online" model, so that players can join online sessions (organized by the player's friends) regardless of whether the player who joins owns the real game. The player who joins must be a member of Xbox Live or Play Station Plus. Plot In 1972, Vincent Moretti (Eric Krogh) is newly imprisoned and sent to prison for fraud and murder. In jail, he meets Leo Caruso (Fares Fares), who now has been inside for 6 months for robbery, assault and armed robbery. While in the cafeteria, a thug sent by crime chief Harvey tries to assassinate Leo, but Vincent intervenes, which causes both to be sent to the infirmary while the thug is beaten to death after stabbing a guard at the prison. While in the infirmary, Leo requests Vincent's help to steal a chisel from the office. Vincent complies. After the robbery, Vincent feels that Leo is planning a prison escape and offers to help so that he can also escape. Leo initially refuses, but reluctantly agrees to collaborate when Vincent reveals that he also holds a grudge against Harvey. Leo and Vincent advance in their escape plan, steal sheets to make a rope and smuggle a wrench to open a rack. Using teamwork and tools together, the two escape from jail on a rainy night. After evading the police in the desert, the two find an empty camp and fish to make food. Vincent reveals that Harvey had him launder money before killing his brother as a warning and framing Vincent for the murder. Leo begins to tell his story, but is interrupted when a police helicopter passes, which makes both begin to move again. They later find an old couple's house, and they both steal new clothes, a shotgun and a truck before evading the police who were chasing them in the vehicle and, after crashing, a rowboat. After surviving a waterfall, the duo finds civilization, after which Leo reveals that he and Harvey had stolen a valuable gem, a Black Orlov, but that when Leo tried to sell it, Harvey betrayed him by killing his buyer and escaping with the gem, which led to Leo's arrest. In a mobile home park in the city, Leo confirms the safety of his wife Linda and son Alex, before going to a construction site with Vincent. They find Ray, one of Harvey's subordinates who works as a construction foreman, and, after a chase, the two capture him and interrogate him to find Harvey's location, which they discover is Mexico. Plotting revenge against Harvey, the duo steals a service station to buy weapons from an arms dealer, Jasmine. When the two leave, Jasmine follows them and betrays them by giving their location to Harvey. Later, in a telephone booth, Vincent calls Emily, a pilot, and convinces her to take them to Mexico. Then he finds out that his wife, Carol, had just given birth. The duo agrees to go to the hospital, but a hitman arrives sent by Harvey, who tries to kill them, but ultimately fails. Then they go to the hospital and Vincent sees his newborn daughter, named Julie, but quickly needs to leave while the cops surround the building. Leo is captured but manages to escape thanks to a distraction from Vincent. The next day, Emily flies Leo and Vincent to Mexico, and they both find their way to Harvey's mansion. After a shooting with Harvey's guards and Harvey himself, the two dominate Harvey, force him to return the Black Orlov and, after he tries to take one of them as a hostage, they kill him. Escaping with the Black Orlov, Vincent and Leo return to the United States on Emily's plane, but are immediately surrounded by police upon landing. An officer takes Leo's Black Orlov and hands Vincent a gun, revealing that both he and Emily had been undercover police officers. Leo and Harvey's Black Orlov deal had been fixed by the police, and the murdered trafficker was Vincent's brother, Gary. Feeling betrayed, Leo subdues Vincent, takes him hostage and kidnaps a police car to escape. While trying to avoid a police blockade on the road, the car crashes into the water. Both escape from the submerged vehicle, Leo steals a boat while Emily is picked up by Emily in a police helicopter. After a chase in which Vincent tries to destroy the boat's engine, Leo jumps before he crashes into explosive tanks and encounters a warehouse in the harbor. Emily lands the helicopter and both she and Vincent chase him inside. Leo manages to ambush Emily, removing his weapon and ordering him to leave, since this fight is between him and Vincent. The shooting ends with both sides injured, unarmed and exhausted at the top of the roof. Seeing that one of their cannons falls nearby, both try to reach it, but only one can and shoots the other. If Leo survives, he takes Vincent's letter of apology and gives it to Carol, then leaves the city with his family while Vincent's funeral takes place. If Vincent survives, he informs Linda of Leo's death before returning to Carol, making peace to save her marriage and raising her daughter by revealing that she resigned from the police and proclaimed that it was over.
  5. Sid Meier's Civilization V is a 4X video game from the Civilization series developed by Firaxis Games. The game was released on Microsoft Windows in September 2010, [3] on OS X on November 23, 2010 and on Linux on June 10, 2014. In Civilization V, the player leads a civilization from prehistoric times to the future on a procedurally generated map, trying to reach one of several different victory conditions through research, exploration, diplomacy, expansion, economic development, government and military conquest. The game is based on a completely new game engine with hexagonal tiles instead of the square tiles of the previous games in the series. [5] Many elements of Civilization IV and its expansion packages have been removed or changed, such as religion and espionage (although these were reintroduced in subsequent expansions). The combat system has been revised, eliminating the stacking of military units and allowing cities to defend themselves by firing directly at nearby enemies. [6] In addition, the maps contain computer-controlled city-states and non-player characters that are available for commerce, diplomacy and conquest. The borders of a civilization also expand one token at a time, favoring more productive tokens, [7] and the roads now have a maintenance cost, which makes them much less common. [8] The game features community, modding and multiplayer elements. [5] It is available for download on Steam. His first expansion package, Civilization V: Gods & Kings, was launched on June 19, 2012 in North America and June 22 internationally. It includes features such as religion, espionage, improved naval combat and combat AI, as well as nine new civilizations. [9] On March 15, 2013, a second expansion package, Civilization V: Brave New World, was announced. It includes features such as international trade routes, a world congress, tourism, major works, as well as nine new civilizations, eight additional wonders and three ideologies. It was released on July 9, 2013, in North America and in the rest of the world three days later. Playability A player who begins the location with a city and a warrior unit showing. Civilization V is a turn-based strategy game, where each player represents the leader of a particular nation or ethnic group ("civilization") and must guide their growth over thousands of years. The game begins with the base of a small settlement and ends after achieving one of the victory conditions, or surviving until the end of the number of turns of the game, at which time the civilization with the highest score, based on several factors , such as po[CENSORED]tion, land, technological advancement and cultural development is declared the winner. During his turn, the player must administer units representing civil and military forces. Civil units can be directed to found new cities, improve lands and spread religion, while military units can go to battle to take over other civilizations. The player controls production in his cities to produce new units and buildings, manages diplomacy with other civilizations in the game and directs the growth of civilization in technology, culture, food supply and economy. The player ends the game when a victory condition is met. Victory conditions include taking the entire world by force, convincing other civilizations to recognize the player as a leader through diplomacy, becoming influential with all civilizations through tourism, winning the space race to build a spaceship of the colony to reach a nearby planet, or be the most powerful civilization in the world after a certain number of turns. Artificial intelligence (AI) in Civilization V is designed to operate a civilization on four levels: tactical AI controls individual units; operational AI oversees the entire war front; strategic AI manages the entire empire; and the great strategic AI sets long-term goals and determines how to win the game. The four levels of AI complement each other to allow complex and fluid AI behaviors, which will differ from game to game. [6] Each of the AI-controlled leaders has a unique personality, determined by a combination of 'flavors' on a ten-point scale; however, the values may differ slightly in each game. [6] There are 26 flavors, grouped into categories that include growth, expansion, broad strategy, military preferences, recognition, naval reconnaissance, naval growth and development preferences. [10] As in previous versions, cities remain the central pillar of the Civilization game. A city can be founded in a desired location by a settler unit, produced in the same way as military units. The city will grow in po[CENSORED]tion; produce units and buildings; and generate research, wealth and culture. [11] The city will also expand its borders one or more tokens at a time, which is essential to reclaim territory and resources. The expansion process is automated and aimed at the needs of the city, but the tiles can be purchased with gold. [6] [12] The siege war has been restructured from previous Civ games. Previous city games depended entirely on defense garrison units, while cities in Civ V now defend themselves and can attack invading units with a ranged attack that expands two tokens outward. Cities have life points that, if reduced to zero, will signal the defeat of the city to the invading forces. Surviving an attack allows a city to recover a fraction (approximately 15%) of its hit points automatically each turn. In addition, any melee combat unit loses hit points when attacking a city, depending on the unity and strength of the city that can be increased by quartering a unit or building defensive structures (for example, walls). [12] Captured cities can be annexed, razed or transformed into a puppet state, each option has different advantages and disadvantages. For example, puppet states will provide resources, give less unhappiness and provide minor increases to the cost of cultural policies, but have reduced the yields of science and culture. In addition, puppet states are controlled directly by the AI rather than by the player. In this iteration of the series, tactical combat play is encouraged instead of an overwhelming numerical force with the introduction of new game mechanisms. Most significantly, the square grid of the world map has been replaced by a hexagonal grid: a feature inspired by the 1994 Panzer General game, according to lead designer Jon Shafer. [14] In addition, each hexagonal tab can accommodate only one military unit and one civil unit or large person at a time. This accommodation forces the armies to spread over large areas instead of stacking in one piece and moves larger battles out of cities, forcing greater realism in sieges. City attacks are now more effective when city tokens are surrounded due to flanking bonuses. [6] [13] Units can now be moved more accurately with increased movement points, simpler transport over water (boarding instead of transporting the unit with water boats), ranged attacks and exchange of adjacent units. [6] [13] [15] Distance and melee units are now more balanced. Remote units can attack melee units without retribution, but melee units will normally destroy the remote units. In an effort to make individual units more valuable to the player (compared to the previous games in the series), they take longer to produce and gain experience in defeating enemy units. At established levels, this experience can be redeemed for promotions, which provide various bonuses to increase its effectiveness or to heal substantially. In an additional deviation from the previous games, units are no longer always destroyed if they are defeated in combat. Instead, the units may suffer partial damage, which can heal at different speeds depending on their type, location and promotions won. However, healthy units can still be completely destroyed in a single combat if the enemy unit is much stronger. [sixteen] Special units of "Great Person" are still present in the game, providing special bonuses to the civilization that is born, with each Great Person named in honor of a historical figure like Albert Einstein or Leonardo da Vinci. Great people come in several varieties, and those available in the base game can be consumed to produce one of three effects: start a golden age, build a unique terrain improvement or perform a unique special skill. For example, a Grand General can create a 'Citadel' (a strong fort with the ability to inflict damage to nearby enemy units) or passively increase the combat strength of nearby friendly units. Capturing a Great Person destroys it, except for the Great Prophets in the expansion sets. Many Great People receive bonuses linked to the special ability of Civilization. For example, one of Mongolia's special abilities is to increase the movement speed of the great generals from 2 to 5 and rename them to "Khans." Civilizations can no longer exchange technologies as in previous versions of the game, but civilizations can carry out joint technology companies. Two civilizations in peace can form a research agreement, which requires an initial investment of gold and provides both civilizations with a certain amount of science as long as they remain in peace. [17] Prior to PC version 1.0.1.332 of the game, civilizations received an unknown technology after a certain number of uninterrupted peaceful relations shifts. It is possible that a civilization signs an investigation agreement with the sole purpose of making an enemy spend money that could be used for other purposes; AI civilizations are programmed to sometimes use this tactic before declaring war. [18] British actor W. Morgan Sheppard provides the narrative of the cinematic opening of the original game and its expansion packages, quotes about the discovery of new technologies and the construction of landmarks, and the introduction of the civilization chosen by the player at the beginning of each new game . City-states The city-states, a new feature of the series, are minor civilizations with which you can interact, but are unable to achieve victory. Unlike the great powers, city states can expand in the territory, but they never establish new cities (although they can conquer other cities with military units). In addition to direct conquest, the main civilizations have the option of befriending city-states, through bribery or services. The city states provide the player with bonuses such as resources and units, which increase as players advance to new times. In the brave new world expansion pack, city-states grant additional delegate allied players to the World Congress from the Industrial Age. There are three types of city-states in the base game, each with different personalities and bonuses: maritime, cultured and militaristic. Two additional types of city-state (commercial and religious) were added to the Gods & Kings expansion package to complement the new game mechanics. The city-states play a prominent role in diplomacy among larger civilizations, as well as make specific requests and grant rewards Cultivation system In a change in the cultural bean system, Civilization V players have the ability to buy social policies with earned culture. [21] These social policies are organized into ten separate trees, each with five separate policies. Before the Brave New World expansion package, the player had to complete five of the ten trees to win a cultural victory. Social policies replace the "Civics" government system of Civilization IV (where players had to change from old civics to adopt a new one) while social policies in Civilization V are cumulative bonuses. [22] According to Jon Shafer, "with the policy system, we wanted to maintain the feeling of mixing and combining to build the government itself that was part of Civ IV, but we also wanted to instill a sense of forward momentum. Instead of having to change from one policy to adopt another, the player is based on the policies already unlocked.The thought process we want to promote is "What new cool effect do I want?" instead of the feeling of needing to perform a detailed analysis to determine if changing is a good idea " Victory As in previous games, there are multiple ways to achieve victory. The player can focus on scientific research and become the first to assemble and launch a spaceship, winning a victory in the Space Race. The player can focus on a diplomatic victory, which requires the support of other civilizations and city-states in the United Nations. In the new Civilization V cultural system consisting of "trees" of social policy, the cultural victory before the Brave New World expansion package involved completing five of the ten "trees" and completing the Utopia project (which recalls the secret of the Ascent to Transcendence). project in Sid Meier's Alpha Centauri). [13] World domination is an option, but the victory condition has been simplified compared to the previous games in the series. Instead of completely destroying the other civilizations, the last player who controls his original capital wins by conquest. [23] From the Brave New World expansion package, the player must control all the original capitals (including his own) to win by Domination. The player can also win by having the highest score in 2050 AD, or all victory conditions can be disabled. This and other settings, for example, deactivate the city dragging, can be modified in the "advanced settings" screen while a game is being set up. Civilizations There are 18 playable civilizations available in the standard commercial version of Civilization V. 7 DLC civilizations and another 18 were added by the two expansions, leading to a total of 43 civilizations. The player chooses a civilization and assumes the role of its leader, based on prominent historical figures such as Napoleon Bonaparte. Each leader of a civilization has a combination of two unique units, improvements or buildings. For example, Arabia has the camel archer that replaces the standard knight unit, and the bazaar that replaces the market. [24] In addition to the two unique units, improvements or buildings, there is a unique ability for each civilization. For example, Japan has Bushido, which causes its units to do maximum damage even when they harm themselves, and gives them 1 culture of each Fishing Boat and 2 cultures of each Atoll. The player can interact with the leaders of other civilizations through the diplomacy screen, by clicking on a city of that civilization, or by using the diplomacy button at the top of the screen. For the first time in the series, completely animated leaders are introduced, who speak their native languages. [5] [6] For example, Augustus Caesar speaks in his native Latin and Montezuma speaks in his native Nahuatl. According to Émile Khordoc, who expressed Augustus Caesar, the voices of the leaders were recorded in early 2009, about a year and a half before the game was launched. [25] The 18 civilizations of the base game were: America (directed by George Washington), the Aztecs (directed by Montezuma I), Egypt (directed by Ramses II), England (directed by Elizabeth), Germany (directed by Bismarck), Greece (directed by Alexander), Songhai (directed by Askia), the Iroquois (directed by Hiawatha), the Ottomans (directed by Suleiman), Rome (directed by Augustus), France (directed by Napoleon), Japan (directed by Oda Nobunaga), China (directed by Wu Zetian), Russia (directed by Catherine), India (directed by Gandhi), Persia (by Darius), Arabia (directed by Harun al-Rashid) and Siam (directed by Ramkhamhaeng). Genghis Khan of Mongolia was added as a preorder DLC, until October 25, 2010, when it was made free. Six other DLCs were added: Nebuchadnezzar II of Babylon, Isabel of Spain, Pachacuti of the Incas, Kamehameha of Polynesia, Harald Bluetooth of Denmark and Sejong of Korea
  6. There is no doubt: the SUV segment is the one that has grown the most in recent years. There is more and more competition, more sizes and more options. In that area, Peugeot occupies a small but stable place in terms of market share, as explained in the presentation of the restyling of 2008. That market share is the one that they aim to conserve and, if possible, increase participation . I was able to cover that launch and I had the feeling that Peugeot Argentina was satisfied with little. Days later C.C. He summoned me to take charge of the 2008 test, to finish closing the circle with this product. The tested version is the 1.6 THP Sport which, as of the date, is priced at 1,176,656 pesos, thanks to a current bonus of just over 170,000 pesos over the list price. Then the full review. OUT The big change with respect to the version released in 2016 (read review) is in the front and I like it. Grill more straight, look more aggressive, decidedly the new tube likes 2008 (2020), but the rest is happy with little. The loss of chrome is something that favors it, it gives it a better appearance. Looking at the profile, this kind of "hump" is kept on the rear windows, now in black and that is merely an aesthetic detail. The rear has practically not changed, something that would have been good to accompany the front restyling. Of course, all this based on tastes. The wheels are made of 16-inch alloy with Hydre design with 205/60 R16 tires. In the case of the unit tested were the Goodyear Efficient Grip. The external dimensions remain the same. In my opinion, 2008 is the most rural of SUVs, but we all know that the term "rural", "family" or "break" is no longer used. Beyond nomenclatures and other herbs, the new design is much more attractive ahead than behind. INSIDE The i-Cockpit is what Peugeot calls the design that has been applied in the interiors of its models for a few years. It is based on the driving position, where the steering wheel is below the dashboard, so that the driver deflects his attention as little as possible from the road. Some time ago I had tried it for a hundred kilometers on the Peugeot 308 S GT (see review), courtesy of C.C. upon the return of a photo session in one of our secret spots (?). At that time it seemed fine, comfortable, although I had to get used to it. In 2008, however, I did not find the return. I prefer to drive with the seat as low as possible and in 2008 I would have preferred that the cushion had dropped a few inches more. The steering wheel, small diameter, is comfortable, good grip, but I was low. Yes, I know that the idea is that, but measuring more than 1.80, it is not necessary the steering wheel so low to see above an instrument panel that is already located in a high position for the normality of the habitats. I mean, I never finished being completely comfortable behind the wheel of 2008. It was not impossible to drive, but I think that on a long trip I would not have had a good time. Do I get a pedigree? Be able to regulate the steering wheel higher and lower the seat. If you want more about 2008 and the i-Cockpit you can read the review of C.C. of the 2016 model (see here). Let's go back to the rest of the cabin. The seats are upholstered in a mix between leather and fabric. They are very nice and comfortable, although a little narrow in the upper part of the backrest in the front seats. The dashboard is easy to read and includes an on-board computer with consumption and autonomy data. One detail: the cruise speed control commands are hidden by the steering wheel, which is why we recommend learning what each button is with the car stopped, so as not to be doing weird things while the vehicle is running. The multifunction screen is 7 inches and comes without its own GPS, but with the possibility of connecting Waze or our favorite browser through Apple Car Play or Android Auto. Personally I would have preferred a smaller screen, but more “deceived” with the car's design. They are details that make me noise in this and several other cars that, in order to offer a larger screen, leave aesthetics and harmony aside. Under the screen controls the dual zone climate control and below a 12v socket. It only comes with a USB connector, next to the screen. Something that sounds a little in a young car and in 2019, where each car occupant needs to charge the cell phone. The habitability of the rear seats is good, without being extremely large. The backrest can be folded to enlarge the capacity of the trunk, but in one piece, not by thirds or halves. Speaking of the trunk, it is quite wide and under the floor comes the help wheel with sheet metal rim and temporary use (185/60 R15). With it in use, it cannot be circulated at more than 80 km / h. SECURITY The 1.6 THP Sport version comes with front, side and curtain airbags, ABS, hill start assist, ESP, Isofix fastenings in the rear seats, backup camera and rear parking sensors, five head restraints and five inertial seat belts and fog lights. Quite complete if we add the Grip Control with stability and traction control that helps to have better performances in difficult terrain. The rest of the 2008 versions still do not offer stability control. Autoblog does not recommend the purchase of cars without ESP. There are no crash test results performed by independent agencies for this model or the previous one. ENGINE AND TRANSMISSION The 1.6 THP engine (turbonaftero with intercooler) of 165 horses and 240 Nm is the best there is in the segment and its surroundings. Agile, powerful and, as if that were not enough, with limited consumption. The six-speed manual gearbox accompanies, although the handling is not entirely straightforward. It does not bring many complications but - perhaps a detail of the unit tested - that the selector was like "run" to the right. The elasticity of the engine is very good being able to start from very low in high changes without suffering jerks or rare reactions. Just push and go. BEHAVIOR I had read a lot about the 2008 front train before getting into this unit and I had distrust ahead of time. The truth is that either I was suggested or this unit was not as problematic, as I read to several. 2008 is a Peugeot. Its almost null sound aboard when it is regulating and the city and highway ride make it clear. The only "weird things" I noticed on the front train were in very uneven terrain or in more demanding brakes than usual and with an irregular floor. Nothing that would make us lose control of the car, much less, but the feeling is not beautiful. The 2008 THP is a good car for the city despite being an SUV. Agile, relatively small size, with good visibility, it helps to move in traffic and it is easy to find a place to park. The excellent turning radius and ease of maneuvering with a very assisted steering is greatly appreciated, so that the smaller radio steering wheel hurts less. On the route, walking is everything, the engine is always available with its 165 HP and the consumption is not high: 6.2 liters per 100 kilometers at 120 km / h, they are not bad. In town you need 9 liters per 100 kilometers to get around. The engine power is noted in the figures. Accelerates from 0 to 100 in 8.7 seconds and reaches a maximum of 208 km / h. On dirt roads it feels good, although with the details already mentioned of the front train. The clearing, without being a pure 4 × 4, is more than good for rural roads, always looking at the floor to avoid large stones that we would avoid with any car or pickup, simply because we do not like to break anything. We believe that an automatic transmission could not hurt this model and engine. We will have to wait until November, when that option will arrive, with the six-speed Aisin box and torque converter. CONCLUSION The restyling of 2008 likes the tube very well and transforms it into the transition model towards the new 2008, which has just been presented in Europe (see photos). The engine and the trunk make the difference with respect to its competitors, which outperform it in design (some) and in price (several). During the presentation, the people of Peugeot put it above the Renault Duster ($ 1,021,100 Privilege 1.6 4 × 2), and the Ford Ecosport. On the same level as the VW T-Cross ($ 1,164,350 manual Confortline version), Citroën C4 Cactus ($ 1,146,500 the Feel Pack model), and Renault Captur ($ 1,061,000 for version 1.6). Above, the 4 × 4 versions as the Jeep Renagade. The driving position continues to weigh heavily on who writes at the time of this final conclusion. For the rest, it is a good option within the segment of the SUV girls, that we used to know as "break", but now nobody calls them that. But as soon as we accelerate the 165HP we forget many of those things and have fun behind the wheel of an agile and powerful car. And I close stealing a phrase from C.C. two years ago: "It is as if Peugeot told us that adventures can also be enjoyed, even if they are well paved."
  7. Pese a lo que pueda parecer, no todo en su vida fue de color de rosa. Fox se enriqueció a su costa y su primer marido, John Agar, le fue infiel varias veces Despite what it may seem, not everything in his life was rosy. Fox got rich at his expense and her first husband, John Agar, was unfaithful several times The most famous curls in the history of cinema left forever five years ago. Shirley Temple will be remembered as that child icon a thousand times parodied, imitated, revered and hated with flavor to other times. The 'little girl' died on February 10, 2014 at age 85, leaving behind a legacy of po[CENSORED]rity dating back to the thirties. Despite what it may seem, not everything in his life was rosy. For example, when Fox, the studio that made her a star, was enriched with films like 'The Little Colonel' (1935) or 'Heidi' (1937), she only saw $ 13 each month. His mother received 250 a week and, later, a bonus of 15,000 or 35,000 at the end of each movie, depending on how successful it was. Although his conservatism prevented him from speaking ill of those years in which he became the national emblem of the United States without hardly realizing it, he would later admit, with his small mouth, that his father had kept most of the money he earned for their movies. In those years in which his charm and his 52 curls made the Americans happy, who suffered the Great Depression, not everyone agreed with his work and his self-confidence. The writer Graham Green published an article in which he claimed that his films seemed "depraved." Through scenes like the one in which he played a half-naked Cupid in 'Curly Top', Greene exemplified that the girl had middle-aged admirers and that they were fascinated by her “childish coquetry”. Fox sued the magazine 'Night and Day' and Greene himself for the article and both had to pay $ 3,500 for damages to the child and the studio. That didn't stop Greene from referring to her, in successive years, as "that little bitch." Shirley Temple in 1934. (Cordon Press) Shirley Temple in 1934. (Cordon Press) The truth is that Hollywood defended it only while it was profitable. When his cinema stopped giving money, he did not merit it without mercy. The turning point was not to star in 'The Wizard of Oz'. Unconvinced of the age and commerciality of Judy Garland to embody Dorothy, the Metro wanted to "lend" Jean Harlow to Fox to make a film in exchange for leaving Temple to star in the famous musical. Harlow died in 1937, two years before the premiere of the film, and the exchange of stars was never possible. Maybe the spectators won with the permanence of Garland on the tape, but for Temple that was the beginning of the end. From then on, everything went downhill. 'The blue bird', an attempt to make a fantastic and technicolor film in the line of Oz, was an important hit that kept her away from the cinema for four years. When he returned he had to forget about being the protagonist. In 'Since you left', 'I'll see you again' or 'Fort Apache', I was just a secondary teenager with little importance in the plot. Shirley Temple and Cary Grant. (Cordon Press) Shirley Temple and Cary Grant. (Cordon Press) In his personal life he didn't seem to do too well either. In 1945, at the tender age of 17, he married actor John Agar. He seemed much more interested in the whiskey bottle than in pleasing his wife. In addition, it was a rare occasion when she did not take several women home while she was pregnant. The matrimonial climax came on a night when he arrived so drunk and bent on hitting her that she had to leave the house in a panic. Despite all these early ups and downs, Temple ended up finding happiness with Charles Alden Black, who introduced her to the world of politics and guaranteed a new life away from the Hollywood spotlights. Unlike other early stars, he never victimized his role in the film industry. Quite the contrary, she was delighted to remember her films and when Jamie Lee Curtis presented her with a prize for her entire career in 2006, she picked it up with the eyes of a girl. In those years, he also collaborated in the coloring of his old tapes and promoted his image as an eternal vintage icon. If Fox had enriched himself at her expense, it was she who, years later, could exploit her own image, that small pile of curls that made millions of Americans happy. Such was her fame that once, when her mother took her to see Santa, it was he who ended up asking for an autograph from her. At that time I was too small to understand that you have to pay a high price for the king of the North Pole himself to admire you.
  8. Through an opinion column published this Sunday in the Télam news agency, President Mauricio Macri spoke about the country's political and social news and briefly reviewed the latest economic measures taken by his Government. “We Argentines are living in a climate of uncertainty several weeks ago, and I want to tell you that today nothing is more important than giving a break to the pocket of Argentine families and addressing the instability of the economy. I'm here for that. My responsibility is to take charge and resolve the urgencies, ”the president began. Next, the President talked about the measures that were taken last week with the aim of "containing the negative impact of the crisis" and said he was convinced that "we can route the economy and leave decades of ups and downs." Full text We Argentines are experiencing a climate of uncertainty several weeks ago, and I want to tell you that today nothing is more important than giving a break to the pocket of Argentine families and addressing the instability of the economy. I'm here for that. My responsibility is to take charge and resolve the urgencies. With the aim of bringing relief to the table of Argentines, we made a series of decisions. During the first week, we focus on containing the negative impact of this crisis. We take, among others, measures for monotributistas and for those who pay profits, and increase the minimum wage. And to reduce the impact of inflation, which until August 11 came down, we eliminated the VAT of various foods from the basic basket. And we did it thinking, above all, in the middle class. The one who always puts her shoulder and feels that her effort is never paid. On the other hand, to continue accompanying SMEs, which are the development engine of our country, the AFIP launched a 10-year plan to catch up, in addition to expanding from 6 to 10 the number of permanent plans that each can have Small or medium business. We added Hernán Lacunza as Minister of Finance to the team and with it we opened a new stage. His first decision was to extend the debt terms to ease the financial burden in the short, medium and long term. And we put a limit on the volatility of the exchange market to protect the exchange rate stability and the savers. These are measures that are justified only in the emergency, but are necessary to avoid further damage. Economically, we will continue to make the necessary decisions to bring you peace of mind. And at the same time, we will continue to govern as always, focused on generating work for more Argentines, as we have been doing since day one. Whenever I talked about the opportunities that the world opened, for example, I did it thinking in the pocket of the Argentineans and in the growth of the families. Because exporting more lemons to the United States - to give an example - is that: Argentines who bet and grow, who access new possibilities. The agreement between the European Union and Mercosur is that: more work and more growth opportunities for Argentines. Having returned credibility and transparency to INDEC, improving justice and respecting the independence of powers is that. In short, make Argentines grow from clear rules, without lies, with strong institutions and respected by all, on the basis of solid foundations. That is, in my view, the role of a President: generate the conditions so that in each region of Argentina the work is multiplied. Because the fruit of that work is genuine progress, it is not a patch or a shortcut. And we know that the only way to achieve true progress is to dialogue and build trust, which is the basis of any link. Without wanting to harm or expose each other because, if we do, we all lose. To get ahead we need to reach consensus, especially those who occupy a leadership role in the country. In my government the provinces had more participation over the total federal resources, and the dialogue between the Nation, the provinces and the municipalities was always fluid and constant. We reached agreements between businessmen and trade unionists that improved productivity and generated opportunities. It is that without dialogue there is no possible progress. That is why I am also in permanent contact with the different representatives of the parties that compete in the October elections. We can live in a republican and free Argentina. We can route the economy and leave decades of ups and downs. We can do this by telling ourselves the truth, respecting each other, expressing ourselves without bringing consequences. We can continue to live in a country where there is no place for mafias or corruption. We can be better, I am convinced of that. Let's trust ourselves. If we go through so many difficulties throughout our history, if we take so many steps forward when nobody thought we could do it, it means we can, that we are capable. That Argentina is possible.
  9. Mordhau is a medieval multiplayer hack 'n slash video game [1] [2] [3] developed by Slovenia independent studio Triternion, with a prominent aspect of gaming and competitive customization based on skills. It has a combat system that emphasizes close combat, freely based on historical techniques such as feints, redirection and alternative use of weapons. Other features include ranged weapons, siege engines and mounted combat. [4] The game was released on April 29, 2019 on Steam. Playability In Mordhau, players participate in close combat with medieval weapons such as swords, spears, shields, hammers, bows, siege weapons and more. In close combat, players can defeat their opponents using techniques such as directional strikes, stab, kick, dodge, block and stop while watching their health and resistance bars. Players can also ride horses in battle. The game can be played in first person or third person perspective. Personalization Outside the game, the player can edit and create mercenaries for most game modes. By creating or editing, the player can change the body type, face and voice of his mercenary for cosmetic purposes. Editing things like armor, weapons and advantages cost points in the game. Depending on the type of armor that the player has, it can affect the speed of movement of the player, as the use of heavier armor will cause the player to move slower and cost more points, while there are only 3 levels of armor, also There are cosmetic variations for the armor. All weapon point values are determined approximately by the size of the weapon, since a light dagger would not be as expensive as a heavy hammer. The benefits system will grant the mercenary several passive skills at the expense of points, the value of the point will increase depending on how ideally the advantages are useful, however, an exception Game modes Frontlines In this game mode, up to 64 players will form into two teams. Each team starts with 1000 points, and competes with the other team to earn more points by fighting each other, capturing opposing territory and completing the team's objectives. For every enemy defeated, the other team loses a point. Capturing central or enemy territory will reduce the opposing team's points. However, completing the team's objective will instantly end the game in favor of whichever team completed their objective. [8] Battle Royale In this game mode, 64 players will compete against each other in a free-for-all match. When a player is defeated, they will lose the game and not spawn again. The last player standing will be the winner. At the start of the game, all players will spawn without weapons or armor. They must seek out chests containing equipment in order to increase their chance of survival. To avoid stalemates, a ring surrounds the entire map, and will slowly shrink to bring the players closer to each other. Horde In this game mode, a small team of players will be pitted against waves of computer-controlled enemies that will get increasingly harder each wave. Players will start with no weapons or armor, and their health will not regenerate normally. To regenerate health and earn weapons, the player must defeat the enemies and survive the round. Defeating an enemy will award the player a quarter of their health and currency. Completing a wave will refill the players health and award currency. Currency is used to purchase weapons and armor. All purchasable equipment is scattered all over the map, needing the player to have extensive knowledge of places like item locations. Skirmish This game is in the form of a team deathmatch; however, when a player is defeated, they will not spawn for the rest of the round. The last team standing will win the round. and play will continue until one team has won 7 rounds. Deathmatch This game mode has everyone fight against each other with no teams or in a free-for-all. The first player to score the target amount of kills will win the game. Many Deathmatch servers are duel-only servers, where players flourish at each other to begin a duel. Team Deathmatch This game mode is similar to deathmatch, except that the player will form two even teams and will compete for the most kills of players on the other team. Developing The game was built using Unreal Engine 4 Marko Grgurovič, a Slovenian PhD student of computer science at Primorska University, began developing Mordhau alone. With no experience in game development, Grgurovič had begun building a prototype in Unity called Project Slasher. [10] After working on Project Slasher with another person for two years, the team decided to redo the entire project, since it was not up to its standards. [11] For the next three years, Grgurovič joined other programmers, graphic designers and animators around the world, many of whom enjoyed playing video games like Chivalry: Medieval Warfarey wanted to do something similar [10] This led them to found the Triternion company and produce the first versions. In this period of time, the development team changed from using Unity to Unreal Engine and changed the name of the project to Mordhau. [ In March 2017, the company launched the Kickstarter campaign to raise funds for development, which achieved its basic objective in less than 24 hours. The game was finally released on April 29, 2019
  10. Beyond Good and Evil 2 is an upcoming action-adventure video game in development by Ubisoft Montpellier and published by Ubisoft. It is a prequel to "Beyond Good & Evil", published in 2003. Its development was characterized in the media by uncertainty, doubt and rumors about the future of the game, until it was officially announced at the Ubisoft conference in E3 2017, although no information about the target launch or platform has been disclosed. Playability Beyond Good & Evil 2 is an action-adventure video game set in an open world environment and played from a third-person perspective that takes place a few generations before the events of Beyond Good & Evil.1 It has more traditional elements in comparison with the first game; The player will generate a character that will start the game "at the very bottom of the social system." 1 The character can be masculine or feminine.2 As the player completes several tasks, he will improve on several attributes, and gain spacecraft and crew members that can also improve over time. The player will visit planets that have their own societies, and by completing tasks on these planets, they will gain new technologies or other facets to improve their spaceship. 1 Its director, Michel Ancel, said they anticipate that there will be a narrative element that includes fixed events in the story, as well as events based on the decisions the player had made in the exploration of planets. The game will have support for players either in solitary and cooperative mode; Even as an individual player, the player can participate in a shared universe, with some events affecting all players at the same time. Developing Beyond Good and Evil 2 has languished for several years, and is considered to have been in the hell of development. The original game Beyond Good & Evil, released in 2003, was critically praised and gained a cult following, but was considered a commercial failure. Ancel explained that when writing the game's universe, he realized that it was bigger than it could practically include within a single game, and therefore anticipated that the game would be the first in a trilogy of works. However, the poor sales of this game left its publisher Ubisoft reluctant to invest in a sequel. Rumors about a sequel began to circulate around 2007, beginning with an interview with Ancel in which he said he was working on a new project that was very personal for him, and mentioned his hopes of reusing Jade, the character-player of "Beyond Good & Evil", in a future project without changing his personality.4 Ancel said in an interview in May 2008 with the French magazine Jeuxvideo.fr that the sequel to Beyond Good & Evil had been in pre-production during a year, but had not yet been approved by Ubisoft.5 Later that same month, as part of its "Ubidays" event, Ubisoft released a trailer for the next Ancel project and its Ubisoft Montpellier studio, which had worked on Beyond Good & Evil The trailer used the musical resources of Beyond Good & Evil and showed characters that appeared to be Jade and Pey'j from the original Beyond Good & Evil. Ubisoft reported that the trailer had been recorded within the capabilities of the video game engine, displaying high-resolution graphics representative of the seventh-generation video consoles.6 7 A second leaked trailer appeared for the game on the Internet around May 2009, showing a character that seemed to be Jade running down a crowded street. The trailer was confirmed as authentic by Ancel, while Ubisoft denied that they had published it on purpose.8 9 10 From these trailers, until 2016, the status of the program with Beyond Good and Evil 2 was unclear, with conflicting statements made by both Ubisoft and Ancel. While Ancel and Ubisoft reported several times that the game was still in development, rumors circulated that Ubisoft had put the game on hold, 11 12 13 14 that Ubisoft had not yet officially announced the title and that, so Therefore, production had not officially started, 15 16 17 and that Ancel had left Ubisoft Montpellier, 18 19 In 2016, Ancel said they had stopped working at Beyond Good & Evil 2 to develop Rayman Legends. (2013) that allowed them to produce tools that would help them with the production of Beyond Good and Evil 2; Once the work for Rayman Legends was finished, they returned to the sequel to Beyond Good & Evil.20 21 Later Ubisoft noticed that in the time of Ancel it was divided between Beyond Good & Evil 2 and Wild, a title developed by the studios Ancel's Wild Sheep Studios on the outskirts of Ubisoft. 22 At the end of 2016, Ancel used social media to publish images of the game, which showed a younger Pey'j, hinting that Beyond Good & Evil 2 could be a prequel. Ubisoft shortly thereafter officially announced the game.23 24 25 Ubisoft showed the first new Beyond Good & Evil 2 trailer during its conference at E3 2017 and was announced as a prequel to the first game.26 During E3 2017, Ancel confirmed that the trailers of 2008 and 2009 were from an initial work as a narrative sequel to Beyond Good & Evil, but during the development they chose to change direction and turn it into a prequel, so the work shown above was from an effectively different game .1 Launch platforms have not been announced. There had been rumors that it would have been released as an exclusive timed for the Nintendo Switch (under its codename NX) in the previous year, 27 but Ancel confirmed that this was not the case. The "Space Monkey Program" lists the game for Microsoft Windows, PlayStation 4 and Xbox One, however Michel Ancel stated that the platforms have not yet been announced, and that the list was due to an error.28 29 Ancel told him later to Kotaku that the game is designed to work on many platforms.
  11. Team Fortress 2 (TF2) is a multiplayer first-person shooter video game developed and published by Valve Corporation. It is the sequel to the 1996 mod for Quake of the same name and his 1999 remake Team Fortress Classic. It was first released as part of the The Orange Box video game compilation on October 10, 2007 for Windows and Xbox 360. A version for PlayStation 3 was subsequently released. The game was later released separately for Windows on April 8, 2008, for OS X two years later and for Linux on February 14, 2013. Team Fortress 2 is distributed online from the Steam service, while the sale to the public it was handled by Electronic Arts. On June 23, 2011, the game was made free-to-play, backed by gun microtransactions in the game by Steam. The development of Team Fortress 2 was directed by John Cook and Robin Walker who originally created the Team Fortress mod for Quake in 1996. The game was announced in 1998, and was first powered by the Valve GoldSrc engine, but this changed as it went through different design phases. In 1999, the game seemed to deviate from its predecessors by following a more realistic and militaristic gameplay style, but its design was changing over a nine-year development period. The final surrender shows a caricatural visual style influenced by the art of J. C. Leyendecker, Dean Cornwell and Norman Rockwell.1 and is powered by the Source engine. The game itself revolves around two teams, each with access to nine different character classes, fighting in a variety of game modes located in different environments or maps, sometimes with a factory or warehouse theme. After its release, the game received critical acclaim and several awards, being praised for its graphic style, balanced gameplay, humor and for its use of full character personalities in a multiplayer video game. Playability Like its predecessors, Team Fortress 2 is focused on two rival teams, Reliable Excavation & Demolition (RED) and Builders League United (BLU) competing for a main objective based on combat.5 Players can choose to play as one of the nine character classes on these teams, each with their unique strengths, weaknesses and weapons. Although the skills of some classes have been changed from previous installments of Team Fortress, the basic elements of each class have remained, this being a primary weapon, a secondary weapon and a melee weapon.6 7 The game was released with six official maps, although 44 additional maps, 9 sand maps, 8 King of the Hill maps and several other types of maps were included in subsequent updates.8 9 Additionally, a series of community-made maps were released. When players enter a level for the first time, an introductory video shows how to complete their objectives. During the games, "La Narradora", 10 announces several events in the game by loudspeakers. The player limit is 16 on the Xbox 360 and the PlayStation 3.11 On the PC, in 2008 Valve updated Team Fortress 2 to include a server variable that allows up to 32 players.12 Team Fortress 2 is the first of Valve's multiplayer games to provide detailed player statistics. These include: time spent playing like each class, more points earned, and the highest catches or goals achieved in a single life. Persistent statistics tell you how he or she is improving in relation to these statistics, such as if the player is close to his achievement for the greatest damage inflicted in a round.8 Team Fortress 2 also has numerous "achievements" for doing some tasks , such as making a certain amount of deaths or completing a round within a certain time. New sets of specific achievements for each class have been added in updates, which adds new skills and weapons to each class once unlocked by the player. This unlock system has been expanded in a random system, where the player can also obtain items simply by playing the game.13 Unlocked achievements and statistics of previously played games are displayed on the Steam Community or Xbox profile Player Live GAME MODES Team Fortress 2 contains many main game modes. These include Capture the Flag, which revolves around BLU and RED teams that fight to steal each other's intelligence (represented in the game as a briefcase) and return it to its base. At the same time, each team must defend their own intelligence. When intelligence falls because the player dies or drops it manually, it will remain on the ground for 1 minute before returning to its original location if it is not picked up again. Intelligence can only be carried by the opposing team. The first team to capture the intelligence of the enemy three times wins. [18] Control Points is a game mode where there are several control points established around the map, typically 3 or 5. For a team to win, all control points must be captured within the time limit. The time limit is delayed in capturing a control point by any team. [19] Attack / Defense consists of the BLU team that attempts to capture all the RED team's capture points within a time limit. RED cannot retrieve a point after BLU has captured it. [19] Another central game mode such as Attack / Defend is Payload, where the BLU team must push a car containing a pump through all the control points of the RED team within a time limit. This time limit is extended when BLU captures a control point. The BLU team wins by pushing the car bomb to the last control point, while the RED team wins by defending until the time limit is used up. [20] King of the Hill is another main game mode, which contains a single control point that can be captured by RED and BLU teams. After the capture of the control point, a specific counter of the equipment starts the countdown and stops when it is captured by the opposing team. The first team to finish their stopwatch wins. [twenty-one] There are also several alternative game modes within Team Fortress 2. Payload Race, like Payload, causes the RED and BLU teams to push a car of the team color to a control point. Unlike Payload, there is only one control point at the end of the track and there is no timer. The team that reaches its checkpoint first wins. [22] The control of the territory consists of several capture points distributed in a single map. Like the control point, each point can be captured by RED or BLU equipment. Unlike the control point, only two points are accessible at the same time, once the team successfully captures a point, the "stage" ends and the accessible capture points change. When a team is only in control of a single control point, it cannot capture the control point of the opposing team, and the team must wait until the time limit is over and the accessible capture points change. A team wins by capturing all control points. [19] Special delivery is like capturing the flag, but there is only one briefcase that the RED or BLU team can initially collect. When a team picks up the briefcase, the opposing team cannot now lift the briefcase until it has been on the floor for 45 seconds and has reappeared in its original location. A team wins by holding the briefcase on a loading platform until they reach the top of the platform. [23] Arena is a special game mode where players do not appear again when they die, and to win they must eliminate the enemy team, or after a duration, a capture point is opened, which will capture the game by capturing. [24] Mannpower is another game mode like Capture the Flag where players have access to a grappling hook and a variety of power devices placed around the map that gives players unique abilities. [25] Player Destruction is a unique game mode in which, after the death of a player, a pickup is withdrawn (varies according to the map). To win a team you must deliver a set number of pickups to the point of delivery. The player on each team with the most pills is highlighted for all to see and gives passive healing to themselves and the teammates around them. PASS Time is a unique game mode inspired by rugby, developed by Valve, Bad Robot Interactive and Escalation Studios. To win each team must score five goals to have the most goals at the end of the timer. To score a goal, you can lift and throw a single ball, the "cat". [26] Medieval is a variation of the Attack / Defend game mode, where players' weapons are limited to all melee weapons and other weapons that fit the medieval theme. Mann vs Machine (MvM) is a cooperative game mode where players must defend their base from waves of modeled robots from the nine playable classes and slow-moving tanks that carry bombs. Robots and tanks throw credits after their death, which players can use to buy upgrades for themselves or their weapons. Players win by successfully defending their bomb base until the last wave. [28] A paid version of this game mode called "Mann Up" is also available, where players buy tickets to play "tours", with the possibility of winning unique cosmetics and weapon designs at the end. [29] There is also a training mode and a practice mode. The training mode exists to help new players become familiar with the basic controls and teach them the basics of four of the nine classes. Use wooden dolls and bots to teach players. [30] The practice mode is like any other multiplayer game, but it only consists of the player and the bots. The amount of bots, their difficulty and the map can be adjusted to a player's preference. [30] [31] [32] Since 2009, there is usually also a Halloween-themed variation in one or more of the previous modes during the weeks near the holidays, with maps or updated modes to include themed decorations and, often, a more difficult challenge for players. For example, Halloween 2012 included an extremely difficult round of Mann vs.. Machine that involved the destruction of more than 800 enemy forces. [33] Due to the po[CENSORED]r demand for Halloween events, Valve added Full Moon, the ability to play these events in the few days around the full moon throughout the year, and later Eternaween, the possibility that players Vote to play the thematic events. for a block of two hours at any other time Classes and characters From left to right: Pyro, Engineer, Spy, Heavy, Sniper, Scout, Soldier, Demoman and Medic Team Fortress 2 presents nine playable classes, classified in the roles "Offense", "Defense" and "Support". [11] Each class has strengths and weaknesses and must work with other classes to be efficient, encouraging strategy and teamwork. [35] Each class has at least three weapons: a single primary weapon, a common or unique secondary weapon and a single melee weapon. Offense The Scout (Nathan Vetterlein) is a baseball fan and an arrogant street runner from Boston, Massachusetts, who practiced running to "beat his crazy brothers into the fray." [36] He is a fast and agile character, armed by default with a scatter gun, a gun and an aluminum baseball bat. The Scout can jump twice and counts as two people by capturing control points and pushing payloads. As compensation, he has poor health. The soldier (Rick May) is the second slowest class of the game and the class with the second highest health (after the type of heavy weapons). A Jingoist American military from the Midwest (although he was never in the army) [37], the Soldier is armed by default with a rocket launcher, a shotgun and a folding shovel. The Soldier can use his rocket launcher to jump to higher positions at the cost of some health. The Pyro (Dennis Bateman) is a mentally unstable pyromaniac of unknown gender or origin, dressed in a flame retardant suit and a gas mask that muffles the voice. By default, they are armed with a homemade flamethrower that can set players on fire, a shotgun and a fire ax. Your flamethrower can also produce an explosion of compressed air that knocks down nearby enemies and projectiles, and extinguishes teammates on fire. Defending The Demoman (Gary Schwartz) is a black, one-eyed, black alcoholic from Ullapool. [40] Armed by default with a grenade launcher, a sticky bomb launcher and a rubber glass bottle, the Demoman can use its explosives to provide indirect fire and set traps. [38] The Demoman, like the Soldier with his rocket launcher, is able to use his Stickybomb Launcher to "jump with difficulty" at the cost of some health. The type of heavy weapons, or simply the heavy one, (Gary Schwartz) is a great Russian from the Dzhugdzhur mountains of the USSR, heavy in stature and accent, and obsessed with firepower. Although it is the slowest class, it can withstand and cause huge amounts of damage. His predetermined weapons consist of a huge machine gun which he affectionately refers to as "Sasha", a shotgun and his fists. [41] According to him, it costs $ 400,000 to fire his weapon for twelve seconds. [41] The engineer (Grant Goodeve) is a relaxed and intellectual "good boy" from Bee Cave, Texas. [42] The engineer can build structures to support his team: a sentinel gun to defend key points, a health and ammunition dispenser and a couple of teleporter modules (an entrance and an exit). [38] Armed with a wrench, construction and destruction PDA, a standard shotgun and a gun, the engineer uses his wrench to repair, improve and accelerate the construction of his buildings and those of his fellow engineers (first using his PDA of construction to build them). You can also remotely destroy your structures using your Destruction PDA. Support for The doctor (Robin Atkin Downes) is a German physician from Stuttgart with little regard for the Hippocratic oath. [43] The "Medigun" of the Medic heals his teammates and gradually builds "ÜberCharge"; in activation, the ÜberCharge grants increases ranging from temporary invulnerability to the doctor and the patient to guaranteed "critical strokes" (triplicate damage that ignores distance penalties) for its weapon awarded to the patient, depending on which Medigun is selected. By default, the Medic is also equipped with an air syringe gun and a bone saw in situations where your teammates do not protect it. [44] [38] He keeps pigeons as pets, one of which is called Archimedes. The sniper (John Patrick Lowrie) is a cheerful New Zealand ocker-style character raised in the interior of Australia, [45] equipped by default with a laser-targeted sniper rifle to shoot at enemies from afar (since his weapon has no damage from falling or spreading)) with critical hits guaranteed in the head shot of an enemy (although this may not be the case, depending on the rifle selected). By default, it also carries a machine gun and a kukri for close combat. [38] The spy (Dennis Bateman) is a French double agent equipped with covert tools, which include a camouflage device disguised as a watch, an electronic sapper used to sabotage and destroy the buildings of enemy engineers, and a hidden device in his cigarette case that lets dress up as enemy players. Armed by default with a revolver, the Spy can also use his butterfly knife to stab enemies in the back or on the sides (known as stabbing in the back), which kills them instantly.
  12. Watch Dogs 2 (stylized as WATCH_DOGS2) is an open-world and action-adventure video game developed by Ubisoft Montreal and distributed by Ubisoft for Microsoft Windows, PlayStation 4 and Xbox One platforms. It is the sequel to Watch Dogs that was released for sale on November 15, 2016.1 2 It is open-world, stealth and third-person shooting being set in the city of San Francisco. The player embodies Marcus Holloway, a hacker who joins the DedSec hacktivist group to discover and reveal to the public the management of the ctOS Operating System and investigate how the State and companies use the information collected to control the po[CENSORED]tion. Launching On June 8, 2016, Ubisoft revealed that the game would be released on November 15 of that year for the PC (Microsoft Windows), PlayStation 4 and Xbox One platforms in six different editions.5 In September 2016, it was announced that Watch Dogs 2 would have improvements for PlayStation 4 Pro.6 In October 2016, Ubisoft announced that the PC version was delayed until November 29, 2016 to ensure its optimization for Microsoft Windows was good.7 Two Weeks from Launch, Ubisoft and Samsung partnered to offer a downloadable copy of Watch Dogs 2 for free with the purchase of a solid-state disk or curved gamers monitors.8 Amazon Prime copies that were released before the general release date , showed problems with the integration of the multiplayer in the game. Ubisoft promised to correct the problems of that modality in time.9 but on the day of the launch, the company said it was defective, citing lag and Crasheos.10 The multiplayer cooperative mode was enabled one week after the launch of the video game. 11 A free trial version that lasted three hours was released for PlayStation 4 on January 17, 2017; the Xbox One version could be downloaded starting January 24.12 Advance orders of the "Gold Edition Collector's Edition" version include additional content such as weapons, skins, vehicles and drones; The "Deluxe Collector's Edition" contains the same, but excludes the Season Pass. Each of these, such as the generic "Collector's Edition", contains a robot called "Wrench Junior", which is controlled with a mobile application on a smartphone or tablet. The "Gold Edition" brings the aforementioned items and the "season pass", and although the "Deluxe Edition" version omits the "season pass", it contains all the other extras.13 The mission "Zodiac Killer" is also exclusive for purchases in advance orders. This is the protagonist Marcus Holloway chasing a criminal impersonator who emulates the same modus operandi that the killer of the Zodiac used. Amazon and Twitch Prime members get access to free content such as XP enhancers and Skins packs. "ScoutXpedition", a bonus mission for pre-order buyers on PlayStation 4, was made available for free to download since January 2017.
  13. Agar.io is a massive online browser video game, published on April 28, 2015 on Reddit by a user of an independent developer of said website, called «Zeach». The perspective of the game is top-down, that is, a camera angle that shows the player and the surrounding area from above. Its version for Android and iOS was published on July 8, 2015 by Miniclip. Playability The player starts with a small cell and aims to be as big as he can. To achieve this goal, the player must move his cell across the map to eat the small colored dots that raise their mass by 1 in addition to swallowing other cells when placed directly on them and avoid being prey to larger cells. There are several game modes among which are FFA or all against all and also in teams.2 In addition to these two modes there is also the experimental mode and the party mode. In the latter you can invite friends to play on the same map. In FFA mode, players are allowed to change their appearance with different words or phrases, which is called skin.3 Agar.io contains three entities: pellets, cells and viruses: Pellets :, or food, 4 are randomly scattered on the map. When ingested, the mass of a cell increases slightly. Cells: they are controlled by all players. Opponent cells of smaller size can be ingested, this can be directly, or by division, as described below. Cells move more slowly when the mass is greater5 and mass is gradually lost over time.6 Viruses: they cause the largest cells to separate into many pieces. Smaller cells can hide behind them for protection against larger cells. They can be fed to create another virus that marches in the direction of the player you choose.6 Players can divide a part of their cell, throwing the divided cell in the direction of the cursor. This can be used as a ranged attack to swallow other cells, to escape from a difficult situation, or to move more quickly across the map.2 When dividing cells, they subsequently join one again over a prolonged period of time . Players can also release small fractions of their mass to grow other cells, hooking for enemies so that they come to eat to be eaten, or to feed viruses, which leads to splitting when done several times . Developing Agar was first announced on Reddit on April 28, 2015 by Matheus Valadares, a 19-year-old Brazilian developer. Designed in JavaScript and C ++, the game was developed within a few days.7 Valadares continued updating it and adding new features to the game, such as an experience system and an "experimental" game mode to test the experimental features.4 On May 3, 2015, Agar.io Greenlight entered with Valadares planning to launch a free-to-play version of the game for download. Be planned to add more features to the game, including additional game modes, custom styles, and an account system. It was quickly approved by the community for inclusion through Steam. 8 On July 8, 2015, the mobile versions of Agar.io for iOS and Android appeared and was published in Miniclip. Sergio Varanda, head of Miniclip, explained that the main objective of the mobile version was "to recreate the players with gaming experience who knew and loved it on the web", citing the challenges with the recreation of the experience with touch screen controls. Miniclip planned to make more updates frequently for the game; Varanda said the new features often come from fan comments on social media.
  14. Brawl Stars es un videojuego desarrollado por Supercell para dispositivos en plataformas Android e iOS. Se lanzó en todo el mundo el 12 de diciembre de 2018, mientras que la versión beta se lanzó el 15 de junio de 2017 Juego El objetivo del juego es lograr el máximo número de trofeos, estos se logran en diferentes eventos que están en el juego (atrapagemas, supervivencia, robo, caza estelar, pelea y asedio). Para esto, tendrás que elegir un luchador (luchador o personaje) que te ayude y que sea adecuado para cada modo de juego y cada mapa. Los luchadores varían según su fuerza, alcance e incluso apariencia. Para ganar tendrás que alcanzar el propósito del evento para obtener trofeos o no perderlos. A medida que consigas esos trofeos, desbloquearás nuevos eventos o peleadores de la ruta de trofeos. Ruta de trofeos Los trofeos que obtienes se acumulan para que cada vez que obtengas 50, 100, 150, 200, 250 y 300 puedas desbloquear una recompensa en la ruta de trofeos, como: monedas, boletos, peleadores, nuevos eventos, cajas, puntos duplicadores de fuerza y chip. Cuando tienes un luchador con 550 trofeos, los trofeos de más se convierten en puntos estelares que se usan para comprar artículos exclusivos en la tienda. También se pueden lograr escalando brawlers de rango, por ejemplo. (Actualmente, la final de Trophy Road es de 14.500 trofeos, a la espera de su extensión) Rango 10: 100 puntos Rango 15: 200 puntos Rango 20: 300 puntos Rango 25: 400 puntos Rango 30: 500 puntos Rango 35: 600 puntos Brawlers Brawlers are like the characters in the game, each one is different and they have different abilities. Different variants can be distinguished in the same brawler as: Rango: muestra tu habilidad con el luchador y cuántos juegos has ganado, cada 10, 20 o 40 trofeos subirán de rango. El rango más alto es el rango 35 (alcanzado con 1250 trofeos). El rango no varía la fuerza o la vida. Fuerza: es lo que hace que un peleador sea más fuerte, obtienes fichas en las cajas de Brawl o las compradas en la tienda y ganas fuerza con monedas. Habilidad estelar: es la habilidad que se puede desbloquear cuando un luchador alcanza el nivel de fuerza 9. La habilidad estelar se puede obtener con cajas de pelea. Piel: Es el aspecto del peleador. Se compran con gemas, algunas cumplen ciertos requisitos o con fichas de estrellas.
  15. Far Cry 2 is the sequel to the first-person action video game (FPS) developed and distributed by Ubisoft in 2008. This does not follow the plot line of its predecessor, as it abandons the science fiction theme, to focus on a story located in Africa, also leaving aside the protagonist of the first installment, the renowned Jack Carver, who gave personality to the first part and its expansions (Evolution in XBOX, Predator on Xbox 360 and Vengeance for Wii) . The development was in charge of Ubisoft, without the participation of Crytek Labs. Game mode Far Cry 2 is characterized by having an open end. Players are able to ally with one or multiple factions, and progress through the game and the missions that can be found, resulting in a non-linear gameplay style that allows the story to progress in the desired order. Players can use a range of vehicles, including cars, trucks, boats (many of which are equipped with weapons), a bus network with equidistant stations to move quickly from one end of the stage to another and even hang wings, to Move around a wide 50km2 stage and choose how to get to your destination. Time of day also affects the behavior of artificial intelligence (I.A), in terms of alertness and aggressiveness; for example, an enemy may intensify his intuition a little at night, but cannot see the hidden player; Meanwhile, during noon the enemies can take turns guarding in groups but easily see the player from a distance. The health bar represents the health of the protagonist, which is divided into five segments, each of which is automatically filled in if it is not used up and the player finds coverage for a few seconds. Players carry a limited supply of syrettes, which can be used at all times to completely refill the health bar, and are available from medical kits located throughout the world, specifically at guard posts. When he is close to death (there is only one health bar left), the player must perform first aid to himself, for example, removing bullets with pliers, or returning the ankle or fractured fingers to their position.The different scenarios include the African savanna, rivers, jungle and desert, in all of which it is automatically passed from day to night and vice versa, since time flows dynamically. The player must count on the help of friends who he finds trapped in bases, they are known as colleagues, they can give missions or when the health reaches zero they will rescue you but only once, so that he does it again he must go to a free house where you will be found and decide to help you. Weapons present in Far Cry 2 White Machete Main Assault rifle G3-KA4 (Heckler & Koch G3) Assault rifle Avtomat Kalasnikov # 47 (AK-47) Paratrooper FAL assault rifle (FN FAL) Assault rifle AR-16 (M16 rifle) M1903 sniper rifle (Springfield M1903) Dragunov SVD sniper rifle (Dragunov SVD) AS50 sniper rifle (Accuracy International AS50) MP-5 submachine gun with silencer (HK MP5 SD3) Homeland 37 Shotgun (Ithaca 37) SPAS-12 Shotgun (SPAS 12) USAS-12 shotgun high schools Makarov pistol (Makarov PM) 6P9 pistol with silencer (Makarov PM) Star Pistol .45 Eagle Gun.50 (Desert Eagle) Uzi submachine gun (Uzi) MAC-10 submachine gun (MAC-10) Flare gun M-79 grenade launcher (M79 grenade launcher shotgun) Explosives to remote control Heavy Flamethrower LPO-50 (Flamethrower) RPG-7 rocket launcher (RPG-7) Cannon without recoil Carl-G (Carl Gustav M2) MGL-140 grenade launcher (Milkor MGL) PKM light machine gun (PKM) Light machine gun M249 SAW (Light machine gun M249) Dart rifle Type 67 Mortar (Mortar) Mounted weapons Mk 19 grenade launcher Browning M2 machine gun Light machine gun M249 SAW
  16. Operation7 is a first person action game that is played with the keyboard and the mouse. The keyboard is used for most actions - movements (forward, backward, turn left, turn right, jump, bend down), equipment management (change weapons, shoot, recharge, turn on the flashlight) and communication (written or oral). The mouse is used to direct the view of the player and the weapon using a still sight that is in the center of the screen; It also serves to shoot the enemy with the left click. The player can activate the secondary function of the weapon he carries with the right mouse button, such as the sight of a sniper rifle, the silencer for certain pistols or for a stronger blow with the knife. The interface consists of different elements that are distributed on the periphery of the screen. In the lower left is the position of the player, his life and the radar that shows the map view as well as the team players, it also shows the position of the opponents that are in the field of vision of the team members in addition to the position of the pump. In the lower right corner the player can see the rest of his ammunition and in the upper right corner the murders and eliminations that have elapsed in the last seconds. In the upper central area of the screen there is a marker that shows the scores in team mode. Game modes Survival In this game mode the objective is to survive, it is a "all against all" where you score scoring murdered enemies. Demolition In this game mode two teams are defined: the "Terrorists" and "Anti-Terrorists". The aim of the terrorists is to place a bomb in one of the defined areas and that of the antiterrorists is to deactivate the bomb or prevent its activation. If the bomb is effectively planted, it explodes after 45 seconds giving the terrorists immediate victory. When activating the bomb, the anti-terrorists must make their way to it to deactivate it before the countdown, if the anti-terrorist team is killed before or after the activation of the bomb, the round is lost, in the game store it is possible to buy an item that cuts the deactivation / activation time in half. The explosion kills or damages all those within its harmful range, although this is only visual since the deaths are not reflected in the score of the player / s. In the event that the anti-terrorists have killed all the terrorists and they have already planted the bomb, the anti-terrorists will not win by eliminating opposites, they must deactivate the bomb obligatorily before it explodes or they will lose.5 Leader In this game mode two teams are defined, in which a "general" is defined randomly at the beginning of each round. The objective in this way is to eliminate the opposing general without losing that of the team.5 Deathmatch In this game mode two teams are defined, the objective of this mode is to eliminate the opposing team until reaching the established low limit, this can vary from 50, 100 and 200 points.5 7 Zombie mode The objective of this game mode is to survive the zombies and complete specific missions to win. AI mode The mode 'AI' or Artificial Intelligence consists in playing against a previously established number of bots that during the course of the game adapt to the game strategy of each player, that way the game difficulty increases according to the duration of the game
  17. 1. The Spiderman (or chest bottom) Release the control and turn off Netflix, we are not talking about the spiderman movie. The first exercise proposed by the specialist is a chest fund that works, especially abdomen, chest and arms. "In the same position that we would adopt to do a flexion, with the palms of the hands placed on the floor at shoulder height and the tip of the feet resting on the floor. And we lift the hip by tightening the abdomen. It is very important keep it steady at all times, "Naranjo explains. What differentiates this exercise from a flexion to use is that when we descend flexing the arms we must bring the knee to the elbow while keeping the body upright. It doesn't matter which leg we start with, but Naranjo remembers that we must make sure we do the same number of repetitions per side when training. "The ideal is to start with few repetitions and as the technique is improved and the physical background is increasing," says the personal trainer, who recommends resting 30 seconds after several repetitions. 2. Jump It is probably the least complicated exercise on this list. All you have to do is put your hands on your knees (or ankle if flexibility allows) and then take a small jump by stretching your body well. "It is important that while flexing to touch the knee we bring the buttocks back and the chest continues to look forward, not down," says the coach. 3. Triceps bottom with chair or sofa "With this exercise you work the back of the arms, the triceps, the one that hangs when we call a taxi if you don't exercise," says Miguel Naranjo. It is enough to have at home a four-legged chair or a sofa to carry it out and rest your hands on the seat with your feet flat on the floor in front of the body, your knees bent and your hip elevated. "Eye, the hip should not touch the chair," warns the coach. Once we are in this position, the elbows flex by lowering the hip towards the ground without the buttocks touching it. With an extension of elbows we return to the initial position and repeat several series. 4. Exercise of biceps with dumbbells Miguel Naranjo explains exercise: "You have to stand up, better in front of a mirror, with your knees slightly bent and your legs open at the height of your hips. The chest must be held straight because this way the position is corrected of the back. Once placed, with a dumbbell in each hand, the elbows are flexed raising the weight and then lowered in a controlled manner. " Caution: the elbows must remain attached to the side during the whole exercise. The idea is to do 10 repetitions leaving 30 seconds of rest between one series and another. 5. Stride with dumbbells Here the goal is to work quadriceps and buttocks. To begin the exercise we must stand up and take a step forward with one leg, keeping the body as straight as possible. "The legs should be slightly apart, at the height of the hips. When striding, the weight must be prevented from falling forward. It has to go towards the central axis (below)," recalls Naranjo. The leg that we have advanced should be flexed by the knee at an angle of 90 degrees until the thigh is parallel to the floor. Meanwhile, the leg that has not moved should descend towards the ground while remaining anchored in place with the foot resting on the ground. At the end of the movement you return to the starting position. "It is advisable to make the first strides without dumbbells, until the movement is controlled. Once mastered, you can increase the intensity with the use of dumbbells on the sides of the body." 6. Run on site As with the jump, this is an acceleration exercise. Translation: quickly increases the pulse and puts the heart to work. "The key to this exercise is trying to raise your knees to your chest while we run on site," says Naranjo. To be effective, you have to run as fast as possible for 15 seconds and rest for another 15. "It is convenient to do 4 to 5 series, it depends on the physical state from which we start, and increase them as our physical form improves," he says. . In this way, we put the heart to work above 60% effort (this percentage also varies depending on our physical form).
  18. La Casa de Estudios propone a la comunidad universitaria y al público en general, el acceso a los diferentes candidatos y la posibilidad de dar a conocer sus proyectos gubernamentales a la sociedad. El moderador fue el periodista Fabricio Pippi, quien guió la charla a través de los diferentes ejes planteados. Pasó por temas tan variados como educación, ciencia y tecnología, economía, salud, justicia y seguridad, turismo y cultura. In terms of economy, Anabel Fernández Sagasti explained that it is essential to recover the profitability of the productive and manufacturing sector of the province. He talked about financing lines for machinery, irrigation and anti-hail mesh, which allow the producer to develop each productive unit to its maximum potential. He also stressed the need to "boost the energy sector, both hydrocarbons and the development of renewable energy and hydroelectric power." "It is necessary to strengthen EMESA," said the candidate so that "not only design small projects, but for the province has a strategic role in this fundamental sector of the economy of Mendoza." On the closure of the issue, Sagasti evaluated that "the current state of provincial public accounts is very complex. Mendoza is one of the provinces that receives the least national income - and in this context of adjustment, resources are increasingly lower - added to that the next government will have to pay more than $ 100,000 million pesos and surely much more after the recent devaluation. " Asked about the functioning of justice, the candidate explained: "Our concept of justice is that it be more humane and closer to the neighbor, understanding that the citizen should not be reduced to a simple administration, but should participate in the administration of justice" . Sagasti explained that the extension of the crimes judged by po[CENSORED]r juries will be proposed. As for education, the national senator said, among other notes, that her commitment is to guarantee 180 days of class and address both the inclusion and the educational quality in the classrooms. He also insisted again on the need to guarantee the free ticket for students of all levels of the public management education system. "I am convinced that it affects the permanence of the students in the classrooms and is also a contribution to the family economy," said Sagasti, and was one of the policies most applauded by the audience. Por otro lado, uno de los puntos que el candidato a vicegobernador abordó fue el plan de vivienda que se promoverá. El enfoque es "tratar de resolver el déficit de más de 130 mil hogares a través de líneas de crédito. De esta manera, no solo se resuelve el problema de la vivienda, sino que se promueve el empleo en la construcción", dijo Jorge Tanús. La fórmula aprovechó la oportunidad para volver a mencionar el acuerdo firmado con Alberto Fernández que incluye grandes obras de infraestructura, Cordón del Plata para el uso del río Mendoza, el Paso Las Leñas, la culminación de la Ruta 40, saneamiento para Las Heras y Maipú Este, impermeabilización de canales y 300 reservorios de agua para optimizar el uso del recurso.
  19. = GAME SUMMARY = Experience the avalanche of 3-5-minute strategy fighting in the world of Tactical Monsters where you will find monsters from anywhere in the world. Be competitive in real or virtual life, this is the ultimate game for you! = GAME MODES = Build the most monstrous team and conquer the multiplayer mode in real time. Be smarter than your opponents and destroy them with the strategic position of your monsters before the battle and controlling their actions during the fight. It is a turn-based strategy game and a hexagonal board where monsters will come from anywhere in the space. From Franky the Frankestein, or mythological monsters like Medusa and Griffin, culturally typical creatures like WuKong and the Mummy, to monsters that you've never seen before as the famous BigFoot and Nobu the ghost Samurai. Each monster has its own story and each one has unique, magical, physical or even apocalyptic abilities such as Dr. Walter’s Mecha Machine’s nuclear warheads. = SOCIAL RELATIONS = Play with your friends in virtual battles 1 to 1, found a clan to trade charges. Exchange knowledge with players from all over the world, in the world chat or in the clan chat. Build your own defenses in the clan, dodge enemy commanders and become the number 1 clan in the world! = FEATURES = - Fight in Adventure Mode to recruit unique monsters. - Challenge other trophies in real time in the PvP mode, take their trophies and claim in a World Treasure chest. - Upgrade your monsters and unlock ridiculously destructive and monstrous abilities Resist in Guerrilla War mode (Survival Mode) and defeat the handful of endless HEADS. - Sharpen your skills in Training Camps Partner with your clan partners to discuss strategy, share cards and be the # 1 clan in the world. - Discover free items, rewards and monsters. - You will enjoy this game, if you like turn-based strategy games, collectible and upgradeable Hero games, RPG games, Trading card games, Chess-like games, traditional, Chinese or wars. This game is similar to other turn-based hex strategy games

WHO WE ARE?

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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