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Destroid™

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  1. ø Method of contact (Y!m / Skype): Discord, pm on forum ø Item(s) on sale: Counter-Strike: Source, Counter-Strike 1.6, Half-Life 2 +90Games ø Price of the product(s):20Euro ø Product photo(s): ø Payment method: PayPal ø Other specification:-
  2. ø Method of contact (Y!m / Skype): http://steamcommunity.com/id/destroidddd ø Item(s) on sale: LoL Account Silver 1 ø Price of the product(s): 10$ ø Product photo(s): https://gyazo.com/ba255e510104f1e7fbd2a8c4cc797cbc ø Payment method: Paypal , paysafe ø Other specifications: 28 champions owned ,6 skins Blood Moon Yasuo , Woad King Darius , King Tryndamere , Warden Sivir , Noxus Poppy , Sanguine Garen
  3. This spring Blizzard is introducing the Standard format to Hearthstone, which will see card expansions cycled out the game on an annual basis. You can read the full details at the link above, and our comprehensive interview with senior game designer Ben Brode here. The first two sets to be removed are Goblins vs Gnomes and the Curse of Naxxramas adventure—that’s 153 collectible cards in total. Many of those are crucial to the top tier decks being played right now, so a lot is going to change overnight. To help you prepare for Standard, we’ve created a list of the most significant cards which are going to leave, starting with the biggest and working back. Note that spring will also see the release of the next big Hearthstone expansion, which may include answers to questions like: “What the hell am I supposed to do without Death’s Bite?” Or not. The fun part is everything is about to change...
  4. Deep Silver's upcoming FPS Homefront: The Revolution will offer microtransactions, but designer Fasahat Salim said in a recent interview with Gamestop that none of them will be for exclusive content, nor will the game become “pay-to-win” as a result: Anything that you can buy, you can also earn by playing the game. There won't be a season pass either, but Salim said Deep Silver and developer Dambuster Studios do have plans for post-release content. “It’s absolutely not a pay-to-win system because everything we’re providing in these resistance crates is available for free in the game through normal play,” Salim explained. “All we’re offering is, for those players that don’t necessarily have the time to invest in the game, to unlock those cool things. It’s basically just a time saver for them; a shortcut to unlocking these things. They pay a little bit of money but they’re not getting anything that’s exclusive to them.” Dambuster will continue creating new missions for at least a year after Homefront: The Revolution launches, but instead of bundling them for sale, it will “drip-feed” them to players at no charge. “We're not doing any sort of packs. We're not making map packs or anything like that,” he said. “As we're done with a mission, we're going to release it, the community can go ahead and play it, and we're going to keep doing that for at least a year after release." Homefront: The Revolution won't be out until May 17, but it already sounds like it could be a lot of fun: Our January hands-on with the multiplayer Resistance mode is a tale of reckless riding, recon gone wrong, and yelling at teammates for their irresponsible attitudes toward health care. I hope the single-player side of the game can live up to it.
  5. The upcoming Final Fantasy XV is scheduled to come out sometime this year for the PlayStation 4 and Xbox One. And as a sharp-eyed NeoGAFer noticed, it might be coming to the PC too! Then again, it might not. The truth is, we don't really know. But there's a pretty good reason to think it will. The story begins with the discovery of some interesting words in a Javascript file contained within the HTML code of the Final Fantasy XV “Uncovered” website, which makes reference to Steam as well as the Xbox, PlayStation, and Square Enix online stores. On the face of it, that's a fairly obvious sign that a PC release is in the works, and especially so in light of the relatively recent arrival of numerous other Final Fantasy games on Steam. A PC release of Final Fantasy 9, for instance, was announced just a month ago. But the excitement was diminished somewhat when another user noticed that the code in question was essentially a copy of code used for the Rise of the Tomb Raider page. That led to the theory that the whistleblowing code was simply copied and pasted to the Final Fantasy XV site for convenience, and that the Steam reference—since Rise of the Tomb Raider was released for the PC—was simply a bit of overlooked detritus. As far as I can see, the references to Steam (and other platform stores) have since been removed, which makes the situation even trickier. Personally, I'd assume that FFXV will eventually make it to the PC, sooner or later, but that's based solely on recent history and the fact that there's no good reason to keep it to consoles, rather that anything Square Enix has said, done, or even hinted at. I've emailed them to ask and I'll let you know if I receive a reply; in the meantime, keep your fingers crossed.
  6. Dirt Rally is a hardy driving game for purists. No flashy extras, no hip 'n' happenin' commentary, no snazzy marketing campaign to drill its existence into the public consciousness—just raw, dirty rally. Now, ahead of the console release and a free PC patch adding the likes of the Peugeot 207 and video tutorials, lead designer Paul Coleman has explained the series' previous heading and its sudden change of course, exemplified by the well received absence of Dirt 3's Gymkhana mode. "When we made Dirt 3, rally was getting smaller and smaller," Coleman told our Ben Griffin. "The sport itself was in decline: there'd been the same world champion for the last 10 years and it was almost a foregone conclusion who was going to be winning at the start of the season. Ken Block was doing his Gymkhana videos, and it made perfect sense to focus on the knew thing that he was bringing to the table. But what we knew from Dirt 2 was that players were keen for us to return to our rally roots. "Dirt 3 was a bit split. We had a bit of backlash from our fans about how much Gymkhana there was. Ken didn't renew his contract with us and moved to Need for Speed, so we couldn't actually use Gymkhana as a licence term anymore—it would have to have been something else, which would have probably felt a bit contrived anyway. So it was just a series of circumstances that occurred over the last four years since we released Dirt 3 where we felt like Gymkhana wasn't right for us, and even if it was, we couldn't really do anything with it." Coleman doesn't rule out a return to Dirt 3's stunt driving with Rally's technology, but he's confident in the series' new feel. As to its sudden appearance in Early Access, it sounds like the Codemasters team enjoyed being free of the standard PR cycle, whatever effect it had on their sales. "With dirt rally we felt like it would be better to just go out there and surprise people and just say, 'Look we're making this game, it's available now, but it's in Early Access so we're going to continue to develop it for the rest of the year'. And i think people appreciated that. We're just fed up of doing that thing where you announce a game and you've got to try and keep the community motivated without telling them too much. Marketing budgets were a lot smaller. Like, tiny, bare minimum marketing on Dirt Rally, but word of mouth has meant that it's got out there.
  7. Quarterly shareholder reports are the sort of thing you read to squalling toddlers to knock them out, but occasionally they reveal the nefarious plans of unknowable corporations. EA's third-quarter statement, spotted by Game Informer, indicates that Mass Effect: Andromeda and the next Battlefield and Titanfall games will all appear before the end of the next financial year (March 31, 2017). Battlefield will be out come Christmas. "Looking ahead to FY2017 ... An all new Battlefield game from DICE will arrive in time for the holidays. We are excited to have a new Titanfall experience coming from our friends at Respawn, and of course Mass Effect: Andromeda from the team at BioWare will launch later in the fiscal year."
  8. Back in July, Valve asked Counter-Strike: Global Offensive server operators to “stop providing services that falsify the contents of a player's profile or inventory,” like letting them have “temporary ownership” of items that aren't in their inventory. “We will continue to monitor the players experience on community servers, and may reevaluate if further actions need to be taken to ensure that server operators comply,” it warned in the Server Operation Guidelines. And It would now seem that Reevaulation Day has come. The first indication that the hammer had fallen came a few days ago by way of theCSGO_Servers mailing list, when server operators began reporting surprise bans of server login tokens. That led to a beefy Reddit thread and a debate about whether Valve's warning included “completely custom weapon models,” which some operators thought were allowed, and complaints that some of the banned servers simply had inactive plugins sitting in a disabled directory. Despite some operators' claims that the server restrictions don't cover their specific circumstances, Valve appears to be drawing a hard line in the sand. “In January 2016, we permanently disabled Game Server Login Tokens belonging to server operators that were providing free or paid services that falsified the contents of a player’s profile or inventory. The Steam user that generated the tokens is now also permanently restricted from creating new GSLTs,” it wrote. “A new Steam user account associated with a new qualifying phone number (http://www.steamcommunity.com/dev/managegameservers) will be required to create new GSLTs. To avoid [CENSORED]ure disruption game server operators are best advised to comply with CS:GO server operation guidelines described above.” Some Redditors think Valve's crackdown is harsh and punitive, especially against a game that itself originated as a mod, but a large number of others don't seem to mind, or at the very least appear to think that Valve's warning was a sufficient heads-up that shenanigans will not be tolerated. Valve itself took to the CS:GO subreddit to point out that there hasn't been any change to its policy, although an update to the post (which has since been corrected) could be taken to indicate that there was. “Innovation is awesome and almost every mod we see is fine,” the rep said. “Our only concern, as the community correctly understands, is with mods that specifically misrepresent a player's skill group/rank or the items they own.”
  9. It looks like Electronic Arts is gearing up to share some Star Wars Battlefront news tomorrow. This afternoon, the official EA Star Wars Twitter account posted the teaser image below, showing Luke Skywalker, Han Solo, and a Tauntaun on the icy planet Hoth. It's possible this tweet is in reference to Battlefront's January 2016 update. With only a few days left in the month, it seems about time for DICE to start talking about specifics for it. We know it won't include a new Tatooine map, but there is no word yet on what Battlefront's January patch will come with. Avideo from EA Brasil indicated that new outfits for Luke and Leia may be featured, but this is not confirmed. Battlefront's extra content so far has included The Force Awakens-inspired Battle of Jakku. Released in December 2015, this was a free update for all players that came with a new map set on Jakku and the 40-player Turning Point mode. In addition to at least four paid expansion packs, DICE will deliver free content (maps and Star Cards) for all players in the [CENSORED]ure. None of the paid or free content has been officially announced yet, however.
  10. Capcom has announced Umbrella Corps, a competitive shooter set in the Resident Evil universe, will launch in May forPlayStation 4 and PC. A new trailer for the game has also been released, showing off some of the team-based gameplay modes that will be available in the game. As seen in the trailer, many of the battles take place in recognisable Resident Evil locales. Along with areas that look to be from Resident Evil 4's European setting, there's also the Tricell building, which is a nod to Resident Evil 5. Umbrella Corps will support up to six players, with two teams facing off against each other in many of the gameplay modes. The game will also include a single-player mission mode called "The Experiment" and a wave-based survival mode. Umbrella Corps will be available digitally and will cost $29.99/£29.99. Capcom initially trademarked the game as Resident Evil: Umbrella Corps in Europe and Japan. However, it seems to have dropped the Umbrella Corps and Resident Evil monikers for the final release. The last game to bear the "Umbrella" name was Wii lightgun shooter Resident: Evil: The Umbrella Chronicles, which was also released for PlayStation 3 following a period of exclusivity on Nintendo's console.
  11. After a rough launch that led to an apology for the incomplete state of the game, Five Nights at Freddy's World has been removed from Steam. FNAF creator Scott Cawthon said in a message that in spite of the relatively positive overall reception the game had received, he “was not satisfied with the reviews and ratings it was getting.” “For that reason, I've decided to remove the game from Steam,” Cawthon wrote. “I've also asked Valve to make it so that the game can be refunded regardless of the amount of the time it has been owned, meaning that anyone can get a refund at any time. It may take them a while to set that up, but it will be in place soon.” He repeated his pledge to continue working on the game, and said that once he's ready to release an update, he'll replace the demo on Gamejolt (which also appears to have been removed) with the full game. Once it's re-released, he added, it will be free. “I appreciate your support, and I encourage you all to refund your Steam game (even if you enjoyed the game), and download the new version when it becomes available on GameJolt,” Cawthon wrote. He didn't indicate whether FNAF World will be re-released on Steam as well. Five Nights at Freddy's World, a cute and colorful adventure-RPG spinoff of the cult-hit horror series Five Nights at Freddy's, was originally scheduled for release in February but went live on Steam last week. It had a “very positive” rating based on aggregated Steam user reviews, but its rough and incomplete state led to a wave of complaints from players, and ultimately an acknowledgment from Cawthon that he had released the game prematurely.
  12. 1. It’s A Prequel/Full Reboot, Set In Ancient Egypt At some point, the only thing Ubisoft could do to wrap up their horrifically maligned plot was to wipe the slate clean, and that was either going to be as a continuation of the main thread (probably by seeing some character in the Miles bloodline get trapped in an Animus forever) or what they’re actually doing – forgetting the other games and starting over from scratch. A note from the leak mentions the era of Ancient Egypt has been chosen, as it has “the least amount of historical documentation, to [allow] freedom”. Even in the real world this time period tends to be discussed with just enough of a framework to allow for confirmed events and iconography, all alongside plenty of room to expand. Interestingly, the entire thing is set before the events of all the past games, “before the Assassins and Templars even existed”, begging the question – are we going to see the origin of the order itself? What is an Assassin’s Creed game, without any assassins? Answers in the comments, as at the very least, this is all very interesting considering at this stage in 2015 we knew all all about Syndicate’s release schedule later that year. 2. A ‘Big Focus’ On Story Although the AC formula of fighting and super sleuthing your way around is pretty solid, the idea of trying to introduce an entirely new protagonist in every single game just made most of them completely forgettable. You could make some point about their identity being the assassin apparel and way of life, but it’s always what’s underneath that gave guys like Ezio or Edward Kenway a real reason to stick around. AC III served up an entire hour of gameplay as Haythem Kenway before starting over as Connor, and for as much as Unity and Syndicate’s Arno and the Frye twins were well acted and believable in their roles, it was impossible to really care about anything they did in a wider sense, as there’s never any real continuity. With a reboot comes an entirely new set of characters, and if Ubi the time to flesh out a completely new personality from the ground up to give their progression a solid arc across what would be around 100 hours, it could be the best one yet. The scope to tell an emotionally-involving tale around someone’s involvement with the assassin order as a means to enact any sort of personal tale has always been there – so let’s see Ubi pull it off again. 3. A 2017 Release As mentioned earlier, Ubisoft are taking a year off to really focus on quality control for the next AC, and although adding just one more year probably won’t be enough to get a flawless AC experience, it’s a big step in the right direction. Thanks to overlapping development schedules, Far Cry Primal is releasing two years after 4, which came two years after 3. The two year formula has worked wonders so far for Ubisoft, as it was what Assassin’s Creed started out with back in 2007-09. Here’s to this idea of catching their breath actually fixing the numerous bugs and issues we’ve all had over the years, and not just rolling out more ‘pre-order now!’ bundle deals along the way. 4. Use Of Interiors For Questlines Of all the games to factor interiors into their open-worlds, Assassin’s Creed has since proven it has no idea what to do with them. Brought in through AC III, it was more as a way to get between city blocks than anything else. Unity put some of your targets inside luxuriously-designed town houses and era-appropriate mansions, but the actual game mechanics didn’t change one bit when inside. Splinter Cell had its split-jump and Tenchu Z even let you grapple directly up to the ceiling for hanging kills on any unsuspecting goons below, yet AC has never had you go indoors for any reason other than the sake of it. The leak mentions using the inside of buildings directly for questlines, which again, could just be for eliminating targets, but the hope is that gameplay gets an injection of innovation too. Just imagine knowing you’ve got the immediate upper hand if you can get your quarry off the streets and out of sight – it’d bolster the idea of being an assassin tenfold. 5. You’re Still Not Getting Japan, We’re Heading To Greece After Back in September there was quite the juicy new rumour going around that essentially pointed Assassin’s Creed in the direction of Japan as the next confirmed location. Now that this new leak is out though, it alludes to the fact Greece was a location thrown out in years past, that the devs are looking to bring back. You may remember Rome from AC Brotherhood where it featured as a prominent location during the period of the Italian Renaissance, however, with the idea of a prequel being the overriding ethos (more on that later), revisiting it during ancient times could be far more shall we say… ‘brutal’. 6. A Map ‘Three Times Black Flag’ With No Loading Back in the early days of GTA, when open-world games were just finding their feet, load screens were out in force to ensure every last pixel loaded in properly. Even Assassin’s Creed would fall victim to this approach as you went between the main ‘zones’ of the landscape, and it’s something the leaked information is quick to point out. They mention that “everything is seamless” which may be the case when sprinting around on-foot or horseback, but what about when we wish to fast-travel between areas? Could it be that the transition from place to place takes on GTA V’s cross-city ‘zoom-out-and-back-down’ visual trick? Such a thing was what I personally expected when flicking between Jacob and Evie in Syndicate, but I got a cut to black instead. Depending on how much the Animus/[CENSORED]ure aspects are used in the building of the new world/story, instantly zipping between points on a large map might look a little suspect, but if Ubi can wave it away as simply ‘loading’ into the new checkpoint, it should aid in gameplay and be believable enough. 7. No Recycled Assets – All New Climbing Mechanics? There was a weird feeling watching AC Unity roll out on next-gen consoles back in 2013/2014, as through every piece of in-game footage, we knew exactly how it was going to play, precisely what the feel of leaping off a building into a haystack would be like, and just how unsatisfying the melee combat always is. Then it came out, and we were right. It marked a point in time where complacency had set in over at Ubi HQ, and expectation for any [CENSORED]ure instalments would take a total overhaul to generate interest ever again. Luckily then, the leak has addressed this directly: The proof will be in the hooded-pudding, as if we get eyes on the next AC and its more of the same shambling up buildings and finishing off goons in canned animations with mistimed sound effects, all will be lost. However, if Ubi show off a new engine with climbing that looks to be tactile and rewarding, it’s a base staple of the AC formula that would be immediately well-received. 8. Scout Areas With A Pet Eagle (Yes, Really) Ubisoft aren’t ones to miss a trick when it comes to porting over assets between their games, and as they’re currently developing both the all-singing, all-animal-controlling Far Cry Primal alongside Eagle Flight for the PlayStation VR, the same functionality is going to be front and centre in the new AC. Scouting areas ahead hasn’t been done in the AC series, but the nearest comparisons are either Splinter Cell: Blacklist’s flyable drone camera or Darksiders II’s crow, Dust. Either way, 2016 sees Ubisoft going up against Rayman-creator Michel Ansel’s latest game Wild, which also features various controllable animals and hey, also an eagle, making it something of a theme for this year right off the bat. 9. Co-Op Multiplayer Is Gone For The Foreseeable [CENSORED]ure Praise the heavens, they actually listened. For the most part, 2015’s Syndicate was to Assassin’s Creed what The Force Awakens was to Star Wars – damage control. Ubisoft needed to get the series back on track after 2014’s genuinely disastrous Unity, and following the latest reception it’s definitely just as fun as the last generation’s high-points. Case in point; the co-op campaign multiplayer that Unity was sold on. It just didn’t work, like, at all. The only other game to attempt such a thing was FromSoftware’s overlooked gem, Tenchu Z, and even that fell down, as there’s literally no way to do a game where you avoid all detection as a group of companions trying to teabag the guard in front of you. As such, this feature was removed from Syndicate and shall remain axed for as long as possible, with the leak mentioning that “online (COOP) is completely cut from the series for the time being. Not sure it will ever come back, to be honest.” 10. A New Hero With A Whole New Trilogy The revealing post on 4Chan notes; As you’ll see with a lot of the information around this tantalising new leak, Ubisoft are clearly going back over their notes from the last five years to compile what should be the finest Assassin’s Creed yet. “Remember how fans loved the Ezio trilogy, and enjoyed following one hero’s arc across three games?” Put that in. “Oh, and everyone who played the Freedom Cry DLC for Black Flag said that former-slave Adewale was one of the best and most underused characters we’ve ever had, so let’s try that again.” It’s almost as if they should do more of what worked before, and although that’s cynical, occasionally what’s best for business will be in-line with fan interest, and that could be exactly what we need.
  13. Crashlands is a new Steam action role-playing game that has me hooked. That’s a problem, because I can play it pretty much anywhere. Crashlands is an action-RPG (think Diablo, except cartoonier) with crafting and base-building elements (think Don’t Starve, except less ruthless) and humour (think jokes). I think it’s best summed up by its main character’s idle animation. No, seriously: That is what happens when you leave purple suited galaxy trucker Flux Dabes standing still for too long. She strikes a couple poses and then starts doing, um, that. Her running animation is equally silly, as is pretty much everything else about the game. Case in point: here is the game’s intro: Crashlands is pervasively silly, and I’ve been surprised to discover just how much that keeps the sandman away from my poor, helpless eyelids in this, a genre mash-up I kinda expected to snooze through. The humour really is a game-changer. Wandering through the wilds is amusing because monsters are so strange and goofy. Quests often have me chasing after even goofier (and tougher) named creatures, then harvesting their oh-so-succulent skin flakes. It’s kinda like Monster Hunter in that respect. Crafting yields weapons and items with great names and descriptions—sometimes items that are straight up jokes. Observe: Other fun things I’ve done in Crashlands: I made a volleyball out of one-footed hippo monsters. It functions exactly as you’d expect a volleyball to function. I don’t think it really serves a purpose beyond that. I swatted a one-footed hippo monster so hard that it laid an egg. Then I incubated and hatched said egg. My pet hippo monster’s name is Wompson Jr: The Kinslayer. So far, he’s mostly slaughtered other hippo monsters who look just like him, on account of being stolen shortly after he was conceived and brainwashed into being my son. It’s all good, though. I haven’t seen any mirrors on Crashlands’ planet, so I doubt he’ll ever piece it all together. I have begun every conversation with NPCs by smacking them. That is, if you were wondering, the only way to initiate conversation in Crashlands. I didn’t hate the inventory system! It’s an ARPG miracle. I helped two weird fly creatures get back together by carrying out a series of targeted assassinations for one and lying for another. It was, as you’d expect, a heartworm and a half. Er, heartwarm. Either/or. Discovered that the game world is infinite. Infinite-ish. Another cool thing: Crashlands has a mobile version, and you can transfer saves directly between the Steam and mobile versions with the push of a button. Frankly, I prefer playing on my PC (the interface feels better with more breathing room), but it’s been great taking the game on the road and into the bedroom (but not like that). Honestly, it’s a big part of the reason I can see myself playing this one for some time to come. Between the infinite-ish nature of its world and the surprisingly functional portability, it’s a great time-killer. If you can’t tell, I’m pretty into this game. It is not, in any singular way, a revolution, but it’s like a really good grilled cheese sandwich—or if somebody ate a bunch of different grilled cheese sandwiches, and then they fused in his stomach, and then he gently regurgitated them into a perfectly distributed grilled cheese ball. That is to say: it’s an excellent blend of tried-and-true ingredients with just enough personality (digestive acids, in the previous metaphor) to make them feel novel. Give it a try.
  14. The wolf in sheep's clothing masquerading around as Atari nowadays has announced "Atari Vault," a new compilation of at least 100 classic Atari games coming to Steam sometime this spring. The bundle, which includes Asteroids, Centipede, Missile Command, Tempest, and Warlords, advertises an upgraded user interface, controller support, online multiplayer, and leaderboards. While the package will provide a nice opportunity for many people to experience these games for the first time, it's just the latest in a long line of cash grabs from a company that has survived by exploiting its licenses for years, making sad reboots that miss the point (Alone in the Dark) and inexplicably tarnishing Asteroids' legacy by turning the franchise into a buggy open-world MMO. At any rate, Atari Vault will be playable next week at PAX South in San Antonio, Texas.
  15. Years before Resident Evil 5 proclaimed that players didn’t have to face fear alone, another Resident Evil title let players switch between two characters and utilize teamwork to survive. Resident Evil 0, originally released in 2002, followed the story of STARS medic Rebecca Chambers and wanted felon Billy Coen, uncovering the events of the Resident Evil universe just prior to the STARS team entering the mansion in the original Resident Evil game. Resident Evil 0 HD Remaster is a polished version of the series prequel, following the Resident Evil HD Remaster of 2015. The classic horror title harkens back to the old days of the Resident Evil series when the games were mysterious, creepy, and made players carefully conserve their resources. It bears almost no resemblance to the Resident Evil games of today, which should make it an interesting throwback for players who never tried out Resident Evil before it became the action-filled QTE-fest that it is today. Resident Evil 0 HD Remaster explains the backstory behind Umbrella and how the T-Virus came to be unleashed in the area. Rebecca Chambers and her team go down in a helicopter crash, only for them to discover that Raccoon Forest is overrun with zombies and monsters. Rebecca soon encounters Billy Coen, an escaped prisoner who was on his way to his execution. In a desperate move, the two team up, as the creatures lurking ahead are too dangerous for them to take on individually. Despite the game’s age, the character trade-off system is still unique and enjoyable. Once Billy joins Rebecca, players have the option to control either character, choosing to leave the second one behind or allow them to tag along. This creates an interesting level of strategy, because if one character is left alone for too long, they may come under attack, requiring the controlled character to race back and support them. As a dual protagonist adventure, the game makes good use of this system, often forcing the characters apart and requiring the player to switch between the two in order to accomplish a shared goal. These events carry some anxiety that the secondary character will be attacked while they’re unreachable. It’s only made more tense with the knowledge that if either character dies, the game ends, and health items only cure a single character, even if Rebecca and Billy are traveling as a group. Resident Evil 0 has received ports before, moving from its original Gamecube release to the Wii in 2009. However, this remastered version has been treated with a fine-toothed comb, polishing textures, improving text, and offering an improved control scheme for gamers who don’t want to revisit the tank controls of yore. The default keyboard and mouse controls felt logical and responsive, and players have the option to customize them as they see fit. In addition, the title has received a few extra perks. DLC costumes for Resident Evil 0 HD Remaster include a cheeky ‘Jill Sandwich’ t-shirt for Rebecca, as well as a full cheerleader costume for Rebecca and commando gear for Billy. In addition, completing the game unlocks the ability to play through again in ‘Wesker Mode’. Wesker Mode lets players replay the game as an the over-powered Wesker from Resident Evil 5, along with Rebecca, who receives a variation of Jill’s battlesuit from the same game. The game looks vastly sharper and more detailed than the original release, even on a wide resolution monitor, though there are certain static backgrounds that still look flat and unfocused. In addition, the original pre-rendered cutscenes appear to be unchanged, and they strongly clash with the appearance of the actual game. Dialogue syncing is poor, dark colors often appear blurry and pixelated, and the extra costumes obviously don’t appear in pre-rendered cutscenes. Thankfully, the fully pre-rendered cutscenes aren’t too frequent, so it doesn’t mar the experience too much. Perhaps worst of all are the mandatory door-opening and stair-climbing cutscenes between rooms. While the opening of doors and climbing of stairs or ladders may have increased tension in the original Resident Evil games and provided a way to distract players from necessary loading time, it becomes a nuisance in the PC version. The vast majority of PCs won’t need the long break between small areas to load the next one, but the cutscenes can’t be skipped or sped up. The cutscenes become especially frustrating if players need to backtrack, which is a necessity in this game. Players often have to go back to areas they’ve already explored to retrieve dropped items or enter previously-locked rooms. Resident Evil 0 HD Remaster lacks a modern save or checkpoint system as well, instead using the classic stationary typewriter for players to save their games. This not only means that players have to trudge back through the area to a typewriter, but they have to have an ink ribbon to save. Admittedly, it does create tension and a certain level of strategy: gamers can’t obsessively save, since they could run out of ribbons, and they have to keep a space of inventory free for said ribbons to save at all. Unfortunately, it seems that Capcom has missed out on the opportunity to invite new players to Resident Evil 0 by making it more approachable for them. The option to play with a more modern control scheme is a welcome addition, but Capcom didn’t go far enough. If Capcom had given players the option to save whenever they want and skip loading cutscenes between rooms, veterans could choose to replay the game they once loved, while giving newbies an option that would make the game feel less clunky and foreign by modern standards. Resident Evil 0 still stands as a classic, and gamers who loved it back in the day will likely enjoy the new additions and polished appearance. Newcomers to the series, however, will miss out on some references if they play this first instead of the original Resident Evil, but it’s still a decent place to start.
  16. The second expansion for city-building and management game Cities: Skylines has been announced. Titled "Snowfall," the expansion is due for release later this year across PC and Mac, and as you might have guessed, its central theme is wintry weather. "The difficulty heats up when the city cools down," publisher Paradox Interactive said in a news release today. A weather system for Cities: Skylines (which also adds rain and fog) will be introduced for all players as part of a free update. This patch will also include "other features" that will be announced soon. Snowfall will challenge players to keep their city and its infrastructure running smoothly when the temperature drops and the snow comes down. This includes ensuring your city has the resources to manage heating demands and enough snow plows to keep the roads clear. The Snowfall expansion includes the following content, as written by Paradox: Now is the Winter of This Content: Rain and fog for existing maps, plus a new "Winter" map theme with snow and all of its challenges The Streetcars You Desire: Expanded public transportation options, including easier management of existing lines – and Trams, a new system demanded by fans World Warmth, Too: Cold weather increases demands for electricity, unless new water-based heat systems are in place Plowers to the People: Build a snowplow depot to keep traffic flowing during winter weather, and employ new road maintenance systems to keep your streets in shape New Chirps: #yeahthereare Cities: Skylines' first expansion was After Dark, which released last year, introducing a day/night cycle. For more on that expansion, you can check out GameSpot's review. For a closer look at Snowfall, check out the video above and some images in the gallery below. A price point for Snowfall was not announced, though After Dark went for $15. Cities Skylines debuted on PC in 2015 and was a quick success, selling more than 1 million units in its first month alone. Those sales figures surprised even its developer, which has pledged new free and paid content for the game that continues to have a robust modding community. The game is also coming to Xbox One, where it will make its console debut, though a release date has not been announced.
  17. Three of the PlayStation 2-era Star Wars games included with theStar Wars Battlefront PS4 bundle are now available to buy individually on PS4. The games are Star Wars: Racer Revenge,Star Wars: Jedi Starfighter, and Star Wars: Bounty Hunter. All of the games feature up-rendered 1080p graphics. They also all include Trophies and support for PlayStation services like Shareplay, Remote Play with PlayStation Vita, and activity feeds. Bounty Hunter and Racer Revenge are also available on PS3. Super Star Wars also came with the Battlefront PS4 bundle--but it's been available individually on PS4 (and PS Vita) for some time now. These games cost $10 each. Sony's PS2-on-PS4 functionality does not exactly constitute backwards compatibility, however, as you'll have to buy these again even if you already own them and still have the discs.
  18. System Requirements OS:Windows XP, Vista, 7 Processor:Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 4800+ Memory:3 GB RAM Graphics:ATI 3850HD 512 MB or NVIDIA GeForce 8800 GT 512MB DirectX®:9.0c Hard Drive:1.5 GB HD space Other Requirements:Broadband Internet connection Link
  19. System Requirements OS: Windows 7 Processor: Intel Core 2 Duo at 2 GHz, or AMD Athlon 64 X2 2 GHz Memory: 2 GB RAM Graphics: Intel HD4000 DirectX: Version 9.0c Storage: 1 GB available space In Between Link
  20. Made by husband and wife team Ryan and Amy Green, That Dragon, Cancer is both a moving tribute to their son Joel and a confessional of sorts for a pair who have experienced the most heartbreaking of human tragedies. For me, the cumulative effect was one of disarming intimacy with its creators, and while occasionally clunky interactive elements hinder rather than amplify its message, That Dragon, Cancer is a gut-punch of an experience that handles its difficult themes with grace and brutal honesty. It is, unsurprisingly, hard to critique in conventional terms. Through its two hours, That Dragon, Cancer does not concern itself with any kind of consistency. Its first vignette opens in a pond, where you are being fed bread - you are a duck. Later, you will be a bird, or a nameless friend in a hospital, or a doctor. The Greens’ search for meaning in their little boy’s illness is abstract and scattershot, and this is reflected practically. You are not so much controlling the experience as being allowed into it, in whatever form it may take. In fact, That Dragon, Cancer all but disposes of commonplace gaming wisdom altogether. There were times I was not sure what I was meant to be doing, as the idea of reaching a ‘goal’ is beside the point here. While this occasionally encouraged feelings of frustration, it felt in step with what the Greens were feeling as they scrambled to make sense of what was unfolding before them. Perhaps the most chilling example of this came when you, as Ryan, try to placate a screaming Joel in his hospital cot. You feed him juice, he doesn’t want it. You try again, he drinks it, then vomits. (“I always catch it,” says Ryan). I, like Ryan, am at a loss as the screaming begins again. It’s an unflinching sequence, broken by the smallest respite when Joel eventually falls asleep. While you have little to no control over proceedings, That Dragon, Cancer still gains much by being interactive. Trying to explain Joel’s illness to her other kids, for example, Amy creates a bedtime story that plays out like a side-scrolling platformer where Joel is triumphing over ‘the evil dragon, cancer’, aided by the ‘grace of God’. That the mini-game abruptly ends when one of her children asks after another person he knew who died of cancer speaks to That Dragon, Cancer’s message as a whole: just as there are no easy answers, there is no finite win state. Not everything works. Joel’s dream sequence where he has to dodge tumorous clouds feels clumsily implemented, and there’s a racing mini-game that aims for subversive but doesn’t quite hit the mark. Although I admire That Dragon, Cancer’s giddy self-awareness as a ‘video game’, these sections felt like padding with no discernible upshot. Although not every part of That Dragon, Cancer works, it’s a crushingly intimate game that left me thankful for the people who are still in my life, and reflective on those who are not. I’m so grateful to the Greens for sharing their experience.
  21. John Romero, one of the developers behind the seminal computer game Doom, has released his first new level for the title in 21 years. He is offering the new material for free via the file-sharing site Dropbox. Mr Romero told the BBC he had made it as a "warm up" for a new project. Doom was released in 1993 and had 10 million players by 1995. It has retained a cult po[CENSORED]rity, and still has a dedicated community of players who also create their own content. The source code - the computer program that powers the game, written in a human-readable computer language - has been available for some time. As a result, Mr Romero estimates there are about 30 alternative versions of the entire game, and more than 100,000 add-on levels created by Doom fans. "Every day people are still making new levels for it," he said. His new level, Tech Gone Bad, is a boss level that offers an alternative climactic fight. It ends in a massive complex with a huge computer room that links to different portals and "hell cracks" in the floor, he said. The original final level was made by the developer Sandy Peterson and not Mr Romero. The new version is mostly based outdoors. Mr Romero said that distinguished it from the original game, which was largely based on indoor play, with the exception of Mount Erebus in level six (E3M6 in the Doom register). "Doom mapping is pretty easy to do compared with 3D engines," Mr Romero said of his own creation. "But I did worry... the community that's been playing it for 20 years would tear [the new level] apart." However the reaction from players has been positive, he added. "It's been out for four days and it's exploded. It's crazy that a game that's 23 years old has so many people still super-excited about it." He added he had no idea Doom would become such a perennial favourite back in the early 1990s. "With Doom, it was mouse and keyboard-controlled on the PC when it was released, and you can still play it that way," he said. "People remember how much fun they had a long time ago and I hope they will have that much fun again."
  22. Duck Game is a lightning fast 2D multiplayer shooter arena. Duck Game is a quack-happy 2D shotgun and saxophone arena death match. Duck Game is a game where you play as a duck who can quack and glide and jet pack and snipe and play the drums and pick up mind control hats and run your enemies off of ledges. Yes, Duck Game is many things. But most of all, Duck Game is some of the most fun you can have playing video games. Period. At it’s core, Duck Game is a 2D death match. The game supports 2-4 players who each control a duck. These ducks ain’t your run-of-the-mill mallards. They are skilled in the art of combat. Actually, they’re just skilled in picking up one of dozens of firearms and pulling the trigger. The combat options in this game are endless. You’ll get to enjoy the standards, of course. Pistols, magnums, shotguns, rocket launchers, grenades: Duck Game fully supports the usual arsenal of assault. It also has a more colorful set of tools that will help you end your enemies in more creative (read: spleen-splittingly hilarious) ways. These include net guns, mind-control caps, the quad laser, a holy book of conversion, and old-timey musket rifles. The goal of each round is simple: be the last duck standing. Each level consists of a simple set of platforms, question-mark blocks that produce weaponry, and possibly a few doors and window panes. The rounds are incredibly short due to fast pace of the game. It’s not uncommon for the players to blow each other to smithereens in a matter of seconds. Each round win awards a point and after 10 rounds, the points are tallied. The first duck to 10 points wins the game. It couldn’t get much simpler, and there’s real beauty in the game’s simplicity. The game oozes personality. Not only is Duck Game chock full of pop-culture references (the aforementioned question-mark blocks and quad laser), but it’s got character of its own, too. There’s a jump button, a shoot button, a pick-up / throw button, and a quack button. There’s a quack button. There’s a FREAKIN’ QUACK BUTTON. Not only can you make your duck quack, but you can also pull on the left trigger to modulate the quack for a full octave’s worth of musical quackery. This same modulation technique is used to alter the pitch of any trombones or saxophones you might find on the battlefield. The game features some rad retro tunes and graphics. They serve the game well and provide a simple platform for the developers to build upon. The details of the pixelated graphics are quite rich. One of the hats you can equip (yeah, this game has hats, too) is a deep sea helmet. Quacking with it on will cause single-pixel water droplets to splash about the level with physics. The game’s attention to detail and hilarious, care-free nature make it truly special. I haven’t laughed as hard playing a game as I have playing Duck Game. Screams of joy and incredulity are commonplace while playing Duck Game. Sometimes it’s because my impromptu duck band jam session is interrupted by flamethrower assault. Or maybe it’s because I toss a grenade into a closed door and eat my own shrapnel. The possibilities really do feel endless with Duck Game. The only thing negative I have to say about the game is that development seems to have ceased. There are rare graphical bugs where ducks are drawn in strange, unusual angles rather than standing upright. No active development also means the game won’t be officially extended or expanded upon anytime soon. However, it supports Steam Workshop and creators have produced many maps, hats, and weapons to enjoy. Duck Game is one of the greatest multiplayer experiences of all time. I have a theory that multiplayer games that don’t use split-screen tend to be good. Duck Game may be the best in this category. If not at the top, it ranks high on the list amongst Bomberman, Smash Bros, and New Super Mario Bros. Duck Game captures the essence of gaming in its most raw form: unadulterated fun and relentless tom-quackery.

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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