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Blackfire

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Everything posted by Blackfire

  1. The Greatest Challeng  in life Is Discovering Who you Are ? .

  2. BgEKt3w.gif

    how its looks like? tell me your opinion guys. submit your vote below ❤️

    by @#PREDATOR

    1. . PREDATOR

      . PREDATOR

      Actually not by me ?

      it's by this pretty @#Em i[N]O'

      all rights reserved xD

    2. Gogo Khan (knife mode)
  3. TITLE: The Pedestrian GENRE: Adventure, Indie DEVELOPER: Skookum Arts PUBLISHER: Skookum Arts RELEASE DATE: 29 Jan, 2020 In those moments when your mind drifts away from whatever mundane reality you've put in front of it, do you ever imagine the stickmen in road signs coming to life, and having adventures? No, me either. But it's to everyone's benefit that somebody at Skookum Arts has, because it provides a fine foundation for the studio's platform-puzzler debut. It might just have easily been adapted into a Pixar short, those precious three-minute marvels that threaten to upstage the feature film to come. Given sentience and agency over the other objects within the signs it occupies, a stick person breaks free from the confines of their painted prison and hops from sign to sign, from subway to street, from mild peril to slightly more pressing peril. That might not sound a deep enough well of creativity to birth an entire game, but consider this: firstly, the puzzles build on each other in complexity in remarkably well-judged increments and are interwoven What's most striking about The Pedestrian isn't the craftsmanship of the puzzles themselves, but where they exist within the game world. You're always looking at a 3D environment, technically, but focusing on 2D elements on a flat surface—a whiteboard, a computer screen, the odd blueprint, or most often some abstraction of a public safety or road sign. The Pedestrian is a 2.5D side scrolling puzzle platformer. You are The Pedestrian! Enter into a dynamic 3D world with stunning graphics and challenging puzzles. You play by rearranging and reconnecting public signs in order to explore and advance through each engaging environment. SYSTEM REQUIREMENTS MINIMUM: Requires a 64-bit processor and operating system OS: Windows 7/8/10 (64-bit OS required) Processor: Intel i3 Memory: 4 GB RAM Graphics: NVIDIA Geforce GTX 460 Storage: 4 GB available space RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 7/8/10 (64-bit OS required) Processor: Intel i5 Memory: 8 GB RAM Graphics: NVIDIA Geforce GTX 660 Storage: 4 GB available space The Pedestrian - Official Release Date Trailer
  4. This post cannot be displayed because it is in a password protected forum. Enter Password
  5. Request Accepted !. Send me your info via ts3 or pm. and don't forget to start active in ts3 with us TS.CSBLACKDEVIl.COM. T/C
  6. Respawn Entertainment gives you the most advanced titan technology in its new, single player campaign & multiplayer experience. Combine & conquer with new titans & pilots, deadlier weapons, & customization and progression systems that help you and your titan flow as one unstoppable killing force RELEASE DATE:28 Oct, 2016 DEVELOPER:Respawn Entertainment PUBLISHER:Electronic Arts Buy Titanfall® 2: Ultimate Edition SPECIAL PROMOTION! Offer ends 9 July 67% $29.99 $9.89 USD SYSTEM REQUIREMENTS MINIMUM: Requires a 64-bit processor and operating system OS: Win 7/8/8.1/10 64bit Processor: Intel Core i3-6300t or equivalent [4 or more hardware threads] Memory: 8 GB RAM Graphics: NVIDIA Geforce GTX 660 2GB or AMD Radeon HD 7850 2GB DirectX: Version 11 Storage: 45 GB available space RECOMMENDED: Requires a 64-bit processor and operating system OS: Win 7/8/8.1/10 64bit Processor: Intel Core i5-6600 or equivalent Memory: 16 GB RAM Graphics: NVIDIA Geforce GTX 1060 6GB or AMD Radeon RX 480 8GB DirectX: Version 11 Storage: 45 GB available space Germany, Austria, and Switzerland only: EA’S PRIVAC
  7. maybe he give you gag cuz you where spamming in admin chat? who knows? @HuSsIeN_Dabah. we need your explanation about this situation please ! 10 hours left....
  8. Equipped with cutting-edge salvaging tech, carve & slice spaceships to recover valuable materials. Upgrade your gear to take on more lucrative contracts and pay your billion credits debt to LYNX Corp! RELEASE DATE: 16 Jun, 2020 DEVELOPER: Blackbird Interactive PUBLISHER: Focus Home Interactive Welcome to LYNX, the galaxy’s leading ship-salvaging corporation! Across your career, you’ll have the privilege of paying your debt to us by purchasing salvaging rights to increasingly large and valuable ships. Cut them open and extract as much value as possible! You are equipped with the latest in LYNX tech. Carve entry points, salvage valuable materials and components with your cutting tool or slice scrap metal at any angle into a million pieces as you ponder a lonely existence… the possibilities are endless! Be cautious – dying is extremely unprofitable. We strongly advise upgrading your tools, helmet and suit to take on more lucrative contracts - all you need to worry about is how you’ll pay for it! As of today, your debt amounts to: 999,999,999 Credits Good luck on the job, cutter! Experience daily life as a blue-collar spaceship salvager Cut and destroy at will within a next-generation physics simulation Upgrade tools and unlock new perks to take on harder contracts About game : It was the first crewed rocket launch from U.S. soil since 2011, and the first privately built spacecraft to carry humans to the International Space Station. The Crew Dragon’s success marks a historic turning point, not only for America’s space program, but for the nascent privatization of space exploration. While NASA has certainly contracted private companies like Boeing to build and assemble its hardware in the past, what sets this new generation of aerospace apart from the old days is a marketing-driven cult of personality concentrated on businessmen like Elon Musk and Jeff Bezos, lionizing them as messianic saviors of humanity rather than, say, capitalists looking for government contracts. What would a world where unscrupulous spacefaring robber barons who have monopolized virtually all means of class mobility look like, though? How different would that future be from our present? We like to believe that travel to the stars would somehow improve our lives, but wouldn’t it just be another place for working-class folks to be exploited? Hardspace: Shipbreaker takes place in such a future. The inner solar system has been colonized and connected through a network of massive Rail Gate terminals owned and operated by LYNX, the largest corporation in existence. Earth is an afterthought these days, abandoned by the rich and blighted by civil unrest, extreme poverty, food scarcity, and climate change. It’s a lost cause, and everyone who can leave has. Sci-fi allegories criticizing the moral and ethical lapses of laissez-faire capitalism have been having a moment recently in video games, and Hardspace: Shipbreaker continues to carry that torch. Players assume the role of a blue-collar contractor working on behalf of LYNX as a spaceship salvager, or “cutter,” harvesting derelict cruisers and mammoth starships scavenged from the far corners of the galaxy, in exchange for safe passage off-world. What happened to those ships before you got there? Well, that’s questionable and maybe legally murky. But salvage laws aren’t, and there’s money to be made. There’s a catch, though: You sign away your rights as a private citizen when you become a shipbreaker, forfeiting ownership of your genetic signature to LYNX. You’ll be promptly resurrected as a clone in the event of your untimely death in space, and you must then work off the cost of that replication. It’s a dangerous job, but death is a situation that’s damaging to your bank account, not your actual existence. You can see why the situation is so insidious: You make some cash when you do well, but you owe a bigger chunk of cash when you’re destroyed. Thus, you’re stuck working in order to pay back the company for your new body. There’s no way out once you’re caught in the system, which operates much like a hard-labor version of a payday loan. You literally can’t afford to die in Hardspace: Shipbreaker, because, in the immortal words of Merle Travis, you owe your soul to the company store. At its core, Hardspace: Shipbreaker is a first-person, sandbox-style space simulator in zero gravity. You sign your life away, you’re whisked off to the Morrigan salvaging station to begin your training. You’ll spend most of your time salvaging ships for raw materials using a suite of tools such as modular cutting torches, gravitational tethers, and a grappling gun. Your helmet-mounted scanner transforms every ship into a translucent framework of key materials and highlighted support structures. You can melt those supports with your torch to remove entire panels for access to new areas. Your grappling gun lets you collect assorted salvage and propel yourself back to certain structures on your own ship, so you can turn what you’ve gathered into usable materials or scrap. Each ship is procedurally generated from a set of two classes: the Mackerel, a 30-meter cargo cruiser with three different configurations, and the Gecko, a 60-meter freighter with two variants. Aside from the obvious salvage and cargo, each ship is po[CENSORED]ted with a randomized assortment of audio logs, encrypted data files, and other collectibles that you can access back at your habitat. They offer bits and pieces of insight into the history of LYNX, the game’s larger universe, and the lives of the ordinary folk just trying to make an honest living among the stars. The game’s writing strikes a fine balance between serious sci-fi world-building, biting corporate satire, and deadpan irreverence. Hardspace: Shipbreaker’s loading screens feature excerpts from the LYNX employee manual and in-universe history books detailing everything from the company’s unofficial ownership of Earth to company-mandated warnings cautioning you about the dangers of using your laser torch to slice baked goods. Every salvaging session begins at your “Hab” — your private living quarters located at the far end of the Morrigan station’s salvage bay, where you can repair your tools and equipment, buy upgrades, and select new ships from LYNX’s catalog to work on. You can only salvage one ship at a time, so once you’ve chosen to start work on another ship, you forfeit whatever remains on your previous job. The actual act of shipbreaking could aptly be described as a cross between deconstructing a Rubik’s Cube and playing a high-stakes game of Operation. The first step to effectively salvaging any ship is breaking in, which means either activating your helmet scanner to find an airlocked entry port or just cutting a hole in the side of the ship. (Word to the wise: Don’t do the latter.) But getting in is the easy part; the challenge comes in getting your salvage out without losing life or limb, and things can quickly become tricky. The many passive dangers found in any one ship are never as life-threatening as your own ignorance, or disregard of the risks that fill this environment. Flammable fuel tanks, electrified power cells, antifreeze coolant tanks, small-scale nuclear reactors — any one of these things can be effectively salvaged to pay back your debt, but one errant snip for your laser torch could also result in a minor catastrophe that could not only injure you, but also trigger a massive domino effect of successive explosions destroying whole sections of the ship (and causing your death). Oh, and don’t forget violent decompression, which occurs when you improperly open an interior airlock or use your laser torch without first finding the atmospheric regulator and depressurizing the room. There are always a lot of things to worry about and consider, but for the most part, each risk is communicated through on-screen warnings delivered through your scanner and heads-up display. All you need to do is stay vigilant and careful, and you’ll be fine. Probably. Everything you do in Hardspace: Shipbreaker is mediated by the forces of debt and capital. You own nothing; not your equipment, not your salvage, not even your own life. Salvaging sessions are divided into 15-minute shifts, and you must get the work done as quickly as possible to maximize profit. You return to your private quarters — leased from LYNX, of course — between jobs, and it’s there that you’re charged a rental fee for the use of your tools and salvage bay. Oxygen and thruster fuel is used every time you go out, and they can either be scavenged from the ships you salvage, replenished at the end of your shift, or purchased through the LYNX store terminal conveniently placed right outside your quarters. Every action is haunted by the specter of debt or the hope of profit, but the odds never seem stacked in your favor. And yet, despite the bleakness of the situation, there’s nothing quite as exhilarating as breaking a ship apart. There’s something supremely Zen about floating in zero-g, slicing along the bolted seams of a derelict wreck as you harvest its insides. It’s like shucking a husk of corn, if there were a chance the corn could explode in your face. Witnessing a massive starship crumble to pieces as it’s torn apart from the inside out with a couple of meticulously placed gravity tethers, it’s hard to not marvel at the accomplishment and feel like the most powerful person in the universe — if only for a moment. You’re awarded LYNX Tokens that can be spent on upgrading or repairing your equipment with every successfully salvage session and completed “work order” objective, as well as certification ranks that unlock more advanced gear or upgrades, along with access to larger, more troublesome ships that are worth more in salvage. The fundamental tension between speed and caution, debt and profit, panic and relaxation, creates the spark that brings Hardspace: Shipbreaker to life. It’s a game that understands that rare stoic wisdom that it’s still possible to take pride in your work, even in the shittiest of conditions. You’ll likely never be as wealthy as any member of LYNX’s board of directors, who’ve seen fit to exploit your labor, but not one of them could break a ship apart near as well as you can. That satisfaction may not objectively mean much in the game’s world, but it feels like just about everything in that moment, floating in space, doing your job to the best of your abilities. You may be in control of how much risk you’re willing to take on, but the risk will almost always outweigh the potential reward. In the future, space may be a higher-stakes version of every other crappy job out there — just one with a much better view. SYSTEM REQUIREMENTS MINIMUM: Requires a 64-bit processor and operating system OS: Windows 7/8/10 (64-bit) Processor: Intel i5-6600K / AMD Ryzen 3 1300X Memory: 8 GB RAM Graphics: 4 GB VRAM, GeForce GTX 770 / Radeon R9 380 Additional Notes: 30 FPS in 1920x1080. The game is an Early Access game, and minimum specifications may change during development. The game currently supports 1920x1080 monitor resolution. More resolutions will be supported at a later stage. RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 7/8/10 (64-bit) Processor: Intel i7-8700 / AMD Ryzen 5 2600 Memory: 16 GB RAM Graphics: 6 GB VRAM, GeForce GTX 980 Ti / Radeon RX Vega 56 Additional Notes: 60 FPS in 1920x1080. The game is an Early Access game, and recommended specifications may change during development. The game currently supports 1920x1080 monitor resolution. More resolutions will be supported at a later stage. Hardspace: Shipbreaker - Early Access Launch Trailer
  9. Request Accepted Send me your info via Pm or Teamspeak3. T/C
  10. Metting?

    1. Nikhel Nice

      Nikhel Nice

      sry black due to personal problem i wasn't there and the meeting is vanished !

  11. RELEASE DATE:16 Feb, 2020 DEVELOPER:Expansive Worlds PUBLISHER:Expansive Worlds Languages: Interface I Full Audio I Subtitles English ✔ ✔ ✔ French ✔ ✔ German ✔ ✔ Portuguese - Brazil ✔ ✔ Russian ✔ ✔ Spanish - Spain ✔ ✔ Czech ✔ ✔ Polish ✔ ✔ Chinese ✔ ✔ Japanese ✔ ✔ Wild boar. Blacktail deer. Roosevelt elk. European bison. Beautiful, majestic creatures, all of which I’ve killed with a big gun in The Hunter, a semi-realistic hunting simulator set across two vast rural landscapes in Germany and America’s Pacific Northwest. But you can’t just sprint around firing your rifle like a Call of Duty protagonist: you have to be slow, quiet, and methodical if you want to bag one of the many furry trophies on offer. Being a simulator, there’s more to a successful hunt than pointing your gun at the first creature you see then shooting it. There are a lot of places in the woods for an animal to hide, and your first job is usually tracking one down, which can take a while. As you creep through the trees you’ll see tracks highlighted on the HUD. Interact with them and your character will use his magical hunter senses to determine which direction the animal is moving in. Then it’s just a case of patiently following the tracks, trying not to make too much noise, until you catch up with it. But that’s only half the battle. Walking quickly or through thick brush will alert the animal to your presence. If this happens, the best thing to do is crouch and move slowly. But the problem with this is that The Hunter is a game largely about quietly stalking animals, which means you spend most of it crouching and edging through the forest at an incredibly slow pace. I enjoy a slower-paced game, but it’s too ponderous even for me. And if you spook an animal it’ll sprint away and remain in a state of alert for a while, meaning the chances of finding them again are quite slim. This does give the game a nice sense of tension, and makes it genuinely challenging, but it requires—no, demands—an extraordinary amount of patience. Once you’ve successfully cornered your prey, it’s time to shoot it. But even this comes with its own set of challenges. If your heart rate’s up from running, your hands will shake and make aiming more difficult. The wind is also a factor, affecting your accuracy. And even if you hit the beast, you might just clip its leg, and it’ll run away in panic. You can follow the blood trail to finish it off, but this has a negative impact on your final score. The best kills in The Hunter are the quick ones, preferably as a result of hitting a vital organ. There are other factors to consider too. Animals will give a warning call if they sense you nearby, meaning they’ll be more likely to flee if you get close. Skulking behind trees and bushes will make you harder to spot, but the rustling will scare your prey. And your score for killing an animal is even determined by how ethically suitable the ammunition you used was. There’s a lot going on here, making it a fairly deep simulation, but at the expense of some accessibility and, crucially, fun. Actual entertainment is sparingly drip-fed in The Hunter, which makes playing it, for the most part, pretty tedious. Weirdly, what I enjoyed most in The Hunter wasn’t the actual hunting, but the world. It’s a gorgeous game, and one of the most convincing digital recreations of nature I’ve seen on PC. The autumnal forests feel wonderfully organic, with foliage swaying in the wind, motes of pollen floating through the air, and realistic lighting and shadows courtesy of the engine’s global illumination tech. The sound design is fantastic too, from the crunch of dry leaves under your feet to the gentle chirp of birds. It’s so nice that it’s almost a shame you have to ruin the peaceful, serene ambience by shooting animals with a gun. I love weird, niche simulators like this, but besides enjoying hiking through its stunning wilderness, I found The Hunter far too dull to hold my attention. But that’s exactly why some people will like it, so you’ll have to decide if you’re the type of gamer who can endure prolonged periods of inactivity for short, sweet rewards. It does at least have some depth and scope for mastery, and tracking and killing tougher animals like black bears is a genuine test of skill. But the real test is ultimately staving off boredom. The Most Realistic, Open World Hunting Experience Each reserve is meticulously crafted to be as convincing as possible, letting you step into different regions of the world and traverse its rich biomes. Soon you will learn which animals prefer to travel through which terrains, analysing their authentic behaviors, traits and movement patterns to better pursue them. Then it’s up to you to make an assessment of the value of your target, from the size and symmetry of the antlers of a red deer to the weight and unique plumage of a canada goose, to determine if the animal is worth taking the shot for. Your Hunt. Your Choice Create your own Hunting experience. With a wide range of options, stretching from rifles to bows, each with different types of ammunition and suited for differently sized animals, it's up to you to find your favourites and regularly practice your aim as you account for wind and bullet drop alike. Additionally, you have various callers and scents to allow you to lure your target towards you, setting up the perfect spot to finally line up the shot. Better Together theHunter: Call of the Wild offers unique multiplayer options. It is up to you whether you decide to collaborate or compete, as there are several in-game challenges and frequent hunting events that you can all pursue. Additionally, if you want to visit and hunt in one of the paid DLC reserves, you can simply join the game of someone who owns it and get to hunting. Constantly Updated and Evolving theHunter: Call of the Wild continues to evolve, with regularly released free and paid content to help enrich the overall experience. From new reserves and different weapon and equipment packs to a more realistic generation of antlers and horns (TruRACs), the team is constantly striving to add more to the game. SYSTEM REQUIREMENTS MINIMUM: Requires a 64-bit processor and operating system OS: 64bit OS - Windows 7 Processor: Intel i3-4170 Memory: 4 GB RAM Graphics: NVIDIA GTX 660 / ATI HD7870 - 1GB VRAM Storage: 36 GB available space RECOMMENDED: Requires a 64-bit processor and operating system OS: 64bit OS - Windows 10 Processor: Intel i7 quad-core Memory: 8 GB RAM Graphics: NVidia GTX 760 / R9 270x - 4GB VRAM Storage: 36 GB available space theHunter: Call of the Wild - Gameplay Trailer
  12. RELEASE DATE: 16 Jun, 2020 DEVELOPER: Behaviour Interactive Inc. PUBLISHER: Behaviour Interactive Inc. Silent Hill: is a new Chapter for Dead by Daylight. It includes a Killer, The Executioner, a Survivor, Cheryl Mason, and a Map. Purchasing the add-on will unlock its new Killer, new Survivor, and an exclusive Universal Charm: the Seal of Metatron. The Silent Hill Chapter includes a new map, Midwich Elementary School: the childhood trauma that once took place in its halls has since manifested itself into a twisted, nightmarish design. The new Killer is The Executioner: take control of Pyramid Head and wield his great knife to unleash his twisted brand of punishment on all who cross him. The new Survivor is Cheryl Mason, a courageous, outspoken woman who survived the hellish Otherworld of Silent Hill, and exacted revenge on the Order that killed her father. With experience beyond her years, she's prepared to once again stand against any evil that confronts her. The Executioner A sadistic and merciless executioner, Pyramid Head is fixated on dispensing punishment through pain. Encumbered by the steel frame upon his head and with a hulking great blade in tow, he stalked the hellish corridors of Silent Hill, committed to a duty that no one truly understood. Where he trod, even monsters fled for the shadows, and those who crossed his path fell victim to unrestrained acts of aggression. When his duty was complete and his presence no longer needed, he prepared for the long rest—and yet, his skills were required elsewhere. The fog that streamed over him was somehow different than that he was accustomed to in Silent Hill, as if each wisp contained the nerves of a creature, writhing, seeking him out. There was an unspoken agreement in that moment. The billowing cloud was an invitation to duty and sadism, and Pyramid Head, taking a step into the fog, accepted his obligation once more. The Executioner’s Power: Rites of Judgement Press and hold the Power button to activate. Once activated, move in any direction to carve a trail into the ground. Release the button to finish carving. Survivors who walk or run on the trail will trigger Killer Instinct and be afflicted with Torment. Survivors under the effect of Torment may be sent to a Cage of Atonement by The Executioner while they are in the dying state. The Executioner comes with 3 new perks. Forced Penance Those who stand in the way of duty will suffer harsh judgment. Survivors who take a protection hit are inflicted with the Broken status effect for 40/50/60 seconds. Trail of Torment You guide your victims along a path of pain and punishment. After kicking a generator, you become Undetectable for 16/16/16 seconds. During this time, the generator’s yellow aura is revealed to Survivors. This effect can only trigger once every 80/70/60 seconds. Deathbound Those whose lives are intertwined in darkness are destined to suffer together. When a Survivor heals another Survivor for one health state at least 32/32/32 meters away from the Killer, the Survivor performing the healing action will scream, revealing their location and activating Deathbound for the next 60/60/60 seconds. During that time, the Survivor will suffer from the Oblivious status effect when further than 16/12/8 meters away from the healed Survivor. Cheryl Mason Caring and impulsive, Cheryl Mason, previously known as Heather, attempted to rebuild her life after the tragic death of her adoptive father, Harry Mason. While she had freed herself from the religious cult that pursued her since birth, she was shackled by the guilt of her father's death. A darkness punished her every night under the guise of abominable nightmares. To ease her conscience, she volunteered at a crisis intervention center for troubled youth. Three months later, she aced training and could answer the crisis line without supervision. Yet little could have prepared her for the first call. All she heard was static. The air thickened as black fumes rose from the ground and suddenly she heard the voice of a woman—someone she thought she'd never hear from again. Why do you cling to this corrupt world? You know that only God can save us. It couldn't be her—Claudia was dead. Suddenly, the world spun and she dropped on her knees, nauseous. Hot bile traveled up her throat and she retched warm blood on the floor. Then the spinning stopped as swiftly as it began. Cheryl looked up and saw she was somewhere else. A cold, hopeless place. Soul Guard You have been through immense hardship and you’re stronger for it. Gain the Endurance status effect for 4/6/8 seconds after being healed or having recovered from the dying state. During this time, any damage that will put you in the dying state will instead apply Deep Wounds. You have 20/20/20 seconds to mend yourself. If you take any damage while affected by Deep Wounds, or if the timer ends, you are immediately put in the dying state. While cursed by a hex, you can fully recover from the dying state. Blood Pact It’s as if a latent part of yourself has awakened. You feel like you can reach out beyond yourself for assistance. When you or the Obsession are injured, you both see each other's auras. After healing the Obsession or being healed by the Obsession, you both gain a 7/7/7% Haste status effect for 6/8/10 seconds. Reduces the odds of being the Obsession. If you are the Obsession, this perk deactivates. Repressed Alliance You’re accustomed to being hunted by malicious forces, and you’ve begun using it to your advantage. Repressed Alliance activates after repairing generators for a total of 80/70/60 seconds. When repairing a generator while the perk is active, press the Active Ability button to call upon the Entity to block the generator for 30/30/30 seconds. The perk deactivates. Affected generators will be revealed by a white aura to all Survivors. New Map: Midwich Elementary School To students who were bullied by their teachers and classmates, attending Midwich Elementary School was comparable to torture. As the Order’s grip on the town’s supernatural energies tightened, a transformation occurred. The childhood trauma that took place in the building manifested itself into a twisted, nightmarish design. Though desks and textbooks remain, they’re eerily contrasted with stained walls, rusted chains, and hanging cadavers. Any notion that this could have been a place of innocence and learning has long since faded. Exclusive Charm The Silent Hill Chapter includes an exclusive item: the Seal of Metatron, a Universal Charm, only available as part of the DLC. Please note that this item cannot be purchased separately. MATURE CONTENT DESCRIPTION The developers describe the content like this: This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content SYSTEM REQUIREMENTS MINIMUM: OS: 64-bit Operating Systems (Windows 7, Windows 8.1) Processor: Intel Core i3-4170 or AMD FX-8120 Memory: 8 GB RAM Graphics: DX11 Compatible GeForce GTX 460 1GB or AMD HD 6850 1GB Network: Broadband Internet connection Storage: 25 GB available space Sound Card: DX11 compatible Additional Notes: With these requirements, it is recommended that the game is played on Low quality settings. RECOMMENDED: OS: 64-bit Operating Systems (Windows 7, Windows 8.1 or above)7, Windows 8 & Windows 8.1 or above) Processor: Intel Core i3-4170 or AMD FX-8300 or higher Memory: 8 GB RAM Graphics: DX11 Compatible GeForce 760 or AMD HD 8800 or higher with 4GB of RAM DirectX: Version 11 Network: Broadband Internet connection Storage: 25 MB available space Sound Card: DX11 compatible Dead by Daylight: Silent Hill - Official Spotlight Trailer
  13. do you know a command called amx_who? you must use it sometimes. in that time there was 7 admins. server always have more than 7 admins online day and night. no way just only one admin online. Impossible :v
  14. as i already said up there .i dont have proofs. you can ask admins that i named up there.
  15. what a wonderful story you made here haha . Claiming yourself to be innocent This is pathetic. First, you are one of the worst players that I saw in this server because you do not respect the rules and do not respect the supervisors and thinking yourself that you are boss there. second part : I have repeatedly warned you, but you did not listen to my words.After many attempts to calm you down. Nothing of that worked with you, you made me angry , by keeping disrespecting me .so I put out those words, after 2 gag of 6 minuts .but remember honey I did not say that for nothing. you exaggerated my disrespect. I tried the easy way with you I did not want to baning you from playing in the server due to your huge disrepecting for rules and insulting manager. . honestly I did not expect you to come here either. And made areport about me. Because as i remember I sympathized with you so much. But next time, I will not gag you. I will keep an surprise for you ❤️ . Because we do not need players like you in the server, I am old in this field, and I know exactly people like you very well. And if no one believed me, then there were some supervisors in the server. abdo / nyx /Margelatu` /Master . they see everthing you can ask them. Fortunately for you I did not take pictures .Because I thought you had learned from your mistake.but now you make it worse. Instead of apologizing to me, you came here and started crying and making this pathetic story. I think that the people who worked with me in this server on past 5 years . they know me well that I do not oppress anyone. this how i work . and i will keep like that for ever anyway That is all what i have to say
  16. There is a right way to play Star Wars Battlefront 2's 40-player Galactic Assault mode. I haven't mastered it, but it's about maximizing the point value of each life and spending those points in the right way at the right time. It's made me a crappy sitcom's caricature of a gamer. "Man, I need more points to unlock Yoda" is definitely something someone would say on TV to indicate they're a gamer. I've said that multiple times. I'm a mockery, but I do enjoy it. I do want those points. If the campaign's story were better and the progression system not so irritating, I might have really liked Battlefront 2. I'm mostly talking about Battle Points, which are earned and spent mid-match to spawn as X-wings, AT-STs, jump troopers, wookiees, and all sorts of other Star Wars combatants, including heroes and villains like Yoda, Rey, and Kylo Ren. Your primary goal in any multiplayer mode is not your team's objective, whether that's blowing up a giant transport tank in Theed or stealing an AT-AT on Endor. It's earning those points so you can do some real damage. When I have too few points to spawn as anything cool, the race for more pushes me impatiently at objectives like the fodder I am. Playing as a regular trooper really feels like being an extra in the movies, as you're going to get smushed by walkers and have your guts cauterized by lightsabers near the end of a match. It's fun to be part of the spectacle, but the third time Darth Maul murders you the joy wears off. Conversely, once I've spent points to spawn as a special droid or a guy on a speeder bike or Rey herself, my life becomes precious and I become cautious—heroes are strong, but not unkillable. That push and pull rhythm is enthralling at times. Every little killstreak: more points! Every objective play: more points! I'm excited, sometimes frustrated, as I work to earn a powerful character, and then I get there and I feel like a god who just found out he's mortal and is extremely pissed about it—terrified to die, but eager to smash stuff. Most of my time is spent as a regular trooper, though, and the basic shooting is really more fun in the campaign, where the focus is all on spectacle (because it definitely wasn't on the story). There, most enemies are weak enough to kill in one headshot, while in multiplayer shields can take a beating, making most kills feel incidental: my shot happened to connect with someone whose shields were already at 20 percent. And the map design, though beautiful, can make for some dull battles. In the confined spaces most maps eventually push both teams into—a room to defend, such as the Mos Eisley Cantina—it's a lot of reckless charges and grenade spamming, or stacking up on walls and playing peek-a-boo. Each class has three special abilities, which vary in utility and fun. The Officer class can drop an auto-turret, but it's a puny little machine that makes very little difference—it really feels pointless. Most fun are the Assault and Heavy abilities, especially the Assault's shotgun, a secondary weapon that can be briefly equipped to one-shot droid heads at close range. The pulsing sound effect loop that plays while it's equipped is audio adrenaline, and its lethality makes it a lot more entertaining than the stock blasters. The worst thing about the Battle Points grind is its effect on teamwork. Making a careful approach as a squad is not a reasonable thing to do in Battlefront like it is in the Rising Storm and Battlefield series. It's a race for points, and in a race you run, usually directly at the objective (a jog that takes too long on most Galactic Assault maps) to lob a grenade and try to score some frantic kills before dying. In the Starfighter Assault space dogfighting mode, I find that players also tend to focus on player eliminations before objectives, which include fleets of AI controlled ships to attack and mines to destroy. Everyone wants to spawn in Poe Dameron's X-Wing or the Millennium Falcon, so everyone prioritizes earning points. DICE makes an effort to solve this: when you respawn, you're automatically placed into a squad, and playing near your squadmates earns you double Battle Points. But usually my squadmates break off and do their own things anyway, or die too quickly to help. They are hungry for those points, but it's a personal quest. I'm annoyed when someone grabs an Ion Cannon before I can to blast the MTT on Theed, because playing the objective earns points and those points should've been mine. It doesn't make for cohesive teams. Unlocking Luke There are even more points, called Credits, a non-cash currency you earn by playing matches and achieving milestones—the better you play, the more Credits you get. You can use Credits to unlock loot boxes which contain randomized awards, mainly Star Cards. Star Cards are a largely dull way to make your classes, ships, ground vehicles, and heroes stronger (I'll refer to all these things as 'classes' from here on to make it simpler). They're like Call of Duty's perks, except you can equip three at a time per class so long as you've sufficiently leveled up that class, and a lot of them are direct buffs. More health. Abilities recharge faster. Increased primary weapon damage. I don't like it, and I doubt I will no matter how much EA tweaks the rate I earn Credits, or the cost of unlocking heroes like Luke Skywalker. I don't want to quit matches to go to the 'career' page to slowly redeem Credits for every little milestone. I don't want to sit through the loot box animation to get a Star Card I don't care about. I don't want to fight someone whose TIE-fighter is numerically stronger than my ship. Some of the Star Cards are trade-offs—trade your grenade for a missle that locks on to vehicles, for instance—and I don't have an issue with those. I also don't mind that new guns and attachments require earning kills with a class, though it sure takes a long time. But I don't want to poke through a hundred menu screens (not an exaggeration) equipping little upgrades that make my weapons cooldown faster, and I don't want to fight a player who has. It's a system that instills doubt and resentment when an enemy kills you. Did they beat you with their skill? They probably did, but how can I know their upgraded Star Cards weren't the difference maker? Did I mention you can upgrade them? Sometimes you'll earn Crafting Parts in loot boxes which can be used to create specific Star Cards you want, and upgrade existing ones to make them more powerful. It's too much. When the premium currency was still available (microtransactions were temporarily removed on November 16), I didn't feel much pressure to buy anything, because I earned those Credits I don't want at a decent enough pace (I can unlock Luke if I want) and, truthfully, I probably wasn't really getting crushed because I had fewer Star Cards than more-skilled opponents. But my issue isn't just that players could buy power, though that is frustrating. It's that, to facilitate microtransactions, progression is slow, overcomplicated, and unfun. I'm skeptical that it will get more interesting and less burdensome before the premium currency comes back, unless it's overhauled and the returning microtransactions apply only to cosmetics. The campaign Outside of multiplayer and all that progression nonsense, the four-to-five hour campaign is a pretty good time. Its snappy levels run through all the best Star Wars moments: piloting TIE fighters, exchanging blaster fire down too-white corridors, force pushing Stormtroopers. The story is bland, but well-acted and there are some funny lines and entertaining cameos. You primarily play as Imperial hero Iden Versio, leader of special forces team Inferno Squad, a ruthless villain who has awfully malleable morals—so much that she's largely unbelievable. There's one particular smash cut meant to show that Versio made a moral choice that I thought was a bug at first, because of how little convincing she needed. It feels like a comic book that was drawn before it was written. Every other page features an exquisitely-inked battle we need to get to, so in between a few speech bubbles are filled in to explain why our characters are involved in it. After a few missions, the characters all do exactly what they say they're going to do, and all agree with each other all the time. Their big decisions are made whimsically and they largely grow off-screen as we leap between the galaxy's famous battles. The dialogue itself can be funny and clever, but the larger story is erratic, as if big chunks were cut—except in one particular mission that slows things down. In it, you play as a certain Force user and get to wipe out a squad of Stormtroopers with a lightsaber (fantastic), and it's a keen little look at how Empire lifers view the power of the Rebels, and vice versa. Using the Force with a lightsaber is appropriately easy, and I dug how it made me worry more about defeating an army with style than dying. As a hero of the galaxy, it wouldn't make sense for a Stormtrooper to even scratch me, and there's a fun game to trying to make my playthrough canon, mixing up cool abilities the way I think the character would. Holding down the right mouse button to auto-parry the same blaster fire I'd been hiding from in the previous mission feels badass. Even in missions without space magic, though, Battlefront 2 isn't too hard. In both singleplayer and multiplayer, the speedy fighter ships are hard to maneuver, but get close enough, and my main weapon will soft-lock on an enemy—so I feel skilled at dogfighting, but I'm not expected to do it without a targeting computer. It's a lot of fun to blow up an X-wing and careen through its debris. On the ground, I'm neither pinned to cover nor allowed to run around wherever I want. Only a few enemy types are spongy, and the rest often go flying through the air with a single grenade or headshot, which makes for proper-looking Star Wars battles. It strikes a fun balance between fragility and power, allowing me to play with enough bravado to experiment, but not so much that I don't have to eye my shield meter and retreat to cover when flanked. The main annoyance is the checkpointed saves, especially in space. Slightly too slow at destroying all the bombers because you went off to explore before the prompt showed up? Do the entire segment over. Did a great job with the bombers but accidentally clipped some debris? Start over. And because there's no ammo to find on the ground—guns generate heat which must be dissipated—there's disappointingly little to explore off the main path. In the first mission's light stealth segment, for instance, corridors I wasn't supposed to go down just led to closed doors. I have encountered a couple bugs, as well. The most egregious was when I defended my grounded ship from endless waves of enemies for several minutes—I wasn't counting—before realizing something must be wrong. I reloaded the checkpoint, and sure enough, a boarding ramp was supposed to drop a couple minutes in so I could escape. At least it happened on the second try. A mode for everything There's also a singleplayer Arcade mode, which basically is a series of bot matches. In some of the scenarios you can play as a hero or villain, for instance as Han Solo single-handedly defeating 40 troopers on a timer. The bots aren't very smart, and I spend a lot of time running around looking for them, but these are briefly entertaining ways to practice with heroes, and it's nice that you can set up custom challenges. Aside from the Galactic and Starfighter Assault multiplayer modes I've mentioned, there are three others—one in which everyone spawns as a hero or villain character, a smaller objective-based 'Strike' mode, and close-quarters team deathmatch. Strike, in which teams of six fight to steal or defend a package, is the most fun. The smaller teams and focus on one objective make teamwork incidental, as we're all getting into a fight around one object and eliminations, which everyone goes for in every mode anyway, are what helps. When my team has a breakdown, I love chasing down the package carrier alone to save the day. Heroes vs Villains is fun, too, if an absolute mess of superpowers. I am disappointed by the lightsaber combat, though. It makes sense to swing wildly when easily slicing through regular soldiers, but if I'm gonna fight Kylo Ren as Rey I want a real clash, with deflections and moves other than 'swing like crazy.' That's the only non-Star Wars thing about Battlefront though. In multiplayer and the campaign, it's gorgeous and hilariously faithful—I especially love how anyone in the vicinity of an explosion goes flying, arms and legs flailing. The way my character's uniform flaps and folds, the foliage on Endor, even the lumpen cow creatures waddling around are delightful. Every map is supremely detailed. Look in the background, and there's always something happening: civilians running for their lives, ships fighting, ewoks scattering. DICE has outdone itself, and aside from the very long loading times, I've had no problem running Battlefront 2 at 2560x1080 with ultra settings on a GTX 980. It's not a lightweight game, but it's certainly easier to run than Assassin's Creed: Origins, and just as gorgeous. I also appreciate that it swaps between keyboard and controller prompts on the fly, since I switch whenever I hop into a fighter. The progression system is the biggest disappointment, but it hasn't ruined my enjoyment of the multiplayer. I get to fly the Millenium Falcon in the best-looking game where one can fly the Millenium Falcon. And flying through a bigger ship as a smaller ship is as thrilling as it always is in the movies. That's what I want, and other players having better Star Cards hasn't made me a punching bag—though I still hate being matched against more powerful players on principle. The Battle Points system has a greater effect on how Battlefront 2 plays than anything you'll find in a loot box. It's got me prioritizing assists, because they count as eliminations, and rushing around recklessly to play objectives—not to win, but to get my points. It can be fun, but it's always a little lonely. With everyone, even teammates, competing for personal glory the objectives and squads are secondary concerns. Everyone wants to be the hero. The Celebration Edition contains: Base game — Including all past and future free game updates as they release. More than 25 Hero Appearances — Including 6 Legendary Appearances, plus 1 Appearance each for Rey, Finn, and Kylo Ren inspired by Star Wars: THE RISE OF SKYWALKER. More than 125 Trooper and Reinforcement Appearances More than 100 Hero and Trooper Emotes and Voice Lines More than 70 Hero and Trooper Victory Poses SYSTEM REQUIREMENTS MINIMUM Requires a 64-bit processor and operating system OS: 64-bit Windows 7 SP1/Windows 8.1/Windows 10 Processor: Processor (AMD): AMD FX 6350 Processor (Intel): Intel Core i5 6600K Memory: 8 GB RAM Graphics: Graphics card (AMD): AMD Radeon™ HD 7850 2GB Graphics card (NVIDIA): NVIDIA GeForce® GTX 660 2GB DirectX: Version 11 Network: Broadband Internet connection Storage: 60 GB available space RECOMMENDED Requires a 64-bit processor and operating system OS: 64-bit Windows 10 or later Processor: Processor (AMD): AMD FX 8350 Wraith Processor (Intel): Intel Core i7 6700 or equivalent Memory: 16 GB RAM Graphics: Graphics card (AMD): AMD Radeon™ RX 480 4GB Graphics card (NVIDIA): NVIDIA GeForce® GTX 1060 3GB DirectX: Version 11 Network: Broadband Internet connection Storage: 60 GB available space Star Wars Battlefront 2: The Rise of Skywalker Official Trailer
  17. Hell Let Loose is a realistic World War Two first person shooter with open battles of 100 players with infantry, tanks, artillery, a dynamically shifting front line and a unique resource based strategic meta-game. This is World War Two at a scale you’ve never played before. TITLE: Hell Let Loose GENRE: Action, Indie, Simulation, Strategy, Early Access DEVELOPER: Black Matter Pty Ltd PUBLISHER: Team17 Digital Ltd FRANCHISE: Team17 Digital RELEASE DATE: 6 Jun, 2019 Languages: Interface Full Audio Subtitles English ✔ French ✔ German ✔ Spanish - Spain ✔ Russian ✔ Simplified Chinese ✔ Polish ✔ Portuguese - Brazil ✔ Traditional Chinese ✔ First-person shooter games and the World Wars are a match made in heaven, yet only a few studios have executed it right and delivered an experience worthy of the weight of events at the time. The most prominent examples in this genre include the likes of Battlefield 1, Call of Duty: WWII and Wolfenstein II: The New Colossus. Developer Black Matter and publisher Team17’s World War II title, Hell Let Loose, is the latest to join the list. It pits an impressive one hundred players against each other, split into teams of fifty, battling it out for control over historically accurate battlefields. Hell Let Loose divides players within each team into different roles, each with their own loadout and functions to fill within the team. Players are grouped up into units of six, and their position around the map is shown with small markers indicating their role. Considering the game’s tactical nature, every unit has a function to play, whether to flank the enemy team, set up traps, find vantage points to snipe incoming units, or even go guns-blazing with your infantry unit. The roles available vary from the regular medic and engineer roles to crewman, tank commander, and even anti-tank, accumulating to a total of fourteen unique positions. However, the description and menu are crowded, and it’s easy to feel overwhelmed with the amount of text, roles and options available before dropping in a game. As mentioned before, it allows for a more tactical approach to the battlefield, but you have the same loadout as your enemy if they pick the same class. This doesn’t allow for any variety or for players to add their own touch to their role. Some players might want to add more grenades or change their secondary weapon, but the option simply isn’t there. Hell Let Loose is a fully online experience, and players are prompted with the available server rooms. The information shows the number count of players in the server and its ping. Unfortunately, there aren’t dedicated servers for every region, so I had to play on around 150 ping consistently. Although not terrible, it doesn’t allow for a smooth experience either. There are always one or two full servers with the rest abandoned. Once you finally connect to a server, pick your role and choose your deploy location, you will definitely take some time to get around the map. It’s just too big for its own good. I understand the purpose is to fit an action-packed experience with a hundred players firing back and forth, but the entire battle usually takes place on less than a quarter of the total map size. However, the game at least offers a diverse range of methods to traverse it, giving you the option to go in running or get inside a tank and blast through enemy lines. Hell Let Loose’s visuals are extremely impressive, competing with some of the best triple-A first-person shooters out there. The amount of detail and textures on trees and the objects around you is outstanding. Whenever a first-person shooter adopts the World War setting, there is always the fear of getting it wrong with the weapon and attire appearance. This is not the case at all with Hell Let Loose. The developers designed every infantry rifle, pistol, grenade, and their reload and firing animations perfectly. The historical accuracy adds so much value to the title, and you can often get pleasantly surprised with the development team’s attention to the smallest details. All in all, Hell Let Loose is another typical World War II first-person shooter in the sea of the genre. Although there is nothing special about the title to make it stand out, it offers hectic 100-man battles on historically accurate locations with tremendous attention to visual and audio detail. Does it deliver all this without flaw? No, not exactly. You will definitely take time to get accustomed to all the different roles, or even find a suitable server to play on, considering the common connectivity issues. The development team also need to consider opening official servers for certain regions, to avoid high-ping servers for non-EU and US residents. Hell Let Loose is currently in Early Access, so time will tell if they address this and the other current issues with the game. You've never played World War 2 the way it was meant to be played... with lumbering tanks dominating the battlefield, crucial supply chains fuelling the frontlines, being a cog in the machine of colossal combined arms warfare. Hell Let Loose puts you in the chaos of war, complete with deep player-controlled vehicles, a dynamically evolving front line, and crucial unit-focused gameplay that commands the tide of battle. Featuring sweeping maps modelled on real reconnaissance images and satellite data, the entire battlefield is divided up into large capture sectors - allowing for emergent and constantly unique gameplay that pits two forces of fifty players in a fight to the death across fields, bridges, forests and towns on an ever-evolving front line. When a sector is captured, it will generate one of three resources for your team, creating a complex meta-game that will influence your team’s march to victory. An Epic Theatre of War Take to the battlefield in 50 vs 50 multiplayer across huge maps. Choose one of 14 playable roles within infantry, recon and armour unit types, each equipped with different weapons, vehicles and equipment. Play as an Officer, Scout, Machine Gunner, Medic, Engineer, Tank Commander and more to experience every aspect of World War II combat. Unprecedented Realism Placing you on real-scale iconic battlefields of World War II is at the heart of the Hell Let Loose experience. Historical vehicles, weapons, uniforms are intricately detailed, and the combat is as brutal and bloody as it was on the day. Combat takes place on huge, to-scale maps from real battle locations, recreated using archival aerial photography and satellite imagery in stunning detail using Unreal Engine 4. Fight Together - Win Together Hell Let Loose is not about kill to death ratios and unlocks - teamwork is central to gameplay. Communication is essential. Players work together beneath the leadership of officers and their commander to take strategic targets on the battlefield and dominate the opposition. Hell Let Loose is a game that demands teamwork and communication not only to win, but to survive. Unique Meta game Fight for victory by breaking through the enemy lines on a large, evolving battlefield. The unique sector capture metagame require teams to make continual large scale tactical decisions as to where to attack or defend. Manage resources and supplies to call in support, re-inforce strong-points or flank enemies. Strategy is key to success. Key Features: • Fight in epic 50 vs 50 multiplayer battles • Select one of 14 unique roles • Take control of fearsome tanks - with more vehicles being added during early access • Bombard and wipe the enemy from the field by taking control of heavy weapons - such as anti-tank guns and artillery • Build defenses on the battlefield to fortify your position • Use teamwork to smash through the enemy front line and push through to victory • Play the game as the Commander and lead your team to victory using different abilities as you orchestrate your forces via the tactical map MATURE CONTENT DESCRIPTION The developers describe the content like this: This game features mature content not appropriate for all ages, or may not be appropriate for viewing at work. Realistic depictions of War, Frequent Violence or Gore, General Mature Content. SYSTEM REQUIREMENTS MINIMUM: Requires a 64-bit processor and operating system OS: Win7 64bit Processor: i3-4130 @ 3.3GHz / AMD FX-8350 @ 4.0GHz (or equivalent) Memory: 8 GB RAM Graphics: GTX1050ti / R9 280 (or equivalent with minimum 2GB VRAM) DirectX: Version 11 Network: Broadband Internet connection Storage: 20 GB available space Additional Notes: System Requirements subject to change as development continues RECOMMENDED: Requires a 64-bit processor and operating system OS: Win7 64bit Processor: i5-7600 @ 3.5GHz or Ryzen 5 1600 @ 3.2GHz Memory: 16 GB RAM Graphics: Nvidia GTX 1070 or AMD RX Vega 56 DirectX: Version 11 Network: Broadband Internet connection Storage: 20 GB available space Additional Notes: System Requirements subject to change as development continues Hell Let Loose - Friendly Battle Trailer 2020

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