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Skipper ✪

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  1. You know that in 2018 changing the iPhone's battery costs less, due to a scandal that Apple was involved in because they were limiting the processor power when the battery degraded. Well, the offer was only until the end of 2018, from the year it will cost more. iPhone 8 reviews Romanian-Arenaa-1.jpg? res The official price for any iPhone battery was $ 39 until December 2018. In Romania, for iStyle, for example, the price dropped to 200 lei with all the workmanship. From 2019 official prices will be as follows: $ 49: iPhone SE, iPhone 6, iPhone 6 Plus, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8 and iPhone 8 Plus $ 69: iPhone XS, XS XS Max, iPhone XR and iPhone X $ 79: Other models Basically, the price increases by $ 10 for old models. In Romania this means 10 Euros, so maybe about 50 lei. In other words, if your battery has dropped a lot (you can check this in Settings -> Battery -> Battery Health) then you probably want to change it this year.
  2. Cryptocurrency Exchange QuadrigaCX's 115,000 customers have lost a combined total of $ 145 million, after CEO and founder Gerald Cotton was unfortunatelly passed away from complications caused by Crohn's Disease last year. The company has less than half a million left in cash. A common practice among cryptocurrency exchanges is to store customers' coins in cold wallets, which are offline and encrypted and can only be accessed by those who know the password. This protects them from hacking and virtual theft, but it means that the whole value of the wallet rests in the hands of those with the password. An affidavit filed by QuadrigaCX on January 31 reveals that there are 26,500 bitcoins ($ 92 million), 11,000 bitcoin cash ($ 1.3 million), 11,000 bitcoin cash SV ($ 707,000), 35,000 bitcoin gold ($ 352,000), 200,000 litecoins million) and 430,000 ether ($ 46 million) stored on Cotton's encrypted and inaccessible laptop. While the company has hired several security researchers (read: hackers) to try to access the laptop, they have had very little success so far. The company's stance has gone from "Quadriga's inventory of cryptocurrency has become unavailable and some of it may be lost" to "most, if not all" of their customers will suffer damages. The QuadrigaCX has applied for a stay of proceedings from the Supreme Court to try and buy time to access the laptop and possibly liquidate the company. Ideally, it could give them access to about $ 50 million or so that is currently trapped in a legal battle with a Canadian bank, though a good portion of that money is their customers' too. Since it's leaked out that customers may not get their money back, many have taken to Reddit and Twitter to claim proof of death and expressing their anger that money was so mismanaged. QuadrigaCX employees have admitted that they are even receiving death threats
  3. I think many wanted to watch Online Movies, but when you clicked on the Play button, the madness of all kinds of commercials started! Stop it! Chrome and Mozilla firefox have a special addons called Ublock Origins It removes any Ad Type ... pff less of youtube: |: pa: For those using the CHROME Browser:APASA AICI PENTRU EXTENSIA UBLOCK For those using the MOZILA FIREFOX Browser:APASA AICI PENTRU EXTENSIA UBLOCK Say goodbye to the commercials!
  4. Destiny 2 succeeds where the original failed the most: its delivery of a story-driven campaign good enough to match its finely tuned first-person shooter gameplay and great looks. Gathering loot and upgrades through missions and activities with my Fireteam and then finally running the climactic Raid together was a blast. And every time I thought my friends and I were scraping the bottom of the content barrel, Destiny 2 teased us with more that was just a few Light levels away. [Note: See our PC version impressions at the bottom of this review.] From the opening moments, Destiny 2 delivers Dominus Ghaul, an excellent antagonist whose cruelty earns our fury by taking away everything that had been built up in Destiny and its expansions, including our Guardians’ Light. The campaign that follows is filled with brilliant cutscenes that give the cast an opportunity to show great emotional range, and you can hear the sadness and determination in their voices. Zavala (played by Lance Reddick) is unwavering in his plan to assault Ghaul, while Ikora (Gina Torres) seems distraught and near the point of giving up. That context gives both new and returning players a sensible reason to climb the Light-level based power ladder, whether for the first time or all over again. It kept me moving forward through fun missions set in eye-catching environments, including the exhilarating penultimate mission. Meanwhile, a soaring soundtrack backs pulse-pounding missions before shifting gears to evoke a tinge of sadness. The sound design is impeccable overall, with rewarding splashes of glimmer each time you open a chest or a silencing of the ambient noise when you aim down sights. Every adjustment is important, giving you the audio information you need instead of overwhelming you with everything at once. To challenge us on the way back to the top, Bungie’s laid out a wide range of avenues that include Public Events, PvP (player vs. player) in the Crucible, roaming world bosses, treasure chests, Lost Sectors, Adventure side-quests, patrols, planet-specific challenges, Flashpoints, Vanguard missions, Exotic Quests, Strikes (Destiny’s dungeons, basically), the Nightfall (a more elaborate take on Strikes), the lengthy campaign, and of course the Leviathan Raid (the biggest, most complex dungeon). Especially early on, there’s so much to do it’s almost overwhelming. I found myself frequently getting distracted from the activity I embarked upon by something enticing, like a roaming boss or public event that promised some quick loot. It’s a good problem to have, in that I never felt bored, but keep in mind these all seem targeted toward early Light level Guardians. While all of these battles will help get you to level 265, climbing to the max of 350 (the cap indicated in menu tips) is going to require tackling much tougher challenges like Leviathan, Nightfall, and Trials of the Nine – the endgame, in other words. The campaign was my first priority, since the story had hooked me so well. But, after around 10 hours of buildup, the final encounter fizzled out a bit. Due to some awkward super ability restrictions, I had to resort to finding a safe spot and shooting the ultimate enemy in the foot until he died. It seems as though the encounter was meant for projectile supers, but without any way of knowing that going in, I hadn’t yet earned one that could do effective damage. It was an especially odd problem to have because Bungie has in the past shown that its Destiny 2 designers know how to make Strikes and Raid bosses interesting from a mechanical perspective, making the boss portion of the ending a surprising disappointment in what was an otherwise fantastic run. Thankfully, the excellent quests and more elaborate Strikes that followed the campaign come with much-improved boss encounters and an extra dose of quality lore. After the campaign ends you can still experience some new story events via additional Quests on each of the four planetoid locations in Destiny 2. These not only flesh out the intriguing new characters we’ve met there, but also do a good job of guiding you into new spots you may have missed and fun encounters built to be played with a three-person Fireteam. They also end with big rewards, like Exotic Quests and coveted Legendary items, making them a great way to continue your climb to max Light. I’m hoping that Bungie doubles down on these with even more quests, either daily or weekly, as some left me wanting more. The four world maps do a fantastic job of setting the tone, too. Whether it’s the milky waterfalls of Nessus or the overgrown European Dead Zone, each offers a colorful and unique palette to explore as you acquire their plentiful loot. Adding to that, there are also items scattered throughout each destination offering snippets of lore about the location, and gear sets you can acquire by turning in tokens earned from the above activities in exchange for reputation at that destination’s vendor. Bungie understandably wants to encourage everyone to take all this in, but goes a little too far by withholding the fast-moving Sparrow bikes for too long in order to force you to walk through it the first time (unless you get lucky and get one in a drop or pay for one via Bright Engrams).
  5. During its reveal at E3 2018, Techland softly announced that the Dying Light 2 release date would be sometime in that same year. In an interview with Wccftech , the game's lead designer Tymon Smektala was emphasising Techland's commitment to hitting 4K resolution and 60fps on PS4 Pro and Xbox One X, before teasingly stating that "we still have a year to optimize [the game]", suggesting that it will out before the Summer. That said, delays are always a possibility with a game like this, so don't hold out hope for anything until Techland is more forthright with an announcement. But... internal goalposts change and, during our trip to Poland, Techland walked back on that timeframe and stated that Dying Light 2 no longer has a confirmed release date. Whether that means a delay into 2020 is anyone's guess, but we'll hopefully hear more specific dating from the studio at E3 later this year. Fingers crossed. Techland has described the time period of Dying Light 2 as the "new dark ages", where the zombie apocalypse has dragged society back to a Hobbesian state of nature, and humanity is just as likely to kill itself than be eaten up by the hordes of undead parading the streets of Harran (the Turkish-set city from the first game). Despite the absence of any release date, Techland was more than happy to show off several minutes of direct gameplay footage at E3 2018, which implies that the game is very much in the final stages of production. Naturally, the updated visuals look stunning, and Techland seem to be making the most of the Xbox One X to show off all those rich colours and sharply drawn skylines. The demo also gives you a good idea of the game's updated parkour and combat mechanics, so it's well worth a watch for any interested fan. One of the most surprising things about Dying Light 2's reveal was the announcement that Chris Avellone - a famed games writer known for his work on multitudes of RPGs, from Divinity: Original Sin 2 to Fallout: New Vegas - has been assisting Techland with designing the game's story, which is now far more ambitious than Kyle Crane's linear tale in Dying Light. In Dying Light 2, the plot is an organic, reactive entity that can weave in multiple directions, depending on how you decide to respond to situations in the zombie apocalypse. In turn, your actions will affect the world around you, from the threat level of its po[CENSORED]ce to the scarcity of its resources.
  6. So-called games-as-a-service - of which The Division 2 is one - have often tended to find greater favour with their publishers than with gamers. Designed to take place in persistent universes, and thereby providing endless opportunities for those who play them to spend money on loot boxes, recent examples like Anthem and Battlefield V have been unleashed into the wild in a barely half-finished state. Happily, The Division 2 bucks the trend in a very impressive manner. Perhaps that's because it's the second instalment of the franchise - Destiny 2, the second instalment of the franchise that established the games-as-a-service blueprint was also markedly better than its predecessor. Like that game, The Division 2 stands up very well indeed in pure gameplay terms, even without considering all its online, persistent elements. A complex cover-shooter The Division 2 is easy enough to describe: as a third-person cover-shooter (although you can enter first-person mode for sniping), it feels pleasingly similar to the Gears of War games. Mechanically, it is beautifully fettled: wherever you are in its huge game-world there are always countless cover options, and it has an exemplary mechanism for moving from cover to cover while keeping your head out of the line of fire. And you will have to move around, since excellent artificial intelligence (AI) dictates that enemies will always try to outflank you. It's a much more complex game than Gears of War, though, in common with its games-as-a-service peers, and much of that complexity feeds cleverly into its gameplay. You level-up as if you were playing a role-playing game (RPG) - which grants you ever-increasing health stats - and an excellent loot system, which is more or less identical to that of Destiny 2, brings a constant stream of new guns and armour components, most of which can be modded extensively. There's a perks system, too, although rather annoyingly you're likely to max it out long before hitting the magical level 30, which unlocks the end of the main storyline, followed by the endgame. Using your skills But the most important element of the armoury that The Division 2 provides you with is the section entitled Skills. You can wield two of those at any time, and they range from the likes of drones and turrets that shoot enemies you designate, to a gas-deliverer which can create explosive clouds around enemies, among various shields and various delivery mechanisms that offer buffs and remote recovery to your allies. Skills operate for a finiter time and have cool-downs, so you must use them intelligently. The Division 2 makes an awful lot more sense when played with others - it has been set up for four player co-operation - and while you can work your way as a solo operator through all the story missions, side missions and the vast majority of the game's plethora of activities, you will progress much more quickly if you avail yourself of the game's excellent matchmaking system (you can, for example, fast-travel to a team-mate if they start a mission) or better still play through it with a bunch of mates. It doesn't really matter if the odd player drops out as The Division 2 scales its difficulty accordingly - but it is worth bearing in mind that it's definitely harder to play as a solo operator. It throws a lot of enemies at you, of escalating skills and abilities, with some that are essentially bosses, and, while it is checkpointed once you start a mission, it isn't when you're just engaging in freeplay. So if you die, you will have to respawn at the nearest safehouse or settlement. What's the story? If you're expecting narrative thrust from The Division 2, prepare to be disappointed. It doesn't really have a coherent story - rather a premise which, admittedly, is a decent one. As in The Division, you're an agent of the Strategic Homeland Division, created to restore order after a national emergency - which was the release of a virus that killed off vast swathes of the po[CENSORED]tion and left America's cities abandoned by ordinary citizens and overrun with military factions. In The Division 2, the action switches from New York to Washington and, once again, you're entering a city in complete meltdown and anarchy, and must pretty much restore a semblance of order single-handed.
  7. The toys-to-life trend of plastic playthings and console games is, by most, considered to have had its day. Skylanders, Disney Infinity and Lego Dimensions were the main contenders that, for a spell, caught children's imagination with the ability to unlock in-game characters and track their progress with the physical toy. But that was in 2015. Therefore, Starlink: Battle For Atlas might seem a little late to the party. However, this new space combat and exploration game from publisher Ubisoft significantly updates the toys-to-life premise for a new generation - and does that with an impressively polished game. The Toys The toys themselves are a combination of spacecraft, weapons, wings and pilots. These four elements are interchangeable. Children can invent their own craft from these pieces by simply snapping on and off the different components. What's clever is that this is instantly matched in the game. If you encounter an enemy who is susceptible to heat damage you can snap on heat-based weapons and be ready to blast them out the sky. This is a really neat approach to customisation and is something that's extended in the game itself by being able to upgrade the different weapons and ships. Add to this the different abilities each pilot brings to the fray and it really does feel quite elegant. The production quality of the ships is really good too. The pilots, although a little less detailed than larger Skylander models, slot into their cockpits satisfyingly. Weapons and wings snap on with a solid click. When docked the ships all have lights, and being able to see the pilot inside their craft is a really nice touch. Even if this was just a toy (with no smart features) children would be quite happy playing with it This is an easy aspect of the game to overlook if you don't have youngsters to test it on. As with any toys-to-life game the value comes from the toys as well as the on-screen excitement. Starlink gets this spot on.
  8. Apex Legends tips and tricks for beginners Essential things to know and basic tips There are a few things worth knowing before you dive in, even the basics can make a big difference: There is no fall damage Use this knowledge to your advantage by getting the height advantage on enemies, then jumping down to evade danger. Balloons give you a boost There are various hot-air balloons scattered around the map. Climbing up these balloons allows you to jump off and glide across open ground to another location. This is a great way to get quickly across the map or out of danger. Close-quarters battle is inevitable Battle Royale games nearly always end in a short-range, close-quarter battle. It's a good idea to find a shotgun or short-range weapon that can quickly deal a lot of damage if you want to win. Don't engage unless you have to Winning isn't all about kills. If you want to survive, it's actually better to avoid getting into fights unless you really have to. Shooting just attracts attention. Not just from the people you're shooting at, but from nearby enemies too. Stealth is a better way to win. Hide, avoid shooting and keep inside the ring to avoid death. Kick in the doors You can surprise the enemy by kicking open doors or even destroying them by using melee or blowing them up with explosions. Sliding is faster Apex Legends has a slide mechanic that you can use to slide along floors. You can use this to go downhill quickly. Combine it with jumping to create a jump slide and you can move more quickly than just sprinting. Faster without guns out You can move more quickly with your gun holstered. Put it away by pressing Y on Xbox One, triangle on PS4 or by tapping 3 on PC. Getting started Now it's time to get stuck into the game. Planning your landing Getting into the game, you spawn inside the dropship and are assigned a jumpmaster. This is one member of the squad who is chosen as the leader.  Everyone is bound to the jumpmaster during the deployment stage. He or she decides when the team will jump and where, but everyone can have a say in where to go by putting a marker on a certain area of the map. The jumpmaster has the final say though. You'll need to learn the map to work out where the best places are to land and where to avoid. When starting out it's a good idea to stay on the ship as long as possible and land near the outskirts of the island or the outer reaches. There will be fewer enemies and less risk allowing you to ease into the game. The supply ship is risky During the landing stage (or before you leave the ship) you'll notice a small ship flying about the map. This is the supply ship. Landing on it while it's in flight is a good way to get your hands on high tier loot. It's also often full of enemy teams doing the same and so a very risky landing place.  You can jump off without taking fall damage though, so there's always the option of grabbing gear and running. The Hot Zone As well as the supply ship there's also a "Hot Zone" located on the map. This is a randomly generated area of the map marked by a blue circle. This Hot Zone has high-quality loot and weaponry up for grabs. It's a hotspot for enemy activity but you'll also earn bonus experience points for killing enemy players in this zone so it's worthwhile trying when you're a bit more experienced. Understanding the loot Apex Legends has a similar loot system to other Battle Royale games. There are different sorts of loot and goodies scattered around the map for you to pick up. Different locations offer varying levels of gear - some locations offer high-tier, high-value weapons and armour. These locations are often hotspots for enemy activity as well though. Landing in them is risky and you'll need to be prepared for a fight almost instantly. The hierarchy of the loot tier system is shown by colours: Grey is common loot Blue is rare loot Purple is epic loot Gold is legendary This colour system applies to everything from weapon attachments to helmets. It's worth noting that legendary gear also comes with perks. A gold helmet, for example, gives you an ability cooldown reduction, gold body armour allows you to refill your armour after finishing a downed enemy, etc. At a glance, you can also see the type of ammo based on colour: Brown or orange for light rounds Red for shotgun shells Blue for heavy ammo Green for energy ammo Loot locations Ammo, weapons and armour are mostly located inside buildings - upstairs, downstairs and scattered all about. You can also find supply bins littered around the map. These are white and red cylinders with markings on them that help them stand out. They often come in threes - the perfect amount for each of your squad mates - so keep an eye out for them and let your friends know when you see them. You may also come across what looks like Apex Boxes (little triangular containers on robot legs) throughout the match. These look the same as the containers you get when you level up and get a reward at the end of the match. Shoot these to destroy them and get more loot. Another obvious way to get good loot is to kill enemies. Downed baddies will drop loot crates containing their gear. These enemy crates are also highlighted in various loot colours to let you know which is the most valuable in terms of gear. Supply drops There are a number of supply drops that fall on the map over time. These are like spacecraft modules that crash land after hurtling from the skies above like a gift from the Gods. They offer good loot, but they're also a magnet for enemies as they're hardly subtle. One of the characters (Lifeline) can also call in a supply drop with three items in it. This drop can be called into any spot on the map and contains three items that can be shared among the squad. There's a chance of high-level gear contained within, but calling it in can also tell enemy teams where you are.  Managing your loot Opening inventory allows you to see the gear you're carrying and managing what you have. Like elsewhere, the quality of what you're carrying is shown in colours so you know what's good and what can be dropped to save space. No Entry symbols on any of the gear you are carrying means it won't work with the weapons you have an is just taking up space unnecessarily. Check this and let your squad know what you've got in case you have something they need. The game is pretty clever in that it will stop you from picking up an attachment for your weapon that's a lesser version of what you already have. However, you may find that although the quality might be better, the type might not be what you want. A blue sniper scope might be preferable to a purple short range sight on a long range rifle, for example. So you'll need to be aware of what you're grabbing. The game will make you to press and hold a button to force a choice it doesn't think you should make, but that's up to your personal preference. Moving in the right direction The majority of Battle Royale games work on the same premise. There's an ever-shrinking ring which pushes teams closer and closer together as time ticks down. Anyone caught outside that ring will inevitably die a slow death. It's important to keep an eye on the mini-map in the top left corner to see where the ring is and where you need to go. You can alert your team by voice comms or by pinging them to let them know where to head. The top of the screen also has a compass that can be used to call out the direction of travel as well as the location of enemies, loot or other areas of interest. Keep the team moving towards the ring. Once there it can pay to stay at the inner edges because in most cases you won't find enemies coming out of the danger zone - while if you head to the middle of the ring you could be entirely surrounded. Think backs to the wall. It's worth listening out for audio cues from characters. As the ring closes you'll hear teammates say when it's doing so and even say when you're inside it or not.  Get the height advantage As with Fortnite and other shooters, having the height advantage can give you the upper hand over your enemies. There is no wall-running in Apex Legends, but you can jump and climb higher than you might realise. Sprint towards a wall, structure or ledge at high speed, look up and push forward as you jump and you'll be able to climb up. Another trick is to open a door and use that to climb up to higher spots that are otherwise inaccessible. Working well as a team There are numerous ways to work well as a team. Ensuring everyone has good gear and is ready for battle is just as important as preparing yourself. Stay close and share the loot Victory in any squad-based Battle Royale game depends on the team sticking together and surviving. If you split away from your teammates in search of better loot then you risk bumping into multiple enemies at once with your team being too far away to help. Death is inevitable, then your team is one player down and less likely to win. Sticking close to your teammates is essential, but moving too close will resort in less loot. It's a careful balance of looting for goodies without straying too far. Use comms to talk to your team. If you know they have a certain weapon you can let them know if you find ammo for it. You can also open your inventory system to drop weapons and ammo you've found for them to pick up. This is useful if you've managed to find weapons but squad mates haven't. Better everyone has a gun than you hoard them all to yourself and lose the battle. Pinging important locations and items You can use the ping system to help your teammates. The game has a mechanic that allows you to highlight/ping things of interest. This means you can tell your buddies where enemies are or when you've found particularly good gear or supplies they might like. On PC looking at an area and pressing F will put a marker down to say enemies have been seen in that location. Middle mouse button, meanwhile, either suggests where the team should go or points to items of interest such as supply crates, weapons or ammo. On console, pressing and holding a ping button will give you access to a wheel that allows you to choose the right kind of ping and reply. This system allows you to move across the map as a well-oiled unit. It also gives a visual representation of enemy threats as an aid to combat which works more effectively over and above calling out locations via the compass. The ping system works well as an alternative to using voice comms, but it's even more effective when used in combination with talking. It's all very well saying "there's heavy ammo over here" but being able to highlight the spot too gets your squadmates there quicker. When under attack, highlighting enemy locations can draw fire from your team to the right place to ensure you win the battle. Rescuing your teammates Even the best of players will get downed. There are a few things worth knowing that can help you rescue your friends or help them save you. When downed, you can still ping enemies and let your team know where they are. This will help them kill the enemy before attempting to rescue you - rather than falling into the trap of trying to save you only to get killed themselves. Certain Legends are better at rescuing injured teammates than others. For example, both Gibraltar and Lifeline can deploy shields to protect friendly characters as they're being revived. Injured teammates that have been knocked down are still vulnerable. If they're shot at while they're waiting to be revived they can still be killed. If killed they can only be brought back into the battle using the respawn station. Use this knowledge to your advantage. If you manage to knock an enemy down, keep attacking until they're completely dead. Don't allow the enemy any time to save their friends, then you'll have fewer threats to deal with. Alternatively, wait for someone to come to revive them then get twice the kills! Saving dead squadmates If your team fails to revive a fallen team member and they die, but you manage to survive the battle, you can still bring them back. All you need is to get their banner from their crate (that appears where they died). You have a limited time (around 90 seconds) to get the banner. You can see a timer around the icon representing their character above their crate. If you don't get there in time it's game over for that character until the end of their match. If you make it in time, take their banner to a green respawn location. You'll then able to call them back into the battle. This can be risky as it takes time to do and it exposes you to danger as you do so. It is worth the effort though as it will help keep the team at full strength. Teammates who have been brought back to the battlefield won't have any weapons when they return. You can solve this issue by dropping one of your weapons for them to take temporarily until you can find more gear or by returning to where they died in the first place to loot their own crate.  It's worth noting that teammates saved this way will come in via a small dropship. That ship may give your position away as it comes in. You can also use this to your advantage against the enemy - if you see a ship, track its movements to kill an enemy that has returned to the battle with no weapons or an underpowered squad with one less member.
  9. Civilization 6: Gathering Storm turns climate change into an end boss. After thousands of years of progress and expansion, the surviving civilisations have another hurdle to jump over, one that's ostensibly greater and more complex than any they've encountered before. It throws plans into disarray, transforms the map and can't be overcome by armies or culture. It's the most exciting Civilization has been in ages. For most of history, civs have barely any impact on the climate. It's not until resources like coal and oil start being exploited that CO2 emissions start to increase and transform the map, mostly through rising sea levels. Foul weather, earthquakes and volcanic eruptions, however, can interfere with your empire-building plans whenever, so nature is a persistent adversary. The very first choice you make after picking a civ—there are eight new ones, and nine new leaders—is finding a hex to settle on, typically on your first turn. Straight away, Gathering Storm flings a few more decisions into the mix. If you're playing as the Maori, for instance, you start at sea and get bonuses for every turn you choose to forgo putting down roots, while the Phoenicians get more flexibility later on, thanks to their ability to move their capital to any other city with their unique building. There are some unusual twists among the expanded roster that make them stand out even as the list grows massive. No matter the civ you're playing, you'll still need to spend a bit more time considering where to establish your Plonking your capital right on a flood plain puts all of the improvements and districts at risk of destruction, while making your home near a volcano is just asking for trouble. There are rewards for taking those risks, though, notably the increased fertility of the nearby hexes. Despite being random events, you can still plan; you can still build the potential risks and rewards into your strategy. While climate change is complicated, Gathering Storm keeps it easy to parse, focusing on a few specific sources. Strategic resources like coal can be burned for fuel to enhance certain modern and later buildings, while some units require a constant supply or you won't be able to use them. They're important resources, then, but they're also the reason CO2 levels rise. So you have some pretty big, but thankfully clear, choices to make. Swearing off oil might cost you some units and force you to spend time switching your cities to a new power source, but it will also slow down the changes. It's a very different kind of threat from an aggressive neighbour. Disaster can strike anywhere on the map, though some places are at greater risk than others. From the modern age onward, buildings and projects appear that can mitigate things like flooding or rising sea levels, but that's time and resources you might not be able to afford. But that's when your aggressive neighbour might save you. Gathering Storm doesn't treat natural disasters or climate change as the concerns of individual civs. Through the World Congress, motions can be put to the other civs, creating an emergency event where everyone is called on to send aid to the victim of the disaster. Like other emergencies, they're framed as competitions, which each civ attempting to excel, whether it's at being very charitable or stopping Katherine of Sweden from converting another city to Taoism. Using the World Congress becomes even more important as the danger increases. It's all well and good to look at the melting polar ice caps and say "OK, I'm going to buy a Tesla and go vegan", but it takes an international, political effort to make a tangible difference. I shut down my oil platforms and coal mines, I decommissioned my ships and planes, but even then the seas continued to rise. It took international legislation banning certain power plants and some friendly competition between civs to make a dent. Always it's a competition, which suits Civilization nicely. The impending ecological disaster is a good showcase of the new diplomacy system, but you'll end up becoming very familiar with it long before the glaciers start vanishing. Diplomatic favour funds each civ's international clout. It's a resource that can be traded for both the tangible, like gold or artefacts, and the fleeting, like promises. Competing in international events, helping out during emergencies and making allies will earn you some, too. When the World Congress meets, that favour translates into votes, letting you try to push your agenda at the global level. In person it's all smiles and assurances, but the moment the World Congress convenes, I'm there with a knife behind my back. "Yeah, Trajan, we're good buddies," I say as I spend all of my favour to neuter his army. Instead of a diplomatic victory hinging on you making everyone like you, it depends on you making deals, competing in international events and wisely spending favour. Sure, alliances and becoming the suzerain of a city-state will net you favour, but there are several routes to winning the political game, and being a sneaky wheeler and dealer is one of them. This is certainly the most engaging diplomacy has been in Civilization 6, and perhaps in the series. Other Civilizations have modelled global diplomacy and politics, but not at this scale and definitely not so woven into the fabric of the game. Rise and Fall got the ball rolling, but it's Gathering Storm that turns diplomacy into a clear strategy and makes it instrumental in fixing new problems that involve everyone. Even though it's still competitive, there are unifying moments where every civ makes some sacrifices to right the ship. The setup for the end game—if it all goes wrong, anyway—is pretty dramatic. The coast has been swallowed up by the ocean, natural disasters are increasing in occurrence and whole industries, previously reliant on fossil fuels, are shutting down. Every inch of the world, or what remains, is already in use, so expansion can only come in the form of conquest. It's all very World War 3. And then… it stops. Climate change just sort of ends. During the final phase, 85 percent of the ice caps melt and disasters start jumping up by a couple of percent, but then there's just no more climate change. In my large continents map, just over 70 hexes were swallowed by the sea, which did submerge an island and make some of the coast unusable, but it was surmountable, especially once I unlocked technology that allowed me to build habitats in the ocean. The habitats, called seasteads, are one of the new techs that appear during the future era. They're handy, and there's something about building homes in the water that calls to mind Alpha Centauri, which is never a bad thing, but otherwise the new era is a bit of a dud. The scope is very narrow, in what is otherwise an ambitious expansion. Most of the techs just seem to improve the flashy sci-fi unit you can now construct: a giant killer robot. It's tough, silly, and I won't deny that smashing up enemy cities with giant death machines is fun, but with a few of them built, the future era quickly runs out of new things. It's brief and largely extraneous. With no more changes on the horizon and the sea levels settling, all those self-imposed limits can be lifted, returning the endgame to something a bit more traditional. I kept waiting for the final crescendo, some awful apocalypse, but it never came. I was acting under the illusion that we were trying to stave off the end of all human civilisation, but this seems less urgent. It's still best to avoid it, but knowing that it fizzles out robs it of some of its powe It's the journey to that end scenario, whether you stop climate change or not, where Gathering Storm has the most impact. The new emergencies, cooperation and the effect of climate change even on war can dramatically change the game, even if you know that the end of the world never arrives. The choice of map also makes a difference. Playing on an archipelago or on islands, for instance, ensures that a huge amount of damage will be done before the climate meter stops moving. And, as always, you can exert some control over the random maps, tweaking properties like initial sea levels and resource abundance. If challenge is what you want, you can still find it. Civilization 6: Gathering Storm bites off a lot, but it proves more than capable of juggling big concepts like climate change and global diplomacy. It turns them into coherent but still complex systems that you'll constantly be interacting with, even before you start noticing that the beaches are vanishing. The climax doesn't live up to the build-up, but Civilization 6 is still a richer game for all the expansion brings.
  10. In a blazing purple storm of energy, my capital ship emerges from the alternative universe that vessels use for faster-than-light travel in Battlefleet Gothic. To get anywhere fast in the 41st millennium, spaceships have to go to space-hell and back, risking eternal damnation with every jump. To use a jump to hop halfway across a map and nuke an enemy ship point-blank is audacious, even foolish, but it captures everything that’s good about Battlefleet Gothic: Armada 2. It’s an indulgent strategy game wrapped in preposterous, exciting space nonsense. Armada 2 is a real time tactics game about giant spaceships clashing in the Warhammer 40,000 universe. Battles take place on a 2D plane po[CENSORED]ted by capture points and asteroid fields. The ships handle like cruise liners, and each vessel has a whole dashboard of special abilities. Smaller escorts can scan the map and identify enemy vessels. Cruisers and larger battleships can unleash fighter and bomber squadrons, torpedo barrages, laser attacks, and boarding actions. In order to complete my bold jump attack I need to pause the fight. Then, after enjoying the spectacle for a moment and taking the screenshot at the top of this review, I give my flagship vessel some commands. You can give ships special manoeuvre orders like ‘all ahead full’ to burst forward quickly, but for this attack I need mobility. I select an order that essentially allows my city-sized capital ship to do a drifting turn. The Chaos ship fires boarding vessels directly into my flank as a last-ditch defensive measure, but it is certainly doomed. As the Chaos ship powers away I order my capital ship to fire a brace of torpedoes right up its tailpipe. The Chaos ship’s hull bar melts away. A series of small messages announce fires on board. Then the crew on board mutiny. As the enemy sails towards a nearby asteroid field I’m left to imagine the crew tearing itself apart, moments before a final catastrophic explosion ends them. Battles swing on these precise bursts of micromanagement, but Battlefleet Gothic 2 smartly blends directed automation and micromanagement to create a satisfying fleet commander simulator. An autopilot function orders ships to keep sensible range while firing. You can order enemy ships into a priority list that your fleet will strike ship-by-ship, and you can even target enemy subsystems to attack shields, crew, engines and weapons. That frees you up to manage special abilities and skillshot abilities like the plasma bomb, which procrastinates for ten seconds before erupting into a ball of deadly blue energy. I almost don’t need the three included campaigns to get the most out of the game, but they provide a fun framework for skirmishes. As the Imperium, the immortal robot Necrons, or the monstrous Tyranids you conquer sectors of the galaxy by shuffling fleets around turn-based sector maps. When you move into a sector occupied by the enemy, you launch a real time battle to decide who claims it. There are light building systems that let you develop planets to generate resources and buy more ships, but it isn’t too detailed. If you’re after a serious 4X game, this isn’t it, but there’s enough structure there to give battles context and create consequences for losing. There are some pretty good directed missions (and be sure not to miss out on the glorious spectacle of the prologue campaign), but you’re frequently playing set scenarios that are a bit of a let down. Capture points spread wide across a map can create scattered and messy battles. There are minor presentation issues too. The vivid backgrounds can make battlefields hard to read, and interface icons aren’t distinct enough to be quickly readable to me, even now I’ve learned what they all are. In spite of the niggles, it’s an absorbing space strategy game, and we don’t get enough of them. The many featured factions as varied and characterful as you would expect from the 40K universe. Tyranids infect enemy vessels with swarms of hungry monsters, and latch onto enemies with long space tentacles. The Eldar are fast and near-invisible at the start of a fight. The Orks, well, they crash into stuff. If you’re a fan of the universe there is even more to enjoy here. The voice acting sometimes goes full ham, but this is one of the most authentic attempts to capture the grandiosity of Warhammer 40,000. Emperor knows, many have tried.
  11. The BMW X2 M35i is among a new class of high-riding performance cars that aim to bring traditional hot hatchback values to the premium crossover ranks. It’s not a full-blown M model per se, but its brief is quite similar to its more focused siblings in that it was conceived to appeal first and foremost to enthusiast drivers – those seeking greater driving precision and pace than that provided by standard X2 models. Significantly, it’s the first four-cylinder model from BMW’s M division since the original M3 was launched 33 years ago. Behind the X2 M35i’s distinctively shaped grille is the most powerful version yet of BMW’s B48 engine. It’s been upgraded with new cooling measures, among other detailed changes. The transversely mounted turbocharged 2.0-litre unit delivers 302bhp and 332lb ft of torque – some 113bhp and 126lb ft more than the most powerful of BMW’s existing petrol-powered X2 models, the xDrive20i. To ensure its heady reserves get placed to the road reliably and without any untoward wheel-spinning antics, the new range-topping M model comes as standard with an eight-speed torque converter-equipped automatic gearbox featuring a race start function and a multi-plate clutch four-wheel-drive system with a differential for the front wheels. Find an Autocar car review Driven this week BMW X2 M35i 2019 first drive review - hero front 17 MAY 2019 FIRST DRIVE BMW X2 M35i 2019 review Most potent X2 yet gets BMW M division's first four-pot in 33 years to... 17 MAY 2019 FIRST DRIVE Hyundai Tucson 1.6 CRDi N-Line 2019 review Hyundai gives its mid-size SUV an N-inspired sporting treatment. We drive it... BMW 7 Series 730Ld 2019 UK first drive review - hero front 17 MAY 2019 FIRST DRIVE BMW 730Ld 2019 UK review Refined diesel powerplant feels strongly suited to BMW’s luxurious executive... It doesn’t end there. BMW’s M division has also provided the X2 M35i with a retuned MacPherson strut front and multi-link rear suspension. It receives firmer springs and dampers as well as a reduction in ride height over regular models and standard 18in wheels. Buyers can specify active dampers and the choice of either 19in or 20in wheels. Beyond this, the X2 M35i receives a reworked M Sport exterior styling package from the standard X2 with redesigned air ducts within the front bumper for more efficient cooling, grey accents for the grille and mirror housings as well as a spoiler element and twin tailpipes as part of an M Sport exhaust system at the rear. Further changes are concentrated within the interior. It adopts a number of M Sport accents, including a leather-bound steering wheel with shift paddles, a pair of heavily bolstered front seats with M-branded seatbelts and front door trims with the lettering ‘M35i’ among other detailed upgrades. Among the more useful options are a multi-colour head-up display unit, BMW’s ConnectedDrive suite and a traffic jam assistant. The X2 M35i certainly isn’t lacking in performance. BMW claims a 0-62mph time of 5.0sec and a limited top speed of 155mph - figures that would see the 1620kg crossover challenge the most celebrated hot hatches in an out-and-out straight-line stoush. The first BMW M-branded four-cylinder engine in over three decades is not as smooth nor as linear in nature as the German car maker’s latest six-cylinder powerplant, but it nevertheless proves potent and, with raspy aural qualities to the exhaust itself as well as a synthetic sound system that operates over the speakers for added volume at the business end of the dial, quite entertaining to the ear. There is a brief moment of lag to the power delivery as the boost pressure of the twin-scroll turbocharger builds from low revs. But from around 2000rpm onwards, the X2 M35i accelerates with engaging flexibility and great vigour on a loaded accelerator. For keen drivers, it all adds up to an alluring blend of usable power and on-demand thrust. More than its sheer straight-line pace, though, it is the improved response from the chassis that stands the X2 M35i apart from other X2 models. It is instantly more responsive and agile than its standard siblings, both around town and out of the open road. The firm damping contains pitch and roll remarkably well. Longitudinal stability is also a true strong point despite the new BMW’s raised ride height. Well-weighted electro-mechanical steering with greater feedback than standard X2 models further enhances the driving experience, providing the new BMW with engaging directness and a whole new level of precision. With a differential apportioning drive between the front wheels and a uniquely tuned multi-plate clutch four-wheel-drive system delivering drive to the rear wheels, traction remains strong even in damp conditions. If there is one reservation, it’s that the firmness brought to chassis does the ride no favours at all, even with the optional adaptive dampers as fitted to our test car. While rarely harsh, the X2 M35i suffers from aggressive rebound properties that make its ride quite fidgety on less than perfectly smooth surfaces. This could make it a lot less exhilarating to drive on UK roads than those we encountered at its launch in Germany. The X2 M35i is not the sort of car BMW M should really excel at. Yet despite its obvious drawbacks, including its transversely mounted engine and comparatively high ride height, it’s a remarkably good package. As an alternative to the Audi SQ2 and a growing number of performance-based crossovers, it has a lot going for it. It’s swift and refined, and responsive and enjoyable to drive. Its upgraded interior also imparts of a level of quality and the sort of upmarket feel that is missing on other X2 models. It might not be an obvious choice and is not exactly a bargain, but those in the market for an all-season hot hatch should at least give it consideration. BMW X2 M35i specification Where Munich, Germany Price £42,000 On sale Now Engine 4 cyls, 1998cc, turbocharged, petrol Power 302bhp at 5000rpm Torque 332lb ft at 1750-4500rpm Gearbox 8-spd automatic Kerb weight 1610kg Top speed 155mph 0-62mph 5.0sec Fuel economy 40.9mpg CO2 158g/km Rivals Audi SQ2
  12. Researchers said that this microscope, however, is different from previous technology due to its capability to not only digitally scan living tissue, but also treat the tissue by intensifying the heat produced by the laser. Scientists have developed a specialised microscope that has the potential to diagnose diseases like skin cancer as well as perform precise surgery without making any incisions in the skin. Advertising According to the study published in the journal Science Advances, the microscope allows medical professionals to pinpoint the exact location of an abnormality, diagnose it and treat it instantly. “Our technology allows us to scan tissue quickly, and when we see a suspicious or abnormal cell structure, we can perform ultra-precise surgery and selectively treat the unwanted or diseased structure within the tissue – without cutting into the skin,” said Yimei Huang from the University of British Columbia in Canada. It could be used to treat any structure of the body that can be reached by light and requires extremely precise treatment, including nerves or blood vessels in the skin, eye, brain or other vital structures, researchers said.
  13. The video appeared to show Mr Strache discussing government contracts with an alleged Russian investor in return for campaign support. He also appeared to hint at a potentially illegal donation system for the far-right Freedom Party he leads. He blamed his actions on alcohol and acting like a "teenager." Mr Strache said that transport minister Norbert Hofer will replace him. He said that his actions had been "stupid" and "irresponsible" and he was leaving to avoid further damage to the government. Mr Strache claimed he was the "victim of a targeted political attack" that had used illegal means. "There is still a lot to do because we want to continue implementing the government's programme and we stand by it out of responsibility for Austria and its people," the vice-chancellor said. "As an individual I must not be the reason for stopping that and perhaps providing a pretext to break this government - for that was the aim of this illegal, smear campaign." Austria far-right activist condemned over swastika Austria may disband far-right group over NZ link He also blamed his actions on being drunk and trying to impress a woman who was present and claimed to be the niece of a Russian oligarch. "I was, yes, under influence of increasing drunkenness and yes it was a drunken story. I was tempted in an intimate atmosphere and with a loosened tongue to hold forth on all and everything. And yes what I said was, viewed in a sober light, disastrous and embarrassing," he said. "It was typical alcohol-fuelled macho posturing where, yes, I probably wanted to impress the attractive hostess and I behaved boastfully like a teenager and acted in an exaggerated manner," he added. Austrian Chancellor Sebastian Kurz of the centre-right People's Party was also due to give a statement on Saturday. The damaging video featuring Mr Strache was allegedly filmed on the Spanish island of Ibiza in 2017, just months before elections brought him to power. It was published on Friday in a joint report by Der Spiegel and the daily Süddeutsche Zeitung. It is unclear who set up the meeting and who filmed it. The footage shows Mr Strache and Johann Gudenus - also a Freedom Party politician - talking to the woman. She told the pair that she was looking to invest in Austria. Both politicians can be seen smoking and drinking while relaxing on sofas. The woman offers to buy a 50% stake in Austria's Kronen-Zeitung newspaper and switch its editorial allegiance to the Freedom Party. Mr Strache names several journalists who would have to be "pushed" from the newspaper. He also appears to suggest that she could be awarded public contracts.
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  19. This War of Mine was first released in 2014 on PC and has since then graced almost every platform with its presence. Now, the game also makes its way onto Nintendo’s Switch console with the Complete Edition, which includes the base game and all post-release content available on consoles. The Struggles of War In This War of Mine, you take control of a small group of survivors who settle in an abandoned house as they try to hold on while waiting for the end of the war. The game basically combines survival and exploration elements with resource management. It is the setting however, that makes the game unique. Inspired by the Siege of Sarajevo during the Bosnian War, the game tells the story, not of soldier but of civilians during war time. The creators tried to give another perspective to the horrors of war and they succeeded surprisingly in this. As your group tries to survive day by day, the flow of the game is divided into two distinct phases. During the day, it is too dangerous to go outside, so your people can rest, prepare dinner, scavenge around the house and built various utilities and home appliances such as beds, chairs, cooking stoves, rainwater collectors and herbal gardens. You’ll basically take care of your people and slowly upgrade your shelter to a more livable place. During the night, you can send out one or more survivors to various places around the city to scavenge for resources, trade with other survivors or meet other NPC’s. Just remember that not everyone might be friendly and some resources might only be obtained the hard way. It is during these nighttime endeavors that the game really shines, as they’ll often force you to make choices that might even make you question your own morality. For example, while exploring a house, you might find plenty of food, but you also discover that an elderly couple lives in the house. Will you rob them and let them starve or will you keep looking in other places for food, without knowing for sure you’ll find some? Remember, your group also has to eat and who says nobody else will steal the old people’s food, as they’re unable to defend themselves? And if you decide to rob them, the survivor who did might also feel guilty and become depressed. It’s these small narratives and the way they shape your experience that are the core of This War of Mine. Of Children and Men When the game originally launched, it featured it one mode where had to survive a random amount of days, which was until a ceasefire was announced. Like other survival games, it featured ‘permadeath’, meaning once everyone in your group was dead, it was game over and you had to start all over again. Later they added a scenario editor which allowed you to change various conditions and to select the characters of your choice. The first expansion, called The Little Ones, added children to the mix. Having a child in your group gave you an extra burden as this was an extra mouth to be fed and they required a lot of attention in order to not become depressed. But they could also be trained in performing smaller tasks like cooking. With various version upgrades, including the Third Anniversary version, the game also received new locations, characters, shelters and scenarios and endings. These elements further enrichen the game, but the biggest and latest addition to the game are the Stories. These are three different story-driven scenarios that give you more purpose in the game other than just surviving until the ceasefire. In the first one called ‘A Father’s Promise’ for example, you take control of a father who also has to take care of his sick daughter. As you’re trying to find a way out of the city, she gets kidnapped and you’ll also have to try to find her. The second story ‘The Last Broadcast’ was recently released but at the time of writing it was not yet available in the Switch version. A third story is still in the making and should complete this small narrative trilogy set in the world of This War of Mine.
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