Sayfmrak ᴼᴿᴵᴳᴵᴻᴬᴸ

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Despre Sayfmrak ᴼᴿᴵᴳᴵᴻᴬᴸ

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  • Dată Naștere 08/15/1996


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  1. Genre: Action, Indie, Early Access Developer: Studio Saizensen Publisher: SUCCESS Corp. Franchise: Perfect World Entertainment Release Date: 28 mai, 2020 Why Early Access? “Community is extremely important to Echtra Games and we believe Early Access is a unique opportunity to learn from our players what changes are the most important to them before proceeding to fully launch the game later this year.” Approximately how long will this game be in Early Access? “While we do not have an exact date for launch, Early Access will last at least a few months while we refine the game further and add new features and end game content.” How is the full version planned to differ from the Early Access version? “The full version will contain a complete Act 3, which will be released and tested by the community during Early Access. A new, not-yet-announced end game experience will also be released during Early Access so that it can be thoroughly tested by the community before its inclusion into the full version. The full version will also contain the ability to play the game in Single Player mode, which will not require an internet connection.” What is the current state of the Early Access version? “Early Access will begin with 4 playable classes, 2 complete Acts, dozens of quests, a player-created custom Fort feature (complete with enchanting, resource refining, and storage), over 100 Legendary items, and a myriad of weapons, areas, and boss battles. Early Access is only available in Multiplayer mode. Players will be able to play in groups of four and share certain public spaces in the game (like towns) with other players - up to 40 per instance. During Early Access we will unlock additional content, including the entirety of Act 3, a new end game experience, and other quality-of-life updates and feature improvements. There are some known bugs, but most reported issues do not prevent fully playing the game and will be part of where our focus lies in Early Access. Will there be a wipe? Yes. At the end of Early Access there will be a wipe so that we can continue to aggressively test new features and bug fixes. Players who purchase the Early Access version will retain their copy of the game - this will be an account/character wipe only.” Will the game be priced differently during and after Early Access? “Players in Early Access will have the opportunity to purchase the retail copy of the game for less than those who purchase it on its launch day. Players who have purchased the Early Access version will not have to purchase the game again at launch.” How are you planning on involving the Community in your development process? “Our team at Echtra is dedicated to involving our community throughout Early Access and beyond. Community has already been critical during our Closed Beta process and we will continue to improve upon the activities we have currently established. Our developer-community activities include: ● Regular review and updates to our feedback and bug reporting site @ ● Development chat and playtesting sessions with Torchlight 3 / Echtra Game Designers in our Discord @ ● Community Challenges to create in-game content like new Legendary affixes. ● Regular Friday Twitch streams that include development chats, interviews, and exclusive development footage. ● Regular activity in Steam, Discord, Reddit, and other areas where the Torchlight III community congregates. ● Consistent patch notes with each update and announcements for new features. ● Developer-community events like Reddit AMA’s, interviews, and Q&A’s. ● Releasing a Fan Kit for community created tools/sites/wikis. ● Keeping an updated public roadmap with information pertaining to development activities.” More of a side-step than a full sequel I didn't expect to be playing Torchlight III so soon, and definitely not in Early Access, but here we are. Well, here some of us are. After a surprise release over the weekend, the dust has settled. It's playable. One glance at the Steam user reviews paints a grim picture; that's what happens when a (currently) online-only sequel to a po[CENSORED]r series comes out of the gate with server issues. For my part, I didn't start playing Torchlight III until Monday – by that point, at least for me, the connection issues weren't as prevalent – but I still faced a few way-too-long loading screens that kicked me back to the menu. The thing is, it's not just disconnects. While I initially thought people were being too hard on the game (and some of the knee-jerk reactions undoubtedly were), there are also fundamental design concerns. Is Torchlight III worth playing yet? For most people – even longtime fans – probably not. Torchlight III boss Torchlight III (PC) Developer: Echtra Games Publisher: Perfect World Entertainment Released: June 13, 2020 (Steam Early Access) MSRP: $29.99 Before I go any further, it's worth pointing out that an account/character wipe is planned once the Steam Early Access period nears its end, so if that's a deal-breaker for you, feel free to peace out. That huge caveat would normally be too big of a hurdle to overlook, but I will say that Torchlight III falls on the lighter, fluffier side of the action-RPG spectrum, so it won't be quite as heartbreaking to say goodbye. Besides! It gives me a chance to try someone other than the train-building, hammer-smashing Railmaster at launch. The robotic Forged, arrow-slinging Sharpshooter, and light/dark spell-casting Dusk Mage will just have to hang tight. One wiped character is all I can handle, even for a review. The story has three acts – although only two are playable right now, and some of the illustrated cutscenes are unfinished in a storyboard-with-voice-overs sorta way – but you aren't going to (or at least shouldn't) play this game for its narrative. Evil is afoot and you're going to click until it stops. Instead, if anything, play it for the soothingly mindless action-RPG combat. Play it for the item-hauling llamas and dogs. Play it for the chance to summon a big poisonous spider and a cluster of baby spiders. Torchlight III map I can't stress enough that if you're coming in expecting an expanded take on Torchlight II's ARPG combat or character builds, you're bound to be underwhelmed sooner than later. Classes have two main skill trees, and a skill can be powered up a maximum of ten times. As you invest points into skills, they'll hit new "tiers" (thresholds) every so often that'll make them more potent or versatile with added perks. For example, my decked-out turret train improved its attack speed and added piercing bullets, while my Hammer Spin skill provides a short movement speed and shield boost. All told, as the Railmaster, I could have 14 possible skills if I wanted to be a jack of all trades (but I prioritized train-related skills). That's all fine in theory for a more casual, laid-back game. In practice, I found a playstyle I liked early on and it rarely evolved in a meaningful way. Rising numbers aren't enough of a motivator on their own. Generally speaking, for better or worse, Torchlight III is streamlined, accessible, and quick to the point. There's very little downtime in or out of menus. Respecs are possible, but they're meant to be infrequent, and the most dynamic change to combat comes from Relic Skills. They're the best bit by far. Torchlight III Relic Skills Relics are gear items that you'll craft using boss-dropped Ember Cores and level up independently. They have their own skills – most of which are passive and won't sit on your limited hotbar – and they're powerful enough to warrant a long "ultimate attack"-style cooldown once they're triggered. I went all-in on the poison-spewing Bane relic (no regrets!), but you might summon a fiery sword or lightning storm. The last tab on a character's Skills page, The Legendarium, is a way to add (up to three) bonus passive skills to your hack-and-slash adventurer by breaking down Legendary items at an Enchanter's Altar. It's something to strive for, and the same goes for personalized Forts in general. Torchlight III sets aside an account-wide space for players to customize. It's a neat idea in theory – I like sacrificing unwanted gear to a tree to improve my luck – but the base-building system comes across as an afterthought. I think most players will put in the bare minimum effort since that's all you really need for practical benefits. The level layouts – and even the world map screen, for that matter – also feel like a holdover from a prior vision. I dig the art direction, but there's a sense of repetition and linearity that doesn't do the game any favors. The corridor-esque zones bleed into each other in an uninspiring way. Torchlight III McTyre's Cove After a dozen or so hours of Torchlight III, I hate to say, I've pretty much had my fill. Depth – or at least the perception of depth – is sorely missed. The game doesn't do enough to encourage experimentation or creativity. As much as I can see the appeal of a straightforward action-RPG when I'm feeling overwhelmed, the loot grind isn't enticing enough and skill customization lacks long-term hooks. Technical issues are unfortunate, but they come with the Early Access territory. I can deal with the occasional stuck-in-place enemy, buggy UI elements, the promise of a third act and endgame, and moments of chaotic lag, all of which I expect will be addressed in updates. I'm much less forgiving when the basic pitch – the core design of Torchlight III – feels more like a spinoff than a numbered sequel. It's no secret that Torchlight III was previously developed as a free-to-play game called Torchlight Frontiers before Echtra pivoted the project and changed its name. I don't necessarily feel that full meandering history when I play Torchlight III, but I can sense that the game went through the wringer. How much further Echtra can expand and refine this game remains to be seen. For now, at the onset of Early Access, Torchlight III is incredibly okay. I'm not convinced that's enough to stand out in 2020. [This scoreless review is based on an Early Access build of the game provided by the publisher.] Born from the ashes of the Runic Games studio, closed by Perfect World after the release of Hob, the Echtra Games studio is mainly composed of developers who have worked at one time or another on the first two episodes of Torchlight. They have returned to the coal industry for almost two years for Torchlight III, formerly called Torchlight Frontiers, which has moreover abandoned its desire for a free-to-play model for a more classic model taking the path of early access sold thirty euros. The first public beta version went live on Steam a few days ago, and we naturally jumped on it to try that out. Our opinion: as it stands, Torchlight III is a shame in many ways, and a title which it is better to keep away from for the moment. So it was last January that Torchlight Frontiers, hitherto carried by the ideals of community gathering and game-service, abandoned its free model to become Torchlight III and thus promise us a real sequel to the second episode. The last contacts of Gautoz with the game left hanging the threat of an influence a little too important of Perfect World on the direction of the project, this one being stuck with ideas drawn from the mobile model free-to-play, having more to do with the hack & slash that Torchlight could have been a few years ago. But come on, now that the game has changed its name and it has rethought its ambitions, all that is behind us, right? Unfortunately, not really. Torchlight III is therefore driven by the desire to forget Frontiers' mistakes by using the recipe of its elders, namely that of a Diablo hack and slash, but lighter and more immediate than the Blizzard juggernaut. We find there the cartoon style specific to the license, here exacerbated by short cutscenes of introduction of the bosses and silly dubbing which stick rather well to the atmosphere of the game. fairly classic hub (with merchants, blacksmiths, alchemists ...) allowing us to personalize them over the adventure thanks to wood, rock, gold and three different currencies collected in game. is the first consequence of the community dimension desired by Perfect World, inherited from the free-to-play model of the game: if the idea of a customizable fort is rather interesting, it results in hectares of trees to be felled, tons of stones to mine in the levels and, more generally, some incentive to the beast and nasty farm. It is very unpleasant in a game sold for thirty euros. The other consequence (much more serious and visible from the launch of the game) of this legacy of Torchlight Frontiers is the total impossibility of playing Torchlight III offline. The game of Echtra Studios remains an entirely online hack & slash, totally devoid of offline solo mode, and which therefore forces us to meet other players in the common areas even if we decide to live the adventure alone. This certainly allows you to fall fairly easily on playmates to clean up the dungeons, but it mostly makes all the action pass on the screen through the game servers. If we are lucky enough to be able to connect to the servers , the ultra-connectivity of the game therefore causes synchronization problems for players or monsters, who can teleport a few meters during a fight. Because of the lag peaks and the latency felt on the servers, we sometimes see certain capacities launching with a half-second delay. Even if you don't want to play alone, we force you to come across little jokes at each new teleportation point and to endure the coughing of the servers. But if these weren't the only issues facing the game, we'd be willing to ignore them while waiting for an offline mode. They have been successful in reversing their decision to release free-to-play, so perhaps we can make them hear reason regarding the online game. Unfortunately, this is only the beginning of the misadventures encountered on Torchlight III. Not only is the game torn between inspirations drawn from the free-to-play mobile model and pure Diablo-like DNA, but it does not even manage to offer the union minimum in terms of hack & slash. In its current version, the title of Perfect World and Echtra Games drags a number of pots panic enough, which do nothing more than a hack & slash soulless and sloppy to appear in a commercial version as soon as possible . We can first talk about its abject interface, which borrows more from the questionable mobile game than what had set up Runic for Torchlight II. Problems of proportions, overlays of tooltips, bugs of all kinds affecting important sections of the game (no animation or cooldown counter. Take a quick scroll through the Torchlight twitter feed and you’ll start to peel back the curtain on the mountain of issues here. The account is replete with posts like “we fixed the server!” and “this time we fixed the server!” and “no, really, we definitely fixed it this time!” In spite of promising that Torchlight III would be an offline game with online multiplayer options like its predecessor, this current Early Access build is still very much an online-only affair. That would be fine if the servers weren’t on fire, but they were complete mush for the last several days. Even when I can get into the game, it’s chock full of server issues and strange progression bugs. I’ve left and re-entered the game only to see my progress roll back one full map segment in spite of the fact that I made sure to activate a waypoint. I’ve used a town portal and ended up warped into a late-game zone made for characters ten levels above me. Sometimes the area chat feed is full of activity but other times it goes silent for a half hour for no apparent reason. My level 10 character was warped to this level 20 zone instead of the town. PC Screenshot taken by the author. I know that every big online game has server issues at launch, but Torchlight has a large fan base that has been waiting with bated breath for this new game. It should have been easier to see these troubles coming, especially after the lengthy closed testing period. I also know that it’s not necessarily fair to pick on an early access game for being glitchy, but this game has already had years of development. And many of its issues are actually core design problems, not glitches from a busy launch. The original version of the game concept prominently featured user-built forts, back when it had a more open world MMO design. These forts are still in the game, but now they’re shoved onto paths that sit between the levels you progress through in linear fashion. Forts contain lots of useful functions that were in the town in the previous games, and although plopping down stuff in the fort is fun in a Sims-like way, I’m not sure why they’re still here in what’s supposed to be a “traditional” Torchlight game. Similar to my wrong zone bug above, I’ve also been randomly thrown into other people’s forts for no reason when I’m trying to navigate to the next quest. Combat is simplified over the original entries in the series, with fewer skills to choose from in each class, the removal of mana potions (at least for the archer class I chose), a hard cap on health potions you can carry, and less finesse required to play in general. It’s much more about watching your numbers slowly go up and the other guy’s slowly go down, and although some lip service is played to player positioning with occasional big area attacks, they’re so easy to dodge that it’s never a problem. The vibe and pacing is much more casual than the earlier games, and indeed more casual than most other big games in this genre. There’s nothing wrong with that in a vacuum, but it’s probably different from what most ardent fans of the genre and this series will expect. Instead of vast skill trees, the game now has a big focus on special “Relics,” which are generic magical items you can craft and level up. The small pool of available relics all focus on different elemental attacks, and they remind me of the Dragonborn powers in Skyrim. The developers of that game wanted to give every player some magic to play with regardless of their class, and the relic weapons here work just as well whether you’re a warrior, a mage, or the weird robot guy. But the fact that they aren’t really tied to your class makes them seem like a strange ancillary addition…almost like something that was meant to be micro-transacted in the future. PC Screenshot taken by the author. Free-to-play design tropes are still all over this game. In spite of the more linear progression to the world, zones are large and aimless and offer no real design or unique encounters. They’re made of somewhat wide corridors that are randomly slapped together by the game’s generation system, and then occasionally a powerful enemy spawns in. The vendor in the town doesn’t sell specific items but instead sells blind item bags that might have a better thing than you already own, but you won’t know till you buy them. Crafting is similarly obfuscated, allowing you to craft a random item instead of exactly what you want. Loot progression is slow, bordering on boring, with tons of trash you can feed back into the blind box merchant and only occasional meaningful weapons. Some of the better weapons are “lifebound,” which means that they’ll disappear permanently the second your character dies. But don’t worry, you can grind against bosses for a tiny chance to find a different item that removes this restriction…but by then you’ll have probably found a slightly better weapon. Good luck actually finding those bosses in the lifeless world, too. The quest signposting isn’t always as clear as it needs to be, beyond telling you that you need to go to a specific zone, so plan to spend more time wandering the map finding the objective than you’re used to in other games. Here I am in some dudes fort that isn’t mine. I have no idea why or how I got here. PC Screenshot taken by the author. The only thing I’ve really enjoyed so far in Torchlight III is the visual style. It leans into the cartoon look first tried in Torchlight II, and the quality of character models and textures is a dramatic step up from the earlier games. Unfortunately, the sumptuous effects animation that I loved in the first two games isn’t really present here, though characters still animate well and combat has just enough visual feedback to be fun. Still, I miss the swirling smoke plumes and hand-animated explosions of the previous games. The music does a good job of evoking the acoustic style of the earlier games, but punched up with some more orchestra instruments. However, it seems to constantly be in the background, and never commits to an ear worm theme like that found in the original Torchlight. The sound mix is not very exciting, with a lack of visceral bass presence and a light, slightly limp tone to combat sounds. Though the noise when gold floats into your inventory is very satisfying. And the fun Gauntlet-like voice guy from the first two games is still here to shout at you when you level up. I don’t really like this game right now, but it might be better someday. Maybe if it’s ever actually redesigned as a true purchase-up-front experience it’ll have more of a satisfying flow to it. But right now, it’s a little bland to play, and I just have so many questions pop into my head every minute. Why are there random cannons everywhere I can fire for no reason? Why is my basic attack so much weaker than my skills, which recharge super quickly? Why are pets now a loot item? “You will get all of the content from day one…” except during this early access period where you can only play two acts. Whoops! The developers have announced that they’re going to delete all progress at the end of the early access period in a server wipe, which is once again highly at odds with the big promises they made about turning this into a traditional Torchlight game. And if they’re doing it now, there’s nothing to stop that again in the future. I’d recommend waiting till this is out of early access before plunking down your cash. You’ll have a lot more fun with either of the first two games, which regularly go on sale. Or you could play Path of Exile. Or Wolcen. Or Diablo III. This is already the weakest link in a once-proud franchise, and without a total design overhaul it won’t feel like a proper third entry. As a free-to-play game without a number in the title this still might not have lived up to the legacy of the franchise, but at least the weird design decisions wouldn’t sting as badly nor stand in such stark contrast to what came before. This early access release feels a little like the game reached a point where it had to start making money and so they kicked it out there. I don’t think all the negative feedback it’s generating on the Steam forum, Twitter, and elsewhere was worth the sales success it’s having right now. Max Schaefer has written a lengthy blog post summarizing some of the issues and promising fixes, but I’m not sure if they can swing the narrative back on this one. Danger Zone Recommended Requirements CPU: Intel i7 3.5GHz / AMD FX 9590 CPU SPEED: Info RAM: 8 GB OS: Windows 10 64 bit VIDEO CARD: GeForce GTX 970, Radeon R9 290 PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 FREE DISK SPACE: 15 GB DEDICATED VIDEO RAM: 4096 MB
  2. KIA K5: OPTIMA CHANGES NAME AND LEAVES EUROPE Kia has just unveiled the new face and the new name of its Optima sedan. She becomes K5 and adopts a fastback profile as well as a look inspired by the DNA of the very successful Stinger. The automaker, however, believes it has no future in this segment in France or the rest of Europe with a sedan of this type, so it will not market the K5 in these markets. Zapping Autonews Who makes hydrogen cars? The Kia Optima will no longer be distributed in our latitudes, the Korean brand preferring to focus on growth markets with the compact and SUV segment. The new Optima or K5 of its new patronymic, however, is not without qualities, starting with its design, less mat, much more dynamic and a very balanced line particularly appreciable to the eye. In order to meet the standards of the American market for which it is intended, the K5 will be available mainly with petrol blocks. New platform, sports DNA New platform, sports DNA + 58 Elegant and dynamic proportions for the Kia K5Credit Photo - Kia The Kia K5 is based on the new in-house N3 platform for dimensions slightly different from those of the Optima. The beauty is now 4.90 m long, 1.86 m wide and 1.45 m high, proportions which, combined with a pure and elegant fastback line, allow her to display a look with undeniable dynamism. The Stinger GT house is not for nothing in this successful style evolution. The K5 will be assembled at West Point, Georgia (USA), alongside the Telluride SUV and will thus be distributed throughout the North American market. Petrol engines Petrol engines + 58 Sober and efficient interior for a demanding North American marketCredit Photo - Kia The Kia K5's engine range mainly includes turbocharged petrol engines mated to a new 8-speed automatic transmission installed as standard. Kia engineers also worked on an even more powerful dual-clutch automatic transmission, available as an option. The most modest block offered is a 1.6 GDI four cylinder developing 180 hp and 265 Nm of torque, all-wheel drive will also be available before the end of the year with this engine. Another more efficient four-cylinder can also take place under the hood of the K5, a 2.5 turbo block developing 290 horsepower and 422 Nm of torque, coupled with the new dual-clutch gearbox, for a guaranteed 0 to 100 km / h in less than 6 seconds.
  3. Little brother of the famous Amangiri, this new camp is also the work of the Aman group. Renowned for its hotels with minimalist decoration and its service so meticulous that it generates in its wake Aman junkies (a term designating the most bitten visitors who only travel exclusively in the addresses of the group). Camp Sarika by Amangiri Camp Sarika swimming pool © Joe Fletcher Photography Melted in the wilderness of the Utah desert, it brings together ten welcoming tents, with terraces and private pools, decorated by the Luxury Frontiers studio from recycled materials. Scattered so as to ensure the privacy of their travelers, they have the advantage of being close to a large swimming pool, a jacuzzi or a deck where you can sunbathe during the day and gather around a fire after dark. Camp Sarika tent 9 With the chef Anthony Marazita behind the stoves, the restaurant showcases southern cuisine with Native American influences, with many veggie and vegan options. Spa treatments are inspired by traditional Navajo rituals and can be preceded by yoga and meditation classes. Most? Telescopes that allow you to observe the myriad of stars that spin at night through the sky.
  4. As Borussia Dortmund searched desperately for the away goal that would take their March last 16 Champions League tie at the Parc des Princes in to extra time, their old coach threw on a substitute, hoping to waste time and tighten up. Thomas Tuchel decided against former Dortmund defender Abdou Diallo, Germany midfielder Julian Draxler or expensive signing Mauro Icardi and turned instead to a 17-year-old named Tanguy Nianzou Kouassi, as PSG saw out the 3-2 aggregate win behind closed doors. The teenager was only on the pitch for a minute, but Tuchel had seen enough of Nianzou, as he prefers to be known, already to know that he had what it takes to make the grade. As a result, the German coach was not best pleased when he heard the defender, now 18, had signed with Bayern Munich, with the free transfer deal confirmed on Wednesday. "I liked Tanguy. It is not a secret. Without a professional contract and at just 17-years-old he played the most important game of the season against Dortmund," Tuchel said recently. "He had a great future in this club. He knows that the time to leave had not yet come. We put our trust in him, he was a key player. I can not understand it. It saddens me." Thomas Tuchel was disappointed to lose the player (AFP/I. Fassbender) Thomas Tuchel was disappointed to lose his young talent 'One of the biggest talents in Europe' The youngster, who has signed a four-year deal with the Bundesliga champions, played in a holding midfield role that evening, just as he had against Galatasary in PSG's final group game. He'd previously caught the eye of scouts around the world playing further back. RB Leipzig were strongly linked with a smart defender who looks comfortable on the ball and reportedly wanted him to join Dayot Upamecano and Ibrahima Konate in their French center backs club. But Bayern won the race. "In our opinion, he’s one of the biggest talents in Europe," said Hasan Salihamidzic, who has been elevated to Bayern boardroom but remains responsible for transfers, at Nianzou's unveiling on Wednesday. "His best position is central defender, but he can fill several positions. We're sure he'll have a great career in Munich and will strengthen our team." Speaking the lingo There's little doubt Hansi Flick, who gave many young talents like Alphonso Davies and Joshua Zirkzee a chance last season, will be keen to work with a talent who seems ready to learn on the job.
  5. US President Donald Trump has approved a plan to withdraw 9,500 American troops from bases in Germany, the Pentagon says. The move would reduce the number of US troops stationed in the country from about 34,500 to 25,000. President Trump has previously accused Germany of not contributing enough to Nato. A Pentagon spokesman did not give details on where the troops might be redeployed or when it would happen. However, last week President Trump said some soldiers would be moved to Poland. During a visit by his Polish counterpart, Andrzej Duda, Mr Trump said: "Some will be coming home and some will be going to other places. Poland would be one of those other places." Why Trump's troop withdrawal dismays Germany Can Nato survive President Donald Trump? What does the US contribute to Nato in Europe? Pentagon spokesman Jonathan Hoffman said it would brief Congress on the redeployment "in the coming weeks" and then consult Nato allies "on the way forward". The US move - which was first mooted in early June - has caused concern in Germany and among other Nato allies worried over possible Russian expansionism. "The proposal that was approved not only meets the president's directive, it will also enhance Russian deterrence, strengthen Nato, reassure allies, improve US strategic flexibility and US European Command's operational flexibility, and take care of our service members and their families," Mr Hoffman said. Mr Trump has previously complained that the US is bearing too great a cost for Nato and that other members states should spend more. He singled out Germany for specific criticism. The debate focuses around the target agreed by all alliance members that defence spending should reach 2% of GDP (gross domestic product, the total value of goods produced and services provided) by 2024. "Germany is paying a very small fraction of what they're supposed to be paying," Mr Trump said during President Duda's visit. "They should be paying 2% and they're paying a little bit more than 1%, depending on how you calculate. But if you assume they're paying 1%, that's a tremendous delinquency." The US military presence in Germany is a legacy of the post-World War Two Allied occupation of the country. Germany currently hosts by far the largest number of US forces in Europe, followed by Italy, the UK and Spain. The headquarters for the US European and Africa commands are both currently based in Germany.
  6. Stricter lockdown measures have been announced for Leicester after Covid-19 cases have risen in the city. Health Secretary Matt Hancock said non-essential shops will shut on Tuesday, and schools will close for most pupils on Thursday. The loosening of restrictions for pubs and restaurants will also not be taking place in the city on Saturday. Mr Hancock said Leicester accounted for "10% of all positive cases in the country over the past week". Speaking in the House of Commons on Monday evening, he added: "We recommend to people in Leicester, stay at home as much as you can, and we recommend against all but essential travel to, from and within Leicester." City left 'in limbo' by lockdown extension plan How would a local lockdown work in your area? How many confirmed cases are there in your area? Mr Hancock said the number of positive coronavirus cases in Leicester were "three times higher than the next highest city". He said the decision to close non-essential retail was based on clinical advice, and added that "children had been particularly impacted" by the local outbreak. Five Leicester schools have closed since the beginning of June because of a number of coronavirus cases. The tightening of lockdown measures in Leicester will also apply to suburbs of the city, such as Oadby, Birstall and Glenfield.
  7. Genre: Action, Indie, Early Access Developer: Studio Saizensen Publisher: SUCCESS Corp. Franchise: SUCCESS Corp. Release Date: 28 mai, 2020 There’s something strange about Umihara Kawase Fresh! It’s not the fish with human legs; it’s not the tadpole that lays frogs. It’s not even the pork pizza you serve to a pig. What’s strange is that it can’t seem to decide how difficult it is. Assuming you are not familiar with the Umihara Kawase series, the opening of the game will make you let your guard down. It’s pre-schooler fare: cartoon animals all being friendly to one another in their little town. Protagonist Kawase Umihara rocks up and joins in on all the friendliness. She’s a travelling sushi chef and she’s seeking room and board in exchange for work at a restaurant. Not chef work, mind you: deliveries. This sets up the game’s structure. The 'town' is just one enormous platforming level made of the usual platform shapes with a very sparse scatter of houses and NPCs for you to deliver things to. The delivery errands make for nicely separated missions, all tied together by your restaurant job, and the missions are on a big list where you can pick them off in order, or jump ahead a few as you complete some and open up more. Umihara Kawase Fresh! Review - Screenshot 2 of 6 On every mission, you’re guided by arrows so you’ll never be lost and, although there are secrets to find, you’re never required to explore. That’s even true of quests where you’re asked to go and find, say, five sexy-legged fish. You’ll literally be pointed straight to the five nearest fish. So far, this sounds like a simple game for tiny children, right? It certainly seems like that at the beginning when you receive almost absurdly thorough tutorials. These start with how to move and how to jump. Umihara Kawase Fresh! takes a screen to tell you which button is jump, then asks you to give it a go, then returns to the tutorial screens. It treats the player as if they’ve never played a platform game. The over-explaining doesn’t really let up, either. After a good dozen or so missions – in which you have, every single time, followed the onscreen arrows then pressed X on the giant pulsing X that they lead to – you get a special tutorial all about an elevator. “About elevators,” it begins, showing part of the level with an elevator door on it labelled 'Elevator' in large letters beside an enormous X button. What are we to do? We follow the arrows, like every other time, to this big X button: fine so far. But until now we would always just press X – whether the big X is by a house, a tent, a pig or a bag – but what on Earth do we do when it’s by an elevator?! The tutorial continues: “Press X to use the elevator.” Phew. Umihara Kawase Fresh! Review - Screenshot 3 of 6 It’s important to understand just how elementary the game is in these regards because all this 'my-first-platformer' dressing is hung on a movement mechanic that is subtle, complex, full of possibilities, thrilling, liberating – and infuriatingly hard to master. We’re talking red-faced, white-knuckle fury when you fail – but loving, open oneness with the universe when you succeed. To put it another way, this is definitely an Umihara Kawase game. Kawase runs and jumps while carrying a fishing rod. She can cast her lure to grab onto enemies and platforms, then reel things in or swing around. The line is elastic and by lengthening and shortening it and building momentum in a swing, you can fling Kawase around the level in all sorts of emergent ways – then Spider-Man the next thing and keep on flying. When you pull it off, this is incredibly satisfying. However, it’s tough. The physics are far from intuitive – when hanging you press up to go down and down to go up – but they are consistent and can be learnt, so the game feels fair. It’s hard, but not impossible. Umihara Kawase Fresh! Review - Screenshot 4 of 6 Fair, however, is not the same as nice. A punishment can still be fair. Having swung and bounced and flicked up screen after vertical screen, a little slip – or just a failed jump that you could see was always 50/50 – will send you falling a thousand miles to goodness knows where. You don’t die; you’re not forced to restart. No, you can always choose to restart, you quitter, or you can get your rod out (probably underwater now, slowly drowning) and flail about like a sad animal, nothing left but your dignity, then let go of your dignity as well to really get into the flailing thing, all naked and humiliated – and then die. Which is fair: you missed the jump, after all. And then you’re given a video about how to press to X next to a big X. This mix of handholding kindergarten presentation and MLG pinpoint 'skillz' might sound entertaining: to an extent, it is. However, Umihara Kawase Fresh!'s confusion about its own difficulty means the player doesn’t get the explanation, support and encouragement needed for such a challenging game – neither in its tutorials nor its level design nor its mission structure. In apparent acknowledgement of the expertise needed to control Kawase, other characters become available early on and can be selected freely on restarting a mission. These are wildly easier to play with – one of them can fly! – but it reveals how hard the game is when having a very generous extra jump isn’t game-breakingly easy. In fact, it’s so satisfying to play as Cotton, with her mid-jump flying broomstick, that the game might have been better if Kawase could do that and the missions were then built around that ability. The chance to rescue yourself and have another go is a breath of fresh air – but it feels like cheating when you elect not to play as the titular character and simply skip some of the toughest tests. Umihara Kawase Fresh! Review - Screenshot 5 of 6 Compounding the bonkers difficulty fluctuations are the incredibly short, basic missions that crop up right in the middle of a bunch of rock-hard ones. The overall effect of all this is that you’re never quite allowed to build confidence or feel the satisfaction of progress. It might make you want to give up, rather than encourage you to learn its intricacies. Umihara Kawase Fresh! does offer some friendly assistance in the form of cookable buffs. You collect ingredients and learn recipes as you go, then can prepare pizzas and soups and so on which will boost health and add toughness, extra oxygen, a bigger jump, and so on. The collecting and cooking needn’t be obtrusive but it again seems to undermine what there is of a difficulty curve. If you can just whip up a teriyaki pizza and suddenly make all the jumps on a mission easy, why torture yourself? And if that’s the best legitimate way to beat the level then why is menu operation made so central to platform gaming? A particularly niggling example: the campsites. These allow you to establish checkpoints during a mission. However, you can only build a camp with the right resources, so you may find you can’t have a checkpoint this time – or just hesitate to make one in fear that you’ll need the gear later on. It’s an unnecessary interference with the basics of playing the game, making it just a little bit harder to have fun. Umihara Kawase Fresh! Review - Screenshot 6 of 6 You’ll be menu-fiddling for a couple more things, too. First, a hunger gauge acts as a time limit that can be extended by selecting food to eat. Second, there are the bosses, which can also be beaten easily by just eating and buffing throughout the fight. (There’s also a tutorial on how to beat them, natch.) The bosses, unfortunately, suffer from the same repetition and inconsistency as the level design. Conclusion All in all, Umihara Kawase Fresh! is presented smartly, if quite bizarrely. Its movement system is fiendish, sometimes frustrating, sometimes free-flowing. Unfortunately, it asks a lot of the player and manages to hide its best bits. The level and boss design are unlikely to inspire anyone, especially when already taken to wit’s end by the stuttering difficulty, but that’s not enough to undo the game’s unique charm. If you’re already an Umihara fan then Umihara Kawase Fresh! will give you your fix like nothing else. For anyone else, it’s harder to love – but not impossible. I thought we had said good-bye to Umihara Kawase. After all, the last game in the series was initially known as Yumi’s Odd Odyssey in the west, but it was later re-released under its Japanese name: Sayonara Umihara Kawase. That sounded pretty final, yet here we are, six years later, and a new game has been released in the series. Umihara Kawase Fresh is the latest game to star the titular swinging fisherman, Kawase. It’s a fresh start for the series, as the gameplay has been taken and shaken up. Rest assured that the same bouncy elastic physics are still here. However, everything wrapped around that classic core has been rejiggered into something new. Umihara Kawase Fresh! (Switch) Developer: Studio Saizensen Publisher: Nicalis Released/Releasing: July 9, 2019 MSRP: $39.99 For those uninitiated, the Umihara Kawase franchise is something of a niche collection of games. Originally released on the Super Famicom, Umihara Kawase is a series of challenges centered around the use of a flexible fishing rod. The rod is used to climb walls, swing across gaps, and sometimes fling yourself to safety. It’s sort of like Spider-Man if he didn’t have spider-agility, or Rad Spencer if his bionic arm was made of rubber. You’re tasked with guiding Kawase from the beginning to the end of a course as quickly as possible without getting yourself killed, which is easier said than done. Although extremely cute on the surface, the games are brutally difficult. They also look and sound like budget games, but looks can be deceiving. The real charm of the series comes from the high skill ceiling. I’d say it’s easy to learn and difficult to master, but the bouncy physics and unforgiving level design makes it difficult to learn to begin with. However, if you stick with it for long enough, these physics become familiar and you can pull off more advanced techniques. After three titles, I began to feel that the series had done all it could with the central mechanic. However, with Umihara Kawase Fresh!, things have been taken in a different direction. Rather than being forced through an increasingly more unforgiving gauntlet of levels - filled with branching pathways and multiple endings - you’re instead dropped into a cohesive, interconnected world. Don’t mistake it for a Metroid-style explore-'em-up. You’re instead presented with an ever-growing list of quests, to be tackled one at a time. The story follows the eponymous Umihara Kawase, now presented as a traveling chef, who finds herself in a town she recognizes from her dreams. She’s quickly employed by a local restaurant and is often sent out on deliveries where she meets the local residents. The story as a whole isn’t very special, but it’s at least succinct. Few cutscenes are longer than a few lines and Fresh! doesn’t waste much time with exposition before thrusting you onto your next quest. The town is a bizarre collection of floating geometric shapes, similar to the level design of the previous games. Every so often, the house of a resident is dropped on there. It works; the terrain is easy to read and ready-built to swing around in, but it definitely looks pretty spartan. Each of the areas within the world feel distinct, from the floating cluster of the castle to the deep abysses of the caverns. The lands are patrolled by enemies such as goldfish and loaches walking upright on sexy legs. You dispatch them by stunning them with your rod and then loading them into your backpack. They serve as ingredients for dishes you can make that will buff you, refill your hunger meter, and provide a bit of health. It can sometimes feel like the interconnected world is wasted with the rather restrictive quest system, but it makes sense when the movement system is taken into account. It’s easy to feel bogged down with swinging, especially when you’re forced to climb to a great height and are under the constant threat of falling and starting again. The quest system ensures that you’re not constantly traipsing back and forth between the same locales, visiting the same places to try and find where to go or who to talk to next. A list of quests does feel impersonal, but it feels like a necessary compromise. The game also doesn’t stop you from leaving the beaten path, even rewarding the adventuresome spirit with hidden bosses and treasures. While Umihara Kawase Fresh! feels like a more laid-back and relaxing approach to the gameplay, it does have its tense moments as you try to hook your way around cliffs and avoid spikes. The instant-death mechanic has been scaled back through the use of a health bar, that you can refill by cooking and eating food. There are also no bottomless pits to fall into, though losing your progress by falling back down to earth can taste just as sour. You’re also provided with campsites where you can respawn whenever the hazards get the best of you. If all these concessions to make things less difficult rubs you the wrong way, you can always try out the games time trial or challenge modes. Both restrict item usage and challenge you in ways closer to the classic titles. That doesn’t mean that quest mode is easy, by any means, it’s just not as brutal as some of the older titles could be. I still found myself cussing at the screen, but I felt like progress came easier than it did in the other titles. More care could have been taken to even out the difficulty, however. It tends to fluctuate wildly if the quests are tackled in a linear fashion. I think the quest I had the most trouble with happened somewhere around the middle of the game, while even the last few levels I tackled without much effort. Some quests towards the end can still be completed in under 30 seconds, while others can take over 15 minutes. There’s no real consistency. The bosses are perhaps the biggest letdown, not that they’ve ever been really stellar in the series. The boss encounters in previous games were largely obtuse puzzles, sometimes just requiring you to stay alive. Here, bosses have actual health gauges that are drained by hooking your lure to them. While it’s interesting that the encounters closer resemble actual fights now, it’s really easy to cheese your way through them by buffing yourself and scarfing pancakes whenever your health gets low. The gameplay in the Umihara Kawase games may be a tough sell to some people, as it requires finesse and familiarity rather than twitch reflexes. However, if you’ve ever been interested in the series, or if you’ve never heard of it at all, Umihara Kawase Fresh! is probably the best entry point. It makes concessions that create a gentler experience and the inviting framework makes for a more engrossing experience. Better yet, it pulls it off without sacrificing the addictive nature of the core swinging mechanics and the high skill ceiling they provide. Danger Zone Recommended Requirements CPU: Intel i7 3.5GHz / AMD FX 9590 CPU SPEED: Info RAM: 8 GB OS: Windows 10 64 bit VIDEO CARD: GeForce GTX 970, Radeon R9 290 PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 FREE DISK SPACE: 15 GB DEDICATED VIDEO RAM: 4096 MB
  8. Well I will tell you my decision, now you are not ready and not capable to be a moderators and again u need to improve ur english Good Luck
  9. Hello @[email protected] First Predator ask you some questions So you need to reply . Secondly, you should read The Rules of our comminuty 3 times again to avoid the consequences And the most important thing to join us you must work and master the work and this requires a lot of time And I noticed that you are realy persistent to become a moderators and that you will continue to work even if they refuse you. I hope that will be correct I want you in the future to develop your work and to present new suggestions for the comminuty I want you to answer many questions If you become a moderators what can you do I mean how can you help us in the project And do you want to become a moderators For Rank ? Finily can you describe me how you will deal with the situation if you are asked to complete multiple tasks by the end of the day, and there was no imaginable way to finish them? i can't give you my opinion now i'm waiting for your answer the i will told you Pro or contra ! Good luck