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  • Dată Naștere Decembrie 15



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  1. i miss you bro

    1. . PREDATOR

      . PREDATOR

      You don't even know him , how can you miss him? 

  2. Miss you Ma bruh ?


    1. Vector-


      miss you too bro 

      will be back soon ?

  3. Ok im waiting for an answer

  4. Game Informations : Developer: Insomniac Games Publishers: Oculus VR, Insomniac Games Platforms: Microsoft Windows Initial release date: June 6, 2016 What excites me most about virtual reality gaming are the opportunities that open up for new and innovative styles of gaming that were never before possible. But despite being an Oculus exclusive, VR-only game, Edge of Nowhere is not that kind of game. It’s a very conventional and unexciting blend of third-person platforming action, light survival-horror, and typical stealth that feels like it would’ve worked completely fine on a traditional gaming system. Blocking out the real world does add to the sense of isolation it’s going for in its bleak Arctic environments, at least, but it doesn’t change the way you play enough for Edge of Nowhere to stand out The only VR feature that’s made extensive use of is head tracking, which is used for camera control, directing your flashlight in dark areas, and aiming your shotgun and thrown rocks. Most of that works well – especially the aiming, which feels about as accurate as a mouse, and much better than the gamepad you’re forced to use. The camera, on the other hand, makes going back the way you came for any reason (such as to pick up ammo or health you might’ve passed momentarily) an ordeal. You have to physically turn around in your seat to see where you’re going, which isn’t very convenient for what is otherwise a comfortable seated VR experience. That said, Edge of Nowhere’s levels are so tightly linear that going backwards isn’t something you need to do very often. There are no secrets to find or alternate paths to seek out, which prevents any sense of exploration you might expect from an explorer-themed game and offers no reason to want to replay it. In a roughly six-hour story campaign that bears more than a few similarities to Dead Space 2, generic protagonist Victor Howard must battle his way through fleshy, bulbous monsters and grotesquely mutated humans as he searches for his missing fiancee (who is also an explorer). It’s given some extra depth by calling Victor’s sanity into question (also like Dead Space 2) by distorting the world around us in strange ways, to the point where it’s uncertain what’s real and what’s in his head. Those flashback hallucinations do a good job of temporarily transporting you to other locations, which is otherwise exclusively in creature-infested ice caverns and snow-covered Arctic tundra. If not for those, there’d be very little to establish that the story is set in 1932, as snow hasn’t changed much over the last 80 years. Those are the most visually impressive areas - especially the jungle scenes - but on the whole Edge isn’t a terrific-looking game. Some of the environments look extremely low-polygon and jagged, which doesn’t look all that convincing even for big chunks of ice. A couple of routine boss fights change things up a little every once in awhile, but never do much to stand out. There’s typical “wait for the monster to open up to attack” fight and the “avoid the giant monster’s searchlight” sequence. I appreciate them for adding to gameplay variety, but neither is memorable or original. Action scenes are competent but rarely surprising. There’s a lot of running forward as the floor collapses behind you and ice platforms breaking off or falling over as you jump on or off of them, lots of clambering over obstacles, and a whole lot of climbing ice walls with your ice axes. Those climbing sequences are the most overdone - or maybe they just feel that way because the movement speed is so slow and the hazards of the ice breaking out from under you are so often repeated. I soon adopted a quicker but unrealistic method of repeatedly leaping upward and digging in with my axes like some sort of weird superhero, just to speed things up. To its credit, there are a few sequences in the latter half of the campaign I enjoyed, when all of the different hazards are thrown at you at once and there’s a time pressure to keep moving. I fell to my death fairly frequently, but the save checkpoints are so close together and the loading times so quick that it didn’t matter much - in fact, I was far more reckless in my platforming than I normally would be because I didn’t fear death. Between platforming sequences and hallucinations are the stealth and combat against a small variety of enemy types, nearly all of which are literally blind and detect you based on sound or within a radius (which is visible thanks to Victor’s unexplained Detective Vision ability). If that reminds you of The Last of Us’ Clicker zombies, it should: these stealth sequences seem pulled directly out of Naughty Dog’s playbook. Most of them are navigated by tossing rocks to lure enemies away from your path, and optionally tossing another rock to activate a nearby spike trap to impale them like hors d'oeuvres on toothpicks. Alternatively, you can try to fight your way through with your ax and the satisfyingly powerful shotgun, but its one-shot-per-load and long reload times make that a method of last resort. Victor can only take a few hits even from the enemies that don’t instantly and graphically murder him when they catch you, so it’s best to keep your distance. These stealth sequences are at their best when ammo is scarce enough that you have to make use of the environment to deal with as many monsters as possible before going loud. If that’s your style, I encourage you to play on the highest difficulty level, which decreases the amount of supplies available. Verdict: Edge of Nowhere stands out in the current library of VR games only because it’s one of the longer and more polished games out there, but compared to the conventional third-person action-stealth games it closely emulates it’s competent but unremarkable. If you’ve played a game in this genre before, Victor’s platforming and sneaking will do very little to surprise you, other than the way the sense of isolation you get from putting on the Oculus Rift enhances the setting. ---------------------------------------------------------------- System Requirements Minimum: OS: Win 7 64 Processor: Intel Core i5-4590 3.3GHz / AMD FX-8350 Graphics: AMD Radeon R9 290 or NVIDIA GeForce GTX 970 4GB System Memory: 8 GB RAM Storage: 15 GB Hard drive space DirectX 11 Compatible Graphics Card Recommended: OS: Win 7 64 Processor: Intel Core i5-4590 3.3GHz / AMD FX-8350 Graphics: AMD Radeon R9 290 or NVIDIA GeForce GTX 970 4GB VRAM: 4GB System Memory: 8 GB RAM Storage: 15 GB Hard drive space
  5. Your name: Vector- Tag your friends: @#PREDATOR @Sissa @rusha^^ What's your favorite cs 1.6 game mod: Zombie/ Classic
  6. Game Informations : Developer: TMG Studios B.V. Publishers: TMG Studios B.V. Platforms: Microsoft Windows, Xbox One, Mac Initial release date: Oct 10, 2019 We Were Here Together soars far more often than it falls and delivers the best co-op puzzle experience you'll find anywhere. The We Were Here games are a series of co-op first-person puzzle games by Total Mayhem Games. Each entry has been brief, yet packed full of awesome two-player escape room-type puzzles to solve. The newest game in the series, We Were Here Together, is easily twice the size of the previous two games both in length and production value. While the added length does create more opportunity for duds, We Were Here Together soars far more often than it falls and delivers the best co-op puzzle experience you'll find anywhere. All three We Were Here games follow the same general blueprint: two characters stumble upon a castle and, upon entering it, are separated on two distinct paths. Armed with only a walkie-talkie with which to communicate, the players need to work together to escape by sharing information and solving a wide variety of puzzles. It's a communication exercise, and a bonding experience to be certain. We Were Here Together pushes the series forward a giant step by increasing the length of the game dramatically, adding separate narratives for each player, and creating the most visually impressive and elaborate environments the series has ever seen. We Were Here Together has A LOT of puzzles. Just by the number: We Were Here Too took my friend and I 77-minutes to complete (it's free-to-play and absolutely worth an hour of your time), We Were Here Too took two hours to complete (also totally worth it), and We Were Here Together took us six hours. There are fantastic, memorable puzzles in the third installment, but there are also the worst puzzles in the series, particularly as you get closer to the end. The game begins as no other game in the series has: both players start together and solve the first puzzle together. It's a brilliant starting point for players who aren't familiar with the series and haven't already established a shorthand with their partner because both players can see the same things. Yes, you'll need to separate in order to complete tasks simultaneously and share information, but it's a great first puzzle because if you get confused, you can go see what your partner is looking at and chip away at the breakdowns in your communication. From here on out though, you'll be separated on different tracks in traditional We Were Here style. This is the first game in the series that allows you to pick up multiple objects and place them in your inventory, leading to more elaborate puzzles. One of the best involves combining seeds and different colored nutrients together to alchemize different solutions where each player only has half of the items and recipes needed. You'll be sending ingredients back and forth to each, concocting each material without knowing what the other person is even working on, yet it all comes together perfectly. On the other end of the spectrum, there are some puzzles near the end that are either brain dead simple, obnoxiously complex, or somehow, both. There is a puzzle that involves relaying long, Latin-sounding words to each other that are almost all the same and all difficult to pronounce, so you'll spend most of the puzzle spelling words. It isn't difficult, but it is annoying. We also brute-forced a puzzle for the first time in We Were Here history. Towards the end of the game, a puzzle had no apparent solution, but wasn't too difficult to figure out through trial and error. For me, this is the biggest no-no of all-time in a puzzle game. The final puzzle is an incredibly small logic puzzle that you would have done in grade school. It's almost insulting how simple it is and, unfortunately, the steady decline of puzzles towards the end gives the game a bit of a "ran out of time" feel. The series has always had a strange way of handling the story. The games all begin essential in medias res with the unnamed characters entering the castle with no setup whatsoever. There is sometimes lore to find and read, and as the game progresses, a story about a mad king and a dark ritual start to work their way into the puzzles. It's always been particularly understated and left wide open to interpretation. In We Were Here Together, the story is pushed much further to the forefront by introducing other characters and cutscenes between each puzzle. It's particularly effective in the way that each character is presented half of the story, just as each player is presented half of the puzzle. When the characters finally come back together at the end, so does the story. And the final moments are made all the better if players chose to conceal certain information from each other (wink wink, nudge nudge). Unfortunately, I still really don't have any idea what the story is. I've played all three games and, without specifically digging around for lore bits, I'm left pretty baffled by the narrative events in We Were Here Together. There's a post-credit scene that definitely sets up a new game, which is great, but the content of the cutscenes didn't particularly impact me because I didn't have the context for what was happening. It starts as a rescue mission for some people stranded in a snowstorm, but quickly thereafter, you'll be forging soul stones and teaming up with a ghost to beat an evil clown, and I really just don't know what was going on. That said, the series has been nothing if not an evolution from one entry to the next, and I expect We Were Here 4ever to deliver on its story and finally make it all make sense. I really enjoy this series and I appreciate how far it has come in the last couple of years. I hope that as the games get longer and budget increases, that they can maintain the same focused quality of the first two entries. Personally, I'd rather have less puzzles than bad puzzles ------------------------------------------------------------ System Requirements Minimum: Requires a 64-bit processor and operating system OS: Windows 7/8/8.1/10 64 bit Processor: Intel Core i3 4000 series or equivalent Memory: 4 GB RAM Graphics: Nvidia GTX 750 or equivalent, integrated graphics not supported DirectX: Version 11 Network: Broadband Internet connection Storage: 15 GB available space Additional Notes: A working PC-compatible microphone Recommended: Requires a 64-bit processor and operating system OS: Windows 7/8/8.1/10 64 bit Processor: Intel Core i5 4000 series or equivalent Memory: 8 GB RAM Graphics: Nvidia GTX 970 or equivalent, integrated graphics not supported DirectX: Version 11 Network: Broadband Internet connection Storage: 15 GB available space Additional Notes: A working PC-compatible microphone

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  8. Name: Vector- Tag your friends: @#PREDATOR, @Sissa What football team is your Favourite: Manchester United
  9. Rejected Already Accepted In Another Server..
  10. Vector-

    [ Review ] Dreadnought

    Game Informations : Developer: YAGER Development GmbH, YAGER, Six Foot Publishers: Penguin Random House LLC Platforms: Microsoft Windows, Play Station 4 Initial release date: Oct 14, 2018 With Saturn looming above me and the labyrinth of a sprawling space station below me, I can't stop thinking about Assassin's Creed IV: Black Flag. Dreadnought’s space combat is literally worlds away from the galleons and sabers of Ubisoft's pirate epic, but it delivers the same nautical warfare satisfaction when I pull up one of the hulking titular ships alongside another dreadnought and let the broadside cannons erupt in a blaze of glory. I miss swinging abroad and taking the vessel for myself, but Dreadnought makes up for that with some Trekkie tech like cloaking devices and warp jumps. That’s the kind of fun Dreadnought delivers in its finest moments. It’s a free-to-play, team-based PvP-focused area shooter in the style of World of Tanks, with its biggest and most distinctive difference being that it’s set in space. It thrives on the same type of slow, cooperative play that keeps Wargaming’s WW2 shooter appealing almost in spite of itself, while at the same time adding some depth in the form of vertical play allowed by the ships’ disregard for gravity. It’s fairly easy to get into thanks to three five-versus-five PvP modes that offer minor variations on Team Deathmatch, such Onslaught mode, which makes you protect your command ship while blasting away at everyone else. There's also a PvE-focused Havoc mode (or horde) where three players to fight successive waves of increasingly powerful enemies. The basic gameplay in Havoc doesn't feel much different from the main matches – after all, due to the low po[CENSORED]tion on PS4 as of this writing, you often end up playing against bots in PvP anyway – but surviving demands a degree of communication and trust you often don't get in the randomly matched PvP matches. In no case, though, should you ever expect twitchy speed. Dreadnought is a slow game at the fastest of times, but that doesn't mean it isn't satisfying, particularly when you swing your massive vessel around with all the speed of a glacier melting, line up a target in your sights, and unleash all guns and missiles at once. The slower speed, in fact, adds tension and encourages thoughtful play, at least when you can get the random players you’re grouped with when you’re not in a squad to cooperate. I keep bringing this up for a reason. Uncooperative team members are annoying in any multiplayer game, but they're especially bad in a class-based game where each person has a role to play. Each of Dreadnought’s five ship classes closely corresponds to those you’d find in a run-of-the-mill fantasy MMORPG. The dreadnought is the tank – a powerful, lumbering beast that turns like a glacier. At the other end of the spectrum are the corvettes: fast (relatively), vulnerable fighters that can literally fly circles around their larger adversaries. In between, there’s the artillery cruiser, which is basically a flying sniper rifle, the jack-of-all-trades destroyer class, and the support-role tactical cruiser that understandably often gets targeted first because of its powerful healing abilities. That kind of role-based design might be a big part of the reason why Dreadnought wisely doesn't force you to stick with one class for the duration of a match. If your team's having a hard time, switching out to another ship often makes the match go more smoothly. You can bring along a stable of five ships, switching out to one of the others after you die. Special abilities add further variety, such as the artillery cruiser’s stationary cloaking skill or the dreadnought's ability to quickly warp ahead a short distance to ambush or escape a bad situation. Each ship comes with at least a single level of individual weapon upgrades for the abilities maps the to action buttons, allowing you to boost the effectiveness of missiles or improve the tactical cruiser's healing beam. Yet the real advancement in Dreadnought centers on unlocking new and better versions of each class of ship in a five-tier tech tree. Climbing a rung in that ladder is definitely something to look forward to, and if the player po[CENSORED]tion ever grows to the point where you’re unlikely to find yourself in a Tier 2 ship and matched against a bunch of Tier 4s it might be a good system. Right now, though, it’s causing some balance issues. The ability to switch out ships makes this a bit more bearable, but it can still be a pain. Dreadnought may be a spaceship game, but it sidesteps the associated danger of empty maps by setting many of the battles close to the surface of moons like Callisto, and those that take place elsewhere unfold in dense asteroid fields and around space-bound mining operations. It arguably even has more depth than a terrestrial game, as the spaceships’ disregard for gravity allows a vertical element to tactics as well. In my case, I found I performed best in the ship's sniper class, raising my ship to peek over the nearest asteroid and then floating back down out of view after I'd killed my target. A tank isn't quite that versatile. The gameplay itself is largely intuitive, but one slightly awkward element is the controls, which map boosts for shields, guns, or thrusters to swipes on the DualShock 4’s touchpad. These are essential functions, and would probably be better tied to the D-pad. Even the menus can be annoying. They’re navigable enough, but their text is so tiny that trying to read them on a TV from even a few feet away becomes a chore. Unfortunately, progress quickly declines from a satisfying pace to a chore as the quantity of XP and research time needed to unlock more ships demands more and more grinding as you move up the tiers. It's a long process, particularly you can't move down to a ship in a higher tier unless you've bought all the weapons and ability upgrades for the ship in the tier below it, and the XP and credit costs grow ever larger once you start moving into the third tier. For that matter, upgrading isn't even all that interesting. Only in higher tiers can you choose which weapons you want to outfit your ships with, and even then these options are limited. For the most part, it's just buying all the upgrades to your existing weapons and then moving on to the next line. But if you want to progress quickly, Dreadnought nudges you to spend cash. The idea, then, is to buy XP boosts that last from a week to a year. Obviously, it makes some sense that the developers need to make some money off of this free-to-play game, but Dreadnought is slightly obnoxious in the way it shows you how much XP you could be making as a paid player when every victory or loss screen pops up. Alternatively, you could buy some premium ships that cost can around $40, which sounds bad but fortunately are only moderately more powerful than the free ships of their tiers. Honestly, if I’d paid for one I’d have been disappointed because you can't customize them in the same ways as some of their regular counterparts. If you want to upgrade the premium "Trident" dreadnought's weapons, for instance, you're stuck with the Tier IV repeater guns and nuclear missiles that come with it. Other the other hand, the decision likely keeps them from being wildly overpowered and again, the customization options aren't that robust anyway. But again, the grind itself wouldn't be quite as disagreeable if there were more people around. Dreadnought on PS4 is not a dead game, but the po[CENSORED]tion is certainly erratic. Sometimes I'd hop on and get into a match immediately, while at other times I'd find myself waiting more than 20 minutes for a match. Not surprisingly, it was especially difficult to get into a Havoc match without a pre-made squad owing to the coordination involved. It's a great testament to the appeal of Dreadnought that I never felt like giving up during these long waits. Between five widely different types of ships, the beautiful zones, and the sense that I was actually handling myself rather well against better-equipped players for most of my early playtime, I consistently found something to look forward to. Dread it, I did not. Verdict: Dreadnought in many ways successfully brings the World of Tanks formula to outer space with sci-fi flair, and the vertical movements of the ships add some depth. It’s often fun, but if you want to advance at a reasonable pace you’ll have to deal with an unreliably active PS4 player po[CENSORED]tion and an XP system that requires a lot of grinding to unlock new ships. ------------------------------------------------------------- System Requirements Minimum: CPU: Intel Core i5 4690T - 2.5GHz GPU: DirectX 11 compatible video card with 1GB memory HDD: 11GB space available OS: Windows 7 64bit RAM: 4GB Recommended: CPU: Intel Core i7 4770 - 3.4GHz GPU: DirectX 11 compatible video card with 2GB memory HDD: 11GB space available OS: Windows 7 64bit or higher RAM: 8GB
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