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NANO

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Everything posted by NANO

  1. NANO

    Xcom 2

    XCOM 2 is a turn-based tactics video game developed by Firaxis Games and published by 2K Games for Microsoft Windows, OS X, and Linux in February 2016, and for PlayStation 4 and Xbox One in September 2016. The game is the sequel to 2012's reboot of the series, XCOM: Enemy Unknown. Taking place 20 years after the events of Enemy Unknown, it follows the continuity that XCOM, a military organization trying to fight off an alien invasion, has lost the war, and is now a resistance force against their occupation of Earth and their established totalitarian regime and military dictatorship. The expansion XCOM 2: War of the Chosen was released in 2017.As with previous games in the series, XCOM 2 casts the player as the commander of the eponymous military organization, now reduced to a resistance force opposing the ongoing alien occupation of the planet. Players take control of the Avenger, the new mobile base for XCOM. Players are tasked to give commands to squad members in battles against aliens during missions, while commanding the engineering and research department of the base between missions to create and research improved and new gadgets, weapons and technologies to assist players in battle. Soldiers can be recruited, with each soldier class having their own skill trees and abilities. For example, the Grenadier class can gain access to explosives and grenade launchers, while the Ranger is equipped with melee weapons like swords. Armor and weaponry can also be researched and upgraded by the player in the Avenger base. Each mission's environment is influenced by the world's state, while maps are procedurally-generated to create a wide variety of levels, in which every map features different terrain and buildings in each play-through. Mods are also supported. Campaign, class and enemy types can be created by users and can be shared through Steam Workshop. A one-versus-one multiplayer mode also returns from Enemy Unknown. New enemies are also featured, such as units from the new faction, ADVENT, and more alien types like the Viper. At the start of most missions, the player's squad will be concealed and will not be detected by any enemies. They can position their troops to plan their battle and ambush enemies. The player can also loot corpses of enemies to obtain weapons, upgrade parts and artifacts. Melee weapons are also featured. Players can also hack into enemies' mechanical weapons like turrets and temporarily shutdown or control them for themselves. Soldiers in the squad can be killed by enemies; however, their bodies can be carried back to extraction to keep their equipment should the player deem it necessary to abort the mission. Likewise, if a soldier is critically wounded and it is deemed necessary to abandon the mission, a soldier can carry the wounded soldier to extraction where they are revived upon leaving the map. XCOM 2 features faster combat than Enemy Unknown, as there are a lot of "hit-and-run" missions where players must rush into facilities to complete their objective quickly and return to the extraction point immediately.This includes semi-random attacks on the Avenger by alien UFOs, which will cause an automatic game loss if failed. The mission structure of the game is also different from other XCOM video games, as XCOM 2 features secondary objectives for the first time in the series. Reinforcements play a bigger role, and depending on the mission, ADVENT will continuously deploy new enemy troops. Another feature added is the Avatar Program, a research project run by the aliens, that gradually proceeds over time, and if completed is an automatic loss. This can be delayed by sabotaging alien research facilities and other semi-random events. Customization also returns from Enemy Unknown, in which players can customize their soldiers' personalities, names, uniforms, and costumes. Furthermore, genders, nationalities, and weapons can also be customized.Bonus customization options are available in the downloadable "Resistance Warrior Pack." which was given for free as a pre-order bonus as well as being made available for purchase.
  2. NANO

    Ender's Game

    Ender's Game is a 1985 military science fiction novel by American author Orson Scott Card. Set at an unspecified date in Earth's future, the novel presents an imperiled mankind after two conflicts with the Formics, an insectoid alien species which they dub the "buggers". In preparation for an anticipated third invasion, children, including the novel's protagonist, Andrew "Ender" Wiggin, are trained from a very young age through increasingly difficult games including some in zero gravity, where Ender's tactical genius is revealed. The book originated as the short story "Ender's Game", published in the August 1977 issue of Analog Science Fiction and Fact. Elaborating on characters and plot lines depicted in the novel, Card later wrote additional books to form the Ender's Game series. Card released an updated version of Ender's Game in 1991, changing some political facts to reflect the times more accurately; e.g., to include the collapse of the Soviet Union and the end of the Cold War. Reception of the book has generally been positive. It has also become suggested reading for many military organizations, including the United States Marine Corps.Ender's Game won the 1985 Nebula Award for best novel and the 1986 Hugo Award for best novel. Its sequels, Speaker for the Dead, Xenocide, Children of the Mind and Ender in Exile, follow Ender's subsequent travels to many different worlds in the galaxy. In addition, the later novella A War of Gifts and novel Ender's Shadow take place during the same time period as the original. A film adaptation of the same name written for the screen and directed by Gavin Hood and starring Asa Butterfield as Ender was released in October 2013. Card co-produced the film. It has also been adapted into two comic series. In the future, humanity, having begun to explore the Universe and master interplanetary spaceflight, encounters an alien race called the Formics, commonly referred to in the series as the "buggers". The discovery of a bugger forward base in the asteroid Eros leads to war between the species that the humans narrowly win, resulting in the discovery of advanced alien technology, including gravity mani[CENSORED]tion. Ostensibly in preparation for another bugger invasion, an International Fleet (I.F.) is established on Earth, who create a Battle School in Earth's orbit to develop gifted children into commanders capable of defeating the buggers in the next war. Protagonist Andrew "Ender" Wiggin is born a "Third": a rare exception to Earth's two-child policy, allowed by the government due to the promise shown by his two older siblings. The eldest, Peter, is a highly intelligent sociopath who sadistically bullies Ender, while his sister, Valentine, is more sympathetic towards him. The I.F. remove Ender's monitoring device at six years old, seemingly ending his chances of Battle School, and he gets teased by a fellow student, Stilson. Ender beats up Stilson before the fight is broken up; unknown to Ender, Stilson dies from his injuries. When explaining his actions to I.F. Colonel Hyrum Graff, Ender states his belief that, by showing superiority now, he has prevented future struggle. Graff, on hearing of this, offers Ender a place in the Battle School. Graff and the other leaders of the school covertly work to isolate Ender from his fellow recruits and prevent him from growing too comfortable in his environment. The cadets participate in competitive war simulations in zero gravity, where Ender quickly masters the game and dominates his opponents. The school continually tries to break Ender down, first promoting him to command a new army composed of raw recruits, then pitting him against multiple armies at once, but Ender's success continues. Ender's jealous ex-commander, Bonzo Madrid, draws him into a fight outside the simulation, and Ender, once again seeking to preemptively stop all future conflicts with Bonzo, unintentionally kills him. On Earth, Peter Wiggin uses a global communication system to post political essays under the pseudonym "Locke", hoping to establish himself as a respected orator and thence as a powerful politician. Valentine, despite not trusting Peter, agrees to publish alongside him as "Demosthenes". Their essays are soon taken seriously by the government. Though Graff is told their true identities, he recommends that it be kept a secret, because their writings are politically useful. Ender, now ten years old, is promoted to Command School on Eros after a brief respite on Earth. After some preliminary battles in the simulator, he is introduced to a former war hero, Mazer Rackham. From now on, Ender participates in simulations created and controlled by Mazer. As the skirmishes become harder, he is joined by some of his friends from the Battle School as sub-commanders. Despite this, Ender becomes depressed by the battles, his isolation, and by the way Mazer treats him. When told that he is facing his final test, Ender finds his fleet far outnumbered by the buggers surrounding their queens' home world. Hoping to earn himself expulsion from the school for his ruthlessness, he sacrifices his entire fleet to fire a Molecular Detachment Device at the buggers' home world. The Device destroys the planet and the surrounding bugger fleet. Mazer informs Ender that the "simulations" he has been fighting were real battles, directing human spacecraft against bugger fleets via an ansible, and that Ender has won the war. Ender becomes more depressed on learning this, realizing that he has committed genocide. When he recovers, he learns that, at the end of the bugger war, Earth's powers fought among themselves. He stays on Eros as his friends return home and colonists venture to other worlds, using Eros as a way station. Among the first colonists is Valentine, who apologizes that Ender can never return to Earth, where he would be exploited by Peter and other politicians to fulfill their own purposes. Instead, Ender joins the colony program to po[CENSORED]te one of the buggers' former worlds. There, he discovers the dormant egg of a bugger queen, who reveals that the buggers had initially assumed humans were a non-sentient race, for want of collective consciousness, but realized their mistake too late, and requests that Ender take the egg to a new planet to colonize. Ender takes the egg and, with information from the Queen, writes The Hive Queen under the alias "Speaker for the Dead". Peter, now the leader of Earth and seventy-seven with a failing heart, recognises Ender as the author of The Hive Queen. He requests Ender to write a book about him, which Ender titles The Hegemon. The combined works create a new type of funeral, in which the Speaker for the Dead tells the whole and unapologetic story of the deceased, adopted by many on Earth and its colonies. In the end, Ender and Valentine board a series of near-lightspeed starships and visit many worlds, looking for a safe place to establish the unborn Hive Queen.
  3. NANO

    Titan Quest

    Titan Quest is often shrugged off as just another Diablo clone. And while there’s something to that argument, it also ignores the interesting things Titan Quest adds to the formula to create a wholly enjoyable action RPG. Instead of a well-trodden fantasy setting, Titan Quest looks to myths for inspiration. To that end, it has you travel across China, Egypt, and Greece, slaying beasts likes centaurs and gorgons, while collecting ever more powerful gear. The gameplay is highly customizable, thanks to its deep class and mastering systems, which provide plenty of replay value for anyone looking to try different combat styles. And when you finish the game, you can make your very own campaign, thanks to a robust level editor. In Titan Quest, players will take an epic journey through such fabled locations as the Parthenon, the maze of Knossos, the Great Pyramids and the Hanging Gardens of Babylon. With an arsenal of more than a thousand pieces of unique and legendary equipment, players will have to overcome terrifying monsters and mythical beasts in their quest to save humankind from the Titans. Players can develop their character through a flexible class system and highly customizable skills. Multi-player mode allows players to share their journey through the rich, story-driven campaign.
  4. NANO

    Super Smash Bros

    Super Smash Bros.Is a series of crossover fighting video games published by Nintendo, and primarily features characters from various franchises of theirs. The series was created by Masahiro Sakurai, who has directed every game in the series. The gameplay objective differs from that of traditional fighters in that the aim is to knock opponents off the stage instead of depleting life bars. The original Super Smash Bros., released in 1999 for the Nintendo 64, had a small budget and was originally a Japan-only release, but its domestic success led to a worldwide release. The series achieved even greater success with the release of Super Smash Bros. Melee, which was released in 2001 for the GameCube and became the bestselling game on that system. A third installment, Super Smash Bros. Brawl, was released in 2008 for the Wii. Although HAL Laboratory had been the developer of the first two games, the third game was developed through the collaboration of several companies. The fourth installment, Super Smash Bros. for Nintendo 3DS and Wii U, were released in 2014 for the Nintendo 3DS and Wii U, respectively. The 3DS installment was the first for a handheld platform. A fifth installment, Super Smash Bros. Ultimate, was released in 2018 for the Nintendo Switch. The series features many characters from Nintendo's most po[CENSORED]r franchises, including Super Mario, Donkey Kong, The Legend of Zelda, Metroid, Star Fox, Kirby, Yoshi and Pokémon. The original Super Smash Bros. had only 12 playable characters, with the roster count rising for each successive game and later including third-party characters, with Ultimate containing every character playable in the previous games. Some characters are able to transform into different forms that have different styles of play and sets of moves. Every game in the series has been well received by critics, with much praise given to their multiplayer features, spawning a large competitive community that has been featured in several gaming tournaments. Super Smash Bros. was introduced in 1999 for the Nintendo 64. It was released worldwide after selling over a million copies in Japan.It featured eight characters from the start (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu), with four unlockable characters (Luigi, Captain Falcon, Ness, and Jigglypuff), all of them created by Nintendo or one of its second-party developers. In Super Smash Bros., up to four players can play in multiplayer (Versus) mode, with the specific rules of each match being predetermined by the players. There are two match types that can be chosen: Time, where the person with the most KOs at the end of the set time wins; and stock, where each player has a set number of lives and are eliminated from play when their lives are depleted. This game's one-player mode included one adventure mode that always followed the same series of opponents although the player could change the difficulty. Other single-player modes exist such as Training and several minigames, including "Break the Targets" and "Board the Platforms". All of these were included in the sequel, with the exception of "Board the Platforms". There are nine playable stages in Versus mode, eight based on each of the starting characters (such as Princess Peach's Castle for Mario, Zebes for Samus, and Sector Z for Fox) and the unlockable Mushroom Kingdom, based around motifs from the original Super Mario Bros., even containing original sprites and the original version of the Overworld theme from that game. A follow up for the GameCube, Super Smash Bros. Melee, released in Japan and North America in late 2001, and in Europe and Australia in May 2002. It had a larger budget and development team than Super Smash Bros. did and was released to much greater praise and acclaim among critics and consumers. Since its release, Super Smash Bros. Melee has sold more than 7 million copies and was the best selling game on the GameCube.Super Smash Bros. Melee features 26 characters, of which 15 are available initially, more than doubling the number of characters in its predecessor. There are also 29 stages. It introduced two new single-player modes alongside the Classic mode: Adventure mode and All-Star mode. Adventure mode has platforming segments similar to the original's "Race to the Finish" mini-game, and All-Star is a fight against every playable character in the game, allows the player only one life in which damage is accumulated over each battle and a limited number of heal items in between battles. There are also significantly more multiplayer modes and a tournament mode allowing for 64 different competitors whom can all be controlled by human players, although only up to four players can participate at the same time. Additionally, the game featured alternative battle modes, called "Special Melee," which allows players to make many different alterations to the battle, along with alternative ways to judge a victory, such as through collecting coins throughout the match.In place of Super Smash Bros.' character profiles, Melee introduced trophies (called "figures" in the Japanese version). The 293 trophies include three different profiles for each playable character, one unlocked in each single-player mode. In addition, unlike its predecessor, Melee contains profiles for many Nintendo characters who are either non-playable or do not appear in the game, as well as Nintendo items, stages, enemies, and elements. Although a third Super Smash Bros. game had been announced long before E3 2006, Nintendo unveiled its first information in the form of a trailer in 2006, and the game was named Super Smash Bros. Brawl and released worldwide in 2008. The game featured a set of third-party characters, Solid Snake of Konami's Metal Gear series, and longtime Mario rival Sonic the Hedgehog from Sega series of the same name. Brawl was also the first game in the franchise to support online play, via the Nintendo Wi-Fi Connection,and to offer the ability for players to construct their own original stages.The game features a total of 39 playable characters and 41 stages. Brawl also features compatibility with four kinds of controllers (the Wii Remote on its side, the Wii Remote and Nunchuk combination, the Classic Controller, and the GameCube controller),while its predecessors only used the one controller designed for that system. The player also has the ability to change the configuration of controls and the controller type.Super Smash Bros. Brawl features a single-player mode known as The Subspace Emissary. This mode features unique character storylines along with numerous side-scrolling levels and multiple bosses to fight, as well as CG cutscenes explaining the storyline. The Subspace Emissary features a new group of antagonists called the Subspace Army, who are led by the Ancient Minister. Some of these enemy characters appeared in previous Nintendo video games, such as Petey Piranha from the Super Mario series and a squadron of R.O.B.s based on classic Nintendo hardware. The Subspace Emissary also boasts a number of original enemies, such as the Roader, a robotic unicycle; the Bytan, a one-eyed ball-like creature which can replicate itself if left alone; and the Pyramid, enemies that come in many variations. Though primarily a single-player mode, The Subspace Emissary allows for cooperative multiplayer. There are five difficulty levels for each stage, and there is a method of increasing characters' powers during the game.This is done by placing collected stickers onto the bottom of a character's trophy between stages to improve various aspects of a fighter. At E3 2011, it was confirmed that a fourth Super Smash Bros. game would be coming to the Nintendo 3DS and Wii U, with the two games being cross-compatible with each other.Sakurai stated that the announcement was made public in order to attract developers needed for the games, as development for the games did not start until May 2012 due to production on Kid Icarus: Uprising. On June 21, 2012, Nintendo announced that the creation of the games would be a co-production between Sakurai's Sora Ltd. and Bandai Namco Entertainment. The games were officially revealed at E3 2013, with new information being released via trailers, Nintendo Direct presentations, and developer posts on Miiverse.The game features 58 characters, 19 of whom are new, and 7 of whom are downloadable. The downloadable fighters are Mewtwo from Pokémon, Lucas from Mother 3, Roy from Fire Emblem: The Binding Blade, Ryu from Street Fighter, Cloud Strife from Final Fantasy VII, Corrin from Fire Emblem Fates and Bayonetta. The game was released for Nintendo 3DS in Japan in September 2014, and in North America, Europe, and Australia the following month. The Wii U version was released North America, Europe, and Australia in November 2014, and in Japan the following month. In April 2014, Bandai Namco Entertainment posted a recruitment advertisement on a Japanese career job opportunity website. The recruitment page consisted of a listing for programmers for "Smash Bros. 6", which was expected to be released in 2015 for both the Wii U and Nintendo 3DS. The page noted there were 120 game developers working on the project at the time, and that Bandai Namco expected that number to increase to 200. However, shortly after its publication, the page was taken down. In a January 2015 column in Weekly Famitsu, Sakurai alluded to the possibility of retirement, expressing doubt that he would be able to continue making games if his career continued to be as stressful as it was.In December 2015, Sakurai once again stated that he was not sure if there would be another game in the Smash Bros. series. On March 8, 2018, a teaser for the game was shown during a Nintendo Direct. Sakurai later confirmed that he had worked on the game "in silence, day after day."On March 22, 2018, Nintendo announced that they would host another Super Smash Bros. Invitational tournament, in which a selected group of players would get to play the game for the first time and compete in a series of matches before a winner is chosen. The tournament took place alongside the Splatoon 2 World Championship at E3 2018 and was held on June 11–12. Both events were live streamed on Nintendo's official YouTube and Twitch.tv channels. The title was confirmed as Super Smash Bros. Ultimate at E3 2018, where it was also announced that it would contain all playable characters from every previous game. The game was released worldwide on December 7, 2018; according to the review aggregator platform Metacritic, it received "universal critical acclaim" from critics.New characters include Inkling from Splatoon, Ridley from Metroid, King K. Rool from Donkey Kong, Isabelle from Animal Crossing and Simon from Castlevania, as well as Echo Fighters Daisy (based on Peach) from Mario, Richter (based on Simon) from Castlevania, Chrom (based on Roy) from Fire Emblem Awakening, Ken (based on Ryu) from Street Fighter and Dark Samus (based on Samus) from Metroid Prime. In addition, Piranha Plant from the Super Mario games and Joker from Persona 5 were announced as Ultimate's first downloadable fighters. Like Brawl, Ultimate features a story mode, known as World of Light. The plot revolves around the destruction of the Smash Bros. world at the hands of original villain Galeem. Initially only able to play as Kirby, who survived the attack, the player travels across the wasteland to rescue the other playable characters, gathering "Spirits" (the remnants of the world's non-playable characters who aid the player in battle) along the way.
  5. NANO

    GEARS OF WAR 4

    Gears of War 4 is about home and family. That might sound weird. Gears of War as a series has dealt with accusations of hyper-masculine excess and an emphasis on gore and violence since it was first announced more than ten years ago. And it’s not that those observations are wrong, exactly — the characters have always been larger than life, the men in particular wide and heavy, and the violence of the series has always been extreme and enthusiastic. But beneath or even in parallel to that aspect, there’s always been consistent themes of friendship, of relationships of support and camaraderie that would seem corny in most other games but, somehow, work in Gears of War for a passionate fanbase. New Gears developer The Coalition’s job with Gears of War 4 is many-fold. To bring the series back to relevancy five years after it last had an impact; to serve as a standard-bearer for the Xbox platform; to legitimately lay claim to a property started by another studio. And, maybe, to do something fresh with a series that seemed to reach its logical endpoint. Oh, and to make a great video game. The Coalition doesn’t succeed on all fronts. Gears of War 4 at times seems to have more ideas than it has time or bandwidth to explore. This often results in a game that feels like a refined reboot rather than something truly new or different. But Gears of War 4 serves as an effective statement of intent, bringing Gears forward and competing with the modern vanguard of competitive shooters. It’s also a hell of a lot of fun. As Gears of War 4 begins, decades have passed since the human race narrowly survived the Locust War (with a tight, playable history lesson that gives a brief timeline of events). After the events of Gears of War 3, the Locust threat was over, and humanity began to rebuild.
  6. NANO

    F.E.A.R.

    F.E.A.R. First Encounter Assault Recon is a survival horror first-person shooter video game developed by Monolith Productions and published by Vivendi Universal Games and Warner Bros. Games. It was released on October 17, 2005, for Microsoft Windows,and ported by Day 1 Studios to the Xbox 360 and PlayStation 3.TimeGate Studios has released two expansion packs, F.E.A.R. Extraction Point in October 2006,and F.E.A.R. Perseus Mandate in November 2007. A direct sequel titled F.E.A.R. 2: Project Origin, was released in February 2009, and a second sequel, F.E.A.R. 3, was released in June 2011, which was developed by Day 1 Studios. The game's story revolves around a supernatural phenomenon, which F.E.A.R.—a fictional special forces team—is called to contain. The player assumes the role of F.E.A.R.'s Point Man, who possesses superhuman reflexes, and must uncover the secrets of a paranormal menace in the form of a little girl. F.E.A.R. was well received by critics, scoring 89% on GameRankings, and The New York Times calling it "as thrilling and involving as Half-Life."A "Director's Edition" DVD version of the game was also released. The DVD included a "Making of" documentary, a director's commentary, a short live-action prequel and the exclusive first episode of the promotional P.A.N.I.C.S. machinima. A related Dark Horse comic book was also packaged with the DVD. Along with the Director's Edition, F.E.A.R. Gold Edition was released. Gold Edition included the Director's Edition and Extraction Point. F.E.A.R. Platinum Edition features the original game and two expansion packs. F.E.A.R. simulates combat from a first person perspective. The protagonist's body is fully present, allowing the player to see his or her character's torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter for example, or climbing ladders, the hands and legs of the protagonist can be seen performing the relevant actions. A prominent gameplay element is "reflex time", which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the character's superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the game's particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions' primary goal was "to make combat as intense as the tea house shootout at the beginning of John Woo's Hard-Boiled." He continued on to say that "defeating ... enemies ... with style" was crucial to this goal and that reflex time plays a large role in "making the player feel like they are an action movie hero."The game contains weapons based on non-fictional firearms, such as pistols, assault rifles, and submachine guns, as well as entirely fictional armaments like particle beam weapons. Each firearm differs in terms of ammunition type, accuracy, range, fire rate, damage, and bulkiness. The latter characteristic is crucial, as more powerful/specialized weapons tend to be more cumbersome and slow the player's maneuvers. Unlike other games of the genre where lighter/smaller weapons tend to be useless, F.E.A.R. does not scale guns on a curve, so any firearm is potentially deadly in most situations. Monolith Productions stated that it aimed for "... a balanced arsenal where each weapon serves a specific function", rather than "... just going with a bunch of real-world submachine guns and assault rifles."F.E.A.R.'s heads-up display crosshair size dynamically shows where shots will fall based on movement, aim, and the weapon in use. The player may carry only three firearms at a time; thus, strategy is required when using and selecting weapons. Compared to other shooters where melee is usually a last resort, F.E.A.R.'s melee is a viable instant-kill alternative for taking down enemies. The stocks of all firearms can be used in close combat. Lighter weapons, while being less powerful, allow the player to move around more quickly, increasing their chances of melee. Movement speed is maximized if a player holsters their weapon, which also allows them to engage in hand-to-hand attacks with maneuvers including punches, kicks, and slides. F.E.A.R.'s artificial intelligence allows computer-controlled characters a large degree of action. Enemies can duck to travel under crawl spaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover. Various opponents may act as a team, taking back routes to surprise the player, using suppressive fire or taking cover if under fire. The game's artificial intelligence is often cited as being highly advanced,using a STRIPS-based architecture known as Goal Oriented Action Planning (GOAP) and its efficiency helped the game win GameSpot's "2005 Best AI Award",and earn the #2 ranking on AIGameDev "Most Influential AI Games".
  7. A former Canadian justice minister says she faced attempts at interference and "veiled threats" from top government officials seeking a legal favour for a firm facing a corruption trial. Jody Wilson-Raybould said she was pressed repeatedly to "find a solution" for engineering giant SNC-Lavalin. PM Justin Trudeau said he disagreed with the minister's testimony and he and his staff acted appropriately. Opposition leader Andrew Scheer has called on him to resign. "He can no longer, with a clear conscience, continue to lead this nation," the Conservative leader told reporters, adding that he was calling for a full police investigation. What did the former minister say? Speaking to the House of Commons justice committee, the former justice minister and attorney general said she and her staff faced four months of a "sustained" and "inappropriate effort" to push for a possible deferred prosecution agreement for the Quebec-based engineering and construction company. That agreement would have allowed the firm to avoid a criminal trial and instead agree to alternative terms or conditions, like penalties or enhanced compliance measures. It was an option rejected in September by the Public Prosecution Service of Canada - an independent authority whose main objective is to prosecute federal offences - and one she supported. Ms Wilson-Raybould said she and her aides were pulled into multiple conversations and meetings - "a barrage of people hounding me and my staff" - with Mr Trudeau, senior aides from his office and the finance department, and a top bureaucrat.In those various meetings, they repeatedly raised concerns about the possibility of job losses and potential political ramifications of a trial long after that decision had been made. "Within these conversations, there were expressed statements regarding the necessity of interference in the SNC-Lavalin matter, the potential of consequences and veiled threats if a deferred prosecution agreement was not made available to SNC," she said. Mr Trudeau's Liberals have struggled to contain the controversy over the past three weeks. Though she has been a key figure at the centre of the affair, Ms Wilson-Raybould had not yet not spoken publicly, citing solicitor-client privilege. That privilege was waived by the government on Monday, paving the way for her appearance before the committee on Wednesday. What has happened so far? This began in early February, when the Globe and Mail newspaper reported on allegations of political interference in the case against SNC-Lavalin.
  8. Taylor Alison Swift is an American singer-songwriter. As one of the world's leading contemporary recording artists, she is known for narrative songs about her personal life, which has received widespread media coverage. Born and raised in Pennsylvania, Swift moved to Nashville, Tennessee, at the age of 14 to pursue a career in country music. She signed with the label Big Machine Records and became the youngest artist ever signed by the Sony/ATV Music publishing house. Her 2006 self-titled debut album peaked at number five on the Billboard 200 and spent the most weeks on the chart in the 2000s. The album's third single, "Our Song", made her the youngest person to single-handedly write and perform a number-one song on the Hot Country Songs chart. Swift's second album, Fearless, was released in 2008. Buoyed by the success of pop crossover singles "Love Story" and "You Belong with Me", Fearless became the best-selling album of 2009 in the US. The album won four Grammy Awards, with Swift becoming the youngest Album of the Year winner. Swift was the sole writer of her 2010 album, Speak Now. It debuted at number one in the United States and the single "Mean" won two Grammy Awards. Her fourth album, Red (2012), yielded the successful singles "We Are Never Ever Getting Back Together" and "I Knew You Were Trouble". For her fifth album, the pop-focused 1989 (2014), she received three Grammys, and became the first woman and fifth act overall to win Album of the Year twice. Its singles "Shake It Off", "Blank Space", and "Bad Blood" reached number one in the US, Australia, and Canada. Swift's sixth album, Reputation (2017) and its lead single "Look What You Made Me Do" topped the UK and US charts; with the former, she became the first act to have four albums sell one million copies within one week in the US. Swift is one of the best-selling music artists of all time, having sold more than 50 million albums—including 27.8 million in the US—and 150 million single downloads. As a songwriter, she has received awards from the Nashville Songwriters Association and the Songwriters Hall of Fame, and was included in Rolling Stone's 100 Greatest Songwriters of All Time in 2015. She is also the recipient of 10 Grammys, one Emmy, 23 Billboard Music Awards, and 12 Country Music Association Awards, and she holds six Guinness World Records. She has appeared in Time's 100 most influential people in the world (2010 and 2015) and Forbes' lists of top-earning women in music , 100 most powerful women (2015), and Celebrity 100 (2016). Her inclusion in the third of these made her the youngest woman on the list, and she ranked first in Celebrity 100.
  9. NANO

    Concept Car

    A concept car is a car made to showcase new styling and/or new technology. They are often shown at motor shows to gauge customer reaction to new and radical designs which may or may not be mass-produced. General Motors designer Harley Earl is generally credited with inventing the concept car, and did much to po[CENSORED]rize it through its traveling Motorama shows of the 1950s. Concept cars never go into production directly. In modern times all would have to undergo many changes before the design is finalized for the sake of practicality, safety, regulatory compliance, and cost. A "production-intent" prototype, as opposed to a concept vehicle, serves this purpose.Concept cars are often radical in engine or design. Some use non-traditional, exotic, or expensive materials, ranging from paper to carbon fiber to refined alloys. Others have unique layouts, such as gullwing doors, 3 or 5 wheels, or special abilities not usually found on cars. Because of these often impractical or unprofitable leanings, many concept cars never get past scale models, or even drawings in computer design. Other more traditional concepts can be developed into fully drivable vehicles with a working drivetrain and accessories. The state of most concept cars lies somewhere in between and does not represent the final product. A very small proportion of concept cars are functional to any useful extent, some cannot move safely at anything above 10 mph.Inoperative "mock-ups" are usually made of wax, clay, metal, fiberglass, plastic or a combination thereof. If drivable, the drivetrain is often borrowed from a production vehicle from the same company, or may have defects and imperfections in design. They can also be quite refined,such as General Motors' Cadillac Sixteen concept.After a concept car's useful life is over, the cars are usually destroyed. Some survive, however, either in a company's museum or hidden away in storage. One unused but operational concept car that languished for years in the North Hollywood, California, shop of car customizer George Barris, Ford Motor Company's "Lincoln Futura" from 1954, received a new lease on life as the Batmobile in the Batman series that debuted in 1966 on the ABC Television Network.
  10. NANO

    Inception Game

    Inception is a 2010 science fiction action film written, co-produced, and directed by Christopher Nolan, and co-produced by Emma Thomas. The film stars Leonardo DiCaprio as a professional thief who steals information by infiltrating the subconscious, and is offered a chance to have his criminal history erased as payment for the implantation of another person's idea into a target's subconscious.The ensemble cast additionally includes Ken Watanabe, Joseph Gordon-Levitt, Marion Cotillard, Ellen Page, Tom Hardy, Dileep Rao, Cillian Murphy, Tom Berenger, and Michael Caine. After the 2002 completion of Insomnia, Nolan presented to Warner Bros. a written 80-page treatment about a horror film envisioning "dream stealers" based on lucid dreaming. Deciding he needed more experience before tackling a production of this magnitude and complexity, Nolan retired the project and instead worked on 2005's Batman Begins, 2006's The Prestige, and The Dark Knight in 2008.The treatment was revised over 6 months and was purchased by Warner in February 2009. Inception was filmed in six countries, beginning in Tokyo on June 19 and ending in Canada on November 22.Its official budget was US$160 million, split between Warner Bros and Legendary.Nolan's reputation and success with The Dark Knight helped secure the film's US$100 million in advertising expenditure. Inception's première was held in London on July 8, 2010; it was released in both conventional and IMAX theaters beginning on July 16, 2010.Inception grossed over US$828 million worldwide, becoming the fourth highest-grossing film of 2010.The home video market also had strong results, with US$68 million in DVD and Blu-ray sales. Inception opened to acclaim from critics, who praised its screenplay, visual effects, score, and ensemble cast.It won four Academy Awards for Best Cinematography, Best Sound Editing, Best Sound Mixing, and Best Visual Effects, and was nominated for four more: Best Picture, Best Original Screenplay, Best Art Direction, and Best Original Score.Dominick "Dom" Cobb and Arthur are "extractors", who perform corporate espionage using an experimental military technology to infiltrate the subconscious of their targets and extract valuable information through a shared dream world. Their latest target, Japanese businessman Saito, reveals that he arranged their mission himself to test Cobb for a seemingly impossible job: planting an idea in a person's subconscious, or "inception". To break up the energy conglomerate of ailing competitor Maurice Fischer, Saito wants Cobb to convince Fischer's son and heir, Robert, to dissolve his father's company. In return, Saito promises to use his influence to clear Cobb of a murder charge, allowing Cobb to return home to his children. Cobb accepts the offer and assembles his team: Eames, a conman and identity forger; Yusuf, a chemist who concocts a powerful sedative for a stable "dream within a dream" strategy; and Ariadne, an architecture student tasked with designing the labyrinth of the dream landscapes, recruited with the help of Cobb's father-in-law, Professor Stephen Miles. While dream-sharing with Cobb, Ariadne learns his subconscious houses an invasive projection of his late wife Mal. When the elder Fischer dies in Sydney, Robert Fischer accompanies the body on a ten-hour flight back to Los Angeles, which the team (including Saito, who wants to verify their success) uses as an opportunity to sedate and take Fischer into a shared dream. At each dream level, the person generating the dream stays behind to set up a "kick" that will be used to awaken the other sleeping team members from the deeper dream level; to be successful, these kicks must occur simultaneously at each dream level, a fact complicated due to the nature of time which flows much slower in each successive level. The first level is Yusuf's dream of a rainy Los Angeles. The team abducts Fischer, but they are attacked by armed projections from Fischer's subconscious, which has been specifically trained to defend him against such intruders. The team takes Fischer and a wounded Saito to a warehouse, where Cobb reveals that while dying in the dream would normally wake Saito up, the powerful sedatives needed to stabilize the multi-level dream will instead send a dying dreamer into "limbo", a world of infinite subconscious from which escape is extremely difficult, if not impossible, and a dreamer risks forgetting they are in a dream. Despite these setbacks, the team continues with the mission. Eames impersonates Fischer's godfather, Peter Browning, to suggest Fischer reconsider his father's will. Yusuf drives the van as the other dreamers are sedated into the second level. In the second level, a hotel dreamed by Arthur, Cobb persuades Fischer that he has been kidnapped by Browning and Cobb is his subconscious protector. Cobb persuades him to go down another level to explore Browning's subconscious (in reality, it is a ruse to enter Fischer's). The third level is a fortified hospital on a snowy mountain dreamed by Eames. The team has to infiltrate it and hold off the guards as Saito takes Fischer into the equivalent of his subconscious. Yusuf, under pursuit by Fischer's projections in the first level, deliberately drives off a bridge and initiates his kick too soon. This causes an avalanche in Eames' level and removes the gravity of Arthur's level, forcing him to improvise a new kick synchronized with the van hitting the water. Mal's projection emerges and kills Fischer; Cobb kills Mal, and Saito succumbs to his wounds. Cobb and Ariadne enter Limbo to rescue Fischer and Saito, while Eames sets up a kick by rigging the hospital with explosives. Cobb reveals to Ariadne that he and Mal went to Limbo while experimenting with the dream-sharing technology. Sedated for a few hours of real time, they spent fifty years in a dream constructing a world from their shared memories. When Mal refused to return to reality, Cobb used a rudimentary form of inception by reactivating her totem (an object dreamers use to distinguish dreams from reality) and reminding her subconscious that their world was not real. However, when she woke up, Mal still believed that she was dreaming. In an attempt to "wake up" for real, Mal committed suicide and framed Cobb for her death to force him to do the same. Facing a murder charge, Cobb fled the U.S., leaving his children in the care of Professor Miles. Through his confession, Cobb makes peace with his guilt over Mal's death. Ariadne kills Mal's projection and wakes Fischer up with a kick. Revived at the mountain fort, Fischer enters a safe room to discover and accept the planted idea: a projection of his dying father telling him to be his own man. While Cobb remains in Limbo to search for Saito, the other team members ride the synchronized kicks back to reality. Cobb eventually finds an aged Saito in Limbo and reminds him of their agreement. The dreamers all awake on the plane and Saito makes a phone call. Upon arrival at Los Angeles Airport, Cobb passes the U.S. immigration checkpoint and Professor Miles accompanies him to his home. Using his totem—a spinning top that spins indefinitely in a dream world but falls over in reality—Cobb conducts a test to prove that he is indeed in the real world, but he does not observe its result and instead joins his children in the garden.
  11. Euro Truck Simulator 2 is a deep and rewarding game, and it was met with favorable reviews when it released back in 2012. It's maintained a large, active community since its inception, and gamers from all over have lauded its in-game economy, career paths, and authentic European roadways. And even if you've never climbed behind a simulated wheel before, it's likely you'll find something to enjoy thanks to the game's level of customization, and its open-ended environment. There's just something incredibly fun about driving a gigantic, metallic behemoth that you've tweaked with your own hands across breathtaking sceneries and delivering a payload successfully (and on time). But it doesn't stop there. Euro Truck Simulator 2, in addition to all of its out-of-the-box goodness, also has a huge amount of fantastic mods. So many, in fact, that it can be a little dizzying trying to sort through each and every one. That's why we hand-picked the very best and included them in the list below. We also categorized the list by specific topics (such as AI traffic packs and truck types), so if you're leaning towards a particular area, it'll be easier to locate the file. For detailed info on how to install the mods, check out these instructions. All you'll need ahead of time is an unzipping program, such as WinRAR or 7Zip. The installation process is remarkably simple, so once you've downloaded the mods you should be able to get them up and running immediately. Euro Truck Simulator 2 doesn’t have multiplayer by default, but that didn’t stop modders from making it happen anyway. The whole concept behind this ambitious add-on is that every single truck on the road is controlled by a human driver, rather than by the AI. It’s kind of like World of Warcraft, except with big rigs and high-volume trailer loads. Trucker’s MP includes support for nicknames, global server chat, avatars, and more. There’s even an admin team of over 50 people working behind the scenes to keep the mod going strong and steady. This simple but effective mod replaces the default map symbols on your GPS unit as well as the main map. The author also includes steps on changing the descriptions of the symbols to different languages. At a mere 7kb, this one should only take a second or two to acquire. This add-on recreates the vast Russian territory, and includes such famous locations as Belarus, Minsk, Saint Petersburg, Moscow, and many more. There are also plenty of cities in the Republic of Belarus, and a staggering amount of roads leading between everything. Aside from the larger metropolitan areas, there are plenty of smallish towns dotted about as well. Jazzycat makes some amazing mods when it comes to traffic in Euro Truck Simulator 2. The link above leads to a whole host of options, ranging from loads of detailed tour buses, trucks and trailers, sports cars, and standard cars. Each vehicle is a work of art, and each of them will look completely natural on the road beside you. There are makes and models from all over the world, adding significant variety to the standard game's mix. Itching for as realistic an experience as possible? For the notably hardcore, you can install this traffic jam mod to make the in-game driving world mimic our sometimes unfortunate reality. At times you'll grin and relax as you see a line of unending cars on the other side of the highway, while other times you'll panic as you need to slam on the brakes while the traffic comes to a steady halt in front of you. D.B. Creation's traffic mod is wholly compatible with Jazzycat data, and it offers a lot of extras to the table. There's more traffic per city, optimized traffic flow in general, AI vehicle lights, different speeds for different cars, better visibility of warning signs, improved rain effects (including sounds), and higher interior sound for your radio and music. With this mod, you can buy your very own American classic Peterbilt 389 (available from the DAF dealer located in Amsterdam). The truck comes loaded with features, such as a wind deflector with the Peterbilt logo, a red light inside the cabin, a Viking bullbar with chains and hook, and a wide array of auxiliary lights, including parking, reverse, and turn signals. There are also four new engines to choose from, each with unique sounds. The Scania Longline T Tandem differs noticeably from typical trucks, in that there's no detachable, pivoting trailer. Instead, it's essentially a long truck frame with a cargo compartment stacked on top. This particular version is fashioned off of the touring blueprint, which makes it even larger and more imposing than normal. There are two total engines—one intended for heavy loads and one for winter driving. This mod is an excellent way to change up the feel and handling of cross-country hauling. A classic flat-nosed rig, the Volvo F10 can be bought from the in-game Volvo dealer (once the mod is installed, of course). The latest version uses less fuel, comes with oversized gas tanks, and incorporates a revised set of exhaust pipes. The chassis' V6 engine rumbles with authentic sound, and you can purchase the 8x4 motor in the shop independently of the truck. Want some wintery paradise in your Euro Truck Simulator 2? This mod adds snow-covered roads that blend well with the chilled environments around them, creating a distinct change of pace compared to the usual summer landscapes. If you happen to have a snowy skin for your truck, this is the perfect time to use it. This mod adds in a reworked rainy skybox and optimizes the game's graphics for HDR (High Dynamic Range). It also includes performance tweaks for 1980 x 1080 resolutions, and enhancements to various external sounds from violent storms and strong weather. Overall, Brutal Environment HD makes your highway cruises far more intense when the clouds start gathering. A complete reimagining of the stock menus, the New Menu Style mod includes a new loading screen, tweaked menu icons, and a realistic game map, which makes for an incredibly immersive experience with an updated look and feel. It won't take up that much storage space either, as the file clocks in at 47MB. This 204MB mod adds 25 distinct trailers, most of which are flat-beds with heavy-duty equipment on top, such as industrial dump trucks, farming vehicles, road maintenance gear, and building materials. This trailer pack stands out thanks to the sheer size of the hardware carried and the detail in the model design. This trailer pack is technically included with the giant Jazzycat Trucks, Buses, and Cars suite, but it's so good it's worth highlighting all on its own. It adds 47 distinct trailers, 1,500 skins, and 255 pieces of gear to go on top of them (including a helicopter, scores of lumber, and even a red, double-decker bus). The wide range of cargo is available from 82 companies for hauling. Another impressive collection of trailers, Mega EuroPack offers 200 skins based off real-life designs. These trailers are also downloadable in 23 different languages, with one of the packs comprised of a mix of international selections—a wonderful choice if you'd like some additional cultural diversity in the game. Think you have what it takes to drive an actual truck in Europe? This mod might be as close as you can get to doing so. With Improved Truck Physics applied, driving becomes far more challenging and realistic, and it heavily adjusts such crucial values as brake efficiency, retarder effectiveness, suspension, engine compression, flywheel resistance, and overall responsiveness. With over 600 European radio stations, you'll never need to worry about hearing the same broadcast back-to-back. There are a plethora of different options, with 105 stations from the UK, 112 from Germany, 39 from Austria, and 77 from Sweden, to name just a handful. There's even a unique station for Liechtenstein! This mod overhauls all the default sounds included with the game, with an aim at creating a more realistic, enveloping atmosphere. By installing the Sound Fixes Pack, you'll get authentic tire noises that change with your acceleration and average speed (based off numerous road surfaces under the rubber), a larger range of suspension sounds, more pronounced trailer couplings, and loads more. If you've never tried Euro Truck Simulator 2, you can pick up a copy of it on Steam. With so many quality mods at your fingertips, it's the perfect to time to give it a whirl. While you're on Steam, you should also check out American Truck Simulator, which released at the beginning of February. With support for the Steam Workshop, we're anticipating a huge influx of mods for the game in the near future. Of course, even without mods, American Truck Simulator is still a terrific game, and an excellent companion to its European counterpart.
  12. NANO

    Ember Game

    Ember is a video game developed by N-Fusion Interactive and published on PC/Steam and iOS devices by 505 Games. Story Long ago, when there was no sun and the world was black, the Embers fell from the heavens. These falling stars were like beacons in the pitch black world. An ancient race of druids, “the Lightbringers," traveled to these luminous objects. They performed a ritual of awakening and called the “Embers” out of their deep sleep. Suddenly the world became bright, and the veil of darkness was lifted. The Embers were a sentient embodiment of magical flame, light, and life, but as word spread about the sheer power of the Embers, they came to be hunted and captured…and so the war for Ember began… Overview A passion project 10 years in the making, Ember is a homage to classic role-playing games, like Baldur’s Gate and Ultima. Built on a proprietary 3D engine, Ember features a deep branching story, endless exploration across dynamic and living environments via a streaming open world, a robust skill system, and extensive crafting options. In Ember, players are resurrected as a “Lightbringer” and summoned to protect the dying Embers as the world is on the brink of collapse. Beginning in the Deep Barrows, players traverse vast environments divided between aboveground and underground realms – ranging from lush forests to dry deserts and dark abysses. The story unfolds through encounters with a cast of interesting characters, and players are forced to decide their destiny, facing moral decisions and choices along their path.
  13. NANO

    Space Invaders

    Space Invaders is an arcade game created by Tomohiro Nishikado and released in 1978. It was manufactured and sold by Taito in Japan, and licensed in the United States by the Midway division of Bally. Within the shooter genre, Space Invaders is one of the earliest shoot 'em ups and the first fixed shooter. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser to earn as many points as possible. Space Invaders was an immediate commercial success; by 1982, it had grossed $3.8 billion,with a net profit of $450 million, making it, at the time, the best-selling video game and highest-grossing "entertainment product". Adjusted for inflation, all versions of the game are estimated to have grossed over $13 billion in total revenue,making it the highest-grossing video game of all time. Space Invaders helped expand the video game industry from a novelty to a global industry. The game has been the inspiration for other video games, and has been ported and re-released in various forms. The 1980 Atari VCS version quadrupled sales of the VCS, thereby becoming the first killer app for video game consoles. The pixelated enemy alien has become a pop culture icon, often representing video games as a whole. Designer Nishikado drew inspiration from games like Breakout and Gun Fight, as well as science fiction narratives such as The War of the Worlds, Space Battleship Yamato, and Star Wars. To complete development of the game, he had to design custom hardware and development tools. Space Invaders is a fixed shooter in which the player controls a laser cannon by moving it horizontally across the bottom of the screen and firing at descending aliens. The aim is to defeat five rows of eleven aliens—some versions feature different numbers—that move horizontally back and forth across the screen as they advance toward the bottom of the screen. The player defeats an alien, and earns points, by shooting it with the laser cannon. As more aliens are defeated, the aliens' movement and the game's music both speed up. Defeating the aliens brings another wave that is more difficult, a loop which can continue without end. The aliens attempt to destroy the cannon by firing at it while they approach the bottom of the screen. If they reach the bottom, the alien invasion is successful and the game ends. A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed. The laser cannon is partially protected by several stationary defense bunkers—the number varies by version—that are gradually destroyed by numerous blasts from the aliens or player. A game will also end if the player's last laser base is destroyed. Space Invaders was created by Tomohiro Nishikado, who spent a year designing the game and developing the necessary hardware to produce it.The game's inspiration is reported to have come from varying sources, including an adaptation of the mechanical game Space Monsters released by Taito in 1972, and a dream about Japanese school children who are waiting for Santa Claus and are attacked by invading aliens. However, Nishikado has cited Atari's arcade game Breakout as his inspiration. He aimed to create a shooting game that featured the same sense of achievement from completing stages and destroying targets, but with more complex graphics. Nishikado used a similar layout to that of Breakout but altered the game mechanics. Rather than bounce a ball to attack static objects, players are given the ability to fire projectiles at their own discretion to attack moving enemies. Early enemy designs included tanks, combat planes, and battleships.Nishikado, however, was not satisfied with the enemy movements; technical limitations made it difficult to simulate flying. Humans would have been easier to simulate, but Nishikado considered shooting them immoral.After the release of the anime Space Battleship Yamato in Japan,and after seeing a magazine feature about Star Wars, he thought of using a space theme.Nishikado drew inspiration for the aliens from H. G. Wells' The War of the Worlds and created initial bitmap images after the octopus-like aliens. Other alien designs were modeled after squids and crabs.The game was originally titled Space Monsters, inspired by a po[CENSORED]r song in Japan at the time ("Monster"), but was changed to Space Invaders by Nishikado superiors. Because microcomputers in Japan were not powerful enough at the time to perform the complex tasks involved in designing and programming Space Invaders, Nishikado had to design his own custom hardware and development tools for the game. He created the arcade board using new microprocessors from the United States.The game uses an Intel 8080 central processing unit, features raster graphics on a CRT monitor and monaural sound hosted by a combination of analog circuitry and a Texas Instruments SN76477 sound chip. The adoption of a microprocessor was inspired by Gun Fight (1975), Midway's microprocessor adaptation of Nishikado earlier discrete logic game Western Gun, after he was impressed by the improved graphics and smoother animation of Midway's version. Despite the specially developed hardware, Nishikado was unable to program the game as he wanted—the Control Program board was not powerful enough to display the graphics in color or move the enemies faster—and he considered the development of the hardware the most difficult part of the whole process.While programming the game, Nishikado discovered that the processor was able to render the alien graphics faster the fewer were on screen. Rather than design the game to compensate for the speed increase, he decided to keep it as a challenging gameplay mechanism. Space Invaders was first released in a cocktail-table format with black and white graphics, while the Western release by Midway was in an upright cabinet format. The upright cabinet uses strips of orange and green cellophane over the screen to simulate color graphics. The graphics are reflected onto a painted backdrop of a moon against a starry background.Later Japanese releases used rainbow-colored cellophane,such as T.T. Space Invaders in 1978, followed by a version with a full-color display. The cabinet artwork features large humanoid monsters not present in the game. Nishikado attributes this to the artist basing the designs on the original title, Space Monsters, rather than referring to the in-game graphics. Despite its simplicity, the music to Space Invaders was revolutionary in the gaming industry. Videogame scholar Andrew Schartmann identifies three aspects of the music that would have a significant impact on the development of game music: Whereas video game music prior to Space Invaders was restricted to the extremities (i.e., a short introductory theme with game-over counterpart), the alien-inspired hit featured continuous music—the well-known four-note loop—throughout, uninterrupted by sound effects. "It was thus the first time that sound effects and music were superimposed to form a rich sonic landscape. Not only do players receive feedback related directly to their actions through sound effects; they also receive stimulus in a more subtle, non-interactive fashion through music." The music interacts with on-screen animation to influence the emotions of the player. "That seemingly pedestrian four-note loop might stir us in the most primitive of ways, but that it stirs us at all is worthy of note. By demonstrating that game sound could be more than a simple tune to fill the silence, Space Invaders moved video game music closer to the realm of art." The music po[CENSORED]rized the notion of variability—the idea that music can change in accordance with the ongoing narrative. The variable in Space Invaders (tempo) is admittedly simple, but its implications are not to be underestimated. "Over the years, analogous strategies of variation would be applied to pitch, rhythm, dynamics, form, and a host of other parameters, all with the goal of accommodating the nonlinear aspect of video games." At the deepest of conceptual levels, one would be hard-pressed to find an arcade game as influential to the early history of video game music as Space Invaders. Its role as a harbinger of the fundamental techniques that would come to shape the industry remains more or less unchallenged. And its blockbuster success ensured the adoption of those innovations by the industry at large.
  14. Gold Rush: The Game is an upcoming gold excavation simulation game developed by CodeHorizon and published by PlayWay. The game was successfully funded on Kickstarter in July 2017. The release date has not been announced. This wiki is a collaborative resource for the game and is maintained by the contributions of the fans. Feel free to use our Discussions to discuss gameplay. All editors are welcome. Come join our community! This community is a collaborative resource about Gold Rush: The Game that anyone can edit. We are currently editing over 2 articles, and 40 files, and you can help! In Gold Rush: The Game, players will learn how to gather gold using multiple methods including panning, dredging and sluicing. Players will extract and process gold to take to the buyer, then use the profits to purchase bigger and better equipment. The game is set in the Alaskan territory and features deformable terrain and dynamic weather and seasons. The machines are highly detailed, realistic and simulate real physics. Players will need to maintain their machines as well as any other equipment. The game is both fun and educational.
  15. NANO

    Clear Vision 3

    Like Sniper 3D, Clear Vision 3 is an assassin game, but on a minimal scale. Replacing characters with funny stick figures, Clear Vision can be graphic, but in a humorous way. The missions are unique and weapons are fully customizable. This Game is Killing One crime family Members is Very very Strong and Our Heroes Mission is Killing All Targets of crime family crime family named Bradley crime family and All Targets is All Members of Bradley crime family Targets Don - Aace Bradley Underboss - Tony Carter Consigliere - Mike Fernando Caporegime - Richard Herjalain, Ernest Zimmerman, Anders Magnusson Soldier - Johan Kristofferson, Stanislav Petrov, Athir Nasri
  16. NANO

    Lamborghini

    Automobili Lamborghini S.p.A. is an Italian brand and manufacturer of luxury sports cars and SUVs based in Sant'Agata Bolognese and tractors Lamborghini Trattori in Pieve di Cento, Italy. The company is owned by the Volkswagen Group through its subsidiary Audi. Ferruccio Lamborghini, an Italian manufacturing magnate, founded Automobili Ferruccio Lamborghini S.p.A. in 1963 to compete with established marques, including Ferrari. The company gained wide acclaim in 1966 for the Miura sports coupé, which established rear mid-engine, rear wheel drive as the standard layout for high-performance cars of the era. Lamborghini grew rapidly during its first decade, but sales plunged in the wake of the 1973 worldwide financial downturn and the oil crisis. The firm's ownership changed three times after 1973, including a bankruptcy in 1978. American Chrysler Corporation took control of Lamborghini in 1987 and sold it to Malaysian investment group Mycom Setdco and Indonesian group V Power Corporation in 1994. In 1998, Mycom Setdco and V Power sold Lamborghini to the Volkswagen Group where it was placed under the control of the group's Audi division. New products and model lines were introduced to the brand's portfolio and brought to the market and saw an increased productivity for the brand. In the late 2000s, during the worldwide financial crisis and the subsequent economic crisis, Lamborghini's sales saw a drop of nearly 50 percent. Lamborghini produces sports cars and V12 engines for offshore powerboat racing. Lamborghini currently produces the V12-powered Aventador and the V10-powered Huracán along with the Urus SUV powered by a twin-turbo V8 engine.Manufacturing magnate Italian Ferruccio Lamborghini founded the company in 1963 with the objective of producing a refined grand touring car to compete with offerings from established marques such as Ferrari. The company's first models, such as the 350 GT, were released in the mid-1960s and were noted for their refinement, power and comfort. Lamborghini gained wide acclaim in 1966 for the Miura sports coupé, which established rear mid-engine, rear wheel drive as the standard layout for high-performance cars of the era. Lamborghini grew rapidly during its first ten years, but sales plunged in the wake of the 1973 worldwide financial downturn and the oil crisis. Ferruccio Lamborghini sold ownership of the company to Georges-Henri Rossetti and René Leimer and retired in 1974. The company went bankrupt in 1978, and was placed in the receivership of brothers Jean-Claude and Patrick Mimran in 1980. The Mimrans purchased the company out of receivership by 1984 and invested heavily in the company's expansion. Under the Mimrans' management, Lamborghini's model line was expanded from the Countach to include the Jalpa sports car and the LM002 high performance off-road vehicle. The Mimrans sold Lamborghini to the Chrysler Corporation in 1987. After replacing the Countach with the Diablo and discontinuing the Jalpa and the LM002, Chrysler sold Lamborghini to Malaysian investment group Mycom Setdco and Indonesian group V'Power Corporation in 1994. In 1998, Mycom Setdco and V'Power sold Lamborghini to the Volkswagen Group where it was placed under the control of the group's Audi division. New products and model lines were introduced to the brand's portfolio and brought to the market and saw an increased productivity for the brand Lamborghini. In the late 2000s, during the worldwide financial crisis and the subsequent economic crisis, Lamborghini's sales saw a drop of nearly 50 percent.
  17. Mian Muhammad Shehbaz Sharif is a Pakistani politician who is the current Leader of the Opposition in the National Assembly of Pakistan, in office since 20 August 2018. He has been a member of the National Assembly since 13 August 2018 and is the current President of the Pakistan Muslim League-N. He has recently served his third term as the Chief Minister of Punjab from June 2013 to May 2018. Sharif was elected to the Punjab Provincial Assembly in 1988 and to the National Assembly in 1990. He was again elected to the Punjab Assembly in 1993 and named Leader of the Opposition. Elected a third time in 1997, Sharif was sworn in as the Chief Minister of Punjab on 20 February 1997. After a military coup deposed the government in 1999, Sharif spent years of self-exile in Saudi Arabia, returning to Pakistan in 2007. Sharif was appointed Chief Minister for a second term after the PML-N's victory in the province in the 2008 general elections. He was elected as Chief Minister of Punjab for third time in 2013. Shehbaz Sharif was born on 23 September 1951 in Lahore, Punjab, Pakistan.According to the News International, he was born on 23 September 1950.His father, Muhammad Sharif, was an upper-middle-class businessman and industrialist whose family had emigrated from Anantnag in Kashmir for business, and eventually settled in the village of Jati Umra in Amritsar district, Punjab at the beginning of the twentieth century. His mother's family came from Pulwama.After the movement led by Jinnah and his struggle to create Pakistan in 1947, his parents migrated from Amritsar to Lahore.Sharif received a Bachelor of Arts degree from the Government College University, Lahore.After graduation, he joined his family owned Ittefaq Group and got elected president of Lahore Chamber of Commerce & Industry in 1985.
  18. Pakistan says it has shot down two Indian Air Force jets in a major escalation of the Kashmir conflict. A spokesman said one plane had fallen in Pakistani territory and two pilots had been captured. Pakistan also denied reports one of its jets was shot down. India has confirmed the loss of an MiG21 fighter and said a pilot was missing. It said it was investigating reports of his capture. Both India and Pakistan claim all of Kashmir, but control only parts of it. The nuclear powers have fought three wars since independence from Britain in 1947. All but one were over Kashmir. Follow updates as they happen India and Pakistan in uncharted waters The aerial attacks across the Line of Control (LoC) dividing Indian and Pakistani territory are the first since a war in 1971. They follow a militant attack in Kashmir which killed 40 Indian troops - the deadliest to take place during a three-decade insurgency against Indian rule in Kashmir. A Pakistan-based group said it carried out the attack. The BBC's Soutik Biswas, in Delhi, says the challenge for India and Pakistan now is to contain the latest escalation before things get completely out of control. What's the latest? Pakistan's information ministry published but subsequently deleted a video purporting to show one of the Indian pilots that the Pakistani military says it has captured. In the video, the pilot - who is blindfolded and appears to have blood on his face - identifies himself as Wing-Commander Abhinandan. In India, Ministry of External Affairs spokesman Raveesh Kumar acknowledged the loss of a jet and its pilot. He also said that India shot down a Pakistani fighter jet and Indian ground forces observed it falling on the Pakistani side of the LoC. Pakistan has denied any of its jets were struck. Pakistan's assertion that it had shot down two Indian aircraft came shortly after Islamabad said its warplanes had struck targets in Indian territory. Pakistan said it had "taken strikes at [a] non-military target, avoiding human loss and collateral damage". Indian authorities said the Pakistani jets had been pushed back. Viewpoint: India strikes in Pakistan a major escalation What is militant group Jaish-e-Mohammad? Why India and Pakistan dispute Kashmir In a briefing, Maj Gen Ghafoor said that Pakistan "had no alternative to respond" to Tuesday's Indian air strikes on its territory. However he said Pakistan had not hit Indian military targets because "we don't want to go on the path of war".

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CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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