Everything posted by NANO
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We Happy Few is an action-adventure game developed by Compulsion Games and published by Gearbox Publishing for Microsoft Windows, PlayStation 4, and Xbox One. It was released as an early access title in 2016 for Windows, with all versions of the full game seeing wide release in 2018. Played from a first-person perspective, the game combines role-playing, survival, and light roguelike elements. Taking place within the mid-1960s, following an alternative version of World War II, players take control over one of three characters, each of whom seek to complete a personal task while escaping the fictional city of Wellington Wells – a crumbling dystopia on the verge of societal collapse, due to the overuse of a hallucinogenic drug that keeps its inhabitants blissfully unaware about the truth of their world, while leaving them easily mani[CENSORED]ted and lacking morals. The developers focused on creating a story with strong narratives, while underlining gameplay with a sense of paranoia, and designing in-game decisions to moral gray areas and weight, which influence and affect later parts of the game. Design of the game's setting was based on various elements of 1960s British culture, with Compulsion Games seeking inspiration on dystopian societies from various influences in the media, such as Brazil, Nineteen Eighty-Four and Brave New World. Work on the game began with a Kickstarter funding campaign in 2015, before the developers were acquired by Microsoft Studios in 2018 while they supported them with work on a version for the Xbox One. It received mixed reception upon release, with praise mostly focusing on its themes, story and characters, while being criticized for its gameplay mechanics, perceived repetitiveness, and various technical issues.We Happy Few is an action game played from the first-person perspective that includes elements of stealth and survival games. In single-player mode, players control one of three characters in the game's three different acts, each having their own skills and abilities, and their own reasons for escaping the village of Wellington Wells. There is Arthur Hastings, a well-balanced character adept at crafting weapons; Sally Boyle, adept at sneaking and crafting chemical concoctions; and Ollie Starkey, a strong melee fighter adept at crafting powerful explosives. The game uses procedural generation to create the layouts of some parts of the game world at the start of each playthrough. Each Act presents the player with a main story goal, with a series of main quests to follow, but several optional side quests can also be completed to gain additional rewards. Completing objectives can earn the player-character rewards as well as skill points which the player can allocate among a skill tree to improve the character's attributes or give them new abilities. Throughout the game, the player can collect melee weapons, items, food and drink, and wealth. Items are used to craft various tools to help progress in the world or medication, like lockpicks or healing salves. Food is used to maintain nourishment or thirst; staying nourished improves certain character attributes, while being hungry or thirsty can negatively impact these attributes. The player also must make sure the character gets rest to also maintain these attributes. The player is able to gain access to safe houses for recovery as well as to fast travel between other unlocked safe houses. Wealth can be used or gained through various vendors in exchange for items. A core element of We Happy Few is Joy, an addictive hallucinogenic drug used by most of the citizens of Wellington Wells. If the player opts to have their character use Joy, they will see the town in a colorful, joyful environment, and will be able to walk through the town without attracting undue attention from its citizens, but this does impair some of the character's abilities. As their Joy depletes, the town will revert to its dismal, war-torn state, and while the character will have full control of their abilities, they will be seen as a "downer", an enemy of Wellington Wells, and either must fight off the "Wellies" police force through melee, or use stealth to sneak around the town; furthermore, the player-character will suffer withdrawal effects from coming off Joy, impacting their health and thirst.Should the player-character take too much damage from enemies or the environment, they will have to restart at a recent checkpoint. Optionally, the game allows the player to enable permadeath, requiring them to restart the game should the player-character die. The player also must consider the type of residents in each district within Wellington Wells and make sure they also do not stand out due to clothing or other appearance aspects. Residents of a wealthy district may become suspicious of the player-character if they are dressed in rags, even if they have taken their Joy. A sandbox mode will be added as a free update to We Happy Few some time after its release. The sandbox mode is an infinite play mode that allows the player to customize some facets of the game's world before starting a game to make it closer to a survival game, such as making hunger and thirst lead to character death if they are not remedied or changing the availability of certain items in the environment. Additionally, through a season pass, the game will include three shorter narratives the player can play through.
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With the latest entry in the Halo franchise garnering rave reviews, and talk of a long-awaited TV series finally in the offing, there’s never been a better time to call yourself a shotgun-loving, Covenant-crushing space marine supreme. Well, unless you’re a PC gamer, that is. Despite making a pair of appearances on the computer format some 6-plus years ago, Microsoft’s franchise favorite has yet to return to desktop duty in the wake of the much-delayed Halo 2 Vista. Back in March, Eurogamer reported on an interesting find in the annals of an AMD Beta driver, detailing what appeared to be an entry for Halo 3 PC. This telltale listing prompted plenty of wild speculation online as well as a petition to release the much-anticipated title from captivity. It all proved for naught however as Microsoft intervened to squash the rumor later that same month, stating “we currently do not have plans to release any Halo titles on Steam, nor do we currently have plans to release a PC version of Halo”. With that, all hopes of a PC-centric comeback were kiboshed — until today. According to reports appearing online over the past 24 hours, a mix up involving Microsoft and the Korean ratings board has resulted in the accidental outing of Halo’s latest title: ‘Bootcamp’. Whilst little is yet known about the entry, statements from the game’s publisher have been unusually forthcoming in confirming the title’s existence as well as its ties, or lack thereof, to the second Halo trilogy. According to reports appearing online over the past 24 hours, a mix up involving Microsoft and the Korean ratings board has resulted in the accidental outing of Halo’s latest title: ‘Bootcamp’. Whilst little is yet known about the entry, statements from the game’s publisher have been unusually forthcoming in confirming the title’s existence as well as its ties, or lack thereof, to the second Halo trilogy. So what might this latest adventure entail? Well, the word ‘Bootcamp’ appears often in the expanded Halo universe; most commonly in connection with the Master Chief John 117’s superhuman training school. This black ops base, first glimpsed in the Eric Nylund novel Halo: Fall of Reach, fostered the famous Spartan program that gave birth to the Chief as well some as his less fortunate cohorts. Taking place in a time before the Covenant threat, recruits hone their skills against one another through a series of unrelenting physical tests, a prospect not entirely unfamiliar to fans of Halo’s multiplayer. A description of Boot Camp also surfaced, and it appear to be an entirely new adventure that’s played from a third-person perspective. This info comes from the NeoGAF page that originally pieced together the Halo Bootcamp news, and it sounds like gamers will be in for a very different type of experience this time around. “‘HALO’ AS A THIRD-PERSON POINT OF VIEW BASED ON THE WORLDVIEW OF THE MISSION IS GOING TO BE EXECUTING AN ACTION GAME OF WATER.” “MINOR VIOLENCE REPRESENTATION (EXPRESSED AS MERE WEAPONRY, ATTACKS AND A THIRD-PERSON POINT-OF-BLOOD DESCRIPTION).” It’s impossible to tell who’s developing this title, although Black Tusk Studios is certainly a legitimate possibility. Maybe E3 will clear things up, but it’s not absurd to imagine that the game will be hitting the Xbox 360 or Xbox One as well. Only time will reveal Bootcamp’s true nature, so until then, let the Spartan-fueled speculation begin.
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Duke Nukem 3D is a first-person shooter video game developed by 3D Realms. It is a sequel to the platform games Duke Nukem and Duke Nukem II, published by 3D Realms. Duke Nukem 3D features the adventures of the titular Duke Nukem, voiced by Jon St. John, who fights against an alien invasion on Earth. Along with Wolfenstein 3D and Doom, Duke Nukem 3D is considered to be responsible for po[CENSORED]rizing first-person shooters, and was released to major acclaim. Reviewers praised the interactivity of the environments, gameplay, level design, and unique risqué humor, a mix of pop-culture satire and lampooning of over-the-top Hollywood action heroes. The game's violent nature, erotic elements, and portrayal of women incited controversy. The shareware version of the game was originally released on January 29, 1996, while the full version was released on April 19, 1996 as version 1.3d. The Plutonium PAK, an expansion pack which updated the game to version 1.4 and added a fourth eleven-level episode, was released in November 1996. The Atomic Edition, a standalone version of the game that included the content from the Plutonium PAK and updated the game to version 1.5, was later released; the original version of Duke Nukem 3D has since been discontinued. An official fifth episode was released on October 11, 2016 with 20th Anniversary World Tour published by Gearbox Software. After fifteen years in development hell, a direct sequel was released in 2011 called Duke Nukem Forever. As a first-person shooter whose gameplay is similar to Doom, the gameplay of Duke Nukem 3D involves moving through levels presented from the protagonist's point of view, shooting enemies on the way. The environments in Duke Nukem 3D are highly destructible and interactive; most props can be destroyed by the player.Levels were designed in a fairly non-linear manner such that players can advantageously use air ducts, back doors, and sewers to avoid enemies or find hidden caches. These locations are also filled with objects with which the player can interact, that either benefit the player in some form, light switches make it easier to see, while water fountains and broken hydrants provide some health points or simply diversion, and tipping strippers provokes a quote from Duke, and a provocative reveal from the dancer. Duke's arsenal consists of the "Mighty Foot" (a basic kick attack), a pistol, a shotgun, a triple-barrelled chain gun, a rocket-propelled grenade launcher, pipe bombs, freeze and shrink rays, laser land mines, and the rapid fire "Devastator" rocket launcher. There is also an extra weapon known as the "Expander", the opposite of the shrink ray weapon, which is only available in the Atomic Edition version of the game. Various items can be picked up during gameplay. The portable medkit allows players to heal Duke at will. Steroids speed up Duke's movement, as well as instantly reversing the effects of the shrink ray weapon and increasing the strength of Duke's Mighty Foot for a short period. Night vision goggles allow players to see enemies in the dark. The "HoloDuke" device projects a hologram of Duke which can be used to distract enemies. Protective boots allow Duke to cross dangerously hot or toxic terrain. In sections where progress requires more aquatic legwork, an aqualung allows Duke to take longer trips underwater. Duke's jet pack allows the player to move vertically and gain access to otherwise inaccessible areas. The game features a wide variety of enemies; some of which are aliens and other mutated humans. The LAPD have been turned into "Pig Cops", a play on the derogatory term "pig" for police officers, with LARD emblazoned on their uniforms. As is usual for a first-person shooter, Duke Nukem encounters a large number of lesser foes, as well as bosses, usually at the end of episodes. Like Duke, these enemies have access to a wide range of weapons and equipment, and some weaker enemies have jet packs.
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The Dodge Viper is a sports car manufactured by Dodge (SRT for 2013 and 2014), a division of American car manufacturer FCA US LLC from 1991 through 2017, having taken a brief hiatus from 2010–2013. Production of the two-seat sports car began at New Mack Assembly Plant in 1991 and moved to Conner Avenue Assembly Plant in October 1995. Although Chrysler considered ending production because of serious financial problems,[1][2] on September 14, 2010, the then chief executive Sergio Marchionne announced and previewed a new model of the Viper for 2012.[3] In 2014, the Viper was named number 10 on the "Most American Cars" list, meaning 75% or more of its parts are manufactured in the U.S.[4]The Viper was initially conceived in late 1988 at Chrysler's Advanced Design Studios. The following February, Chrysler president Bob Lutz suggested to Tom Gale at Chrysler Design Center that the company should consider producing a modern Cobra, and a clay model was presented to Lutz a few months later. Produced in sheet metal by Metalcrafters,[5] the car appeared as a concept at the North American International Auto Show in 1989. Public reaction was so enthusiastic that chief engineer Roy Sjoberg was directed to develop it as a standard production vehicle. Sjoberg selected 85 engineers to be "Team Viper", with development beginning in March 1989. The team asked the then-Chrysler subsidiary Lamborghini to cast a prototype aluminum block for the sports car to use in May. The production body was completed in fall 1989, with a chassis prototype running in December. Though a V8 engine was first used in the test mule, the V10 engine, which the production car was meant to use, was ready in February 1990. Official approval from Chrysler chairman Lee Iacocca came in May 1990. One year later, Carroll Shelby piloted a pre-production car as the pace vehicle in the Indianapolis 500 race. In November 1991, the car was released to reviewers with the first retail shipments beginning in January 1992.
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Hasan Ali (born 2 July 1994) is a Pakistani cricketer.He made his first-class debut for Sialkot in October 2013.He made his international debut for Pakistan in August 2016 in a One Day International (ODI) match.The following summer, he was named in Pakistan's squad for the 2017 ICC Champions Trophy.Pakistan went on to win the tournament with Ali named player of the series after taking thirteen wickets.He became the quickest bowler for Pakistan to take 50 wickets in ODII August 2018, he was one of thirty-three players to be awarded a central contract for the 2018–19 season by the Pakistan Cricket Board (PCB).Hasan Ali is a son of Abdul Aziz, whom Hasan considers a source of inspiration. His family encouraged him to play cricket from an early age. Two local cricketers, one of whom happens to share the same name as Ata-ur-Rehman, are his childhood coaches and he considers Ata-ur-Rehman his mentor.In August 2016, Ali was added to Pakistan's One Day International (ODI) squad for their series against England and Ireland.He made his ODI debut for Pakistan against Ireland on 18 August 2016.He made his Twenty20 International debut for Pakistan against England on 7 September 2016.Ali took his first five-wicket haul in ODIs against Australia on 22 January 2017.In April 2017, Ali was added to Pakistan's Test squad for their series against the West Indies.He made his Test debut for Pakistan in the third Test against the West Indies on 10 May 2017.In June 2017, Ali was named in Pakistan's squad for the 2017 ICC Champions Trophy.Pakistan won the tournament for the first time, beating arch-rivals India by 180 runs.Ali named as the player of the tournament after taking 13 wickets, and also won the Golden Ball.With 13 wickets, Ali became the joint leading wicket-taker in any Champions Trophy tournament, along with Jerome Taylor.In October 2017, against Sri Lanka, he became fastest bowler for Pakistan to take 50 wickets in ODIs in terms of number of matches played.The same month, he moved to the top of the International Cricket Council's ODI rankings for bowlers, taking 426 days from debut, the third-fastest of all time.In 2017, he took the most wickets in ODIs by any bowler, with 45 dismissals and was named the Pakistan Cricket Board's Emerging Player of the Year.He finished 2017 as the top ranked fast bowler in the ICC Player Rankings in ODI cricket.The ICC also named him as the Emerging Cricketer of the Year.
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In the shiny, optimistic vision of the future we will all be living in "smart cities" in which self-driving cars will check the best routes after being charged up on intelligent, connected power grids. Public services and safety will be carefully managed though data, while devices in our homes will talk to each other and the wider world as part of the "internet-of-things". Many of these services will be delivered over what is called 5G. It will be much more than just faster data on our phones, but potentially transformational for our lives - if you believe the hype. But there is a darker fear as well. What if it is also transformational for our security if we end up reliant on a Chinese company to deliver this future? That question risks causing a major divide in the Five Eyes - the intelligence alliance between the US, UK, Canada, Australia and New Zealand. The US is campaigning hard among allies to exclude the Chinese telecoms giant Huawei from delivering 5G. "We have serious concerns over Huawei's obligations to the Chinese government and the danger that poses to the integrity of telecommunications networks in the US and elsewhere," Bill Evanina, head of America's National Counterintelligence and Security Center has said. "Chinese company relationships with the Chinese government aren't like private sector company relationships with governments in the West." 'Rigorous oversight' Huawei has always denied being controlled by the Chinese government, or that its work poses any risks of espionage and sabotage. Its founder repeated these assertions in a recent interview with the BBC.
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A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they react to applications of flight controls, the effects of other aircraft systems, and how the aircraft reacts to external factors such as air density, turbulence, wind shear, cloud, precipitation, etc. Flight simulation is used for a variety of reasons, including flight training (mainly of pilots), the design and development of the aircraft itself, and research into aircraft characteristics and control handling qualities. In 1910, on the initiative of the French commanders Clolus and Laffont and Lieutenant Clavenad, the first ground training aircraft for military aircraft were built. The "Tonneau Antoinette" (Antoinette barrel), created by the Antoinette company, seems to be the precursor of flight simulators. World War I (1914–18) An area of training was for air gunnery handled by the pilot or a specialist air gunner. Firing at a moving target requires aiming ahead of the target (which involves the so-called lead angle) to allow for the time the bullets require to reach the vicinity of the target. This is sometimes also called "deflection shooting" and requires skill and practice. During World War I, some ground-based simulators were developed to teach this skill to new pilots. The 1920s and 1930s The best-known early flight simulation device was the Link Trainer, produced by Edwin Link in Binghamton, New York, USA, which he started building in 1927. He later patented his design, which was first available for sale in 1929. The Link Trainer was a basic metal frame flight simulator usually painted in its well-known blue color. Some of these early war era flight simulators still exist, but it is becoming increasingly difficult to find working examples.The Link family firm in Binghamton manufactured player pianos and organs, and Ed Link was therefore familiar with such components as leather bellows and reed switches. He was also a pilot, but dissatisfied with the amount of real flight training that was available, he decided to build a ground-based device to provide such training without the restrictions of weather and the availability of aircraft and flight instructors. His design had a pneumatic motion platform driven by inflatable bellows which provided pitch and roll cues. A vacuum motor similar to those used in player pianos rotated the platform, providing yaw cues. A generic replica cockpit with working instruments was mounted on the motion platform. When the cockpit was covered, pilots could practice flying by instruments in a safe environment. The motion platform gave the pilot cues as to real angular motion in pitch (nose up and down), roll (wing up or down) and yaw (nose left and right). Initially, aviation flight schools showed little interest in the "Link Trainer". Link also demonstrated his trainer to the U.S. Army Air Force (USAAF), but with no result. However, the situation changed in 1934 when the Army Air Force was given a government contract to fly the postal mail. This included having to fly in bad weather as well as good, for which the USAAF had not previously carried out much training. During the first weeks of the mail service, nearly a dozen Army pilots were killed. The Army Air Force hierarchy remembered Ed Link and his trainer. Link flew in to meet them at Newark Field in New Jersey, and they were impressed by his ability to arrive on a day with poor visibility, due to practice on his training device. The result was that the USAAF purchased six Link Trainers, and this can be said to mark the start of the world flight simulation industry. World War II (1939–1945) The principal pilot trainer used during World War II was the Link Trainer. Some 10,000 were produced to train 500,000 new pilots from allied nations, many in the USA and Canada because many pilots were trained in those countries before returning to Europe or the Pacific to fly combat missions.Almost all US Army Air Force pilots were trained in a Link Trainer.A different type of World War II trainer was used for navigating at night by the stars. The Celestial Navigation Trainer of 1941 was 13.7 m (45 ft) high and capable of accommodating the navigation team of a bomber crew. It enabled sextants to be used for taking "star shots" from a projected display of the night sky. 1945 to the 1960s In 1954 United Airlines bought four flight simulators at a cost of $3 million from Curtiss-Wright that were similar to the earlier models, with the addition of visuals, sound and movement. This was the first of today's modern flight simulators for commercial aircraft. Today The simulator manufacturers are consolidating and integrate vertically as training offers double-digit growth: CAE forecast 255,000 new airline pilots from 2017 to 2027 (70 a day), and 180,000 first officers evolving to captains. The largest is Canadian CAE Inc. with a 70% market share and $2.8 billion annual revenues, manufacturing training devices since 70 years but moved into training in 2000 with multiple acquisitions, making more than from producing the simulators. Crawley-based L3 CTS entered the market in 2012 by acquiring Thales Training & Simulation manufacturing plant near Gatwick Airport where it assembles up to 30 devices a year, then UK CTC training school in 2015, Aerosim in Sanford, Florida in 2016, and Portuguese academy G Air in October 2017.With a 20% market share, equipment still accounts for more than half of L3 CTS turnover but that could soon be reversed as it educates 1,600 commercial pilots each year, 7% of the 22,000 entering the profession annually, and aims for 10% in a fragmented market. The third largest is TRU Simulation + Training, created in 2014 when parent Textron Aviation merged its simulators with Mechtronix, OPINICUS and ProFlight, focusing on simulators and developing the first full-flight simulators for the 737 MAX and the 777X. The fourth is FlightSafety International, focused on general, business and regional aircraft. Airbus and Boeing have invested in their own training centres, aiming for higher margins than aircraft manufacturing like MRO, competing with their suppliers CAE and L3.In June 2018 there were 1,270 commercial airline simulators in service, up by 50 over a year: 85% FFSs and 15% FTDs. CAE supplied 56% of this installed base, L3 CTS 20% and FlightSafety International 10%, while CAE’s training centres are the largest operator with a 13% share. North America has 38% of the world’s training devices, Asia-Pacific 25% and Europe 24%. Boeing types represent 45% of all simulated aircraft, followed by Airbus with 35%, then Embraer at 7%, Bombardier at 6% and ATR at 3%.
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Fallout 3 is a post-apocalyptic action role-playing open world video game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the Fallout series, it is the first game to be created by Bethesda since it bought the franchise from Interplay Entertainment. The game marks a major shift in the series by using 3D graphics and real-time combat, replacing the 2D isometric graphics and turn-based combat of previous installments. It was released worldwide in October 2008 for Microsoft Windows, PlayStation 3, and Xbox 360. The game is set within a post-apocalyptic, open world environment that encompasses a scaled region consisting of the ruins of Washington, D.C. and much of the countryside to the west of it, referred to as the "Capital Wasteland". It takes place within Fallout's usual setting of a world that deviated into an alternate timeline thanks to atomic age technology, which eventually led to its devastation by a nuclear apocalypse in the year 2077 (referred to as "The Great War"), caused by a major international conflict between the United States and China over natural resources and the last remaining supplies of untapped petroleum. The main story takes place in the year 2277, around 36 years after the events of Fallout 2, of which it is not a direct sequel. Players take control of an inhabitant of Vault 101, one of several underground shelters created before the Great War to protect around 1,000 humans from the nuclear fallout, who is forced to venture out into the Capital Wasteland to find their father after he disappears from the Vault under mysterious circumstances. They find themselves seeking to complete their father's work while fighting against the Enclave, the corrupt remnants of the former U.S. government that seeks to use it for their own purposes. Fallout 3 was met with critical acclaim and received a number of Game of the Year awards, praising the game's open-ended gameplay and flexible character-leveling system, and is considered one of the best video games of all time. The NPD Group estimated that Fallout 3 sold over 610,000 units during its initial month of release in October 2008, performing better than Bethesda's previous game, The Elder Scrolls IV: Oblivion, which sold nearly 500,000 units in its first month. The game received post-launch support, with Bethesda releasing five downloadable add-ons. The game was met with controversy upon release in Australia, for the use of and the ability to be addicted to alcohol and drugs; in India, for cultural and religious sentiments over the mutated cattle in the game being called "Brahmin"; and in Japan, due to having a weapon called the "Fat Man", which releases mini nuclear bombs.Fallout 3 is played from the first-person perspective, unlike previous titles of the series. The players have the option to switch between this and an "over-the-shoulder" third-person perspective at any time after the initial stages of the game. While many elements from previous titles are used, such as the SPECIAL system, and the enemies encountered, combat is played out differently, while new features are included into the series.
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Destiny is an online-only multiplayer first-person shooter video game developed by Bungie and published by Activision. It was released worldwide on September 9, 2014, for the PlayStation 3, PlayStation 4, Xbox 360, and Xbox One consoles. Destiny marked Bungie's first new console franchise since the Halo series, and it was the first game in a ten-year agreement between Bungie and Activision. Set in a "mythic science fiction" world, the game features a multiplayer "shared-world" environment with elements of role-playing games. Activities in Destiny are divided among player versus environment (PvE) and player versus player (PvP) game types. In addition to normal story missions, PvE features three-player "strikes" and six-player raids. A free roam patrol mode is also available for each planet and features public events. PvP features objective-based modes, as well as traditional deathmatch game modes. Players take on the role of a Guardian, protectors of Earth's last safe city as they wield a power called Light to protect the City from different alien races. Guardians are tasked with reviving a celestial being called the Traveler, while journeying to different planets to investigate and destroy the alien threats before humanity is completely wiped out. Bungie released four expansion packs, furthering the story, and adding new content, missions, and new PvP modes. Year One of Destiny featured two small expansions, The Dark Below in December 2014 and House of Wolves in May 2015. A third, larger expansion, The Taken King, was released in September 2015 and marked the beginning of Year Two, changing much of the core gameplay. The base game and the first three expansions were packaged into Destiny: The Taken King Legendary Edition. Another large expansion called Rise of Iron was released in September 2016, beginning Year Three. Rise of Iron was only released for the PlayStation 4 and Xbox One; PlayStation 3 and Xbox 360 clients subsequently stopped receiving content updates. The base game and all four expansions were packaged into Destiny: The Collection. A full sequel, Destiny 2, released in September 2017. Upon its release, Destiny received mixed to positive reviews with criticism centered mostly around the game's storyline and post-campaign content. The game was praised for maintaining lineage from the Halo franchise, particularly in regards to its competitive experiences. On day one of its release, it sold through over US$325 million at retail in its first five days, making it the biggest new franchise launch of all time. It was GamesRadar 2014 Game of the Year and it received the BAFTA Award for Best Game at the 2014 British Academy Video Games Awards. Destiny's style has been described as a first-person shooter that incorporates role-playing and MMO elements, but Bungie has avoided describing Destiny as a traditional MMO game. Instead, the game has been referred to as a "shared-world shooter", as it lacks many of the characteristics of a traditional MMO game. For instance, rather than players being able to communicate with all other players in the game or on a particular server — as is the case in many conventional MMO games — Destiny includes on-the-fly matchmaking that allows players to communicate only with other players with whom they are "matched" by the game. To communicate with other players in the game world, players must use their respective console's messaging system. Time-limited events and modes are also occasionally added or featured in-game. Activities in Destiny are divided among player versus environment (PvE) and player versus player (PvP) game types across the Cosmodrome and the Plaguelands (added with Rise of Iron) on Earth, its Moon, Venus, and Mars. There are also PvP maps for Mars's moon Phobos and the planet Mercury. A social space on Mercury was added with the House of Wolves expansion, but requires players to go undefeated in the Trials of Osiris Crucible mode in order to access it. Another PvE area, a massive ship called the Dreadnaught that is situated in the rings of Saturn, and two PvE missions on Phobos were added with The Taken King expansion.
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After a long and very public development period, Bioshock Infinite had a lot to live up to. Moving out of Rapture and into the clouds, into another part of the Bioshock multiverse, was ultimately the correct choice, broadening the scope of this universe in ways that fans could never have expected. The game’s combat doesn’t stray too far from the improvements made in Bioshock 2, and it has occasionally been criticized for having combat encounters that are too “samey” when spread out over the course of a full game, but in its best moments it’s still a blast to wreak havoc by employing both vigors and guns simultaneously. As in previous Bioshock entries, though, the moments that replay in one’s head later are hardly, if ever, the combat. In Infinite, the moment for me is lingering to listen to a hovering barbershop quartet singing The Beach Boys’ “God Only Knows.” It’s not quite the mind-blowing moment I experienced when seeing Rapture for the first time, but it’s not that far off, either.—Jim Vorel
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World War Z, an official tie-in game of the movie starring Brad Pitt, was announced in early December by Paramount Pictures and Saber Interactive. It was presented at the time as a cooperative online focused shooter game due for PC, PlayStation 4 and Xbox One, though additional details weren’t available at the time. Now, Saber Interactive CEO Matthew Karch sat down with Official PlayStation Magazine UK for an interview featured in their latest magazine (April 2018, issue 147). To begin with, he clarified that the game will be a third person shooter played from an over the shoulder perspective. The zombies will feature procedural behavior in order to provide a different gameplay experience with each mission. Objectives may include protecting certain characters and assets or saving survivors; locations from New York City, Moscow, Jerusalem and the movie’s iconic Korean airfield will be available at launch, with more coming afterward. But of course, the core of World War Z will be to replicate hordes of fast moving zombies, something that’s unique to the game according to Karch. The idea is to give players the flexible option to play alone or with friends at any time. To me, the real fun with swarms is the online co-op experience – World War Z is the only game to offer an online experience with such massive quantities of fast moving enemies. The sheer quantity of swarming enemies on the screen and the way they interact by climbing over one another to reach areas that would be safe in other games is unique to World War Z. I would say it truly defines the game. Fighting the swarms that can be either one massive enemy or 1,000 individual ones is exhilarating and addicting. We tried very hard to replicate the feel of the film in this respect. The major difference is that in the film you would normally flee the enemy, but in the game, you will be forced to fight. You can blow up cars to kill hordes of zombies and destroy certain structures to alter their path. You can also build fences, plant mines and barbed wire, and place turrets in anticipation of incoming horde. It is unclear yet whether World War Z will be released in conjunction with the movie sequel or not, though the official Facebook page of the game mentioned that the plan is to launch this year, which seems unlikely for the movie.
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Commands For Un - Lag.. ⦁ Cl_updaterate 30 ⦁ Cl_cmdrate 30 ⦁ C_rate 6000 ⦁ Rate 6000 By : safi gaming
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By : Nitin Tns Green
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Audi AG is a German automobile manufacturer that designs, engineers, produces, markets and distributes luxury vehicles. Audi is a member of the Volkswagen Group and has its roots at Ingolstadt, Bavaria, Germany. Audi-branded vehicles are produced in nine production facilities worldwide. The origins of the company are complex, going back to the early 20th century and the initial enterprises (Horch and the Audiwerke) founded by engineer August Horch; and two other manufacturers (DKW and Wanderer), leading to the foundation of Auto Union in 1932. The modern era of Audi essentially began in the 1960s when Auto Union was acquired by Volkswagen from Daimler-Benz.After relaunching the Audi brand with the 1965 introduction of the Audi F103 series, Volkswagen merged Auto Union with NSU Motorenwerke in 1969, thus creating the present day form of the company. The company name is based on the Latin translation of the surname of the founder, August Horch. "Horch", meaning "listen" in German, becomes "audi" in Latin. The four rings of the Audi logo each represent one of four car companies that banded together to create Audi's predecessor company, Auto Union. Audi's slogan is Vorsprung durch Technik, meaning "Being Ahead through Technology". However, Audi USA had used the slogan "Truth in Engineering" from 2007 to 2016, and have not used the slogan since 2016.Audi, along with fellow German marques BMW and Mercedes-Benz, is among the best-selling luxury automobile brands in the world.Automobile company Wanderer was originally established in 1885, later becoming a branch of Audi AG. Another company, NSU, which also later merged into Audi, was founded during this time, and later supplied the chassis for Gottlieb Daimler's four-wheeler.On 14 November 1899, August Horch (1868–1951) established the company A. Horch & Cie. in the Ehrenfeld district of Cologne. In 1902, he moved with his company to Reichenbach im Vogtland. On 10 May 1904, he founded the August Horch & Cie. Motorwagenwerke AG, a joint-stock company in Zwickau (State of Saxony). After troubles with Horch chief financial officer, August Horch left Motorwagenwerke and founded in Zwickau on 16 July 1909, his second company, the August Horch Automobilwerke GmbH. His former partners sued him for trademark infringement. The German Reichsgericht (Supreme Court) in Leipzig,eventually determined that the Horch brand belonged to his former company.Audi Type E Since August Horch was prohibited from using "Horch" as a trade name in his new car business, he called a meeting with close business friends, Paul and Franz Fikentscher from Zwickau. At the apartment of Franz Fikentscher, they discussed how to come up with a new name for the company. During this meeting, Franz's son was quietly studying Latin in a corner of the room. Several times he looked like he was on the verge of saying something but would just swallow his words and continue working, until he finally blurted out, "Father – audiatur et altera pars... wouldn't it be a good idea to call it audi instead of horch?""Horch!" in German means "Hark!" or "hear", which is "Audi" in the singular imperative form of "audire" – "to listen" – in Latin. The idea was enthusiastically accepted by everyone attending the meeting.On 25 April 1910 the Audi Automobilwerke GmbH Zwickau (from 1915 on Audiwerke AG Zwickau) was entered in the company's register of Zwickau registration court. The first Audi automobile, the Audi Type A 10/22 hp (16 kW) Sport-Phaeton, was produced in the same year, followed by the successor Type B 10/28PS in the same year.Audi started with a 2,612 cc inline-four engine model Type A, followed by a 3,564 cc model, as well as 4,680 cc and 5,720 cc models. These cars were successful even in sporting events. The first six-cylinder model Type M, 4,655 cc appeared in 1924. August Horch left the Audiwerke in 1920 for a high position at the ministry of transport, but he was still involved with Audi as a member of the board of trustees. In September 1921, Audi became the first German car manufacturer to present a production car, the Audi Type K, with left-handed drive.Left-hand drive spread and established dominance during the 1920s because it provided a better view of oncoming traffic, making overtaking safer.
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Neymar da Silva Santos commonly known as Neymar Jr. or simply Neymar, is a Brazilian professional footballer who plays as a forward for French club Paris Saint-Germain and the Brazil national team. Considered one of the best players in the world,he is known for his dribbling, finishing, skill, pace, and ability to play with both feet. Neymar came into prominence at an early age at Santos, where he made his professional debut aged 17. He helped the club win two successive Campeonato Paulista championships, a Copa do Brasil, and the 2011 Copa Libertadores, Santos' first Copa Libertadores since 1963. Neymar was twice named the South American Footballer of the Year, in 2011 and 2012, before moving to Europe to join Barcelona. As part of Barça's attacking trio with Lionel Messi and Luis Suárez, he won the continental treble of La Liga, the Copa del Rey, and the UEFA Champions League, and came third for the FIFA Ballon d'Or in 2015 for his performances. He followed this up by attaining a domestic double in the 2015–16 season. In August 2017, Neymar transferred from Barcelona to Paris Saint-Germain in a move worth €222 million, making him the most expensive player ever.In France, he claimed a domestic treble of Ligue 1, Coupe de France, and Coupe de la Ligue, and was voted as the Ligue 1 Player of the Year.With 60 goals in 96 matches for Brazil since debuting at age 18, Neymar is the third highest goalscorer for his national team, trailing only Pelé and Ronaldo. He was a key player in Brazil's victories at the 2011 South American Youth Championship, where he finished as leading goalscorer, and the 2013 FIFA Confederations Cup, where he won the Golden Ball as player of the tournament. His participation in the 2014 FIFA World Cup and 2015 Copa América was cut short by injury and a suspension, respectively, but, the following year, he captained Brazil to their first Olympic gold medal in men's football at the 2016 Summer Olympics, and two years later, featured at the 2018 FIFA World Cup. Off the pitch, he ranks among the world's most prominent sportsmen; SportsPro named him the most marketable athlete in the world in 2012 and 2013, and ESPN cited him as the world's fourth-most famous athlete in 2016. In 2017, Neymar was listed by Time to be one of the most influential people in the world,and in 2018, France Football ranked him as the world's third highest paid footballer, earning €81.5m ($95m) for a calendar year in combined income from salaries, bonuses, and endorsements.
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An Austrian court has ordered the government to pay the owner of the house where Adolf Hitler was born 1.5m euros (£1,3m; $1.7m) over a compulsory-purchase row. Ried im Innkreis district court says the state must substantially increase the amount it paid for the house in nearby Braunau am Inn, "taking into account the particular feature that the main building was the birthplace of Adolf Hitler", the local Oberösterreichische Nachrichten newspaper reports. In 2016 the state bought the unassuming three-storey building for the knockdown price of 310,000 euros (£272,500; $352,930), and owner Gerlinde Pommer has campaigned to be compensated in full for the loss of her property ever since. The court ordered the government to pay her 1.5m euros (£1,3m; $1.7m), which was exactly what her legal team said the building and its adjacent parking lot were worth on the basis of a property survey. The state has not yet said whether it intends to appeal against the ruling, the Salzburger Nachrichten newspaper reports. Building in limbo The dispute dates back eight years to when Ms Pommer ended a decades-old lease the interior ministry had taken out to run a home for the disabled on the premises. She objected to plans to make the building more wheelchair-friendly, and then refused all government offers to buy it, or carry out renovations that the authorities deemed necessary. A plan to turn it into a centre for refugees in 2014 also came to nothing. You may also be interested in: Hitler painting attacked with screwdriver Residents told to pay for Nazi-era road WW2 tank seized from man's cellar In the end the state took out a compulsory purchase order, and the courts rejected Ms Pommer's complaint that this violated her constitutional rights. But the property has remained in limbo ever since, as the authorities have not been able to decide what to do with it. 'Nothing will remain' The interior minister of the time, Wolfgang Sobotka, told Die Presse newspaper that he wanted to demolish the house "so that nothing will remain except the cellar", and replace it with new premises for a charitable foundation. The aim was to deter the neo-Nazis who gather at the site each year to mark Hitler's birthday - the Nazi leader was born there in 1889. But the house is a listed building, with some parts dating back to the 17th century, and its demolition would be highly controversial - not least because some Austrians see the plan as an attempt to erase an uncomfortable link with the country's Nazi legacy. Questions about Austria's past have if anything gained in public prominence since the electoral successes of the far-right Freedom Party, which has been part of the coalition government in Vienna since 2017.
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Nice Medal "Deagle" ?