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Love Pulse

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  1. et’s get this out of the way: Resident Evil 2 is the best game in Capcom’s long-running survival horror series and possibly the greatest example of the genre ever produced. Released in 1998, two years after the agenda-setting Resident Evil, it introduced the iconic characters Leon Kennedy, Claire Redfield and Ada Wong. It had wonderfully horrible monsters (the tongue-lashing Lickers, the hideously mutated William Birkin, the indomitable Mr X), and it boasted a brilliant set-piece location, the Racoon City police department, housed within a scary old art gallery. Now, 20 years later, Capcom has taken the game by the scruff of its neck, fully updated the visuals and controls, and reshuffled the narrative structure to deliver a contemporary horror experience that plays like our blood-tinted memories of the original. There’s been a zombifying outbreak in Raccoon City and two characters, rookie cop Leon and student Claire, find themselves trapped in the seemingly abandoned police station, trying to work out what has happened while fighting off the greedy and persistent undead. As we encounter reams of mutated scientists and endless documents about synthetic viruses, it becomes clear that local employer Umbrella Corp has been a very naughty pharmaceutical megacorp. Every location in the game is, in fact, a giant and enthralling escape room, in which fiendish puzzles involving weird gems and gadgets and complex sequences of numbers and rotations reveal keys to the next locked area. The ultimate brainteaser, however, is inventory management. Ammo is strictly rationed, so every encounter is fraught with deadly peril (although a new assisted mode makes things more palatable for newcomers, offering unlimited saves and easier aiming). This time round the experiences of lead characters Leon and Claire have been divided into two different adventures, rather than having players swapping between two similar versions of the same narrative, which was perhaps the only trying element of the 1998 version. To facilitate this, there are new areas to discover, while iconic locations – such as the police station – have been restructured and expanded, a fascinating and at times terrifying change for veterans who still recall the original and think they know where the monsters are. Play through the game as one character, and you open up a “second run” version of the other character’s story, so the two feel much more integrated. Cleverly, the concessions to modernity – including a dynamic camera and behind-the-shoulder perspective – don’t ruin the gripping tension. Resident Evil 2 is a game loaded with dread. Every darkened corridor, dimly lit by flickering strip lights, every gothic chamber, dressed with stuffed animals and ancient libraries, every metallic laboratory, crammed with bizarre scientific equipment, is drenched in uncanny atmosphere. The diabolical mad-scientist narrative retains its B-movie schlock appeal, but is much improved with new voice acting (much to the chagrin of some fans) and lead characters who don’t look like blocky shop-window mannequins. Directed by Hideki Kamiya (who would go on to oversee the spectacularly stylish Devil May Cry, Viewtiful Joe and Bayonetta), the original Resi 2 was more lush and cinematic than its predecessor, with well-directed cutscenes that really shine in this modernized version. Drawing on influences from the Alien and Die Hard movies as well as countless gothic thriller tropes, Resident Evil 2 still feels really alive as a horror text, and its underlying themes of scientific hubris, ingenuity and comradeship will resonate just as much with younger audiences more familiar with Netflix than exploitation flicks. Ultimately, the Resident Evil 2 remake is a reminder of how beautifully crafted survival horror games were in their heyday. From a terrifying orphanage to the festering sewers beneath the city, the feel of the action is always perfectly matched with the aesthetics of the setting. The rhythm, gradually building from many minutes of quiet exploration and puzzle-solving to gigantic, pulverising boss battles, is exact and beautiful, like some monstrous Wagner opera. For veterans who remember the original (and I reviewed it at the time), it is an unmissable nostalgic treat. For those who don’t know their T-Viruses from their Code Veronicas, the experience is easily vivid and entertaining enough to stand on its own merits. This is horror game design as true craft. Topics
  2. I’m supposed to be playing Resident Evil 7 right now, but instead find myself logging onto Hearthstone for the millionth time. It’s a game I keep coming back to, a “competitive” title that is less demanding than shooters, and one that I can play on pretty much any device I own at this point. I love it, but I hate it. So, so much. Things are starting to reach a breaking point with Hearthstone. While the game has many issues -- and you can argue about the pace and quality of expansions and adventures -- the use of its different modes between Wild and Standard and Arena, there’s really only one glaring problem that is absolutely tanking the game, and has been for eons now. For reasons that have never fully been made clear, Blizzard is horribly, stupidly slow when it comes to balancing the game, making Hearthstone almost unbearable for months at a time due to a select handful of cards. The easiest example is one that I’m sure all current Hearthstone players will know even before I say it: Small-Time Buccaneer. The card is a 1 mana 1/2 Pirate that gets +2 attack if you’ve equipped a weapon. Combined with a new legendary card, the 1/1 Patches that has charge and is summoned automatically (from your deck) when you play your first pirate, it’s created a hyper-aggressive, entirely broken meta in the favor of few select classes. If they have a Coin, a Warrior on turn one can play a 1/1 N’zoth’s First Mate, which gives them a 1/3 weapon, a 3/2 Buccaneer (empowered by the instant weapon), and a 1/1 charging Patches. Two automatic damage on turn one, and potentially 6+ on turn two, depending on what’s able to be removed or what the Warrior can send charging out next. For Shaman, a class that has almost never used pirates, the Buccaneer is used because of this early pressure synergizing with both Patches and Shaman’s collection of cheap weapons like Spirit Claws and Jade Claws. For Rogue, who has some native pirates and a weapon as a hero power, it’s also strong, though not as strong as the others perhaps due to the class’s more general weakness. Small-Time Buccaneer was identified as a problematic card within a few days of its release as Pirate Warriors stormed the ladder. And then it became an auto-include in more or less any aggro deck with a class that could hold a weapon. Nothing has been done about the card in two full months since its release. Not a thing. It’s possible Patches is also a problem -- and it’s certain low-cost weapons are a more general problem -- but Small-Time Buccaneer is such an obviously broken card that it’s simply inexcusable for Blizzard to sit back and do nothing about it for months on end. This is not new behavior, of course, as veteran players will remember the months-long terror of the Undertaker, another absurdly overpowered 1-drop that dominated the meta until Blizzard finally got around to nerfing it ages after they should have. It’s not just the Buccaneer, even though that’s the most obvious example. The entire Jade mechanic has proven itself to be leagues beyond the other classes in the meta, for the most part. The hand-buff cards of the Goons gang are so weak that Warrior never uses any of them, Paladin is rarely seen, and Hunter has disappeared from the game altogether. The potions of Mage, Priest and Warlock are a little better, but only because of one card, Kazakus, as the potions themselves are mostly just fairly standard spells. And once Reno is rotated out, Kazakus decks may not even be viable at all. Jade Golems, meanwhile, dominate absolutely any match-up that goes into late game, creating enormous 1-2 mana minions that are 6/6, 7/7 or 8/8, or in the case of Jade Druid, a constant flood of 1-mana 10 / 10s, 11 / 11s and 12 / 12s by the end of the game thanks to the infinite cycling of Auctioneer. All of these problems combine into make one very specific class ridiculously overpowered and therefore endlessly overplayed: Shaman. Shaman makes use not only of Buccaneer in many decks, but also the Jade mechanic, and also an absurd amount of cards that have frankly been way overpowered for over half a year at this point. You may recall that I wrote a very similar article to this one about Blizzard being too slow with nerfs last year, and guess what? It was also mainly about Shaman. I listed a number of ridiculously strong cards the class had, but out of all of them, only Tuskar was nerfed severely because it was so broken it was literally starting to be banned from tournaments. But in addition to pirates and golems, cards like Tunnel Trogg, Spirit Claws, Totem Golem, and hell, even Thing From Below make aggro Jade Shaman the most po[CENSORED]r deck in competitive Hearthstone by far. The class has powerful minions, burn spells, weapons, board clear, single-target removal - literally everything. You see Shaman everywhere, but in high levels it’s even more prevalent.
  3. Gunshots make a very particular sound in a desolate city. The noise ricochetes off buildings, echos down alleyways, seems to come from every direction at once. It means danger could come from anywhere at any time, but it also means there's more work to do. So when I step out of a safehouse and steel my nerves, I also grin, just a little. This is the world of The Division, an online, loot-driven RPG cleverly disguised as a third-person shooter, set in the grim aftermath of a biological attack on New York City. While the story primarily sticks to tried-and-true survival tropes, the narrative is solidly executed. Key moments receive full cutscenes, and in between, you constantly hear radio banter that explains exactly how your next objective contributes to your broader mission to save New York from vicious opportunists. You always know exactly what you're doing and why; that alone goes a long way towards making your actions feel meaningful. You're also never painted as a superhero. The Division admirably commits to its bleak, grounded vision of a medically-induced apocalypse, and it works. Some ideas needed a bit more development--especially an important enemy later on--but overall, I felt invested and immersed in the world. This immersion was further cultivated by the setting itself. The Division's haunting recreation of midtown Manhattan might be the most impressive urban world map outside of a Rockstar game. Its dense, detailed environments feel painstakingly assembled rather than cut-and-pasted into place. Every neighborhood has its own distinct style, and no matter where you roam, you're bound to stumble into a breathtaking structure or a heartbreaking disaster site, even if you end up hearing a few repeated lines of NPC dialogue along the way. The variety and authenticity of the world invite exploration just like the deserts of Red Dead Redemption and the mountains of Skyrim. My only real complaint: I killed the same guys on the same corner near my HQ at least half a dozen times during the game's early hours. Had The Division randomized these encounters or in some way allowed unexpected interactions to occur, the world might have felt more alive. Enemy AI is consistent to the point of being predictable as well, and all four enemy factions have identical unit types - every group has a runner, a sniper, a bomber, and so on. No matter who you're up against, you know exactly how each easily identifiable enemy is going to come at you, which can make certain lower-stakes gun fights feel like a chore. Some of the basic gameplay mechanics are slightly sloppy as well. The core aiming and shooting are totally serviceable, but you can't crouch, jump, or go prone - which means the only way to move stealthily is to duck into cover, then hold A to rush directly to the next object. I also occasionally had to contend with clumsy cover issues. Come on, Agent, you can't raise your gun barrel two inches to avoid a poorly placed railing? Worst of all, various actions - including pulling away from cover - cause your character to stand straight up, even in the middle of combat. It's annoying and occasionally lethal. The Division's haunting recreation of midtown Manhattan might be the most impressive urban world outside of a Rockstar game. Though some of The Division's mechanics stumble, others work extremely well. The segmented health bar - which regenerates up to one of three points depending on how much health you lost - proves just forgiving enough to give you a fighting chance without undermining the game's challenging nature. I also enjoyed being able to equip any unlocked special ability and ambient stat buff on the fly. The Division's robust upgrade system affords you all kinds of skills; allowing players to respec at any time without penalty turns these perks into flexible tactical options rather than permanent decisions you have to live with. The active abilities in particular - which include seeker mines, moveable cover, and a portable health station - add a distinctive signature to the moment-to-moment shooting. The gameplay also includes a number of small but impressive details that can lead to some serious surprise and delight. You can shoot adversaries through windshields when they're crouched behind cars, send flamethrower-wielding foes into a panic by shooting their fuel tanks, or blow up enemies by sniping their grenades. When your bullets strike an explosive and you see a little yellow indicator blink above an enemy right before their frag unexpectedly detonates in their hand, the delight that washes over you helps ameliorate the stress and tension that typically characterize every firefight. In general, The Division's gameplay is fun and engaging in spite of the enemy AI. Sure, they're predictable, but when they're rushing you and sniping you and trying to blow you up all at once, you still have to dodge, aim, heal, and get back into cover regardless. The action is always frantic and challenging, and while that can make the experience exhausting, it can also (and frequently does) trigger real adrenaline. Unfortunately, the adrenaline rush occasionally slows to a drip, at least for a time. Most side missions are recycled throughout the game. While the larger campaign missions deliver an impressive variety of thrilling scenarios and carefully crafted environments, side missions come in just five or six repeated forms that pop up in various locations around the open world. The differing locations add some variation and nuance to these encounters, but they can still feel repetitive, especially since you're forced to grind through them as you attempt to level up your character before accessing the next story mission (all of which have strongly suggested minimum levels). Thankfully, the stellar story missions compensate for the less inventive side content. Impressively, you can walk right into these missions from the hub world with zero loading, and when you do, you never quite know what you'll find. One mission sent me down a long, deadly transit tunnel, another into a ritzy embassy, and another dropped me in front of Grand Central Station for a prolonged shootout. The diversity is impressive, and across all these missions, I experienced a healthy number of memorable gameplay moments and intense boss battles. It's almost a shame you're forced to break between missions to level your character; after all, the campaign missions are easily the game's strongest content. Still, the structural pattern that emerges isn't unpleasant: beat a story mission, complete three or four side quests, equip any new gear you've acquired, and head off to the next major mission. While those three or four side missions definitely feel a bit like grinding in an MMO, they force you to engage with The Division as a multifaceted open world game rather than just a shooter. The game is deliberately paced in every sense of the word. And to be clear, The Division doesn't just feel artificially long because of its grinding - it actually is a content-heavy game. The campaign alone takes nearly 30 hours to complete, so when you throw in leveling, loot management, collectibles, random exploration, and more, it all adds up to a thorough and substantial experience. Grinding through side missions forces you to engage The Division as a multifaceted open world game rather than just a shooter. And then, of course, there's the "end game" content, which basically boils down to grinding against high level enemies in daily missions in order to earn new and better loot. Disappointingly, I have not yet found any weaponry that's functionally distinct like, for example, Destiny's exotics, which makes this portion of the game feel slightly pointless at the moment. Still, if you make it to the end game and decide you're done, you will have enjoyed a complete, compelling shooter for dozens of hours. The experience is sprawling yet remarkably cohesive. Adding yet another dimension, The Division offers four player co-op throughout, but importantly, it remains fun even when you're flying solo. While the difficulty scaling can seem slightly unpredictable (I found the game much easier with one other player yet much harder in a trio), you're never punished for playing alone. However, if you can pull together a full four-person team, the gameplay blossoms in expected ways. When you're able to revive downed teammates, cover multiple sightlines, set up flanks, and utilize a wider set of character perks, you realize both the level design and enemy AI actually function better during the massive firefights that ensue. Not only does the gameplay become far more strategic, you finally feel unstoppable. The game makes it easy to matchmake prior to a mission and quietly disband afterwards, so even if you enjoy exploring on your own, you can still team up for the game's biggest, most demanding moments. And so far, all online functionality has run smoothly. If you're feeling a little less cooperative, you can also visit the Dark Zone - a massive, unstructured PvP area in the middle of the city. The Dark Zone is, if nothing else, a really cool experiment. You'll find both enemy AI and other human players inside. The AI guard loot, while the other players ... well, who knows. They might help you conquer the AI or they might backstab you and steal all the gear and weapons you've already collected. The tension of not knowing how an interaction will play out is unlike anything else you'll find in a modern shooter, and the significance of loot back in the main game makes the stakes in the Dark Zone feel incredibly real. The Division is mostly a genre-abiding open world, cover-based shooter, but the Dark Zone - and the way it's seamlessly integrated into the world map with only a moment of extremely well-concealed loading when you enter - deserves special recognition for being truly new. As the Dark Zone proves, The Division's loot system is integral to the experience. But it's not just there for show. Rather, your stats - which are heavily dictated by the gear you equip - mean the difference between slaughter and triumph, so be prepared to spend plenty of time in menus comparing the numerical attributes of knee pads, pistol holsters, and tactical backpacks. There's a mind boggling number of variables that ultimately impact your chances of survival. While not everyone will have the patience necessary to fully embrace the intricacies of the loot system, The Division at least makes life easier by providing plenty of elegant, thoughtful tools. You can mark old items as junk and simply hit "Sell All" when you get to a vendor. You can easily compare two items side by side. The game will even show you how an item will affect your overall stats before you equip it. It may sound trivial, but this careful attention to detail makes the loot meta-game nearly painless. In action, loot compelled me to keep playing more than any other aspect. The Division is relentless, making you earn every kill and battle through every moment. So when you stumble upon or earn enough currency to buy a new piece of loot that drastically increases your stats, you feel a sudden surge of elation because you know you might finally have an edge over your damage-soaking enemies. You can actually see your foes crumple sooner and your health bar stand strong in the face of damage, and for a split-second, you can indulge in a little cockiness. Of course, the process starts all over again as soon as you venture into new, tougher areas, but by then, the loot lust has you in its teeth. No matter how hard I worked to level up my character, though, I almost always felt slightly underpowered. Put simply, The Division is stingy when it comes to gear and XP. My backpack was never more than a third full, and I didn't see a "high-end" weapon until I'd essentially beaten the game. Even at max level, your stats may not be high enough to activate your weapons' built-in talents, which sort of epitomizes the game's draconian design. The Division still manages to feel plenty rewarding as you progress, but a slightly kinder XP system and an extra level of gear rarity would have gone a long way to alleviate the frustration and fatigue I experienced. Still, no matter how frustrated I grew with the game's semi-indestructible enemies or its repetitive leveling structure, I absolutely could not stop playing. The world was too engrossing, the loot was too enticing, and the campaign was too gripping for me to simply walk away. I stopped caring about the game's flaws after the first few hours and proceeded to lose myself in obsessive stat optimization and cooperative gun battles. The problems (and frustration) never disappeared, but I was more than happy to play through the pain.
  4. Never in the history of the Twelve Colonies have so many sacrificed so much. Even as Colonial Fleet holds the Cylons at bay, the toll of the war continues to climb. But something has changed. Rumors of an awakening, whispers of a name. Lachesis. For Admiral Lucinda Cain and the crew of the Daidalos, the time has come to face their greatest threat yet. Battlestar Galactica Deadlock is back with a new expansion! In Sin and Sacrifice, the epic story of Deadlock continues, and brings with it an exciting conclusion to the Season One storyline. New Campaign A brand-new story campaign with 11 story missions set after the original Deadlock campaign and Operation Anabasis. Loyalties will be questioned. Resolves will be tested. And for Lucinda Cain, Admiral of Colonial Fleet, not all threats come from outside. Sin and Sacrifice writes new pages in the lore of the Battlestar Galactica universe and tells the story of one of the most critical junctures of the First Cylon war. New Radio Chatter Colonial Fleet radio chatter voice pack. A new radio chatter system featuring over 1100 unique recordings injects more drama and tension into the combats of Battlestar Galactica Deadlock, bringing your knife-edge encounters to life. Radio chatter is present both in combat, and during your cinematic replays, making your Battlestar Galactica fleet experience even more immersive.New Ships Colonial Heracles - Heavy Gunship An Imperial Wars era gunship of Leonid descent. The Heracles is a heavy warship that emphasizes power over finesse. Where it isn’t covered in layers of armor plating, it’s lined with point defense turrets capable of sustaining high volume flak fields. Its spine is lined with heavy artillery and features a set of “doorkickers” at its fore for direct head-to-head assaults. The Heracles brings a heavy toolset of firepower to level any battle field. Cylon Gorgon - Squadron Support A mobile support carrier with advanced squadron repair and support functions. The Gorgon is an advanced repair platform that enables rapid turnaround repairs for squadrons from any ship in the fleet. Complex comm arrays house a sophisticated Machine Learning Matrix, which tracks the risk profile of a single squadron, and dynamically updates the squadron’s evasive programming in response to threats. A sophisticated support ship perfect for Cylon squadron tactics.
  5. the world The events of the series occur on the so-called Continent, a land inhabited by humans, dwarves (dwarves), goblins (Gnomes), and elves. Humans are the dominant and ruling race on the continent, who are divided between the northern kingdoms and the Nilfgaard Empire in the south. The relationship between Nilfgaard and the kingdoms of the north is often turbulent, as the two fought numerous wars in Nilfgaard's attempt to control the northern continent. The third war between the two occurred during the events of Witcher 2, where the Nilfgaard Emperor recruited Witchers from the Snake School to destabilize the North (more on that later). It is not yet clear what the outcome of the Third War is, and it is certain that Witcher 3 will explain the details of the war further. In addition to the factions mentioned, the continent is inhabited by various kinds of ferocious and ferocious monsters that attack the continent's inhabitants. Monsters were not always on the continent, but they came during the events of an abnormal ancient event called Conjunction of Spheres. The fusion led to the conflict of the different worlds in the universe, while the monsters moved from different fabricated worlds to the continent. These strange monsters spread panic across the continent, where their citizens were forced to hire those who kill the monsters. That's where the Witchers come in. Monsters hunted. The Witchers are, in short, monster hunters, and their profession became necessary as monsters spread on the continent. The Witchers were selected as young because of their skill in fighting or magic, and then undergo rigorous exercises in martial arts and magic, and are subjected to chemical and genetic transformations. They conclude their exercises with a magic process called Trial of Grasses. Few pass through this final process, but those who choose to become a Witchers with high combat skills, superhuman speed and flexibility, rapid healing ability, and immunity from various pandemics. There are four Witchers schools - School of the Wolf, The Cat School, The Griffin School and The Viper - and the difference between them is where their base is. The Wolf School is to which Geralt belongs and is located in the Northern Kingdoms. We don't know much about cat and eagle schools because of their low visibility in The Witcher stories. Snake School first appeared in Witcher 2. Snake School is located in the Nilfgaard Empire, but the school collapsed many years ago (we don't know why it collapsed) and the rest of its members formed the Kingslayers. This group works for Nilfgaard to assassinate the northern kings and destabilize the region, and in return the emperor promised to rebuild their school in Nilfgaard. Because of the abnormal abilities of the Witchers, people see them as both fear and hatred, seeing them as greedy mercenaries at best and non-human mutants at their worst. This hatred of the Witchers led to a mob attack on the Witchers' Kaer Morhen Fort and killed everyone there. Only a handful of Witchers escaped the massacre, but with the destruction of their fortress they lost the tools to train and transform new Witchers, thus beginning the gradual extinction of the Witchers profession. Elves The elves came to the continent long before humans came, but after dwarves and real estate. Due to their ambitious nature, the elves were able to dominate and govern the continent. Elves were masters of the continent until humans came. Some say that humans came to the continent after their world was destroyed in a world merger. At first the elves paid no attention to humans, and looked at them inferiorly. Soon, however, humans were able to establish their own kingdoms, which invaded and controlled the kingdoms of the elves, negating their lands and kingdoms. The elves, of course, did not accept this, and there were frequent clashes between the elves ruling human beings, especially in the northern kingdoms, which treated the elves and dwarves unjustly and brutally. This eventually led to the formation of the Scoia'tel group, a band of revolutionary elves whose aim is to drive people out of the continent and restore glory to the commissions. This is the story of elves on the continent, but there is another group of elves living in another world away from the continent, and this group is called Aen Elle. We do not know much about the Aen Elle and their relationship with the continents, but we know that in the past, they had enormous magical powers that allowed them to travel through time and space easily, which enabled them to visit any world they want easily. But the merger of the worlds deprived them of this power and weakened their magic. The Aen Elle did not accept that, and they recovered their lost power. The secret of their recovery lies in Elder Blood The Elder Blood Elder Blood is the genes that Aen Elle has made to regain strength. A fairy woman named Lara Dorren was chosen to carry Elder Blood in her veins, and it was predicted that she would marry a man from Aen Elle and bring back the magical powers, but Lara had another avenue, as she loved a human man named Cregennan of Lod. Cregennan was killed by some fanatical humans for his love for a fairy mirror. Soon Lara died after him, but before her death she gave birth to the daughter of a daughter Cregennan. Here comes Ciri, the white-haired girl we see to Gantt Geralt in Witcher 3. Ciri hails from the Lara and Cregennan dynasty, carrying Elder Blood in her veins. Ciri is also the daughter of the present Nilfgaard emperor, but was adopted by Geralt as a child in exchange for her father's recovery from a serious illness. Geralt took the girl Ciri to the fortress of Kaer Morhen to be converted to Witcher. Ciri underwent Witchers (but not transitions) and worked witchcraft by a witch named Yennefer who became her mother (more on Yennefer in the next section). As already mentioned, Ciri carries Elder Blood, which means that she can move through the worlds easily, and her adventures take her away from Geralt and Yennefer to the various universe worlds, including that of Jean Aen Elle. But now Ciri returns with Geralt and Yennefer in Witcher 3, but this time the Wild Hunt is chasing her. Wild Hunt An army of great ghosts that appears from the sky suddenly to terrorize the peoples of the continent and kidnap its inhabitants, these are Wild Hunt. No one knows what their nature is and what their goal is. Few have returned after being abducted by the Wild Hunt, and who have spoken of taking them to a strange world where time is slowly passing, and returning to their world to see the age gone by all those who knew him.
  6. Apple has decided to stop production of its phone for the previous year iPhone X and stop selling it officially in stores with the introduction of the new generation of the phone through the phones iPhone XS and iPhone XS Max to keep the iPhone X extraordinary celebration of the 10th anniversary of its first phones in addition to paying users to buy the generation New from the phone. But according to recent leaks, Apple has changed from its previous plan due to the decline in sales of the new generation of the phone. The news in the opinion will be a good step from Apple even if you do not want the phone will be available at a lower price than the previous price as a result of low prices of its components and thus the low cost of manufacturing. It is likely that some other reason is the real reason for Apple's move, as everyone knows, the OLED screens used by Apple in its three phones iPhone X, iPhone XS and iPhone XS Max developed by Samsung, and based on the agreement between the two companies, Apple is committed to purchase a certain number But as a result of reduced production of the iPhone XS and iPhone XS Max as a result of lower sales than the company expected, Apple decided to resort to a phone last year due to the low cost of manufacturing and that its low price compared to phones this year may make it the preferred choice for users and re-sales company To its previous position. Apart from the reason why Apple is re-launching the iPhone X, Apple intends to unfortunately be re-launched in a certain number of markets and not in all countries of the world due to its marketing policy, but we hope that the phone will be available again in the Middle East where it will be the best choice for fans of American phones Its price is low compared to the prices of the new generation which has reached a crazy level in some countries due to the value of its current currency.
  7. Receiver is a device that receives electronic signals from satellite stations to watch live on television, and this is very easy to follow hundreds; perhaps thousands of television channels around the world, and the transmission of daily events directly, and high-tech. Every time, satellite stations update their data or change the frequency of their channels, which causes them to be lost from the TV lists already stored on the receiver, so it is necessary to periodically update our receivers, in order to keep abreast of the updates launched by those channels continuously. . The tools to work with the software for the receiver is the presence of a computer running Windows XP, because the version of Windows 7 will not work perfectly with the software updates for the receiver. Update link: A cable that connects the receiver to the computer. Internet connection; to download software directly from the Internet. The difference between the software and the channel file Software: is a software update to the receiver; so that it is upgraded to modern versions, and the software works to solve some technical problems such as: audio problems, or the presence of image noise, or the slow transition between channels Software programs are firmware. When we download them from a particular source, we can use them more than once when we need them. Channels file: A file that contains the latest lists of satellite channels; it is issued every fifteen days, or every month at the latest to keep abreast of the latest updates issued by satellite channels constantly. Before you download the update to the receiver, determine the type of it, and release it to facilitate the process of software later. We access a site or forum with the latest updates for several types of receivers, then click on the section that includes our receiver type first, and then choose from the menu Order Software. We determine the type of version of the receiver, and then click on its software, to be loaded on the desktop, by using a program called Loader, which helps to download the software in the form of Pin, very small capacity, which we can also download from the same section that we downloaded From the former software. Connect the receiver to the computer, and then upload the software, Loader, and, software for the receiver, via the update link. We open the Loader program, click on the option to download the software, and then wait until the device can identify the type of software that we previously downloaded in the form of Pin, and then click on it to open it. We close the receiver after making sure that all of the steps we have already implemented are correct, then click Start on the Loader, and then restart the receiver. We wait for a few minutes for the program to recognize the software, and finish its work with the appearance of the word End on the screen of the receiver, and thus actually has downloaded the software on the receiver. Now we re-enter the location from which we downloaded the software, then select the channel file for our receiver type. We load the channel file on your desktop in Scdex format, then open it from the Loader program, and in the same steps as before, choose the option to upload the channel file instead of downloading the software file. Turn off the receiver again, and then press the Start command, and restart it, and wait for the program to finish downloading the channels file, and appears on the screen of the receiver End command, thus ending the work of the software for the receiver successfully.
  8. Three decades ago, Steve McCurry took one of the best pictures in the world, but his eyes shine with light so far when he starts talking about her, the "Afghan girl." "She had a stunning, sharp, piercing look," he recalls. "When I showed the film, I knew the picture was special, and when I presented it to the editor of National Geographic, he jumped out of his seat and shouted, 'This is our next cover.'" The picture has not only become a cover for the magazine, but has become one of the most important and successful achievements of the magazine. The photo was taken in 1984 at Nasir Bagh refugee camp near the Afghan-Pakistan border and published the following year. When McCurry remembers this picture, he connects it directly to the impact it generated, as aid began to increase to Afghan refugee camps after its deployment. The woman behind the green eyes The "Afghan girl" is Sharbat Gula, an orphan who lived in the camp when she was photographed in December 1984. Today, she is a woman in her forties, who was found unaccounted for all these years and National Geographic documented the journey of being found in a documentary. Reaching this woman was not easy, especially with reservations in Afghan society that require women to wear the burqa, but the photography team finally found and took a picture to show the girl who became a woman again on the world stage. Today, the picture is the basis of an exhibition on McCurry's life, and he is proud to bring it back to the public. “If you find something you love, you have to practice it all your life,” he says.
  9. The world is moving in stillness! Have you seen anyone speak silently? Does not stir even lips, and did you see who arrives and wanders and his body in stillness? He speaks to people he does not know and may have known to him, ignorant of them, but does not imagine their form. I am talking about technology that has imposed itself and has been able to change the face of simple and lifestyle of creation, which elevated humanity from the world of realism to the world of virtualization. Times and hours long in front of the open screen, you find the fingers of the hands have been closely linked to the keyboard became Tdababha to draw a painting inaudible read captivating hearts of speakers and pioneers of the theater Vbokki. There is no doubt that the Vespoke theater has chosen from the colors of its solution and clothing blue color, the audience as a whole and on the same platform and queue itself; deducted the visa to enter the blue space of Yahoo Windows and Gemayel G-mail, which monopolized the service for a short time before the number of windows and compensated by numbers Mobile phones are also on offer to become a mobile Facebook theater that allows fans to enter whenever they want and wherever they want. It is a theater that reduces the life of acquaintance, mobility and navigation with a few button clicks in which the individual is sitting in his chair or even lying on his bed, while embodied and virtual life was embodied in a small screen covered by the palm of the hand, while the index finger or thumb flips its pages, thus drawing a picture somewhat similar to a ship On the seas, sails and oars are driven by their movements in search of worlds and life in other parts of the globe. This shorthand life has a very large acceleration, it allows every user to move in a large and fast communication and instantaneous presence. Until recently, and not so long ago, societies were, in succession of ages and times, living their lives according to the pattern of tribes and groups, sometimes organized by instinct and sometimes by law and force, and the ages of life participated in commercial flights and market systems, where the sale and purchase, acquaintance and exchange is a reality experienced by human beings, But little by little the habits have changed and systems have changed, grace is the mother of the curse of that technology, which has cast its shadow and penetrated its roots in every small and large part of the daily life of man. The blue space has become an open market that does not close its doors completely contrary to the normal markets that people have written, where people spend their needs and exchange various goods and materials, and even talk and news of nations and tribes and waiting for the arrival of convoys, and did not leave the luck in the markets of poetry and speech, where Okaz was crowded with stallions The poets came from everywhere and came from many quarters, their walks differed and their origins varied.This is a poet flirting with his beloved, and that satirizes its owner, and the other praises his master, no doubt that all this movement and activity occur in the verse of the day that God made a pension, but the open blue market I think It was not included q Conditions opening times and closing times book, but I think it recovers and increases its peak at night. I see in the Facebook theater many pictures ... individuals, groups and pages, which made me think that the use of blue space in many human beings have become part of daily life, people sit with each other, and the meeting of family members became just meetings without any social emotions and links Humanity, yes it has become one of us does not sit with his family and do not emulate them and ask about their affairs and do not inspect their conditions, you find one sitting in the room using the computer, and the other beside him carrying his phone barely left fingers of his hand, while eating food or sipping a drink, Vtarh while smiling Other times, the network is slow and poor service . Go where you want. Everyone inside the theater enjoys the comments and shares the leaflets, in the bus stops and public gatherings, everyone is headlong, but inside the metro, as in the bus you can only hear the sounds of mobile phones translate the virtual life experienced by the theater pioneers of noise and whispers and laughs while watching a beautiful theater Everybody sits does not address anyone, but does not look at who sat next to him even. Blue Space has been able to gather billions of people around its theater and bring them to the performances of various plays and runs in their daily lives as the blood flows in the veins of the children of Adam, and cancels with its advanced modern techniques and methods of presentation and social and psychological services all limits, after he found the visa and housed his theater pioneers and lovers
  10. there is a high possibility of that happening. Diesel duty was re-introduced at the pumps in February, at 10 cents a liter. As such, it is not surprising that the Government would now extend the three-quarter tank rule to diesel vehicles. The rule covers dutiable fuels, which until February this year, were petrol and compressed natural gas. Asked about this, a Singapore Customs spokesman said: “The three-quarter tank rule will apply to Singapore-registered diesel-powered vehicles after the amendment to the Customs Act is passed.” The three-quarter tank rule will have little impact on Singapore motorists overall. Diesel-fueled cars make up only 2 percent of the total po[CENSORED]tion of 602,784 cars as at end-April. Singapore-registered commercial vehicles, which are largely diesel-powered, are not allowed to enter Malaysia unless they are licensed in Malaysia. Tour buses are unlikely to enter Malaysia on a half-empty tank. It would be too disruptive to queue up at a Malaysian station to fill up. In any case, these buses usually fill up at “white pumps” here, which continue to dispense duty-free diesel. On top of all that, diesel car sales will grind to a halt soon, when the new Vehicle Emissions Scheme kicks in in January. The scheme is expected to impose hefty tax surcharges on diesel cars.
  11. Hello Dear. UNBIND.EXE Runtime Errors Runtime errors are Office errors that occur during "runtime". Runtime is pretty self-explanatory; it means that these EXE errors are triggered when UNBIND.EXE is attempted to be loaded either when Office is starting up, or in some cases already running. Runtime errors are the most common form of EXE error you will encounter using Office In most cases, UNBIND.EXE runtime errors occurring while the program is running will result in the program terminating abnormally. Most of these UNBIND.EXE error messages mean that Office was either unable to locate this file on startup, or the file is corrupt, resulting in a prematurely-aborted startup process. Generally, Office will be unable to start without resolving these errors. Some of the most common UNBIND.EXE errors include. How to Fix UNBIND.EXE Errors in 3 Steps. To begin System Restore (Windows XP, Vista, 7, 8, and 10): Hit the Windows Start button When you see the search box, type "System Restore" and press "ENTER". In the search results, find and click System Restore. Please enter the administrator password (if applicable / prompted). Follow the steps in the System Restore Wizard to choose a relevant restore point. Restore your computer to that backup image. If the Step 1 fails to resolve the UNBIND.EXE error, please proceed to. the Step 2 below. You can uninstall Office software by following these instructions (Windows XP, Vista, 7, 8, and 10): Hit the Windows Start button In the search box, type "Uninstall" and press "ENTER". In the search results, find and click "Add or Remove Programs" Find the entry for Office and click "Uninstall" Follow the prompts for uninstallation. After the software has been fully uninstalled, restart your PC and reinstall Office software. If this Step 2 fails as well, please proceed to the Step 3 below. When the first two steps haven't solved your issue, it might be a good idea to run Windows Update. Many UNBIND.EXE error messages that are encountered can be contributed to an outdated Windows Operating System. To run Windows Update, please follow these easy steps: Hit the Windows Start button In the search box, type "Update" and press "ENTER". In the Windows Update dialog box, click "Check for Updates" (or similar button depending on your Windows version) If updates are available for download, click "Install Updates". After the update is completed, restart your PC. If Windows Update failed to resolve the UNBIND.EXE error message, please proceed to next step. Please note that this final step is recommended for advanced PC users only. I hope your problem will be solved. And if your problem remains just contact me to solve the problem. #Regards.
  12. Congratulations feoooo ❤️

    1. THē-GHōST

      THē-GHōST

      thanks you brother

  13. Marc Andreessen penned his famous “Why Software Is Eating the World” essay in The Wall Street Journal five years ago. Today, the idea that “every company needs to become a software company” is considered almost a cliché. No matter your industry, you’re expected to be reimagining your business to make sure you’re not the next local taxi company or hotel chain caught completely off guard by your equivalent of Uber or Airbnb. But while the inclination to not be “disrupted” by startups or competitors is useful, it’s also not exactly practical. It is decidedly non-trivial for a company in a non-tech traditional industry to start thinking and acting like a software company. This is why the companies we most associate with “Why Software Is Eating the World” now are startups, with a few notable exceptions (like GE). Ultimately, there is no blueprint for how to make this transition, but I do think there are two principal lessons or starting points that can be learned from companies that have succeeded most over the last five years: timing and focus. Timing is everything It’s important to appreciate just how prescient Andreessen’s idea was in 2011. At the time, the internet was pervasive. Amazon had been around for a decade, the iPhone was four years old and the App Store was three years old, doing $ 2.5 billion in revenue for millions of developers. Facebook had 845 million users, and Netflix was streaming 2 billion hours of content each quarter. Most people would have said we were finally fully immersed in the technology era and that the internet had changed everything. In other words, the future was here. And, as Marc predicted, they would have been very wrong. As he put it: “Six decades into the computer revolution, four decades since the invention of the microprocessor, and two decades into the rise of the modern Internet, all of the technology required to transform industries through software finally works and can be widely delivered at global scale.” Uber was founded in 2009 and launched its service in 2010. Outside of a small but loyal community of riders and the local airport limo drivers in San Francisco, few people knew what Uber was in 2011, and no one was participating in endless conversations about “ Uber for X. ”Similarly, Airbedandbreakfast.com (later to be renamed Airbnb) was founded in 2008, but only reached 1 million listings in 2014. Today, it's hard to imagine getting around in busy cities without these two services. What Uber and Airbnb - like Andreessen - understood about “software eating the world” was that incredible innovations often emerge at just these moments when it looks like everything has been changed and we’ve reached the new normal. Uber and Airbnb saw the world of the cloud, the iPhone, the App Store, AWS and Google Maps, and said to themselves, “it’s not about what can we do now, but better; it’s about what can we do now that was simply not possible until today. ”It’s that discontinuous leap - supported by the rise of new platforms - that led to a company dismantling the transportation industry or reimagining hospitality. Netflix - while far from a startup in 2011 - is also an interesting case. They started by shipping DVDs to people’s homes so that people could watch movies without having to live through the hassle of making a trip to Blockbuster, then evolved into providing streaming movies in the comfort of people’s homes. Like Uber and Airbnb, Netflix looked around at the platforms and infrastructure available to them (first the USPS, then broadband internet) and asked what they could do on top of those platforms that either no one had thought of (shipping DVDs) or had previously been unfeasible. In 2013 they took the discontinuous leap from technology provider and service to content creator. Now they think of themselves far more as a movie studio like HBO that creates original programming, albeit one with a vast and unique understanding of viewing behavior derived from the analytics of its subscriber base.
  14. The first assignment is about developing understanding for: the hardware components that is found in a computer system, the devices that can be attached to the components, different specifications of hardware components, how the specifications of hardware components can be used to upgrade a system, precautions that should be taken before operating on the inside of a computer system, protecting components and data from damage and corruption, impacts that installing and maintaining can have on an organization and on an individual and how to manage the installation and maintenance of hardware. Open and view Assignment 1 in new tab. The second assignment is what aspects of installation and maintenance needed to be taken into an arrangement before starting work, understanding the importance of user requirements, identifying hardware and software that will be best required to suit the needs of a user, considering alternative options for the installation and maintenance of hardware to make effective decisions, considering corrective actions that could be taken to repair, maintain and improve the performance of computer systems and judgments on how to prioritize installation and maintenance tasks. Open and view Assignment 2 in new tab. The third and last assignment is how to prepare for the installation and maintenance of hardware and software, the health and safety measures needed to be taken in order to protect yourself and hardware components, the techniques that can be used to test computer systems to make sure that hardware and software works in an acceptable way, how to correct hardware and software faults, how to make improvements to systems to increase performance, considering performance indicators that could be used to judge whether or not the installation has been successful, consideration limits that may forbid plans, considering alternative plans that could be use to make further improvements and evaluate the success of completed installation and maintenance plans.
  15. 1- The collapse of Russia There will be no opposition in Russia against Moscow, but Moscow's declining ability to support and manage the Russian Federation Will leave a tangible space, warns "Stratfor". Who will remain in this vacuum will be individual parts of the Russian Federation. Sanctions, falling oil prices, the drowning of the ruble and rising military expenditures, and increased internal dissent will weaken Russia's central government grip on the world's largest country. Russia will not formally split into small states, but power in Moscow could dissolve to such an extent that Russia effectively becomes a series of semi-autonomous regions that may not even agree with each other. "We expect Moscow's authority to be significantly weakened, which will lead to the formal and informal fragmentation of Russia ... It is unlikely that the Russian Federation will continue in its present form. 2. The United States uses its military to protect nuclear weapons Russia's nuclear weapons infrastructure is spread across a wide geographical area. If Stratfor's prediction of the above political disintegration is to be true, it will mean that weapons, fissile materials, and their means of delivery will be exposed in public and create the most dangerous power vacuum in the world. Exposure of Russian nuclear weapons stockpiles will be "the biggest crisis in the next decade," according to Stratfor. The United States will have to know how to act in such a situation, even if it means sending ground troops to secure deployed weapons, materials, and missiles. "Washington is the only force capable of addressing this issue, but it will not be able to control large numbers of military sites and ensure that no missile is fired in this process," the forecast says. "The United States will have to either invent a military solution that is now unimaginable, accept the threat of indiscriminate rocket fire, or try to create a stable and economically viable government in the areas concerned to neutralize the missiles over time." 3. Germany will suffer from problems Germany has an export-dependent economy that has benefited from continent-wide trade liberalization through the EU and the euro, but this only means that the country has much to lose from the worsening euro crisis and the resulting wave of “Euroscepticism” - the anti-EU campaign. The country's domestic consumption cannot compensate for this decline in the German export economy or the expected decline in the po[CENSORED]tion. The result will be like Japan's recession. "We expect Germany to suffer severe economic setbacks in the next decade," Stratfor reported. 4. Poland will be one of Europe's leaders We look a little east of Germany, and things won't be that bad. "At the center of economic growth and increasing political influence will be Poland," the report says. Poland's po[CENSORED]tion will not fall much like those of other major European economies. The fact that it is the largest and most prosperous European country on Russia's western border will strengthen its access to the position of regional leadership from which it can benefit to strengthen political and economic prestige. This forecast also supports Poland's current situation with the United States of close and long-term strategic partnership. 5. Europe will be divided into 4 parts Not long after European unity seemed to be an irreplaceable historical force, with political and economic barriers being resolved and regional and nationalism disappearing from the continent's political life. But in 10 years, all this may seem like a distant memory. The forecast for the next decade speaks of "four Europeans", four sections that will increasingly alienate one another: Western Europe, Eastern Europe, Scandinavia, and the British Isles. They will have to participate in the same neighborhood, but they will not be as closely connected as before. "The European Union may remain alive in some sense, but European economic, political and military relations will be governed primarily by limited or bilateral bilateral or multilateral relations, and will be small in scope and not binding," Stratfor said. The EU has made enormous adjustments, but this will not define Europe. ”
  16. It is true that humanity has been able to achieve a major breakthrough in the past two centuries on several levels, social, political, economic, technological, medical, and others, and enabled that boom to accumulate various innovations intended to facilitate human life, or enable him to control more of nature as anthropologists like to call evolution. But every change in the form of human existence has consequences and taxes on human beings, especially when it comes to adapting to the new reality every time. We are now living in the postmodern period, or the “liquid time” phase, as sociologist and scholar Zigmund Bowman called it. This phase has pushed the social, economic and political systems to become more rapid and dynamic due to many requirements, including competitiveness. This has led to the emergence of many mental illnesses caused by lifestyles of our time, and we will talk here about the top 5 mental illnesses or negative behaviors caused by our fast lifestyle.1 Depression Within the huge production contexts of the world, the individual feels that it is merely a downside within a large system He is only obsessed with accumulating wealth, and that man has no value in front of all these complex processes that occur before him, of which he is a part. Not to mention the personal concerns that it is difficult to find an individual today enough time to do, especially with regard to family life, education, marital and social. These factors are the main causes of modern-day depression. 2. Anorexia There is no clear translation of this concept, but it is limited to the area of "loss of appetite", as defined by the Journal of Medical News. Anorexia is a disorder that occurs in the individual's diet (especially young people) due to psychological conditions, the most important of which are daily stress.One of the most important symptoms of this mental illness is the loss of appetite and the preference for fast food with modest nutritional value or not eating for long hours. 3.The Internet has been a miraculous tool to facilitate human work and entertainment, but has turned with social networking sites to a platform for many options offered to the user, including "marketing" advertising and online purchase services and the multiplicity of virtual friends and specialized sites and multiple. All of these data lead to the distraction of the mind and the lack of concentration, after man has been used for centuries to focus in a natural and direct environment and consists of simple data. 4 The decline of the Queen of sympathy Contemporary man exposed every day to hundreds of scenes of violence, war and destruction, especially with the escalation of the phenomenon of terrorism, has facilitated the new media and rapid news services in the intensification of this type of news and quickly presented to the public, which leads to the normalization of the user with violent scenes and become within The "ordinary" vocabulary that he lives on every day, which leads to the retreat of his queen of empathy and the coolness of his feelings. 5. Lack of social interaction and e-addiction Developments in the technical and communication fields, especially mobile technologies, have reduced most of the details of human life within his phone, which makes it easier for him to share those details with his virtual friends on virtual communication platforms. This phenomenon led to the gradual departure of human beings on the direct social interaction with people, which became imposing isolation on the user. While that user prefers isolation, he accepts more intensity on virtual interaction platforms to compensate for that isolation on the one hand and to satisfy his desire to interact with people on the other, but all this is only virtual representations and not a tangible and direct fact.
  17. Me? I’d be a disaster without bones. Floopy and floppy, probably not very fun to be around. You wouldn't do much better, I imagine. Yes, there’s a reason for skeletons. So please excuse the auto industry as it builds its own bony scaffolding, the infrastructure that will prop up the exciting money-making ventures of the future. We have General Motors and its new carbon fiber Sierra pickup, which, as transportation editor Alex Davies reports, shaves off 350 pounds in the quest for better fuel economy and hauling power. We've got Porsche and its plan to equip 189 dealerships with electric superchargers — Jack Stewart reports this will be excellent support for its Mission E. I take a look at Ford's plan to start testing self-driving cars in Miami, and its quest to develop a whole ecosystem of maintenance and operations structures to support it. Plus, we now know why everyone and their mother seems to be launching ride-hailing services these days, why Volvo is launching its own venture fund, and why California is letting human-free robocars on its roads. Let’s get you caught up. Headlines Stories you might have missed from WIRED this week Jaguar officially unveils its luxury electric I-Pace. You know, its Tesla killer. Jack has the details: Zero to 60 in 4.5 seconds, a 90-kWh battery delivering 240 miles of charge, and indeterminate pricing. For now. Ride-hailing is now way more than Uber and Lyft. Meet the companies getting into the business of shuttling humans from A to B: General Motors, Waymo, automotive supplier Bosch, even Japanese electronics giant Sony. Because there’s no better way to prepare for a world in which fewer people own cars than studying how people get around. Four years after GM pooh-poohed Ford’s plans to release an aluminum truck, it’s rolling out its own extra-light hauler, a carbon-fiber loaded Sierra pickup. GM promises it will not dent. Ford will begin testing autonomous vehicles in sunny Miami, Florida. It will run driverless cars on public roads, sure, but it will also experiment with how to get packages and such to customers without the delivery guy. The Porsche Mission E gets its own supercharger network. Nearly 200 800-volt DC charging stations should be able to add 250 miles of zap to the automaker's svelte sports car in just 20 minutes. Volvo has decided to seize the future of transportation by taking bigger bets. This week, it follows Toyota, BMW, GM, Renault, Nissan, and Mitsubishi and launches its own venture fund. The fund's managers will lean on Volvo's entree into the Chinese market through its parent company, Geely, to woo the hottest startups. Contributor Eric Adams jets to South Korea and takes a ride in Hyundai’s Nexo crossover. It’s cool that the car is fueled by hydrogen, even cooler that this prototype drives itself, mastering roundabouts like a human. (That’s meant to be a compliment.) This year’s Formula 1 season kicks off in about a month, and something’s a bit different here: the “halo”, a clunky metal-and-carbon-fiber loop. The idea is to protect drivers ’noggins from flying debris, but engineers spent a lot of time figuring out how to keep the cars nice and speedy despite it.
  18. Hello my friend. I have an opinion on this, first I really tried to find a solution to the problem, but there was no result, and I tried to search online I did not see any result really, I have a choice to communicate with @Mr.Love Is the only one who can help you with this. Greetings.
  19. The numbers of the eSports awards are staggering.More than $ 33 million has been earmarked as prizes for a future eSports competition, with competitors from around the world competing to win, many of whom are still in their teens. These contestants live under great pressure, knowing that millions of viewers around the world are watching every step they take. The world of e-sports is not without its critics, including Prince Harry, who called it "more addictive than drugs". For talented young players, however, it is an opportunity to set off in an industry worth nearly $ 1 billion. Kyle Gersdorf, better known as Boga, became a millionaire last month. He is still a high school student at the age of 16 and lives in a small town in Pennsylvania. In July, Kyle broke the record and won the Fortnite World Cup, a record $ 30 million in online gaming history. The prize for the first place was $ 3 million, the highest prize for individual competition awarded in online sports. These numbers look stunning, but these harsh numbers will be surpassed this week. The TI awards for the Dota 2 tournament in Shanghai from 20-25 August have already surpassed the overall. Fortnite awards at the time of writing, reaching more than $ 33 million. However, earning this money will not be easy. Fortnite: American boy wins $ 3 million and becomes world champion in the game The family of a handicapped young man discovers after his death that he was one of the most prominent figures of the planet Azeroth in the game world of wars Click: PlayStation 4 will play PlayStation 1 and 2 games "Unparalleled testing" Anucha Jiraong, also known as Gubbs, a 20-year-old professional from Bangkok, and his team, Vantec, are among the few who are now training for the world championship. Gubbs told the BBC that he had been playing electronic games since he was 13. Even when his game was a hobby, he played for about seven hours on weekdays and days at school, and on weekends he played for 13 hours. Now that he is a professional, his agenda has become more intense and busy. "We usually wake up around 10:00 am, and after having a shower and lunch we start with the team at 10:30, followed by three training games against other teams and then we have an intense discussion," Gubbs explains his daily routine. "We usually have dinner at 6 pm and have sandwiches between training sessions and final discussion at around 10 pm, and then I play some mass-rated games to further refine my skills until 1 am after midnight." Damien Chowk, a 26-year-old Australian player whose name is used in Dota 2, is Kabby, who has a similar agenda to Gubbs. Chuck told the BBC that his teammates were training together for about eight hours, after which he would go on to play other hours on his own. Jack Chen, who runs a team this year, says this is not unusual. Most of the contenders "often play 8 to 16 hours a day." "We will compete for the biggest e-sports award at the top event in the sport." "This is an event that determines who the Dutta players are, their skills and their career in the game, enters them into the hearts and minds of fans forever, and experiences them like no other before the best players in the world."

WHO WE ARE?

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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