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Everything posted by Aveyro
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wrong pw & low activity Contra
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Name game: Project Warlock Price: $4.80 12.00 USD (-60%) Link store: Click Here! Offer ends up after 6days (9March) Requirements: MINIMALE : Système d'exploitation et processeur 64 bits nécessaires Système d'exploitation : Windows 7 / 8 / 10 Processeur : Intel Core i3 3220 or AMD X8 FX-8120 Mémoire vive : 4 GB de mémoire Graphiques : GeForce GTX 560 (1GB) or AMD Radeon HD 6950 DirectX : Version 10 Espace disque : 3 GB d'espace disque disponible Carte son : DirectX 9.0c Compliant Notes supplémentaires : Controls: Keyboard and Mouse
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Every now and then an extremely special car from a mainstream automaker is launched. This is one of those times. Presenting the 2020 BMW M2 CS, an even more potent version of the already highly acclaimed M2 Coupe. We've known for quite some time BMW has been developing the M2 CS and it was very much worth the wait. Very simply, it is the most powerful M2 to date. Powered by the same engine as the M3 sedan and M4 coupe, the M2 CS packs lots of power into a lightweight package. For those interested in grabbing one, don't hesitate. BMW claims the M2 CS will be for one model year only. Not surprisingly, production is extremely limited as is the list of options. There's no doubt this is an instant collector's car that will surely gain value and prestige over time, just like its most direct ancestor, the 1 Series M Coupe. Is the 2020 BMW M2 a good car? Exterior Design 9 /10 Performance 9 /10 Fuel Economy 7 /10 Interior & Cargo 8 /10 Infotainment & Features 8 /10 Reliability 8 /10 Safety 8 /10 Value For Money 8 /10
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Name game: Fell Seal Aribter's Mark Price: $29.99 $10.20 USD (-66%) Link store: Click Here! Offer ends up after 26 Hours Requirements: MINIMALE : Système d'exploitation : Windows 7 SP1+ Processeur : 1.2 Ghz, Pentium 4+ Mémoire vive : 3 GB de mémoire Graphiques : DirectX 9.0c compatible with 512 MB DirectX : Version 9.0c Espace disque : 2 GB d'espace disque disponibl
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Odds are my latest tank--just like the one before it--is going to wind up a smoldering heap on some artillery-pockmarked hillside alongside the decimated husks of friend and foe alike. I've already accepted my fate well before the first echoes of cannon fire thunder across the countryside. Still, that doesn't stop my mind from racing with excitement over the strategic possibilities and crazy armored showdowns ahead as I prep for battle in this tank-centric strategic multiplayer shooter. That's because the deeper you delve into it, the more World of Tanks grows into a delightful playground of deadly rolling metal and military might. The original PC version of World of Tanks has evolved and grown quite a bit in the three years since it first launched, with a sweeping array of updated visual flourishes, fresh battlegrounds, and lots of extra tanks added to the pile. While this steady drip of enticing new content goes a long way toward keeping longer-time players in the fight, it's the strong foundation that's most important. It's easy to imagine armored-warfare history buffs salivating over the attention to detail found throughout the game design. From the authentic look of each tank model to the way each one functions and handles on the battlefield, the little details are meticulous. What's cool, however, is that World of Tanks is anything but stuffy and overcomplicated. Grabbing your first tank and rolling into battle is effortless, and a streamlined control scheme allows for lots of maneuverability without bogging you down in an overabundance of commands. In essence, you drive, aim, and shoot. It's simple, though the tactical nuances of battle run far deeper than that, and this accessibility carries over into the flow of combat. World of Tank's 15-on-15 matches are often epic in scope but short and explosive once munitions start flying. It's not long before skirmishes erupt at key choke points along each map, as the front lines clash and pave the way for the artillery duels and heavily armored pushes not far behind. Getting blown up sidelines you to watch the battle unfold as a spectator, though you can jump out of the match and start a new one with a different tank too. This staggered approach to matches keeps you close to the action, and each encounter is as thrilling as the last. Players who are interested in venturing down deep in the rabbit hole of munition types, armor possibilities, and crewmember training will find that these systems add interesting depth to the combat. But they're just as easily left to the periphery if your focus is on the action and strategizing on the fly. With an emphasis on victory through killing or capture, battles rarely bump up against the 15-minute time limit anyway. Sweeping wins are as common as narrow ones, however, thanks to good matchmaking that balances the types and levels of tanks in each conflict. A few of my favorite wins even boiled down to last-tank-standing affairs, which is an intense way to win the battle for your team. Losses can be spectacular fun too, like that priceless moment I drove my damaged Panzer full speed off a cliff and came crashing down onto an enemy tank below, destroying us both in the process. Tank variety is one of the biggest draws here, because gaining experience from each match lets you gradually upgrade the tanks in your garage to boost their effectiveness. The massive tree of unlockable vehicles you can get access to is impressive in its breadth and variety. With several hundred tanks across 10 tiers and seven different countries, there's a ridiculous amount of armor on parade here. Light, medium, and heavy tank types offer a nice range of assault strategies and capabilities to pick from, but a slew of artillery units and self-propelled "tank killers" round out the great mix. Equally impressive is the wide range of battlefields you fight across, which are large, numerous, and detailed. Matches unfold across sprawling vistas that run the gamut from gorgeous countrysides and mountain terrain to cramped urban industrial settings and windswept deserts. The terrain itself also plays a huge role in how you approach each encounter, and it's a lot of fun to test out different vehicles in different locations. Maps are well designed with cover, structures, hills, choke points, and lots of other elements that have a major impact on the flow of battle and what tactics you have to use. Gaining access to new tanks and maps, however, is a slow and often grindy process. The grind itself isn't always a bad thing, because upgrading and unlocking tanks is a substantive reward for your efforts on the battlefield. The better you do, the more experience you gain with a given tank to upgrade its components, which in turn grants access to higher tiers of vehicles. When you do make progress, it's very satisfying. The problem is that it can be quite a slow affair until you get a feel for the strengths and weaknesses of certain tanks and how to best use them. Getting blown up a lot before you can do damage and earn points can put the brakes on your upgrading groove in a hurry. Slowness aside, it's an important system that adds incentive to keep playing hundreds of matches. I'm drawn to the grind, because it has pushed me to improve my prowess in battle. Matches are fun on their own, but the quest to constantly work toward more powerful and varied tanks is a vital component to World of Tanks' ability to lure you back for another round of explosions. If you're not in any rush to the top, then the measured progression is far less of an issue. It's good that spending real-world money isn't necessary to have a blast with World of Tanks. Earning experience naturally in battle lets you unlock new gear and tank tiers, while spending in-game silver coin adds them to your roster. Premium gold lets you buy everything from additional space in your garage and temporary experience boosts to bonus tanks, but buying the higher-end kit isn't cheap. If you're not hell-bent on unlocking the exclusive tanks--which are reasonably powerful but are still balanced and can't be upgraded--you can get by without digging too deep into your pockets. World of Tanks is a slick-looking game with a ridiculous amount of great content to back up its accessible tank-on-tank combat. Recent graphical updates and new additions add to the experience in excellent ways. Making progress in unlocking the massive range of vehicles can be slow going, but the thrill of strategic battles well fought and the eventual rewards for your hard efforts steamroll the sluggish moments into the dirt.
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Risk of Rain is the kind of game that speaks to the compulsive hoarder inside all of us. You travel through teleportation gates as you seek out your lost vessel, collecting its scattered cargo along the way. But you're not wasting time collecting discarded vampire romance novels or shipments of novelty T-shirts. The items you collect are imbued with special powers, giving you an edge in your fight for survival. This 2D platformer is man versus monster, and only the impulsive drive to snatch up anything not nailed down guarantees your escape from a hostile alien planet. You run, jump and climb across 10 different and varied stages made up of land both real and artificial, and formed out of flat lines and angles. You reach high platforms and towering spires using ladders, hanging rope, or jump pads. The goal is to level up, earn items and simply survive long enough to find the teleporter that transports you to the next area. Once activated, the teleporter begins a countdown, and the phrase “Stay alive!” is the only warning you receive before the game summons an enormous boss guardian and legions of enemies to prevent you from ascending. Risk of Rain has a fantastic way of urging you onward. There's a rush of excitement when a new never-before-seen item pops out of a chest or is dropped by an enemy. You sometimes have to fight the urge to wade through a wave of foes just to grab it and see what it does. Discovering new items is a ton of fun, and finding out what they do and figuring out the best method to use them provides some element of strategy. You can find one that projects a damaging aura, for instance, and another that freezes your shots. Some items increase weapon damage or firing speed, while others are passive, increasing cash flow with every kill or healing you out of battle. Items are stackable, which increases their potency or speed of activation. Finding one item that lets you fire a random missile is great, but picking up the same item many more times has you sending out a barrage of missiles during enemy encounters. Drones can also be resuscitated for a small sum. These loyal flying bots quickly become your closest friends, dishing out heavy firepower in the form of machine guns, missiles, or deadly lasers. The game employs roguelike elements such as randomized stages and permadeath. Dying means having to start over, but the items you have collected are saved. Because of this, I rarely felt frustrated when my character died, and the return to the menu allowed me to peruse the item log to check out the new gear I had discovered. There is a certain "collect them all" feeling derived from hunting down items, and you may build a list of your favorite pieces of equipment and go for them when they happen to pop up in play. Items are found all over the environment, including item spawners, random shrines, and chests. At only a handful of pixels in height, your wayward warrior stands rather small on the screen. In some stages, the open sky surrounds you, making you feel even more insignificant. From your small silhouette against the backdrop of a looming violet moon, to the darkened caves lit by blue fungi, you get an immediate feeling of isolation, but you don't stay lonely for long. Soon after you begin your trek into the wild, enemies start spawning en masse. With the passage of time and levels gained, the difficulty increases, making each new game a race against the clock to earn items quickly in order to avoid being overrun by strengthening foes. But if you're feeling too isolated, the game does support local and online co-op for up to four players. It is certainly possible to collect enough gear to turn your character into a death-dealing beast, fully capable of taking down the mobs of randomly spawning elite enemies near the end of the game without breaking a sweat. When I neared the conclusion, my character, with a horde of drones at his side, dealt out an incredible amount of damage. Each blast of his shotgun knocked enemies far back, while simultaneously poisoning them and leeching away their health. But even with my arsenal, one moment of carelessness had me running, dozens of enemies in pursuit, as I tried to mentally force my weakened health bar to please hurry up and replenish. Risk of Rain is filled with moments when you hold your breath as you just barely navigate your character past a mass of enemies and flying projectiles, and even the most seasoned player can get burned by not taking the game seriously. I was surprised by how well balanced the classes are. Each one has unique abilities, and after trying many of them, I discovered there really is no wrong class to choose. The starting commando class brings a good blend of offensive and defensive capabilities, and is the perfect way to begin your exploration. But perhaps you prefer the nimble sniper, who uses speed and a powerful rifle, but needs to manually reload after every shot. The enforcer class is slow, but his shotgun and riot shield make him a great tank character. The engineer, with turrets and mines, favors strategy, while the bandit, with comically oversized cowboy hat and all, chucks dynamite and uses smoke bombs to make a quick exit. The game's random nature does cause some odd issues, such as items being placed in problematic spots. More than once I discovered a shrine floating just above the ground, while another covered a ladder. This didn't prevent me from using the ladder, but the awkward placement made a large portion of the rungs difficult to spot. It wasn't just shrines, either: in one game, an item chest spawned high up on a mountain with no way of reaching it. The game also suffers from clipping issues, specifically with the drones. These floating machines tail you everywhere you go, but they sometimes pop into surrounding geometry, preventing any chance for them to lend you a hand. Risk of Rain is highly enjoyable, and with constant rewards of new items and character classes, it's hard to put down once you start. Even as I watched the last of the end credits roll by, I wiped the sweat from my brow and jumped back into the fray: I have an item log that still needs to be filled.
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Un prototype de la fusée Starship de SpaceX a explosé dans la soirée du vendredi 28 février sur le site de lancement de Boca Chica. Une vidéo de l’explosion a été publiée sur YouTube par Chris Bergin, le propriétaire et rédacteur en chef du site d’actualités sur les vols spatiaux NASAspaceflight. The prototype exploded during a pressure test with inert liquid nitrogen. Around 10 p.m. CT (5 a.m. in Paris), the tank burst. Its debris was thrown at a height of 20 meters. Early reports suggested that the tank had suffered a structural failure during pressurization. Information about potential injuries or the extent of the damage was not immediately available.
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Amnesia: A Machine for Pigs is cerebral, legitimately frightening, and very, very disturbing. This semi-sequel to 2011's surprise hit Amnesia: The Dark Descent from developer The Chinese Room takes horror-movie tropes and stirs them into a meditation on the meaning of life, love, war, religion, madness, and the impact of industrialism on 19th-century England. Put all of this into an incredibly creepy adventure that takes place almost entirely in the pitch dark, toss in some pig-men, and you have one supremely unnerving adventure that is impossible to put down. This eerie tale takes place at the end of 1899 in London. You play as Oswald Mandus, a rich industrialist/adventurer who awakens at the beginning of the game in his mansion with no memory of his recent past. He seems to have lost his two sons, his wife may be dead, something bad happened recently during an expedition to Mexico, and there is something very strange going down with regard to pigs in and around his home and adjacent factory. You move through the ominous mansion in first person, piecing together your troubled past courtesy of notes, the odd entry in your journal, sound recordings that play on Victrola-like devices, and even telephone conversations with a mysterious man who may have your children held captive in the bowels of the factory. The tale is rolled out perfectly. Instead of bluntly beating you over the head with blood and guts, the game uses the much more satisfying tactic of slowly building a sense that something is deeply wrong with every step you take in the mansion and the steampunk-styled factory complex beneath it. Mandus goes from being a mildly unhinged man to a possible mad scientist playing God to a genocidal madman. Serious themes are touched on, as well, mostly courtesy of the scripting in the notes that power much of the plot development. Much of this is surreal and sick, hinting at torture and mass murder on an industrial scale. That said, the script takes the high road, with the authors choosing literary skill and creepy subtlety over pulp violence every time. Much of the plot revolves around the meaning of love and life at a time when the industrial age is changing humanity dramatically, possibly turning us all into pigs in a machine. All of the horrors that the 20th century will soon offer also play a role in motivating Mandus, lending humanity to a protagonist who could easily have become a moustache-twirling villain. Even the ending is handled quite well. The developers resisted the urge to put a neat bow on everything, so all of the mysteries are not totally resolved, and the story stays surreal to the end. You can come up with good answers to all of the questions by going back over the discovered notes and journal entries, but the game dodges big reveal moments and awkward exposition. Aspects of the conclusion are dragged out somewhat, though. The final hour is padded with repetition in both words and deeds, with you climbing up and down a few too many ladders. The gameplay itself isn't quite as fraught with tension as the plot that you follow, although it comes close. There are no logic puzzles, no inventories full of junk to accumulate, no combat, or anything else that would get between you and the story. You mostly follow a linear path through the game's many levels, figuring out how to open locked doors, spin various dials and wheels, and so forth. There isn't a single problem to be solved that requires more than a little bit of exploration and observation. All that gets in your way are the so-so visuals, which lack contrast in spots and are too reliant on a couple of basic themes. The steampunk industrial setting, for example, too often turns into a maze of corroded corridors, steam, and sheet metal. Real tests are provided in levels that feature the pig-man monsters, though. There is no way to fight them, and they can take you down with just a few swipes of their hooves. Dodging them is possible, although you generally need to turn off your lantern to do so, and this of course plunges you into nearly complete darkness. Sound is superb all around, from the chugging of the Victorian-era machinery to the creepy musical score. The music utilizes thunderous organs and vaudevillian jigs, but it is never better than when you are fumbling around in the dark, listening to the grunts and squeals of the pig-man monsters all around you. It sets up some truly terrifying moments. It's all too easy to think that you've gotten away from a pig-man, only to switch on the lantern and illuminate porky standing right in front of you. You probably shouldn't play the game if you've had a bad day. This is a captivating adventure, but it's also a very dark and disturbing one that touches on depressing real-world themes and doles out psychological horror along with monsters and gore. Still, this gives the game added depth and a literary weight that elevates it well above much of the horror genre in general, especially in a game that arrives without much pretension and with a plot device about murderous pig-men.
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Welcome!
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What is your rank in League of Legends: SummonerName: Server: Rank: I start SummonerName:Drlupo Server:Euw Rank:Gold1
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Towards the end of Samorost 3, I grew a pumpkin. I had to solve a puzzle to do it, so I knew I would eventually need the pumpkin for...something. That's just how point-and-click adventure games work. At the time, I could click on the pumpkin and watch it shake in reaction to my inputs, but I couldn't actually add it to my inventory. It wasn't until I progressed further into the level, discovered a giant pumpkin-loving anteater, and backtracked to the previous area that I was able to actually pick up the pumpkin. This, unfortunately, hints at the disappointing duality underlying Samorost 3. Its enchanting visual aesthetic and captivating sound design imbue the game with otherworldly charm, yet its dated, underwhelming puzzles detract from the surreal beauty of the experience with moments of frustration and confusion. Relative to the inventiveness of the world and immersiveness of the music, the gameplay is surprisingly routine. Still, in the tug-of-war between the two, the triumphs of the presentation ultimately eclipse the shortcomings of the puzzles. Samorost 3's setting is immediately entrancing, in part because the game explains so little about its unusual world. Your character--a nameless, childlike figure in a hooded white onesie--lives on a lush green island that somehow hangs effortlessly in space. When the game opens, a mysterious musical instrument falls from the sky, and your inquisitive character quickly discovers he can use it to listen to and play back the melodies hiding inside various specifically marked objects throughout the world. Doing so generally coaxes out crudely animated spirits, who wordlessly relay puzzle hints or light exposition that relates to your immediate surroundings. Your mysterious musical sky horn not only serves as the only persistent puzzle-solving mechanic, it also taps into one the game's defining aspects: characters speak only in gibberish and the game contains no text whatsoever--instead, the true language of Samorost 3 is music. The soundtrack swells as you progress through areas; puzzle solutions often rely on particular melodies; and characters throughout the game dance and sing both in reaction to your presence and simply of their own accord. It's a clever and evocative approach, one bolstered by the consistent excellence of the music itself. The soundtrack employs a huge variety of unusual instruments, which cultivates an atmosphere that is at once alien and inviting. This atmosphere is further reinforced by the stunning and truly distinct art style, which uses an uncanny mix of photorealistic textures and totally fantastic elements. The brilliant greens of your home planet, for example, contrast sharply with the star-spangled darkness above, creating a serene yet slightly eerie feel that persists through the entire experience. As I traveled the galaxy in my makeshift spaceship, I encountered bearded tree people, massive musical beatles, inexplicable machinery, and innumerable other peculiar wonders that made me feel as though I was exploring a children's fairytale that's slightly more unsettling than you'd expect for something so innocent. This sense of occupying some kind of dark fable helped propel me through the experience in the absence of a strong narrative. You can glance through a picture book in your character's home that hints at the adventure ahead, but the game never establishes a clear motive, mission, or goal for your journey. At least, not until you've almost finished the game. For the most part, you're simply left to toy with your surroundings until you advance towards some unknown conclusion. At times, this process can be a joy in spite or even because of the lack of instruction. Each level is littered with interactive objects that in no way contribute to your overall progression; they exist simply to reward curious players. And on occasion, these smaller side "puzzles" produce memorable moments of unexpected beauty: you can assemble a choir of singing termites, make a field mouse dance, or simply pick flowers. But with no clear purpose pulling you along, this sense of wonder and discovery wanes as the hours pass and the larger puzzles chip away at your patience. To be clear, the puzzles are, for the most part, fine. I only got stuck once, and even then, I managed to power through with a little extra experimentation. However, outside of their compelling presentation, solutions are generally simplistic or worse, convoluted. Many puzzles hinge on extremely subtle visual cues and a healthy dose of suspect logic. Sometimes you'll need to backtrack to a previous area or repeat the same action multiple times despite receiving no indication you need to do either. I found myself wondering, "What the hell am I even doing and why?" far more often than, "Hmm, how do I solve this puzzle?" Puzzles also don't grow any more challenging or intricate over time. You don't acquire any persistent items beyond your horn, so the final level contains exactly the same types of strategic switch-flipping and pattern memorization found in the first level. This design choice seems to emphasize investment in the world over simply beating the game, but puzzles still constitute the vast majority of Samorost 3's actual gameplay. Beautiful though the world may be, the experience still forces you through these puzzles. Thankfully, you'll at least have access to a helpful hint book that displays sketches of each solution without explicitly telling you what to do. Though I did eventually grow bored of its puzzles, I never tired of Samorost 3's world. Added mechanical depth and variety would have certainly made the game richer, but every subtle visual detail, every lingering musical note, every delightful interaction coalesces into a truly special world that makes Samorost 3 worthwhile nonetheless.
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You are good player but you have low activity so.. contra
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Base Price (as Tested): $147,500 ($170,000) Powertrain: Twin-turbocharged 4.0-liter V-8 | 577 horsepower, 627 pound-feet of torque | 9-speed automatic | all-wheel drive with lockable low-range 0-60 mph: 4.5-seconds Top Speed: 149 mph Mercedes-AMG is known for its bellicose hand-built engines, and the G63's character is rooted in 4.0-liter V-8 power plant. It's completely ridiculous in the best way—a close cousin lies under the hood of the Mercedes-AMG GT R—producing 577 horsepower and 627 pound-feet of torque. That sort of world-bending twist is pushed to all four wheels with a 40/60 power split between the front and rear axles, both of which feature locking differentials for off-road antics. But on pavement, the G63 hits 60 mph in just 4.5 seconds en route to a staggering top speed of 149 mph. It's one thing to read those numbers off a spec sheet. It's quite another to slide behind the wheel and feel the 5,842-pound truck surge forward with perspective-altering speed. Right foot down, the 9-speed automatic gearbox drops as many gears as it can to keep up with the fast-revving twin-turbo V-8. Shifts resound with a low-pitched blat as the turbochargers only slightly muffle the V-8 cacophony. Nothing seems like it’d be able to stop the G63—not even its boxy, brick-like aerodynamics. Hands on the leather-wrapped, beautifully-stitched steering wheel—another touch from AMG's sports cars—it's a riot to floor it and watch the world go from stationary to a blur of green, all while the cloistered interior cushions both driver and precious cargo. While other fathers are driving around hybrid crossovers, you're piloting a loud-and-proud bomber equipped with a big red button reading "NUKE." And while you could live out your militaristic fantasies alone in that bank vault of a cabin, clicking the rifle-action locks and sinking into the heated, cooled, and massaging (yes, you can activate all three at once) front seats, the Mercedes-AMG G63 is also one of the most practical vehicles for your ever-growing family. Somehow the combination of speed, the crystal-clear Burmester sound system, interior seclusion, and chassis design combine to form a perfect rolling baby room. It’s just that this one has a massive three-pointed star stationed at the front instead of a Disney character.
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Dear friend, idon't think video games are good for kids .My opinionLots of kids love video games. In fact, they like them so much that they might hear something like this from mom or dad: "Enough! Find something else to do!" It can be good advice, even if you were about to get to the next level. Why? Too much of anything is just too much. It's true that some studies have shown certain video games can improve hand–eye coordination, problem-solving skills, and the mind's ability to process information. But too much video game playing may cause problems. Overdoing video games also could affect other important stuff, like friendships and how well a kid does in school. And kids who play violent video games might act more aggressively.
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Contra Low activity Stop spam! NOTE: For new request, you must wait one week has passed since the last request.
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Welcome!
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Welcome!