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  1. Congratulation bro! ❤️ 

  2. To that end, he recognizes that convincing people to fly again is about more than just making them feel safe onboard. "There has to be something to do once you get off the airplane," he said. "I hear people say they're not afraid to get on an airplane, but there's nowhere to go." As conferences and large sporting and cultural events continue to be canceled across the country, Wilcox admitted that giving people a reason to fly will remain a challenge. But in the meantime, he said JSX's unique passenger experience, which includes private departure lounges distinct from the main airport terminal and fewer seats further apart on its Embraer 135 and 145 aircraft, gives it an advantage over traditional airlines." "All the things that made JSX distinct before COVID are even more important Now it's a matter of health," he said. "We were social distancing before it was cool." Other safety precautions JSX is taking include a touch-free check-in process, using thermal cameras to detect passengers with a temperature over 103 degrees, distributing sanitary wipes and requiring both passengers and cabin crew to wear face masks during the flight. Onboard its planes, the air is refreshed every three minutes (with the air moving from the ceiling to the floor rather than front to back) and HEPA filters that screen 99% of air particles. "We don't know who has this disease even though we screen for all of the things that we can. If you're asymptomatic you may be shedding the virus," Wilcox said. "If there's any possibility of that we're going to insist our customers wear that mask." Wilcox had a lot more to say, including where JSX could expand next beyond its Southwest US base. Listen to the interview for the full story. Now What is a video interview with industry leaders, celebrities and influencers that covers trends impacting businesses and consumers amid the "new normal." There will always be change in our world, and we'll be here to discuss how to navigate it all.
  3. Sometimes it's easy to forget about where we came from in PC gaming, especially while we're gazing into our crystal balls for any glimpse of graphics cards future. But there's actually a lot that we can glean from the annals of GPU history—the colossal leaps in power and performance that GPUs have taken in under 25 years goes some way to explaining why today's best graphics card costs $1,200. You have to walk before you can run, and just like any trepidatious toddler there were many attempts to nail an image resolution of just 800 x 600 before anyone could dream up rendering the pixel count required for 4K (that's 480,000 pixels per frame vs. 8,294,400, by the way). Yet you'd also be surprised by just how many features so prevalent in modern GPUs were first introduced back at the dawn of the industry. Take SLI, for example. It might be on its way out right now but dual-wielding graphics cards played an important role in the past decade of GPU performance. And would you believe it was possible for a PC user to connect two cards together for better performance way back in 1998? But let's start right at the beginning—when active cooling was optional and there were chips aplenty. Year: 1996 | Clock speed: 50MHz | Memory: 4/6MB | Process node: 500nm It's March, 1996—England is knocked out of the Cricket World Cup by Sri Lanka, a young boy celebrates his fourth birthday (that's me), and 3dfx releases the first of what would be a couple of game-changing graphics cards: the Voodoo. Clocked at just 50MHz and fitted with a whopping 4/6MB of total RAM, the Voodoo was clearly the superior card for 3D acceleration at the time. The top spec could handle an 800x600 resolution, but the lower spec was capable of only 640x480. Despite its 2D limitations, it would prove a highly successful venture, and set 3dfx on a trajectory into PC gaming fame—and eventually into Nvidia's pocket. Note: the 3dfx Voodoo is often referred to as the Voodoo1, although that name only caught on after the release of the Voodoo2. Similarly, 3dfx should be formatted as 3DFX, but since most technology companies also wish to be referred to in this way, no one gets to do it. A chipset company by the name of Nvidia would soon offer real competition to the 3dfx in the form of the Nvidia Riva 128, or NV3. The name stood for 'Real-time Interactive Video and Animation', and it integrated both 2D and 3D acceleration into a single chip for ease of use. It was a surprisingly decent card following the Nvidia NV1, which had tried (and failed) to introduce quadratic texture mapping. This 3D accelerator doubled the initial spec of the Voodoo1 at 100MHz core/memory clock, and came with a half-decent 4MB SGRAM. It was the first to really gain traction in the market for Nvidia, and if you take a look at the various layouts—memory surrounding a single central chip—you can almost make out the beginnings of a long line of GeForce cards, all of which follow suit. But while it offered competition to 3dfx's Voodoo1, and higher resolutions, it wasn't free of its own bugbears—and neither would it be alone in the market for long before a 3dfx issued a response in the Voodoo2. Pictured above is the Nvidia Riva 128 ZX, a slightly refreshed take on the original chip.
  4. The Tax Court ruled in favor of Universitario de Deportes and released a debt of the club with Sunat of a total of 13.9 million soles. According to the newspaper Gestión, these debts were generated from the fiscal period of 2002 and since 2007 they were disputed by both parties. The Tax Court pointed out that this debt is prescribed, since the four years that Sunat has so that it can be collected have elapsed and the entity did not do so. In addition, the Tax Court indicated that the dates presented by Sunat, where they alleged that the limitation period had been interrupted, were not valid because they were later than the actual date of prescription. In this way, the debt of Universitario de Deportes should drop from 155 million to 141.1 million soles.
  5. This Wednesday, July 8, the Ministry of Health (Minsa) announced that the number of positive cases of coronavirus so far amounts to 312,911, while the number of deceased rose to 11,133. Yesterday (Tuesday, July 7), the number of infections was 309,278 and the death toll was 10,952; which means that in the last 24 hours 3,633 new cases were processed and 181 people died. To date, there are 11,626 hospitalized patients with Covid-19, of which 1,265 are in the ICU with mechanical ventilation. Of the total of positive cases, to date 204,748 people completed their period of home isolation or were discharged from a health facility. Lima and regions Lima continues to be the region with the highest number of infected by Covid-19 to date with 169,986. The following regions also present patients with Covid-19: Callao (18,621), Piura (18,141), Lambayeque (14,561), La Libertad (11,336), Loreto (9598), Ancash (9071), Ucayali (8421), Ica (8783 ), Arequipa (8144), San Martín (6216), Junín (4725), Tumbes (3218), Huánuco (3272), Amazonas (3083), Cajamarca (3012), Madre de Dios (2326), Ayacucho (2077), Cusco (2059), Pasco (1234), Moquegua (1182), Puno (1112), Tacna (1107), Huancavelica (1023) and Apurímac (603).
  6. Game Informations : Developer: Justin Clark Platforms: PS4 Initial release date: September 19, 2019 at 11:48AM PDT Three years after release, the universe of No Man's Sky continues to evolve. With each expansion, I spend weeks as a blissful wanderer, seeing an already vast universe become more populous, more beautiful, more capable of sustaining a home for anyone who dared to voyage within it. Beyond, however, is no mere evolution and refinement. It feels like No Man's Sky approaching its final form, having shed a great deal of what was previously limiting and restrictive. But there’s one new factor specifically that makes the update live up to its name: No Man’s Sky is now a VR title. And it is utterly breathtaking. It is breathtaking right away, waking up for the first time completely immersed in an alien world literally no one else has ever seen. Everything has a new fascination: the way the flora moves and shifts under harsh weather, the way the ground is pockmarked and windswept, the vast, unknowable vistas stretching across toxic interstellar perdition. It’s all beautiful before you even make the first flight into space. An incredible amount of additional work has gone into making inhabiting that Exo-Suit even more of an experience. On PS4, you can play in 2D or VR with the DualShock, something that also gives you a Smooth turning option, but two PlayStation Moves are the real way to go. With the Move, your Multi-Tool is strapped to your back, ready to be whipped out more like in Blood & Truth than an ever-present floating gun like in most VR titles. The Analysis visor has you pressing the wand to the side of your head, like you’re Cyclops preparing to fire an Optic Blast. Getting in and out of your ship involves physically pulling the handles, and escaping from a hairy situation with sentinels or the local wildlife with that lightning quick motion adds an even greater layer of tension. Best of all, the menus are mapped to a little hologram in your hands that activates when you point at it. It’s a simple and intuitive implementation of such an elaborate and persistent mechanic. Still, even with the new perspective and tools at your disposal, it should be said upfront that at its core, No Man’s Sky: Beyond is still, well, No Man’s Sky. Whether you’re in VR or not, many of the early mundanities of the game remain. You have to repair your broken ship, gather a specific resource, create fuel, drop a refiner, and so on. Beyond, however, brings varying kindnesses that welcome you to a new universe instead of prodding you into space with a stick. The UI holds your hand, telling you exactly why you’re collecting these things, what it is you’re trying to do, and exactly how to find what you need. Once you’ve found everything, having an expanded inventory and an absurd amount of space to hold items--each block can hold thousands now--means mining constantly in your travels is worthwhile. There’s always something you can use later, and you have the space to contain it. The game is much more patient and generous with the breadcrumbs that teach you how to play, guiding you into the stratosphere not only painlessly but purposefully. That extends into the rest of the game once the tutorials stop and the training wheels are all the way off. All of the larger narrative pieces from the previous updates feel organically woven into Beyond. Dialogue and instructions from one mission from the Atlas Path may be rewritten or tweaked to reference Artemis or some new action you can take in Beyond. Direct links have been made where the next logical step in your current mission involves learning more alien language instead of just trying to get your next cell to warp to the next galaxy. The missions and their objectives have a synergy now, where lines of dialogue and specific mission objectives weave narrative strands together. It’s a bit of minor housekeeping No Man's Sky has needed for a while now. The overarching subtle tale of both exploration and acceptance in the great unknown remains, but it also has quite a bit more meaning now that it’s not your sole purpose in the universe. When your only task was just to keep hopping from galaxy to galaxy towards the center, there was plenty to see and take in, but you couldn’t really live in the universe because you were so busy trying to survive. The Atlas Path asked some big, existential questions, sure. Artemis helped with that a great deal, giving you an Other to truly work towards understanding and fathoming at least one small mystery of the universe with. But there’s a huge difference between looking at a vast wilderness from a hypothetical distance and trying to figure out the very real challenge of laying down roots there. The latter is a much more fundamental part of Beyond’s gameplay loop. It’s the difference between Next telling you that yes, now you can build bases and here’s how, versus those bases being more of a necessity to sustainably start traversing the universe. The way menus and options are streamlined for you in Beyond make it easier to create, leave, and return to a place of solace and safety, and to depend on a planet, your base, and the resources within. It’s a much stronger experience, and the undercurrent of humanism running throughout the Atlas Path lands much harder as a result. Beyond’s biggest improvements are all in favor of fostering that relationship between players and the universe around them, and that includes its people, playable and non-playable. No Man’s Sky has long had one of the more positive and welcoming online communities in the gaming landscape, and there was always the worry that removing the barriers between players would invite the worst elements of online play into what’s typically a place of zen. This is far from the case. The new Anomaly, summonable to any galaxy at any time, is no longer a sparse, glorified save space, but a bustling 16-player hub of activity, full of greetings, proud ship captains, aliens who look upon you with curious eyes, and players more than happy to bring you to the worlds they call home. Just like the first spoken line of the game, so much of the Anomaly’s layout, from its menus to the way it presents the current state of the area, is about reminding you that you’re never fully alone out there. Beyond has made it so much easier to find allies to either assist in their mission or share what you have from your own inventory. Everything you pick up and mine may have a price, but the game quite often reminds you via the descriptions that those items can also be given to others. Clicking an item while on the Anomaly gives you a list of everyone in range that you might possibly hand it off to. Checking mission boards reminds you there are people who may be looking for the same thing you are, and when it’s the other way around, the request shows up in the lower left. During my time with the update, there were good Samaritans everywhere in the Anomaly, giving out extra rare items to whoever wandered into range. That’s a rather huge and heartening factor, not just because you can now jump in and help strangers shoot things down and collect loot, but because it creates a strong sense of community in what was previously a fairly lonely adventure. The Anomaly feels like the petri dish for No Man’s Sky to develop an actual culture, a place of cooks, pilots, space frontiersmen, and traders looking for the next big score. It feels alive and connected in all the ways the game used to feel isolated and cold. And it does so without overshadowing the fundamental element of peaceful solo exploration if you so desire. That new emphasis on connection is never so obtrusive that it prevents you from performing one simple task or speaking to one specific NPC and leaving, but it also doesn’t feel arduous to connect with another human being the way it did before this update. There's still some legwork involved, though. While joining games and having others join yours is a quick and simple matter (and much less finicky than it was in Next) players can occasionally spawn on drastically different locations on the same planet. That said, searching for stranded partners wound up being a weirdly fun adventure all its own. A much bigger caveat is that for a new player to party up with friends, they still have to get out into space on their own, which makes sense. There's a lot of ways for someone who doesn't know what they're doing to irrevocably screw up a galaxy by accident, or waste a resource, or piss off a planet's Sentinels, or ruin your relationship with a species of animals. The tutorials do important work of not just showing you how to play the game, but respect the game. If you want to give a partner some of your resources, you can. But if an objective given by the game tells you to build something, giving them the exact item the game wants won’t clear that objective. That’s a limitation the game is all the better for keeping in place. Choosing to assist someone can’t be the same as beating the game with or for them. If you’re with someone, you’re there for the experience. That’s not all necessarily new for a multiplayer experience, but it does feel rare when the game is pushing you to connect with other people for what tend to be for more mercenary reasons. For my part, I remained a solitary player, only choosing to put down sparing roots on the most beautiful worlds and never building more than I needed. I’m very much a city boy in real life. In No Man’s Sky, I’m a happy recluse with 40 acres and a species of chubby elephantine space mules I named Horace. I’ve been harvesting eggs and milk from the animals on the strawberry-pink and white world I’ve been calling home for the past year or so. Even as the universe got bigger, I would go to the Anomaly to trade, buy new ships, and hang out with aliens, but home remains solitary. So few of the self-sufficient agrarian aspects of my little home were even possible in previous updates. Beyond has made me feel more empowered to sustain that life, have a place to return to and maintain, and make improving it for the laid-back alien assistants who reside with me much easier to accomplish. The larger technical problems with Beyond come down to problems with VR platforms in general. Despite the visual beauty, my time with the Oculus version was plagued with flaws and odd bugs and glitches. By comparison, the PSVR version caters to performance. Frame rate and gameplay are pristine there, but at the cost of clarity, especially when it comes to the various screen displays in-game. In addition, the PSVR’s old nemesis, the camera drift, rears its ugly head here, and the Recenter VR Camera option in the Pause menu does less to solve it than it should. As of this writing, however, there have been additional patches every few days, and more and more of these bugs vanish with each one. These tiny frustrations utterly dissolve away in flight, however. No Man’s Sky’s most consistently powerful experience of seamless space travel nearly reduced me to tears as the upper atmosphere melted away into the silence and deep wonder of the galaxy. It’s the kind of thing I dreamt of as a kid. As part of an expanding experience and seemingly impossibly ever-larger universe, No Man’s Sky continues to deliver on the promise of being a space traveler--and VR assists in making it a more immersive experience. The drastic improvements made to No Man’s Sky in its Beyond expansion are the new gold standard for how to gracefully cope with a game’s flaws post-release. The game laid the foundation with its release, but it took Beyond to elevate it into something magnificent. Successfully transitioning to VR is a creative victory on its own, but realizing just how full and vibrant and rewarding an experience this game has now become is almost poignant. Beyond represents the courage of convictions, a concept that has not only met the lofty expectations it set forth, but transcended them. System Requirements CPU: Intel Core i3 CPU SPEED: Info RAM: 8 GB OS: Windows 7/8.1/10 (64-bit versions) VIDEO CARD: nVidia GTX 480, AMD Radeon 7870 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 10 GB DEDICATED VIDEO RAM: 1536 MB
  7. For interview i must talk to you? 🙂

    Love you brother! ❤️

    1. -Dark
    2. Alex009.


      After work we will talk ok? I want to make an interview, i will give you a message. 

    3. Alex009.
  8. Things seem to be going from bad to worse for Micro Focus: its shares took a bath this morning on the back of a $1bn plus loss, largely due to a whopping goodwill impairment charge made to account for uncertainty caused by COVID-19. The retirement home for legacy software brands was already facing internal challenges, a hangover from the buy of the much larger HP Software business that it swallowed for $8.8bn in 2017 and has struggled to integrate. Now the external threat facing Micro Focus is one that everyone, everywhere is confronting too. Revenues reported for the first half of fiscal 2020 ended 30 April were down 12.2 per cent year-on-year to $1.45bn, with declines across all areas of the business. "The group identified a slowdown in customer buying behaviour in April 2020 resulting in a deferral of projects involving new licence and service revenues as well as delays to some maintenance renewals. The impact of this is estimated to be at least 2 per cent on revenues in the period," said CEO Stephen Murdoch. Application Modernisation & Connectivity was down 5.3 per cent to $226.1m; Application Delivery Management (ADM) fell 12.3 per cent to $315m; IT Operations Management (ITOM) plunged 20.5 per cent to $411.8m; Security was down 3.9 per cent to $306.2m; and Information Management & Governance fell 6.3 per cent to $194.5m. Some $400,000 of this revenue was deferred. Licence revenue was down across all product groups by 21.3 per cent to $268m, and was the business area most impacted by the customers' spending pause. Maintenance dropped 7.4 per cent to $966m, mostly caused by ITOM and ADM business units. SaaS decreased 12.4 per cent to $125m, and Consulting was down 14.8 per cent to $96.1m. “We have continued to rationalise unprofitable SaaS operation’s and practises and refocused resources and investments. This has to led to a revenue decline in all product segments and geographies as we reposition offerings and deliver product enhancements,” said the company. Consulting, it added, was also hit by "delays in certain customers products where physical access to customer sites is required". Micro Focus said sales were in line with earlier expectations. Profit before tax, excluding exceptional items, was $12.4m but taxation turned that into a loss of $11.7m. Heap on a series of exceptional items including a $922m goodwill impairment charge, and other things such as severance costs, and Micro Focus was left with a loss on its Profit and Loss accounts of $1.032bn. Micro Focus, which over the years has wolfed down multiple buys including Borland in 2009, Attachmate in 2014, Serena Software in 2016 and HPE Software in that same year, said 70 per cent of its revenues are recurring in their nature with “broad based and longstanding relationships”. Murdoch said the initiatives put in place to turnaround its fortunes are progressing, “albeit with the additional complexity and impact of the COVID-19 pandemic, which may require us to adapt our approach in response to the opportunities and threats arising from continued market disruption. “Progress over the coming months will be focused on simplifying and strengthening our business operations, improving the way we sell to and serve our customers, and ensuring our product development is as relevant and effective as possible,” he said. The plan is to stabilise revenue by 2023 but that looks to be challenged by the virus. Micro Focus expects to exit fiscal '20 with revenue 6 to 8 per cent lower than the prior year's $3.35bn, but that also now looks in doubt. More than 90 per cent of Micro Focus' 12,000 employees are working from home during the crisis, the company revealed, and just 10 of its 101 offices remain open, mainly in Asia.
  9. There are many reasons why businesses would want to invest in the best large format displays (LFDs) their budgets can afford. These large screens can be used by businesses to display adverts and information in clear and eye-catching quality. The addition of the best large format displays can quickly make any shop, office or business place feel modern and vibrant. But don't just think that Large format displays are simply giant monitors. They range in size from 32-inches to over 100-inches, and they often have super-thin bezels. Not only does this mean that single LFDs can display videos and still footage without any distracting surrounds, it also means they can be linked together to create an (almost) seamless giant display. Buying the best large format display for your business can be a tricky process, so let us show you the top LFDs on sale in 2020. Most of the best large format displays aren't cheap, but they offer a premium experience that brings out the best of content thanks to dazzling panels, a wide range of connectivity options and useful integrated online services. We picked out the best large format displays for companies that won’t want to compromise, and for those that do, we’ve also thrown in a few budget or two. Want your company or services to be added to this buyer’s guide? Please email your request to [email protected] with the URL of the buying guide in the subject line. Best large format displays - at a glance Sony FWD-85Z9G 85-inch 8K Smart Commercial IPTV NEC MultiSync X981UHD-2 98-inch 4K Sharp 8MB70AUU 70-inch 8K Commercial Monitor LG 84WS70B 84-inch 4K UHD NEC MultiSync E905 SST E Series 90” LED Samsung QM85D 85” 4K Ultra HD LED iiyama ProLite LE8640UH-B1 86” LED 4K Ultra HD BenQ ST430K 43-inch 4K
  10. The president of Barcelona, Josep Maria Bartomeu, assured this Tuesday that the club has "the obligation to renew" Lionel Messi and was calm about the continuation of the Argentine in the Barça team, after the storm of recent days. "Normally we do not explain the conversations with the players but it is evident that we have the obligation to renew him," Bartomeu said Tuesday in an interview with the Catalan radio Rac1. "He is the best player in history. He has many years of football left and regarding the information that has come out in recent days, I will say that Cadena Ser always appears here," added the Barça president. Last week, Cadena Ser radio stated that the Argentine star had paralyzed talks for his renewal and that he was considering leaving Barça when his contract ended in 2021. According to the program "El larguero" of that station, the Catalan captain "is tired of seeing how information, leaks are attributed to him" and of seeing the time go by without "the winning project" that he was promised. "I see Leo calmly, he has said many times that he wants to retire at Barça," Bartomeu said on Rac1 on Tuesday, insisting that he sees him "retiring at Barça with another president (Bartomeu ends his term in 2021) because he will continue longer. " Bartomeu assured that he spoke to his captain for the last time last Saturday. "I speak to the players very often. Not only with Leo, but also with the group, especially with the captains. Also lately we have many issues to talk about, "concluded the Catalan president.
  11. Nicola Porcella decided to speak about the controversial moments she lived in Peru and her trip to Mexico, given the speculations that she had left the country on a humanitarian flight in the midst of quarantine. The member of "Guerreros 2020" clarified that just as there were humanitarian flights, there were also "charter" (private non-commercial flights). "People said that I had left on a humanitarian flight, which is not true. Yes, there were private flights for businessmen. Just like me, there were more Peruvians who had paid for their tickets, which were not cheap tickets, ”said journalist Sebastián Reséndiz in an interview by IGTV. The reality boy claims that his agents contacted the company, presented their papers, and managed to get out. "You send them your papers and you say 'look, I have this job opportunity, I need to go out' and they verify that everything is in order," he added. Another of the themes in the interview that Porcella gave a Mexican journalist was due to the controversial fame that he gained as a result of the scandals. “I didn't know how to carry it, I didn't know how to handle it. I have had bad meetings, I do accept that, and I have made mistakes due to my immaturity. Fame rises up to you until you don't know how to handle it ”, she was sincere. For this, he apologized to the people he offended and thanked those who believed in him. "I have fallen, I have risen. I've been up, I've been down Thanks to God and the productions of Peru, to Pro TV, to my producers who always believed in me (...) This is starting again, "he said. Finally, the former member of “Esto es guerra” was surprised by his son Adriano, who asked him live not to hit himself very hard again. “Adriano is everything in my life and the reason why I do everything. The reason I got up from my falls (...) I explained to him that it was not what they were talking about me. He is such a smart kid that I was wondering. He is a genius ”, he concluded.
  12. Game Informations : Developer: Tom Mc Shea Platforms: NS Initial release date: March 27, 2018 at 7:35AM PDT Bridge Constructor Portal leans heavily upon its iconic forebears. GlaDOS, an uncaring-though-humorous AI, greets you at the beginning of many levels, setting the stage for the plentiful puzzles that lay before you. It sounds like the setup for another delicious brain-teaser that will tickle your funny bone while pushing your logic muscles. But neither the story nor the puzzles capture your imagination, resulting in a predictable slog that grows more tedious the deeper you get into the adventure. Even worse: I encountered a game-breaking bug that completely halted my progress at the home stretch. The story in Bridge Constructor Portal is little more than a collection of references to the previous Portal games. GlaDOS is back to make light of your shortcomings, but her insults feel like diluted copies of familiar quips, lacking the clever tongue-lashings that she used to so easily dish out. She's there to greet you with an insult at the beginning of some stages, and then you're left on your own in a bleak and bland test chamber. Periodic cutscenes borrow familiar artifacts from previous games, but do little with these props other than make you fondly remember happier days. During one such segment, a picture of Portal's famous cake appears on a computer screen while an instrumental version of "Still Alive" plays over the loudspeakers. This scene means nothing if you aren't familiar with that game...and it's just a quick nostalgia jab for those who are. As the name implies, Bridge Constructor Portal has you building a series of bridges in the facility made famous in Portal. The goal is to guide a self-driving forklift full of cute little stick figures from the entry point to a faraway exit--all while avoiding turrets, leaping over acidic lakes, and triggering switches. Building a bridge is no easy task, though; physics are a constant and punishing presence, forcing you to consider the impact of gravity as you build rickety structures. With only metal planks and guy-wires to hold your contraptions in place, you have to make smart use of your materials to ensure that the entire structure doesn't topple as soon as you begin. A handy "best practices" tutorial teaches you the fundamentals of architecture. Build a series of triangles, for instance, to hold a bridge in place, or affix an arch to add even more support for your road. Bolts in the ceilings and walls can bear a lot of weight if you hook guy-wires up to connecting points, but make sure you balance the bridge properly, or it's still going to cause your forklift to crash and burn as soon as it lays its wheel upon the road. All of the techniques you need are doled out slowly, so it's easy to get a handle on what the game is demanding of you. While you start out building simple ramps and roadways, you're soon sculpting hundred-piece structures that dangle impossibly high in the air. The early going is tense: I would hold my breath as the forklift sauntered across my swaying bridge, hoping that the guy-wires were strong enough to carry the weight. My forklift would often land on a bridge from too high a distance, and I would watch helplessly as it all toppled to the ground. Then it was a matter of going back to work, adding a few more supports and tweaking the angle of ramps, before once again testing my creation. It doesn't take long, though, before you've seen all of the obstacles Bridge Constructor Portal can dish out. Once you've mastered suspension bridges, oscillating bridges, and angles of incidence, the stages force you to go through the motions to show--once more--the tricks you already learned. The game tries to keep things fresh by injecting obstacles and items from the original Portal game into this one; you'll encounter talking turrets, companion cubes, speed goo, death lasers, bounce pads, flying balls, and (of course) portals. Later levels throw all of these into a single stage, but that only makes the experience more tedious, not more interesting. Bridge Constructor Portal is at its best when it focuses on one or two key ideas. Figuring out how to use a companion cube as a shield to block the laser attacks from a turret took enough clever construction that I was satisfied when my forklift glided gracefully through the exit. But the game often confuses complexity with fun, as throwing in more moving pieces doesn't mean you're going to have to think harder. Rather, it means you're going to spend most of your time making small adjustments, wallowing in small details instead of appreciating the greater whole that surrounds you. The best part of puzzle games is figuring out how to overcome a tricky obstacle. That's the easiest and shortest aspect of Bridge Constructor Portal, though. Long after you've devised a way through the portals, off the bouncing pads, and past the lasers, you're fiddling around with one small part of the contraption that is close, but oh so far, from the necessary perfection. A lot of the tedium comes from how editing works. In test chamber 49, for instance, I had to guide my forklift through a series of portals on the right side of the screen while crashing into turrets from behind, and hitting a button that would release a companion cube on the left side. The cube is supposed to knock down three more turrets and hit a switch that opens the exit. The problem is that I couldn't quite get the angle needed to guide the cube to its destination. So I would tweak a ramp, start the level up, and then wait 30 or so seconds until the forklift hit that switch to release the companion cube. Then, I would watch the cube fall, see where my mistake was, and move a ramp a few more pixels to try to get it in the right spot. And then... I'd start the whole process again. Tweak, wait 30 seconds, tweak, wait 30 seconds, tweak. There's no way to start a run from a certain point to iterate on the one problem area, so I went back and forth with this project for a half hour until I finally got it right. And then the game crashed. From beginning to end, it took me about an hour to pass test chamber 49. Most of the later stages take 30 minutes or longer to get right, and some took even more than an hour. Losing my progress after spending so much time constructing the perfect series of ramps and bridges was maddening. But I had no time to pout: I jumped right back into test chamber 49, moving quicker than my first time through, and got my trusty companion cube to knock down the turrets and trigger the exit door in about 20 minutes. And then I ran into an even bigger problem. Test chamber 50 is much easier than the previous stage, but I experienced a bug every time I reached the exit that forced the game to crash to the Switch OS. I tried to save my work before exiting, crossing my fingers that I wouldn't have to start from the beginning if the game crashed again--but the save function failed consistently, too. So I never got beyond test chamber 50, and never saw the last 10 challenges. Obviously, a game-breaking bug is a serious problem, but I was tired of Bridge Constructor Portal long before my progress was abruptly halted. This game falls short in just about every area; an amusing story or eye-catching visual design could have at least distracted from the dull puzzles, but you get no reprieve here. The game doesn't even feature any music while you're building the many bridges. Long after you've figured out how to pass a stage, you're still left tinkering with minute portions, adjusting ramps by mere pixels at a time, crossing your fingers that you landed on the exact angle needed to guide a companion cube or bounce a ball of light toward the wall trigger. Instead of testing your puzzle-solving ability, Bridge Constructor Portal just sees how long you can withstand tedium before you want to walk away from the whole endeavor. Editor's note: GameSpot was informed by the developer that the game-breaking bug mentioned in the review has now been patched. Our original review will remain as is, as a reflection of the game at the time it was released. - Peter Brown, March 27, 2018, 7:30 AM PT System Requirements OS: Windows 7, 8, 10. Processor: 2 GHz. Memory: 2 GB RAM. Graphics: DirectX10 compatible.
  13. https://www.youtube.com/channel/UCcQs1EEUFqxKX63ylwF6AuQ


    Do you think I should open  channel?

    1. [Paul]


      if you do iam gona subscribe it 😛