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Dark

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  1. Mi bebe !!!!! 🥺🥺🥺❤️
    my boy 🥰

  2. A recurring theme in the world of hardware and electronic devices in general is the so-called programmed obsolescence, a "phenomenon" whereby devices are programmed to fail as soon as their warranty period expires in order to force users to buy new devices. Is this a reality, or is it more of an urban myth or legend? In this article we are going to delve into the subject to explain it. "Planned obsolescence or planned obsolescence is the scheduling of the end of the useful life of a product so that, after a period of time calculated in advance by the manufacturer during the design phase, it becomes obsolete, non-functional or useless" . This is the definition of planned obsolescence, which essentially tells us that devices are designed to fail when their warranty expires. Is there planned obsolescence? We are going to be direct: this phenomenon is a myth, an urban legend but one that has a lot of foundation and it is normal that suspicions are generated on the part of the user, and then we will explain why. In any case, to begin with, we will tell you that if a device were programmed to fail at a certain time to become unusable and force the user to send it for repair or buy a new one, don't you think the analysts would have already noticed? control unit Imagine, for example, that a PC processor was programmed to fail 2 years after purchase, just as its warranty period expires. With the amount of ethical hackers, security experts and others who analyze their micro code, they would have quickly realized a programming of this type, don't you think? In addition, any electronic component or device can last a very long time regardless of its warranty period, as long as it has been 'treated well' and properly maintained. However, it is not surprising that this urban legend has emerged, as many devices seem prone to failure as soon as their warranty period expires, or at least to malfunction. For example, Apple is one of the companies most accused of programmed obsolescence because after a few generations their devices begin to work very badly, especially in terms of performance, and although it has been seen that this is because new versions of the operating system are optimizing them For the hardware of the latest devices to hit the market, as we say it is not surprising that this sparks the suspicions of consumers. Obsolescence has to do with the warranty Despite the fact that in Europe consumer law establishes that any manufacturer must provide its product with at least 2 years of guarantee, the reality is that when a manufacturer gives a certain guarantee to its product, this period is more than studied. The manufacturer knows its product and its durability well, as well as the potential faults that can be found in them, and based on that it assigns a certain warranty period. For example, it is common for an SSD to have between 3 and 5 years of warranty because the manufacturer has calculated that with intensive use that is its useful life, but we all know that with normal use an SSD lasts many more years. There are power supplies that have a 7, 10 and even 12 year warranty, and that is because the manufacturer is very sure that their product is good and will last that long without fail. However, failures can of course occur before or after this warranty period, and this probability of failure is determined by the Gaussian Bell. Gaussian bell The Gaussian Bell is a mathematical function that, translated into words that we all understand, defines that a device is more prone to failure at the beginning or end of its useful life. That is, when you buy a power supply with a 7-year warranty, when it is most likely to fail is during the first months of use (due to manufacturing defects, for example) or after those 7 years that the manufacturer says, because it is the shelf life that they have previously calculated on their product. With this we want to tell you that it is not that there is a programmed obsolescence that causes the devices to fail when the guarantee expires, but that the guarantees are calculated to know the useful life of the product with intensive use, so that if they fail before In that period, it is most likely that they had a manufacturing defect and obviously the manufacturer will have to take care of correcting the problem, but it is not because they have programmed the device to fail when the warranty ends so that consumers have to buy a new one.
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  3. LG Electronics has announced the arrival of webOS 6.0 to its Smart TV OLED, QNED Mini LED, NanoCell and UHD of 2021, presented at CES 2021, compatible with the voice controls of Google Assistant and Amazon Alexa, and that introduces features such as patches. customized and greater connectivity. The company has revamped the webOS home page to improve usability. Thus, the new 'Home' offers quick access to the most frequent applications and simplifies the discovery of new content with recommendations based on user preferences and history. This revamped homepage acts as a central hub for content, information and settings for the entire webOS ecosystem at a glance, as LG reported in a statement. For its part, the Magic Remote control offers a control with voice recognition linked with the Artificial Intelligence of LG ThinQ, Amazon Alexa or Google Assistant, as well as improved functions such as faster connection with the TV and other devices, or direct accesses for the most popular content platforms such as Netflix, Amazon Prime Video, and Disney +. LG has also introduced Magic Explorer, a renewed version of Magic Link, which offers the user the possibility of instantly obtaining information related to the content that is being displayed on the screen, such as the biography of the actors, scene locations or others. data of interest about the movies or series they are watching. This function also allows you to purchase products that appear on screen on certain LG TV channels and services.
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  4. Dark

    [Review] Horizon

    Game Informations : Developer: Daniel Starkey Platforms: PC - playstation Initial release date: February 18, 2014 at 5:18PM PST All of my favorite grand strategy games are pushing five to 10 years old at this point, and my search for the next big thing often leads to disappointment, given how few high-quality big-picture experiences find their way to our computers. But when Horizon stepped into my world, it took almost 50 hours of my life in less than a week. Not all of that time was pleasant, that much is certain, but the game is so unusual in how it pieces itself together that it's difficult to tear yourself away. Horizon is reminiscent of the Total War and Rise of Nations series. You have a big-picture strategic map through which you build infrastructure, coordinate large-scale troop movements, and so on, while the tactical map allows you to zoom into a solar system and micromanage your ships and attacks. This dualistic system has helped more than a few games succeed in the past. Unfortunately, Horizon doesn't possess the finesse to handle all it's trying to do, though it does make a valiant effort. Keeping track of two disparate map systems is far from an easy trick to pull off. Sins of a Solar Empire uses a real-time setup wherein you simply scroll the mouse to select the level of detail you need. Given the similarities of these two games, the comparison seems apt, but Horizon can't replicate Sins' interface successes. The first issue is one of accessibility. Horizon's tactical view, or close-up of a given solar system, is generally reserved for the end of each turn, though you can click the Engage Sector button above a star and then double click it on the main map to zoom in at will. If you think this sounds cumbersome, you'd be right, and unfortunately, that's just the beginning. In Horizon, each ship and structure has a shield around it--a fairly standard setup in strategic space games. What Horizon does with that standard, though, might just be the best mechanic it has going for it. Each shield is divided up into eight sections. Hits taken on the front right section of the ship deplete the health of only that bit of shielding. If you can cause enough damage before the ship recovers, any ship with assault shuttles can then board and potentially capture the vessel. Star Trek: Armada is one of few games to utilize similar mechanics, and even then, it didn't employ the directionality element. In Horizon, managing your shields is absolutely crucial; if you're trying to maximize your efficacy in combat, you must rotate your ships and protect their weak points with other vessels. Sadly, that's where the game starts hitting some real problems. In any given battle, you might deal with 10 to 20 ships per side. With that many possible targets and pieces to move about, the combat can slow to an agonizing crawl. There is a system that automatically runs your turns for you, but using it defeats a lot of the satisfaction of carefully maneuvering your ships and taking on a vastly superior force and coming out victorious anyway. Automated battles can prevent a lot of unnecessary combat, and are genuinely useful when minor events occur (such as an enemy scout wandering too close to your fleet of cruisers and motherships), but are not always a rewarding option. In one particular instance, the invaders launched 15 or 20 ships against my very limited planetary defenses. I turned on the automatic option and left the game to do something else. I came back some 20 minutes later, and the battle still wasn't over. Beyond the fact that it's never a good sign when you need to leave to go do something else while ostensibly "playing" a game, I shudder to think how slow that fight would have been had I micromanaged it myself. That was, thankfully, an unusual outlier, but it still happened a few more times than it should have. To my relief, Horizon's big-picture strategy section is strong enough to carry the game by itself, though even that doesn't come with an unqualified recommendation. At the beginning of each game, you have many of the standard strategy game choices--race, map size, and so on--but Horizon packs a few more that resemble character creation in a tabletop role-playing game. You can actually create and name your own race using one of the templates provided. There are a few racial abilities and options to choose from, and they are balanced by a simple system of points. Some of the really advantageous traits (like the ability to not need food of any kind) cost quite a bit, and force you to give up other potential advantages. The high cost helps ensure balance and keeps you from waltzing into a game with every racial trait set to its max. Horizon doesn't possess the finesse to handle all it's trying to do, though it does make a valiant effort. Your racial traits have a lot of influence over what kinds of planets you can colonize, and what your major priorities are. Races that don't need food would do well to not waste resources on building up farms and other typically vital infrastructures. Each planet can only hold so many structures, depending on its size. Depending on where the settlement is and a few other factors, certain planets may be better suited to tourism or industry, and that plays into what you can or should allocate your limited space for. This also serves the purpose of creating the all-important scarcity needed to generate conflict. Humans, for example, can't settle on some worlds. Therefore, expanding to those areas is a waste of time and resources. Conversely, if you're running out of space and an enemy has the kind of planet you desperately need, sometimes you might want to get a little rough. Planets can also hold ancient technology from advanced races abandoned long ago. In such cases, the faction controlling the settlement can reap the benefits of that access and gain a distinct advantage over everyone else. Research in Horizon is handled with a fairly unorthodox system as well. Instead of picking things for your scientists to look into, you need "breakthroughs" to discover completely new tech. They aren't always predictable, either. Sometimes you need to wait quite a while. You could also ask more advanced civilizations for their help, or go hunting for new gadgets in ancient ruins. It's a really cool system, but the interface is utterly boring and fails to present the genuine beauty behind it all. Once you have picked up the latest and greatest in space guns and engines, you can begin plugging them straight into new ship designs. For each class of ship, you can pick a variety of modules, weapons, and core systems for it. This includes engine variants and the number of weapon banks. It's an exceptionally deep mechanic that manages to avoid a lot of potential pitfalls. Each upgrade costs space to install, and it's all managed with a simple and clean interface. More importantly, with only a few exceptions, new designs don't make older ships worthless. Instead, managing the design and layout of these war machines is about tailoring one or another ship to a specific role. Light weapons can fire in any direction, and you can install more of them, but their overall damage is much lower. Therefore, they are decent light-patrol weapons, but are poorly suited for planetary invasion. Depending on the settings of your match, you might also need a specific ship for a specific mission. In the first tutorial, you're asked to build a transport vessel with assault shuttles so you can capture and take some intelligence from a probe. If you choose to play without missions enabled, then the upgrade and customization system has a lot less utility but can still be pretty useful if you, for instance, want your mothership to be able to carry a colony pod and fire off fusion bombs. Sadly, there's no multiplayer mode to test out some really zany designs against equally idiosyncratic players, but given the sluggishness of the tactical half of gameplay, that might be a blessing in disguise. Horizon has some stellar ideas, and a good half of them are executed well. Others could use a bit more work, or a complete redesign. Sins of a Solar Empire remains the gold standard for providing seamless transitions between the big-picture kind of strategy and the tightly controlled movement of individual ships. And while Horizon could have stood to learn some lessons from its forebear, it is still easy to lose yourself in it. System requeriments OS: Windows 10. CPU: Intel Core i5-2500K or AMD FX 6300. RAM: 8GB RAM. GPU: Nvidia GeForce GTX 780 3GB or AMD Radeon R9 290 4GB. DirectX: Version 12. Available Storage Space: 100GB.
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  5. do you want to join teamspeak3 ?, watch this tutorial if it can help you :

     

    TUTORIAL:

     

     

    1. SpinDevil_

      SpinDevil_

      all english my people =))))

  6.  

    We need new Administrators + Pre-manager, whoever wants to join the server can speak to the private or the founder owners @The GodFather or @badVENOM

     

    ASK ADMINISTRATOR: 

     

  7. V2!!!!! Good text and blur!!!❤️
  8. v1, text and blur °!
  9. Reason: I see your work and you are improving, if it is helping @#EVIL BABY, surely you will improve later
  10. Accepted!!
  11. Unlike traditional hard drives, which use mechanical parts and data is physically stored on their platters, SSDs have NAND memory that stores data in the form of ones and zeros in their memory cells. Thus, and unlike RAM, even if you disconnect an SSD from the power, it will not lose its data, but will it be able to store it indefinitely if you do not connect it to the power for a long time? Although in this article we are going to focus on SSDs, you should know that for example the same thing happens to pen drives since they use the same type of memory in most cases. In the same way, this affects both the SSDs that we connect internally to the PC and the external SSDs that are connected through a USB interface, so in general you must take this information into account for all devices that have NAND Flash memory. The data on your SSD doesn't last forever ... but almost Although generally a mechanical hard drive is vacuum sealed and it is impossible for dust to get inside, having moving parts is more susceptible than SSDs to environmental conditions such as temperature or humidity, not to mention electromagnetic sources that can damage its components. In an SSD this does not happen, but even so it does not mean that it is immune to the passage of time. Some time ago a JEDEC report came to light that exposed the worst possible scenario: an SSD about to reach the end of its useful life in which data was recorded at a low temperature of 20ºC and then stored at a high temperature (55ºC) , the worst possible scenario that is also contrary to the usual (no one keeps anything at 55ºC in a drawer unless you live in the desert). In this case, the data on the SSD was inaccessible seven days after it was disconnected, and this set off alarms. The reality is that if you keep the SSD in a cool and dry place, with little humidity, where the temperature does not vary much in winter or summer and away from electromagnetic sources (magnets, motors, etc.) the data that your SSD or pen contains drive can last for many years (we are talking about the order of more than 100 years). Of course we are talking about ideal conditions that are then very difficult to meet, but in general terms if you are a little careful it is likely that you will never find yourself in the position of connecting an SSD that had been in a drawer for years and that the data is have lost. Extremely difficult. That does not mean, of course and as the JEDEC has already demonstrated, that the data cannot be lost. If the stored SSD was near the end of its useful life, if it has suffered changes in temperature or extreme temperatures (both hot and cold) or was near electromagnetic sources, the retention time of the data can be drastically reduced and cause loss of data. In any case, as we said before, as long as you have a minimum of care you should not have problems. What precautions should you take to avoid losing data? Unlike hard drives, SSDs are not hermetically sealed, so it is always a good idea to keep them in a closed place where dust does not enter, or at least as little as possible. A good idea would be to store your SSDs or pen drives in a cardboard box that allows some perspiration in case moisture enters that can escape, and in turn inside a closet or drawer to avoid a lot of dust. Likewise, keep your devices away from electromagnetic sources and we are no longer referring only to motors such as that of the washing machine or refrigerator, but in general of any other electrical appliance. Finally, as we have mentioned before, it would also be advisable to store them in a place where there is not much humidity and, at the same time, that there are not large variations in temperature.
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  12. Huawei has announced the winners of its 2020 AppGallery Europe Editors 'Choice Awards, which recognize the Ecosia, Sleep Cycle, Kahoot !, Bolt and Deezer applications for their positive impact on users' lives. The new AppGallery Europe Editors 'Choice Awards recognize five apps in the health, lifestyle, personal growth, entertainment and environment categories that generally make users' lives easier and better. Ecosia has been recognized as the 'Best application for the planet', because it seeks to reverse the effects of climate change through the planting of trees with each search carried out. In the category of 'Best app for being healthy', Sleep Cycle has been selected, a sleep monitor that encourages users to relax, sleep better and wake up rested. The 'Best App for Personal Growth' has been delivered to Kahoot !, the game-based learning platform; while the Bolt transport app has risen as the 'Most useful App' and Deezer, the music streaming service, as the 'Most entertaining App'. The AppGallery Europe Editors' Choice Game Awards 2020 also highlighted the applications that have brought users more entertainment, in addition to providing interaction with other users. Winners in each of the ten categories will receive a 2020 AppGallery Europe Editors * Choice Game Awards trophy in the coming weeks, as well as their app promotion on AppGallery. In addition, another twenty developers (10 apps and 10 games) have been nominated for an Honorable Mention.
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  13. Game Informations : Developer: Heidi Kemps Platforms: PC - playstation Initial release date: December 20, 2013 at 6:00PM PST As driving games continue to flood the market, the genre seems to be splintering apart further and further. It used to be easy. Driving games were either attempting to simulate actual driving, or they were eschewing realism in favor of a more accessible, more instantly gratifying game. But now there are even more subsets to choose from. You've got the hardcore simulations that attempt to model cars and driving as accurately as possible. There are the open-road, "choose your own route"-style of racing games, which usually give you an entire city to race in. And, more recently, there are games that focus on the import tuning scene. With all these vastly different styles of driving games to choose from, it might be hard to figure out which type is the right one for you. With the release of Burnout 3: Takedown, developer Criterion Games makes the choice surprisingly easy. Put it this way: Even if driving games aren't normally your thing, Burnout 3 is still right for you. It's that good. It ranks among the best racing games ever made. The original Burnout, released back in 2001, was a great arcade-style racing game. It delivered a sense of speed that most games lacked, and it also showcased some pretty spectacular crashes. In fact, the crashes were so cool that they were spun off into their own mode of play in Burnout 2. The crash mode in Burnout 2 was totally separate from the main racing game, but the puzzle-like challenge of wrecking your car in the right spot and at the right time caused the most spectacular, most damaging multicar pileups, which represented an amazing addition to the game. Burnout 3 expertly combines the two main elements of the series while also adding some great, new gameplay modes, a career mode that ties all of these different modes together, good split-screen support, and online play that supports up to six players on the same racetrack. These changes and added features drastically improve a series that was already very impressive. Burnout 3, like the previous games in the series, is mainly a racing game that rewards you for living dangerously. The game features simple, extremely responsive controls, so you can accelerate, steer, brake (around corners), and boost for a burst of speed. The courses in the game are open-road tracks on winding freeways and city streets, and, naturally, the streets are populated with a good amount of traffic. Driving dangerously comes in the form of driving in the wrong lane, getting close to (but not hitting) other cars, catching air, drifting around turns, and so on. When you pull such risky maneuvers, you're rewarded with boost. But the quickest way to fill your boost meter in a regular race is to make your opponents crash. Takedowns, as you might imagine from the game's subtitle, are a major part of Burnout 3. When you knock another car out, not only is your boost meter filled, but also it's extended up to a maximum of four times its original size. The downside is that you'll expose yourself to some pretty dangerous situations to earn all this boost, and crashing will eliminate much of your boost, chop off one of your bonus meter segments if you have any, and, more than likely, cause you to fall back one or two spots in a race. For an easy-to-play racing game, Burnout 3 actually gives you a lot to consider. The other big gameplay mechanic in Burnout 3 makes the crashes much more exciting and interactive. When you crash, you can drop the game into a slow-motion mode called impact time, which makes for a very interesting and even innovative dynamic where the pacing of the game can drastically shift for a few moments if you crash. While this slow-motion look at cars getting mangled is beautiful in and of itself, you can actually make light adjustments to your car's trajectory using the left analog stick or d-pad, which is something the game calls "aftertouch." By applying aftertouch when you crash, not only can you stack your car into trucks, tankers, and other cars--just for the heck of it--but also you can attempt to knock into your opponents during a race. If you're successful, you'll earn an aftertouch takedown, which refills your boost meter and prevents you from losing any bonus meter segments. Basically, it functions as a recovery move. The fact that Burnout 3 makes crashing--which is usually the most undesirable part of competition in a racing game--a completely enjoyable part of the game is remarkable. Burnout 3's crash mode has also been completely redesigned to take advantage of aftertouch, so you'll have to do more than just wreck into the right spot this time around. Instead you'll need to maneuver your vehicle's carcass around for best results. It's a strange and surprisingly well-thought-out addition to the game. There are several different types of events in Burnout 3 that build on the basic concepts of driving dangerously and making the most of your wrecks. Many of them can be played on their own or in an offline or online multiplayer setting, but a few of them only really come up during the game's world tour mode. The most standard mode of them all is the single race. A single race puts you and five opponents on the track, and, as the name suggests, you race. Some tracks feature multiple laps, while others are long enough to be one-lap affairs. The game has a good variety of environments, and multiple tracks are set up in each one by using the old Ridge Racer-style system of opening up certain paths while closing others to make the most of each section of road. The career mode occasionally strings three races together into a grand prix event, where you'll earn points at the end of each race based on your finishing position. There's definitely a good amount of variety here. Crash mode returns to Burnout 3 with the same goal as in Burnout 2--to create the largest, most expensive pileup possible. The crash junctions still have a puzzle-like quality to them in that you'll have to figure out the most efficient crash spot in each level. However, with the addition of aftertouch and a series of on-track power-ups, the mode feels totally different from how it did in Burnout 2. Controlling your crash brings a lot of depth to the mode. Some power-ups are merely cash bonuses, whereas others are score multipliers, which are very important. Also, you won't have infinite boost right out of the gate here. You'll have to pick up a boost icon, at which point you'll boost whether you like it or not. Crash mode also benefits from a new function called the "crashbreaker." This basically lets you make your car spectacularly explode on command. However, you can only trigger it after a certain number of cars have become involved in the wreck. There are also instant crashbreaker power-ups on the track that, as you might expect, cause an instant crashbreaker, effectively letting you blow up twice in the same level. This makes the basic progression much deeper than simply wrecking you car and watching the fun unfold. Now, a common crash junction has you getting the boost icon, maneuvering to wreck into something big, then aftertouching over to a score multiplier or other bonus. Once you reach the crashbreaker threshold, pop that sucker, and use your second wind to aftertouch over to both some cars you may have missed and another power-up. And if you're really looking to break stuff, there's an instant crashbreaker power-up. The junctions get pretty elaborate, and you really have to think on your feet to cause the biggest wrecks. The results tend to be immensely satisfying in ways that are unique to Burnout 3 in particular, since its crash mode is so bizarre and yet so good. There are also a few different multiplayer crash options to choose from. You can play two-player games online or offline, and you can either cooperate to cause an even bigger crash, or you can work against each other to see who can cause the biggest pileup. The party crash mode--which is the game's only online mode that goes all the way up to eight players--is a simple score competition where each player crashes in the same junction, and then scores are compared. At the end of each round, the most damaging crash is replayed for all to see. This is an interesting mode, online, but since you aren't exactly interacting with the other players beyond voice chatting during your wrecks, it's not the most impressive mode the game has to offer. The other modes in the game are standard variants on the basic format. You'll face off against one other car in a race that, if won, unlocks the opposing vehicle for your own use. The burning lap is a solo race against the clock that gives you the maximum boost meter length and essentially challenges you to boost your way around the entire track to meet or beat some pretty challenging lap times. Road rage gives you a time limit and a never-ending stream of opponent cars. The gold medal is won by achieving a specific number of takedowns before time--or before your banged-up car--expires. Online, you can play road rage in teams, where the blue team tries to escape while the red team, often with infinite boost, tries to catch up to take the drivers out before a certain number of miles have been logged. Eliminator races are five lap races that disqualify the last-place car at the end of every lap, making the final lap a one-on-one showdown. Tying all of the single-player modes together is the world tour mode, which is essentially a large map full of different events. This career-type mode is good at letting you do what you want to do, since you'll usually have a great deal of races available at any given time. Single races eventually lead to grand prix events, burning laps, road rage, crash junctions, eliminator races, face-offs, and so on. The goal in each event is to earn a medal. You can earn bronze medals and still progress through the game, but to unlock the most cars and events, you'll want to take the time to go for the gold. The world tour mode is very good at throwing a lot of unlockable content at you right off the bat, though as you progress, the new cars start to dry up a bit. The world tour mode is fantastic at ramping up the difficulty at a manageable pace. The first set of cars you get--the compact series--already feels like its cars go incredibly fast. But at this speed, beginners will still feel like they have just enough time to react to little things like, say, an oncoming semi truck. Then you'll move up to the muscle series, which is a little faster and looser but is still manageable--once you get used to the upgrade. These performance boosts keep coming until you hit the super series, which is faster still--and is significantly harder than the early portions of the game. But since you've been working your way up through the ranks little by little, the difficulty never feels too hard. Your computer-controlled opponents add to the mayhem quite well. Usually, at the start of a race, they'll drive in a fairly passive manner. But they don't take kindly to aggressive drivers such as you. If you knock one of them around, the icon above his or her car will change color, eventually becoming a deep red, at which point the driver will be out for blood--yours. Angered artificial intelligence will knock you around, attempt to force you into walls or oncoming traffic, and generally make your life more difficult (just as a human player would). But it's also to your advantage to fight with your foes, because the boost bonuses are significant. Additionally, the races are kept challenging by AI that is designed to keep races close. While most games use this "rubber band" effect in a noticeably negative way, here it works very well. In fact, Burnout 3 wouldn't be as intense if you could sustain a comfortable lead. You'll occasionally pull ahead of the pack and get into a situation where you can crash once or twice without losing the lead, but for the most part, you need to stay on your toes and race well to win. This works in reverse too, so it's possible for you to come back from worst to first, provided you're driving in a risky enough fashion to earn sufficient boost to catch up to the pack. While the crashes are flashy and spectacular, the most impressive part of Burnout 3 is its pure sense of speed. This is something that most other racing games simply can't seem to get right--at least not compared with this one. In Burnout 3, racing at 150mph feels about as dangerous as it should. Boosting in a super series car will get you up around the 200mph mark, which feels ridiculously fast, especially when you factor in the relative speeds of oncoming drivers. The sense of speed combines with things like oncoming traffic to make Burnout 3 a truly white-knuckle experience. If all games could maintain this level of intensity from start to finish, avid game players would be going gray well before their times. Burnout 3 has online support for up to eight players on both the PlayStation 2 and the Xbox, though when it comes to actually putting all the players into one race, your maximum limit is six contestants. Most of the game's modes--from single race, to a variety of crash modes, to team road rage--are available for play online. The game has an extensive set of leaderboards that will rank you in a variety of categories, and you're able to restrict races to specific ranks or series of cars when creating a game just to keep things fair. The best thing that can be said about the online support in Burnout 3 is that it works very, very well. If one player has a particularly laggy connection, you might see that car skip around the course a bit, but for the most part, the game handles all six drivers--as well as a full complement of traffic to dodge--amazingly. Notably, the slow-motion portion of crash aftertouch is removed when you're playing online, which gives online play a slightly different feel. Both the PS2 and Xbox versions of the game support voice chat and have "quickmatch" options to get you into a race quickly. Xbox Live owners might be puzzled by some of the EA-specific modifications that the publisher has made to the standard Xbox Live feature set, but what really matters is that you can find a game and get into a game with very little trouble. The game is playable with players from around the world, though those with NTSC copies of the game won't be able to play against PAL users due to the speed and timing changes inherent in making a game for both standards. Just like in the world tour mode, you'll earn points for your online performance, and these go toward unlockable cars. You'll earn cars in different ways throughout Burnout 3, but perhaps the most satisfying way to earn them is by reaching specific score plateaus. The game keeps track of how many takedowns you've pulled against your opponents and how much monetary damage you've caused in crash mode--and it also tracks a global Burnout score that you get for driving skillfully, crashing stylishly, and so on. Each of these different counters will get you a car from time to time, and the points can come in whether you're online or off. Some of the higher-ticket crash vehicles--like the fire truck--cost a lot of money, so you won't see these during your first weekend of play. These unlockables, combined with the lengthy world tour mode, give Burnout 3 a fantastic amount of replay value. When you add in the online support and how well it's all tied together, you have a driving game that you won't be putting down anytime soon--and not just because of its outstanding gameplay. When it comes to graphics, Burnout 3's main focus is on its sense of speed, which is achieved by an extremely fast frame rate and some impressive special effects, such as those for motion blur. But the game also has an astonishing particle-effects system that makes the crashes look better than ever. You'll see sparks flying off of your car when you grind it against something, large chunks of metal fly off of the car when you crash, and the game really looks superb from top to bottom. The car models look really great. Even though they aren't the most detailed car models in the business and they aren't real cars, considering how fast most of them fly by, you'll hardly notice. The game's frame rate stays surprisingly solid in both versions of the game, which really helps sell the sense of speed. Burnout 3 has a pretty incredible physics model working behind the scenes that makes the darkly humorous crashes worth watching every single time. Both games have support for progressive scan and 16:9 displays. Both versions look awesome on their respective platforms, but when you compare the two, the Xbox version wins the fight easily. It's worth noting that with the Burnout series moving from the now-defunct Acclaim over to Electronic Arts, some of EA's standard touches have made it into the game in the form of product placement. You'll definitely notice ads for EA's upcoming games on the sides of almost every course, along with an occasional cologne ad. The ads stick out a bit too much and become annoying almost immediately. Considering how great the backdrops in each track look, it's a bit disappointing to see them marred by advertising. You might also be frustrated that when you play the game's main modes for the first time, you'll have to sit through a few minutes of unskippable training video. It's nicely produced, but the game itself is easy to get into, so the tutorial should have been skippable. The audio has a few similar touches to it that aren't entirely welcomed. Make no mistake. Burnout 3's audio is great. Actually, the sounds of driving, from the roar of your engine, to the rush of wind as you pass oncoming traffic, to the loud thunks of your car shifting gears, to the bass-heavy whoosh that kicks in when you hit your boost, are incredible. However, these sounds are counterbalanced by a few negatives. The game is missing a few key noises that would have added to the sense of realism. For instance, you really don't hear much when you scrape your car against a guard rail. It would seem that the obvious shower of sparks would be accompanied by some sort of grinding noise. But the real culprits are the game's announcer and soundtrack. Burnout 3's soundtrack is treated like a radio station called Crash FM. The DJ, a knucklehead alt-rock jock called Striker, is merely annoying to begin with, but when you hear him repeat the same handful of phrases time and time again, you'll do the right thing and turn him off in the game's options menu. The soundtrack is full of a bunch of populist indie rock and pop-punk that might be doing well on the radio these days, but the tempo and style of the music doesn't necessarily mesh with very-high-speed driving. On the Xbox, you'll fortunately be able to use the custom soundtrack feature to fix this to your liking. On the PS2, you're out of luck unless you want to just turn the music down entirely. Considering how awesome the sounds of driving are in the game, this actually isn't a bad choice. Finally, the Xbox version supports Dolby Digital 5.1, while the PlayStation 2 only supports Pro Logic II. The end result is that bass effects--such as the sound of boosting--are much clearer and deeper on the Xbox. It's also worth mentioning that the loading times in Burnout 3 are a little longer than you'd probably like them to be. The Xbox is much faster than the noticeably poky PlayStation 2 version, but you'll still be waiting a bit longer than you'd like, regardless of which version you're playing. That's mostly because you won't want to be waiting at all before your next race or crash. Unless your only idea of driving-game enjoyment involves playing the strictest of simulations, Burnout 3: Takedown is the driving game for you. It's instantly accessible, yet it has more than enough challenge to it to keep you busy for a very long time, even if you don't intend to play the game online. Furthermore, it's simply one of the most exciting, action-packed games to come along in a long time, regardless of genre. So even if driving games aren't normally your thing, if you're a thrill-seeker (at least in game terms), this offering has them in spades. Burnout 3: Takedown is an amazing achievement that anyone with a pulse will probably love. System Requirements OS: Win Xp 32. Processor: Intel Pentium 4 1.8GHz / AMD Athlon XP 1700+ Graphics: AMD Radeon X600 Series or NVIDIA GeForce 210. System Memory: 1 GB RAM. Storage: 500 MB Hard drive space.
      • 1
      • I love it
  14. v3, effect - text - blur
  15. Vote for you music favorite! =))

     

     

  16. DH2, music nice!
  17. DH1, Nice video and soundboard
  18. DH2, music favorite ❤️
  19. DH2, Music good!
  20. 10th Gen Intel Core (Rocket Lake) processors are here, and with them comes a new wave of compatible motherboards. If you want to get a top-of-the-range PC based on this new Intel processor architecture, next we are going to tell you which are the best motherboards with a Z490 chipset that you can buy in order to have the highest-end equipment possible. It is worth mentioning the fact that there are many, many high-end Z490 motherboards and sometimes it becomes difficult to make a decision. So, in this article we are going to tell you which is the best option offered by each of the main manufacturers, so that at least you can be clear about the best option that can be bought from each of them. That said, let's go there with the list. ASUS ROG Maximux XII Extreme ASUS ROG Maximux XII Extreme Buy it at Amazon Logo EUR 899.90 Amazon logo ASUS is a manufacturer that both by quality and price has always tried to distance itself from others by offering products of the highest range, and this is one of the most expensive motherboards on the market but it is designed to have absolutely everything. This is an LGA1200 socket motherboard compatible with Intel Rocket Lake processors (like all of them here) that supports extreme overclocking and, in fact, has various AI-optimized cooling and overclocking profiles, according to the manufacturer. Obviously it has the latest in connectivity including USB-C, it has four M.2 sockets, Marvel AQtion 10Gb connectivity for the best network speed (Intel 2.5GbE), WiFi 6 and in general everything you may need now or in the future. Gigabyte Z490 AORUS Xtreme Gigabyte Z490 AORUS Xtreme Buy it at Amazon Logo EUR 591.79 This motherboard has a much more expensive version that comes with a liquid cooling block already prepared for the motherboard, but we have decided to include the normal version in this list because not many people have custom liquid cooling. In any case, like the previous one, this motherboard is designed for Intel's 10th generation processors and has all kinds of thermal protections to offer the best possible cooling, and you have proof of this in the image above since it seems like almost the entire board is covered. The DDR4 DIMM sockets are hardened to support memory with heavy heatsinks, as well as hardened are the three PCI-Express 3.0 x16 sockets. It also has three M.2 Socket 3 2242 sockets in all cases covered with its own heatsink, but can be removed if the SSD already comes with its own heatsink. It has USB 3.1 Type-C connectivity, 2.5 GbE LAN, Intel WiFi 6 and of course RGB Fusion 2.0. MSI MEG Z490 Godlike MSI MEG Z490 Godlike MSI MEG Z490 Godlike Buy it at Amazon Logo EUR 742.00 The best MSI motherboards always have the nickname Godlike, and this Z490 has all the technology that the manufacturer is capable of putting into a product such as a motherboard. It has reinforced sockets, full cooling, 3 M.2 and 3 PCIe 3.0 x16 sockets, WiFi 6, USB 3.1 Type-C, 16 + 1 + 1 phase INTERSIL digital PWM design to allow extreme overclocking and as a curiosity, includes a card PCIe expansion board with active cooling to install two additional M.2 SSDs. ASRock Z490 Taichi ASRock Z490 Taichi ASRock Z490 Taichi Buy it at Amazon Logo EUR 359.90 Amazon logo Actually, ASRock's top-of-the-range Z490 motherboard is the Aqua version, but like the one before AORUS it is very specific for those who have custom liquid cooling systems and that is why we prefer to recommend this other version. It has all the characteristics of the previous ones in terms of overclocking potential, reinforced sockets, M.2 compatibility and connectivity, so it really has little to envy the others despite the fact that its price is much lower. BIOSTAR Z490 GTA BIOSTAR Z490 GTA Buy it at Amazon Logo Consult The top-of-the-range model with BIOSTAR's Z490 chipset is much more humble than the previous ones, but really unless you intend to overclock in a big way, you will not miss any features. It has two reinforced PCIe 3.0 x16 sockets, two M.2 sockets with integrated heatsink, WiFi 6, USB 3.1 Type-C and in general everything you might need in any high-end PC. Colorful Z490 Vulcan X Colorful Z490 Vulcan X This Colorful motherboard is much more basic than the previous ones but it is the best that the manufacturer has in this chipset. It has three hardened PCIe 3.0 x165 sockets, two M.2 with a built-in heatsink, and an "armor" they have called Silver Shark 2.0 that ensures that all components on the motherboard will be at the best possible operating temperature.
  21. Apple has withdrawn from its online store the application for iPhone Vybe Together, which encouraged organizing clandestine parties amid the restrictions imposed by the pandemic. The application displays a series of events, with date and time, that users can request to join, and if approved by the organization, they receive the address a couple of hours before it starts. As explained in The Verge, the application has been withdrawn by Apple, as confirmed by those responsible Vybe Together. His account on the TikTok platform, and the web (except the main page, which remains accessible) has also been prohibited. On the frequently asked questions page (currently not available), those responsible recognized the risk of the pandemic, but assured that the application was created to promote small gatherings and not large parties, according to The Verge.
  22. Game Informations : Developer: Heidi Kemps Platforms: PC Initial release date: December 20, 2013 at 6:00PM PST The title "Strength of the Sword 3" is a bit mystifying, because this game isn't actually a sequel to anything. Rather, it's an interesting game made by the tiny team at Ivent Games. It's numbered "3" because the team never wants to make sequels, so it finishes its "trilogies" from the get-go. I was curious about this because when I started Strength of the Sword 3, it felt like it had expected me to come in already knowing gameplay nuances and mechanics from the previous two games...only those two games didn't exist. The game has a simple premise, presented in a charming little animated intro scene: a monstrous horde is invading the land, and a golem warrior has been delivered to stem the advancing tide of foul creatures and restore whatever harmony was there before. But even the most heaven-sent of warriors needs divine patience to make it through combat with these hellish hordes. Strength of the Sword 3 is an incredibly challenging game, with enemy battles that require you to make use of all the resources and skills available to you in order to win. Difficulty settings? Forget 'em; the game has one setting, and that setting is murderously tough. Strength of the Sword 3 doesn't have levels as much as it has collected sets of enemy encounters. The game is a protracted boss rush: your golem warrior is plopped into an environment, enemies appear, and you need to kill them. The environments are arena-like, with no exits or safe spaces to flee to: you either defeat your opponents or die trying. And die you will, many times, because damage is high and the game's forgiveness is very, very low. The AI in Strength of the Sword 3 is impressive; the creatures you fight react to your movements and attacks with surprising defensive and aggressive acumen. You certainly can't spam special attacks and expect to win, because the monsters will counter your attacks and retaliate with a vengeance. The only way to survive is to learn your skills, learn your enemies' skills, and figure out how to use your abilities to counteract theirs--a process that requires lots of trial and error. Strength of the Sword 3 isn't a long game, but it takes lots of retries to finish. Fortunately for your fighter, Strength of the Sword 3 features a robust combat system. You've got a standard array of sword slashes, shield-based defense abilities, and a rolling dodge, but you've also got a nice variety of stabs, dashing spin-slices, jumping stabs, and special combos that use stock from your mana gauge and do lots of damage...provided you actually hit with them. As you advance through the game, you gain access to more abilities and items, such as throwing knives, grenades, fire breath, and limited healing, as well as obtain swords and shields with different attributes. As you use items and skills over time, their effectiveness increases. Difficulty settings? Forget 'em; the game has one setting, and that setting is murderously tough. As great as the combat is, there are some serious barriers to enjoying it. Some of the controls are a bit odd, like having dodge and dash tied to the same button. The game has a list of moves you can look up at any time, but there's no place to get the hang of the controls outside of actual combat. Some of the early stages give you a list of skills to try, and tell you if you perform their inputs correctly, but they don't bother to show how or why the skills are useful. It's tough to learn when you should use skills like the running dash and the shield bash when you are interrupted or immediately punished after merely trying them. While the lack of hand-holding is nice, it's frustrating to be thrown into the hottest flames of battle from the get-go. Since you can't learn by doing, and it's difficult to figure out organically through play, you may feel like you want to give up early on. This is why I was surprised that no previous games in the "series" existed--the game seemed to assume I already knew what I was doing! Another major issue with Strength of the Sword 3 is that the enemies you fight aren't that interesting. Think of some of the most memorable boss encounters in challenging games like Dark Souls, how intimidating and awesome the foes looked and how their attacks and skills filled you with dread and awe. Strength of the Sword 3's enemies are certainly tough, but they don't look or feel the part in their appearance or their attacks: you fight a cartoony goblin or an orc-type creature one fight, only to fight something that looks pretty similar in the next fight, but hey, this one flies! While there's certainly charm to the game's cartoony visual style, the fights lack the sort of spectacle and clever gimmickry you would want in such a combat-focused game. There are a few more irritations: the tendency of the game to go into "helpful" (but really not) slow motion when you are struck, occasional camera bugs, and the wholly unpleasant experience of getting trapped in corners of the arena while enemies simply go to town on you (though getting stuck there is usually your own fault). But these are occasional occurrences that can be overlooked to some extent; the steep learning curve and the boring enemy design are much harder to forgive. In the end, there's some interesting gameplay and a rewarding challenge to be found in Strength of the Sword 3, but you're going to need some serious patience to get the most out of this game. system requirements Memory:2 GB. Graphics Card:NVIDIA GeForce 7100 / nForce 630i. Strength of the Sword ULTIMATE CPU:Intel Core i3-530. File Size:2 GB. OS:Windows 7 or later.
  23. v2, text and effects
  24. Happy New year :)) ❤️
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