Everything posted by Dark
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v1, effects and text
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Help me :((( ❤️
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The ARM architecture is nothing new, but it is on the lips of all hardware enthusiasts thanks to the fact that Apple has decided to give its equipment a twist and decided to abandon the x86 architecture to use ARM. This brings us to the inevitable question, will there ever come a time when the ARM architecture can replace the current x86 on PC? And even if it's on laptops? Let's see it. Until now, ARM and x86 architectures did not compete with each other, as they were designed for different purposes. Now things change, with Apple launching its Mac Mini with ARM processors and with quite capable results, so the eternal discussion resurfaces again and with the same examples as always; For example, while an "average" x86 desktop processor consumes between 65 and 130 watts, an ARM processor can do the same with just 7-10 watts, so if it consumes so little why not replace the ARM architecture x86? Can ARM really do the same as x86? The short answer to this is that yes, ARM can do the same, but it has some very important nuances that involve the "in what way", and especially the "in how long" (in terms of performance). x86 uses CISC technology, with broader instruction sets geared towards solving more complex problems, while ARM uses RISC (which is actually R for ARM), much simpler. Thus, we have that x86 processors are oriented to performance and versatility, while ARM is oriented more towards low power consumption and with limited options. An ARM processor can do the same as an x86 but in different ways, always much more elaborate, and that in the end has a great impact on performance in terms of the time it takes to carry out. On the other hand, ARM has the advantage of being simpler and therefore the size of the cores is considerably reduced compared to its rivals, so they are capable of incorporating a greater number of these cores although they are slower, thus achieving that the loads of work can be further divided and optimized. Intel Foveros Ultimately, ARM can do the same as x86, only quite differently. Now, this does not mean that one architecture can be replaced with the other, at least not so easily and we will see why. Hardware is meaningless without software The living proof of this impediment is living Apple. They, before introducing their ARM-based processors, already spent a lot of time and effort adapting their operating system and, in fact, created a development kit so that software developers could do the same. Viewed another way, this means that the software is designed for a specific architecture, that is, you cannot run a program that is designed for x86 on an ARM-based computer. Therefore, it is not only a question that one can do the work of the other, it is that all the software must be adapted or ported, and this is something that not all companies can do, nor all companies can afford . Therefore, it is something that currently has no viability, not even in the medium term; In the long term it is something that could happen, but we cannot expect it soon, far from it. What's the point of ARM replacing x86? In environments where consumption is a crucial factor, and at the same time where very specific and repetitive tasks are performed, this is where this makes sense. For example, imagine a database server that has a conventional x86-based processor and other hardware, and that performs a database management task and nothing else. That server needs a very powerful processor with a high consumption, and yet it could easily be replaced by one or more ARM processors with many more less powerful cores but which result in equal or higher performance and with much lower consumption. This is so because simply by using a greater number of cores they are achieving the same result with a lower consumption, but it is because the task is very specific and both the hardware and the software have been designed for it. If we have to refer to a PC for everyday use, whatever its function, then things change because we will see ourselves in situations where this low ARM consumption is not worth it because it takes too long to perform certain functions than an x86 processor does it in the blink of an eye thanks to its instruction sets. The same applies to the ecosystem of laptops, where consumption is certainly much more important than in a desktop PC simply because of battery life, but where the same versatility is needed as in a conventional PC.
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Amazon has announced group calls and video calls with Alexa, which allow up to seven people to connect on devices compatible with the company's digital assistant. The new group calling function can help users feel close to friends and family "no matter how far away they are, particularly at this time," Amazon said in a statement sent to Europa Press. This is a feature that expands the calls and video calls already available with Alexa, but now supports up to seven participants. To use them, users must create a group and give it a name through the assistant's 'app'. Once created, group calls can be activated by a voice command, for example, 'Alexa, call my family', from a device with integrated Alexa, such as the Echo, Echo Dot, Echo Show or Fire TV Cube.
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Game Informations : Developer: Cameron Woolsey Platforms: PS4, PC Initial release date: April 22, 2014 at 5:02PM PDT The camera slowly pans over the rolling yellow and green hills of Catalonia, a Spanish community nestled between France and the Mediterranean Sea. In Broken Sword 5: The Serpent's Curse, George Stobbart and Nico Collard leave London and Paris behind, traveling to this quiet landscape after deciphering clues hidden within a painting that stands at the center of a murderous conspiracy. Mere hours before they stepped out onto the Spanish countryside, they were rescued from atop a burning building, set alight by one of the game's key antagonists: a man whose true identity and purpose remain unknown. As George and Nico are standing at the dilapidated entryway of the Castell del Sants, the tragic epicenter of the story, the pensive calm is shattered by gunfire aimed at them from inside the building--out of the frying pan and into the firing range. The two protagonists leave the first chapter with the elusive painting La Malediccio in hand. The enigmatic Gnostic imagery that enshrouds the canvas has led George and Nico to the aging castell, where they hope to decipher the meaning behind its cryptic symbology. They are soon led to a gorgeous town in the scenic Spanish mountainside, and later, to the parched amber sands of modern-day Iraq. The game discards the urban sprawls and embraces nature, a move that bolsters the impact of the already impressive aesthetics. The hand-painted environments range in scope from imposing mountains, which are home to soaring eagles, to archaic monasteries and Gnostic shrines stained and cracked with age. Since the first episode's release late last year, the developer has released a large update allowing you to make the game match your current resolution. If you run your computer at a 1080p resolution, you now have the option to make the game match your settings, which should improve many of the finer details within the environments. The visuals are not without some problems, such as the occasional dropped frames and animation oddities. Thankfully, graphical issues are rare. The second part doesn't come free of other glitches, however. There is a small chance the game will crash directly to the desktop. Worse than that, I once loaded my quick-save file to discover that George and Nico had completely disappeared from the scene. Though I could click on objects to hear George's internal monologue describing them, he had somehow vanished into the ether. Luckily, I had another save file to fall back on. . The game touches upon some heady subjects, mostly revolving around the conflict between Gnostic and Dominican Christians. The second part delves even more deeply than the first, covering the religious theme of two "opposing sides": the devout, who believe the world is ruled by order, and those who embrace freedom of human expression, and don't devote their lives to following traditional theisms. George, a skeptical man by nature, stands in between. He is presented with a challenge: follow one side over the other or, perhaps, find a balance between the two. Not unlike prior games in the series, Broken Sword 5 also delves into the metaphysical realm late in the game. Broken Sword 5's second chapter puts more focus on puzzle solving over the investigations involving exploration and the conversations that established the first part. The move makes the chapter an even more linear adventure than before, discarding the map system that allowed you to warp between locations tracking down clues. Some of the puzzles are noticeably more difficult, demanding more chin rubbing than usual. They challenge you to decipher messages such as a telegram yellowed by age and an ancient artifact on which lies the directions to a lost biblical paradise. Though the puzzles still deliver satisfaction when completed, most aren't especially engaging, nor are they anything that hasn't been experienced in adventure games before. Others, however, adhere to the series' penchant for including complex puzzles you solve by using an eclectic mix of items stored in your inventory--the Broken Sword series has long been known for its unusual puzzles and their intricate, sometimes-out-of-the-box solutions. During the second chapter, you control George as he hammers out a religious tune using cans of paint and an old oil drum. In another moment, he fixes a complicated piece of hardware using a biscuit-loving cockroach, named Trevor, which occupies an empty matchbox that George has carried around since early into the first half of the game. With the map system discarded, the game funnels you onto a path broken up by brief moments of puzzle solving. It's a shame, because the linearity removes the need to explore the world and engage in conversations, which I found to be the most memorable part of the game's first half. I was enthralled by characters who populated the starting chapter of Broken Sword 5, and their departure causes the game to lose some depth and energy. The second part isn't completely devoid of narration, however, and moments of interaction are fortified with strong writing and voice acting. The protagonists are briefly joined by a new ally, Eva Sanchez, and George is reunited with two old friends who graced the first two Broken Sword games, Duane and Pearl Henderson. Much to George's chagrin, the disgruntled goat that gave nightmares to those who played Broken Sword: The Shadow of the Templars makes a return early in the second half of The Serpent's Curse. But fear not: the goat that some publications dubbed one of the most difficult puzzles ever is graciously declawed, providing a simpler puzzle, and is mainly there for nostalgia--perhaps to evoke a little terror as well. Broken Sword 5's second part is noticeably shorter, coming in at fewer than five hours when compared to the first part's six, and its linear nature diminishes the joy of exploration. Nevertheless, Broken Sword 5: The Serpent's Curse is a solid installment in the nearly 20-year-old franchise, delivering a captivating story with great characters and loads of good-natured humor. We'll have to see if the combination is enough to warrant another adventure, but until then, The Serpent's Curse achieves its goals, giving George and Nico one more shot at the limelight. System requirements Memory:1 GB. Graphics Card:NVIDIA GeForce 6200. CPU:Intel Pentium 4 2.00GHz. Broken Sword 5 - the Serpent's Curse File Size:7 GB. OS:Windows 10 / 8 / 7 / Vista.
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Accepted! Welcome family ❤️
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Where activity?
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Many times we have played videos on YouTube that we would like to be able to save for personal use and be able to listen to them later, but we have been left with the desire since the Google service only allows us to do so if we are subscribed to YouTube Premium. With the Snappea application you will be able to do it and we will explain how. Many of us use YouTube as a background music, but there are times when the service can drop, we may find that we do not have data on our mobile phone that very moment or we simply do not want to spend our data rate to listen to our favorite songs; it may simply be that we are not interested in listening to a song but a simple lecture on a topic that is interesting to us. Snappea is a web service that allows us to easily and directly download MP3 audios from YouTube videos, and then we are going to show you how easy it is to use and what you can do with it, all completely free of charge for you. . How to download Youtube MP3 audios from Snappea Downloading audio in MP3 from YouTube is a simple and fast process if you know applications like Snappea. You really just have to copy the link of the video from which you want to extract the audio and paste it on its website, from where you will be offered the possibility of downloading it in different formats and qualities. Snappea website First of all, we need the link to the YouTube video. Once we have it we just need to go to snappea.com and paste it in the search bar. When we hit the Enter key or click, the following screen will appear, which will allow us to download both the complete video in different qualities as well as only the audio, also in different qualities. Download the one that suits you or you want and enjoy your favorite YouTube audios directly on your PC. Snappea You also have a tutorial to download YouTube to MP3 on the application's own website, from where you will easily learn these same steps that we have told you about. Once you have the MP3 downloaded on your PC, you can now manage it and do whatever you need with it, such as transferring it to your mobile terminal to listen to it from there without having an Internet connection, you could record it on a USB pen drive for later listen to it when you are traveling in the car if your car allows it, or you could simply do with it whatever you need whatever your need. And if you want to do it from an Android terminal? As in the section for PC, you also have a tutorial on how to download mp3 from YouTube on Android. You simply have to take into account the fact that this application does not appear on Google Play as such and you will have to perform a few additional steps. Snaptube is the Snappea application, which offers the same functionality but from an Android phone. First of all, we must highlight that you can only download the mobile application from the page www.snappea.com, which if you access it from Chrome for Android should appear as you see above these lines. Click on the Download button, in orange, and this will download an .APK, the application program packages.
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Google and Qualcomm have teamed up to extend the Treble project to all devices that integrate a Snapdragon processor so that they have access to the latest updates to the Android operating system earlier, which will offer support for four years. The Treble project was introduced through Android version 8.0 in early 2017. It reorganizes the architecture of the operating system to combat market fragmentation and facilitate the arrival of updates to Android devices. The alliance between the two companies seeks to expand this project to more devices and enhance it with enhancements designed to "reduce the time and resources required for Snapdragon devices to update to the latest version" of Android. These improvements, as explained in a statement published by Qualcomm, would allow manufacturers that Android devices with a Snapdragon processor could update without modifying the chip's software and use the same branch of Android in more devices. This collaboration also means that Qualcomm will offer support for four versions of Android and four years of security updates for all mobile platforms that use Treble, starting with Snapdragon 888.
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Game Informations : Developer: Daniel Starkey Platforms: PS4, PC Initial release date:July 22, 2014 at 4:24PM PDT At first glance, Super Comboman looks like the kind of average action platformer that overwhelms Steam's front page. But it isn't. Rather, it's bad, and sometimes amazingly so. Nearly every success is met with an equivalent failure, and that leads to a cycle of hope and despair that perfectly encapsulates the Super Comboman experience. The art style is charming enough, as the game makes all of its characters and environments look like cute stickers, but the animations often fail to load, leading to visual clutter and confusion. Some of the music is amazing, but it wears on you when it loops every 30 seconds or so. And perhaps most damning, Super Comboman occasionally makes you feel incredibly powerful before doling out some excruciating forearm cramps. The strange, almost dualistic nature of Super Comboman is clear from the outset. The star is Struggles, an out-of-work comic book geek desperate for some cash to help with his mortgage. To make a bit of money, he sets off with his sentient fanny pack in the hopes that he can one day learn how to fight as well as his hero, the eponymous Super Comboman. Immediately, there's an awkward clash between heavy poignancy and camp that ultimately drifts off into a nonstop barrage of groan-inducing Internet memes. After that introduction, you're thrust straight into the heat of combat and taught how to string together attacks and combo like a pro. At first, you have a few basic moves, such as light and heavy attacks. For the most part, these are functional and help you juggle foes or slam them through a brick wall, but when the action gets going, the cracks in the foundation become too big not to notice. Even under the best circumstances, you can only ever attack in one or two directions, though you often have foes attacking from several elevations in addition to being in front of or behind you. Escape is tough, because it opens you up to other attacks, which can put you in an animation cycle that ends only when you die. Guarding can help, sometimes, but more often than not enemies just wear you down and kill you. Your only recourse is to parry attacks, which is done by tapping forward. Even that comes at a cost, namely your stamina. With most incoming attacks, a small bubble appears that alerts you to a parry, or at least that's how it's supposed to work. Sometimes there is so much happening onscreen that you just blindly tap forward so you can parry any incoming attack and avoid nasty animation locks. That's fine for a while, but it doesn't take long for that tactic to get exhausting. Add that to the constant flurry of attacks, blocks, and dashes that you perform, and on some levels, your forearms will be cramping inside of 10 minutes. If you can defeat enough foes, you steadily earn a bit of cash, which you can spend on more-advanced attacks that are supposed to help rack up damage a bit more quickly, but they're really tough to pull off thanks to input lag. Every once in a while, everything lines up just right, and you can perform really slick combos that feel amazing, but those moments are far too rare and end all too quickly. In a game like this, boss fights should be a full test of everything you've learned up to that stage--tough, but ultimately empowering. Instead, I found that the best option was simply to double-jump in, use one attack, and then jump back out before I took a hit. The bigger, fancier moves Super Comboman tries to encourage are especially risky when facing off against a particular baddy that can knock away half your health with one good shot. Ultimately, combat is far and away more aggravating than fun. Combos also bring up a smooth-voiced announcer that says things like "Noobtastic," "Scrubtacular," and "Smizzle" when you've performed combos that exceed five, 10, and 20 hits respectively. While the exclamations warrant little more than a dry smirk the first time, given that the game is based on performing combos as many times as humanly possible, the constant audio feedback quickly becomes mind-numbingly obnoxious. It's also representative of the kind of grating humor that pervades the entire game. Some of it can be offensive, depending on your sensibilities. I recall one enemy that's meant to represent homeless men, and after he attacked by flashing his penis offscreen, I couldn't help but think Super Comboman was presenting and reinforcing some of the worst stereotypes of the homeless with a touch of snarky homophobia. That crass and sophomoric humor runs throughout and is usually a miss. Nearly every success is met with an equivalent failure, and that leads to a cycle of hope and despair that perfectly encapsulates the Super Comboman experience. Platforming is just as awful. Super Comboman often transitions from large open areas to cramped vertical segments. To manage the transitions, the designers opted for long vertical tubes that rely on several successful wall-jumps in quick succession. What makes that problematic, though, is that the wall-jumping here is terrible and without qualification the worst I've ever seen in any game. Wall-jumps are typically difficult maneuvers, sure, but game designers have found many ways to make them simple enough to be doable for average players. Mega Man X lets you slide gently down and jump at your leisure, while the Metroid series requires you to properly time only a few button presses and automates the rest. Super Comboman gives you no such help. You need to jump toward a wall and then quickly switch to moving out and away. The problem here is twofold. With the game's input lag, it's almost impossible to get that timing right consistently, and without a system like that of Mega Man X, where the game gives you a larger window to make that jump, platforming comes off as ludicrously frustrating. It's made much worse in some timed segments where obstacles and enemies are placed in front of you, and failure means an instant death. That is punishingly, brutally hard for absolutely no reason. After several runs, I found no consistent pattern for what let me succeed and what caused me to fail. Sometimes the enemies would lock me in one of those animation loops and I'd be dead before I could react. At other times I seemed to do everything wrong and still make it through. With levels like this, Super Comboman made me feel like my success was arbitrary and completely divorced not only from my actual level of skill, but also from what I'd managed to learn and ultimately apply within the game. Super Comboman is severely flawed, but buried beneath controller-snapping frustration is a game that with some control tweaks, less lag, and some bug fixes could have been enjoyable. Sadly, in addition to its numerous deficiencies, it is riddled with annoying bugs that keep the camera from focusing on you or that prevent your character sprite from loading at all, though to the developer's credit, patches have been frequent. Nonetheless, Super Comboman is still a frustrating mess that's more likely to cause wrist injuries than it is to inspire cries of platforming joy. System Requirements OS: Windows 7 or higher. Processor: 2.80GHz Processor. Memory: 4 GB RAM. Graphics: Video card with 512MB of VRAM. Storage: 3 GB available space.
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DH2, music good!
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Dh2, nice music ❤️
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Accepted por pending 2 days.
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Happy brithday tuyu AJAJJAJA hoy me VENGoooOOOooOo en tu Orejaaaa con leche estara esta noche bebe 😎 AJAJAJSJSAJSASJASAJ con mi causa @#Steeven.™, prepara ese culo de bebe
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In the gaming mouse market, the manufacturer PixArt is sure to be familiar to you, since like OMRON when it comes to switches, it is a manufacturer that stands out in the field of sensors for gaming mice. That a mouse has a PixArt sensor is usually synonymous with precision and quality, but is it always like this? Why does this manufacturer have such a good reputation? In this article we are going to go into it in depth to determine if its sensors are really as good as they promise. The mouse is possibly the PC peripheral that has undergone the most changes in its history, and with the proliferation of the gaming ecosystem the industry had to evolve to stop using those archaic "ball" mice to use more precise sensors that would provide what players needed. Thus, in 2003 came the first commercial optical sensor mouse designed for games, the Microsoft Intellimouse, but let's dig a little deeper to see how this story began and ended. PixArt is a world leader in optical CMOS sensors As we said, in the early 2000s was when optical sensors for mice began to proliferate on the market, and it led to a kind of struggle between the main manufacturers to see who was capable of developing the best technology that would provide the best precision. At the end of the decade, this fight was between Avago (now Broadcom), which in 2006 had the largest market share in this regard, and PixArt, which began in 1998 as a small company fighting against the big ones. PixArt Sensor At that time, both companies were involved in a patent fight for the optical sensors used in PC mice, a battle in style that ended years later with the victory of the Taiwanese company and that placed it as the world leader in optical CMOS sensors by having the vast majority of patents. From that moment, the rest of the sensor manufacturers were displaced by not being able to use PixArt Imaging patents, and at that time most of the "gaming" mice on the market equipped their sensors. As the undisputed industry leader, the company began flooding the market with mice equipped with its sensors, and models like the PWM 3310 were seen as the "bare minimum" for an optical mouse to be considered gaming-grade. From that model, obviously the company has been adapting and improving its sensor and launching new, increasingly advanced models on the market. Sensors-Pixart 2018 Hegemony sparked competition With PixArt positioned as the manufacturer that had the vast majority of patents in optical sensors for mice, and more so for gaming, the rest of the manufacturers had to make a living and invest in R&D to be able to produce their own sensors without infringing patents , that were competitive in terms of performance, and with the aim of being able to launch models to the market with their own sensors that would be cheaper than having to go through the box to pay royalties to PixArt. Thus, today not all gaming mice have a PixArt sensor and, in fact, even though it is a well-recognized manufacturer, it does not have the best gaming sensors on the market. Currently we can see the TrueMove sensors from SteelSeries, Focus + or 5G from Razer or the HERO from Logitech that have an even better performance than PixArt's top of the range and that are manufactured and developed in-house. SteelSeries Truemove Pro Sensor In summary, PixArt is one of the most famous and recognized manufacturers for its optical sensors for gaming mice, but this is so because of its history and the number of patents they have, but this does not mean that their sensors are the best on the market and this It has already been demonstrated with the first-order brands that we mentioned in the previous paragraph. Now, this does not mean that PixArt sensors are bad, far from it, since in fact they provide excellent performance and even more so if we talk about the latest generation; they simply have excellent sensors but they are not the only ones, the competition has surpassed them and this is always good because it means that they will continue to invest to improve their sensors and get back at the top, something that ultimately always benefits us users because the result will be sensors with ever better performance.
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Amazon has announced real-time translations in its Alexa digital assistant, a feature that will allow you to translate a conversation between people who speak different languages. Real-time translation is available on Echo devices for US users, and supports English, French, Spanish, Hindi, Portuguese (Brazil), German, or Italian, as listed on TechCrunch. The new Alexa feature uses neural machine translation and speech recognition technologies, allowing you to translate from English to other languages, and vice versa. Thus, before the voice command 'Alexa, translate French', users who are having a conversation in English and French will have the assistant as a simultaneous translator, who will automatically detect one language and translate it into the other. These translations will also appear transcribed on Echo Show devices, which have a screen.
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Game Informations : Developer: Nick Capozzoli Platforms: PS4, PC Initial release date:September 9, 2014 at 3:37PM PDT In the world of Harry Potter, where the laws of natural selection seem to favor whichever genes carry the most whimsy, there exists a species called a Boggart which takes on the appearance of your greatest fear, and is defeated by laughter. Unfortunately for the poor Boggart, there's also a spell that's laser-targeted on its ironic weakness, as Harry & co. discover in class. With the wave of a wand and the incantation "riddikulus," a Boggart in the assumed form of a giant spider gets shod with eight roller skates. A snake Boggart gets magically transmogrified into a Jack-in-the-box, which is actually kinda creepier, really. Alan Rickman ends up in a dress for some reason. I haven't read the novels, so the movies are a bit confusing for me. But the lesson of the Boggart is a familiar one all the same--you can master the object of your fear by rendering it absurd. Our Boggarts are all zombies these days. "Walkers" in The Walking Dead, "infected" in Resident Evil, "vampires" in The Strain...all scary in their own right, certainly, but a zombie outbreak also tends to reflect back to us our fears about modern society. We watch our umpteenth cubicle-dweller swallowed up by the horde and think--have we become too sedentary? We stare, as fragile alliances of survivors fracture over who should make the run for the flare gun in the pickup's glove compartment--would we sacrifice ourselves for our loved ones? Could the government be *that* corrupt? Has the selfie generation become too self-absorbed to survive the apocalypse? It's all getting a little heavy and a bit overwhelming and then-- No Caption Provided "Riddikulus!" --suddenly there's Dead Rising, running zombies over with a lawnmower, hitting them with a gumball machine, jamming a shower head into their scalp that causes them to emit cranial fluids through the nozzle. Since the start of the last console generation, Capcom's brawler series has been one big clown nose on face of the undead, now three entries deep. The latest release--last year's Dead Rising 3--has been newly minted on PC, putting keyboard & mouse users in the jumpsuit of one Nick Ramos, Los Perdidos mechanic and nascent zombie-slayer. While the Apocalypse Edition is not the most lovingly crafted PC port around (locked at 30 frames per second and a tad jittery), the quality is agreeable enough, it supports controller or keyboard well, and the game's four downloadable content missions come bundled in. The city of Los Perdidos is in a bad way. It's been all but given over to reanimated corpses, and as we join Ramos and his small band of leftovers, they're attempting to jury-rig a mode of transportation that'll get them out of Dodge. They're up against a fairly tight clock, but unless you're playing on the included "Nightmare Mode," it's not so tight as to prevent Ramos from indulging in a copious amount of assorted clowning and speciously relevant errands for the city's other survivors. Collect three spray cans, find that lost briefcase, and could you stop by the pharmacy on the way back? Games with this sort of laissez-faire attitude on direction tend towards morally inconsistent, strangely acquiescent protagonists, and Dead Rising 3 is no exception. Take Ramos' innocent, almost puppy-love sort of affection for a fellow member of his group, named Annie. When Annie flies the coop, he volunteers to capture and deliver her to a shadowy figure who wants her for some unknown end. A few scenes later, when it's revealed that Annie's part of a rebel band of "Illegals" (a real-world analogy that's invoked, then summarily ignored), Ramos is back by her side, and never a question is raised. Ramos may only be marginally more perceptive than the shambling remains of the rest of the populace. But fortunately for him, the horde is less a threat than it is a slowly shifting, listless object to be acted upon--electrocuted en masse, perhaps, or paved over with a steamroller. As far as raisons d'être go, that's not much, even if Dead Rising 3's zombies get second billing to its unusual arsenal. The thrill of squishing them wears thin when you realize the extent of their haplessness--stand at the top of a ramp, and one after another will trip over the incline, forming a pile of dead undead without you so much as revving your chainsaw. Even a resurrected corpse deserves a little more agency than this, if only to make besting it a bit satisfying. Dead Rising 3 feels over-tuned to accommodate the player’s activity. Firing a weapon into the space between two zombies seems to consistently result in one of them getting hit. Player button presses feel prioritized in a way that makes the zombies appear almost deferential when you wade into their midst, brandished swordfish a-swingin'. It’s also quickly revealed that Ramos is immune to “the bite,” and you could say that this old chestnut represents a final breakage of the “there but for the grace of God” connection between survivor and shambler. Dead Rising 3’s zombies, thusly neutered and fully divorced from their status as once-humans, can more comfortably sit in the crosshairs of say, a leaf-blower that fires "personal massager" missiles. Not your cup of tea? Perhaps the sledgehammer with grenades duct taped to its head, then? How about the vehicle that shoots fireworks that pierce zombies and launch them into the sky? At one point I stumbled across a dictionary that can be weaponized. Well played there, Dead Rising 3: you know everyone's got that one item they'd like to hit people with. There's a wonderfully diverse arsenal lying about, begging to be picked up and brandished by a curious player, and ad hoc weapons and vehicles can be thrown together with a few clicks of the mouse. It's a shame that these imaginative combinations can only be made once unlocked via collectible blueprints marked on your map, however. The tidy, rationed flow of blueprints kills the potential for creative discovery in favor of more prescriptive rewards. "Here's a traffic cone" Dead Rising 3 says, like a tween's exasperated parent, "Go do something with the traffic cone." There's something of an evocation of Los Angeles' sprawl--four clusters of low-rise urban landscape connect via knotted highway ramps. But it feels too staged, too self-contained, and it quickly begins to feel like you're a lab rat, cycling around the same track, turning in the same colored blocks for the same pieces of cheese. Take a ride on one of the long-spanning causeways, and you can see the dead-zones to either side: empty plots of land at the corners of the intersections, cordoned off by barricades. There's a wearying amount of roadblocks in the playable space too, and they rarely divert you into interesting areas. Mostly they break up the flow of driving, which becomes immediately obnoxious when some errand inevitably forces you to commute back and forth between multiple districts. There is some clever staging, like an open-air fireworks store you just might blow through while driving a low-rider full of loose fuel tanks. But these exceptions make the larger blandness all the more conspicuous. But hey, there sure are a lot of zombies. Many of Dead Rising 3's most enduring images come when you stand atop some burned-out car, surveying the field of hundreds of on-screen undead with their arms outstretched. You're a post-apocalyptic rock star, sometimes, and maybe you're even wielding a proper axe. Yet Dead Rising 3 reiterates the common lesson of zombie fiction: that in a world where the majority of the population eats brains, the salient dangers are still posed by your fellow man. In the long view, that danger comes from the power-mad general who'll be nuking Los Perdidos in six days. But in the here-and-now, the biggest threats come from the game's various human bosses. "Psychopath battles," as the game dubs them. These fights are demonstrably harder than any zombified creature Ramos runs up against. There's even a cutscene where a new, frankly terrifying zombie type is revealed, and, lo and behold, when control is handed back to you it's mysteriously gone, later revealed to be a new enemy type that simply populates the streets--marginally tougher than the normal fodder, but equally susceptible to a flame-throwing steamrollercycle, as it turns out. The humans you fight, by contrast, are veritable bullet-sponges, and just intelligent enough to employ frustrating stun-locks that bounce Nick around the battleground, or charge moves that home in with a will. They all seem to pack multiple health meters. Scary stuff. They're uniformly miserable encounters, and it isn't just because they're chock full of clumsy, tired mechanics that overtax Dead Rising 3's loose, brawler controls. One psychopath is a Chinese man, bearded and dressed as a monk, fought in a temple garden, who attacks you with a medieval polearm and kung fu. The game stops just short of playing "Chopsticks" as an accompaniment (but it does ring a gong). One is a sexualized policewoman wearing a Halloween-costume version of the uniform. One is a female bodybuilder that the developers, through Ramos, gleefully misgender. Another is a chap-wearing bisexual man in a pink cowboy hat. He has a phallic flamethrower. Is there a Harry Potter fan in the audience? Maybe one with a good command of the series' bestiary? Because I think what we have here is a Boggart, reflecting back someone's subconscious fears about minorities. And to conquer those fears, they've cast a mean-spirited spell to turn the things that frighten them into ridiculous caricatures. It's a cruel portrayal, and superfluous besides: in a game that's ostensibly about zombies, shouldn't the zombies be scary enough on their own? System Requirements OS: Windows 7 64-bit , Windows 8 64-bit. Storage: 30 GB. Processor: Intel Core i3-3220 @ 3.30GHz (Intel Core 2 Quad Q9550 @ 2.83GHz) / AMD Phenom II X4 945 @ 3.00 GHz. Memory: 6 GB. Graphics: NVIDIA® GeForce® GTX 570 / AMD Radeon 7870. DirectX: 11.
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DH2, nice soundboard i like it ❤️
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Dh2, music nice !
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DH1, music good and legend ❤️
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Nickname : @-Dark Tag your opponent : @Loenex Music genre : Rap Music Number of votes ( max 10 ) : 7 Tag one leader to post your songs LIST : @XZoro™