Everything posted by Dark
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The so-called console war is in full swing, with the two main contenders (SONY's PS5 and Microsoft's Xbox Series X) headlining, each displaying their weapons to attract users. And although we are aware that, in the end, it will be the exclusive games that will make the players opt for one or another console, we cannot miss the occasion and make a comparison of the Xbox Series X vs PS5 at the hardware level with the objective to determine which console is best in this regard. Both consoles feature state-of-the-art AMD hardware, with SSD storage as standard and in fact have the same amount of RAM. However, there are quite a few differences that make one and the other superior to their competition in different areas, so this is precisely what we are going to see. PS5 Xbox Series X Xbox Series X vs PS5, who has the better processor and GPU? In both consoles the graphics card is integrated, so we should not really talk about processor and GPU but about APU, since both components are integrated in the same die. In any case, both use AMD Zen 2 architecture on the CPU side and AMD RDNA2 on the GPU side. The Xbox Series X equips a custom AMD Zen 2 CPU at 7 nm, with 8 cores at 3.8 GHz (3.66 GHz with SMT), that is, it is capable of providing up to 16 processing threads although at the cost of reducing its speed a bit. This allows the processor to run dynamically, delivering higher power and less consumption when executing simple tasks, and doubling the number of threads when necessary. The GPU has AMD RDNA 2 architecture and has 52 CUs at 1.825 GHz, providing according to Microsoft 12 TFLOPs of raw power in FP32 calculations. Xbox series s As for SONY's PS5, it also equips an AMD Zen 2 CPU at 7 nm with 8 cores at 3.5 GHz, but in this case SONY indicates that it has a variable frequency (it does not say how much specifically) and it also has SMT, so there are 16 threads that it is capable of handling. SONY has been pretty vague about its console's processor capabilities, but it's essentially slower than the Xbox Series X. The GPU is also RDNA 2 architecture and has only 36 CUs but at a higher speed, 2.23 GHz which we understand to be the maximum since SONY also says it has a variable frequency. In theory this GPU is capable of providing up to 10.28 TFLOPs in FP32 calculations. PS5 motherboard Which console has the best processor and GPU? The numbers say that the Xbox Series X is superior to the PS5 in terms of the processor, and although SONY ensures that the console does not fall short in terms of the performance of its GPU thanks to the optimizations, the raw numbers put the console back Microsoft ahead. Although the PS5 is capable of running its GPU much faster than the Xbox, there are 14 fewer CUs that it has and that is going to be noticeable, especially in highly graphically loaded games. By the way, here we must denote the fact that both consoles have a theoretical capacity to reproduce content at 8K resolution, and equally both consoles are capable of reaching 120 FPS depending on the resolution and the game. We will see. RAM and storage Both consoles have 16 GB of GDDR6 memory, which is shared between the system and the graphics card. In this regard, SONY has said that its memory has 448 GB / s of bandwidth, thanks to its 256-bit interface, but Microsoft has divided the memory of its console into two subsections: it has 10 GB that works at 560 GB / s, more than the PS5, but the remaining 6GB runs at just 336GB / s. This means that when a game needs more than 10 GB of memory (which there will be, especially when playing 4K) the Xbox will start to suffer, but in exchange for games that do not need so much memory it will deliver superior performance than the PS5. If there is a winner to be given, we sincerely prefer the stability offered by the PS5 and declare it the winner: its memory will be a little slower, but the performance will be more stable and it will not have bottleneck problems in this regard. GDDR6 PS5 Storage wise, the Xbox Series X offers a custom 1TB NVMe SSD (with 802GB available to the user), while the PS5 has a custom 825GB SSD (664GB available), so in terms of space Microsoft's console wins. The Xbox offers an expansion slot for PCIe NVMe SSDs (currently only from Seagate) to expand storage, while the PS5 can install PCIe 4.0 NVMe SSDs directly into the console, and we consider them to be on par in this regard. In terms of performance, in theory the internal SSD of the PS5 wins by far thanks to the inclusion of a specific controller for this, which also uses Kraken decompression algorithms, more efficient than BCPack.
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Game Informations : Developer: Edmond Tran Platforms PC Initial release date: July 25, 2016 at 5:08PM PDT The year is 1980. Hoverbikes are in vogue, and so are 1920’s Italian opera and portable vinyl record players. You’re in the midst of breaking into a highly secured villa, and the safe you’re there to grab is surrounded by lasers, just as you expected. You throw down your clunky laptop and after a flurry of determined keystrokes, you smack the Enter button. Elsewhere in the complex, your strategically-placed briefcase opens up to deploy a rifle, which swivels and fires a round to hit a switch, just as you programmed. The lasers disappear and you spring to action, forcing both the safe and yourself through a glass window, three stories down, straight onto the extraction point just seconds before the alarm triggers. Objective complete. You return home and celebrate a successful mission with your accomplices in style--by eating instant ramen. Quadrilateral Cowboy is a game with two distinct kinds of experiences. The first: tense, Mission: Impossible-style heists, which take place in a variety of death-defying scenarios, and challenge you to use logic, computer hacking and a variety of unique gadgets to complete criminal objectives. The second: quiet, peaceful moments that take place in the homes and hideouts of your protagonist and her accomplices, which give you a sense of their relationships with one another, and immerses you in the game’s unconventional setting. The world of Quadrilateral Cowboy is a bizarre, retro-futuristic collage. It embraces cutting-edge technology from the early 1980’s and injects that clunky, analog aesthetic into a cyberpunk ethos. The game’s fascination with analog technology, as well as the physical manipulation of technology, blankets the setting. You insert cassette tapes to retrieve data. You flip through spiral-bound instruction manuals. To save your game, you have to wrench a lever on a six-foot magnetic tape machine. One of the first things you’re required to do is build a computer by installing each individual part into the motherboard; pop in the CPU, drill-in the power supply, and plug in that massive stick of 256k RAM. Then, there’s the physicality of the game’s primary mechanic, hacking. Hacking is a joy. In Quadrilateral Cowboy’s heist scenarios--towering skyscrapers, high-speed truck chases, space stations, to name a few--the purpose of hacking isn’t to break into computer mainframes, but rather manipulate the physical environment to open doors, disarm lasers, and remotely operate some of the game’s unique gadgets like miniature robots and deployable turrets. The commands you must learn and physically type out on your own clacky keyboard are not particularly complicated. But what makes the act of hacking incredibly fulfilling is the physicality of your hacking deck, the complexity of command strings required later in the game, and how you’re required to move and interact within the complex, tangible effects of a successful hack. Before hacking, you need to physically equip your hacking deck and place it on a surface, and although perspective zooms to the terminal screen once the deck boots up, you are still completely free to look around and observe your environment. Looking around with the mouse when you need to be typing with both hands can be cumbersome, but what makes this feature incredibly gratifying is that you can immediately see the impact of commands you execute. When unlocking a door, you can type the necessary command into the hacking terminal, move your perspective to look past the in-game hacking screen and at the door, confidently hit the "enter" button, and immediately see the effect. The physical placement of your deck and what you can see while operating it becomes a necessary part of missions later in the game, where observation of the environment becomes key in knowing exactly when to manipulate it. You have to know when to deactivate lasers to allow a moving object to slip through without triggering an alarm, for example. In another case, you may need to wirelessly connect a gadget’s camera to an additional CRT screen, separate from your hacking deck, in order to monitor the situation from a distance. In cases like this, it’s crucial to consider that the physical placement of your CRT screen needs to be in a position where you can both observe the images your remote device is beaming back, while also being able to see the information on your hacking deck so you can give it the correct commands. No Caption Provided The missions in Quadrilateral Cowboy eventually culminate in a number of complex situations where you not only need to observe the nature of environmental obstacles blocking your path, but learn to plan ahead and program a sequence of commands to be automatically executed with precise timing. Some of the game’s most thrilling moments had me code a lengthy algorithm, double-check it for mistakes, hit "enter", and immediately dash through a series of dangers that were disabled just as I reached them, and reactivated as soon as I passed. This is cyber espionage action at its finest. Although learning a breadth of hacking commands sounds daunting, it isn’t. Quadrilateral Cowboy very gradually introduces new mechanical concepts, commands, and gadgets with each heist mission to slowly help you build a base of knowledge. Each individual mission can last from one to 20 minutes depending on your skill, and each does an excellent job in making you feel like a genuine hacker each time you accomplish something new. In the final missions of the game, I found myself doing the equivalent of in-game touch-typing--keeping my perspective on the hacking target rather than the hacking deck, and entering reams of commands sight-unseen, beaming with confidence. There are only a couple of instances where the game’s mechanics disappointed. One of the final obstacles in the game demanded much more dexterity, rather than programming prowess, to overcome. The other disappointment is in regards to the tag-team mechanic introduced later in the game, where you’re given the ability to take control of different characters with different skillsets. These missions require you to go in as Character A, essentially “record” a series of actions, back out and rewind, change to Character B, and then act in tandem with the previous character’s actions. This mechanic is executed well despite some minor technical hiccups, but is only used for two proper heists before never appearing again. It’s a shame to see this feature under-used, although the game’s integrated Steam Workshop functionality does allow the opportunity for custom maps to be made. The other side to Quadrilateral Cowboy’s coin, the quiet moments between the missions, are just as strong as its heists. The game has no explicit storyline and no dialogue to drive events forward. Instead, what is provided are a number of short, but minutely detailed interactive vignettes that give insight into particular characters, their relationships with each other, and the slightly off-kilter world they inhabit. Those familiar with some of the developer’s previous games--Thirty Flights of Loving and Gravity Bone--will have an idea of what to expect. These dioramas are filled with details, meaningful flavour text, and can be explored at the player’s leisure. I got as much gratification from staring at a collection of photographs on a bedroom wall, trying to piece together the backstory of these characters, as I did from perfectly executing a string of command-line prompts with my hacking terminal while on top of a moving train. One of the most memorable scenes of the game involved just hanging out with the characters on a rooftop at sunset, and enjoying the moment. When Quadrilateral Cowboy ended, I was left feeling a distinct and poignant fondness for the characters and the journey we’d all been on, despite never speaking to them. Quadrilateral Cowboy succeeds in astonishing ways: It makes you feel like an incredibly accomplished computer hacker and agent of espionage. It creates an eccentric, thorough world that feels good to exist in and creates characters you can empathise with, despite the lack of a clear plot thread. Quadrilateral Cowboy presents you with a spectrum of moments, and each moment makes you feel great.
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I hope you had a good time on your birthday with your family and friends and we thank the users of our community for greeting you on your birthday ❤️
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Feliz cumpleaños bebe 🔥🥺
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DH1, sound and music background
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Your designs are great, but you need more activity in the avatar requests section as simple as possible, wait a few more days for their activity and you can come back with a new design request.
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Google is working to add support in its Assistant for third-party podcast services, which will allow the device to play this content from other services, such as Spotify. The Google Assistant allows users to choose which service they want to listen to music with, be it Spotify, YouTube Music or Deezer. However, in the case of 'podcasts' this is not the case, since the Assistant only plays content from the Google Podcast service. The company is working so that the new version of the Google Assistant allows users to select other 'podcast' services. Recently, the Wizard settings have added a new 'Podcasts' section that has two options: Google Podcast and "No Provider Set". Now, Google has introduced a new option for Spotify, which should be compatible for both free accounts and 'premium' accounts, as reported by the Android Police portal.
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NVIDIA has updated information on the video formats that its graphics cards can hardware decode. It has done so by updating the table where it gives information about the video standards that are supported by the different NVIDIA GPUs, adding the new GeForce Ampere, the architecture used by the NVIDIA RTX 3000 series graphics. If you want to know what codecs your brand new RTX 3000 supports then read on. One of the functions that a GPU can do is not only render graphics but also play video and generate it. It is therefore important to know what formats each family of graphics cards supports in case they suit our needs in that regard. What video codecs does your NVIDIA RTX 3000 graphics support? RTX 3000 From the data published by NVIDIA itself we can know the codecs supported for both encoding and decoding the latest GPUs of the brand, which will be useful not only for those who dedicate yourself to video editing and you are interested in one of these GPUs but also for those who want to dedicate themselves to streaming. We leave you below the video formats that the RTX 3000 can encode and therefore those that can be generated by hardware: It is very striking that the codec for streaming content par excellence at the moment because it has the best image quality / bit rate ratio, the AV1, can only be reproduced and video cannot be generated with it only with the GPU. It is one of the most missing things in current NVIDIA Ampere-architecture graphics as it is ideal for creating cloud gaming servers. On the other hand, the good thing that AV1 can now be played is that video streaming services that make use of this format will consume less power on your PCs with an RTX 3000. How does a GPU encode and decode video codecs? NVENC NVDEC As you may have observed, the entire RTX 3000 range has support for the same video encoding and decoding formats, and this is because it is not the part of the GPU responsible for rendering the graphics in real time that is responsible for decode, but uses specialized accelerators within the GPU itself, which are a type of domain specific processor that take care of that task. These types of accelerators are found in all GPUs today and for several years regardless of the brand we are talking about; Sometimes new iterations of a graphics architecture may appear on the market whose only change is in the video encoder and decoder, in order to support new formats. When a format is not fully supported (or is only partially supported) what is done is that the CUDA cores, within the SM or Compute Units of the GPU, are responsible for carrying out the decoding work. Both the NVENC and the NVDEC and equivalents of other brands occupy an area and a miniscule consumption compared to what is the rendering engine that encodes or decodes video when the hardware codecs do not support a format, and in some cases it even ends up being CPU involvement required.
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The Ministry of Health (Minsa) reported this Sunday that the accumulated number of positive cases of COVID-19 in the country rose to 868,675. There are 3,126 new infections (604 from the last 24 hours and 2,522 from the previous seven days), which are added to the 865,549 accumulated until Saturday. It should be noted that since August the Minsa records a cumulative number of infections from the day and previous days on a daily basis. The National State of Emergency due to the pandemic will be in force until October 31 in order to contain the spread of infections throughout the country. In addition, the curfew is maintained from 11:00 p.m. until 4:00 a.m. the next day, Monday through Sunday, nationwide. Although the Government lifted the quarantine focused on the country, in the Cusco, Puno, Moquegua and Tacna regions, as well as the provinces of Abancay (Apurímac), Huamanga (Ayacucho) and Huánuco (Huánuco), the mandatory social immobilization will remain in force on Sundays throughout the day, until 4:00 am the next day.
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Game Informations : Developer: Peter Brown Platforms PC, PS4 Initial release date: June 2, 2017 at 5:03PM PDT When we published our review in progress of Friday the 13th last week, it was after a couple days of playing relatively smooth matches on PC. Since launch day, the PC version has remained our go-to option, but more out of necessity than by choice. On both PlayStation 4 and Xbox One, Friday the 13th has been intermittently unplayable. Yes, private matches with friends are sometimes possible, but if you wish to join up with a band of strangers online for a bout of deadly hide-and-go-seek from the comfort of your couch, you're either entirely out of luck or stuck waiting upwards of ten minutes for a match--after days of not being able to play at all. Developers Gun Media and Illfonic are on the case, providing frequent updates that seem to be improving the situation in minor ways, but for reasons involving platform holders' patching policies and new bugs that emerge with continued testing, it's hard to imagine Friday the 13th being anything other than a half-baked experience for the foreseeable future. Even if servers were up to speed and able to keep up with the purported influx of eager players, you could still look at Friday the 13th and ask yourself if it would have been better off released as an early access game. The answer is "yes." The dearth of maps, inconsistent frame rate on consoles, laughable animations, and shoddy collision detection are evidence of a game that isn't ready for prime time. These issues are disappointing, but not only on the principle of meeting the expectations of a finished product. There is a good game in Friday the 13th that pops its blood-soaked head up every now and then. Its asymmetrical teenager-versus-supernatural-murderer premise is one that will speak to anyone with an affinity for survival games, cooperative problem solving, and '80s slasher films. It has great potential, which is why you can't help but be frustrated to see it left unrealized, if not outright squandered. A single match lasts 20 minutes, and that time will either fly by or feel twice as long depending on which role you're randomly assigned to. As a camp counselor, you are set free in one of three maps pulled from early Friday the 13th films, and are tasked with either repairing escape vehicles, calling the cops, hiding from Jason until the end of the match, or killing him--an obtuse and complex process that the game never explains, let alone hints at. If you are the lucky one who's picked at random to play Jason, your only goal is to kill every counselor that you can get your hands on. Playing as Jason is without a doubt the most enjoyable time you'll have with Friday the 13th. As the lone killer, you are essentially unstoppable, and you gain new abilities over the course of a match that increase both your awareness and mobility. Jason can warp from one end of a camp to the other, rush across large stretches of land (think Evil Dead's encroaching force), detect fearful or active counselors, and silence the haunting theme that usually plays when he's approaching a target. He will also earn the strength to bust through doors rather than hack them open, a skill that directly thwarts a counselor's best line of defense: shelter. Playing as Jason is the epitome of a power fantasy. These shortcomings and ongoing server issues aren't easily overlooked, and work against what promise Friday the 13th shows. When caught, a counselor has a small chance to fight back by staggering Jason with a single-use weapon such as a pocket knife or a flare gun. But most of the time, once Jason has someone in his grasp, they are as good as dead. There are several places to hide, which include tucking yourself into an armoire, a camping tent, or under a mattress, but Jason can still find you if the counselor you're controlling is prone to yelp in fear--an automated process triggered by the sight of Jason. Pick a counselor with a high stealth rating, and you'll have an easier time waiting out a match from the safety of a confined space. It's a boring but effective way to "win." If you instead choose to escape rather than simply avoid Jason, you will have to poke around every available building in search of items like keys, fuel, and batteries to repair nearby cars and boats. Items are placed at random locations, so you never know exactly where to look. Teamwork then becomes important as you can coordinate your efforts to simultaneously search multiple buildings and report Jason sightings as you go. This is of course assuming that your fellow counselors are not only wearing chat-enabled headsets, but that they are willing to lead or be led at all. Playing with friends makes this easy; playing with strangers does not. When you are a counselor without reliable comrades, Friday the 13th is typically boring or frustrating. You either hide or wander around cautiously in search of items, or ironically invite death to hasten your progression unlocks. The amount of XP you earn from sticking around long enough for the results screen to appear is unreasonable; you're likely to earn far more from dying and waiting than actually making an earnest effort to be a resourceful player. XP plays into a progression system that allows you to acquire new counselors and outfits as you level up, so if you want to experience the breadth of Friday the 13th's playable characters, you might as well exploit--or put up with--the match-based XP bonus early on. It's refreshing when the counselor routine is interrupted by being assigned to play as Jason, but regardless Friday the 13th grows stale in short order. Part of this comes down to the fact that there are only three maps to choose from, but numerous bugs and presentation flaws are equally grating. Characters regularly clip through objects, get stuck in geometry, and occasionally end up floating off of the ground, entirely negating their vulnerability. These shortcomings and ongoing server issues aren't easily overlooked, and work against what promise Friday the 13th shows. As of now, a week after launch, it's short on content and performs poorly all around, especially on consoles. The story goes that the developers weren't prepared for amount of people who wanted to jump on day one, but that does little to assuage players who were convinced that they were paying for a finished product. Despite showing potential that may one day be realized, Friday the 13th comes across as an unfinished game that shouldn't have been released in its current state.
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v1, text and blur!
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Today is an important day for our friend @Ru-gAL.™ 22 years old and you are old I hope you have a good time with your family and your friends (Always the distance), today you will also spend it with your friends from the community. HAPPY BIRTHDAY MY BROTHER ❤️
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[DH-BATTLE] Hold,Mra9 VS Reus [ W Hold,Mra9 ]
Dark replied to H O L D F I R E 流's topic in Battles 1v1
DH2, good music and good sound effects -
Well you are a person to trust, you helped me a lot and you are active in projects and you are one of the people who can help in the forum + ts3
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The Minister of Education, Martín Benavides, clarified this Friday that schoolchildren will not approve the year automatically, as it was announced days ago. He specified that there are learning that has been achieved in schoolchildren, but others not -mainly in the more traditional areas such as communication and mathematics- so the Ministry will carry out a virtual evaluation to know the levels of learning and thus know how it will end the school year as a system. “As Minedu we are committing ourselves to look for those students who could not have the opportunity to learn what they should have learned due to the circumstances we have all gone through (COVID-19). That is our responsibility and our commitment and that is why we have designed this evaluation mechanism that does not say that everyone passes the year automatically, but rather, what it says is that there are competencies that will be fulfilled next year and since this year we will not he was able to have the opportunity to learn certain topics, "he explained in RPP. He specified that recognizing that there are different levels of learning due to a different exposure in the strategy of I learn at home, a possibility of recovery will be given to those students who entered this strategist late. He added that in the summer of 2021 there will be a leveling for the students who are going to receive some tablets and it will also start with a diagnosis by the teachers to know what skills need to be worked on and depending on that result, some will pass for a consolidation from March to June and if they still cannot pass, they will go to a special reinforcement. In terms of the satisfaction of families and teachers, he indicated that the sector conducts monthly surveys which, in the case of teachers, 8 out of 10 of them say they are satisfied with the I learn at home strategy and in the case of families, about 7 out of 10 of them.
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Game Informations : Developer: Maxwell McGee Platforms PC, PS3 Initial release date: May 2, 2014 at 5:51PM PDT The world of JoJo's Bizarre Adventure is absolutely insane. It's a twisted mash-up of Western glam rock style and Eastern anime influences, all wrapped around the ongoing, globe-trotting tales of the Joestar bloodline. Its characters dress in eccentric outfits, strike eccentric poses, and fight using eccentric attacks and techniques. In short, it's the perfect candidate for a fighting game. Drawing from over 25 years of JoJo's story arcs, developer CyberConnect2 (Naruto Shippuden: Ultimate Ninja Storm 3) has put together a fighting game that faithfully re-creates the spirit of the JoJo's universe. At times, however, the developer's devotion to authenticity causes the game to stumble. Just like its source material, JoJo's Bizarre Adventure: All Star Battle features a cast of characters with a strange sense of what's vogue. While this does create some entertaining combatants, it is also a double-edged sword. Because the game spends so much time showing off the eccentricities of its fighters, the fights themselves are rather sluggish. Simple acts, such as moving around the arena or performing heavy attacks, take a bit too long to perform, and these minor annoyances quickly add up. Some fighting games can use the slower pace to build tension, but All Star Battle more often leaves you anxious to hurry up and get to your next attack. The art of fighting in All Star Battle is pretty simple compared with most other modern fighting games. There are three main attacks--weak, medium, and powerful--which can be linked together in sequence to form a basic combo. Combos can then be topped off with certain special moves, most of which use the standard, circle-based inputs seen in Street Fighter and countless other games. You can also mash the light attack button to perform a Persona 4 Arena-style auto combo, ending in a powerful super move if you have the energy to spend. And then there's the dodge button, which lets you sidestep around attacks if timed correctly. While this does create some entertaining combatants, it is also a double-edged sword. Because the game spends so much time showing off the eccentricities of its fighters, the fights themselves are rather sluggish. Most important, however, is the style button. Style does different things depending on the fighting style of your character. Stand fighters summon colorful allies to fight alongside them in battle, while hamon fighters can perform powered-up versions of their special moves, similar to the Street Fighter series' EX attacks. Vampirism, mode, and mounted fighters behave in different ways still with the style button, and together these styles offer a good variety between the cast members within the game's simple fighting framework. But the cadence of the fights themselves still feels off, and it's an issue that impacts the entire roster. For those of you not already familiar with JoJo's lore, All Star Battle's Story mode brings you up to speed, albeit in the most basic way possible. Here, the visual splendor of the JoJo's manga is condensed into a few simple text snippets that you can scroll through during loading screens between fights. But while the story aspect may be lacking, the fights themselves have an interesting twist. Individual fights in Story mode come with some special conditions layered on top--such as the enemy's health automatically refilling or your attack strength being cut. You can give yourself an edge by spending in-game currency to purchase power-ups that can negate these penalties or boost your own stats. This simple metagame between battle conditions and power-ups adds some variety to the standard versus match, and I would have loved to see these items and battle conditions expanded even further. This simple metagame between battle conditions and power-ups [in Story mode] adds some variety to the standard versus match, and I would have loved to see these items and battle conditions expanded even further. While Story mode is pretty straightforward, All Star Battle's Campaign mode is not. In this mode, you start with 10 blocks of energy, which are spent to search for opponents to fight. By defeating these opponents, you unlock new customization items--such as taunts and victory poses--for the roster. Theoretically, when you run out of energy, you can't fight anymore; however, the game trips over itself to make sure you always have more blocks to spend. You can also spend real-world money to purchase more energy blocks or the sorts of power-ups found in Story mode, but in my time with the game, I didn't have the need to do so. As it exists now, the whole energy system feels unnecessary, making this an odd variation on the otherwise sufficient Story mode. With its wide assortment of fighting styles and character gimmicks, All Star Battle desperately needs a mode that teaches you the nuances of its cast--a mode that is sadly absent. Instead, you get a few tooltips in each character's move list, but these are insufficient teaching tools for learning the full complexities of certain characters. Case in point: Jotaro Kujo has a special attack called star finger. This is an unblockable attack with a very long startup animation performed by Kujo's stand. The skill description for star finger says it's "a corresponding skill for stand rush." Stand rush is something that is not explained in Kujo's move list, the controller layout, or seemingly anywhere else in the game. As it turns out, stand rush lets Kujo attack while his stand winds up for star finger. This is a pretty significant improvement for an otherwise unsafe attack, but you are simply left to your own devices (read: YouTube) to figure it out. One way or another, when you feel you've mastered your chosen fighter, then it's time to head online. The online offerings for JoJo's Bizarre Adventure: All Star Battle are minimal. Player matches have room for only you and one other person, and there is no spectating or replay support. Not being able to watch others play within the game is especially bitter since watching others is a great way to learn more about how to play your favorite characters, and as previously noted, the game lacks a dedicated education mode. In terms of online performance, the game plays well in online matches with optimal connections. Anything below that results in significant and noticeable lag, which hamstrings the fight. For those of you out there who are JoJo's fans first and fighters second, JoJo's Bizarre Adventure: All Star Battle is, despite its flaws, still very fun to play. The game is a fantastic vehicle for re-creating the iconic scenes and match-ups from its source material, is easy to pick up and mash out combos, and is every bit as stylish and emotive as the original manga. But once the glitz and glamour fade and you dive a little deeper into this game, the cracks begin to show. JoJo's Bizarre Adventure: All Star Battle is packed with style, but simply lacks the substance to back it up.
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Although the market for All in One liquid cooling systems is booming, many users are reluctant about possible liquid leaks that could damage their PC. Therefore, they continue to search for air coolers that improve the performance of their predecessors and that, incidentally, give them capabilities more typical of these AIOs than of a high performance heatsink. One of these heatsinks is the new Arctic Freezer 50, a version that we have for analysis and that surely sounds like something to you. Heatsinks, as is happening to AIOs now, are entering a technology maturation phase that represents a series of advances or minimal steps in the sector each year. There is innovation to be sure, but in terms of performance they move too slow for what AIOs do. Arctic comes to try to deny this through its new Freezer 50, a remodeled and adapted version of the Freezer 50 TR that we already had the pleasure of analyzing and that left us great sensations. Will this version for the most common sockets achieve the same performance seen in its brother? If you saw that review of the Freeza 50 TR, this new Freeza 50 is going to be the game of looking for the 7 differences, which there are. In the first place and not being a surprise as such, we are faced with a heatsink of a gigantic size, with specific measurements of 149.5 mm x 148 mm x 166 mm. As a good giant with two towers, it has a weight according to its size, since for the scale in no less than 1160 grams, a figure that surpasses rivals such as the Noctua NH-D15 or the Corsair A500, since it is lighter . In addition, it adds compatibility with the standard LGA 1200 socket, as well as LGA 155X, 2066 and 2011-3, in addition to the AM4 socket of course. To cool such a generation of processors, it integrates 6 6mm heat pipes joined to 104 0.4mm thick fins. These characteristics are complemented by a 120 mm fan on its front that is capable of rotating between 200 to 1800 RPM, while the central fan that integrates between the two towers increases its size to 140 mm with a very similar rotation: between 200 and 1700 RPM. Both fans use the patented FDB technology of this German brand, also having 4-pin PWM connectors in both cases, where, as we will see later, they make use of a splitter. Wanting to know more about it? Well let's get to it. Unboxing and external analysis Arctic Freezer 50 Review (1) As expected, the box of this Arctic Freezer 50 arrives with a finish very similar to that of its brother for the AMD Threadripper platform. As expected, Arctic highlights a section where it has an advantage over its competitors, the A-RGB lighting system, which integrates a 3-pin 5-volt connector, being compatible with the main motherboard manufacturers: ASUS, GIGABYTE , MSI and ASRock. Arctic Freezer 50 Review (2) On its side we find the technical specifications named and a curious note, since by way of comparison Arctic has included a graphic where it duels its heatsink against an entire NH-D15, curiously with an i7-8700K at 4.8 GHz, precisely the CPU that we are going to test and under an overclock of 4.9 GHz in our case. It will be interesting to see if he can beat the quintessential rival by that grade they name. Arctic Freezer 50 Review (3) The next side shows the main virtues in a larger size, such as its dual tower system, its push-pull configuration with optimized fans, the A-RGB system and its easy assembly.
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The Congress of the Republic backed down and annulled the reincorporation of 14,000 teachers "pulled" from the teaching profession after the reconsideration presented by Fuerza Popular was approved by a majority. The final vote was 70 votes in favor, 32 against and 19 abstentions. The president of the Education Commission, Luis Reymundo Dioses, asked that the project be re-evaluated in his working group so that a new text can be developed that collects observations such as the revival of teachers who do have a degree but they were not included in the public teaching career and the meritocracy. In the request for reconsideration, the spokesman for Popular Force, Diethell Columbus, had explained that the law passed last week violates the Public Teacher Career. "The substitute text of the Education Commission of Congress threatens educational quality, the principle of meritoriousness and the advancement of teacher reform, so it merits a new analysis of this," the document reads. We have presented a reconsideration so that the law that goes against the #ReformaEducativa is voted again. - Diethell Columbus Murata (@ColumbusOpina) October 12, 2020 In relation to this law, the President of the Republic Martín Vizcarra, had advanced that the Executive would observe the norm because it gives a bad message to the teachers who made an effort to be adequately trained for this exam. “Unfortunately it has to be observed. There are many teachers who go to great lengths to train, to study, to pursue masters, apply, qualify and pass. So it cannot be said that we will incorporate these 14 thousand who did not approve. Because, what message do we give to all those who make an effort ", said the president to the Sunday Panorama.
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Game Informations : Developer: Britton Peele Platforms PC, PS4 Initial release date: June 16, 2014 at 11:41AM PDT Whether it's entirely true or not, classic games from the NES era are remembered as being far more difficult than the average game today. 1001 Spikes goes all out when attempting to re-create that sense of intense challenge, making a game that not only looks and sounds like one from the 8-bit era, but plays like it as well. But it's not for those who simply want nostalgia. You also need to have patience, perseverance, and a desire for the sweet taste of conquest that comes from every victory. For the most part, 1001 Spikes plays with all the simplicity of an NES platformer. You can run, you can jump, and you can attack. To jump, however, you have two different buttons: a high jump and a low jump. Jumping low can give you a bit more distance and also gets you back on the ground faster, while jumping high lets you reach more areas and dodge more obstacles. Both types of jumps are essential in different areas, and mastering the ability to use the right jump at the right time is one of 1001 Spikes' earliest and most important challenges. If you get into the habit of using only one type of jump, you will fail. he goal in 1001 Spikes is simple: collect a key and reach the exit, stopping to pick up a golden skull collectible if you can. While there are occasionally enemies in your way, your toughest opponent is always the environment itself. True to the game's title, spikes are everywhere and often pop out of floors, walls, and ceilings when you don't expect them to. Blocks fall out from under you, arrow traps trigger and kill you, and platforms move and confuse you. The level is your enemy, and it laughs in your face. But while the stages are antagonistic, they are also fair. Every monster is on a pattern, every trap obeys strict rules, and every movement is precise. When you die, the claim "luck wasn't on my side" is never enough, because there is no element of random chance at play here. You may have gone one pixel too far and died, but that was your fault, not the game's. This is not to say there is no element of trial and error. It's often the case that you won't know how to finish a stage until you die several (dozen?) times. There may be a block that crumbles the second you stand on it, with no visual cues to warn you that would be the case. Even if you have split-second reaction times, you will probably have to poke and prod at a level before you unlock its secrets. Not only do you need perfect timing and quick reflexes, but you also need the will to fight on until you understand what the level requires. Of course, dying isn't always fun. Sometimes it's frustrating running through the same areas over and over again. Granted, each level is short (many if not most can be finished in under a minute if you're skilled enough), but beating your head against a wall can grow tiring. Fortunately, there is a level skip option if you simply want to move on, but it can get you only so far. Without completing every stage, you cannot finish the game or unlock the series of even more challenging stages that lie beyond the game's credits. Blocks fall out from under you, arrow traps trigger and kill you, and platforms move and confuse you. The level is your enemy, and it laughs in your face. And there's something to be said for perseverance, even when you want to throw your controller out of frustration. After dying more than 50 times in one particular level, I finally got the key and reached the door. But just as the door was opening and I was about to breathe a sigh of relief, a set of spikes came up from the floor and killed me. It would take another couple of dozen tries before I was able to make it to the end and figure out the trick to surviving long enough to successfully exit. It was frustrating, especially since I couldn't merely experiment with the part that was giving me trouble--I had to retry from the beginning. But with each death, I learned. While at first I was unable to survive more than a couple of seconds on the level in question (and I do mean that literally), I soon found myself expertly navigating through early traps. Even the most daunting obstacles eventually became not only doable, but almost routine. I still died--a lot--but I was making noticeable improvements as I went. The experience was brutal, unforgiving, and frustrating, but it was only beating me because I wasn't good enough. And when I finally bested the level, the exhilaration I felt was something that's not often matched in games. Though the main story mode will take you many hours to inch your way through, 1001 Spikes comes packed with alternative ways to play. There is a sizable collection of unlockable characters, most coming from other games (such as Bit.Trip Runner and Cave Story) and each with its own unique attributes and abilities. They also have their own stories, though some are far more involved than others. These characters can also be used in a couple of side games that take the same mechanics and twist the gameplay slightly. The Tower of Nanner mode, for example, has you climbing a series of (mostly) vertically scrolling levels, but lets you continue from where you left off if you die (until you run out of lives). On consoles, these unlockable modes can be played cooperatively as well, which can be frantic and fun, but you're not missing out on too much if you opt for the single-player-only experience on portable systems. One of the few areas in which 1001 Spikes is lacking is in comparing your performances with other players. The game puts an emphasis on your best times, and even has the option of using a speedrun clock if you so choose, yet there are no online leaderboards with which to compare scores with friends and strangers. That's too bad, because self-imposed misery loves company, and 1001 Spikes is best for the kind of person who can take punishment and enjoy it. It can be soul crushing for the same reason it's inspiring. System Requirements OS: Windows 8 / 7 / Vista / XP. Processor: Core 2 Duo. Memory: 2 GB RAM. Graphics: Intel: GMA 950 and up, ATI/AMD: X-Series 300 and up, Radeon-Series 9600 and up, Nvidia GeForce 6000 and up. Storage: 256 MB available space.
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ServiceNow Inc and Adobe Inc said they would make their software systems work together in an effort to improve the applications used by customer service representatives. ServiceNow has developed software that large businesses use for internal employees to make requests to their information technology departments, but in recent years it has expanded to sell similar software to customer service departments to handle requests from external users. Adobe, once known for its Photoshop digital image editing software, has become a major vendor of cloud software that big businesses use to run digital marketing campaigns, giving it insights on things consumers like or dislike about a certain brand. Under the new partnership, when a customer contacts a brand using the ServiceNow and Adobe systems, the customer service agent will be able to view a profile of the user, including what they have purchased or whether they have tried to find help on an Internet site at the past, compiled by Adobe. The goal is to better prepare the agent to handle the customer request. The agreement seeks to "address consumer expectations that anytime I contact a brand, whether through a customer service application, website or store, I want to be known and shown the right experience," he said. Amit Ahuja, vice president of ecosystem development at Adobe, during an interview. Michael Ramsey, vice president of products for customer workflows at ServiceNow, said customer service departments can use the additional data to resolve customer requests more quickly. "Consumers want what they want, and they want it now," he said. Paul Greenberg, CEO of analytics firm The 56 Group, said the deal will help both companies. While Adobe has a significant partnership with Microsoft Corp to combine its marketing data with Microsoft vendor software, the ServiceNow deal is Adobe's first major foray into the world of customer service software.
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