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Everything posted by Dark
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Game Informations : Developer: Tom Mc Shea Platforms: NS Initial release date: March 27, 2018 at 7:35AM PDT Bridge Constructor Portal leans heavily upon its iconic forebears. GlaDOS, an uncaring-though-humorous AI, greets you at the beginning of many levels, setting the stage for the plentiful puzzles that lay before you. It sounds like the setup for another delicious brain-teaser that will tickle your funny bone while pushing your logic muscles. But neither the story nor the puzzles capture your imagination, resulting in a predictable slog that grows more tedious the deeper you get into the adventure. Even worse: I encountered a game-breaking bug that completely halted my progress at the home stretch. The story in Bridge Constructor Portal is little more than a collection of references to the previous Portal games. GlaDOS is back to make light of your shortcomings, but her insults feel like diluted copies of familiar quips, lacking the clever tongue-lashings that she used to so easily dish out. She's there to greet you with an insult at the beginning of some stages, and then you're left on your own in a bleak and bland test chamber. Periodic cutscenes borrow familiar artifacts from previous games, but do little with these props other than make you fondly remember happier days. During one such segment, a picture of Portal's famous cake appears on a computer screen while an instrumental version of "Still Alive" plays over the loudspeakers. This scene means nothing if you aren't familiar with that game...and it's just a quick nostalgia jab for those who are. As the name implies, Bridge Constructor Portal has you building a series of bridges in the facility made famous in Portal. The goal is to guide a self-driving forklift full of cute little stick figures from the entry point to a faraway exit--all while avoiding turrets, leaping over acidic lakes, and triggering switches. Building a bridge is no easy task, though; physics are a constant and punishing presence, forcing you to consider the impact of gravity as you build rickety structures. With only metal planks and guy-wires to hold your contraptions in place, you have to make smart use of your materials to ensure that the entire structure doesn't topple as soon as you begin. A handy "best practices" tutorial teaches you the fundamentals of architecture. Build a series of triangles, for instance, to hold a bridge in place, or affix an arch to add even more support for your road. Bolts in the ceilings and walls can bear a lot of weight if you hook guy-wires up to connecting points, but make sure you balance the bridge properly, or it's still going to cause your forklift to crash and burn as soon as it lays its wheel upon the road. All of the techniques you need are doled out slowly, so it's easy to get a handle on what the game is demanding of you. While you start out building simple ramps and roadways, you're soon sculpting hundred-piece structures that dangle impossibly high in the air. The early going is tense: I would hold my breath as the forklift sauntered across my swaying bridge, hoping that the guy-wires were strong enough to carry the weight. My forklift would often land on a bridge from too high a distance, and I would watch helplessly as it all toppled to the ground. Then it was a matter of going back to work, adding a few more supports and tweaking the angle of ramps, before once again testing my creation. It doesn't take long, though, before you've seen all of the obstacles Bridge Constructor Portal can dish out. Once you've mastered suspension bridges, oscillating bridges, and angles of incidence, the stages force you to go through the motions to show--once more--the tricks you already learned. The game tries to keep things fresh by injecting obstacles and items from the original Portal game into this one; you'll encounter talking turrets, companion cubes, speed goo, death lasers, bounce pads, flying balls, and (of course) portals. Later levels throw all of these into a single stage, but that only makes the experience more tedious, not more interesting. Bridge Constructor Portal is at its best when it focuses on one or two key ideas. Figuring out how to use a companion cube as a shield to block the laser attacks from a turret took enough clever construction that I was satisfied when my forklift glided gracefully through the exit. But the game often confuses complexity with fun, as throwing in more moving pieces doesn't mean you're going to have to think harder. Rather, it means you're going to spend most of your time making small adjustments, wallowing in small details instead of appreciating the greater whole that surrounds you. The best part of puzzle games is figuring out how to overcome a tricky obstacle. That's the easiest and shortest aspect of Bridge Constructor Portal, though. Long after you've devised a way through the portals, off the bouncing pads, and past the lasers, you're fiddling around with one small part of the contraption that is close, but oh so far, from the necessary perfection. A lot of the tedium comes from how editing works. In test chamber 49, for instance, I had to guide my forklift through a series of portals on the right side of the screen while crashing into turrets from behind, and hitting a button that would release a companion cube on the left side. The cube is supposed to knock down three more turrets and hit a switch that opens the exit. The problem is that I couldn't quite get the angle needed to guide the cube to its destination. So I would tweak a ramp, start the level up, and then wait 30 or so seconds until the forklift hit that switch to release the companion cube. Then, I would watch the cube fall, see where my mistake was, and move a ramp a few more pixels to try to get it in the right spot. And then... I'd start the whole process again. Tweak, wait 30 seconds, tweak, wait 30 seconds, tweak. There's no way to start a run from a certain point to iterate on the one problem area, so I went back and forth with this project for a half hour until I finally got it right. And then the game crashed. From beginning to end, it took me about an hour to pass test chamber 49. Most of the later stages take 30 minutes or longer to get right, and some took even more than an hour. Losing my progress after spending so much time constructing the perfect series of ramps and bridges was maddening. But I had no time to pout: I jumped right back into test chamber 49, moving quicker than my first time through, and got my trusty companion cube to knock down the turrets and trigger the exit door in about 20 minutes. And then I ran into an even bigger problem. Test chamber 50 is much easier than the previous stage, but I experienced a bug every time I reached the exit that forced the game to crash to the Switch OS. I tried to save my work before exiting, crossing my fingers that I wouldn't have to start from the beginning if the game crashed again--but the save function failed consistently, too. So I never got beyond test chamber 50, and never saw the last 10 challenges. Obviously, a game-breaking bug is a serious problem, but I was tired of Bridge Constructor Portal long before my progress was abruptly halted. This game falls short in just about every area; an amusing story or eye-catching visual design could have at least distracted from the dull puzzles, but you get no reprieve here. The game doesn't even feature any music while you're building the many bridges. Long after you've figured out how to pass a stage, you're still left tinkering with minute portions, adjusting ramps by mere pixels at a time, crossing your fingers that you landed on the exact angle needed to guide a companion cube or bounce a ball of light toward the wall trigger. Instead of testing your puzzle-solving ability, Bridge Constructor Portal just sees how long you can withstand tedium before you want to walk away from the whole endeavor. Editor's note: GameSpot was informed by the developer that the game-breaking bug mentioned in the review has now been patched. Our original review will remain as is, as a reflection of the game at the time it was released. - Peter Brown, March 27, 2018, 7:30 AM PT System Requirements OS: Windows 7, 8, 10. Processor: 2 GHz. Memory: 2 GB RAM. Graphics: DirectX10 compatible.
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Tu quieres ban no causa? :v
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China, which sees itself as a civilizational force, keeps a digital distance from the world. While this has partly to do with censorship and control, it also gives a chance to domestic companies to thrive in the face of global competition. Here are some apps that are blocked in China. Google is blocked in China, while Baidu, its competitor, remains immensely po[CENSORED]r. Facebook remains blocked in China while WeChat is the mainstay social app of the Chinese. Po[CENSORED]r micro-blogging app Twitter too is blocked in China. YouTube is a no-go for Chinese people and they have to rely on alternatives for their viewing pleasure.
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Controlling a DSLR wirelessly is easier than before, especially with the advent of modern smartphones. But if your DSLR doesn't have wireless support, you might be wondering what your options are—that's where Luis Salha's Raspberry Pi DSLR tethering project comes in! This Pi project makes it possible to access and control nearly all of the DSLR functions remotely with a smartphone app. Users can adjust things like ISO, aperture and shutter speed from the interface on the phone. According to Salha, the setup is compatible with almost any non-wireless DSLR. The wireless support dongle is built using a Raspberry Pi Zero W, keeping the cost low while providing the necessary wireless support. It also appears to use a HAT similar to the Adafruit OLED Bonnet for the Pi Zero W. The built-in display is currently limited to a basic set of functions. You can control the Raspberry Pi using the directional arrows and buttons on the HAT display. Salha already has plans to improve the interface. If you want to explore this project, check out Salha on YouTube for a video demonstration of the tether in action. Be sure to follow him for future projects and more updates on this one.
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The Ministry of Development and Social Inclusion is in the process of publishing the second list of beneficiaries of the Universal Family Bond. The Universal Family Bond has already reached more than 5 million homes throughout Peru. The intention of the Government chaired by Vizcarra is to help another two million more people. For this, in the coming days a new list of beneficiaries of the 760 soles will be published, granted to the most disadvantaged families in the country and who are most suffering the consequences of the COVID-19 crisis. The head of the Ministry of Development and Social Inclusion, Ariela Luna, stated that the third and last registry of this subsidy will be available very soon. "This week or more the next, the new list of beneficiaries of the last bond that makes up the universal bond will be published," said the minister. "There are still 2 million (households) missing (receiving the voucher). Those 2 million are already on the National Registry of Homes," he continued. At the end of July, 7.5 million Peruvians will have been able to benefit from the most ambitious subsidy that the Government has taken out in the midst of the quarantine.
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Game Informations : Developer: Alessandro Barbosa Platforms: PC Initial release date:August 11, 2018 at 10:57AM PDT Just like the forcibly stretched grins of its inhabitants, the joy found in We Happy Few is a facade. The game's fascinating setting of a drug-fueled society wasting away in fake happiness is squandered on repetitive environments, poorly paced and downright boring quest designs, and a variety of confusing mechanics that never find harmony with each other. Its three individual tales of survival manage to deliver some surprisingly poignant moments, but We Happy Few does its best to dissuade you from wanting to play long enough to see them through. We Happy Few takes place in a timeline where Germany reigned victorious after World War II and has England bowing to their whims. Children are sent to the German mainland without reason, and the quiet town of Wellington Wells is plunged into a drug-induced mirage of peaceful, happy co-existence. With pills called "Joy" helping citizens forget the atrocities of the past, uprising is far less likely. But this fake sense of tranquility brings about its own problems. Citizens refusing to live under Joy's medicinal spell are outcast to the borders of city, forced to live in decrepit, crumbling houses while they wait to starve to death. The citizens of Wellington Wells are always happy to see you, but only if you abide by their rules. Enter Arthur, Sally and Ollie--the three characters you'll control throughout three acts that show all sides of this horrific society. Arthur suffers from post-traumatic stress, reliving the moments where he lost his brother to the German kidnappings. Sally hides a secret within the walls of Wellington Wells while also providing black market drugs to those who pay enough. Ollie is just a confused war veteran, disturbed by events of the past that have shaped his future. The more personal aspects of each character end up being more interesting than the mythos surrounding them. Each new perspective lends context to previously puzzling interactions to create clever "aha" moments, and the stories have powerful themes of abandonment, parental sacrifice, and overbearing guilt. Each finds a satisfying (if not always happy) end to their journey, despite the mechanics fighting actively against you reaching their climax. In Early Access (where the game sat for nearly two years), We Happy Few was a survival game. That's mostly stayed the same, despite the structure of its design changing around it. As any character, you'll need to manage meters for hunger, thirst, tiredness, and more (Ollie actually needs to watch his blood sugar, of all things), which impose penalties and buffs on your fighting and movement abilities. Early on, managing these statuses is difficult, with a scarcity of resources while you're still coming to grips with We Happy Few's many rules. But they soon end up being just frustrating. The resources to replenish them aren't hard to find, but constantly having to tend to them when you're just wanting to get along with the story is arduous. There is an unbelievable number of items to pick up and carry in We Happy Few, but only a small handful end up being useful. You’ll frequently be forced to pick up flowers to craft healing balms or bobby pins for lockpicks, for example. But vials of toxins that can knock out or kill enemies don't give you a reason to choose one or the other. The crafting menus for each character change based on their abilities, but the core items that are shared between all three are likely the only ones you'll actually utilize--the specialized items hardly necessitate their complex requirements. It feels like such a waste having a vast crafting system attached to a game that never puts you in a situation where it feels necessary. We Happy Few has many ideas strewn across its menus but nothing mechanically that requires their use. This frustration is only exacerbated by the lack of interesting quests to undertake in We Happy Few's relatively large open world. Its inhabitants treat you as their delivery boy, never giving you anything more complex than walking to an area, picking something up, and walking all the way back. Quest design works counterintuitively to the idea of having to scrounge to survive. Even if you wanted to reach into the world's nooks and crannies to find something interesting, inquisitive eyes are rarely met with any rewards aside from the plethora of items you probably already have stashed in your inventory. There's a point in Arthur's story where he exclaims, after a multi-staged questline, "All that, just to reboot a bridge?" and it feels like he's crying out for help from you directly. What attempts to break up this straightforward structure are the rules of Wellington Wells. Outside of its walls you'll be forced to don tattered clothing to fit in with the rest of the depressing crowd, as well as fighting off temptations to steal from their strewn-about dwellings. Inside is another story entirely. The inhabitants of Joy-infested cities will be quick to throw up arms should you do anything but walk. Haunting guards and eerie Joy-sniffing doctors pose a threat to your blending in, which can force you to pop some pills from time to time. Their effects keep you hidden for a time but have devastating withdrawal symptoms that prevent you from masking your depression, which can have an entire city on your tail in mere seconds. The setting sounds intriguing on paper: a system where stealth is managed by social interactions and conformity. But its execution is lacking. Obeying the strictly imposed rules is trivial and only slows down your progress towards the next quest marker, negating any sense of tension they might have imposed. Outside, the rules are looser, but there's also far less to look at. You'll spend a lot of time simply sprinting through empty fields with no discernable landmarks, only to be greeted by another bridge into another strict state that brings progress to a crawl. It's a disappointing misuse of a system that might have otherwise been engrossing. It feels like We Happy Few understands many of its mechanics are a chore to begin with. The character progression system is even more underdeveloped. While each of the three characters has some unique characteristics, the abilities you're able to purchase are largely shared between them, and many give you ways to turn some of We Happy Few's rules off entirely. One allows you to sprint through cities without rousing alarm for example, while another lets you ignore annoying night curfews entirely. It feels like a concession--like We Happy Few understands many of its mechanics are a chore to begin with. When rules aren't being (mercifully) stripped away, they often just don't work. The night curfew, for example, will have guards turn hostile should they spot you. But conceal yourself on a bench, and they inexplicably ignore you entirely. Melee combat is monotone and predictably boils down to you exhausting your stamina swinging your weapon and then simply blocking until it recharges. When you're not being forced to contend with that, you'll be sneaking around enemies with a barely functioning stealth system. Enemies are inconsistent in their ability to spot you, sometimes walking across your path without a whiff of suspicion. Their patrol lines are easy to spot and never deviate, making the reward of a successful infiltration feel remarkably hollow. Most times they're just far too predictable. They'll stare for extended periods at distractions you conjure and fail to search an area after spotting you briefly. We Happy Few's stealth is so transparently binary that it just feels like you're cheating the system most of the time. It's a shame that so many of these systems never fit together in a cohesive way, especially when the world itself is overflowing with potential. There's some rich environmental storytelling in We Happy Few, even if its visual variety is shallow. It's striking to transition from dilapidated walls with mad ravings written across them to neatly structured hollows parallel with rainbow roads. The way We Happy Few mixes up its visual representation based on your character's mental states is clever, too. On Joy you'll witness double rainbows as far as the eye can see, with a shiny veneer encapsulating the overly cheery nature of your character. Withdrawal sours this into a dreary grey world where the sounds of flies and visions of decay replace usually unremarkable facets of the environment. This blends well with We Happy Few's interpretation of the era. Monochrome television screens hang from awnings and play the propaganda-filled ravings of the enigmatic Uncle Jack swing towards you as you pass with a startling red hue. The stretched faces of Wellington Wells' most behaved citizens are off-putting in a brilliantly creepy way, even if there's such a lack of distinct character models that you'll find multiple identical faces hanging out on a single street corner. Cartoonish robotic contraptions mingle in more strictly secure areas and whistle off cheery tunes as they pass by. They also tend to mess about with the pathfinding for Wellington's human inhabitants, which is hilarious only the first few times. For everything that We Happy Few gets right in terms of world building, its gameplay leads it astray. For everything that We Happy Few gets right in terms of world building, its gameplay leads it astray. Technical issues plague We Happy Few too, ranging from mildly annoying to borderline game-breaking. Characters will often clip through the floor or disappear entirely as you approach. Shifts between night and day see characters appear and disappear from one second to the next. The framerate suffers on capable PC hardware. Quest logs will sometimes not refresh, while getting an item at the wrong time failed to trigger a quest milestone, forcing me to reload an older save. Audio can disappear from cutscenes entirely for long stretches of time. From numerous angles, We Happy Few is in rough shape. But even if you are able to overlook its technical shortcomings or perhaps wait for more stable patches in the future, We Happy Few's biggest problems are ones that are hard to remedy. Its entire gameplay loop is underpinned by boring quests and long stretches of inaction. And even when it forces you to interact with its world beyond just walking to waypoints, combat, stealth, and otherwise fascinating societies fail to impose the right balance of challenge and tension. There's a clear lack of direction that We Happy Few is never able to shake, which wastes its intriguing setting. It does manage to weave each of its three stories cohesively into a larger tale, but it's also one that's never critical enough to earn the right to repeat "happiness is a choice" any chance it can. There are just too many hurdles to overcome to enjoy We Happy Few, and not enough Joy in the world to cast them aside. System Requirements (Minimum) CPU: Info. CPU SPEED: Triple-core Intel or AMD, 2.0 GHz or faster. OS: 64 bit, Windows 7 and above. VIDEO CARD: NVIDIA GeForce 460 GTX or AMD Radeon 5870 HD series or higher Mobile: NVIDIA GeForce GTX 580M or higher. FREE DISK SPACE: 6 GB. Recommended System Requirements CPU: Info CPU SPEED: Quad-core Intel or AMD, 2.5 GHz or faster RAM: 8 GB OS: 64 bit, Windows 7 and above VIDEO CARD: NVIDIA GeForce 660 GTX or AMD Radeon 7870 HD series or higher PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 6 GB DEDICATED VIDEO RAM: 2048 MB
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The Chamber of Deputies of Chile put as one of the topics to evaluate this Wednesday, July 8, the constitutional reform projects that seek to allow AFP affiliates to take part of their contributions in order to better face the crisis generated due to the COVID-19 pandemic. As reported by the Financial Journal of that country, these are three initiatives with a similar objective that were joined by the Constitution Commission of the Chilean Congress. In this way, the text prepared proposes "modifying the Fundamental Charter to empower those affiliated with an individual capitalization system, to withdraw part of their pension funds, during the validity of a state of constitutional emergency of catastrophe." So far, Chile registers a total of 291,847 confirmed cases of coronavirus (COVID-19) and 6,192 deaths due to this disease. It should be noted that, as a result of this crisis, the Central Bank of Chile reported last week that the country's economy collapsed 14.1% year-on-year in April, mainly impacted by the measures adopted to contain the spread of the coronavirus. The same institution indicated that the health crisis due to the COVID-19 pandemic began in March, just when the economy was just beginning to show signs of recovery after a wave of social protests that shook it since October.
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Game Informations : Developer: Peter Brown Platforms: PS4 Initial release date: November 28, 2016 at 7:00AM PST The best Final Fantasy games are often regarded for their layered characters and stories, but that will not be Final Fantasy XV's legacy. Save for a few minor arcs and some impressive cutscenes, the story of the deposed Prince Noctis and his three bodyguards ultimately leaves little room for its stars to evolve and earn your affection. But finishing Final Fantasy XV's story prepares you for difficult trials tucked away in Eos, the game's imposing and bountiful open world. Its best quests and treasures extend well beyond the needs of Noctis' fight, and it's these pursuits that make you appreciate your brothers in arms, and Final Fantasy XV in the long run. We first meet Noctis and his crew en route to the prince's wedding; a political marriage to his childhood friend designed to unite their families' opposing nations. Shortly afterwards, Noctis receives news that his fiance's father ordered an invasion of Noctis's home city, killing his father--King Regis--and claiming stewardship of a powerful crystal. In an effort to retake the throne and restore balance to the world, Noctis must locate ancestral weapons scattered in lost tombs across Eos, battle hundreds of monsters, and go toe-to-toe with powerful gods. Eos' best quests and treasures extend well beyond the needs of Noctis' fight, and it's these pursuits that make you appreciate your brothers-in-arms, and Final Fantasy XV in the long run. But this is a fantasy anchored by more mundane, real-world elements; Noctis and company sleep in motels, eat at roadside diners, and gossip with down-to-earth cooks between missions. Among the relatable working-class people that po[CENSORED]te most of Eos, your party sticks out like a sore thumb. They ride in an ostentatious convertible, their hyper-fashionable clothes and hair flapping in the wind. Other stylish elites make an appearance during cutscenes, of course, but your meetings with commoners far outnumber your royal rendezvous--there are at least 80 side quests, and only 14 story chapters. For the vast majority of the game, there's a very real disconnect between your party and the outside world that's never thoroughly addressed. Unlike many of its predecessors, Final Fantasy XV embraces contemporary open-world game principles from the start: outside of story missions, you are free to explore sprawling environments and take on dozens of side quests at your leisure. Townsfolk, seemingly unaware of your princely status, will employ you in a number of tasks including infrastructure maintenance, scientific field work, gem hunting, and light farming. Dedicating your time to rewarding pursuits has a side effect: the more comfortable you become living in Eos doing honest work, the further away and less important Noctis' concerns feel. It doesn't help that most NPCs would rather talk about their magazine publishing business or recipes than important world affairs. And as far as your bodyguards are concerned: they're content cruising around Eos in their fancy car, cracking jokes and taking selfies. With Noctis' crew--Gladiolus the muscle, Ignis the brains, and Prompto the comic relief--what you see is what you get. Each character is treated to time in the spotlight during specific story missions, but these events, which seem major in the moment, have little long-term impact. Your friends make for upbeat travel companions, offering tons of colorful banter during your travels, but it's disappointing to see supporting characters--a group that typically has diverse backgrounds and curious personalities in Final Fantasy games--relegated to cliched, unbending roles. It's disappointing to see supporting characters--a group that typically has diverse backgrounds and curious personalities in Final Fantasy games--relegated to cliched, unbending roles. During the first half of the story, missions are designed to familiarize you with the ebb and flow of the open world; how to make money, where to spend it, and how to recover after a hard day's work. More importantly, you learn how to fight. There's a lot to manage in combat--despite only having direct control over Noctis as opposed to your entire party--which makes for a satisfying juggling act once you understand the game's demanding pace and the extent of your abilities. Though you can pause the action to re-equip characters and use items mid-battle, combat is otherwise a non-stop, fluid process and very different from previous Final Fantasy systems. Unlike Final Fantasy XII which allows you to dictate the behavior of your companions, you have to rely on AI to ensure your allies have your back in Final Fantasy XV. The only time you can issue direct commands is when they deal enough damage and fill up a meter, and you call upon the one ability you assigned to them. By holding down a button, Noctis will deliver a combo attack until he's interrupted by an enemy. If you're quick, you can press another button to phase through an incoming attack and continue your assault. Noctis can also warp-attack from great distances, swap between four weapons--mid-combo if need be--, cast magic, and on rare occasions, summon god-like Astrals onto the battlefield to mop up enemies. Astrals are powerful beings that align with Noctis throughout the story, to be summoned later in a time of need. They offer some of the most impressive moments in the game--typical of Final Fantasy "summons"--towering high above battles while unleashing incredible displays of power. But much like distant friends, you only see Astrals when it works for their schedule. Each of the four Astrals you acquire call for very specific battle conditions, but even if all criteria are met--being dangerously low on health in the vicinity of water, in one case--there's no guarantee an Astral will actually appear. Where you could always count on summons to save the day in previous Final Fantasy games, it's disheartening that they usually fail to appear during Final Fantasy XV's most difficult battles. There's a lot to manage in combat, which makes for a satisfying juggling act once you understand the game's demanding pace and the extent of your abilities. More often than not, you can at least rely on magic to hammer tough enemies when Astrals are out of reach. Spells can be crafted by bottling ice, fire, and lightning harvested from elemental springs in dungeons and the overworld, and you can also combine these elements with items for increased potency and extra status effects, the tradeoff being that you're sacrificing valuable commodities in the process--spells are consumables, not permanent abilities. It's important to pay attention to what you cast, but also where you cast it, as your party can suffer frostbite, burns, and shock if they are standing too close to the point of impact. While this sounds bad, it adds an appreciable layer of strategy to combat that makes you weigh the risks and benefits of taking the easy way out. As you earn experience and level up, your party accrues ability points that can be spent within the Ascension Grid menu to upgrade things like AI behaviors in battle, or bolster Noctis' suite of skills. You can also unlock passive abilities that help you earn money and experience points faster as you explore the open world. But all told, AP is in short supply and the Ascension Grid is fractured into many categories, making it difficult to decide where to focus your efforts. Ultimately, accessories do the heavy lifting when it comes to character customization. They typically increase characters' stats, but may also offer protection from status ailments and influence your companions' behaviors. On the other hand, most weapons you acquire are less exciting and varied, and you may be shocked and disappointed when you discover that each merchant only carries one or two for the entirety of the game. And don't be fooled by the "attire" menu; no one sells clothing in the game, meaning you're stuck with your initial set--two per character, or four, if you count optional jackets--until you unlock a third outfit at the end. It seems odd that there are so few clothing options, not only because there's an inventory screen dedicated to them, but because the few outfits you can wear come with small but noticeable effects on your party's attributes. They clearly serve a greater purpose, but are largely treated like an afterthought. You can more than double the amount of time it takes to finish the story and still have plenty of worthwhile adventures calling for your attention. By the time you tackle the second half of Final Fantasy XV's story missions, you'll be surprised how fast the remaining chapters go by. These are linear quests, some shorter than an hour. You can always explore the world at your leisure, but these tightly choreographed dungeon runs and action set-pieces move fast and draw you in with spectacular cutscenes. Presuming you let it pull you along, with minimal side tracking, it's possible to finish Final Fantasy XV's story in about 30 hours. This is short by Final Fantasy standards, but after the credits roll, the real fun is just getting started. Final Fantasy XV's endgame content is some of the best in the entire game. Unreasonably large monsters, legendary weapons, and mysterious high-level dungeons lie in wait if you choose to continue playing. You can more than double the amount of time it takes to finish the story and still have plenty of worthwhile adventures calling for your attention. Over 60 hours into my quest, I recently discovered strange locked doors unlike anything else I've seen up until this point, nested within the inner sanctums of high-level dungeons. I have no idea how to open them, but my party's amazement--as well as my own--is enough to make me want to pore over Eos and find a way. I'm also in the middle of a questline that promises to reward me with the most powerful weapons in the game, but only if I can take down powerful creatures that almost the Astrals' impressive scale. When Final Fantasy XV eventually runs its course, these are the moments I will remember most. One of the first things you see when you boot up the game is this claim "A Final Fantasy for fans and first-timers." It's a strange statement; fans can't agree on what makes a good Final Fantasy game, and who knows why newcomers shied away from the series in the past. It's been a long ten years since Final Fantasy XV was first revealed, and tastes have changed in the meantime. While it's safe to assume fans and outsiders will find some aspect of Final Fantasy XV disappointing--be it the shallow story or finnicky Astrals--it would be hard for anyone to deny that Final Fantasy XV is a fascinating game after giving it a chance. Where its characters fail to impress, Final Fantasy XV's beautiful world and exciting challenges save the day. System Requirements (Minimum) CPU: Intel Core i5-2500 / AMD FX-6100 CPU SPEED: Info RAM: 8 GB OS: Windows® 7 SP1/ Windows® 8.1 / Windows® 10 64-bit VIDEO CARD: GeForce GTX 760 / GeForce GTX 1050 / Radeon R9 280 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 SOUND CARD: DirectSound® Sound Card, Windows Sonic or Dolby Atmos FREE DISK SPACE: 100 GB DEDICATED VIDEO RAM: 2048 MB Recommended Requirements CPU: Intel Core i7-3770 / AMD FX-8350 CPU SPEED: Info RAM: 16 GB OS: Windows® 7 64 bit, Windows® 8.1 64 bit, Windows® 10 64 bit VIDEO CARD: NVIDIA GeForce GTX 1060 6 GB VRAMRadeon RX 480 PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 SOUND CARD: DirectSound® Sound Card, Windows Sonic or Dolby Atmos FREE DISK SPACE: 155 GB DEDICATED VIDEO RAM: 6 GB
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NOVID, a contact tracing app that anonymously traces users' exposure to COVID-19, is the first such app in the world to demonstrate the distance accuracy required to perform contact tracing without significant false positives. In a newly released systematic experiment, the app correctly classified 99.8% of the faraway interactions as such. NOVID is developed by a team led by Carnegie Mellon University mathematician Po-Shen Loh. Contact tracing has the potential to be a helpful tool for easing social distancing restrictions and bringing people back to work safely. However, it is important to limit false positives to avoid unnecessary quarantining of uninfected individuals. Most of the other contact tracing apps in various stages of development and deployment use Bluetooth radio waves to measure the distance between two devices or collect GPS location data from users. However, it is widely known that Bluetooth is unable to accurately calculate distances, and both Bluetooth and GPS can incorrectly register interactions between people in different rooms when signals pass through walls or ceilings. In addition to Bluetooth, NOVID leverages ultrasonic technology. By accurately measuring the time sound takes to travel, ultrasound can more accurately measure the distance between devices. To address general skepticism about the accuracy of contact tracing apps, NOVID was the first (and still the only) app to openly display its distance estimates to the user The team behind NOVID verified its distance measuring accuracy through several experimental tests. The report provides sufficient detail for others to independently perform the experiments because the publicly downloadable version of the app already openly displays distance estimates. NOVID is now the first contact tracing app in the world to provide experimental evidence of distance accuracy in this way. Loh set up two five-year-old smartphones in an office environment. The phones were then tested against several obstacles meant to interfere with ultrasound transmission, including measuring through bags, pants pockets, a wireless mouse, an ear bud charger and a foam core board—all against a background of 1990s pop hits. Many of the tests also included facing the phones' speakers directly toward or away from each other to further challenge NOVID's ability to classify the other device as "near" or "far." The Centers for Disease Control advises six feet as the threshold for a close interaction, and so Loh investigated the question of whether NOVID could tell apart 6-feet-or-under situations from 12-feet-or-over situations, with a focus on reducing false positive detections among the 12-feet-or-over category. After nearly 600 measurements, NOVID correctly classified a remarkable 99.8% of the 12-feet-or-over situations as "greater than 9 feet", essentially eliminating false positives in that range, while still correctly categorizing at least half of the 6-feet-or-under situations as "9 feet or less". Other observations indicated that NOVID can classify distances of 6 feet and under with over 90% accuracy when phones are resting on a nearby surface (i.e., not in pockets or bags) surrounded by small common items such as a mouse or ear bud charger. The accuracy comes from ultrasound's ability to reflect off other objects to reach the other phone.
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Fujifilm announced a technological breakthrough that will allow it to construct a massive 400 terabyte tape cartridge by the end of the decade. Tape drives currently top out at about 12 terabytes of storage. The Blocks and Files web site reported that Fujifilm says it can achieve the newer, greater capacities by switching from the standard Barium Ferrite (BaFe) tape coatings to Strontium Ferrite (SrFe). BaFe coatings have for generations become smaller and smaller, allowing for greater storage capacities. But researchers say they have now reached a point where particles have become too small to be read reliably. Progress in storage tape capacity follows roughly the same principle as Moore's Law, which accurately predicted for decades that the number of transistors on a chip will double every one-and-a-half to two years. Likewise, tape storage capacities roughly double every two-and-a-half years. Each tape drive generation uses a successive nomenclature; the first was LTO-1 and the current one is LTO-8. LTO stands for Linear Tape-Open, an open standard format developed by IBM in the 1990s to ensure compatibility among competing tape storage manufacturers. Under LTO-1, the first generation of tapes used metal particle (MP) coatings and had a capacity of 100 gigabytes. The first tapes to apply BaFe, LTO-6, reached a 2.5 TB capacity and the first generation to use SrFe coatings, LTO-10, will achieve a 48 TB capacity. LTO-10 tapes should be commercially available by 2022. Anticipated milestones before production of the 400TB cartridge are a 96 TB model in 2025, a 192 TB model in 2027 and 384 TB model in 2030. Strontium atoms are smaller than Barium atoms, so SrFe coatings containing smaller particles will permit greater storage capacities on the same amount of tape. Although there is little general consumer demand for older tape storage devices these days, the technology remains highly useful for corporate entities requiring storage of tremendous volumes of data. Professionals requiring huge storage capacities, such as photographers and videographers, also turn to tape drives for storage needs. Data saved on tape takes much more time to retrieve than data stored on hard drives, but tape cartridges are more economical and their storage capacities far exceed those of traditional drives. The first BaFe tapes went into production in 2012. Blocks and Files analyzed the progress of tape drive capacities over subsequent years and predicted that a new element will be required to replace BaFe after the 400 TB capacity tapes goes into production by 2030. Fujifilm is one of only two companies still making storage tapes. The other is Sony. Fujifilm's high capacity tapes will pack 224 gigabits per square inch to attain 400 TB capacity. In 2017, Sony, in collaboration with IBM Research, created a prototype 201 Gbit-per-square-inch drive that they said could achieve a 330 TB capacity. They estimated the first units could be available by 2026. Fujifilm, founded in 1934, also known simply as Fuji, is a leading manufacturer of film, biologics, optical devices, photocopiers, cameras and lenses.
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It took more than 100 days for the tourism sector to join the so-called "new normal" in our country and for thousands of travelers to celebrate this news. After the Minister of Transport and Communications, Carlos Lozada, announced that national flights and inter-provincial travel would resume on July 15, the door of tourism will open for those who need to travel and for those who seek to rediscover Peru in couple or family mainly. The impact of the coronavirus on world tourism has been the worst in history since 1950 and, according to the World Tourism Organization (UNWTO), would end a period of 10 years of sustained growth since the 2008 financial crisis. UNWTO notes that international demand will recover at the beginning of 2021, while internal demand will do so in a shorter period. For Peru, the reactivation of domestic tourism will serve as a buffer for this sector and for all the businesses that benefit from it. In this new stage, NM Viajes, with 41 years leading the sector, in addition to selling via the web, opens a new digital service channel to adapt to the new habits and behaviors of the responsible traveler. Inside Look Travel with the experts! NM Viajes –with the adaptability it has– developed its online advisory service so that its clients plan a responsible trip. Innovation in times of a pandemic is reflected in the 41 years of experience of NM Viajes and that of its strategic allies, such as operators and hotels that comply with all biosafety protocols. Thus, NM Viajes offers the opportunity to take a look inside and reconnect with your culture and fall in love with Peru.
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Game Informations : Developer: Daniel Starkey Platforms: PC Initial release date: May 8, 2017 at 9:00AM PDT Being a Viking wasn't easy. Between the icy winters and all the fighting, it's a tough life. Enter Expeditions: Viking--a game founded on the intrigue that lies between Jutland and the British Isles centuries before they grew to be the modern marvels we know today. It's a premise that the hardcore tactical RPG wields with enthusiasm, but its performance isn't the most refined. Rampant bugs trigger frequent crashes and make portions of the game unplayable, but when you catch a smooth multi-hour stretch, the strategy game will entice you back with solid storytelling, deep combat, and satisfying role-playing. Expeditions: Viking opens (as these stories so often do) with your father's passing. He died on a journey to the British Isles, so his position of leadership falls to you. Immediately, you're berated by some of his most bitter enemies and dissenters, and you're tasked with holding everyone together and bringing glory to your tribe. As a setup, it works well enough--and does a wonderful job of inviting you into this world. But it's also an early sign of the game's blemishes. While bands of drunkards challenging your claim to rule on the night of what amounts to your coronation is exciting, it also leads, inexorably, to some basic questions, but there aren't too many answers. Some say your father was too focused on conquest, while others claim he ignored the needs of his people. It's a confusing tangle of different, conflicting accounts. Some of those issues fall away soon enough, however, as more vibrant, nuanced characters come into focus. Stitched between the dialogue, you'll find rich descriptions that round out the development of your gang. As they worm their way into your adventure, though, it's tough to shake the feeling that Viking is nudging you away from the man behind the curtain, so it wows you with its cast and the novelty of its setting. And it works...mostly. The needs of your people aren't as straightforward as you might expect. There's an entire pantheon of gods whose favor you'll need, not to mention requisite arcane knowledge of the lands and its medicines. These sorts of crisp details play up the role and mystique of magic in the world without breaking believability. Divine presence is faint but palpable, and that imbues the world with a certain vitality. Vikings, like most Dark Ages folk, were a superstitious lot, and Expeditions: Viking shows you that perspective as clearly as it can. Morality, too, has to be viewed through the eyes and conscience of the era. It's a notable challenge, but it's also a fun one to play with. There aren't any deep, profound revelations about humanity to be found here, but novel ethical frameworks are the bread and butter of most role-playing classics, and it's wondrous to see a backdrop leveraged to such effect. Resources are scant in the frozen north, and staying the slaughter of conquered combatants isn't always prudent or kind. Combat keeps to that theme. It's slow and painful--you'll take losses and often face permanent consequences along the way: arrows tear through bone and sinew; axes break bones and shields; no one gets out unscathed. That's all a natural part of Viking life, though. Battles are hard, but fair--especially as the game opens up its tactical options. Fun as political jockeying in the 700s may be, mixing it up with blood and iron is even better. Expeditions: Viking borrows heavily from its tabletop forerunners like Dungeons & Dragons. Bulky warriors grab axes, nimbler fighters use bows or slings or knives, and everyone else can pick from an array of simple sidearms. When you're ready to bop some baddies on the head, you'll have plenty of skills and abilities to complement your tactics. Taken together and spread across your party of marauders, techniques are a tactician's dream, offering all manner of precise or circumstantial benefits to exploit. Archers can spot for one another, offering each other battlefield support, while a wall of shieldmaidens can choke an enemy advance and help you crack opposing lines. Just about any approach is valid--as battles get tougher, though, you'll have to think to keep moving. If you do lose, you'll face the usual game-over screen and have to restart--but not every time. Early on, the game is quick to suggest that failure isn't a big deal, and that you may see new story or plot regardless of the outcome. While that's true, the concept gets short shrift. Vikings are, to reiterate, brutal and bloodthirsty. It's rare that you'll be allowed to walk away from defeat. And that's a shame, because there's so much that Viking nails. Deep connections between plot and play yield powerful synergy, at times. The choice to switch to non-lethal attacks at the right moment for the right person might net you a bargaining chip for later. Similarly, exploration and trade will outfit your fledgling fighting force--at least until you hit a modern term that pulls you out of the experience. So much of the game is spent being a bit too pedantic about Norse culture for it to escape critique when it drops the pretense. That would be fine on its own, but a lot of that world-building crumbles with quest design, too. The nature of the setting lends itself to politicking, and to a degree, that's explored. You'll need to rework some relationships and build alliances to cement the legitimacy of your rule, after all. But it's hard to stay in the moment when you're told you need to collect generic "trade goods” in order to progress. Those headaches compound a few hours in when excessive, intrusive bugs start to hit. Conversations might fail to load and progress, loading screens will hang and then crash to the desktop, and Viking seems to be so poorly optimized that at one point, it pressed an eight-core processor and a GTX 1080 graphics card close to their thermal limits. That's far more disruptive than it may sound, and players may find themselves stalled for real-world days trying to figure out ways to advance that don't crash the game. Viking lives in its atmosphere, so it's appreciated that most of the game is a spirited romp. For now, that experience is mangled by dozens of technical hiccups and anachronisms. At its heart lies an earnest drive to recreate a slice of Viking culture, and those looking for just that niche will find nothing better. But for everyone else, it's impossible to recommend until it's given some major help. There's a lot to be gained from stepping into the 8th century, but be prepared to have your journey hindered by bugs. System Requirements CPU: Intel Core2 Duo E6700 2.66 GHz. OS: Windows Vista SP2. VIDEO CARD: ATI Radeon HD 5000 Series / NVIDIA GeForce 430. SOUND CARD: DirectX Compatible Sound Card. FREE DISK SPACE: 14 GB.
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Good morning /good afternoon/ good evening
The Latin Recruit project returned, so they do not know that project, it is to recruit people for TeamSpeak3 and help them reach the TOP more information consult the private, whoever wants to join the project must have the following:
Being able to speak into TeamSpeak3 by microphone.
Night activity to recruit people.If you are interested in the "Latin Recruit" project, you can speak to me privately.
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WASHINGTON: India's decision to ban Chinese apps seems to be an effective way to impose costs on China for its actions at the border and inhibit its ability to exert influence and access information inside the country, a well-known American expert on South Asia has said. India on Monday banned 59 apps with Chinese links, including the hugely po[CENSORED]r TikTok and UC Browser, for engaging in "activities which are prejudicial to sovereignty and integrity of India, defence of India, the security of the state and public order". "activities which are prejudicial to sovereignty and integrity of India, defence of India, the security of the state and public order". The ban also comes in the backdrop of the current stand-off along the Line of Actual control in eastern Ladakh with Chinese troops. The move, he added, has already received an endorsement from US Secretary of State, Mike Pompeo. He highlighted the long-term benefits China derives from these firms like getting access to users data in India. "In terms of impact, I think the debate has been excessively focused on the short-term implications for the Chinese firms' revenue, which are modest. But short-term revenue isn't the principal value China derives from these firms expanding their presence in India: they crave users, subscribers, and data," Smith said. "This carries longer-term economic benefits, in terms of valuation, marketing, and research and development. But, more to the point, it creates a treasure trove of data on Indian citizens that, according to China's national security laws, can be accessed by Chinese security services upon request," he said in response to a question. "Over the long term, depriving China of this valuable commodity will inhibit its ability to exert influence and access information inside India. And Beijing has little recourse to respond since it's already effectively blocked many Indian IT firms from establishing a major presence inside China," Smith said.
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Are you new to the world of photogrammetry? This process uses many photos to recreate objects and locations by using the photos as reference for measurement. It's used to create maps, artistic renderings, and even 3D models. This Raspberry Pi project, created by a maker who goes by MJKZZ online, is an automated photogrammetry rig. An object is placed on a platform that automatically rotates while snapping pictures along the way, all controlled by a Raspberry Pi using a custom Python script. Since the platform only rotates along one axis, you will need to manually turn the object to scan the top and bottom. The images are compiled and processed to create a 3D object. In the demonstration, an apple is scanned and reproduced digitally. The regular Camera Module wasn't cutting it when it came to image quality, according to MJKZZ, the HQ camera is necessary for scanning objects. In addition, every aspect of the image capturing was manually configured--from white balance to exposure. This helped ensure the best possible results in the final render. If you want to read more about the details of this project, you can check out the original thread on Reddit. You can find a Dropbox link to the Python script used in this project in the description of the video. Be sure to follow the official YouTube channel for more projects and future updates from MJKZZ.
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Game Informations : Developer: Michael Higham Platforms: PC Initial release date: May 9, 2017 at 1:42PM PDT At first glance, Strafe looks as if it's resting on the laurels of the old-school, hyper-fast, and gory first-person shooters from the '90s. Oftentimes, it actually does lean heavily on the likes of Doom and Quake, but working within those confines and introducing a roguelike structure, Strafe emerges as a uniquely thrilling shooter with plenty of charm in its own right. It teeters between being mindlessly fun and cautiously strategic to the backdrop of a perfectly executed electronic soundtrack, teaching you something new with each run. You play as a space scrapper whose job is to go to the derelict ship Icarus and, well, collect scrap, as told through the game's purposely cheesy FMV tutorial. Nothing else is said as you jump into the main quest; you're simply sent off only to find out things went awfully wrong and hordes of deformed humanoids are now out for blood. But as you drop into the first level, it's clear that you're the one spilling blood, carefully measured in gallons by the game itself, as you shred enemies with your shotgun, railgun, or machine gun. The game nails its core gameplay loop: blast foes and scavenge to survive the next fight. The pace at which you dash, jump, and strafe makes you nimble, and each fight is a violent dance that ends once the last enemy is downed. It’s also possible to sprint past enemies to reach a level’s end or hop over a mob to avoid getting cornered and create space to fire back. You’re given the choice of a primary weapon at the start of a run, and kiosks are scattered through the game which provide free randomized upgrades, some more effective than others. Depending on your play-style, the changes to your main weapon's primary and secondary fire can either be advantageous or a burden. The powerful grenade launcher upgrade for the shotgun, could be replaced by an inaccurate flak cannon. Barrels and explosive bugs can be used to your benefit, and additional weapons scatter the world, which are single-use and vary in effectiveness. While a rocket launcher or plasma rifle work well for hardened foes, a short range needle gun and sonic blaster aren't particularly useful in most situations. It's also disappointing that for a game that revolves around shooting, most of the guns lack impact; the machine gun and railgun feel downright piddly. Mutated humans, turrets, spiders, and acid-tossing foes po[CENSORED]te the world and require you to think fast and adapt to their respective, unique threats. The game isn't just about withstanding sheer numbers or fending off waves of enemies. In Strafe, one misstep could spell disaster for your run, since damage comes swiftly and in large chunks. Forgetting to check your flanks and watch your back, or being too close to explosive projectiles can be your undoing. This makes critical mistakes deep into a run incredibly dejecting, but by the same token, it's what creates the ever-increasing tension as you go further along. Like all rogue-style games, the threat of punishment is part of the enjoyment, but it induces a level of repetition that isn't always inviting. The scarcity of the game’s two currencies compels you to scan your environment closely, where you'll find scrap for armor and ammo, and money for items at shops. You're never given too much of either, so part of the tension in survival is spending these two currencies wisely. While the onus is on you to figure out the best use-case for items and upgrades, as it isn't immediately clear what things do, such as the four primary weapon attribute pick-ups. However, experimentation and working with what you have is part of the fun. As you mow down new enemies, a sense of wonder, excitement, and desperation is instilled by the infectious electronic rock track that you can't stop humming or get out of your head. The more you experiment with Strafe, the more Easter eggs and secrets begin to reveal themselves. Jump into the first level without choosing a gun, and a wrench will be your primary weapon. Play the Wolfenstein 3D clone arcade machine or the imitation Game Boy and upgrades are spit out. One particular highlight was finding the Superhot shotgun; the game itself turns into Superhot where time only advances when you move, up until the weapon runs out of ammo. Easter eggs like this instill the desire to find more secrets and go beyond simply finishing the final level. Even after 12 hours, there's still more to discover. Though the start and tail end of each level remains the same, large portions are procedurally generated, drawing from a handful of preset rooms rearranged in sequence and orientation. While this keeps you guessing to an extent with each run, familiarity eventually creeps in. A few later levels feature branching rooms as you search for power cells to open a door to advance, but you're more or less funneled in a certain direction through familiar layouts. If there's a fault here, it's that Strafe fails to introduce truly unexpected challenges. Thankfully, the game's redeeming qualities are enough to keep you hooked And one of the strongest hooks is the soundtrack. Sometimes, the urge to hop into the game just to listen to these songs hits, as if you ordered music with a side of gameplay. Level 3-2 is a dark and haunting place with music to match. The blaring synth melody over a catchy bassline coalesce with the up-tempo beat and industrial percussion that makes for a song that's grimy, horrifying, and inspiring all at the same time. Level 2-1 is your first encounter with open air to relieve the claustrophobia of the first levels. As you mow down new enemies, a sense of wonder, excitement, and desperation is instilled by the infectious electronic rock track that you can't stop humming or get out of your head. Moments of chaos are bookended with the tranquil, ethereal tracks in each exit room and shop. The music never loses its grip and never disappoints, and it becomes part of Strafe's personality, adding a significant layer of enjoyment. While the first levels of Icarus feel pulled straight from the original Doom with its tight corridors and dim lighting, you begin to see subsequent levels open up and tie together. The lo-fi retro aesthetic is colorful and clean, which makes for both silly and terrifying enemies that splatter excessive gore and literally paint the town red. Any semblance of story is told from environment alone, and it's one of the aspects that make the game alluring. From the shop owners and scientists to the posters and laboratory vats, a typical story of experimentation gone wrong emerges, but only if you pay close attention to your surroundings. It results in quirky and varied set pieces for frantic shooting, and it's enough to lead you along to the satisfying conclusion. The lo-fi retro aesthetic is colorful and clean, which makes for both silly and terrifying enemies that splatter excessive gore and literally paint the town red. However, the game isn't without its technical issues. Enemies occasionally shoot at you through walls, most apparent in level 3-1, where those with projectile weapons gathered behind a locked door. Occasionally, an actual enemy character model would glitch out and zip across a room and disappear entirely or sneak up behind you to cause unfair damage. Later levels had a few inexplicable frame drops, given the modest system requirements. Thankfully, these issues are rare enough as to not entirely ruin an otherwise refined experience. As unforgiving, repetitive, and frustrating as it can be, the urge to jump back into the game and take out that frustration on hordes of enemies to the tune of the most-proper soundtrack with a toy box of guns is hard to resist. Strafe wears its influences on its sleeve but stands on its own as a fun, intense, and fast-paced shooter with distinguishable charm. System Requirements OS: Windows 7 or later. Processor: Intel Pentium G3250 (2 * 3200) or equivalent AMD Phenom II X4 965 (4 * 3400) or equivalent. Memory: 4 GB RAM. Graphics: Nvidia GeForce 9800 GT (1024 MB) | Intel HD Graphics 4600 (Shared memory) | AMD Radeon HD 5770 (1024 MB) Storage: 3 GB available space.
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The Peruvian Ministry of Health reported that there are already 292,004 confirmed cases of coronavirus. Lima continues to be the region most affected by COVID-19. The Ministry of Health again released updated data on the coronavirus in the country. In total, there have been 292,004 confirmed, having carried out a total of 1,720,261 tests, of which 1,428,257 were negative in the test. On the other hand, there are already 182,097 people who have been discharged after overcoming the disease, and 11,179 admitted treating themselves. Of these, a total of 1,220 are in the ICU. The number of fatalities is 10,045. Coronavirus cases by department Lima - 160,901 Callao - 18,230 Piura - 17,336 Lambayeque- 13,904 Freedom - 10,333 Loreto - 9,162 Ancash - 8,263 Ucayali - 7,937 Ica - 7,850 Arequipa - 7,425 Saint Martin - 5,316 Junin - 4,058 Tumbes - 2,883 Huánuco - 2,560 Amazon - 2,329 Cajamarca - 2,292 Mother of God - 1,958 Ayacucho - 1,865 Cusco - 1,841 Pasco - 1,133 Puno - 989 Moquegua - 983 Tacna - 960 Huancavelica - 927