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Everything posted by Dark
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The Ministry of Health again released updated data on the coronavirus in the country. In total, there have been 279,419 confirmed, having carried out a total of 1,645,112 tests, of which 1,365,693 were negative in the test. On the other hand, there are already 167,998 people who have been discharged after overcoming the disease, and 10,861 admitted treating themselves. Of these, a total of 1,178 are in the ICU. The number of fatalities is 9,317 Coronavirus cases by department Lima - 156,172 Callao - 17,871 Piura - 16,634 Lambayeque- 13,475 La Libertad - 9,692 Loreto - 8,904 Áncash - 7,828 Ucayali - 7,619 Ica - 7,121 Arequipa - 6,823 Saint Martin - 4,548 Junin - 3,721 Tumbes - 2,607 Huánuco - 2,215 Amazon - 2,020 Cajamarca - 1,938 Cusco - 1,760 Ayacucho - 1,743 Mother of God - 1,636 Pasco - 936 Moquegua - 928 Huancavelica - 881 Tacna - 876 Puno - 874 Apurimac - 552
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Game Informations : Developer: Chris Pereira Platforms: PC - Ps4 Initial release date: May 6, 2017 at 9:00AM PDT Super Rude Bear Resurrection is one of the hardest games I've ever played--but only at times. Certain games, Resident Evil 4 being a famous example, use a dynamic difficulty system, invisibly adjusting to keep the action challenging but not frustrating. Super Rude Bear Resurrection does something similar, only in a much more obvious, tangible way. It's a hardcore platformer in the mold of Super Meat Boy, but with a novel twist that gives meaning to the countless deaths you'll suffer throughout. Corpses persist after death and can be used to create a safer path through levels (where one false step will send you back to the last checkpoint). In essence, almost every death serves to make the game slightly easier--though you can also clear levels without ever dying. It's a delightful concept that further enhances a game that's already strong thanks to its wealth of ideas and fantastic soundtrack At its most basic, Super Rude Bear Resurrection is a fairly straightforward platformer, tasking you with navigating stages filled with all manner of deadly spikes, arrows, swinging axes, more spikes, and creatures that toss snowballs at you harmlessly--until those snowballs just nudge you to your doom. You'll maneuver through levels using simple jumps and wall jumps. You have no offensive capabilities, and the game doesn’t offer any special abilities to unlock or power-ups to find. You could, in theory, complete any level right from the get-go, although it'll likely take dozens--or, more likely, hundreds--of deaths before you're able to consistently overcome the trickiest obstacles. The level design shows a tremendous amount of care on the part of developer Alex Rose Games. Stages are meticulously crafted to maximize difficulty without feeling unfair, but they're also created in a way that allows for corpses to ease your path. A carcass might block incoming arrows or give you a safe spot in a row of spikes to jump on, and it can destroy certain traps when it comes into contact with them. It's easy for the corpses to pile up, particularly due to the way Super Rude Bear Resurrection's levels toy with you. The game plays with your expectations and sets up hazards to punish you for relying on anticipation, rather than your reactions. Many deaths stem from hazards located immediately after checkpoints--these are seemingly placed for the explicit purpose of punishing your eagerness to immediately get back into the action after respawning. You can practically hear Alex Rose chuckling to himself every time you rush into an easily avoidable death. That might explain the mocking remarks of your floating companion, who also delivers the story (and jokes), allows you to destroy corpses in your path, and lets you scout out the areas ahead. Super Rude Bear Resurrection isn't an especially long game, although seeking out no-death runs, better leaderboard rankings, secret worlds, and dialogue (easy to miss the first time around) provides ample incentive for multiple playthroughs. The primary upside to not being long is also what's most impressive about Super Rude Bear: it never runs out of steam. It feels fresh from beginning to end thanks to the way it consistently sprinkles in new types of challenges over the course of the entire game. Falling spikes, NPCs with hammers, arrow launchers, homing missiles, spinning lasers--you won't play for long without encountering a new idea. Some of these new ideas introduce interesting ways of interacting with corpses. Deaths caused by missiles and lasers freeze your body into an ice block. In the case of the missiles, ice blocks can provide stepping stones over a gap or block further missiles from being fired, while lasers pull the ice in, thereby preventing the lasers from reaching you on your next life. Further adding to the variety are the boss fights littered throughout, each with its own unique gimmick that doesn't feel at odds with the platforming framework of the game. One tasks you with avoiding spikes and the attacks of a breakdancing robot while standing on a rising platform. Another requires you to ride a moving platform through an otherwise standard level while avoiding a flying enemy that attempts to knock you off or crush you. The latter was particularly memorable, as being knocked down doesn't guarantee death; provided you're skilled enough, you can jump off of the boss itself and potentially recover. Whereas the bosses in Super Meat Boy have always felt to me more like obstacles that stand in the way of returning to the regular action, Super Rude Bear's boss stages were among my favorites in the game. Later levels ask a lot, requiring an almost-superhuman level of precision to complete without a death--an accomplishment I couldn't even begin to sniff over the last quarter of the game. Yet, because of instant respawns and an excuse to continue listening to the stellar soundtrack, I never found myself frustrated, even when a particular section would cause me to die dozens of times. In fact, it was often hard not to laugh as I amassed an abundance of corpses (every one of which is dumped into a pile from the top of the screen at the conclusion of a level, just as a reminder). These attempts where I clearly wasn't going to set a new time on the leaderboards often became fun experiments to see just how much I could screw with the design of the level. In certain cases, the game actually becomes far too easy with even just a few deaths. Thankfully, if you find that to be the case, higher difficulty settings restrict the ability to destroy traps, leave behind corpses, and even use checkpoints. These options give you the flexibility to make the game as difficult as you want, which is great, since it's most satisfying when played at the highest difficulty you can tolerate. The thrill of making it through a tough level with little help is matched by few other platformers I've ever played. Not everything is quite so well executed, however. Visually, the game isn’t always clear about where you can safely stand or whether a corpse will protect you--spikes or blades sometimes extend beyond a body but won't hurt you. The lack of an overworld is disappointing, if inessential, but the inability to access leaderboards anytime other than at the end of a level feels like an unfortunate oversight. A glitch when changing difficulties would cause the sound to drop out until I paused and unpaused the action. And certain level elements, such as falling icicles, are occasionally triggered before they should be after a respawn, which requires a quick death to reset. Because this only happened after a death, it never cost me a flawless run, but it was nonetheless a small source of frustration. For all of these minor gripes, none of them stand in the way of enjoying nearly every second of playtime. On the strength of its pacing and basic mechanics alone, Super Rude Bear Resurrection would make for an extremely engaging platformer. The addition of its corpse mechanic elevates it to something greater, allowing it to simultaneously serve as an extreme challenge for the most diehard platforming fans as well as a game that can be enjoyed by the novice crowd. Super Rude Bear Resurrection demands a lot from you, but the satisfaction of success is immense in the end. System Requirements OS: Windows XP SP2+ Processor: Intel Core 2 Duo 2.8GHz processor equivalent. Memory: 2 GB RAM. Graphics: Dedicated GPU, 1GB VRAM+ DirectX: Version 9.0c. Storage: 3 GB available space. Additional Notes: Best enjoyed with a twin stick controller (e.g. Dualshock 4)
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guys if anyone wants the community to know more about you, more information about yourselves, contact me privately or @YaKuZa--BoSs, @Qween ?, @robila or all Team Journalist, to do an interview.
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According to its website, Microsoft has 83 stores worldwide, including 72 stores in the U.S., and several others abroad where it showcases and sells laptops and other hardware. Friday's announcement reflects what the company calls a "strategic change" for its retail business as sales increasingly shift online. NEW YORK: Microsoft said Friday it is permanently closing nearly all of its physical stores around the world. Like other retailers, the software and computing giant had to temporarily close all of its stores in late March due to the COVID-19 pandemic. According to its website, Microsoft has 83 stores worldwide, including 72 stores in the U.S., and several others abroad where it showcases and sells laptops and other hardware. Friday's announcement reflects what the company cal .. hardware. Friday's announcement reflects what the company calls a "strategic change" for its retail business as sales increasingly shift online. Microsoft said it would "reimagine" the physical spaces at its four high-profile Microsoft Experience Centers in New York, London, Sydney, Australia and at the company's headquarters in Redmond, Washington.
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The new Acer Predator Orion 9000 is a beast. An angular monster of a personal computer, with a borderline offensive array of componentry jammed inside its capacious innards. The latest model was announced at the Acer global press conference on Tuesday, alongside the Acer massage chair and energy drink, and the company shipped me an early marketing sample for a quick pre-launch check. Though honestly the real thrill was being the one to peel off the vast swathes of protective plastic from the tempered glass panels. Mmmm. So satisfying. 'Designed for hardcore and professional gamers' that's the tagline for this chunky desktop, but really it feels more like a workstation that's desperately trying to look cool in front of its peers. Even for 'hardcore and professional gamers' the kit inside the Predator Orion 9000 is overkill. Exhibit A is the Intel Core i9 10980XE. That's an 18-core Extreme Edition CPU with a peak capacity of 36 threads of processing power, and if you can show me a game 'hardcore and professional gamers' play that will actually take advantage of that many cores and threads I'll show a hundred that don't. It's also a touch limiting when it comes to clock speed, something that is arguably far more useful to gamers. The impressive new all-in-one Cooler Master-built Predator liquid-cooling system is great, and keeps the beefy CPU relatively chilled—under full load I only saw a peak of 71°C from the 18-core chip—but still the Turbo Max 3.0 setup only gave us single-core peaks of 4.3 - 4.4GHz. A bunch of the far cheaper new 10th Gen Comet Lake chips, such as the 10-core, 20-thread Core i9 10900K, will go way further than that. With the same graphics cards you'd get higher gaming performance from a much cheaper rig, and makes the i9 10980XE feel like a bit of an unnecessary component choice. Though with Exhibit B being the twin Nvidia RTX 2070 Super cards, I'm going to make the same point about those. You can go all the way up to a pair of RTX 2080 Ti GPUs in SLI configuration if you're feeling particularly flush, but I'd say that was largely pointless too. You see, multi-GPU gaming is toast. It got so difficult for Nvidia and AMD to manage the different SLI and CrossFire profiles on a per-game basis that both teams have pretty much now given up. Every time we ask the question either company will respond with the onus now being on game developers to implement multi-GPU support via the different multi-adapter levels baked into the DirectX 12 API. Unfortunately that requires extra dev time, effort, and therefore money. And for such a small niche of PC gaming it's just not worth it… and so that niche shrinks ever more. Add in the fact that only the high end GPUs have the option now on the Nvidia side and it becomes even more irrelevant for most of us. Okay, I'm digressing here... but, when the promise of multi-GPU gaming was there, you could buy a mid-range GPU with the threat of high-end performance down the line. At least when prices dropped and you could afford to stick another one into your system. Those over-optimistic days went away a long time past, along with sensible forms of government and those super colourful old motherboards. There are a few older games that have SLI profiles in them, and they will actually take advantage of the dual-GPU nature of the Orion 9000, such as Shadow of the Tomb Raider and F1 2019. On the 1080p, 240Hz Predator XB3 monitor Acer also shipped over, it averaged 145fps with the RTX 2070 Super pairing in the latest Tomb Raider. And that's with the peak of real-time ray traced shadows enabled. I got 156fps out of F1 2019. So yeah, that's at 1080p, but still pretty effective frame rates, I'm sure you'll agree. But without an SLI profile in most games you lose a huge chunk of that potential performance as one GPU will just be spinning its fan doing nothing. I could go on with Exhibit C being the installed 64GB of quad-channel memory, but I think you get the idea.
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The Decree published by El Peruano in which the extension of the State of National Emergency in Peru to July 31 is made official brings about a series of changes and conditions that will come into effect from July 1. The regulations indicate that the quarantine will continue until July 31 in Arequipa, Ica, Junín, Huánuco, San Martín, Madre de Dios and Áncash. Therefore, Lima and the rest of the departments are out of this mandatory quarantine, although with the prevailing curfew from 22:00 to 04:00. In addition, the mandatory social quarantine is maintained for children and adolescents under 14 years of age, people in risk groups, over 65 years and immunodependents. These people must stay in their homes or go outside accompanied and following the rules, as in the case of children.
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Game Informations : Developer: Heidi Kemps Platforms: Pc Initial release date: May 16, 2017 at 8:00AM PDT Fire Emblem is a series with a storied history and has transformed dramatically over its nearly 25-year existence. Fire Emblem Echoes, a remake of a very early game in the series--Fire Emblem Gaiden--remains a departure of sorts from what most veteran players might expect. Rather than emphasizing character relationships and story dialogue, Fire Emblem Echoes puts its focus on long- and short-term strategy and strength-building. The end result is a fresh take on Fire Emblem's strategy-RPG formula, and one that ranks among the best of the 3DS library. Echoes follows the dual leads of Alm and Celica, a pair of youths that bear a strange crest upon their hands. They bond together as children in a tiny farming village, only to be torn apart by a sudden dramatic event. Many years after the fact, you're in control of both characters--and their respective armies--in search of a reunion amongst a conflict-ridden yarn spun of large-scale wars, hidden pasts, and shocking truths. While the story is classic Fire Emblem fare, the emphasis here is centered firmly on the saga of Alm and Celica, with only a few brief interludes that shift focus to other army members. The characters you welcome into your ranks and interact with are a charming and likable bunch with fun, well-written dialogue. Almost all in-game character text is voiced as well, which adds appreciable personality. Players more accustomed to recent Fire Emblem games like Awakening and Fates, however, may feel a bit disappointed in the lack of side character interactions. You don't "pair off" characters in Echoes as you would in those games--while character-to-character support conversations do still exist here, they're much shorter and happen strictly during combat. While this may be a disappointment to some, overall, it helps cement the story focus on the two leads and the various warring factions of FE Echoes' world. While most of Echoes takes place on grid-based, turn-driven battlefields, you'll also spend a lot of time navigating an overworld map with two armies: one led by Alm and the other by Celica, each with a different group of soldiers under their lead. Interactions between the two sets of troops are limited, meaning you'll have to manage resources, weaponry, and stat-building across two teams. The two take mostly separate paths in their respective campaigns, stopping at towns and dungeons to gather intel, find new recruits, take on side-quests, and discover hidden treasure. Explorable towns, castles, shrines, forts, and dungeons are unique to Echoes, and while interactions with most of areas are somewhat limited--basically restricted to examining environments with a cursor as you would in a point-and-click adventure game--dungeons offer a far more interesting twist for the series. Dungeons are explored on foot from a third-person perspective. You scout for secret passages and smash pots and crates for loot while avoiding (or seeking out) battles against roaming enemies. Touching a foe takes you to a traditional FE battle, but once you've felled your opponents, it's back to exploring. These areas serve as a great addition that offer variety beyond simply stringing a series of battles together while still keeping the narrative focus on the core story. Echoes has some crucial differences from other Fire Emblem games that add interesting layers to army management and combat as well. Characters can only carry one item at a time, forcing you to carefully consider if a special weapon, a restorative item, or armaments like a shield or ring would be ideal. Weapon degradation isn't an issue (similar to Fates), and magic is learned through leveling rather than buying tomes--and uses character HP to cast, making high-powered spells a potentially risky proposition. Combat skills are learned by keeping specific items equipped in battle for long periods of time and are tied to individual pieces of gear, meaning you can't just learn a skill from a specific shield, then equip a sword and keep using the skill. Stamina wears down as characters fight and take damage, degrading their stats and combat capabilities unless they replenish them with food, medicine, or offerings to the goddess Mila. Finally, the rock-paper-scissors style weapon triangle of modern FE games is gone entirely--swords can now clash with spears on equal footing. These are all serious deviations from other Fire Emblem installments, and they might take a bit of time to get used to, but they result in a Fire Emblem game that's both distinct and refreshing. You can't simply go in with strategies you may have devised in other Fire Emblem titles and expect them to work here; you'll need to really stop and think about weapon distribution and upgrades, consider how to effectively use certain classes, when to take time with optional fights to build additional character levels, and so on. The game's difficulty is high overall, which makes conquering the toughest battles relatively unscathed feel like a real accomplishment. While the difficulty level makes formulating a sound strategy highly rewarding, it can also lead to some cases where you might feel stuck unless you grind out a few more levels or backtrack to the shrine to change classes, especially if you're playing with permadeath on. But it always feels worth it; when you face a huge armada on a molten lava-covered battlefield, enduring assaults from constantly respawning foes while trying to keep your army's stamina and health above critical levels, and you somehow manage to pull off a victory with a lucky arrow planted in a wizard's cranium, pride and elation come in equal measure. Helping you to secure those feelings is a brilliant new addition to gameplay called Mila's Turnwheel. Each battle grants you a limited number of uses of the Turnwheel, which effectively acts as a rewind button. Missed several attacks in a row? You can opt to spin back time to a few attacks earlier and attempt them all again, hopefully with better luck. Realize that your brilliant "divide and conquer” strategy is actually going to leave your best soldiers dead? Go back several turns and take a totally new approach--you can rewind time as much or as little as you'd like, provided you still have enough cogs in reserve for that battle. This wonderful system allows players to take back critical combat mistakes without having to reset a long and arduous battle and is a tremendous boon whether you are playing with or without permadeath enabled. Once you run out of cogs, though, you'll have to restart the level to take back mistakes, adding yet another nice layer of strategy--is it really worth a cog to reroll for a critical hit, or should you save it for when you plan your final assault on the tough-as-nails enemy commander? Only you can make the call. Fire Emblem Echoes is a fantastic remake and a striking departure from modern Fire Emblem staples. What it lacks in interpersonal character relationships and user-controlled "shipping," it makes up for in meaty, challenging strategy gameplay, engaging exploration sequences, and a tighter overall narrative. Taken both on its own and as part of the larger Fire Emblem franchise, Echoes's unique elements help it stand out from its contemporaries. If you feel like you're up to a lengthy, engaging challenge, then Echoes will satisfy in spades. System Requirements Supported Platforms: Nintendo - 3DS PIXEL SHADER: 5.0 FREE DISK SPACE: 3 GB DEDICATED VIDEO RAM: 1024 MB
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Welcome to CSBD! Read Rules!
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Welcome to CSBD Read Rules!
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The Xbox Series X has a cheaper, less powerful sibling console codenamed “Lockhart” in the works, according to an Xbox developer kit leak from earlier this week that was today verified by The Verge. According to Twitter user @XB1_HexDecimal, the June release notes for the Xbox Development Kit reference a “Scarlett dev kit” that includes three different console modes -- “default, AnacondaProfiling and LockhartProfiling” -- as testing options. Since Microsoft’s codename for the Xbox Series X was Project Scarlett and a picture of an anaconda is etched into the Xbox Series X mainboard, the leak sparked speculation that “LockhartProfiling” refers to a new, unannounced next-gen Xbox. Now, we have more to go on than screenshots and hearsay. According to The Verge today, it confirmed via anonymous "sources familiar with Microsoft's Xbox plans" that the Xbox developer kit does include a “special Lockhart mode." The sources also claimed that enabling the mode reduces the kit’s performance to the standards that Microsoft is planning to hit with an unannounced budget next-gen Xbox. “We understand that includes 7.5GB of usable RAM, a slightly underclocked CPU speed, and about 4 teraflops of performance,” The Verge reported. “The [standard] Xbox Series X includes 13.5GB of usable RAM, and targets 12 teraflops of GPU performance.” The report also pointed to Twitter user @bllyhlbrt, who highlighted several Lockhart references in the Xbox One operating system, alongside references to Anaconda and Dante (the name of the developer kit, according to The Verge's sources). Whether Lockhart will be included in the Xbox Series X branding or sold under a different name (Xbox Series S?) is unknown. The Verge did, however, claim that the console is meant to target “gaming at 1080p or 1440p,” as opposed to the 4K at 60 frames per second standard the Xbox Series X has been advertising. The best gaming PCs we've tested The best gaming laptops to hit our labs A second, less expensive console would fit into Microsoft’s announced, PC-like Xbox strategy, as the company has been adamant about the Xbox Series X and Xbox One maintaining the same library in the first few years after release. This would eliminate the need to make or buy different versions of games for different Xbox consoles. Remember when Ubisoft made versions of Assassin’s Creed 4 for both PS3 and PS4? Instead, compatibility would be assumed, and a game’s performance would simply be decided by how powerful your machine is, opening the door for plenty of different models and configurations.
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The dean of the Medical College of Peru (CMP), Miguel Palacios, pointed out that the number of people infected with coronavirus (COVID-19) in the country shows a decrease and that this situation occurs particularly in the city of Lima. Palacios indicated that, due to this drop in the number of infections, the State had to lift the state of emergency earlier, which continues until June 30. "We see that there is a decrease in the number of infected people, the number of cases is decreasing, especially in Lima, the death rate as well, that is why we maintain that the quarantine had to be lifted several days ago," he told RPP. It should be noted that the Minister of Health, Víctor Zamora, reported this Saturday that all the districts of Lima already marked a decrease in cases of COVID-19 infections. However, the head of the CMP explained that, after the quarantine ends, the "three golden rules" must be maintained: constant hand washing, use of a mask and social distance. Likewise, he reiterated his proposal to apply a focused state of emergency, in which infected people are identified for isolation. "What you have to do is be vigilant and apply an intelligent and focused quarantine, isolate the group of infected people and enhance the first level of care," he added.
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Game Informations : Developer: Kallie Plagge Platforms: PC. Initial release date:July 18, 2017 at 12:18PM PDT Splatoon 2 is easy to love. It's colorful and quirky and unafraid to be different, and it's consistently a blast to play. As far as shooters go, its unique movement mechanics stand out and make each match exciting. And while the logistics of its multiplayer aren't perfect, Splatoon 2 is a vibrant and exuberant sequel with enough fresh additions and changes to set it apart from the original. Like the first game, Splatoon 2 stars human-squid hybrids called Inklings. Their world is bright and filled with nautical puns both spoken and implied, and even just walking around and picking out new clothes is delightful. The shoe store is called Shella Fresh, for example, and cute fish-themed decor peppers the hub area. That extends to the gameplay, of course; your weapons shoot (or sometimes fling) ink, and you can instantly change into your squid form and swim through ink puddles to reload. Swimming also has a stealth element to it, since you're harder to see and faster, and therefore better equipped for surprise attacks. You can also ink walls and swim up them in squid form, which adds to your verticality in matches. In the standard multiplayer mode Turf War, you're tasked with inking more of the map than your opponents while also "splatting" them to limit their progress. Multiplayer is undoubtedly the main draw of Splatoon 2, but both new and returning players should absolutely try the new-and-improved single player mode before jumping into any matches. Unlike in the first game, where you could only use the standard Splattershot gun in the campaign, Splatoon 2's serves as a fantastic introduction to all the basic weapon types you'll have access to--and it's much more robust, with collectibles that require a sharp eye to find and creative platforming challenges that really showcase how unique Splatoon 2's movement is for the shooter genre. And while it starts out a bit basic, each level builds on the last and requires clever application of your knowledge to complete. Grinding on rails while shooting targets, then switching to your squid form and successfully landing a tricky jump is satisfying not just because it's fun and cool but because it really feels like you've mastered Splatoon 2's new mechanics. Unfortunately, not all of the single player campaign's lessons make it into the multiplayer. Most notably, rail grinding, which is the standout from single player, isn't possible on Moray Towers' rails. That in particular feels like a missed opportunity, especially since that map is returning from the first game. However, getting to use a wide variety of weapons in single player makes the transition to multiplayer easier, and subtle tweaks to weapons and gear, like faster movement with the roller, add a layer of new strategy for veteran players. On top of that, the majority of the maps are new, and favorites include Inkblot Art Academy and The Reef, both of which have several vertical levels that result in intense struggles for control of the higher ground. The only multiplayer mode for non-ranked matches is Turf War, which is consistently so much fun that only having one casual mode isn't really a problem. Covering the most ground with your ink is a simple enough concept, but skillful movement, well-timed inking, and the right strategy for your weapon all work together to give each match more depth. There are some wrinkles with the logistics of these regular battles: there's no way to change your weapon once you're in a lobby, so you're stuck with whatever team composition you get, and you can't guarantee you'll be on the same team as any friends who join your lobby. But, as the most laid-back of the multiplayer options, Turf Wars' quick games and random team assignments make it easy to jump in and out and have fun without too much pressure. It might be frustrating when your team of randoms doesn't seem to know what they're doing, but the fast-paced struggle to cover turf with your team's ink is as exhilarating as ever. Ranked battles return with Tower Control, Rainmaker, and Splat Zones. Each mode is similar to game types you might be familiar with in other team shooters; Tower Control consists of escorting a tower to a goal, Rainmaker is like reverse capture the flag, and Splat Zones requires you to "control" specific areas for a certain amount of time by covering them with your team's ink. Unfortunately, the lobbies for ranked matches haven't been po[CENSORED]ted enough for us to play them ahead of launch, but based on our experience with the first game, we can expect these modes to work essentially the same way. Splatoon's ink mechanics make these modes feel different from other games, and the focus on specific objectives is great for competitive players who want something more than the informal structure of Turf War. System Requirements (Minimum) CPU: Intel Core i3-530 CPU SPEED: Info RAM: 4 GB OS: Windows Vista / 7 / 8 / 10, 64-bits VIDEO CARD: 1GB VRAM, NVIDIA Geforce GTX 260 / ATI Radeon HD 4870 PIXEL SHADER: 4.0 VERTEX SHADER: 4.0 SOUND CARD: DirectX Compatible FREE DISK SPACE: 30 GB DEDICATED VIDEO RAM: 512 MB
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The Peruvian government continues to announce subsidies to help its citizens weather the storm that has caused the economic crisis caused by the coronavirus. This time, he reported that he has a bonus of 760 soles for workers who are in perfect suspension after the Executive allowed this figure to be applied to some companies in the midst of a pandemic. What are the requirements to receive the bonus? Only workers from companies with up to 100 employees who are in perfect suspension of work may receive the bonus. The worker can earn up to S /. 2,400 if you want to access the subsidy. Households that have received some other Peruvian government bond will not be able to access the new subsidy. How to collect the bonus? Workers must enter an Interbank Account Code (CCI) that corresponds to a valid and active account in national currency. The account reported by the worker must belong to an entity of the national financial system that participates in the interbank transfer system via the Electronic Clearing House (CCE). On the other hand, workers can also authorize payment through an electronic money account.
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Game Informations : Developer: Justin Clark Platforms: PC. Initial release date: August 10, 2017 at 9:00AM PDT The first Mega Man Legacy Collection was a fine if somewhat threadbare greatest hits set, assembling the first six NES Mega Man titles together in a tidy package. If that first collection was side A, showcasing the series' early, rough-and-tumble work (the original Mega Man, specifically) Mega Man Legacy Collection 2 is the weird, obscure side B full of deep cuts: Mega Man 7, 8, 9, and 10. None of these manage to hit the soaring heights of the series at its best, but years after their original releases and unshackled from initial expectations, all four games are capable of a few pleasant surprises. Mega Man 7 in particular is a strange case, as the first numbered Mega Man game to hit after the X series took off. What it does, to be specific, is make 8-bit Mega Man game of our dreams in 16-bit fashion; a delightful fusion of old and new. The boss concepts aren't the strongest--not really this specific game's fault, as those standards started to slip somewhere around Mega Man 5--but they get the job done and keep you on your toes, especially when they fire alternative attacks after you've exploited their primary weaknesses. By and large, however, it’s the most accessible of the four titles in the Collection--a softer and playfully inviting game full of big, bright characters, and a far more forgiving set of levels than the rest of the series. The same cannot be said for the Collection's one sour note, the port of the PlayStation version of Mega Man 8. The series' uptick to 32-bit consoles shows through in the game's bright colors and expressive animations, which at least compare favorably to more modern examples of the “playable cartoon." Of course, Mega Man 8 is also notorious for its actual cartoon cutscenes, which feature some of the worst voice acting this side of “Jill sandwich”. As exciting as the prospect of a Mega Man game with full voice acting and anime interstitials sounds, Mega Man 8 doesn’t do that idea justice. By and large, Mega Man 8 is serviceable when it sticks to the series' run-n-gun basics, but the game tries (and fails) to push the envelope on a few stages, introducing Battletoads-like hoverboard challenges, and a Moebius strip labyrinth puzzle, both of which create profound aggravation. Equally annoying is the fact that items you can purchase to augment Mega Man's abilities--which cost a lot of the rare Bolt currency--aren't properly described, leading experimental and ultimately regrettable purchases. Mega Man 8 proves to be frustrating in ways that are unique for the typically straightforward series. Mega Man 9 and 10 are, of course, the nostalgia tour, bringing the series back to its 8-bit roots. Capcom leaned into the retro wave hard back in 2008 and 2010, going as far to lampoon their own terrible NES game covers, but mostly dragging players kicking and screaming back to series' hard-as-nails roots. Gone are the Mega Buster (charge shot) and slide maneuver. Mega Man 9 is often brutally unforgiving, with a perplexing over-reliance on spike obstacles and cramped corners full of constantly respawning enemies. It’s a game of “gotcha!” traps, a style of level design that doesn’t necessarily ask for expert platforming or aiming so much as it presents multiple ongoing trial and error scenarios. Forcing yourself into harm's way to discover what will kill you and how to avoid it isn't as rewarding as simply using the tools you have to overcome clearly presented challenges. Mega Man 10 is somewhat better in that sense. There’s an easy mode, which provides safety nets for many of the game’s greatest hazards. There’s also added variety, in the form of being able to play as Proto Man--Mega Man's older brother--right from the start, which at least makes the second time around in a stage feel fresh. However, Mega Man 10 is the first and loudest example of the bottom of the barrel being scraped, creatively. While some ideas are being repeated, there are others that are unusually odd, even for Mega Man. There's no greater example than Sheep Man, a sheep robot who fights by building up static electricity that he fires through his wool in a stage set in cyberspace. Compared to their immediate predecessor, however, there are far more stretches of Mega Man 9 and 10 that flow with the old familiar magic, beckoning you to mind your surroundings, hone your reflexes, and hold your breath while taking the risks. The two deliver on their back-to-basics promises, just with the occasional off-kilter moment. Beyond these four games, Mega Man Legacy Collection 2 is left with a slew of mini challenges, remixed stages, artwork, and the ability to practice against bosses anytime you wish. These are valuable additions, but like the first Legacy Collection, these extras fall short of previous Mega Man compilations. It's hard not to look rather wistfully back on the abundance of riches Capcom bestowed on players with the Anniversary Collection on PS2 and Gamecube, which included Mega Man 1-8, in-game hints for the first six, a remixed soundtrack for the NES titles in the PS2 version, plus the two obscure Mega Man arcade titles and interviews with developers. What is present in this collection ends up feeling like a disjointed ride through the latter half of Mega Man's history, an area with plenty of lessons to learn, but not always ones you're meant to enjoy. Seen as half of a whole, with the first Mega Man Legacy Collection, however, and you do have something resembling a fascinating compendium of games, albeit with a lot more to skip out on in its second half. System Requirements (Minimum) CPU: Corei3-2130 (3.4GHz Dual-Core) RAM: 2048 MB. OS: Windows7 64bit / 8.1 64bit / 10 64bit. VIDEO CARD: GeForce GTX 550Ti (VRAM1GB) FREE DISK SPACE: 6 GB. DEDICATED VIDEO RAM: 1 GB.
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Habla sacamos un negocio? xD
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Porque siempre me tienes que hacer los diseños feos? ❤️?
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Quien es tu peruano favorito que no sabe usar un iPhone 11 Pro??❤️