Everything posted by Dark
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Porque te vas !! :cc
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In our ASRock Radeon RX 5700 XT Taichi review last November, we praised the graphics card's looks, speed and quietness but balked at its $479.99 price tag. Now, the card's on sale for a much more affordable $400 after $20 rebate. The RX 5700 XT proudly sits on our Best Graphics Card page as the best AMD GPU for its balance between price and 1440p gaming excellence. The Taichi features a three-fan RGB cooling system, while still hitting the high clock speeds the 5700 XT is known for. Specifically, the Taichi has a base clock speed of 1,605 MHz and a boost clock speed of 1,755 MHz. It also has four DisplayPort connections and two HDMI connections. In our testing, the Taichi hit an average 81.7 fps in Shadow of the Tomb Raider’s 1440p DX12 benchmark on its highest setting preset and an average 56.2 fps on Metro: Exodus’ 1440p DX12 Ultra benchmark. It also peaked at 67 degrees Celsius during the Metro benchmark, which was in the middle of the pack compared to other 5700 XT GPUs we tested. While the 5700XT doesn’t support ray tracing yet, the Taichi is one of the more premium models of the card available. It is fairly large at 12.7 inches long and 2.5 slots thick, but if your case can handle it, the Taichi will serve you well and look good doing it.
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The Government of Peru has announced a national unification regarding the curfew schedule. The new measure establishes that, from June 22, movements will be prohibited -except for urgent causes, such as going to the hospital- between 21:00 and 04:00, without geographical exceptions. "The compulsory social immobilization of all the people in their homes is provided from 9:00 p.m. to 4:00 a.m. the next day, at the national level, without exception," states the official document published by the executive. This modification assumes that both La Libertad, as well as the coastal provinces of Ancash and Ica, which continued with their particular hours (between 18:00 and 04:00), will have to adapt to a new normality in the hands of the rest of the country. Reopening of shopping malls The executive published a supreme decree that authorizes shopping centers to reopen their doors after more than three months of paralysis due to the coronavirus health crisis. It establishes that these establishments will be able to function from June 22 throughout the country "for direct attention to the public", with the exception of the departments of Ica, La Libertad, Arequipa, Huánuco, San Martín and the provinces of Casma , Santa and Huaraz.
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Game Informations : Developer: Matt Espineli Platforms: Sony PlayStation - PC Initial release date: October 1, 2018 at 9:58AM PDT "You are already dead" is a familiar refrain from Fist of the North Star's protagonist, Kenshiro--often said after he effortlessly pokes the death-triggering pressure point of a hulking bandit. It's a hokey yet empowering catchphrase delivered with infectious confidence. Even more satisfying is what follows, as Kenshiro's foe implodes into a bloody mess--a gruesome punishment dealt upon those who harm the innocent. This classic power fantasy has captured the imaginations of anime and manga fans for decades, pulling in countless people with its over-the-top martial arts justice. It's a quality that the Yakuza developer, RGG Studios, captures so well in Fist of the North Star: Lost Paradise--and there's plenty for newcomers to FotNS to enjoy, too. From the start, Lost Paradise gives you a wealth of tools to make short work of desert bandits and criminals in a fight, performing devastating executions upon enemies who all clearly underestimate you. All the while, an expert handling of melodrama and absurdist humor ensures the series' epic dramatics are conveyed, while also pushing them in exciting new directions. There's great ambition in Lost Paradise's take on FotNS, and while it may not always realize its full potential, the game is exceptional at placing you in the shoes of its messianic martial artist. Lost Paradise decidedly crafts its own take on the series’ characters and events, telling a story set in an alternate timeline. While its plot is nowhere near as dense or complex as the Yakuza games, there’s more than enough action and intrigue to hook you into the tense drama on display. The supporting cast is endearing, each possessing struggles and aspirations that are easy to empathize with. You're often thrown into moments where you are fighting alongside them and even up against them. As new foes enter the fray, it's difficult not to get caught up in the peril that befalls Kenshiro and his allies--despite some characters and themes not being as deeply explored as they could be. The game doesn’t completely change everything, however, occasionally lifting elements from the series and inserting them into the framework of its narrative. The game feels like a collection of new and old, which sparks excitement when witnessing iconic moments set against the backdrop of a new setting. There’s something special about how Lost Paradise seamlessly incorporates classic characters into its narrative, though it’s difficult not to be disappointed by how little it sometimes develops them. They often exist for the sake of giving Kenshiro a tough opponent to fight rather than fully implementing their arcs into the narrative. Other times, some characters appear to fight and never show up again. This may disappoint fans who desire the context that the series gives these characters and more than likely will leave some newcomers confused. Despite this, there’s still plenty of memorable moments that preserve the series’ signature storytelling for both fans and newcomers. However, where Lost Paradise truly excels (and surprises) is in its use of levity; RGG Studios adds its own style to the mix, including a suite of absurdly comedic substories that regularly poke fun at the source material. This level of self-awareness should come as no surprise to Yakuza fans, but it makes for an amazing fit that helps balance out FotNS’s traditionally dire tone. You might save innocent citizens from local bandits or even join up with Kenshiro's closest allies on a quest to help a nearby village. But it's the less traditional side-activities that delight the most, putting you into light-hearted scenarios that redefine what's possible in the FotNS universe. For example, one substory addresses the morality of Kenshiro's frontier justice in humorous and heartfelt ways, while another jokes about the prevalence of shoulder pads in the series' character designs. Have you ever wondered what it would be like if Kenshiro worked as a bartender? Better yet: how about Kenshiro as the manager of a hostess nightclub? Lost Paradise works in these side-activities for laughs, and it's presented in a way that brings to light just how ridiculous yet endearing Kenshiro can be. To accommodate this shift, Kenshiro is much more expressive than usual. Historically a protagonist of few words, the increase in his dialogue and internal thought process is a welcome change that reshapes him into a more charming and noteworthy presence. While you won't come out of Lost Paradise understanding Kenshiro from a new and meaningful perspective, his more exaggerated personality at least highlights what makes him so captivating and likable. The writing properly sets the stage for the power fantasy of being Kenshiro, but it's Lost Paradise's delivery of his over-the-top fighting style that brings it all home. The Yakuza series' uncomplicated beat 'em up-style approach to combat works well with FotNS, offering you easy access to a flashy and deadly arsenal of attacks and techniques. You'll constantly gain new abilities as you progress that demonstrate Kenshiro's God-like fighting prowess against enemies. The impact of his punching flurries, swift kicks, and graceful acrobatics are all faithfully brought to life. There's a destructive and mesmerizing force to each blow that somehow never manages to grow old no matter how much you exhaust each possible combo. Combat isn't especially difficult, but that's precisely what makes it so gratifying. Enemies are always a combo or QTE away from turning into a crimson fountain. With such power at your fingertips, you’re always encouraged to play with your foes--whether it be launching them into an air juggle or sending them flying across the stage with a well-placed kick. Before long you'll find yourself emulating Kenshiro as you fight, effortlessly dispatching groups of enemies with speed and grace. It helps that every activity feeds into your sense of progression too. The world may be smaller than those from the Yakuza games, but every corner is rich with opportunities that reward you with items and experience points that'll increase your strength. Whether it’s a fun mini-game to play for a while, a shop system you pour resources into stocking, or a bounty-hunting system with its own overarching story arc, there’s usually something worthwhile to tackle. And more often than not, you're pulled into unexpected directions thanks to how random substories seem to trigger. It’s worth noting that Lost Paradise is a little rough around the edges. Despite its cel-shaded art style, low-resolution textures give the game’s visuals a dated look that’s plain ugly at times, while stiff character animations accompany most cutscenes. Not only that, but there are some pacing issues scattered throughout that have you going from point A to B and back again that can be outright laborious. However, these are only minor complaints in the grand scheme of what Lost Paradise ultimately succeeds in, and that’s understanding and capturing what makes FotNS so special. Lost Paradise may replicate the Yakuza series' format, but it's filled with a passion for FotNS that makes it fantastic all on its own. While previous games based on the property have adapted its story and characters with some success, few have managed to not only nail the style and tone but redefine what's possible with its world and characters. RGG Studios has done a splendid job at evoking the justice-fueled power fantasy Kenshiro represents, succeeding in revealing more about the historic and beloved character in amusing and unexpected ways. [System Requirements] Requires iOS 10.0 & 2GB RAM or more.
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I see that my colleagues help him and that is good, I see that you are from the "GAMBLERS" project and want to help in the project and the csbd community, you have good activity in the forum. from me I will give you #PRO
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Hello, you have been a moderator in the past, and I know the reasons why you left :))))), and if you decide to return hopefully it will last with the csbd staff, I know you will help the community. from me I will give you #PRO.
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Zoom has announced all its users will be secured using end-to-end encryption (E2EE) protection following a major about-turn by the company. The video conferencing platform has announced all users, paid and free will be able to benefit from the boosted security protection soon, with a beta rolling out in July. The news followed a widespread outcry from customers, security experts and the technology industry at large over a lack of E2EE for all users. Watch out Zoom, Microsoft Teams is finally catching up Working from home: the mouse, monitor, keyboard and router you need We've built a list of the best webcams on the market Zoom security Free and Basic Zoom users will need to provide some extra pieces of information to sign up to E2EE, with the company giving the example of verifying a phone number via a text message This process will only need to be carried out once to turn on E2EE, but it's not known how the additional information will be stored. Previously, free users were able to sign up to Zoom with just an email address. Announcing the news, Zoom noted that E2EE will be an optional feature as it limits some meeting functionalities, such as the ability to include traditional PSTN phone lines or SIP/H.323 hardware conference room systems. Call hosts will be able toggle E2EE on or off on a per-meeting basis, although doing the latter will of course offer less security, and account administrators can enable and disable E2EE at the account and group level "We are grateful to those who have provided their input on our E2EE design, both technical and philosophical," Zoom CEO Eric Yuan wrote. "We encourage everyone to continue to share their views throughout this complex, ongoing process." The news comes days after Zoom revealed it was working on technology that will allow it to block certain users from meetings. The move comes after the US-based firm faced criticism for shutting down the accounts of three prominent human rights activists who were trying to commemorate the anniversary of Tienanmen Square. The launch should also help address issues of 'Zoom-bombing', where unwanted and unexpected guests join a call for the sole purpose of annoying its participants. Zoom has made several security improvements to try and stop such incidents, but several governments, companies and other organizations have already decided to ban use of Zoom for official business due to security concerns.
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Huawei is already everywhere, but if the latest information is accurate, the Chinese technology giant could be eyeing a piece of the x86 desktop pie. A recent 3DMark submission (via @_rogame) seemingly reveals a Huawei PC that's running on one of AMD's upcoming 7nm Ryzen 4000-series (Renoir) desktop APUs. Not much information can be obtained from the submission other than the PC is using a Ryzen 5 Pro 4400G with a 65W envelope. The Zen 2 APU features six cores and 12 threads with rumored base and boost clock speeds up to 3.7 GHz and 4.3 GHZ, respectively. On the graphics end, the Ryzen 5 Pro 4400G reportedly runs on seven Vega Compute Units (CUs) that are clocked at 1,900 MHz The lack of a discrete graphics card hints that the Huawei-branded device could be a small-form-factor (SFF) PC. Even though the Ryzen 5 Pro 4400G comes with a respectable iGPU, the Pro SKU suggests the PC likely caters to commercial clients. Although Huawei isn't big in the PC scene, the company isn't a newcomer, either. Huawei already produces servers and proprietary desktop PC motherboards for ARM chips. A report from April also claims that Huawei is preparing to enter the server graphics card market. And now, Huawei's insatiable hunger could finally lead the company to the x86 desktop PC business. Huawei shouldn't be underestimated, either. The multinational company has the resources and technology to challenge seasoned players, such as Dell, HP and even Lenovo, Huawei's own comrade
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please avoid spam on the servers, last warning, for the next you will receive a +2 spam warning.
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The Ministry of Health (Minsa) reported on Wednesday 17 that the number of cases of the new coronavirus (COVID-19) in the country rose to 240,908. As of yesterday, 237,156 had been reported. This announcement was made on day 94 of the state of emergency and social isolation in force in Peru. To date, there are 10,204 hospitalized patients with coronavirus, of which 1,111 are in the ICU with mechanical ventilation. Of the total of positive cases, to date 128,622 people have completed their period of home isolation or were discharged from a health facility. Lima continues to be the region with the highest number of infected by COVID-19 to date with 138,203. The following regions also present patients with coronaviruses: Callao (16 224), Piura (14 413), Lambayeque (11 699), Loreto (7849), La Libertad (7714), Ancash (6649), Ucayali (6645), Ica ( 5745), Arequipa (5336), San Martín (3015), Junín (2771), Tumbes (2115), Huánuco (1614), Cusco (1469), Amazonas (1407), Cajamarca (1378), Ayacucho (1296), Madre de Dios (1184), Pasco (826), Moquegua (829), Huancavelica (751), Puno (694), Tacna (680) and Apurímac (402). The Executive Power ordered the extension of the state of national emergency until Tuesday, June 30. This has been in force in the country since March 16. The measure involves isolation and mandatory restraint in order to prevent the spread of COVID-19. Since May 25, mandatory social restraint (curfew) runs from 9 p.m. until 4 a.m. in almost all the country, with the exception of the Tumbes, Lambayeque, La Libertad, Loreto, Ucayali, Ica, Piura and three Áncash provinces (Santa, Casma and Huarmey) where it will be 6 p.m. at 4 a.m. Among the recent measures implemented by the Government and in force since Monday, May 25, is that people can process district vehicle passes, which will allow them to use their private vehicles to supply food, medicine and financial services in districts where they reside. Ads by Teads Likewise, since May 25, new economic activities have returned to operation, in what will be the beginning of a new stage of the productive revival, among them is electronic commerce and the hairdressing service at home, among several others. services. Another of the measures implemented is the departure of minors up to the age of 14 for a period of half an hour and 500 meters away from their homes, which began to take effect on Monday, May 18. Regarding this measure, the Minsa updated the list of districts considered high risk in which parents of children under 14 are not recommended to take the walks allowed by the Government. Unlike the first list, the new one only excludes Surquillo from districts with a high level of COVID-19 transmission in Metropolitan Lima. The capital districts with high risk are: San Juan de Lurigancho, Lima Cercado, San Martín de Porres, Ate, El Agustino, Comas, Villa el Salvador, La Victoria, San Juan de Miraflores, Santa Anita, Rímac, Villa María del Triunfo, Puente Piedra, Los Olivos, Chorrillos, Independencia, Carabayllo, San Miguel and Breña. On June 2, the Ministry of Health (Minsa) approved a health directive that allows the progressive reincorporation of physical activity and recreation in public spaces during quarantine. The Government also extended the health emergency throughout the country until September 7. The extension is for an additional 90 days from June 10 and allows the implementation of the actions required to face the COVID-19 pandemic.
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Game Informations : Developer: James O'Connor Platforms: PC Initial release date: January 29, 2018 at 8:39AM PST Lost Sphear, like its predecessor I Am Setsuna, wants to remind you of the 16-bit RPGs that were so beloved in the '90s. Developer Tokyo RPG Factory has succeeded in terms of the basic look and mechanics, but after two games, it's starting to feel like the studio's name is intended more literally than we initially realised. Lost Sphear isn't a bad game by any stretch; it does some genuinely interesting things with its combat system, but everything surrounding that often feels like something that came off a factory assembly line. Lost Sphear follows Kanata, a young man who sets out on an adventure with his two childhood friends, Lumina and Locke--along with Van, a stranger that the team adopts with very little vetting or discussion--after a calamity strikes their hometown. It soon becomes clear that Kanata is the key to solving a worldwide epidemic of people and places becoming "lost," meaning that they've disappeared, leaving behind a sparkly white silhouette. He and he alone can restore the lost thanks to his special, mysterious ability to compile and restore memories, and as whole chunks of the world disappear Kanata learns more about the disaster and why he alone can turn it around. This likely sounds familiar, because it's hitting on the same broad tropes that many RPGs have in the past. This is a standard "chosen one" story, albeit one that gets fairly bogged down in game-specific terminology. You and your slowly-expanding crew of fighters travel around an overworld map straight out of the SNES days, discovering new towns and smacking down a variety of monsters. Structurally, there's nothing here you haven't seen before if you're even a casual fan of RPGs. Lost Sphear's battle system--despite being very directly based on Chrono Trigger's Active Time Battle system--has a stronger sense of craft to it than the story does. Each member of your team has access to unique weapons and moves, with no overlap, and by visiting the magic consortiums and blacksmiths in each town you can equip them with all sorts of abilities. Over time, you can play around with the "momentum" system--which lets you add buffs and bonuses to certain abilities that can be triggered during battles--and "sublimation," which lets you build up passive effects on these abilities over time. Each attack has its own area of effect, and each character also has access to a "vulcosuit," which lets them suit up in a mech during battle to access more powerful attacks. Figuring out strong attack combinations, and which attacks to assign which momentum bonuses, is satisfying, and while the game throws a lot of terminology at you as more combat abilities unlock, it never feels overwhelming. You also have full control of your movement when each character's turn rolls around, meaning that you can choose where to place them. You might position someone who attacks from ranged distances in a safe spot behind the rest of the party, or spend ages trying to find a pixel-perfect position that will let one character's attack hit two enemies instead of one. This means that you have a lot of control over your placement on the battlefield and by playing strategically you have the potential to execute attacks that will let you deal a lot of damage at once. The strategic depth imbued into these systems means that even the most basic battles, the ones you can't possibly lose, remain enjoyable. Over time you can build up a huge number of passive buffs by restoring lost parts of the overworld map with Katana's powers, meaning that diligent players will have the opportunity to really boost their effectiveness in combat. Some abilities are fundamentally much more useful than others, but harsh cooldown times and resource penalties mean that, in a long battle, you can’t spam your strongest attacks over and over. But while the system behind combat is great, most enemies will go down quickly if you just throw your biggest attacks at them without worrying too much about being strategic. I only died once outside of a boss fight, but when the bosses arrived, I never knew what to expect. Playing on normal, some were a cakewalk, while others were a brutal slog that the game had in no way prepared me for. Bosses will throw out incredibly cheap tricks, often right at the very beginning of the fight--instant-death attacks, sleep powders that put your entire team out of action for a long time, punishing area-of-effect attacks that trigger upon the boss' death, you name it. Thankfully, you can change the difficulty at any time if you get frustrated and don’t want to take a long trek back to the nearest town to buy new abilities and fortify your weapons in the hope of becoming strong enough to endure their attacks. And Lost Sphear not only allows you to quick save, but it signposts boss fights with save points--modern concessions that you'll likely be thankful for. Outside of combat, working through Lost Sphear's campaign can often feel like busywork. It gets bogged down in glorified fetch quests for long periods of time, sending you pinging between different points on the map to take in unexciting dialogue exchanges. There are very few formal side quests with dialogue and objectives, and while there's quite a bit you could do on the map there's not much incentive to strive for 100% unless you're committed to finishing it on Hard. For a while Lost Sphear feels aimless and flabby--it takes a while for an identifiable villain to emerge, and many early plot threads drop by the wayside as new, less interesting conflicts and dramas pop up. There's a lot of exposition, and the plot justifications for what you must do next often feel flimsy or forced. But lore is built up over time, and the plot pulls a neat trick on the player later on, subverting expectations and eventually connecting various dangling threads across the final act. It builds to a satisfying conclusion, albeit one weakened by uninteresting characters. Lost Sphear also has an odd aesthetic to it. It has the look of an older portable title that has received an HD remake, with some pleasant scenes and locations offset somewhat by numerous repeated assets, bland textures, and dull interiors. Every now and then there will be a moment of beauty--a lovely vista, a quaint village--but other sections of feel like placeholders, too empty and boring to feel like real places. The character designs are indistinct, and the lack of close-ups or FMV cutscenes mean that it's hard to get a sense of personality from them. Tomoki Miyoshi's score is a solid fit for the events that unfold, but is lacking in earworms and unique boss themes. It feels like the main purpose of Lost Sphear is to remind you of your favourites of the genre, rather than to join their company. Its enjoyable combat system and late-game revelations are satisfying, but it's hard to pin down its identity or to point towards anything that really makes it stand out beyond its ability to provoke nostalgia. For some players, that may be enough, but for others, the best thing about Lost Sphear might be that it inspires you to replay Chrono Trigger or Final. System Requirements Requires a 64-bit processor and operating system. OS: Windows 7 64bit. Processor: INTEL Core i3 2.4GHz. Memory: 4 GB RAM. Graphics: GeForce GTX460 / Radeon HD5750. DirectX: Version 11. Storage: 8 GB available space. Sound Card: DirectSound® Compatible sound card.
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AMD’s Ryzen 7 3700X desktop CPU is now $55 off on Newegg, bringing it down from its original $329.99 price to $274.49 on Newegg. That’s 17% off overall and the lowest price this CPU has ever seen. The price drop is likely due to AMD announcing the Ryzen XT 3000-series today, which introduced us all to the Ryzen 3900XT, 3800XT and 3600XT. Regardless, we don't expect those CPUs to offer a massive gain in performance over the standard Ryzen 3000 CPUs. The Ryzen 7 3700X is still a great chip with eight CPU cores and 16 threads. Slotting into the AM4 CPU socket, the chip supports DDR4 RAM and runs at a base clock speed of 3.6 GHz with a max boost frequency of 4.4 GHz. In our AMD Ryzen 7 3700X review, we recorded the CPU hitting an average 140 frames per second in The Division 2 on Ultra settings. It also scored 16,616 on PCMark 10’s Excel benchmark. That’s good performance for its clock speed, which we attributed to the Ryzen 3000-series’ generational IPC uplift. AMD’s non-mobile Ryzen 4000 series has yet to be announced, but the Ryzen 7 3700X should keep you set in the meantime.
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have a good activity, foroum + teamspeak3, I will give you my help. From me : #PRO
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Interior Minister Gastón Rodríguez indicated that his portfolio will propose that the curfew ordered by the coronavirus pandemic remain until the end of the year. The holder of the portfolio thought that this measure will also be to mitigate the increase in crime in recent weeks. "On the curfew, we have also made the proposal to keep it until the end of the year, it is under evaluation ... We know that criminal matters occur more at night and in the early hours of the day, criminals on weekends They take advantage of the fact that people are arriving from a fun event to steal, "Rodríguez told Latina. He added that his sector is currently taking measures because criminals abided by the State of Emergency ordered by COVID-19. "As for crime, there will be a disembarkation because criminals have been serving quarantine, and this situation is already beginning to occur [criminals are already taking to the streets]. Therefore, the police have had to rethink strategies with the adequate redistribution of police officers, in order to consolidate action plans, "he said. "The PNP commander general with his senior officers is redesigning this plan that is dedicated to seeking coverage of police personnel in the districts according to a criminal plan," he added. Another proposal that was made was that of the Defense Minister, Walter Martos, who days ago commented that on June 30 the quarantine is lifted, but in a targeted manner and that the curfew remains. "At this time, on June 30 [...] the quarantine would have to be targeted in those regions and districts where the disease is growing, we remain there, and in those that are already stagnant and on the decline we are lifting. The curfew must be extended in time, "he said.
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Game Informations : Developer: Justin Clark Platforms: Sony PlayStation 4, Sony PlayStation 4 Pro Initial release date: March 14, 2018 at 12:00PM PDT Well into 2018, we are past the point where VR is a new and novel experiment. Had Supermassive Games' Bravo Team released when the PSVR launched, we could at least excuse the game's milquetoast nature as a first, uncertain step; an experiment in trying to bring arcadey, cover-based shooting to a new format. Released two years into the PSVR's lifespan, however, Bravo Team already comes off as archaic, a game that's been outclassed several times over in the system's first year. Bravo Team's banality is obvious during its opening minutes. You and your online co-op partner or A.I. brother-in-arms are charged with escorting the president of a made-up eastern European country back home to deliver a unifying speech that will hopefully bring peace to her nation. Of course it goes wrong; the president's envoy gets blown to bits, and a deposed military leader kickstarts a bloody coup d'etat that you and your partner must shoot your way through in order to get home. The mission plays out with stone-faced seriousness, with the monotony of our two masked heroes broken up only by the determined British timbre of your commanding officer. There isn't even a musical score to accentuate the action, so even the most dramatic moments happen in an uncaring void. The set up might be indistinguishable from Call of Duty, Medal of Honor, or any number of grim, washed-out shooters, but, really, Bravo Team's gameplay has more in common with games like Time Crisis. Most of your time is spent hiding behind cover, popping out to line up your shots and fire. You can play with the DualShock 4 or the Move controllers (and this is even one of the few times where movement feels natural with the latter). However, the PS Aim gun controller is where it's at in that regard, and what thrills do exist in the game come from the inherent thrill of the Aim lending a dose of immersion. You also get a little bit more freedom to move than in a game like Time Crisis. You can point your gun or just tilt the PSVR headset at a certain area and you'll get a visual prompt telling you whether you can move there or not. The flaw here being that actual movement takes the game out of first person into a third-person view that rips that immersion away every single time. The presentation, with its dull, anemic color schemes straight out of 2007 and a rampant, unfathomable problem with pop-in and blurry textures, is the most prominent flaw. The same three classes of enemies you encounter in the first stage--generic grunt, armored grunt, armored grunt with chaingun--are the same ones you see every step of the way. The last half hour or so introduces two sections with melee soldiers and snipers, but they're gone almost as soon as they enter the scene. There's only four guns--a pistol, an assault rifle, a shotgun, and a sniper rifle--and you only see two of those in the last 30 minutes as well. Seemingly in an effort to break up the straightforward gunplay, stealth kills are possible. But outside of the tutorial, it's impossible to maintain stealth for more than two or three enemies before, without fail, another enemy stands at an angle where he can't be stealth killed. It doesn't help that your supposedly silenced pistol gives away your position 75% of the time. The most fun in Bravo Team comes from its online co-op, where at least you have a partner to bounce dialogue off of, give directions to, or request recovery when you've fallen. It's a salve, albeit a temporary one. Instead, Bravo Team slogs on, stranding you in huge spaces, throwing wave after wave of cannon fodder your way, making its short play time feel hours longer that it actually is. Bravo Team is a game that feels unsure and tentative about ideas that have been tried and tested for years now, even in VR. System Requirements Processor Intel i5-4590 / AMD Ryzen 5 1500X or greater Graphics Card NVIDIA GTX 1060 / AMD Radeon RX 480 or greater PlayStation Camera, PlayStation VR
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The arrival of phase 3 of the economic reactivation, after the coronavirus pandemic, may lead to the reopening of shopping centers with a very limited capacity, according to the Ministry of Production. "In the next few weeks, we could start providing attention to shopping malls with a very small capacity," Mype and Industry vice minister José Salardi announced to a Peruvian channel. However, Salardi recalled that the third stage of the reactivation will depend on the control of the pandemic in Peru. "We met with representatives of shopping centers a week ago to coordinate compliance with health protocols. The sector minister made tours of a shopping center to verify that everything is fine." The vice minister said that the commercial emporiums and conglomerates of textile, electronic and footwear stores will also be resumed in the third phase, after implementing the biosafety protocols against possible contagions of COVID-19. Gamarra Galleries "The goal is for Galerías de Gamarra to operate from next week as sti[CENSORED]ted in the regulations. Once the protocols are approved, they will be able to open their stores," said Salardi. Before this weekend, the Minister of Production, Rocío Barrios, confirmed that the galleries of the Gamarra commercial emporium will begin operating behind closed doors as of June 16. For this, very strict precaution and hygiene measures will be required to avoid contagion. "There is a permanent team that is supporting this training process and, especially, the implementation of these measures. Some stores have already started, but there are others that must make some adjustments to comply with these measures," Barrios told a local outlet.
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Game Informations : Developer: Michael Higham Platforms ps4 Initial release date: August 18, 2018 at 12:00PM PDT Battle royale games have established themselves as more than just a fad, and as the space becomes more crowded, games strive to carve out their niche. With the console port of H1Z1, focusing on simplicity and streamlined mechanics is how it stakes its claim. Significant changes were made to H1Z1's original formula on PC to get you moving and encourage more action, which is further supported by intuitive controls. Where H1Z1's lacking is in variety, due in large part to an uninspired map that's missing interesting setpieces for its most intense firefights. But if the thrill of besting 100+ other players is what you seek, H1Z1 delivers just that. As with many battle royales, your first objective is to quickly scavenge the dropzone for anything to improve your chances of survival. H1Z1 limits what's available on the ground and in abandoned structures to common loot, but you'll find enough to stay competitive in the opening minutes of a match. It's not too difficult to get equipped with a pump shotgun, basic assault rifle, a few healing items, low-level armor, and small backpack, which alleviates the frustration of coming away with nothing even after combing through buildings. However, the good stuff is tucked away in supply crates that litter the map as the match progresses. Boxes of high-level equipment dropped from the sky is a genre staple, however, H1Z1 focuses on this element by strictly keeping the best items exclusive to crates. By cranking up the frequency of supply drops and shining brightly colored beacons on them (that are visible in the distance), crates serve as hotbeds for action. The risk-reward nature instigates tense firefights, and encourages improvising a tactical approach; will you stake out the crate from a distance and use it as bait, or do you rush to loot it and get out of dodge before you're preyed upon? When powerful weapons like the RPG, scoped burst rifle, or automatic shotgun are likely within grasp, it's impossible to ignore these drops. Even if you're unfamiliar with the effectiveness of specific gear, traditional color-coding to indicate rarity--white, green, purple, gold--makes it easy to identify what's worth swooping up. It's not groundbreaking, but H1Z1 devises a way to sensibly deliver the better elements of battle royale It also helps that H1Z1 doesn't hide much from you as it conveniently plots out nearby vehicles and supply crates on the map. While it takes some of the mystery out of this style of game, it's another tweak that gives you the tools get to the fun parts without delay. Especially because the deadly gas zones close in on the remaining players quickly, it's nice that the means for mobility are readily available. Considering that players parachute into the map at random locations (there's no choosing where to drop), making resources available and visible upfront mitigates the feeling of getting the short end of the stick. The systematic changes to the core of H1Z1 would be all for naught if there wasn't a practical control scheme to tie it all together. Thankfully, the changes to gameplay mechanics feel as if they were done with a gamepad in mind. Support items like grenades, bandages, and first-aid kits have dedicated buttons, and swapping out weapons or changing your armor is as easy as picking up a replacement. Small backpacks open a third weapon slot, while the rare ones grant a fourth slot in a simple weapon wheel, effectively negating cumbersome weight management that'd be tough to incorporate for gamepads. Most significantly, item crafting has been nixed altogether. As a result, combat flows smoothly, and you're a lot less likely to fumble around with the controls under high-pressure situations since there aren't any clunky menus to navigate. As with the PC version of H1Z1, though, there's a dissonance between its military-sim DNA and quirky rules of engagement. Movement and weapon behavior are still very much in line with what you'd see in a tactical shooter. But being able to instantly pop out of cars at full speed without taking damage itself seems incongruous, and using that as a tactic to close the distance for shotgun kills adds further dissonance. To top it off, vehicles don't inflict damage when ramming players. The wide-open design of the map makes these oddities stand out in a way that feels both thematically incoherent and disparate in a gameplay sense. H1Z1 also falls short in its single map that's largely made up of open fields and a scattering of deserted buildings. There's a striking lack of features or interesting backdrops to stage the frantic firefights and make encounters feel fresh from match to match. The more dense locations like Pleasant Valley, Ranchito, or Dragon Lake offer some of those tense moments when you don't know if enemies are weaving through buildings or peeking around corners. But overall, even marquee locations are visually uninspired and plainly laid out, which makes battles grow stale over time. Outside of outlandish cosmetics, the distinct lack of style or variety to how the game presents itself makes it hard to want to stay for long. As a free-to-play game, microtransactions come part-and-parcel. Crowns work as purchasable in-game currency, and Credits are solely earned through playing the game and completing daily challenges. Here, H1Z1 has evolved with the times by incorporating a Battle Pass which unlocks an exclusive line of rewards--like cosmetics, emotes, and in-game currency--to earn as you level up (though nothing that provides gameplay advantages). It may be irksome that a loot box system remains the prevailing method for rewards, but it's worth noting that each box spells out the rarity of the items you'll receive. H1Z1 doesn't shake up the battle royale formula in any big way, but instead offers a simple, streamlined experience. It differentiates itself from its PC counterpart to its benefit by revamping the core systems at play, giving you just enough to work with in battle without being overwhelmed. But it's still missing diversity in its action that would create lasting appeal. Bare presentation aside, the only map available isn't the best vehicle for solid gameplay as its largely made up of uninteresting locations. In a crowded space of battle royale games all vying for your attention, H1Z1 makes room for itself by just focusing the action-packed moments--nothing more, nothing less System Requirements (Minimum) CPU: Intel i3 Dual-Core with Hyper-Threading (required) OS: Windows 7 64-bit. VIDEO CARD: nVidia GeForce GTX 275 series or higher. FREE DISK SPACE: 20 GB. DEDICATED VIDEO RAM: 896 MB.
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The Ministry of Health again released updated data on the coronavirus in the country. In total, there have been 220,749 confirmed, having carried out a total of 1,315,417 tests, of which 1,094,668 were negative in the test. On the other hand, 107,133 people have already been discharged after overcoming the disease, and 10,121 are still admitted for treatment. Of these, a total of 1,089 are in the ICU. The number of fatalities is 6,308 Coronavirus cases by department Lima - 128,700 Callao - 15,200 Piura - 12,768 Lambayeque- 10,791 Loreto - 7,167 Freedom - 6,830 Ucayali - 6,085 Áncash - 6,000 Ica - 5,101 Arequipa - 4,881 Junin - 2,483 San Martín - 2,454 Tumbes - 1,814 Cusco - 1,368 Huánuco - 1,363 Cajamarca - 1,135 Ayacucho - 1,071 Amazon - 1,033 Mother of God - 945 Moquegua - 738 Pasco - 729 Huancavelica - 635 Tacna - 582 Puno - 545 Apurimac - 331
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Game Informations : Developer: David Wildgoose Platforms PC-playstation Initial release date: September 24, 2018 at 2:00PM PDT Star Control II was released in 1992 and remains notable for its bold amalgam of seemingly disparate ideas. It combined space exploration, arcade combat, resource management, trading, questing and chatting with aliens in a way that suggested its creators were still eagerly discovering what a game could be. This reboot, from strategy game developer Stardock, is a mostly faithful adaptation. It delivers an expansive galaxy steeped in mystery, knowing sci-fi winks and modern interface convenience, but as a genre mashup it can at times feel shallow and the overall experience is uneven. Star Control: Origins begins with the human race donning its crisp and immaculately tailored Star Control uniform and making first contact with alien life. Within moments you find yourself appointed captain of the only ship in the human fleet equipped with a hyperdrive and thus entrusted with representing your species in the fledgling field of galactic diplomacy. This is no lavish 3D space sim a la Elite Dangerous, it should be noted. Most of the time you'll be looking at a flat 2D starfield as your ship putters around the galaxy. In combat, it looks much the same, and all conversations are shown as cartoonishly animated 2D scenes with plenty of text. Elsewhere, there are sector maps to analyze and ship upgrade blueprints to pore over--even a hyperlinked captain's log that records all your discoveries. The presentation definitely leans heavily into the strategy portion of its genre mashup. It quickly transpires that there are a lot of aliens in the galaxy, many of whom are well aware of the existence of humans and, let's be honest, seem surprised we're capable of rubbing two sticks together, let alone piloting a vessel between stars. Some of the aliens you meet will be friendly and keen to support your endeavors with advice, extra ships, and fuel top-ups. Others will be less friendly, interested in either taking advantage of your interstellar naivety by sending you on errands in exchange for their favor or shooting you on sight. Aliens are painted in broad strokes, each species distinguished by their physical appearance and one or two glaring personality traits. The Mu'Kay are squid who are good-natured but really hate (and eat) fish, for example, while the Tywom are hapless but well-meaning slugs who have resigned themselves to being the most boring species in the galaxy. There's little nuance to the way each alien species is portrayed--they're all glib sketches with one element exaggerated for comic effect. Despite this, the writing is consistently excellent, regardless of whether you're hearing from an important quest-giver or generic NPC. A nice line about quirky details, good comedic timing, and the odd genuinely good joke elevates each alien beyond mere caricature. Encounters, even those that end in violence, are always played for laughs, resulting in a lighthearted, almost jovial tone that belies the starcharts and spreadsheet-style presentation elsewhere. When you're not chinwagging with your new extraterrestrial friends, you're probably being pelted with laser fire by the Skryve or the Drenkend or one of the other new enemies you've offended by poking your helmet beyond the Milky Way. Combat plays out on a discrete 2D arena where you battle one-on-one with an enemy ship. There's some strategy here as you weigh up the odds of your weaker ships winning versus the likelihood you might need to save your better ships for the next fight. And there's some skill required to make effective use of each ship's weapon loadout and handling, as well as managing the power-ups scattered around the arena. But for the most part, as a top-down shoot ‘em up duel where you only control one ship with two weapons, combat feels too slight, too simplistic, a deficiency exacerbated by the frustratingly erratic AI behavior that sees it veer between unerring accuracy and blundering idiocy for no discernible reason. It's as infuriating when a weaker enemy ship hits you with every single missile as it is hilarious when the next enemy ship blows itself up by repeatedly crashing into asteroids. You can't skip combat if it's not to your taste, though you can outfit your ship with an upgrade that leaves combat to the AI--and leaves you to suffer through watching it. I spent an hour or so saving up to buy the AI-controlled fleet upgrade, only to disable it immediately after despairing at how its idea of an effective combat maneuver was to follow the enemy ship in a circle and hurl itself at every proximity mine the enemy dropped. Throughout, Star Control: Origins is at its weakest when trying its hand at arcade-style action. When you reach a new planet or moon, you can launch a lander to explore its surface, quite literally dropping you into a mini-game where you have to guide your vehicle through the atmosphere to the target landing zone. It's all over in a matter of seconds, and the only challenge is that sometimes a strong wind will blow you off course--a hazard that can be mitigated through lander upgrades. Once on the surface, you drive across the dinky sphere, collecting resources and avoiding or shooting hostile droids and creatures. Much like the combat, it's a simple affair, but there's a certain fastidious pleasure to be had from strip-mining every last trace of neutronium from the earth. Yet it can also become tedious as the limited cargo capacities of your lander and your ship conspire to force frequent (and lengthy) trips back to the nearest spaceport to sell your loot in order to maintain the grind. Soon, however, you'll stumble upon a point of interest on one of these spherical excursions and find yourself triggering a new quest to investigate a crashed ship or a mysterious distress call or pick up a lead as to the whereabouts of a post-human sect known as the Lexites. Before you know it, you're charting a course to a new system, filled with optimism about what you'll find on the next planet, what ship upgrades you'll soon be able to afford, what adventures the next alien you meet will inspire. At its best, Star Control: Origins urges you to poke and prod into every corner of its intimidatingly vast galaxy, searching out ancient secrets and pun-filled absurdities. At its worst, it drags you through mediocre arcade sequences and generic grind. Genre mashups are far more common today than they were in 1992, but striking the right balance between adventure, role-playing and arcade action remains as tricky as ever. System Requirements (Minimum) CPU: Info. CPU SPEED: Quad-core Intel or AMD processor. OS: Windows 7 / 8 / 10 64-bit. VIDEO CARD: Video card with at least 1GB of video memory. SOUND CARD: DirectX Compatible Sound Card. FREE DISK SPACE: 12 GB. DEDICATED VIDEO RAM: 1 GB.