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Everything posted by Dark
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The Health Minister, Víctor Zamora, ruled out that he is going to resign after several medical unions asked for his resignation due to his recent statements to a local media about the situation of doctors in Iquitos. The Minister of Health, Víctor Zamora, indicated this Sunday that his position is at the disposal of President Martín Vizcarra and assured that he will continue "working for the country" until he so provides, amid the national emergency due to the COVID pandemic- 19. “My position is like that of all ministers at the disposal of the President of the Republic. I continue working for my country. I am a doctor and the situation Iquitos is experiencing hurts and the situation of the families of the doctors. I am not turning my back on them, my commitment is with all of them. Losing doctors, nurses and compatriots is hard for everyone as it is for me and you, "said Zamora in dialogue with Canal N. “My position is in the hands of the President of the Republic, he has given me confidence and I am proud that he gave it to me at such a difficult time. My presence or not in the post will not change the situation we have in the face of the pandemic. The focus of the debate should be how we do to improve the capacity of our public health, "he said. The head of the Ministry of Health had these statements after various medical unions asked for his resignation because last Saturday in an interview with "Radio Exitosa" he said "that from the constitutional point of view, all professionals are equal to citizens who the rest of us ”when asked about the situation of the infected health personnel in Iquitos. Does the hammer work? At another time, Zamora indicated that although the compulsory social immobilization imposed by the Executive Power has worked, but "it has lost strength." He explained that the strategy will be maintained since it is expected to "meet certain projections that are available." “Each of the measures has been decreasing in intensity, this is a long-winded race. The first hammer blow allowed duplication of infections every five days, and then successive hammer blows have doubled it in 10 days. The strategy is maintained because it is giving results, it cannot be said in any line that the results are not positive, "he said. "All countries take small steps in this epidemic, Peru is no exception. There have been countries that have not quarantined, and now they are. This disease is so unpredictable, the virus is so violent in some cities that it would be irresponsible to take measures whose consequences one cannot measure, "he added. Finally, when asked about how the Government will deal with the problem of the informal sector that will not reactivate progressively like the formal one, the Minister of Health indicated that this question "exceeds its capacity."
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OS: Windows XP / Vista / 7/8/10 Processor: 1.4 GHz or faster Memory: 512 MB of RAM Graphics: 3D Graphics card compatible with DirectX 9.0 DirectX: Version 9.0 Storage: 300 MB of available space Additional Notes: Multiplayer is not supported The first game in 3DO's Army Men series for the console systems, Army Men 3D for the PlayStation, lacked a great deal of spit and polish but had enough going deep down to make you hope for a sequel, albeit one that was much improved. The sequel, Army Men: Sarge's Heroes, has now arrived for the Nintendo 64, but not much, if anything, has been improved upon, and it contains a whole new batch of problems. You once again take the role of Sarge, a soldier on the Green side of a world full of plastic army men. The Green are in a war against the Tan forces, who have recently begun importing terrible weapons from our own world, such as magnifying glasses, which they use to melt your men down to plastic puddles. Your mission is to gather your troops, a la John Belushi in The Blues Brothers, to create a unit capable of stopping them. Your arsenal is made up of weapons from Army Men 3D, such as a machine gun, flamethrower, and grenades, with new additions like a sniper rifle and mines. The game camera in Army Men 3D's single-player mode was near perfect because it stuck right behind your back, but in Sarge's Heroes, it seems to have loosened its grip a bit. The camera does float behind you, but when your character turns, it takes the view a few seconds to catch up. You might turn around the corner of a barracks and confront an enemy unit, who will fire upon you immediately, but he won't come into view for a few seconds. Or you could be in close quarters running around an opponent, trying to face him to get a shot off, and it might take three turns to get it just right. You probably won't need to get close to too many troops, though, since the autotargeting is set so you can pick off enemies situated in towers simply by firing in their general direction. That was in place in Army Men 3D, but you weren't really able to get away with just running around blasting opposing forces because you'd get eaten up by machine-gun fire. Now, while enemies still fall with one shot, your character is a lot tougher, and health-restoring power-ups can be found all over the place. It's true the first title was harder than it needed to be, but the sequel is easy to the point where the main challenge lies in dealing with the camera. Your character now has a nice plasticine look that wasn't in the PlayStation game, but otherwise, the graphics in Sarge's Heroes are pretty poor. The environments are sparsely po[CENSORED]ted and are painted in bland-looking textures that are reused often, and the enemy is hard to distinguish from other objects at a distance, even using the sniper sighting. If you use the RAM Pak and change the resolution to high and letterbox, the visuals are bumped up to average (although fog blankets the environment), but if you don't, expect sub-first-generation N64 graphics. The sound effects are also similarly bad. Explosions, weapon fire, and your character's Duke Nukem-esque chatter all sound muffled, the military-themed music is tinny, and the songs repeat too much. The multiplayer mode now allows for four players at once, and the levels are laid out better than before, but the camera problems are even more frustrating when you have an even smaller section of the screen, making it something you'll largely ignore. In short, the sequel is not as good of a game as the original. What needed to be fixed from Army Men 3D has either been ignored or overcompensated for, and what was already fixed is now broken. Stop the franchise, I want to get off. ------------------------------------------------------------ System Requirment : MINIMUM: Operating system: Windows XP / Vista / 7/8/10 Processor: 1.4 GHz or faster RAM: 512 MB of memory Graphics: 3D Graphics card compatible with DirectX 9.0 DirectX: Version 9.0 Disk space: 300 MB of available disk space Additional Notes: Multiplayer is not supported ------------------------------------------------------------
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Habla bien Adrianita, ya acordamos un avatar xd, no te distraigas con el server uwu ❤️
Suerte
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It is impressive how the digital world of connectivity has transformed people's lives, especially when it comes to smartphones. This level of technology, which has been taken to different areas, has been a complete success in automobiles, where there has also been an impressive revolution. As part of this trend, the automotive industry has seen more progress in less than two decades than what has been experienced in the last 100 years. In addition to information and entertainment systems, autonomous driving and electric mobility, there will be another series of technologies that will arrive in the very near future. One of the innovations that will add to the technological revolution of automobiles is the windshield that will go on to become the most important part as far as technology is concerned. Replicating certain elements of today's cell phones, the glass on the front of vehicles will become a smart display. Thanks to augmented reality, in the future the windshield will go from being a simple glass to a display where all kinds of information will be displayed, ranging from the information and entertainment system and the instrument panel, to another series of applications that today are commonly They use it on cell phones. But in addition to what will be transmitted on the windshields of the future, there is the how. From now on, work is being done to ensure that the glass has different degrees of transparency depending on the function being used (speedometer or transmitting a video), as well as a 3D projection to better structure the information and facilitate the understanding of spatial elements. Although this that a car has a windshield equipped with technology like the one mentioned above, it seems that it is very far away, the reality is that it will arrive very soon.
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The Ministry of Health (Minsa) reported this Saturday, May 9, that the number of cases of Covid-19 coronavirus in the country rose to 65,015. Until Friday there were 61,847. This announcement was made on day 55 of the current state of emergency and social isolation in Peru. The Executive Branch ordered the extension of the national state of emergency until Sunday, May 24, 2020. It has been in force in the country since March 16. The measure involves mandatory isolation and restraint to prevent the spread of Covid-19. As of April 13, mandatory social restraint (curfew) is in effect from 6 p.m. until 4 a.m. in almost all the country, with the exception of the Tumbes, Piura, Lambayeque, La Libertad and Loreto regions, where it runs from 4 p.m. at 4 a.m. However, from Monday, May 11, the curfew will be in effect from 8 p.m. until 4 a.m. in almost the entire country, except for the regions mentioned above. The Government of President Martín Vizcarra had also arranged differentiated outings for men and women during the week to make purchases or go to pharmacies. However, this measure was canceled, but the total mandatory immobilization was maintained for Sundays.
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Game Informations : Developer: Aiden Strawhun Platforms: On Xbox One Initial release date: February 26, 2018 at 8:24AM PST Dinosaur games just can't seem to get a break. Trespasser was terrible, Turok was an ignored blip on the PC radar, and even Carnivores, despite that fact that it was a decent, make-believe hunting game, didn't get much attention. So how does Turok 2 fit into this distinguished group of dinosaur shooters? It's not a bad dinosaur game when you compare it to present company, but when you compare it to the best of current first-person shooter fare, that's when you discover you really don't want to play Turok 2. Turok 2 starts out poorly, but it does have some redeeming qualities. It's too bad they aren't enough to separate it from the mediocre games of this genre. The graphics in Turok 2 are fairly good, especially the monster animations and weapons special effects. There are multiple death and pain animations for the enemies, many of them depending on what area of the body you hit. Shoot an enemy in the hand and it'll clutch it in pain. Blast its face and its head will whip back from the force. Shoot an enemy's chest at point-blank range and a gaping hole will appear in the middle of its torso. There are also some nice death animations: Dinosaurs convulse and then collapse to the floor; raptors wobble precariously while spouting blood before crumbling to the ground. Some enemies' torsos explode, and other creatures lose limbs and then fall dead. However, these animations do get repetitious after you've played a few levels. Turok was noted for its impressive weapons, and Turok 2 is no different. There are more than 20 weapons, ranging from mundane bows and pistols to multiple-rocket launchers, nuke launchers, and dinosaur-mounted mortars. There are melee, projectile, and energy weapons. There are even weapons to use underwater, such as a harpoon gun and torpedo launcher. The flamethrower is the best-looking such weapon I've seen in a first-person game, and the animation of its liquid flame is quite impressive. The special effects on several other weapons, such as the nuke and scorpion launcher, are equally good-looking. The AI for the enemies in Turok 2 is noteworthy in that it isn't mindless. If you go after enemies while you are on the back of a triceratops armed with twin-mounted mortars, they'll run away from you. If you're on foot with a puny gun, they'll charge you. They might even dodge your bullets if they have time or hide behind crates and shoot at you from cover. The enemies in Turok 2 are a mix of reptilian and alien bipeds. There are a few raptors and reptilian lizardmen early on, as well as a good variety of alien enemies later - ranging from spindly organic creatures to wide hulks that vaguely resemble the alien grunts from Half-Life. Turok 2's bosses are gigantic, multi-part creatures. In most cases, you must blow away eyes, arms, or tentacles before you can dent the meaty vital parts of the boss. These bosses are noteworthy because of their size, but otherwise aren't drastically different from your run of-the-mill bosses. Aside from the cool weapons and effects, the game plays like your typical old shooter. As I roamed through confusing environments and blasted weird dinosaur-human hybrids, I thought the game wasn't too bad. In some instances, it was actually fun and showed a few nice flashes of good AI or detail. But if you've played Half-Life, it is hard to go back to games like Turok 2. Except for the weapons, it's not graphically state-of-the-art, doesn't have any particularly noteworthy levels or design, and continues the same key-hunting, switch-turning fare of old shooters. The pacing is faster than in Turok, but it's still slow when compared to such games as Quake or Sin. Nor does it offer anything in the way of an involving story or suspense to justify its slower pacing, something that Half-Life did brilliantly. Worst of all is the hub-based gameplay and confusing level design. The problem with hub-based games, like Hexen II and Turok 2, is that there is no clear direction. The designers want you to explore every nook of the level, by looking behind crates and blowing up every barrel in sight to reveal secret caches of keys. But these hub-based levels are huge and sprawling, and if you miss the tiniest detail or object, which you need to advance to the next level, you are out of luck. You must now wander the entire level again, retracing your steps and looking for the last barrel you failed to shoot or the last crate you didn't move and find that key that will take you out of this level that you had otherwise finished long ago. There is no shame in crafting a linear level that propels a player along at a fun pace. Whatever you might say about its lack of story, Quake at least had clear direction and didn't lose you halfway through the level. It's the unnecessary retracing of steps that is really annoying in Turok 2. If you love shooters, you'll like Turok 2. It's obviously not in the same league as Half-Life in design and immersion, nor does it compare to Quake for pure entertainment. It's not the most fun shooter, but if you don't mind old key-hunting gameplay and the annoying hub-based design, by all means step into Turok's shoes again.
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I will close this topic to avoid another comment that is not from the [Post-Hunt] topic, it is not an error that happened to me 3 days ago but you must load the page again and it will return you to the same community, but if it does not work you have the requirements you ask for. Good luck T/C
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President Martín Vizcarra reported on Friday, May 8, that the number of cases of coronavirus (Covid-19) in the country rose to 61,847. Until yesterday the figure was 58,526. This announcement was made on day 54 of the current state of emergency and social isolation in Peru. The Minsa indicated that to date 473,190 samples have been processed, of which 411,343 were negative. To date, there are 6,155 hospitalized patients with coronavirus, of whom 730 are in the ICU with mechanical ventilation. Meanwhile, the death toll is 1,714. Lima continues to be the region with the highest number of infected by COVID-19 to date with 39,837. The following regions also present patients with coronavirus: Callao (4968), Lambayeque (3479), Piura (2258), Loreto (1704), Ancash (1390), La Libertad (1275), Ucayali (1208), Ica (884), Arequipa (854), Junín (689), Tumbes (461), San Martín (394), Cajamarca (328), Cusco (328), Huánuco (323), Amazonas (207), Ayacucho (203), Huancavelica (178) , Tacna (166), Puno (164), Moquegua (160), Pasco (158), Madre de Dios (139) and Apurímac (92). The Executive Power ordered the extension of the state of national emergency until Sunday, May 24, 2020. It has been in force in the country since March 16. The measure involves mandatory isolation and restraint to prevent the spread of Covid-19. Starting May 11, mandatory social restraint (curfew) will be in effect from 8 p.m. until 4 a.m. in almost all the country, with the exception of the Tumbes, Piura, Lambayeque, La Libertad and Loreto regions, where the 4 p.m. schedule is maintained. at 4 a.m. The Government of President Martín Vizcarra had also arranged differentiated outings for men and women during the week to make purchases or go to pharmacies. However, this measure was canceled, but the total compulsory immobilization was maintained on Sundays. Panamericana Sur: PNP intervened to combi that circulated without the respective permits
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Game Informations : Developer: Michael E. Publishers : Michael E. Platforms: PC-Mobile Initial release date: November 11, 1998 at 12:00AM PST At first glance, NovaLogic's Delta Force doesn't look like the sort of action game you might expect to see here at the tail end of 1998. After all, a game in this genre has to be 3D accelerated to be good, right? Not necessarily. If ever there was a game that proved the value of gameplay over graphics, it's Delta Force. Delta Force is a game of special forces combat against terrorist and insurgent forces. You can play the game from either a first- or third-person viewpoint. You can even do both at the same time, thanks to the picture-in-picture feature that lets you see your first-person view in a small window while playing the game from a third-person POV. While comparisons to Rainbow Six are inevitable, Delta Force bears only a passing similarity to Red Storm's tactical shooter. For starters, you do not plan your own operations in Delta Force; they are assigned to you. You also do not have the luxury of working with seven squad mates. You will typically have two to four other soldiers in the field with you, but they make up separate assault teams that you cannot control (and which often have separate, specific mission goals). Finally, each of the game's 40 missions takes place in the great outdoors. The only real similarity between the two games is the special forces angle and the semirealistic action where one shot translates into one kill. Delta Force includes five single-player campaigns, each against a different foe in a different theater: a drug lord in Peru, terrorists in Chad, terrorists in Indonesia, insurgents in Uzbekistan, and more terrorists on the Russian island of Novaya Zemlya. The foliage (which is universally sparse), the buildings, and the bad guys all vary from region to region, though the landscapes are all pretty much the same except for color changes (green for jungle, tan for the desert, white for the snowy arctic circle, and so on). Rolling hills and plains pitted by deep, smooth canyons are pretty much the standard terrain type here. Most of your missions involve finding and eliminating an enemy base, but these are well varied because of differences between the many bases you attack. At the beginning of the game, for example, you'll encounter enemy strongholds that are typically guarded by foot soldiers, a few roving patrols, and maybe a guard tower or two. Later on, these bases become much more formidable, with bunkers, razor wire fences, increased patrols, and even a few enemy helicopters. The attack-and-destroy missions are interspersed with a healthy number of other scenarios. For example, there are a few missions where you will have to infiltrate a base to steal a laptop or some other source of intelligence data. Others include rescue missions, convoy ambushes, and (in one of my favorites) laser-designating targets for naval bombardment. Overall, the mission design in Delta Force is very strong. Another positive note is the fact that you have a lot of control over the order in which these missions are completed. You can even skip around from theater to theater, if you like. And even though the basic goal is pretty much the same throughout (kill all the bad guys and make it to your extraction point alive), the mission specifics are varied enough to keep things exciting, challenging, and reasonably fresh. One point where Delta Force could stand some improvement, however, is in the mission-planning phase. As mentioned earlier, you have no say in the mission plan itself. You can alter your starting equipment and weaponry, but the mission waypoints are fixed - and suicidal. Nearly every mission is planned out so that your first dozen or so steps will take you straight into the heart of heavy, concentrated enemy fire. The best way to complete most missions is to ignore the waypoints entirely and make your way slowly around the objective, sniping all visible bad guys from extreme range before moving in to mop up the survivors. Unfortunately, the movements of your fellow soldiers seem to be triggered by the waypoints, so they will not always move if you don't walk over a particular spot on the map. This was especially evident on the last mission in Novaya Zemlya, where my pals in Charlie Team stayed safely hunkered down in a ditch - about 10 feet from a group of four terrorists - throughout the entire mission. Then again, the computer-controlled good guys aren't often much help anyway (particularly Charlie Team, which was about as useful as red shirts in Star Trek). For some reason, these poor fools got wiped out early in almost every single mission, often before I could even make it to my first few waypoints (maybe that's why they wouldn't leave their hole on the last mission…). The AI for enemy troops, on the other hand, is quite good. Unlike in Rainbow Six, a bad guy in Delta Force will most certainly respond when you blow away his buddy - and so will a dozen or so of his comrades. Opening up with an automatic weapon from an unprotected spot is sheer suicide, as the bad guys will quickly home in on your stream of fire and wipe you out. Also, a few shots in the wrong place or at the wrong time will bring in hordes of reinforcements to make your job more difficult. Still, for the sake of playability and game balance, the bad guys generally present you with a good target and pause enough between shots to give you ample time to react to an attack. Your ability to locate and kill your enemy, however, is directly proportional to the speed and power of your PC. Based on NovaLogic's highly tweaked Voxel Space 3 engine, the unaccelerated graphics in Delta Force are functional, with even an occasional hint of brilliance - but only on a well-equipped Pentium II machine. The game's minimum spec calls for a Pentium 166 with 32MB RAM, but on a Pentium 233 with 64MB RAM and a 12MB Voodoo 2 card, the game crawled along at any resolution higher than 512x384 at 256 colors and looked just plain ugly at any of the lower settings. Unless you have at least a Pentium II 300 with 64MB RAM and an 8MB video card, you will have a hard time picking out enemy troops from the multicolored chunks that make up the landscape. NovaLogic is reportedly working on a 3Dfx patch that will accelerate the character animations and the building rendering (all of which is polygonal), but no release date has been set for that patch. Still, the tepid graphics engine does not ruin this game. So long as you have the hardware to run it at 640x480 with 16 million colors (the aforementioned Pentium II 300 can do this just fine), Delta Force can actually be quite impressive from a visual standpoint. The maps are all very well designed, as are the various bases, airfields, and other objectives you'll encounter. The player and enemy animations are excellent and realistic. The death animations even vary depending on where a character is shot. And the rolling terrain makes sniping a real challenge, as you often have to wait for a bad guy to pop up from behind a rise before pulling the trigger. The idea was to create believable outdoor environments where combat could take place at extreme ranges (we're talking about distances of up to a kilometer here), and Delta Force truly delivers in that respect. The game's Dolby Pro Logic 3D positional sound and excellent sound effects make the battlefield even more realistic and immersive. The sound of bullets whizzing by is often the only indicator you have that you're under fire. When you hear slugs hitting the ground all around you, you know that it's time to move and move fast. Also, the shouts of your enemies (which come complete in a language native to the theater) will let you know whether or not you've been spotted. Once, after shooting a Peruvian at point-blank range, I heard him yell "Medico! Medico!" before crumpling to the ground. The weapon sound effects, from the suppressed H&K MP5 to the mighty M249 SAW, are utterly fantastic - possibly the best I've ever heard. In multiplayer games, the weapon sounds of 32 players combine into an unforgettable din. When you enter a multiplayer game of Delta Force on NovaWorld, NovaLogic's free gaming service, you will feel like you're entering a real combat zone. In general, multiplayer games of Delta Force are incredibly fun - when they work. NovaWorld is very obviously lacking in the bandwidth department, and reports are flying all over the Net about difficulties getting this game to work well over modem and generic Internet links. Still, if you catch NovaWorld on a good day and at a good time, you're in for a treat. Delta Force online is one of the most enjoyable and thrilling multiplayer experiences I've ever had. Game variants like capture the flag, king of the hill, and team deathmatch are a real blast no matter how many players are in a game. While the game has several flaws, such as horrific warping, questionable stability, and bizarre scoring glitches, it's still a lot of fun. Hopefully, NovaLogic will address the game's problems in a patch or two. One feature it should add is the ability for players to start their own games on NovaWorld (currently, you are limited to a set number of games already in progress). And for all you deathmatch purists out there, forget all that crap about the evils of camping. Sniping is the key to victory in Delta Force. If your CTF team does not have a sniper or two in the hills, for example, you simply will not win. Delta Force is a very impressive game overall, despite the limitations of the graphics engine and the multiplayer flaws. The excellent single-player gameplay, the solid multiplayer component, and the incredibly immersive battlefield environment make for a truly impressive game. Any action fan who is open-minded enough to look past the graphics engine will see a game that easily ranks with Rainbow Six as one of the year's best "alternative shooters." Just make sure you have a powerful system, otherwise you'll waste all of your ammo firing at pixels you could almost swear had just been moving.
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pucha hermano ? ya van a cumplir 2 años de tu partida al cielo ? sinceramente te extraño esos momentos de discusiones con los demás amigos de Thunder, fuiste el mejor gerente de thunder, bueno para mi ,poco a poco estoy recuperando a los antiguos amigos que tuvimos y los mejores :') , hasta ahora me lastima que te hayas ido pronto de este mundo, sinceramente te extraño hermano ? #EnmanuelDj
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v2, text and effect, blur
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v2, text and blur
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The Ministry of Health (Minsa) reported on Thursday, May 7, that the number of coronavirus cases in the country rose to 58,526. Until yesterday there were 54,817. This announcement was made on day 53 of the current state of emergency and social isolation in Peru. The number of new cases increased by 3,709 in the last 24 hours, becoming the highest number since April 25, when 3,683 were infected. To date, 5,980 patients have been hospitalized with Covid-19, of whom 722 are in the ICU with mechanical ventilation. Lima continues to be the region with the highest number of infected by Covid-19 to date with 37,606. The following regions also present patients with Covid-19: Callao (4,678), Lambayeque (3,268), Piura (2,214), Loreto (1,666), Ancash (1,307), La Libertad (1,206), Ucayali (1,169), Ica (860 ), Arequipa (814), Junín (655), Tumbes (451), San Martín (334), Cajamarca (316), Huánuco (293), Cusco (280), Ayacucho (189), Amazonas (186), Huancavelica ( 176), Tacna (166), Puno (158), Moquegua (155), Pasco (151), Madre de Dios (138) and Apurímac (90). The Executive Branch ordered the extension of the state of national emergency until Sunday, May 10, 2020. It has been in force in the country since March 16. The measure involves mandatory isolation and restraint in order to prevent the spread of COVID-19. As of April 13, mandatory social restraint (curfew) is in effect from 6 p.m. until 4 a.m. in almost all the country, with the exception of the Tumbes, Piura, Lambayeque, La Libertad and Loreto regions, where it runs from 4 p.m. at 4 a.m. The Government of President Martín Vizcarra had also arranged differentiated outings for men and women during the week to make purchases or go to pharmacies. However, this measure was canceled, but the total mandatory immobilization was maintained for Sundays.
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Game Informations : Developer: Ron Dulin Platforms: PC Initial release date: April 1, 1997 at 4:26PM PST Autmotive combat games have historically relied on action elements to deliver their visceral thrills. Games like GameTek's Quarantine and the soon-to-be-released Carmageddon from Sales Curve have followed the precedent set by first-person shooters - make it fast and make it violent. Interstate '76 presents automotive combat as a Pinto of a different color. Combining a great premise with an excellent physics engine, this may be the most realistically exciting vehicular violence since Steve McQueen blazed through the streets of San Francisco as Frank Bullitt. The game is set in the American southwest, in an alternate 1976 where the fuel shortage is out of control. Vigilantes cruise the tarmac, trying to protect the last gas stations from destruction by power hungry oil companies. The player assumes the role of Groove Champion - a tow-headed ex-racer with one helluva mustache - who becomes a vigilante to avenge his sister's death. Under the tutelage of Taurus - who drives a big sedan, sports a magnificent polygonal 'fro, and acts exactly like Jim Kelly from Enter the Dragon - Groove must single-handedly thwart Antonio Malochio, the dastardly villain behind the terrorist attacks. The premise is clever, but mostly it just sets the stage for the cosmetic elements - souped-up muscle cars laden with firepower and a soundtrack thick with slap-bass and wah-peddled guitars. The soundtrack is brilliant - recalling alternately the theme from Starsky and Hutch and the danger music from Charlie's Angels (though Groove looks more like a man who would have Black Sabbath blaring from his ride). In fact, the whole package sounds and looks authentic. The environments and vehicles, even on the lowest detail settings, are strikingly realistic. And the dialogue is, for the most part, great - with the one exception being the protagonist's comments during combat, which sound strangely out of place and get a bit repetitive. Beneath all of this eye and ear candy lies a finely-tuned automobile simulation. The superb suspension models, and the way your car handles off-road and under the strain of varying damage types, are frightening realistic (especially with the aid of Thrustmaster's Formula T2 or a similar steering wheel-pedal combo). Ramming an enemy car and then jamming into reverse and blasting away while he struggles for control is truly exhilarating, and using the handbrake to spin 180 and take out some chump behind you is enough to make you cry in your tranny fluid. The game can be played in a straightforward, 17 mission campaign (labeled "The Trip"), or a series of individual scenarios. The missions themselves are great and really diverse: some follow a straightforward, "kill 'em all" directive; some require you to race opponents (usually followed by killing everyone you were racing against); and others simply require you to drive, under heavy opposition, from point A to point B with your vehicle in some semblance of shape. The missions evolve organically, with your goals sometimes changing dramatically in mid-course due to some unforeseen event. The maps are enormous, and you can drive for what seems like miles off the main course and still see buildings and other cars driving on the roads. The Trip campaign suffers the game's only notable flaws. The first is that you only have access to one car (Groove's Picard Pirannah), with the last mission providing the only exception. There are dozens of vehicles in the game (all of which can be driven in the individual mission or in multiplayer skirmishes), and it would have been great to try different cars in different settings. The second major problem is the wildly fluctuating difficulty levels. Some missions will be easily completed in one try; others will require days upon days of unsuccessful attempts. Not that the challenge is insurmountable, but it seems somewhat misguided for Activision not to have included difficulty levels - or at least some options to make the game easier (there are built-in cheats, but you are not allowed to progress to the next mission if they are activated). Interstate '76 is an incredible gaming experience and offers countless hours of enjoyment for those who are willing to face up to its challenge. Less hardy gamers will undoubtedly spend a few dozen frustrated hours behind the wheel, but the rewards are well worth the effort. https://www.youtube.com/watch?v=nD2745WY3go
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This aid includes the subsidies of 'I stay at home', the Independent Bond and the Rural Bond. These are the steps to follow in order to access them. The Government released details of what the Universal Family Bond of 760 soles will be like. The Executive of Martín Vizcarra announced that this aid includes the subsidies of 'I stay at home', the Independent Bond and the Rural Bond, for the total of 760 soles for each family that can access it. The Ministry of Development and Social Inclusion explained how to request it step by step. Where should the registration be made? As detailed by the Peruvian Government, registration must be done through the website yomequedoencasa.pe. Once inside, you must follow the steps to access it. What steps should be followed? There are several steps to complete the application for the Universal Family Bond of 760 soles, having several possibilities to do so. With this, the Government hopes to avoid crowds while providing security for the time of money withdrawal. The steps to follow are: 1. Write the number of the National Identity Document, the date of issue of it -in the upper right-hand corner and click on the captcha code that appears. 2. A new window will open, in which four new options will appear: - Account deposit: leave the money in a bank and you can collect the amount in the Multired ATM network of Banco de la Nación. - Interbank Tunki Wallet: can be withdrawn at any Globalnet ATM. It offers the possibility of downloading the application for mobile devices. - Mobile banking: the beneficiary will have to complete their personal data and validate their access after receiving a message on the person's mobile phone. Then, either a new message will arrive with the password to access the Banco de la Nación or a 5-digit code can be generated, valid for 48 hours, to be able to withdraw the subsidy at any Multired ATM of Banco de la Nation. - Money order: the benefit can choose the department, the day, the province and the district that suits it best. For more detailed information, you can call the number 101 or access the midis.gob.pe website.
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Inactive Topic, before there is a non-topic comment (Post-Hunt), you have comments from my colleagues to help you. Any questions or consult speak to a Global Moderator or Administrators T/C
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Game Informations : Developer: Amazon Game Studios Publishers : Amazon Game Studios Platforms: Xbox One Initial release date: May 6, 2020 at 1:45PM PDT You'd be forgiven if the name "Crucible" doesn't ring any bells. The team-based shooter was among the three PC games Amazon Game Studios revealed at TwitchCon four years ago--and there's been barely a rumbling about it since. Even then, the game's description was a pretty vague mix of multiplayer shooter ideas and battle royale features. Though nobody's heard much about Crucible for the last four years, Amazon's Seattle-based development studio Relentless has been hard at work on the shooter in all that time. And whatever Crucible started out as, it has changed significantly. Though it retains some battle royale elements, most of it is more an objective-focused hero shooter. Crucible combines a number of multiplayer shooter ideas to try to push toward something a little different, with an emphasis on teamwork and character combinations without the need for building teams based on specific roles. Earlier this spring, GameSpot got a chance to spend some time playing Crucible at Relentless Studios, where we tried out each of its three game modes and most of the 10 characters that will be available at launch. The closest description of what Crucible feels like is a third-person version of Overwatch meeting Evolve, the now-defunct four-on-one monster hunting game from publisher 2K. Crucible's modes are about capturing objectives, making smart use of resources found on the map, and managing environmental threats, as much as about fighting the other teams who show up. Even the mode that's most similar to battle royale games offers some welcome twists on the formula. Since all the heroes have their own weapons and abilities, you're always armed and ready to go when you drop into a match. The big focus of Relentless's approach in Crucible is in how it approaches player characters and building teams. Each character encourages a specific kind of play and sports their own set of special abilities on cooldown timers, similar to what's seen in characters in games like Overwatch and Apex Legends. The primary difference from those games is in what characters bring to their teams, and how those teams are bluit As creative director Eric Flannum explained, the idea with the design of Crucible's characters was to move away from MMO-like player roles such as tank, damage-dealing, and support. Instead, developers wanted characters to be more flexible in their roles and abilities, so that players would never be forced to take on a specific role they might not want to play for the sake of team composition. "Here it's like, you can play the character you love every single time and it's never the wrong choice," combat lead Jon Peters said. "...[The] healer, tank, dps [role distribution] is about dependencies instead of teamwork." That translates into groups of characters that aren't just designed for one job. You still have characters who play a particular way--Ajonah, for instance, is a Widowmaker-like sniper character, and Earl is a big alien trucker who carries a huge gun and who can soak up a lot of damage. But their abilities also attempt to break with the conventions of what their roles might normally include. Bugg, a flying robot that builds turrets, is also useful for flying over the battlefield to attack enemies or to heal teammates. Tosca, a fast-moving fighter with a short-range "blink" teleport, can drop gas that can obscure visibility and zip in and out of a fight to hit enemies with a corrosive weapon that deals damage over time. Other characters focus on melee attacks and interrupting other characters at key moments. Relentless wanted the game to support several different types of "skill expression," Flannum said, where you don't necessarily have to be a headshot master to be a valuable member of a team. "If you want to learn one character in our game and how to play that character, there's a lot of nuance there for you to learn and for you to latch onto," he said. "If I want to play Bugg and I'm with a group of friends and they all play characters who are not tanky, I don't feel compelled to play a tank character." In every game mode, you're dealing not only with opposing players, but fighting the hostile planet of Crucible on which the game takes place. The place is special because of a resource called "Essence" that can be harvested both from the ground and from the creatures that live there. Though you have other goals when you play a Crucible match--taking down the other team, capturing objectives, or scoring points--Essence is always central to your strategy. Accumulating Essence, either by hunting and killing herds of animals around the map or capturing Harvester machines that draw it out of the ground over time, is how you get an edge over your opponents. In each match, Essence levels up your team's characters, with each level making you more lethal in battle and giving you slightly more health. More importantly, though, leveling up unlocks additional perks for your abilities that give them different edges or make them more effective. So while you might be worried about other objectives in any given match, taking time to gather Essence (and to stop other teams from gathering it) is almost always a worthy diversion. Crucible packs three game modes, each with a different focus and different team sizes. Heart of the Hive is a four-on-four mode that makes best use of most of the game's elements. Both teams run around the map waiting for a giant enemy-spewing Hive to spawn. When it does, it's marked on everyone's screen, with both teams converging on the Hive to try to destroy it. When it's knocked out, the Hive leaves a "heart" behind. Both teams attempt to "capture" the heart by committing a player to standing beside it, holding a button down until a meter is fully charged. The first team to capture three hearts wins, so you spend every match fighting the environment before getting pulled into fast, intense battles with the other team as you try to control the area and survive long enough to make a capture. Alpha Hunters is more of a battle royale-like mode featuring eight teams of two trying to eliminate each other, with the map slowly constrained over time to force you into fights. The mode still includes the hunt for Essence to try to power yourself up, and includes an additional caveat: if you lose your teammate, you're not necessarily doomed to fight the rest of the match alone. Instead, if you can locate another lone player, you can offer to create a temporary alliance. The system is meant to keep lone players from being completely disadvantaged throughout a match, but the ability to create new teams on the fly leads to some interesting dynamics for character combination, as well. But alliances are only ever temporary, and if your makeshift team should make it to the end of a match, you'll have to fight in order to assure your own victory. Crucible's last mode, Harvester Command, is probably its most straightforward. Two teams of eight players run around the map capturing Essence harvesters, machines that slowly draw Essence out of the ground for your team. It's essentially a territory control mode, where the more locations your team holds, the more points you earn--the first team to 100 wins. The environmental elements of Crucible are still in place, though, so a team that's struggling to hold territory can potentially go hunting animals to increase their Essence and earn some levels that will help them strike back against the enemy. It takes a bit to get used to Crucible's nuances, especially since characters all handle so differently from one another, but the game's marriage of PvP and PvE elements comes together quite nicely once you get the hang of it. The distinctiveness between the characters and their abilities offer a lot of variety in play and in developing strategies. Playing characters such as the assault rifle-carrying Mendoza or Summer, a character outfitted with flamethrowers, provides familiar run-and-gun action. Hopping into a match as Bugg, on the other hand, changes things up completely: your job is more about territory control with turrets and harassing the other team, since you can fly above the battlefield and float in and out of combat easily. Characters like Bugg and Drakal, who wields a big scythe-like weapon and an enemy-snaring chain, give opportunities to find ways to play Crucible that aren't all about twitch reactions and great aim. And with every character, smart, timely use of abilities can be just as clutch as any headshot. The mixture of PvP and PvE play also helps give Crucible a fresh feeling in comparison to other team shooters. Hunting Essence, capturing harvesters, and controlling other resources that appear on the map that give team bonuses like health regeneration or increased damage are a big part of any match's strategy. You might not always be readying to fight another team, but you always have something to do in Crucible as you plan for your next battle. The pacing of matches, thanks to the PvP and PvE dynamic, is also something that helps make Crucible interesting to watch--another big focus for Relentless. Flannum said the game is designed to be easy to follow while spectating, with each character's abilities getting deliberate animations, weapons relying on real projectiles so that it's always clear who is shooting at whom, and lulls in matches providing just enough time for teams to regroup for their next fight and for casters to have time to talk about what's happening. Flannum said Relentless has a close relationship with Twitch, since they're both under the Amazon umbrella, and the studio was able to leverage it to help tailor Crucible to be as watchable a game as possible. The question, of course, is whether all those elements will resonate with players. The barrier to entry is pretty low, though: Crucible is free-to-play, with monetization coming from selling cosmetic items and a seasonal battle pass system. Relentless also said that the game won't include loot boxes, and it sounds like additional heroes can be added to the game over time--as well as additional game modes and more spectator features. "This is the part of the game that we think is the core and then the plan is to just keep expanding it and to keep adding to those things," Flannum said. "We plan to just keep making the game better and adding more stuff to it as we go along."
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Welcome to CSBD
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Game Informations. Developers : David Wildgoose Released : September 10, 2019 MSRP : $23/£17 Even the most mundane, everyday things can seem full of mystery and adventure when you're a kid. Especially when you have a like-minded friend to bounce ideas off and encourage your flights of fancy. Knights & Bikes channels this familiar childhood experience in a knock-about co-operative (but you can still play it solo) adventure that remains endlessly charming even when its core mechanics don't join in the fun. Nessa is a stowaway on a boat that's just docked at the holiday island home of Demelza. Quickly, the two girls meet and, in that way only children can do, become firm friends almost instantly. Nessa is slightly older and seemingly orphaned; Demelza lives in the island's caravan park run by her single dad, who is struggling to keep the business afloat. The pair seize the opportunity to escape into each other's imaginations, setting off on a grand adventure to recover the island's legendary buried treasure and, Demelza hopes, use it to reverse her father's financial misfortune. The girls may have a treasure map to guide them, but things aren't quite so straightforward as realizing X marks the spot. Getting around town is a challenge. Nessa and Demelza can run--and if you hold down the run button they'll do that thing kids do where they spread their arms like wings and yell "Vrrrrrrrmmmm!" like they're a plane arcing through the air--but it's often not entirely clear where they ought to be running to. Luckily, Demelza's pet goose, Honkers, has a good nose for direction and will run off in the right direction, honking his little heart out if the girls fall behind. Oh, and don't worry, you can absolutely pet the goose. Early on Nessa and Demelza procure the eponymous bikes which allow them to zip around the island much faster than on foot. The bikes can be upgraded, too, with all kinds of handlebar grips, paint jobs, spoke decorations, and so on. All of these are purely cosmetic, save for one--a particular set of wheels that lets the girls traverse pools of mud that would otherwise be blocking their progress. Cycling around the island is hugely entertaining in itself, not because it's especially interesting to navigate the many crisscrossing paths connecting the handful of major points of interest, but because the presentation does such a great job of capturing the carefree abandon these girls are feeling. You mash to pedal and build up momentum then hold down the button for a short burst of extra speed, all the while the girls are hooting and howling and, it must be said, not necessarily obeying strict road safety procedures. Their adventure takes them from the caravan park to a mini golf course that doubles as the site of some historical battle to a maze-like scrapyard that transforms into a terrifying dungeon with seemingly no way out; to a hiking trail through the woods that twists and turns back in on itself in the manner of other more famous Lost Woods. Every step of the way the girls imbue the world with unwarranted but understandable wonder. The history book the local librarian is reading is obviously full of clues to the whereabouts of the treasure. That old man with a beard is very probably a wizard. And, clearly, every stroke of misfortune they encounter is a sign of the horrible curse afflicting the island. It's all great fun. The (probably) consensual hallucinations of the two girls are for the most part light and breezy and carry them headlong into one thrilling scrape after another. Their humour is infectious and their bonds of friendship, forged so fast in the fire of fantasy, are never in doubt. They're both such superbly written characters, flinging one-liners at each other and building upon the other's latest witty invention. And they're vividly expressive, each new close-up of their comically contorted faces frozen in shock, disgust, awe or sly realization will never fail to bring a smile to your lips. Where Knights & Bikes falters is in the moment to moment, the rote combat and light puzzling that knits together its seat-of-the-pants dash through childhood curiosity. Each girl finds three pieces of gear over the course of the game and these are used to both fend off enemies and negotiate numerous environmental puzzles. Nessa's water bombs, for example, can be thrown to deal damage to enemies, extinguish fires (and do extra damage to fire-based enemies) and, when splatted into a puddle on the ground, conduct electricity. But combat is mostly trivial. Enemies aren't especially hard to defeat and the girls can heal each other (via a cute high-five) as long as they have enough of the bandages that drop in consistently plentiful amounts. Combat has the same knock-about energy that infuses the rest of the game, so it's sort of fun to button-mash your way through. But it's never interesting enough to look forward to. The puzzles fare slightly better. There were a few occasions where I had to pause for a minute to think about what I needed to do next to progress. And I always enjoyed watching the next nonsensical triggered event play out after solving a puzzle even if I wasn't always sure what I was trying to accomplish. Most of the time I just chuckled and wondered what was going to happen next. Remarkably, for a game clearly designed for two-player cooperative play (locally or online), it works well when played solo. Here, you can switch between the two girls whenever you wish and the capable AI will assume control of the other. In combat, the AI controlled girl will use her abilities effectively and, even more impressively, when required to help solve a puzzle she'll smartly move to the right spot and perform whatever is necessary. Even if you don't have a co-op partner, you're not really missing out on much. Knights & Bikes was created by a small team featuring several people who worked on LittleBigPlanet and Tearaway, and you can feel that all these games share a similar creative vision. There's a kind of wide-eyed, rough and tumble spirit of adventure running through all three games that is hard to resist. Knights & Bikes is a wonderfully warm, effortlessly inviting experience that'll make you feel young again.