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In the PC ecosystem, we use a lot of standardized form factors, as well as interfaces. When we talk about storage devices, the most used interfaces today are SATA and PCI-Express in their different variants, but until not long ago another interface called mSATA was also widely used. In this article we are going to tell you its history, its characteristics and why it has practically stopped being used on PC. Today almost all of us connect our storage devices to the PC in two different ways: through a SATA 3 connector if the device is 3.5 / 2.5 inches, and in the case of SSDs in M.2 format, its The most common interface is PCI-Express (although there are also SATA interfaces). However, in the early days of the first SSDs outside the 2.5-inch format, the mSATA interface was also used for a while, which although it was not very successful and is hardly used today, it did have some importance in the industry. MSATA interface features An mSATA SSD is a solid state drive that meets the interface specification dictated by the International Serial ATA Organization. It has a smaller form factor than a standard SSD, as it is designed for use in power-limited portable devices such as ultrabooks, mini PCs, and even tablets. It has also been used in commercial devices such as digital signs, point of sale devices, retail kiosks, and multifunction printers. mSATA An SSD in this format is roughly the size of a business card. Advantages of this format include small form factor, low power consumption, high shock and vibration resistance, and instant start-up and shutdown capability. The maximum bandwidth of a mSATA SSD is 6 Gbps, the same as SATA 3. Like SATA, mSATA uses the Advanced Technology Attachment (ATA) command set to transfer data between the PC and the storage device, so after all the main differences between this format and the usual SATA 3 are not other that the physical size and its connector, which is specific and, although it may not seem like it, it does not support an M.2 socket. SSD Differences In the image above you can see the difference between SSDs in M.2 format (left and center, being the center SATA interface) and a mSATA on the right. The connector of the latter is wider and with a greater number of pins, the PCB is also wider and as you can see instead of having only half a hole for the screw at the back, it has two complete holes for its anchoring in the plinth. Otherwise, the layout of the controller and memory chips is identical. How are they different from M.2 SSDs? Both types are high-performance storage devices that were initially designed for use in small devices, such as laptops and tablets. However, as you already know, the main difference between these interfaces is that mSATA uses the SATA interface only and exclusivel y, while SSDs in M.2 format can use both SATA and PCI-Express interfaces, with the same format, size and more. . The M.2 form factor emerged in 2013, roughly two years after the mini-SATA specification. The PCI Special Interest Group consortium of technology providers defined the M.2 specification; SATA-IO described the SATA version of M.2 in revision 3.2 of the SATA specification, and this type of SSDs also support the SATA Express interface, which is also defined in the SATA revision 3.2 and enables SATA or PCIe connectors (it is the own SSD which tells the host if the interface is PCIe or SATA). The newer M.2 form factor allows for variations in drive dimensions (M.2 2280, 2240, etc.) while mSATA SSDs only come in two sizes, the full size and the so-called half size. An M.2 SSD can extend the data rate well beyond the 6 Gbps limitation of a SATA SSD, and if it is based on PCIe it can use four of these lanes to support a speed of several Gigabytes per second. Additionally, PCIe SSDs that support the NVMe protocol can increase performance and reduce latency compared to those SSDs that use the ATA command set. The story of a disappearance
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Microsoft has revived the Office assistant in the form of a paper clip, Clippy, retired in 2001, and has included it in its more than 1,800 redesigned emojis for its Microsoft 365 applications, replacing the traditional clip emoticon. Clippy, originally known as Clippit, was the default wizard included in Microsoft Office suite programs since 1997, such as Microsoft Word. Its design was that of a paperclip but with eyes and eyebrows in the style of Groucho Marx. Clippy's job was to help users when they were writing documents with tips like keyboard shortcuts, which automatically appeared on the screen and was often annoying. Four years after its launch, Microsoft decided to retire it with the arrival of Windows XP in 2001. Now, as Microsoft's Art Director and emoji specialist Claire Anderson reported in a statement, Clippy will return to its Microsoft programs, but only in emoji form to replace the traditional clip. Previously, the American company had already asked users through Twitter if they wanted the return of Clippy to replace the emoji of the clip. The post quickly surpassed the 20,000 likes that Microsoft was requesting.
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Game Informations : Developer: Stephen Poole Platforms: PC Initial release date: November 27, 2000 at 5:18PM PST If you're a video game publisher in need of a big hit, what's one surefire way to create a game with plenty of appeal and a ready-made audience? Well, you could always remake one of the most revered action games of the last decade. That's exactly what Konami (in collaboration with Nintendo and Silicon Knights) has done with Metal Gear Solid: The Twin Snakes, which is a modern-day update of Hideo Kojima's seminal 1998 stealth action classic. You might think it hasty for these companies to remake a game that's scarcely five years old when there are other older games that are just as deserving of a makeover. Regardless, The Twin Snakes retains nearly all of the qualities that made its original incarnation so memorable. It's too bad the new version doesn't add more to the experience for fans who still retain a clear memory of the original, but those who never played the original Metal Gear Solid will be in for a great ride. Metal Gear Solid: The Twin Snakes takes place in the near-future, where the baddest superspy of all time, Solid Snake, is called out of retirement to infiltrate an Alaskan nuclear base. His mission is to save a couple of important old men and stop a group of genetically enhanced terrorists (who are being led by members of Snake's old squad) from launching a nuclear weapon. Actually, it's a lot more complicated than this. Along the way, Snake will uncover the existence of a new version of Metal Gear--the nuclear-equipped bipedal battle tank that's plagued his military career throughout the series--and will face off against some long-lost family he never knew he had. The storyline takes too many twists and turns to mention, so fans of the original game will know exactly how complicated and interesting things get by the end of the game. Then again, this is part of the problem. If you've played the first game, you already know everything that's going to happen. No liberties were taken with the story, nor were any significant dialogue changes introduced in this remake. So unless you've never played Metal Gear Solid and don't know the details, none of the story sequences in The Twin Snakes will surprise you. If you're new to the series, you'll be struck by just how much story is in the game. You'll spend long stretches of time watching cutscenes and listening to dialogue instead of actually playing. The story can be long-winded, but it takes itself seriously and packs in a lot of action and drama. As a result, you'll probably really get into it if you give it half a chance to draw you in. In fact, if you're familiar with Metal Gear Solid, you may be amazed at just how adherent this remake is to its source material. Pretty much all of the level layouts, enemy placements, dramatic interactions, and boss fights in the game are exactly as you remember them, which is both good and bad. This is good because it all worked the first time around, and it works just as well here. However, this is bad because if you were hoping for a significantly altered experience from the original game (such as what Capcom did with its Resident Evil remake), you'll be a little disappointed--even though this is still a great game. As you'd expect by now, The Twin Snakes plays almost exactly like its PlayStation predecessor. Snake still has all of his old moves. He can back up against and can sidle along walls to avoid security cameras; he can peer around corners to detect searching guards (and can then sneak up behind them and break their necks); and he can use a vast arsenal of weapons, which includes a silenced SOCOM pistol, a FAMAS rifle, and guided Nikita missiles. All the old items you remember return as well, such as rations that restore your health and the unassuming cardboard box that lets Snake hide from guards. Alas, Snake's assortment of weapons hasn't really been beefed up much for this remake, so the only real additions are the M9 tranquilizer pistol and the PSG1-T sniper rifle, both of which first appeared in Metal Gear Solid 2: Sons of Liberty. These added weapons aren't really new or flashy, but they provide you with a bloodless way of taking out enemy guards. All this is not to say everything in The Twin Snakes is old hat--or rather, at least it doesn't all come directly from the first game. For one thing, the developers have added the first-person shooting ability that made MGS2 a lot more fun to play than its predecessor. This gives the gameplay more depth, since the precision aiming lets you pull off feats that were impossible in the original game. You can score headshots when trying to eliminate guards (which obviously provide instant kills), or you can shoot security cameras to make your passage easier. Certain boss opponents also take more damage from shots to the head. Some lesser mechanics from MGS2 have made the transition here as well. The guards' bodies don't disappear like they did in MGS, so you'll have to hide them once you've killed or knocked them out. Interestingly, you can stuff them into empty lockers, or you can even hide in a locker yourself to escape roving enemies. When MGS2 was released on the PS2 in late 2001, a lot of the prerelease hype was directed at the supposedly enhanced artificial intelligence of the enemy soldiers, and indeed, they were a lot harder to deal with thanks to their wider-ranging search patterns, increased ability to detect your passing, and better inter-area communications. This upgrade, too, has been rolled into The Twin Snakes, so you'll likely find the game a lot more challenging than the original MGS. When you take out a guard, some unseen commander will often radio in for a status report. If he fails to get a response, he'll dispatch a whole team of new guards to search the area to find out what's going on. This definitely keeps you on your toes, and it feels a lot more like you're fighting real soldiers than the mindless drones you choked by the dozens in the original game. Then again, the guards are still curiously unable to spot you when you're directly across the room from them. Apparently some things never change. MGS brought cinematic production values to the Metal Gear series (and to gaming at large) that were downright amazing back in 1998, so it's fitting that special attention has been paid to this part of The Twin Snakes' production. Veteran Japanese action film director Ryuhei Kitamura was recruited to direct the real-time cutscenes, and his influence definitely shows in the flashy, sometimes over-the-top way the game's cinematics play out. There's liberal use of motion capture here, and some of the fight and action scenes are a whole lot more complex and cool than they used to be. Honestly, sometimes the cutscenes come off as a little too extreme, so you might wonder occasionally as to whether you're watching Metal Gear or The Matrix. Then again, there are some real standouts among the cinematics that are quite improved over the original game (though we don't want to spoil the story for anyone who hasn't played it). On the whole, the new cutscenes are fun to watch, and alongside the new gameplay mechanics, they definitely make up the most significant addition to the original game. One look at the PlayStation version of Metal Gear Solid lends a lot of validity to The Twin Snakes' existence. To be blunt, the original game hasn't aged well at all, so it's nice to have a much more attractive and equally playable rendition that fans can hold onto for posterity. If you've only seen pictures or video of The Twin Snakes, don't be fooled. This game looks better in person. Visually, it's roughly on par with MGS2, with backgrounds and in-game character models that sport a similar high level of detail. The character models perhaps don't emote as well in the cutscenes, since their facial animations are often a little understated. But overall, The Twin Snakes ranks up there with some of the better-looking games for the GameCube. Granted, the aesthetics are a little bland. This is a military base, after all. But this is a stylistic choice and not a technical shortcoming. As for the game's frame rate, it's completely smooth almost all the time, though occasionally you'll see it drop noticeably. This only occurs in larger areas, though, and it's only for brief periods of time, so it's definitely not going to ruin the experience for anybody. Metal Gear Solid was one of the first games to feature a stellar cast of voice actors. Prior to its release, video game voice-over was largely relegated to the level of B movies, but MGS upped the bar with a solid lineup of capable actors. Surprisingly, Konami has opted to rerecord the entire script for The Twin Snakes using (mostly) the same actors. This would make sense if there were radical changes to the script or even to the tone of the performances, but unfortunately, the quality of the voice work in The Twin Snakes is, at best, on par with what we heard five years ago. Snake's snarl is as potent as before, and the Colonel's gruff but helpful tone is also intact. Other characters have suffered in the remake, though. Dr. Naomi Hunter, in particular, sounds much flatter and much more bored than she did before. Mei Ling and Nastasha have bafflingly lost the ethnic accents that gave them their personalities in the previous game. Overall, the voice acting isn't bad by any means--so it's still better than what you'll hear in most games--but one has to wonder why the voice work was redone at all when the original performances were so great. The rest of the sound design is of the high quality you've come to expect from the Metal Gear series. All of the classic sound effects, such as the little codec beep, are back, and all the military hardware, explosions, and gunfire sound great. The music is very similar to that of the original game, so it fits the tone of the espionage and political intrigue perfectly. As with the voice acting, the developers didn't take any big chances with the sounds, and the payoff is that this game sounds as much like Metal Gear Solid as any game that's borne the name. http://s.glbimg.com/po/tt/f/original/2011/06/16/metal-620.jpg The Twin Snakes, unfortunately, doesn't have a ton of replay value. Once you've beaten the game, you'll have access to a harder difficulty mode, but there's not really much else to see in the main game. The stickup minigame that first showed up in MGS2, in which you had to sneak up behind enemy soldiers and hold them up to retrieve their dog tags, is in here, and it's a fun diversion for those who like to collect every last thing. The briefing mode from the original game is back, and this time it takes place in full 3D and lets you switch around camera angles. Specifically, you can zoom in and out while Colonel Campbell and Dr. Hunter prep Snake for his mission. The demo theater lets you watch cutscenes from the game without having to actually play, but it would be nicer if the game let you skip around to specific scenes. Finally, there's a boss survival mode that, as you might guess, lets you fight all of the game's bosses in order--with only a single life bar--to see how far you can make it. This may seem like a lot of extras, but they don't really amount to a whole lot of extra game. There's no doubt that The Twin Snakes is a great game on its own merits. It marries the better graphics and more entertaining gameplay from Sons of Liberty with the tighter, more intriguing storyline of the original MGS. If you've never played Metal Gear Solid before, here's your chance to experience a truly great game for the first time. If you have played it, here's your chance to experience it again--and better than ever. As long as you're not expecting any huge additions to the Metal Gear milieu, The Twin Snakes serves as a great revival of a true classic. System Requeriments 0MB GeForce 2 MX 400 64MB / Mobility Radeon 7500 64MB wit a Pentium III or Athlon MP CPU. System memory required for Metal Gear Solid is 32 MB performance memory. Your graphics card will need to be capable of running DirectX 8.
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The highest instance of the Peruvian electoral court denied 270 requests from Fujimori to annul the votes of Pedro Castillo, the candidate who won at the polls by more than 44,000 votes in the June 6 ballot. As of Monday of this week, only administrative procedures remained for the proclamation of the rural teacher as president-elect, but Keiko Fujimori's lawyers announced Tuesday night that they will present appeals again. Meanwhile, Castillo weaves alliances that allow him a basis to govern, since his competitor will not recognize the results and describes him as "illegitimate president." The professor and left-wing union leader has obtained the support of the main unions of workers and civil organizations that have created the National Front for Democracy and Governance, to defend themselves against conservative politicians and retired military personnel who called for the intervention of the armed forces to prevent "communism." A conversation about Peru: "This crisis is so hard that it is an invitation to change" On June 15, the official vote counted Castillo as the winner with a difference of 44,058 votes over the candidate on the right, but Fujimori presented hundreds of requests to annul polling stations where the rural teacher won en masse. The National Elections Jury spent a month processing the cases: on Monday, the four magistrates of that entity completed the review and publication of resolutions. All the requests were rejected - as unfounded - in the first and second instance. The magistrates found that there was no forgery of signatures, no impersonations of board members, or collusion to fill out minutes as alleged by Fujimori and allies. During that period, Castillo has been recognized as president-elect by the regional governors in an assembly held in Cusco, and by 30 mayors, as well as by the deans of the Medical College of Peru and the College of Medical Technologists, key in the fight against covid-19 pandemic. Castillo needs support in the Legislature, as he ran for president as a guest of the Peru Libre party - a formation led by Marxist-Leninist neurologist Vladimir Cerrón - which has obtained 37 seats, the first minority in a 130-member parliament. After the endorsement in the second round campaign of the former presidential candidate Verónika Mendoza, he will have five votes from the Juntos por el Perú bench, and three from the Purple Party, of the former presidential candidate Julio Guzmán, who has also recognized the professor rural as the winner. Three of the center-right parties with representation in Congress, Po[CENSORED]r Action and the Alliance for Progress -of former candidate César Acuña-, have been fragmented since the 2016 elections and do not vote uniformly. In this context, some support Fujimori's version of “fraud”, and others, such as the regional governor of Cajamarca and the president of Po[CENSORED]r Action, Mesías Guevara, are allies of Castillo. In addition, the parliamentary spokespersons of Peru Libre are working on the formation of a multiparty board of directors in Congress, with the Acuña party and with Somos Peru, which this Wednesday agreed to ally with that purpose. Additionally, the rural professor has met at least a couple of times with former presidential candidate George Forsyth, whose father - retired diplomat Harold Forsyth - has a network of contacts in Lima's elite. The version of Fujimori and his defenders about "irregularities" in the election is fed daily with text messages between his followers and the media, but it is also expressed on the street through a Fujimori shock group called The resistance. At the end of Wednesday afternoon, the mob tried to remove the protection fences of the Government Palace, confronted the police, attacked journalists and stoned and beat up official vehicles of two ministers of the current president, Francisco Sagasti. The mob echoed the statements of Fujimori - and allies - that the outgoing president has sided with Castillo by not requesting an audit of the elections. Forced to negotiate Castillo will need more support to rule. The new ultra-right wing of Po[CENSORED]r Renovation, with 13 members, is an ally of the 24 Fujimori parliamentarians of Fuerza Po[CENSORED]r. The leader of Po[CENSORED]r Renovation, Rafael López Aliaga, has said that his bench will raise an investigative commission on "fraud" in the elections, and described the future government of Castillo as "legal, but illegitimate." The same tone was used by the Fujimori leader on Saturday in a sit-in, challenging the president-elect. “They are going to commit table fraud and we are not going to accept it: we will go to the (Government) Palace with the po[CENSORED]r vote. Let Mr. Castillo listen to me well, this party is just beginning, ”cried the daughter of the autocrat Alberto Fujimori.
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One of the things that PC users miss compared to console users is being able to play our favorite games anywhere. It is true that there are laptops, but there is no device with the portability of a console in the style of the Nintendo Switch. Well, the solution comes to us from Valve and its Steam Deck. One of the best things about the Nintendo Switch console is the fact that you can play AAA classics in high definition anywhere. But its catalog is more limited than that of the PC and it lacks the power to run its games. At the same time we have seen in recent times integrated PCs in the form of a portable console such as the GPD Win. Within this approach, Valve has designed its Steam Deck. Let's see how it is. Steam Deck, Valve's portable gaming PC with AMD Van Gogh APU Steam Deck APU Many of you will remember that failed Spanish project based on creating a portable Steam Machine, dubbed SMACH-Z. Well, the Steam Deck is as if Valve had rescued that project and updated it to launch it under its own brand. Its technical specifications? Its main APU is the AMD Van Gogh, which has been designed by AMD for this Valve project, said APU has a CCX CCD with 4 cores and 8 Zen 2 threads that work between 2.4 and 3.5 GHz and an RDNA 2 GPU that it moves between 1 GHz and 1.6 GHz. If you want to get an exact idea of its raw power, in terms of GPU this is at the level of base versions of the previous generation consoles: PlayStation 4 and Xbox One. Compared to the Nintendo Switch it can be up to an order of more powerful magnitude. The key being the development of the low-power version of RDNA 2, both for Samsung's ARM CPU mobile processors and for projects like Van Gogh. Steam Deck SSD As for the RAM, it is equipped with 16 GB of the LPDDR5 type with a speed of 5500 mega transfers per cycle. Valve has not told us what the size of the bus is in its first technical specifications. But the memory bandwidth is important for the final performance of this system and depending on the bus chosen by Valve, its performance may vary. Of its technical specifications, it is the one that we see as the weakest. In terms of storage memory, the base model comes with 64GB eMMC, while the more advanced models have a 256GB or 512GB NVMe SSD integrated with a 4-line PCI Express 3.0 interface. This implies a speed of access to games that we can qualify as spectacular for a portable system. Of course, we will have to see how it impacts energy consumption and battery life. In all three cases it will be possible to expand the storage capacity through microSD cards. This is Valve's "console" on the outside Steam deck The Steam Deck has the classic buttons and levers that all consoles have today, such as the four front action buttons, the crosshead, two analog sticks, the two upper buttons. the two triggers and the classic menu button. So you will not be short of buttons in the games, but it also has the four cam buttons that have the most advanced control knobs on the market on the back. Valve has not forgotten its Steam Controller and has added its main novelty which were the trackpads, this time in the form of 2 square 30 mm trackpads with haptic feedback. Capacity that we achieve thanks to the integrated MEMS that provide the same type of vibration as the PS5 DualSense and the classic 6-axis accelerometers and gyroscopes. And what about the screen? Well, it is a 7-inch screen with a resolution of 1280 x 800 pixels and therefore with a 16:10 aspect ratio, its refresh rate is 60 Hz. It is a screen resolution similar to that of Nintendo Switch and for many people it may seem like a low resolution. To this we have to emphasize that it is an ideal resolution for the GPU to get the most out of the games in the GPU that is integrated inside. You can also use it on your TV Steam Deck TV We know that new generation consoles are based on PC technology, but unfortunately we cannot use them as a PC as we cannot install a third-party operating system. So we can install Windows and use it like a conventional PC. Which we can do with the use of its docking station, a Dock that will be sold separately, which will allow us to connect PC peripherals and connect the console to a TV or monitor in order to use the Steam Deck as a gaming PC. conventional.
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Samsung's SmartThings app for its Internet of Things (IoT) devices has added a new Power Consumption Alert feature, which aims to help reduce the electricity consumption of home appliances. With the new SmartThings Energy service, the application includes real-time data that monitors energy consumption patterns and allows setting targets to help reduce the electricity bill at a time when users spend more time at home due to the pandemic , as Samsung has informed through a statement. SmartThings Energy connects with Samsung's smart appliances of different types, including air conditioners, refrigerators, washing machines, dryers, ironers, air purifiers, dishwashers, and robot vacuum cleaners. In addition, users receive recommendations to save energy, depending on the devices they have connected to SmartThings. One of these tips, for example, is not to overfill the refrigerator because the air needs to be able to circulate for proper cooling. Samsung has announced that, in addition to its branded appliances, it plans to expand SmartThings' energy monitoring functions to other types of devices in the future.
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Game Informations : Developer: Stephen Poole Platforms: PC Initial release date: November 27, 2000 at 5:18PM PST Though it was 15 years ago that Simon & Schuster Interactive published the first computer game that carried the official Star Trek license, the bulk of the company's software based on the various Star Trek shows and movies has focused mainly on delivering in-depth information - technical manuals, encyclopedias, episode guides, and so on. In fact, throughout the '90s, the company produced only two Star Trek games - both of which were tedious interactive movies that had lots of QuickTime video clips but not much actual gameplay. Thankfully, Star Trek: Deep Space Nine: The Fallen is very different from its predecessors. It could have used more polish in some areas, and it sometimes relies too heavily on very straightforward play elements. But its outstanding production values, good story, engaging environments, and dozens of hours of gameplay prove that its shortcomings can be easily overlooked. Your very first session with The Fallen will reveal one of its most interesting features: You can play as either Worf, Captain Sisko, or Major Kira. Each character has different standard-issue weapons, which is a subtle method for setting the game's difficulty level. Sisko and Kira both carry phasers that never run out of power (though they do have to recharge when they fire repeatedly or for prolonged periods), while Worf is stuck with a Bat'leth. It's a nice-looking blade, but it forces you to get up close and personal when you run out of ammo for other ranged weapons such as various high-tech rifles (phaser, disruptor, and pulse), plasma throwers, and grenade launchers. Another advantage that the handheld phasers provide is that they can be modulated, thus letting you fire through force fields as well as take down certain enemies without using up the ammo of more-powerful weapons. The Worf missions are structured so that there's no need to fire through force fields, but the absence of a rechargeable weapon demands that you put a premium on conserving ammo and contriving alternate methods of killing your foes. Choosing your character also determines mission objectives and how the story is revealed. If you play as Sisko or Worf, your first mission revolves around the discovery of a damaged Bajoran ship and the arrival of a biomechanical race of space pirates called the Grigari. Worf fights off the Grigari's assault while Sisko beams to the Bajoran ship to rescue survivors. As Kira, the game begins with a trip to Bajor to visit Obanak Keelen, who was an operative in the Bajoran resistance during the Cardassian occupation. A Bajoran monk, Keelen worships the Pah-wraiths - the "True Prophets" - and believes the legendary red orbs of the Pah-wraiths can somehow bring the deities back to Bajor to usher in a new era of peace. As the game progresses, you soon learn that Keelen isn't the only person interested in these orbs: Everyone from the Federation to the Cardassians to the fearsome Jem'Haddar has a reason to track down the orbs. It's only during the first mission that the three characters are in unique locations. After that, each character's mission takes place in the same general area, with the only differences being the objectives and the actual path you must take to reach them. This isn't a drawback, because the eight environments in the game offer enough visual variety to keep things interesting, and several of them are extremely large. And since the game ships with an editor that lets players create all-new adventures, The Fallen has a good deal of replay value - which is fortunate, since there's no multiplayer mode available in the game. The Fallen also does a good job of creating a believable Star Trek ambience. Though Colm Meany (Chief O'Brien) and Avery Brooks (Captain Sisko) don't provide voice-acting performances for their characters, just about everybody else from Deep Space Nine is in the game - Bashir, Odo, Garak, Dax - and you can talk to them during missions to get hints on what you should do next. When you're at Deep Space Nine, you can get progress reports from all the major characters before dropping into Quark's bar for a little Ferengi insight on the situation. The characters you're interacting with even keep their eyes on you as they speak to you. The Fallen uses an enhanced version of the Unreal Tournament engine, and the graphics are generally top-notch throughout the game. Graphical effects such as footprints in snow and phaser burns on corridor walls lend some realism to the action, and the character animations are extremely convincing throughout. But there's one big difference between the graphics in The Fallen and those in Unreal Tournament: The Fallen is played entirely from a third-person camera view, as the camera floats behind your character's back. Though there's nothing inherently wrong with this viewpoint, there are a couple of problems with its implementation in The Fallen. The first is that the perspective moves in relation to where you point the aiming cursor with your mouse, which means it's all too easy to find yourself staring up at the ceiling or down at the floor as you dash around corners or try to aim at far-away targets. You can decrease this effect by setting the mouse sensitivity to a lower point, but then it becomes far too cumbersome to turn around and fight enemies who approach from behind. Unfortunately, there's no option to turn around quickly with a single keystroke. There's also a problem with target acquisition in The Fallen. An auto-aim function such as the one in The Fallen is pretty standard in third-person action games, but toggling it on takes away from the challenge, and robs you of the ability to kill several enemies at once by shooting explosive barrels of deuterium. If your foes are standing close enough to the barrel to be killed by the explosion, your auto-aim will target the enemies rather than the barrel. But if you turn off or tone down the auto-aim, you'll struggle to land shots even when enemies are relatively close because you'll be frantically trying to aim as you dodge their attacks - something that's much easier to do from a first-person perspective. The controls can be especially difficult to use when you're engaged in hand-to-hand combat. It's true that The Fallen is billed as an action-adventure rather than as a pure shooter. But when you consider the game's heavy emphasis on combat, together with its garden-variety adventure elements - pushing the correct button sequence, locating access cards, and some tough jumps - you might find that the only thing the third-person perspective brings to The Fallen is the ability to see the backs of Star Trek characters. And since they're wearing life-support suits on several missions, you sometimes can't even tell which one you're looking at! The Fallen has a couple of other minor flaws. Calling up your inventory and selecting the appropriate access card seems like a complicated process compared with other games that automatically recognize it when you have the correct item. Also, the fact that you can't name saved games or even see a snapshot of the location where you saved your game can be confusing. But these aren't serious problems, and once you get used to the controls, you'll find that the game's well-crafted story drives the action along rather well. So if you're looking to immerse yourself in a finely honed Star Trek gameworld - or if you just like plenty of action - then The Fallen is definitely worth checking out.
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10 CONTRA 4 PRO Even if you are an old administrator, you must respect the rules and respect other users. You can come back in 1 week REJECTED.
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Come back in 1 week with a minimum of 200 minutes per day afk or play. REJECTED.
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Clap 464
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Nu @DeepPurple
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★ GAME ★ - How many clicks in 10 seconds?
Dark replied to Mr.Lucian's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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Car House/hotel
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1216
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★ GAME ★ - Continue with Last Letter
Dark replied to Mindsphere. 's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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