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HiTLeR

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  1. Microsoft confirms that legacy Edge is being killed off in April Windows 10 still carries two versions of Edge as well as Internet Explorer, but the headcount of Microsoft’s browsers is about to be trimmed from three to two, as the software giant has officially confirmed that it’s about to kill off the old Edge. The two spins of Edge are the new Chromium-based one, and the legacy Edge that came with Windows 10 when the OS was first launched. Even if you’ve already moved to the shiny new Chromium-powered Edge, the old Edge is still hanging around in the background of your system – essentially it’s present, but hidden. How to use Windows 10 These are the best antivirus apps We’ve also picked out the best web browsers However, with an incoming cumulative update, Microsoft has said that this legacy Edge browser will finally be completely removed from Windows 10, and those who are still using it will be compelled to switch to the new version of Edge. Clues to this happening have already been spotted earlier this week, thanks to a language pack discovered in Windows 10 21H2 preview builds, which led us to speculate that perhaps the legacy Edge was going to be ditched when that second update of 2021 arrived, later in the year. However, old Edge will get its comeuppance much sooner than that, with April 13 being the official date Microsoft has given. Cessation of support In a blog post flagged up by C-Net, Microsoft confirmed that official support for Edge is ending on March 9, and that: “To replace this out of support application, we are announcing that the new Microsoft Edge will be available as part of the Windows 10 cumulative monthly security update – otherwise referred to as the Update Tuesday (or “B”) release – on April 13, 2021. “When you apply this update to your devices, the out of support Microsoft Edge Legacy desktop application will be removed and the new Microsoft Edge will be installed.” The same thing will also happen for those who install the preview cumulative update (or “C” release) for March, which is an optional update. Don’t worry if you’ve already installed the new Edge – the patch won’t mess with your current browser installation, or reinstall Chromium-based Edge; it will only remove the legacy Edge from Windows 10, freeing up a bit of drive space and getting rid of some system clutter.
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  2. Nothing is safe from cryptominers Over this past week, Ethereum has skyrocketed to nearly $1700 in value (at the time of writing), making Ethereum very profitable to mine once again. But due to the shortage in graphics card supplies right now, desperate Chinese miners are apparently turning to RTX 30 series laptops as a new way to mine the cryptocurrency, as shown in a series of images that depict a laptop mining farm. It's unclear from the images and description if the miner purchased the laptops specifically for mining ethereum or is just repurposing laptops from a company or school, like an internet cafe, while they would otherwise be idle. In another demonstration of how valuable Ethereum has become, a vlogger posted on Bilibili that she went to a local Starbucks in China with an RTX 3060 laptop (TDP unknown), and showcased showed her payout from mining Ethereum for just two hours. She claims that her RTX 3060 mobile with a hefty memory overclock of +1000MHz managed an average hashing rate of 46MH/s. After two hours, she claims she made $0.9 USD. That might not sound like much, but it was enough for her to buy a coffee at Starbucks. Unfortunately, if prices for cryptocurrencies like Ethereum continue to climb, miners will be back in full swing and ordering as much compute power as they can. Now that getting graphics cards is nearly impossible for your average gamer or miner, it leaves miners no choice but to look for alternative methods to mine coins.
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  3. Game information Initial release date: January 20, 2021 Publisher: Binary Haze Interactive Software Developers: Adglobe, Live Wire Platforms: Nintendo Switch, PlayStation 4, Xbox One, and more Type: RPG, Fighting Game, Adventure Video Game, Action Game, RPG, Indie Game, Platform Game, Early Access I’ve got a certain affinity for dark, cold, and horribly unforgiving games. I was going to type out a joke here about it stemming from my childhood, but have decided against it. Instead, I’m just going to go ahead and blame FromSoftware for this weird gaming kink I’ve developed that requires games to kick the crap out of me for me to fully enjoy them. Because of this, if you give me a game that looks like it’s probably going to have a morally grey story, hard gameplay, and the chance to die a lot, well then I’m all the way in. Ender Lilies: Quietus of the Knights is very much that kind of game, and to be honest, what I’ve played of it so far has very much quenched my thirst for this kind of game, while also piquing my interest for what’s going to happen with it in the future. The mix of dark setting, horribly hard gameplay, and the lore within the game, make for the kind of thing that I’m very much here for. It’s not just going to be me that likes Ender Lilies though, I think it’s pretty special, and I’m certain other people will too. Ender Lilies is, at its core, a Metroidvania game. That means you’ll be getting new abilities as you go and backtracking a fair bit as you get them. It’s a well-done one too, with a map that shows you everything you need to know to make backtracking fairly painless. You can easily see which areas you’ve not fully completed, which ones have routes you’ve yet to take, and which ones you never need to go to again. Plus, the fast travel system has points you can move to all over the place, so it takes a lot of the frustration out of this genre. Of course, exploration isn’t all there is in Ender Lilies, and a huge amount of the gameplay is going to be you fighting. The combat has you equipping three different spirits and using them to fight on your behalf. You can have two sets of these equipped, and you can switch between them with ease. Each spirit will do something different. To start with, you’ll only have sword attack, but as you progress you’ll get ranged attacks, summons, and a variety of other things to play around with. You get new spirits by beating them up in dramatic boss fights, or by saving the poor souls of those fighting off the curse of the land as you find them. You see, a horrible Deathly Rain has befallen the kingdom where you live, and you’re one of the few people capable of fighting back against it. The rain’s corrupted everything, and that means people are either dying or turning into horrible monsters who’ll attack everything on sight. I’m confident that the ending of this story won’t be a pleasant one, but I am keen to know how it develops as it gets closer to the full release. The Early Access plays well though, and aside from one issue with the text, I didn’t encounter any problems. Ender Lilies shows a lot of promise, and I’m definitely going to jump back into it when it’s finished to see what other challenges it can offer me. It’s the kind of game I really like, but I also just think it’s a good game for anybody who’s been looking for their next Metroidvania fix. Here are the ENDER LILIES: Quietus of the Knights System Requirements (Minimum) CPU SPEED: Dual Core @ 2.00Ghz RAM: 2 GB OS: Windows 7 SP1 64 bit VIDEO CARD: 1GB of video RAM FREE DISK SPACE: 2 GB DEDICATED VIDEO RAM: 1 GB
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  4. congrats Frumos ❤️ 

    1. Qween

      Qween

      Thank you frumos 😄 ❤️

  5. Well, almost everyone – there may still be a scattering of minor compatibility blocks Windows 10 May 2020 Update has been cleared for broad deployment, meaning it will now be offered to all users widely. In other words, the upgrade floodgates have been fully opened, whereas before with the May 2020 Update, the various bugs and glitches present prevented Microsoft from making it available to allcomers (it was only pushed to certain PCs). We solve 100 common Windows 10 problems How to speed up Windows 10 How to uninstall a Windows 10 update In an upgrade to the status of the May 2020 Update, as spotted by MS Power User, Microsoft said: “Windows 10, version 2004 [May 2020 Update] is designated for broad deployment. The recommended servicing status is Semi-Annual Channel.” As we’ve seen in recent times, Microsoft has been working away to resolve the various issues around the May 2020 Update, but giving it full clearance has taken some time. Remember that the upgrade came out in May 2020 (unsurprisingly), late in the month; so it has taken some nine months to give the big thumbs-up to the update. Upgrade stats That said, a good chunk of folks are already using the May 2020 Update, and as we’ve seen from the most recent figures from AdDuplex, it’s the version of Windows 10 that most people are on. 39.8% of users, in fact, are using it, comfortably ahead of the November 2019 Update on 31.2%, and the most recent October 2020 Update on 16.8%. There are still 6.6% of users on the May 2019 Update, as of the end of January 2021 (although remember this is just going by one set of statistics). While Microsoft is happy that the May 2020 Update is now fully ready for all users, then are still a couple of known issues that remain around audio drivers, as you’ll see in the status update provided. So there may still be a few machines with a compatibility block due to that, although Microsoft has provided a workaround for those Conexant audio driver problems, and said that it is “adjusting this safeguard to allow certain devices with the affected driver to update to Windows 10, version 2004 [May 2020 Update] or Windows 10, version 20H2 [October 2020 Update].” The October 2020 Update is only an enablement package, meaning it’s a minor upgrade from the May 2020 Update, so once you’re on the latter, it’s effectively just a short step onwards. And for that matter, the incoming first update of 2021 is expected to be a similar matter of flicking an enablement switch, as well. In that respect, the May 2020 Update will remain essentially as good as the latest version of Windows 10, but for some minor changes.
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  6. Aorus Elite comes to GPUs. Gigabyte is expanding its Aorus lineup of graphics cards with a new tier, according to a tip VideoCardz has received. The Elite label will reportedly join the ranks of the Xtreme and Master series. The Aorus GeForce RTX 3060 Ti Elite appears to feature a new shroud that deviates from the flashier ones Gigabyte employs on the Xtreme and Master SKUs. However, it still features a black exterior and a triple-fan setup for active cooling. According to VideoCardz, the Aorus GeForce RTX 3060 Ti Elite occupies 2.7 PCI slots, but its exact dimensions are unknown. Based on the photos alone, the graphics card looks just as long as Gigabyte's other triple-fan GeForce RTX 3060 Ti models. Besides the RGB-illuminated Aorus logo on the side, each cooling fan has an user-controllable ARGB (addressable RGB) ring. Although the graphics card does arrive with a backplate, it lacks RGB lighting. There's a small cutout on the backplate that shows off the graphics card's heatsink. The Aorus GeForce RTX 3060 Ti Elite's clock speeds are a mystery for now. Given its expected positioning, which is below the Xtreme and Master models, the Aorus GeForce RTX 3060 Ti Elite shouldn't have a boost clock that exceeds the aforementioned SKUs. For reference, the Aorus GeForce RTX 3060 Ti Master, which is the specced to be the best graphics card in Gigabyte's GeForce RTX 3060 Ti lineup, rocks a 1,800 MHz boost clock. The reference boost clock speed for the GeForce RTX 3060 Ti is 1,665 MHz, so it's safe to assume that the Aorus GeForce RTX 3060 Ti Elite's boost clock is somewhere in between that range. Gigabyte seemingly equipped the Aorus GeForce RTX 3060 Ti Elite with one 8-pin PCIe and one 6-pin PCIe power connector, which coincides with its other offerings. As for display outputs, the graphics card looks like it sports two HDMI 2.1 ports and two DisplayPort 1.4a outputs.
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  7. HiTLeR

    [Review] Nuts

    Game Information Initial release date: June 12, 2020 Publisher: Noodlecake Studios Software Developers: Pol Clarissou, Joon, Pol, Muutsch, Char & Torfi, Jonatan Van Hove Main computer: Nintendo Switch, Microsoft Windows, Mac or systems, Mac OS Type: Adventure video game, Simulation game, Independent game Nuts makes a strong start. Its quirky concept and bold art direction are enticing, while its novel yet easily understood core mechanics and hints of mystery offer further encouragement. Unfortunately, Nuts doesn't deliver on its early promise as it struggles to develop its best ideas. Despite a lean playing time, repetition sets in. Nuts opens brightly, but fades all too quickly. Much of your time in Nuts is spent looking for a squirrel and, once found, predicting its next move. The Melmoth Basin Wildlife Reserve is your hunting ground, though as a field researcher you're here only to observe the squirrels, record their movements and file your report. Equipped with a GPS, each day you venture out into the forest to place a few cameras in strategic positions before returning to your tiny caravan to play back the recorded footage and hopefully catch a glimpse of a squirrel or two. It's a delightful premise and the squirrels themselves are adorable, bounding down gullies, clambering up trees, or just perched on a rock, noshing on a nut. Getting footage of these antics is a matter of method and patience rather than any kind of ingenuity. Your handler will first direct you to a specific spot to set up the first camera. When you play back the recording, you need to make a mental note of where the squirrel entered or exited the frame, and then on the next day you return to reposition the cameras and track the preceding or subsequent stage of the squirrel's journey. The convenient laws of nature, according to the world of Nuts, require creatures to perform the same journey every single night. So when you spy the squirrel darting across a field and disappearing around a boulder one night, the next day you know to place a camera beyond that boulder, safe in the knowledge the squirrel will repeat the trick without fail. With only three cameras at your disposal, sometimes you won't have every angle covered and miss where the squirrel went. And sometimes you'll overthink things and try to second-guess the squirrel, only to later realize it must have taken a different turn. In any case, you simply try again the next day, trekking back out and moving the cameras before trekking back in and watching the footage. The stakes feel very low and the work is uninspiring. Back in the caravan, you view the collected footage on three TV screens, one for each camera. There's a procedural pleasure to these scenes as you play, pause, and rewind the footage, scanning the screens for movement and zooming in and panning to verify a hint of a bushy tail poking above the long grass. And there's a tactile comfort in mani[CENSORED]ting these devices via a panel of buttons, dials, and switches, and then finally being able to hit print on the frame you need, pick up the print-out, and drop it into the fax machine to transmit to your handler. I particularly love the attention to detail here. You have a notice board in the caravan to which you can pin documents that outline your current task as well as any printed photos you've taken. When your handler calls on the landline phone, you hold the receiver in one hand while still able to move about the interior, your free hand picking up objects like the fax she just sent you, and all the while the curled cable of the handset is following you around the small room. But over the course of the handful of hours it will take to see Nuts through to the end, little of note is built from these basic elements. Tracking the squirrels becomes tiresome and repetitive: place the camera, check the footage, move the camera further down the path, check the footage, rinse and repeat. A major flaw is that there's no creativity or dynamism to what you're being asked to do. You're not being asked to accumulate information, cross reference data and make deductions; you're merely following a path and checking off boxes as you go. The couple of attempts at switching things up sadly fail to address this fundamental issue and do little other than redress the same simple mechanics in a slightly different outfit. The striking art style meant Nuts held my attention for perhaps longer than merited by its lackluster gameplay. Employing a limited palette unique to each scene lends the various locations a distinct look that is unmistakable, memorable, and pleasingly otherworldly. The clean lines and bold colors dovetail with the mechanics to help distinguish environmental objects and make it easier to spot the movement of a squirrel. Providing further interest is the broader story, a tale of impending ecological disaster in the face of corporate belligerence that is not exactly surprising yet offers just enough intrigue to leave you wondering where it will end up. Told mostly through one-way phone conversations with your handler, the drama escalates nicely and serves as the guiding force behind your objectives. Where it falters is in some pacing issues caused by a hyper-efficient player--I ended up with a series of calls at one point that I suspect were intended to span several days but sounded rather silly when occurring back-to-back. But the ending is sweet and apt, even if it doesn't strictly answer some of the wider questions you may have. These small victories aren't enough to shift the needle, though, and Nuts is left a frustrating, underwhelming experience. The core ideas are full of promise, but there's no follow-through. What ought to be a cheeky, charming celebration of a delightfully furry woodland creature is instead too rote, too dry, a neat idea undone by a lack of imagination. The only thing left to say is, well… nuts to that. Here are the NUTS System Requirements (Minimum) CPU: Intel Core i3 2.00 GHz or AMD equivalent. RAM: 4 GB. OS: Windows 7 or higher 64bit. VIDEO CARD: NVIDIA GeForce GTS 450 or higher with 1GB Memory. PIXEL SHADER: 5.0. VERTEX SHADER: 5.0. FREE DISK SPACE: 2 GB. DEDICATED VIDEO RAM: 1 GB.
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  8. Visual also comes with a free logo maker available Web hosting firm Namecheap has launched its own website builder, offering a suite of easy-to-use creative design tools. The new solution will be known by the name, Visual, although the branding, “powered by Namecheap,” does appear frequently across the new platform. “Today [at] Namecheap, we launched Visual.com,” Namecheap’s head of product, Teddy Worcester, tweeted. “It's not only our first real stab at an easy-to-use website builder but the beginning of an entire suite of products to help individuals and SMBs establish their online presence.” At the moment, the tools packaged with Visual include a free logo builder, a business card maker, and, of course, a website builder. The Site Maker has been designed to be as intuitive as possible and should be easy to use even if individuals have no experience building a website before or no coding skills. Easy-to-use blocks should make the site-building process as straightforward as possible. We've built a list of the best website builders around These are the best domain name registrars Also, check out our roundup of the best free website builder Free trial available With so many website builders to choose from, pricing can be a huge competitive differentiator. Visual has a range of different options available, with its Site Maker available from $38.88 a year. Its logo maker, meanwhile is free of charge, while business cards cost $19.99 for 100 cards. As a nice touch, every Site Maker signup is accompanied by a free .contact or .design domain. Given the competitive nature of the website builder space, Namecheap has certainly managed to get a good name for their new brand. However, it looks as though they may have had to pay a six-figure sum to acquire the “Visual” name. Given that Visual has only just launched it is likely that additional features will be added in the coming months. In the meantime, the Site Maker service comes with a free trial, so website builders can explore what Visual has to offer before committing any of their hard-earned cash.
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  9. Surprised? Nah Although Microsoft and Sony may have launched consoles in roughly the same timeframe, and the Xbox Series X is technically the more powerful console, Sony's pulling ahead in the sales figures. In 2020, the company sold a mighty 4.5 million units, which is an impressive accomplishment if you consider that the console was only out for a month and a half before the year was up. It's unclear where the tally stands now, but it will likely be double that soon enough. However, despite these surprisingly high sales figures, Sony isn't making any money on them. In fact, Sony is taking a loss. The company's earnings documents show that sony has two issues with the PS5 regarding the financials. The most notable is that the company is taking a "loss resulting from strategic price points for PS5 hardware that were set lower than the manufacturing costs." Next to that, Sony also had higher costs for selling, general, and administrative expenses related to the launch that it had anticipated. Was a Loss Really Necessary? Of course, taking a loss on console hardware, especially early in their lifecycle, is nothing new. In fact, it would be surprising if Sony wasn't making a loss. It's a common strategy to price the console hardware low in order to obtain mass adoption, which in turn leads to higher sales of PS5 games and PlayStation Plus subscriptions — because that's where the money is made. currently in short supply, and scalping isn't an uncommon practise. We're still seeing PS5 consoles being sold for well over twice their $499 (disc edition) and $399 (digital edition) MSRPs by scalpers — profiteers who buy the consoles in masses at retail MSRP prices and then sell them for far higher figures because they're out of stock everywhere. And people are willing to pay these prices. Part of me would rather have seen a two-step pricing model. Give us a higher price today, with the promise of lower prices a year from now. I'd rather people put more money into Sony's pockets than the scalpers' (and eBay's) wallets. At least Sony is the company actually making the product. Could Sony Not Just Have Built More? Not really. Nobody could see this pandemic coming, and the resulting extreme demand from it. Sony's PS5 contains AMD hardware, which is manufactured by foundry TSMC — and TSMC is fully at capacity and cannot turn out any more chips. Considering that TSMC also makes the Xbox Series X's hardware, along with CPUs and GPUs for AMD, and lots of chips in the mobile and automotive space... there's not much capacity left to go around. And by "not much" we mean there's zero capacity. TSMC is literally selling every wafer it can possibly make, at premium prices. TSMC is investing billions into new chip foundries around the world, anticipating even higher demand for its services in the coming years. However, each new fab takes years to build, so it will be a while before fabless companies (like AMD, Nvidia, Apple, and more) can start getting more wafers.
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  10. Game Information Initial release date: August 27, 2019 Software Developer: Remedy Entertainment Director: Kasorinin Mikael Awards: BAFTA Games Award for a Supporting Role, Game Award for Best Artistic Direction Basic Information: PlayStation 4, Xbox One, PlayStation 5, Xbox Series X and Series S, Microsoft Windows Nominations: Game Award for Best Game of the Year, Editor's note: Following the launch of the PlayStation 5 and Xbox Series X|S, developer Remedy Entertainment has released Control: Ultimate Edition. This new version of Control includes all of its previously released DLC, including its story expansions The Foundation and AWE, and comes with new improvements over the last-gen version. Below are our impressions of how Control: Ultimate Edition runs on PS5, written by Phil Hornshaw. You can also read our full PlayStation 5 review for an in-depth breakdown of the console. Continue after the break for the original Control review. Control is gorgeous and intense on the PlayStation 4 and Xbox One, but the Ultimate Edition on the current generation of consoles is Remedy Entertainment's excellent 2019 game at its best. Control Ultimate Edition is a prettier, more stable way to enjoy Remedy's strange paranormal world, and on PlayStation 5, it works in the great features of the DualSense to elevate the experience even more. The primary difference between the original edition of Control and the Ultimate Edition is the latter's enhanced graphics. The Ultimate Edition offers two different modes: Performance, which prioritizes frame rate, and Graphics, which leverages the hardware for better textures, lighting, and ray tracing. In both modes, though, the difference between the Ultimate Edition and the standard version of Control is stark. These are drastic improvements over Control on the PS4 and make an already beautiful game look and play even better. The graphics-heavy mode is something to behold. Control is full of reflective surfaces, whether they're glass office walls or puddles of water or blood in its dark, brutalist halls. With ray tracing enabled, the game becomes full of gorgeous, real-world reflections, with protagonist Jesse's face appearing on the screens of TVs as she watches films created by Dr. Casper Darling, and Control's stark lighting and cinematography finding mirrors in wet concrete floors. Control's art direction was already impressive, but it achieves even more on the newer hardware to create endless beautiful frames. Graphics mode sacrifices frame rate for those pretty images, but it never chugs or runs poorly (unlike the base game on PS4 Pro)--its frame rate looks to be on par with the last generation of hardware, but with more stability. Flipping to the performance mode sacrifices those beautiful reflections in favor of a silky 60fps, but Control looks great in both modes. The smoothness afforded by the higher frame rate definitely works to make combat feel a little more intense and responsive, but both modes work extremely well, so choosing one comes down to personal preference. On PS5, Control Ultimate Edition benefits from the DualSense controller's haptic feedback. The intensity of Jesse's footsteps when she's running or walking are translated to the controller, as are the different firing modes of the Service Weapon as you let loose with the automatic Spin or charge up a big blast with Pierce. Best, though, are Jesse's powers, with the controller adding oomph to the massive blast of a melee attack and capturing the whistling catch as you use telekinesis to grab hold of a piece of concrete. The haptics add just a little something extra to Control, helping to make Jesse's powers and weapons feel distinct and impactful. With its graphical add-ons, the stability and performance enhancements, and the inclusion of all of Control's DLC, the Ultimate Edition really is the best way to experience Control--and the PS5's haptics really add an extra layer of intensity to a game that already feels great to play. If you haven't experienced Control yet, this is the best way to do so. If you have, this is a good excuse to jump back into its beautiful, strange, inventive world once again. -- Phil Hornshaw, 2 February 2021. Our original Control review by Peter Brown, first published in August 2019, continues below. When you're so used to games that ease you in, the confronting nature of Control is immediately compelling. There's plenty of time to get to know characters, study the environment, and gradually pick up new mechanics and skills, but Control's sinister atmosphere is impactful, sending a rush of questions through your head from the moment you press start. Who is Jesse Faden? Why does she seem both lost and found on her first day as director at the Federal Bureau of Control? How can she possibly maintain her composure in the face of the haunting ethereal and material distortions that have overtaken the bureau? You may only have some answers to these questions by the time the credits roll. While being vague or opaque could be viewed as a flaw in other games, obfuscation is part of what makes Control so spellbinding. Impressively, the mysteries grip ever tighter as you navigate the bureau's headquarters in search of answers. Knowledge is power, but it frequently opens doors to possibilities you never knew existed--doors that are better left shut, so far as Jesse and surviving FBC members are concerned. If you've played past works from Remedy Games, you will instantly recognize the studio's footprint. Control's story plays with grim truths and strange themes. Everything is a serious matter, except when it isn't and a dark sense of humor creeps in to offer a momentary respite--which, yes, includes plenty of FMV shorts. The combat system is designed for you to be equal parts agile and destructive, bearing a notable resemblance to the studio's Microsoft-exclusive, Quantum Break. Combat aside, that game felt like a step removed from what Remedy does best. Control feels like Remedy has found its footing again. There is one major aspect that is decidedly new for Remedy: Control is non-linear, built in the vein of a metroidvania and filled with reasons to retrace your steps over time. This approach is largely handled well, though if there's any aspect of Control that feels lacking it's the handling of the map. It's an unreliable tool presented in a top-down fashion that often feels like more trouble than it's worth. Multi-level areas overlap with one another (you can't isolate them, or zoom in for a closer look) and it's practically impossible to track specific locations you have or have not visited. Broad areas can be tracked, sure, but not, say, a single meeting room in the executive branch. This would be a major issue if not for two things: The signage in the world is surprisingly helpful, and ultimately, Control makes wandering the halls of "The Oldest House" a consistent pleasure. If you aren't in awe of the architecture, you're probably getting your kicks from a battle that pops up when you least expected it. Referring to the FBC headquarters as a house is a bit misleading, though you'll grow to understand how in time. In practical terms, it is a massive multi-story facility that screams government, with angular interiors formed in stone and metal, with minimal flourish. It has the outward appearance of an orderly place of process, which, while true, undersells the reality therein, or the lack thereof. The dance between fact and fiction is at the heart of Control's setting and a fascinating narrative that unravels in Jesse's mind through a series of inner monologues and psychic projections. There are exchanges between characters that move certain elements forward, but so much of Control hinges on Jesse's discoveries and her interpretations of their meaning. Even though you're clued into her thoughts, there's an underlying element that Jesse fails to explain because, to her, it's matter-of-fact. Whatever it is has always been a part of her, creating a gap of understanding that you, for the most part, can only hope to fill in with your own inferences. There's a constant desire to know more, yet to also maintain distance from the truth in order to preserve the mystery. It's to Control's credit that it effortlessly facilitates this exchange. If it's otherworldly, if it seems to defy explanation, odds are the FBC is running tests to discover the underlying cause and contain the consequences from the outside world. Deep within the guts of the house lie experiments and studies that dig into paranormal disturbances, the collective subconscious, and alternate dimensions. The FBC posits that entities from beyond our realm have used objects of power--archetypical things that we know and take for granted--as gateways into our world. After years of the FBC gathering these strange objects for study, the house has become an amplified conduit for a force known as The Hiss, which can reshape and move matter. The source of this power, a dimension known as the Astral Plane, has crept into the bureau, and some far-off corridors bear its telltale monochromatic, geometric motif. Occasionally, you will get pulled into this strange world to undergo skill trials, but your visits are always short, which helps preserve the mystique in the long run. Back in the "real" world, lowly agents and high-ranking FBC enforcers have been corrupted en masse. Many float harmlessly in mid-air, chanting strange mantras in boardrooms, hallways, and research facilities. Generally, if there's headroom, there are floaters. The more aggressive of the bunch pop into existence before your eyes as you explore the bureau. They, like Jesse, fight with a mix of guns and telekinetic powers. They are generally fun adversaries, and battles are punctuated by some incredible special effects. Furniture and small props are whipped into a frenzy when you hurl a desk from a cubicle and into a group of enemies. Sparks and colorful plumes of energy fill the air when a nearby explosion cuts through the incandescent trails left behind by the hiss. There are only a few unique enemies or bosses to speak of, but by and large the AI, in conjunction with a great variety of architectural layouts, makes every fight feel engaging. Whether a simple encounter or a complex assault, you have to approach combat with a juggling act in mind, shifting between expending ammunition and psychic energy when one or the other is depleted. You also have to learn how to defend against and recover from harm. The only way to heal in combat is to pick up essence dropped by fallen enemies, which often requires you to throw yourself into the fray while also protecting yourself from further damage. New powers come with story milestones, but weapon forms are crafted from collectible materials. Their stats, and Jesse's, increase with the application of randomized ranked mods dropped by enemies and found in hidden containment chests. You will likely come across hundreds of mods, but because you can only hold and use a limited amount, you will end up dismantling most of them to make space in your inventory. Mods can make a tangible difference, especially once you start to find high-ranking ones, but they can't make up for a lack of skill or understanding of Jesse's tools during the game's greatest tests. Control is a great-looking game in general, from the overall art design to the technical execution, but combat is a notable standout in that regard. While the experience on PC can be tuned to run at a consistently smooth frame rate, the PS4 version (playing on a PS4 Pro with supersampling enabled) can exhibit stuttering when fights are at their most chaotic--no issues were spotted with the Xbox One version. This, thankfully, is an uncommon occurrence, but it definitely clues you in to how taxing the special effects and real-time physics are. With a fair amount of extracurricular exploration, it took me about 15 hours to get to the end of Control's campaign. Though I watched the credits roll, there are still plenty of side quests for me to tackle. Jesse isn't the only sane person in the bureau after all, and the handful of key NPCs that po[CENSORED]te each sector have co-workers gone missing or projects left abandoned that might put the bureau at future risk. They not only give you more reason to spend time in Jesse's shoes, but the supporting cast is great across the board, brought to life with excellent voice acting and top-notch character design. They aren't deep characters and your conversations never go very far, but I'm more than willing to help them in their time of need, if only to see what quirky or oddball thing they say when I return. One of my favorite aspects of Control, now that I've got room to breathe, is spending quality time with its collectible texts and videos. I've managed to read most of the in-game materials while pushing through main missions and tackling optional pursuits, but there are so many fascinating threads to pull on that it's easy to imagine new possibilities lying in wait; if only I studied the evidence a little closer, or considered a new angle, maybe the missing pieces of Jesse's story would come into view. These tidbits can be educational, disturbing, and at times wildly entertaining, and they have inspired me to look deeper into topics like Jungian psychology. It's not often that a game invades my thoughts the way Control has. I'm at the point where I want to consume every last thing it has to offer. And if I'm honest, it also makes me want to go back and replay Remedy's past games, too. Sure, it's a faulty metroidvania in some respects, but there are so many exceptional qualities afoot that Control handily deflects any momentary ire. I can't wait to take part in discussions about the game, to see what others have figured out, and to better understand where it all fits into Jesse's story. Control Minimum Requirements CPU: Intel Core i5-4690 / AMD FX 4350. RAM: 8 GB. HDD: 43 GB of storage space. GPU: NVIDIA GeForce GTX 780 / AMD Radeon R9 280X. OS: 64-bit Windows 7, Windows 8, Windows 10. DirectX: Version 11. Screen Resolution: 720p or better. Network: Broadband Internet Connection.
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  11. Make Activity in our sections
  12. Hello , i think you need more time here and u must be more active in other projects not just GoG For now you have
  13. As An Active member in Devil Harmony project you will get my GL ❤️
  14. happy Birthday Bro ❤️
  15. eeeeeeeeeeeeebbbbbbbbbbbbbbllllllllll3 ya h6ffffffffffffffff ❤️ 

    1. XZoro

      XZoro

      hahhahahhahha 7beby alby wallh ❤️❤️❤️❤️ 3gbalkk.

  16.  I got disappointed in you honestly , i told you to not do that and it's not worth but you never listen , R.I.P friend 😛 

  17. R.I.P ya teez el 3nz 😛 

  18. It will soon be much easier to share content from Outlook Microsoft is working on a new feature that will provide closer integration between its Teams and Outlook platforms. According to the Microsoft 365 roadmap, Teams users will soon be able share content from emails, including attachments, within Teams chats. “Send a copy of email messages or conversations, including attachments, into Teams chats and channels or start a Teams chat related to a specific email message,” the roadmap explains. “Share to Teams supports Outlook on the web, Outlook for Windows, and the new Outlook for Mac Preview.” The new feature should improve productivity for remote workers, who will now find sharing conversations and email attachments with fellow Teams meeting participants much more straightforward. In addition, a Teams popup window will appear before any content is shared to make sure that the right people have been selected. Here's our list of the best video conferencing services around We've built a list of the best headsets for conference calls Check out our rundown of the best collaboration tools available Returning the favor The coming Microsoft Teams feature will reciprocate another new addition that the company confirmed earlier this month. Microsoft announced that Teams users would be able to share a conversation to an Outlook email without having to leave Teams – making it easier to share information with contacts outside of their team or organization. Since the outset of the COVID-19 pandemic, Teams has seen its user figures skyrocket, and Microsoft has responded by regularly launching new features. In January alone, the collaboration platform has announced the addition of a new storage policy, live captions, and meeting recaps. Given that competition with the likes of Zoom and Cisco’s Webex remains fierce, it is unlikely that Microsoft will slow down when it comes to unveiling improvements to Teams any time soon.
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  19. This project has 'mass' appeal The makers at Hexabitz have been busy piecing together their hexagonal-shaped modules into this awesome Raspberry Pi scale project. It's totally wireless and provides real-time weight readout using load cell sensor data. The project uses a Raspberry Pi with the Hexabitz Raspberry Pi Interface Kit. This PCB plugs directly into the Raspberry Pi GPIO and can support additional Hexabitz add-on boards like the load cell sensor interface module used in this project. The load cell sensor interface module connects directly to a strain gauge load cell which is used to detect pressure between the two plates used in the scale. The system can be programmed to output either metric or imperial units. As we mentioned, the project is wireless and sends the weight information to a cloud server. Users can receive data from the Pi via SMS or access the custom weight tracking dashboard using a browser window.
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  20. Game Information Initial release date: January 29, 2021 Publisher: Deep Silver Corporation Basic Information: Nintendo Switch, PlayStation 4, Xbox One, and more Software Developers: Clever Beans, Clever Beans Limited Type: fighting game, adventure video game, action game I’m pretty sure that Gods Will Fall is the by-product of throwing the “Souls” and “Roguelike” genres into a blender, just to see what in the unholy hell would come out the other side. Pure and simple. As such, there are going to be countless folks that love it for the challenge, and just as many that hate themselves enough to see find endless aggravation enjoyable. Sadly, there’s likely a third faction of folks who share the gut instinct that I had, voicing heaping doses of, “[CENSORED] this shit,” while cursing it with the burning passion of a thousand suns. Fortunately, if you are trying to review a game professionally, you need to put far more effort than a cursory glance at the core mechanics. As someone who has traditionally gotten my dick kicked in by the “Souls” genre, I certainly had my concerns. Fortunately, once I was able to get through the first few hours of wanting to punch the wall, the experience started to grow on me. You know, like in a life-sucking parasite, kind of way. Spinning a yarn The narrative arch reads a bit like a mythical tale, mirroring the likes of the Greek and Norse that preceded them. In this version of history, gods rule over humanity with a brutal, closed-fist of injustice. If you angered these regional deities, you could expect to be dispatched quickly and brutally. Rising in opposition is a band of Celtic heroes, that you control, both collectively as a team and individually in battle. I know that might sound a bit confusing, but trust me when I say it actually makes a ton of sense. As a team, this randomly generated band of misfits will traipse across the countryside, picking fights with whichever holy entity strikes their fancy. The entire map is freely available to explore, and dungeons can be taken on in virtually any order. Any character can either be captured or killed while attempting to individually tackle each of these uniquely designed stages. Seized units are then trapped in purgatory until they are rescued by a fellow team member. Slaying a god actually has a couple of different results. For one, all team members that have already been captured in that specific dungeon will now be freed. Unfortunately, if a party member falls victim to a finishing move, they are now dead permanently. On the other side of the coin, in Gods Will Fall, the death of a god also can have a large impact on the remaining stages, by both leveling up the abilities of remaining enemies and throwing in additional baddies, to boot. Bulking up To help counter the scaling of powers, clearing out a dungeon can either buff or decrease the stats of party members, depending upon what happened in their last run. Teammates will even form relationships amongst themselves, which can also lead to some interesting and unanticipated side effects. For example, if two characters have developed a close bond, if their friend is captured, they suddenly will experience a boost in vigor and/or strength. However, this can also go the other way as well. If a character is scared of a specific god, their stats may temporarily drop while in that one dungeon. Lastly, polishing off a stage will also result in a bevy of new weapons and gear being heaped upon your party, which will once again buff each combatant’s stats even further. The biggest key to success is paying attention to the vigor bar while in battle. Vigor is essentially each fighter’s health bar, except it can be refilled during combat by successfully landing combos. Once these strikes are registered, the vigor bar will rise. However, these increases are essentially “shadow health” that has to be locked in, to become active. It doesn’t matter if your shadow health is through the goddamn roof. If you haven’t locked that health in, you better get your affairs in order. It’s very complicated to describe how I felt while playing through the admittedly brutal aspects of Gods Will Fall. On one end of the spectrum, I found the dungeon crawling aspects of the title to be delightful. Though most adversaries act like they’ve been freebasing arsenic before heading out on patrol, there are a handful of the more powerful units that eventually tone up the difficulty through being big, beefy, hell-raising abominations. The main problem was, it felt like their enemies weren’t actually getting smarter. Instead, they were just getting tougher by having longer health bars and stronger attacks. Learning the ropes The more I became accustomed to my party members and how they wielded their respective weapons, the more I was enjoying the core dungeons. Most times the lower-level opposition were dispatched with relative ease. Though they did admittedly get stronger (notice I didn’t say more difficult) as the campaign went along, I was still able to clear most stages with a full health bar, going into the final boss conflict. Every map comes to a head, concluding with a knock-down, drag-out brawl with one of the previously mentioned gods, hell-bent on making humanity’s life unsustainable. In Gods Will Fall, conflicts proved to be a sliding scale of bullshit that was purely dependent upon if you were carrying the proper weapon to counter a prospective adversary. I say a “sliding scale,” because regardless of whether you were actually properly equipped for a conflict, every boss character felt like it had a couple of cheap, unblockable attacks, that it liked to spam, the lower its energy bar glided. Most of the time, as long as you were able to squeeze in a couple of combo attacks between the spamming sessions and then reclaim/lock in your vigor, the effects of these garbage tactics could be counteracted. That said, there were numerous times where I hurled both obscenities and my controller in the general direction of my screen. There is nothing more frustrating and demoralizing than kicking the ever-loving shit out of an entire dungeon, only to be dismantled by a cheap boss in a matter of seconds. Yet, despite feeling I was being continuously cheated in skirmishes, it only strengthened my resolve. In my life, I can count on one hand the number of times that my personal irritation resulted in more motivation. Normally I would want to run for the exits in favor of something that would offer a bit more positive reinforcement. It feels like Gods Will Fall has somehow hit a sweet spot where I can both hate and enjoy the experience at the same time, which is really saying something. Personally, I found Gods Will Fall to be a rather watershed moment for my gaming career. By all accounts, this should be a game that I loathed. Yet, after a few hours of banging my head against the wall, suddenly everything clicked. And while there were still infuriating moments of cheap bosses and floaty combat, ultimately, the thrill of finally clearing a massive hurdle was hard to beat. This is definitely an experience where you will get out what you put in. Your mileage may vary, but just know that if it doesn’t “click,” it’s likely your own fault! System Requirements OS: Windows 10 x64. Processor: Intel Core i5 or AMD equivalent. Memory: 8 GB RAM. Graphics: NVIDIA GTX 460 or AMD equivalent.
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