Everything posted by HiTLeR
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ofc DH1 , i love this song so much
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[DH Battle] Loenex Vs Filex Dragneel [ Winner Filex ]
HiTLeR replied to _Happy boy's topic in Battles 1v1
DH1 Better than DH2 , nice song -
DH2 better than DH1 , i like it
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Leaks of Microsoft's Windows 10X for single screen PCs reveal a simplified OS with an emphasis on simplicity. Windows Central and The Verge obtained pre-release copies of the system, originally designed for foldable and dual-screen devices but later repurposed for single-screen PCs. Introduction of the dual-screen Surface Neo has been delayed since a prototype was unveiled in 2019 and Microsoft subsequently positioned its new OS for use on low-cost devices that will compete with Google's Chromebook. Windows 10X features a new Action Center and Start Menu. Gone are the lengthy displays of system display icons. The old System Tray has been removed from the Task Bar and instead, the Action Center shows the time and a list of commonly used functions such as volume, bluetooth, audio device selection and wi-fi. Devices using Windows 10X will automatically synch with Microsoft's OneDrive accounts, so users will have copies of their documents, music and photos secured in the cloud. Basically all files will be synched, except for downloaded files. Windows 10X will require users to create a OneDrive account if they don't already have one. Connections to local accounts will not be accommodated. The Start Menu will no longer feature Live Tiles, which permitted customized notifications of new emails, app updates and calendar appointments, but instead will display a simple list of apps and recently accessed documents. Settings for notifications have been moved to the Action center. And File Explorer also simplified, will resemble to sparse interface familiar to users of OneDrive. The search function, now built into the Star Menu, appears to be faster than previous versions, according to early testers. Results show local files along with data collected from the Bing search engine. Apps such as the Registry Editor, Group Policy Editor, Control Panel, Windows Run and Task Manager have been removed. Legacy desktop apps will not work in windows 10X. All apps must be purchased through the Microsoft Store, at least for now. Support for desktop apps may be available later this year. A handy new gesture has been introduced. The three-finger swipe, along with snap-assist function, allows users to swiftly connect two apps side by side. There is no need to position and resize the apps, it's done automatically and instantly. But app screens in windows 10X cannot otherwise be resized. On the assumption that the OS will be used on smaller devices that will not clearly display small text on shrunken portions of screen real estate, Microsoft restricts apps to full screen size only. Windows 10X cannot be purchased separately. It will come pre-installed on new PCs specifically built for the new OS. These computers are expected to be low-cost models targeted for educational or corporate use. The first models featuring Windows 10X are expected from Microsoft partners Dell and Lenovo, possibly as early as this spring.
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Almost all chips in stock for next-day delivery AMD's Ryzen 5000 chips might have launched back at the start of October, but getting your hands on a chip has proven to be quite the challenge. There have been promises of more stock, but even so, people have been buying the chips faster than AMD can ship them out. But, it appears that certain countries in Europe might be in luck. Just now, the Netherlands (via Tweakers.net) received huge shipments of the AMD Ryzen 5 5600X, Ryzen 7 5800X, and the Ryzen 9 5950X, with the more affordable chips available in significantly greater quantities. Interestingly, the Ryzen 9 5900X appears to be still troubled by supply issues, but that could be due to its po[CENSORED]rity leading to a large number of pre-orders that still need to be fulfilled before the webshops can offer the chips to the general public with next-day delivery. Germany and surrounding countries appear to have received similar shipments. Of course, pricing is still a little out of whack, with the 5600X retailing about €370 instead of its European MSRP of €309. The 5800X exchanges hands for about €500. The 5900X isn't widely in stock, but if it were, it would cost between €750 and €850. The god-tier 16-core Ryzen 9 5950X is selling for a mighty €950. Next-day delivery is also a bit of a false promise at this time, but that's more due to a local lockdown and the postal services being overburdened. What Caused These Shortages Again? Of course, with everyone stuck at home, demand for PC hardware and any gaming-related hardware, in general, is through the roof, but there's more happening that's causing AMD's shortages. For starters, AMD's foundry partner TSMC is fully at capacity, and it seems one of the issues is that chip packagers can't get their hands on enough interposers. Meanwhile, AMD's chips are also simply the Best CPUs you can buy right now, with a new architecture built on the 7nm process. Meanwhile, Intel is still stuck at 14nm, though Rocket Lake-S will bring a new architecture to the process node. No exact release date is known for Intel's chips. Still, when they do launch, considering Intel can price aggressively and has much more production capacity than AMD, chances are Rocket Lake will ease some of the demand off AMD, and the CPU situation will normalize. Fingers crossed. Unfortunately, there's no news about when the US will see similar kinds of Ryzen 5000 shipments.
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Game Information Initial release date: October 19, 2020 Software developer: Homunculus Games Publisher: Homunculus Games Primary computer: Nintendo Switch, Microsoft Windows, Mac OS Type: Shooting game, RPG, fighting game, action game, RPG, indie game, platform game, Adventure If there’s one thing that never ceases to bring a smile to my face, it’s a successful Kickstarter. Especially when that Kickstarter is for an exciting indie game thought up by a talented small team. And given that Endless Memories managed to raise over $14,000 and is developed by just two people, I think it qualifies. To add to my excitement Endless Memories is a combat-oriented Metroidvania. Given my past experiences playing the likes of Valdis Story and Hollow Knight, I was more than up for this. And even though there are some hurdles to overcome, Homunculus Games’ first release does not disappoint. Draw your sword Outside of the occasional platforming segment, most of the challenge in Endless Memories derives from its combat. Your choice of weapon plays a bit part in how you approach each battle. Although there are options to improve your equipment, most of the time you’re going to want to find a shiny new weapon instead. Weapon drops can be acquired in a handful of different ways. Defeated enemies can drop them, they can be found in hidden chests, or you can come across traders who’ll sell weapons for a price. There are a ton of different weapon types that all have their respective pros and cons. This varies from heavy two-handed melee weapons to lighter options like bows and daggers. This allows you to fine-tune your play style for power or precision. Combat is tough and relies on you knowing both how your weapon works and what the enemy’s behavior patterns are. Although most enemies are predictable, there are a lot of them. Endless Memories can be unforgiving in this regard, as it feels like a new enemy appears every time you enter an area for the first time. Some enemies require you to parry their attacks, others you’ll need to dash through, and some are best rushed before they get their attack off. Figuring out when to do what is challenging. Expect to die over and over. Just be aware that enemies will always respawn when you leave and re-enter an area. On the bright side, this lets you farm for experience and equipment which is required for certain stages of the game. Unfortunately, it can be annoying at times since it hurts the overall feeling of progression. After all, what’s the point of killing everything when you know they’ll all be back in no time? Embracing the challenge I won’t lie, when I first began playing Endless Memories, things weren’t going great. There’s no difficulty curve as such with even the earliest levels offering plenty of challenges. That’s not to say things don’t get harder down the line, but at least by then you’re all kitted out with strong equipment. Perhaps craziest of all, there’s a boss fight about half of hour in which requires a better understanding of the combat mechanics than you’ll likely possess by that point. There is a limited tutorial, but I can’t say it helps out too much. You’re told how to use several abilities and weapons right at the start but then they’re taken away from you when you enter the first real world. When you finally unlock them again for real, there are no instructions on how to use them. I suppose I’m just meant to remember what I was told several hours ago. However, while Endless Memories doesn’t do a great job of explaining itself, actually learning how to improve is fun. Even if it feels undeserved, pretty much every death is avoidable. I’d consider the harsh learning curve here akin to something like Spelunky. Theoretically, if you learn enough about the game and master its mechanics, you should be able to complete it without taking any damage. It’ll take a very long time to get to that point, but for some, that’s the appeal. On that note, if you’re looking for something more on the relaxing side, Endless Memories is not for you. I have no idea if Homunculus Games is planning to add it in the future, but right now there’s no way to adjust the difficulty. A set difficulty isn’t necessarily a bad thing, but it does mean that some may find its steep learning curve against their favor. One man and his art When I first saw Endless Memories‘ gorgeous hand-drawn art style I was convinced it was the work of a sizable team. Each sprite is beautifully drawn, and the environmental details far exceed what you may expect from a self-published indie game. And all this was single-handedly put together by co-creator Robert Roy. I can’t even begin to imagine the amount of time and effort it took for a single man to put together so many high-quality assets. The animation is certainly praiseworthy, too. I’ve been particularly impressed by how every action feels and looks surprisingly realistic. From the swinging of weapons to mantling up steep surfaces, every action feels correctly weighted. There’s something incredibly satisfying about cleaving an enemy with a battle ax and being able to actually see the sheer force applied in the swing. Performance-wise, Endless Memories run at the standard indie locked 60fps. My stance on this is that it’s fine, but given this is a 2D game, I’d expect better. Obviously, it’s still perfectly playable and stable. But given how precise some of the combat can be, higher framerates would have been nice — especially for those like myself who own monitors with high refresh rates. But I’ll forgive it, since throughout my time playing it didn’t drop below the 60fps threshold even once. Don’t expect too many options as the settings more or less boil down to volume and key binds. Although given Endless Memories‘ GPU requirement of anything that supports DX11, I doubt anyone will need to drop their settings to run this. Otherwise, it’s nice to see fully bindable controls for both keyboard and controller as this is an option many indie developers overlook. Hard-fought victory A high-skill Metroidvania focused around unforgiving combat isn’t going to be for everyone. Especially since, at least as of writing this, there are no difficulty options to accommodate a wider audience. Even so, the wonderful art and animation coupled with an extremely rewarding combat system give players plenty of reasons to become invested. I will say though that the early game isn’t great. The tutorial is lackluster and therefore I found the biggest hurdle to be that initial first hour of play. This could definitely put off some players given Steam’s convenient refund system, but I’d encourage you to try and push through it. Because once you get further in and learn how its combat mechanics work, Endless Memories will have you smiling in no time. System Requirements OS: Windows 7/8/10. Processor: x86-compatible. Memory: 4 GB RAM. Graphics: Graphics card with DX11. DirectX: Version 11. Storage: 2 GB available space.
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I don’t need words to tell you how bad the situation is, but I wish you all happiness in your life, all love and respect always ❤️
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welcome
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PowerPoint Presenter View is now available for Teams Microsoft Teams is working on a new update that will greatly improve the platform for individuals that use it to give a lot of presentations. The PowerPoint Presenter View is currently only available for preview but promises big things. Although PowerPoint is a great piece of software for delivering presentations in person, that sort of thing has taken a backseat for the past few months due to the coronavirus pandemic. Although Microsoft Teams has proved extremely useful in replacing many workplace functions during this period, its built-in presentation mode is somewhat lacking. However, with PowerPoint Presenter View, Teams users will now find it much easier to navigate between slides and check on the associated meeting notes. Previously, a presenter had no easy way of viewing meeting notes or changing the way slides were presented during a meeting. We've assembled a list of the best video conferencing software available Check out our roundup of the best presentation software Also, we've ranked the the best collaboration tools around Presentations updated In order to gain access to the public preview of PowerPoint Presenter View, Teams users first need to make sure that they have opted into the public review program and then its simply a case of clicking on the Share icon that can be found next to the Leave button. After this, users need to select a PowerPoint file from Teams Share or their One Drive file repository. This will then open Presenter View and the new PowerPoint functionality will be available, making presentations a lot more enjoyable than they used to be. Presenters should also enable the “new meeting experience” in the settings of their Teams desktop app. Once the COVID-19 pandemic began sweeping across the world, many group activities, including work presentation, suddenly had to go digital. The Teams update should make video presentation a little easier for presenters, with the update being made generally available later this month.
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Lookin' good too! EKWB might be known for its high-end custom watercooling loop parts, but not long ago, the company figured that the AIO market might be suited to them too. It started with the EK-AIO D-RGB, then followed the EK-AIO Elite. Now, the company is following suit with the EK-AIO Basic, bringing Slovenian watercooling to systems designed on smaller budgets. At launch, these AIOs are only coming in 240mm and 360mm variants, either with two or three all-black 120mm fans. These fans spin at speeds between 550 and 2200 RPM, which is a decent range with a lavish top end you'll likely rarely need to address. Noise per fan is rated at 33.5 dBA at full speed when they'll produce 2.89mm of static pressure and 77CFM of flow if unimpeded. Being budget-oriented AIOs, the radiators are made of aluminum and only the cold plate is made of copper for better thermal performance. This is mixed metal, but it's a recipe used in almost all other AIOs on the market, and with the right corrosion inhibitor in the fluid, proven not to be an issue in closed loops. The pump, meanwhile, is rated to spin at 850 to 2600 RPM, so you can lower its speed when the CPU isn't under load. No RGB is present on this unit, but despite being the most budget-oriented option with pricing to match, the pump cover looks as classy as the more premium units and will look good in many systems. At least to me, this looks like a clean, minimalist AIO that doesn't shout 'budget' with its looks, and that's a good thing!
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Game Information Software developer: UmaikiGames Publisher: UmaikiGames Primary computer: Microsoft Windows, Linux, Mac OS Type: Action game, Independent game, Adventure I wish more games made heavy use of 2D sprites in 3D worlds. There’s just something about the aesthetic that hits all the right notes for me. Skellboy Refractured doesn’t break a ton of new ground and has underwhelming combat, but the strong level design, cute sprites, and enjoyable premise help to make it an adventure well worth undertaking. This version also has more content than the Nintendo Switch one to boot. Plus it lacks that version’s technical issues. Skellboy Refractured tells the story of the titular character who is, yes, on a quest. The evil mage Squaruman has used the legendary BlazeMace to plunge the kingdom into despair. The undead are running rampant, the kingdom’s heroes are missing, and a farmer’s four cows have wandered several dozen feet away from where they’re supposed to be. It’s up to Skellboy to stop Squaruman and return the land of the Cuboids to normal. As you’ve no doubt already guessed, Skellboy Refractured doesn’t take itself seriously at all. This is a silly, lighthearted game where all of the characters constantly riff on the fact that they’re square and pixelated. The writing, while imaginative and flavorful, can be a bit awkwardly written at times, however, as the script needs some additional TLC. For the most part, though, it gets the job done and it’s easy to end up smirking while reading the dialogue. Mix and match Skellboy Refractured is played from varying carefully positioned camera angles, as the scenes are set with 2D objects that look best when viewed from those angles. You move Skellboy around an interconnected world while fighting and jumping on things. There’s a decent balance between platforming and action, plus there are some light Metroid-esque elements to be found. Some locations can’t be accessed without specific abilities and the like. But Skellboy Refractured doesn’t actually have normal abilities, per se, which ties in with its main unique feature. When the game begins, Skellboy has a skeleton body. But defeating enemies often results in them dropping body parts. Body parts come in three varieties: heads, torsos, and feet. You can swap out any of the three whenever you find a new piece and they have varying abilities and bonuses. For instance, one enemy drops a head that can be used to shoot a powerful, if inaccurate, projectile. A late game torso comes with the ability to hover. Many parts increase your health, but some have negative effects, such as decreasing your movement speed. Similarly, Skellboy can obtain new weapons as well. There are five types: swords, maces, axes, lances, and wands. These are typically found strewn throughout the area or even dropped by foes. But certain weapons (and body parts) can only be obtained through side quests. One feature I really love in Skellboy Refractured is that every checkpoint not only functions as a fast travel location but is also a vault that stores any weapons or gear you’ve found. If you ever feel like changing things up, you just need to go into one of these and grab what you want. This is especially useful since some items can only be found a single time during gameplay. Cutting a swath While the concept and visuals are right where I wanted them, the combat does leave a bit to be desired as it’s as basic as it gets. Weapons feel unwieldy, and I wish there were more impact to the fighting. As it is, you just mash the attack button and hope to hit nearby enemies. The sword swings in an arc but simply isn’t satisfying to use. Lances can only lunge forward and are horribly inaccurate and can’t be used to hit more than one enemy. They can be thrown and retrieved, but I never found a reason to use them. Maces, however, are hands-down the best weapon in the game. You slam them on the ground, creating an area of effect that allows you to hit anything nearby. From what I can gather, axes and wands function much like the sword. Although, the ax is thrown during the combo, which adds more of a reason to use it. Enemies in Skellboy Refractured are mostly standard fare, with zombies, evil knights, and various monsters. There are occasionally other ways to deal with foes, such as usable crossbows that one-shot them. These can also be used against you. There are a handful of boss battles too, which are mostly easy but can be fairly clever. That being said, I found the final boss fight to be underwhelmingly simple. Overall, Skellboy Refractured is a fairly easy game, even if I wouldn’t call it too easy. Most enemies don’t do all that much damage and there are often plenty of places to find health cubes. Checkpoints can be placed a good way from one another but I didn’t often find that to be much of a problem. Playing through the entire game was a mostly smooth experience and took me about 7.5 hours without doing all of the sidequests or spending much time in the game’s rogue-lite dungeon. This is a new addition that should help to give the game a bit of extra staying power as you take Skellboy through randomly generated levels with different biomes in search of treasures. Who turned out the lights? Despite the progression being mostly smooth, Skellboy Refractured has the occasional issue with signposting. Sometimes it’s unclear how you’re supposed to progress or you’re expected to backtrack a while through an area. These aren’t major issues, though, as they’re brief and it isn’t too difficult to figure out what to do. I still needed to consult a guide at a few points, though. The absolute worst thing about the game is a late section where you’re forced to platform and fight in a nearly pitch-black dungeon with nothing but a tiny circle of light around your character. I generally enjoyed the game’s level design and found the vibrant, varied locations likable. Save for this one, which was an absolutely awful slog requiring both memorization and luck. During this section, you can easily die by falling off the platforms that you can’t see. At one point, a horde of enemies is unleashed upon you. This section wouldn’t be problematic at all if you could see even slightly better, but as it is, you have to blindly fumble in the dark until it mercifully ends. To add insult to injury, there’s a fake-out boss battle at the end of this section that isn’t actually a boss battle at all, since you don’t appear to be able to harm your enemy. The fight goes on until there’s nowhere but spikes left for you to stand. You have to try going behind the not-boss to actually reach your destination. This entire section not only doesn’t sit well with the entire game that precedes it, but it also actively damages the entire experience. Still, I like Skellboy Refractured. It’s entertaining and has a fun, colorful aesthetic. There’s a new game plus as well and the rogue-lite dungeon for anyone who wants to keep playing, so it’s mostly easy to recommend. That is, as long as the pitch-black section towards the end doesn’t ruin it for you. System Requirements OS: Windows 7 / Windows 8 / Windows 10. Processor: 2.7 GHz processor. Memory: 4 GB RAM. DirectX: Version 10. Storage: 1 GB available space.
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accepted [D-Harmony Request] Filex Dragneel
HiTLeR replied to Filex Dragneel's topic in Devil Harmony
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DH2 Better Than DH1 , Nice song 🙂
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Keep all your passwords in one place and stay secure with this trusted service With many of us spending more time online than ever as a result of the pandemic, it's vital we keep our (virtual) houses in order. Password manager Keeper Security allows users to store all of their credentials in one place, keeping everything organized and secure. Key features include password autofill, secure file storage, two-factor authentication, emergency access and more. For readers of TechRadar Pro, Keeper Security is offering a 30% discount on its Unlimited and Family plans. The price of Keeper Unlimited has been cut from $34.99 to only $24.99 (£20.99), while the Family package (for up to five users) has fallen from $74.99 to $52.49 (£50.39). On top of password management features, Keeper Security also monitors the dark web and alerts users if their accounts are at risk as a result of a data breach. Keeper’s Cloud Security Vault, meanwhile, ensures sensitive data cannot falls into the wrong hands and lets users securely share digital assets. Devising secure passwords is also made easier with Keeper's password generator and the service also supports facial recognition and fingerprint scanning login options. Why is this a great deal? As one of the most trusted and well-known password managers on the market, this deal is not to be missed - and not only because of the huge savings. With Keeper Security, users can protect both themselves and their families from a range of different cyberthreats.
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Singing the Swan song Intel CEO Bob Swan is stepping down from his position, effective February 15, and will be replaced by VMware CEO Pat Gelsinger. Gelsinger will also join Intel's Board of Directors. Intel's press release also states that "the company has made strong progress on its 7nm process technology and will provide an update on its Jan. 21 earnings call." We spoke with Bob Swan last week about the company's plan for the future. Intel has historically been led by engineers, and Swan has been dogged by criticism in the investment community because of his roots on the financial side of the industry - he served as Intel's Chief Financial Officer before taking the helm as CEO in January 2019. Swan served as an interim CEO for seven months as Intel conducted an extended CEO search to replace the ousted Brian Krzanich. Famously, Swan reluctantly took the Intel CEO role after several months of remarking that he didn't want the job. Swan's lack of technical acumen was thrown in stark relief as Intel struggled with problems with its 7nm node, leading the company to announce that it would turn to outsourcing portions of its core logic components, a first for a company that built its empire on the strength of its manufacturing operations. The worsening state of Intel's future node manufacturing recently led activist hedge fund Third Point, which reportedly owns a $1 billion stake in Intel, to ask the company to explore "strategic alternatives," like spinning off its fabs and/or divesting itself of unsuccessful acquisitions. VMware CEO Pat Gelsinger was rumored to be up for the Intel CEO position during the previous search, and has a storied 30-year history at Intel: He served as the CTO and Senior Vice-President and General Manager of the Digital Enterprise Group. Gelsinger has served as VMware CEO since 2012, and has served at EMC as the Chief Operating Officer in the past. Gelsinger released the following statement: "I am thrilled to rejoin and lead Intel forward at this important time for the company, our industry and our nation," said Gelsinger. "Having begun my career at Intel and learned at the feet of Grove, Noyce and Moore, it's my privilege and honor to return in this leadership capacity. I have tremendous regard for the company's rich history and powerful technologies that have created the world's digital infrastructure. I believe Intel has significant potential to continue to reshape the future of technology and look forward to working with the incredibly talented global Intel team to accelerate innovation and create value for our customers and shareholders." "Pat is a proven technology leader with a distinguished track record of innovation, talent development, and a deep knowledge of Intel. He will continue a values-based cultural leadership approach with a hyperfocus on operational execution," said Omar Ishrak, independent chairman of the Intel board. "After careful consideration, the board concluded that now is the right time to make this leadership change to draw on Pat's technology and engineering expertise during this critical period of transformation at Intel. The board is confident that Pat, together with the rest of the leadership team, will ensure strong execution of Intel's strategy to build on its product leadership and take advantage of the significant opportunities ahead as it continues to transform from a CPU to a multi-architecture XPU company."
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Game Information Initial release date: June 30, 2020 Software Developer: Bitmap Galaxy Mode: Single player game Publishers: Blowfish Studios, ORENDA (Asia), Gamera Game, Blowfish Studios Pty. Ltd. Main computer: Nintendo Switch, PlayStation 4, Xbox One, Microsoft Windows, Windows, Mac OS Type: Adventure video game, Action game, Platform game, Independent game, Adventure Hooray for games about time travel. There’s just something about titles that allow you to hop between timelines in the blink of an eye. YesterMorrow is a 2D platformer with action and puzzle elements that makes solid use of its time travel mechanics. But that isn’t even close to what makes the game special. The charming pixel visuals, entertaining platforming and exploration, and the tight controls come together to make a game that’s very much worth playing, even if the narrative trappings are generic and certain sections can be horribly frustrating. YesterMorrow tells the story of Yui (who has a Japanese name for no reason), a young girl who is the daughter of the Forest Island’s timekeeper. Timekeepers are part of a generic order that work to hold back the game’s generic shadow enemies. Early in the game, Yui’s village is attacked by shadows and she runs off to go summon the Grandmaster (whose name better be Flash) to help fight the onslaught. But she falls into some ruins and all hell breaks loose. The plot jumps forward several years to when Yui is older and the world has fallen to shadow. It’s really basic stuff and there isn’t much to see here narratively. It’s competent, but very familiar. The kicker is that there are shrines located all around the world of YesterMorrow that take Yui back to before the shadows attacked, allowing her to jump back and forth between the past and the present. It works just like it does in Ocarina of Time, except for the fact that shrine usage is much more common than going to the Temple of Time was in that game. Going to the past here is mostly used to find alternate routes, or to visit a village that no longer exists in order to gain information. Swapping back and forth is seamless but never really feels that important to the plot, even if it’s the lynchpin of the game’s biggest plot point, which is spoiled by the achievements and falls flat regardless. More platformer than puzzler YesterMorrow is best described as a precision platformer with some puzzles and enemies thrown in. For the duration of the game, you’ll mostly be navigating dangerous obstacle courses and dodging enemies while using Yui’s abilities to progress. Moving platforms, spikes, electric barriers, timed switches, they’re all there. Most of the game takes place across three islands: Forest, Desert, and Ice. They’re not directly connected, and you’ll need to use warp stones to move between them using a hub of sorts. The islands are fairly large, though, and there are heart containers, artifacts, map pieces, and collectibles to find. As you make your way through the game, Yui gains new abilities that make her more capable as well as allow her to utilize pathways and the like that she couldn’t before. Her abilities are fairly standard, including a double jump, dash, stomp, dodge roll, and time-stop move. Much like the story, none of this feels especially unique. But what makes YesterMorrow worth playing is the excellent level design and platforming. The way the abilities are used in tandem is very satisfying and the game’s controls are up to the challenge. There are a few issues with them, such as how finicky the wall jump can be or how you need to carefully hold left or right when jumping from vines and chains. But playing the game feels fantastic, and the signposting always makes it easy to know where you’re going, even if you’re not sure what Yui is even doing at that point. YesterMorrow technically has combat, but it’s not an action game and you won’t be hacking and slashing at anything. Yui’s dash can damage shadows, as can the Everlight bombs she throws. Enemies are either the animals that inhabit the islands, shadows, or animals possessed by shadows. Throwing a bomb or dashing at a shadow will kill it while doing either to a possessed animal will force the shadow out. You can’t hurt the animals themselves at all, although they can hurt you. They’re really more of an obstacle than anything else, and you’ll need to navigate around them or even use them as platforms on occasion. Hard knock life I found YesterMorrow to be a decently challenging experience. The vast majority of the time I thought the difficulty was just right. The game demands that you have its mechanics down but also gives you some leeway. When you die, you’re taken back to the last checkpoint, but you get to keep anything you’ve found and any shadows you’ve dispatched in that area stay dead. These save points are placed regularly and you won’t typically need to do the same long sections repeatedly when you hit a tough one. There are some sections that aren’t quite so gentle, however. One late-game section in particular is rather obnoxious. Yui has to run away from rising darkness and go through a long gauntlet to get to the end. Dying means you start over from the beginning. This section isn’t so bad when you know what to do, but if you haven’t figured it out, it gets insanely frustrating. A couple of the bosses can also be maddening. The last boss was a pain, but mostly just because they’re able to use an attack that appears to be undodgeable at a few points during the fight. The fight itself is above board, but that one attack is cheap and unfair. There were a handful of times during YesterMorrow where I thought that the design of certain sections could use a bit more fine-tuning. But overall, I really enjoyed the game and found it to be well put together. It’s also a decent length. My internet went out a few times while playing and ruined my Steam playtime counter, so I’m not actually sure how long the game is. I think it might have taken me around a dozen hours, which is a good chunk of time for a game of this sort. It has two endings, one of which requires you to have found all of the game’s artifacts. These are very easy to find, though. But if you did miss one or two, getting to them is a giant pain. To know where they are, you have to collect all of the map pickups on an island and then the game’s almost useless map system will tell you where the artifact is, but only down to one large section. That means that you’ll have to go through a linear but large chunk of one of the islands to find the thing, all the while looking everywhere. And you can’t warp to any of these places. It was a poor choice. We all live in future world YesterMorrow has a lot to offer people who like large, varied 2D platformers. It doesn’t do much on paper to differentiate itself from the pack, but I think the gameplay and level design are a cut above what most similar games offer. As such, I find this to be an easy game to recommend. It might not break any new ground, but it just works well. Apparently, the console versions of the game have some serious bugs that drag the experience down, but I saw nothing of the sort that could apply to the PC version. The game also has animals that you can pet as a main collectible. The internet loves that. System Requirements OS: Windows 7. Processor: SSE2 instruction set support. Memory: 4 GB RAM. Graphics: DX9 (shader model 3.0) capabilities. Storage: 2 GB available space.
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what is your favorite map? : zm_gbox5 What do you most often buy from / shop-a? : Armor what is the worst mod you ever played? : survivor Best player in Nemesis? : @XZoro™ Best player in Sniper? : @HiTLeR. The best player in Assassin? : @Meh Rez vM ! ♫ The best player in Survivor? : @YaKoMoS What is your favorite zombie? : Hunter your primary weapon ? : XM1014 What is your favorite knife skin ? [Number] : 4 Which mod you like to play (Nemesis, Assassin, sniper, survivor)? : Sniper what is your felling when u getting blocked from players ? : so angry = ban 😛
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Rejected! T/c
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v2 , text & effect
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New Microsoft Teams search feature is likely to be a hit It’s been well known for a while now that Microsoft Teams is set to receive enhanced search functionality in the coming weeks and months, and now some more details have come to light regarding exactly what this will entail. The Microsoft 365 roadmap has revealed some more information concerning an update called “Top Hits,” which should speed up the search process significantly. “Top Hits introduces a new section at the top of the autosuggest suggestions where the most relevant results, across domains, for a given query are represented” the Microsoft 365 roadmap explains. “This feature is envisioned to reduce the time taken for a successful search, as well as benefit the user through better task completion, especially for result types situated lower in the suggestions well.” The new feature is currently in development and is scheduled for a March launch. We've assembled a list of the best video conferencing software available This is all the gear you'll need to work from home successfully Also, check out our roundup of the best business webcams Searching for a competitive edge Essentially, Top Hits will work by displaying the most relevant results at the top of the autosuggested results. It could prove extremely useful for Teams users that have a lot of similarly named files that they would normally have to sift through even after entering the relevant terms into the search bar. The addition of “Top Hits” is just the latest new feature to make its way to Microsoft Teams. With user figures surging as a result of the COVID-19 pandemic, Microsoft has been working hard to add regular new features to the platform, with competition rife among the best-known video conferencing and collaboration tools. Search enhancements have been one of Microsoft Teams' key focus areas for a while now and further updates are expected to be announced in this area in the near future.
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More chips on the horizon? AMD CEO Dr. Lisa Su will take the stage to deliver her second CES keynote today, and you can watch the action unfold here, live, in the embedded video below. The keynote begins at 11am ET / 9am PT, and be sure to check for our deep dive coverage following the event. AMD has taken the world by storm, upsetting Intel on the CPU side for the first time in 15 years and giving Nvidia a stiff challenge in GPUs. We expect the company to build on that momentum with its CES 2021 announcements, perhaps with the rumored announcement of the next-gen Cezanne Ryzen 5000 Mobile processors. AMD's official press release about the keynote doesn't give us any clue what the company will unveil, but Zen 3-powered Threadripper and new mid-range Radeon RX 6700 series graphics cards are among the potential contenders. We've also seen new DIY-focused motherboards emerge for the Threadripper Pro series that we recently took for a spin, so there's a possibility that we could learn more about those processors at the show, too. Anything's possible, pull up a seat!
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Game Information Initial release date: 2020 Software developer: Peachy Keen Games Platforms: Nintendo Switch, PlayStation 4, Microsoft Windows, Xbox One, Mac OS, Mac OS Publishers: Whitethorn Digital, Maple Whispering Type: Video Game, RPG, Adventure Video Game, Independent Game, Simple Match, Simulation I was quite a young girl when I first got interested in video games. It was something of an awkward transition. At the time, games were largely considered "boy toys," so moving from typical "girly" things like princess dolls and My Little Ponies into gaming was jarring at times, especially since not a lot of games catered to the cute, colorful things I’d been enjoying at playtime to that point. Sure, I loved the fantasy worlds of Mario and Sonic, but I also wished there was a fun gaming playspace for me that echoed the fluffy-cats-and-rainbow-unicorns aesthetic of my Lisa Frank Trapper Keepers. Had my third-grade self seen Calico, an open-world animal cafe and social interaction game, she would have lost her mind. Calico embraces an aesthetic and theme that is shamelessly, unabashedly girly in the best ways--a world of happy magical girls living in pastel-colored lands with fluffy, cotton-candy trees where all kinds of lovable animals roam freely. But while Calico's concept and visuals are a delight, the simplistic, bug-ridden gameplay dragged me kicking and screaming out of the childhood fantasy world I so wanted to exist in. Calico starts off with your created player character inheriting a cat cafe in a faraway world where magic is very real and a part of everyday living. Your job is to fill your little cafe with animals, decorations, and cute kitty-themed pastries while exploring the world and helping your new friends with various errands. It’s a very laid-back, play-as-you-please experience in the vein of other life-sim games, but with an air of play and fairy magic baked in: You can buy potions with funny effects to use on yourself and your animal friends, like shrinking down to mini-size to cook, zooming around while riding on giant red pandas and bunnies, decorating your house with clouds, flowers, and cat paws, and collecting basically any animal in the game (that isn’t already someone else's pet) to be a part of your cafe or your traveling posse. You’ll meet plenty of new faces as the game progresses, including potion-making witches, nature-loving flower friends, and even a few furry human/animal hybrid folk. Many of them will ask you for help with various minor problems, like rounding up animals or baking a specific treat to give to a pal, and will reward you with money, fashion, furniture, and recipes for the cafe. You won’t find anything in the way of conflict or combat here--the worst that happens is some characters feel awkward talking to each other and need you as a go-between. At certain points, you’ll need to open up a new section of the world, which involves completing a specific quest chain, in order to progress further. It's a very basic gameplay loop, but also Calico’s biggest problem: It's very simplistic. If you're expecting even a basic cafe-running simulation, you’ll be sorely disappointed, as there's very little you actually do with the cafe besides set up furniture and sometimes bake things. You mostly run errands and finish simple quests until the ability to unlock the next area opens up, then repeat the process. There’s a decent amount you can do outside of this--there are lots of toys you can use to play with animals, fashion items to collect and wear, and creatures to find and archive in your notebook--but it starts to wear thin fairly quickly, especially because rewards feel so sparse. There aren't many surprises; you won't be given spontaneous gifts or hear random weird conversations like in Animal Crossing, and there’s rarely incentive to improve the cafe or run it well beyond the occasional request from a friend for a specific animal or decoration. Calico is also plagued with numerous bugs. While things like clipping and funny movement of characters or animal friends are forgivable, Calico has a fair few disruptive bugs that can ruin the game flow and, at worst, require a restart. During play, I've found myself getting trapped inside objects, starting conversations with characters that end abruptly for no apparent reason, and even get tasked with questlines that I shouldn’t be able to because the area in question isn't open yet. It’s also worth noting that the Switch version runs quite poorly in comparison to the PC version: I played both, and eventually had to move to PC because the choppy frame rate and visual hiccups in the Switch version became a literal headache. My eight-year-old self would have absolutely loved Calico to bits, I'm sure. Unfortunately, I am no longer a wide-eyed, curious 8-year-old girl--I'm a game reviewer whose tolerance for bugs and simplistic gameplay has worn thin over the decades. As much as I wish I could view Calico through the eyes of an imaginative youngster, I can't. Perhaps if you are better at embracing your childlike fantasies, you may be able to overlook Calico's many flaws and appreciate its imaginative, fairy-dust-sprinkled charm, but I feel that the magic will wear thin quite quickly. Node requirements x86-64 processor. RedHat Linux 7. CentOS 7. CoreOS Container Linux stable. ... Calico must be able to manage cali* interfaces on the host. When IPIP is enabled (the default), Calico also needs to be able to manage tunl* interfaces. When VXLAN is enabled, Calico also needs to be able to manage the vxlan.
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