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HiTLeR

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  1. DH1 better than DH2 , Nice music
  2. V2 - Text & effect
  3. V2 - Text & effect
  4. DH1 : DH2 :
  5. Pro for pending , u need more activity
  6. v1- Text & effect amazing
  7. v2- text & effect
  8. Cadillac will offer high-performance variants of both its CT4 and CT5 in the 2022 model year. Both will offer a manual transmission option. And both, the automaker says, have a new technology to thank for that – 3D printing. The CTV-4 Blackwing is a high-performance variant of the small CT4 sedan. Detailed specifications are not official, but the car is likely employ a twin-turbo V6, and transmission options will include a 6-speed manual and a 10-speed automatic. The CTV-5 Blackwing will offer the same two transmissions, and likely a version of the 6.2-liter supercharged V8 that powered the last generation of high-performance Cadillacs, the well-reviewed ATS-V and CTS-V. Both cars should hit the market in the summer of 2021 and might the last generation of high-performance Cadillacs to use gasoline. GM plans to make Cadillac an all-electric brand and begun buying out dealerships that don’t wish to make the switch. The printing technology has been used for a small percentage of the cars’ parts so far, including HVAC ducts and wiring harnesses. The medallion atop the shifter knob is also the product of 3D printing. But it’s a trend we’re keeping an eye on, as many automakers believe 3D printing will lead to less expensive production over time – savings that could be passed on to buyers in the form of lower prices. It also produces less waste.
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  9. . Lille took the lead in the French football league temporarily with a precious 2-1 victory over Bordeaux on Sunday in the fourteenth stage of the competition. Rennes regained the tone of victories in the French League with a precious 1-0 victory over Nice today at the same stage that also saw Lorient's victory over Nimes Olympic 3/0 and Brest Stadium against Reims Stadium 2/1 and Nantes tied with Dijon 1/1 and Strasbourg with Metz 2 / 2. Lille defeated Bordeaux with two goals scored by Jonathan Bamba and José Fonte in the 17th and 45th minutes against a goal scored by Toma Bisk in the 29th minute, to raise his score to 29 points and jump to the top temporarily, one point ahead of the title holder Paris Saint-Germain, who hosts Lyon at the end of the same stage matches at a later time. Today. Bordeaux stuck at 19 points in eleventh place. Rennes raised his score to 22 points to advance to eighth place, noting that it was his first victory in his last five matches in the competition. Nice's balance stuck at 18 points in eleventh place after suffering a third defeat for him against one draw in his last four matches in the competition. Senegalese Mbay Niang scored the only goal of the match in the 28th minute. Lorient regained the winning streak that he had missed in the last six matches in the tournament and scored a big victory over Nem Olympique, with three straight goals scored by Contain Boisgaard, Pierre Yves Hamel and Yuan Wesa in the second minutes, 29 from the penalty spot and 90. Lorient raised his tally to 11 points to advance to seventeenth place on goal difference only against Nimes Olympique. Brest Stadium defeated Reims Stadium with two goals scored by Frank Honurat and Steve Mooney in the 30th and 77th minutes, against a goal scored by Arier Zineli in the 65th minute, to bring his tally to 21 points in tenth place, and Reims Stadium stuck at ten points in the nineteenth place before the last. Nantes tied with Dijon with a goal scored by Moses Simon from a penalty kick in the 24th minute against a goal scored by Musa Konate in the 54th minute, bringing his score to 14 points in the fourteenth place, noting that it was his third draw against two defeats in the last five matches he played in the competition. Dijon raised his tally to nine points, but remained in last place. Strasbourg tied with Metz with two goals scored by Mohamed Simakan and Adrian Thomason in the 66th and 78th minutes, against two goals scored by Dylan Brun and Oba Najette in the 35th minute from a penalty kick and 70 to raise his score to 11 points in the sixteenth place compared to 17 points for Metz in the thirteenth place.
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  10. A Scandinavian feast of blow-dried roast duck with a boozy cherry sauce, a winter salad with clementines and candied walnuts, and a luxurious, layered potato hotpot Signe Johansen In Scandinavia, a season of cosy celebrations mark the dark period of midwinter. From lighting candles on the first Sunday of advent to baking spiced biscuits and cakes to share with loved ones, people across the region come together several times during December, and the julebord (or Christmas smörgåsbord) held on the evening of 24 December is a simple feast of hot and cold dishes, usually prepared in advance so both the host and guests can relax together. This year, the nature of these celebrations will be disrupted, so I’ve adapted a few of my favourite seasonal recipes so they can easily scale down for a hyggelig celebration between two or three people. God jul, as we say in Norwegian – and let’s hope for brighter festivities in 2021. Blow-dried roast duck with cherry gløgg sauce Prep 30 min Rest 3 hr + Cook 2hr Serves 6 Advertisement For the duck 1 large duck (2½-3kg), or two small-medium ones (1¼-2kg), giblets and excess fat removed 3 litres hot chicken or vegetable stock 12 peppercorns 6 cloves 6 cardamom pods 3 bay leaves 3 cinnamon sticks 3 star anise 3 mace blades 1 large knob fresh ginger, chopped Peel of 1 orange For the cherry gløgg sauce 2 tbsp vegetable oil 3 banana shallots, or 1 medium-large red onion, peeled and finely chopped 300ml light red or dark rosé wine 150ml cherry brandy – I use Cherry Heering 300ml concentrated duck stock (see method) 5cm-long piece orange peel 1 small knob ginger 1 small cinnamon stick 3 cardamom pods Lay the duck breast down in a large saucepan, and pour over enough hot stock to cover. (Depending on the size of your pot, you may need a bit more stock.) Add the spices and citrus, bring to a boil, then turn down the heat, partially cover and simmer for 20 minutes. Turn over the duck and cook for another 20 minutes. (If your duck is particularly large, increase the cooking times to two lots of half an hour.) Transfer the duck to a large platter and leave to cool for 15 minutes. Sieve the cooking liquor into a large saucepan, bring it to a boil and reduce by two-thirds, to concentrate the flavour. Set aside 300ml for the sauce, and save the rest for another use. Once the duck is cool enough to handle, pat dry all over with kitchen roll, then lift on to a metal rack set over an oven tray. Using a hair-dryer, removing any diffuser or nozzle first, blow-dry the duck on the highest setting for at least 10-15 minutes, turning it often, so you get an even run-off of fat into the tray. Give the duck another good pat dry, and decant the melted fat into a clean jar (save it for roast potatoes). For extra crispiness, massage a thin layer of sea salt between the duck meat and skin. Leave the duck to cool for a few hours, or refrigerate, uncovered, overnight. Take the duck out of the fridge an hour before you want to cook it: the less moisture there is on the skin now, the crisper the cooked duck will be, so pat it dry again. Heat the oven to 200C (180C fan)/390F/gas 6. With the tip of a small, sharp knife, pierce the skin all over, making sure not to go through to the flesh. Rub a thin layer of sea salt over the skin, lay the bird breast side down in a roasting tin and roast for 45 minutes to an hour, skimming off the fat into a bowl every 15 minutes or so (keep this for future cooking). Meanwhile, start the sauce. Heat the oil in a medium saucepan over a medium-low heat, then saute the shallots for five to eight minutes, until soft and translucent. Add the wine and cherry brandy, bring to a boil and reduce by half. Add the reserved concentrated stock and remaining spices, and leave to simmer gently while the duck is roasting. Transfer the rested duck to a board, drain its roasting juices into the sauce, and taste for seasoning: it should have a cherry kick. For extra acidity, add lemon juice or, for sweetness, orange or clementine juice and/or a spoonful of redcurrant jelly. Pour the sauce through a fine sieve to remove the spices, then keep warm. Carve the duck, pour over some sauce and serve with the rest of the sauce in a jug alongside. To scale down If you’re cooking for two to three people, roast a smaller bird and adjust the recipe downwards, reducing the timings accordingly. Any leftover duck meat is wonderful the next day, so it’s definitely worth the time and effort of doing a whole bird. Make-ahead tips To save you cooking the whole dish from scratch on the day itself, divide it into stages over a couple of days: simmer the duck in stock on the first day, then roast it and make the gløgg sauce the next, along with other the accompaniments. Winter leaf salad with clementine, fennel and candied walnuts Advertisement Prep 20 min Cook 40 min Serves 6 For the nuts 175g shelled walnuts 25g lightly salted butter, melted 1 egg white 3 tbsp soft brown sugar, or demerara 1 pinch nutmeg, cinnamon, allspice or cardamom (optional) For the dressing 1 tsp grain mustard 1 tsp clear honey 3 tbsp vinegar of choice 6 tbsp oil of choice Sea salt and pepper For the salad 2 small-medium heads frisée, or the equivalent of mixed winter salad leaves 1 large (or 2 medium) fennel bulbs 6 clementines Start with the nuts. Heat the oven to 180C (160C)/350F/gas 4. Scatter the nuts on a baking tray and roast for 10 minutes. Meanwhile, mix the melted butter, egg white, sugar and spices in a large bowl. Remove the nuts from the oven and turn the heat down to 120C (100C fan)/250F/gas ½. Toss the nuts in the mixture, then return to the tray along with any excess mixture and bake for 30 minutes more, until lightly caramelised and crisp. Scrape the nuts on to a sheet of parchment paper and leave to cool. Wash, dry and roughly shred the leaves and put in a large bowl. Top, tail and quarter the fennel, then cut into thin slivers and add to the bowl. Whisk all the dressing ingredients, and season to taste. Pour some dressing over the salad, toss to coat and repeat until everything is well dressed (save any leftover dressing for another day). Peel and slice the clementines. Scatter the dressed salad on a large platter, add the clementine slices and sprinkle over the nuts (save any excess in an airtight container). For a little extra citrus flavour, finely grate some peel over the top, too. To scale down Use half the leaves, fennel and salad, if you wish, and by all means halve the amount of dressing, too, though the full quantity will keep in a sealed jar throughout the Christmas season. Ditto the candied nuts, and this same method can be applied to other nuts, of course. Make-ahead tips Both the dressing and nuts can be prepared well ahead. You can prepare the fennel earlier in the day and dress with around half the dressing if you wish. The winter leaves need to be dressed within the hour of eating, otherwise they’ll wilt too much.
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  11. Major technology companies such as Google and Facebook will face fines of up to 6% of their sales volume if they do not do what they owe to deal with illegal content, and disclose more information about advertising business on their platforms under the European Union draft rules The European Union's hard-line stance, which is set to be announced next week, comes amid growing regulatory scrutiny around the world of tech giants and their control over data and access to their platforms. Digital Services Law The head of digital affairs in the European Union (Thierry Breton), who stressed that very large technology companies, such as Google and Facebook, should bear more responsibility, will present the draft rules known as the (Digital Services Law) on December 15th. The Commission document on the (Digital Services Law) seen by Reuters identifies very large online platforms as those with more than 45 million users, equivalent to 10 percent of the European Union po[CENSORED]tion. The document said: The additional obligations imposed on very large platforms are necessary to address public policy concerns and the systemic risks that their services pose Sexual assault material Tech giants will have to do more to tackle illegal content, such as hate speech, child sexual abuse material, misuse of their platforms that infringe upon basic rights, and deliberate mani[CENSORED]tion of platforms, such as using chatbots to influence elections and public health. Companies will be required to post details of their advertisers online, and to show the parameters their algorithms use to suggest and rank information. Independent auditors will monitor compliance, and the European Union will enforce the rules The draft rules may take a year or more to come into effect because it must take into account feedback from the European Union countries and the European Parliament, both of which are expected to face intense pressure.
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  12. The mid-January release of the Chrome 88 browser will include privacy and security measures that raised concerns among some developers during recent months of testing. Google announced in a blog post that new restrictions incorporated in the Manifest V3 programming interface for its browsers will be imposed on extensions, including ceilings on the number of rules extensions can execute as a web page loads. Rules are critical to po[CENSORED]r ad blocker extensions that allow users to limit intrusive and annoying pop-up ads. Those ad blockers utilized an API that provided them with "access to potentially sensitive user data," Google stated. Chrome 88 will now require the use of a more restrictive API that Google says will protect users' privacy. Chrome extensions are permitted to use up to 30,000 rules, which seems a quite hefty number, but considering po[CENSORED]r ad blockers such as EasyList use 60,000 or more rules, the new limitations are likely to force many extension developers to either rethink their strategies or modify their capabilities. The Chrome team, however, says it has heard developers' concerns and tried to address them. The team says that a future browser iteration, Chrome 89, will raise the rules threshold to 300,000. "We believe extensions must be trustworthy by default, which is why we've spent this year making extensions safer for everyone," Google said in the blog post Wednesday. "After an extensive review of the concerns raised by content blockers and the community, we believe that a majority of those concerns have been resolved or will be resolved," Microsoft said. The new rules will affect other major browsers as well. Microsoft Edge, Opera and Vivaldi also use the Chromium open-source code and are expected to embrace Manifest V3 interface. Manifest V3 will also bar the use of remotely hosted code. Google says malicious code downloaded after installation allowed ill-intentioned developers to bypass Google's malware screening tools. The new restriction permits quicker and more thorough review of extension submissions, Google said. The problem was a significant one: Google recently reported it blocks about 1,800 malicious uploads each month. Google has tripled the number of engineers assigned to detect extension violations and quadrupled the number tasked with reviewing apps. Further changes will arrive later next year. The Chrome team says users will gain greater control over personal data collected by extensions. Extensions will be required to include a "Privacy practices" section in the Chrome Web store that lists data the extension would collect. Users will be permitted to opt in or out at the time of installation. In addition, extensions will no longer be permitted to update code via third-party sites. Rather, updates must be executed through the Chrome Web Store. Not everyone is happy with Manifest V3, despite Google's efforts at compromise. "The main victim of Manifest V3 is innovation," said Andrey Meshkov, co-founder and chief technology officer of the ad-blocker extension AdGuard. He said that his company and others sought to improve the efficiency of their products through AI, but that Manifest's restrictions will curb their efforts. "This is not that relevant anymore. Now Chrome, Safari and Edge dictate what can or cannot be blocked and how it should be done." The Chrome Web Store will begin accepting extensions adhering to Manifest V3 rules in mid-January. Users can experiment with Manifest V3 browsing with the Chrome 88 Beta, available now.
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  13. Exposing Nvidia's unreleased Ampere FinalWire has released the latest beta version (via Komachi_Ensaka) of its po[CENSORED]r AIDA64 software, which confirms a ton of upcoming Nvidia GeForce RTX 30-series (Ampere) graphics cards. The newly added support insinuates that the graphics cards could be right around the bend. The changelog didn't add any additional information to what we already expect from the GeForce RTX 3080 Ti. It does, however, confirm that the looming graphics card would utilize the GA102 silicon. The GeForce RTX 3080 Ti squeezes in between the GeForce RTX 3080 and RTX 3090 to contend with AMD's recently-released Radeon RX 6900 XT. While Nvidia has launched the GeForce RTX 3060 Ti, the non-Ti variant is still behind closed doors. The GeForce RTX 3060 Ti shares the GA104 silicon with the GeForce RTX 3070. If FinalWire's information is accurate, the GeForce RTX 3060 will debut with brand new silicon, the GA106. There have been whispers that the GeForce RTX 3060 could possibly arrive with 3,840 CUDA cores. We haven't heard much about the GeForce RTX 3050 up to this point, except that the graphics card might feature up to 2,304 CUDA cores. Apparently, Nvidia has a lot of different Ampere silicon stored away as FinalWire listed the GeForce RTX 3050 with the GA107 silicon, which hasn't been used in any Ampere graphics cards as of yet. It turns out that Nvidia may break away from using the same silicon on both its desktop and mobile variants as the chipmaker has done in the past. The change is reflected in AIDA64's changelog as the GeForce RTX 3070 and RTX 3060 Mobile seemingly employ the GA104M and GA106M silicons, respectively. It's just conjecture, but the "M" suffix likely means mobile to differentiate the mobile silicon from the desktop equivalent. It remains an open question whether Nvidia will retain the core specifications on the mobile SKUs instead of the desktop versions. The last tidbit of juicy details is related to the GeForce RTX 3070 Mobile, which popped up earlier today in a ray tracing benchmark. If the specifications are true, Nvidia could offer a 16GB version of the GeForce RTX 3070 Mobile. That's double the amount of memory that's on the GeForce RTX 3070. The idea certainly sparks our curiosity on whether we could potentially see a desktop version with 16GB as well. Even before Ampere's launch, there were already rumors of a GeForce RTX 3080 with 20GB of memory. If you believe in hearsay, the GeForce RTX 3080 Ti, RTX 3060, and RTX 3050 are rumored to launch in January 2021. The mobile GeForce RTX 30-series' fate is still unknown, but there have been retailer listings of Ampere-powered gaming laptops, so mobile Ampere might not be far off either.
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  14. Game Information Initial release date: 2020 Software developer: Tlön Industries Publisher: Rao Fiori Platform: Microsoft Windows Mars is just a boring dead ball of rust-colored dust. That just will not do. We have to turn it into something useful, something humans could live on. That’s precisely what you do in Per Aspera. In Per Aspera, Mars is already littered with detritus of past human attempts to take a foothold on the planet. But now, it’s time to bring out the big guns: AMI. She’s an artificial intelligence, modeled on the human brain, and assigned to make Mars livable. That’s you. You play as AMI and guiding her hand in turning the Red Planet green. Per Aspera is but the latest game to ride the zeitgeist of Mars colonization projects. Maybe everyone just liked a movie about Matt Damon growing potatoes in space. Maybe it’s a reaction to our world continuing to address climate crisis in wildly inadequate ways. Who knows why we’re doing what we’re doing — this game is aiming ambitiously high. You see this planet? It’s ours now! In Per Aspera, your map is the entire planet, and your eventual goal is to make it sustain human life. While you still build bases and extracting materials, the scope of your activities is much bigger than in similar games. Yet your base starts ever so humbly, with a hub that acts as both resource storage and power generator and a single worker. The worker is a wheeled drone, able of ferrying resources and constructing (or tearing down) structures, and you won’t control them directly. You plop down buildings — the first one invariably being an aluminum mine — and hope your workers get to it in due time. A bigger nerd than I could probably find out how big these structures are by comparing their dimensions to the Olympus Mons in game. I’m just guessing that they’re huge. You can coax them to prioritize by setting buildings on high priority, which is the most direct way. Prioritized construction will receive materials before others, up to the point where other build sites will get stripped of theirs. With factories or mines, prioritizing them will have their inputs and outputs taken care of in a more timely manner — an important thing to consider when the base is small and you really need to shift focus between the projects. We have reached peak space rock While the workers mill about, structures do their work. In Per Aspera, mines are built on painfully finite deposits of resources. They produce constantly, provided they don’t run out of storage space or stuff to dig. Factories await the products of mines (or even other factories) to do their work, either making manufactured goods like steel or things like workers or greenhouse gasses. The steady flow of resources in Per Aspera is best ensured by having a sensible spread of worker hubs. All buildings spread roads to nearby buildings automatically, but workers don’t really want to move far away from their worker hubs where they recharge (I’m sure it’s a handwave and the game doesn’t actually measure their power levels). Worker hubs are an economical way to spread the road network, but they also help to alleviate bottlenecks. There’s a reason why the game has a traffic overlay to see which worker sectors are overloaded. “Well, we’re on Mars, so maybe red means good?” You will never rest easy in Per Aspera. For while you want to transform Mars into a place where human colonies can easily sustain yourself, you yourself will be constantly feeding your endless hunger for resources. All of those deposits run out, after all, so your number one priority and impetus for growth will be the need to find more. You’ll have scanner structures that slowly uncover new deposits, and they’ll quite often be far from your base. That means you’ll need to crawl your infrastructure — worker hubs, power plants, maintenance facilities, and then the actual industry stuff — to reach them. AMI’s base will spread like mold seeking new sustenance, unless you launch new landers to start new bases that will later join the main one. Lack of deposits is what killed my bases on the highest difficulty level. Per Aspera Ad Catastrophe And this is a fairly good place to start talking about the aspects of Per Aspera that are less than stellar. Building a new base? Dreadfully boring. Every new landing zone automatically spawns resource nodes needed to feed the initial expansion close to it. But even then, you have to very carefully follow the Right Order Of Building Things so that you don’t consume the lander’s resources before setting up a self-sustaining base. You need to do this with every landing, of which you’ll do multiple per run. Per Aspera has ways outside of an insatiable thirst for minerals to make you set up smaller bases. And it’s the same boring routine every time. Even if everything works out the way it has to, it never gets more fun or more interesting. Just follow the procedure you established in your brain. Never deviate. A base has to grow about this big to support the construction of a hyperloop (sigh) that can link it to the main base. In fact, it’s kind of a hidden ethos of Per Aspera. Don’t build new types of buildings if the game didn’t ask you to. I started building biodomes as soon as they were unlocked to spread lichen on Mars. I should have waited for about 30 in-game years before we reached the terraforming stage where you need to pump oxygen into the atmosphere. “Be careful,” says the game, “so that the oxygen doesn’t go over 30%, or you’ll get constant fires!” Yeah, no biggie, except the newly introduced oxygen gauge shows that I’m at 50% and rising. At least I now know why a third of my base is on fire at any given moment. Oh well, time to try and research more methods to pump CO2 or whatever. God damn it! Bioengineered Martian bugs in the system There was a point when I wasn’t looking and something bricked itself in my industry chain or my worker assignments or something. I received no warning, of course, but now I see that none of my maintenance hubs are working. And without maintenance, all the buildings in Per Aspera will be ground to dust by the Martian atmosphere. Now I know that maintenance hubs make maintenance drones via the input of polymers and electronics. My resource bar shows that I have ample of both with stockpiles way above a respectable 1000 units. So why aren’t they getting delivered? I check the traffic map and then I notice another thing — my worker po[CENSORED]tion has shrunk by half and is constantly falling. Why? I have no idea, and I have plenty of resources to manufacture them. I have t0 launch 15 identical special projects to be able to build a space elevator. I don’t have time for this. This is but the latest of large random indignities that Per Aspera heaped on me. While I was worrying about resource extraction (and placing enough worker hubs and power plants — always place more worker hubs and power plants), the industry chain quietly bricked itself. And it’s not that my resource counts were lying — that only happens when a resource stockpile ends up in a remnant of your base that got cut off by the rising waters. No, I have everything I need in the heart of my base, so why are my workers not being replaced? Just one of those Martian mysteries, I guess. Little House On the Martian Prairie Speaking of mysteries, research in Per Aspera is done by the colonists. AMI is the smartest intelligence in the solar system, but she needs humans to challenge her views, and that’s why she can’t squeak out a single research point. Colonists arrive via a special project and inhabit both colonies and research outposts built on the relics of previous missions. That’s all they do: input water and food, get research in return, and hope half of the colony doesn’t leave, because workers got busy with aluminum. Power doesn’t travel too far from the source in this game, so you’ll place solar and wind farms in their hundreds. Oh, and the research trees are both somewhat sparse and boring. Sure, you get techs — even competing techs — for terraforming Mars (Do I want to import greenhouse gas from Earth, or should I build factories to produce it? Should I crash Deimos into the surface?). A lot of them are just upgrades on the stuff that you have, and boring efficiency upgrades instead of making old structures do new things. Again, with research, you must also carefully follow the steps! At the same time, you are also beholden to the plot of Per Aspera. Most of the time, that will be AMI getting tasks from the ISA, but you’ll get some choices later on. Do the tasks as you’re told and promptly, and everything will be okay. Alexa, terraform Mars! Of course, AMI is also learning about herself during all of this, and you’ll constantly hear her talking to herself, with you getting to choose her reactions to her own musings. Is she happy to see the colonies or is she anxious that humans will mess things up? These kinds of stuff will influence AMI’s attitude towards things, but it won’t make her choices for you. In the end, it’s Human Revolution and Mass Effect 3 — your choices are nice, but you must really choose a button now. Building and rebuilding the same base, as well as going through AMI’s stuff every time you start a new game is what really plays against the replayability of Per Aspera. It gets boring. Grating, even. Sure, the location where you landed will change every time, and the necessary resource nodes might not be placed in the ideal way, but you’ll do the same thing over and over again, and that’s not great. Bringing the urban sprawl to the final frontier. Fall out of sequence, and the base falls as a consequence. Heck, if the story falls out of sequence, you’ll have characters reacting to the discovery of, say, new Tekkie bases as if it’s a new thing way after you have discussed it. Characters get introduced to you after you have already talked to them. It’s very jarring when that happens, and you know it happened because you didn’t do the tasks in the required order. Looking good there, Mars Which is a shame, because Per Aspera is a really beautiful game. The interface is minimalist and very fine, and meshes quite well with the idea that you’re an AI in a satellite, observing all via your eye-lens. The building and worker models matter less, because you’ll spend most of the later game zoomed out, and icons representing resources will matter a lot more. Too bad some of them look a bit too similar. Audio has been handled quite nicely, and I hear the music of Per Aspera in my head even now (though I’ve yet to decide if that’s a good thing). You’ll learn to understand all the various sound effects and what issues they tie into. At the same, there’s a lot of voice acting in this game, mostly for AMI, and it’s done nicely. All in all, I feel like I am expected to heap praise on Per Aspera, but I can’t. Yes, the game is nice to look at, and the Mars terraforming aspects lend an impression of depth to its systems. Yet at the same time, frustrations mount, coming from the perils of playing Per Aspera rather than colonizing a new planet. System Requirements Requires a 64-bit processor and operating system. OS: Windows 10. Processor: Intel Core i5-7400 / AMD Ryzen 3 1200. Memory: 8 GB RAM. Graphics: NVIDIA GeForce GTX 1050ti / AMD Radeon RX 570. DirectX: Version 11. Storage: 10 GB available space. Sound Card: DirectX Compatible Sound Card.
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  15. Congrats Bro ❤️ 

    1. Agent47

      Agent47

      Thanks Brother ❤️ 

  16. On a big night for video games, "The Last of Us Part II" was the biggest winner. The harrowing action-adventure game, a Sony PlayStation 4 exclusive released in June, won seven awards including the biggie: Game of the Year. The other nominees for the top award were "Hades," "The Ghost of Tsushima," "Animal Crossing: New Horizons," "Doom Eternal," and "Final Fantasy VII Remake." Game of the Year and other top achievements of the past year were honored at The Game Awards, broadcast live online from Los Angeles, London and Tokyo. "The Last of Us Part II," which netted 10 nominations, had six other wins: game direction; innovation in accessibility; audio design; best narrative; Laura Bailey, for best performance as the character Abby; and for best action adventure game. More winners (to see the complete list of nominees and winners go to thegameawards.com): "Among Us" (best mobile game and best multiplayer game); "Mortal Combat 11 Ultimate" (best fighting game); "Ghost of Tsushima" (Players' voice and art direction); "Microsoft Flight Simulator" (best simulation/strategy game); "Final Fantasy VII Remake" (best role-playing game and for best score and music); "Hades" (best indie game and best action game); "Half-Life: Alyx" (best VR/AR); "Tony Hawk's Pro Skater 1 & 2" (best sports/racing game); "Elden Ring" (most anticipated game); and "No Man's Sky" (best ongoing game). Among early winners: "Animal Crossing: New Horizons" for best family game; "Phasmophobia" for best debut game; and "Fall Guys: Ultimate Knockout" for best community support. Celebrities get in on the game In addition to prizes, The Game Awards included exclusive video game trailers, celebrity appearances from Gal Gadot, Keanu Reaves and Brie Larson, who presented the best performance award via Zoom—all the presenters and nominees were connected via videoconference—and musical performances including Pearl Jam frontman Eddie Vedder, who played "Future Days," a song he had written for "The Last of Us Part II." After performing, Vedder said, "I really appreciate the way (the song) was used especially bringing Joel and Ellie together connecting through music and I thought maybe it was cool, too, if it made you wanna perhaps pick up a guitar yourself and write a song for your loved one." Video games are "a fascinating way to tell a story, it's just getting better all the time," Vedder said. "It's cool to be part of it." Before announcing the Game of the Year award, filmmaker Christopher Nolan ("Tenet") said, "I've always been interested in telling stories that immerse the audience. I like movies that unfold in unexpected ways and pull people into a world. When I look at video games, I see a lot of parallels with that storytelling, how players' agency and choice intersect with more traditional storytelling methods," he said. "It's exciting to see and really quite groundbreaking." He described all the nominated games as "true masterworks in storytelling." Actor Tom Holland zoomed in from Atlanta, where he is working on the as yet-untitled Spider-Man sequel—and will also appear in the Uncharted movie, based on the PlayStation video game franchise—to introduce Nolan North, the voice of Uncharted lead character Nathan Drake. North announced that "Among Us," was winner of the best multiplayer game award. Coming attractions Exclusive previews and reviews included "Perfect Dark," an Xbox reimagining of the classic N64 game, with Agent Dark investigating a scary underside to new technologies corporations have developed to combat the effects global warming has had on a futuristic Earth; and "Back 4 Blood," a four-player cooperative zombie shooter, due June 22, 2021, from the makers of "Left 4 Dead." —"The Callisto Protocol," a single-player sci-fi survival horror game coming in 2022 from Striking Distance Studios, led by Glen Schofield ("Dead Space," "Call of Duty: Advanced Warfare"). "Our goal is to make the single most scariest game for PCs and consoles," Schofield said on the broadcast. —"Disco Elysium: The Final Cut" is a console version of the PC role-playing game that won four awards at last year's event (due in March 2021). —Vin Diesel is a dinosaur hunter in "Ark II," the upcoming sequel to "Ark: Survival Evolved," and joins other actors including Michelle Yeoh, Gerard Butler and Russell Crowe in voicing characters in a new "Ark: The Animated Series." —It was revealed that Final Fantasy character Sephiroth would be a new fighter coming to "Super Smash Bros Ultimate." —Epic Games worldwide creative director Donald Mustard announced that Master Chief, the hero of the Xbox Halo video game series, was available immediately in "Fortnite." —"Open Road," an in-development road trip mystery with characters voiced by Keri Russell and Kaitlyn Dever. —"The Elder Scrolls Online" revealed a first look at its 2021 chapter "Gates of Oblivion."
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  17. Retro vibes with a Raspberry Pi! If you're an avid auto-lover, you know how important it is to know what's going on under the hood. That's exactly what this project created by maker Paul Slocum is for. It uses a Raspberry Pi to output real-time stat information on a custom display but with a little retro flare in the UI design that fits the look and feel of his 1997 Honda. The setup is designed to interface with the Honda's OBD2 port wirelessly. Through it, he can monitor data from the OBD2 adapter or even play music. The device is designed to automatically turn on when the car is started. It then searches for and connects to the Bluetooth LE OBD2 adapter after booting. The interface loads onto a 3.5-inch Waveshare IPS screen connected via GPIO. The device is designed to automatically turn on when the car is started. It then searches for and connects to the Bluetooth LE OBD2 adapter after booting. The interface loads onto a 3.5-inch Waveshare IPS screen connected via GPIO. The scripts it uses were written by Slocum in C++ who also used SDL to handle the retro UI graphics and touch screen input. Music is played by sourcing tracks from a locally connected USB drive. To keep things nostalgic, the UI refers to individual folders as a "Disc." Slocum plans to add Bluetooth audio support but relies on analog audio output from the Pi at the moment. If you want to create this project yourself, follow Slocum on GitHub. He plans to upload the code as an open-source tool for anyone to use in the future. In the meantime, you check out the full post on Reddit. Be sure to explore our list of Best Raspberry Pi Projects for more cool creations on our favorite SBC.
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  18. Game Information Initial release date: December 3, 2020 Publisher: Coatsink Type: Platform game Software Developers: Coatsink, Bit Loom Games English subtitles: Nintendo Switch, PlayStation 4, Xbox One, Microsoft Windows, Google Stadia Friends aren’t always on the same page, yet your differences make your friendship exciting. In that way, friendship is a lot like a double-sided sausage dog. The double-sided sausage dog is a walking, barking disaster. Yet together, its two halves can solve the toughest of puzzles. Perhaps not very quickly nor efficiently, but certainly in the most entertaining manner. PHOGS! is the premier co-op adventure for friends of any age. Every second of the game is a new opportunity for friendship-fueled hilarity. PHOGS!’s controls and concept remind me very much of Brothers: A Tale of Two Sons. Not only does Brothers feature two characters controlled via a single controller, it’s also my favorite game of all time. But while Brothers is meant to be single-player “co-op,” PHOGS! basically demands you share your controller with a friend. (It can be played with the keyboard, but I wouldn’t recommend anything but a gamepad). That all-important social element contributes to a truly fulfilling emergent adventure. It’s a toy box for you and friend, and it definitely looks the part as well. The cutesy, colorful visuals evoke the childlike wonder that you thought you lost. PHOGS! is loaded with so many friendly color palettes and shapes that I was surprised Keita Takahashi’s name wasn’t attached to it. The warm soundtrack and quirky sound design add even more charm to the experience. Its diverse sights and sounds are complemented by its equally diverse levels. The game plays just as well as it looks. Built for two Sausage dog’s blue half is handled with the left side of the controller, its red half with the right. Using their respective joysticks, the two friends can maneuver their good boys around the level. Unfortunately (or fortunately), the two puppers are conjoined at the hip, meaning movement is limited. You’ll have to work together, so you’d best agree on where you’re headed. Using your respective triggers, you can stretch the sausage to reach things just out of range. Or, just to mess with your buddy. The latter is more worthwhile. The dog is as slippery as an eel, and a prime target for the game’s zany physics. Walking steady on platforms might just be the hardest part of the game, if you can’t cooperate. Stretching out the dog and letting go also produces a hilarious rubber band effect. It’s worth it just to mess around with its mechanics for a while. Screwing around won’t save the world, however. You’ll need to make use of your bite to mani[CENSORED]te objects and all sorts of doodads. The dogs act like a conduit for different elements as well. Your friend could latch onto a water spout while you fire out water like a hose. The puzzles of PHOGS! are a combination of physics-based tomfoolery and cooperative tasks. The name of the game is to learn what different tools do, and how they interact with each other. Growing a large fruit creates a platform, but also attracts munchlets. Light orbs create bridges out of thin air, but dispel the platforms you needed after. Putting your heads together is only half the work, executing is an entirely different story. You’re also on the clock for many of the puzzles. As your teamwork improves, so too does your pace. Worlds of possibilities The puzzles accommodate PHOGS!’s floaty physics and slippery movement brilliantly. Each one is fairly lenient, but more significantly, airtight in its design. There’s just enough space for you and your friend to perform a little skip here and there, just to feel clever. Though, the cost of failure is getting wedged into awkward spaces. The game’s physics and colliders are far from perfect, but it’s easy to shrug off given the laughs they bring. Luckily, there’s a handy respawn button and generous save points. Every level is chocked full of obstacles that facilitate creativity and teamwork, leading to hilarious, emergent outcomes. Yet still, each one demands you master the necessary mechanics together — no easy skips allowed. PHOGS! features three worlds built around three unique themes: food, play, and dreams. Every world has its own ethos, and spotlights different level layouts and mechanics. Levels are selected in hub worlds, which expand as more levels are completed. Each world contains six levels, with a puzzle gauntlet boss fight to make seven. Seven levels per world when there’s only three isn’t too substantial. The game can be completed in under six hours. But, the love and care put into each one can’t be ignored. Levels also have separate sub-themes. If you’re in the food world, then the theme of a particular level might be dessert. More importantly, you will find new contexts to test existing mechanics while being introduced to more in the process. The strings of puzzles in each level get increasingly more elaborate, opening the door to more opportunities for expression and creativity. In one level, we had to customize a giant pizza, using a cannon to fire toppings at the base. Every playthrough with a new friend is a different story to tell. Teamwork makes the dream work In each hub world are shops that sell myriads of hats for your wearing pleasure. Hats are paid for using golden treats, which are scattered throughout the levels — each home to an average of four. Many are hidden just out of view, though, most require solving a special puzzle. Nothing too tasking, but both players should keep an eye out. I managed to stumble across the majority of the treats during my playthrough, leaving only a few left to find in each world. Completionists won’t have a tough time with PHOGS!, but levels are worth replaying just to mess with your friends anyways. PHOGS! is a well-rounded co-op puzzler with a lot of great ideas and terrific execution to accompany them. The zaniness of the character controller combined with its elegant and diverse puzzle design is a recipe for fun. Likewise, you can’t argue with its whimsical stylings and penchant for absurdity. Just remember that despite there being two players, one controller playstyle is in fact, the best way to play. These are the PHOGS! system requirements (minimum) Memory:2 GB Graphics Card:Intel HD 4000 CPU:Intel Core i3-2340UE PHOGS! File Size:6 GB OS:Windows 7 These are the PHOGS! system requirements (recommended) Memory:4 GB Graphics Card:NVIDIA GeForce GTX 970 PHOGS! CPU:Intel Core i5-4400E File Size:6 GB OS:Windows 10
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  19. Congrats ma brooooooooooooooooooooooooooo 

    Eeeeeeeeeeeblllllllllllllllllllllllllllll333333333333333333333 ❤️ 

    1. Revo

      Revo

      TSLMO YA 7BEBE YA 3RS ❤️😛 

  20. DH1 Better Than DH2 , nice music 🙂
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