Everything posted by HiTLeR
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There are few vehicles that blend the practicality of a compact SUV with the spirited handling of a sports sedan, but Mazda manages to do just that with the 2021 CX-5. In addition to its crisp road manners, the CX-5 also deftly blends sophisticated exterior design with an upscale interior. All this comes at a price that’s competitive with rivals like the Nissan Rogue, Toyota RAV4, and the Honda CR-V. The CX-5 offers comfortable seating for four and will handle five in a pinch. Mazda offers a choice of front- or all-wheel drive as well as a base normally aspirated 2.5-liter 4-cylinder engine making 187 horsepower or an optional turbo version of that powerplant which puts out 250 horsepower. There’s a total of six trim levels to choose from, each with their own distinct personality. Prices range from the base front-drive Sport at $26,370 to the AWD-standard Signature for $38,505. All prices include $1,100 in destination charges. While in the past, we’ve recommended the Touring trim level, we like the new Carbon Edition package that incorporates many of the features of the Touring Preferred grouping with things like carbon fiber-inspired trim, red leather seats, blacked-out exterior mirrors, black 19-inch wheels, and a special Polymetal Gray paint scheme. This version starts at $29,955 for the front-drive normally aspirated model. AWD adds just $1,400, but if you live in a mild climate, we’d forgo that upcharge in favor of the 250-horsepower turbo engine which adds $1,805 for a total of $31,760. Here’s the complete rundown on 2021 Mazda CX-5 trim levels: 2021 Mazda CX-5 Sport $26,370 (FWD)/$27,770 (AWD) 2.5-liter engine FWD or AWD 10.25-inch information screen 17-inch aluminum-alloy wheels Automatic LED headlights Cloth seats Apple CarPlay/Android Auto Full package of advanced driving aids 2021 Mazda CX-5 Touring $28,110 (FWD)/$29,510 (AWD) Rear privacy glass Heated front seats Leatherette & simulated-suede seats Dual-zone automatic climate control Rear air-conditioning vents & USB ports 6-speaker audio system Auto-leveling LED headlights 2021 Mazda CX-5 Carbon Edition $29,955 (FWD)/$31,355 (AWD) Naturally aspirated or turbo engine Polymetal Gray paint Red leather seats Black 19-inch alloy wheels Gloss-black door mirrors Black honeycomb trim on dash and door panels 2021 Mazda CX-5 Grand Touring $31,50 (FWD)/$32,960 (AWD) Naturally aspirated 2.5-liter engine Digital gauges Bose 10-speaker audio Leather upholstery Power moonroof Paddle shifters Power liftgate LED taillights 19-inch aluminum-alloy wheels 2021 Mazda CX-5 Grand Touring Reserve $36,385 Turbocharged engine All-wheel drive Head-up display Traffic Sign Recognition Ventilated front seats Heated rear seats Automatic folding mirrors 2021 Mazda CX-5 Signature $38,505 Premium Nappa leather seats Real wood trim Navigation system 360-degree surround-view camera Smart City Brake Support-Rear Driver Attention Alert
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So, Apple has launched the new M1 processor and its transition from x86 to ARM has begun. In other words, Apple is ditching Intel. It is actually happening. But does any of this matter to PC gamers? Why should you care what Apple puts in its shiny, overpriced junk? The short answer is that neither the M1 nor an ARM chip of any hue is going to be powering a gaming PC any time soon. That’s obvious enough. But M1 is still important for all of us. Because it might very well force Intel and AMD to dramatically up their x86 games. Despite the huge hype surrounding AMD’s new Ryzen 5000 processors, it’s about time that happened. Because here’s the thing about PC processors. Their per-core and per-clock or instructions-per-clock (IPC) performance has barely budged in years. Really. When it comes to gaming, Ryzen 5000 is now broadly on par with Intel’s five-year-old Skylake architecture. It’s really only through adding extra cores that CPU performance has improved substantially in the last decade. And M1 might change that for the better. Hold that thought. First, don’t worry about the immediate noise and shouting and hullabaloo about Apple’s new Jesus chip. It will be tiresome, especially if early leaked benchmarks in metrics like Geekbench showing M1 blowing away eight-core Intel-powered MacBooks prove broadly accurate. But none of it will be immediately relevant to the PC. Further out, however, M1 could be a turning point. Including for us PC gamers. If M1 proves that ARM can compete with or even beat x86 for IPC performance, it will put a totally different spin on the traditional dichotomy that says ARM is only good for efficiency and you need x86 for serious work. And games. Actually, ARM chips clearly are very good for efficiency, which is why the new Apple MacBooks with the M1 have as much as double the battery life using exactly the same batteries as their Intel predecessors. But Apple is also claiming the M1 has the fastest CPU cores in the world. Period. That’s quite a statement, but some analysis by Anandtech suggests it at least needs to be taken seriously. The M1, like the A14 in the latest iPhones, sports Apple’s latest Firestorm CPU cores. They’re compatible with the ARM instruction set, but like all of Apple’s ARM chips right back to the A6 as seen in the iPhone 5, the cores are Apple’s own design. It’s just like x86 and Intel versus AMD. Same instruction set, bespoke core designs. Anyway, Apple’s latest Firestorm cores have massive eight-wide decode capability. For context, both AMD and Intel’s latest and most advanced CPU cores are four-wide machines. Instruction decode width is far from the only or even single most important measure of CPU core capability. But it is one obvious measure by which Apples cores are clearly both complex and capable. Dig deeper and there is further architectural evidence of Firestorm’s processing muscle. Whether it’s the depth of the out-of-order pipeline or the number and capability of integer and floating point ALUs, Firestorm often at least matches and sometimes dramatically exceeds Intel and AMD’s finest. Put simply, Apple has pulled out all the stops to achieve maximum instruction-level parallelism. The IPC performance of Firestorm is extraordinary by ARM standards. And it might just be better overall than Intel or AMD can currently offer. Of course, clockspeed also plays a major role in actual performance. But Firestorm certainly looks like it blows away the traditional assumption that the ARM ISA (and in turn the chips based on it) are at an inherent disadvantage when it comes to pure performance. Whatever, if Apple proves that ARM is competitive with x86 in its traditional competence—high performance—the implications for Intel in particular will be clear enough. If it doesn’t up its game, Intel could find ARM taking over in everything from servers to workstations and conventional laptops. Yes, it would take years for that transition to happen and gaming PCs would be last in line, if at all. But the mere threat ought to be a strong motivating factor. More generally, if Apple keeps upping the IPC of its ARM chips, the rest of the industry will almost certainly react. As it so often does, Apple will act as a trend setter. Just as all smartphones today have been improved by Apple’s attention to certain details, PC processors will be improved by the example Apple sets. Like it or loathe it, Apple does have a track record for pushing certain technologies to new heights and in turn upping everyone’s game. And that’s why M1 and its successors could well be the kick in the rear the PC processor industry needs.
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Report finds consumers are looking for safer and more secure ways to pay Payment fraud continues to be a major area of concern for businesses and consumers alike in the wake of the Covid-19 pandemic. According to a new report from Paysafe, businesses have to go the extra mile to reassure customers that their systems are safe and secure during online transactions. Data from the report shows that 55% of online businesses are worried about the increasing risk of fraudulent payment transactions. Many see it as a potential barrier for attracting more potential customers from shopping online. The report also reveals that 76% of businesses have noticed a change in the way consumers are making payments, with customers opting for more secure methods wherever possible. Some 40% of the 1100 small to medium-sized businesses questioned for the report said they felt that customers were looking for more robust payment options before making a purchase. However, business owners reported that it was proving difficult to implement more secure processes while at the same time providing a smooth customer experience. Have a look at the best accounting software The best tax software around today Check out the best money transfer apps and services Commenting on the research, Danny Chazonoff, Chief Operating Officer at Paysafe, said: “Protecting ourselves from fraud has long been reported as a concern among businesses and consumers, but our research shows that security has become more of a priority than ever, and there are a few reasons for this. The economic impact of COVID-19 has led to a natural desire from both consumers and businesses to protect their finances. Coupled with that, we know that criminal activity such as fraud historically rises during national and global crises, and this pandemic has been no exception.” Adequate protection Paysafe also conducted research among 8,000 consumers in April of this year. The findings revealed that 34% of people wanted adequate protection against loss from fraud, while 32% said that keeping their financial data safe from fraudsters was a key factor on choosing their payment method. Meanwhile, 51% stated that they would use any type of security measure if it ensured their purchase was secure. A further 25% said they’d be happy to put up with more inconvenience during a purchase rather than jeopordise the security of their financial data. Chazonoff added: “We’re also seeing more consumers than ever shopping online, given shielding, lockdown restrictions and less desire to leave the house. The 18% of consumers who told us they’d shopped online for the first time following the initial lockdown may have concerns around trying new payment methods. Other consumers who are perhaps already used to shopping online might be interacting with new businesses, which they’re unfamiliar with, affecting their willingness to share financial details. For online businesses which want to attract and retain customers from these two groups offering greater choice at the checkout will be essential.”
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Data de lançamento inicial: 28 de agosto de 2020 Motor: Frostbite 3 Série: Madden NFL Computador principal: PlayStation 5, Xbox Series X e Ceres S, PlayStation 4, Xbox One, WWE WWE Desenvolvedores de software: Electronic Arts, A Tepron Modos: videogame individual, videogame em equipe Madden 21 wants to make football fun again. That's been the prevailing direction of the venerable gridiron series since the unveiling of the new Superstar KO mode in last year's game. It felt like a statement. Gone were the stately simulations of America's many mega-stadiums and the dulcet professorial tones of play-by-play. Instead, players drafted an elite squad of all-pros and went for the jugular in a veritable thunderdome. No punts, no field goals, and no reason to call anything other than the ballsiest deep throws from the playbook. After a victory you earned the right to claim a player from the opponent's roster, like looting a corpse in an MMO. It seemed intended to warp football gaming back to the late '90s. Madden was finally getting cozy with NFL Blitz. And now, in 2020, EA has doubled down. The premier new game mode in Madden 2020 is called The Yard, which as a lifetime football fan, immediately brought to mind the halcyon days of NFL Street. The lore, I guess, is that a bunch of NFL millionaires grew tired of playing for paychecks in front of a nation of fans, and instead have taken their grievances to the vacant lot next door. The Yard is played in a six-on-six format, and is governed by backyard rules; the same players compete on both offense and defense, each team gets three offensive drives, and potential blitzers need to do the classic "one-Mississippi two-Mississippi" count before busting through the line of scrimmage. The Yard is also probably more fun than the rest of Madden's offerings. In my second game, I learned that I could flip the ball to anyone who wasn't running downfield. The pigskin slings to the running back, then to a screening receiver, and then back to the quarterback, blowing the staid rules of the game wide open. After scoring, you elect to either attempt a one point conversion, two point conversion, or three point conversion, each of which require you to gain exponential amounts of yardage. After four decades, EA has learned a strange lesson: People love Madden the most when it aims higher than just football. Like so many other annualized franchises, Madden has otherwise fallen into its own cozy pattern. Madden 21 is rarely flagrantly disappointing, but there is a diminishing aura when we return year after year to find so many focal points unchanged. Franchise mode is back as a near-perfect facsimile of its past incarnations. Take control of an ailing franchise—the New York Jets, the Detroit Lions, whatever—and attempt to whip them into respectability with cornerback drills and intensive scouting reports. I've never been the type to go deep into the nuts and bolts of Madden's more sim-y qualities, but it's nice to know that the option remains on the table for the world's armchair GMs. There are times where I wonder if perhaps there is a way to offer a sports management experience that is a little less stuffy than the deep recesses of EA's spreadsheet morass, but then again, negotiating contracts with veteran linebackers is supposed to be a little bit boring. The same can be said for Madden Ultimate Team, the infernal card-collecting closed economy that asks players to assemble a top-tier team through either a boatload of microtransactions or an absurd amount of grinding. I booted up the mode, completed the first challenge, and was immediately rewarded with a Blake Bortles card, who is most famous for being the worst starting quarterback for a playoff team in recent memory. I traded him in for a small bounty of points that, eventually, will allow me to increase the speed of a wide receiver by a fraction of a percent. The barrier of entry to actually competing in Ultimate Team is so wide, that I simply cannot muster the time or energy to commit. Why would I want to play with running backs with a 75 overall rating, when I could switch over to any of the other modes and run around the field as Saquon Barkley? Whenever I watch yet another video of a teenager opening $1,000 worth of packs my eyes roll into the back of my head. The only true tragedy of Madden 21 can be found in the Face of the Franchise mode, which represents the death knell of EA's belabored attempts to bring a story mode to their football games. This tradition began in Madden 18 with Longshot, a well-executed saga of trauma and the restorative power of sports, as we watched Devin Wade slowly rehabilitate himself into a leader and a star. (The whole drama was anchored by Mahershala Ali, who adds prestige to anything he touches.) I kinda enjoyed the second chapter of Longshot in 2018, where Wade continued his journey as the quarterback for the Dallas Cowboys. But the cracks were beginning to show already, and this year's edition is a complete mess. You create a fresh new quarterback, and quickly find yourself mired in an absurdly bland high school football drama. You're the new star on the block, who used to play hockey, and now you're about to supplant the golden boy starter from his perch! That golden boy happens to have an entirely undefined congenital heart condition, and you both are joined at the hip through toils at the state championship level, the College Football National Championship, and beyond without a single moment of meaningful character development or resonant moral complexity. The narrative never gets off the rails it sets out for itself. I threw five touchdowns in the semi-finals and my coach still told me I'd be lucky to be a third round pick. It is amazing how bad EA has gotten at telling football stories in such a short amount of time. Longshot should've been a jumping off point, but instead they've completely lost their way. There is no interiority, no nuance, and no real connective theme; at one point I run into a digital Snoop Dogg who is wearing a golden EA medallion around his neck. We've lost our way. But hey, the football is still fun. That's been the saving grace of Madden for several years now. All the mechanics you're familiar with are right at place; spin, juke, hurdle. Hold down the trigger to sprint, and tap the receiver's button to air out a lob. (Yes, you can run plays with your keyboard, but nobody recommends that.) As always, EA promises a slew of new gameplay wrinkles—you can now combine all of your ballcarrier moves seamlessly with the right stick—but casual players like me never seem to notice those inclusions. In fact, the new feature I've appreciated more are a few tooltips on the HUD that let me know how some of Madden's more arcane procedures work when the game senses I might be screwing up. For instance, I now know exactly how to execute an RPO, or how to audible out of a traditional return scheme when my opponent comes out in an onside kick format. Thank you Madden, for assuming that I'm an idiot at all times. Of course, everything in Madden 21 is coated in a conspicuous games-as-a-service veneer—even The Yard, positioned as a casual's Mecca, comes with vanity customizations, a web of different builds and classes, and an interminable statgrind to the stars. You can ignore all of that if you want—that's the way I've played this franchise for years—but the predation still makes itself known at every corner. If you simply must spend your hard-earned wages on a goldenrod football uniform for your gridiron avatar, then you've come to the right place. The game is also currently in the midst of a Steam review bomb by aggrieved players complaining about a wide variety of technical jank. I haven't seen much of that myself outside of some screen tearing and never-ending matchmaking queues, but I did play a round of Superstar KO that forgot to load in the astroturf. It was just me, my opponent, and a languid expanse of dull green. Postmodern and hilarious to be sure, but a bit unbecoming for a game that's stuck to such a rigid formula. 2020 marks the third year Madden has been back on PC since the franchise's prodigal return to the platform in 2018. The novelty hasn't worn off for me yet. There is still something inherently weird and exciting about playing such a console-targeted franchise on my desktop; to type in my player's name and college with a keyboard. But that won't sustain many players for long. Madden is desperate for some new ideas, so let's hope some of 21's more exotic ventures foreshadow a more substantial rebuild in the future.
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on my opinion i think you deserve a chance
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As I know you, you are a person who is very active in all the projects on the forum and sometimes you add new ideas for projects and regardless of that, I want to ask you only one question before I give you an opinion Do you have any enmity or hatred towards anyone on this forum or have a problem with someone in the forum? I have one point for you Mr Seuong , As you know Journalist Project Have many members and we have system for them , also you are moderator Close/Check topic its your work as i know you do it very good , but its not good to take a screenshot for members To be able to use it against people you don't like them , and if not, you have pictures of all the forum members and their work, right? You as a reasonable person, and I know you well, do not try to make the members hate you, try to win their love by respecting them and not using things to frustrate them. It's a Advice for you if you like it or not, I said what I see in front of me. Ty ❤️ #Peace
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DH1 : DH2 :
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Happy Birthday Puta @#Steeven.™ love you ❤️
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[Winner Hossam] BATTLE : King of lion vs Hossam
HiTLeR replied to King_of_lion's topic in GFX Battles
V1 , effect better than ❤️ -
Big Support
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Back in September, we saw first mention of Gigabyte's RTX 3060 Ti Eagle, though at that time few details had surfaced yet other than the card's specs. Then, a couple of days ago the RTX 3060 Ti specifications were seemingly confirmed through a GPU-Z submission, and now, VideoCardz managed to get a hold of images of the aforementioned graphics card: the Gigabyte RTX 3060 Ti Eagle. Of course, we have to drop in the obligatory 'take this with a pinch of salt' statement as at this time, neither Nvidia has announced the RTX 3060 Ti, nor has Gigabyte made a formal announcement of this model. There have been a number of leaks including an RTX 3060 in Galax virtual online shop but only time will tell as to the veracity of these leaks. The Gigabyte RTX 3060 TI Eagle comes with a short PCB and a dual-fan cooler that blows through the rear part of the card, much like many custom RTX 3070 and RTX 3080 variants, as well as the Founder's Edition cards. Power delivery is handled by one 8-pin PCI-Express power connector, indicating that this is a board with a reference design, which isn't neccesarily equal to the Founder's Edition card. As Nvidia hasn't announced the RTX 3060 Ti yet, it's also not clear whether the company will have a Founder's Edition board with this GPU. The rumored specifications for the RTX 3060 Ti point to 4864 CUDA cores, 152 Tensor cores, and 38 RT cores -- roughly a 17 percent reduction from the 3070's spec. However, the memory setup is rumored to be identical at 8 GB of GDDR6 memory running over a 256-bit interface at an effective speed of 14 Gb/s. The launch is expected to take place on December 2nd at a $450 price point, but at this time, that information has not been confirmed by Nvidia.
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Initial release date: 2020 Software developer: Studio Ryo Ga Gotoku Series: Yakuza Publisher: Sega Genre: RPG action game Basics: PlayStation 5, PC After the conclusion of the series' previous anthology with Yakuza 6, there were big Kiryu-sized shoes to fill. As our new protagonist Kasuga Ichiban steps into the spotlight for Yakuza: Like a Dragon, developer RGG Studio proves it can still capture its signature blend of gripping melodrama and absurdist humor while creating something genuinely fresh for the long-running franchise. The reinvention isn't just in the transition from action-brawler to turn-based combat, which is a great take on traditional RPG battles. It's that the party dynamic in Like a Dragon enables a new kind of storytelling that the series hasn't explored before, one that focuses on the power of embracing friendship and fighting together every step of the way. Like a Dragon starts anew, providing an entry point for those who have never played a Yakuza game before. But it wouldn't be a proper series entry without the core tenets that define Yakuza--things like captivating exposition-heavy cutscenes, exciting over-the-top fights, and a wealth of side activities that flood the streets of a lifelike Japanese city. In true Yakuza fashion, the tangled web of alliances, betrayals, secrets, and shifts in power across different organizations serve as the foundation for much of its character-driven story. And it's as sweet as ever here. Kasuga, Number One Ichiban has a familiar background: born from nothing, scraping by in Kamurocho until a father figure with yakuza ties digs him out of serious trouble. Ichiban's life revolves around that man, Masumi Arakawa, and he eventually follows in his footsteps by pledging himself to the Tojo Clan. Much of what propels Like a Dragon is the connection these two share--from Ichiban taking the fall for a family crime to uncovering why he'd been left for dead in another city after his 18-year prison sentence. Things change in time, and that good-natured kid who grew up loving Dragon Quest (literally in-lore) and doing harmless errands for the gang now has a lot to learn about the criminal underworld as he re-enters society. Loud, goofy, naive, but always well-meaning, Ichiban sometimes lets his immaturity get the best of him. Others are there to help him learn and grow, and he never wavers in his dedication to the people around him. It rubs off on his companions, whose circumstances unite each of them as you unravel the mystery behind Ichiban's exile to Ijincho, Yokohama (where most of the game takes place). Your core squad of Adachi, Nanba, and Saeko enter the scene for their own reasons--Adachi is the ex-detective whose goal is tied to yours, Nanba is the homeless man who saved your life and has more to him than he lets on, and Saeko is the barmaid who reciprocates the unconditional support she gets from the crew after a personal tragedy. The Friends You Make Along The Way Sometimes their motivations for sticking around for Ichiban's messy yakuza business aren't always convincing, but over time, the friendships they form become all the conviction they need. The familiar theme of deep emotional bonds is what Like a Dragon uses to bring something new to the series' strong, established style of storytelling--the party system isn't just an excuse to provide you with a team during the RPG combat. Throughout the story, the cast gets into trouble, fights their way out, drinks, and celebrates together, and they carry each other to the end. Much of the Yakuza series thus far was about the struggles of Kazuma Kiryu, a man who has a heart of gold, yet always kept everyone at arm's length. Like a Dragon, however, flips the script and explores the power of letting people in, and it embraces the uplifting social dynamic its characters create. Each main cast member has their own life stories to tell and gets a bit of the spotlight with Ichiban throughout the main campaign. But some of the more personal moments come through in what are called Drink Links--basically Persona-style social link scenarios where party members open up about their personal lives over glasses of whiskey at their home bar called Survive Bar. You increase a bond rating with them, improve social stats, and unlock combat perks along the way; more importantly, you really get to know the characters who are fighting alongside each other. The Drama Of Yokohama That general sentiment can also be applied to the Ijin Three, the trio of gangs that uphold a delicate balance in Yokohama--it consists of the Japanese Seiryu Clan, the Korean Geomijul, and the Chinese Liumang. The unnerving tension between them enriches the narrative, as these organizations become important for chasing the truth. A few of their members (who I won't reveal for spoiler reasons) are great standouts as the story develops, and also bring out a bit of Asian diversity, giving Korean and Chinese characters more nuanced portrayals than in previous Yakuza games. In Like a Dragon, your enemies today could be your dearest allies tomorrow, and vice versa. Internal rifts and philosophical differences will always destroy organizations from the inside. When one group dedicates itself to good deeds to help the less fortunate, others see it as a chance to prey on the helpless and seize power. It's an ever-evolving game of 4D chess you'll see play out, and it instills an eagerness to see what happens chapter after chapter. Another piece of the bigger picture is right-wing nationalism, portrayed by a group called Bleach Japan. While Like a Dragon's climactic political drama leans on the outlandish villainy of a power-hungry few, it takes narrative opportunities to express clear opposition to anti-immigration, anti-sex work, and anti-poor politics in key story beats, and these themes also become part of what drives Ichiban and company. I've made it quite clear that I'm a sucker for Yakuza's melodrama. However, I'm willing to admit that Like a Dragon has one too many simple plot twists, which can come across as a way to elongate the main story. Perhaps it bites off more than it can chew at the tail-end where plot points are introduced as quickly as they are resolved. They're not bad story beats per se, but they can feel overbearing when there's already enough enticing narrative established. Regardless, Yakuza has built a reputation on captivating drama and strong characterizations, and it's those expectations that its games will be judged by. With that criteria in mind, Like a Dragon hardly ever misses. Like A Dragon Quest Ichiban's eccentric personality is a force of nature, and it's even what fuels the combat system. His imagination runs wild, and in his mind, he sees himself and his friends as the heroes of the day, just like in Dragon Quest (Ichiban's words, not mine). Enemies transform into possessed beings or extremely silly delinquents like aggressive chefs, unhinged nudists, or just bad dudes with glowing red eyes--some with punny names like "capitalist punisher" for evil salarymen or "hands catcher" for evil baseball players. And your own party members transform into their equipped jobs with sometimes ridiculous costume changes. His reverence for Dragon Quest is charming, and shows that he really is a kid at heart; it's part of what fills him with the determination to keep fighting, even in the most dire of situations. Like a Dragon asks you to suspend your disbelief more so than previous Yakuza games to accommodate Ichiban's child-like imagination, and you know what? I'm here for it. Like a Dragon uses a rather straightforward turn-based combat system with standard attacks, special moves (sometimes enhanced by simple QTE button prompts), and spells of different affinities and status effects. Managing your party's various capabilities and strategizing to dispatch enemies in smart ways is at the core of the fun. How you handle your turns in relation to the enemies you face in any given battle presents a familiar but engaging puzzle-like challenge of devising the best course of action. When you barrel down consecutive fights in dungeon-like scenarios, combat maintains a steady, enjoyable flow, whereas the bigger set-piece boss fights test your command of the system. What was used as an April Fools' gag actually comes together remarkably well for Yakuza's own RPG debut. Combat is also an opportunity for the game to crank up Yakuza's tradition of ridiculous over-the-top moves, and it's a big reason why combat is exciting to engage with. The spirit of the series' wild heat actions comes through in the skills you'll learn, like summoning aggressive fans by performing a musical act or leaping through the air to spit literal fire upon your enemies. The intricacies of combat are driven by the job system, which is essentially a set of swappable character classes that play differently with their own unique abilities. And as long as you build up a good variety of healing, buffs, and strong attack types, you'll be in good shape. Like a Dragon isn't without its faults, however. It's quite apparent in the last few chapters that the game began to rely on long drawn-out fights. I still had to stay sharp and maximize damage with each turn or use heals and buffs at opportune times to stay alive, but some of these moments boiled down to a war of attrition. Although I love that Like a Dragon can be really challenging, a little grinding is required to even survive against some bosses. Thankfully, there's a late-game combat arena side activity that offers a ton of EXP and useful items, but the necessity of it breaks some of the momentum as you heard towards the conclusion. (And beware that there is a point in the story where you're required to have lots of money, and if you haven't invested time to make money, well you better get on it.) There's More To Life Than Fisticuffs It's not all drama, fighting, and silly superpowers, though. While the location of Kamurocho has become a sort of character itself, the much larger Ijincho (a mashup of the real Yokohama) does offer its own distinct vibe. Compared to Kamurocho, it feels like taking a deep breath of fresh air when you walk through the open spaces of Hamakita Park, shopping outlets on Isezaki Road, and the streets of Chinatown. Even the alleyways and homeless camps of the lower-class areas breathe life into Ijincho in equal measure. The city is bustling with things to do outside of the main story, as is Yakuza tradition. My personal favorite of karaoke is back. The rhythm minigame presents another avenue for the characters to express themselves in an especially charming fashion. Nanba brings back the classic "Baka Mitai," and Adachi belts out his own performance of "Machine Gun Kiss." Saeko's friendship anthem "Spring Breeze" warms my heart as she plays the piano while the rest of the gang enthusiastically cheers her on. And Ichiban's own song, "The Future I Dreamed Of," showcases his own inspirations as he reflects on his upbringing. When a few other characters join the party, the karaoke playlist grows. Having it back at Survive Bar, where everyone meets up and drinks together, really creates a homelike atmosphere for Like a Dragon. One of the very important money-making minigames is Ichiban Confections, the business management simulator. You help a family business grow from selling sweets at a hole-in-the-wall shop to becoming C-suite executives with multiple ventures featured in commercials. It's goofy as hell but quite involved, as you need to manage employees, assign jobs, and make investment decisions. You also have to play a separate and hilarious minigame where you frantically argue with shareholders to earn their support. There's also Dragon Kart, which is an entire kart-racing minigame with its own ridiculous side story and tournament-style challenges. The last one I'll mention is the quiz minigame, which exists under the guise of an adult school where Ichiban learns about history and culture (and even has its own Sega-themed quizzes), helping him improve social stats. These activities are lively and rewarding in their own small ways, whether it's money, perks, gear, or genuinely funny side stories that build up the wild life of Kasuga Ichiban. Even after spending 40 hours with Yakuza: Like a Dragon to complete its main story and experience a decent chunk of optional content, there's still more to see and do with substories and conclusions to optional quests. The Future Is Bright For Yakuza As the game executes on a melodramatic, multi-faceted conclusion typical of a Yakuza game, you're encouraged to reflect on the hardships and tragedies Ichiban had to endure. It's rare, however, to also see the protagonist of a Yakuza game also do the same. You can see the journey, the struggles, the challenges, the growth, and the friendships worn plainly on his face. Yakuza has a penchant for exaggeration, this game really goes for it, and it works. Ichiban is an expressive character, sometimes to the point of parody, but it's endearing and often inspiring. Ichiban is an idealist and a bit naive, but he's also what his friends have made him through their own personalities and their sense of justice: a hero. At so many moments, I stood up screaming at my TV in absolute excitement (and shed a few tears here and there), seeing how Ichiban develops, and how Like a Dragon ties back into the broader Yakuza lore for long-time fans. Ichiban stands tall among the legends that the Yakuza games have created, and Like a Dragon isn't shy about drawing from that well again. Maybe it's a bit on the nose, but for me, I can't help but feel a reinvigorated passion for the franchise. For RGG Studio's first crack at an RPG, it's a damn fine result. It delivers what I love most about Yakuza and introduces new ideas that largely pay off. Ichiban isn't doing it alone, either. He has friends and mentors, ones who've helped him fight and overcome personal tragedies. It was an absolute thrill to watch him grow, and that's what's most important for a game so focused on its characters. Yakuza: Like a Dragon is a passing of the torch, and a fantastic entry in a beloved franchise that proves that it's in good hands with Kasuga Ichiban. System Requirements : Requires a 64-bit processor and operating system. OS: Windows 10. Processor: Intel Core i5-3470 | AMD FX-8350. Memory: 8 GB RAM. Graphics: Nvidia GeForce GTX 660, 2 GB | AMD Radeon HD 7870, 2 GB. Storage: 40 GB available space.
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DH2 better than DH1 , amazing Music
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T/c
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Simplifies the process of deploying Linux inside Windows The latest Windows 10 Insider Preview Build 20246 has further improved the Windows Subsystem for Linux, po[CENSORED]rly referred to as WSL. Users of this latest Insider Preview build, available in the Dev Channel, can now get a fully functional Linux environment on a fresh Windows 10 installation, with just a single command. The feature has essentially been rolled out in two stages. With the Insider Preview Build 20150, released earlier this year in June 2020, the developers first introduced the [wsl.exe --install] command. If your Windows 10 installation feels sluggish, here’s how you can speed it up Here are the best Linux distros for business These are the best Linux apps around today Back then, the command could automate all the steps required to enable the Windows Subsystem for Linux optional component, along with the optional Virtual Machine Platform component. Instead of going through the rather involved process of enabling WSL manually, users could just use the [wsl.exe -- install] command from inside the PowerShell app to install WSL on a fresh installation. Now installs Linux In the latest Preview Build 20246 released last week, the command will now also install any of the supported Linux distributions. For instance, [wsl.exe --install --distribution Ubuntu] will enable the WSL subsystem and download and install the Ubuntu 20.04 LTS distribution. Microsoft announced WSL about 4 years back at their Build 2016 developer conference. With WSL, users could run their favourite Linux command-line tools directly in Windows. In a blog post summarising the latest edition of the Build 2020 conference, Craig Loewan, a Program Manager of the Windows Developer Platform shared that “WSL usage has grown enormously from initially just a few thousand people downloading the first preview build to more than 3.5 million monthly active devices today!” Miles to go Microsoft has recently introduced WSL 2, which is the significantly improved version of the subsystem. Not only is WSL 2 significantly faster, it also allows for full system compatibility by putting a real Linux kernel at the heart of things. And they aren’t close to being done yet. Microsoft claims that one of its near-term goals for WSL is to have the ability to run graphical Linux apps on the Windows desktop alongside the usual Windows apps. To that end, Microsoft WSL developers have already demonstrated some early work on this in the Build 2020 conference. At the speed the developers are pushing out new features in the WSL subsystem, owing obviously to its increasing po[CENSORED]rity, it wouldn’t be long before the ability to run GUI Linux apps on WSL lands in an Inside Build.
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From zero to hero The world of single board computers (SBC) is dominated by the Raspberry Pi, but there are alternatives. The Orange Pi Zero2 is a $16 64-bit quad core Arm powered single board computer (SBC) and despite its diminutive size it has plenty of features. With enough power for multimedia, home servers and robotics projects using Ubuntu, Debian operating systems along with support for Android 10. SoC – Allwinner H616 64-bit quad-core Arm Cortex-A53 processor @ up to 1.5 GHz with Arm Mali G31 MP2 GPU Memory – 512MB or 1GB DDR3 Storage – MicroSD card slot Wired Networking - Gigabit Ethernet Wireless Networking - Dual-band 802.11 b/g/n/ac WiFi 5 + Bluetooth 5.0 USB – 1x USB 2.0 host port, 2x USB 2.0 interfaces via 13-pin header 13-pin header with 2x USB, analog stereo audio output, CVBS video output, IR input, 3x GPIOs 26-pin IO header with I2C, SPI, UART, multiple GPIOs Debugging – 3-pin UART header for serial console Power Supply – USB Type-C port 5V Dimensions – 2.3 x 2 inches (60 x 53 mm) A quad core, 64-bit Arm Cortex A53 running at up to 1.5GHz powers the Orange Pi Zero2. A respectable amount of CPU power given the size. Add 512MB or 1GB of DDR3 RAM and support for 4K60 decoding (AVS2, H265/HEVC and VP9) and 4k30 decoding (H264) and Orange Pi Zero2 could be a powerful multimedia platform which can be easily embedded into a project such as kiosks, art installations and digital signage. WiFi and Bluetooth 5.0 connectivity is provided via an Allwinner AW859A wireless module, an established module used in other devices such as the X96Q MAX. An external antenna will hopefully provide good connections. There are a series of GPIO pins on the Orange Pi Zero2. The largest is the 26 pin IO header which serves as the main GPIO access point. Here we can make digital IO connections or use protocols such as I2C, SPI and UART. The GPIO is typically available via the terminal, where we can control and read the pin state as if the GPIO were a typical device. It is not known if the GPIO will be supported by other languages via packages and modules, for example on of the many forks of the RPi.GPIO Python package. This is one of the key differences between Raspberry Pi and other SBC. With the Pi we know that there will be support and documentation for key languages. A 13 pin GPIO, next to the Ethernet port provides additional USB, analog audio, video output and three extra GPIO pins.
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Initial release date: August 27, 2020 Software Developer: Remedy Entertainment Publisher: 505 Games Platform: Microsoft Windows Control was among the best games of 2019--and one of the most taxing in terms of graphical fidelity. Even on the powerful PlayStation 4 Pro and Xbox One X, Control would sometimes hitch, drop frames, and struggle as protagonist Jesse Faden telekinetically hucked objects at Hiss enemies or smashed through the offices of the Federal Bureau of Control, flinging papers and wood splinters in all directions in her wake. The high graphical requirements seem like they would preclude Control from ever running on the Nintendo Switch, a less powerful game console than its Sony and Microsoft counterparts. But Nintendo and publisher 505 Games found a workaround: streaming. The release of Control: Ultimate Edition leverages cloud technology to make the game available on Nintendo's little hybrid console, and the results are surprisingly strong. With a stable internet connection (my Switch said I was getting around 30 mbps down and 8.2 mbps up over WiFi), Control plays very well on the Switch with all its options, and if you haven't had a chance to check out Remedy Entertainment's killer title, this is a good way to do so. If you're not familiar, Control imbues you with supernatural powers and sets you loose in the Oldest House, a brutalist concrete office building with shifting walls and seemingly impossible scale. It houses the FBC, a government agency dedicated to the study, protection, and containment of "paranatural" objects and entities. If it's supernatural, weird, or possibly involved with other dimensions, it's the Bureau's purview--but the building has been invaded by a spectral force called the Hiss that has possessed many of the Bureau's employees and turned them against the survivors. As Peter Brown wrote in GameSpot's Control review last year, "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." Like Jesse, the Hiss fight with a mix of guns and telekinetic powers, requiring you to utilize a host of supernatural capabilities--like levitation, throwing objects with your mind, creating shields out of random debris, and even turning the hiss to your side. Combat is always a fun, frenetic combination of gunplay with your shape-changing Service Weapon and deploying your otherworldly abilities, while constantly staying on the move so you're never overwhelmed. On Switch, Control comes in two varieties: Enhanced Performance mode and Enhanced Graphics mode. The former favors frame rate over powerful graphical accouterments like ray tracing in the latter, but in practice, both modes capture Control's impressive visuals without too much in the way of differences. Especially in handheld mode, where the Switch's small screen helps to hide its lower resolution capabilities, the graphics tend to be pretty gorgeous, even if you aren't getting the tier of lighting effects, hair detail, and reflections that the enhanced graphics mode can deliver. The enhanced mode looks pretty great, though, both when the Switch is handheld and when it's docked. The biggest weakness of the Switch's graphical fidelity is that, through a combination of either the limitations of streaming or the lower resolution of the Switch in general, the game can look a bit hazier than it does in other versions. It's a minor weakness, however--Control still turns out multiple beautiful images and high-fidelity faces, especially in motion, in either handheld mode or TV mode. Enhanced mode enjoys some prettier lighting effects and other touches, but while Performance mode is definitely something of a graphical downgrade, it's a fairly small one. Whether in handheld or on a TV, both modes of Control are pretty. Frame rate is the place where the two Control modes seem to differ the most. In Enhanced Graphics, frame rate is already a bit lower than the Enhanced Performance mode, and routinely dipped even further, both handheld and on a TV. The lower frame rate never hurt my ability to play the game, even during Control's tough and hectic firefights, but the slowdown was noticeable when the game worked to render lots of explosions, enemies, gunfire, and other effects. It's worth noting that frame rate issues are probably the biggest problem the game faces among both modes. This is likely a function of streaming, where dropped frames are a fairly common problem--but then again, similar frame rate drops sometimes plague the PS4, Xbox One, and PC versions of Control because of its graphical demands. In any event, Performance mode doesn't solve the frame rate troubles, but in playing through about four hours of the game, the hitching or slowdowns were always minor and never affected my ability to actually enjoy the game. Control is a tough game on any platform, requiring fast reflexes and aiming against enemies who will pummel you relentlessly. The Switch's Joy-Cons don't always feel up to the task, though. The thumbsticks are notoriously a bit loose and floaty, and precise aiming with firearms can get frustrating. The problem is mitigated by what feels like an increased aim assist that functions very well here--I never felt like playing on Switch was notably tougher than other platforms, and in Control's difficult battles, Jesse is just as quick and formidable a paranatural combatant as on PC or PS4. But the few moments when you need to be precise with your shots can be frustrating as you swing your targeting reticle too far over a target and have to try to track back, especially as enemies are unloading on you with machine guns, rockets, and floating chunks of concrete. While it does have some minor issues, Control streaming on Switch is impressive. Even a few rooms away from my WiFi router, the game always handled well, and I was able to fight through battle after battle with the Hiss with nothing more bothering me than a less-than-optimum frame rate. This isn't the most beautiful-looking version of Control, but it's also nothing to sneer at, and it's boosted by the opportunity to play such a big, technically demanding game on a handheld system. Venturing through the Oldest House on the Switch mostly feels great, and this is a solid, convenient way to experience one of 2019's best--along with all its DLC--if you haven't already.
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V2 , i like the text & effect ❤️
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T/c
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DH1 better than DH2 , amazing song
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Deserve A chance