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  1. The sequel to Tarsier Studios' creepy platformer Little Nightmares was announced at Gamescom 2019 today. The cinematic trailer doesn't reveal much of anything about how Little Nightmares 2 plays, but we learned from one of the developers on stage that we'll be playing as a character named Mono heading for "the signal tower." Apparently combat won't be a "big" part of Little Nightmares 2, but will be included with kitchen utensil weapons for fending off creepy baddies. You won't be going in like "Rambo" but you will have to protect yourself. Little Nightmares 2 is releasing in 2020, and we'll have more as soon as we know more.
  2. Crash Team Racing was always superior to Mario Kart. There, I'm getting my hot take out of the way nice and early. With that in mind, the numerous sequels to Nintendo's flagship racer meant that it's been the most po[CENSORED]r choice for over a decade, because if we're being honest, the original CTR on PSOne doesn't quite hold up anymore. Mechanically it's still absolutely sound, but visually? It's a mess - which is to be expected of a game from 1998 - but there's also bugs and exploits everywhere. Beenox had a huge task ahead of it, because how do you turn such a beloved, nostalgic game into something fit for modern platforms and audiences without inevitably annoying someone? Vicarious Visions managed it with the Crash Bandicoot N. Sane Trilogy; despite being an almost faithful recreation with graphical upgrades, the minor changes to Crash's hitbox meant he'd slide off surfaces he'd otherwise balance on in the original, and all of a sudden the N. Sane Trilogy wasn't quite the game people wanted. Nitro Fueled is more than just a remake of the original game though; you also get access to all of the tracks in Crash Nitro Kart, though the absence of the Crash Nitro Kart adventure is somewhat disappointing. With the Retro Stadium bonus track, this means there are 34 tracks available at launch. That's a hefty amount of courses to practice and perfect, and with the 26 character roster, seven game modes plus the adventure, and online play, Crash Team Racing Nitro Fueled avoids the problem of players getting bored by simply including a shed load of content. All the infamous exploits like falling off the track to respawn at a section further along, or jumping through the terrain to completely skip entire sections are gone, as you'd expect. Aside from that, almost every track is a perfect recreation of the originals, with so much more life injected into the backgrounds. Polar Pass features a polar bear DJ with dancing penguins, Papu's Pyramid has a boater trying to ascend a waterfall, and Mystery Caves has pterodactyls floating around the lava. Things that most people won't even notice as they zoom past have an immense level of detail, something that simply wasn't possible with the original due to technical limitations. This is a stellar job by Beenox, because it truly feels like I'm playing the original again. Driving feels sharp and responsive, you still need to power slide through every corner and maintain your speed through the straights, and the game is just as unforgiving if you make a single mistake on the harder difficulties. Every aspect of the game is as you'll remember it from the original, including the bosses. It's tricky to find a balance between appeasing the players that want the game to be a like-for-like recreation, and those who'd prefer some of the tougher aspects to be toned back slightly. Bosses like Pinstripe and Nitros Oxide, and N. Tropy's infamous time trials are examples of this. Beenox hasn't changed these whatsoever; they're still incredibly hard, but with enough practice and a sprinkle of luck, they can be beaten. I bloody hate Pinstripe though… those bombs. With that in mind, despite it being kid-friendly, Crash Team Racing isn't - and has never been - a game for kids. It's like Mario Kart's big brother, who is unfairly harsh and tells him to man up if he complains. It's much easier to get back into a Mario Kart race if you fall behind the pack, but in the world of the bandicoot, recovering is tougher because the tracks are harder, a single mistake can set you way back, and the overall challenge is far more difficult. I mentioned it above, but perhaps the only drawback to Crash Team Racing Nitro Fueled is the inclusion of the Nitro Kart tracks, but lack of adventure mode from the same game. The Crash Team Racing adventure is absolutely stellar; all new cutscenes in the graphically enhanced world with updated character models is wonderful, while the hub island that connects to all the different regions is like returning to an old holiday location. I can only review what I'm able to play, but I'd be foolish not to mention the promising post-launch roadmap Beenox has announced with its Grand Prix series of events. If you somehow manage to grow bored of the masses of content the game has in under two weeks, the Nitro Tour Grand Prix kicks off on July 3, which will introduce a new track, more cosmetics and characters, and challenges for players to tackle. Nitro Fueled is a complete package from the start, but Beenox has outlined its plans for even more content if it's still not enough. Players may recoil in horror at the Pit Stop; a Fortnite-style in-game store that features new characters, skins, karts, and more for sale via Wumpa Coins. All of these Wumpa Coins are strictly earned in-game though. There is no option to spend real money on these whatsoever, and you earn more for winning races, with online multiplayer races rewarding considerably more than the single player component. Some of the skins are so cute too, like Polar's utterly adorable fisherman outfit. Beenox has managed to take the original Crash Team Racing, and somehow made it better. 20 years ago, this was the kart racer to play, but Mario Kart gradually usurped it and since the early 2000s, Crash has been laid dormant, waiting for its time to seize the throne and become the king of kart racers once more. That time is now, because Crash is back, baby. UPDATE: After the latest patch Beenox has released for Version 1.02, I'm very happy to report online multiplayer seems to be working almost flawlessly. All of the previous bugs are gone, which means the online feels incredibly smooth with little to no issues. If this changes again I'll update this but I think Beenox has fixed the problems, at least for the time being.
  3. Mark-x

    [Review] ZOMBI

    If you close your eyes and imagine what a PC port of a Ubisoft Wii U game from 2012 is like, I suspect you'll hit pretty close to the mark. Zombi looks a bit dated, the controls are a tad cumbersome, there are extremely limited video and sound options, and there are a number of bugs and broken features. It's a damn shame, too, because buried under the rubble of this lackluster port is a spooky, startling, challenging, and often highly enjoyable survival horror game. Zombi takes place in an undead-infested London, and after stumbling into the safehouse of a man who calls himself Prepper you begin undertaking various missions for him, and later, perform tasks for other characters with their own agendas. You'll visit a number of locations during these linear missions, including a zombie-infested Buckingham Palace, and as you reach these areas they become open-world, meaning you can revisit them later. With only a small backpack to carry what you find, you'll constantly have to make tough choices about what scavenged weapons and supplies to take or leave behind as your progress through the story missions. Zombified Londoners are no joke. While a lone zombie isn't much of a threat, putting it down is still hard work. Just as smashing a head open with a cricket bat in real life isn't easy (I imagine, anyway), so it is in Zombi, and I found myself mentally grunting as much as my character vocally grunted, as we smashed and smashed and smashed until that zombie head finally burst. When you're swarmed by several zeds it can be a harrowing, almost exhausting experience. If a zombie lands a swipe, kiss a big chunk of your health goodbye, and if they get their teeth on you, you're finished. It often takes several shots from pistols, rifles, and crossbows to put down a shambler, even with headshots, and ammo is precious and needs to saved for the most dire of circumstances. This results in a lot of cautious exploration, tons of tension, bouts of panic, and careful planning, all of which is essential for an effective survival horror. A wonderful aspect of Zombi is that when you die, you begin back at the safehouse playing as a different survivor, but the character who just died is still out in the world along with your collected weapons and supplies. Head there with your new character and you'll find your old body, shambling around zombified, and get to beat its brains in and take back your loot. (If you die before you can recover your gear, though, it's gone forever.) The different survivors you play don't speak but you do absorb a little of their personalities: some gasp in horror or panic as they split open heads, some roar with rage, and one—my favorite—occasionally erupts in nervous, horrified laughter while pummeling zombies into pulp. It's a nice little touch to make you feel as if you really are playing a different person every time you lose someone. Tragically undoing all this solid zombie business is a mess of bugs and broken features. For example, you have a radar that can pinpoint nearby zombies on your minimap, except when it utterly decides not to. I initially thought this was purposeful, so the game could give you some extra jump scares, but the radar failed to detect threats so often I think it's just a busted bit of code. Your backpack is also intermittently broken. You access it in real-time, which should make for some excellent, tense rummaging as zombies bear down on you, but sometimes it just doesn't work properly. Mouse-clicking items sometimes selects items, but other times it simply doesn't, forcing you to switch to navigating the slots with WASD. This makes the backpack a frustrating item to use, especially when a few extra seconds can mean death. Compounding this, you have to use your backpack more often than you should. If it's full, and you find shells for the gun in your hand, you have to open your pack, drop an item to free up a slot, shoulder your pack, pick up the shells (which puts them in the open slot in your pack), then load the gun to free up that slot, and then re-pick up the item you just dropped—all instead of simply loading the bullets directly into the gun with your free hand. Also, opening doors, climbing ladders, vaulting obstacles, crouching under things, and looting bodies are all accomplished with the same key, which is problematic when, say, there's a body lying next to a ladder or in a crawlspace and tapping the key triggers an action you didn't want. Zombi's physics are also occasionally wonky: there's a melee shove, but sometimes it sends zombies or bodies flying like ping pong balls, often through solid walls where you can't loot them. There are also character-killing glitches. I once became trapped inside a tiny armory that required a keycard to open, which I didn't have, which makes me wonder how I even got inside in the first place. I looted the armory, but with no escape I decided to kill myself with a landmine and start as a new character, hoping I could locate the key and collect my gear. I couldn't, because as I found out several lives later, the key is only available during an official mission to enter that armory, and once inside I found the crates were empty since I'd looted (and lost) everything already. Another time, unplugging my analog headphones resulted in an instant crash to desktop, and upon reloading I found my character gone. And, there was the time my survivor fell through some stairs, through the map, and into the void, losing his life and all that gear. Visually, Zombi's models are crude, the animation isn't great, and it has an overly muddy and bland color scheme, but the levels are generally well-designed and the environments and set dressing are detailed and evocative. Except for a choice of resolution, brightness, and FOV, there are no advanced video settings to speak of, and all of the audio—SFX, ambiance, music, voice—is tied to a single volume slider. That's too bad, because the sound design is excellent, but I occasionally had a hard time hearing voices over my speakers (it seemed fine through my headphones). I really wish I could recommend Zombi on PC, because it's a fun and scary survival horror game, but being killed by zombies should happen more frequently than being killed by glitches.
  4. I wince when people dismiss bad films as “just a load of CGI-heavy garbage”, because I know people who work in the visual effects industry. Thanks to their harrowing anecdotes, I know just how much talent and graft goes into making blockbusters look pretty, and so I always feel bad when their efforts get sidelined as a footnote to an utter roaster of a flick. Given this, it’s going to be particularly painful to write what I’m about to write about Vambrace: Cold Soul, a JRPG-styled roguelite released this week by South Korean studio Devespresso Games. Because while the game itself is about as much fun as eating raw eggs out of a loaded gun with a toothpick, it’s absolutely gorgeous. The game’s lead artist, Minho Kim, deserves nothing but praise. While the game’s visual format leans heavily on Darkest Dungeon, setting up four-versus-four confrontations in side-scrolling corridors, Vambrace enjoys an art style just as consistent and visually distinct as DD’s own homage to Mike Mignola, or The Banner Saga’s tribute to Eyvind Earle, the man who defined the look of 1950s Disney. It’s clean and painstakingly handcrafted, with superbly chosen colour palettes, striking linework, and cracking use of lighting effects to bring life to grisly, glowing ghosts. The frigid city of Icenaire, where the action takes place, is as evocative and characterful as any 2D environment I’ve come across: when your party staggers into an abandoned, ice-clogged theatre, you can almost feel the cold and smell the mildew. I love that. Admittedly, the character design does let things down a little. It’s all a bit… horny, with every NPC looking like a pin-up, and the entire female cast – even those in plate armour – sporting titanic, groaning bosoms. But it seems a bit harsh to call the game out for this, when the whole tradition of fantasy art has a chronic problem with the male gaze. (Here’s an area where Darkest Dungeon generally excelled, by the way: despite her being a vagrant clad in a filthy coat and a saggy witch hat, I developed the weirdest [CENSORED] crush on the Grave Robber). Boob fixation aside, however, Vambrace is fully a delight to look at. And it’s not just the art that’s had talent poured into it, either. The sound design and music is grand, with sweeping scores used where forgettable, ambient ditties would have sufficed. When I first walked into the bazaar area of the quest hub (po[CENSORED]ted, of course, by Highly Erotic Fox People), I was blown away by the absolutely needless belter playing in the background. The worldbuilding is pretty great too. It’s not the most original – there are Drow, Dwarves, Elves and the other D&D staples (plus the Erotic Foxes) – but there are enough twists to their stereotypes, and imagination in the writing, to make the whole thing feel like a mate’s relatively imaginative homebrew tabletop setting (see also: the Elder Scrolls series. Yeah, I said it). And if you were sent Vambrace’s backstory as a prelude to a D&D session, you’d be well pumped up: the grand city of Icenaire has been hit by a magical cataclysm and sealed off from the world by a dark lord of some kind, with its streets plunged into Frostpunk levels of cold. All its inhabitants have died and become mad, vicious ghosts, with a few survivors holding out in a beleaguered undercity called Dalearch. That’s where you, Lyric, a woman with heterochromatic eyes and a chest like two beluga whales surfacing from a pool of milk, have arrived, having made it through the dark lord’s barrier thanks to the power of your magical arm guard (the titular Vambrace). Inevitably, it falls to you to sort things out. It’s a great setup! But that’s where things get rubbish. You see, before you can go out on your first mission, there are heaps of dialogue encounters to get through. It’s plain to see how Devespresso have tried to build some JRPG heritage into Vambrace here, and that’s fine. It’s well written and compelling, too. But it sets you up for a pace and style of game that fails to materialise. Once you gather your party and take them into the world, it’s into a meatgrinder of poorly-explained mechanics, tactically limited combat, and needlessly high difficulty. I’ve read that the pre-release build was made a little easier after reviewer feedback, but even so, I died so relentlessly in the opening mission that it would need a pretty huge tweak to be enjoyable. The game’s marketing tries to sell this under the broad roguelike ethos of “losing is fun”, going so far as to say on the game’s Steam page that it’s especially for masochists. But masochism is a broad church. If Slay The Spire is being expertly lashed by a statuesque beauty, Vambrace is like being clubbed over the head by a morose ogre wielding an iron girder. The game’s dungeon maps make a pig’s ear of translating linear corridors into a top-down diagram, so it takes a lot of practice to even know where you’re going. Companions can’t be levelled up or developed, and so are complete cannon fodder, while Lyric herself can never die, being revived back in town when your team is inevitably wiped. Eventually, you start to feel like a WW1 lieutenant cursed with immunity to bullets, endlessly leading groups of fresh-faced tommies into no-man’s land to die. As for the fights themselves, they’re essentially meaningless. Although the four-versus-four configuration of Darkest Dungeon is there for all to see, all the depth and complexity has been stripped out of it. Bashers go at the front, shooters go at the back, and if you put them in the wrong place (or can’t recruit two bashers and two shooters), they can’t do anything. Party members can perform a single attack, a block, or a super duper attack that takes time to charge. That’s it. Wattam is a game about bringing people together, but its reliance on fetch quests and farts, plus a refusal to engage wi… The game doesn’t give a lot of feedback as to what’s going on, or give you much leeway to affect it (there’s no healing in combat, nor spells/buffs to cast) so once a fight begins, you essentially keep mashing the “hit” button and hope the dice roll in your favour so the bad guys die first. Disclosure: I didn’t play very far into the game at all, because I was endlessly doing the same thing and not enjoying it. But from everything I’ve learned from people who have gotten further in, this situation does not change. To the best of my knowledge, it isn’t the case that early, basic combat gradually becomes more complex and tactical. It seems you just get better kit to give to your party, increasing their survivability. I could go on, but it would just be mean and pedantic. The point is, Vambrace has the art, sound and story direction of a top-flight RPG, bolted onto a badly designed roguelite. It’s a gorilla with a sparrow’s head; a bloke’s floppy legs and bum protruding from a horse’s neck, where there should have been a centaur. There’s a reason why so many roguelites (see FTL, and DD once again) have so little exposition and narrative outside of snippets encountered during play: because they know the player is there for a mutable, highly replayable grind. Vambrace, by contrast, sets you up for a sweeping, character-driven RPG epic, then just rattles you through a series of brutish RNG gankings.
  5. Mark-x

    [Review] A HAT IN TIME

    Some days, it just doesn’t pay to get out of bed. Diminutive spacefarer Hat Kid was on her way home, her cushy wood-paneled and pillow-filled spacecraft stocked with fuel. It was all going so well—until a burly Mafioso came floating through the void, tapping on the window to demand local taxes. One heated altercation later and all the fuel fell to the strange world below, along with Hat Kid herself, and only a lot of running, jumping and collecting of random shiny objects can save the day. Fortunately Hat Kid is more than capable of rising to the situation, and her game offers the smooth, responsive platforming controls to enable it. While A Hat in Time’s inspirations include just about every platformer that grasped for Super Mario 64’s crown, the two it cribs from most are GameCube classic Super Mario Sunshine and Psychonauts—the former for its structure and movement, the latter for its offbeat humor and playfully variable tone. Hat Kid’s ultimate goal is to recover the 40 Time Pieces that power her ship, scattered across the surface of a strange, cartoony Earth. A Hat in Time kicks off on Mafia Island, the first of four environments and a tightly wound playground that serves as tutorial. It’s easy to navigate but complex and multilayered, boasting strange geometry to practice wall-jumping and belly-sliding on, but little in the way of threats thanks to relatively passive enemies and a lack of deadly pits. It’s a playful and creative place, indicative of the game as a whole. The ‘Mafia’ are burly goons in blue suits drawn from a child’s understanding of what a Mafia Guy is like. They’re dumb, strong, speak with a vague accent, menace little old ladies, do Professional Crimes, and really like to cook. The town itself is littered with offbeat additions, from Mafia propaganda posters to graffiti and more. The humor in A Hat In Time doesn’t always make sense, but it’s consistently weird and charming. There are some flashes of Psychonauts’ tightly scripted wit here, and more than a little of Axe Cop’s pointed absurdity on show. After completing certain chapters or collecting enough yarn you’ll unlock new hats, each bestowing a power such as a ground-pound attack that lets you travel via marked springboards, or the ability to turn hazy green outlines into briefly tangible footholds. There’s a lot of abilities and platforming skills to learn, from a flexible wall-climbing scramble that can be chained into a wall jump, to a traditional double-jump that can be extended in mid-air with a horizontal dive. While the first Time Pieces are doled out quickly as you complete tutorial objectives, it opens up dramatically after you’ve collected a few. Each world has a different aesthetic, characters, and scale. Mafia Island may be a safe playground with tightly directed progression, but the fourth world, Apline Skyline, is a massive non-linear web of interconnected platforming challenges demanding mastery of every ability—all without a safety net and no easy goal in sight. Though they’re not the mechanical peak of the game, the middle two worlds are the most colorful and memorable parts. Battle of the Birds recalls the best moments of Psychonauts, with character-driven humor interspersed with varied platforming challenges spread across three wildly different (if thematically linked) environments, a world apart from Mafia Island’s singular island environment. Levels here tend to be more linear than anywhere else, but it’s all in service of telling a story, or just a good joke. The Tim Burton-esque Subcon Forest shifts gears to something more akin to Banjo-Kazooie, offering you scattered objectives around a large, multi-biome haunted forest. Hand-holding is reduced, trusting you to explore and puzzle your way to a solution, clambering up trees and towers for a better view, or just to find another minor NPC to get a hint from. It feels like the game itself is gaining confidence in you, and while it’s less character driven than Battle of the Birds, the central antagonist of the chapter—The Snatcher, ghostly ruler of the woods—is so enthusiastically voiced that it’s hard not to like him. A fair number of Time Pieces also reside in hidden levels, the majority abstract platforming spaces, while a subset are Psychonauts-esque dreamscapes that offer a little more insight into the strange characters. These hidden levels are not only beautiful to look at, but some of the purest platforming challenges in the game. A Hat in Time never loses focus on what it is. Even the level framed as a murder mystery plays out as evasion-focused stealth platforming bookended by weird comedy skits, a few of which made me laugh out loud. Where other platformers give in to temptation and use minigames or expendable single-use mechanics, A Hat in Time remains true to itself and draws strength from that conviction. It does lack consistency in other ways, though. The first world establishes a conflict and a primary antagonist which is almost entirely forgotten right up until the grand finale, for instance. And while as much a strength as a weakness, the worlds are disconnected, with each feeling almost like a different game built around the same mechanical hooks. And despite offering equally good gamepad and mouse and keyboard controls, the camera—eternal bugbear of 3D platformers, undefeated even by Nintendo—is not entirely tamed here. While usually well-behaved, it can get squirrelly in tight corners, especially in the narrow alleyways of Mafia Town. It’s never a major issue, but later chapters do feel better designed with regards to the camera’s limits.
  6. Windows 7 officially entered its End of Life phase on January 14, 2020, and it looks like Microsoft is still allowing people to upgrade to Windows 10 for free. This is despite the original free upgrade offer officially expiring years ago. Not only does this mean you can get Windows 10 without paying $120 for the upgrade, but it’s also (sort of) legit, as Microsoft apparently knows of the loophole and wants people to use it, as the company would rather see people upgrade from Windows 7 to Windows 10, even if that means it doesn’t get money from the upgrades. This comes from someone claiming to be a Microsoft employee, who revealed on Reddit that the "whole 'free' upgrade for a year was fully marketing fluff,” and that even after the original cut off date for the free upgrade, there are easy ways to upgrade from Windows 7 to Windows 10 for free. According to the poster, CokeRobot, Microsoft didn’t care, as Terry Meyerson, who was previously Executive Vice President at Microsoft, and head of the Windows and Devices Group, “at the time cared more about his upgrade stats than license revenue as Windows isn't Microsoft's cash cow anymore.” With Microsoft ending support for Windows 7 on January 14, it seems the company would rather take the financial hit and make it easy for people to upgrade to Windows 10, rather than them sticking with Windows 7, which could potentially become a security risk as no new patches or updates will be released for the operating system, or worse, switch from Windows to a free alternative like Linux. However, it seems like while Microsoft knows about the loophole (and tacitly approves of it), it doesn’t want to publicize it, as that could annoy people who have paid for the upgrade. Of course, bear in mind that this is coming from an unverified user on Reddit. However, it doesn’t seem too far-fetched, as Microsoft could easily stop the free upgrades if it wanted to – and so far, it hasn’t.
  7. It looks like AMD has decided to counter-attack NVIDIA's recent price drop of the RTX 2060 by offering faster clock speeds on their Radeon RX 5600 XT graphics card. Yesterday, NVIDIA's RTX 2060 got a price drop to $299 US, making it a surprisingly better deal than the upcoming AMD Radeon RX 5600 XT but AMD has a few tricks up their sleeves to counter that. The mainstream $250-$300 US got superheated this month when AMD unveiled their Radeon RX 5600 XT graphics card but EVGA soon followed up with what for a while seemed to be their own answer to AMD's RX 5600 XT series, the RTX 2060 KO edition graphics card. Starting at $279 US, the graphics card was placed right against AMD's latest Navi offering but offered much more in terms of performance, features, and efficiency. We stated that this move couldn't be just from EVGA alone and other AIBs would soon follow suit which they did when yesterday, NVIDIA themselves announced the price cut of $299 US on their RTX 2060 graphics card. Now that NVIDIA has played their cards, its time for AMD to respond back and they are doing so by allowing their AIBs to ship the RX 5600 XT custom designs with faster clocks through new BIOS. The new BIOS will allow AIBs to offer consumers RX 5600 XT graphics cards with faster clocks than what was initially disclosed by AMD and their board partners. Specifications such as the core config and the memory remain the same at 2304 stream processors, 6 GB GDDR6 VRAM and a 192-bit bus but the clocks are getting a boost. Videocardz reports that one of AMD's AIB partners, Sapphire, has already put up new clock speeds for their RX 5600 XT PULSE graphics card which initially featured 1560 MHz (game) and a 1620 MHz boost clock but now features a 1615 MHz (game) and a 1750 MHz boost clock. The memory speed has also been pushed to 14 Gbps instead of 12 Gbps, bringing its total bandwidth on par with the RTX 2060 at 336 GB/s. AMD themselves have shown the RX 5600 XT to be up to 15% faster than a GTX 1660 SUPER and 20% faster than a GTX 1660 Ti but with the added clocks, we can expect better performance than what was previously shown. With that said, the Radeon RX 5600 XT is expected to hit the retail market on 21st January for a price of $279 US and the premium custom model tax.
  8. The wait is over and Toyota has revealed its new GR Yaris 2020 at the Tokyo Auto Salon in Japan. Toyota is one of the best car manufacturer enthusiasts in the world but in the stage of Yaris, Toyota takes many dislikes from its consumers. In 2017 Toyota has changed the design of Yaris with the partnership of Toyota motorsports arm Gazoo Racing to gain po[CENSORED]rity in the market and introduce 209 horsepower Yaris GRMN. Now the company has introduced the second model of the GR Yaris line base. This new vehicle is All Wheel Drive (AWD) and develops by Gazoo Racing in Japan. Now lets some talk about the latest features and designs of this new model of GR Yaris. The newly launched GR Yaris is 3 door hatchback. The most interesting thing in the new GR Yaris model is the engine of this hatchback is 1.6L and equipped with a 3-cylinder. The 1.6L turbocharged engine produces 257 horsepower and 260 Nm of torque and this is the same with 6-speed manual gear. The weight of this vehicle is only 1280 kilograms the vehicle is lightweight because its made with carbon fiber polymer and aluminum. As the vehicle is lightweight its high in speed and runs fast. The new GR Yaris look is fantastic the features and shape of this car are new. The lovers of Yaris wait for this vehicle for many months because the customers have many expectations from this car. The features and specifications of Yaris show that the car has made with all details and the company put all its effort to gain po[CENSORED]rity in the world to introduce new Yaris.
  9. The painting, Portrait of a Lady, was taken from a gallery in the northern city of Piacenza in 1997. It was thought to have disappeared for good until gardeners clearing away ivy found it concealed in an external wall at the same gallery. The Klimt has an estimated value of at least €60m ($66m; £51m). Why the painting was left in the wall at the Ricci Oddi Gallery of Modern Art is still a mystery. The mystery of the stolen Klimt. “It is with no small emotion that I can tell you the work is authentic,” said Prosecutor Ornella Chicca. She said further tests would clarify whether the painting had been inside the wall space ever since it was stolen, or if it was placed there later. After those tests were complete the artwork would go back on display, Ms Chicca added. The painting was found inside this recess in a wall at the gallery To determine its authenticity, experts studied the painting under infrared and ultraviolet light and compared the images to those taken during tests in 1996. “The correspondence between the images allowed us to determine that it’s definitely the original painting,” art expert Guido Cauzzi said.
  10. He still thinks that honour should be bestowed upon Alex Ferguson's treble-winning United side in 1999. Solskjaer scored the dramatic late winner against Bayern Munich in the Champions League final that year to cap United's incredible campaign. Jurgen Klopp's Liverpool are on course for a historic season of their own, holding a huge lead in the Premier League as they chase a first English league title since 1990. They remain in the FA Cup and face Atletico Madrid in the last 16 next month as they try to defend their Champions League crown. But Solskjaer believes Liverpool have to demonstrate the ability to keep winning year after year before they deserve to be ranked alongside United's best outfits. "I would say our 1999 team was the best, but let's see when the season has finished," Solskjaer said. "That showed we as a squad could cope with three tournaments. It was an amazing season, an amazing group, the personalities, the camaraderie. "I'm sure Liverpool can win all three, so I'm not going to say yes or no, but let's see in May. "You have to do it again and again and again and Sir Alex is the only manager who has won it three times. "He had an exceptional way of motivating us and getting us ready, a way of just letting trophies be trophies, win them and move forward."
  11. Prime Minister Imran Khan urged UN Security Council to insist Indian government for allowing the return of the United Nations Military Observer Mission in India and Pakistan (UNMOGIP) to occupied Jammu and Kashmir side of the Line of Control (LoC) The premier highlighted the aggression of the Indian troops once again, saying that the occupation forces continued to target and kill civilians across the LOC with increasing intensity and frequency. PM Khan added, “There is an urgent need for UN SC to insist India allow UNMOGIP return to IOJK-side of LOC. We fear an Indian false flag operation.”
  12. Officially unveiled at Microsoft's E3 press conference, Bleeding Edge is the next game from Hellblade developer Ninja Theory. It's a third-person brawler with a focus on melee combat, and a roster of heroes reminiscent of Overwatch and its many imitators. Does Ninja Theory's action game expertise help Bleeding Edge to stand out from the busy crowd? To find out, James, Samuel and Phil all played a round at the Xbox Showcase event. How do we describe Bleeding Edge? I think calling it a melee action game and citing Ninja Theory’s DmC Devil May Cry is misleading. Melee factors in, but you’re not juggling opponents in prolonged combos or even engaging in intimate duels like you do in Ninja Theory’s more recent and restrained Hellblade. It’s a game that bridges the gap between a MOBA and Overwatch, focusing more on team compositions and tactical ability use than bashing one another’s heads in. A basic overview before we dig in: Every character is assigned a class—assassin, support, or tank—basic melee or ranged attacks, a few special abilities that operate on a cooldown, and a super move that charges up over time. We played was a simple 4v4 control point mode on a three-laned map, and the action articulated as chaotic teamfights. I'll admit my first response to the trailer was 'ack, another game with these character designs'. I guess I mean that MOBA-ish grab bag of colourful characters with big personalities, which has become slightly tired to me in the years following Overwatch. And yes, based on one match, I too found it utterly chaotic. I see where careful strategies can come from. One heavy character has a grapple hook ability that drags an enemy in, which combined with AOE attacks from other teammates could end up being an effective strategy. Each character has a ground slam ability, which could result in some exciting jump-down assaults from parties onto po[CENSORED]ted control points. In our game, though, everyone was kind of button-mashing in enclosed spaces. The support classes seem to give it a little more structure—healing and shield abilities help break up the action so not everyone is brawling at once. But even though I found that the melee attacks felt good, nothing in our match seemed to coalesce. Yeah, whenever I thought I was going to set up a good play, I’d get hit by something from off-screen. After one round of Bleeding Edge, I've gained a new appreciation for how good Overwatch is at helping you parse its chaos. Not only was there a lot happening here, but there was very little feedback given about how much impact I was making. According to the end-of-match report, I got the most kills of anyone on our team. I didn't feel that while playing.Yeah, I got ten kills, and I only remember getting four of them. I hit a couple of big ults as a heavy character, resulting in significant damage to the enemy team. I wish the game was a bit more "[CENSORED] yeah, you did that" about it.The map we played wasn’t too inspiring either. It was just three lanes leading to each capture point with a few upper pathways accessible by jump pads to allow for flanking maneuvers. It meant our match was largely decided by which team had more players on a point. I struggled a bit with the round structure, although I think that's more a lack of familiarity than a fundamental flaw. Our team proved pretty good at winning team fights, but were less successful at locking down multiple control points—a problem that was exacerbated by points periodically being locked out and resetting. Ultimately, it feels like my team lost because two of my teammates were more interested in hosting selfie videos about how they were playing Bleeding Edge than capping point C after it became available. In fairness, this is largely representative about how most objective-based multiplayer games play out when solo queueing. Clearly there's a lot still that we're unsure of, although I have to admit even around my misgivings I still got into the competitive aspect and enjoyed trying to win the big teamfights. Was there anything else that you particularly liked or thought showed promise? Unlike Sam, I dig the character designs. Maeve is a creepy older woman with a bony arm designed to harass. She can trap enemy players in a big bird cage, which is an eccentric, satisfying move. Zero Cool looks like a smug Twitch streamer that floats around in a chair and tinkers around on his phone all the while. I spent most of my session as Buttercup, whose legs have been replaced with a massive rubber wheel. She can fall forward and uses her sawblade as an improvised front wheel to become a human motorcycle. It’s stupid, and I like stupid. Melee attacks and abilities animate well and feel good, too. With more experience and improvements to feedback that allow for better awareness in fights, there could be something to Bleeding Edge’s combat we’re just not seeing yet Even though the overall style of character designs feels tired to me, this is a very good version of that, and the characters do feel meaningfully different from each other. I focused on Bastardo and Buttercup, two of the heavy characters, and they had very little in common. Bastardo has a mean spinning melee attack that I'm pretty sure got me most of my kills, plus he can overcharge his health in the midst of battle. The supers are an interesting factor for each character too: most heroes seemed to have multiple supers to choose from, which suggests some flexibility in player approach.


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