Jump to content
Facebook Twitter Youtube

Lunix I

Ex-Staff
  • Posts

    1,963
  • Joined

  • Last visited

  • Country

    Morocco

Everything posted by Lunix I

  1. Frostpunk is a city-builder and a society simulator, but most of all a crisis management game where the crisis doesn't end until the game does. A few hours with Frostpunk and the tornadoes and tsunamis of Cities: Skylines seem like minor inconveniences. The traffic jams and noise pollution you used to fret over are now an utter [CENSORED] joke. In Frostpunk, if citizens are unhappy enough they'll banish you from your own city to die despised and alone. They might leave town if you fail them, but first they'll spend days trying to convince others to join them in mass exodus. Frostpunk is a tense, gripping, and often stressful survival strategy game filled with difficult, sometimes unthinkable choices. It's tough to play but even tougher to stop. In Frostpunk's version of the 1800s, the entire world has become a sub-zero, arctic wasteland. After fleeing London, the only hope for the survival of your few dozen followers is a massive coal furnace standing in the center of a crater. You'll build a small city that huddles around that towering furnace for warmth: a handful of tents, a hunting lodge, a mess hall. Resource gathering is initially limited to sending your citizens pushing through chest-high snow drifts to pick coal from the frost and bust up old crates and scrap piles for wood and steel. Build a lab and staff it with engineers to begin researching new tech: sawmills for cutting down frozen trees, mines to unearth resources from the floor and walls of the crater. Streets will eventually form spokes radiating out from the furnace and you'll line them with buildings and steam towers to keep the ice melted—at least until the temperature plummets even lower. But that's later. In the early days your city is sparse and the situation is grim, with resources so scarce—and labor power to collect them scarce as well—that simply seeing the sun rise after a night without a casualty feels like major victory. Each new building and item on the tech tree needs to be carefully considered and weighed before spending resources on it. Constructing a pub will lift people's spirits, but that wood is also needed for a medical center to treat the ill. Assigning more hunters to gather food means pulling workers off coal gathering duty, solving one shortage by creating another. Saving up resources to build something important tomorrow when people are homeless or sick today feels cruel and heartless and completely necessary. When asking 'What do my people need most?' the answer is usually: everything. In the hours before I grew to hate every last one of them, I was constantly torn between short term fixes and long-term solutions for my citizens, feeling guilty for extending work hours to mine a few more chunks of coal to keep the furnace running all night. Wonderfully difficult choices await at every turn in Frostpunk, with precious few being clearly right or wrong. While my eyes flick restlessly over tiny meters at the top of the screen—how much wood and coal and food is left, and how long will it last—I spend more time staring at the bigger meters at the bottom: discontent and hope, the true gauges of my city's health. Call for a 24 hour work shift and discontent will rise sharply, even as the additional labor saves lives. Sending everyone to bed with full bellies will give them hope, even if they're sleeping in freezing cold tents. If discontent gets too high, or hope too low, you may be notified you only have a few days to reverse the trend by accomplishing a specific goal. Fail to deliver, and those meters will take a hit, creating a tricky balance. That lumber you used to construct a steel mill instead of new homes might make your city ultimately stronger, but you broke a promise to provide shelter for all, so people lose faith in you. It's a masterful expression of the burden of leadership. You'll be alerted from time to time of some grim events in your city. A child was found nearly frozen sitting next to the grave of his parent. A citizen committed suicide by leaping into the furnace. Someone pulling a double-shift worked himself to death. Sometimes there's nothing to do about it: it's just a little moment the game offers up to make you feel like absolute shit. (To be fair, someone occasionally thanks you for something, but kind words are quickly forgotten when an automaton accidentally crushes someone underfoot.) Sometimes you can make a choice: between forcing an exhausted worker to continue or letting him rest, or choosing to believe (or not) a citizen asking for extra food who may not actually have a hungry child. You're told in advance how your choices may result in a small bump to discontent or hope in either direction, but the reality is that you'll often have to make everyone unhappy to keep them alive. And you'll make more meaningful choices, and more difficult ones, by passing laws. I only wish I could zoom in closer. Frostpunk keeps your view several stories above the frosty misery of the city, so you can never really connect with your citizens. Sometimes instead of looking at labeled meters to tell my how my people feel, I wish I could just peer into their faces and read their expressions, to see their hope or misery for myself. Then again, who has time to take the temperature of the masses? I've got coal to mine. Get to it, my dear automaton. You might break down from time to time, but you'll never lose hope.
  2. The thing about mobile gaming is that you never really know when a big, defining game comes around. Flappy Bird takes over the world out of nowhere. Crossy Road sure was fun and well-made, but we never saw it becoming the smash hit it became. It inspired countless imitators. Candy Crush Saga and its sequels somehow became this generation's defining match-3 game instead of Bejeweled and its brethren. And of all the competitive simulation games, Clash of Clans defined the raiding-strategy genre (and has some awesome exploits and cheats). But there are plenty of alternate universes where some other games are massive smashes instead of these. From day 1 of its soft launch, it became clear right away that Supercell had a hit on its hands. They figured something out that countless MOBAs, first-person shooters, and any other game have failed to do. They made an intense real-time multiplayer game on mobile that engages players and makes money without feeling unfair. It's easy to spend tons of money on Clash Royale, but you'll sink hours into it just because you enjoy it. We go in deep about the game in an earlier article, but Clash Royale is best described as a collectible card game meets a real-time strategy game and a MOBA. You have a deck of 8 cards, with 4 in your hand at one time. You use the elixir, an energy unit that recharges over time, to summon cards onto the battlefield. Then, you deploy them to attack the enemy's crown towers in the 2 lanes each having a tower, along with a center king tower. Destroy a crown tower, and you can go after the king tower. Destroy the king tower, and you win, though you have to do so in 3 minutes, with the last minute providing double elixir. Otherwise, the player who has destroyed more crown towers is the victor. If towers are tied, then there's a 1-minute sudden death overtime where the first person to destroy a tower – crown or king – wins. The king tower does more damage to incoming units and hurts harder. What's clever about the gameplay is that it's all so simple to learn and play with. You drop units in, and they follow their behaviors without any other command. Where you place units can be important, but not as much as the lower-level strategy of managing your deck, elixir, and current cards in relation to your opponent's situation. You become knowledgeable about the game at a level where you feel comfortable diving in. Before long, you're joining a clan, experimenting with decks, and getting sucked into the metagame. This happens so fast, you won't know what hit you. And because games only take 3 or 4 minutes, you can feel like you're getting a lot done in a short session. Compare this to many po[CENSORED]r multiplayer games, where they can feel overwhelming for too long. Even something like Hearthstone has a steep barrier to entry today. Clash Royale limiting certain cards to a tier of the game helps a lot to make sure that you're not getting an information overload at any point. There are people who will be concerned about pay-to-win aspects in this game. We feel like "pay-to-win" is overblown – even real-world hobbies have analogs for where casual people can do the same at a low cost, but dedicated people can spend a lot of money. Kongregate CEO Emily Greer talks about this when she discusses her figure skating hobby in comparison to free-to-play games. And, that's how Clash Royale works. If you want to play for fun and some degree of competition, you can enjoy it and progress to a certain degree. The game gives you 6 free silver chests per day just for logging in and claiming them, and 1 free gold chest for getting 10 crowns in 24 hours. Then, there are wait timers on opening the chests you win, but still, you can earn more than enough cards to be competitive to a certain degree. The game's matchmaking setting you up against people of similar trophy levels means that you're generally going to have a fair matchup no matter what. Now, if you want to be really competitive, and get high up on the leaderboards, are you going to have to spend a lot of money? Yes. That's kind of just how free-to-play works. It's a long way to the top if you want to rock and roll. You will rarely if ever see anyone who is so far ahead of you that you can't defeat them. The player base and matchmaking are already done well enough that it's not a problem at all. in fact, competitive balance is a surprising priority here. You might not think that to be the case from the company that has made billions off of simulation-style games in Clash of Clans and Hay Day, but even in the soft launch, cards were getting tweaked on a regular basis. There are common cards that still play useful roles, such as arrows. It's not just a game of having all epic cards and winning. Deck building and deploying your cards with intelligence is still important. Even the elixir system is well done. It's this subtle thing where you're always battling to counter opponent moves and to get enough damage in on your opponent without spending too much in the way of elixir. Counter a 4-elixir card with a 3-elixir card and you have gained a small advantage with your limited resource. Send a 6-elixir card, do some major damage to an enemy tower, and force them to spend more than 6 elixir to counter you? Well, good job! This is a genuinely competitive game, no doubt about it. The way you build your deck is important, and you have to plan a strategy. The difference between this and other games is that you have such a lower barrier to entry than other games. An 8-card deck is easier to deal with than a 30-card deck. It also makes it easier to keep track of what your opponent has, especially as decks cycle around. But there's nothing wrong with that! This kind of game should be accessible, and it doesn't do anything to diminish the more complex experiences. And its monetization isn't too different from other CCGs, where buying decks to get cards is the key. Having to collect multiples of cards and upgrade them is key, of course. It just means that there's a smaller, more manageable card pool to play with.
  3. Madden NFL 19 keeps its focus where it belongs: its moment-to-moment gameplay. This year’s entry comes with the promise of improved player motion, a more intimate franchise experience, and the return of two hometown heroes as the Longshot story continues with a new chapter. But does Madden ‘19 have the balance needed to stay between the uprights and keep both newcomers and long-time Madden fans happy? In short: Yes, yes it does. A Beautiful Game In a surprisingly - yet welcomed - straight-forward call, Real Player Motion is touted as the marquee gameplay enhancement and allows more control in game-changing situations. In year two of the series’ move to the Frostbite engine, it’s apparent the development team is learning how to maximize the technology. You can see that growth on display in the excellent fluidity your players bring to the field. Basic moves like spins, jukes, and the ability to adjust your speed and hit the gap all look fantastic. It’s a noticeable improvement that you will see across speed changes, cuts, and tackling with crushing blows when you hit the Truck Stick. The feel of the game continues to improve, especially with Madden 19’s enhanced controls. You’ll see your stick talent translate on screen in fluid motions that’ll have you pumping your first in the air while you beat down your friends. And it’s not just what you see while playing on offense juking and spinning your way to a touchdown. On both sides of the ball, player interactions have gotten a noticeable bump from last year. It’s the way a defensive lineman can break off a tackle to crush the halfback in the backfield. The way safeties can track down the ball and pick it off before momentum carries them out of bounds. And the way play action breaks down as the edge blitz catches you off guard, nearly causing you to jump in fear. EA has done a great job capturing the speed, momentum, and impact of football in Madden 19. The power of the engine combined with the PS4 Pro (and likely Xbox One X) is a sight to see. Madden’s visuals and that player movement look better than the series has ever known. The graphical push in this year’s offering is amazing, and player models (for those that are in the game) look more realistic than ever in both the menus and on the field. In short, not only does Madden 19 feel great to play, it’s great to to look at, too. EA has finally added customization options to Madden 19, allowing the Madden community to create their own draft classes. This sorely missed mechanic adds a new layer of realism to the season-long experience. After you advance to week 3 of your season, these draft classes can be saved and shared with the community, encouraging all fans to download realistic classes with some of college football’s most notable athletes. You can even edit players after the draft class has been uploaded. This new feature let me feel more connected to my team – a point I sincerely appreciate considering how much time I spend with it on and off the field. And with 450 roster spots in each draft class, you can be sure roster projects will start spreading across online forums in search of the perfect draft class that will become a go to addition for every Franchise mode player. Additionally, Franchise mode has also introduced offensive and defensive schemes this time around. And while diehard football fans may not see the benefit in this, casual players may appreciate the assistance as schemes help highlight the best players in trades, free agency, and the draft for you particular scheme. Madden Ultimate Team continues its formula of collecting cards and fielding a roster to compete against opponents online. The biggest new addition in Madden 19 are the solo challenge tournaments that offer up new opportunities to play – this time against teams created by Madden developers, NFL athletes, and celebrities – creating another strong vein of content in the mode. And with a leaderboard system built in, there’s a great opportunity to dabble in an esports-adjacent environment. Madden Ultimate Team continues its formula of collecting cards and fielding a roster to compete against opponents online. The biggest new addition in Madden 19 are the solo challenge tournaments that offer up new opportunities to play – this time against teams created by Madden developers, NFL athletes, and celebrities – creating another strong vein of content in the mode. And with a leaderboard system built in, there’s a great opportunity to dabble in an esports-adjacent environment. A new wrinkle in Ultimate Team this year requires you to upgrade players to fit your team’s mold, and the more you play the more you can upgrade. The downside is that this will likely become the new grind of the Madden franchise, however it’s mitigated by the fact you can downgrade those same players to refund resources you’ve invested if you want to go another way. It is cool how you can grow your best player rated in the late 60s up to a potential 90. For those of you who have trouble throwing anything away, this may be the best fit for you.
  4. Rayman is a franchise of platform video games, published by Ubisoft. Since the release of the original Rayman, conceived by Michel Ancel in 1995, the series has produced a total of 44 games across multiple platforms. The series is set in a fantastical, magical world which features a wide range of environments that are often based on certain themes, such as "the Eraser Plains", a landscape made entirely of stationery. The core games of the series are platformers, but there are several spin-off titles in other genres. The main protagonist of the series is the eponymous Rayman, a magical being renowned for his courage and determination who, with the help of his friends, must save his world from various villains. Even twenty years ago, any love felt towards PSone Rayman's luscious art style could quickly turn into hate due to its spikily relentless difficulty barrier, but a cathartic sense of satisfaction could also be found by perseverant gamers who endured to conquer all eighteen of its levels. As a December 1995 EU launch window title, the gaming press were conflicted in how to respond to a 2D platformer that was released during the transition to a fifth generation of consoles, since their most fervent anticipation was focused upon the potential of 3D polygon graphics. Sadly, another of the PSone's EU launch titles, Rapid Reload, became lost in the mists of time, partly because it was an old-fangled run-and-gun sprite game. Conversely, the two year development time helped to build hype towards Rayman, especially considering that Michel Ancel and his Ubisoft team had shifted creation of the game from its inception on the Atari ST to evolving it on the more powerful Atari Jaguar. The swanky new PlayStation console arrived just in time for Ubisoft to seize the opportunity needed for realising the ambition of Rayman's debut adventure. A review in the October 1995 issue of the forward-looking UK gaming magazine Ultimate Future Games considered the position of Rayman as a traditional platformer during a period of change, but conceded that the hard work lavished on the sprite artwork was preferable to a less well-realised 2.5D game using polygons – in this case Clockwork Knight on the SEGA Saturn. Regardless of decreasing interest in 2D, the visuals were praiseworthy, with Ultimate Future Games stating that Rayman's graphics were proficient at "proving that the PlayStation has an on-screen palette with more colours than Michelangelo". With a plot explained by the Magician giving a speech over an animated introduction, the game flaunted the advantages of extra CD-ROM storage from the outset. It was an effective depiction of the balance becoming lost in Rayman's world due to a mysterious orb called the Great Protoon being stolen by Mr Dark – a black hat wearing lookalike of Orko from He-Man and the Masters of the Universe – but ultimately the story was conveyed more compellingly by in-game locations and personalities. In any case, the lavishly drawn backgrounds were more memorable as an embodiment of the adventure than the cartoon plot synopsis. They illustrated a journey spanning from being lost in the deep woods of The Dream Forest, to bounding past piano keys that arch over the [CENSORED]ture of Band Land's hills, and marvelling at the falling snow on the peaks of the Blue Mountains. With six worlds spanning 18 levels, a bullet point on the back of the box chose to focus on Rayman's visuals rather than its content, with the blurb justifiably praising the "eye-popping animations using 65,000 colors!" (American spelling on a PAL box). When the first Rayman game was released as an EU PSone launch window title during late 1995, some gamers felt at odds playing a traditional side-scrolling platformer on the dawn of a fifth generation that would revolutionise 3D console graphics. Yet, the finesse of Ubisoft's 2D artistry was persuasive, so the expressive animation, vivid backgrounds, and sublime soundtrack eventually resulted in a game that 20 years later has aged more gracefully than many of PSone's polygon titles. With five permanent powers to unlock, 102 hidden Electoon cages to discover for completionists, as well as eighteen challenging memory test levels that rattle your patience, Rayman is a highly rewarding game for determined gamers. However, the journey to success is fraught with peril, and although Rayman is a limbless hero, his debut release's muscular difficulty is not for everyone. Notes: Developed by Ubisoft. A PC version of Rayman titled Rayman Gold was released with additional features including new levels, new online features, and a level creator named Rayman Designer. The Game Boy Color version of Rayman was re-released for 3DS Virtual Console in 2012. A version of Rayman was released on the Game Boy Advance titled Rayman Advance. Rayman Advance was re-released for Wii U Virtual Console in 2017. Part of the lineup of the 20 games that come pre-loaded on the PlayStation Classic. Release years by system: 1995 - Atari Jaguar, PlayStation, Sega Saturn, MS-DOS 2000 - Game Boy Color 2001 - Game Boy Advance 2009 - Nintendo DSi 2016 - iOS, Android
  5. We’re happy to share with you some of the features we’ve been working on the last couple of months. In the Battlefield 1 Winter Update we’re bringing back the ever-po[CENSORED]r ribbons from previous Battlefield titles. We’ve also heard your request to up Class Rank caps from 10. The new max Class Rank is now 50. Oh, and there will be unlockables on the way to maxing your Class Rank. There are plenty of other new features and improvements, both big and small, in the Battlefield 1 Winter Update. We look forward to seeing you on the Battlefield! MAJOR UPDATE: RIBBONS You will now be able to collect Ribbons as you play. There are 20 different Ribbons to collect, and each time you get a Ribbon you also receive 300XP. The Ribbons are designed to promote good teamplay and playing the objective. If you have suggestions for other Ribbons you’d like us to add, we’re always listening! This is just the beginning. MAJOR UPDATE: ELITE CODICES It is now possible to unlock an Elite Codex for eight of the available primary weapons in the game. All you need to do is get 500 more kills per applicable weapon. Not only will you get a shiny Elite Codex, but you will also be awarded 25,000 bonus XP. Not bad when you’re chasing those new Class Ranks. MAJOR UPDATE: CLASS MAX RANKS We were impressed by how fast players reached Rank 10 in each primary Class. The new max Class Rank will now be 50. Let’s see how fast you reach max! When you hit 50, you will be granted some extra nice Class flair in the kill card to taunt your fallen foes. There will also be Dog Tags that you can unlock as you progress towards max Class Rank 50. MAJOR UPDATE: SERVERS With the Winter Update we’re releasing some highly anticipated rent-a-server features. RSP admins will now be able to kick players from their server using the in-game UI, or swing a mighty ban hammer if someone is misbehaving. RSP admins will now also have prioritized access to their server. On top of this, we’ve added the feature to vote for the next map after a match is over. Players on the server will get two options to vote for, and whichever alternative gets the most votes will be the next map. The options will be randomly selected from the server’s map rotation. This is done during the end of round screen, so no extra time between rounds has been added. WEAPONS Tweaked post reload delays to better match animations on the following weapons: Cei-Rigotti 0.4 to 0.6 s. Mondragon 0.5 to 0.5667 s. Selbstlader 1906 0.8 to 1.0667 s. Bodeo 1.1 to 1.0 s. Bulldog 1.0 to 1.1 s. ncreased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s. Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread. Automatico Trench Hellriegel Factory M1909 Storm Madsen Storm MG15 Storm BAR Storm CONTROLS We now support two flight stick devices, and have, with cooperation from our partners at Logitech, added support for additional flight sticks. Players can now use independent flight stick and throttles. Fixed PC custom keybindings not properly remapping for Behemoths.
  6. ormer White House communications director Anthony Scaramucci praised House Speaker Nancy Pelosi, D-Calif., noting her smarts in resisting pressure to impeach the president after the release of Special Counsel Robert Mueller's report. "I think the smartest person is actually Speaker Pelosi," he told "Fox and Friends" on Friday. Scaramucci said that while he understood Democrats tried to use the impeachment issue to raise money off of their base's anger, it would be a bad strategy going into the 2020 elections. He said that Democrats should, instead, focus on finding a candidate who could beat President Trump. Though Trump has a good shot at winning in 2020, Scaramucci commented, Sanders was a "formidable" opponent and even the president admitted that on the campaign trail. Sanders, who has led the declared Democratic candidates in polling, has received mixed reactions from his own party. Earlier this week, former Obama campaign manager Jim Messina predicted Sanders wouldn't be able to pull off a victory. MUELLER REPORT IGNITES NEW DEM BATTLE OVER IMPEACHMENT Sanders has called for further investigation after the Mueller report but reportedly ignored questions about impeachment. Sen. Elizabeth Warren, D-Mass., another 2020 hopeful, officially called for impeachment this week and pushed back on the suggestion that Democrats should table the issue for political reasons. “I know people say this is politically charged and we shouldn’t go there, and that there is an election coming up, but there are some things that are bigger than politics,” she said. Pelosi, however, has repeatedly quashed the idea and said Trump wasn't "worth" the effort required for an impeachment battle. CLICK HERE TO GET THE FOX NEWS APP "Impeachment is so divisive to the country that unless there’s something so compelling and overwhelming and bipartisan, I don’t think we should go down that path, because it divides the country. And he’s just not worth it," she said in an interview published in March. While other progressives have signed onto impeachment efforts, Rep. Ro Khanna, D-Calif. indicated Pelosi ultimately had the power to make that decision. "There's only one person who matters: Nancy Pelosi. She sets the agenda for House Democrats," he told Fox News on Friday.
  7. Katana Zero is a stylish neo-noir, action-platformer featuring breakneck action and instant-death combat. Slash, dash, and mani[CENSORED]te time to unravel your past in a beautifully brutal acrobatic display. BY MITCHELL SALTZMAN Taking more than a few cues from Hotline Miami, Katana Zero is a blisteringly fast slash-em-up with action that’s an absolute adrenaline rush. Which is appropriate because it’s largely about a neo-noir-inspired samurai who sticks a bunch of needles in his body. It wears its inspirations on the sleeves of its kimono, but Katana Zero refines the tried and true one-hit-kill formula in a manner that makes it feels fresh, exciting, and innovative in surprising ways. Katana Zero puts you in control of a nameless samurai assassin with the power to mani[CENSORED]te time and see into the future. In an extremely clever and fun framing of the action, every level is contextualized as being the planning of an assassination. So, instead of your character dying, you’re told “No… That won’t work,” as your precognition rewinds to the start (complete with old-timey VCR effect), giving you a chance to find a solution that doesn’t end in your death. Every level even ends with a security camera recording of what “actually” happened, which serves not only as a way to see your moment of triumph played back, but also to subvert expectations in interesting ways later on. Working up to that moment is a blast because Katana Zero’s action is fast-paced and empoweringly flexible. Like Hotline Miami, it’s one shot, one kill for both you and any enemy that isn’t a boss. Your character can slash in eight directions, slow down time, use a dodge roll to avoid bullets, or reflect bullets back with his sword. There’s a great flow and feel to your character’s movement thanks to small touches like how each sword swing gives you a slight boost of momentum, or how you can cancel out of any roll, and the way each kill gives a satisfying screen-shake and pause to the action (both of which can be adjusted or disabled in the options). My favorite thing about the action of Katana Zero though is the slow-mo effect – specifically, how optional it is. It never feels too strong; it’s on a pretty strict cooldown, and since enemies will hear whenever gunfire rings out, you’ll rarely have time to stay safe long enough for it to replenish. This puts it in a perfect spot as a powerful ability to get you through a tough situation while still being limited enough to keep the action quick. As I got better, I found myself trying to wean myself off using slow-mo as much as I could, because storming into a room full of enemies, deflecting bullets, dodging shotgun blasts, and cutting up baddies all at full speed feels incredible. I also liked keeping slow-mo in my pocket as long as possible as a get-out-of-jail-free card. Katana Zero’s story doesn’t quite hit the high note that its action does, but it’s at least carried by strong writing and a few great characters, such as your boss/therapist that guides you through your traumatic past while also providing you with the dossiers of people he wants dead, or a psychotic Russian named V. There’s also an innovative dialogue system that gives you unique options depending on when in the conversation you decide to interject and skip through NPC’s lines. For example, if you just want to get a move on past the receptionist at the front desk of a hotel full of dudes that need a killin’, you can rudely shut down her every attempt to talk to you, resulting in her getting super pissed. Or, if you wait ‘til she finishes every sentence you will be rewarded with new dialogue options, such as one that allows you to tell her the fun lie of saying you’re cosplaying as a character from an anime. Either way, the resulting dialogue is entertaining and well worth multiple playthroughs to see how the scenarios play out. That being said, any deviations in the story due to my choices felt largely superficial, so there were times when later dialogue options felt wildly inconsistent with my previous decisions. The biggest issue, though, is the fact that very little is resolved by the time the credits roll. It feels like it’s planned to be the first part in a series of games, and I’m interested to see where a potential sequel or DLC might go from here, but it’s hard not to feel like the story of this first chapter was all buildup and no payoff. Katana Zero won’t take more than four to six hours to complete, but it’s a very tight four to six hours that cuts out any fluff. It never feels like it’s running out of ideas, and every level does a great job of introducing small twists to its simple formula, from a minecart level to a motorcycle chase sequence to one particularly standout level that’s a bit too spoilery to talk about here. t also helps that everything looks and sounds great. The slick neon aesthetic and fantastic sprite work go hand in hand with some legitimately impressive 2D lighting effects that give Katana Zero a unique visual style and personality. There’s also a fitting and fantastic retro-electro soundtrack to go along with the action.
  8. Welcome To Csbd !
  9. RAGE 2 brings together two studio powerhouses – Avalanche Studios, masters of open world insanity, and id Software, creators of the first-person shooter – to deliver a carnival of carnage where you can go anywhere, shoot anything, and explode everything. is an upcoming first-person shooter video game developed by Avalanche Studios in conjunction with id Software and published by Bethesda Softworks. The game is the sequel to the 2011 game Rage. The game is set to be released for Microsoft Windows, PlayStation 4 and Xbox One on May 14, 2019. The game is a first-person shooter. Players assume control of ranger Walker, who is free to explore the game's post-apocalyptic open world. Players are given control over some of Walker's attributes, such as their gender, skills, or attire. Walker is able to wield various firearms and tools to fight against enemies, including returning weapons such as the wingstick. Players can further develop Walker's skills with Nanotrite based powers and as soon as enough energy is collected, activate a mode called Overdrive. As a result, Walker's guns do more damage, enemies drop more energy and he gets healed constantly - providing players with an aggressive way to mow down enemies. Nanotrites from the first game, which act as special powers and ability boosts, can also be used to increase combat efficiency. The game also features vehicular combat, including trucks, buggies and gyrocopters, with the player being able to drive any vehicle in the game's world. In the game, players assume control of the last ranger, Walker, who must survive in a world inhabited by dangerous mutants after it was hit by an asteroid. The majority of mankind died, with only a dreary wasteland left behind. While new settlements and factions emerged, in all this misery, a group called the Authority declared themselves as the new military power. On a hunt for the precious nano technology in order to consolidate their dictatorship, Walker, therefore, makes an ideal target. The game will take place 30 years after the original game, and feature a cast of both new and existing characters. The game is a joint development between id Software and Avalanche Studios. Avalanche was selected as the collaboration partner for the project as id Software was impressed by Avalanche's work on Just Cause 3, especially its physics-based emergent gameplay. According to Tim Willits, the team hoped that the sequel could deliver on the promise made by the first game, which was limited by technology during its time of release. Willits added that Rage 2 was designed to be the player's "power fantasy", thus they ensured that they will not feel underpowered at the beginning of the game. The game features a colorful color palette so as to distinguish itself from other id Software's games. Rage 2 utilizes Avalanche Studios' Apex game engine instead of id Tech. The Apex engine allowed the team to create detailed indoor environments as well as broad outdoor locations, also allowing players to transition between these worlds without any loading screens. A sequel to Rage was hinted by Bethesda's Pete Hines, who believed that both Rage and The Evil Within had sold enough to warrant sequels.[10] In mid-May 2018, rumors of the sequel were fueled when Walmart Canada's website updated its video game sections with several as-yet-unannounced titles, which included Rage 2. Bethesda poked fun at Walmart over social media in the following days, but this turned into more direct hints of the sequel's existence. Bethesda formally revealed Rage 2 on May 14, 2018 with a teaser trailer and a gameplay trailer the next day. The game is expected to be released on Microsoft Windows, PlayStation 4 and Xbox One in the second quarter of 2019. The game's Collector Edition, which includes a severed mutant head voiced by Andrew W.K., is set to be released alongside the standard edition. Players who preorder the game will have access to an exclusive mission and additional gameplay items. Willits revealed that the game will be a game as a service, and he promised that lootboxes would not be present in the game.
  10. Rocket League is a vehicular soccer video game developed and published by Psyonix. The game was first released for Microsoft Windows and PlayStation 4 in July 2015, with ports for Xbox One, macOS, Linux, and Nintendo Switch being released later on. In June 2016, 505 Games began distributing a physical retail version for PlayStation 4 and Xbox One, with Warner Bros. Interactive Entertainment taking over those duties by the end of 2017. Described as "soccer, but with rocket-powered cars", Rocket League has one to four players assigned to each of the two teams, using rocket-powered vehicles to hit a ball into their opponent's goal and score points over the course of a match. The game includes single-player and multiplayer modes which can be played both locally and online, including cross-platform play between all versions. Later updates for the game enabled the ability to modify core rules and added new game modes, including ones based on ice hockey and basketball. Rocket League is a sequel to Psyonix's Supersonic Acrobatic Rocket-Powered Battle-Cars, a 2008 video game for the PlayStation 3. Battle-Cars received mixed reviews and was not a major success, but gained a loyal fan base. Psyonix continued to support themselves through contract development work for other studios while looking to develop a sequel. Psyonix began formal development of Rocket League around 2013, refining the gameplay from Battle-Cars to address criticism and fan input. Psyonix also recognized their lack of marketing from Battle-Cars, and engaged in both social media and promotions, including offering the game for free for PlayStation Plus members on release, to market the game. Rocket League was praised for its gameplay improvements over Battle-Cars, as well as its graphics and overall presentation, although some criticism was directed towards the game's physics engine. The game earned a number of industry awards, and saw over six million sales and 40 million players by the beginning of 2018. Rocket League has also been adopted as an esport, with professional players participating through ESL and Major League Gaming, along with Psyonix hosting their own competitions through the Rocket League Championship Series (RLCS). Rocket League's gameplay is largely the same as that of its predecessor, Supersonic Acrobatic Rocket-Powered Battle-Cars. Players control a rocket-powered car and use it to hit a ball that is much larger than the cars towards the other team's goal area to score goals, in a way that resembles a soccer game, with elements reminiscent of a demolition derby. Players' cars have the ability to jump to hit the ball while in mid-air. The players can also pick up a speed boost by passing their cars over marked spaces on the field, enabling them to quickly cross the field, use the added momentum to hit the ball, or ram into another player's car to destroy it; in the latter case, the destroyed car respawns moments later. A player may also use a boost when in the air to propel themselves forward in flight, allowing players to hit the ball in the air. Players can also perform quick dodges, causing their car to do a short jump and spin in a given direction, which can be used to nudge the ball or gain positioning advantage over the other team. Matches are typically five minutes long, with a sudden death overtime if the game is tied at that point. Matches can be played from between one-on-one up to four-on-four players, as well as casual and ranked. Rocket League also includes a competitive ranked online mode, where players compete in various tiered ranks within game seasons, with victories or losses raising or lowering a player's rank, respectively. The game includes a single-player "season" mode, with the player competing with computer-controlled players. An update in December 2016 introduced "Custom Training" sequences that can be created by players and shared with others on the same platform; players are able to specify the ball's path and the presence and skill of opponents on the field as to practice specific shots-on-goal over and over. A few months after it was released, Psyonix released an update that adds game modes known as "mutators", modifying some aspects of gameplay, such as increased or decreased gravity, ball size, ball speed and bounciness. For the 2015 holiday season, another update replaced mutator matches with an ice hockey-inspired mode (called "Snow Day"), played on an ice rink and the ball replaced with a hockey puck with different physics. Psyonix had previously developed Supersonic Acrobatic Rocket-Powered Battle-Cars in 2008 for the PlayStation 3. That title itself bore out from previous modifications that Psyonix' founder, Dave Hagewood, had done for Unreal Tournament 2003 by expanding out vehicle-based gameplay that Epic Games had already set in place in the engine into a new game mode called Onslaught.[23] For this, Hagewood was hired as a contractor by Epic for Unreal Tournament 2004 specifically for incorporating the Onslaught mode as an official part of the game. Hagewood used his experience at Epic to found Psyonix. Among other contract projects, Psyonix worked to try to find a way to make racing the Unreal vehicles in a physics-based engine enjoyable. They had toyed with several options such as race modes or mazes, but found that when they added a ball to the arena to be pushed by the vehicles, they had hit upon the right formula, which would become Battle-Cars. Further to the success was the addition of the rocket-powered cars; this originally was to be a simple speed boost, but with the physics engine, they were able to have the vehicles fly off and around the arena, furthering the possibilities for gameplay. In 2017, the game was nominated for "e-Sports Game of the Year" and "Still Playing" at the Golden Joystick Awards, and for "Best Spectator Game" in IGN's Best of 2017 Awards. It won the award for "Best Post-Launch Support" in Game Informer' 2017 Sports Game of the Year Awards. In 2018, the game was nominated for "eSports Game of the Year" at the Golden Joystick Awards. The game won the award for "Fan Favorite Sports/Racing Game" at the Gamers' Choice Awards, whereas its other nomination was for "Fan Favorite eSports Game". It was also nominated for "eSports Title of the Year" at the Australian Games Awards.
  11. Attack on Titan was the project name for a cancelled Blizzard Entertainment massively multiplayer online game. With speculation regarding the game beginning in 2007, Blizzard revealed little information besides that it would be completely new and not be based on the company's then-current three main franchises. The game was internally canceled by Blizzard in May 2013, though publicly they announced that the project would be delayed as they took the title in a different direction. Its official cancellation was made in September 2014. Internally, about forty members of the Titan project used the developed assets to craft a new game which became Overwatch. Attack on Titan 2 is coming to Nintendo Switch, PlayStation 4, Windows PC and Xbox One in North America and Europe, publisher Koei Tecmo confirmed this week. The sequel to Omega Force’s 2016 adaptation of Attack on Titan will focus on the anime’s second season, with a bit more story for hardcore fans. The exact details of how Titan would have played are not known, but Blizzard's Jeff Kaplan, who served on the Titan development team and later became the director for Overwatch, identified that the game was a class-based shooter game. Players would have selected a character from several classes, which granted them initial abilities. As they progressed in the game, they would gain points to use to spend on a skill tree for that character. Kaplan said that, near the point of Titan's cancellation, the variety of skills they had in the game led to overpowered combinations, and described the result as "very cluttered and confused". Shortly after the cancellation announcement, Kotaku ran an article in which they described the game as "a massive multiplayer PC game in which players could both maintain non-combat professions and shoot their way through death-matches on a sci-fi version of Earth." According to the article, which was sourced by anonymous employees who worked on the project, the game would take place on a near-future Earth where the player would take on a "mundane job" during the day while fighting enemies at night. In 2007, users on a Blizzard Internet forum speculated that the game was in development after the company published job listings for character and environment artists to work on a "Next-Gen MMO" that was "Top Secret." A Blizzard community representative confirmed that the postings were for an unannounced game that was not an expansion for World of Warcraft. Activision Blizzard CEO Bobby Kotick, Blizzard COO Paul Sams, and Blizzard CEO Mike Morhaime all verified that it was a new game in 2008. A confidential project schedule was released without the company's consent in November 2010. It showed a project titled "Titan" with a release date in the fourth quarter of 2013. Blizzard China's general manager either resigned or was terminated after the leak. Eren Jaeger lives with his foster sister Mikasa Ackerman and best friend Armin Arlert in the town of Shiganshina adjacent to Wall Maria, outermost of three circular walls protecting humanity from man-eating Titans said to have killed all other humans one hundred years prior. When Shiganshina and Wall Maria are breached by the Colossal and Armored Titans, invading Titans force humanity to retreat behind Wall Rose. After a titan devours his mother and his father disappears, a vengeful Eren enlists in the military along with Mikasa and Armin. At the 2010 Spike Video Game Awards, Blizzard co-founder Frank Pearce told gaming blog Destructoid that the studio had begun talking about the title as a recruitment tool. Morhaime spoke of the game in broad terms during a panel discussion at the 2011 D.I.C.E. Summit. He said that the company had its most experienced MMO developers working on the project. He explained that they were using lessons from the years of working on World of Warcraft, and he also emphasized the significance of players gaming with people they know as opposed to strangers. Morhaime believed that World of Warcraft and Titan, upon its release, would be able to co-exist on the market. He had made a similar statement in 2008 when he told Wired magazine that the game would be so different that it would not compete. In an interview with Gamasutra in March 2011, Sams revealed that the game was playable and laid out a vision for the project to "still be growing strong" in ten, fifteen or twenty years, having "set a new mark in the industry." By September 2012, development had grown from small teams focusing on concepts to a team of over 100 people and Blizzard vice president of game design Rob Pardo said that the game was "in the middle of development", noting that it would be a "very big project that's got a long ways to go". On May 28, 2013, it was reported that development on the project had been rebooted, with seventy percent of the team moving to other Blizzard projects and the release date delayed. Blizzard spokesperson Shon Damron confirmed the development status, stating that the remaining core developers would be working to accommodate new technology into the game. Blizzard president Mike Morhaime stated that the company was in the process of selecting a new direction for the project and re-envisioning what they want the game to be. He said that the game was "unlikely to be a subscription-based MMORPG", and that there were no official announced or projected release dates. Morhaime noted that Blizzard has gone through this sort of iterative development process with previous games. On September 23, 2014, Morhaime revealed in an interview with Polygon that production of Titan had been cancelled. The cancellation of Titan was estimated by external industry analysts to have cost Blizzard at least US$50 million, though this amount of money for Blizzard was not overly burdensome, given that the company at the time was valued over US$15 billion. These analysts believed that Blizzard recognized that unless Titan offered something significantly compelling over currently-active competing MMOs, it would not have succeeded in the market, and the decision to cancel the project, despite the cost, was a benefit to the company in the long run. Transition to Overwatch While Blizzard publicly stated that Titan had been delayed in May 2013 as they refocused its development, the game had already been canceled internally. Of the 140 members on the Titan team, only 40 were kept in a group to develop a new intellectual property, while the others were transitioned into other departments within Blizzard. Attack on Titan has become a critical and commercial success. As of December 2018, the manga has 88 million tankōbon copies in print worldwide (78 million in Japan and 10 million outside of Japan), making it one of the best-selling manga series.[6][7] The anime adaptation has been well received by critics with the first two seasons being met with universal critical acclaim with praise for its story, animation, music, voice acting and characters, although reception for its third season has been more mixed. However, the anime has proved to be extremely successful in both the U.S. and Japan, thus boosting the series' po[CENSORED]rity. Although it also gained fame in neighboring Asian countries, political interpretations of the series caused controversies in China and South Korea. The remaining Titan group of 40, which included Kaplan and Chris Metzen, were told they needed to come up with a new idea in about six weeks, or otherwise they too would be transferred to other departments. Taking inspiration from team-based shooters like Team Fortress 2 and the po[CENSORED]rity of multiplayer online battle arenas (MOBAs), the team used some of the existing Titan assets to develop a prototype game, where players would select pre-defined hero characters with different types of abilities and skills, and face off in team-based matches. Metzen also said that due to the recent failure of Titan, the group suffered from poor morale, but the idea of a team-based shooter invigorated them, and helped to establish an optimistic narrative taking place in the near-future of Earth, encompassing a range of diverse heroes and characters. The prototype game proved successful, and the team set off to develop what would become Blizzard's fourth major IP, Overwatch. Some Overwatch assets can be traced to their Titan roots, such as the character Tracer, who originally was one of the skins available for the Jumper class in Titan, and the map "Temple of Anubis" that had been developed for Titan. Overwatch was formally announced on November 7, 2014, and released May 24, 2016. Anime fans who are already intimately familiar with the characters and story of the show’s second season will have some extra narrative to look forward to in Attack on Titan 2, Koinuma and Suzuki said. “The game story will follow season 2 but it’s more like we did with the first game,” Suzuki said. “We had a bit of original story after the anime season ended. Characters will have side stories. We’ve [worked with] the original manga creator and publishing company Kodansha; they’ve been supervising the content. We’re not diverging too far from the original character settings.” “We have the camp where you can have conversations with the characters and learn more about the story,” Koinuma added. “Conversations that don’t appear in the anime or the comic [will be included], so fans familiar with the anime and manga will see something new they haven’t seen before.” Koei Tecmo and Omega Force have been pretty quiet on gameplay details for Attack on Titan 2, but promise new information on the game’s release date, narrative and new mechanics in the coming weeks. The series has gained a strong po[CENSORED]rity in not only Japan but also throughout the world. For instance, coverage of the anime appeared on the front page of the Hong Kong free newspaper am730 on May 27, 2013, concerning its po[CENSORED]rity within Hong Kong as well as in Mainland China and Taiwan. The series also attracted criticism: the South Korean Electronic Times magazine accused Attack on Titan of having a militaristic message that serves Japanese Prime Minister Shinzō Abe's political leanings; while the series also resonated with Hong Kong youths who saw the invading Titans as a metaphor for mainland China. Hong Kong media commentator Wong Yeung-tat praised Isayama's style and the versatility of Attack on Titan's setting, which opens itself to readers' various interpretations. also In 2013, after media linked to a 2010 blog post by Isayama indicating that the design of the character Dot Pixis was based on the Imperial Japanese General Akiyama Yoshifuru, an Internet flame war about the general's war record (e.g. allowing the Port Arthur massacre to occur) ensued on his blog and included death threats to the author. Because many of the threats written in Japanese had grammatical errors, it is believed that they were written by people outside of Japan. Eren Jaeger lives with his foster sister Mikasa Ackerman and best friend Armin Arlert in the town of Shiganshina adjacent to Wall Maria, outermost of three circular walls protecting humanity from man-eating Titans said to have killed all other humans one hundred years prior. When Shiganshina and Wall Maria are breached by the Colossal and Armored Titans, invading Titans force humanity to retreat behind Wall Rose. After a titan devours his mother and his father disappears, a vengeful Eren enlists in the military along with Mikasa and Armin. Five years later, the three cadet graduates are positioned in Trost district adjacent to Wall Rose when the Colossal Titan breaches the city gate. During the subsequent Titan invasion, Eren is eaten but survives after creating and controlling a Titan's body. Previously unaware of his abilities, Eren suspects his father's basement holds answers. Although Eren seals Trost's breach using his Titan power, many consider him a potential threat and a military tribunal assigns him to the Survey Corps under Captain Levi's watch, with many of Eren's friends following suit. Attack on Titan won the Kodansha Manga Award in the shōnen category in 2011, was nominated for the 4th Manga Taishō Award and both the 16th and 18th annual Tezuka Osamu Cultural Prize. The 2012 edition of Kono Manga ga Sugoi!, which surveys people in the manga and publishing industry, named Attack on Titan the eighth best manga series for male readers, while the 2014 edition named it the sixth best. Attack on Titan was the top favorite manga for Yomiuri Shimbun's Sugoi Japan Awards in 2015. Attack on Titan was the second highest selling manga series of 2013, with 15,933,801 copies sold in a single year. In April 2014, Oricon reported that 30 million volumes of the series have been sold. In the first half of 2014 it topped the chart, ending One Piece's five-year reign as the highest selling series in that period, with Isayama surprised about it and thanking the readers. By the end of the year, it was the second best selling manga with11,728,368 copies sold. In 2015, the series sold 8,778,048 copies ranking third for the year, and 6,544,081 in 2016 for the fourth rank. Attack on Titan was the second best-selling manga of 2017 with sales of 6,622,781 copies, behind only One Piece. The manga's publisher, Kodansha, credits Attack on Titan for the company's first revenue increase in eighteen years. The anime is noted to have helped in boosting the series' sales while Mainichi Shimbun called it a "once-in-a-decade hit." Six of the seven English volumes published in North America at the time charted on The New York Times Manga Best Seller list for the week of October 13, 2013, and volume one was on the list for 81 weeks straight. In June 2015, the first volume clocked in at its 100th week on the top 10 chart, having sold 2.5 million copies. It also currently holds the title of appearing on the list for a volume with 121 weeks. Volume one was also number one on Nielsen BookScan's list of top 20 graphic novels in American bookstores for October 2013, and for the month of September, the series had more volumes on the list than any other series. The Young Adult Library Services Association in the United States named the series one of its "Great Graphic Novels for Teens" in 2013. Kodansha USA's English release won the 2014 Harvey Award for Best American Edition of Foreign Material. Attack on Titan was the only manga to be nominated for the 2015 Goodreads Choice Award for Best Graphic Novel/Comic. Many have analyzed Attack on Titan as representing "the hopelessness felt by young people in today's society." while writer Mao Yamawaki called it a "coming-of-age story of the boys and girls at its core," with a new mystery every episode. It is these mysteries that critic Tomofusa Kure says amplifies readers' expectations. The artwork of the manga has been criticized as crude by some reviewers, with Isayama himself admitting his drawings are "amateurish." However, those same critics stated that after years of serialization, the art has been improving, and Kure believes that had the illustrations been "refined", it would not have conveyed the "eeriness" that is a key characteristic of the work. In a short review, Jason Thompson noted how the characters conveniently receive "power-ups" to create plot twists, but concluded that these said plot twists and the manga's post-apocalyptic world are "too good to miss." The anime was compiled into two animated theatrical films with new voice acting from the same cast. The first film Attack on Titan – Part 1: Crimson Bow and Arrow covers the first 13 episodes and was released on November 22, 2014, while the second film Attack on Titan – Part 2: Wings of Freedom (「進撃の巨人」後編~自由の翼~ Shingeki no Kyojin Kōhen ~Jiyū no Tsubasa~) adapts the remaining episodes and adds new opening and ending footage. It was released on June 27, 2015.[65][66] A rebroadcast of the first season was aired from January 9, 2016 on NHK's BS Premium channel. The compilation films were also broadcast in January 2017 on MBS. A second season of the anime series was announced on the opening day of the first theatrical film, which was originally set to be released in 2016. It was then confirmed in the January 2017 issue of the Bessatsu Shōnen Magazine that the second season would premiere in April 2017. Masashi Koizuka directed the second season, with Araki acting as chief director. It has also been licensed by Funimation. It ran for 12 episodes. An anime television adaptation of the Attack on Titan: Junior High manga spin-off began airing in October 2015. The series was directed by Yoshihide Ibata at Production I.G, with series composition by Midori Gotou, character design by Yuuko Yahiro, and music by Asami Tachibana Linked Horizon performed the opening theme "Youth Like Fireworks". The ending theme, "Ground's Counterattack" ("Hangeki no Daichi"), is performed by the voice actors for Eren, Mikasa, and Jean. A rebroadcast of the series was aired during January 2016. It is later revealed that the Titans were created when Ymir Fritz found the "source of all organic life", and thus became the Founding Titan, which gave her the ability to become a Titan and to create and control the other Titans. When Ymir died as a side effect of having the Titan ability for 13 years, her power was divided among nine who received this same fate, and as such have their abilities passed upon death to other Subjects of Ymir, also known the Eldian people, their home country known as Eldia. These Titans consist of the Founding Titan, the Attack Titan, the Colossal Titan, the Armored Titan, the Female Titan, the Beast Titan, the Jaw Titan, the Cart Titan, and the War Hammer Titan. The Founding Titan remained with the Fritz family as Eldia's 145th King Karl Fritz, corrupted and power-hungry, arranged for his country's fall by the country of Marley and took a handful of his people to the island of Paradis. There, he used countless Colossus Titan bodies to make the walls and erased the memories of most of the people he brought with him with his Titan power, so they did not know anything about the outside world. As the memories of those with Titan powers are passed with them when they are passed to another, his descendants were influenced into continuing his work of ruling the Eldians in the walls through fear from the shadows, while the Eldians in Marley suffer as second-class citizens with some being exiled to Paradis as the Titans that terrorize the island's residents. There have been four video game adaptations of Attack on Titan developed by Nitroplus staffers in collaboration with Production I.G. Nitroplus clarified that the studio as a company is not involved in the Attack on Titan Blu-ray Disc games, while individual staffers are. The games are visual novels and were included in the first copies of the third and sixth Blu-ray Disc volumes of the anime. The games cover spin-off stories about the characters of Attack on Titan. Isayama supervised the development of the games.
      • 2
      • I love it
  12. Star Trek: Bridge Crew is a first-person virtual reality game, released on 30 May 2017. It is set in the alternate reality, after the events of 2009's Star Trek, where you play as the crew of the USS Aegis (NX-1787) (β), a ship tasked with finding a homeworld for the survivors of Vulcan. Star Trek: Bridge Crew is virtual reality action-adventure video game developed by Red Storm Entertainment and published by Ubisoft for Microsoft Windows and PlayStation 4. Star Trek: Bridge Crew takes place in the timeline established in the 2009 Star Trek film and sees the Starfleet ship USS Aegis searching for a new homeworld for the Vulcans after the destruction of their planet. The ship heads for a region of space called 'The Trench', which is being occupied by Klingons. The game is played through four roles: captain, tactical officer, engineer and helm officer. The captain is the only role to which mission objectives are directly displayed; they are responsible for communicating these to the crew and issuing orders to accomplish them. The helm officer controls the ship's course and travel between regions through impulse or warp drive. The tactical officer is in charge of sensors and weapons. The engineer manages the ship's power distribution and supervises repairs. Each role except the captain may be occupied by a human player or by an NPC indirectly controlled by the captain. Both story and randomly generated missions exist. Fans will also appreciate the ability to create their own avatar, choosing between the human or vulcan race. The avatar editor is very complete while remaining intuitive, and also allows to choose the appearance, sex, age or the skin color of his character before embarking on the adventure in multiplayer. In December 2017, the game developers modified the game so that it can be played without a virtual-reality headset. Prior to that, the game could only be played using a headset. It was developed by Red Storm Entertainment and published by Ubisoft. Series actors Karl Urban, LeVar Burton and Jeri Ryan appeared at E3 2016 to promote the game during Ubisoft's press conference. A new trailer was showcased at CES 2017. The game was released on May 30, 2017. Star Trek: Bridge Crew received "generally positive" reviews, according to review aggregator Metacritic. Eurogamer ranked it 42nd on their list of the "Top 50 Games of 2017", while GamesRadar+ ranked it 25th on their list of the 25 Best Games of 2017. The players are commissioned by the Federation to take command of the U.S.S Aegis spacecraft, whose mission is to explore The Trench, an unknown sector of the universe, in the hope of discovering a habitable planet for the Vulcan people. This mysterious area contains many wonders of breathtaking beauty, but also houses disturbing anomalies and dangerous dangers. In addition, the Klingon Empire is also determined to conquer The Trench. Designed for 4 players, Star Trek: Bridge Crew offers users to each occupy a key position on the ship's crew: captain, pilot, tactician and chief engineer. The four crew members sit side by side in the aircraft, and must cooperate to carry out their missions. The captain is the one in the lead role. He receives the objectives, and communicates them to his teammates. He transmits the instructions, coordinates the crew, and also chooses which angle of view to display on the main screen of the spacecraft.
  13. Welcome To Csbd !
  14. Welcome To Csbd !
  15. Welcome To Csbd !
  16. Welcome To Csbd !
  17. Star Trader is a 1974 video game and an early example of the space trading genre. The game involves a single player moving from star to star on a map of the galaxy, buying and selling quantities of six types of merchandise in order to make money. The game was developed by Dave Kaufman for computers in 1973 and its BASIC source code was printed in the January 1974 issue of the People's Computer Company Newsletter. It was reprinted in the 1977 book What to Do After You Hit Return. The game was the inspiration for the multiplayer Trade Wars series, beginning in 1984, and is through that series the antecedent to much of the space trading genre. Star Trader is a single-player space trading game, in which the player trades resources between star systems in order to make money. The game presents a star map of the galaxy in which the player moves about and make money from trading and establishing trading routes. The player travels from node to node on the star map buying and selling six types of merchandise: uranium, metals, gems, software, heavy equipment, and medicine. The game's interface is text-only. Star Trader was written by Dave Kaufman in the BASIC programming language. The source code to the game was published by in the People's Computer Company Newsletter in volume 2, issue 3 in January 1974. The concept for the game is seemingly based on Isaac Asimov's Foundation series of novels. In 1977, the game's code was reprinted in What to Do After You Hit Return. Star Trader was used as the inspiration for the first game of the Trade Wars series of multiplayer space trading games in 1984, making it the ancestor of many subsequent space trader games, including Eve Online, the Wing Commander Privateer series and Elite series. Several unrelated but similar space trading games have been released under the name Star Trader. One such game was released by Bug Byte Software in 1984 for the ZX Spectrum and Commodore 64, and was one of the games included with the Softaid compilation. Another was written by S. J. Singer in 1984 using Altair Basic, and modified by John Zaitseff for Microsoft Basic under the CP/M-80 operating system in 1988. Completely rewritten versions for CP/M-80, CP/M-86, MS-DOS, Microsoft Windows 3.1 and Linux/Unix followed, with the latest release for Linux and Unix occurring in August, 2017. All versions by John Zaitseff have been released or relicensed under the GNU General Public License v3.
  18. WASHINGTON — Not all of Robert S. Mueller III’s findings will be news to President Trump when they are released Thursday morning. Justice Department officials have had numerous conversations with White House lawyers about the conclusions made by Mr. Mueller, the special counsel, in recent days, according to people with knowledge of the discussions. The talks have aided the president’s legal team as it prepares a rebuttal to the report and strategizes for the coming public war over its findings. A sense of paranoia is taking hold among some of Mr. Trump’s aides, some of whom fear his backlash more than the findings themselves, the people said. The report might make clear which of Mr. Trump’s current and former advisers spoke to the special counsel, how much they said and how much damage they did to the president — providing a kind of road map for retaliation. The discussions between Justice Department officials and White House lawyers have also added to questions about the propriety of the decisions by Attorney General William P. Barr since he received Mr. Mueller’s findings late last month. Mr. Barr and his deputy, Rod J. Rosenstein, determined that Mr. Trump did not illegally obstruct justice and said the special counsel found no conspiracy between the Trump campaign and Russia’s 2016 election interference. Mr. Barr told lawmakers that officials were “spying” on the Trump campaign, raised ominous historical parallels with the illegal surveillance of Vietnam War protesters and pointedly declined to rebut charges that Mr. Mueller’s investigators were engaged in a “witch hunt.” Spokespeople for the White House and the Justice Department declined to comment. Mr. Barr, who plans to hold a news conference at 9:30 a.m. Thursday to discuss the special counsel’s report, refused to answer questions from lawmakers last week about whether the department had given the White House a preview of Mr. Mueller’s findings.
  19. Welcome To Csbd !

WHO WE ARE?

CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

Important Links