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Lunix I

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  1. Trials Fusion is a platform racing video game developed by RedLynx in collaboration with Ubisoft Shanghai and Ubisoft Kiev. A follow-up to Trials Evolution, it is the fifth game in the Trials series and is the first one to be released on a PlayStation platform. The game was released on Microsoft Windows, PlayStation 4, Xbox 360 and Xbox One in April 2014. A companion game, Trials Frontier, released on iOS and Android devices and is designed to accompany the console and PC title Ubisoft released six paid DLC packs, as well as several free content updates. Online multiplayer was added in an update on January 24, 2015. Trials Fusion was generally well received upon release. Critics praised the level design, controls, graphics, the futuristic setting, and the amount of content, but criticized the lack of tutorials for the game's create mode, and its similarity to past Trials games. By February 2015, the game had sold over 1.7 million copies. Like previous games in the series, Trials Fusion presents an arcade take on the real-life sport of observed trials. The player controls a rider on a physics-based motorcycle from the start of the level to the end while navigating a number of obstacles. The game uses 3D graphics, but is played on a 2D plane, so the rider can only move forwards and backwards. The player controls how the rider shifts their weight forward and backward in order to perform wheelies and stoppies as well as flips while in the air and controlling how the bike lands. Trials Fusion, like the other games in the series, is known for, among other things, its notorious difficulty, particularly towards the end of the game. Unlike in previous Trials games, players can also perform freestyle motorcross stunts while in the air by moving the right analog stick.[6] Also new to the Trials series is the ability to choose a quad bike for a handful of levels: the 'TKO Panda'. Other vehicles included are motorbikes 'Baggie', 'Roach', 'Pit Viper', and 'Foxbat', minibike 'Donkey', and BMX bike, 'Rabbit'. The game is set in the year 2042, after an object "fell from the sky and changed our world", and after the creation of the "Anomaly AI". Descended from this AI are two characters, SynDI and George whose disembodied voices are heard by the player's character, Rider, throughout the game. Also in the events leading up to the game, the UN has designated some parts of the planet as "United Nations Ungoverned Regions". Trials Fusion received generally positive reviews from critics upon release. Aggregating review website GameRankings provides an average rating of 79.75% for the Microsoft Windows version, 78.18% for the PlayStation 4 version, and 78.94% for the Xbox One version. Metacritic provides a score of 80 out of 100 for the Microsoft Windows version, 79 out of 100 for the PlayStation 4 version, and 80 out of 100 for the Xbox One version. Game Informer's Matt Miller gave the game a positive score of 8 out of 10 in his review. He stated: "Trials Fusion, like its predecessors, is a bundle of fun packaged in frustration, repetition, and memorization. If that kind of punishment is your cup of tea, Fusion offers more of what you’ve come to expect. The existing formula is an awfully good one, but with few meaningful steps forward, it’s easy to feel like we’ve crashed down this road before." Lucas Sullivan from GamesRadar awarded the game a 4 out of 5. He spoke positively of the game's replayability, addictiveness, and physics, but disliked the FMX tricks, story, and certain level designs. GameSpot's Tom Mc Shea also gave the game an 8/10; in his review, Mc Shea praised the course design, calling it "clever" and "imaginative", the motocross style tricks, the rewards system, the track editor, which he called "powerful", and the optional objectives. He did however heavily criticize the game's create mode for having poor tutorials; he called the creation tools the "one downside" of the game and said that "without a proper tutorial, [he] couldn't wrap [his] head around the obtuse tools". Vince Ingenito of IGN gave the game an 8.2 out of 10 in his review. He said: "Trials Fusion’s precision controls and exacting challenge make it a great pickup for leaderboard perfectionists." Polygon's Russ Frushtick was more critical of the game in giving it a 6.5/10. Frushtick said in his review that "Every aspect of Fusion feels like a less imaginative experience that coasts rather than strives for something better. There's no question that the core Trials gameplay within Trials Fusion remains fun. But the host of missing features and bad design choices make it a significant step backwards after Evolution and for the franchise." In a special edition of Edge magazine, listing their 100 top videogames of all-time, Trials Fusion was one of only two racing games on the list, along with OutRun 2006: Coast 2 Coast. TrustedReviews listed the game at 8th in their list of the best racing games. VideoGamer.com listed the game as the 4th best racing game of all time.
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  2. when you play in internetcafe and you need to use USB [sand disk ] to move your files or if you have this problem that you can copy and past files to your disk like this Step by step follow this to fix this problem 1- open start windows and run and write regedit after this you will see this face 1- hkey-local-MACHINE 2- SYSTEM 3- CONTOROL SET 001 4- contorol 5- storage-devicepolicies 6- open write prodect right click modify change valvue data to 0 like this and press ok Now you can removed product of USB or you flash memory and you can move any file Greetings!
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  3. AER: Memories of Old has its roots in cerebral platformers like Ico, Rime, and Journey. It’s an experience that wants you to take your time and find your own meaning within it, never forcing its own interpretation of events on the player. Playing as Auk, a shape-shifting girl on a pilgrimage to the Land of the Gods, you explore a series of floating islands, solve puzzles and uncover ruins left by an ancient civilization. You’re aided in this task by a magical lantern and the ability to transform into a bird at will. Those ruins are AER's dungeons and can be tackled in any order, as the world is entirely open to the player right from the outset. This freedom gives AER a slow and meditative feel, letting you fly around the map and find your bearings in your own time. That’s not to say there isn’t some guidance. You can talk to the handful of NPCs in the world to get hints on where to go, locate ghosts and eavesdrop on their conversations, or read notes etched in stone scattered around the place. Still, these only give you a rough indication of where you're supposed to be heading and don't hold your hand too much, which I appreciate as it meant there was still some mystery left. You may be worried that all of this wandering to and fro could potentially get annoying, but I’m happy to report it doesn't. This is because of the flying, which is one of AER's greatest achievements. Flying feels intuitive both on a gamepad and on a keyboard, in part due to the camera system that backs away from the player, letting you have more time to react and take in your surroundings as you build up speed. You can also perform dives, flips, and other aerobatics, as well as free fall by transforming back and forth whenever. The range of movement is astounding. I never found myself getting caught up on the environment or becoming irritated when flying around the fractured world. AER's gorgeous low-poly aesthetic is also great at holding your attention. Soaring over the map, I found it hard not to stop and admire the art, especially whenever I pierced a set of clouds and watched as a swarm of jagged islands came flooding back into view. I often found myself poised to take screenshots, each environment a source of inspiration. The visuals aren’t the only thing creating this tremendous atmosphere—the minimalistic sound design also plays a huge role. As you travel across the world, you'll hear the distant sounds of birds, sheep, and other animals, as well as an ambient score that slowly builds in intensity as you approach important destinations. This establishes a more sedentary tone, and further reassures the player that it’s okay to take your time. It also sets a nice juxtaposition between the starting islands and some of the later landmarks that you encounter, such as the snowy region to the far north of the map. AER doesn't always take place in this stunning overworld. You’re also required to travel underground to explore temples and caves that are hidden in the map. It's these areas where most of the puzzling happens as you guide light sources, mani[CENSORED]te objects, and step on pressure plates to unlock new pathways. I really enjoyed these sections of the game, though they're never that challenging and can be solved pretty quickly with a bit of experimentation, which might disappoint those looking for more difficult obstacles. Then there’s the issue of its length. If you’re expecting a particularly long and toilsome adventure, you’ll no doubt be disappointed. AER: Memories of Old is a fairly concise game and left me wanting more after I finished the initial story. So much so that I felt the need to immediately jump back into it and clear the achievements list to experience more of the parts that I liked. Despite not really having much left to do in AER, I can see myself jumping back into it in the future and flying about for fun. It’s just a shame there isn't more story to play through. One area of concern I did have, however, was with navigating the underground ruins. While the art design works spectacularly for the overworld, I found myself often getting turned around in these areas because of how similar everything looked. A few more visual landmarks or a dungeon map could have easily solved this problem. Being able to tell the corridors apart would have done away with some of the frustration I felt while trying to revisit particular areas.
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  4. French President Emmanuel Macron is heading for a narrow defeat to Marine Le Pen in Sunday’s European parliamentary elections, according to exit polls. Macron’s Republic on The Move will have 22.9% of the vote compared with 23.6% for the nationalist and anti-European National Rally, according to pollsters Ifop. The Greens rose to third with 13.1%, the conservative Republicans got 8% and the Socialists 6.4%. In the last EU vote in 2014 Le Pen beat the conservatives by 4 percentage points with Macron’s Socialist predecessor Francois Hollande trailing in third. The result would be a setback for 41-year-old Macron in his battle for legitimacy as he tries to persuade the rest of the European Union to pursue tighter integration. Still, the narrow defeat most likely won’t derail his domestic agenda as the government prepares for a major overhaul of the pension system. Polls in Germany showed Chancellor Angela Merkel’s Christian Democrats came first, although with fewer seats than last time. Finance Minister Bruno Le Maire told Le Figaro newspaper that Macron’s party, which has only existed for two years, was strengthened by the result because it showed it was about more than one "ephemeral" presidential campaign. Macron’s team said that the projections show the ruling party is maintaining its electoral base from the 2017 presidential election and so the result shouldn’t be interpreted as a punishment. “The French people have this evening inflicted a clear sanction as well as a lesson in humility on the French president, who chose to bring all of his authority to the campaign," he said. "The French president turned this election into a referendum. He and his politics have been rejected.” Turnout was up around 10 percentage points from 2014 and the increase was particularly marked in regions where Le Pen’s party has gained ground in the past years. The best performance was made by the environmentalist party, EELV, which is slated to win 13.1% of the vote compared with 9% in 2014. Yannick Jadot, the party chief, called it a “green wave.”
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  5. Welcome To Csbd !
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  6. Mutant Year Zero: Road to Eden is a turn-based tactical role-playing video game developed by Swedish studio The Bearded Ladies and published by Funcom. Based on the tabletop role-playing game Mutant Year Zero, the game was released for Microsoft Windows, PlayStation 4 and Xbox One in December 2018. A Nintendo Switch version of the game will be releasing on June 25, 2019. After the outbreak of the deadly Red Plague and global nuclear war, humans have largely become extinct, with the few surviving ones becoming mutants, having been affected by radiation. The Elder, the only person with the knowledge of the past, resides in the Ark, a fortified settlement that serves as the last bastion of civilization. With severe resource shortages, the base sends out special mutants called Stalkers who scavenge resources in the surrounding wasteland known as the Zone. However, the Zone is also po[CENSORED]ted by Ghouls, human survivors driven violent and insane from the aftermath of the bombings who worship the old world civilization as the Ancients. Two Stalkers, Bormin (voiced by actor Enzo Squillino Jnr) and Dux voice by Jared Zeus (a humanoid boar and duck respectively), are tasked by the Elder to head north to search for another Stalker, Hammon. Hammon is a technical genius and is the only person capable of keeping the Ark's systems running, but he and his team disappeared during an expedition, and his absence puts the entire Ark at risk. Bormin and Dux set off to find Hammon, finding clues that he journeyed north to investigate a strange craft that crashed from the sky, believing it holds the key to finding the mythical promised land of Eden. As they travel north, they find and rescue Selma and Magnus, Hammon's fellow Stalkers. They also learn of the Nova Sect, a group of fanatically religious Ghouls who seek to restore Ancient weapons technology that can be used against the Ark. The Nova Sect was able to capture Hammon, and are attempting to force him to assist in their plans. The Stalkers journey to the Nova Sect's headquarters, the Spear of Heaven. Along the way, they recruit Farrow, a Fox mutant determined to get revenge on the Nova Sect for destroying her settlement. They attack the Spear of Heaven and break into an Ancient underground bunker where they find Hammon. Hammon reveals to them that Eden does exist as a secret Ancient facility that holds information on the origins of mutants. However the Nova Sect were able to read his mind and discover Eden's location, and are heading there to learn its secrets. Hammon directs the Stalkers to beat the Nova Sect to Eden to ensure its knowledge does not fall into the wrong hands. In order to reach Eden first, the Stalkers will have to travel through the Forbidden City, the ruins of an old Red Plague quarantine zone po[CENSORED]ted by hostile Ancient robots. Disobeying the Elder's orders, the Stalkers journey through the Forbidden City, where they find the Nova Sect and their leader, Plutonia, attempting to break into Eden. The Stalkers are able to eliminate the Nova Sect and kill Plutonia, and Eden's gates mysteriously open for them. The Stalkers enter Eden and explore the facility, discovering that the Ancients were experimenting with creating mutants before the project was shut down. They are then shocked to find out that the Elder himself was one of the scientists in charge of the experiments, and they remember how he smuggled them to safety to prevent them from being destroyed. At that moment the radio activates and they hear a voice calling for "Command Center Sweden." The game was described by publisher Funcom as a "tactical adventure" game, played from an isometric perspective. There are three difficulty levels for players to choose from. Players control a party of three characters as they navigate the game's world. Different characters have different abilities and skills. Selma, a mutated human character, is an expert in explosives; Dux, a duck hybrid, is equipped with a long-range crossbow; Bormin uses shotguns as one of its weapons Each character also has their own passive, minor and major mutation attacks that can be activated and customized. The team as a whole levels up as the game progresses, and new weapons and gears could be unlocked. The game also features a skill tree, and a branching story. There are five characters for players to choose from, including three default characters and two recruitable ones. Gameplay alternates between turn-based tactics combat and real-time exploration. The Zone is a series of interconnected maps that players can freely explore. In the Zone, players could collect different artifacts, scraps and weapon parts which can be used to purchase new gears and tools in the Ark, the game's hub world. To explore the world, flashlights can be used to spot different objects, though this draws unwanted enemy attention. In real-time, players can split up the party and guide them in different tactical positions to stage an ambush. Once players enter combat, the game shifts to a turn-based mode, similar to Firaxis' XCOM reboot series. After players finish a turn, enemies controlled by artificial intelligence (AI) would move and respond. 1Players can also kill an enemy stealthily. If other enemies are not alerted to the player's presence, players can continue exploring in real-time. The game was developed by Swedish developer The Bearded Ladies, a team founded by former IO Interactive developers. The designer of the Payday franchise, Ulf Andersson, served as the game's creative consultant. The game is based on the Swedish table-top role-playing game Mutant Year Zero. Initially, the team planned to create an open world game, but the team scrapped the idea because it did not blend well with the turn-based combat. Permadeath and recruitable soldiers were planned, but they were removed as the team believed that this would compromise the game's story. To facilitate players' exploration, environmental storytelling became one of the team's focus. Funcom announced the game in March 2018. The game was released on December 4 for PlayStation 4, Xbox One and Microsoft Windows. It was also part of the Xbox Game Pass subscription programme. In addition to the standard edition, players can purchase the Deluxe Edition, which includes a book, the game's original soundtracks, wallpaper, and other items.
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  7. With the aid of King Togwaggle, Hagatha, and their lackeys, you’ve cracked open The Dalaran Bank and released the devious denizens of The Violet Hold. Now, what’s next… Streets of Dalaran The future is clear for Madame Lazul, and the henchmen are the lynchpin. The merchants and dwellers of Dalaran mustn’t be allowed to stop her from accomplishing the League of E.V.I.L.’s dastardly plan. It’s up to her hired help to sow chaos in the streets, distract the merchants and makers, and buy enough time to pull of this most audacious heist! Battling in the bustling streets of the po[CENSORED]ted capital of magic means that you’re likely to be tussling in tight quarters. The Streets of Dalaran are packed with peddlers of precious wares and their carts, meaning there’s only room for 4 Minions on each side of the board. Make the most of the space available to you and take advantage of your opponent’s limited room! Streets of Dalaran is the third chapter of the Dalaran Heist, launching May 23. Once live, you’ll be able to obtain this chapter as part of the $19.99 complete Dalaran Heist bundle. You can also grab Streets of Dalaran, or other individual chapters, for $6.99 or 700 Gold by purchasing them in the in-game shop. To unlock the complete The Dalaran Heist solo adventure or individual chapters while inside the game follow these steps: Navigate to the Solo Adventure pane. Choose a difficulty setting for The Dalaran Heist. Use the navigation arrows located to the right and left of the map to select a locked chapter. Press the Unlock button, choose one of the two options, then follow the prompts to unlock a single chapter or the full The Dalaran Heist adventure! Who’s Going In? In exchange for Kriziki’s assistance distracting the city’s citizenry, Lazul has promised the thing Arrakoa desire most of all – flight! This feathery fiend will do anything in its priestly power to assist the League of E.V.I.L. and regain its place in the sky. When attempting to cut straight to the heart of a city, it’s great to have a Rogue in your employ. Lazul has promised this Vulpera pirate captain riches beyond her wildest dreams, she only need deliver Dalaran in return… As with the other Dalaran Heist Anti-Heroes, Kriziki and Captain Eudora will also have to complete unique challenges in order to unlock two new Hero Powers each, and best bosses to bolster their starting deck options. We hope you’ve enjoyed this sneak peek at chapter 3 of the Dalaran Heist, releasing May 23, 2019. We’ll see you in Dalaran, henchman! I like this adventure but think you kinda missed an opportunity here. Gives us the option of using the dalaran hero portraits as hero skins in the normal game (and maybe lock them as a reward, say, beat every chapter with the hero, or unlock every deck/hero power, etc). It would give players more chance to dive into the lore by showing if they are or not in the side of E.V.I.L.
  8. Pathologic 2 is an upcoming adventure game in development by Ice-Pick Lodge and to be published by tinyBuild. Originally planned as a remake of the 2005 video game Pathologic, it has been set to be a complete reimagining of the original game. The game is planned to be released in three parts, each one dedicated to the story of one of the three main characters. The first part telling the story of Haruspex is announced to be released on 23 May 2019. A playable demo (released on 2 December 2016) called "The Marble Nest" with its own short story is freely available on net, as well as an alpha build which was released on 11 September 2018. Another playable demo was released on 24 April 2019, one month prior to the release of the first part of the game. All the action is taking place in the Town-on-Gorkhon —- a steppe settlement which whereabouts are not specified as well as the time period in which the events unfold. The town culture represents a mix of Russian culture not long before the 1917 Revolution and the ancient traditions of the steppe inhabitants, full of weird customs and superstitions. The protagonist of the first part of the game is a surgeon called Artemy Burakh, also known as Haruspex. He is the son of the only local physician, Isidor Burakh, and the last few years he spent not in his native city, but in the capital, where he received medical education. One day he receives a letter from his father, where the latter says that great difficulties are coming, and that his son's assistance would be much of use. Artemy sets off by train, encountering a strange fellow traveler, as well as having experienced several strange visions during his journey. Upon his arrival at the town he is greeted by three locals trying to kill him. Somehow he manages to deal with the attackers, after which a couple of strange people in weird suits tell him that the locals suspect him of killing a very important person of the town and that the attack on him was an act of revenge. Now Artemy must find out what is going on in his native town as well as prove his innocence. Pathologic 2 is cursed. And me too, because I’m saddled with reviewing the follow-up to a cult favourite. Pathologic was a first-person plague doctor simulator that was badly broken and refreshingly unusual. Depending on your sensibilities, you’ll be glad to learn that this reboot is also a godforsaken mess littered with interesting ideas, none of which will be appreciated because it is hobbled by a pervasive crappiness. After only nine hours, I’m on day three of a twelve-day story and my character is dying. I’m infected, I’m starving, and I’m exhausted. This isn’t a description of a tough-but-interesting time I’m having in a bleak world. It’s a reference to the three meters in the corner of my screen (infection, exhaustion, hunger) which have convinced me that, despite a townload of spookiness and intrigue, those nine hours are more than enough. Thanks, Pathologic 2, but no thanks. To explain the story as succinctly as it can be explained: you’re a doctor. You’ve come back to your hometown after six or seven years away only to find your dad murdered the night before you’ve returned. By blood-soaked coincidence (ie. because the game says so) you’ve also just murdered three men who attacked you as you disembarked the train. For this and other reasons, the whole town is on edge. Soon, the place turns into a slowly degenerating hell. A disease breaks out, factories close, vigilantes and murderers stroll the streets at night, and mob mentality sparks panic and pogrom. Your job is to pitter-patter the streets trying to follow leads in whatever stories you think are interesting. You could follow-up on your dad’s murder, or try to build a friendship with the town’s child gangs, or explore and see what other small stories come up. All these quests, for want of a better word, are arranged in a big web of strangeness on a screen titled “Thoughts”. Icons on a town map show you where to go to meet the factory owner, or the town judge, or the cryptic woman with one pupil bigger than the other. Whoever you need to speak to for the mystery you’re chasing. All the while, time is ticking down via a complicated day and night cycle. Each new day will introduce new stories to investigate as the town decays around you and whole districts become infected with a pestilential miasma that eats away at an “immunity” meter should you enter it. At the end of each day, you also see how many people have died. That’s where your skill in surgery comes in. Because you’ll also be cutting folks up and administering tinctures to cure them of disease, or rather, slow it down. Which is all performed as a basic mini-game of clicking on potions and figuring out which colour of pill they’ll need. In practice, you don’t seem to perform surgery very often, thanks to a lack of resources, but more on the game’s harsh imposition of poverty later. Between all this, you might get into fights with face-painted yobbos who attack you on the streets at night. This combat is such a blurry, farcical first-person stabbing it makes me wonder what it’s doing in a game like this to begin with. There are some neat ideas hidden within. Hitting someone a few times will often see them raise their hands and surrender, at which point you can rifle through their pockets without any more violence or just leave them alone. Attacking people willy-nilly will also make that particular district of the town dislike you, and at a certain point, shopkeepers and townsfolk refuse to trade items with you. Cool. A pity the actual process of fighting is an impactless, wobbly shambles of motion blur and wild swings. Here is the theme of our review, and the curse of Pathologic 2, something it seems to have inherited from its forbear. Great ideas bogged down by poor execution. If it delivers anything unfluffed, it’s the atmosphere of the town. This is a dull-coloured, damp place. A municipality of rain, with a muddy palate and a depressed townsfolk that reminds me of the broken villages of opaque Hungarian literature. It’s scary. There’s fog everywhere, bringing to mind the horror of Silent Hill. It is accompanied by wondrous, haunting music. Haunting in all senses of the word. Imagine if the music of an Amanita Design game was murdered and it left behind a ghost. It’s really good. The first day is also accompanied by skinny, contortionist figures wearing theatre masks. They’re basically a way of giving the player some tips and help early on. One of them handed me bread and explained the hunger mechanic, another said to ask children for help if I ever get stuck. The townspeople, on the other hand, think you’re a dangerous outsider or a faceless nobody, depending on what good or bad you’ve done in their district. Opening the map screen shows you different districts, marked by how you’re perceived there. Over in the Flank they “don’t care about you” but in the Hindquarters “you are hated”. You can get into people’s good books by giving them extra goodies during a trade, or saying supportive things when they tell you about their dead wife. For all that falls apart later, I will give it credit for making the tutorials unusual, even if they’re not always clear. You learn how to fill up water in a house filled with ghosts. You learn inventory management by exchanging your physical heart with that of someone from a steppe tribe, dragging the organs from one grid-box to another. There are many more scenes and uncanny things to adore. An urchin’s hideout is full of animal noise and small dens, but no animals in sight. The fantastical herbs you use to make tinctures look like something out of the Voynich Manuscript. At one point I stood on a derelict train track, and the eerie incident that passed over me in this moment gave me violent shivers. I’ll tell you about it some other time. It’s unlikely many will enjoy these moments. Because Pathologic 2 is frequently terrible. Mostly because it has built all this wonderful oddness on top of a subpar survival game. There are a bunch of meters: stamina, hunger, thirst, health, exhaustion, immunity. They are a deep and savage cut to the game’s throat. You grow hungry too quickly, but there is little food. You must drink water constantly, or your stamina meter becomes diminished. You need to sleep, but hunger and thirst rises when you do that. Your immunity meter plummets if a particular type of NPC approaches you, often unexpectedly. If your immunity meter gets too low, you become infected and must keep slugging pills and tinctures to keep yourself from dying. If hunger isn’t sated, your health drains, and what food you find in shops dotted around town is expensive. Getting the money to buy it often means going into infected houses, which lowers your immunity meter, and that means… GAH. It is the most lousy bunch of survival guff I have seen in many years. On paper, you should be exploring the town, figuring things out, piecing this unearthly story together. But most of your time is spent trading bits of old brain and rusty scissors for a tin of food just to keep a meter down. It takes over everything, an unwelcome distraction from the intrigue of murder cases and bizarre architecture of the town’s stranger buildings. It’s maddening. I’m interested in this place, its people, its mobs and disagreements, its decline. I don’t want to spend hours in serfdom to an outdated survival mechanic.
  9. Long Gone Days is one of those independent titles I have been following for a couple years now. Ever since I spotted it when it originally surfaced on the Steam Greenlight service, I was drawn to the interesting art style and fascinating story concept. Now that the game has launched on Steam Early Access, I was finally able to get my hands on it. But after years of growth from conceptualization to release, is Long Gone Days worth your time? Let's start things off by taking a look at the story, which is set in the dystopian future where the province of Kaliningrad is currently in the midst of conflict. A man named Rourke is giving a sniper rifle at a young age and trained from morning to night in an underground bunker. During his time below the surface, he lives and breathes a bellicose way of life where he doesn’t question his orders and just assumes everything he does is for the greater good. It’s just him, his gun, and a target to dispatch. He won't even bother becoming familiar with what would otherwise be a normal lifestyle. Unfortunately, it’s all too easy to have the wool pulled over one's eyes by the chain of command. While out on his first mission, he discovers the group he so proudly fought for is instead exploiting its army by forcing them to commit random acts of blatant terrorism. Rourke learns the consequences of his actions early in his military career and decides to commit treason - the threat of execution be damned. From there, the plot follows Rourke and other rebels as they attempt to put an end to these atrocities. It may not always be riveting, but Long Gone Days caught my attention by the way it tells its story with a somber yet not overly serious demeanor. Right away, it is clear in Long Gone Days the decisions you make actually matter. Based on your responses to conversations, characters may treat you entirely different, with the plot potentially unfolding in a myriad of ways, even if it isn’t always a dramatic pivot between choices. There are even moments where you need to hire the services of an interpreter to speak with people from other nationalities than your own. After all, saying the wrong thing in a hostile territory could be dangerous. This leads us to the core of the gameplay. Key events are broken up through a variety of hooks that include dialogue between other characters, on-foot exploration, sniping segments, and turn-based combat. Although the first two mechanics are fairly standard, it’s the last two bullet points that set Long Gone Days apart from its brethren. For the sniping, all you see is a cross-hair and the targets wandering around off in the distance. Some don’t pose a threat to you as they wander along their set paths, while others are ready and aiming directly at your nest. Battles are presented in first-person. Rather than choosing an option from a menu, everything revolves around shooting targets at multiple spots on their bodies. All of this is judged based on your character’s particular stats which are read out while you’re aiming at those aforementioned spots. Some areas are harder to reach but deal more damage, while others may be easier but won’t do as much. Even still, there are certain spots that may end up paralyzing the enemy, causing them to skip a turn. Morale plays a key role not only in the way you interact with characters in the story but also in combat. Using skills and other special abilities cost you a certain percentage of morale. If you max out your Morale, you will reach a state of Euphoria, making all your attacks deal critical damage. This lasts until the end of the battle. Conversely, if a party member loses all of their Morale, they will, in turn, lose their will to fight, cutting their attack damage in half. While I found this original concept for combat intriguing, I would have liked it if the actions I was doing to a particular body part truly meant something outside of considering the amount of damage or the chances they could evade the attack. Instead, you’re just sort of pelting the enemy with bullets while barely weighing the variables. It’s kind of pointless if the same person has multiple spots that both give you the exact same odds of inflicting damage, so you’ll wind up like me targeting one spot over and over until the opponent is dead. In the end, it may seem intricate on the surface, but underneath some of the flourish, it’s still arguably a very basic system at work. With that said, you should not really be coming to this game if you’re interested in a lot of action sequences. This is first and foremost a story-driven experience, and it doesn’t try to disguise that. As I mentioned before, Rourke and those who share his point of view are doing everything in their power to avoid confrontation. Because of this, each encounter is constructed to give the story progression. Much like its combat, the visual technique in Long Gone Days is rather unique. By blending manga-inspired illustrations with sprite-based character models, there are few examples of the style it conveys. There’s just something appealing in how it manages to pull off a type of flair that is altogether its own. One could argue the design subverts the dramatic tale being portrayed, but it instead makes the world that much more bleak with how its simple-looking characters are locked in a battle for mortality. In a sense, it’s a clash of styles I can truly get behind. With its slick presentation, ominous soundtrack, and dark storytelling creating a solid foundation, Long Gone Days represents a unique and powerful message for players to become enamored with. While I wish the journey lasted longer than it did, it is a clear a lot of work went into creating the final product. For that, I recommend giving this one a try for yourself.
      • 1
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  10. Anthem is an online multiplayer action role-playing video game developed by BioWare and published by Electronic Arts. The game was released worldwide for Microsoft Windows, PlayStation 4 and Xbox One on February 22, 2019. Anthem gives you incredible flexibility when it comes to creating a custom appearance for each one of your javelins. From paint color to wear state, your options are almost endless. Start by heading to the Forge, which is accessible either via Fort Tarsis or the Launch Bay, then select the appearance menu at the top of the screen. You’ll then see the different personalization options that are available. On the left side you’ll see which parts of your armor you can change: Helmet Torso Arms Legs Note that while armor sets can change the silhouette of your javelin, they’re only cosmetic and will not change the suit’s power level. On the right side, you’ll be able to adjust the visual properties of each piece of armor and change your animations. Your available options are: Vinyls Wear State Animations Paint Vinyls Think of vinyls as unique patterns you can overlay onto your armor to give it a different look. These decals can add a little extra pizazz to your javelin, or, if you’ve earned one as a reward, show off your accomplishments. Wear State Would you like your javelin to look like it’s been through some tough battles, or do you want one that’s straight off the showroom floor? Make the metal of your suit duller or shinier, add stains to cloth, or even chip paint to get precisely the look you want. Materials and Paints Want to change the texture of your armor? Materials give you the option to go from a sleek metallic look to rugged leather. They collectively cover the entire suit and allow you to mix and match looks in an incredibly detailed way. In terms of paint, there’s a wide variety of colors to choose from. You can select from a huge range of pre-set colors or use the custom color wheel to get just the right shade and hue (see the controls in the bottom right of your screen). Animations You’ll also be able to select five animations to add to your loadout, including: Arrival animation: seen any time you enter the game, at the start of missions, and for making a grand entrance Victory pose: a fun, celebratory animation at the end of all the missions Three emotes: a quick visual way to communicate with your teammates during an expedition Once you’re happy with your design, you can give it a name and save your appearance as a loadout. New players will be given a default number of appearance options to choose from, but as you play Anthem, there are lots of ways to collect more. You can find drops in the world by completing missions and Strongholds, collect blueprints and craft items using materials you’ve collected, or earn in-game currency to purchase new items. One final note – materials, armor, emotes, and vinyls all have different rarity values: Common Uncommon Rare Epic Masterwork Legendary
  11. Space Junkies Note: This version of the review is specifically for the PC VR version of the game. There are a few differences on PSVR not accounted for here. Having a fast-paced shooter in VR isn’t unheard of. With games like Robo Recall, Pavlov VR, and even the less traditional games like Audica around, shooting is commonplace within VR. It is completely natural to start firing off weapons in VR because of how intuitively the first-person perspective fits and how much more intense it makes everything feel. So, when Ubisoft announced Space Junkies, while there may have been some excitement, it’s not like it was new ground being broken here. Space Junkies is a light-hearted free-flying space shooter that pits you against up to three other players. The tutorial sets the kind of tone you can expect from the gameplay. It is exceptionally silly and doesn’t take itself seriously. You start by learning the controls as you would in any game, but you also get to try out some of the weapons on offer. The movement is done in a similar style to Blade and Sorcery, you move in the direction you are looking. Unlike Blade and Sorcery though, you can look straight up and fully explore the zero-gravity environments in which the battles take place. The freedom of movement makes the battles in Space Junkies absolutely exhilarating. Plus, the way the game moves never induces the motion sickness you can sometimes get with some VR games because you know the movement is unnatural. It means you can be boosting straight down at the floor and always feel in control. You can move using the thumbsticks too, but it is rarely needed outside of strafing in three-dimensions. The weapons are excellent and have some great variety too. You get to choose a couple that you go into battle with like a sword and shield. This allows you to always have your own playstyle, but these are mostly gadgets like a sonar or a medi-kit rather than weapons. Most of the weapons can be picked up in the arenas themselves; whoever cleans up space is incredibly lax when it comes to immensely powerful weaponry it would seem. There are standard things like pistols and sub-machine guns, though even these have a fun twist on them. Of all the weapons, though, three standout as being more interesting than the rest. Not because the rest are bad, just because these ones are incredibly good fun. The Slingshot is exactly what it sounds like, except instead of rocks or water balloons, you fire off powerful grenades. The Plasma Rifle is a long-range sniper rifle you have to charge up before each shot. It makes landing a hit so satisfying. Then you have a shoulder-mounted rocket launcher that fires rockets you can control. It’s reminiscent of the Cerebral Bore from Turok. There are standard things like pistols and sub-machine guns, though even these have a fun twist on them. Of all the weapons, though, three standout as being more interesting than the rest. Not because the rest are bad, just because these ones are incredibly good fun. The Slingshot is exactly what it sounds like, except instead of rocks or water balloons, you fire off powerful grenades. The Plasma Rifle is a long-range sniper rifle you have to charge up before each shot. It makes landing a hit so satisfying. Then you have a shoulder-mounted rocket launcher that fires rockets you can control. It’s reminiscent of the Cerebral Bore from Turok. You even have different classes of character to play as. These give you a different mix of speed and resilience to allow you to play how you want to play. Take a strong class like the Juggernaut and then use a shield and you can be a tank. If you prefer speed, then playing as the Buzzkill and using the sonar allows you to hunt down enemies and then race away if needed. The time to kill in this game is fairly small if someone has a good aim. It makes combat more satisfying when you are the first to react, but also means you can die out of nowhere because the enemy was below you. It never feels frustrating, though, because the respawn is exceptionally fast and you always get a new weapon to begin with. It’s just a lot of fun and very reminiscent of Unreal Tournament so many years ago. Now, time to address the space elephant in the room. What is it like when compared to Echo Combat? Well, where Echo is a tactical shooter, one that requires good positioning and forethought, Space Junkies is chaos and fire. Space Junkies is very much an arcade shooter, one designed to be easy to get to grips with. There is no grabbing onto walls and using cover, it is pure, uninterrupted mania and it is, quite frankly, a lot more fun for it. The mindset is different two, the matches are faster, the games have less riding on them, so the atmosphere is a little mor jovial. Sure, there is a comparison here, but there really shouldn’t be. Space Junkies is quite simply a different breed of game, and the setting alone isn’t enough to make the two similar. It is pure fun and unconcerned with things like tactics or thinking ahead. The only thing you need to keep in mind is what level you’re in, and where the weapons, armor, and health spawn. It effectively replicates the halcyon days of multiplayer shooters in VR. This is an incredible feat and one that is well worth paying attention to. There are some small drawbacks. There could be more modes for example. While the deathmatch and king mode options are good, it all comes down to shooting each other a lot. It would be amazing to see some more classic modes introduced, things like zone control, or a sword only mode for example. What is there is an incredible time, but a little more would make it unmissable. Space Junkies does what games have done for decades: it brings a smile to your face. It’s the kind of game you can either play for one match, or accidentally lose hours to. The matches are fast-paced and frenetic, the weapons are fun and varied, and the customization brings a deeper level to it all. Frankly, it’s fun in a way that is sometimes missing from more serious affairs. It’s already an exceptional experience and if it evolves and gains new content it will become unmissable. Now, if you’ll excuse us, there is a slingshot with our name on it. Space Junkies is available now on Oculus Rift, HTC Vive, Windows VR and PSVR for $39.99. Read our Game Review Guidelines for more information on how we arrived at this score.
  12. The Elder Scrolls Online is a massively multiplayer online role-playing game (MMORPG) developed by ZeniMax Online Studios and published by Bethesda Softworks. It was originally released for Microsoft Windows and OS X in April 2014. It is a part of The Elder Scrolls series, of which it is the first multiplayer installment. As with other games in The Elder Scrolls franchise, the game is set in the continent of Tamriel and features a storyline indirectly connected with the other games. The Elder Scrolls Online had been in development for seven years before its release in 2014. It initially received mixed reviews, but these improved significantly with the re-release and rebranding as The Elder Scrolls Online: Tamriel Unlimited, with critics praising the changes. Similar to other MMORPGs, The Elder Scrolls Online originally used a mandatory monthly subscription model, until it transitioned to a buy-to-play model with microtransactions and an optional subscription in March 2015. The game was renamed as The Elder Scrolls Online: Tamriel Unlimited, and released for the PlayStation 4 and Xbox One consoles in June 2015. As of February 2017, the game had around a million monthly active players, with over 8.5 million players in total since release. In June 2017, it was announced that more than 10 million players had played the game since release, and that the game had around 2.5 million monthly active players. As in previous The Elder Scrolls titles, gameplay is mostly nonlinear, with a mixture of quests, random events, and free-roaming exploration of the world.[6] The game does not provide a mode for single-player offline play, although the developers stated that there would be "plenty of content" designed to accommodate players who prefer to play solo. The player is able to play as ten different races: Humans: Nords, Redguards, Bretons, and Imperials Elvish races: Dunmer (Dark Elves), Altmer (High Elves), Bosmer (Wood Elves) and Orsimer (Orcs) Bestial races: Khajiit and Argonians Players must choose one of six classes when creating their character: Dragonknight, Sorcerer, Nightblade, Templar, Warden, and Necromancer. Each class gives the player various different attacks, spells, and passive effects. The game has other character choices beyond those of race and class, such as the player character also being able to become either a vampire or a werewolf, each of which grants its own skill tree. Along with combat skills and passives there are seven different crafting skill lines: Alchemy, Blacksmithing, Clothier, Enchanting, Woodworking, Provisioning, and Jewelry Crafting. As with other games in The Elder Scrolls series, the game is set on the continent of Tamriel. Not all places in Tamriel are playable. The events of the game occur a millennium before those of The Elder Scrolls V: Skyrim and around 800 years before The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion. It has a broadly similar structure to Skyrim, with two separate conflicts progressing at the same time, one with the fate of the world in the balance, and one where the prize is supreme power on Tamriel. In The Elder Scrolls Online, the first struggle is against the Daedric Prince Molag Bal, who is attempting to meld the plane of Mundus with his realm of Coldharbour, and the second is to capture the vacant imperial throne, contested by three alliances of the mortal races. The player character has been sacrificed to Molag Bal, and Molag Bal has stolen their soul, the recovery of which is the primary game objective. Many parts of the continent of Tamriel are available in the game, with most zones being accessible, regardless of faction or player level. Some zones are accessible with DLC-only from the Crown Store or Subscribing to ESO. Players have the opportunity to join any of the three factions warring over the Ruby Throne of the Emperor of Tamriel: the First Aldmeri Dominion (represented by an eagle) led by Queen Ayrenn, composed of the Altmer (High Elf), Bosmer (Wood Elf), and Khajiit races; the Daggerfall Covenant (represented by a lion) led by High King Emeric, composed of the Bretons, Redguard, and Orsimer (Orcs); and the Ebonheart Pact (represented by a dragon) led by Jorunn Skald-King, composed of the Nord, Dunmer (Dark Elf), and Argonian races. Players may also unlock an additional race, Imperial, by purchasing the Digital Imperial Edition Upgrade in the Crown Store, which may be a part of any of the three factions. The other major ruling faction of Tamriel is the Empire, led by Empress Regent Clivia Tharn, which has fallen into instability and disrepair, and serves as a non-joinable faction. Pre-ordered copies of the game included the "Explorers' Pack", which allowed all races to be played in each of the factions, and this feature is also available in the Crown Store. The game begins in the Wailing Prison in Coldharbour, where the player character's soulless husk (known as a soul shriven) has been enslaved. This opening continues another Elder Scrolls tradition, of beginning the game with the player as a prisoner.[1] After escaping, the base of operations becomes the Harborage, a cave found at each of the starting cities, and is where the Prophet opens portals to the locations of the main questline. Once the Amulet of Kings is retrieved, the headquarters shift to the Hollow City, a location in central Coldharbour blessed by Meridia. Civilians saved from Coldharbour's prisons arrive in the Hollow City, and it is from there that attacks on Molag Bal's controlled areas are orchestrated. While rumors of a massively multiplayer The Elder Scrolls game had been circulating for years, accurate information about the game and its imminent May 2012 announcement was not leaked until March 2012, to online publication Tom's Guide by an anonymous industry source. According to the leak, the game was scheduled to be shown at E3 2012 in June and QuakeCon 2012 in August. On November 8, 2012, Bethesda released a video on YouTube called "An Introduction to The Elder Scrolls Online", in which the game's developers talk about the game's content and development. Several actors were announced to voice the characters of The Elder Scrolls Online, among them John Cleese, Bill Nighy, Kate Beckinsale, Lynda Carter, Alfred Molina, Michael Gambon, Jennifer Hale, Malcolm McDowell, and Peter Stormare. Beta sign-ups for The Elder Scrolls Online began on January 21, 2013, and continued for seven rounds until February 26. In June 2013, Sony announced that The Elder Scrolls Online would be available on PlayStation 4 at their E3 press conference. It was later clarified by Bethesda that it would also be available on Xbox One.[16] While players on PC and Mac play together, those on Xbox One and PlayStation 4 play only with others on the same platform. In August 2013, at gamescom, it was announced that The Elder Scrolls Online would have a monthly subscription fee upon release for all platforms. Subscriptions could be purchased in 30-, 90-, and 180-day increments. While it was announced in January 2014 that the game would not require a PlayStation Plus subscription to play online, the Xbox One version would require an Xbox Live Gold subscription in addition to a The Elder Scrolls Online monthly subscription. On May 8, 2014, Bethesda spoke about development of the console editions, announcing that the release date for the PlayStation 4 and Xbox One versions of the game would be delayed until the end of 2014, though it was revealed in December 2014 that the game's console debut was once again delayed into the Spring of 2015. ZeniMax Online Studios announced that players who purchased The Elder Scrolls Online before the end of June 2014 would have the opportunity to transfer their characters from Microsoft Windows or Mac OS to either console platform and receive a free 30-day subscription.
  13. President Trump on Monday said he would appeal a federal judge’s decision upholding a subpoena for his financial records, blasting it as a “crazy” ruling by “an Obama-appointed judge." “We will appeal it,” Trump told reporters at the White House before leaving for a campaign rally in Pennsylvania. “It’s totally the wrong decision by, obviously, an Obama-appointed judge.” Monday’s decision by U.S. District Judge Amit Mehta, an Obama appointee, dealt a blow to the White House’s efforts to stymie congressional Democrats’ investigations into Trump. Mehta found that the House Oversight and Reform Committee had valid reasons for subpoenaing several years of Trump’s financial records from the accounting firm Mazars, even though the scope covered the time before he was president. The White House and Trump’s legal team have argued that lawmakers have no legitimate legislative purpose in demanding the records and accused Democrats of trying to dig up dirt on the president for political reasons. Trump has repeatedly attempted to hinder congressional Democrats’ efforts to investigate his administration, campaign and businesses, dismissing them as attempts to “get a redo” after special counsel Robert Mueller declined to charge him with crimes in the Russia investigation. Some Democrats have said the president’s wide-ranging push to thwart their investigations could provide grounds for impeachment, but Trump chalked up those comments to sour grapes. “The Democrats were very upset with the Mueller report, as perhaps they should be, but, I mean, the country is very happy about it,” he said. “And they’re trying to get a redo or a do-over, and you can’t do that.” Democrats have said they subpoenaed Trump’s financial records to determine whether Trump has any conflicts of interest or if foreigners are in a position to exert influence over the president. Trump’s critics have said he may be in violation of the Constitution’s Emoluments Clause, which restricts payments from foreign governments to U.S. officials and have argued that ethics and financial disclosure laws may need to be strengthened.
  14. Republicans are moving fast to squelch Justin Amash's rebellion against Donald Trump before his conclusion that the President "engaged in impeachable conduct" -- the first by a GOP lawmaker -- can gather momentum. But Democrats who want a more hardline strategy against the President are seizing on the Michigan congressman's sudden intervention to pile pressure on their own leaders for tougher action. Amash's act of conscience on Saturday sparked immediate speculation over whether a tiny leak in the Republican dam could grow into a torrent of support running away from the President. After all, it was a rising tide of Republican disgust that eventually became the unstoppable force that led to the resignation of President Richard Nixon in 1974. The early signs are that Amash's protest will not materially shift political dynamics in Washington that mean any attempt to impeach Trump remains a long-shot scenario. But it introduced an unpredictable dimension into the building political storm over potential House testimony by Robert Mueller as Democrats accuse Attorney General William Barr of slow rolling a decision on a date for the special counsel to appear. Amash accused Barr of "deliberately" misrepresenting Mueller's report -- an explosive charge that will ensure Mueller will face an uncomfortable spotlight whenever he arrives on Capitol Hill -- for a hearing that now seems unlikely to occur before early June. But a least a few more Democrats declared that his apostasy met the bipartisan test set by skeptical party leaders for initiating impeachment proceedings -- or at least toughening the strategy behind investigations already under way in committees. "I think it's a watershed moment," Rep. Pramila Jayapal, D-Washington, said on CNN's "State of the Union." "For weeks, Speaker Pelosi has saying this needs to be bipartisan if it's going to move forward just from the practical perspective of impeachment moving forward.
  15. here is a little black book on the kitchen table. Neatly annotated in places, virtually illegible in others, it is the latest in a long line of tissue-thin pages containing the hand-written details of everything I eat. This is not one of the kitchen chronicles where I write down recipe workings and shopping lists, ideas and wishlists, but a daily diary of everything that ends up on my plate. If I have yoghurt, blackcurrant compote and pumpkin seeds at breakfast, it will be in that little book. Likewise, a lunch of green lentils and grilled red peppers, or a dinner of roast cauliflower and a bowl of miso soup. Each bowl of soup, plate of pasta and every mushroom on toast is faithfully logged. I don’t know exactly why or when I started noting down my dinner, but these little books are now filled in out of habit as much as anything else. The notes are often made at night, just before I lock up and go to bed. I suspect my little black books will be buried with me. I occasionally look back at what I have written, often as I change one journal for the next. One of the points that interests me, and perhaps this is the main reason I have kept the daily ritual going for so long, is that I can follow how my eating has changed, albeit gradually, over the years. There are, of course, unshakable edibles, (I seem to have started and ended each day’s eating with a bowl of yoghurt for as long as I can remember), but I also find marked changes in what I cook and eat. The most notable is the quantity – I definitely eat less than I used to – and there is a conspicuous move towards lighter dishes, particularly in spring and summer. But here’s another thing. Despite being resolutely omnivorous, it is clear how much of my everyday eating has become plant-based. Although not strictly vegetarian (the bottom line for me will always be that my dinner is delicious, not something that must adhere to a set of strict dietary rules), much of my weekday eating contains neither meat nor fish. I am not sure this was a particularly considered choice. It is simply the way my eating has grown to be over the past few years. I do know, however, that I am not alone in this.
  16. In the automotive woodland, the 3 Series is one of the great oaks. You can name them: Golf, 911, Range Rover, S-Class. And 3 Series. They’re what define the landscape. The unchanging cars, the ones by which we all orient ourselves. Sure enough, after 40 years this new generation declines to ambush us with any great surprises. It’s still a sporty, smart, respectable, comforting prospect. That’s despite the fact its component parts are almost entirely different from the last one. Pretty much all that’s been handed on from before are the engines and transmissions. But we defy you to find much wrong with that particular inheritance. And anyway they’ve been improved. Through decades of careful evolution, they have all become standards against which everything else vaguely similar is inevitably measured. The 3 Series is also central to what the company is all about. It accounts for one in five of all the BMWs sold worldwide (and that’s before you add the 4 Series). One of the aims for the designers was, ‘don’t make it look like a 5 Series’, which is good because when I saw an old 3 or an old 5, especially as Tourings, I had a job to tell which it was. The new coachwork has very taut metal along the sides, and subtle but sharp creases, and holds its bonnet low over the wheels. It’s one of the few recent BMWs without outlet vents behind the front arches. In this car they would have made no difference, says the designer. Another easy spot: the main side crease no longer runs through the door handles. The body is stiffer and larger now. The suspension principles, the seats, electronics and so on cascade down from the bigger cars BMW has launched in the past couple of years. The suspension and drivetrain use more aluminium than before, and the bonnet and front wings are aluminium too. Overall the weight saving is beyond 50kg in most models, and it’s more slippery through the air too. The other end of the scale, at least until the M3 arrives in a pall of tyre-smoke, is a M340i xDrive. This one is a significant step ahead from the old 340i. Power is 370bhp, and there’s four-wheel drive plus M mods to the chassis, brakes and styling. This is one part of the 3 Series range where it wasn’t the de facto standard. In power and four-wheel-drive-ness, this is BMW playing catch-up with the Audi S4 and Mercedes-AMG C43. And as we’ll see, doing a stonking good job of it.
  17. The game's first-person perspective and 3D graphics definitely give off a realistic feel, and the level of detail for renovation is quite good. You're responsible for every aspect of redesign; from the big jobs, like using a mallet to slowly break down the walls, to going through each step it takes to install electrical outlets. Your skills level up the more you use them, giving you the ability to install things quicker, or paint more walls with one swipe of the paint brush. As someone who has rolled lawns, built decking, knocked down old conservatories and more, I cannot think of few things I’d rather simulate less than the contents of Garden Flipper. Released today, it’s the first major expansion for House Flipper, Empyrean’s game of cleaning up other people’s messes and ordering shedloads of virtual Ikea furniture to conceal interior design sins. As the title might suggest, this one is about all things outdoors. Mow lawns, install garden furniture, plant flowers and generally act like you’re part of the Gardener’s World B-team. See the trailer below. I may grumble (I’ve done too much gardening already), but it looks like a feature-packed expansion. There’s seventeen gardens to renovate and eight game systems, which you can see showcased below. Credit where due they’ve replicated a whole mess of gardening-related challenges, from shovelling gravel, digging holes, mowing and strimming with a variety of tools and assembling piles of garden furniture. Developers Empyrean boast that there’s over five hundred new items, many with variants, and more than two hundred and fifty plant types. Good for the green-fingered then. As with the original game, it seems that there’s some teething troubles with this expansion. Initial Steam user reviews bring up a lot of small bugs that add up to a messy whole. Trees unable to be removed, missions not completing properly, and a few cases of people getting stuck horribly inside the foliage they just planted. While that last point is arguably realistic and why we should outlaw plants, gardens and people who enjoy mucking around outdoors, it probably doesn’t make for a great expansion. Still, a lot of interesting stuff, but perhaps best off waiting for a patch and/or discount. The long-awaited (by me, and other honest-to-goodness human beings, I swear!) Garden Flipper DLC is now out on Steam. The original simulation game tasked players with clearing out nasty homes, sprucing them up with new appliances and decor, and selling them to the highest bidder. Repeat that room-by-room, home-by-home process countless times, and that's House Flipper summed up. One major criticism was a lack of outdoor activities, an issue Garden Flipper aims to address – for a fee. "Before you'll start planting trees and plans you'll need to get rid of trash and rubble," notes the game's store listing. "Mow the lawn, hew unwanted trees, tear out weeds, and prepare your garden for a complete makeover! Map paths out, plant new trees and bushes, and set flowerbeds." Garden Flipper has 17 new orders (missions with specific demands from your clients), 500 items (around half of which are plants), and eight new manual-labor chores to fit the outdoor theme like weed whacking and shoveling. Is the expansion pack worth the $15 cost of entry? Not for everyone. "This DLC is sold at almost the same price as the base game, but there's not nearly as much content in this pack as in the original," warned Steam user reviewer Treiden. "Wait for a sale if you really want this." Empyrean, developers of property development simulator House Flipper, have announced a new piece of DLC for the game. Garden Flipper adds a whole slew of new features to the game based around fixing up the gardens of properties as well as what’s on the inside. The new piece of DLC will feature huge garden spaces starting off as little more than trash heaps allowing players to transform them into beautiful landscapes by cleaning them up and adding furniture and ornamental decorations. Garden Flipper is the second piece of DLC released for the game, joining the free download Apocalypse Flipper, which added survivalist items and houses to the games, such as nuclear shelters, stockpiled rations, and weapons. While Apocalypse Flipper was pretty small and was released for free to anyone who owned House Flipper, it seems like Garden Flipper will probably be priced considering how much more customers will be receiving. As of yet, there isn’t any information about the cost of the DLC when it does finally release. Once you've gutted a house, cleaned it and repaired the broken appliances, you can decorate it with a variety of furnishings, décor, wallpaper, paint, carpets and tiles. There's options for creating living room spaces, kitchens, bedrooms, bathrooms, laundry rooms, libraries, and, oddly enough, a sauna. After you've renovated the house to something befitting a front page spread of 'Architectural Digest' you can put the house back on the market and sell it to a list of preset “buyers.” Each buyer has certain needs in mind (some want large bedrooms, some won't buy a house with too much clutter, or a computer in the bedroom, etc.) and the game runs an auction, where the highest bidder wins. Use your profits to buy another worn down house on the market, and repeat! House Flipper System Requirements Requires a 64-bit processor and operating system OS: Windows 7 (64-bit) or newer Processor: Intel Core i3 3,20GHz / AMD Phenom II X4 955 3,2 GHz Memory: 4 GB RAM Graphics: GeForce GTX 560 / AMD R7-260X DirectX: Version 11 Storage: 4 GB available space
      • 1
      • I love it
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