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[MC]Ronin[MC]

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  1. Premiere Date: December 18, 2018 Developer: NEXT Studios Publisher: NEXT Studios Platforms: PlayStation 4, Microsoft Windows SYSTEM REQUIREMENTS MINIMUM: Requires 64 bit processor and operating system OS: Windows 7 SP1 / 8.1 / 10 Processor: i3 Sandy Bridge Dual Core or Equivalent Memory: 4 GB memory Graphics Card: NVIDIA GeForce GTX 660 Storage space: 3 GB available space Additional notes: Controller recommended RECOMMENDED: Requires 64 bit processor and operating system OS: Windows 7 SP1 / 8.1 / 10 Processor: i5 Sandy Bridge Dual Core or Equivalent Memory: 8 GB memory Graphics Card: NVIDIA GeForce GTX 960 Storage space: 3 GB available space Additional notes: Controller recommended At first glance, you could mistake Bladed Fury for Vanillaware’s classic Muramasa: The Demon Blade. It’s clear that NEXT Studios took a lot of inspiration from that title for its new game’s looks and gameplay, though it scaled back in both departments. Though Bladed Fury doesn’t quite measure up to the best of the hack and slash genre, it’s interesting enough to stand on its own for its roughly four-hour story. In Bladed Fury, you take on the role of Princess Ji, who is exiled from her home after being blamed for her father’s death by a conspiring rival to the throne. The story is loosely based on the Warring States period in China (loosely enough to also include demons and mech suits), and serves as a gossamer-thin thread to hold the game together. Ji tracks down three witnesses to her father’s death, first in order to get some answers, but ultimately to clash swords with them. Though the story makes some clumsy gestures at philosophizing over how to be a good ruler, it’s certainly not what will keep you playing. Nonetheless, it’s nice to see a game based on the relatively unexplored setting of ancient China, however fictionalized it may be. Fortunately, Bladed Fury’s combat is far more compelling than its story, despite not being terribly deep. You’ll face off against hordes of skeletons and other supernatural beasts using basic light and heavy weapons, parry attacks, and aerial moves. Though your options are streamlined, pulling off these attacks feels satisfying, and it’s simple to chain them together into room-clearing combos. Things get a little more complicated when you have to parry ranged attacks, dodge unblockable blows, and use specific moves to chip away enemy’s armor. Each time you defeat a boss, you’ll also be granted what the game calls a Soul Sliver, essentially a summon that can deal damage, slow enemies, or heal you. Deciding when to use these summons adds a nice layer of strategy to the game’s combat without complicating it much. The overall simplicity means that if you fail, it’s likely not because you got overwhelmed with options, but because you didn’t use your limited arsenal optimally. Aside from gaining Soul Slivers, there’s not much to mix up Bladed Fury’s combat. There is an upgrade system where you use currency gained from defeating enemies to buy new powers, but the list of abilities is small and fairly bland. You can buy a parry attack (which I used constantly and probably should have been a default ability) and a charged heavy attack (which I never used because it took forever to execute), and most of the other upgrades just marginally improve an ability you already have. There’s really no way to customize a build, and I had every ability I wanted well before the game’s end. It’s a decent way to make sure your character is slowly gaining power throughout the game, since otherwise there are no stats to increase or upgraded weapons to find, but it’s not very exciting. Where combat with standard enemies is mostly about juggling multiple small foes that are easy to dispatch but can gang up on you, Bladed Fury’s boss battles pit you in duels against resilient opponents with powerful attacks. The game’s bosses are clearly its high point, even though they rely a little too much on blink-and-you’re-dead attacks that can outright destroy you if you’re in the wrong place when they start. Despite that, each one is a challenging, inventive fight that brings unique mechanics to the table. Between brawls, Bladed Fury is about as straightforward as games come: You walk from room to room dicing up enemies with your weapons and occasionally solve some very light puzzles. Bladed Fury doesn’t put much emphasis on exploration, unless you count a few instances where you choose in which order to complete your objectives (usually unlocking gates in some form or another). Likewise, its platforming mainly consists of leaping over spike pits and avoiding bursts of flame. Running through the game’s levels to find enough thingamajigs to open the next whatchamacallit bogs the pace down a bit, but these scavenger hunts are also generously sprinkled with combat to keep you engaged. Whether you’re fighting ghostly generals or just making your way to the next gate, the game’s art is a consistent treat. Enemies range from flying decapitated heads to nearly screen-filling demons, and they’re all gorgeous and meticulously detailed. The game’s levels are similarly wonderful to look at, whether you’re exploring the underworld or just leaping between the roofs of wooden shacks. Unfortunately, one thing that Bladed Fury definitely borrowed too heavily from Vanillaware is its hypersexualization of women. Women in the game are often so lewdly presented — and sometimes stretching the bounds of anatomical possibility — that it borders on parody. If you’re able to overlook its crass portrayal of women and barely-there story (two skills that still get exercised with tragic frequency playing video games), Bladed Fury is a perfectly enjoyable, if not very memorable, game. Its combat is challenging enough to keep you on your toes, while not being so complicated as to turn off casual players. And despite some questionable costume choices, its art direction is almost enough to make it worth recommending on its own.
  2. Premiere Date: March 29, 2019 Developer: NEXT Studios Platforms: PlayStation 4, Microsoft Windows, Mac OS Publisher: NEXT Studios, Bilibili SYSTEM REQUIREMENTS Windows MINIMUM: OS: Windows 7/8/10 Processor: Intel (R) Core (TM) i3-3220 Memory: 4 GB memory Graphics Card: NVIDIA GeForce GT 610 DirectX: Version 9.0c Storage space: 2 GB available space Sound Card: 100% DirectX 9.0c compatible sound card RECOMMENDED: OS: Windows 7/8/10 Processor: Intel (R) Core (TM) i5-3470 Memory: 8 GB memory Graphics Card: NVIDIA GeForce GT 630 DirectX: Version 9.0c Storage space: 2 GB available space Sound Card: 100% DirectX 9.0c compatible sound card Mac OS X MINIMUM: OS: OS X 10.8 Mountain Lion Processor: Intel Core i3 2.00 Ghz Memory: 4 GB memory Graphics Card: Intel Iris Graphics Storage space: 2 GB available space See all MORE FROM NEXT STUDIOS As far as I can tell, Unheard is one of a kind. Sure, there are a few games that could perhaps fit within the same genre, mainly because this is a game whose major focus point is its narrative, but what differentiates Unheard is its minimalistic visuals and emphasis on dialogue through sound. Without a shadow of a doubt, the sound is at the very core of Unheard. In Unheard, you play as a detective that is testing a new investigative tool, the Acoustic Detection System. Essentially, this device allows you to sort of travel back in time, by listening to the echoes of people’s voices. But where do these voices really come from? The game has an extremely eerie atmosphere surrounding it, as it doesn’t really reveal what makes everything you see and hear a possibility. The game consists of a total of five different missions, with each representing a different case. With that said, you should easily manage to complete the entire game in about four hours. Each case presented to you tells the story of a major crime, like a bombing, murder, or theft, but they all share the same gameplay mechanics, they have nothing unique to offer on their own besides the story they tell. The game plays out from a top-down view of a series of building blueprints (one blueprint per each mission), where you’ll be able to follow people around and listen to conversations, all in order to find out the truth. While you can walk around and see people moving, you can’t tell who is who right off the bat, you have to listen to their conversations and phone calls in order to find out which voice corresponds to each of the names that the game provides you. Once you’ve figured out who somebody is, you can tag them with their name, and then you’ll be able to see that person move around, even if you’re not following them or in the same room as them. In order to successfully complete a mission, not only you have to correctly determine everyone’s identity, but you also have to answer some questions regarding what went on during the case, and usually, who the person that perpetrated the crime is. The tricky part about all this is that, sometimes, people will lie about their identity and you often have to check what others are doing at the same time in order to confirm if what they’re saying is true. Luckily enough, your Acoustic Detection System not only allows you to hear past conversations, but it also allows you to pause, resume, fast-forward and rollback the recordings at any time you see fit. This is a key tool for your investigations, as there’s no way you’ll be able to successfully complete a case based on only one play of the recording, and that’s simply because there are multiple people that you need to hear and keep track of their movements, and, most often than not, they are either in different rooms or on the opposite side of the level. Despite everything, and even though I had a pretty good time with Unheard, I can’t shake the feeling that it could’ve been much more. Unheard is not really a game where the player is an actual detective, as the only detective here is the character the player takes control of. To put it simply, it takes little time to realize that the whole detective thing going on is nothing but a gimmick from which to deliver an interesting and rather different narrative-driven gameplay experience, and there’s nothing wrong with that. Unheard is about listening to everyone because if you do that, you have everything you need to solve the case, there is no guesswork or deduction involved. It wasn’t exactly what I was expecting, but in the end, I was pretty happy with what I got to experience. Besides the creative take on delivering different plots through what is mostly an audible adventure, Unheard also excels thanks to its voice acting, which is surprisingly good, something which I did not expect from a game that kind of came out of nowhere. Given its price, I highly recommend you check out Unheard, but that is as long as you’re not hoping to find a real detective game here, but instead a pretty compelling narrative driven game. Also, as a plus, there is apparently already a free DLC in the works, but the developers have yet to reveal its contents and a release window. Put on your headphones and step back into the past. Use the voices you hear to return to crime scenes, tracking down each individual involved and solving the cases. But where do the voices come from? Can you trust what you hear? And what's the mysterious thread weaving all of these cases together? A Unique Case-Solving Experience Discover the truth hidden in the voices from the past. Step through time as you use our device to eavesdrop on conversations from past crime scenes. Every clue, every move, and every motive will be presented in the form of audio. Rather than controlling any one character, you only need listen to their conversations, following along as the story evolves. Use the information you hear to match names to voices and determine how everything (and everyone) is related. Can you discover the truth? Open-Ended Narrative Mystery Game Explore the story and piece together the puzzle in your own way! Don't expect to be "fed" a pile of clues. Rather, take the role of a fly on the wall, observing and listening to the events as they unfold. Anyone could be the culprit; key clues may be revealed at any second; any character's storyline may cross paths with another at any point in time. YOU be the editor—the order of the story is up to you! Tributes To: Detective Fiction: In Unheard, all the clues in a case will be presented to players. There's no hidden information, nor rooms that require a key to enter. Players will be privy to the same information as everyone present at the crime scenes. Immersive Theater: All characters in Unheard have their own storylines; however, each of these storylines will become interwoven in the same space, and at the same time, resulting in complicated cases that force you to meticulously search for and track clues. You can choose to follow one character or move around between multiple characters. You can also replay the audio as many times as you want until you reach a conclusion. Radio Drama: Unheard is, in a way, an interactive radio drama. By combining aural narrative techniques with the type of exploration elements present in video games, Unheard offers a brand-new, non-linear radio drama experience. Special Thanks: Special thanks to our voice actors and directors in both China and the U.S. Thank you for your continued hard work and support.
  3. When the interior of the Bavarian flagship is not good enough At least, so says Atanas Wilner, whose latest project concerns the interior of the X7. It is unacceptable to sell a flagship brand like BMW, with similar gaps in the showroom, "says Atanas Wilner. "Moreover, this is not just about the top model BMW X7, but also about its top performance M50d," says Vilner Garage's creator. Wilner looks at mostly bare plastic surfaces, such as seat bases and a large panel with cup holders and USB sockets on the second row. The factory seams at the top of the dashboard are also not perfect. "It's the hardest plastic in the brand's modern car, in a very visible place. In addition, the particular car is with the so-called. expanded leather package, which makes its presence even more unacceptable. The seat bases have buttons for their control - a prerequisite for frequent touch. Would you be pleased to remind yourself that you gave about a quarter million to this car every time you touch these hard and rough panels? I would not like it, "says Wilner. To turn the BMW X7 into the “President,” as BMW calls it the X7, Vilner Garage used exactly the same leather as the seats. It has upholstered the bottom of the dashboard and door bark, replacing the original BMW Individual rhomboid pattern on the seats. It is also located at the bottom of the central tunnel, where Vilner has also perforated the X7 logo. The seams are contrasting and the pockets of the doors are covered with a fine flock. The studio also used leather around the panoramic ceiling of Sky Lounge, where they also repeated the rhombic BMW Individual motif. The ceiling itself is completely different from the one the X7 M50d comes with. The modification comes standard with the M package and the black Alcantara, but Vilner replaced the dark material with the brown Alcantara, complementing the warm truffle radiance of the salon. A distinctive contrast is the blue color of the seat belts - the brown / blue combination is often used by Vilner, but each time in a different way. An exterior reference to the truffle lounge is the brown edging added to the 21-inch 'Style 754 M' wheels, the only other Vilner exterior change being the holographic foil with the X7 logo on the stops.
  4. American astronomers have received the clearest images of the sun's surface Hawaii's US telescope in Hawaii has received the most detailed and clear images of the sun's surface, TASS reported. The most detailed images to date will help astronomers decipher the data the Parker probe is collecting, according to a press release from the US National Science Foundation. The telescope is located in Hawaii. Maui. The photos show the surface of the sun as a mesh structure. "The magnetic field of the Sun remains a major obstacle for us. In order to unravel all its fundamental secrets, we must not only examine its smallest details from a distance of 150 million km, but also with great precision to measure the power and direction of the magnetic field both on the surface and in the atmosphere of the star, "said Thomas KIM, the project's head of DCI. The sun is a ball of boiling plasma whose top layers are constantly mixed. This, combined with the high electrical conductivity of matter, creates a strong magnetic field. The lines of this field often extend beyond the denser layers of the sun and explode, leading to spots, storms and powerful coronary eruptions, potentially destroying civilization and life on Earth. Scientists are still unable to explain exactly how these cataclysms occur, and why the atmosphere of the sun is several thousand times hotter than its surface. It is also unclear how the solar wind is generated, the powerful flow of hot gas that is constantly emitted by the sun.
  5. Prosecutor's Office for Bozhkov: More than half a billion levs missing Prosecutor Mileva announced that Bozhkov offered BGN 10,000 daily to an official of the Gambling Commission Numerous paintings and BGN 400 thousand were seized from the dwelling of the accused Vasil Bozhkov. This was announced by the Prosecutor General's spokesman Siika Mileva. She said that in connection with the investigation against the businessman, 5 persons were recruited as defendants, with 4 of them being outside Bulgaria. Vasil Bozhkov: It is dangerous for me to return to Bulgaria A charge of official misconduct has been raised against the fifth person - this is the former chairman of the Gambling Commission, Mileva said. The accusation of Vasil Bozhkov is charged with leading the organization of a criminal group that has been active throughout the country since 2014. According to the prosecutor's office, the group committed coercion, extortion, office crimes, bribery and money laundering. Mileva announced that Vasil Bozhkov offered every day BGN 10 thousand to an official of the Gambling Commission, who in turn would submit proposals for revocation of licenses to individual competing companies. She announced that the non-paid tax revenues in the treasury of the businessman's companies amount to more than half a billion levs. "This is a Christmas bonus for every pensioner for 10 years," Mileva added. "The prosecution knows who it is against. The prosecutor's office knows that this gambling empire has extremely large financial resources and knows that it will protect them, including through you, the media, ”Mileva announced. The Director of the State Financial Inspection Agency Georgi Nachev confirmed that the checks revealed that no more than half a billion levs had been received in the budget. According to Nachev, the amount may increase, provided that the information provided to them is different from the reality. "The Gambling Commission has not exercised administrative and criminal responsibility for registering the fees," Nachev said. "This is the largest operation we have ever carried out," said Interior Minister Mladen Marinov. Other officials are expected to be arraigned, prosecutors added.
  6. welcome
  7. welcome
  8. Bienvenido
  9. Lego Marvel Super Heroes 2 is an action-adventure lego video game developed by Traveler's Tales and published by Warner Bros. Interactive Entertainment for Microsoft Windows, PlayStation 4, Nintendo Switch and Xbox One on November 14, 2017 and by Feral Interactive for macOS on August 2, 2018. Premiere Date: November 14, 2017 Designer: Arthur Parsons Series: Lego Marvel Platforms: PlayStation 4, Nintendo Switch, Xbox One, Microsoft Windows, Mac OS Modes: Single player game, Multiplayer game Developers: TT Games, Traveler's Tales, Feral Interactive As an ode to the ever expanding Marvel universe, Lego Marvel Super Heroes 2 is practically without peer. The characters you'll play, the locations you'll visit, and the references you'll come across span the length and breadth of the comic juggernaut's history in comics, TV, and film, extending to the genesis of Marvel as Timely Comics way back in the forgotten mists of time (the 1930s). In fact, outside of the exclusion of X-Men and Fantastic Four characters (for some undisclosed and surely byzantine legal rights reasons), this game is the most Marvel any Marvel game has been so far. It's also pretty much the most Lego game any Lego game has been so far, which is to say all of the charm and wit and ease of play of this long-running series is here, but also all of its little faults and idiosyncrasies. Outside of the dizzying array of heroes and villains you'll (eventually) be able to play, Lego Marvel Super Heroes 2 adds little to the franchise in terms of innovation or transformation. There is only more, but more doesn't necessarily mean better. What's here, though, remains appealing, particularly if you have some kiddos to share the experience with. The aforementioned charm and wit of the Lego formula is becoming predictable and creaky after almost two dozen entries, but manages to retain that sense of simple joy inherent in seeing Lego-fied versions of some of your favorite pop culture characters bash around in a brightly colored world, quipping their cute little quips all the while. Seeing a Lego Ms. Marvel embiggening while geeking out that she's fighting alongside Spider-Man is simply delightful, as is seeing teleporting Inhuman dog Lockjaw flopping onto his back for a belly rub. The game is filled with little charm bombs like this, but if you read that previous sentence and came away with questions like "Who or what is a Ms. Marvel?" and "There are dogs in video games, now?", then perhaps some of this appeal will be lost on you. Needless to say, your familiarity with all things Marvel will impact just how cute you think all of this is. And the cuts here run very deep. From the inclusion of cowboy characters from old Timely/Marvel series like Kid Colt and Arizona Annie, to more recent characters like Spider-Man Noir from the Noir Universe (this Spidey uses guns, guys!), Lego Marvel Super Heroes 2 seems tailor-made for the Marvel super fan. That's not to say those whose Marvel knowledge comes only from the recent big budget films (but who did see the last Thor movie and thought the rock guy was pretty funny) will be left clueless amidst a series of complex comic references. The game anchors it's main narrative on the cinematic versions of the Guardians of the Galaxy, with Star Lord, Rocket, Groot (both baby and full-grown), et al racing to Earth to help stop megalomaniac-from-the-future Kang the Conqueror from doing his thing (ie, conquering). It's a doomed quest, as Kang quickly achieves his raison d'etre, ripping the fabric of the time-space continuum and creating Chronopolis, a mish-mash of worlds from different time periods and Marvel realities. From here, it's up to the heroes of the Marvel universe to band together and stop Kang. The gameplay here will be instantly familiar to anyone who's played a Lego game in recent years; it's bash bash bash on enemies and the environment using simple combat mechanics, before solving various environmental puzzles that may or may not involve bashing things some more (or alternatively using a specific character's special abilities to progress). To its credit, the many characters in Lego Marvel Super Heroes 2 do sport some interesting abilities, so much so that you can for the most part look past the cookie-cutter nature of most of them and find individual heroes with unique skills. The combat, though, remains stakes-free. There are no "lives", and dying simply means regenerating in the same spot not even seconds later. Dark Souls this is not. But that ease-of-use has always been the main appeal of the Lego games, especially for parents. As is usual with this series, the entire game can be played in co-op, and it's fun to partner with a developing gamer through these relatively stress-free adventures. The puzzles here can sometimes get a little obtuse, but that's exactly why it's a great shared experience. Your little ones can have fun running around and mashing buttons playing as the Invincible Iron Man, while you do the legwork of figuring out how to actually progress through a level. There's also an impressive amount of things to do in Lego Marvel Super Heroes 2. Apart from the hundreds of available characters (most you'll have to unlock) and the approximately dozen hours of the main campaign to work through, the "world" of Chronopolis is also expansive, functioning as an open world where your heroes can find little sidequests, missions, racing events, and other activities when you're not chasing the main storyline. Of course, these other activities aren't all enormous fun, but if you're a Marvel nut or a completionist (or both), then this game's basic cheerful gameplay and demeanour will make all of those extra pursuits worthwhile. Lego Marvel Super Heroes 2 is reverential to its source material, even if the game that surrounds that adoration is starting to sag somewhat. After all these years, the Lego formula is still a winner--but only barely.
  10. Middle-Earth: Shadow of War is an action role-playing game developed by Monolith Productions and published by Warner Bros. Interactive Entertainment Premiere Date: September 27, 2017 Composers: Gary Schiman; Nathan Grieg Engine: LithTech Firebird Series: Middle Earth Developers: Monolith Productions, IUGO Platforms: PlayStation 4, Xbox One, Microsoft Windows, iOS SYSTEM REQUIREMENTS MINIMUM: Requires 64 bit processor and operating system OS: Windows 7 SP1 with Platform Update Processor: AMD FX-4350, 4.2 GHz / Intel Core i5-2300, 2.80 GHz Memory: 6 GB memory Graphics Card: AMD HD 7870, 2 GB / NVIDIA GTX 660, 2 GB DirectX: Version 11 Network: Broadband Internet connection Storage space: 70 GB available space Additional notes: X64 required RECOMMENDED: Requires 64 bit processor and operating system OS: Windows 10 Creators Update Processor: AMD FX-8350, 4.0 GHz / Intel Core i7-3770, 3.4 GHz Memory: 12 GB memory Graphics Card: AMD RX 480, 4GB or RX580, 4GB / NVIDIA GTX 970, 4GB or GTX1060, 6GB DirectX: Version 11 Network: Broadband Internet connection Storage space: 70 GB available space Additional notes: X64 required One of the first people you meet in Middle-earth: Shadow of War is a woman with midnight black hair and a dress torn in intentionally strategic locations. You'll then learn that she's a version of Shelob, a giant deadly spider creature. The game explains her mysterious human form in time, and while fans of Lord of the Rings lore might have trouble embracing this unique interpretation of Tolkien storytelling, it shows that Shadow of War is a game that's willing to take risks with its source material. And, in a way, this example represents the full arc of the game: off-putting in the beginning, disappointing in the end, but seeing how they explain it all is an exciting ride. Like its predecessor, Shadow of War is po[CENSORED]ted by powerful Orc Captains that have specific strengths, weaknesses, and personality traits defined by the game's Nemesis system. The number of fears, special abilities, and beneficial powers are much more robust than the first game, making it important to find a strategic approach to taking down some of the game's more powerful foes. The amount of information you get about each Orc once you've revealed its vulnerabilities can feel almost overwhelming, but you quickly adapt to the game's shorthand and what traits to look out for. Your primary goal is to raise an army against the forces of Mordor by recruiting every Orcish leader you meet. These characters strike the perfect balance of humor and absurdity against the dull seriousness of the human cast, and you'll wish the quirkier denizens of Mordor could be constant companions instead of the brief vignettes that flash across the screen when you either kill or are killed by one. One especially colorful character I met was an Orc prophet who yelled at me about some serpent cult he was a part of; I ended up killing him, but it left a lot of questions in my mind about how Orc religions work. Most of your time in Mordor is spent killing Orcs. Building off the first game, Shadow of War has a free-flowing combat system that lets you dominate creatures one-on-one but still stay in control when surrounded by a dozen or more adversaries. That momentum slows when too many things are happening on-screen at once, though. When an enemy captain is ready to be coerced over to your side an icon above his head turns green. Incoming attacks can be countered following a flashing prompt, and you have a slew of different abilities to take out legions of enemies. But the chaos of battle can make targeting opponents frustrating. That's a shame because Shadow of War's most memorable moments revolve around its large-scale Siege battles, where you take over Orc-controlled fortresses using your own loyal followers. With an army of Orcs at your back, both pressing the offensive on a castle and protecting it are equally exciting, and the final entrance into the main hall of a fortress for the final fight feels as reverent and grand as walking into a towering cathedral in real life. In the moment, these tense battles are the core of the Shadow of War experience, but the overarching narrative outside of the broad "tour Mordor, fight Sauron's forces," feels directionless. Part of that's because you don't spend enough time with any secondary characters (except for Gollum, whose brief appearance is somehow still too long). Characters you meet in the game have relatively short asides that range from the absolutely boring "save some Gondorians" to the furiously funny "learn how fight pits work with Bruz the Orc." It's hard to get invested in the stories of less interesting characters, and once you've completed a few of their quests, they disappear forever anyway. And, like most open-world games, after you've spent a couple hours running around collecting trinkets, it makes an NPC's entreaty about an imminent enemy invasion feel less immediately pressing. But, narrative problems aside, some of the setpieces are breathlessly fun. You ride a drake, team up with some ridiculous Orcs, fight an imposing, flame-winged Balrog, battle the Ringwraiths. It's a greatest-hits compilation of the most bad-ass moments from The Lord of the Rings. After a slow-building introductory act, the game gains momentum as it crashes toward what seems like a final standoff against the forces of evil. And this fight addresses criticism of the previous game; it's an epic multi-stage battle that does still have QTEs, but no more than the ones you find while playing through the game normally. Bafflingly that battle isn't the end of the game. Shadow of War continues on, but with its momentum drained completely. What should be an exciting climax instead descends into a tedious slog for a cutscene that doesn't quite feel worth the time and effort. In the game's actual final act, you cycle through the four fortresses you explored previously for a total of 20 more defending siege battles. If you haven't upgraded the Orcs you met early in the game--and up until this point, there was no reason to--you have to replace and upgrade your entire retinue of Orcs to match this more powerful invading force. It's an entire section that should have been cut or severely truncated, and playing through the repetitious levels felt like padding meant only to make the game last longer. The enemies you face level up with each encounter, so you're also forced into upgrading each castle over and over again, either by building up your current Orc army or finding new fighters and replacing the old. This Sisyphean quest has no corresponding significant characters to keep you company or explain why it's important to tackle the defense missions in the order you do. It's not even clear, exactly, why you want to do them at all. More than once I felt like giving up on this quest thinking I'd stumbled onto some optional side content that was clearly only made for obsessed completionists. But enduring on, I found that finishing every stage unlocks the final cutscene and credits. It did not feel worth it. It's an entire section that should have been cut or severely truncated, and playing through the repetitious levels felt like padding meant only to make the game last longer. But although the game's final act is the most egregious, there are several other systems that Shadow of War fails to justify. Almost every item and Orc has some type of associated rarity (which scales from Common to Rare to Epic to Legendary), and with higher rarity comes more abilities. For Orcs, this means that they have additional, more powerful attributes that aren't available elsewhere. For weapons, it includes perks like "48% chance that a headshot lights enemies on fire." The buffs are useful, but the effects aren't so amazing that you'd keep a significantly underpowered weapon or Orc just for its benefits. It feels like a system tacked on purely to add another set of items to collect. The menu systems for your Orcs and weapons is the part that feels most overburdened. It's grating that there's no way to sort or search through your own army if, say, you need an Orc with a cursed weapon and an immunity to beast attacks to take out an especially tricky opponent. But to find out what skills are active based on your current weapon loadout, you have to go to each item in your menu and read up on what you have equipped. There's no overview screen that lists out what effects you currently have active. Like so many of the other game's systems, the storefront feels less predatory and more like a cluelessly unnecessary addition. And buried within the weapon screens is yet another separate item menu, this one for gems. Gems are stat-boosters you find throughout the game that give each item yet another upgrade like increasing the chance that enemies killed with that weapon drop in-game currency or a 12.5% increase to the amount of experience you earn. They're helpful, but managing the upgrades for yet another set of items that are nested as a menu within your own equipment amounts to busywork. Even with the Russian nesting doll of item menus, the most initially intimidating and complex of Shadow of War's systems is its skills menu. There are six primary skill tracks with points that have to be unlocked in order, and each skill has a separate unlockable set of 2-3 sub-skills (only one of which can be activated at any time). The ability grid is so dense and spread out that it's a chore to read through and decide what to put your points into every time you level up. And reallocating in the middle of battle (say if you want an area of effect attack to shoot out flames instead of poison), involves too much work and slows down battle too much to be practical. As an example of how overwrought with options the skill system is, there's an upgrade that unlocks the ability to "collect items by walking over them." In normal play, you actually have to manually push a button to pick up every item you come across. It's an ability worth prioritizing when you're looking to spend skill points, but it's nonsensical that such a basic quality of life improvement isn't just the default way item collection works. Despite the bloated feel of its systems, you earn all of these skill points, weapons, and Orcs at such a frantic pace that the game doesn't feel dragged down in the same way as it does by the final act. Going beyond skills and menus, one of Shadow of War's more controversial additions is its online storefront where you can pay real-world money to earn loot boxes that have guaranteed high-rarity Orcs and equipment. One early quest in the game gives you a small sum of the paid currency to purchase some loot boxes, but you can also buy them from the store using an earned in-game currency called Mirian. In our experience with the game, loot boxes purchased with in-game currency only earned us Epic tier rewards, instead of the paid currency’s guaranteed Legendaries. [Editor's Note 10/6 10:50 AM: It is possible to earn Legendary rewards from loot boxes bought with in-game currency, though they occur with less-frequency than Epic rewards.] However, the difference in quality between the Legendary and Epic Orc rewards, in practice, isn’t substantially different. And after finishing the game, even with buying a dozen or so 1,200 Mirian loot crates over the course of my adventure, I was still left with over 70,000 Mirian in reserve for buying plenty of more loot boxes. It’s also possible for Legendary items and Orcs to appear randomly in-game, so paying real money only serves as a guaranteed way to get one. Like so many of the other game’s systems, the paid storefront feels less predatory and more like an unnecessary addition. And that addition sums up several of Shadow of War's additions--things like the storefront and the menus and loot system don't make the game terrible, it just would've been better without them. It tries to be larger than its predecessor, there are more abilities, more weapons, more Orcs, yet it leaves you wanting less. But at its core, it's a fun experience with brilliant moments that provide fascinating insight into some of the untold stories of Middle-earth. I just wish it had known when to stop. Editor's note: GameSpot has updated the penultimate paragraph in this review to provide further clarification on the types of drops available through paid loot boxes. - Oct. 5, 2017, 5:33 PM PST
  11. E-cars are gaining po[CENSORED]rity in Europe The past 2019 is a record on the Old Continent for plug-in hybrids and clean electric vehicles. Some time ago, we wrote that in 2020, the battle for more e-car customers would shift to Europe, where we expect dozens of new premieres. Recent sales statistics show this trend very clearly. In December, electric vehicle sales in Europe were 77,248 (EV Sales Blog), a record high. The average market share for the month is 6.1% (4.1% for BEV, ie clean electric vehicles), which is again a record (probably three times above the US indicator). In 2019, 564,206 plug-in hybrids and clean electric vehicles were sold, an increase of 45%. The average market share of 3.6% (2.2% for BEV only) is a record, as in 2018 this was 2.5. Most po[CENSORED]r models? There is no doubt about it: Tesla Model 3 is the absolute leader, with 22,137 units delivered (a record month) in December and 95 247 for the whole year. The second most po[CENSORED]r electric car is the Renault ZOE, with a total delivery of 47,028 units, half the US mark. Third place came from the Mitsubishi Outlander PHEV plug-in hybrid (34 597). Last year's Nissan LEAF leader was fourth (33,155), ahead of the BMW i3 (32,828). It remains a consolation for BMW that the brand is the absolute leader in the home market in the sale of electric and plug-in hybrids, holding 21% of the market for this kind of cars. There, Tesla is 10% and Mercedes, VW and Renault each have 9%. The Volkswagen e-Golf (6th with 28,710) continues to sell well ahead of Hyundai Kona Electric (22,667). It should be noted the excellent December for the Audi e-tron, which sold 4225 units in the last month of last year, reaching a total of 18 483 for the whole year (8th place). The last two positions in the top ten are for the MINI Countryman PHEV (15 975) and the Volvo XC60 T8 PHEV (14 395). These figures suggest that by the end of 2020, Tesla could boast about 120,000 vehicles in Europe, with Renault driving at least 60-70,000 sales. It remains to be seen how sales of the highly anticipated VW ID.3 will go. But the growth this year is expected to come from the many new players that will hit the market in the coming months. Following are the DS3 Crossback EV, Fiat 500e, Honda e, Kia Soul EV, Mini Cooper EV, Opel Corsa EV, Opel Mokka X EV, Peugeot 208 EV, Peugeot 2008 EV, Renault Twizy EV. To these we should add the luxurious Lexus UX300e, Mercedes EQC, Porsche Taycan, Polestar 2 and Volvo XC40 EV.
  12. 2000 Euros for each newborn baby in Greece The aid is conditional on the mother residing legally and legally in Greece The Greek Parliament, by a large majority, adopted legislative changes last night, granting a lump sum of 2000 euros for every child born in Greece after January 1 this year, ANA-MPA reported. This provision was adopted by the votes of all parliamentary groups except MePA25, which abstained. The condition for granting the aid is that the mother resides legally and legally in Greece, the Ethnos newspaper states. The newly adopted law also changes the criteria for granting three basic social allowances - for a child, for a home, and for mountainous and disadvantaged areas. With the changes, immigrants living legally in Greece will need 12 years of tax registration to receive child and rent allowances. So far this period has been 5 years. As an additional criterion for the allowances, in addition to the income allowance, mandatory school attendance by minor children in the family is introduced. The new birth support is in the context of both the social measures and the measures taken by the Greek government to tackle the country's demographic crisis. Greece has an aging po[CENSORED]tion like most countries in Europe, but the demographic picture has become particularly unfavorable since the onset of the economic crisis, which on the one hand reduced the average number of children giving birth to a woman in Greece and, on the other, over half a million Greeks, mostly young people , went abroad in search of work and a more secure life. Since 2011, the country has had a negative growth rate, and in 2017 births were about 88,000, while deaths were over 124,000.
  13. Parliament will approve a change in the BGN-EUR exchange rate Prime Minister Boyko Borisov insisted that this should be enlisted in the law The Euro-Lev exchange rate agreed between the other countries in the Eurozone, Denmark and the European Central Bank should be accepted only with the ratification of the Bulgarian Parliament. Prime Minister Boyko Borisov of the Bulgarian National Bank and the Ministry of Finance requested such amendment of the law to prepare new legislative amendments related to the expected accession of Bulgaria to the Currency Exchange Mechanism (ERM-2) and then to the Eurozone. Is there a risk to our savings in BGN? Prior to the Council of Ministers meeting today, Borisov suggested that the Finance Minister meet with the BNB Governor and the Chairman of the Budget Committee. It will discuss legislative changes to guarantee the exchange rate of the lev to the euro. "These changes have to be coordinated with the European Central Bank," Borisov said, quoted by BTA. "I have heard a lot of speculation about the request that Bulgaria be in the waiting room of the Eurovision. This is the most important goal to protect our financial system. When you're in the Eurozone, you can't be in second-rate countries. Everyone in the Common Banking Union wants to know the situation of Bulgarian banks, ”he added. Will the Bulgarian lev depreciate? We recall that on January 23, the Chairman of the Budget Committee tabled amendments to the BNB Act, which, according to BNB Governor Dimitar Radev, had been requested by the European Central Bank. In practice, our country agrees that the other countries in the monetary union, together with Denmark and the ECB, will, by secret ballot and after negotiations, determine the euro / lev exchange rate with which we will join ERM-2.
  14. How to solve a problem with drive C ! When disc C is full! Free up memory in drive C ! I know that maybe more than half know how to do it! But there are many members who can't! And they ask how it's going! So I'm posting this thread!
  15. Legends and myths of the five sacred mountains Many mountains have legends that have been passed down from generation to generation for centuries. In them they are living beings, even gods, but always with their characteristic appearance and temper. Here are 5 of them: Kailas, Tibet According to myths, in this mountain lives the great god of movement and destruction Shiva with his retinue of deities and spirits. In many ancient texts about Kailas, the same is repeated - none of the mortals dare to climb the mountain where the immortals reside, led by Shiva. And it is a fact that to this day this mountain has never been climbed, since it is believed that conquering its summit is equivalent to subjugating the souls of thousands. For many centuries, Kailas was a sacred site for Hindus and Buddhists, and before that it was the center of shamanic mysteries where mass sacrifices were made. Sinai, Egypt This mountain is well known as the holy place where God appeared to Moses and gave him the stone tables with the Ten Commandments of God. In biblical times, the mountain was called the mountain of God. It was the scene of some of the most important moments in the journey of the chosen people into the wilderness after their departure from Egypt. The name Sinai is very likely to be derived from the name of the Deity Son, as well as that of the Desert Son. Comfort hotels in Fuji, Japan Many myths and legends are associated with Mount Fuji and have made it the center of religious thinking. It is called the Buddhist goddess of fire Fuchi and is the sacred mountain of the Shinto goddess Seng-Sama, whose sanctuary is at the top. It is the most sacred of the three sacred Japanese mountains. Ascending Fuji's nascent respect is definitely one of the biggest challenges Japan has to offer. It is a matter of honor for the Japanese. Shasta, USA It is believed that a strange force inhabits the region and protects the native po[CENSORED]tion. Each march to her required long preparation through prayers, fasting, and shaman guidance. Failure to comply with all of these conditions will usually result in loss, serious trauma, insanity, or even disappearance from the face of the Earth. Some Native American tribes consider it one of the thirteen refugees of lizard people. Others describe the place as a secret entrance to an ancient Lemurian world in which survivors of the continent's death are sheltered. There is even evidence that the mountain harbors an ancient brotherhood that uses mystical energy through which it tunnels through solid rocks. Lycaion Mountain Lycaon Mountain is the site of one of the earliest werewolf legends. Likaon, a hero in ancient Greek mythology, had 50 sons. Ancient legend states that when Likaon's only daughter was hunted, she was seduced by Zeus and she became pregnant by him. Likaon was so angry with his daughter's defilement that he killed her child and offered it to Zeus while the god was visiting for dinner. Zeus was angry, killing all the sons of Lycaon and turning him into a wolf. It is believed that if one eats meat from the mountain, it will become a wolf in nine months, then it will regain its human form.
  16. Mass Effect 2 is an action role-playing game developed by BioWare and published by Electronic Arts. It was released for Microsoft Windows and Xbox 360 in 2010 and PlayStation 3 in 2011. Mass Effect 2 is the second part of the Mass Effect series and a sequel to the original Mass Effect. Premiere Date: January 26, 2010 Composers: Jack Wall; Big Giant Circles; Hulik himself; David Kites Writers: Mc Walters; Drew Karpyshyn Engin: Unreal Engine Awards: BAFTA Video Game Award for Best Game, MORE Platforms: PlayStation 3, Xbox 360, Microsoft Windows Mass Effect 2 takes the bleak vacuum of space and flushes it with color--the light of stars and galaxies, the red and violet swirls of far-off nebulas, and the glimpses of comets as they burn through the void. You’ll catch your first glimpse of this in the game’s intense and much-improved art design, but that dance of light and shadows is also an apt metaphor for bleak undercurrents in the story, as well as the moral quandaries and past indiscretions that haunt the main characters. More so than its predecessor, Mass Effect 2 possesses an identity, and most of the obvious changes and improvements over the original are beholden to the shift in tone. The shooting is more immediate and satisfying, which keeps the pace moving and intensifies the violence of each encounter. Rich characterizations invite you to look more closely at each crew member's personal stake in the sprawling galactic backdrop. Even the relatively predictable space opera that is the main plot has sinister moments, and you sense the characters struggling with that heavy burden. Mass Effect 2 is incredibly enjoyable, but it's more than just fun: It's a stellar package with a fierce spirit that makes it engrossing and unforgettable. Mass Effect 2 begins with dire events that foreshadow the game's darker tone--an attack that leaves the SSV Normandy in pieces and the fate of series protagonist Shepard temporarily unclear. Never fear: Shepard returns thanks to the efforts of the controversial pro-human organization called Cerberus and under the watchful eye of its chain-smoking overseer, The Illusive Man. Entire human colonies are disappearing without a trace, and Cerberus needs you--as Shepard--to investigate and confront the vicious forces behind the mystery. Whether you make your contempt for Cerberus' questionable methods clear or espouse the organization's mani[CENSORED]tions, you owe The Illusive Man your life. Like it or loathe it, he casts his shadow on every action you take. A race of locustlike beings known as the Collectors cast an even larger shadow, and the threat they pose is greater than may first appear. Cerberus wants you to assemble a formidable team to assist and provides you with two human officers of its own. First, there is the sexy Miranda. Then, there is Jacob, who seems initially reticent but allows his emotional fire to burn more brightly as the journey progresses. One by one, you build up your crew of specialists to complement them. Among them are a stoic but powerful Asari named Samara, whose ethical code is as unforgiving as it is inflexible, and Thane, a brooding assassin that belongs to the reptilian Drell race. These are great characters, as are other members of your team, though the Salarian scientist Mordin Solus is possibly the finest character in Mass Effect 2 and arguably the most interesting one seen in an RPG in some time. His ultracaffeinated, ultralogical delivery is often hysterical and always entertaining (his romantic advice will have you in stitches), but his moral misgivings and humaneness make him more than just comic relief. This diverse team joins you aboard a newly built vessel named, appropriately enough, The Normandy SR-2, with the ever-reliable and ever-feisty Joker at the helm. He's not the only blast from the past to cross your path in Mass Effect 2, but it's best to discover for yourself which characters from its predecessor (and what role they play in this trek across the Milky Way) you'll meet again. The main plot is conventional science fiction that draws to a predictable close, so the narrative wonders don't exist within the sturdy-but-safe central story; rather, they gild its periphery. Each recruit offers a quest of his or her own to undertake, and these missions give you a lot of insight into your crew members--even those, like Jacob, that seem rather boring initially. Not all of these missions involve combat, which doesn't always work in the game's favor; one in which you follow your target from a walkway overhead is one of Mass Effect 2's weaker moments. But even the rare missions that are light on thrills are still heavy on character development. Writing and dialogue are top notch, keeping each teammate from being a simple sci-fi cliche. The game may come with an M rating, but it doesn't flaunt its adult motifs. Profanity and sexual themes are handled maturely, and their use has purpose and poignancy. There's nary a weak link in the tremendous voice cast, so each line sounds heartfelt, and great facial animations (especially among the nonhuman members of your crew) and physical gestures make it easy to connect with your cohorts. Conversations commonly present you with a number of responses that affect the meters representing two sides of the ethical spectrum: paragon and renegade. These meters are handled separately rather than represent sides of a single gauge. This structure makes a simple but important point: Morality isn't an either/or, good/bad attribute, but it allows for shades of gray in which to maneuver. As these meters fill, new conversation options open, giving you additional ways to solve dilemmas. These choices don't lead to the complexity and flexibility you see in RPGs like Fallout 3 or Dragon Age, but they result in some electric moments, particularly during the final hours. If you import your character from the original Mass Effect, the decisions you made in that game will be manifested here in extraordinary ways--though it might take a second play-through for you to really understand exactly how extraordinary. A more immediately noticeable adjustment to the conversations is the addition of interrupt triggers. In certain cases, you may get a prompt allowing you to interrupt the scene. This may involve pulling a gun on an unsavory mercenary (a renegade action) or snatching an impressionable youngster from the clutches of a gang when he tries to enroll (a paragon action). These instances have a nice feeling of immediacy and prove that actions really are louder than words. Mass Effect 2's third-person shooting action is greatly enhanced over the original, making battles exciting and violent, which befits the overall shift in tone. Battles play out as they do in a typical cover-based shooter like Gears of War, with a few caveats (you can't tumble, for example). Sliding into cover is slick and easy, as is popping in and out to take potshots at the wide variety of foes that assault you. Action sequences still present a few rare hangups; you may suddenly rise a few feet into the air for no reason and be unable to move. Or you may get stuck on an invisible obstacle and jitter back and forth. Uncommon bugs aside, Mass Effect 2 works well as a shooter, and other changes to the combat reinforce the improvements. For example, your shields and health automatically regenerate as they commonly do in straightforward shooters, and you now pick up ammo from the battlefield. You can still pause the action to let loose biotic-powered fury, but combat remains fluid and stimulating. It helps that the two teammates accompanying you on your missions are much less of a burden than before--not quite brilliant, but certainly smart enough to stay out of your way and stay alive. The repetitive nature of Mass Effect's cookie-cutter levels is gone, as are the vehicle sequences featuring the oft-maligned rover called the Mako. Mass Effect 2's missions take place across a wonderful variety of locales, from the creepy interior of a derelict vessel to a deep-space prison. Some of them trip up the pace by throwing in additional challenges, such as one in which you must avoid direct sunlight lest it burn you to a crisp. Most levels are thoughtfully constructed, letting you charge from one cover spot to the next in order to unleash destruction. You certainly get an impressive array of devastating tools to that end, including a blinding nuclear weapon that's always a delight to fire. Standard weapons (as opposed to heavy weapons) also support additional ammo types--such as cryo ammo--which provide additional benefits. Besides, it's always fun to watch a Krogan merc's final sliver of health burn away when you equip incendiary rounds. And if that doesn't bring a wicked smile to your face, throwing a horde of advancing security bots into the air with the shockwave skill certainly will. It's hard to miss Mass Effect 2's focus on action, not just because you can reasonably play it as a third-person shooter, but also because certain features associated with RPGs have been restructured and streamlined. At first, you might see Mass Effect 2 as somewhat stripped; you don't have a traditional inventory management screen, for example, where you would choose a weapon to equip or convert an item into omni-gel. Instead, you select the weapons you want when you embark on a mission or from a weapons locker. You purchase or find universal weapon and armor upgrades, which are then transferred to the Normandy's science station, where you can apply them, provided you have enough mineral resources. If you want to change armor, you go to your personal quarters, where you can don the armor items you've obtained and personalize them with different colors and textures. Even character development feels lighter. You have fewer skills to develop for each team member (though you have a much larger team to choose from), and you could complete a thorough, 40-hour play-through without reaching level 30. Yet in most cases, the role-playing elements haven't been pared down as much as they've been cleaned up, forcing you to spend less time staring at menus and more time gunning down Geth and earning the loyalty of your comrades. After all, when you can equip alternate ammo without opening up a cluttered inventory screen, you stay connected to the moment, whether that consists of a heartfelt one-on-one encounter with a tormented Thane or an electrifying encounter with a thresher maw. However, don't assume that you won't get time to shop for goodies or check out the sights and sounds at important space stations. You can still load up on upgrades and weapons on hub worlds or even grab souvenirs like model ships to show off in your quarters. (And be sure to pick up a space hamster, which is exactly what it sounds like.) Nevertheless, the balance between shooting and role playing is different in Mass Effect 2 than in the first game--but the focus on action works to the game's benefit, given the intensity of the characters and visuals. When you aren't shooting the heads off of clamoring husks or eavesdropping on a bizarre bachelor party, you'll be flying the Normandy about the galaxy from a top-down view, scanning planets for side missions and for the resources used to purchase upgrades. To do so, you move a scanning reticle about the planet and drop a probe when your scanner indicates the presence of a resource. At first, this is a comfortable change of tempo, but eventually, scanning wears a bit thin--though it is a necessary task if you want to get the most out of your weapons and armor. You can purchase an upgrade to speed up spanning speeds, but the reticle moves slowly regardless (albeit faster on the PC than on the Xbox 360), which makes the entire process feel sluggish if you spend too much time exploring each system at once. Luckily, other noncombat activities make a better impression. Hacking computers and wall safes initiates one of two minigames--one in which you match blocks of code to a scrolling sequence underneath and another in which you must match like symbols as you would in the card game concentration. These little hacking games are brief and last just long enough to provide a pleasant distraction. If you played the original Mass Effect, you may remember the jarring texture pop-in and frequent frame rate stutters as much as you remember the excellent character design and atmospheric planetside vistas. You'll notice few if any instances of those drawbacks in this installment, which means there's less to distract you from the impressive visuals. Just as an interior designer works from a collection of complementary and contrasting colors and textures, so too does Mass Effect 2 draw from a consistent set of hues and architectural touches. Deep reds and glowing indigos saturate certain scenes, making them richer and more sinister; eerie fog limits your vision in one side mission, while rain pours down upon you in another. Subtle, moody lighting gives certain interactions great impact, such as one scene in which your troubled, tattooed teammate appears as a black silhouette. The visuals are a superb melding of art and technology, with only a few animation hitches that stand out because most aspects are consistently excellent. The fantastic musical score and sound effects do more than their share to enhance the production, working the deeper end of the sonic spectrum and communicating tension and weight without getting heavy handed or mani[CENSORED]tive. Mass Effect 2's improved shooting mechanics are no-brainers; they're the expected advancements that clean up the flaws of its predecessor. But what makes this sequel so rich isn't mechanics, but vision. A nightclub lit with flames, deadly family reunions, a friend accused of the inconceivable--these are the sights and events that cast shadows in your mind and heart. A few blemishes prove that this planned trilogy still has potential for growth, but they barely diminish the game's overall impact. This is a galaxy you want to explore that is po[CENSORED]ted with characters you are glad to know. Mass Effect 2 is the kind of game that you return to, not just because it's fun to play multiple times, but also because its universe is a place you wish you could call home.
  17. Gran Turismo Sport is a racing video game developed by Polyphony Digital and published by Sony Interactive Entertainment for PlayStation 4. Premiere Date: October 17, 2017 Designer: Kazunori Yamauchi Developer: Polyphony Digital Modes: Single player game, Multiplayer game Platform: PlayStation 4 Nominations: The Game Award for Best Sports / Racing Game GT Sport may look and feel like Gran Turismo, but it's a very different beast under the hood. In place of an extensive single player campaign and an exhaustive car roster, developer Polyphony Digital have established a professionally sanctioned esport-focused racing platform under the watchful eye of The Fédération Internationale de l'Automobile. There's no denying that GT Sport hits a few bumps along the way, and struggles somewhat under the weight of Gran Turismo's legacy. But when viewed as something new, GT Sport accomplishes nearly everything it sets out to do. It offers a wonderfully detailed and responsive driving experience along with arguably the cleanest and most competitive online racing on a console to date. The renewed focus comes at a cost, with GT Sport offering a meager 160 cars (far less if you discount variants) and 40 courses based on 17 distinct tracks. And because your progress, earnings, and reputation are linked to your competitive profile, GT Sport requires an internet connection for most of its content--single player included. The only exception are one-off races in arcade mode, but your rewards there won't be saved unless you keep the game running until servers are back online. It’s one huge caveat, and while maintenance and outage periods have been minimal post-release, losing access to most of GT Sport isn't unheard of. Despite the relatively small selection of cars, each one is beautifully rendered with an incredible attention to detail. And while GT Sport's tracks lack dynamic lighting and weather effects, each real-world track has been laser scanned to an impressive degree of accuracy. Marry these qualities with the improved tire and suspension models, beefy engine tones and screaming tire sounds, and GT Sport makes a strong impression behind the wheel. Online races are your ultimate goal, and come in a few different forms. While you can create a private lobby to race with friends, most of the action happens in the organized daily races. Daily races occur at set times--usually every 5 to 10 minutes, though this can change--and come in three options, each with varying rules and regulations. Place well and you’ll see your Driver Rating improve, which defines the skill of the drivers you’ll be placed into future races with. If you place poorly you’ll naturally see your driver rating drop, and be forced race with less capable and confident drivers. Ranking highly isn't everything, and will mean nothing if you fail to race cleanly along the way. The overarching system monitoring everything you do is called the Sportsmanship Rating, which counts all incidents you’re involved in, regardless of fault. Shown as a rank of A through to F, put a wheel wrong by touching another car, leaving the track or, unfortunately, being rammed, and you’ll lose some of your sportsmanship rating. Drive a few clean laps and you’ll recover what’s lost eventually, though it’s clear the no-fault system is a sore point, causing needless annoyance at losing SR on top of having a race ruined. On the same foot, though, it appears to be working. Although turn 1 tends to be a bit of a nightmare, once things are underway races are generally as clean as you’d hope for. Cars recovering from spins or looking like they’re going to crash will ghost, letting you drive right through them, though this can be a bit sketchy at times as you can’t really tell when a car will solidify. Thankfully there are plenty of assists like ABS and traction control to help racers who might struggle, which can also be turned off for the hardcore or those with wheel and pedal setups. These support systems are a boon beginners who may be intimidated by GT Sport's demanding races but nonetheless want a taste of competition. Outside of the daily events are the officially sanctioned championship events, which in practice are run similarly to daily races, but with a few core differences. Each round runs five races at pre-scheduled times roughly once a month, and like the daily races there's a small window of time for you to sign up. The main difference is that you can only sign up and compete in a round once, so if you have a bad run in the first of the five scheduled races for that round, you don’t get another chance to improve your results. While intimidating, this also adds a palpable sense of tension to the beginning stages of each race. The number of points you can earn per race is worked out using a few variables, but is mostly down to your driver rating; the higher your rating, the more potential championship points you can earn per race. Your final points tally is accumulated from your three best finishes, ensuring that a bad race or having to miss one because of other commitments won’t put you out of contention. In general, the level of competition is extremely cutthroat, making race wins--especially in the official championship races--very difficult to come by. That said, there is plenty of satisfaction to gain from merely finishing races. Personal achievements aside, every race rewards you with in-game credits, mileage points--another in-game currency used to upgrade cars or purchase paint decals, wheel rims and the like to customize your car with--and experience points that raise your driver level. You’re given a new car for each driver level you attain, up to and including level 20, and the Daily Workout bonus also gives you a new car after driving only 40 kilometers (just under 25 miles) in a day, so it doesn’t take long to amass a personal car collection. Where you fall on GT Sport will mirror how you feel about racing games in general. If you’re looking for a highly focused console racing sim, GT Sport is excellent, but don’t come looking for a robust "Gran Turismo" experience. Given the focus on online races, the single-player campaign is more an elaborate training tool than any campaign from a prior GT game, geared to prepare you for the jump to racing online. Its three modes--Driving School, Mission Challenge and Circuit Experience--each cover a specific aspect of racing, be that the car handling, knowing the circuits or knowing how to race with other cars without running them off the road. In clear Gran Turismo tradition, hit the bronze target time for the exercise and you can move on. But although this is a good measure of your performance, a more detailed, visual breakdown of your runs would go a long way towards making these lessons more effective at making you a better racer. Accompanying YouTube videos give you an impression of how it’s done, but something that gives more feedback would be more welcome. Arcade mode is the closest you’ll get to the traditional style of campaign, letting you pick your car and track combo then race offline against the AI, who do a good job of racing cleanly but with a measured sense of aggression too. Ultimately, where you fall on GT Sport will mirror how you feel about racing games in general. If you’re looking for a highly focused console racing sim, GT Sport is excellent, but don’t come looking for a robust "Gran Turismo" experience. You won’t find it. Casual fans will feel the pinch of the scaled-down offering and the intimidating push towards racing online. But for sim-racers with a competitive spirit, it’s easy to look past the smaller car and track roster and appreciate the incredibly detailed and responsive driving model, which is better than anything the series has offered before. ALL CHARACTERISTICS Gaming Categories Games for computers and consoles PS4 Games Sony Publishers PEGI description Online PEGI rating 3+ General PS4 Pro support Resolution 1080i, 1080p, 720p Genre Racing Dolby Digital audio Release year 2017 Release Month October Number of players 1 Metacritic Rating 78 DualShock 4 controller Developer Polyphony Digital PS4 platform Edition Standard Language: English
  18. Name Game: F1 2018 Price: 54,99€-13,74€ The Discount Rate: -75% Link Store:Steam Offer Ends Up After : The offer ends on February 10
  19. F1 2017 is a racing video game based on the 2017 Formula One season. It was released on PlayStation 4, Xbox One and Windows on August 25, 2017. The game includes all twenty chains, twenty drivers and ten teams competing during the season. Premiere Date: August 25, 2017 Engin: Ego Series: Formula One Modes: Group play, Single player game Platforms: PlayStation 4, Xbox One, Microsoft Windows, Linux, Mac OS Developers: Codemasters, Feral Interactive Formula One has been stagnant in recent years. With the domination of the Mercedes team all but guaranteed since the beginning of the hybrid-era, new rules have injected some much needed spark into the once unquestioned pinnacle of motorsport. F1 2017 is a virtual reflection of that renewed vigor. The wider, faster and more aggressively styled cars are designed to be driven harder; a fundamental shift that brings with it a greater adrenaline-rush than any of the previous F1 games have managed to offer. Along with a greatly expanded career mode, a host of memorable classic cars and a litany of race options, championships and game modes to choose from, F1 2017 goes above and beyond expectations. The bread and butter of the Codemasters F1 games has long been the career mode, which lets you create your own driver and guide them through their racing career, and F1 2017’s is no different. Aesthetically it’s been buffed out and expanded, adding new animations and team interactions, and showing off more of the infamous F1 paddock all while adding a grander sense to the occasion. For a series that had nailed the atmosphere of a Grand Prix some years ago, these additions add another layer that’s easy to appreciate. The new upgrade system is another step up from last year, allowing you to focus your team's R&D efforts on new parts in four key areas--chassis, aerodynamics, powertrain and durability. Where you decide to focus your points largely depends on who you drive for. Go with a team like McLaren and you’ll need to focus heavily on improving the woeful Honda power unit. Whereas for a top tier team like Red Bull or Ferrari, you might be more methodical about how you spend your resource points, focusing instead on areas you might be slightly weaker than your competitors. F1 2017 improves on past entries by being the most transparent entry in the series, giving you more than enough information to directly compare performance to your rivals. Resource points are earned over the course of a race weekend by meeting your team’s set qualifying and race objectives, as well as completing the practice programmes the team lays out for you in any given practice session. In addition to providing resource points for upgrades, the practice programmes also act as elaborate tutorials, teaching the finer arts of driving a modern Formula One beyond the basics of ‘the racing line’. More complex techniques like fuel and tyre management and determining race strategy are broken down into easily digestible chunks of information, making it easier for new fans to dig into what makes a race weekend so involved. This level of strategizing extends to the car too, both in and out of the garage. F1 2017 tracks the wear and tear on each component of the engine and the gearbox, in line with real life rules to keep costs down for the smaller teams. Parts aren’t limited, but using more than your allotted amount will result in a grid drop penalty for each infringement. This means having to make tough but meaningful choices about whether to risk running worn parts for a race--leading to greatly reduced power or a possible outright failure--or taking the penalty and hoping you can fight your way back through the field. When it comes to the look of the cars, they’re nothing short of exquisite. Each of the ten teams and their magnificent machines are modelled down to the finest details, with their sleek carbon-fibre bodywork lusciously reflecting the world around them. Likewise, the circuits themselves also show off the game’s excellent lighting and dynamic weather, which makes a return from previous games. The rare occasions where high-res textures take a moment to load in are a minor blemish on what is an otherwise stunning looking title. Equally excellent is the feel behind the wheel. Be it with a wheel--which is absolutely the recommended way to play--or a gamepad, the cars feel as responsive as you'd hope. There is still more than enough power to make the back end slide out from under you, but unlike before, the wider tyres and extra downforce mean you can brake later, turn in harder, and get on the power earlier than ever before. This is starkly reflected on track in the different handling and power of each car. Driving the McLaren-Honda down a long straight is nothing short of harrowing; other cars will power past you like you’re sitting still, forcing you to get your elbows out when trying to defend your position. On the other hand, both the Mercedes and Ferrari feel planted to the road straight out of the garage. The robust physics engine is backed up by some of the best racing AI in the business, who will fight hard for position and make mistakes, but also offer up plenty of racing room if you do manage to get a wheel alongside them. The V10 roar of the 2002 Ferrari compared to the throaty growl of an old turbo-powered McLaren is enough to smack any nostalgic fan into bliss. The inclusion of classic cars represents some of the best F1 machines from the last 30 years. From Senna’s 1988 McLaren to Vettel’s 2010 Red Bull, there are 12 cars in total, each of them a world championship winning car from their era. They wonderfully showcase the progression of the sport over the years, and the V10 roar of the 2002 Ferrari compared to the throaty growl of an old turbo-powered McLaren is enough to smack any nostalgic fan into bliss. Jumping online to race with others is easier than previous years, doing away with the hoppers of old, opting for a more elegant approach. You choose your preference between shorter or longer races, get into a lobby and go. Also back is the online championship, letting you and your most dedicated friends battle it out over an entire season, with or without AI. Time Trials let you race against the leaderboards in any car, modern or classic, in any set of weather conditions. Events are a new feature for F1 2017, offering one-off, downloadable scenarios that drop you straight into the action then comparing your results to others via leaderboards when you’re done. Codemasters have left no wannabe racer wanting with the myriad ways to drive these cars. Any gripes cast against F1 2017 are minor. Instant replays could last a bit longer, and the simulation damage model could be more detailed and less forgiving. But this list pales in comparison to what Codemasters have delivered, an F1 game that can truly cater for everyone--from sim racers to the newest casual fan. Codemasters has been on a roll with its F1 series for a number of years now, and F1 2017 feels like the culmination of those years of work. Where F1 2016 lacked a little on the career side, F1 2017 more than makes up for that and then some more. An improved multiplayer set up, a greater variety of race options and straight-up better cars to drive, on top of the stellar career mode and thrilling on track racing experience make F1 2017 simply the best Formula One game ever made.
  20. The electric VW ID.3 quota for Bulgaria has been sold Volkswagen Bulgaria follows the global trend, the company boasts a record 2019 and a record market share, and 2020 is turning out to be even more successful, as the brand will introduce nine new models in our country. Urban legends for Volkswagen in our country border on both poles, but the Bulgarian's love for Volkswagen is unconditional. It is proved by the fact that 466 564 VW vehicles, of which 431 386 are passenger cars, are recorded in the Traffic Police. Against this background, Volkswagen accounts for a record year of sales in the world, but also in our country. In 2019 the official importer of the brand in Bulgaria sold 3,601 cars, which is 550 cars more than in 2018 and more than 1,000 more than in 2017. These sales guarantee the brand a market share of 10.60% in the new cars. Although the new Golf will hit the market this year, the seventh generation of the model was the best-selling model last year with 854 sales. The second best-selling model is the 505-piece T-Roc crossover, but the interesting thing here is that it is a stand-alone model, while in golf we are talking about a model family. A curious fact is that the distribution of gasoline and diesel cars in 2019 is 55.46% and 37.77% respectively. This year is turning out to be even more intense and successful for Volkswagen, as we expect as many as 9 premieres in our country, which has never been in the history of the brand. Among them are the market debuts of the Golf 8 and the electric ID.3, on which Volkswagen is betting its future. An interesting fact is that the company boasts that the entire quota of 30 cars for 2020 has already been sold, with those wishing to prepay a deposit of EUR 1,000. From 2020, Volkswagen is now offering a new version of the electric e-up !. The niche T-Roc Cabrio will come in March, and a bit later on Golf 8. In July, we are waiting for ID.3, and in September plug-in hybrid Touareg. In September, October and November in the market we are waiting for the updated Arteon, a new Tiguan, the second member of the ID family, namely ID.4, with the last premiere of the year being Golf Variant. Against this background, Volkswagen adds 985 light commercial vehicles, including Caddy with 548 units, followed by the T6 (237) and Crafter (164).

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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.

 

 

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