Everything posted by [MC]Ronin[MC]
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Davos World Economic Forum begins About 3,000 will be participants in the World Economic Forum, which begins today in Switzerland. Among them is US President Donald Trump, German Chancellor Angela Merkel. This is the 50th Annual Meeting of the Forum, which over time has become an effective and influential tool for the world economy and policy, a place for negotiations and meetings and for reaching various agreements. The theme of this year's Davos Summit is "Stakeholders for a Coherent and Sustainable World", with discussions focused on seven main focuses: "How to Save the Planet", "Technology for Good", "A Healthy World", "Transparent Business" , "Society and the Future of Labor," "Better Business," and "Beyond Geopolitics." At the World Economic Forum, Bulgarian Prime Minister Boyko Borisov will participate in the session on "Dialogue on Western Balkans Diplomacy". He arrived in Switzerland on Monday evening. His participation in the Davos Forum is an occasion for him to reaffirm his position on the importance of dialogue and making a concerted effort to meet the growing global challenges. In the context of the discussion on the economic development of Central and Eastern Europe, the Prime Minister will address the topic of a European Green Pact proposed by the European Commission and the fight against climate change.
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Rock: I love you, Dad! I will always be your proud and grateful son The Rock thanks all who have expressed their support at this difficult time for his family. A few days ago, Duane Johnson lost his father - legend in the ketch - Rocky Johnson, who died at the age of 75. He first shared a video of his father, whom he said broke racial barriers, became a legend in the ring and was his hero. "I love you, Dad, and I will always be your proud and grateful son." After thanking his father for all the care and love, Dwayne has released another video in which he talks about the great loss he has just experienced. He thanks all the fans who have been with him over the past few days. The actor then becomes emotional and shares: "As you know, I lost my father a few days ago without having to say goodbye to him. I would give anything to hug him and kiss him before he passed. Tell him - Thank you, I love you and I respect you! But I had no chance to say these things ... " "Many of you have written to me that they understand my pain. But this is life - painful, incredible, beautiful, but also capable of breaking your heart ... it may overwhelm you as I have felt in the past days. But the blessing we have , is that now we stand and have to live as well as we can because of the life and inheritance that our loved ones have bequeathed to us. Especially when it comes to parent and father. I have a special relationship with my three daughters and there is nothing like a father-daughter relationship. But it is also very interesting that there is also a unique father-son bond that is irreplaceable. " His video actor ends with words to his fans. He tells them to write to their loved ones, to go see them, hug them tightly. "That's what I do with my family and my friends - I hug them hugely because you never know what's coming."
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Name Game: Endless Legend Price: 29,99€-7,49€ The Discount Rate: -75% Link Store:Steam Offer Ends Up After : The offer ends on January 23
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Premiere date: November 6, 2010 Publisher: Ubisoft Genre: Rhythm game Platforms: Wii, PlayStation 3, Xbox 360, PSP, Nintendo 3DS, PlayStation Vita, Nintendo DS, iOS, Mac OS Developers: Ubisoft, Ubisoft Montreal, Ubisoft Paris, Ubisoft Montpellier, Ubisoft Milan, Ubisoft São Paulo, Ubisoft Shanghai Modes: Single player game, Multiplayer game Michael Jackson: The Experience has been all over the place. The Wii, DS and PSP versions all came out at the end of 2010 and spanned the spectrum from "okay" to "awful." The 360 and PS3 versions have finally shown up to complete the pack. Each version has approached the goal of making Michael's legendary music playable in different ways, and met varying degrees of success. Michael Jackson: The Experience for Kinect was the most promising of the bunch. A dancing game is a perfect fit for the body-tracking hardware. But unlike Dance Central, its competition on Kinect, Michael Jackson: The Experience stumbles at creating an approachable party experience. Michael Jackson: The Experience has a great premise: dance to the choreography and sing along with hits like Thriller, Billie Jean, Bad, and Beat It. You can play solo or with up to three other players, making it a seemingly easy choice for party play. You'll pick a tune and select how you want to play it, but one of the first oddities in Michael Jackson: The Experience is how it handles difficulty levels: there aren't any. You can dance to a song, "perform" a song (alternate between dancing and singing), or attempt a "master performance," which is just a more complex version of a standard performance. But these options aren't available for every track. Some only have a dance option while others offer a vocal performance. If you want to dance to a complicated song, there's no way to scale the difficulty back or change the routine outside of these options. Michael Jackson: The Experience mimics the gameplay mechanics of Dance Central. Diagrams appear in the corner of the screen to guide you through the routine. This is where Michael Jackson: The Experience goes terribly wrong. These "cue cards" have several glaring issues, chief among them being the manner in which they appear. Instead of sliding up the screen in time with the song, they appear after a small countdown. This sucks. It's hard to see a timer when you're trying to follow along with the backup dancers, because the diagrams do a terrible job explaining what you're supposed to be doing. Most of the dance moves are complex, full-body techniques that take time to learn. And even if you could devote your attention to the timer, it often displays a different countdown for different moves. One card might start a countdown at four and the next might start at two. It caught me off guard on more than one occasion. If that isn't confusing enough, some of the diagrams are visually identical but call for different moves to complete. For example, a diagram might appear that requires a slide to the left and then a slide to the right. The same diagram comes back later but requires two sets of slides instead of just one. It's inconsistent. These cue cards are a total mess and the complexity of the moves will scare away casual dancers. Trying out the practice mode won't help much either because you can't slow down any of the sections or get any feedback on your moves. Singing is equally troubling. I plugged in a USB microphone for any tracks that called for a vocal performance. Although Michael Jackson: The Experience does give you a karaoke-style interface to follow the lyrics with, no pitch gauge is present to help you tighten up your performance. Not that it matters much, because I could essentially talk and hum my way through everything and get near perfect scores. Multiplayer could have been a saving grace for Michael Jackson: The Experience, but it's just another source of disappointment. Co-op play, which tasks players which switching on and off mid-song, doesn't allow for enough time in-between turns to let players situate themselves. Battle mode is even worse, because one team performs the entire song first and then the other team performs the same song... again. A good multiplayer game doesn't make half the players wait for five minutes before letting them compete. Things start off with a barebones interface that has little structure to it. There are more than 20 songs available in Michael Jackson: The Experience, and each song has its own routine that's based on Michael's original choreography. But there's no progression to work through and no additional modes besides dancing with multiple players. Most of the game feels cheap and hollow compared to titles with similar dance floor offerings. But this empty feeling is, tragically, the least of Michael Jackson: The Experience's concerns. The biggest problem with Michael Jackson: The Experience is obvious when you consider the Wii's control setup. This platform wasn't designed to read a player's entire body, so a dance game that tasks players with moving their entire body presents an inherent disconnect. While playing Michael Jackson: The Experience, small diagrams slide up the side of the screen with images of a dance move or pose. Players are supposed to follow these cues as well as mimic the dancers on screen. But because the player's only connection with the game is a single Wii remote, the dancing boils down to waving one's hand around, as any additional movement isn't registered and vanishes into the void of missed opportunities. When I dance to Smooth Criminal, for example, any skill I exhibit while dancing doesn't factor into my score or star ranking. This means players can wave their hands around and ignore all the other dance moves. But even performing hand motions properly will often result in a miss, which made me feel like I had almost no connection to the game at all. For those that honestly attempt to dance with their whole body, Michael Jackson choreography is extremely difficult, and there's very little in the way of tutorials here. There are simple instructional videos that teach players specific sections of the songs, but these videos need to be unlocked, which makes very little sense. Anyone uncomfortable with dancing will not be able to follow along with Michael's moves, especially because Michael Jackson: The Experience uses video footage of real dancers superimposed on themed backgrounds. Much to my surprise, the dance move cues I discussed above will occasionally disappear during a routine, forcing players to follow the on-screen dancer without any guidance. This startling issue echoes Michael Jackson: The Experience's overarching lack of polish and poor design choices. Among these poor design choices are the bizarre coloring effects on the in-game characters (used to mask the fact that Michael is not actually performing on camera). Despite the effects -- which render the characters faceless -- I must give credit to all the dancers on screen. They are clearly not the problem in Michael Jackson: The Experience because their dancing is fantastic. Lastly, it should be noted that most of the tracks in Michael Jackson: The Experience are suitable for a music game, but several of them are terrible for dancing. "Heal the World" and "The Girl Is Mine," for example, are too slow (and corny) to enjoy on the dance floor. Verdict If you're looking for a fun party game that gets people dancing, Michael Jackson: The Experience is not it. Poorly designed cue cards, nebulous vocal feedback, and bad multiplayer options are critical issues here. The interface and background visuals in Michael Jackson: The Experience are flashy and in some cases impressive. But The Experience doesn’t earn your money, even if you're a hardcore MJ fan.
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Premiere date: September 14, 2007 Series: Skate Developers: EA Black Box, EA Mobile Platforms: PlayStation 3, Xbox 360, Java Awards: VGX Award for Best Individual Sports Game Publishers: Electronics Arts, EA Mobile Plenty of skateboarding games have come and gone in the years since the long-running Tony Hawk franchise reinvented the skateboarding game. Most failed because they simply attempted to duplicate the arcadelike fast-moving gameplay of Activision's series. After running unopposed for years, Activision's got some new competition in the form of Skate from Electronic Arts. At times, this simulation-styled skating game feels like it was built from the ground up to be the anti-Tony Hawk, and aside from both games taking place on skateboards, the two don't have a whole lot in common. This is largely thanks to Skate's very cool control system, which puts all of the meaningful controls on the controller's two analog sticks and triggers. It's an awesome system that makes tricks feel more involved and entertaining. Unfortunately, you'll be applying this control scheme to a series of challenges and goals that aren't quite as good. Skate puts your skater movement onto the left analog stick. The right analog stick controls how you move and flip your skateboard to do tricks. For a simple ollie, you hold down on the stick to crouch then snap it up to jump into the air. Kickflips and heelflips are accomplished if you come up slightly left or right of center. Shuvits happen when you hit down to crouch, then roll the stick around to the side and up to the top. These are the basic tricks, but they get significantly more complicated. The triggers are used for your left and right hands, so when you're in the air, you can use these buttons to perform grabs. Once you've grabbed onto the board, you can tweak it around with the right stick for different types of grabs. It's an instantly intuitive system with the depth to keep you going for some time, but it isn't perfect. A lot of the tricks are done in extremely similar ways. So when some goals call for specific tricks, like a Nollie 360 Flip, you might find yourself attempting the trick again and again, only to have some other trick come out. This gets totally frustrating in spots, especially in S.K.A.T.E. competitions, where you have to duplicate someone else's trick exactly to stay in the game. Grinding in Skate is as simple as lining yourself up with a rail or curb, getting airborne, and landing on the grindable edge. Well, it sounds simple on paper, anyway. In practice, you'll have to really work to line yourself up because the default camera is a low, off-to-the-side angle meant to duplicate the look of a dude following you on his own board, holding a video camera the whole time. Your skater is large on the screen, meaning he'll block a lot of your view; he doesn't seem to become transparent often enough to let you get a clear view of the action at all times. Also, Skate is very big on timing. The height of your ollies or other tricks is dependent on how long you crouch and how fast you snap the stick up. It'll take some time before you're hitting every rail, flipping in and out, or landing in manuals all over the place. The whole system is also purely skill-based. You don't receive skater statistic boosts, unlock new tricks, or the like. Everything is available right off the bat. The only stat that increases is your own personal skill with the sticks. There's a loose story to Skate's career mode. It opens with you getting slammed by a bus and going in for surgery. This justifies the way you can reconfigure your skater's face and body type in the typical EA style of analog sliders. Once you're back on your feet, you're out to get noticed, so it's time to start recording footage and winning events. The different goals in the game give you some variety, but you'll have to get good at all of them if you want to get to the top. Because you're trying to get covered by two different skateboarding magazines, you'll have to complete a lot of photo goals, which ask you to perform specific tasks on specific objects. Some of the tasks are simple, like reaching certain point scores, while others will demand that you pull off longer grinds, flip specific tricks into grinds, or land in manuals. You'll also encounter multiskater competitions, such as timed battles for the most points, best trick contests, or slalomlike downhill races. There are also free-form footage goals, where you're given a set of tasks that must be performed within 30 seconds. The catch is that you can do these anywhere, so half of the process is figuring out which part of the city is conducive to your task. Some of them require you to skate in no-skate zones, which are patrolled by security guards who will push you over if they catch you. Some require you to do huge grinds, do a lot of spins, remain in the air for 10 seconds, and so on. The film goals are probably the trickiest ones in the entire game. As you make your way through the game, you'll open up additional skate spots within the city, including such indoor locations as the Plan B Warehouse and the X Games Stadium. Aside from entering these indoor locations, you can skate around the city without seeing a loading screen. But if you decide to warp right to a location, you'll see some somewhat lengthy load screens. The distance that you can warp without loading also seems a little random. Some goals have you skate long rails or cover what doesn't seem like that much ground, but if you try to warp back to the other side of the goal, it'll stop and load. When you're stuck on a goal and trying it again and again, the loading becomes really grating, as do the unskippable menu animations that pop up when you fail a film goal. This all sounds like small stuff, but it really gets magnified when you're stuck trying the same thing over and over. In addition to the career mode, you can play several multiplayer events, such as jam, which is a timed session that is won by the highest scorer. For these events, the city gets broken down into smaller areas. A couple of jam locations are in fairly small areas, like residential-sized pools. When the game sticks you into these spots and there are six players in the game, it just becomes chaos. This is because there isn't enough room to skate and you're left constantly bumping into other skaters, which isn't much fun at all. You can also play S.K.A.T.E., get into best trick contests, races, and so on. The online performance can be a little spotty and seems to really depend on the connection speeds of the other players, as well as your own. This means that one player with a slow connection speed can bring the whole game down. In a game that's so focused on accurate timing, it's pretty lame to randomly drop into slow motion. But when it's all working, it's decent. There is also a community aspect to Skate. You can use a replay editor to capture video footage of your performances or snap screenshots at any point and share them publicly. These can then be viewed through a menu in the game or through the game's Web site, which is nice because the person you want to show your skating exploits to doesn't need a copy of the game to see them. These items can be rated and commented on, which is a sharp idea that expands on the sorts of things that EA has done in the past with Burnout or some of its sports games. The only catch is that, as of this writing, the Web site is sluggish and pretty buggy, making it hard to navigate, as well as see the best footage. Visually, Skate has a realistic look to it that fits with the overall atmosphere of the game. The skaters look good and the animation is great, though a few of the up-close talking segments that show polygonal versions of real-life skaters look a little weird. It all runs at a solid speed that really makes you feel like you're booking when you're in some of the downhill races. Like other sports games, Skate is filled with plenty of sponsored equipment and other product placement. For the most part, it feels fine; getting sponsored by board and shoe companies is an integral part of the game's career mode and that part never feels too salesy. But it crosses the line in a few spots, like whenever you meet a pro skater. It shows that skater skating a line, doing some nice tricks, but then it also zooms up to give you a very deliberate view of his skateboard, trucks, wheels, and shoes, flashing the sponsor logos on the screen all the while. Also, there's a weird bit of reverse product placement in the game because EA and Adidas teamed up to produce some limited-edition shoes. These are introduced and advertised in the game, complete with promotion codes that get you $50 off on them when you beat the skaters that endorse them. It's awfully blatant, but it's actually pretty unique. It helps that the shoes are sort of rad. The game also downloads new ads for billboards and other surfaces as you play, though there aren't enough different ads, resulting in some cases where you'll see the same stupid billboard 10 times as you skate up a single street. The soundtrack is a really weird mix of music that doesn't actually play through most of the game. On the default settings, music is ambient. This means that whenever you get close to a skate-friendly spot, where skaters might gather and actually have a radio, you'll start to faintly hear music coming from the direction of the spot. If you like, you can set it to directly play the music, but most of the soundtrack is a little sketchy, and the way the game opens with Booker T & The MG's "Green Onions" every single time you load up the game makes you feel like you're turning on some awful Jim Belushi movie rather than getting ready to play a realistic skateboarding game. Aside from the weird soundtrack, the in-game audio is really great. There are lots of great skateboarding noises, especially the way the wheels skid when you do powerslides or land hard and turn. The game also has something like color commentary, which comes from the invisible kid that's "holding" the in-game camera. He'll call out to other pros as you pass by, congratulate you on good trick lines, comment when you stack and break some bones, or impatiently whine when you set the controller down then walk away. His presence is pretty good and gives the game some personality. While Skate has a handful of issues that hold it back, it has an absolute ton of potential. It's a great first start for what hopefully will become a regular franchise. With some more refinement and a few more things to do, this could probably be the best skateboarding game around. It's definitely worth playing, if only to get your hands on the trick system, but if you're stingy with your money, you could probably get enough out of it with a rental.
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SYSTEM REQUIREMENTS Windows MINIMUM: OS: Windows Vista / 7/8 / 8.1 / 10 Processor: 2.5Ghz Intel Core 2 Quad Q8300 or equivalent Memory: 4 GB memory Graphics Card: 1GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent DirectX: Version 9.0c Storage space: 4 GB available space Sound Card: DirectX 9 Compatible Audio Additional notes: Minimum Resolution: 1280 x 720 RECOMMENDED: OS: Windows Vista / 7/8 / 8.1 / 10 Processor: 3.5Ghz Intel Core i5 or equivalent Memory: 8 GB memory Graphics Card: 1GB nVidia Geforce GTX660 or equivalent, 1GB ATI HD7850 or equivalent DirectX: Version 9.0c Storage space: 4 GB available space Sound Card: DirectX 9 Compatible Audio Additional notes: Minimum Resolution: 1280 x 720 Mac OS X MINIMUM: OS: MAC OS X 10.8 to 10.12 // WARNING: 10.13 Not yet compatible Processor: 1.7 GHz Intel Core i5 Memory: 4 GB memory Graphics Card: 512 MB AMD Radeon HD 4850, NVidia GeForce 640 or Intel HD 4000 Storage space: 4 GB available space Additional notes: Minimum Resolution: 1280 x 720 RECOMMENDED: OS: MAC OS X 10.8 to 10.12 // WARNING: 10.13 Not yet compatible Processor: 2nd Generation Intel Core i5 (or greater) Memory: 8 GB memory Graphics Card: 1 GB NVidia 750 (or better) Storage space: 4 GB available space Additional notes: Minimum Resolution: 1280 x 720 Create your own Legend Another sunrise, another day of toil. Food must be grown, industries built, science and magic advanced, and wealth collected. Urgency drives these simple efforts, however, for your planet holds a history of unexplained apocalypse, and the winter you just survived was the worst on record. A fact that has also been true for the previous five. As you discover the lost secrets of your world and the mysteries of the legends and ruins that exist as much in reality as in rumor, you will come to see that you are not alone. Other peoples also struggle to survive, to grow, and perhaps even to conquer. You have a city, a loyal po[CENSORED]ce, and a few troops; your power and magic should be sufficient to keep them alive. But beyond that, nothing is certain… Where will you go, what will you find, and how will you react? Will your trail be one of roses, or of blood? Explore fantastic lands. Lead one of eight civilizations each with a unique gameplay style and storyline. Survive through cold dark seasons that drive Auriga to its end. Will it also be yours? Experience an endless replayability with randomly generated worlds and quests. Set the size, shape, topography and more... to create your own world to discover. Expand beyond the unknown. Conquer, build and develop villages into feared fortresses or wonderful cities. Assimilate powerful minor factions and use their special traits and units wisely. Hire, equip and train your heroes to become army leaders or city governors. Raise your civilization by finding mysterious artefacts and forgotten technologies. Exploit every opportunity. Evolve your civilization through the discovery of new advanced technologies. Collect Dust, luxuries and strategic resources tradable on the marketplace. Keep one step ahead of other civilizations through trade and subtle diplomacy. Choose from different victory conditions and adapt your strategy on the fly. Exterminate fools who defy you. Experience an innovative dynamic simultaneous turn-based battle system. Use unit equipment, abilities and the terrain to overcome your opponents. Zoom out of a battle and rule the other aspects of your empire seamlessly. Define your custom civilizations and confront those created by your friends. Endless Legend is lush. Simply put, it’s one of the best-looking turn-based strategy games I’ve ever seen. The graphical style is both dense and pleasantly abstract, from the closest zoom, to the full-map view. Its science-fantasy setting has a pleasant amount of lore, both magical and futuristic. As an overall experience it’s fantastic, though it’s bookended by a cluttered tech tree and some apparent early-game imbalances. This is a Civilization-style turn-based grand strategy game, where you build cities, explore a map, meet rivals, engage in diplomacy, and achieve some form of military, technological, or diplomatic victory, although it’s not a direct clone and puts its own spin on those game mechanics--which can be initially confusing. Also, like its fellow fantasy grand strategy games, like Fallen Enchantress or Age Of Wonders, Endless Legend includes hero units who grow stronger, and tactical combat--the former is fairly perfunctory, but the latter is quite fascinating. Still, what sets Endless Legend apart from its peers is its overall tone and the entire experience of playing it, instead of any one specific game mechanic. Endless Legend’s setting grabbed my attention immediately. It draws its science-fiction elements from developer Amplitude’s previous game, Endless Space, but mixes in a huge dose of fantasy as well. There are eight factions, including the elf-like Wildwalkers, who come into conflict with groups like the Vaulters, whose goal is a return to spacefaring. The combination of these two styles -the “science fantasy” aspect - shows up in factions like the Broken Lords, a group of noble futuristic vampire-like beings who subsist on what everyone else uses as currency, instead of using food. Endless Legend does well in adhering to Civilization V-style design of factions, where each one is distinct enough to encourage entirely different play styles in each new campaign. For example, technologically-inclined and Warhammer-ish Vaulter faction has a scientific and industrial bonus, heavily-armored troops, and the ability to pick a “holy resource” that grants even greater bonuses. They’re a relatively versatile faction compared to the Roving Clans, whose generic name belies their specific gameplay rules. The Roving Clans are the merchants of Auriga, and so receive bonuses to their moneymaking and diplomacy, and the “roving” part of their background means that they alone can move their cities around their provinces and also have armies filled with cavalry. But this comes at a cost: the Roving Clans cannot declare war, preventing the more aggressive playstyles. Ultimately though, It’s the look and feel that makes Endless Legend seem so special. It takes visual inspiration from the Game Of Thrones intro, most clearly in that when you build or expand your cities they rise from the ground, piece by piece. Zooming the strategic view out to a certain point fades the details away, turning the screen into an abstract, brown-paper map. It’s an effect that’s been done before, but Endless Legend makes it look especially good, maintaining a continuity of abstraction and information regardless of the level of detail. Gaps between cities are filled with both interesting terrain and various resources to exploit. Each map is divided into provinces, and each province has its own terrain style—ice, high plains, dark forests, deserts, etc. This level of detail and variety makes Endless Legend stand in stark contrast to Endless Space, which suffered from being far too sparse. Those visual flourishes also make it easy to spot the tactical value of an area. Hills are represented as raised steps instead of smoother bumps, which calls attention to the importance of topography for decision-making in combat -- you can put archers on impassable cliffs to fire down on enemies. Instead of seeming in any way “realistic,” Endless Legend instead makes me feel like a powerful lord, making decisions on a strategic map in my council chambers, pushing little wooden troops around. In perhaps the cleverest touch, combat works in exactly this fashion, on this map, instead of breaking battle out into its own screen. There’s still a combat mode, and stacks of armies, but when forces bump into one another they begin tactical combat on the world map itself. Fantasy-themed strategy games have often been bogged down by detached, time-consuming tactical combat modes, but this reconnects the tactical combat to the campaign setting. Battles never get too time-consuming either, because all players give their orders to all units at the start of the combat phase, and there’s a limit of only six phases per fight. All of this lends Endless Legend an amazing harmony between its rarely seen setting, its lush aesthetic style, its map, and its strategic and tactical decision-making processes. Just sitting and playing it is a wonderful experience overall, in a way that reminds of some of my favorite game worlds of all time, like Ultima VII, World of Warcraft, and Kingdoms of Amalur: Reckoning. To add to the overall experience, the music is both lovely and thematically appropriate, especially the faction music that plays at the start of each campaign. Big-picture strategic depth is Endless Legend’s potentially weakest point, unfortunately. I don’t mean to suggest that it’s a poor strategy game - it’s not - but my first week’s worth of games has yet to really gel in several ways. Its density extends into the endgame decision-making, where having too many decisions, as opposed to fewer, more interesting ones hampered my sense of progress. For example, Endless Legend’s technology system isn’t a straightforward tree, like Civilization - and it shouldn’t be, because this isn’t known Earth history. Instead, it’s divided into eras which are filled with a dozen or so technologies. Research enough from the previous era, and you can start on the next. The catch is that the previous era’s technologies are still there, available to research. So what ends up happening is that the overall number of technologies available just gets bigger and bigger, which makes the later sections of Endless Legend feel muddled. I’m also less than thrilled with the hero customization process, which also offers a bunch of different choices that struggle to make themselves feel important. Another problem I have with Endless Legend is that even relative to other games of this type, success seems to hinge far too much on getting a great set of resources to put your first city next to, and building cheap armies to pull off early rushes. It seems like too powerful of an option, leading to quickly aborted games, or having to hold back a little to get a good long game going. Those issues aside, Endless Legend possesses many of the mechanics of its fellow grand strategy games, and generally does them well. For example, each hex on the map clearly shows what resources are available for a nearby city, so you have to pick your placement carefully, just like Civ. But unlike Civ, you build specific buildings to expand the city’s reach, which damage both local and overall happiness. There are also benefits to both expanding the city as far as possible to get more resources, while consolidating it levels it up and grants its own improvements; the entire process is filled with good strategic balances. Verdict Endless Legend plays out on one of the greatest, most beautiful maps in strategy gaming history. It combines style, substance, and setting into a marvelous overall experience for both empire management and tactical combat. It struggles slightly with strategic depth, but this is a science fiction and fantasy strategy game with tremendous soul.
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Vesta review sedan Design that leaves no one indifferent! Dynamic, durable and eye-catching in a style that is highly recognizable with soft and embossed features. This is Vesta's vision, this is LADA's new vision. The world is changing, so are LADA's models. And the first, big and impressive step was made with Vesta. With its color scheme in rich colors, concealed in the body design of the distinctive "X" and with its high level of equipment, Vesta forever changes the image of cars of this brand. Stylish, secure, breathtaking! Vesta is the perfect choice regardless of driving style. Suitable for urban dynamics; about the tranquility of suburban driving; for high-speed sensations. A large number of safety systems at your disposal, including TCS Traction Control, EBD Electronic Brake Force Distribution, ESP Electronic Stability Program, BAS Brake Assist, ABS Anti-lock Braking System, Change Sensors at speeds, for rain and for lights, the four airbags give a sense of road safety and safe driving. Pamper yourself with LADA! A new generation car with a distinctive design and high-end equipment - this is Vesta. Even in its basic version, the model has modern extras that any driver would like to indulge in. Cruise control, 7-inch touch screen multimedia system with Bluetooth and HandsFree, climate control with various functions, fridge glovebox and multifunction steering wheel with multimedia and cruise control capability, allowing full enjoyment of every journey, both from the driver and passengers. For every taste, for every season! The model comes with both a 5 speed manual transmission and an automatic transmission. The seven levels of equipment allow for a smooth upgrade of the equipment in order to satisfy the taste of even the most picky driver. The vehicle's software supports over 20 driving modes that allow you to adapt to your individual driving style. Designed to show resilience even in the harsh Russian winter conditions, the Vesta model has assembled systems that are flawless at -30 °. The locks are designed not to freeze, the heating has a capacity that allows the body to be warmed up within minutes, the mirrors and seats are heated. In turn, the air conditioning and climate control in various modifications, create comfort even on the hottest summer days. Which is more important? The design? Quality? The price? LADA Vesta without exaggeration can be declared a car in which the ratio of design, quality, equipment class, price and economy is perfect. The spacious coupe, the extended bogie bogie, the volume trunk, the high clearance, combined with the highly noticeable body design and economy of maintenance and maintenance, make Vesta the perfect combination!
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Today, the people whose name means "benevolent" What are the traditions of today Today - January 20, the church honors Euthymi the Great and Patriarch Evtimii of Turnovo. The name Euthymus in Greek means gracious (in Greek eu - good, thymos - soul). The holiday is known as Ihtim, Ihtima, Petlovodden (new style), Petelarovden or Petlarovden. The last three names are related to the main ritual practice - the sacrifice of a cock in every house with a male chile. In those homes where there are girls, the owners are usually slaughtered for their health. The bird's legs are thrown on the roof of the house and its feathers are preserved. With them, grandmothers smoke ill or born children. In the Strandzha region, where the folk cult of St. Euthymus is well developed, every woman drives a black cock for the health of her children. According to local beliefs, St. Euthymus is the master of childhood diseases and he protects against "childhood" and "external disease" (polio and epilepsy). In Plovdiv, the day is known as the Black Day or the Black Day. Here, in addition to the sacrifice of a black cock (or hen), a number of prohibitions are observed. No women's work is done, they do not bathe, they do not make weddings so that they do not "blush". not to mourn the deceased. Today's name day is celebrated by everyone with the names Euthymus and Euthymius.
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The Queen's decision saddened Prince Harry a lot "I will always have the utmost respect for my grandmother, my commander-in-chief," the Prince added. Prince Harry is saddened by the way he should relinquish his royal privileges. He expressed "great sadness" on Sunday the way he and his wife, Megan, should relinquish their royal titles as part of a split with the Queen. "It saddens me that I came to that," Prince Harry said in his first comments on Saturday's historic deal. "Our hope was to continue to serve the Queen, the people and my military organizations, but without public funding. Unfortunately, this was not possible," said the Prince. The deal deprives Harry and Megan of public funding and will have to repay 2.4 million pounds ($ 3.1 million) of taxpayers' money spent on renovating their estate near Windsor Castle. Harry was also forced to relinquish the military titles he was awarded after serving twice in Afghanistan with the British Army. The prince, however, said he felt "utmost respect" for Queen Elizabeth II. "It was a privilege for us to serve you and we will continue to serve you," he said. "I will always have the utmost respect for my grandmother, my commander-in-chief. I am incredibly grateful to her and the rest of the family for the support they have given to Megan and me over the past few months." He and Megan will spend some time in Canada before deciding whether to move to the US or another country. "Thank you for giving me the courage to take this next step," added Prince Harry.
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Name Game: Sweet Thoma Price: 8,99€-5,39€ The Discount Rate: -40% Link Store:Steam Offer Ends Up After : The offer ends on January 22
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Windows MINIMUM: OS: Windows XP / 7/8/10 Processor: 1.6 Ghz Memory: 4 GB memory Graphics Card: 512 MB of memory Storage space: 300 MB available space Sound Card: Any Mac OS X MINIMUM: OS: OS X 10.6.6 or later Processor: 1.6 Ghz Memory: 4 GB memory Graphics Card: 512 MB of memory Storage space: 800 MB available space You may have seen the art assets used by Blood Card in other games, because we encountered difficulties in making Blood Card. We sold our background and monster art on Unity Asset Store, and purchased some card art and background music on Unity Asset Store. We want to thank all those players who left their feedback, comments and suggestions. We really appreciate it and hope that thanks to our players we can make our game better, we accept all the criticism modestly, our goal is to continue to improve the game in the following updates with more interesting content. This card game combines elements of roguelike and deckbuilding. During the game, you shall strive ahead, gathering cards to build a unique deck and use it to defeat the enemies getting in your way. You will have to choose between escaping or try to defeat Death, who is relentlessly pursuing you. Game features ● Unique playing rules In this game, your life value is equal to the number of cards in your draw pile. When you get hurt for one damage, you have to discard one card. If you have no cards left, the game is over. ● Three distinct zones The final boss keeps chasing after you, and you can try to beat it at any time you want. Maybe you can get help from your monstrous enemies. ● Flexible progression The game sets up different encounters and events: monsters, Elites, stores, etc. You get to decide when you want to encounter them - if at all. ● Infinite possibilities There is no class restricting which card is available and which is not. Once unlocked, a card can appear at any time. A variety of magic combos and unknown dark arts is waiting for you to be discovered and exploited! ● More than 230 cards are available, with over 40 events. 10 bosses and 60 different kind of monsters allows for more than one hundred random battles. ● A formidable and interesting monster challenge mode, custom mode and daily challenge mode. ● Randomly generated card rewards and monster encounters. Blood Card combines elements of roguelike and deckbuilding. During the game, you shall strive ahead, gathering cards to build a unique deck and use it to defeat the enemies getting in your way. You will have to choose between escaping or try to defeat Death, who is relentlessly pursuing you. Game features: ● Unique playing rules In this game, your life value is equal to the number of cards in your draw pile. When you get hurt for one damage, you have to discard one card. If you have no cards left, the game is over. ● Three distinct zones The final boss keeps chasing after you, and you can try to beat it at any time you want. Maybe you can get help from your monstrous enemies. ● Flexible progression The game sets up different encounters and events: monsters, Elites, stores, etc. You get to decide when you want to encounter them - if at all. ● Infinite possibilities There is no class restricting which card is available and which is not. Once unlocked, a card can appear at any time. A variety of magic combos and unknown dark arts is waiting for you to be discovered and exploited! ● More than 230 cards are available, with over 40 events. 10 bosses and 60 different kind of monsters allows for more than one hundred random battles. ● A formidable and interesting monster challenge mode, custom mode and daily challenge mode. ● Randomly generated card rewards and monster encounters. You may have seen the art assets used by Blood Card in other games, because we encountered difficulties in making Blood Card. We sold our background and monster art on Unity Asset Store, and purchased some card art and background music on Unity Asset Store.
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DW: When America bans alcohol "Dry Mode" becomes a social experiment, which in 1933 ends with failure and complete sobering Hell will remain forever empty - these are the expectations when on January 17, 1920, the 18th amendment to the Constitution, which bans the production, sale, transportation, import and export of "intoxicating liquids", enters into force in the United States. A few months earlier, in October 1919, Congress passed a law banning all beverages with more than 0.5 percent alcohol content. That is to say, not only concentrates - the production and sale of wine and beer also becomes illegal. An unprecedented experiment begins - a country with more than 100 million people of many different backgrounds and cultures, decides to turn its citizens into sobriety and virtuous people, Deutsche Welle reports. Proponents of the new order see it as a successful end to the long-running battle against the demon of alcohol, destroying morality and family: instead of caring for women and children, men spent their wages in pubs - drank so much that they couldn't work the next day . This is not just about Puritan prejudice - in fact, in the early 19th century in America, alcohol poured like a river. According to historians, its consumption reaches 30 liters of pure alcohol on average per adult - about 90 bottles of brandy. After the initial unsuccessful attempts to voluntarily refuse alcohol - as early as 1826 - powerful women's movements demanded "prohibition" (alcohol prohibition). However, a decisive role, as noted by the German "Zeit", however, played the US entry into World War I. Patriotic appeals are then very po[CENSORED]r that at such a time it is unacceptable to waste grain for brandy and beer. Breweries, which are almost entirely in German hands, are "hit" particularly hard, Deutschefunk recalls, quoting the well-known entrepreneur and lifestyle enthusiast John Harvey Kellogg: "Fighting Three Enemies: Germany, Austria and Drinking" . But a quick amendment to the Constitution does not mean that there is a national consensus on the matter: only a few days later there is a sharp confrontation between "dry" and "wet", with America's national identity at the center of the dispute . Through the dry regime, the traditionalist camp attempts to cement the supremacy of Protestant, Anglo-Saxon culture in the context of rapid social change caused by mass migration, urbanization and secularization. But many progressive reformers also support pro-life as a factor in the social discipline and transformation of Irish, Slavs, Jews, and Italians into good American citizens. Most major American cities, in turn, perceive the dry regime as harassment by fanatic Puritans and are not ready to give up their usual drink. Which is unnecessary, as the secret production of alcohol, as well as smuggling across the borders with Canada and Mexico, ensure a real boom in the black market. As Deutschlandfunk points out, in the late 1920s, illegal alcohol provision became the third largest US industry after steel and oil production. Many bars and restaurants have to be closed, but the thirsty are not left without the ability to satisfy their thirst at one of the countless illegal pubs - in New York alone, they are over 5,000. For the rich and the bohemian, prohibition is no problem at all - they enjoy the tumultuous 1920s in sophisticated jazz clubs that feature stars such as Duke Ellington and Cab Kalloway. Due to the dry regime, organized crime is in its prime, embodied to this day by Al Capone. The life of gangsters is glamorous but also fraught with risks - in Chicago during the probation period, the death rate among them doubles. The police set up a special dry-enforcement unit, which employs more than 4,000 people in the late 1920s. During the 1928 election campaign, Republican presidential candidate Herbert Hoover emphasized that the "noble experiment" must be continued. But more and more American citizens are beginning to have doubts as the shady sides of the endeavor cannot go unnoticed. Unscrupulous gangsters and "businessmen" make big profits with which police and politicians bribe. Millions of Americans are breaking the conscience law they don't feel bound to every day. The political upheaval came with the advent of the Great Depression as a consequence of the 1929 global economic crisis, which caused many of the former supporters of pro-hibition to reach
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Stories from the bottom of Ogosta Dam The water failed to destroy the church in the village of Zhivovtsi Part of the village emerged and re-emerged after the Ogosta Dam near Montana drastically lowered its level. The small settlement was flooded in the 1980s and the second largest dam in Bulgaria and the Balkan Peninsula was built there. The church and belfry of the village of Zhivovtsi are the only ones that the water has not been able to destroy despite the weather. Only a few decades ago, he was full of life, people had homes and raised their children. However, the construction of the Ogosta Dam deletes everything. To this day, when the water receded and the homes, streets and memories showed up again. "There were houses, here was the council, the building, there was another street that came from the church and went to the village fountain, passed through the water mill and sold bread here," said Yordanka Dimitrova. "The street is here, and here was where Linko the innkeeper lived, in this area was his house. And after so many years, it's hard for me to remember what it was, because you see the water, what ruins it left behind. Only memories are left, otherwise nothing is left of this Zhivovtsi, "said Peter Petrov. Yordanka's childhood passed to Zhivovtsi, the home of her grandparents. A home that is now somewhere in the water. "We had a summer kitchen, so we told her, and my grandparents lived there, and so we left. If the water is withdrawn, there may be bricks, "Dimitrova said. "A very nice village, equally, in almost every home a well, a geranium in ours, had everything. A very fertile village, yards large in houses. Remember when they said there would be a dam in this place and you had to move out? I was less than 10 years old when they said it. Many people were suffering from grief, some died while moving out, "added Yordanka. "My daughter was born in the year of the eviction. The village was moving, the people were broken, there was no good, "said Petar Petrov. Petar is a native of the village of Zhivovtsi and has completed his primary education at a local school. "Memories bring me to childhood, to the bachelor, to friendship. Only one is left of my true friends, "Petrov said. He was with them on the rink as a child. Although 82 years old, he still remembers the street they were going down. For about 20 years, between the 1960s and 1980s, the two villages - Zhivovtsi and Kalimanitsa moved out to boil. But then only Zhivovtsi poured underwater. "The houses were about 350 and about 1,000 people, no more," said Dimitar Tserovski. Dimitar's roots are from Zhivovtsi. He has been collecting information about his home village for years. It had a school, a mill, a railway station, a community center, five brass bands, a farm, a town hall and a church. Only she survived today with the bell tower. The bell tower and part of the church were also under water, but not only the water but also the people helped the church to be demolished. The walls are cracked and the roof has fallen. "Among the debris from the roof, from the iconostasis, I found a board with the carved names of the masters who put the roof structure on the church itself," said Tserovski. One of the village fountains of Zhivovtsi, which was at the bottom of the dam, is now again on land and is flowing again. There are also remains of a rope bridge, of the farm, even the stairs of the houses are still there.
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Toyota Motor Europe uses fully renewable energy sources Toyota Motor Europe (TME) announced that in 2019 it was able to achieve the use of 100% renewable electricity in all its European activities, buildings and facilities. Toyota's European activities include 9 manufacturing plants, 14 spare parts warehouses, 7 vehicle logistics centers, 29 national marketing and sales companies (NMSCs), TME headquarters and branch offices, as well as Toyota technical center with a total volume of electricity consumption of about 500 GWh. "The transition to 100% renewable electricity to fulfill our business in Europe is a significant step towards meeting the goals of our Environmental Challenge 2050 environmental program," said Dr. Johan van Zill, President and CEO of Toyota Motor Europe. "The sustainable nature of our activities on a European scale is a very important factor that must be present if we want citizens and consumers to continue their support for Toyota. Thanks to the market success of our hybrid electric models, we are on track to successfully our CO2 emissions targets for new vehicles in Europe, but when it comes to environmental protection, we take a holistic, 360-degree approach and aim to do much more than limit car emissions Sea. " The use of electricity from 100% renewable sources can only be achieved by making special efforts in all activities through a combination of: - Promoting the production of renewable electricity for Toyota offices and facilities in collaboration with local stakeholders (TPCE photovoltaic panels, TMUK photovoltaic panels, TMMF photovoltaic wall, Seebrugge wind generator, photovoltaic panels at Toyota Logistics Center…); - Purchase of electricity from renewable sources where possible; - Purchase of European certificates ('Guarantee of origin') for the countries of the European Union, as regulated in Directive 2009/28 / EC; - Purchase of I-REC (International Renewable Energy Certificate) certificates for countries outside the European Union recognized in accordance with the international I-REC standard. The achievements in reducing the carbon footprint of electricity consumption complement Toyota's efforts to reduce overall energy consumption in the course of the company's activities. For example, from 2013 (the initial year of the Environmental Challenge 2050) to the present, energy per unit of vehicle produced in the company's production capacity has been reduced by as much as 18%. A direct comparison with the EU28 average (28 EU Member States) of energy consumption of 2.3 MWh per unit of vehicle produced shows that Toyota production consumes 48% less electricity per vehicle produced. Sustainable environmental protection has always been one of Toyota's top priorities. Discussion of environmental issues among Toyota senior management members began as early as 1963, when the Company's Environmental Committee was established. Since 1973, the company has been promoting environmental awareness for its employees during the Environmental Month. In 1992, the company launched a five-year plan to undertake a series of activities aimed at reducing the environmental impact and preserving valuable natural resources for the planet - not only by reducing the environmental impact of vehicles, but also by focusing efforts on the environmentally friendly performance of all related activities. The Toyota Environmental Challenge 2050 was announced in 2015. It contains 6 challenges * and forms the basis of Toyota's long-term strategy, incorporating all of the company's most important environmental impacts. The achieved use of 100% renewable electricity contributes to meeting the company's objectives for the second (zero life cycle CO2) and third (zero CO2 production capacity) goals out of a total of six challenges designed to exclude separation CO2 emissions from the entire life cycle of the vehicle, including those in maintenance activities and in production capacity.
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Never do that!??
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Premiere Date: November 3, 2009 Series: Guitar Hero Developers: Neversoft, Vicarious Visions, Budcat Creations Platforms: PlayStation 3, Wii, Xbox 360, PlayStation 2, Nintendo DS Modes: Single player game, Multiplayer game Publisher: RedOctane, Activision Blizzard, Activision Just two months after the release of Guitar Hero 5, Activision has rolled out Band Hero. These two games are functionally the same, so Band Hero benefits from all the improvements that made Guitar Hero 5 so great, including the excellent new Party Play mode. However, Band Hero is aimed at a more specific demographic than GH5, and this is reflected in the main difference between the two games: the songs. Band Hero's tracklist reads like a setlist for a DJ at a middle school dance; there's a lot of pop and Top 40 rock, with some R&B and oldies thrown in for good measure. Many of the songs are fun to play, though nostalgia and guilty pleasure are just as likely to play a part in your enjoyment. Despite the variety, the scope still feels a bit limited, and the censored song lyrics that concerned parents will likely appreciate may not go over as well with others. Still, there's no denying that there's a lot of fun music here, and even if you're not a big Taylor Swift fan, you'll still have a rockin' good time with Band Hero. The new Party Play mode introduced in Guitar Hero 5 is in full effect in Band Hero, and it's just as great. When you start up the game, it begins playing a song. Then, with the push of a few buttons, you and your friends can join in without missing a beat. You can use any collection of instruments you like, so if three of you want to sing along to "Heard It Through the Grapevine" while a fourth lays down the bass track, that's A-OK. Should you want to change the difficulty, skip the song, or throw together a quick setlist, you can do so using a little menu that only obscures your own note highway. There's no failing in Party Play, so even if you're at the bottom of the red zone, the screen won't flash red and you won't hear any awkward clanks unless you're actively playing the wrong notes. You can jump in and out as you like, rotate in other players, or just take a break. The music keeps playing, and you can tailor your experience on the fly without any abrupt pauses or song restarts. The result is a casual play environment that is accessible, welcoming, and delightfully low key. If you prefer more deliberate and finite sets, then Quickplay mode is a great option. Here, you can construct a setlist and play with up to four players. Again, you can use whatever instrument combinations you see fit. Quickplay also makes accommodations for more casual players, allowing only those playing on hard or expert difficulty to lose their note highways. Your bandmates can restore your highway and prevent band failure by activating their star power, but Band Hero also offers a more flexible way to come to a friend's aid. When a bandmate fails, a crowd meter appears onscreen. If the rest of the band plays well enough for long enough, the lapsed bandmate is revived and the band keeps on rocking. There is no limit to how many times you can revive a bandmate, though it does seem to get harder as the number of dropouts increases. The crowd meter makes your band less dependent on star power opportunities that may or may not appear in time, which means you don't necessarily have to save your star power for a flagging fellow rocker. Quickplay is also a good place to make a bid for a spot on the extensive leaderboards. There are high-score categories for each song, instrument, and difficulty, so score seekers of all levels can participate. If you like to earn more substantial accolades for your performances, Career mode once again provides a place where you progress through different venues, playing songs and unlocking new gigs. In Band Hero, you earn up to five stars for each performance, and the more stars you collect, the more gigs you unlock. This mode will feel very familiar to Guitar Hero veterans, but there's one element that prevents it from going stale. Each song has a bonus challenge associated with it that allows you to earn up to eight stars per song instead of the usual five. These three-tiered challenges (one extra star per tier) can either be specific to an instrument (whammy for a certain amount of time as the guitarist) or apply to the entire band (maintain a 4x multiplier for a certain amount of time). This variety encourages you to mix up the instruments you use or to play with a few friends, and there's a handy onscreen meter that tracks your progress throughout the song. Some of these challenges will be easy for confident players, while others are much more difficult, though in general, the songs in Band Hero aren't as difficult to play as those in Guitar Hero 5. Earning a few extra stars is nice, but completing challenges can also earn you bonus unlockables, including new outfits, sponsored equipment sets, cheats, and new playable characters. In addition to franchise standbys like Axel Steel and Judy Nails (who have gotten serious makeovers for their Band Hero appearances), you can choose to use the likenesses of a handful of real rock stars. You unlock many of these celebs just by playing through their songs successfully in Career mode. Once unlocked, these stars can join Guitar Hero characters and your user-created rockers onstage. Because you can use characters to fill multiple band roles, you could rock out with a veritable clone army of Taylor Swifts. Xbox 360 owners can add their avatars into the mix, making for some truly ridiculous situations. If you replace three of the members of No Doubt with avatars, you've got something that resembles Gwen Stefani hosting The Muppet Show. Regardless of whether you find these strange pairings hilarious or utterly stupid, Band Hero's visuals are slick and lively. Character animations are more fluid, and lip synching looks good, even on the avatars that are just cycling between a few different mouth icons. The crowds still look like a patterned mass of clones, but the lively performance camera angles ensure that they only seem odd at the beginning and end of your song. Band Hero also features the much improved music studio from Guitar Hero 5. The overhauled interface makes it much easier to lay down tracks, and you can learn more about the different options simply by holding down the fret button you would use to select those tracks. It still requires a lot patience and skill to make a decent song, but the barrier of entry has been significantly lowered. If you're not at the composition stage yet, you can flex your music muscle in the new jam session mode, which allows you to choose a background loop and play over it to your heart's content. This feature makes it much easier to experiment with your not-actually-musical instrument, and noodling around with some cooperative friends can be fun. There's a substantial setlist on the disc, though Band Hero's 65 licensed tracks don't seem like much when compared to Guitar Hero 5's 85 tracks. Players can download user-created tunes, as well as official downloadable content tracks, though not all of the tracks in the downloadable catalog are compatible with Band Hero. The game also censors lyrics more vigorously than Guitar Hero 5, which can lead to some odd and disappointing silences. Apparently, in order to earn an ESRB rating of E10+, the word "whiskey" was nipped out of Don McLean's "American Pie," so those "good old boys were drinking…and rye." (Spoiler alert, kiddos, rye is alcohol too!) Band Hero also charges you if you want to import songs from your other Guitar Hero games and will only transfer a limited number of songs. Paying to play songs you already own is a bummer, and you can't use your celebrity characters in imported songs. Aside from new celebrities, songs, and venues, Band Hero isn't that different from Guitar Hero 5. You can compete online in a number of different modes, and vocalists now have to use a controller to activate star power. Like Guitar Hero 5, Band Hero is a well put together, robust rhythm game, and Party Play mode is a great way to entice shy friends to join in the fun. There's a lot of good stuff here, unless, of course, you already own Guitar Hero 5, in which case it is little more than a full-price track pack. But if you're looking for more songs or interested to see what this plastic video game rock craze is all about, Band Hero is a great option. It may not blow the roof off, but it will definitely get your party rockin'.
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Three mythological women men fear What are men afraid of? Looking back into the mist of time and mythology reveals some striking and interesting answers. Legends of mythological women who embody men's deep-rooted fear of female disobedience, as well as the striking myths of the immensity of female power, are more the norm than the exception. Ancient stories that reveal men's fear of women are present in almost every culture in the world. In this story, I will introduce you to the first three women to shake the male world. Pandora, Lilith, and Eve - divine female creatures, each with a biography to be the First Woman in the Human World. The mud woman and her distress box Pandora, the first of the women's race, was created as a punishment. Before it was made, the earth was Paradise, inhabited by people who lived free and without difficulty, enjoying the company of the gods. But since Prometheus disobeyed Zeus and gave fire to humanity, the supreme god punishes him and his accomplices in an act of disobedience. Pandora was a trap - magnificent on the outside and filled with insubordination on the inside. Her arrival in the world of the mortals marks the end of Paradise. Pandora could not resist her curiosity and opened the lid of her entrusted box, releasing all the sorrows, diseases and evils for humanity. The intrigue entangled in this myth is the fact that she could not fly out of the box and only hope remained, as a consolation prize. Why did Zeus put in the box of misery and hope? Well, probably because there is no despair without hope. The original myth of Pandora was the story of separation from innocence, the difficulties of mortal existence, and the fear of women. Myth was part of the oral tradition and was eventually recorded on a material carrier only in the 7th century BC. by poet Hesiod. Like many ancient Greek myths, this story is an integral part of faith, a sacred story based on divine power. The woman of the rib and the apple of knowledge In the Bible, Eve was the first woman. It was created by Adam's rib so that he would not be alone, make him company, take care of him, continue the human race and obey him. This time there was no misery box in the Garden of Eden, but there was a fruit tree and a talking snake. Like Pandora, Eve couldn't resist the temptation to disobey. Consequently, after eating the forbidden fruit, the end of life in Paradise comes. And Adam and Eve begin their difficult journey of being and fighting in an unprotected environment. The "other" woman in Adam's life and the sexual revolution Many, many years ago, when the world was young, God created Lilith, the first woman. It was created simultaneously with Adam and with the same material as him. Therefore, the two were equal in strength, intellect and origin. Living in the Garden of Eden, Lilith also wished for sexual equality with Adam, boldly and insidiously refusing to obey him who had escaped him. Lilith was a terrifying first woman for her sexual rebellion. By refusing to accept the missionary posture, she challenges male authority and, worse, her subsequent career as an agent of destruction. According to legends, liberated from male power by Lilith, she becomes the embodiment of evil and masquerading as a snake seduces Eve with the apple of knowledge to prove that she is not perfect either. In many peoples mythologies, Lilith is also portrayed as the first vampire - a beautiful woman with long reddish hair and a snake tail who feeds on the blood of her seductive men. Although the mythological origin of Lilith is from Jewish folklore, this demonic woman also appears in the legends of the Babylonians, Greeks, Persians, Arabs, Germans and Indians. Created during the patriarchate, the mythological accounts of these three first women express the man's fear of the independent woman.
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Name Game: Ni no Kuni™ II: Revenant Kingdo Price: 59,99€-17,99€ The Discount Rate: -70% Link Store:Steam Offer Ends Up After : The offer ends on January 27