Everything posted by [MC]Ronin[MC]
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Secret Neighbor is a multiplayer Social Horror game set in the Hello Neighbor universe. A group of kids try to sneak into their creepy Neighbor's house. Events of the game take place between Act 1 and 2 of the original Hello Neighbor game. 6 players sneak into the house, trying to get into the locked basement door -- only to realize one of them is the Neighbor in disguise. Playing as the Neighbor As the Neighbor, you choose from several classes and use everything in your power to prevent intruders from succeeding. Initially, you are in disguise, and it's up to you to gain trust of other players to lure them away form the group and have them go missing. Your arsenal consists of useful gadgets such as bear traps, a secret control room, smoke bombs, and more. The best players in the game are the ones who convince groups of people that someone else is the Neighbor. It feels like that scene from "The Thing" where characters test each other for who's the traitor. Practice your roleplay skills. Playing as the intruders A group of friends are searching for their missing friend. Everyone thinks he's locked in the creepy Neighbor's basement. The only logical thing to do is to break into the neighbor's house and into his basement. Intruders come equipped with classes and different abilities. Bagger will have extra storage space, Brave will be able to give everyone a speed boost, the Detective knows where the keys are, and more. Using these abilities, players need to scavenge the house for basement keys, and valuable loot they can use to upgrade their skills and equipment. SYSTEM REQUIREMENTS MINIMUM: OS: Windows 7 and up Processor: Intel Core i5-3330 3.0 GHz, AMD FX-8300 3.3 GHz Memory: 6 GB memory Graphics Card: NVIDIA GeForce GTX 760, Radeon R9 270 DirectX: Version 11 Network: Broadband Internet connection Storage space: 5 GB available space Sound Card: Stereo. Play with good stereo. Additional notes: We highly recommend to have a microphone as this game depends on ingame communication. RECOMMENDED: OS: Windows 10 Processor: Intel Core i5-4690 3.5 GHz, AMD Ryzen 3 1300X 3.5 GHz Memory: 8 GB memory Graphics Card: NVIDIA GeForce GTX 1060, Radeon RX 580 DirectX: Version 11 Network: Broadband Internet connection Storage space: 5 GB available space Sound Card: Stereo. Play with good stereo. Additional notes: We highly recommend to have a microphone as this game depends on ingame communication. Release Date: 2019 Publisher: TinyBuild Games Series: Hello Neighbor Genre: Action Game Platforms: Xbox One, Microsoft Windows Developers: Dynamic Pixels, Hologryph
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The "little key" to a successful relationship What we need to have a long lasting and healthy relationship Gratitude is one of the things that most people don't think of when it comes to saving a love relationship. Not always a long relationship can be just love. We need much more. When was the last time you said "thank you" to your partner? If you can't remember, it's time to start using this "magic" word in your relationship if you want to maintain a healthy and quality relationship with your loved one. In a fast-paced and stressful daily life, we often forget to thank the person with whom we share our lives for the support it gives us. But we do not say "thank you" because we think that our gratitude for a loved one is implied. Make your partner feel loved and valued. Use simple things to show how much you mean to each other. Studies show that the happiest are couples who are able to express their gratitude and appreciation to each other aloud. Gratitude will satisfy two basic needs of people - understanding that their efforts are worth it and getting the necessary closeness and attention Take the time to thank everything that you like and appreciate in the person next to you. And do not spare your words and actions, for the beloved this is the greatest gift.
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Hyundai bets on e-cars, Honda doesn't trust them By 2025, Hyundai Motor Group will offer 25 clean electric cars, while Honda chief believes hybrids are the key to the future, not e-cars. Hyundai Motor Group (Hyundai, Kia and Genesis) begins the new year with a bold announcement related to the next five years: the Korean concern will invest € 76 billion in electrification of its entire model range. The plan envisages an almost double increase in the model range of electrified vehicles from 24 models in 2019 to 44 in 2025. More interestingly, the main growth will come from purely electric models since the number of battery-powered cars (BEVs) does not it will only increase from 9 to 23 (14 of the 20 planned electrified models will be BEV), but also because 11 of them will be new electric models. The first specially designed BEV model will be launched in 2021, which will be built on the all-new Electric-Global Modular Platform (E-GMP). Currently, the concern has one model of fuel cells (hydrogen), and by 2025 the range will be increased by another. But interest in this direction is not limited to cars. Koreans are relying heavily on fuel cells for various modes of transport, with the Group setting up an enterprise with the capacity to produce up to 500,000 FCEV units in South Korea. At the other pole is the situation in Honda. Takahiro Hachigo, Honda CEO, also believes in electrifying the model range. The difference is that he believes that hybrids, not pure electric cars, will play a key role in the company's future. The Japanese manufacturer intends that by 2030 the share of hybrids will account for 2/3 of total global sales. In an interview with Automotive News, he said: "I believe that hybrid cars will play a major role. The goal is to improve fuel consumption, not just electrification. We believe that hybrid cars are the way to respond to different environmental regulations. " When asked what he thinks of electric cars, Hachigo replies: "Are there really customers who really want them? I'm not sure because there are infrastructure and hardware issues. I do not think there will be a dramatic increase in the demand for clean electric vehicles, I believe that this situation is global. We need to continue with R&D, but I don't think they will become a mass phenomenon any time soon. "
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ANNOUNCEMENT: Ice people and cross rescue across the country To this day, festive liturgies are held in all temples Orthodox Christians commemorated Epiphany with celebrations and rituals throughout the country. Today, in all temples, there are celebrated liturgies, water is given to the battle flags, and then the ritual of saving the Epiphany cross is performed. Traditionally the battle flags of the Bulgarian army were also lit. The President of the country and Supreme Commander-in-Chief of the Armed Forces of the country Rumen Radev, the Minister of Defense Krasimir Karakachanov and the Chief of Defense General Andrei Botsev are present at the water system in Sofia. The ritual was served by His Holiness Patriarch Neophyte. The consecration of battle flags was first made by King Simeon before the battle of Aheloy in 917, and the tradition was resumed in 1993. "Let the sprinkling of this Epiphany water be for the health and many more successes of the invincible Bulgarian army, to all those among us who have chosen and dedicated themselves to this sacrificial ministry. A deep bow to the heroic and glorious native army and eternal gratitude to all the heroes of Bulgarian freedom and independence, ”said Patriarch Neofit. For the next year in Kalofer, the traditional male Epiphany choir has performed. The preparation for the ritual began as early as the night of Epiphany. Kaloferzians gathered and sang heroic songs, and at dawn dozens of children joined them. A 4-year-old boy received the cross, and a guest of the ritual offered a marriage to his girlfriend. After the kaloofers, the guests of the town entered the water. In addition to paying attention to the ritual choir, Kalofer's priest also called for humility: "It is good to combine, not just alcohol, eating and drinking. It is also good to attend the holy liturgy, which began at 4:00 pm in the church, ”said Father Mircho. Across the country, hundreds of daredevils rushed into rivers, dams and into the sea to save the Epiphany Cross. Everywhere the temperatures were subzero or near zero, which made the water icy. It is believed that the rescued cross will be healthy all year long. In Sofia, the cross from the lake in Druzhba was pulled out by Alexander Lebeshkovski. Although he is only 22 years old, this is his third cross rescue. And this time he will donate a cash prize to a charity. A total of 52 people jumped in the capital's icebergs, with the eldest daredevil at 79. "I wish health, especially health. And a little luck for me and my family. The thing that I believe most about is karma and what you do - whether it's good or bad, "Lebeshkovski said. Guinness record holder Theodor Tsvetkov saved the Epiphany Cross in Ruse. A 25-year-old man overcame the competition of 11 others who jumped into the deep waters of the Danube. With the luck of the Epiphany ritual, Theodore hopes to achieve his big dream - to represent Bulgaria at the World Ice Swimming Championships in Antarctica. "I will be the only Bulgarian and I have a great chance of being among the first places. The most important thing is to be alive and well, ”Teodor Tsvetkov said. 22-year-old Yakim Georgiev first removed the cross from the sea near Burgas. The young man is a student in England. He wished everyone health and good luck and shared that the warnings of very cold weather and stormy sea did not scare him.
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The Amped series has always managed to differentiate itself from the rest of the snowboarding games out there by simply being very difficult. For instance, Amped 2 was a hard game, but with good reason. It forced players to be patient and learn precisely how to perform jumps, tricks, and grinds in order to be successful. As a result, Amped earned the reputation as a series that took snowboarding in an extremely realistic direction, which is something that absolutely cannot be said about the arcade-like SSX games. In Amped 2, a system was in place that worked very well, giving players a challenging yet satisfying experience. With Amped 3 for the Xbox 360, all of that has changed, and not entirely for the better. Amped 3 puts you in the boots of your own created character. The character creation feature is actually impressive, giving you a wide range of ways to make crazy looking boarders. In addition, you'll be able to cover them in all sorts of brand name gloves, shirts, coats, and shoes, among many other costumes and silly gadgets. Basically, you're able to look like whatever kind of snowboarder you want, though none of the girth or skinniness adjustments affect your boarding skills. The way you learn acquire new skills in Amped 3 is a gradual process, and not one you're necessarily going to notice as you improve. Completing the various challenges littered around each of the game's seven mountains will earn you new tricks and improve your abilities a piece at a time. For instance, if you just busted out a gold medal on a challenge where you had to follow a certain path while picking up special icons, you might earn better balance during your butter moves. All of this aside, the big issue with Amped 3 as we've seen it come along in the development process has been just how different it is from previous games in the series. After spending a good deal of time with it, we can definitely say it doesn't really feel like any previous Amped games. As soon as you start up the game you'll be able to pull off reverse corkscrews, indy grabs, and double front flips no problem. Also, since there's no need to press a button to attach to a rail anymore, you can chain together huge strings of moves while intermixing butter tricks to amass huge point totals. Sounds a lot like SSX, right? Well, it's not really, but it's definitely a step away from Amped's roots and towards the arcade style of the uber-tricking, multiplier-snagging SSX. However, just saying it's different isn't necessarily a criticism, since it could still be different and fun to play. Unfortunately, this isn't the case. Though Amped 3 has a ridiculous amount of frills and extras, its core gamplay suffers from awkward controls and grows tiresome. It's almost like Amped 3's gameplay was changed to try and make it more accesscible, but along the way it settled into a weird zone of limbo between engaging and mediocre. In Amped 3 you'll still be able to get style bonuses for slowly rotating your character around, but it's way easier than in previous titles. This really drains a lot from the gameplay since part of the fun of previous titles was the challenge. In terms of controls, Amped doesn't let you go exactly where you want. It's not just in the sense that you're on a snowboard and have an awkward mobility, but there are strange issues with turning. For instance, if you're trying to make a wide turn to the right or left, you'll find it to be difficult to turn back down the hill. You'll get turned around more often than you'd expect, and you're somehow able to snowboard up a mountain if you're moving with some speed. The same awkward controls apply to the rails as well. Though you'll be able to use your controller's face buttons to perform rail combos, you don't get a very good sense of actually grinding the rail. Getting on and off feels unnecessarily floaty, as does most of the game's jumping. Every rail in the game seems to pull you towards it with an invisible magnetic force. This effect is so great that you'll have difficulty actually getting to where you want to go if you're around a mass of rails since you'll be accidentally hitting a lot of them. Like boarding uphill, your character will also possess the uncanny ability to zip straight to the top of steep rails after hopping on at seemingly low approach speeds. Aside from the imprecise controls, there's a lot to like about Amped 3. There's a good variety of challenges including following a pro through a series of jumps, matching a high score through a certain section, or jumping through a succession of hoops. There are even non-snowboarding related challenges, such as riding a snowmobile under a certain time limit, weaving a course through hoops in a sled, or causing high amounts of physical harm to yourself by plummeting off of cliffs. The problem is, though these modes are initially entertaining, you don't get any lasting enjoyment out of them. Sure, it's funny to play a game mode where you try and hurt yourself, but after a while it begins to seem more like luck as to what kind of medical bill you can rack up. You're able to mani[CENSORED]te your cartwheeling boarder after he's crashed to try and guide him into rocks, but it's a mode that quickly becomes tiresome. If there's one thing that Amped 3 does really well, it's give you an excellent overview of whichever resort you're playing at. The game features a trail map for each hill that shows exactly where the challenges are, what medals you've received so far, and what you'll need to do to advance to the next story mode. It also lets you drop in at any of the lift stops. With the added addition of a snowmobile you can call anytime to get you to your destination, Amped 3 really makes it easy for you to get to where you need to be. Regardless of where you go, unfortunately, you won't be impressed by the game's graphics. Sure, there is a large draw distance, but there's a significant amount of pop-up going on as you fly down the hill. Also, the game uses a very strange color palette, mostly muted greens, bright reds, and tons of white. While the menus and story sequences are very colorful, the actual gameplay graphics seem almost bleached, giving the game a sterile look. You also won't be impressed by the animations of your boarder, who moves stiffly unlike someone who's flying downhill and making high-impact landings after huge jumps. The crash animations in particular, such as when your character after ejecting from a sled or hang glider, look pretty silly. Even though there's a solid physics engine in place that has been mixed with the development team's own animation frames, the tumbling rag-doll that is your character fails to capture the sense of impact and pain that it should. Through the challenges that you complete you'll earn new tricks, more money, more respect, and a whole bunch of other goodies. Anywhere on any of the game's maps you're able to plop down a wide range of obstacle that can be used as jumps or rails. These can even be used right in the middle of challenge courses. This is a great mode and really lets you toy around with the game's environment to a satisfying degree. Actually controlling your character so they're able to take advantage of your new obstacles is, however, another issue. You may have seen one or two story sequences in our video section, but for those of you who don't know, Amped 3's story sequences are totally unique. Each one of your friends in the game talks with a distinct style. What this translates to is that you'll often get story mission assignments though scrapbooking, a Russian game show format, anime, flip books, pigs with springs for heads, and many more. Some of these sequences are hilarious, though at other times they are so outlandish you won't know what you're supposed to do until you're prompted with your objective. At that point, you begin to wonder what the point of the cinematic was in the first place. The mountains that you'll be flying down in Amped 3 are huge, so you'll never really feel like there isn't enough space to move around. As you fly down the mountain completing challenges and using the trigger buttons to shred snow, you'll build up an awesomeness meter which when maxed will allow you to stoke people out. This is probably one of the coolest graphical effects in the game. Getting awesomeness causes you to be surrounded with bursts of two dimensional graphics which can be customized later on. Unfortunately the effect is more aesthetic than gameplay related. Also worth mentioning is the soundtrack. This was the best part of the game, for me. There's a wide variety of excellent songs to listen to, and they can be cycled through while boarding. The voice acting can be funny at times, especially during some of the more insane story sequences, but the actual sound effects of your boarder flying down the mountain are unimpressive. Amped 3 could have benefited from some online play, but instead you get leaderboards that are updated through Xbox Live as soon as you complete challenges. This is cool, and using the park editor to buff up scores is also entertaining, but it ultimately falls flat. Verdict It's too bad Amped 3 plays so awkwardly, since there's really a huge amount of content here. You get a park editor, snowmobiles, sleds, tons of rider customization options, and a huge amount of terrain to board across. The soundtrack is great to listen to, some of the story sequences are really funny, but the gameplay and altered controls go a long way toward hampering the experience. Maybe if the next Amped were to go back to its roots in the next installation or even much closer to SSX, it would be better. As it is, the controls of the series are suffering from an identity crisis, and though there are tons of things to do, it's just not as exciting as it should have been to do them.
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Two words sum up the five-year-old Just Dance series: “predictable” and “fun.” You know you’ll get recent pop hits, a few disco classics, and a smattering of novelty tunes, accompanied by color-saturated videos displaying simple dance moves for you to imitate. And you’ll earn some points, whether you’re trying your best or napping on the couch. But with impressive video production, more precise player tracking (thanks to the Xbox One’s Kinect, which is all but required to play), and a fully realized social component, Just Dance 2015 is a welcome, surprising reinvigoration of the series. The 45 songs included in Just Dance 2015 are mostly of the pop variety, including recent earworms such as Pharrell’s “Happy,” “Let it Go” from Disney’s Frozen, and Katy Perry’s “Birthday,” but there are several curveballs as well. Classics like “Ain’t No Mountain High Enough” from Marvin Gaye and Tammi Terrell sit alongside “Holding Out for a Hero” by Bonnie Tyler and “Xmas Tree” by Bollywood Santa. Want to dance to the Tetris theme? It’s in there as well, along with Frankie Bostello’s “Mahna Mahna” (which you probably know from The Muppets). You truly see your moves registering on the Kinect, and the sense of accomplishment from nailing a move is that much more gratifying because of it. However, while Just Dance 2015 is better at rewarding good dancing than past versions, it’s “points-for-all” scoring system means anyone who’s detected by the Kinect will end up with a score, regardless of whether they were moving at all. That forgiving nature will always be its Achilles heel, and reduces the sense that a high score was well earned. Dance Central this isn’t. I’m not much of a dancer, and I wasn’t any better after playing, but that’s just fine with Just Dance. It’s more about having fun while moving to the beat. I’m guessing professional dancers look at Just Dance the way professional drivers might look at the Burnout series. These aren’t moves you’ll pull off in real life, but they’re certainly fun in a video game. The Kinect controls are responsive, but my family and I often found ourselves reaching for the controller to navigate the menus. It’s just faster and easier, but even then, the menu and navigational systems continue to be as confusing and frustrating as ever. The new glossy look and fun graphical touches can’t hide some of the mind-boggling decisions made as to how this whole thing operates. For instance, you can’t just hit B to go back. Whether you picked the wrong song, or you’re looking for a different menu, you have to wait for a back button to appear at the top right, move the cursor up there, and then click. And the badges icon on the home screen that tells you how many you’ve earned -- that’s not a button. To actually look at your rewards, that’s a different button top right. Considering all the other upgrades Just Dance has received, it’s time the menus and navigation received the TLC they deserve. The one thing it does very right, though, is the voice-activated “Just Dance!” command that gets you right into the action once you’ve selected your song. That never got old. Up to six people can dance at once locally, and players can jump in and out of a song as they please, making it ideal for parties or ending fights between children. And while I’m 6’4” and my youngest is three feet tall, we were both seen and scored appropriately (I won!). Then my wife and my seven-year-old joined in, and Just Dance 2015 adjusted without a hitch (my wife won). Where you’ll really see Ubisoft’s effort is in the music videos for the dance numbers. While Just Dance has always been a celebration of color saturation, this year’s videos are, for the most part, much more creative and unique. For instance, this version of Katy Perry’s “Dark Horse” is inspired by the original, Egyptian-themed music video. A lead dancer, initially dressed as Cleopatra, morphs throughout the song into a variety of elaborate costumes. A chorus of digitally added dancers backs her up across a variety of dissolving Egyptian backgrounds, and it’s all impressively choreographed and lit. It’s truly entertaining, even if you’re a wallflower. Meanwhile, the evolution of Just Dance into a multiplayer game has made huge strides this year. The series has flirted with social interaction in the past, but Just Dance 2015 is a full-fledged virtual dance party. Hopping onto the World Dance Floor takes you to a lobby where you can choose to dance against another player one on one, or jump right into a dance party with up to eight players competing for the high score. It all worked seamlessly, free of hiccups or lag. Another social addition to Just Dance 2015 is the ability to take on a “ghost dancer” challenger, which reenacts another player’s high-scoring performance on screen and reveals how it was done as you compete against it. Similar features have long been a motivating part of racing games, and it’s nice to see this integrated so well here. Watching videos uploaded by other dancers around the world is strangely compelling, and it’s fun to see how your videos have been received by the community. The Video Gallery is also proof that there are a lot of good dancers out there, and that Just Dance players are quite the diverse bunch. If you don’t have a Kinect, you can play Just Dance 2015 by downloading the Just Dance Motion Controller app to your smartphone, using the motion of your phone to track your moves -- like a hi-tech maraca. It absolutely dilutes the experience, but it is an option. Verdict It would be easy to dismiss Just Dance 2015 as the “same-old-same-old,” but that would overlook this finely tuned party game’s special-effects-laden dance numbers, complete with chorus lines and elaborate sets and costumes, and the social integration that holds the world-wide Just Dance community together. Though its overeagerness to hand out points and make everyone feel like a winner robs it of some competitive value, Just Dance 2015 just works as a fun, get-up-and-move game, with a wink and smile along the way.
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NHL 15 was, by all accounts, a disappointing game. It ended a long line of consistently great hockey games by removing many of the features that the series had become known for, such as offline shootouts and the EASHL, and crippling the ones that survived, such as Be A Pro and Be A GM. Thankfully, NHL 16 is a much better game. EA has brought back and revamped several modes, including the EA Sports Hockey League. The revival of these modes and the changes made have, for the most part, improved the experience enough to warrant a return to the ice; however, with the addition of the visual On-Ice Trainer, it’s easier than ever for newcomers to jump in and play, too. The gameplay feels great, online and off. Every facet of NHL 16 is more fluid than those in previous years, and it feels like you have more control over each position. I felt it was easier to move the puck across the ice while skating and passing, and playing defense is an experience that feels a lot better, too -- when I hit someone, it feels powerful. This is also evident when you play goalie; the controls for goaltending have been redone, making it easier to move precisely and catch those tricky one-timers. Because of this, I’ve grown to actually enjoy goaltending, so when no one else will guard the net in a game, I’m more than happy to take the job. The On-Ice Trainer is a visual aid that augments the ice and skaters with hints, teaching you how to play the game while you play. It starts off with the basics, such as face-offs and shooting, then it moves on to more advanced skills as you prove you’ve become proficient. It’ll tell you how to take a wristshot, and once you’ve done it enough, it’ll move you on to slapshots. This was very useful for me when it came to face-offs because I’ve always had a hard time understanding exactly how they worked -- at times, I’d think I had a handle on them, but I would be proved wrong soon after. With the On-Ice Trainer, there’s no confusion: it tells me exactly how to win and why I failed or succeeded. These hints disappear organically or you can turn them off entirely. It’s an incredible tool that helped me become a stronger player, and although I was worried about becoming dependent on the trainer, I was tackling and winning face-offs without even realizing that the tips had vanished. The On-Ice Trainer was especially useful in Be A Pro mode, which allows you to create a skater and proceed from the minors to the end of a long, hopefully prosperous NHL career. You can go through the minors as a CHL rookie or skip that and join a team that’s already competing for the Memorial Cup. Your job is to play a role on a team based on the position you choose. The trainer can help here, but even if you don’t use it, you’ll still get detailed instructions from your coach telling you how to improve your game in three different areas: offense, defense, and team play. All you have to do to become a stronger player is play; taking shots and poke checking will give you experience in their respective categories, in this case offense and defense. One problem I had with Be a Pro occurred when my player led the league in goals and points but was bumped off the starting formation, which gave him less ice time. My player was demoted because he was lacking defensive and team play skills, but scoring two or more goals a game and being punished seemed a little weird, especially since I was posting numbers higher than anyone else in the league. Despite this issue, it’s enjoyable and immensely satisfying when you make a lot of progress. Be A GM is an entertaining mode, one in which I lost hours in the menus alone. Whether I’m trying to make that clutch trade or having my heart broken because I couldn’t seal a deal with a favourite player, I’m engaged in the fantasy team I’m creating. Making the choices you wish your favourite team’s manager would make feels empowering; putting together the next Stanley Cup champions takes a lot of work, but it’s satisfying when it pays off. The offline shootout joins its online counterpart again this year, something that I’m personally glad to see happen. Playing shootouts against a friend provided some of the most fun I’ve had playing the NHL series, often resulting in a lot of trash talking and laughter. Moments when you hope you can fake out your friend to get the puck past them are exhilarating; quickly starting a rematch keeps the competition high, preventing the intensity from being killed by a load time. It doesn’t translate to online multiplayer because you aren’t shoulder-to-shoulder with a friend, which makes its return after its absence in NHL 15 greatly appreciated. Online versus and team play are both engaging when you want to play against someone other than an A.I. opponent, but Hockey Ultimate Team is where I spent most of my time online. Ultimate Team has you open a pack of cards at the start, which will be used as your first line-up for the team you create. Once your team is ready, you can take it online or play against the A.I. You can always grind for more in-game currency to spend on packs, but if you want to get cards faster, you can also buy packs with real money. After buying a couple of packs with real money and in-game currency and creating the best line-up I could muster, I became invested in my team. Winning games also felt like more of an accomplishment because I had to work with what I was given. Losing games, on the other hand, made me feel like I needed to buy another pack in the hopes of getting a better goalie. However, you never know what you’re getting, and not every pack had cards that I could use to improve my given lineup. Considering that each Gold Jumbo pack costs 4 or 5 dollars, spending in-game currency, let alone real money, to end up with a pack of disappointing cards is a momentary turn-off. I’ve put a lot of time into this mode, and I will continue to do so as time goes on, but because there’s no guarantee that I’ll get a card that suits my needs, there’s little chance that I’ll spend any more real money on cards. Playing in the EASHL can be a lot of fun, provided that you're playing with a team of dedicated players. Playing in the EASHL can be a lot of fun, provided that you're playing with a team of dedicated players. The EASHL also returns after being removed from last year’s game, and the changes EA made provide a more balanced experience. You create and customize your own pro player, and at the beginning of each game, you choose a position and class, such as power forward, sniper, and butterfly goalie. Each class plays differently, and by focusing on one position for an entire game, you ultimately learn how to become a better player overall. When I played as power forward, I threw a lot of hard hits and cleared the ice because of it. When I played as a sniper, I was faster and scored more goals. Your player’s progress in EASHL is measured by badges, which you earn by completing class-specific feats, such as scoring goals or making saves. These contribute to your player’s overall level, and it feels good to be rewarded for closing out a game with a shutout or scoring a hat trick. EASHL allows you to play games as a member of a club or by dropping into a match with a group of strangers. Dropping into random games is hit-or-miss; it’s not uncommon for teammates to drop out of a game if your team is losing. This makes the experience incredibly frustrating, and it happens far too often. I had more fun playing with a club, with people sticking together as a team and not leaving games at the drop of a hat. While playing online, I’ve encountered at least one instance of stuttering per game. I’ve experienced games that have been near unplayable, but those have been very far and few between. NHL 16’s menus can be confusing, and the plethora of information within team rosters isn’t always easy to decipher at a quick glance. The in-game presentation, however, is superb. Every stadium feels genuine. The Blue Jackets’ Nationwide Arena fires a cannon every time they score, the Tampa Bay Lightning have their Tesla coils going at Amelie Arena, and the Vancouver Canucks’ Green Men show up at Rogers Arena from time to time to heckle the opposing team’s players. It feels weird to geek out about a hockey video game, but these little touches are exciting to see, making the arena’s atmosphere feel more alive in the process. NHL 16 is exciting not only for dedicated fans due to the return of the long-lost modes of years past but also for new players or even people who just want to get better. The On-Ice Trainer is an awesome alternative to tutorials, and it makes me hope that other companies, not just those making sports games, will find a way to implement similar tools. NHL 16 is a huge improvement over NHL 15 in every way, and it makes me optimistic for the future of the franchise.
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Wolcen: Lords of Mayhem melds hack-and-slash gameplay with state-of-the-art graphics, and underpins it all with a truly modern AI. The game aims to deliver an intense and rich action RPG game, with deep and highly customizable character personalization, and many secret hidden in the world. The game's dystopian storyline is set in a world of fantasy and intrigue. As a former army officer who goes on the run from authorities after mysteriously developing magical powers, players must survive monsters both human and inhuman to unravel the secrets behind the famine and disease corrupting the realm. In Wolcen you can face challenges alone, with your friends, or in a random group thanks to our Matchmaking system. Play the Act I’s story before reaching the repeatable content and launch a challenge that fits your goal for difficulty. The harder challenges will grant you the most awesome rewards! Beta Key features: Multiplayer mode: Co-Op/Multiplayer. Face challenges alone or with friends. Mature story: Start the campaign of Wolcen: Lords of Mayhem and explore an immersive universe, full of secrets to discover. Deep lore: Discover Wolcen’s universe through items, skills, talents, and environment descriptions. Voice-over: All dialogues, cutscenes, and dynamic scenes have english voice over. Dynamic combat system: Fast-paced combat system with weapon-based combos. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies! Weapon combo system: Each weapon has its own game style, including various gameplay effects and animations. You can choose up to 14 different weapon stances! Tons of Loot: Weapons and Armors with randomly generated magic effects for more gameplay diversity. And tons of Unique items! Free character development: No class limitation. You have three resources: Rage and Willpower interact with each other, using the Resource Opposition System. Stamina allows you to use a dodge-roll to avoid danger or travel faster. Asymmetric Armor System: You will be able to equip different shoulders and arm protection on the left and right side of your character, bringing a great number of customization options! Gems: Use gems to improve your gear for offensive, defensive, or support attributes. Fight vicious and intelligent foes featuring many different attacks, combat patterns and defensive abilities. Crush the weaklings, and prepare to fight impressive, pitiless elite bosses. Active skill modifier: Level-up your skills to unlock and combine modifiers for advanced customized gameplay. Status Ailments: Each status ailment has its own trail and effect on your enemies. Burn, Freeze, Shock, Poison or inflict various weaknesses that will make you victorious. Choose wisely and combine these effects for more deadly attacks and spells. Rotating Passive Skills Tree: A deep and innovative way to customize your play style with various specialization that you can combine for unique hybrid or archetypes builds! Mandates of the Purple Phoenix: Execute mandates for the Host of the Purple Phoenix, come back alive to earn your rewards. Expeditions of the Purple Phoenix: Choose the difficulty of your dungeon, a higher difficulty will give you more chance to obtain awesome rewards. Area modifiers: Add area modifiers to your Expeditions for more loot and more challenge! Wrath of Sarisel: Lure Untainteds in your Expeditions and face deadly enemies when you'll expect it the least. Finishing a Wrath of Sarisel dungeon will grant you items with unique affixes, allowing you to have passive points as an affix or cast spells you should not be able to cast with a specific weapon. The Wolcen Team is now working on the release of the game, planned for January 2020. For the release, the game will contain the following features: 3 Acts of an epic, immersive and fully voiced campaign Level Max 90 40 skill each with 12 to 16 modifiers The ability to have several skills of the same type with different modifiers in endgame (Multiskill feature) 75+ enemy meshes, in addition to skin modifications 21 Subclasses in the Passive Skill Tree 11 Armor Tiers, each tier including Mage, Rogue, Warrior, and Tank styles, each with unique implicits and Defense bonuses 11 Weapons Tiers, each tier including 12 different weapons (1H & 2H Sword, Pistol, Shield, 1H & 2H Axe, Bow, Staff, 1H & 2H Hammer, Off-Hand Catalyst, Dagger) Character customization Playable female character A whole new endgame mode, unlocking new game features 4 Apocalyptic forms with their dedicated skills, ultimates, and attacks New boss mechanics and boss modifiers Unique secondary areas to explore Customizable game rules thanks to more Area Alterations Crafting Game enabling Unique Items New item affixes Many weapon stances will have new and improved animations Armor skin transfer Refined Armor Tinting system Optional content and side quests New environments and several variants for each of them HUD redesign SYSTEM REQUIREMENTS MINIMUM: OS: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit Processor: Intel Core i5-4570T 2.9 GHz / AMD FX-6100 3.3 GHz Memory: 8 GB memory Graphics Card: NVIDIA GeForce GTX 560 Ti / AMD Radeon HD 6850 DirectX: Version 11 Storage space: 18 GB available space RECOMMENDED: OS: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit Processor: Intel Core i7-4770S 3.1 GHz / AMD FX-8320 3.5 GHz Memory: 16 GB memory Graphics Card: NVIDIA GeForce GTX 1060 / AMD Radeon RX 570 DirectX: Version 11 Storage space: 18 GB available space
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The dynamic Swedish SUV The XC60, our mid-size SUV, embodies Scandinavian design and Swedish creativity. Beautifully crafted, full of innovative technology and chassis that balances comfort and control, this is an SUV designed for you. Highlights of the XC60 Electrified dynamics The XC60 now comes with a soft hybrid technology that reduces emissions, improves fuel economy and boosts dynamics. Comfort for all The XC60 has five supportive, carefully designed seats, meaning you and your passengers will always travel comfortably. Strong in design The clean lines and beautiful details match the solidity of the SUV and the dynamic stand to turn the XC60 into a strong, sophisticated vehicle. Practical space The XC60 is spacious and functional, with a trunk volume of 505 liters to the top of the rear seats and 1432 liters with folded backs. IntelliSafe Pilot Assist Adaptive Cruise Control Distance warning Oncoming Lane Mitigation Prepared front seat belts Driver's knee airbag Oncoming Mitigation by Braking City Safety City Safety System with Steering Support Lane Keeping Aid Reducing the effects of getting out of the way Driver Alert Control Road Sign Information Speed limiter Electronic Stability Control, ESC Emergency stop light and hazard warning Release the brake pedal Brakes with Hill Start Assist and Automatic Hold Automatic stop after collision High Strength Steel safety cell SIPS ™ side impact protection system Telescopic folding steering column Side airbags Two-stage airbags, driver and front seat passenger Air curtain Head restraints WHIPS ™ whiplash injury protection system Safety front seats with energy-absorbing seat structure Belts with straps and weight restraints Energy absorbing interior Warning triangle First Aid Kit Intellisafe Surround includes Intellisafe Standard plus the following IntelliSafe Surround BLIS ™ blind spot information with Steer Assist and Cross Traffic Alert Rear Collision Warning with stationary braking Preventive safety Electric hand brake Indirect Tire Pressure Monitoring System (iTPMS) Electrochromatic interior and side mirrors LED headlights LED high beam / high beam automatic headlamp Fog lights Temporary spare wheel Emergency tire repair kit Protective safety Volvo On Call Child safety seats ISOFIX anchorage points, rear seat Child safety equipment Passenger airbag switch Electric child safety lock Security Alarm Central locking system with remote control Automatic door lock Keyless start Unlock and keyless lock Complete locking and closing Keyless entry with mini-remote control and open and close hands-free rear door with electric drive Welcome and Home Safe lighting Door handles in body color, with lighting Volvo On Call Electrically retractable side mirrors Tempered side windows Laminated side windows Wheel lock bolts Seats Comfort front seats Contour front seats Heated seats, front Heated rear seats Electrically adjustable front seats with memory function Cushion extensions, driver's seat Electric seat cushions, passenger seat Mechanical cushion extension, driver's seat Mechanical cushion extension, passenger seat Mechanical cushion extensions, driver's and passenger's seats Electrically adjustable driver's seat with memory function Electrically adjustable passenger seat with memory function Electrically operated passenger seat Electrically folding rear outer head restraints Electric folding of backrests Front seat ventilation Electric side support cushions Electrically operated 2-way lumbar support Electrically operated multidirectional 4-way lumbar support Front seat massage function Rear center armrest with cup holders City Weave Sports Uni / Textile / T-Tec Upholstery Textile / T-Tec City Weave / Blond in Blond / Charcoal Interior with Blond Ceiling (U310) Textile / T-Tec upholstery Textile / T-Tec Charcoal Interior Charcoal (R300) Leather upholstery Leather Charcoal Interior Charcoal (RA00) Leather Charcoal in Charcoal Interior (RA01) Leather Amber Interior Charcoal (RA20) Leather Blond in Charcoal Interior (RA41) Leather Blond in Charcoal Interior with Blond Ceiling (RA40) Leather Blond in Blond / Charcoal Interior with Charcoal Details (UA00) Leather Blond in Blond / Charcoal Interior with Charcoal Details (UA01) Leather Blond Interior Blond / Charcoal (WA00) Leather Maroon Brown in Charcoal Interior (RA30) R-Design Fine Nappa Leather / Graphite Open Grid Textile upholstery R-Design Fine Nappa Leather / Graphite Open Grid Textile Slate Upholstery in Charcoal Interior (RGAR) R-Design Fine Nappa Leather / Graphite Open Grid Textile Charcoal upholstery in Charcoal interior (RG0R Fine Nappa leather upholstery with perforation Fine Perforated Nappa Charcoal Leather in Charcoal Interior (RC00) Fine perforated Nappa Amber leather in Charcoal (RC20) Fine Nappa Leather Perforated Maroon Brown in Charcoal (RC30) Fine Nappa Leather Perforated Blond in Charcoal (RC40) Fine perforated Nappa Blond leather in Blond / Charcoal interior with Charcoal details (UC00) Fine Nappa Leather Perforated Blond in Blond / Charcoal (WC00) Climate Wiper blades on the windscreen CleanZone - a system that controls the quality of the inlet air 2-zone
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The natural antibiotic that destroys bacteria Wild oregano oil has been one of the most sought after natural remedies for all kinds of health states for centuries. Its healing properties were known during the time of the ancient Greeks, and the father of medicine Hippocrates often used it as an antiseptic. Wild oregano oil is one of the most powerful natural antibiotics and that is why its intake must be carefully taken together with other edible oils. Read more about the beneficial and healing properties of wild oregano oil in the text below. It fights stubbornly bacterial and fungal infections Many studies have proven the antibacterial properties of wild oregano oil, which is responsible for over 30 types of bacteria, including collagen, which is responsible for much of the infections in our bodies. Wild oregano oil is just as effective in treating fungal infections. Relieves menstrual pain Traditionally, wild oregano oil is used for painful menstruation, but also for irregular periods. This natural antibiotic is not recommended for pregnant women. They can consume dried oregano, but not in the form of oil, as it stimulates blood flow to the pelvic region and causes involuntary contractions of the uterus. Helps with digestive problems Without good digestion, there is no good health. Oregano oil improves the function of the digestive tract. Reduces gases and helps regulate stomach acids. Mitigates the effects of skin diseases Many people with psoriasis, eczema or rosacea have found salvation in wild oregano oil. However, you need to know exactly how to use it. It is recommended that it be mixed with jojoba, coconut oil or olive oil and tested in a small area of the skin before being applied to the entire body. If after use, there are no consequences like burning, itching, rashes or any other irritation, then you can continue to use the herbal mixture. Source of essential nutrients Magnesium, zinc, vitamin C, vitamin E, iron, calcium, manganese, niacin. All these nutrients are found in oregano oil. Relieves respiratory problems Studies have shown that oregano oil is an effective cure for bronchitis, asthma and other respiratory problems caused by the flu or cold. One of the main ingredients of oregano oil has been successfully combating upper and lower respiratory tract infections. Protects against cardiovascular disease Thanks to its powerful antioxidant properties, oregano oil protects the heart and blood vessels from damage. Oregano oil also helps regulate cholesterol levels. Remember to always consult a doctor before resorting to any treatment, albeit on a herbal basis.
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EU invites Iranian foreign minister to Brussels Borel expressed deep concern over the escalation in Iraq EU foreign policy chief Josep Borrell has invited Iranian Foreign Minister Mohammad Javad Zarif to visit Brussels, BTA reported. In a telephone conversation yesterday with Zarif about the situation in Iraq, Borel stressed "the need to calm tensions and de-escalation, as well as to maintain the international agreement on the Iranian nuclear program, which plays a crucial role in world security," the communique said. It is noted that Borrell has invited the Iranian minister to Brussels to continue discussing the issue, but no specific date is indicated. The head of European diplomacy "expressed deep concern over the escalation of violence and confrontation in Iraq, including the assassination of Gen. Kassem Solemimani" (commander of the Islamic Revolutionary Guards Corps Al Quds Force) in the wake of a U.S. missile strike at the airport in Baghdad, the statement said. Borel "urged Iran to exercise restraint and to carefully evaluate its response in order to avoid further escalation, which will harm the entire region and its inhabitants," the EU foreign service notes.
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For most of the past decade, The Sims franchise has maintained a permanent presence on the Top 10 sales charts of PC games. Often, it occupied multiple slots on those charts. That's because for every hardcore gamer who scoffs at The Sims, there are many more non-traditional gamers who love the series. Yes, many of those people are female. That makes it easy for some to simply describe The Sims as the equivalent of a virtual dollhouse, but that oversimplifies things. The Sims, like almost any game, is about living a different life than your own. Some people escape reality by diving into MMOs. Others jump straight into shooters. It turns out that whole bunches of people turn to The Sims. And in this regard, The Sims 3 won't disappoint. With the third chapter in the series, EA has introduced some overdue growth and made some bold changes, yet much of this brave new world's potential remains relatively untapped. I've been a fan of The Sims since the very beginning; Will Wright's idea of letting you control virtual people in their everyday lives taps that desire that we all have to be ruler of the world and tell everyone else where to stuff it. The Sims is the closest that many of us will ever get to Ed Harris' character in The Truman Show; that's the movie where he plays the director who gets to "cue the sun" and mani[CENSORED]te events around the unsuspecting Truman Burbank, played by Jim Carrey. The thing is, Truman doesn't realize that the quaint, coastal town that he lives in is in fact a carefully staged set and that his every move is caught on camera and beamed to the outside world. The Truman Show is an apt description for The Sims 3 , because it too takes place in a quaint, coastal town that your sims can go out and explore. Yet wherever they go, you'll be carefully watching. As you've probably heard, the big change in The Sims 3 is the fact that it no longer revolves around a single household lot at a time. Your sims can go anywhere in town at any time without pause. This is a very welcome change, because the gameplay doesn't feel claustrophobic anymore; you're no longer spending 95-percent of your time looking at the same house and then having to sit through lengthy loading screens for those moments when you send your sims out into the world. This freedom is pretty liberating; I spent quite a bit of time at first just switching between my characters just to watch the camera pull back on the town and then zoom in on the location of the next character. It doesn't take too long before you get used to the change, and it's hard to imagine how we played The Sims before. Now it seems totally natural to send one sim to the park, while another goes shopping downtown, while another stays at home; you can switch between all three effortlessly and almost instantly. Lives feel more naturally lived this way. You don't even need to worry much if you neglect your sims because they default with a high level of free will; leave them alone and they'll take care of themselves and keep themselves amused. It can be fun just to let go of the mouse, sit back, and watch what they do on their own. There's also a much greater sense of a living, breathing world. You see other sims going about their daily lives; sims still age and die, and after a while new sims show up, giving a sense that people are coming and going. The sims themselves are now powered by much more sophisticated psychological systems than found in earlier games; they might be party animals or childish, flirty or brave, neurotic or clumsy, and more. You might see maids who are secretly kleptomaniacs (never a good combination) or health nuts constantly working out. I like watching the neighborhood at night and seeing the cat burglars skulk around the houses and night owls going about their thing. Life on the home front is also much improved. Your sims no longer have to constantly run to the bathroom like in the old games; now you can send them about once per day, and there are ways to reduce that even more. That gives you more time to play with, and at its heart The Sims is very much a time management game where you juggle daily and lifelong goals. There's the short-term need to keep them fed, social, and happy, but then there are long-term needs that require them to improve their skills in order to gain a promotion, work out to get into shape, read a cookbook learn a new recipe, tend to an elaborate garden, or maintain friendships before they fray. There's never enough time in the day, so you must learn to set and prioritize goals. This all translates into a more elegant gameplay experience, one that doesn't feel as constrained or confined as before. Yet if there's one complaint, it's that The Sims 3 doesn't really explore what all this freedom can offer. In many ways, you're still doing the same tasks as before. For example, when your sims race off for work you now have the luxury of being able to follow them all the way to their workplace before they disappear for hours at a time. Imagine if EA could make everyday work as interesting as everyday life in The Sims? You could experience challenges trying to earn a paycheck. Or perhaps the designers could embed adventures and mysteries within the world for you to uncover? Maybe there could be some MMO-style quests that NPCs could grant? The potential is here to create a much grander and richer experience, and it'll be interesting to see what route EA takes with the expansions going forward. If you buy something through this post, IGN may get a share of the sale. For more, learn more. There's more to The Sims than just managing people, though. It's also a fun way to experiment with architecture, as it's a lightweight alternative to those consumer-level CAD programs that let people use to try to design and outfit a dream home. Designing a house in The requires a lot of trial-and-error, but it can be thoroughly rewarding in its own way as you bring a vision to virtual life. There's an incredible amount of options, too, when it comes to selecting wallpaper, paint, surfaces, and furniture. And when it comes to furnishings, clothes, and objects, you're no longer constrained with the color patterns that Maxis has created; you can create your own custom patterns in game and then share those with other people online. The online integration in The Sims 3 is greater than in previous games in the series, but nowhere near as deep or as seamless as that in Spore. (For the record, while Maxis created Spore and the first two games in The Sims franchise, The Sims are now handled by a team at EA's Redwood Shores complex.) While Spore had a built-in browser that let you peruse all the user-generated content, The Sims 3 requires you to visit the official Web site to access The Exchange, which lets you download user-made content such as sims and furniture patterns, as well as The Store, which introduces the idea of microtransactions to pay for EA-designed objects, sims, lots, and more. Considering the wild po[CENSORED]rity of the expansion packs, it seems like a given that an online store will be successful, but we'll see. The Web site also lets you create your own Sims 3 blog, as well as edit movies that you record in the game. All of this is likely to be gravy for fans that really love The Sims and want to share everything they do, but they're completely optional and unnecessary to enjoying the core game. One impressive aspect of The Sims 3 has been its performance. Anyone who played the first two games in the series remembers just how badly the frame rate could struggle if you put more than half-a-dozen sims in the same room. Even though The Sims 3 models an entire town and everything in it, the performance has been completely smooth on a high-end PC with no noticeable hiccups at all, even with all the graphical sliders at maximum. Visually, some might argue that the graphics aren't as great a leap as they were from The Sims to The Sims 2 and that the sims themselves aren't that much more detailed than their predecessors. Yet the sims in The Sims 3 look more natural than those in The Sims 2; the sharp edges in the faces have given way to rounder, softer curves, and there's a greater variety of body sizes to play with. The lighthearted art style is also a nice way to avoid any uncanny valley issues. That's the theory that when you try and create a more lifelike robot or human facsimile, it creates a greater sense of revulsion because it just doesn't feel right. The rest of The Sims 3 looks great; it's sort of amazing to take your sims to the beach and watch the setting sun over the horizon. And the buildings in town are packed with detail; you can almost read the books in the window of the bookstore. Meanwhile, the audio keeps the charming simlish that the sims like to gibber-gabber with, but let's face it, The Sims isn't a series really known for its audio prowess. With that said, it's hard not to be swayed by the revamped theme music; there's an energy and excitement there that's fitting for the new scope of the game. There's also a large variety of pleasing background music in different genres, including real-world classical music from the great composers. You can select whichever music you like, and it all blends nicely into the background and helps to while the hours away. Verdict The Sims 3 may not sway non-Sims fans from changing their minds about the series, but there’s more than enough here to please the many legions of fans already out there. This is simply a better playing Sims experience, and once you experience the freedom to hit the town without hitting a load screen you’ll be hard-pressed to go back to any of the earlier games. Blowing up the size of the game was certainly a risk, but it was a sensible and overdue one, and kudos to EA for recognizing that the decade-old formula needed some growth. And while there’s still plenty of room for more innovation, we’ll settle for The Sims 3 for now. It delivers a solid foundation for what should be many more years of Sims sales dominance.
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Easy-to-understand core rules and wealth of free content make Hearthstone: Heroes of Warcraft’s first impression a fantastic one – something not easily done for a virtual collectible card game. Elaborate, satisfying card animations, excellently-paced unlockables, and developer Blizzard’s trademark polish make it extremely easy to slip into “just one more game…” mode. Eventually, my superficial enjoyment gave way to a deeper appreciation of Hearthstone’s elegant class and card balance - there is more than enough greatness here to drown out my occasional resentment of its random nature. After nearly 1,000 games I’m still hooked, and still discovering clever card interactions and combos. Accessible Depth Hearthstone’s brilliance is that it doesn’t rely on complex, complicated rule interactions to create or sustain skilled play. With a few exceptions (looking at you, Crazed Alchemist), card effects are self-explanatory and communicate their effects with just a few words. Fireball deals six damage. Assassinate destroys a minion. Chillwind Yeti is a fantastic mid-game minion with 4 attack and 5 health. Its accessibility is enticing: simply play minion and spell cards until your opponent’s health is depleted. And yet this is not a game where you and your opponent mindlessly smash cards together with the luckier player coming out on top. Even a dead-simple card like Fireball has interesting situational choices to it. Do you attack your opponent’s face to deplete his overall health, or destroy the big minion he just laid? Or do you hold onto it until you can combo it with a card that makes your spells more powerful, or a creature that gets stronger every time you cast a spell? Those layers of thoughtful strategy, timing, and mindgames create a game that's both accessible and has plenty of depth. Splitting the card pool among nine playable classes, each with their own unique special power, add to this feeling. Each Hearthstone class thematically echoes their World of Warcraft counterpart and a TCG archetype - Warlocks can damage themselves to draw a card, favoring an aggressive playstyle, Priests can heal and favor defense, Mages deal direct damage, and so on. This system smartly (and gently) nudges new players closer to standard deck construction, while still providing plenty of variety and flexibility for experts. This also serves as a great connection to Warcraft lore. Unlike physical card games like Magic: The Gathering, Blizzard’s willingness to introduce a certain degree of randomness sometimes leaves too many critical moments up to the gods of probability. Unpredictability does add tension, but a random damage card that only has a 10% chance to blow up in your face will sometimes blow up in your face. And you will curse. Drawing the exact card you need to win already feels like chance enough - Hearthstone is a little heavy on random effects. Playing on an iPad? iPad is now my preferred way to play Hearthstone. “ Hearthstone on iPad plays identically to its PC & Mac big brother. It’s a seamless experience - all your decks and cards, Battle.net friends and other account details carry over. You can even start an Arena run on one platform and finish it on the other. Multiplayer is cross-platform as well. Kudos to Blizzard for letting me play my PC friends from the comfort of my tablet! The touch controls present no problems and feel totally intuitive. Tapping or dragging cards feels just as snappy as the PC version. Attacking, casting spells, selecting Battlecry targets, and all other in-game actions feel great. On an iPad Air I did experience slowdown during intense out-of-game animations like opening card packs or arena rewards, and disenchanting spare cards. But inside matches, the experience feels identical. iPad is now my preferred way to play Hearthstone. Polished to a Shine Cards have a wonderful physicality to them. “ An enemy Mage top-decking an ultra-deadly Pyroblast never leaves me frustrated for long though, thanks to Hearthstone’s incredible level of polish and attention to detail. It just feels great. Cards have a wonderful physicality to them, with powerful minions thunking loudly onto the play field and smashing into opponents (complete with crowds cheering) when they attack. It’s also visible when an opponent mouses over a card or minion as they consider their options. There’s no substitute for sitting across the table from an opponent, but Hearthstone offers up the next best thing. Also, every single one of the more than 200 minions (the core set has 382 total cards) has a custom sound for coming into play, attacking, and dying – even those that are almost never used. It’s flashy and fun, and represents an incredibly impressive level of care. The Business of Free A Daily Quest system generously pays you enough currency to buy a new premium pack of cards roughly every other day, just from doing things like winning three games with a specific class, or dealing 100 total damage. If you do decide to spend money, Hearthstone’s five-card packs cost $1.25 to $1.50 each. This currency can also be spent to enter Hearthstone’s premium card-drafting Arena mode. Winning multiple matches in the Arena isn’t easy (since it’s not free to enter) but if you pull it off you’ll exit with more gold than you entered with, allowing skilled players to truly play indefinitely without spending a cent. I like Hearthstone more than enough to spend more money on it, but there’s nothing I want to buy. “ However, there is no card trading of any kind, which is a major disappointment. Once you end up like me, with most of the cards unlocked besides ultra-rare Legendaries, you’ll just open up pack after pack of duplicates looking for those few elusive cards needed to complete your set. The duplicates can be broken down and crafted into cards you still need, but the exchange rate is disappointing and frustrating. The irony is that I like Hearthstone more than enough to spend more money on it, but there’s nothing in-game I want to buy. Hearthstone’s also missing a few key features - most notably any form of tournament mode. Right now you can play using your pre-constructed decks in Unranked or Ranked play, or challenge Battle.net friends to friendly fights, or draft cards in the Arena. And… that’s it. The potential for hourly or nightly tournaments, or at least giving players the ability to organize their own tournies, can’t be overstated. Hearthstone would also feel more full-featured with options like match replays or logging, stat-tracking, a spectator mode, and plenty more. Verdict It’s always a good sign when a game’s only major downside is that there just isn’t enough of it. The elegant simplicity of Hearthstone’s rules, its impressive attention to detail and personality, and the true viability of playing completely for free make it easy to fall under its spell and get blissfully lost in the depths of its strategic possibilities. But, paradoxically, the way the store works and the lack of a trading economy means it’s easy to feel disappointed when you do spend money. Hearthstone’s an amazing collectible card game today, and if Blizzard can deliver a steady stream of fresh content, I’m down to log at least another 1,000 matches in the months and years to come.
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Just Dance has grown up with the Wii, and since then it has entertained us for many happy hours, and in quite a few living rooms. The motion controller made it easy to transfer dance moves to game form. Dancing works a bit like karaoke in this case. At the beginning you may think that it's rather silly. There is a sense of shame, you could make a fool of yourself, but in fact, it's quite liberating. It's not about being able to do something perfect, but simply the fun of doing it. And Ubisoft has delivered a pretty solid game, which is simple and yet has some depth. With Just Dance 2016 there are again a number of innovations, updates which unfortunately only benefit Wii U, Playstation 4 and Xbox One. These include five different modes. In Dance Party mode, you can now compete against each other not only in a duel, but also play together in order to achieve a high score. If you want to play alone, then the Dance Quests mode is recommended. Here it is your mission to compete against a computer opponent in three randomly-selected tracks and you need to reach the top three at the end. As a reward, there are avatars, and new songs unlocked. The po[CENSORED]r fitness mode is now available in combination with the ability to create your own lists of songs. In the Sweat and Playlists mode you can customise your own dance sessions. A list must contain at least three songs, but you can also select individual songs or dance without a break thanks to Non-Stop Shuffle mode. A certain number of calories is assigned to each song, but there is no accurate detection of calories burned and no overview of the total number of calories earned within a day, a week or a month. In the World Video Challenge, you can compete against players all over the world and try to beat their high score using their uploaded dance sessions. While playing you can see the performance of your opponent and if this person has also enabled a camera then their recorded performance is displayed in a small screen. Because pretty much any of the dance routines will be uploaded automatically, there is an enormous amount of choice. And fortunately, you can also display the results of friends only. You can also watch videos in Just Dance TV. Here you can find all the community videos and fan choreography - including various clips, some funny, some boring, but it's a pretty nice gimmick. Part of this is the new Showtime mode. For ten songs you can shoot your own little music video that is automatically produced when recording using a camera. A short clip of it may also be shared online and on social networks. The idea is nice, but the selection is small and the system too rigid to really captivate. A meaningful extra is the new app for iOS, Android and Windows Phone, which makes the smartphone a controller. Thanks to this, up to six players can now easily play together. The annoying thing is that the app must be permanently activated for this. If someone wants to read messages while on a short break, the app disconnects. This makes it a not entirely smoothly experience, nevertheless, it does save us from purchasing additional accessories for those dance parties in front of the TV. There is also an interesting offer with the new version for all dance enthusiasts. With Just Dance Unlimited Ubisoft are offering a subscription service, which provides old songs from previous games and exclusive new songs available on demand. The subscription costs £5.79 monthly, £11.99 for three months, or £32.99 per year. The database currently includes more than 150 songs and more should follow later in the year. The game comes with a code for a free trial month, so that everyone can try and see if it appeals. It's difficult to judge this move into the subscription space. Songs available as optional extras are fine, but those who have already purchased songs for the last games in the series will no doubt feel snubbed. On the other hand such a move offers many newcomers the opportunity to have direct access to a large catalogue of songs. That also has some advantages, because we have to say that the standard songs from Just Dance 2016 quite unbearable. Obviously that's just a matter of opinion though. Which brings us to the biggest point of criticism; the music selection of Just Dance 2016 isn't appealing to us at all. We have resigned ourselves to the fact that there are people out there who love The Black Eyed Peas, but this year our ears have not been treated as well as they might have been. The choices are so bad that we even looked forward to the Heartbeat Song by Kelly Clarkson, and even with regards to the choreography, we had more fun with previous iterations of Just Dance. Of course the music selection is a matter of taste. Therefore we're grateful that there is now Just Dance Unlimited, yet somehow we get the feeling that this might have been part of Ubisoft's plan. The subscription service will probably see less use by a younger audience who enjoy the current trends in pop music and whose finances might not be ideally suited to the subscription model. However, there may be a potential market of slightly older players who are willing to stump up the extra in order to dance to the music they actually enjoy.
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With NHL 16 having accomplished its mission of righting the ship after the NHL 15 debacle, NHL 17 gets to try out a few new moves. Offline and online users each get something meaty — with a new franchise mode and deep EA Sports Hockey League customization, respectively — and Hockey Ultimate Team fans get some smart upgrades, as well as the new Draft Champions mode. This is a smooth, solid, hard-hitting and feature-rich game that delivers in the ways a modern sports game should. NHL 17 is an appealing revision because of new ways to play as well as improvements to some existing modes, and the game accommodates various skill levels more than ever. Even the tenacity of computer-controlled opposition is upgraded, which is something I haven’t been able to say about certain previous entries in the series. It’s been a pleasure to see the opposing teams use aggressive hitting and a dump-and-chase style of hockey to put the pressure on, as it’s made me (a long-time player of the series) re-evaluate a few strategies. EA seems to be getting quite comfortable with the new engine they debuted a couple of years back, and that confidence has a positive knock-on effect for the whole package. As you hit the ice you’ll find that this year’s game plays smoothly and crisply, with a good challenge if you want to seek it out. On higher difficulty settings you have less time in general to make decisions, and that pressure makes defensive zone battles feel more crucial. I’d say entering the offensive zone is still a bit too easy, but it can be hard to shake defenders a good deal of the time once you do. The computer also regains the puck too frequently after being poke-checked, but I’ll take this added aggression over some of the passive stuff that was seen in previous NHL games. On the higher difficulty settings goalies are fairly sharp. “ Another new angle is that players can now battle in front of the net, which allows bigger forwards to try to establish position in front of the goaltenders. This is useful for creating screens and setting picks. To combat this, the goaltenders have a new set of save animations, which allows goalies to move and react more believably. Goalies will have a distinct resting stance and many of them play positionally, shouldering down pucks and using their frame to cut down the angle. On the higher difficulty settings goalies are fairly sharp, requiring accurate slap shots, one-timers, and wristers to beat them. No obvious “money” goals yet, in other words. There’s a lot of complexity to all of these interactions, but NHL 17 eases you into them and teaches you to make the most of a situation. A universally welcome feature from NHL 16 was the on-ice trainer, which helped guide newer players through some of the nuances of the controls. This has been enhanced for NHL 17, with added direction from coaches between periods and more on-ice visual aids. It’s nice to see specific zones that your player should be covering, and the projected bank path for saucer passes off the boards is a good touch. The return of “semi-pro” difficulty helps serve as a bridge for casual players, too. Hockey seems very well suited for this type of instruction, and it just makes sense to start novice players with the basics and then occasionally remind them of an advanced technique. The presentation that was revamped two years ago still looks sharp, and it maintains the NHL series’ distinct look among modern sports games, even if there are no noticeable improvements over last year. I still love seeing the mascots dance around and fans getting pumped up after a goal, and the arena-specific items and effects keep that authentic feel. On the other hand, the commentary by Doc Emrick, Eddie Olczyk, and Ray Ferraro doesn’t seem to have much additional variety. Also, the green-screen intros have kind of lost their appeal after the initial professional broadcast sizzle. Face of the Franchise NHL has needed this sort of management mode badly for a while now. “ The “Be A GM” mode has been a staple of the NHL series for years, and last year it was improved via the addition of a morale system which let you monitor your players and meet with them if things started to go awry. NHL 17 has expanded this and gone into full-on owner territory, pulling from the likes of NBA 2K and Madden, to provide full control of a franchise. It’s quite impressive how deep EA went with this feature, as you can adjust the price of individual food items at the concession, launch promotional nights, upgrade stadium facilities, meddle with ticket prices, and even relocate a franchise. All of these systems (including standard features like scouting, roster moves and player morale) interact in multiple ways. I was particularly impressed with the clean explanations of how a franchise’s national exposure, market temperament, and playoff performance would affect ticket sales, for example. Even building upgrades had an impact on how fans would feel about the team. There are limits to this mode, especially when compared with the game-day depth and presentation in Madden or NBA 2K, but NHL has needed this sort of thing badly for a while now. This franchise mode should satisfy those looking to fiddle with ticket prices and work behind the scenes. For fantasy draft players, the Draft Champions mode (also borrowed from the likes of Madden) gives you the chance to build a team through 12 rounds of drafting. These drafts are themed, so you’ll be picking from the best Canadian players, the brightest young stars, and so on. Once you’ve drafted your team you can challenge players online or take on the computer. I would say that there are a few too many rounds for the choices to feel crucial in these drafts, and maybe limiting it to eight rounds would’ve added more pressure. Still, I do like the idea of making trade-offs while building a team. Rewards earned in Draft Champions feed into the Hockey Ultimate Team mode, where you can continue to collect player cards and build the best possible fantasy team. The big addition this year is the synergy system, which replaces last year’s chemistry dynamic with bonuses awarded for icing players of similar skill types. Also, you can finally do something with all of those unused cards: trade them in as complete sets. These sets unlock premium rewards, including legend cards for specific teams. This year’s novelty mode is the World Cup of Hockey, which will take place in Toronto in a couple of weeks. All of the international teams are represented, and the in-game overlays and commentary reflect the event. I’m glad the mode is included, but it likely won’t get too much play beyond the first month of release. It feels a bit gimmicky. Team Player Fans of the EA Sports Hockey League were pretty upset when it didn’t make the cut in NHL 15 — and rightfully so — and EA tried to make up for that in NHL 16 by bringing it back with purpose. In NHL 17 teams have even more ways to play thanks to additional player classes to choose from, such as the jumbo playmaker, hitting sniper, and puck-moving defenseman. These classes add to the pre-existing builds, with the puck-moving defenseman helping the transition game and the jumbo playmaker creating a presence for passing lanes, for example. As your squad levels up in the EASHL, you’ll gain badges and commendations that recognize your achievements. Even cooler are the arena and jersey customization options that unlock; EA really went all in on this feature, adding custom arena types, scoreboards, plexiglass, railings, stairways, goal music, lighting, and more. The team jerseys have customizable coloring and logos that allow for some distinct designs. I would have liked to see more custom logos, as the options are limited that way, but what’s here is a good start. Player goal celebrations are also unlocked through EASHL progression, so you’ll have a number of new ways to humiliate the other team after putting one in the net. My only worry is that some of these options take quite a while to unlock, so the time commitment might scare off some players. Online team play also gets a smart little addition, as you and your friends can now group up before entering matches. Being able to pre-select positions and ready up keeps this experience feeling smooth, and more matches are likely to launch. You can also match up with your EASHL squad for some unranked games, which works well when you’re waiting for the whole team to get online. The action plays smoothly online, as my matches of EASHL, OTP and versus have been clean. There have been reports of the odd freeze for EASHL games, but so far the team I play with hasn’t encountered much of that. A day-one patch has improved some issues I initially had with puck pick-ups, stick-lifts, and poke-checks. I think poke-checks and pick-ups need to be addressed further in a subsequent tuner update, but I’m encouraged with how it’s improved. For my tastes, far-side wristers (and some short-side shots) are far too common against human players, and the action would feel more competitive with those going in at lower frequency. Verdict NHL 17 offers such variety that it’s easy to recommend to many players. The continued focus on accessibility and on-ice training fits the series well, and added depth to the EASHL keeps long-time fans like me coming back. The franchise mode finally gives the GM/owner mode a reason to be played, and even Draft Champions, while a bit simplistic, provides a motivation to interact with the Ultimate Team ecosystem. Most importantly, the hockey presented on the ice is dynamic and fluid, and it serves up an excellent version of the fastest game around.
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RTS JUST GOT BIGGER TITANS is the huge stand-alone expansion to the already massive-scale RTS Planetary Annihilation, which includes the base game and adds tons of new features: Devastate your enemies with 5 massive Titan-class super units like the earth-shaking Atlas bot and lightning-wielding Zeus airship! Expand your strategic arsenal with 16 new units such as versatile Hover Tanks, indomitable Orbital Battleships, and voracious Nanobot Swarms! Elevate your game with new planets that feature multi-level terrain available in both single and multiplayer. Get up to speed faster with a new, streamlined tutorial experience, then take your game to the next level with the new Bounty Mode option for AI skirmish and multiplayer, Including everything you loved about Planetary Annihilation: Epic Scale - Command armies with numbers in the thousands across multiple planets on land, sea, air, and even in orbit. Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different. Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches. Or, compete in the 1v1 ranked ladder. Smash Planets - End games by destroying entire planets with giant lasers, asteroid collisions, and the new planet-splitting Ragnarok Titan! Advanced Command And Control - Automate your armies with intuitive controls and features, allowing you to create and manage massive armies and production lines with ease across multiple fronts on multiple planets at once! Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point, and use Play From Here to turn it back in your favor. Local Server - Host LAN games with up to 32 players using the included DRM free local server: https://planetaryannihilation.com/guides/hosting-a-local-server/ *Must meet Minimum System Requirements for offline play MINIMUM: OS: Windows 7 64 bit Processor: Quad Core Processor Memory: 8 GB memory Graphics Card: Shader 3.0 / OpenGL 3.2 +, 1 GB GPU RAM DirectX: Version 9.0c Network: Broadband Internet connection Storage space: 5 GB available space Additional notes: Windows XP and Vista are NOT supported. RECOMMENDED: OS: Windows 10 64-bit Processor: Quad Core Processor Memory: 12 GB memory Graphics Card: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+, 1 GB GPU RAM DirectX: Version 9.0c Network: Broadband Internet connection Storage space: 7 GB available space Additional notes: Windows XP and Vista are NOT supported.
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By 2025, Hyundai Motor Group will offer 25 clean electric cars, while Honda chief believes hybrids are the key to the future, not e-cars. Hyundai Motor Group (Hyundai, Kia and Genesis) begins the new year with a bold announcement related to the next five years: the Korean concern will invest € 76 billion in electrification of its entire model range. The plan envisages an almost double increase in the model range of electrified vehicles from 24 models in 2019 to 44 in 2025. More interestingly, the main growth will come from purely electric models since the number of battery-powered cars (BEVs) does not it will only increase from 9 to 23 (14 of the 20 planned electrified models will be BEV), but also because 11 of them will be new electric models. The first specially designed BEV model will be launched in 2021, which will be built on the all-new Electric-Global Modular Platform (E-GMP). Currently, the concern has one model of fuel cells (hydrogen), and by 2025 the range will be increased by another. But interest in this direction is not limited to cars. Koreans are relying heavily on fuel cells for various modes of transport, with the Group setting up an enterprise with the capacity to produce up to 500,000 FCEV units in South Korea. At the other pole is the situation in Honda. Takahiro Hachigo, Honda CEO, also believes in electrifying the model range. The difference is that he believes that hybrids, not pure electric cars, will play a key role in the company's future. The Japanese manufacturer intends that by 2030 the share of hybrids will account for 2/3 of total global sales. In an interview with Automotive News, he said: "I believe that hybrid cars will play a major role. The goal is to improve fuel consumption, not just electrification. We believe that hybrid cars are the way to respond to different environmental regulations. " When asked what he thinks of electric cars, Hachigo replies: "Are there really customers who really want them? I'm not sure because there are infrastructure and hardware issues. I do not think there will be a dramatic increase in the demand for clean electric vehicles, I believe this situation is global. We must continue with R&D, but I don't think they will become a mass phenomenon any time soon. "
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Phenomenon: Three suns in the sky above China This spectacular view is caused by a natural phenomenon called "sun dog" It is difficult to capture the sun, as you need special equipment to get the right image. But what if there is more than one sun? Wait, is this possible? Is this a joke or some kind of sorcery? Satellite asks such questions, posting a curious video with an almost apocalyptic image. A rare natural phenomenon called "sun dog" has been filmed in northeastern China. The frames show three suns in the sky that look absolutely real! This optical illusion is the result of refraction of light, resulting in bright halos both on the left and on the right of the sun. Three "suns" appear in the sky above northeast China, writes CGTN (China Global Television Network) on Twitter. This spectacular view is caused by a natural phenomenon called the "sun dog", also known as false suns or parhelium (an optical phenomenon in which a luminous ring is formed around a light source) as a result of refraction of light through ice crystals.
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Borisov will meet with Erdogan and Putin in Istanbul The three will discuss gas deliveries to Bulgaria through the Turkish Stream pipeline Prime Minister Boyko Borisov will meet with Turkish President Recep Erdogan and Russian President Vladimir Putin on January 8th. The talk will be in Istanbul and will focus on gas supplies to Bulgaria through the Turkish Stream gas pipeline and the construction of the Bulgarian diversion from it, called the Balkan Stream. Bulgarian Prime Minister has been invited to open Turkish Stream by President Erdogan. The invitation from the President of Turkey to Borisov arrived on December 29, 2019, reads "24 Hours". Just a week earlier, US President Donald Trump drafted a US military budget law for 2020 imposing sanctions on companies involved in the implementation of Russia's Nord Stream 2 and Turkish Stream gas projects. This has raised concerns that Bulgaria may also be affected because Balkan Stream is actually the second pipe of the Turkish gas pipeline, which will supply more than 19 billion cubic meters of natural gas per year to Bulgaria. However, more than 12 billion cubic meters of gas will flow directly from Bulgaria to Serbia. The remaining amount will remain in the country for both domestic consumption and for the supply of the planned by the Bulgarian government gas hub Balkan, from which fuel will be delivered to Central and Eastern Europe. Borisov: If Erdogan Releases Refugees to Europe, Will Demolish Fence and Pass Bulgaria was selected for the continuation of the Turkish Stream in June 2018. The news was then reported by Russian President Vladimir Putin during the visit of the Bulgarian Prime Minister to Moscow. Putin specifically emphasized to Borisov that Bulgaria receives a departure from Turkish Stream at the insistence of Erdogan. An alternative to the Balkan Stream was the extension of the Turkish gas pipeline through Greece and under the Adriatic to Italy. Late last year, the Russian president recalled that he had not abandoned the option and threatened to build it because Bulgaria delayed the construction of the Balkan Stream. Sharp replies from the Kremlin to Sofia, Borisov answers Putin for Turkish Stream (OVERVIEW) Prior to his meeting with Putin and Erdogan on January 8, Borisov will have a special conversation with US Assistant Secretary of State David Hale. His department of State Department is a political issue. In Sofia, Hale will participate in the first Bulgaria-US strategic dialogue envisaged in the agreement signed in November by Boyko Borisov and US President Donald Trump. Topics will include projects for new gas pipelines and the Balkan hub, diplomatic sources explained. Diversification of gas supplies was one of the main topics in Prime Minister Borisov's talks with US President Donald Trump. At the end of November, at their meeting in Washington, Trump wanted Bulgaria to phase out supplies of Russian natural gas and replace it with liquefied gas from the United States, which would be delivered via a terminal in the Greek port of Alexandroupolis. According to Borisov, however, he succeeded in convincing the US President that this means for Bulgaria the change of one monopoly with another and that the true diversification is to use natural gas from as many suppliers as possible. "I explained that we are not so dependent on Russia, but in fact it is dependent on Europe because we pay Euros and dollars for gas. Without them, there will be no revenue, "Borisov said after meeting with Donald Trump. In a joint statement by the prime minister and the US president and in a strategic co-operation document signed after the Borisov-Trump meeting, Bulgaria's overall goal is to become a true gas hub and a key source of regional energy security. Bulgaria has already announced that it is starting to import Russian gas via the Turkish Stream since the beginning of 2020, as it does so through the October 11th reversed gas connection between the two countries' systems. Until this year, the connection was one-way, with Turkey receiving Russian gas through the trans-Balkan pipeline passing through Ukraine and Bulgaria. According to Gazprom, Russia's exports to Turkey via the Trans-Balkan route amounted to 10.7 billion cubic meters in 2018, while Greece, Bulgaria, Romania and the Republic of Northern Macedonia received 3.3 billion cubic meters respectively, 3.2 billion cubic meters, 1.5 billion and 0.2 billion cubic meters. These figures mean that Russia will be able to divert 19 billion cubic meters from the Ukrainian pipeline on the Trans-Balkan route. Turkish Stream will have a significant regional impact, changing gas flow patterns. An annual flow of 25 billion cubic meters through the Trans-Balkan pipeline will be stopped and up to 19 billion cubic meters annually removed from Ukrainian transit in 2020.