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[MC]Ronin[MC]

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  1. legance. It's a word I've rarely found applicable where video games are concerned, but there's no better way to describe what Ubisoft has achieved with Child of Light SEE DEAL . With its earthy, hand-painted art style and charming character designs, it deftly sidesteps the tropey land mines that have littered the RPG landscape for the better part of a decade. Yet it still pays loving homage to what's come before it with enjoyable exploration and puzzle solving, and a combat system that's second to none. The intelligent simplicity with which it's been crafted makes it both easy to grasp, and rewarding to master in a way that very few RPGs can match. From one screen to the next, Child of Light commits fully to its hand-crafted aesthetic. Each stunning, water-color backdrop looks ready to be framed and hung in an art gallery. That's not strictly because of the high level of overall quality, but also due to how warm the characters and environments all feel. Dark silhouettes of gnarled, ancient trees scroll through the foreground, adding a sense of depth to painterly forests, and oppressively dreary caverns give way to towering windmills amidst rolling hillsides.Each area possesses a rare, naturalistic beauty that words honestly fail to capture. The endearing, if slightly forced Shakespearean iambic pentameter reinforces the fairytale sensibilities of the plot, but it also kept me from getting fully absorbed in the characters. There’s a travelling jester who can’t figure out how rhyming works, a love-sick mouse archer, and most importantly, a young girl named Aurora who’s trying to save her father rather than the other way around. None of them adhere to the overly worn, widely accepted conventions of powerful men and sexualized women, and the motley cast is all the more memorable for it. Aurora’s transformation from a frightened child to the hero of her own story is framed relatably by filial strife, making her journey feel deeply personal despite the broad strokes it’s painted with. This feeling of warmth and sentimentality can be seen in every aspect of Child of Light, from the character portraits in the menus, to the lovingly detailed hit animations in battle. The net result is an experience that feels less like a power fantasy, and more like the cherished memory of a childhood bedtime story. Some modern RPGs suffer by either abandoning too much of the choice and depth that first made the genre interesting, or by piling on needless, bloated systems that don't add anything to the experience. Child of Light makes neither of these mistakes, striking a near-perfect balance across each facet of its gameplay. Its biggest success is the combat system, which skillfully mixes turn-based and real-time elements. Icons move along a bar at the bottom of the screen, indicating when you and your opponents get to act next. Scoring hits on an enemy who's winding up for a big spell interrupts them, canceling their move, and sending them back on the timeline. This creates a constant tension, forcing me to plan two steps ahead while looking for chances to interrupt, and keeping enemies from doing the same. That fusion of big-picture planning, and second-to-second awareness kept me feeling like a tactical genius battle after battle. Your spritely helper Igniculus also plays a vital role in combat. You (or a friend in co-op) control him independently with the right stick, slowing down foes, healing allies, and grabbing health and mana pickups when necessary. You’re doing all this while switching characters in and out of the fray to capitalize on their assortment of well-tuned spells and abilities. Enemy encounters, especially the boss fights, are balanced tightly around the tools you've been given, so while the tool box isn't huge, every piece of hardware has an application. Armor spells actually add a noticeable amount of survivability, and crowd control abilities like Hinder, and paralyze work 100% of the time, even against bosses. Every card in the deck feels like an ace when you use it at the right moment. Even great RPGs struggle to make what happens between scraps interesting, but Child of Light nails this too. Giving us the ability to fly almost right away is a smart touch, one that invited me to explore constantly for mini-boss encounters, side-quests, and collectibles. Igniculus proves useful here again, helping you solve puzzles, stunning enemies, and lighting your way through dark caverns. Granted, most of this will look and feel familiar to RPG veterans, but it all worked well enough to hold my attention outside of combat. Like everything else in the 12ish-hour-long adventure, it does just enough to be engaging without feeling cluttered or ungainly. Verdict Every aspect of Child of Light has an unmistakably artisinal, organic feel to it. None of it feels focus-tested, or designed to appeal to the broadest possible audience; rather, it always comes off as exactly the expression its creators intended. The artwork on display is stunning, and the combat is constantly engaging, and the characters openly defy genre convention. But perhaps the best thing I can say about Child of Light is that I was often unsure as to whether I was headed in the direction I was supposed to, and I never once cared. I just wanted to fly to every corner of the world, take it in, and smile. Composer: Cœur de pirate Artist: Thomas Rollus Developer: Ubisoft Montreal Genres: Platform game, Role-playing video game Platforms: PlayStation 4, Nintendo Switch, PlayStation 3, Xbox One, Xbox 360, Wii U, PlayStation Vita, Microsoft Windows
  2. For years Madden SEE DEAL has been building features, gameplay modes and control mechanics for the hardcore football fans of the world. It was trying to emulate even the smallest details of NFL football and EA Sports enjoyed lots of success with its endeavors. But in recent years many newcomers were turned off by the complexities that Madden brought to the table. With that in mind EA created Madden NFL 11, an iteration of the series that is built more with the mainstream fan in mind, while still not losing any of the hardcore-focused accoutrements that have made their way into the package in past years. My biggest concern I have with Madden each and every year is the gameplay. Is it really going to feel and look like the NFL that I know and love? Well, this year's game comes as close as ever to bringing you every spin move and sternum-rupturing tackle that you see on Sundays. Little touches like deemphasizing the suction of the hit stick so that landing big hits actually feels special are great. As is the dual analog stick control scheme which allows you to perform all the jukes, spin moves and stutter steps you could ask for. It also gives players the ability to pivot their upper-body to guard the ball from incoming tacklers. It all looks cool and works well on the field. Madden NFL 11 Video Review While using the right analog stick for more than simple juking is great, the biggest departure for this year's Madden in terms of control is the elimination of turbo (on default settings). At first, it's weird, yes. But before long you'll forget what using a turbo button felt like. Now your player just adjusts his speed accordingly. Rarely did I find myself outrunning my blockers as the AI was usually sharp enough to make its own changes in speed. Another great addition in this year's gameplay is the ability for your AI teammates to actually land successful blocks and hold them long enough for you to utilize them if you can read the defense correctly. You might notice this working almost too well in conjunction with the new right analog control scheme. I had no problems breaking off multiple 300+ yard games on the ground in route to a 15-1 season on the All-Pro difficulty that used to give me trouble in past Madden games. On the defensive side of the ball, EA Sports tried to turn all of the hot routing and assignment changing functionality you're used to into something called the Strategy Pad, but the results are a bit frustrating. You navigate through options with the D-Pad, adding one extra button press to access the aforementioned functions. Anyone playing against a fast-paced offense is going to be a bit handcuffed to make their adjustments in time before the snap. All-in-all the core gameplay on the field is great and looks fantastic in motion. The players have a nice level of polish and they move with the elegance and power you'd expect from top NFL talent. There are still moments when it's clear that you're playing a videogame, but mentioning them in a negative light would feel almost nitpicky. The replay system has also been re-crafted to better articulate all of the cool animations on the field. Now if only I could save a replay and share it with my friends (or put it on YouTube), then I'd be truly happy. The fact that so much cool stuff happens is great, but I really want to be able to show non-Madden players what I'm yelling about without having to call someone over to my desk or record something on my cell phone. For all of the cool gameplay features that have been developed for this year's game, the most debated will likely be a huge departure for the series called GameFlow. It's an automated play calling feature that shortens a typical gameplay experience to about 30 minutes (where it used be closer to an hour) by theoretically cutting the amount plays from more than 300 to one. I think if you're someone who's new to Madden or if the complexities of figuring out formation types was too much for you in the past, you're going to enjoy the bulk of what GameFlow does for you. On the flipside, if you're a hardcore football fan like me who really knows their X's and O's, chances are you aren't going to use the feature all that much. The AI makes some bone-headed play calls that, while they won't be noticed by casual players looking for a quick game, will likely be lamented by hardcore veterans of the series. If you buy something through this post, IGN may get a share of the sale. For more, learn more. Combating the flaws in your team's default play selections is a feature called Gameplanning which lets you assign up to 20 plays to different situations on both offense and defense and then weight them by preference (sort of like how iTunes lets you rate songs). Oddly enough I still found that the artificial intelligence would make a few strange decisions, like picking the deep pass play All Streaks while my team was on the 15 yard line despite it being nowhere in my red zone gameplan. It's these sorts of missteps that will drive football fanatics up the wall, even if they don't happen all that often. So while GameFlow and gameplanning bring both good and bad to the table, I can happily say that Online Team Play is one of the best gameplay modes to make it into a Madden SEE DEAL game in a long time. It allows for up to six players (three on one team, three on another or any permutation therein) to link up online and compete against each other or against the CPU. One person assumes the role of the quarterback, another plays the running backs and the third mans the receivers (one player can also decide to roam to any vacant position) with a similar combination being used on defense. The mode does the unthinkable and actually makes playing on a team with your buddies fun. It's unabashed couch play at its finest and lends itself very nicely to smack talking friends on your team. Rivalry Trailer The only negative I can say is that the boosts that are in Online Team Play should have been kept to a simple experience point leveling system. Boosts give veteran players significant attribute boosts which can really ruin the gameplay in my experience. Thankfully a player with a boost looks different than players without a boost in the lobby system, so you can steer clear of them if needed. Online Team Play is a wonderfully fun and addictive casual mode, but it seems to have come at the expense of any innovations to the two franchise modes (online and offline) and the Be An NFL Superstar Mode. Being a lover of Franchise Mode, it really hurts me to have to suffer through the same exact package that was in last year's game. Especially since that was a barebones offering to begin with. EA Sports did take the time to beef up a few of the presentation elements that were missing from last year's game. Gus Johnson has replaced Tom Hammond in the commentator's booth and provides easily the best voice I've ever heard in a Madden game. His intensity brings a lot to the experience, even if the technology running under the hood leaves something to be desired. His speech is still too fragmented, which is probably a symptom of this being his first year on the job. I'm sure they'll expand and give him different ways to describe the same event so you don't get an identical piece of dialogue on every long run. This is certainly an impressive start to Gus's tenure in Madden, I just want more of his awesome intensity. The other big addition in the way of presentation elements is new Super Bowl celebrations that do a great job of delivering the weight of the event. Winning the biggest game in football no longer feels like any other Sunday. Now Gus delivers team-specific commentary to let you know that what you just accomplished is something special. Oh, and Obama makes an appearance. How cool is that? Verdict There’s no question that the gameplay in Madden NFL 11 is great at its core, but some of the AI tuning slants the game too heavily in the offense’s favor. Both Online Team Play and the inclusion of Gus Johnson are fantastic and add a lot to the package, but I can’t help but feel that the moneymakers of old have been cast into the darkness. I think it’s clear that this year’s Madden is geared toward the mainstream football fan; someone who just wants to come in after playing a game of catch outside and get their hands on some real NFL talent. For that audience Madden NFL 11 delivers. However, if you’re the type of player who sits alone in your living room combing the free agent wire for a player to add to your beloved franchise, I think this year’s Madden is going to leave something to be desired. Series: Madden NFL Publisher: EA Sports Platforms: PlayStation 3, Xbox 360, PlayStation 2, Wii, PSP, iOS, Blackberry Developers: EA Tiburon, EA Canada Modes: Single player game, Multiplayer game
  3. What street riding is meant to be. Stunning acceleration at any RPM, sharp lines and sporty ergonomics transform your daily ride into a thrill. With an aerodynamic riding posture that helps deliver up to 223 miles in the city and 112 miles on the highway, the Zero SR offers the highest range in the Zero lineup. Pure stealth. Propelled by the industry’s most advanced tech, the Z-Force® powertrain slingshots you forward. No shifting. All torque. Just smooth acceleration at the twist of a throttle. The Zero S strips away the noise, fumes and vibration so all you feel is the uninterrupted flow of the ride. Transform performance profiles with the press of a button to perfectly conquer city streets, urban arteries or twisty back roads. The Zero S is pre-programmed with Eco or Sport modes. Connect using your mobile device to customize performance or get stats on your ride. The Charge Tank option funnels up to 85 miles of riding into the Zero S for every hour of charging when plugged into a Level 2 charge station. One cup of coffee now equals ~30 miles of riding. Or, charge fully in as little as an hour depending on battery size. No special charging equipment required. Your standard household outlets just became “fueling” stations that deliver daily rides at a fraction of the cost of gasoline. Plug in at night and start every day with a full “tank.” Goodbye costly powertrain maintenance and stale waiting room donuts. Sophisticated. Simple. The Z-Force® powertrain eliminates the greasy mess of fossil burners. No oil, spark plugs, clutches, filters, chain adjustments or expensive tune-ups. Instead, a carbon fiber belt directly connects the rear wheel to a motor that uses a single moving part to deliver torque at levels beyond conventional superbikes. Always advancing. Code for the Z-Force® powertrain is constantly refined to deliver improved performance. The Zero App easily delivers the upgrades using your mobile device. The Zero SR is our farthest traveling model (and the longest-range production electric motorcycle on earth). At its core is the highest power and energy density battery in the EV industry. The higher the battery capacity, the more range. Select the battery size that works for you. Ride over 200 miles city / 100 miles highway using the highest capacity Zero SR ZF14.4 battery coupled with the Power Tank accessory (adds an additional 3.6 kWh). Or, shed weight and gain storage space with the Zero S ZF7.2. City? 89 miles (143 km) Highway, 70 mph (113 km/h)? 45 miles (72 km) Combined? 60 miles (97 km) Peak torque 78 ft-lb (106 Nm) Peak power? 46 hp (34 kW) @ 4,300 rpm Top speed (max)? 98 mph (158 km/h) Max capacity? 7.2 kWh Typical cost to recharge? $0.81 Charge time (standard)? 5.2 hours (100% charged) / 4.7 hours (95% charged) With Charge Tank option? 1.5 hours (100% charged) / 1.0 hour (95% charged) With max accessory chargers? 1.6 hours (100% charged) / 1.1 hours (95% charged) Curb weight 313 lb (142 kg) Seat height? 31.8 in (807 mm) Power pack warranty* 5 years/unlimited miles
  4. The most inhospitable place on earth The Danakil Desert is known for being the hottest place on the planet Ethiopia's Danakil Depression is one of the most extreme places on Earth - but even here people build their homes. The sun burns the cracked earth, the hesitant mirage confuses the eye, and the dry air and dust suck the moisture out of your mouth and eyes. The Danakil Depression in Ethiopia is one of the hottest and driest places on the planet. Danakil is located in the Afar region of northeast Ethiopia, near the border with Eritrea. The climate here can only be described as harsh. Danakil's depression is a contender for the hottest place on Earth because of an average year-round temperature of about 34.4C. The average annual rainfall is between 100 and 200 mm, and the place is one of the lowest on the planet - 125 m below sea level. Combined, these factors make Danakil one of the most hostile environments in the world. In addition to poor living conditions, the place offers incredible natural landmarks. Walking around the area, you will feel as if you are on another planet. There are volcanoes with bubbling lava lakes, multicolored hydrothermal fields, and great salt-pans that dazzle the eyes. Danakil is the northern part of the Afar Triangle, a geological depression caused by the Afar Trojan Node - a place where three tectonic plates join. The depression overlaps the borders of Eritrea, Djibouti and the entire Afar region of Ethiopia, which is part of the great East African Rift Valley. This is where terrestrial tectonic plates diverge, creating a new crust at the rate of 1-2 cm per year. It is these earthly processes that lead to the coloration of lakes and the formation of lava in them. One day, millions of years in the future, the plates will split so much that the salty waters of the Red Sea will spill over, creating a new ocean and drowning this strange landscape forever. Then the Danakil Depression will be the ocean. Many fossils from ancient civilizations have been discovered here, prompting some paleontologists to suggest that this area is where our species first evolved. The area is also used for various studies of life and survival in extreme conditions. You wouldn't think anyone could live here, but the Afar tribe made this place their home. Their bodies are adapted to heat and dryness so that they require far less food and water. Salt is like currency for the affair. They cut the salt plates from the huge salt pans and export them to the Mekele market on the back of camels and donkeys. It takes about a week to get there, and their provisions often contain only a small loaf of bread and a bottle of water. The Afar are nomads, live in mobile wooden huts and care for small herds of cattle, goats, donkeys and camels. The only river in the river
  5. What salaries do they get in Volkswagen For better paid executives, the monthly increase can be a four-figure sum The new year will bring more money for managers in Volkswagen. As the company explains, the monthly basic salaries of about 18,000 executives worldwide will be increased by four and six percent in a one-off special campaign starting January 1st. For better paid executives, the monthly increase could be a four-figure sum, writes German Handelsblatt. A further increase is likely to be added over the coming year, as the forthcoming increase in the basic salaries of VW employees is traditionally transferred to management. The special increase in the monthly fixed salaries is part of a complete reorganization of the remuneration structure for VW executives, the group explained. In Volkswagen, managers at the level below the members of the Board of Directors are divided into three classes. The lower level includes the so-called Management Circle (MK), which includes about 12,000 executives worldwide. The majority of MK's staff is employed by the major Volkswagen brand, and a smaller part by other subsidiaries. Above this basic level, there are about 6,000 other managers who belong to the VW Group's "Upper Management Group" (OMK). With more responsibility and higher salaries, they are above the management colleagues at MK. Above them are TMK employees, Volkswagen's top management. With about 350 people, this circle is much smaller and more upmarket. As a rule, the company also recruits new members to the board of directors of this group. MK and OMK employees can expect a further increase in the monthly fixed salary from January 1, 2020. For MK employees there will be a four percent increase, for OMK managers it will be six percent. For the elite managers of the TMK group, the company has long decided to add eight percent. Volkswagen pays an entry-level manager of MK in Germany a monthly fixed sum of over € 8,500. With a four percent increase, it will reach just under 8,900 euros in the new year. According to company sources, a Volkswagen manager can earn around € 11,300 a month if it is at MK's highest level. The entry level of OMK managers is almost € 9600 a month for Germany. If six percent is added in the future, the monthly fixed income is expected to rise to just under € 10,200. At the highest OMK level according to the future calculation mode, the VW manager will receive around € 19,000 a month in the new year For executives, this will hardly be the only expected salary increase in the new year. In 2020, Volkswagen will negotiate a new unified tariff for its German employees. Traditionally, VW managers also receive this increase, which IG Metall actually only contracts for employees with collective agreements. "This traditional step ensures that the pay gap between collective bargaining staff and managers remains the same," the company manager justified the process. Last spring, a new in-house collective agreement was negotiated in Volkswagen. At that time, managers also received a corresponding increase in their regular fixed salaries. At the time, this increase was 4.3 percent, first paid to VW executives in May 2018. The Wolfsburg Group has officially confirmed the increase in the monthly fixed salary for 18,000 executives. However, a spokesman for the group mentioned the extensive change in the remuneration of all managers in the group, which will include not only a fixed salary but also flexible bonuses from the new year. An example is the remuneration system that the group introduced for the Board of Directors three years ago. The flexible remuneration of 18,000 executives is expected to be more closely linked to the current development of the company. In the future, the so-called annual bonus will be determined by operating return on sales and return on equity instead of operating profit. The long-term bonus, the second component of VW's variable remuneration, will be related to earnings per share, stock price developments and dividends. The evaluation period is three years. With this new system, management is expected to be more focused on increasing the value of the company. Management bonuses in Volkswagen are usually paid in the spring. With the group recovering substantially in the four years following the Dieselgate affair and in some cases even setting new records, VW managers can expect exceptionally generous payments next spring. As a rule, OMK members receive six-digit bonuses if the years are good
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  7. With the help of over 18,000 Kickstarter backers, Narrative Designer Chris Avellone and composer Inon Zur, Owlcat Games is proud to bring you the first isometric computer RPG set in the beloved Pathfinder tabletop universe. Enjoy a classic RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Explore and conquer the Stolen Lands and make them your kingdom! Based on our players' feedback and suggestions, this version of the game improves and builds upon the original. This edition includes: • numerous gameplay-enriching content additions and dozens of quality-of-life features • new abilities and ways to build your character, including a brand-new class • new items and weaponry • improved balance, especially in the beginning and last two chapters of the game • enhanced kingdom management system, both in terms of balance as well as usability and player comfort • increased variety of random encounters on the global map • thousands of fixes and improvements made since the game's initial release Explore the Stolen Lands, a region that has been contested territory for centuries: Hundreds of kingdoms have risen and fallen in these lands, and now it is time for you to make your mark—by building your own kingdom! To do so, you’ll need to survive the harsh wilderness and the threat of rival nations… as well as threats within your own court. Customize your character with a wide range of classes and powers including specialized archetypes, powerful arcane and divine spells, choosing from a multitude of class abilities, skills, and feats. Pathfinder allows players to create heroes (or villains) that fit both their individual gameplay styles and their personalities. Meet a diverse cast of companions and NPCs, including iconic characters from the Pathfinder setting itself. You’ll need to decide who to trust and who to watch carefully, as each companion has an agenda, alignment, and goals that may differ from yours. Your journey will become their journey, and you’ll help shape their lives both in the moment and well into the future. Conquer new regions as claim them as your own, carving your kingdom from the wilderness. While classic dungeon crawling and exploration lie at the heart of this adventure, diplomacy, politics, and kingdom development are also part of the challenge. Choose your allies well, and keep them close while exploring ancient tombs and ruins — and while dealing with politics in your own court. Your kingdom is a reflection of your character and your choices throughout the game. It is a living thing shaped by your alignment, your allies, and your ability to lead your people. Not only can your kingdom expand, opening up new territories and allowing you to build new towns and communities, but your capital city will physically change based on your decisions, your policies, and even whom you choose to ally with. As your kingdom grows, a number of factions and neighboring countries will come to you to seek favor—and to test your strength. Explore - Conquer - Rule! The Pathfinder Roleplaying Game is an evolution of the 3.5 rules set of the world's oldest fantasy roleplaying game, designed by Paizo, Inc using the feedback of tens of thousands of gamers just like you. Whether you’re new to the Pathfinder® universe or you’re a seasoned veteran, Pathfinder: Kingmaker is the CRPG you’ve been waiting for. MINIMUM: Requires 64 bit processor and operating system OS: Windows 7 64-bit or newer Processor: Intel Celeron 1037U @ 1.80GHz Memory: 4 GB memory Graphics Card: Intel HD Graphics 3000 Storage space: 30 GB available space Sound Card: DirectX Compatible Sound Card RECOMMENDED: Requires 64 bit processor and operating system OS: Windows 7 64-bit or newer Processor: Intel Core i7 CPU 920 @ 2.67GHz Memory: 8 GB memory Graphics Card: ATI Radeon HD 5770 or NVIDIA GeForce GTX 960M Storage space: 30 GB available space Sound Card: DirectX Compatible Sound Card
  8. This is where the oldest cars in Europe drive Bulgaria, Poland and Estonia are the three EU countries with the highest percentage of registered cars over 20, according to Eurostat statistics Bulgaria ranks one of the last places in the EU fleet age rating, according to Eurostat. In our country cars up to 5 years old are about 5% (about 160 thousand), up to 10 years - 10% (about 400 thousand cars), between 10 and 20 years 60% (nearly 2.4 million) and over 20 years - about 25 percent (nearly 1 million cars). Bulgaria, Poland and Estonia are the three countries in the European Union with the highest percentage of registered cars over the age of 20, according to Eurostat statistics. In Poland, over 20 years, 35.2% of the registered vehicles are in Estonia, 28.7% and in Bulgaria about 25%. We are followed by Finland 23.7%, Malta 20.3%, Latvia and Romania by 20%, Lithuania about 19%, Portugal 18% and Spain 17%. Top 10 EU countries with most cars over 20: 1. Poland - 35.2% 2. Estonia - 28.7% 3. Bulgaria - 25% 4. Finland - 23.7% 5. Malta - 20.3%
  9. 2020 will be the year of the electric vehicle By the end of 2020, about 175 electric cars will be available on the European market. European carmakers are poised to turn 2020 into an electric car year, some industry analysts show. If electric models have so far been focused on niche market niches, then the trend is now radically different: companies will attack the mass consumer, and this year we will see electric versions of Peugeot 208, Opel Corsa, MINI, Fiat 500 and others. The number of electric models that European customers will be able to choose from will jump from just over 100 to 175 by the end of 2020, according to the IHS Markit report. By the end of 2025, that number will already be around 330! Especially on the island, e-car sales will grow from 3.4% of all cars sold in 2019 to 5.5% in 2020 - or from 80,000 to 131,000, says Bloomberg New Energy Finance. By the end of 2026, e-cars will account for 1/5 of total UK sales. An analysis by LMC Automotive estimates that 540,000 electric cars will be sold in the EU in 2020, which will be over 200,000 more than the 319,000 electric cars sold in 2019. The dramatic leap will have a strong impact on new EU CO2 emissions coming in from 1 January. Companies will now be heavily fined if their cars emit more than 95 g / km of CO2 emissions. The fine will be EUR 95 per gram over that threshold, multiplied by the total number of cars sold. The consulting agency Jato Dynamics estimates that the amount of the fines would be € 33.46 billion for cars sold in Europe in 2018. It is electric vehicles that are the antidote for the producers of these colossal fines. The companies were able to obtain so-called super credits for cars emitting less than 50 g / km of CO2 emissions. That is, each electric car will be equal to two conventional ones sold. At the moment, price is still a major determinant, but Deloitte's consultants expect that in 2022 a tipping point will be reached at which the price of owning an e-car will equal the price of a similar ICE model. A separate study by the International Council on Clean Transportation claims that this time had already occurred in February in five European countries - the United Kingdom, Germany, France, the Netherlands and Norway. Here are five of the most important electric vehicles to expect on the market in 2020. Volkswagen ID.3 Price: under € 30,000 (UK), mileage: 330 km, debut: early 2020 Vauxhall Corsa Price: 31,000 Euros (UK), Mileage: 335 km, Debut: April 2020 Tesla Model Y Price: about 35,000 euros (UK), mileage: 370 km, production will begin in the summer of 2020. Ford Mustang Mach-E Price: about 41,000 euros (UK), mileage: 500km, debut: end of 2020 Fiat 500 Electric Price: about € 32,700, mileage: n / a, debut: end of 2020
  10. The biggest conspiracies in the last 10 years They do not stop to attract our attention Whether it's the moon landing, the Kennedy assassination, or the 9/11 attacks, conspiracy theories have a lasting place. The rise of the internet and social media over the decade has created a favorable climate for assumptions, both whimsical and entirely plausible. Ghosts and vampires are no longer on the charts - secret government plots, however. For the past decade, conspiracy theories have been a central topic in international politics and the US has been at the forefront of all. Here's a list of the top ten conspiracy theories that have caught our attention in the last 10 years: The disappearance of flight MH370 is not an incident The tragedy of the Malaysian Airlines flight MH370 has become the catastrophe of the century. A 239-passenger plane with Beijing and a crew aboard departed before disappearing from the radar on March 8, 2014, and since then only a few pieces of debris have been found in the Indian Ocean. Five years later, five MH370 flight theories Conflicting data from Malaysian authorities and the unconvincing findings of two massive search operations have hardly satisfied the victims' families, so conspiracy theorists have begun explaining where the plane went: assumptions include remote kidnapping, hijacking alone, takeoff a suicide plot by the pilot and a mysterious passenger who took control of the aircraft. One theory even suggested that the MH370 was the same aircraft as the MH17, another Boeing 777 that was shot down over eastern Ukraine months later. The shooting at Sandy Hook did not happen On December 14, 2012, 20-year-old Adam Lanza shot his mother at their home before going by car to Sandy Hook Elementary School in Newtown, Connecticut. There, he killed six teachers and 20 children between the ages of six and seven before committing suicide. The perpetrator was found to have numerous mental health problems combined with "contempt for humanity". Land of unrestricted shootings Claims have recently emerged on the Internet that the slaughter is a fraudulent operation organized by the government to promote support for tighter gun control. InfoWars founder Alex Jones even suggested that the shooting never happened, because the media reportedly used greenbox to cover the story. In October this year, jurors convicted another conspiracy theorist who claimed the massacre was faked to pay $ 450,000 to the father of a boy killed in the attack on Sandy Hook. Double replaces Melania Trump US President Donald Trump has become a magnet for all kinds of conspiracy theories, and his wife Melania has suffered some serious damage. Speculation suggesting the First Lady has been replaced by a similar-looking woman first appeared on social media in 2017. New book reveals: Melania and Donald sleep on different floors Then, an already suspended Twitter account posted side-by-side and recent photos of Melania as "proof" that her face and hair look different. The user did not want to say what happened to the "real" Melania. This theory appears several times in 2019 after Melania's public appearances with Donald Trump. She has never responded to the allegations, unlike the president, who accused the media of photographing his wife so that she looks different. The jihadist al-Baghdadi leader is a Jewish actor trained by Mossad While ISIL, the illegal terrorist group, conquered significant portions of Iraq and Syria in mid-2010, its leader Abu Bakr al-Baghdadi was "revealed" to be a Jewish actor named Simon Elliott. They showed a video of the operation that killed al-Baghdadi The online rumor, which appeared in 2014, cites non-existent documents that are alleged to have leaked from the US National Security Agency and Edward Snowden, saying that US, Israel and UK intelligence agencies are have developed IDIL as a gathering place for terrorists around the world under one umbrella. These fabricated leaks, according to articles and publications that first appeared on Arabic-language social media, claim that Abu Bakr al-Baghdadi / Simon Elliott has undergone military training at Mossad. Fake photos were even posted from Al Baghdadi's meeting with John McCain. Both Snowden's lawyer and US authorities have denied the story as fraud. The US government created Ebola Now past Ebola was the horror of the day in 2014-2016, when the worst outbreak of the disease in history led to over 11,000 deaths in West Africa. A blast at a Russian lab that stores viruses Shortly after the epidemic began, the Daily Observer, a major Liberian newspaper, published an article describing Ebola as a biological weapon designed by the US Department of Defense. The article was written by Cyril E. Broderick,
  11. Name Game: PLAYERUNKNOWN'S BATTLEGROUND Price: 29,99€-14,99€ The Discount Rate: -50% Link Store: Steam Offer Ends Up After : The offer ends on January 2
  12. Anew director picks up years later where the revered original creator left off. An iconic but now-aged hero plays a prominent role, comforting old fans and tugging on their nostalgic heartstrings for much of the story while passing the torch to a new generation of heroes. The plot structure follows many of the same recognizable beats of the tale that started it all, and by the end you’ve been on a great ride that is both familiar and new at the same time. No, I’m not talking about Star Wars Episode VII, though there are a number of interesting (if coincidental) similarities between it and the approach Microsoft’s taken to its first internally developed Gears of War game. Gears of War 4 SEE DEAL is set 25 years after the events of the original trilogy, with Marcus Fenix playing the Han Solo mentor role, while his son JD and JD’s longtime friends Kait and Del sub in for Rey, Finn, and Poe. As the torch is passed to a new generation, I was left reassured that this is in many ways the same Gears I know and love. The new DeeBee and Swarm enemies require welcome new offensive and defensive strategies to combat them. “ Let’s get something out of the way up front: if you’re looking for Gears of War to be completely reinvented, Gears 4 isn’t that game. That full-on reboot day will likely arrive eventually, but everything about this entry in the series hews closest to the first Gears, which is probably the one I’d also choose to emulate: the mystery of a new, unknown enemy lends a survival-horror feel to the gritty shooter tone, the occasional fork in the road offers both gameplay variety and replayability, and the plot revolves around a search for family – here, it’s Kait’s missing mother Reyna Diaz in place of Dominic Santiago’s wife Maria. That’s not to say Gears of War 4 doesn’t bring new elements to the series’ cover-based shooting formula. On the campaign side, the new DeeBee robot enemies and Seran Swarm foes attack differently than their Locust predecessors, thus requiring welcome new offensive and defensive strategies to combat them. For instance, the larger Heavy DeeBee jump-jets over cover and self-destructs when it takes enough damage, while the skybound, front-shielded Guardian is best flanked from multiple sides in order to expose its weak spots. And the Swarm’s Pouncer flings deadly quills from its tail and hops on top of cover, pinning you to the ground like a Hobbes from Hell if you stay in one place for too long. All of these put a lot more pressure on you than ever before in a Gears game, and are especially inviting for challenge-seekers playing on higher difficulty levels. Variety is a welcome pillar of its eight-hour trek. “ On a similar note, Gears of War 4’s new weapons integrate nicely into the established universe alongside the familiar Lancer and Friends, both in campaign and multiplayer. The Buzzkill fires lethal, high-velocity sawblades that spectacularly instagib foes when they connect. The Overkill packs a wicked, if short-range, double-barrel shotgun-esque punch that’s especially gratifying when other human players feel its wrath. Finally, the DeeBees’ EMBAR is a no-scope rifle that’s not nearly as cumbersome to wield as the traditional Longshot. Design-wise, the new Gears campaign succeeds thanks to stellar execution of a focused game plan. Variety is a welcome pillar of its eight-hour trek, as, aside from one exception in Act IV, you’re never in one place doing the same thing for too long. Gears 4’s campaign – playable in two-player split-screen or online co-op (and even supports cross-platform play with the PC version) – packs several gameplay styles, including a few thematically appropriate instances of Horde mode along with a couple other enjoyable changes of pace. (A friendly suggestion: do not watch the Gears of War 4 Launch Trailer; it gives away a few of the campaign’s fun gameplay surprises.) And laudably, Gears 4 never relies on the annoying design trope of requiring you to run a frustrating gauntlet through large groups of the toughest enemies you’ve already fought individually in order to reach its conclusion; it’s got a much smarter endgame up its sleeve. Gears 4’s most graphically impressive moments are tied to the weather. “ Visually, this Gears doesn’t pack the same jaw-dropping punch the original did back in 2006 when it showed the kind of leap forward that the Unreal Engine was capable of, but it is a very pretty game throughout. That’s not because it’s one of the first Xbox games to support HDR if you’ve got an Xbox One S and a capable TV, because while I could tell a difference compared to non-HDR, it’s nothing to write home about. Gears 4’s most graphically impressive moments are tied to the weather, with Windflares (basically giant electrical dust storms) producing swirling dust, swaying trees, and dancing foliage. Smartly, the heavy winds actually affect weapons that fire relatively slow-moving projectiles such as the aforementioned Buzzkill, whose shots will arc such that they become almost useless at their normally reliable medium range, forcing you to choose your gear extra carefully in the inclement weather. Like its fellow first-party mainstay Halo, Gears of War’s campaign has always been complemented by great multiplayer. That hasn’t changed with Gears of War 4. Both Versus and Horde, like campaign, have evolved rather than been reinvented, with predictably fun results. Gears multiplayer has always managed a brilliant balance of tactics and fast action to go with its borderline-cartoonish violence, giving it standout appeal over the glut of other multiplayer shooters. Gears 4 brings 10 maps and plenty of modes – most of which are great, tried-and-true staples from other games or previous Gears entries. A standout is Arms Race, which is basically Call of Duty’s Gun Game, in which each team in a races to get three kills each with every weapon in a certain order. It works just as well here. Escalation, aka Domination or Territories, on the other hand, simply drags on far too long as a best-of-13-round duel. If Gears 4 were patched to cut that in half, Escalation would join the other modes in the winner’s circle. Meanwhile, the now-expected private-match customizability also grants Versus plenty of staying power to play exactly how you want. The five-player Horde mode, however, is once again where Gears’ multiplayer shines brightest. The tower-defense elements introduced in Gears 3 have been iterated on for the better here. Killed enemies drop resource chits that must be collected and brought back to your Fabricator – your mobile emplacement builder, basically – and deposited into a team-shared pool used to erect fences, sentries, turrets, and more as you fight through 50 waves of DeeBee and Swarm foes. Every tenth wave brings out a random boss to contend with, such as the Snatcher, who steals downed allies and carries them away, or the Kestrel, an attack helicopter who forces you to change your eye level. And a new class system emphasizes teamwork by encouraging specialized roles that grant specific action bonuses. For example, the Engineer is more lightly armed but can repair damaged emplacements. My group’s best run ended at wave 42, and we immediately jumped back in for more. So expect many hours of replayable fun with your friends. PC Version Update After spending time with the PC version (included free with digital purchase of the Xbox One version, and vice versa), I'm happy to report that performance is buttery smooth – my GTX 970-powered PC never dipped below 60fps, and it would've been consistently higher if not for the refresh-rate limitations of my aging monitor. Keyboard-and-mouse controls feel great and are as configurable as you'd expect from a PC game, with only the default binding of the gamepad's A-button functionality set to the spacebar annoying me enough to want to re-bind it to the left shift key. Cross-play is completely seamless – I played Horde on Xbox One with two PC teammates (marked as such by a monitor icon next to their gamertag in the lobby) and two console teammates, and both progress and achievements carry over to either version. Aside from 4K resolution, which I wasn't able to test, the PC version's biggest draw is a 60fps campaign, which is capped at 30fps on the Xbox One. It's not a problem at all on console, but it's noticeably smoother on a capable PC. Verdict I never expected to compare Gears of War 4 to The Force Awakens, but I couldn’t be happier to do so. Like the latest chapter in the story from a time long ago in a galaxy far, far away, Gears of War 4 is directed by a new generation of creators, shares a lot of similar narrative structures to the beloved first piece of the trilogy it succeeds, and is an experience you’ll walk away from with a big smile on your face – in campaign, Versus, and Horde modes alike. It’s about as good of a franchise reawakening as I could’ve hoped for. J.J. Abrams would no doubt appreciate what Gears 4 accomplishes. Premiere Date: October 11, 2016 Director: Chuck Osieja Composer: Ramin Javadi Programmer: The Coalition Platforms: Xbox One, Microsoft Windows Modes: Single player game, Multiplayer game
  13. Pitfall: The Lost Expedition Activision delivers a worthy sequel to its classic adventure-platformer franchise. If you're old enough to recognize the word 'Atari' as something more than a brand printed on trendy T-shirts then you almost certainly also remember Activision's classic Pitfall adventure. The title, which debuted in 1982 for the gone, but not forgotten 2600, pioneered the-then-underdeveloped adventure genre and left a whole slew of budding gamers daydreaming about scorpion-filled tunnels and platform-ready crocodiles. Since then, the Pitfall franchise has been reborn again and again in sequels across a wide spectrum of consoles. Now, Activision has teamed up with developer Edge of Reality (Spider Man and Tony Hawk's Pro Skater 3 on N64) to bring Pitfall to the third-dimension for current-generation consoles. The collaboration has resulted in a sometimes formulaic, but also occasionally inventive game that's just as much platformer as it is adventure. Pitfall: The Lost Expedition is fun and engaging, not to mention humorous and full of franchise trademarks, though it may prove a bit too forgiving for veteran gamers who were raised on the original and have since graduated to more challenging software. Features Next-generation Pitfall game for current-generation consoles Fully 3D adventure-platformer Features classic Pitfall elements from platformer-crocodiles to land pits and swinging vines Play as Pitfall Harry, an acrobatic hero on a quest for hidden treasure Use Harry's knapsack to carry a variety of useful items from ice picks to dynamite Travel through more than 10 huge levels spanning a mostly-connected world filled with dangers at every turn Rescue lost explorers and amount hidden treasures to buy ability upgrades and special unlockables Features cinematic cut-scenes which unfold in real-time Classic Pitfall and Pitfall II games hidden as unlockable extras Runs in progressive scan Supports Dolby Pro Logic II Requires 51 memory blocks for saves on GameCube Pitfall: The Lost Expedition has rendered the IGN editors in complete disagreement. A faction of staff writers believes that the game borders on the average while another group firmly contends that it is a very well executed adventure-platformer game. The latter feels so strongly about this that we've done something we've rarely tried before: a full-blown "second opinion" styled re-review. Gameplay Activision's new Pitfall shares a lot in common with its ancestors. It once again focuses on the unafraid, adventurous explorer Pitfall Harry, a man who will go anywhere and do just about anything for pricey hidden treasures. In the Lost Expedition, Harry finds himself on a plane bound -- through ferocious thunderstorm -- for the Peruvian jungle. He's joined by Dr. Bernard Bittenbinder and Nicole, a smart and sassy archeologist. Unfortunately for the team, the plane is pounded by the storm until it can fly no more, and so it doesn't, leaving all of its passengers to parachute down into the jungle below -- except that there aren't enough parachutes. The story is set up through the use of well-animated, colorful and even humorous real-time cut-scenes. The game begins at the crash site, where Harry learns that not only have many of his necessary items been scattered about the region, but that several of his companions have gone missing. It's up to him -- or you -- to travel through the lush jungles, the icy terrain, the lava-filled caves, beneath water passages and directly into the enemy's lair, all the while fighting off henchman and spinjas. The Lost Expedition is an adventure and a platformer in one. Harry moves throughout an expansive connected world, jumping and fighting, exploring and collecting, but as in Metroid Prime he is unable to access specific locations in the area without certain items. For instance, he needs to obtain the ice picks hidden in a far-away part of the land before he can climb an icy wall and enter a cold, harsh level just beyond it. But before he can gain the items, he'll need to get the raft to cross a body of water to a spot on the map that houses them. And so on. There is definitely smart direction here; you'll never feel lost or confused about what to do or where to go next. Some might consider this a drawback -- a means of decreasing challenge, but we view it as a way to keep the action flowing and the frustration caged and sedated. It's linear design hidden under a non-linear exterior. Harry can access his map at any point to figure out where his next objective is -- it's always marked by a big, red X spot somewhere in the region. The map looks great -- it's gritty, reminiscent of old paper and perfectly themed with the adventure. But it's clumsily built as a navigational tool. Black dots mark each spot on the map that you can travel to and by looking at these dots you can manually figure out which path to take. Unfortunately, it's not so easy or intuitive -- instead, you'll find yourself jumbling through the system, trying to move left or right, up or down to the next dot in an attempt to map it, but with limited success. You'll eventually learn to deal with it, but it still stands as a dent in what is otherwise a very well crafted, not to mention atmospheric menu interface system. Pitfall does not reinvent the platformer or the adventure game, but it is a fun and in many ways ambitious offering all the same. The game successfully handshakes platforming and adventuring elements. It also includes and updates many of the trademarks of the classic games. In one moment you'll be swinging from vines or hopping across the backs of hungry crocs and in another you'll be diving over land pits, now complete with hungry spiked mouths, trying to solve an environmental puzzle or participating in a mini-game. These additions are welcomed. Edge of Reality has likewise done a commendable job of mixing in different play styles and on many occasions lacing them with humor. You'll be transformed into a howling monkey, a ceiling-crawler scorpion and a whiny penguin and you'll have to do battle with yourself. You'll be chased by menacing apes. You'll fight against funny-tongued natives who look and sound like something out of a B version of Indiana Jones. The game doesn't take itself seriously, but pokes fun at both the franchise and the cliches of the genres. Control is tight and Harry's options open. The character moves quickly and responsively, easily and acrobatically scaling platforms, hanging from ledges and more. The platforming elements are entertaining and satisfying as a result of the precise control. Swinging from vine to vine, which plays an important part in the adventure, is somewhat trickier and can be occasionally frustrating because you have to center Harry's direction with the shoulder buttons instead of the analog stick. But after a bit of practice this, too, is easily overcome. The character gains abilities -- a super run, a jump stomp, a straightforward dive, and a super kick, for starters. Most of these are easily performed. For instance, A and B at the same time will cause Harry to leap high into the air and grab onto hard-to-reach ledges. On the other hand, at least one button combination is unintuitive; you'll have to simultaneously press B and Y to kick out and knock over enemies and this just doesn't feel very good, especially when you need to do it in high-action situations. You'll be able to equip items to Harry's hand and then control them with the analog stick, an intriguing and ultimately satisfying addition that enables a slew of precision play possibilities. Harry gains items such a sling, torch, shield, gasmask, raft, pick, and dynamite, and any four of these can be assigned to the different directions on the D-Pad at any given time. Just tap the D-pad and he'll arm his torch and then you can control it with the camera stick. It sounds gimmicky, but these movements are actually useful. You can move Harry's arm around to light oncoming bats afire, for example. You can raise the gasmask to your face, or accurately aim dynamite blasts, or even slingshot projectiles at foes and objects. It feels solid. We especially like using the ice picks, which enable Harry to use both his hands -- the main analog stick and the camera one -- to go up and down or left and right. The downside to all of this control freedom is that limitations have as a result been placed upon the camera system. Whereas normally you'd manually pilot the camera with the C-stick, you're left instead to do it with the R and L shoulder buttons. This means that you can't control vertical camera movements on the fly. But it also hinders quick camera control in fast-paced situations. Later in the game when Harry is transformed into a penguin, you'll need to be able to move the camera quickly in order to fight against yourself, but because the pace of the fight moves so speedily it can be troublesome to mani[CENSORED]te both your character and the angle of the action at the same time. This is not a frequent problem, but a complaint all the same. The title features its share of platformer clichés and it borrows abilities and elements from competing software, too. There is a great amount of jump-and-run gameplay mechanics in place. There's a slight chance that you will grow tired of trekking around in search of items. But we're betting that -- copied, unoriginal or not -- because these elements are well implemented, you won't. You can unlock the classic Pitfall and Pitfall II by finding special bonuses within the game. These are unabridged emulations of the older titles and they look great. In addition, you'll be able to unlock and play in a number of native games which help extend the replay value. Even so, Pitfall is not an epic game. It won't last you 25 hours. But it should keep you busy for a good eight to 10, and possibly a few more if you're not a platformer pro. Some will call it too short and too easy and sure enough this might be a valid complaint. If you coasted through Super Mario Sunshine or Tak and the Power of Juju, you'll likely do the same here. All said and done, though, it comes down to how much fun you'll have with it and if you'll ultimately be satisfied. There were some frustrations along the way, but whether we were exploring huge mountaintops, swimming away from crocs, or knocking natives on their rear ends, we were entertained throughout the bulk of the adventure and when the credits rolled we found ourselves happy. Graphics This isn't the Harry you thought it would be. You were expecting someone more serious. Instead you got the exaggerated, comic-styled treasure hunter. We have to admit that we weren't initially captivated by the character design employed in Activision's title. It just didn't stand out as anything special and as a matter of fact seemed to weigh on the generic side. But the more we played, the more Harry grew on us. His quick and goofy movements, his Jim Carrey-inspired facial expressions and his fluid animation overcame his floppy hair and uniform outfit. If you can get past the main character and some of his friends and enemies, there's a lot to see in Pitfall. You'll take in very large worlds complete with little details like foliage and cracks, icy reflections and transparencies. You'll see beautifully animated characters. Pitfall himself moves throughout the environments with silky smooth fluidity and his interaction with objects and characters is very impressive. He summersaults up ledges, dives onto vines, speeds along with a super run, flips into the air and smashes back down with a punch and more, and it all looks great. These movements can also be downright funny. When a crocodile viciously bites at Harry, you can't help but giggle as it's so triumphantly mean looking. Even better, to get out Harry must pry its jaws open and then jettison himself forward -- another smooth and funny animation. The game is filled with these little motion extras and nowhere is this more evident than in the over-the-top, but well done cut-scenes. The game's particle system is advanced. The lighting system is pretty. When Harry carries a torch through a dark tunnel, the item casts an ambient light onto the immediate area and also illuminates the character's face, flickering and swaying. It looks great. Underwater rays shine down into dark liquid and brighten it. While the worlds are large, the textures could sometimes be crisper. The game's water effects are particularly unimpressive. They feature no transparencies. Instead, ponds and lakes are made up of visibly tiled textures which are set into motion to mimic liquid. The same can be said of the lava in the game. It could be worse, but we've seen far better. Some of the other textures in the game can be blurry up close, which is disappointing. But overall the display is impressive. The game runs at a near constant 60 frames per second and in progressive scan. It is colorful, bright and stylized, and filled with variety. You'll see green forests, monkey-filled jungles, icicle-dripped caves, bat-filled passages, underwater tunnels, lava-surrounded huts, native-infested mountaintops and much more. It's all drawn on a grand scale so that you can see a great distance with very little draw-in or pop-up. The collision detection issues in the preview builds of Pitfall have been cleared up entirely. The camera successfully avoids clipping, turning foreground objects transparent and sliding around background walls and other obstacles. We can't help but notice the polish. There's a certain amount of technical prowess that went into this game's graphic engine and it shows, even if there are some unimpressive elements. Sound Very well done. Everything runs in Dolby Pro Logic II for setups that support the format and you'll be able to hear the difference. Bird chirps are separated to the rear speakers in surround sound. Monkeys howl and whine from all angles. You'll feel as if you're running through a lunatic jungle. The voice work is crisp and well-acted, not to mention quirky and sometimes funny. We found some of the trapped explorer one-liners especially humorous. As Harry makes his way through dark caverns in search of these poor souls, you'll occasionally hear weeping and gibbering from your speakers and the closer you get to the source the more distinct it becomes. Finally, you can hear these prisoners spit out clearly insane likes like: "Killmekillmekillmekillme..." over and over. The delivery is definitely comical. The audio experience is topped off with clean, fitting music. Some of the one-liners fall short, but overall Edge of Reality did spot-on work with the soundtrack. Verdict Some of the IGN editors aren't impressed with Pitfall: The Lost Expedition, but I'm not one of them. This is a worthy sequel to the classic franchise in every way. Tight control, innovative single-arm abilities, and huge, ambient, varied environments to explore; classic play elements reborn in 3D such as the abilities to run on crocs, swing on vines, jump across pits, and battle scorpions; and it looks pretty good, too. This is an overall fun, engaging title that successfully mixes the platformer and adventure genres. So what's not to like? Well, some of the character designs feel a bit generic, for starters. The game itself borrows some gameplay cliches (but at least they are well implemented). The map system is flawed. The manual camera and the combo (B+Y) button controls are unintuitive. And the overall adventure might be a bit too short for some. Still, these drawbacks in mind, I was entertained with the game from its opening cut-scene to its end credits. And with that in mind I can't help but recommend it to Pitfall and platformer/adventure fans alike. It's not going to reinvent any genres, but I think you'll enjoy it all the same.
  14. The Settlers series from Blue Byte has been a fairly successful franchise for the company, especially in Europe. Although neither of the two previous installments broke any new ground in the strategy genre, they were decent games that provided gamers with some of the most highly detailed economic systems available in any strategy game. So, with the release of Settlers III, I was expecting about the same ... and that's just what I got. Like the others, Settlers III is a good game, but there's nothing really new or innovative here. Settlers III opens with a cartoonish animation of three gods from completely different mythoi who should obviously never be seen together: Jupiter (leader of the Roman Pantheon), Horus (the falcon-headed Egyptian sun god), and Ch'ih-Yu (the legendary Chinese dragon). They're all sitting around on a luxurious floating marble city getting fat, bloated and smashed off of the food and alcohol offerings from their worshippers. A messenger sent by the head cheese (bet you never knew there was one guy who ran the whole show for every religion, did ya'?) visits the gods and tells them of the boss' displeasure in their laziness and lack of effectiveness as deities. HE (as the head god is referred to in the game) brings Jupiter, Horus, and Ch'ih-Yu before HIM and explains that they must find one among their followers who has the talent, ambition, and far-sightedness to lead their people, otherwise HE will destroy the universe and begin anew with a different set of deities. That's where you come in. You'll take the role of either Septimus Marius (a Roman boat captain), Tsu-Tang (an Asian rice farmer), or Ramadamses (an Egyptian sculptor). It is your job to lead your people to glory by conquering other civilizations and capturing as many territories as possible. When the game begins, you can opt to play an entire campaign or a quick single map scenario. The campaign mode is split into three difficulty levels, with each corresponding to the three different civilizations ¿ the Roman campaign is easy, the Asian campaign is moderately difficult, and the Egyptian campaign is hard. Like most other RTS games, you're presented with a briefing screen in the beginning of each mission which outlines your objectives (usually to claim the entire land mass and destroy every other living being in the vicinity) and a map showing the area of contention. You can also choose to play a multiplayer game with up to 19 other players or, if you've never played any of the previous games and you're not familiar with Settlers' control system, you can jump into the included tutorial and learn the basics of the game. Unfortunately the tutorial only teaches you the basics of the game and you must figure out the advanced functions on your own ... and this game is all about advanced functions and micro-management of resources. The basic formula that guides RTS games on the PC involves holding a territory, constructing buildings, gathering resources, raising an army, and beating the crap out of your opponents. Well, Settlers III isn't one to stray far from the formula. Like Settlers and Settlers II, the most important task in the early part of Settlers III is to expand you territory so you can have first pick of the resources available on each map. You can either build defensive structures to mark your presence or send a group of pioneers to claim the land as your own. After you have enough land, you can begin to harvest trees to create lumber, cut stone for buildings, mine and smelt iron for weapons, etc. As your ultimate goal is to wipe out the other civilization (or civilizations) in the mission area, you'll also want to build an army comprised of swordsmen, spearmen, and bowmen. As I said earlier, it doesn't stray too far from the RTS formula. Settlers III does try to mix it up a bit by offering players the choice between three different civilizations. Each of the civilizations plays the same and each has the same basic buildings, but there are a few specialized buildings for each. For example, the Romans can build charcoal manufacturers instead of relying on coal mines. So, as long as the Romans have a good supply of wood to make charcoal, they'll have plenty of fuel. The Asians can mine sulfur. This allows the production of gunpowder which in turn allows the construction of cannons, making the Asians formidable foes. The Egyptians, on the other hand, are expert stone cutters and miners. Unlike the Romans or the Asians, the Egyptians can mine gems which raise the morale of their soldiers when they are fighting outside of their borders. In addition to building and unit specializations, each civilization has specific Divine Interventions they can call upon from their respective deities. You gain mana by sacrificing alcohol and your priests can convert this mana into favors from the gods. These vary by race and include such things as tuning iron to gold for the Romans, starting raging forest fires in enemy lands for the Egyptians, and creating super-fast Samurai warriors in the Asian campaigns. Unfortunately, as good as this all sounds, Settlers III has a slew of glaring problems which mar an otherwise brilliant game. For starters, you can't load a saved game while you are in a campaign. You have to quit the game you're playing, exit to the menu screen and load your game from there. What the hell is that all about? Did the designers think that this would encourage people not to reload their game when something went horribly wrong? All it serves to do is waste time. The quirky disc swaps make this problem even worse as you are often prompted to insert a different disc when you go back to the main menu from the campaign you are playing. Also, like so many other games in this genre, Settlers III basically comes down to micro-management of resources. Instead of offering up a really unique playing experience, Settlers III thrusts you in the role of 'Slider King' as you are constantly changing resource allocation to get the perfect mix of efficiency and speed. You don't have any real control over your individual units and you can't physically direct settlers from one building to another. It reminds me a lot of Colonization. It's a great game, but you spend most of your time cycling through each and every building to check production. I also ran into some problems with the AI, both with my units and the enemy units. Often times enemy soldiers will wait at your border and not enter your territory, so you can take them out with bowmen from afar. And your own troops will wander off to conquer enemy buildings if you don't continually tell them to hold their positions when you're in enemy territory. Plus, half the group will often totally ignore your orders and attack an enemy tower that you didn't want them to get anywhere near. This often causes you to lose a number of units to sheer interface stupidity. Perhaps my biggest problem with Settlers III, though, is the lack of a decent printed manual. The online guide is fantastic and outlines every feature of the game, but you can't access it when you're playing the game and it's nice to have a reference that will tell you what every resource affects when you're playing a game this complex. Overall, Settlers III is an entertaining and brain-heavy game that is unfortunately hampered by a number of problems. It's not much different from Settlers or Settlers II, but that's not really a bad thing since the other two were solid games. It does have a high learning curve, though, so don't expect to jump right into this one unless you've played the previous versions.
  15. Player lockout threats and league disputes have marred football's off-season this year. But one thing that never changes is the appearance of Madden at just this time of the year. With so much instability in pro-football, EA has been quiet about this year's iteration of one of the biggest game franchises in the world. But if you're worried that EA has fumbled among the rough and tumble of sports politics, relax. Madden NFL 12 is a solid, tighter football game, even though it's a largely similar one. EA Tiburon stepped up its game with presentation. Madden NFL 12 looks fantastic. The revamped lighting effects shine new light on the stadiums. The sun actually moves and sets as the game progresses. It's not necessarily noticeable unless you're familiar with a particular stadium, but I've been in the Chargers' Qualcomm Stadium in the late afternoon nearly 100 times in my life and I can say that they f@#%ing nailed it. The majority of improvements to Madden 12 happen under the hood. EA Tiburon focused on AI and animations for the most part, and it takes a while to really get a feel of the game. I'll admit that I was not impressed with the demo, or my first couple games, but the farther into the season I got, the more I noticed the improvements. The AI upgrade changes nearly every player reaction. Dozens of different options are available ranging from how quickly a QB will throw the ball away, to whether a player performs better in the clutch, to how hard a DT hits. It's a simplified version of "tendencies" used in other sports games, and it adds a new level of depth to the game. Donovan McNabb will run if you give him an open slot, Troy Polamalu only gets more aggressive when he's losing. The defense is smarter and can recognize plays better. In addition the games consistency and confidence meters more accurately simulate inconsistently great players like Tim Tebow. The real test for all these improvements comes in Franchise mode, and it boils down to one major thing: this is the hardest Madden game yet. All-Pro difficulty will kick your ass if you don't know what you're doing. Trying a simple rushing play against the Steelers will result in tragedy (with some bone crunching, awesome sacks thanks to the upgraded collision system). Madden NFL 12 makes you earn your Superbowl ring, and the Franchise mode provides new features to make it all more exciting. Additional scouting sessions, free agent bidding wars, and expanded rosters give you more control over your team, for the players that like the fine tuning aspect. You're given a lot more options, both within the mode and outside of it. You can customize the Franchise to exactly how you want to play it, and change those options mid-season if you feel like it, which I often do. Disappointingly, the retry function from last year's game is gone, though Defensive Assist, which allows players to hold down A to have AI take over on the play, remains. It's fine, if you hate playing D, or if you want to take a break for the next couple minutes to drink a beer or check Twitter. But if you want to get those big interceptions, or out think your opponent, you're going to have to do it manually. I guess I like Defensive Assist, though it seems weird that Madden's big defensive feature is something that lets me not play the game. All the extra modes from Madden 11 return for NFL 12. Ultimate Team, Madden Moments, and Be a Superstar get minor improvements, though the formula stays constant. You can finally trade cards in Ultimate Team, and earning skill points is more active in Be a Superstar. Fans are getting better, tighter versions of these modes, but it ultimately feels the same, and it's really a shame that EA Tiburon didn't add a new game mode. Be a Superstar finally gains ground on other sports game, and as a mode I love it's nice to see it more polished, but it has a long ways to go. Games like MLB: The Show and NBA 2K11 do an awesome job of putting players in the shoes of a professional athlete, and compared to them, Be a Superstar still feels lackluster. You're not given specific goals, the training sessions aren't different from just practice, and you don't get the full progression of your athlete. Heading online, one major thing stands out: Communities. You can set up what are essentially clubs where like-minded players can join and meet up for heat to head and online team play games. It's particularly useful not only for finding players of a similar skillset, but also for weeding out assholes (which seems to be its primary function). The Online Franchise also got a makeover that gives players more options for contracts, and the draft, as well as the ability to manage the franchise via the website. Verdict The improvements to Madden NFL 12 are small, but they’re spread over every facet of the game. Madden fans are getting a tighter, more finely tuned game. AI is smarter and more accurate, the lighting and animations are more realistic, and the Franchise is more expansive. It’s disappointing that there are still areas where other sports titles are outshining Madden, and with no new gameplay modes it’s hard to recommend it to players who were bored last year. However, in terms of pure gameplay, Madden NFL 12 looks better, hits harder, and runs faster than ever before.
  16. Nick: [MC]Ronin[MC] Real name: Ali Ramadan How old are you?: 32 Which Games you play? and for how long?(each of them): CS 1.6 for many years Where are you from?(country and city): Bulgaria,Aitos Describe yourself(at least 50 words): I am family and have 2 children and a wife that are most important to me in the world!I can describe myself as a good person who thinks of everything and everyone around him and the good of everyone! You could say I'm calm and patient! But like everyone else everyone has their limits and every opinion must be respected! And I love the people who tell me the truth without lying to me! I hate lies and greed the most! My motto is: I can and I believe! Note some of your qualities: Virtue!Respect for all!Calm!Collegiate!Patient! Tell us some of your defects: I have not On which category/categories have you been active lately?(describe your activity): I am a journalist and have been very active in Devil's Club,Design Which category/project you want to care off?(choose from THIS LIST): Devils Club , Design (GFX),World of Games How well you speak english?(and other languages): I speak perfect Bulgarian, Turkish and understandable Russian and Macedonian and medium English! Do you use TS3? Do you have an active microphone?: yeah I use TS3 and regularly!But my microphone is broken! Contact methods:faceebook and in the forum csblackdevil.com!
  17. Control the dynamics, enjoy every moment. The BMW 7 Series is the epitome of confident presence, exceptional power and maximum comfort. Like the BMW 750Li, powered by the newly developed BMW TwinPower Turbo 8-cylinder petrol engine and the xDrive serial, it is designed to take the lead. The emotional language of the elegant design forms, as well as the particularly cozy interior atmosphere, thanks to the highest quality in details, individual styling options and technical innovations, make it the epitome of BMW's luxury class. Confidence meets exclusivity. Luxury meets power. DESIGN OF BMW 7 SERIES In the spotlight: From the very first moment, the BMW 7 Series impresses with its exceptional presence. Self-assured character is emphasized by the characteristic front. On the side, the vertical Air Breather emphasizes the height of the car. Combined with the Bernina Gray lacquer finish with an overflowing amber effect, it creates elegance that, in combination with the 20-inch wheels, is a statement of confident dynamics. The Welcome and Goodbye greetings greet you before you board a BMW. The interior is welcomed by exclusive, high quality materials that create an unattainable atmosphere in combination with innovative connectivity features. BMW SERIES CONNECTING FUNCTIONS 7 Arrive while traveling: Thanks to the innovative services of the BMW 7 Series. Connected with the navigation system, you have many options to make your journey even more comfortable and personalized. BMW Connected provides full connectivity between your smartphone and your car and allows you to plan and interact faster. At the same time you communicate with your BMW completely naturally through your BMW Personal Assistant including Offboard voice processing or seamlessly control various functions through the BMW Connected App. BMW 7 Series - a new form of mobility. A new way to be home. BMW SERIES 'INNOVATIVE TECHNOLOGIES 7 Always stay up to date with the first step: it's possible with the BMW 7 Series BMW Intelligent Personal Assistant. You need help, want to find a place or read emails while on the move - with “Hey BMW” you start a natural interaction. Your BMW applications and services will always be up-to-date with Remote Software Upgrade. And with forward-looking Driving Assistant Professional Assistant systems, such as turn-and-turn Assistant or Parking Assistant Plus systems, such as the innovative Reversing Assistant, you'll always be ready to take on new paths. The unique character is immediately apparent: with the BMW Individual Series 7 you can recognize it at a glance. The impressive Bicolor Ferric Gray W-spoke alloy wheels as well as the exquisite Aventura Red metallic lacquer finish add to the elegance and at first glance emphasize the car's special presence. When picked up, this impression is accentuated by the aluminum door sills, illuminated with the inscription "BMW Individual", and continues throughout the interior with exclusive BMW Individual leather trim, through the ceiling options up to the interior trims. An exceptional character for true individualists.
  18. An official government takes over the administration before the April 12 election The leadership of the ruling Social Democratic Union of Macedonia (SDSM) has decided Interior Minister Oliver Spasovski to head the cabinet on January 3, 2020, until a new government is formed after the April elections, MIA reported. SDSM Prime Minister and leader Zoran Zaev said decisions were taken unanimously at a meeting of the SDSM leadership on Friday. Early parliamentary elections in northern Macedonia are scheduled for April 12th. They came after Zoran Zaev announced that he was stepping down because of the postponement of the EU membership talks. Zoran Zaev: The French veto has destroyed me The Social Democratic Union of Macedonia and current Prime Minister Zoran Zaev have the most support in northern Macedonia, according to a poll from the Macedonian Center for International Cooperation and the Institute for Democracy before the snap parliamentary elections. 22.1% of those polled said they would vote for the SDSM if the elections were tomorrow. The opposition VMRO-DPMNE would vote 20.4 percent, the poll shows. Third place is the Democratic Union for Integration Party with 6.6 percent support. The Albanian Alliance receives 2.6 percent, the Left Party 1.7 percent, the Besa Party 1.5 percent, the Albanian Democratic Party 0.9 percent, and the Alternative Party 0.8 percent. Analyzed through the prism of ethnic origin, VMRO-DPMNE has the support of 27.9 percent of Macedonians and the SDSM - of 24.3 percent. A total of 30.3 percent of ethnic Albanians support the Democratic Union for Integration, 13.6 percent support the SDSM, 11.8 percent support the Alliance for Albanians, and 7.1 percent support the Besa Party. Meeting of Bulgarian and Macedonian historians, what they said Among politicians, Prime Minister Zoran Zaev has the largest support - 16.5 percent. VMRO-DPMNE leader Christian Mickoski enjoys the support of 14.2 percent of those polled. The leader of the Democratic Union for Integration, Ali Ahmeti, ranks third with 6.9 percent, while President Stev Pendorovsky is fourth with 4.2 percent. Foreign Minister Nikola Dimitrov and Alliance Leader for Albanians Ziadin Sela received 2.3 percent support among those surveyed. 41.3 percent of the poll participants do not trust any politician. In terms of ethnicity, Macedonians believe most in Mickoski (19.3 percent) and Zaev (17 percent). Ethnic Albanians have the highest confidence of Ali Ahmeti (31.8 percent), followed by Zoran Zaev (13.7 percent) and Ziyadin Sela (10.4 percent). Of the Macedonian respondents, 45.5 percent said that no politician deserved their trust. 23.4 percent of ethnic Albanians are of the same opinion. The current government did not meet the expectations of 64.5 percent of the respondents, and 53.9 percent believe that the current administration does not deserve re-election. At the same time, 58.7 percent said the VMRO-DPMNE also did not deserve to win the election and form a government. The survey was conducted by the M-Prospect Agency between November 15 and December 1.
  19. 15 tips to help protect your dog in the winter Low temperatures affect different dogs differently depending on their breed, size and age Low temperatures usually endanger the health of both humans and their pets. In the case of dogs, the influence of low temperatures on their bodies varies depending on their breed, size, age. Eliseo Suriaga of the College of Veterinary Medicine in Valencia explains what are the main things to look for in order for our dog to have a peaceful winter. 1. Weight Dogs that are less than recommended for their breed are more at risk of various diseases in the winter. It's not easy because it depends on many factors such as breed and gender, but there are three things that can tell us that our pet needs to gain weight: lack of belly fat; when at first glance the ribs are seen, the vertebrae in the lumbar and pelvic region; obvious loss of muscle mass. 2. The size Keep in mind that smaller breeds are more at risk of hypothermia, for example. Larger dogs tolerate lower temperatures. 3. Hair Dog fur is a protective layer. In most cases, the coat is sufficient to warm the dog in winter. Especially for dogs with shorter and even missing hair, it is crucial that they do not cut their hair during the winter. 4. Shelter If your dog is out in the winter, try to provide him with the best possible home. A house with a warm floor and insulating roof is the best option. 5. Traffic is important! In winter, we get lazier and longer walks bother us. However, the sedentary lifestyle is not only harmful to humans but also to animals. 6. Age Age, which is considered to be overbearing in dogs, varies with different breeds. Smaller dogs are considered to be adults at a later stage than larger dogs. For example, representatives of the Chihuahua breed are considered to be adults after the age of 12, and large dogs like the German Great Dane after the age of 7. 7. Arthritis worsens with decreasing temperatures. If you notice in winter that the dog is experiencing pain when walking or limping, be sure to bring it to a vet. 8. Beware of snowy areas! Dogs' sense of smell is less strong in areas where there is more snow. The animal loses its ability to orient itself and can be lost if you lead it without cause. We need to be careful about keeping the dog as wet as possible, as well as avoiding icy areas. 9. Pay attention to the paws. It is a good idea to consider installing special dog boots when a long snow transition is required. If the transition is not prolonged, we should not worry. However, we must monitor our pet's paws and make sure they are not cracked and colorless. Dogs bred in apartments have lower paws and are more prone to different injuries when walking on more extreme terrains. 10. Be careful about the most vulnerable places. The parts of the body that freeze first are usually the tail, the toes, the ears and the nose. 11. Dust and allergies In the winter we ventilate less often at home and if our dog suffers from some form of atopic dermatitis, his condition will worsen. The same happens if the air heating filters are too dry. 12. Beyond direct heat sources. Dogs do not understand that fire is dangerous and a little carelessness can cost us many problems later. Often dogs hide near stoves or fireplaces. Put on something that restricts the pet's close access to them. 13. Don't forget the decontamination! Treat your pet with the right medication, even in winter. Some types of ticks thrive even at very low temperatures. 14. Caring for the little ones When they are smaller, puppies do not yet have the fur they need to keep them warm enough. If we are born young in the winter, it is best to avoid exposing them to cold because this will lower their immunity. 15. How do we know if our dog is suffering from hypothermia? Each dog's normal body temperature is between 37.5C and 39C. We can talk about hypothermia when the temperature drops below 35C. If the temperature drops below 32C, then there is a real danger to the life of our pet. Having a thermometer to measure our dog's temperature is a good idea. If we suspect that our dog is suffering from hypothermia, we should seek a vet immediately. If we do not have this opportunity, we must immerse the animal in warm but not hot water to gradually restore its body temperature.
  20. The year is 399 BC, and Rome is poised for greatness. However, its very existence balances on a knife-edge. The Gallic Senones tribe, led by chieftain Brennus, are newly settled in eastern Italy. Ambitious and fierce, they are but a javelin-throw from the nascent republic. The tyrannical Dionysius rules Syracuse with an iron fist. He leads the war against Carthage, but his eyes range across the Mediterranean as he considers future conquests. Under the guiding hand of the great philosopher-statesman Archytas, Taras in southern Italy is reaching the zenith of its glory and power. Rome’s meteoric rise is cause for concern, to be sure – perhaps an intervention is merited? Meanwhile, Marcus Furius Camillus seeks the title and powers of Dictator. His vision for Rome is grand indeed, but can it survive the designs of the young republic’s neighbours? A crossroads in history: a time of threat – and of opportunity. A time for the republic to rise. Total War: ROME II – Rise of the Republic is a thrilling new campaign pack charting the events surrounding Rome in the 4th century BC. The campaign unfolds across a detailed map of Italy including Sicily, Sardinia, Corsica and Carthage, and depicts the tumultuous events which ultimately set the stage for the Second Founding of Rome. Rise of the Republic Content: A full prequel campaign to Total War: ROME II set in the 4th Century BC All-new campaign map, detailing the landmass of Italy and its neighbouring states Nine playable factions: Rome – a growing republic, vulnerable and surrounded by enemies Tarchuna – the mighty and influential Etruscan state Senones – a Cisalpine Gallic tribe with a thirst for plunder Insubres – a Gallic tribe who are diplomatic and managerial in style Samnites – an Italic state that threatened Rome in the 4th century BC Taras – a Greek city-state founded by the Spartans Syracuse – a Greek metropolis in Sicily, and the bastion against Carthage Iolei – an indigenous Sardinian tribe Veneti – an Italic tribe of horse masters surrounded by enemies An epic campaign battle for the city of Rome Post Battle Loot New Technologies Region specific dilemma systems – depending on the regions you control dilemmas related to Carthage or Massalia might spawn. Chapter objectives are also faction specific and are a way to unlock agents. The factions of Rise of the Republic are uniquely replayable due to the new Government Actions options, which replaces the Change Government system from prior ROME II campaigns. These options provide unique new bonuses, albeit at a cost. Some notable examples are: Rome may appoint consuls or dictators in times of need The Etruscans of Tarchuna can initiate the summit of Fanum Voltumnae, where decisions are made The Samnites can rely on the ancient Ver Sacrum rite, to receive an instant army The Insubres and Senones rely on druidic councils for divination and public support Taras has access to court philosophers who greatly improve their research Along with these, different factions have access to specific dilemma chains such as: Rome often is forced deal with domestic trouble that result in plebeians or patricians being happy or enraged. Greek factions can influence the struggle of the Greek poleis back in Hellas. Rise of the Republic will be released alongside the Ancestral Update, which introduces the fan-favourite Family Tree to Total War: ROME II and all its various free and premium Campaign Packs. The Ancestral Update is available to opt in for open beta now. Learn more about the family tree, huge graphical updates and how to opt into the beta here: https://www.totalwar.com/blog/total-war-rome-ii-ancestral-update NEW UNITS Romе – Veteran Centuriae - Roman style hoplites of pre-mani[CENSORED]r days. Etruscans – Etruscan hoplites – Outfitted with rich Etruscan battle garb they march for their city. Senones – Gallic Axe Cavalry – Mounted axe-men that can break enemy ranks as easily as they will chase the broken enemy afterwards. Insubres – Gallic Elder Swordsmen – a grizzled veteran warriors that have seen thousands of battles. Syracuse – Hippotoxotes – A bowman on a horse, the implications are endless. Taras – Tarantine Cavalry – Swift and deadly mounted skirmishers. Iolei – Nuragic Runners – armed with a heavy gauntlet, these men charge into combat to prove their merit before the gods. Veneti – Ekupetaris – a unit of Veneti cavalry with horses specifically bred for battle. Samnites – Linen Legion – grim Samnites that are ready to conquer any foe, sword and shield in hand. NEW TECHNOLOGIES Rome – The Legend of Cincinnatus Lucius Quinctius Cincinnatus is one of the brightest names in the short history of the Republic. Within fifteen days, Cincinnatus had assembled an army, marched against the enemy, defeated them, triumphed, laid down his office and returned to his plough - this is the conduct of a true Roman! Rome – Vae Victis There are several large, wealthy cities in Italy – rich in culture but, more importantly, filled with treasure and ripe for the taking. Syracuse – Master & Inventor The ingenuity and expertise of our leader, Dionysius, is apparent in many aspects of our lives. Now, he has invented a device to hurl projectiles over great distances. This miracle device is called a ‘catapult’. Taras – Legendary Leader Our leader is Archytas, a ruler influenced by the teachings of Pythagoras. He has a reputation for virtue and efficacy, making him – in the eyes of some if not all – Plato’s model philosopher-king. And many more... NEW BUILDINGS Euryalus – Literally translated as “Halo”. A major wall constructed around Syracuse by the tyrant Dionysius. It was a real marvel of the ancient world. Syracuse Mercenary Chain – Camp for foreign soldiers who come ready to fight for Dionysius. Samnite Linen Tents – A place where Samnite soldiers can make their vows before combat. Satyrion – Great temple dedicated to a local Nymph, believed to be mother of the Greek hero Taras. Capitoline Hill – This building represents the Roman forum and the last point of defense that symbolized the city’s invincibility. Carthago Port – The port of Carthago was a real marvel of the ancient world. It was enormous in terms of size and fitting for the people who ruled the Mediterranean trade for centuries. Venetic Stables – The Veneti were the horse masters of ancient Italy. The breed coming from their lands had excellent qualities for chariot racing and was valuable trade commodity. Nuraghes – Unique tower structures of the ancient Sardinian civilization. Nuraghes are impressive Neolithic structures that had numerous functions in the Nuragic society. Spura – The Etruscan city where the life is civilised and sophisticated. SYSTEM REQUIREMENTS Minimum OS: XP / Vista / Windows 7 / Windows 8 Processor: 2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor Memory: 2GB RAM Graphics: 512 MB DirectX 9.0c compatible card (shader model 3, vertex texture fetch support). DirectX®: 9.0c Hard Drive: 35 GB HD space Additional: Screen Resolution - 1024x768 RECOMMENDED: OS: Windows 7 / Windows 8 Processor: 2nd Generation Intel Core i5 processor (or greater) Memory: 4GB RAM Graphics: 1024 MB DirectX 11 compatible graphics card. DirectX®: 11 Hard Drive: 35 GB HD space Additional: Screen Resolution - 1920x1080
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  22. Name Game: Sekiro™: Shadows Die Twice Price: 59,99€-38,99€ The Discount Rate: -35% Link Store: Steam Offer Ends Up After : The offer ends on January 2

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

 

 

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