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[MC]Ronin[MC]

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  1. New Major update! PUBLISHED Wed, March 4, 2020 TYPE SIGNIFICANT UPDATE NEW Modes Academy Our goal is to make game with the perfect balance between sim & arcade, but we noticed that several players don't know how to play or just don't know how to make all the shots. So we created an "Academy" where you will find tutorials and "lessons" to complete in order to learn and know how to play the game (shots, movements, etc...) Our intention is to keep adding more lessons, so we are waiting for your feedback. World Tour This offline mode is an "arcade mode" where you will play against all the Fighters in the game in a random way (court/daytime) and once you will win all, you will be the champion. Each round has a "chrono", so be sure to beat all your opponent in the less time as possible to be the one in the "world raking". 3 NEW Characters Bryan Country: USA References: NBA, NFL Julia Country: Germany References: Boxing, UFC Nia Country: Brazil References: Voleiball, Kapoeira 3 NEW Courts Military Court Country: Afganistan Description: A secret military base located in the desert of Afghanistan. Daytimes: Morning / Afterooon / Night Urban Street Country: USA Description: Play tennis in the middle of American city over the main street's roads Daytimes: Morning / Afterooon / Night Academy Country: France Description: Have a great matches in this indoor stadium. Daytimes: Morning / Afterooon / Night Several Fixes - Added custom sounds for female - Added several music for main game - Fixed several "menu" bugs - Added the "controls image" into the loading screen - Improved the AI - Added the "difficult level" into the "Training Screen" Special Price! In order to involve more people in the game and know your feedback, we have set a cheaper price. : ) So, we hope that you like all this stuff we are adding, and we really want to know your feedback. Also, if you want to join the game and collaborate we are open!
  2. Premiere Date: February 24, 2015 Designer: Kazunori Kadoi Engin: MT Framework Developer: Capcom Modes: Single player game, Multiplayer game Platforms: PlayStation 4, Nintendo Switch, PlayStation 3, Xbox One, PlayStation Vita, Xbox 360, Microsoft Windows ALL CHARACTERISTICS Gaming Categories Games for computers and consoles PS4 Games Capcom Publishers Co-Op Local PEGI description Violence, Fear PEGI rating 18+ 720p, 1080i, 1080p resolution Action Adventure Genre, Third Person Dolby Digital audio Release year 2015 Release Month March Number of players 1 Metacritic rating ‌75 DualShock 4 controller Developer Capcom PS4 platform Edition Standard Language: English Although Resident Evil Revelations 2 doesn't recapture old glory or reach new heights for the series, it contains moments of inspiration where its action-adventure gameplay and mostly compelling mystery plot marry together beautifully. Capcom’s horror doesn't frighten, but as an action-adventure it’s elevated by this occasional synergy, and the excellent bonus Raid mode. Revelations 2’s four episodes dance between two timelines, each with its own pair of characters, to weave together a mystery that kept me hooked right up until its finale. In one, reliably endearing Claire Redfield and ‘tude-filled Moira Burton - who I also liked, despite her tendency to swear for the sake of swearing - are two unlikely friends, thrust together by an evil ‘overseer’ who is keeping them captive for reasons unknown. Resident Evil fan-favourite Barry Burton is back in the second timeline, joined by mysterious newcomer Natalia, a little girl whose memory harbors half-remembered secrets. Each episode manages to keep its cards close enough to its chest that I was compelled to play the next one – perhaps the only justification for Revelations 2’s four-episode structure – and there’s a humour in the characters that I found refreshing. Pairing off these characters does more than serve the story, though, as your companions are legitimately useful in ways that make gameplay more interesting. Moira’s flashlight is used to blind enemies and find hidden objects for Claire, and Natalia can see enemy weakpoints and crawl through tiny spaces where Barry can’t fit. Revelations 2 is at its best when it makes us use all these skills at once. Its most satisfying moments involve switching between characters on the fly - or shrieking instructions at your partner if playing in split-screen or online co-op - in order to make it through particularly tricky or dangerous areas. Both Natalia and Moira are physically underpowered, too, which can lend to a sense of hysteria. There’s a thrilling section in Episode 3, for example, where Moira and Claire must escape an enemy-filled building by working together against the clock. Moira can’t defend herself against giant enemies, so you’ve either got to make a run for it or you’ve got to switch to Claire and pump bullets into them from afar. I would have liked to have seen more of this kind of co-op play across the board, but unfortunately Revelations 2’s biggest sin is its boring corridor environments.There’s a significant lack of environmental detail here - ‘unbreakable crates’ is as spicy as it generally gets - and its crumbling interiors are painted in far less than 50 shades of grey. Equally unimaginative enemies roam them. While there are a handful that stand out - Claire faces off against a deliciously gross monster at the end of episode 3, while the final boss will likely inspire fan-art - most enemies are generic shamblers or walking pustules with glowing red spots. In 2015, these monsters aren’t only played out - they’re simply not scary. Fortunately, traditional Resident Evil puzzles do eventually spice things up, after a conspicuous absence in the first few episodes. Episode 3 introduces some classic brain-benders, including one that involves Barry and Natalia working together to move a box from one end of a level to another. It’s all nonsense, of course - the justification is that the giant box is an outdoor ‘power source’ - but it incorporates some clever level design and provides a nice break from the running and gunning. There’s far more consistency outside the main campaign. The Raid minigame is a highlight, played either solo or co-op. Raid mode challenges you to clear out a huge number of shooting galleries under the recommended level without healing yourself, offering bragging rights and unlockable characters as a reward. At 130 medals down, I’ve only scratched the surface, yet I’m compelled to continue: Raid offers real longevity outside of the main campaign. Verdict Resident Evil Revelations 2’s pulpy story, occasionally brilliant co-op gameplay, and excellent Raid mode balances out its dull environments and overused enemies. While I would have liked Capcom to have aimed higher, this is a mostly enjoyable horror experience, albeit an unmemorable one.
  3. Premiere date: June 8, 2010 Genre: Rhythm game Series: Rock Band Platforms: PlayStation 3, Xbox 360, Wii Developers: Harmonix Music Systems, Demiurge Studios Modes: Single player game, Multiplayer game Green Day: Rock Band is a 2010 music video game developed by Harmonix, published by MTV Games and distributed by Electronic Arts. It is the fifth major console release in the Rock Band music video game series and it allows players to simulate the playing of rock music by using controllers shaped like musical instruments. The game's setlist consists of songs by the American punk rock band Green Day. Green Day: Rock Band features virtual depictions of the three band members performing the songs in new venues designed for the game. Reviewing Green Day: Rock Band almost seems silly. People kept asking me how the game was and all I could think to say was "It's Green Day: Rock Band." That is literally the best description and review of this title. If all of those words together appeal to you, this is your game. If any of those words make you yawn or grimace, then you can stop reading now. I don't need to explain how a plastic peripheral music game works, right? Songs occur, and you play them on fake instruments. Sometimes you sing if you've had a couple beers. What is worth noting is that Green Day: Rock Band is more akin to The Beatles: Rock Band than it is to Rock Band 2. This is a game about the alt-punk trio's career, a loosely chronological journey through their best known songs. It's set in three venues over about 15 years, and lets you play as Billie Joe Armstrong, Mike Dirnt, and Tre Cool. The presentation is very similar to the Beatles version, as is the career mode. You earn photos and videos of the band as rewards for doing well on the songs. More Green Day here. I happen to really like Green Day. I have fond memories of listening to Basket Case over and over with my best friend while we let out our prepubescent middleclass white boy angst. I've enjoyed Green Day's entire career, and even like their newer rock opera albums. It's safe to say I'm a big fan. As such, I'm a little bummed that there are only 47 tracks (44 really because some of them are combined). It's great to have entire albums, but a lot of the band's middle stuff gets skipped over. Nearly all of Green Day's albums went platinum and I'd like a much larger representation from all of them. OK, well maybe not Warning. Now, I would never say Green Day is a better band than the Beatles, but in the context of playable Rock Band tracks, they are better suited to the game. These songs are just more fun to play than many of the Beatles tunes. It's pretty cool to get this visual and tactile documentary of the band's progression, which makes you notice things like how the band really isn't using Mike Dirnt's bass skills effectively on recent albums, but some of Tre Cool's drumming and the vocals from all three of them has vastly improved. All of the songs are just damn fun to play no matter what instrument you choose. The longer (more than nine-minute) tracks like Jesus of Suburbia and Homecoming switch styles so often that they feel like a medley. And some of the songs that bleed into each other are presented as double tracks to keep the music flowing going. Vocal Harmonies is definitely a place where Green Day outshines the Beatles. American Idiot and 21st Century Breakdown offer more than just chiming in on the chorus. They also seem easier, because the vocals are about something completely different. So it's less about trying to sing at a slightly higher pitch and more about just having fun. On a side note, it's kind of a bummer that all the tracks are radio edited versions. I understand the reasoning behind it, but given how much these boys love to drop f-bombs, it makes the songs sound funny. The amount of venues and character models also seems light. With only three stages, you tend to see the same characters a lot. For The Beatles game, Harmonix created dreamscapes to fill a gap in the band's career, and it came out really awesome. It would have been nice if the developer had figured out some way to mix it up with Green Day. Music video shoots, more venues, or hell, dreamscapes for the heavily narrative songs off their two recent albums (like the opening cinematic of the game) would have been awesome, and it seems like a missed opportunity. As mentioned in the beginning of the article, the Wii version doesn't allow players to export the songs like they can on the 360/PS3. So sorry, Wii owners, you can't extend your playability. The game does recognize the Green Day DLC a and import it into the game, though. and it's $10 cheaper than its counterparts. Verdict I'm going to reiterate what I said at the beginning. If you like Green Day and Rock Band, go get this. If you're getting bored of playing fake instruments or you're just not a fan of the group, then don't expect to be won over. It's not as polished or as lovingly handcrafted at the Beatles: Rock Band, but a lot of the songs are way more fun to play. Now, if only there were more of them.
  4. The electric BMW i4 will be 530 hp. and 600 km For the moment, we see the model in the form of a concept, but it is not very far from the production version, which goes on the roads next year. The BMW Concept i4 gives us a very good look at the future BMW i4, whose production starts in 2021. At first glance, the huge radiator grille that the Bavarians will need to place in their model family is striking. Otherwise, the grille itself is designed specifically for this model (instead of cooling it serves as an intelligent area where sensors are mounted), but the direction of development in this particular area is clear. The company points out that some of the design elements in the exterior and interior of the concept car will be borrowed from both the BMW i4 and other power-driven production cars. In mass production, it is possible to see some of the many aerodynamic solutions, whose task is to provide maximum electric mileage. It is more interesting to me what will be taken from the interior for future models. - The BMW Curved Display together with the steering wheel form a new expression of driver orientation. The serial display of the BMW iNEXT and the BMW i4 can now be seen here. In order to minimize the controls almost all functions, even the air conditioning, are integrated into the BMW Curved Display. As you can see, there is no transmission selector in the middle, which has been replaced with a gear selector. It will be interesting to see if such a solution can be seen in a future production model. In terms of propulsion, we have great clarity here. The electric motor developed for the BMW i4 develops a maximum power of 530 hp, which achieves the level of V8 units of current models of BMW with internal combustion engine. The battery variant developed for the BMW i4 features an extremely flat design and optimized energy density. Weighing in at about 550 kilograms, it has an energy capacity of about 80 kWh and can run up to 600 kilometers in the WLTP cycle. The model will accelerate to 100 km / h in about 4 seconds, with a top speed of over 200 km / h. The mass production of the BMW i4 will start in 2021 at the BMW Group plant in Munich.
  5. Kea parrots have unsuspected abilities Kea's New Zealand mountain parrots are smarter than previously thought and exhibit similar human behavior when estimating statistical probabilities, DPA and TASS reports, citing a publication in the Daily Communications. "The results of the study are surprising because they reflect those of infants and chimpanzees in similar tests," said Amalia Bastos of the Auckland University research team. In the experiment, six Kea parrots were initially taught that if they chose a black token, they would receive a prize and that they would get away with it if they "bet" on an orange token. Kea Parrots The birds were then shown two jars of mixed tokens, one in which more blacks were placed and the other in orange. When they were offered a hidden token, parrots constantly chose the hand that reached for the jar with more black tokens. Specialists have also tested the ability of Kea parrots to apply social information, learning which one is more likely to choose a black token. To date, it is known that only chimpanzees and humans are able to handle information in this way. Kea Parrots "One of the sacred grails of artificial intelligence research is the type of rational reasoning that people demonstrate, combining multiple sources of information into one prediction or judgment about what's going to happen in the future," says Alex Taylor of the research team. The study suggests that aspects of this ability may have evolved twice on our planet - in primates and birds. Based on the results, artificial intelligence researchers can also draw inspiration from the bird's brain.
  6. The retired military will work for another 3 years The maximum age for military service is 40 years Retired military personnel can remain in their current position for up to three years. This is envisaged by amendments to the Law on Defense adopted by MPs. The reason for this is that there are no people in the position, and positions are especially important for the accomplishment of the tasks of the armed forces. The reasons also make it clear that this would also save money for the payment of pensions. The maximum age for admission to military service to be 40 years for all categories of servicemen was accepted by deputies. Currently, this is the acceptable admission age for officers only. For officer candidates and senior sergeants, the ceiling is 33 years and for soldiers and sailors the maximum age is 28 years. The changes equalize the years of all categories of servicemen. The motives are that, in certain military formations, the military, as well as the officers, are at the critical minimum because of the ever-diminishing human resources resulting from the demographic crisis.
  7. Premiere date: February 27, 2007 Programmer: EA Montreal Series: SSX Platform: Wii Genres: Snowboarding video game, Skiing Modes: Single player game, Multiplayer game When it comes to EA's SSX series, we've done it all. We've ripped through the wilderness to the theme song from SSX Tricky. We've cruised down half hour runs through the unforgiving terrain of backcountry. We've tossed our board aside and slid on a pair of skis, cutting around moguls, making black diamonds look like bunny hills. We've done it all, and to be honest, we started getting tired of the same old experience. Once SSX Blur was announced for Wii, our love for the series was rekindled, as we now (along with the rest of the gaming world) have a chance to experience the world of SSX in its new evolution. Now that our arms are tired and our eyes are burning from far too much boarding, we've come to the conclusion that Nintendo Wii was exactly what this series needed, as SSX Blur manages to become one of the best titles on the Big N's new generation system. If you're a fan of the SSX franchise, chances are you know the score by now. Players select from a group over overly-stylized characters, grab a board and some gear, and rip down the slopes of a fictional paradise. SSX is a boarder's wet dream, consisting of more jumps, grind rails, and fresh powder per square inch than any real-world park can provide. It isn't uncommon to leap into the air, pull off a series of grabs and spins that would make Shaun White shake in his bindings, and land it all just in time to do it again. SSX is about over-the-top boarding, fast skiing, and an experience that's larger than life. And until now, the formula has been the same during each of the series iterations. Carving was handled with the analog stick, spinning was assigned to the same analog stick with the ability to "preload" a move by anticipating the jump, and tricks were executed by - to be totally honest - mashing down on every remaining key on the controller and watching your boarder do all the work. It's an amazing series with some unforgettable moments, but when it all comes down to it the technique was entirely brainless. With Wii, EA has gone all out to deliver a fresh and entertaining evolution of the classic SSX series, and in our opinion the designers hit it on the head wonderfully. Rather than simply tilting a control stick and turning your fingers white from face button mashing SSX Blur brings a play style that's nearly 100% motion integrated, including everything from carving, tricking, and rail grinding, and for the most part it works. With use of the nunchuk controller, players will carve with the tilt of the wrist, and lean with the analog stick, making steering a two-layered effort. It takes some definite getting used to, but after a few runs down the mountain most players should feel very comfortable with the control. For tricking, the Wii remote is flicked in different directions mid-air, while the A and B buttons are used to break up a move and begin another (as sort of a in-air trick modifier). Performing a grab is as simple as tilting the nunchuck a direction when in mid air, and gripping the Z button. Tricks fill up a classic boost meter (now renamed the Groove Meter), and once full the ability to perform ubertricks (the top accomplishment in the game) with full motion integration is unlocked. To execute an ubertrick, players will have to hold the A button and literally create shapes with their hands. When performed correctly, the intended trick is executed. Of course this design is all well and good, but the real question that comes to any gamer's mind is whether or not SSX's control scheme truly works. After all, changing something for the sake of changing it is absolutely worthless, so if Blur is going to turn any heads it better add to the experience. After ripping through every run the game has to offer, and spending a ton of time with the controls, we're absolutely loving the design, and aside from a few minor setbacks have enjoyed nearly every moment of Blur. Carving feels very natural, tricking is quick and easy, and performing ubers is a very rewarding added element to the game. That isn't to say it's perfect. SSX does sacrifice the tactile feel of tricking mid-air, as players will find themselves going through trial and error to get a feel for how to spin and flip without breaking the system or looking like a total jackass. With the ability to break out of any trick at any time with the press of either the A or B button, Blur makes it simple to chain tricks or line up a rider before sticking a landing, but since the Wii remote is motion sensing any flick or jitter from the hand could result in the beginning of a new trick. We found that we had to make a conscious effort when ending our mid-air trick line, as we'd often pull off a huge combo, press the "end" button, and then relax our hands, dropping or tilting them and sending our rider to their flipping doom. In addition, the combination of grabbing and spinning is a bit temperamental, as spins and flips must be put in before grabs. If you grab first, you'll have to break out of the trick, spin or flip, and then grab again in order for the two elements to work side by side. It's odd, but it comes as second nature after a bit of practice. One of Blur's most plaguing issues, however, isn't going to be the lack of replay value or control, but the sheer difficulty of the game. SSX Blur isn't a pick up and play game, and it isn't newbie friendly. EA has made it sound as though the game is Wii-ified in order to make it more simplified, but it's quite the contrary, and the added motion control for every element of the game makes it one to separate the men from the boys. Ubertricks are hard to pull off, and the tutorial mode will most likely be played for at least 10 to 15 minutes by the average gamer to actually become comfortable with the system's many different moves. Some players may never fully take advantage of each ubertrick as well, since the game demands perfection, or at least some serious coordination. In addition, simple tricking with the use of both the left and right hand, including tilting, moving, and button presses can come off as very difficult for some gamers, resulting in a "tap your head, rub your belly" feeling. This isn't Wii Sports Snowboarding… it's SSX. EA has made a hardcore boarding game, and only the hardcore gamers need apply. That being said, SSX Blur is easily the most rewarding game in the franchise, as pulling off amazing moves and motion-activated ubertricks results in a serious adrenaline rush. Ubertricks are damn hard, but when you nail the shapes and see your character go into an insane point-yielding combo, all the time spent practicing your freestyle tricking will be worth it. It isn't easy, it won't come natural for many players, but it's an amazingly rewarding feeling to stick landing after landing, trick after trick, and clutch win after win because of your mastery of the game's system. It isn't you hitting the B button and watching an over-the-top animation; it's you pulling off the ubertrick you want, when you want it. The system adds a depth of creativity, improvisation, and flow that no other in the series has had, and for that reason alone it should be considered a worthy addition to the SSX family. Hardcore gamers are going to eat the uber system up, period. Stepping away from general gameplay, SSX has included a strong overall style that's very reminiscent of the original Tricky design. It isn't quite as over-the-top, but the interface and general mood of the game has a very laid back feel to it, and it comes across nicely from section to section. The interface is made up of large, sharp geometry, comprised of heavy pastel colors that seem inspired by graffiti art (with almost a hint of WarioWare, oddly). SSX Blur is all about hard edges, so you'll be navigating menus full of squares and triangle options, using the Wii remote to point to huge on-screen buttons. Unfortunately, the interface is also hurt a bit by its huge emphasis on style and simpolicity, as a few of the mid-screens (things like the map, results screens, or event selections during career mode) are really, really basic. Still, we'll take the good with the bad, and the overall interface presentation for Blur is impressive and welcoming. On the slopes, EA has gone to great lengths to ensure that Wii players get the SSX look and feel throughout, and while there's definitely enough style to the game to give it the feel of the series, we can't help but feel that Blur is a bit light on SSX's "in your face" style. Music layering has been included once again, so while you cruise the hill you'll begin adding instrumentals and overbeats on top of a steady rhythm track. The music is actually determined based on your groove meter, so the better you do, the more the music evolves. All the tracks in the game are original, spun by Junkie XL, and though you won't have any remixed fades of classic songs (we still have "Jerk it Out" stuck in our head from SSX 3… amazing), EA radio does make an appearance, so you get the amazingly ridiculous commentary from DJ whatever-the-hell-his-name-is gabbing at you from time to time. Fortunately this only happens while in the navigation portion of the peaks, so once you get on the actual slopes it's back to purely Junkie XL's music. And while all the necessary elements are there, there's still a feeling that Blur's on-slope design could have been a bit stronger. The music fading isn't as strong during huge tricks (though it's still there), and the groove meter doesn't make noise as it fills like it did in the days of old, so you never get that hard popping feel when you stick a trick and are rewarded with a blast of audio goodness. In addition, while the game supports 16:9 and 480p, as well as Dolby Pro Logic II, the actual track design isn't as "out there" as other SSX titles. We miss avalanches chasing us down runs, or full cities to weave between. Where are the crazy environments? Aside from the overly gigantic drops and cave carving there isn't much that sets SSX's world apart from reality, and while the areas have a ton going on, the most memorable chunk of level we experienced was a gigantic spark-shooting T-rex. There's mostly white, and lots of it. Still, SSX Blur is an amazing first effort on Wii, and should be a must-have buy for any hardcore (and slightly masochistic) gamer out there. The career mode will take around 15 hours to complete with one rider, though getting all the ubertokens (used to unlock new ubertricks) and beating every challenge will take far, far longer. Each rider also has customizable stats and gear, as well as a list of 25 boards and skis to chose from, so getting 100% in Blur will be nearly impossible for most gamers. The multiplayer action is a definite plus (there's nothing better than nailing an immensely difficult ubertrick, and knowing that your buddy is going to be left in the dust because of it), and for the most part the track design is solid. The slalom courses need some tweaking, as many of the gates are way too close together, so even a maxed out rider will have trouble hitting each one (slow and steady wins the race on slalom courses), and of course we'd like to see more intense areas to trick through. Despite a few moments of shouting "Why!?" at the top of our lungs, the track design and flow of the game is perfectly fine for a first effort. Verdict When SSX Blur was announced, we were skeptical. When we found out about the controls, we were worried. Now that we’ve carved through every inch of the game, we’re convinced. SSX Blur for Wii isn’t a game for everyone, as its level of pure difficulty and motion control mastery is one of the highest on Wii. Still, for true gamers out there, SSX Blur comes as the ultimate challenge on Wii thus far. Ubers are an art form in and of themselves, track design is ruthless, and the Wii control is innovating, but not perfect yet. Screw ups with control are going to happen, but once mastery of this new control scheme is achieved players are going to unlock a truly invigorating experience on Wii. We’re dying to get a more stylized sequel down the line, hopefully built of entirely new levels (rehashing some of the runs from previous games is weak, EA), and we’re eager to see how EA polishes the Wii control down the line. SSX isn’t an everybody game. It isn’t Wii Sports Snowboarding, and it won’t be a no-brainer for just anyone. The game demands coordination, but is also one of the more rewarding games on Wii. Not everyone will take this new control form in stride, but for those that put in the time and really explore the depth of the game’s design, SSX Blur is one of the top titles on Wii, and a must-have for the hardcore.
  8. Premiere date: February 2020 Developer: THE BROTHERHOOD Publisher: The Brotherhood Platform: Microsoft Windows SYSTEM REQUIREMENTS MINIMUM: Requires 64 bit processor and operating system OS: Windows 7 64-bit or newer Processor: Intel Core i3 @ 2.50 GHz / AMD Phenom II X3 Memory: 4 GB memory Graphics Card: DirectX 11 Compatible DirectX: Version 11 Storage space: 14 GB available space Sound Card: Any DirectX Compatible Sound Card RECOMMENDED: Requires 64 bit processor and operating system OS: Windows 10 64-bit or newer Processor: Intel Core i5-2400 @ 3.10 GHz / AMD Phenom II X6 1100T Graphics Card: NVIDIA GeForce GTX DirectX: Version 11 Storage space: 14 GB available space A sound card: eautiful Desolation is a top down, isometric adventure game created by ‘The Brotherhood’, a developer also known for games such as Stasis and CAYNE. I have to admit, this is my first exposure to The Brotherhood’s games, so I have no idea what to expect. Story The game opens with an incredible introductory cinematic that sets up the setting and story. An engaged couple named Charlize and Mark are driving through the rain when a large alien craft appears in the sky causing them to crash. Cut to the future and we find that the technology from the aliencraft, known now as a the Primrose, has accelerated human civilisation to Sci-Fi levels. We also find that Charlize didn’t survive the crash and Mark is now determined to find out what secrets the Primrose must hold, if any. He enlists in his brother Don’s help to fly him to the Primrose. Once they get aboard and attempt to sneak into the ship something happens, causing them to be thrown into a future where the world they knew is gone, and is now inhabited by robots, monsters and what used to be humans. From there, it is up to the player to find out what exactly has happened to Mark and Don, and what brought them to this futuristic dystopia. UI The UI in this game is flawless. From the moment you start the game, the UI is crisp, clean and concise. The main menu is stunning. Once the game starts, the player takes control of Mark, as he and his fiance have a conversation about Mark’s Brother, Don. Simple dialogue options are given, but it seems no matter which choice you go with, the end result is the same. Once the conversation is completed, there’s a button allowing you to review the conversation you just had, this is fantastic for people who may have missed a line of dialogue for whatever reason, or wish to simply review the conversation again. Game Mechanics/Performance The game is presented as a top down, isometric, point and click adventure, reminiscent of the 2D Fallout games, however unlike the 2D fallout games, you don’t have stats, and, as far as I know, there’s no real fail state in Beautiful Desolation. This is a shame because I feel like there isn’t too much challenge in the way the game currently plays. At times, it feels more like an interactive novel than a game, and I know that’s weird to say, but early on there’s only ever one correct way to do things. Items exist for the sole purpose of being used in one specific way, however this is offset slightly by the fact you can obtain items in different ways. The game is an adventure game where you interact with a huge cast of characters, all with their own goals, and sometimes you are caught up in several sub plots at once. The game doesn’t give you a real quest marker or list of things currently on the go, which can cause the player to get lost with what they’re doing at times. I’d say this adds to the synergy between the player and Mark, but Mark has a notebook that he adds notes and sketches to, which helps to a degree, but certainly doesn’t give much context for what point you’re at in the game. The controls are very simple to pick up though, with only left click being used, and the mouse wheel to zoom in and out. Unlike other isometric games that have information overload, Beautiful Desolation has everything you need neatly organized into different categories on your PDA. As most of the game is pre rendered, the lighting is able to contribute immensely to game feel and atmosphere without slowing down the frame rate. Infact, this game can run on just about anything, flawlessly, given the exception of some instances of many particle effects being present, which is an amazing feat considering the amount of detail on screen at any given time. The game does have loading screens, but they are very un intrusive and never last for long. ArtStyle The artstyle of Beautiful Desolation is what I imagine many old PS1 or Windows 95 games would look like if they were made today. The graphics have a very real, gritty detail about them, but at no point are they dull or boring to look at. Everything is colourful and deliberate, making every single detail pop out. In game conversations harken back to olden styled game conversations, as character’s heads will bob back and forth with a handful of frames of animation. Sound Rich sounds with lovely background music make the game never feel empty or boring. Each cutscene has an underlying score that helps convey feelings and tone. The sound design in this game is truly wonderful. At no point is the mixing off, nothing comes off as too loud, while other sounds are drowned out. Each area has its own ambient noises which really adds to the immersion of the game. A tiny detail I noticed is each type of terrain has its own footstep sound, so Mark may be running on a sandy bay, while whatever companion you have at the time may be running over rocks, both sets of footsteps will produce two different sounds appropriate to the location of the character. “The Brotherhood’ didn’t have to go that extra mile ,but they did, which shows how much polish was put into the sound design. Every interaction is fully voiced, with a huge array of distinctions between characters. For a game filled with robotic synthesised voices, you’d expect some interactions to sound similar, but this is far from the case, however, some characters do sound a little off, and not in a demented way, in a, not the best acting, kind of way, however it is forgivable as these instances are few and far between. One of the main characters is a security robot that resembles a dog known as ‘Prototype 00 Helper’, shortened to Pooch. I’ve personally never been a fan of this sort of naming convention for robotic characters in media, as it always seems a bit silly and not very creative. If the in universe creators of said robot wanted to call them Pooch units, they don’t need to have come up with a clever acronym to do so. The menu has tons of options to tweak the game experience to your liking. Every facet of audio has its own slider which is great, each option has general and advanced options too. This is a great thing to have in any game, especially cinematic games such as this. The game has multiple save files too which is wonderful for multiple playthroughs. Overall, an enjoyable game for any fans of top down adventures. Well played by the studios of ‘The Brotherhood’.
  9. Renault Morphoz: autonomous transformer with a range of up to 700 km This electric car changes shape and has Level 3 autonomy. Yesterday was supposed to open the 90th edition of the Geneva Motor Show20. The coronavirus failed this event, but the scheduled car premieres will take place. And one of them is the conceptual Renault Morphoz. As the name suggests, this is not a simple concept, so will the car of the future. At least according to Renault, who claim that the Morphoz "blends features of a sedan, SUV and coupe in a unique design optimized for efficiency and serenity." Generally speaking, this is a shape-shifting crossover that relies on Level 3 autonomy, all-electric drive and based on the new CMF-EV platform, which will serve as the basis for a new family of Renault-branded electric cars. - From a compact 400-mile crossover to a mid-size 700-mile crossover! The most intriguing feature of Renault Morphoz's character is its ability to "physically and technologically adapt between two modes." The new architecture allows the batteries to be positioned under the floor at the rear, ensuring a low center of gravity and a short front cover. This increases the length of the passenger compartment and the ability to move the instrument panel forward when extra space is to be released for passengers - especially the rear passenger's feet. The Renault Morphoz can be transformed into two different modes: the shorter and longer versions, called City and Travel. The first one is 4.4 m long and its wheelbase is 2.73 m. It is equipped with a 40 kWh battery with a range of up to 400 km. The Morphoz Travel version increases to 4.80 m and the wheelbase is now 2.93 m. This allows the installation of a larger 90 kWh battery that can travel up to 700 km. This transformation may be the case of pre-created stations (at the moment it sounds still abstract, but we do not know the future of what it will offer us), where a smaller one can be replaced with a larger battery (and vice versa). In terms of design, the concept shows us a new interpretation of the C-shaped light signature that the company will use in its future electric vehicles. The interior of the Renault Morphoz is as futuristic as the concept of the car itself. A 10.2-inch-diameter dashboard is integrated into the steering wheel. The dashboard is configurable, as is the coupe itself, with the front passenger seat facing the rear two. The technological arsenal of the model is huge, so we cannot go into detail. Suffice it to say that Renault Morphoz relies on Level 3, 5G on-board autonomy, AI.
  10. The official Shipka ritual for the coronavirus is canceled The decision is in line with the opinions of experts in the field of epidemiology The official ritual for celebrating 142 years since the Liberation of Bulgaria at Shipka Peak is canceled. The event will not take place on the recommendation of the National Operations Headquarters for the disease COVID-19 (coronavirus). Access for those who wish to visit the Freedom Monument remains free. Temporary traffic changes introduced in the area also remain in force. "The headquarters decision is in line with the views of experts involved in epidemiology, infectious diseases, virology and preventive medicine. The reason for the recommendation is addressed by an official letter from Major General Professor Professor Ventsislav Mutafchiiski, President of the Operations Staff. of Bulgaria, is that gathering large groups of people in one place is a prerequisite for epidemiological risks, "the National Crisis Headquarters said earlier today, writes NOVA. Although there is no registered case of the new coronavirus in our country, in recent days there has been an influenza wave of type B virus in the districts of Varna, Burgas, Plovdiv, Razgrad, Sliven, Yambol, Stara Zagora, Sofia-region and others. An increased incidence of respiratory infections and influenza has been reported, in connection with which a flu epidemic is to be announced in some places and a flu vacation for students. The situation in the country is also complicated by the activation of other infectious diseases, according to the epidemic.
  11. Karakachanov: The situation on the Greek border is very difficult Prime Minister Kiriakos Mitsotakis announced on Sunday that he has suspended the examination of new asylum applications for a month At the Greek border, the situation is extremely difficult. This was stated by the Minister of Defense Krasimir Karakachanov. They have officially declared the area a target for military training, ie they are deploying an army and there are literally battles. You see ugly scenes. Some of the illegal immigrants are throwing objects, smoky gas bombs at the Greek authorities, "Karakachanov said. He said he witnessed "disgusting sights" in YouTube, where migrants heat their children on fire to cry. "Greece has the right to defend itself," the defense minister said, adding that against this backdrop, the Bulgarian-Turkish border remains very calm. Meanwhile, the United Nations High Commissioner for Refugees (UNHCR) said that Greece has no legal basis to suspend asylum procedures in an attempt to stop thousands of migrants entering Turkey from its territory. Borisov goes to Turkey, threat from Russia, France: We will help you "Neither the 1951 Convention relating to the Status of Refugees nor EU refugee law provides any legal basis for suspending the receipt of asylum applications," the agency said in a statement quoted by AFP. Late last week, Turkey opened its borders to asylum seekers in the EU, effectively terminating the EU agreement with 2016. The agency recalls that it has largely stopped the flow of Syrians, Afghans, Iranians, Iraqis and others who flooded Greece. in 2015 Turkish President Recep Tayyip Erdogan warned Monday that he is allowing "millions" of migrants to travel to Europe, trying to pressure Western countries to support his military operation in Syria. Erdogan has promised more migrants across Europe Greece has deployed its armed forces at the border with Turkey to prevent migrants from moving there. Prime Minister Kiriakos Mitsotakis announced on Sunday that he has suspended the examination of new asylum applications for a month. Tired and frozen migrants trying to enter Greece told AFP and other media that Greek border guards used tear gas and fired a warning to stop them from crossing Greek territory. UNHCR states that "all countries have the right to control their borders and to manage illegal movement, but at the same time (they) must refrain from using excessive or disproportionate force and maintain asylum processing systems in good working order. ". New migrant wave: over 76,000 have crossed the EU from Turkey A statement from the commissariat said that only the EU as a bloc could decide on urgent asylum measures used by Greece, not Athens itself. "The internationally recognized right of asylum cannot be terminated," the statement said. The UN has called for increased international aid to Greece and Turkey to deal with migrants already on their territory, as well as new asylum claims. The organization points to the dire situation in and around Idlib province, a major theater of heightened conflict in Syria that calls for "emergency action" on the nearly one million civilians fleeing their homes.
  12. Name Game: Blastero Price: 9,99€-2,99€ The Discount Rate: -70% Link Store:Steam Offer Ends Up After : The offer ends on March 12 SYSTEM REQUIREMENTS MINIMUM: OS: Windows Vista or Later Processor: Dual Core 2 Ghz Memory: 2 GB memory Graphics Card: Intel HD Graphics 4000 Storage space: 600 MB available space
  13. Gunslinger Update now Available! - Patch 0.9.7 Gunslinger Update It’s High Nooo.. ahem, I mean.. it’s time for another new update, Dungeon Knight! This new update is focused on Classes. With big additions and changes to current classes and for the first time since the introduction of classes, a whole New class; The Gunslinger. All the classes and weapons and pets will now make use of the new elemental damage system, adding buff and debuffs to you and your enemies. This update also comes with some life improvements, including an interaction helper, quick setup options and height calibration. Added: The Gunslinger [NEW CLASS] From the Westlands hails a legendary Hero. He is so quick on the trigger that his own shadow still loses in a duel. So deadly that not even fish in a barrel are safe from him. Grab your horse and let’s go to ye ol’ town road; it is time to introduce the Gunslinger. A new class in VR Dungeon Knight. While the normal knight goes in with a sword and shield, this class will focus more on the guns and rifles. With his high movement speed, he can easily gain some distance between him and the target. Guns in his loadout are faster and deadlier than ever before, but power comes with a price. Since this cowboy is to cool for armor, he is also the most vulnerable to damage. But on the upside: he got a really cool hat! Abilities and Statistics Fastest in the West: Movespeed up 30% Gunslinger: Shoot Ranged weapons 35% Faster. One in the chamber: Load rifles 33% Quicker. Ready to duel: All Rifles are automatically reloaded in each new room. Not so fast: Projectiles Cripple and Bleed Enemies. Very Light Armor: takes 40% extra Damage. Added: Elemental System You don’t need to have an arrow on your head to benefit from the elements. After a lot of work behind the scenes, you can now make use of buffs and debuffs in the form of the elemental system. Burn your enemies to a crisp with fire, make them bleed over time, or slow them down with freeze. Weapons can now have all kinds of different elemental powers, Not only weapons use this elemental system: it is also possible to add buffs to classes, enemies, and pets. Added Elemental Damage Fire: Damage over time. Ice: Slow and nullify enemy resistances (projectile damage and magic damage). Bleed: Damage over time and cripple (Slow). Added: Class Reworks Classes are a big part of VR Dungeon Knight. You can buy and change them in the hero chamber. Adjust your skills point accordingly, and pick out matching weapons for the perfect build. Yet, we still think that could be more distinct with each class. Make them feel more unique and suited for different playstyles. That is why we gave each class a good rework. We changed up their stats and implemented the new Status system. They now give you different buffs and debuffs. We think that with this rework, each class will feel more different to play. These changes are a test, so more might follow in the future. Changed: Assassin [CLASS] Assassins are now more focused on stealthy gameplay. Making them faster, and harder to detect. Silent and very deadly from behind, especially with the use of daggers. They do take some extra damage, so use your skills wisely. Abilities and Statistics Fast as the Wind: Movement increased by 33%. Shadow walk Sneaking increased by 33%. Assasinate: High damage while in stealth. Silent but deadly: Greatly reduces noise. Sharpen my blade: Daggers Apply Bleed and Cripple effect. Light Armor: Takes 25% damages Changed: Warrior [CLASS] Warriors are fierce fighters. They are the first to go into battle equipped with large swords and maces. Battle-hardened by all the previous fights, they can take a lot more damage than most heroes. While a bit slower, their divine protections help them shield incoming projectiles. Abilities and Statistics True Survivor: Incoming Damage Reduced by 10% Take that! 15% More Counter Damage Mighty Rage: Blunt Weapons break enemy blocking. Divine protection Blocks 1 projectile per room. (Arrows, small magic projectiles, throwing weapons). Light Armor: Movespeed reduction 8% Changed: Ranger [CLASS] No one can escape their arrows. They retain absolute focus in the heat of battle. Rangers are masters of the bow. Drawing infinite arrows quiver to rain down death upon their enemies. Abilities and Statistics Silver Points: Arrows & Bolts do Double Sneak Damage. Ready your Bow: All Quivers have unlimited stock. Changed: Thief [CLASS] The Thief class is a master of stealth. While not so deadly as the assassins, they use their cunning skills and strategies to gain the upper hand. Plus they will get a good amount of gold for each kill they make. Abilities and Statistics Child of the Night: Sneaking increased by 20% Swift feet: Movespeed increased by 33%. Panther's Prowl: Sneak Damage increased by 25% Tricks of the trade: Enemies almost can't hear you. Bounty Hunter: Gets gold from each Kill. Changed: Dungeon Knight[CLASS] The Dungeon Knight is a true Tank. Fighting for the glory of all the Dungeon Knight before him. His dwarven forged armor can take a lot of damage in the heat of battle. Combined by his holy protection, he is a force to be reckoned with. However, his strength is no use in stealth. Abilities and Statistics I'm your shield: Incoming Damage Reduced by 16% Heavy blow: Blunt & Two-handed weapons break enemy blocking Build like a Tank..: Movespeed Reduction 16% Holy protection : Blocks 4 projectiles per room (Arrows, small magic projectiles, throwing weapons). ..subtle like an Elephant: Enemies spot you quicker and Sneak Damage reduced by 40% Added: Life improvements For this next part. we would like to share a few insights into the production of VR Dungeon Knight. It started all in 2017, as a personal project of me (Thomas). It is a VR game that I’m building with a great amount of passion, something that never changed over the years. One thing that did change over the years, is the size of the projects. Each update adds a lot of new features and content, but also a lot of news frameworks, scripts, and systems. Since the game is now 3 years old, a lot of the previous updates are built on old frameworks and code, dating from the beginning of the development process. Not only the games has grown a lot since the beginning, but also our knowledge and experience. The VR community and games have grown as well, which makes us want to reach for even higher quality levels. With each update closing in on the 1.0 version of VRDK. We want to aim for a fully polished version of the game once we hit that mark. This means that we putting a lot of time behind the scenes of VRDK. There is a lot of old code to clean up before we can build in new systems, including a combat rework, AI and multiplayer systems. This is taking a LOT of work and It's not something I can show just yet. (Very WIP). With this rework in code, I hope to make development for dungeon knight a lot quicker and smoother to add more advanced content to the game even after the release of a 1.0 version. Here are some small few changes with a focus on life improvements and polish: Added: Interaction interface This new Interaction interface system helps to find interactable, like doors, keys, and items. When an interaction is closeby, a little UI icon shows up where to press with your controller. It's very minimal and only shows up in handy locations. The icons will fade away from a distance. The interaction icon shows up with: Weapon Wall Pickups Unlock Chest Option room options Doors Skillpoint addition buttons Hero Mode Option Items Added: Height Calibration It is now possible to (re) Calibrate your player height. This option is now added to the options chamber. Height Calibration is a must for VR games and will make the game feel a lot better. This new feature makes it easier to reach for doors, grab things from the floor and even allows seated gameplay! Features (Re) Calibrated your height to recommended ingame height. Options is located in the Option Chamber (on the right in the main Hub) Added: Quick Setup We made some small adjustments to the quick setup menu at the beginning of the game. We reworked some of the explanations and features and we added the option for smooth turning. Removed: Panther VR Event The Mages Council of Aldun have concluded their research and closed the portal to a strange dimension. The Panther VR limited-time event has come to an end. The entrance to the Beta labs facility has been closed off. For more exploration and stealth action, check out our new game: Panther VR Features Panther VR event ended: Removed Beta Labs Facility Removed: Panther VR Weapons With the closing of the Portal also comes an end to other dimensional weapons. The Gohl-s and pipe wrench have been removed from the game. It is no longer possible to find these weapons, but they will stay in your weapons belt if you have them equipped. Mage Uldo stated: “I’m glad they are gone. My beard has finally grown back.”. Features Removed Gohl-s Removed Pipewrench Added: Tribal Bow Crafted from the wood of the Ancient tree. Blessed by a powerful shaman, cursed by a witch doctor. Over the years, this bow crossed a lot of different hands and tribes. Still containing the power and abilities bestowed upon its previous owners. Burn your enemies with fire, or freeze them with the power of ice. It’s is the first weapon that makes use of the new elemental system. A powerful bow with the ability to switch the elemental damage between fire and ice. Abilities and Statistics Damage: 250 Can switch between normal Arrows, fire & Ice. (Elemental arrows don't stealth kill). Fire: Does damage over time (Stacks). Ice: Lowers resistances of enemies and slows them. (Stacks). Fire and Ice effects can affect how some enemies behave. Added: Mace of Blades What is more deadly than a Mace? A mace made of blades! That what they came up with at the Zorda Blacksmith Academy. With a design worthy of a hero, but the rudeness and power of mace directly to the face. A mace that handles like a sword! Or perhaps a sword that handles like a mace? Abilities and Statistics Damage: 52 weight: 33 Legendary: Bleeding & Cripple Effect. Hidden: This weapon must be found to unlock. Added: Slayer of Orclings It is the bane of all Orclings. A sword that turns all Orcs green with fear. The Orcling Slayer is a weapon that specializes in chopping down ugly Orcs. So if you hate them as much as the Dungeon Knights of Old, then now is your time to fight back! Find an Orcling slayer in a Dungeon near you today! Abilities and Statistics Damage 70. Weight 40. Legendary: Evaporates Orclings. Hidden: This weapon must be found to unlock. Changed: Wolf [PET] Abilities and Statistics 175 Attack Damage Hunting: This pet hunts down enemies in a fight Storing: Can carry 1 equipment. Changed: Boss Wolf [PET] Abilities and Statistics 100 Attack Damage Scars of War: Less attack Damage Hunting: This pet hunts down enemies in a fight Has 2 belt slots instead of 1 for equipment storing. Changed: Raptor [PET] Abilities and Statistics Damage: 250 Stunner: Interrupts enemy attacks Ambusher: Attacks close approaching enemies Rush: This pet has a higher attack rate Storing: Can carry 1 equipment Changed: T-rex [PET] Abilities and Statistics Damage: 350 Ambusher: Attacks close approaching enemies Powerhouse: This Pet deals massive damage but has a slow attack rate Storing: Can carry 1 equipment Bug Fixes Fixed Pets now don't interfere with enemy pathfinding. Fixed a glitch where pets were invisible to the other online player. Fixed a glitch where pets still attacked even if you did not have one. Fixed the issue making weapons invisible Fixed a lighting flickering issue.
  14. You don't need a booklet for the electric Citroen Ami So Citroen sees a way to attract the youngest to shared electric mobility. Ami will cost 6,000 euros, but can be rented for 20 euros a month. Citroen Ami is an innovative and daring solution for today's urban mobility. This is the French brand's solution for short-distance travel: easier access to central cities, an alternative to scooters, bicycles, mopeds, public transport. The Ami will be able to travel up to 70 km in the city, with a top speed of 45 km / h. The battery has a capacity of 5.5 kWh, which is charged for 3 hours on a standard electrical network, just like a smartphone. With an ultra-compact size of 2.41 meters and a turning diameter of 7.20 meters, travel and parking in the city have never been so easy for two people. One of the big advantages is that Ami is available from the age of 14 in France (16 years in most countries in Europe), so you do not have to have a driver's license to drive it. Prices. Ami will be able to be purchased for € 6000 with VAT (ami ami version; € 900 VAT credit in France). Even more interesting is that it can be rented long-term (48 months) against 20 euros per month and an initial installment of 2644 euros (environmental bonus 900 with VAT in France). At $ 0.26 per minute, it will be eligible for shared travel with Free2Move.
  15. Today is the day a woman can propose marriage February 29th in leap year 2020 is a very special day. A day is a gift we should make the most of and remember at least until 2024, when it will be the next such day. Most people think that the leap year is bad, but we are of no opinion. It is just another day added to the imperfection of the calendar relative to the true speed at which the Earth rotates around the sun. The interesting thing about him is that in some countries he is considered the only day a woman can offer marriage to a man. So if your half is indecisive, take one of the few remaining purely masculine duties and offer him marriage.
  16. Geshev: The people you call oligarchs want a prosecutor's office inoperative Attorney General says he is unfamiliar with "interviews" being held at the presidential institution "People you call the media oligarchs want a prosecutor's office to work." This was stated by Chief Prosecutor Ivan Geshev in Ihtiman on Thursday. He thus responded to the proposals to limit his powers. These ideas were launched by Bulgarian Human Rights Lawyers during a meeting with President Rumen Radev. Lawyers want every act of state prosecution to be subject to full judicial review. He does not accept attorneys' ideas to limit his powers. According to him, those charged with the state prosecution are at the service of people who have problems with the law. "The short word is 'impudence', because it's like the prosecutor's office asking for changes to the Bar Act. The defendants' attorneys, the convicted criminals, demand changes in the prosecutor's office. From here on there is a border line - on the one hand are the people, the interests of the people we intend to defend, the interests of security peace and order, on the other the interests of criminals and oligarchs. Politicians, no matter who they are - the president, the prime minister or the deputies have to choose which country to stand on, ”Geshev said. Geshev: Politicians decide which country to choose The Attorney General also said that he was not aware of the "interviews" being held at the presidential institution in connection with the intention of the head of state to propose amendments to the basic law. "Unlike the attorneys of the defendants, the attorneys of the convicted criminals, the prosecutor's office did not request an opinion, obviously there is no need," Ivan Geshev added. He also commented on the extradition procedure of Vasil Bozhkov, who is based in the UAE. "Do you want to pray to him? The Bulgarian prosecutor's office does not plead with wanted and accused persons. This is the case all over the world. The Bulgarian state has done everything it needs and depends on it. From here on it depends on what the UAE State will decide, "Geshev said. In Kostenets and Ihtiman, police and prosecutors conducted another action against domestic crime. "There are 10 detainees in the two municipalities and 2 pre-trial proceedings initiated. 1 kg of marijuana was found at one of the addresses. There is sliced tobacco and cigarettes without an excise label, "said Interior Ministry Secretary General Ivaylo Ivanov. Actions by prosecutors and police in small towns will continue.
  17. Reincarnation for the icon among the hot hatchbacks The new Golf GTI impresses with front-end design and 245hp. At the Geneva brand stand, the company will make it a Golf GTD and GTE. The Geneva Motor Show kicked off on March 2, but Volkswagen chose to pull the curtain days earlier, showing us the vision of the Golf GTI, GTD and GTE. As expected, the look of the GTI immediately stands out from the standard model. One of the main highlights is the constantly lit strip above the radiator grille that runs through almost the entire front. In addition, there is a red (gray and blue on GTD and GTE) above this luminous strip, which is probably the most striking detail. This does not mean that the huge honeycomb in the bumper and the optional LED light block with scattered elements do not give the aggression you need, on the contrary. The GTI is the 'new' wheels (which also applies to the other two versions) behind which the red brake calipers are visible. New LED stops and a modified spoiler stand out from behind. The eye also nails the diffuser with the built-in two exhausts. The iconic red GTI logo is now positioned in the middle of the trunk door, just below the VW logo. Designers haven't forgotten the interior either, with each GTI fitted as standard with a new 10-inch infotainment system positioned above the center console. The dashboard is digital and one can choose from 30 colors of ambient light. The seats have a specific red seam (blue and gray on GTE and GTD). Aluminum pedals and the new red accent pedal and the GTI logo complete the picture. Like the previous generation, the new GTI is powered by a 2.0-liter turbo engine coupled to a 6-speed crank or 7-speed automatic (optional). Its power is 245 hp and its torque is 370 Nm. The front suspension is McPherson, the rear is multi-point. The DCC (Adaptive Chassis Control) system responds to road conditions, taking into account wave rotation, braking and acceleration to change the hardness of the shock absorbers almost instantly. The GTD version is powered by a 200hp 2.0-liter turbo diesel engine, but the torque is 400Nm. Only a 7-speed DSG transmission is offered here. The GTE plug-in hybrid relies on a 1.4-liter 150hp turbocharged petrol engine, backed by a 115hp electric motor. The system power is identical to that of the GTI - 245 hp, but with a torque like the GTD (400 Nm). The company claims that the GTE can only travel up to 60 km on electricity. The transmission here is just a 6-speed DSG.
  18. How far we traveled the most in January An increase was registered in the trips for all observed purposes The trips of Bulgarian citizens abroad in January 2020 were 423.1 thousand or 5.1% more than the number of trips registered in January 2019. The increase in the trips of Bulgarian citizens compared to the same month of the previous year was reported to: Turkey - by 15.7%, Italy - by 11.1%, Serbia - by 9.8%, Austria - by 6.7%, United Kingdom - by 6.4%, Republic Northern Macedonia - by 6.3%, Germany - by 5.3%, Romania - by 3.4%, and others. At the same time, the trips of Bulgarian citizens to: France decreased by 6.9%, Spain - by 3.8%, Greece - by 0.8%, and others, reported the NSI. Compared to January 2019, an increase was registered for all observed objectives: "rest and excursion" - by 10.9%, "others" - by 4.4%, and "business" - by 0.8%. The largest share of the total number of trips of Bulgarian citizens abroad in January 2020 was formed by trips for other purposes (visiting, training, visiting cultural and sporting events) - 48.0%, followed by those with the purpose of rest and excursion - 27.1 %, and for business purposes - 24.9%. In January 2020, most trips of Bulgarian citizens were made to: Turkey - 87.3 thousand, Greece - 83.4 thousand, Serbia - 38.7 thousand, Republic of Northern Macedonia - 28.2 thousand, Romania - 25.8 thousand, Germany - 21.2 thousand, Austria - 16.6 thousand, Spain - 15.9 thousand, Italy - 14.3 thousand, United Kingdom - 14.3 thousand. In January 2020, the number of foreign visitors to Bulgaria was 604.6 thousand or 9.1% more than in January 2019. An increase was registered in the trips for all observed purposes: "other" (including visits and transit) - by 12.4%, "rest and excursion" - by 8.3%, and "business" - by 3.6%. Transits through the country are 20.8% (125.6 thousand) of all visits of foreigners to Bulgaria. Of the total number of foreigners who visited Bulgaria in January 2020, the share of EU citizens is 45.7%, or 3.9% more than in the same month of the previous year. Visits to Italian citizens increased by 16.4%, Germany - by 16.1%, Romania - by 15.1%, Poland - by 10.4%, Austria - by 4.5%, and others. At the same time, Belgian citizens' visits declined by 19.8%, the United Kingdom by 9.3%, Greece by 4.7%, and others. Visits of citizens from the group "Other European countries" increased by 14.3%, with the largest increase of visits of citizens from Turkey - by 22.7%. In January 2020, the share of visits for recreation and excursion purposes prevailed - 42.9%, followed by visits for other purposes - 40.3% and for business purposes - 16.8%. The highest number of visits to Bulgaria in January 2020 was made by citizens from: Turkey - 120.7 thousand, Greece - 98.8 thousand, Republic of Northern Macedonia - 71.8 thousand, Romania - 71.3 thousand, Serbia - 42.0 thousand, United Kingdom - 22.5 thousand, Germany - 18.2 thousand, Ukraine - 18.0 thousand, Israel - 15.0 thousand, Italy - 13.5 thousand.
  19. Turkey will not stop Syrian refugees wanting to enter Europe Turkish President Recep Erdogan has repeatedly threatened the EU Turkish police, coastguards and border checkpoints have been instructed to act in the event of an increase in the flow of refugees to Europe, world news agencies said. Turkish authorities have decided not to stop Syrian refugees seeking to enter Europe by sea or by land. This was reported by TASS, citing a Turkish official. Turkish President Recep Tayyip Erdogan has repeatedly threatened the EU to open doors for refugees to Europe. So last October, the Turkish leader promised to do so if Brussels described Ankara's operation in Syria's "Peaceful Spring" as a military one. In early November, Erdogan said Ankara would have to open Europe's doors for Syrian refugees if the EU does not help Turkey in their deployment.

WHO WE ARE?

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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