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[MC]Ronin[MC]

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  1. Welcome
  2. FIFA 13 is the 2012 edition of the FIFA Football Association for the Electronic Arts Football Association and was developed by EA Canada. This is the first PlayStation 3 game to be used with the PlayStation move, as well as with the Kinect From Xbox sensor Premiere Date: September 25, 2012 Series: FIFA Developer: EA Canada Platforms: PlayStation 3, Xbox 360, Wii, PSP, Wii U, PlayStation 2, PlayStation Vita, iOS, Java, Windows Phone Modes: Single player game, Multiplayer game Nominations: BAFTA Video Game Award for Best Game, MORE Afine balance trembles at the heart of every sports game. It’s a constant, fiddly calibration to make a game that feels authentic yet also fun and accessible to play. Lean towards the former, and the experience could be as dreary as an afternoon sat on the damp terraces of Grimsby Town; favour the latter, and you might create fantastical fun but soon it’ll feel cheap and unearned. Saying that, sport is a world in which the fantastical frequently comes to pass. Headlines can’t be written. Tiny Davids slay gigantic franchises. And the reason for these unbelievable headlines? Unpredictability. It’s one of the key innovations of FIFA 13 . It’s a risky, potentially game-breaking change, resulting in frustration and irritation, but those of both part of football. Thankfully, the balance is spot-on. This unpredictability is at its most obvious when it comes to first-touch controls. Your players are no longer endowed with supernatural skill when it comes to taking balls out of the air or running onto passes at speed. If you don’t use your skill, there’s a pretty good chance they’ll fumble the ball and lose possession. It makes the game immediately less accessible. You’ll groan when your player takes a heavy touch when you’re through on goal, but that’s something which happens every week in the best leagues around the world. Yet it never becomes game-breaking or frustrating, and this is thanks to a rationale behind it all. Several factors conspire to determine the quality of your first-touch: speed of the pass, spin on the ball, the speed and relative skill of the player receiving it. Over time, you’ll come to learn how to improve your first-touch – for instance, don’t run on to a pass at full speed, or perhaps knock it on using the right analogue so you don’t have to take you finger off sprint. This isn’t the only gameplay innovation. Last year defending was a focus for change with the introduction of ‘Tactical Defending’. FIFA 13 concentrates on improving your attacking options. Dribbling has learnt from recent FIFA spinoff FIFA Street, and has incorporated it’s free dribbling mechanic, which allows the player to have tighter control of the ball when you hold down both triggers. It takes a while to meld this with varying your pace on the ball and using precision dribbling (introduced last year) but once you learn how to use them in tandem, it become useful for skipping past players on the wings. But again the balancing seems right. Using this tighter dribbling mechanic doesn’t ensure that you’ll beat your man but used in the right context it can be extremely useful. Attacking has also been improved by revamped offensive AI. When going forward, you’ll have more support with your teammates making intelligent runs off the ball, even curving their runs to stay onside. It’s most noticeable when you’re on the break. A player will tear down the opposite flank, or run in between defenders, screaming for a pass to played. It makes games more exciting and open, letting you score goals that you simply couldn’t before due to a lack of movement. The whole game feels more physical, too. The Player Impact Engine – one of last year’s marquee features – has been tightened up, and I haven’t experienced any of the awkward, often humorous collisions that it occasionally produced it FIFA 12. This feeling of physicality, of brawn and weight to players, comes mainly from the fact that the ball no longer feels magnetised to the player in possession. Players can collide and jostle with each other as they chase free balls. When you’re in defence, and receive the ball, you’re more inclined to punt into to row Z for fear of taking a bad touch and the striker breathing down your neck. While improved attacking AI makes games more fluid, the added physicality can also make them scrappy affairs at times, with passages of play in which neither team can really dominate possession. The combination of these two elements introduces the variety you would expect in the real-world game. Graphically, FIFA 13 isn’t a huge improvement on its immediate predecessor. But it does benefit considerably from new contextual animations – basically, players recover from challenges and react in situations as they would in real life – sliding to keep a ball in play, for instance. It just helps sell the illusion that little bit more. The changes this year aren’t as bombastic as last year’s headline features but they definitely not the product of restless tinkering. While FIFA 12 is still fun if you go back to it after playing 13 for a decent amount of time, play genuinely feels more restrictive and slightly mechanical in retrospect. FIFA 13 is extremely generous to those who want a more committed football experience, not just a quick kick-around. It’s a game swollen with content. Be A Pro, Ultimate Team, Tournaments from around the world… It’s still all there. And there’s even more this year. Skill Games are a really fun addition, covering all the fundamentals of the game, from crossing to passing to shooting. It even lets you get up to speed with the game’s new tactical free kicks, in which you can use decoy runners. Each discipline has different bronze, silver, and gold challenges. They’re not much a teaching aid, however, more an opportunity to practice and commit key skills to muscle memory. Once you’ve earned your stripes, a ‘Skill Challenge’ is unlocked for that discipline allowing you to post a high score to share with your friends. Want to see more of the Skill Games? Watch them all in the IGN FIFA 13 Wiki. It’s worth mentioning that FIFA 13 incorporates motion controls with varying degrees of success. Kinect works well. It's been implemented unobtrusively and in a way that makes sense. You're now both player – controller in hands – and manager, barking orders and tactics from the side-lines of your sofa. You can switch tactics during a match. Preset commands initiate strategic changes such as switching wingers. You can also map key motivational phrases - "We need to win this" - to prompt a combination of tweaks to formation, mentality and so on. Substitutions can be made using Kinect but this is where it gets a little messy to use mid-game. Say 'substitute' and you'll have to drill down through a series if menus in the corner in order to make the right switch. It's too distracting to use during a tightly-contested match and probably best saved for when the ball goes out of play. PlayStation Move, however, is incorporated less elegantly and less successfully. You use a Move wand to move your players around the pitch and point to where they should be passing the ball. It's difficult to pick up and having the colourful arrows used for aiming the Move controller frantically buzzing around the screen really undermines the illusion of the real game that FIFA strives towards creating. Presentation is slick and superb as you’d come to expect. It does a good job of aping the bombastic style of Sky Sports, with dazzling idents and having additional sideline commentary giving you updates about injuries during matches. In recent years EA has strived to make its games into living, breathing organisms – experiences that persist once you switch off your console. One of FIFA 12’s biggest innovations was Football Club, a series of topical challenges that were refreshed throughout the season. It returns, of course, but this year we also get Match Day, a service which attempts to keep FIFA 13 in touch with the season as it unfolds. When you boot up FIFA, you can turn it on with a click of a button and a short update will rebalance the stats of teams and individual players according to how they’re faring in the league. For example, if a player hits form and starts scoring every week, his stats will soar. With features like this it’s hard to assess their lasting value from the outset but if EA remains committed to it throughout the year and it’s sensitively curated, then Match Day is ingenious and you’ll wonder why it wasn’t done sooner. FIFA 13 really aspires to be a true extension of the sport it simulates. Verdict So FIFA 13 is a refinement of a winning formula rather than an entirely new equation. While the gameplay changes are more subtle, they really consolidate upon the success and innovation of FIFA 12. But that success hasn’t bred laziness – there are new features, new services, even new leagues. If you’re a fan of the sport or FIFA in general, it’s hard to imagine a game that you’ll enjoy more this year.
  3. Premiere Date: July 25, 2019 Series: Wolfenstein Genre: Action Game Publisher: Bethesda Softworks Platforms: PlayStation 4, Microsoft Windows Programmers: MachineGames, Arkane Studios With MachineGames at the helm, Wolfenstein has enjoyed a resurgence during the last couple of years. Wolfenstein has managed to captivate with its strong characters and intriguing world-building, giving you a glimpse into an alternate future where the rules are rewritten and whole new terrifying possibilities are waiting to be explored. None of this is present in the series' first venture into VR, however. Wolfenstein: Cyberpilot isn't just lacking the elements that make its universe intriguing, but it's also dated by recent VR standards, with flat, unexciting action and little reason to return after one short playthrough. Set in 1980s, Cyberpilot puts you in the shoes of a pilot working for the French Resistance at the same time as the events in Wolfenstein: Youngblood. Your piloting skills are alluring to two French hackers who have managed to smuggle away a few Nazi war machines, giving you the chance to aim these monstrosities back at their creators. If you've ever cursed at being mauled by a Panzerhund, Cyberpilot initially seems like a great opportunity to flip the script. It doesn't take long for that feeling to fade, though. Three of Cyberpilot's four missions give you control of a new machine to pilot. The Panzerhund lets you dash towards enemies before melting them down with a mouth-mounted flamethrower, a small airborne drone makes sneaking around a Nazi bunker simple, and the more straightforward Zitadelle arms you with a high-powered machine gun and rocket launchers. Despite these varied abilities, Cyberpilot doesn't provide interesting challenges for you to test them against. Each mission is linear and frustratingly one-note. You keep moving forward through cramped and visually bland spaces, mowing down enemies in your way and occasionally taking a breather to heal up before the next encounter. The drone mission at least tries to shake things up by pivoting from all-out action to stealthy engagements, but the unresponsive AI and cramped level design don't allow you the satisfaction of a well-planned stealth kill. Since you're using machines armed with flamethrowers and unlimited rockets, combat should presumably be explosive and adrenaline-pumping. But Cyperpilot gives so little feedback to your actions that it's difficult to feel their impact at all. Enemies, for example, make no sounds when engulfed in flames or blown back by nearby explosions, and they almost always use the same animations when dying before disappearing from sight. The devastating weapons at your disposal offer no satisfying animations and subsequent sound effects that give them a real kick, which makes action feel limp and uninteresting. In between each mission, you can explore a multi-floored resistance bunker, using a lift to transition from a spacious loading bay to a dimly lit reception area adorned in abandoned Nazi regalia. These spaces look great and do a good job of reminding you of the imposing grip your enemies still have on European soil. Although this bleeds into the handful of missions you're sent on, Cyberpilot doesn't offer anything new or interesting to say about this alternative perspective on the resistance. The only other characters are your resistance handlers, who occasionally engage in some quirky banter between each other, but outside of that you're nothing but a tool to them, and you disappointingly get no new insights into Wolfenstein's world as a result. These brief interludes between missions also introduce you to each new pilotable machine in intimate fashion. Before being able to remotely control them, you need to hack your way past their security, which Cyberpilot makes out to be far more complicated than it really is. While you're being fed descriptions of intricate wiring and defensive subroutines, all you are doing is using motion controls to remove a chip from the machine in question, plugging it into a nearby monitor, and then replacing it after a brief pause. Getting to see the details of each chillingly monstrous Nazi machine up close, in VR, without fearing death is surprisingly fascinating, but there's not much else to do during these sequences. That makes each of these forced interludes feel drawn out and unnecessary. Cyberpilot can be played with either the PlayStation Move controllers or a DualShock 4, and neither is great. With a DualShock 4, combat feels more familiar. You use the thumbsticks to freely move around and rotate (either smoothly or in adjustable segments) while using motion control to aim. In this configuration, your two hands move as one, which makes activities outside of combat a chore. The PlayStation camera can only track the front-facing light from the DualShock 4, so reaching for objects on either side of you is borderline impossible in some cases. Using the Move controllers changes that immediately, and also gives you more freedom in combat. Moving your arms independently from one another lets you bash on your special attack button and heal at the same time, which is impossible to do when you're tethered together by a seemingly invisible set of handcuffs. As a tradeoff, movement is trickier using the Move controllers. Rotation is mapped to face buttons while lateral movement is controlled using the big, mushy PlayStation button on the face of the controller. It's far less ideal than the DualShock 4, leaving you with a decision to make between the lesser of two evils. There's no reason to jump into Cyberpilot if you're looking for another avenue to explore more of Wolfenstein's world. You won't have too much time to adjust, either, given that Cyberpilot's four missions can easily be finished in less than 90 minutes. Beyond reaching its flat ending, there's nothing else to do to make what time you do have more engaging. There are no collectibles to find, alternative mission routes to explore, or exciting mission set pieces to replay for the thrill of it. It gives Cyberpilot a distinct tech demo feeling; since VR games have become increasingly more adept at using the hardware in unique ways, Cyberpilot feels outdated by comparison. There's no reason to jump into Cyberpilot if you're looking for another avenue to explore more of Wolfenstein's world. This straightforward shooter lacks the punch to make its action exhilarating and breaks up combat with even more repetitive and slower-paced interludes where you'll do the bare minimum with motion controls to achieve simple and mundane repair tasks. Beyond looking striking for a VR game in some places, there's nothing about Cyberpilot that warrants your time.
  4. SYSTEM REQUIREMENTS Windows MINIMUM: Requires 64 bit processor and operating system OS: Windows 8 or higher 64-bit operating system Processor: Intel i5 or better processor 2.4GHz + Memory: 4 GB memory Video Card: 1 GB video card DirectX: Version 10 Storage space: 5 GB available space Additional notes: Supports direct input compatible controllers and Bluetooth controllers. RECOMMENDED: Requires 64 bit processor and operating system Mac OS X MINIMUM: Requires 64 bit processor and operating system OS: Mojave or higher Processor: Intel i5 or better processor 2.4GHz + Memory: 4 GB memory Video Card: 1 GB video card Additional notes: Supports direct input compatible controllers and Bluetooth controllers. RECOMMENDED: Requires 64 bit processor and operating system Spoiler Note: The Dark Crystal: Age of Resistance Tactics follows the same plot as its Netflix TV series counterpart. While this review is spoiler-free and the gameplay and screenshots shown were picked to avoid giving anything away, keep that in mind if you haven’t seen the show and want to go in completely fresh. It’s 2020, but Netflix is still banging the drum for licensed tie-in games. Like Stranger Things 3: The Game before it, The Dark Crystal: Age of Resistance Tactics morphs the streaming network’s 2019 prequel TV series to Jim Henson’s The Dark Crystal into game form – this time as a tactical RPG akin to Fire Emblem or Final Fantasy Tactics. It twists Age of Resistance into a linear, combat-heavy experience, but ends up feeling like little more than a hollow puppet of an RPG used to capitalize on a beloved franchise. It’s passable enough to trigger some Pavlovian response from both my love of tactics games and The Dark Crystal series, but left me wanting in both regards once I really saw what it had to offer. In the interest of avoiding spoilers, I’ll say that The Dark Crystal Tactics covers the same general plot arc as the Age of Resistance show. Like Stranger Things 3: The Game, many missions are pulled right from sequences in the show, and new, well-drawn comic-strip cutscenes retell key scenes with some flair. Despite this, the story told here pales in comparison to the TV version. These moments, both interactive and hand-drawn, are truncated in ways that seem tailored to elicit memories of when you watched the show, rather than actually tell its story. In between the very clear nods to Age of Resistance, the plot moves far too quickly through strings of dialogue shown on the world map between missions. I found it difficult to follow, even after watching the first few episodes just before I started playing. As a result, even the centerpiece moments like boss fights with the most prominent Skeksis from the show, feel hollow. All the key characters – Gelfling, Skeksis, and otherwise – get a chance to stand in the spotlight, but there’s next to no time spent on character development. If you aren’t excited by the sight of them alone, controlling or fighting them isn’t going to add much to the equation. Even allowing for the liberties you have to take when condensing a full season of plot into a roughly 15-to-20-hour combat-focused video game, this version of the story feels like a hurried summary you’d get from a friend – it hits the crucial details and can be enticing at times, but never captures the emotion of any important moments. Even at its best, combat is dragged down by poorly designed menus that take far longer to navigate than they should. “ Setting aside its capacity for Dark Crystal fan service, The Dark Crystal Tactics also evoked a bit of my nostalgia for tactical RPGs, particularly original PlayStation-era games like Final Fantasy Tactics and Vandal Hearts. Though its art style is not retro by any means – it’s got a muddy, overly rendered look that’s more functional than stylish – its turn-based combat laden with RPG-style abilities and tiled maps full of environmental hazards and gimmicks definitely is. The Dark Crystal Tactics gets the basics of that experience right, with a strong emphasis on using skills to get the upper hand over enemies that will likely beat you if you just trade blows until someone dies. More than many other strategy RPGs, The Dark Crystal Tactics also emphasizes turn order and timing as a means of controlling a battle. A long bar at the top of the screen shows the next 10 character turns, helping you to predict your enemies’ movements and plan ahead. There are also a decent number of skills that allow you to move an ally’s next turn up or push an enemy’s back, giving you the ability to not only take stock of turn order, but mani[CENSORED]te it to your advantage. Any character can also refrain from attacking or using an ability to speed up their next turn, which cleverly incentivizes careful play over taking wild swings. Predicting enemy behavior is a cornerstone of all tactics and strategy games, but The Dark Crystal Tactics puts it front and center. But while the combat can offer some interesting decisions, even at its best it’s dragged down by poorly designed menus that take far longer to navigate than they should. You cannot, for example, cycle through characters in the jobs or equipment menus, but instead must select each character, then choose what aspect of their loadout to alter one by one. In combat, you have to select “move” from a radial menu to move, rather than just clicking on a character as it works in nearly any other game from the genre. These inefficiencies, combined with fairly long load times on Switch, make navigating menus both in and out of battle tedious to the point where I sometimes avoided tinkering with my party’s skills just to save myself the slog. The Dark Crystal Tactics' greatest strength is its progression, which is clearly a smaller-scale riff on the job system from Final Fantasy Tactics. In addition to level, each of your Gelfling and Podling fighters gains stats and abilities by choosing and leveling up their class or “job.” Though the job tree is small – there are 12 classes, most of which adhere to broad roles like Mender (healer) and Paladin (offense-focused melee fighter) – there’s a lot of room for customization. Each person in your squad can only choose a finite number of skills: three from their current, primary job, and two more from a secondary job. By the time a character hits job level 10, the threshold for advancing, they’ll have learned way more than three skills, so it’s on you to choose skills that fit a role on your team. The job system the system works better in theory than it does in practice. “ Moreover, the classes are all complementary and feature very little overlap, so there’s always a strong incentive to stay in a lower class rather than absent-mindedly advancing up the ladder. Since you only bring four or five people into each fight, it’s impossible to create a flawless team, so you need to assemble your character loadouts with an eye towards specific sets of skills and an overall gameplan for how those skills combine. However, the system works better in theory than it does in practice. With such strict loadout limitations, some of the skills become infinitely better than others, limiting character rotation greatly. For example, many of the most powerful attack abilities for Soldiers, like “Double Strike,” require you to mark enemies first. Mark is a basic Scout ability, so I was compelled to keep the Scout job as a primary or secondary for one or two characters at all times. While I found myself wishing I had access to other abilities, particularly passive and movement-related skills, they’re never as essential as the few I grew to rely on. Over time, new battle conditions will force you to mix things up, but even that causes frustration. You’ll run into bosses that are immune to the status effects you usually inflict; Poison swamps demand skills that cure debuffs; Beach maps with rising tides require extra speed. There are also plenty of missions that require you to focus on an objective other than combat, like getting your team to an exit or freeing Gelfling prisoners from cages, which push you to balance engaging an enemy and achieving your goals. None of these twists are very interesting or creative, but I appreciated the commitment to environmental mechanics and theme missions to keep things fresh. On the other hand, that commitment sometimes lead to boring situations where I’d have to spend a dozen extra turns slowly moving to an objective even after defeating all the enemies. Bringing in someone with a skill you unexpectedly need requires a lot of grinding optional battles to whip those backups into shape. “ In a perfect world, your entire 14-character roster would be leveled up and properly equipped at all times to allow you to swap out different fighters to match each situation. However, since your characters only level up in combat, bringing in someone with a skill you unexpectedly need requires a lot of grinding optional battles to whip those backups into shape. It rarely feels worth the significant effort required, and I instead found myself trying to rejigger my default five or six squad members to the best of my ability whenever a level had a hard counter for my usual gameplan. Though it wasn’t an insurmountable issue, every setback in The Dark Crystal Tactics feels like a disproportionately big inconvenience. Outside of the laborious menus, The Dark Crystal Tactics also somehow relies exclusively on an auto-save system and does not provide a way to quick-save in the middle of a battle. On Switch, you can always pause by putting the console to sleep, but your save reverts to the last time you were on the world map if you quit. Retrying a mission after a death (or when you quit out, since there’s no easy option to restart) requires you to sit through multiple loads, which can lead to a lot of downtime if you get stuck. For another Netflix show tie-in game, watch our review of Stranger Things 3: The Game above. It’s also worth pointing out that the pre-launch Switch version of The Dark Crystal Tactics used for this review suffered from consistent bugs. Chief among them, backing out to the Switch home menu and returning without quitting would cause hitching and, in some cases, force it to crash entirely. Certain late-game cutscenes sped through dialogue and had faulty audio. There’s also a story map late in the campaign where highlighting certain panels would discolor a large portion of the screen. As with any game these days, it’s entirely possible that these issues will be patched out, but they were notably more consistent and impactful than the pre-release hiccups I’m used to seeing. Verdict Despite being far less common nowadays, The Dark Crystal: Age of Resistance Tactics keeps the long tradition of the mediocre licensed game alive. It does a decent job of aping ideas from some of the great strategy RPGs that came before it, but doesn’t execute any of them as well. Couple those missteps with its aggravating menus, and The Dark Crystal Tactics quickly becomes more tedious than fun to play.
  5. Britain has also banned hybrid cars since 2035. British citizens will only be able to buy electric or hydrogen fuel cell cars and vans The British Prime Minister's office, Boris Johnson, made a statement saying that the UK plans to reduce greenhouse gas emissions by banning the sale of new diesel and gasoline vehicles by 2035, which would be a full five years away. earlier than the previously announced 2040 deadline. In an effort to minimize air pollution by 2050, British authorities are expected to add hybrid cars to this ban list because of fears that their electricity will only be used for short distances before using diesel and diesel power. gasoline engines. The change comes after experts said the year 2040 would be too late if the UK wanted to achieve its goal of virtually zero carbon dioxide emissions by 2050, the BBC reports. Boris Johnson will outline government policy later this year at a UN climate meeting in November. He will point out that the summit is a chance to "strengthen" the defense of the planet. The summit, known as COP26, will be held in Glasgow. This is the annual UN meeting to assess the progress made in combating climate change. At this upcoming event, Mr Johnson is expected to say that the ban on the sale of new gasoline and diesel cars could even come into force earlier than 2035, if that is possible. The proposals, which were originally announced in July 2017, also include a forthcoming ban on sales of hybrid vehicles. Once this ban comes into force, British citizens will only be able to buy electric or hydrogen fuel cell vehicles and vans.
  6. The 10 safest cars The ranking is Euro NCAP Specialists from Euro NCAP, which performs safety tests on all cars sold in Europe, have published the top 10 safest cars in the last year. All cars in the ranking are rated on 4 equal criteria: adult passenger safety, child passenger safety, pedestrian safety, assisted safety system operation. The cars are ranked according to the maximum number of points obtained from the sum of the scores according to these criteria. Only safety standard models are included in this rating. Here are the top 10 models: 10 Mazda 3 - 87.4% Adult Safety - 98% Child safety - 87% Pedestrian safety - 81% Security systems - 73% 9 Skoda Scala - 87.6% Adult Safety - 97% Child safety - 87% Pedestrian safety - 81% Security systems - 76% 8 Mazda CX-30 - 88.2% Adult Safety - 99% Child safety - 86% Pedestrian safety - 80% Security systems - 77% 7 VW T-Cross - 88.2% Adult Safety - 97% Child safety - 86% Pedestrian safety - 81% Security systems - 80% 6 Tesla Model X - 88.6% Adult Safety - 98% Child safety - 81% Pedestrian safety - 72% Security systems - 94% 5 Subaru Forester - 88.6% Adult Safety - 97% Child safety - 91% Pedestrian safety - 80% Security systems - 78% 4 BMW 3 Series - 88.8% Adult Safety - 97% Child safety - 87% Pedestrian safety - 87% Security systems - 76% 3 Tesla Model 3 - 89.2% Adult safety - 96% Child safety - 86% Pedestrian safety - 74% Security systems - 94% 2 BMW Z4 - 89.6% Adult Safety - 97% Child safety - 87% Pedestrian safety - 91% Security systems - 76% 1 Mercedes-Benz CLA - 89.8% Adult safety - 96% Child safety - 91% Pedestrian safety - 91% Security systems - 75% And here are the leaders according to the different safety criteria: Mazda CX-30 is the safest adult car with 99% Mercedes-Benz CLA and Subaru Forester are leaders in child passenger safety, with both models having 91% by this criterion Mercedes-Benz CLA and BMW Z4 are the safest pedestrians with 91% Tesla Model 3 and Tesla Model X topped the Safety Systems Criteria by 94%.
  7. Look at minimum wages in the EU Bulgaria is on the queue in the European Union in terms of minimum wage. Eurostat data show this. As of January 1, 2020, 21 EU Member States have a national minimum wage - only Denmark, Italy, Cyprus, Austria, Finland and Sweden do not. Monthly minimum wages are generally below € 600 in the east and above € 1500 in the northwest of the EU, according to data released by the European Statistics Office Eurostat on Monday. Countries that have a minimum wage can be divided into three main groups. In January 2020, Bulgaria has the lowest gross minimum wage in the EU (312 euros). Nine member states, mainly in Eastern Europe, follow with minimum wages of between € 400 and € 600 per month: Latvia (€ 430), Romania (€ 466), Hungary (€ 487), Croatia (€ 546), Czech Republic (€ 575), Slovakia (€ 580), Estonia (€ 584), Lithuania (€ 607) and Poland (€ 611), BNR reports. In five other countries, mainly in the southern part of the EU, the minimum wage varies between 700 and just over 1000 euros: Portugal (€ 741), Greece (€ 758), Malta (€ 777), Slovenia (€ 941) and Spain ( € 1,050). In other western and northern states, salaries are over € 1,500 per month: France (€ 1,539), Germany (€ 1,584), Belgium (€ 1,594), the Netherlands (€ 1,636), Ireland (€ 1,656) and Luxembourg (€ 2 142). For comparison, the federal monthly minimum wage in the US by January 2020 is 1,119 euros.
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  12. Wolfenstein: The Old Blood is an action-adventure, first-person shooting video game developed by MachineGames and published by Bethesda Softworks. It was released on May 5, 2015 for Microsoft Windows, PlayStation 4 and Xbox One. Premiere Date: May 5, 2015 Designer: Arcade Berg Series: Wolfenstein Engin: id Tech 5 Platforms: Xbox One, PlayStation 4, Microsoft Windows Genres: First Person Shooter, Action-adventure game, Stealth game At several different points during Wolfenstein: The Old Blood, you encounter spots where B.J. Blazkowicz can fall asleep, prompting dream sequences that stick the modern, polygon-constructed B.J. into various levels of Wolfenstein 3D, complete with low-resolution graphics and flat sprites. Functionally, it plays almost identically to the original, but vestigial bits from the modern day, like vertical aiming, stand out, especially if you clearly remember experiencing Wolfenstein 3D for the first time. Also, the game's use of sprites gives it a similar feel to a shooting gallery where you get to walk around and explore. It's a stark reminder of how far the series--and games in general--have come. The same can be said of The Old Blood as a whole, and although it stumbles attempting to reconcile old and new thematically, its varied encounters deliver the primitive thrill of clearing a room in a hail of bullets and blood. If this sounds familiar, it's because Wolfenstein: The New Order did the same thing by juxtaposing B.J., an old-school shooter protagonist out of time, with modern first-person shooter design sensibilities. The Old Blood is a lot less subtle about it, though by necessity. Set before B.J. gets his head injury and goes into the coma that leads to his involvement in The New Order, The Old Blood reunites him with the setting that made him famous: Castle Wolfenstein itself. The first part of the game involves infiltrating the castle in order to find the location of the Nazi headquarters. B.J. is more in his element in the World War II setting, and though there's still advanced technology, it's more in line with what you'd expect from pulp Nazi superscience for the era--much like Wolfenstein 3D's level of technology, in fact. The game practically hits you over the head with parallels to the past: the attack dogs, the giant robot you face right at the beginning of the third chapter, the secret areas you find. And yet we still see the same thoughtful modern design implemented in last year's The New Order interlaced with the callbacks to days past. Firing guns feels both effortless and flexible, with each weapon boasting distinct modes for different situations (such as the assault rifle's automatic and semi-automatic modes), as well as dual-wielding options. Instead of just setting you loose in a sprawling level as you shoot at flat enemies, The Old Blood ebbs and flows as it constantly changes up each encounter's focus, creating an excellent sense of pacing. Action-packed shooting sequences couched in open, cover-laden levels alternate with more freeform stealth sections that don't object to you taking a more direct approach. There are even portions where you're encouraged to run rather than fight. Tying the level design together is some seriously great enemy AI, who intelligently flank you and take cover, yet are not so smart that you can't use cover to outmaneuver them. Everything about the way The Old Blood plays exemplifies the diversity of modern FPS design, and the game does so in a way that's on point and fun. The Old Blood also illustrates where we're going in games and what we're leaving behind. Yes, you still have to fight past dogs, but they also happen to be wearing dog-sized body armor that you can harvest, and instead of coming at you at a crawl, they realistically rocket towards you and tackle you as they try to shred your meat to bits. Yes, you still fight a giant armored super soldier in the third chapter, but when you do defeat it, more troops come pouring out and you're forced to weave in and out of the foyer you just fought in, giving the level new dimensions. And those secret areas? You no longer have to press up against every wall in a level, mashing the confirm button hoping to reveal a sliding wall. Instead, there really are secret areas that can be found through normal exploration. It's amazing to see how design has become both more simplified and more complicated over the years. We also see shades of a somewhat self-aware industry attempting to look at the past through a different lens. B.J.'s local contact, Kessler, is a stark contrast to the burly protagonist. Ever-defiant in the face of a Nazi-ruled future, Kessler and his late love fight for a Germany that rises up against the hateful regime, with his weapon of choice being leaflets rather than guns. He's also acutely sympathetic towards human life: in one memorable exchange he implores B.J. to avoid killing as many people as he can, which B.J. then willfully misinterprets to mean that he should kill as many Nazis as he can, a sentiment he emphasizes every chance he gets. We also see more fleshed-out versions of enemy combatants, albeit only through memos and a scene where you walk through a bar crowded with Nazi soldiers. We get glimpses of soldiers who still display care and affection for their families at home, even as they become upset because their lovers are dismayed at how the war has changed them, feel fear at the many occult studies and phenomenon they're being focused on, and buy into all the propaganda that litters this world. Even Helga Von Schabbs, the antagonist of the game, is granted some character development in her lifelong fascination with adventure and her potentially royal lineage. Even so, B.J. still sees them as the same flat characters as he sees in his dreams, good for only one thing: killing. The game's mechanics almost never encourage you to leave any Nazis alive. Quite the opposite, in fact. In the end, this is a blunt, muscular, bare-chested romp through levels full of deadly moving targets, even during its subtle moments. As a dumb action game, The Old Blood has the chops. But it fumbles when it attempts to introduce gray areas into the game. Whether it's Kessler's empathy or the supplementary notes you find, The Old Blood seems to have something to say about the evolution of games, but never arrives at a solid point. The sledgehammer that is B.J.'s philosophy always wins out, stranding the gray areas in a game that clearly won't give them the time of day. Then again, maybe games haven't changed as much as we like to think. The second half of The New Blood changes up enemy types by replacing fully functional Nazis, the default enemy type of the old era, with zombies, the go-to foe of the modern one. It's initially a nice change of pace from the terse shooting arenas that came before, but it's hard not to think of them as a downgrade, turning a mechanically-smart dumb action game into a brain dead one. Don't get me wrong: mowing down zombies with a sawed-off shotgun is a classic scenario, but the waves and waves of corpses pouring at you can't help but feel disappointing after you've experienced the smart design of part one. Clearly MachineGames has big ambitions and understands the nuance that can be evoked in the medium. And The Old Blood certainly displays intelligent action FPS design that's fun and effortless to play. Just don't expect the deep examination the game hints at to go anywhere. Here, the gloriously dumb (yet smartly designed) reigns. Progress can wait. Long live The Old Blood.
  13. ELDERBORN is a Metal Action Fantasy Slasher with brütal FPP melee combat and souls-like/RPG character progression. In the times of legend, the barbarian tribes need a new dark messiah. The player becomes a merciless slayer who will uncover ancient secrets in the city of doom, and forge their own destiny. This ambitious indie game, five years in the making, combines old-school single-player feel, a classic heroic story, and modern level of skill-based challenge. All this and more creates an action-packed, lore-filled, engaging adventure that will last 8-10 hours in a single play-through. Prepare for: Skill-based, souls-like melee combat in first person perspective, complete with 11 varied weapons to master Character progression and skill system that allows you to play the game in your very own way A hand-crafted, mysterious, and dangerous world to explore - catacombs, ancient, monolithic city, and more A large selection of enemies, each with their own fighting style, tricks, strengths, and weaknesses An epic and somewhat exotic original heavy metal soundtrack with an occasional electronic beat An unapologetic tribute to Robert E. Howard-esque heroic fantasy and the awesome pop-culture of the 80's and 90's SYSTEM REQUIREMENTS MINIMUM: Requires 64 bit processor and operating system OS: Windows 7, 8.1, 10 Processor: Intel Core i5-7500 Memory: 4 GB memory Graphics Card: NVIDIA GeForce GTX 780M Storage space: 2 GB available space RECOMMENDED: Requires 64 bit processor and operating system See all SIMILAR When Hyperstrange‘s Elderborn first entered Early Access in October of 2018, I was impressed by many aspects of it. Only the first chapter was included, but the visuals, game mechanics, and weapons were well-realized and intriguing. But one thing was severely amiss: The enemy placement was horrible. “Sure, this is problematic now, but it’s still early in development. They’ll certainly fix it as time goes by.” But they didn’t. Astoundingly, some sections that I found particularly egregious 15 months ago have gotten worse. The thing is Elderborn does a lot right. Despite its disappointingly scaled-back third chapter, this could be an enjoyable, solid game. But the enemy placement and baffling obsession with throwing hordes of enemies at you at all times are massively detrimental to the overall experience. Let’s dig into what it does well and how it messed up so badly. Born as a stranger Elderborn begins with a cutscene composed of hand-drawn images and voice acting that set the stage. You pick either a male or female hero who has been sent on a pilgrimage by your village’s elders. Your goal? To make it into the city of Jurmum and reclaim what rightfully belongs to your people. There are only a few cutscenes such as this throughout the game, but there are glowing codex entries for you to find that offer lore if you’re so inclined. For the majority of the experience, though, you’ll be left to your own devices as you fight your way through the game’s various areas. The story is decent for what it is though, even if it goes kind of screwy at the end with a large amount of information being dumped during the end credits. The entire ending of the game is similarly rushed and feels questionable regarding what came before. Die a little more To put it bluntly, yes, Elderborn is a Souls-like. You fight tough enemies that drop experience and activate objects where you can spend that experience. When you die, you’re taken back to the last activated object, all the enemies are respawned, and your experience awaits in the spot you met your bitter end. But it doesn’t play like most others in the subgenre. For starters, it’s completely first-person and is more of a brawler than anything else. You begin the game with a sword and can slash, block, kick your enemies, and dash out of harm’s way. There are a handful of different weapons in the game that either block just like the sword or parry, leaving your enemies open to devastating counterattacks. Each weapon also has a unique ability. For instance, the starting sword reduces incoming damage by 20%. A spear, on the other hand, parries instead of blocking and does additional damage based on how far you are from your foes. Weapons come in slashing, stabbing, and blunt varieties and are more useful in different scenarios, with each having a light attack and a heavy attack if you hold the button down. However, you’ll tend to stick to specific ones once you acquire them, as they’ll typically be outclassed by similar weapons later. Each weapon has a mastery aspect as well, which simply grants you 5% extra damage once you dispatch 100 enemies with it. Ain’t that a kick in the head Enemies can also be kicked to their deaths off of platforms, but this doesn’t work all the time, as enemies sometimes treat the edges of platforms as invisible walls. I died more than once while trying desperately to kick an enemy off a platform, only to watch as they wouldn’t budge while on the edge, resulting in me getting thrown to my death by an enemy behind me. Kicks can be used to knock enemies down as well, although that doesn’t always work. Kicking the shield of a blocking enemy will also create an opening, making the kick very useful if you aren’t relying on parries. There’s even an unlockable charge attack you can use by holding the kick button if you’ve got enough points into one of the three categories on your skill tree. Having enough experience will allow you to convert it into a skill point at the checkpoint objects. The categories allow for additional damage, faster attack speed, or more health. Each has three perks that you can choose with enough points invested, although it’s unlikely that you’ll reach this point without doing some serious grinding. Some of these perks are extremely useful in spots, though, like being able to redirect some enemy projectiles via a successful parry. If you marry me, would you parry me? Parrying is completely instrumental in surviving in Elderborn. If you’re not good at it, you won’t be able to get past the game’s first boss. It works decently, at least, but its implementation can feel lacking. You can’t parry immediately in the middle of your attack animations, but the button press will still register, which can lead to problems. It means that, if an enemy suddenly comes out of left field while you’re fighting another and you press the parry button, you’ll continue attacking and then parry uselessly once the animation becomes possible. There’s also a noticeable cooldown on your parry. If you’re fighting an enemy that attacks you over and over again in quick succession and you mistime your parry, it’s unlikely that you’ll be able to use it again in time before the next attack lands. The best recourse here should be to try and dash away, but since Elderborn throws so many enemies at you at once, this can lead to your dashing right to another enemy you can’t see, resulting in a quick death. Therefore, you’ll instead want to try and switch to a blocking weapon to survive the onslaught. You probably won’t, though. It’s worth mentioning that the game borrows Bloodborne‘s “hit an enemy shortly after taking damage to recover some life” mechanic. Mob rules The combat in Elderborn is pretty enjoyable when you’re going one on one with the game’s foes. Carefully watching their animations and responding while taking advantage of their openings can be satisfying. There’s also a decent amount of weight to your strikes that makes everything feel all the more impactful. But you won’t generally get to enjoy the game in this manner. One of the most important aspects of a Souls-like’s design is its enemy placement. Where are they standing; how far away do you have to be to aggro them; how do the different enemy types play off of each other; how many are there? These and more are typically considered very carefully, as much of the tension and challenge come down to this aspect. Instead, Elderborn just throws them at you in groups. Unlike most other games in the subgenre, the areas are often designed in a way that requires you to fight. Running away often leads to getting surrounded with no way to press forward. The enemies also follow you further than you’d likely imagine. You just almost always have to fight way too many enemies at once. And there’s usually one or two projectile-based foes constantly shooting at you while you’re trying to do so. These enemies are very dangerous and you need to focus while fighting them. But Elderborn is so obsessed with being badass and difficult that it doesn’t want to let you focus on them. There are plenty of times where you’ll get trapped in an area with no option but to fight a ton of enemies at once. One section has you flip a switch that slowly unbars the exit. But it also opens several chambers filled with enemies. When all is said and done, you’re going to need to fight about a dozen of these at the same time while carefully kiting them around the room. It’s asinine. Enemy mine It doesn’t help that some of the enemies are just broken, such as an enemy that takes far too long to kill and whom you have to fight alongside several other enemies while hoping it doesn’t sneak up behind you and one-shot you. It’s very easy for the enemies to slip out of your field of vision and hit you like this. Being aware of your surroundings is insanely important, but you’ll be so surrounded that you can’t. While Elderborn‘s first chapter takes place in tight areas where you can somewhat keep tabs on everything around you, chapter 2 takes place in a much more open space. This means that it becomes even more difficult to keep tabs on your foes. The game also loves to throw enemies at you in mobs that you haven’t had a chance to figure out yet. So, you’ll have to try and do so against several new enemies at once. It just doesn’t really work. Sea of sorrow By the time I learned how to handle all of chapter two’s mobs, the chapter was over. I died so much during that entire part that I almost never got to level up, as my dropped experience was always disappearing due to how you get surprised by a new gank mob every few feet. It really does feel like someone dropped all the enemies in at random. It’s that bad. There are three chapters total in Elderborn. The third chapter just takes you to various unconnected areas where you have to, wait for it, fight multiple mobs of enemies. It’s really jarring and feels like the game is just in a hurry to wrap itself up at this point. Leave a scar There are a couple of boss battles, but they’re mostly underwhelming. One of them is just a lazy copy of the Ornstein and Smough battle that people love to rip off. Strangely, there’s no final boss. You just fight enemies for a while and then interact with an object. Then the credits roll with text where the main character narrates what happens to them. It just feels unfinished. And the game’s failings are a shame. It’s very clear that a lot of talent and energy went into making it. Many aspects of it are entertaining and well done, but it’s just ruined by the haphazard enemy placement. As a result, Elderborn is simply too frustrating and cheap for me to recommend to anyone other than people who are fond of “difficulty-porn” games like I Wanna Be the Guy. The lack of a real third chapter also really damages it because, even if the enemy placement gets fixed, the game just kind of gives up after the second chapter. If you’re looking for a well-balanced, fun Souls-like, you probably won’t find this to fit the bill. But, hey, if you love getting crushed by mobs before you’ve learned how to deal with the enemies that compose them, then you’ll probably get a kick out of this. As it stands, though, this is one of the most annoying games I’ve played through in recent memory.
  14. PEUGEOT 3008 SUV PureTech TECHNOLOGY The 3-cylinder Euro6 PureTech petrol engines in the PEUGEOT 3008 increase fuel economy due to their reduced weight and compact size. They give you unique driving pleasure and high performance without compromising on reliability and durability. The award winning 1.2 PureTech 130hp engine S&S was selected as the best engine of 2016 in its category and achieves a CO2 level of just 115 g / km. It can be combined with the new automatic gearbox EAT6. BlueHDi TECHNOLOGY The Euro6 BlueHDi diesel engines in the PEUGEOT 3008 SUV combine high performance and low emission levels. BlueHDi engines can reduce fuel consumption, limit CO2 emissions between 100 and 121 g / km, reduce NOx (nitric oxide) by up to 90% and remove 99.9% of fine solids by exclusively combining SCR (Selective Catalytic Technology) reduction) and FAP (particulate filter) with additive. The PEUGEOT 3008 SUV now incorporates the innovative and efficient EAT6 6-speed automatic transmission. This new generation of automatic gearboxes is available with the 1.2 PureTech 130hp, 1.6 THP 165hp engine and the 1.6 BlueHDi 120hp. and the 2.0 BlueHDi 180hp to give you the ultimate driving pleasure. This gearbox has: Quick shift technology: for faster and smoother gear changes and optimum handling New electrical impulse control, Sport mode for even better reactions and dynamics. Thanks to the new EMP2 platform and its well-known dynamic qualities, the new PEUGEOT 3008 strikes the perfect balance between comfort and driving behavior, without precedent for SUVs in segment C. The EMP2 platform also provides the PEUGEOT 3008 SUV with a wider turning radius, to make your maneuvers easier. SECURITY * ESP + ASR + ABS + EBD + EBA * 6 airbags (front / side / curtain) * Indirect tire pressure monitoring * Electric parking brake with Hill Assist * Halogen lights with LED daytime running lights * Recognition of speed limit road signs * Regulator / Speed limiter * Warning for accidental crossing of the centerline * Front and reverse parking sensors * Peugeot headlights with Full LED technology * LED fog lights with cornering function * Safety Plus Package - Distance Warning, Active Warning for Accidental Crossing of the Center Line, Active Dead Zone Monitoring, Driver Vigilance Warning, High Beam Automatic * Visiopark1 - Reverse camera COMFORT * New Peugeot i-Cockpit® with eye-level digital display * Peugeot i-Cockpit®Amplify - choice between two customizable environments that affect the car's dynamic features (Driver Sport package), interior light intensity and screen animation, perfume injection * 8-inch capacitive screen and “Toggle Switches” buttons, Mirror Screen, Dual tuner radio, 6 speakers, MP3, Bluetooth, handsfree, USB * 3 D Tom Tom Navigation * Indoor LED lights - front and rear LED lights on the ceiling with 2 reading lamps, LED trunk lighting, LED glove compartment lights and LED center console lighting * Contactless access and ignition * Automatic dual zone climate control * Electrically operated front and rear windows * Visibility Package - automatic dipped beam, automatic wiper, auto follow me home, electrochromic rearview mirror * Two-position trunk floor * Electrically operated, folding and heated side mirrors with Lion Spotlight projection * Central remote lock * Height-adjustable driver's and passenger's seats to the driver's seat * Driver's seat with lumbar adjustment * Folding guide seat to driver esthetics * 19-inch alloy wheels * Side chrome inserts * Tinted rear window and rear window * Chrome-plated backview mirror bases * Stainless steel door sills * Exclusive front bumper and chrome radiator grille with chess motif * Stainless steel roof arch edging * Chrome plated exhaust * Stainless steel edging on side windows * Black Diamond roof * Aluminum longitudinal roof rails * Wider wheel arches * Interior decorations in chrome steel * Mistral Black lounge and ceiling trim * Aluminum pedals and pedals * Stainless steel front door sills * Full-grain perforated leather steering wheel with steel elements and GT logo * Sideboard and door panel decorations from Alcantara * Upholstery textile / leather, front and rear insoles * front heated glass * proximity and ignition, proximity to boot * Advanced Grip Control + Hill Assist Descent Control, 18-inch alloy wheels with Mud & Snow tires + small-sized spare wheel - optimized drive terrain by acting on the front wheels via electronic control of the ESP system. Offers 5 driving modes: Standard - adapted to normal road conditions, Snow Mode - instantly adapts the sliding speed of each of the front wheels to the grip conditions, Mud Mode - ensures the vehicle starts off by transmitting as much torque as possible grip wheel, Sand Mode - Keeps sliding on both drive wheels at the same time to allow movement, ESP Off mode - Fully shuts off ESP and Grip Control. * Hi Fi Premium FOCAL * Wireless charging for phone + 230 V * Visiopa contact rk 2 (360º view) + Park Assist * Drive Assist package (Active safety brake, adaptive autopilot with stop function and Distance Alert)
  15. This is when people are most ambitious Human aspirations and ambitions reach their peak at the age of 33. At this point in their lives, people are most determined to achieve their goals - from growing into careers to maintaining a fit and healthy lifestyle, the Daily Express reports, citing a British study. The study is at a health clinic and covered 2000 people. The results show that at the age of 33, one most often strives for confidence, high energy levels and a positive life attitude. And while at this age, determination has reached its peak, for many, motivation is often a "battle." "Aspiration plays an important role in achieving our goals, no matter what they are. Of course, there is hardly a person who does not want to achieve them, but this is not always as easy as we want. The support of others is from essential when faced with difficulties on the road to achieving them. Our advice is to set people realistic goals that match their capabilities, "says Dr. Naveen Puri of Bupa Clinics. The study found that participants had an average of four goals. The most common aspirations are to save money, eat healthy and keep fit. Although 85 percent of respondents say they are willing to stick to their goals until they reach them, about the same percentage say they are not "fully confident" about achieving them. The most common obstacles to achieving a goal are lack of enough money, time and support, and laziness. The survey shows that 70 percent of participants are more likely to reach their goals if they have the support they need.
  16. The evacuees from China landed in Germany, including a Bulgarian All passengers on the aircraft will be screened at the airport's dedicated sports hall A German Air Force plane sent to evacuate more than 100 people from the coronavirus outpost - the city of Wuhan landed at Frankfurt Airport. Passengers - 102 Germans and 26 foreign nationals - will be screened at a specially equipped corner of the airport terminal. There is also a Bulgarian with dual citizenship on board the plane, as well as a US citizen. Earlier today, German Defense Minister Anegret Crump-Karenbauer said, quoted by TASS, that the plane had flown over Russian territory but had not received an intermediate landing permit in Moscow for refueling and had to land in Helsinki. Earlier today, Prime Minister Borisov called an extraordinary meeting to spread the coronavirus. The country has declared a level of risk of the fourth degree - a warning to Bulgarian citizens inside and outside the country not to travel to China. This was announced by Foreign Minister Ekaterina Zaharieva after the meeting. "Bulgarian non-Chinese citizens should refrain from traveling in the country. This also applies to those who are on the territory of Bulgaria and other countries," she explained. The meeting was also attended by Health Minister Kiril Ananiev, Interior Minister Mladen Marinov, as well as representatives of the competent authorities monitoring the coronavirus situation. A number of measures have been identified to protect the health of Bulgarian citizens. There is a readiness to declare a fifth degree of risk next week, which is a degree banning travel to China. "Every Chinese citizen or citizen of another country who has been on the territory of China or in high-risk coronavirus countries will be subjected to thorough medical examination and surveillance as they enter our territory," Health Minister Kiril Ananiev said from BTA. Bulgarians residing in dangerous regions are also subject to verification and appropriate measures. All of them will pass through heat chambers / at the airports - Sofia, Varna and Burgas / and if it is found that the passenger has a temperature or other discomfort, he / she will immediately be directed to the Military Medical Academy-Sofia or the designated hospitals in Varna and Burgas. Those who do not show symptoms will be under home quarantine (14 days) and their condition, as well as that of their families, will be monitored by GPs. The necessary protective materials are provided - aprons, gloves, masks, hats for health authorities and the Border Police. The necessary markers are also provided to detect the presence of the new virus, assured Kiril Ananiev. We are convinced that all necessary measures will be taken at the entrance of our country to prevent the carrier of the virus from entering the country, he declares. The necessary coordination has been created, the teams in the respective medical establishments have been identified. Interior Minister Mladen Marinov called on Bulgarian citizens to take this threat seriously and to comply with police orders. Our compatriot, who has declared her desire to leave Wuhan and has dual citizenship, will remain under a 14-day quarantine in Germany, Minister Ekaterina Zaharieva also announced. The other two Bulgarians are in the territory of our consulate in France and will return to Bulgaria tonight with a military Spartan, accompanied by a medical team from the MMA. They will be quarantined at the MMA. If they showed signs of illness on the plane, they would remain quarantined in France, the Foreign Minister said. The head of the folklore ensemble from Petrich, who returned from Beijing a few days ago, is accommodated in a medical facility, the rest are monitored by personal doctors and there is no information that the children or their accompanying teachers are in poor condition, Kiril Ananiev informed. additional complications. Health ministers from EU member states are meeting in Brussels early next week to discuss the situation and measures to restrict the entry of the new coronavirus into the territory of the Community, informed Zaharieva and Ananiyev. Nevertheless, our government is taking emergency and emergency measures before the meeting, the health minister stressed. Doctors in Hong Kong on strike, the coronavirus is spreading
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  18. Premiere Date: 2018 Developer: SUPERSCARYSNAKES Platforms: Nintendo Switch, Microsoft Windows, Linux, Mac OS Publishers: Good Shepherd Entertainment, Surefire.Games SYSTEM REQUIREMENTS MINIMUM: OS: Windows 7 or later Processor: Intel Core 2 Duo E6320 (2 * 1866) or equivalent Memory: 2 GB memory Graphics Card: GeForce 7600 GS (512 MB) or equivalent Storage space: 2 GB available space Last week saw the season finale of American Horror Story: 1984, the latest incarnation of Ryan Murphy’s horror anthology series. Without trying to go into any spoilers, it touches upon the nostalgic parts of the ’80s, the darker parts of the ’80s and being trapped in the ’80s…almost literally, as if the decade was to act as some sort of purgatory. And that was one of the things I thought of as well when playing Black Future ’88, the new roguelike run-and-gun game from developer SuperScarySnakes and Good Shepherd. Several games have created alternate history post-apocalyptic worlds based on the ’80s, but not only does Black Future ’88 evoke the feeling of classic arcade games and synth music, it actually uses the trappings of the era as a plot point. But is the game also trapped alongside the worst parts of the era or is it advanced enough? In an alternate version of 1988, a mad architect named Duncan launched a series of nuclear bombs that had the result of blotting out the sun with endless rain. As such, time became meaningless to everyone, and this it basically became a permanent 1988. Now, in the middle of a synth-punk apocalypse, a group of survivors have decided to climb Duncan’s massive tower, Skymelt, kill Duncan and stop the rain once and for all. There’s a catch, though: thanks to a deadlock affecting their bodies, each survivor only has eighteen minutes until their heart explodes. So now they quickly have to ascend a massive tower, grab whatever weapons they can and fight of hordes of enemies as quickly as possible. If you’ve played any retro action game in recent memory, you’ll immediately get used to the core gameplay of Black Future ’88. You have your standard double jump, dash and in a nice addition, the ability to use both twin-stick firing/attacks and regular button attacks. I recommend the former for accuracy, but it’s always nice to have a choice. It’s all smooth as butter, regardless of which character you play as and which weapon you’re using. And there will be weapons to use, oh yes. You get fifty guns at your disposal, which range from traditional shotguns and the like to those that use money as ammo, those which can slow falls, and my personal favorite, the Night Piercer, a rapid-fire gun which teleports you to an enemy’s position after a kill. The choices can sometimes be overwhelming, but they’re all a blast to play with. Also a blast? The grungy, detailed backdrops, enhanced by the vivid colors of all of the gunfire going on around you. The graphics are nice, crisp and a definitive highlight, but just like any ’80 throwback, the music is even more amazing, with the synthwave sounds perfectly setting the tone for an epic sci-fi adventure with just the right dose of punk bits. You only get to hear it over quick gameplay sessions due to a time limit, but Don Bellenger’s tunes are indeed to die for (I mean, it’s a roguelike, so you’re dying a lot anyway, but you get the idea). The time limit is one of the most notable gameplay aspects of Black Future ’88, though, and it’s used well. Roguelikes such as these tend to play up the risk/reward factor, since it causes the player to consider their options carefully. Sure, you could easily exit a dungeon once you’ve found the exit, but what if a room you didn’t check contains any gear you may need for even more difficult challenges that lie ahead? But wait, what if those rooms contain deadly challenges as well? Will you dare to try and uncover everything? Well, take all of that, and then add a ticking clock with a mere eighteen minutes on it, forcing you to think fast. Yes, that wasn’t just part of that plot, you only have eighteen minutes to complete each run of the game. This means that while you can explore for any shops, extra guns, ammo and health, or secrets, risking death along the way, now you have to ponder if you even have time for it. And just to add to your dilemma, your time can actually be used as a currency as well. Enter a portal and discover an obelisk, and you can trade one minute for a curse that provides you with beneficial buffs, albeit sometimes with another drawback (like emitting projectiles from your body after being hit, but taking extra damage). Or trade twenty-five seconds or so for a more straightforward buff at a repair station. The buffs and curses are your standard upgrades that are either hidden or that you earn after defeating each boss, with experience earned from every run going towards unlocking more upgrades to discover (along with more weapons and other tricks to works with), and they work particularly well. What ends up being a highlight is the fact that certain combos of weapons and buffs/curses actually unlock boosts. And not just like in The Binding of Isaac where a certain combo of items provides the most powerful powers, I mean a combo of abilities and weapons actually unlocking secret buffs. Take the Night Piercer weapon, for example. If you have it on you and then gain a certain curse that enhances your dashing, suddenly the Night Piercer gets modded and is enhanced to where it can blow away regular enemies in one or two hits. So experimentation is encouraged as well, if gunning for everything. It further builds upon the risk/reward parts and does so in a unique way. Actually, Black Future ’88 seems to have quite a few secrets along those lines and others, and I’m still hunting for a chunk of them. Hunting isn’t exactly easy, as you may have deduced by now. Sure, there are waves of robot and cyborg enemies to deal with, but your biggest enemy is Skymelt itself, which is actually a living tower. If you leave any items around on the floor for too long — weapons, money, ammo, et cetera — Skymelt actually absorbs them, filling up a meter. The moment it gets filled up, new challenges are triggered. More hazards like flamethrowers may suddenly appear, more Hunters — elite mini-boss enemies that drop gear but are more powerful — can be summoned, and even regular enemies can be juiced up. So now you have worry about juggling your two weapons and dashing to collect anything you can. It’s a clever twist that adds a bit to the procedurally-generated gameplay. All of this makes for an exciting eighteen minutes, but the most intriguing part was when I finally made it to Duncan, defeated them, and…well, without spoiling anything, let’s just say classics are honored, you still aren’t done yet and even more twists appear in the gameplay. Definitely some wicked stuff. Black Future ’88 isn’t perfect, though. For one, if you’re like me, you might think a retro arcade-style action game like this would be perfect at home on the Switch. And it is…albeit mostly in docked mode. In handheld mode, it did feel that while the action was clear, some of the text was a little small, which can hurt when you have limited time to see what gun was dropped on the floor, for example. There were also a few moments when items actually fell behind parts of the HUD or where enemies would spawn too close upon entering a room. Also, like any roguelike, you can be at the mercy of the random number god, meaning you can already be dealt a weak hand in terms of weapons at the very start. Arguably minor annoyances, but annoyances nonetheless. The one notable flaw with Black Future ’88, though, is that it honestly kind of feels too fast at times. Not gameplay-wise, mind you, there the intense speed during combat is part of the appeal, although it does mean it can be tough to pay attention to more rapid-fire stuff at times. The problem is that despite a unique plot, universe and setting, the short time limit and quick pacing for each run means that there isn’t much room to actually develop the story. You’ll face off against colorful wardens at the end of each area that act as bosses, like the blade-wielding Dr. Avalanche that can split into three selves, or Jupiter and Juno, a man that shoots massive energy waves and is guarded by a giant robot. And while they’re fun battles, you don’t get any info on them and their significance unless you check the in-game codex. It’s a synth-filled world with a lot of great action, but I wish we could explore even a bit more of it. As is, you’re best off experiencing Black Future ’88 in regular bursts, coming back to it often, like any good game would still want. Closing Comments: Black Future ’88 is almost a quintessential throwback to ’80s arcade games, with rock-solid gameplay taken straight from the era and mixed in with several interesting and unique gameplay twists. You may only get eighteen minutes at a time to take everything in, but what you’ll be hit with is a heavy dose of fast-paced action, a killer soundtrack, and and a ton of weapons and gameplay features to work with that reward you for experimenting and exploring every bit of Skymelt. You may be trapped in the ’80s here, but at least you’re trapped alongside some of the best parts of it. Well, at least when it comes to video games. We can’t help if you get permanently trapped alongside Kajagoogoo or something similar, after all. Black Future ’88 is a Synth-Punk roguelike 2D action Shooter. Vertically climb an always evolving procedural tower to reach the top and kill its insane owner…before your heart explodes. Shoot, slash, dash and upgrade yourself to survive the endless waves of deadly traps, homicidal AI, crazed junkies and colossal Wardens standing in your way in a stylish alternative version of 1988. The world is reeling from a nuclear cataclysm, created by Duncan, the tower architect. The First of his bombs fell in the summer of 1988, and by December they had blacked-out the sun with endless rain. We decided to stop keeping time after this, and it’s been 1988 ever since. Everything that lived through the initial attack will die in the extreme floods that followed. These are the times after, where there are no more months, or even weeks…everything is measured in minutes left to live. Take on the mantle of one of the last remaining misfit survivors, and fight your way to the top of the tower to kill the architect and stop the endless nuclear rain. Ascend to die, and die to survive. Game Features Death Ascendant: Climb an always evolving procedural tower and fight for survival through a constant onslaught of death by fire, lasers, and slashes. Unique Synth-Punk World: Play through a unique take on a retro cyberpunk dystopia, and fight to survive through 5 distinct zones each with their own challenges. Pick Your Poison: Play as one of 5 playable characters, each with their own unique buffs- and weaknesses. Ruin Friendships: Test your wits and reflexes with a friend in couch co-op, and experience a completely unique take on the co-op roguelike. Kill the Wardens: Fight for survival by challenging the numerous unique bosses that guard each one of the game’s zones. Fog Machines and Laser Beams: Bring a gun and laser sword to a fire fight by arming yourself with a selection of the 50 unique weapons available in the game, each with their own unique effects. Evolve to Survive: The only way to survive when everything, including your own heart, is trying to kill you is to carefully boost or curse yourself by strategically choosing- and combining from 30 distinct buffs and curses. Dailies: Every day, a new challenge is generated with unique attributes that will test your mettle and allow you to see how your skills compare against other players in a global Leaderboard. Fight for not just survival, but supremacy! Ear Candy: Death never sounded so good thanks to an all killer original analog-synth soundtrack.
  19. Honda with more than five premieres at Asiks Arena The traditional Motorcycle Show in Sofia - Moto Expo 2020 is already knocking on the door. It is organized by the Association of Automobile Manufacturers and their Authorized Representatives in Bulgaria (AAR), together with its well-established long-term partner - Expo Tim Ltd. The host of the moto show is again, for the second consecutive year, the renovated Asiks Arena (former Festival Hall) and the dates are March 20-24, 2020. All the official importers of motorcycles, ATVs, scooters and mopeds in Bulgaria participate in it. At the same time, the exhibition traditionally involves many companies that import accessories, supplies, spare parts and accessories. The booths will feature 10 major exhibitors and 20 global motorcycle brands. The largest motorcycle manufacturer in the world - Honda, will be seriously presented by the official importer of the brand in Bulgaria - Bultraco AD. At the end of last year, Honda launched its 400 millionth motorcycle. 70 years after the advent of the Dream D-Type in 1949, the Japanese giant continues to be the world's largest two-wheeler manufacturer. Honda was founded in 1948 and began mass production of motorcycles. The first company beyond the borders of Japan began operations in Belgium in 1963. Since then, the company has expanded its production worldwide. Today, Honda manufactures a wide range of motorcycles and scooters. There are products in the world ranging from the small 50-cubic Dunk to avant-garde off-road motorcycles such as the CRF450R. There are icons such as the GL1800 Gold Wing, Adventure Tours like the new CRF1100L Africa Twin, and the fast 160 kW CBR1000RR-R Fireblade. At the Moto Expo 2020, Honda's booth will be 182 square meters. Importers from Bultrac will present the full range of scooters and motorcycles. These include six and perhaps more premieres - the NC 750X with traction control, the CB500X, the CB1000R, as well as the NSC 110 Vision, NSS 125 Forza and SH300A scooters. All models - excluding the CB500X - were shown for the first time worldwide at the EICMA 2019 Milan in November. There may also be some surprise on the stand. Such was the racing prototype of champion Mark Marquez last year. The Africa Twin legend is also expected to arrive, but this information has not been definitively confirmed. The NC 750X is one of the most po[CENSORED]r on the market. It has been so since its launch in 2012. There are several reasons for its success. Its excellent twin-cylinder engine has high torque in the range from low to medium speed. The riding position is relaxed due to the wide handlebars and comfortable seat. The NC750X has a large windshield that provides great wind protection. The 745 cc twin-cylinder engine has a power of 40.3 kW @ 6250 rpm. The torque is 68 Nm @ 4750 rpm. The engine is very economical and can travel 28.6 km with one liter. The machine has 2 levels of Honda Selectable Torque Control (HSTC) that can be switched off. Adventure style features high-tech suspension, traction control and Honda's unique DCT (dual clutch transmission). This makes the NC750X a motorcycle with compelling all-round appeal. The two-cylinder CB 500 X is for those motorcyclists who have ridden 125cc so far but already have the A2 category. The CBR 500 X provides an excellent opportunity to obtain a reasonably priced motorcycle providing serious adrenaline and true pleasure. Not only beginner motorcyclists but also experienced connoisseurs are model oriented. The reason lies in the high quality and reliability, complemented by exceptional design. In addition, the model is characterized by exceptional technology and low operating costs. The comfortable and upright position of the driver and the wide handles provide excellent visibility and high maneuverability not only in extreme roads, but also in urban traffic. The engine is 2-cylinder in-line, 4-stroke, with 8 valves DOHC, liquid cooling and volume of 471 cubic cm. Power is 35 kW or 48 hp. @ 8500 rpm The maximum torque is 43 Nm @ 7000 rpm. The fuel tank has a capacity of 17,7 l and a consumption of only 3,5 l per 100 km. Over a million SH Series scooters have been sold in Europe in the last 34 years. They are a symbol of the status of a first-class machine, backed by the quality and reliability of Honda. The flagship SH300i, with its compact design and 16-inch front and rear wheels, bears all the positive blacks of the SH. It has a 279.1 cc engine with a maximum power of 18.5 kW @ 7500 rpm. and torque of 25.5 Nm @ 5000 rpm. This motor provides maximum response for both city and highway use. The SH300i became the first Honda with the EURO4 in 2015. The engine received increased torque and fuel efficiency. The chassis has been revised to expand luggage storage. Honda Selectable Torque Control (HSTC) now supports rear wheel grip on wet or slippery surfaces. Honda's smaller Forza 125 scooter is designed specifically for discerning customers in Europe. Forza 125 combined
  20. Bulgaria at war on ticket rubbing EU's poorest move to ban private lotteries and put industry under state control, AFP reports Bulgarian lawmakers have taken a step toward banning private lotteries and putting the industry under state control, AFP reports, informing of the accusations against the gambling boss - Vasil Bozhkov, "one of the most powerful businessmen in the country" - for organized crime. The amendments to the Gambling Bill passed by Parliament at first reading sti[CENSORED]te that the state-owned Bulgarian Sports Totalizer will be the only operator that can organize lottery games, inform the agency and continue: "Bulgarian lawmakers want to generate money to fund sports and limit the sale of lottery tickets, which can even be bought at Bulgarian grocery stores." 3 million people admit to playing gambling in our country The agency cites the words of MP Valery Simeonov, who proposed the changes, saying that the lottery's turnover is huge - over BGN 600 million (300 million euros, 330 million dollars). "This move was followed by an investigation into alleged tax evasion by the two largest private lottery companies in Bulgaria, which shows that a loophole was used in the legislation to avoid paying over BGN 210 million in state lottery fees," it says the agency. She further describes the search of the offices of the two companies owned by Vasil Bozhkov and his home. The arrest of 16 people, including eight members of the Gambling Regulatory Commission, was also reported. For a year the Bulgarians gave BGN 1 billion for coupons "Vasil Bozhkov was indicted in absentia on 7 charges, including for being the leader of an organized criminal group, for extortion and for attempting to bribe an official," quoted AFP quoted Chief Prosecutor Ivan Geshev as saying. "Geshev called Bozhkov an oligarch and added that he had" fled Bulgaria "and would be wanted with a European arrest warrant," the publication added. AFP also quoted a statement from Bozhkov's Nove Holding, saying the shares and accusations were "aimed at taking legitimate business by force." "Bulgaria has long been considering better regulation for the lucrative sector, as in recent years thousands of its citizens have been covered by a ticketing obsession. Observers raised concerns about the dangers of widespread gambling addiction in the poorest EU Member State, especially among young people, France News Agency concludes
  21. A new unprecedented attack is set in Africa The magnitude of the disaster is truly biblical North Africa is threatened with unprecedented outrage. In Kenya swarms of grasshoppers are the largest of at least 70 years. Hundreds of millions of insects literally blind the locals. The magnitude of the disaster is truly biblical. Although the insects do not cause direct harm to humans, they destroy any vegetation, including pastures and agricultural crops. The outrage is so great that the Food and Agriculture Organization of the United Nations has described it as an "unprecedented threat" to food security and livelihoods for the Horn of Africa. Grasshoppers began gathering last June in Eastern Ethiopia and Northern Somalia. At the same time, 2019 was one of the wettest years in East Africa, and the warm temperatures and heavy rainfall created the perfect environment for insect breeding. Now in Ethiopia grasshoppers are so many that they literally cover the sky. According to the Food and Agriculture Organization, the destructive potential of this scourge is unprecedented. Even a small swarm of grasshoppers can eat a day's crop enough to feed 35,000 people. And the region has been experiencing food problems for years. About 700,000 decares have already been destroyed in Kenya. The locust plague is expected to continue until at least June this year. Moreover, the disaster is mounting as the weather in the region, where the rainy season is currently, remains warm and humid. Swarms are able to travel up to 150 kilometers per day. And under suitable conditions, such as the present, the number of insects in a relatively short time can increase about 500 times. Constantly alert for fresh food and warm, rainy conditions, some swarms have already migrated to Iran, Egypt, Eritrea, Saudi Arabia and Yemen. The Food and Agriculture Organization said the only way to curb the scourge is to spray with insecticides from the air. The UN has already allocated $ 10 million for this purpose, but at least $ 70 million is needed. "This devastating locust of grasshoppers is beginning to destroy vegetation in East Africa with alarming speed and ferocity," commented UN Deputy Secretary-General for Humanitarian Affairs Mark Lowcock.
  22. What is going on here!

     

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