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R e i

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  • Birthday 10/03/2000

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  1. where are you my friends 

  2. MUSIC

    1. Show previous comments  7 more
    2. ZA KING

      ZA KING

      سقافقف-اقا

    3. ZA KING

      ZA KING

      الساقفسالفقاصسقفاصسقفاقسفاسقاقسا

    4. R e i

      R e i

      dude whats wrong with you

  3. hello talha.reason i was spaming is that none of admins werent replying at me.I accept that i blocked you 1 time but i let you go because was the starting of the mod.1 player said why talha why shot my lm?This question is on my prof.I dont distrub anyone i want to play in peace and resolve every problem if happens in the server.And 1 thing that u forgot.Before you did a gag first u need to make warning then make a gag.if i shot any lm amx_slay name command is avalilable.IF i block you all time please i need a proof
  4. ¤ Your name:Rei ¤ Claimed Admin name:Mr.Talha ¤ Date and time:before some minutes ¤ Reason of complaint:Someone got nemesis and he started shoting lm.he left the place and blocked in another place.I asked another admins for a slay and he gaged me.If i did something wrong please let the prof here ¤ Proof (screenshot or console or demo):
  5. o brz mshkr icik

    1. walker™

      walker™

      @Suarez ke ngatrru rein mer bab 😂

  6. have nice dreams.hope you understand this :D.you got what u deserved.

    1. Show previous comments  2 more
    2. robila

      robila

      I have to see my work like you, good night 😉

    3. R e i

      R e i

      ok.good night

    4. Crimson!

      Crimson!

      finaly he got banned he deserve it

  7. Grindstone Game info Developer:Capybara Games Platform:IOS, MacOS, Nintendo Switch Release:September 16, 2019 Genre:Adventure, puzzle Apply the minutiae of your daily tasks to the mechanics of Grindstone, and you’ve got a recipe for a satisfying lifestyle as far as we’re concerned. This methodical puzzle game has a delightful focus on the excitement of building momentum and a beautifully balanced sense of risk and reward. It’s also about killing monsters, which is an element that mostly does not directly translate to your real life, but they could be a metaphor, if you like.Basically, you’ll be presented with an all-too-familiar grid of colourful monsters called "creeps", and must trace a path through similar-toned beasties in order to build up a combo and move around the screen. You can go in the cardinal directions as well as diagonally and it's often possible to trace much longer paths of monsters than it initially appears, thanks to elements such as the introduction of larger, stronger creatures as well as other modifiers such as path-blocking bouldersThe effortlessness of building chains and the way the game flows mean that even as an essentially turn-based title, the action constantly feels dynamic, punchy and exciting. Strong art and animation contribute to this, but while it's well-drawn and a good fit, we couldn't help but find its character designs a touch familiar – a very en vogue sort of cartoon style, like you'd see on Cartoon Network. We're not wild about some of the music, either – one track called to mind the appalling PS2 title Crash of the Titans, which is never fun to be reminded of. Still, it all works, it's contemporary and it's never anything other than perfectly clear what you're doing.Ending a turn next to a monster in a... let's say irate mindset will see you taking damage, and as each level goes on you'll find more and more creeps taking (frankly, understandable) umbrage to your slaughter of their kin. As the screens get increasingly dangerous, you're incentivised to stick around and take out more and more monsters in order to acquire special items, such as keys to open chests or crowns worn by powerful, kingly opponents. It's a smart application of risk and reward, as once you've achieved each level's completion goal – defeating a certain number or certain type of enemy, for example – the most expedient move is simply to leave via the now-open exit. But that won't net you those bonuses, which you'll be using between stages to produce items from blueprints, craft useful bonuses and refill your waning health, which doesn't restore automatically. As you can likely tell, then, there's much more going on here than it will appear at first. Never wavering from its appealing simplicity, Grindstone's introduction of new elements drastically changes your approach to its challenges, and eventually, you'll need to make more and more use of the advantages offered to you. There are alternate outfits to be unlocked, which confer in-game bonuses, but most crucial are the aforementioned items. The ability to teleport to any space or execute a powerful spin attack can change the tide of a battle, but these boons won't recharge until the stage ends – some of them will even require you to expend resources in order to regain them.These resources are the, er, source of the only real issue that we had with Grindstone; there are a fair number of them and they can feel a little redundant – a firm reminder of the mobile origins of the game. Of course, there's nothing wrong with mobile games, but it's generally pleasant when the seams are a little less visible. We're not wildly keen on the gating of progress behind collecting certain items, either; while the requirements are extremely far from unreasonably demanding, it still feels like it runs against the otherwise freewheeling and friendly nature of the proceedings to suddenly drop a gate in the player's way and state "by the way, those optional objectives? They weren't entirely optional after all".It's a very minor issue, though, as Grindstone absolutely nails the most important thing about any game of this nature – the central mechanic of chaining enemies never, ever stops being fun. Factoring in the titular grindstones that allow you to switch colours mid-combo, there's so much to consider that no single turn is a no-brainer. Yes, occasionally there'll be situations where very few meaningful moves are possible, but you'll spend these planning ahead as you become more familiar with your arsenal and get better and more efficient at laying waste to wave after wave of creeps. There are plenty of levels, each with side objectives for additional replay value. The inclusion of boss battles which change up the gameplay further are also very welcome, but even without this well-tuned variety, Grindstone would still be an outstanding effort. It's such an accessible game; simultaneously challenging and incredibly friendly – booting the game lets you jump straight back into your last session, even mid-level, for example. It only took a single tutorialized level for me to be sold on Grindstone. I'm that into the core concept. Basically, it's a mishmash of colored gem matching and turn-based tactics, and it's executed brilliantly.Playing as Jorj, an adventuring dad who's definitely seen better days, you'll try to ascend Grindstone Mountain floor by floor, level by level, turn by turn. My initial read on the game had me thinking I was in for a punishing roguelike (since you need to top up your health between rounds and occasionally grind for gear-repairing resources), but it isn't one. Grindstone can be super tricky, but it's not a roguelike.Each turn, you'll trace a path between a group of red, yellow, blue, green, or purple monsters in hopes of making the largest chain possible – while also ending your attack in a safe spot and, ideally, setting yourself up for future success. It's that simple! (Except, in many cases, it totally isn't.) Like all the best brain-busters, you have to constantly consider micro and macro factors. You can't get tunnel vision.Jorj can move in eight directions (in other words, diagonals are fair game), and if he takes down at least ten creeps in a single strike, a gem will land on the map that can be used to string together an attack on different-colored monsters – for instance: a yellow group first, then green (or whatever else is in reach).That basic premise – generating enough momentum to clear the board when the time is right – factors into larger foes, who have HP and roam around. The longer your combo, the more damage you'll dish when you bump into a Big Guy. The principle also goes for breakable obstacles, trap-door-opening levers, skeleton-raising tombstones, bosses, and so much more. One of my favorite parts of Grindstone is seeing an enemy for the first time, working out its quirks, and using them to my advantage.Most levels require you to kill a certain number of creeps – or in some cases the smarter, non-color-coded creatures – to open the exit door. Here's the trick, though: even the simplest foes can be deadly if you ignore them for too long. Every turn, more and more puny monsters will become enraged, a signal that if you end a turn sitting beside them, you'll take a hit. By default, Jorj only has three hearts.When he bites the dust, you'll lose all of your items and progress in a level. Failure stings when you're deep into earning an optional objective (say, unlocking a treasure chest), or clearing a bonus challenge ("kill three bats in one chain"), or simply trying to depart from a long battle after a job well done. It isn't necessarily enough to win – you have to get out alive. There's a sense of mounting urgency. Grindstone System Requirements Minimum Requirements OS: Win Xp 32 Processor: Intel Pentium 4 1.8GHz / AMD Athlon XP 1700+ Graphics: AMD Radeon X600 Series or NVIDIA GeForce 210 System Memory: 1 GB RAM Storage: 500 MB Hard drive space DirectX 9 Compatible Graphics Card Recommended Requirements OS: Win Xp 32 Processor: Intel Core 2 Duo E4400 2.0GHz / AMD Athlon 64 X2 Dual Core 4200+ Graphics: AMD Radeon X1900 GT or NVIDIA GeForce GT 340 System Memory: 2 GB RAM Storage: 500 MB Hard drive space
  8. Wildfire game info GENRE: Indie DEVELOPER: Sneaky Bastards PUBLISHER: Humble Games RELEASE DATE: 26 May, 2020 Sidestepping any potential controversy about whether or not they exist or if their persecution is merely an expression of historical misogyny, I think it’s a universal truth that if you’ve got a Witch, you need to be able to burn it. It’s an alarming development, then, that Wildfire begins with the failed immolation of such. Jokes aside, it’s an effective and surprisingly stark in media res prologue; a compelling sequence you’ll see in context later. Look, if it’s a good enough narrative device for The Outer Limits, it’s good enough for any video game. Stealth games are a bit of a sticky wicket. Finding the middle ground between an experience organic enough to be immersive, but “gamey” enough to be fair is a bit of a balancing act. Traditionally, 2D takes on the genre have fared well in terms of raw gameplay but sacrifice edge-of-your-seat tension in favour of transparent, accessible mechanics. Wildfire is no exception. It’s a carefully designed, surprisingly adaptable take on side-scrolling stealth with a killer element mani[CENSORED]tion twist – but not even once is it heart-in-mouth scary the way that the stealth genre can be at its most absorbing. It’s up to you if you want something that leans more unpredictable, or a game like Wildfire that feels much closer to the likes of Abe’s Oddysee (more so than its own remake did, but we digress) in presenting you with all the tools you need to succeed, avoiding any gotchas or obfuscating mechanics.Movement is precise and highly regimented. It doesn’t feel natural per se, but it’s not supposed to. The granular nature of your character’s motion feels grid-based, which means the same thing will always happen if you push a direction, or hold ZL to run in said direction. The distance you can jump is set by stationary or running leaps, and if you screw up, you only have yourself to blame. That’s the ideal with games like this – nothing is more frustrating in the stealth genre than getting spotted with no idea how or where you went wrong. Wildfire avoids this by giving you all the tools you need to succeed from the off, adding more as you make your way through the game. Besides simply making it to the end of each stage you'll need to seek out Meteorite Shards for additional passive upgrades, hit switches to open gates that block your progress, and lead villagers to safety by escorting them as well as simply picking up the dozy sods and throwing them around. Many additional variables come into play; hiding in overgrowth, whistling to attract the attention of enemies, pickpocketing, sliding, climbing and – most prominently – casually mani[CENSORED]ting the elements. Yes, that title isn't just a random word. Your initial attempted roasting seems to grant your Witch the power of man's red flower, meaning you can suck in flames from any given source of such, then throw them around to create absolute carnage. Collectable upgrades let you extract ever more use from your pyromania, letting you bounce your fireballs off walls to terrify, trap or simply murder your opponents. Intuitive controls mean you'll always know exactly where a thrown ball of flame is going to end up, but not necessarily the extent of the destruction you'll wreak. It helps that despite being a fairly stiff, regimented game – and remember, that's not a criticism, merely descriptive – Wildfire has plenty of scope for, well, winging it. Thinking on your feet. Improvising. And sometimes, you'll have to, because you'll overlook some little detail and the ensuing chain reaction will quite literally send your plans up in flames. It's not just fire that you can play around with, mind. You'll also gain the ability to mani[CENSORED]te water and earth, like a murderous Captain Planet. Freezing bodies of water and constricting enemies in vines (among many other practicalities) offers a ton of marvellous opportunities to be sneaky and for the level design to get ever more complex. You'll want to keep playing just to see what opportunities for Rube Goldberg-style escalating madness you'll be able to kick off with a single action.Progressing through the game and levelling up your abilities can fundamentally change your playstyle in a way that keeps things fresh, also allowing you to return to previously-beaten stages in order to fulfil secondary goals and unlock even more powers. It's neat that Wildfire retains its challenge despite constantly giving you more and more skills and approaches to situations, but ultimately it is fairly linear in its structure. There's nothing wrong with linearity, but paired with the extremely methodical and entirely systems-based gameplay, it can occasionally feel more limited in its scope than perhaps is necessary. This kind of stealth game isn't for everyone and its artifice is writ very large, but it's a richly-designed game that tells a decent story, not a richly-designed story fitted around a decent game. Despite its thoroughly organised progression, Wildfire does throw in some nice curveballs to instil a sense of genuine anticipation to the proceedings. You can play the whole thing in local co-op, too, which is always a joy. The aesthetics let the game down a little, being as they're so unremarkable, but they get the job done and never obfuscate the challenges, level layouts or goals. Frankly, the music went in one ear and out the other but we suppose that just means it never got in the way of our enjoyment. It certainly looks nice enough throughout, but it seems to be lacking a certain something. Its visuals are reminiscent of a lot of other indie games of recent years and while they're far from bad, they didn't really stand out to us. The only major issue here is slowdown – when there's a lot going on, like guards panicking to and fro as an unquenchable fire rages – the game really chugs. It's a little odd, given that the graphics here don't exactly seem to be taxing the Switch, but will most likely be patched. Conclusion Taken at its intended pace, Wildfire is a thoroughly enjoyable and interesting game with a multitude of interlocking systems that caters to players who don't mind thinking on their feet if their best-laid plans go scorchingly awry. The slow pace and frustration of failure won't appeal to all (though checkpoints are generously placed) but for gamers who don't mind a bit of a slow burn (tee hee), Wildfire is an expansive and inexpensive title that's a healthy mix of tropes and ideas familiar enough to feel cosy, and unpredictable elemental action that rewards creative thinking. And the further through the game you play, the more interesting it becomes. An impressive debut.It’s rare, but once in a while I get the opportunity to play a special type of indie game. Over the years I can name just a handful of exceptional, yet underappreciated, titles that were serious contenders for game of the year. The likes of CrossCode, Recettear, and Owlboy come to mind. When I first saw Alba: A Wildlife Adventure, it immediately stood out. But I never imagined that it would become the latest entry on my all-time favorite indie games list. Alba: A Wildlife Adventure is an open-world adventure game focused on wildlife conservation. The small island of Pinar del Mar is a paradise full of unique and diverse animals. But as of late, it has been struggling to bring in the same level of tourism it once did. Concerned about the financial stability of the island, the mayor plans to introduce a large hotel to revitalize tourism. System Requirements OS: Windows 7 Processor: Intel Core i5-2300 / AMD FX-4350 Memory: 2 GB RAM Graphics: DX10 Adapter with 512 MB VRAM DirectX: Version 9.0c Storage: 310 MB available space Additional Notes: 4GB of RAM is required for integrated graphics cards
  9. Cyberpunk 2077 patch 1.06 has just been deployed on PS4 (and PS5 through backwards compatibility). Cyberpunk 2077 has been a hot mess of bugs, glitches and poor performance on the PC, Xbox Series X, PS5, Xbox One, and PS4. But developer CD Projekt Red is pushing out the 1.06 patch that should go some way to prevent game crashes and make the game a little more stable. CD Projekt Red noted that the patch will deliver “improved memory management and stability, resulting in fewer crashes” on game consoles. The patch also removes the 8MB save file size limit of the Cyberpunk 2077 on the PC. And in the game’s quests, the developer noted that Dum “Dum will no longer go missing from Totentanz entrance during Second Conflict.”My colleague Henry T. Casey put the game through its paces for his Cyberpunk 2077 review, and was deeply disappointed by the bugs and crashes the game threw up on his Xbox One X. And he wasn’t alone, as many other Cyberpunk 2077 players complained about the bugs and poor performance, all of which culminated with CD Projekt Red offering refunds and Sony pulling the game from its PlayStation Store. In fairness to CD Project Red, it looks like the game maker is working hard to fix the game, though it arguably shouldn’t have been released in such a state to begin with. Nevertheless, we’d advise you to wait for a few months for more fixes and patches to be applied before you go out and buy Cyberpunk 2077. Where to buy PS5: Latest restock update Which console wins? PS5 vs Xbox Series X Plus: PS5 price is not really $499 — this is the true cost This hotfix isn’t going to be the panacea to all of Cyberpunk 2077 woes. You’ll need to wait until 2021 for that, as CD Projekt Red has promised to push out “two large patches” in January and February to tackle performance issues on the PS4 and Xbox One, with next-gen updates coming for the PS5 and Xbox Series X next year as well.It's the game's second update in the space of a week, with this particular patch promising "improved memory management and stability" on consoles. In theory, this should result in fewer crashing issues — something that has plagued the open world title since launch on PlayStation platforms.
  10. Practicpate here.Mabye you will be the winner of the best giveaway.Take a place

     

  11. lmao congratulations and welcome to red color

  12. R e i

    [Review] WRC 8

    WRC 8 Game information GENRE: Racing, Simulation, Sports DEVELOPER: KT Racing PUBLISHER: Nacon FRANCHISE: WRC, Nacon RELEASE DATE: 8 Sep, 2020 Though it’s been through some hard times over the past 19 years, KT Racing’s WRC series has been steadily improving since the French development team’s tenure with the license began in 2015, and WRC 8 represents its biggest leap in quality to date. Packed with outstanding stage design and bolstered by a number of welcome improvements – including a much richer and more nuanced career mode – WRC 8 is certainly the most in-depth rally sim to ever wear the official license. Finally, it’s positioned to compete with the big names in the genre.Whether played with a pad or a wheel, WRC 8 is a satisfying arm wrestle and certainly the best-feeling WRC game I’ve played – and that extends back to Evolution’s memorable stint with the license back in the PS2 era. On a pad, the FWD cars like aggressive taps of the stick for countersteering – anxious drags just induce fishtailing. They also need keen tugs of the trigger to brake hard and step the rear out. The AWD WRC cars and their otherworldly acceleration and grip require much more finesse; you can pivot them on the throttle but they demand smoother inputs all around. On a wheel, however, it really starts to sing; it’s slippy but responsive as the tyres relentlessly claw at any surface, and the force feedback is impressive and effective. Watch the KT Racing team discuss WRC 8's improved physics in the video belowWRC 8 is the latest rally title from Bigben Interactive, and unlike Codemasters' simulation series, it's officially licensed -- all the cars, teams, and tracks from the real world sport are present and correct. It's a neat advantage, but having an FIA sticker on the box doesn't guarantee a good time on the track.Fortunately, the game delivers a decent racing experience, with plenty of ways to enjoy the official routes of this year's season. The Career mode, which you can begin in either Junior WRC or WRC 2, will take you through the calendar of events, but when you aren't racing, there's a couple of areas to sink your teeth into. You'll need to manage your schedule, your team, and the relationship with your car manufacturer to stand the best chance on the track. You'll also use XP towards a skill tree as you progress. If you aren't bothered about the management side of things, Seasons mode allows you to simply play rallies without any distractions. Single events, online matchmaking, and weekly events will keep you busy, too, and there's a training area where you can better get to grips with WRC 8's handling. Specific staff now need to be hired to fill six important roles, each of whom come with gameplay benefits attached to make those decisions feel meaningful. Skilled mechanics can accomplish more repairs within the limited window at the service park between stages; effective agents can wrangle invites to more exclusive one-off events; and canny meteorologists can forecast further into the future, giving you an idea about potential weather changes deeper into stages.Granted, it’s a little daft how quickly staff tend to tire considering they’re not the ones doing to the actual driving. For instance, while my co-driver and I spent several days slicing through Swedish tundra at speeds that would make even the sternest scrotum shrivel, my agent got so burnt out from sipping champagne and eating tiny triangle sandwiches in the hospitality tent that he needed a week off. It’s also more than a little incongruous that it’d be up to the driver to personally manage staff vacation time in the first place. That said, I think the crew management is still a good addition to WRC 8, injecting a welcome team atmosphere into what had previously been a pretty lonely experience.There’s also now a large skill and tech tree, shamelessly reminiscent of the R&D system that’s been part of the F1 games for several years now, and it adds a bunch of extra layers to WRC 8’s racing career. Whether you choose to apply upgrade points to improving your cash and XP awards or you opt to target strictly technical improvements is up to you. There’s a little bit of arbitrary game-y nonsense when it comes to managing bonus objectives (it’s illogical your reputation with your current manufacturer would take a hit simply for using a particular tyre compound during a rally if you’d also just won the rally) but overall it’s still a huge improvement from the entirely vanilla career experience of WRC 7.Watch the KT Racing team discuss WRC 8's stage design in the video below.A handsome looking racer, WRC 8’s lighting effects are particularly strong this year. Low sun pierces through the treelines and a spectrum of time-of-day conditions are on offer to really change up the aesthetics of stages run under different cloud and weather scenarios. Attention to detail has improved, too. Beading water, which was surprisingly sub-par in WRC 7, has been replaced with a much more modern and authentic rain effect in WRC 8. The suitably streaky effect that accompanies flicking the wipers on for the first time is nice, too (with dynamic weather, those of us who race in cabin view need to manually toggle the wipers any time it begins to rain, or if the windscreen has simply accumulated too much muck to see out of). The water-splash effects have had a boost as well, and they’re accompanied by a deafening blast as puddles pummel the undercarriage. WRC 8 arrived with a radically overhauled career mode that seemed to draw inspiration from both the Dirt and F1 games, turning WRC 7’s vanilla shuffle from one event to the next into something that made me feel as if I really had an actual race team around me. WRC 9 seems mostly the same in this department, but to avoid déjà vu it probably could’ve done with a way for returning players of WRC 8 to skip past the feeder series and get straight to the WRC championship proper.It’s also still pretty incongruous that it’d be up to a newly-hired driver to personally rotate staff out for vacation time, although it’s less annoying this time because team-members don’t seem to tire as quickly in WRC 9. The ridiculous bonus objectives have remained, though, and while the penalty for ignoring them or brushing them away is only slight, it’s still hard to swallow your current manufacturer reputation dropping after you win a rally, all because you had the audacity to… choose the best tyre compound for the job instead of an arbitrarily mandated one. Were you saving those tyres for a special occasion, lads? I thought I was doing the right thing using them to… drive faster than those other blokes.There have been a few refurbishments elsewhere, with a handful of subtle but welcome tweaks since WRC 8. The feeling of weight seems better, though cars are no less nimble; there just seems to be an improved sensation of bulk as your car dances across the gravel, which is ideal. There’s a new English co-driver whose delivery is more organic, though it’d be nice to have one who has the dialogue on-hand to be able to react in real-time to your good (or bad) driving. Additionally, the awkwardly stiff chase cam finally appears to have been nixed in favour of one that lets the car slide and pivot more on its centre axis while the camera remains facing forwards. Previous chase cams have seemed like GoPros attached to the back of your car on a broomstick and I found them virtually impossible to use.There seem to have been improvements made to the already excellent sound mix, too. Everything from the racket of kick-up from loose surfaces to worn brakes seems stronger in WRC 9, although I have encountered an odd bug on multiple occasions where the engine sound becomes soft and muted despite all other effects remaining at normal levelsLess ideal is the AI, the skill level of which is now determined by a slider instead of named difficulty levels. The slider suggests more control to dial it in right at the perfect level to match your own driving skill, but the disparity in the AI’s performance across rallies can often be strange, especially when they go from nipping at your heels at one event to lagging miles behind in the next, despite no changes to their setting. MINIMUM: Requires a 64-bit processor and operating system OS: Windows® 7 64bits Processor: Intel Core i3-2100 or AMD FX-4350 Memory: 6 GB RAM Graphics: Nvidia GeForce GTX 650 2GB or ATI Radeon HD 5870 2GB DirectX: Version 11 Storage: 19 GB available space Sound Card: DirectX Compatible Soundcard Additional Notes: 64bit Only RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 10 64-bit Processor: Intel Core i5-6600 or AMD Ryzen 5 1600 Memory: 8 GB RAM Graphics: Nvidia GeForce GTX 1060 3GB or Radeon RX 580 4GB DirectX: Version 11 Storage: 19 GB available space Sound Card: DirectX Compatible Soundcard Additional Notes: 64bit Only
  13. Baldurs Gate 3 Game Information Developer:Larian Studios Publisher:Larian Studios Release:6 October 2020 Genre:Role-playing From the roughly 20 hours of adventuring in Baldur’s Gate 3 at its Early Access launch, I can already tell you that this is probably the closest a story-focused RPG of this kind has come to emulating the experience of tabletop Dungeons & Dragons. The systems here allow me to do exactly the kind of clever but ridiculous things I would ask a human Dungeon Master if I can do. Rather than the simple “no” you would get from most RPGs when you ask if you can skip an entire quest by climbing around the backside of a mountain and sneaking into the bad guy’s lair, Baldur’s Gate 3 will tell you to roll for it. It’s an impressive start, but it’s definitely a very early early access game. There are just enough frustrating bugs and exposed areas of missing polish that a lot of people are going to be better off waiting until it’s finished before jumping in.The flexible interactions between character abilities and the world allow each class the chance to shine in ways they normally wouldn’t. My elven wizard always had a spell prepared that triples a target’s jump distance. While this would be a very situational ability in most games, not really worth spending a spell slot on, in BG3 it can allow you to reach hidden treasure, gain a vantage point to rain down destruction with advantage, or even bypass obstacles entirely by taking to the rooftops. I ended up having to remind myself to take a few combat spells because I was so excited about all the interesting ways I could use the utility ones in combination. I like to play my wizards as sort of mystical Swiss army knives on the tabletop, not the glass artillery pieces they are in most digital RPGs, and I’m so thrilled to be able to do that here. Larian treats level design and environmental interaction as part of how you win battles and solve puzzles, and it works brilliantly in their envisioning of Baldur’s Gate 3 certainly doesn’t accomplish both, at least not at the moment. It’s glitchy and overcomplicated, and it takes a lot of very patient work to get into the rhythm of playing the game. Once I got there, though, I was able to appreciate it and, even better, to consider what heights it might achieve in its final release.And it’s a beautiful envisioning at that. The environments and characters look amazing, rendered in a saturated but realistic style that definitely evokes the 5th Edition D&D books. It made me think of what Dragon Age might have looked like today if it had stayed a bit more grounded like Origins instead of bringing in the more stylized, graphic novel-esque look of Dragon Age 2 and Inquisition. As it stands in the early access version of the game, Baldur’s Gate 3 has very little to do with the narrative of the previous entries in the franchise. Rather than continue the story of the Bhaalspawn, their dead god of a father, and the magical burden of being born to be taken over by said dead god father, the player in BG3 has been abducted by telepathic mind flayers and infected with a “tadpole” in their noggin. If you don’t get the thing out of your head, the tadpole will take over your body and turn you into a tentacle-faced creature. Along with some fellow travelers with a similar problem, the player character sets out on an adventure to empty their mind. They’re dropped into a big, free-form world. Chaos ensues.Baldur’s Gate 3 pays clear homage to its predecessors through design choices that you can feel moment to moment as you play the game. It understands that, as someone living in a fantasy world, you’ll have to make constrained choices, and that you should be held to some of those choices, even if the long-term outcome isn’t great. If you choose to attack a fortress of goblins, they all know that, and you’ve got a lot of fighting ahead of you. Opposite to that, if you choose to be friendly and avoid conflict at all costs, you’re going to piss off the various people who are imprisoned by those goblins and want to make a violent escape. It is not simply the old saw that “choices matter” in the game. It’s that there are choices, and you make them, and you have to live with them. If you let a hag pluck out your eye and plop it back in, then you’re just going to have to live with that shit from now on. This really happens. If you let her take the eye, you can’t ever make critical hits again. Deal with it.The early access version of the game also has a few classic Baldur’s Gate quests that can best be described as “who’s lying?” These are quests wherein Person A tells you something about Person B, and when you talk to the latter, they tell you that Person A was lying the whole time. There’s no way to know who is truly correct, and in the end, you’ve gotta make a choice. Are the religious devotees telling the truth about the tricky tiefling leading the gnolls, or are they actually devils in disguise who are getting you to do their dirty work? You have to make a choice, and you’re not going to feel good about it. That’s classic Baldur’s Gate.There’s also nothing I could find to stop me from heading back to camp and resting after every single fight, though, which tilts the scales too far in the opposite direction. The game also fleshes out the Forgotten Realms, the world in which the previous games took place and the “default” setting for D&D right now. It now feels like a coherent and real place with religions and landmarks and governments and shared history. Baldur’s Gate 3 accomplishes this largely through environmental design and character conversations. The buildings and landscapes of this section of the game’s map are full of religious iconography, and the people you meet come from somewhere and have opinions about that place. It all feels like you’re seeing the smallest part of a bigger world.All of these successes when it comes to making something that carries the core of Baldur’s Gate are what makes the rest of Baldur’s Gate 3 feel off, especially the adaptation of 5th-edition Dungeons & Dragons. If you’ve never played D&D before, the best summary that I can give is that it is both comprehensive and based on many assumptions. By the former, I mean that D&D gives you rules for adjudicating nearly everything that could come up in a free-flowing tabletop role-playing game session. There might not be a specific rule for every single physics particle in your fantasy game, but all of the actions and interactions you could have in-game are at least covered somewhere by generalizable rules. But those rules are also based on assumptions about how certain classes, roles, and creatures in the world should interact with each other.One of those assumptions, for example, is that there is a divide between melee characters and spell casters. This dictates how many actions they can do, which skills they have access to, and how powerful they are in relation to monsters and each other. A cleric throwing their most powerful spells is always going to be more spectacular to play than a fighter swinging a sword every round. This also dictates how fighting mechanics like saving throws or hit points work. These assumptions are what ground the world, and when player desires begin creating friction with those assumptions, it can be a little annoying.I find D&D unplayable if you don’t throw out some of those rules and assumptions. “By the book” D&D is a hard pill to swallow due to the sheer amount of time it takes to do anything in combat or otherwise, and the game’s manuals make it pretty explicit that you should think of them as useful guidelines for adjudication and not the sole arbiter of how you play with tabletop products. As the Dungeon Master’s Guide says, “The rules aren’t in charge.This adventure, on the other hand, is compelling from the first minute, and is so rich with exciting characters, locations, and plot developments along the way that I never got bored. The cast is dynamic and complex, with excellent voice acting and dialogue writing even for minor players. Baldur's Gate 3 Minimum Requirements CPU: Intel i5-4690 / AMD FX 4350 RAM: 8 GB OS: Windows 10 64-bit VIDEO CARD: Nvidia GTX 780 / AMD Radeon R9 280X PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 150 GB DEDICATED VIDEO RAM: 3072 MB Baldur's Gate 3 Recommended Requirements CPU: Intel i7 4770k / AMD Ryzen 5 1500X RAM: 16 GB OS: Windows 10 64-bit VIDEO CARD: Nvidia GTX 1060 6GB / AMD RX580 PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 FREE DISK SPACE: 150 GB DEDICATED VIDEO RAM: 3072 MB
  14. No Man's Sky Game information GENRE: Action, Adventure DEVELOPER: Hello Games PUBLISHER: Hello Games RELEASE DATE: 12 Aug, 2016 No Man’s Sky was never going to live up to its own ridiculous hype when it was released three years ago. The game that launched in 2016 was equal parts impressive, confusing, and frustrating.But the post-launch support from Hello Games has been incredible. The studio released the Foundation update in 2016; Path Finder and Atlas Rises in 2017; Next, Abyss, and Visions in 2018; and now, Beyond in 2019.The No Man’s Sky of Beyond is a far cry from the No Man’s Sky of three years ago. It’s still the same idea, just better realized, and much closer to the vision that was originally pitched to players so many years ago.The first few moments of the game feel relatively unchanged from the original release. I wake up on a strange planet as an amnesiac spacefarer with a mess of broken equipment. I am a/the Traveler, and my first goal is to repair my stuff.My Exosuit protects me from various environmental hazards, my Multi-Tool lets me survey or harvest the resources around me, and my ship lets me travel the stars once I get everything up and running. I need to gather resources, craft components, and learn about the world around me in order to repair my gear, and I’ll later find blueprints that let me build new modules and structures as I trek across space. Nearly everything is trying to kill me, and everything from my mining laser to my life-support systems requires some form of fuel. Staying alive is going to be a challenge.None of this is new. The original version of the game threw tutorials at you to get you off that first planet so you could explore the galaxy. What’s different is how the game goes about getting you started, and how much more enjoyable the experience becomes once a healthy chunk of the busy work is removed.One of the biggest changes can be found in how the game is structured, and how much guidance I’m given about what to do next. I head to a space station after I repair my ship. Then I start building my own base. Then I staff that base with helpful aliens. Then I run missions for them to improve my base. I meet other enigmatic Traveler-types who point to a deeper, universal mystery that I can choose to explore and, ultimately, solve. I keep improving my base with my staff until I can build rovers and submarines that I can then use to explore more of each planet.Before I know it, I’m 50 hours into the game and I’m still running errands for a newly hired engineer. Exploring the universe used to get boring quickly when I barely knew what I was doing, or what accomplishing it was getting me. But the game now provides goals — build this, research that, go here — to keep me moving forward, and each new idea or system is explained when it’s introduced. Exploration comes to the forefront of the experience now that I’m no longer struggling to figure out what I need to do. The universe makes a lot more sense now, while still providing the same sense of awe that has always made No Man’s Sky such a fascinating game.The end result is a game that moves much faster, while educating you on its own world in a much more effective way. It’s a combination that feels like an improvement in both directions. There’s so much more to do in this latest version of No Man’s Sky, and almost all of it is enjoyable.I can also play in VR using updated menus and interfaces built specifically for this mode, although performance on certain setups can be rough.Beyond is not just about large, sweeping changes. Some of the improvements are as simple as being able to sit at a table with an alien NPC, or as complex as taming and riding my very own space critter — which I spend way too much time doing. There’s no real mechanical benefit to these things, but they make the experience richer, or at least a tiny bit more real.Making sure the many systems of No Man’s Sky don’t get in the way of enjoying the game is a major theme in the Beyond update. Inventory slots can now hold 10,000 units of a resource, which makes stockpiling huge amounts of commonly needed supplies much easier. I don’t have to spend nearly as much time managing my inventory to make sure I have room. The mining laser also works for much longer between charges, right out of the gate.Sentinels, the universe’s grumpy Fish and Wildlife Service drone army, are a lot less observant and trigger-happy while I mine planets, so I’m not constantly being attacked in a way that distracts me from my current goal.I can move upgrade modules around in my inventory, letting me optimize my loadouts. Placing upgrade modules in adjacent spots still gets you a boost to their enhancements, but I’m no longer stuck with them in a single position, or the place I accidentally installed them if I’m not paying attention. It all adds up to create the sense that the game is working with me, where I used to feel like I was forced to find enjoyment while working around the game. The parts that felt like work instead of play have mostly been massaged out, and good riddance.And I’m no longer alone in the universe. There’s a new hub, the Anomaly, which is now a logical in-universe gathering point for all the players exploring the stars. I can also interact with a host of new characters that provide more variety than the generic NPCs from the same three races I used to find on every space station. These are Traveler-like entities who take a similar interest in the universe. They crave information about exploration, sell me special blueprints, or just eat the food that I’m now able to cook.I can even team up with other players and take on missions together that will earn us all big rewards. I can invite those players into my universe, where we can explore and build as a team. It’s still a hostile universe where I have to scrape together resources to survive, but now I can ask for help.Luckily, the social experiences are all opt-in, so you can choose to keep the universe to yourself if that’s your preferred way of playing No Man’s Sky. But that isolation is no longer mandatory; space can now be a friendly place, if you’d like it to be.The update is free if you already own the game, so it’s not like you have to make a purchasing decision about whether to pick up the new content. And Beyond doesn’t change the core game of No Man’s Sky, so skeptics may still not be satisfied.But for anyone who feels like previous versions of the game were a near-miss, Beyond is the best excuse to reinstall it. The busy work has been scraped away (in most cases, at least), and it turns out there was a lot of fun to be had underneath that layer of frustration. But the same things that make playing No Man’s Sky a wonderful, habit-forming odyssey that would make Tom Nook proud often work against you -- like when you find yourself repeatedly grinding the same materials and crafting the same parts over and over again in an ongoing effort to fuel the numerous engines of interstellar life. You’ll spend tedious hours mining rocks to craft metal plates that you need to make starship engine fuel just so you can take off in your ship and see the still-impressive, completely seamless transition from ground to outer space and back again. And even though No Man’s Sky’s carrying limitations have been even further loosened with the Beyond update your inventory still fills up almost constantly, ensuring that the grind will never be defeated. With few ways to automate resource gathering, exploring the cosmos often takes a back seat to waiting for your mining laser to melt a tree into resources for minutes at a time.And, considering how central exploration is to No Man’s Sky’s appeal, it’s staggering just how many mechanics still seem dead set on preventing you from doing just that. No Man's Sky minimum requirements Memory:8 GB Graphics Card:NVIDIA GeForce GTX 480 CPU:Intel Core i3-3210 No Man's Sky File Size:10 GB OS:Windows 7/8.1/10 (64-bit versions) No Man's Sky Recomended requirements Memory:16 GB Graphics Card:NVIDIA GeForce GTX 1070 No Man's Sky CPU:Intel Core i7-4790 File Size:10 GB OS:Windows 10
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