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D A R K™

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Everything posted by D A R K™

  1. Come ts3 Now i need you !!

  2. Tryder it save you from attack zombies
  3. Counter Strike 1.6 PUBG MOBILE MineCrafts Free Fire Fortnite Modern Combat Roblox Call of duty Pes 2020 Fifa 2020
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  5. Happy Birthday my best friend ❤️
  6. There have been quite a few games that play with gravity—Antichamber's mind-bending puzzles, or Dandara's explosive wall-jumping. William Chyr's first-person physics-based puzzler, Manifold Garden, also lets you mess with the force of gravity, but in this game, your playground is the neverending, boundless realms of infinity—not terrifying at all. Waltz up to any visible surface in Manifold Garden's geometrical world and it lets you flip gravity so that the wall becomes the floor. Using this perspective-shifting ability, players are tasked with solving a number of gravity mani[CENSORED]tion puzzles and work out how to progress through Manifold's many eternal spaces. You're forever being confronted with colossal towers, cathedral-like buildings, massive windows, neverending flights of stairs—it's bonkers. There are giant cubic trees that grow square blocks that you can pluck from their branches like fruit. As you walk through geometric runes your footsteps echo through the tower's many impossible floors and doorways. Manifold Garden's puzzles, thankfully, are not impossible and require you to move cubes onto buttons. Sounds simple enough, but the catch is, unlike Portal's companion cubes, these can only be moved when they share the player's gravitational orientation and the matching button is past a number of obstacles. These puzzles take place on immense floating structures that require you to wrap your brain around navigating impressive spaces. Flipping from one surface to the next and running across expansive parts of the architecture feels like trying to solve a Rubix Cube, examining all the different sides and possible moves to get a clear idea. Taking inspiration from Escher's Relativity print, one moment you'll be running up some stairs and slowly it will shift so that you're actually going down them. Manifold's world is cleverly shaped so that it wraps around itself in a never-ending loop, meaning that if you look out into the distance you can see the same structure that you're standing on mirrored all around you. It's like standing in one of Yayoi Kusama's famous Infinity Mirror Rooms. These rooms are lined from floor to ceiling with large, glossy mirrors and as you step into the space, the reflection of the mirrors creates the illusion that you are floating in midair with an infinite landscape stretched before you. Manifold Garden transports you directly into that space, a place where you can explore the spectacular and spellbinding idea of infinity. Stepping off the edge on one of these structures, you'll fall directly into the structure underneath you, one of its many twins. A useful way of getting around the maze of Pagodas and walkways. Flipping and free-falling from one surface to the next completely twisted my perspective of the world but Chyr has created some simple but effective signals so that you don't lose your head. Each direction of gravity is assigned a colour, meaning that all surfaces and objects that align to that direction are colour coded. For example, I could see which way the red cube was going to fall because it would fall onto a red surface. There are also music cues that play when you're on the right track, and parts of the environment will emit a pulse showing you where to go when you have finished a puzzle. As you traverse Manifold Garden's impossible structures and solve its many puzzles a narrative starts to emerge, but given its wordless minimalism it's all very interpretive. There are clues that you are rebuilding something, restoring ancient runes, recovering cubes from a lost civilisation, and planting seeds to grow trees, but it's hard to say exactly what is going on. For me though, Manifold's ambiguous story added to the mysticism of the game and emphasised its weird otherworldly vibe. The ambient music and soft chimes make you feel like you're entering a calm sacred space, but it also has moments of explosive force where the architecture comes crashing around you in a million tiny pieces only to then get rebuilt into another world. It's a joy to try and work out Manifold Garden's impossible geometry and world wrapping. It's an intricate and impressive spectacle and one that took William Chyr seven years of development to make—and it shows. When I finished playing it the first time I immediately started again, just to revisit some of those infinity rooms. It's strange that a gravity puzzle so grounded in physics can emit a serene, almost divine, energy—it's like a unity of two worlds. With Manifold Garden, Chyr has joined two opposing forces creating an ethereal physics puzzler.
  7. As I'm playing The Legend of Bum-Bo, I find myself in a David and Goliath situation. It's me, an angry naked baby with a monobrow and a trash bag, versus a huge gelatinous blob three times my size. This grotesque, writhing monstrosity known as 'The Duke' coughs up a continuous stream of flies that keep hitting me. It's taken me several turns and precious health to set up, but I'm ready for a final attack. I've set up my poo barricade, I've got plenty of teeth and snot, and I have collected loads of wee just in case I need to cast an ability spell. It's definitely grosser than David's rock and slingshot but the outcome will be the same. After this one turn I will be victorious. A nasty, but well earned, victory. Fans of Edmund McMillen's The Binding of Isaac will recognise Bum-Bo as the beloved passive item from Isaac's creepy basement. McMillen, together with James Interactive, have given the coin hoarding character his own game, replacing twin-stick chaos with a strategic turn-based puzzler. It's a fun twist on the traditional turn-based roguelike, though it's a little frayed around its cardboard edges. The story follows Bum-Bo the Brave as he ventures into a dark, damp sewer in pursuit of a mysterious creature who has stolen his special coin. It's a straightforward setup: match four tiles in a row to use items and abilities in battle, defeat the dungeon's enemies to progress. If you die, you start over from the beginning. The simple and streamlined structure keeps you focused on the calculated combat rather than the fact you're flinging poo at monstrous flesh creatures. In the beginning, you'll be fighting flies, rolls of toilet paper, and squishy slimes, but as you progress further into the dungeon's chapters the creatures start to take a dark turn. You might be up against a child-like monster with its eyes gouged out and blood pouring down its face, or a creature that's just a grotesque mass of flesh and bones. I prefer the creepy enemies over the toilet humour but there's a charm to McMillen's uneven universe—it has moments of body horror interspliced with a poo joke. The 3D cardboard cut-outs make you feel like you're trapped in a cardboard box along with a group of deranged papercraft dolls. Bum-Bo's actions are carried out by matching four symbols on a puzzle-board. Bones and teeth are used for physical attacks, poo is used as a defensive shield, wee droplets give you extra movement, snot is used to deter enemies for a round, and hearts replenish your health (but are hard to come by). Enemies are lined up in a 3x3 grid and you can choose between the left, right, and center lane to lob your chosen item, always hitting whatever monster is at the front of that column. Creatures will move around the grid, forcing you to adapt your strategy. Matching any of these items also grants you mana that lets you cast a number of spells, reshuffling the puzzle board, unleashing a powerful melee attack, or mani[CENSORED]ting enemy movement. There's a small shop in between rooms, and a bigger shop in between chapters where you can refresh your game plan by buying new spells. These are, of course, represented by creepy syringes. Deciding between the combination of different moves and spells elevates combat from a simple match-four system to a multi-layered battle of planning. You're not only reacting to this round, but setting up the puzzle board to help you out on your next turn, like setting up balls in the world's grubbiest snooker game. Each battle is a fun exercise in thinking ahead. Bum-Bo inspires forward-thinking, but there's a cardboard barrier to your strategies. Leftover spells from efficient play do not carry into the next room of the dungeon, leaving you at the mercy of the random puzzle board. It's frustrating that The Legend of Bum-Bo asks me to think ahead, but doesn't reward me for planning further than the box I'm currently in. A bigger issue is that the game froze on several occasions, erasing my progress. Fixes are coming, but for now be warned that a good run can end abruptly through no fault of your own. Despite this, I'm making slow but steady progress with The Legend of Bum-Bo. I've unlocked some new characters, and have gone deeper into it's dark, damp world. It's a smaller game than its predecessor but it feels more focused, with combat that offers a distinctive spin on turn-based strategy.

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

 

 

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