Everything posted by King_of_darkcsbd
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If you wear glasses, you've likely discovered that wearing a mask + glasses + breathing = fogged up lenses. That's not exactly ideal for navigating the grocery store or maintaining social distance while staying safe amid the COVID-19 crisis. Obviously foggy glasses aren't a big deal; essential employees are overwhelmed and lacking the PPE they need. But foggy glasses are a major inconvenience for as long as wearing a mask in public is required. If you're trying to avoid the fog, two doctors have offered an easy solution: Use plain old soap and water.First, give credit for this "hack" to doctors Sheraz Shafi Malik and Shahbaz Shafi Malik, who published the idea in the medical journal Annals of the Royal College of Surgeons of England. This is their suggested technique: Immediately before wearing a face mask, wash the spectacles with soapy water and shake off the excess. Then, let the spectacles air dry or gently dry off the lenses with a soft tissue before putting them back on. Now the spectacle lenses should not mist up when the face mask is worn.I am no doctor, and I only started wearing a face mask eight weeks ago. But I have faith that doctors know what they were talking about, considering how much they wear masks. I put the suggested method to the test last weekend, as I had a few errands to run.For my trial, I used Mrs. Meyer's liquid dish soap. I messed it up the first time by wiping the soap off too hard with a towel, rather than letting it air dry. Even with wiping, the method worked pretty well. My glasses only got a tad bit foggy when I was lifting all my groceries from the cart to the car. When I tried it again, the correct way, I was blessedly fog-free while wearing my glasses and my mask. My local grocery store offers free disposable surgical masks, so I've used this method with those, but also with cloth masks my mom made for my family.Additional tips outside of the soap and water solution:Wear your mask securely against your faceMake sure your mask is high up above your noseYou can use a strip of paper towel on the bridge of your nose to help absorb some of the excess moisture from your breathIf you're interested in buying locally made masks, you can order masks from San Francisco, Seattle, and Texas. Disney also is selling face masks with favorite characters, like Baby Yoda and Mickey Mouse. If you own a cloth face mask (and not a disposable one), you need to be washing it to help protect yourself and others.Hearst Newspapers participates in various affiliate marketing programs, which means we may get paid commissions on editorially chosen products purchased through our links to retailer sites.Ana Suarez is the senior commerce editor for Hearst Newspapers. Email her at ana.suarez@hearst.com.
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The car industry is used to having huge challenges thrown at it. Legislators have long been setting aggressive targets around cutting tailpipe emissions to improve air quality, speeding up the hugely expensive development of electrified technologies in the process. Political issues such as the US-China trade war and, of course, Brexit have brought uncertainty to buyers and markets and hurt bottom lines. And all the while, buyers have been demanding ever-more sophisticated cars and technology with little willingness to pay more for it.Yet however high car makers have been asked to jump in recent years, they’ve managed to do so. But all this was before the latest challenge to hit the industry: Covid-19. And, as we’ll discover, it’s probably the biggest that the industry has ever collectively faced, touching all corners of the market all over the world, while none of those existing problems have gone away.Over the next two weeks, we'll be publishing a series of reports looking at the biggest issues faced by car makers at the moment. We'll keep this page updated with new articles, and all of them can be found on our industry news page.Coronavirus and the car world: latest updatesProduction lines came to a complete halt globally. Car sales have collapsed to zero or near-zero in many of the major markets. Oil prices have dramatically fallen. Millions of jobs have been lost. Economies have contracted by record amounts. Consumer confidence has all but evaporated. International borders have been closed. Each is a big problem on its own; collectively, the impact is unprecedented.Here, we attempt to analyse just what impact all of this will have on the British car industry – and find that, among all the bad news, there is hope and, in many cases, optimism that there remains light at the end of the tunnel.Just what are we facing?Remember Brexit? For years, the UK’s departure from the European Union was the only topic in the British car industry. Uncertainty over future UK-EU trade affected investment, contributing to job cuts and plant closures – and putting the future of several more British factories in doubt. To an industry already struggling with falling sales and the need to invest heavily in new technology, Brexit was, apparently, the biggest threat in decades. Perspectives change fast, eh? The damage wrought by this pandemic to the worldwide car industry in just five months makes Brexit seem positively trivial. Industry leaders must be nostalgic for the heady days of fretting about tariff-free trade. February seems a lifetime ago. Ultimately, Covid-19 is a health crisis, one that has already claimed more than 300,000 lives worldwide, with millions of people affected by illness or the effects of lockdowns. The social and economic impacts have been huge as well. As lockdown measures were introduced to slow the spread of the disease, virtually every car factory worldwide had to suspend production. Dealerships also shut, prompting sales to slump. In the first four months of 2020, global car sales fell by 29.2% year on year. In Europe, lockdown restrictions beginning in March massively hit sales in April: they were down 80%. In the UK, sales fell by 97% in April. With dealerships shut until June, May will be just as bad. Analysts don’t expect demand to recover for the rest of 2020 – possibly longer. The impact on car production in the UK has also been huge: from March until mid-May, when some restrictions in England were eased, it’s estimated that 240,000 vehicles were lost and at least 64,500 employees affected, many of them furloughed. Even as the lockdown begins to ease, the future is uncertain. Social-distancing requirements are forcing firms to rethink the way they make cars and will inevitably slow lines. It’s unclear how long it will take for sales to recover, and the financial impact of the lockdown will be felt industry-wide.
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Your computer is a personal storage facility, and it contains all of your most important, precious and private information. The problem is, your home computer is much easier to access than government or corporate computer systems, making you a prime target for the ever hunting cyber-criminals.Having any of your private information stolen or posted online would be devastating! But beware, it happens to more people than you might think: on average 1 in 4 people are hacked every day.With over 5 billion people using computers worldwide, it’s no surprise that cyber attacks have seen a dramatic increase and are now more common than ever. Hidden Malware can be found in po[CENSORED]r computer programs and emails. Not running regular security scans could pose a significant risk.The problem is, there aren’t many computer security applications that will protect you from these dangers for a reasonable price. Until now… Thanks to The Kim Komando Show we managed to discover TotalAV, the #1 Rated security product on Trustpilot. Now everyone knows the big names like Norton and McAfee, so when we saw this lesser-known provider ranked #1 with over 10,000 excellent reviews and a 5-star rating we thought we should check it out.TotalAV has partnered up with Windows trained developers and are giving away instant virus and malware security scans to all computer owners for free. As part of a special promotion that sees the renowned software provider, release their most sophisticated protection package yet and announce that they plan to have their protection in every home by the end of 2020.Sounds too good to be true? We thought so too… We’ve already seen millions of consumers rush to claim the complete protection plan.With TotalAV’s free security tool, you can utilize their advanced algorithm to detect hidden viruses and malicious deceptors in a matter of seconds. Then by activating their real-time protection & secure browsing feature, you can ensure that no single threat can make its way onto your device, ultimately keeping you, and your computer, safe.Out of 929 computer security products, TotalAV is ranked the #1 provider on Trustpilot, so it’s no surprise millions of Windows users are making the switch. Even Kim Komando herself, America’s Tech Goddess, chooses TotalAV to keep her computer protected.Why Are They Offering It For Free?Lead Product Manager, David, Explains; “Last year we saw thousands of consumers affected by the sudden increase in computer and smartphone malware. Our main goal was simple, we wanted to help users protect their personal information, identity, and online banking without fears that their computer may be compromised. On top of that, we added the browsing encryption tool to prevent internet providers or snoopers tracking our customers’ online activity.”He continues, “People already love the most recent system. Our plan is to give as many free scan licenses away so that the product goes viral. We would like to have our protection in every single home by the end of 2020 and we feel good knowing that we’re helping make life more secure for our customers.”This isn’t the first time that giving away products for almost nothing has been employed, big companies with large marketing budgets are no strangers to the giveaway tactic. Burger King gave away 20,000 free whoppers via Facebook in a similar event in 2013.What Makes This Protection So Incredible?TotalAV has a cutting edge algorithm that can detect and remove any viruses, adware, malware, and spyware that may be lying undetected within your computer. It’s common that hidden threats go undetected until they start to slow down your computer, bombard you with advertising or even steal personal information when browsing, shopping or banking online. TotalAV instantly detects any of these unwanted systems and removes them, ensuring your computer is never at risk.That’s not all; it also protects you from phishing scams that cloak links in emails to steal your personal data. Privacy protection, real-time security alerts, secure web browsing, virus removal, password manager, even a system tune-up optimizer are all rolled into one in this full Security Suite. TotalAV covers it all.This software is revolutionizing the way we protect our online devices, and completely automating the process.The good thing is, it’s super quick and easy to set up and you don’t need to be technical to get started. The process is extremely simple and it only takes a few minutes. It’s simple. If you have a Windows computer, you automatically qualify for a free copy. Just follow the steps below, or click here to claim your free copy now. You’ll soon see just how incredible this protection is.If you’re impressed by Total AV’s protection you will have the option to upgrade to an ultimate account for just E£29.99 (usually E£99.99 / you save 70% by getting the free scan first!).Claiming this promotion is a no-brainer. Check your computer’s security for free and get ultimate protection all year round for under E£30, with a no-risk 30-day money-back guarantee, no questions asked. Relax whilst being online knowing your computer is safe. Even if you don’t think you are at risk right now, the expiration date of TotalAV’s free scan is unknown, so you might as well take advantage of it and qualify for your discounted price whilst you can.
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(ANSA) - Pisa, May 26 - Italian tenor Andrea Bocelli on Tuesday donated blood plasma after saying he had had the coronavirus.Bocelli told journalists at a Pisa hospital that he had had mild symptoms, a slight fever, and had practically been asymptomatic.Speaking at the blood sampling centre of Cisanello Hospital, he said his wife and children had also had COVID-19, but were now fine.His wife had also given plasma for the study, led by the AOUP association of Pisa, into treatment for COVID patients.He said he had discovered he had the virus after taking a test on March 10.Bocelli said he hoped his plasma would help find a treatment for the deadly virus. New Delhi: The India Meteorological Department (IMD) said that heatwave conditions are slated to pea... Read more at: https://english.manoramaonline.com/lifestyle/news/2020/05/26/severe-heatwave-conpditions-to-peak-imd.html
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Shareby Lawrence Allan29 May 2020The owner of the Williams Formula 1 team has confirmed a plan to sell all or part of the company in efforts to raise fresh capital.Now widely reported, the decision would mean founder Sir Frank Williams relinquishing majority ownership of the once-dominant team after 43 years at the helm.In a statement, Williams Grand Prix Holdings (WGPH) has said this is the “right and prudent thing to do in order to take time to consider a full range of options and put the Formula 1 team in the best possible position for the future”.The statement list “various strategic options” that are being considered, “including but not limited to raising new capital for the business, a divestment of a minority stake in Williams Grand Prix Holdings, or a divestment of a majority stake in WGPH including a potential sale of the whole company”.Williams posted a loss of £13 million for 2019, selling a substantial stake in its Williams Advanced Engineering arm to a private equity firm to bolster its balance sheet. However, the coronavirus pandemic has brought into focus the financial struggles of a team now regularly competing at the back of the F1 grid.The British team, based in Oxfordshire, has also split with its title sponsor Rokit and major sponsor Rok drinks.The decision comes soon after F1’s owner, Liberty Media, introduced a budget cap for next season to ease the financial burden on team revenues post-pandemic.Today Renault chief financial officer Clotilde Delbos confirmed the French car maker's intention to stay in F1
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BMW has revealed a raft of upgrades for its class-leading 5 Series to fend off the newer Audi A6 and refreshed Mercedes-Benz E-Class, including new technology, new engines and the introduction of a 523bhp M Performance variant to the UK line-up.oo.The suite of updates to BMW’s executive mainstay also brings a new 389bhp 545e xDrive plug-in hybrid model into the line-up, plus UK customers will be able to order the 523bhp M550i for the first time. This variant has been on sale in mainland Europe since last year.Launched in 2016, the seventh-generation 5 Series has continued the success of its predecessors, with more than 600,000 sales achieved worldwide to date. The facelifted model is scheduled to reach UK dealerships in both its saloon and Touring estate guises in July.In a continuation of its electrification strategy, BMW has fitted its mild-hybrid system to all 5 Series petrol and diesel models with either a four-cylinder or six-cylinder engine. First introduced to the line-up on the 520d last year, it adds a 48V starter-generator and a second battery. Together, they provide an 11bhp temporary boost to the engine’s power reserves as well as a number of new fuel-saving features. These include a coast function that shuts down the engine for periods of trailing throttle, improved brake-energy recuperation and the ability for the engine to be automatically switched off at speeds below 9mph.Among the petrol models are the four-cylinder 181bhp 520i and the 248bhp 530i, as well as the six-cylinder 329bhp 540i. The 530i and 540i are available with standard rear-wheel drive or optional four-wheel drive. Above them is the four wheel-drive M550i xDrive. Available in saloon form only, its turbocharged 4.4-litre V8 engine delivers 523bhp and 553lb ft torque, enabling a 0-62mph time of 4.0sec.Three diesels are again available: the four-cylinder 188bhp 520d and two six-cylinder models, the 281bhp 530d and 335bhp 540d xDrive. The 520d and 530d come with standard rear-wheel drive or optional four-wheel drive, while the 540d is available with four-wheel drive exclusively. Changes to the six-cylinder diesel engine – including the adoption of two-stage turbocharging and new common-rail piezo injectors that operate at up to 2700bar – bring gains of 20bhp and 22lb ft to the 530d and of 20bhp and 15lb ft to the 540d.The petrol-electric plug-in hybrid 530e, which comes with standard rear-wheel drive or optional four-wheel drive, has been updated with the latest evolution of BMW’s turbocharged 2.0-litre four-cylinder engine. However, it continues to deliver the same nominal combined system output of 248bhp and 310lb ft as before, with 288bhp and the same 310lb ft available for 10sec via a so-called XtraBoost function. On a full charge, it has a WLTP-certified electric-only range of up 42 miles.New to the family is the four wheel-drive 545e xDrive plug-in hybrid, which uses the same 248bhp turbocharged 3.0-litre in-line-six-cylinder petrol engine and 107bhp electric motor as the larger 745e. Together, these provide a system output of 389bhp and 442lb ft, giving the 545e a 0-62mph time of 4.7sec and a governed 155mph top speed. The plug-in hybrid’s combined WLTP fuel economy is between 117.7mpg and 134.5mpg, with CO2 emissions of 49-54g/km. With a lithium ion battery mounted within the floor of the boot, the 545e achieves an electric-only range of up to 35 miles at speeds of up to 87mph, according to BMW. As before, all drivetrains are mated to a standard eight-speed automatic gearbox, with no manual option offered.Although the new M550i will head the range for now, a reworked M5 will be unveiled later this year. It’s set to sire a new M5 CS model with revised aerodynamics, including a rear wing similar to that seen on the M2 CS, M3 CS and M4 CS, plus lightweight carbonfibre-reinforced plastic components. Nothing is confirmed just yet but the future range-topping M5 model is rumoured to feature a newly developed V8 engine with even more firepower than the 616bhp twin-turbo 4.4-litre V8 used by Back to topExterior changes for the 5 Series are concentrated on the front grille, which is now wider and positioned lower than before. It also receives a new single-frame design, with a central element in chrome, and sits within a reprofiled front bumper.Styling tweaks have been applied to the headlights as well. They receive new graphics, with L-shaped daytime running lights and indicators located at the outer edges. LED headlights are once again standard, although there’s now a greater number of options, including BMW’s super-bright Laserlight high-beam option. There are also more heavily structured tail-lights similar in design to those that grace the latest 3 Series, as well as a redesigned rear bumper. Regardless of the model, all 5 Series are now fitted with trapezoidal tailpipes. Buyers can now choose between two non-metallic and eight metallic colours. These include new Phytonic Blue metallic and Bernina Grey amber-effect metallic as part of the standard colour range and new Aventurine Red metallic and Tanzanite Blue metallic within the BMW Individual range. The upgraded brake calipers that are part of the M Sport styling package can also now be specified in red as well as the previous blue.From the start of sales for the new 5 Series, BMW is offering an M Sport Edition model in Donington Grey, a colour previously available for the M5 only, or Tanzanite Blue, which can otherwise be ordered only via BMW Individual. Limited to 1000 examples, the model also has 20in alloy wheels and a raft of typical M Sport touches.BMW says the adoption of new bumpers has increased the length of the saloon by 27mm and the Touring by 21mm so that both now measure 4963mm. Refinements to the aerodynamics – most notably with underbody cladding and an active air flap control system for the radiator – net the saloon a drag coefficient that is described as class-leading, at 0.23Cd, while the Touring is put at 0.26Cd. Back to topInside, the 5 Series has the latest seventh-generation version of BMW’s iDrive infotainment system along with either a standard 10.3in or optional 12.3in central display. Entry-level SE cars get more kit than before, while M Sport estates receive black roof rails. Further interior tweaks are focused on the dashboard, which gains a new lower climate display alongside revised materials and gloss black centre console details.There are also new electric M multi-function seats, previously reserved for the M5, with integral head restraints and added side support as part of an optional M Sport package.The new 5 Series is available to order UK now, with prices for the saloon starting at £37,480 for the 520i SE. The estate commands an extra £2250. M Sport trim adds £3500 across the range, while M Sport Edition models are priced from £45,480.The newly added 545e xDrive, which will enter production in November, is priced from £54,945 in SE trim. The flagship M550i xDrive costs £67,595 – around £30,000 less than the current M5 Competition.
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Taur (PC) Developer: Echo Entertainment Publisher: Echo Entertainment Released: February 19, 2020 MSRP: $24.99 I was sold on Taur, a tower defense game about a literal laser-firing tower, in a single screenshot.It's a weekend-eating strategy title about keeping hordes of robots, tanks, and bombers at bay, and while its minimalist aesthetic might seem low-key, its sense of scale and destruction are anything but.Taur is the type of game you might see pop up on Steam and play on a whim. It's an itch-scratcher. For better and for worse, what you see is (mostly) what you get with Taur.As the commander of the "Prime Cannon," you'll have to fend off warmongering bots one day at a time. Each day, you'll take on one of a few possible missions that feature different enemy types and tactics (some are wave-based; others are all-out offensives) as well as different rewards (used for upgrading your almighty tower and expanding it outward with auto-targeting sub-towers). The game is pretty good about letting you know what to expect before you commit, but you have to think long-term.Depending on how a mission goes, you'll gain or lose ground in a global conflict. If you lose repeatedly, your campaign may end prematurely, so the stakes can feel high after investing a few hours in Taur. On my first playthrough, I ended up backing myself into a corner with less-than-ideal stat upgrades, too many alternate weapons, and not enough regenerative health or shield capacity. Don't be like me!After a fresh start, I made better choices on the (surprisingly big) skill tree. In the beginning, when resources are scarce, your best line of defense is, well, you. You have 360-degree control over the Prime Cannon, which starts with a railgun and can eventually be decked out with a laser, surface-to-air missiles, limited slow-mo, healing drones, and other destructive playthings. It feels so good to use.If there's one thing Taur nails above all else, it's the look, feel, and impact of shots. Things crumble. The more passive, traditional tower defense side of the game is fine, but everything to do with your direct control over the cannon is brilliant. I never got tired of it, even after passing the hundred-mission mark. Further into the game, once you've stockpiled resources, you'll be able to afford mini-towers on a regular basis. This is where things start to get hit-or-miss for Taur. I love the idea of surrounding your central tower with other, smaller structures – you can have around 70 in total, and the battlefield becomes a chaotic sight to behold – but the balance doesn't always feel right (or interesting enough).There were times where I'd burn through multiple missions in a row without getting That One Crucial Resource needed to buy new towers; other times, I'd be flush with the stuff. If a tower gets destroyed, you'll be refunded, but the same can't be said of skill-tree unlocks – they're permanently locked in.That format isn't as conducive to experimentation as it could be. There's also a feeling of diminishing returns. After a couple of hours with Taur, you'll recognize the ebb and flow of most levels, and they'll begin to mindlessly blur together as the same tactics work against the same semi-randomized formations time and time again. You can get far with only a few big ideas in your playbook.The game kind of just keeps going forever until you can take down the Imperion Overlord, a battle-cruiser capable of spawning endless (?) hordes. I couldn't beat it on level 50. Using an almost maxed-out Prime Cannon on level 100, I came so close, but still couldn't bring it down. Its health bar is obscene. I'm not sure I'll try again – it can be a while before the Overlord resurfaces – but I still enjoyed my time with Taur. The game is almost there. With balance tweaks and more mission variety, it could be great.As is, Taur has a wonderful central idea – it lets you tear up the place with a ridiculously powerful sci-fi cannon that's a joy to control – but the elements surrounding that core concept aren't as fleshed-out, refined, or engaging. It's the kind of game that leaves you wanting a sequel that can fire on all cylinders.[This review is based on a retail build of the game provided by the publisher.] CPU: Info CPU SPEED: Dual Core CPU RAM: 4 GB OS: Microsoft Windows 7.1/8/8.1/10 VIDEO CARD: Graphics card with DX10 (shader model 4.0) capabilities PIXEL SHADER: 4.0 VERTEX SHADER: 4.0 FREE DISK SPACE: 3 GB
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We're not sure why the 2020 Mini JCW Countryman ALL4 has such a sad clown face. It's a hip little crossover that offers family-friendly seating for five wrapped in distinctive Mini Cooper styling, and that's before the John Cooper Works (JCW) model adds some serious go-fast goodness. There's no reason for the Countryman to look so sulky. Hey, Mini, you're fun! How about a smile?The Countryman's frown isn't as obvious on its lower trim levels, but the all-wheel-drive JCW model gets flashy red outlines around its grille, even if you don't choose a strawberry shortcake two-tone paint scheme like the one on our test car. Along with the scarlet trim, JCW cars have different badging and wheels from the standard Countryman. The contrasting details work with some color combinations better than others. Those who are nostalgic for the holiday season will love the forest green-and-red pairing.
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Game informationDevolopers: Wolfire GamesRealesed: 14apr,2020Genre: Adventure,casual,free to play,action Platforms: PC Racing for 'pink slips' might not sound terribly dangerous or macho, but Juiced's take on street racing offers far more thrills and spills than EA's comparatively safe Need For Speed Underground series, on which Juiced is clearly based. Great, right? Thrills and spills... that's what we want. We want a game in which we can gamble away our winnings and lose the cars we've modified and raced for hours on end... don't we? We've been mollycoddled by our games in recent years, lulled into thinking that they exist only to serve us - not like the old days when games existed to beat you to a pulp, or be beaten by our acts of intense concentration and skill. Juiced is old-school. It starts out innocently enough: buy a car, tweak it a bit, enter a race and win some cash. But this is far removed from NFSU's comfortable cycle. If you lose, you lose - there's no opportunity to try the An evil wizard is searching for the Eternal Crystals to power his malicious machine. Help treasure hunter Tiko in his epic quest to find the crystals and save the galaxy from certain doom! Challenging platforming action: Run, jump, fly, swim and shoot through 14 different worlds! With tons of collectibles, bonus stages, unlockable outfits and secrets. Old school platforming action from the DOS era with gamepad support! Classic pixel art graphics: Discover hundreds of colourful cartoony pixel art animations. Extravagant enemies, bizarre bosses and wacky weapons, imagination knows no bounds! Original soundtrack: Over 40 tracks of catchy synthesizer music with a hint of disco, funk and rock. race again, and no option to reload a game. If you bet against a racer and finish behind them, your stake is gone. And worse, if you bet your pink slip - the ownership of your motor - that's gone too. Not a problem, of course, if you win every race, but like any decent racer there are plenty of factors that can derail your charge to victory. Shunts into scenery, barriers and other cars will cause damage that not only costs money to repair, but can also slow your progress. Other drivers won't spare their own paintwork if they spot an opportunity to stymie you. Finally, Juiced's handling is a little quirky: rear-wheel drive cars suffer from oversteer and are best avoided. And while understeer is only a problem over 140mph, you never feel that you're able to place the car precisely on the track. The price for losing is heavy, but the rewards for winning are great. Accrue money and cars and you'll have a garage stacked with flash motors, and you'll also attract other drivers to race in your crew. Car models and upgrades are pleasing, particularly the classics, and if you're consistently successful you can cover all the classes (separated by horsepower) with different vehicles and drivers, competing in most of the races. Despite this game's rescue by THQ from Acclaim's drowning clutches late last year and the extra months' development time, it's still a rung below the games it emulates in terms of all-round quality. The Sprint racing - almost identical to NFSU's - is particularly tricky to judge and unsatisfying. Paint jobs I applied to some cars failed to show up on race day, while absurdly granny-like "SLOW DOWN!" warnings pop up far before you need to when approaching corners. Juiced fails to find a balance between the sweet and the sour, so will be a turn-off for those who like a guaranteed reward. But to others it'll be a tangy throwback to the old days, and for that we can't justifiably condemn it. Juiced is out for PC, PS2 and Xbox on 17 June and will be out for mobiles later this summer. can be a damn shame when there's something that could've been cool, but with the fickle nature of fate it has been given a metaphorical kick to the curb. That may a bit melodramatic, but it's pretty much what has happened with Juiced. While the game isn't spectacular it would've received a much warmer welcome last year when the game was going to be released by Acclaim. Well, Acclaim bit the dust and THQ has picked up the game, but in the past year other titles have raised the bar and Juiced is looking even worse in comparison. Since last fall we've seen the releases of Gran Turismo 4, Forza Motorsport, Need for Speed Underground 2, Burnout 3: Takedown, and Midnight Club 3: DUB Edition. These are all fine titles that cover the spread from simulation and realism to arcade and over-the-top action. Some of these games cover extensive street-style modifications on the cars such as body kits and decals aplenty. So now with Juiced entering into the street-racing fray it looks more and more like the little brother that's trying to be cool, but still needs some time to grow up a little. To provide some flavor of the street culture, Juiced starts out with players choosing their name and group name as well as their cell phone. After that, there's a quick race against T.K., the leader of the Urban Maulerz crew. Win the race and a bet against him and players can start the game off with $47,000 in their pocket to buy a car and get going in their new life. The initial selection of a Volkswagen Beetle GLS 1.8T, a Honda CR-X, or Peugeot's 206 GTI is a little small at first, but more cars get unlocked as the game progresses. After this initiation to the game the career mode is set up around a calendar that's filled up with different races on about half of the days. Some of these races are free , but most of them have an entry fee. Each race has a purse that can be claimed by the winners, but the bigger money can be made by making side bets against the other racers. So even if the player doesn't come in first, they can still clean p by beating the one person they bet against. Of course, they can also lose quite a bit of money and if players get stuck in a position with very little cash it can be hard to get out of that situation and one of the game's crucial flaws appears. The cars can take damage in the different races and as such there is almost a tax on entering races due to the cost of repairs. By not winning a few races, losing a bet or two, and banging up the cars a bit, players can see their savings get close to zero. While mysterious strangers will always come in to help fix the cars if the player doesn't have enough money for even that so they can keep racing it's easy to get into a vicious cycle of not having enough money ever. Even worse is that later on in the game the free races get rarer and rarer so that once the player can't afford any of the races the only option is to skip through the whole calendar, day by day, and pray that a single free race will come up in which to get some cash to afford a much-needed upgrade. If that race gets shot, then it's another long wait. All of this time spent flipping through the calendar is the reason why the career mode drains the fun out of the game. After a while of trying to get some cash up again, I was looking out at the other racing games in m collection where the goal was to simply race and if I ever wanted to just jump into a race, I could. If I messed up one race, then I could simply try it again instead of trying to farm my way back up to a decent bank account. There are other ways to make money, but once again they fail to bring any excitement to the game. Instead of actually driving in the different races there are a couple of other options: attending or letting someone else drive. As players' reputations increase in the driving world they'll assemble a crew of drivers. These are needed for the team races where victory is determined by which team gets all of its cars across the finish line first. In the regular races, they can be put out there on their own. The more they race, the better their skill gets and the more likely they are to win. The other option is to attend and simply bet on any of the drivers. Each driver has been given odds on their winning and so it is theoretically possible to turn a hundred dollars into a few thousand with some careful betting. The only problem with these two methods is that every race that is being driven by someone else or being bet on has to be played out in real-time. In GT4 there is the B-Spec mode that allows for the race to at least be done in triple speed, but here there's no other option than to watch the entire thing. Or it's a good time to do something else, like write an e-mail or few, whatever's your pleasure because watching a computer drive in Juiced is as much fun as reading some online forums and wondering when the first idiotic response will appear. There is some strategy in telling the drivers on your crew how hard to drive, but even that is just choosing from a couple of options. There are hard, medium, and easy levels of driving, but the last one is rarely used. All of this suddenly makes accounting look like an extreme sport and it's when the cars spin-out and end up facing the wall that one seriously begins to question whether there's any point at continuing at all. Once the AI has come to a stop and is facing the wall it will slowly back up, make the most minute of turns, and drive into the wall again. It will keep on doing this until the hidden overbrain of the game completely resets the car back on the track and it can keep on going. After spending way too much time trying to bet or watching other cars drive I was spent wishing yet again that this racing game was all about racing. The career mode fleshes out the world with other characters to race against and impress in order to open up other parts of the game, but the oppressive calendar system takes away any chance of just jumping right in to race in the career mode. Making bets against specific people makes the game more personal, but that's about the only aspect that should be salvaged here. Life has enough problems without a game reminding you that having no money still sucks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7/8/10 64-bit Processor: Core i3 2.4 Ghz RAM: 4 GB of memory Graphics: Intel HD 4000 Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2Core i5 2.8 Ghz Memory: 8 GB RAM Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Nickname: King_of_dark Age: 19 Link with your forum profile: https://csblackdevil.com/forums/profile/77723-king_of_dark/?wr=eyJhcHAiOiJmb3J1bXMiLCJtb2R1bGUiOiJmb3J1bXMtY29tbWVudCIsImlkXzEiOjMzNTI4NywiaWRfMiI6MTgyNzk0NH0= How much time do you spend on our channel ts every day?: 7 hours and more Where do you want to moderate? Check this topic : devils club and free time ScreenShot as you have over 30 hours on CSBD TS3 Server (type ''!info'' in CSBD Guard) : Click Link with your last request to join in our Team: https://csblackdevil.com/forums/topic/336963-request-journalist-pheonix/ Last 5 topics that you made on our section: First second 3nd 4th 5n
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Serbia’s ambassador to Podgorica, Vladimir Bozovic, was called in by the Montenegrin Foreign Ministry on Tuesday because he posted comments on Facebook condemning public broadcaster RTCG for showing a video of Marko Perkovic, a Croatian nationalist known for using a World War II fascist Ustasa slogan in one of his songs. Bozovic said after the meeting at the ministry he had no intention of interfering in RTCG’s editorial policies. “I respect the state of Montenegro. But like all Serbian people, I am especially sensitive about the fascist Ustasa movement,” Bozovic told media. Montenegrin Foreign Minister Srdjan Darmanovic told a press conference on Tuesday that Bozovic’s comments on Facebook, in which he called for those responsible for showing the video to be sanctioned, were unacceptable. “Foreign ambassadors were not invited to interfere in who will be responsible for what in Montenegro,” Darmanovic said. Some political parties and civic activists have asked for RTCG managers to resign because the video was broadcast on May 9, which Montenegro celebrates as the Day of Victory over Fascism in Europe. On Monday, the RTCG management punished the editors of the channel’s morning programme and music programme by imposing 20 per cent salary cuts for the next two months. “The editorial policy of RTCG was and will be the same, based on anti-fascist and European norms,” the head of RTCG, Bozidar Sundic, said in a press release. Concerts by Marko Perkovic – nicknamed ‘Thompson’ after the machine gun -regularly cause controversy in the Balkan region. In May 2018, Perkovic was acquitted of a public order offence for chanting an Ustasa slogan, “Za dom spremni” (“Ready for the homeland”) at a concert in the town of Slunj in Croatia. In June 2017, Thompson held a concert in the Bosnian town of Mostar in support of former Bosnian Croat ex-officials on trial in The Hague for war crimes, where around 8,000 people chanted “Za dom spremni”. At a Perkovic concert during the 20th anniversary of the Croatian Army’s victorious Operation Storm in August 2015, many in the 80,000-strong audience chanted “Za dom spremni” and “Kill a Serb”. Back in 2009, his performance of a song called ‘Jasenovac and Gradiska Stara’ – the names of Ustasa-run concentration camps – also caused outrage.
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Game informationDevolopers: Wolfire Games Realesed: 14apr,2020Genre: Adventure,casual,free to play,action Platforms: PC THIS IS NO ARCADE SHOOTER, THIS IS 100% GUN MECHANIC REALISM Receiver 2 simulates every internal part of each firearm based on manufacturer schematics and gunsmithing resources. Learn exactly how each sidearm works, including how to load and unload them, clear malfunctions, and operate their safety features. NOT YOUR ORDINARY FPS You won't find any loot crates or bullet sponges here. Every enemy can be destroyed by a single well-placed shot, using ballistic simulation based on data from shooting incident reconstruction textbooks. Practice the Receiver virtues of resilience, focus, and courage to resist the Threat. FEATURES Sidearms modeled down to every spring and pin Enemies with physically-based damage models Ballistic modeling of ricochets, penetration, and bullet drop Train your mind to defend against the Mindkill Become literate in how guns actually operate FAQ What is Receiver? We created the original Receiver game for the "7-day FPS" challenge to explore gun handling mechanics, randomized levels, and unordered storytelling. With Receiver 2, we are doubling down on the aspects that made the original stand out: the detailed firearm controls and the tense, surreal atmosphere. Why are you so obsessed with guns? Love them or hate them, firearms are everywhere in our culture. If you want to understand it then you must understand them as well. While many games include firearms, we felt it was time to have a game that is actually about them. Are there people or animals to shoot in Receiver? We don't believe so. All our information suggests that the Threat will only dream killdrones to attack you after the Mindkill, but there's no way to be sure. How is Receiver 2 different from Receiver 1? Receiver 2 has the same basic gameplay structure as the first, but more of everything. There are many more sidearms available in Receiver 2, and while Receiver 1 simulated several moving parts for each gun, Receiver 2 simulates *all* of the moving parts. Does Receiver 2 have online multiplayer or VR support? No, Receiver 2 is designed to be a single-player experience played on a monitor with a mouse and keyboard. What is the Mindkill? You are not yet ready for that knowledge. Only a Receiver who has truly Awakened can understand the nature of the Threat. MATURE CONTENT DESCRIPTION The developers describe the content like this: Receiver 2 has detailed simulations of real firearms, and themes of mental illness and self-harm. If you get your gun out too quickly in Receiver 2, you’ll shoot yourself. Pop a bullet through a window while you’re standing too close, and you’re asking for a shard to slash through your jugular. Or maybe for the debris to jam up your rounds, leading to deadly miscalculation the next time you run up against a turret. Bleep. Click. Dead. The slightest mistake can be fatal, and this is what makes Receiver 2 one of the most captivating games I’ve ever played. You need to intensely examine your environment. That’s how it sucks you in, how it demands every drop of your focus. You’re crawling through apartments and arcades, across rooftops, warehouses and deserted scaffolding, eyes and ears peeled for a telltale whirr or splash of blue. A turret can kill you in a second if it takes you unawares. You can’t afford to drop your guard. To progress, you need to find five cassette tapes without dying. They’re discreet little bastards, tucked amongst shelves or strewn about the floor, lurking in overlooked corners. These cassettes will tell you what you are, what your situation is, and lecture you about the finer points of gun safety. They’re stepping stones along the path to enlightenment, and work best when they’re cryptic and vague. This is how you deal with the Mindkill, they say: this is how you’ll beat whatever’s trapped you in this dream of metal and death. And very fiddly guns. You start off with a straightforward revolver. Easy mode. To reload, all you need to do is open the chamber, tip out your spent cartridges, whack in each individual bullet, then slam the chamber shut. You can flip the hammer down too, if you’re feeling fancy. Every step demands a different button press, one more move in a convoluted tango. So many games have got me comparing combat to a dance, but only Receiver makes me apply that to reloading. Collecting five tapes rewards you with a slight change of scenery, and punishes you with a new gun. You’d think a semi-automatic pistol would be an upgrade, but that’s because you’ve been playing with the magic weaponry packed by every other videogame. Do you know how many ways a Glock 17 can misfire? You will. You’ll have to deal with stovepipes and double feeds, and sob over incomplete seals on injection ports. At first these problems will be all-consuming. You’ll learn, though. You’ll surprise yourself, whisking through a mid-fight fix as if you emerged from the womb wielding a Colt M1911, and possessing innate knowledge about how to keep it properly oiled. The sequences get drummed into your muscle memory, freeing up vital bandwidth to focus on one of the many other things that can go wrong. Those turrets? They’ll go down in one shot, if you hit their camera or their feeding mechanism. If you hit that mechanism then they’re helpless, even if they don’t look it. The first time I plucked up the courage to save my ammo and walk into the yellow glow of a disabled turret, I felt like a god. The second time, I got shot dead because I’d overlooked the bullet remaining in the turret’s chamber. That’s the magic, right there. The predictable yet unpredicted consequences of carefully modelled systems, spelling out disasters you didn’t take the time to read. It’s logical. It’s fair. It lets you learn where all the spikes are hidden, pushing towards mastery over a world that will kill you the moment you take your eyes off any part of it. Even loading in with your finger on the trigger isn’t safe. Playing Receiver 2 is like holding the blade of a kitchen knife between your fingertips. You can always feel the weight of it, the threat. Every encounter is an event, a mountain to be climbed and descended from with caution. It demands your total attention, then plays with it in clever and excruciating ways. If I ever find out who’s idea it was to leave poppable, panic-inducing balloons floating around the place, I will punch that person in their face. And then buy them several drinks. I’m very close to calling it a masterpiece. Everything I’ve mentioned so far is cruel but reasonable, and succeeds because it asks so much – but sadly, that doesn’t apply to the pacing. Unless you get lucky, stumbling on the tapes you need can take forever. That turns progress into an unwelcome test of endurance, where the slightest slip up can undo everything. I might only die to one turret in twenty, but that’s enough to keep me at the bottom rungs, where they’re the only enemy that spawn. I can see why, but I know I’m missing out. With turrets, the pressure always comes from within. You can stay behind cover, with all the time in the world to sort out whatever calamity has befallen your firearm. That’s not the case with the terrifying flying buzzsaw drones, where any faff is fatal. I’ve only brushed up against them a couple of times, and they have turned my brain to jelly. I relish that mind-melting panic, and wish those drones appeared earlier, as they do in Receiver 1. Locking that terror behind hours of perseverance is a missed opportunity, and making it so that quitting the game undoes some progress is an infuriating misstep. It’s far from a dealbreaker, though. I’m enthralled enough to keep trying, to keep trawling through familiar corridors. There is still suspense in every moment, because I know how easily each moment could go wrong. I can still revel in the discipline required to shoot a turret, recognise that I’ve disabled its firing mechanism, and stand still as it turns around. I can still freak out at inspired surprises I won’t spoil, and delight in paying attention to every little detail. The result was a tense and tactical shooting experience, one where you had to think carefully before pulling the trigger. The premise for Receiver 2 is essentially the same, but more. It offers a larger canvas, more guns, and more detail on each of those guns. Prior to playing Receiver 2, I had one major reservation. While Receiver’s concept was original at the time of launch, today there are about a half-dozen VR games that offer a similar basic concept, with more tactile fidelity and nuance than Receiver’s keyboard-based controls could possibly offer. Hence, I was concerned Receiver 2 would launch as an anachronism, that its gun simulation would feel clunky and dull compared to games that let me mani[CENSORED]te weapons with my own (virtual) hands. Click to enlarge As it turns out, such concerns are needless. Receiver 2’s gun simulation is incredibly satisfying. Your starting weapon is a Colt Revolver, which is aimed and fired using the mouse like any other FPS weapon. However, every other working part of the gun has its own unique control. You need to press E to release the chamber, press V to remove the shell casings, press Z to insert new bullets, then press R to replace the chamber. You can also depress the firing hammer with the F key, which makes you shoot ever-so-slightly faster. The weapons also feel *fantastic*. That tiny Colt Revolver is terrifyingly powerful, cracking like a bullwhip whenever you pull the trigger. Later weapons, such as the Colt 1911, the Glock and the Desert Eagle are equally well-designed. It’s also surprising how quickly you become accustomed to what seems like a complex control system. After the first half-hour or so, you’ll be able to complete the reloading process in a matter of seconds. Click to enlarge So, the guns are great, which is good news. Sadly, I have issues with basically every other aspect of Receiver 2’s design. Structurally, Receiver 2 is less an FPS and more a survival horror. The premise is you’re in a city afflicted by the “Mindkill”, a debilitating psychological phenomenon that afflicts people in terrifying ways that I won’t spoil. To safeguard yourself against the Mindkill, you have to listen to “Receiver Tapes”, cassettes scattered around the game’s procedurally-generated environments. Standing between you and these tapes two types of enemies, stationary turrets, and flying drones that kill you with a powerful electric shock. There are no human enemies in Receiver. Personally, I find this quite disappointing, although I understand the creative reasoning behind it. Receiver is not a fast-paced action game, and these two enemy types act like guards in a stealth game. The turrets squat on a position, forcing you to come up with a plan to either deal with them or go around them, while the drones chase you around the level, creating tension as you fumble with the controls to make your weapon fire-ready. Click to enlarge They’re also as intricately designed as the guns themselves, with multiple components that can be disabled by shooting them. Shooting the rotors of the turret disables its ability to turn, while shooting the light on the barrel disables its capability to identify targets. You can even shoot the ammo container, spilling bullets onto the ground that you can pick up and use yourself. Nonetheless, wandering around shooting the same ol’ turrets gets dull pretty quickly. It doesn’t help that they’re so small, which makes them unsatisfying to shoot, a big problem in a game fundamentally about shooting things. Yet this is only a minor issue compared to the progression system, which is one of the worst I have encountered in a very long time. To summarise, collecting 5 tapes on a level results in level completion and an increase in your rank, which provides access to new guns and harder challenges. But when you die, it doesn’t just send you back to the start of a level, it actually reduces your rank, equivalent you throwing you back to the start of a previous level. Click to enlarge It’s an unbelievably hostile design choice. Not least because you will die a lot playing Receiver. Not only are those turrets surprisingly tricky considering they can’t move, there are also plenty of opportunities for accidents in Receiver. For example, holstering your Colt 1911 without putting on the safety can result in a misfire, giving yourself a fatal bullet wound in the leg. That’s a cool idea. Having a misfire cost me two levels of progress is absolutely not As if that wasn’t bad enough, you also lose all your progress on restart. All of it. Now, Wolfire has said its going to address these progression issues, but at the time of writing they’re very much present and very much unwelcome. I don’t mind restarting a level on death, but constantly losing ranks just makes me want to quit the game and knowing that I’ll lose all my progress on quitting makes me not want to play it at all. Click to enlarge Even if those progression issues were completely resolved, I can’t help but feel that Receiver’s interesting mechanical ideas are hindered by a lack of scope. It needs more enemy types, more environment variety, and just a bit more depth to differentiate itself from the original. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7/8/10 64-bit Processor: Core i3 2.4 Ghz RAM: 4 GB of memory Graphics: Intel HD 4000 Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2Core i5 2.8 Ghz Memory: 8 GB RAM Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Game informationDevolopers: ECC GAMES S.A.Realesed: 7 mai 2020Genre: driving,Racing Platforms: PC Why Early Access? “Our goal is to create a game that will fulfill the dreams of drifting fans. We've put a lot of work into the key mechanics of car tuning, and we've also done our best to simulate the realistic behavior of drifting cars. We would like to fulfill the expectations of our title, so we decided to tighten our cooperation with the community and work on the game together.” Approximately how long will this game be in Early Access? “We are assuming that the Early Access phase will last several months. During this time we will be adding new tracks, cars, game modes (including multiplayer), fixing bugs and refining key features according to the suggestions received from the community. We want to follow a strict action plan, and updates will be released regularly every few weeks.” How is the full version planned to differ from the Early Access version? “The full version of the game will offer many more cars and tracks. There will also be new challenges and game modes. The game will also feature a multiplayer mode, which will allow you to create your competitions.” What is the current state of the Early Access version? “DRIFT21 currently offers: - Car tuning in the garage, over 750 parts, and extended paint shop mode. - A practice mode that allows you to train your drifting skills. - More than 20 challenges in different modes on Ebisu DriftLand, Ebisu School and Ebisu Minami.” Will the game be priced differently during and after Early Access? “We want to appreciate and thank all those who decide to help us improve the game, so the price will be lower for the entire period of early access. Once all the key elements have been introduced and the game has been fine-tuned, the price will be raised. The higher price of the game after the release of the full version of the game will allow us to further develop it.” How are you planning on involving the Community in your development process? “Collecting feedback and suggestions from the community will be very important to us. Thanks to the feedback from the players, we will be able to refine the main features of the game to meet the expectations of virtual drift fans.” DRIFT enthusiasts are generally diehards and above all very knowledgeable about car mechanics. Also, it must be admitted that very few games have succeeded in satisfying the thirst of these particular amateurs. This will be done in 2021 with the release of the game DRIFT 21 on PC, Xbox One and PlayStation 4. The game will be subject to an Early Access on Steam this spring which will allow us to better know what this title will hold for us. In closing note that it is the publisher 505 Games which takes care of the distribution of the game, those same in charge of the excellent Assetto Corsa. Approximately how long will this game be in Early Access? “We are assuming that the Early Access phase will last several months. During this time we will be adding new tracks, cars, game modes (including multiplayer), fixing bugs and refining key features according to the suggestions received from the community. We want to follow a strict action plan, and updates will be released regularly every few weeks.” How is the full version planned to differ from the Early Access version? “The full version of the game will offer many more cars and tracks. There will also be new challenges and game modes. The game will also feature a multiplayer mode, which will allow you to create your competitions.” What is the current state of the Early Access version? “DRIFT21 currently offers: - Car tuning in the garage, over 750 parts, and extended paint shop mode. - A practice mode that allows you to train your drifting skills. - More than 20 challenges in different modes on Ebisu DriftLand, Ebisu School and Ebisu Minami.” Will the game be priced differently during and after Early Access? “We want to appreciate and thank all those who decide to help us improve the game, so the price will be lower for the entire period of early access. Once all the key elements have been introduced and the game has been fine-tuned, the price will be raised. The higher price of the game after the release of the full version of the game will allow us to further develop it.” How are you planning on involving the Community in your development process? “Collecting feedback and suggestions from the community will be very important to us. Thanks to the feedback from the players, we will be able to refine the main features of the game to meet the expectations of virtual drift fans.”Why Early Access? “Our goal is to create a game that will fulfill the dreams of drifting fans. We've put a lot of work into the key mechanics of car tuning, and we've also done our best to simulate the realistic behavior of drifting cars. We would like to fulfill the expectations of our title, so we decided to tighten our cooperation with the community and work on the game together.” Formerly known as Drift 19, but now renamed DRIFT21 to be more in line with its planned release date, the game from ECC Games has just been entitled to a new gameplay trailer that announces its early access. Published by 505 Games, and borrowing a lot of elements from the Car Mechanic Simulator game, Drift 21 will let you tinker with your car from A to Z in order to transform it into a real "Drfit missile" worthy of a D1 Grand Prix competition. With a maximum of official parts, engines, and chassis, the combinations promise to be innumerable. Better, here no question of going to smoke the tires on unknown tracks since the title will take us to the most prestigious Japanese destinations for this discipline. The Ebisu circuit and its multiple routes are already confirmed, and we expect other big names like Nikko Circuit, or Sportslands Yamanashi. Early access will start on May 7 exclusively on PC via Steam for € 24.99.DRIFT21 is a fully immersive drifting simulation – with real licensed cars and tracks – featuring different drifting styles: power drift, handbrake and clutch kick. Build your dream drift car, change parts, boost performance and show your skills on Japan’s legendary EBISU circuits! Surrounded by a cloud of burning rubber, 505 Games and developer ECC Games have revealed DRIFT21, a new drifting simulation game that will be heading into Steam Early Access next week on 7th May. Inspired by the Japanese drift racing scene, DRIFT21 will let you dive deep into tuning your ideal boy racer fully licensed car, chaging parts, boosting performance, and then testing you abilities on Japan’s EBISU circuits. To ensure realism, everything in the game has been created using 3D scanning techniques, from the cars and components, through to the real drift tracks that you’ll be hooning around on. To start with the car tuning garage will feature over 750 parts and a paint shop mode, while there’s 20 challenges to take on across a variety of game modes, in addition to a simply practice more to get to grips with the drifting in the game. Of course, ECC Games will be adding to the game throughout Early Access, bringing new tracks, cars, and game mode, including multiplayer, to the table. Naturally they’ll be listening to the community for feedback and suggestions. Now, I’ll level with you here: drifting is probably my least favourite aspect of racing games. Sure, it looks cool in arcade racers, where you get simplified mechanics, but as soon as you mention “simulator” in relation to a game, drifting becomes far too obtuse for my tastes. Hopefully ECC Games can manage to straddle the breadth of gamers, even with the game being a simulator. I’m sure there’s plenty who really want that high end drift simming, but as long as there’s assists and some healthy handholding for newcomers, that should help broaden the audience. Of course, a lot of that will develop and grow toward the game’s full release. A month or two back the car you are looking set a new world record for high speed drifting. On a smooth, extremely wide runway in Dubai, with a Japanese gentleman called Masato Kawabata at the wheel, this highly modified, half-a-million-pound Nissan GT-R travelled for some 50 metres going completely sideways – at a measured angle of over 30 degrees from dead ahead – at an average speed of just over 190mph. Which, you will surely agree, is utterly and heroically insane. What is arguably even more ridiculous, however, is that Nissan has allowed a small selection of fruitcake car journalists to drive this most extraordinary of GT-Rs. Not only that, they also allowed us to drift it down a runway, not at quite the same speed as Kawabata-san did in Dubai, true, but still at sufficient lick to at least get a gist of what that record run might have felt like. And the answer, somewhat amazingly, is; nowhere near as mad or mind boggling as you would think. And that’s purely because the modifications carried out to this unique GT-R have been executed with one very simple goal in mind; to make it as easy to drift as it is humanly possible to be. So despite the fact that it has 1390bhp and over 1400nm courtesy of its 4.0-litre twin-turbo, nitrous injected engine, and is rear rather than the normal four wheel-drive, it’s actually quite a friendly thing to drive. With deliberately soft responses to its steering and suspension, and, most of all, from its OS Superlock rear differential. Nissan GT-R 1,390bhp drift car - drift 2 20 Even the rear tyres have been reduced in size and, therefore, grip to enable the thing to go as sideways as possible, as easily as possible. And as for the extra steering lock that’s been engineered into the rack, think forklift truck and you might get a vague idea of how far you can turn the wheel before you reach the lock-stops; at 100mph plus this, they say, is a crucial element in the world of high speed drifting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7/8/10 64-bit Processor: Core i3 2.4 Ghz RAM: 4 GB of memory Graphics: Intel HD 4000 Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2Core i5 2.8 Ghz Memory: 8 GB RAM Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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After almost seven weeks of lockdown in the UK, the measures are being eased. Across Europe, people are already seeing an easing of lockdown measures, as businesses reopen and children start going back to school. Here is how Europeans are emerging from life under lockdown. Germany: Shops reopen and football resumes Image copyrightREUTERS Image caption Bayern Munich are among a number of Bundesliga clubs to have recently returned to training Germany has begun opening up: control of lifting the lockdown will now be in the hands of Germany's 16 federal states. But Chancellor Angela Merkel has stressed that an ''emergency brake'' will be applied anywhere that sees a surge in new infections. Shops of all sizes are now allowed to reopen, with extra hygiene and social distancing measures Shops smaller than 800 m2 have been allowed to open since 20 April, alongside car dealerships, bicycle shops and bookshops Schools have been partially reopened for young children and those taking exams. All other classes will return gradually throughout the summer term Border controls are being eased on 15 May with Austria, France and Switzerland and then lifted on 15 June Bundesliga football matches resume behind closed doors on Saturday 16 May - the first big European league to do so Two different households are now allowed to meet up with each other Big public events like festivals are banned until at least the end of August!
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Game informationDevolopers: Real Game MachineRealesed: 8 mai 2020Genre: Adventure,indie Platforms: PC Marcus Pitt, a young man whose only claim to fame is that both his parents work at a university, is drawn into the horrors that have emerged on the campus of the very same institution. His journey to find his parents, or at least find out what has happened to them, will take him into his worst nightmares – the seat of learning has been transformed into a place of death and horror. As he makes his way through the madness, Marcus will have to fight to make it out alive and with his sanity intact. Starting with just a handful of items to help him navigate the dimly lit corridors, he has to summon all his strength to survive and continue the search for his parents. Even though it might already be too late, his hopes of finding them alive will not die – unlike everyone else on campus, who already seem to have met their own gory end. Explore and look for clues that will help you unravel the mystery of how a university has become a slaughterhouse. Keep your eyes open – your flashlight could die any minute and engulf you in darkness. Sneak along corridors, explore every room you come across, and backtrack to find more clues and access additional parts of the university’s campus. But remember – whatever has happened here, evil has now seeped into every part of this immense university. Main Features Immersive survival horror experience – You never know where enemies will appear from in the darkness. Replay value – Challenge yourself in three difficulty modes, from beginner to hardcore gamer. Keep low and quiet – Stealth is the key to survival... sometimes! Explore – Find items, resources, and collectables to uncover every secret. Hear that?! – An atmospheric soundtrack and ambient sounds that will make your blood run cold. Engulfing VR experience DLC – Completely immerse yourself in the horror with virtual reality (available for HTC Vive). Backtrack – Unlock additional parts of the map. Your exploration will be rewarded! Horrifyingly deadly enemies – Each one is different, so make sure you know what you're doing before you approach them. Remember that 'FOLLIA - DEAR FATHER', was developed by ONLY 2 DEVELOPERS MATURE CONTENT DESCRIPTION The developers describe the content like this: Blood and gore in realistic graphics. Implied and occasionally displayed violence on human and human-like characters. Mutilated and dismembered bodies. Fear-inducing atmosphere, events and characters. Nudity. Follia: Dear Father is a stealth survival horror game from Real Game Machine that’s filled to the brim with gore and blood. It’s slated for release on SteamVR (specifically Vive) and PSVR, along with PC, PS4, and Xbox One, this fall. In Follia you play as Marcus Pitt on a trip to a university campus to figure out what’s happened to your parents. But upon arrival, it’s clear that something sinister has taken hold putting your sanity and life at risk. Judging from the game’s description, it sounds like it will lean heavily into the survival theme and focus on shocking, gory details: “Starting with just a handful of items to help him navigate the dimly lit corridors, he has to summon all his strength to survive and continue the search for his parents. Even though it might already be too late, his hopes of finding them alive will not die – unlike everyone else on campus, who already seem to have met their own gory end. Explore and look for clues that will help you unravel the mystery of how a university has become a slaughterhouse. Keep your eyes open – your flashlight could die any minute and engulf you in darkness. Sneak along corridors, explore every room you come across, and backtrack to find more clues and access additional parts of the university’s campus. But remember – whatever has happened here, evil has now seeped into every part of this immense university.” All of the footage and screenshots appear to be from the non-VR version of the game, so if I had to guess I would image it won’t have roomscale support or motion controller support. I think we’re looking at a head-tracked only VR game like the good old days of 2016 and prior. That being said, it looks excellent visually and gives off a very strong, creepy atmosphere. I’m certainly intrigued to see what this is like inside a VR headset. Related Posts Gorgeous Survival Game The Forest Is Finally Getting A VR Mode If you're a VR veteran there's a good chance you've heard of The Forest before.… Ultrawings Developer Teases Next VR Game VR flight game Ultrawings has built up a solid fanbase since its initial launch over… Resident Evil 7 Takes Home Best VR Game At The Game Awards The Game Awards just announced the winner of this year's best VR game, and Resident… It’s a problem that is as widespread as it is unspoken; it’s far too easy to get to sleep at night. Even simply staying in a dark room no longer brings the time-honored sensation of dread as you pick up on bizarre audio queues as your house settles around you. Is it too much to ask for the opportunity to, once again, make a mess in our pants as we attempt to play through a horror game that actually freaks you out for the length of the title? Fear not, horror connoisseurs, the development studio Real Game Machine appears to be hot and ready to make you jump at every sound for the next month of your life with their upcoming title, Follia – Dear Father. The studio has recently released a new trailer that shows the game in action, and the unsettling vibes are readily seen in the forty-five-second trailer. Still not spooky enough? Follia – Dear Father will also be entirely playable using VR, so you can experience maximum immersion as you run for your life from another ungodly horror. Admittedly, the trailer is also bringing a few questions with it, as well. Namely in terms of the enemies, that has been an apparent point of pride for the studio as it inches ever-closer to a Q1 2020 release. A large point of the game is that the enemies are diverse and dynamic, coming from almost anywhere to rip your face off (or whatever these monsters want to do, maybe you just dropped your wallet in the tutorial and they’re trying to get it back to you). The singular enemy seen in the trailer isn’t necessarily fitting for the atmosphere, and it’s resulted in some discussion online. The lighting and ambiance that is seen in the trailer have an otherworldly feel to it, with shadows playing off of enemies and structures alike as the protagonist moves around a classic hospital-esque structure that has become the stomping grounds for horror games as of late. Yet the enemy appears almost static as she (it?) moves towards the protagonist, and the death scene is arguably more anti-climatic than most political debates, where the screen is simply filled red as the player flops over like a cat that ate too much catnip. The animations for the enemy changing between crawling movement and attacking are rough as well, seemingly blinking between the two stances. It seems oddly at ends with the entirety of the background, where was from melted candles begin seeping into the floor, and fabrics sway in the wind while generating shadows from your flickering lighter. Wet trails on the floor can be seen by the discoloration, implying a recently traveled path by some unspeakable monstrosity awaits the player just around the next bend. Then there are the enemies, which thus far appear to have come from Five Nights at Freddy’s. There is still a bit of time before release; Follia hasn’t even had a specific release date nailed down yet. If the enemies can be upgraded from what is seen in the trailer, we’re likely to have an instant classic on our hands. Otherwise, it will be good cult-horror fodder in between big titles. Time, as it often does, will tell us everything we need to know. A nightmare. Not in the worst sense of the word, but in the literal one: distressing, at times incredibly surreal and to end even in a session not too long. It’s no coincidence that it was exactly a dream like this that inspired one of the two young developers of the Italian Real Game Machine team to create Follia: Dear Father. With its immersive first-person visuals, a good dose of jumpscare and some inevitable clichés, this new survival horror manages to give good or bad moments of adrenaline, disgust and terror, even without proposing who knows what innovations or variety in the gameplay. SIMPLE MADNESS Marcus Pitt, the protagonist of our story, is so uncharacteristic that it seems almost an excuse to immerse the player himself in this intense adventure. The boy, after receiving an email alluding to an accident that involved his parents on the university campus where they both work, decides to leave in the middle of the night to reach them. The classic "bad idea" is a preamble to the average horror, in short. Arriving on the spot, he sneaks through a secondary entrance into the building and then immediately deals with the bitter truth: many dead, disturbing candles scattered here and there and a series of horrors hidden in the darkness of classrooms and offices. AT THE BASIS OF THE EVENTS IS THE CLASSIC “BAD IDEA” PREAMBLE OF THE MEDIUM HORROR His reactions, however, are almost never really appropriate for the splatter scenes that follow one after the other during the macabre trip to campus, and this manages to make the experience a bit unnatural, at least until it's time to hide. . Madness Dear Father Review Even at home we are very fond of bright spaces… From good survival, one of the main goals of the game is in fact not to attract the attention of the "creatures" - let's call them that - that infest the place and, thanks to music, apt sound effects and the continuous panting of the young man, this sort of terrifying hiding is delightfully disturbing. THE GAMEPLAY WORKS, ALTHOUGH REDUCED TO VERY FEW CONTROLS AND POSSIBILITY OF INTERACTION Also from the point of view of the gameplay, Madness: Dear Father does not shine in depth but still manages to do his thing, giving the player very few commands and just as few goals: Marcus can only walk, lie down (not without incredible trouble), squat and interact with a limited amount of items at your disposal in the inventory and scattered on the map. Madness Dear Father Review But yes, let's move on from the convenient "back entrance". The light, initially from our eternal lighter and the battery-powered torch, immediately becomes the co-star of the adventure and a double-edged sword for players. In fact, it allows us to light in a cone in front of us the otherwise dark environments of the ghostly university and allows us to find on tables and cabinets various key objects or simply useful to survive a little longer, such as batteries, medicines for restore health or a pig's foot. trailler : https://youtu.be/XbNXPpGR1lQ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7/8/10 64-bit Processor: Core i3 2.4 Ghz RAM: 4 GB of memory Graphics: Intel HD 4000 Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2Core i5 2.8 Ghz Memory: 8 GB RAM Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Game informationDevolopers: Anvil Game StudiosRealesed: 5 Mars 2020Genre: Adventure,War,Action Platforms: PC Fight On Multiple Fronts Holdfast: Nations At War is an online multiplayer first and third person shooter focusing on a combination of teamwork and individual skill. Take part in historic clashes on land and at sea waged by the most powerful nations during the great Napoleonic Era. Charge into battle with over 150 players per server! Fight On Multiple Fronts Enlist in the Army Work with your comrades to storm enemy fortifications or support the fight from the rear with artillery fire. Keep the line steady in open field battles and lead your men to victory. Join the Navy Experience what it’s like to be a crew member on board a military sailing ship. Raise the sails, launch rowboats, fire the cannons and cooperate to keep your v essel afloat. Join the Coast Guard Fend off naval vessels and marine-filled rowboats with chain, round and grape shot as they attempt to capture your fortified position. Guard the shoreline to the last man standing and repel the invader. Battlefield Roles Steadfast men in the ranks and take lead as an officer, fire devastating musket volleys while standing shoulder to shoulder, support the fight from the rear with artillery, construct defences or boldly charge with bayonet equipped. A grand selection of 21 classes to play with. Every class comes with its own traits and abilities which are crucial for your team’s survival. Ride To Glory Ride into battle with your trusty steed and engage the enemy with swords, pistols and carbines from horseback. Mounted Hussar, Cuirassier and Dragoon classes quickly traverse the field of battle. Gallop away now as tides of glory await! Warring Nations Take the King’s shilling or fight for the Emperor in smoke-filled Napoleonic field battles! Declare your allegiance to the British Empire, French Empire, Kingdom of Prussia or Russian Empire and strive for dominance over the battlefield. Age Of Sail Experience the thrill of naval combat aboard mighty warships from the golden age of sail! Assemble the crew and take to the seven seas as you master several unique ship types each with their own distinct characteristics. Regimental Linebattles Enlist with a regiment and rise through the ranks! Partake in fierce organised events where the community battles in formations relevant to the Napoleonic era. Hone your skills because you can be sure that your opponents will too. Join the community Discord to get involved. We’ve been sending Fraser off to explore Early Access games. He keeps coming back. This week, he’s been standing in a neat row with new friends while 18th century Frenchmen shoot at him in Holdfast: Nations At War [official site]. During my sojourn in the Napoleonic era, I have seen some terrible things. I watched as an officer yelled at his troops to stand in a neat line, not realising that they’d all been killed by artillery. I witnessed 20 bold soldiers charge across a tiny bridge, all slaughtered before they got the other side. From my hiding spot behind a tree, I saw my allies cut down by screaming Frenchmen who burst out of the darkness, sabres held high. And throughout it all, I drummed. hold1 Holdfast has a lot of classes, from the sort of things you’d expect in a multiplayer shooter, like infantry, to command and support classes, like officers, surgeons and even carpenters. Those classes are not for me. I want to bring a smile to the faces of terrified soldiers; I want to spur them on, inspiring them to do incredible things. I always knew that two years of drum lessons would pay off. As I spawned into a battle well underway, with British forces attempting to push past the final French fortifications, I found myself ill-equipped to handle the baying hordes of enemies. My pistol was terrible, and I didn’t even get to use my sabre before I was shot in the face. Not an auspicious beginning to my drumming career. hold2 My second attempt proved more fruitful. Instead of taking potshots with my awful pistol, I started making sweet music. From a surprisingly robust list of tunes, from Spanish Ladies to a simple drum roll, I picked Scotland the Brave, which made me feel exceedingly patriotic. As cannonballs flew past my head and bullets hammered the trees in front of us, my allies were bolstered by my magical music, becoming healthier and taking less time to reload their firearms. Given that it takes a hundred years to load these 18th century guns, this is particularly handy. “This is marvelous,” I thought to myself, as I tapped my feet to the beat of the drum. And then I got shot in the face again. The problem was that I didn’t have enough bodies in front of me to block all the horrible bullets. So I found myself some pals. Unlike, say, Battlefield 1, Holdfast doesn’t drop you into squads, but that’s where the people who take playing officers very seriously come in. Everyone can use the proximity-based voice chat, but officers can also issue commands that are both voice acted and displayed as messages to the rest of the army, calling on reinforcements or getting people to charge, increasing their damage. hold4 So I’d just respawned, and I was looking for some new buddies, when I heard an officer barking orders. “OK, stand in a line! No! You, near the tree, get over here! Thank you! Now, on my mark, charge!” And we did. We sprinted across that field, smoke in our eyes, cannonballs whizzing past, the cacophony of battle all around us. Shouting. Calling for help. Explosions. The Lord of the Rings theme playing over voice chat. By the time we reached the objective, two thirds of our group were dead, including our officer. The rest of us didn’t fare much better. Drums do not, lamentably, bring back the deceased. There weren’t enough of us to justify more music, so I fired my pistol and took out a Frenchman protecting some artillery. With no time to reload, I charged at his friend, shouting as I gripped my sabre (and mouse). I fell to the ground before I reached him. Our glorious attack had failed. hold3 That’s how most of my fights went. These battles are all about attrition. As an attacker, the goal is to whittle down the enemy defenses and reduce their spawn tickets through an unrelenting, sustained assault. At times it can feel futile, and aside from the spawn ticket indicator, it can be hard to get a sense of how the battle is going, but so far I’ve just been happy to potter about the battlefield, joining infantry lines, marching where I’m ordered, backing up my pals. Holdfast is a shooter though, so I can’t spend all of my time drumming. I also played the flute… okay, okay, let’s talk about guns. The guns are terrible. Just the absolute worst. This is unexpectedly fine. Holdfast’s firearms are inaccurate and they take an age to reload, so once you fire your gun, you’re immediately vulnerable. To get off another shot, you’ll need to wait around 20 seconds. When you’ve got troops pouring through the gate and projectiles flying everywhere, those 20 seconds can feel like an agonisingly long time. Combat, then, is not quite like your typical shooter. When you’re charging at an enemy position, for instance, often you’ll want to lead with your bayonet, spearing surprised enemies. Every shot feels precious, so you don’t want to waste it. hold5 Again, officers prove to be helpful here. Or indeed anyone who can inspire people to listen to them. Firing off random shots whenever I thought someone was in range didn’t really seem to be having an impact, but when I was one of many soldiers being commanded by an officer, being told where and when to shoot, and when to cease fire, I felt much more effective. And I weirdly started respecting the hierarchy. Anyone can fill one of the officer slots, but as soon as they do, they become my boss. I spent 30 minutes being ordered around by a teenager, and I didn’t grumble once. He was actually a great boss. My first attempt at playing an infantryman saw my British chums and I once again attempting to assault French forts in the desert. We began our attack under the cover of darkness, with bright and brief flashes of light signalling the threat of gunfire. I found a column and joined in at the end, marching into some ancient ruins. Ahead was a large wall from where the French were picking us off. Every man who climbed up the ladder was heading towards death, but we did our best to provide cover as they made their way to the top. Once over they died in their droves, but we were wearing our foes down. hold6 These sieges are tense affairs, but it’s actually getting to them that feels like the most stressful part of the game. I constantly found myself marching or running out in the open, making me a pretty obvious target. But the lack of accurate guns means that it’s easier to take bigger risks, making these reckless marches while under fire. And even when my friends were dropping like flies, I always remembered that every shot meant there was one less enemy firing at me. At least until they finished reloading. As the sun came up, it got easier to spot defenders on top of the walls, and eventually we took the gate, letting us rapidly move onto the next and final objective. We rushed at the last of the French soldiers, swallowing them up in a huge tide of red uniforms. Nobody had time to reload; it was bayonet versus sabre, and countless desperate duels played out beneath the bright blue desert skies. I managed to narrowly avoid being stabbed by a charging foe, only to then see him quickly dispatched by more British reinforcements coming from behind me. The French were done. hold7 Not all of Holdfast’s battles take place on dry land; there’s also action on the high seas, as small fleets collide and swap cannonballs. Naval battles are slow, plodding affairs, mostly involving standing around waiting to get within range of an enemy ship, unless you sink first. I think they’re wonderful. I spawned into a battle in media res, and it wasn’t going well for my side. Indeed, five seconds into my first nautical experience, the mast exploded and three sailors died. Then I noticed that my feet were extremely wet. We were sinking. “To the lifeboats,” shouted the captain. We frantically abandoned ship and then attempted to board an enemy ship from our pathetic little lifeboats. We failed miserably when their cannons bombarded us before we got close. hold8 My second sea adventure went a little better. As a marine, I was going to be helpful when it came to boarding and being boarded, but as we slowly sailed towards our distant targets, I was more useful helping with the cannons. After every shot, I needed to pick up more ammunition, load it into the cannon and then wait for the weapon to be pushed forward, back into the firing position. Aiming is hard work too, especially when the field of view while peering out of a wee hole is incredibly limited. With his spyglass, our captain picked out a target and we brought our guns to bear. Sails were torn, masts smashed and hulls battered. Ours, mainly. Then, from the other side, another ship was heading right for us. Its guns made fast work of our stern, taking out one of our large cannons in the process. It sidled up alongside us, and we were just able to repel boarders. Even so, our ship was toast. Once more, into the lifeboats. Well, not me. No, I was left in the water. A few minutes later, I climbed into a boat whose complement had been slaughtered after they left me to swim. My very own boat. hold12 A few minutes later, I was able to make my way over to another British vessel. While I’d been floating on my own, all but one French ship had been taken out, which was good, I guess, but I felt like I could have been more helpful. Our captain sailed us around a little island, where we hid from the last of our foes. After waiting patiently, we finally got behind the last ship and unleashed everything we had. The captain roared orders over the din of the cannons, and we watched as chunks flew off the ship and the last shreds of sail hung limply. The Frenchmen barely had time to react before it was claimed by the sea, with our raucous cheers serenading it. It was all quite exciting, but I confess that in my retelling, I cut out all the bits where I was just staring off into the distance while a bloke played the fiddle next to me. There was a lot of that. The calm before the storm. But of course it’s a different experience if you’re the captain sailing the ship, or a sailor with a row of cannons to maintain. These lulls will likely become increasingly welcome once carpenters start to be able to repair ships, as well. hold9 As in the land battles, it’s the emergent elements that bring what are actually quite slight mechanics together. Instead of inspiring speeches and battle lines, at sea it’s all about creating an efficient system to make sure cannons are always ready to fire, or coming up with creative uses for lifeboats. In my last match, we discovered a bloke hanging out on a rock in the middle of nowhere. He’d sailed out there, on his own, in a lifeboat, just so he could take potshots at us. In that same battle, our ship was stealthily boarded by a sneaky Frenchman, who proceeded to murder our captain before jumping back into the water. I had him in my sights as he swam off. I could have taken the shot, but I was so impressed by his audacity that I just watched him escape. Well done, you cocky assassin. hold11 18th century warfare is not a natural fit for a shooter. It’s only something that works when everyone really buys into the setting. Play as an individual, and battles will be dreadfully slow and absent direction, but all it takes is for a few people to lead by example, and almost everyone around them starts to slip into some 18th century military roleplay. It’s delightfully nerdy, and if the developers keep supporting this sort of spontaneous roleplay, I’ll keep drumming for the troops. this game has been out for more than a year and the game has not got any updates what people asked for, all they did was make maps, new game mode and reskinned for a new country you can play, and now after a year they finally did something that should have been done in the first month of release in to EA the melee, one of the most important things in a game like this and guess what couldn't even do this right, its as broken as ever, it can be from 1 to 3 hits with a bayonet in the head or any where in the body, it broke all of the community servers for three days and drove away 2 line battles events what had 100+ people attending what is when are group 105te of 30 people left this game. the admins are the worst i seen in a game, In a public sever no swearing no banter no defending your self from the admins and no fun. 2 of my friends have been banned for just swearing and it was them just having fun with some people who was fine with it and swearing back, but the admin did not like it and claimed they where being horrible people and when they tried to defend them self they got banned from the game and when they tried to let the devs know what had happened on the forms the admins on that banned them from the forms so the devs never got to know. my mic got blocked from the game when i didn't even have it plugged in, just because i had 105te at the end of my name. just some little details the admins are the same people in the game and forms. the admins are people wit.ho have the biggest regiments in the game so they let people from there regiment do what they want. and the KRA regiment is what ruined the game and sunk it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7/8/10 64-bit Processor: Core i3 2.4 Ghz RAM: 4 GB of memory Graphics: Intel HD 4000 Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2Core i5 2.8 Ghz Memory: 8 GB RAM Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Game informationDevolopers: Petr ŠimůnekRealesed: 8 mar,2020Genre: sports , racing Platforms: PC Engine Evolution I'm not going to bother with a rumination on the state of the Engine Evolution game war. It's been done. Lots of times. In fact, I probably did it last year... oh look, so I did with my review Engine Evolution. Thing is, we'd still be talking of Pro Evolution Soccer's disappointing stagnation, even without the rise of that other game. Of course, every year we're promised this year will be different. "We've really cracked it this time, guv, honest," say Konami, before going ahead and doing nothing of the sort. has never been anything less than great fun, but it's time to push forward. So has it? It certainly looks the part, with a graphical overhaul making the game much easier on the eyes. Player likenesses are startlingly accurate, if unnervingly glass-eyed, and the entire presentation is glossier, glitzier. The commentary is hilariously awful as usual, with Jon Champion bellowing "GUESS WHO?!" at random intervals and Jim Beglin reading quotes from the big book of football cliches. But, hey,Engine Evolution at least there's no Mark Lawrenson. Animation has vastly improved too, although that's something of a backhanded compliment. The player movement in, while flowing better than the robotic whirrs of 2010, still has identifiable quirks. The ball still gravitates back towards the dribbler's feet when in possession, transitions are clunky and weird, and it occasionally serves up some fantastical possibilities: dangling legs firing off scorching volleys at impossible angles, and front-on headers going backwards. Experience the evolution of motorbike enthusiasm since 1912! Gradually unlock newer bikes in dramatic online races to current bikes in a sophisticated gaming economy! In addition, each bike can be upgraded and customized in both visual and performance. Gameplay The game is based on getting resources from multiplayer online races for which you buy and upgrade new better bikes. Can you get all the bikes? What will be your ideal setup? Can you get the best time on any of the tracks? What will your bike look like? Game Features - Realistic graphics - Real historical and modern motorbikes - Great customization - Arcade realistic physics - Cloud save - Real circuits - Leaderboards - Multiplayer races About me Engine Evolution began in 2016 as a Racing 300. First, the Hořice Circuit was created, then the game expanded with AI and other circuits. I worked on the game during my studies at MFF UK. My excellent staff Tomáš Dvořák and Tomáš Suchomel worked with me. Special thanks to Jiří Mayer and Jakub Gemrot. Engine Evolution is an AAA MMO attempt game with a budget of 1 / 10,000 Kingdome Come. I would like to thank all the partners of the game, especially the town . Ignore the name. GTR Evolution is a standalone expansion pack for Race 07, with new cars, new tracks and SimBin’s first arcade mode. Arcade mode means you no longer have to fart about qualifying, nor waste time buried in a tire wall trying to work out which button reactivates the driver aid you unwittingly deactivated moments before the last bend. Other modes have the usual crazy settings for unhinged people, and multiplayer thrusts you into an online asylum of imbeciles and psychos. The game engine still has a whiff of the ’90s about it, and the physics engine is from that alternative reality where vehicles handle like go-karts or plow over all manner of obstacle like soapy-bottomed filing cabinets. Race 07 owners who’ve been drooling over SimBin’s newer Lizard engine might wonder if they should spend the money on snacks instead. Then there are the myriad minor irritations, such as being penalised for clipping a corner when heading backwards across it out of control, or are instantly pitted for goofing about in arcade mode. It’ll probably come as a shock to hear that none of this matters. The nuts and bolts of the game – its ease of use, the noises it makes, how much fun you have – hold the thing together so tightly that you don’t hear the odd rattle and squeak. It’ll annoy you every now and then, but you’ll be unable to resist coming back. Konami had planned to release its mini TurboGrafx-16, PC Engine, and CoreGrafx consoles last week, but the production schedule has been hit by the coronavirus pandemic around the world. I managed to get my hands on a PC Engine Mini here in Japan, though, so here’s a quick look at it ahead of the TurboGrafx-16 launch in the US — which, hopefully, shouldn’t be too far off. The TurboGrafx-16 was released in 1989 as the US version of the PC Engine, which came out in Japan two years prior. Another revision called the CoreGrafx came later, but all versions shared the same internal hardware. The consoles were manufactured by NEC and designed by Hudson Soft, creators of series like Bomberman and Adventure Island. Konami was one of its strongest third-party supporters and later acquired Hudson, which is why it’s handling the release of the mini versions. Despite the name, the TurboGrafx-16 actually had an 8-bit CPU, though it did use 16-bit video hardware. It was more of a competitor to the NES than the SNES; indeed, its delayed launch in the US meant it compared unfavorably to Sega’s 16-bit Genesis, which came out the same month. Still, the PC Engine hardware could produce far better arcade-style visuals than the NES, giving its games a distinct look and ensuring that the console stands out as a notable point in the evolution of video game technology. The PC Engine Mini is even smaller than the SNES Classic Edition. The thing about the PC Engine Mini is that the original PC Engine was already pretty mini. Konami really hasn’t reduced the size all that much, but it’s still super cute and comes in smaller than the Mega Drive Mini or SNES Classic Edition. The TurboGrafx-16, however, was designed to be far larger in an attempt to appeal to the US market, and it looks like that’ll still be the case with its “mini” edition. Honestly, I kind of like the idea of a comically huge mini console, but we’ll have to see how that model works out in practice. The history of the NASCAR video game is not exactly storied. Since the days when EA was cultivating a NASCAR franchise, these racing games have struggled to measure up to the rest of the genre, fighting to develop a distinct racing identity. It hasn't worked yet. But at least NASCAR Heat Evolution brings a little bit of hope. Publisher Dusenberry Martin Racing and developed by Monster Games, NASCAR Heat Evolution, like so many NASCAR games before it, does plenty of things wrong. It's a barebones title that lacks variety, often feeling like a title from a console generation ago. But on the track, Heat Evolution feels the part. For all its flaws, it feels like NASCAR racing should, capturing the subtlety that can make loop after loop around a big oval so dramatic and fun. NASCAR games have long been in a tough spot, limited by the mundane-ness of their tracks. It's fun to watch the actual race, fun to appreciate the subtlety, but playing that is an exercise in repetition if it's handled poorly. Heat Evolution executes this racing well, though, letting drafting factor and adding the perfectly subtle pull toward the outside of a track. This isn't meant to be an ultra-in-depth racer; it eschews overwhelming depth and racing nuance to deliver an accessible version of racing that forces you to pay attention to the NASCAR basics of drafting and hugging those turns just right. Especially in Career Mode, you'll need to navigate these racing bits perfectly early on if you hope to leave each track with a Top-10 finish. And when you are racing, you'll appreciate the close attention to the cars; Chase Elliott's No. 24 car looks just as it should, as do many others. But the things that make a good game are too lacking to let Heat Evolution's on-track prowess shine. In-race audio fails to capture the drama of true NASCAR, due to a philosophical flaw at its core: Heat Evolution focuses on the audio a racer would hear, offering none of the commentary that keeps most sports video games lively. It's not Heat Evolution's fault; most racing games offer even less in the way of audio commentary, so this is common to the genre. But a NASCAR broadcast manages to be entertaining in part because of the same bloviating commentary that drives other sports broadcasts, and Monster Games misses that opportunity here. A NASCAR gaming experience SHOULD mimic what appears on TV; it needn't be as sterile and silent as your average racing game. It's hard to blame Heat Evolution for that, though. The same can't be said for the overall feature set of the game. There are five modes — Race, Championship, Career, Challenges and Championships — and all feel largely the same, thrusting you into race after race around the track, with little differentiation. The Career Mode is the mode most lacking, and the mode that reveals the breadth of Heat Evolution's flaws. Again, there's no audio here, creating a terrifically sterile game; there are only captions from your "manager." And there's little actual management in the career mode; essentially, you race, battle for a good finish, spend some of the funds you earn from the race and sponsors on upgrades, then move on. It's a career mode without a soul. It all makes for a NASCAR game that's adequate at best, and yet it's worth trusting Dusenberry Martin Racing going forward. This is a company with a racing background, a company that knows NASCAR and understands the soul of the business. Dusenberry Martin remains new to the video game business, though, and that shows here. Like almost every other mini console, the PC Engine Mini uses a Micro USB port for power and HDMI for video output; in this case, it’s hidden behind a removable orange “Ext Bus” flap, which is a nice touch. The controller is full-sized and feels great, with chunky concave buttons and a comfortable D-pad. The cable is regular USB-A, and it’s thankfully much longer than other mini consoles at 3 meters in length. It’s the only wired retro controller I’ve been able to use sat on my couch with the console in the TV stand. I appreciate the nostalgia of sitting on the floor close to the screen, don’t get me wrong, but this is a lot more practical for actually playing the games. And there are a lot of games. The official total is 57, though there are some extras and Easter eggs hidden away by M2, the studio responsible for the emulation. If you press the Select button while booting certain games like Gradius and Soldier Blade, for example, you can play rare or modified versions of the ROM. There’s even a display mode that lets you play the games as if you were using the low-res portable PC Engine GT/TurboExpress, which is not something I would necessarily recommend you do at length, but it makes for a fun inclusion. We’ll dive further into the software library when we’ve had more time with the TurboGrafx-16 Mini, but my first impressions are that M2 has done a typically great job with emulation, and the system software is very good. You can have up to four save states for each game, the video output is of high quality with all of the options you’d want, and unlike Nintendo’s mini consoles, you’re able to access the menus without having to get up to press a physical button on the system itself — just press Run and Select together on the controller. While the lineup of games is excellent, there is a catch: the games are divided into TurboGrafx-16 titles in English and PC Engine releases in Japanese no matter which version of the system you own, with very few regional differences. On one hand, this is a good thing — unlike, say, the Super Famicom Classic Edition, there’s little need to import if you want to play the Japanese games. The original PC Engine version of Hideo Kojima’s text-heavy classic Snatcher was only ever released in Japan, for example, so it’s nice to see it included, even if few people outside the country will be able to play in practice. On the other, it’s a little strange that almost everyone will end up with a bunch of games in their non-native language even when more appropriate versions did exist. Overall, though, the PC Engine Mini has a lot to offer, whichever language you speak. It’s a neatly designed product that avoids some of the drawbacks found in similar retro consoles, and it’s a great way to get yourself acquainted with one of the more underappreciated - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7+ Processor:2.66 Ghz Core 2 Duo or Greater RAM: 4 GB of memory Graphics: GeForce 500+ / Radeon 5000+ or Greater Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2.33 GHz Quad Core or Greater Memory: 8 GB RAM Graphics: GeForce 600+ / Radeon 6000+ Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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A month ago, AMD released a smattering of mobile pieces to immediate success. Now they’re prototyping the same hardware in desktop form: Renoir, fully unlocked and power hungry. Renoir is AMD’s newest product. It is a monolithic APU; it pairs eight Zen 2 cores with eight Vega compute units (equivalent to 512 shaders) on one die. Subsequently, it’s a little pricier than other recent Ryzen releases, but it’s also very efficient which has made it an excellent choice for laptops. Renoir-based products stretch from 4-core, 4-thread pieces boosting up to 3.7 GHz to 8-core, 16-thread behemoths that spike up to 4.2 GHz. But limited by the cooling potential and power delivery of a laptop, we’re yet to see exactly how far Renoir can be pushed. Soon that could change. A Renoir-based processor, codenamed “100-000000149-40_40/30_Y” has been found in Userbenchmark’s database. According to its codename, it should operate with a 3.0 GHz base clock and a 4.0 GHz boost clock, and during the Userbenchmark trial, it did. Its scores were about 5% above the average 4800H result which is the highest performing mobile Renoir piece. As an engineering sample, however, it is likely to be an underperforming member of its species.
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Game Informations : Developer: Immergity LLC Publishers: Immergity LLC Platforms: PV Initial release date: 25 apr, 2020 These days, you likely associate the MechWarriror franchise with its most recent entry, the free-to-play, MechWarrior Online. Long before the series went in the multiplayer direction, however, it was a single-player experience. The last solo entry in the franchise was 2002’s MechWarrior 4: Mercenaries, an expansion to the original game released two years prior. Fourteen years on and MechWarrior 5: Mercenaries has been announced, not as an expansion but an original game. MechWarrior Online developer Piranha Games Inc announced the title this week along with a pretty vague 2018 release window. An internal team separate to the Online team is working on it. Though it wasn’t a part of the official reveal, it sounds like VR support could be included in the final release. Speaking to a fan on Twitter, Piranha Games President Russ Bullock confirmed that the game was “designed” to support VR. Neither Bullock nor Piranha Games itself has responded to a request for clarification on if Mercenaries will definitely support headsets, though it would be strange to design a game for VR and then not integrate it, wouldn’t it? Adding fuel to the fire, Lead Programmer Brian Windover noted that “native VR support” played a role in selecting Epic Games’ Unreal Engine 4 as the development tool for the project on a blog on Epic’s site. UE4 is indeed highly compatible with VR headsets like the Oculus Rift and HTC Vive. According to an official website, MechWarrior 5 is set in 3015 where different states fight in deep space. Players take control of a BattleMech, a huge fighting machine that rules the front lines with its firepower. It sounds pretty perfect for a VR game; housing yourself inside a giant war machine is one of the best experiences the tech currently offers, as seen in other releases like RIGS: Mechanized Combat League [Review: 8/10]. There’s still a ways to go until MechWarrior 5 releases, but it’s definitely one you should keep on your radar. As a result of a looming global terrorist threat, the governments of major countries have created a Coalition called "Mercenaries". The Coalition accepts soldiers, policemen, special unit operatives or people who have passed the specialized training programme and a psychological evaluation. Applicants are also required to sign a contract with the Coalition and their records are checked to make sure their past is not shady. The Mercenaries participate in various special operations, such as hostage rescue missions, combat operations, liberation of territories, VIP security and so on. Their actions during operations or combat are recorded through various means - body cameras, location tracking devices and health sensors. The recorded data is later analyzed by a special task force within the Coalition. Gameplay. Participate in special operations. Just like in real life, you don't get any second chances and you should not make mistakes. It takes only two hits for the player to die. Use cover; Listen to the sounds around you; plan your actions; remember the locations of enemies and the direction from which they are attacking; react fast and aim well. Cover your team mates, learn to be able to quickly tell a friend from a foe. Pay attention to your ammunition and learn to use various firearms, including those that might not be well suited for the current operation, if this is your only option. Remember: By donning your VR headset you automatically accept and sign a contract with the "Mercenaries" international Coalition and can now begin your training. MATURE CONTENT DESCRIPTION The developers describe the content like this: Blood. Mercenaries VR is a hardcore single-player VR shooter. As a result of a looming global terrorist threat, the governments of major countries have created a Coalition called "Mercenaries". Participate in various special operations, such as hostage rescue missions, combat operations, liberation of territories or VIP security. Just like in real life, you don't get any second chances and you should not make mistakes. It takes only two hits for the player to die. Use cover; listen to the sounds around you; plan your actions; remember the locations of enemies and the direction from which they are attacking; react fast and aim well. Cover your team mates, learn to be able to quickly tell a friend from a foe. Pay attention to your ammunition and learn to use various firearms, including those that might not be well suited for the current operation, if this is your only option. MechWarrior 5: Mercenaries was listed as one of our most anticipated VR games of 2019, but it came with a big "maybe" caveat: Piranha Games president Russ Bullock said in an interview last year that the studio was considering VR implementation. Fast forward to now, and MechWarrior 5: Mercenaries is out in the wild, and according to our review it's very good. It doesn't have VR support, but in a statement provided to VentureBeat, a developer from the studio spoke about plans for implementation in the future. "Officially, Piranha is still interested in VR as a platform," the brief statement read, "but [there are] no plans to consider implementation until next year." RECOMMENDED VIDEOS FOR YOU... video playingThe PC Gamer Show 155: Devil May Cry 5, The Division 2 beta, the best podcast games, Q&A The PC Gamer Show 166: Teamfight Tactics, EVE... 04/07/19The PC Gamer Show 166: Teamfight Tactics, EVE drama, the best and worst of the year so far The PC Gamer Show 165: The big E3 recap show,... 20/06/19The PC Gamer Show 165: The big E3 recap show, featuring Cyberpunk 2077 Funcom's upcoming games - PC Gaming... 11/06/19Funcom's upcoming games - PC Gaming Show 2019 Songs of Conquest interview - PC Gaming... 11/06/19Songs of Conquest interview - PC Gaming Show 2019 Planet Zoo backstage interview - PC Gaming... 11/06/19Planet Zoo backstage interview - PC Gaming Show 2019 MechWarrior, and for that matter most games that trap the player inside a cockpit of some kind (looking at you, Microsoft Flight Simulator) are usually ripe fits for VR. But while we wait for that possible feature to be added to MechWarrior, Vox Machinae is another good mech game that already offers VR support. Shaun Prescott Shaun is PC Gamer’s Australian editor and news writer. He mostly plays platformers and RPGs, and keeps a close eye on anything of particular interest to antipodean audiences. He (rather obsessively) tracks the movements of the Doom modding community, too. Good mech games and VR go together like racing sims and wheel accessories — it just makes sense. But don’t hold your breath for VR support in MechWarrior 5: Mercenaries, at least not yet. Over three years ago back in 2016, MechWarrior 5 developer Piranha Games showed interest in VR support for its combat-focused mech simulator. Back then, the President of the company stated that it was “designed” to support VR and they actually held a single demo for the game’s VR support at and industry event leading up to release. A programmer even stated that “native VR support” was one of the reasons they picked Unreal Engine for the game. But now that release has come and gone on the Epic Games Store, there is no peep of VR support at all. We reached out to the developer for comment on the topic and received the following statement from a spokesperson on behalf of Piranha Games: “Officially, Piranha is still interested in VR as a platform, but no plans to consider implementation until next year.” So that’s not a “No,” but it’s also not a “Yes!” either. My reading of this means that they’d love to get it working well without sacrificing resources for the core game, but it’s not a priority and if it does happen it won’t be for a while. That’s just my assumption on things, though. Currently the top of the pile in terms of VR-focused design for a mech combat game is Vox Machinae, which has an elaborately intricate cockpit rife with interactions using tracked motion controllers. But even simple head-tracking support to play with gamepad, keyboard and mouse, or a flight stick-style setup would be better than nothing for VR and mech fans. MechWarrior 5: Mercenaries released this week and is receiving mostly positive reviews across the board, sitting at a 75 average on Metacritic after 16 officially syndicated reviews, including an 81/100 from IGN. Would you play MechWarrior 5: Mercenaries in VR? Let us know down in the comments below! Related Posts 'MechWarrior 5: Mercenaries' Is Designed To Support VR These days, you likely associate the MechWarriror franchise with its most recent entry, the free-to-play,… Ultrawings Developer Teases Next VR Game VR flight game Ultrawings has built up a solid fanbase since its initial launch over… Virtual Reality Is Here Virtual Reality is a fascinating way to travel using nothing more than the power of technology. With a headset and motion tracking, VR lets you look around a virtual space as if you're actually there. It's also been a promising technology for decades that's never truly caught on. That's constantly changing with the current wave of VR products, especially as the biggest names in the industry are starting to really hone and tweak their headsets. ADVERTISEMENT Oculus has both tethered and standalone headsets from the Go, to the Quest, to the Rift S. HTC has the Steam-friendly Vive and Vive Cosmos, and the developer-focused Vive Pro. Sony has the PS 4-focused PlayStation VR (that will apparently work with the PlayStation 5 if and when that system comes out), and Microsoft is supporting its Windows Mixed Reality platform with a variety of headsets from different manufacturers. Google and Samsung still offer phone-based VR headsets in the form of the Daydream View and the Gear VR, and even Nintendo has gotten into the game with its Labo VR Kit for the Nintendo Switch. However, these shell-like headsets, which require a phone or some other device physically inserted into them, feel like novelties next to more powerful headsets that can provide more immersive experiences. The Big Question: What VR Is the Best? Modern VR headsets now fit under one of three categories: Mobile, tethered, or standalone. Mobile headsets are shells with lenses into which you place your smartphone. The lenses separate the screen into two images for your eyes, turning your smartphone into a VR device. Mobile headsets like the Samsung Gear VR and the Google Daydream View are relatively inexpensive at around $100, and because all of the processing is done on your phone, you don't need to connect any wires to the headset. ADVERTISEMENT While they can offer a taste of VR, mobile headsets don't provide the full experience. They tend to offer three-degrees-of-freedom (3DOF) motion tracking, following your direction but not your position. They also only come with one motion controller, which is also 3DOF-only. You don't get the same immersiveness you do with six-degrees-of-freedom (6DOF) motion tracking and dual motion controllers, which might be why Google and Samsung have been largely quiet lately about their mobile headsets. The Nintendo Labo VR Kit is its own unique case, but it's more of a novelty for Switch owners. Tethered headsets like the Oculus Rift S, the HTC Vive Cosmos, and the PlayStation VR are physically connected to PCs (or in the case of the PS VR, a PlayStation 4). The cable makes them a bit unwieldy, but putting all of the actual video processing in a box you don't need to directly strap to your face means your VR experience can be a lot more complex. The use of a dedicated display in the headset instead of your smartphone drastically improves image fidelity, and either external sensors or outward-facing cameras on the headset provide full 6DOF movement tracking. System Requirment : MINIMUM: Operating system and 64-bit processor required OS: Windows 7 x64 or better Processor: Intel Core i7 4790k RAM: 8 Gb Ram Graphics:Nvidia GeForce GTX 1060 Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible Network: Broadband Internet connection - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RECOMMENDED: Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible OS: Windows 8.1+ Processor: 2Core i5 2.8 Ghz Memory: 8 GB RAM Storage: 500 MB available space Disk space: 22 GB of available disk space Sound Card: DirectX compatible - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Utawarerumono: ZAN (PS4 [reviewed]) Developer: Tamsoft Publisher: NIS America Released: September 10, 2019 MSRP: $59.99 When reviewing a game, it's usually a good idea to try to ask the question "Who is this game for?" Sure, it's a bit presumptuous, but attempting to figure out what theoretical audience a given game is trying to serve can shed light on what it's trying to do — and consequently, help a reviewer decide how successful the game is at meeting that goal.Utawarerumono: ZAN's answer to that question should be relatively simple: It's for fans of the venerable Utawarerumono franchise, right?That answer might be a slam dunk in most other situations, but given its shortcomings, I'm not all that sure, anymore. If Utawarerumono: ZAN's target audience has become weirdly hard to suss out for this reviewer, its design and structure are more easily grasped: ZAN is a Dynasty Warriors-style 3D brawler based on Utawarerumono: Mask of Deception, half of the two-part sequel released back in 2017.Following in the footsteps of licensed brawlers like One Piece: Pirate Warriors, Fire Emblem Warriors, and Arslan: Warriors of Legend, Utawarerumono: ZAN pits the cast of Mask of Deception — namely protagonist Haku and his passel of animal-eared allies — against large crowds of easily-dispatched goons and critters, punctuated by the occasional boss fight.Any player that's touched a musou-style game over the years, especially ones from Tamsoft's own Senran Kagura franchise, will find ZAN instantly familiar. The rhythm of rotating light, heavy, and special strikes quickly becomes second nature.ZAN's main twists lie in the inspirations it takes from the core tactical combat system of the mainline Utawarerumono games. Players can deploy up to four characters in any given level, able to switch between party members freely once the battle is joined. This level of control helps make the experience feel less solitary, as well as lending each group a greater feeling of mechanical depth than provided in the typical Warriors-alike. The main games also touch ZAN in the way they inspire characters' special chain attacks. Folding in an element of rhythm-game-like timing, chains increase damage and bestow special effects on each character's unique combos. The combos can be expanded upon and customized, their effects increasing in potency as players level and gear up between battles.Further twists on the venerable formula arise in the game's approach to mission design. Rather than the sort of map-conquest firefighting dynamic that's underpinned everything from Dynasty Warriors Gundam to Fate/Extella, most of Utawarerumono: ZAN's campaign missions follow an objective-based model, having players barrel from waypoint to waypoint, taking out specific characters, slaying certain numbers of grunt enemies, or even destroying objects and collecting items, all the while hassled by large numbers of mooks in need of a beatdown Though varied and creative, this simplistic approach to structure ends up undermining the game, in that it means there's usually no reason to use every tool available to the player. There's not much point to, say, maximizing one's gear or secret attacks when a good button-mashing will do the job nine times out of ten. This also tends to hamstring the effectiveness of the more support-oriented characters in the game, with the design favoring direct combatants with lots of crowd-control techniques.If merely being a somewhat unremarkable musou game were Utawarerumono: ZAN's only sin, that would be one thing, but the harder thing to gloss over are its crimes against the very franchise it's based on.One might assume that the game is designed to tickle the nostalgia of Utawarerumono superfans the way Hyrule Warriors or the Smash Bros. roster can, but the level content doesn't hold up to what a fan would expect. The limited set of characters available doesn't come close to covering the breadth of the franchise, and the campaign's plot only covers points from the first, more boring half of the core story, with little deviation or original plotting. Further, the storytelling itself lacks style, with the visual novel scenes lacking the impact of the original. The rest of the story is told via narration, skipping over character interactions and key plot points to result in an experience so condensed it makes a Cliffnotes pamphlet look like an unabridged transcript. I never thought I'd have to suggest it, but even the thoroughly underwhelming Utawarerumono: The False Faces anime adaptation is a better gateway to the franchise, if a prospective newcomer just couldn't be bothered to play the games themselves.Lastly, this one might just be me, but for whatever reason, some combination of the animations and camera seemed to trigger a motion sickness for me that I don't usually feel with this sort of game. Folks with sensitive stomachs may wish to see some footage of the gameplay before deciding to buy.Ultimately, it doesn't feel like Utawarerumono: ZAN effectively serves any part of its potential audience. It's inadequate as a gateway game for newcomers to the franchise, and despite some decent graphics and interesting musou-gameplay twists, it lacks the substance to attract and retain existing fans, while its storytelling shortcuts border on outright undermining the appeal of the original material.It feels like a game created mainly to remind people that the franchise still exists, rather than actually satisfy those who'd deign to play it. Utawarerumono fans are better off waiting for Utawarerumono: Prelude ot the Fallen (a remake of the first game in the trilogy due out next year), while newcomers are advised to pick up Mask of Deception and Mask of Truth, or even just watch the anime instead.
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Your Nickname: Cortex Your Problem: When I enter you do that to me Screenshot: https://imgur.com/a/2oxr6WS https://imgur.com/a/XcsSmP9 https://imgur.com/a/tuOugSp
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The Blackout Club (PlayStation 4, Xbox One, Windows [reviewed]) Developer: Question Publisher: Question Released: July 30, 2019 MSRP: $29.99 The Blackout Club begins with a prologue that sets up a 10/10 game. Seriously, it's a wonderfully crafted introduction to both the story and gameplay elements that will have players excited to jump in and experience the rest of the game.And then the rest of the game destroys your soul.The prologue sets up an intriguing story of "The Blackout Club," a group of kids who are banded together to find out what in the world is going on with their town of Redacre. You see, the adults of Redacre turn into these pseudo-possessed sleepwalkers at night but act completely normal during the day, as if nothing happened. So it's up to the kids in order to discover evidence of some sort of "greater evil" and try and recruit as many people as possible.The actual game is almost nothing like the prologue. The actual game is a series of randomly generated missions on an ever-growing map that lead...nowhere. After 18 hours of playing the same mission structures over and over again, I know next to nothing more about the plot itself. There also doesn't seem to be any sort of ending to the game at all. I have unlocked everything there is to unlock with the exception of a few skills and have lost all drive to even continue.Players begin in a hub zone where they can choose their starting gear, spend skill points, get some insignificant lore, and otherwise just dick around. Starting tools consist of a crossbow, taser, and grappling hook; each having their own benefits to various playstyles. I personally opted to use the taser or crossbow for most missions, though that was because my friend always carried a grappling hook. In general, most of these tools end up rather useless in practice.After starting a mission, random objectives are created and must be completed in order to gain experience and level up. These objectives often involve getting items from around the map and/or placing items around the map (like recruitment posters for The Blackout Club). While doing so, players must avoid two types of enemies: Sleepers and Lucids. Sleepers are blind (sleepwalking, basically) and will notice any sound in their vicinity. Lucids can see and hear, so players must be extra careful to be quiet and stay in the darkness. There are also drones and cameras that can spot the players, but there really is a need for new and interesting enemy types in The Blackout Club.Well, actually there is one more enemy. It's called the Shape and it will only show up after the player(s) have messed up a handful of times. Being spotted, making noise, taking out enemies, and other missteps all add to an invisible meter. Once that meter is filled, the Shape shows up and chases after a specific player. Players are able to close their eyes to see hidden things around the map, and the Shape can only be seen with eyes closed. When it's close, players have a UI element to notify them, but to actually know where it is, players have to temporarily blind themselves. It's a great mechanic that discourages messing up because once the Shape is out to get someone, he does not go away until he catches them. If the Shape does take a player's mind over, another player can revive them, though if this keeps happening, the player dies.That's basically it. Completing missions rewards experience, which can be used to gain new skills in various skill specialties. Many of the skills feel useless or clunky to use, though they do come in handy from time to time. Leveling, more importantly, unlocks new areas of the underground part of the map, accurately labeled "the Maze." The problem is, since missions are randomized, the map almost doesn't even matter. There is a lot to explore in the Maze, but the mission design is so sterile and repetitive that most of the lore-gathering comes slowly over time as missions just so happen to push players towards different parts of the sprawling underground. There really is some great environmental storytelling here, but it all feels pointless in the end. My friends and I spent forever grinding missions to get to level 12 because that's when the last section of the above-ground part of the map becomes available. We unlocked it after 18 hours of playing and were so excited to explore. And it was perhaps the most disappointing thing in the game. It's such an uninteresting part of the map that basically adds nothing to the plot/lore that we just stopped playing. Maybe some more journal entries unlock or something if we were to keep playing but....ugh. It's already at the point where we take bets as to which of the very few mission objectives we'll be assigned before doing them mindlessly. There's no update on the prologue or the world at large. Just...more missions.The moment-to-moment gameplay isn't bad. It can still be rather tense to sneak past enemies or accidentally make too much noise and try to recover. There aren't many cooperative stealth/horror games (though The Blackout Club is much closer to stealth than actual horror) out there, and The Blackout Club is right on the verge of greatness, yet always falls short. I can't count all of the times that some exciting escape or silent sneak was happening, only to be foiled by a climbing bug or some other sort of jank. Needless to say, it's frustrating.There are some really interesting mechanics that are really too vague to feel as if they are executed with any solid plan. One is when players close their eyes to see "hidden" messages and objects. Footsteps will be visible leading to the next objectives, posters will display secret messages, and I already mentioned the Shape. But other than that creature, everything just feels small and ultimately meaningless. I wish the game did more with this mechanic because it is super interesting. The prologue does a great job with it, and then it all falls flat (a common theme here). Early in my playtime, my friends and I were getting specific messages sent to us when we closed our eyes. Like, it was responding to things we were doing in the game. From what I understand, this was the developers literally sending us messages and taunting us. How cool is that?! Well, it hasn't happened since. It is also possible, after completing a mission, to receive an item that can be sacrificed in the hub area. Doing so allows players to communicate with one of the gods and ask them a question. Like, literally ask them a question with your voice, using your microphone. The devs then voice the gods and can respond to the question. These question-and-answer sessions are played to other players after each mission. There is a bit of lore here, but a lot of it feels simple and meaningless.But, I did hear one player ask the gods "swiggity swooty I'm coming for that booty" and the gods responded, so yeah.Those things are super cool but in my 18 hours of playing, I have never once had the luck to get the item used to sacrifice and ask the gods a question. Evidently, the chances increase by collecting bonus evidence, but searching for bonus evidence scattered around an ever-growing map quickly becomes a torturous exercise. Speaking of torturous exercises, don't even bother playing this game solo. One, it gets borderline impossible as the map size increases and two, it's just....uninteresting. Playing with friends is a blast because, well, you're with your friends. Playing solo just highlights the grind and jank that permeate The Blackout Club. Plus, if the Shape gets you solo, it's game over since no one is around to revive you.Oh, I almost forgot. There are also Stalkers in the game. Stalkers are other players that can invade your mission. They show up as human characters but instead work for the enemies. They sneak around, take pictures of your deeds, steal supplies, and commit other misdeeds. Doing so can unleash the Shape sooner, causing chaos for the players. Players can find and catch the Stalker to stop them. Doing so gives the player Stalker credits to then play as the Stalker in other missions. The problem here is that again, players are relying on Stalkers invading their mission in order to have a chance to play as a Stalker. So many interesting elements of the game are locked away from a large amount of the player base. I'm so torn on The Blackout Club. The prologue is an amazing experience and the game itself, while drastically different, still kept my friends and I coming back. But it's not a good game. There are too many bugs and mishandled mechanics holding it back, in addition to a huge bait-and-switch on story and lore. I do think there is a lot of potential here, as The Blackout Club fills an empty void in the market, but dang it's just so disappointing in its current state.