Everything posted by [CaRrY|M!nATi]
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Downsizing seems to be the order of the day, but nobody told the BMW M5. The latest version - revealed this week - adopts a dark new look, various software tweaks and a new infotainment display, but keeps its thumping great V8 motor. That means the 616bhp Competition variant we have here in the UK lives on, and should be even more pleasing to drive than it was before.
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Nickname: H-0R3$ Age: 19 Link with your forum profile :https://csblackdevil.com/forums/profile/78238-h-0r3-%F0%9F%94%A5/ How much time do you spend on our channel ts every day?: 12 hrs Where do you want to moderate? Check this topic:freetime media ScreenShot as you have over 30 hours on CSBD TS3 Server (type ''!info'' in CSBD Guard) :: https://www.zinguard.net/user/5ede4f04384aa12d9c0e18df/info sorry by mistake i lost my old !info reason by mitake my ts3 deleted so i open my acc then i dont get my old info sorry Link with your last request to join in our Team https://csblackdevil.com/forums/topic/342507-journalistis-request-h-0r3-%F0%9F%94%A5/ Last 5 topics that you made on our sectionhttps://csblackdevil.com/forums/topic/345311-horoscope-12620/?tab=comments#comment-1864841 https://csblackdevil.com/forums/topic/345310-auto-moto/?tab=comments#comment-1864835 https://csblackdevil.com/forums/topic/345307-sport-frances-ligue-1-will-scrap-its-current-season-and-not-return-before-september-says-french-pm/?tab=comments#comment-1864825 https://csblackdevil.com/forums/topic/345304-lifestyle-we-love-sonam-kapoor%E2%80%99s-lockdown-birthday-outfit/?tab=comments#comment-1864813 https://csblackdevil.com/forums/topic/344739-news-india-overtakes-italys-coronavirus-tally-as-lockdown-easing-looms/?tab=comments#comment-1863071
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Marking a world first in motor racing, Extreme E, the pioneering electric off-road racing series, will see teams field both a male and female driver in its races – promoting gender equality and a level playing field amongst competitors. Teams will be composed of a male and a female driver, competing together in every two-lap race as driver and co-driver. Each will complete one lap behind the wheel of the ODYSSEY 21 electric-SUV, with a changeover incorporated into the race format, and it’s up to the teams to determine driver and co-driver to best suit their strategy. The only differentiators in Extreme E will be raw talent and ability, with teams and drivers striving to extract every tenth-of-a-second in the fight for the top step of the podium. Alejandro Agag, Extreme E Founder and CEO, said: “This is a first in motor racing. We are ensuring with our sporting format that drivers of all backgrounds will be able to compete with the same tools at their disposal at every event on the calendar. “We are striving for equality, and this sporting format is the truest reflection of that goal. Everybody will race together and the most effective combination of drivers, team, engineer and car will rise to the top.”
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Sonam Kapoor rang in her birthday in style with her family at her Mumbai residence. The actor, who turned 35, had an intimate gathering for the special occasion after spending the lockdown in Delhi with her in-laws. While the actor has this image of being a total fashionista, she also enjoys her downtime. Her lockdown birthday look consisted of a pretty powder blue floral midi dress, something that gave more of an Indo-western vibe.
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Nick: @H-0R3$-? Real name: hassan How old are you?: 18 Which Games you play? and for how long?(each of them): pubg cs1.6 Where are you from?(country and city): karachi pakistan Describe yourself(at least 50 words): i am friendly i am good i am help to player i like skyzm server in csbd i want to become moderator i am good and i like to meet mrlove in romainia withroselina i love football i also like pubg and i love all csbd Note some of your qualities: what qualitiesss Tell us some of your defects: i have negative attitude Had you before any kind of responsabilities(describe it): nothing project i get but i want to become gog and i want to moderat in media free talk On which category/categories have you been active lately?(describe your activity): daily 20 hours in ts3 and forum too Which category/project you want to care off?(choose from THIS LIST): Free Time Media Gameplatforms How well you speak english?(and other languages): urdu 100% eng 30 % Do you use TS3? Do you have an active microphone?: no Contact methods:here fb Last request:this is first !
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by By CSBD I MISSU ALL I FEEL gOOd or BaD both but now its to leave allzzzzzzzzzzzzzz
[CSBD] ? I MIssu
@King_of_lion @Naser DZ i Miss u
@Roselina ♣ flowers @axelxcapo @myCro ? My Guys i miss u
Reason FOR Leave
journalistcs removed my enter power in ts3
OVerwatch leaders reject me no rason
VGR Team Dont friendly and hateme
So NOW I am Gone By By By BY BYBYBYBYBYBYBYBYBYB ALKZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ -
India reported a record 9,887 new coronavirus cases in one day on Saturday and overtook Italy as the world’s sixth-biggest outbreak, two days before the relaxing of a lockdown with the reopening of malls, restaurants and places of worship. With its total number of cases rising to more than 236,000, India now has fewer infections than only the United States, Brazil, Russia, Britain and Spain, according to a Reuters tally. However, India’s toll of deaths from Covid-19, the disease caused by the virus, is 6,642, small compared with those other countries. Prime Minister Narendra Modi’s government, anxious to jump-start an economy crippled by the epidemic and put millions of people back to work, is easing its lockdown of the 1.3 billion po[CENSORED]tion imposed in March, which the government says helped avoid an exponential rise in cases. Restrictions will be loosened from Monday but some experts are worried it is too soon. Giridhar R Babu, epidemiologist at the Public Health Foundation of India, in particular questioned the re-opening of religious places. “We can survive and sustain the gains without … opening up religious places for sometime,” Babu said on Twitter. Concerts, sporting events and political rallies are still banned. The World Health Organisation (WHO) said late on Friday India’s lockdown had helped it dampen down transmission of the disease, but there was a risk the cases could rise again. “As India and in other large countries open up and people begin to move there is always a risk of the disease bouncing back up,” Dr Mike Ryan, head of WHO’s emergencies programme, told a news conference in Geneva. People visiting places of worship will be asked to wash their hands and feet, and there will be no distribution of food offerings, sprinkling of holy water or touching of idols and holy books.
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Valorant (PC) Developer: Riot Games Publisher: Riot Games Released: June 2, 2020 MSRP: Free-to-play Riot Games is one of the wildest developers in the business right now. Explosive League of Legends success, lawsuits, Tencent ownership; it feels like it's been on a series of ups and downs more than any other studio in recent memory. But after relying solely on one behemoth of a game for most of the company's lifecycle, it's time to move forward. We got the card-based Runeterra last month and now, the shooter Valorant. Riot has the money to see these flights of fancies through, but I'm not so sure the latter is going to be the total shakeup they intend it to be. Valorant's flow is easy to explain, but infinitely tougher to master in practice. Players engage each other in a round-by-round fashion as two teams of five, "buying" very traditional FPS weaponry between rounds like pistols, shotguns, SMGs, machineguns, snipers and assault rifles. Your goal on offense is to plant a bomb (spike) in preset enemy zones (A/B/C or A/B): as defense, you need to stop them and at halftime, you swap sides. This is a hero ("Agent") shooter, so abilities and ultimates (like resurrection or a giant orbital area-of-effect beam) do matter, but it's mostly the fundamentals that will raise your rank. Shift-walking to prevent noisy footsteps. Pixel-tight mouse aiming. Very quick time-to-kill awareness that leads to one-hit headshots. This is what Valorant is all about first and foremost, the rest is just the Overwatch dressing on this Counter-Strike salad. It's enough to scare away a lot of people, and you'd be right to walk away if that's not what you want out of a shooter in 2020. But as someone who has really dug into it for the past few months since the beta period, there's a lot to like here. Valorant rewards multiple styles of play: control, aggression, defense and scouting. All of these archetypes are hardcoded in each Agent's DNA, so you can pick your poison and adjust accordingly. I've been playing a lot of Jett, who can sneak around and jump over walls with one of her abilities. Others have a more accepted "rotation," like Brimstone who generally calls down vision-blocking smoke from the sky at the start of each round: though all of them have a learning curve involved and a role to serve. While knowing how every character works is important (so you don't get outwitted when you're matched up with a teleport-capable Agent), natural born FPS players will acclimate very quickly to Valorant's tight shooting foundation. There's plenty of chances to shine, like pulling off clutch sniper shots while defending the point as the last player standing. It feels like every game has a lot of great intense moments, and there's plenty of opportunities to "carry" your team. It'll appeal to a certain type of person who is sick of the obscenely long time-to-kill systems in modern shooters. You'll need to strap in and go all-in, too, because Valorant requires dedication. Each and every game is very long, focusing on a "best of 24" (!) sequence. It can be both exhausting and exhilarating, or just plain exhausting. You really get to know your teammates through these long hauls, and keeping things spike-related allows the action to stay on target and not get too crazy like some other hero shooters. Spike Rush (an additional mode where everyone on offense gets a bomb) is around 10 minutes, but isn't the main attraction. Most of the time you're going to be looking at hands and a floating gun, but I'm still not feeling a few of the character designs. There's 11 at this point (one was introduced at launch) and four maps. That's going to feel light, but again, it's going to take some time to really pick up on how to play them all: much less unlock everyone (more on that later). Riot spent so much time fine-tuning the fundamentals I mentioned earlier and not enough time building the world: that's one thing they really did right with League out of the gate. Part of the problem is the drab visual style. The game's twisted aether aesthetic has improved some since the alpha, with a lot of the environments getting a visual pass to smooth over the details. Yet, the way the stages are laid out, it can feel very manufactured. Random boxes are placed strategically to create interesting firefights or enable some Agent's skills, but there's very little life or theme in them a lot of the time. Split is probably my favorite map as it's more intimate, while Ascent and Bind feel too similar to one another on several levels (Bind has an interesting industrial visual to it from a bird's eye view and employs a "no mid" mentality, but is a bit more boring in action). Haven, on the other hand, has more open spaces than the others, which helps define it. Riot doesn't want to seem to shake things up too much though, preferring to keep the maps simple and uniform to the delight of pro players. Everyone else on the other hand, may find the homogenization too much after a few weeks of play. Getting back to the fundamentals, Valorant is fairly immaculate when it comes to visual options and customization: as Riot is marketing this to a hardcore crowd after all. Pretty much all the bells and whistles for resolution options (and monitor swapping) are available, as well as multiple FPS options (even for menu throttling). Crosshair customization its own menu (with no less than 20 options) and you can show every stat, including FPS, packet loss and server tick rate (as text, a graph or both). In my experience, Riot's aim to get 128-tick dedicated servers and 35ms ping for "70% of players" has mostly been upheld, with exceptions for at least one player a game in the ping department. Still, I didn't experience any major issues with online play even during the beta period, much less the full launch. Your mileage may vary. The anti-cheat technology is far tougher of a sell. This time around Riot has created a proprietary engine called Vanguard, which has been making the rounds in headlines for weeks. The short of it? It lives on your PC even when you're not playing the game. Once you're done playing you can disable it, but you need to re-enable it before you play again by rebooting your PC. The client-side part would be hard enough for some players, but the kernel-side protection: most would consider it abhorrent. Now, this approach is not new (Apex Legends, PUBG and Siege use it, a few of which have existed for years), but it may still make some people uncomfortable. If that's the case, don't deal with it. In true Riot fashion Valorant is free-to-play, and the store, for now, is mostly harmless. Weapon skins are the main draw running off "Valorant Points," which have a current $5 to 475 exchange rate (minus bonuses for higher amounts). Some skins are 875 points, others are bundled for a lot more with exclusive rewards like sprays and logos. There are no loot boxes, just a season pass, which is 1000 points ($9.99 will get you 950 + 50 bonus points). Characters are all free, but you need to play to unlock more, with five available by default. One big pain for brand new players who only have the starting five: if you don't lock in fast and get the character you want, you're stuck with the fifth choice. Alternatively, if you use your first in-game "buy" for a character you end up hating, tough. As a hardcore shooter fan since the '90s, Valorant feels very well designed, and provides me with a rush I haven't gotten out of so many other big genre games in the past five years. But Valorant feels like it was meticulously designed in a laboratory to a fault. It's fitting given that Riot has over a decade of data and esports experience, but the sterile feel of it does impact my decision to play it more regularly. [This review is based on a build of the free-to-play game. A review account was provided, but not used for this assessment.] CPU: Intel i3-370M CPU SPEED: Info RAM: 4 GB OS: Windows 7/8/10 64-bit VIDEO CARD: Intel HD 3000 PIXEL SHADER: 3.0 VERTEX SHADER: 3.0
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Gungrave VR (PS4 [reviewed with PSVR]) Developer: RED Entertainment, IGGYMOB Publisher: XSEED Games Release: December 11, 2018 MSRP: Base game ($29.99) / U.N. standalone DLC ($14.99) / Bundle ($39.99) It's hard to describe the impact that Yasuhiro Nightow had on me growing up. After discovering Trigun during a particularly tough period of my life I started to open up and just plain enjoy life more. If you've seen the carefree nature of the series' protagonist you'd understand, but the concept of really connecting with a work of art is so commonplace that I think you'll get it regardless. Other than a brief one-off film revival in 2010, Trigun has been dormant, leaving Nightow to tend to his other major creation: Gungrave. Amazingly this one has withstood the test of time, coming out of a long hiatus much like its anti-hero. Gungrave's history is a little complicated but I'll try to parse it as best I can. Back in 2002, the original Gungrave video game was released on PS2, which kicked off this whole shebang. A year later an anime debuted, followed by a second game in Gungrave: Overdose. Gungrave VR follows all that, and is a "prologue" for the upcoming Gungrave G.O.R.E. And it shows. There's really no story to speak of here. You control the deadly assassin Beyond the Grave and need to take down various baddies and monstrosities across six levels. That's how it is and how it's always been. It's a stylish joint, complete with diving shots and the like. Enemies pop-in on screen in coin-op arcade fashion and you're on your way. I'm always up for something like that on any given day. This VR package is not an exact replica of the original set of games: more like a re-imagining. There's a mix of over-the-shoulder bits with a God-like camera view and some mostly uneventful first-person sequences. You remember those quarter-eating arcade games where a T-Rex unavoidably bites at you every 30 seconds or so? The latter portions are kind of like that. As I played through the initially promising but underwhelming VR-heavy bits I couldn't help but think of how they could be improved. There's a choppy flight sequence that seems cool as hell at first, but instead of giving you wind tunnel-like transition scenes to simulate that you're flying around and taking down an aerial base, the game kind of just pops you up at different altitudes in a jerky fashion. Levels in general are frequently cut short just as they're getting good, despite many fun hectic moments like "final stand" type confrontations with a ton of different enemy types. In fact, a few visual and design tweaks could have made it a more competent arcade game. There's several really unique enemy types, like snipers hanging from zip lines that might be obscured from view, giant exploding abominations that need to be dodged, or tiny tricksters that toss grenades your way with an audio cue. Again, there are a lot of little moments in Gungrave VR where I'm smiling with the headset on, but they're few and far between. It's short, too. The base game is six levels and the "U.N." expansion of sorts is one giant stage spread across three missions. The U.N. portions feel tighter and more focused, perhaps due to the common factory theme and thread that involves pursuing a deadly foe to the very end, but they commit the same sins as the father. Even if you're a fan, Gungrave VR is fairly unsatisfying in all other artistic realms, only providing a few minutes of anime footage (with options for full English or Japanese audio). It's all over in just several hours if you do everything. Gungrave, like when it debuted over a decade ago, is an acquired taste. It's rigid and not particularly welcoming, two qualities that are exasperated in VR. Despite its problems, I’d welcome another go at Gungrave (or a revival of that Planet Gunsmoke Trigun game), and it looks like we’re getting it. But you can skip this outing. Gungrave VR - 5.0/10 Gungrave VR U.N. - 5.0/10 [This review is based on a retail build of the game provided by the publisher.] Memory:6 GB. Graphics Card:NVIDIA GeForce GTX 970. CPU:Intel Core i5-6402P. GUNGRAVE VR File Size:5 GB. OS:Windows 7+
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Neo Cab (PC, iOS, Switch [Reviewed]) Developer: Chance Agency Publisher: Fellow Traveller Released: October 3, 2019 MSRP: $19.99 (Switch), $14.99 (PC), Part of Apple Arcade ($4.99 a month) Neo Cab is a game all about facing my greatest fear: being trapped and having to talk to someone in a confined area. Every time I step into a cab, I’m filled with dread as I pray that I got one of the rare untalkative drivers. Fortunately, Neo Cab is a bit of role reversal. In it, you play as an Uber-style cab driver who traps people in their car and forces them into small talk. It feels good to strike such terror into other people. Rather than a driving simulator, Neo Cab leans closer into visual novel territory. Your character, Lina, does all the driving, and it’s your job to simply select who she picks up and what she says to them. The game’s challenge comes from trying to earn enough coin to keep your car on the road and a pillow under your head at night while also maintaining your driver star rating by providing good conversation. Three times a night, you’re presented with a variety of potential fares to pick up. Not much information is given — just a profile image and a star rating — so you don’t know what you’ll get with every pickup. Maybe it’ll be a couple on their first date, maybe it’ll be someone who needs a lift back from the bar. The narrative’s focus is balanced between Lina and Los Ojos, a futuristic city on the cusp of becoming fully automated. Privacy is nearly a thing of the past, with everyone under the watchful eye of the mega-corporation, Capra. Lina is one of the few remaining human drivers on the roads of Los Ojos, with most transportation being handled by automated cars. Her livelihood is being threatened by “Sophie’s Law,” a bill that would ban human drivers entirely in Los Ojos. Meanwhile, Lina’s best friend, Savy, goes missing under mysterious circumstances, leaving Lina searching for clues. It’s a nice balance between the more personal tale of Lina’s troubles while also giving focus to the problems that are rotting Los Ojos from within Each fare comes with its own insight on the city’s situation. Some have bought wholesale into the changes that the latest technology brings them, greedily consuming the newest trends and happily broadcasting their lives, while others are hesitant to give away pieces of themselves in exchange for attention and convenience. Some ride the wave, while others are resisting it as best they can. In its rather short runtime, Neo Cab covers a wide variety of topics ranging from familiar discussions on corporate surveillance to the possible effects of technology on intimacy. It’s pretty effective at extrapolating on current trends to comment on the direction of society. It manages to do so without too much finger-wagging. The player character makes their opinion on things rather apparent, but it’s generally up to you how harshly you judge the people getting in and out of your cab. You’re usually given two or three options on how you want to respond to dialogue, and this can be somewhat confining. This is further restricted by the presence of your character’s Feelgrid, essentially a Fitbit for emotions. Your character’s current mental state is communicated through a tiled hexagon of colors that reflect what Lina is feeling, and sometimes when she’s in a specific state, you’ll be locked out of certain dialogue options. While the Feelgrid ties well into the overall narrative, it’s hard not to feel somewhat limited by it. When dialogue choices are tied to your character’s emotional state, rather than your own, it can feel like you’re not in control — like you’re just Lina’s passenger, rather than the driver. It doesn’t come up enough that it becomes maddening, but it does detract from the overall experience. On the other hand, the narrative trips over itself in a few spots. There’s an instance of fridge logic that is key to one of the game’s twists that soured things a bit. I also had multiple instances of my character referring to experiences with fares that I hadn’t yet picked up. Both problems aren’t dealbreakers, but they are fractures in an otherwise solid narrative, and considering narrative is the primary focus of the game while everything else is framework, it’s a shame to see such blemishes at all. At one point, I was unable to progress because the only fare that would show up was one that required a five-star rating, something that was unachievable without other fares to pick up. I’m still honestly uncertain if I hit a bug or if the game was telling me I suck so badly that I wasn’t allowed to proceed. Either way, it necessitated loading up an old save and replaying through completed nights. Whether intentional or not, it, unfortunately, ruined the immersiveness of the experience. No longer was I the victim of my own charitable attitude. Instead, I was now a master of time and space, able to erase the slightest mistake on a whim. As with any visual novel, Neo Cab isn’t going to appeal to everyone, but those looking for a taste of conversation should be sated here. Through the lens of science fiction, it deftly explores many concepts that relate to real-world concerns, and that’s something to be commended. Yet, while I had issues with Neo Cab, I will admit that it’s worth the fare. It perhaps didn’t set my world on fire, nor do I think it’s going to climb atop anyone’s list of favorite games this year, but it’s at least a nice ride while it lasts. [This review is based on a retail build of the game purchased by the reviewer.] Memory:4 GB. Graphics Card:NVIDIA GeForce 510. CPU:Intel Core 2 Duo E8400. File Size:Unknown. OS:macOS 10.12
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Killer Queen Black (Switch [reviewed], PC, Xbox One) Developer: Liquid Bit, Bumblebear Publisher: Liquid Bit Released: October 11, 2019 (Xbox release TBD) MSRP: $19.99 If you're lucky enough to have visited a big-city arcade within the last few years, you may have seen a crowd gathered around a pair of giant flatscreen monitors. If you heard them hollering things like "Over there! Snail!" "Look, look, look, berries!" or "I need a gate!" there can be no doubt they were playing Killer Queen. Killer Queen is a fast-paced arcade game, nearly guaranteed to draw a crowd thanks to its deceptively simple gameplay and the way it can be difficult to tell which team is ahead until after the dust has settled. Unfortunately, since there are only about a hundred Killer Queen cabinets in existence, it can be difficult to find. The game has proven to be a huge hit at the few arcades and other facilities which can afford to host the enormous twin cabinets, but it's never been widely available until now. Lots of things gain near-mythical status due to their rarity, and Killer Queen is no exception. Now that Killer Queen Black has brought the arcade experience home, does it live up to the buzz? One request, guys. I'm allergic to anime, so keep the JoJo memes in the comments to a minimum, 'k? Killer Queen is one of those easy-to-learn, difficult-to-master titles which thrived in the early days of the arcade. Both the original release and Black share similar rules, with only a few changes made for the home game. Both versions are played on a single screen, and it usually takes longer to describe how to play than it does to just jump into a match and figure it out for yourself. Games are played between two squads of four players on either a blue team or a gold team, and the goal is to win a best-of-five tournament by achieving one of three possible victory conditions: Military, Economic, and Snail. Players can choose just one of these goals to work towards, or can devote different players to attempting all three simultaneously. A Military victory involves killing the other team's Queen three times in a match. Economic victories can be won be retrieving berries from around the map and bringing them back to the base. Alternatively, riding a slow-moving snail from the center of the map to your side of the screen will result in a Snail victory. It's important to keep an eye not only on your own team's progress, but how far the other team has gotten in achieving their goals. Each match is played on a single symmetrical screen, and there are a few more rules to make things more interesting. The berries collected for an Economic victory can instead be used to upgrade workers into soldiers. Soldiers lose the ability to carry berries or ride the snail, but they gain the ability to fly and attack, making them useful for attacking objectives or defending their workers. Upgrading a worker requires them to stand in a upgrade station called a "Gate," and it has to be neutral or match their team's color. Queens can flip gates to their own color by flying near them, locking out the opposing team until their Queen comes by and flips it back. Soldiers and workers who are killed in action respawn at their base as workers, so if a player wants to be a soldier again they'll have to use a berry to upgrade themselves at an appropriately colored Gate. Using berries in this way removes them from the game, and it's possible to use so many berries there won't be enough left for either side to complete an economic victory. Workers and soldiers can (and will) be killed frequently with little penalty, but the player controlling the Queen has to be more careful. Unlike workers the Queen can't be upgraded, but she starts out able to fly, dash, and attack right from the start of a match. She can also dive bomb enemies from above, making her far more lethal than any of the other units. Her versatility comes at a price though; constant vigilance. Enemy players will always be waiting for her to make a mistake, and if she messes up three times it doesn't matter how well the rest of her team is doing. Military victories are the most common way to win, but this is often because the Queen has to put herself in harm's way to defend or attack players nearing one of the other victory conditions. As you can imagine there's a lot going on in a match at any given time, but Killer Queen Black manages to keep players feeling like they're in control even when chaos reigns all around them. The single screen and simple mechanics make it feel like a retro title, but there's a deceptive amount of lateral thinking and adaptation required as your team adjusts to counter the enemy's strategies, and vice-versa. It's a surprisingly deep game, but simple enough even new players can jump in with very little training. Killer Queen Black adds several features not present in the arcade version. One of the biggest changes is a matter of scale. While Killer Queen supports five players on either side, Black reduces the team size to four on a squad. It's very slightly less chaotic with two fewer players to worry about, but since the screen real estate is proportioned to fit eight players rather than ten, it all works out fine. Another major change involves the game's multiplayer modes. Couch co-op lets up to four players battle it out on a single screen. It's not currently possible to link more than four players on a single Switch, unfortunately. However, it is possible for four players to form a group and take the fight online in either Quick Play or Competitive modes. The Switch version supports LAN (Local Area Network) play, and you can link two Switches together wirelessly for a four on four brawl. No matter which mode you play, bots fill in wherever you don't have human players, and they're reasonably competent at reacting to the opposition. One nice feature is that PC and Switch players can compete against one another since the game supports cross-play. (Presumably this will extend to the Xbox One version when it releases as well.) I never had a problem finding a game online, and the netcode seems solid. I didn't notice any slowdown or missing frames during any of the online matches I tried. It's possible Steam's recently announced "Remote Play Together" feature will work well with Killer Queen Black, but I wasn't able to test this option before publication. I also didn't see any way to find players from another platform, though you can group up with online friends on Switch if they also own Killer Queen Black. There was one issue I found with the online modes. When multiple people are playing from the same Switch, they have to share the same login and nickname. This meant my teammates all showed their nametags onscreen as "Qalamari(1)" "Qalamari(2)" and so on. There wasn't any way to log in multiple accounts, or to change the players' nicknames. This made it much harder to follow which player was controlling which character, and I hope this can be addressed in a future patch. Black adds a couple of new upgrade options for soldiers which weren't present in the arcade game. Two new weapons can sometimes be found at Gates; a spinning flail which offers attack and defense simultaneously, and a laser gun which can fire a single slow-moving beam across the map. Both of these seem well-balanced. Although it can kill opposing characters in one hit, the laser has a long recharge and the beam won't penetrate any of the map's walls. It works best as a surprise attack, since the beam will wrap around if fired off screen. The flail is a great short-range weapon, but doesn't offer the charging attack of the sword and requires getting uncomfortably close to enemies to use effectively. Players can also spend berries to upgrade their worker's speed, equip a shield to block incoming attacks, or stick with the tried-and-true sword. Liquid Bit took the opportunity to redesign the game from the ground up, redrawing all the sprites and giving the game a little more attitude. When I interviewed the game's developers last year, they described Black as having a Heavy Metal aesthetic, as opposed to the Do-it-Yourself Punk feeling of the arcade. This carries over to the music, and I love the edginess provided by the shredding guitar in the background and on menu screens. It really helps get players pumped up and focused on defeating the opposition. One new feature which helps a lot is a series of tutorials available from the main menu. These explain the game's mechanics by letting new players test them out in an escalating series of challenges. It's a great way to show newbies how the game works, and veterans can play this mode repeatedly to try and beat their best times. The last feature I'd like to mention is a well-thought-out system of alerts players can use to notify their teammates about what's going on in the game. Since very few Switch players use voice chat, this is a godsend, and one of the best ways to make sure the entire team is aware of something you noticed about the playfield. Any player can highlight a pertinent section of the screen with a red box at any time, signalling their Queen that the opposing team is nearing victory or just calling attention to one of their own win conditions. I'm not sure if the other team can see these pings since I wasn't able to test the game in a LAN setting. Either way, it's an elegant way to deal with Nintendo's less-than-optimal online infrastructure, and I imagine it's pretty useful on the PC version as well. I was a little concerned about how well Killer Queen would translate when it came to home platforms. Fortunately, Liquid Bit was able to take all the mechanics of their arcade game and compress them into a version which retains all the chaos and urgency of the gameplay. Black is a little different from the Killer Queen I was used to. But it's still Killer Queen, and that makes it one of the best multiplayer games around. [This review is based on a retail build of the game provided by the publisher.] Memory:4 GB Graphics Card:NVIDIA GeForce 510 CPU:Intel Pentium 4 2.00GHz Killer Queen Black File Size:600 MB OS:Windows 7
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Coffee Talk (PC [reviewed], PS4, Xbox One, Nintendo Switch] Developer: Toge Productions Publisher: Toge Productions Released: January 30, 2020 MSRP: $12.99 Coffee is my blood. Not literally – that would be hideous – but the caffeine-infused drink has become an unfortunate necessity, something required to start my day, keep me moving once we hit lunch and, on occasion, warm up those colder evenings. (Decaf, of course.) I visit the same coffee house almost daily, to the point where I have become recognisable, both by name and by drink. It's nice to speak to familiar faces, even if it's just over a counter of steaming machines and chocolate and date cakes. But I have to admit, I do sometimes wonder if all of this latte love is doing me harm (he says, 72 hours removed from a migraine). Still, from minutes to hours at a time, a good coffee house can be a welcome escape. That's what Indonesian studio Toge Productions is hoping to capture with its interactive visual novel Coffee Talk, a title which – unavoidably – bears more than a passing resemblance to beloved bartending game VA-11 HALL-A. But when you replace Jill's boozy noir cynicism with a warm smile and just a pinch of cinnamon, can you still set your customers' world to rights? Let me write your name on this cup and we'll find out. Coffee Talk takes place in an alternate Seattle in the year 2020. In this intriguing take on Mother Earth, creatures of fantasy and mythology coexist alongside human beings, working, living, and loving as they attempt to make a life for themselves within the community. The player dons the apron of an unseen barista, the owner of the titular late-night cafe in question, and will get to know some of the locals as they pop in and out of the shop, attempting to rest their troubled souls with a warm drink and some pleasant chat. Led by struggling young writer Freya, who can always be found propping up the counter, the Barista will meet loved-up couple Baileys (an elf) and Lua (a succubus), supermodel vampire Hyde, pop star Rachel, night-time beat cop Jorji, and several other interesting and unique customers, each of whom is trying to find their way through a weary world. Coffee Talk is a visual novel, first and foremost. The player's role is simply to watch t he story of this group of individuals play out before them, with interactions limited to accurately making various orders from a selection of stock ingredients. Despite the fact the player is encouraged to name the protagonist after themselves, there is no agency or choice over in-game dialogue. As the story progresses, players will fill out their menu with new drinks, and can opt to serve alternate orders which, surprisingly enough, can tip the scales of fate and lead to several endings for each of the caffeine-addled regulars. Amazing what good coffee can do for a broken heart. As a visual novel, the characters and story are the very spine of Coffee Talk. While the universe is cool conceptually, and the cast filled out with likable patrons (game dev orc Myrtle is my fave), Coffee Talk is driven to broach almost every subject of real-world injustice that it can grasp. Though noble in intent, this results in a weak, scattershot approach to some really important issues. Coffee Talk, over the course of a mere three-hour story, references racism, sexism, glass ceilings, over-protective parents, climate change, predators in the showbiz industry, plastic waste, interracial relationships, social anxiety, depression, workaholism, illegal immigration, the struggle for independent artists, the cost of privatised healthcare, crunch in the AAA game industry, and the lack of opportunities for post-war veterans. As an aside, daily newspaper headlines also touch upon elements such as gun control and police brutality. All of the above issues are exceptionally important, every one an upsetting black mark against modern society. Video games can – and have been proven able to – confront serious issues such as these. But it's vital that such topics are handled with taut focus. Papers, Please; The Missing; To The Moon; That Dragon, Cancer – these are all titles that also took controversial, life-affecting problems and developed experiences focused on giving them thoughtful reflection. Titles that highlighted each respective issue using meticulous – often distressing – imagery, complex narratives, and abstract metaphor, but most of all, focusing on the specific issue at hand. Coffee Talk does not have this focus, nor does it have the length or depth needed to address its "catch-all" list of social injustices. As such, the story flits over many of these highlighted issues – content to reference, but not tackle. While the narrative does follow through on occasion (interracial relationships, for example), often these topics are presented in throwaway sentences or single-screen headlines. If an author chooses to write a story, a movie, or any piece of fiction on such affecting and important issues – if that's the key intent of your dialogue – then it's not enough to just reel them off like a shopping list and move on, especially in a story short enough to be experienced in a single sitting. Don't get me wrong, Coffee Talk does deserve plaudits for having the spirit to bring these subjects to bear – the world should always be reminded that we all need to Do Better. But the slight tale presented herein doesn't have the length of narrative or strength in writing to carry the weight of this huge catalogue of issues – every one of them an entire conversation in and of themselves – and toss them into the script one after another, before waving them away to make room for the next hot-button topic. While the preceding negative is unfortunate, I'm pleased to note that Coffee Talk has its fair share of positives. The cast of fantasy characters is charmingly-designed, with the whole HUD rendered in gorgeous, classic-adventure-game pixel art. Despite having few frames of animation, the clientele's personalities shine through with simple-but-expressive facial animation. Outside in the near-constant rain, silhouettes of the city-folk rush by, creating the cozy and immersive atmosphere that Toge Productions is clearly aiming for. A background jukebox rolls out warming jazz numbers, which offset the hustle and bustle of the busy streets. If Coffee Talk (the cafe) existed in reality, I'd honestly visit every night. And I don't think I can pay the atmosphere a higher compliment than that. Once story mode is completed, some new side-modes are unlocked. These include a "Free Brew" mode, which allows the player to experiment with all of the game's ingredients at will, in an effort to unlock the full menu of available drinks. Also available is a "Challenge Mode," a time-based endeavour where the player must make an endless string of drinks against the clock – with bonus time allotted for each correct order. This frantic sub-game tests the player's memory for ingredients and is quite addictive. Besides these modes, there is also an unlockable art gallery, featuring concept images, ending portraits, and more delightful pixel work from artist Dio Mahesa. While Coffee Talk's story mode is short, I think those wanting to see all the endings, unlock the cafe's entire menu, and have some fun with the extra modes will find the $13 price point agreeable. Visual novel fans (who I'm led to believe eat up these stories with an insatiable appetite) will likely find an afternoon's enjoyment in Coffee Talk's surreal Seattle, while fan-writers/artists everywhere will dig the universe's characters. Coffee Talk is very much a mismatched brew. Without strong focus, the surface-level approach to a catalogue of important issues hampers the writing, the principal element of all visual novels. But while its casual philosophies can sometimes be hard to swallow, great visuals, fun side modes, and a budget price point suggests that, for some readers, Coffee Talk will still go down smooth. Processor: 2.4 GHz or faster processor. Memory: 2 GB RAM. Graphics: 512 MB display memory. DirectX: Version 9.0c
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