Everything posted by Sxynix
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Microsoft has revealed some details surrounding what it thinks caused the recent worldwide outage of Office 365 and some of its other platforms. Users were left high and dry after Office 365 went down across the globe, with other services including Microsoft Teams, Office.com, Power Platform, and Dynamics365 also affected. According to Microsoft, the outage was caused by a bug in the deployment of an Azure AD service update. Where to buy Microsoft Office: all the cheapest prices and deals right now You can get the best price on the latest cheap laptop deals Keep your device protected with the best antivirus software Office outage : A preliminary report by the company found that the update was released too early, having not gone through the company's usual testing regime. This typically involved progressing through five "rings" before being released, allowing Microsoft to trial any changes or upgrades with a set group of controlled testers. However this time, a bug in Microsoft's Safe Deployment Process (SDP) caused the update to be deployed to all rings rather than the proper first test ring. "Azure AD is designed to be a geo-distributed service deployed in an active-active configuration with multiple partitions across multiple data centers around the world, built with isolation boundaries," Microsoft said in its preliminary post incident report. "Normally, changes initially target a validation ring that contains no customer data, followed by an inner ring that contains Microsoft only users, and lastly our production environment. These changes are deployed in phases across five rings over several days." "In this case, the SDP system failed to correctly target the validation test ring due to a latent defect that impacted the system’s ability to interpret deployment metadata. Consequently, all rings were targeted concurrently. The incorrect deployment caused service availability to degrade." Following the unexpected release, Microsoft says it attempted to rollback "within minutes of impact" using its automated rollback systems which would normally have limited the duration and severity of impact. "However, the latent defect in our SDP system had corrupted the deployment metadata, and we had to resort to manual rollback processes. This significantly extended the time to mitigate the issue," the company's report said, explaining why the issue affected users across the globe. Users who were already logged in to Office 365 or any of the other services were unaffected. Here's our list of the best web hosting services available Via BleepingComputer
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Blacklight: Retribution (PC) Developer: Zombie Studios Publisher: Perfect World Release: April 3, 2012 MSRP: Free-to-Play It's hard to believe that Blacklight: Retribution comes from the same team that developed Tango Down, such are the differences in terms of quality, ambition, and variety. Structured entirely as a competitive multiplayer game (smartly eschewing any cooperative nonsense), Zombie Studios has centered Retribution around a familiar free-to-play model. There's no entry charge, but if you want the bells and whistles (the many bells and whistles), you'll be reaching for your wallet. Whether you pay or not, this is a shooter worth trying out, especially since it initially costs nothing but your time. While Retribution does nothing revolutionary, it does everything incredibly well. Its game modes, combat mechanics, and leveling system will feel instantly familiar to players of almost any current-generation shooter, but rarely have all these well-worn elements come together in such a sleek package. Matchmaking is incredibly fast, with players able to jump into quick matches within seconds. The matches themselves run smoothly without lag, despite how many losing players will whine about it in the chat. There's a surprising amount of polish, with only a few minor glitches encountered during the entire experience. The combat is incredibly solid, packing a sizable variety of weapons, all of which carry a satisfying level of heft and impact. Zombie Studios has cherry-picked the very best elements of the very best modern shooters and done each of them justice. There's a modest number of maps, but each one is very well designed, which is a huge step forward from Tango Down's horrendous collection of predictable, uninspired, glorified crawlspaces. There's also a selection of traditional gametypes -- Deathmatch, King of the Hill, Capture the Flag and Domination, and each mode squeezes the most out of the intelligently structured environments. Spawn points could do with a little improvement, as the smaller maps have a tendency to throw one right into the middle of a firefight, or place one team nearer to the objective than another. These problems aren't encountered commonly enough to be too much of an issue, but they'll certainly crop up from time to time. As players score kills and complete objectives, they'll earn CP. CP is a form of currency that can be used at depots positioned along the map, allowing players to buy themselves temporary bonuses. Some of these bonuses are functional and simple, such as quick health or ammunition refills, but most players will be using them to access rocket launchers, automatic turrets, and miniguns. It's a fun system that adds a dynamic level of reward, though it can be incredibly annoying to buy a hot weapon and get killed, instantly losing it. It can happen quite a bit. Most importantly, depots house the Hard Suit, which is the star of the show, as well as the number one item guaranteed to make the other team groan in displeasure. Once bought from a depot, players must summon their Hard Suit on a clear patch of open ground with no roof coverage. If successful (the game can be incredibly picky about where it'll place a suit), this gigantic mech can be clambered into to provide the team with a slow-moving, heavily armored, walking box of death. Armed with both a minigun and a railgun, the Hard Suit is terrifying to encounter and empowering to pilot. Interestingly, however, it's not too hard to unlock, with any moderately skilled player able to garner the required CP. It's not unusual to see up to three Hard Suits on a team at any given time, although they're not always useful thanks to their bulk and sluggish speed. The Hard Suit is sure to be a controversial addition, owing to how powerful it is, though I found it doesn't break the game at all. My only criticism is that the armor is perhaps a little too excessive, since they can take forever to put down. Even with stinger missiles specifically designed to neutralize the machines, players will have a tough time taking one down, and I feel their durability may need to be nixed a tiny bit. That said, wiser players will likely abandon Hard Suits as time goes by, since they tend to get stuck in confined spaces, can be easily outrun, and aren't as flexible as some of the more tantalizing depot choices. Useful as they are, they're not the answer to anybody's prayers, making them a bit less "cheap" than one might initially fear. Players can customize their own depot options as they progress, unlocking new types of guns, turrets, and other exotic items. It's not just the depot output that can be tailored, either. Personalization is, as one would expect, a huge part of the experience, with an almost overwhelming amount of options. From emblems to camo colors to a whole host of weapon parts, there's a massive amount of things to tweak and customize. Players will be able to build their own guns from scratch, and even pick up special (and sometimes hilarious) emotes that they can show off on victory screens. Of course, most of these options are going to ask for your cash, and quite a lot of cash will need to be spent if you want the best gear. There are two ways to buy equipment in Retribution -- GP and Zen. GP is earned after each battle, essentially serving as your "free" money. Zen, meanwhile, is purchased with real-world cash. While many items can be bought with GP, the costs are significantly greater than if they're to be purchased with Zen, creating the classic balance between paying for an early edge or grinding for a very long time. As well as paying outright to keep one's stuff, Retribution also sells items on a "rental" basis, with options for one-day, seven-day, or permanent purchases. The rental system is a good way of trying out equipment before buying them, while some regular players may even be able to earn enough daily GP to rent their favorite things indefinitely. Things get less savory when it comes to permanent buys, however. Prices for outright purchases are pretty damn expensive, with a single gun costing anywhere up to $15 to obtain and tweak. The initial list prices look relatively cheap, but you only ever see the single-day prices when browsing. Much of the content can be bought eventually using GP, but the key word is "eventually." The numbers are pretty obscene when it comes to bagging the high level goods. Fortunately, however, it's not quite as bad as it would appear, due to the fact that the game is plenty fun without the extras. I had sunk hours and hours into the game, having a great time, without having to spend a single thin dime. Once I got some of the premium gear to try out, I found that they gave me a bit of an edge to keep things spicy, but not once did I feel overpowered. After trying some higher level games with players who had already spent a lot of time and money on the game, I was still able to hold my own, albeit with a bit more of a challenge. While only time can tell, I feel safe in saying that, at the moment, I see no insurmountable pay-wall that would lock players out of the party. Even if there is, after not seeing one for a number of days, I'd say there's more than enough enjoyable gameplay for anybody wanting to just dip in. While the game is highly polished, there are a few niggling problems holding it back, mostly to do with certain weapons. For instance, the minigun has a tendency to not work when the fire button is pressed, while the heal gun is absolutely useless due to its finicky aiming. It's also a shame that certain support items can't be equipped together -- for instance, I'd love to have revival syringes and heal guns to create a medic, but you can only ever have one or the other. Some of the guns, too, feel oddly imbalanced. The SMG is Godly at all ranges, while the LMG (my usual go-to gun) feels oddly powerless and far too imprecise to be of any use. That said, with so many options to choose from, nobody should have any trouble finding a set of guns, depot drops, and utilities that serve their needs. What really puts Blacklight: Retribution over the top is its sense of raw style. Feedback is a big part of the game, with players regularly informed on who the highest threats are, and whether or not they've become the team's "warlord" by scoring the most points. If you're killed, the camera freezes the action and zooms to your murderer with a Matrix-esque effect. The sound design is impeccable, and does a great job of letting you know where the action is, and whether or not a Hard Suit is around the corner. With emblems, tags, and emotes all lending a sense of personal flavor to proceedings, there's always something to tweak in order to make your avatar feel all that more yours. The visual design merrily borrows from Halo, Crysis, Deus Ex, and more to create something that looks familiar, yet strangely unique. While characters may appear to be the kind of masked mooks we've all seen before, the level of detail and the often eccentric takes on science fiction armor give them a level of freshness, helped by the strong blue and orange color schemes, and the camouflage options players can take advantage of. Graphically, this thing looks far better than one would expect any freemium game to look. It's not exactly a Crytek game, but it's definitely pretty. Environments are especially beautiful, with unique locations brimming with color. Blacklight: Retribution is so far above its predecessor that I still can't believe the two games share a name. Every single thing has been improved, and the result is a game that's fast-paced, supremely gratifying, and hard to put down. I think it would be in Retribution's best interest to lower the prices, as it would encourage more purchasing and keep players invested for longer, but the bare-bones experience is so damn good that the premium content shouldn't be considered a barrier for entry. There's more free fun in this game than many $60 games (and their paid "downloadable" add-ons) seem to offer these days, and those who truly get into the swing of things won't mind paying for some upgrades in the end. This is not only a great example of a professional and credible free-to-play game, but it's also one of the best first-person shooters I've played. I am quite serious when I say that, too. This game is a serious FPS contender, and its freemium status should not diminish your expectations. I wholeheartedly recommend you jump in and give it a try. It'll cost only your time to give it a whirl, and I am certain that it'll be time well spent. ---------------------------------------- The Game Is For PC ---------------------------------------- Blacklight : Retribution System Requirments ---------------------------------------- Muinimum CPU: Dual-Core CPU CPU SPEED: Info RAM: 2 GB OS: Windows XP/Vista/Windows7(32-bit) VIDEO CARD: 256MB DX9 GPU (Geforce 8xxx or Radeon HD2xxx) PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 SOUND CARD: Yes FREE DISK SPACE: 8 GB DEDICATED VIDEO RAM: 256 MB ---------------------------------------- Recommoned: CPU: Quad-Core CPU CPU SPEED: Info RAM: 4 GB OS: Windows 7 (64-bit) VIDEO CARD: 1GB+ DX11 GPU PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 SOUND CARD: Yes FREE DISK SPACE: 8 GB DEDICATED VIDEO RAM: 1 GB
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Musician Name : Eric Patrick Clapton Birthday / Location : 30 March 1945 //Ripley/Surrey/ England Main instrument : Guitar Musician Picture : Musician Awards & Nominations :Grammy Lifetime Achievement Award (2006) /Nishan of the British Empire with the rank of captain Best Performance : Cream "Badge" Other Information : -
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My Vote DH1 THAN DH2
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My Vote DH1
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In today's digital age having an online presence can make or break the success of a small business or freelancer which is why the web hosting company Ionos has announced a new “carefree” package tailored specifically to their needs. The company's new MyWebsite Design Service offers a practical solution for small businesses looking to create a website as it enables business owners to focus on their core business while Ionos experts handle the ins and outs of the business' web presence. Users that sign up for Ionos' new carefree package will receive personal consultation with its expert web designers, ongoing coordination and communication to select preferences such as page structure, fonts, colors, photos and more, a complete homepage with up to seven sub-pages based on the MyWebsite Creator Design Templates, graphic creation support for logos and images, privacy page creation support, automatic maintenance service updates and ongoing maintenance support. * We've put together a list of the best small business tax software * These are the best website builders on the market * Also check out our roundup of the best accounting software. MyWebsite Design Service : Ionos' new MyWebsite Design Service will be available in three different service packages designed to meet the needs of small businesses and freelancers. Regardless of which plan you choose, there will be a one-time setup fee of $199. The small package comes with three individualized pages, one website edit per quarter and costs $25 per month for the first six months before increasing to $30 per month afterwards. The medium package includes five individualized pages, one website edit per month and costs $40 for the first six months before increasing to $45 per month. The large package includes seven individualized pages, unlimited website edits and costs $55 for the first six months before increasing to $60 per month. As with all of Ionos' packages, its new carefree package includes five mailboxes, one domain, on Wildcard SSL Starter certificate, WebAnalytics Basic and unlimited webspace or disk space. Creating and maintaining your own online presence can be tedious and time consuming which is why Ionos' new package makes a great deal of sense for freelancers and small businesses that would prefer to focus on their own work instead.
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NVIDIA has just announced that the retail launch of its GeForce RTX 3070 graphics card has been pushed back to the end of October. The announcement comes just weeks after the launch of the GeForce RTX 3090 and GeForce RTX 3080 graphics cards which had severely limited quantities at launch and to make sure that it isn't the case with the RTX 3070, NVIDIA has updated its schedule. NVIDIA GeForce RTX 3070 Retail Launch Now A Day After AMD's Radeon RX 6000 Series Unveil : As per the latest schedule, the NVIDIA GeForce RTX 3070 would now be available for retail on the 29th of October. This is almost a 2 weeks delay compared to the previous launch day of 15th. The NVIDIA GeForce RTX 3070 specifications and prices remain unchanged but it looks like users who were planning to get the GeForce RTX 3070 graphics card on launch should now just wait to see what competition has to offer as AMD's Radeon RX 6000 series would be unveiled just a day prior to the retail launch. Following is NVIDIA's official statement regarding the GeForce RTX 3070's availability update: Production of GeForce RTX 3070 graphics cards are ramping quickly. We’ve heard from many of you that there should be more cards available on launch day. To help make that happen, we are updating the availability date to Thursday, October 29th. We know this may be disappointing to those eager to purchase a GeForce RTX 3070 as soon as possible, however this shift will help our global partners get more graphics cards into the hands of gamers on launch day. The GeForce RTX 3070 delivers incredible performance and features, including NVIDIA Reflex and Broadcast, for $499. Across a variety of ray-traced and rasterized DirectX and Vulkan titles, the GeForce RTX 3070 delivers similar or faster performance than the GeForce RTX 2080 Ti (which sold for twice the price) and is on average 60% faster than the original GeForce RTX 2070. via NVIDIA In the latest performance metrics, NVIDIA shows that the GeForce RTX 3070 trades blows with the RTX 2080 Ti while being 60% faster on average than the GeForce RTX 3070. In some gaming titles, the GeForce RTX 3070 is a good bit ahead of the GeForce RTX 2080 Ti. Also what's really interesting here is that NVIDIA is showcasing the performance of its GeForce RTX 3070 in several professional and content creation applications which is something that NVIDIA hasn't done before for its **70 tier graphics cards. The games were once again measured at 1440p resolution with an Intel Core i9 CPU at the highest possible settings (RTX / DLSS enabled). NVIDIA GeForce RTX 3070 Graphics Card Specifications - GA104 GPU & 8 GB GDDR6 Memory At the heart of the NVIDIA GeForce RTX 3070 graphics card lies the GA104 GPU. The GA104 is one of the many Ampere GPUs that we will be getting on the gaming segment. The GA104 GPU is the second-fastest Ampere chip in the stack. The GPU is based on Samsung's 8nm (N8) process node. The GPU measures at 392.5mm2 and features 17.4 Billion transistors which are almost 93% of the transistors featured on the TU102 GPU. At the same time, the GA104 GPU is almost half the size of the TU102 GPU which is an insane amount of density. For the GeForce RTX 3070, NVIDIA has enabled a total of 46 SM units on its flagship which results in a total of 5888 CUDA cores. In addition to the CUDA cores, NVIDIA's GeForce RTX 3070 also comes packed with next-generation RT (Ray-Tracing) cores, Tensor cores, and brand new SM or streaming multi-processor units. In terms of memory, the GeForce RTX 3070 features 8 GB of GDDR6 memory. The GeForce RTX 3070 comes with memory at speeds of 14 Gbps. That along with a full uncut bus interface of 256-bit will deliver a cumulative bandwidth of 448 Gbps. The NVIDIA GeForce RTX 3070 will be powered by a single 12-pin Micro-Fit 3.0 connector. As for pricing, the Founders Edition will hit retail at $499 US while custom models would cost either the same or come at a premium price point.
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Total War: Three Kingdoms (PC) Developer: Creative Assembly Publisher: Sega Released: May 23, 2019 MSRP: $59.99 Booting up Total War: Three Kingdoms for the first time can be daunting. One look at the Campaign menu will show you 11 different leaders you can start your journey with. Each has a specific trait that makes them a viable option to become emperor of China and each has unique units that give them a leg up in specific battles. It's hard to parse everything if you're completely blind about what the Three Kingdoms period is all about. In possibly the only failure of this game, Total War: Three Kingdoms does nothing to get you up to speed about who would be a good choice for you. That being said, starting a campaign prompts you with the question of whether or not you're new to the Total War series. Selecting no will actually reduce the number of hints you're given with a further option to shut them off outright. Selecting yes will practically guide you by the hand to figuring out how the campaign map works and how unfavorable battles can have the odds shifted through smart strategic thinking. While you may be jumping around from ruler to ruler trying to find one that gels with you, at least you'll understand how the game plays. To that end, it's quite an accomplishment how well Creative Assembly has adopted the Three Kingdoms story for each of this title's generals. In Luo Gaunzhong's novel, infamous leader Cao Cao was a total jerk that used mani[CENSORED]tive tactics to create an advantage for himself in times of need. Playing Cao Cao in Three Kingdoms, you're given the unique ability to diplomatically influence other nations into starting proxy wars with each other or negatively influencing the opinion of one another. That attention to detail creates a sensation that you're living in an actual, factual world, something that past Total War games haven't quite captured as thoughtfully. This feeds into the overhauled diplomacy system Three Kingdoms exhibits. While past Total War games shared similarities to the Civilization series, Three Kingdoms goes full in on recreating what works so well about Firaxis' po[CENSORED]r franchise. You now have total control over what you can trade, what you can request, how you can reject offers, and even a points system to see if a deal will be accepted before you even request it. It's a real treat to have an enemy officer request a piece of land from you only to turn around and offer more gold and shift the deal in your favor. It may be a little video gamey, but it makes dealing with diplomacy a lot more engaging than any strategy title I've played before. In fact, I could talk more about the campaign structure than the battles because Three Kingdoms has overhauled this so much that I feel it is the standout feature here. In past Total War games, the campaign map felt like a means to an end for recreating historical settings. It was a necessary evil so to speak since you couldn't simply have constant battles without context. In Three Kingdoms, I became much more interested in upgrading my settlements and plotting the paths of my armies because the campaign map doesn't feel like an afterthought. It also helps that if you just plain detest the sometimes hard-to-follow battles, you can automate them and stay glued to the campaign map. I wouldn't overly rely on that function (the RNG used to determine success is often a gamble), but Creative Assembly has injected some very interesting mechanics into this often overlooked aspect of Total War that makes it hard to put down. During a few of my campaign runs, once I gathered enough money I often skipped battles entirely so that I could stay involved here. That isn't to say the battles are bad, but they are the one aspect of Three Kingdoms that doesn't feel different from the past. I haven't played all of the latest entries, but the same tactics I've been utilizing since Rome: Total War released work just as well in Three Kingdoms. The enemy AI in battle isn't that intelligent on difficulties below Hard and will often fail to adjust to a flank coming their way. You can typically bum-rush the opposition, take out their generals, and win skirmishes that are overwhelmingly against you. The sense of scale is still a sight to behold, but the battle system could use an overhaul. That said, I think the thing that really sells Three Kingdoms is the majestic art style. Forgoing pure realism, Three Kingdoms embraces the larger-than-life personas of its cast and creates a vivid and colorful presentation. Characters are drawn in a painterly manner and battle animations look like they are ripped straight from Hong Kong cinema. Apart from something like the Dynasty Warriors series, these historical characters have never looked better before. The very sparse cutscenes bring this all home with a sense of scale that is appropriate for the epic saga of the original novel. If this is all sounding a bit too fantastical for you, though, you'll be happy to know that Creative Assembly has not forgone historical accuracy for the sake of a cool game. When you begin a campaign or random battle in Three Kingdoms, you're given the option to play in a Romance mode or Records mode. For Romance, think along the lines of Dynasty Warriors with regards to your generals. They'll be able to ride into battle and take on hundreds of soldiers with little problem. They'll even have a wide array of special moves and can be equipped with armor for tactical advantages in certain situations. For Records mode, your generals will be reduced to the quality of mere mortals. Fatigue will plague them if they battle for too long and they'll need to be smart about their movements on the battlefield so as not to get flanked and killed. Even movements on the campaign map will tire out your troops, which can make ambushes all the more deadly when you're caught unaware. There's a stark contrast between the two options that cater to different crowds, but I appreciate the choice. In another solid move, both options will alter the story that your general progresses through. In Romance, for instance, tyrannical ruler Dong Zhuo has the option of marrying the concubine Diaochan and infuriating warlord Lu Bu. In turn, Lu Bu can then murder Dong Zhuo and assume control of the faction, much like how the novel played out. In Records mode, though, Diaochan doesn't exist because she wasn't a historical figure (no actual record of her exists). The whole plotline with Lu Bu betraying Dong Zhuo plays out more like how it did in history, which gives players two totally separate options for experiencing each ruler. I'm not sure I have the fortitude to go through two storylines, but only because a single campaign playthrough can take you up to 20 hours to finish. With Total War's campaign map being the literal map of China, you can imagine how insanely large your army will become. When you're at hour 14 and you need to check in on 120 different villages, the micromanagement starts to wear you down. I wish there was an option to automate the upgrading process for your buildings because it would be immensely helpful for those late-game sessions when you're closing in on a victory and just want to be finished. Still, that's a minor complaint in the grand scheme of things. It can be tedious, but watching the map slowly shift to your faction's color is a rush of adrenaline Total War hasn't had in quite some time. That desire for one more turn is strong and the knowledge that you'll have yet another sliver of the map to call your own pushes you to keep going beyond your limits. I'll readily admit I played Three Kingdoms for eight-hour stretches without realizing simply because of how well I was progressing in the campaign. Once you're all squared away with the campaign, Three Kingdoms doesn't have a whole lot else going on. There are historical battles you can play through, but these are quick battles that are over before they even really start. Going through certain critical moments of generals' lives, these battles are more unique than what you'll find in the campaign but don't really expand on the stories of the novels in any fashion. This is the only place you'll find real cutscenes, but even those aren't capped off with a grand speech or sense of completion. The menu doesn't even tick off if you've finished a certain scenario. It can be deflating to overcome a huge army and then have the game not acknowledge your feat. Multiplayer, at least, isn't limited to just the battle mode. If you want to drag a friend along for a multi-day campaign, you're free to do so. Setting up a co-op session is also more fluid than how Total War accomplished the task in the past. You won't launch a campaign specifically as a cooperative match, but can form a military coalition with your friend and then proceed to conquer China together without much fuss. Since you won't have to worry about accruing treachery points when backstabbing your buddy, you can also treat them like mere cogs of war, which is sure to go over well when you meet up again. The stability of internet matches is perfectly apt for this, too. I wouldn't call the netcode flawless (some pauses can occur when you're doing battle), but the slower nature of Total War lends itself well to network play. The few matches I could find were mostly lag-free and I was able to dominate my opposition with tactics they couldn't anticipate. I'd call that a win as far as connectivity is concerned. Overall, Total War: Three Kingdoms can be summed up as yet great entry in the long-running series. While it may not be the absolute pinnacle of what Creative Assembly can achieve, it has become my favorite entry simply because of the setting used. We've reached a point where your personal favorite Total War will be determined more by the property being adapted than any worry about quality or gameplay factors. Since everything is fine in Three Kingdoms, what else do I really need to say? ----------------------------------- The Game Is For PC ----------------------------------- Game System Requirments ----------------------------------- Requires a 64-bit processor and operating system. OS: Windows 7 64 Bit. Processor: Intel Core 2 Duo 3.00Ghz. Memory: 4 GB RAM. Graphics: GTX 650 Ti 1GB|HD 7850 1GB|Intel UHD Graphics 620. DirectX: Version 11. Storage: 60 GB available space. Additional Notes: 6GB Memory if using integrated GPU -----------------------------------
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It's no secret that Nvidia has a marketing team that's great at their jobs — perhaps even a bit too good. With the launch of the RTX 3080 and RTX 3090, demand for the new GPUs was so high that Nvidia was not only unable to keep up, but it got beaten into the ground for not ensuring there were enough cards available. That's not even taking into account the stability issues, which were later addressed with the 456.55 drivers. Now, Nvidia wants to do it right for take three, and has therefore delayed the launch of the RTX 3070 cards to October 29th, pushed back from the original October 15th launch date. (Via VideoCardz) In light of this, the company outed the following statement. "Production of GeForce RTX 3070 graphics cards are ramping quickly. We’ve heard from many of you that there should be more cards available on launch day. To help make that happen, we are updating the availability date to Thursday, October 29th." - Nvidia Of course, delaying the launch by two more weeks will have some inevitable consequences. There might be more leaks with performance figures, (more) partner board designs will leak out too, and we all have to wait even longer for the $500 GPU that is said to outperform the last-gen $1200 RTX 2080 Ti. Also of note is that the new launch date is one day after AMD's planned Radeon RX 6000 reveal.
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had announced acquisition of select IBM software products for USD 1.8 billion (over Rs 12,700 crore).in The deal spanned products in areas including security, marketing and collaboration solutions, and represented a total addressable market of more than USD 50 billion. HCL Technologies, in a statement on Thursday, said the IBM Ecosystem Unit (IEU) at HCL will assist clients, including enterprises in regulated industries such as financial services, telecommunications, life sciences and healthcare and energy and utilities. The IEU will help enterprises develop digital and cloud-native solutions that will help advance their cloud journeys. These solutions will be built on the IBM public cloud using IBM Cloud Paks, containerised software running on Red Hat OpenShift, and Watson-powered advanced data and analytics, it added. HCL's IEU will offer a wide spectrum of services and solutions, leveraging IBM Cloud, data and analytics, artificial intelligence, machine learning capabilities and security to foster innovation for enterprises, the statement said. ------------------------------------------------------------------------------------------- Clients can participate in design workshops and remotely access the best technology from the company's Cloud Native Labs located in the United States (Dallas), United Kingdom (London) and India (NCR), which fully support IBM Cloud and Red Hat environments for proof of concepts and solution building, it added. "In line with HCL's vision and strategy, this new chapter in our relationship with IBM is an affirmation of our strategy in responding to a changing world. Leveraging the IBM publi .. Currently HCL's DRYiCE portfolio runs on IBM public cloud and this collaboration will be extended to HCL's product portfolio, which includes the development of new software as a service (SaaS) offerings on IBM Cloud, he added. "I see the flexibility and security of IBM's hybrid cloud platform built with Red Hat OpenShift at the core, combined with HCL's expertise in technology services, as a clear differentiator," IBM Senior Vice President, Cognitive Applications, Blockchain and Ecosyst .. "Together, we can help clients maximise value and accelerate their digital transformation to any cloud environment, including the IBM public cloud," Lord added.
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Star Wars Battlefront II (PC [reviewed], PS4, Xbox One) Developer: EA DICE, Motive Studios, Criterion Software Publisher: Electronic Arts Release: November 17, 2017 MSRP: $59.99 My assessment of Battlefront II's story campaign hasn't changed one bit, so if you're mostly curious about that aspect, consult my review-in-progress. I found it to be adequate on the whole. It's of course stunning from an audio-visual perspective, much like the rest of DICE's work, but the mission design is wildly uneven and it plays things much too safe with an over-reliance on key Star Wars figures. If you're eager to take a break from the rebellion and step into the shoes of an Imperial commander, you will almost certainly be left disappointed. Despite what the trailers show, this isn't really that game. The multiplayer portion is about what you'd expect, though, especially if you played the last Battlefront and have kept up with recent backlash surrounding the sequel. Not every mode and character made it over, but what's here is an okay start. You've got the grand spectacle of Galactic Assault's 40-person battles on maps like Naboo and Hoth; the smaller, more tactical Strike; and Blast for folks who want no-nonsense team deathmatch. My enjoyment of these three modes has varied a great deal in my 20-some hours with the game, particularly when it comes to Galactic Assault. It can be a slog. With the way certain maps are laid out, it can feel like you're repeatedly sprinting to your all-too-inevitable death. You might be the one who finally breaks through a choke point to achieve tangible progress, but more than likely you'll stare down a firing squad of defenders, step on a grenade, or run up against a powerful hero or villain character and waste another of your team's lives. Battlefront II tries to spawn players in groups of up to four in the hopes that they'll stick together and have their chosen classes (assault, heavy, officer, specialist) complement one another. That sure would be nice. In reality, there isn't enough incentive to encourage focused, sustained cooperation. People tend to do their own thing because squads are so haphazardly assembled and they don't have the tools to communicate. Heroes vs. Villains and Starfighter Assault have proven more interesting, at least for me. The former mode has teams of characters like Darth Maul, Yoda, Lando, and Kylo Ren trading blows in an effort to protect their (regularly shifting) VIP while also taking out their opponents'. It's not the most balanced format in practice, but it's a step up from what we had in 2015's Battlefront; you'll always get to play as iconic characters instead of being forced to wait your turn as a random soldier. That said, DICE has disappointingly gated Luke, Darth Vader, Palpatine, Chewbacca, Leia, and Iden (the story's protagonist) behind in-game-currency purchases. In an already stingy game, this decision is downright irritating. I didn't get much out of Battlefront's simple take on aerial combat, but that's what I keep coming back to this time around. Starfighter Assault is by far my favorite thing here. The ships still have that arcadey sort of feel, but now, levels unfold like significant battles with dynamic objectives to either attack or defend as opposed to mere dogfights. It's not quite Rogue Squadron, but hey, we're getting there. Lastly, it's worth noting that Battlefront II lets you play multiplayer against the AI. There are only two modes available here (Team Battle and the one-versus-many Onslaught), but you do have control over modifiers like your team size and total life count, the AI difficulty, which classes are allowed, how quickly abilities recharge, and what kind of minimap there is if at all. There are also 16 preconfigured Battle Scenarios you can hop right into if you don't want to mess around with modifier settings. If this is generally sounding all right so far, yeah, it should. Most of my complaints from BF1 were addressed (or at the very least attempts were made), and while the gunplay still feels straightforward compared to other competitive shooters, I think there's a tad more nuance and longevity. Unfortunately, the experience is brought down by out-of-game annoyances. Making progress with your characters is a slow, convoluted, and actively unpleasant process because it's nearly all tied to loot crates. (Notably, it's possible to unlock weapons and weapon mods by reaching in-game milestones.) Rather than break it down beat by tedious beat, I'll summarize: you're going to unearth a lot of stuff you don't want in these boxes, and you can't avoid this scheme because everything you play as in this game is individually leveled up based purely on how many Star Cards you possess and what tier the cards are. You've probably seen angry posts about this stuff. They aren't wrong. The progression system is so off-putting. Worse yet, it only gets slower and more frustrating the longer you play. There are also balance concerns at the back of my mind. Star Cards can do things like increase your ship's maximum health by up to 20% or give your long-range specialist up to 25% explosive damage protection. EA may have temporarily stopped letting people spend real money on loot crates, but that doesn't address the numerous foundational issues with the way Battlefront II handles ability loadouts and unlocks. Are these practices enough to sour the rest of the game? That'll be up to you and your tolerance level. As much as I loathe this implementation of loot boxes, I still keep playing Battlefront II and I will probably continue to do so on and off. I mean, I do like the game. I just wish it wasn't being squandered like this. You'd be well-advised to wait until overhauls arrive -- assuming they ever do. --------------------------------------------------------- The Game Is For Pc / PS4 /Xbox One --------------------------------------------------------- Star Wars BattleFront 2 System Requirments --------------------------------------------------------- CPU: AMD FX 8350 Wraith or Intel Core i7 6700 or equivalent. RAM: 16 GB. OS: 64-bit Windows 10 or later. VIDEO CARD: AMD Radeon RX 480 4GB or NVIDIA GeForce GTX 1060 3GB. FREE DISK SPACE: 15 GB. DEDICATED VIDEO RAM: 3 GB (4 GB AMD) ---------------------------------------------------------
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I Vote DH1 Perfect Music
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Left Alive (PC, PS4 [reviewed]) Developer: Ilinx Publisher: Square Enix Released: March 5, 2019 MSRP: $59.99 Left Alive starts out promising. As mentioned, the story is set within the Front Mission universe in a conflict between two fictional countries (Ruthenia and Garmonia), that are broken up between three different characters and perspectives across 14 chapters. The story in Left Alive is a tale of attempting to escape a war-torn city, government conspiracies, and revenge. You're first introduced to Mikhail, a wanzer pilot who's left to fend for himself after his wanzer and friends are put out of commission. Following that, you're introduced to Olga, a police captain in the Nova Slava City Police, who was formally a Garmonian soldier (the bad dudes of this universe) before the city of Nova Slava became part of Ruthenia. Then you have Leonid, which to sum up without major spoilers is a former rebel leader who's been framed for murder. Voice acting ranges from decent to sounding like they gave up after a single take and just rolled with it. The art direction is on point, which isn't surprising given Yoji Shinkawa's involvement. Hell, they made sure to even include “KOJIMA PRODUCTIONS” right next to his name at the bottom of the main menu. From some slick UI and menus, character designs, and the wanzers themselves -- Left Alive does have some decent art direction going for it, with a properly tense and solid soundtrack as well. Overall, though, it's far from being a good looking game. At times, Left Alive genuinely looked like a game you'd see on the. The textures across the board are downright terrible, environments (although open-ended and large), are drab and with nothing of too much interest to see, with anti-aliasing nowhere to be found. It wouldn't surprise me if this game began development as a Vita title. Character animations are also laughably bad. As an example: each and every time you kill a guard, their bodies immediately rag doll while their weapons just go straight up into the air. It's unironically maybe my favorite thing about Left Alive. The presentation all around is just terrible, to go along with the previously mentioned bad voice acting, character interactions sometimes include dialogue prompts you can choose -- yet your character doesn't say squat once you've selected one. To make things even stranger, the characters you're speaking with will all respond accordingly (and fully voice acted) to your specific dialogue prompts, despite your character being voice acted in plenty of other dialogue-heavy scenes. It just comes off as awkward and lazy. Many of the various characters you'll encounter also offer side missions as well, from escorting them to a shelter or finding specific items within the environment. Doing them, however, yields little in the way of rewards and will simply burn up precious resources like ammunition -- which you'll absolutely need because Left Alive will throw you into combat in every chapter. Yes, despite this seemingly being a stealth-focused game, each chapter will have numerous sections that will require you to engage in combat and it's absolutely awful. Weapons feel stiff to control and use and ammo most of the time is scarce, forcing you to rely on crafted items such as molotovs, bombs, and so on. Regardless, enemies still soak up tons of damage -- even on the easiest difficulty settings. Thankfully, their AI is as dumb as bricks...most of the time. Other times, they'll spot and begin shooting at you from insane distances. Sometimes, it's even questionable, as I've had moments where I've been detected by wanzers between buildings, resulting in numerous soldiers appearing and gunning me down in a matter of seconds. The difficulty early on in Left Alive is downright punishing, (even on the easiest setting). Thankfully, later chapters do become simpler once you're carrying around a decent selection of weapons. On that note there's little in the way of quiet options for dealing with enemies outside of simply avoiding them. Unlike in games such as Metal Gear Solid that has you utilizing CQC or a variety of stealthy weapons, Left Alive requires you to locate and wield melee weapons such as pipes, shovels, and sledgehammers. Unfortunately, they're hardly a stealthy option because it takes numerous hits to down an enemy with them. So, in most cases, if I needed to get past a group of enemies without detection, I'd simply keep chucking molotovs at them (while behind something) until they burned to death. Combine this with the fact that Left Alive also has very few checkpoints and manual saving locations and you'll quickly become infuriated like I was after losing upwards of 20 minutes of progress thanks to cheap deaths or bullshit AI. It's one of the main reasons why I took so long to even finish my review for this game, as I was constantly stuck in the loop of making and losing progress, ultimately resulting in me losing my patience and playing something better (Devil May Cry 5). There is some relief to be had in the form of getting to rain death down on your enemies in a wanzer, but these sections are few and far between. During my second time piloting a wanzer, the whole section lasted a couple of minutes and involved basically going down a street and dealing with a few enemy wanzers. Shortly after, I hit a dead end and I was thrown right back into the clunky stealth-action gameplay for another couple of hours. Left Alive has its rare moments. There are some tense sections of sneaking to be had that scratched that Metal Gear itch I long for, but even those were ruined by your AI companion spouting “caution: the enemy approaching” every single time an enemy is nearby (which as you can imagine, gets old quick). Left Alive even has some nice ideas (like being able to see a heat map of sorts where other players have died), but that's honestly about it. The only way I could ever recommend Left Alive to anyone is at a steeply discounted price or for those of you interested in simply witnessing this level of awfulness in person. Left Alive falls flat on its face at nearly everything it attempts to do. The story and characters aren't that compelling, the piss-poor stealth is thrown out the window thanks to the forced combat, and the combat at its best made me burst out laughing in pure disbelief at how terrible it was. So, at least it has that going for it. -------------------------------------------- The Game Is For PC / PS4 -------------------------------------------- Left Alive System Requirments -------------------------------------------- OS: Windows® 7 SP1 / 8.1 / 10 64bit. Processor: Intel® Core™ i5-2400S AMD A8-7650K. Memory: 8 GB RAM. Graphics: NVIDIA® GeForce® GTX 760, NVIDIA® GeForce® GTX 1050, AMD Radeon™ R9 280. DirectX: Version 11. Storage: 35 GB available space. Sound Card: DirectSound® compatible device --------------------------------------------
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The Sinking City (PC [reviewed], PS4, Xbox One, Switch) Developer: Frogwares Publisher: Bigben Interactive Released/Releasing: June 27, 2019 (PC via Epic Games Store, PS4, Xbox One), TBA, 2019 (Switch), TBA, 2020 (PC via Steam) MSRP: $59.99 From the moment you arrive in Oakmont, you'll begin to notice outside of the obvious flooding and decay around you a constant feeling of wariness and alienation from its citizens. Everyone refers you to you as a “newcomer” in a condescending manner and the inhabitants are just as odd as their flooded surroundings. From the unique facial features of the innsmouthers and Throgmorten family, to even the city librarian who's lips are literally sealed shut because of a “local custom.” All of the different groups, families, and factions of Oakmont have their own prejudices, social politics, and even their own unique dialect. Combine this with the hostile open world and hopeless atmosphere and it makes for some believable and great world building. To go along with the hopeless atmosphere is a tale of desperation for one's own sanity and plenty of gray morality decisions. Choices are never simply black and white in The Sinking City. In one instance, for example, I was given the choice to either side with and join a group who seemingly had good intentions and were helping the poor, but, behind the scenes, were also up to some shady and violent stuff (they even kidnapped someone I was looking for). Or I could side with someone who had a clear vendetta and racial prejudice towards them, along with an extreme solution for dealing with them. All while having useful information and details on the person I'm trying to find. To further aid this, the voice acting is solid and the detective gameplay is the best aspect of The Sinking City. The “Mind Palace” makes a welcome return from the Sherlock Holmes games and works well here when piecing together observations and giving you more details on the tough calls you'll need to make. Most of the actual detective gameplay boils down to finding clues around the environment and utilizing various archives around the city such as police records, the library, city hall, and various others to either find specific people or locations. There aren't any obvious waypoints to guide you along, you'll constantly rely on your map as you search for specific street names or locations. There's also a fair amount of side cases to solve and even collectibles to find around the city. However, the more you explore Oakmont the more you'll begin to notice how familiar it all is due to extensive re-use of various interior areas. By the time I was wrapping up the story and hunting collectibles, I knew the layout of most “new” areas I was going into simply because I'd already been to a place exactly like it, numerous times. Some of the exterior areas around the city also share the same issues. In one instance, I was looking for a specific factory and all I could find were numerous “Suits and Topcoat” stores scattered around the same district, sometimes even multiple on the same street. Stuff like this is pretty minor, admittedly, but it was certainly noticeable. Combine that with the fact there isn't a whole lot to do within the open world outside of collectible hunting or stumbling on the odd side case and you'll find yourself with very little reason to not be fast traveling constantly. Especially with most investigations having you go all over the city from one end to the other. The low point of The Sinking City, though, is pretty much any time you're in combat, which is fairly often due to plenty of “infested” areas around the city filled with creatures known as “wild beasts." As for the combat itself: the animations are stiff, the AI is dumb, and the gun sound effects are laughably weak. Early on you'll be better off fleeing from enemies, as when they do manage to hit you, they can take a huge chunk of your health (at least on the normal difficulty). You'll also need to constantly keep an eye on your sanity bar, as staying in combat too long or seeing too much awfulness up close will cause it to drain in a matter of seconds. If completely drained...you'll die by self-infliction. Thankfully, resources are plentiful around the city and you'll be able to craft a plethora of items within your inventory such as ammo, traps, throwables, health kits, and drugs to keep your sanity in check. I know some people are going to scoff at the sound of crafting, but it's nothing too bad outside of a few clicks in an inventory menu. On the plus side, a lot of this can be tailored within the customizable difficulty options. Want to make the crappy combat as painless as possible (both literally and figuratively)? You can lower the difficulty specifically in regards to combat without affecting the difficulty of the detective gameplay. Overall, as much as I adore the story and atmosphere of The Sinking City, it definitely feels like a budget title at times. If you can get past the weak combat, harmless jank, and enjoy a solid detective experience that won't hold your hand and throw tough choices your way, you shouldn't pass up on it. Even more so if you're a fan of Lovecraft. Because as the Old Ones were, the Old Ones are, and the Old Ones shall be and that's a good enough reason for me! ----------------------------------------------------- The Game Is For PC / Xbox One / PS4 ------------------------------------------------------ The Sinking City System Requirments ------------------------------------------------------ OS: Win 10 64 Processor: Intel Core i7-3770 4-Core 3.4GHz / AMD FX-8350 Graphics: AMD Radeon R9 290 or NVIDIA GeForce GTX 970 4GB VRAM: 4GB System Memory: 8 GB RAM Storage: 40 GB Hard drive space ------------------------------------------------------
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V3 : Texte Effect
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1 Very Low Activity 2 Requesting in Other Servers
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