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  1. and supporting software. Software itself is the set of instructions or programs that tell a computer what to do. It is independent of hardware and makes computers programmable. There are three basic types: System software to provide core functions such as operating systems, disk management, utilities, hardware management and other operational necessities. Programming software to give programmers tools such as text editors, compilers, linkers, debuggers, and other tools to create code. Application software (applications or apps) to help users perform tasks. Office productivity suites, data management software, media players and security programs are examples. Applications also refer to web and mobile applications like those used to shop on Amazon.com, socialize with Facebook or post pictures to Instagram.1 A possible fourth type is embedded software. Embedded systems software is used to control machines and devices not typically considered computers โ€” telecommunications networks, cars, industrial robots and more. These devices, and their software, can be connected as part of the Internet of Things (IoT).2 Software development is primarily conducted by programmers, software engineers and software developers. These roles interact and overlap, and the dynamics between them vary greatly across development departments and communities. Programmers, or coders, write source code to program computers for specific tasks like merging databases, processing online orders, routing communications, conducting searches, or displaying text and graphics. Programmers typically interpret instructions from software developers and engineers and use programming languages like C++ or Java to carry them out. Software engineers apply engineering principles to build software and systems to solve problems. They use modeling language and other tools to devise solutions that can often be applied to problems in a general way, as opposed to merely solving for a specific instance or client. Software engineering solutions adhere to the scientific method and must work in the real world, as with bridges or elevators. Their responsibility has grown as products have become increasingly intelligent with the addition of microprocessors, sensors, and software. Not only are more products relying on software for market differentiation, but their software development must be coordinated with the productโ€™s mechanical and electrical development work. Software developers have a less formal role than engineers and can be closely involved with specific project areas โ€” including writing code. At the same time, they drive the overall software development lifecycle โ€” including working across functional teams to transform requirements into features, manage development teams and processes, and conduct software testing and maintenance.3 The work of software development isnโ€™t confined to coders or development teams. Professionals such as scientists, device fabricators and hardware makers also create software code even though they are not primarily software developers. Nor is it confined to traditional information technology industries such as software or semiconductor businesses. In fact, according to the Brookings Institute (link resides outside ibm.com), those businesses โ€œaccount for less than half of the companies performing software development.โ€ An important distinction is custom software development as opposed to commercial software development. Custom software development is the process of designing, creating, deploying, and maintaining software for a specific set of users, functions, or organizations. In contrast, commercial off-the-shelf software (COTS) is designed for a broad set of requirements, allowing it to be packaged and commercially marketed and distributed. Steps in the software development process Developing software typically involves the following steps: Selecting a methodology to establish a framework in which the steps of software development are applied. It describes an overall work process or roadmap for the project. Methodologies can include Agile development, DevOps, Rapid Application Development (RAD), Scaled Agile Framework (SAFe), Waterfall, and others. Gathering requirements to understand and document what is required by users and other stakeholders. Choosing or building an architecture as the underlying structure within which the software will operate. Developing a design around solutions to the problems presented by requirements, often involving process models and storyboards. Building a model with a modeling tool that uses a modeling language like SysML or UML to conduct early validation, prototyping, and simulation of the design. Constructing code in the appropriate programming language. eam review to eliminate problems early and produce quality software faster. Testing with pre-planned scenarios as part of software design and coding โ€” and conducting performance testing to simulate load testing on the application. Managing configuration and defects to understand all the software artifacts (requirements, design, code, test) and build distinct versions of the software. Establish quality assurance priorities and release criteria to address and track defects. Deploying the software for use and responding to and resolving user problems. Migrating data to the new or updated software from existing applications or data sources if necessary. Managing and measuring the project to maintain quality and delivery over the application lifecycle, and to evaluate the development process with models such as the Capability Maturity Model (CMM). The steps of the software development process fit into application lifecycle management (ALM). The IBMยฎ Engineering Management solution is a superset of ALM that enables the management of parallel mechanical, electrical, and software development. Requirements analysis and specification Design and development Testing Deployment Maintenance and support Software development process steps can be grouped into the phases of the lifecycle, but the importance of the lifecycle is that it recycles to enable continuous improvement. For example, user issues that surface in the maintenance and support phase can become requirements at the beginning of the next cycle. Why is software development important? Software development is also important because it is pervasive. As IBM vice president and blogger Dibbe Edwards points out: โ€œSoftware has emerged as a key differentiator in many products โ€” from cars to washing machines to thermostats โ€” with a growing Internet of Things connecting them.โ€ A few examples: Soul Machines (link resides outside ibm.com) uses software to create artificial online advisors that improve customer service and efficiency. The advisors have human faces, expressions and voices that react intelligently, empathetically, and efficiently to customer questions and needs. They can answer over 40 percent of customer inquiries without human intervention โ€” and they learn from their interactions to improve over time. Using IBM Watson Assistant to incorporate artificial intelligence (AI) capabilities into the development process, Soul Machines can create and roll out an artificial advisor in about 8 to 12 weeks. โ€œThis is a race,โ€ says Erik Bak-Mikkelsen. โ€œWe have to keep up with whatโ€™s happening in the market.โ€ Bak-Mikkelsen is head of cloud operations at car2go (link resides outside ibm.com). He understands that delivering new features and functions to car2goโ€™s ride-sharing apps and vehicles is key to getting and staying ahead. To do so, car2go moved its development operations to a managed-services cloud and adopted a DevOps development model. The result is accelerated development cycles, faster time to market and the capability to scale for future growth. Working with electrical power lines can be deadly. To stay safe engineers set electrical โ€œlockoutsโ€ using physical tags and padlocks to divert power from work locations. French energy company Enedis (link resides outside ibm.com) worked with IBM Garage for Cloud to develop software that instruments these locks and tags and ties them into a shared network. Tags and locks detect each time that they are removed from an engineerโ€™s van and communicate the time and geo-location. As the engineer attaches the locks, their location is recorded on a digital map. All stakeholders share a view of the map to ensure safety, reduce downtime and facilitate repairs. The IBM Cloud Garage collaborative development approach enabled Enedis to develop field-ready prototypes in three months. Topic Source : https://www.ibm.com/topics/software-development
  2. We've tested the best RAM for gaming and other tasks, including video editing and graphics-heavy applications. Whether youโ€™re shopping for the best RAM for gaming to upgrade the best gaming PCs but now struggle to tackle todayโ€™s games or building a new PC from the ground up, the best RAM kit for your money depends on the platform you pick and the workloads you plan to run. The hard part is evaluating whether faster memory improves your systemโ€™s performance. For example, if youโ€™re running an Intel system with one of the best graphics cards, most programs wonโ€™t respond meaningfully to faster or slower system memory. On the other hand, some workloads, including some games and software, will scale well with higher data rates. For example, file compression programs love fast memory. AMDโ€™s Zen-powered processors benefit more from higher memory frequencies, which you can read about in detail here. Increased memory speeds on AMD Ryzen- and Threadripper-based platforms often translate to real-world performance improvements. In games, that means higher frame rates at mainstream resolutions like 1080p (1920 x 1080) and smoother performance at higher resolutions. But the number of extra frames you get with faster RAM will vary significantly from game to game. Check out our RAM hierarchy for benchmarks. Lastly, memory speed makes a big difference if youโ€™re gaming with integrated graphics, whether an Intel or AMD processor (you can see how they stack up in our CPU Benchmark Hierarchy). The graphics engine thatโ€™s baked into most of the best CPUs for gaming doesnโ€™t generally have its dedicated memory like discrete graphics cards do, so faster RAM also improves performance. However, if you must pay top dollar for the fastest RAM to get playable frame rates, youโ€™re better off buying slower system memory and a discrete graphics card. In short, the best RAM is usually the fastest if youโ€™re gaming without a dedicated graphics card, running an AMD Ryzen system, and, in some isolated scenarios, with Intel chips. But if you donโ€™t care about squeezing the best performance out of your hardware, DDR5-5200 is drop-in compatible with AMDโ€™s Zen 4 processors and DDR5-5600 or DDR4-3200 for Intel 14th Generation Raptor Lake Refresh CPUs.For many users, 16GB continues to be the current sweet spot. Programs continue to get bigger and require more memory over time, whereas 1080p and 4K videos are more common. PC games are also getting more demanding, and websites have become more complex. So, while heavy multitaskers and prosumers may need 32GB to avoid using much slower disk-based virtual memory, 16GB is far more affordable and sufficient for gaming and mainstream productivity tasks. Advertised XMP memory speeds might not be possible on AMD-based motherboards. XMP is an automatic memory overclocking setting designed for Intel systems, but some motherboard makers offer BIOS settings to attempt to use these faster speeds on AMD motherboards. However, these settings arenโ€™t present on all motherboards and donโ€™t always work when they are present. Look for AMD EXPO-certified memory kits if you own a Ryzen 7000 (Zen 4) processor. Dual-rank memory is faster than single-rank memory. Tests show that dual-rank memory kits perform better than single-rank memory kits on AMD and Intel platforms. Always buy a single memory kit for your desired capacity. Don't combine two memory modules or kits from the same vendor and product line. Mixing and matching may not always produce a desirable result, and sometimes, manual tweaking is required to achieve stability. Want the best plug-and-play experience? If you want to avoid minimum to zero manual intervention, choose a memory kit that coincides with the official memory frequency supported by your processor. For example, DDR5-5200 is the baseline for AMD's Zen 4 chips, whereas DDR5-5600 or DDR4-3200 is for Intel's 13th Generation Raptor Lake and 14th Generation Raptor Lake Refresh processors. Do you own a Raptor Lake or Raptor Lake Refresh CPU? Remember that Raptor Lake and Raptor Lake Refresh processors natively support DDR4-3200 on Gear 1. It's down to the silicon lottery if your chip can keep higher data rates on Gear 1. However, DDR5 operates in Gear 2 by default regardless of the frequency. Topic Source :https://www.tomshardware.com/reviews/best-ram,4057.html
  3. Microsoft says it wants to bring its games to any screen. Letโ€™s start with a screen we can play on in bed. MICROSOFT IS GEARING up for a big holiday season at the end of this year. During yesterdayโ€™s much-hyped Official Xbox Podcast, Xbox president Sarah Bond teased news regarding the companyโ€™s hardware, as well as its plans for its next-gen gaming devices. โ€œWhat we're really focused on there is delivering the largest technical leap you will have ever seen in a hardware generation,โ€ she said. The biggest question about Microsoftโ€™s next bet, then, isnโ€™t whether or not it will continue to make traditional consoles that plug into your television. Itโ€™s if Microsoft will follow in the footsteps of companies like Nintendo and Valve to make a console you can carry around. Gaming has long advanced past the point of handhelds only providing a separate, smaller experience; you can play everything from battle royale megahits like Fortnite to expansive, open worlds like The Legend of Zelda: Tears of the Kingdom without a full TV setup. Other Microsoft competitors like Sony have already dipped into handhelds. In addition to the companyโ€™s efforts like the PlayStation Vita, which it stopped producing in 2019, it released PlayStation Portalโ€”which allows you to stream games from your PS5โ€”last year. Microsoft Gaming CEO Phil Spencer has expressed admiration for his competitorsโ€™ strategies. During a recent interview with The Verge, he says Microsoft has been โ€œkind of learning from what Nintendo has done over the years with Switch โ€ฆ When I look at Steam Deck and the ROG [handheld] and my [Lenovo handheld] Legion Go, Iโ€™m a big fan of that space.โ€ What keeps players from gaming more, he says, is more than just sleep or the regular obligations of life. โ€œSome of it is just access,โ€ he told The Verge. โ€œDo I have access to the games that I want to play right now?โ€ Even when asked directly about whether Microsoft would be making a handheld, Spencer refuted the idea. โ€œIโ€™m a big fan, but nothing to announce.โ€ Doubling down on traditional consoles this holiday season isnโ€™t unexpected. In September, Microsoft accidentally leaked information about its release plans, including a look at its mid-gen console refresh and a new controller, through unredacted documents. If still accurate, the documents also included information on its next-gen Xbox console, pegged to 2028, as a โ€œhybrid game platformโ€ that would use the cloud. Although cloud gaming offers an attractive solution for some players looking to avoid the hassle of a console on the shelf of their home entertainment center, Xbox execs have always been firm that traditional consoles are important to the business. โ€œWhen we look at our hardware โ€ฆ it's where you get the most flagship, seminal experience of Xbox,โ€ Bond said during the podcast. โ€œAnd it also represents a developer target. Our developers can build the specs of our hardware, and we invest to make sure when they do, that the games are going to run great on our hardware, but they're also going to be able to be accessed across any screen because of all the other investments we make.โ€ As Microsoft opens up its games to more platforms, it needs to make its signature hardware more appealing beyond a community loyal to the brand itself. Spencer himself may agree; eagle-eyed fans have noticed him liking tweets calling a handheld โ€œinevitable.โ€ Microsoft doesnโ€™t have to make a technological leap to make great games accessible; Topic Source : https://www.wired.com/story/give-us-an-xbox-handheld-already/
  4. As my friend group's forever DM, I'd love to have more D&D games so that I can actually be a player sometimes. Hasbro and Wizards of the Coast want a bigger piece of the gaming industry's pie, especially after the huge success of Larian Studios' Baldur's Gate 3. To that end, both companies are investing nearly one billion dollars into their shared gaming ecosystem, which includes half a dozen studios. Some of these studios are working on more Dungeons & Dragons games, while others are working on other Hasbro IP--Atomic Arcade is tackling a G.I. Joe Snake Eyes game, for example--and still more are creating brand-new IPs. We saw one of these new IPs revealed at last year's The Game Awards: Archetype Entertainment's Exodus. At GDC 2024, I sat down with Dan Ayoub, Head of Digital Product Development at Wizards of the Coast, to talk about what these new games will look like, how WotC and Hasbro plan to protect developers' jobs while pouring a ton of money into a brand-new initiative, and whether future D&D games will stay in Faerun or explore other settings (I'm keeping my fingers crossed for Eberron).GameSpot: I was really surprised to learn y'all have a ton of studios working on several new games. Has this been going on for a while and I just haven't been privy to it? Ayoub: I wish I could say that was the case. It has really been something we haven't talked too much about. But if you think about it, it just makes a ton of sense, right? Hasbro is a company focused on games and play, but it's kind of a well-kept secret that we've got this incredible video games [division] going on. So if you think about it, Hasbro's a 100-year-old company. And like you, I grew up playing D&D, and a lot of Hasbro board games and things like that. But I look at my own kids and things like that, and their play engagement patterns are entirely different. So if you think about it, if you squint, yeah, of course it makes sense for Hasbro to have all of these games going on. And certainly, you referenced Baldur's Gate [3], Monopoly Go!--we've been doing a lot on the license side and I think we've been a little more out there talking about that. But I'm really excited to be able to talk about what we're doing internally because we've got a billion dollars in games being developed right now, across multiple studios across North America. So why don't we just jump right into it? So I guess the first studio worth talking about, because we just announced it at The Game Awards, is our Archetype studio out of Austin. And that's being run by James Olin and a bunch of the Mass Effect 1 and 2 team. And a common thing you're going to see as I talk about the studios is we've built these studios around people and teams with DNA behind the types of things that we're trying to make. So that's been a really exciting project to work with the team on, and we were thrilled to finally be able to announce that to the world [at] The Game Awards. And frankly, the reaction blew us away; [we're] just blown out the water. So I think that was a great watershed moment too, because it was not just the coming out of the game for us, but I kind of saw it as our studio's coming out. We've got [a studio] in Montreal that's working on a large Dungeons & Dragons-based game. That's Invoke Studio. We've got Atomic Arcade in North Carolina that's working on Snake Eyes. As we like to say [that that game is] not your daddy's G.I. Joe. A very edgy take on Snake Eyes, and I'll come back to the strategy there a little bit. And, of course, we've got Archetype and also Skeleton Key in Austin--I can't say too much about [Skeleton Key's project], but it's something spooky. And I think if you look at the different studios, you've got some really interesting approaches with each. You look at Exodus and it's like, okay, this is a new IP, this is not an existing Hasbro or Wizards IP. And one of the great things about being in Hasbro [is] we've got toys. We've got all these other things we can do with it. So rather than, "Okay here's a Hasbro IP, go make a game," we're trying to go the other way--create something through a digital space where it's the fastest-growing medium and where more and more eyeballs are going, so that feels like the right place to do it. Then of course you look at Atomic and Invoke and those are classical Hasbro or Wizards IP from G.I. Joe to Dungeons & Dragons. And Skeleton Key again is kind of like, okay, we're going to try and do something new and innovative from a gaming side. So we've got, as I mentioned, about a billion dollars in games being developed, you got hundreds of people across all of these studios who are actively hiring as well. So we're growing up these studio infrastructures. So it's quite a large endeavor happening under the Hasbro umbrella right now. Are there any, for lack of a better word, safeguards designed for this level of forward-looking and spending? I love the idea of all these studios growing and tackling all these new IPs, but also--just reading our industry right now--there's just so many studios that grew a little bit too quickly over the pandemic and now good people are being laid off because the numbers aren't quite matching the numbers that people were bringing in in 2020 and 2021. We're being diligent about our growth and I think the good thing is we're obviously on the other side of the pandemic now. I think the studios are really now coming into that period where they're growing. I think we've certainly looked and seen the lessons over the last couple of years. I think we're being very diligent about our growth. We've got a lot of seasoned professionals who have been in the industry for a long time, and of course we're still part of Hasbro, so we've got that constant dialogue back and forth with Hasbro about how quickly does it make sense to be growing and things like that. But this is a core part of Hasbro's growth strategy, over the next several years. So the investment obviously is considerable, but yeah, I like to think we're being very measured and diligent and just making sure we're not growing too quickly. Going back to what you said earlier, what do you mean when you're saying that WotC and Hasbro are trying to build to the strengths of these studios? What's the process? [In some cases,] we went out and sought certain people. And in some cases it was the opposite, it was just people we were talking to. So, [as an example,] Atomic Arcade is doing the Snake Eyes game. We've got a lot of folks there that worked on Arkham, like our studio head. We wanted people who brought Batman to life, to, in very much the same way, what we want to do with Snake Eyes. And honestly, I cannot wait to show you. I'm a huge G.I. Joe fan and if you had seen what the team has done--I cannot wait to show this to people. And that replicates across our studio ecosystem. It was very much a conversation of, "Okay, what kind of game do we want to do? What makes sense, and what are the strengths we can bring to it?" And a big part of that strength is just talent that's already done it before.So myself and a lot of people on the team, at the risk of aging us, grew up with the '80s cartoon and things like that, and then the comic books and things and all of that fun. So the question is, in some respects, the philosophical creative approach of how do we make this [game] work in a medium where new people might be discovering it [for the first time]? And the answer to that is just obviously make a great game first. [Snake Eyes] is just an amazing character. He's got that mix of commando, but he's also a ninja. And I won't say too much about the story or the game and things like that, but he is definitely the piece with which we're looking to introduce or reintroduce a bunch of other characters and things like that back to the world. I don't know if you were a big comic guy, but I was and I'm going to totally sound like a geek here but, in issue 21--it was one of those famous comics--there was just no dialogue, it just totally focused on [Snake Eyes being mute]. And for a character that can't communicate, they can't speak, it actually creates some fun gameplay mechanics for us as well. When the time comes, we will have you sit down with [the game] and you will love it. [The team] have come up with some really, really clever ideas. Can we expect to see more totally new ideas that don't connect to any existing Hasbro IP? We have a couple of ideas in the oven. So the short answer is yes, you can expect to see us do more new IP campaigns as a medium. Again, I'll go back to my statement, Hasbro is a company that has play in its DNA and that is what it was based on. And play has changed over the last hundred years considerably. And Hasbro is making a lot of investments in the video game space because that's where people are playing, more and more. So some of those will be expressions of things like G.I. Joe, like D&D. But you are going to see more and more new IP being developed under that banner as well. For all these studios, are they independent? Do they communicate with each other? Are they helping each other out? What's their relationship? Yeah, great question. The goal is building a lot of the studios, they're all being built obviously under very strong creative leadership. So we want to give them the flexibility, it's all about empowering the creative powerhouses we've brought in. And they do communicate amongst one another as well. So it's kind of a combination where they've got a tremendous amount of creative independence. My role and our role within Hasbro is just how do we plus things up so four plus four equals 10? How do we amplify what they've got? We bring some structure to it, some centralized services, so we're not replicating things with everybody. But yeah, the teams have a tremendous amount of creative liberty. We all work together really, really well. I am fortunate that I know many of these creatives, the industry is so small, from other stages of my own career. So yeah, it's a nice mix where everyone's got a lot of creative freedom, but they get the benefits that come with being part of a larger organization. Given the success of Baldur's Gate 3, is the goal for all of your D&D projects to replicate those systems? Or make games that are as different as possible an experience from Baldur's Gate 3? We were obviously thrilled at the reception of Baldur's Gate 3. I think that proved a lot of things. People want these kinds of games and they want high quality, and things that are true to the franchise. So we obviously don't exist on an island. When we make a D&D game, we work with the D&D team. We also want to tie into what they're planning for future releases and things like that. So the different types of games and the roadmaps we have are tied in with a larger D&D strategy. So you may see some overlap, but if you do, it's intentional. And that's kind of where I go back to the studios having their creative freedom, but there's still that larger plan. So you're going to be seeing a number of different kinds of D&D experiences coming. In terms of working with the D&D brand and doing your best to be on the same page, how do studios work alongside the system change as D&D 5e transitions to One D&D? It's an influence in some cases. So let me go and use Baldur's Gate as an example. I mean, that was a very direct expression of the books and the [5e] rule set, and we will do games that are like that. And we will also do games that are just more action oriented and things like that, but it'll always be grounded in some form to D&D, whether that grounding might be from a direct expression of the rule set, it might be the world, it might be characters. We'll express it in different ways, but it'll always be authentic. And in terms of just settings, and maybe you can't get into this, but Baldur's Gate 3 is obviously set in Faerun, the best-known D&D setting right now and one that--at least for me--I'm a little tired of playing in. Any efforts to try to create a D&D-inspired game that isn't necessarily set in that main world of Faerun? Yes. Just yes? Obviously you hit the nail on the head--that's certainly the most po[CENSORED]r area. When you go to people wanting expressions of what they know, that's a big part of it. We are going to play around the edges, a little bit as well. I can't say too much more than that. Look, man, Eberron is right there. It's funny, I'm a huge D&D player and I'm playing in Eberron right now. Hell yeah. Any sort of roadmap for all of these games? We definitely have a roadmap that goes pretty far in, actually, with dates kind of written in pencil as to when we think all of them are coming. And as we do project updates and things with the teams and things like that, we are constantly evaluating and reevaluating. You can probably guess based on what's been announced, kind of like how the ball starts rolling. But we've not called any dates yet, although that time will certainly come when we feel a good level of confidence. We don't want to rush out with anything. This business is really, really important to us. It's close to me personally. It's close to all of the creatives we brought in, so we're very diligent about making sure everything has time to get to the right stage. This interview was edited for both brevity and readability. Topic Source :https://www.gamespot.com/articles/following-baldurs-gate-3-wotc-and-hasbro-are-investing-1-billion-in-their-aaa-game-ecosystem/1100-6522241/
  5. In our Hellblade 2 preview, we go hands-on with Senuaโ€™s Saga as Ninja Theory unveils how the studio goes beyond โ€œrealism for realismโ€™s sake.โ€ This is where my story began, and so it has to end here, because I cannot see further than this.โ€ These are the final lines of Hellblade: Senuaโ€™s Sacrifice, delivered by Senua herself in a fourth-wall break that sees actress Melina Juergens turn her plaintive gaze to the camera. Developer Ninja Theory doesnโ€™t share the sentiment. For half a decade, the studio has been hard at work on the next chapter โ€“ appropriately named Senuaโ€™s Saga โ€“ and I was invited to Ninja Theory HQ for a peek behind the curtain and a hands-on preview of Hellblade 2 in the final weeks of its development.When I step into the reception area, I come face to face with a collection of beaming BAFTA masks, in pride of place on the shelf opposite the front desk. In the boardroom, the angelic countenance of two TGA statuettes wink from a cabinet at the far end of the room. From accolades to canvas prints, Senuaโ€™s legacy has seeped into the fabric of the building itself. Itโ€™s no surprise, then, that thereโ€™s a frisson of nerves running underneath the studio-wide excitement for Hellblade 2โ€™s first hands-on preview. It also explains the meticulous schedule of the event itself, which aligns closer to a studio tour than any traditional preview event. The preview is split into two parts defined by their location: Reykjanestรก and Freyslaug. So much of Senuaโ€™s Sacrifice is spent suspended out of time and space, but Senuaโ€™s Saga is distinct on both counts. Studio head Dom Matthews describes it as a โ€œlove letter to Iceland,โ€ delivered via an anamorphic cinema lens primed for photo mode. In the studioโ€™s effort to fully capture Icelandโ€™s topography, elevation data was quickly deemed sufficient, prompting on-location visits to acquire drone scans for photogrammetry. When I ask art director Dan Attwell why it had to be Iceland, the answer is simple: โ€œItโ€™s otherworldly. Itโ€™s like a geological theme park almost, thereโ€™s so much diversity in it.โ€ In the wake of such extreme geological contrast, the psychology of Icelandโ€™s landscape is a close match for Senuaโ€™s own. The rocky shores of Reykjanestรก are the stage for a short sequence to ease me back into the Hellblade experience after so many years. โ€œ[Senua] spent the first game being buffeted and overcome by her experiences, and she manages to arrive at a place of relative peace and acceptance,โ€ Derham explains. โ€œSheโ€™s in a place now where, instead of it being such an internal journey, sheโ€™s able to push out into the world and into the future a little more than she could have before.โ€ The dull roar of the Icelandic sea sets a primordial tone that echoes the opening moments of Senuaโ€™s Sacrifice, a throughline that connects the pitch and keel of the binaural voices of the Furies, distant shouting, and the agonal choking of helpless victims dying around Senua. โ€œItโ€™s your fault,โ€ the Furies hiss, and itโ€™s the first clear suggestion of the shift towards that exteriority.I also get a taste of the Furies in action in an audio demo that sees voice actors Abbi Greenland and Helen Goalan reprise their non-corporeal yet omnipresent roles from Senuaโ€™s Saga, swooping around a binaural dummy head sporting a set of fluffy microphones attached to each ear. This dance is set to a loose script thatโ€™s subject to improvisation, bolstered by the physicality that Greenland and Goalan inject into their movements. Without the visual stimulus of Senuaโ€™s journey, itโ€™s more apparent that their accompaniment mirrors the tension and release of musical cadence, as they shift seamlessly through frantic whispers, stuttered fricatives, and deep-throated despair. Composer David Garcia Diaz compares their performance to jazz, in which the happy accidents that emerge through improvisation lend the Furies a โ€œprismaticโ€ quality that mirrors the unpredictability of psychosis. I also get a taste of the Furies in action in an audio demo that sees voice actors Abbi Greenland and Helen Goalan reprise their non-corporeal yet omnipresent roles from Senuaโ€™s Saga, swooping around a binaural dummy head sporting a set of fluffy microphones attached to each ear. This dance is set to a loose script thatโ€™s subject to improvisation, bolstered by the physicality that Greenland and Goalan inject into their movements. Without the visual stimulus of Senuaโ€™s journey, itโ€™s more apparent that their accompaniment mirrors the tension and release of musical cadence, as they shift seamlessly through frantic whispers, stuttered fricatives, and deep-throated despair. Composer David Garcia Diaz compares their performance to jazz, in which the happy accidents that emerge through improvisation lend the Furies a โ€œprismaticโ€ quality that mirrors the unpredictability of psychosis.Back to Reykjanestรก. I take in the crashing waves, the intricate detail of a ship smashed to bits on the shoreline, then brace myself as a Northman stumbles out of the sea mist. He advances on Senua, a tower of corded muscle that grows taller as the camera pulls in close to meet him, and while my instinct is to step back, I instead step forward and parry his first swing effortlessly. This ease is partly thanks to Hellblade 2โ€™s control scheme, which remains faithful to the lightweight mechanics of its predecessor. Light and heavy attacks are punctuated by dodges and parries, but the impact of each blow has far more weight and precision this time around. I eventually throw the Northman off-balance, exploit this opening to cut him down where he stands via a brutal finisher, and Reykjanestรก fades to black. The second sequence finds Senua in Freyslaug โ€“ what I assume to be the Fosslaug hot spring in modern-day Iceland, albeit in Hellblade 2, a ruined settlement occupies the landscape. Itโ€™s also here that we see Senua interact with other people, though the man in question is tied to a wooden post and heโ€™s not very happy about it. โ€œWhat does it look like and feel like when someone with a very strong unique world model comes into contact with other people with their own model of the world?โ€ Matthews asks, then points to the infamous blue-and-black (or is it white-and-gold?) dress that was the subject of fierce online debate in 2015. โ€œI went around the studio and asked, โ€˜What color is it?โ€™ When people were wrong, and you told them that they were wrong, they actually got angry, because it challenged their model of the world.โ€In this case, the man denounces Senua as a โ€œcrazy witchโ€, and the Furies drown out any further dialogue as Senua wrestles with her rage and the rising impulse to kill him. Naturally, this was a deliberate choice. โ€œSheโ€™s having conversations internally with the Furies while also trying to have a conversation with another person,โ€ Matthews explains. โ€œFor people who do experience psychosis, it is a daily struggle to try and manage that.โ€ While I typically rely on subtitles for auditory processing, I find the tumultuity of this moment so striking that itโ€™s enough to make me refrain from turning them on; after all, Senua doesnโ€™t have subtitles to help her navigate these moments. A mutilated body strung up in ritualistic sacrifice at the head of a wooden bridge brings Senua to a standstill, and as she struggles to process whatโ€™s in front of her, a kaleidoscopic portal of whirling limbs, torsos, and faces blocks the path forward. Just like its predecessor, Senuaโ€™s Saga employs pareidolia as the crux of its puzzles โ€“ a form of pattern recognition that picks out connections in disparate shapes where none exist. As I pick my way through the settlement, runes swim across the screen, prompting me to find a matching shape somewhere in the environment. These puzzles were my least favorite part of Senuaโ€™s Sacrifice; not only am I exceedingly bad at them, but I find them fairly reductive as a representation of psychosis. That said, the sensory experience of this puzzle entirely surpasses those that appear in Senuaโ€™s Sacrifice, and the longer I spend trying to find what Iโ€™m looking for, the further Iโ€™m submerged into the near-hypnotic, cacophonic soundscape. โ€œAudio plays a massive role,โ€ VFX director Mark Slater Tunstill says. โ€œWe often say that the Furies are kind of our HUD in a way.โ€ However, there are plenty of visual signposts โ€“ such as light, geological formations, and yes, a smear of white paint โ€“ that also help to subconsciously guide me through both the puzzle-solving and general exploration of Freyslaug. Here, too, pareidolia plays a part, as a human face materializes on a lump of rock barring one residence then fades away to reveal a new path. โ€œWe made it really hard for ourselves, right?โ€ Slater Tunstill laughs. โ€œWeโ€™ve gone super realistic, but weโ€™ve also gone no HUD, no camera cuts.โ€ However, Attwell expresses trust in Hellbladeโ€™s older audience: โ€œItโ€™s people who want something different, want something immersive, and want something thatโ€™s shorter but more involved and enriching. So thereโ€™s a level of understanding that weโ€™re expecting from them as well.โ€ That trust appears well-founded as I locate each rune with minimal fuss, and the grisly tableau on the bridge transforms into the haunting image of Dillion at the site of Senuaโ€™s trauma: suspended, blood-eagled, in a web of rope as sunshine blazes behind him. In this liminal mindscape, Senua is once again tormented by the guttural facsimile of her fatherโ€™s voice, until the Furies deliver a devastating realization: she cannot run from her torment; sheโ€™s forced to carry it with her wherever she goes. Itโ€™s a poignant yet devastating scene, and while the surreal image of disembodied hands slowly closing over Senuaโ€™s face is arresting, thereโ€™s no question that Juergensโ€™ performance remains the driving force. Even here, in the depths of her trauma, there is a glimmer of the love Senua has for Dillion, and it is at this point that I tried very hard not to cry at a preview event. Instead of consuming Senua, the darkness falls away into an idyllic representation of her childhood home, crystallized in her memory in verdant green and banked by flowers. Within, Senua retrieves the iron mirror she uses to slow time and stun enemies. I brace myself for a redux of the dissociative episode in Senuaโ€™s Sacrifice, where Senua gazes into the same mirror and speaks with the distorted voice of her father as she teeters at the precipice of suicide. This time, anchored in this memory of her mother, we just see Senuaโ€™s reflection. Professor Paul Fletcher, who returns as Ninja Theoryโ€™s mental health advisor for Hellblade 2, recalls conversations with people who have lived experience of psychosis on the nature of recovery. โ€œItโ€™s not about the voices suddenly disappearing or the past being blotted out,โ€ Professor Fletcher explains. โ€œItโ€™s much more about achieving a new meaning and purpose for the future. Topic Source : https://www.pcgamesn.com/hellblade-2/preview
  6. Musician Name: Tamer Ashour Birthday / Location: 1984 Egyption Main instrument: Romance Musician Picture: Musician Awards & Nominations: People loves Best Performance: Haygely mawgo3 Other Information: None
  7. Live Performance Title: you can Signer Name: AHmed bebo Live Performance Location: Egypt Official YouTube Link: Your Opinion About the Track (Music Video):
  8. Music title: Elbakht Signer: Wegz Release date: Last year Official YouTube link: Informations about the signer: Your opinion about the track (music video): Good
  9. Eagle is the common name for the golden eagle, bald eagle, and other birds of prey in the family Accipitridae. Eagles belong to several groups of genera, some of which are closely related. True eagles comprise the genus Aquila. Most of the 68 species of eagles are from Eurasia and Africa.[1] Outside this area, just 14 species can be foundโ€”two in North America, nine in Central and South America, and three in Australia. Eagles are not a natural group but denote essentially any kind of bird of prey large enough to hunt sizeable (about 50 cm long or more overall) vertebrates.Eagles are large, powerfully-built birds of prey, with heavy heads and beaks. Even the smallest eagles, such as the booted eagle (Hieraaetus pennatus), which is comparable in size to a common buzzard (Buteo buteo) or red-tailed hawk (B. jamaicensis), have relatively longer and more evenly broad wings, and more direct, faster flight โ€“ despite the reduced size of aerodynamic feathers. Most eagles are larger than any other raptors apart from some vultures. The smallest species of eagle is the South Nicobar serpent eagle (Spilornis klossi), at 450 g (1 lb) and 40 cm (16 in). The largest species are discussed below. Like all birds of prey, eagles have very large hooked beaks for ripping flesh from their prey, strong, muscular legs, and powerful talons. The beak is typically heavier than that of most other birds of prey. Eagles' eyes are extremely powerful. It is estimated that the wedge-tailed eagle has a visual acuity twice that of a typical human.[2][3][4] This acuity enables eagles to spot potential prey from a very long distance. This keen eyesight is primarily attributed to their extremely large pupils which ensure minimal diffraction (scattering) of the incoming light. Like most diurnal raptors, eagles have little ability to see ultraviolet light.[5] The female of all known species of eagles is larger than the male.[6][7] Eagles normally build their nests, called eyries, in tall trees or on high cliffs. Many species lay two eggs, but the older, larger chick frequently kills its younger sibling once it has hatched. The parents take no action to stop the killing.[8][9] It is said that eagles fly above clouds but this is not true. Eagles fly during storms and glide from the wind's pressure. This saves the bird's energy. Due to the size and power of many eagle species, they are ranked at the top of the food chain as apex predators in the avian world. The type of prey varies by genus. The Haliaeetus and Icthyophaga eagles prefer to capture fish, though the species in the former often capture various animals, especially other water birds, and are powerful kleptoparasites of other birds. The snake and serpent eagles of the genera Circaetus, Terathopius, and Spilornis predominantly prey on the great diversity of snakes found in the tropics of Africa and Asia. The eagles of the genus Aquila are often the top birds of prey in open habitats, taking almost any medium-sized vertebrate they can catch. Where Aquila eagles are absent, other eagles, such as the buteonine black-chested buzzard-eagle of South America, may assume the position of top raptorial predator in open areas. Many other eagles, including the species-rich genus Spizaetus, live predominantly in woodlands and forests. These eagles often target various arboreal or ground-dwelling mammals and birds, which are often unsuspectingly ambushed in such dense, knotty environments. Hunting techniques differ among the species and genera, with some individual eagles having engaged in quite varied techniques based on their environment and prey at any given time. Most eagles grab prey without landing and take flight with it, so the prey can be carried to a perch and torn apart.[10] The bald eagle is noted for having flown with the heaviest load verified to be carried by any flying bird, since one eagle flew with a 6.8 kg (15 lb) mule deer fawn.[11][12] However, a few eagles may target prey considerably heavier than themselves; such prey is too heavy to fly with, thus it is either eaten at the site of the kill or taken in pieces back to a perch or nest. Golden and crowned eagles have killed ungulates weighing up to 30 kg (66 lb) and a martial eagle even killed a 37 kg (82 lb) duiker, 7โ€“8 times heavier than the preying eagle.[10][13] Authors on birds David Allen Sibley, Pete Dunne, and Clay Sutton described the behavioral difference between hunting eagles and other birds of prey thus (in this case the bald and golden eagles as compared to other North American raptors):[14] They have at least one singular characteristic. It has been observed that most birds of prey look back over their shoulders before striking prey (or shortly thereafter); predation is after all a two-edged sword. All hawks seem to have this habit, from the smallest kestrel to the largest Ferruginous โ€“ but not the Eagles. Among the eagles are some of the largest birds of prey: only the condors and some of the Old World vultures are markedly larger. It is regularly debated which should be considered the largest species of eagle. They could be measured variously in total length, body mass, or wingspan. Different lifestyle needs among various eagles result in variable measurements from species to species. For example, many forest-dwelling eagles, including the very large harpy eagle, have relatively short wingspans, a feature necessary for being able to maneuver in quick, short bursts through densely forested habitats.[10] Eagles in the genus Aquila, found almost exclusively in open country, are noted for their ability to soar, and have relatively long wings for their size.[10]These lists of the top five eagles are based on weight, length, and wingspan, respectively. Unless otherwise noted by reference, the figures listed are the median reported for each measurement in the guide Raptors of the World[15] in which only measurements that could be personally verified by the authors were listed.[10] https://en.wikipedia.org/wiki/Eagle
  10. It would have natural high-performance station wagon competitors right away. As we start to see BMW launching 2025-model-year offerings, one in particularโ€”a performance variant of the newest 5 Seriesโ€”is really churning the rumor mill. In mid-2023, whispers began that the U.S. would see a high-performance BMW wagon in the form of the M5 Touring. A station wagon we haven't seen 2010 (the E61 version), and one we've never been given in M5 strength? Yep, people are starting to get excited about the news again in 2024. Could BMW really be sending an M5 Touring to the U.S. to take the super-wagon fight to the Mercedes-AMG E63 and Audi RS6 Avant? As of April 4, 2024, BMW has confirmed that, yes, it is.The automaker's official announcement that the M5 Touring will come to the U.S. as a 2025 model with the same M Hybrid powertrain we'll see in the 2025 M5 sedan, with production beginning in Q4 2024, follows an earlier report fromThe Car Guide. In that (unofficial) report, head of BMW design Domagoj Dukec said yes, the next-gen M5 Touring will be coming to the U.S. alongside the M5 sedan. In that same report, The Car Guide noted that a camouflaged M5 Touring prototype was spotted recently in Los Angeles, but it's not uncommon for manufacturers to test vehicles not destined for our shores here. Specific timing on the new wagon's release proved elusive, but The Car Guide suggests it "should take place late this year." When we asked BMW for comment about the would-be M5 Touring previously, all the automaker had to say was: "BMW M has confirmed the production of the BMW M5 Touring. Details related to when and in which markets this car will be offered will follow at a later date." Now, if you look at that statement at face value, it sounded pretty "no"-ish. However, just as we suspected, BMW's statement didn't shut down the notion with a clear-cut "no." Considering no M5 Touring has previously made it to the U.S.โ€”making a "no" on the wagon pretty easy for BMW, given it'd just be business as usual with an upcoming M5 debutโ€”the tantalizing non-shut-down from BMW seemed like a wink. Now, of course, we know it was the best kind of tease. An M5 Touring will reach American customers, and it will give BMW something to fight the Audi RS6 and Mercedes-AMG E63 with.This story was originally published February 14, 2024, and has since been updated to reflect BMW's official confirmation that the M5 Touring is headed stateside. https://www.motortrend.com/auto-news/
  11. Inaki Williams always knew his brother Nico was special, even if his younger sibling used to get so nervous he would ask Inaki, already a star in Bilbao, not to watch his youth games at the Athletic Club academy. Inaki is a pioneer. He helped raise Nico while their parents worked tirelessly to make ends meet, but also paved the way for his brother and other sons of immigrants to represent a club whose policy of only fielding players born or raised in the Basque Country inevitably meant the squad has historically reflected the predominantly white society around it. Inaki, 29, was not the first player of African heritage to represent the club - that was Jonas Ramalho, son of an Angolan father and Basque mother, in 2011 - but he is the first black player to establish himself at San Mames, having made more than 300 La Liga appearances, including an unprecedented 251 in a row. Nico, eight years his junior, is, in Inaki's words, now "making waves in football" too, and any nerves the youngster feels these days are channelled into realising childhood dreams of performing on the biggest stage alongside his big brother, mentor and guardian. "As an older brother, it makes me really proud to see how he has grown, to see how he is improving as a footballer. He has no ceiling," Inaki tells BBC Sport. "I'm here to help him, to teach him and give him everything he needs." It is a journey that began long ago, and a long way from Bilbao. Their mother, Maria, was pregnant with Inaki when she left Ghana with father Felix in search of a better life. The couple crossed part of the Sahara barefoot. Inaki only learned the full extent of their story when he was 20. He had known his father had problems with the soles of his feet, but not that scorching sand was the reason why. Felix and Maria made it to the Spanish territory of Melilla in north Africa, jumping a border fence, but were detained by the civil guard. A lawyer advised them to lie, to say they were from war-torn Liberia instead and seek political asylum. He arranged help in Bilbao from Catholic priest Inaki Mardones, who met the couple at Abando railway station when Maria was seven months pregnant, found them an apartment and took them to hospital for Inaki's birth. Mardones baptised the future star, even gave him his first football shirt, and became his godfather. He is whom Inaki takes his name from. Not that settling in Spain made life easy for the family. They were given state housing in Pamplona and worked any jobs they could. Felix moved to London in search of more opportunities, working the turnstiles at Chelsea's Stamford Bridge, and Inaki - still a child - stepped in to help his mum raise Nico. "We had to suffer a lot," says Inaki, who would contribute to the family finances by refereeing football matches before his gift for the sport was enough to bring Felix home and end his search for work. "Thanks to God we are all here together now, living a really good life. My parents are getting to watch their sons prosper, which is why they came here. Everything we do is for our parents." On Athletic's radar for several years before officially joining the youth set-up aged 18, Inaki made his senior debut two years later in December 2014, sporting the same red and white jersey he wore as a boy. "Inaki had a very difficult life when he was very young," explains Athletic sporting director Mikel Gonzalez. "He knows what his responsibility is, so you can see him like a superhero. His mum is, for sure." Maria would always be there to watch her boys' matches. Nico joined the academy aged 12, when Inaki was already breaking into the first team, and began to forge his own path to stardom. "It was incredible watching him play," says former Athletic head coach Gaizka Garitano. "So easy. He was very fast, incredible speed. Even more skilful than his older brother. "Their mother was key for their improvement. Not only in football but also in the way they are, the respect of everybody. It was very tough for them, Inaki especially. "Inaki lived this situation at home very hard, without any money. "The character of Inaki is based on that time. He is very humble, always trying to learn from the coaches, and is very respectful." On Saturday the brothers will try to help Athletic win a first major trophy in 40 years when they face Mallorca in the Copa del Rey final in Seville. More than 100,000 fans are expected to make the trip by air, rail or eight-hour drive, most without tickets. If Athletic return with the trophy, the legend of the Williams brothers will be immortalised. The club's importance, especially in the Basque province of Bizkaia, is clear. Athletic are an institution, visible in all aspects of daily life. Each baby born in the region in 2023 received a bib commemorating the club's 125th anniversary. So vast is their youth network that they boast more than 160 partnership clubs and every football-playing boy at under-11s level trains at the club's Lezama base at least once this season. As sporting director Gonzalez puts it: "The first song you learn is the Athletic song. The first jersey you have is the jersey of Athletic. Your first time in a football stadium is always in San Mames." After a friendly appearance for Spain in 2016, Inaki chose instead to represent Ghana at international level. Nico meanwhile has committed fully to Spain, making four appearances at the Qatar 2022 World Cup. Both are also Basque. Athletic are at the heart of that, providing Basque language lessons for all employees and celebrating Basque history and culture. Even people without a general interest in football see the team as a vehicle for expressing their identity, a sense of belonging. "A religion," one taxi driver calls it. He is at a wedding on Saturday but will join the bride and groom in front of the TV for kick-off at 10pm local time. "Sometimes you find people who don't really like football, but still they are Athletic fans," explains midfielder Ander Herrera. "That's unique in the world. You see people who have been season ticket holders all their lives and they don't watch other games; they only watch Athletic. "In Bilbao, you find a woman who is 60 or 70 years old, she stops you in the street and she says to you that we have to win the cup and we have to qualify for the Champions League." Right now the city is decorated red and white. Flags hang from apartment windows, offices and council buildings. One metro station is decked out like San Mames, with a backdrop of fans looking over arrivals and departures. Kids have been delivering letters to Athletic's headquarters - the grand Ibaigane Palace - for players to open when they get to Seville. At Bar Ledesma, where Pena Los Inakis, a fan club dedicated to the older Williams sibling, meet, you can eat Athletic crisps and sip club-branded beer. Near the stadium, in the heart of the city, banners flutter and even a mannequin in a wedding dress sports an Athletic scarf in a bridal shop window. The club have been the bridesmaid too many times since their most recent Copa del Rey triumph in 1984. Six final defeats, including two in as many weeks when the pandemic delayed a heartbreaking loss to rivals Real Sociedad, have followed. There is a sense that, with Mallorca 15th in La Liga, this is Athletic's best opportunity yet to end a long wait for major silverware. The brothers, playing either side of the front three, have been fundamental in this cup run. Immediately after Ghana were knocked out of the Africa Cup of Nations, Inaki, flew back via Paris to arrive in Bilbao at 11am on the day of the quarter-final against Barcelona. He came off the bench that evening to score in extra time before setting up Nico in a 4-2 victory. Then, in the 3-0 semi-final second-leg win against Atletico Madrid, they assisted each other again. San Mames, 'the Cathedral', rejoiced. "In terms of football, they are key," says Herrera. "But on the personal side they are fantastic guys, always positive, always smiling. "Even when they argue, which we have seen a few times, like a brother discussion, it is so funny for us and we love it." Just don't mention La Gabarra. In the successful 80s, when Athletic won back-to-back titles and the double in 1984, it became tradition for players to celebrate on a barge on the River Nervion. Some believe talking about it since has become a jinx. Pictures from those triumphs show a different Bilbao, an industrial city. Now it is an innovative hub of contemporary architecture with the Guggenheim museum, situated on the riverbank where a factory once stood, at the heart of its regeneration. The football club reflects and embraces change, too. Throughout the youth system there are now players whose parents moved from Africa, South America or elsewhere. Midfielder Junior Bita, born in Ivory Coast, made the matchday squad last season. In the summer winger Alvaro Djalo will join from Braga. He is of Guinean descent and moved to Bizkaia as a baby. "It was just part of the historical process of the country," explains journalist Benat Gutierrez. "The Basque Country got a lot of immigrants before, but they were coming from other parts of Spain, therefore they were mainly white. "African immigrants started coming in the late 80s, early 90s, probably the bigger influx in the 2000s, and it was just younger adult men who were not ready to start a sports career here. "It has been a process until we are seeing the sons or even the grandsons of those new Basque citizens that are starting to be really important for Athletic." The club's all-Basque selection policy began following a dispute about Athletic using English players in the 1911 Copa del Rey. With the Spanish football federation introducing a rule the following season that players must be Spanish, an aggrieved Athletic went one step further.Through stubbornness and success, picking from a po[CENSORED]tion of about three million has worked for more than a century - Athletic have never been relegated from Spain's top tier and trail only Real Madrid and Barcelona in terms of trophies won. Critics call it xenophobic or racist. Some cite the case of Miguel Jones, a Bilbao native born in Equatorial Guinea who trained with the club. Policy at the time, however, dictated players must be born locally, so Jones was let go and instead enjoyed a successful career at Atletico Madrid in the 1960s. Jones himself dismissed claims of racism, citing white players who experienced the same fate, and celebrated Inaki's emergence before his death in 2020. Perhaps more poignant than a trophy, then, will be the Williams brothers' legacy. "It has been very rewarding to see how Athletic has evolved across time," says Gaizka Atxa, the Mexico-born founder of a fans' group named after Fred Pentland, a legendary former English coach of the club. "Athletic is a reflection of our society here and seeing the Williams brothers flourish means that any immigrant or son of immigrants has a decent opportunity to play for our club. "That just opens wide possibilities as to what Athletic could become in the next few decades." How long they will continue to flourish together is a topic of debate. Nico, who wears 'Williams Jr' on his back, is highly sought-after, notably from Chelsea, where his father once tore tickets. The 21-year-old's individual goal against Atletico in December was one of six he has scored in 29 games for Athletic this season. He is also joint second in La Liga's assist standings. "Inaki is helping Nico a lot in everything," says sporting director Gonzalez. "Nico is a very good player, but he is very young and you can imagine a lot of noise around him with clubs, with agents. But Inaki is the best example of hard work." Athletic fans can reluctantly accept when a star player goes as long as they leave money - in the form of a fat transfer fee - on the table. Aymeric Laporte, a ยฃ57m departure to Manchester City, for example. Nico's previous contract was due to expire in June 2024, but in December he signed an extension through to 2027, under his brother's guidance. "Inaki, of course, was also in on these decisions with his family," says Gonzalez. "They feel very well here in Bilbao. They believe in the project. They are very happy with the team, with the coach, with everything. They also have the love of the supporters. "For sure, at another club Nico could have gone for free to a Champions League club, earning much more money or winning more titles. But in this moment he has the feeling he has to continue here and Inaki is a very important person for him to take the best decisions in his professional career." In any case, Nico and Inaki have unfinished business in Bilbao, a cup final to win - for the fans, for the city, for the club, for Felix and Maria. https://www.bbc.com/sport/football/68717176
  12. Anyone that owns a PC has to contend with dust buildup. It's the bane of PC cooling. Even if you keep your area clean, some buildup will occur over time. It's made much worse of you have a carpeted room and especially if you have pets. You can configure your fans however you like, use as many dust filters as you can fit, and make sure your PC is well away from carpets and floor-bound fluff, but at some point, the dust comes for us all. You can't escape it, and it's a good idea to clean your PC now and then if you want to keep your components' temperatures manageable. Here are the methods we use to safely and thoroughly clean out our computers.The most important thing to consider when cleaning your case is that we want to make it possible for cool, fresh air to get into the case and hot air to get out. If dust filters are clogged or there's excess dust collected around the heat sinks, that's not going to be possible and your system could overheat.Along with overheating, dust buildup can cost you performance. As temperatures rise, your CPU and GPU will begin to drop below their maximum boost and turbo clocks. In severe cases it can lead to significant throttling, if not shutdowns when your system is under a heavy load. To counter that, you want to do everything you can to eliminate dust and leave your system fresh and clean. Note: Whenever cleaning your PC or its components, you need to take extra special care about static damage. Using an anti-static wristband is ideal, but if you don't have one to hand, make sure to regularly ground yourself by touching your case or PSU housing.One of the first signs of a significant dust buildup is when you can see it on the dust filters adjacent to your intake fans. It's best not to just wipe it off or point a can of compressed air at your PC and hope for the best. Before you begin, there are a few common sense things to consider Turn off your PC and unplug the power cable from the rear. If you want to be extra safe, unplug everything. Wear a dust mask or respirator if you want to avoid breathing in any of the dust and dirt you remove from your case. Move your computer to somewhere well ventilated if possible, or at least open a window or door to let fresh air into the room. Remove the side panels and (if possible) the front panel of your case. TOOLS TO HELP Microfibre cloth - You might want to rub something in there. Compressed air - let's face it, if you want to clean anything on a PC one of these is always good to have on hand. A mini vacuum/blower - If you're sick of buying compressed air you can get one of these pretty cheap. They're not as direct or as powerful but they'll do the job and you can just recharge it instead of needing a new can. Antistatic wristband - You can use your case to ground you, but one of these is never a bad idea. Actual tools - depending on your case and parts, you might need screw drivers or special bits to get things open.1. Get rid of the dust โ€” Dust is one of the biggest enemies when it comes to keeping a PC clean, and it can get everywhere. You've likely already knocked loose a bunch of dust just moving your PC, use a vacuum cleaner to clean up any dust that ends up on the floor. However, don't use the vacuum directly on the interior of your case, as there is a real risk of static damage. Use your can of air, or blower to get as much dust out of your PC as possible. You can often do a pretty good clean without needing to remove any components this way. If your PC hasn't been cleaned in a while, there's a good chance you have dust caked onto the fans, vents, and heat sinks. In this case, a quick dusting might not be enough. 2. Remove everything you want to clean โ€”If you display your PC like a work of art as much as a functional tool or gaming machine, then you'll want to do more than just give it a light dusting. For that, we'd recommend removing everything from the case. That means redoing all of your cable management, draining the water-cooling loop, and unhooking all your drive caddies. The end result, though, is worth it. Note: We still recommend an anti-static wrist band when handling any components. If you don't have one to hand, periodically touch your PC case to ground yourself. If there's only a few things that need the intensive clean treatment, feel free to just grab those out. That being said, it's worth doing a thorough clean now and then and now's as good a time as any. Just make sure you reapply thermal paste if you remove the heat sync. If you're not sure how, read our guide. 3. Lay it out โ€”Lay everything you've removed out on a non conductive surface. This should give you a good opportunity to see what really needs your cleaning attention. You can give them another once over with the compressed air or blower while they're here. 4. Wipe everything down โ€” Grab your lint free cloth and wipe any dust build up you can still see. Pay particular attention to any crevices, plastic shrouds, and heat sinks. Thoroughly clean any dust filters too. For fans you can hold the blades still to give them a better clean on the individual blades. 5. Use some Isopropyl โ€” If there are any fingerprint or oily marks or other stubborn grime, use cotton swabs and isopropyl alcohol or equivalent to wipe them clean. Be very careful and of course, make sure to leave them to dry before putting them back together. 6. Opening components โ€” Some components, like a graphics card, can get dust build-up inside a covered area. Cleaning these may require disassembling the card, which is possible if you have the right tools (small hex and Torx bits are often required). Hopefully this won't be required, but if your PC has been extra dusty there might be some caked inside. There are certain components, like the interior of your PSU, that you aren't going to be able to clean effectively without taking it apart and voiding your warranty. Doing so can be dangerous, too. Instead, we'd recommend using a can of compressed air with a long straw attached to give it a little blast to dislodge any stubborn dust. When you next turn it on, its own fan and natural airflow should blow any loosened dust out of the rear. When you're finished cleaning, put everything back together. Take this opportunity to do a little cable management as it can help avoid dust build up by making for a cleaner passage of air through your system. How often should I clean my PC? To maintain a healthy system, we recommend a light dusting at least every three to six months, or more often if you have pets or live in an especially dusty environment. For deep cleanings, every six months to a year is recommended if you want to maintain peak performance, or every couple of years at the very least to avoid any potential overheating issues. https://www.pcgamer.com/how-to-clean-your-computer-case/
  13. The plight of starving Palestinians in Gaza is worsening as Israelโ€™s actions have deterred critical aid agencies and imposed severe constraints on essential humanitarian efforts in the enclave. As famine looms and cases of death by starvation emerge, at least three aid providers are suspending operations in Gaza after Israeli airstrikes this week killed seven workers from World Central Kitchen (WCK), an aid group that was central to a much-touted new sea corridor from Cyprus. The killings, which included six foreign victims, caused an international uproar against Israel. โ€œThe Israeli government needs to stop this indiscriminate killing,โ€ WCK founder Jose Andres wrote on X after the workers were killed. โ€œIt needs to stop restricting humanitarian aid, stop killing civilians and aid workers, and stop using food as a weapon.โ€Israel has taken responsibility for the killings, with Prime Minister Benjamin Netanyahu saying Tuesday that Israeli forces had โ€œunintentionally struck innocent people in the Gaza Strip.โ€ Imagery of three destroyed vehicles analyzed by CNN however showed that the first vehicle was 2.4 kilometers apart from the third, indicating that they were hit by separate strikes. WCK and Anera, another aid group, have said they will pause operations in Gaza following the incident. The United Arab Emirates (UAE) is reportedly also suspending operations. All 2.2 million people in Gaza do not have enough food to eat, with half of the po[CENSORED]tion on the brink of starvation and famine projected to arrive in the north โ€œanytime between mid-March and May,โ€ according to the Integrated Food Security Phase Classification (IPC). โ€œIt is a huge blow to the humanitarian operation in Gaza,โ€ said Juliette Touma, spokesperson at the UNโ€™s Relief and Works Agency for Palestine Refugees in the Near East (UNRWA), the principal aid agency in Gaza that has itself been sidelined by Israel. โ€œItโ€™s very sad that they had to do this, although I totally understand why they did this,โ€ she said, referring to WCKโ€™s decision to suspend operations. Gaza, she added, is now โ€œprobably the most dangerous place in the world to be an aid worker.โ€ UNRWAโ€™s convoys have previously been hit by Israeli fire, and the group has been banned by Israel from operating in Gazaโ€™s north. The UN has urged Israeli authorities to reverse the decision. On Monday, the Cypriot foreign ministry said that a vessel organized by WCK and carrying roughly 332 tons of humanitarian aid left Gaza without offloading most of its cargo following the deadly strike on the WCK workers. Reuters video showed the vessel arriving in the Cypriot port of Larnaca on Wednesday evening local time.WCK on Wednesday said all of its aid ships are now back in Cyprus, adding that โ€œa determination has not yet been made about when to resume our operations in Gaza.โ€The aid group had been rising in relevance in Gaza since Israel mounted allegations that some of UNRWAโ€™s employees were involved in the October 7 attack by Hamas. Israel has long campaigned for UNRWA to be disbanded and has not presented evidence to back its accusations against the agencyโ€™s staff. UNRWA, which has a staff of 13,000 in Gaza, said it is investigating the allegations. WCK has been responsible for 60% of non-governmental aid deliveries, according to data released by Israelโ€™s Coordinator of Government Activities in the Territories (COGAT), the agency that controls access to Gaza, followed by organizations such as CARE, Save the Children and ICRC. The United Nations continues to be responsible for a large majority of the overall aid that gets in. UNRWA currently has no plans to suspend its operations in Gaza, Touma told CNN. But as its operations have been curtailed, aid deliveries coordinated by the private sector have increasingly filled the void. WCK has been delivering nearly 20 trucks of aid through the Rafah crossing with Egypt per day. It has also delivered food from Jordan via land convoys as well as airdrops, including over 230,000 meals to northern Gaza, the area of the enclave that is most at risk of famine. โ€˜Famine is going to happenโ€™ Ghassan Abu-Sittah, a British-Palestinian surgeon who worked in Gaza in the early weeks of the war, said the north of the territory will be particularly impacted with WCKโ€™s move. โ€œThe suspension of aid into the north by WCK means that famine, that man-made famine, is going to deepen, is going to take the lives of more children,โ€ Abu-Sittah told CNNโ€™s Eleni Giokos Wednesday, adding that it is also going to โ€œalter the health of thousands of other children who we do not see.โ€ One of WCKโ€™s most prominent operations was through a sea route established in March to take food from Cyprus to Gaza. That route was presented by Israel as an alternative to land corridors, where it has significantly throttled deliveries.For comparison, each vessel carries 300 to 400 tons of aid, equivalent to 15 to 20 trucks. Gaza needs around 500 trucks of aid per day, according to agencies. Israel maintains there is no limit on the amount of food or humanitarian aid that can enter Gaza, but aid agencies accuse it of deliberately restricting deliveries. WCK sent nearly 435,000 meals to Gaza on the Open Arms vessel via the new maritime route last month and was preparing to send two more vessels loaded with a total of 1.2 million meals destined for the north. With Israelโ€™s cooperation, the route was emerging as a slow but viable option to deliver aid โ€“ until the airstrike killed the WCK workers. WCKโ€™s kitchen and warehouse in the Gazan city of Deir al-Balah were seen shuttered on Wednesday, with banners bearing its logo still hanging on a fence. CNN has reached out to COGAT and the Israel Defense Forces (IDF) for comment on who will be replacing WCK in Gaza.Viability of the maritime corridor After the attack, WCK said it was pausing operations immediately in Gaza. Shortly afterwards, American Near East Refugee Aid (Anera), an NGO that delivers aid to the West Bank, the Gaza Strip, Lebanon and Jordan, also suspended its Gaza operations. Anera said it has provided an average of 150,000 daily meals in collaboration with WCK along with โ€œmillions of medical treatments, and thousands of critical emergency aid itemsโ€ to Gaza since October 7. The UAE is also pausing its involvement in a maritime corridor it established with international partners, CNNโ€™s political and global affairs analyst Barak Ravid, reported on Axois. Along with Turkey, the UAE is the biggest donor of aid to Gaza, according to COGAT, providing 25% of all aid from foreign nations. It also operates the largest field hospital in Gaza after Jordan.The Gulf state will not resume work on the corridor until Israel assures aid workers in the enclave will be protected, Ravid reported, citing sources close to the UAE government. CNN has reached out to the UAE government for comment. With the UN increasingly sidelined by Israel and the WCK attack scaring off others using the maritime route, itโ€™s unclear if the option is still feasible. The fate of the extra aid WCK had planned for Gaza is also uncertain. Cyprusโ€™ President Nikos Christodoulides has vowed to maintain the maritime corridor delivering aid from his country to Gaza, saying โ€œthe tragic events should not discourage us.โ€ Meanwhile, the main distributor of aid in Gaza, UNRWA, remains restricted from operating in some parts of the enclave, particularly in the north, where the risk of famine is the highest and cases of death by starvation have been reported. At least 176 UNRWA team members have been killed since October 7, including while in the line of duty, the UN agency said. WCK has previously partnered with UNRWA, Touma, the UN agencyโ€™s spokeswoman, said. At least 196 humanitarian workers have been killed in the West Bank and Gaza since October, the UNโ€™s Humanitarian Coordinator for the Occupied Palestinian Territory, Jamie McGoldrick, said in a statement. โ€œThis is nearly three times the death toll recorded in any single conflict in a year,โ€ he said. https://edition.cnn.com/2024/04/04/middleeast/gaza-wck-aid-suspended-famine-intl/index.html
  14. Tekken 8 feels like returning home. A bit of a cringe opener, I know, but across my 40 hours spent with this game for the review I couldn't help but feel like I was being reunited with an old friend; a series I adore so dearly. Tekken is freakin' back, baby, and I couldn't be happier. It's a game so rife with nostalgia-inducing moments yet manages to bundle them together into this incredibly approachable, newbie-friendly package. It's a far cry from the barebones experience that was its predecessorโ€”Tekken 8 is truly the next generation of fighters, a bombastic showdown that you should absolutely witness now matter how long it's been since you last peeped a King of Iron Fist Tournament. Tekken 8 feels like returning home. Tekken 8's nostalgic vibes feel deliberate. It's going all-in on its storyโ€”called The Dark Awakensโ€”building up to a dramatic conclusion to the ongoing war between the very loving father-and-son duo Jin Kazama and Kazuya Mishima. A story that's been going on for bloody years, mind you. It's such a fitting culmination, one that genuinely shocked me at how good it actually is. The story mode is fantastically paced, seamlessly transitioning from cinematics to fights across its numerous chapters. The cutscenes are beautifully animated, going for some huge-ass anime-scale fights, which were rad to watch. Some chapters even diverge from the standard 'cinematic into fight' formulaโ€”like one that turns things into an oldschool Tekken Force-style brawlerโ€”which made sure things never got too monotonous. I clocked in at just under four hours to finish it, which I did in one sitting because I was hooked. Dialogue and translations can be a bit shaky and stiff at times, but it's one of the most cohesive stories Tekken has spat out in a hot sec. Not only that, but every single member in the base roster turns up in some capacity, which was so wonderful to see. Even if it's just a brief glimpse, every single character gets their moment. Tekken 8's story is filled with little callbacks to previous games and references that long-time fans will absolutely eat up. It doesn't do a fantastic job of tying up every loose end, but it gives nods to a ton of stuff that I think veteran Tekken heads will be happy with. Even if this is your first Tekken game, it's a story that's action-packed enough to find plenty of drama and entertainment in, and there are primers to catch you up on the story if you need a refresher. Something that definitely made Tekken 8's story mode even more enjoyable for me was its new Special Style control scheme. Think of it like a condensed, more casual and actiony way to play Tekken. Combos are pulled off at the press of a single button, with directional buttons affecting which moves get thrown out. I'm not super well-versed in every character on the roster, and Special Style made chapters where I was playing unfamiliar fighters so much more fun to play. I didn't feel like a flopping fish trying to frantically figure out strings and combos, and while I think Special Style is a lot more limited compared to similar offerings (such as Street Fighter 6's Modern controls), it's an amazing starting point for beginners or casuals who want to join the fun. It was a great way for me to get to grips with the new push to aggression with its Heat system, too. I'm fully converted to this new mechanic, which gives players a meter to manage every round. Activating it changes the properties of certain moves and allows for a huge, hard-hitting Heat Smash to be thrown out. There was never a clear moment of when to use my Heat from battle to battle, and appropriately managing my resources to get the most out of it was a layer of strategy I really enjoyed. I think some veteran players will stick their nose up at Heat at first, but combined with the new addition of chip damage and recoverable health, it's changed the way I think about each battle. Taking a big chunk of recoverable damage and then using a well-timed combo with Heat to recover it all felt great, and I think players will really start to warm up to it. Dorya! The Dark Awakens isn't the only offline mode Tekken 8 has to offer, either. Character episodes offer fun 'what if?' endings for its entire roster, which led me to some belly-laugh moments like an idyllic Mishima camping trip or Panda living her best life. While the fights themselves are a bit sloggyโ€”not helped by the game's AI offering little challenge even on Hard difficultyโ€”the opening and ending cutscenes for everyone make them absolutely worth playing through. There's even the return of Tekken Ball, a mode that's lain dormant since Tag Tournament 2. I wasn't expecting to love this one as much as I did. It plonks my regular fighters on the beach and, instead of wailing on each other, there's a fun little beach ball to unleash my move list on instead. I found it a great way to unwind between more demanding matches and I'm sure it'll become the go-to goofy game mode for me and all my pals to play. Something I would really love to see is Bandai Namco bringing back more classic single player/offline modes for us throughout Tekken 8's lifespan. Survival, Team Battle, Time Attackโ€”it'd be sick to have these old school modes back to give even further life to the game's offline offerings. Its training mode is the best the series has ever seen. Then there's the brand-new Arcade Quest, which is kind of a second story mode. Except instead of deadly familial war, it's a more grounded narrative about arcade culture that plonks a mini-me avatar (with some very basic customisation options) among a friend group who just got their hands on Tekken 8. It's a far more casual offering than The Dark Awakens, acting as an onboarding process for new players. It's very short and sweet, not offering a whole lot of substance. The tutorials sprinkled throughout its brief story will be of great help to newbies though. Some super helpful things get taughtโ€”like how to punish unsafe moves, how to do a combo on an airborne opponent and how to make use of Tekken 8's new Heat systemโ€”that some newcomers could overlook. The story is very sunshine-and-rainbows which is like, fine, but wasn't really anything that had me clamouring for more. Easily the best part of Arcade Quest is its Super Ghost Battle mode that's unlocked after some early progression. The next battle Not only does Super Ghost Battle allow me to challenge NPC ghosts and earn experience to rank-up and the occasional costume, it also allows me to train and fight my own ghost and then go on to fight the ghosts of my pals. Fighting my own ghost, being able to see the way I played, the moves I used way too much, the flaws in my game plan and things that ghost me would catch real me out with, proved to be an invaluable learning tool. Don't get me wrong, it's also all kinds of silly fun beating up your computerised self. I even made use of other players' ghosts during the brief two days the online servers were switched on. If I was getting my ass kicked, I was able to go and look at their ghost and study their moves without them being attached to a real person for me to get salty at. Player ghosts learn the more their real-life counterparts play across offline and online modes, and you can guarantee I'll be periodically returning to my own to see just how many of my terrible habits she's picked up. It's not the only neat method Tekken 8 has to level up my fighting game skill, either. Its training mode is the best the series has ever seen. It's straight-up fantastic, offering combo challenges for every character, explanations of what certain moves do and how you can tweak them to combo them into other moves or stances. Frame data is baked in from the start for the very first time too, which is an absolute basic need for fighting games in The Year of our Lo There are a lot of options though and not all of them are very well explained. I thought for a good while that the game had removed the function to record moves on the training dummy, only to find out that I had to switch the training mode style to "Defensive" to access that option. It could prove overwhelming to those starting out, but for more veteran players it'll be great for fine-tuning scenario setups. Even then, there's the absolute game-changing Replays & Tips feature that can do some of that scenario set up for me. It takes recent games against CPU and real people and lets me play them back. It shows both my and the opponent's command history, frame data, and offers me tips on how to deal with stuff. It mostly deals with the big thingsโ€”super unsafe moves that can be easily punished, highs that can be evaded and the correct input to break out of throws. The coolest thing by far is the ability to take control of either side at any point. Being able to run back through my games, see where I did something wrong and then immediately take over to see if I could do anything different was fantastic. Setting up specific situations in training mode can be a ballache, so having it at my fingertips with the press of a single button was genuinely mind-blowing. Some of the tips will automatically isolate the situation too, which allowed me to practice punishing moves over and over again before diving back into the replay to continue watching. Enter the Fight Lounge I took all of the little tips and tricks I'd picked up while playing my main, Italian exorcist Claudio Serafino, and brought them into online mode. While I can access Tekken 8's online offerings from the main menu, I can also take my Arcade Quest avatar into a social lobby and hop on an actual arcade cabinet, with other players able to walk over and play with me. Being able to walk around and see other players sitting on the floor with a fightstick or playing at a cab was really cool, and I could walk over to them and spectate their game too I managed to get into a handful of ranked and casual games during the times the server was live. One of my favourite changes is that you can't lose points for your first 10 ranks now. It made losing in the lower levels feel far less terrible than it used to, and made me treat those early ranks more like the learning curve it should be than a gauntlet I was constantly ranking up and down in. Unfortunately, Tekken 8's netcode is still not quite up to snuff. I played across a variety of regions and connections, including Wi-Fi, and only found stable connections with players who were using ethernet and in my region. Almost every Wi-Fi player I encountered I suffered horrible lag with, and even well-connected folk in other regions saw me dropping inputs. It's better than Tekken 7's, and when it works it's incredibly smooth with only one to two frames of rollback. But it still has a long way to go compared to other fighting games. I was at least hoping for Wi-Fi connections to feel more stable across the board, but unfortunately it doesn't seem to be the case. For something that's arguably one of the most important aspects of a fighting game, it's something that Bandai Namco needs to work on. It's not Tekken 8's only weakness, either. I had high hopes for this game's customisation, which was touted to have more options and more freedom. It kind of has the former? There are a number of categories to choose from, but the options feel incredibly limited. Male fighters have a single pair of shorts and copious trousers, while the women have a pair of daisy dukes, a few trousers and then rows of skirts. The variety is really lacking, and while some characters have pieces of their outfits that can be used across every fighter (like Leroy's bucket hat), I was unable to use separate pieces of each character's default outfit like I could in Tekken 7. Tops still fit very strangely on male fighters, hovering above their shoulders for fear of clipping. Customisation options like eyes and eye makeup have no colour wheel picker, leaving me stuck with the strange default colourways. Unfortunately, Tekken 8's netcode is still not quite up to snuff. Previewing items also feels horrible. It's sluggish, requiring multiple loading popups just to look at something and then remove it. Considering avatar customisation tries stuff on automatically as you hover over it, I'm not sure why they couldn't do the same with character customisation. Bandai Namco has proven it can do considerably better character customisation with games like Soulcalibur, so it's bizarre to me how bad this one is. While it does some things better than Tekken 7, it felt like a worse experience overall. It's a shame because I love putting fun and stupid outfits on my characters, and the lack of choices and basic oversights really put me off doing it. Smooth running Tekken 8 has been running beautifully on my rig, for the most part. I've maintained a steady 60fps in battle on Ultra settings, which continued across my well-connected online matches. I did occasionally experience some strange slowdown during character intros, but that would immediately vanish as soon as the round began. The actual gameplay was never impacted. It's a graphically stunning game, too. Lighting is atmospheric while still having great visual clarity while fighting, with stages like Into the Stratosphere and Arena (Underground) being particular standouts. The roster all look fantastic too, and depending on the chosen stage will accumulate dust, dirt or moisture on their clothes and skin. I also highly value portability when it comes to my fighting games. I get together with my fellow FGC friends quite regularly, which usually requires someone to bring a setup of some kind. I managed to get Tekken 8 running at a steady 60fps on my Steam Deck with mostly medium settings (and a few set to low). It's worth noting that I had to grab GE Proton to get things working, but once I did it was smooth sailing. It's a little crusty looking, sure, but still perfectly readable, which I really appreciate. It's a good job it runs well on both my desktop and Steam Deck, because Tekken 8 is a game that won't be leaving my regular rotation for a long ass time. It's a thrilling experience, easily one of the best entries in the series to date. Its weaknesses can be patched up over timeโ€”if Bandai Namco can get its netcode in a better place and make customisation not feel terrible to use, it'll make a fantastic game exceptional. Whether you've been playing Tekken for years, looking to return after a long absence or even never touched the series before, Tekken 8 is the game you should be playing. It's the perfect warm nostalgia hug for long-time enjoyers while doing loads of good stuff to make things approachable for fighting game newbies. It's bombastic, action-packed and so, so much fun to play. I can't wait to dive back in already. Topic Source : https://www.pcgamer.com/tekken-8-review/
  15. [CSBD] Announcements 2024 As I read that you can take Moderator and if you do not commit to the activity, you will be removed
  16. Nick: Dark Sword Real name: Ahmed How old are you?: 17 Which Games you play? and for how long?(each of them): Cs 1.6 , League of legends , MW3 , BUBG , Left 4 dead , Valorant , FiFA Mobile Where are you from?(country and city): Egypt , Alexandria describe yourself(at least 50 words) : I don't like to talk about myself, but I will say some things. I like seriousness and I'm a little lazy. I love winter. I hate talking too much. I like being alone sometimes, but not always. There's no person who can stand being alone. I don't listen to songs. I don't drink beer or wine. I like football. I support Real Madrid, Al-Ahly of Egypt, and Raja of Morocco Note some of your qualities: Nice and don't belittle anyone Tell us some of your defects: Nice and don't belittle anyone Had you before any kind of responsabilities(describe it): Sure On which category/categories have you been active lately?(describe your activity): Journalist , Devil harmony , vgame reviewers Which category/project you want to care off?: vgame reviewers , journalist How well you speak english?(and other languages): English , French A little , Arabic Do you use TS3? Do you have an active microphone?: No For how long can you be active after you get accepted?(days, weeks, months, years): Years in cha allah Contact methods: Last request: First one Note : I started the activity two days ago and I saw the show and my friend invited me to come here. I promise you that I will give what I have to help the community and I will always be active in all departments. and i have a little experiance in cha allah
  17. These games will show off what your console or gaming PC is capable of. When it comes to video games, good gameplay is the primary marker of quality. But for both developers and gamers alike, graphics are a close second. Modern games are capable of astonishing visual fidelity thanks to the latest consoles and graphics cards, and many players seek out titles that push their PlayStation 5, Xbox Series X, or gaming PC to its limits. The games on this list do just that. The 20 games on this list are, in our opinion, the best graphically-impressive games available right now, meaning they feature a high degree of visual fidelity and realism, rather than impressive art direction. While some do feature fantastical worlds or hyper-stylized elements, weโ€™re focusing on their technical merits like ultra-high resolutions, high frame rates, finely-detailed models, and cutting-edge lighting techniques like ray tracing. So if youโ€™re wondering why games like Hollow Knight or Persona 5 Royal arenโ€™t on this list, thatโ€™s why. But donโ€™t worryโ€”weโ€™ll cover games with beautiful art styles in the future. Red Dead Redemption 2 features a richly detailed world with believable in-game physics and life-like scenery. Rockstar Studioโ€™s vision of the Old West is jaw-dropping, especially on PC, where you can play the game at its highest graphics settings. Weโ€™re still holding out hope for an upgraded PS5 and Xbox Series X versions one day, but even the PS4 and Xbox One versions look great. Available on: PC, PS4, Xbox One. The Witcher 3: Wild Hunt - Next Gen Itโ€™s easy to lose yourself in The Witcher 3โ€™s monster-infested landscapes, and much of the gameโ€™s immersion comes from its amazing visuals. CD Projekt Redโ€™s open-world epic was released back in 2015, but itโ€™s still one of the best-looking RPGs thanks to the recent PlayStation 5 and Xbox Series X next-gen updates: These iterations boost performance and add new graphical effects that make the immersive fantasy world feel even more life-like. Available on: PlayStation 5, Xbox Series X, PC. (Base version also available on PS4, Xbox One, Nintendo Switch.) Death Stranding: Directorโ€™s Cut Death Strandingโ€”the latest game from famed developer Hideo Kojimaโ€”might not be for everyone, but its graphical fidelity is undeniable. The gameโ€™s expansive landscapes stretch on seemingly for miles, creating a sense of scale that few other titles achieve. Kojimaโ€™s games are known for striking imagery and unique takes on technology, but Death Stranding pushes beyond the comparatively grounded settings of Metal Gear Solid, and into realms that are more alien and unsettling. The point is, you see some weird stuff in Death Stranding. Some of it is unsettling, some of it is awe-inspired, but itโ€™s all meticulously crafted and beautifully realized within the gameโ€™s graphics engine, especially the Directorโ€™s Cut version on PC and PS5. Elden Ring Elden Ring straddles the line between artistic beauty and technical fidelity. It runs on an older game engine with models, textures, and animations that are often inferior to its contemporaries, but none of that matters when you encounter the Liurnia of the Lakes vista the first time, gaze out at the vast subterranean Siofra River, or stand before the staggering height of the Erdtree. Elden Ring is a feat of not just art and graphics but of design and scale, and itโ€™s impressive that FromSoftwareโ€™s first open world is this big, this varied, and this gorgeous to look at. Available on: PS5, PS4, Xbox Series X, Xbox One, PC. Final Fantasy VII Remake: Intergrade Final Fantasy VII Remake is the first of a planned trilogy that reimagines the story of the original Final Fantasy VII on PlayStation 1, fleshing out the storyline and realizing the world in greater detail than ever. The upgraded Intergrade version of the game looks excellent on the PlayStation 5 and PC with gorgeous character models and advanced lighting, making this the best-looking Final Fantasy game to date. Kena: Bridge of Spirits Kena: Bridge of Spirits combines a cartoonish art style with realistic lighting and high-resolution assets to truly astounding results. Kenaโ€™s visual fidelity is all the more impressive when you realize this is the first game that development studio Ember Lab has ever made. Prior to creating Kena, the Ember Lab team animated commercials and short films, then pivoted to game development in 2016. Those animating chops clearly benefitted the gameโ€™s visuals, which often look just as good asโ€”and at times even better thanโ€”tentpole animated films from studios like Dreamworks and Pixar. Available on: PS5, PC. Topic Source : https://lifehacker.com/the-20-most-graphically-impressive-video-games-you-shou-1850478080
  18. A list full of the best mobile games to play on your iOS or Android device Writing a definitive list of the best mobile games is a tricky โ€“ some would say foolhardy โ€“ task at the best of times. Weโ€™re talking about a process that incorporates hundreds of thousands of games spread across iOS and Android, covering over a dozen years. So weโ€™ve decided to approach this from a simple if slightly out-there premise. If an alien were to land tomorrow and ask for a crash course in gaming, which of the best mobile games would you encourage it to install on the best gaming phone first? With such an unusual filter applied, weโ€™re not looking for obscure gems or even necessarily run-away hits here. Weโ€™re looking at those important, genre-defining games that represent something essential to the history of smartphone gamingโ€”a veritable greatest-hits compilation of the App Store and Google Play. All we sti[CENSORED]te is that the game has to still be active and great to play today. Weโ€™re also only going to include one game per series, so weโ€™ll generally (but not exclusively) go with the first rather than the best entry. The best mobile games are: Legend of Mushroom Monument Valley Raid: Shadow Legends World of Tanks Blitz Age of Frostfall Slay the Spire Mech Arena Forge of Empires Rise of Cultures Kingdom Rush Jetpack Joyride Reigns Genshin Impact Hero Wars Honkai Star Rail Pokรฉmon GO Idle Bank Tycoon Alto's Odyssey Call of Duty Mobile League of Legends: Wild Rift Grid Autosport Wayward Souls Among Us Clash Royale 1- Legend of Mushroom Itโ€™s time to have some fun with a bunch of funky fungi in Legend of Mushroom. This cute AFK gacha game is very simple, but also super morish, and itโ€™ll certainly grow on you over time โ€“ itโ€™s definitely grown on us. Your main goal is to beat a bunch of beasties as you build up your mushroom pal and work towards evolving into a human warrior. Along the way, you get to wish on magic lamps to gather gear, use tickets to unlock new pets and skills, challenge other players in the arena, dig for resources in the mine, grow your own crops, and more. But donโ€™t stress โ€“ itโ€™s all super laid back, and the autobattle mode means you can leave your team to it while you go about your business, then simply reap the rewards when you return! If you fancy getting in on the fungi fun, be sure to check out our Legend of Mushroom tier list and snap up some freebies with our Legend of Mushroom codes. 2-Monument Valley Monument Valley โ€“ and especially its sequel, Monument Valley 2 โ€“ is one of those rare video games that has crossed over into the mainstream. The kind thatโ€™s referenced in TV shows and played even by non-gamers. Thatโ€™s not to downplay its ingenious Escher-like spatial puzzles or its achingly beautiful art style. Itโ€™s just to say that an awful lot of people like it an awful lot, including us. 3-Raid: Shadow Legends Itโ€™s easy for seasoned gamers to get a bit sniffy about gacha RPGs. But the simple truth is, a quite startling number of people seem to play them, and Raid: Shadow Legends is the 800lb gorilla of this particular loved-and-loathed sub-genre. You canโ€™t really ignore it. Topic Source :https://www.pockettactics.com/best-mobile-games
  19. A computer has become a very important device in modern days. Usage of computers has generally been increasing since invention of the device back in the nineteenth century. This has resulted from the possibility to modify the device so that it suits different situations and thus ends up performing most of the jobs that were initially performed by people. Flexibility in the use of the device has lead to integration of computers in nearly all fields in which human beings have been involved. Usage of computers ranges from performing simple tasks such as arithmetic operations to complex logical tasks like analyzing data. Recently, Artificial Intelligence has been incorporated by companies to enable them make valid decisions (Kizza 2011). This is beneficial in that decisions and recommendations made by a computer are more reliable and accurate, and therefore the companiesโ€™ policies are likely to improve. The ever decreasing prices in computers have made them more affordable to many people. More varieties of computers have come up. These range from simple hand-held mobile communication devices to serves and super computers that are mainly used in large companies. The decrease in price and ready availability of the computers in the market has made many individuals, companies, organizations and other institutions integrate them in their operations. Dependency on computers has therefore gone up, whether an individual is directly working with the machine, or he/she depends on services provided through a computer. Computers play a central role in the modern world, as outlined in the following sectors: Communication Computers have played a very integral part in communication sector. As tools for communication, they have been employed in so many fields such that it is seemingly impossible for communication to take place without them. They play a central role which cannot be overlooked in communication. People have become so dependent on them such that any little failure affects the whole communication system. Telecommunication companies use super computers called serves that provide a link of communication between different client computers. All voice calls have to go through these serves so as to reach the other person at the receiving end. In addition to providing voice call services, the telecommunication companies also provide internet access to companies and institutions such as colleges and banks. The companies charge a subscription fee for the service on monthly or yearly basis. These servers also act as message centers for transmitting messages between different client units. Like any other man made machine, these servers are subject to occasional breakdowns (Rosenberg 2004). The duration taken to restore the machine varies depending on the cause of the breakdown, expertise of the repairing engineer and the resources needed to restore the machine. It may therefore, take as short time as a few seconds to rectify the fault, and as long as several hours or even days. Breakdowns of these machines imply a stoppage in the delivery of services to clients. This alters the operation of companies that do not have alternative providers of the essential communication service. Companies whose operations entirely rely on communication networks such as banks end up in not functioning. For instance, customer transactions cannot be processed, which implies that the customers are not able to withdraw or make deposits in the institution. Breakdown of these servers also hinders communication between different individuals, and this may lead to misunderstandings. Business people, for instance, are not able to reach their customers and vice versa, which can adversely affect the business. Other services that rely on availability of communication network such as money transfer services are also hindered. Despite the risk that these breakdowns pose in daily lives, many companies have automated their operations. These calls for services of telecommunication companies, and therefore they end up in awkward situations when there is a breakdown. Apart from communication network, computers must be supplied with power in order for them to function. Whenever there is lack of power supply, companies, individuals and organizations that entirely depend on computers for their operations are forced to virtually close down. This results from the fact that all operations can only take place through the computer. If the company does not have an alternative source of power, its operations forcefully come to a halt. Customers served by this company end up in inconveniencies and unnecessary delays. Essential services provided in pharmacies, supermarkets, banks and other institutions become unavailable. Medicine Computers have also been employed in medicine to facilitate carrying out different tasks. For instance, programmers have designed special applications that are applied in medicine to perform diagnosis. Special computerized equipments have been made to enable automatic detection of dysfunctional tissues in the body without having to subject the patient under theater operations. An example is the computerized X-ray machine that identifies the malfunctioned tissue under the skin, the extent of damage of the tissues, the risk that tissue poses in the health of patient and thereafter makes recommendations of possible treatment or medication. In addition to diagnosis, computers have also been used in optical clinics to examine eye problems in patients. Adequate information if fed to databases kept by the opticians, which enables the computers to make appropriate decisions according to the results of examination, and consequently recommend aid spectacles or treatment when necessary. Most of the tasks that were initially performed by the opticians have been delegated to computers (Cimino & Shortliffe 2006). In collaboration with the information technology, doctors have set up online clinics where patients are able to contact them and receive diagnosis or prescription. The patient is relieved the burden of travelling and incurring unnecessary expenses. In this field, the patients provide information about their wellbeing to the doctor, which the doctor uses to diagnose the illness. He or she then prescribes appropriate medicine for the patients, which can be obtained from the local pharmacies. Payments are made through money transfer services and therefore the doctor does not come into direct contact with the patients. Incorporation of computers in the medical field has brought both positive and negative effects with it. First, it produces accurate and unbiased information about the diagnosis. It is therefore more reliable and gives the best treatment prescription for the patient. Computers are also faster, and therefore, speeds up most of the operations thus increasing overall efficiency in service delivery. https://ivypanda.com/essays/people-are-too-dependent-on-computers/

WHO WE ARE?

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

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