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Казино в интернете: как приступить игру в сети в игровые машины

Казино в интернете: как приступить игру в сети в игровые машины

Молниеносное и беспощадное рост онлайн-гемблинга вызвало то, что стандартному пользователю теперь совсем не нужно тратить время и силы на походы в игровые офлайн-салоны. Получить вход к излюбленным игровым машинам в данный момент возможно фактически в пара кликов на каждых актуальных устройствах и ОС. Виртуальные игорные заведения предлагающие плюшками на данный момент дают возможность наслаждаться новые игры и эксклюзивы, классические автоматы и популярные игры различных разработчиков программного обеспечения. Будущим игрокам предъявляется минимальный перечень критериев, основное среди которых – это достигший совершеннолетия период жизни.

В Вулкан казино размещены сотни слотов от крупных и признанных создателей. В перечень гемблинговых развлечений этого онлайн казино представлены не только видеослоты, но и многообразные модификации колеса фортуны, блэкджека, баккары, покера, в том числе и те, где посетитель состязается с реальными крупье (live-казино). Хватает в каталоге и быстрых игр с весьма динамичным игровым процессом, быстрыми раундами. Эти платформы предоставляют шанс получать деньги в пределах небольшой период времени и без больших затрат, если знаете, как контролировать риски и следовать своей стратегии, не теряя контроль.

Лучшие игорные заведения выпускают смартфонные версии веб-ресурсов и аппы для обладателей мобильных устройств с полезным инструментарием, например, пуш-уведомлениями и системой автоматического обхода блокировок. Любой клиент способен вступать в акциях, активировать промокоды и премии, соперничать с другими пользователями в рамках турниров и розыгрышей. Во некоторых онлайн казино в том числе доступны беттинг на спортивные и киберспортивные события с специальными поощрениями для беттеров: бесплатными ставками, приветственными подарками, страхованием ставок. Тестировать зарабатывать на беттинге и автоматах в онлайне действительно стало удобно, интересно и весьма несложно. Невысокий уровень вхождения и небольшое количество нужных шагов для начала игры – это лучшие тому подтверждения.

Режимы функционирования слотов в виртуальных казино

Ключевое отличие и преимущество виртуальных площадок казино по сравнению с конкурентами, работающими в реале, состоит в том, что первые предлагают начинающим игрокам возможность поиграть бесплатно. Аккаунт для этого тоже не понадобится на стартовом этапе. У каждых азартных автоматов из списка есть тестовые версии, предназначенные для испытания приглянувшихся аппаратов и общего ознакомления с ассортиментом. Данные действуют следующим образом, что пользователь делает ставки онлайн монетами, часть которой получает после старта автомата. Она постепенно уменьшается, однако и прибавляется в процессе формировании призовых последовательностей символов. Чтобы полностью восстановить счет виртуальных монет, нужно обновить экран со слот-машиной.

Стоит заметить, что демонстрации аппаратов в виртуальных казино почти не отличаются от своих оригинальных версий. В них совершенно аналогичные призовые функции, кнопки пользовательского интерфейса, дизайн и герои, коэффициенты символов, размер ставки, нестабильность и теоретический процент возврата. Однако разница проявляется только в недостатке рискованности. Вращать тестовую вариант аппарата доступно на портале гэмблинг-платформы или разработчика, который разрабатывал его. В гемблинговом клубе выполнить это будет удобнее, потому что в гемблинговом зале Вулкан игра находятся гэмблинг-игры разнообразных производителей, а не одного. С помощью тестовых версий легко выбрать пару-тройку игр с большим RTP, уравновешенными остальными характеристиками и доходными бонусами.

В Вулкан казино игорном заведении можно вдобавок поиграть и на настоящие деньги. Тем не менее эта возможность открыта лишь тем геймерам, кто достиг совершеннолетия. Посетителю ресурса нужно осуществить пару шагов, например, создать учетную запись и зачислить на баланс. Эти не отнимут большое количество часов, однако их удачное выполнение предоставит шанс не только запускать платные версии видеослот-машин, но и использовать всеми остальными бонусами: специальными предложениями, мероприятиями и событиями, пари (при наличии линии), помощью операторов саппорта при возникновении вопросов или проблем, мобильным приложением, промокодами. Если вдруг придется задействовать зеркало портала для обхождения ограничения доступа, профиль будет сохранена, следовательно, заново ее регистрировать не понадобится.

Гид для новичков по записи в казино

Регистрация – первый этап, что необходимо совершить начинающему в конкретном онлайн-игорном заведении. В большинстве азартных клубов она осуществляется по стандартному алгоритму действий, включая и Вулкан игра. По данной основе предложенный далее гайд подойдет почти для какой-либо площадки с гэмблингом:

  1. Запустить основной интернет-ресурс через смартфона либо компьютера (можно использовать и приложение, если оно предлагается залом).
  2. Отыскать кнопку «Регистрация» и кликнуть на нее.
  3. Заполнить регистрационные сведения, включая: полное имя, дата и год рождения, адрес электронной почты, контактный телефон, почтовый индекс, место жительства, денежную единицу счета.
  4. Придумать крепкий пароль. Как правило гэмблинг-платформы требуют добавить в учетную запись большие буквы и цифры, чтобы усилить уровень безопасности.
  5. Использовать бонусный код для получения начального бонуса. Это по желанию, так как определённые казино дарят презент и без применения промокода.

Часто этого вполне достаточно. После сайт отправляет разовый пароль на e-mail или номер телефона для верификации аккаунта. Введя его, игрок перейдет в личный кабинет и будет в состоянии приступить к шагу верификации, а впоследствии и к пополнению счета. Многие онлайн-казино приглашают зарегистрироваться в сети по облегченной процедуре, если игрок применяет соцсетями и мессенджерами. К Vulkan Royal есть шанс моментально авторизоваться через VK, OK, Mail.ru, Facebook, Telegram, TikTok, Google.

Находясь находясь в собственном кабинете, игроку рекомендуется совершить идентификацию – процесс, во время которого пользователь подтверждается системой. Вначале понадобится заполнить персональный аккаунт, при условии, что в нем отсутствуют данные, а затем сделать качественное фото или отсканировать документ, банковской карты, прав на вождение автомобиля. Файл следует придётся поместить на платформу и чуть-чуть ожидать. В большинстве случаев верификация занимает до суток по будням. Кстати, клиенты могут воспользоваться софтом наподобие CamScanner, которые способны делать первоклассные копии документов без применения специального оборудования.

Защита личных данных игроков

Одной из ключевых миссий для всякого онлайн игорного заведения является поддержание надлежащего уровня защиты личных данных пользователей. С данной задачей сайты применяют многочисленные процедуры и механизмы, а в частности:

  • 128-битное или 256-битное кодирование;
  • кодировочные системы
  • анти-мошеннические-системы;
  • защитное программное обеспечение.

Надежность транзакций часто ложится на плечи провайдеров платежей. Например, VISA и Мастеркард применяют 3D Secure, PCI DSS. Зачастую применяется двойная проверка, когда пользователю требуется верифицировать активность электронным кодом, SMS-кода на мобильный телефон, или с помощью Face ID/сканера отпечатков пальцев, если устройство поддерживает.

Обладание разрешения у онлайн-казино – это существенная уверенность, что на этой площадке соблюдают регламентов и законов. Пользователи, вошедшие здесь, могут не волноваться по поводу сохранности личных и финансовой информации. К тому же, игорные комиссии выдают лицензии только после проведения детальных инспекций на предмет прозрачности условий сотрудничества, пунктуальности и честности вывода призовых, функциональности слотов, настольных игр и карточных дисциплин, доступных в каталоге. Перед тем как начать игру на веб-сайте, следует убедиться, что онлайн-казино на самом деле лицензировано. Релевантная сведения регулярно публикуется в подвале главной страницы, а дополнительно на официальной странице органа лицензирования.

Пользователям онлайн-клубов и лично важно проявлять осторожность, например, не нажимать по разным сомнительным ссылкам и не заводить аккаунт на гемблинг-сайтах, которые не выглядят легальными. Относительно затрагивает финансовых транзакций, то сегодня самым безопасным образом использовать цифровой валютой. Сделки в крипте надежны и конфиденциальны. При данном пользователь минует лишних издержек на высокие комиссии, а непосредственно переводы будут проходить весьма быстро. Можно вносить деньги с офлайн хранилищ или прямо с обменников вроде Binance, Coinbase и других.

Каким образом депонировать средства на игорный дом в интернете

После завершения создания аккаунта и подтверждения личности пользователю предстоит выполнить финальный шаг к ставкам на деньги – сделать вклад. Эта транзакция в большинстве случаев выполняется в категории «Касса». В Vulkan Royal игорном заведении зайти в это раздел можно как с основной страницы, так и из аккаунта. Далее геймер должен будет подобрать вариант оплаты. Не каждый раз отображаются все доступные заявленные варианты, потому что на это влияет в значительной мере валюта счета и страна проживания пользователя. Но не зависящие от региона методы в большинстве случаев доступны всем пользователям, та же цифровая валюта либо электронные кошельки, Webmoney, Piastrix.

Как только посетитель виртуального казино определится с платежной системой, требуется предоставить реквизиты карты или электронного, криптовалютного кошелька. Сертифицированные гемблинговые сайты запрещают применять данные, принадлежащие другим людям. Также запрещено депонировать на счет в игорный дом финансы, полученные незаконно, так как действуют нормы по защите от отмывания средств. Вследствие нарушение данных требований способно последовать перманентная или временная до выяснения обстоятельств, до выяснения обстоятельств, блокировка учетной записи. В очередном стадии следует определить объем транзакции, а после этого подтвердить взнос.

Казино в Интернете пытаются обеспечить оперативность при осуществлении денежных транзакций. Данное применимо как к вкладам, а также к кэшаутам. Впрочем процесс депозита денег на счет осуществляется в автоматическом режиме, таким образом время ожидания короткое – около 3-5 минут. А вот запросы на вывод рассматриваются сотрудниками сайта мануально, так что процесс может чуть-чуть продлиться, если есть большая очередь. Однако всего изредка дожидаться приходится свыше 48 часов.

В каждом случае игрок имеет право обратиться в службу поддержки и осведомиться о прогрессом разрешения его вопроса. Значимый аспект также в том, что получить из интернет-казино без дополнительных требований можно исключительно собственный кеш. Относительно затрагивает премиального, то в нём часто существуют условия по отыгрышу, которые безусловно необходимо соблюсти. Они неизменно размещаются на вкладке спецпредложений и очень подробно описываются.

Начальный бонус от игорного заведения онлайн

Начинающим игрокам в гэмблинговом заведении начисляется приветственный бонус, который предлагается почти что каждой площадкой с азартными играми. В подавляющем числе ситуаций геймеру необходимо завести учетную запись и депозитировать средства на баланс, чтобы запустить бонус. Тем не менее возможно вводиться и дополнительно условия, к примеру, использование купон-кода в персональном аккаунте. Распределяются ключи сайтами-партнерами сервиса и прямо менеджерами через взаимодействующих с ними видеоблогеров, блогеров. Зарегистрировавшиеся на рассылку по email и текстовые сообщения тоже время от времени приобретают промокоды во время действия акций и мероприятий в интернет-казино с дополнительными предложениями.

Стартовые премии нередко выдаются набором, состоящим из безвозмездных спинов и денег. Некоторые гемблинговые казино отдают бонус в полном объеме при условии внесения игроком определенного количества депозитов подряд, что тоже следует учитывать. Кроме того важно изучить коэффициент ставки, чтобы он не был слишком высоким, – в противном случае вернуть подарок окажется сложно. В случае, если положения приемлемые, тогда приветственный подарок даст возможность приступить к игре на деньги онлайн с минимумом угроз для личных средств. Они останутся оставаться на базовом балансе, в то время как на беттинги тратятся дополнительный, а безвозмездные спины в многочисленных слотах позволят вообще не тратить ни свой, ни выданный клубом банкролл.

Определёнными онлайн-казино предлагаются безвложенные вознаграждения, однако значительно реже, чем традиционные вступительные презенты. Перед их зачислением пользователя могут попросить подписаться на социальные медиа компании, сделать перепост в мессенджерах, подтвердить электронный ящик или номер мобильного телефона. Иногда подарками без депозита радуют активных участников накануне их юбилея или каких-либо всеобщих празднеств: Нового года, Дня всех святых, Великого Воскресения, Рождественских праздников. С целью мотивировать игроков загружать портативное либо десктопное приложение, онлайн казино с поощрениями тоже выдают подарки, за которые не нужно вносить оплату. Данное безусловно преимущество к пользователей, тем не менее существует и недостаток – значительный процент отыгрыша, часто сопровождающий бездеп-бонусы. Такое означает, что вернуть вознаграждение будет сложно, особенно при существовании еще и лимитов по срокам. В целом, тут следует смотреть на определенное утверждение и определяться по факту.

Прибыльные события и предложения

Если в какой-то момент игроку перестанет быть интересно крутить автоматы, трансляции с дилерами, настольные игры и карты с ГСЧ, он сможет принять участие в ивентах. Под этими имеются в виду различные доходные акции, к примеру, соревнования. Эти классифицируются на онлайн и местные (тематические). Изначальные проводятся провайдерами софта: Drops & Wins (Pragmatic), Spinoleague (Spinomenal). Характеризуются очень значительными призовыми суммами, доходящими до нескольких миллионов рублей. Эти запускаются самими игорными заведениями, поэтому в них не предлагаются такие значительные выигрыши. Часто конкурсы тематические. Пользователи играют в слоты конкретного стиля, подобранные менеджментом. Тот, кто соберет максимум поинтов, то и заберет турнирный приз.

Также одна группа промо-акций – розыгрыши. Для того чтобы принять участие в них, посетителю интернет-портала необходимо приобрести билеты. Более того, особенно если больше всего игрок таких возьмет, тем выше будет возможность получить деньги. Но не исключительно деньги предлагается современными игровыми домами. В каталоге наград могут быть мобильные телефоны, планшеты, крутые автомобили и элитные девайсы. А удастся, то можно заполучить даже нарастающий джекпот, либо как минимум, его немалую часть. В игровом доме Вулкан казино регулярно устраивают интересные акции для авторизованных игроков. Узнавать о данных новостях своевременно обеспечат уведомления (для юзеров аппликации), подписка на уведомления электронной почтой и новостной блок на официальном сайте.

Разнообразные события – это дополнительное важное преимущество виртуальных казино по сравнению с офлайн-залами. Последние практически не организуют аналогичных мероприятий. Впрочем в цифровом пространстве игорного бизнеса конкуренция существенно больше, так что все платформы пытаются увлечь и привлечь аудиторию. В конечном счете это дает ощутимые плюсы именно клиентам. Ко другим плюсам онлайн игорных заведений с игровыми автоматами относятся:

  • чрезвычайно быстрые и надежные переводы;
  • сотрудничество с любым актуальным финансовым сервисами;
  • бесконечный физическим пространством ассортимент игровых машин;
  • полиглотность игрового контента, размещенного на веб-сайте;
  • мгновенный доступ к любимым автоматам.

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Elden Ring – what is it what it is after Demon`s Souls?

Despite the fact that many fans reproach Elden Ring for indulgence in casual players, I did not have the first acquaintance with her. Not really understanding what options there are, I chose a tramp in the editor of the characters, because he was the highest level. Not far from the first fire found a two -handed sword and was sure: now I have a solution for all problems that will meet in the way. Moreover, I carried a shield with me, holding a two -handed man with one hand. This led to a very slow pace of attacks, low mobility and inability to adequately respond to opponents’ attacks. At first I was hoping, then the pumping would smooth out all these shortcomings. But when I got to Margit, all my hope was trampled and dropped into the abyss.

I know that there are a number of players who go through the Soulslaiki only with huge weapons. Probably, they perfectly possess the character of the character, know the patterns of opponent attacks by heart and perfectly control timings. But I am not such. Therefore, after the twentieth-thunder attempt, he strangled and abandoned Elden Ring onto the far shelf. Once it was with Demon`s Souls and C Dark Souls.

Several years passed, and the PlayStation 3 emulator fell into my hands. It was decided to try his luck again in the first and the most relatively-badly, game from the Fromsoftware Soulslow line. It so happened that I was ripe for its passage only after many years, although Demon`s Souls itself has long been in my collection of disks. And now, last summer, my legs again stepped on the approaches to the Palace of Belotaria.

At first, I even began to get used to the slow movements of my character. Fortunately, the first opponents in the Palace of Belteria are hoplites with shields and very sluggish zombies of various types. Demon`s Souls smoothly introduces nothing to the player who does not know anything, giving him introductory ones, but not chewing everything at once. Therefore, I played in relative comfort, but at some point I still started to get bored. This feeling was especially aggravated by meetings with blue -eyed and red -eyed knights. Not only are these guys hidden in full armor, but they also move much more vigor than my character. It was extremely difficult to fight them, although some of them can quickly reach the very first fire, even being a zero hero. I tried different methods of confrontation, but there were few of them. Pharmil grass, acting in the role of leggings in order to have more chances in the battle. Tried to spin around them, tried not to be greedy and beat only once, in small windows between their attacks. But none of this was effective.

Once, when I once again aimlessly investigated the fortress after a series of humiliating defeats from the knights, I was lucky to stumble upon the back streets, where I found a new weapon – a co -chimper. The curved sword pleasantly surprised at the swiftness and assertiveness of attacks, breathing a new life into my character, who and there drove dirty rags there and there are all laziness. And then I wondered what other guns are in the game and how they differ among themselves.

At first, I thought that you need to play on your own and without the use of Vika, because, according to some fans, it simplifies the game and deprives it of interest. My friends, who passed all the games from Miyazaki naked, claimed that the real “challenge” is equal to the true “pleasure”. And how was I mistaken, listening to true hardcores! It’s great that the Solsliki allow you to play like this, but Vicki is indispensable for a simple player who does not want to spend a couple of days on killing one boss. (It will still be, but about then) someone shuts and repel, because in real life there are already enough difficulties. And so, I began to regularly read Wikipedia on Demon`s Souls, realized the charm of quick attacks and the game was held in almost one breath.

The demons were revealed for me. I did not google everything, but I turned to articles during the piles or in case of questions. The game stopped permanently strangling me, leaving the challenge. Most importantly, I stopped stupid in the game for hours, and the passage moved forward. And this approach stayed with me until the end of the game.

And this approach, as I understand it, is applicable to all the games from the galaxy of the SOLSLAKS. It is worth deciding what you will fight most of the time and choose when creating the character "Class", already equipped with this weapon. If this is not, do not hesitate to google where you can quickly get your weapon interesting and go there first. Comfort is your main task, and it is important to do everything to minimize the influence of the environment. It will not work to protect yourself from everything, but allow yourself not to be in constant tension that you can’t even really answer the opponents – your most important task for the first hours of the game. This will allow you to systematically move forward by locations and win the bosses. The most important thing is not to stagnate in the chosen battle tactics. Yes, one weapon will remain the main one until the very end, but it will be useful to have pumped tools with another type of damage in reserve, since there will probably be an enemy who will not be scary. Plus, some bossfights pray about the presence of a player of weapons, which will apply high damage in one blow. Do not forget about the long -range types of weapons – bows will help during the next passage of locations with a large number of opponents. Consumables are an important part of the combat mechanic. It is better to google their purpose in advance, since descriptions do not always give a clear understanding of what this or that subject does. It is one thing to waste a thing that often falls out with opponents, and it is quite another to use humanity, thinking that this is an analogue of a first -aid kit that simply restores health before the maximum.

And now, after all these insights, it became more interesting and pleasant to me to play Elden Ring too! I immediately started a new passage with a class equipped with a himitar, with which I run most of the time and now, being at the 200th level. I told about the “approach”, now I want to go to the rest of the impression of the game, for some of which he influenced in direct way.

What I want to tell about

Picture

As a concept designer, I really appreciate the visual component in games. It is worth separating the graphic part, as such, and a stylistic approach. Graphics are manifested in technical aspects such as polygonage models, detailed a frame, competently tuned materials, effects and lighting. The stylistic approach is expressed in working with images and a non -standard approach to visualizing a variety of ideas. And if the graphics in the games from Fromsoftware have always been on the middle-cooler level, then it was the design that clung to the soul. I think I will not be mistaken if I say that Dark Souls has made a significant contribution to the popularization of dark fantasy in games. The artists of the studio do not stand still and worked well on Elden Ring, although there were no shortcomings.

The stylistics in Elden Ring, in my opinion, has become more diverse and “color”, but at the same time a little more “ordinary” in point elements of stylization. I will explain what I mean. The variability of biomas in the game has become noticeably richer than in most previous FromSoftware games. It contains dungeons, swamps, mountains, fields with forests, and palaces with entire cities at their foot. The color scheme is diverse, the mood changes from place to place, but at the same time the effect of “wow” in accessing specific images no longer arises. Perhaps I was simply fed up by the designer feast of Miyazaki games, but most likely, the artists of the studio shifted the focus of details for a global impression. As a result of this, the visual style seems less concentrated, diluted and without the previous distinct taste.

There may be several reasons for this. The world of the Interight is greatly referred to the Middle Ages, which has become even more “classic”, despite the point woven up of Japanese motifs. Although the fantasy element is present in abundance, the general types of biomes, architecture, the appearance of characters and opponents are largely inspired by classic designs from our reality

In addition, the volume of the game has increased very much. Now we are walking around a huge open world, which can be filled with art for too long – much longer than a series of games developing a similar scale. Because of this, copy-paste and general uniformity are noticeable, especially in natural locations. Most likely, the team expanded in the process of working on the project. I do not think that Elden Ring was made by the same composition as the previous games. Probably, the scale of the project did not allow us to pay enough attention to the “flight” of the thoughts of artists, and the studio constantly had to balance between available man-hours and the general level of stylization in the project. And as if, they would not always have to find this balance: some elements look incredibly impressive, while others are inferior to them.

Assetes in the game are made beautifully and stylish. However, due to the fact that the size of the world became so monstrous, she, as it would, would not have enough variety in the art, which was created by the artistic department. Artists really did a great job, but they did not have enough tools. This is especially noticeable in large locations consisting of one biom.

If you turn to the official artbook on Elden Ring, how many work is done as efficiently as possible with minimal means. A lot of arts with interiors and exterior are slightly more fun than completely – collected from pieces of troops and fragments of photographs. The processing is still good, but it feels that there was no time to “tear out” of concepts stupidly. A lot of metricity in frequent repetition of the same elements. Forms often hit the masses too primitive in space. Some “images” are not enough for individuality.

With landmarks (separately standing self -sufficient structures) and some small places of interest the situation is much better. Here, the repetition of ascets is not so clearly striking. In particular, I was impressed by the locations of the Academy of Rays Lucaria, some streets in Dominul, the architectural part of the capital of the Kingdom of Lyndell and the underground city of Nokron. It is architectural locations that cause a sense of integrity and diversity. I believe that more experienced employees worked on these locations, while empty open spaces were possibly transferred to less experienced team members or freelancers.

This does not mean that I did not like the natural areas at all. Sometimes they look picturesque and interesting for examination. However, it seems to me that the visual and leveledery of such locations are sometimes very lame, which is why clusterness and repeatability of approaches to the design of the environment are striking in the eye. Although this can be partially justified by narrative, some elements, such as, for example, clearings with swords in the ground, do not quite fit into the general context. Sometimes it seems that the card is made in the editor of the cards of some strategy. And this card is beautiful, undoubtedly, but with a regularly visible “pattern” here and there.

Perhaps if they reduced the scale of some locations, white spots became much smaller. This does not mean that it was necessary to remove all large fields at all, but if they were diluted with a more diverse set of structures – the open world of the game only won from this.

But the design of enemies in the Meotemmia is two heads higher. Despite the fact that some mobs migrated from previous games, many new rivals turned out to be memorable and spectacular. This is especially true for an increased number of a wide variety of knights. The militarized Middle Ages, backed up by constant regional turbulence and feuds, is felt here vividly. The armor of the enemies are functional and logical, but at the same time covered with a thick layer of fantasy and exalted dreaminess, which gives them a special charm.

In fact, the most worked Rouge Casino review out and bright is what we interact most often. In mobs, this is still supported by sounds and animations. The environment, although inferior to the images of opponents and bosses, is still made at a good level. Yes, I criticize him and think that it was possible to make it better, but, as you know, there is no limit for perfection.

Level Design

Open World turns out to be a coin about two sides. The spaces in the game are really huge. For the first time, walking around these expanses is curious, since traders, forts, camps or caves \ crypts are scattered everywhere. However, it is worth focusing on some purpose or passing a large location again, as the environment begins to depress and annoy. The groups of opponents are scattered everywhere, and topology often relies on verticality. You can get stuck for half an hour, trying to figure out how to get down from the next tall plateau down or find a path for lifting to another height. Enemies often move in groups, and running around them can turn into the fact that you will get a spell or a two-meter arrow in the back of the head (yes, I’m talking about you, admirers of ancestors from the Siofra River). This “cluster” and conditional drawing into zones with certain opponents create the feeling that you play MMO, and not in solitary RPG. In past games, this sensation was probably not due to the lack of an open world. Enemies were often specialized and were in specific places. Whereas in the open world Elden Ring scattered random animals, giants and humanoid opponents. Although they are modified from region to region, in fact, remain typically the same mobs.

To mitigate impressions from aggressive verticality, several decisions were provided. In some places, “jump points” are placed, allowing a player sitting in a saddle, one high jerking to a great height. In the opposite situation, in the sheer cliffs, vertically located tombstones are rastied, along which you can jump down, as if on platforms. However, this is not enough. Often there are no such structures within a radius of several kilometers, and you have to wander along the obstacle, looking for thresholds and paths that will help to overcome it. And they are far from always fast.

It would be too simple and obvious to arrange the structure simplifying the route here and there, therefore, the most difficult navigation sites are blocked. They are very tightly scattered around the world and have an interesting lorne justification: these are the points where the roots of the Tree Erd came to the surface and grace oozes from them. Since the tree is huge, its root system wraps over the whole world, and this convention is easily perceived, since the golden glimade can be seen from almost any nooks of the internello.

And with the help of blessings, at some point, the player begins to move almost constantly. Interest disappears for the hundredth time to run through the same swamp or forest. Personally, I stopped teleporting only in city locations, and I began to pass large spaces and roads already at the 20th hour of the game. Over time, you, in theory, study the topology of the terrain and begin to navigate in this pile of obstacles. However, their monotony nullifies all interest in the bypass if you have no goal to explore the world and you are moving towards a specific task. And when explining, you sometimes get confused because of, now and then, repeated nooks and dead ends.

Fortunately, the situation of the location of grace has become much more convenient in relation to the boss files. In past projects, Miyazaki were locations where a significant part of the path had to run after each death on the boss, but in Elden Ring this is less common. All thanks to the large number of “bonfires” and Mariki’s wedges, who make the way to the boss even shorter. This does not allow you to get bored and does not force you to spray on jogging through ordinary enemies, which far from always allow you to pass by without consequences for the character. Errors caused by bustle when sprint to the Boss arena became less, which I think a big plus. For example, in Demon’s Souls, to get to Lurker, it was necessary to pass several caves with scaly miners and go down the platforms in a deep hole. Do not count how many times I broke and fell down with a stone, going back to the fire.

It can be argued that the world does not have to be “convenient”, as well as moving the player along it. Sometimes it is really justified and works. Note, I didn’t say anything about the poisonous swamps. They just often take their place and skillfully balancing on the complexity and monotony of their adventures. For example, the lake of rot required me much less time than wandering along lake lurnia, which in most places is just a puddle with objects sticking out of it. Problems arise in vast territories, where even riding on a torrent you can go for several minutes without any interesting activities. The path is just for the sake of the way – it’s not always good.

I would also like to mention how the game simultaneously meets the player, but does not give concessions with the assistance of grace. In the same capital, the topology is very confusing and vertical, because of which you can spit along the corridors for a long time. And the opponents there are far from harmless. Therefore, after each long -term site, we are met by grace, which avoids annoying repeated runs and constant skirmishes with strong mobs. This path has provided for navigation by locations, sometimes it can save a lot of time if you want to go further, but the path traveled contains some particularly evil and difficult, at the moment, enemies.

The very concept of the open world helps the player even more when he faces an irresistible obstacle. Almost always, especially in the early stages of the game, you can go the other way: look for adventures to the fifth point in a new location, raise the level, find equipment and try again, but with new strength and experience. On the other hand, the problem of excessive pumping of the character arises. The player is gaining strength that is excessive in other places designed for a lower level hero. For example, being at the 110th level, I decided to go north and stumbled upon the Castle Morn. Private mobs and local boss, Bastard Leonin, flew off on the first attempt. But again, I did not meet so many such places. Basically, the fact of pumping rather made the passage of some kind of location more comfortable than primitively simple.

And what is interesting, despite the high level of the player, the situation with alternating lightness and sudden complexity occurs more than once even on small locations. For example, reaching the capital, I realized that my character at the 120th level is too uncertainly holding the blows of local knights, although most mobs did not pose a threat to me. And the knight of the crucible and completely returned me to the sensations of the beginning of the game, killing for two blows. Although before that I had investigated the surroundings for about ten hours and did not meet such a serious resistance, focusing on the study.

I understand that special opponents are special – the battles with them should provide a call compared to ordinary enemies. But sometimes there is a feeling that this challenge is many times higher than the "average temperature in the ward". This is also affected by the presence of small things nearby, which will not pretend to be in the back of a series of strokes that distract you from the main threat. We have to aim all ordinary mobs from onions, clearing the battlefield for a fight with a special enemy. Well, not all such special opponents are of interest and justice. Probably, one of the most exciting and interesting battles for me was clashes with the knights of the crucible. A Knight from Farum Azul, armed with a shield and a sword, turned out to be a very difficult enemy, but it was this battle that gave me a feeling of a real duel. You fight with an extremely dangerous opponent, who, against the backdrop of the opportunity to pour huge damage, is inferior to you in speed and maneuverability. This is a real death machine, which honestly punishes for arrogance and negligence. But there are some problems with the opponents-zver.

Combat system and opponents

It’s like a soil, a combat system in the Soulslaiks is one of the deepest in a similar game genre. We have a large number of a wide variety of weapons, each of which has its own characteristics. There are slow and fast, magical and ordinary tools – for every taste. All this obeys the “pumping” system, which allows you to carry almost any weapon with you until the end of the game. I have already painted above that the variety of weapons is not just a “hymn”, but directly affects the capacity of the character in certain situations. Some opponents have resistant drops, which means it is better to beat them with large clubs. Others, on the contrary, are less afraid of crushing damage, but a chopping blade with the effect of bleeding – will be a great choice against such enemies. I noticed that the more “high -level” some bosses become, the more often there is a temptation to take a larger weapon to apply more damage. Some of them have Helsbars with tens of thousands of HP, which over time begins to tire.

The main annoying aspect for me is the system of equipping and switching weapons during the battle. There is a change of grip from one hand to two. It would seem that everything is done logically. There are combinations of buttons that may even seem intuitive, but in reality I constantly get confused because of their number. Calling a horse is one ligament. Call to the ashes is another ligament. Take weapons in two hands – another ligament. But changing the weapon with two hands on a horse will not work. We take two hands in two hands, we take the shield in two hands, but to intercept the blade also to be ready to jump off the horse and start pouring on the enemy, it is not allowed.

I slightly imagine how this can be fixed, honestly. The only thing that comes to mind is to make a separate menu for the choice of equipment, which, even if it would not put the game to a pause, but at least slow down it. In this menu it would be possible to switch the weapon and choose a grip. However, I am sure that any self -respecting fan of games in the style of Souls will say that no menu should put the gameplay on a pause, as this contradicts the main logic of the interface. There is, after all, online. Perhaps you can come up with something else, but what is now is definitely inconvenient. There were fewer options in the games before, the cities did not occupy part of the keys, but the management logic remained the same. Now, frequent switching between different combinations of buttons more strongly violates the pace of the game and more often leads to the death of the character.

Most opponents have a diverse and rich set of attacks. But sometimes it seems that the artificial intelligence of enemies is extremely straightforward and does not track obvious things. Когда у противника есть атаки, бьющие по площади с огромным радиусом или такие, которые невозможно силой заблокировать в определенных ситуациях прокачки персонажа, это нормально. But when the enemy, at some point, begins to spit the same attack, preventing the character from recovering after the first blow, this becomes a disadvantage of the game design. This situation does not give a real challenge, but turns into an annoying element that simply wipes his legs on the player’s time spent on the game.

The enemy’s big Muvset is excellent. Когда у него есть связки атак, плавно переходящие одна в другую в случайном порядке, это действительно интересно. Only this works better if the enemy is a humanoid (for example, Alekto, the leader of the black knife, a cool boss) and not much larger than the player’s character. My most beloved opponents and bosses are knights armed with a variety of equipment. Most of them have readable animations, and if you have seen all of their muvzet, you can predict their actions. But with large enemies, the situation is worse.

Dragons, giants and other large opponents force the player either to run from them throughout the battlefield, shooting from onions, or staying as close to their “heels”, picking sharpening until blue. Yes, the game allows you to alternate weapons and select equipment for a particular boss. For example, I killed Astel with a bow, because my pumping and shield did not allow me to fight effectively near. But to pick up something qualitatively new in order to persuade the scales of the scales in your direction, it turns out not always. Problems also arise due to poorly located points of the camera binding to the enemy. Some large enemies move quickly enough and due to binding the camera can often disorient.

An example of an annoying boss is a fiery giant. It is quite understandable at the stage of the battle in the first phase. Its attacks are understandable and logical for such a massive creature. Until he begins to become impudent, regularly waking up with attacks on the square, constantly stepping aside and opening under the hit of the character, enthusiastically picking his leg. One attack knocks the hero down, and while he rises, the giant manages to apply the same attack that kills the hero. It doesn’t seem honest. I believe that not all attempts of battle with bosses have the same chance to win. In one entry on the boss, you can safely get to his heel and, from three or four suits, transfer the battle into the second phase. In another, the giant constantly rolls from one part of the arena to another, stuck in stones where the player cannot turn around and constantly finds himself in an increased risk zone. Because this image steps over the stone and puts the leg above reach, and even applies to a basin. And the player even can not run away to the side, clinging to the crooked conflicts of objects on terrane. And it turns out that in one attempt I moved to the second phase in a couple of minutes, and in another boss stupidly filled me up with a series of identical blows, not even letting me go to the right distance.

It can be fended that in reality the enemy does not choose a “fair” sequence of blows. He wants to kill you, but in war all means are good. Yes, right. But Elden Ring is a game, and it is obliged to contain mechanics that will not endlessly strangle the player. Masochists like it, but ordinary players who cannot play under a hundred hours in a month – no. This is bad. I suspect, it is because of this that the Shadow of the Erdtree addition is scolded. Bosses will mercilessly bewitted with attacks, and you can wait for a window for a long time. This is not a challenge. This indicates a bad balance of action to the TIKA unit of time.

Well, or you need to look for yoba-bilds that burst in all tons of damage. The very fact that many players consciously use this and say that this is how to play is the failure of the game design. Why then do you need pumping if most of the builds are unable to contrast at least something to some opponents? And no one will warn about it in advance – you just bury yourself and that’s it. Most likely, this is why in the games of Miyazaki there is the possibility of redistributing pumping glasses. This is, so to speak, a crutch that propagates the controversial aspect of the gameplay.

And also, I still could not understand how to find out whether the character attack would be damaged when he makes a roll. At first I tried to reason logically. There is a swing and a blow, you roll and get invulnerability for a moment, although you clearly see how the weapon passes through the character model. It works like this with one enemy, but not with the other. The same conditions, but the rifts simply do not work. There is also some incompatibility in logic. The giga pelvis will turn into a roll, although you are still covered by a huge canvas. And the Building Bug of the Beginaulite in Farum Azul, armed with a huge des, will not go out.

Why not add ways to a simplified murder of bosses? Demon`s Souls had the ruler of the storms and the god of dragons, who were much easier to kill with the help of weapons found right in the arena with the boss. Why not saturate the arenas with such a meaning for each boss? For example, the fiery giant, as it turned out, had a way to force him to jump from the hill, as a result of which he himself broke his leg and immediately moved to the second phase. From it it was also possible to reject the repetition of the “jump” of the boss, because of which he was completely dying. When I stumbled upon this method, I was delighted! This is a cool chip, but why I myself have not thought of it before? And because it was a bug that was corrected in a recent update. Because this variability is absent in battles with bosses. Why? I am sure that at least some optionality at the level of a jumping giant or special weapons in the arena did not hit the income-based development budget for the development budget. It would be possible to sketch items on the approaches to the arena, from the description of which one could come across an awareness of the decision! Understand the chip and deftly apply it in battle. I myself did not think of it, because I have no habit of expecting that the battle with the boss may contain such a “wrong side”, that very left thread, an alternative way to pass the boss even with bare hands.

Moreover, here I am interrupted right now with the beast of Elden. Radagon does not cause me strong difficulties, but the ten -story Mr. Global, who goes immediately after the battle with the alter of the Ego Marika, causes me only rejection and unwillingness to contact him at all. And I still play after the DLC exit, when you can call torrent in the arena. What happened before the patch of the builds tied to the near battle, I am scared to imagine. It is sometimes problematic to get to the boss even with a torrent, because his attacks on the area are forced to bypass the beast on a wide parabola. I often do not have time to run to him at all – the boss after a ligament from a variety of indecentities, just diving under the arena and “teleport” to another end. It is felt so absurd that you also do not have time to make a single blow to it, fascinatingly observing the gold shells flying in you, the splashes from the swords of the sword and the flame afterwards. Perhaps I have not yet picked up tactics or equipment. And I will continue to try, but so far it is all felt very painful and dishonest.

Everything, the beast of Eldena fell. I accidentally learned that if you call on a tear, holding a cup an amulet for a spell cast, then it will act as a bastard tank. As I understand it, she has no restriction on Manu and she can cast as much as she will fit. As a result, even the beast often managed to agise on it and get the windows in order to get to him, get off the torrent and burst a pack of charged strong strokes with a heavy drain. The boss is still boring, and an accident helped me. Now I can calmly postpone Elden Ring for an indefinite period, then to somehow return to the study of the world. And I haven’t gotten off to the waving yet.

Plot or how we came to the ashes.

Fromoma stories do not know how to tell. More precisely, they do not know how to classical, as is done in most games. Usually, their plots are a complex ball that has already been wrapped in a tight lump before the player first enters this world. As a result, the plot is almost always presented contextually – through descriptions of objects, mean conversations with rare characters and bosses. This approach to the presentation takes place, but it has disadvantages that I would like to mention.

Due to the low concentration of important events in the watches of the main gameplay, the thread of the narrative is lost very often. I don’t understand why there is still no diary in Souls games in which the events important for passing could be refresh in memory. Nobody asks to make katsen about and without reason, but why not add a regular text magazine in the form of notes, as it was in Morrowind – a riddle for me.

There are also vague formulations in the dialogs accompanying some plot lines. For example, in the ruins of the next temple on the territory of the Red Wasteland you can find a millisent – a girl with a red rot. She lies against the wall, says she is the end, and drives us away. We cannot ask her about what she is doing in this damned place, and we do not know what to do with her. It’s just a point event or you can somehow help? Nobody tells about it. Hope a random meeting with a wizard named Goury, who will mention his adopted daughter, sick with red rot, and ask her to help her. Further events logically follow each other, but after a meeting with a cured by Millisen in Gauri Lachuga, actions again become non -obvious. You should be lucky to notice her in a completely different location standing in the area of ​​one place of grace. There she complains that without her right hand she cannot become a worthy warrior and help the hero. This prone hint indicates the possibility of getting a prosthesis somewhere in the Interight. But where to look for him? Who can give a guide to the hero? Who can you talk about this with? As far as I understand, with anyone. The prosthesis lies in a particular chest in a particular castle, but you can find it only by accident, wandering around the open world. Moreover, before passing the chain of quests of my daughter, I was already in this castle, I killed the boss and was sure that there was nothing interesting there. If not for Wikipedia, I would most likely have not completed this quest. You can rush back and forth around the world for an endlessly long time. It would be a location of a huge castle, where you can logically go to its parts and figure out where it is still worth looking at the searches. But we are dealing with an open world of huge sizes with dozens of locations.

Because of all this, the story does not add up to the overall picture for the player. Fragmentary information is drowning in other active actions in which he participates. The main tasks regarding the main plot are thrown to you. They sound more global in the town stories and it is not so difficult to get confused there. Although, most likely, you will advance on history automatically, stupidly arriving where you need and killing the next boss. As a result, all the same, the story turns into a liquid soup in which pieces of Laura and small grains of local stories and events float.

Apparently it is calculated that the player will vacuum every square meter available to him spaces. Holding everything that happened in your head, you can probably not miss the moment and realize that the next item found is important to promote the storyline of a character.

The importance of Wikipedia

If you do not study every corner of the world and do not read the description of each found object, understand what needs to be done now is not always easy. There is no magazine or intelligible marks on the map in the game, which greatly complicates orientation.

Most likely, Miyazaki and Ko were inspired by two games that left distinct traces in the industry: Tes V Skyrim and The Legend of Zelda: Botw. Both games, first of all, are sandboxes, where the main story with a thin layer is smeared around the world, in which in addition to it there is something to do. Much more than the rest of the story that serves only a certain core of the world. You run in different directions, find interesting things, bosses, locations, equipment, and the plot passes along the tangent trajectory. I do not ask to add thousands of markers and hundreds of explanations for "stupid", but at least give me a diary ..

In the role of such a “diary”, the Wikipedia acts just. With its help, you can remember where in the end you need to go to move on. Recall that some NPC casually mentioned the character, who now became the boss, and that he needs to get something important for promotion in the plot. The game itself very rarely reminds of what the player needs to do at the moment. Forgot, but nowhere to see? Well, go for a walk, maybe you accidentally stumble upon a trigger or boss, and there it will be seen.

Luta’s “hiddenness” is another problem. Dozens of caves and crypts are scattered in the world, and anything can expect at their ends. Suppose I want to pump weapons, and for this you need blacksmiths. They either fall out of some enemies, or are on corpses or in chests. At first, I spent several hours, the pharmamas of the grandfathers in some kind of quarry, where I noticed that the type of stone I needed was dropped from them. However, it turned out that in the game you can find the "spheres" that unlock a certain type of goods from the maids in the fortress of the round table. How did I have to find out? I found the first sphere far from the starting locations, and it allowed me to buy gloom stones 5 and 6 of the category. And where to look for spheres for the first, second, third, fourth? Is there a sphere for them in general? Vicki will answer all these questions.

This dispersion, coupled with the accumulated fatigue from daring into each hole in the floor, at some point leads the player to a certain “Loku” in development. Leads to an increased waste of time on a dull farm of the necessary consumables, which are accurately mined to a particular place, because there are a lot of potential searches and unequivocal logic in the distribution of Luta – there is no.

There are also the characteristics of opponents. Often it is necessary to sort out the sharpening in the inventory to finally understand that none of your guns can effectively fight the enemy and the enemy. As a result, you remain in a state of misunderstanding, and where to go in order to solve the problem? Where to find a weapon that will help kill these specific monsters? Sometimes such “guns” can lie on locations, but this does not always happen. The game too often relies on the Brownian movement of the player around the world with random stumbling on certain useful things that can suddenly facilitate the fate of the hero wandering around the Intermeline.

Double bosses and pierces.

Double bosses, and sometimes triple, are an interesting topic in theory, especially if opponents clearly differ among themselves and observe a certain “gentleman” distance when the player encounters each of them in turn. So far, I consciously fought with only a few double bosses – with brave grogs and two of divine skin. Gorguli pretty much drank blood from me, but thanks that they start the battle not at the same time. Apparently, the developers could not balance them so that they did not leave a wet place from the player in most situations at the same time. But two of the Divine skin! These two bosses are very difficult to kill, if you do not use the ashes, and best of all, the specific one is a sleeping arrow doll. Only with her help, firing bosses with lulling arrows, I managed to win them. Without prahs, I often found myself in the corner of the hall, where the camera fixed on the boss began to go crazy. They don’t wait, but just fly on you together. Everything is spinning and spinning, the character is clamped on both sides, and he cannot roll out of this corner even by rifts, eventually dying. Sometimes these guys began to repeat the same attack, because of which the same dust died in fifteen to twenty seconds, leaving me alone with them.

I also met two steel girls who need to be won to get out of the dungeon in the Vulcan estate, but a small arena and, apparently, undercamut, forced me to spit on attempts to kill these enemies. It seems that you need to bury maximum damage for at least strokes, because there is nowhere to maneuver, and both virgins have a large radius of attacks.

But somewhere there are triple bosses, and I, in truth, do not even want to try to go there, based on the experience that I have now.

The situation is partially corrected, which for a player like me (without friends) make a game easier in some situations. The executive knight Engwill accompanied me with the initial bosses, acting mainly in the role of a tank. Now I mainly call a false tear and I cannot agree that it is some kind of imboe. Yes, she tumbles most enemies well, but this is basically all that she is capable of. Without yoba-bit, when your character is an average warrior who is not able to apply several thousand units of damage in one blow, a tear simply becomes a help. Когда у тебя есть «соратник», драться с очередным шкафом не так уныло и грустно. Dust is not always useful, but in some situations it turns out to be indispensable. At least, some bosses part with their HP strip a little faster, which reduces the overall soul of some bossfights.

I foresee that some people will hasten to explain that I played the game incorrectly. Why should the game have a “right” way to play it? Why does Miyazaki’s division often does not behave like a “game”, but throws a player to bolt into the ice hole without any parting words? The more I play the games of Miyazaki (although so far there was only one), the stronger I have the feeling that their games are work on persistent 4 plus. When you see completely stupid mistakes or deliberately crooked moments, although thought and approach to solving problems were true, it becomes annoying. When you turn to the experience of Demon’s Souls and Elden Ring, there is an understanding that some dubious things have not been almost changed in any way after so many years. The maximum that has been done is crutches that slightly improve the situation. As if the development of games in the studio occurs according to the same Brownian movement, which is present in the game process: development in width, and not in depth. What FromSoftware will do after Elden Ring? I would like to believe that they will find something new and make a more “concentrated” project, but will the generation of the faned Openvorld Games from the maestro are actually awaiting us, in fact?

Dissidia: Final Fantasy NT [game review]

The incomprehensible substance of Japanese origin with many cypsy on the screen and the interface in the best traditions of Korean MMO Grindilles for some, and the innermost, wet dreams for others. It is unlikely that it will be possible to call one of these extremes, however, what can be done for sure is that Dissidia: Final Fantasy NT is a crystal pure fan service in its best.

If you think hard, then we can come to the obvious conclusion that for a rather large number of players Final Fantasy still remains the same unidentified Chinese cartoon, so for them most likely Dissidia NT It will fly like a burning Halper plywood over Paris. For everyone else, the result of the collaboration Square Enix And Team Ninja It can be a great excursion into the worlds of the last fantasy, as well as one of the most unusual fights of this year. Fortunately, both the first and the second, the game copes more than successfully.

As you have already noticed, this opus is a review based on a closed and open beta tests. And what is it here? O Tempora, o mores! Previously, the developers did not take money for alpha of their own products. In my defense, I can remind you that the game has been released on arcade machines for three years and since then there have been no cardinal changes except for the addition of the plot mode, and there will no longer be.

Circulus vitiosus or our face is good – let’s start first

Who would have thought that someday the stories about the fighting winging could start with the description of the plot intricacies. In interesting times, we live, Mordobages are already pleasing with their stories no less than any interactive movie. TO Dissidia NT this unfortunately (and maybe fortunately) does not apply.

The current Dissidia NT in all its aspects, including the plot, is an easy restart Dissidia and Dissidia 012 portable button-shows, however, the events of the predecessors are still taken into account, although at first this does not play a special role. The last world was destroyed during the epic batch between the heroes of all the finals with led divine entities Cosmos And Chaos. After that, newborn deities Materia And Spiritus, which are a kind of degeneration of those very Cosmos And Chaos, created a new world called Opera Omnia, which, according to their ideas, was to become a kind of paradise place for the chosen heroes of all universes. They wanted the best, but it turned out as always.

The fragile balance did not last long. The mysterious spatio-temporal breaks begin to destroy the new world thereby knowing the beginning of the next cycle. Heroes and villains should again take up weapons and clash in an epic score. For what? Because it is necessary. That’s all.

The plot videos for the most part will be devoted to the relationship between the characters. These same videos, by the way, are made cheap and angrily, the handwriting of craftsmen from Koei And Team Ninja. If you are familiar with products Koei, For example, epic conveyor franchise Warriors (Dynasty Warriors, Samurai Warriors, Warriors Orochi and T.D.) you will easily learn this corporate identity “Several characters go-sit are exchanged by strokes and in parallel lead incredibly boring philosophical (sometimes very cringe) conversations against the backdrop of blurry decorations”. If in the case of Warriors You treat such videos with the usual indifference, then from Final Fantasy By old memory, you are waiting for something clearly higher.

An example of a typical KAT scenes from the game. However, occasionally, colorful and well-refined moments will still come across.

There will be no strict storyline. There are a whole web of individual events (kitszen) related by the battles. These events, by the way, are not simple, but purchased and they open for special tokens. These same tokens must be obtained by simple grind in other modes of the game, which is not fatal, but it is quite unpleasant.

Do not forget that the fighting machines on arcade machines, which did not at all mean the original presence of history as such, the plot is a thing of purely secondary importance. The local story is completely and completely on the characters who remained exactly the same as the players remembered them. Lighting He still goes with one expression on the whole game (I certainly understand that she was deprived of emotions according to the canon, but damn it how I admire such a cunning way to save on facial animation), Claud never cured of malicious constipation and therefore continues to be angry with everyone around, Squarel still gives preference to conversations with a wall than with living people, Waan all the same unnecessary, and Tidus still annoying. A little changed only Noktisa, which no one takes seriously here. Previously, everyone was mocked over Vaan (which is not that in Dissidia It seemed superfluous, but even in its own XII part was not originally planned), now the newly arrived prince became the object of ridicule.

Before moving to the main thing, let’s immediately deal with the hippopotamus in the Muglovaya shop. Since the game is devoted to showdowns between eminent characters of the series, it is worth immediately finding out who after all "The most" Of all – Claud or Lighting? Claud Of course, cool and charismatic, but do not forget that his sworn enemy – Sephirot, Although it can destroy the galaxy with one blow (imagine how this blow will look in a rome?), but still, he was fully poured by a company of children, an evil black and a cataea cat. Lighting the deity that created her, and then also successfully recharged this very world. The answer here is more than obvious. What is Mr. Oldfag, want to crack in my cabin for such words? Please online … but first please look at the section below.

Unlike many plot Katszen, the call of the Sammons looks amazing.

Calcat Jacentem Vulgus or a stone-paper stone in an adult way

And here is the same section. The above is a clear example of why such a game as Dissidia Generally appeared. In the series mansion Final Fantasy It became too crowded and a similar between the landscape (Royal Rumble) was simply inevitable, and the fans are only happy to now have to collect a gear and ask my mother for money for a raid on a frenzied Oldfag (Newfag) not dividing their opinions, and living on the other side of the globe.

On the part of the gameplay, new Dissidia NT It is also an easy rethinking of the previous parts without any dramatic changes, except The remnants of the role system were thrown into a landfill (While in other fighting trips, such a system is introduced on the contrary).

Dissidia NT – This is a full -fledged three -dimensional this web playing on spacious locations in the style of Dragon Ball, for Honor and Jojo’s Bizarre Adventure (Not eventing is a Jojo Reference You Fuckin ’Weeaboo). Players are free to move in any direction, violating all possible principles of gravity, because before some flying reptiles without double jumps and Dasha, you simply will not get. The characters feel equally comfortably both on Earth and in the air, so that the battlefield completely and completely depends on the preferences of the player.

Conventional kneels take place in 3 vs 3 format and, depending on the regime, they can participate in them as three real players on each side and one at a time (in this case, you will have to fight shoulder to shoulder with AI). The frantic rate of movement and a large number of players turn the battlefield into a real chaos from the flesh -flickering spells and a city of special effects. To get used to such a heap of male At first it will be difficult, but after a couple of battles the second opens Tactical vision And then the game reveals all its real dancing, as well as deep mechanics.

At first it’s hard to believe in this, but each skirmish in the game is really filled with tactical depths. Here the opponent’s team came across an old trick as this world with a bait, for which she paid immediately.

The characters are conveniently divided into four classes that directly affect behavior in battle. Class fighters Vanguard (Claud for example) – these are tanking characters who are always on the tip of the attack and are designed to apply maximum damage to the enemy team. Their low speed and low mobility are compensated by serious protection and enormous force. Class Assassin (Lighting) – the most speedy and dexterous characters whose main task is "Catch up and finish off". With their quick blows, they can not only interrupt the enemy’s blow, but also prevent it from doing anything by constant jaglos, but for all this they have to pay almost zero protection. Class Marksman (Terra or Ace) – Far Combat characters, who always stay away from the main batch and, with competent tactics, may not get damage for the whole battle at all. Last class Specialist (Vaan for example)-these are narrowly focused characters who become peculiar gamengers after applying their special skills. Usually they count only on personal skills, as well as their special tactics of which they adhere to.

Classes work according to the traditional principle "Stone-Littlebow-Light" And in the battle, the presence of each of them is recommended (except Specialist), however, there are no restrictions as such, and no one will stop taking at least three identical characters, but in this case you need to be prepared for serious consequences.

The main difference from most games of the Fiting genre here is that the characters in addition to the health scale, also has a bravae scale. Accordingly, the blows are divided into those that cause damage to health, and those that relieve courage. However, there is one "nuance" – You can knock out the enemy only when both scales went to zero and exclusively with a special technique, which is quite slow. A competent selection of the moment to conduct a final blow is critical to win.

In addition to the brawls themselves, magical crystals are located in the arena. In the usual mode, the destruction of crystals fills the scale of the call, which allows you to introduce into battle the classic shiva, Ifrit, Bahamut, Leviathan, Ramukha, Alexander and Odin. They will not only make a very painfully enemy team, but even after their departure they will leave a solid bonus who called them the guys, for example, accelerated regeneration of health. In a special Core mode, both sides have these same crystals and the main task here is not to knock out the opponents, but to destroy the crystal that they should intensively protect.

A visual demonstration of mechanics of a stone-bum. Marksman class player was distracted by the tank and gave me a great opportunity to destroy it.

With a skillful game, heroes of the Marksman class (especially Terra) easily become the most destructive force.

Forever young, always fighting

As already mentioned earlier, Dissidia exists only because of a huge number of charismatic and colorful characters inhabiting numerous worlds of the universe Final Fantasy. Without them, the game would not have represented practically no value and Etro praise developers approached this aspect with all seriousness. Currently, there are 28 characters in Roster.

Almost all heroes and villains familiar from childhood appeared in all their beauty with attention to the smallest details. Each of them uses branded abilities and tricks: Cecil From Final Fantasy IV, for example, knows how to transform from a dark knight into a paladin and vice versa, Terra can go into the form of the Esper, Lighting Changes paradigms, Bartz generously scattering by Gila, pumping specialties right during the battle, Claud cuts the Limit Break and T mode.D.

Also for characters, you can choose all canonical costumes and weapons that have ever appeared in the series. Since the role system was cut out in the root, these things do not bring anything except aesthetic pleasure. The same applies to dozens of crown phrases available in reserve for each of the characters. If desired, you can arrange for opponents a psychological attack in the form of an endless spam of laughter Tidus Or crown "Ungaahh" Emperor From the second part.

Unfortunately, the characters’ banter were not added over the other at the beginning of the battle, but it’s a pity, because in the past Dissidia from many phrases it was possible to rummage.

Unfortunately, The choice of characters turned out to be the mildly strange. Obviously, new Dissidia NT This is an attempt to introduce the game with the broad masses, so they tried to put as many recognizable characters as possible in it, but there are big questions for some. Final Fantasy IV represented by already three characters among which dragoons were clogged Cain. Cain, seriously? Of course, this is a tragic hero who was constantly rushing between good and evil, but the hell is just what he annoyed, and in general, from the dark Cecil It is not very different. Why not take in his place Ridia or Rose? What the hell are there unnecessary to anyone here Chastoto And Y’stola (or how is it pronounced that this miracle is pronounced) from the online Final Fantasy XI and Final Fantasy XIV, but at the same time they threw off some of the best female characters in the history of video games – Tif (Final Fantasy VII) and Yuna (Final Fantasy X), given that in the previous Dissidia They were? There are parts that are generally represented by one character, while the rest are two and even three. Where is justice, equality, Upyachka?

However, it is worth noting that in some elections the developers were still able to please devoted fans of the series, for example, the appearance Frames From Final Fantasy Tactics and Ace From Final Fantasy Type-0 is an attraction of unprecedented kindness, for which craftsmen from Team Ninja Low bow.

The gloomy titans of loneliness have finally found each other.

Like in good old days

Now many players say that before the Gissal grass was green, and the finals were tactful, and the games themselves were better, in which case I hasten to assure what exactly to these people Dissidia I have to like it. At least The appearance of the game is a gift from the past, Namely, 2015 (at the time of release on arcade machines). The game looks colorful and stylish, but this is still a picture of the level of an old woman PlayStation 3, albeit in a higher resolution. Even the Type-0 HD in which only models of the main characters were redrawn with relative to PSP, in places it looks much more attractive, what can I say about Final Fantasy XV.

Nevertheless, if you can come to terms with the graphics of the game, because in general it is just good (like the same good guy about which there is nothing special to tell), then you can’t say this about the interface. The developers listened to people and significantly reduced its size compared to the original on the arcades. However, this did not solve the problems. The interface still looks like a pile of incomprehensible inscriptions and numbers that the game is not needed at all. Sometimes he trifles interferes with focusing on the battlefield, and also negates all the works of levela designers, who actually really tried to fill the locations with interesting details (for example, on a soaring continent from Final Fantasy III, one can notice the flying ship of the main characters). For a comfortable pastime, only directing lines of attack, self -control and courage are enough, as well as the inscriptions that the enemy is vulnerable to a deadly blow.

In some places the game looks simply amazing … However, the interface does its dirty business.

Everything is traditionally good with musical accompaniment, but the factor of nostalgia for musical compositions from their favorite parts plays a big role, since it is their remixes that make up most of the soundtrack. The own soundtrack of the game is represented by several melodies, among which an amazing title theme stands out Massive Explosion (although to the main topic of the first Dissidia Behind the authorship Your Favorite Enemies does not reach). If you have not found any of the old parts or just do not have warm feelings for the master’s work Nobuo Wematsu, then some compositions will seem too archaic and inappropriate. I hasten to immediately notice that the cult One-Winged Angel did not dare to touch and in the game it is presented in her beautiful original sound. Fortunately, there is an opportunity to make your own playlists with your favorite music, so unnecessary tracks can simply be thrown out of the game.

This turned out Dissidia NT 2018. A kind classic game is tailored by the gold standards of the gaming industry, not without sin, but without the excessive greed of the publisher and screwed popular ways of clicks … You didn’t believe it for a second, yes?

In liboxo veritas or in lobboxes Truth

Echoes of 2017 will overtake us more than once and Dissidia NT has not become an exception in this regard. As mentioned earlier, the plot elements are initially closed and they need to be opened for tokens that are earned in other modes, which means that the storyline will have to come off more than once in the best traditions of “games” on mobile platforms. Still, the game is far from about the plot, so this is more likely a grief factor, but your mother is an angry mother *a lot of evil swearing, among which the mention of Lutboxes flickens *.

*gruel cooling break*

Damn Lutboxes … They got even to the saint … to Final Fantasy. It was like an epic shame with Final Fantasy All the Bravest where absolutely everything was created to pump out money from the players, they did not have enough (seriously, even there was a revival of the characters for money). The local toys of the devil are disguised as a certain “treasures” of which cosmetics randomly fall out of the type of new costumes, as well as trash in the form of avatars, nicknames, musical themes and other tinsel only to reduce the chance of falling something worthy. Whatever people say there about the fact that “it is just cosmetics and it does not affect the game” it is worth remembering that Lutboxes are bad in any form, Without exception.

Because of them, even I cut the characters on the future DLC does not seem so terrible, for the information has already been confirmed that these DLCs will really. Six more characters plan to enter the game and among them two girls who will most likely be the very same Young And Tifoy.

In the end, I would like to put in a few unkind words about the stability of the online battle. However, most fighting fights with the stability of network battles historically did not develop the best relations. Everything is not very bad here, but sometimes the battles turn into a natural slide show, which can spoil the attitude to the game (and at the same time awaken the Vietnamese flashbacks on the release of Mortal Kombat on PC).

Rating battles are present, but it is better not to meddle without friends in them.

Everything is commendable, which ends well

Dissidia: Final Fantasy NT One of the most unusual projects of 2018 and a clear contender for the title of best fighting game of the year. For fans Final Fantasy This is unambiguous to the eyeballs stuffed with a fan service MUST HAVE, giving an opportunity to spend a little more time in my favorite worlds. For everyone else (except ardent japanophobes) Dissidia It can become not only a solid fighting game, but also a pass to the universe famous and beloved by millions. The existing shortcomings are not so critical as to put an end to the game.

People often ask a question about which part you need to start playing in Final Fantasy At the same time, without realizing that each part of the series is a separate, in its own way a unique game. Any Final Fantasy There are disadvantages that are nevertheless always lost against the backdrop of amazing emotions and unique game experience. Dissidia NT has no exception to the rules and continues with confidence this Bold The tradition of the series.

The Lord of the Rings: Conquest: precedente

Creato dal nonno Tolkien L’universo è stato sfruttato da un numero così grande di persone e aziende che le sue caratteristiche sono diventate una caratteristica integrale del genere fantasy in generale. Sulla base del suo caro, è stata formata la cultura dei giocatori di ruolo, sono stati scritti enormi romanzi, sono stati scritti film di grande scala … e giochi per computer -ovviamente, dove senza di loro. Tutti i generi, su tutte le piattaforme. Alcuni fino all’ultima virgola seguirono la fonte originale, alcune di esse erano associate solo da razze che abitavano a medio -terra e singoli personaggi.

Studi pandemici non ha inventato la bicicletta e ha annunciato qualcosa come un simulatore di fratellanza ad anello. Tu e io ti verrà data un’opportunità unica non solo di essere sulla pelle degli amati eroi, ma anche di gestire il corso delle ostilità in un modo molto peculiare. Il percorso che il giocatore deve percorrere è il percorso di un membro di una squadra coordinata, che è con competenza con competenza dalle tattiche agli alleati alla vittoria. La battaglia di scale completamente diverse ci aspetta: dalle scaramucce locali alle fatidiche battaglie (i comunicati stampa dicono che uno di loro coinvolge circa 150 caratteri contemporaneamente).

Fan della saga Tolkien Sarà piacevole sapere che https://spinsambacasino.it/ gli sviluppatori del Signore degli Anelli: Conquest non ha privato alcun libro significativo del libro con la loro attenzione. La battaglia nella gola del timone, l’assedio di Minas-Tirita, la cattura del deflusso (non si sono nemmeno dimenticati degli ENT!) … l’elenco è tutt’altro che pieno, perché signori di Studi pandemici Abbiamo deciso di soffermarci su alcuni, dal loro punto di vista di bypassato immeritamente nella fonte originale, momenti. Ad esempio, faremo una lunga escursione a Minas-Morgul (se ricordi, nell’originale solo l’esercito alleato "baciato" Black Gate), così come, sotto la guida di Gimli, libereremo Moria dalle orde degli orchi.

È interessante notare che il Signore degli Anelli: Conquest ci invita a battere il dichiarato in modo diverso Tolkien Storia. Lotta per le forze del bene e aiuta lo sfortunato? Porta lo sfortunato anello su Okodruin, proteggi le fortezze umane, stermina i servi di Sauron, lasciandolo sul suo dolce. Nascondi costantemente gli impulsi criminali della tua anima nera dagli altri, o forse semplicemente langui dalla curiosità con stile "E cosa succederebbe se .."? Ritrovarsi con lo Yurki Frodo, derubare le terre dei suoi parenti, prendere la sfortunata gola del timone e uguale alla terra Rivendell, uccidendo Gandalf e arrogante Elrond. Naturalmente, tutto quanto sopra si applica al passaggio solitario, i fan dell’intrattenimento per computer per una coppia con un amico su una griglia locale saranno offerti da altri "gioia" sotto forma di numerosi modalità multiplayer, la cui essenza non è ancora stata rivelata.

La varietà promessa di unità provoca una vera ammirazione. Oltre alle basi degli eserciti delle feste in guerra, costituite da quattro classi tradizionali (guerriero, stregone, arciere e scout), veicoli d’assedio, tutti i tipi di veicoli si incontreranno (da cavalli ordinari a mostri alati, che sono stati arrotolati con i nomi), unità volanti, ENTA e altri fate che hanno perso la neutralità della neutralità. Arcieri elfi e haradrims, rohanians e urukhai, soldati di gondor e istrinding – in battaglie su larga scala, tutti questi combattenti si mescolano in un sanguinamento di pietra sanguigna e si distinguono dove il loro e dove è uno sconosciuto, sarà difficile.

Separatamente, dovremmo parlare di eroi. Tutti i personaggi più o meno significativi del libro e della trilogia cinematografica hanno trovato la loro forma di realizzazione nel Signore degli Anelli: Conquest. Gandalf e Sauron, Elrond e Saruman, Frodo e il Nazgul principale: ognuno di essi può essere preso sotto controllo e testare su nemici sfortunati le capacità uniche di ciascuno. Ad esempio, Sauron, quasi come un film, scarta i movimenti poco appariscenti della lancia di una lancia mitten ben oltre i confini del campo di battaglia delle persone, e gli elfi e enormi gnomi. Ma in questo modo non funzionerà a lungo: l’eroe perde costantemente la salute e c’è solo un modo per rallentare la perdita: uccidere ferocemente i nemici. Non appena il tenore di vita cade a zero, l’eccezionale guerriero si trasforma in un normale soldato.

Graficamente il gioco promette di essere oltre. Tutti i modelli sono perfettamente disegnati (il numero di discariche è chiaramente misurato da migliaia) e molti sono completamente realizzati sulla base di quelli che erano nel film. Trame di alta qualità, abbondanza di shader, un sistema di chiaroscuro competente: il lato esterno del progetto è realizzato su un quinto plus.

Sai, ma alla fine di quest’anno un progetto molto, molto buono apparirà sul mercato. I fan si appellaranno all’atteggiamento inverso degli sviluppatori per la fonte originale e per tutti gli altri – al meglio della nuova e decisamente nuova interpretazione della trilogia di Tolkien. Aggiungi un’ottima foto a questo e ottieni uno dei migliori giochi di questa stagione. Bravo, Pandemia!

Serious Sam 4 or why the assessment of garbage is a reviewer error

In this article I want to talk about the fact that the assessment "Garbage" For the 4th part of the adventures of a serious Sam-just error reviewer.

Plan if someone is interested:

1. Introduction
1.5 I would like it that you would turn on the track of Cathedral Suite from SS4 right now. You will understand why.

3.1 "4th part is a large addon to 3-ke"

4. Comparison with doom
5. Advertising campaign
5.1 terrible start

1. To begin with, I will start with the introduction, because some people, after the video review, completely forgot what Sam is, because they never passed it for difficulties higher than invented specifically for journalists. Case from Kapheda, here’s nothing by the way.

Well, what. Let’s go to study together why the video is terrible horror.

2. The plot component extended through each part of Sam, except, probably, the second, since there was no Nectris in a natural understanding for the series. The entire plot to the 2nd part was actively written in Netti, as well as the analysis of opponents, weapons, location and what is happening.

The plot was rewritten twice, so it is divided into two parts:

Classic (TFE & TSE 2001-2002)-not relevant

Modern (BFE & HD & SS4) – Actual

Let’s start with the classic, where the Earth was not yet dead at the time of Sam Settlement. Where he was sitting at the table with the generals and they told him about his task, about how he should through time and space, one, go for tens of thousands of kilometers and kill millions of opponents to get to the only eternal and deprive him of his life in order to win in the war. The way back is he, of course, will not. I would give a complete plot here, but it now lies in 2 parts on Serioussite.ru. I leave you a link if you are interested in the plot that was written back in 2001:
http: // www.Serioussite.RU/PUL/Serius_Sam_1/Preistory_Serius_SAM_3/I-1-0-136

And now modern. Modern takes its own long before the events of the 4th part.

People developed quite slowly, conquered space, but did not go anywhere anywhere. Over time, in the excavations of Egypt, they began to find … not human artifacts. As the story read – these artifacts, buildings and much more were the fruit of the creation of some Sirian, which came from the planet Sirius of the same name (it’s funny that it sounds the same as serious). With the study of Syrian artifacts, humanity began to develop at times, I would even say ten times faster. And in some of the temporary spaces of 21-22 centuries, a certain person who is called Sam Stone reaches the title of captain on the inter-stars Shiperver Surveler. He is a scientist, but also knows how to handle weapons. The ship is sent for the purpose of the expedition to the planet Sirius to check the possibility of colonization and settlement, since the planet is not suitable for life and construction far from the first extraterrestrial colony. Around Sirius there is a whole sphere of meteorites, which surrounds the planet in a rather unusual way, as if serves as a shield with many holes. The team is confused and divided into two camps – one says that it is better not to take risks and leave this sector, and the other half for continuing to study such an interesting phenomenon. All discussions are interrupted by the captain, which supports the side of the researchers and they land on one of the meteorites. Sam personally finds one of the devices in one of the meteorite caves and finds out that with their presence they activated the Web of the “cobwebs” that was composed of meteors. And it was compiled by no one other than the “tah-mind”-the last of the eternal and great conqueror, who purified the galaxy from constantly developing reasonable species for unknown purpose, but possibly enslavement. Between a couple of weeks after a couple of weeks-the very war that goes in the 3rd and 4th parts of the franchise begins on one of the colonies and so. People gradually lose colonies, after which the beginning of the battle for the earth starts. The 4th part is literally a month after the start of the battles. I will not retell to you the plot of the 4th and 3rd parts, you can always play them yourself. The plot is constantly supplemented by records in the net. For example, thanks to the 4th part, we learn that not all troops mented in the ranks of their own free will, not all races are so happy to fight for them, and some were enslaved in the most terrible way. As a good example – the whole race of clergy was quite peaceful, she did not want harm and wars, but after the refusal of cooperation with the mental … it was turned into a gigan wasteland with lava, horror and endless eruptions of volcanoes. Mental resurrected Klerov and holds their remaining skeletons as part of his troops. He is unpretentious in the troops, he is his number and the variety of troops amazes.

Also in the 4th part we can meet a rather friendly arachnoid who will tell us how the once good and progressive race went to the landing dump because of the mental.

Anyone who says that there is no plot in Sam is very mistaken, since he simply never read Nectris, in which the text is several times less than in the same doom eaternal, but information can always be obtained. There are many planets in the game, many events and races that take action in the plot. 4th part brought to the plot what was needed. Told more about monsters, the origin and hit of the arsenal of the mental meat, closing a couple of plot holes.

3. Gameplay in serious Sam. The game has always been very friendly to beginners because of the presence of as many as 6 difficulties to choose from which the game often changed. For example, on the complexity of "tourist" health was regenerated, enemies had less health and moved more slowly, and the game was a simple run with clamped LKM. And on the complexity "cool!"Or" seriously "the game turned into a real dance. Dance of bullets, lasers, blood and dead bodies of opponents. Each clergy forced you to move perfectly, each projectile added a variable to your movements, each reptiloid was bored with its existence. Sam is highly difficult – will never give you concessions. He is cruel and does not spare the weak. This goes from playing the game, except for the 2nd part. There is a serious difficulty either too light or exorbitantly complex even for an already experienced player due to his factors. The real fun of Sam could always be experienced on difficulties higher, because it was there, Sam, opened completely. HPs were not stupidly added to the opponents – they became faster, they changed the attacks of attacks, they were more dangerous. For example, in the 3rd part, depending on the complexity, opponents had 2 attacks, so passing on the "serious" became real Serious.

The game could always have fun with its new toys to destroy the hordes of opponents. In the 3rd unit, C4 and a girlfriend appeared, who simply destroyed entire crowds in crowds or pierced the corridor into enemy turning everything else into existing meat. In the 4th part, a couple of new trunk appeared and as many as 4 upgrades for old. This is not Doom Eternal, where upgrades are two for each barrel. Each weapon upgrade complements the game situation more comprehensively, adds speakers. For example, the accumulation of missiles in the rocket launcher allows you to safely destroy the red biomechanoid from the volley, and the cluster grenades of the grenade launcher quickly destroy crowds of weak opponents. Is it worth talking about how the same “beam of death” on a laser allows you to simply burn whole Hordes opponents? This is something with something.

From the game to the game, the series evolved, so much so that even fans are divided into those who like more HD and who more BFE. Someone generally likes the 2nd part absolutely the most taken together. If you play all the time on the usual complexity, then evolution will manifest only in different graphics and the possibility of a sprint, will not show you its valiant tits gameplay innovations that were so neatly introduced from the game of the game.

3.1 Seriously Stopheim?

The 4th part has an incredibly giant series of innovations. To begin with, the opponents’ park was specifically expanded to give you more variations of gameplay, more different game situations, more fun. The game was fattened by a number of levels, it has more seriously the rest of the parts. The 4th part acquired a number of new gadgets, which were not in any series game before. As a couple of examples:

Portable crystalized black hole – When pressing, Sam throws a crystal, which breaks down creates a small black hole, which simply sucks the whole of the enemy and tears himself inside himself.

Atomic portable mini-nuclear bazuka – One boom that wraps opponents from the face of the earth. Fast and reliable.

Portable first -aid kit K.A.AND.F. – quickly heal only one injection.

Energetic of rage – A pair of sips and Sam begins to move around the battlefield with unprecedented speed, reloading and firing speed increases several times.

Haughty drone – an ally who is always overhead.

Syrian artifact – Cosplay Dio from Jojo, arrange a road sign and destroy the gnar in slow time.

Psychotropic gas – which forces literally opponents to arrange cock fights among themselves!

Not only did the gadgets bring the players to the https://orion-spins-casino.co.uk/ game to the game of gameplay, allowing you to have more opportunities in each of the battles, not only that expanded the opponents’ park, but also added alternative lights already written above, and also introduced transport. And not any kind of, but a whole combat fur that can trample the opponents and turn any hordes into only former memories!

To you. All. More. Few?.

Hah, then hold the pumping. Feel how Sam is getting more and more Bades powerful, from level to level. Take both hands on a minigan, burn a road sign and use as a weapon, ride a bull. Is this still not enough for you?

After all this, you generally allow yourself to say that this is still a 3-ki resin? I, as a fan, who has been playing Sam for more than 7 years, is not the most active in fashion, but the community is said that I personally do not want to return to the old parts after I played in the 4th. Seriously. It is so cool that after it it is just funny to return to 3. She is so cool that the HD of the coming no longer seemed to be the peak of skill Croteam.

Yes, all skills cannot be unlocked, despite the fact that now fans are actively asking for this to fix it. And it seems to me that it will be so.

Oh yes, I forgot to mention that Sam also improved by gameplay due to the introduction of a larger number of weak points to opponents-humanoid opponents always die from a shot in the head, and most opponents get more damage to it.

The 4th part is many times more complex and more complicated than gameplayo than any other.

4. God, how tired I am actually from this.

With Development Update, I have seen people everywhere that they compared Serious Sam with the Duma. Left and right, without any thought.
Let’s start with a simple one:
Doom Eternal created ID Software under the wing of Bethesda. They had a lot of money, unlike Croteam.
There is even unconfirmed information that recently development has been made with cut salaries in Croteam.

In Doom Eternal gameplay is exclusively score. Arenas are not large, only a couple of garages of Uncle Vasya with a roof and a nearby tree that you can climb. There was an emphasis on the dynamics from the fact that you have opponents who have 4-5 attacks, half of which are ahead of the lead, which is why they forced to use the decs and grenades of the shoulderogan in order to control the situation.

In Sam, the gameplay puts you a wide variety of opponents, each of which has 1-2 attacks, which is why it is predictable and not so dangerous, but the combinations of such opponents can often blow up the player quite quickly. Sam himself is a strong character who does not need ducks for maneuverability, because he is given Macedonian shooting and shooting in the skill of a branch. Plus, the levels in Sam are much larger and more spacious, but in Doom Eternal this will not give you this, since opponents will immediately become useless.

By the way, about shooting on the run, they also touched it, saying that she was in the past parts. No, it was not. There was a recharge on the run and then it was accidentally left, it is officially a bug.

In the Doom Eternal, the game is tied to the management of resources, while in Sam on the construction of tactics to the situation, without the thought of which monster it is worth finishing off to hand-toopomes or something like that.

Honestly, I don’t understand why they decided to develop a close battle. He looks like shit, feels like shit and use it in the crowd – stupid.

If there are still questions, VK and Steam stands in the profile, is always ready to postcate:

5. This is a terrible Devolver advertising campaign, which initially decided that it was the system of the Legion and Terreins that will become a chip of the game. No. Did not, she was not and would not be. It was done as a special chip for a pair of levels.
Terrible Countdown videos with old builds and generally terrible gameplay in the Godmod. We didn’t even know that we took. The only normal trailers are a release and Story trailer. They interested the majority of the new audience. But we only confirmed this only on their domed server. I really don’t understand this advertising campaign.

5.1 But I understand well why raw start was made. Remember No Man’s Sky? Here the case is not of the same severity, but still there is. The game was poorly polished, poorly optimized and will be supported by patches as much as the flesh before its anniversary. Why? There is no money here is the answer. This is felt from the levets of design, like a person sitting in their editor – I perfectly see the problems of baked light, unwanted baking, navigation bugs and sometimes flying objects. What can we say about sometimes sector curves. On the first day, a patch was released, which was the fixed departure, now a patch has come to a better optimization. The game will improve, since now there is something to pay money.

6. In the end, I still passed the game, received incredible pleasure from it, especially from the soundtrack and history, despite the fact that my game laged at low and there were subsidence. The technical part will be asceled over time – everything is okay. It’s just worth waiting. The gameplay is just gorgeous, seriously, do not believe anyone – try yourself. In any words, do not describe how excellent it in the Vatican to bring hundreds of opponents from minigans in the Macedonian!

For the sake of this article, I registered on Stopgame.ru
I was looking for a button for creating this fucking thing for an hour.
Thank you for your attention.

Serious Sam 4

The best comments

It is written normally, but I think that it will not affect anything. In the video, the author said that the opinion is subjective and many would not like.
I assume that this article will not affect people’s attitude to this game. Who likes such games, he will play and have fun in them. And another group of people who do not like such a gameplay will speak negatively about the game and find shortcomings in it.

1. “Normal” for 15 years as “light”, where half a mechanic is not needed for natural reasons.
https: // www.YouTube.COM/Watch?V = QFD_AWJP-FW
1.1. Since I remembered the DS, which is bare and without pumping, whether this is a bad game? =)
1.2. This is what all shooters must be AAA from large companies. And if a small studio makes a product of category B and is published by the publisher is bad? And what about the publishers of the Duma, ah yes f76, let’s better compare with him. XD
2. And what’s wrong with that? Especially if there were good arguments, like the A-Life system.

More like a refuting article, but for advertising for some game magazine.

Is it worth talking about how the same “Ray of Death” on a laser allows you to simply burn whole hordes of opponents? This is something with something.

Take both hands on a minigan, burn a road sign and use as a weapon, ride a bull. Is this still not enough for you?

After all this, you generally allow yourself to say that this is still a 3-ki resin? I, as a fan, who has been playing Sam for more than 7 years, is not the most active in fashion, but the community is said that I personally do not want to return to the old parts after I played in the 4th. Seriously. It is so cool that after it it is just funny to return to 3. She is so cool that the HD of the coming no longer seemed to be the peak of skill Croteam.

Serious Sam 4 exists:

The article can be divided into three parts:
"WOW! Cool! Finally cool! How you may not like this!"
“Say down to competitors (I will not be surprised if hatred)“
“And the recognition of some errors that are in the game, since ordinary wow! You can’t protect this ".

I understand that any fanatic does not tolerate when there is something that can question its object of fanaticism next to the object of its adoration. But you would at least specify what exactly is wrong with Eternal:

Sam himself is a strong character who does not need ducks for maneuverability, because he is given Macedonian shooting and shooting in the skill of a branch. Plus, the levels in Sam are much larger and more spacious, but in Doom Eternal this will not give you this, since opponents will immediately become useless.

In what place will they become useless? They will stop shooting and will crash into the walls? Hmm ..

And yes, doom from its very origin has not had too large locations, this is a series of games in which the majority was a labyrinth. This was originally in Sam, this series was different.

What the hell are there in general in this regard (in terms of level widths) to compare, if these are initially different series. DOOM 1 and Doom 2 also did not have such fields as Sam, let’s begin to compare them, why is it trifling.
The thing is that in the first games ser. Doom Labyrinths could really turn into torture when you cannot find the cherished card, in Sam you just stand and shoot a crowd of fools, and when they clamp it just starts back – STRATEGY. There were locations in Second Accounter where it was possible to jump from floor to ceiling, or the floor fell to the final floor, or the room was spinning, without giving it normally aim. The developers themselves understood that these areas with “thousands” of opponents are quickly boring, therefore they added something chamber but interesting. It doesn’t even smell like that.

With Development Update I saw people everywhere, What compared Serious Sam with the Duma. Left and right, without any thought.

Doom Eternal exists:

The most savory was on the DF under the post about draining the gameplay of the serious Sam 4. The post was deleted, but the audience defending the game with the mind and conscience did not particularly shine. They themselves began to water the shitty thoughts, and they themselves began to defend Sam from the "inappropriate comparison".

And all because:

The fanatic does not have a variety of the world-it is committed to something one, and always needs an enemy to contrast something for his faith.

With such fans and haters do not need.

Today we interpreted in Koope with friends. Well, maybe Vasya and not so wrong to the debt expense. If you focus on a very picky user. Bugs in the game Million. Looks like an alpha version of some kind. In my opinion, we have only one of the three players everything worked +- fine. Once the game flew out of him. The rest of the two had no. Twisted brightness, red textures, black and white textures, the very absence of titers, doors/hatches/covers/etc, which open, but remain closed. Clones of the NPC in KAT scenes. Bugs, softeing game … In short, the list can be continued. Plus huge levels not filled with anything (not counting the latter). It easily dripping on the garbage here. But otherwise it is a cool Sam such as it is and has always been. Yes, with a million bugs, but I don’t want to turn into solo. But once playing was still nice and fun. If the game is repaired with patches, then it will be possible to re -hardly re -harden, there is no one, actually. That is, in general, Vasya is only in terms of claims to some kind of hepotetic plot there and gameplay was wrong. There is a taste of pure water. It’s like if I had a review on Sims. I would have rolled up the game in a basin with concrete and threw it to the bottom of the river.

1. Play the Normal game of fu, you need to play the complex then it will be cool – but nothing that the game should be revealed at a normal level of complexity because it is called normal. And a difficult level is a setting that challenges more experienced players? Why then is it normal in general? Would make it like in DS, only complex complexity.
1.1. Added a lot of chips what do you have little? – chips are not needed on normal, respectively, the mechanics of the game is made. In the same Duma, even in low complexity, you sometimes have to throw all sorts of shit at enemies.
1.2. Singing with the Duma is a person, if the Krifon has so little money for fucking then they do such a project? Would make less but better.
2. “I played and I liked it, but I played low with the lags” – when I was 12 years old, I also played a stalker in a resolution of 800 to 600 and in the same way proved to everyone that this is the “best game in the world”.

1. Because the game was only interesting only in increased complexity. This is the same chip of the game as finishing the new Duma.
1.1 The first time took place on the normal, yes, most of the chips remained more or less behind, some did not even try, I will not argue.
1.2 At the expense of comparisons – these are the games of one genre, but completely different in filling. Comparing them even in the graphic is slightly funny, since Eternal is also not super beautiful. There is also a bunch of soap even on ultras.
2. Yes, I liked it, this is clean from me. But I’m not trying to call this game the best in the world or something like that. I mean that it is at least not garbage. That it is worth going through if you are a fan of old school jokes.

Only I played on the minimum wings. So shoals with color and brightness also saw only me. But the second comrade caught everything else. On the last day and the same glitches have come to me. This, of course, had amused us, but there are bugs. In any case, they spoil the impression somewhat. We also encountered critical mistakes, because of which the game became not passable.

A clean field can be filled with secrets, interesting things of some. Well, in extreme cases, stupidly put an invisible wall. We studied one of the cards for about 30 minutes in different directions. And there is nothing there at all. No mobs, no secrets. If you go along the road in the opposite direction, then it is not endless. She just goes into the tunnel clogged with garbage. And near him, even a secret with +1 health, spa supplying a crowd of bombers. This is the empty hefty fields in the fourth of Sam.
At the last level, they are filled with secrets, in half with millions of monsters. On the levels with the fields this … just fields. Empty fields. Because of this, by the way, our game sobbed for the first time. Some of the mobs either spun somewhere where it was not necessary, we spread throughout the map, or managed to run away somewhere. In general, I had to restart the level to pass. Therefore, the question is why and why remains open.

Kyngyr himself explained the situation with the "commendably" Indivisible in the comments. Firstly, this situation concerns only the assessment of “amazing” and “amazing+our choice”, and secondly, the author himself does not give an assessment in cases of raisins, but the author himself, but they announced the criterion on one of the editorial battles that raisins are not just a good game, but potentially the game of the year. Naturally, Voloshin understood when writing the text that Indivisible, even for him, was not potentially playing the year and put it not raisins, but commendable (which is simply a good game in the SG assessment system). He even said in the comments that even in this genre in 2019 there were already games and better. If the full text of the review, then you can easily understand that Voloshin describes the game as just good, and in the end he simply incorrectly expressed himself in summing up the results.

The whole essence of his comment is that there are too many raisins of the Games from SG, many of these games with raisins are quickly forgotten or these games have an assessment “amazingly” do not even reach the summary of the year. This is wrong. That is why he pressed the authors with the fact that there are a lot of raisins and that they put raisins only to those games that the potential games of the year for them, otherwise, is commendable (which is also a high appreciation).
And even according to Voloshin itself, this problem can easily be traced. Look at the games that he observed until 2019 and see how many raisins he have and how many raisins have not forgotten or got into the results (by the way, the game falls from the authors, everyone is free to add a game that he potentially considers the game of the year in a certain category, and if Voloshin with his raisins did not promote such games, but in the end the games that he staged “hollowed” thenThis is about something, yes it says).

Well, again, it all applies only to raisins.

Duma and Sam in general cannot be compared among themselves. Games are similar only in crowds of opponents. And then, in Sam, obviously more. Thoughts almost died after a third part. But was successfully reanimated in 2016. He returned to how it all began. However, he previously looked towards Brutal doom, scratched the pumpkin and decided that something should be changed. In fact, doom2016 cultivates the ideas of Brutal doom, while adding something else of its. Weapon pumping, for example. Among other things, the plot appeared in the series. Yes, it is right at least (well, ok, in Eterralnal is its maximum), but there are some kind of lorne things in which the people interested will delve. Eternal went a little into experiments that not everyone liked. Apparently, because of the personal skill, I had no problems with the looters and parkor. Despite the fact that I played a nightmare, with minimal settings, 50% of the drawing, plus turning off the effects through the console. T.e., DOOM moved away from the original concept, receiving, in fact, two restarts. One in the form of Doom3, the other in Doom2016, where he just returned to where it all began.
Sam has a completely different situation. He did not go anywhere from these very roots. He was like a jester, where you clamp the button and jump throughout the arena with your back, like a mountain goat, and remained. It should be compared not with the Duma, but with completely different games. Similar in meaning. Deadhunt, Crimsonland, Alienshooter, I’m sorry for my French, but bloody dawn … What else we still had? National Red, and so on and so on and the like. Here it is necessary to compare it with all. Because the meaning in them is everywhere alone. There is a naked meadow, there are a bunch of guns, there are a million monsters. And there is a GG, which, with the help of guns, kills a million monsters dumping in a bare clearing.

In what place is the opinion – this is Dubai? If you are weak in local memes, then do not use them … Dubai are errors on the acts … No one says that the assessment of the mafia 3 from Loev Dubai.

No edition of the assessment is adjusted. The author gives the assessment. Each review is the opinion of the reviewer, and not the entire SG team. The authors themselves talked about this very many times, even Kulakov himself talked about this several times. There is only one correction – when there is a video review and text and make different authors because it is not enough only to copy the viewing script to make text. And of course, the authors strive to ensure that both reviews have one assessment, but even so there were cases when a text review and video were in opinion and had different grades.

For all my love for Sam, God, these animations ..
That is, the Krim is never famous for outstanding animators, but the Christmas trees are a stick, before the animation did not need to look so often ..

At least I liked the new Sam, and I didn’t really agree with the author’s opinion, but … here’s the truth is his personal opinion, there’s nothing to be done, just he didn’t like the game.
In vain, everyone is so close to the heart, they all accept this, and do not understand that the assessment in the review is put personally by the author, and not after the voting of the entire edition.
In Steam, the assessment is good, so someone still liked the game.

As for the "fanatics of Serious Sam, they scold thoughts" – this is just a coincidence. Disputes on the topic of Doom Eternal began immediately after its release. Both Vasya and many commentators give Doom Eternal as an example of the proper development of the old -school shooter, despite the fact that these innovations pushed half the fans of the Duma 2016. So these are the echoes of that srach. And the point here is not in ixbt – these simply saddled one of the opinions.

And yes, both episodes are meat shooters, but there are differences. And the point is not so much in the amount of locations. Most Sam’s enemies move faster than the player, which significantly changes the gameplay and requires another trip to design. In the same second coming, the battles in closed arenas often turned into rather dull round dances with skeletons.

The joke is that Sam does not deserve "garbage". It’s just unfair.
And having played it, I was only convinced of this. You need to be in a different reality in order to put such an assessment.

How much to me It will be known from the familiar tester this week to be a massive fix of 2 levels of France. It is these two open ones, there will be the most changes. They say that procedural spaunas will be delivered depending on the complexity, so that if it leaves the route, there was always someone to shoot with. Secrets look for 128×128 square meters. km. Well, you and the Masochist are friendly) I do not know about the secrets, they say that they will also bring it to the patch. The game came out raw, not completed, so I hope that after the patches everything will improve. Still, they fulfilled the promised things

The new part performs its main function – gives emotions. Like all parts before her. And it’s not about fanaticism, as someone said above. That doom, that Sam is one kind of game, but with different budgets and mechanics, this must be understood. Personally, I love Eternal, I can understand why it can be scolded, for which you need to praise it. But with Sam the same. Both games have been completed and from each I got the maximum pleasure. According to the logic of the review, it was necessary to put the Duma of a passage, because it is not that it overcame the ideas of the game in 2016, it has grown in breadth, but not deeper.
Bugs? Well, bugs, they will correct it. The price tag has seen? And the game of the watch for 13-15 most cheerful gameplay with really new chips for the series. And even with a coope.
Many games smell like garbage, but obviously not Sam. It seems to be finally introducing a double system of assessments: the author’s subjective and general objective.

By the way, yes … it is strange that the legion was so badly promoted. And without him everything is fine. I think this is a purely idea of ​​advertisers, not developers.

12 прости и надеждни начина да се грижите за себе си в средата на деня

Всички наоколо казват за това колко е важно да намерите време за себе си и във вашия ден няма нито една свободна минута? Събрахме за вас няколко съвета как да направите нещо полезно за вашето тяло и психика „без прекъсване от производството“.

1. Подчертайте времето за обяд

Ако работите от вкъщи, най -вероятно обядът ви обикновено се състои от сандвич, разбит между обажданията на увеличението. Да, и ако все пак се върнете в офиса, едва ли си позволявате пълноценна почивка за обяд, така че с чувство, с подходящо, с подреждане, се насладете на вкуса на храната. Но дори и на ваше разположение много малко време, опитайте се да се концентрирате върху това, което ядете.

„Фокусирайки се върху вкуса, миризмата и текстурата на храната, ние оставаме в настоящия момент, в„ Тук и сега “, а не се състезаваме, психически решавайки задачите на нас“, обяснява психологът Амир Джонсън. – Осъзнавайки, че в момента нашите нужди са доволни, ние се чувстваме по -спокойни и щастливи. ".

Затова оставете настрана джаджата и насочете вниманието си към ястието, че ще хапнете. Вдишайте аромата, дъвчете старателно всяко парче. В идеалния случай го направете по време на всяко хранене, но започнете поне с обяд или закуска.

2. Излезте на обяд

Изглежда, че съветът е нелогичен, особено ако времето за този обяд е едва достатъчно. Но истината е, че това може да е единствената ви възможност да ходите през целия ден, а ползата от чистия въздух и физическата активност е трудна за надценяване.

„Движенията рестартират мозъка ни, така че помислете за тази практика, необходима за поддържане на производителността“, предлага психотерапевтът Имани Крофорд. – Доказано е, че физическата активност ви позволява да се справите със стреса, така че ако на ваше разположение една час почивка за обяд, подчертайте поне 15-20 минути за разходка ”.

3. Говорете с тези, които са ти скъпи

Изпратете топло съобщение до партньора, намерете няколко минути, за да се обадите на приятел – всичко това ще повлияе положително на вашето настроение. „По време на комуникацията с близки, окситоцинът се произвежда в нашето тяло и благодарение на това се чувстваме топли и спокойни“, обяснява терапевтът Лейла Левинсън.

Ако работите в офиса, поканете левитра без рецепта ви при приятен колега за кафе или обяд: Комуникацията с други увеличава нивото на ендорфини и допамин, а те от своя страна са ключът към доброто здраве и релакс ”.

4. Направете умствени паузи при всяка светофара

„Карайте колата или се преместете по наземния транспорт? Всеки път червено, направете малка психическа пауза: Вместо да се потопите в мислите си или да регулирате нетърпеливо светофара, опитайте се да се отпуснете, – съветва психотерапевта Мишел Рисър. – Отпуснете мускулите на челюстта, изправете гърба си и спуснете раменете си, бавно вдишвайте, задръжте дъха си и след това издишайте още по -бавно ”.

Всъщност е необходима светофарна светлина, така че да имате навик: впоследствие ще започнете да правите такива паузи през деня, без дори да мислите за това.

5. Напишете всичко, което ви притеснява

Ако смятате, че мислите се втурват по -бързо от обикновено или че не можете да се концентрирате, семейният психотерапевт Саманта Кингма съветва да вземе бележник и да изпише всичко, за което мислите, всички задачи, с които се сблъсквате сега, всичките ви преживявания. „След като освободите мозъка си по този начин, можете да продължите и да решавате проблеми и да не дъвчете безкрайно същата ментална дъвка“.

6. На път за вкъщи слушайте любимия си подкаст или аудиокнига

Особено ако се оказа труден ден и не работи за абстракт от работа. „За да не носите работни проблеми вкъщи, като напуснете офиса, слушайте пипер, радио предаване или аудиокнига – те ще ви разсеят по -добре от музиката“, обяснява Ашли Хъдсън, семеен психотерапевт Ашли Хъдсън. – Ако работите от вкъщи, тогава го направете, докато ходите с куче или готвите вечеря. ".

7. Помогнете на мозъка да премине от работа към почивка

Може да бъде трудно да се очертае разделителна линия между работния и личния живот, особено ако работите върху дистанционно. Помислете какво може да ви помогне да преминете от един режим в друг.

„Отидете на душа, за да измиете проблемите си от текущия ден, пийте вода, слушайте същата мелодия за няколко минути. Ритуалът може да бъде всичко, основното е да дадете разрешение на мозъка си да забравите за проблемите на работата поне до следващата сутрин “, обяснява Roxan Francis Psychotherapist Francis.

8. Планирайте в календарното време, за да се грижите за вашата психика

Ако сте много заети, единственият начин да осигурите на себе си и психичното си здраве с подходящо внимание и грижи е да го отнемете в графика си за това. Оставете 15-30 минути, но всеки ден. Можете да прекарате това време по ваша преценка – пийте чай, ходете с куче, медитирайте. Основното е да не си позволявате да прекарвате поне минута ценно време за работа.

9. Върнете се от виртуалния свят в истински

Използвайте аналогови елементи възможно най -често: Начертайте график и направете списъци в бележника, а не в бележките по телефона, плетете или нарисувайте, вместо да играете игри на таблета. „Невропластичността е ключът към здравето на мозъка и единственият начин да го осигурите е да прекарате възможно най -много време извън смартфона“, спомня си Франсис.

10. Достигане

„Извийте главата си отстрани, направете въртене с раменете си, опънете ръцете си над главата, опитайте се да се облегнете и стигнете до Миски“, предлага социалният работник Bronwin Schiffer. – Всяка дейност е полезна, особено ако прекарвате цял ден в статично положение. ".

11. Направете 21 вдишания и издишайте

„Изрязването на времето за 45-минутна медитация не е лесно, въпреки че благоприятният му ефект върху тялото отдавна е известен: Благодарение на него нивото на кортизол и кръвно налягане намалява, ние изпитваме скок на серотонин. Започнете с просто дишане за минута “, съветва Chiffer. – Затворете очи, вдишайте през носа си, издишайте през устата си. Направете 21 повторете. Колкото по -често правите тази практика, толкова по -бързо ще свикнете ".

12. Запитайте се за това, от което се нуждаете в момента

„Понякога сякаш намираме време да се грижим за себе си, но това притеснение е, че сега нямаме нужда. Ето защо е толкова важно да се научите как да слушате себе си и да правите разлика между нуждите на тялото си “, обяснява семейният терапевт Емили Парди. – За начало можете да поставяте таймер два пъти на ден и когато се чуе сигнал, запитайте се как се чувствате и от какво се нуждаете в момента.

Ти си самотен? Тогава разходката не е най -доброто решение: по -добре е да се обадите на колега в кафе. Уморен? Излезте навън, за да дишате чист въздух ".

Както можете да видите, всичко това не е трудно и едва ли ви отнема много време. Но ефектът може да бъде колосален.

10 Първи брачни изпитвания

Първата голяма кавга, първото посещение на неговите роднини, първият гост, открито флиртува със съпруга ви. Как да се справим с това и дали тези първи тестове могат да засилят семейството?

1. Първата епична кавга

Истински, с главна буква – с размахващи се врати, крещящи и вилици летят в мивката. Но всичко това не става въпрос за факта, че вашата приказка е приключила и дойде ежедневието. Ето колко стрес е, че свиквате само с новия статус и съвместно съвместно състояние.

Как да се справя? Преди сте се скарали, но тази кавга ви се струва различно, по -заредена или нещо подобно. Не се плашете. Нека я наречем "тренировъчна кавга". Изпитване. Сега вършите добра работа – изучете колко продуктивно и се карате правилно и правилно.

Не скачайте в колата, за да проверите дали той се втурва да ви настигне. Не започвайте втория кръг и не завършвайте „врага“, така че да виси безсилно на въжетата на Ringe.

Старата истина е тази: хората не помнят казаното от вас, но ще си спомнят, че сте ги накарали да се почувстват. Демонтирайте се в различни ъгли, лошайте дъх, след което кажете на партньора си, че го обичате, мразите да се карате и искрено съжалявате, че сте го обидили.

2. Първа среща с приятели като официална двойка

Защо е важно? Можете да бъдете първите сред приятелите си, които се разкъсаха с безплатен живот и те все пак ще ви се обадят на нощно парти. Или приятелка от детството изведнъж ще ревнува, че тя е загубила вниманието ви. Приятелите на Холостакс могат да бъдат объркани защо техният приятел сега не може да реши къде да отиде в петък вечерта. Във всеки случай вашето приятелство вече ще бъде малко по -различно.

Как да се справя? Не казвайте на приятелките хапчета за мъжка потентност в аптеките си на приятелките си за това колко сте щастливи. Ти беше центърът на вниманието от много дълго време, сега е време да останеш добър слушател. Не казвайте на 30-годишната си приятелка, че времето й ще дойде и тя също ще посрещне нейното щастие. Не отказвайте да ходите да пазарувате или просто да разговаряте, дори и да искате да се приберете повече вкъщи, на любимия човек. Вашите приятели сега трябва да знаят, че все още ги обичате и нищо не заплашва близкия ви кръг.

3. Първа основна съвместна покупка

Няма значение дали това ще бъде покупка на кола, нова къща или нов компютър. Ще видите, че сте различни по отношение на финансите. Вашият партньор може да бъде по -щателен и придирчив към детайлите и можете да действате широко, под въздействието на импулс. И двамата трябва да сте сто процента, на които да сте наясно с финансовата ситуация, ако наистина искате да направите скъпа покупка.

Как да се справя? Време е да научите компромиси, изберете оптималната опция за вашия бюджет и работете заедно в първия съвместен проект. Може би това звучи скучно, но рисуването на стени, изборът на тапет или закупуването на кухня е истинско удоволствие! Вие изграждате къща за вас двамата. И освен това, това е шанс да се покажем, че сте добри и в това ново качество.

4. Първа среща с неговите роднини

В идеалния свят майката – -law изглежда като сълза от нежност, гледайки двойката ви. В реалния свят тя все пак ще хвърли очи, ще пусне отстрани или просто ще плаче тихо, прегръщайки любимия си син.

Как да се справя? Съпругът ви е свикнал с всички „акценти“ на всеки от членовете на неговото семейство: с мърморенето на баща му и с помия сестра и с маниера на майка му да критикува всичко наоколо. И той иска да ги възприемате спокойно. Ако веднага влезете в празна защита или реагирате на всяка тяхна дума, той е по -разстроен, че сте толкова чувствителни и не уважавате семейството му.

Не избягвайте семейните вечери и общи празници. Не конфликтирайте: напротив, кажете на съпруга си, че искате да бъдете член на тяхното семейство и че имате нужда от подкрепа в това. Попитайте го какви теми за разговор биха били интересни за семейството му, какви са техните хобита и предпочитания. Когато му се обадят, попитайте дали е възможно да ги предадете или да говорите с тях за минута или две. Те могат да продължат комуникацията в своя стил, но съпругът ще бъде благодарен, че се опитва.

5. Първият въпрос "и децата, когато?"

Всичко зависи от това кой пита. Ако това е най -добрият ви приятел, който самата наскоро роди прекрасно бебе, това е едно. Ако това е вашата стара леля – ще трябва да се примирите, това е неизбежно. Но ще има много други. Много млади двойки се напрягат, чувайки този въпрос от своите познати.

Как да се справя? Не създавайте проблем от това, дори ако нещо по този въпрос не ви засяга лично. Не казвайте как се чувствате към децата, които са родени преди време. Не мислете, че това е намек за вашата възраст. Помислете за този въпрос като желание както за щастлив семеен живот, така и за увереност, че ще бъдете добри родители. Кажете просто: „Ние не сме съвсем в целта, но определено ще ви информираме!"

6. Първа партия като домакиня у дома

Това е една от онези фантазии, които всяко момиче има преди брака: заедно със съпруга си, тя взема гости на красиво почистена маса, всички са радостни и се смеят до сутринта. Това ще бъде, но това изисква определени кулинарни умения и организационен талант.

Как да се справя? Просто се забавлявайте всички заедно! Не унищожавайте очарованието на приятелско парти с вашето безпокойство, че няма да можете да приготвите чийзкейк и не ставате с Dawn, за да бягате на пазара за мента за декорация. Просто приемете, че нещо определено няма да е перфектно. За да ви улесните да се справите, не се обаждайте отначало повече от пет до шест гости. И не прекарвайте цялата вечер, пълнейки чиниите, бягате до фурната и сервирайте нови напитки. Организирайте бюфет или тематична вечер, когато се сервира едно коронясване. Да, в крайна сметка никой не е отменил храната с доставка.

7. Първото момиче откровено флиртува със съпруга ви

Казват, че мъжете със сватбен пръстен привличат момичета. Те могат да флиртуват със съпруга ви някъде в супермаркет или в спортна лента, или дори на приятелско парти, пред очите ви. Вашата самоувереност ще бъде проверена за сила-няма значение дали сте убедени в любовта му със сто процента или стартирайте от куха, едва усещайки нещо, което нещо е било полезно.

Как да се справя? Първият път, когато едно от тези момичета е подходящ и започва да флиртува със съпруга си точно с теб, усмихвай му се и казва: „Нямам какво да я обвиня за. Вие сте най -секси тук ". Съпругът ви ще хареса, че сте сигурни в него. Не бъдете някога съпругата на Ангри, която подозира, че нещо не е било наред с всеки поглед и след това поддържа тишината докрай вкъщи.

Guide complète sur le Trenbolone Acetate Aburaihan dosage

Guide complète sur le Trenbolone Acetate Aburaihan dosage

Introduction au Trenbolone Acetate Aburaihan

Le Trenbolone Acetate Aburaihan est un stéroïde anabolisant très prisé dans le monde du culturisme pour ses propriétés de renforcement musculaire et d’amélioration de la performance physique. Cependant, pour optimiser ses effets tout en minimisant les risques, il est essentiel de connaître le dosage approprié.

Comprendre le Trenbolone Acetate Aburaihan dosage

Les recommandations générales

Le Trenbolone Acetate Aburaihan dosage varie selon l’expérience de l’utilisateur, ses objectifs et sa tolérance. En général, la dose quotidienne recommandée se situe entre 50 mg à 100 mg. Il est conseillé de commencer par une dose plus faible pour évaluer la réaction du corps.

Facteurs influençant le dosage

  • Expérience en utilisation de stéroïdes
  • Objectifs de gain musculaire
  • Réactions individuelles et tolérance
  • Durée de la cycle

Cycle recommandé avec Trenbolone Acetate Aburaihan

Durée du cycle

Un cycle typique durera généralement entre 6 à 8 semaines. Il est important de ne pas dépasser cette durée https://anabolensteroiden-be.com/product/trenbolone-acetate-100-mg-aburaihan/ pour éviter des effets secondaires indésirables.

Dosage journalier optimal

Pour la majorité des utilisateurs, un dosage de Trenbolone Acetate Aburaihan compris entre 50 mg et 75 mg par jour est efficace pour atteindre des résultats satisfaisants tout en limitant les risques.

Conseils pour une utilisation sécurisée

Il est crucial de consulter un professionnel de la santé ou un spécialiste en endocrinologie avant de débuter un cycle. Surveiller attentivement les réactions du corps et effectuer des contrôles réguliers permet d’ajuster le dosage si nécessaire.

Conclusion

Le Trenbolone Acetate Aburaihan dosage doit être adapté à chaque individu pour maximiser ses bénéfices tout en minimisant les effets secondaires. La prudence, la connaissance et un suivi médical rigoureux sont essentiels pour une utilisation responsable de ce stéroïde puissant.

Anapolon 10

Anapolon Instrucciones De Uso, Dosis, Composición, Análogos, Efectos Secundarios

Los cambios en los lípidos en la sangre que se sabe que están asociados con un mayor riesgo de aterosclerosis se observan en pacientes tratados con andrógenos y esteroides anabólicos. Estos cambios incluyen la disminución de la lipoproteína de alta densidad y, a veces, el aumento de la lipoproteína de baja densidad. Los cambios pueden ser muy marcados y podrían tener un grave impacto en el riesgo de aterosclerosis y enfermedad arterial coronaria.

  • Estos cambios incluyen la disminución de la lipoproteína de alta densidad y, a veces, el aumento de la lipoproteína de baja densidad.
  • En la mayoría de los casos, estos tumores son benignos y dependientes de andrógenos, pero se han reportado tumores malignos fatales.
  • La insulina o la dosis hipoglucemiante oral pueden necesitar ajustes en pacientes diabéticos que reciben esteroides anabólicos.
  • A menudo no se reconocen hasta que se desarrolla insuficiencia hepática potencialmente mortal o hemorragia intraabdominal.

Los 20 Mejores Medicamentos Con Los Mismos Ingredientes:

El aumento de las lipoproteínas de baja densidad y la disminución de las lipoproteínas de alta densidad se consideran factores de riesgo cardiovascular. Los lípidos séricos y el colesterol de lipoproteínas de alta densidad deben determinarse periódicamente. Los estudios clínicos de las tabletas de Anapolon no incluyeron suficientes números de sujetos de 65 años o más para determinar si responden de manera diferente a los sujetos más jóvenes.

Anapolon

Peliosis hepatis, una condición en la cual el hígado y, a veces, el tejido esplénico se reemplaza con quistes llenos de sangre, se ha informado en pacientes que reciben terapia con esteroides anabólicos androgénicos. Estos quistes a veces están presentes con una disfunción hepática mínima, pero en otras ocasiones se han asociado con insuficiencia hepática. A menudo no se reconocen hasta que se desarrolla insuficiencia hepática potencialmente mortal o hemorragia intraabdominal. La retirada del medicamento generalmente resulta en la desaparición completa de las lesiones. Periódicos (cada 6 meses) exámenes de rayos X de la edad ósea deben hacerse durante el tratamiento de pacientes prepuberales para determinar la tasa de maduración ósea y los efectos de la terapia con esteroides anabólicos androgénicos en los centros epifisarios. Se ha informado que los esteroides anabólicos reducen el nivel de lipoproteínas de alta densidad y elevan el nivel de lipoproteínas de baja densidad.

Los pacientes geriátricos tratados con andrógenos pueden tener un mayor riesgo de desarrollar hipertrofia prostática y carcinoma prostático, aunque faltan pruebas concluyentes que respalden este concepto. Debido a la posibilidad de reacciones adversas graves en bebés amamantados de anabólicos, las mujeres que toman oximetolona no deben amamantar. Los esteroides anabólicos pueden causar la supresión de los factores de coagulación II, V, VII y X, y un aumento en el tiempo de protrombina. Las tabletas de Anapolon no deben substituir otras medidas de apoyo tales como transfusión, corrección del hierro, ácido fólico, vitamina B12 deficiencia de piridoxina, terapia antibacteriana y el uso apropiado de corticosteroides.

Una dosis de mantenimiento continuada es generalmente necesaria en pacientes con anemia aplásica congénita. Los pacientes varones geriátricos tratados con esteroides anabólicos androgénicos pueden tener un mayor riesgo de desarrollar hipertrofia prostática y carcinoma prostático. Se realizó un estudio de carcinogenicidad de dos años de duración en ratas que recibieron oximetolona por vía oral bajo los auspicios del Programa Nacional de Toxicología de los EE.).

En la mayoría de los casos, estos tumores son benignos y dependientes de andrógenos, pero se han reportado tumores malignos fatales. La retirada del fármaco a menudo resulta en la regresión o el cese de la progresión del tumor. Sin embargo, los tumores hepáticos asociados con andrógenos o esteroides anabólicos son mucho más vasculares que otros tumores hepáticos y pueden permanecer en silencio hasta que se desarrolle una hemorragia intraabdominal potencialmente mortal. Los agentes anabólicos pueden acelerar la maduración epifisaria más rápidamente que el crecimiento lineal en niños, y el efecto puede continuar durante 6 meses después de que se haya detenido el medicamento. Por lo tanto, la terapia debe controlarse mediante estudios de rayos X a intervalos de 6 meses para evitar el riesgo de comprometer la estatura del adulto.

Acquista Testosterone enantato di Rotexmedica prezzo 49 00 Euro in Italia e Roma

Acquista Testosterone enantato di Rotexmedica prezzo 49 00 Euro in Italia e Roma

È importante informare il proprio medico di eventuali effetti collaterali subiti durante l’assunzione di Pharma Mix-3. Testoviron Depot 250mg PharmARC è un potente steroidi anabolizzante che offre numerosi benefici per i bodybuilder e gli atleti che desiderano migliorare le loro prestazioni fisiche e ottenere risultati straordinari. Questo prodotto è ampiamente riconosciuto per la sua alta qualità e affidabilità, ed è disponibile a un prezzo conveniente nel nostro negozio di steroidi anabolizzanti in Italia. I benefici terapeutici delle iniezioni di testosterone sono molteplici e possono migliorare significativamente la qualità della vita dei pazienti. Uno dei benefici più evidenti è l’aumento della massa muscolare e della forza. Questo è particolarmente importante per gli uomini con ipogonadismo, che spesso sperimentano una perdita di massa muscolare e una diminuzione della forza fisica.

alimenti che abbassano il testosterone negli uomini

Sia il Tamoxifen che il Clomid sono ottimi per la SCT dopo il Testosterone Enantato. La maggior parte degli atleti preferisce acquistare Clomid 20 tab, considerato meno tossico e in grado di ripristinare meglio il proprio testosterone. Si assume 3 settimane dopo l’interruzione del corso principale, 1 compressa al giorno per 20 giorni. Per ottenere la massima efficacia, si consiglia di assumere il farmaco in un dosaggio compreso tra 500 e 1000 mg a settimana.

Corso di massa: boldenone, testosterone enantato, insulina, testosterone propionato e drostanolone

Sia il testosterone che il Dianabol sono considerati steroidi estrogeni e umidi. Non solo convertono facilmente il testosterone in estrogeni, ma provocano anche ritenzione idrica nel corpo. Anche se un SERM aiuta a prevenire la ginecomastia, non fa quasi nulla per evitare la ritenzione idrica nel corpo. Il testosterone provoca solo un lieve aumento del colesterolo LDL e, di conseguenza, della pressione sanguigna.

  • Guadagno di massa muscolare – Trenbolone è circa 5 volte più forte del testosterone.
  • Gli androgeni possono aumentare i livelli di glucosio nel sangue riducendo gli effetti dell’insulina.
  • L’iniezione di 250 mg di testosterone enantato ogni 3 – 4 settimane non dà luogo ad un accumulo di testosterone nel siero di rilevanza clinica.
  • L’assunzione di testosterone nella donna può più facilmente dare virilizzazione con alterazioni del tono della voce, irsutismo, ipertrofia clitoridea e sensibile incremento della libido sessuale.
  • Questo può essere particolarmente utile per gli uomini con ipogonadismo, che spesso sperimentano sintomi di depressione e mancanza di energia.
  • Le iniezioni di testosterone possono anche avere effetti negativi sulla prostata.

Cos’è il Testosterone Enantato

Lo steroide in polvere è l’ingrediente principale nella maggior parte delle ricette di costruzione muscolare. Il creatore di ricette istantanee alla ricerca della migliore polvere di steroidi, il miglior prezzo, il miglior fornitore di ingredienti di qualità ogni giorno. Per ogni potenziale marketer, l’acquisto di prodotti per il futuro significa fornire ai consumatori farmaci per raggiungere i loro obiettivi. Come sapete, l’imprenditore cerca sempre di mantenere i suoi clienti con il prodotto senza perderli dando il prodotto migliore steroidi comprare e quello più popolare ai suoi clienti. Terapia sostitutiva con testosterone per l’ipogonadismo maschile, quando il deficit di testosterone e’ stato confermato dal quadro clinico e dalle analisi biochimiche.

Detto questo, l’Anavar è eccezionalmente buono per migliorare sia la forza che la combustione dei grassi nel corpo. Se avete già sofferto di acne da adolescenti, allora rientrate nella categoria ad alto rischio. Allo stesso modo, se avete già una stempiatura, questo ciclo aumenterà la vostra perdita di capelli. Anche se l’Anadrol è uno degli steroidi più forti per il bulking, non è una buona idea accatastarlo con il Deca poiché è altamente tossico per il fegato e non è possibile assumerlo per lunghi periodi di tempo. Al contrario, il testosterone è uno dei pochi steroidi non tossici per il fegato e quindi può essere utilizzato per un ciclo più lungo.