sábado, 28 de marzo de 2020

The Pokémon Sanctuary Project

Alola! Welcome to my new writing project!















I've been a Pokémon fan since I picked up Pokémon Red in 1998 just before my 18th birthday. Over the years, I have toyed with the idea of building a comprehensive Pokémon zoo of sorts. It's a huge undertaking that grows with every passing generation of Pokémon game that adds more Pokémon to collect. I've started and failed a few times over the years to create a comprehensive collection of Pokémon to carry forward into future generations.

The closest I came was in a Pokémon Emerald run I did in 2008 (roughly). I'm not sure if those creatures are still on a copy of Emerald, or stored in the Ruby/Sapphire Box on some Gamecube memory stick somewhere. I may try to hunt them down in the future, but for the purposes of this project I'm starting from scratch, and I'm starting where it all began. I'll be playing through the Virtual Console version of Pokémon Red.

I'm going to be documenting this journey in the form of a serial narrative. I hope to upload a short story every week as I progress through Pokémon Red with my created character, Fox, who aspires to be a world renown Pokémon collector and zoologist. In order to make his story more interesting to read, I will also be doing the initial playthrough as a Nuzlocke Challenge that I will detail below. As I handle the writing, my brother will be doing some original art for the series to spice up the adventure. I hope this will make the experience fun and interesting for personal friends and Pokémon fans alike.

The Nuzlocke Challenge
  1. Any Pokémon that faints must be released. 
  2. Only the first Pokémon encountered in each area can be caught. No second chances. 
  3. All Pokémon will have personalized nicknames to make them more endearing. 
These are the basic rules of the challenge and speaking retrospectively they really make the early game quite challenging and intense. I've never had more tense encounters in an RPG in my life. In addition to these rules, I have also decided that (for the sake of the narrative) I will not be using a starter Pokémon. The challenge starts for me when Fox catches his first Pokémon on Route 1 and then trades away the Charmander he used to catch it. I've run from all battles before that point and just rushed to a point where you can catch your Pokémon. So Rattata or Pidgey (no spoilers! don't look at the episode title!) will be the first and only Pokémon on my team leaving Route 1.

Addendum: I will not be catching an HM Slave. All HMs will be taught to actual members of the team unless I hit a roadblock. If the path forward requires an HM that I absolutely cannot teach without catching a new Pokémon, then an HM Slave may be caught. If that occurs, that Pokémon will only exclusively be used for the HMs and never for battle, but I will be trying to avoid this at all cost. Having one of four battle moves taken up by an HM adds to the challenge, but I won't accept it as a loss if I get to an impasse due to HM nonsense and am forced to catch an extra Pokémon.



Reminder: Entry Date Of MSSA's 2020 Western Cape Provincial Championships - 28 And 29 March 2020

You want to be selected for the 2020 Protea Team, then read this.
MSSA's 2020 Western Cape Provincial Championships is part of the process of selecting the 2018 Protea teams that will attend the various World Championships and participate in various test matches.

All gamers are reminded that MSSA's 2020 Western Cape Provincial Championships are an open championship. In other words any registered player is entitled to enter the championship – no matter where they live, or their category of membership. 
Championship Details:

Hosting Club: Monument Park High School
VenueMonument Park High School, 40 Dan King Rd, Kraaifontein, 7570 
Date28 and 29 March 2020
Entry: To enter, the club must complete the Google Drive document. The entry form may be found on Google Drive. Clubss are to download the entry form, completed the downloaded form, and e-mail it to Mind Sports South Afica. The link for such form is: https://docs.google.com/spreadsheets/d/1M07rv0ER9jqE25IqMNZqGlsUPqJaE_X2/edit#gid=1844490715

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lunes, 23 de marzo de 2020

Eminent Domain Origins - Starting Resource Testing

I got another 2 playtest games in today...

Game 1: simulated 5p game (Dave and I played 2 seats each)

I wanted to test the 4-5p starting resources, but there were only three of us. Dave has played a handful of games (last year), while Hoss hadn't played at all. I wanted feedback from fresh eyes on the game in general from Hoss (mostly about fiddliness and grokability), but had Dave and myself each play 2 seats so we could see the 4-5p starting cards in action. Dave had the Afterburner to see if he could abuse it. I had the Upgraded Cargo Hold to see if it felt way too good.

Playing multiple seats is never ideal, but it wasn't too bad. The worst part was probably when the blue player scanned, and then the purple player (both played by me) was able to act on that info :/

In the end, the 5th player (Upgraded Cargo Hold) won, but I don't think it was really due to the starting resources. In fact, I felt like I kind of squandered my start, but that seat just played a good game otherwise.

Dave tried to get the Afterburner online as quickly as possible in seat 4. He ended up in 2nd place by only 6 points. Only two points back was Dave's other seat (P1), who started with $20 and tried avoiding buying a thruster (he got a Hyperdrive).

My other seat (P2-shield +3energy) and Hoss (P3-Cargo Hold) tied at about 10 points back, both seats playing loie n00bs :)

Game 2: 4p, but with starting resources of players 2-5

Russell showed up right at the end of that first game,so next we played with 4, but to test more if the 4-5p cards, we just skipped the 1p ones. Hoss and I started with 2-3p cards cryo Chamber and Weapon+Crystal, respectivly). Dave starter with the Upgraded Cargo Hold and Russell started with Additional Module Slots+$20.

Hoss, still a newbie, didn't do great. He was doing better until a pretty devastating mistake - he left the Outpost to Colonize but forgot a colony marker! I worry a little bit that this may be a common error, but other than warm about it in the rules, I don't think there's anything I can really do about it witjwit making significant changes to the system :/  I did about as badly as Hoss, just taking way too long to actually put my plans into action.

But more importantly, how did the 4th and 5th players do with their starting resources? We'll, Russell had a pretty strong showing, getting 2nd place without ever using the Additional Module Slots. Though all three of us were close packed in score.

Dave however finished 25 points ahead... Which is like 2-3 big plays in this game. How much of this was due to the Upgraded Cargo Hold? We'll, probably at least 10 of it was from capitalizing on Hoss' mistakes, but he was also able to do a lot with the ability to hold both 2 colony markers and so many resources.

In the end, the Upgraded Cargo Hold is probably overpowered, and the Additional Module Slots is probably underpowered. That technologhy just isn't a "starting resource," and as such is not a useful thing to get at the beginning of the game. I'm going to try "$10+1 Energy+loaded colony marker" and "2 brown + 1 energy" instead of those two starting cards.

Also, originally each player started with 3 VP, in case you ran into an asteroid in the early game and didn't have shields. I've been trying the game without that, but I realized today that starting with 1 energy is irrelevant if you have nothing to lose by crashing into asteroids. So I think I'll add VP to all of the cards so that starting with 1 energy is relevant again. I think most of the cards will get 3vp, but I can tune up or down for cards that feel a little strong or weak.

A few other little details...

With the inclusion of the starting resource cards, I have deleted the stage 1 rewards, because they served the same purpose. This shortens the game a little bit, but I did add 3 tiles to stage 3, so it should not be too different than the old version. However, one of the stage 3 rewards is a free Thruster module, which is great (better the earlier you get it), but comes out fairly late, so there isn't much time to use it. But without the stage 1 rewards, that one can come out all the earlier, which may be too strong. I might move that one to stage 4 instead.

As for the Wormhole physics I talked about last time, I worry that "any OTHER wormhole" will be one of those easily forgotten rules. I guess the game doesn't break if players go in and out of the same wormhole, I've been playing that way. But should I have an easier to remember rule?

sábado, 21 de marzo de 2020

Storium Basics: Challenges And Cards

Continuing my Storium Basics series, today we'll be taking a look at the basic gameplay mechanics of the Storium system.

Storium is played, primarily, by making moves that lay cards onto challenges. These cards tell the story, move by move, of what happens during the challenge.

When you play a card, write a move explaining what your character does, and how those actions impact the challenge.

The effect depends on the card you played. Strength cards improve the situation covered by the challenge. Weakness cards make it worse. Neutral cards, which might be subplots, assets, or goals, push it closer to conclusion without making things feel better or worse.

To think of it from another angle: Challenges have Strong outcomes and Weak outcomes. A Strength card pushes the challenge closer to the Strong outcome, and a Weakness card pushes it closer to the Weak outcome. A Neutral card pushes it closer to a conclusion - a Neutral card doesn't change the direction or push it closer to either outcome, but it does shorten the amount of moves left in the challenge. Thus, a Neutral card might feel good if the challenge is trending Strong or bad if the challenge is trending Weak, as you show things continuing along the lines they have been so far.

It is a very good idea, actually, to check the possible outcomes before you play any moves on a challenge. You can do this simply by clicking on the challenge title / challenge card - this will also show some descriptive text, which can help guide your writing as well. The outcomes tell you what the possible range of results of a challenge are, and where you should be focusing your writing. Knowing them in advance gives you something to work towards. You know that if you play a Strength card, you should be writing something that pulls things closer to the Strong outcome, and if you play a Weakness, you should be writing something that pulls things closer to a Weak outcome. This gives the scene more of a feel of a full story, rather than a bunch of independent moves.

When you lay a card, be sure to involve that card in your move—if you play a Strength card labeled "Agile," for instance, your move should be based on your agility in some way, showing how it helps. If you play a Weakness card labeled "Cowardly," your cowardice or tendency to be overcautious should affect things and make them worse somehow. And if you play your subplot, it's a good time to get a little introspective and show how that subplot is driving you to do what you do, or how the events of the game have changed your view of your subplot.

Note that when you're starting out in a game, it's usually easier to play your first move as either a Strength or a Weakness. Subplots are great cards (my favorite type, in fact), but they can be hard to use for your very first move.

Because you know what impact you're having on the challenge when you lay your card, you should go ahead and write that impact. Don't feel that you need to keep to just your actions—write how you changed things.

A lot of narrative power rests with the players here. Don't worry if you don't quite get it right away—it can take some time to learn the right balance, especially if you're used to a tabletop or MUX method where someone other than you determines your results.

There are limits: until all pips on the challenge are filled, neither of the final results of the challenge should happen. For example, let's assume that the following two challenges exist:
  • Drive Back the Assault!
    • Strong: You and the other defenders solidly repel the enemy army, driving them away from the town with a minimum of damage or casualties. The battle isn't over and the bandit lord still lives, but the town has some breathing room.
    • Weak: You drive back the bulk of the army to give the village some breathing room, though the bandit lord still lives. However, several of the bandits break through the defenses and make it into the village proper. There, they light several more fires and snatch whatever limited wealth the villagers have.
  • Rescue the Villagers!
    • Strong: You manage to get most civilians - including the mayor - further into the village, to relative safety, without any of them getting notably hurt.
    • Weak: You get most of the civilians to safety, but a few - including the mayor - are killed either by the bandits or by being trapped among fires started in the midst of the battle.
Until "Drive Back the Assault!" is finished, you shouldn't get the enemy army totally clear of the village, and no bandits should get into the village proper.

Likewise, until "Rescue the Villagers!" is finished, you shouldn't state that all the civilians are free of danger, and you shouldn't state that any significant number the civilians have been killed, especially not the mayor.

However, while playing on "Drive Back the Assault!" you might kill some of the bandits on any card play, organize some villagers into a strong defensive line, take down an enemy champion, slip up and let some bandits surround you, get knocked aside and let the bandits get closer...any of these things, and more, are within the bounds of the challenge.

And on "Rescue the Civilians!" you might certainly get some civilians free, kill a bandit or two threatening them, rescue some from a burning building, be unable to find a way past some threatening bandits or into a burning building, or otherwise show the situation developing.

It's a balancing act—the trick is to show development but leave the final conclusion for the last card. Be guided by your own card play as well, of course, and by which Outcome the challenge is headed towards.

When you play the last card on a challenge, you need to write the conclusion. You'll do that based on the result the game displays. Strong or Weak results are written totally by the player.

Take a look at the outcomes above - they state, in low detail, what happens when those challenges conclude Strong or Weak. If you finish the challenge Strong or Weak, the applicable outcome text will show, and you should use it to guide your writing.

For example, if you play the last card on "Rescue the Villagers!" and it finishes Strong, then by the end of your move, it should be clear that most civilians, including the mayor, are in relative safety further into the village and away from the bandit threat, and none are notably injured. How that happens, though, is up to you!

Remember: The challenge outcomes are important. Don't just stick them in at the end of your move - if you're writing the final move of a challenge, involve the outcomes in your move. Make them a central element of that move's story.

An Uncertain result - which happens if there's an even number of Strength and Weakness cards played or if none are played - is written by the narrator. If that comes up, you'll leave the final results open and the narrator will write something for them. I generally advise that in those cases, you pretend you're writing the second-to-last move of the challenge rather than the last.

Though there are only 3 result types—Strong, Weak, and Uncertain—Storium does track the actual number of each card type played, and if more cards of, say, the Strength type are played, it will take more Weakness cards to bring it back to neutral—or vice-versa. In Storium, every card play does matter, even if the results only fall into three basic fields.

And, of course, the scene can feel very different depending on the card play flow. If the group plays 3 Strength cards followed by 4 Weakness cards, the scene will read differently than if it played 1 Strength, 2 Weaknesses, 2 Strengths, and 2 Weaknesses, or some other combination—even though the final result is Weak either way. The first way will feel like a situation that was promising at first and took a drastic disastrous turn from which it never recovered, while the second way will feel like it went back and forth.

In Storium, by default, you can play up to three cards on a single move, and up to three cards per overall scene. This can vary by game based on settings the narrator chooses, but bear it in mind - if you blow all your card plays on a single challenge, you will have a major impact on that challenge...but no impact on the rest of the scene. Sometimes that's entirely right and proper, mind! It's just something to be aware of.

Some narrators will set up special rules regarding card plays - for instance, some narrators want players to generally only play one card at a time. If your narrator has set up rules for how to play cards, be sure to follow them, as they are part of how the narrator sets up the feeling and tone of the game.

For more information on playing on a challenge, see...well, most of the articles I've written. But especially these ones:

jueves, 19 de marzo de 2020

Beyond The Oscars


Image used for criticism under "Fair Use."


"In many ways, Oscar hype and hoopla is similar to that of college or professional sports — it's an entertaining competition that's easy to become temporarily absorbed in, but one we know has ultimately no real effect on our lives. Most of the time, we leave it at that — the winners win, the losers lose and we all move on."

- Chelsea Samelson, New York Post.


As a black movie fan who has certainly seen his share of tasteless racism on film, I simply couldn't bring myself to care about the controversy surrounding the Oscar's supposed "whiteness". I've made it quite clear in an earlier essay "The Case Against Awards Shows", that these private parties for the Hollywood elite are of little interest to the everyday American. By being a televised event, the Oscars have fooled the American population into thinking that these awards are about them. No, they're not about you. They're about the celebrities. It's an opportunity for wealthiest entertainers to show off just how great they are, and that their greatness demands attention from the rest of us. Indeed, this elitism is only boosted by the ordinary Americans who waste four hours of their Sunday to view it. This masturbatory ritual of staring uncomfortably at your rich neighbor's RSVP celebrations have given viewers the illusion that they're supposed to get something out of it. They don't vote for any of the films, yet, they expect the Oscars to actually give something to them? Nonsense. To be fair, it's not as if we've ever had the opportunity to do so. Hence, throughout these shows, we (the 99%) are virtually nonexistent. Only a view count, not a participant.



I don't think very highly of the Oscars, and neither should you. The people behind these shows clearly don't know what they're doing. These trophies have gone to the insufferable likes of Gigi, Crash, and Brave. Should the opinions of these few really matter to our personal tastes? It seems unhealthy to the arts that we must seek validation with gold trophies and cocktail parties. There needs to be a paradigm shift in the way we think of art. We need to think beyond the Oscars, and see art on its own terms, not in terms of the awards that they garner. Now I don't mean to strip the Oscars completely of any value they have brought to the medium of film. I've even quoted Tom Cruise's moving statements on the importance of film after September the 11th. No doubt, these Oscars have been helpful in bringing attention to good filmmakers and good performances, and of course, when one achieves recognition for their hard work, they deserve applause. Some say that the Oscars don't do enough to recognize black art, however, and that they're "too white." It's of little controversy that these awards shows are largely run by white people, so one could call them a "white people's award". My question is this: Since when does black art need the approval of a white people's award?

It doesn't. In fact, many black artists have been recognized by the NAACP Image Awards and the BET Awards. Of course, it's expected that black art be celebrated at these shows, so it dosen't have to compete with white art. Yet black art does get recognition in our society, even if one doesn't see it in the Oscars. Brandon Patterson has suggested that this emphasis on the Oscars seems to send the message that black art is more meaningful when it gets a white recognition,

"Other Black people seeing value in our art doesn't mean as much as White people seeing value in it. So we have rappers who brag about how many Grammys they have instead of how many BET Awards they've won; Beyoncé and Jay Z rarely attend the BET or Soul Train Awards even when they're nominated, but attend the Grammys yearly even when they're not; and Black people get upset when a Selma or a 12 Years A Slave doesn't win every Oscar or Golden Globe that they think they deserved, but don't care who's nominated for what at the BET Honors," (Politic365).

Even so, take someone like Sidney Poitier, who was the first black man to win the Oscar of Best Actor. A fine accomplishment, sure, but Poitier's not a fine actor because he's got a gold statue in his closet. It comes from his riveting performances in some of the most socially conscious films of the period. He is great not because of his Oscar, but in spite of his Oscar. Some of my favorite performances in film, Jack Nicholson in The Shining, Kim Novak in Vertigo, Denzel Washington in Malcolm X, and Spike Spencer in End of Evangelion have never won one of those goddamned naked men of gold. That Selma didn't win Best Picture shouldn't have mattered, because that film's greatness shouldn't need a Oscar. I'd also like to see what black celebrities are doing on my behalf, before I start demanding they get more golden trophies.

In any case, I say let the Oscars be as white as they damn well please. You heard me. As far as I can tell, the selection of mostly white nominees hasn't broken any of the Academy's rules. The Oscars don't have to be diverse or politically relevant, they just need to select the films that the Academy thinks are the best, not what we think are the best. We don't always have to like the choices, I clearly don't, but again, we aren't the ones making them. To complain that the Oscars have picked too many "white" films implies that "talent" shouldn't be the criterion for selection, but diversity and political relevance. If that's what people want, then quotas should be installed, x number of black, gay, female, etc. artists need to be selected. Just don't be surprised, however, if awards are given to people like Tyler Perry and Dinesh D'Souza. To say, however, that the Oscars are the final, only, and best statement on film in America, implies that, based on the winners, white males are better at filmmaking than damn near everyone else. I'm not saying that. I'd never say that. We shouldn't let wealthy elitists be the final word on American movies (though their opinions are duly noted). Yet when it comes to the point that Al Sharpton is creating an Emergency Task Force, I start to worry that we care too much.

Keep in mind that this whining over the Oscars all sounds rather superfluous to people who haven't even seen these films. I, for one, couldn't afford to see any of the films nominated for Best Picture, but now I'm suddenly supposed to care because some of them are too "white"? If Selma (a film I haven't seen) wins plenty of Oscars, what good is that to me? Not much. A certain degree of wealth and privilege is needed to have seen enough of these movies to care about what's going on. Which is why nearly all of the folks invited to the Oscars are excessively wealthy, just look at their red carpet dresses. I already feel like an outsider. Yet, this is now a civil rights issue that deserves my involvement? Don't make me laugh. This isn't to say that we don't need diverse films, or that racism in movies still isn't a problem (it is), but films are different from awards. Remember that.

Celebrity culture, of course, is why many people watch the Oscars, and why they're televised. Even though it would do the rest of us a lot of good if these shows were permanently pulled from the networks, the peons of America would undoubtedly protest on behalf of the royals. Celebrity culture has a particularly nasty strain on the Left, where Oliver Stone is a historian, Sean Penn is a peace activist, and Russell Brand is a revolutionary. This isn't to demean all celebrities, many of whom are great people, but dammit, why do we continue to treat them like they're center of the world? Why do we continue to see a celebrity awards show as so important to our tastes on film? Even George C. Scott once called the Oscars "a two-hour meat parade," and America still doesn't know why.

I hope that one day, we can look beyond these Oscars.



Bibliography

"Obituaries: George C. Scott: The man who refused an Oscar." BBC News, September 23, 1999. Archived by the Wayback Machine, March 11, 2014. Web. https://web.archive.org/web/20140311095900/http://news.bbc.co.uk/2/hi/obituaries/455563.stm

Patterson, Brandon. "Who Cares that Selma was Snubbed by the Oscars? I Don't." Politic365, February 6, 2015. Web. http://politic365.com/2015/02/06/who-cares-that-selma-was-snubbed-by-the-oscars-i-dont/

Samelson, Chelsea. "Why fuss over the Oscars?" New York Post, January 21, 2015. Web. http://nypost.com/2015/01/21/why-fuss-over-the-oscars/





Ep 32: The Year Is Dead. Long Live The Year Is Live!

Ep 32: The year is dead. Long live the year.

https://soundcloud.com/user-989538417/episode-32-the-year-is-dead-long-live-the-year

Chris Arnold and I talk about the year that was and the year that is to be.

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Approaches To Grieving (Ffvii Spoiler)

I have recently been replaying ffvii in preparation for the remake.

One feature I had failed to notice previously is the manner in which each of the party members react to the death of Aeris.

It is a really beautiful moment in which we see something of the depth of characterisation in the party members expressed as well as it could be given the playstation's graphical limitations.

Take a look at the video and see for yourself.



I particularly like Yuffi's scene which I think shows her offering some prayers for Aeris, she then tries to hold herself together before collapsing upon Cloud in tears. What I liked about this was 1) It disclosed her commitment to the religion of her ancestor's 'the dragon gods' of which we hear almost nothing about it the game, 2) it shows her deep affection and perhaps even crush towards Cloud (note how of all the dating scenes Yuffi is the only girl who actually chooses to kiss Cloud for herself) 3) It shows the softness of Yuffi and even the sensitivity underneath her tough exterior.

I could probably offer a similar analysis for each of the other characters in their specific manner of mourning the tragic death of Aeris, but I will leave you to do that.

What I will add is that the different reactions also parallel some of the common responses I often see towards death in my work as hospital chaplain. The game is pretty true to life in the different responses death can bring out in people. 

In fact I actually like Cait Sith's ultra weird response- for me this response is actually genuine and common, the person who tries to cheer up the situation in some way or is ridiculously jolly as their loved one is passing, but this is really just a mask for the underlying gnawing sense of grief. I think in Cait Sith's position that also is particularly appropriate given that his betrayal of the party can easily be seen as a cause in bringing about the death of Aeris through the handing over of the keystone... perhaps... I'm not so sure about that now, ... all the same laughter is often a cloak for tears deep down.

In this month of November, the month for remembering the Holy Souls in Purgatory it is salutary to call to mind the eternal truths- death, judgement, heaven and hell. Each one of us will die, each one of us will be judged... perhaps some will mourn our deaths for a little while, but then, ultimately we will all be forgotten. Our souls however will continue, either in heaven, or for the vast majority, in hell. 

Stay on the narrow road, in the One True Catholic Church and go to confession regularly.

lunes, 16 de marzo de 2020

Dragon Ball Z Kakarot Free Download

 Experience the story of DRAGON BALL Z from epic events to light-hearted side quests, including never-before-seen story moments that answer some burning questions of DRAGON BALL lore for the first time!
Play through iconic DRAGON BALL Z battles on a scale unlike any other. Fight across vast battlefields with destructible environments and experience epic boss battles against the most iconic foes (Raditz, Frieza, Cell etc…). Increase your power level through RPG mechanics and rise to the challenge!

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 GAMEPLAY AND SCREENSHOTS
DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

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➤ Note: If you like this video game, please buy it and support the developers of this game.

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If you have any questions or encountered broken links, please do not hesitate to comment below. :D

domingo, 15 de marzo de 2020

Out In The Shadows: Dark Mod 2.07 Released


The hide-and-seek simulator The Dark Mod (TDM) has had a new release as of last week. For those who don't remember, TDM is a Doom 3 mod-gone-standalone that aims to recreate a similar game experience to that of Looking Glass Studio's Thief series. It is known amongst both stealth game aficionados and free software enthusiasts as a project of exceptional quality, with a dedicated community of content creators. The latest release 2.07 focuses on stability and performance.

Since we last reported on this amazing project, the game has progressed leaps and bounds both in content and quality. The extensive loading times and performance irks that plagued the initial standalone releases, from the project's early emancipation from Doom 3 game asset and codebase requirements, are now mostly a thing of the past, and are set to be improved even further, as multi-core support has finally been added to the engine (albeit as an experimental feature). Future updates will bring the game to OpenGL 3.3, transferring processing power from the CPU to the GPU.

On the graphics department, the implementation of advanced shadow maps promise near real-life shadow behavior. Improved antialiasing will generally upgrade looks for those with more powerful machines.

The release has also seen the addition of more Creative Commons licensed assets (under CC BY-NC-SA 3.0) and map modules, which are free to use in either TDM fan missions or in any other mod or game project. Many fan missions are available under the same license, with incoming releases almost every month. They can be downloaded through the in-game GUI or by accessing the mission portal.

For further information you can access the full changelog here.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

jueves, 5 de marzo de 2020

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गोकु  मोड  यहाँ  पर  फ्री मिल  रहा  है    इस   वेबसाइट  पर  और  मोड़ में  अपलोड  कर  रहा   हु 
हमरे   वेबसाइट को फॉलो  करे  जिससे  आपको  नया  अपडेट  मिलते रहे  गे  धन्यवाद 


                                         goku cartoon information

Son Goku (Japanese: 孫 悟空(そん ごくう) Hepburn: Son Gokū) is a fictional character and main protagonist of the Dragon Ball manga series created by Akira Toriyama. He is based on Sun Wukong, a maincharacter in the classic Chinese novel Journey to the West.
Initially believed to have been born on Earth, Goku later learns that he is a member of an extraterrestrial warrior race called the Saiyans, which is also the reason for his superhuman strength, and his birth name is Kakarot (カカロット Kakarotto). As Goku grows up, he becomes the Earth's mightiest warrior and protects his adopted home planet from those who seek to harm it. Goku is depicted as carefree and cheerful when at ease, but quickly serious and strategic-minded when in battle and also enthusiastic to fight. He is able to concentrate his Ki and use it for devastatingly powerful energy-based attacks; the most prominent being his signature Kamehameha (かめはめ波), in which Goku launches a blue energy blast from his palms. Also pure of heart, Goku has frequently granted mercy to his enemies, which has often earned him additional allies in the process (though has also resulted in others taking advantage of his kindness), and he is one of the few who can ride the magic cloud called Kinto'un (筋斗雲, lit. "Somersault Cloud", renamed "Flying Nimbus" in Funimation's dub); which was another element adapted from Journey to the West.[2]

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Why Are PUBG Players Afraid Of Pochinki?

A question arises is that why most of the PUBG player afraid of Pochinki? What is the unique thing about it? What are the secrets in Pochinki? Everything will be revealed today.



At the first look Pochinki does not seem to be as much dangerous as it is in reality. Some reasons based on my experience that why most of the people avoid landing in Pochinki are : 

1. As Pochinki has a high number of houses, there is also a good number of campers. Campers are those players who get themselves hidden in a building and wait until someone enters the house to come into action. They remain hidden so it becomes difficult for other players to guess resulting in sudden attack and finally death.      
           

2. The availability of high loot makes most players land here. But the loot is not so good as because many guns including Kar98 and M24 is extremely rare to find there.


3. Most of the players landing in Pochinki are pro players. And they keep challenging each other to show that one is better than the other. Hence more aggressive debates.


         So these three are the points I consider as the reason behind the secret of Pochinki.
 Please let me know your thoughts in the comments section below.
Also, share the link https://sudragamer.blogspot.com/?m=1 for more interesting updates.

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miércoles, 4 de marzo de 2020

Fascination



Some enemy attacks in RPGs always cause status effects, others have variable degrees of likelihood depending on player stats.

One enemy skill that always works (as long as the player does not have an accessory to prevent it) is "Fascination" used by a number of enemies in Final Fantasy 7 and primarily Jemnezmy. 

"Fascination" is a move in which a scantily clad, attractive, young female fiend blows a kiss or something at your party, and all of a sudden all the male characters are inflicted with the status effect of "confusion".

I have never forgotten about this enemy attack! 

As a 7 year old boy the move is rather strange and you don't quite understand what the big deal is, but as you change into a man, and also as you read theology, you understand how correctly the makers of FFVII designed this enemy. She is somewhat like the Siren of Greek mythology, her beauty is a trap, it makes you lose your mind, you completely forget your goal, your telos and the Siren destroys you.

"Fascination", it is from the Latin which can actually mean confuse, but also charm or bewitch. Some might argue that fascination is a really dodgy translation or whatever the Japenese is- presumably something more like "charm" or "entice", something that evokes more clearly both that you lose your mind, and that losing your mind is as a result of the vice of lust.

All men have experienced "fascination" and what a killer it is.
St. Thomas Aquinas describes "fascination" as one of the effects of the vice of lust, we read:

"Now carnal vices, namely gluttony and lust, are concerned with pleasures of touch in matters of food and sex; and these are the most impetuous of all pleasures of the body. For this reason, these vices cause man's attention to be very firmly fixed on corporeal things … [As a] consequence man's operation in regard to intelligible (obvious) things is weakened,
[This is caused] more, however, by lust than by gluttony, forasmuch as sexual pleasures are more vehement than those of the table. Wherefore lust gives rise to blindness of mind, which excludes almost entirely the knowledge of spiritual things."

Lust makes you forget eternity, heaven, hell, salvation, the truths of the Faith, the Crucifixion of the Son of God, your own immortal soul, your vocation, your state in life- absolutely everything can so easily get forgotten about in the grip of "fascination".

What wakes you up from confusion? In FFVII it is actually being attacked! Physical pain, and the ascetic tradition says the same. Take your USB charger wire, remove your shirt, and apply a few strokes to your back, that will wake you up! Take a cold shower! Sleep with the heating off in winter! Deny yourself the pleasures of taste, and, above all, alcohol. 

In the game world there are accessories to prevent confusion from the spell of fascination, in life, for some men, there ain't any accessories that will help you, there's no tactics to defeat this enemy, and so, when you see that Jemnezmy appear on your screen, hold L1 and R1 and get out of there.


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