Category: Post

  • life-sle-rytsarei-gotham-1

    Life after Knights Gotham

    After the suicide squad, all the fans of the Arkhamovsky series wanted to do one thing – to forget this nightmare, and about the existence of this game. The shortage of ideas and scenario impotence did not allow the creators to even finish the plot, and the conscience was enough to release it in the additions, which I will familiarize myself with this time already on YouTube. And already by the will you begin to look back. I just want to understand for myself whether it was so bad before? I will try to find the answer to this question in this article.

    More than a year has passed since the release date of the Knights Gotham, and if at that time the game was considered a disappointment for me, now it causes me only such feelings

    The plot meets us with a bright and expressive katsen during which we are dismantled that everything goes to rest. Not the villains of course, but the main knight Gotham is Bruce Wein, and he is Batman. And he conveys all his heritage to his children, whom he tried to reveal to us in the additions of the Arkham series. But the timing was so scarce that I had to quench hunger through external resources. AND (Not) A conscious player may seem that new characters are imposed on us, they say the generation is going forward, and the Batman does not change, and it was time to come to the new generation to a younger and more not experienced, but this is not entirely true ..

    The studio who developed the Knights Gotham – https://nonukcasinosites.co.uk Warner Bros, she also put her hand in the development of Batman: Arkham Origins and a few years later, fell in love with players. But it was not entirely intelligible whether it refers to the Arkham series or will remain the bastard of the once legendary series. As in the current situation, we got a game that simply exists, and created so that people do not lose the fuse to their beloved hero. And after passing the game or even on time it, I wanted to get acquainted with previous creations.

    By gameplay, it may seem that the Knights of Gotham have nothing to boast of, we have already seen all this in the Batman trilogy, among the innovations I would like to note the choice between four characters (Nutving, Robin, Red Collus and Batgers, and I went through the whole company) for it). Hub Location in a kotra is access to a workbench, for which we will crawl the equipment and parallel to be perished by a pair of phrases with heroes. Also, each of the heroes has its own method of moving around the world. If earlier Batman moved to his wings, then already in the final part he was allocated his high-speed tank on wheels, which played not only the role of roach, but also beat in gameplay moments. Then in the Knights of Gotham, more and more definitely, we are already distinguished not by a car, but by a motorcycle that gameplay plays the role of roach. But with flights, everything is a little more interesting, the spirit of past parts preserved only Batgers and moves as their deceased folder wanted. But the sons already completely rejected family traditions and were provided not only by technologies, but also by magic. But I will already leave fans to be torn to pieces.

    Now let’s touch the combat system a little. Previously, when Batman met an enemy in the hands of which there was a long -range weapon and if he notices you, then the player was on the overload screen quickly, and in the Knights of Gotham more and more casual, you have abilities that you can choose and distribute between four characters. Only this time you will no longer be able to feel like a Batman and fulfill graceful finishing and use the techniques that have already been sewn into the gameplay, and what was already like a dance. Therefore, for the battles, you can definitely be shocked by the developers.

    As for the enemies, here they do not shine with intelligence, it seems this is the problem of the entire gaming industry, even if we take into account the fact that I pass it in high complexity, the enemies still turn away from the character of the eye, with the words there can not notice me.

    The variety of missions is not in a hurry to surprise, sometimes the tasks are fixed on the executions of one and the same, and the campaign of their passage at the end will be demonstrated by the boss, in the faces that we have long known characters such as Harley Queen, Mr. Friz, clay, and I leave the rest to you for our own study. I can only add that the bosses surprise with their diversity, a unique location and each has their own set of attacks, which forces to adapt and develop tactics by victory over them.

    Collections also did not pass by, this time we will no longer bother the mysterious with their interrogative signs, but only a couple of dozens of Betaranges that Batman decided to scatter posthumously in so that the kids had something to do in their free time, the rest without them and graffiti, the rest decided to miss the sights and signs of the cult of the Council, I do not consider it necessary if it is necessary if it is necessary if it is necessaryThe chests are given to us after the test that Batman prepared us, then the above -mentioned signs are simply scattered around the world and the difficulty causes only them to find them but an interactive map to help.

    On it you will find activity that is added so that the player can pump and improve his equipment, and already for performing additional tasks, you will still be thrown back to you. The game does not force you to do this, you may well go through the plot missions and the campaign of their execution to find equipment or drawings that you can scrap in the location hub. Resources are not in deficiency, you are quite enough for everything that you like.

    What I would like to summarize, who lacked the feelings of nostalgia for superheroes in the Triko, and distracted from the jerking away that have now become in fashion, the game can clearly attract you. And if you have a friend, then for you it opens up to go together in ko-op, I could not feel it, and there was no desire, because only one Batman can be in Gotham.

  • into-the-radius-dushnina-coming-mi-served-1

    Into The Radius. Dushnina we deserved

    Not so long ago, the ‘killer of Stalker’ Into the Radius came out for virtual reality systems. At first glance on the page on Steam, the game cannot but rejoice – beautiful graphics, a serious approach to realism. As for the second week, the owner of Pico 4 points I could not deny myself to try out this game.

    The game immediately throws the user into training, where he does not leave mercy and shows all his advantages – a frightening atmosphere, a realistic combat system. To charge a gun, you must first find a store. The store needs to be charged with the right cartridges. Only then insert this store into a weapon, pull the shutter, remove from the fuse. At first it was not easy to get used to the movement, every time you forget something. But it is precisely such immersionality that excites interest, forces to be careful, to feel not just a murder car, but a real person.

    In addition, the weapon in the game requires care. Over time, it is covered with rust, the barrel is polluted. The worse the state of the weapon, the more often it jams. For repair, special resources are provided, as well as the machine on which the tool itself is fixed.

    To store resources, the game has an inventory – a backpack. For equipment, the player can use two holsters – for a pistol on the right thigh, for a ‘large’ weapon – behind the right shoulder. Excess weapons can be put in a backpack, in the same slots – large and small

    Left hand slot

    So on the right

    Pucks for shops

    A holster for a gun

    pouch for all sorts of things

    The player can be wounded, or simply starve. The red strip is responsible for health when blue – for its state of endurance. Gradually yellow crowns the blue – this means that the character is hungry.

    According to the classics of the genre – there are anomalies in the game. You can get artifacts from them. Most artifacts are completely useless, only one of them can be used – regen that restores health. Another goal is different – sell in a local shop for pennies.

    Opponents in the game are represented by disbanded, black creatures. As you move in the game, more and more types of enemy appear. Starting with a policeman with a gun, ending with an armored personnel carrier with a large -caliber machine gun.

    By the middle of the game, the player gets the opportunity to purchase body armor, but by this time almost every enemy will go in the armor in the armor.

    Ammunition in the game will be divided into caliber, type. Each weapon has its own caliber, and the type affects the type of penetration and damage to the enemy. When AP has the worst result of entering the body, it is able to cause damage to an armored enemy to the best extent than FMG

    The game does almost everything to complicate your life. Buys resources for modest money, sells for huge. Accumulate something almost impossible. The only way to get out of the raid with a large sum on hand is to perform the mission set by the unknown organization. At first they seem curious. They encourage you to explore locations, get acquainted with the mechanics of the game. But the further – the more boring. The type of mission does not change, nothing new is added to the game. Only the complexity increases, no more.

    The plot in the game is served through human fragments. Unusual time -frozen statues of people. Some of them still store memories, and when you destroy them, give some information, comments, and sometimes dialogs. The only dialogue that is conducted in this game with the player is transmitted through the white statue of a woman. According to her comments, everyone around is “silent”, and no one hears her except the protagonist. Her statue stands in the main places of each location. She gives interesting remarks to the places, unilaterally communicates with the player, noting that he, as a victim of the disaster, cannot remember anything, including his name. She offers to invent him – but asks to find her as soon as possible.

    Not paying attention to all the advantages of the game, I will call her dushnina. Exactly the one we deserve. The game can scare to the lines of its atmosphere, arouse interest with realistic sorties. But gradually everything becomes too disposable. Inaccurate, tedious. That which seemed so much curious and important becomes a simple routine. There are too many grinds in the game, too many completely unimportant side tasks that you do not want to do and for which you will receive real pennies. To advance in the plot, you need to earn a crazy amount of money, redeem all the cartridges in the store and go to a new, even more complex location. The most important thing is that you will not find anything in it except even more opponents, the best boxes with weapons. But nothing new. The whole world of the game is empty – except for shooting, searching for artifacts in it there is nothing more to do in it

  • i-am-looking-for-drug-na-konets-sveta-y-ba-dity-did-not-take-place-1

    “I am looking for a friend at the end of the world”: whatever the child is amused.

    I am more and more inclined to the fact that they organized a flash mob in the cinema community, but they forgot to say about it. “4:44“,”Last love on earth“,”Melancholy“And God also knows how many of yours”2012“. But now I probably know how to distinguish Hollywood cinema from copyright: if everything is destined to die in the USA, then they begin to escape/fight/heroically save the rest. And in copyright cinema, people are definitely soar: Everyone just thinks what to do in the remaining n minutes.

    Lauren Skafaria (this is not the name of the family of fish, but the name of the director) also decided not to bother with the impending 21.12.2012 I shot her own film, with the Apocalypse and Kira Knightley. How she does not feel sorry for people. According to the script to kill, of course.

    The interesting thing is. In the title role, Steve Karell, who once had come to see the end of the world (“Evan Almighty“). The guest viewer looks at Karella, at the name, at the poster – and the need to look at the genre as if disappears. There should be a romantic comedy, with an emphasis on the second word.

    At first everything goes according to plan. Here you have https://shufflecasino.uk gags on the topic “Yes, I can insure you from the end of the world”, and grimacing actors, and toilet humor, and the main characters go to “A rich garbage Travel ”, and, in general, Such an ordinary American comedy. The first half even crawls to 9/10, because the film has an atmosphere (albeit its own);There are interesting characters with views on the world;there is Kira Knightley, perfectly falling into the image and proving that the actress she is not bad.

    But the mention of the end of the world in the name, as it were, hints: “Everything cannot end as well as it began”. And the truth. When the scriptwriters end with jokes – they begin to play love and family values. This is quite predictable and even fits into the framework of the genre, but it is made very strange, crumpled and without a highlight. But there is a brilliant directorial find: when the character does something very illogical, he withstands the Moscow Art Theater and goes on. “Viewer! I am a serious drama, so think of motivation yourself“.

    Especially this technique finds itself in the final, when the last frame from the credits is separated in Mahatovo black five seconds of an empty screen. The viewer, in fact, falls into a stupor: And where is the moral? No, of course you can turn on the search for subtexts and say that “the meaning is that there is no final sense, and therefore the meaning is only in the process”. Cute, but somehow attracted by the ears. Well, “did not finish”, did not let down the line, did not put an end to, did not express the very important idea for which the film was made. It turns out, they shot just to remove? “What would we do before death? Yes, at least direct a movie, what’s the difference.”

    A guy with a girl sits in bewilderment in front of the screen, wrapped in a blanket and cute hugging. She She remained under the impression of the last scene and smiles. He embarrassed because the credits came too suddenly, leaving a feeling of incredited and meaninglessness. But both, In fact, they were not upset: cinema does not claim to be watched twice, but honestly leaves the lightness and romantic elasticity behind. Why not?

    The best comments

    My blog, as you can see, is intact. I can’t vouch for the rest, but everything seems to be fine.
    Discharge This time minimized. But infa is 100%, this readability increases. Here a man came in, he is not enough for the first spoiler, and read completely laziness. He ran through the fat eyes and understood everything, was satisfied, smeared a plus.
    If a wave of popular indignation does not reach the dimensions of the tsunami, I can hardly refuse to discharge.

    The discharge is appropriate, but there should not be too many. Reading becomes trivial uninteresting and you begin to skip these fragments, which is why the essence is lost. Thank God that in this short review their normal number, and all the necessary.

    But I went and started reading. The first selection, second. As a result, I read it to the 3rd discharge, put a minus and stopped.

  • hitman-codename-47-1

    Hitman Codename 47

    Stealth. Few of the game genre indulges in the primitive aspirations of a person, because on the hunt slowly sneaking up to prey, as you can easily get to a cautious beast literally at the distance of a spear or stone throw, and then make a clear and accurate blow directly to the target, has always been the most massive dream. However, the games were in no hurry to satisfy such a thirst for active hide and seek. Stealth then escaped into the light, then again hid in the shadow of the attention of the gaming industry and the public.

    But his golden century can rightfully be called the border of millennia: the end of the 90s and almost all the 00 years, which the heyday of the most popular and famous representatives of the genre came. But if Thief , Metal Gear Solid And Tom Clancy’s Splinter Cell It was more classic varieties of a secretive genre with hide and seek from enemies in shadows and corners, then one series chose a radically different path. And in the series Hitman About the hired bald killer with barcode, you had to hide in the point, with a proudly raised head penetrating into the most impregnable chambers under the guise of another person. In order to then strike at the very right moment to a surgically accurate blow, and then leave the crime scene, leaving numerous security and police officers to perplex from what happened. So there was always an agent 47, but whether he was always like that. So I was interested.

    How he appeared

    I will not particularly delve into the history of creating the first game of the series, unless I note that one game-developer from Denmark was responsible for all the games Io Interactive, Whose roots, like many other European developers, go into a rather specific subculture of democrats. Yes, and it will not be superfluous to notice that the game was originally developed and positioned not as a stealth, but as an action from a third person in which Stlas elements were present only as a hymimic diluting a common gameplay. However, producers from their publisher Eidos Interactive During the next inspection of their projects, they drew attention to the fact that Stlace mechanics seem the most interesting to them and it is necessary to focus on it, leaving the action component on markedly smaller roles.

    And the publisher did not lose – when Hitmen Codename 47 I was published in November 2000, the game sold pretty well, received warm reviews from the press and players, and even began to form a narrow but devoted circle of fans around me. True, success was somewhat limited due to the fact that the game was a PC exclusive, and then it was the console that were the main driver of sales. But half a million copies for a fairly narrowly specific genre on just one platform are very good, and this is not given the enormous success of the game of pirates especially in the open spaces of the CIS.

    Personally, I still remember how I first saw this game: I come to visit cousins, and they are passionate about some strange game. Aim from sniper, put some Chinese people flying out with the then stunning rag dollars. Then they try to plan and eliminate the police chief in some kind of fish restaurant for a long time. I then tried the toy myself, but, like all the players, quickly rested for a mission with a restaurant and surrendered. Much later, I happened to get this game and on my computer. Let by that time all lovers of the series drove in Hitman Contracts , But I was happy to drive the oldest bald. But since then even more time has passed and when I wanted to touch the series again, I decided to start from the first part. And, oh my God, it was both very interesting and in order to frustrating experience.

    What is interpreting

    The game tells about the mysterious agent 47: a high, bald man with a barcode on the back of his head who travels around the world and kills a wide variety of bandits and terrorists for generous payment from the International Contract Agency. The plot in the game, so, is present and allows more or less tie all the tasks in a single chain leading to the finale and reveal the secrets of the protagonist.

    Our hero turns out to be a clone created by a crazy Nazi scientist Dr. Otto Ortmeier in the Romanian clinic by recombination of the genome of the five most notorious criminals and thugs, once met each other in a foreign legion. Just once a scientist decides to remove all his former accomplices, the hands of his creation, and then tame his “rebellious son”, putting cloned killers on the conveyor. Everything is simple and clear. The truth is explained by the whole plot only in letters that can be selected from the bodies of the dead comrades in the gene, and in the speech of Dr. Ortmeyer to the final.

    How to play

    The game turned out to be extremely uneven and diverse in its gameplay. There are as purely “branded” missions with dressing, near the creeped tasks, penetrations directly to the target and one surgically accurate blow at the right time. But there are missions concentrated on clashes and shootings with enemies, when stealth becomes as aggressive and loud as possible. There will also be purely linear missions, where you just need to go from the start to the exit, the levels of puzzle and even the real zarube with a dozen clones at the end.

    There is a map in the game, which, in theory, is very useful, and in a number of missions to get lost without it to spit, but using it is extremely inconvenient and each time the appeal to the card is more likely to cause a headache, although it helps in orientation. Also in the game there is an economic model in the form of a fixed payment for orders, which can be spent on purchasing equipment for the next mission or payment of fines for the dead civil and cops. But to be honest, the system is screwed purely for the sake of surroundings, because it is necessary to lose the exhaust of the bank account, this must be directly tried, despite the fact that the task can always just be started again.

    AI is arranged as binary as possible: either it is calm and then you can dance at least in the air around enemies, or it is alarmed and then only a moment separates you from the moment when the bullets begin to espy your carcass. At the same time, the only reason to observe this same stall is the fear of shootings, because they are made quite inconvenient, there are many enemies on the maps, and they kill you in a matter of seconds. With all this, each passage of the next mission gives some masochistic satisfaction.

    At the same time, the camera somehow hangs so close to the shoulders of the 47th that a rather specific sensation from controlling it is created. Well, the local conservation system is something. The game like old dandy toys has a life system. Moreover, as the level passes through the game, some checkpoints fixes, but in case of failure, you are loaded back to the map with all raised alarms, condensed armor and spent cartridges. Because of what special value in such a system for preserving the progression of the game I did not see literally a couple of exceptions. And so you just after time you begin the same task in attempts to hone the passage sufficiently so that the gods of the random this time play in your favor. Perhaps this smacks of madness, especially on the most vast missions with confused tasks, but some feeling of the sparkle stream begins to overcome.

    Well, at least once I had a chance to go through the game, and therefore literally after a couple of minutes on each task I quickly remembered what to do and therefore the game was quite vigorously running around 7 hours. At the same time, the game is enough curve and without dancing with a tambourine, it really is not to launch it, not to mention its normal work.

    Control paralysis

    What gives even more masochistic impressions so is the game management scheme that was created, such an impression, people for the second time in their lives saw the keyboard. The game has extremely strange management. Not only does the game initially suggest you play from the digital pad, so even in an alternative WASD layout management is implemented strange. Since the current layout is drawn to name not WASD, but SZXC, because the bald clone only turns to the right and right instead of a strip, and for running should be pressed W.

    You have to shift your hand directly to one row of keys down. Okay, I can still understand this logic at least somehow, but who even thought of putting accurate aiming, drawing and reloading weapons on the dials, dials, as you could guess to such a thing? Although in the end I even managed to learn to the local layout, but it was wildly strange. However, local contextual menus for interacting with the environment on quite high resolutions become directly testing your vision.

    What will we see and hear

    Well, the local graphon is rather dirty gray and ugly even compared to many games of the same years. What is the purely technology of the corporate engine Glacier It is able to give out rather interesting things, only flowing fabrics, original physics of the dead of those and working mirrors, coupled with the total volume and the magnitude of the available cards, can only please for the game of 2000. But the work carried out with the engine artists looks quite superficial and too dirty.

    Jesper Kid Throughout the game, he gave me the most wonderful music accompanying life and the adventures of the 47th soundtrack was a rather tremendous mixture of electronic music and ethnic motifs. It is not difficult to imagine music from the main menu that sounds in some night club of the milestone of millennia as a break between the main tracks, because it only swings up. And the tracks from missions make a light electric region and tools characterizing the scene of the scene.

    Total

    So what can be said https://stakezone-top.co.uk/ as a result. The game is more than an artifact of its time and was old not at all good. Yes, the rudiments of all that will bring the entire series greatness and glory are visible in it, but the authors seemed to fully understand what exactly they wanted from the game. Yes, they made a game about the hired killer, but they still did not realize that this killer should be mainly quiet. Because of which the game made an extremely diverse and most reminiscent of a much later Hitman Absolution In their desire to insert quiet multi -level missions with dressing, and linear sections and shooter.

    But with all this, even the most complex tasks are felt quite linear due to the fact that the authors provided for exactly one linear sequence of the scripts, which you need to go in order to go without problems. This is what the game turned out to be full of contradictions, interesting and various ideas, crooked and broken moments, but, for me personally, causing nostalgia and some kind of warm feeling of an unordored, but mental product.

    P. WITH.: I went through the game with localization from New disk, It turned out to be such an accurate localization, which was released years after the global exit of the game. At least the 47th is pretty good in Russian.

    A little notes and personal impressions of the passage of each mission.

    Introduction

    Task 0 It is also training in a psychiatric hospital. I really loved to play it in childhood, because where else could it be possible to shoot from the trunks, without fear of breaking the answer. But still, as training seems to be made quite competently, but does not teach the good half of all the gaming mechanics. So throws the foundations, and then, they say, you yourself doster. It’s funny that at the end of the mission you can rode an electric shock and start everything over. When I played for the first time, I had to face it. But at least it is not annoying and runs in a matter of minutes, not at all demanding to do almost any exercises.

    Act 1 Hong Kong

    Task 1 is also sniper. In childhood, he also loved this mission, because in the course of its implementation, it was simply possible to cut out the dude from the top with impunity – the main thing from the machine gunner from the turntable to fight off. And so went and went, work for a couple of minutes.

    Task 2 is also bombing. During the game, for the first time, he did not love him very much, because each time he immediately undermined the car and tediously shot up with protection at the beginning of the map. Now knowing where to blow up the bomb rushes even easier. In the event that you still want to shoot the blue Cheliks at the race on the map, then in one of the lanes lies an immense sniper. The main thing is not to catch the eye of civilian and guard when choosing the drive. He discovered that the local Garrota is a very fast weapon, which is little inferior to the knife – there is only a couple of seconds there is a longer stifling animation. Annoyed the cries of the killed from the back yet, I still did not understand that before the attack, it was better to squeeze the following button.

    Task 3 that is the godfather. When he first played, it was at this place that he finished the game, for he stupidly did not understand what to do next – he just shot Kopov without any sense. And even later when I got the game for himself, everything went in an extremely crooked way. And today everything turned out smoothly and purely. What is called, feel like Corleone.

    Task 4 is also a labyrinth. Here, once my adventures were interrupted for a bald chela. The card is simply huge, and a significant part of it is stupidly not needed. And because of the random with the necessary safes, the complexity can walk from trouble-free, to the asshole, if the right safe is in the VIP zone or guard room. But if you go correctly on all the necessary scripts, then in general the mission is interesting and diverse and quite cool to be honest. But her smooth current depends on so many accidents for almost 30-40 minutes and this is without conservation, that from the failure at the end you will just want to burn and burn the game bite behind the bat. It’s funny by the way, that after the whole of the fingertips the target arranged by the bodyguard, you just hide the barrel and watch with the pokerface how the guaranteeing guard is fussing near the corpse of Tolstopusa – here are the fools. It is a pity, of course, that for the correct passage provided by the authors, they have to bring down a civilian waiter.

    Act 2 Colombia

    Task 5 is also Indian. Here the game seems to change its style, mood and even the game pace. Now you are stupidly running on behalf of the end to the end of not the smallest card, through the jungle in which without a compass and a card it will just get lost to spit. The game begins to hint at the fact that it becomes a joke from the very beginning, when it offers a M60 machine gun as a starting weapon, although it is funny that if at the very beginning only pistols, so that you can hide them, then until a certain moment the enemies will not even aggress you – think about the jungle is dissected by a kind of bast, he does not threaten us with weapons. But already on the way from an airplane to the village, soldiers can run over you, from whom it will be possible to remove both clothes and acquire the trunks more abruptly. Later, when you free the leader of the leader on the bridge, you can get an officer uniform. This was the first mission in which the local Chekpunts were still useful, because having emitted the head of the bridge, I was loaded not far from it, and I was able to prove the bridge without any problems.

    Task 6 is also a cat. In fact, you just need to roll one of the enemy and bring his corpse to the altar of the jaguar. And cats are full and pigs are intact. And after such missions, someone else complained about corridor tasks from Absoloyen?

    Task 7 it is also a scam. In theory, this is a task that could be monstrously difficult if the local AI was not so stupid. The stripping of the mansion of Tony Montana does not present any special problems, and the cocaine guy himself, although he is ready to catch entirely from the machine gun, but it was much more convenient to run behind his back and carefully strangle the reptile. The mining of the laboratory has become another example of broken scripts: you are allowed inside when you are in officer uniforms, but still the guard will mutter something, although in theory you should be silent in a rag. The most difficult thing, it turned out to run to the plane in the hangar, without leaving for a successful hit in the pumpkin. Who generally came up with the entrance to the camp on the opposite side from the start to him that it seemed that the players would be at high every time for 5 minutes to run around the fence? It’s funny that you can find a minigan in the camp, but why did he give up in this game completely impossible to understand.

    Act 3 Budapest

    Task 8 is also hotel. I honestly liked this task much more than all the previous ones, except for the “murder of Hong”, and then, unlike the final Hong Kong mission, the task itself does not create the impression of gigantomania. Yes, a hotel where the action takes place is not small, but it is arranged in an understandable and logical way. It is very easy to navigate in it, plan routes and move. In addition, the sequence of actions itself is much easier than in a Chinese restaurant. And at the expense of all this, the task goes much faster and cheerful. There is even a murder through an accident, when we lock a dentist with a weak heart in a sauna with a twisted temperature. The only thing I did not understand – why you may need to take a shotgun in a box with flowers after the murder of a terrorist – there really is no one to shoot from enemies, and you grab the fines for killing the cops.

    Act 4 Rotterdam

    Task 9 is also train. This task in fact is a hybrid of a simple puzzle about redirecting a railway shooter, so that the locomotive is stuck to you the necessary gates, and a clean jestan about stripping a small warehouse from a small gang. At first it seemed that there wasn’t enough time to conceal the bodies of bandits, but it turned out to be quite enough. The most difficult thing was to understand how to get into a stripper bar, because finding a single bandit from the “Fiery Worners” is not the easiest task. Well, over the animation of the dance of striptezers, the authors still confused.

    Task 10 is also port. Oh, this task. If someone complained about the abundance of useless walking on huge empty territories in the jungle, then what the port will do with such complainants. For in the jungle there are at least the jungle themselves and, in general, it’s still nice to look at the green, but here there are simply long-term races in a gray-black void between the places where it will be at least interesting. In addition, there was little on what task was such a combination of aggressive stripping of checkpoints and neat stealth. On the other hand, the stealth itself places in places to cut out all the guards in entire sectors in general. But on the dry cargo, everything turned out to be much easier than expected: he went to the bridge in search of Arkady Boris, and he immediately on slippers. And the ship itself turned out to be completely empty except a couple of motorists in the motor compartment next to the atomic bomb. And so you are poking the guys in the Alcoholic T-shirts with Cap and complete this swearing mission. I wonder if Borka has another letter in the Zagashnik? Otherwise it was scary to run out, and the past leaders had some letters that connect them with each other and the head of the head.

    Act 5 Bucharest

    Task 11 is also mental. This mission if something is closest to something to classic quests. At first glance, the task is simple, but behind it was hidden the expected setup and, as a result, the bald one under the outfit of the doctor should dissect along the psychiatric hospital under the attentive gaze of the Romanian riot police and execute the quests from local psycho. Bring a book to someone, another needs a teddy bear, and some who went do not imagine their lives without a rubber duck. As a result, we find all the ordeals, and the second time for the game we save by agent Smith, and he spends us where we need.

    Task 12 it is also areheno -nominal. In fact, our business is simple – to kill a dozen of your clones on a map built on all principles of a arenk for multiplayer zarub in the Shutan. The ambush is that the clones are very nimble and try to come to you from the rear or flank, shoot aptly and stand in turn in the body. In addition, from the last assignment, you take at least a whole arsenal with the armor, but it will not move here except the barrel that will be on hand. True, if you study the map, then you can find both a minigan and a nook with a orderly from the start of the game, where you can find and armor and cartridges to the pipe. And there know, stand around the corner and catch the “brothers” on the fly. And at the end it is better not to wait until our battery finishes everything that he wanted, but to blame it right away, otherwise there will be a bad ending returning us to the very first mission.

    Hitman: Codename 47

    The best comments

    What gives even more masochistic impressions so is the game management scheme that was created, such an impression, people for the second time in their lives saw the keyboard. The game has extremely strange management. Not only does the game initially suggest you play from the digital pad, so even in an alternative WASD layout management is implemented strange. Since the current layout is drawn to name not WASD, but SZXC, because the bald clone only turns to the right and right instead of a strip, and for running should be pressed W.

    Dear author, we feel that the world of wonderful discoveries and amazements is waiting for you as soon as you are gathering deeper to plunge into old games. )) Often to the usual one in the real round of control time will be, oh, how far)

    Pablo can still roll from sniper through the window – one shot in the head)

    Yes, but putting the aiming and creeping modes with the reload button to the dials is some kind of fierce pervert.

    Undoubtedly, I played up at different periods of my life as soon as I could, including the maximum of the maximum with a knife … And it is not necessary to drag the snip, Pablo has a sniper in the Doher’s Doher camp, on the other tower of the doher of cartridges to it-you can shoot the whole army at all and taking into account that there are two or three snipers of two.flashes)))

    Anxiety in the game, as I understand it, is of a chosen nature with the possibility of general action. That is, it is quite possible to arrange a shootout and kill a dozen enemies, if there is no one in this sector besides them and, accordingly, there will be no one to raise the alarm and spread it further and further. Therefore, in which case it is better not to run here there, but standing in one place to kill everyone who comes running to the noise, change into a dressing room different from the one in which you raised the alarm and hope that no one over the limit of the zone of anxiety will be bought out. True, even in this case, some global events on the map, tied even on the slightest anxiety, can work. And banal glitches of AI, especially on modern systems, cannot be excluded.

    And in the sequel and the anxiety system, they processed the system of anxiety: the authors twisted the local AI, instead of binary values, a wider “scale of suspicion” instead of binary values, though in inexperience the scale with paranoia enemies inflated to unprecedented heights. As a result, the NPS began to hyer from any of your sneezing, the guard began to suspect you for running, for the collapse of the wrong places, for the wiping next to them, it was better for you not to exist with them on the same map for their peace. Because of which the game at times became just a walking simulator. Moreover, sometimes AI could have completely crossed and a particularly zealous guard began to walk literally on your heels and you just had to confuse him with particularly stubborn routes, so that they would be behind you.

    As far as I remember, if you sharply release the gashter at the time of the complete promotion of the trunks – then, when repeatedly pressed, he immediately begins to water, already without promotion, and so slows down – yes, he was not very fond of it

    But for this you need to drag a snip from a mission before last, and Garrot with a knife is quite reliable tools.

    By the way, you generally understood how you can normally use minigan in the game? Otherwise there is a weapon and it is nominally incredibly powerful, but at the same time it spends so much time promoting the trunks, and slows down the 47th itself, that I could not find the sense of its use. If you need firepower, it is better to take M60.

  • diablo-4-back-mrac-1

    Diablo 4 – back to darkness

    I still can’t believe that I am writing these lines – Diablo 4 was published. Now I can definitely understand what fans of the original second part felt when they were waiting for the third. But after the release of Reaper of Souls, he naively hoped that the year there would be a full continuation of the year after and three … And now, after 11 years that flew as one day, I was here.

    Roots Bloody Roots

    Diablo 4 is a return to your original style, and even more. The classic parts, even if they were rather gloomy, but this fabulous spirit was still felt in them, where the main villain was defeated by the valiant characters of the sanctuary. But here everything is different. Going into the four, you seem to be in the Berserker Kantaro Miura. This world finally burnt and lost: everywhere the poor, torn bodies, abandoned villages, demons and terrible undead. People are looking for hopes in the church, falling into the saving light, but even a badger penetrated into it. Almost the entire game is pursued by the pressing sense of the Apocalypse, which either has already happened or is about to happen. People here no longer live – they survive and grateful that they were able to see the sun of the next day. Visual style almost presses the player to the ground with his grayness and gloomy. And to many who, like me, came to the series C Diablo, such a sharp change of style did not like, they say, there is too much tin and chernukha, but damn it, this is a real Diablo what it should be and should be. Moreover, the effect appears quite quickly here as in the berserker. Cruelty and gloomy are so convex that it all comes to the grotesque very quickly that sometimes even funny. In fact, the world should look like for many years, as the stone of the universe has been destroyed, has been drawn into the war between hell and heaven. It is even surprising that the sanctuary has not turned into a scorched desert for so much time. Still, people are tenacious creatures. And by the way, about people.

    As for me, this is one of the best trailers Blizzard

    Now you can talk a little about the plot, since this time there really is something to talk about. It is worth starting with the fact that the script has not changed much in its core. The new hero is still a dude out of nowhere, who was simply unlucky to look into one seedy village. Another great evil arises before his gaze, and he goes to destroy him at all costs. Classics of Diablo stories. But here quite important details appear. Previously, the script simply told the hero: “Here is a terrible evil Byak. Go and kill her ”and he went through all the tin without unnecessary questions, killed Byak and calmly went into the sunset. What is funny, only from the first to the second part to the further fate of the protagonist did not lay a full bolt. So the hero of the first part smoothly flowed into the main villain, and completely different people fought with him. But then they decided to abandon these connections. Further persons are already completely independent and independent. Well, back to the four. Here, the adventurer of the adventure had a more or less personal motivation to stop the main villain-Lilith. Our hero accidentally absorbs her blood, which is why a very peculiar mental connection arises between them. In fact, the main character is cursed and wants to remove this curse as quickly as possible, otherwise Lilith will absorb him and make his faithful toy. This is not, of course, the highest art of the script, but for Diablo is a fairly big step forward. And I can’t perceive Lilith itself as a pure villain. She has emotions, affection and weakness, even if she is the daughter of one of the supreme lord of hell. She does not want to incinerate the sanctuary, leaving only ashes from him, and to make it better to prevent the angels and demons to finally break it. The only problem is that Lilith has chosen an too radical approach to solving her problem. So Lilith is the most “human” antagonist in the series. She can sympathize with her, but she also justifies her villainous status.

    The situation is even more interesting https://kinghillscasino.uk/ with secondary characters. It just so happened in the traditions of Diablo that the protagonist always has satellites who are almost always ready to help him either a battle or a good advice. For a long time, the hero in his adventures was accompanied by the old and wise Horadream Decard Cain, who would explain for the ENT and help with objects. But Cain, for the most part, remained a charismatic archetype. Wise Elder from Fantasy. No more, no less. As we all know (sorry, Diablo 3 already 11 years old), Deckard died tragically, defending Tiralel’s sword from dark sectarians. It just so happened that such an important plot and game niche turned out to be empty. Let then the developers managed to reach the story without it, but it was absolutely clear that the series without such a character seemed to be orphaned. And then a rather specific heir to Cain – Loratus entered the stage

    As I said above, the sanctuary has become a much more cruel and cynical place. And for such a world, an appropriate conductor was needed. Lorat, like the world surrounding him, in a deep physical and moral decline, which rather lives than exists, filling his anxiety with strong drinking. He seems to be wise too, far from stupid and retained the ability to empathize, but he is very tired and disappointed. Being Horodrim, he has already abandoned the struggle with darkness for many years, settled far in the snowy mountains and calmly hunts deer, sometimes studying demons who were not lucky enough to be close to the house of the old drunkard. So, probably, he would have lived his last days alone and alcohol fucker, until our hero brings news that Lilith was not back with the most friendly intentions. Even Laratus came to his senses from this and decided to also go in search of his mother’s sanctuary. Lorat often grumbles, sighs languidly and sometimes gives caustic comments – the exact opposite of the patient and almost to St. Cain. But this is what he captures. Probably the most human characters in this part. And when I say “human”, I do not mean a compassionate person who sympathize with everyone and everyone with a breath in his voice. Here the characters lie, angry, cry, mourn, joke, laugh, argue and hate. It is interesting to follow them and they want to empathize. How often the characters of the Diablo series have evoked emotions in you? This is where it is. I know that this thesis managed to wipe the holes, but Diablo 4 really much more pays attention to ordinary human destinies and their drama. What are only chains of quests about the damned girl ..

    Diablo 4 looks like a “song of ice and flame” George Martin. In that world, too, everything is in deep decline and crisis. The era of great heroes and battles a long time ago behind, and there is only dirt ahead, and a premonition of something very bad

    Hell AWAITS

    As many have already noticed, the current plot line Diablo 4 does not have any integrity and completeness. Of course, after all, Diablo 4 is now almost the heir to Destiny and World of Warcraft. Here you have the central plot, and then the seasons will begin and, where without them are large plot additions for your money, which will most likely go out with a frequency of two to three years.

    Diablo never appears in the main plot, although it is often mentioned. I waited for all the passage when Diablo would appear again, because I appeared in all past parts, and now it just became a brand? What? How so? So it is very highly likely that Diablo is put in a large paid plot addition, because just to delete the “face” of the franchise is somehow disrespectful. Although the option with the addition is not to say what causes delight.

    Diabolus in Musica

    “Return to the roots” happened in music. From the very beginning, Diablo’s music drew its strength from the usual fantasy of sound, but from Gothic, metal and multi -line acoustic guitar. It was an emphasized gloomy guitar sound that highlighted the Blizzard game among genre colleagues who used a more or less standard epico-chore approach. Such music, of course, is beautiful and almost always to the place, but almost never remembered, but if you read or hear the word “tristra”, as this legendary chord immediately sounds in your head, which cannot be confused with anything. Later, the second part fixed success, finally confirming its original and unique sound. But the third part of Diablo, in addition to the visual part, radically changed the musical part. Now a much more familiar epico-choro-scricid musical approach, albeit with rare atmospheric inserts. Most likely, the decision to change the musical direction was made due to the general plot of the tricel, which this time is much larger and majestic. Such a collapse is unlikely to fit melancholy guitar interruptions.

    But what about Diablo 4? This is the most beautiful marriage of music from the second and third part. The same guitar parties got from the deuce, and from the three – violin. But if in the top three violin sounds quite neutral, then in the four she almost “cries” creating an extremely tragic picture. Their parties are very dreary and broken. And the whole soundtrack is saturated with this very tragedy. In it, the same pathos from 3-part is almost completely absent. From the entire huge soundtrack Diablo 4 for the role of combat topics with a big stretch, a maximum of two or three compositions are suitable. Everything else is viscous Gothic canvases, under which you can walk well under cloudy weather, contemplating nature and thinking about the eternal.

    The Diablo series eventually completed a full -fledged creative circle, coming to where it was from and started. Diablo 4 will be a real gift and a holiday for those who have been bouncing for so many years according to the Truck Diablo with gloomy and mountains of disgrace and satanism. True, an open world and auto-levering have now come to the series, but it seems like it has taken root relatively painlessly. Now there are even more shins, even more grinds, even more monsters for a noble zaruba. The modern audience is unlikely to appeal to this game. She remained too conservative, faithful to her gameplay nucleus. But Diablo, almost the entire story, remained a game in himself, who does not claim to be a huge audience and for all the money of the world. It sounds quite funny, considering that Diablo 4 has become the best -selling game in the entire Blizzard history, but still has to reckon with this. What does it mean to keep an audience on a hungry outloil for many years, and then, at one point, give him a whole Swiss table with food and drinks. Diablo 4 is a project with huge support potential for ten years in advance, or even longer. Of course, the game will sometimes completely disappear from information radars and appear again, but at the moment you can confidently say that the series is firmly on your feet and is absolutely not going to rest.

  • celestian-talas-ld-north-japanese-ard-indonesi-nyash-s-1

    Celestian Tales: Old North – Japanese adventure of Indonesian nyash

    Greetings, the inhabitants of the cozy, despite the periodic invasions of blue pygmies in red clothing, blogs Stop-game-uru. For a number of no interesting reasons, my conscious acquaintance with the world of Japanese games began recently. That is why it is still difficult for me to adequately describe my attitude towards them. If in short, this is an adventure, interesting characters, many dialogs and almost always mocking the free time of the player gameplay. Therefore, unfolding a collar with a new game, traditionally bought in the Gogi stall, I experienced the expectations of Schrödinger: I imagined and could not imagine what could be inside. Well, all the more interesting to share impressions. Traditionally, I apologize for the tedious introduction and suggest everyone who wants to get acquainted with the first in the history of Stopheim with a review of the game Celestian Tales: Old North.

    Through the world in which we live.

    The world of Celestian Tales is divided into many regions. The action of Old North takes place in the state of the same name, almost closed from the rest of the world. Only occasionally something from the outside penetrates here: outlandish jewelry, weapons unknown to local masters, magic objects and knowledge, or individual elements of someone else’s culture. But for the most part, nothing delays for a long time. Something is prohibited, something does not withstand general contempt, but something remains, but in a very far from the original form. It is worth noting that closeness does not prevent the local world from shining with beauty, as is appropriate for a self -respecting fairy tale.

    This peaceful village is dangerous in that it causes a desire to stay.

    It is here that six heroes have to meet in the city of Levantin to study knightly affairs. Each of them has its own motives, its own character and its own view of what is happening around. Well, to rally this pack and turn into an indestructible detachment will help a small global disaster. As soon as the recruits pile managed to learn the first lesson, the Kingdom was attacked by the blue giants – the destroyers of the worlds from which the kingdom needs to be protected. In general, the backbone of the game script does not shine with particular originality. But the developers are diligently trying to fix this with an interesting presentation, well -registered characters and promised reigree.

    … a line of fire passes.

    The story campaign meets atypical for JRPG a proposal to choose a “main” character, on behalf of which the narrative will be conducted. In addition to different views on events, everyone has a personal background and several additional scenes that cannot be seen when playing for someone else. Well, and also records in the diary are always written in the style of speech of an individual hero. The prologue works about the same as in Dragon Age: Origins. They briefly tell us how the protagonist rolled to the life of a knightly one, after which the main plot will immediately begin, where in any case you will have to face the same problems.

    There are in Celestian Tales and the ability www.dealbetcasino.uk to influence some events. For example, the player will be able to decide: to give the robbers to the merciful lord, or to hang them on the nearest bitch. But not everything is so simple here. The fact is that the characters of the game are not abstract elves-Magi-riverbells, but individual personalities. At the sight of the wounded beast, the first thought of the warriors of Reinard will “eat”, while the elven girl Ilian sympathizes with the unfortunate tummy. And if a separate character will fundamentally make his own decision on any of the forklit, and the player does not even know about the presence of moral choice in this moment. In the example, you can cite the same situation with robbers. Ilian Pacifist, so I learned about the possibility of committing deadlyness only during the second passage, for Camilla.

    Ilian in no case will allow the murder of the defenseless, even if the defenseless earlier he himself killed defenseless.

    As for all additional scenes, they are not so smooth with them either. In appearance, they resemble “quests of friends” from Tokyo Xanadu. Situation, dialogue, return to the main scenario. Here are only in the “Tokyo” there are a lot of these stories, but you can see all of them in two passages. Celestian Tales offers something else: for each passage (the first one took me ten hours, the second almost half) will be able to see only a few additional short scenes. Yes, they really help the characters open up. Yes, watch them interesting. But at the same time, they make the player ask themselves the question: “Is it worth it?”. As for me, it would be better to give one character who could “spy” the whole plot at once.

    No, the game has not bad script, otherwise I would not dare to be on the second “race”. It is interesting to read the dialogs, and to observe the clash of different worldviews – all the more. The characters are not shy about expressing their opinion on the events taking place, and with each I am ready to agree and argue at the same time. But all this is included in the main plot. Thoughts of all heroes you will hear in one big conversation, the same for each passage. Therefore, all reigree comes down to the prologue, pair of scenes and epilogue. All this will incite ten percent games. What is the rest of the time – I’ll tell you now.

    … Here death is waiting for you from all sides ..

    The world study is quite most of the time. Or, rather, fermentation around the world. As I said, Old North is a closed kingdom, especially taking into account the threat from the “destroyers of the worlds”. The local population is characterized by exceptional isolation, and when trying to start a conversation, he will respond to one or two learned phrases. Exception to the rule are only story characters.

    Of course, the share of nonlinearity is present. For example, at the very beginning of the game, heroes can speak with a couple standing near the fountain. And hear a couple of memorized phrases. Then, after some advancement in the plot, you can do the same, with the same result. If you repeat this constantly, at some point the dialogue will sparkle with new colors, and the player will even allow you to choose one of the two phrases in response. Perhaps a similar feature is characterized by all NPC. Perhaps different blanks at a certain moment can give out a new line of dialogue only if a separate character acts as a party leader. Perhaps the new line of dialogue can be seen if you speak with a certain character at a certain time of the day (real, not game). Frankly – I don’t know. Simply because for hours to observe the same for the prospect of seeing a couple of seconds of new content, tritely do not want to. I have free time, but not to such an extent.

    Separate phrases may seem too pathos and far -fetched, but reading dialogs is still interesting.

    A visit to “enemy” locations that enemies roam the enemies roaming a little more interesting. These places are characterized by exceptional corridor, but behind some corners you can find something valuable. The presence of a specific goal and a rather high speed of advance forward do not allow to get bored, and the lack of random clashes and a pleasant design allow you to enjoy such travels. True, you can’t do without battles at all. The balance has the same nuance as Hyperdimensional Neptunia: if you run up the enemies too often, you can ultimately rest against the wall, forcing you to return and regret a little. In principle, on medium complexity (and it changes in the game settings, if that) should not arise, unless you set the goal of “passing the game without non -stew”. But, the mechanics of simplifying the battles itself, as the frequency of contractions increases, is somewhat frustrated.

    And the fights themselves are quite banal. Even if you have never played JRPG, you will still learn here a classic step -by -step system for the genre with the construction of a “wall to wall”. At the same time, up to three heroes on the side of the player can fight, the rest are obliged to sit on the bench and powerlessly observe what is happening. Change the composition of the fighting in the middle of the battle, alas, it will not work. Minimum tactical possibilities: a couple of types of crystals (treat, resurrect, restore endurance, improve potency, etc. D.), a dozen skills for each character (work for “endurance”, which is always restored when it is not spent) and banal attack-protection attacks. Enemies do not differ in particular diversity, and the fights themselves are closer to the finale in a single scheme, which seems to the player the most effective. Even bosses for the most part surprise exclusively by appearance, and then not always.

    There are two types of enemies in the screenshot. But the first time this can not be noticed.

    Of the unique features, it is worth highlighting only at any time to change the composition of the party (only a leader remains unchanged) and complete regeneration after each battle. Only the “waste” after death is not healed by itself, but there is a special ravine against it in the inventory. As a result – the combat system is too monotonous. Which is especially not happy when the character stops receiving new skills and find new equipment.

    … and often it is not clear whose side is your side ..

    Unfortunately, my review will not be able to clearly answer the question “whether it is worth buying a game”. On the one hand, we have a beautiful picture, interesting dialogs and pretty characters. On the other, there is a monotonous gameplay and a simple script that breaks away where the main plot is usually in JRPG. And the promised reiglabiness does not save the situation.

    To some extent, Celestian Tales: Old North became the opposite of Hyperdimension Neptunia Re; Birth1. In “Neptunia” the process itself might seem tiring, but the emotions that remained after the final credits forced to forget about all the disadvantages noticed along the road. But the creation of the Ekuator Games, although pleased throughout ten hours, left behind mixed feelings from disappointment and resentment.

    Perhaps the situation will improve after the exit of the sequel, which is already being developed. Perhaps the situation will improve after the release of the tricel, which was planned before the release of the first part. But the original was released back in 2015, and therefore we will see the end of the story soon. If you like how it looks, you should buy Celestian Tales on sale. But I can’t take it at the full price: you risk getting something like a demo version. Devoid of bugs and other troubles of Early Access, but ending, as soon as the main goal is achieved – to interest and intrigue the player.

  • achievements-v-seved-steel-1

    Risultati in acciaio reciso

    L’acciaio interrotto è uno sparatutto per primo personaggio per un giocatore con un sistema di acrobazie dinamico, distrutto da un ambiente voluminoso, molti effetti visivi del “tempo di proiettile” e un’eroina insolita. Invece di una delle mani, ha una pistola che colpisce direttamente il gameplay.

    Il personaggio principale di Severded Steel è un mercenario di nome Steel, che ha perso la mano e ora si vendica per questa sinistra società. La sceneggiatura del gioco può essere descritta in una riga, ma questo, forse, è in meglio – nulla distrae dall’azione, e anche la trama viene servita con brevi inserti comici tra i capitoli. Poi ci saranno spoiler.

    Ci sono 46 livelli nella campagna della trama, 7 dei quali sono bonus (non trama)

    Il gioco ha 3 modalità:

    Questo è il regime di una linea laterale, ne parlerò più avanti nel dipartimento dei risultati e di ciò che ti aspetta se rischi di eliminare il platino in questo gioco

    Vale anche la pena ricordare che in questo gioco l’editor di livello e il seminario con i livelli dei giocatori sono disponibili in questo gioco

    Risultati

    Ora sui risultati, il mio dolore https://jackmillioncasino.it/ e il tempo sprecato. Avendo ricevuto il gioco su Epicgames gratuitamente con una recente distribuzione, ho deciso di eliminare il platino, poiché Achivka mi sembrava così pesante .

    Ora ti parlerò del più complesso Achivka, che mi ha causato alcuni problemi. Quasi tutti i più difficili (in effetti non sono difficili, richiedono semplicemente un tempo molto grande trascorso) sono stati raccolti in modalità cavaliere.

    IN Acciaio canaglia L’esecuzione aumenta un ordine casuale dovrà passare attraverso 10 livelli diversi di fila. Tra ogni livello, il giocatore può scegliere le carte così chiamate (che sono mutatori della gara). In totale, ce ne sono 51 nel gioco, ci sono carte che semplificano la gara, ad esempio:

    Ce ne sono complicanti:

    Per ottenere il risultato più lungo nel gioco

    Dobbiamo raccogliere tutte le pelli sulla pistola. Sembrerebbe non apparentemente difficile, ma ce n’è un grande ma. Nelle gare per l’omicidio, il giocatore riceve occhiali, per omicidi durante i trucchi (contrasti, salti, sul muro) il giocatore riceve più punti. La molteplicità degli occhiali aumenta le carte che facilitano non aumentano e i complicati sono aumentati di 3, 6, 10 volte. Tuttavia, se si compone un sacco di carte complicanti, allora rischi semplicemente di non terminare la gara, poiché alcuni livelli con determinate carte sono quasi impossibili da superare. La tua pazienza finirà e lascerai la gara, ma non sarà più possibile tornare ad essa. Personalmente, ho attraversato le gare con la massima frequenza delle carte – 50 volte, in tali gare che ho ricevuto prima 1 400 000 occhiali, ma per ottenere l’ultima pelle nel gioco che devi ottenere 32 500 000 occhiali. Sembra essere semplice, ma ci vogliono da 30 a 50 minuti a una gara con carte pesanti. La gara può allungare ancora di più, perché anche dopo la morte risponderai allo stesso livello, con le stesse carte. O passi la gara o la lasci semplicemente per la sua gravità. Ci sono volute 45 ore e 47 gare per ricevere questo Achivka. Avrei potuto trascorrere meno tempo, ma mi è sembrato che dopo 30 gare fossero andate bug. Ad alcuni livelli, sono apparso dietro la mappa e sono morto immediatamente, su altri alcuni livelli di livelli sono semplicemente scomparsi, ad esempio il tetto delle case e il pavimento dal treno. Inoltre, dopo la 35a gara, il gioco è volato per la prima volta, incoraggiando così la gara, ok 1 volta, ma questo è successo una volta in 4-5 gare, più più bug e sortite, il che mi ha fatto rinunciare molte volte. Con dolore agli occhi e al cuore, ho finito l’ultima gara, ho eliminato il platino e ho lasciato il gioco per sempre.

    Un altro risultato che passerai durante la ricevuta di tutte le skin, poiché per riceverlo

    You need to complete 25 races in Acciaio canaglia modalità.

    Il resto dei risultati non è così complesso e non ci vorrà così tanto tempo per la loro produzione come i precedenti, ma c’è un’altra cosa che mangerà anche molto tempo se non usi i trucchi. Vale a dire questo risultato

    Questo risultato si riferisce al regime “Shootout” Anche lì, per gli omicidi, il giocatore riceve occhiali che aumentano, puoi dire, il livello di account. Per il suo aumento, aprirai Mutatori, Molto simile alle carte fatte in modalità cornuta, ma il loro giocatore può accendere e spegnere liberamente a tutti i livelli per raggiungere il livello massimo nella modalità in modalità “Shootout” Devi passare attraverso i livelli ed eseguire test. Alcuni livelli si aprono dopo aver superato un certo numero di test.
    Questi livelli sono la ripetizione del gioco in modo che tutti possano trovare le fragi più convenienti e riempire per pompare il più presto possibile.
    I primi livelli di 30-40 sono ripieni abbastanza rapidamente, quindi il progresso rallenta.
    Consiglio di usare i mutatori aumentando la quantità di esperienza. Ad esempio, un’ottima opzione è il mutatore triplo minaccia.
    Dalle carte raccomando “Arsenal”. La semplicità della pianificazione e la massa delle armi riduce il rischio di morte e la situazione per rimanere disarmati, molto significativamente, il che è difficile da evitare su carte spaziose e multi -passi. Ho trascorso non più di 4 ore su questo Achivka.

    Per questo post, ho dovuto scaricare di nuovo il gioco e fare un paio di screenshot. Il problema è che il mio livello di sparatorie è stato completamente rovesciato e il newgame+è scomparso, non farò nulla al riguardo, poiché il platino rimane ancora e non c’è più desiderio o significato per giocare. Spiego a questo paragrafo perché ci sono così pochi screenshot nel post.

    Conclusione

    Se vuoi un gioco di tipo superhot con un ambiente distrutto, benvenuto.The game has a good graphics enjoyable to the eye. Tossicodipendenti perfettamente, per alcuni passa anche in un respiro. In generale, lo consiglierei come gioco per un paio di sere, non più.

  • 6-keys-of-a-happy-union13

    6 ključev srečne zveze

    Obstajajo številni pogoji, ki so nujno potrebni za srečo dveh. Po našem mnenju smo izbrali šest najboljših. In čeprav se lahko stopnja njihovega pomena v različnih trenutkih življenja para razlikuje, mora biti vsak pogoj vedno del odnosa med partnerji.

    1. Medsebojna toleranca

    Zakaj je težko

    Če pomislite na to, so naše razlike v vsaki ljubezenski zgodbi. Tisti privabljajo, povzročajo nepremagljivo željo, da bi spoznali drugega, naredili edinstveno v naših očeh. “Ali ne rečemo:” On (ali ona) ne more pomagati, ampak ljubezen, ker ni podoben vsem drugim, “trdi družinski psihoterapevt Viktor Makarov. “Toda čas mineva in ravno tiste značilnosti partnerja, ki so se sprva navdihnile, včasih začnejo nadlegovati in celo neznosne”.

    Zakaj se to zgodi? Napačno verjamemo, da je mogoče zgraditi nekaj močnega in temeljito samo s popolno soglasje o vseh vprašanjih. Drug možen razlog za našo nestrpnost je nezmožnost, da bi popolnoma odvrnili številke svojih staršev in gradili odnos v svojem paru. “Nezavedno iščemo podobnost z značilnostmi matere ali očeta v partnerju – ali njihovo popolno nasprotje,” je dejal Viktor Makarov. – In neizogibno smo razočarani in spoznamo neustreznost zamenjave. “.

    Nezavedna podoba idealnega partnerja, ki ga ima vsak od nas. “Videti razlike med drugim sredstvom za priznanje, da ne odgovarja na vse, kar je želena podoba, ki jo je narisala domišljija,” ugotavlja Viktor Makarov. To odkritje je morda razočaranje, ker nekatere skrbi. Kot konec ljubezni.

    Zakaj je pomembno

    Ljubezen se rodi v trenutku, ko vsak od obeh vidi in sprejema tisto, kar sestavlja izvirnost drugega: lahko jo imamo radi tako, kot je pravzaprav. Znani analitični psihoterapevt Robert Johnson takšen odnos imenuje “zrela ljubezen”. Če zavrnemo ustvarjanje popolne ali rojene fantazije para, dobimo priložnost, da postane njegova zveza edinstvena: njegova edinstvenost je, da vsi prinesejo svoje za razliko od odnosov.

    Sprejeti razlike drugega pomeni tudi prepoznati njene potrebe in pravico do svojega prostora. To je nujno potrebno, če se želimo izogniti občutku pritiska, nekakšnega “zadušitve”, ki izhaja iz pretirane intimnosti v vsakdanjem življenju. 35-letna Natalya se spominja, da je imela težave s toleriranjem Sergejeve strasti do nogometne igre s prijatelji.

    “Vsako soboto je izginil na treningu … tega nisem mogel razumeti: zdelo se mi je, da samo poskuša pobegniti od mene!”Toda nekega dne je prišla na njegov stadion. »Videl sem, kako je, pozabil na vse, navduši žogo s prijatelji. Opazil me je, nerodno ga je. Čeprav mi ni upal povedati o tem, sem se počutil odveč: to je bil njegov element, njegovo ločeno življenje in ne naše skupno. “. Po tem je Natalya našla tudi lekcijo, ki ji zelo služi: ob sobotah pleše Flmenko in s Sergejem nima nobene zveze.

    Kaj storiti

    Prepoznati razlike. “On je sova in jaz sem malček”, “Ona ljubi morje in jaz gora” … oblikujte razlike med vami, to bo pomagalo videti drugo, kot je, in ne tako, kot se zdi, ali bi si želel ali bi si želel ali bi si želel ali bi si želel. Bolje prepoznati partnerja in hkrati lahko lažje poravnate konflikte.

    Razumeti, kaj je v njih dobro. “Da bi dolgo živeli skupaj, ni treba prepoznati pravice partnerja, da je drugačen, ampak tudi ljubiti njegove individualne lastnosti, saj so tisti, ki živijo življenje para,” razlaga Viktor Makarov.

    Povežite funkcije. Poskusiti moramo najti tiste točke, v katere ste pripravljeni popustiti. Seveda ne gre za to, da to počnete na seznamu. Preprosto morate razmisliti o načinih, kako združiti svoje razlike, da se ne soočate, ampak dopolnjujejo drug drugega. In ne pozabite, da doseženo soglasje nikoli ni končno: njegovi pogoji se spreminjajo, saj se vsak partner in par kot celota spremeni.

    Pokažite več radovednosti kot strahu. “Ko smo po letih odkrili, da ostali še vedno ostajajo v nasprotju z nami, se lahko bojimo, da nas bo sčasoma zaostril ali si želel nekaj novega iz odnosa,” pravi Viktor Makarov.

    Iz tega položaja obstaja izhod: “”. Poslušajte še enega, poglejte vse oči, dovolite, da se presenetite nad drugo ali rahlo spreminjajte navade … in kar je najpomembneje – strinja se, da lahko vesolje drugega ohrani svojo skrivnost. Navsezadnje je ta skrivnost, nezmožnost izvedenja, razumevanja, izčrpavanja drugega in sproži našo privlačnost do njega. “.

    2. Splošne vrednosti

    Zakaj je težko

    »Ko ljubezen začne dajati pot do zrelih odnosov, se partnerji včasih zavedajo, da imajo. V glavnih vprašanjih ni medsebojnega razumevanja, “je dejala terapevtka Gestalt Maria Andreeva. Z drugimi besedami, jim postane jasno, da imajo različne življenjske vrednosti. Te vrednosti so določene z moralnim položajem vsakega. Tako gledamo na življenje, načela, ki smo jih izbrali zase in po katerih živimo vsak dan.

    Naše vrednote se razvijejo pod vplivom izobraževanja in izobraževanja, značilnosti naše osebnosti, družbenega okolja, kulturnega okolja in končno naših lastnih izkušenj. Pod vplivom tako različnih vrednot ne morejo v celoti sovpadati z različnimi ljudmi, v preteklih letih pa se bistveno spreminjajo. “Če so pogledi partnerjev radikalno nasprotni, jim bo težko vzpostaviti odnose,” opozarja Maria Andreeva.

    Zakaj je pomembno

    Življenjske vrednosti človeka določajo hierarhijo njegovih prioritet, želje in potreb. Od njih je odvisno, kako gradimo svoje življenje v družbi, odnose z drugimi, vključno z parom. Ali je zakonska zvestoba pomembna za nas ali je to sekundarna? Ali upoštevamo medsebojno pomoč pri temeljni vrednosti ali dajemo prednost konkurenci? Ali partnerji dajejo enak pomen v denar in delo, ali delijo idejo, da je “družina sveta”?

    43-letna Elena, ki je preživela ločitev, pravi: “Tako https://slovenijalekarna24.com/kupite-kamagra-100mg-brez-recepta-online/ kot vsi moji sorodniki pripisujem velikemu pomenu družinskim obredom, skupnim večerjam in praznikom. In moj bivši hhisband ni prenašal tega duha! Upal sem, da se bo sčasoma navadil. Ampak to se nikoli ni zgodilo “.

    Da bi se izognili spopadu vrednosti, obstaja en preprost način: poskusite vnaprej ugotoviti poglede partnerja

    Drugačen pristop do istih vprašanj lahko postane problem, ko se v družini pojavijo otroci, saj bo vsak partner vztrajal pri lastnih izobraževalnih pravilih, ki temeljijo na tem, kar meni, da je glavna stvar v življenju. “Pogosto videz otroka razkriva protislovja, ki prej niso bila vidna,” ugotavlja Maria Andreeva.

    Torej, 30-letna Polina verjame, da je treba izobraževanje graditi na podlagi “ljubezni, spodbude in svobode”. In po njenem možu “otrok potrebuje jasen okvir in disciplino”. Ko so ugotovili, da so njihovi položaji zelo različni, se je par odločil, da še ne bo imel otrok. Toda kaj potem? Je edini izhod za tiste, katerih vrednote ne sovpadajo?

    Kaj storiti

    Razpravljajte. Da bi se izognili spopadu vrednosti, obstaja en preprost način: poskusite vnaprej ugotoviti poglede partnerja. “Ne preživite časa, da se spoznate, se več pogovorite, razpravljajte o malenkosti,” predlaga Maria Andreeva. V pogovorih o življenju, družbi, družini, prednostnih nalogah se pogosto kažejo in hkrati temeljni neusklajenost vrednot.

    “Ko sva s prijateljem ogledala poročilo na Kubi, zaplet Fidela Castra,” se spominja 36-letna Svetlana. – In nenadoma se je s Heat začel pogovarjati o potrebi po diktaturi, “trdi roki”. Sprva sem bil zelo presenečen, nato pa sem nenadoma spoznal, da sem popolnoma drugačen, da si predstavljam življenje, strukturo družbe, človeške odnose. In nekako mi je postalo jasno, da nismo imeli skupne prihodnosti. “.

    Sprejemati. Vse je mogoče za dva, medtem ko ljubezen in spoštovanje med njima. Če se odločijo za povezovanje, bi morali vsi iskreno in zavestno sprejeti načela, po katerih obstaja svet drugega.

    Delite družinsko zgodbo. Da bi partnerji lažje razumeli in se dogovorili glede skupnih vrednot, jih ameriški psiholog John Gottman povabi, da govorijo o sorodnikih in na splošno o družinski zgodovini, ki vedno služi glavnemu viru posameznih vrednot vsake osebe.

    V knjigi “Sedem načel obstoja sposobnega para” obstaja zgodba o ženski, ki je odraščala v družini priseljencev. Povej možu o prednikih, ki so prispeli v ZDA, vedno je poudarila, da sta za njeno zvestobo in vdanost temeljne vrednote. In njen mož se pogosto spominja svoje babice, katere velikodušnost in velikodušnost ostajata zanj model človeških lastnosti. »Potem ko sta se med seboj delila in z otroki, je zgodba o enem postala zgodba drugega. Torej je bila skupna zgodba nove družine, ki so jo ustvarili, «piše ​​John Gottman.

    Ustvari skupne vrednosti. Če partnerji nimajo skupnih vrednot, imajo vedno priložnost, da naredijo vrednote vsakega od njih, potem pa ne bodo njihovi osebni pogledi izhajali iz te “mešanice”, ampak vrednosti novega para, ki začne ustvarjati svojo družinsko zgodovino.

    3. Prijazna intimnost

    Zakaj je težko

    Trditev, da so zakonca tudi prijatelji, se mnogim ne zdi tako očitna. Konec koncev si ljubezen ponavadi predstavljamo kot romantično, strastno, spolno občutek … Medtem se prvi zaključek, ki ga je John Gottman podal na dolgoročni študiji poročenih parov, zveni kot to: “Pravo prijateljstvo temelji na srečnih porokah”.

    Prijateljstvo izhaja iz skupnih interesov in hobijev, pa tudi iz medsebojnega spoštovanja in podpore, želje po poslušanju radosti in trpljenja drugega.

    “V srečnih porokah se par poznata na najmanjše podrobnosti,” pravi John Gottman. – Dobro se zavedajo, da drugi ljubi ali ne marajo, njegove značilnosti, upanja, sanje. “. In to je mogoče le, če je vsak partner nenehno pozoren na drugega, kar ni enostavno: ljudje vidijo vsak dan in se pozabijo na pogled. Poleg tega mnogi verjamejo, da morate biti prijatelji s prijatelji in ne s svojimi najdražjimi, puščajo seks in … konflikte na delež družinskega življenja.

    Zakaj je pomembno

    »Najboljši prijatelj, najboljši prijatelj je tisti ali tisti, ki ga imamo radi, ki smo ga izbrali, ki ga najbolje poznamo in kdo nas pozna bolje kot drugi. Lahko se zanesemo na to osebo, z njim delimo spomine in načrte, upanje in strahove, veselje in žalost. “-Spise francoski filozof Andre Count-Sponville v” Petit Traité des Grandes Vertus “. In sklepa: “Ali ni očitno, da so tako stvari v zakonskem paru?”

    V prijateljskih odnosih obstaja “tok nežnosti”, ki skupaj z “erotičnim tokom” postane sestavni del zakonske zveze. Erotični tok je spolnost, strastni občutki. “In tok nežnosti prinaša vsem nekakšno nadaljevanje materine ljubezni, kar vedno spodbuja, tolaži, podpira,” razlaga Vadim Petrovsky. – Ta nežnost nam daje zaupanje, da tudi ko smo slabi, nismo sami. “.

    Sploh ne kršijo ljubezni in želje, nežnost jih odlično dopolnjuje. “Občasno je spolna želja dolgočasna,” nadaljuje Vadim Petrovsky. – Dobro je, če se lahko v trenutkih miru partnerji zanesejo na drugačno čustveno komponento – nežnost “.

    Stopnja prijazne bližine med partnerji je predvsem odvisna od tega, kako dobro se partnerji poznajo. Ali imajo podroben “zemljevid” sveta, ki je še en? John Gottman pravi, da se ta “zemljevid” nahaja v posebnem območju možganov: vse pomembne informacije so shranjene o vaši ljubljeni. Žena, ki jo je vodila, se ne pogovarja pod možem o politiki, za katero ne stoji, in on posledično ne pozabi prinesti njenih najljubših začimb iz njenih poslovnih potovanj iz njenih poslovnih potovanj.

    Po besedah ​​ameriškega psihologa ti majhni znaki pozornosti pomenijo veliko bolj redko, čeprav zaljubljene ognjene izpovedi, saj omogočajo vsakodnevno vzdrževanje miselne povezave. Krepitev intimnosti in naklonjenosti služijo kot skrivno sredstvo, ki vam omogoča premagovanje neviht v zakonskem življenju. Močnejše kot so vezi prijateljstva in intimnosti v parih, bolje zaščitijo partnerje pred agresivnimi občutki: tisto, kar jih veže, je vedno pomembnejše (ali vsaj dovolj pomembno) v primerjavi s katerim koli spotikom.

    Kaj storiti

    Črkovanje. “Da bi se spoprijateljili, poskusite ostati skupaj več kot čas, narediti tisto, kar vam daje oboje,” svetuje Vadim Petrovsky. Poskrbite za vrt, igrajte šport, hodite, pojdite v kino, se pridružite dolgoročnim projektom, ki zahtevajo vašo skupno redno udeležbo.

    Ustvarite svoje rituale. Obletnica zmenkov, porok in celo prvi prepir – priložnost s humorjem in ponosom, da se ozremo nazaj na pot. Tako se ustvarijo tradicije, kar John Gottman imenuje “kultura para”.

    Prepoznati drug drugega globlje. Na primer, igranje igre, kjer morate poimenovati najboljše prijatelje partnerja in tiste, ki ga motijo, uganite njegove najbolj zaželene sanje ali najbolj ljubljeno melodijo ..

    Pokaži nežnost. Seveda je nemogoče biti blizu vsake sekunde in vsakič, da vso svojo pozornost in čas posvetite svoji ljubljeni (oh). Vedno bo eden od obeh imel razlog, da se počuti zapuščeno. V tem primeru poskusite namesto prigovarjanja (“Nikoli ne biti nežni z mano”) poskusite obnoviti “teca teck”, najprej pa ga dajte partnerju.

    4. Pogovorite se med seboj

    Zakaj je težko

    “Če se partnerji želijo približati in se seveda spoprijeti, seveda morajo komunicirati,” pravi jungijski analitik Stanislav Raevsky. Toda tu je paradoks: bolj zapletene in tanke misli, ki jih delimo s partnerjem, večja je verjetnost. nesporazum, napačno razlaga in razočaranje: “Nikoli nisem sumil (a), da bi si to morda mislili, preprosto te ne prepoznam!”

    In ker partnerja ne bomo prepoznali, nenadoma ni tak, kot se nam je zdelo? Kako ga lahko še naprej ljubimo? Pogovor med partnerji – subtilna umetnost. Če želite to narediti. Oblikovanje osebe “: govoriti o svojih občutkih glede na vedenje drugega in ga ne kritizirati, pogosteje od prve osebe (” jaz “) in ne o drugi (” ti “) itd. D.

    Dejstvo, da deluje v odnosih med kolegi ali v pedagogiki, v ljubezni komunikacija povzroča okvaro zaradi visokega čustvenega stresa med sogovorniki. Partnerji so potopljeni v njihove odnose, med njimi ni razdalje, kar bi vsem omogočilo preprosto zaznavanje besed drugega, ne da bi obtožilo in ne bi mogli presojati.

    Če v skladu z vsemi kanoni komunikacije rečete: “V najini zvezi se zdaj ne počutim srečno,” bo partner najverjetneje slišal zajet: “Ne moreš me osrečiti”. Poleg tega obstajajo dnevi, ko raje ne bi vedel ničesar o eksistencialnih težavah svojega dekleta, celo vedoč, kako pomembno je, da jo slišijo … tveganje za nerazumevanje med partnerji je povezano tudi z dejstvom, da je pot komunikacije odvisna od spola in, širšega, od narave in izobraževanja osebe. Če nalagamo svoj način komunikacije, lahko zanemarimo potrebe drugega.

    Zakaj je pomembno

    Ali to pomeni, da je za močne in dolgoročne odnose bolje molčati več? Seveda ne. Komunicirati pomeni deliti misli in čustva, vendar je to med drugim v smislu skupnega življenja.

    “Besede pomagajo, da se bolje poznajo in razumejo, ne ugibajte, in sicer, ne dobite odgovora na kakršna koli vprašanja – kdo je všeč ali kaj želite,” pravi Stanislav Raevsky. “Poleg tega pogovor zmanjšuje razdaljo med partnerji, pomaga premagati krize in se uresničiti kot par”. Komunikacija daje partnerjem nepogrešljiv občutek varnosti: če govorim z vami, dokazujem, da obstajaš zame.

    Kaj pa znana ideja, da se ljubitelji razumejo brez besed? Podvladovanje je nevarno, omogoča, da se nakopičeno nezadovoljstvo in medsebojne trditve pokvarijo odnos. “Ljubezen nas ne naredi pregledno, to je škodljiva napaka – verjeti, da zakoncem ni treba govoriti,” pravi psihoterapevt družine Anna Varga. “Moramo poskusiti razumeti, sicer tvegamo, da se utopi v lastnih izumih.”.

    Kaj storiti

    Govori, vendar ne vse. Če želite komunikacijo uspešno, morate najprej določiti njene meje. Komunikacija je po definiciji izmenjava informacij in ne odvajanje čustev, izkušenj in misli. Tokovi besed, ki sploh ne vsebujejo prigovarjanja, zatrdijo prostor drugega, mu odvzemajo energijo. Glavna stvar pri komunikaciji ni sposobnost, da bi povedali ali slišali absolutno vse, ampak naša zaupanje, da lahko med seboj delimo absolutno vsakogar. Ta subtilna razlika je zelo pomembna, saj v zadnjem primeru razmerje temelji na zaupanju.

    Srečanje na pogovor. Nezreli pogovor je sam – odlična priložnost za mirno razpravljanje o težkih ali bolečih temah, ki se bo, če se jih dotaknete v vročini spora, konflikt le še poslabšalo. Toda pogovor Tete-a-Tett ni potreben samo za to. Če obstajajo besede, v katerih je bolje, da partnerjev ne poznajo ukrepov, so to besede o tem, kako dobri so skupaj in koliko čudovitih stvari so skupaj opravljali skupaj. Škoda je, da zakonca začnejo pozabljati na ta pozitivna sporočila, ki hranijo srečni par.

  • 5-wise-words-of-the-masaev-tribe13

    5 múdre slová kmeňa Masaev

    Nevzdelané, hrubé, divoké. Bohužiaľ, stále existuje veľa stereotypov o afrických národoch v spoločnosti. Medzitým nás môžu veľa naučiť. Napríklad sila, radosť a vnútorný mier, ktorý prináša vedomosti o svojom účele na Zemi.

    Čo vieme o Masai? Rozšírené siluety zahalené do červenej látky, malebné postavy filmu Sidney Pollak „z Afriky“, obyvatelia vojakov a chovateľov hovädzieho dobytka ..

    Dnes máme príležitosť dozvedieť sa o svojich duchovných praktikách a dokonca ich používať v našom každodennom živote. Antropológ Xavier Peron žil niekoľko rokov medzi Masaevom, začal sa zasvätiť, zúčastnil sa na svojich rituáloch a 30 rokov je v kontakte s jeho duchovným mentorom z tohto kenského kmeňa.

    “Masaev nemá filozofické alebo náboženské dogmy,” zdôrazňuje Xavier Poron. Rovnako ako americkí Indiáni a taoisti, aj oni sa domnievajú, že človek je spočiatku spojený s inými ľuďmi, jeho prostredím a najvyššou racionálnou silou, ktorú nazývajú Enk’ai. Toto je matka-matka, s ktorou je každý z živobytia spojený sám osebe aj ako súčasť ľudskej komunity.

    Enk’ai posiela dážď, ktorý pomáha pestovať byliny a stromy, vysiela tiež skúšky určené pre duchovný rast ľudí.

    Každý člen kmeňa posilňuje svojho https://lekaren-slovenska24.com/kamagra-100mg-kupit/ ducha každý deň podľa piatich prikázaní:

    • prekonajte svoje obavy;
    • Držte sa v kontakte so všetkými živými vecami;
    • Nezdieľajte a obklopte sa;
    • extrahovanie skúseností z testovania;
    • Ži čo je.

    “Táto každodenná prax zmenila môj život, a preto sa cítim ako posol Masaev na Západe,” pripúšťa Ksavier Poron. – Je pre mňa dôležité sprostredkovať svoje posolstvo o vnútornej integrite a povedomi, tieto dve hlavné zložky spravodlivejšieho a ľudského života. „. Bez idealizácie ich kultúry alebo životného štýlu nás môžeme kŕmiť a inšpirovať ich múdrosťou. Tu je päť základov, na ktorých je založená “.

    Ilmao: Vezmite si dualitu

    Názov „Masai“ sa datuje k slovu „ilmao“ – „dvojčatá“, v ktorých sú skryté poznanie, že všetky javy sveta tvoria páry ďalších prvkov. Rovnako ako Yin a Yang z taoizmu, existujú protiklady. Dualita vládne vo vonkajšom svete – taký je deň a noc, dážď a sucho – a vo vnútornom, kde sa stretávajú sami a láska k susednému, strachu a odvahe ..

    Popieranie duality je správnou cestou k utrpeniu a konfliktom s ostatnými, Masai verí. To znamená, že je potrebné prijať dualitu sveta a všetkých stvorení. Tento prístup prispieva k trpezlivosti a dobročinnosti.

    Prax

    • Určte svoje interné dvojčatá. Rozdeľte hárok na dve a na jednej strane napíšte funkcie vašej postavy. A na druhej strane ich porovnajte s správaním, ktoré môže viesť k zlyhaniam alebo konfliktom. Napríklad „štedrosť“ môže zodpovedať „nekonzistentnosti“ alebo „očakávaniu vzájomnosti“. Účelom tohto cvičenia je všimnúť si nejednoznačnosť prejavov ich alebo iných ľudí a zaobchádzať s nimi s väčšou blahosklonnosťou.
    • Dajte svojim slovám a konaniam súhlasu, Aby sa predišlo rozporom, ktoré porušujú vnútornú harmóniu a vzťahy s ostatnými ľuďmi. Slová a činy by sa mali stať dvojčatami. Masai nedovoľte rozdiel medzi slovami a skutkami, pretože zo skúseností vie, že ich úplná náhoda je podmienkou dobrých a dlhých vzťahov.

    Ensipai: Poďte v radosti

    Radosť z Masaeva nie je cieľom, ale východiskovým bodom. Toto je prejav živého spojenia s bohyňou Matky, hlavou života. Radosť sa narodí z vďačnosti a zase ju vylepší. Masai ďakujem za to, že ste v prúde bytia, za moc získať jedlo pre seba, za príležitosť zdieľať ťažkosti a veľa šťastia s ostatnými. Všeobecné sviatky tiež prispievajú k každodennému pocitu radosti, zvyku ignorovať dobré udalosti a zmysel pre humor.

    Masai verí, že je to tiež forma zdvorilosti, ktorá pomáha cítiť sa dobre pri komunikácii. Ak je potrebné komunikovať zlé správy, Masai ju umiestnite medzi dve dobré. Takže je ľahšie prijať ju, komu sa adresuje.

    Prax

    • Vyjadrujte vďačnosť každý deň Za dary, ktoré prijímate, bez ohľadu na to, ako sa vám môžu zdať zanedbateľné. Niekto držal dvere pred vami, náhodou sa na vás usmial, pozval vás na obed … zase a vy tiež dávate svojmu času a pozornosti, urobte komplimenty, poskytnete radu, zdobia život ostatných.
    • Umiestnite negatívne myslenie alebo konanie medzi dvoma pozitívnymi.
    • Kombinovať s energiou prírody. Umožňuje nám cítiť sa ako odkazy na veľkú reťaz života. Je to, ako sa oprieť o strom a stratiť sa vo svojej hlučnej korune, cítiť sa ako celok a ponorte sa do pocitu mieru a vnútornej moci – radosť z toho, že by sa spočívala z týchto dvoch častí.

    Ozina-Kishon: Prijmite utrpenie ako darček

    Masai sú presvedčení, že sa prebudí bez utrpenia: Ľudia rastú vďaka skúškam, ktoré Enk’ai posiela. A ďakujú matke-matke za to, že sa postarala o takúto príležitosť.

    Počas rituálu, ktorý sa nazýva „zviazať svoje srdce“, utiahli na lane (symbol srdca) ôsmich uzlov, ktoré označujú testy, a potom ich uvoľnili, čo znamená prekonanie. Takže opäť ukazujú, že všetko je duálne a neexistuje žiadny iný spôsob, ako sa zbaviť problému, s výnimkou pripustenia, že je a patrí nám a preberá zodpovednosť za jeho vyriešenie.

    Prax

    • Vizualizovať svoje pocity. Po rituále s lanom, masy predstavujú, ako pohybujú svojimi emóciami (strach, smútok, hnev, skleslosť, smäd po pomste) k ich srdcu a sú tam spálené, menia sa na čistú životne dôležitú energiu. Rovnako ako alchymisti v ich tyloch roztavovali vedenie zlata.
    • Porozprávajte sa so svojím podielom testov. Masai s nimi hovorte, ako by povedali priateľovi. Čo mi chceš povedať? Aká je moja zodpovednosť? Mám počkať alebo začať konať? Aký smer by som si mal zvoliť?
    • Vezmite všetky odpovede, Kto spontánne prišiel k vám, bez hodnotení a bez cenzúry.

    Eunoto: Staňte sa záhradníkom

    Masai radšej nie je inžiniermi, ale záhradníkmi. Prvý z nich sa úplne zameriava na plnenie úlohy, zatiaľ čo druhý zasadí strom a stará sa o ňu, čím sa vyrovnáva s tým, čo nemôžu ovplyvniť: prírodný čas rastu, rozmar prírody ..

    Byť záhradníkom znamená žiť v súčasnom čase, prispôsobiť sa životnému prostrediu. Uklonenie bdelosti s dôverou, Will – pokora. Takáto pružnosť vedie k mieru, trpezlivosti a chráni pred hnevom a sklamaním.

    Prax

    • Zoberte si ako strom, V okamihu súčasnosti. Masai hovorí: „Minulosť je krajina, v ktorej už nežijeme“. Čo tu cítiš? Ako prijať súčasnú situáciu a pre tých prítomných? Prečo ťaháte zbytočné množstvo minulosti? Aké bývalé alarmy vám bránia v pocite chuti súčasnosti?
    • Zasadiť strom a postaraj sa oň. To vám okamžite pomôže opustiť hru „Chcem“ a vysporiadať sa s tým, čo je v skutočnosti.

    Angoro enkitoo: Vyhľadajte správny smer

    Spravodlivosť slov a konaní znamená z hľadiska Masaeva spojenie s enk’ai. Snažia sa mať „jasný vzhľad a byť v stave pripravenosti“. Zrozumiteľnosť vzhľadu vyjadruje vnútorný súhlas so sebou, viditeľný pre vonkajšieho pozorovateľa a stav pripravenosti je ľahkosť, pokoj a dôvera v jeho cestu. Zatiaľ čo obavy, úzkosť a márnosť by znamenali naopak, nesúhlas a odstránenie z ich účelu.

  • Eine spannende Reise in die Welt des Spiels Erfolgsgeschichten von Spielern beim plinko online erleb

    Eine spannende Reise in die Welt des Spiels: Erfolgsgeschichten von Spielern beim plinko online erleben!

    Das Glücksspiel hat in der heutigen Gesellschaft eine bedeutende Rolle eingenommen. Online-Casinos bieten eine breite Palette von Spielen, die die Spieler faszinieren und unterhalten. Eines dieser Spiele ist plinko online, das sich durch seine Einfachheit und sein aufregendes Gameplay auszeichnet. In diesem Artikel erfahren wir, was plinko ist, und werfen einen Blick auf interessante Erfolgsgeschichten von Spielern, die es gewagt haben, ihre Einsätze zu platzieren.

    Plinko ist ein Spiel, das ursprünglich aus der beliebten Fernsehsendung “The Price is Right” bekannt wurde. Es besticht durch seinen innovativen Spielmechanismus, bei dem eine Kugel durch ein von Nagelspitzen gespicktes Brett fällt und dabei unterschiedliche Gewinnzonen erreichen kann. Im Online-Casino wurde plinko weiterentwickelt und bietet den Spielern die Möglichkeit, in einer digitalen Umgebung zu spielen.

    Für viele Spieler ist plinko mehr als nur ein Spiel; es ist eine spannende Erfahrung voller Überraschungen und unerwarteter Wendungen. Ob es um die Spannung geht, die Kugel im richtigen Moment fallen zu sehen, oder um die Hoffnung auf große Gewinne – plinko hat sich als beliebtes Spiel etabliert. In den kommenden Abschnitten werden wir uns mit den Regeln, Strategien und den persönlichen Erfahrungen von Spielern beschäftigen, die beim plinko online gespielt haben.

    Diese Erfolgsgeschichten zeigen nicht nur die Gewinne, die Spieler erzielt haben, sondern auch die emotionale Reise, die sie durch das Spiel gemacht haben. Es gibt unterschiedliche Ansätze, um beim plinko online erfolgreich zu sein, und viele dieser Spieler teilen ihre Einblicke und Tipps. Werfen wir also einen genaueren Blick auf die verschiedenen Aspekte, die plinko so einzigartig machen.

    Der Reiz des plinko-Spiels liegt nicht nur in der Glückskomponente, sondern auch in der Möglichkeit, strategisch zu spielen und den eigenen Einsatz intelligent zu managen. Spieler können verschiedene Einsätze wählen und entscheiden, wann sie ihre Gewinnchancen maximieren möchten. In der anschließenden Diskussion werden wir auch die verschiedenen Spielvarianten und deren Unterschiede beleuchten.

    Die Regeln von Plinko

    Bevor wir in die spannenden Geschichten von Erfolg und Glück eintauchen, ist es wichtig, die Grundregeln von plinko online zu verstehen. Das Spiel beginnt, wenn der Spieler einen Einsatz wählt und die Kugel auf das Brett fallen lässt. Die einzelnen Felder am Boden sind unterschiedlich bewertet, und die Spieler haben die Chance, auf die höchste Gewinnzone zu zielen.

    Die Regeln sind einfach zu verstehen, aber die Spannung, die sich während des Spiels entfaltet, ist unbeschreiblich. Während die Kugel den Weg nach unten nimmt, können die Spieler nur hoffen, dass sie die richtige Entscheidung getroffen haben. Im Folgenden sehen Sie eine Tabelle mit den möglichen Einsatzbeträgen und den damit verbundenen Gewinnchancen.

    Einsatzbetrag
    Gewinnchance (%)
    1 Euro 10%
    5 Euro 20%
    10 Euro 30%
    20 Euro 50%

    Die verschiedenen Gewinnsparten

    Die Gewinnsystematik von plinko ist klar strukturiert. Je nach Feld, auf dem die Kugel landet, werden die Gewinne unterschiedlich hoch ausfallen. Das macht das Spiel sowohl aufregend als auch spannend, da jede Runde unvorhersehbar ist. Die höchsten Gewinne sind auf den äußeren Feldern zu finden, während die mittleren Felder ihnen gegenüberstehen.

    Ein wichtiger Aspekt ist, dass die Spieler adaptive Strategien entwickeln können, um ihre Chancen zu maximieren. Es gibt verschiedene Ansätze, die jeder Spieler ausprobieren kann, um ihre Erfahrung beim plinko online zu optimieren. Diese Strategien sind von individuellen Vorlieben und Spielstilen abhängig und können im Laufe der Zeit angepasst werden.

    Erfolgsgeschichten von Spielern

    In der Welt des Online-Glücksspiels gibt es zahlreiche Geschichten von Spielern, die beim plinko online große Erfolge gefeiert haben. Viele berichten von unerwarteten Gewinnen, die ihre finanziellen Situationen verändert haben. Diese Geschichten sind nicht nur inspirierend, sondern zeigen auch, dass das Spiel keine Grenzen kennt.

    Ein Spieler, der uns besonders interessiert, ist Stefan. Er begann mit kleinen Einsätzen und entwickelte schnell ein Gespür für die Mechaniken des Spiels. Innerhalb weniger Monate konnte Stefan seinen Einsatz steigern und erzielte erstaunliche Gewinne. Solche Geschichten motivieren andere Spieler, es ebenfalls auszuprobieren und ihr Glück zu testen.

    Strategien beim Spielen von Plinko

    Um beim plinko online erfolgreich zu sein, spielen die Wahl der Einsatzhöhe und das strategische Timing eine entscheidende Rolle. Viele Spieler legen Wert darauf, zu wissen, wann der richtige Zeitpunkt für höhere Einsätze ist. Hier sind einige effektive Strategien, die von erfolgreichen Spielern empfohlen werden:

    • Klein anfangen: Beginnen Sie mit niedrigen Einsätzen, um ein Gefühl für das Spiel zu bekommen.
    • Geduld haben: Warten Sie auf den richtigen Moment, um größere Einsätze zu platzieren.
    • Statistiken beobachten: Analysieren Sie vorherige Spiele, um Muster zu erkennen.
    • Limit setzen: Bestimmen Sie, wie viel Geld Sie ausgeben möchten, um finanziellen Verlusten entgegenzuwirken.

    Die Psychologie des Spiels

    Die Psychologie hinter dem Glücksspiel, insbesondere bei einem Spiel wie plinko online, hat nicht nur Auswirkungen auf die Spielergebnisse, sondern auch auf die gesamte Spielerfahrung. Die Motivation, zu gewinnen, kann sowohl positive als auch negative Effekte haben.

    Prinzipiell können Gefühle wie Aufregung und Nervenkitzel während des Spiels eine überwältigende Rolle spielen. Dies kann zu impulsiven Entscheidungen führen, die sich auf den Verlauf des Spiels auswirken. Einige Spieler suchen gezielt nach der Herausforderung, während andere eher den sozialen Aspekt des Spielens betonen, indem sie ihre Erlebnisse mit Freundinnen und Freunden teilen.

    Warum Plinko immer beliebter wird

    Im Vergleich zu traditionellen Casinospielen ist plinko in den letzten Jahren aufgrund seiner Einfachheit und der Möglichkeit, schnell zu spielen und zu gewinnen, populär geworden. Die Spieler schätzen den dynamischen Charakter des Spiels und die Vielzahl an Gewinnmöglichkeiten, die es bietet.

    Des Weiteren gibt es zahlreiche Variationen von plinko, die den Spielern unterschiedliche Erfahrungen und Herausforderungen bieten. Von klassischen Ansätzen bis hin zu innovativen Neuheiten ist für jeden etwas dabei. Dies trägt zur wachsenden Beliebtheit des Spiels bei und zieht immer mehr begeisterte Spieler an.

    Verantwortungsbewusstes Spielen

    Obwohl plinko online eine aufregende Möglichkeit ist, sein Glück zu testen, ist es wichtig, die Prinzipien des verantwortungsvollen Spielens zu beachten. Spiele sollten niemals als Mittel zur Lösung finanzieller Probleme betrachtet werden. Stattdessen ist es entscheidend, klare Grenzen zu setzen und den Spaß am Spiel zu fördern.

    Ein weiterer wichtiger Aspekt ist die Selbsteinschätzung. Spieler sollten sich ihrer Grenzen bewusst sein und regelmäßig überprüfen, ob sie immer noch die Kontrolle über ihr Spielverhalten haben. Glücksspiel kann süchtig machen, und das Bewusstsein für diese Risiken ist unerlässlich.

    Zusätzliche Ressourcen für Spieler

    Um die Spielerfahrung zu verbessern, stehen zahlreiche Ressourcen zur Verfügung. Viele Online-Casinos bieten Informationsmaterialien und Unterstützung für Spieler an, die ihre Spielgewohnheiten überprüfen möchten. Dazu gehören:

    1. Kontakt zu Unterstützungsdiensten: Hilfe bei problematischem Spielverhalten.
    2. Selbsthilfegruppen: Austausch mit anderen Betroffenen.
    3. Spielerkontrolloptionen: Möglichkeit, Limits für Einsätze und Spielzeiten festzulegen.
    4. Lehrmaterialien: Informationen über verantwortungsbewusstes Spielen und seine Auswirkungen.

    Die Zukunft von Plinko Online

    Die stetige Entwicklung von Online-Casinos lässt auch für plinko online vielversprechende Möglichkeiten erahnen. Mit fortschrittlichen Technologien und einem wachsendem Spielerlebnis wird plinko vermutlich weiter an Beliebtheit gewinnen. Die Interaktivität und die Möglichkeit, mit anderen Spielern zu interagieren, wird sicherlich eine neue Dimension hinzufügen.

    Ein weiteres interessantes Element könnte die Integration von virtueller Realität sein, die es den Spielern ermöglicht, ein immersives Spielerlebnis zu genießen. Diese neuen Technologien werden das plinko-Spiel revolutionieren und damit noch mehr Spieler anziehen.

    Innovationen und Verbesserungen

    Die kontinuierliche Innovation in der Spielentwicklung sorgt dafür, dass plinko online nicht nur ein einfaches Glücksspiel bleibt. Spieler können in Zukunft mit spannenden neuen Variationen und Features rechnen, die das Gameplay bereichern und die Ansprüche der Spieler erfüllen. Dies umfasst unter anderem Anpassungen, die um eine einzigartige Spielerfahrung zu schaffen, wie spezielle Bonusrunden oder interaktive Elemente.

    Die Spielentwickler stehen unter dem Druck, ständig neue Inhalte und Funktionen zu integrieren, um im Wettbewerb um die Gunst der Spieler zu bestehen. Dies wird zu einem aufregenden Fortschritt in der Welt des Online-Glücksspiels führen.

    Zusammenfassend lässt sich sagen, dass plinko online nicht nur ein Spiel ist, sondern eine einzigartige Erfahrung, die immer wieder neue Geschichten von Erfolg und Misserfolg hervorbringt. Die Faszination und die Möglichkeiten, die das Spiel bietet, werden auch in Zukunft viele Spieler anziehen und begeistern. Die Kombination aus Glück, Strategie und dem Nervenkitzel des Spiels macht plinko zu einem unverzichtbaren Teil der Online-Glücksspielwelt.