Monday, February 24, 2020

Grand Theft Auto V Black Box







Minimum System Requirements


OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1, Windows Vista 64 Bit Service Pack 2* (*NVIDIA video card recommended if running Vista OS)
Processor: Intel Core 2 Quad CPU Q6600 @ 2.40GHz (4 CPUs) / AMD Phenom 9850 Quad-Core Processor (4 CPUs) @ 2.5GHz
Memory: 4GB
Video Card: NVIDIA 9800 GT 1GB / AMD HD 4870 1GB (DX 10, 10.1, 11)
Sound Card: 100% DirectX 10 compatible
HDD Space: 65GB


Recommended System Requirements


OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1
Processor: Intel Core i5 3470 @ 3.2GHZ (4 CPUs) / AMD X8 FX-8350 @ 4GHZ (8 CPUs)
Memory: 8GB
Video Card: NVIDIA GTX 660 2GB / AMD HD7870 2GB
Sound Card: 100% DirectX 10 compatible
HDD Space: 65GB

Download Utorrent


Download Winrar


Download Power ISO


Download Direct X 11


Download The Game Here



Sunday, February 23, 2020

Quatermass And The Pit Blu-ray Review


The serial format, breaking down a story over multiple, distinct parts, has a very long history.  Silent film serials were followed by sound film serials, and up and until the 1950s the genre had fulfilled a need for audiences to be entertained in a weekly format.  Television's introduction led to the downfall of serials from Republic Films and other studios that specialized in narratives punctuated by cliffhangers.  The format did not generally translate well to television, where people expected a program to begin and end in one viewing.  In the 1950s there was no real ability for an average TV viewer to record programming to watch at a later time, you either saw the program or you hoped for a repeat.  This suited television broadcasters, who wanted viewers to experience a new story every week.


That was the evolution in the U.S., but the U.K. was not yet ready to abandon the classic serial format.  The British Broadcasting Corporation, a publicly-funded TV network, had to fill the same number of hours in a day but with fewer resources that its American commercial televison network counterparts.  The serial format had its advantages in cost, sets, costumes, production personnel and actors could be reused for several weeks at a cost significantly less than having to mount brand-new productions every week.  Serials were broadcast alongside series not only by the BBC but also the ITV affiliates for a solid three-decade period.  Here I am going to offer my thoughts on one of the best of the serials ever produced from this period, Quatermass and the Pit as presented in its November 2018 Blu-ray release. 


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Thursday, February 20, 2020

Trying Out New Contrast Paints

   I usually use Vallejo paints, but I thought I would give the new contrast paints a try. I am using the Goliath gangers from the Necromunda Underhive boxed set as my test subjects.I went with flesh, because they have a good deal of it showing.

Guilliman Flesh over Flat White base

White spray, Strong Tone wash, Guilliman Flesh Contrast paint
Did this based on a Twitter post

Rear view of above.

Guilliman Flesh Contrast over flat white base

   I was skeptical but it seems to work fairly well. I usually use a black basecoat, though, so I guess the next step is to try it over with that.

2018-2019: A Playtesting Retrospective

Back in late 2017 I started formally tracking my weekly playtest sessions in a google doc. One up-side of this is that I can go back now and review what was played each week, by whom, and what aspect I was looking to test that day. It's also interesting to see how much time we dedicated to each game, or how much time passed in between playtests of a game.

I'd like to use this post as a sort of retrospective on the last two years (or 28 months) of playtesting. Let's take a little trip down memory lane...

2017

Late August 2017 was the first session I'd logged, and that day we were evaluating 3 games I'd brought home from GenCon for TMG: Margrave, by Stan Kordonskiy, which turned into Old West Empresario, Rolled West, by Daniel Newman, and Embark, by Philip duBarry. Not only did we end up signing each of these, but all three are on store shelves now!

In September of that year we continued evaluating games: Pixel Factory was a neat one, but ultimately TMG did not sign it. Back to Earth was also neat, and we did sign it, but due to unrelated circumstances we ended up releasing it later. Railways is a game by some British designer friends of mine, and I liked it, but it needed some work. We did suggest the new title: Railblazers. My understanding is that at this point it has improved greatly, but the main mechanism which I was interested in (like the Mancala-rondel in Crusaders) has changed completely.

October saw us switch gears a bit. We spent a lot of time playing my games: Eminent Domain Origins (a Terra Prime reboot) and Eminent Domain: Chaos Theory (a dice game version of EmDo -- I should add those to the BGG database). This went on into November as well.

December was spent almost entirely on a dozen games of Embark, which had been signed by that point. I also see a lone play of Eminent Domain Origins at about Christmas time.

2018

We started off the new year with 2 more games of EDO, but then spent the rest of January, February, March, and half of April playing about 3 dozen (!) games of Old West Empresario, working on game balance and player powers. The only other playtests in those months were a few games of Harvest to test some potential expansion characters (unfortunately, we never did do an expansion to Harvest).

Late April through mid-May we tested the Crusaders: Divine Influence expansion, which was in pretty good shape to begin with, but we hammered out a few details. That one has now been printed, and is about to ship from the manufacturer in China and should be out later this year.

My son was born at the end of May, and my playtest sessions went on  hiatus. The only other testing that happened in 2018 was at Rincon -- Michael was in town and we played a game of Deities & Demigods (now Olympus on the Serengeti), and several games of Imminent Domain (now Sails & Sorcery, but that title might not be final either), which is the game Michael designed based on the deck learning of Eminent Domain and the area control of El Grande.

2019

After an extended hiatus, I finally got back to regular playtest sessions in February of 2019, and we spent that first month back playing Eminent Domain Origins some more, fine tuning some last details.

March was spent on Emperor's Choice. TMG is doing a Deluxified version of that game, and we developed a 2 player variant which went over well with Richard Ham of Rahdo Runs Through, who famously only plays games with his wife.

April and May were dedicated almost entirely to developing Sails & Sorcery, changing up the format so it would play better, but keeping the core ideas of the game.

June was spent working on a new design of mine, Apotheosis. We iterated through several big changes as we quickly honed in on what worked and what didn't.

We started out July with a quick couple tests of a 5/6 player expansion to Crusaders. This worked out well, and we've got art done, but this won't come out until October. Then it was back to Sails & Sorcery through August. Most of the game was pretty solid by that point, but we were trying to fix this one niggling dynamic that just didn't work right.

We switched gears again and spent September and half of October playing Alter Ego, my co-operative deck learning game. We played quite a few games considering that one of my main testers doesn't like co-op games!

We ended October and spent most of November working on expansion content for Pioneer Days that we got from the designers.

We revisited Alter Ego once in November and once in December, and spent the rest of December testing Eminent Domain: Chaos Theory, and another one of my games: Riders of the Pony Express. Riders was in pretty good shape, but was a bit fiddly. We fixed a couple of small issues, and brainstormed how to remove some of the process a little bit.

In addition, we played a few non-playtest games including Tapestry (which did not go over well), In the Year of the Dragon (my favorite Feld game), and we tested a game for one of my playtesters (we actually did this a couple of other times, but I hadn't recorded those). Also, I took my players out for an annual Playtester Appreciation Day to see the new Star Wars movie (we saw Solo last year, and Episode VIII the year before that) -- only one of them could make it though.

Finally, we capped off the year reviving my oldest game design that was any good: All For One! I initially got involved in that co-design 17 years ago, and it had been so long since the last playtest (2012?) that I didn't try any changes, we played straight from the rulebook. It was great to revive this old classic, and we started off 2020 with some significant changes to All For One, which worked well and felt great!

Keeping Up With KeeperRL: Alpha 28 Released, Improves Mod Support


It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding.

Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized customization is key to maintain community engagement, a very positive assessment in our regard. You can read the full changelog here.

For those who are not reminded, KeeperRL comes in two versions: a gratis package with plain ASCII graphics and no sound, and a commercial package including pixel art graphics and soundtrack, available for 12.99 EUR on a variety of digital stores. The program code is entirely Free Software, licensed under the GPLv3.

Code license: GPLv3
Assets license: Proprietary (commercial version), CC-BY-NC-SA 4.0 (gratis version)

Wednesday, February 19, 2020

Space Tourists


Space Park is the type of game that tends to appeal to me right away: great looking illustration and graphic design, at a low enough price point that I can afford to take a chance and buy the game on impulse. These impulse purchases can be a mixed bag, sometimes resulting in great looking games whose novelty wears off quickly (Grimslingers), or games that sounded more interesting than they actually are (Deadline), but every once in a while we end up with an entertaining game that, while simple, bears out repeated plays and earns a place in our collection.

First let's talk about the artwork. The game board is made up of a series of large tiles, each intended to look like a tourism advertisement for a location in outer space. The illustrations are gorgeous: any one of them would look great at poster size, framed on a wall somewhere. The rest of the game's printed components use snippets from these pieces of artwork along with some considered and sophisticated typography and graphic design.

Okay, so the game is pretty, but is it any fun to play? Yes it is. Space Park is an interesting marriage of familiar game mechanics with a few unusual ideas. At its core it's a resource collection game: players move around on a board made up of the aforementioned tiles, each representing a location where various different resources can be picked up, exchanged, or spent in various combinations to purchase victory points and game advantages.

What sets the game apart is the way players move around the board. Regardless of the number of players, there are three silver rocket ships, each starting at a different location. On a player's turn, they perform the action at a location where there is a ship (usually collecting a resource), then move that ship to the next empty location. This is interesting for several reasons, the most obvious being that each player doesn't have their own playing piece, they always have a choice of three pieces to move. More strategically, it means that every time a player takes their turn, they need to think about where the piece will be moving and what advantage they're giving the next player by moving it there.

It's one of those rare games with simple rules but a lot to think about that's great for when you want a lighter game with a reasonable amount of strategic depth. And it's very pretty to look at.

Rating: 4 (out of 5) Not necessarily an immersive "play all day" type game, but excellent for what it is: lightweight and fun.

Visit To Uclan Games Design By Joe Nelson

UCLan Games Design students were delighted to welcome an important visitor from the games industry to their studio this week.

Namely, a fantastic opportunity to hear from Joe Nelson, Game Director at Ninja Theory on the 5-time BAFTA-winning "Hellblade: Senua's Sacrifice". Joe studied Game Design at UCLAN in Preston so we are particularly proud of his achievements.

Joe Nelson is a game director at Ninja Theory, having been design lead on Senua's Sacrifice" and previously working on both level and system designs.

His presentation described how to develop a plan for your game design to maintain a feasible story and authentic feel throughout the project. Joe's talk was a unique and fascinating insight into the depths of research and design planning that go into a game such as HellBlade.

It was great to welcome Joe back to the course in his capacity as a Games Director.
















Thursday, February 13, 2020

Brave Browser voted the best privacy-focused product of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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