Saturday, March 28, 2020

IESF Announces First Three Titles For 12Th World Championships

Israeli eSports Association officials with Amanda Pakade (MSSA President) and Johan van Breda (Protea Team Manager) shortly after the annoucement that IESF's 12th World Championships is to be held in Israel.
Mind Sports South Africa (MSSA) has been advised that IESF has announced that eFootball (PES), Tekken 7 and DOTA 2 shall bee played at IESF's 12th World Championship to be held in Eilat, Israel, in November 2020.

Konami's eFootball Pro Evolution Soccer (eFootball PES) will return for its second year as an official game title at IESF's World Championship. With its long history of international appeal, eFootball is a natural choice for international Esports competitions. Blake Govender (Oakhill School) ably represented South Africa in 2019, and it will be interesting to see if he can maintain his position in the team.

BANDAI NAMCO Entertainment's Tekken 7 shall once again be held at IESF's World Championship. The popular 1:1 fighting game was first released in 1994. South Africa has always had a representattive in this title since its introduction in IESF's events in 2011. In 2019 Charlize Seremak (HTS Sasolburg) represented South Africa.

DOTA 2, being one of the most popular esports titles in recent years. Although the title was won by Sweden in IESF's 11th World Championship in Seoul, South Africa put in a fine performance.

IESF President, Colin Webster, stated, "It would be an honour to have the defending world champions for Tekken 7 and DotA 2 attend IESF's 12th World Championships. IESF's 12th World Championships to be held in Eilat in November 2020 promises to be the most well produced world championships ever. Without doubt, such World Championships is the jewel in the crown."

Colin then added, "Special thanks must be extended to the publishers of the titles for the use of such titles. Without the continued support of the publishers, esports would not be the most vibrant sport in the world."

Amanda Kwaza, MSSA President, has already committed South Africa to be fully represented at IESF's 12th World Championships. Also read:

Captain Tsubasa Rise Of New Champions Announced



BANDAI NAMCO Entertainment Asia today announced that Captain Tsubasa RISE OF NEW CHAMPIONS will be available on the PlayStation 4, Nintendo Switch and PC (Steam) in 2020.


Captain Tsubasa game released after a decade!​


Captain Tsubasa RISE OF NEW CHAMPIONS is a soccer action game, inspired by the wildly popular anime series, to be released on PlayStation 4/ Nintendo Switch/PC (Steam).

Expect high-quality visuals and experience exhilarating speeds in this one-of-a-kind game!




Catch the newly released trailer and take a trip down memory lane as you catch the appearance of the players from Japan Junior Youth Generation team, including the beloved main character Tsubasa Ozoro materializing this dream through the latest generation of home console.



Dwarf Leather Daddies

I put the final two highlights on the blue this past week, managed to get the bases and boots based coated, and now I'm working through all the leather belts, straps and satchels on the dwarves.

Warmaster Dwarves Warmaster Dwarf Command Warmaster Dwarf General

I was also curious last night and took one figure to completion. I didn't use a wash on the skin, I'm not sure if that's the way to go yet. You can also see the leather on this guy too, not sure if it needs one more highlight or not. Thoughts?

Warmaster Dwarf Thunderers Warmaster Dwarf Butts

Friday, March 20, 2020

Missed Classic: Trinity - Fly Me To The Moon

Written by Joe Pranevich



Trinity continues to impress and depress me. Last time out, we witnessed the unexpected destruction of New Mexico thanks to a more powerful than expected nuclear test at the Trinity site. My guess was that we had finally found the "plot" of this game: to find out what interfered with the original test and put it right again. Do we have a time-traveling saboteur? Could he be related to that voice that keeps whispering bad "gnomon" puns in my ear? I have no idea, but it feels good to finally be discovering the plot after so much semi-random exploration.

At this point, I am most of the way through. I've solved (perhaps) four of the seven areas including Kensington Gardens, the South Pacific atoll, the Siberian steppe, and Nagasaki. Still to be conquered are an outer space segment, an unknown area, and the Trinity test site itself. I also know that I need to find a lizard for a magic potion, recover a magnetic meteorite from an impact crater, and maybe even deal with an injured wight. When we do these "Missed Classics", we aim to close out games in three posts. I hope I am not disappointing too many people when I say that we will have this one and at least one more, depending on how writing about the endgame goes.
"Ice ice baby. (Too cold, too cold.)" - Rob Van Winkle

To recap a bit, last time around I attempted to explore the second mushroom but ended up transported into orbit and a very quick death. I worked out with some experimentation that I could ride a soap bubble from the "Bubble Boy" in the wabe through the mushroom door and this would make surviving in space possible, but even then I could not work out how to get to a satellite that I see whizzing by before my eventual death. Having given this some thought, I am convinced that the magnet rock is my best bet since that may allow the bubble to steer itself towards the satellite. I'm a little unsure of the specifics because it seems too small and the distance seems too great for this to actually work, but this is a game with a 40-foot tall boy blowing bubbles so I'm willing to suspend disbelief. Digging around the rock didn't work and I think that I need to cool the rock down somehow, but I do not know how.

My first thought was to carry water to it. We have ample water nearby in the river and bog, but no watertight container. You'd think the cottage would have a cup or something, but you'd be wrong. The only other water I can find is the frozen icicles on the ceiling of the ice cave. With some experimentation, I discover that I can throw the axe to knock one down! I also score one point, so I must be on the right track. Unfortunately, the ice melts quickly and there is no way to get it to the meteorite without it melting.

As puzzles go, this was fun since I realized very quickly that we had four turns before the icicle would melt. The time-box helped to narrow down where we had to explore and I realized that it would re-freeze if we take the icicle to the top of the triangle at the center of the world. From there, I can make it to the crater only if I follow the exact shortest path. Still, that is not hard considering my experience at adventure game mapping and I place the cold icicle on the hit rock. It sputters and steams a bit, but the end result is that I lose the icicle but gain a magnet rock. Score!


Worked about as well as Reaganomics. 

The Final Frontier

My thought from last week was that once I made it to the satellite, I could board it. I had in mind something like the ISS (which had not been invented yet in 1986) or a half-remembered scene from Moonraker (not yet a decade old at that point). The good news is that the magnetic rock took me to the satellite as I expected, but once there I found nothing to do. There was no airlock or entrance hatch, only an automated defense satellite and an oncoming nuclear missile. The voice in my ear managed a Star Trek pun ("where gnomon has gone before"), but that doesn't help much.

One thing that changed is that I am now on the satellite and it is firing maneuvering thrusters to position itself. In the process, we are getting closer and closer to the white door. This is good since it means a way out! This is bad once you remember that the white door is the location of a nuclear explosion and the fact that we are going towards it means that this satellite will likely be blown to bits soon. Just before the missile hits, when the white door is closest, I pop the bubble with my spade. Instead of being suicide, the sudden pressure forces me to spring towards and through the door before I die of exposure to the cold of space. I still accomplished nothing, but at least I know how to get back to the wabe. I try the sequence again and again to find anything that I missed, but come up empty. Whatever I am supposed to do there, I don't think I am doing it yet. I restore.


 
Skink: noun; a smooth-bodied lizard with short or absent limbs, typically burrowing
in sandy ground, and occurring throughout tropical and temperate regions.

Tunnel Vision

One low-point last week was that I could not find the third mushroom, despite the fact that I had found it and wrote about it a post or two before. What happened? It's a combination of my writing being behind my playing, but also because I simply didn't keep the whole game in my head. I forgot that I saw it there even though I had it in my notes. In my defense, I was certain that the ossuary was underground and there was no way a magic shadow could reach there. Let's just say that I could have explored this area a while ago if it had not been for this mistake.

Passing through the door, I emerge at the eastern end of a long dark tunnel. This also happens to be the end with a nuclear bomb that will no doubt explode in a few minutes. In classic text adventure style, there is a disused lantern on the ground that I grab. Exploring west, I discover a walkie-talkie and a skink. If you are like me, you may have no idea what a "skink" is and may have resorted to Google. If so, you would have learned that a skink is a variety of lizard. I finally found my lizard! Or rather, I had found him because he immediately rushes off to the west. Before engaging in pursuit, I muck around with the walkie-talkie by extending its antenna and listening to some static. The signal doesn't reach well into the tunnels and the only word that I can make out is "eight", although eight what will have to remain a mystery… but I'd better hurry.


"Earth below us / Drifting, falling / Floating, weightless / Calling, calling home"

Just to the west is the end of the line as the cave is sealed except for a tiny, lizard-sized crevasse. The skink runs there to hide immediately and I have no obvious way to get him out. This leads to a nifty little puzzle of "catch the skink" that goes something like this:
  • The skink will flee from light, either the splinter or the electric lamp that I found in the tunnel. He's like a peaceful grue in that respect. 
  • I can force him out of the crevice by dropping my splinter of wood in; it is too narrow to do the same with the lantern. Doing that causes him to race past me down the eastern tunnel I never see it again.
  • If I (after a restore) place the lit lantern in the next room and repeat, the skink runs there and then immediately back. He's disoriented by all of the lights so I can pick it up! 
  • Unfortunately, it wiggles out of hands nearly immediately although I get 1-2 turns to do something else with it. I try putting it in the bag and birdcage, but neither do the trick. 
  • With no other option, I resort to killing the skink in the brief time that I am able to hold it. Killing it is vividly described, down to the way that your hand aches as you choke the life out of its innocent lizard body. For all the implied death in this game, killing this creature-- that would die in minutes anyway-- hurts.
I race back through the door before the bomb explodes and take stock. I have to use the new lantern to pass the wight; much like in Zork, the lantern only lasts a few turns so I need to carefully turn it off and on when I need it. I drop the lizard carcass into the potion and… absolutely nothing happens. Did I need a fresh lizard? I play through the tunnel segment again and again but find no way to capture the lizard and keep it alive. I resort to taking a hint-- my first for this game. The answer is that I was supposed to put the lizard in my pocket! It had no problem escaping from a paper bag, but a pocket? Sure. When I place it inside, the lizard calms down and seems to be happy to be carried. I return to the cottage and drop it in, but the same "nothing" happens and I get no points. What am I getting wrong?


I should have listened to you!

I take a second hint and discover that I missed or misinterpreted one of the magpie's messages: "Killed in the light of a crescent moon." That is obvious in retrospect, but I did not connect it with the lizard in specific and forgot about it entirely until now. Since I have to murder my lizard, where can I find a crescent moon? The tunnel section could have been at night, but since killing it there didn't work I am going to guess not. All of the other time periods have been daylight hours. Thankfully, the answer is obvious since there is one area that I have not "won" yet: space!

I ride my bubble back to the final frontier and verify that the moon is in fact a crescent from my perspective. I murder the lizard with the same heart-wrenching scene, but at least I got points for it. I follow the rest of the puzzle as before to dock with the satellite, ride it back to the white door, and then pop the bubble just before orbital armageddon. (Speaking of which, why would they bother to have nuked orbit? The satellite that I was on seemed like it fired lasers at missiles as an orbital defense system. That part makes sense, but nuking it seems overkill since a laser-satellite would be just as destroyed if you fired a conventional missile at it. I guess when all you have are nuclear-powered hammers, everything looks like a nail.) I drop my freshly killed lizard into the cauldron and it begins to smoke and bubble. I leave quickly and the cottage explodes, leaving nothing but the charred remains of the book and maps plus one intact cauldron. At the bottom of the cauldron is my reward: a single emerald.


It's kryptonite without the aftertaste.

I check my list of open puzzles but I have just about reached the end. All that remains is helping the wight and heading off to Trinity, but alas I think my own pity for the injured wight is my own and not Moriarty's. What's left? Eventually, I notice the color of the two boots on "my" corpse are red and green, the same as the colors of the two jewels that I have been (knowingly or unknowingly) chasing after, a red ruby and a green emerald. I also recall that there are recesses in each boot where you could hide something, but I never found anything that fit. I stick my new emerald in the green boot and it is absorbed instantly. The boot seems to hum with newfound power and tiny wings sprout from the heel. What does that give me? Flight? Speed? I'll have to get the matched set to find out.

Following the same path in my previous post to disguise myself as a corpse to ride the ferry, I slip through the mushroom door to the Trinity site. Before I go, I have a small crisis that I have far too many objects to carry at once and no idea what I will need on the other side. Should I take the axe or the spade? The walkie-talkie? I will have to restore if I bought the wrong kit, but clearly knowing what to bring is part of the "fun". Once at Trinity, I wait for the guards to leave and meet up with the roadrunner at the bottom of the tower. He hands over the ruby and I install it into my other boot. I get the same message about hidden power and little wings but nothing else obviously happens… until I try walking north:

Woosh! Desert streaks past in a dizzy rush of color.

I have super speed! Since last time out, the bomb exploded after only a few turns, I'll likely be able to explore more of the site and maybe, finally, figure out what this game is all about. But all of that will have to wait until next time when I (probably) will wrap up the game and provide a final rating. Note that as I end this session, I have 71 points which is only one more than what I had before. I'm worried that I forgot something since I did more than one point's worth of new stuff but if so it should be obvious soon enough.


Time played: 2 hr 30 min
Total time: 10 hr 10 min

Inventory: bag of crumbs, small coin (20p), red boot (with roby), blue boot (with emerald), bandage, burial shroud, credit card, wristwatch, birdcage with lemming, broken coconut, spade, silver axe (not all carried with me to Trinity, but which I can fetch if needed)

Score: 71 of 100

Thursday, March 19, 2020

Need For Speed Games Part 3: Need For Speed: Porsche 2000 (Aka Porsche Unleashed)

This week on Super Adventures, I've been playing through all the Need for Speed games released during their first decade. Well maybe not all of them, I'm sure there's one I've accidentally skipped, because they just kept making the things! There are more Need for Speed games than there are Bond movies at this point. Well, kind of. It depends on whether you count games like Need for Speed: V-Rally and Over Drivin' Skyline Memorial. Or if you count games like Porsche 2000, Porsche 2000 and Porsche 2000.

Speaking of which, today I'm writing about Need for Speed: Porsche 2000, also known as Porsche Unleashed, or sometimes just Porsche. Once again the US version has the better name, as I don't think a game has any business having '2000' in its title when it actually came out during the year 2000. FIFA 2000 coming out in 1999, that's fine. Death Race 2000 coming out in 1975, that's cool too. But this I don't like.

This is the third part of four. If you want to go back to an earlier part you can find them here and here.

(If I don't mention what system a screenshot came from, it's from the PC version.)

Read on »

A Bit Of This And A Bit Of That And Voila!

The upcoming game cries out for some emigre units. After consulting various books, my choice of homecast bits, and my future plans, I decided to cobble together an imaginary unit which will be able to find a home in various  settings.

The Regiment de Brouiller
The bodies are slightly modified Meisterzinn ones with my original round hat heads, with crest filled out with epoxy putty. The coat has the general look of the Austrian style cut worn by several Emigre units in Flanders but with white turnbacks and a minimum of lace which can serve in other campaigns.


Slowly Getting Back To 'Normal'

A bit of painting, a quick solo game, aced the Beef and Broccoli for supper, Hornblower: The Duchess and the Devil with my closest canine friends.......that's  retirement!



Monday, March 16, 2020

Spyro Reignited Trilogy | Review, Gameplay, News & More...


Spyro Reignited Trilogy Release date, review, gameplay, News, Spyro Reignited Trilogy

Spyro Reignited Trilogy | Review, Gameplay, News & More...

Activision is plunging into its library to restore amazingly, one more platforming great as Spyro: Reignited Trilogy. Cherished by gamers in the 1990s, the first Spyro encounters are set to get an entire makeover with new visuals, mechanics and that's just the beginning. Playing this game just dives you into the 90's when games were crazy for such games where they did not just want graphics, story, blah blah blah to play the game, what they really wanted is just a fun time with their buddies. 


Quick Facts:



  • Initial release date: 13 November 2018
  • Developer: Toys for Bob
  • Engine: Unreal Engine
  • Series: Spyro
  • Platforms: PlayStation 4, Xbox One

Spyro Reignited Trilogy: Release Date

it's a bummer to need to hold up somewhat longer to play the Spyro Reignited Trilogy, Spyro: Reignited Trilogy is coming to PS4 and Xbox One on November 13. Initially planned for a September discharge, the deferral is so the advancement group can put an extra 'love and care' into the experience so that you can relive the beautiful early 90's.


Spyro Reignited Trilogy: Gameplay Preview

Development duties on the remaster have been given to in-house studio Toys For Bob, the studio that shepherded Spyro through the Skylanders establishment from 2011 onwards.



Undoubtedly, the way that Spyro never had the broadened nonappearance that Crash did may mean the wistfulness factor won't be as solid here, basically because we've seen the character all the more as of late. Be that as it may, the opportunity to return to things without purchasing a physical toy will be a charming change from late years, it's probably going to please fans old and new.

The remastering itself is magnificently done – universes hold basically indistinguishable geometry from they did on PS1, however, are more point by point and bright. Voice performer Tom Kenny repeats his job as Spyro all through, including recording new lines for the first game, Players will have the choice of which soundtracks to tune in to, also.






Here's a brief gameplay by PlayStation.

As I have earlier said, This game basically makes you relive the amazing gaming era,  'Stone Hill', from the first Spyro, demonstrates its age the most, with a basic design and scarcely any test, notwithstanding for a child's game. Spyro searches for his dragon elders, head-rams or inhales fire on some uninteresting enemies, and ways out the level. It's charming and windy, however fantastically essential, even with the remaster.




The genuine enjoyment, however, was encountering the Spyro: Year of the Dragon level 'Sunny Villa' out of the blue. Having matured out of being especially keen on the Spyro games when the third installment came around, the remastered rendition was a completely new ordeal.




What's more, there are now save points in the game, with pixies guaranteeing checkpoints are logged consequently as opposed to you saving manually and seek after the best, as previously.



First Impression:

Besides a couple of drawbacks, like Spyro frequently feels dubious to point while completing a head-smash charge, and the tended camera which goes wild whenever you submerged into the water, Spyro Reignited Trilogy is just simply looking magnificent, but still the trio without a doubt require an excess of a lick of paint to cut it in the present market, yet Toys For Bob has beaten itself with the makeover. 


Spyro Reignited Trilogy: Trailers

All the trailers which are currently available look really amazing, and I am sure, many Spyro lovers can't wait to put their hands on this beautiful game. 




Sunday, March 15, 2020

Hiring: Tools Programmer




Title: Tools programmer
Focus: Engine
Type: Full-time, permanent
Last day to apply: 30th of October 2018


Tired of the constraints of Unity, Unreal and other big engines? Want to be in control and get down into the nitty gritty of engine coding? Come join us at Frictional Games, one of the few companies that still makes their own tech, and get all up in our HPL engine!

We are now expanding our tech team and looking for a tools programmer who will help make the HPL engine better, prettier, and more intuitive. Your work on the engine will be crucial to the rest of the team, but it will also be seen by our modding community.

The position is full-time and permanent. Ideally we would help you relocate to Malmö, Sweden to be close to our core team, but this is not a necessity.


What will you work on?

As a tools programmer, you will be working together with a small tech team that is mainly responsible for our HPL engine, but also tech support for the games.

Here are some of the things you will find yourself working on:
  • Creating and maintaining the level editor for our proprietary engine
  • Making intuitive user interfaces
  • Creating small specialised tools
  • Working with low-level systems such as IO, AI, rendering, sound, and physics
  • Working with Xbox and PlayStation versions, as well as possible future platforms
  • Internal support for a team of developers
  • Post-launch support.
We also encourage working outside of your area of expertise, and always learning new things. The more areas of development you are willing and able take part in, the better!

If you want to know more about Frictional work practices, you can check out the introduction posts of Peter and Luis, who will be your closest teammates.


What are we looking for?

You have to be a EU/EEA resident to apply.

The person we're looking for is creative, driven and self-sufficient.

Here are some essential skills we require:
  • Well-versed in C++, C#, Java, or similar
  • Knowledge in AngelScript, Python, Lua, or similar
  • You have created an engine or tools for development for at least one game
  • Strong low-level programming skills
  • Familiar with linear algebra
  • Knowledge in working with Widgets / Custom GUI
  • Fluency in English
  • Skills in team communication and support
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office)
  • A fast and stable internet connection.

These will be considered a plus:
  • Experience in engine development
  • Skills in 3D modelling or texture applications
  • Knowledge in UX design
  • Lover for tech and messing with the low level parts of the engine
  • Excitement for creating fast pipelines and making it easy to create awesome art
  • You live in Sweden.

What do we offer?

We are a small team, which means you will be able to work on a wide variety of things and contribute to our future games in a meaningful way.

We also believe a healthy balance between work and life reflects positively on your work. We offer a variety of perks for our full-time employees, especially who live in or relocate to Sweden. We also don't encourage crunch.

Here's what we offer:
  • Flexible working hours
  • Opportunities to influence your workflow
  • Variety in your work tasks, and ability to influence your workload
  • Participation in our internal game Show & Tell sessions, so you'll have input into all aspects of the game
  • Social security and holidays that are up to the Swedish standards
  • An inclusive and respectful work environment
  • An office in central Malmö you can use as much as you please
  • Fun workmates, game and movie nights, and other outings!

How to apply?

Did the position pique your interest? Are you the person we're looking for? Then we would love you hear from you!

We will be looking at applications until 30th of October 2018.

Please send us your:
  • Cover letter (why you should work with us, what do you bring to the table)
  • CV
  • Portfolio (or links to your works)
Send your application to apply@frictionalgames.com!



Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Thursday, March 5, 2020

[The Hacker News] Critical PPP Daemon Flaw Opens Most Linux Systems To Remote Hackers

Critical PPP Daemon Flaw Opens Most Linux Systems to Remote Hackers

Small Things Come In Good Packages

I was drawn to the Kickstarter campaign for Deadwood 1876 by its terrific artwork and simple, elegant graphic design, so let's talk about that first.

It is a great looking game. It comes packaged (like all of the games in the "dark city" series from Facade Games) in a box designed to look like an old leather bound book with a magnetic lid. All the game components other than the cards are made of wood (no plastic) and beautifully designed, especially the three engraved discs that represent the locations in the game. The artwork on the cards is very well-rendered, in a style that is just cartoony enough to be expressive but without looking silly.

The game's design is also very minimal, which appeals to me as a respite from the current trend towards overproduced Kickstarter games with hundreds of plastic miniatures and overdone, hard to read boards and rulebooks. Finally something simple and (hopefully) easy to play.

Or is it?

The rules and mechanics of the game are simple enough. The game consists of Safe cards, Deadwood cards, and three locations at the center of the table. Each player starts with two face down safe cards in front of them, and there is a stack of three more in the center; Safe cards consist mainly of gold in various denominations, with a few guns and other items sprinkled in.

Players also start with a hand of Deadwood cards that represent items used to perform actions: guns for fighting, horses for movement, and various bits of leatherwork such as hats and holsters for manipulating the cards in various ways. Player pawns are randomly distributed among the three locations (more on this in a moment).

The goal of the game is to be in the location whose occupants collectively have the most gold (depicted on their face down Safe cards) at the end of the game. Once the winning location has been determined, the occupants of that location use their remaining weapon cards to fight it out to see who the final winner is.

Play consists of each player playing one Deadwood card from their hand. A card can be played as a weapon to attack another player, in order to either take one of their safes, or to switch places with another player's pawn or force them to leave your location. Weapons have variable strengths but use dice to determine the outcome of combat, so a lower card isn't necessarily a lost cause. Or, it can be played for another effect such as moving between locations (if there's room, each location is limited to a certain number of player pawns), peeking at face down Safe cards, or drawing extra Deadwood cards from the deck.

After each player has had a turn to play a card, there is a heist round, where players use weapon cards to fight it out for one of the safes in the middle of the table. Then another round of play begins, and so on, until all the safes in the center have been claimed. At that point there is one final round, and then the winning location is determined and the final showdown happens.

It sounds like there's a lot going on, and there is, but there is one critical problem. A key strategy to the game is figuring out who has the high value safes, so you can either steal them or make sure you're at the location with the most gold at the end. It's supposed to be a "game of shifting alliances" where you side with the others in your location to make sure you collectively have the most gold, and then backstab them in the final showdown. The problem is that with only four turns per player before the final showdown, you just don't have enough time for the amount of social deduction or level of strategy that the game calls for.

Because of the amount of bluffing and secret information involved, the game relies on all the players having a roughly equal understanding of the rules and especially the strategy, which makes it very difficult to teach. This is a major problem for a game that, like any "shifting alliances" game, needs a large number of players to be interesting.

On the other hand, I think there is a fun game here somewhere, and the gorgeous design and components make me want to keep trying to make it work.

Rating: 3 (out of 5) Too much social deduction for a board game, or perhaps too much structure for a social deduction game, but the game is beautiful to look at.

Download IGI 2 Covert Strike Highly Compressed For Pc

Download IGI 2 Covert Strike Highly Compressed For Pc

IGI 2 Covert Strike Full Review

Welcome to IGI 2 Covert Strike is one of the best Shooting game especially for shooting lovers that has been developed by Innerloop published by Codemasters.This game was released on March 3,2003.


Screenshot



IGI 2 Covert Strike System Requirements

Following are the minimum system requirements of IGI 2.
  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 1.4GHz
  • RAM: 512 MB
  • Hard Disk Space: 2 GB




Wednesday, March 4, 2020

Bimonthly Progress Report For My Twitch Channel, FuzzyJCats, July 2 To Sept 1

FuzzyJCats Twitch Channel

Now that I accomplished the most important improvement to my stream, not caring about numbers, I was able to focus on my goals listed in my last progress report during this period.  

I was getting better at talking and gaming at the same time, as it didn't quite take as much effort as before. I was able to stream without exercising just as well as before when I really had to exercise to perform.

Interestingly, as streaming seemed to be more and more natural (though not quite effortless which is where I want to end up at), I felt that near the end of the period, I actually fell into complacency, so I didn't really work on self-care issues, improving fluency, removing vocal tics and filler words, and the like.

I could tell that I was starting to become complacent around last week, because I didn't have that passion I have when I want to improve upon things. The good news is that this week, after realizing that I was almost going through the motions (albeit while streaming, I was having fun being with my community), I rediscovered that excitement and drive to work on improving my content.

I found one obvious area to improve is to have more purposeful gaming while chatting. My default strat of just moving the character around as I'm chatting just to provide some change in scenery is certainly better than nothing, i.e. having my character stand in one place. But clearly, we can do better than that!

Admittedly, the strat was a good crutch as I was getting acclimated to the multitasking, but since it's taking less effort to stream thanks to experience, I'd like to actually chat and purposefully move toward the boss, as boss fights are amongst the most exciting content.

The roadblock is that for some reason, I feel compelled to narrate what I'm doing in gaming, so if I'm moving toward a goal, I'd talk about that, as opposed to talking about more interesting subjects that my viewers present.

Therefore, I have to make a concerted effort to only talk about why I'm doing something if there's nothing else to address in chat, and I can't think of any other topics to talk about.

I feel by consciously gaming purposefully the entire stream, my streaming content will improve immensely. But by doing this, I do in fact have to exercise as that's going to take so much more mental energy than just going through the motions (that might explain why I was recently able to stream despite not exercising).

Fortunately, I exercised for the first time yesterday when my asthma was stable, and I have to make sure that I exercise regularly like I used to during the beginning of my streaming.

I also want to improve being more fluent. Due to being so excitable, my mind goes all over the place, leading to my speaking in fits and starts, and often not completing sentences. 

A great example of a streamer who is warm, friendly, constantly talks to chat, addresses and knows all of his viewers, and offers amazing gameplay the entirety of his stream is RichieTwoTeas. Although Richie's a professional streamer, and I'm a hobbyist, it helps to have a lofty goal to strive toward.

I believe that purposeful gaming and fluency are the two major improvements to focus on for my second year of streaming as achievable goals. The third improvement of community building does not appear to have concrete steps to take, but I can work on finding solutions this period. My first stream was on July 25, 2018.

Improving equipment to stream through PC using OBS greatly improves audio-visuals to a noticeable effect, so getting a decent PC and learning how to set up OBS is definitely something I'll be working on down the road.

Although I tend to do better with improving on one aspect rather than multiple, it appears that having good game content and fluency are intertwined, so it won't be "confusing" to work on both at the same time, as they are what you do when streaming.

An easy improvement I made is buying 4 season-specific sub badges through Own3D, which was rather cost-effective, and they often (always?) have 50% discounts. One set of sub badges costs $15 with the steep discounts - you get 3- 6- 9- and 12- month badges. So far, I featured the ice cream and pumpkin sub badges, and the other two will follow upon season change.

Responding to viewers have improved. I obtain logs through Chatty.

Goals Achieved:
  • No longer caring about viewer numbers
  • Incorporated 4 Sub Badges 
  • Using Chatty
Improvement to focus on for next period:
  • Purposeful gaming while chatting  and fluency = must do self-care

Ep 22: Give Me Lead Til I’m Dead Is Live!

Ep 22: Give Me Lead Til I'm Dead

We talk with Chris Lopez and Tom Grove about Bring Out Your Lead Oldhammer event in the UK.

https://soundcloud.com/user-989538417/episode-22-give-me-lead-til-im-dead

The Veteran Wargamer is brought to you by Kings Hobbies and Games
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Other companies we mentioned:
Warhammer 40,000 Rogue Trader Reprint

Longbows to Lasers, my old blog

Give 'em Lead, Tom's blog

Oldhammer forum

Leadpile, Whiskey Priest's blog

Warhammer for adults, Weazil the Wise's blog

Mr Papafakis, Erasmus' blog - home of the Helsreach Ork Walker

Helsreach video on The Veteran Wargamer FB page

Foundry - Supporters of Bring Out Your Lead and all things Oldhammer



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