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Adrian28

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  1. Încearcă să le salvezi în format PNG și vezi după.
  2. @CapitanFROG poți fii mai precis?
  3. I'm trying to drink a dwarf under the table. He's currently ahead, but our competition has drawn spectators and I'm buoyed by the attention. I take a chance and play a card that consumes my remaining actions—in this instance, the ability to quaff a drink—and returns them twofold on the next turn. The dwarf continues to drink at a steady pace. On the next turn I'm rewarded with an abundance of actions, but it's still not enough. I play another card that lets me take two drinks per action. That does it. The battle is won. I am the best at outdrinking a dwarf via abstract card abilities. In The Witcher 3, Gwent is a card game that depicts warring armies. In Thronebreaker, warring armies are depicted by the card game Gwent. The difference is important: where The Witcher 3's Gwent was a fixed minigame with consistent rules, Thronebreaker's card-based combat warps and shifts based on the current situation. Usually, that means war, but sometimes it means a drinking game, a boss fight against a tough monster, or a stealth mission to slip past patrolling guards. If you've come to Thronebreaker to play pure, unadulterated Gwent, look elsewhere—to the free multiplayer version, Gwent: The Witcher Card Game. This singleplayer story is primarily an adventure RPG about a queen, Meve, and her journey to take back her throne. Betrayed and usurped after a Nilfgaardian invasion, she must travel the neighbouring lands, looking for allies, helping solve local disputes and battling Nilgaardian armies and Scoia'tael raiders. One of my favourite things about Thronebreaker is that it offers a new perspective on The Witcher's world. Geralt is a mutant. An outsider. As such, his relationship with the Scoia'tael—the Northern Realms' guerilla band of elves and dwarf resistance fighters—is often fraught but sympathetic. Meve, though, is human, and queen of Lyria and Rivia. There is no chance of reconciliation with the Scoia'tael—they're your enemies, through and through. And while the story still briefly covers their side of the story, your army and allies are unconcerned with their plight, and react accordingly if you show them leniency. As in The Witcher games, you're often asked to make plenty of tough choices on your journey. Local disputes rarely have a clear cut answer, and the people who wrong you often have what—in their minds—is a good reason. Even a wyvern's attack of a village isn't as one-sided as it might seem. You're often under pressure to do the wrong thing for the right reasons, but even doing the right thing rarely leads to a happy outcome, at least in terms of the story you're being told. In terms of systems, though, there are rarely any major consequences for your actions. That's because the card game that drives all of Thronebreaker's encounters is actually pretty easy. Thronebreaker isn't about Gwent as you'd know it from The Witcher 3. The basics are the same—it's still a game in which two sides take turns to play cards, working to utilise each card's special ability to either grow in power or attack your opponent, reducing their power in turn. But around that core concept, major changes have been made. There are only two rows per side, instead of Gwent's three. And where Gwent is always a best-of-three, the majority of Thronebreaker's battles take place over one round. The most important change, though, is that Thronebreaker doesn't view balance in the same way as Gwent, because RPG power progression is at odds with competitive 'fairness'. That can make fights increasingly easy—at least on the medium difficulty setting that I played. As you click-and-drag to move Meve around the map screens, you'll find resources that grant you gold, wood and recruits. You use this resources to train units—new cards for your deck – and upgrade your camp. The best camp upgrades let you build new cards, or replace your key cards with outright better versions. The default version of the Strays Bomber, for instance, sets an enemy row on fire—with a 33% chance to do damage to cards on that row every turn. The upgraded version has a 66% chance of doing damage. It's just better, and you're deadlier for having it. Other upgrades increase your Recruit Cap, letting you place more cards into your deck. Anyone who's played previous versions of Gwent will know that more cards isn't necessarily a good thing—a key concept of multiplayer Gwent is thinning, burning through your deck to ensure you draw the most powerful cards by the final round. Here, though, thinning is never an issue. There are enough powerful card combos that you'll always have plenty of ways to win. I might draw Wagenberg, which gains attack power each time a unit is played on its row, with War Wagon or Rivian Pikeman, which spawn or draw extra cards onto the board. Or I'll draw Lyrian Scythemen and Lyrian Arbalests, both of which have the Loyal trait that procs an action every time I use Meve's leader ability—which is on a reduced cooldown thanks to my Lyrian Banner card. There are even cards that operate outside of your draw, like the Gheso Arbalest, who appears on the battlefield at the start of the first round, thus bypassing the initial draw entirely. As a result of all these options and my many upgrades, I've created a deck with ridiculous damage output, whatever I draw. I've finished most standard battles with an absurd lead, as the AI opponent struggles to play anything that can outpace my various engines of destruction. By far my most ridiculous pairing was of Black Rayla, whose Order ability lets me play any card from the deck, with Xalvier Lemmens, who can recharge Order. With them, I'm able to play three cards of my choosing in one turn, regardless of draw. These are both gold cards, representing specific, named characters who Meve meets and recruits on her travels. These characters all play into the story, too. All have their own beliefs and prejudices that they follow, and thus they'll join or leave based on your actions. Not to spoil the specifics, but the Rayla/Lemmings combo wasn't available to me for long. I do wish a little more had been done to tie the story to your available cards, because it's by far the most interesting consequence of your actions. Missing out on some resources because I chose a specific option rarely feels like a major punishment. But losing a favoured card is a clear reaction to Meve's decisions. The extreme version of this that Thronebreaker never toys with is forcing you to rebuild your deck. Those Lyrian Arbalests have been with me since the beginning of the game, and have remained a powerful enough option that I've never felt the need to remove them and experiment with other possible configurations. The way deck building is implemented does reflect your campaign of alliance and growing power, but it comes at the cost of never really needing to think through your deck's composition. Thronebreaker is a strange and interesting curio. Its maps are a beautiful, painterly depiction of bleak, war torn lands, and its story is a well told tale with a sympathetic, no-nonsense lead. But the mix of exploration, story and battling would all feel too slight if not for the sheer variety of scenarios. Key story fights are often fun and surprising, with special conditions like powerful fighters to target or allies to defend. My favourite battles, though, are the puzzle missions you find out on the map. These ignore your prebuilt deck entirely, giving you specific, often unique cards, and ask you to achieve a particular goal. Clearing out monsters, for instance, usually requires reading the specifics of how they attack, and turning their traits against them. In one fight against elementals, I was asked to balance the health of one that spread fire and halved its health every two turns, with another that consumed and doubled its health every other turn—like an algebra puzzle featuring angry rock monsters. Most centre around a specific Gwent mechanic, like consuming dead units from the graveyard or charging Order to trigger actions. Others are just silly and fun, like drinking a dwarf under a table. The rewards for these optional puzzle missions aren't so great that they're essential to complete, but I did them all anyway—sometimes coming back to them once I'd taken the time to really think about how to make three monsters, who grow in power at different rates, have the same health so I can Scorch them all at once. Thronebreaker's scenario variety is the crucial final element that makes it feel like time well spent, even as I approached the 30-hour mark. It's too light on systems to be a fully fledged RPG, and too unbalanced to be robust and challenging card game. But through a great story, surprising, enjoyable encounters, and a new spin on The Witcher's world, Thronebreaker carves out a niche that's well worth your time. source: pcgamer.com
  4. Watch the gameplay demo here and read on for every detail we have about Cyberpunk 2077's gameplay and story. Cyberpunk 2077 was announced all the way back in 2012, and the past six years of interview snippets paint Cyberpunk 2077 as a behemoth of a game, even bigger that The Witcher 3. Now we've finally seen it, and it looks awesome. During E3 2018, we were among the first to sit down and watch an hour-long Cyberpunk 2077 gameplay demo that showed off a dizzying variety of Cyberpunk's systems, character progression, and combat. The same demo was shown at Gamescom, and recently, it was unveiled for the public. Here's what we learned, plus everything else we know about Cyberpunk 2077. The Cyberpunk 2077 gameplay demo Here it is, the video we've all been waiting for: 48 minutes of Cyberpunk 2077 gameplay, with some VO explaining what's going on. Below, you'll find what we learned from viewing a slightly different version of this demo at E3, as well as other details from interviews and news stories spanning the past several years. The Cyberpunk 2077 E3 trailer What is Cyberpunk 2077’s release date? CD Projekt has mostly stuck with the "when it’s done" line, but we know that it plans to release Cyberpunk 2077 between 2017 and 2021, along with another, still unannounced RPG. Our guess, then, is that Cyberpunk 2077 will release in 2019, and a deleted tweet suggests the same. We also know that Warner Bros will be handling North American distribution. The 2019 guess is also backed up by comments from a March 2017 financial results conference during which CD Projekt developers said that progress on Cyberpunk is "quite advanced." That said, the "when it's done" motto is something CD Projekt is serious about (recall it delaying The Witcher 3). Is Cyberpunk 2077 an FPS? Dare we say that Cyberpunk 2077 is a first-person shooter RPG? We dare. Though cutscenes and driving sometimes switch to third-person, Cyberpunk 2077 involves a lot of first-person shooting. With guns. Lots of guns. It's chaotic and fast-paced, but was less aggressive than, say, Doom. During a firefight in the opening moments of the demo, V, the main character, ducked and peeked around cover to spray a gang of organ scavengers with bullets from her automatic pistol. Like Destiny 2, numbers indicating damage dealt exploded with each landed shot—but enemies didn't feel like bullet sponges. We also love how agile V can be. Though there's supposedly quite a bit of variety in what abilities V has, in this demo she was an agile cyberninja. She could run and slide to cover and also trigger a slow motion bullet-time mode. She also had a quick dash that let her burst in a specific direction. When bullet-time and this dash were combined, she could quickly flank enemies and deliver fatal killshots. We also saw a ton of cool weapons, and yes, there are weapons other than guns, though again, there are a lot of guns. A street-modified Tech Shotgun could penetrate cover and enemies, which was a deadly combo when paired with V's upgraded optic implant that could show her enemies through objects. A Smart Rifle takes all the skill out of shooting by firing bullets that track enemies. You merely aim in their general direction and it'll lock onto multiple targets and fire bullets that automatically track their intended targets. So while of course this is still a CD Projekt open-world RPG, with all the expected trappings like exploration, dialogue, skills, and so on, it's also a shooter, in first person. PARTY MEMBERS? We know that you have at least one teammate who helps you in combat. His name is Jackie and he's a real badass. He's a big, gruff Latino man who can handle his own in a gunfight. During one boss fight, he picked up a car and used it as mobile cover. In another fight, he charged straight through a wall to tackle an especially tough enemy. He appears to be a main character and he accompanied us throughout the entire demo. It's not clear whether or not other party members can be recruited and swapped out. Does Cyberpunk 2077 have character creation? Yep. During the demo we got a quick peak of the character creation screen, which starts with choosing your sex. From there, you can customize hair, tattoos, and clothing. It doesn't look like you can change your character's bone structure, though—no deep menu of facial feature sliders here. You can also change your stats. There are basics like Strength and Intelligence, but also a 'Cool' stat that perhaps maps to charisma or one's ability to handle stress. The full list from what we saw in the demo: Strength, Constitution, Intelligence, Reflexes, Tech, Cool. Notably, there are some important stats from the tabletop Cyberpunk not represented here, like Empathy. More on why that's significant below. We're sure Cool will have some other cute functions aside from charisma, as we speculate here. You can also change your backstory, which will affect how characters regard you and may open up new choices and story moments. You know, the standard RPG stuff these days. However you customize your character, you're still one specific person: V. Not 'Vee.' Just V. You're a mercenary, and that's most of what we know so far. Will there be romantic relationships? Also yep. Like in The Witcher 3, you'll be able to pursue romances as V. Because Cyberpunk includes character creation, these romance options will be more diverse than they were in The Witcher series. "There are a lot more options. You know, you're defining your own character here, which means defining their sexuality any way you want," quest designer Patrick Mills said in an interview with Game Informer. "With Geralt, you had a character whose sexuality was very well defined by the novels and the short stories and the previous games. But in this one, it's up to you to decide. We've got NPCs that are gay, we've got NPCs that are bi, we've got NPCs that are straight, because we want them to feel real and that they have preferences as well." Is Cyberpunk 2077 mature-rated like The Witcher 3? Yeah. Cyberpunk 2077 isn't for kids, and definitely seems to be leaning into its inevitable mature rating. In the first few minutes of the demo, V rescued a woman kidnapped by organ scavengers. She was found naked in a bathtub, and the game didn't flinch away from full nudity. In the demo, we played a female V who, during a cutscene that showed her morning routine, was wearing pretty skimpy clothing. There was also a ton of swearing, as expected, but also what sounded like masturbation jokes and more. Cyberpunk 2077 looks keen to capitalize on the 'punk.' How does dialogue work? In a lot of RPGs, dialogue sections basically put the game on pause while two characters talk stiffly back and forth. It's not the best way to deliver the story, and thankfully Cyberpunk 2077 has massive improvements in this area. While we're not 100 percent certain, all dialogue appears to happen in real-time. You can continue moving and looking around, but when you focus the camera back on the character you're speaking to, dialogue options appear on screen. There were usually three or four options at any time, which does suggest this system won't be as robust as in some other RPGs. We're OK with that, though, because this new system and the first-person perspective make for some incredibly tense exchanges. When V and her sidekick Jackie arrived at a Maelstrom gang hideout with the intention of buying a powerful piece of gear, the deal almost went sour. In the middle of the dialogue sequence, characters including V started drawing weapons and pointing them at one another. Meanwhile, dialogue prompts kept appearing that let you try to steer the situation: Do you try to keep calm or open fire? In this situation, we finally managed to deescalate by showing the thugs that we had the money and weren't looking to screw them over. In an earlier scene, V was apprehended by a group of corporate agents. These extremely deadly characters were looking for information, and mistook V as someone they were looking for. While they pinned her to the ground, they jacked into her cyberware and installed a lie detector app and began an interrogation. If we lied, they would know it immediately and there would be consequences because of that. This new system feels fluid and natural. There's no longer the clear distinction of entering and exiting a conversation with someone. Everything flows together. What kind of abilities can you unlock? Cyberware refers to augments that have all sorts of uses. During the demo, we visited a Ripperdoc who could upgrade and replace our cyberware. We opted for a Kiroshi Optical Implant that let us zoom in on objects and also analyze the environment, seeing enemy levels and getting detailed information about them. We also picked up a Subdermal Grip for our gun hand, which increases the damage we do when firing guns. The implants are wildly cool, but it’s strange that they don’t seem to have downsides in a game world which—at least in its tabletop incarnation—stressed the dangerous sides of cyberware with mental illnesses like cyberpsychosis. It’s a facet of the universe that we know the developers are aware of—the 2013 reveal trailer featured a woman getting arrested by C-SWAT for going off the deep end. On the tabletop, a character’s Empathy and Humanity stats dictated how much cyberware it was safe for them to use, but Empathy seems absent from Cyberpunk 2077. Later on we got access to some wild toys. One piece of cyberware let V ricochet bullets around corners to kill enemies behind cover. This was accompanied by a UI element that showed you the intended path of the bullet, so you could line up shots perfectly. We also got to see V's mantis-like sword arms, which she could use to eviscerate enemies. Other upgrades let V wallrun, use bullet time, double jump, and dash forward in short bursts. There's even robots you can control remotely, like a spiderbot that can climb walls and ceilings. We didn't get to see it in action, but once we acquired the thing it followed us through levels automatically defending itself during combat. At one point, V snuck up on an enemy and put them in a chokehold. From there, she could hack into that person's cyberware and access data about that person, some of which is just for lore. If enemies are connected together by a network, though, a bunch of new options open up. In this instance, V hacked one enemy's gun to make it stop working without him realizing. She killed the person she had put in a chokehold and then attacked the two remaining bad guys. As she finished off one, the other tried shooting only to realize his gun was jammed. His confusion created an opening for V to get in close and finish him off. We were told that some Ripperdocs will also let us suit up with illegal military-grade tech. We can only imagine how cool that stuff will be. Sure can. Cyberpunk 2077 takes place in Night City, a fictional metropolis in Northern California. The city is, by all accounts, massive. It features six districts with no loading screens between them. To help you get around, there are vehicles you can drive in either first or third person. It was hard to get a sense for how realized this part of the game is—we're not sure if there will be all the depth of simulation you see in something like Grand Theft Auto V's driving and traffic. But it did look impressive and smooth. During one scene, V was ambushed by a truck full of organ scavengers from the first shootout. While her partner Jackie grabbed the wheel, V leaned out of the window to fire back. It was a cool moment of on-rails shooting as we flew through Night City at high speeds. CD Projekt RED says there will be many different vehicles, but we have no idea if you can pilot the cool flying cars some characters had. What does Night City look and feel like? Thanks to some awesome crowd technology, the Cyberpunk 2077's Night City feels alive and bustling. It was incredible watching V walk through streets and seeing hundreds of characters walking, playing, talking, and fighting. It's not clear how dynamic this world is, however. We passed by a crime scene in one neighborhood, and I'd like to know whether that crime scene will ever get cleaned up or if it's a static landmark in this area. What we really love is how deep the characters and their motivations appear to be. The world feels absolutely bursting with factions and cultures. During the demo, we were recruited by a 'fixer' named Dex to track down a piece of powerful tech as a way of proving ourselves a worthy freelancer for hire. That simple mission put us in the sights of a corporate agent in full damage control mode trying to reclaim a shipment of stolen military tech. It was a completely optional decision, but we decided to strike a deal with her and help her reclaim the kit and save face in exchange for the one item that Dex needed. We went to the gang hideout and decided to play it cool, offering to buy the gear instead of taking it by force. Things almost went bad, but we managed to convince their leader that we were straight and he gave us the item. As he plugged the currency chip into his computer, only then did he realize it contained a virus made by the Corporate agent—she had betrayed us all and got involved when she said she wouldn't. It's almost overwhelming trying to stay on top of who is who and what they want, but it also means Cyberpunk 2077 feels fleshed out and layered in a way that few RPGs ever achieve, at least based on what we've seen so far. Honestly, our heads are still spinning, and it's hard to say whether the full game will be able to feel as dense and intricate. We never expected that our first look would have so much to cover, which is hopefully a good sign of how much more is still to come for Cyberpunk. What else do we know about the setting? Cyberpunk 2077 takes place in the year 2077—which you probably didn’t need us to tell you—and as mentioned it's set within Night City, a fictional city between San Francisco and LA (as described here, although if it's really in Del Coronado Bay it would be well south of LA) that already exists in the Cyberpunk pen and paper RPG created by Mike Pondsmith. Here’s an except from the Night City sourcebook, describing Night City as it exists in Cyberpunk 2020: "A planned urban community founded in 1994 by the late entrepreneur Richard Alix Night (1954 - 1998). Established at the head of the Del Coronado Bay (dredged to current capacity in 1999), and facing the Pacific Ocean to the west, Night City is a modern city of the twenty-first century. Its wide streets and ultra-modern towers are home to over a million people, with another four-and-a-half million living in the greater Night City areas of Westbrook, North Oak, Heywood, Pacifica, South Night City and Rancho Coronado. An exciting and vibrant place to live, Night City is even more fun to visit; world famous for its slogan "The City on the Edge of Tomorrow," the area hosts almost nine million tourists, conventioneers and corporate travellers every year. A planned community with an advanced rapid transit system, its own Net LDL, and a Corporate Center boasting representatives from over a dozen of the world's most powerful megacorps, Night City is a shining example of Technology Triumphant over the Trouble of the Past." That’s an optimistic description, of course, leaving out the “mucky, nasty” parts of Night City, as Pondsmith puts it in the video above. Punks and corporate stooges of all varieties wander these foggy, once Mob-ruled streets, and by 2023, corporations are openly warring for them. Cyberpunk 2077 will show us what happened to the city in the aftermath of that war. “People have wondered what’s going to happen, there are clues and hints—if we told you more we’d have to kill you, as usual,” said Pondsmith during Cyberpunk 2077’s reveal in 2012, which you can watch below. “One of them is a big hint I left for everybody at the end of the fourth Corporate War, when I dropped a small pocket tactical nuke in the middle of the Arasaka Towers, and that left kind of a really large real estate space that we’re gonna be playing around with.” The event he’s referring to happened in 2024 on the Cyberpunk timeline, which means we step into Night City a little over 50 years after part of the downtown was destroyed and, presumably, rebuilt. Here are some of the other cool things from the Cyberpunk tabletop game we'd love to see, and for more on Cyberpunk 2077 itself, check out these photos of the pamphlet handed out at E3. Will there be multiplayer? As of E3 2018, we've learned that Cyberpunk 2077 won't launch with multiplayer, but might get some form of it after release. We first heard about multiplayer features back in 2013, but CD Projekt RED clearly knew the word could agitate its fans. "It will be a story-based RPG experience with amazing single-player playthroughs," reassured managing director Adam Badowski in a 2013 talk with Eurogamer, "but we're going to add multiplayer features." In 2017, CD Projekt CEO Adam Kiciński said that multiplayer features would ensure Cyberpunk's "long-term success," which caused some concerns given the current kerfuffle over microtransactions, especially with Star Wars Battlefront 2's loot box progression system going over so poorly. CD Projekt responded to the concerns with a tweet meant to reassure fans that they'll still be getting a Witcher 3-style singleplayer epic. "Worry not," it said. "When thinking CP2077, think nothing less than TW3—huge single player, open world, story-driven RPG. No hidden catch, you get what you pay for—no bullshit, just honest gaming like with Wild Hunt. We leave greed to others." But seriously, will there be microtransactions? CD Projekt says no. The E3 2018 trailer contains a little Easter egg which confirms that there will be no microtransactions in Cyberpunk 2077. (Enlarge the image and read the red text, in which CD Projekt responds to the question: "In a single player role-playing game? Are you nuts?") More details There'll be a photo mode. Cyberpunk 2077 quest designer says it's 'inherently political' (it's cyberpunk, so yeah). No loot boxes, obviously. In 2018, CD Projekt acquired a new developer to support Cyberpunk development. Witcher 3 composer Marcin Przybyłowicz is working on the soundtrack. Back in 2013, the idea was floated that they may record all dialogue in each character’s language—Spanish, for instance—and have the player use a translator implant to decipher it. Which sounds pretty cool. ‘Braindances,’ a form of futuristic, drug-like VR, will play a big role. "People live someone else’s life while sleeping in the gutter," lead gameplay designer Marcin Janiszewski told The Verge. And regarding how much focus has shifted from other projects to Cyberpunk 2077, back in September 2016 we learned that more people are working on Cyberpunk than ever worked on The Witcher 3 at the same time. Someone tried to extort money from CD Projekt by holding out of date design documents hostage. If you're interested in the pen and paper RPG, Cyberpunk 2020, you can pick up the roleplaying book for $30. source: pcgamer.com
  5. @Innox Ești o cauză pierdută, din păcate.. Până și în ultima melodie pusă de tine ți-a detectat-o Youtube-ul ca fiind a altcuiva. Mai vorbim când ajungi la vârsta pentru buletin.
  6. @Innox dacă era remix la melodie trebuia să menționezi asta, nu s-o dai drept ca și creație completă proprie, dar oricum, nu e cazul pentru că nu este niciun remix, pur și simplu ai descărcat un video de pe canalul producătorului (https://www.youtube.com/watch?v=tUCkETCOvJo - videoul exact) și l-ai reuploadat la tine pe canal, care degeaba are mai mulți fake subscribers atât timp cât videoclipul are o vechime de 2 zile față de una de 9 luni. Extrem de penibil ceea ce faci și mai jalnic este că tu continui cu minciuna, pretinzi că ai 17 ani însă tipu' de a făcut melodia are chiar 16 ani. Get a life. Oh, și acum am observat că ai spus tâmpenia asta: "flip si remix e ceva diferit" ca "music producer" ar fi trebuit să știi mai bine. @uS Flame nu cred că ajută atât de mult un report către Youtube, însă dacă iei legătura direct cu producătorul original poți rezolva mai multe.
  7. Ai scris greșit "Salut, am 12 ani, copiez melodii de pe net și spun că sunt ale mele "
  8. TOPIC CLOSED Mulțumim de creații.
  9. After countless hours of script-reads and recording sessions, Doug Cockle’s job was at risk. The voice actor, most famous for his performance as The Witcher, Geralt of Rivia, had moved on with his life after the original Witcher game released. It was met with mild acclaim. Eventually, a sequel, The Witcher 2: Assassins of Kings, was greenlit by developer CD Projekt. None the wiser, Cockle received a phone call one day, from an actor friend of his. “Hey, I just auditioned for the role of Geralt of Rivia in The Witcher 2,” he said. “I thought you were Geralt?” So did Cockle. “I was surprised, but that’s the nature of the entertainment industry,” Cockle tells me. “I contacted someone I knew at CD Projekt and said, ‘Look, I’ve heard you were casting for The Witcher 2 and I’d love to audition if you’d like me to’.” That person then got in touch with the game director and told them the American actor was eager to reprise his role. The director had a listen to some of his work on the first game and liked what they heard, and so Cockle returned as Geralt for the sequel – one of only two original actors to return. Cockle slips into Geralt easily these days. At multiple points during our conversation, he lowers his voice to that signature Geralt growl. In the fiction of The Witcher, becoming one of these monster slayers isn’t so simple. To become a witcher, you must first drink an alchemical concoction known as the Trial of the Grasses. Seventy-percent of young witchers who drink this poison do not survive, but those who do are granted superhuman reflexes, cat-like eyes, and other inhuman abilities. It is just one part of a witcher’s gruelling training, all of it designed to strip away a person’s humanity, turning them into a cold-blooded, monster-killing merc. In the first Witcher, the after-effects of this process are still very much visible in Geralt. He’s reserved, always calm, and he sees everything logically. He doesn’t let his feelings get in the way. But as the series progressed and Geralt grew older, his soul began repairing itself. “When we did The Witcher 1, CD Projekt were adamant that he could have absolutely no emotions whatsoever,” Cockle tells me. “I did that as well as I could, but being an actor – that’s what we do, we play with emotions.” “It never sat that well with me. I was thinking, ‘This guy does have emotions, it’s just that his job doesn’t allow him to give into them’. If he does, he dies. He squashes his emotions right down and keeps them in check. It’s probably true that the Trial of the Grasses did a lot of that squashing, but anyone who’s played The Witcher 3 knows the witchers all have emotional lives. Vesemir is full of emotion. Lambert… Lambert’s a prick.” By the time the second game came around, CD Projekt decided to relax the rules a little. To stand out, this next game needed a heart that wasn’t made of stone. It needed to have more personality, and it needed to tell a more personal story with characters players could relate to – even if that character is a sad bridge troll with a drinking problem. The Witcher 2 was where CD Projekt started to really get noticed, but the evolution of the studio’s writing and characterisation was at its most stark in the step up between the second game and The Witcher 3. The move to a proper open world is what made the headlines, but The Witcher 3 stood out because it felt more raw, more human, and more emotionally-charged than any RPG that came before it. “What you can see in the progression from The Witcher 1 right through to The Witcher 3 is a progression in the writing, but also in terms of Geralt and how close to the surface his emotions are,” Cockle says. “I think by the time we get to the end of Blood and Wine, he’s almost a different character. He’s sentimental and he’s expressing his care for the people around him in a way that he didn’t in the earlier games.” Blood and Wine, the final expansion for The Witcher 3, is about as misty-eyed as add-ons get. Geralt is on a contract in the far away land of Toussaint, and it takes this separation for him to truly appreciate the people close to him. He is there on a mission, but he is also on the verge of hanging up his silver blade and sacking it all in for a life in his newly-acquired vineyard. “By the time we get to the end of Blood and Wine, he’s almost a different character. He’s sentimental and he’s expressing his care for the people around him in a way that he didn’t in the earlier games.” “Part of that is because he’s a character who’s growing older and knows more about himself, and maybe now he has the opportunity to feel and experience some of the things he couldn’t when he was younger,” Cockle muses. “I think it’s the writers going, ‘Let’s give him some more humanity’. I would pick up on that in the writing. I would see it and go, ‘Oh yeah!’. Then I’d take it a step further. “There were always times as well where I’d go in for pick ups to re-record lines and the direction would be, ‘Not so much emotion’. So even then I’d sometimes push it too far for CD Projekt’s liking. But that’s what it’s all about – it’s about compromise and finding what’s best.” Cockle himself has been along a similar journey to Geralt. While he was recording Geralt’s lines, he was also teaching acting at the Arts University, Bournemouth. He would often work 60 hour weeks at the school, then he would go to work in the recording studio for the entire weekend as a ronin performer. Last year, it all became too much and he had to make a decision. “I was starting to really feel the weight on my body and soul from the job itself, which was full on, and also still doing professional acting – I was unwilling to give that up entirely,” Cockle says. “I had a conversation with my wife and I decided I needed to do one or the other: just teaching, or just acting. After much deliberation, I decided to leave the teaching behind. I honestly think if I’d stayed with the teaching and given up the acting, I would be a less happy person. If I had to give up the acting altogether, I think some part of my soul would have died.” If Geralt ever did hang up his sword to toil in a vineyard, I couldn’t ever see him stopping helping people altogether. Townsfolk would hear tales of the legendary witcher and bring their troubles to his door. Geralt would sharpen his blade, slip on his chainmail, and whistle to Roach before setting off to help them. It’s not something he would leave behind entirely – he likes gold, but he gets something out of helping people as well. Likewise, Cockle hasn’t given up on education altogether. The veteran actor is currently working his way towards becoming a Trinity College London examiner, working with young talent and assessing them for the educational charity. Cockle likes helping people, too. While Geralt has quite clearly grown through the series, Cockle has changed in tandem with his virtual self. Speaking to him is almost like talking to the witcher – these days Cockle’s voice more naturally slips into the grizzled growl of the white-haired warrior, no doubt due to the years and years of playing the part. As life has gone on, Cockle has experienced more things and improved as an actor, Geralt has learned more about himself and his profession, and the writers at CD Projekt learned to inject more of that growth into their characters. “I like to think that actors, as they get older and do more things, develop a level of depth that they perhaps didn’t have when they were younger,” Cockle says. “It’s a part of growing older and experiencing more things in life. But I think that’s also true with acting – the more you do it, the more you understand how your own process works and how you personally slot into any given role. “I like to think performing as Geralt has helped me learn to process my own ways of doing things better.” If Geralt were real, perhaps he would say the same of Cockle. You can follow Doug Cockle on Twitter. sursă: vg247.com
  10. TOPIC CLOSED Mulțumim de creații.
  11. TOPIC CLOSED Mulțumim pentru cadou.
  12. Mulțumesc tuturor celor care și-au acordat interesul pentru postarea pozelor avute, vechi, noi, toate sunt speciale, cel mai mult contează că avem capturate niște momente plăcute de care putem să ne reamintim în viitor. Câștigătorul șepcii Los Santos este @shocks, felicitări! La mulți ani B-Zone!
  13. @DRUiD ROYAL Când ai goldul necesar te conectezi pe server și ai acolo opțiunea de a-ți debana contul.
  14. Battlefield 5's Firestorm mode is "royale, done the Battlefield way." Back at E3, DICE announced that Battlefield 5 will be getting a battle royale mode with one word: "Royale." And that was pretty much it. The lack of preparation—there wasn't even a logo to show—made news of the mode seem like a last minute inclusion, whether or not it was. In actuality, the mode appears to be coming along with the help of Criterion Games. As of early September, we have slightly more information about Firestorm (which is what they're calling the battle royale mode) thanks to a recent trailer and a post from DICE. Watch the trailer above, and read on for the rest of what we know. When is Battlefield 5's battle royale mode releasing? Firestorm probably won't be included in the Battlefield 5 launch—DICE said at E3 that it will be added post-launch, though that was before the delay. DICE senior producer Lars Gustavsson told ScreenRant at E3 that no date is set for the mode, saying that they're "still painting a picture" and want to "be agile and work with the community." Some good news is that we don't expect the mode to be paid DLC, as EA is doing away with season passes for Battlefield 5 and offering all content updates free. Instead, the plan is to sell cosmetic items, and we imagine that battle royale mode will play into that heavily. Battlefield 5 will release on November 20. How many players does Firestorm support? Firestorm supports 16 teams of four, which comes to 64 players—the usual for large Battlefield matches. There's no mention of whether or not solo play will be possible. What do we know about the map? DICE says that Firestom features "the largest Battlefield map ever," which is "a sandbox, filled with destructible buildings, weaponry, and vehicles." We get a glimpse of it in the trailer, a green valley surrounded by snowy peaks. A ring of fire will act as the 'circle,' forcing players into a smaller and smaller play space as the match goes on. We also learned from DICE's post that the map will feature Conquest-style objectives. Some will be in the same place every time while others will be placed randomly, and they'll offer "varying types of supplies, weapons, and vehicles." What vehicles will be available? DICE's post tells us that Panzer tanks and other vehicles will appear on the map in some way. "Getting hold of a tank can give you a great edge, but you won't be invincible," it reads, "and you need to measure risk versus reward if you challenge other squads to secure the battlefield's most fearsome hardware. Jumping into a transport vehicle will give your squad an edge in speed and power. If you find something with wheels, you can drive it into battle—or plot a quick escape." How will spawning work? We don't know yet, but we suspect we'll be jumping out of a plane PUBG-style. Battlefield 5's Airborne mode already works this way for one team, and it doesn't seem like a coincidence that there's a paratrooper system already in place and a battle royale mode in the works. It's just a guess. What other inspiration has BF5 taken from the genre? Though the battle royale announcement came as a slight surprise, it probably shouldn't have, as there are hints all throughout BF5's design. Aside from the Airborne mode, one other change has battle royale written all over it: squadmates can now revive each other even if they aren't medics, which makes squad play more similar to PUBG and other battle royale games. You also start with less ammo than in previous Battlefields, meaning there's more pressure to find resupply crates and support players—ammo conservation and loot hunting, again, scream battle royale. For more on Battlefield 5, here's where we think it improves over Battlefield 1based on our experience in the closed alpha test. Let us know in the comments where you think the battle royale genre should go next (if anywhere), in Battlefield or otherwise. sursă: pcgamer.com
  15. ! Aș dorii să postați niște poze mai vechi, nu orice poză găsită recent prin calculator ci ceva mai vechi de 2-3 ani.
  16. Salut B-Zone! Uitându-mă prin calculator am descoperit niște poze destul de vechi de pe SAMP și m-am gândit cu ocazia zilelor comunității să deschid acest topic în care să împărtășim fiecare momentele frumoase petrecute de-a lungul anilor. Vă aștept să postați cât mai multe poze vechi de le aveți uitate prin calculator și să ne aducem aminte de momentele plăcute din trecut. Autorul postării cu cea mai mare reputație strânsă prin acumularea like-urilor va câștiga o șapcă Los Santos marca B-Zone. În caz de aveți mai multe poze de postat deodată vă rog să postați un link către un album pentru a se evita supraîncărcarea paginii. Pentru a păstra esența topicului comentariile ce nu conțin poze vor fi șterse. Vă aștept pozele! Ca de început o să vă las eu un album cu niște poze: https://imgur.com/a/rHmnsSX EDIT: Aș dorii să postați niște poze mai vechi, nu orice poză găsită recent prin calculator ci ceva mai vechi de 2-3 ani.
  17. Watch the whole thing, all 48 minutes, right here. The lengthy demo of Cyberpunk 2077 that CD Projekt Red showed at E3 and Gamescom is now public, and you can watch all 48 minutes of it above. The demo shows off Cyberpunk's first-person shooter combat, including destructible environments, roaming around city streets alive with tons of city streets, visiting ripperdocs to update your cyberware, and lots of dialogue. The whole thing is narrated documentary style, offering insight about the world and how the game will play. The demo doesn't exactly depict how Cyberpunk 2077 will look or feel to play yourself—it moves at a slow pace, deliberately taking in the environment and moving the camera slowly to make for easy viewing. But it makes for a very, very thorough introduction to the RPG. Update: "Since many of the assets and mechanics in the current version of Cyberpunk 2077 are most likely to be modified, we initially decided to show this gameplay only to media. Elements like gunplay (both in terms of visuals and how RPG stats influence it), netrunning, car physics, or the game’s UI — everything’s pretty much still in the playtest phase and we felt uneasy about publicly committing to any particular design," game director Adam Badowski said, explaining CD Projekt's initial reluctance to release the gameplay video to the public. "Animation glitches, work-in-progress character facial expressions, early versions of locations—all this made us hesitant to release what you’re about to see." "However, we are also well aware that many of you want to see what the media saw. Although this is probably not the same game you’ll see on your screen when we launch, we still decided to share this 48-minute video with you. This is how Cyberpunk 2077 looks today. Let us know what you think!" source: pcgamer.com
  18. Our Cyberpunk 2077: Everything we know about CD Projekt's next RPG roundup suggests The Witcher 3 dev's latest will be huge. The latter game's sophisticated and intricate quests were some of its most redeeming features, and it seems CDPR's next outing will follow suit. Speaking to Samuel at Gamescom, quest designer Patrick Mills says logic was crucial while crafting The Witcher 3's DLC quests. He says he and his team would often ask themselves if certain in-game actions made sense—both in relation to quests and the game's overarching plot. "You've got a quest giver, you've got a person over here—but you could just go straight to that second person and take the quest from them and do it that way?" says Mills. "[The process] has gotten even more complicated in Cyberpunk—there are more multiple ways to resolve individual quests. Before, there were usually a few ways, a couple of decision points. Now there are whole different ways to play the quest. "I'll say it's a lot of work—they're very, very complicated—but we try to think: if the player says, 'an I do this?' Then, yeah, actually you can, and then you deal with the consequences. That's part of choice versus consequence—don't just have that in the dialogues, but have it in the gameplay as well." At this stage, Mills isn't able to determine how often Cyberpunk 2077's most involving quests pop up, but does liken them to The Witcher 3. "What I would say is I'd expect something to similar to The Witcher 3," he says. "Particularly in terms of playtime and in terms of quest complexity. Specifically, I'd even look more at the expansions than The Witcher 3 base game because that's really where the quest design philosophy that we're using now came from—it was developed later in the expansions." Mills underscores the importance of logic in relation to said design philosophy, before offering a Witcher-related example. For the sake of reference, the following is tied to this (slight spoilers, obviously). "There was a quest, without getting into too many details, where you had to find a guy's paint, the paint had been stolen," says Mills. "When we were developing it, I remember going into the cave where the paint is supposed to be and the paint wasn't there. "I signalled this as a bug and said the paint needs to be there—I need to be able to find the paint before the quest begins. And then you have to rewrite the whole quest around the fact that you can in fact find the paint before the quest begins." As we reported earlier, Mills also told Samuel CD Projekt Red has "just not been ready" to share Cyberpunk 2077's elusive E3 demo footage publicly. There's a new, similarly-structured closed door demo at Gamescom this week, too. Here's hoping the dev lifts the lid on both sometime soon. source: pcgamer.com
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