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Oceanhorn 2 In Development!




I can't believe it has been five years since we announced the development of the first Oceanhorn game on this blog. Now the time has come for another major announcement.

We are proud and excited to reveal the next installment of the Oceanhorn franchise, Oceanhorn 2: Knights of the Lost Realm. Here's how it looks!

Oceanhorn 2 has been in development for little over a year

The boy has grown up? That's right! But he is a different boy altogether! Oceanhorn 2: Knights of the Lost Realm is set in another time period on the Oceanhorn timeline. The game has a new Hero, a boy who has been trained to become a Knight of Arcadia.

Oceanhorn 2 will be built upon the same elements that were the heart and soul of the first Oceanhorn game: exploring a colorful world, a deep backstory with secrets and twists, amazing music, and most importantly – classic Action RPG gameplay with items, puzzles, battles, and badass bosses!

The Caster is a magical weapon that only Knights carry

The game is played from a third person camera angle that will take players right into the heat of action and allows them to explore even the smallest details of Arcadia. Our battle system consists of sword fighting, utilizing powerful spells and finding creative ways to use various items that Hero discovers on his travels.

One of the key items in the game is the Caster, a gun that shoots magical projectiles! It will have many uses on the player's adventure, from puzzle solving to luring enemies and casting directed spells.

The game will feature a traversable world map

Oceanhorn 2 will also feature a traversable and vast world map that consists of fields, forests, mountains, and water. It works as a hub between levels, dungeons and towns, much like in many of the classic JRPGs.

"For us, Oceanhorn 2 is the fulfillment of a JRPG dream."

Oceanhorn 2 is an opportunity to create something new from the strong background that we established with our previous game. In Oceanhorn 2, we want to emphasize the elements that people loved and create something new and brave on that foundation.

The world of Oceanhorn has grown and so has our team. The core team working on Oceanhorn 2 is now a team of five!

Heikki Repo, Creator and Lead Artist
Jukka Viljamaa, Lead Programmer
Antti Viljamaa, Lead Programmer
Kalle Hämäläinen, Graphics Programmer
Miko Kiuru, Game Artist

Also, Kalle Ylitalo will return to compose soundtrack for Oceanhorn 2 and the famed sound designer and foley artist Tapio Liukkonen will be in charge of the audio experience.

For us, Oceanhorn 2 is the fulfillment of a JRPG dream. It is a dream of running down green fields with the warmth of the sun on your face. It is a dream of learning the secrets of ancient ruins despite the danger. It is also a dream of finding yourself looking at beautiful mountains on the horizon and imagining what's beyond them. It will be an amazing journey ahead of us and we hope that you will join us on that journey!

In the upcoming months, we will have many things to show to you and many secrets to unveil regarding Oceanhorn 2: Knights of the Lost Realm. This is a dream project for us, but even more importantly, we are making this game for you to enjoy and experience. So, please feel free to share your thoughts and ideas on Twitter and Facebook!

And make sure to check out Oceanhorn: Monster of Uncharted Seas on PS4 and Xbox One this fall!

Why Do You Play Games?

In the first post of this year, I want to share some content from the book I'm reading at the moment: Playing smart - on games, intelligence, and artificial intelligence by Julius Togelius. The author discusses many aspects on how games challenge us and what we can expect from games that use artificial intelligence in the near future.



One of the first points discussed by Togelius is about the question I already brought many times in this site: why do we play games? It's not easy to answer (and we have many different views for this subject) but I think it's essential to gather multiple points of view to create a more solid opinion.

Togelius launches the question: why do you play games? And starts his answer with a very interesting argument that most of the time we are playing games for many reasons but all the time – despite the game we are playing – we are doing an exercise of intense planning.

Below, I want to share this excellent content from his book and recommend the reading for all the followers of this site:

Why do you play games? To relax, have a good time, lose yourself a bit? Perhaps as a way of socializing with friends? Almost certainly not as some sort of brain exercise. But let's look at what you are really doing: You plan. In Chess, you are planning for your victory by imagining a sequence of several moves that you will take to reach checkmate, or at least capture one of your opponent's pieces. If you are any good, you are also taking your opponent's countermoves into account and making contingency plans if they do not fall into your elaborately laid traps. In Super Mario Bros., you are planning wheter to take the higher path, which brings more reward but is riskier, or the safer lower path. You are also planning to venture down that pipe that might bring you to a hidden treasure chamber, or to continue past it, depending on how much time you have left and how eager you are to finish the level. You may be planning to eat the power-up that lets you get through that wall so you can lick a switch that releases a bean from which you can grow a beanstalk that lets you climb up to that cloud you want to get to. In Angry Birds you are planning where to throw each bird so as to achieve maximum destruction with the fewest birds. If you crush the ice wall with the blue bird, you can then hit that cavity with the black bomb bird, collapsing the main structure, and finish off that cowardly hiding pig with your red bird. (TOGELIUS, 2019, kindle edition – position 412)

#GoGamers



Reference:

TOGELIUS, Julius. Playing smart - on games, intelligence, and artificial intelligence. London: The MIT Press, 2019.

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Grand Theft Auto V is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released in September 2013 


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Hi Rez Volunteering For Students.



Got this email today:
Here's a great opportunity for folks outside of Hi-Rez to help with Hi-Rez Expo and get free tickets to the full Dreamhack event and more.

College students (18 or older) are typically the best fit since this is a great networking opportunity even beyond the free event access and swag. 


Helping Kriel Company




Since I've been following what has been going on in CID, and given that I own both Khador and Legion, and love both Man-o-War and Blighted Ogrun, I did a lot of dojo over the last few months while I was out of actually playing the game. 

Now that I'm coming back to play Warmachine again and I've settled back on Trolls, there have been a few things I've noticed as a problem before I took my hiatus as well as the things that have changed for themes and list building in the newer themes that PP has designed.  Mostly this is to go over the few problems Trolls face in our themes, most of which is in Kriel Comapny.

Saving Horthol

One thing that other themes have been getting that Trolls lack is that generally their Dragoons count towards the free points.  Laddermore adds to the free points counter for Storm Division, Man-o-War Dragoons add to the counter for Man-o-War, etc. One thing that would be a huge quality of life improvement for Troll lists in both Band of Heroes and Storm of the North would be to change it so that rather than just Trollblood Units counted towards free points it could be "Trollblood Units and Dragoons" or just change it to call out the specific unit types to allow Horthol to count towards the points.

This would really be a quality of life improvement for list building and it would get Horthol back onto the table without severely hamstringing what can be taken in addition to the beasts for these unit heavy armies.

Fixing Kriel Company

Trolls have some very strong themes, but Kriel Company is by far our least represented theme force, and for good reasons: it is extremely restrictive.  The inability to take any of our beasts without a ranged attack, and thus no access to Rage outside of a Mountain King really changes what kinds of things our lists can play into.  This is a very frustrating turn of events since all of our heavies are effectively designed around having access to the Rage animus.  We pay a premium for access to ranged heavies because we can turn them into respectable melee threats.  The theme has little to no armor cracking unless you go down the Gargantuan route.

What is upsetting is that other factions "Ranged Only Themes" aren't similarly restricted: Sons of the Tempest and Winds of Death can still take their Centurions and Gladiators.  Trolls are pigeon holed in that our other themes effectively remove almost all of our ranged options especially ones with "legacy models" that formed the core of a lot of combined arms lists in MK2 and put them all into a single theme (SotN gives us two ranged units and one Battle Engine to make a combined arms list).  

It's also not as if our shooting options are inherently good or oppressive. Most if not all of them are fairly average at best, with short ranges across the board. They require specific caster support to be really effective – that's why our "ranged casters" are extremely powerful and synergistic and would be utterly broken if put into another faction (imagine either Grim or Gunny in Cygnar or Legion).

The 'official solution' for getting armor cracking in Kriel Company is to say that we should just take a Mountain King if we want Rage, but then we start working against what the theme wants to get benefits. Once you take the Mountain King you can't afford to take any other heavies without cutting into theme benefits elsewhere and the list suffers for it.

I believe there is a more elegant fix to Kriel Company's problems rather than just allowing Maulers to be taken or by giving something like the Blitzer Rage as a special animus in theme.  After all, putting Maulers into KC would make yet another theme where we take "Mauler + Other Heavy" and call it a day before moving on to taking the non-beast options that count towards the free points.

One theory is to make all Warbeasts, Battle Engines, and Units count towards the free points, but up the requirement for a "free" item to 30 points instead of 20.  This means KC will still max out at 3 free items, but taking a larger battlegroup or a Gargantuan isn't a huge loss.  I think this is warranted given that the theme doesn't have access to any of the really strong melee unit options that are available in Trolls.

It also gives us another theme that would allow more variety if we wanted more than just "Beast Points + 15" worth of Warbeasts without hamstringing the theme.  It's not as if Trolls have the fury management to make a seriously effective battlegroup based gunline like Legion or Skorne could, but even if we did we could just build that in Power of Dhunia and have access to Rage via a Mauler right now.  

If you wanted to play beasts and have them be powerful in melee you're still playing a "Gargantuan list" where the SR packet still favors multiple heavies vs. gargantuan/colossals.  You're still not taking lots of ranged units with our melee beatstick casters that don't support them because they're just not particularly effective without the support from our ranged focused casters.

Overall, I don't think this change breaks the game, or even makes Trolls particularly oppressive. It would just help get our ranged units and maybe even a War Wagon back onto the table vs. having us be a overly melee focused faction. 

Please PP, help make those units see the table!