Suzy Cube Update: April 13, 2018
domingo, 15 de março de 2020
Postado as 22:34 0 comentários
Generation Zero Game Trailer
quinta-feira, 5 de março de 2020
Postado as 22:56 0 comentários
What Is A Canted Sight In PUBG?
About it :
Canted(meaning tilted) Sight is basically a new attachment that allows a player to quickly switch between the 1x Canted Sight and the other scope or attachments used. It is a secondary attachment. For now, it is only available on PUBG PC but PUBG might bring it on other platforms too.
How to use it :
The Canted Sight is actually the tilting of the gun at an angle. This can be done by pressing ALT+Right Click or one can change this to his own comfortability in the Settings menu.
In which weapons can Canted Sight be used:
Canted Sight can be used in the following weapons :
Precautions :
1. Following points about primary sight should be remembered:
I. If you equip Canted Sight only, your primary attachment will be the Canted Sight.
II. If you equip Canted Sight before any scope, your primary attachment will be the canted sight.
III. If you Canted Sight after any scope, your primary attachment will be the Canted Sight.
2. Attaching the Canted Sight might change the weapon's position and view of angle for the user but there will no changes in the gunplay.
3. It can affect the peeking towards left or right.
Postado as 21:42 0 comentários
Buds, Blooms, And Thorns Review Of Space Explorers By 25Th Century Games
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Vitals:
Title: Space Explorers
Designed by: Yuri Zhuravljov
Publisher: 25th Century Games
Year Published: 2017
MSRP: $30
2-4p | 20-40 min | 10+
Introduction:
Using a combination of resource management, set collection, and engine building, you'll hire specialists to your various departments. These specialists will bring skills and special abilities that will let you complete projects to score points.
Blooms:
Blooms are the game's highlights and features. Elements that are exceptional.
- Outstanding artwork.
- An interesting set collection and engine building mechanic.
Buds are interesting parts of the game I would like to explore more.
- The strategy behind using Specialists for both the resources you need to hire other Specialists and the set collection elements needed to gain the skills you required for points is interesting.
- A large variety of cards and several different projects mean your strategy will have to change and adapt from game to game.
- The closed resource loop where using resources means you give your neighbor those resources is an interesting mechanic I'd like to see in other games, too.
Thorns are a game's shortcomings and any issues I feel are noteworthy.
- Sacrifices elegance for complexity without any benefit for the experience.
- The theme feels pasted on and only very loosely tied to the mechanics.
- Iconography was confusing.
Adding Specialists to your team is the meat of the game and where the most interesting things are happening, mechanically. Each Specialist has a cost in research (resources) needed to recruit to your team. Each Specialist also has one or two skills that determine what department they can be recruited to on your team. If you already have specialists in that department the new one you're hiring will be cheaper to recruit. You need to make up the remaining research by utilizing the skills of Specialists already in your team, by spending research tokens in your supply, or by discarding specialists from your hand (this counts as two of any kind of research). Using research tokens means you pass them from your supply to your neighbor's supply, so spending them helps the next player. These are pretty unique ways to implement resource management and set collection. I don't think I've ever played a game that uses these mechanics and I found them very intriguing. However, some of the people I played with found the iconography confusing. I'm not really sure what could be done to improve the iconography, but I had experienced gamers repeatedly mix up research and skills.
I really love the theme of Space Explorers and the artwork does a wonderful job of instilling a sense of the early space race era. I also like the set collection, resource management, and engine building mechanics in this game. However, the theme feels very tacked on and the mechanics seem overly complex without a corresponding depth to the gameplay. I never felt like I was actually hiring a team of workers or working toward building a space exploration project. Instead I felt like I was manipulating resources and cards with symbols in order to get points. The theme seemed very secondary. While my group was playing we kept comparing the game to Splendor, not because the theme or mechanics were similar, but the gameplay experience seems to scratch the same itch. However, Space Explorers sacrifices the simplicity and elegance of Splendor's design. The result is a game that has some innovative mechanics, but the added complexity doesn't result in a more rewarding experience. I'd like to see the mechanics introduced in Space Explorers in a game with more depth.
Overall, Space Explorers is a game that I enjoyed and wouldn't mind playing again, however it doesn't provide a better experience than similar set collection, resource management, and engine building games like Splendor. New gamers will be able to pick up Splendor much more quickly and experienced gamers won't find additional depth that matches the additional complexity. If you want to play, count me in, but this isn't a game I'd ask to play if there were other options.



Postado as 20:02 0 comentários
Apologies For Lapses In Posts - Resolutions! (Monday Musings 72)
quarta-feira, 4 de março de 2020
The reasons are that I enjoy blogging, and it'll "force" me to think about pertinent topics to write about, which can also help with figuring out streaming topics.
Resolutions can be kept if we troubleshoot and remove foreseeable obstacles that can get in the way of resolutions.
The major obstacle with weekly postings, is not having a set schedule to sit down and write. As I'm not working on Mondays, it makes the most sense, after exercising, chores, and breakfast, to write my post on Mondays.
There's a possibility that I'll be working on Mondays, so the other free day I have is Friday, as the alternative option. I didn't know that Blogspot can automate the exact time to post, so Friday is a perfectly viable alternative.
My other resolution, I've been rather consistent, which is getting up as soon as the alarm clock rings, which I was never able to do since day 1, until recently.
I changed my alarm clock to an earlier time (from 7:00 AM to 6:30 AM) which will give me the time to exercise before work. I noticed my mind shuts down around 8 PM (I'm not a night owl), so why not go to bed earlier and get up earlier in the morning, during the hours where I truly enjoy activities?
Thanks to my Twitch buddy, who inspired me to pop out of bed as soon as the alarm clock rings, I've been more or less successful in doing so. He mentioned that he'd get up at 5:00 AM, exercise and do his chores, and has a couple of hours before he heads off to work to have fun. I was very motivated, because I would like to get everything out of the way as soon as possible, so the rest of the day, after work, I'll have free time until heading to bed!
I was surprised because last week, I actually exercised before work (the first time in decades), and today, despite not streaming, I also exercised!
In other words, I've been streaming in part because it forced me to exercise, but now I have internal motivation to exercise thanks to my Twitch friend! I very much enjoy streaming, but I now have more freedom to chose to stream or not (in the past, the major reason to stream is because it forces me to exercise). If I get burned out from streaming (which can very well happen), I won't feel guilt that I'm not taking care of my health.
In this way, I can truly evaluate Twitch streaming as a hobby I want to keep or not, and if I no longer enjoy it, I can leave streaming behind without feeling remorse.
What are your resolutions, and have you kept them? If you have, I'd love to hear about your troubleshooting.
The How of Happiness Review
Postado as 21:45 0 comentários
OLD EDWARDIAN MIND SPORTS CLUB NAMES ITS COMMITTEE FOR 2020
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Colin Webster, three times world wargames champion, is chairperson of the Old edwardian Mind Sports Club. |
The club has produced a number of Protea team members as well as having produced four world champions.
Thus a club steeped in history and excellence remains at the cutting edge of development of esports in South Africa - and the world!
At OEMSC's recent Annual General Meeting (AGM), the following were elected into office to steer the club forward:
- Colin Webster - Chairperson
- Terence Allwright
- Donald Mullany
- Desmond Schoeman
OEMSC is determined to embark on an exciting programme to add value to all the games which it hosts.
For further information, you may contact the club on wargames@iafrica.com or on WhatsApp on 073 593 9451.
Postado as 19:21 0 comentários
Tobu Tobu Girl, The First 100% Libre Game Boy Game, Is Getting A New Deluxe Edition
segunda-feira, 24 de fevereiro de 2020
I've been holding on for too long to report this one, but now it seems to be the right time. Tobu Tobu Girl is a wonderful thing. Developed by the nice folks at Tangram Games (who previously brought us the equally libre titles Mr. Rescue and Duck Marines), this arcade platformer is very likely the first Game Boy title to be developed in a 100% libre environment, and that goes for both code and assets.
Originally released in 2017, the game was published as a Game Boy rom made available gratis, and it also got a limited physical cartridge release after a successful Kickstarter campaign.
Now, following yet another Kickstarter, the developers are back with a deluxe version, boasting Gameboy Color and Super Gameboy support, and a previously unincluded survival mode. A new batch of physical copies for the deluxe version are also already available for preorder, and the new rom will be once again distributed gratis to the public sometime in July.
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The game's pixel art is simple, yet charming. |
As for the game itself, do not be eluded by its cute appearance: Tobu Tobu Girl is not for the faint of heart! The game requires quick thinking and lightning fast reflexes. Players missing a single landing spot will meet immediate failure and taken back to the beginning of the level.
Quality-wise the game's controls are sharp, responsive and intuitive. The graphics are simple, but crafted with love, and the chiptune soundtrack, created by Potato-tan, is delightfully fitting.
So for now, while waiting for the deluxe release, you can still download and enjoy the regular Game Boy version here. As expected, you need a Game Boy emulator to play it. Don't forget to leave a word of appreciation to the creators for loving and supporting Free Software!
Code license: MIT
Assets License: CC-BY 4.0
This post was retrieved from freegamer.blogspot.com.
Postado as 20:34 0 comentários
Looks Like battleMETAL Will Fill Some Mechwarrior 2 Nostalgia
domingo, 23 de fevereiro de 2020
Just came across this cool video and project which aims to implement a Mecha game and SDK on the Quake1 engine (Darkplaces specifically):
You can find more details on their website and the Github repository.
Art assets are apparently not available yet due to some non-free placeholders, but I hope this will be changed soon. Also no multiplayer, but that might be possible to fix.
Also really cool would be a Occulus Quest VR port via the already available and quite awesome Darkplaces VR port called QuakeQuest.
Leave a comment on our forums.
This post was retrieved from freegamer.blogspot.com.
Postado as 19:14 0 comentários
Going Beyond Video Games
sábado, 22 de fevereiro de 2020
I was recently in Loyola, on a brief pilgrimage to the birthplace of the holy founder of the Society of Jesus, St. Ignatius. While I was there I was able to take in the 'chapel of conversion' where Iñigo famously moved beyond the romantic and chivalrous works of fiction he so loved and found lasting happiness in the lives of the saints and of the saviour himself.
The works of fiction weren't evil, Iñigo wasn't reading trashy novels or pornography magazines, he was reading tales that were essentially about virtue, great human qualities, but ultimately forces solely directed to worldly ends, transient goods that pass and fade with the evening.
The hunger that they instilled in him for adventure, for limit experiences, for romance, these desires weren't bad, but they weren't an end in themselves, they prepared him for something greater, and when he found the thing that was the greatest, the One Who is the greatest, He was able to find the answer to the thirst that God had placed within Him, and which the novels ultimately had helped him appreciate.
So, with this in mind, I turn to computer games and I realise that the best a video game can ever be is a distraction from the mundane of this life which serves to remind me that life is about adventure, only the greatest adventure is the adventure of holiness, of striving for sanctity, of snatching souls from the fire and of desiring to traverse the whole world in order to bring great glory for Almighty God.
Ignatius put down the novels and He started living an adventure greater than anything he had found in them. Switch off the XBox, unplug the Playstation, shut down the Nintendo Switch. We might not be called to the same soaring heights of sanctity as Ignatius of Loyola but we can certainly learn from Him where true heroism lies and how the greatest of human virtues and talents and fantasies that we cultivate must be channeled towards the absolute and fundamental course in life- the Way of the Lord Jesus Christ.
Fr Mark Higgins
Postado as 01:52 0 comentários
Five Excellent Documentaries About Gaming Culture And Gaming Industry
quinta-feira, 20 de fevereiro de 2020
2-) Screenland - A documentary series that immerses viewers in the artists, makers, designers, players and coders who are revolutionizing the new digital worlds through screens all around us.
3-) Atari: Game Over - For the documentary, the filmmakers excavated the landfill site in Alamogordo, New Mexico, where many E.T. game cartridges were buried. The excavation dig took several months of preparation, and was finally carried out on April 26, 2014. Although the digging had only been planned to go as deep as 18 feet, it actually went to 30 feet. Around 1,300 of the approximately 700,000 games buried were unearthed.
4-) King Of Kong A fistful Of Quarters - the documentary follows Steve Wiebe in his attempts to take the high score record for the 1981 arcade game Donkey Kong from the previous holder, Billy Mitchell.
5-) AlphaGo - In October 2015, AlphaGo became the first computer Go program to beat a human professional Go player without handicaps on a full-sized 19×19 board. This documentary shows this awesome battle between human versus machine.
#GoGamers
Postado as 21:48 0 comentários
Valfaris Review (NSW)
Title: Valfaris
Developer: Steel Mantis
Publisher: Merge Games
Genre: platformer, action adventure, hack 'n slash
Number of Players: 1
Release Date: 10 October 2019
Platform: Nintendo Switch
Price: $24.99
Also Available On: PS4, Steam, XB1
Developer Steel Mantis has yet again delivered an unholy marriage of retro-styled video game and heavy metal with their latest offering, Valfaris. A follow-up (but not a sequel) to Slain, this game features a warrior hero slashing and gunning enemies with much ferocity and fury, backed with a pounding heavy metal soundtrack. Whereas Slain is set in a gothic, Casltevania-esque world, Valfaris is science fiction-themed, with the aforementioned here out to rid his home planet of Valfaris of alien creatures.
The game is presented in a retro-inspired 16-bit graphics, but not too pixelated. The art style is reminiscent of the illustrations used on metal albums from the 80s and 90s. Yes, this game is like sci-fi meets hair metal, and it's awesome. Everything is animated rather rigidly to somehow look like a game from the 80s, but the game runs at a sold 60FPS. That kinda doesn't make sense, but you have to see and play the game to get what I mean. And of course, the music is also metal AF. Like in Slain, most of the soundtrack comprise of heavy metal tunes, with all of their double pedal and fast guitar-riffing glory. This makes killing enemies more exciting and tense.
In this game, you play as Therion, long-haired warrior aboard a spaceship on his way to his home planet, Valfaris, after it re-appeared in orbit of a dying star. This planet is now invaded by monstrous alien life forms and his arrival is not welcome at all. Right on the get go, the mission is to kill or be killed. Armed with your trusty pistol, sword, and another heavy gun, your aim is to reach the end of a level, where a big boss fight awaits you. Along the way, altar-like structures that act as save points are situated, but you cannot save your progress if you don't have a green resurrection medal, which is one of the collectibles in this game. If you die, and you will die many times, you will spawn back at the last save point where you saved. They could be far in between and this could be very frustrating as you fight the same enemies and tackle the same traps or platforms over and over again, but each time you do, you learn bit by bit.
Memorization of enemy position and attacks and platform movements is the key to beating them. The enemies telegraph their moves quite clearly, so you need to react accordingly when they are about to strike. But of course, that is easier said than done, as oftentimes, you will be battling against multiple enemies at once, and each one of them attack individually, making it hard to focus on just one enemy while evading the others. Therion can defend by putting up a shield, which consumes stamina when the shield is hit. If done right before a projectile is about to hit Therion, you can shoot it back to the enemy. Aside from this, Therion cannot do dodge rolls or dashes, which makes it a real challenge to defend yourself from incoming damage.
The game is divided into levels and, as mentioned earlier, end up with a boss battle. A mini-boss or two can also be encountered along the way, along with a wide variety of enemies and other challenges. The levels get harder and harder as you progress into the game, as expected, and you and have you to level up in order to survive. You don't earn experience points in the game, but you can acquire new weapons which may or may not be better than your last, especially the guns. You can, however upgrade them to make them hit harder. To upgrade them, you have to use Blood Metal, another collectible found scattered across the planet, usually underneath for a pile of bones. The further you upgrade, the more Blood Metal you need to consume. You can stick the weapons that best suit your play style, because as far as I know, there are no specific scenarios to use specific weapons for.
Overall, Valfaris is looks colorful and sounds heavy, and it's fun to play. Most of the time, that is, as some portions of the game are almost insanely hard to get through and would require complete memorization of enemy placements attacks aside from the tricky platforms, traps, and other challenges. They could be very tedious and frustrating, but can be won over if you spend the time to get good. Yeah, I said it, it's that hard at times, but again, for the most part, the game is amazing and really enjoyable to play. So go headbang your way to victory while slaying waves of enemies all trying to kill you. It's kill or be killed, that's the business, and business is GOOD.
REPLAY VALUE: High
PROS:
- Retro-inspired art style that is reminiscent of the illustrations on metal albums from the 80s and 90s
- Heavy metal soundtrack that makes killing enemies more exciting
- Wide variety of enemies
- The weapons offer a good variety that suit different kinds of play styles
- Very good use of HD rumble
- Runs at a solid 60FPS
- Runs well in handheld mode
CONS:
- No dodge roll or dash skills to evade enemies with
- Some portions of the game have ridiculous enemy and trap placements that are almost impossible to avoid and require pinpoint accuracy to overcome which could be very frustrating to get through; at one point, there an area is enclosed and then get filled with toxic air that is impossible to avoid and will effectively halve your life bar before you can proceed further
- Some enemies and traps are hard to distinguish against the background, especially on the Switch screen in handheld more
- The controls can be floaty at times
Postado as 20:16 0 comentários
The Rocket Raid
Erika and I raced across the Celadon Shopping Plaza, pushing our way through the panicked crowds. A voice on the loud speaker urged people to remain calm and remain indoors, but it felt like they were doing anything but remaining calm. There was no further explanation given for the alarm blazing around us, but Erika and I knew it had to be related to Team Rocket. We burst out of the shopping center into the midday sun.
The streets were just as chaotic. People were dashing every which way, ducking into buildings and out of sight. Team Rocket members had their Pokémon out in the streets and were attempting to herd civilians to some nefarious end, but we couldn't stop to help everyone or we would never make it to Blue's assault in time. There was no sign of local authorities. Erika and I rushed down the busy streets towards her gym, but about halfway there we ran into her gym trainers and the other trainers who were waiting with them. Blue was nowhere to be seen. "Right now, Rocket controls the streets," Erika spoke loudly to the group. "I want my gym trainers to make a sweep of the city. Knock out their Pokémon and subdue any Rocket members you can until police arrive. I don't think they will move against Team Rocket until they absolutely have to, which is what we're going to make sure of today." The trainers from her gym nodded and began to organize into teams to sweep through the city streets. "The rest of you, come with me!" Erika ordered. She abruptly turned and began running east. The rest of us followed on her heels.
Erika led our group toward the Celadon Game Corner as frightened citizens did everything in their power to run away from it. As we turned the corner on to the street where the Game Corner was located, I spotted Blue. In front of him was a massive Charizard pinning two Rocket grunts to the ground, with menacing flames spouting in bursts from its mouth in their general direction.
"Just in time," he said as Erika ran up to him.
"You started without us!" she managed to gasp while trying to catch her breath after our brisk run across town.
Blue chuckled. "An opportunity presented itself." He motioned to the two pinned grunts. "I didn't count on the Game Corner tripping an alarm, though. They must think I'm here to rob them. Whatever. At least it will summon the police whenever they feel like helping out."
"So what's the plan?" I asked. Blue glanced at me as if he had never seen me before.
"These goons told me how to get inside their headquarters. There are four underground floors with a lift going directly to a secret lab as well as their boss's office. I want you three to come with me." He motioned to me, Erika and another female trainer I'd never noticed before. "We will split up, subdue any threats, and find that lift key. Each one of us will take a floor on our own and secure it. Everyone else stay out here with these two clowns." He motioned at his captives. "Stop any Rocket members who try to escape the building. Protect the citizens of the city at all cost, even if it means letting some Rocket go. Make sure innocent people aren't hurt or harassed by our Pokémon or Team Rocket. When the police do arrive, cooperate but also try and stall them from interfering inside until we return. We don't know who we can trust, or who is on Rocket's payroll. I don't want any Rocket goons slipping out of this snare."
Blue withdrew his Charizard and entered the Game Corner. The two goons that were released from Charizard's grasp made an attempt to flee, but they were quickly surrounded by the other trainers and their Pokémon. The two young ladies Blue had instructed followed him inside, and I took up the rear guard. Inside we found more people in full panic mode, but Blue barked at them that we weren't here to harm or rob them and marched to the back of the game hall. Everyone in the Game Corner looked as scared as I felt inside. I glanced around at them nervously, clutching a Poké Ball tightly in my hand. Blue tore a poster down from the back wall revealing a switch. He flipped it and a door slid open revealing a set of stairs that went down into the basement of the Game Corner. I shook my head in disbelief. I couldn't believe I was part of this. My heart was racing as I followed Blue down those stairs into a gangster hideout.
"Fox, you take this floor. Erika, you're in charge of the next one. Green, you'll take the third floor down and I'll take the final floor. If you find a key to the lift, come find me and we'll take down the boss together," Blue said as we reached the first landing. I took a deep breath and nodded to him. He and the girl named Green continued on down the stairs to the next floor. Erika lingered a moment and placed her fingers gently on my hand that was clutching a Poké Ball like my life depended on it. Her reassurance allowed me to relax a little. She gave me a quick nod and a smile and then disappeared down the darkness below.
I cautiously stepped out of the stairwell and into a small hallway. The lights flickered dimly, but I could make out a Rocket member standing in an open doorway to my left. He spotted me almost immediately, but I assume he didn't quite know what to make of a 17-year old kid stepping into his headquarters.
"Are you lost, kid? You can't be here!" he shouted at me. "Go back upstairs to the Game Corner." I responded by tossing out Royal's Poké Ball and watching the Rocket grunt's expression change from irritation to panic as Royal let out a mighty roar. He nearly took up the entire hallway. The grunt rushed into the hallway and nervously tossed out a Drowzee. I knew full well what a threat a well trained Drowzee could be, but if I had learned anything about Team Rocket in my time in Kanto, it was that most of their Pokémon weren't properly trained. Royal chomped down hard on the Drowzee knocking it out in a single bite.
"Surrender," I pleaded. The grunt responded by tossing out a Machop who was swiftly defeated by Royal. "You won't win. We have this place surrounded," I said confidently. Royal edged forward backing the grunt up into the room he had been guarding. I peeked inside and saw what appeared to be a small lounge with another door leading out the back. The grunt ran to the door, but it appeared to be locked. If he had the key, he didn't use it. With Royal watching the door, he was trapped unless someone unlocked that door from the other side.
"Hey! What's going on?" came a shout from the other end of the hall. A Rocket grunt rushed out of the other room into the hallway and stopped short when he saw me and my enormous Gyrados clogging up the end of the hallway. "Wait. I know you. I remember you from Mount Moon." His words struck me like lightning, because I recognized him, too. He was the trainer of the Dread Rocket Raticate that put Nibbles out of commission. Prior to this realization I had felt sick with anxiety, but now I was swelling with rage and excitement.
Rascal was faster and stronger. At every turn, he outmatched his opponent. He got in a quick tail whip to disorient the
Dread Rocket Raticate, then would dart in for a quick attack, dashing back out to avoid a hyper bite. I smiled smugly. Although I had defeated this Rocket grunt at Mount Moon it had come at a great cost. Seeing how far I'd come since then, with my own well-trained Raticate, filled me with a surge of pride in myself as a trainer and in my team. Rascal Jr. ended this contest with a hyper bite of his own that soundly defeated the Dread Rocket Raticate without even taking a single scratch.
The Rocket grunt shook his head and joined his friend behind Royal in the locked lounge. I quickly surveyed the rest of the floor and found it empty. I had done my part. This floor was secure and as a bonus I got to rematch an earlier nemesis of mine. It felt good. Royal and I sat in the locked lounge awaiting Blue's return.
The door at the back of the lounge unlocked with a loud click. The two Rocket grunts jumped to their feet as if they were about to be rescued. Royal edged closer to me from behind, but it was Blue who walked through the door. Behind him I could see the lift and I knew Blue had come up from the bottom floors after finding the lift key.
"We're done here," Blue announced. "I see you have this floor under control. Green and Erika are bringing up the others and we'll hand them over to the authorities. You wouldn't believe what I saw down there," Blue said motioning behind him. "They were running some kind of experiments on Pokémon. Really twisted stuff. The police are going to have a field day. Still, I think we were a bit too late. Their boss wasn't here and a lot of the experiments look like they were moved to another site."
"Wow," I managed to say. "Still. We did it. We took down their headquarters. They'll have a hard time recovering form this." Blue nodded in agreement and together with the grunts we made our way back out of the headquarters.
Emerging in the late afternoon sun, we were greeted by the flashing lights of the police. Many of them looked cross, others flustered, but they were arresting the right people at least. Members of Team Rocket were lined up in handcuffs and being escorted to police cars and vans. The young trainers who had been assembled to take down Team Rocket were all giving detailed statements to the police. Though they might have charged the four of us who actually went inside with trespassing, whatever crimes we may have committed were dismissed in favor of prosecuting Team Rocket. Inside they found stolen equipment, stolen Pokémon and the unethical experiments Blue had mentioned to me.
We were detained by the police long into the night to make sure they had all our statements accurately recorded, then they let us go. Blue and I were the last to be released. Erika and her gym leaders had been among the first due to her social standing in the community. As we left the police station, Blue stopped me and shook my hand.
"I want you to have this," he said handing me a strange headset with his other hand. "I may have picked this up from some of the stolen lab equipment inside."
"You stole evidence?" I asked. "What is it?"
Blue laughed. "Yeah, but we'll give it back to its rightful owners eventually, right? You're going to need this for your research in Lavender Town. It's a Silph Scope - made by the Silph Company. You won't get far in the Pokémon Tower without it. Trust me. I had a bad experience in there before bumping into you outside."
"Thanks, Blue," I said earnestly. He shrugged and walked off. He looked as exhausted as I felt as he disappeared into the dark city streets. This was by far the craziest day I'd spent in Kanto and I'm still honored to be part of the team that took down Team Rocket.
Current Team:
Attacks in Blue are recently learned.
Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)
Old Man Daycare: Charlie (Pidgey)
Postado as 18:50 0 comentários
Download Prince Of Persia Two Thrones
quarta-feira, 19 de fevereiro de 2020
How To Install Prince Of Persia Two Thrones without Errors and Problems
🌹 Please use IDM (Internet Download Manager) to download the files without any error.
💘 Download Winrar :-
💘 Visual C++ Redistributable 2012 :-
If your PC has no net framework then, you can
💘 net framework 4.6
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Postado as 23:38 0 comentários