quinta-feira, 23 de maio de 2019
Resident Evil 2 Remake 2019 Overview Free Download
Resident Evil 2 Remake Free Download
Resident Evil 2 PC Game 2019 Overview
Features of Resident Evil 2
- A spine-chilling reimagining of a horror classic – Based on the original release in 1998, the new game has been completely rebuilt from the ground up for a deeper narrative experience.
- A whole new perspective – New over-the-shoulder camera mode and modernized control scheme creates a more modern take on the survival horror experience and offers players a trip down memory lane with the original gameplay modes from the 1998 release.
- Terrifyingly realistic visuals – Built on Capcom's proprietary RE Engine, Resident Evil 2 delivers breathtakingly photorealistic visuals whilst stunning lighting creates an up-close, intense and atmospheric experience as players roam the corridors of the Raccoon City Police Department (RPD).
- Face the grotesque hordes – Zombies are brought to life with a horrifyingly realistic wet gore effect as they react in real time taking instant visible damage, making every bullet count.
Technical Specifications of This Release
- Game Version : Initial Release
- Language: English
- Uploader / Re packer Group: Repack
System Requirements of Resident Evil 2
- Operating System: Windows 7/8/8.1/10
- CPU: Intel® Core™ i5-4460 or AMD FX™-6300 or better
- RAM: 8GB
- Setup Size: 14.9GB
- Hard Disk Space: 20GB
Resident Evil 2 Free Download
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Interview With Dale Gifford (SaltCon)
SaltCon has become a regular event for many gamers and game developers, not only along the Wasatch Front, or even the Rocky Mountain area. People are traveling to SaltCon from across the United States and from other countries. They are coming because of the work that has been put into SaltCon, making it one of the top 10 tabletop gaming conventions in the country.Dale Gifford (DG): It was in a BGDG (Board Game Designers' Guild) meeting that someone mentioned that the local game day, A Gathering of Strangers (AGoS), was not going to happen. People did not like that idea and so Steve Poelzing said he would run it instead and asked who wanted to help. David Bailey, Phil Kilcrease and myself offered to help. After running the event we decided that we liked the experience and wanted to do it again. The owner of A Gathering of Strangers didn't want to sell so we decided to create our own event and offset from AGoS by about 6 months. The four of us sat in a restaurant late one night and came up with a name, the ion award etc... Thus SaltCON was born.
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| 2015 |
DG: We just wanted to run an event so that people could play games. The AGoS was the only event back then. After a few years we decided that we wanted to be a destination convention that people from all across the country would attend.
DG: Not quitting. It is a huge amount of work and always stressful. In 2014 we could not find a venue and we almost canceled the show. Another event cancelled and a spot opened at the Davis Conference Center and we have been there ever since.
DG: In 2013 we had two of the four owners move out of state and then we only had two of us left to run everything. At that time the owners were Steven Poelzing, Dave Bailey, Sean MacDonald and myself. We had bought out Phil Kilcrease the year before so that he could focus on his 5th Street Games production company. Sean and I were the only two left standing. It was good and bad. We found Dan Naylor wanted to do more that year and so he became more involved, but the other people who had expressed interest all fell through. Other than that we have not had any huge issues. We try different things and some work and some do not, but it doesn't really affect much.
DG: At this point in time there is nothing I am looking to add or want to add. We are out of space. Now I am looking to see if anything isn't working well and if we should cut it.
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| 2018 |
Hex Grid Guide Load Time, Part 2
Last year I reimplemented my hexagon grid guide with the goals of making it easier for me to add content and also making it possible to load faster. I was able to speed up load time significantly by pre-rendering the SVG on the server. This is called "SSR with Rehydration" on Google's rendering tech page.
Last week I experimented with this a bit more. At load time, I was replacing the static SVGs with interactive SVGs. However, there's no need to do this immediately. I changed it to wait until the diagram was visible on screen (using IntersectionObserver). This helps quite a bit! The "time to interactive" score goes from 9.6sec to 4.9sec and the overall page speed score goes from 63 to 89:
I was wondering if I could make it even faster by prerendering only some things on the server ("CSR with Prerendering" on Google's rendering tech page). The page shrinks from 633k to 179k! And the page score goes from 89 to 96. Time to interactive goes from 4.9s to 3.5s:
Great! However, it started to bring back the problems that I had solved last year. This version doesn't allow printing the page, loading it without Javascript, using "Reader modes" (including Pocket, Instapaper, RSS, etc.), or Ctrl+F to find diagram text on the page. The more I used the page, the more little glitches I found. None of these are super important, but they're not going to get better. In contrast, the load time will continue to get better as cpu and network speeds increase, HTTP/2 is adopted, and compression protocols improve (Brotli, HPACK, etc.). Another consideration is accessibility. I've been told that most screen readers support Javascript, but deferring the creation of SVG using IntersectionObserver means the SVG may never get created, so it would have the same problem as printing and Ctrl+F.
I decided to keep the pre-rendered static SVG for now, with deferred interactive SVG. It's simpler for me and I have fewer corner cases to deal with. I'll revisit this in the future when I update my A* pages to load faster.
Re-visiting Self-Improvement As A Middle-Aged Adult (Monday Musings 71)
I feel that so far, her methods make a lot of sense and she delves very deeply into why her methods work, as opposed to past tidying "truisms". I'm 3/4 of the way through the book around the section of how to go about folding clothes. If I ever have the energy to organize using the KonMarie method, I'll certainly blog about it. Like with all structured programs, there are caveats to her book, such as her warning to not wear comfortable sweatpants as loungewear.
What else is refreshing is that the meaning you find will change from situation to situation, moment to moment, and it's your unique and personal journey to find your own meaning. So, there's no tortured formula to follow.
Storium Basics: Multi-Card Moves
I've already gone over the basics of making a Storium move with a single card back in Storium Basics: Challenges and Cards. For a quick refresher, you'll select a challenge, select a card, and then write a move that demonstrates how that card's trait comes into play and affects that challenge, based on the type of card that you've selected, the challenge, the possible challenge outcomes, the card's description, and the current status of the challenge and scene.
When you're making a multi-card move, all of that still applies. There's nothing that different about making a multi-card move than making a single-card move...it's just that now you have more than one trait to play to during the move.
If you've played two Strengths, say...Determination and Quick-Thinking...you write it like you'd normally write a Strength move. You just play up both traits - show how your determination and your ability to think quickly help you move the challenge in a positive direction. Now, bear in mind that you've taken up two challenge points and have moved the challenge positive by two Strengths, as well, so you probably want to make this feel like a stronger impact than for a normal move too - but what matters most is making sure both traits feel like they impact the scene.
If you've played two Weaknesses...say, Hotheaded and Easily Mislead...it's the same thing, just in reverse. Write a Weakness move, but play up both traits, and make it a stronger impact than you would for just one card. You've just pushed the challenge much closer to a conclusion and pushed it much closer to the Weak outcome. Show that.
Where things get fascinating, though, is when you mix card types. Those moves can be some of the most fun in Storium.
What if you have a Strength and a Weakness? Maybe you appear to make things better for a moment, then lose your own gains. Or maybe you slip up and start to make things worse, but manage to turn things around and start clawing the situation back out of the very hole you were digging. Or maybe you make things worse in one way, but set things up to turn around in another. You can write some very, very complex and cool moves by playing multiple cards.
Neutral cards are loads of fun to throw in this way too. Your Subplot in particular can be quite a powerful storytelling device when used with a Strength or Weakness - you can show how your subplot influenced the actions that express the Strength or Weakness, for instance, or show how your Strength or Weakness had effects and ended up impacting not just the situation, but your views of yourself or what your subplot is all about. This can work similarly with Goals.
And Assets? Well, you have a magic sword, sure, and sometimes you might want to highlight that on its own...but it can be very cool to play it with a Strength card and show how your ability to use the sword well or intelligently matters, or a Weakness card and show that despite the magic of the sword, you still get yourself in trouble...or maybe even because of the magic! Are you Overconfident? Maybe you rush ahead because you have a magic sword, and things turn out badly. Are you Inexperienced? Maybe you try to use the sword's powers and make a mistake, hurting your own side's chances.
And it doesn't stop at just two cards. You can play up to three cards per move with the default settings for Storium - and with custom card settings, it might go even further! Just remember to think of the number of cards you're playing, and how far you are pushing the challenge forward, when you play these sorts of moves.
Now...I want to also put in one word of caution. Multi-card moves are an option in Storium, but different games, players, and narrators will have different feelings about them. If your narrator specifies any kind of restrictions on these, or preferences for you to play single-card moves in general, or what-have-you, follow those. The rules of your individual game are as important or more important than the rules of Storium. And even if these moves are allowed (they generally are), it's best to be careful with them - if you're pulling these out all the time, you can shut other players out of playing on challenges at times, and that can be bad for game morale and a collaborative spirit.
I myself like to play these sorts of moves on longer challenges, generally - those I won't just wrap up in one move by playing multiple cards. I will sometimes pull them out in shorter ones specifically to take the challenge, but in those cases I'll generally check first (or be working in a scene where the narrator has made it clear that's exactly what he expects).
If you'd like to know more about multi-card moves, and Storium move philosophy in general, you can take a look at these articles:
- Multi-Card Moves
- House Rules: Single-Card Plays
- Make an Impact!
- Play to Your Cards
- Take Charge!
- Leaving Things Open
- Address the Challenge
- No Card Play is "Wasted"
- Finishing a Challenge: Strong Results
- Finishing a Challenge: Weak Results
- Finishing a Challenge: Uncertain Results (Player Role)
- Writing a Move: Strength and Weakness Cards
- Writing a Move: Neutral Cards
- Reading Ahead: Outcomes as Inspiration
















