Horizon: Zero Dawn's first expansion now has a release date. The Frozen Wilds is due out on November 7, the developer Guerrilla Games announced. A story-based DLC expansion was announced not long after Horizon's release, but it wasn't until E3 that we learned it would be winter-themed and take Aloy to the north. It features a new area with new story content, side-quests, and more. The Frozen Wilds will cost $20/£16/AU$30 upon its release, but PlayStation Plus members can currently pick it up on PSN at a discount, dropping its price to $15/£14.39/AU$27. Anyone who pre-orders it receives a special Banuk Aloy avatar for use on PSN. While this will mark the first big DLC release for the game, there have been a number of post-launch updates. That included a substantial one in early July that introduced New Game+ and a higher difficulty setting.
This week's US PSN deals have been revealed, and there's a whole load of games on offer for PS4, PS3, and PS Vita. The discounts are spread across two different promotions, with an additional list of deals for PS Plus subscribers.
Firstly, the Totally Digital sale--which started last week--has been updated with new offers on a wide array of downloadable PS4 games. Some of the best deals available include co-op sidescroller Broforce for less than half off at $6.74, The Escapists at $8 (down from $20), and a double pack of Limbo and Inside for $18 (reduced from $30). Titan Souls is also less than half price at $6.74, while beautiful strategy title The Banner Saga is down from $20 to $12. Take a look at the full list here; you'll get an extra 10-15% off the prices listed here on all of those if you're a PS Plus member. In addition, some as yet unreleased games--such as Patapon Remastered, Last Day of June, and Absolver--are discounted until their respective launches.
Talking of PS Plus, a bunch of offers exclusive to Sony's subscription service are included in a separate part of the Store. For Honor is half off at $30, for example, and Persona 5 is down to $48. The excellent Resident Evil 7 is down to $36, while Tekken 7 is already down to $48. Other big games available in sale include Ghost Recon Wildlands for $36, both Yakuza 0 and The Elder Scrolls Online: Morrowind for $42, and the brilliant first-person adventure game What Remains of Edith Finch for $15. Check out all the PS Plus special offers here.
Finally, EA is having its own sale on the PlayStation Store. This one's smaller, but some great deals can still be found, such as the Star Wars Battlefront season pass for $8, Battlefield 1 for $24, and Titanfall 2 for $20. You can see all the EA action games on offer here.
Over in Europe, Sony is holding a summer sale that includes big discounts on games like Bloodborne, Grand Theft Auto V, and The Last Guardian, among other games.
f you were disappointed by the
less-than-exemplary PC port of the original Dark Souls, you'll be glad
to know that Dark Souls II for the PC fares far better, featuring
graphical settings and resolution options that befit a proper PC game.
Otherwise, Dark Souls II for the PC looks similar to its console counterparts,
and its mouse and keyboard controls are comfortable and intuitive
enough to make the game a good bet for PC players that don't own
gamepads. All told, Dark Souls II is every bit the same superb game that
appeared on console last month, and deserves respect for its diverse
world and nail-biting challenge. - KV, 4/24/2014 15:00 PDT
How much of your humanity are you willing to give up for even the slightest chance of victory?
Dark
Souls II asks this question of you at every turn, encouraging you to
press onward in spite of imminent death. And with each death, you lose a
little of your humanity and become more hollow. Your maximum health
slightly diminishes each time as well, eventually sinking to 50 percent
of its full value, and yet as each sliver of humanity is sliced away,
you heed the call to move onward. Eventually, you overcome the obstacle
that stood between you and victory--that quartet of gargoyles swarming
you on a rooftop, that arachnoid demon plunging poisonous pincers into
your flesh, that disgusting mound of meat that defies description. You
have triumphed! But your gain does not come without sacrifice. You have
sworn, you have gasped, and you have sweated. You have forfeited your
own humanity so you might collect the souls of the damned.
Like Dark Souls and Demon's Souls
before it, Dark Souls II is not just a fantasy role-playing adventure,
but a cloud that hangs heavy over your head whenever you so much as
think about it. These modern classics developed by From Software have
rightfully earned a reputation for being brutally difficult, but their
beauty is derived not solely from difficulty, but also from dread. Dark
Souls II is not a survival horror game in the normal sense, but few
games can make you this afraid to peer around the corner, while
simultaneously curious as to what awaits you there. Death is so very
beautiful in this game, for it comes at the hands of amazing beasts and
warmongers: hulking armored knights, shimmering otherworldly invaders,
and tendrils that rise out of black pools of poison. Sure, each death
punctures your heart, but one of Dark Souls II's many gruesome pleasures
is discovering new ways to die.
The
eerie blackness is front and center as you start up the game and enter
the mysterious abode in front of you. Three old crones await you inside
and ask you to customize your character and choose a class before
venturing into the unknown. Like most of Dark Souls II's characters,
these women offer vague advice and refer to events and concepts without
filling in the details. The anxiety mounts as you weave in and out of
the nearby caverns that fill you in on the basics of movement and
combat. This area may teach you the fundamentals, but it also raises a
number of questions. What are those odd voices you hear when you stand
near the bird's nest that rests on a narrow ledge? What is the
significance of the flame sconces scattered about that you are meant to
set alight? How do you survive encounters with the monstrous ogres on
the beach below that squish you like a measly bug when you draw near?
Welcome
to Drangleic, a world that is not quick to whisper its secrets to you,
in a game that trusts you to find the answers for yourself.
This
introduction is not as soul crushing as the original Dark Souls'
opening, but that's just fine, for Dark Souls II offers you an early
taste of hope, a feeling that was quite rare in its predecessors. That
hope arrives by way of Majula, a gorgeous oasis that's as close to a
home as you will find in the game. My first glimpse of Majula was a
revelation. As I emerged from the nearby shadows, the glowing sun
blinded me, and I stood in awe of the world opening up before me.
Whenever the bleakness of Drangleic at large overwhelmed me, I was glad
to return to this hub for an emotional refresh.
Majula is
more akin to Demon's Souls' Nexus than to Dark Souls' Firelink Shrine.
It is your central hub of operations, and while it's mostly devoid of
life when you first come upon it, it slowly fills out with the vendors
you meet upon your travels, many of whom set up shop there. Your most
important contact there, however, is the cloaked woman who allows you to
level up in exchange for souls, the game's currency. But even Majula is
not immune to mystery. There's an impossibly deep hole in the ground
here, one that spells certain death if you fall into it. (Don't let it
fool you; the boards that crisscross this passage may look high enough
to provide a safe landing, but you will not survive that fall.) What's
down there? Surely something valuable must lurk down there. Or something
horrifying. You eventually make your way down, but Dark Souls II
doesn't tell you when or how that may happen.
Death
is so very beautiful in this game, for it comes at the hands of amazing
beasts and warmongers: hulking armored knights, shimmering otherworldly
invaders, and tendrils that rise out of black pools of poison.
Instead,
Dark Souls II trusts you. As in its predecessors, there are no
waypoints, and there is no quest log. Instead, you simply head out into
Drangleic seeking to light primal bonfires and thus restore some dignity
to this decrepit land. The only way to defeat the defiant creatures
that guard the bonfires, however, is to grow stronger by murdering
enemies and collecting their souls, which you then spend on new levels,
new armor, and other trinkets that strengthen your resolve in battle. If
you've played the earlier Souls games, you should take to the combat
quickly. You feel each swing of your axe, each stab with your spear, and
each fireball you lob. Timing is key: every action leaves you
vulnerable, so you must pay close attention to the rhythm of your
enemies' attacks and strike at the opportune moment. Managing your
stamina is also vital to success. Every attack you launch uses up
stamina, as does successfully blocking an attack. You can't simply flail
about with abandon; this is not that kind of game, and not taking care
during every encounter will get you killed.
Not
that you shouldn't expect death. Dark Souls II is built around your
repeated demise. When that inevitable moment comes, you drop all the
souls you were carrying and must retrieve them if you don't want to lose
them permanently. You get only one chance to get them back, for dying
before you reach them eliminates them from the world forever. Of course,
this mechanic is nothing new: it's the same concept that powered both
Demon's Souls and Dark Souls, after all. But just as Dark Souls
represented a structural change over Demon's Souls, so too does Dark
Souls II over its predecessor.
Some of the differences
are noticeable early on, though their benefits aren't always immediately
clear. I was not sure how I felt about one such change: the limited
enemy respawns. Each time you die or rest at a bonfire, the world is
refreshed and the standard defeated foes respawn. Or at least, that's
how it used to happen. In Dark Souls II, there comes a point when many
local enemies don't respawn anymore, allowing you freedom to progress
with fewer obstacles in your way. It's true that infinite respawns
encouraged grinding, particularly when the enemies you faced dropped
important items. But that repetition also instilled a bizarre connection
between player and game. I can still clearly remember, for instance,
exactly how to progress through Dark Souls' Undead Parish--where each
enemy is, what attacks it will use, and what precarious drop-offs I must
keep a lookout for. When I first encountered the limited respawn
system, I worried that the sequel had lost a vital element that would
keep Dark Souls II from commandeering my waking and sleeping thoughts.
How much of your humanity are you willing to give up for even the slightest chance of victory?
As
it turns out, I shouldn't have worried. The grinding opportunities are
still there, and there are in-game items that force enemies in a given
region to begin respawning again (and make them more powerful, to boot).
Dark Souls II's hook isn't the endless cycle of enemy death and
resurrection, however, but the promise of new and exciting places to
explore, and new and exciting foes to face. And that hook is supported
by any number of subtle changes to the formula. For example, once you
activate a bonfire, you can warp to it from any other bonfire without
having to pass through perilous places over and over again. Again, I
didn't immediately take to this change, but once I discovered just how
vast Drangleic was--it's decidedly bigger than Dark Souls' Lordran--I
embraced the structural tweaks.
These
changes might not have worked had Dark Souls II not made discovery such
a thrill, but with each new area comes a new wondrous vista and a new
challenge to overcome. The early forests and ruins are very Dark Souls,
but the intricate architecture and carefully planned enemy locations
make even familiar-looking environments fresh and unique. The more
progress you make, however, the more unusual the settings become, and
the more you need to consider new methods of approach. Suddenly, undead
freaks are flinging themselves to the ground and exploding, and so you
must hasten your rhythm. You walk through an archway and into the
thickest fog imaginable, where you cannot lock on to the ghostly
shimmers that attack you. Poison rains from the sky, bedeviled urns
curse you when you linger near, and anthropomorphic tortoises stop,
drop, and roll all over your puny body. Dark Souls II wants to kill you,
but the cycle of death and rebirth is worth it if it means finding the
royal ring that lets you open that giant door and discover what new and
wonderful lands lie beyond it.
Those lands are incredibly
striking. Given reports of Dark Souls II's new engine, I was
disappointed by the game's lighting, which was flatter than I had hoped,
thus rendering my torch less vital for providing dynamic light than it
might have otherwise been. But to fixate for too long on this single
visual element sells the fantastic art design short. Make your way past
Harvest Valley's poisonous pools--and the fantastic monstrosities that
fire orbs of darkness at you--and you can only marvel at all of the
windmills that lie before you. Of course, this is Drangleic and not the
Netherlands; those windmills are not quaint landmarks, but harbingers of
disease and death. Then there's Iron Keep, which takes lava levels to a
whole new height of fiery doom. There are very occasional frame rate
issues that intrude on the grim elegance, but nothing on par with Dark
Souls' Blighttown struggles.
Poison
rains from the sky, bedeviled urns curse you when you linger near, and
walking tortoises stop, drop, and roll all over your puny body.
And
so Dark Souls II is hard--but is it harder than the original? No. I
certainly did my share of shouting while playing through Dark Souls II,
pitting my bastard sword against Drangleic's powerful protectors, but
nothing caused me controller-flinging frustration the way Dark Souls'
Ornstein and Smough did. Nor did I ever snarl and growl the way I did
when making my way through the original game's Sen's Fortress, let alone
facing Demon's Souls' red dragon. But don't overestimate any rumors
that Dark Souls II isn't a great challenge. Trudging my way through
shin-deep water while avoiding nearby mages' magical homing missiles was
not easy. I yelled when I slipped into a drop-off while focused on the
mean wizards, and cursed when sea dwellers swiped me from behind while I
blocked oncoming attacks. And then, finally, when I reached the foggy
door that led to a new area, I was able to breathe--at least until I
realized there was a gross boss monster behind that door.
I
must give credit to Dark Souls II for making combat feel as fair as it
does. The Souls games have always given you the tools to succeed, but
while playing the newest entry, I was impressed by how it balanced new
challenges with subtle ways to help you succeed. Sometimes, the path to
success is relatively obvious, like using a lever to dunk baddies in
boiling lava, or luring an armored turtle under a blade and watching the
makeshift guillotine slice the half-shelled villain in two. Other
possibilities are so subtle as to be obtuse, rewarding thorough
investigation with an unexpected boon. Is poison complicating a battle
against an evil queen? Is darkness inhibiting your ability to lock on to
a pouncing behemoth? There might be some help out there, just hidden
from view. Dark Souls II trusts you to find it--or if not, to overcome
without it.
Just
as before, help comes from other players as well as from the game
itself. Every Dark Souls II player is intertwined in a comforting web of
ambiguous communication. As before, you see the spirits of other
players as they journey through their own copies of the grotesque
wilderness. You teach them (or mislead them) by forming messages out of
predetermined phrases and leaving them on the ground for others to spot.
You even teach them with the mere act of dying, leaving a bloodstain
that others might touch to witness your ghost reenact the last precious
seconds of your life. And if you feel truly cooperative, you can offer
your services to other players, who can then summon you in for
assistance with a troublesome boss.
You
can also hinder other players by invading their worlds, just as before,
though certain additions to online play keep battles more dynamic than
ever. The notification that you have been invaded is still a
stomach-churning event, as is the first sight of the red phantom that
represents the other player. But your invader is not necessarily
invulnerable to the undead soldiers that populate Drangleic--not if you
use a particular item designed to make monsters turn on your human
enemies. Luring an invader into a trap--look out for the creature with
the scythe!--is an absolute delight, though you need to make sure you
have your wits about you: the only thing scarier than seeing your evil
intruder is not seeing him.
There's so much more to talk
about with Dark Souls II. There is the fantastic stretch near the end of
the game that fleshes out the story by involving you in grander battles
than you would expect from this series. Then there are the
covenants--fellowships that bond you with other players and give you
more tools to assist or annihilate each other. Joining one covenant
allows other players to come to your aid should you be invaded; joining
another lets you battle against characters from the original Dark Souls.
How some of these covenants may change the very feel of the game is
still unclear at this early stage, but having joined the Bell Keeper
covenant, I look forward to being summoned to other worlds and
preventing others from reaching the tops of their belfries and sounding
out the bell that sways there.
Dark Souls II is loaded
with secrets and surprises, and even though I have finished the game
once, there are so many elements I am still uncovering. I may not have
yet unveiled all there is to know about this beastly game, even after 80
hours of play, but I do know this: I will be adventuring through
Drangleic for many months to come, sure to be haunted nightly by the
disturbing gazes of the faceless titans that tenderize my flesh with
their two-ton hammers.
It's not a good story. Nor is it self-aware,
lacking any trace of that cheeky, almost-a-Jill-sandwich charm of early
survival horror games. It is genuinely, earnestly bad. Castellanos is a
wooden and thoroughly uninteresting protagonist, a gruff cop with a dark
past whose in-game journal actually contains the line, "I have to stay
strong, but it's so easy to drown my thoughts in whiskey." Then there's
the overarching plot, so meandering and slipshod with its constant jumps
in and out Castellanos' tormented visions that this narrative trickery
becomes routine, even numbing in a way. It's a saw whose teeth have been
worn down by overuse.
So the world lacks
context, but it doesn't lack impact. The Evil Within is a horror
experience built on such an outstanding foundation--the chilling use of
light and shadow, the menacing audio flourishes--that merely traversing
its environments is enough to make your heart skip a few beats. Whether
it has you exploring a derelict hospital ward splattered with blood and
overturned wheelchairs, a ravaged urban center where aquatic monsters
patrol its flooded streets, or even that most weathered of survival
horror settings, the creepy mansion, The Evil Within transports you
through a diverse assortment of places with one theme tying them all
together: an absolutely terrifying sense of atmosphere.
There's
more to contend with than eerie sights and sounds, of course. The Evil
Within is full of grotesque creatures who relish every opportunity to
rend you limb from limb. There are the vaguely human monsters that
populate early chapters, wielding hatchets and hurling sticks of
dynamite like super-charged zombies, but as the game wears on you're
pitted against increasingly nasty and challenging foes. But no matter
where you are in the game's lengthy story, death is never far around the
corner. The Evil Within is a brutal experience where the slightest
lapse in concentration can turn you into a pool of viscera on the
ground.
As a result, caution and patience are
your greatest allies in this fight for survival. Every handgun round
feels precious, every healing syringe feels like it could be your last.
But for as stingy as the game is with its resources, it's also rich in
choices. Do you use that one remaining bullet to go for a headshot, or
shoot your foe in the leg before rushing up and burning it with a match?
Do you throw a bottle to lure that creature toward a trip wire booby
trap, or risk dismantling the trap yourself and using those parts to
craft a new crossbow bolt? The whole game is littered with these tense
moment-to-moment decisions, always forcing you to be creative and
resourceful with the way you approach each fight. But when your
craftiness pays off and you manage to scrape through an encounter with
your body intact, the payoff is immense.
That
challenge scales well, too. Part of the enjoyment of slowly searching
through each environment is the allure of finding green gel, which
functions as currency for the game's extensive upgrade system. It's here
that you can choose from options like increasing your sprint time,
carrying more shotgun shells, or even reducing the sway on your handgun
reticule. It's a great system that allows you to feel like you're
adequately prepared for the ferocious monsters waiting for you in the
game's later stages, but on your own terms and with your own strategy in
mind. (Green gel isn't so abundant that you can upgrade everything; you
really need to pick a path and stick with it.)
The
Evil Within does a remarkable job of pushing you to your limit, but
there are moments when it crosses that line and the experience suffers
for it. One of the biggest culprits is the autosave system, a finicky
and unpredictable thing that doesn't seem to behave by any consistent
logic. It generally records your progress after major encounters, but
there are times it saves your game mid-battle for no apparent reason,
and others when it's been so long since you saw that little icon on the
screen that you feel as though you're crawling through the desert in
search of water, cursing the sun for its abject cruelty. You often find
yourself playing through certain stretches again and again for no clear
reason, the game's striking atmosphere becoming a little less impressive
each time through . (Note: there is a manual save system, but it's
generally only accessible at the start of each chapter, meaning the
further you proceed, the more you surrender yourself to the whims of the
autosave gods.)
A
similar issue plagues some of the boss battles. The bosses are suitably
terrifying, twisted monsters capable of making you shiver at the mere
sight of them. And some of them make for great encounters, forcing you
to take the same wits and creativity you've been refining in basic
combat and dial them up to a whole new level. But others require you to
perform these very specific, very obtuse secondary goals hidden
somewhere in the environment. It's these fights that you need to plow
through over and over and over until you figure out the right process, a
chore made even more tedious by the game's glacial load times and habit
of repeating the same boss introduction cinematic.
Other
moments of frustration pop up throughout the campaign--invisible
enemies, a recurring character who appears from nowhere to kill you
instantly--which feel like clumsy missteps in an otherwise satisfying
fight for survival. But it's a fight that anyone with a tough stomach
should take on. Because for as much as The Evil Within does stumble, it
always seems to recover. What it does at its core it does so well that
all those issues floating on the periphery eventually fade away to
reveal a satisfying if slightly blemished return to classic survival
horror.
It’s always refreshing to see new strategies to make money online. However, the majority of the time I’m pretty disappointed with the results.
When I was recommended to buy Google Sniper 2.0, I thought it would be another system that just left me disappointed, but the proof and success stories tipped me to buy it. A quick Google search for testimonials and by watching the sales video it was clear that this system has worked wonders for other people, and it’s actually generated the most online success stories than any other system/course to date. It was a no brainer to give it a shot personally.
At the time in my Internet marketing journey, I was pretty lost as to what road to head down. Google Sniper 2.0 really outlays the basics, from picking a niche, choosing keywords, buying a domain to setting up a wordpress website which will generate passive income online. It’s an extensive guide, but it’s easy to pick up (the walkthrough videos by George help also).
I studied the strategy pretty extensively to start with, and created my first “Sniper” site the next day. I was pretty excited due to the success stories, but still had that common doubt that it would be another blowout. I made my first bit of commission two weeks later after setting up the site completely. It wasn’t a huge amount but it was something, and that was the trigger to skim through the course once more to see if I could improve my site in anyway. The site in question started to generate me a tidy amount of commission, and still generates on average $375 a month (on autopilot).
As I’ve been recommended many times before, “if something works duplicate it...” And that’s what I did. I now have about 10 sniper sites, all generating commission each month. Each site differs in the amount of money I’m making, but I can’t squabble as I’m on the hunt for more...
The best thing about this course is alongside earning a nice income each month from this system on autopilot with no traffic generation, it’s also an extensive guide into niche research, finding products to promote and how to set up your own website. Yes, it may need to be read through a few times, but believe me... It’s worth it.
I bet you would love to learn how to crack the WEP or WPA password from your network.
Follow this simple guide. But you will need to prepare some tools before you can start cracking!
Let the games BEGIN!
Firstly, you will need a software known as BackTrack
BackTrack is a bootable Linux distribution that's full off network testing tools.
Head over to this link to get your own copy of BackTrack http://www.backtrack-linux.org/downloads/
As of this writing, you should select BackTrack 5 R3 from the
Release drop-down, select Gnome, 32- or 64-bit depending on your CPU
(if you don't know which you have, 32 is a safe bet), ISO for image, and
then download the ISO.
I bet most of you would not have a physical DVD drive with your laptops nowadays, so you need not worry. What you need to do is to use a USB drive or any removable drive for that matter and have BackTrack boot from the USB drive.
To do this, you will need an external program to load Backtrack into the USB drive.
Head over to this link to learn how, http://www.backtrack-linux.org/tutorials/usb-live-install/
Note: You need to use Unetbootin to load Backtrack into USB drive. Follow the instructions there.
After that you are all set!
We'll start with WEP cracking! This will be easier and quicker that WPA cracking.
First, you will need to know whether your wireless card in your computer or laptop is capable of packet injection.
To do this you need to boot into Backtrack. Note: you cannot run backtrack in Windows. You need to restart your system and boot from your USB drive that is loaded with backtrack.
After booting into backtrack, type startx in the command line to start up the user interface.
type
iwconfig
then you have to put your wireless card into monitor mode
type
airmon-ng start wlan0
assuming your wireless interface name is wlan0
Then you will have to check whether your modem supports packet injection or not. You can use this command line.
aireplay-ng -9 wlan0
When the system responds injection is OK. means your wireless card works!
After that, you will have to find out what wireless networks are available.
Type airodump-ng mon0 running airodump-ng displays all wireless access points and associated clients in range, as well as MAC addresses, SSIDs, signal levels and other information about them.
Press Ctrl + C to stop the scanning
Then you can pick your victim and start the real cracking process!
Type airodump-ng -c 6 --bssid 00:0F:CC:7D:5A:74 -w data mon0
the above command will capture packets of data from the specificed MAC address. These packets of data will be used to decipher the wifi password of the specified network.
airodump-ng -c 6 --bssid 00:0F:CC:7D:5A:74 -w data mon0
the number 6 is the specific channel for the wifi network 00:0F:CC:7D:5A:74 is the MAC address for the router AP data is the name of the file that the packets of data is captured in.
Notes:
You typically need between 20,000 and 40,000 data packets to successfully recover a WEP key.
WEP
cracking is a simple process, only requiring collection of enough data
to then extract the key and connect to the network. You can crack the WEP key while capturing data. In fact, aircrack-ng will re-attempt cracking the key after every 5000 packets.
To attempt recovering the WEP key, open a new terminal window, type:
aircrack-ng data-01.cap (assuming your capture file is called data...cap, and is located in the same directory)
Then you just need to wait for the system to crack and deliver you with the WEP key!
Presto!
You can refer to the websites below for illustrations.
For WPA cracking you can refer to lifehacker's website, they have a comprehensive guide on how to crack WPA passwords with a brute force attack.
Enjoy!
Just use Tiny umbrella and kick start your iphone out of the recovery loop.
Then use Redsnow to hacktivate your iphone. You must of course you the version according to your baseband. Otherwise it won't work