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The best laptops for college students

Whether you’re working on an essay, doing research for a paper or just need some downtime streaming your favorite show - a good laptop is a sensible investment for every college student. The best laptop for college doesn’t have to push the envelope with the latest graphics card and processor, nor does it have to cost an arm and a leg. Sure, the best laptops come in all shapes and sizes and range in price, but college students don’t need a power-hungry machine to support their needs. The best laptop for college is ideally thin and lightweight, and provides enough battery to last all day without having to be tethered to the wall. No matter what you’re studying, we’ve researched and tested a range of laptops for you to consider as you decide which is the best laptop for college for you.

What to consider in your next laptop for college

It’s important to consider your major and what you need your laptop to do before deciding on the best laptop for college. For example, if you’re a liberal arts major and will mostly be writing or making presentations, you don’t need an expensive system with a discrete graphics card. Alternatively, if you’re a film major who might need to render videos on a regular basis, having a beefy PC can significantly reduce the time it takes to finish a project. You’ll also want to take a look at any guidelines provided by your college or your specific program, as you may need required software or apps that only run on a specific OS.

Some other things to consider are if you want a more portable 13 or 14-inch machine that’s easier to carry around, or if you prefer something with a larger screen. On top of that, if you are doing tasks like photo or video editing, you’ll probably want to go for a system with a high-resolution display (1440p or 4K), so it's easier to see details. As for other specs, ideally you’ll want 16GB of RAM (though you can go down to 8GB on a Chromebook) and at least 512GB or 1TB of storage. Most newer laptops now come with SSD storage, too, which means you can store and transfer data much faster.

Finally, while your budget ultimately will determine how powerful of a laptop you can get, well-equipped ultraportables will generally cost between $1,000 and $1,400, with prices going up from there for systems with discrete GPUs. Budget Windows laptops and Chromebooks can be affordable alternatives though, with many going for just $500 to $700. But again, remember to check your school’s requirements because it’s not worth saving a few bucks only to find out that your notebook can’t run the app you need for all your homework.

See Also:

A word on Microsoft’s new Copilot+ PCs

We have really enjoyed using the new Surface Pro and Surface Laptop 7. They’re fast, quiet and support a huge range of both native Arm apps and traditional x86 software. However, there are a few major productivity apps that still have not been updated to work on the Qualcomm Snapdragon X Elite and X Plus chips used in the recent wave of Copilot+ PCs. Some of the most notable ones are Adobe’s Illustrator and InDesign (which won’t be available until sometime in July), and After Effects and Premier Pro, which aren’t expected to arrive until later in 2024. And given the number of college students who may need a PC to edit videos, draw or create layouts with these apps, that makes it difficult to give them whole-hearted recommendations in this guide right now. However, if you’re sure the apps you need for your course or major are supported, it may be worth giving these new Copilot+ PCs a closer look.

The best laptops for college students

This article originally appeared on Engadget at https://www.engadget.com/best-laptops-for-students-130054631.html?src=rss

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© Will Lipman Photography for Engadget

The best laptops for college students

HP Unleashes Next-Level Gaming Gear at Gamescom

HP just dropped some major gaming gear news at Gamescom 2024, showcasing their latest OMEN and HyperX products. These new toys are all about customization, giving gamers the freedom to tweak their setups and make sure they’re ready for the future with upgradable OMEN components. OMEN 35L: Power Meets Personalization HP knows what gamers want:…

The post HP Unleashes Next-Level Gaming Gear at Gamescom appeared first on Invision Game Community.

Everything we know about Metal Gear Solid Delta: Snake Eater

After years of rumors and false hopes, the Metal Gear Solid 3 remake is finally happening. Konami announced Metal Gear Solid Delta: Snake Eater earlier this year as part of the May 2023 PlayStation Showcase. It’s the first Metal Gear title since 2018’s lackluster Metal Gear Survive, and the first time familiar Hideo Kojima characters have graced our screens since 2015.

Considering his rocky exit from Konami and subsequent new ventures, Kojima’s future with the Metal Gear series seemed over. And while he’s still working over at Kojima Productions, Konami has been hard at work remaking one of his classic stealth-action games.

Metal Gear Solid 3 was first released back in 2004 and garnered critical acclaim. It remains one of the most popular games in the franchise, with many players voting it as their favorite. Now, players will get the chance to explore the origins of Big Boss and the Metal Gear Solid franchise once again, with updated graphics and gameplay.

Metal Gear Solid Delta doesn’t have a release date yet, although we anticipate this Snake Eater remake might come out in 2024. Until we know for sure, here’s everything we know about this title.

The dead are not silent

Metal Gear Solid 3
The original Metal Gear Solid 3 came out in 2004.

It helps to understand the backstory of the Metal Gear Solid 3 remake, as it’s been a rumored project for a few years now. Although Konami mostly exited the video game business a few years back, talks of a separate division or company remaking classic Metal Gear entries was still buzzing. Konami wasn’t one to confirm rumors, and Hideo Kojima was too busy working on Death Stranding and Kojima Productions to worry one way or the other.

Still, the rumors persisted, and gained heightened attention in the lead up to the PlayStation Showcase in May. Many industry insiders proclaimed that Konami would reveal the MGS3 remake at the event. Many fans were understandably apprehensive, but the showcase proved that their fears were unfounded.

Konami revealed the remake, titled Metal Gear Solid Delta: Snake Eater, at the event alongside the Metal Gear Solid Master Collection. The latter is a series of compilations that bring classic Metal Gear games to current-generation consoles; the first volume will include all mainline Metal Gear games up to Snake Eater, with some additional games as well.

With that and Metal Gear Solid Delta, it seems that MGS3 fans will have plenty to look forward to. As old and new players alike experience the original game through the Master Collection, we also have a revamped version on the horizon. With that, it’s time to start the mission proper.

We’re off on a mission of virtue

Metal Gear Solid 3 Characters
A boss and her snake.

Konami and the team have confirmed that Metal Gear Solid Delta is as close to a 1:1 remake of Snake Eater as possible. Although it’s built on a new engine with recreated graphics and sound, the actual storyline and progression is the same. The team is even reusing the original voice clips, preserving the original script as much as possible.

As such, we can provide a basic rundown of the story as it relates to the original. (There won’t be any spoilers in this section, so fret not!)

Metal Gear Solid Delta: Snake Eater is the story of Naked Snake, an agent in the FOX unit. He’s sent deep into the jungles of Russia in 1964 to retrieve a defector from the Soviet Union. However, his commanding officer on the mission, a woman known as The Boss, interrupts his mission by defecting to the Soviets. She wounds Naked Snake, leaving him for dead and coordinating a strike on Russian civilians to frame the United States.

With the mission exposed and Russia threatening to retaliate if the situation isn’t under control, Naked Snake is forced back into the jungle after he recovers. He needs to stop The Boss and her Cobra Unit and shut down the new Soviet weapon, a mysterious combat vehicle nicknamed the Shagohod.

Head back into the jungle in Metal Gear Solid Delta: Snake Eater

Metal Gear Solid Delta Snake Eater Jungle
The Russian wildlands of Tselinoyarsk have been lovingly recreated.

Up to this point, the Metal Gear series was primarily focused on interior locations and buildings. You’d sneak around long hallways and open rooms while trying to find cover amidst the manmade terrain.

Metal Gear Solid 3 switched things up by trading the concrete jungle for a real one. There were far more natural settings in that game, dropping you off in the fictional Russian jungle of Tselinoyarsk. It created more unique opportunities for stealth; in particular, camouflaging your gear and face to match your surroundings. You could also the naturally unpredictable terrain and elements to your advantage.

That’s true of Metal Gear Solid Delta as well, as its version of Snake Eater doesn’t change the location up. From the reveal trailer, the swampy marshes where Snake is initially dropped in have been rendered gorgeously. Considering the story is the same, it’s unlikely that there will be any new areas to visit.

Until we get a gameplay trailer for sure, we won’t know if Delta will retain either the original version’s fixed camera system or include the updated camera system from later versions of Snake Eater. It’s also entirely possible that the camera has been reworked entirely. It might take the more modern system found in Metal Gear Solid V. We’ll just have to wait and see.

What a thrill

Metal Gear Solid 3 Snake Eater Bridge
Cross that bridge when you get to it.

As a remake that’s meant to honor the original to the letter, we can assume a few things about the gameplay even without a trailer. The core fundamentals of tactical stealth action should all be implemented into Metal Gear Solid Delta: Snake Eater, but newcomers will hopefully have little struggle adjusting.

MGS3 gave you ample opportunity to surprise your opponents with both artificial and natural traps. Or you can sneak around them and avoid fights altogether (except for mandatory boss fights). When the heat does come down on you, of course, you’ll have plenty of weapons at your disposal. That is, once you find them first.

The tactical side of Metal Gear comes from the limited resources you’ve got in the field. You’ll need to find weapons and ammo as well as survival resources like food and water. One of the most unique parts of MGS3 was patching up your own wounds in the middle of combat. It remains to be seen if this system carries over in the same way in Delta. Given its apparent faithfulness to the source material, we can expect it to remain.

When is Metal Gear Solid Delta: Snake Eater coming out?

Naked Snake
Naked Snake’s anxiously awaiting the release of Metal Gear Solid Delta.

So far, Konami has not yet confirmed a release date for Metal Gear Solid Delta: Snake Eater. However, the original game hit store shelves in late 2024. It’s reasonable to expect that Konami might try to tie in with the game’s 20th anniversary and release it in Nov. 2024. However, this is pure speculation. Until we get more information from Konami, take this with a grain of salt.

Metal Gear Solid Delta: Snake Eater is developed by Konami Digital Entertainment with the help of Virtuos and published by Konami. It will be available for the PlayStation 5, Xbox Series X/S, and PC.

What are your thoughts on this Metal Gear Solid 3 remake? Let us know!

The post Everything we know about Metal Gear Solid Delta: Snake Eater appeared first on Mega Visions.

Top 15 Cheap Gaming Microphone

Gaming Microphone

Successful gaming demands excellent verbal and written communication skills for both team strategy and general chit-chat. It’s crucial to have a high-quality microphone for game chat. A high-quality microphone need not break the bank. Fifteen of the best cheap gaming microphone yet high-quality for gaming. These low-cost substitutes are equipped with ...

The post Top 15 Cheap Gaming Microphone appeared first on Marks Angry Review.

Giving Away The Plot?: Watching Our Words

Stop me if you have heard this one before… you see a trailer or watch a publicity appearance for an upcoming movie that you are excited about, and in the course of about sixty seconds the entire plot of the movie and half of the cool surprises the movie contained are completely spoiled for you. “Teaser” trailers have become less of a taste of what a film has in store for us and more of a full meal, giving away their secrets like a classic movie villain who falls prey to their need to explain their entire evil plot to the one person in a position to stop them. We leave the experience feeling like we have a pretty good idea of who will win, who will lose, who will show up, and even what the “second act plot twist” will be. While I am no stranger to the importance of advertising and marketing products to support the largest possible audience for a movie, television show, video game, book, or any other form of consumable entertainment, I think we can all safely say that much of the mystery that exists in these media formats has moved from simply attracting fans with a slice of what they have in store for us to giving away the entire story.

But before I am too hasty in judging these companies, marketers, and publicists for doing their job, I have to reconcile another reality that I have found present in my own life more than I care to admit… I too have fallen pray to some “monologues” myself that have exposed some of the things to the wrong audience that should have been kept between me and the Lord. And if I give you a few examples, maybe you will find some of these in common as well. Have you ever caught yourself saying the words, “You know what I’m afraid of” to someone? Or perhaps share some personal information followed by sharing the knowledge that “if this happened, it would completely destroy me?” or “the only thing that will stop me from doing this is…”? While we might think we are simply having a conversation with a friend or a loved one about a personal concern or struggle we are dealing with, there is a sinister presence eavesdropping on these weaknesses we are exposing… and we just gave them the key to defeating us.

The tendency to give our enemy the most direct path to taking us out is certainly nothing new… over the years many of us have taken a turn at becoming the architects of our own demise, giving away our deepest fears and sharing our weaknesses with perhaps positive intentions but disastrous results. In my own life, I have made the mistake of giving my enemy the exact information that would destroy a relationship or pull me away from serving the Lord many times by speaking those words to a friend or trusted confidante… only to be faced with that exact combination of scenarios and attacks at a later time. And as I find myself reeling from what has occurred, I find myself feeling much like Job did when after he experienced an enemy attack like no other and he said, “The thing I greatly feared has come upon me, and what I dreaded has happened to me”. In a moment of “sharing”, I exposed my deepest fears and vulnerabilities to more than simply my target audience… I gave my enemy the most direct path to shattering my world without even making them work for it.

Job 3:25 For the thing I greatly feared has come upon me, and what I dreaded has happened to me.

One of the saddest stories in all of Scripture is the fall of Samson, a man of exceptional physical power but very limited spiritual restraint. The climax of his story comes as we find him in the hands of Delilah… someone he had placed his trust in who was working for the other side. After years of waging war with the Philistines and being used by God to deliver his people, in a moment of weakness and frustration Samson exposed his only weakness to her… and within hours he found that his confidence had been misplaced. His head was shaved, his power removed, and the man who had withstood hundreds of soldiers single-handedly in combat was now over-powered in a living room… all because he gave away the plot to his story to an audience that couldn’t be trusted with it.

Judges 16:15-20 Then she said to him, “How can you say, ‘I love you,’ when your heart is not with me? You have mocked me these three times, and have not told me where your great strength lies.” And it came to pass, when she pestered him daily with her words and pressed him, so that his soul was vexed to death, that he told her all his heart, and said to her, “No razor has ever come upon my head, for I have been a Nazirite to God from my mother’s womb. If I am shaven, then my strength will leave me, and I shall become weak, and be like any other man.” When Delilah saw that he had told her all his heart, she sent and called for the lords of the Philistines, saying, “Come up once more, for he has told me all his heart.” So the lords of the Philistines came up to her and brought the money in their hand. Then she lulled him to sleep on her knees, and called for a man and had him shave off the seven locks of his head. Then she began to torment him, and his strength left him. And she said, “The Philistines are upon you, Samson!” So he awoke from his sleep, and said, “I will go out as before, at other times, and shake myself free!” But he did not know that the Lord had departed from him.

The Scriptures are clear that we have an active enemy in life (1 Peter 5:8) who seeks nothing more than to steal, kill and destroy (John 10:10), but while the enemy of our soul is incredibly intelligent, they can’t read our minds. Our deepest concerns and fears are things that should be brought to the Lord in prayerful surrender so He can guide us through them (2 Corinthians 10:4-5), and when we open that door through casual conversation with others we are handing that key off to the very presence that has been trying to figure out the best way to break in, destroy us, and shipwreck our faith from day one.

1 Peter 5:8 Be sober, be vigilant; because your adversary the devil walks about like a roaring lion, seeking whom he may devour.

Proverbs 10:19 In the multitude of words sin is not lacking, but he who restrains his lips is wise.

Proverbs 21:23 Whoever guards his mouth and tongue keeps his soul from troubles.

I wish I could take back the things I have said and shared that exposed my deepest fears and created the opportunity for them to be used against me, but unfortunately that isn’t possible. But in the stories of both Job and Samson we find that even after the enemy’s most brutal attacks, the faithfulness of the Lord was present to provide both restoration of their mission in the case of Samson (Judges 16:28-30) as well as what was lost in the case of Job (Job 42:12-13). And if we will yield our fears, concerns, and broken places to the Lord He will be faithful to not only restore them, but to rebuke the enemy and run them out of the space that we inadvertently gave them access to in the first place. Our words are more powerful than we realize, and they can and WILL be used against us by the enemy who is bent on destroying us. Let’s not make his job any easier by giving him the combination to the safe… let’s guard our words and give every concerning or fearful thought to the Lord in prayer… He is the only one who can help us overcome them.

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Gamer’s Thoughts: How I write my game articles?

Od: NekoJonez

Every writer has their own creation process. These processes are rarely to never set in stone. People change, and their habits and routines can change as well. Now for a few weeks now, I have been thinking… What is my process? How do I decide on which game to write, and how do my actual thoughts get into an article? So, I think it would be fun to explore some of those things in this article. While I have written a similar article back in 2018, I also think it would be fun to just start this article as if I have never written that article. So, here we go, from choosing the game to clicking on the button “publish”… How do I do it?

Choosing the subject

When I look at the taglines I have chosen for my blog in the past, most of them have one thing in common. They represent in a way what this blog actually is. This blog is a public diary of a Belgian game collector who shares his opinions on the games he plays. Sometimes I play with the idea to create series, where I look at each game from a series or look at several games I have played in the past.

While that could be fun, I don’t like forcing myself to play a certain game because I have to write an article about it. That’s because I might not enjoy the game since I need to rush my play through, so I can have an article out. On top of that, it might reflect in my article as well. I like to take my time when writing about a certain game. Writing about a game right away without giving it time to let things settle is such a risky idea. Since, you never know if you are overreacting on something or not.

Now, when I’m playing games, I have a rule. I never go into playing a game thinking how to turn it into an article. The only exception I make to that rule is when a developer requests me to write an article about their game. While playing the game, I let myself enjoy the game. Now, there comes a moment while playing the game, where I think… “Should I write an article about this game or not?”.

In the past, I used to have a long list of games where I answered yes to that question. When my writing day arrived, I opened the list and picked a game from that list and started the process of writing an article. But, I felt that, that system didn’t work for me anymore. I can’t tell you exactly when I stopped using that system, but I wanted to write more in-depth articles, so I wanted to more research on the game I was writing about and that was taking a lot more time compared to just having a list of games I want to write about.

So, the decision of choosing the game for the next article is a bit more complicated. Sometimes I have a game in mind that I want to write about, and sometimes I don’t. When I have a game in mind, it’s easy to move on to the next process. When I don’t, I look at the games I have played in the past months/weeks and decide from there.

Now, what do I take in consideration when deciding if a game can become a good article? The first question I ask myself is this, what can I say about this game? There are several games I play that don’t have enough things going on for me to write about. Even when they are fascinating like Yeti Quest, it’s your typical match three game like Bejeweled. But in this game, you can choose between three different play styles on the fly in this genre, and that makes it more interesting. But, besides that, there is not too much else going on. Maybe I might turn them in a short game quicky. But I find writing and creating shorter articles about a game less rewarding than writing a longer article about them.

The second question I ask myself is the same question as the first but in a different direction. The first question is actually more, how much is there to talk about, and the second question is what is there to talk about. Something I dislike writing is very negative articles. I don’t want to write an article where I just rip into the game and only talk about the weak points of a game. I also don’t enjoy reading those articles myself, and I personally rather write and read a balanced article over an overly positive or negative article any day of the week.

Now, when a developer requests an article from me and I notice that I’m going to write mostly a negative article… I actually scrap the article. From talking to various developers, I learned how much time and effort goes into creating games, and it takes a lot of courage reaching out to the press to show off your game. People sometimes base their decision on this kind of articles, and I don’t want to turn people away if the game doesn’t click with me or if I’m not the correct person to review the game. But, I do give a list of feedback back to the developer. This feedback exists out of bugs/issues I found or suggestions for improvement. That’s the least I can do for declining the article.

While I answer both of these questions, I start coming up with the theme of the actual article. What will be the core of my message? On what do I want to focus the article? The music, the game mechanics, the visuals, the writing style? It’s mostly now that I come up with the subtitle of the article. A great recent example is how I came up with the core of the Another Code – Recollection article. While playing that game and streaming it with Klamath, I remembered that I wrote an article about that game in the past. One of the game’s core story mechanics is how memory works and how people grow with them. At that moment, I decided to make that the main focus of my article. To show how I have grown as a writer, while using the memories of the past game and articles to take a new look at the game.

The actual review process

Now that I decided on which game I want to review or write about, it’s time to talk about the actual process of preparing the article.

The first thing I start to look at is the story of this game. The reason why I start with the story is simple, it’s one of the best ways to start your article, in my honest opinion. With that, you can set the scene for your readers and explain the mechanics, visuals amongst other things more easily as well. I have tried several times to write about the mechanics or something else first, but I felt that these articles didn’t flow well enough, and I rewrote the whole article. By now, it has become a habit of mine that I don’t know how to change and even if I should change it.

Then, depending on the message I have chosen of my article, I chose something else next. In most cases, that is the pacing or the gameplay, but it can also be the world building or the visuals. Besides having a core message, I also want the article to flow well. My main goal in writing these articles is not only to inform and entertain those who are reading my articles, but also as a way to easily share my opinion on the games I’m playing.

When you read my articles, you’ll notice that I don’t focus on the same things that most big reviewing outlets do. For example, I don’t focus on how realistic the visuals are or if the game is using the latest technology or running at the highest frame rate. Personally, I don’t really care about those things too much. I rather focus on the actual game over those things.

Now, when I’m looking at the visuals for example for my article… I look more at how consistent everything is. How well does everything fit together and fit together with the story and themes of the game. Are there models and moments that look rough or unpolished? Are there animations that look out of place and unnatural? Now, since I sometimes review a retro game, I take in consideration the technology of the time and the size of the studio that developed the game.

I mostly put my focus when writing about a game on the whole package. For example, if you introduce a certain mechanic in a game… how often is it used and what does it bring to the gameplay. There is nothing that annoys me more than having a mechanic in a game that is underused when it’s shown off with a lot of potential. I’m looking at you, for example, Death Mark II. There were some mechanics like the shop or the hidden teeth that were just underused. If a mechanic is going to be underused, don’t put so much focus on it.

Something I also find very important is consistency. While it can be interesting to break consistency in a game to surprise the player to keep them on their toes, there is no excuse to have an inconsistent game. I’m talking for example about huge difficulty spikes or the UI having different ways of working in the game. Let me give you a specific example, in Suikoden Tierkreis, the final boss of the game is so much stronger than all previous enemies, and it felt just unfair. Without any warning, you also had to know you had to grind certain characters and build them in a certain way. Maybe it might be less of a problem now that I know that, but it felt like a slap into the face after the balance of the game being very consistent.

So, do I take notes while I play through the game I’m going to write about? In the past I used to do that, but I stopped doing that. I started to have this bad habit of only writing down the negatives moments or just trying to work everything in from my notes and forcing some sections in. I do have an alternative when writing about a game now.

First, I play the game for at least an hour before I write about it. So, things are fresh in my mind. Also, I leave the game running while I’m writing my article. In case I’m hesitating on something, I can quickly jump in the game and replay to test something out.

And second, I’m abusing my visual memory. I have a very strong visual memory when it comes to games and I found out that when I play the soundtrack of the game, I start to remember quite a lot of things. I can’t write an article without playing the soundtrack of the game.

Sadly, a lot of things in a review are extremely subjective. The biggest thing here is finding a right balance for me. For example, if I didn’t enjoy certain tracks in the soundtrack of a game but I don’t see that complaint while doing some research, I mention it that way in my article. That it might be that the tracks didn’t click with me but that the overall impression of the soundtrack is positive.

The final part I usually do before I sit down and write is doing my research. This research consists out of just looking up this game in Google, reading through other articles, reading through press material, looking at the voice actors, looking at other projects of the developers… I have a whole list of things I want to answer and know about the game. Like how big was the studio that developed it? How long was the game in development? Sometimes reading up on the game helps to clear up things on why certain creative decisions where taken.

Writing the article

Now that I have chosen the game, played through (most of) it and did some research it’s time to start writing the article. The first thing I do is put in the title and it’s subtitle. And then, I create the subtitles and screenshots for the article. In case of a game review, I write in brackets the main themes of that section. For example: (gameplay, controls, music).

Then I put on the soundtrack of the game and I start writing the introduction and just continue to write. While writing, I look at the flow of the article and when I notice that a certain section would fit better in an earlier section, I move it. Now, when I remember a certain detail that fits in a later section, I add a small note in that section before returning to the point I was writing.

I don’t like writing out of order, since I find it more difficult to make sure my core message shines through or the flow/theme of my article stays consistent. So, that’s why I’m doing the article editing somewhat at the same time. When I’m finished with a paragraph, I re-read what I have written and think about the flow of the article and when it doesn’t fit, I just remove the whole paragraph and rewrite it. Now, I also read my paragraph again since my mother tounge isn’t English and sometimes I use certain expressions that don’t exist in English or just make silly typo’s.

While I use two spelling correctors to help me to avoid mistakes, I rather review it myself as well. Too many times I see that spellings correctors fail at understanding gaming terms or make the strangest corrections. While I know that my articles contain grammar issues and typo’s in the end, I try to catch as many as I can before they go live. During some breaks, I spend a couple of hours going through old contect and correcting typo’s and grammar issues. Also, when readers point them out to me, I try to fix them right away. Since, you start to read over your own mistakes way too easily.

While writing, I usually try to not take a break. I find it quite important to do everything in one go while writing. Apart from refilling my glass or taking a quick bathroom break, I try to keep writing. Usually, the whole writing process takes me around 4 hours on average.

After I have fully written my article, I copy it from the WordPress editor to Microsoft Word and let it check again for typo’s and grammar mistakes I missed. I also quickly skim through my article to make sure I haven’t left a paragraph on something stupid like an incomplete thought or sentence.

Now, if you would ask me what I enjoy the least in this whole process… I have to answer the whole SEO process. It’s one repetitive task that is just boring to do in my honest opinion. Looking for the right keywords, pasting the links everywhere and making sure you did everything to make the article appear in search engines. I’m always happy when that process is over and done with.

The opposite question is a more difficult to answer. I can’t really say what I enjoy the most in writing gaming articles. At one hand, I love the interaction with people who read my blog. The developers who found my blog by reading my articles and decide to request a review from me. It’s a rewarding feeling that people enjoy your creative hobby and are able to relax or find new games.

I also love talking about underrated or forgotten games. I just love when I get a reaction from people: “I totally forgot about this game! This game was part of my childhood.” It’s a great way to connect with people and make new friends and/or discover new games.

But, I also just love writing itself. I just love being creative and trying to entertain people and I find that writing and just using languages in creative ways is something I love doing the most. I love telling stories and being able to tell them through a game article without it overpowering the actual article is just a lot of fun to do.

Of course, playing the actual games is quite a lot of fun as well. Since I have such a broad taste in games, I play so many different games and it’s just a blast. I love discovering things about games and how they are developed and how the whole creative process works behind it. Especially since people don’t always stand still by the fact that a lot of things have to come together perfectly in order for a game, movie, album or any creative work to get created.

I just enjoy the whole process. If I have to give an average on how much time one article takes, I have to say that it takes at least 20 to 30 hours. And that’s when everything goes perfect. When I don’t have a writers block or when I don’t have other things going on in my personal life. I’m happy that I found this hobby for me and I’m surprised at how much you are all enjoying it. It still surprises me that some students of the school I work for discovered certain games through my blog and talk to me about them. I even have coworkers who come and ask me for game advice for themselves or their childern. Besides that, I get a lot of reaction through Discord and other platforms and it makes me just happy. Being able to make someones day or just help them (re)discover games and/or entertaining them… It’s one of the main goals of this blog and that’s just perfect.

Now, I think I have said everything wanted to say about this for now. Know that what I talked about in this article is my personal process and feel free to copy (parts of) my process but I highly advice you to make sure that your process works for you. Since, if it doesn’t work for you, you’ll hit a brick wall eventually and either burn out or just loose interest. Enjoy the process and stay true to yourself. That’s how I managed to write around ~ 600 articles over almost 15 years.

Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. What is your creative process or did you learn something from this article? I’m curious to know, so feel free to leave a comment in the comment section down below. I’m also curious if I’ll be able to welcome you in another article but until then, have a great rest of your day and take care.

10 Best Open Source RPGs (Role-Playing Games)


 
Top ten RPGs - I made a video of this. People who love text so much they would marry it, will be delighted to see this concise side-product of that video. A list of sorts. With thoughts that came to me after the fact. Especially nagging thoughts.


The bestness of films is determined by their profitability. Which one can claim allows concluding the quality of the product. Maybe the marketing is part of that product.

Whatever the case, none of this is applicable to the underground niche pro-tip specialized target audience-seeking open source games, where using the word choice "open source" is valid enough to stop writing and discuss philosophy.

Thereby I declare that "best" means "complete-ish, playable, fun" which is 33%-66% objective. I present to you - in order of "not like in the video" - the best eleven minus one* RPGs that ever existed yet.

RPG platforming is still a concept to get used to but for some reason It works well. As for balancing: I have no idea if I could finish it with melee weapon choice. Ardentryst's ending is a little anticlimactic but I'm just happy to have an ending at all.

I don't actually know what the ending looks like of the classic Diablo-esque game for Linux and the open source sphere. Freedroid RPG seems however to dictate: pick either fun (hacking droids) or progression (experience point rewards in exchange for direct kills).

Custom resolution support AND 3d graphics is great, the UI is tiny however in DNT. I just reported a build error and a fix was pushed hours ago, so I'm looking forward to trying to compile it again! The vertical slice that is the game is not very thick but so colorful! Nerdy post-apocalyptic humor FTW.

The first time I saw FLARE art in another game was Erebus. The D&D feel is great for someone like me who loves the memory of playing Baldur's Gate II but hates actually investing the actual time to actually play it actually. The most boring part so far was finding new items - there seem to be so few and none seem special. On the other hand: less item micro-management.

It is weird that this even exists. It is so freaking polished. The only weird things are: shooting corners of walls and... I guess the android version setup. Theoretically FLARE is totally mod-able. I worry that the people that are not scared away by the documentation might be the kind of people who will just start writing their own engine instead.

I fell in love with only one jRPG - a genre I usually hate for the grinding and unskippable animations/sequences - because it had painless and low quantity grinding. Fall of Imiryn is short and sweet. I actually contributed a little. It is complete and done and as long as Python 2 remains, it will be playable. That is at least 5 more months and 6 days.

When I enjoy the humor of a game, that can be the hook it needs to catch me in its net. FreeDink is cartoonishly-brutal, silly, stupid. The hero is a prick. I like it. I haven't ever finished it yet but I am curious to one day find out his punishment.

Speaking of humor: this is a joke. I love it. I did play nethack but it was kind of a social pressure thing. For IVAN however I was glad to learn the initially painful controls.

I am very much not into Wesnoth or Panzer General. Therefore if I ever ran into Hale before, I had ignored it. I was wrong to do so. I like the spells, I like the relative casualness (compared to roguelikes). I don't know whether I like the inventory management yet. It has absolutely no sound, which is a problem for me. Others will love that fact.

When upon entering a game it feels like I should know what is going on, a variety of emotions is triggered. The end sum (pun intended): is it worth it, let me work it. Summoning Wars is dead, long live Summoning Wars. Just like OGRE. Im impressed by how much playtime it has already. The visuals (oh the grass textures) might prevent me from even going beyond the first few maps but still one of the best.

I lost my patience on my lest test-play of Valyria Tear and used Cheat Engine (don't ask). My only regret was that it took me hours to remember to use speedhack. The extreme difficulty is just as problematic as the slowness of movement and battle - for the kind of time-greedy being that I am. Story seems cool though and the characters too.

*try guessing (without watching the video) which of these actually does not belong on the top10 list!

While re-finding all these projects, I was really happy that SourceForge still exists. Didn't expect to ever think that thought again.

Please use the video comment section to discuss this article.

This post was retrieved from freegamer.blogspot.com.

10 Best Open Source RPGs (Role-Playing Games)


 
Top ten RPGs - I made a video of this. People who love text so much they would marry it, will be delighted to see this concise side-product of that video. A list of sorts. With thoughts that came to me after the fact. Especially nagging thoughts.


The bestness of films is determined by their profitability. Which one can claim allows concluding the quality of the product. Maybe the marketing is part of that product.

Whatever the case, none of this is applicable to the underground niche pro-tip specialized target audience-seeking open source games, where using the word choice "open source" is valid enough to stop writing and discuss philosophy.

Thereby I declare that "best" means "complete-ish, playable, fun" which is 33%-66% objective. I present to you - in order of "not like in the video" - the best eleven minus one* RPGs that ever existed yet.

RPG platforming is still a concept to get used to but for some reason It works well. As for balancing: I have no idea if I could finish it with melee weapon choice. Ardentryst's ending is a little anticlimactic but I'm just happy to have an ending at all.

I don't actually know what the ending looks like of the classic Diablo-esque game for Linux and the open source sphere. Freedroid RPG seems however to dictate: pick either fun (hacking droids) or progression (experience point rewards in exchange for direct kills).

Custom resolution support AND 3d graphics is great, the UI is tiny however in DNT. I just reported a build error and a fix was pushed hours ago, so I'm looking forward to trying to compile it again! The vertical slice that is the game is not very thick but so colorful! Nerdy post-apocalyptic humor FTW.

The first time I saw FLARE art in another game was Erebus. The D&D feel is great for someone like me who loves the memory of playing Baldur's Gate II but hates actually investing the actual time to actually play it actually. The most boring part so far was finding new items - there seem to be so few and none seem special. On the other hand: less item micro-management.

It is weird that this even exists. It is so freaking polished. The only weird things are: shooting corners of walls and... I guess the android version setup. Theoretically FLARE is totally mod-able. I worry that the people that are not scared away by the documentation might be the kind of people who will just start writing their own engine instead.

I fell in love with only one jRPG - a genre I usually hate for the grinding and unskippable animations/sequences - because it had painless and low quantity grinding. Fall of Imiryn is short and sweet. I actually contributed a little. It is complete and done and as long as Python 2 remains, it will be playable. That is at least 5 more months and 6 days.

When I enjoy the humor of a game, that can be the hook it needs to catch me in its net. FreeDink is cartoonishly-brutal, silly, stupid. The hero is a prick. I like it. I haven't ever finished it yet but I am curious to one day find out his punishment.

Speaking of humor: this is a joke. I love it. I did play nethack but it was kind of a social pressure thing. For IVAN however I was glad to learn the initially painful controls.

I am very much not into Wesnoth or Panzer General. Therefore if I ever ran into Hale before, I had ignored it. I was wrong to do so. I like the spells, I like the relative casualness (compared to roguelikes). I don't know whether I like the inventory management yet. It has absolutely no sound, which is a problem for me. Others will love that fact.

When upon entering a game it feels like I should know what is going on, a variety of emotions is triggered. The end sum (pun intended): is it worth it, let me work it. Summoning Wars is dead, long live Summoning Wars. Just like OGRE. Im impressed by how much playtime it has already. The visuals (oh the grass textures) might prevent me from even going beyond the first few maps but still one of the best.

I lost my patience on my lest test-play of Valyria Tear and used Cheat Engine (don't ask). My only regret was that it took me hours to remember to use speedhack. The extreme difficulty is just as problematic as the slowness of movement and battle - for the kind of time-greedy being that I am. Story seems cool though and the characters too.

*try guessing (without watching the video) which of these actually does not belong on the top10 list!

While re-finding all these projects, I was really happy that SourceForge still exists. Didn't expect to ever think that thought again.

Please use the video comment section to discuss this article.

This post was retrieved from freegamer.blogspot.com.

The best smart displays for 2024

Smart displays have evolved quite a bit since the initial debut of Amazon’s first Echo Show back in 2017. In fact, the category didn’t really come into its own until Google joined the fray with its own line of hardware about a year later. Now, both of these companies are essentially dominating the smart display landscape, with each offering their own take on a smart assistant with a screen.

It’s that screen that can make smart displays much more useful than smart speakers. Rather than just having a voice assistant recite the current weather report, for example, you can see a five-day forecast as well. The same goes for when you ask about your shopping list or calendar; it's simply easier to read the whole list or your day's appointments at a glance. Plus, touchsreens offer other benefits that speakers can't, like watching videos or checking your webcam to see who's at your front door. We've tested and used many smart displays over the years and below are a list of our top picks for the best smart displays you can get today.

Best smart displays for 2024

What to consider before buying a smart display

Amazon vs. Google voice assistants

The first question you should ask when looking for the best smart display for you is whether you prefer Amazon’s or Google’s ecosystem. If you have a lot of Google smart devices in your home, like Nest thermostats and security cameras, or even if you use a Google Pixel smartphone as your daily driver, then a Google-powered model may make more sense. If you have Amazon products, like a Fire TV Stick or a Ring cam, Amazon would obviously be a better choice from a compatibility standpoint. Of course, it's perfectly acceptable to have products from competing companies in the same home, but just realize they might not work seamlessly with each other from the start.

Aside from that, the two systems also offer some unique features. Google, for example, works best if you have an existing Google account and use services like Calendar and Photos. We especially love Google smart displays because they work well as digital photo frames. You can set it up to automatically pull in pictures of friends and family from your Google Photos library, and the algorithm is smart enough to use what it thinks are the best shots — so less chance of blurry photos or images of your eyes half-closed showing up, for example. But although you can use Amazon's displays as digital photo frames, the process is not quite as intuitive as Google’s, and Amazon doesn’t have anything comparable to Google’s photo-sorting algorithm.

It might seem like a minor point, but seeing as the display is on standby 90 percent of the time, its secondary function as a digital picture frame is very welcome. All Google smart displays also support YouTube and YouTube TV, step-by-step cooking instructions and all of the usual benefits of Google Assistant, like weather reports. As with Assistant on the phone, it also has voice recognition, so only you can see your calendar appointments and not others.

Amazon's smart displays, on the other hand, are slightly different. Instead of YouTube, they offer some alternative video streaming options, including Amazon Prime, NBC and Hulu. They also come with two browsers (Silk and Firefox), which you can use to search the web or watch YouTube videos – a handy enough workaround given the lack of a dedicated app. Amazon devices also offer step-by-step cooking instructions as well, thanks to collaborations with sources like SideChef and AllRecipes. The cooking instructions sometimes include short video clips, too.

This article originally appeared on Engadget at https://www.engadget.com/best-smart-display-202448797.html?src=rss

© Photo by Cherlynn Low / Engadget

The best smart displays
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