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Apple $AAPL introduces iPhone Duo, its first foldable iPhone. ▪️ 5.4" outer + 7.6" inner display ▪️ Titanium frame, IP68 ▪️ Star White and Night Sky ▪️ Custom hinge + flatter foldable display ▪️ Touch ID in side button ▪️ Apple Pencil support ▪️ Side-by-side apps + multi-window support...

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MESSIER | In Short For those new here, welcome to #M87! Here is a quick overview to get you informed. We are developing a complete #utility ecosystem centered around our #DAO. Our ecosystem offers AI-powered solutions and a wide range of decentralized products and services. Our goal is to generate as much revenue as possible to support new investments, staking rewards, and buybacks and burns that benefit our community holders. Our ecosystem includes: ▪️ DAO investment and governance ▪️ Profit-distributing utility NFTs ▪️ Community-driven PFP NFTs ▪️ NFT bidding platform ▪️ Staking platform ▪️ Buyback and burn mechanism ▪️ P2P Token Swap Exchange ▪️ Eliminating token tax and slippage ▪️ P2P vesting token contracts ▪️ P2P escrow to buy and sell RWAs ▪️ Multi-platform & multi-chain dApps ▪️ zk-SNARK anonymization service ▪️ GPU Lend and Rent Marketplace ▪️ AI-powered solutions ▪️ Token and dApp revenue streams ▪️ Real-life crypto payment app ▪️ Non-custodial wallet ▪️ Payment request solution ▪️ Cross-chain swaps ▪️ Anonymous swaps ▪️ Listed in the Android & Apple store ▪️ Crypto debit cards ▪️ Popular investment talk show on 𝕏 ▪️ Active YouTube channel ▪️ Fully packed roadmap ▪️ 3.5 years of growth and development ▪️ Experienced development team ▪️ Company registration in the UAE ▪️ Doxxed team ▪️ 250+ strategic partnerships ▪️ A 10-year liquidity lock ▪️ Real and growing utility income streams ▪️ Deflationary token supply ▪️ 7 audits with leading auditors ▪️ 6 CEX listings, more to come 📃 Learn more: 📊 DexTools:

MESSIER | M87

28,473 views • 6 months ago

The Blood of Dawnwalker | Gameplay Overview Full 21 Minute Video ▶️ ▪️New action RPG, first chapter of a new saga from Rebel Wolves and Bandai Namco, coming to PS5, Xbox and PC in 2026 ▪️The game is currently in pre-beta stage of production ▪️Led by Konrad Tomaszkiewicz (game director on The Witcher 3)and Mateusz Tomaszkiewicz (quest director on The Witcher 3 and Cyberpunk) ▪️Goal of combat is make you feel like a real swordmaster who closely observes his enemies ▪️Choose one of four directions while attacking: up, down, left and right to hit opponents where they're unable to parry ▪️When defending, you must watch the direction of enemy attacks ▪️Activation Charges: Filled in with each successful attack, block or parry. You can then activate them to use an ability ▪️Choose to upgrade via 3 skill trees: Human, Vampire, Human/Vampire Shared ▪️Enemies and guards will become more suspicious and hostile the more damage you cause out in the world during the day, stealthing at night can help keep you undiscovered ▪️You can access areas at night as a vampire, run on rooftops, scale walls, ceilings, etc that you can't as a human during the day, changing how quests play out ▪️Time of day can change things like a powerful boss showing up in a quest for example ▪️Investigate your surroundings and gain clues during quests ▪️Replenish your health by drinking blood ▪️If you accidentally drink the blood and kill an important NPC in the game, it may lead to unexpected consequences during the story ▪️You can also drink blood from animals and other creatures if you don't want to harm innocent humans ▪️Blood Guards are powerful enemies specializing in taking on vampires, dual wield swords ▪️There are multiple romance options, affect Coen's personal story ▪️Quests that advance the day/night cycle will be marked so players know if time will move forward or not, exactly how much time will pass ▪️You can explore the open world freely and that doesn't move time forward, not a timer that hangs over your shoulder the whole time ▪️The whole world map is fully accessible to the player from the start of the game ▪️Magic in the game is dark, ritualistic and dangerous, not to be toyed with ▪️Coen has to carve runes into his own body to cast spells ▪️You can find forgotten spells out in the world to learn and grow stronger, every spell can be upgraded ▪️Burning Blood: Offensive spell you can cast where the blood of enemies boil from the inside ▪️Compel Soul: A spell that you can use on dead NPCs to temporarily bring them back to life, learn secrets or things that can completely change quest lines ▪️Not all spells are offensive, many revolve around support, buffs, debuffs #BloodofDawnwalker

Shinobi602

98,652 views • 1 year ago

The Expanse: Osiris Reborn | Developer Interview + Details ▪️Around 30-40 hours play time depending on how you play ▪️Play style preset system but with flexibility to experiment (i.e a player in a Sniper role can still use a shoulder cannon they come across) ▪️Encouraged to experiment with new guns, gadgets, skills etc but players will 'need to commit' at some point during the game, can't switch it up forever ▪️Filled with choices to make, may be some occasional hints about major choices but the game won't warn the player ▪️Not all choices lead to major plot changes, sometimes just flavor for the dialogue ▪️Character customization: Earther, Belter or Martian, male/female, body type, facial customization, identical twin sibling (brother or sister) ▪️Every companion has their own background, factions, struggles and goals, opinions on every major plot event, sometimes providing advice or even suggesting military support ▪️You can choose to help or ignore your companions' stories ▪️Some companions can die depending on your choices ▪️"There will definitely be romance in the game" ▪️Companions can disagree with you about choices, dynamic relationships among themselves ('traveling in a tight ship for long periods of time') ▪️Because because The Expanse is more grounded, there's emphasis on how tech, weapons, ships, space travel, radiation etc all realistically function ▪️Abilities: Offensive and defensive, grenades, shoulder cannon, shield, protective drone, many gadgets to pick from ▪️You can use a play style that focuses more on gadget use than weapons ▪️Inspired by games like Mass Effect, Persona, Final Fantasy, Souls games, etc, cover shooting/gunplay inspired by games like The Division and Gears of War, AI companions by games like Uncharted and TLOU ▪️You can explore the Belt, some things have been hidden or forgotten through time ▪️Multiple major social hubs on planets and space stations, hang out with companions, drink at bars, shop for gear, etc ▪️There are things in side quests that can impact your playthrough ▪️Some choices you make can have a visual effect or change on locations, characters, etc Full Interview ▶️

Shinobi602

265,085 views • 8 months ago

Death Stranding 2 | Hands-On Details ▪️Press got to play a whopping 30 hours of the game, that is around 40% of the story says Kojima ▪️"Tighter, pacier, more dynamic, more gripping" than the first game ▪️4 difficulty settings: Story, Casual, Normal, and Brutal ▪️Played on base PS5, "impressive photorealistic graphics" that draw you in right away, "hugely increased" level of detail ▪️"Fantastically surreal" bossfights ▪️Takes place 11 months after the first game with Sam living with his daughter Lou in a remote area in Mexico ▪️After connecting America to the chiral network, deliveries are now automated by AI ▪️His peaceful life is disrupted by the return of Fragile, now running the company Drawbridge, who sends Sam on a mission to connect Mexico to the network and then to Australia ▪️Pacing is improved over the first game, swiftly gets players into gameplay ▪️Corpus: In-game glossary similar to Final Fantasy 16 that can be opened at any time, including mid-cutscene, to recap and explain plot points, characters, places etc ▪️Expanding gameplay systems was a major focus, world feels more dynamic and diverse with more opportunities for player expression ▪️Still focused on taking cross-country delivery jobs through hostile landscapes, but much more evolved like going from MGS1 to MGS2 ▪️More streamlined menus, clear info on your objective, equipment, routes, less frustration in traversal ▪️Combat now plays a greater role, Kojima added more options because so many people all over the world were asking him to make another Metal Gear ▪️Sam now has to also contend with extreme weather conditions. Sandstorms can topple you over, intense rain leads to floods, earthquakes shake the ground, avalanches can come crashing down ▪️Tons of environmental diversity, barren mountains, white sandy deserts, lush jungles, cities, etc makes the first feel static by comparison ▪️Time of day (sunlight, nighttime) can impact the temperature of your precious cargo ▪️Asynchronous online connectivity expanded with more structures like ziplines that now curve, safe houses for checkpoints, ramps that can shoot Sam across the air like Sonic ▪️You can level up your abilities through use, like stamina, proficiency with weapons, skill tree buffs like better stealth that gives improved noise cancellation and enemy alerts. Likewise more time in combat unlocks better ammo, scanner range, etc ▪️You can customize your backpack with lots of attachments like extra ammo pouches, shields, and more ▪️You can also customize vehicles like adding an arm to a truck that will automatically grab lost packages, machine guns to auto shoot enemies ▪️Lots of new options to encourage experimenting your approach, like finding extra tools like powerful gloves that let you punch mechs in the face or an otter hat to float in water ▪️"Significant" number of side quests with meaningful rewards: special weapon schematics, narrative payoffs, skill points to unlock footstep dampeners, aim assistance, vehicle recharger, etc ▪️Combat is vastly expanded and improved, in many ways "feels like Metal Gear Solid 6" ▪️Mexico and Australia are filled with enemy bases to infiltrate, ripe for silent takedowns or gunfights that feel "punchy" ▪️There are new human enemy forces such as bandits and armed survivalists ▪️You can wear different camo types to blend in and throw out small puppet "Dollman" into the air to scout out enemies ▪️You can now put down Sam's backpack to allow for more agile movement ▪️Lots of weapon options from pistols to assault rifles, shotguns, sniper rifles, grenade launchers, 'blood boomerang', the rope-firing Bola Gun, and more ▪️Battles against BTs are much more engaging, with new enemy types that can also physically see Sam, not just sense him ▪️You can unlock a music player in the game that lets you play a playlist of tracks you collect at your choosing Full IGN Video ▶️ VGC ➡️ Eurogamer ➡️ #DeathStranding2 #PS5

Shinobi602

1,078,190 views • 1 year ago

The Blood of Dawnwalker | Details ▪️New single player third-person fantasy action RPG ▪️Started development over 2 years ago in Unreal Engine 5, full gameplay reveal coming in Summer 2025 ▪️Led by former Witcher 3 game director Konrad Tomaszkiewicz and ex-Witcher 3 and Cyberpunk quest director Mateusz Tomaszkiewicz ▪️Focused on "narrative sandbox", no two playthroughs will be identical ▪️Takes place in 'Vale Sangora' in 14th century medieval Europe ▪️The setting has been ravaged by plague, famine and social disorder ▪️Inspired by Eastern European architecture and culture, Polish log houses, Ukrainian and Balkan clothing, 'Romanian defensive churches', and more ▪️The world has been watched by vampires in the shadows waiting to strike and make their move when humanity is at its lowest and to overthrow the feudal lords ▪️Day/night cycle plays a big role, wanted the world and villages and buildings to 'feel like a different place' after sunset ▪️You play as Coen, energetic, becomes a 'dawnwalker' (not human, not vampire, something in between), can traverse both worlds of humanity and creatures of the night ▪️You fight with swords and weapons by day, and can use vampire abilities in combat at night, explore the environment, etc ▪️You have 30 in-game days and 30 nights to save your family, wanted a sense of urgency. When you complete an objective/quest, time moves forward. But time doesn't pass in real world time, you can 'manage' how you use time as a resource ▪️You meet many characters throughout the game with their own goals and ambitions, which may make you friends or put you in opposition to them ▪️Blood Hunger: Gameplay mechanic where you need to feed throughout your playthrough ▪️If you talk to someone and have gone long without feeding first, you might lose control and eat them, even 'your best friend' in the game ▪️Vampire design: In this world, the vampire's teeth don't stop growing, so the older vampires have a lot of teeth. Aren't visible at first, can extend as their mouths open ▪️Vampires are led by Brencis -a super powerful old vampire that wants to change the world, twisted old religious beliefs and took advantage of social turmoil to turn himself into a sort of messianic figure ▪️The vampire leadership aren't black and white, but more gray, as they overthrew violent and corrupt feudal lords, but also kill people to eat, conduct blood masses at church, etc ▪️Brencis is a sort of 'active antagonist' that will react to your actions and decisions, will set edicts in the game that will become obstacles to the player like military checkpoints, etc Full Cinematic and Gameplay Teaser ▶️

Shinobi602

726,428 views • 1 year ago

Cronos: The New Dawn | Hands-On Previews Full Gameplay Video ▶️ ▪️Takes about 16 hours to beat on a typical playthrough, more if you plan to see everything in the game ▪️Previewers played for over 2 hours, feel Bloober Team has found its stride after Silent Hill 2, "questions about the studio's capabilities are virtually an afterthought" ▪️"I was instantly hit with Resident Evil 2 remake vibes" (character movement, shooting, safe rooms, scavenging parts and upgrades) ▪️Combat feels 'compelling' and put its own original spin on the horror genre, enemy encounters are no longer run-and-gun, but rather a game of deliberate tactics ▪️Because live monsters can 'merge' with other dead ones, there's a constant worry and strategy about where to kill enemies so you can finish them off with your flamethrower ▪️Fights inevitably get more tense as you're not able to always prevent enemies from merging ▪️Normal weapon shots can be weaker, whereas charging your gun can give a powerful shot, though the tension from charging enemies "created combat encounters that demanded I constantly consider my moment-to-moment choices" ▪️Ammo is scarce, every misfired bullet is felt ▪️Upgrading suit and weapons feels satisfying with welcome buffs ▪️Players are 'constantly rewarded' for going off the main path - one side quest line tasks you with saving cats over the course of the game ▪️Safe rooms have 'downbeat vibes', similar to one of Capcom's finest ▪️The environments tell a story about what happened to the world, filled with lore, items and secrets by 'discovering every nook and cranny' ▪️Given you play as a time traveler who explores a fallen world of Poland, it all feels 'suitably other-worldly and oppressive', pockets of time oddities, "constant moody hues", nightmarish visuals built on the foundation of a once-thriving city with European architecture ▪️There are multiple possible endings that aren't black and white 'good' or 'bad' IGN ➡️ Gamespot ➡️ Destructoid ➡️ #CronosTheNewDawn

Shinobi602

62,217 views • 1 year ago

🇺🇸✈️ Two newly introduced (2024) EA-37B Compass Call electronic warfare aircraft have arrived in the UK and are being prepared for deployment to the Middle East. 🔺 These platforms will provide CENTCOM with advanced long-range electronic warfare capabilities, including disruption of enemy communications, air defense systems, and command networks, as well as intelligence and targeting support. ✈️ As a next-generation system, many technical details remain classified, but it significantly outperforms its predecessor, the EC-130H. 🛠 Known specifications: ▪️ Platform: Gulfstream G550 ▪️ Crew: 2 pilots + 7 EW operators ▪️ Max speed: ~980 km/h ▪️ Range: ~12,000 km ▪️ Max altitude: ~15,500 m 📡 Electronic warfare capabilities: ▪️ Jamming communications between units and command centers ▪️ Disrupting and degrading air defense radars ▪️ Blocking GPS and navigation signals ▪️ Side-mounted antenna systems allowing stand-off electronic attack 🛡️ The aircraft operates outside enemy air defense range, using high altitude to cover large areas. 🔹 It emits powerful electromagnetic signals to overwhelm radar systems, creating false targets or noise, making missile guidance difficult. 🔹 Uses digital radio frequency memory (DRFM) to capture, modify, and retransmit signals, generating false aircraft signatures. 🔹 Can disrupt data links between radars and launch systems, breaking coordination. 🔹 Also capable of airborne cyber interference, targeting wireless networks and disrupting enemy systems. See the latest updates with us: NSTRIKE

NSTRIKE

11,417 views • 5 months ago

Blades of Fire | Hands-On Gameplay Impressions ▪️Recap: New action-adventure IP from MercurySteam (Metroid Dread, Castlevania: Lords of Shadow) ▪️Coming to PS5, Xbox and PC on May 22 ▪️Around 60-70 hours long to complete ▪️You play as Aran de Lira, a forger and warrior who, after suffering a personal tragedy, "finds himself in possession of a magic hammer that lets him enter the forge of the gods to create the only weapons able to defeat Queen Nerea’s forces" ▪️The world is "squarely in fantasy territory", "rich, overabundant, lavish fantasy, as well as occasionally brutal and twisted" ▪️Magic courses through a land teeming with flowers and buzzing with wildlife, and creatures like trolls and elementals romp around ▪️Soldiers sort of look a bit like the Locust from Gears of War, chunky, loitering around. The whole game feels like it has a "chunkiness" to it, a bit like Blizzard games (hands and arms are oversized, buildings/walls are double thick). Combines to make a pleasing visual picture and give a sturdy, hefty feel ▪️"Wildly customizable weapons saves it from being just another action game", "combat is refreshingly different" ▪️Combat: Rooted in directional attacks that use every face button on a controller. On a DualSense for example, Δ aims for the head, X goes for the torso, while ⏹️ and ⭕️ swipe left and right respectively ▪️An enemy holding up a blade to protect their face for instance, can be overcome by aiming low and skewering through their gut ▪️Example: A troll boss can have a second health bar that can only be chipped away after dismembering it. If you use your right hand attacks, you can cut off its club-wielding left arm or cut off its entire face, leaving it blind and aimlessly flailing until it can regrow its eyes back ▪️Your attack and dodge stamina must be manually restored by holding the block button instead of automatically regenerating ▪️You can swap between 4 different weapons on the fly, wield your weapons via different stances, either slashing with the sharp edge or thrusting with the pointed tip; assess enemies to determine which methods are the most effective ▪️Rather than finding new weapons out in the game world, every weapon's life starts in the Forge ▪️You can create up to 7 different weapon types, from twin axes to polearms ▪️You start with your choice of a basic weapon template and tweak and modify and name, for example you can adjust the length of a spear's pole and the shape of its spear head which affects its stats ▪️A longer pole increases the spear's range, while its head shape dictates if its better at slashing or piercing ▪️Different materials also affect a weapon's weight which has an effect on your stamina pool ▪️You then physically hammer out the metal in-game on the anvil through a "remarkably involved minigame", where you control the length, force and angle of every hammer strike ▪️There is a curved line onscreen that represents the ideal weapon, you arrange a series of vertical bars to try and match the shape of that curved line with each hammer strike. Overworking results in a weaker weapon. You're rewarded with a star rating, the more stars you get, the more you can repair your weapon before it permanently breaks ▪️You can instantly remake weapons you've made before to save time ▪️Some found the weapon forging system to be "frustratingly obtuse", as there didn't seem to be a clear connection between the areas struck and the resulting shape of the metal; hoping for better tutorial or improvements before launch ▪️MercurySteam wants you to feel deeply attached to the weapons you create and carry them with you for the duration of your journey ▪️If you die, you lose your weapon upon respawning, but you can go back to where you died to retrieve them ▪️After playing for 3 hours, some hands-on impressions were unsure if the game can support a variety of a 60 hour game ("within 3 hours I’d fought the same gatekeeping miniboss 3 times") ▪️Others also felt there were uneven difficulty spikes, the game chucks multiple types of enemies at you, sometimes in confined areas. Can sometimes feel like you waste precious weapons, rest at an anvil to reforge and then enemies respawn again ▪️One previewer noted that when they started slowing down and nosing through the game's menus and built-in tips to see what they were doing wrong, they learned the game's nuances and it clicked Previews IGN: Full IGN Gameplay: Mirror: Eurogamer: #BladesofFire

Shinobi602

113,003 views • 1 year ago

Indiana Jones and the Great Circle | Previews & Details ▪️You can feel the DNA of Chronicles of Riddick/Wolfenstein games ▪️Surprisingly a bit like Hitman in stealth systems and the way levels are designed ▪️There are many mysterious locked chambers, complex ancient mechanisms, and ritualistic challenges to solve ▪️Examples of puzzles: stealth section to find a golden medallion inside a Nazi base, unlocking a door that unexpectedly opens up a spike pit under your feet, reflecting multiple beams of light across a room to retrieve a mask ▪️Linear storyline, but there are open areas which include side characters, hidden secrets, added rewards, and photo opportunities ▪️One open area sees Indy in an Egyptian bazaar, passing through crowds and finding a stall, which offers up a conversation with the owner and an opportunity for a side quest ▪️These sections are "packed with detail", hidden passages, scattered documents, etc that add context to the story ▪️You'll be able to revisit these areas once you’ve unlocked them and return to find more at a later time ▪️Whip: Useful combat tool, can drag onrushing Nazis in a fight, and also used to grab object in the environment, smash them, swing with, or use as a climbing rope ▪️Camera: Indy packs a film camera that players can use to take pictures of their adventure for "Adventure Points". It also helps offering pointers for puzzles and deepening the story ▪️Journal: Acts as a sort of de facto hint system, with Indy's own notes helping to guide you. Discoveries, documents, photos, physical maps you find in the game world are also stored there ▪️Lighter: Can help illuminate dark places or maybe ward off some snakes ▪️Indy also uses other tools throughout the world, like picking up a spear to throw into a wall that acts as a swinging point, breakable bottles to distract enemies, hammers to use in combat, etc ▪️Skills: There are dozens to unlock but not through a traditional skill tree. You'll find "Skill Books" hidden in the world, each of which open up the ability to unlock a new skill ▪️You can unlock a skill through earning and spending "Adventure Points", which you get by making discoveries, taking photos, etc ▪️One skill book teaches Indy "True Grit" for example, which lets him take a fatal blow in a fight but then retrieve his hat, dust himself off, and keep fighting ▪️Disguises: Throughout the game, opportunities arise where Indy can change into different sets of clothes to blend in and enter forbidden areas ▪️One example sees Indy dressing as a worker in Giza to enter a Nazi HQ at a dig site. There he finds a group of enemies playing cards inside a tent, and is immediately forced to fetch them a drink. You can go undetected by playing your role ▪️Another example has Indy dressing as a priest at the Vatican, though your disguise won't fool everyone ▪️Not centered around combat like past MachineGames titles, but gives you many ways to defend yourself ▪️UI is very light for "true immersion" in a fight, fistfighting is a mix of punches, dodges, grabs, pushes, blocks and parries, with the aim of breaking down an enemy's defenses until you can deliver a 'custom finisher' ▪️You can also use the whip to create more space in a fight or use environmental elements to finish enemies off quicker ▪️For tougher fights, Indy also has his revolver to finish off a threat quickly, though ammo is limited, as well as temporarily grab enemy weapons like a machine gun Previews IGN: VGC: Xbox Wire: #xbox #gamescom2024 #IndianaJones

Shinobi602

163,474 views • 2 years ago