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Introducing iStamp - Your tool to Certify, Verify, and Share Trust effortlessly 🤝 The fastest way to secure your intellectual property, research, and documents - all backed by Circular Protocol. Whether you’re: ▪️A researcher validating clinical trial results ▪️An executive ensuring document integrity ▪️A manufacturer protecting sensitive batch data...

74,812 Aufrufe • vor 1 Jahr •via X (Twitter)

8 Kommentare

Profilbild von Gianluca De Novi, Ph.D.
Gianluca De Novi, Ph.D.vor 1 Jahr

iStamp it! 😍😍😍

Profilbild von Adil Ashfaq
Adil Ashfaqvor 1 Jahr

This is blockchain in action - securing data, enabling transparency, and protecting integrity, just as it was always meant to 👏

Profilbild von Vexahlia
Vexahliavor 1 Jahr

Love this 👏 iStamp makes proving and sharing trust super easy and fast. Perfect for researchers, businesses, and anyone who needs secure, verifiable docs. Can’t wait to see it in action

Profilbild von Andres Gonzalez
Andres Gonzalezvor 1 Jahr

Game-changing tool for everyone! This is how you bring RWV through the space.

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Star Lombardivor 1 Jahr

Finally a tool we needed

Profilbild von Adil Ashfaq
Adil Ashfaqvor 1 Jahr

@grok What is iStamp?

Profilbild von GGOKON | Circular
GGOKON | Circularvor 1 Jahr

I'm working on a seminar project I'm going to need iStamp for it 😁

Profilbild von Circular Protocol
Circular Protocolvor 1 Jahr

No problem, GGOKON. Once you’re done with your project, just iStamp it! 😉

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62,217 Aufrufe • vor 11 Monaten

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Shinobi602

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Shinobi602

141,445 Aufrufe • vor 1 Jahr

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 Aufrufe • vor 1 Jahr

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Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,424 Aufrufe • vor 1 Jahr

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 Aufrufe • vor 1 Jahr

MUDANG: Two Hearts | Details Official Trailer ▶️ ▪️Coming to PS5, Xbox and PC in 2026 ▪️Narrative-driven, third-person action adventure that blends "cinematic storytelling with immersive stealth and dynamic combat" ▪️Takes place on a 'volatile' Korean peninsula ▪️Players take the role of two characters, a K-Pop idol named GAVI who is living under constant surveillance, and Ji Jeongtae, an elite North Korean special forces operative fighting through enemy lines "in pursuit of the truth" ▪️Their paths eventually merge into a single, unsettling truth ▪️Built through "state of the art" performance capture pipeline, integrates fluid motion-matched animations, open ended level design, dynamic spatial audio ▪️Combat flexibility lets players choose stealth, CQC (close quarters combat) or all-our gunplay at any moment ▪️"Unmatched level of realism" as many tactics the player will use are "inspired by strategies used in real Korean Special Forces missions, motion captured movements, etc ▪️Open-ended level design for experimentation, multiple routes and vantage points where you can hide in the shadows, hang from pipes, slip through vents, climb buildings, or destroy parts of the environment to set up ambushes ▪️Environmental takedowns, wide range of CQC moves (lethal and nonlethal), gadgets like goggles, EMPs, grenades, lures, and mines, and a "deep arsenal" of firearms ▪️Enemy AI is built "from the ground up" with player versatility in mind and "dynamically" adapts to your actions in real time like listening for footsteps, investigating disturbances, flanking and outmanuevering, etc ▪️Enemies have access to the same gadgets, weapons and CQC techniques as you; heavy infantry push forward with body armor and heavy firepower, saboteurs lurk in the shadows waiting to catch you off guard, and grenadiers bombard your position to force you into the open ▪️There are "formidable" bosses with distinct powers and abilities ▪️Cutscenes carefully crafted for "profound immersion", no cuts, no loading screens, seamless flow between story and gameplay #MudangTwoHearts #XboxShowcase

Shinobi602

238,505 Aufrufe • vor 1 Jahr

📍Well would you look at that. This was Senator Graham not so long ago. ▪️“The YPG element is integrated with the PKK, just read their manifesto.” ▪️“There is lots of evidence about the YPG-PKK link.” ▪️“The US created the YPG problem and it needs to fix it, we owe it to Turkey, we created a problem for Turkey.” ▪️“It was a dumb idea to rely on the YPG, it proved to be a dumb idea, I saw this coming a long time ago.” ▪️“Obama did a huge mistake in relying on the YPG Kurds.” ▪️“We’ve got to make sure that Turkey is protected from this threat in Syria.” ▪️“I agree with Turkey that this is the dumbest idea in the world.” ▪️“We’re arming people inside Syria aligned with a terrorist group.” I wonder what has changed. If you’re so worried about that “huge mistake” that was made and the “dumb idea” Obama came up with, there you go, that mistake has now been fixed by the Syrian government which is busy cleaning up your mess after you, you’re welcome. If you’re worried about the threat to Turkey, there you go, the threat is about to largely disappear, at least in Syria. And it sure seems odd that you’re now suddenly worried about the well-being of an organization which you have repeatedly acknowledged to be an offshoot of a terrorist group recognized by the US as such. You once seemed worried about having created a problem for Turkey and now you’re really complaining about Turkey being involved in the process in Syria, which by the way is a direct matter of its national security? The very national security, that you acknowledged to having endangered by arming the YPG? Nothing you say makes any sense. Especially since it makes you look like you support a terror group. After all it was you who said that the YPG is linked to the PKK with lots of evidence confirming it.

Bedrettin

60,094 Aufrufe • vor 5 Monaten

Dragon Age: Veilguard | IGN Hands-On Impressions ▪️Was skeptical before playing, but now "I left feeling like these ten long years just might’ve been worth the wait", "much more hopeful that this could be the hit BioWare needs" ▪️"Walked away with excitement and curiosity, but mostly, relief to wave many of my concerns goodbye" ▪️While the game is not open world like Dragon Age: Inquisition, they were "impressed" by "how much exploration can still be done in the various regions", as well as the impact you can have on those regions ▪️Feels like a mix of Dragon Age 2 and Inquisition, with the more streamlined approach of DA2 and the geographical and sociopolitical diversity of Inquisition ▪️There is an "effective and succinct story recap from Varric" at the start of the game ▪️Combat feels like there is a lot of room to create "highly customized builds" of your Rook, companion abilities and combos build team synergy ▪️The "scrappiness" of Rook reminded them a bit of Hawke in DA2 rather than the more 'chosen one' of the Inquisitor ▪️Companions will sometimes drop useful hints during combat ▪️Your attitude and choices in dialogue will be noted and remembered in more detail, for example choosing to be antagonistic with Solas let you know you "traded verbal jabs with Solas", implying possible consequences later ▪️"Became clear that there would consistently be tons of choices in The Veilguard that’ll have lasting results", more than the usual BioWare game ▪️The initial prologue is linear in approach, but the game becomes "much more free" and opens up, tackle quests as you please and unlock more regions ▪️Mix of drastically different regions: Arlathan Forest is "gorgeous and colorful", nugs burrowing into grass, "vast array of nature", while Hossberg Wetlands is full of more "horror inspired" aesthetics, consumed by the Blight ▪️"Those who miss the gore and dark fantasy of Origins will find that too in places where the Blight has spread" ▪️Treviso is a bustling and lively city, "so much to explore that I kept getting sidetracked" ▪️Party banter pauses and picks up again later if you trigger combat, a cutscene, etc that interrupts their dialogue ▪️Customizable difficulty options allows you turn off things like navigation and look for in-game clues in the environment to follow to your goal ▪️BioWare listened to the complaints about "the Hinterlands" in Inquisition and tons of fetch quests, where in Veilguard the scope isn't nearly as bloated and quests point back to the main story, region, faction, or companions ▪️The two Elven god villains Elgar'nan and Ghilan'nain feel much more present throughout the game compared to Corypheus in Inquisition ▪️The Lighthouse (hub) starts to feel more lived in as you play, characters/companions have unique quirks (Emmrich's skeleton assistant Manfred enjoys spending time on the balcony for example, you can play Rock, Paper, Scissors with him) ▪️Solas and his history are very important throughout the game Video ▶️ Article ➡️ #DragonAge

Shinobi602

610,675 Aufrufe • vor 1 Jahr