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The Motivator

Iron Man VR is a tinfoil version of a truly great Iron Man game



“I am not Iron Man,” I mutter to myself after crashing into a wall for the umpteenth time while waving my arms around. But it’s not for a lack of effort.

Iron Man VR is a game with a simple premise: putting players inside the famous metal suit of Marvel’s Armored Avenger, letting you fly around and battle supervillains with laser blasts and gadgets galore. It’s also the first real console title from Camouflaj, which had previously developed the high-profile mobile game, Républiqueback in 2013 (which has since been ported to PC, Xbox One, PlayStation, and a variety of VR platforms).“I AM NOT IRON MAN.”

It’s the sort of idea that’s uniquely suited to virtual reality. What better way to capture a hero who’s most famous for their helmet and wrist-mounted weaponry than the headset and motion controllers of VR?

Unfortunately, while Iron Man VR has moments where it really captures what it might be like to suit up as Iron Man himself, it’s held back by finicky controls, repetitive levels, and gameplay that just isn’t that much fun to play for very long.

While early trailers might give the impression that Iron Man VR is a gussied-up on-rails shooter, the reality is that Camouflaj has given players nearly complete freedom to soar through the skies as Iron Man. Using a pair of PlayStation Move controllers, you use the two triggers to control your repulsors in a unique style of VR flight. Angle them with your palms facing behind you, and you’ll fly forward; shove forward, and you’ll stop then fly backward. Steering is done through a combination of angling your thrusters and by aiming with your head. Since players are standing vertically the whole time, it’s still not quite analogous to the soaring Iron Man flight in the films or comics, but it’s as close as you can probably get with a VR setup.PLAYERS HAVE NEAR-COMPLETE FREEDOM TO SOAR THROUGH THE SKIES

It also runs into a few limitations due to the nature of VR. The first is that the PS VR is a tethered headset, so players can only do limited turns. More drastic maneuvering has to be done with button presses that jump the camera either 45 or 180 degrees so they don’t yank the cables out. It’s also just plain difficult, at least at the start. While Camouflaj liberally peppers the game with speed gauntlets to help players adjust in the early levels, there’s a steep learning curve. (Some of the developer times in those flight challenges seem frankly impossible to me to beat, although I have no doubt players will.)

It also requires that players basically remain standing the entire time they play. While Camouflaj does note that the game can be played seated, the fact that you’re pointing your hands behind you a lot of the time means that it’s nearly impossible to play on a couch. I had more success moving to a folding chair in the middle of my living room that I could reach behind, but the game still struggled to track my hands as well.

I didn’t suffer from any motion sickness while playing, but I tend to personally handle VR movement well. If you’re new to the genre or have a particular sensitivity to nausea, the quick turning movement might not be to your liking.

Flying is only part of the equation, though. The other half is combat, which requires players to balance how they play since Iron Man uses the same repulsors to fly as he does to shoot blasters. It’s a constant juggling act: do you hover in place, making yourself a bigger target to unleash more firepower? Or boost away with both thrusters?

Iron Man actually has two main weapon types: quick-firing repulsors and secondary weapons, both bound to the same button. Hold up your hands palm out, and you’ll use repulsor blasts; tilt your palm down, and your wrist-mounted secondary weapon will pop up. It’s one of Iron Man VR’s best touches, and it did the best job at capturing the character. Lastly, players can also throw rocket-powered punches by holding down a controller button to smash nearby enemies.

There’s a customization system, too, where players can unlock “research points” to add new gear to their armor or swap out their weapons. But all of those options are unlocked from the start. Once I had a good setup going, the game doesn’t give much of a reason to unlock the rest. (Amusingly, there’s also a variety of different color schemes for the suits, but given that you almost never see the armor from a third-person perspective, it’s a bit of a useless feature.)

But while the pieces are all good, the issues with Iron Man VR arrive when they come together in the game, which just isn’t deep enough to support a full-blown title.

In practice, Iron Man VR is very repetitive. There’s only a handful of enemy types, whose tactics never really change. One drone will batter players with laser blasts, another will attempt to ram you, while a third has to be dodged before its shield is down. Each enemy is effectively designed to be countered by a specific weapon in your arsenal (you shoot the shooting drone, you punch the ramming drone, you ground-pound the tank), and the only variety really comes in how many the game throws at you at once.

The result is that each of the 12 levels (which are broken up into 15- to 30-minute chunks, well-suited for VR) more or less breaks down in a cycle of “defeat these identical waves of enemies using identical weapons in identical locations” until the next expository speech happens.‘IRON MAN VR’ IS VERY REPETITIVE

The game also breaks up the Iron Man action with plenty of time spent jumping around Tony’s mansion or Nick Fury’s helicarrier doing the gimmicky sorts of VR tasks that the genre had outgrown years ago. Teleporting around an open space to press a button to answer a speakerphone or put away a box of mementos just feels like padding. Those sorts of VR-y tasks make their way into the regular gameplay, too, punctuating the waves of drone fights by having players “pull” a door open, “grab” some wires, or “punch” an energy core.

Iron Man VR does try to mix things up with different locations, varying from the Shanghai skyline to a helicarrier soaring in the sky to an abandoned weapon facility. But levels repeat frequently, too; the first time spent soaring through the cliffs by Tony’s Malibu mansion is great, but by the third time the game brings it out, it starts to drag.

Some of those levels also just look bad. Part of that is due to the PlayStation VR’s lower resolution and horsepower. Some levels are better than others, but it can be rough to look at. In particular, the Shanghai level — all blocky, featureless buildings and empty pixelated roads — feels like something out of a PlayStation 2 game.

The experience is held together by an original Iron Man story, which should sound very familiar if you’ve watched an Iron Man movie (or read a comic book) in the past few years. Tony Stark has retired from making weapons, but a villain from his past — in this case, the hacker villain Ghost — wants to hold him accountable for the destruction his former misdeeds caused.

Various classic Iron Man characters show up, including Tony himself, Pepper Potts, Tony’s AI Friday, Nick Fury (all looking like off-brand versions of their big-screen counterparts), along with a new character, a holographic copy of Tony named Gunsmith that helps players design upgrades and serves as a “devil” on Tony’s shoulder to the more positive Friday during missions. (Gunsmith also solves the VR problem of never getting to see Tony’s face during gameplay by giving players a second “Tony Stark” to interact with.)

The biggest problems with Iron Man VR, however, are the truly terrible load times — at least on the standard PS4 that I was playing on. I routinely spent 10–20 seconds staring at a pitch-black screen just to load the loading screen, which can take up to another full minute to load into the actual level. That waiting is made even worse by the fact that you’re stuck wearing a VR headset and standing in your living room the entire time.

There are a lot of good ideas in Iron Man VR. But between the rough controls, repetitive gameplay, and lackluster graphics, it’s the sort of thing that feels like it would have been better suited to a shorter, more polished experience. It can make you feel like Iron Man at times — but that’s not enough to carry a full-length game.


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The Motivator

Samsung Galaxy S20 FE: Inspired by fans, for the fans




Samsung Electronics Co., Ltd. has revealed the Galaxy S20 Fan Edition (FE), the newest member of the Galaxy S20 series. Galaxy S20 FE is a premium flagship smartphone that includes innovations Galaxy fans told us they love most, and it is also made available at an accessible price point. COVID-19 disrupted the world as we knew it and technology is now playing a more crucial role in our lives and that is why we created Galaxy S20 FE; to deliver flagship experiences to more consumers.

Samsung took select features of the Galaxy S20 series, such as the super smooth scrolling display, an AI-powered camera, advanced chipset, hyper-fast connectivity, all day battery, expandable storage, with a streamlined premium design, in order to create the all-new Galaxy S20 FE.

“The S20 FE is an extension of the Galaxy S20 family and is the start of a new way to bring meaningful innovation to even more people to let them do the things they love with the best of Galaxy.” Says Mr. Caden Yu, the Managing Director, Samsung Electronics West Africa.

All you want, to do what you love
Express the best of yourself when out on a day trip or at night catching fun with a pop of color that reflects your personal style, attitude and personality. The S20 FE comes in variant colors of Cloud Red, Cloud Lavender, Cloud Mint and Cloud Navy.

With the S20 FE, the fun never stops. The pro grade camera and 30X Space zoom help you capture memorable moments whether near or far at day time.

Plus, the night mode multi-frame and powerful performance gets you through the fun nights and the 4500mAH battery keeps you on all day with little in between time to recharge using the 15W fast charging.

And since life can be unpredictable, the Galaxy S20 FE is water and dust resistant; IP68 rated. Better yet, when accidents happens, one can rest easy knowing the 24 months warranty and Screen repair offer that comes with Pre order has got your back.

Pre order
The S20 FE is available for pre order from the 9th of October with a Wireless Bluetooth earphones, Clear Standing cover and Screen repair offer. You also get a 4 month Free Subscription on YouTube premium. Trade In Discount Offer also available from Pre order. Trade in your old phones and enjoy discount on the S20 FE

The S20 FE would be officially available in the market from the 23rd of October. Visit any of our Samsung Experience Store nationwide for an amazing and pleasurable experience.

Device Specifications
With its variants of colors, S20 FE comes with a 6GB RAM/128GB ROM, a long lasting battery of 4500mAh with 15W fast charging, a 32MP selfie camera and a 120Hz Super-Amoled display.

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The Motivator

FIFA 21: No demo for upcoming game, EA Sports confirm




The company says it will instead focus on perfecting the latest iteration of the series ahead of release

EA Sports has announced that the company will not be releasing a demo for FIFA 21.

FIFA 21 is set to be released on PlayStation 4 and Xbox One on Friday, October 9, having being pushed back from its usual September release date due to the coronavirus pandemic.

In addition, the game will also be eventually released on the upcoming Sony PlayStation 5 and Xbox Series X, making this year’s release one of the most important in recent years.

Typically, EA Sports release a demo for each year’s game around three weeks before the official release, allowing players to test out the gameplay in one-off matches featuring some of the game’s top teams.

The demo is then typically followed by an early access period for those that are EA Play members, offering players a chance to play the full game for a limited time before release.

However, EA confirmed on Monday that this year’s game will not have a demo, with the company instead focusing on making sure the full game is prepared for its October 9 release date.

“We aren’t releasing a demo for FIFA 21. Instead we’ve made the decision to focus our development team’s time on delivering the best full game experience for current & next-gen consoles,” EA said in a statement.

“We look forward to EA PLAY members jumping in 10 days from now and launching the game Oct 9.”

In recent weeks, EA has begun to unveil the list of the highest-rated players in the game, with Lionel Messi, Cristiano Ronaldo and Robert Lewandowski earning the top three places on this year’s rankings on the men’s side with U.S. women’s national team star Megan Rapinoe leading the way for the women.

This year’s game will feature improvements to career mode, new attacking systems such as Agile Dribbling, Positioning Personality and Creative Runs and improvements to the highly-popular Ultimate Team mode including FUT Co-Op gameplay and increased club customisation options.

Additionally, the game will feature a series of new icons: Eric Cantona, Ferenc Puskas, Xavi, Nemanja Vidic, Petr Cech, Samuel Eto’o, Bastian Schweinsteiger, Phillip Lahm, Fernando Torres, Ashley Cole and Davor Suker.


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The Motivator

Editing HTML Like A Boss In VS Code




Here’s a seven minute video from Caleb Porzio that focuses on some of Emmet‘s HTML editing features. You might think of Emmet as that thing that expands abbreviations like table.stats>tr*3>td*3 into glorious, expanded, and perfect HTML. But Emmet has other HTML editing trickery up its sleeve. My favorite is “wrap with abbreviation” (which happens to be Cmd/Ctrl + Shift + A on CodePen), but there are more, like expanding your selection inward and outward and tag changing.

If you haven’t seen it, the Emmet 2 preview on CodePen is pretty neeeeat. It shows you what you’re about to expand into before you do it:

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