segunda-feira, 24 de fevereiro de 2020

What I've Learned From Programming Languages

I just finished up learning about fourteen new programming languages, and while my head may still be spinning, I've been struck by one thing about learning new languages. Every single new language I learn teaches me something new and valuable about programming. Some languages reveal many new things because they happen to be the first language I've learned based on a new programming paradigm, and other languages may expose only one or two new ideas because they overlap quite a lot with languages I already know. Every language has shown me at least one new thing, though, so I thought I'd take a look back and pick out one thing learned from each language I've encountered. Some of these languages I've used extensively and others I've barely scratched the surface, so I may miss some great insights in the languages less well-known to me, but that's okay. There's still plenty to reflect on.

Word cloud of programming languages

Logo
Logo was my first programming language. Of all of the introductory programming concepts it taught me, the main thing I learned from Logo was how to give the computer instructions in order to accomplish a goal. What exactly did I need to type in to get that turtle to move the way I wanted it to? I had to be precise and not make any mistakes because the computer could only do exactly what it was told. When things went awry, I had no one or nothing to blame but myself.

QBasic
My programming journey really started with QBasic. As with Logo, I learned a ton of things from it because it was one of the first languages I learned, but since I'm going to pick only one thing, I'm going with fun. QBasic showed me that programming could be fun, and that I loved solving coding puzzles and writing basic arcade games in it. For me, QBasic was the gateway to the entire programming world and it was where the fun all began.

Pascal
Pascal was the first language I learned through study and coursework in high school. Of all the things I learned with Pascal, the one thing that stands out most in my memory is functions. Learning how variables and control structures worked came easily to me, but function declarations, definitions, and calls were the first programming abstraction that really stretched my mind. The fact that the argument names in the function call could be different than the parameter names in the function definition, as well as the rules surrounding function scoping all took time to full assimilate. It would not be the last time a programming concept would challenge my understanding, and every time it does, it inspires me to learn even more about programming.

C
The primary abstraction I learned in C was pointers, and with that comes memory allocation. Pointers are an extremely powerful, confusing, and dangerous tool. With them, you can write elegant, concise algorithms for all kinds of problems, and you'll come back to the code later and have no idea how it works. Most languages try to temper and wrap pointers in soft packaging so they can be used more easily and cause less damage. C leaves them raw and exposed so you can use them to their full potential, but you have to be careful to use them wisely or spend hours debugging segmentation faults (or worse).

C++
The first object-oriented language I learned was C++, so of course, the one thing I learned about was classes (and objects and methods and inheritance and polymorphism and encapsulation. This all counts as one thing, right? I won't even mention all of the other new things I learned in C++.) Object-oriented programming was a huge paradigm shift, and not just for me, but for all programmers. That shift came for me with C++, and it was an entirely new way to organize and structure programs. With OOP, programs could support more complexity with less code so we could all write bigger, buggier software. Yay!

Java
I'm trying to keep this list in roughly the order I learned languages, so Java is next. Java finally did away with manual memory management with the introduction of a garbage collector. I actually had to learn to not worry so much about memory, and that took some time after all the scars left by C and C++. Having the language and runtime handle memory allocation and deallocation was liberating and more than a little disconcerting. At the time computers were just getting enough memory to make this form of memory management possible, but now we don't even think twice about using garbage collected languages for most things. Ah, the luxury of 16GB of RAM.

MIPS Assembly
I was in college going down the technology stack while studying computer architecture, so I learned how to program in assembly language with MIPS. MIPS taught me many things, but let's focus on register allocation. All of those variables, arguments, parameters, addresses and constants have to be managed somewhere in the processor, and that place is the register file. Depending on the processor, you may have anywhere from 8 to 32 (or more) named registers to work with, and much of assembly programming is figuring out how to efficiently get all of the program values you need in and out of that register file to use it most efficiently. Programming in assembly dramatically increased my appreciation for compilers.

Verilog HDL
Even further down the technology stack from assembly language is the physical digital gates of the processor, made up of transistors. It turns out that there are a couple programming languages that describe them, and they are aptly named hardware description languages. Verilog is the one I learned first (VHDL is largely the same, just three times more verbose), and it taught me about fine-grained, massively parallel programming. It's the ultimate concurrent programming language because everything, and I mean everything, in a Verilog program happens at once. Every bit of every variable moves through its combinational logic at the same time. The only way to manage this colossal network of signals is with a clock and flip-flops to create a state of the machine that changes over synchronized time periods. It's an entirely different way to program, and it's programming how you want the hardware of a digital circuit to behave.

SKILL
SKILL was the first scripting language I learned, and it was a proprietary language embedded in the super-expensive semiconductor design software called Cadence. Little did I know at the time, but SKILL is also a Lisp dialect. I did not learn much about functional programming with SKILL because it allowed parentheses to be used like this: append(list1 list2) and statements could be delimited with semicolons. However, it still had car, cdr, and cons, and there were still plenty of parentheses. What I learned without realizing it was how to program using lists as the main data (and code) abstraction. It was a powerful way to extend the functionality of Cadence, and to program in general.

MATLAB
My first mathematical programming was done with MATLAB. The one thing above all else that I learned in MATLAB was how to program with matrices to do linear algebra, statistical analysis, and digital signal processing in code. The abstractions provided for doing this kind of computing were powerful and made solving these kinds of problems easy and elegant. (To be clear, the matrix code was elegant. The rest of it, not so much.)

LabView
Yes, I'm not ashamed to say I learned a graphical programming language. Well, maybe a little ashamed. LabView taught me that for certain kinds of programming problems, laying the program out like a circuit can actually be a reasonably clear and understandable way to solve the problem. These types of problems mostly involve interfacing with a lot of external hardware that generates signals that would make sense to lay out in a schematic. LabView also taught me that you can never get a monitor big enough to effectively program in LabView.

Objective-C
I explored iOS programming for a short time around iOS 4, and the thing that I really loved about Objective-C was the named parameters in functions. While it may seem to make function calls unnecessarily verbose, naming the parameters eliminates a lot of confusion and allows literals to be used much more often without sacrificing readability. It turns out to be a pleasantly descriptive way to write functions, and I found that it made code much more clear and understandable.

Ruby
There is so much to love about Ruby, but I'm limiting myself to one thing so for this exercise I'm going to go with code blocks. Being able to wrap up snippets of code to pass into functions so that it can be called by the function as needed is an incredibly awesome abstraction. Plus code blocks are closures, and that just increases their usefulness. I think code blocks are one of the most elegant and beautiful programming abstractions I've learned, and I still remember the giddy feeling I got the first time I grokked them.

JavaScript
JavaScript is the first prototypical language I learned. Programming with objects, but not classes, was a shocking experience. After spending so much time in OOP land, learning how to create objects from other objects and then change their parameters to suite the needs of the problem can be a powerful programming paradigm. There aren't that many different programming paradigms, so every chance to learn a new one is a valuable experience. It teaches you so much about entirely new ways to solve problems and organize your code.

CoffeeScript
I learned CoffeeScript in tandem with Ruby on Rails, since it's the default language used for coding front-end interfaces. With CoffeeScript, I learned about transpiling—the act of compiling one programming language into another instead of an assembly language. CoffeeScript is neither interpreted nor compiled into an assembly language, but instead it's compiled into JavaScript to run in the browser (or Node.js). Learning that you don't have to live with JavaScript's warts if you would rather transpile from another language was certainly eye opening, and pleasantly so.

Python
List comprehensions are to Python what code blocks are to Ruby. It's amazing how much you can express in a simple one line list comprehension. You can map. You can filter. You can process files. You can do much more than that, too. List comprehensions are an excellent feature, and they make Python programming exciting and fun. They are a scalpel, though, and not a chain saw. The best list comprehensions are neat little cuts in code. If you try to make one big one do everything you need to a list, it's going to get complicated and confusing real fast. List comprehensions are a precision tool that solves many kinds of little problems very well.

C#
When Microsoft designed C#, they tried to put everything in it. Then they kept adding more with each release of the language. Somehow through it all, they managed to make a fairly decent and usable language with some nice features. One of the best features that was new to me is delegates. A delegate is basically a special-purpose list of function pointers. Classes can add one of their functions to the delegate of another class. Then the class that has the delegate can call all of the functions attached to the delegate when certain things happen, like when a button in a UI is clicked, for example. This abstraction turns out to be exactly what's needed to make GUI programming elegant and clean. It not only works for the UI, but for all of the different asynchronous events happening in a GUI program.

Scheme
My first experience with a functional language that I knew was a functional language was with Scheme. Learning how powerful functional programming can be was another eye-opening experience, as learning any new programming paradigm can be. Part of what makes functional programming so expressive is how natural it is to use recursion to solve problems. Recursion is used in Scheme like pointers are used in C. It's the other fundamental programming abstraction.

Io
We have finally gotten to the latest languages I learned in quick succession with the 7 in 7 books. Io is the second prototypical language I've encountered, and while it is much simpler than JavaScript, it seems much more flexible as well. I learned that pretty much the behavior of the entire language is controlled by the functions in certain slots of an object, and these slots can be changed to completely change the behavior of the language, add new syntax, and create custom DSLs on the fly. It's incredibly powerful and, well, scary. The ability to change so much about a language while your program is running is fascinating.

Prolog
So far we have procedural, object-oriented, prototypical, and functional programming paradigms. Prolog introduces another one: logic programming. In logic programming you don't so much write a program to solve a problem as you write facts and rules that describe the problem and have the computer search for the solution. It's an entirely different way to program, and when this paradigm fits the problem well, it feels like magic. The fundamental abstraction that you learn in logic programming is pattern matching, where you write rules that include variables and both sides of each rule need to match up. There is no assignment in the normal sense, though, and one program can generate multiple solutions because multiple combinations of values are attempted for the set of variables. Prolog will definitely change the way you think about programming.

Scala
The one thing to learn with Scala is concurrency done well with actors and messages. Actors can be defined with message loops to receive and process messages, and they can be spawned as separate threads. Then, threads can send messages to these actors to do work concurrently. The actor model of concurrency is a lot safer than many of the models that came before it, and it will help programmers develop much more stable concurrent programs to utilize all of those extra cores we now have available in modern processors.

Erlang
If Scala taught me something about concurrency, Erlang taught me how to take concurrency to the extreme. With Erlang, concurrency is the normal way of doing things, and instead of threads, it uses lightweight processes. These processes are so easy to start up, and the VM is so rock solid, that it's actually easier to let processes fail when they encounter an error and start a new one instead. The mantra with Erlang is actually "Let it crash," which was simply shocking to me. After learning for decades to write careful error-checking code, seeing code with sparse error checking that instead monitored processes and restarted them if they failed was a big change. It's a fascinating concept.

Clojure
One of the Clojure features that stood out to me was lazy evaluation. With the addition of a number of constructs, Clojure is able to delay computation on sequences (a.k.a lists) until the result of the computation is needed. These lazy sequences can significantly improve performance for code that would otherwise compute huge lists of values that may not all be used in subsequent calculations. Generators can also be easily set up that will feed values to a consumer as needed without having to precompute them or specify an end to the sequence of values. It's a great trick to keep in mind for optimizing algorithms.

Haskell
The big take-away with Haskell is, of course, the type system. It's the most precise, well-done type system I've ever seen, yet it's not as onerous as it sounds because it leverages type inference. I was worried when starting out with Haskell that I would constantly be fighting the type system, but that's not at all the case. It still takes some time to design the types of a program properly, but once that's done it provides great structure and support for the rest of the program. I especially learned from this experience to not write off a certain way of programming just because I've gotten burned by it in the past with other languages. One language's weakness can be another language's strength, and a perceived weakness may not be inherent to the feature itself.

Lua
With Lua I learned that if one fundamental abstraction is made powerful enough, you can make the language be whatever you want it to be. Lua's tables provide that abstraction, and depending on how you use them, you can program as if Lua is an OO language, a prototypical language, or a functional language. You can also ignore all of that and use it as a procedural language if you so choose. The tables allow for all of these options and leave the power in the hands of the programmer.

Factor
The final programming paradigm I've learned happened through Factor, and it's stack-based programming, also known as concatenative programming because of the post-fix style of the code. Because of the global stack on which all values are pushed and popped (well, almost all), the stack needs to be constantly kept in mind when analyzing the code. This concept is mind-bending. I'm sure it gets better with practice, but for how long I've used the language, it's a significant mental effort to keep program execution straight. However, some problems can be solved so neatly with stacks that it's definitely worth keeping this paradigm in mind. Stacks can be used in any language!

Elm
Elm taught me another way to do UI development with signals. While C# introduced me to delegates with their PubSub model, signals are a finer-grained, more tightly integrated feature that makes front-end browser development so much cleaner. Signals can be set up to change state, to kick off tasks or other processing, or to chain different actions together when specified events happen. Signals take delegates to the next level, and provide a lot of functionality that you'd have to build yourself with delegates.

Elixir
Elixir combines a lot of things from a lot of other languages, but one thing not covered yet that I learned in Elixir is metaprogramming with macros. Macros are an extremely powerful tool for compacting programs and making difficult or tedious problems much simpler. Any time you're repeating similar code over and over, it's best to start thinking of how to implement it more quickly and efficiently using a macro. Spending any amount of time copy-pasting code and making slight changes is a dead giveaway that a macro could be used instead. Metaprogramming has a way of wringing the drudgery out of programming. It's simply magical.

Julia
The killer feature that I learned in Julia is definitely multiple dispatch. While other languages have to deal with calling the same function with different types in various convoluted ways, Julia says "Screw it. Just give all of those functions the same name with different types, and I'll figure it out." It's a great feature when you need it, and since Julia is built for scientific computing, it probably comes up a lot.

miniKanren
I've learned about how great logic programming can be for certain types of problems, and I've learned how great functional programming can be for other types of problems. Now miniKanren has shown me how powerful it is to combine these two paradigms into one language. Since logic programming works well for isolated logic problems, but doesn't do so well for implementing a complete program, putting it into a functional language bridges that gap so that you can create a fully working program. Having Clojure there to provide the input and process the output of the logic program really ups the ante for what can be accomplished in miniKanren.

Idris
Idris takes the powerful type system of Haskell and turns it up a notch. The novelty of Idris' type system is dependent types that allow types to be specified in relation to other types using characteristics of those other types and operations. It's basically making the type system programmable. Types can be specified so that arrays have a certain length, the output of a function has the same length or combination of lengths of its inputs, or any other set of operations can be done on characteristics of a function's types to specify the dependent type. It is a really powerful type system that stretched my mind even more than Haskell did.


As you can see, I've come in contact with a lot of languages. It looks like 31 so far, if I haven't forgotten any, and I've learned something valuable from each one of them. Some languages have taught me much more than others simply because of where they fell on my programming journey, but old or new, popular or unknown, every language has something to teach. While this is a lot of languages, there are notable omissions including Go, Rust, Swift, and Kotlin, just off the top of my head. I imagine that those languages, too, would have much to teach me about new programming features or improvements to concepts I already know. That's the beauty of learning new programming languages: there's always something more to learn about the craft. You just have to be ready for it.

domingo, 23 de fevereiro de 2020

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quinta-feira, 20 de fevereiro de 2020

About Hyper Casual Games

In 2014, I wrote a post titled "Casual games for casual players", analyzing important features a good casual game must have. This category of games had a boom with the rise of mobile media (smartphones and tablets). Probably the most iconic case that we can discuss here is the Angry Birds phenomenon: a beautiful game with rules you can understand in a second, a high level of replay, and available for a cheap price. Angry Birds became a model in the app stores and after that we could observe a great number of casual games that explored different business models using these simple mechanics.



We have many casual games in different platforms today, but there's a new idea rising strongly: the hyper casual games concept. These categories of games, according to Johannes Heinze are "games that are lightweight and instantly playable". Note the difference: the hyper casual are instantly playable; this makes a big difference in today's gaming context.

Companies like Voodoo and Ketchapp Games (both French) are two good examples of how to explore business models using hyper casual games. They are creating very simple and addicting games. You play them and, if you like them, there's a possibility to buy a premium version of the game without ads, or you can play it and watch the ads.

One good example of this kind of game is the awesome Helix Jump (one of my favorites). Check the gameplay trailer below:



Here in Brazil, companies like Sioux are investing in this gaming category. They launched a very interesting title named Overjump. Do the exercise: watch the video and notice that in the first 8 seconds you already understand the mechanics.



The most important point of this discussion is the rising of hyper casual games parallel to a big triple A titles showing us that we are living a great moment in the gaming industry: a moment full of opportunities.

#GoGamers

Celebrating The 30Th Birthday Of Simon Jarrett



Today, the 16th of July 2018, Simon Jarrett would have turned 30. He never quite made it, the proposed treatment for his brain damage proving ineffective.

And yet he did. A Simon Jarrett made it to the ARK, facing eternity among the stars. Another(s), infinity below the sea, at least as long as the batteries last. But he didn't just live, he left a legacy. His scan, for a generation of programmers to use. The ARK, preserving humanity until the Sun burns out.

And you.

Simon lives on in every fanart, every mixtape and cosplay. He gets a different story in a fanfic, be it finding a cure, finding love, sometimes dying, yet still living on through those moments. You have taken him well beyond 4.0, and for that we are thankful.

As a small celebration we have collected 30 of some our favourite fan works of Simon, one for each year since his birth. In all honesty 30 is an arbitary number, a cutoff point to keep this post from being far too long. We love each and every one of your fan creations, as well as mods, meta commentary and even just coming together as a community.

From us, and from Simon: thank you!

PS. If you want to see more fan creations from SOMA, Amnesia games and Penumbra, we have an official Tumblr blog where we have collected your works from Tumblr, Twitter, Instagram and Deviantart. The blog updates daily! (We might not have found your work, so please tag us on social media, or send us a message!)

Cosplay and art by Zerachielamora


http://zerachielamora.tumblr.com/post/145715347791/part-one-of-my-soma-photoshoot-the-shots-came

http://zerachielamora.tumblr.com/post/149452596636/did-someone-say-humansimon-jarrett-cosplay-i-put

Zerachieamora is one of the top creators in our community, having done cosplays of all our protagonists, as well as having time to run ask blogs and make art. Their stuff always has top-notch detail and creativity. We certainly hope our next protagonist will be cool enough to inspire them to make another cosplay!

You can also find Zerachielamora on Twitter, Instagram and Deviantart.

Okay, okay, almost done with the praise! Just one more thing we loved:

http://zerachielamora.tumblr.com/post/131937553916/soma-meets-undertale


Art by Sketchinfun

http://sketchinfun.com/post/132244987837/in-between-boarding-today-i-decided-to-do-some

Sketchinisfun has made a lot of awesome contributions to the fandom, such as Tiny Catherine, but this animation has to be our favourite - everyone knows just how much dedication that requires!

We also can't help but appreciate their take on Simon and Catherine's voice actors' coping mechanisms (which we cannot officially endorse):

http://sketchinfun.com/post/132159275532/felt-like-drawing-some-silly-screen-cap-redraws-of

Art by lumipaiio

http://lumipaiio.tumblr.com/post/167990722451

http://lumipaiio.tumblr.com/post/142199605996/am-i-the-only-one-who-went-to-the-wrong-elevator

Lumipaiio's forté is drawing incredibly dynamic Simons and Catherines. Just look at him go! It is so hard to pick a favourite!

Lumipaiio have also drawn an incredible concept called Leggy Catherine, among other things.

Plushie by DonutTyphoon

https://www.deviantart.com/donuttyphoon/art/Simon-Jarrett-Plush-634126774

It's cute! It's small! It glows in the dark! It's a perfect boy.

Animation by Rabbitintheheadlights

http://rabbitinheadlights.tumblr.com/post/136645293417

Rabbitintheheadlights is asking the right questions. Note how we don't have mirrors in the early game?

Art by Bardicles


Bardicles draws the cutest little Simons, and keeps us entertained with their short comics!

Art by Shaidis

http://shaidis.tumblr.com/post/130194112902/heading-to-tau

One of our favourite levels deserves some love, and Shaidis delivers! This piece is beautiful, and it is no wonder it shows up whenever you search for SOMA fanart.

Art by Rennerei

http://rennerei.tumblr.com/post/140112671336


Is it a screenshot? Nope, just Rennerei working their magic!

This pick might be biased as our community manager has followed Rennerei since the early TBFP/Motorcity/TF2 days. It is truly inspiring to work on something, and then receive fanart from someone you admire.

You can also find Maren on Twitter and Instagram.


Pixel art by Adam Joe Pajor


Adam has done various cool pixel art pieces from SOMA, as well as Amnesia, which you should definitely check out in their Frictional tag on Tumblr.

You can also find Adam on Facebook!

Art by Dospeh

http://dospeh.tumblr.com/post/161279516189

Doseph has made an incredible set of all our major protagonists that you can find in their Frictional Games tag. The detail, atmosphere and claustrophobia in the works is astonishing.

You can also follow them on Instagram.

Art by Fayren

http://monsterboysandrobots.com/post/130086660988/soma-just-rip-out-my-heart-and-drop-it-in-the


Fayren does amazing original work, but it is an honour that they took time to create fanart for us.
They has also made another piece of SOMA fanart that we have up on our wall in the Malmö office.

You can also follow Fayren on Twitter.

Art by Mcfudgie

http://mcfudgie.tumblr.com/post/132701364480/simon-contemplates-on-the-important-things-like


Sick.

We're serious developers, but not too serious to enjoy some light-hearted wall punching! This is what any of us would do, isn't it?

Art by KylieRusek

http://kylierusek.tumblr.com/post/132754459129/i-love-this-game-so-much-hhh

Watch out, Simon, you're glitching out! Looking at your hands won't help you escape this nightmare.

You can find more art by KylieRusek on Twitter and Instagram.

Art by Wachtelspinat

http://wachtelspinat.tumblr.com/post/137309260311/so-we-played-soma-at-new-years-eve-and-i-didnt

http://wachtelspinat.tumblr.com/post/137579288681/friends-yy

These are some good, chunky boys - thank you Wachtelspinat! Knowing Simon, he would probably own that hoodie.

Cosplay by that-handmaid

http://that-handmaid.tumblr.com/post/133897386963/pfft

The creatures at Pathos-II might be terrifying, but that carpet is even more so! But this Simon is braving it like a champ.

Art by Blenderweasel

http://blenderweasel.tumblr.com/post/131258824330/inktober-day-15-im-only-partway-into-soma-and-i

Simon is an obviously unreliable narrator. He could have been a Roomba the whole time for all we know!

Cosplay by Essi.cosplay



Ess and her brother did an amazing job on the diving suit, down to the glowing eyes, WAU-infested trousers and even an Omnitool! And Simon eating pizza with a kawaii Reaper is the crossover we didn't know we wanted, but have now been enlightened.

Doll by Sadunacc

https://sadunacc.tumblr.com/post/170776944683/whoops-i-ended-up-making-simon-too

Sadunacc has created a lot of lovely fanarts, including some more beautiful Leggy Catherines. But this doll is so unique we had to share it - just look at it! A pocket-sized Simon!

Art by Piranyeaah


It is always cool to see artists' work progress - and for this work you can also see the progression shots! Piranyeaah did a lovely job capturing Simon's confusion.

Art by Snuffysbox

http://snuffysbox.tumblr.com/post/132359871722/deep-sea-buddy-adventure

They are friends! They are on an adventure! And nothing bad will happen!

http://snuffysbox.tumblr.com/post/132421650637/simon-jarretts

If you're Simon and I'm Simon... then are there also other Simons, possibly disguised as Roombas? Let's not think about that, and instead think about how nice it is to see all of them together.


Animation by Articlerotten

http://articlerotten.tumblr.com/post/137541646681/goofy-soma-gif-while-i-try-learning-how-to-make

This is the smallest walk cycle of all time. And it's adorable.

Art by Talondoodle

http://talondoodle.tumblr.com/post/138766483607/smol-simon-jarrett-for-all-your-smol-simon-jarrett

Is this a Simon, or is this a squirrel? He sits silly, but we still love him.

Art by starchild_hiroto


If this won't make them get along, then nothing will.

Cosplay by Steampoweredwerehog

https://steampoweredwerehog.tumblr.com/post/144826091502/behold-my-nearly-finished-simon-jarrett-from-soma

Inspiring people to push their limits and make something awesome is great! Steampoweredwerehog - if you're reading this, we'd love to see the final cosplay!

Art by S.paceheart


These were the good times! Glad to have them captured in a picture, forever in a state of ":D".

Animation by Cprartsalot

http://cprartsalot.tumblr.com/post/133127049490/whispers-still-cant-get-over-what-happened-in

You can find all the SOMA pieces by Cprartsalot in their SOMA tag! But if we had to pick our favourite, it would be this one.

Minecraft skin by IcarianPrince

Simon Jarrett



Just look at that Minecraft boy go! Just don't stay underwater for too long, we can't guarantee this skin will make you into an actual diver.

Art by TigerSpuds

https://www.deviantart.com/tigerspuds/art/SOMA-Ending-The-ARK-572975126

And to end things off, we present this piece of art. We can let Simon have a happy ending. At least for this one day.

Download Wayward Sky VR For PS4

Download Wayward Sky VR For PS4

DUPLEX | CUSA06309 | Update v1.04 | VR | 



Wayward Sky is a third person single player adventure game that focuses on atmosphere and storytelling through light puzzle solving designed to ease players into VR.
    You are Bess, a young pilot flying with your father when you crash into a mysterious fortress that emerges out of the clouds. Your father kidnapped and plane in ruins, you set out to explore the fortress and rescue him.
    PlayStation®Camera Required 
    Enhanced play with 2 PS Move controllers  
    VR games may cause some players to experience motion sickness.


    DOWNLOAD LINKS

    DOWNLOAD DUPLEX VERSION:

    CLICK TO DOWNLOAD 


     GAME SIZE: 1 GB
    Password: After 10$ payment is done

    quarta-feira, 19 de fevereiro de 2020

    Upcoming Games Of 2019 | Confirmed Release Dates | PS4, Xbox One, PC


    upcoming games, upcoming ps4 games, upcoming pc games, ps4, Xbox one, pc, games 2019,


    Upcoming Games  Of 2019 | Confirmed Release Dates | PS4, Xbox One, PC

    As 2018 comes to an end, it's time to start looking forward to all the phenomenal new games of 2019. Maybe you're still making your way through the best games of 2018, yet it's never too soon to look forward to the future and figure out what you need to start saving up for. We've compiled the absolute greatest new games of 2019 that we're anticipating like Anthem, Cyberpunk 2077Days Gone, DMC 5, Resident Evil 2 Remake, and Kingdom Hearts III make up just few what's coming down the road. BTW It's all ordered by release date for easy browsing.

    More dates are certain to be confirmed as the year goes on, so make sure to check back often as we update this article with new additions. So, stay in touch with the "Pro-Bros Arena"




    1. Ace Combat 7: Skies Unknown


    Release Date: 18 January 2019
    Platforms: PlayStation 4, Xbox One, Microsoft Windows
    Developers: BANDAI NAMCO Entertainment, Project Aces, Bandai Namco Studios

    Bandai Namco's cult most loved series of flight sims is gearing up for a major comeback, taking the dogfighting action back to the alternate world of Strangereal for Ace Combat's present gen debut. The fast-paced aerial skirmishes look incredible whether you're steering from the first-person cockpit or a third-person view, and the campaign guarantees to contextualize the battlefield in the skies with a healthy dose of political interest and Top Gun-esque acting.  The person who owns a PlayStation VR headset gets the special reward of PS VR-exclusive missions that make you feel like you're really flying your very own fighter jet.



    2. Resident Evil 2 Remake.


    Release Date: January 25, 2019
    Platform: PC, PlayStation 4, Xbox One
    Genre: Survival Horror
    Developer: Capcom

    Fans requested it, and Capcom has reacted in kind. The Resident Evil 2 remake takes you back to a survival horror classic. Reacquainting us with Leon Scott Kennedy and Claire Redfield as they battle for their lives in the infection tainted Raccoon City. And once the dust settled on E3 2018, it was clear that Resident Evil 2 Remake was one of the stars of the show. It's stunning to see how the Resident Evil 7 engine has improved the visual revamp of this 1998 classic: the very point by point zombies are covered in blood, slime, and rotting flesh, and the premonition environment look frighteningly lifelike. The third-person, over-the-shoulder camera should bring the gameplay more in line with modern expectations, making for some truly claustrophobic scares, and the reimagined cutscenes strive to be legitimately spine-chilling as they retell the original story. Put simply, this remake won't be for the faint of heart. 



    3. Kingdom Hearts 3


    Release Date: January 29, 2019
    Platform: PlayStation 4, Xbox One
    Genre: Action RPG
    Developer: Square Enix

    The Disney based game is at last set for a firm release date in January, and with it, a huge amount of new franchise are making their series debut in Kingdom Hearts 3. Confirmed to show up are characters and locals from Tangled, Big Hero 6, Toy Story, Monsters Inc., and Frozen. And plenty more that we've seen before, for example, Hercules and Pirates of the Caribbean. But the question is whether the gameplay of the PlayStation 2 period still holds up so many years later?



    4. Crackdown 3


    Release date: February 2019
    Platforms: Xbox One, Microsoft Windows
    Developers: Sumo Digital, Reagent Games, Cloudgine, Ruffian Games

    4 years after its debut at E3 2014, we still have no clue what's in store from Crackdown 3. We got a new trailer at Microsoft's conference this year, and it gave off an impression of being comprised of in-game footage, yet we're still just as clueless as you are for the most part. Terry Crews presently gives off an impression of being a prominent aspect of the game. And keeping in mind that we love Crews, his VO work in the latest trailer can be depicted as over the top at best.

    If you're willing to see how it look like then here's the latest short gameplay of Crackdown 3 by IGN.







    5. Trials Rising


    Initial release date: 12 February 2019
    Genre: Racing
    Platforms: PlayStation 4, Xbox One, Nintendo Switch, Microsoft Windows
    Developers: Ubisoft, RedLynx, Ubisoft Ukraine

    The physics-based motorcycle stunt series is back with Trials Rising. The Trials community will be able to make and offer tracks with different players over the globe in this rendition. And you'll likewise have the option to customize your racer and bike with a large number of various items including helmets, jackets and trousers. There are a plenty of landmarks over the globe that will have tracks dependent on them. A lot of modes are incorporated, some new and some old. Declared so far are Tandem Mode, 4-Player offline co-op, Contracts, Asynchronous Challenges, and of course Online Multiplayer. The game looks like a blast to play solo or with friends. 



    6. Anthem


    Release Date: February 22, 2019
    Platform: PC, PlayStation 4, Xbox One
    Genre: Action Role-Playing
    Developer: BioWare

    Arguably a standout amongst the most exciting games slated for 2019 is BioWare's hopeful come back to form in Anthem. The game surprised when it appeared at E3 in 2017, and after a year, it's still high on people's wishlist. The title joins third-person shooting and action RPG elements within a shared open world. 

    You play as a Freelancer taking part in third-person, Mass Effect-style shootouts, armored up in your Javelin exosuit to explore and eliminate within some gigantic alien biomes. Up to four players can adventure together within their customizable Javelin suits. The game is intended for a group, but single-player will be supported too.

    Related post: Anthem detailed preview




    7. Metro Exodus

    Release Date: February 15, 2019
    Platform: PC, PlayStation 4, Xbox One
    Genre: First-Person Shooter
    Developer: 4A Games

    Metro Exodus is the third game in this criminally overlooked post-apocalyptic FPS series, transporting you to the irradiated ruins of modern civilization, now abounding with mutated creatures, which some way or another still manage to look beautiful. The game begins off from Last Light's "Redemption" ending and continues with the story of Artyom as he attempts to escape the Metro in Moscow. The title will see Artyom and his wife Anna attempt to travel far east to start a new life. However, that journey will be more unsafe than Artyom or Anna know. 

    Exodus will feature both sandbox environment and linear levels to progress the plot. The story will happen through the span of a year, with the game's dynamic climate and day-night cycle constantly showing signs of change regions dependent on the season.




    8. Devil May Cry 5


    Release Date: March 8, 2019
    Platform: PC, PlayStation 4, Xbox One
    Genre: Action-Adventure
    Developer: Capcom

    Many conjectured that it would be Sony's E3 conference in which the much-rumored Devil May Cry 5 would make its appearance. But, no, quite an opposite in fact. Microsoft's E3 conference got the reveal of a game. And, fans of the series couldn't be more excited. 

    Both Dante and Nero will return as playable characters in DMC 5. A third playable character is also introduced. It feels really satisfying when your game's hero is surfing rockets like a surfboard directly into an evil demon's face? 

    For detailed Preview: Devil May Cry 5 | Release date, Gameplay preview, Trailer, News, & more..




    9. Tom Clancy's The Division 2


    Release Date: March 15, 2019
    Platform: PC, PlayStation 4, Xbox One
    Genre: Action RPG
    Developer: Massive Entertainment

    The sequel of The Division moves from the streets of New York City into the country's capital. A civil war is breaking out within Washington D.C., and it's up to The Division to help squash it. Massive is bringing 8 player Raids into The Division 2. Also, the developers have guaranteed that three episodes of post-launch DLC, including new story content and game modes, will be made accessible to all players for free.




    10. Sekiro: Shadows Die Twice


    Release Date: 22 March 2019
    Platform: PC, PlayStation 4, Xbox One
    Genre: Adventure-Adventure
    Developer: FromSoftware

    Sekiro: Shadows Die Twice comes to us from the same team that created Bloodborne for PlayStation 4. The game looks comparable in gameplay to Bloodborne and the developers' other outstanding work, the Dark Souls series. However, the game won't feature RPG elements nor multiplayer modes like the others do.

    The setting is sixteenth century Sengoku Japan. You play as a shinobi named Sekiro as the character attempts to take revenge on a samurai who recently assaulted Sekiro and kidnapped his lord. The samurai has disjoined one of Sekiro's arms, consequently prompting an in-game mechanic in which Sekiro can install different gadgets and accessories upon his prosthetic and upgrade them all through his adventure. 

    The most alluring feature spotted so far? A grappling hook, which could drastically change how we traverse the expertly made zones and arenas. Cool! Isn't it?




    11. Mortal Kombat 11


    Release Date: 23 April 2019
    Platforms: PC, PS4, Xbox One, Switch
    Developers: NetherRealm Studios

    Mortal Kombat has been one of the most popular fighters game in the world for decades. NetherRealm Studios announced Mortal Kombat 11 to the world in an official revealed trailer at The Game Awards 2018. Mortal Kombat 11 will release on 23 April 2019 for multiple platforms including PC, PS4, Xbox One, Switch. The trailer for Mortal Kombat 11 was typically bloodier. With heads being removed from bodies and blood flowing freely. Also, the trailer seems to feature just how detailed the brutality zoom-ins will be in the new game. Preorders for both console and PC start on December 7, 2018, Although there's no word on when the game's beta access period will start.




    12. Days Gone

    Release Date: April 26, 2019
    Platform: PlayStation 4
    Genre: Survival-Horror, Action-Adventure
    Developer: SIE Bend

    The more we see of Sony Bend's Days Gone the more the upcoming title seems to impress. Gone are the days of thinking the project is "simply one more zombie game". Rather, it's demonstrated to give a convincing lived in world in which you constantly stumble upon environmental hazards. And because of 'not just any zombie game' it has been the most anticipated game for a long time, lastly, it will release on 26 April 2019.

    For a detailed preview: Days Gone | PS4 Release date, Gameplay, news & more...




    13. Team Sonic Racing

    Release Date: 21 May 2019
    Platforms: PlayStation 4, Xbox One, Nintendo Switch, Microsoft Windows
    Developer: Sumo Digital

    Sonic and his numerous buddies are back for their third kart-racing competition - and before you ask, Sonic races in a car as a handicap because there'd be no challenge if he was running on his foot. Sumo Digital, the same developer behind the splendid Sonic All-Stars Racing games, is back for Team Sonic Racing, which focuses exclusively on the Sonic universe and places drivers in groups as they compete for a combined score instead of pole position. It's certainly a takeoff from the more conventional arcade racing of the past games, and the Sonic focus, unfortunately, avoids all that superbly obscure Sega fan service. But, the dynamic visuals and finely tuned fundamentals are still there, with all the boosting, item-blasting, and mid-air tricking you could seek after.



    14. Rage 2


    Release Date: May 14, 2019
    Platform: PC, PlayStation 4, Xbox One
    Genre: First-Person Shooter
    Developer: Avalanche Studios, id Software

    The infamous Walmart leak of 2018 spoiled the reveal of Rage 2 for the majority. Many people questioned the legitimacy of the retailer's listing, but when a franchise as obscure as Rage was confirmed just as the leak predicted, we realized it had to be legit. The game looks to be a fabulously frantic mashup of Doom and Mad Max. Which well makes sense considering id developed Doom and Avalanche developed Mad Max.

    Players wander the game's apocalyptic open world after a giant asteroid devastates the majority of mankind, the survivors need to fight for themselves against armies of horrendous bandits and mutants with deadly tendencies. And also, Rage 2 brings back the deadly boomerang known as the wingstick, and amps up the firefights with a lot of dashing and an adrenaline-pumping, neon-soaked berserker mode.



    15. Shenmue 3


    Release Date: 27 August 2019
    Platform: PC, PlayStation 4
    Genre: Action-Adventure
    Developers: YS Net, Neilo

    The Shenmue series was never a huge commercial success, but thanks to some extent to Kickstarter and a large number of fans' hard-earned dollars, the project is completely in progress. In Shenmue 3, you'll play the job of a martial artist named Ryo Hazuki as he attempts to reveal who is responsible for his dad's murder. The game guarantees to have gameplay reminiscent of the past titles, enabling players to go up against enemies in hand-to-hand combat, upgrade combat abilities, and explore a living world loaded with towns, shops, and an active populous.


    So these are the upcoming games of 2019 with confirmed release dates, We'll keep updating this list as soon as any other release date is confirmed, so stay in touch with the "Pro-Bros Arena"