PLAYERUNKNOWN's Bandana giveaway
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PLAYERUNKNOWN's Bandana *

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Grand Prize: PLAYERUNKNOWN's Bandana

About the game:

The developer of Playerunknown's Battlegrounds is your Korean studio Bluehole Inc., known for creating MMORPG "TERA," it also is a publisher. Brendan "Playerunknown" Green, who previously created the Battle Royale mod to the sport ArmA 3, took over the position of primary designer. Players liked the concept of "Royal Battle" having a hundred participants and then sailed to the notorious H1Z1, though currently called King of The Hill. Create a game that was full-fledged from the mod and Brendan, viewing the popularity of his brainchild, decided to keep up. Does not resemble anything?

The character is still the same: 100 players have been thrown away from the plane after landing (that the parachute opens automatically, so it will not work at this stage) you want to receive your equipment and remain alive. It's well worth noting that its flight's trajectory fluctuates from game to match, therefore it is not likely you will think about a landing spot in advance. It would seem that everything is simple, and the game ought to get bored. PUBG has some attributes. And the very first one is striking in the menu: all these are team game modes. Yes, you heard - that the programmers chose to move away from the conventional idea of a free-for-all and introduced 4x4 and 2x2 manners that allow you to fight side by side. And this movement helped solve the issue of cooperating players, which has been struck in the first mod. Servers are allocated for each mode that a pair will be no longer faced by a loner or four of opponents face to face.

The map is most impressive in its dimensions: the participant has two islands in his disposal, the first of which is full of small and huge towns and private houses, there was also a place for ruins and even electricity stations. On the next island, there is a foundation of size; the number of gamers are attempting to land on it. It is really worth noting that the towns do not disagree; there are many models of buildings, and that explains why they are repeated. On the flip side, you explore all the floors and rooms and are able to go into each house - that this strategy is commendable.

Obviously, the range of this island is not similar with the locations from ArmA 3, but to navigate on foot on it is a dubious pleasure. Fortunately, caring developers have ready a bike with a sidecar, UAZ, passenger Dacia, dual buggy gear for us, which includes, and a boat. Not to say that this is a park that is striking, so this amount of technologies is enough with the head however, the sport isn't about cars at all. They're placed quite evenly throughout the map, and receiving a vehicle isn't a tricky undertaking , even in the event that you don't know the things of its physical appearance.

However, what definitely pleases is the weapon, as here we have a whole arsenal of 4 assault rifles, 4 submachine guns, 3 shotguns, 4 sniper rifles, a machine gun, a crossbow, plus 3 pistols. Trunks actually differ from each other in their features; every one of them has both pluses and minuses so that everybody is able to locate a gun. The programmers also didn't forget about the entire body kits for them; every barrel could be outfitted with a sight (which can be a lot), an enlarged magazine, an compensator, etc., which will ensure it is even more convenient to use in certain circumstances.

Additionally, there are 3 types of grenades: fragmentation, smoke and noise, along with a Molotov cocktail. The programmers didn't forget about melee weapons, but at the moment, it is absolutely useless. The fact is that getting some type of firearm is no issue. It's considerably more convenient than to try to repulse an opponent using scythe or a pan to obtain the same gun.

The recoil of the weapon is sensed, and in general, to take from various firearms is very fine here, especially considering their sound. Obviously, the game does not have too sensible ballistics; however, shooting does not appear overly casual. From strikes, gear deteriorates and, finally, can grow to be worthless.

The equipment available in the game can be split into three components. We take the initial one to clothing - it's completely useless (not counting sniper camouflage) and is required only for character customization. Its present amount is sufficient to groom a clean. In the next, we write down useful wardrobe products a helmet, body armor, and a backpack. They come in three levels, respectively, the higher the amount, the better the characteristics of the subject. For helmets and armor, this also translates into just how much damage they can take. With backpacks - into their own capability. The next includes body kits, cartridges, and medicines.

The neighborhood medication system also warrants a few words. Besides standard first-aid kits (you will find big and smaller ones, concerning the number of replenished health) in the sport, you will find energy and painkillers. Their use fills the analog of the scale that is endurance. Initially, this provides a small gain in the rate of movement having stuffed the pub to the conclusion, the participant also receives health . This becomes especially beneficial in the subsequent stages, where every shot may decide the match's results, and skirmishes involving players become more common.
The local system of this "safe zone" contributes to this dynamic development, the gist of which will be as follows:'' a zone appears to the map, the boundaries of which can be indicated by a white circle. A circle begins to move toward it, remaining out of it's life threatening players have been dealt damage. After the bounds of the blue and white circles match, the players have been given a time and a fresh zone, but of a smaller diameter, appears in a place inside the current one. The rate of the harm and this exact blue zone grow with every next step, and the period of time given to players to get to a place that is safe decreases. This continues until the zone reaches the minimal diameter, unless of course, the players kill each other. Such a system is great because it creates game scenarios that are unique: where the next zone will appear, you can not guess. It is not possible to prepare to take a position, and so on, it's always required to adapt to the new requirements that the game orders. In addition, it makes them on the go successfully compels players to struggle with one another, and does not devote time for camping that is boring and meaningless. From time to time, there appears also a tiny circle on the map the shelling zone. Shells begin to pour from the sky the players in it. But you have time to escape prior to the bombing starts, in addition to can hide in any construction.

The game was made on the Unreal Engine 4 motor, and its graphical component is quite gratifying. Optimization is prevented from appreciating the beauty of the sea or even a wheat field, of which many owners have to decrease the settings to the minimum far in your computers.
Bluehole Inc., awarded the experience of competitors, is not going to continue to keep their project from the first access for quite a lengthy time and guarantee to release the final version of the game in 6 weeks. Now they are working hard on their brainchild: they publish patches that fix bugs and add new content into the sport (for instance, Vintorez, a favorite of several VSS players,'' was recently included ). Of course, it's interesting to perform PUBG in team modes, especially at the present stage. However, I want to believe that the developers will keep their word, and in a few months, we will be waiting for optimization a variety of maps and manners, and a great deal of content.

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