Review of the game Total War: Arena. Total War: Arena. Almost MOBA game review total war arena

The Creative Assembly studio, which has long acquired the status of a cult studio, is preparing a real bomb for all fans of multiplayer. And it will explode this year. If someone else is not in the know, then the eminent developers of the legendary series total war decided to take a swing at the MMO market. And they start in this direction, together with the publishers from Sega, with their product with the uncomplicated name Total War: Arena.

What does it represent?

It should immediately be noted that this is far from a continuation of the eminent franchise. Rather, it is her adaptation for . Although it should be more correctly called Total War: Arena a symbiosis of a multiplayer arena and. Although the creators of the project themselves, for example, Jan van der Krabben, compares his new brainchild with the second part of StarCraft. But a number of critics believe that the game is more like a session game, and the most daring of them even hint that it looks like a very popular one in our latitudes.

In fact, Total War: Arena is a typical one, but not one user, but a team of up to ten players will have to command the army in it. Moreover, each commander can have up to three detachments at the same time, including hundreds of soldiers. So in order to defeat the enemy, a team of ten people will need to act as coordinated as possible. And sincerely believe that their opponents will be stubborn schoolchildren who are not able to fight together.

The project has successfully passed the beta testing stage and now everyone, including Russian-speaking gamers, can download the game client for free and test themselves as a real commander.

Key Features

So, what else can a Total War: Arena review do without? Of course, without at least a brief mention of unique features project:

    no turn-based mode, unlike other games in the series;

    team fights with the number of live players up to 10x10 games;

    three warring parties: Greeks, Romans and barbarians. There may be more factions to fight for in the future;

    each player will have his own army, consisting of several units. Moreover, both units and main characters can be upgraded;

    given that in the army of any of the users at the same time there are up to three units, including a maximum of one hundred warriors, at the same time there are about six thousand units on the battle map;

    The main focus of the developers is on the interaction of gamers, which will help even a weaker army to win, provided that the right tactical and strategic decisions are made.

Verdict

Total War: Arena remains one of the most anticipated MMOs among true strategy fans. And this is a clear merit not only of the previous games in the series, but also a number of innovative ideas that the developers from Creative Assembly threaten to implement. It remains only to wish them good luck and hope that the world will see another iconic multiplayer strategy.

We present to your attention a large preview of Total War: ARENA from Rockpapershotgun.
Translation from artpirojkov.
Total War: Arena reminds me of Magicka: Wizard Wars, a game I'm forever in love with. Wizard Wars took the chaotic elemental combos from Magicka and incorporated them into team multiplayer combat. If she was just a multiplayer incarnation of Arrowhead concept combat, she wouldn't have captured my attention for so long. Arena strikes the same chord because it represents the Total War aspect, completely redesigned into a short-term multiplayer game that hasn't lost its strategic roots. After an hour of playing, I'm craving more.
The new rules for how the battle unfolds are designed to inspire last-minute heroism and bring the possibility of dramatic change to the battlefield. Total War: Arena was able to find the same bright spot in its mixture of team-based competition and strategic battles.
Built on the foundations of the huge historical battles of Total War, Arena pits two teams of ten against each other, giving each player control of three units. The build I played 4 rounds at a recent press event is part of the closed alpha, and the closed beta is due out in early 2015. As someone who enjoys Total War much more about the management and map-building than the combat, I wasn't sure if the free-to-play multiplayer team game I really need it, but Arena looks smart, thanks to the high focus and good map design. Right now there are only two maps, one of them at the edge of the forest, the teams are located on opposite sides of the area, divided into three main battlefields. You can call these battlefields glades, each of which has its own path to the enemy base, which must be captured and held for a certain time in order to win the round. If several players captured the base at once, this time will decrease faster, but if they were knocked out of there, you will have to start over.
The second map has city streets on the bottom left and more open spaces to the right. The city has many bottlenecks, ideal for various tactics rock-paper-scissors, which are the heart of Total War. You will have to think for a long time what the initial three units should be - ranged or melee, I chose the early spearmen, like most of my opponents. Sending spearmen against spearmen reduces the ability to maneuver and attracts cavalry, as well as the ability to hide counter units in the constantly changing "blind spots" in the field of view, but still, in the most advantageous moments, I used the trick.
Send a squad of lightly armored spearmen to the crossroads and one in ten of your enemies will be caught. As soon as he approaches, your other units, armed to the teeth and wearing the most powerful plate armor that experience money can buy, will be waiting for a chance to pounce on the enemy. Outflank, surround, crush their morale and prevail.
Getting to know how combat works in Total War can help, because the system at work here is very similar. The graphics are not so wonderful, the physics are not so physical - so as not to load the server on which all the data is stored, but basically everything is like in the main games of the series. There are even commander units (one per player) hidden among the units, their loss causing increased anxiety among the soldiers. Formations have been simplified and everything happens in more fast pace, but positioning, altitude, and timely orders are as important as ever, as is understanding the big picture.
In my opinion, it is difficult to organize a trip to the cinema or a bar for ten people. Military leadership in the classical era will be more difficult than going out to socialize. Our first two attempts were unsuccessful. On the forest map, we were unable to use cover in the forest to disguise ourselves, and ended up in a huge pile in the center of the map, surrounded on all sides. I think we were destroyed before the enemy decided to move to our base. We were all in the thick of the battle, leaving no one behind to defend the base, without even thinking that it would be nice to take advantage of the terrain. But let's chalk it up to enthusiasm. Our next attempt was a notable progress.
The battle took place in the suburbs, the plan emerged, despite the fact that we did not change the strategy. Being real British, we rolled our eyes and lamented the catastrophe that had just happened to us, but did not bother to agree on how to avoid it next time.
It was then that I realized how thoughtful Arena is. Although it looks simple, the design of the cards is very elegant, and it all starts with choosing a starting position. When everyone has chosen a commander and troops, and then pressed the button that tells the world that they are ready to play, ten possible starting positions appear. When someone has chosen a point, his name is displayed above it, and since each such point has a strict purpose - to protect some passage or form a perimeter around the base - it is quite possible to determine the role of each player and his tactical actions from the start, simply by looking at map.
I chose a place in the suburbs, between two allies. As I expected, we had to carefully move through the streets, trying to surround and destroy any approaching enemy. To my surprise, that is exactly what happened. We didn't exchange a word, but we could read each other's intentions and work as a team. Since each player sees the actions of an ally, moving along the city streets in small groups, we received maximum view. It also gave us the advantage that we ourselves fell less into the field of view of the enemy.
Having destroyed all the opponents in the area, we knew that the enemy did not see our maneuvers in this part of the map, moreover, they never had an accurate idea of ​​how many of us there really were, since we attacked from all sides, having also reserves .
When you lose track of enemy units, all you have to do is stare at the map, looking for areas shrouded in the fog of war and wondering how many troops might be lurking there. In general, the main task is to cover as much of the map surface as possible in the field of view. You want to deceive the enemy by sending troops to his units that are tired or vulnerable to counterattack, but at the same time hiding your main forces from their eyes and arrows.
Of course, you are trying to do the same thing, trying to fence off your own base from the wave of incoming enemies, and rallying all allies.
Our second round ended in defeat, but I managed to capture the enemy base, which was practically defenseless. Unfortunately, I was left with one squad of (almost literally) decimated spearmen, which meant it would take 5 minutes or so to capture the base. Our base was occupied by 7 or 8 enemy units, so it took several seconds to capture it. A heroic, breathless counterattack kicked the opponents out of our base when the counter was at 99%, causing jubilation in our room, but the reprieve was short, as were the lives of our soldiers. expected. It doesn't have hundreds of unit types and specializations to remember, which sounds reassuring. Simplicity of content and complexity of strategy - key feature and basic feature gaming experience at this stage, so the game is moving in the right direction.
Upgrades are bought with experience, the commander can buy special abilities based on his traits. Most are triggered by the push of a button and often have a cooldown. My spearmen had a charge skill that allowed them to go through opponents like a bowling ball through pins, as well as a long-range ability that concentrated fire in one point for several seconds. Later, I bought an ability that allowed me to throw shields during battle, decreasing defense but increasing melee attack.
Individual units evolve as they level up, just like Pokémon. They can spend their accumulated experience, which is related to their success in each round, or they can spend their own commander experience.
Along with experience and ability, there is also equipment and silver. This is where monetization comes into play, but again, it's impossible to know how this will work until the game is released. Equipment gives pluses to characteristics - best sword deals more melee damage, best armor means less damage taken.
I was earning silver fast enough to be able to buy any gear in stock, but there are also upgrades that last a certain number of rounds. In an interview that will be published later, the developers told me that only those who want to develop faster will need to buy silver. Whether the amount of silver needed for buying will increase with development, I can’t say, but at low levels the development speed seems to be well balanced. There is also "Gold", but it is only for cosmetic items and units.
The game will need a decent community to thrive, as well as a lot of technical support to handle the huge battles we were promised. The game is fast-paced, but requires intelligence.
Arena was a surprise for us, a pleasant surprise.

The evolution of the RTS genre - a natural development process? And if so, where will it lead? Let's look at the example of Total War: Arena.

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Straight text

For many years, the RTS genre has been in deep decline. Gone are the days of cult Warcraft and , large projects are released no more than twice a year, and the main representative of real-time strategies is StarCraft 2— has been doing without serious competitors for many years.

There are several reasons for this. Classic RTS with collecting resources and building a base are quite complex games. As a rule, they require from the player a competent resource allocation, multitasking, tactical savvy on the battlefield, and, in addition, a lot of free time. Result decisions taken often not immediately visible, and many fans of Age of Empires are familiar with the situation when one game party stretched for several hours.

In addition, the genre itself has not evolved for a long time. Players participated in accurate reconstructions of historical battles, immersed themselves in the fantastic universes of their favorite films and books, and got involved in epic battles on a galactic scale. The number of units on the battlefield numbered in the thousands and was limited only by the power of the iron. The scale and number of actions per minute grew, but the general mechanics of RTS obeyed refined algorithms and did not change.

It is not surprising that one day real-time strategy went down the path of simplification, and developers began to add elements of other genres to them. Worth remembering at least tower defense and well shot Plants vs Zombies, which later grew into its own series.

MOBA games are another example of such a mixture: this combined RTS and RPG genre was born from amateur modifications to games. Blizzard. Aeon of Strife map for StarCraft set the battlefield format familiar to many with three “lines”, and custom map Defense of the Ancients (DotA) to Warcraft III: The Frozen Throne consolidated its success by supplementing the mechanics by raising the level of heroes and buying equipment. It was the first DotA that gathered around itself a serious community of fans and laid the foundation for most MOBAs.

What does it cost us to build a MOBA

For a long time, multiplayer arenas existed only as additions to other strategies. But in 2009 the company Gas Powered Games(now Wargaming Seattle) released the first independent representative of the genre - Demigod. It was in it that the player for the first time chose one of ten heroes and helped weaker allied units under the control of AI (thus creeps) to capture points and destroy the enemy base. The experience gained for the destruction of opponents increased the level and opened up new abilities of the hero, and the gold for killing enemy demigods was used to buy equipment.

It is much easier for a player who is busy with a single character to follow the development of hostilities and plan their moves in advance, without being distracted by the economy and the construction of structures. And since the battles here are much faster and more dynamic than in the usual strategies, the MOBA genre is ideal for short session games.

Soon the new direction grew to such an extent that only a few studios could afford to release conservative single-player real-time strategy games. Now the old genre is doing great on mobile devices, and veterans like Relic and The Creative Assembly from time to time delight fans with major releases, but the glory days when the RTS genre dominated the market are long gone.

The detachments themselves tried to take a safer shelter, whether it was an earth embankment, a brick wall, or a funnel from an explosion in an open field.

Faster, smaller, more interesting

The hallmark of the series total war there has always been a mixture of real-time tactical battles and turn-based country management: elements that are very different in mechanics directly depend on each other and have been inseparable for many years. Although there have always been players who liked the economic part more than the strategic one, and vice versa. Just for the latter and intended Total War: Arena .

Want thoughtful, balanced combat with cornfield ambushes, fog of war, and elevation changes, but without the diplomacy, tax collection, and administrative work of managing provinces? Not a question - let's simplify the "global" gameplay to the formation of squads and pumping leaders.

Don't want to spend a lot of time on protracted battles and drive tired infantry across vast battlefields? Please. Maps in Arena are quite compact, although they are full of obstacles like dense forests and numerous structures behind which you can hide a whole squad from enemy shells.

The pace of the game has greatly accelerated: it will no longer be possible to be distracted by tea while the army is advancing on enemy ranks. Even "heavy" foot units move surprisingly briskly, constantly striving to hide in the folds of the terrain, outflank and unexpectedly stick their spear deeper into the ranks of a gaping enemy. Games in the Arena last no longer than fifteen minutes; if during this time the enemy units are not destroyed, and the bases are not captured, then the victory is counted to the team that has the most troops left at its disposal.

Despite all the gameplay simplifications and the limit of three squads per person, the scale of the "adult" games in the series has not suffered much. At our disposal, in addition to standard units like foot soldiers, cavalry and archers, there may be heavy siege weapons, and even fighting dogs. And the number of wounded soldiers lying on the battlefield can reach three thousand - a solid figure for a shareware session.

In-game purchases, without which no ftp project can do, are also available in TWA. But here, the analogue of real currency does not increase the chances of winning: for gold you can buy skins for armor and shields for the squad or special premium troops, which turned out to be weaker than free ones of the same level due to the lack of pumping (most likely, this will be fixed in the OBT) .

Although you can cheat a little: buy an unnecessary combat unit for gold, convert soldiers into free experience and instantly increase the level of your commander, or even more than once. But even in this case, success is not guaranteed to you: the higher your level, the more often you meet more experienced opponents, behind whose shoulders is not bought gold, but a skill earned by blood and sweat. And experience, as they say, you will not spend on drink. In addition, for obtaining certain achievements, the game itself gradually throws up gold.

Introduction

On February 22, an open beta test of the online historical strategy started. Now anyone can join the multiplayer battles of antiquity. The product is conditionally free - the donut is there, but at the very beginning you will not feel it. The development of the game is still ongoing, but the main core of the gameplay can be checked out right now. We, for our part, will explain the basics of the game to the beginner in this guide: the interface, default commanders and units, pumping methods and initial tactical tips. In general, everything you need to know when launching this franchise.

Interface and pumping system

It is quite simple here and was clearly made under the influence. There are bookmarks "Army", where you can select the commander and detachments of units, as well as the "Research" tab, where they are pumped. On the right are resources: gold (donate), silver (in-game currency) and free experience (deducted in battles). In the center, attention is drawn to the "To battle" button, which so far has two modes - a battle with bots and real players. The bottom panel is reserved purely for utilitarian and technical aspects.

The pumping system here is two-level. In addition to free experience, a separate experience goes to the general and units. And if the first one needs it to increase the level and new skills, then for the latter there is an intricate tree of improvements, which spend not only XP, but also silver. For example: in order to upgrade from pedites (I level) to militia (II level), you will need to sequentially unlock improved swords and helmets.

Choice of commander and faction

At the start of the game, you will be required to decide on the commander, and therefore on the faction. There are only three commanders available:

Germanicus (Roman Empire)

A versatile general who specializes in close combat and infantry. We recommend it to beginners, as it will allow you to deal with the main unit of the game - swordsmen. After that, you can safely study other types of troops.

Skills: heavy infantry charge (short-term powerful charge, most effective for assault infantry); turtle (soldiers rebuild and cover themselves with shields, reducing the effect of frontal shelling, losing speed along the way); retribution (warriors, seeing the growing losses of the enemy in battle, begin to show miracles of dexterity and courage).

Starting units: pedites (swordsmen) and tyrons (javelin throwers).

Kinana (Greece)

This woman prefers ranged combat, giving the player control of first-level archers. Very good for reconnaissance, support and defense.

Skills: Rush Advance (unit focuses on agility, increasing movement speed); pursuit (the specified enemy unit is visible even when it leaves the view area); shower of arrows (increases the rate of fire).

Starting units: Mycenaean hoplites (spearmen) and Mycenaean archers.

Arminius (Barbarians)

Under the leadership of this commander there are lightly armored and fast units - infantry and cavalry. It is because of the cavalry that he is chosen in the first battles to arrange raids on the rear of the enemy, cutting out archers and capturing bases.

Skills: run (speed increases with each step, but when stopped, the effect is reset); fury (the soldier is seized by a wild thirst for blood), disguise (the selected unit pretends to be the enemy).

Starting units: tribal warriors (swordsmen) and horsemen (cavalry with spears).

It is clear that this is not a complete set of factional generals, but the rest become available only after donation, including such famous ones as Bouddica and Gaius Julius Caesar. As well as the new faction on the OBT - Carthage. Each commander has his own branch of pumped skills and with a new level, more and more advanced units are opened to him. But it is better to talk about this in a separate guide.

Combat launch and deployment

After you have decided on the faction and the commander, the recruitment of units for your mini-army begins. It is really "mini", since the maximum number of units in it is only three. Therefore, you don’t really roam. But you will also play in a team of ten people, hence it makes sense to make your unit specialized. Having decided on the starting setup, click "To battle!". For starters, we recommend PvE battles with bots, where you can upgrade your starting units to the top state, and only then move on to battles with live players.

Next, a tactical interface opens, where the disposition of your units on the battle map is selected. I advise you to carefully approach the study of the terrain, so as not to be alone against a superior enemy in a disadvantageous position. Ideally, all teammates should be your friends and it is desirable to hang on the teamspeak. This is the only way to ensure a more or less acceptable level of coordination in the battle. However, this is a utopia. The maximum that you can - on the same screen, use special tools to draw a plan of attack and place marks. But will they listen to you? Rhetorical question. So just act according to the situation.

Combat and control

Troop control in Arena quite intuitive and familiar not only to fans of the series, but also to fans of strategies in general. We select the troops with a frame and throw them into battle. With the numbers 1, 2 and 3, select the appropriate squad, Ctrl + A - select all squads. WASD - move around the map, Q and E - rotate the camera, spacebar - center on your troops. If you hold down the RMB, you can set the turn of the units at the point of arrival. On the held Shift, you can prescribe the route of movement along the checkpoints, for complex maneuvers.

Directly on the battle map, you need to know the following. First, the types of terrain. Your troops will move at different speeds across different types soil, in the forest and on the road. The loss of speed is especially critical for the cavalry, so keep an eye on the route. Uphill dynamics will also sag, and if you run from it - vice versa. Second, an overview. Each unit has its own viewing radius, while taking into account obstacles, height, type of troops and a bunch of other factors. It is clear that in the forest visibility decreases many times and it is there that it is better to ambush. On the map there are points with an eye icon - they offer the best view.

Allied and enemy units have a lot of stats, but we'll focus on the two most important ones. Above the squad icon there are two stripes - white and blue (red for the enemy). Blue - indicates the number of soldiers. If it runs out, the unit is considered destroyed. White is responsible for stamina and morality. As soon as it drops to zero, the warriors will run headlong and only subsequently recover. Morale breaks at double the rate when you are attacked from the flank and rear. Pay close attention to these parameters during the battle.

Although Total War: Arena- strategy, it's quite a dynamic game. The first collisions begin already in the first minutes. Therefore, here you have to make quick tactical decisions in real time, without the ability to pause and consider the steps.

First you need to competently approach the configuration of your units and clearly understand your place on the battlefield. The whole principle of action and reaction fits into the "rock - scissors - paper". The cavalry beats the archers, the archers mow down the infantry, the infantry hobbles the cavalry. In this case, it is not necessary to recruit the same type of troops. For example, you should not take three archers at once. Because at some point you will be left alone with the cavalry with a completely predictable result. From here, for two detachments of shooters, you need to have one regiment of hoplite spearmen to cover in a critical situation.

Infantry break bots

Depending on your defensive and offensive tactics, choose either spearmen or swordsmen. Covering a strategically important gorge with a phalanx is a nice thing. But being on the defensive isn't always right either. While you are cooing on one flank and doing nothing, the enemy is concentrating all his forces on the other and grinding allies. And since the concept of fatigue does not exist here, soon superior forces will visit you. In general, the basis of tactics should fit into a simple circuit- try to forge as many enemy units as possible, in the hope that the teammates will not be stupid and win the victory.

To do this, you need to constantly look at the minimap in order to be aware of the movements of enemy units. It is quite easy to determine the direction of the main attack - a bunch of squads, swordsmen and spearmen, go in tight formation under the cover of shooters. Hurry up there and try to hit the flank. If your position is at the forefront of such an attack and the troops are in danger of useless death, it is best to retreat to the allies - this will bring more benefits to the team. Do not disdain tactical retreats and regroupings, stubbornness is not valued in this game.

The most dangerous enemy in Arena- own ally. And not only because he often blunts. This game has a “friendly fire”, which means you have to keep an eye on your troops so that they do not cause damage to teammates. This is especially true for archers. As soon as the foot soldiers clashed in hand-to-hand combat, it is better to bring down the shower of arrows in another place, without the risk of hurting the allies. Or change position to shoot more at the enemy than through the backs of their own. Hoplites have a phalanx mode where they bristle with spears. So - any passage through their system causes certain damage, including to friends. Do not forget to turn it off on the march, otherwise you will cut off half of your team.

Risky cavalry maneuvers

Try not to move in dense compact masses. Get under fire, especially ejection, it will not seem enough! Spread your squads to the sides and advance on a wide front. So it will be easier to cover the flanks of gaping enemy units. It is better to move in terrain that provides maximum cover and camouflage: ravines, forests, tall grass. So not only will you not be detected ahead of time, but they will also not be able to cause serious remote damage.

Don't attack the enemy base! You probably won't be able to take it on your own. In addition, ambushes always graze near the base, who like to gop-stop such adventurers. While you are dealing with AFK-shniks, they will come up and hit you in the rear. It is better to catch enemy units all over the map, gradually grinding the score in your favor. After all, even if the time runs out, the victory will be attributed to the team that destroyed more of the opponent's troops.

Outcome

Despite the rather strange setting, start playing Total War: Arena very simple. And this is good, because a high-quality product is distinguished by a low entry threshold and a gradually opening depth of gameplay later. In addition, right now is the most convenient time to sit down for the game, since many other newcomers will come along with you and experienced commanders will rarely meet in the sandbox. We will gradually reveal all the nuances of this wonderful game in thematic guides, if you show your interest in this topic. In the meantime - go ahead, defeat the same profane!

Once upon a time, as a child, I played strategy and got wild pleasure and joy from it. It was possible to think over the ways around, to be cunning and to build your warriors in a certain order. Then no one even thought about multiplayer. At that time, we could at most launch some strategies for local network, maximum still Garena helped. However, time has passed and the ability to play online strategies is implemented in Total War: Arena. I played for a while and realized that this is exactly the game that I want to play in the evenings, compete with other players. And, of course, I would really like to see tournaments for this project, as there is plenty of room for tactics and spectacular battles here. It's too early to talk about it, so let's discuss the features that are already in the game and move on. Let's start with gameplay, which should not be compared with WoT, is a completely different story.

Game process

After you have chosen your character and squad, you can click on the search for opponents button. At the moment, the game has just been released, there may not be so many users, but I was looking for the game for a maximum of three minutes, usually the match was even faster. After all the players are loaded, you need to take your spawn point. You can even think over some kind of attack or defense plan of your own, but at the start of the battle it will no longer matter. Yes, it is desirable to put swordsmen and other heavy soldiers in front, and have archers in the back, but this is not necessary. Your strategy can be as cool as possible, but a team of ten people wins here, and if only everyone plays together, it will be possible to finish off enemies as quickly as possible. You can win either by killing all the enemies, or by capturing the enemy base, or by time - whoever has more points at the end of the round (15 minutes) wins.

Improvements

Throughout the game, you will improve your commanders and units. This is a fairly simple process, no special knowledge or skills are needed. There is a development tree, just like in tanks, there is a commander with his skills. You improve the hero, then improve the parameters of the units (buy new uniforms, weapons, and so on), after which you can go into battle. It is worth noting that although the characteristics of attack, defense and other points are important, in battle to win solely due to strong team will not work. You need to win with your head, not with your sword.

Tactics

The biggest problem in any battle is the players. This is a problem of any multiplayer game, because in the same Dota 2 you can hit and lose with a bad team even if you have advantages on all fronts. In this game, everything also depends very much on the team, only there are ten players on each side and it is rather difficult to cooperate. For example, in one battle we had just a gorgeous alignment of forces, but for some reason the archers ran forward, died, then inflicted damage on their own (this is also possible), and we lost. In the other round, the formation was terrible, we had almost no ranged combat, but we won by simply bypassing the enemy behind the forest. Not much depends on you, here you need to work as a team, and this is difficult.

Outcome

I liked the game, no doubt about it. Beautiful graphics, clear and familiar interface, excellent product optimization. You play and have fun, especially if you get into a team with more or less smart guys. At level III and above, people already understand what needs to be done to win, you just need to obey or command yourself. A great option for those who are a commander at heart.


Comments and reviews Total War: Arena

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