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War Wind 2

Familiarity Breeds Contempt, Or So they say. You would think then, that upon loading Warwind 2: Human Onslaught and finding that the controls and interface are exactly what you'd expect from a C&C: Red Alert clone, it could be considered one of the most contemptuous videogames ever. Surprisingly, this is not the case. There are so many things to do in this game that you'll be very grateful you can do all of them with a minimum of fuss. It's a bit like playing an extremely good Quake clone that has the good sense to use all the same keys players are used to playing with in Quake itself.

War Wind 2

Full marks for the interface then, although whether you'll think the same of Warwind2's graphics is really a matter of taste. Forget the graphically-stunning explosions you see in games like Total Annihilation, or the sophisticated veneer of Red Alert. In graphic terms, we're talking functional with a capital 'F' - think of the stuff the Bitmap Brothers were churning out before everyone discovered 3D (Zis a particularly good example). In fact, this game wouldn't look entirely out of place on the Amiga.But being the dedicated gaming funsters that we are, we're not interested in the graphics, are we? Of course not.

The biggest difference between Warwind 7 and the sequel is the addition of human units. Two of the races are made up entirely of humans, and to be honest, these are the ones you'll probably want to play with. It's somewhat easier to identify with humans than weird aliens - a fact which hasn't escaped the attention of Blizzard, who are including a human race in Stareraft for exactly this reason.

Perhaps the biggest point in Warwind 2's favour is the high replay value. Personally, I'd rather have a game with four short, varied campaigns than one very long and potentially repetitive one. My only criticism is that unit selection can sometimes be a confusing and frustrating exercise, due to the fact you have to deselect units you're currently controlling in order to select new ones. Apart from that, Warwind 2 is a competent, reasonably refreshing addition to an overcrowded genre.

Look out Blizzard indeed, because Starcraft's biggest selling point at the moment appears to be the fact that you get to take control of four different races and play a whole campaign with each one. Funny that, because Mindscape have taken exactly the same approach with Warwind 2 - and very well it works too.Each of the races has its own totally unique soldiers, vehicles and buildings, and the campaigns are genuinely different depending on which race you choose to play. It's a bit like having four completely different games in one, which is what I think I said about Starcraft when I previewed it a few months back. Oh, alright then, I'll come clean and admit to being supremely confident that Starcraft will blow this thing out of the water when it comes out in a couple of months. But if you can't wait that long, you could do a lot worse than spending a couple of months with Warwind 2.

In a previous text, I described how wind power technology has evolved since it was first documented (circa 5000 b. C.) until just before World War II. This article focuses on the period between WWII and the present day.

In 1957, the Danish engineer Johannes Juul (1887-1969), a student of Paul le Cour (see previous article), installed a wind turbine with 24 meters in diameter, known as Gedser wind turbine (named after the city where it was installed). The turbine was in operation between 1957 and 1967. It had three blades on a horizontal axis, a design that was very similar to what we find in most wind farms across the world. For this reason, it is regarded as the first modern wind turbine. It produced 200 kW of power and worked with no disruptions or maintenance work for 11 years. You can see it in the picture:

However, the commercial development of wind turbines based on these ideas was delayed due to a significant decrease in energy prices during the 1980s. In the end, none of the wind turbines were manufactured for commercial purposes but the turbines developed under the umbrella of the program led to many of the technologies of multi-megawatt turbines we use today. These technologies include variable-speed turbines, using composite materials to build the blades to make them lighter, aerodynamic blade design, etc. This figure shows the main turbines developed during the program:

At the start of this century, fossil fuels were still relatively cheap. However, growing concern in countries with no energy resources for guaranteeing their energy supply, combined with global warming and the eventual exhaustion of fossil fuels, facilitated the general expansion of renewable energies. At first, these were strongly supported by countries such as Germany and Spain and later Italy, USA, etc. The incipient wind energy industry began to expand at a truly impressive pace (around 25% annually), boosted by the availability of major wind resources in large regions of the planet and by lower costs (improved technology and production premiums).

From 2002-2003, oil prices started to rise constantly, which reinforced the fear that the exhaustion of fossil fuels is increasingly closer. This has generated even more interest in wind power and, in general, renewable energy such as photovoltaic and thermoelectric.

In 1806 he wrote in his log book a wind force scale. The scale was simple and very similar to one that Alexander Dalrymple had written in a book in 1789. A year later he added some criteria to the 0-12 scale that indicated how much of a ship's sails would be employed by a British man-of-war under each condition. It was not related to the speed of the wind.

In 1912 the International Commission for Weather Telegraphy sought some agreement on velocity equivalents for the Beaufort scale. A uniform set of equivalents was accepted in 1926 and revised slightly in 1946, extending the scale to 17 values (the added five values further refining the hurricane-force winds). By 1955, wind velocities in knots replaced Beaufort numbers on weather maps.

God of War Ragnarok is a grand journey across the realms, with players visiting every realm there is like Svartalfheim, Alfheim, Helheim, and so on, if sometimes to varying degrees. As God of War Ragnarok players advance through the game, they may find a puzzle or environmental interaction that they can't yet do something with. The world design encourages players to revisit certain areas later, after enough progression, and that's exactly what the gold cracks and wind spouts seen around the world are.

About ten hours into the game, Kratos will forge an important weapon - the Draupnir Spear. It is deeply connected to the game's Norse Mythology, but to keep it simple, it is a spear that can trigger an explosion. This is how it will destroy gold cracks, with two inputs necessary to do so (Throwing it and then pressing Triangle to detonate it), while throwing it into wind spouts will allow Kratos to use it to climb up/swing on to reach a new location. These are the most common puzzles the Draupnir Spear is used for, but as players advance even further than this, they should be prepared for puzzles that utilize the Leviathan Axe, Blades of Chaos, and Draupnir Spear.

edit: I just looked up war wind 2 and that game does have really nice graphics as well (though I still prefer your interpretation). I can definitely see the connection between that and other stuff you've made

During the journey to The Forge, Brok forges a spearhead as a component, and on the lift he took the sounds of the wind as a final item needed to forge the spear. Upon reaching the forge in Svartalfheim and meeting The Lady, who is a mermaid, Draupnir was given to her along with the spearhead and the wind sounds. Using her magic, she combined the ring and the spearhead into a special spear, complete with a shaft. Using Kratos' blood, since the blood of a god is the final ingredient needed in the spear's creation, she turned it into a red cloth which she then draped onto the Draupnir Spear. After it was finished and turned it back into its ring form, The Lady gives Kratos his new weapon. When Brok asks her to give it her blessing, she seemed to ignore him and just left. When he wondered why The Lady didn't see him, Mimir reveals that mermaids like her only speak to a part of a person's soul, which he lacks. Upon hearing what Mimir said to him, Brok realized that he had died and that Sindri had kept this from him. Eventually, at Kratos' insistence, he gives the Draupnir Spear his blessing instead. When Brok asks the Spartan if it's the first time he ever used a spear, Kratos states that the spear is the first weapon a Spartan learns to wield.

The spear itself can be used as a melee weapon for both light and heavy attacks. Due to being attuned to the element of wind and its ever-multiplying nature, it has several unique abilities. The first is that it can be thrown an infinite number of times, with the ring creating a new spear with every throw. The copies can then be detonated by Kratos by slamming the butt of the spear into the ground. Another ability it has is that its wind elemental powers can draw in opponents before blasting them back, such as over a cliff or into a pool of lava for a quick finish to enemies. Additionally, the spear can be used to siphon off an enemy's magical power and use it for a short time. For traversal, Kratos can create ziplines from various elevated positions by copying the spear after launching it to a safe platform or surface. And the Draupnir can also be used to create poles from which Kratos can swing and cross various gaps.

Scott Urquhart, CEO of specialist offshore wind analyst Aegir Insights, said a greater priority for energy security could aid the cause of offshore wind-hydrogen tie-ups, which may not always be able to compete with vast desert-based projects on price but could still play a key role in energy plans. 041b061a72


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