The feature seems unhelpful for users who want to start groups with their friends, but can be much more convenient for companies that need to create conversations with a larger number of people, since they only need to send an email with the link to join.
Another feature revealed by users of the Whatsapp beta is the button to quickly share multimedia content. The feature was discovered in the iOS version, but would also come to Android.
Destiny codes and tricks to level up, improve armor and weapons
Destiny is one of the best current online games for PS4, PS3, Xbox One and Xbox 360. But in addition to various tricks for Destiny that help us raise our class, or race, and improve weapons and Armor, there are a number of codes for Destiny that will be very useful to us throughout the game.
Destiny: tricks to improve armor and weapons and level up fast
Improving weapons and armor in Destiny, it is best to make contracts easy and fast, these can do as many times as we want, and although it is a little repetitive, will certainly allow us to improve our character since every time we finish a mission and talk with NPC give us a reward that will allow us to improve the equipment, both the weapons and the armor we are wearing at the time.
To get a lot of Experience, XP on Destiny and level up fast, you can see the next video gameplay in which they explain how it is done.
In my group of friends, football was our passion. For years, no one ever missed the park appointment and our party almost daily. But one day a friend did not come down to play. Neither did it the next day, and so for a week. Neither took the phone from home or answered the phone.
Already worried, the group of friends managed to stand in the door of his house. We were greeted in a dressing gown and slippers. From the doorway, we watched the TV shimmer in the back of the room, and a PlayStation controller rested on the table before her. My friend had never left us thrown for anything, much less for a video game.
The Story of Final Fantasy VII Screenshot
But that was not a video game like any other. It was Final Fantasy VII, the title that bewitched an entire generation. Soon another friend stopped staying in the afternoon. And then another. We were not enough to make a team, we had to mix with other children. And although I had experience with fantastic RPGs (I had played Illusion of Time on Super Nintendo), I could not understand why that game whose previous installments were lost in time was more fun than a football match with neighborhood colleagues.
A few months later, summer vacations arrived. The group of friends broke up. And Final Fantasy VII went down in price and finally I was able to buy it in its Platinum version. I was determined to prove it, I was devoured by curiosity.
The Story of Final Fantasy VII Screenshot
Then I understood everything.
And today, come years later, I want to join the celebrations of the twentieth anniversary of the game that changed my life. Over time, I managed to become one of the locators of the Final Fantasy saga and today I continue to reside in Tokyo and visit their offices regularly. And it all began by testing the adventures of Cloud and company.
If you have a while, join me for the genesis of one of the most celebrated games by critics and fans of all time, Final Fantasy VII. The following article covers the creation of the original version of PlayStation, launched in Japan on January 31, 1997. With it we pay homage to the title that put the JRPG on the map, causing a perennial impact around the world, setting new standards of Production in the industry and becoming the mirror in which they still look at all the new Japanese role productions, including their older brothers in the series. This is the exciting story of the creation of Final Fantasy VII.
The Story of Final Fantasy VII
Final Fantasy VII was born as a small continuation project, that is, in 2D and pixel art for Super Nintendo. Before this route was eventually discarded Of the 3D, a team that already had two key names, Yoshinori Kitase (director of the previous delivery he repeated in the position) and Tetsuya Nomura (character designer and event planner) worked on the pre-production of the seventh installment of the Series for almost three months. Nothing was decided on the plot. This is the famous time when, in a first script, Hironobu Sakaguchi, father of the saga, suggested a detective story set in New York. The lack of staff for Chrono Trigger led the members of the pre-production team to separate, putting an end to a first approach to the project, mainly defined by trying to find a visual identity for the next installment of Final Fantasy.This is when they flood the market The new generation consoles.
The 3D graphics burst with force and Squaresoft is aware that you have to get used to the use of new graphic tools, although that supposes to abandon the pixelated style that so good result had given to him in Super Nintendo.La History of Final Fantasy VII ScreenshotBuy Computers with enough potential to develop such a large game in a three-dimensional environment would not come out for a few yen. But the reputation that had wrought the saga allowed not spare in expenses. Already from the outset, Final Fantasy VII was destined to make history. Squaresoft had the human, technical and technological potential to make it possible. Hironobu Sakaguchi begins to shape a dream of creating a technological mammoth.
Making use of the majority of resources of a company from which he had become executive vice president, he set the promising development guidelines and budgeted the 32-bit debut in a big way. Sakaguchi became obsessed with getting a title of such quality that took many members of the company along the path of bitterness, but in turn made sure that his team had all possible means to realize his vision. In spite of his administrative position, he became fully involved in the development of the game, projecting it side by side with Kitase. Sakaguchi had already directed four previous chapters and participated in many projects as a designer, which ensured that he had a respected voice in the creative field of the new game, although his corporate position also required him to apply hard time to respect deadlines, but above all , His ideas.
The Story of Final Fantasy VII ScreenshotSecond Stage. First tests with Silicon Graphics technology The second chapter of this story starts with the creation of a 3D technical demo, taking as models the characters of Final Fantasy VI (as happened with the first prototype for Super Nintendo). This demo aims at the team to take the pulse of the new technology and get enough confidence to opt for certain development tools. In 1994 nobody in Squaresoft was familiar with this new style of three-dimensional graphics and the general change that the Japanese industry was experiencing would change its reality forever. Kazuyuki Hashimoto (graphic section supervisor at FFVII) was erected as the savior who will bring to Squaresoft the knowledge necessary to get out of the technical quagmire in which he was immersed.
Shown personally by Sakaguchi, both were in charge of forming a team with which to lead the new visual direction of the company. With Silicon Graphics computers, the Final Fantasy VI: The Interactive CG game demo does not take long to see the light. Third stage. Farewell to Nintendo 64 Nintendo's new-generation console (codenamed Project Reality Ultra 64 at the time) was nothing short of a diaper at the time. With no technical specifications or development kits available at the moment, Hashimoto's team began working seriously with the powerful and expensive computers of Silicon Graphics hoping that they could then optimize for the new Nintendo machine once they had feedback from Kyoto.
What they never imagined is that many problems derived from this, such as the format of data storage in cartridge, would make the collaboration with Sony a necessity and would end many years of relationship with the great N. The History of Final Fantasy VII It was not memory, however, the only obstacle that Squaresoft encountered, but another concerning the use of cartridges: production costs. In an interview after the official "change of jacket" Sakaguchi was asked to explain the main reason why he had opted for PlayStation. The producer reported what we already knew, that it was customary that the games in cartridge cost about ten thousand yen (more than ten thousand pesetas of the time, or 60 euros) and that these prices stopped sales. With all the variety