Beneath feature

Beneath is another indie FPS inspired by FEAR, will have destructible environments

Camel 101 is currently working on a new first-person action-horror game that seems to be heavily inspired by the first FEAR. This indie game is called Beneath, and it promises to have destructible environments like those we enjoyed in older classic FPS titles, like Far Cry and (duh) FEAR.

In Beneath, you play Noah Quinn, a skilled deep-sea diver. Your mission is to get out of a dangerous underwater world full of terrifying creatures. The game promises to have smart enemies, things you can break, and weapons you can customize.

Camel 101 has shared the following videos to showcase some of the game’s destructible environments. Players will be able to shoot and destroy almost every lamp. There will also be deformation in metallic surfaces. Plus, monitors, glass, mirrors, and select tables will be breakable. Players will also be able to break some sections of cement walls.

In short, players will be able to cause havoc to the environment. That’s one area in which Trepang2 greatly lacked. And I hope to God that Beneath will be more of a traditional single-player game than Trepang2. I don’t care if it turns out to be a B-movie. I just want a plot and a story-driven FPS.

Beneath won’t be the best FPS ever created. That’s a certain. However, I hope Camel 101 will nail its shooting mechanics and the enemy AI. These are the most important things in a FEAR-like game. So, fingers crossed that the devs will keep polishing it.

There is currently no ETA on when Beneath will come out. According to its Steam store page, Camel 101 targets a 2024 release date. Still, nothing is set in stone as of yet.

Enjoy the videos and stay tuned for more!

Beneath - Destructable environment showcase

Beneath - Destructable environment showcase

Beneath - Destructable environment showcase

Beneath - Destructable environment showcase

Beneath - Destructable environment showcase

Beneath - Destructable environment showcase

48 thoughts on “Beneath is another indie FPS inspired by FEAR, will have destructible environments”

  1. Always loved F.E.A.R. I wish that game would get the proper remaster it deserves. Its nice seeing other people tapping into the idea of f.e.a.r. perhaps if ti does well, they could awaken that potential remaster idea.

    1. True, activating the slow-mo effect during an intense firefight never gets old!

      For anyone wanting to replay it while comfortably lying in the bed, there are great pre-made custom Steam Input layouts made by the community for the Steam Deck, which works surprisingly well in combination with the in-built gyroscope for precise aiming.

      Performance-wise I could cap the power consumption of the APU down to just 5 Watts and still get a really enjoyable experience out of it.

    2. I replayed it a couple of years ago and it still hold up. I highly recommend playing around with reshade effects to enhance the experience. Adding in ambient occlusion alone made a huge positive impact for me.

    3. I was thinking the same thing, remaster of the series would be awesome. I might check it out again, maybe there’s some good mods that can enhance it for modern qol etc The first one was so atmospheric and creepy it wasn’t trying too hard to have jump scares and blaring music and such. It built up the mystery and tension but also had fun combat, hm talked myself into it then brb lol

    4. Careful what you wish for, I’d prefer F.E.A.R. was left the way it is over it getting a GTA:DE style re-release.

  2. i am curious to know if the physics of the enemies is realistic as that of Deus Ex and therefore the enemies are moved when you walk near them.

    1. well they certainly make a lot of games and i am not complaining but you wouldnt say they have become the next big hit like palworld and baldurs gate 3.

      1. its a burgeoning scene thats released some great games so far, doesn’t have to have mainstream success to be good

          1. Its a start. If you just expect another woke free industry to fall out of the sky, then you have the wrong idea.

            Even if it doesn’t lead to major changes, its still nice to have alternatives.

  3. I dont know what is it about fear that has attracted people to make 3-5 depending how you see it games like it, this one get the visuals and destruction right but where is slow mo? Also it reminds me those games that city interactive made like code of honor 3 and that pmc game.

    1. Those budget City Interactive FPSes from back in the day were running on the same LithTech engine incarnation that FEAR used, IIRC.

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  7. Impressive. I was wondering the other day about whatever happened to all these innovative single-player FPS’ that tried to push the boundaries on physics simulation. It’s all just static, generic and empty open world environments based on trends like battle royale nowadays. Not a whole lot of linear narrative-focused games.

    Btw, if you wanna see something that’s just as impressive, if not more, then check out the tech demo videos for an upcoming untitled game by VRESKI on their YouTube channel. This site covered their previous game years ago called The Hong Kong Massacre which is basically Hotline Miami but in 3D and with some emphasis on destructibility. Their next game clearly looks more ambitious but they haven’t uploaded anything in almost 2 years now which is a shame.

    I just hope something comes out of all these projects and we can get more games like Trepang2 but with actual plotlines and character developments.

      1. It makes no difference for me whether it’s Halo, COD or some other big shooter that finds success in consoles. There have been numerous examples of games that were either made exclusively for consoles (Battlefield: Bad Company) or created simultaneously for PC and consoles (BFBC2, BF3 & 4, Doom & Doom Eternal) that have gotten praise for having decent campaign and multiplayer modes. I don’t think the way a lot of these games have been made with consoles in mind has ruined anything, otherwise neither of these multiplatform games would have gotten the acclaim it has from the PC community.

        The issue for me comes down to the mindset with all these decision makers who simply don’t care about art, innovation, community feedback, etc. They only care to exploit the lowest common denominator who will buy their products no matter what. They’re the problem – not the gaming platforms. Companies can very well make games like Unreal Tournament and Half-Life on consoles if they so desire, especially now that the average gamepad has gyroscope and how both the PS and Xbox support M&K. The problem is they just don’t bother to make these games and the mass majority of their customers buy up anything they promote.

        1. Consoles directly impact game design and monetization.
          These multiplayer focused FPS games became the focus because they sold console internet access that you have to pay.

          And gamepads prevented any experimentation with the genre.

          1. “Consoles directly impact game design and monetization.”
            ———————
            Depends on what game. I don’t think the Battlefield games were all that negatively affected by consoles. It was one of those franchises that improved with each entry up until BF4 maybe. Star Citizen is a modern example of how to support a controller without ruining the overall vision of what they’re trying to achieve. That game even in its alpha state is way more complex than other first person games out there and it works just as well with a gamepad.

            Steam Input, reWASD and other controller mapping applications came up with decent ways to make gamepads compatible for games that don’t support them. If other companies approached consoles in the same manner then I think the quality of gaming would greatly improve.

            Like I said, it’s the decision makers who dictate whether a game should be dumbed-down and if they should contain all these live-service models along with other monetised rubbish. Dota 2 and Counter-Strike 2 are PC exclusives and they’re riddled monetization.

            “These multiplayer focused FPS games became the focus because they sold console internet access that you have to pay.”
            ———————
            That might have been the case back when you were required to pay for an online subscription in order to play online multiplayer but neither Halo Infinite or Warzone require any online subscription to play on the previous and current gen systems. In fact, most or all F2P games can be accessed without needing a subscription on consoles.

            “And gamepads prevented any experimentation with the genre.”
            ———————
            Well, as someone who grew up gaming on PC and consoles since the 90s, I have great memories playing shooters on various platforms. There’s really no other franchise like TimeSplitters or Metroid Prime or games like GoldenEye and Perfect Dark. Or even titles like Fear, Riddick, Wolfenstein (2014) and a bunch of other overlooked gems were all trying to do something different. But I get that they’re not fast paced like certain PC games and they’re not as technologically groundbreaking as Half-Life 2. My only issue with a lot of these games is that their worlds are mostly static and formulaic. It has less to do with the fact that they’re on consoles and more to do with the way they’re designed.

          2. If you don’t think the Battlefield games were all that negatively affected by consoles, then you didn’t play a single one before Bad Company 2

          3. I’ve played 1942 but only briefly. I just know that the series included more features with each entry but I’d be interested to know from your perspective on what exactly degraded from them moment they went after the console market.

          4. No faction specific weapons, 32 weapon limit with no planes in BadCompany 2, No Commander mode, focus on streamlining shooting, progressing grinding and adding microtransactions while completely ignoring the tactical, cooperative teamplay and scope components of the game and, no mod support.
            Then we get Battlefield 1 and V which completely sh*t all over their historical setting, lack any kind of immersion unless you’re a Michael Bay fan and were designed by a history revisionist marxist. https://uploads.disquscdn.com/images/78e4b886adc5829d8153b5ea0c03db72a392d80b4053f21c7ecd9e39ec5310f3.png

          5. Fair enough. If you’re a major hardcore fan of a series and you see changes to their newest entry that may degrade certain aspects of what you loved before in prior games then I can see why you would get frustrated over it. It happens pretty much with every other IP. From the moment it started to cater to other systems it may have taken some some blows on its core mechanics, but with it came improvements too, such as the Squad Rush, full-scale destructibility and Levolution. Each iteration improved greatly with their visuals and sound design. But overall people are generally pleased with the outcome of each game up until the woke stuff started kicking in.

            Bad Company 1+2 doesn’t have planes but it’s still regarded by many to be the best ones in the series. BF4 was undoubtedly their last great game even though I see people saying that BF1 and 5 are more balanced than 3 and 4. Like I said, they all have their strengths and weaknesses but it is true that they have degraded so much since BF3/4 but I still don’t buy that consoles are at fault here. PC gamers love to use them as scapegoats which is whatever to me. Many PC games like Quake and Crysis 1 which remained exclusive on the platform for quite some time have been ported over to consoles and I’m sure many of them haven’t been rebalanced or dumbed-down just to cater to those platforms. DICE can make a BF game like the ones of yesteryear with the same features and gameplay loops but they just don’t do it.

          6. Crysis 1 was absolutely dumbed down and Battlefield games post BF Bad Comapny 1 were all designed with consoles in mind unlike Quake or Crysis 1.
            Crysis 2 and 3 were also severely dumbed down.

            It’s not a scapegoat, consoles have hardware and input limitations that do not exist on computers.
            Battlefield was limited in scope and tech due to said limitations and PC only alternatives with a fraction of the budget prove that.

          7. Maybe I didn’t observe enough but I don’t recall any features being stripped away from Crysis on consoles beyond the multiplayer mode. It’s the same game but optimised for consoles and their gamepads. But yeah the sequels definitely took a different approach and had noticeable technical limitations. Some people prefer the more linear structures from 2 and 3 whereas others don’t.

            It has become apparent for many years now that companies feel less compelled to make a mainstream game designed first and foremost for the PC. It just doesn’t make any sense on a business standpoint to cater towards a devoted gaming community with products of high production value on a platform with little to no marketing value. You can’t promote a gaming PC in the same way you can for a video game console. And consoles have always proven to be an effective way to shine a light on games that otherwise would be lost into obscurity on the PC. But maybe that’s becoming less of a thing now because of the rising popularity of PC gaming and the Steam Deck.

            How many modern PC exclusives are there? Arma 3? That game is now a decade old. And then there’s Squad, a game that encourages team play which is useless for people like me who plays solo all the time. Plus, I prefer my games to have a campaign mode with a narrative, well written characters and a decent soundtrack. Anything that’s PC exclusive these days are only multiplayer-centric and I doubt they would struggle to find their way to consoles. Path of Exile was exclusive to PC for a number of years and is now playable on Xbox and PS. Warframe launched first on PC and was ported to the PS4 8 months later and then later on to other platforms. Those games got better over time, not worse.

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  11. What i do not understood is in truth how you are not actually a lot more smartlyliked than you may be now You are very intelligent You realize therefore significantly in the case of this topic produced me individually imagine it from numerous numerous angles Its like men and women dont seem to be fascinated until it is one thing to do with Woman gaga Your own stuffs nice All the time care for it up

  12. āđ€āļ§āđ‡āļšāđ„āļ‹āļ•āđŒāļ”āļđāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļ­āļ­āļ™āđ„āļĨāļ™āđŒāļĒāļ­āļ”āļ™āļīāļĒāļĄāļŠāļēāļĄāļēāļĢāļ–āļĢāļąāļšāļŠāļĄāļœāđˆāļēāļ™āļĄāļ·āļ­āļ–āļ·āļ­āđāļĨāļ°āļ„āļ­āļĄāļžāļīāļ§āđ€āļ•āļ­āļĢāđŒāđ„āļ”āđ‰āļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļŦāļ™āļąāļ‡18+āļ„āļĨāļīāļ›āđ‚āļ›āđŠāļˆāļēāļāļ—āļąāđˆāļ§āļ—āļļāļāļĄāļļāļĄāđ‚āļĨāļāļĄāļĩāļ—āļąāđ‰āļ‡āļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđ„āļ—āļĒXXXPORNāļŦāļ™āļąāļ‡āđ€āļ­āļ§āļĩJAVāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđ€āļāļēāļŦāļĨāļĩāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđāļ™āļ§āļ‹āļēāļ”āļīāļŠāļŠāđŒāļŦāļĩāļŠāļ§āļĒāđ†āđ€āļ™āļĩāļĒāļ™āđ†āđāļĨāļ°āļŦāļĄāļ§āļ”āļŦāļ™āļąāļ‡āđ€āļāļĒāđŒāļ„āļąāļ”āļŠāļĢāļĢāđāļ•āđˆāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđƒāļŦāļĄāđˆāđ†āđāļĨāļ°āļ­āļąāļžāđ€āļ”āļ—āđƒāļ™āļ—āļļāļāđ†āļ§āļąāļ™āļžāļĢāđ‰āļ­āļĄāļ„āļļāļ“āļ āļēāļžāļ„āļ§āļēāļĄāļŠāļąāļ”āđāļĨāļ°āļ„āļ§āļēāļĄāđ€āļ”āđ‡āļ”āļ„āļąāļ”āđ‚āļ”āļĒāļ™āļąāļāđ‚āļžāļŠāļ—āļĩāđˆāļĄāļĩāļ„āļ§āļēāļĄāđ€āļ‡āļĩāđˆāļĒāļ™āđāļĨāļ°āļĄāļ·āļ­āļ­āļēāļŠāļĩāļžāļ‚āļ­āļšāļ„āļļāļ“āđāļĨāļ°āđ‚āļ›āļĢāļ”āļ­āļĒāđˆāļēāļžāļĨāļēāļ”āļ—āļĩāđˆāļˆāļ°āļĢāļąāļšāļŠāļĄāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļ‚āļ­āļ‡āđ€āļĢāļēāļĢāļąāļšāđ€āļ›āļīāļ”āđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļĢāļ§āļĄāļ„āđˆāļēāļĒāđ€āļāļĄāļŠāļ·āđˆāļ­āļ”āļąāļ‡āđ„āļ§āđ‰āđƒāļŦāđ‰āļ„āļļāļ“ SAGaming,PGSLOT āđāļĨāļ°āļ­āļ·āđˆāļ™āđ†āļ­āļĩāļāļĄāļēāļāļĄāļēāļĒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļāļēāļāļ–āļ­āļ™āđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāļĢāļ­āļ‡āļĢāļąāļšāļ§āļ­āļĨāđ€āļĨāđ‡āļ—āļ›āļĨāļ­āļ”āļ āļąāļĒ100%āļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļāļēāļāļ–āļ­āļ™āđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāđ€āļ§āđ‡āļšāļ•āļĢāļ‡āļĢāļ­āļ‡āļĢāļąāļšāļ§āļ­āļĨāđ€āļĨāđ‡āļ—āđ€āļĨāđˆāļ™āļœāđˆāļēāļ™āļĄāļ·āļ­āļ–āļ·āļ­āļĢāļ°āļšāļšāļ­āļ­āđ‚āļ•āđ‰100%āļŠāļĄāļēāļŠāļīāļāļ‡āđˆāļēāļĒāđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāļĢāļ§āļĄāđ€āļāļĄāļ„āļēāļŠāļīāđ‚āļ™āļĒāļ­āļ”āļ™āļīāļĒāļĄāļĄāļēāļ•āļĢāļāļēāļ™āļĢāļ°āļ”āļąāļšāļŠāļēāļāļĨāļ„āļ§āļēāļĄāļ›āļĨāļ­āļ”āļ āļąāļĒāļ­āļąāļ™āļ”āļąāļš1āļœāļđāđ‰āđƒāļŦāđ‰āļ„āļēāļŠāļīāđ‚āļ™āđ€āļ§āđ‡āļšāļ•āļĢāļ‡āļ—āļģāļĢāļēāļĒāļāļēāļĢāļāļēāļāļ–āļ­āļ™āđ„āļ”āđ‰āļ­āļĒāđˆāļēāļ‡āļŠāļ°āļ”āļ§āļāļĢāļ§āļ”āđ€āļĢāđ‡āļ§āļ—āļąāļ™āđƒāļˆāļĢāļ­āļ‡āļĢāļąāļšāļāļēāļĢāļ—āļģāļĢāļēāļĒāļāļēāļĢāļāļąāļšāļ˜āļ™āļēāļ„āļēāļĢāđ„āļ”āđ‰āļ„āļĢāļ­āļšāļ„āļĨāļļāļĄāļ—āļļāļāļŠāļ–āļēāļšāļąāļ™āđāļĨāļ°āļĒāļąāļ‡āļĢāļ­āļ‡āļĢāļąāļšāļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļāđˆāļ™āļąāļāđ€āļ”āļīāļĄāļžāļąāļ™āļœāđˆāļēāļ™āļ—āļēāļ‡TrueMoneyWalletāļ„āļēāļŠāļīāđ‚āļ™āļ—āļĩāđˆāļ”āļĩāļ—āļĩāļŠāļļāļ”2024āļ—āļļāļāļŠāđˆāļ­āļ‡āļ—āļēāļ‡āļ—āļĩāđˆāđ€āļĢāļēāđ€āļ›āļīāļ”āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļāđˆāļ™āļąāļāļĨāļ‡āļ—āļļāļ™āļ—āļļāļāļ—āđˆāļēāļ™āļ™āļąāđ‰āļ™āļĄāļĩāļ„āļ§āļēāļĄāļŠāļ°āļ”āļ§āļāļĢāļ§āļ”āđ€āļĢāđ‡āļ§āđƒāļ™āļ”āđ‰āļēāļ™āļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđƒāļ™āļĢāļ°āļ”āļąāļšāļŠāļđāļ‡āđāļĨāļ°āļĒāļąāļ‡āļāļĨāđ‰āļēāļāļēāļĢāļąāļ™āļ•āļĩāļ„āļ§āļēāļĄāļ›āļĨāļ­āļ”āļ āļąāļĒāđƒāļ™āļ”āđ‰āļēāļ™āļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđ€āļ•āđ‡āļĄāļĢāđ‰āļ­āļĒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ™āļ­āļāđ€āļŦāļ™āļ·āļ­āļˆāļēāļāļāļēāļĢāđ€āļ›āļīāļ”āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļšāļšāđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāđāļĨāđ‰āļ§āļ™āļąāđ‰āļ™āđ€āļ§āđ‡āļšāļ„āļēāļŠāļīāđ‚āļ™āđ€āļĢāļēāļĒāļąāļ‡āļˆāļąāļ”āđ€āļ•āļĢāļĩāļĒāļĄāļŠāļīāļ—āļ˜āļīāļ›āļĢāļ°āđ‚āļĒāļŠāļ™āđŒāđāļĨāļ°āļĻāļđāļ™āļĒāđŒāļĢāļ§āļĄāđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ„āđˆāļēāļĒāđƒāļŦāļāđˆāļ„āļĢāļ­āļ‡āđƒāļˆāļ™āļąāļāđ€āļ”āļīāļĄāļžāļąāļ™āļ­āļĒāđˆāļēāļ‡āļ•āđˆāļ­āđ€āļ™āļ·āđˆāļ­āļ‡āļĢāļąāļšāđ€āļ›āļīāļ”āđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ­āļ­āļāđāļšāļšāđ€āļ§āđ‡āļšāđ„āļ‹āļ•āđŒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ—āļļāļāļĢāļđāļ›āđāļšāļšāļžāļĢāđ‰āļ­āļĄāđ€āļŠāļ·āđˆāļ­āļĄāļ•āđˆāļ­āļ„āđˆāļēāļĒāđ€āļāļĄāļŠāđŒāļ”āļąāļ‡āļ”āđ‰āļ§āļĒAPIāđ‚āļ”āļĒāļ•āļĢāļ‡āļāļąāļšāļ—āļēāļ‡āļœāļđāđ‰āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđ€āļāļĄāļŠāđŒāļžāļĢāđ‰āļ­āļĄāđ€āļāļĄāļŠāđŒāđ€āļ”āļīāļĄāļžāļąāļ™āļĄāļēāļāļĄāļēāļĒāļ­āļēāļ—āļīāđ€āļ§āđ‡āļšāļŠāļĨāđ‡āļ­āļ•āđ€āļ§āđ‡āļšāđ€āļ”āļīāļĄāļžāļąāļ™āļāļĩāļŽāļēāđ€āļ§āđ‡āļšāđ€āļ”āļīāļĄāļžāļ™āļąāļ™E-SportāļŠāļēāļĄāļēāļĢāļ–āļ­āļ­āļāđāļšāļšāđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āđ„āļ”āđ‰āļ•āļēāļĄāļŠāļąāđˆāļ‡āļĨāļ‡āļ•āļąāļ§āļžāļĢāđ‰āļ­āļĄāļĢāļ°āļšāļšāļ­āļ­āđ‚āļ•āđ‰āļŸāļąāļ‡āļāđŒāļŠāļąāđˆāļ™āļĨāđ‰āļģāļŠāļĄāļąāļĒāđƒāļŠāđ‰āļ‡āļēāļ™āļ‡āđˆāļēāļĒāļĢāļ§āļĄāļœāļđāđ‰āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāļŠāļąāđ‰āļ™āļ™āļģāđāļĨāļ°āļ„āđˆāļēāļĒāđ€āļāļĄāļ—āļĩāđˆāļ™āļīāļĒāļĄāļˆāļēāļāļ—āļąāđˆāļ§āđ‚āļĨāļāļžāļĢāđ‰āļ­āļĄāļĢāļ°āļšāļšāļˆāļąāļ”āļāļēāļĢāļŦāļĨāļąāļ‡āļšāđ‰āļēāļ™āļ­āļąāļˆāļ‰āļĢāļīāļĒāļ°āđāļĨāļ°āļ—āļĩāļĄāļ‡āļēāļ™āļ„āļ­āļĒāļ‹āļąāļžāļžāļ­āļĢāđŒāļ—āļžāļĢāđ‰āļ­āļĄāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāļ„āļļāļ“āļ•āļĨāļ­āļ”24āļŠāļąāđˆāļ§āđ‚āļĄāļ‡

  13. āđ€āļ§āđ‡āļšāđ„āļ‹āļ•āđŒāļ”āļđāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļ­āļ­āļ™āđ„āļĨāļ™āđŒāļĒāļ­āļ”āļ™āļīāļĒāļĄāļŠāļēāļĄāļēāļĢāļ–āļĢāļąāļšāļŠāļĄāļœāđˆāļēāļ™āļĄāļ·āļ­āļ–āļ·āļ­āđāļĨāļ°āļ„āļ­āļĄāļžāļīāļ§āđ€āļ•āļ­āļĢāđŒāđ„āļ”āđ‰āļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļŦāļ™āļąāļ‡18+āļ„āļĨāļīāļ›āđ‚āļ›āđŠāļˆāļēāļāļ—āļąāđˆāļ§āļ—āļļāļāļĄāļļāļĄāđ‚āļĨāļāļĄāļĩāļ—āļąāđ‰āļ‡āļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđ„āļ—āļĒXXXPORNāļŦāļ™āļąāļ‡āđ€āļ­āļ§āļĩJAVāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđ€āļāļēāļŦāļĨāļĩāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđāļ™āļ§āļ‹āļēāļ”āļīāļŠāļŠāđŒāļŦāļĩāļŠāļ§āļĒāđ†āđ€āļ™āļĩāļĒāļ™āđ†āđāļĨāļ°āļŦāļĄāļ§āļ”āļŦāļ™āļąāļ‡āđ€āļāļĒāđŒāļ„āļąāļ”āļŠāļĢāļĢāđāļ•āđˆāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđƒāļŦāļĄāđˆāđ†āđāļĨāļ°āļ­āļąāļžāđ€āļ”āļ—āđƒāļ™āļ—āļļāļāđ†āļ§āļąāļ™āļžāļĢāđ‰āļ­āļĄāļ„āļļāļ“āļ āļēāļžāļ„āļ§āļēāļĄāļŠāļąāļ”āđāļĨāļ°āļ„āļ§āļēāļĄāđ€āļ”āđ‡āļ”āļ„āļąāļ”āđ‚āļ”āļĒāļ™āļąāļāđ‚āļžāļŠāļ—āļĩāđˆāļĄāļĩāļ„āļ§āļēāļĄāđ€āļ‡āļĩāđˆāļĒāļ™āđāļĨāļ°āļĄāļ·āļ­āļ­āļēāļŠāļĩāļžāļ‚āļ­āļšāļ„āļļāļ“āđāļĨāļ°āđ‚āļ›āļĢāļ”āļ­āļĒāđˆāļēāļžāļĨāļēāļ”āļ—āļĩāđˆāļˆāļ°āļĢāļąāļšāļŠāļĄāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļ‚āļ­āļ‡āđ€āļĢāļēāļĢāļąāļšāđ€āļ›āļīāļ”āđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļĢāļ§āļĄāļ„āđˆāļēāļĒāđ€āļāļĄāļŠāļ·āđˆāļ­āļ”āļąāļ‡āđ„āļ§āđ‰āđƒāļŦāđ‰āļ„āļļāļ“ SAGaming,PGSLOT āđāļĨāļ°āļ­āļ·āđˆāļ™āđ†āļ­āļĩāļāļĄāļēāļāļĄāļēāļĒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļāļēāļāļ–āļ­āļ™āđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāļĢāļ­āļ‡āļĢāļąāļšāļ§āļ­āļĨāđ€āļĨāđ‡āļ—āļ›āļĨāļ­āļ”āļ āļąāļĒ100%āļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļāļēāļāļ–āļ­āļ™āđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāđ€āļ§āđ‡āļšāļ•āļĢāļ‡āļĢāļ­āļ‡āļĢāļąāļšāļ§āļ­āļĨāđ€āļĨāđ‡āļ—āđ€āļĨāđˆāļ™āļœāđˆāļēāļ™āļĄāļ·āļ­āļ–āļ·āļ­āļĢāļ°āļšāļšāļ­āļ­āđ‚āļ•āđ‰100%āļŠāļĄāļēāļŠāļīāļāļ‡āđˆāļēāļĒāđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāļĢāļ§āļĄāđ€āļāļĄāļ„āļēāļŠāļīāđ‚āļ™āļĒāļ­āļ”āļ™āļīāļĒāļĄāļĄāļēāļ•āļĢāļāļēāļ™āļĢāļ°āļ”āļąāļšāļŠāļēāļāļĨāļ„āļ§āļēāļĄāļ›āļĨāļ­āļ”āļ āļąāļĒāļ­āļąāļ™āļ”āļąāļš1āļœāļđāđ‰āđƒāļŦāđ‰āļ„āļēāļŠāļīāđ‚āļ™āđ€āļ§āđ‡āļšāļ•āļĢāļ‡āļ—āļģāļĢāļēāļĒāļāļēāļĢāļāļēāļāļ–āļ­āļ™āđ„āļ”āđ‰āļ­āļĒāđˆāļēāļ‡āļŠāļ°āļ”āļ§āļāļĢāļ§āļ”āđ€āļĢāđ‡āļ§āļ—āļąāļ™āđƒāļˆāļĢāļ­āļ‡āļĢāļąāļšāļāļēāļĢāļ—āļģāļĢāļēāļĒāļāļēāļĢāļāļąāļšāļ˜āļ™āļēāļ„āļēāļĢāđ„āļ”āđ‰āļ„āļĢāļ­āļšāļ„āļĨāļļāļĄāļ—āļļāļāļŠāļ–āļēāļšāļąāļ™āđāļĨāļ°āļĒāļąāļ‡āļĢāļ­āļ‡āļĢāļąāļšāļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļāđˆāļ™āļąāļāđ€āļ”āļīāļĄāļžāļąāļ™āļœāđˆāļēāļ™āļ—āļēāļ‡TrueMoneyWalletāļ„āļēāļŠāļīāđ‚āļ™āļ—āļĩāđˆāļ”āļĩāļ—āļĩāļŠāļļāļ”2024āļ—āļļāļāļŠāđˆāļ­āļ‡āļ—āļēāļ‡āļ—āļĩāđˆāđ€āļĢāļēāđ€āļ›āļīāļ”āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļāđˆāļ™āļąāļāļĨāļ‡āļ—āļļāļ™āļ—āļļāļāļ—āđˆāļēāļ™āļ™āļąāđ‰āļ™āļĄāļĩāļ„āļ§āļēāļĄāļŠāļ°āļ”āļ§āļāļĢāļ§āļ”āđ€āļĢāđ‡āļ§āđƒāļ™āļ”āđ‰āļēāļ™āļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđƒāļ™āļĢāļ°āļ”āļąāļšāļŠāļđāļ‡āđāļĨāļ°āļĒāļąāļ‡āļāļĨāđ‰āļēāļāļēāļĢāļąāļ™āļ•āļĩāļ„āļ§āļēāļĄāļ›āļĨāļ­āļ”āļ āļąāļĒāđƒāļ™āļ”āđ‰āļēāļ™āļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđ€āļ•āđ‡āļĄāļĢāđ‰āļ­āļĒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ™āļ­āļāđ€āļŦāļ™āļ·āļ­āļˆāļēāļāļāļēāļĢāđ€āļ›āļīāļ”āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļšāļšāđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāđāļĨāđ‰āļ§āļ™āļąāđ‰āļ™āđ€āļ§āđ‡āļšāļ„āļēāļŠāļīāđ‚āļ™āđ€āļĢāļēāļĒāļąāļ‡āļˆāļąāļ”āđ€āļ•āļĢāļĩāļĒāļĄāļŠāļīāļ—āļ˜āļīāļ›āļĢāļ°āđ‚āļĒāļŠāļ™āđŒāđāļĨāļ°āļĻāļđāļ™āļĒāđŒāļĢāļ§āļĄāđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ„āđˆāļēāļĒāđƒāļŦāļāđˆāļ„āļĢāļ­āļ‡āđƒāļˆāļ™āļąāļāđ€āļ”āļīāļĄāļžāļąāļ™āļ­āļĒāđˆāļēāļ‡āļ•āđˆāļ­āđ€āļ™āļ·āđˆāļ­āļ‡āļĢāļąāļšāđ€āļ›āļīāļ”āđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ­āļ­āļāđāļšāļšāđ€āļ§āđ‡āļšāđ„āļ‹āļ•āđŒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ—āļļāļāļĢāļđāļ›āđāļšāļšāļžāļĢāđ‰āļ­āļĄāđ€āļŠāļ·āđˆāļ­āļĄāļ•āđˆāļ­āļ„āđˆāļēāļĒāđ€āļāļĄāļŠāđŒāļ”āļąāļ‡āļ”āđ‰āļ§āļĒAPIāđ‚āļ”āļĒāļ•āļĢāļ‡āļāļąāļšāļ—āļēāļ‡āļœāļđāđ‰āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđ€āļāļĄāļŠāđŒāļžāļĢāđ‰āļ­āļĄāđ€āļāļĄāļŠāđŒāđ€āļ”āļīāļĄāļžāļąāļ™āļĄāļēāļāļĄāļēāļĒāļ­āļēāļ—āļīāđ€āļ§āđ‡āļšāļŠāļĨāđ‡āļ­āļ•āđ€āļ§āđ‡āļšāđ€āļ”āļīāļĄāļžāļąāļ™āļāļĩāļŽāļēāđ€āļ§āđ‡āļšāđ€āļ”āļīāļĄāļžāļ™āļąāļ™E-SportāļŠāļēāļĄāļēāļĢāļ–āļ­āļ­āļāđāļšāļšāđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āđ„āļ”āđ‰āļ•āļēāļĄāļŠāļąāđˆāļ‡āļĨāļ‡āļ•āļąāļ§āļžāļĢāđ‰āļ­āļĄāļĢāļ°āļšāļšāļ­āļ­āđ‚āļ•āđ‰āļŸāļąāļ‡āļāđŒāļŠāļąāđˆāļ™āļĨāđ‰āļģāļŠāļĄāļąāļĒāđƒāļŠāđ‰āļ‡āļēāļ™āļ‡āđˆāļēāļĒāļĢāļ§āļĄāļœāļđāđ‰āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāļŠāļąāđ‰āļ™āļ™āļģāđāļĨāļ°āļ„āđˆāļēāļĒāđ€āļāļĄāļ—āļĩāđˆāļ™āļīāļĒāļĄāļˆāļēāļāļ—āļąāđˆāļ§āđ‚āļĨāļāļžāļĢāđ‰āļ­āļĄāļĢāļ°āļšāļšāļˆāļąāļ”āļāļēāļĢāļŦāļĨāļąāļ‡āļšāđ‰āļēāļ™āļ­āļąāļˆāļ‰āļĢāļīāļĒāļ°āđāļĨāļ°āļ—āļĩāļĄāļ‡āļēāļ™āļ„āļ­āļĒāļ‹āļąāļžāļžāļ­āļĢāđŒāļ—āļžāļĢāđ‰āļ­āļĄāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāļ„āļļāļ“āļ•āļĨāļ­āļ”24āļŠāļąāđˆāļ§āđ‚āļĄāļ‡

  14. āđ€āļ§āđ‡āļšāđ„āļ‹āļ•āđŒāļ”āļđāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļ­āļ­āļ™āđ„āļĨāļ™āđŒāļĒāļ­āļ”āļ™āļīāļĒāļĄāļŠāļēāļĄāļēāļĢāļ–āļĢāļąāļšāļŠāļĄāļœāđˆāļēāļ™āļĄāļ·āļ­āļ–āļ·āļ­āđāļĨāļ°āļ„āļ­āļĄāļžāļīāļ§āđ€āļ•āļ­āļĢāđŒāđ„āļ”āđ‰āļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļŦāļ™āļąāļ‡18+āļ„āļĨāļīāļ›āđ‚āļ›āđŠāļˆāļēāļāļ—āļąāđˆāļ§āļ—āļļāļāļĄāļļāļĄāđ‚āļĨāļāļĄāļĩāļ—āļąāđ‰āļ‡āļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđ„āļ—āļĒXXXPORNāļŦāļ™āļąāļ‡āđ€āļ­āļ§āļĩJAVāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđ€āļāļēāļŦāļĨāļĩāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđāļ™āļ§āļ‹āļēāļ”āļīāļŠāļŠāđŒāļŦāļĩāļŠāļ§āļĒāđ†āđ€āļ™āļĩāļĒāļ™āđ†āđāļĨāļ°āļŦāļĄāļ§āļ”āļŦāļ™āļąāļ‡āđ€āļāļĒāđŒāļ„āļąāļ”āļŠāļĢāļĢāđāļ•āđˆāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāđƒāļŦāļĄāđˆāđ†āđāļĨāļ°āļ­āļąāļžāđ€āļ”āļ—āđƒāļ™āļ—āļļāļāđ†āļ§āļąāļ™āļžāļĢāđ‰āļ­āļĄāļ„āļļāļ“āļ āļēāļžāļ„āļ§āļēāļĄāļŠāļąāļ”āđāļĨāļ°āļ„āļ§āļēāļĄāđ€āļ”āđ‡āļ”āļ„āļąāļ”āđ‚āļ”āļĒāļ™āļąāļāđ‚āļžāļŠāļ—āļĩāđˆāļĄāļĩāļ„āļ§āļēāļĄāđ€āļ‡āļĩāđˆāļĒāļ™āđāļĨāļ°āļĄāļ·āļ­āļ­āļēāļŠāļĩāļžāļ‚āļ­āļšāļ„āļļāļ“āđāļĨāļ°āđ‚āļ›āļĢāļ”āļ­āļĒāđˆāļēāļžāļĨāļēāļ”āļ—āļĩāđˆāļˆāļ°āļĢāļąāļšāļŠāļĄāļŦāļ™āļąāļ‡āđ‚āļ›āđŠāļ‚āļ­āļ‡āđ€āļĢāļēāļĢāļąāļšāđ€āļ›āļīāļ”āđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļĢāļ§āļĄāļ„āđˆāļēāļĒāđ€āļāļĄāļŠāļ·āđˆāļ­āļ”āļąāļ‡āđ„āļ§āđ‰āđƒāļŦāđ‰āļ„āļļāļ“ SAGaming,PGSLOT āđāļĨāļ°āļ­āļ·āđˆāļ™āđ†āļ­āļĩāļāļĄāļēāļāļĄāļēāļĒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļāļēāļāļ–āļ­āļ™āđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāļĢāļ­āļ‡āļĢāļąāļšāļ§āļ­āļĨāđ€āļĨāđ‡āļ—āļ›āļĨāļ­āļ”āļ āļąāļĒ100%āļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļāļēāļāļ–āļ­āļ™āđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāđ€āļ§āđ‡āļšāļ•āļĢāļ‡āļĢāļ­āļ‡āļĢāļąāļšāļ§āļ­āļĨāđ€āļĨāđ‡āļ—āđ€āļĨāđˆāļ™āļœāđˆāļēāļ™āļĄāļ·āļ­āļ–āļ·āļ­āļĢāļ°āļšāļšāļ­āļ­āđ‚āļ•āđ‰100%āļŠāļĄāļēāļŠāļīāļāļ‡āđˆāļēāļĒāđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāļĢāļ§āļĄāđ€āļāļĄāļ„āļēāļŠāļīāđ‚āļ™āļĒāļ­āļ”āļ™āļīāļĒāļĄāļĄāļēāļ•āļĢāļāļēāļ™āļĢāļ°āļ”āļąāļšāļŠāļēāļāļĨāļ„āļ§āļēāļĄāļ›āļĨāļ­āļ”āļ āļąāļĒāļ­āļąāļ™āļ”āļąāļš1āļœāļđāđ‰āđƒāļŦāđ‰āļ„āļēāļŠāļīāđ‚āļ™āđ€āļ§āđ‡āļšāļ•āļĢāļ‡āļ—āļģāļĢāļēāļĒāļāļēāļĢāļāļēāļāļ–āļ­āļ™āđ„āļ”āđ‰āļ­āļĒāđˆāļēāļ‡āļŠāļ°āļ”āļ§āļāļĢāļ§āļ”āđ€āļĢāđ‡āļ§āļ—āļąāļ™āđƒāļˆāļĢāļ­āļ‡āļĢāļąāļšāļāļēāļĢāļ—āļģāļĢāļēāļĒāļāļēāļĢāļāļąāļšāļ˜āļ™āļēāļ„āļēāļĢāđ„āļ”āđ‰āļ„āļĢāļ­āļšāļ„āļĨāļļāļĄāļ—āļļāļāļŠāļ–āļēāļšāļąāļ™āđāļĨāļ°āļĒāļąāļ‡āļĢāļ­āļ‡āļĢāļąāļšāļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļāđˆāļ™āļąāļāđ€āļ”āļīāļĄāļžāļąāļ™āļœāđˆāļēāļ™āļ—āļēāļ‡TrueMoneyWalletāļ„āļēāļŠāļīāđ‚āļ™āļ—āļĩāđˆāļ”āļĩāļ—āļĩāļŠāļļāļ”2024āļ—āļļāļāļŠāđˆāļ­āļ‡āļ—āļēāļ‡āļ—āļĩāđˆāđ€āļĢāļēāđ€āļ›āļīāļ”āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļāđˆāļ™āļąāļāļĨāļ‡āļ—āļļāļ™āļ—āļļāļāļ—āđˆāļēāļ™āļ™āļąāđ‰āļ™āļĄāļĩāļ„āļ§āļēāļĄāļŠāļ°āļ”āļ§āļāļĢāļ§āļ”āđ€āļĢāđ‡āļ§āđƒāļ™āļ”āđ‰āļēāļ™āļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđƒāļ™āļĢāļ°āļ”āļąāļšāļŠāļđāļ‡āđāļĨāļ°āļĒāļąāļ‡āļāļĨāđ‰āļēāļāļēāļĢāļąāļ™āļ•āļĩāļ„āļ§āļēāļĄāļ›āļĨāļ­āļ”āļ āļąāļĒāđƒāļ™āļ”āđ‰āļēāļ™āļāļēāļĢāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđ€āļ•āđ‡āļĄāļĢāđ‰āļ­āļĒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ™āļ­āļāđ€āļŦāļ™āļ·āļ­āļˆāļēāļāļāļēāļĢāđ€āļ›āļīāļ”āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđāļšāļšāđ„āļĄāđˆāļĄāļĩāļ‚āļąāđ‰āļ™āļ•āđˆāļģāđāļĨāđ‰āļ§āļ™āļąāđ‰āļ™āđ€āļ§āđ‡āļšāļ„āļēāļŠāļīāđ‚āļ™āđ€āļĢāļēāļĒāļąāļ‡āļˆāļąāļ”āđ€āļ•āļĢāļĩāļĒāļĄāļŠāļīāļ—āļ˜āļīāļ›āļĢāļ°āđ‚āļĒāļŠāļ™āđŒāđāļĨāļ°āļĻāļđāļ™āļĒāđŒāļĢāļ§āļĄāđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ„āđˆāļēāļĒāđƒāļŦāļāđˆāļ„āļĢāļ­āļ‡āđƒāļˆāļ™āļąāļāđ€āļ”āļīāļĄāļžāļąāļ™āļ­āļĒāđˆāļēāļ‡āļ•āđˆāļ­āđ€āļ™āļ·āđˆāļ­āļ‡āļĢāļąāļšāđ€āļ›āļīāļ”āđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ­āļ­āļāđāļšāļšāđ€āļ§āđ‡āļšāđ„āļ‹āļ•āđŒāļ„āļēāļŠāļīāđ‚āļ™āļ­āļ­āļ™āđ„āļĨāļ™āđŒāļ—āļļāļāļĢāļđāļ›āđāļšāļšāļžāļĢāđ‰āļ­āļĄāđ€āļŠāļ·āđˆāļ­āļĄāļ•āđˆāļ­āļ„āđˆāļēāļĒāđ€āļāļĄāļŠāđŒāļ”āļąāļ‡āļ”āđ‰āļ§āļĒAPIāđ‚āļ”āļĒāļ•āļĢāļ‡āļāļąāļšāļ—āļēāļ‡āļœāļđāđ‰āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāđ€āļāļĄāļŠāđŒāļžāļĢāđ‰āļ­āļĄāđ€āļāļĄāļŠāđŒāđ€āļ”āļīāļĄāļžāļąāļ™āļĄāļēāļāļĄāļēāļĒāļ­āļēāļ—āļīāđ€āļ§āđ‡āļšāļŠāļĨāđ‡āļ­āļ•āđ€āļ§āđ‡āļšāđ€āļ”āļīāļĄāļžāļąāļ™āļāļĩāļŽāļēāđ€āļ§āđ‡āļšāđ€āļ”āļīāļĄāļžāļ™āļąāļ™E-SportāļŠāļēāļĄāļēāļĢāļ–āļ­āļ­āļāđāļšāļšāđ€āļ§āđ‡āļšāļžāļ™āļąāļ™āđ„āļ”āđ‰āļ•āļēāļĄāļŠāļąāđˆāļ‡āļĨāļ‡āļ•āļąāļ§āļžāļĢāđ‰āļ­āļĄāļĢāļ°āļšāļšāļ­āļ­āđ‚āļ•āđ‰āļŸāļąāļ‡āļāđŒāļŠāļąāđˆāļ™āļĨāđ‰āļģāļŠāļĄāļąāļĒāđƒāļŠāđ‰āļ‡āļēāļ™āļ‡āđˆāļēāļĒāļĢāļ§āļĄāļœāļđāđ‰āđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāļŠāļąāđ‰āļ™āļ™āļģāđāļĨāļ°āļ„āđˆāļēāļĒāđ€āļāļĄāļ—āļĩāđˆāļ™āļīāļĒāļĄāļˆāļēāļāļ—āļąāđˆāļ§āđ‚āļĨāļāļžāļĢāđ‰āļ­āļĄāļĢāļ°āļšāļšāļˆāļąāļ”āļāļēāļĢāļŦāļĨāļąāļ‡āļšāđ‰āļēāļ™āļ­āļąāļˆāļ‰āļĢāļīāļĒāļ°āđāļĨāļ°āļ—āļĩāļĄāļ‡āļēāļ™āļ„āļ­āļĒāļ‹āļąāļžāļžāļ­āļĢāđŒāļ—āļžāļĢāđ‰āļ­āļĄāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāļ„āļļāļ“āļ•āļĨāļ­āļ”24āļŠāļąāđˆāļ§āđ‚āļĄāļ‡

  15. I got to finally play the FEAR series last year and then try out trepang. I felt like the games were apt for their time and I was able to enjoy the very arcade-y almost on-rails feel of the genre. I think the newer “fear-likes” don’t escape that dated feel to the gameplay. Where general boomershooters like dusk and amid evil totally lean into it with the asthetics and sound, Id like to find more modernized “corridor shooters” with the appropriate narrative and aesthetics.

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