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58 x 84cm Walnut Effect Framed Mirror with Wall Hanging Fixings – Special Price

Consumers are increasingly interested in supporting British made products, as are we. That’s why Reflex only uses UK supplied materials for our range of expertly crafted frames and mirrors…With over 37 years of experience in producing photo frames and mirrors, our skilled team use precision machinery to ensure the highest quality product… Our frames and mirrors are available in all standard sizes with many traditional and modern finishes to match your style and home……Frame material: MDF with foil wrap….Box Contains 1 x 58 x 84cm Walnut Effect Framed Mirror with Wall Hanging Fixings, Wall and Hanging Fixing Kit includes (x 2 wall screws, x 2 rawl plugs, x 2 D-rings with screws)

  • Overall size: 58 x 84 x 1.5cm
  • Mirror size: 50 x 76cm
  • Frame material: MDF with foil wrap
  • Wall Fixings: x 2 wall screws, x 2 rawl plugs, x 2 D-rings with screws
  • Walnut Effect Framed Mirror can be hung either landscape or portrait

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QCWN The Sun and the Moon Psychedelic Tapestry Home Decor Bedroom Living Room Dorm Wall Hanging Art (Yellow, 59Wx51L) – Price Drop

These one of a kind tapestries will help transform your room into your private sanctuary! Perfect for any room including living rooms, bedrooms and dorm rooms. Matches well with various color palettes of rugs, furniture and any other home decor accessory. Made from high quality 100% polyester tight woven, Turkish Made, Silky Satin Fabric. Environmentally friendly, no dye substance harming health of your family. With vibrant colors and clear images they add a great perspective and completely change the look of a room. High resolution pictures bring 3D like realistic experience to your life. It is not too thin or too thick. Quick and luxurious way to refresh and change the appearance of your home without a big expense. A perfect gift idea for your mom, dad, sister, brother, grandma, wife, husband and other beloved ones with thousands of designs. Your home is where you spend a considerable part of your day. Enter into a new world, can be at the seashore and feel ocean waves or meditate while staring at mountain landscapes. If you’re a fan of sports or have a hobby of any kind, you will be spending time with it in your very personal space. Customized, personalized products are very popular. As manufacturers of digital printed home textiles, we follow current trends and bring you the latest home fashion. Either a gift to family, friend, boyfriend, girlfriend or to yourself, the item should be interesting, authentic. Men, women, kids, teens, boys or girls everyone will love them! Anyone from any profession will be thrilled by the difference these tapestries bring to their house decor.

  • Material: 100% polyester ,Good elasticity, High Abrasion and Light Fastness
  • Clear theme printing, Environmental Health Materials
  • Multi-purpose: tapestries, wall fenders, beach towels, decorative blankets, tablecloths; indoor and outdoor can be used
  • Tips: Please dry or cold wash, be careful not to use bleach with machine wash
  • QCWN 100% PURCHASE GUARANTEE: You don’t have to worry about the after-sales problem. If you are not satisfied, we offer a 100% refund service. You just need to place the order now, and then you can receive the excellent quality and reasonable price

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Anthem is an attempt to blend BioWare storytelling with Destiny-style action

BioWare is known primarily for one thing: well-crafted, branching stories. Through series like Mass Effect, Dragon Age, and Knights of the Old Republic, the studio has carved out a lucrative niche of making choice and character-driven role-playing games. On the surface, BioWare’s next game, Anthem, looks like it goes in a completely different direction.

It’s a shared online world, where players can team up to take on missions and gather loot, Destiny-style.

But the studio doesn’t see it as a drastic departure. Instead, BioWare looks at Anthem as a way to fix one of the problems with massively multiplayer online games — namely, that they rarely have a compelling story to dig into. “It is solvable,” BioWare general manager Casey Hudson says of making a narrative-driven online experience, “but you have to design the game from the ground up to deal with that.”

Anthem has been in the works for five years, and Hudson has a somewhat unique perspective on the project. A longtime BioWare employee, he left the studio in 2014, when Anthem had been in the works for about a year, in order to pursue opportunities at Microsoft outside of gaming.

Then, in 2017, he returned to take on the GM role. And while games like Destiny and its sequel launched during that time, ushering in a new wave of connected shooters, Hudson says the premise of Anthem has remained consistent from the beginning.

“Really, all of that stuff was there in the early days, and it was kind of the whole point,” Hudson says of the online multiplayer components of Anthem. “That really was the genesis of it: taking the experience we have and making it widely shareable and also solving the challenge of doing that with the story. That’s going to be the thing that’s really different and unique about Anthem.

Cracking the problem of: how can you get people playing together as a team, inside a large community of many more players, and still feel like you have an intimate story to zero in on?”

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Anthem approaches this problem in a unique way. Essentially, the game is divided into two parts. There’s the more traditional story side, which takes place from a first-person perspective.

Here, you’ll be able to talk with characters and make the kinds of choices BioWare games are known for. The other half of the experience shifts to third-person, and plays out like a more traditional action game. You don a superpowered exo suit and team up with other players to take on missions.

It sounds like a much more unconventional approach than Bungie’s attempts at narrative-building with the original Destiny, which suffered from shallow storytelling and a world fleshed out mostly by prompting players to read large swaths of text on the game’s website. (Destiny 2 has a meatier story, but it still relies largely on non-playable characters explaining plot details to you while you move from checkpoint to checkpoint.) During a short Anthem sequence I played at E3 last week, I partnered with three other players to destroy a nest of angry alien spiders.

These two halves of the experience aren’t just divided by perspective and action, but also physically. The story moments take place at your home base, while the action happens in a hostile open world.

It’s not clear yet how cohesive the game will be, as players will be transitioning between two seemingly very different experiences. I wasn’t able to explore it during the brief demo, but Jonathan Warner, Anthem‘s director, describes it as “a really seamless experience.” He says you’ll get missions from characters in the hub, where there’s lots of dialogue to explore and decisions to make.

And if a friend wants to play, you can jump back into the multiplayer action at any point. “It’s kind of a loop that you’re in, where every time you come back to base, you take your suit off and you walk around town, you see all of your favorite people and move the storyline along,” says Hudson. “And then you suit up, jump off the cliff, and go have an adventure. That loop is integral to the game. It bonds those things together.”

This kind of online game may seem like BioWare is chasing trends, but the developer says that the concept for Anthem stemmed from a very different place.

Single-player RPGs don’t result in the same kind of water cooler discussions that a shared world can lead to, and the studio wanted people talking about its games. “We thought, what if we have a game where the whole point of the experience is for everyone to talk about what’s going on right now?” says Hudson. “‘There’s going to be a huge snowstorm that’s gonna hit next Saturday.’ And every day the weather starts getting crazier and crazier, and then on Saturday, everything hits, everyone shows up to see what’s going on, and there’s a whole different set of things you get to do in the game.”

The scripted narrative will be a major focus of Anthem, but BioWare says that systemic events like changing weather or incoming alien attacks will also be a major focus. “We don’t rely solely on a new, crafted narrative,” says Warner. There will be dynamic events that alter the game, and much of it is built around seasons. As the weather changes on the alien world, you’ll experience different conditions, new creatures, and even new story elements as the storyline progresses.

That kind of shared experience is a big reason behind the success of Fortnite, and it’s something BioWare is trying to replicate in Anthem but with a larger focus on story. “When we built the world of Anthem, we really built it,” Warner explains. “We layered it with lore and history, and it’s all stuff that you discover.

There are some things that we’ll never tell our players ever, but we need to know it to create a consistent world that makes sense.”

Hudson says that the idea of being able to respond quickly to players was another big reason BioWare wanted to pursue a game like this. It’s something that’s not really possible in a single-player RPG. As an example, Hudson mentions Garrus, a Mass Effect character who became so beloved that fans started clamoring for the option to romance him in the game. “We built that into the next game,” explains Hudson. “It’s just that it took us two years to have the opportunity to do that.

In Anthem, we can get a sense of what people want. We can plan something out for two months from now, but plant a seed right now. That’s a lot of real-time interaction with fans we want to have.”

This kind of narrative freedom is also one of the reasons why BioWare decided to build a new property from scratch.

The studio already has access to two beloved science fiction universes with Star Wars and Mass Effect, but it was easier to build an expansive world for players that could regularly change without the baggage attached to those franchises. The action-oriented gameplay of Anthem was another reason to start something brand-new. “There were things we wanted to do with our next game that we knew we couldn’t do with either of those two licenses,” Hudson says of the decision.

Anthem is a co-production between BioWare’s offices in Edmonton and Austin, and, at least on paper, it sounds like a perfect fit. The Edmonton studio is renowned for its single-player RPGs, while Austin has spent the last seven years building out the online world of Star Wars: The Old Republic.

As a game that tries to marry those two styles of game together, Anthem pulls from the backgrounds of both teams.

In fact, the experience of building and maintaining The Old Republic has been a major influence on Anthem as a whole. “It could’ve been made,” Hudson says of the possibility of creating Anthem without the experience of The Old Republic, “but I don’t know if we would’ve done it right.”

Anthem launches February 22nd on PC, PlayStation 4, and Xbox One.

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