Darksiders III - is a hack and slash action-adventure video game developed by American studio Gunfire Games and published by THQ Nordic. It is a sequel to Darksiders II and the third entry in the Darksiders series.
Return to an apocalyptic Earth in Darksiders III, a hack-n-slash Action Adventure where players assume the role of FURY in her quest to hunt down and dispose of the Seven Deadly Sins. The most unpredictable and enigmatic of the Four Horsemen, FURY must succeed where many have failed – to bring balance to the forces that now ravage Earth. Darksiders III is the long-anticipated, third chapter in the critically-acclaimed Darksiders franchise. Fury, who must rely on her whip to restore the balance between good and evil on Earth.
• Play as Fury, a mage who must rely on her whip & magic to restore the balance, between Good and evil on Earth. • Harness Fury's magic to unleash her various forms, each granting her access to new weapons, moves plus more. • Explore an open-ended, living, Free-form game world in which Fury Moves back and forth between environments. • Defeat the new Seven Deadly Sins and their Servants who range from mystical Creatures to degenerated beings. • Expansive Post-Apocalyptic environments that take the Player from the Heights of heaven & to the Depths of Hell.
♢ Click or choose only one button below to download this game. ♢ View detailed instructions for downloading and installing the game here. ♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.
DARKSIDERS III: DELUXE EDITION DOWNLOAD LINKS
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm
4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.
5. SYSTEM REQUIREMENTS: (Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Windows 7, Windows 8, Windows 8.1, Windows 10 | requires 64-bit • Processor: AMD FX-8320 (3,5 GHz) / Intel i5-4690K (3,5 GHz) or better processor • Memory: at least 8GB System RAM • Hard Disk Space: 25GB free HDD Space • Video Card: GeForce GTX 660 / Radeon R7 370 with 2 GB VRAM or better graphics
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, Portuguese-Brazil, Arabic, Korean, Simplified Chinese, and Japanese language are available and supported for this video game. If you have any questions or encountered broken links, please do not hesitate to comment below. :D
Being the easily impressionable student that I am, I decided to take on the collegiate tradition of studying abroad. It's a common cliche to hear alumni gush about how studying abroad changed their life, and will change yours, too. The salesmen sure know how to pitch, but I can't say I was completely sold.
I study Spanish, by the way. No, it didn't come out of a great passion for the language, or anything noble like that. In my freshman year of high school I had to select two electives. I chose Spanish and Wood Shop, since they seemed to be the easiest grades. Sure enough, they were. I intended to stay for only two years in Spanish, but stayed longer for the fiestas. Yes, I'm sleazy.
A few scholarships later, I found myself at the airport, ready to go. Well, not so ready. My proficiency in Spanish was crap. I'd only taken a cursory glance at the map, so I getting lost was inevitable. My destination was Santander, Spain. A city I'd never heard of before.
The luxurious plane trip did well to calm my nerves. I have always been pensive about flying, having heard the stories of cramped seats, crowded bathrooms, and crappy airplane food. I didn't worry too much about airsickness (since I'm not prone to vomiting), but I grasped my sick bag should Pazuzu suddenly feel the urge to possess me. I expected lifting off to be like riding on a roller coaster (did I forget mention I don't like those?) yet flying through the air hardly felt any different that riding in a car. Better even. My fears about airplanes were assuaged halfway between the in-flight movie and risotto. This was the Blackjack of Setzer Gabbani. Yet, alas, no flight lasts forever.
In the book of Exodus, Moses names his first son with Zipporah, "Gershon", while in exile from Egyptian royalty. In Hebrew, "Gershon" means "stranger in a strange land." In Spain, I thought my name was "Gershon", but in Spain, my name was "mud."
My problems started as soon as I landed in the Madrid airport. The place was a labyrinth and with no David Bowie to guide me, either. After studiously running around in circles for about two and a half hours, I finally found my plane...just about to take off! The flight crew had to stop the departure for me to get on. I scrambled into my seat, sweaty, delirious, and paranoid.
I took a taxi to my host mother's apartment, knowing my habit for getting lost. The Spanish was mostly basic, "Hola", "¿Que tal?", "Estoy bien", etc. I think those cheap formalities would've sufficed, but I overreached my hand and chewed off more than I could swallow. She gave me a slightly confused look. To this day, I wonder what it was that I said. A cat named Rita also lived there. Cats speak the same language in Spain.
I soon had to meet up with my classmates at "Ayuntamiento" which is Spanish for "town hall." I stepped into the streets nervously, my hands jammed into my pockets for fear of thieves. I tried desperately not to look a tourist, but that veneer faded as soon as I brought out my map of the city. I was lost for two hours. A fat lot of good the map did. At the end of my struggle, I gave in and searched out a taxi, but the cab driver nearly laughed me out the vehicle. It turns out that Ayuntamiento was only a few minutes away.
The next day was hardly any better. Classes began at 8:30, so I woke up at 6:00, knowing that there would be a long walk ahead of me. The school was somewhere on the other side of the city, and I had no idea what it looked like. I figured at the time that a university would be easy to spot. Well, you know what they say about assumptions.
The trek was tiring, to say the least. It often had me going uphill through the various neighborhoods and alleyways. I recalled watching The Flash on the plane. How I would've loved to have had Barry Allen's super-speed at the time. Though if I did, I might've missed out on many of the aesthetics. The shops and dwellings of Santander were melded to fit into the rising landscape. Laundry hung on clotheslines outside of the windows, while pigeons scurried on the grounds, pecking for bread crumbs. By the orange hues of sunrise, it all looked at times as if I had wandered into a painting. Though I doubt if a late student would get extra credit for cultural appreciation.
La Universidad de Cantabria was far smaller than I had anticipated, though I suppose that was for the best. If it had been any larger, I'd probably get lost there, too. The university, small though it was, would become something of a second home for me. The think with relish on the countless hours I would spend outside of the cafeteria, listening to quirky stories NPR, memorizing Spanish vocabulary, or eating what was left of my pig liver sandwich.
Perhaps it was the Sea of Cantabria that kept me (relatively) sane throughout all of that initial madness. My host mother had an apartment near the sea, so it sort of functioned as my North Star. I need only know where the sea is, and I'd (eventually) find my way home. It was a great, wide blue that glittered in the sunlight, its waves licking the shore.
I suppose there's something poetic in the sea, though I can't tell you exactly what it is.
Vitals: Title:Pluto Attacks Designed by: Troy Pichelman Publisher: JTP Games / The Game Crafter MSRP: $25 1-6p | 30-45 min | 12+
Introduction:
What's better than a black and white, 1950's b-level sci-fi movie? Well, lots of things, but they are fun to watch. Pluto Attacks! lets you play through a classic sci-fi movie where aliens from Pluto are attacking a small town in 1954. As is the case in these situations, all the adults have been incapacitated so it falls to a group of teens to save the day.
Pluto Attacks! is a cooperative dice game for 1-6 players. You'll get to take on the role of a teenager in the small town working with your teammates to defeat the aliens before the end of the movie. The game plays through four acts with a new scene appearing every turn. Using skills and abilities you'll have to roll dice to match requirements for each scene to secure the location. Securing the location gives you certain abilities, but may also be required to resolve the final obstacles.
Blooms: Blooms are the game's highlights and features. Elements that are exceptional.
Light, fast play is great to pull out as a filler or when you need a casual game.
Theme is dripping from the game. All the artwork, mechanics, and flavor really hits the spot with the b-movie theme.
The game has a great story arc. It's not a story game, but the way the game escalates through three acts to the final conflict is great. I've won most of the games I've played, but every one has come down to the wire and ended in a pretty tense finale.
Buds: Buds are interesting parts of the game I would like to explore more.
There are a ton of different combinations for Scenes, Plot Twists, and Big Reveals so every game will tell a different story.
There's an optional playmat that looks great and really helps with the game layout and theme immersion.
Thorns: Thorns are a game's shortcomings and any issues I feel are noteworthy.
The game does have a very high amount of luck. In addition to the dice rolling, having the cards you need to complete the win condition stated in the Big Reveal relies on the luck of the shuffled scene cards. If the cards you need to win are further down in the deck it'll be harder to survive long enough to win.
There's not much you can do to mitigate poor dice rolls, especially earlier in the game. Having some way for characters to "level up" and gain skills would be great. Maybe when a Plot Twist card is removed it could give players a certain skill. like "reroll 1s" or "decrease one die by 1 to increase another die by 1". Some of these could even be specific to the type of card they are, like "reroll all dice once when resolving a science location". Other aspects of the difficulty may have to be increased because I think the balance is good as it is, but a feeling of a little more control would help feel like your characters were growing along with the story.
Sometimes it feels like each turn is solo and there's not much cooperation, especially before you know what the win requirements are for the Big Reveal. Until then you really won't want to discard any cards to help out others or even yourself just in case those cards are needed at the end. I wish there was a better sense of cooperation and way to mitigate dice rolls earlier in the game.
Final Thoughts:
I first played Pluto Attacks! at Protospiel Chicago in 2016 and again at Protospiel Milwaukee in 2017. It's made the rounds to quire a few other Protospiel events as well. I've since played my copy a few times, too, and have enjoyed every game I've played. Over the years the game has gotten better since my first play, too, with more cooperation opportunities available, improved artwork, and some refined mechanics. I do wish the cooperation aspect was pushed a bit more and that there was a little more control and luck mitigation, but the game as it currently plays is fast, fun, and easy to explain. It's a great game to pull out as a filler or with more casual gamers. I really like the sense of progression through the story like you'd have in a movie. The players are confronted with a series of setbacks, while they try to just survive and the town slowly falls to the invaders. Then they figure out what they need to do to defeat the aliens and get down to work trying to save the last remaining pieces of the town while collecting what they need to fight off the attack once and for all.
Every game I've played has come right down to the wire, so the balance seems great - no small feat for a game that relies so heavily on lucky dice rolls. Played right, you'll reach the game's conclusion with enough options for mitigating bad luck in those final dice rolls, hopefully. When you lose though it's easy to blame bad luck with the dice and cards that happened to come out. I wish there was something that gave you a little more control, or at least sense of control, especially as the game ramps up. As a dice game there's no escaping the luck factor, but giving the players a few more possible tools for mitigating the dice would be fun.
Overall though, I really like Pluto Attacks! for a light, casual game. The theme is fun, the mechanics reflect the theme wonderfully, and it's always a fun time with an exciting end. This isn't a collection essential, but if you like the idea of this you won't be disappointed.
Buds, Blooms, and Thorns Rating:
Bud! This game definitely has some great moments. It's good for several plays and should appeal to most gamers, especially if you enjoy other games like this.
GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation. I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions. There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100. Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game. Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game. Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.
Mario & Sonic at the Olympic Games: Tokyo 2020 is exactly as it sounds, which is to say a game that has Nintendo and Sega's iconic characters participating in the latest staging of the Summer Games. It's part of a long-running series that taps multiple licenses to generate crossover appeal. That it works, and how, is attributable to its polish; it isn't simply a product that lops together seemingly disparate intellectual properties for expediency and quick gains. Bottom line, it's an extremely well-thought-out title that succeeds in making a variety of sports — events, really — accessible to a population of gamers otherwise loath to dabble in the genre.
Mario & Sonic at the Olympic Games: Tokyo 2020 boasts of a Story Mode that, owing to the machinations of Dr. Eggman and Bowser, compels gamers to participate in the 2020 Olympics and the 1964 Olympics, both in Tokyo — albeit with a twist; the former is presented in three-dimensional format, and the latter in eight- and 16-bit graphics and sounds reminiscent of those churned out by the Nintendo Entertainment System and Sega Genesis. The retro presentation has 10 sports on tap, while the modern one has twice as many; exclusives in each are present, further underscoring the differentiation.
Significantly, Mario & Sonic at the Olympic Games: Tokyo 2020 gives gamers options in steering their favorite characters. Joy-Cons can be used together or separately, and provide motion, directional-pad, and button alternatives. Regardless of choice, controls are extremely responsive, and at no time do they hold back or interfere with the unfolding action. To the contrary, the technical proficiency of the interface proves a boon, especially in light of the immediacy of the proceedings. If there's any bane, it's in the waiting time required to get an online multiplayer session going; apparently, there isn't enough competition out and about and angling for a quick mini-game. And, yes, only one can be set up at a time; after a button-mashing bout that literally lasts for seconds, there is need to repeat the process.
Mario & Sonic at the Olympic Games: Tokyo 2020 notably brings back the popular Dream Events, over-the-top versions of Olympic sports. Considering their potential for fun, particularly as party options, it's too bad that only Dream Racing, Dream Shooting, and Dream Karate make the leap to the franchise's latest offering. That said, the release also doubles as a repository of information on Tokyo, as well as on the characters themselves. If nothing else, they widen the knowledge of gamers and serve to elevate the title to more than mere passing fancy.
On the plus side, Mario & Sonic at the Olympic Games: Tokyo 2020 puts forth an excellent audio-visual presentation. In fact, no other release in the series looks and sounds better. No doubt, Sega was motivated to put its best foot forward given own ties to the venue of the Quadrennial. Nonetheless, it succeeds in earning its AAA price tag. For all its frailties, it manages to generate interest as a multiplayer marvel, directly involving up to eight, and indirectly keeping more transfixed, in its adrenaline-pumping offerings.
THE GOOD:
The finest in the series to date
Polished presentation
Doubles as a repository of information on Tokyo
A variety of control options on tap
Quick input registers
THE BAD:
Dream Events fewer in number
Online multiplayer sessions take a while to get going
These rather fabulous Warlord Dacians have appeared on my painting table. First off, I didn't paint them. They are the work of those clever folk from Reinforcements By Post run by that nice man Neil Kenneally in Bangladesh. They did all the excellent paintwork and they have just come to me in order to be based up so they match the Romans. Enjoy; lovely painting, my usual crappy photos don't even begin to do them justice.
Fairly mad poses from these, I based them with a mixture of 2 and 3 figures to a 40mm x 40mm base. Some figures were difficult to get 3 on a base, 4 was absolutely impossible. Nonetheless, I think they work just fine as they are.
Sheilds are transfers from Warlord/littleBig man Studios- they make so much difference.
Done a great job on the flesh, just as well, there are a lot of bare chested fellows on show, and their little tartan trousers are terrific- Rupert The Bear would happily wear them! I think these are basically just the Gallic Warriors set with some different heads plus some of the Dacian nobles set. No Falxmen in this lot.
Hi there! I'm Gregor and I'm a designer and programmer at Frictional, which means I'm responsible for all the fun events in our levels. Okay, maybe they're fun just for us.
It's me! And the sign on our door, printed on an A4 and a little crumpled...
I'm a more recent recruit, having joined around September 2016. My job description, gameplay programmer / designer, is purposefully vague. While I mainly work on level scripting, I also spend time on AI, gameplay systems and level design. I also worked on our collaboration with the Tobii Eye Tracker, which I will talk about later. The great part about this is that my work never gets stale and almost none of my days feel the same.
I'm originally from a little known country called Slovenia, but I've recently moved to the land of the vikings to become one myself. Or, in other words: I moved to Malmö around two months ago and now work from our fairly new office.
My setup at work - right next to the fanart wall! No deskmate yet, though. :'(
I absolutely adore our office and go there pretty much every day to socialize with and get inspired by my co-workers. I'm also the one who nags everyone with occasional movie and gaming nights, where we usually grab some snacks, relax and watch a horror movie (obviously), or games like FIFA and Jackbox Party Pack!
BACKGROUND
I can't really remember the time when I first started playing games. I do know that around the late 90s my dad brought home an Intel 80186 PC one day, thinking he would use it for work. He was wrong. After he showed me a couple of MS-DOS games and I realized I could make things move by pressing buttons, I became glued to that PC. My parents didn't manage to pry me from it, so I've been playing games ever since. Not on the same machine, obviously.
I played a lot of games, but didn't touch the horror genre for the longest time. I still remember having vivid nightmares and being unable to sleep whenever I saw something remotely scary on television. When I was older, however, a friend of mine bought me Amnesia as a "gift". It was a dare, of course, but because I didn't want to disappoint my friend, I played through it. It was just as scary as everyone was telling me, perhaps even more so.
But while I was playing it I also realized that it was about more than just scaring the living hell out of me. It managed to fully immerse me in its world and story, which I had not experienced to this degree before. This is how I got introduced to the horror genre, and to Frictional, which would later impact my life more than I could have possibly imagined.
Making games has been my dream ever since I can remember. Given how much fun I had playing them, I thought it would be great if I could make my own – which is why I always liked messing around with settings, seeing what I could do with cheat codes, and figuring out damage formulas so I could get an advantage. It wasn't until I got sucked into a game called Jedi Knight: Jedi Academy, however, that I actually made my first array into creating my own content. I made lightsaber hilts, maps, and even modified some scripts to make the game play like I wanted to.
Unfortunately, growing up in Slovenia there was no real game dev scene there, so I forgot about my dream. It simply never occured to me that I could make games for a living. However, since I was already using my computer so much, I thought it would be fun to work in IT. So I learned some basic C++ programming in high school, then went to a computer science university where I learned a lot more about programming and software in general.
For a long time I resigned myself to becoming a web developer, taking some summer jobs and part-time work in that field. The job became more and more mundane and boring, until I finally realized that I couldn't do it long term, and that I had to find something more fulfilling. That is when I remembered my dream of making games, how much fun they brought me and how great it would be to be able to help someone else have the same experience. I already had a lot of programming experience, so I became determined to join the games industry.
I immediately quit my part-time job and started working on my first small game. I wanted to do everything on my own so that I would learn all the intricacies of game development. A year or so of studying and work amounted to Welkin Road, a little puzzle platformer with grappling hooks.
In Welkin Road you use your two grappling hooks to solve movement-based puzzles.
While I was in the process of finishing Welkin Road, I started looking at potential studios I could join. That's when I saw a tweet from Frictional, mentioning that they were looking for a designer / programmer. I didn't think I was ready, but I figured this was my only chance to work with the company, so I sent my resume in anyway.
To my big surprise they offered me a work test, to see whether I was suitable for the role. I gave it my best, but after I sent in my project I tried to prepare myself for the inevitable let-down. Instead I got a positive reply and an invitation to an interview. The final decision came a couple of weeks later.
Spoiler alert: I got the job.
Given that I was a big fan of Amnesia and SOMA, the decision to accept was a no-brainer. However, it took me quite a while to properly register that I had fulfilled my lifelong dream. A year and a half later I realize how lucky I am to be one of the few people who can wake up on Mondays with a smile on their face.
After joining, I immediately started working on my introductory tasks aimed at learning the new tools. I joined at the same time as Max, so we bonded over struggling to understand all the new stuff. When those tasks were done, I started working on my first real project: designing and implementing eye tracking features in SOMA, which I will talk about in more detail in the next section.
A while after I was brought on, the company started looking to set up a studio in Malmö. I already knew that if I wanted to make games, I would most likely have to move, so the decision to move to Malmö didn't take me long to make. Finding a place to stay took a while, but I eventually managed to find a nice apartment and settle in, in no small part thanks to my incredibly kind and welcoming co-workers.
The setup in my new home in Malmö!
FIRING LASERS (more commonly known as Eye Tracking)
As promised, I will now spend some time talking about my adventures in eye tracking. After receiving a unit from Tobii, I first tested it with a bunch of games that already had eye tracking support. Deus Ex: Mankind Divided was a particularly useful use case study, since it had a robust implementation and used the eye tracker in interesting ways. I was initially very surprised at how well the eye tracker worked in that game, and how seamless and intuitive it was to use without putting any strain on my eyes. This gave me the confidence that we could use this to enhance SOMA.
Once I got a feel for what the technology was capable of, I read through Tobii's SDK documentation and code samples to figure out how it all worked. In simple terms, the Tobii eye tracker provides a continuous data stream of screen coordinates that represent the location on the screen the user is looking at. Think of it as firing 60+ laser beams per second from your eyes to your monitor. Bring it on, Cyclops!
After I was done feeling like a superhero, I looked into how we could use this in our own engine, HPL3. Since Tobii's SDK was easy to use, integrating it into HPL3 wasn't too difficult, especially with the help of our engine programmer Peter.
With the technical aspects more or less dealt with, I started thinking about the design of our eye tracking features, and how we could best make use of this technology to enhance the game. This included brainstorming sessions, quick prototyping and a lot of feedback from the rest of the team.
It quickly became clear that while controlling and moving stuff around on the screen with your eyes is fun, it becomes tiring and uncomfortable really fast. For a good experience, the player must never be actively thinking about using their eyes. Instead, the game should react to the player's natural eye movements and try to enhance the experience. A negative side effect of this design principle is that unfortunately quite a lot of features become very subtle and hard for the player to notice consciously, despite having an overall positive effect.
The white circle is where the player is looking.
Another interesting aspect of designing these features was how eye tracking could be used in a very immersive first person horror game. Horror games often rely on where the player is looking to trigger certain events, which always means a certain level of uncertainty about whether the player actually registered what was happening on the screen or not. With eye tracking, this uncertainty became very minimal, which meant that the timing of a lot of the events in SOMA naturally improved.
In the end, we ended up with a number of eye tracking features we were happy with. The most noticeable ones are extended view, which makes the viewport pan towards where the player is looking, and the ability to control the flashlight with your eyes. A number of enemies also react to the player's gaze, such as the flesher monster becoming aggressive when looked at and teleporting when the player blinks, or the deep sea diver stopping when the player maintains eye contact.
Other features are much more subtle and designed to enhance immersion and mood. For example, staring at creepy and gory scenes zooms the screen slightly, giving the impression that Simon is in a trance or shock-like state and can't look away. When the player looks at enemies, the screen distortion effect intensifies to further discourage players from looking at them.
Additionally there are some really secret ones, such as Ross' distorted computer messages appearing exactly when the player blinks, to further reinforce how Ross is inside Simon's head. My personal favorite, however, is a subtle reaction from K8, the incredibly friendly and helpful swimbot, which gives the player a small opportunity to communicate with it.
The developer showcase of eye tracking features.
In summary, working on eye tracking has been an incredibly fun and rewarding experience both because of the challenge, knowledge gained and the creative freedom. Besides, who doesn't enjoy firing lasers with their eyes? The end result hopefully enhances the SOMA experience, even if just a tiny little bit. So if you have the PC version on Windows and a Tobii eye tracker, consider giving an even more immersive version of SOMA a go!
The official trailer for eye tracking in SOMA.
Eye tracking is just a small part of my work at Frictional though, as I'm currently working on one of our next projects. I'm already really proud of what we're creating and I'm happier than ever with my choice to follow my dream of making games. We're all really excited to be able to share more of what we're doing, but until then we'll just keep doing our best. This also reminds me it is time for another gaming night, to keep our spirits up!
Quality Frictional Humour™ from a recent Jackbox Party night.
Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!
I am a Mother of 4 grown children, 3 Son-In-Laws and a beautiful daughter-in-law. I also have 3 precious little Granddaughters named Tori,Katelynn and Alyssa. Not to forget my 3 adorable grandsons named John, Jacob and Jordan all of which I am very proud! I work at a Dentist Office in the Galleria, I am a registered Dental Hygentist/Office Administrator. I also own my own business "DAT Consulting".I love to Travel and spend time with my family and friends.