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I never thought people would call me “MACA” as it was just supposed to be my online portfolio back in 2005!…

So glad I didnt get: www.ITSBITCHASS.net 😂

#IMGN #WAVFORM (at www.itsmaca.com)

Negative News Without Change in Fundamental

There are 4 types of negative news in biotech: clinical trial failure, regulatory setback, partnership dissolution, commercial launch disappointment. While clinical trial failure is a game changer, not all other negative news, however, necessarily change the fundamental of the biotech company. Recently 3 biotech companies experienced negative news without changing the fundamental of the companies.

Exelixis (EXEL) On June 21, 2010, BMS returned XL184 rights to EXEL. XL184 are currently in phase III, II for different oncology indications. The reason BMS gave up the rights to XL184 according to EXEL was “Given the recent progress of BMS’ wholly-owned oncology pipeline and positive data generated by XL184, Exelixis and BMS were not able to align on the scope, breadth and pace of the ongoing clinical development of XL184.” EXEL presented extensive data from XL184 at ASCO2010 (http://www.exelixis.com/asco/2010). While the data were not earth shaking, but nevertheless positive. While this news is negative, EXEL stock dropped from $4.58 on June 18, 2010 to $3.84 on June 21, 2010, then drifted futher down to $3.12 on July 30, 2010 even though July was a spectacular month for stock market overall, it doesn’t change the potential of XL184, and EXEL’s 19 other candidates in pre-clinical and clinical development.

ImmunoGen (IMGN) on August 27, 2010, Roche received Refuse to File from FDA on T-DM1 BLA submission based on one single arm 110 patients study for 3rd line Metastatic Breast Cancer. Roche will submit new BLA in mid 2012 based on larger randomized phase III trial. While this news is negative, IMGN stock dropped from $8.39 on August 26, 2010 to $5.16 on August 27, 2010, then recovered to $5.51 on September 10, 2010, it doesn’t change the potential of T-DM1, and IMGN’s ADC technology platform.

Celldex (CLDX) on Spetember 3, 2010, PFE returned CDX110 rights to CLDX. CDX110 is currently in Phase II clinical trial for GBM. The reason PFE gave up the rights to CDX110 according to CLDX was “rindopepimut program is no longer a strategic priority of Pfizer”. PFE presented CDX110 promising interim data at ASCO2010 that are consistent with previous phase II trials (http://www.celldextherapeutics.com/wt/page/sci_articles). While the news is negative, CLDX stock dropped from $4.78 on September 2, 2010 to $3.53 on September 3, 2010, then stayed flat at $3.49 on September 10, 2010, it doesn’t change the potential of CDX110, and CLDX’s promising vaccine and ADC candidates.

After initial sharp drop in stock price, it is difficult to predict where the stock will go in short term (1-6 months) without immediate catalysts. Since the fundamental didn’t change in the long term (6+ months), one strategy to mitigate this uncertainty is to sell slightly in-the-money put or out-of-the-money put 6-month into the future. If the stock price recovers or stays flat but above strike price, you can benefit from retaining the put premium sold; if the stock price drops below strike price, you will be assigned the stock at essential strike price minus option premium but well below stock price when the news was announced. In case of IMGN, the stock dropped to $5 range, you could either sell out-of-the-money APR2011 $5 put for $1.1 or APR2011 $4 put for $0.65 on August 27, 2010. If the stock price drops below $5 or $4, you will effectively buy the stock at $3.9, $3.35 respectively. Which strike price you choose ($5 or $4), and how far into the future, it depends on your risk tolerance. The higher the strike price, the higher the risk, thus higher potential return as well.

Posted on Sept. 10, 2010

‘Kholat’ Yaz Sıcağında Buz Gibi Bir Oyun!..

  Bağımsız yapımcıların ön planda olduğu bu yıllarda, Polonya tabanlı oyun geliştirici firma olan IMGN.PRO tarafından çıkarıldı oyun. Şunu söyleyebilirim ki gerçekten ellerine sağlık.

  Dyatlov Geçidi Vakası’nı daha önce duydunuz mu bilmem. Ben hemen kısa bir bilgi vereceğim sizlere. Dyatlov Geçidi Kazası; Ural Teknik Üniversitesi’nde öğretim gören dokuz kayakçının Ural Dağları’nda ‘Kholat’ bölgesinde gizemli ölümleri sonucu karşımıza çıkan bir haber. Ekipten, belli bir zaman haber alınamadıktan sonra, kurtarma ekipleri o bölgeye ulaşınca kötü bir manzarayla karşılaşırlar. Kamp alanına vardıktan sonra parçalanmış bir çadır ve grubun eşyalarının orada olduğunu gördüler. Bütün grubun ayakkabılarının da burada bulunduğu tespit edildi. Çadır üzerinde yapılan araştırmalar sonucu,çadırın içten yırtılarak açıldığı ortaya çıktı. Belli aralıklarla cesetlere ulaşıldı ama neden, niçin bu halde öldükleri bilinmiyor.

  Olayda bir çok teori ortaya atıldı. Bazılarına göre bunlar ‘mistik’ olay.. bazılarına göreyse Rus hükümetinin yaptığı deneyler sonucu vs. Unutulmaya yüz tutmuş olaya, Polonyalı ekip kendilerine özgün hikayeyle ‘olay’ı bizlere sunuyor.

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Kholat Review

Modern games have truly spoilt us gamers when it comes to navigating the game worlds we enjoy. Not only do we have GPS-style route finding systems, we can also see exactly where we are on the map at any given time. Not so with IMGN.PRO’s snowy horror game Kholat, a game in which traversing the game world is probably the most challenging aspect.

The player starts next to a train, the weak winter…

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Kholat review: the pass

As premises go, the mystery of what happened on Kholat Syakhl is a very strong starting point for Kholat.

In the winter of 1959, a group of hikers set out to explore the frozen expanse of Russia’s Ural Mountains and never returned. When a search party found their bodies, they discovered a horrifying mystery. The hikers appeared to have cut their way out of their tent from the inside, fleeing into the bitter cold without even taking the time to put their clothes on.

Despite suffering horrific internal injuries, none of the hikers showed any outwards signs of struggle. What happened on the mountain range was never explained - locals spun tales of glowing lights flying over the mountain, and rumours spread that the bodies had been found radioactive, with patches of orange skin across their torsos.

Developed by Polish indie developer IMGN.pro, a small studio whose short history has seen them work mainly on truck simulators and space marine shooters, Kholat makes a valiant stab at taking a real-life disaster and capturing the bleak atmosphere it embodies. But the key question is how many design misgivings I was willing to overlook in order to focus on what the game was doing right. From convoluted plot threads and out of place supernatural elements to sparse checkpointing and instant death elements, Kholat is a game that had so much potential, but made some baffling design decisions that left me longing for the grounded, solitary adventure that could have been.

Kholat begins at the bottom of the mysterious mountain, with no direction other than to explore and climb. IMGN.pro nails atmosphere and tone from the get-go. From the haunting soundtrack to the sounds of howling winds, the unrelenting blasts of snow, and the reduced visibility, Kholat makes superb use of its setting to craft a world I wanted to explore.

With little to no direction given I would pick out a marker I could barely make out, like the light of a radio tower or the outline of a church spire, and begin to trek across the snowy landscape. The lack of visibility and a minimal number of obvious paths caused me to lose my bearings often, but this added to the sense that I was exploring a world that even experienced hikers would struggle to safely navigate.

Kholat pulls off this successful visual storytelling and finds effective signposting with its stunning art direction. Campsites half buried in banks of snow and map locations scratched into the side of rocks lend to the sense that this was a world that was explored, but by people who were possibly not prepared for what they would encounter.

This lends the narrative a lot of initial promise. Plot is teased with glimpses of hiker diaries and personal belongings found within tents. Kholat’s voice talent also does a fantastic job with convincing performances. Sean Bean in particular turns in some great voice work, which is made all the more impressive by an otherwise weak script.

These weaknesses quickly spread elsewhere. Mystical plot points are introduced early on which feel out of place when juxtaposed with more grounded elements. It felt incredibly odd to read a heartfelt note about a hiker’s family one minute, only to turn a corner and see magical floating fire boulders that somehow went unnoticed at the foot of the mountain.

Kholat’s plot deteriorates into a growing mess of more supernatural exposition. The conclusions drawn by characters are convoluted at best and the ending raises more questions than it answers. More distractingly, the game’s text is full of incorrect grammar and dodgy sentence structure, which is only compounded when the subtitles on screen fail to match up with what the voice actors are actually saying.

It wouldn’t be impossible to ignore some of these problems. Traversing Kholat’s hellish snowscape was rewarding on my terms and at my own pace. But the game seemed intent on forcing me to retread the same ground until it became a familiar and stale obstacle.

A large number of supernatural orange ghost men are also traversing the mountain with you, attacking and killing you in one hit on sight. You have no way to defend yourself from them. If they see you then you’re back to the last save point.

The rules for these ghostly figures deciding to attack made no sense to me. Sometimes I could stand in plain sight and they would be completely unworried about my presence. Other times I would hide behind a rock and they’d pounce on me regardless.

Compounding this issue was the fact that the game only saves when you happen to find a diary page from one of the missing hikers and these can be few and far between. Sometimes I would make up to thirty minutes of progress exploring the mountain, only to be killed by a supernatural ghost man who seemingly saw me through a wall of solid rock. While I loved the exploration the first time through, when you’re playing a thirty minute segment for the third time it feels less like exploration and more like I was being needlessly gated from progression.

More from polygon.com:

Dyatlov Geçidi Vakası'ndan Esinlenerek Geliştirilen Korku Oyunu Kholat Çıktı

9 kayakçinin Ural Daglari'nda tahmini olarak 2 Subat 1959 gecesi esrarengiz bir sekilde ölü bulunmalari sonucu tarihe Dyatlov Geçidi Vakasi olarak geçen bu gizemli olay, Polonyali bagimsiz video oyun gelistirme sirketi IMGN.PRO’nun da ilgisini çekmesi üzerine gerçeklestirilen çalismalar sonucunda pek çok platformdan yüksek puanlar almis bir korku oyunu olarak oyuncularin begenisine sunulmus bulunuyor. Yüzüklerin Efendisi serisinde Boromir olarak rol alan Sean Bean’in de sesini oyunda anlatici olarak duydugumuz korku oyunu Kholat geçtigimiz günlerde Steam üzerinden satisa sunuldu. Unreal Engine oyun motoru ile gelistirilen korku oyunu Kholat kisa süre içerisinde korku oyunlarinin müdavimleri tarafindan övgüyle bahsedilen oyunlar arasina girmeyi basarmasi ise bir hayli dikkat çekti. Gerek sundugu atmosfer gerekse oynanis sistemi ile adindan sikça söz ettirecegini düsündügümüz korku oyunu Kholat için gelistirici sirketin resmi YouTube hesabindan yayimlanan çikis videosunu haberimize ekliyoruz. Güncellenen oyun haberlerini sizlerle paylasmaya devam edecegiz.

epeelegendaire.com
[Critique] Kholat

Heureux de pouvoir sortir torse nu et en sandales, content que l’été soit enfin arrivé au Québec, je passais quelques minutes sous un doux et chaud soleil lorsque l’Épée Légendaire m’a informé qu’il y avait une critique pour la compagnie imgn.pro à faire. Revigoré, je m’empresse de répondre que je m’en charge.

Vous n’imaginez pas la taille de ma surprise lorsque je me suis mis à jouer aussitôt le téléchargement complété. Kholat se déroule complètement dans la neige et le vent froid de la Russie. Plusieurs jeunes alpinistes sont retrouvés morts dans d’étranges circonstances dispersés à différents endroits de la chaîne de montagnes du Kazakhstan nommé Montagnes Ourals. Ce titre indépendant se base sur des faits véridiques d’un événement connu comme l’Incident du Col de Dyatlov.

Frigorifié par les décors véridiques et crédibles, entouré de neige, de glace et poussé par de puissants vents froids du Nord, j’embarque dans l’intrigue à la première personne de ce titre d’exploration, d’horreur et de survie. Justement, le genre horreur est combiné à tort au mot survie dans la plupart des jeux simplement parce qu’éviter de mourir est une mécanique importante. Cependant, dans Kholat, la survie prend un autre sens. Il faut savoir déchiffrer une carte et même apprendre à suivre une boussole tout en esquivant des zones dangereuses où le protagoniste peut aisément mourir. C’est la véritable survie en montagne, en condition climatique horrible. Par contre, le joueur n’a pas à chasser ou à cuisiner pour survivre.

Sans contexte, sans comprendre comment ni pourquoi, le joueur incarne un aventurier qui s’y rend. Peut-être est-ce un homme perdu ou peut-être est-ce un nouvel enquêteur qui veut démystifier l’affaire qui fut fermée, en 1959, pour cause de manque d’information. Quoi qu’il en soit, il se rend à la rencontre de leur campement et débute, à partir de là, ses recherches seulement avec une carte pour se diriger. Ayant préalablement inscrit les coordonnés à investiguer, l’homme doit se rendre à chacun de ses endroits pour y chercher des indices dans l’espoir de comprendre ce qu’il s’est passé parce que les faits n’expliquent présentement pas la mort des jeunes.

Je ne sais pas si c’était volontaire, mais le jeu a des temps morts terriblement longs. Au début, j’ai cherché pendant au moins une vingtaine de minutes avant de finalement passer l’introduction. L’histoire m’a été présentée après mes recherches, mais avant, je ne faisais que me déplacer sans réellement savoir où aller ni même comprendre ce que je devais chercher. C’est très bien de vouloir créer un jeu qui ne passe pas trop de temps à expliquer, mais en allant à l’inverse et en ne dirigeant absolument pas le joueur, ce dernier peut être confus et même frustré. En fait, le sentiment d’être perdu revient souvent dans le jeu. Je crois que c’est parce qu’il manque de repères importants puisque tout est blanc neige.
Néanmoins, l’environnement autant graphique qu’auditif m’a impressionné. Le jeu est très beau et tout ce qui est son amène une ambiance vraiment particulière! J’avais honnêtement l’impression d’être quelque part au nord, entouré de monts et poussé par des vents. J’avais, parfois, quelques frissons et je sentais bien l’effet de la neige et de la glace. Ça, c’est un boulot incroyable!

Éventuellement, une des voix qui s’occupe de la narration attire mon attention. Après quelques recherches, je découvre pourquoi j’étais si intrigué par la voix. Je la reconnaissais! La narration est faite par nul autre que Sean Bean! C’est sûrement parce que je ne voulais rater aucune parole de l’acteur qui meurt dans tous ses rôles que j’ai réalisé qu’à certaines occasions, la balance de son entre les voix et les effets n’est pas toujours parfaite et fait en sorte que quelques mots sont plus difficiles à entendre.

En dehors de l’ambiance incroyable, le jeu est malheureusement banal. D’un côté, il y a le côté survie et solitude vraiment impressionnant et, de l’autre, il y a ce qu’il faut faire dans le jeu qui est quelconque : se diriger jusqu’à un point, éviter des créatures de lumière rouge – car, sinon, on meurt en un seul coup et réapparaît super loin – et retrouver des mémos ou des missives. Ça pourra paraître spécial comme note, mais Kholat m’a fait découvrir que j’aimerais jouer à un jeu de survie alpine comme The Long Dark. Effectivement, le côté enquête paranormal est vraiment ce qui m’a repoussé puisqu’elle ne prend forme qu’en événements scriptés où il faut fuir, en sursauts parce qu’un monstre de fumée rouge apparaît ou bien en attentes parce que l’espèce de monstre doit passer et ne pas nous voir. J’aurais préféré une ambiance lourde et des apparitions et poltergeists qu’un genre de monstre comme ça, sans finesse ni introduction.

Kholat est un jeu vraiment unique. Visuellement et du côté auditif, il est vraiment au-dessus de la moyenne et possède une touche vraiment spéciale. Tout le côté recherche, découverte, survie et orientation est vraiment intéressant à utiliser. L’autre partie du jeu, celui qui vient englober l’histoire, est plutôt ordinaire et inintéressant. Les mécaniques ne sont que la fuite et se cacher, le monstre des montagnes ne fait que faire le saut au joueur ou bien le tuer en un seul coup ce qui oblige à refaire un chemin immense et qui devient très vite lassant.

Ma note: 5/10

Testé sur PC
Site web officiel: http://www.imgn.pro/


Classé dans :Critique, Jeu Vidéo, PC