pin8jili

by Gabriel Henrique Santos tavares
4.8 of 5 stars 999+ customer reviews
Price: Free app to download
Sold by: Amazon Retail Services of the Philippines, Ltd.

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Product Details

Release date 2025
Product in pin8jili since November 4, 2025
Developed by Gabriel Henrique Santos tavares
ASIN scDLaYPJWGCT
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  • Nak Attack
    1.6 of 5 stars Verified purchase
    avoid at all costs. unless this was free then it's not worth anything. every single aspect of the game is buggy especially the movement and combat. Yasuke being playable doesn't help either, given he is the complete opposite of stealthy and assassin not even having eagle vision or actual assassination. The enemies like to teleport around through walls. especially guardians who are not supposed to be in certain areas like to spawn right behind even tho you're not wanted.
    if your looking to play a game and lose the sins of realty this is it.
    I’m really glad the open-world model from Origins is back, it’s what I’ve missed most in recent titles! The gameplay feels expansive and familiar in all the right ways. However, I do wish Ubisoft brought back the option to leave the Animus, that part of the experience feels missing now. The game could also use a fresh protagonist, it’s time to continue the story after Layla Hasan. That modern-day layer was part of what made Assassin’s Creed unique, so removing it makes the experience feel a bit incomplete. Overall, though, I had a great time playing it.
    You know know how, when you go back to replay Black Flag for the 98th time because it's one of the greatest games ever made and, you realize the controls are a little clunky? But it's ok because the game is so old and the next thing you do is wonder: why on Earth would a giant, corporate game dev not only remaster and rework this masterpiece but also create a sequel? AC Shadows controls are clunkier than Black Flag. In this day and age how is that even possible? You know that 8-direction instead of ANY fluid direction movement? It's like this was made for a Commodore 64. Survival games created by 1-person devs have better, more fluid motion than this horrifying pile of steaming, lifeless garbage. Shadows is 3rd person but you can't see your character in tight situations or even some camera angles? My head hurts. My eyeballs are on fire. But alas, I can rest my eyeballs during the 3,000 hrs of cinematic cut-scene hoo haw. Leave the cinema to Hollywood. We watch MOVIES. We PLAY video games. In between cut scenes I... press R1 a lot? The Japanese speak English but the Portuguese speak... Portuguese? I hold L2 to put a little triangle above a couple of NPC heads but I can hold R3 to see NPCs through solid objects?
  • O Homem da Massa
    2.3 of 5 stars Verified purchase
    :)
    This game was a lot of fun, and the overall mechanics were incredibly well done. The storyline actually kept me engaged the whole way through, I ended up grinding pretty hard because I was so into it. I really appreciated how flexible the game is when it comes to playstyle; I was constantly swapping builds to keep things fresh and avoid getting bored. Now that that's out of the way, there are a few things I want to mention. I understand the Bo staff is part of the DLC, but it would’ve been so much better if there were a way to unlock it earlier in the game, rather than having to finish the entire epilogue. It’s such a great weapon, versatile posture stances and a solid variety of abilities made it one of my favorites. The pathfinding system was also a bit frustrating at times. It would send me on wild goose chases when the objective was literally just across a river or a short climb away. Also, I think the “pathfinder on” feature should default to guiding you to the nearest road or usable route when stranded instead of just saying “no path found.” I often found myself stuck in mountains or forests at night, having to scramble through trees or up steep terrain. And before you say “just fast travel”—these were unexplored areas on the map. Another issue I ran into was with the Teppo, Bow, and Kunai. They often felt buggy. I’d have my cursor directly on a target, but it wouldn’t turn red to indicate it was being recognized, which made aiming unreliable. Eventually, I gave up on using ranged weapons altogether and stuck with the Long Katana and Bo Staff. Lastly, I wish there were more interactions with allies. Once you unlock them, they basically become just another ability on cooldown. It would've been amazing to storm castles or complete major missions alongside them, similar to how it worked in Assassin’s Creed Valhalla. This was my overall critique on the game, this isn't me bashing it I still had a lot of fun.
    MY SCORE 7/10 - Technically YAY, woke, weak story, black Samurai, combat is fun but nothing compared to Ghost of Tsushima/Yotei. "AC WOKE" - I absolutely do not recommend! Right from the start: I'm a huge AC fan since its original release back in 2007. HOWEVER, as a fan of this franchise I do not enjoy this forced DEI. I have to be clear and honest. I've seen and read almost all controversies and backlash about Japan material not being right, and of course the elephant in the room: YASUKE. My point is, the Japan setting is universally appreciated and Ubisoft had the chance and privilege to make the best of it and sadly, they did not. As a person of color myself, I would've preferred something similar like Ghost of Tsushima: A Japanese samurai with determination and character. Yasuke feels forced and so does the team-up with Naoe - poor script, woke script. Without a doubt, technically it is an amazing looking game. In terms of graphics and environment it is absolutely stunning. But the product as a whole feels MID and story should've been better… I'm one of those fans who enjoy the RPG style AC titles though. Positives: + Technically and graphically - the best AC title so far + Insane real like creation of Japan's environment + Parkour is very solid, although there is not much to parkour except in castle areas. Obviously, the setting takes place in the 16th hundred in Japan and there aren't many high buildings, except castles and towers + Combat is solid and can be satisfying but admittedly, I think Ghost of Yotei's combat has far more depth + Naoe is cute and I enjoy playing her + Exploring Japan is incredibly fun + Some likeable characters like Junjiro and Sorin the monk. These two alone gave the game more "meaning" for me, although they are just some side NPCs. The way they interact and help Naoe was deep. Negatives: - The story and the missions aren't really gripping that keeps me in my seat, unfortunately - The story feels so fragmented. There's no ark, no immersion. Main target xyz is at xyz, kll him and that's it. - Yasuke, although a fun guy to play with feels "forced". Meaning they included him in the story without deeper thoughts. Especially when Yasuke and Naoe meet up. The whole team thing felt forced. The script was weak. It felt like watching a B-movie with a $25k budget. Again, the story in thise department is very weak. To be fair though, the beginning with Yasuke was very reasonable but the team-up with Naoe and his motivation was so weak. It could've been done better in my personal opinion. This one is a tough one and I held myself back to buy this. At the end I did buy it on SALE. The negativity surrounding it: a black "Samurai", the whole drama surrounding it hurt the whole franchise and the company. Minus the DEI, Black Lives Matter and what not… Dear Ubisoft, it's a game, it's a consumer product. As everyone figures, the sales are below expectations and another AC title based in the US civil war has been canceled. Please stick to the fundamentals. I appreciate Origins, Odyssey and Valhalla more.
    its not smooth to run at all for me, things either load or dont and texture is all over the place. cutscenes only play alittle before stopping to load among other issues it serggests downloading onto a solid state rather than hard drive
  • Davi Alves
    3.8 of 5 stars Verified purchase
    Good game
    Definitely the worst assassins creed yet. Unfortunately for me I am an ac addict and will buy this garbage if they keep making it.
    This is my personal favorite installment since origins as I have been wanting this theme since brotherhood. The dev approach to this game has been noticeably improved, but has much room still. What is clear is they are not phoning it in here. The new in-house graphical tech looks good, performance is mostly stable, the free content is appreciated, and the gameplay is solid, if not eventually redundant. But I even found fun in the repetition, because The art in this game is so damn beautiful. The story is serviceable with Japanese VA, but hardly profound. The team is listening to feedback and looking for ways to meaningfully improve their product while advancing the formula, and that feels refreshing. Maybe this was true in the past, but was becoming increasingly difficult to trust. Combat can be fun when mastered, and leaves space for some player expression, while there are enough options available to create a more immersive, and difficult experience which is welcome of course. Unfortunately, the team still fails to solve for repetitive scenarios and minimal solutions, as the current design formula again demonstrates its desperate need for complexity. The onus is once again on the player to experience the game with variety. Otherwise, it becomes very samey, as what works, always works. And of course, I still yearn for a parkour as good as or better than unity so many years later. 7.7/10 This is a solid step in the right direction, showing that the team understands the assassin fantasy MUST stay center. Wants: Reintroduce the abstergo vs assassins modern day themes, and well as multiple options to manipulate NPCs (sleep, berserk, etc) - this tech in 1960s New York, 70s Berlin or Prague, or 80s Hong Kong or Moscow (focus verticality), with a priority on parkour, and more dynamic AI/NPC behavior. The way this game evolves is in movement, stealth, and npc "intelligence". Also, The story MUST give meaning to the level design and combat "zones" - NPC variety is how combat and stealth become more dynamic. NPC varitey can be more than just HP, equipment, skills, aggression, parry window, attributes, animation set, etc.. What changes everything is "personalities". A set of "choices, and behaviors" NPCs will make that sets them apart from others. Which will fight to the death or give in to cowardice? Which will patrol vigilantly, or abandon responsibility? Which will fight you alone, because they are that confident or immediately call for backup? Maybe some investigate more aggressively, and some are too lazy? Maybe some investigate more cunningly, laying traps, and using deception, and others more obviously. This is how combat zone methodology changes little, but experiences within them become various and alive. What if there were different combinations of intelligence (FOV, listening radius, increased strat options available and likelihood of deception), confidence (very low-very high; likelihood to engage frontal, without backup, or ignore protcol), vigilance (probability of rule-breaking), and skill level (accuracy, damage, # of "cooldowns", etc) for each NPC which generated a number of possible choices an NPC with a given "personality" will make?? an ICVS profile, if you will. Different zones, and story progression would determine the likelihood that certain ICVS types would be present in a given combat zone, shaping ones tactical approach but offering room for surprise in every scenario. -- Imagine being stalked by a character with a similar skill set to yours throughout the game, having to always mind your six, and minimize the trail you leave behind.
    good