#technical limitations are a gamers struggle truly...
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meli-mouse · 1 year ago
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didnt draw anything big but happy belated bday to this guy who pogged in 2012
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mitski-solos · 2 months ago
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gay rep in gaming and in kcd2: A Rant
Ok, I'll try to make this as cohesive as possible, but remember that this is a rant after all, so excuse any possible mistakes or typos.
The gay representation in KCD2 is genuinely the most well-done, realistic representation that I've seen in gaming so far. There are multiple types of representation that I see in games, so let's break down what they are, why they do or don't suck and how exactly the KCD2 Hansry romance is superior.
Type N1) forced mechanical bisexuality.
In most RPGs, or really any games where you choose your own romantic interest, there is no gender-based limit on who can romance who, to allow a fully immersive experiance, tho I feel inclined to point out that this mechanic was introduces to gaming quite accidentally during the early era of gaming, when everything was still pixilated to all hell, they js didn't think to add a code prohibiting same-sex relationships cz developers didn't take their existanse into accaount at all, but then some players discovered it was a possibility and that's how mechanical-bisexuality became an almost industry standard, scince it opens up a wider market for the game without feeling "threatning" to the true consumers which everything was marketed towards(str8 white men).
Now, why do I call it "mechanical" bisexuality, u may ask? Well, bc it truly is just that. Mechanical. No character in that game i truly bi, it's solely a mechanic that's easier for developers and more convenient for gamers.
A good example of that would be Stardew Valley. I don't remember which bachelorette it is exactly, but as you romance them, you meet their ex, and the sex of the ex is the same as that of the player. So if you're male, the ex will also be male, if ur female, the ex will also be female. So no bisexuality for you. But ig you could still count it as "gay" rep, even tho for me even that feels very technical and mechanical, as none of it feels actually gay, there is no discussion or reference to sexuality and the weight of being in a gay reletionship is never brought up even if the setting of the game is on earth and not some fantasy world where being gay is considered totally ok and gay ppl arent treated any differently from str8s.
And well, since I brought up fantasy worlds, let's talk abt type N2) gay rep in fantasy.
This can be very well done or absolutely terrible, depending on the writing and premise, and I feel like we can use Dragon Age as the perfect example for both ends of the spectrum.
So I actually haven't played Dragon Age, so my wording or explanations may not be perfect, but bear with me. 
So from what I've heard and know abt the game, the gay rep in old games is great and the way they treat gender is very tasteful and generally well done, at least I've never heard anybody complain. Tho is the newest game, it's... well, let's just say it's not the best. You get this nonbinary character and they spend a lot of time bitching and moaning abt coming out to their mom even tho nothing up to that point has made them feel like their mom wouldn't support them or anything. and look, you may call this good rep cuz oh hey its a real life struggle that they are going thru right? But NO! bc it's the very fantasy setting where being gay is totes cool and ok that i mentioned a second ago and it's not treated the same way as on earth, so taking this character from a utopian fantasy world where even the lable "nonbinary" shouldn't exist bc there is no binary in the first place and projecting this earthly struggle onto them as a sorry excuse for representation feels forced and increadibly boring. Also, some other conversations in the game abt gender were incredibly cringe and also felt very forced, but maybe they were out of context or smth idk but whatever the case may be, it's a separate issue, so let's move on.
type N3) canon gays
So, most of the time, I love all the canon gays in gaming and any media in general.
In gaming, canon gays r mostly in big story games. Like, the first most obvious ones coming to mind would be Ellie and Dina from The Last of Us, or Mileena and Tanya in MK1. Tho those are the only straight up gay gay all up in ur face gay couples that I can think of from AAA games that I've played, so there isn't enough of this type of rep out there. Tho I feel it is the best and most "true" rep in gaming that is the most enjoyable for players AND could be more eye-opening and redeeming for any homophobes playing the game.
So now that all of that is out of the way, you may say, well, aren't Henry and Hans just another case of the so-called mechanical bisexuality? And to that I'll say a very confident no. 
Let's tackle Henry's sexuality first. In both the first and second game, he can get with various women, not even mentioning all the trips to bathhouses, and the only men Henry can get with are Black Bartosch and Hans. The sole existence of the Black Bartosch option is, I feel like, an argument enough to Henry's true bisexuality, but if you choose to turn him down, you need to choose an option saying "I prefer women", so some may argue that there! He said it himself! But there is a second piece of evidence in the game that confirms his sexuality to be canonically bi. When you get to Kutttenberg, one of the first side quests you can do is "A Good Scrub" in which you help the new bathhouse owner Betty safely transport her bathhouse wenches from some inn to the bathhouse. While on the road, you can talk to them and at some point they'll ask you if you prefer tits or ass(game of the year type convos am i right?) and u could either staight up answer ass or tits or you could try to evade answering the question, and if you choose the last option, the girl will joking ask henry "are you sure your don't prefer boys?" and that gets Henry INCREADIBLY flustered, he starts stuttering and can't fully deny it and just mutters a quiet, frustrated "fuck" at the end. Yall that's not a reaction of a str8 person, it's a reaction of a queer man that's just been clocked. Don't even try to deny it.
Now onto Hans. We do see terribly little of him and his interactions with other ppl, but there is still very strong evidence for his bisexuality, which is a book that you find under his bed in the Devil's Den, titled "A Collection of Somewhat Bawdy Poems". It's literally just a book with a bunch of homoerotic poems in it, I'm not ever kidding. Here are all of em so you get the full picture:
"My love for you is heartfelt.
You can tell from my unbuckled belt.
My mind is troubled badly
by one question above all:
When will my lover fondly
caress my left ball?
"Love thy neighbour", saith Our Lord.
And I took it to heart.
I started to fulfil His word,
at least in their southern part.
My heart is mourning dejectedly.
Even my hand rejected me!
By day and night I think of you,
I shall love you always.
My heart is faithful, loyal and true,
Though my body sometimes strays.
A knight in battle attire
got into bed with his squire.
Instead of conquering forts,
They played with each other's swords."
That last part I highlighted is literally them ARE YOU SERIOUSSSSS. Now I did see someone on Reddit saying that the book appears in the room before Hans ever moves in, but let's be so honest for a second, in a game as detailed as KCD2, that book being specifically under HANS'S bed is no coincidence, even if it appeared earlier than Hans himself. The devs knew what they were doing. and that book is still there whether you romance Hans or not, so call me delusional if you want, but for me, that's evidence enough.
Now, onto the most important part: why is Hansry so good?
In my purely subjective opinion, I think that if KCD2 was a story game instead of an RPG, it would be a type N3 representation, and Hansry would be the canon couple. Henry undeniably has the most connection and chemistry with Hans. He doesn't interact with Katherine much and it does feel like they're more good friends-at-arms than anything, and at the end of the game, Henry himself jokes that she's too old for him, and ugh don't even get me started on Rosa. Henry literally barely interacts with her, her romance option is so weird to me fr.
I also think that Hansry was planned, or at least thought of and acknowledged by the devs from the very beginning of the franchise. The way they interact in the first game can VERY easily be interpreted as flirting and they're literally your textbook example of the enemies-to-friends-to-lovers troupe. So with the foundation that the first game gives us, their eventual romance is very believable and realistic, it doesn't feel like one of those gay relationships that was never meant to be but was basically "pushed" into canon by fans, ykwim?
So for me what makes their couple such great rep is how even without the gay relationship, they remain queer men, their sexuality isn't purely mechanical. Their relationship doesn't feel flat or forced, like it often happens with optional gay romances. And even without ever acknowledging the weight of their relationship, it feels natural and not like the devs didn't wanna discuss gay stuff yk? Like in early game Henry can literally fuck some girl (i dont remember her name srry:3) out in the open - in a forest, but he specifically locks the door before kissing Hans. After the kiss, Hans looks worried and scared and apologises bc he knows that he, as a man, literally just kissed his dear friend, another man, and he doesn't know how Henry will react to it, and that's why he's so worried. And through these little details, the game acknowledges the weight of their relationship without them ever having to sit down and talk abt it, or the game having to address it, and that's what good writing is! It's refreshingly realistic.
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mofeoluwa · 4 months ago
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STON.fi SDK: Elevating Blockchain Gaming with Seamless DeFi Access
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Blockchain gaming has always had one major limitation—the complexity of financial transactions. Players who want to buy, sell, or trade in-game assets often find themselves navigating multiple platforms, dealing with lengthy transactions, and struggling with liquidity.
This is changing with STON.fi SDK, a powerful tool that is now integrated into Elympics, a blockchain gaming infrastructure designed to enhance competitive gaming with tokenized economies.
The goal? Frictionless, in-game DeFi transactions that don’t interrupt the gaming experience.
Elympics: A Stronger Foundation for GameFi
Game developers are constantly looking for ways to keep players engaged. However, many blockchain games suffer from:
❌ Slow or costly transactions
❌ Complicated token mechanics that push players away
❌ Unstable economic models leading to low retention
Elympics is changing that by providing a scalable, skill-based gaming infrastructure where developers can build games that actually work—both in terms of mechanics and economic sustainability.
What Makes Elympics Different
✔️ Scalability: Games can handle high traffic without network congestion.
✔️ Skill-Based Economy: Players earn based on performance, not just luck.
✔️ Sustainable Tokenization: A balanced economic model that prevents inflation and devaluation.
✔️ Seamless Blockchain Integration: Developers can add blockchain mechanics without deep technical knowledge.
It’s not just another GameFi project—it’s a structured solution designed to support long-term blockchain gaming adoption.
STON.fi SDK: The Backbone of Seamless DeFi in Gaming
Many blockchain games require players to pause gameplay, switch platforms, or complete external transactions just to buy in-game assets or swap tokens.
STON.fi SDK eliminates this hassle.
How It Works in Elympics
🔹 Instant Access to Tokens – Players can acquire TON-based memecoins directly inside the game.
🔹 Integrated Transactions – No need for external swaps or manual wallet operations.
🔹 Faster Gameplay – Transactions happen in the background, keeping players engaged.
🔹 Better Rewards System – Earn, use, and trade tokens without friction.
By embedding STON.fi’s decentralized exchange capabilities into the game, transactions feel instant and natural, enhancing the overall gaming experience.
A Win for Developers and Gamers
This integration benefits both players and game developers in meaningful ways.
For players:
✅ No more complicated DeFi processes—just play and earn.
✅ Fast and secure transactions without leaving the game.
✅ A gaming economy that actually works—tokens have real value.
For Developers:
✅ No need to build DeFi tools from scratch—STON.fi SDK handles it.
✅ Access to deep liquidity pools for seamless transactions.
✅ Improved player engagement and retention with a user-friendly economy.
Instead of struggling with onboarding complexities and transaction inefficiencies, developers can focus on what truly matters—building great games.
The Future of GameFi Starts Here
With STON.fi SDK integrated into Elympics, blockchain gaming is taking a huge step forward. Players get a smoother, more rewarding experience, while developers gain access to tools that make their games financially sustainable.
GameFi is evolving, and this is just the beginning.
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morshtalon · 5 years ago
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Dragon Quest II
Well, it's been a while since I wrote a review on something. I've played a number of games in the meantime, but none of them really gave me anything I felt was worth talking about or that hasn't been talked about before, so I just keep them in the backburner of my mind for possible future reference.
However, I feel like current circumstances make for a good time to dig up one of the games I wanted to share my thoughts on for a long time, and that I had beaten before even writing the first review I've ever "published". That game is Dragon Quest II.
Part of the reason why I held off on it for so long is that I don't think my review of the first game is all that great, and another part is that, again, I don't feel like I've bunched up enough good stuff to say, even though I really wanted to talk about it ever since I played it.
But hey, by far and wide my post popular post is technically related to Dragon Quest II, so why not cut to the chase and do it, right?
Anyway, to say that the first game took off in popularity is an understatement, it being the seminal harbinger of an entire genre of gaming that would soon take the world by storm. You would think that means this would be the time-old tale of "runaway success game making company executives pressure developers into slaving away at a sequel with suffocating deadlines". However, planning for DQII apparently began before DQI was released. 1986 was a different time, I guess. A time when the industry was fledgling enough that it wasn't that much more than a group of dudes banding together to bring an idea to life, and then - not a moment of hesitation after that idea comes to fruition - immediately start brainstorming ways in which they can build on it to give birth to new, more complex explorations of the concepts they had just tackled.
I believe this is why it's good to go back and play these games in their original versions, in chronological release order. Nowadays, it's virtually impossible to innovate. Back then, almost every big-time franchise was always finding ways to breathe fresh air into the structure of their games. Though Dragon Quest isn't the most innovative when compared to the likes of Final Fantasy, they were still making great strides into the codification of the type of game they had pioneered. With that knowledge in mind, one can really appreciate the evolution by going back and exploring these things as they grew with the times. And hey, Final Fantasy still wasn't around by the time DQII came out, so once again, they had to rely on ideas from western RPGs they liked.
In my opinion, II is the first jRPG that actually feels good to play, if you can put yourself into the mindset of an 80's gamer. The designers felt the 1v1 battles of the first title were boring - a sentiment which I share - and put in different groups of enemies as well as extra party members for you to find. One thing that some of these old RPGs that only let you target a group of enemies does is drawing only one enemy sprite on-screen to represent the entire group. Surprisingly, this game does not do that, even though it predates all the ones that do. It draws every enemy on-screen, which doesn't seem like much nowadays, but it's very appreciated nonetheless. Sure, it came at the cost of battle backgrounds (all fights in this game are set against pure blackness), but they did the right thing. The party itself follows what would become a typical archetype of 3-person groups: One character who is a jack-of-all-stats, balanced between physical prowess and magic, one who is focused on physical combat (in this game, this character actually has no magic capabilities whatsoever), and one who is a pure mage. Perhaps surprisingly, because these structures hadn't become tropes yet, the main character is the physical one, and he's also pretty much the most reliable party member by a reasonable margin, even though all he can do is attack normally. Balance issues aside (we'll talk about that later), I honestly sort of dig this arrangement. It's a little bit of a breath of fresh air to see the main character in an RPG rely completely on his weapons, and in the future, in any DQ title that has a reasonable degree of character customization, I always try to make the protagonist a physical powerhouse, to match the one from this game. It hardly ever works, but hey, it just goes for show that I enjoyed it while playing. Given that the other party members join you as you progress through the game at specific points, that also means the complexity of magic spells is added to your arsenal slowly, getting you used to it without feeling overwhelming. Sure, the game is simple enough that it wouldn't be overwhelming regardless of how they had set up the pacing, but I never felt like any of the times I struggled were because of insufficient knowledge of the game mechanics. So, the battles are fun enough, and they feel just right in terms of complexity vs. focus. The strategies to win are simple - really, the whole game is very simple - but it does its job well, and it allowed the developers to have near-perfect control of the game's difficulty curve. As a result, it is also - almost up to the end of the game - pretty nice, even if the whole thing is on the challenging end of things. At the end, it gets... A little special. We'll get to that later.
Let's take a step back and look at the gameplay outside battles. First of all, the story is... sparse, to say the least. Not as much as the one in the first game, and supplemented in the international version by a frankly kick-ass introduction that gives the experience a certain tone and atmosphere I appreciate a lot, but still, it's 1987. jRPGs were... not so much about the story back then, if you can believe that. In fact, they were more like an extension of a point-and-click adventure game. DQII is, essentially, a big fetch quest. In a different story, one that has enough plot points that you can sense a type of underlying narrative progression, I would not enjoy having the game interrupted by a blatant collectathon. However, the fetch quest aspect is basically the soul of this entire game. The extremely loose story paves the way for an experience that boils down to pure exploration and combat, with light elements of puzzle-solving woven in, using the fetch quest premise simply as a background to leave the developers with fertile soil to plant their little tricks and enigmas without worrying too much about how it would all connect rationally. And here, we witness an aspect of old games that could only spring about as a byproduct of limited graphics, ill-defined representations of the setting's reality, and a healthy disregard for common sense, things that were the style at the time. The puzzles, and sometimes just the exploration, violate logic quite heavily. Traversing through a monster-infested castle to get to a point that is technically outside the castle, but you can't just walk around it because most of the outside grass tiles are exit tiles that warp you back to the world map? Sure, why not? Having dedicated "teleport-room" maps that only serve the explicit purpose of housing a teleporter to another part of the world, except for one which also houses a chest with an essential item if you walk along the right border of the map, but not the identical-looking left one? Mario 2 hid a goal post inside a secret too, so yeah! Throw that in! Stairs down in a brick islet surrounded by water which brings you to a room that's... Also at water level? We hardly have enough tiles to go around, let alone a set to represent underwater or underground rooms, so whatever! Nobody cares! And, honestly, I truly don't care, either. If a game is up to, let's say, willfully forgo a bit of logic in order to formulate a creative puzzle to play around with your expectations, then all the more power to it. I honestly feel like puzzles nowadays are too sectioned-off, contained within a single room in a single dungeon, ready for the player to walk in, solve it, move on to the next point in the flowchart and never think about it twice. When puzzles are woven in so closely with the world, requiring the player to think outside the box at all times, as they're out there exploring, it makes the whole game feel like it's working together to make a point, and helps reduce that feeling one gets when playing RPGs where there are very separate elements of gameplay that... Don't really connect to each other very well. Sure, you're blatantly aware you're playing a videogame at all times, and it's not super great for immersion, but this was a time when there just... wasn't enough memory for immersion. It was a constraint that naturally gave way to challenges that capitalized on its own limitations, and therefore, created a type of immersion of its own, where the player is completely sucked into their own thoughts, holding a notebook with a rough sketch of the world map in their hand (yeah, I might have done that), taking notes and thinking where in the world could that last crest possibly be?! I think DQII hit that sweet spot of looseness vs. clarity in the narrative that helped these wild, nonsensical elements flourish. I really don't know how other people react to this sort of thing, but I don't care. I had a good time with it, and soon after this game, everything RPG started to become more focused on story. That's definitely not a bad thing, but I felt a kind of clear, developer-to-player kind of communication from these small bits of wrongness that made me more aware of the time, effort and creativity put into it by the people who were making it. I realized that, were I in the shoes of the dude who was making all this crazy stuff, I'd be stoked to see my friends trying to solve them. I'm not trying to be sentimental, that's how I honestly felt while playing that part with the teleporter and the chest. In any case, I appreciated it.
Then you get to the road to Rhone.
Though, apparently, the game was not pressured into deadlines by higher-ups, I did read something about one of the guys in the team offhandedly setting a deadline that turned out to be just that little bit too tight, requiring it to be delayed from November 1986 to January 1987. This, along with the fact that, at the time, the second title in a franchise had the habit of being designed for people who were hardcore fans of the first game in that series, might go a little ways into explaining why everything starting from the road to Rhone is absolutely fucking brutal. Every element of the game that, previously, was a tad questionable, leaving that little itch of worry in the back of your head, returns here with the express intent to make your life miserable. I have a high tolerance for difficulty, one that is even higher for RPGs where, for the most part, there are always ways to slightly circumvent it and make your life easier. The simplicity of design in DQII means that this is not the case here, and from this point on you're expected to not only have the skill and familiarity you've accrued while playing, but also a very healthy amount of luck to go with you, otherwise you will die. And rest assured, you WILL die. In fact, due to the specific way in which the player's mortality rate skyrockets in Rhone, it's almost not even a matter of the game being "hard" in the traditional sense, because it doesn't exactly require you to be strong enough or smart enough anymore, it just requires you to be patient enough to slowly trudge through the mountain of corpses of your former attempts until you figure out how to minimize your risks to the lowest degree they possibly can be minimized, then hitting that sweet spot of luck and control that finally allows you to reach the end of the game. This particular way of handling things means that, after you hit about level 30 with the main character, further leveling will only render you negligibly less likely to die, and the effects are not strong enough from level to level to even be clearly noticed. But what exactly makes it so hard? The answer is primarily RNG. When you reach the end, you will begin to notice just how much RNG there is through the whole game. Starting off, the turn order is entirely random. There is an agility stat, but I never found any evidence of it actually factoring into who goes first in battle (instead, it's a carryover from DQI that calculates your base defense). If there are more than three enemies, you're at a disadvantage, but even if there aren't, a stray run of bad luck - which is guaranteed to happen given the density of random encounters - means you're gonna have to scramble with enemy attacks, and they are perfectly capable of leaving you in such a state that it would take a miracle to put yourself back in shape, if they don't just wipe you out instantly. Now, remember, two of your three characters have magic. However, at this point in the game, enemies have a large amount of magic resistance to all kinds of different spells, and magic resistance in this game means that there is a chance the spell simply won't work. If it does, it deals full damage. If it doesn't, it deals none at all. I don't know about you, but I almost never take my chances with low-accuracy, gimmicky stuff in other games. This one renders all spells like that given enough time. If you decide to rely on physical strength, the main character is the only one who will bring you any significant results. The pure mage at this point in the game is far more efficient at support casting than direct damage, and the balanced character is - memetically, at this point - incompetent at both, and also sucks as a physical fighter, so once again, you're boned on that front. All of a sudden, running away becomes an alluring strategy. However, once again, there is an ever-prevalent random factor to it, so the pressure is on in all fronts. The game becomes a challenge of carefully planning out how to simply survive each encounter. Do you take the chance and run? If you fail, you'll be wailed on by the full force of the enemy party, and will likely be too weak to attempt mounting a resistance. Do you take the bait and unleash the full force of your attacks? What if they all target different enemies in the group? You won't deal enough damage to kill one of them, so you'll suffer heavy retaliation and waste precious MP that could be spent on healing spells. Did you win or escape successfully? You've only lost about 20% of your health, but some encounters can relieve you of the remaining 80% before you can even act, so do you spend MP healing or do you trudge on because you already don't have that many to go around? If you make the wrong decision at any of these break points - and rest assured, there won't be a shortage of them - you'll either die or get so close to death it will be almost irrelevant to keep going. And then, it's back to the last save point. Rinse and repeat many times until you clear the road and get to Rhone proper, for one final save point and one last, grueling stretch of game before the final boss. Here, the game introduces enemies that have, no joke, a move that kills your entire party and has 100% accuracy. Typing it out, it sounds like hyperbole, like i'm salty that I died so much and am exaggerating the things the game does in order to trick myself into believing that it was super impossible times infinity, but no, it's true. To be fair, there isn't a high chance the enemy will perform this move, but when they do, there's absolutely nothing you can do to save yourself. Just reset the game when the screen turns red. Other than that, the rest of the lovely cast of enemies rounding up the final waves are more than capable of just killing you the regular way, so keep your wits about you like you did back in the cave and grind yourself up until the stat bonuses start getting negligible, because now, you need to face five bosses in a row. Right, okay, technically you can go back and heal yourself right before the last one, but I didn't know that, so if you're an idiot like me, try to get ahold of a Wizard Ring, as well. It's the only way to heal MP, and can be used multiple times until - you guessed it - it randomly decides to break. After that, you just have to contend with two bosses that use a move that heals all their HP when it gets low, so you also have to roughly keep track of their state in your mind so you can unleash a full round of attack before they can get in that heal. Unless your spell doesn't hit them, of course. Or they happen to go first. Or you just barely miss the threshold of HP that will actually kill them. Oh, and be careful! One of the other bosses also knows the instant death move. He won't use it often, but 30 or so attempts in, you're likely to see it once or twice.
Then, the final boss can randomly spawn with a number of hit points between 75% and 100% of his assigned value (every enemy does that), and you're gonna deal an average of about 15% damage per turn to it. Sounds easy at first, but he will take you out in either one or two moves, and...
...Here's the motherload...
...He has a 1 in 16 chance of casting the full heal move at any point in the battle. And he WILL do that the first 2 or 3 times you get to him, sucking you dry of resources and smashing your face all the way back to the save point to try the 5 bosses again, so it's back to grinding attempts until you have another mostly hopeless shot at him.
But when you get him, man...
When you do it...
*sigh*
Anyway, this was a long, rambling, focus-shifting tangent just to correctly capture the degree of luck and randomness that constitutes the final stretch of Dragon Quest II. How does it impact the rest of the game? Well, I still appreciate it for what it did right, and there's a small, strange part of me that actually thinks the insane difficulty perfectly fits the stakes that the game set up, but it is, nevertheless, very hard. And once again, it's the kind of hard that is virtually impossible to circumvent. For any average, non-god-tier player, there is no alternate way of tackling the simple-looking, but highly controlled challenges in this game that trivializes it. You can't change your party, you can't buy extra spells, you can't really use stat-up items to change stat configurations in any significant way. You just have to keep trying and hope it works, and for the first few dozen times, it won't, so you'll just have to deal with it.
Still, it shows, even up to the end, that the DQ team has a certain grasp of consistency in design that will slowly grow and adapt as the series embraces new complexities through the years. DQII stands as somewhat of a black sheep in the series (as the second titles of old franchises often do), but I think it has its place, and it's surely a wild ride. Also, if you can get yourself into the mindset of late 80's design, I can assure you it won't ever be boring. Maddening, sure, but not boring. It's more fun in the midgame, in my opinion, as for someone who is very used to RPGs, it can be exceesingly simplistic at the start and too hopelessly uncontrollable at the end, but I feel it deserves a score of 7 out of 10. It's pure gameplay, and, for what it's worth, you WILL get an intense experience. Just be ready to shake, a lot. And pad your walls.
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aion-rsa · 4 years ago
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15 Hardest PlayStation 2 Games of All-Time
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Over 155 million PlayStation 2s have been sold to date, but few of those 150+ million PS2 owners have ever come close to beating the beloved console’s hardest games.
Sure, the PS2 may have helped make 3D games significantly more “playable,” and yes, it did slowly pull us away from the era of absurdly difficult arcade-style games, but it was also the console that seemingly inspired a new generation of developers to ask “What does the future of incredibly difficult games look like?”
Their answers include a driving game where mistakes are not an option, a rhythm game harder than actually learning an instrument, a beat-em-up that beats you up, and more of the absolute hardest PS2 games ever made. 
15. Stuntman
Stuntman rides that line between “broken” and “designed to be difficult,” but I feel like this unique driving game is still playable enough to be rightfully recognized as one of the PS2’s most difficult experiences.
Stuntman is defined by the kind of razor-thin margin of error you typically don’t see outside of the toughest bullet hell shooters. This is an already mechanically challenging driving game made worse by the fact you only have a couple of seconds to react to frustratingly vague on-set stunt requests. It forces you to embrace that brand of trial and error gameplay that would be impossible to endorse if the novelty of playing as a movie stuntman wasn’t so appealing. 
14. Manhunt
Manhunt is a grindhouse classic that deserves more love than it typically receives, but like so many stealth titles of this era, it’s also a maddeningly frustrating game that may have chased off more than a few potential fans with its unforgiving gameplay. 
While you’re technically allowed to make a mistake in Manhunt, most players will find that the odds of recovering from those mistakes are so low that you might as well hit reset the moment that you’re caught. Oh, and this game’s “Hardcore” difficulty mode is even more brutal than the fictional snuff movie you’re supposedly participating in.
13. Pac-Man World 2
There are two kinds of people in this world. Those who see Pac-Man World 2 on a list of hard games and think “What?” and those who hear the name Pac-Man World 2 and immediately unlock a treasure trove of painful memories. 
Some of Pac-Man World 2’s levels are pretty challenging in their own right, but only those who have tried to 100% this game know how hard it really is. While I’ve since seen people beat this game’s toughest time trials, there was a point in my life when I was ready to believe they were actually impossible. If this was a Crash Bandicoot game, it’d arguably be the hardest Crash Bandicoot game ever.
12. God of War
While not the most difficult 3D action game of the PS2 era (we’ll talk about those games in a second), it’s sometimes easy to forget just how hard the original God of War really was.
God of War’s combat is more than enough to keep you on your toes, but what puts this one over the top is the section where you have to climb a rotating tower of spikes and blades in order to escape the afterlife. This section belongs in the Hall of Fame of frustratingly difficult platforming challenges in non-platforming games. 
11. Airblade
Airblade was unfairly dismissed as a Tony Hawk knockoff at the time of its release, but this game actually had quite a few things going for it that helped it stand apart. Having said that, Airblade could have been a significantly less difficult game if developer Criterion Software had only borrowed some of THPS’ better ideas. 
The biggest offenders here are Airblade’s time limits and the structure of its challenges. Like classic THPS games, Airblade tasks you with completing a number of objectives in every level within a certain time limit. Unlike THPS, Airblade makes you complete all of those objectives in one perfect run before the time limit expires. Even “good” gamers will have a hard time overcoming the mental exhaustion of repeating the same challenges over and over.
10. Breath of Fire: Dragon Quarter
The Breath of Fire games tend to be pretty challenging, but even this series’ biggest fans will usually concede that Dragon Quarter abuses whatever privileges the franchise may otherwise enjoy in that department. 
Dragon Quarter’s early challenges are tough enough for those who go into this game with some understanding of how it all works, but the fact that most people are expected to overcome them while learning this game’s unique (and complicated) mechanics is just too much. Some of the game’s later boss fights even have a way of making you feel like you still don’t understand what you’re doing even when you’re a lowly level one character all over again.
9. Gitaroo Man
While Guitar Hero 3 deserves a little love for the absurd difficulty of its final song tier (not to mention the infamous “Through the Fire and Flames”), the PS2’s hardest rhythm game will always be Gitaroo Man. 
Most of Gitaroo Man offers relatively reasonable challenges for dedicated rhythm gamers, but this game’s Master Mode challenges are just shy of physically impossible. Actually, “physical” is a great way to describe this game’s difficulty, as anyone who isn’t able to endure quite a bit of hand pain will probably never be able to 100% this one. 
8. Jak 2
While Jak 2 is a fairly difficult game all the way through, I’d say about 80% of this Naughty Dog classic is actually fairly well-balanced and should be accessible to action-adventure/platformer fans of various skill levels. 
As you probably figured out, it’s the other 20% of the game that earns Jak 2 its reputation as well as a spot on this list. There’s a handful of difficulty spikes in this game that will leave you wondering whether you’ve done something wrong or somehow accidentally changed a setting. It certainly doesn’t help that this game’s checkpoint system often forces you to replay some of those sections over and over again. 
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7. Black
Black is another one of those games that’s hard to rank in terms of difficulty due to the extreme differences between its various difficulty settings. If you’re a somewhat seasoned FPS gamer playing Black on “Easy” or “Normal,” you’ll probably find that this game doesn’t offer many challenges that you aren’t able to overcome through the usual amount of persistence. 
Black is an entirely different beast on “Hard” and “Black Ops” settings, though. It’s bad enough that you can be killed by a gentle breeze in those modes, but the fact you’re asked to complete additional objectives while navigating a buffet of bullets is downright cruel. 
6. Godhand
There’s never really been another action game quite like Godhand. This bizarre beat-em-up combines elements of 3D action games like Devil May Cry with classic arcade brawlers, but emphasizes learning the patterns of individual enemies rather than mowing down waves of foes. To make things worse, the game features a twist on the old “tank control” system that forces you to adapt to a much slower pace than you’re typically used to seeing in these kinds of games. 
Put it all together, and you’ve got a game that is constantly forcing you to learn new tricks just to survive. If you’re not the kind of gamer than can pull off complicated fighting game combos in the heat of battle, you might not be able to survive this truly unique action game.
5. Armored Core: Last Raven
“Difficult” is obviously the first word that comes to mind when I think of FromSoftware games, but the second would have to be “balanced.” For a studio that is obviously pretty well known for making hard games, most FromSoftware titles are actually surprisingly well-balanced. 
Then there’s Armored Core: Last Raven. While I have to give FromSoftware credit for making an Armored Core game that challenged even the series’ most dedicated fans, the way this game essentially forces you to master even the most seemingly minor mechanics all but ensures that only those with the right combination of patience and skills will be able to even make progress in it much less dream of beating it. 
4. Contra: Shattered Soldier
Saying that a Contra game is hard is just about the hottest take this side of “water is wet,” so the more interesting conversation regarding this series has instead always been “What is the hardest Contra game ever?”
Well, I’d still have to give that honor to Contra: Hard Corps, but Shattered Soldier absolutely belongs in that conversation. This is a pure arcade-style shooter that throws in just enough modern (or somewhat modern) gameplay twists to ensure that even those who consider themselves skilled at retro Contra games will struggle to see the end of one of the PS2’s best action titles.
3. Devil May Cry 3
After establishing the franchise formula in the first Devil May Cry and suffering through a significant sophomore slump in Devil May Cry 2, Capcom decided to get crazy with it and make Devil May Cry 3 arguably the most difficult 3D action game ever. 
While it’s true that the original North American release of this game is technically the hardest version (due to the fact that Capcom raised the difficulty of every optional setting before reverting that decision in subsequent re-releases), it really doesn’t matter which version of this game you play. This is an absolute masterpiece in difficult game design, and I love the Devil May Cry team for everything that it is just as I kind of hate them for the same reason. 
2. Maximo: Ghosts to Glory
The developers of Maximo: Ghosts to Glory were seemingly determined to see whether or not it was possible to translate the kind of absurd 2D-style difficulty the Ghosts and Goblins games were known for into a 3D environment. In the process, they created something that may be even more difficult than those legendarily challenging 2D classics. 
Ghosts to Glory’s combat is as difficult as you’d expect it to be given this game’s pedigree, but this time around, you’ve got to also deal with a surprising amount of frustrating platforming sections that will have you falling down endless pits time and time again. This game may look “slower” than the original Ghost and Goblins adventures, but in its own way, it doesn’t let you breathe for a second. 
1. Shinobi
I’ll stand by anyone who argues that Shinobi is one of the most creative, underrated, and overall best 3D action games ever made. Having said that, I can not in good conscience talk about this game without mentioning that it’s the kind of difficult that will make 90% of people rightfully give up on it after only a few hours (or even minutes). 
What makes Shinobi so difficult? Let me count the ways:
A sword that slowly drains your life if you’re not killing enemies
Fairly common enemies that can block nearly all of your attacks
Platforming sections that demand nothing short of perfection
An infuriating lack of mid-level checkpoints
Boss battles that often combine the game’s hardest combat and platforming mechanics
A lock-on system that is necessary for success but often leads to your accidental death
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
People who live for hard games will often admit that Shinobi is sometimes too difficult for its own good, which is honestly kind of an achievement in and of itself. 
The post 15 Hardest PlayStation 2 Games of All-Time appeared first on Den of Geek.
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catwhite7-blog · 5 years ago
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A match which blends thirdperson actions with MOBA and also hero-shooter mechanics to build an appealing but flawed activity esport.
After you get eight situationally mindful players, even nevertheless, there's a lot to adore. The characters-- both their design and balance--are the optimal/optimally aspect of become alpha sex game. From the conventionally cool graffiti-artist street samurai Daemon to Maeve, the cyberpunk witch, to Cass, an E Mo assassin with robotic bird bottoms, each of those 11 characters in the initial roster has an exceptional and interesting appearance.
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become alpha porn is really a self-evident aggressive multi player"brawler," but exactly what does this actually mean? Depending upon your own purpose of reference, you might call it a"boots onto your ground-style MOBA" or some"third-person hero shot ." It truly is an activity game where two teams of four fight within the narrative framework of competing at another of 2 team sport --a King of those Hill-style"Objective get a grip on" situation and"energy Collection," a more resource-hoarding style where people want to violate vitality canisters and reunite their own contents into specified factors at specific occasions. Though the two versions possess their own quirks, both boil down to lively point control. Whether you are delivering protecting or energy your"hills, then" you want to shield a position. If you're attempting to dam the enemy from scoring in mode, you ought to have a situation. There is a little room for customization: in between games, you could equip a set of mods--which you can generate by playing with with specific personalities or acquire in-game forex --to Enhance your stats and techniques in various manners. In the event you believe one strike or special ability much more significant than the others, you can min-max those boons to adapt your playstyle. Each character begins having a set of default option mods, therefore there is an inherent sense of dealing emphases, in place of construction power as time passes. Movements in aggressive multiplayer matches is frequently a fool's gambit--most matches damage their stability with overpowerful gear--but become alpha porn games's mods thread the needle. They truly are successful to punctuate certain skills, without creating them unstoppable. What's more they also have a set of abilities that causes them specially well-suited to their precise sort of playwith. In modern day competitive manner, each and every character have a special collection of rechargeable and stats special moves that make sure they are useful in a particular context, which only presents itself when coordinating with your teammates. The characters have been divided into three classes--harm, Support, Tank--but each personality's approach into this job is exceptional. As an instance, Buttercup--a human-motorcycle hybridvehicle -- is a Tank designed for crowd controller: She forces enemies to engage with her from yanking enemies for her having a grappling hook and also use an"oil slick" capacity to slow them down. In comparison, fellow Tank El Bastardo is marginally less durable but deals more damage thanks to a exact powerful standard attack and also a crowd-clearing spin strike which may push enemies apart from him. It will take just a little exercise to fully understand these distinctions well-enough to take advantage of these but it is easy to learn how every fighter functions. In some ways, building on the base created with additional E-Sports works to become alpha sex game's advantage. Inspite of the fact that it has a brand new game using lots of of guidelines and idiosyncrasies to find out it can quickly feel comfortable and at ease to enthusiasts of competitive games because so many of its gameplay elements, from match types into character talents, are modeled off ideas from other video games. No character normally takes very long to learn, which means you are definitely going to locate your groove and begin having pleasure quickly. And, eventually, become alpha porn games's third-person perspective and a roster with tons of melee and ranged fighters distinguishes itself from the remaining portion of the package. As soon as you begin playing, it's simple to check past the things you comprehend and appreciate the advantages with the new configuration. Still, for all that become alpha sex games gets appropriate, it actually seems like the game's"early days." It's overlooking fundamental principles of competitive games, such as ranked play, that enables you to invest the experience and keeps individuals taking part in, long lasting. I want to believe Microsoft and Ninja principle will keep tweaking and enlarging the match so that it can compete together with additional competitive multiplayer matches, but it feels as a temporary multiplayer fix for gamers looking to divide the monotony, as opposed to the next E-Sports obsession. While each and every personality is well-balanced separately, the roster as an entire feels unbalanced on occasion. Considering the fact that you just have 4 players on every team, it's simple to receive forced to a specific role and sometimes perhaps a specific character. With 11 characters (and one more announced fighter in the way)there are a limited number of alternatives at every placement. On top of this, the certain personalities satisfy out the job a lot better compared to many others. Zerocool, the user, may be the only pure healer, for example. Unless teammates use the other support personalities in tandem, it truly is tricky to justify not selecting him when playing this role. The absence of choice can be bothersome: Actually in match making it could make you feel obligated to engage in since a personality which you really don't like and could result in you actively playing from personality, which isn't very fun. The caveat, though, is that everyone else needs to"play their class" as soon. With only four people to some workforce, having one man who isn't focusing to the purpose or with their skills that will help the staff could drain the fun out of this match very quickly. This ends match making in to a tiny crap shoot. You will never know if you will get teammates that understand the score, or certainly will drop what to start fights, or play the objective too much and ignore the team. Even though a warning after you turn the match for the first time that communication is critical, only a small number of players employed headphones in my adventure. While there's an Apex Legends-style ping method that works reasonably well for quiet players, so most players do not listen into it. Despite solid communication options, the rigid demands of this gameplay help it become easy for a single stubborn human being to spoil the exact game for the others. A game that combines third person action with MOBA and also hero-shooter mechanisms to produce an appealing but flawed action esport..xxx. There's no easing in to producing a competitive match in 2020. Already bombarded with matches like Overwatch, Rainbow 6 Siege, the battle royales, the MOBAs, and also the vehicle chesses, people have plenty of selections, Thus in the event you want to present another, it'd been ready for prime moment. become alpha porn games, the new third-person competitive brawler from DmC developer Ninja Theory, does not feel as if it is there yet. There's a good deal of possibility : Its four-on-four scrums combine the mashy feeling of the old school beat-em-up using the strategic criteria of MOBAs and hero shooters, setting it apart from anything you are going to find in common scenes that are competitive. However, it is affected with"ancient days" increasing pains which can push away players, rather than simply draw them . Both things need all four gamers to work as a group. While a few fighters are far best suited to one-on-one combat than others, moving and fighting since a squad is compulsory as the team with larger numbers more often than not wins, irrespective of ability. Inevitably, every single match gets to be a collection of staff struggles for control of an area. In the present time, these battles can feel a bit mashy and sloppy since you rapidly hit the strike button, but there's a lot of technique involved around creating favorable matchups, mixing abilities to optimize damage coped and reduce harm obtained, and positioning to avoid wide-reaching audience control strikes. On top of the, each of the amounts pose some type of environmental danger around one or more of those crucial points onto the map, that can throw a wrench in the gears of their most pivotal moments in a suit. We ought to also deal with hyper-intelligent 800-pound gorilla within the space. become alpha sex games cribs far from Overwatch. Though unique and clever, the character designs collectively exude the exact same faux-Pixar veneer because the Overwatch throw. Then again, they cut it pretty close some times. Mekko, the 12th become alpha sex game character, is just a marathon commanding a huge robot,'' that sounds much such as Wrecking Ball, Overwatch's Hamster at a huge robot. But on the technical degree, each of become alpha sex game's modes feel very like Overwatch's"get a grip on " Don't get me wrong: King of the Hill is not particular to Overwatch by almost any means--multiplayer matches have been riffing online for years--however, the MOBA esque skillsets of all become alpha sex games's personalities guide one to technique people scenarios using hero shooter approaches.
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tipco613 · 6 years ago
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New Post has been published on http://cryptonewsuniverse.com/enjin-coin-price-prediction-2019-will-the-enj-reach-02-by-the-end-of-2019/
Enjin Coin Price Prediction 2019: Will The ENJ Reach 02 By The End Of 2019?
Enjin Coin Price Prediction 2019: Will The ENJ Reach $0.2 By The End Of 2019?
                             Enjin Coin Price Prediction.The future of money is changing.
The dawn of digital technology has brought a new way of accepting payments without real money transactions or the need to negotiate with the bank. This future of banking is made possible only because of cryptocurrencies. And so if you’re a newbie willing to invest in any cryptocurrency, then you should necessarily have the detailed insights of the currency. While I speak about the detailed insights, it also means the future prediction of the coin. Today, in this article you will find a detailed analysis as well as the future of Enjin coin. Why wait? Let’s dive into the depth of this Enjin Coin Price Prediction….
What Is Enjin Coin?
When you’ve decided to invest in Enjin Coin, you should be quite aware of it from the scratch… Enjin coin is basically a token on the Ethereum Blockchain. Enjin is an IT company founded in 2009 and based in Singapore. The company has various products like Enjin Network, Enjin Wallet, EnjinX, Efinity and Enjin Coin (ENJ). Enjin coin is a digital coin that can be used across many different websites and online games. You can also convert the coin into various other digital properties like game items or in-game gold. The coin is basically made for the game industry.
Enjin Coin Price Today
Currently, the Enjin coin price is trading at $ 0.08049 resistance levels with a marketcap value of $ 80.38 M. Also, the Enjin coin has a total circulating supply of 767,432,985 ENJ.
Recent Updates
Enjin Coin Listed On Swiss Crypto Exchange
Enjin coin is now listed on the Swiss cryptocurrency exchange. The SCX is first Swiss crypto exchange who have partnered with a FINMA-regulated Swiss bank. The Enjin coin CEO, Maxim Blagov expresses
his thoughts saying, 
“It’s very exciting to see respected institutions like SCX moving to deliver more transparency and security to people who may have been previously wary of the cryptocurrency market. I’m especially happy to see them go to such lengths to research and investigate the cryptocurrencies they list. By highlighting trusted cryptocurrencies with tangible adoption prospects, SCX is boosting confidence in the blockchain movement and ensuring projects like Enjin can continue to deliver innovation after innovation for many years to come.”
Crypto.com Has Now Listed Enjin Coin
Crypto.com announced the listing oc Enjin coin to its wallet and card app, joining bitcoin (BTC), ether (ETH), Litecoin (LTC), Binance Coin (BNB), XRP and its own MCO and CRO tokens. With this listing Crypto.com will enable easy purchase of ENJ coin through USD and EUR bank transfers. The crypto.com wallet and card app will allow its users to securely sell, send, store and track cryptocurrencies. 
Enjin & CoinSwitch Partnership
Enjin partners with Coinswitch to bring a crypto payment gateway for Unity. This collaboration also aims to bring Coinswitch’s token swap functionality to Enjin wallet.
Crypto.com Lists ENJ
Crypto.com lists ENJ coin to its wallet and card app, joining bitcoin (BTC), Ethereum (ETH), Litecoin (LTC), Binance Coin (BNB), XRP and its own MCO and CRO tokens. It also enables easy purchase of the ENJ Coin with fiat through USD and EUR bank transfers, credit and debit cards globally on the app.
Fundamental Analysis
Although the fundamentals of ENJ are strong, the execution of ENJ’s robust platform designs does not meet the expectation of Initial Coin Offering(ICO). The gaming industry is growing at an exponential pace where Enjin enhances its growth by providing blockchain technology-based foundational tools. These tools enable the development of video games, decentralized applications (DApps), eSports, and incentive programs. ENJ token is a way to include security and trust throughout game technology development. ENJ allows developers and gamers to utilize SDKs for a wide range of payment platforms, wallets, and languages.
This token also provides a solution to exorbitant fees and high rates of fraud in gaming. Very low transaction fees are required for Blockchain transactions. Also, the decentralized, distributed ledger technology decreases the fraud rate. Enjin also uses the JSON-RPC protocol to allow users to check account balances before, during, and after the purchase or sale of virtual goods within games such as Minecraft.
Technical Analysis
Enjin coin’s low market cap and unambiguous use cases are experiencing market struggles. Especially during the past year, these struggles were more real. During December 2017, Enjin coin was trading below $0.50 USD and never crossing the fifty-cent limits. The Enjin ICO token sale took place from Oct 3, 2017, to Nov 1, 2017. With the market decline in Q1 2018, ENJ dropped in February. This hit the prices below $0.01 USD by mid-March. After which there was a short recovery, as the prices approached $0.20 USD in May. By the end of the month, the decline started slowly and it is not yet subsided since.
The crypto market in 2018 has seen a bearish trend and for no surprise, the ENJ coin also collapsed along with the rest of the market. The coin has lost 95% of its value from December. With the start of Feb 2019, the coin is again gaining back its traction. Recently, during mid-April, the coin was trading around $0.2 resistance. This again saw a slow decrease in price and trading in the range of $0.15 resistance levels.
Enjin Coin Price Prediction 2019
Almost all the cryptocurrencies in the crypto world are enjoying the bullish run past few days. As is the Enjin coin which is currently trading at $0.15 with a growth of 5.17%. With the Enjin coin showing some upward momentum, the price can reach the trading levels of $0.2 by the end of 2019. With this bullish market, you can start to invest in Enjin coin. However, the Enjin coin is one among the few cryptocurrencies which have the ability to integrate into the products of IT-giants.
Enjin Coin Price Prediction 2020
In the year 2020, the entire cryptocurrency market is very likely to stabilize. This stabilization will definitely reveal a clear picture of the true value of ENJ. Suppose if the token is truly undervalued and its usability increase, you can see a healthy performance by 2020. The Enjin Coin price may reach a value of $0.25 by the year 2020.
Enjin Coin Price Prediction 2025
According to the sources, the price of ENJ coin will increase to $6.5 in the next five years. The prices could even rise as high as $10.00 in the next five years. Basically, the price forecast for crypto in the upcoming five years is extremely positive. Eventually, these forecasts are an expected recovery in the crypto market. Also, this rapidly booming industry can be of worth $170 billion USD in the next five years.
Market Price Prediction
As the crypto market is completely volatile and unpredictable, it is quite hard to forecast the price of cryptocurrencies. Basically, it is much more like a gamble and luck rather than any data-driven guesstimate. Now is the time to glance at the eminent publications and personalities who share their predictions about the Enjin coin:
Wallet investor
Wallet investor is one such website who provide technical analysis-based predictions of various cryptocurrencies. As per the Wallet investor website, the ENJ coin may drop to $0.081 per token in a year. Hence losing all its Samsung S10 gains.
Trading Beasts
Trading Beasts is a website which helps crypto traders to learn how to responsibly trade binary options and CFDs. They expect that the Enjin coin will float around $0.17 in a year. Elaborating further they also predict that it can roughly reach $1 by 2020.
Cryptoground
Cryptoground is a popular crypto forecasting site who predicts that Enjin might stay around $0.22 by the end of 2019. Adding to this, the site also predicted the ENJ coin price for 2024, stating that it may reach $0.55 by 2024.
DigitalCoinPrice
Some sites like the Digital Coin Price have a positive prediction. This states that by the end of 2019, the ENJ coin might be twice than it is now, which is $0.44 per coin.
Our Prediction
Coinpedia offers you realistic predictions rather than fantastical, imaginative and biased predictions. This is the reason why we predict that it will be a slow start to ENJ coin price. The prices will relatively remain stable, reaching $0.18 by the end of 2019. Suppose if the bull market continues, the ENJ price may even reach greater heights of $10 or more in the coming future.  
The Conclusion
It is always better to do your own research before you invest in any cryptocurrency. It is already known that all cryptocurrencies, including Bitcoin are volatile. Also, be careful that the historical data does not indicate any future results. So, you should never invest more than you could afford to lose. Also, it is better to be prepared for the worst case to lose everything you invest.
Article Produced By Qadir AK
Qadir Ak – Co-founder of Coinpedia Blog – His interest as crypto Author, Editor, Speaker at cryptocurrency conference has made him known as passionate blogger and startup in Asia.
https://coinpedia.org/information/enj-enjin-coin-price-prediction/
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marvelandponder · 8 years ago
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I Feel Partially Responsible
One of the most satisfying moments of season 6 was when Queen Chrysalis bitch-slapped Starlight Glimmer’s offer of redemption. We would’ve accepted it, I guess, but we’ve had… a number of reformed villains. A very large number.
And admittedly, I’ve talked about this a lot (I’m surprised people aren’t sick of me yet), and I’m definitely not the only one, but the reason we’ve had so many redemptions and the reason I won’t shut up about it are one in the same.
This fandom loves us some reformed, tragic characters.
Go back about 5 years, and Luna was worshiped. Well, Woona was. Or the socially awkward, gamer Luna that became a thing after Luna Eclipsed.
And Luna’s far from the only character who got a boost in popularity once they joined the light side. Some of the characters we’ve responded to the most happen to be reformed characters—and you can argue the amount of reformed villains skews whatever that statistic is, but that’s my point.
It might not just be that we have a lot of reformed characters because the show staff likes reforming them, but maybe, at least in part, because we’ve responded so well to the characters who have been reformed. Well, I mean, for the most part. 
But this the best of the best. Or, I guess, the best of the worst, you could say.
Important Note: I didn’t do this on purpose, but after starting my list, I remembered our good friends at WatchPony. And lo and behold, one quick search on their channel brought me to their Top 10 Reformed Villains in MLP. Damn my unoriginality!
But I still had enough to say about my choices, so I did my best to limit the overlap between these their list and my list (although there are two choices that are the same number). I thought it’d be best to warn you ahead of time: WatchPony did it first and you should absolutely support them.
In fact, maybe this’ll make it more interesting.
If you want, you can watch their list or read mine, and then watch/read the other. Comparing the order and the reasons behind them could be fun, I hope!
Or not. Just so long as you know I’m at least trying to differentiate and add some value to an idea that’s already been done (and done well).
Honourable Mentions
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Wow, that pout
Nightmare Rarity
The Flim-Flam Brothers
Scorpan
Iron Will
Gloriosa Daisy
#10. Gilda
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Here’s someone the fandom never thought they’d like! And for that, she gets extra points. It’s one thing to go from a decent baddie to a paragon of goodness, but to go from making Fluttershy cry and anatoginizng Pinkie Pie to decently decent? That’s impressive.
She also was the first to give us a sympathetic look into griffin culture—how they’ve been defined by their greed and scrupulousness because of the depression they’re in. Gilda herself has to work to leave the place, which makes it all the more heart warming to see her instead work to slowly make Griffinstone a friendlier place. Now that’s character progression!
#9. King Sombra (Comics)
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Yeah… as with anything in the comics, you can debate if it’s canon all you want, but the golden rule for B-Canon is that it’s canon until proven otherwise, so, heck, I’m counting it!
This one’s especially awesome because you get not one but two of the more poignant redemptions! The Reflections arc Sombra and the main universe Siege of the Crystal Empire Sombra! That first one might seem like a load of bullcocky, but in the eyes of audience members, the first story is one of redemption, because to us his character goes from bad to good (to bad again). 
The Good Sombra himself never changed from bad to good, I know, so it’s a technicality, but that’s why it’s low on the list. It’s a heartbreaking arc because we’re so new to this good version of Sombra, but I digress, that’s not the reason Comics! Sombra is on the list.
I actually think you couldn’t have the second Sombra redemption arc without the first—since they imply that there’s a sort of balance that needs to be struck with this parallel universe. Meaning, because the Good Sombra went bad at the end of the Reflections arc, the Sombra in the main universe had to go good to compensate.
So, yeah, it’s all relevant. Not just talking about it because I’m a sucker for that arc.
The actual redemption arc comes in the form of the story that continues from the Sombra Fiendship is Magic issue to the Siege of the Crystal Empire arc. The story overall may be a bit cluttered here and there, but in addition to giving us the scariest looking monsters they could have in a kids comic (with the silliest sounding name to offset it: Umbrum), it presented another genuinely likeable love story to seal the redemptive deal.
Each of Sombra’s better moments are times when he’s in love. Which, in hindsight, seems rather fitting, given that his origins are in the Crystal Empire, the empire of the Princess of Love.
So, here’s to the sweet-hearted Sombra: may his love always surpass his fear.
#8. Diamond Tiara and Silver Spoon
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Double-whammy, you say? Cheating, you say? All of the above!
Technically putting two separate characters in one spot is unfair, but you can’t really talk about Silver Spoon’s redemption without Diamond Tiara’s. And if I were to separate them, Silver Spoon honestly wouldn’t make the list, so I thought it’d be more fun this way.
With that said, Silver Spoon has by far the funniest redemption on this list. She doesn’t go through some life-changing journey, or has any real foundation-shifting epiphany. Just a sassy, satisfying comeback that shows that she’s not just Diamond Tiara’s loyal follower no matter what. Just funny.
And then there’s Diamond Tiara herself. Loads of people have talked about her redemption before by this point, and in particular how it was generally likeable but would’ve been even more believable and interesting had we seen any flickers of doubt or moments of pause with her mom in prior episodes.
But, what can I say? If it’s done well enough, I’m a sucker for a good musical, and not only did the songs and scenes in between sell the emotions behind her turn-around, it honestly made me root for her. She should still make up for her past, but I can’t deny that it was the perfect bookend to that chapter of her and the CMCs’ lives. Way to go, DT. You made me cry (in a good way).
#7. Thorax and the Changelings
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Now, okay, I get the reservation. We never saw Thorax himself be particularly evil, but he did grow up in a society that championed the stuff. He was taught certain values by the culture around him, and was even indoctrinated one way or another as a changeling soldier.
So his choice to find actual honest-to-goodness friendship counts as redemption to me. He’s rejecting evil when he can see that his doubts weren’t unfounded, that there should be another way for him, and ultimately, another way for his people.
He and Gabby both realized what they lacked in their culture through seeing Equestrians and their love, but with Thorax, he had to outright renounce the traditions and ideology of his culture. And he was so cute while doing it!
The changelings following suit shows us Thorax was likely far from the only one who ever had hesitation feeding the way they did. When the opportunity came about to survive and be morally upright, it seems like almost all of the changelings took it. Perhaps a fraction followed Chrysalis off-screen, I wouldn’t oppose a ret-con like that, but the point is, the chose to change under the guidance of a truly worthy King. 
Hail to thee, King Thorax. Long may you reign!
#6. Sci-Twi/Equestria Girls Twilight
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In true Jekyll and Hyde fashion, the pursuit of knowledge is not always the loftiest ideal, proved by this pick: Mightnight Sparkle.
There’s an argument to be made that because Twilight never intended harm to come to anyone until she got sucked into that glowing light, she was never really “evil,” per se. More a victim of circumstance.
But I don’t know. Her device grew more dangerous as time went on, but she didn’t care. And the less she cared (which in this movie meant the less was cared about), the more dangerous it got, until she couldn’t control it.
I mentioned Jekyll and Hyde not because of the Sci-Twi/Midnight comparison, but because the theme of that tragedy was, as the old saying goes, ‘the path to hell is paved with good intentions.’ Dr. Jekyll’s original intention with the potion was to rid himself of all his bad qualities, but as the story goes on, in the pursuit of science, he loses control more and more until the unthinkable. Just watch Ink Potts’ fantastic animatic of Pinkie in that story if you need a refresher. It was a choice to pursue that knowledge further and further, and that’s what doomed both the titular Mr. Hyde and our very own Sci-Twi.
Since losing that control and accepting Sunset Shimmer’s offer of actual love and friendship, the lonely Sci-Twi has gone on to still try to tackle problems on her own, even her P.T.S.D.
It’s why Twilight gets her big ‘Friendship is magic!’ realization at the end of the fourth movie. Isolation and the resulting obsessions are what made Twilight a villain, and it’s the acceptance that those things don’t have to be real anymore that lead her to make the right choices. 
But hey, we already knew Twilight was better with her friendships, didn’t we?
#5. Starlight Glimmer
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You knew we’d get to her eventually! As someone who likes Starlight and her delightfully questionable morals, I’ve very much enjoyed her character, both as a villain, and as struggling friendship student. 
Although, I do get why there’s such a divide. I don’t pretend to know all the reasons, but I think the main reason—even more than ‘she was instantly forgiven at the end of season 5′ (because most of these redemptions weren’t earned until after the fact) or ‘she’s an actual sociopath/seems disingenuous— is that infamous backstory scene.
Even as someone who can forgive it, I understand. The execution made it seem like that small, if hurtful event was what made her into a full blown villain. When it feels like a character’s main motivation is a gross overreaction, it can be hard to relate to them. You start asking questions like ‘Why didn’t you just ___?!’ or ‘Seriously? That’s so irrational!’
Believe it or not, it’s not a fundamentally broken idea, just one that wasn’t executed well. I mean, yeah, there are logical inconsistencies with her backstory—she could’ve reached out to Sunburst. But I can think of another character who let a tiny event shape their entire world, and who subsequently let their emotions blind them to logical solutions to their problems.
Moon Dancer.
Moon Dancer swore off friendship entirely after Twilight didn’t show up at her party. And I think there are a few reasons why that one worked for so many more people than Starlight’s story did.
Yet both Moon Dancer and Starlight had somewhat of a breakdown to express that their decision was primarily based on emotions, not logic. Moon Dancer’s problems would’ve been solved as easily as Starlight’s, too—if she had gotten in contact with Twilight, somehow, they could’ve cleared things up. But why don’t we question that?
The big differences are how recent these events are, and the severity of their reaction.
Time-Order Moon Dancer: this small event was implied to be the last straw for her, after years of not having very many friends aside from Twilight Starlight: this event was the first straw, if you will, but we didn’t get to see the years in between or how things developed over time, gradually— hence, it feels like an instant overreaction, as if she went from 0 to 100
Severity Moon Dancer: Doesn’t want to be hurt again, becomes a complete shut-in, only ends up hurting herself  Starlight: Doesn’t want to be hurt again, _________, cutie marks are to blame/mindset develops, is able justify to herself some messed up stuff
So this is where season 6 comes in, and why there’s still such a divide on this one issue (among others, I’m sure).
For a number of people, Starlight’s character lost a lot of believability because all of this seemed like such a huge overreaction. After losing that trust in her, it’s gotta be hard to give her a chance, even if you wanted to stay open-minded.
Whereas people who could overlook that momentarily, understand enough to shrug it off, or just empathize with her might’ve been able to see the things that season 6 helped contextualize.
Like, the season 6 premiere shows us the anxiety she had reuniting with Sunburst, especially since the whole, you know, dictator thing. That anxiety that she’d be rejected again seems to me to be part of the reason she isolated herself for a long time after losing Sunburst to his school.
And the whole Starlight relies on magic arc (especially in Every Little Thing She Does) shows us she doesn’t just have a fear of rejection, but a fear of failure. She copes by relying on something that came naturally to her, and overcomes that fear along with the fear of rejection once again, in the season 6 finale.
Having that outlined in such great detail throughout the season helps me fill in the blanks between the time Starlight was a child and lost her best friend, to the Starlight we met in the beginning of season 5. 
I do wish her backstory was executed better to show that even though that one event was the catalyst, it’s in fact Starlight’s own actions that isolated her.
Really, the order seems to go like this after Sunburst leaves:
Starlight: Doesn’t want to be hurt again, becomes too afraid he’ll reject her to reach out to him and isolates herself, relies on her magic to gain approval, is still alone, becomes good at justifying things/blames cutie marks instead of Sunburst or herself, slowly develops an ideology so she won’t be alone anymore, goes too far because she’s really good at justifying things to herself, etc. etc.
That’s why I’ve really enjoyed Starlight’s redemption. Even though some parts of her development really could’ve been executed better, there’s enough there for me to see that she’s a surprisingly interesting and 3-dimensional character.
Plus, I just enjoy her snarky personality (she will always be Snarklight to me). Not gonna lie, that’s just fun. 
Over the course of this past season, I grew to like the reformed Starlight more and more because her redemption has certainly been the most interesting. I think we can agree on that, no matter what tone of voice you use to say it: her redemption has been interesting.
#4. The Great and Powerful Trixie
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And here we have a truly flawed character, whose short-comings are what make her so irresistibly adorable: The Great and Powerful The Humble and Penitent Trixie!
Right from the start, the self-proclaimed Great and Powerful Trixie constantly boasts that she’s the best around, but because the world around her seems to inevitably prove her wrong, or at the very least roll its eyes, her lack of self-awareness is… well, kinda endearing. 
Her ego-driven claims aren’t taken seriously enough to be annoying—everyone seems to just shake their head at her—so that her continual drive to entertain and prove her over-evaluated self-worth is just fun to watch. There’s something adorably pathetic about that.
Which is why I think there’s a little bit of a lovable loser vibe to Trixie. Just a bit. Something about how she lives in her wagon, trips running away at the end of Magic Duel, or continually finds herself second to Twilight—I don’t know. I think there’s something about the fact that she’s so self-absorbed and not really aware of it that seems immature, but in a cute way. Kinda like a pouty, spoiled child, without ever crossing into irritating brat territory.
Not to say she’s too immature or incapable of growth. In fact, that’s when she gets even cuter! The line “Let’s be great and powerful together” is so ridiculously cute that I still don’t know what to do with myself. Even more than Twilight’s reluctant, but still warm accepting of Trixie’s apology (I always love how Twilight legitimately looks like she wants to tell Trixie no for a second), this was her big moment of character growth: realizing how much Starlight meant to her.
She gone from a pitiable character who seemed like they were too narcissistic to ever change, to someone who would go to the ends of Equestria and back to support a friend. Now that’s a redemption!
#3. Discord
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Speaking of, ‘beyond hope.’ Here’s a villain no one particularly expected to turn good. This was before most of these baddies got a second chance, too, so a redemption for a villain this beloved was a pretty big deal.
Especially because Discord was such a delightfully evil villain. He had so much fun with it and appreciated his own chaos so deeply that it was hard not to love to hate the guy. Or just love to love him!
So, like a lot of the contenders on this list, Discord’s redemption felt a bit rushed. The dude was so into causing disharmony and so infinitely powerful that he can snap most any problem away, not to mention being thousands of years old—seems like you could expand on his redemption for a whole season, if this were a serial show.
But all the things that made the initial moment of redemption feel rushed later were addressed in Discord’s backslide into being evil, which where his redemption really shows it’s value.
That whispered line delivery when Discord realizes he actually trusted Tirek to be his friend is so wonderful. And that moment (and his whole story in that two-parter) compliments another from the Luna and Discord Friends Forever comic. I bring this up too much, I think, but only because it’s one of the greatest moments of character development and commentary the comics have to offer, in my mind:
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Discord feeling as though it’s inevitable that he’ll hurt the ones he cares about is a bit heart-wrenching. Until, of course, you realize Luna’s right: there’s more to what happened with Triek than just a backslide.
It’s a bit ironic. Here Discord’s afraid that there’s no stopping himself from eventually returning to his evil ways, but in fact, we saw that once he started caring about Fluttershy and the rest, he inevitably looked for friendship. Even if it was in the wrong place at the time.
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Discord’s learning to let himself care about ponies. He can never fully change his chaotic, trouble-making nature, but he’s so extremely new to relationships. It really is like teaching a sociopath how to love, except less grim, because Discord is actually capable of learning. Slowly, and with baby-steps.
And learn he does. By the time we get to the season six finale, he will tear apart the fabric of reality (or in this case, go on an adventure where he can’t use magic) to make sure Fluttershy’s safe.
Reformed Discord has been a round longer than the evil Discord was in terms of screen-time, but his has always been an arc centered on trust. Fluttershy trusting him when he didn’t deserve it. Twilight and the girls constantly being skeptical, and Discord constantly giving them reasons to be skeptical. Even Discord struggling to trust himself, if this comic is to be believed. 
But in fact, the point has never been to change Discord completely. After all, we as an audience fell in love with his mischievous nature, and delight whenever we get to see it pop up in fun ways. So, while he hasn’t changed in terms of his chaos, we can trust that he’s changed where it counts.
#2. Sunset Shimmer
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Oh, pardon me. My bias is showing. I really love Sunset. For some reason, over the past year I became especially attached to her and now she tops my favourites list. It’s a problem (for my poor followers).
But, lucky for me, the fandom as a whole loves Sunset, too, so I can at least say there’s actual reasons to praise her redemption arc, instead of just shoving who I like at the top.
In the interest of keeping my bias to a minimum here, we’ll start by admitting that in the first Equestria Girls movie, Sunset was a really flat character. Pretty stereotypical, outside of an intriguing backstory that was unfortunately relegated to just brief exposition at the time.
Her turn-around seemed quite sudden, and everyone around her was pretty willing to forgive her, it seemed. So, not many people were huge Sunset fans after the first one, but it’s downright shocking how well the writers developed a stereotype of a villain in hindsight!
What I love most about Sunset’s arc is how it builds and builds. Each movie builds off the last, to the point that it feels like there’s a natural flow to her development.
Like, Rainbow Rocks is all about her guilt and the continuing distance between her and her new friends (and the school at large, of course). You can tell she’s really been humbled, which is both endearing and a great story-beat towards the end, where she finally realizes she has to speak up even though she’s not experienced in friendship.
Then there’s Friendship Games, where Sunset’s noticeably closer to the girls and is even the one they look to for advice. Now that’s she’s grown closer to them, though, she’s more protective, and we get to see that her anger problems didn’t just vanish when she was reformed. She’s also instrumental in giving Sci-Twi another chance because of how she’s grown since she was given her second chance.
And in Legend of Everfree, she not only takes on the mentor role, but demonstrates that she learned not to let her protectiveness blind her to people’s feelings. Plus, she’s just a bit goofier, and I think that just goes to show that she’s happier and more secure in her friendships. A healthier person overall.
Sunset’s not perfect even though she’s continually driven to improve herself, and I think more than anything, that’s what makes her such a fan-favourite. Her on-going struggles to be better.
#1. Princess Luna
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Well, I think we all saw this one coming, but what can I say? She’s earned it.
The story of Nightmare Moon is like a classical tragedy, in a number of ways. The story of a hero whose hubris leads them to their own, often ironic, downfall. In Luna’s case, a deep, unrelenting loneliness spawned a jealousy and pride that would lead her to becoming Nightmare Moon—which isolated her on the moon for a 1000 years.
From that simple, yet powerful starting point, we start our series and our first ever redemption. It really did set the tone for the reformations to come, didn’t it? At the time, it was easy to accept that rainbow lasers had the power to instantly make a character good and that everyone around said character could forgive them on the spot.
Nightmare Moon and Luna were different entities, but it still didn’t change the fact that it was her fault.
But, like a lot of the redemptions to follow, Luna truly earned that forgiveness later.
By teaching and supporting others through her dream-walking, by adjusting to a time-period 1000 years ahead of the one she came from and learning to have fun with her subjects, and by letting go of her guilt and pain before it caused her to make the same mistake again, with the Tantabus.
By the very nature of being the less beloved, depressed, nocturnal sibling, she was bound to get some love (everyone loves an underdog, right?), but Princess Luna’s growth set the standard for what can be done with a redemption arc. And after all the stories we’ve gotten since, I for one am glad she got a second chance.
Want some MLP editorials? I’ve got the full list over here, and links to the most recent three right here for you:
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IDW Comics, Top 10 Cutest Families, and Derpy Editorial
Year of the Pony
Header Image Only Possible Because of…
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Nightmare Moon’s Castle by Drakizora Starlight Glimmer by DerAtrox Trixie by Reginault Gilda by AwesomeLuna Sunset by 8-Notes Diamond Tiara and Silver Spoon  by DashieSparkle Thorax by DashieSparkle Discord by DashieSparkle Princess Luna by DashieSparkle
A whole flock of talented vector artists! Go love them all, they all deserve it! And another special shout out to WatchPony and their awesome videos. They’re the real kings and queens of top 10s for MLP!
I Wanna Get Better
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Download Satisfied Wheels Android.
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Watford's Isaac Success aims for World Cup with Nigeria
New Post has been published on https://universeinform.com/2017/03/28/watfords-isaac-success-aims-for-world-cup-with-nigeria/
Watford's Isaac Success aims for World Cup with Nigeria
Watford striker Isaac Fulfillment is decided to assist Nigeria in qualifying for the 2018 World Cup after making his senior debut for the Remarkable Eagles.
The 21-yr-old got here on as a substitute on Thursday as Nigeria drew 1-1 with Senegal in a friendly in London.
“It turned into a dream come real for me. I thank God the for being right here representing my united states,” he informed BBC Recreation. “The electricity is there, the mindset of bringing Success to Nigeria and to Africa at the world Cup is there.”
He replaced Moses Simon on the hour mark of the fit performed at Barnet’s stadium in north London to in the end make his senior debut after missing several other call-USA due to injury.
I’m happy now, I am healthy, I am very sharp now and looking ahead to the possibility once more,” he added.
However, he will have to look forward to a 2nd cap after Nigeria’s proposed friendly on Monday against Burkina Faso turned into canceled after several of the Stallions players did not get visas to go into the United Kingdom.
Success changed into a part of the Nigeria squad that gained the Under-17 International Cup in 2013 and is worked up to be part of a new generation of gamers for the Great Eagles.
These younger boys and I am certainly one of them, they’re clearly hungry to do something,” he stated.
“We want to do something different, something the fans have now not seen in a long term. Fulfillment is assured due to the fact now they’ve Fulfillment in the group.”
Three-time African champions Nigeria have failed to qualify for the final two versions of the Africa Cup of countries.
they are currently the pinnacle of their group for 2018 International Cup qualifying having gained each their opening games to date and are ahead of Cameroon, Zambia, and Algeria.
Why an Indomitable Will Is the Key to Success
The Energy of Resilience
A young guy asked Socrates what the important thing to fulfillment become. So he invited him to satisfy at the river the following morning.
There, he requested the younger guy to stroll into the river with him.
As the water made its way up to their necks, Socrates unexpectedly ducked him into the water. He struggled furiously, but Socrates stored him under till he grew to become blue in the face.
The young guy struggled to free himself however subsequently came up, gasping for air.
What did you need maximum while you were underwater?” asked Socrates.
“Air,” the man spoke back.
It truly is the maximum vital key to success. Trying it as a lot as you need air. For best then will it’s yours.”
This pleasant story underscores the message that success emanates from sturdy desire and stimulated action.
Achievement is a hard sport because we assume it’s far linear. However, in real existence, it entails setbacks, screw ups, detours and minor victories.
But the disasters and setbacks deter humans from realizing their desires.
Mental and emotional resilience is crucial to overcoming those boundaries.
“Resilience and Motivation are two of the essential talents for which Winner’s Brains are wired,” kingdom authors Jeff Brown and Mark Fenske within the Winner’s Mind: 8, Techniques Remarkable Minds Use to Reap fulfillment.
Resilience is associated with the Military Seals who go through rigorous education called BUD/S (Fundamental Underwater Demolition/SEAL) at some point of their initiation. The schooling eliminates a massive portion of applicants due to the Mental, emotional and bodily demands placed on new recruits.
It’s far this equal resilience that needs to be summoned to chase your goals.
You must develop an unquestionable will to be successful, no matter the setbacks on the way to stand up.
A robust determination is fuelled by an effective force encouraging you to undergo inside the face of setbacks.
I call it having a compelling Why?
Your Why is your motivation to succeed. it is the motive you upward push above your challenges whilst it topics maximum.
I do not trust life tests us so much because it prepares us for what is to come.
“If you upward thrust from a fall once, you come to be that much more assured you can rise again,” affirms creator Sam Weinman in Win at Losing: How Our Biggest Setbacks Can Lead to Our Best Profits.
limitations force us to take huge action or lamentably, concede defeat.
It the identical method the Military Seals goes through. The commanding officers test their clear up to determine if the guys can cope with dire conditions.
life prepares you for success with the aid of forcing you to reach beyond your comfort region.
It poses demanding situations to nurture your resilience, although you can realize in some unspecified time in the future that the purpose or dream isn’t always what you really want.
Most of the people have dreams they aspire to, but few have the indomitable will to be triumphant within the face of limitations.
achievement Shapes Man or woman
As the pronouncing goes: to the victor cross the spoils.
The human will compels you to persevere in the face of adversity.
It lighting fixtures up the flame of your spirit and sends you forth to satisfy challenges armed with braveness, strength, and resilience.
Thrilling Adventures Around The World
Nowadays every person is addicted to one aspect or every other. Some like tablets, others like alcohol. Then there’s a collection of individuals who are hooked on the fun of the journey. Those adrenaline junkies are what make the world lively because they go out on their way in search of new adventures, dragging buddies with them as well. To these people, I say amen! To those, human beings, I say ‘O.K., Very well Okay!’ So in case you’re one of these people who thrive on a journey, I deliver to you our listing of adventures which you want to attempt out right now to make your existence even more thrilling. Undergo These and take your select of the journey you want for your existence. Additionally here the quality manner to shop for airline tickets for you.
1. Cliff Diving from the Macau Tower, Macau China: 
Jumping for the pinnacle of this 230 m tower is certain to give you the burst of adrenaline that you want. This building, positioned at the center of the playing capital of Asia allows you to take the plunge with a view. Even though the view is the wrong way up! So in case you’re partial to bungee Jumping, visit Macau and take the leap of religion nowadays!
2. Skydiving In Dubai:
Dubai is the crux of pastime within the Middle East, however, did you recognize it’s also the middle of excessive sports? You get such a lot of opportunities here to satisfy the internal urges for the journey. This sort of opportunities is Skydiving which is offered here. They take you on a plane and fly you over the person-made marvel of the Palm Jumeirah. The view from up there’s incredible and whilst you’re nevertheless being amazed by using the view, you get to leap from the plan proper into the Middle of the ocean. An experience well worth having, do not you suspect?
3. Cliff Diving At Krabi, Thailand: 
Thailand is a country surrounded by way of water and beautiful seashores. But the purpose this region is popular for cliff diving is due to the fact the water right here is clear and warm. So that whilst you eventually get the center to make the jump you might not be surrounded by using ice bloodless water rather what you will locate is warm water caressing your frames like 2nd pores and skin. An added gain right here is that the cliffs right here are of all sizes. So even in case you’re a primary timer, you will be capable of finding a suitable cliff to meet your desires.
What Determines the Validity of Quit Notices in Nigeria: Technical Accuracy or Substantial Justice?
Earlier than the primary and 2nd international wars, the connection among the landlord and tenant was an abusive and exploitative one; the owner wielded and exercised great powers over his tenant. He becomes entitled to evict his tenant at any time, for no motive by any means thru the use of force or the different method of self-assist. He becomes below no responsibility then to grant the tenant with notice of his goal to terminate the tenancy or to recover ownership of his premises. Also, the landlord ought to unilaterally growth the hire paid via the tenant and the tenant became bound to both pay the multiplied lease or flow out of the house. The tenant was now not in a position to impeach increment in rent but arbitrary or unjustified such increment became. This oppression, exploitation, and abuse of tenants by way of landlords necessitated the enactment of landlord and tenant laws to shield tenants from the high- handedness of landlords.
Presently, tenants experience a number of protections by using the virtue of those legal guidelines. In Nigeria, the legislature both at the federal and kingdom tiers has enacted numerous laws to modify landlord-tenant relations. Examples of these statutes in Nigeria consist of the Tenancy Regulation, 2011 of Lagos kingdom, the Recuperation of Premises Act, Abuja, and the various lease Manipulate and Healing of Premises legal guidelines of the various states in Nigeria.
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