#while simultaneously developing a second video game
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Ah, because I'm a nerd and I find this stuff fascinating, my favorite time of year, when star citizen releases their financials for the previous year (in this case, for 2022)
Some numbers of interest by the end of 2022
headcount: 860 worldwide
Salaries and related costs excluding the publishing/marketing teams: 56M
Other Game Dev (overheads,studio rentals, travel, etc): 18.4M
Contracted Game Dev ( external services and dev teams): 9.5M
Publishing/community/marketing: 29.9m
Accounting/Admin and legal fees: 1.4 Million
Capital expenditures (hardware/software, fixtures, offices, server upgrades etc): 12.9 million USD
All told they took in 130.7 million and spent 129.5 million or thereabouts.
In other words, they're spending almost as much as they bring in.
#star citizen#I def feel like their marketing team is too big#and also really really out of touch with the player base#but that's a different topic#most of the marketing funds comes from the subscription program and the external investments so its#kind of a non entity in terms of backer funds#but they have made some Choices#in recent years#anyway#some scam right?#spending all their money on development and related costs#also building a new studio#and getting 1 video game to feature complete status#while simultaneously developing a second video game#with a huge scope
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What horror games have you played/wanted to play? Also have you tried any rpg maker horrors?
I actually don't play that many horror games, I don't think? Between you and me most of them are... Kind of garbagee. But I like when really weird things are taken dead seriously, which most video games don't succeed at. But in the rare time they DO, it usually falls into the "horror" genre at least loosely. I'm just going to list my favorites:
PS: I'm really showing how insufferable I am with these summaries, sorry!
The Outlast series: the most Tasteful tasteless gory-shit-fest of a horror series I've ever seen. I don't like shock for the sake of shock, and Outlast somehow manages to always make it for the sake of SOMETHING. The original game+DLC is a buttload of fun, and if you pull back one layer it also poses some interesting and difficult questions about the place and treatment of the criminally inclined in society. Pull yet another layer back and you find a fascinating subversion of the expected role men are supposed to inhabit in horror games. The second game is a vastly different, and profoundly emotional experience, opinions on it vary for reasons I find very understandable, but I personally really like it.
Fear & Hunger: I guess this answers your question about RPG horror games! Unfortunately, this is the only one I ever played that I liked, but REALLY like it, I have a tattoo of the circle of perfection on the back of my hand, even, lol (I already had other hand tats, don't freak out). I just really like the absurdity of the story and all of the lore that the developer has cooked up for it, and the way it all matters but also kind of doesn't. I think its an insane feat to have achieved the atmosphere he did with the limited tools he has, not to mention the massive amount of respect I have for any creator that simultaneously wears their influences on their sleeves while displaying massive creativity and originality.
Pathologic: This game kind of speaks for itself honestly. Its just brutal, creative, infuriating, I could go on - It's probably the most immersive experience I've ever had in a game. If you've never played it before I would suggest buying Pathologic 2 (don't worry about it) and playing it completely blind. Forget about "winning", forget even about succeeding, just go about it as if you were in the protagonist's shoes and see where you leads you.
Scorn: Without a doubt in my top 5 games of all time and I don't care that that is an insane take. This game is everything I want from interactive stories - entirely intuitive, doesn't spoonfeed you a single grain of its lore or pushes its story on you, it just puts the pieces in your hands and its up to you to feel it on instinct. This 5 hour game with no dialogue, no text, not even any named characters to speak of had me crying at its ending and I didn't even know whether I was sad or overjoyed. I fucking LOVE scorn.
Honorable mention:
The Space Between by Christoph Frey (not to be confused with The Space INbetween.): Is a short, 30 minute experience about intimacy presented through a horror lens. I really don't want to say anything else about it, but I played it like 5 years ago and I still hold it near and dear to my heart. It's a master's guide to storytelling through semiotics and exemplary in it's... Emotionally charged visuals? Like, I had never before seen a story make sentiment into and external, tangible thing quite like this one does, like turning sound into an object or something. Amazing little indie game.
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"See, drones have many purposes! For example.." A certain someone was chattering away, pressing buttons and pulling levels all around the control panel to the sides of them. I stifled the urge to crack a joke about what a good drone they make.
We were both in some VR game, flying in her spacecraft. Maybe to some, being immersed into a video game that's basically space roadtrip simulator isn't really good second date material, but with all the friends I've had over the years, in being shown shows and movies I'd never even heard of before, this felt like a natural progression in a state of casual emotional intimacy... Also space cool.
It was already an excruciatingly hard task to focus on anything other than them; we were practically snuggling in their pilot seat. They're really warm, and she sometimes was flying so contently that it's like they became one with the ship.
It was really cute.
And by really cute, I mean distracting.
The little task managers and gauges were flitting all around the control panel and windows definitely didn't help either. And, to top it all off, we were in the middle of a fucking asteroid belt. Everything simultaneously felt so small, and yet, larger than life. It was.. overwhelming, to say the least.
But to them, it was second nature, even though they'd told me they hadn't played this game in a long while. They must've sensed my confusion, because they pointed to the asteroid right in front of us.
"See all the glowing dots there?"
I nodded.
"Those are all drones that I just launched, so I can access the core inside. Nowww," they said as she looked over the seat and starting flying in reverse.
"Watchhhhh..." they finagled with some more buttons on a sidepanel.
".....This!"
Instantly, the asteroid exploded! A beautiful, bright display of colors burst through the rock, and shards were shooting out in all directions. They beamed, and I felt my tail wag at the sight.. Never mind that the wagging squished us even closer together.
After a few moments, only some big asteroid chunks in a smoky fog were left. Their face soured.
"What's wrong?" I asked.
"I forgot what these kinds of asteroids were made out of," they said seriously, "We're going in to extract the cores, and it's going to get, like, super cold. Like, be prepared to learn what absolute zero feels like."
"It'll be far from absolute zero," Missy, her owner, warmly piped up in that charming, matter-of-fact way. Though she was technically the pilot seat we were snuggling on, her voice sounded like it was coming through the spaceship's intercom, "And even if it was, hon, the simulation would only make it feel like a cool breeze. But even those effects can be disabled..."
She trailed off, as if unsure if she should ramble about the game more, but I hoped she could feel the tension melting out of me at her words. They were soothing to hear, especially coming from one of the developers of the game. Though I'm sure if I called her a developer, she'd gently correct me to whatever fancy schmancy title she actually got.
Emboldened by her assurance, I giggled, "Well, that's ok! I can handle a little cold! And I know lots of ways to warm you up!~" I shimmied even closer, practically on their lap now.
"Oh?"
They turned to look at me, eyes flicking up and down, with a flirty cute smirk. Stars, they're adorable.
"Yeah!" I nodded, voice deepening just a little to match the vibe, "Like... get you a sweater, or a mug of hot cocoa or something."
We shared a few chuckles, before they quickly pecked me on the lips. Then it felt like my whole body was burning. As they headed into the wreck and started extracting the asteroid cores, I'd gotten chills of a whole different kind.
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I'm really curious about where exactly Doctor Who & spinoffs fit in to the 'scrambled universe' framework
So it's 2012. After a series of mental health events, Dan Harmon is on the rocks with his sitcom The Big Bang Theory, and is looking for a new project to do. He decides to call up his old friend Justin Roiland, who he met almost a decade earlier running Channel 101, and asks if he has any ideas for a cartoon. Roiland decides to file the serial numbers off of his old shock comedy short Miss Wonka, and the result is Adult Swim's Ms. Frizzle. Dan Harmon brings the systematic approach to story structure he honed working on The Big Bang Theory to elevate the project to something with some actual redeeming value someone could care about. The show premieres the next year, in 2013. It is acclaimed and beloved, and for a brief and golden moment in history it isn't even considered cringe.
It's 2018. Year after year, season after season, Harmon's people have edged out Roiland's people in the Ms. Frizzle writing room. Roiland has grown bored and disruptive; the show's staff only really see him anymore when he comes in to record the voices, or when he decides to play some inscrutable Epic Funny LOL Prank on them and waste their time. Meanwhile, Disney's main streaming platform, Hulu, is looking for exclusives that might draw people to subscribe, in a streaming environment that's quickly and unsustainably growing bloated. They have an easy time convincing Roiland to divert his attention to a second project. Roiland announces Dr. Who in an interview; it's the first Dan Harmon has ever heard of it. Mike McMahan (also getting picked up around this time by CBS All Access to do There And Back Again: Gollum) is the cocreator this time. Roiland has learned various bad habits while stagnating on Ms. Frizzle, so he won't put much effort into Dr. Who either, but he will at least get it going.
It's 2020. Granted a sort of captive audience by the recently-started coronavirus pandemic, Dr. Who premieres on Hulu. At a glance, it's a low-effort off-brand version of Ms. Frizzle; Roiland isn't even bothering to do a girl voice this time. If given a deeper look, there is something worthwhile there. It's a riff on an old subgenre of soft sci-fi TV, the idea of an immortal celestial time guardian figure - you see it in the BBC's long-running Quantum Leap, in Constance M. Burge's A Wrinkle In Time, and there are even elements of it in Ms. Frizzle, though they're much more concentrated in Dr. Who. The show is very episodic, though there are more serialized subplots and hints of a deeper-running plot; like Ms. Frizzle, the show is full of undisguised references to other media.
It's 2023. A legal case in which Roiland is accused of domestic abuse becomes widely publicized, followed by the dissemination of various inappropriate text messages he had apparently sent to fans. It becomes common knowledge that Roiland is a nightmare to work with, and every single project he's involved with drops him nearly simultaneously as a brand liability, even the video game development studio he founded to make Gone Home.
Every unaired project on which Roiland was set to do a voice comes up with a different strategy to replace him. Science Time: Rita & Morticia hires a new up-and-coming voice actor to play assorted versions of King Tommy, without comment. Season 7 of Ms. Frizzle replaces Roiland with Jinkx Monsoon; it's a very noticeable change, but she's still basically playing the same character, she's just doing a better job.
Dr. Who is the lesser-known knockoff living in Ms. Frizzle's shadow, so it has less to lose; it decides to make a meta joke out of the whole thing, and whips up a new sketch to start off season 4, in which the Doctor trips, falls down the stairs, and dies in front of his companion Rose Tyler. We are thereby introduced to the just-invented openly-bullshit process of "regeneration", in which the Doctor can come to the brink of death but dramatically cheat it, with the only consequence being that he'll now look and/or sound like a different guy. So, as of the opening scene of season 4, the Doctor is now voiced by Dan Stevens.
And that's how the Doctor on Dr. Who became British.
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Those animated sex toys look like they should be characters in the Sausage Party movies! 😆 🍆
I had never heard of those movies before. I now know there's a mobile fighting game called Sausage Legend in which the main characters cameod back in 2017. The game is still up but reviews suggest it is now ad-flooded to the point of unplayability while simultaneously hinting at a once great golden age of sausage combat. The publisher (Milkcorp or Milk Co. Ltd. depending on where you look and who you ask) has disappeared from the google play store and left only this app behind but has multiple other published and equally fucked looking games on the apple store.
Also the sequel series Sausage Party: Foodtopia released an eight episode first season on Amazon Prime Video less than a year ago. A second season is allegedly in development despite solidly middling reviews, but the article Wikipedia cites for this only seems to confirm this via an offhand comment about how they'd like a third season.
What said article does do is describe the original Sausage Party as a "well-received 2016 sleeper hit", the animation as "going for Pixar-quality CG animation", and the episodes as "produced [...] back to back, Lord of the Rings style".
Now, this is not to denigrate any of the aforementioned media. If anything it serves as a reminder that the production of any major project is a long and gruelling process into which countless hours are poured, demanding a nigh endless supply of passion, energy, and stamina from the staff working on it. It's easy to forget when you're just looking up information or consuming the media yourself, but projects like this represent a significant chunk of many people's lives spent to provide you with the things you enjoy.
It's worth taking the time to be grateful and to recognise that this stuff doesn't just pop out of thin air, as much as the AI bros of the world think it does. When I juxtapose the inherent ridiculousness of the Sausage Party series with the comparisons its creators make to LotR and Pixar, it is not to imply they're wrong for making those comparisons; it's to point out that while some things are better known than others, they all have this aspect, this craft behind them. A guy making penis jokes on this scale is investing in those penis jokes. That does matter, and regardless of your personal opinion on a work's quality or merit, that effort can be respected so long as it's not being actively put towards hurting people.
That said, what the fuck.
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Do you feel like talking about game development?
https://youtube.com/shorts/0w3hnaUo-50
I can't speak on Palworld as a game because I haven't played it, watched any footage of gameplay, or seen any trailers, but I can aggregate some commentary by gamedevs I've talked to along with some research I've done to confirm we're not all just making shit up.
Palworld is Pocket Pair Inc.'s second major release, and it's an Early Access game while their first game is still, also, in Early Access.
The banner from their other Early Access game, Craftopia, is this:
This doesn't bode well for Palworld's future. Note that it is February at time of the screenshot taken, and more distressingly a "bugfixing update" is worth celebrating 4 years into Craftopia's development.
They have two previous releases which are an AI-art-based social deduction game and a gacha card game. There's no nice way to say this, but the types of games in their portfolio bring to mind an amount of startup capital that makes the Early Access model unnecessary. In particular, there's no circumstance in which a game dev company simultaneously needs the early return of the EA model and also has the resources to split their studio off to make a second one. The reason they're using this model is as a metric of gauging interest to figure out how to divide their resources according to demand and to show to their investors that they're doing well.
Finally, they're working on another game at the same time as Palworld and Craftopia: Never Grave - a metroidvania roguelike with visuals similar to Hollow Knight and the capture mechanic of Super Mario Odyssey (complete with throwing your hat at enemies to possess them).
All of this paints a pretty clear, if cynical, picture of their business strategy. Pocket Pair is simply making other people's video games, but faster.
To be clear, I'm not accusing them of plagiarizing. I think Palworld is pretty distinct from Pokemon in fairly obvious ways, in the same way that Craftopia is distinct from Breath of the Wild. In addition, both games are borrowing game mechanics and ideas from more than one game each.
But at the same time, the vibe I get is less "taking inspiration from multiple sources" and more "seeing what is successful about multiple sources and combining them with the goal of making something appealing." Gamers like farming, so we added crops. Gamers like third person shooters, so we added that to Pokemon. There's no consideration for thematic cohesion or vision. I think the reason there was a controversy involving the suspected use of AI in Palworld is because there's an evident absence of artistic intent which mirrors the way AI generates images or text.
Pocket Pair Inc. is the cover band of game developers. And with Palworld they happen to have learned the crowd pleasers.
That's not to say there's no artistic value to Palworld, or even that the game isn't worth playing, or fun, or "good," whatever that means. Objectively speaking, making a game that appeals to so many people it breaks records is an accomplishment worth paying attention to, and quite frankly if that were me I'd be pretty proud of myself. But I can't help but think about that post about AAA games all being the same because studios are afraid to take risks without risking capital and then think, Palworld is a manifestation of the same problem.
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I finished Half-Life this morning and oh boi. I loved every second of it. I'm not a big fan of fps games, in fact my desire to play this game came from simultaneous recommandations from a guy whom I had an admission meeting for a school with, and a book is was reading (Video Game Storytelling by Evan Skolnick). Both praised its story and I thought "eh, why not ?".
Indeed, the story was very interesting, and shooting aliens turned out to be very fun. I also played a bit of Team Fortress 2 before starting Half-Life. I had a sudden urge to learn EVERYTHING about the tf2 characters while having no prior knowledge of the game, apart that it's a multiplayer fps. It turned out to be very fun. Knowing that Half-Life was also developped by Valve, I was pretty optimistic about my first experience with Half-Life.
One thing I absolutly loved is the graphics. "But, Nethal, they are old and the models only have 6 polygons !" that's exactly what I love. The way the scientists' faces twist when they talk is so funny. I liked having scientists and security guards follow me around, and I did my best to keep them alive as much as I could.
Going back to the story, what the FUCK was that ending ? Who is the G-Man ?? what's his connections to Gordon Freeman ??? Uuuuggrr.
Funfact : before playing Half-Life, I knew two things about the game : 1. The protagonist's name is Gordon Freeman and 2. There is a character named "G-Man", so I thought G-Man was Gordon Freeman's nickname, as in Gordon FreeMAN.
While playing, I also watched Half-Life VR but the AI is self-aware. I found out about it quickly after starting the game. I really enjoyed the beginning, so I kept on watching. Every time I reached where I stopped playing, I would stop watching, and when I continued the game, I would watch the corresponding part of HLVR:AI. I ended up finishing HLVR:AI this afternoon, and I LOVED IT. It started as a simple meme comedy and became psychological horror, only to become pure meme crack at the very end. The recurring jokes becoming actual key elements to the story was way too funny.
In conclusion : Half-Life was a game I enjoyed a lot and it has reconciled me with FPS. It may not be the genre of games I'll seek out when looking for new games to play, but I won't disregard it instantly. When my exams are over, I'll get the Orange Box to play Half-Life 2 and Portal. The next FPS I'd like to try are Doom (2016) and Halo.
#nethal chats#nethal plays#half life#hl2#half life 2#portal#tf2#team fortress 2#valve games#half life vr but the ai is self aware#hlvrai#game review#gordon freeman#gman#half life gman#doom#doom 2016
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Nagano Winter Olympics ’98
JP release: 18th December 1997
NA release: 29th January 1998
PAL release: February 1998
Developer: Konami
Publisher: Konami
N64 Magazine Score: 32%
The first Olympic title on the N64 – and, curiously, the last one on a Nintendo platform until Mario & Sonic at the Olympic Games. Olympic video games are usually collection of simple games based around Olympic Sports, often catering for multiplayer – and while Nagano does the first, it doesn’t really focus on multiplayer.
There are 10 sports – some with a few variations and are slow and tedious at best, and outright uninteresting at worst. The Skiing and snowboarding slaloms are best, but they’re both slow with some slight turns as you go through gates. The halfpipe is probably the worst, which has you copying input commands before you jump and your snowboarder doing a trick.
The AI is also insanely good at the game, so unless you manage to master the unclear and terrible controls, you’ll be happy if you make it to 15th place. The snowboard slalom is an odd exception, as I fell over a few dozen times and still won by a significant margin.
The massive let down in the multiplayer side is the complete lack of any simultaneous events. You all have to take turns setting records. Speed Skating is against an opponent, but in multiplayer you all race against a CPU player. Only curling, which is a turn-based sport, has any kind of interaction between players. On top of that, from what I can tell, each player still needs their own controller.
Nagano Winter Olympics is a shoddy sports minigame collection with poor controls and a terrible multiplayer mode.
We tried playing single Nagano events until we were really good at them. We tried the seven-event championship mode. We tried multiplayer championships. At no time – not even for a second -did we have any fun whatsoever.
- Jonathan Davies, N64 Magazine #12
Remake or Remaster?
Both older and newer Olympic titles have done a much better job than this.
Official Ways to get the game
There’s no official way to play Nagano Winter Olympics ’98
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I was watching a video discussing everything Pokemon Sword and Shield did wrong (mostly in terms of story) and while I think it's a good video for the most part, I do really disagree with the assertion that Hop's arc is good. Hop's arc is as much of a mess as everything else in that game, with some good ideas marred by godawful execution. Especially egregious to me is the way that people assert his arc is better than Hau's in Gen 7 while simultaneously missing the whole point of Hau's character, so I wrote my thoughts down. Comment was too big for Youtube, so I figured I'd post the whole uncut thing here as an analysis post
Hop's arc is still one of the biggest examples of wasted potential in the game. As it is now, it's just a half-baked mashup of Bianca's and Hau's arcs that doesn't do either the "giving up battle and becoming a professor" or "being overshadowed by a famous relative" aspects as well as them
On paper, some things work. Hop trying his best and still not being able to live up to Leon's reputation, but finding what he is good at instead is an interesting idea for a rival, but like I said, both of the main aspects of his arc are done better by prior characters and all Hop does is mash them together in an uninteresting, and sometimes incongruous way. To me, him choosing to become a Professor of all things is the most emblematic part of his wasted potential. Because... why a Professor? He says that he likes to help people, but what about being a Professor specifically is about helping people any more than, say, a firefighter? Hop could come out and say that he wants to be the next Ball Guy and it would fit just as much as his claim that he wants to be a Professor
At no point do we see Hop develop any interest in academic research. Hell, half of the time Sonia shows up to talk about the history of Galar, Hop tries to rush things and steer the direction back to battling anyway. If we take the Isle of Armor into account, then he's not even particularly good at helping or making observations about nature, since he drags us around the island making no progress because he doesn't know the difference between nectar and honey and doesn't think to slow down for half a second. It feels like they only made him a Professor to force a parallel with Sonia, making him the Sonia to our Leon, but it just doesn't make any sense for his personality or interests for him to choose that particular career path
What gets me is that the solution to this is actually presented at the end of the video: Pokemon Battle MANAGEMENT. The game is constantly telling us about how Hop studies battle tactics in order to beat Leon. He's the one making comments about our use of Super Effective Hits or Critical Hits. He's always going on about things like perfecting his throwing technique. The fact that he changes his team up shows his willingness to experiment with various tactics. So why not make him a Pokemon Battle TEACHER? And if that's too similar to Cheren in B2W2 or you don't think it makes sense given that Galar is the only region that inexplicably does not have a Trainer School, then a COACH to expand upon the parallels to modern sports. As it stands now, Hop makes it all the way to the finals for Gym Challengers and loses and just... gives up having anything to do with battle as a career forever, and I don't think that that makes any sense for him at all. He's a great battler, and what better way to utilize his skill, deep knowledge and passion for battle tactics, desire to help others, and deepen the sports aspect of the game than making him some sort of coach for aspiring Gym Challengers?
Compare that to Bianca, whose decision to become Professor Juniper's assistant at the end of the game is actually developed throughout the game. Even after our first battle with her, she's more amazed at the power of our Pokemon than the outcome of the battle, showing early on how her interest is in the actual Pokemon themselves and not necessarily combat. She's always asking questions about the world around her, and in Chargestone Cave we see her stay behind and spend time with Professor Juniper, giving us the implication that they're bonding offscreen and talking about the realities of being a Professor. She also brings up the idea of being a Professor before the postgame where she makes her decision. Hop has none of that, and at times actively goes against it by not really caring that much about Sonia's research
And while Hop's relationship with Leon is still decently well done, I still find it weaker than Hau's similar desire to escape from his family's shadows, and it drives me nuts how often people completely miss Hau's whole character arc and act like Hop having essentially the same core conflict, but with a different outcome, is groundbreaking. To an extent I can understand why, because SuMo's presentation of it is a bit weak (and I say this as someone who's loved Hau since SuMo, but even I'll admit that his arc was done much better in USUM... and was the only arc that was better in USUM), but reducing Hau down to just a happy-go-lucky rival with no real depth while building up Hop is such an insult to Hau and I see the fandom do it constantly
People forget that, like Leon to Hop, we are not Hau's endgoal; Hala is, and as such Hau's main goal isn't to be a Champion, but to be a Kahuna. The biggest difference that I find that makes Hau's story more compelling than Hop's to me is that Hau is already living with the aftermath of Hala's shadow. It's told to us in various NPC dialogue and explicitly in the SuMo postgame, but Hau's father literally left the entire Alola region and his whole family because he was sick of being compared to Hala, abandoning his young son and wife (who we can find in Hala's house) because he couldn't handle the pressure of being seen as a Kahuna's son. Hau is growing up in a broken home, and all he wants to do is succeed where his father failed, not by running from Hala's shadow and tearing apart his home, but by besting Hala and overcoming his shadow entirely. He mentions in the SuMo postgame that being the Champion is something he'd want to do to show off to his father if/when he ever sees him again, and I've always taken that to mean that he considers the Champion title to be an impressive feat that proves that he's left Hala's shadow that he can actually obtain right now, since we're told that the position of Kahuna is for life (so he can only become a Kahuna once Hala passes away)
And because people miss that context, they miss the entire point of his characterization and progression. Hau's cheerful nature is a FACADE. Gladion calls it out when you first meet him. He says that Hau IS strong, but he's kneecapped by not taking battles seriously. Why? Because he's afraid of losing to Hala even if he does give the battle his all, failing to overcome the same pressure as his father that caused him to tear their family apart. He's afraid of failure, so he chooses not to try all that hard, giving himself an excuse if he loses by claiming that he wasn't really doing his best anyway, so of course he lost. This way, he doesn't have to take responsibility for his failures and risk becoming disillusioned like his father did. Lillie's kidnapping is his turning point in both games, where he realizes that by not taking things seriously and trying to minimize his responsibility for failures, he's set himself up to ACTUALLY fail in situations that require serious effort. And it's through this that he learns how to actually overcome Hala as a Kahuna, because a Kahuna isn't just a good battler, but a local leader who bears responsibility. This is part of why I like USUM's additional scene with Hau in the Hau'oli Cemetery during Mina's trial, because he makes it more explicit that his way of doing things before was also hurting his Pokemon, who wanted to win for him but lacked his leadership to do so. It demonstrates how he's changed and how he's learning to reconcile "having fun" with responsibility, how his prior justification of "having fun" wasn't actually fun for anyone and just an escape mechanism to avoid a possibly unhappy reality
And that's not even getting into how Hau's arc fits the theme of the Alola region of family, both its good and its bad. Hau is not an exception to characters like Lillie, Gladion, and Guzma all coming from messed up homes, they just don't draw as much attention to it in the main narrative for him. He represents yet another facade that people put on in response to bad family situations, in contrast to Gladion and Guzma's anger and Lillie's anxiety and withdrawal. Hau is the "pretending everything's fine, don't cause problems" response. He even ties into the sun/moon symbolism, as his concept art notes that he's meant to be the sun to Lillie's moon. Both characters who have lost their fathers, but Hau chooses to remain boisterous and cheerful, like the sun, compared to Lillie's gentle quiet, like the moon
Hop's relationship with Leon isn't even bad, and I do find the idea of him ultimately FAILING in his goal where Hau succeeded to be an interesting twist that could have set him apart, but in comparison to Hau they just don't DO anything with it to relate it back to the themes of the game, and it ultimately comes across as just setup for the nonsensical Professor career swap. There was so much potential to expand the idea into the more sports-oriented aspects of Galar by showing Hop wanting fame and trying to be more showy, marketing himself as Leon 2.0, and trying to make his own fanbase the way that Marnie has Team Yell all in an effort to get his family's attention only for his fans to leave him after a catastrophic loss to Bede rather than just having him lose to Bede offscreen and then feeling bad about being worse than Leon for the rest of the game. They could have tied him more to the "strength" themes that they claim to have by showing him as the SHIELD to Leon's SWORD, with Leon having the offense and power, but lacking the tactical prowess that Hop has, and Hop coming to realize that a slower and more analytical approach can be a different kind of strength when compared to his prior rushing around trying to catch up to Leon. This could all come to a head in Hop choosing to become a battle coach/manager, accepting that he doesn't need the same fame that Leon has to be his equal by taking a less showy job, becoming the shield who protects and helps the newer Gym Challengers in contrast to Leon's sword that inspires them to take action
Bianca has a complete arc that takes her from not knowing what she wants to do with her life, to exploring various options like battle, modeling, and research, to finally settling on research after a game showing her curiosity about the world around her. She has a design and name that make her the White to Cheren's Black and a mirrored arc to him, where he starts out confident about wanting to be the Champion only to start losing faith and having to build himself back up, both arcs fitting into the theme of BW about exploring the grey areas in life, and the unexpected paths. Hau has a complete arc that takes him from a kid who refuses to take things seriously as a fear response to failure brought about by his father's choices to one who takes responsibility and ends up growing into his grandfather's shoes because of it where his father failed. He's the Sun to Lillie's Moon in both design and personality, with a story arc that fits into Alola's theme of family
But Hop has a relationship with Leon that serves as nothing more than setup for a decision that I feel goes against everything we're shown about his character, doesn't particularly tie into the themes of the game, and doesn't capitalize on the aspects that they set up that could have really set him apart from other rivals. I don't even necessarily dislike Hop as a character, and I don't agree with the fandom constantly conflating him with Hau because it's obvious to me that while they do have a number of superficial similarities, Hau's laid-back attitude and inability to take things seriously at the start is the antithesis to Hop's over-exuberant persona and tendency to take things TOO seriously, with their arcs ultimately taking the same idea (family's shadow) in different directions, but I can hardly defend Hop's writing when the end conclusion that they come to with him is such a non sequitur from what we're shown throughout the game. On paper, using his relationship with Leon and the framing of the pressure that professional sports puts on people to set up a career change isn't bad, and I do like how they try to show his struggle with his changing teams, but all they use his relationship with Leon for is set dressing for his nonsensical decision to be a Professor, and that ends up bringing his actually decent (but not fully used to its full potential) relationship with Leon down in my eyes
The end result for me is that Hop ends up lost in the mess of rivals in SwSh, all of whom really fail to live up to their full potential from interesting concepts to me, but at least Marnie and Bede don't actively make me want to rip my hair out the way that Hop's decision to be a Professor does. He's ultimately a victim of SwSh's overall shoddy and rushed writing the same as everyone else, but Hop is the character that I find the most frustrating because the ideas are there, they just aren't pushed to the level that they could be and that's what makes him the biggest waste of opportunity in my eyes
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The changes are dumb because it treats the audience like we’re children that can’t handle hard topics, and the rest is putting a bandaid on a stab wound.
Also for the record, I have 20 hours in the game and bought it in 2016. It was one of the first games I bought on Steam. I played through all the story modes up until Annie’s release. I’m not good at the game, but I have fun playing it.
“They removed Nazi armbands!”
The rest of the Black Egret outfits are heavily inspired by Nazi uniforms. Removing the arm bands is belittling. “No more arm bands! They’re not Nazis anymore! It’s okay now!” Like. Bro. They’re still an authoritarian government. They still have the rest of the uniforms.
Also it’s not Nazi armbands, but Nazi-inspired. Yes I’m a pedant but I wanna clear things up.
“They’re not sexualizing children anymore! The game is playable now!”
Filia isn’t a child. She’s not real. The devs could’ve easily changed her age to 18. I dunno about you, but like. This is a video game. It’s pixels and code. To solve the “underage panty shots!!” issue, just bump her age up a few years.
The changes were also done to Cerebella, who’s 18 years old and really really wants to bang her father figure, by the way. That wasn’t changed! What, they’re okay with incest but not Cerebella’s outfit being torn up as she’s stabbed by Eliza?
The problem doesn’t lie with changing the panty shots. The problem lies with how insulting it is. The changes are so minimal, yet the dev update acts like it’s a win for a fight against sexism.
The second problem is that the sexiness is built into the game. Every gal (except Umbrella) has her tiddies out and has a short skirt and all that. It is the core identity of this game. Changing these little things and acting like they saved the city is laughable. Buddy, the rest of the game is full of this shit and you’re acting like the game is finally playable now!
“Showing police brutality is in bad taste! It’s good it was removed!”
Again, it treats the audience like we’re widdle babies who can’t handle anything harsh in a fighting game. Big Band’s backstory is uncomfortable, and it’s supposed to be! Altering the imagery to be aesthetically worse and removing a visual of what happened to Big Band treats the audience like we’re too immature to handle any uncomfortable imagery.
They also butchered the noir aesthetic by making it all red.
They also removed guest art from the art book and altered concept art.
I haven’t seen a single soul defend this, but I’m gonna touch on it.
Fuck. This.
People paid for a digital artbook and it was altered. Concept art was changed, which is stupid because concept art shows ideas in development, and pieces of guest art, some of which were apparently for a charity, were removed.
How fucking scummy is that, to take away things someone already paid for? This is the digital hell of our future. People were up in arms about HBO Max removing shows. This is a smaller version of the same thing. And for it to be guest art, by fans of the game?! What a spit in the face!
The Skullgirls controversy isn’t about panty shots and Nazi armbands, even if some people make it out to be that way.
It’s about how the devs think we’re too immature to handle certain topics while simultaneously wanting to show off how they’re good people now in the wake of the Mike Z controversy. In reality, what they did was a thin smokescreen of doing fuck all and nothing, while insulting its core fan base by acting like we’re all stupid babies who only want to see panty shots.
You wanna stop with the sexualization of the characters? Better redo the entire game. Stick to your values. Don’t do this shallow appeasement.
lmao. "hey it's been 10 years we should maybe get rid of the nazi armbands and some of the sexulizaion of like. the young characters. a little bit." gamers: "NONONONNONONO CENSORSHIP!!!!!" like fucking clockwork.
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Beyond the Game: What You Really Learn in Football Classes
Introduction: More Than Just Kicks and Goals
When most people hear the phrase football classes, they think of cones, drills, and scrimmages. Maybe even fitness routines and tactical diagrams. While these are certainly foundational, the real value of structured football education lies far deeper. Beneath the surface, football classes offer a complete system for developing not just athletes—but decision-makers, leaders, and resilient individuals.
This article dives into the layered experience of football classes and how they shape young players far beyond the final whistle.
Chapter 1: The Physical Blueprint
Football is a demanding sport. It challenges speed, endurance, agility, and strength—all simultaneously. Football classes are designed not just to teach players how to play the game, but how to sustain it over 90 minutes, week after week.
Foundational Skills
From the first session, players encounter the fundamentals:
Ball control
Passing mechanics
Dribbling under pressure
Basic defensive positioning
These core skills are revisited continuously, even at advanced levels. Football classes apply repetition with progression—starting with isolated drills and scaling up to real-game applications.
Athletic Development
Players are also introduced to structured physical conditioning:
Plyometric exercises to build explosive speed
Mobility and flexibility drills to prevent injury
Aerobic and anaerobic training for endurance
Unlike casual play, football classes maintain a physiological focus. Coaches plan sessions with rest intervals, load management, and long-term player development in mind.
Chapter 2: Cognitive Evolution
While physical development may be obvious, football classes have a quieter effect on cognition that’s equally transformative.
Decision-Making Under Pressure
In the game’s dynamic environment, decisions must be made in fractions of a second. Should I pass or dribble? Where will the opponent move next? Which space can I attack?
Football classes simulate these scenarios repeatedly, training the brain to:
Process visual information quickly
Weigh tactical options
Anticipate movement and transitions
Over time, players learn to rely on instinct backed by structured experience—a hallmark of high football IQ.
Tactical Understanding
Good football isn’t just skillful—it’s intelligent. Football classes walk players through the systems that govern successful team play:
Pressing strategies
Positional rotations
Off-the-ball movement
Defensive shapes and spacing
These aren’t concepts players typically grasp on their own. Through guided analysis, classroom sessions, and video reviews, football classes decode the logic behind every action on the pitch.
Chapter 3: Emotional Intelligence on the Pitch
Here’s a side of football often ignored: emotion. Whether you win, lose, start, or sit on the bench, football evokes powerful feelings. Football classes train players not only to cope but to channel their emotions productively.
Resilience and Grit
Losing a game. Getting subbed off. Making a mistake in front of teammates. These are real experiences young players face. Structured football classes build coping mechanisms through:
Constructive feedback
Recovery strategies (both physical and emotional)
Emphasis on growth over perfection
Players who go through consistent football education often develop stronger emotional regulation than their peers in unstructured environments.
Leadership and Empathy
Team sports, especially football, require clear communication, trust, and collaboration. Football classes promote leadership not just through captains, but through:
Peer coaching
Role accountability
Conflict resolution exercises
This builds emotional maturity and empathy—skills that matter long after the game ends.
Chapter 4: The Social Architecture
Football is inherently social. Football classes create a structured environment where players from diverse backgrounds unite for a shared goal. This promotes inclusion and social development in unique ways.
Shared Identity
Through regular interaction, players develop a shared vocabulary, routines, and experiences. This creates:
Team chemistry
A sense of belonging
Collective motivation
For many young players, football classes become their primary social group—offering support, identity, and purpose.
Accountability and Discipline
Attending sessions on time. Wearing proper gear. Listening to coaches. Supporting teammates. These routines build responsibility and personal accountability.
In structured football classes, behavior is measured just as much as performance. The result? Players learn to respect systems, time, and others—skills transferable to academics, work, and life.
Chapter 5: Education Beyond the Field
Football classes are not just a gateway to professional football; they are a platform for holistic growth. Many programs now include modules that intersect with life off the field.
Sports Nutrition and Health Literacy
Players learn the fundamentals of:
Hydration strategies
Macronutrient balance
Injury prevention
Sleep and recovery
These aren’t just athlete lessons—they’re lifelong wellness habits.
Media Literacy and Digital Behavior
With growing online presence in sports, players are also introduced to:
Responsible social media use
Athlete representation online
Handling criticism and praise digitally
Some advanced football classes even include workshops on public speaking, interviews, and mental health awareness.
Chapter 6: The Competitive Edge
Of course, competition remains at the heart of football. But the way competition is approached in football classes is markedly different from unsupervised play.
Structured Progression
Players move through levels not based on age alone, but ability and readiness. This ensures challenges are matched to capability—promoting growth without burnout.
Exposure to Scouting and Higher Levels
While not all football classes are pipelines to professional clubs, many do offer:
Trials
Inter-academy matches
Exposure to licensed scouts
This creates pathways for those who want to take football further, while still benefiting those who simply love the game.
Final Whistle: Why Football Classes Matter
Football classes are not a luxury—they're a developmental framework. They provide structure, safety, mentorship, and long-term growth for young players. Whether someone ends up on a pro pitch or not, the experience molds individuals who are more focused, communicative, resilient, and socially intelligent.
For parents wondering if structured training is worth it, or for players debating whether they need more than weekend kickabouts—know this: football classes don’t just build footballers. They build people.
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5G Revolution: How It’s Transforming Mobile Phone Performance
Introduction:
In our fast-paced world, sluggish internet speeds and limited connectivity are frustrating barriers to productivity and entertainment. Whether streaming videos, playing online games, or participating in video calls, slow data speeds can disrupt experiences and hinder communication.
Picture yourself in the middle of an important virtual meeting when your video freezes due to a poor connection. Or imagine trying to download a file quickly, only to wait minutes because of inadequate network speeds. Such delays aren’t just annoying — they can be costly in terms of time and missed opportunities.
Enter 5G technology, the game-changer that’s revolutionizing how we connect, work, and play. With lightning-fast speeds, ultra-low latency, and the ability to support millions of devices simultaneously, 5G is unlocking unprecedented possibilities for mobile performance.
What Is 5G, and Why Does It Matter?
5G, the fifth generation of wireless network technology, is more than just an upgrade — it’s a complete transformation in how data is transmitted and consumed. It offers:
Speeds up to 100x faster than 4G.
Latency as low as 1 millisecond, enabling near-instantaneous data transmission.
Massive connectivity, supporting up to 1 million devices per square kilometer.
This leap in performance is paving the way for new innovations and redefining mobile phone capabilities.
The Benefits of 5G for Smartphone Users
1. Blazing-Fast Internet Speeds With 5G, downloading a full-length HD movie takes just seconds. Streaming services like Netflix and YouTube load instantly, and buffering becomes a thing of the past.
2. Seamless Connectivity for Smart Devices 5G supports the growing Internet of Things (IoT) ecosystem, enabling smoother communication between smartphones, smartwatches, smart home devices, and more.
3. Enhanced Gaming Experiences Mobile gamers benefit from ultra-low latency, ensuring smooth gameplay with minimal lag. Multiplayer games and cloud gaming platforms operate seamlessly, delivering console-quality experiences on mobile devices.
4. Improved Video Calls High-definition video calls become more stable, even in crowded areas, making remote work and virtual meetings more reliable.
5. Future-Proofing Devices Investing in 5G-ready smartphones ensures compatibility with cutting-edge technologies and networks for years to come.
Industries Transformed by 5G
1. Healthcare 5G enables real-time telemedicine, remote surgeries using robotics, and faster transmission of medical data, improving patient outcomes and accessibility.
2. Entertainment Streaming platforms leverage 5G to offer augmented reality (AR) and virtual reality (VR) experiences with minimal latency, transforming how we consume content.
3. Transportation 5G powers autonomous vehicles by enabling instant communication with traffic systems, other vehicles, and road infrastructure.
4. Retail Enhanced mobile connectivity supports immersive shopping experiences through AR apps, enabling virtual try-ons and interactive store navigation.
5. Education Virtual classrooms and interactive learning platforms benefit from the stability and speed of 5G, making education more accessible and engaging.
Challenges of Adopting 5G
While 5G offers significant advantages, its rollout comes with challenges:
Limited Coverage: Initial deployment focuses on urban areas, leaving rural regions with slower adoption rates.
Cost of Upgrading Devices: Consumers may need to invest in 5G-compatible smartphones, which can be expensive.
Infrastructure Development: Building 5G networks requires substantial investment in new infrastructure.
How to Maximize the Potential of 5G on Your Smartphone
1. Upgrade to a 5G-Compatible Phone Ensure your device supports 5G to take full advantage of its capabilities. Popular options include flagship models from brands like Samsung, Apple, and Google.
2. Choose the Right Network Plan Select a mobile carrier that offers extensive 5G coverage and competitive data plans.
3. Keep Software Updated Regular updates optimize your phone’s performance and compatibility with 5G networks.
4. Protect Your Device With increased speeds, data usage may also increase. Use a reliable security app to safeguard your personal information.
The Role of Repair Shops in the 5G Era
As 5G technology continues to evolve, repair shops like The Mobile Hut are adapting to meet the needs of consumers:
Upgrading Devices: Helping users transition to 5G-compatible smartphones through repairs and refurbishments.
Network Optimization: Ensuring phones are configured correctly to access 5G networks.
Education: Informing customers about the benefits and potential of 5G technology.
Why Choose The Mobile Hut for Your 5G Transition?
At The Mobile Hut, we specialize in helping customers navigate the shift to 5G with:
Expert Guidance: Our team provides personalized advice on choosing the right 5G-compatible devices and network plans.
Affordable Repairs and Upgrades: We offer cost-effective solutions to make your phone 5G-ready.
Comprehensive Support: From troubleshooting connectivity issues to optimizing settings, we’re here to ensure a smooth transition.
What the Future Holds with 5G
The impact of 5G extends far beyond smartphones. As its adoption grows, we can expect advancements in:
Smart Cities: Real-time data transmission will power smarter urban infrastructure.
AR/VR Applications: Immersive experiences will become part of everyday life, from gaming to workplace training.
AI Integration: Faster networks will enable AI-driven services to operate in real-time, enhancing everything from customer support to personalized recommendations.
Conclusion: Embrace the 5G Revolution
The advent of 5G is more than just a technological upgrade — it’s a paradigm shift that’s transforming industries, improving daily life, and opening up new possibilities for innovation.
At The Mobile Hut, we’re here to help you embrace this revolution. Whether you need a 5G-compatible phone, expert repairs, or guidance on making the most of this cutting-edge technology, we’ve got you covered.
Don’t get left behind in the 4G era. Visit us today and step into the future with 5G-powered connectivity!
#5g Network#Mobile Repair#Phone Repairs#Mobile Services#Mobile Accessories#smartphone repair#phone service#phone cases#phone accessories#mobile service centre#mobile covers
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5G IoT Market Demand, Key Growth, Opportunities, Development and Forecasts to 2024-2034
5G IoT market: Transforming Industries with Faster Connectivity and Smarter Solutions
The 5G IoT market is rapidly evolving, marking a pivotal shift in the way industries operate and individuals interact with technology. As the world moves toward smarter, more connected environments, the convergence of 5G technology and the Internet of Things (IoT) is set to unlock an array of new possibilities. By offering ultra-fast data speeds, low latency, and enhanced connectivity, 5G is poised to revolutionize the IoT landscape across sectors ranging from healthcare and manufacturing to smart cities and automotive.
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What Is the 5G IoT market?
The 5G IoT market refers to the integration of 5G wireless technology with the Internet of Things (IoT), enabling a new generation of high-performance, ultra-reliable, and low-latency connected devices. While IoT networks already allow devices like sensors, wearables, and smart appliances to communicate, the capabilities of 5G will take this interconnectivity to unprecedented levels.
5G, the fifth generation of wireless technology, offers significantly faster speeds (up to 100 times faster than 4G), low latency (below 1 millisecond), and the ability to support a massive number of connected devices simultaneously. These advantages make 5G an ideal enabler for the Internet of Things, where millions of devices need to be connected efficiently and in real-time.
How 5G Is Changing the IoT Landscape
The integration of 5G technology with IoT systems is unlocking new opportunities in a wide range of industries. Here’s how 5G is enhancing the performance and potential of IoT devices:
1. Faster Data Transfer and Increased Speed
With 5G’s blazing-fast download and upload speeds, IoT devices can send and receive large volumes of data almost instantly. This is critical for industries that require real-time data analysis, such as autonomous vehicles, healthcare monitoring, and industrial automation.
For example, in autonomous driving, 5G networks enable vehicles to communicate with each other and with infrastructure (such as traffic lights) in real time, drastically improving safety and traffic management.
2. Low Latency for Real-Time Decision Making
The ultra-low latency of 5G networks (less than 1 millisecond) allows for near-instantaneous communication between devices. This is essential for applications where split-second decisions can make a difference, such as in remote surgeries or industrial robots operating on factory floors.
In healthcare, 5G allows for high-quality video streaming, remote monitoring of patients, and the use of wearable devices that send continuous data to medical professionals. This opens up the potential for telemedicine and more efficient, timely interventions.
3. Supporting a Massive Number of Devices
5G’s ability to handle an enormous number of simultaneous device connections is a game changer for the IoT market. While 4G networks could support around 50,000 devices per square kilometer, 5G can support up to 1 million devices in the same area. This is crucial for the smart city concept, where everything from streetlights to waste management systems is connected.
Smart cities and smart homes will benefit from this increased capacity by allowing a vast number of sensors and devices to operate simultaneously without slowing down the network. This enables smart grids, improved traffic management, and better waste disposal systems, among other innovations.
4. Improved Network Reliability and Coverage
5G networks provide superior reliability and extended coverage, ensuring that IoT devices stay connected, even in remote or rural locations. For agriculture, this means deploying sensors in fields to monitor soil moisture, weather conditions, and crop health. Similarly, 5G networks support the extensive use of IoT in transportation, logistics, and supply chain management, ensuring that critical assets are constantly tracked and managed.
Key Drivers of Growth in the 5G IoT market
The 5G IoT market is witnessing rapid expansion due to several factors:
1. Growing Adoption of Smart Devices
With the increasing adoption of smartphones, wearables, smart home products, and connected vehicles, the demand for reliable, high-speed connectivity is at an all-time high. The need for faster, more efficient communication between these devices drives the demand for 5G-enabled IoT systems.
2. Industry 4.0 and Digital Transformation
The rise of Industry 4.0 is driving the adoption of IoT devices in manufacturing and industrial applications. With 5G, factories can deploy a wide range of connected devices, such as sensors, cameras, and robotic systems, that can communicate in real-time to optimize production lines, reduce downtime, and improve efficiency.
3. Increased Need for Automation and Remote Monitoring
The demand for automation across industries like healthcare, manufacturing, agriculture, and transportation is driving the need for 5G-enabled IoT solutions. 5G’s ability to support high-density networks and ultra-low latency is crucial for enabling real-time remote monitoring, predictive maintenance, and automation of complex processes.
4. Smart Cities and Infrastructure Development
The development of smart cities is another key factor driving the growth of the 5G IoT market. IoT devices deployed in smart cities are designed to enhance urban living by improving public safety, reducing traffic congestion, conserving energy, and enabling efficient public services. With the speed, scalability, and reliability of 5G, cities can deploy smart systems that can handle large amounts of data and facilitate seamless communication between devices.
Key Challenges in the 5G IoT market
While the 5G IoT market holds immense potential, several challenges remain:
1. High Infrastructure Costs
The deployment of 5G networks requires significant investment in infrastructure, including new cell towers, fiber optics, and network equipment. This high upfront cost may limit the adoption of 5G in certain regions, particularly in developing countries.
2. Security Concerns
As more devices become connected to the internet, the potential for cyberattacks and data breaches increases. Ensuring robust cybersecurity for 5G-enabled IoT systems is critical, particularly in sectors like healthcare and autonomous vehicles where the stakes are high.
3. Interoperability
The IoT ecosystem consists of a wide range of devices, technologies, and protocols, which may not always be compatible with 5G networks. Achieving seamless interoperability between devices, networks, and platforms is a challenge that requires standardization and collaboration across the industry.
Future Outlook of the 5G IoT market
The future of the 5G IoT market is incredibly promising. As the deployment of 5G networks continues to expand globally, more industries will leverage the technology to drive innovation, improve efficiency, and enhance customer experiences. The development of advanced applications in healthcare, transportation, manufacturing, and smart cities will be particularly transformative.
Furthermore, with advancements in edge computing, which allows data processing closer to the source of data generation, the full potential of 5G IoT will be realized. This will enable even faster decision-making and further reduce latency.
Conclusion
The 5G IoT market is set to redefine industries by enabling faster, more reliable, and scalable connectivity for billions of devices. From smart cities and healthcare to manufacturing and automotive, the fusion of 5G and IoT will unlock a world of possibilities for businesses and consumers alike. While there are challenges to overcome, such as infrastructure costs and security concerns, the long-term impact of 5G-enabled IoT will be profound, driving digital transformation and creating new opportunities for innovation and growth. As 5G networks continue to expand and mature, the future of IoT looks brighter than ever.
#5G IoT Market Share#5G IoT Market Demand#5G IoT Market Scope#5G IoT Market Analysis#5G IoT Market Trend
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How to Assess a Refurbished Laptop's Specifications

In the technologically advanced world of today, laptops are becoming necessary instruments for business, education, and leisure. However, purchasing a brand-new laptop can be a significant financial burden, especially when you need a high-performance device. Here's where reconditioned laptops come into play—they provide an affordable option without sacrificing quality. But before you buy a refurbished laptop, it’s crucial to evaluate its specifications to ensure it meets your needs. We'll walk you through the most important things to take into account in this article while assessing a refurbished laptop's features, especially when it comes to refurbished laptops in India.
Why Choose a Refurbished Laptop?
Refurbished laptops are pre-owned devices that have been restored to like-new condition, often following thorough inspections, repairs, and upgrades. Unlike second hand laptops, which are sold as-is, refurbished laptops typically come with warranties and guarantees of functionality. They offer excellent value for money, making them a popular choice for students, professionals, and budget-conscious buyers.
Key Specifications to Consider When Evaluating a Refurbished Laptop
When shopping for a refurbished laptop, you need to pay close attention to its specifications to ensure it can handle your specific tasks. Here’s what to look for:
1. Processor (CPU)
The processor is the heart of any laptop, determining its ability to handle various tasks. For most users, a laptop with an Intel Core i5 or i7 processor, or an AMD Ryzen 5 or 7, is ideal. These processors provide a good balance between performance and energy efficiency, allowing you to run multiple applications simultaneously without slowdowns.
Intel Core i5/i7: Great for work in an office, moderate gaming, and multimedia.
AMD Ryzen 5/7: Offers excellent performance for both productivity tasks and more intensive applications like video editing.
2. Memory (RAM)
RAM (Random Access Memory) is critical for multitasking and ensuring smooth performance when running multiple applications. A refurbished laptop with at least 8GB of RAM is recommended for most users, while 16GB or more is ideal for those who work with resource-intensive software like video editing, graphic design, or programming.
8GB RAM: Ideal for routine chores like document editing, online surfing, and light multitasking.
16GB RAM: Better for demanding applications, like graphic design, gaming, or software development.
3. Storage (SSD vs. HDD)
Important things to think about are the kind and quantity of storage. Conventional Hard Disk Drives (HDDs) are slower and less dependable than Solid State Drives (SSDs). An SSD significantly reduces boot times, improves application load speeds, and provides a more responsive experience overall.
SSD (Solid State Drive): Look for at least 256GB of SSD storage for faster performance, though 512GB or more is ideal if you store large files.
HDD (Hard Disk Drive): Usually cheaper and offers more storage space, but it's slower compared to SSDs. If you need large storage at a lower cost, an HDD might be an option, but consider combining it with an SSD for better performance.
4. Graphics Card (GPU)
The GPU (Graphics Processing Unit) on your reconditioned laptop is essential if you want to use it for graphics creation, gaming, or video editing. Dedicated GPUs, like those from NVIDIA or AMD, are essential for handling graphic-intensive tasks.
Integrated Graphics: Sufficient for everyday tasks and light multimedia usage.
Dedicated Graphics (NVIDIA/AMD): Nvidia or AMD dedicated graphics are needed for video editing, 3D rendering, and gaming. Look for laptops with at least an NVIDIA GTX 1050 or AMD Radeon equivalent for moderate gaming or design work.
5. Display
The display quality is important, especially if you spend long hours in front of your laptop. Panel type, resolution, and screen size are important considerations.
Screen Size: While a 17-inch monitor gives greater screen real estate for gaming or creative work, a 13–15-inch panel is perfect for mobility.
Resolution: The standard Full HD (1920x1080) is appropriate for the majority of users. Higher resolutions like 4K are better for video editing, graphic design, and media consumption.
Panel Type: IPS panels offer better color accuracy and wider viewing angles, making them ideal for designers and photographers.
6. Battery Life
Battery life is a crucial consideration, especially if you need your laptop for work or study on the go. Check the battery’s health and estimated life, which is often listed in the product description for refurbished laptops.
6-8 hours: Adequate for most users.
8+ hours: Ideal for professionals who need long-lasting power throughout the day.
7. Operating System (OS)
Ensure the refurbished laptop comes with a genuine operating system, such as Windows 10 or 11, macOS, or Linux. A genuine OS is important for security, software compatibility, and receiving regular updates.
8. Connectivity Options
Make sure it has the necessary connectivity features, such as Bluetooth, HDMI, USB ports, and Wi-Fi. Modern laptops may also include USB-C ports for faster data transfer and charging. Ensure the laptop has the ports and connectivity options you need for your peripherals and accessories.
9. Build Quality and Design
Although performance is key, the build quality and design of the laptop should not be overlooked. Seek for a laptop with a dependable construction, a cozy keyboard, and a snappy touchpad. If you value portability, take into account the thickness and weight of the laptop.
10. Warranty and Return Policy
One of the advantages of refurbished laptops over second hand laptops is the warranty. Make sure the laptop is covered by a guarantee, which usually lasts between three and twelve months and gives you piece of mind in the event that something goes wrong. Also, check the return policy, so you can return or exchange the laptop if it doesn’t meet your expectations.
Where to Buy Refurbished Laptops in India
When buying a refurbished laptop in India, it’s essential to choose a reputable seller that offers quality assurance and good customer support. Websites like Retechie provide a wide range of refurbished laptops from trusted brands, ensuring you get a reliable device that suits your needs and budget.
Conclusion
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i was going to give my ranking of hxh arcs but tbh i enjoy/don't enjoy them for such different reasons that it feels impossible to try to directly compare them. i also could not possibly justify ranking the chairman election arc as highly as i would. general quick thoughts on each instead
hunter exam - it took me a little while to get into it, but starting from around netero's introduction it really picks up and the ending is stellar... on mc+ keith talks about how the show makes you nostalgic for the hunter exam as it goes on and it is kind of great how an arc that feels full of danger and uncertainty at the time becomes almost cute and whimsical in retrospect.
zoldyck manor? - not sure if this counts as an arc but i like it. there's some excellent work in tone with how simultaneously dark and goofy it is.
kevin's heaven's arena - sure does exist. speaking of arcs that feel different in hindsight, greed island kind of makes this arc look worse because that also had a shitton of exposition but it was with a wacky character in a wacky setting while in kevin's arena you're getting powerpoints from a kind of boring character in a kind of boring setting. there's nothing about this arc i really hate, but not much i enjoy either.
yorknew city/phantom troupe - YEAH BABEY. if we go by the dichotomy that everyone is either a yorknew fan or an ants fan, i am definitely a yorknew fan. i love the setting, i love the parade of freaks, i love the inexplicable lengthy digressions about art forgery. all of the character writing is so sharp and funny and tragic. i could talk for ages about how many things i like about this arc on a beat-by-beat level. on a broader level, the pacing is also excellent (even with the lengthy art forgery digressions) and i love how it's a break from the very typical battle shonen-y structure of the surrounding arcs.
greed island - i wasn't expecting to like greed island because i don't like training arcs and have very little interest in stories that deal with video game mechanics but for some reason i really enjoyed it - it's partly because the arc just has great character work (this is where killua emerged as my favorite and stayed that way for the rest of the series even though he was squarely my least favorite of the main four for quite a while in the beginning) and partly because togashi is having so much fun with his own worldbuilding and bizarre ideas that it's hard not to get drawn in. the video game aspect is less interested in the crunchy mechanics... well, it is interested in the crunchy mechanics, but it takes a very broad view of the game's design as well, which is a lot more fun to me. obviously the weak point of this arc is that the villain just sucks ass. i won't deny that.
chimera ants - wellll sure. i like a lot of this arc, especially the continued character and relationship development for gon and killua and a bunch of the new characters on the hunter side, but the stuff i enjoyed most wasn't really specific to the ants. i didn't hate them but i struggled to find them as interesting as togashi clearly did and that's... an issue when the arc is as long and ant-focused as it is.
13th chairman election - i completely understand the flaws that other people see in this arc but i simply enjoy the events that take place and sometimes that's enough. it's a stupid political farce that for some reason has been jammed into the same space as a fucked-up family drama. and the stupid political farce is also a fucked-up family drama itself. it's just so weird and specific that i can't help but like it.
dark continent - i barely remember anything that happened this arc. i do think it's really funny that togashi takes a second pass at the same bit nobody liked in yyh where he starts explicitly powerscaling and says that actually all those past insanely powerful villains are weaksauce b-tier fools and all the real strong guys are over there -> go there now -> -> -> it's not better this time but it is funnier because he's doubling down.
succession crisis - the fact that i don't like something called the succession crisis arc is hilariously out of character but sorry the pacing of this is just so weird and i find it hard to care about most of what's happening. there are definitely parts i like but they're swimming in a sea of togashi just throwing out absolute overload of new characters and ideas too fast to actually develop most of them.
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