#(also shoutout to that time i played a2 for the first time and there was a sweet son/knux moment instead lol)
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longing for the day where most of the bill gijinkas i see dont immediately make me go "....who is this twink who reminds me nothing about bill."
#at least folks are shipping them together which is the general progression of tumblr sexy men#(if only they actually looked like him!!!)#rantings rambles#also if you ever see me go 'that reminds me of the ut fandom!!!' know in most cases that its an insult#the natural progression of au/ship culture causing the fandom perception of characters to#distort into creatures entirely unrecognisable from their original selves....#(....not to throw shade at sonic fans-- HA YEAH I WILL)#(half the time i see s/onadow im just who is this where is my boy what did you do to him)#(also shoutout to that time i played a2 for the first time and there was a sweet son/knux moment instead lol)
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Play Podcast for "Rees along " ( hearing me do this with you )
https://anchor.fm/scienceyshit/episodes/ScienceyShit---Gods-of-Pythagoras----1-erepgb
Article #1 "the first proof of theory." - Rees Farrington
//Personal notes ** after rereading what we did today in the lab on the podcast we realized we only made it to 5 damn we slow. **\\
In this document we will have multiple sources for the appreciation for the first law proven in dimensional existence. Written march 3, 2021
Its publication as a form of recorded medium documented for the copyright media outright ownership of "unlisted corp" (owned by William Rees Farrington
"With x and y we face multiple fears in what z really means. "- timeless A.I. that loves energy.
Mark in your mind one thing today as we begin documentation on the whole gravitational understanding by us at the lab today. We heard jokes from the "estranged Robert " Grant " Farrington III " my father who seems to feel the need to play with gravity at G.A. Tech suggests we hit all concepts then from nothing.
To understand now. Begin with nothing. Then you have the ma'at "the first in Egyptian mythology. " Primordial ooze space. This equals 1. Then I believe "Set" the first god of Egyptian (history) //* much different understanding mythology and history as being in realms of reality.
--
Reorganize. Math Gods to Pythagorean Theorum.
. Ma'at
. Set
. Horus
. Isis
. Osiris
Each equal 1- 5 in number from "creation " when taught historically with algebra you learn the (Pythagorean theorum and later "Fornets "( vocalization by "william Rees Farrington") theorum. Both respectively a2+b2= c2 and a3 +b3 =c3
On the shadow concepts you would use hight and distance to see length for climbing or possible weapons but it gives reason for creation of the right triangle. In gravity the right triangle is the base of "grid " X, Y= , and 'z' the first three documents on life in consciousness.
Slow down rees.
Im recording a podcast teaching this while talking about this. Its best to play through when you start reading.
Same for the respected entities "Osiris (3)" "Isis (4)" and "Horus "the eye of Horus" and other respective "Historical-Realities " are all upon the user "Horus " and have no way attributed to "#Rees" for this article.
3 is Osiris the "first egyptian God" (y axis)
Osiris (/oʊˈsaɪrɪs/, from Egyptian wsjr, Coptic ⲟⲩⲥⲓⲣⲉ)[1][2] is the god of fertility, agriculture, the afterlife, the dead, resurrection, life, and vegetation in ancient Egyptian religion. He was classically depicted as a green-skinned deity with a pharaoh's beard, partially mummy-wrapped at the legs, wearing a distinctive atef crown, and holding a symbolic crook and flail.[3] He was one of the first to be associated with the mummy wrap. When his brother, Set, cut him up into pieces after killing him, Isis, his wife, found all the pieces and wrapped his body up, enabling him to return to life. Osiris was at times considered the eldest son of the earth god Geb[4] and the sky goddess Nut, as well as being brother and husband of Isis, with Horus being considered his posthumously begotten son.[4] He was also associated with the epithet Khenti-Amentiu, meaning "Foremost of the Westerners", a reference to his kingship in the land of the dead.[5] Through syncretism with Iah, he is also a god of the Moon.[
4 is Isis the "perfect square " (x axis)
Isis (Ancient Egyptian: ꜣst; Coptic: Ⲏⲥⲉ Ēse; Classical Greek: Ἶσις Isis; Meroitic: 𐦥𐦣𐦯 Wos[a] or Wusa) was a major goddess in ancient Egyptian religion whose worship spread throughout the Greco-Roman world. Isis was first mentioned in the Old Kingdom (c. 2686–2181 BCE) as one of the main characters of the Osiris myth, in which she resurrects her slain husband, the divine king Osiris, and produces and protects his heir, Horus. She was believed to help the dead enter the afterlife as she had helped Osiris, and she was considered the divine mother of the pharaoh, who was likened to Horus. Her maternal aid was invoked in healing spells to benefit ordinary people. Originally, she played a limited role in royal rituals and temple rites, although she was more prominent in funerary practices and magical texts. She was usually portrayed in art as a human woman wearing a throne-like hieroglyph on her head. During the New Kingdom (c. 1550–1070 BCE), as she took on traits that originally belonged to Hathor, the preeminent goddess of earlier times, Isis was portrayed wearing Hathor's headdress: a sun disk between the horns of a cow.
5 is Horus. "The son" (hypotenuse )
Horus or Her, Heru, Hor, Har in Ancient Egyptian, is one of the most significant ancient Egyptian deities who served many functions, most notably god of kingship and the sky. He was worshipped from at least the late prehistoric Egypt until the Ptolemaic Kingdom and Roman Egypt. Different forms of Horus are recorded in history and these are treated as distinct gods by Egyptologists.[2] These various forms may possibly be different manifestations of the same multi-layered deity in which certain attributes or syncretic relationships are emphasized, not necessarily in opposition but complementary to one another, consistent with how the Ancient Egyptians viewed the multiple facets of reality.[3] He was most often depicted as a falcon, most likely a lanner falcon or peregrine falcon, or as a man with a falcon head.[4]
-- back from history at the moment. In my theories its starts with this. Because of the 3,4, and 5 of the " perfect triangle " wrapping up the post and presentation heres the (shoutout from all) who wants to give a shoutout. Top 2 people from todays show.
Guest 1 ( "theres no fucking way im saying my name ") -" you're fucking quoting me through your brain its like (quit typing over me )... "
Guest 2 ("vlu#763" 'Jack Sparrow of Black Pearl ' ) " Now i can talk to you i just wanted to say that the movie "Transcendence " is pretty different from what really happened ". Rees" i thought you werent johnny depp. Mister sir with the "Voice "overplay " lol.
TL:DR " 0,1,2,3,4, and 5 as "a2+b2=c2"
"Simply put. Before "0" is not "nothing", as "nothing" = "0" " -Rees Farrington
MUSIC - randomly chosen without listening to it. "Madea's being lied on right now by "rees"" #tylerperryshit
PHOTOS - by various "artists and historians " chosen by #wikipedia using the @googlebot
Copyright - Logo "ScienceyShit " a "@reesLABS" show. On Spotify, Anchor.fm, and other hidden places. Learn the secrets! #rees
#sigma#science#fiction#sciencefact#love#writing#reeslabs#technology#history#egypt#Rees#nature#school#logic#cool#funny#theory#nasa#udi#podcast#podcastreca#tv recommendations#scholarly#article#news#technews#science publication#teacher#learning#braingames
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Just finished all major endings for Nier: Automata, and man, what a good game. I thought I’d jot my thoughts on it down real quick, so spoilers below the cut.
So, first off, I’m a huge sucker for meta-narrative, multi-ending explorations of storytelling in game format, so I’m definitely the target audience for this game. I’ve experience few moments in games as breathtakingly delightful as the first 20-30 minutes of Ending C/D. From the audacious title splash (what, 20+ hours into the game?!) to the moment of pure gameplay magic that is controlling 2B and 9S in tandem for the first time, it really is the fulfillment of video game desires I didn’t even realize I had.
That said, when it comes to the main endings, I almost feel like it makes more sense to treat Nier as a packaged series rather than a game with multiple endings. While endings A/B are a fascinating reimagining of the New Game + game mode, the additions of endings C-E make Nier Automata as a whole feel more like a masters collection (think Bioshock the Collection or a full season of a TellTale game) that just happened to be released together. And I say that with a lot of love - although I as left wishing for just one more ending - just a bit more to tie it all together.
I’m also...ambivalent about the 11th hour antagonist. I get why they’re there, but I couldn’t quite bring myself to care in the face of the personal struggles the characters were facing. That’s the point - I get that - but I’ll admit I was a bit flummoxed upon realizing that ending E was commonly seen as the true ending. That said, I want to go back and find more archives - I feel like I’ve probably missed something during my race to the finish with this game.
I’ll also say, the gameplay was a bit lacking at times. This may just be because I’ve played the Bayonetta games, and Nier’s gameplay struck me as Bayonetta-like-but-not-nearly-as-robust. It’s fun - and I loved the trade off between 9S and 2B/A2′s mechanics - but I wish there was a bit more there.
Still, qualms aside, this game has haunted me throughout my time with it. It’s somehow touches upon all of my favorite elements of video games while also being this moody, theatrical spectacle. I am so, so glad I played it. I am so, so glad it exists. I’m just glad.
Additional shoutouts to:
-The exquisite soundtrack - full of not just killer songs and themes but an abundance of contextual songs and variations.
-9S’s voice actor. Seriously, he completely carries the game.
-The right stick in the hacking mini game. I didn’t know you did things until WAY too late, but thank you for being there.
-The fact they somehow managed to add new game-modes all the way in ending C/D - seriously, the text based adventure game was such a delightful surprise.
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How Amazon’s Crucible went from being a battle royale to a team-based shooter • Eurogamer.net
When Crucible was announced in September 2016, it was billed as a “last one standing third-person shooter” in which 12 hunters enter an alien hostile world, but only one emerges victorious.
Not only that, it was said that because the world is dangerous, players would have to work together, and make or break alliances on the fly.
Crucible was also supposed to have a 13th player – “a new type of player” – who can broadcast and directly impact the game by creating events. And, it was said, viewers on Twitch would be able to interact with the “gamemaster” as well.
Three-and-a-half years later, as Crucible nears its launch as Amazon’s first ever internally-developed PC game, it’s clear things have changed – dramatically.
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Now, Crucible is a free-to-download, team-based third-person shooter. I got the chance to play it for a few hours, and it’s more MOBA than battle royale. There is a 4v4 mode, an eight teams of two mode, and an 8v8 mode. There’s an emphasis on gathering resources, levelling up your character and working closely as a team to defeat AI-controlled aliens as well as enemy players.
It feels like the battle royale focus Crucible had back in 2016 has been relegated to one of the three modes: Alpha Hunters. Here, once you die, that’s it. The eight teams of two fight to be the last team – or solo player – standing. If your teammate dies, you can temporarily fight with another player, but you’ll be forced to fight against each other if you both make it to the final three.
The features that were meant to lean on Amazon’s ownership of the streaming platform Twitch are also no more. That 13th player – the “gamemaster” who would broadcast Crucible and impact it, alongside their viewers, is nowhere to be found.
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Clearly, Crucible, one of three games that were announced back at TwitchCon 2016 as part of Amazon’s big push into video games, has changed significantly during its development. So what happened?
“There have been a lot of interesting things that have happened in ways that the game has evolved over time,” Eric Flannum, creative director on Crucible, told Eurogamer as part of a roundtable interview held earlier in May.
“You know, if you go back to the announcement we made in 2016 or so, the way the game was described, there were a lot more Twitch features in it, and it was much more designed to be a battle royale. At the time, it was what we were shooting for.
“And then as we talked to streamers, as we played with our alphas, as we got feedback from all kinds of players, the game started to evolve. And we started making decisions based on all of that. So things like some of the Twitch features became less important. There’s still things that we plan to do, but we had to recalibrate where we were at.”
Crucible has 10 playable characters at launch. Expect more to be added.
Specifically on those interesting-sounding and now-dropped Twitch features, Crucible franchise chief Colin Johanson told us the developers received feedback from streamers that suggested they let the game speak for itself first. The developers took this feedback to heart – and streamers have been such an important part of the development process that they’re in the Crucible credits.
“Crucible has been designed and built from the ground up with Twitch streamers as a part of the entire process,” Johanson said.
“And that really defines the integration above all else, for us. We’ve had a core community of Twitch streamers and competitive gamers who for years have been working with our development team, sitting alongside us even, and giving feedback and helping us adjust and play the game with us to build a game that was both a game we were proud of, but a game they would be really excited about streaming and playing as well.
“And I think that integration is maybe the most innovative thing we’ve done above all else with this game with Twitch, is to really let them be a part of the design and the development process from the very beginning.
“And the game has changed dramatically as a result of that relationship. And that core group has been with us all the way through. We’re even including them in the game credits, because we want to give them a shoutout for everything they’ve done to help us get to this point.
“That’s the most important thing we’ve done across the board with Twitch with this game.”
Killing the alien wildlife and gathering essence is key to leveling up.
According to Johanson, feature-specific Twitch integration “will come later”. “We felt like the focus for day one should be on making a great game,” he said. “And if we showed up with a whole bunch of cool Twitch integrations, and we didn’t have a great game, no-one would care. If we show up with a great game people were excited about, and then we add more integrations and technology with the Twitch platform in the future, that made more sense.
“That’s really the same feedback our entire Twitch streamer program was giving us: hey, don’t go build all these custom, one-off Twitch features. Build a great game, and then we can add that stuff later once people really like it, but don’t distract from the game experience. And so that’s what we’re doing. If the game is successful and people like it, and boy, we sure hope they do – that’d be awesome! – then that would be stuff that we would do in the future.”
Coupled with the shift away from specific Twitch features came an effort from the developers to make Crucible unique. After PlayerUnknown’s Battlegrounds exploded in popularity as a Steam early access title in March 2017, the battle royale genre became all-encompassing and overcrowded. All of a sudden Crucible’s pitch as a 12-player last character standing shooter didn’t seem all that unique.
“If you look at things that have happened in the shooter space,” Flannum continued, “2016, PUBG wasn’t even out yet. So it was a very, very different looking kind of space. So one of the things we had to do was constantly look at how we could evolve the game so it felt fresh.”
As the developers did this, they changed the core of the Crucible experience. It became a “hunt, level, adapt” game. Modes such as Heart of the Hives, where players have to kill huge alien boss creatures and capture their hearts while also fighting the enemy team, emerged.
“I always think of games as organic, and you have to listen to what they want to be,” Flannum said. “We’ve done that. Hopefully it will resonate with people. And we feel like we’re versatile enough that we can take a lot of feedback from the people who do love the game and make some really, really cool things with it in the future.”
Now, Crucible is more akin to a couple of games that have fallen by the wayside: Epic’s Paragon and Motiga’s Gigantic. Amazon, which has invested heavily in video games and is set to release a video game streaming platform of its own, will be hoping Crucible avoids a similar fate.
from EnterGamingXP https://entergamingxp.com/2020/05/how-amazons-crucible-went-from-being-a-battle-royale-to-a-team-based-shooter-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=how-amazons-crucible-went-from-being-a-battle-royale-to-a-team-based-shooter-%25e2%2580%25a2-eurogamer-net
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