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#sck set video
deansblade · 2 years
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Hi! I love your gifs. How do you make them so smooth but still crisp?
hiii! ヾ(@⌒▽⌒@)ノ sorry for the late reply ( different timezones sck ) tysm!! i'm very happy that you love them!
i use photoshop 2020 for my gifs but it should work this way with over versions too if i am not mistaken
1. i look for a good quality of said content you want to gif. shouldn't be under 720p otherwise the quality can't be good overall.
2. open the part i want to gif with photoshop. file > import > video frames to layers ( should look like this ) and then i click on ok to load all the frames
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3. i select all frames in the timeline and set the number on 0,07 & select all layers in the "layers" window to create them into a group. should look like this:
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4. then i click on image > canvas size and set the size i want the gif to be. in my case i set it on 540p x 340p and adjust the size. all layers and frames have to be selected!
5. then , with all layers/frames still selected, i click on the bottom left button that is next to the text "forever". it should look like this:
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6. then i click on filter > smart filter > filter > sharpen > smart sharpen and use these settings:
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7. after that i go on filter > blur > gaussian blur and set it to 1. double click on the gaussian blur settings and set it to 50%
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8. after that you can go save it under file > export > save for web (legacy) and use these settings:
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and voilà! now we have the version without smart sharpen and gaussian blur:
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and the version with it:
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hope that helped! i use this method on all of my gifs. after that it's just custom coloring to your own liking
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gta vice city cheats trainer free download for pc mod menu WXBH?
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 Download GTA vice city trainer from download button. · After downloading GTA VC trainer, you need to go there, where you downloaded GTA VC. Download Grand Theft Auto: Vice City +57 Trainer for Grand Theft Auto: Vice City for free from the biggest game trainers and unlockers database of Grand. GTA:VC Trainers · Zolika's Trainer REWRIT · GTA SCK · GTA Vice City Ultmate Trainer · GTA Vice City Basic +9 Trainer · Lith Joe´s Trainer V1. Grand Theft Auto: Vice City - +4 Trainer - Download ; F5 -immortality ; F6 -unlimited armor ; F7 -infinite ammunition ; F8 -indestructible car ; F9 -. | Home | PC Cheat Codes | Game Patch Updates | PC Game Trainers | PC Game Tools | Game Patch Fixes | Articles | Discussion Forums | Contact | ; View Grand Theft. Official Game Link. Today's Wackiest Video. All Rights Reserved. Privacy Policy Disclaimer. Latest Forum Discussions:. Welcome to the s. Having just made it back onto the streets of Liberty City after a long stretch in maximum security, Tommy Vercetti is sent to Vice City by his old boss, Sonny Forelli. They were understandably nervous about his re-appearance in Liberty City, so a trip down south seemed like a good idea. But all does not go smoothly upon his arrival in the glamorous, hedonistic metropolis of Vice City. He's set up and is left with no money and no merchandise. Sonny wants his money back, but the biker gangs, Cuban gangsters, and corrupt politicians stand in his way. Most of Vice City seems to want Tommy dead. His only answer is to fight back and take over the city himself. Vice City is a huge urban sprawl ranging from the beach to the swamps and the glitz to the ghetto, and is the most varied, complete and alive digital city ever created. Combining non-linear gameplay with a character driven narrative, you arrive in a town brimming with delights and degradation and are given the opportunity to take it over as you choose. As a major gateway to South America and the Caribbean and attracting migrants, Vice City is brimming with diverse characters, so there's a friend for everyone. It is a sociable place and the new guy in town is sure to meet all manner of friendly people in the sunshine capital of America. Athletes, pop stars, real estate developers, politicians, trailer trash, everyone is moving to Vice City to find out what makes it the number one growth city in America. But, as Tommy quickly finds out, trust is still the rarest of commodities. Vice City offers vehicular pleasures to suit every taste. For the speed enthusiast, there's high-performance cars and motorbikes. For the sportsman, a powerboat or a golf buggy lets you enjoy the great outdoors. For those that need that sense of freedom and escape, why not charter a helicopter and see the beauty of Vice City from the air? As the party capital of America, you would expect your ears to be seduced by a host of sultry melodies and pumping beats, but the city is truly rocking. If you are feeling like trouble, you can tune into some driving rock, or some crucial electro, or maybe you want to slow down with some sweet soul, and there will always be some great romantic anthems if you want to really take your mind off things. For the secretive or creepy type, Vice City is full of surprises, a place where you'll constantly be surprised by the vivacious, fun-loving types who live there and the things you can discover. Grand Theft Auto: Vice City is the most diverse and ambitious piece of interactive entertainment yet created. The game is developed by Rockstar North and published by Rockstar Games. Grand Theft Auto: Vice City v1. Grand Theft Auto: Vice City. Game Info. Game Cheat Codes. Game Demos. Game Patch Updates. Game Trainers. Game Patch Fixes.
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lizacstuff · 3 years
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Candid BTS footage of the iconic bölüm 1 kiss leaked on July 19, 2020
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djemsostylist · 3 years
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The Great Dizi List, Part 1
A comprehensive list of the dizis I have watched, chronologically.
Originally part of an ask that spiraled out of control, I figured I'd collect my reviews here for easier reading, and then divide them into eras...
Kurt Seyit ve Şura: This one I watched maybe 4 years ago when I stumbled across it on Tumblr. Period romance drama set in one of the prettier modern times, I was obsessed with the drama and how beautiful it was, but then I googled the end, got pissed and never finished. Swore off Turkish shows. Fast forward 3ish years...
Sen Çal Kapımı: I came across this one through gifs on Tumblr, and fell in love fast. I got hardcore obsessed with this show for months until I abruptly realized...it was kind of crap? I'd still recommend the first 12 episodes, but it goes down hill rapidly. It was never good but if you are looking for mindless fun with beautiful people who have amazing chemistry, I'd recommend. The first 12 are the perfect romcom, and you can just headcanon your own ending (or skip to 27 and then stop.)
Şeref Meselesi: Absolutely stunning.  A true masterpiece. This one is a mafia drama, but it's more about exploring people, found families, and the way you can never quite escape fate. Heartbreaking and beautiful and overwhelming, and I will never truly get over it.  Yiğit Kılıç is one of those characters who will stay with me for a long time.  Compelling characters, beautifully shot and told, super tight narrative.  It was art.  Reminded me more of a stage play than a television show. Cannot recommend enough.
Meryem: Absolutely adored it.  This one is a crime drama, and without giving too much away, it's about two people who meet after a car accident, and what spirals from there. Tight narrative, satisfying story, and surprising characters–it has the best foursome of any show and my current favorite family.  It was predictable but also surprising, it has arguably the best male dizi character, and the main couple is just stunning together.  It was one of those shows that you finish and immediately want to watch again.  I’d put it up there as one of my favorite shows period, not just favorite dizi.
Bu Şehir Arkandan Gelecek: This one is a family drama, about a boy who comes back to Istanbul after 20 years and the life he builds for himself as he discovers his past. I loved Kerem in this (Ali is a ray of sunshine) and I really enjoyed his story with with his family and the arc his character took, but the two girls drove me up the wall.  I can still hear Derin whining if I close my eyes.  Still, he’s beautiful in it (he boxes, so there are many shirtless scenes and lovely workout moments) so I’d recommend it on that alone.  Not one I’d rewatch tbh.  Good for a one time through.
Kiralık Aşk: This one is a romcom, and the first one I tried after starting SCK. Premise is fairly basic--girl joins a company with instructions to get close to the CEO, which she does but they both accidentally fall in love along the way. I did not finish this one.  Got about 24ish episodes in, and just wasn’t feeling it.  I didn’t really care for the drawn out secret plotline, and while I liked the main couple, it wasn’t enough to keep my attention.  Good, but I didn’t have the patience to last through another 40 episodes tbh. When @lolo-deli rewatched, she sent me screencaps and gifs and YouTube videos of the highlights from the bits I missed, bc she’s the best lol.
Erkenci Kuş: Much like KA, I did not finish this one.  Yet another romcom where a girl joins a major company and has to get close to the CEO and falls in love, etc. I wasn’t a huge fan of the main couple to start, didn’t really love any of the side characters, and after reading about where it went, noped out by the 20th episode or so. Written by the same people who did SCK, so I guess that says something tbh.
Ariza: This one is a mafia drama, which happens to be my favorite kind tbh. I really like this one initially, but then I sort of forgot I was watching it?  Like, it wasn’t bad, but just wasn’t enough to keep me coming back week after week.  It was one of those where something was missing for me. I adore  Ayça Aysin Turan though, she’s flawless.
Maraşlı: This one I'd define as a psychological drama. I only made it about 4 episodes, and while it is excellently done, I just couldn't get into it. I think part of my issue with this one is that I need a ship (romantic or friendship) and this one just didn't have it for me. I've heard it was great, just didn't float my boat I guess.
Part 2, Part 3
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Where are you watching Sen Cal Kapimi? Those two look adorable and I need them in my life!!!
Merhaba! Apparently these asks have been sitting in my inbox’s for three thousand years and I’m just seeing them today! D: (Tagging @butterfly-magoon and @kalena-henden as well for similar questions!)
Sen Çal Kapımı (translated “You Knock On My Door”) is a Turkish rom-com/drama set in Istanbul. If you’re a sucker for the classic fanfic tropes like I am, this is where you need to be. It has EVERYTHING. Episodes are called “bölüm and each one is about two and a half hours long - so you’re getting an entire movie every week. Right now we’re on bölüm 35 and there’s no sign of stopping. This is basically the exact opposite of British TV.
There are two places I’ve found easiest to watch it with English subtitles.
1.) YouTube — To watch it on YouTube, select your video and then hit subtitles. Select auto translate, and then scroll to English on the drop down menu. Allegedly there’s a way to make this work on mobile but I’ve never been able to, so I just watch from a laptop. The resolution on these videos are better BUT the translation is worse. It has a really hard time with gender, past/present tense, and general grammar so while you can still understand what they’re trying to say, sometimes it can be annoying. I do like to watch these to give the official SCK account views, and again, high res.
2.) Facebook — There are those bright and brilliant souls among us that take the time to translate episode and share them with the world. This is where I typically prefer to watch the episodes, as it’s usually more true to English grammar, my only critique with this is that sometimes they’ll change the names slightly (Selin is usually Celine instead, sometimes Eda is just Ed lol.). They also translate all the previews. Once or twice I’ve also seen a swear pop up, which is very rare, but not something that happened on the autotranslated YouTube videos for me. Overall though, absolutely prefer watching the episodes here. They’re uploaded pretty fast after the episode airs as well.
Hoşçakal!
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disisphlebotinum · 3 years
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Cam Tavanlar - Episode 1
I think I should keep up with this one.
The opening credits are kind of adorable.
The first minute was really determined to make sure I knew that this wanted to be a feminist story. I really hope they are doing that in name only rather than actually doing it how I am used to Hollywood handling the subject lately.
Damn that place really burnt up.
I wish I knew the weight of what was significant about it being Friday for Leyla. I’m hoping we’ll get around to that.
The way her heals were on those steps I was legitimately worried she was going to be fall. Why is everyone taking the stairs?
Oooooooooo Flashback. Is that a little Leyla?! I’m not sure if its the translation for the video, but I find this confusing. Is Leyla’s dad leaving because he cheated on her mother?
I appreciate the push for education I’ve experienced in all the dizis I’ve watched so far.
I want out of the flashback. It’s bumming me out. Everyone has to be an orphan all the damn time. Little Leyla can’t get a break.
Are apples magical or something?
I guess we just live in the flashback now. I appreciate that they are trying to pass time quickly through it at least.
All the dudes in the conference room of Leyla’s first pitch look like the same man. It’s so trippy. They glitched the matrix and then allowed to air on television.
Why is she taking the stairs? What is with the stairs?
I really love present Leyla’s hair. It suits her nicely.
I feel like the men gathering together to destroy her dreams is pretty lame and something I saw coming from the first minute.
Wow, did that dude really say “You’ll understand when you’re older” to a grown ass woman?!
Poor Leyla. Someone give her an apple. Did that boardroom of clones set the kitchen on fire? Are they sabotaging Leyla?
Is the Chef supposed to be her love interest? Are we going to properly meet a dude or any dude?
They keep winking at each other.
RANDOM SLOWMO! I’ve missed you! And it’s supposed to be this dude. Got it.
That was not a convincing Yok from Leyla and she was asked about knowing Cem.
This looks like the dynamic where she could be freaking out like a tornado blowing everything over and he would just be amused by it. I hope its that trope.
I like the way he looks at her so far. But I need to know more about this history.
This show is going to make me hungry.
Cem is like the extra two hands Leyla needs. I don’t like the idea that Cem can say the exact same words as Leyla and everyone will hear him but not her. At the same time it’s very realistic. I do like that we are at least given the impression that he listens to her.
He has always stared at her quite a lot. I get it.
It’s cute he forgot other people were also on that diving trip.
“We communicate great.” I might like Cem too much.
Of course these dudes only wan to fuck Leyla over. Simply for giving a fuck about other humans.
Why is all the wine blurry?
Cem demanding a meeting before Leyla’s was such a move I respect. I appreciate him trying. So far I’ve only watched SCK, Ariza, and Son Yaz. So far the only men who try are Akgun and Cem.
Sitting there with a cherry in her mouth forever was super awkward, but how cute is it how much it amused Cem.
What club are these 60 year old men going to?
I hate how fucking smug they look staring at her. Like she’s an animal undergoing an experiment.
I shouldn’t have been so happy about Cem trying before. They’ve just made him the whole scapegoat.
I want to slap that one guy who is always nodding.
I want Cem and Leyla to team up and swallow that board alive. They suck.
Leyla lying at the end hurts much. I think I just watched Cem’s heart break like four times.
They should probably just make out.
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blackjack-15 · 4 years
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Silly Rabbit, Ecological Terrorism is For Kids! — Thoughts on: The White Wolf of Icicle Creek (ICE)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG, CAR, DDI, SHA, CUR, CLK, TRN, DAN, CRE
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it. As ICE sends off the Jetsetting Games category and moves into the Odd Games category, there will be a section between The Intro and The Title called The Weird Stuff, where I’ll go into what storyline marks this game a bit Odd in the Nancy Drew series as a whole.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with links to previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: ICE; TRT; mention of FIN; mention of CUR; mention of TRN; mention of SEA.
This meta is under a read more because of its sheer length.
The Intro:
Ughhhhh. UGHHH.
The White Wolf of Icicle Creek has a lot of things that make it distinct in the Nancy Drew video game series — it sports the first new interface since SHA, it has the world’s most boring list of ‘enticing moments’ from the game on the back, its assets look like they were forcefully molded out of gummy bears, it randomly was released on Wii, it’s the best-known game among non-fans thanks to the Game Grumps — but it also stands out because not one of those things make it enjoyable to play or to watch without a heavy amount of MST3K-style commentary.
Also because it features the fandom’s least favorite puzzle of all time…but more on that later.
A point to get out of the way before we get into the game proper is that this game feels a lot like a cheap knock-off of Treasure in a Royal Tower. Like, a lot like a cheap knock-off. One of those animated films called “Bemo’s Lost in the Ocean” or “A Toy Tale” that come out around Disney/Pixar films to try to trick hapless grandmas into buying them.
Just lining it up, we have Nancy stuck in/around a lodge in winter, an edict from the owner of the lodge to figure out what’s up with repeated Incidents and possible sabotage while most guests have left, an academic around Nancy’s age, an Old Coot, an Olympian whose grandparent was important, chores (including food related chores) to do in order to progress in the story, a suspect you can only talk to face-to-face for part of the game…the list honestly goes on in both big and small ways.
While ICE isn’t the only one that tries to do this (since I’m not doing a SEA meta, I won’t get into the fact that SEA literally just remastered DDI’s characters and said ‘good enough’), it does feel particularly egregious because, for all its copying, there’s not enough in the game to distract from it even a bit.
ICE is a game searching for an identity and unable to find one, no matter how many plot points, chores, or games (horrible, unskippable games) they throw at the player. We have full on international espionage and ecological terrorism here (more on that in the next section), and it just…doesn’t matter, at the end of the day. It also takes place in Canada, but your only clue to that is that one of the characters says “eh” a lot, so that’s not great either.
If ICE is a new game to you (it can be a bear to install and even worse to complete, so I’m going to go off the assumption that not everyone will be familiar with it), you’ve probably only heard of the cooking chores, fox and geese, and that this is the game with the Return of Tony Balducci, previously of TRN fame. (Honestly, ICE had a big enough cast without its phone characters, but HER decided to shove three phone characters along with one partial phone character at us anyway.) And, to be honest, that’s pretty much all there is to the game.
Now I know this sounds harsh, but there is a possible explanation to the lack of content in this game. In my previous meta (link at the top of this post) I made a note that CRE’s production in all likelihood suffered because the company was focused on ICE’s new interface. I don’t think it’s a leap at all to say that ICE’s story and characters could also have suffered because of the same thing.
The biggest problem with ICE — besides the weird stuff we’ll get into below — is that it’s a shallow game. None of the characters have any real depth, the plot is a paper-thin copy of TRT, the puzzles are alternatingly impossible and extremely easy, and in an effort to add “depth”, we get…well, we get this next section.
The Weird Stuff:
With each of the Odd Games (ICE through RAN, Heaven help us all), there’s something that makes the game truly…well, odd. Odd for the Nancy Drew series, odd for the age range specified on the front of the box, and odd in general when you look at the rest of the plot.
In this game, it comes in the form of terrorism — or rather, two types of terrorism. Guadalupe is our first (and only, in this series) ecological terrorist, belonging to a fringe group called “Run and Go Free” and being perfectly fine with illegal acts (destruction of the fishing lodge, sabotage of personal property), even telling Nancy that she’s done worse in the name of Run and Go Free.
Nancy Drew Games are no stranger to hippie/naturalist types (see DOG, DDI, CAR, etc.) but Lupe is our first to be legitimately dangerous. Sure, she doesn’t end up being the ultimate Bad Guy, but she is A Bad Guy, and it really does seem very odd to me that after everything Lupe does (and insinuates that she’s done), that she gets away with barely a slap on the wrist in having to leave the lodge.
Lupe in no way fits in with the rest of the plot; there’s nothing to justify her being present in the game, she can appear about halfway through the game and then leaves to become a phone contact soon after, she’s not present enough to be an actual suspect — she has no place in the plot nor the game, and it really does just boggle the mind that a character is in it at all, especially with ICE having a greater than average number of suspects to begin with.
On the other hand, however, we have Yanni, an Eastern European Olympian spy/terrorist, sent by the Fredonian (a commonly used fake country) government to bomb around the lodge to find uranium under the cover of training for the next Olympics.
That is a whole lot of things for one character.
You’d think with the presence of Lupe that Yanni would fit right in, but he doesn’t make her — or himself — any less odd or out of place than he would have been alone. It’s a ‘suspicious Olympian’ character that we already got with Jacques, but he’s a million times worse, setting off friggin bombs to find a metal that his government wants for…well, the normal reason that governments want uranium.
So we can add in “reference to ongoing nuclear warfare” as another thing that makes this game Odd.
Yanni doesn’t fit the game or the plot, which is pretty bad considering he’s responsible for about half the plot in the first place. He also has that weird aside about his grandmother being eaten by wolves, as if HER wants the player to suspect him because of some twisted revenge against wolves plot (which would have been Very Weird) so that they can pull the rug out at the end and be like “see?? He’s a political terrorist looking for uranium for nuclear bombs for his country!!! Gotcha!!”.
Like, it’s not a Gotcha if it’s absolute lunacy. My land.
With that explanation out of the way, let’s get to something a little less Odd.
The Title:
 I actually don’t have much to say here. The White Wolf of Icicle Creek is honestly a great name; it tells us the focal point of the game (the wolf), the location, (Icicle Creek), and even pretty much tells you the season that this game is happening in (white, icicle). It accomplishes a lot in a very short amount of words, and pertains accurately to the game we’re dealing with.
We’ll chalk that up in the “Win” category…especially since we’re going straight back into the “Lose” category with the next section.
The Mystery:
The mystery is a mess, full stop. There’s way too much going on for the amount of payoff (i.e. little to none), and the plot, thin at best, completely drops off at the 2/3rds mark when all the player has left to do is wait for random events to occur and keep putting off fox and geese.
Anyway.
We begin with strange, destructive incidents of sabotage happening at a renowned winter resort. Most of the guests have left, and there’s been some damage to parts of the resort. Asked for help by the owner of the resort who’s away on business, Nancy must pick up the slack left by staff who have quit, run food-related errands, and discover who might be behind these attacks before it’s too late.
Oh wait, that’s Treasure in a Royal Tower. Lemme start again.
We begin with strange, destructive incidents of sabotage happening at a renowned winter resort. Most of the guests have left, and there’s been some damage —
You get the picture.
The biggest difference pre-game is that after every incident, a white wolf is spotted, only to disappear before the police get there. People start connecting the wolf to the crimes, and go as far as blaming it for cases of food poisoning and slashed tires, as if the wolf is cooking food and using a knife with its paws.
Just as Nancy’s arriving on scene, the bunkhouse is blown up and she hears the wolf howling — so obviously there must be a connection there, and a wolf definitely isn’t just responding to a loud noise.
This part honestly feels a bit like the beginning of CUR, where the game tries to establish Scary Feelings and Ominous Threats and just comes off ham-fisted.
The back of the box features three ‘exciting’ things that Nancy gets to do in this game, which are as follows: cook lunch and dinner, ride a snowmobile and wear snow shoes, and do snowball fights and ice fishing. While it’s sad that those moderately exciting things are the best that the box can boast, it’s even sadder that they really are the best the game has to offer.
It’s easy to lose thread of the mystery nearly as soon as Nancy gets to the lodge, because she’s immediately bombarded with laundry that has to be done before a certain time, meals that have to be done within a certain hour or two, and a suspect (Lupe) that can just refuse to show up.
Oh, and the return of Tino Balducci.
Returning in a game where he doesn’t fit in and where no one wanted him in the first place, Tino’s there to “help” Nancy solve the mystery by giving her a questionnaire for her suspects to fill out that asks what planet they see themselves as, among other inanities.
Honestly, this whole section could be summed up as “Tino returns, among other inanities”.
Nancy, throughout all of this, somehow has time to do a bit of detective work, interviewing a cast of rather one-note suspects, figuring out that more than one person is responsible for the many accidents. Guadalupe’s sabotage is discovered and she’s sent home, Yanni is increasingly unavailable (which is hugely suspicious), snowball fights are more prevalent than necessary, and finally the villain is exposed, all culminating in a glitchy, nigh-impossible snowmobile chase.
Oh, and there’s a half-tamed wolf storyline that kinda pops up every now and again.
All in all, the mystery is a weak thread throughout the game — which is a problem, because it’s the only thread throughout the game — that’s easily overshadowed by the chores, games, and frankly awful visuals throughout the game.
Now, to those who contribute (in a way) to the non-entity that is ICE’s story:
The Suspects:
Ollie Randall is our resident grumpy caretaker and is Chantal’s right-hand man, along with being on the Avalanche Patrol and a firm believer in the bad luck that wolves bring. His wife can’t handle cold temperatures due to a nerve condition, so he’s also his daughter Freddie’s sole parent during the winter.
As a culprit in the game as it now is, Ollie would have been the only sensical option; fed up with the awful guests that come and cause havoc, he starts causing little easily-solved accidents to spook away the less hardy-type guests, but it keeps spiraling as it doesn’t keep out everyone but people like Bill Kessler. Frustrated by the treatment the lodge gets, he decides that if people don’t treat it nicely, they can’t have it at all…
Unfortunately, Ollie is limited to being Grumpy, and not a lot else.
Freddie Randall is Ollie’s daughter and the self-proclaimed Snow Princess due to her ability to stay out in the cold for hours in her snow fort, and to take repeated snowballs to the face courtesy of a teen detective.
Freddie is…I know I talked about how Yanni and Lupe don’t really fit into the game, but Freddie really doesn’t fit any version of this game. She’s there for a mini game, she doesn’t have a personality, you can’t skip her mini game, she’s voiced by Lani Minella…the list goes on and on. Her shining moment of glory is acting as a red herring by throwing a snowball through Lou’s window.
She’s pointless to talk about as a potential culprit, even though she would have been an interesting “culprit” in a case where all the incidents are actually Freddie accidentally causing trouble, but that probably would have been even less satisfying than how the game actually went, so we’ll just move along here.
Our cross-country skiing Olympian from the fictional Eastern European country of Fredonia, Yanni Volkstaia is both our only suspect wearing a onesie and our only suspect with a family member eaten by wolves.
I know, that’s already a high bar to top. Don’t worry, he’ll fall very, very far below it.
Yanni, as mentioned above, is our odd spy/terrorist villain who is disguising his being there for uranium by saying that it’s his Olympic competitors trying to throw off his training. Why an Olympian is training alone without any coaches or security…well, let’s just say that Yanni didn’t really think his cover story through.
Just because Yanni’s the obvious culprit doesn’t mean he fills the role well; Yanni is obvious, annoying, and his paper-thin cover is just annoying enough to be…well, annoying. He throws out that his grandmother was “killed and devoured” by wolves as if he wants Nancy to believe that that’s the reason he’s targeting the lodge but…it still points directly to him. It’s just not great all the way around.
Joining Yanni in terrorism is Guadalupe Comillo, activist from California and hard-to-find suspect. Lupe can, as mentioned above, literally just not appear for a bit, stalling out the game and making her even more annoying than she already is.
Lupe’s cover is that she’s a bird watcher, but she knows absolutely nothing about birds — like honestly nothing, even though she had time to make her cover story (not unlike Yanni).
She gets sent away by destruction of private property (Ollie’s gun – super dangerous to make a gun misaim out in the wild and she’s lucky he didn’t hit anything problematic [like another person] because of it) and good riddance, but appears as a phone friend to rather pointlessly exonerate herself and do pretty much nothing else but stop the game in its tracks until she lets it proceed.
As a culprit, Lupe would have been the other obvious choice, but she’s just not in the game enough, so she’s easy to ignore. Her cover is thin, but so is her motivation (!!! Save the wolf!!!), so she’s one of the most annoying non-entity suspects in this series.
Our second Californian in the cast is Lou Talbot, who is a college student, master of ‘earthitecture’ (inspired by Poppy Dada) and stealer of dinosaur bones for money. He also plays fox and geese with Bill in his spare time. He does a really good impression of the Guy in my MFA twitter as well, but that’s literally it.
No, really, that’s his entire character. I can’t even posit what he would be like as the culprit because that is LITERALLY all we’re given on him. End of bio. My gosh, what a waste of pixels.
Lou’s partner in fox and geese is Bill Kessler, who loves to fish and whose grandmother used to own the lodge before Chantal. While he feels that his grandmother Tilly was cheated out of the lodge, he has little desire to get it back, and really just wants to hide the fact that he’s been to the lodge before (an odd thing to hide, but whatever makes him feel better.)
Like Lou, apart from that, he really doesn’t have any character. He basically is a mix of TRT’s Jacques in his family connection to the lodge and SHA’s Dave in actual amount of motivation (i.e., 0 motivation) to do anything about it. He is, however, the person who makes Nancy play fox and geese, and for that alone, I hate him.
As a culprit, Bill’s played as a red herring for a solid 5 minutes of gameplay (though not very well — why would an avid fisherman blow up a fishing shack?), and then totally discounted the moment Nancy finds out his backstory. He’s really just there — like most of the cast, worryingly enough — to pad out the number of suspects and to give Nancy a taste of Hell through fox and geese.
The Favorite:
There are a few bright spots in this confused mess of a game, so let’s go through them.
My favorite moment in the game is when Nancy, after Yanni says the horrific line about his grandmother being killed and devoured by wolves, can ask “how”. As if that’s a sentence that needs a ‘how’. It’s a great moment of Nancy being absolutely tone deaf, and I giggle like a madman every time I think about it.
My favorite puzzle in the game is probably the cooking minigame, which I dislike in frequency and time requirement, but do love in actual practice. It’s fun to cook in every Nancy Drew game, and this one is no exception. I just wish it wasn’t regimented so heavily.
I love the atmosphere of the lodge; it’s beautifully animated (in fact one of my favorite locations in the ND games), big without being too big, and is never boring, even by the end of the game. The lodge is largely a character unto itself, and is quite successful as a wonderful location.
The Un-Favorite:
There’s a lot to unpack here, but we’ll keep it short because the fix section of this meta is gonna have me by the throat.
My least favorite moment in the game is the moment Tino comes into the game. As the game now stands, there’s no reason for him to be involved, and short a comment about him by the Hardy Boys, which would at least justify it a little, he’s purposeless. He’s worse than that, actually — he’s there to slow the game down, and that’s a cardinal sin.
My least favorite puzzle in the game is a tie between fox and geese (UGH) and the final snowmobile chase. My problems with fox and geese are obvious — they’re everyone’s problems with fox and geese: it’s a required puzzle, it’s hard to do, there’s no way to cheat through it, and it takes forever.
The final snowmobile chase is somehow even worse. It’s buggy, laggy, has nothing to do with the actual plot, has arbitrary win conditions — it’s the worst (or at least among the worst) that HER has to offer with final puzzles. If everything else about ICE was perfect, engaging, fun, and thought-provoking, this final puzzle would still put me off of playing it. It’s just that bad.
The storyline with Isis and that whole backstory isn’t treated well in game; it’s almost as if they came up with the title and then remembered at the last minute that there’s supposed to be an actual wolf. I would have loved more of a focus on that storyline; as it is, it barely counts as a blip on the game’s radar — which is a shame.
The Fix:
Gosh, how on earth will I fix The White Wolf of Icicle Creek? The answer is that I don’t feel like I can just apply a few quick fixes and be on my way; the only answer I could find is to approach this as if I was at the proposal meeting for this game — how would I outline the barebones scenario?
This section will be long, as I’m going to start just from the skeleton and build things in. What follows is my own imaginings of what my own personal ideas would be to create ICE, rather than to fix it from what the finished product was. As an important note, the side-plot with the wolf, as it was really neglected and bare-bones to begin with in the game, is mostly removed.
The first section I’ll work on is structure. Though it wasn’t done perfectly in FIN, I feel like the pacing of ICE could be vastly improved by putting a clock on the game by assigning designated days and tasks. Three days is still probably a good idea, as it lets us easily break the story into a 3-act structure and delineate certain tasks for certain days without overloading one day in particular. We’ll get more into what should happen in Days 1, 2, and 3 later in a general overview of how the plot would go.
The mechanism used to get Nancy there — Chantal being a friend of Carson’s — isn’t bad, but I’d change it up just slightly. Nancy’s not yet a “professional” detective, but we’re only 2 games from her being hired by a foreign country’s authorities, so she should be making her way up there. It stands to reason that Nancy would attract some attention from the business in CRE since the Hardy Boys would definitely mention Nancy in their de-briefing and Aikens is a big name, so let’s build on that from here. Chantal is still Carson’s friend, and she still wants to get these incidents solved while she’s away from the Lodge for legal matters — someone got injured at the lodge and is now suing.
Carson decides to officially hire Nancy — paperwork, legal documentation, etc. — as a “concerned third party” in Chantal’s problems, telling her that her job is to find out two things: find out what’s causing the incidents of sabotage, and give Carson enough evidence in favor of the lodge’s safety that he can prove reasonable doubt against the people accusing Chantal. Nancy will be there undercover as a family friend of Chantal’s, with only Ollie knowing that she’s there in an official capacity.
ICE has a cast that is both unwieldy and characterless, and I feel like the way to fix that is through combining characters. Starting out we have Ned, Chantal, Tino, the ex-maid, her boyfriend, Ollie, Freddie, Lupe, Yanni, Lou, and Bill — 10 characters that we deal with in the present, plus one other player (in the boyfriend/stalker guy). 11 in total. That is a huge, huge cast that we definitely need to pare down.
The first thing to do is to take out Tino Balducci. He slows down the plot, is completely unnecessary, and isn’t even entertaining. Since there’s no Hardy Boys to play off of him (and I would keep the Hardy Boys out of this game, even with my love for them), Tino needs to go the way of the dodo. And good riddance to him, honestly.
Freddie, an obvious subject to axe, should instead be aged up to around 20 and combined with the maid whose ex-boyfriend’s letter Nancy finds at the beginning of the game. Freddie would handle all the chores the first day except the cooking.
Instead of a nebulous, incident-causing ex-boyfriend, Freddie would have just started a relationship with Lou, keeping our cast tight and visible, rather than one-off characters with nothing else to give to the story.
By now we’re down to Carson, Ned, Chantal, Freddie, Ollie, Lupe, Yanni, Lou, and Bill. I think we can do a little better than that.
The next step I’d take is to remove Yanni entirely. Yes, I know it’s a big change to remove the canonical culprit, but bear with me. With Yanni and Lupe having so many similarities and together being guilty of 99% of the Crimes in this game, I’m pretty comfortable in combining them. I’d also make the minor change of having Lupe be an Indigenous Canadian rather than Hispanic and from California, since our game is set in Canada and there’s absolutely no reason for a large portion of our cast to be American.
With Yanni gone, Lupe (or whatever her new name would be, since the name ‘Lupe’, all nationality changes aside, in a game ostensibly about a wolf makes me want to kill myself) assumes a few of his personality quirks – most importantly, a family member with a past with wolves. It doesn’t really matter if it’s positive or negative, you just want the association there as a herring (red or otherwise).
That puts us down to 5 suspects to talk to and three phone friends for a total of 8 players in the present. Since Chantal is supposed to be busy, I’d remove the ability to talk to her entirely — anything that Chantal could offer can come through Carson as Nancy’s official “employer”, which brings us to a nice 7 players — an entirely manageable number.
So let’s begin.
The beginning of the game with Nancy at her desk always includes a case file, so this time the case file would say that Nancy, at the behest of her ‘client’, Carson Drew, is flying out to Alberta to investigate strange happenings at Chantal Moique’s lodge. Chantal is trying to settle with people who got hurt there and are trying to sue her, and Carson’s helping to advise her. Nancy’s mission is two-fold: figure out what’s causing the incidents at the lodge, and find evidence that Chantal can’t be held liable for the injuries incurred by the guests suing her.
Wolves are commonly seen around the area of the lodge — Northern Alberta has some of the highest population of wolves in North America — and there’s a rumor at the lodge that the spirits of the wolves that are hunted in the area every winter are causing some of the sabotage.
Chantal thinks the rumor is being spread by whoever is doing the actual sabotage to make her guests leave and force her out of business, so Carson tells Nancy to pay attention to the stories about the wolves — and one snow-white wolf in particular, who is often sighted very close to the lodge. Carson suspects that, if it exists, the white wolf is actually a trained dog (a white/white and silver Siberian Husky, for example) being used to whip up panic, but tells Nancy to keep an open mind.
As Nancy’s arriving at the Lodge, an explosion occurs in the distance, causing the rumbling of snow to start. Ollie, who’s picked up Nancy from her plane, says darkly that he’s been waiting for something like this to happen, and that this will probably cause a minor avalanche (his opinion as the head of Avalanche Patrol in the area), making it impossible to leave the lodge for a few days. He tells Nancy to head straight to bed once they get to the lodge, as she’s in for an exhausting time dealing with the “weirdos” still left at the lodge.
Nancy wakes up and Day One begins with Freddie freaking out outside Nancy’s door. After explaining that the regular chef (who was off for the last month visiting family) can’t get back to the lodge until tomorrow and that Freddie’s only manned the kitchen once or twice, Nancy says that she has experience cooking and offers to take the chef’s duties for the day.
Day One has Nancy meet all the suspects – Bill’s playing a game (I don’t care what it is as long as it’s something that involves writing things down) with anyone who passes by and talks about how out of all the lodges in Canada, this one’s his favorite; Lou hangs out near the bones (make him an archeology major or something related to but not exactly paleontology) and Definitely Doesn’t Know the Cute Girl Who Works at the Lodge, How Dare Nancy Assume; Not-Lupe is gone until 4pm when it starts getting dark because she loves spending time in nature, especially with the Super Special Wolf running around the place; and Ollie’s in the workshop fixing the things that have been sabotaged, worries about his daughter being away from her mother and about her ‘cavorting’ with a guest.
Nancy still preps lunch and the day goes on without a hitch other than Lou having an overheard argument with someone at around 6. Nancy cooks dinner, accidentally (due to smudged instructions from Freddie) sprinkling paprika in everyone’s food and setting off an allergic (mild to moderate anaphylaxis, helped by an epi pen) reaction + hives in Freddie, who they fly out via helicopter that night.
Ollie, feeling hostile towards Nancy, takes a look at the instructions/recipe that Nancy worked off of and says to her that the first page is Freddie’s handwriting, but the second page isn’t — someone did this on purpose. Nancy calls Carson, who says that the soonest he can get there is the day after next, and to keep herself safe above everything — he’ll check in with the hospital Freddie’s at since it’s also in Edmonton, where Carson and Chantal are. Carson warns Nancy that the guests were about to settle the lawsuit when the news about the explosion hit the news, and are now more determined than ever to sue for all Chantal’s worth.
Day 2 opens with the cook (who’s unseen and just exists in order to relieve Nancy of kitchen duty) arriving and a phone call from Carson asking for Chantal/Freddie if Nancy can grab the laundry bags from the guests’ rooms and that the spare key is in the register at the front (of course guarded by a puzzle — I’d even accept a mini fox and geese, as one of the big problems with that puzzle in the vanilla game is that it goes on way too long.
While snooping in the desk, Nancy finds evidence that Chantal might have been guilty of criminal neglect — a few things around the lodge are listed as “fixed” and totally safe when really they still need some maintenance — and wonders how she should tell Carson and if she should wait until she has more evidence. Before she goes out for the day, Not-Lupe mentions to Nancy “in confidence” that she overheard Lou fighting with Freddie before dinner, calling it a “lover’s quarrel”.
After lunch and talking with all the suspects again, Nancy goes to grab the laundry with the master key and snoops in everyone’s rooms, finding various clues and suspicious things: Bill’s journal detailing how Chantal is running the place into the ground and needs to be replaced, along with a few lodge magazines; Not-Lupe’s gloves with suspicious specks of things on them (Nancy takes a sample of it in a Kleenex or something); Lou’s heavy suitcase that has a case with imprints of bones in it; Ollie’s has maintenance books that also detail how to take things apart and maintenance notes that say he saw the wolf around but didn’t have his gun; Freddie’s only thing of interest is a little dinosaur pin on her dresser.
Nancy takes the opportunity to snoop in Chantal’s normal room and finds that the things that were listed in the documents in the front desk really were fixed; Ollie reported to Chantal that things that he fixed were un-fixed by the time he went back to them the next day — most of the time suffering damage as well, such as the sauna that injured the guests that are suing Chantal. Nancy calls her father with the news, and Carson says to save those documents so that he can come get them tomorrow, and to see if she can find any clues to who might have done it.
After dinner Nancy talks to Lou, who confesses that he and Freddie started dating a few days ago after meeting online last semester in a dinosaur enthusiast forum — hence his decision to come to the lodge, as Freddie said there were cool bones here. He was originally going to steal a few small ones and thought no one would notice if he replaced them with resin-cast replicas, but Freddie caught him and they had a fight which ended with Lou deciding not to steal, and Freddie saying that she could help him make replicas for him to take home and keep in his house.
Nancy asks why he’s telling her, and Lou says that Ollie seems to get along with Nancy well, and he’d like Nancy to calm Ollie down if Ollie discovers that he’s dating Freddie. Nancy asks Lou about the wolf, and Lou says that some of the stuff could be a wolf — he’s seen one around the lodge once or twice — but he hasn’t really been paying attention to anything except the bones and Freddie (who he’s looking forward to visiting once he can).
When talking with Bill, he offhandedly mentions that he used to be a handyman — the sink in his room started acting up, but he fixed it easily because he thinks that Ollie has enough to do without doing this easy fix. Bill says that this would never have happened when Chantal’s father was running the Lodge and accuses Chantal of preferring to spend long “business trips” in the city to actually paying attention to the Lodge — he says she should just live in the city and hire a manager with experience who actually cares. Nancy asks Bill about the wolf, and he says if anyone could be haunted by wolves, he’d believe it was Chantal.
Nancy, it should be noted, during her explorations around the lodge, sees a few pawprints and some chewed-on debris, but otherwise hasn’t seen the wolf in person. Just traces and tracks.
Not-Lupe and Ollie both dodge Nancy’s questions – Ollie’s busy as everything seems to be breaking at once, and snaps at Nancy that without Chantal around, he’s the only person keeping the lodge afloat, and he’d be better off without the stress of this job. When Nancy asks him about the wolf, Ollie says that the last thing they need is some idiot tourist being attacked by a wolf, and so he refuses to believe that there’s a wolf around the area.
Not-Lupe is at her normal place at the window (though there’s a chair there because no one stands all day), and when Nancy asks about the wolf, says that that’s why she’s there — she heard the rumor about the wolf and wanted to see it, but that her visit’s been very disappointing — just a junky lodge with incompetent staff and no wolves anywhere. Her hobby is visiting winter lodges, and this one just Isn’t up to snuff.
Nancy tries to pry deeper, but Not-Lupe shuts her down and goes to bed; Nancy investigates the living room as everyone leaves for bed and finds crinkled up under the couch a magazine cutout about the Premier Lodge Group, a company that owns winter lodges all over Canada and the United States, and their plans to build a group of lodges in Alberta as soon as a few “minor inconveniences” with location are solved.
The day ends with Carson calling; Nancy tells him about all the suspects (Carson confirms Lou’s story by having talked to Freddie), the magazine, Ollie wanting to quit, etc. Carson promises to do some research on Premier Lodge Group and tells Nancy to send him a picture of the stuff she found on Lupe’s gloves. Nancy does so, and that’s the end of Day 2.
Day 3 opens again with Carson’s phone call, informing Nancy that he’ll be there in the early evening — he’s having a contact of his look at the photo Nancy sent, but he’s pretty sure it won’t be good news.
Premier Lodge Group was investigated a few years ago for sabotage to their competitors but ultimately nothing came out of it, and Carson suspects that people were paid off to keep quiet about it. Carson says that he’s looked into Ollie (since Carson suspected him the most) and apparently Ollie always grouches about quitting when he’s stressed but has been there for 20 years and is as loyal as they come, so Nancy says she’ll focus on Not-Lupe and Bill — the two lodge-hoppers who seem dissatisfied with the lodge.
Both Not-Lupe and Bill are gone when Nancy gets downstairs, and Lou (who’s planning on leaving that night to go to Edmonton) says that they both got a sack lunch from the kitchen and left early in the morning to go explore outside. He tells Nancy she can borrow his snowshoes and says that they both headed out (independently) in the direction of Skookum Ridge.
When Nancy gets up to the Ridge, she spots the “wolf” — really a Siberian Husky, like Carson thought, who seems very well trained. When the dog comes up to Nancy, a gunshot ripples through the air and nearly hits the dog, who would have gone running off had Nancy not grabbed her collar and yelled not to shoot. Nancy sees Bill across the ridge and waves him over, explaining that it’s a dog, not a wolf. The dog (whose name is something way better than Isis — literally anything else would do) is suspicious of Bill at first, which convinces Nancy that it’s not Bill’s — the only suspect left is Not-Lupe.
When she tells Bill what she knows about Not-Lupe, Bill admits to having seen her before at a lodge that went out of business due to mysterious accidents, but thought it was a coincidence before digging deeper in the magazines he brought and finding Not-Lupe in the back of a small photo of Premier Lodge Administrative Staff — he was worried about keeping it safe and knowing that there would be no cleaning staff until at least the next day, crumpled it up and put it under the couch he normally sits by.
A happy, friendly dog in tow, Nancy and Bill head back to the lodge only to find Ollie and Lou standing outside looking worried. They tell Nancy that they both went outside because they heard a loud noise, only to find the door locked behind them — and every other door locked as well. After realizing that Not-Lupe wouldn’t open the doors for them, Ollie went to get an axe for the door, only to have a note appear on the door’s window that if they forced their way in, the whole Lodge would be burned to the ground in an instant.
Carson calls then, saying that he’s a few minutes away, but that his friend got back to him — Not-Lupe’s gloves were covered in residue from explosives. Bill takes Nancy’s phone and begins to fill Carson in on who they think Not-Lupe is working for and who she is. Nancy asks Lou and Ollie to hoist her up to her own window, which she keeps unlocked, and crawls in, creeping downstairs to the main room to try to find how Not-Lupe will burn the lodge and stop her.
Nancy confronts Not-Lupe, who confirms her identity as a saboteur for the Premier Lodge Group, saying that with the bad press around the lodge Chantal would have already had to sell — but she’s going to go one step further and cause an ‘incident’, blowing up the lodge with fuses hidden around its ground floor — Chantal’s father won’t spend the money to rebuild the lodge, and the only proof that is against her is the word of two American kids, an old man, and a lodge-hopper with a very incriminating diary that would be found soon enough. She tells Nancy that she can either try to catch her or try to save the lodge and runs out the back, intent on escaping as she pushes the button to arm the explosives.
Nancy yells out the window for them to catch Not-Lupe, who’s got to be headed out to the main road, tossing the cushion of the seat Lupe usually sat in so that her dog can catch her scent, then has the final timed puzzle be switching off each detonator (which would be in each of the places where the suspects usually were, with the exception of Ollie’s whose is in the front desk).
As soon as Nancy disarms them, Bill calls out to her that Carson just called — Lou and the dog tracked Lupe to the main road, and Bill called Carson to let him know. Carson’s car stops Not-Lupe (Carson brought a policeman on a hunch), and the day is saved. Premier Lodge is snagged in a major lawsuit by Chantal’s father and other lodge owners who have had the same thing happen to them, and Chantal hires Bill as co-manager to ensure there’s always someone there to manage the lodge and for his wealth of knowledge of what makes a good lodge and good experience for guests.
The game ends with Nancy writing her letter to Hannah (so that Hannah doesn’t worry about them), and with her dad’s praise for a job well done.
I realize that this is a monumental fix; it’s a brand-new game made out of the skeleton of the old one. I also realize that there are a million and one ways to re-write this game; this one takes the idea of sabotage, one of the most frequent inciting incidents in the Nancy Drew world, and just makes it a little bigger.
No terrorism required.
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jan31 · 4 years
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SCK Cast and Crew in radio silence!
There has been a gag order it seems on all videos inside the set and photos. Cast very careful if they do post to make sure none of the main characters are around. Kerem is very quiet, and no appearance despite saying he was going to do a "live".
I am not sure what they are trying to hide, a new cast member perhaps, or the fact that Serkan is alive as apparently some Turkish people believe he died in the accident, so maybe a ploy to get more people to watch?
Asena just needs to pop over to Twitter and realise they have everything figured out and are just waiting for the second fragman to confirm and write their theories which sometimes are surprisingly accurate. FBI and CIA have nothing on them, they can study a window to discover who took the photo, or what happened in that bath scene!! It's hilarious
Of course on a serious note it could also be to contain the virus better, keep the paps at bay and let the actors concentrate more on their job and not be disturbed and harassed by them.
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defectivenancydrew · 5 years
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MID Review (finally)
Now that I’ve had a while to reflect on MID, I feel like I can give an honest, spoiler-free review. This turned out to be a much more in-depth review than I had planned on doing, but you can just read the italics at the end of each section if you just want the gist.
Controls: Okay, so for like the first fifteen minutes (or however long it takes you to adjust), the controls are frustrating. Once you get used to how to move (and it is still point-and-click), you’ll be fine. The only thing that I still didn’t have a solid grasp of by the end of the game was moving Nancy’s head around with the right mouse button--it might have helped to slow the mouse down for this function. That being said, the controls offer a lot to the game. The environments and navigation feel more realistic, and instead of jumping from scene to scene, Nancy slides through the space. It’s weird at first, but it’s ultimately superior. (Just for kicks, I went back and played a bit of LIE as a comparison, and the jumpy movement felt so weird after the smoothness of MID). Controls get a 8/10 for the steep learning curve and the more realistic movement.
Graphics: They’re not that bad, okay? On high render, the environments actually look really good and the characters are decent (low render is an understandably different story). Given the technical reasons behind the graphics looking as the do (full 3D render here versus painstakingly painted video files before), I don’t think that they’re really that bad. Puzzle renders and zoomed-in items/POIs really shine, appearing arguably better than previous games. It’s also important to consider what SCK/STFD look like compared to SEA--MID obviously looks better than SCK/STFD, but it has room for improvement. Just like the development team refined the graphics on their proprietary engine, they will refine the graphics on Unity over time. Again, looking back to the first three games, there is a huge jump in graphics quality between each game, indicating their ability to improve quickly. I’m willing to best that the next game (yes, I believe there will be a ‘next game’) will look much better than MID, and so on from there. Character renders are not as great, but this, too, is likely to improve and is probably also due to the fact that it’s 3D and not a painted video file. Their movements may be awkward, but the fact that they are mo-cap means that they may improve in future games. The only real gripe I have about the characters is the lack of facial expressions. Graphics get a 7/10 for up-close realism and room for improvement.
Performance: If you have a gaming PC or a relatively new device, you should be golden. The game runs smoothly at high render on my 2018/i7/SSD PC, but has some lagging issues at high render on my 2014/i5/HDD PC (issues that all but disappear by adjusting to low render). For those with older PCs or PCs with less processing-power, you may have to deal with way-off lip-syncs and choppy cut scenes if you also want to see the best possible graphics. The game only crashed once on my older PC (and it was more likely due to unrelated background processes I was running), but the autosave feature prevents crashes from being anything more than a brief annoyance. Performance gets a 6/10 for high requirements and the Sophie’s Choice of graphics or speed.
UI: I love the sleek, full-screen appearance and minimalist inventory/phone bar. If I had to ask for any improvements here, I might suggest that the inventory collapse into a bag icon when it’s not in use. UI gets 10/10 for maximizing space and minimizing distractions.
Environment (independent of graphics): HeR definitely stepped up their game (heh) on this front. While there are arguably no more locations to explore than in SEA, the environment is far more expansive and cohesive. You feel like you are in a small town (Salem), and you have the freedom to explore all the relevant places without jumping around or magically transporting. There’s only one location that is distant from the town center, and Nancy travels via car to get back and forth, which adds a dose of realism. We have our usual forest navigation (though it is mercifully straight-forward, unlike DOG or CAP), with the added bonus of looking around and using it to get from one place to another. The game makes good use of each space, though it’d be nice if there was more to do in certain lesser-used locations. Some of the locations really only seemed to be present to flesh out the whole environment--which is fine--but it’d be nice to utilize those locations a bit more. And when graphics are set high, the environments are quite stunning. The lighting and weather also do a good job of reinforcing the current atmosphere in-game. Environment gets a 9/10 for cohesion and light usage.
Characters (independent of graphics, story): This is probably one of the spots where MID won me over. Not only do we have eleven (11!) official characters, we have background characters that make the setting real! I didn’t count, but there were probably 10+ background characters that were present for minor commentary and realistic liveliness. For the first time in a Nancy Drew game, I wasn’t questioning where the rest of the world was. Yes, their movements were awkward and if your computer couldn’t handle the graphics, then their lips were flapping in mysterious ways, but they moved around and interacted with each other in semi-human ways. It is absolutely baffling to me that there are people who think there were too many characters. For one thing, we as fans asked HeR for more characters and that’s what they gave us. For another, the game never felt crowded. There were seven characters that were considered “main” that you interacted with often, three side characters that you interacted with occasionally, and one character that you only interacted with once. If they hadn’t been fully-formed characters with solid backstories, I might be persuaded that the number was an issue, but almost all of the characters were fully- or mostly-developed. Characters gets a 10/10 for quantity and quality.
Puzzles: This is probably the one facet of the game where it is most clear that HeR listened to fans’ requests. We asked for more realistic puzzles that were integrated into the game play and not totally irrelevant. That’s what we got. For some people, I think this made it seem like there were fewer puzzles, but I think there were just as many as before, it just wasn’t always super obvious that you were solving a puzzle (and they all but eliminated chore-type puzzles). The cooking mini game and serving mini game were both fun, nostalgic time-wasters in the best of ways. Another nice thing about the puzzles was that they weren’t super difficult as long as you were paying attention, so there wasn’t any need to google solutions or get frustrated. Puzzles get a 9/10 for fan service and perception (after all, perception is reality).
Story: MID really shines when it comes to the story line. The game delves into the full history of Salem, rightfully choosing to discuss topics that were always skirted in earlier games (prejudice, discrimination, slavery, torture, etc.). My only issue regarding the presentation of history is that a lot of the learning is optional, and can be easily ignored or missed. The actual story line of the game is well-established and doesn’t have any gaping plot holes (at least that I noticed on my first play through). There are multiple crimes to solve, multiple items to recover, and thus multiple endings/outcomes to achieve. I can’t go into too much more detail without spoiling parts of the game, but suffice it to say that the story has depth and gravity that might even place it ahead of previous games. Story gets a 10/10 for more mature themes and multiple, successfully interweaving story lines.
Dialogue: While the content of the dialogue is great and forms the foundation for much of the story, it loses me in presentation. First, the line-by-line captioning system is awkward at best, and a monologue behind at worst. I see no reason not to present the player with sentences or paragraphs at a time as before. Second, dialogue options are not so much options as dialogue tasks. You have questions you can ask, but there is no choice of how to ask them or how to respond to an answer. For the most part, you are just choosing the order in which to ask things. This, in my opinion, is a step backward from the previous games, where Nancy could be optimistic, pessimistic, direct, or passive-aggressive. Lastly, there is a strange lack of subject in Nancy’s sentence structure at times. She says “should do xyz” instead of “I should do xyz,” or “wanted to ask about abc” instead of “I wanted to ask you about abc.” While this isn’t really too weird in the context of modern speech patterns, it is still a little awkward. There are examples of this in previous games when Nancy speaks to herself, but never in dialogue with other characters. Again, this isn’t a big deal, but it crops up enough to make it noticeably strange. Dialogue gets a 6/10 for solid content and poor presentation.
Music: At first, the music seems to be nothing special; the main theme is quiet, unassuming, and a bit repetitive at times. But much like the rest of the game, it gets better as you progress. The music in Luminous Infusions and at the end of the game really stick out as great pieces, although the rest of the tracks are also very well-composed. There is thematic continuity between tracks and the tracks also reflect the game’s current atmosphere well. The music, while from a new composer, is still reminiscent of the old games, particularly the mystical tracks in CUR. I’m hoping HeR releases a soundtrack for MID in the future, but I do know there are no current plans for an official soundtrack (though you can find unofficial ones on YouTube pretty easily). Music gets a 10/10 for quality and cohesion.
Nancy: Nancy finally sounds like the late teen that she is meant to be! Nancy is witty and assertive, no longer speaking with the voice of a thirty-year-old and expressing the thoughts of a thirteen-year-old. The new voice actress is just what Nancy’s voice needed, in my opinion, though I have admittedly been a supporter of replacing Lani since about DED/GTH (don’t get me wrong, I love Lani and she will always be the classic voice of Nancy in my head, but I could also admit that her voice was losing its spark and pep). It takes a little while to get used to the new voice, but once it stops sounding different, it’s easy to fall in love with. Another great aspect of Nancy 2.0 is that she’s willing to get into it with other characters, even if they are in a position of authority. Nancy has always been an assertive character who stands up for what is right, even if it’s not easy to do. We see the return of this kind of Nancy in MID, and I hope we don’t lose her in future games. The only thing that I found a tad bit odd was how sugar-sweet Nancy was toward Deirdre. I like how their relationship was updated in order to model more appropriate/healthy female friendships, but it is a little weird considering the canon interaction model set forth by ASH and DED. Nancy’s other relationships have also matured and improved. Nancy gets a 10/10 for assertiveness and expressiveness.
Physical Copy: Well, almost two weeks after the release date, I finally got my physical copy of MID. This is unprecedented, as I always received physical pre-orders the day of or even the day before release. The long wait drove me to buy the digital download, which I didn’t mind doing, but this could be very frustrating for those not willing to pay for the game twice. I was disappointed to find that the disc art is just a copy of the cover art (which is minimalist at best), and not a characteristic color like the other games. The box art seems like it was put together at the last minute, not unlike the cover art. If it weren’t for my compulsive need to own all of the physical copies, I probably would have skipped it. Physical copy gets a 1/10 for slow delivery and lackluster appearance.
Weird Things to Complain About: Yes, there is one background character whose voice sounds like it was recorded on a Motorola Razr, but she says one sentence that you don’t even have to listen to. Yes, some of the background characters are overt clones, but we’ve never even had background characters to complain about before. Should there have been more to do in the Hathorne House or other one-off locations? Yeah, probably, but we were given a ton of locales to visit. The characters were always bobbing around and breathing, but--surprise!--this is something that real humans do. Did their feet/hands occasionally meld with other objects or the environment? Sure, but why were you looking at their feet during a conversation? Admittedly, Teegan sometimes looked like she was trying to scare off a bear or prepare for flight, even I can’t argue that that wasn’t odd. But for the most part, these are minor, petty issues. There weren’t gaping plot holes, there was actually a mystery to solve (looking at you, MED), and we got a lot of the things that we asked for over the years. There is always room for improvement, and this game is certainly no exception. I expect that the next game will make refinements based on our feedback and be even better. HeR completely changed the Nancy Drew game formula, but they used our input as a guide. They’ll take what we say about MID into consideration with the next game, and hopefully over time we will see the same level of improvement we saw from SCK to SEA. They started from scratch, and even though they had five years to work on it, the first time you try something new is almost always the worst. I don’t condone the way they treated us over the hiatus or how they treated their own staff, but I don’t think it’s time to abandon ship yet. If you play this game with nostalgia goggles on and a closed mind, you’re going to hate it, you’re going to ask for a refund. If you go into it with an open mind and excitement for something new, you might just find that you like MID more than you’d care to admit. Weird things to complain about gets an 8/10 for minor oddities that should be expected in a pilot endeavor.
Conclusion: Change is inevitable. If you were around when TMB came out, you might remember the absolute uproar that came with the UI change. People threatened to walk away from the series because of the new menu screen and bulkier interface. If you’ve played the original SCK and STFD, then you know how drastically the games improved over the span of a single year. And compare those games to SEA and it’s clear that the games are always improving. But you have to start (or in this case, restart) somewhere, and MID is our new starting point. The games will get better, and we’ll still find things to complain about (like we always do), because there is always room for improvement. There’s no point in lamenting about how good the game would have looked on the old engine, because that misses the point. The old engine could not deliver what we as fans desired. It could not handle more than six characters or more than eight hours (this is being generous) of game play. It couldn’t give us more expansive environments or smoother navigation. The new engine gave us all of these things, but sacrificed a bit of graphics. Big whoop. I’m willing to bet that none of us got into the games for their graphics, especially those of use who became fans early on in the games’ history. Bottom line? HeR gave us a good game. Not their best game, maybe not even one of their better games, but it’s certainly better than MED or SCKR. And hey, at least we finally got the game. Midnight in Salem gets an 80%, an admirable B-, because the effort and progress is there, but there are definitely things that they could have done better.
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nancydrew428 · 4 years
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Hi!! So I’m conducting kind of a survey/study? Can you rank the games in order from best to worst in your eyes? A simple list will suffice. Include MID, and both SCKs please. But exclude dossiers ;)
Hi! Sorry for the late response! I’ve been doing finals and my last assignments of the semester haha. But I eventually finished this!
Also, don’t hate me (I don’t think I’ve ever mentioned this except for on my bingo card, subtle plug), but I haven’t played 10 of the games, and of the ones that I have played, I still haven’t finished 3 of them🙊😂 So I might not be the most helpful, especially if you need exact rankings or answers from someone who knows everything about each game. I’m sorry! But hopefully my answer will still help you. If not, I’m hoping it’ll be interesting!
1. Curse of Blackmoor Manor
This one has definitely been my favorite game! It took me 8 years to finally finish it, but I’m so glad I did. I love the atmosphere, especially the creepy vibes (and I do like the English moor aesthetic, haha). The game used to scare me so bad, but now it’s just cute, and a little spooky. The only thing I don’t like is the moving rooms. All the other puzzles were good. But that one made me dizzy and confused, lol.
2. The Secret of Shadow Ranch
Dave Gregory. That’s it. That’s the tweet. Lmao. ...Seriously, though, I love being out on the ranch in real life and I love how that translated in the game. I love horses and cowboys. The love story with Frances and Dirk… My heart. I also loved the book. And I liked the glyphs. And the chocolate Shadow Ranch cake is to die for (it’s my go-to chocolate cake recipe!⁠—although I will never do walnuts).
3. Danger on Deception Island
This was the first game I played, so obviously it had to be high up on my list. Again, I love the atmosphere (that’s probably my biggest factor when ranking these games, and with playing games in general). It really reminds me of a place along the California coast that I visit during the summer. And I don’t think there would have been a better game to introduce 8 year old me into the world of ND video games.
4. Ghost Dogs of Moon Lake
This one used to scare me. Every night I would be afraid for the dogs to jump on the house and windows. Every time I would be in the woods looking for bugs I was terrified that something would happen. Also, Yogi! And I remember actually enjoying the puzzles and the hunt for bugs. Also, the speakeasy was so cool!
5. Last Train to Blue Moon Canyon
The Hardy Boys!! I saw someone say this is like an off-brand Murder on the Orient Express, and it was so funny to me, and I wanted to share it with you. But I love the train idea, the Hardy Boys, cooking, the potential “ghosts,” the hunt, and the dialogue.
6. Secret of the Old Clock
I loved this book. It’s the first Nancy Drew book (definitely a classic), and I love how they set the game in the ‘30s. It was completely different in that aspect than any of the other games. Although the driving wasn’t the most fun, I lovedthe pies, going through the secret passages, playing mini-golf, and the ugly yet cute cat that I don’t remember the name of.
7. Shadow at the Water’s Edge
I don’t know how accurate this is in the portrayal of Japanese culture. I hope that it’s pretty accurate and that it isn’t racist, but I’m not sure. But I remember playing this game when I was 11 and being absolutely terrified. The bento boxes were very cute, but I remember getting frustrated with it. The jumpscare is arguably the best part of the game and the scariest scene in any Nancy Drew game.
8. Sea of Darkness
This one is honestly this high up specifically for the graphics. Overall, it is a good game. I liked the puzzles, the setting, characters, dialogue, etc. But the graphics stole the show. It is the best Nancy Drew game with graphics, plus the scenery is pretty (even if it wasn’t as quality). I love the snow and the chilly atmosphere, and I definitely feel like it’s a winter game.
9. Treasure in the Royal Tower
I liked this game. I loved (you guessed it!) the atmosphere. I loved being snowed in, and I loved Hotchkiss. I don’t remember much of this game, and one might argue that that means that it should be lower on the list, but I remember really enjoying it, so I’m keeping it in this spot.
10. Legend of the Crystal Skull
I love the atmosphere, New Orleans, and Henry so much. This isn’t my favorite game, but it is so good!
11. Danger by Design
I like this one, with the Sonny Joon references. I also like Paris, and I think this is a fun game. But I always get it confused with The Phantom of Venice, which is why Phantom is listed right below this one. Which one has JJ and the cookies? I couldn’t tell you.
12. The Phantom of Venice
Like I said, I always get this one confused with Danger by Design. I couldn’t tell you what happens in each. Except this one has you dance in a catsuit and play SCOPA, but I don’t remember necessarily caring for either of these.
13. The Captive Curse
I like this one. I like Germany, the monster, the scary beginning, Renate falling asleep. But I feel like it could have been scarier. (If it was, let me know! I gotta replay it in that case.)
14. Alibi in Ashes
I love Alexei, the ice cream/milkshakes, and getting to play other characters than just Nancy. But other than that, it’s not my favorite game.
15. The White Wolf of Icicle Creek
I’ve only played the Wii version of this game, so I’m not sure how different it is from the PC version. + I never finished it. I loved the kitchen and cooking, and the wolf is super cute! But I didn’t like the ice thing. I could never get past it. Is it any easier on the PC?
16. The Haunting of Castle Malloy
I’m Irish and I think it’s cool that the game is in Ireland. I actually like the character design, but it feels a little bit….ridiculous to me? And the banshee? I don’t know. But I love the atmosphere, and from what I remember, I liked the characters.
17. The Creature of Kapu Cave
I remember liking the game, and I love anything with the ocean or lakes or swimming or diving. Like, the water is where I belong, and I think it’s so fun. But the character design is awful. Frank and Joe don’t look the way they’re supposed to, and I can’t get over it.
18. The Deadly Device
It’s a good game, but I’ve never finished it. It’s difficult in some parts and boring in others. But I love the Tesla idea, Mason’s sarcasm, and Ryan (I just love Ryan). But it’s never really pulled me in. (I think part of it might be because it’s the only game, other than SSH that I’ve tried playing without using any walkthroughs, so I’m having a tough time, lol.)
19. Warnings at Waverly Academy
I know that this is a fan favorite, but it isn’t my favorite. I like all of the Nancy Drew games that I’ve played for the most part, and it is a good game. But I’m tired of school, and I play video games to escape it. Plus, other than Mel, I don’t like any of the characters. That might be the point, but in a game where you have only a handful of characters, I don’t like only having one of them be likeable.
20. Message in a Haunted Mansion
I don’t remember much of this game. But I love anything even slightly spooky, and I remember thinking this game was cute.
21. Secret of the Scarlet Hand
I’m playing this game right now (not as I type this, but I’ve played it on and off for the past few months), and it’s pretty good. I like learning about Mayan culture, but it isn’t that special of a game. Nothing really stands out to me, and none of the characters are all that likeable imo.
22. Secrets Can Kill Remastered
Again, I don’t remember much from this game. It didn’t stick out to me much, and I enjoy games with a good atmosphere and a somewhat lasting impression. This game isn’t bad; I don’t think any of the ND games I’ve played have been bad tbh. But I don’t care about high school, and I want something else to remember. But I give Her Interactive kudos for making a game for girls about murder (especially because it was technically their first game, and this was just a remake). And that sounds sarcastic, but it actually isn’t! Lol.
23. The Haunted Carousel
This wasn’t a bad game. I just don’t really have an interest in carnivals and that sorta thing. They’re okay, but they don’t intrigue me that much. And I don’t remember much from this game. I played it around the same time that I played most of these games, and it didn’t stick out to me. However, I do love the cover and the fact that not every character is white.
24. Ransom of the Seven Ships
I know this game gets a bad rep, but I don’t think it’s a terrible game. But the black face is just too racist and makes me too uncomfortable to enjoy it as much as it could be enjoyed. If HeR toned down the racism a little bit, I could have actually enjoyed this game (except for George’s character design; they did my girl dirty, but what’s new?).
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bizmediaweb · 6 years
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The History of Social Media: 29+ Key Moments
Here, we’ve compiled some of the most pivotal “moments” in social media’s history. From the very first social networking site (invented in the 1990s), to recent changes to networks with billions of users.
So sit back, relax, and join us while we look back at what once was the future.
The 29 most important moments in the history of social media
1. The first social media site is born (1997)
On one of the first true social media sites, SixDegrees.com, you could set up a profile page, create lists of connections, and send messages within networks.
The site amassed around one million users before it was bought out for $125 million …and shuttered in 2000, though it later made a modest comeback and still subsists today.
2. Are you? Hot or Not (2000)
Who can forget Hot or Not ( AmIHotorNot.com )—the site that invited users to submit photos of themselves so others could rate their attractiveness. The site is rumored to have influenced the creators of Facebook and YouTube—and nurtured millions of insecurities.
After being sold off a few times, its new owners tried to revive it as a “game” in 2014.
3. Friendster (2002)
Then along came everyone’s BFF: Friendster.
Launched in 2002, Friendster was originally going to be a dating site that would help set up people with friends in common. You could create a profile, include “status updates” and reveal your mood. Messaging “friends of friends of friends” was also a thing.
Unfortunately, the site’s spike in popularity in 2003 caught the company by surprise and took a toll on its servers, impacting users, who increasingly looked to connect elsewhere.
4. Myspace: “a place for friends” (2003)
In droves, frustrated Friendsters said “sorry it’s not me, it’s you” and pulled up stakes for Myspace , the Friendster rival that quickly became the go-to site for millions of hip teens. Its customizable public profiles (which often featured music, videos and badly shot, half-nude selfies) were visible to anyone, and were a welcome contrast to Friendster’s private profiles which were available only to registered users.
2005 marked the apex of Myspace. The site had 25 million users and was the fifth popular site in the United States when it sold to NewsCorp that year. And that was the start of its decline from ultra-trendy to ultra-tacky.
5. Gaining traction (2003-2005)
In 2003, Mark Zuckerberg launched Facemash, described as Harvard University’s answer to Hot or Not. “The Facebook” followed in 2004. Registering its one millionth user that same year, the site dropped the “the” to became just “Facebook” in 2005, after the “Facebook.com” domain was purchased for $200,000.
Around the same time, a tidal wave of other social media sites swept ashore:
LinkedIn emerged, targeting the business community. Photosharing sites like Photobucket and Flickr, social bookmarking site del.ici.ous and the now ubiquitous blogging platform, WordPress also came into existence.
YouTube also launched in 2005. Anyone remember “Me at the zoo”—the very first YouTube video of that man and the weirdly watchable elephants? It now has 56 million views.
News-aggregator-cum-snark factory, Reddit arrived that year too.
6. Twitter hatches (2006)
Despite its 2004 birth date, 2006 was arguably the year Facebook truly took flight: it opened registration to everyone and went from an exclusive Harvard-only club to a global network.
Twttr, the site that eventually became known as Twitter also took flight in 2006.
The first tweet ever, posted by co-founder @Jack Dorsey on March 21, 2006, read: “just setting up my twttr.” So glad they changed the name, because “twttr” scks!
Dorsey originally envisioned twttr as a text message-based tool for sending updates between friends. Apparently in the early stages of its development the twttr team racked up some steep SMS bills. TechCrunch reported twttr’s first users were sending breaking life updates like: “Cleaning my apartment” and “Hungry”. (My, how times have(n’t) changed!)
7. LinkedIn “in the Black” (2006)
In sharp contrast to other networks, LinkedIn—once known as “Myspace for adults”—was the first to offer users paid premium packages. Its Jobs and Subscriptions area, the site’s first premium business line, helped bring in revenue in the early days.
In 2006, just three years post-launch (and three years before Facebook!), LinkedIn turned a profit for the first time.
“As far as we’re concerned, a year of profitability is but a ‘taste’ of the success we aspire to achieve at LinkedIn,” said social media manager Mario Sundar, in a blog post lauding LinkedIn’s first year “in the black.”
The site’s profitability would be a recurring theme in the stampede towards IPO—both LinkedIn, and numerous copycats.
8. YouTube makes partners (2007)
Through YouTube’s elephantine beginnings, buzz grew: it gathered nearly eight million daily views between its May 2005 beta its official launch in December 2005. Then, things escalated quickly: ahead of its acquisition by Google in the fall of 2006, the site grew to 100 million videos being watched by 20 million dedicated users.
In May 2007, YouTube introduced its partnership program, which has been key for the site. The initiative is what it sounds like: a partnership between YouTube and its popular content creators. YouTube provides the platform and creators provide the content. Profits from advertising on creators’ channels are then shared between the two parties. And that’s how Lonelygirl15 and your favorite YouTubers got their start.
9. Tumblr and the age of the microblog (2007)
In 2007 the social network described as “Twitter meets YouTube and WordPress” came a-tumblin’ along. 17-year-old David Karp launched Tumblr from his bedroom in his mother’s New York apartment. The site allowed users to curate pictures, videos and text and “reblog” their friends on their “tumblelogs.”
Soon after, the term micro-blogging became widely used to describe both Twitter and Tumblr, which both allowed users to “exchange small elements of content such as short sentences, individual images, or video links.”
10. The hashtag arrives (2007)
The strict 140-character limit for tweets set Twitter apart from rivals, including Facebook and Tumblr. But Twitter’s significance in the digital age was really defined by the hashtag, a symbol that has helped political organizers and average citizens mobilize, promote, and create awareness for critical (and not so critical) social issues.
Hashtags have also helped plant the seeds that sprouted movements such as #Occupy, #BlackLivesMatter, and #MeToo.
Also, timesucks like #SundayFunday, #YOLO and #Susanalbumparty.
As the story goes, during the summer of 2007, one of Twitter’s early adopters, Chris Messina, proposed the hashtag (inspired from his early days on internet relay chats) for organizing tweets. It wasn’t until a couple of months later, that the #SanDiegoFire hashtag was sparked to aggregate tweets and updates about the California wildfires.
Still, Twitter didn’t fully embrace the hashtag until 2009, realizing that it was more than just a useful way to group content, but a unique vernacular for expressing ideas and emotions online too. It invigorated the platform, and brought new users.
11. Welcome Weibo (2009)
While we’re on the topic of micro-blogging, we would be remiss not to mention China’s Sina Weibo, or simply Weibo. A Facebook and Twitter hybrid, the site launched in 2009—the same year Facebook and Twitter were banned in the country. Along with Qzone and QQ, Weibo remains one of the most popular social networks in China, with 340 million active monthly users.
12. Back to the land with FarmVille (2009)
Back over on the other side of the ocean, 2009 was the year your mom, granddad and Aunt Jenny joined Facebook and couldn’t (or wouldn’t) stop inviting you to join the new family pastime, FarmVille. Like you didn’t have enough chores to do IRL, wiling the day away on virtual animal husbandry added to the list.
The addictive social game eventually made TIME magazine’s list of the world’s worst inventions. (Of course, that didn’t stop Zynga from creating spinoffs like PetVille, FishVille and FarmVille 2 among others. PassVille.)
13. When your FourSquare “check in” ousted your FarmVille update (2009)
2009 also showed users how to acquire important-sounding-yet-meaningless titles from their daily travels. Location-based app Foursquare was one of the first that allowed users to “check in,” while sharing recommendations all about their favourite neighbourhoods and cities with friends and family …and earn virtual mayorships while they were at it.
14. Grindr revolutionizes the hookup (2009)
Tinder comes to mind as the app that changed online dating culture when it appeared in 2012. But Grindr, on the scene in 2009, was the first geosocial networking app for dating geared towards gay and bisexual men, helping them meet other men nearby. For better or worse, it revolutionized hookup culture for gay men, and paved the way for many others like Scruff, Jack’d, Hornet, Chappy, and Growlr (for bears).
15. Unicode adopts the emoji (2010)
There can be little doubt that digital culture changed in 1999 when the emoji first appeared on Japanese mobile photos, thanks to Shigetaka Kurita. Their popularity quickly ???? (uh, took off).
By the mid-2000s, emoji started appearing internationally on Apple and Google platforms.
Realizing writing online without access to a thumbs up emoji was nearly impossible, Unicode adopted the emoji in 2010. The move was the beginning of emojis being legitimized as a language. So essential was the “Face with Tears” (a.k.a. the laugh-cry emoji) that it was actually adopted as a word by the Oxford Dictionary in 2015.
And each country has their own favorite: for Americans it’s skulls, Canadians love the smiling pile of poo (WTF, Canada?), and for the French? Of course it’s the heart.
16. Introducing Instagram (2010)
Can you remember the pre-filter days of photo-sharing—back when there wasn’t the option to add the Gingham filter to make everything look “vintage”?
We have Instagram’s founders to thank for our inability to go a day without posting a filtered pic with polaroid corners to our highly curated feeds. On July 16, 2010, one of the first Instagram photos to be published by co-founder Mike Krieger (@mikeyk) was an uncaptioned, heavily filtered shot of a marina.
View this post on Instagram
A post shared by Mike Krieger (@mikeyk) on Jul 16, 2010 at 10:26am PDT
The shot definitely set the tone for the billion users around the globe the today post upwards of 95 million shots a day (according to 2016 figures).
17. Pinterest has us pining to pin (2010)
Though it first went live in closed beta in 2010, it wasn’t until 2011 that “pinning” would become a favourite new hobby (and verb) for domestic gods and goddesses. Social bookmarking site Pinterest was once called “digital crack for women” and gave women’s lifestyle magazines and blogs a new raison d’etre.
A 2012 report about the site found that home, arts and crafts, and fashion were the most popular categories on Pinterest. That’s still true in 2018.
Recent stats show two million people post pins every day, and there are one billion pins living on the site!
18. #Jan25 Tahrir Square uprising (2011)
Jan. 25, 2011 was a fateful day for hundreds of thousands of Egyptians who took to the streets, gathering in Cairo’s Tahrir Square to protest 30 years of dictatorship under Hosni Mubarak. The uprising eventually forced Mubarak to step down—just as similar protests had ousted Tunisian dictator Zine El Abidine Ben Ali days earlier.
Similar actions, which came collectively to be known as the “Arab Spring,” swept countries across the Middle East and North Africa, and were credited with bringing down governments and bringing about positive change for local populations. Reports found that social media networks were critical tools for organizers in mobilizing, publicizing and shaping opinion.
Popular hashtags on Twitter (#Egypt, #Jan25, #Libya, #Bahrain and #protest) were tweeted millions of times during the first three months of 2011. Facebook usage grew across the region, doubling in some countries.
Government attempts to block access to Facebook and Twitter were briefly successful, but quickly spurred activists to find other creative ways to organize, inspiring onlookers the world over.
19. Snapchat’s disappearing act (2011)
Launching almost exactly a year after Instagram, soon-to-be rival “Picaboo” launched …and then quickly rebranded to Snapchat following a lawsuit by a photobook company with the same name. (Probably for the best.)
The app’s early success tapped into the ephemeral nature of life’s moments, allowing users to post content that would vanish after 24 hours. (Not to mention giving us all the ability to puke rainbows.)
The disappearing snaps appealed to the teen demographic the app first attracted. Snapchat was also the perfect alternative for teens to find their friends—and flee family on Facebook.
20. Google Plus wants in on the party (2011)
2011 was also the year Google attempted to roll out another answer to Facebook and Twitter—following previous failed attempts like Google Buzz and Orkut. Google+ or Google Plus began with an invitation-only system in 2011. That summer, new users got access to 150 invitations they could send out before the site’s official opening in September. Demand was so high that Google eventually had to suspend them.
Google Plus differentiated itself from Facebook with its “circles” for organizing friends and acquaintances that could be done easily without having to send a friend request.
By the end of 2011, Google Plus was fully integrated into related services like Gmail and Google Hangout. Unfortunately, timing of the social network’s launch following Facebook and Twitter meant that the social network struggled to accrue the staggering usage numbers its competitors had. (Clearly there are some parties you just don’t want to be late to.)
21. Facebook celebrates one billion (2012)
Just eight years after launching in Mark Zuckerberg’s Harvard dorm room, Facebook announced its user base had reached a significant milestone—and now shared a population nearly the size of India.
“If you’re reading this: thank you for giving me and my little team the honor of serving you. Helping a billion people connect is amazing, humbling and by far the thing I am most proud of in my life,” Zuckerberg said.
Looking back, now that Facebook has two billion users and three other billion-user platforms—WhatsApp, Messenger, and Instagram—his quote sounds all the more quaint.
22. Year of the selfie (2014)
Twitter proclaimed 2014 as the “Year of the Selfie” following Ellen DeGeneres’s Oscar photo. You know the one. Or, you should. Because that selfie has been retweeted more than three million times—setting a Twitter record and winning Twitter’s award for “Golden tweet” of the year.
If only Bradley's arm was longer. Best photo ever. #oscars pic.twitter.com/C9U5NOtGap
— Ellen DeGeneres (@TheEllenShow) March 3, 2014
The debate about who invented the selfie has yet to be resolved. Paris Hilton said she did in 2006. Others say it was actually a guy named Robert Cornelius in 1839. (He wasn’t available for comment.)
23. Meerkat, Periscope: the streaming wars begin (2015)
Meerkat was the first app to start the live streaming craze (RIP). Then, Twitter developed Periscope and won the first streaming wars (there’s another one coming, I’m sure).
Periscope became everyone’s favorite, easy-to-use app for streaming and watching live events. Getting showered with “hearts” anytime you hit the record button was pretty much all the incentive anyone needed to try it out. It was so popular that Apple awarded the app the iOS app of the year in 2015.
Three years on, the video app is rumoured to be struggling. But it’s also integrated with the Twitter mobile app, so there are still ways to become a Periscope celeb.
24. Facebook LIVE (2016)
Facebook was slow to slide into the live stream game, first rolling out live streaming features on its platform in 2016. But the company has worked to ensure its success in the space with extra resources and partnerships with mainstream media like Buzzfeed, the Guardian and the New York Times.
Special attention from Zuckerberg and its massive user base have also ensured its dominance.
25. Instagram launches Stories (2016)
Taking a page from Snapchat’s playbook, Instagram introduced “Stories” allowing users to post photo and video sequences that disappear within 24 hours (although they can now be saved and archived). Filters, stickers, polls, hashtags, and highlights to enhance Stories have succeeded in making the app even more addictive, as if that was even possible.
26. The U.S. election and social media’s fake news crisis (2016)
You could argue that 2016 was a no good very bad year for social media—and by extension democracy.
It was the year a sophisticated information warfare was waged using “troll factories” on social media used to spread disinformation—including false claims and conspiracy theories—during the U.S. presidential election. Mainstream influencers like journalists, pundits and politicians—even Hillary Clinton and Donald Trump—were found to be spreading content that bots had shared online.
Facebook has since revealed that 126 million Americans were exposed to content by Russian agents during the election.
In 2018, Facebook, Twitter, and Google representatives appeared before the U.S. Congress to testify as part of ongoing investigations into Russia’s attempts to influence the elections.
27. Twitter doubles the character limit (2017)
In an effort to attract more users, Twitter doubled its signature character limit from 140 to 280 characters. The move was widely panned by more than a few users (and had critics hoping Trump wouldn’t find out).
Of course, it was @Jack who tweeted out the first super-sized tweet:
This is a small change, but a big move for us. 140 was an arbitrary choice based on the 160 character SMS limit. Proud of how thoughtful the team has been in solving a real problem people have when trying to tweet. And at the same time maintaining our brevity, speed, and essence! https://t.co/TuHj51MsTu
— jack (@jack) September 26, 2017
The major change along with the introduction of “threads” (aka Twitterstorms) now means tweets that will make you go WTF are increasingly unavoidable as everyone makes the most of their 280 characters.
28. Cambridge Analytica and #DeleteFacebook (2018)
In early 2018, it was revealed that Facebook allowed a researcher from Cambridge Analytica—who had worked on Donald Trump’s presidential campaign—to harvest data from 50 million users without their consent. A campaign to #DeleteFacebook swept the internet as users protested by deleting their profiles on the site en masse. Despite this, Facebook’s user numbers continue to climb.
Facing mounting pressure to address data privacy, Zuckerberg participated in five days of hearings before the U.S. Congress.
29. Instagram launches IGTV app (2018)
If you thought Boomerang was the only video app Instagram had up its sleeve you would be wrong. Instagram is now ready to compete with YouTube: the company increased its one-minute video limit to one-hour and launched a whole new app, IGTV, dedicated to long-form video.
Up next 2019
Hear our 2019 social media predictions in our data-pack Social Trends Webinar. Gain new insights from our survey of 3,255+ of social media professionals and leave with cutting-edge best practices from the world’s brightest social brands.
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lizacstuff · 3 years
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Kerem Bürsin’s birthday celebration on the set of Sen Çal Kapımı  - June 2021 (via hakangencann1903)
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kaylynngaelhe11 · 7 years
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Buy it on Amazon - http://ift.tt/2EGKWBe - Canon imageFormula DR-C225 Document Scanner Review -- Click the link to buy now or to read the 27 4 & 5 Star Reviews.Subscribe to our Channel: https://www.youtube.com/channel/UCwdG7wM3mGC924CpoG6SCzg?sub_confirmation=1 Like us on Facebook for videos, pictures, coupons, prizes and more - http://ift.tt/2wCDdi2 Canon imageFormula DR-C225 Document Scanner Review Amazed by the speed and convenience vs. flat bed scanner without autofeed. Automatically straightens out documents that are fed slightly tilted. Scans double-sided documents and name cards at once. However, works mostly with flat, uniform documents. If you have a post it stuck on the paper or the paper is not uniform, it will give feeder error. If you want to scan a slightly thick box, won't work. Photo scans are not high quality. Occasionally, it misreads orientation of the paper and I need to ... Reviewer : SCK I have tried a wide variety of documents, photos and business cards including licenses. Very impressed with the basic machine which handles everything very well and fast with amazing resolution and accuracy. The manual is truly awfully and should be rewritten. Working through the manual you learn the concepts as you go more by trial and error but the response from Canon Support has been very good with explanations that should be in the manual. Suggesting a back up half way through the manual ... Reviewer : Deryk F. Click http://ift.tt/2EGKWBe to buy now on Amazon or to read more reviews. Easy Use Front-side-forward, top-up item feeding Eliminates the need to flip documents Full Auto Mode Automatically adjusts multiple settings with a single click Canon CapturenTouch ISIS & TWAIN drivers for Windows, TWAIN for Mac Customer Care ne year warranty included - Advanced Exchange Service optimal eCarePAK extended service available. Power consumption : Scanning: 12.8W or less, Sleep mode: 1.9W or less, Power tuned off: 0.5W or less High Image Quality Shadow Cropping DE skew / straighten scanned images Auto Resulting setting for scanning mixed batches text documents and photographs Auto color Detection optical Character Recognition (CR) This is a doucument scanner that makes it easier to maintain a "paperless" office. The scanner is fed from the top and is able to scan both sides of each page of a document at the same time. It is a remarkably fast scanner. We have something similar at the office to scan both side of insurance cards or paper invoices and receipts. Before doing anything, you first need to install the scanner software which is contained on a CD. If you don't have a CD reader, you will have to find an al... Reviewer : Dr Mike Click http://ift.tt/2EGKWBe to buy now on Amazon or to read more reviews. ***Let Us Know What You Think… Comment Below!!*** Watch my other review Videos – https://www.youtube.com/channel/UCwdG7wM3mGC924CpoG6SCzg See other products on http://ift.tt/2xhK4Ru Subscribe to our Channel: https://www.youtube.com/channel/UCwdG7wM3mGC924CpoG6SCzg?sub_confirmation=1 Like us on Facebook for videos, pictures, coupons, prizes and more - http://ift.tt/2wCDdi2 #Canon USA ( Scanners), #Canon imageFormula DR-C225 Document Scanner This is a review video for : B00LBVUIV8 Manufacture : Canon USA ( Scanners) Thanks for watching! http://ift.tt/2xhK4Ru Related Videos in Channel
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blackjack-15 · 5 years
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Not Horsin’ Around — Thoughts on: The Secret of Shadow Ranch (SHA)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG, CAR, DDI
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it. Unique to this game is a section in between The Mystery and The Suspects titled The Historical Background, as the background in SHA is so important and takes up nearly a third of the whole game that it deserves its own section.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with links to previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: SHA, non-spoilery mention of TRT, non-spoilery mention of CAP, non-spoilery mention of DED, non-spoilery mention of SPY.
The Intro:
Secret of Shadow Ranch is one of those games that invariably ends up in every “Best Of” list of Nancy Drew games. Unlike another mainstay of those lists (watch this space for the next meta, where I will Make Enemies), SHA actually deserves to be on it without reservations.
Unlike a few other “Best Of” games, SHA doesn’t actually do anything new with its story — there’s no beat, no bare-bones plotline, no mystery that hasn’t been done in the previous 9 games – but it just does it more completely. There’s more effort, more time, more thought, and more care obviously put into SHA (which itself is one of the most popular Nancy Drew books) than a lot of the other games. This isn’t to say that the other games are bad, just that SHA has a uniquely huge amount of care and detail put into it.
I should take the time to note here that I don’t believe that SHA is the best Nancy Drew game of all time, nor is it my favorite game of all time. The first designation shifts according to time, and the second is wholly dependent upon my personal style of play, so elevating a game based on that is less than pointless. When I say SHA deserves to be on “Best Of” game lists, it’s because it genuinely ticks all the boxes to make a fun, challenging but not hard, atmospheric, and honestly engaging experience.
Any introduction to Shadow Ranch would be incomplete without addressing the largest visual change it brings: the full-screen visuals. The bulky 2/3-of-the-screen interface is retired here and instead a (relatively) sleek task bar is added at the bottom, allowing SHA to look, as well as feel, bigger than any other game that came before it. Not only does this result in a smoother visual (especially as Nancy turns around) style, but it allows for more visual puzzles (significantly, the puzzle at the end with the stones marking the correct (and incorrect) path for Nancy to take).
While I won’t go too much into the Historical Background (as it’s significant enough in this game to get its own section in this meta), it’s impossible to talk about SHA without mentioning its wonderful historical setting and story. There are few other games so entrenched in the past (SPY, GTH, and TMB are a few others that fall into the same category), and it’s a joy to play through.
All in all, SHA is an honestly just wonderful, solid game that owes much of its well-deserved praise to a fantastically executed historical background, solid (if not showy) characters, and enough simplicity on top of its moving parts to encourage the player to go steadily and happily through the game.
The Title:
As far as the title for this game goes, they stuck exactly to the book to ensure that readers would know that one of the best-loved mysteries was being adapted to video game format, which was a pretty good idea.
The Secret of Shadow Ranch is also just a pretty great title; it indicates a mystery, a location, and sort of tells you the type of mystery you might get based on the location (historical; revolving around the Wild West). It’s not fussy, and not overly evocative, but it’s also not a “haunting” game (despite the ghost horse on the cover), so the simpler title is acceptable.
The Mystery:
Nancy’s just off to visit Bess and George’s Aunt Bet and Uncle Ed in their ranch (Shadow Ranch, to be exact) when the two cousins get delayed (why they didn’t all fly together…well, the plot demanded it) and Nancy arrives alone and immediately gets sucked into the strange happenings at the ranch.
It wouldn’t be a Nancy Drew game if something wasn’t hinky right off, naturally.
Uncle Ed and Aunt Bet are currently in the hospital after Ed was bitten by a snake that showed up in their bedroom, so Nancy’s left to deal with the ranch hands as she tries to help the ranch to run smoothly and investigates exactly how Ed might have gotten hurt.
The game ditches the plot of the original book and takes two-thirds of the plot of the revised yellow hardcover version, focusing around a strange phantom horse that seems to leave accidents and misfortune in its wake and around the historical plotline of the famous outlaw Dirk Valentine’s hidden treasure.
While it would have been cool to deal with the original mystery of Shadow Ranch — involving a missing father found with amnesia and an NPC in the form of another of Bess and George’s cousins — HER didn’t really have the resources nor the writing to deal with such a personal plot yet, and they instead (wisely, in my estimation) chose the plots that could be dealt with in what had become typical Nancy Drew PC Game fashion. This decision made Shadow Ranch one of the most tightly plotted of the early games and allows the player the time (and space, with the new layout) to explore the beautiful Southwest visuals as a trade-off.
As is commonplace with Nancy’s “vacations”, she soon finds herself embroiled in two mysteries where everyone has motive and opportunity, where the “means” belongs to everyone, and where no one will tell her the truth until she exposes them. Because Nancy can’t really contact the only victims of the accidents (Bet and Ed), there’s overall less to do on the phone in this game and Nancy has to make do with four suspects.
As far as mysteries go, Shadow Ranch isn’t the most involved that HER has ever attempted, but it is fairly complex for the Classic and Expanded games, and it takes pride in being easy to follow and engaging. The Dirk Valentine plotline specifically is tightly plotted, well-delivered, and…well, as perfect as you could get, really.
The Historical Background:
Normally, the Historical Background of a game is covered in the Mystery section, but SHA’s historical background is so far at the forefront of the game (not to mention so well done and memorable) that it would be a travesty to try to include it in another section.
The history behind the game centers on an outlaw, Dirk Valentine, and his forbidden romance with the sheriff’s daughter, Frances Humber, who lived at Shadow Ranch. Frances’ father Meryl disapproved of the match and relied (unbeknownst to her) on his daughter’s knowledge to find and arrest Dirk.
Dirk is then hanged for his general outlaw-ery, but not before mentioning a treasure that he wanted to give to Frances in a letter to her before he died. After his death, Frances left her father and headed east, leaving Meryl regretful of hanging Dirk and wishing to have his daughter back with him again.
The only remaining bit of Dirk left behind is his treasure, which Frances has no interest in and tells her relative about and which the Wild, Wild West finds an intense desire in. Since then, many have tried to find his last legacy to Frances, but all have failed…
Dramatic ellipses aside, the best part of this background isn’t that it involves outlaws and treasure and family drama and all that — it’s that it is all told via narrated letters and diary entries that Nancy finds hidden around the ranch. While this story would be effective on its own, the fact that it’s told to Nancy (and via Nancy, the player) makes it even more gripping than it would be on its own.
The biggest reason why the historical background gets its own section, however, is that it’s one of the best historical backgrounds in the entire series, and certainly the best of the series so far (even though I prefer TRT’s, SHA’s is told more effectively). SPY is up there, but it cheats a bit by having its backstory tied directly to Nancy, so I won’t count it as high on the scale. The only other game (once again ignoring SPY) that gets quite as somber and effective without being melodramatic is CAP, which presents the backstory through another character and thus works just as well.
(As a side note, I’m not including DED here, since it’s less “historical background” and more “incredibly recent background”.)
The only thing that this background sours for me slightly is the present-day plot, as it��s not quite as tight, but that’s to be expected since that plot has to last the whole game. That, and the fact that it makes me bitter that we don’t get all of our historical background narrated for the rest of the series.
The Suspects:
Tex Britten is the surly ranch hand that assumes authority while Ed and Bet are at the hospital. He dislikes “city folk” (though after ASH, one can hardly call Nancy anything but “upper-middle-class suburban folk”) and trusts Nancy so little around the ranch that she’s not allowed to do anything without him hovering — except for be responsible for the horses’ nutrition and survival.
Not really circumspect, but I wouldn’t trust this 18-year-old who claims to be a friend of the family’s with anything fun either.
Gruff, rough, and difficult to deal with, Tex is set up as the “mean” suspect from almost the first moments of the game (though after Dave shows up at the airport in assless chaps), and he plays the part par excellence. Never is Tex any warmer than barely civil, and he doesn’t need to be “reformed” by the end of the game because, well, he’s just grumpy.
As a suspect, Tex is a pretty good one, and honestly my preferred suspect. Not because he’s mean or gruff or anything like that, but because it would have been a great analogue between him and Mary and Frances and Dirk (more on that below). While it would be boring to have the “mean suspect” be the culprit every time, at this point in the series (with only MHM boasting a “mean guy” culprit) it would honestly count as a subversion, and would add a bit of depth to his character beyond “mean guy with a soft spot for the women in his life”.
Shorty Thurmond is the cook at the Rawley’s ranch and is voiced by HER’s resident pinch-hitter and man of a thousand voices Jonah Von Spreecken. He’s a money-grubbing lazy cook with more interest in yelling at those helping him than in doing actual work.
Shorty, to no one’s surprise, is the culprit (what?? the get-rich-quick guy wanted to get rich quick????), and does make for a decent suspect in that you could say he’s “lazy” because he’s actually working hard to find the treasure. He’s creepy enough to set the player’s teeth on edge, but ultimately not sinister enough to really convince the player that he’s up to no good.
Dave Gregory, snatcher of panties and quickener of libidos, is not only the Figure of Sexual Awakening for fans who came in after FIN, but is also one of the canonical “love interests” for Nancy — aka, boys who show an interest in her while she alternately doesn’t or feels-like-she-shouldn’t reciprocate. Nancy can even not really tell him about Ned, for bonus “good girlfriend” points (points that really start appearing from TRN on). His aunt is the relative that Frances told about Dirk’s treasure, and so he’s been looking during his downtime on the ranch.
He’s also fairly smitten with Nancy to the point that he helps her the entire game, asking nothing else in return. But, since I’m not really commenting on realism right now (in any of its forms), I’ll let that one slide.
As a suspect, Dave doesn’t ever qualify. The game never sets him up to be suspected, his “gotcha” moment with Nancy is so piddling as to be inconsequential, and he aids and abets Nancy the entire time. It’s probably a good thing, honestly, as Tex and Shorty are set up from the start to be the most suspicious, but I do think it would have been better to at least play along with him being suspicious until the one-third mark, especially since Mary is such a non-player as well.
Rounding out our cast is Mary Yazzie, who sells art and stones near Shadow Ranch and is banging Tex like a drum in Secret. Her area of interest is in the Pueblo people, and has tried repeatedly to purchase some of the land of Shadow Ranch in order to, according to her, look for more petrified wood artifacts. Ed and Bet refuse to sell, however, which sets them at odds with Mary.
As a suspect, Mary isn’t fabulous. Other than her offers to buy part of Shadow Ranch (and her taste in men), there’s nothing sitting against her. The game doesn’t bother to really implicate her in anything, and she more serves a helping role (if not The Helping Role). Her presence does open up the game to include Native American themes and stories, but other that that Mary’s really only there to make the numbers fit.
While Mary is the only female suspect, she’s not the only woman in the cast, which includes Charleena, Frances, Aunt Bet, Bess, and George (of important/speaking roles, 6 females to 8 males, by my count, making this an average-sized cast).
The Favorite:
Charleena Purcell is a delight and a treasure here and one of a small number of reoccurring characters. I’m a sucker for author characters since they’re usually slightly unpleasant (and I value that in a character who gives information to a detective), and everything from being a great phone character to her voice acting is A+. Jonah Von Spreecken’s additional role as Charleena’s assistant should also get a mention here. Honestly, what can’t that man do?
A big — possibly the biggest — thing that HER gets so, so right in this game is the voice acting. While Lani is her usual early-game self (quasi-invested and missing some native inflection, but not yet the incredibly old-sounding voice that happens a bit further down the line), Rob Jones’ Joe Hardy, Jonah Von Spreecken (as mentioned above), Max Holechek’s Meryl Humber, and above all Gary Hoffman’s superlative Dirk Valentine elevate this game far above the sum of its parts.
It’s a very lucky thing that this game was released before the (misguided, in my estimation) feature that lets you skip dialogue, because if you could, I truly believe that SHA wouldn’t be half as memorable or well-beloved as it is. Hearing Dirk’s assurances and Meryl’s increasing sadness is far, far beyond anything that reading them could give you, and I honestly believe that HER knew this and planned accordingly. 
Sure, it was more expensive to record that dialogue rather than simply read it, and additional voice actors had to be hired, and more time had to be spent — but the end result is the main takeaway from SHA, and that is to the game’s incredible benefit.
My favorite moment in the game, to no one’s surprise, then, is the reading of Dirk’s letters. It only takes a few sentences to get wholly invested in him Frances, and their love story. It’s the height of Americana to root for the outlaw of the Wild, Wild West, but it’s taken one step further with Dirk who has been given some of the best lines in any HER game. 
It’s a simple moment, but effective, and it stays with me not only every time I play but even when it’s been a few years since I’ve cracked open the game.
My favorite puzzle is the horse-trivia-on-a-horse one, as it tests the player’s thoroughness in exploring and reading, and also is incredibly hilarious to see Nancy riding around a pen while an angry ranch hand spits questions at her like he’s investigating her for murder. It’s fun and side-splitting in its absurdity, and I do love good-natured absurdity.
The Un-Favorite:
           For a book famous for introducing Bess and George, I can’t help but feel that it really was a missed opportunity not to include them more in this game. Sure, it helps Nancy to be on her own so that she can investigate without being hamstrung by anyone else, but this was a perfect opportunity to be able to play as another character for a while and to see more of Bess and George than witty puns and suspiciously prescient clues, so I will count this missed opportunity as a least favorite thing in the game.
*metal piece picked up* *metal piece put down* *metal piece picked up* need I say more??
My least favorite moment in the game is the “Heeeeere’s Shorty!” bad ending. It’s breathtakingly unnecessary, creepy as all get-out, and makes you stare at a Shorty face that looks like it was rendered with Windows 1 running on oatmeal for processing power.
My least favorite puzzle in the game isn’t actually the metal maze I mentioned above (though that would get an honorable mention, definitely) — it’s the arrowhead hunting. If you’re looking all along (and know to be looking all along), it’s not too tedious, but if you have the bad luck to miss one or two along the way, what follows is a half hour of pouring over every spot in every location to find them. Generally, my least favorite things in games tend to be those that are essential yet easily missable, and the arrowheads fit that bill exactly.
The Fix:
So how would I fix The Secret of Shadow Ranch?
First, I would honestly remove the Hardy Boys from the game. They don’t get the time they need to shine, and the game is busy enough to not need them. Move them to CUR and you get at least two characters I care about in that game.
As mentioned above, I would make the connection between Mary/Tex and Frances/Dirk clearer (rather than sub-sub-subtext) and switch him and Shorty’s position as the villain.
Make Shorty guilty of being exactly what is he is — a man obsessed with get quick rich schemes — and have some of the incidents be his fault (the snake is a good one to hand to him, as any cook in the desert on a ranch knows how to catch and cook snake) so that he has room to look for the treasure, but maybe stop him from finding a few key things (like the secrets in Dry Gulch) and take out his bank robber connections (which is easily the silliest part of the game). Maybe Tex uses him and slowly siphons off information that Shorty leaves lying around until he knows All.
Meanwhile, Tex is a gruff man who cares about his sister and his girlfriend and is thankful to the Rawley’s about his job…but he’s also a man who needs money to pay for his upcoming engagement/wedding to Mary Yazzie, who’s helping support his sister, who’s a bit angry that the Rawleys fired his sister, and who figures that if anyone can find a cowboy’s treasure, it’s another cowboy who knows the land like the back of his hand.
His expertise with horses makes it easy to coat one in phosphorus and safely release and get it back, his omnipresence around the ranch makes it easy to sabotage, and his natural reticence gives him a reason never to have an alibi — he just doesn’t like to be around people. Tex is, in fact, so perfectly set up to be the villain that it doesn’t feel like a twist that he’s not, it feels like a mistake.
For the finale, while Shorty chasing Nancy down is scary enough, the image of Tex doing so is even worse. This fix strengthens motive, adds multiple narratives, and spreads out the guilt enough to make most characters interesting. It would also give Mary more of a presence and add in the possibility of her being an accomplice (which I would love), and firmly sets Nancy at odds with three-fourths of the cast.
I’d also include Bess and George more heavily in the game. Since they handle the beginning of the Charleena Purcell line already, I’d have that whole storyline shifted over to them. You play as either Bess or George finding the novel, calling Nancy, and taking the lead to wheedle their way in past Charleena’s assistant (definitely a Bess-type job, but George attempting it would be hilarious with Bess whispering instructions) and get the information Nancy needs. The airport itself would be easy enough to limit to a small explorable area, and HER could even pass the contacting Ed and Bet to their actual nieces.
These changes would expand the game slightly and add to the runtime, but it would also help SHA to be even more of a landmark game and to be an appropriate end to the era of Expanded Games.
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lizacstuff · 3 years
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Kerem Bürsin on set while filming the pre-wedding scenes in bölüm 28 (via Alican’s IG)
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lizacstuff · 3 years
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Hande and Kerem on the last day of set - August 12, 2021
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