![Torrent Explain Pain Posters Torrent Explain Pain Posters](https://i.pinimg.com/736x/b3/21/b9/b321b9a414e16fe57c606ea0e051babe--banjos-android-phones.jpg)
Surely Nothing but Satan Himself Could Explain This European Heat Wave Named 'Lucifer'A devastating heat wave surging through southern Europe has earned the unofficial moniker of “Lucifer,” according to several news reports this weekend. Things over there do seem pretty bad, real bad, bad enough there that the only logical conclusion is Satan danced down there himself, possibly with a fiddle, and played a song which cursed the very winds themselves with the tunes of brimstone and ruin after somebody lost a bet. At least two people died over the course of the heat wave, which caused temperatures to spike as high as 4. Celsius (1. 11 Fahrenheit) in southern Spain and 4. Celsius (1. 04 Fahrenheit) in the French Riviera, per the New York Times. Temperatures were forecast as high as slightly over 4.
Games lie to us all the time. Recently, some developers took to Twitter to share a few of their ones, revealing design tricks used in games ranging from Surgeon.
![Torrent Explain Pain Posters Torrent Explain Pain Posters](https://s-media-cache-ak0.pinimg.com/originals/02/c8/88/02c888623c1d3b909c7c80dfd37ed8d9.jpg)
Celsius (1. 08 Fahrenheit) in mainland Greece. According to Agence France- Presse, local conditions in Italy’s Campania region caused temperatures to feel much higher, around 5. Celsius (1. 31 Farenheit). Surging electrical demand in Poland caused the government to warn of “possible infrastructure failures” and disperse staff early. Train tracks in southern Serbia warped, the Romanian government urged Bucharest residents to stay indoors and an Italian drought which has already cost over $1 billion dragged on. Per Reuters, the Italian grape harvest started weeks early, with Slow Food movement leader Carlo Petrini telling La Stampa he had never heard of it ever starting before August 1. Reuters also reported 3.
Serbia, Bosnia, Macedonia and Croatia. While the Times reported two deaths, AFP reported as many as five, with hospital admissions in Italy running 1. It’s almost enough to make one wonder if this heat wave could be correlated with all those other heat waves across the world, or the inexplicable trend of the planet breaking global heat records on a regular basis. Maybe there’s some kind of thing that we, humans, are pumping into the atmosphere that causes it to retain more heat, perhaps making said events more likely. Hmm. But since no such theory, perhaps of so- called global climate “change,” has been devised or vetted by the vast majority of climate scientists, we’re just going to have to hand it to the devil on this one and guess the thing we are pumping into the atmosphere is sin. Curse you, Lucifer![New York Times].
1 I celebrate myself, and sing myself, And what I assume you shall assume, For every atom belonging to me as good belongs to you. I loafe and invite my soul.
Theatremonkey.com Prince Of Wales Theatre Box Office booking details>. Detailed look at Walsh's career, his films and his work with other creative talent. The Game has an simple aim- kill the enemy before they kill you. Take turns shooting until only one team remains. Arrow shows whose turn it is. Click and drag. On Saturday, Gizmodo published a 10-page-long screed written by Google software engineer James Damore blasting the company’s diversity policies. In the now-viral.
Game Developers Explain Some Of Their Favorite Ways To Trick The Player. Games lie to us all the time. Recently, some developers took to Twitter to share a few of their ones, revealing design tricks used in games ranging from Surgeon Simulator to Bioshock. In the latter, for instance, the first bullets fired at you by enemies always missed.
You might have thought you were just an ace at dodging machine gun fire, but really the designers were giving you a head start because, let’s be honest, getting nailed from behind by an enemy off screen is never fun. To this point, Bioshock 2 director Jordan Thomas said that the series’ Big Daddies move slower when you aren’t facing them to prevent players from dying in utter confusion as to where that giant drill arm came from. The thread came about when Jennifer Scheurle, the design lead on Opaque Space’s Earthlight, called on other developers to share examples of the small ways they tried to manipulate players’ perceptions, citing the way Assassin’s Creed and Doom make your last shred of life slightly more durable than it should be in order to keep things tense without triggering defeat. The instances designers came back with varied from small things like how bullets in the Serious Sam games favor hitting enemies over objects in the environment to how the dog in Fable 2 will respawn off- screen running towards you if it ever gets left too far behind or trapped in some weird pathing maze.
In Shadow of Mordor, designer Rick Lesley said he started out adding health back to Uruks during duels in order to try and make the fights last longer. Since a well timed combo from the player could end things in a few seconds, Lesley wanted some way of prolong the tension and make the duels feel more epic. Of course, a trick like that that’s transparent to the player understandably might make people feel cheated, so for the final game the Shadow of Mordor team decided to stick with less intrusive fixes like adding intros and giving the fights cinematic flourishes. Games are in many ways elaborate illusions, and like any good magic trick, revealing the secret rarely makes it better.
After all, who wants to play through their favorite game like Neo from the Matrix, seeing the world broken down into purely mechanical terms where nothing’s surprising or special? I went into Hellblade expecting another fast, fun action romp from the folks at Ninja Theory, who…Read more One of the things that kicked Scheurle’s inquiry off (which she’s subsequently incorporated into a developer talk she’ll deliver later this week) was Hellblade’s in- game declaration that dying too many times will erase the player’s save data. This turned out not to be true, leading some to call it a lie or hoax. But Scheurle’s point was that every game tries to play with people’s expectations and instincts in order to shape a more interesting and fulfilling game experience. And in Hellblade the threat of permadeath does just that, making otherwise not super difficult fights into an anxious struggle for survival. Even after dying several times, I was always worried that the next one would be my final undoing, helping to replace my frustration over failing to progress with a sense of drama and suspense.