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1 DAY TO GOOOOO Mortal Shell II: Devout Edition launches August 17 on PC, PS5 & Xbox Series X|S! • Play as Tiel, one of 8 Shells • ~30-hour story | 40+ hours for 100% • 7 tactical firearms & sidearms • 60+ handcrafted dungeons • Customizable Tarstones •...

79,587 views • 4 days ago •via X (Twitter)

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I played the Mortal Shell 2 beta yesterday and had a great time. • Combat - especially parrying - feels fluid and satisfying. With no stamina bar, fights feel much faster than a lot of similar games. • Enemies hit hard and attack aggressively, so unless you nail your parries and interrupts, combat still feels challenging. • Enemy variety is promising so far, with some enemies even having their own unique riposte animations. • Different shells, weapons and tarstones seem like they’ll offer plenty of build variety and let you shape your own combat style as the game progresses. • It looks beautiful. The gloomy, melancholic aesthetic paired with the environmental audio creates a great sense of atmosphere. • Voice acting has been great so far, the story has me interested, and I’ve enjoyed stopping to read the lore scattered throughout the world already. • Exploration and mini-boss encounters can feel a little quiet without music. That said, parts of the soundtrack it does show are strong - especially during the Tar Golem fight and the opening title card - it complements the game’s dark, melancholic aesthetic really well. • On Xbox Series X (Performance Mode), I noticed some framerate drops during boss fights and larger encounters, but they resolved quickly and I didn’t experience any crashes. • I also ran into a bug meaning enemies failed to load with one trial that persisted after reloading. It is a beta though, so some things like this are expected. I'm looking forward to playing the full game when it releases 🕺🏻✨

Carly 🌼

15,318 views • 13 days ago

Just 8 days after the final stack of Superheavy-B16. B17's common dome section has been moved to the front of MB1 for stacking operations. As expected, the pace of vehicle assembly will have to increase dramatically in order to keep up with SpaceX's goals for Starship Launch Cadence in 2025. We are rapidly approaching Flight 7, and Booster 17 is the Flight 10 Booster. Assuming SpaceX plans to carry out 20 to 25 launches in 2025, this booster will need to be fully stacked, cryo tested, integrated with its 33 raptor engines, static fire tested, and receive final launch outfitting 8 to 10 weeks from today. To date, the record holder for fastest assembly to launch time is B13 which took 41 weeks from initial stacking to launch. This means the assembly and test campaign for B17 needs to be at least 4 times faster than the previous best (assuming there are no re-flights's of boosters within the next 4 launches). If every booster from here on has one re-flight before B17's inaugural launch, then the assembly to launch process only needs to be around 2 times faster than the current best. I should note that B14 is expected to be the new record holder. If it launches on Jan 10 it will have been just under 40 weeks. Another important detail is that from what we can tell, this a Version 1 Booster. This means that we should expect a minimum of 4 more launches before Pad B is operational. One thing is for sure 2025 is going to be WILD!!! Shoutout to The Ringwatchers discord server for helping me gather the required data on such short notice. Make sure to follow them if you haven't already.

Zack Golden

57,369 views • 1 year ago

The Blood of Dawnwalker | Gameplay Overview Part II: ▫️ Vampire RPG made by Rebel Wolves, including ex-Witcher devs ▫️ Play in either human or vampire form ▫️ After feedback, a second camera option has been added that's slightly farther from the character ▫️ Camera can be adjusted separately for combat and exploration ▫️ After feedback, combat flow has been sped up. The directional input during combat must be done in realtime (like KCD2) and no longer pauses the game. ▫️ Magic is only available in human form, so other solutions must be found as Vampire ▫️ Compel Soul is a spell that allows you to speak with certain corpses ▫️ Vampire form can fight with claws or a sword ▫️ Sword is faster as Vampire than human ▫️ Voracious Bite ability allows you to drain enemy blood, healing you and damaging the enemy ▫️ The game gives you 30 days to rescue your family ▫️ Certain quests and dialogue options will push time forward (marked with an icon) ▫️ You can read books and inspect objects, sometimes offering new skills or XP ▫️ Plane Shift is a vampire ability that lets you walk on walls ▫️ Shadow Step allows you to teleport a short distance ▫️ Combine the two to reach rooftops and other inacessible areas ▫️ Every quest can be tackled in multiple ways ▫️ "No difference between main quests and side quests" ▫️ In the quest shown, Coen is searching for a legendary Silver Sword buried deep in a crypt ▫️Releasing 2026 on PS5, Xbox Series, and PC

KAMI

144,705 views • 9 months ago

Never stop November. Through wintry conditions, the developers & community of Avalanche continued to forge ahead. This list is proof Avalanche is the most resilient community in crypto. Here are 50 updates across the ecosystem last month: If we missed anything comment below. 1. files $AVAX ETF with staking yield 2. Securitize just received EU approval to run a regulated trading and settlement system on Avalanche 3. Dexalot surpasses 400m transactions on it’s L1 4. Yield Yak 🐃 🥛 ships a new UI for their famous AI vaults 5. Helika opens applications for season 2 of it’s gaming accelerator 6. Pharaoh on AVAX prints an all-time high in fees generated 7. Hatchyverse breaks 3,000 Gen2 holders and joins the W3X Cohort 8. LaunchLoop & Funtico holds a game developer gamejam 9. Helika opens applications for season 2 of their gaming accelerator program 10. Playfull goes live with Season 3 of The Avalanche Battlepass 11. Off The Grid wins 5 GAM3Sgg awards, including Game of the Year 12. MapleStory Universe crosses 100M transactions on their L1 13. Blaze’s onchain streaming platform goes live 14. drops their big Blood Moon update 15. Paradise Tycoon 🌴 kicks off its biggest event to date, Harvest Festival 16. Dremica launches Dremica Carnage on beam 17. Castle Of Blackwater pushes a big update 18. experiments with additional onchain strategies 19. The Grohotto launches its testnet to do public QA before launch 20. MyStandard.io 💫 saw 500% growth on it’s iOS/Android app in November 21. Avalanche Team1 launched its Uni Tour #1 educating students on avalanche across the globe 22. Anthony Scaramucci hints at upcoming book Avalanche Ascending 23. Ava labs creative team launches 24. Avant launches it’s points program 25. Smitty and Kieks ✨ got married #avaxRoyalWedding🔺👑 26. Avalanche Granite launched on mainnet 27. @TheBlock__ launches Layer One, a new podcast with Steven9000 🎈 (L1/acc) & Kelvin Sparks highlighting the ecosystem 28. Record announces real time artist royalties on Avalanche 29. StableFlow integrates Avalanche 30. BENQI🔺 partners with Anchorage to offer staked avax to institutional clients 31. SUNTORY WEB3 releases extremely rare Bowmore ARC-54 Bottle No.128 available to purchase on Avalanche 32. SeaFi announces a secondary marketplace for Euler vault shares 33. NEXPACE announces a 50m ecosystem fund 34. SWANNY 🔺 launches the Team1 Australia chapter 35. Avalanche Developers 🔺 launches payments x402 hack2build 36. Superform launches it’s user-owned neobank on Avalanche 37. Messari by Blockworks releases it’s bullish Q3 Avalanche Report 38. Sierra launches on Avalanche, powered by OpenTrade 39. South Korean NH NongHyup Bank has launched a blockchain-powered VAT refund system on Avalanche 40. Routescan launches new features to identify verified contracts onchain 41. jaack 🛡️ 🔺️ introduces ACP-246 for discussion within the Avalanche Community 42. FIFA Collect opens redemptions for it’s successful FIFA World Cup 2026 right-to-buy collectables 43. FIS and Intain launch the Digital Liquidity gateway 44. launches new collection 45. Avalanche Team1 finishes Avalanche India Pitch Day with over 3500 developer requests 46. thirdweb launches x402 chain support on Avalanche 47. Re integrates with Spectra Finance turning Re Points to programmable onchain markets 48. Hypha🌱 is partnering with BitGo to bring Institutional-Grade access to Avalanche staking 49. KITE AI launched their token for it’s trusted AI Avalanche L1 50. Wolfi Land 🔺 adds new maps and features to Wolfi Rumble Beta whew. That was a lot. If we missed anything comment below. Congrats to all the builders on Avalanche. Back to work🔺

Avalanche🔺

69,543 views • 8 months ago

[New Xbox Controller Review] #ad Special thanks to Qrdgame_offcial for supplying me with a review unit of their Ferrox M5 Xbox & PC Controller QRD Ferrox M5 The QRD Ferrox M5 is a Wireless Xbox One–style gamepad with a transparent design. Since it targets Xbox One natively, it works automatically on PC and Xbox Series S/X. The included 2.4Ghz USB Dongle also supports Switch and Android with the right adapter (USB C), but I was not able to test those in time for this review. A Wireless Xbox Controller The QRD FERROX M5 comes in a familiar Xbox layout with Hall Effect joysticks, RGB rings around the sticks, and a magnetic & detachable clear shell that shows the internals. The controller feels very similar to a standard Xbox pad in terms of shape and size, but it’s slightly lighter at compared to the usual Xbox controller weight. The lighter weight makes it easier to hold for longer sessions without hand fatigue. The D-Pad is surprisingly good at dialing special moves feels as solid and responsive as the official Xbox controller, and that’s impressive at a lower price point. I spent a few days trying out the Mortal Kombat Legacy Kollection exclusively using this controller and I did not notice any difference at all. Capabilities From what I’ve tested, the controller performs extremely well for action games, fighting games, and shooters. The Hall Effect joysticks offer smooth movement and precise control with no drift issues. The D-Pad uses micro switches, so every input is tactile and accurate. The back triggers support an adaptive “trigger stop” mode, which shortens the travel distance for faster reaction time in FPS games or quicker blocks in Fighting Games. You also get 4 back macro buttons, turbo mode, and adjustable joystick sensitivity with deadzone options. Vibration strength and RGB lighting modes are also customizable. What can it do The FERROX M5 includes an 800mAh battery that lasts around 8 hours of gameplay. It only uses the 2.4Ghz wireless connection, not Bluetooth, so it always requires the included USB Dongle. The good thing is once you sync it with your Xbox or PC, you don’t need to sync it again—it carries over between both devices automatically. The 2.4G connection is stable and low latency, and the controller has a 3.5mm headphone jack for audio and mic support. It also features a quick calibration system to keep sticks and triggers accurate over time. The overall grip and shape feel close to the official Xbox controller, comfortable for long gaming sessions, and the transparent shell gives it a distinct look. Areas of improvement I initially had trouble charging the controller while playing because connecting it to the Xbox via USB would disable all inputs, making it unusable in wired mode. But luckily QRD Support helped and provided me with an updat - I had to connect it to a PC, download the firmware tool from QRD’s website, and update the controller manually. After installing the new firmware, the controller can now charge while being used normally on Xbox, so the issue is fully resolved. The Xbox button also behaves differently on Xbox, where the single press acts like hold and the hold acts like single press; this issue doesn’t appear on PC. Syncing with the dongle took a few attempts on both Xbox and PC, but once paired, it never needed syncing again. The wireless mode is strictly 2.4G with no Bluetooth support, so it cannot connect without the dongle, though the benefit is that one pairing works across both Xbox and PC. Final Summary ✅ Hall Effect Joystick ✅ Lights in the dark ✅ Good D-Pad for input dialing ✅ Light Controller ❌ First sync can be annoying on PC ❌ No bluetooth for phone usage - Dongle is necessary ❌ Needs an update for the Xbox Wired issues which require a PC The Controller is available on Amazon for $59.99, and will be part of the Black Friday Deals on their official website for even more discount! Amazon Link Website Link

thethiny 🐰🍉

16,864 views • 9 months ago

S10 Preseason Leeks 💖 The most exciting preseason for Origins is right around the corner. If everything goes well, Origins will go into maintenance for the preseason update on August 7 at 11:30 AM PHT / August 6 at 11:30 PM EST. Lets dive into the latest developments as we get ready for the S10 Preseason Launch 👇 🪜 Collectible Leaderboard As we bring much needed gameplay utility to Collectible Axies with Meta Morph, Collectible Leaderboard will serve as the true battleground for the most precious axies in Lunacia. 🔹 Prizepool of Collectible Leaderboard has been increased from 4,000 AXS to 6,000 AXS. 🔹 Collectible Leaderboard will be live for 3 weeks from Aug 7, 11:30 AM PHT to Aug 28, 11:00 AM PHT. 🔹 Era based testing will be carried out with 1 week dedicated to each era. 🔹 Preseason Cup will not be hosted during this preseason. The focus will be on Collectible Leaderboard for balance patch testing. ✨ Meta Morph After getting important feedback regarding Meta Morph from the community and further internal review, we've decided to implement the following changes: 🔹 Body parts of the morphed cards will be visually changed once battle begins. This is necessary to make it easier for players to be able to check quickly what team the opponent is playing. An example of Meta Morph visuals can be seen in the attached video below. 🔹 The bonus HP of Collectible Axies will be removed. As Collectible Axies will now be much more versatile and able to play all types of teams, the bonus HP is no longer deemed necessary. Therefore, it will be removed when the S10 Preseason launches. 🔹 Clarification around morphing: To morph into a card, player needs to have at least one NFT axie with that card in their inventory. For example: If I want to morph the back card of my collectible axie into a Cupid then I need to have at least one NFT axie with Cupid in my inventory. 🔹 Adjusted various values for the Morph process for different collectibles. Check out the full details here: 🐻 Roguelike Mode v1.0 The groundwork for Origins PvE will be laid with v1.0 of Roguelike Mode. This will be the first version as we work with the community to test how a PvE game mode will function in Origins. 🔹 Roguelike Mode v1.0 will be live during the S10 preseason and last for 3 weeks, from August 7 to August 28. After this, we will gather feedback from the community and work towards the next update for Roguelike Mode to improve it even further. 🔹 Roguelike Mode will launch with 3 exciting contests for the community to participate in. Details for the contests will be shared on August 7th when preseason launches. 🔹 Check out the previously shared details for Roguelike Mode v1.0 here: 🗒️ S10 Balance Patch The S10 balance patch info will be shared on Sunday, Aug 4, 9 PM PHT / 9 AM EST As always, keep that valuable feedback coming as we head towards the most exciting period for Axie Origins. See you in the arena! 🔥

Jaatster.ron | जाटस्टर 🇮🇳

44,740 views • 2 years ago

Blades of Fire | Hands-On Gameplay Impressions ▪️Recap: New action-adventure IP from MercurySteam (Metroid Dread, Castlevania: Lords of Shadow) ▪️Coming to PS5, Xbox and PC on May 22 ▪️Around 60-70 hours long to complete ▪️You play as Aran de Lira, a forger and warrior who, after suffering a personal tragedy, "finds himself in possession of a magic hammer that lets him enter the forge of the gods to create the only weapons able to defeat Queen Nerea’s forces" ▪️The world is "squarely in fantasy territory", "rich, overabundant, lavish fantasy, as well as occasionally brutal and twisted" ▪️Magic courses through a land teeming with flowers and buzzing with wildlife, and creatures like trolls and elementals romp around ▪️Soldiers sort of look a bit like the Locust from Gears of War, chunky, loitering around. The whole game feels like it has a "chunkiness" to it, a bit like Blizzard games (hands and arms are oversized, buildings/walls are double thick). Combines to make a pleasing visual picture and give a sturdy, hefty feel ▪️"Wildly customizable weapons saves it from being just another action game", "combat is refreshingly different" ▪️Combat: Rooted in directional attacks that use every face button on a controller. On a DualSense for example, Δ aims for the head, X goes for the torso, while ⏹️ and ⭕️ swipe left and right respectively ▪️An enemy holding up a blade to protect their face for instance, can be overcome by aiming low and skewering through their gut ▪️Example: A troll boss can have a second health bar that can only be chipped away after dismembering it. If you use your right hand attacks, you can cut off its club-wielding left arm or cut off its entire face, leaving it blind and aimlessly flailing until it can regrow its eyes back ▪️Your attack and dodge stamina must be manually restored by holding the block button instead of automatically regenerating ▪️You can swap between 4 different weapons on the fly, wield your weapons via different stances, either slashing with the sharp edge or thrusting with the pointed tip; assess enemies to determine which methods are the most effective ▪️Rather than finding new weapons out in the game world, every weapon's life starts in the Forge ▪️You can create up to 7 different weapon types, from twin axes to polearms ▪️You start with your choice of a basic weapon template and tweak and modify and name, for example you can adjust the length of a spear's pole and the shape of its spear head which affects its stats ▪️A longer pole increases the spear's range, while its head shape dictates if its better at slashing or piercing ▪️Different materials also affect a weapon's weight which has an effect on your stamina pool ▪️You then physically hammer out the metal in-game on the anvil through a "remarkably involved minigame", where you control the length, force and angle of every hammer strike ▪️There is a curved line onscreen that represents the ideal weapon, you arrange a series of vertical bars to try and match the shape of that curved line with each hammer strike. Overworking results in a weaker weapon. You're rewarded with a star rating, the more stars you get, the more you can repair your weapon before it permanently breaks ▪️You can instantly remake weapons you've made before to save time ▪️Some found the weapon forging system to be "frustratingly obtuse", as there didn't seem to be a clear connection between the areas struck and the resulting shape of the metal; hoping for better tutorial or improvements before launch ▪️MercurySteam wants you to feel deeply attached to the weapons you create and carry them with you for the duration of your journey ▪️If you die, you lose your weapon upon respawning, but you can go back to where you died to retrieve them ▪️After playing for 3 hours, some hands-on impressions were unsure if the game can support a variety of a 60 hour game ("within 3 hours I’d fought the same gatekeeping miniboss 3 times") ▪️Others also felt there were uneven difficulty spikes, the game chucks multiple types of enemies at you, sometimes in confined areas. Can sometimes feel like you waste precious weapons, rest at an anvil to reforge and then enemies respawn again ▪️One previewer noted that when they started slowing down and nosing through the game's menus and built-in tips to see what they were doing wrong, they learned the game's nuances and it clicked Previews IGN: Full IGN Gameplay: Mirror: Eurogamer: #BladesofFire

Shinobi602

113,003 views • 1 year ago

Been discussion on Blessing Adeoye Jr. of Kinda Funny taking issue with #Xbox going to Jez Corden of Windows Central, for new CEO Asha Sharma's interview. Don't think it's "jealousy" contrary to Xbox fandom musings. He listed numerous far more reputable journalists/outlets for the task, with no mention of Kinda Funny. Instead, think it's a matter of credibility and authenticity. Jez's often referred to as an Xbox and Microsoft "shill" with good reason (reasons later). Even by important figures such as Obsidian's co-founder. Xbox going to Jez signals they wanted controlled PR and favoured narratives, not opportunities for hard hitting insight or truth. Inadvertently very revealing. Xbox's moves this last week let us know how Xbox is still operating. +First Asha immediately begins aggressive toxic parasocial antics and "I'm one of you!" PR on social media that Xbox execs are famed for, to evangelise the fandom and have them run positive PR. +She creates a new Gamertag just a month ago with very irregular play, later admits it was a shared account played by others. +Her X responses seem robotic and inorganic. +Xbox have Tom Warren (another Xbox leaning journalist) of The Verge run a hit piece attempting to scapegoat Sarah Bond, which doesn't stand up to scrutiny. +In Satya Nadella's very long statement on the shake ups, Sarah Bond isn't mentioned once. +Asha's first interview is with Jez. +Messaging is a whole load of nothing. Teases things fans want to hear without actually committing to changes. What this all indirectly tells us is it's the same slippery and not so authentic Xbox, and we shouldn't really put much stock into anything they or their execs are currently saying. Only folk who are going to be won over by this controlled PR are the same naive echo chamber Xbox hopefuls who've fallen for or parrot every Xbox narrative/PR, despite countless flip flops, pivots and failings. So why's Jez Corden discredited or seen as an Xbox "shill" by so many? Myriad reasons. This is the same guy who said: +Development on Everwild was going well, gameplay loop was nailed and we'd see it soon, before it was cancelled shortly after. +He wasn't worried about The Initiative or Perfect Dark based on research he'd done, despite layoffs/Crystal Dynamics stuff. Was canned and studio shut shortly after. +Xbox wasn't porting games to PS5, rumour was fanboy hopium, before Xbox announced PS5 ports a few months later. +Implied all Laura Fryer worked on was Xbox One after her critical vid on Xbox, when she'd worked on OG Xbox and 360. +Physical games retail was dead in the UK after unfavourable Xbox sales, when data showed ~40% of sales of the Top 20 games were physical. +Said WuKong never mentioned Series S as a reason for Xbox version delay, implied it was a deal, despite WuKong director pinning blame on Series S. +Xbox might drop prices on games, only to suggest we knew price increases were coming when Xbox increased prices on GP. +No aspect of Halo rumours were true, when Halo moved to UE5 per rumours. +Rumours of Phil's retirement were made up, just months before he retired. +He'd never covered Avowed when called out, when he'd done an article hyping it. +Mischaracterised Tim Stuart's quote on bringing games to more platforms with clarification question to Phil on Game Pass instead of "first party experiences". +Sony's shown "no interest in mobile" when they acquired multiple mobile game studios, been open on mobile expansion and bringing more IP to mobile, set up a mobile gaming division in 2022 and have one of the worlds highest earning mobile games in Fate/Grand Order. +Promoted ABK acquisition and how good it'd be for devs/gamers, when Xbox has suffered 4k+ layoffs since (FAR higher than industry avg in % of total workforce), most in ABK, and GP has seen a 100% price increase in last 2+ years alone. I could go on and on. Point is, so much of the time Jez's running PR, defence and favoured narratives for Xbox, often with misinformation

NIB

19,584 views • 5 months ago

007 First Light | Dev Q&A with new details (watched the entire thing): ▫️ Main campaign is roughly 20 hours ▫️ Online connection NOT required after initial download ▫️ There is a 'constant flow' of new stuff to unlock ▫️ No plans for co-op or multiplayer - "Our focus is the single player experience that we're experts in." ▫️ PS5 and Series X will have Performance & Quality Modes ▫️ PC will have full path tracing and DLSS 4.5 ▫️ Dualsense support confirmed for both PS5 & PC ▫️ There are many suits and outfits to unlock by completing challenges ▫️ Suits are mostly limited to the Tacsim mode - main campaign is predetermined because they wanted to keep it thematically appropriate ▫️ No plans for a demo ▫️ No plans for NG+ ▫️ HUD can be customized ▫️ Each mission will have multiple ways it can be completed ▫️ Freely explore the MI6 offices at the hideout to find Bond easter eggs ▫️ Bluffing is a powerful feature that can help you escape if you're detected ▫️ Bluffing requires action points to use for balance reasons ▫️ Certain enemies called Watchers will be harder to Bluff ▫️ While there's no traditional skill progression, the gadgets are your progression ▫️ As you unlock more gadgets, you'll have to decide which ones to take into the mission ▫️ On melee combat: "It's not just about one button - there's a bit of a combo system, you need to dodge, sidestep, parry, read your opponents." ▫️ You can quickly use gadgets on enemies mid-combat ▫️ New areas will have different weaponry that you can get from enemies ▫️ Multiple different types of assault rifles, pistols, snipers, shotguns, and more ▫️ Forward momentum was key for combat and gameplay - kick a weapon up off the ground, shoot, then throw it at the next guy and press forward ▫️ Bond has a focus ability where he can slow time and line up a shot ▫️ Classic Bond vehicles will return ▫️ Classic Bond gadgets will return ▫️ Contextual environmental kills. Bond can finish an enemy by throwing an object, slamming them into a nearby wall, etc. ▫️ You can grab and guard break enemies ▫️ Land and water vehicles confirmed ▫️ Releasing May 27th on PS5, Xbox, and PC #007FirstLight #PS5 #Xbox

KAMI

445,134 views • 3 months ago

I played Clair Obscur Expedition 33 for 60+ hours, defeated all the superbosses and here is my review: -2 graphic modes on PS5 -Many options (Motion Blur, Film Grain, Chromatic Aberration and more) -Played the game on the PS5 in performance mode -Solid 60fps with great picture quality -Very fast loading times -Minimal hud design -Played on the normal difficulty (was just right) -You can change the difficulty anytime (up and down) -The visuals and art direction in this game are insane, trust me -Every new location looks stunning and tells a story -The art direction is so unreal but also so authentic at the same time, stunnig work, the art director should get a raise for this -THE VOICE ACTING is also top tier, every character is brought to life with so much passion and love -The dialogue quality is also amazing and really reminded me of Naughty Dog games -How the characters behave and communicate with each other is simply lifelike -The characters also have complex personalities -Some very dark themes and overall a very mature story (death/loss, love, swearing, blood and gore) -The story is amazing and remains exciting until the very end -Some insane "holy shit" story moments -The game is more linear with some open zones and one massive overworld -I would compare it to Final Fantasy 10 in a very good way -There are also some beautiful fixed camera angles that took me right back to that time -The best overworld map out there, the size is MASSIVE and full of content (hidden areas, superbosses, shortcuts, lore and more) -You can camp everywhere on the map -Camp is your hub that will change overtime (extra dialogue, new NPCs, side content, listen to music and more) -You can level up your relationships with various characters -Romances are also a thing -Exploration is very rewarding, no minimap works great -Dedicated jump button and no fall damage is a huge win -There are so many cool things to collect -The game will respect your time, no long walks and good checkpoints -New outfits and weapons will look different (also in cutscenes) -You can skip cutscenes before boss attempts -The combat is super fun and a mix of Persona, Final Fantasy 10 and Legend of Dragoon -One button press combat is just stunning and will flow over time -You can see every enemy before the fight, quick in and out -Some of the boss fights are gigantic with insane attacks and some stunning "From Software boss arenas" (no joke) -The enemy variety is great with some terrifying creature design -The build variety is also crazy with so many combinations -Some of the late game bosses and especially the superbosses are no joke -Soundtrack is insane and every track is a banger -Different battle themes, boss themes, secret boss themes and many more -Some of the tracks especially in the emotional scenes hit me so hard -Game is super polished but I've encountered some small bugs (sound disappear, could no longer jump and some other small things) -Bugs got easy fixed with a reload (day 1 patch could fix that) -Not a fan of some jumping puzzles, but there are optional -Skill management becomes a little bit confusing as the game progresses (menu design could be better) -Would love a mechanic to kill lower level enemies fast and quick -New game plus on day 1 (with extra stuff) is amazing -The game is made by around 30 people, 30 hours of main story, 30 hours of bonus content, insane number of outfits, story focused, no microtransactions bullshit, new game plus mode on day 1 and a price tag of around 50 bucks, need I say more This game is brimming with attention to detail and is a true passion project by fans for fans. The developers may not have had the biggest budget, but they had a clear vision and the result is simply outstanding. My Verdict: 9.5/10 #ClairObscurExpedition33 Clair Obscur: Expedition 33 Shuhei Yoshida

GermanStrands

800,379 views • 1 year ago

🚨BENEFITS OF DEDICATED BUS LANES🚨🇷🇼 🚍1. FASTER &RELIABLE TRAVEL •Buses avoid traffic congestion •Travel time becomes shorter and more predictable. •This improves schedule adherence and reduces passenger uncertainty. •Fewer delays, better punctuality. 📊 Example: •Before: Travel time varies between 20–45 minutes due to traffic •After: Travel time becomes 20–25 minutes consistently. 👉 Plan your journey with confidence ⏱️ 2. REDUCED WAITING TIME •Faster circulation allows buses to complete routes quicker. •Operators can provide more frequent service using the same fleet. •Less waiting at stops 📊 Example: •Before: One bus every 20 minutes → average waiting time ≈ 10 minutes •After: Faster trips allow one bus every 10 minutes → average waiting time ≈ 5 minute 👌Waiting time is cut by 50%, without adding more buses—just by improving speed and circulation. 👉 Save time every day. 🌍 3. ENVIRONMENTAL BENEFITS •Encourages people to shift from private cars to public transport. •Reduces traffic congestion, fuel consumption, and emissions. •Supports cleaner urban mobility and climate goals. 📊 Example: •Before: 1,000 people travel using 700 cars (average 1.4 persons/car) •After: 500 people shift to buses → only 350 cars remain. 👌350 fewer cars on the road → significant reduction in fuel use and emissions 👉 Move toward sustainable mobility 💰 4. COST EFFICIENCY •Higher speeds mean buses can serve more trips per day. •Better fleet utilization reduces the need for additional buses. •Lower operational costs per passenger. 📊 Example: •Before: One bus completes 4 trips/day •After: With faster lanes, same bus completes 6 trips/day •To serve 60 trips: Before → 15 buses needed After → 10 buses needed 👌 5 buses saved, reducing fuel, maintenance, and staffing costs 👉 Efficient & financially sustainable 💰 5. INCREASED PASSENGER CAPACITY •One dedicated bus lane can carry far more people than a car lane. •Moves large volumes efficiently, especially during peak hours. •Ideal for high-demand corridors. 📊 Example: •Car lane: 1,000 cars/hour × 1.5 persons ≈ 1,500 people/hour •Bus lane: 60 buses/hour × 50 passengers ≈ 3,000 people/hour 👌 Bus lane carries 2× more people using the same road space 👉 Move people, not just vehicles 🛣️ 6. IMPROVED ROAD SAFETY •Separate buses from traffic •Fewer conflicts & accidents •Safer for pedestrians & cyclists 📊 Example: •Before: 10 conflict points (cars + buses mixing at intersections and lanes) •After: Reduced to 4 conflict points with separated lanes 👉 Accidents drop, for example, from 20/year → 12/year (40% reduction) 🏙️ 7. SUSTAINABLE URBAN GROWTH •Supports compact city development:People live closer to transit •Reduces car dependency: More people choose buses •Better land use. 📊 Example: •Before: 70% of people rely on cars •After: Public transport share increases to 50% 👌 Less need for parking and wide roads → land can be used for housing, shops, and public spaces 👉 🏙️ Build smarter cities 📈 8. ECONOMIC PRODUCTIVITY •Less time in traffic •More time for work & life •Better access to jobs & services 📊 Example: •Before: 10,000 commuters lose 30 minutes/day in traffic Total lost time = 5,000 hours/day •After: Time lost reduced to 15 minutes/day Total lost time = 2,500 hours/day 👌 2,500 hours saved daily → more time for work and economic activity 👉 📈 Boost city efficiency ⚖️ 9. SOCIAL EQUITY •Provides faster, affordable mobility for all income groups. •Especially benefits those who rely on public transport daily. •Promotes inclusive urban development. 📊 Example: •Before: Low-income workers spend 90 minutes commuting •After: Travel time reduced to 60 minutes 👌 30 minutes saved daily, improving access to jobs and quality of life 👌 Affordable bus fares benefit 100% of users, not just car owners 👉 ⚖️ A system that works for everyone. 👏 Dedicated bus lanes: A simple solution with powerful impact.

Dr. NDARUHUTSE Jean Claude, PhD

15,920 views • 3 months ago

Hailey Bieber sold Rhode to e.l.f. for $1 billion in three years. Charlotte Tilbury took 7 years to clear $1 billion. Byredo took 16. The Rhode deal closed August 5, 2025. Rhode shipped 10 products at the time of sale. The 8-K disclosure was unusually granular for beauty M&A. $212 million in net sales for the 12 months ending March 31, 2025. Cost of goods around 19% of revenue. Zero physical retail. Direct-to-consumer only. That COGS line is the part Wall Street kept rereading. Estée Lauder runs closer to 30%. Charlotte Tilbury's pre-acquisition EBITDA margin sat at 3.8%. Rhode was printing margin because the SKU count was small enough to manufacture at scale on each item. The marketing line is where the real story sits. Tribe Dynamics tracked Rhode at $248 million in Earned Media Value in 2024 alone. Ranked #1 in skincare globally. 367% year-over-year EMV growth. Rhode ran a quarter-billion-dollar marketing campaign and paid for none of it. Reported marketing efficiency at the time of the deal was around 9x. Every dollar in brought back nine. Beauty incumbents run that ratio in the 3-4x range. The product strategy was the discipline most celebrity brands miss. Rhode launched June 2022 with three SKUs: peptide lip treatment, peptide glazing fluid, barrier restore cream. $20 to $40 pricing. Roughly one new product per quarter. The full catalog still fit on a single page at acquisition. KKW Beauty carried about 50 SKUs at peak. Kylie Cosmetics ran past 100. Both had 10x the operational complexity and a fraction of the multiple. The $35 phone case with a slot for the peptide lip treatment was the giveaway. Wearable advertising. A daily product reminder visible to every person Hailey's customer met that day. e.l.f. paid $800M at close plus a $200M earnout tied to growth e.l.f. now controls. Sephora distribution rolled out fall 2025. International through e.l.f.'s existing channels. TIME just named Rhode one of the 100 most influential companies of 2026. The 8-K already named it $21 million in net sales per SKU. Hailey was the only marketing department Rhode ever needed. e.l.f. paid $1 billion for the headcount.

Aakash Gupta

1,565,417 views • 3 months ago

Death Stranding 2 | Hands-On Details ▪️Press got to play a whopping 30 hours of the game, that is around 40% of the story says Kojima ▪️"Tighter, pacier, more dynamic, more gripping" than the first game ▪️4 difficulty settings: Story, Casual, Normal, and Brutal ▪️Played on base PS5, "impressive photorealistic graphics" that draw you in right away, "hugely increased" level of detail ▪️"Fantastically surreal" bossfights ▪️Takes place 11 months after the first game with Sam living with his daughter Lou in a remote area in Mexico ▪️After connecting America to the chiral network, deliveries are now automated by AI ▪️His peaceful life is disrupted by the return of Fragile, now running the company Drawbridge, who sends Sam on a mission to connect Mexico to the network and then to Australia ▪️Pacing is improved over the first game, swiftly gets players into gameplay ▪️Corpus: In-game glossary similar to Final Fantasy 16 that can be opened at any time, including mid-cutscene, to recap and explain plot points, characters, places etc ▪️Expanding gameplay systems was a major focus, world feels more dynamic and diverse with more opportunities for player expression ▪️Still focused on taking cross-country delivery jobs through hostile landscapes, but much more evolved like going from MGS1 to MGS2 ▪️More streamlined menus, clear info on your objective, equipment, routes, less frustration in traversal ▪️Combat now plays a greater role, Kojima added more options because so many people all over the world were asking him to make another Metal Gear ▪️Sam now has to also contend with extreme weather conditions. Sandstorms can topple you over, intense rain leads to floods, earthquakes shake the ground, avalanches can come crashing down ▪️Tons of environmental diversity, barren mountains, white sandy deserts, lush jungles, cities, etc makes the first feel static by comparison ▪️Time of day (sunlight, nighttime) can impact the temperature of your precious cargo ▪️Asynchronous online connectivity expanded with more structures like ziplines that now curve, safe houses for checkpoints, ramps that can shoot Sam across the air like Sonic ▪️You can level up your abilities through use, like stamina, proficiency with weapons, skill tree buffs like better stealth that gives improved noise cancellation and enemy alerts. Likewise more time in combat unlocks better ammo, scanner range, etc ▪️You can customize your backpack with lots of attachments like extra ammo pouches, shields, and more ▪️You can also customize vehicles like adding an arm to a truck that will automatically grab lost packages, machine guns to auto shoot enemies ▪️Lots of new options to encourage experimenting your approach, like finding extra tools like powerful gloves that let you punch mechs in the face or an otter hat to float in water ▪️"Significant" number of side quests with meaningful rewards: special weapon schematics, narrative payoffs, skill points to unlock footstep dampeners, aim assistance, vehicle recharger, etc ▪️Combat is vastly expanded and improved, in many ways "feels like Metal Gear Solid 6" ▪️Mexico and Australia are filled with enemy bases to infiltrate, ripe for silent takedowns or gunfights that feel "punchy" ▪️There are new human enemy forces such as bandits and armed survivalists ▪️You can wear different camo types to blend in and throw out small puppet "Dollman" into the air to scout out enemies ▪️You can now put down Sam's backpack to allow for more agile movement ▪️Lots of weapon options from pistols to assault rifles, shotguns, sniper rifles, grenade launchers, 'blood boomerang', the rope-firing Bola Gun, and more ▪️Battles against BTs are much more engaging, with new enemy types that can also physically see Sam, not just sense him ▪️You can unlock a music player in the game that lets you play a playlist of tracks you collect at your choosing Full IGN Video ▶️ VGC ➡️ Eurogamer ➡️ #DeathStranding2 #PS5

Shinobi602

1,078,190 views • 1 year ago

This is probably one of the best known segments of gun camera footage depicting a B-17 interception and has been featured in countless documentaries, but the raw footage is worth examining in detail in its entirety. 0:00 As the Bf 110 pilot fires an initial burst, ineffective due to insufficient deflection, puffs smoke can be seen coming from the bomber's ventral ball and tail turrets as the gunners return fire. This fails to dissuade the attacking pilot who continues to approach his target. In the distance the main bomber formation can be seen. The combat box was no doubt an effective tactic in terms of maximizing firepower and protection, and there was a significant effort made to break up these formations, such as for example using Werfer-Granate 21 rockets. The Luftwaffe used a system of points to award decorations on the Western Front detailed below and it's worth noting that the "Herausschuss" - for example damaging a B-17 sufficiently that it would separate from the formation - is given the same value and shooting down a single-engined fighter, this gives some idea of its importance and what a challenge it was considered to be. Downing a four-engined bomber already separated from the formation was less laudable than separating it in the first place as can be seen below: - Abschuss (Destroyed) Single-engined plane destroyed: 1 point Twin-engined plane destroyed: 2 points Three-engined plane destroyed: 3 points Four-engined plane destroyed: 3 points - Herausschuss (Separation) Twin-engined plane damaged: 1 point Three- or four-engined plane damaged: 2 points - Endgueltige (Final Destruction) Final destruction of a damaged twin-engined plane: 0.5 point Final destruction of a damaged four-engined plane: 1 point For some reason, perhaps due to previous damage or mechanical trouble, this particular B-17 was unable to keep up with the rest of the squadron and has therefore found itself singled out for attack. Even as the footage starts there appears to be some damage around the top of the vertical stabilizer. 0:22 As the Bf 110 settles on the B-17's 6 o'clock, the tail gunner continues to return fire with no apparent effect. The attacking pilot also pulls the trigger and starts landing concentrated hits on the B-17 with debris flying off. This illustrates the mechanism by which the German high capacity "Minengeschoss" shells were effective. Unlike armor piercing incendiary projectiles that needed to strike critical components like engines, fuel tanks and crew members in order to being an aircraft down, these explosive shells would detonate within a few inches of penetrating the aircraft skin and blow off parts of the aircraft structure itself, either making it unflyable or tearing open fuel tanks beyond what self-sealing systems could protect against. Judging by the footage the shells are from 20mm cannon, with the high explosive rounds each containing almost 20 grams of high explosive. At the 30 second mark a shell impacts the wing outboard of the #4 engine and the size of the hole made by this single impact is clearly visible. There is a good number of strikes landing around the tail gun position but it still appears to fire briefly, then falls silent after a couple of further cannon shell impacts by about the 40 second mark. 0:53 The ventral ball turret starts to rotate with the guns pointing straight down as another burst of cannon fire hits the aircraft in the #3 engine nacelle and wing root. This is the position the ball turret would need to be in for the gunner to exit his post and enter the fuselage. It is possible that he was preparing to bail out. At the one minute mark a shell impacts the ball turret directly and blows off a panel. A small fire has also started in the trailing edge of the port wing. 1:08 Now at point blank range, the Bf 110 pilot continues to rake the bomber with cannon shells, walking his fire across the fuselage and port wing. The bombers engines appear to continue functioning and from this angle the shells would be detonating in the aircraft structure well before reaching them. As the Bf 110 closes in the damage to the B-17 becomes more apparent. The rear fuselage and starboard wing are riddled with holes and the starboard horizontal stabilizer is in tatters. The tail gunner's bullet resistant window appears to have been shattered by a direct hit. The port waist gun hangs upwards as it would if no one was holding it, although there does appear to be some movement on the starboard gun. With the attacking fighter having been able to approach to bomber at such close range with impunity, it is clear that the gunners are either dead or incapacitated. It's also worth nothing that the Bf 110's rear gunner would have been equipped with a MG 81 Z twin-barreled 7.92mm machine gun with a rate of fire of over 50 rounds per second, and he would doubtless have taken the opportunity to add to the B-17 crew's misery as his aircraft overtook the bomber. Unfortunately the exact date and location and therefore the identity of the crew involved appears to have been lost to history, but this remains one of the most harrowing gun camera clips ever filmed and a poignant illustration of the horrors young men faced in the skies over Europe during the Second World War.

hw97karbine

380,876 views • 9 months ago