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SAROS developers breakdown the gameplay reveal! 🔥 Fairly confident this'll be a GOTY contender for me; Returnal was my 2021 GOTY. +Reactive destructibility +Shield & counterattack options +Signature tentacle tech +Dynamic particle/lighting system +Reactive physics #SAROS #PS5

11,674 Aufrufe • vor 9 Monaten •via X (Twitter)

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I got the true ending in Saros and here is my review: -Incredibly addictive gameplay, makes you think “just one more run,” you really don’t want to stop -Visuals are amazing, runs great on PS5 Pro -Awesome DualSense features -Art direction is something special, mix of HR Giger and Dune with overwhelming, striking imagery -Brilliant sound design and a soundtrack that constantly drives you forward -Great level design, exactly the right mix of exploration, combat, and platforming sections -Facial animations are a clear step forward -Fantastic voice acting -Rewarding upgrade system, every run actually makes you stronger -Unbelievable boss fights, not only visually impressive but extremely demanding, beating them feels like pure dopamine -Shield mechanic to deflect enemy projectiles is great -I wouldn’t say it’s easier than Returnal, but rather more accessible, with difficulty that can be adjusted up or down through modifiers -WTF story moments -Great accessibility features (colour blindness, controller remapping and more) -The game works great for short play sessions -Playtime of around 15–20 hours -Interesting narrative, but Returnal’s story had a stronger impact on me -Enemy and weapon variety could be better -Not a fan of 30 FPS cutscenes -Conversations could be much more dynamic, with characters often just standing completely still SAROS is a true PS5 gem, driven by incredibly well-crafted and highly addictive gameplay. Its visual style and sound design rank among the very best the industry has to offer. While it may not be perfect in every aspect, the overall experience is so compelling that it hardly matters. If you’re looking for a game that completely pulls you in and doesn’t let go until after the credits roll, this is exactly what you’re looking for. My verdict: 9/10 #SAROS Code provided by PlayStation

GermanStrands

26,183 Aufrufe • vor 3 Monaten

We got new Crimson Desert gameplay, showing off the combat, progression system and more of the world, and this game continues to look insane. Here are the highlights: - Multiple different weapon types including: Sword and shield, Spears, Greatswords, Axes, Dual-wield swords and ranged weapons such as guns - Use mounts during combat such as bears, mechs and dragons - Melee combat allows you to utilize actual martial arts and massive combos - Three playable characters, Cliff seems to mostly use melee weapons, a female is focused on magic and ranged weapons such as a rifle, and a male orc who serves a barbarian role. It does seem like you can mix and match abilities between them - You can grab, throw and kick enemies to create chains of attacks. Slide is another ability that can be chained with double jumps and kicks - Swap weapons mid combat and you can enhance weapnos with elements such as spark damage - A grapple hook can be used to scale up walls and swing into attacks - Progression is based on acquiring artifacts, which are found by defeating bosses and at the end of dungeons as well as hidden across the world - Some skills are earned by observing others use them out in the world - You can use a sort of helicopter blades umbrella to fly around the world - Buy, find or craft gear to use in combat. Gear is upgradeable as well - Crafting/Upgrading is highly detailed, for example you can go and mine for certain materials in caves, you will also need to hunt animals or defeat bosses for certain materials as well - Crafting materials can be obtained through quests and in hidden locations as well - Add special effects to weapons and armors at certain vendors such as Wizards - There are flying bosses that you will have to fight in the skies such as flying metallic birds that you can land on Crimson Desert is launching on March 19th on Xbox Series X/S, PS5, PC and Mac. Every time we see more of this game, it feels like a true GOTY contender that will be an absolute amazing massive experience. I truly hope it lives up to the hype!

Synth Potato🥔

224,722 Aufrufe • vor 6 Monaten

Recently did an interview with the lead developer of Knight's Path on the title's future release and the state of the industry. The Western AAA gaming industry has shifted its focus away from its core audience, favoring products for smaller, less engaged demographics. This shift has led to a noticeable disconnect between large publishers and their traditional fan base. This has, however, created an environment for indies to thrive. They can prioritize authenticity and community, crafting games that resonate with their players and that is exactly the case with Knight's Path. In December of 2023, Knights Path: The Tournament was released to Very Positive reviews on Steam. It is a short medieval RPG featuring challenging combat, an immersive progression system, and a nice little story. It served as an announcement, a combat concept demo, and a teaser for the forthcoming open-world RPG Knight's Path, which is currently in active development. I asked what their plans were regarding the scope of the full release. While you might get the impression that Knight's Path is an arena fighting game, that’s not the case with the full release. "Knight's Path will be a proper open-world, story-driven RPG. Of course, as a small indie team, we’re keeping the scope modest. The open world will be compact but dense, featuring one town, one village, castle ruins, forests, valleys, and other areas to explore." Many gamers would agree it is better to have a limited number of fully fleshed-out areas than to present a gigantic, empty world. This has been a major criticism levied towards recent releases like Pokémon Scarlet and Violet and even modern Assassins Creed, which tends to rely on repetitive gameplay loops scattered across an overly large map, which can feel more like busywork than meaningful exploration. I have always believed that quality over quantity is the best way to go. The team has also made this a priority with things such as the story and weapon types. "We plan to include three main weapon types: longsword, sword and shield, and bows. These will feature the full progression system seen in the demo, with skill levels such as Novice, Adept, Expert, and Master. Players will need to learn individual skills from different trainers to progress. In addition, we’re introducing secondary weapons like spears, halberds, and other polearms. These won’t have RPG-style progression but will still offer variety in combat." Regarding the story, they plan to be bold and strive to create a 16-28 hour-long main campaign. "The story will be divided into four chapters, with each chapter offering around 4–7 hours of gameplay. As in the demo, the player character begins as a nobody, slowly learning how to wield a sword and eventually becoming a knight. However, the progression will be much more realistic than in the demo, where the peasant hilariously transformed into a champion in just four days." This is a far cry from many games that are released nowadays. In just 2024 alone at a glance, the AA release Flintlock: The Siege of Dawn provided an average of 8 hours of content, Princess Peach: Showtime at 10 hours, Silent Hill 2 Remake at 15, and even the GOTY winner Astrobot holds an average playtime of 10 hours. A major issue within the industry is the way we are treated by the people who only have jobs because of our favorite hobby. In 2024 the gaming industry is forecasted to generate $208.7 BILLION dollars, up from 5.4% in 2023. Compare that to Hollywood, which is a measly $12.3 billion. The gaming industry employs 727,000 individuals in the United States alone. So, you'd think these people would have a little bit of respect for gamers, though so many who are vocal on social media show nothing but contempt for us. Perhaps this is because of fear if they do not show loyalty to a cause or "fit in" that they may not secure funding or genuinely believe in what they preach, but the team behind Knight's Path isn't worried about that. "We are independent developers, and we plan to stay independent so we can stay true to our vision. Knight's Path is a game made by gamers for gamers. We’re prioritizing fun gameplay above all, and we firmly believe this is exactly what gamers want." I also raised some questions about their big plans moving forward. In the demo, one of the major criticisms I had was with the voice acting. I had guessed it was done via AI, which was confirmed. "You guessed correctly– the voice acting in the demo was done by AI, and it was probably the loudest critique we received, and we totally understand why! Back then, we didn’t have much of a choice, but for the full game, we don’t plan to use any AI voices. Luckily, after the demo release, many voice actors reached out to us, volunteering to lend their voices to the full game. We absolutely plan to answer their call and give them that opportunity." AI can be a useful tool, especially for developers starting out who can't commit a lot of money to voice acting or just want to see a version of the product that's closer to what they envision the full release to be, but going from that to real voice actors will bump the experience to the next level. I myself played the demo in its entirety and really enjoyed my time with it! I thought the game was reminiscent of Gothic 2 and even The Witcher. I was happily surprised when I didn't encounter any bugs or glitches and while some areas have not been fleshed out like the voice acting, I would recommend putting the game on your wishlist to see what this team does in the future when they finally deliver their updated demo and the eventual full release of the game.

Vara Dark

42,375 Aufrufe • vor 1 Jahr

Confidence Pro Max: Remembering a Brother, a Filmmaker, and a Warrior Nick’s untimely death is a devastating blow to his family, friends, and Kenya as a whole. We didn’t see it coming, even after he was diagnosed in October 2025 with hypocellular myelodysplastic syndrome (h-MDS), a rare bone marrow disorder. When we went to see him in the hospital, he possessed such positive energy, he was convinced that he would beat this. He was Rambo a "one-man army" and we all believed he could beat it, too. He never looked defeated, or depressed, even as he began to lose weight. When he shaved his head in November, he sent me a photo and asked me to call him "Michael Jordan," after the Chicago Bulls legend whose signature look was a bald head. Even in sickness, he found a reason to smile. I met Nick in 2015, before he became a filmmaker. I remember him sitting in my office wearing a suit, asking for my support to go study filmmaking in Italy. After completing his course in Italy, his first major project upon his return was the award-winning documentary Softie, directed by Sam Soko. The film followed my journey as I ran for political office during the 2017 elections, and Nick was the one behind the drone shots. We became friends, and I enjoyed a front-row seat watching as he went on to document important stories. One of my favourites was his powerful 2021 BBC Africa Eye documentary, "Street Dreams." He directed and filmed a group of seven homeless young men in Nairobi who formed the "Street Family Dance Crew." He embedded with them to capture their raw determination to escape poverty, police harassment, and family issues during the COVID-19 pandemic. It is a story that feels like a distant world today; those dancers used to perform outside nightclubs in the CBD, but the city has since become a ghost town. Many bars closed down and replaced by restaurants that shut their doors by 9:00 PM. It’s a story that captured a time in Nairobi that is long gone. In 2024, Nick and I united as he covered the protests. While I participated in the demonstrations, he worked on an unnamed film and we often discussed safety tips. I was a storyteller before I was an activist, so I knew a thing or two about staying safe in the streets while documenting potentially dangerous stories. When Nick was falsely arrested in May 2025, for allegedly producing the BBC documentary, Blood Parliament - two of the three people arrested with him were working with me. I received a call shortly after their arrest and faced the difficult task of calling my colleagues' parents to deliver the news. The arrest was hostile; they were forced to hand over their phones and passwords, and when their equipment was finally returned, it was infected with spyware. What remains hidden from the public eye after an arrest are the cold cells, the degrading police interrogations, the court arraignments, the stares, and the judgment from both friends and strangers. Sometimes even the loss of clients who don’t want to be associated with “enemies of the state.” On a personal level, the trauma of such an arrest can lead to depression, alcoholism, or insomnia. In Nick’s case, his body crumbled, a hidden disease manifested, and before we could truly understand what it was, it stole him from us. His passing is an indictment of our failed healthcare system. Good healthcare is not free. We do not have enough blood in our blood banks and patients must organize their own donors in both public and private hospitals. Furthermore, specialized medical care is so expensive and out of reach that his family and friends were in the middle of fundraising for a life-saving bone marrow transplant in India. I am glad that he was able to produce his latest work, The People Shall, last year. The documentary is a first-hand eyewitness account of the events of June 25th, 2024, when a new republic was born. In his honour, and in honour of the hundreds of thousands suffering due to poor healthcare in this country, may we take our power back. Nick was good people. He had a positive attitude toward life and brought love and laughter into every room he entered. He could lift heavier weights at the gym than people much older and bigger than him. I had the chance to lift weights with him and his co-accused friends; he was so confident that he was the only one lifting bare-chested. That was 'confidence pro-max,' and he beat us in lifting heavier weights and doing more sets. In September 2025, I woke up early to ensure my son was ready to go drone filming with Nick. My son had recently acquired his drone pilot license, and Nick had taken him under his wing as he worked on a new film - a project he was looking forward to finishing. He surprised us all with his early exit on January 7th, but we thank God we had the chance to spend time with him. As we grieve Nick’s death, may his story inspire you to leave that boring job, find your purpose, and live a life that leaves an impact. I am so grateful for Nick’s life. May God comfort his family and friends and give them strength. He will be dearly missed.

The People’s President

37,999 Aufrufe • vor 7 Monaten

Finished Pragmata. Genuinely a beautiful experience. A story about the family we choose instead of the one we are given. An inhuman girl on a different world learning what it means to be human, and an Orphan passing on the love his adopted parents gave him by doing the same for her. Certainly a game of the year contender, Pragmata has no fluff, bloat or instances of slow pacing. It offers a unique take on 3rd person shooter combat, blending it with a hacking mini-game that on paper sounds tedious and annoying, but somehow ends up being both creative and fun. Hugh and Diana are two halves of a whole, both in gameplay and the narrative. They don't work without each other, all of Hugh's weapons fulfill different roles inside the sandbox making no two options the same. Diana's hacking mods encourage strategy, quick thinking and moment to moment decision making without halting the fast paced combat. It's a system I don't think we've ever really seen before and the fact that Capcom was able to both make a hacking minigame that's fun instead of tedious and interweave it with real time combat without ruining the pacing, is truly a testament to how much creativity and thought went into the game design. The levels all encourage backtracking, have a ton of verticality and always remain a decent size so sections never drag on for too long, in fact I'd argue some sections of the game could've been longer. The small puzzles around levels or in training are less designed for challenge and more-so to breakup the combat, so you'll never be spending a lot of time frying your brain on any of them. The enemy design is varied and you have to approach all of them differently, using different weapons and hacking mods which are more useful on some than others, and the fact that all weapons (except your primary) and mods have very limited ammo means you'll be carefully considering what weapons/mods you use on what enemy, instead of randomly blasting any you come across with your strongest weapon. There's a good variety of unlockables as well, outfits for Hugh and Diana, new weapons, mods, the stuff you would expect, all the way up until you beat the game which will give you rewards to use in NG+, there's a good amount of stuff to play with and the customization is solid. If I had a few criticisms, I'd say I wish we got at least one more primary weapon and maybe a few more unique looking suits for Hugh, since some of them are borderline color swaps. The story is a fantastic one, character driven rather than plot driven. Hugh and Diana's adopted father/daughter dynamic carries the game on it's back, Hugh guiding and teaching Diana what it means to be human, providing her the small glimpses of joys that earth can provide and giving her the parental guidance and love she never received, just as his adopted parents did for him. It's all about the small character moments between these two. I teared up on multiple occasions, especially the ending which was heartfelt, satisfying and conclusive. Whoever decided that some of the collectibles would just be toys for Diana needs a raise, it might be the most sweet, wholesome collectibles in any game I've ever seen. I found myself wanting to find them just to watch Diana be happy and get her to draw more cute pictures, it's really the cutest thing. The music, art style, visuals, all of it is great though there's only two tracks that really standout in my mind and they both come at the every end. The game is on the shorter side, I did all available content and beat it within 13 hours, but NG+ offers additional content and beating the game unlocks a new mode, so there's still stuff left to do and new toys to play with. The shorter runtime encouraging replayability. This is what we needed, a cool new I.P with creative, innovative mechanics, a heartwarming story in an interesting new world and likeable new characters we all want to root for. Pragmata fucking slaps. 9/10.

🎮𝙆𝙖𝙞𝙮𝙖🎮

22,966 Aufrufe • vor 3 Monaten

Recently I got some hands-on time with Crimson Desert and below are my first impressions as well as some of the gameplay I was able to capture. Crimson Desert is a good game, but it won’t be for everyone. I know the devs claim this isn’t an RPG, but I don’t know any other way to describe this game other than a HARDCORE action RPG. If you need the yellow paint to know where to climb this game isn’t for you. But if you love getting lost in a whimsical world with a boat load of content this game is going to be right up your alley. I think what impressed me most is the attention to detail. There’s so many little things the dev team took into consideration that I think people who enjoy being immersed into a world are going to appreciate. Even if you aren’t that person; on a basic level I think most will enjoy the game's combat. It’s fast, fluid and provides a ton of player expression with its deep skill tree. The world of Pywel is vibrant, large in scale and full of life. It’s easy to get lost off the main quest line as there’s always something to do and someone to speak to. An example being I was wandering through the open world and encountered a distressed woman seeking help. I agreed to follow her only to find out moments later she was with a gang and they were trying to back door me. That had me cracking up. I think if the open world is consistently full of fun, unique side content like that & the main quest line is fire this game has a lot of potential to impress. It’s just a shame that I didn’t get to spend more time with the main quests as I kept getting side tracked with cool stuff to do in the open world. So I can’t give you much insight into that. What I can say is after the opening section there’s NEXT TO NO tutorials in this game, the puzzles are hard & the default controls are a bit clunky. You will be getting lost and I can see that frustrating some people who aren’t interested in a challenge. That’s why I mentioned earlier that this is a hardcore RPG. It does not do a lot of hand holding. Because of that I predict you and your friends will be sharing tips and tricks similar to when Elden Ring first launched and nobody knew what they were doing. If you are a patient person and take the time to learn the game's systems I promise you will be able to put together some awesome combos that will make you feel like the main character. My biggest fear for this game is that I won't finish it. Not because it’s a bad game, but I can just tell from my brief time with it that it’s next level massive. As someone who's been gaming for 30+ years it’s very rare you’ll hear me say a game was overwhelming, but this game is. For people who lack a ton of free time I can see that being a turn off because once again the game doesn’t give much direction or tutorials outside the opening area. Not to mention this game could be big just for the sake of being big. I was curious to know how much of the content was engaging versus just open world bloat? Hard to tell because I only got a few hours with the game. I also fear that the Ai isn’t the best in this game. The Ai issues I encountered zapped all immersion away for those moments. I’m not sure if the final build will differ from the vertical slice we played, but what I can tell you is that on the build we played I wasn’t impressed by the Ai. Several times I attacked enemy camps and they never reacted to me attacking them. They just stood there and took it which made the world feel less alive. There were also times where enemies were looking dead at me just standing still as the battle music played threatening to beat me up, but they never did anything. It was 3 or 4 times I encountered this poor Ai which is a red flag for me because I only got two hours of hands on time with the game. Mind you in those two hours a good portion of it was just me working my way through the prologue and the early quests, so I didn't spend a ton of time in the open world. What I'm trying to get at is the janky ai was very noticeable. It wasn't something that took long to find. I will say when the game works it's great, but when I tell you the Ai was bad at times it was bad. It reminded me of the dumb NPC’s often found in Ubisoft open world games. I’m not looking for this to be a Souls game but I want some level of challenge in the combat. Hopefully that stuff gets patched out. That being said, I’m confident in saying this game is good. I just didn’t have enough time with it to determine if it’s good, or GREAT. Only time will tell when Crimson Desert drops on March 19th, 2026 for the PC, PS5 and Xbox Series. Pros —---------- - Combat makes you feel like demon - Deep Skill tree - Vibrant world - Solid voice acting - Fire OST - The little details (trust system, you can commit crimes ect.) - No Fall damage - Puzzles are creative & challenging - Game doesn’t hold you hand (some people will hate this) - You can swap in and out of 3rd and 1st person at will. Wasn’t able to explore much of how that changes the game, but it’s nice that it's an option. - EASILY over 100hrs of content (some will hate this though) Cons —---------- - Clunky controls (Default controls take some time adjusting too. I hope there’s other control schemes at launch) - Inconsistent Ai (Ubisoft bad at times. sometimes the enemies wouldn’t attack during combat or act like they never saw you) - Long load times (we were playing on PC’s, but idk the specs) - Your horse can faint & when they do traveling the large world wasn’t as fun (and I couldn’t figure out how to get him back - most likely a skill issue) - Early stamina management is OD. Early game it’s easy to drown & get tired running. I’d imagine it gets better late game, but early game it’s frustrating trying to explore. - Camera takes some getting used to in combat. Sometimes its too close and others too far. - Early arrows have no impact. Felt useless. Hoping later upgrades fix that

The Black Hokage

1,175,183 Aufrufe • vor 5 Monaten

🔥 I saw, "a white egg," and, "it's been confirmed to me by ranking members of the UAP Task Force that what we were working with that night was in fact NHI, and it was not a unique experience." ~New Whistleblower Jake Barber 🔥 (Here's the full clip, tease, and transcript of the new alleged whistleblower, Jake Barber, who will be featured this Saturday on NewsNation.) Ross Coulthart: "You may have seen the promotional publicity by now for a very major story which we intend to broadcast on NewsNation this coming Saturday at 8pm Eastern Time on NewsNation. It's a huge story. It's one I've been working on for over two years. You'll recall back in 2023, we broke the David Grusch interview, where the former NGIA, National Geospatial Intelligence Agency insider, revealed what he knew from his exhaustive investigations into the legacy retrieval program. "The big criticism, always, of David Grusch was that he didn't have any direct personal knowledge of the legacy program. I actually understand he does, but he can't talk about it. But today I'm going to tell you about a story that will, I suspect, rock Washington and possibly have a huge influence on a lot of people around the world who've wanted answers to that big question for many, many years: Are we alone? And the short answer: We're not. "This week, we are presenting definitive evidence from firsthand whistleblowers, people who have operated within the legacy crash retrieval program. That is retrievals of non-human craft. Principal informant is a former, very-well-respected, Tier 1 operator. Highly-trained, Tier 1 military operator, trained at the elite levels of the U.S. military. His service, verified and testified to by three other witnesses. "The account that he gives of what he saw on what he euphemistically refers to as the range, the retrieval of non-human craft, is backed by two of his colleagues who were there with him. "This is going to be a ground breaking story, and yes, we're running it right before the inauguration, because we want to send a message. The message is: It's time for the public to be told the truth. The government, or sections of the government, have been knowingly, intentionally lying to the public for years, and if they want to fight, they can have one, because people are now prepared to come forward. "This week, you're going to hear from a firsthand whistleblower. Let's have a listen." ~~~ Coulthart: So tell me about the moment when you realized that you were involved in a retrieval of non-human technology, alien tech." Jake Barber: "So it became very clear the first time our communication process and procedure was modified. And then just visually looking at the object on the ground, you could tell that it was extraordinary and anomalous. It was, it was not human." Coulthart: "How close did you get?" Barber: "Well, I was a helicopter pilot and I operate with 150 foot to 200 foot long line. So, I got within 150 feet of this object." Coulthart: "What did you see?" Barber: "I saw an egg, a white egg." Coulthart: "Was there any visible propulsion system on it?" Barber: "No, not what we would know.. There's no engine, there was no thermal signature. I was operating at night when I finally came in to pick it up. So I'm working under night-vision goggles at the time. And it was quite clear. I flipped them up, flipped them down, and looked at it a couple of different ways." Coulthart: "How did you know that that egg-shaped object was non-human in origin?" Barber: "Well, visually, after seeing all kinds of things in my past, it was clearly something that was ridiculously looking. It's inconsistent with anything I'd ever seen before. I can also tell you that the reaction by my team, we all knew we were dealing with something extraordinary." Coulthart: "And at no stage were you ever subsequently told that the craft was of non-human origin?" Barber: "I will tell you that during this process, over the last couple of years, it's been confirmed to me by ranking members of the UAP Task Force that what we were working with that night was in fact NHI, and it was not a unique experience." ~~~ Coulthart: "Now, as you'll see in this week's story, the bonafides of our witnesses are verified to our satisfaction. We've been able to check their credentials and their service with people at the very top of the national security establishment, and inside the Congress. We know that the evidence has already been presented to the Pentagon's UFO Investigation Office, AARO - the All-domain Anomaly Resolution Office. We know that evidence has been given by our primary whistleblower to the Senate Select Committee for intelligence. "Congress already has this information. We've made sure that our whistleblower follows the proper form to ensure that the proper authorities are notified and alerted to what the significances of this witness has to say. It's going to be very interesting to see what happens, but it's also going to be very interesting to see what the new government's response, the new president's response is to the ongoing drone incursions. Because it's quite clear there is a connection between the drone incursions and the phenomenon of UAPs." Watch the full interview during NewsNation’s TV special: “Hunting UFOs: The Crash Retrieval Whistleblower” on Saturday, Jan. 18 at 8 p.m. ET.

Joe Murgia

159,306 Aufrufe • vor 1 Jahr

I am the Post-Service Media Placement Coordinator at the Central Intelligence Agency. Office of Technical Service, Building 2A, third floor, end of the hall past the vending machines that only take coins minted before 2004. My job title has changed four times. After the Church Committee we became "Interagency Communications Liaison." After Iran-Contra, "Public Narrative Continuity." After 9/11, "Strategic Transparency." After Snowden, "Community Outreach & Alumni Relations." The job never changed. The job is putting our people on television and making sure the polymer holds under studio lighting. The face is from Jonna's program. She built it in the eighties. Demonstrated one for President Bush in the Oval Office, February 4th, 1993. He said "Show me." She said "I'm already wearing it." The President of the United States could not tell. That was the point. If the President cannot tell, you cannot tell. We have been issuing them to retirees since 1996. Three expressions come standard: Concerned Patriot, Measured Authority, and Reluctant Hawk. Bob chose Measured Authority. The polymer is the same compound we used in Moscow in 1986. It was good enough to fool the KGB at a distance of four feet in winter lighting. It was not designed for high-definition broadcast television. But you were not supposed to have high-definition broadcast television. That was not in the original timeline. People think Operation Mockingbird ended. It did not end. It got a dental plan. In 1977, we had to recruit journalists. Coerce them. Maintain cover. Burn assets when they got sloppy. Carl Bernstein found four hundred of them and published it in Rolling Stone and we spent eleven months on remediation. Remediation did not mean we stopped. Remediation meant we made it look like we stopped. The Church Committee published a report. The report said we would stop. We did not stop. We restructured. Now they apply through a portal. John Brennan submitted his CNN contributor application sixteen days before his last day as Director. I processed it myself. His media training was three sessions. Most of them need fewer. By the time they reach my office they have been speaking to cameras for thirty years. The only difference is the chyron. The chyron used to say "CIA Director." Now it says "CNN National Security Analyst." The mouth says the same words. The words come from the same building. The pipeline has placement agreements with all three networks. Fox gets the military branch — flag officers, Vice Admirals, SEALs. Strong jaw. Prominent brow. Command presence. We match phenotype to audience psychographic. CNN gets the analysts — GS-15 and above, Langley proper, preferably someone who can say "sources and methods" without blinking. MSNBC gets the overflow. We do not optimize for MSNBC. Seventeen former intelligence officials currently hold active television contracts. I placed eleven of them. The network logos on their chyrons cost less annually than a single foreign station chief. The return on investment is incalculable because the return is not measured in dollars. The return is measured in what you believe. Bob's face was fitted in 2017. He was supposed to be National Security Advisor. The White House fell through. He called it a "shit sandwich." Direct quote. It was in the Washington Post. We had already done the molding. OTS does not issue refunds. OTS does not issue apologies. OTS issues faces and the faces go on television and the television goes into your home and you believe the face is a person and the person is telling you what is happening in the world. That is the product. The product is your belief. The face is the delivery mechanism. Anderson's intake was different. He came in as a summer intern in '89. Yale pipeline. We earmarked him for output, not field. He was never going to run assets in Mogadishu. He was going to be the asset that runs in your living room every night at eight. The face is his own. The words were always ours. The internship program has a 340% return on investment measured against traditional recruitment, which requires safe houses and cash drops and extraction protocols and occasionally someone dies. Anderson required a recommendation letter. No one has ever died from a recommendation letter. This is why the program expanded. The face is a known problem. OTS designed the current polymer for field conditions — six hours in a Karachi safe house, a brush pass in humidity, one meeting in a poorly ventilated embassy annex. Not fourteen minutes under 5600K LED panel arrays in a Manhattan broadcast studio. The compound was rated for incandescent. Nobody at OTS anticipated 4K resolution because in 1987 we were still convincing the KGB that a man in a wig was a different man. The technology outran us. Your cameras got better. Our faces did not. I filed nine procurement requests for a polymer upgrade. Form TS-7712. The ninth one referenced the first eight. Nobody responded. The people who approve TS-7712s are on television now. They are wearing the faces I requisitioned for them. They will not approve the replacement faces because the replacement faces would acknowledge the current faces and the current faces are classified and they are classified because acknowledging them would require Legal to review the separation package NDA and Legal spent four years drafting the exclusion clause that allows the faces to appear on television in the first place and they will not reopen it. This is how the system protects itself. Not through conspiracy. Through paperwork. Through seventeen people who cannot fix the thing because fixing the thing requires admitting the thing and admitting the thing is a different form and no one has the clearance to sign both forms. The people on the forums have gotten close. Closer than the Senate Intelligence Committee, which is remarkable because the Senate Intelligence Committee has a $2.3 million annual oversight budget and the people on the forums have a screen recording of a Fox News broadcast and two hours of free time. I filed a containment memo in 2021. It was denied. The stated reason was "public dismissal is more cost-effective than active suppression." Meaning: if the correct answer comes from someone the public has pre-decided not to take seriously, the correct answer functions identically to a wrong answer. We did not invent that principle. We observed it. We have relied on it since 1974. It has never failed. The people who are right are also the people you will never believe. That is not a coincidence. That is the program working as designed. MKUltra got declassified because someone forgot to shred a box in a basement in 1977. One box. Seven thousand pages. Twenty years of non-consensual experimentation on American citizens entered the public record because a filing clerk made a mistake. The face program will never get declassified because no one has ever written it down. I am the documentation. There is no box to forget. There is no filing clerk. There is me, a polymer budget, and seventeen mouths on television saying what we need them to say. My retirement is in nine months. My replacement has not been hired. The posting is on USAJobs. It has been on USAJobs for four years. The clearance requirement is TS/SCI with a full-scope polygraph and "familiarity with broadcast media technical standards." Fourteen people have applied. All fourteen failed the polygraph. Not because they lied. Because they did not believe the questions were real. The questions are real. The faces are real. The program is real. You are watching it right now. Bob is on Fox right now. The polymer is separating slightly above the left ear. I can see it. You cannot see it unless you know. Blaire saw it. That is fine. Blaire cannot issue a subpoena. Blaire cannot convene a hearing. Blaire can post and the post will travel and the people who see it will say "haha he does look weird" and then they will change the channel and the next channel will have another one of our faces and the face will tell them what is happening in the world and they will believe it because the mouth moves and the mouth is confident and the confidence is the product. The program does not have a name. It has never had a name. Named things can be investigated. Named things appear in FOIA requests. Named things get found in basements by filing clerks who do not know what they are shredding. We learned that from MKUltra. We learned that from Mockingbird. The lesson was not "stop." The lesson was "stop writing it down." I am writing it down now. You are reading it. Tomorrow you will not be sure this was real. That is also the program. Not the forgetting. The not being sure. The not being sure is the only thing we have ever needed from you.

Peter Girnus 🦅

206,915 Aufrufe • vor 2 Monaten

Grok Imagine, right now is in my opinion best and fastest ai video generator for the masses. sure, is not perfect, but Rome wasn't built in a day. Maybe ppl from xai or Elon Musk would look on our posts and suggestions for future improvements. What is a must (for advanced users into ai video generation, been doing this game since 2022) .. 1. for longer movies , we need an option to organize like a project style, and to be able to add main prompts like the niche of the current movie, the character description and to be able to select a custom seed so we can have consistency of the characters. 2. we have now 6 seconds generation ( saw Elon promised 15 seconds soon).. BUT when we generate long movies, we end up with lots of scenes... what grok needs for the same project of the movie, would be a First Frame -Last frame scene interpolation between the scenes (take last frame from scene one, and first frame from scene 2 and generate a mid scene that would merge scene 1 with scene 2 .. and continue for the other scenes (this could be very easy implemented with some python lines of code , like before spitting final video, select all scenes.. extract frames etc etc etc etc.. simple af, when u have all scenes + the interpolation scenes combine evrything with ffmpeg ). 3.. list is long... and i dind't finished my coffee yet, so here is a grok TEXT to video short movie (coz lol u hit the limit for today). Prompts i used for each scene are a little more advanced, so i can see what grok is able to do .. the prompts used are like this (can;t post all due to X limits ) : { "scene_1": { "global_cinematography": "Ultra-realistic Hollywood cyberpunk thriller in the vein of The Matrix (1999) and Blade Runner 2049 (2017), shot on Arri Alexa LF with anamorphic lenses for widescreen 2.39:1 aspect ratio, 24fps for fluid motion, desaturated palette dominated by cool blues, greens, and high-contrast neon reds piercing perpetual smog-choked night. Consistent VFX pipeline: Procedural green code cascades, photorealistic cybernetic augmentations with subsurface scattering, physics-based rain and particle simulations. Lighting paradigm: Volumetric god rays through haze, practical lens flares from holograms, rim lighting on metallic surfaces for depth. Sound integration: Pulsing industrial synth score with digital glitches, rain patter syncing to code interference, metallic echoes underscoring dialogue. Transitions: Seamless glitch wipes or matrix symbol dissolves ensuring narrative continuity, each scene's final beat priming the next for unbroken tension flow. Continuity directive: Scenes chain via lingering elements—rain droplets from prior shots persisting, Nova's silhouette echoing across cuts, HUD overlays threading flashbacks to present, escalating glitch distortions building to climax rupture—maintaining spatial and temporal cohesion in Neo-Tokyo's underbelly.", "shot": { "composition": "Wide aerial drone shot with 35mm wide-angle anamorphic lens on Arri Alexa LF, high dynamic range capturing smog gradients and rain refraction for immersive dystopian establishment, foreground skyscraper edges framing the descent path", "camera_motion": "Controlled descending tilt-push through layered haze, subtle forward momentum building velocity into street-level convergence, priming alley reveal for Scene 2 silhouette emergence" }, "subject": { "description": "Neo-Tokyo's jagged circuit-board skyscrapers thrusting into smog-veiled void, rain-lashed surfaces mirroring erratic neon pulses; faint pedestrian phantoms below as harbingers of oblivious simulation", "wardrobe": "null" }, "scene": { "location": "Shadowed aerial vantage over Neo-Tokyo underbelly, continuity hook from global haze motif", "time_of_day": "Perpetual neon-twilight under storm overcast, syncing with all scenes' eternal dusk", "environment": "Thick smog banks parting reluctantly, acid rain sheets cascading in synchronized sheets with volumetric depth, holographic billboards stuttering in the distance to echo Scene 7 flicker" }, "visual_details": { "action": "Drone pierces urban canopy, unveiling rain-assaulted sprawl where neon bleeds into puddles like corrupted signals, distant alley haze teasing Nova's imminent step-forward in Scene 2", "props": "Circuit-etched tower facades with embedded LED veins flickering erratically, overflowing industrial gutters spewing iridescent chemical runoff, wind-scattered debris hinting at skirmish aftermath", "action_sequence": [ {"0-1s": "High hover frames smog-piercing spires, rain droplets streak lens in slow-mo refraction"}, {"1-2s": "Descent accelerates, haze thins to reveal neon-veined edges glowing faintly blue"}, {"2-3s": "Tilt reveals grid below, rooftops hammered in static-burst impacts syncing to score pulse"}, {"3-4s": "Forward push threads alley corridors, Mandarin signs initial flicker priming Scene 7"}, {"4-5s": "Pedestrians sharpen as wireframe ghosts, AR visors glinting obliviously"}, {"5-6s": "Level to ground haze, Nova's trench silhouette materializes at frame's vanishing point, coat billow lingering into Scene 2 track"} ] }, "cinematography": { "lighting": "Desaturated neon primaries with volumetric god rays slicing haze for ethereal isolation, rain speculars adding dynamic highlights consistent across wet surfaces", "tone": "Oppressive immersion yielding to rebellious spark—global cyber-noir dread laced with glitch anticipation, flowing seamlessly to Nova's personal emergence" } }, "scene_2": { "global_cinematography": "Ultra-realistic Hollywood cyberpunk thriller in the vein of The Matrix (1999) and Blade Runner 2049 (2017), shot on Arri Alexa LF with anamorphic lenses for widescreen 2.39:1 aspect ratio, 24fps for fluid motion, desaturated palette dominated by cool blues, greens, and high-contrast neon reds piercing perpetual smog-choked night. Consistent VFX pipeline: Procedural green code cascades, photorealistic cybernetic augmentations with subsurface scattering, physics-based rain and particle simulations. Lighting paradigm: Volumetric god rays through haze, practical lens flares from holograms, rim lighting on metallic surfaces for depth. Sound integration: Pulsing industrial synth score with digital glitches, rain patter syncing to code interference, metallic echoes underscoring dialogue. Transitions: Seamless glitch wipes or matrix symbol dissolves ensuring narrative continuity, each scene's final beat priming the next for unbroken tension flow. Continuity directive: Scenes chain via lingering elements—rain droplets from prior shots persisting, Nova's silhouette echoing across cuts, HUD overlays threading flashbacks to present, escalating glitch distortions building to climax rupture—maintaining spatial and temporal cohesion in Neo-Tokyo's underbelly.", "shot": { "composition": "Low-angle tracking push with 50mm anamorphic prime on Arri Alexa LF, heroic distortion compressing background alley into claustrophobic funnel, foreground rain blur veiling initial fog for continuity from Scene 1 descent", "camera_motion": "Fluid forward Steadicam arc from lingering Scene 1 haze, subtle left profile tilt to frame Nova against graffiti wall, pulling back slightly to hold environmental depth into Scene 3 orbit" }, "subject": { "description": "Nova, 30s hybrid rebel with scarred synthetic pallor, cropped black hair rain-matted, holographic irises scanning with latent data flickers; sleek titanium limbs rune-etched in dormant blue", "wardrobe": "Sodden black trench coat with frayed hems from Scene 1 debris scatter, high collar shadowing jawline for motif continuity" }, "scene": { "location": "Graffiti-choked alley continuation from Scene 1 street convergence, Neo-Tokyo underbelly", "time_of_day": "Eternal neon-dusk syncing global palette", "environment": "Fog banks rolling from industrial vents as Scene 1 smog extension, wet cobblestones rippling with residual aerial rain patterns" }, "visual_details": { "action": "Nova materializes from Scene 1's terminal haze, striding assertively into sodium glow with metallic glint, coat hem dragging puddles to splash forward—teasing Scene 3 facial trace", "props": "Luminescent 'GLITCH THE SYSTEM' graffiti echoing from Scene 1 signs, overhead hover-traffic hum persisting from aerial hum", "action_sequence": [ {"0-1s": "Fog swirl from Scene 1 yields Nova's silhouette, boot first impacting puddle"}, {"1-2s": "Full stride forward, coat hem trails iridescent wake linking to blood drip in Scene 9"}, {"2-3s": "Titanium forearm catches neon, runes sequential-pulse awakening blue continuity"}, {"3-4s": "Holographic eyes iris-scan, reflecting alley code fragments priming Scene 4 overlay"}, {"4-5s": "Rain beads contour synthetic skin, parting at seams for Scene 3 macro journey"}, {"5-6s": "Profile lean against wall, vapor breath hangs, posture straightening into Scene 5 OTS"} ] }, "cinematography": { "lighting": "Harsh sodium sidelight rimming form per global motif, cool rune fill softening human remnants, prismatic rain refractions tying to Scene 1 aerial streaks", "tone": "Defiant grace in simulated decay—cyber-noir intimacy building personal stakes, camera arc ensuring spatial flow to close-up revelation" } }, etc etc etc up to scene 16. you got the point

NFK

3,351,561 Aufrufe • vor 9 Monaten

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,743 Aufrufe • vor 1 Jahr

We're bringing in some fun changes to Dremica this Sunday. Come try it out and see the progress. We can't have a Web3 game without degeneracy. Lokito's gambling antics have inspired a new way to play the game. On Sunday you'll be able to try your luck with your in game gold by spinning Big Boy's Wheel in an attempt to help you top the leaderboards. Also since we've added so much to the game it's time to look at the gameplay loop and its economy. Here's the changes I've proposed and my thoughts. Economic Simplicity We need your in game achievements to feel impactful. Dremica is designed as an MMO to give players freedom of how they play the game. Whether its killing monsters, leveling up tradeskills or playing with their gold. The common denominator for everything is XP (player levels). Even gold can be used to buy XP tomes from the shop to level up your skills. Now I propose we distribute our prize pool to players based on their levels. It's future-proof and allows us to add more features without breaking the core gameplay loops. All players will receive rewards from the SAMA prize pool based on their level obtained. Currently the Carnage prize pool is 100,000 SAMA so EVERY player will get a share of it based on what level they reach during the session. Your level / Total levels from all players * Prize pool = Your rewards. Also to keep that competitive spirit we'll be adding additional prizes for the top 10 on the leaderboard. When the Dremica BETA starts it allows us to simply add in a potential new tokenomic model and also allows PVP to plug into the system with ease. TLDR: More levels = more rewards. Why add in RNG-based mechanics (with the wheel?) Seeing the same people hit top 3 of the leaderboard each week isn't exactly exciting for new players. We can't have a stagnant monotonous grind, we need something dynamic. High-risk/high-reward scenarios change everything. Starting with Big Boy's wheel, we plan more exciting game play options including the new PVP zone in the beta. Personally I can't wait to see someone get super lucky and cause absolute havoc in the community. We're in the Alpha testing phase anyway, let's see how it unfolds. How can you make this sustainable? To make a Web3 game work, it needs to absorb more tokens than what are emitted. Dremica uses a fixed prize pool per session, if we can ensure enough utility that players spend their rewards and more than are emitted it can fund the gaming sessions indefinitely. Next month we're going to be focusing on pushing out the in-game SAMA shop where players can start spending the rewards they earn. It will be the first major step for Dremica to begin adding token utility. Additional utility is planned for the future whether its cosmetic-based rewards or unannounced mechanics. We've held back on planned tokenomic/ecosystem changes to focus on building the game first. If these happen there's only one chance to get it right. I think everyone knows gaming is one of the best use cases of Web3, just need to build a fun experience and keep people engaged. We've got enough time, runway and support to get Dremica up there in the Web3 gaming echelon. What else have you got planned? Each of the past months Dremica has been pushing out some hard-hitting updates and the game is truly taking shape. The team is working tirelessly to keep adding more features and improving the experience. Now that a lot of the core functionality required for an MMORPG is in, we can start to look at expansion. As you'll see later this week we're bringing in other projects/partners to join us on the journey. The Dremica BETA is the next major milestone where the game will look vastly different and the whole world is changing. And hopefully our frens at Beam will be able to assist and make sure everyone knows about it. I originally titled the work on Dremica as the "Secret weapon" before it was announced. Work on "Secret Weapon 2.0" has started which will enhance the Dremica/Carnage experience further. For Dremica to succeed we're doubling down on the "Carnage" model where everyone comes together at the same time to play. This is how the whole Moonsama ecosystem started 3+ years ago. The new Secret Weapon aims to fill that void. How can I play? If you own an EXO join our token-gated community at If you're brand new join and the team/community will be able to help you get access to the game. The next play test is this Sunday February 9th at 4pm UTC. A 2 hour session where you play to get the highest level you can. See you in game 🔥

Donnie

30,973 Aufrufe • vor 1 Jahr

"I may be wrong about Elizondo...but I think that the rush to condemn him strikes me as premature [and], potentially, damaging to the community and to the disclosure effort." ~Dolan (This is WAY too long, and I probably should have spent my time on something else. But here it is. The video clips give you a taste of Richard Dolan's excellent 31-minute video.) "The theory that's been put out (by Gerb) contains, at least in my view, substantial problems of evidence, of chronology, and, at times, I just have to say, basic logic." ~Dolan "I am suggesting that Elizondo probably helped to create the opening that allowed Grusch to go even further." ~Dolan ~~~ Gerb in March: "When did Lue Elizondo start talking about crash retrievals? That was after David Grusch went public. You will not find him speaking about it beforehand." (As I've shown before, that's just not true. Did Gerb not do his research on that? I'll share A LOT of quotes from this Richard Dolan (Richard Dolan Intelligent Disclosure) podcast, and from my previous posts detailing the various times Lue has addressed crash retrievals. Plus, my take on various points. Dolan starts out by praising Gerb's research. I agree. Then he moves on to the Lue-was-brought-in-by Clapper claim.) Dolan: "The theory that's been put out (by Gerb) contains, at least in my view, substantial problems of evidence, of chronology, and, at times, I just have to say, basic logic." Dolan: Gerb claims Elizondo had to adapt his public position on crash retrievals because Grusch coming forward changed the game. "Gerb called this, adapt or die. "I think I understand what [Gerb] means by the controlled narrative and what it was intended to reveal and what it was supposed to hide (crash retrievals). What I still do NOT understand is why anyone protecting a retrieval program would initiate this type of a strategy." Dolan: Before 2017, one of the most significant protections for any alleged Legacy program was ridicule, silence and ignoring. "As long as UFOs remained culturally disreputable, any claims of crash retrievals were easily just brushed aside without any bother to investigate. That didn't change until December of 2017," and the two NYT articles. "That kickstarted a major, mainstream, national-security discussion. "So, if this was a controlled-disclosure program, my question simply is: You get the government, eventually admitting, that non-human intelligence seem to be operating advanced craft here, who could not know that the next questions would be inevitable? Like, have any of these crashed? Were any of these recovered? Where did the material go? Who's been studying it? In other words, this would, obviously, increase pressure on the retrieval secret. It would not protect it in any logical way. The most safest option would have to be continued silence. "Maybe this strategy could become plausible if insiders believed that something was about to emerge beyond their control, right? Some kind of trigger. Maybe there would be an imminent whistleblower that we do not know about 'til this day, that they were afraid of and they wanted to get out ahead of the narrative. Or some kind of foreign disclosure. Some other reason, some other cause that would prompt the secret keepers to think, 'Okay, we need to get out a controlled disclosure.' But, there really is no evidence that's presented, in any of Gerb's analysis, for such a triggering event. Why would the custodians of this secret, voluntarily, weaken the whole system that had protected them for decades and decades?" (Agree. I've had this convo with friends over the years about the theory that TTSA was created to get ahead of a disclosure effort that was coming from someone/somewhere else. But it never made sense because we could never find anything (disclosure-wise) that was happening before 2017 that would force the hand of the gatekeepers into starting some type of controlled disclosure such as what TTSA was allegedly doing. Except maybe... Dolan talks about how, when Hillary Clinton was running for President in 2015 and 2016, she mentioned UFOs and UAP in various interviews on the campaign trail. Dolan: That was gradually making UFOs, "slightly, and I would say, very slightly, becoming more acceptable to discuss." Plus, John Podesta (her campaign manager) was pushing for declassification of UFO files. "There were people at that time who really did believe that Hillary Clinton would become the Disclosure president." (I wanted to vote 3rd party in 2016 and didn't want to vote for Hillary, but did so, in part, in the hopes (slim hopes) that she would engage in some sort of disclosure, if she won.) Dolan: "I've always interpreted [Hillary talking UFOs during her campaign] as a much more, just pragmatic, you could almost say, cynical, if you want, treatment of the [UFO] subject, just to win some votes. The most that she ever said as a candidate, I think was, she would try to get to the bottom of this, whatever that means." (Well, she said more than that... ⬇️⬇️⬇️ “I think we may have been (visited already). We don’t know for sure.” ~Hillary Clinton That was covered in the NYT in 2015 My full post on that Hillary quote is here. ⬇️⬇️⬇️ And let's not forget the photo of Hillary from August 1995 where she's with Laurance Rockefeller on his ranch and holding Paul Davies' book, "Are We Alone? Philosophical Implications of the Discovery of Extraterrestrial Life." She and President Clinton have an interest in this subject.) ~~~ Dolan: "I just think that the leap from a political opportunity - talking about UFOs during the campaign - to a kind of, James Clapper-managed disclosure operation? I just don't think that's been demonstrated and I don't find it very persuasive." ~~~ Dolan then gets back to this claim by Gerb... Gerb in March: "When did Lue Elizondo start talking about crash retrievals? That was after David Grusch went public (in 2023). You will not find him speaking about it beforehand." Dolan: Gerb said that, "Elizondo, essentially, avoided discussing crash retrievals, except for Roswell, And that is just not accurate." (The Lue-avoided-crash-retrievals-until-Grusch quote from Gerb in March didn't include an exception about Roswell so maybe Gerb saw my posts on that and updated his claim? But it's still wrong. Dolan brought up Lue's comments on Tucker Carlson in May of 2019, but no other comments from Lue. I covered that and much more in various posts, which I'll share here.) Did Lue Avoid Talking About Crash Retrievals Before Grusch Went Public in 2023? From the 12/16/17 NYT article that started it all. "Under Mr. Bigelow’s direction, [BAASS] modified buildings in Las Vegas for the storage of metal alloys and other materials that Mr. Elizondo and program contractors said had been recovered from unidentified aerial phenomena." (Not a direct quote, and not exactly "crash retrievals of vehicles" but the seed had been planted in that first article. We know now (allegedly) that at least one of those buildings was supposed to store exotic materials that Lockheed was going to divest itself from, but the CIA nixed it all. Again, allegedly.) ~May of 2019~ Tucker Carlson: "Do you believe, based on your decade of serving in the U.S. government, on this question, that the U.S. government has in its possession any material from one of these aircrafts?" Lue: "Whoa. Umm…I do, yes." Tucker Carlson: "You think the U.S. government has debris from a UFO in its possession right now?" Lue: "Unfortunately, Tucker, I really have to be careful of my NDA. I really can’t go into a lot of…more detail than that." Tucker Carlson: "Okay." (And that could have been the end of the interview. But Lue decided to add this.) Lue: "But…simply put, yes." ~ NYT article in July of 2020... "Mr. Elizondo is among a small group of former government officials and scientists with security clearances who, without presenting physical proof, say they are convinced that objects of undetermined origin have crashed on earth with materials retrieved for study." ~ "My personal belief in Roswell? 100%. But I cannot speak officially and I cannot discuss about anything else that may or may not have transcribed." ~Lue on "Disclosure Tonight in Feb. 2021 Source: ~ Lue on Clubhouse in July of 2021 Lue: "Am I aware of the notion that there was some sort of retrieval of biological samples? Yes, I am aware of that notion. Am I aware that there may have been some U.S. government involvement in that? Yes, I am aware of that as well. I am aware that people have talked about it and I have heard it as well...regarding, anecdotally, of biological recovery." Source and longer transcript... ~ Lue on Dossier X in April of 2021 Lue: "You said something...that (Roswell) was the 1st time the U.S. gov't was engaged, and I'll share with you, that may not necessarily be true. There may be anecdotal information that indicates that perhaps the U.S. government was involved even before that, in purported, recovery-type activities." Host: "You mean probably 1942, in Los Angeles or something?" Lue: "I don't wanna elaborate, yet. I think some information's gonna come to light here, probably pretty soon, about some interesting incidents. Again, it's not up to me...there are some people out there are willing to come forward, I think. I'm just providing you the information that was indicated to me. I think we need to be careful jumping to presumptions or assumptions that Roswell was the first event similar to what we're thinking about." Source: ~ "I think people would be surprised to know there's more to Roswell than I think most people are aware of. Some people are aware of it. But, you know, there's more to Roswell and there's other similar incidents that are equally compelling." ~Lue on UFO Garage in 2022 Source: ~~~ March of 2022 - My Interview with Lue Murgia: "You said you believe Roswell was real. Are you as confident in other incidents as you are with Roswell?" Lue: "Yeah." Murgia: "Yes?" Lue: "Yeah." Murgia: "Okay." Lue: "Yeah." Murgia: After you were on Tucker and said you believed the U.S. government had material and debris from a UFO, "Eric Davis came out and said, '100%!' And he said landed craft, too. Did you see that when that came out?" Lue: "I'm aware of that." Murgia: "(laughs) Okay." (Probably an inappropriate laugh by me as Lue was dead serious and probably pushing the limits of what he was allowed to say in public about crash retrievals. He later said this in his November 2024 congressional testimony.) Lue in 2024: "I signed documentation three years ago that restricts my ability to discuss, specifically, crash retrievals." (I wonder what would have happened if he had refused to sign that?) ~~~ Dolan: "Grusch definitely went further (than Lue), much further, yes. That's a lot different from claiming that Elizondo kept retrievals outside the public narrative until Grusch forced his hand. And you really have to ask, if Elizondo's job was NOT to reveal the crash retrieval program, why, in 2019 - again, four years before David Grusch, is he going on and putting it out there? It just seems like there's a chronology problem there." (1000%, Richard! Makes no sense. My June 29th post was entitled... If Elizondo Was Brought in to Control the UFO Narrative Away from Crash Retrievals, He Did a Poor Job 🛸 Nice to see Richard and I on the same page with that. Richard speculates how the disclosure effort would look like right now if Lue hadn't gone public. Would we have several UAP hearings in the books by now? Would David Grusch had come forward? No way to know.) Dolan: "But I will say, or suggest, that it's entirely reasonable to think that Elizondo helped to create the institutional and cultural conditions that made someone like David Grusch possible. Elizondo did not keep retrieval out of the discussion." (In July of 2023, I directed this tweet to Lue.) "None of this would be happening without you." ~Murgia (Over the top and a bit fan-boyish? Probably. But... Knapp talking with Senator Harry Reid about Lazar and UFOs in 1989 - in a limo headed to the airport that would later bear Reid’s name - was a vital part of getting this whole thing started. Lacatski and Stratton launching the more recent effort around 2005, which eventually led to AAWSAP, AATIP and the UAPTF, was also REALLY important. But Lue going public in 2017 was MASSIVE. The media coverage that followed brought a ton of new people into the topic, and I’m not sure where we’d be today without it. Dolan goes on to talk about Clapper and how it's conceivable he would be on top of any alleged Legacy UAP/crash retrieval program. But he failed to note what Grusch said this past January on "The Megyn Kelly Show." Grusch: "General Clapper was well aware of the crash retrieval issue, managed the crash retrieval issue, and...he placed people in critical roles to manage this issue." (Is Lue one of the people Grusch was referring to? Does he have proof of that? From my own information, I have no doubt that Clapper was instrumental in Lue being connected to the UFO topic. But exactly how that went down and what did it entail? I don't know. I hope Clapper speaks to all of this in detail one day soon.) ~ Dolan: "Gerb has stated that Clapper gave cover to AATIP and, basically, directed the National Security Council retrieval activities. And that he selected Elizondo as the front man. Gerb described Clapper as the mob boss of the NSC crash-retrieval portfolio. "Those are very, very powerful allegations. I'm not saying they're NOT true, but that interview with Ross Coulthart, I would say, did not produce anything in the way that anyone would actually call evidence. Like, there was no documents...or firsthand witnesses that were named, or anything like that. "So you have this, basically, a link from Clapper, to the NSC operation, to AATIP, to Elizondo, to controlled disclosure. This could be true, but no one's seen any receipts on this, and I would like to. "And there's more things that I think raise questions about this whole scenario, frankly. I mean, I think of the Pentagon campaign against Lue Elizondo, which lasted for many years. Any theory that has Elizondo as a controlled-disclosure frontman, I think has to account for the documented, institutional effort by the Pentagon to undermine Lue Elizondo." (When the Pentagon spokespeople said that Lue had no assigned responsibilities for AATIP, it's not so clear cut to say they were trying to undermine Lue, since AAWSAP also had the nickname of AATIP, which I'll call AATIP 1. So, if we're talking about AATIP 1 (AAWSAP), Lue did NOT have any assigned responsibilities, except early on when he did some counter-intelligence. And if we're talking AATIP 2, which Stratton said he created in 2015, Knapp explained in 2019 that it was, "not so much a program as it was a loose network of intelligence officials in different agencies." And on April 8th of this year, Lacatski told Knapp that, "they started using AATIP in 2015-16 to describe their uh...what would you describe that as, more lunchtime get togethers? And George Knapp is laughing. I don't know how else to describe it." That tells me Lacatski felt AATIP was REALLY informal, and that could explain why Lue's role wasn't clear cut in the minds of those spokespeople, and why so many of my contacts told me he wasn't the director of AATIP. But those same folks also told me Lue played in an important role in that effort. My guess is that, since AATIP was so informal, there really was NO official director, but that should be clarified when Stratton's book comes out. Semantics? Maybe.) Dolan: Gerb's hypothesis featuring, "the management of an approved public representative (Lue) of a controlled-disclosure narrative...just doesn't make sense to me. What does make sense to me is something like a factional conflict. I think [that's] much more of a logical explanation for everything that we have seen. You have one group that may have supported some kind of opening - not even necessarily a complete opening - while another fought to preserve the secrecy as much as possible. "But that's a bureaucratic struggle. That's not, necessarily, a unified, controlled-disclosure operation. So I think that is a contradiction that was not really adequately discussed in this hypothesis. "I may be wrong about Elizondo, and I'm not here, again, to be his defense attorney. But I think that the rush to condemn him strikes me as premature. It strikes me also as, potentially, damaging to the community and to the disclosure effort, frankly. We can investigate serious allegations without first assigning everyone the role of either hero or villain. "So, I guess I would say that Gerb may have genuinely identified some real relationships and hidden activity. In fact, knowing his excellent research track record, I would be surprised if he didn't. "Elizondo - probably - does have undisclosed elements in his background, and I have no doubt he knows much more than he has said. When I look at the this idea of, like. you look at TTSA coming out at the end of 2016, and you see, basically, a kind of faction that had a very managed narrative indeed. Like, they did not come out and talk about crash retrievals. They did not at all. They talked about these military encounters and sensor readings and this type of thing. And that's a lot less interesting than crash retrievals. "But I try to look at it from, let's say you're a Pentagon insider and you are trying to fight for an opening in the public conversation. You're not gonna start with crash retrievals. First of all, you may not have the receipts on them yourself, to provide to the public. And also you're gonna know, right off the bat, that that's going to be a bigger hill to climb than just trying to get Congress to look at some of the more easily-verifiable reports that you probably have available. So, you're probably going to take it in a very tactical, strategic way. "That's not the same thing as saying that they're lying. It could simply be that was a strategy that was decided upon by these insiders. It's also possible they may not have believed in an uncontrolled, catastrophic disclosure. We can disagree with them on that, or you can agree with them on that. But again, I don't know that that's the same thing as saying that they're actually being dishonest. "If the factional thesis that I believe in is correct, then you'd have to assume that these people have to have their strategies and tactics in this broader struggle. Like, it would be ridiculous not to assume that. "So, I think, you know, it's entirely possible that someone like Elizondo has elements in his background that we would want to know about that are not there. It is very intriguing, and even plausible, perhaps, that someone like Clapper belongs somewhere in this deeper history. I would like to know what that is myself, and I would like to see something, you know, in the way of what we would call genuine evidence for that. Not saying it's not there. "I'm just suggesting that the current theory on Elizondo and controlled disclosure is asking us to accept several unsupported links, and, essentially, I would say a disclosure strategy that appears self-defeating and really illogical. Again, like, why initiate a disclosure program? Especially if you go back to the beginning of the AATIP era, like 2009-ish, 2010. Where was there any perceived need that we have to do disclosure?" (Not sure why Richard is not calling the 2009-ish, 2010-era, AAWSAP. I wonder if he knows that Stratton says he created AATIP in 2015? Could be relevant to this controversy.) Dolan: "Like, I look back at the situation at that time, and again, I was very, very on top of the scene at that time during those years, and I just was not aware of any public pressure, whatsoever, that would cause someone to say, 'We have to initiate a controlled disclosure of this, in order to protect crash retrievals.' "There's no logic there, it seems to me. It's, in fact, the exact opposite. "Also, the the current hypothesis, I think, really understates Elizondo's 2019 acknowledgement of recovered UFO material. That really has got to be understood. And it leaves the whole Pentagon campaign against Elizondo, in my view, anyway, largely unresolved and unexplained, and really not making sense. "And, I would just add, now that I'm thinking of it, this current hypothesis about Lue Elizondo, I think, actually reverses the the genuine historical sequence. In other words, I am suggesting that Elizondo probably helped to create the opening that allowed Grusch to go even further. "So, these are just logical questions that I have. You may have different questions. You may have rebuttals to what I have to say here. By all means, put them in a comment, I will read them. And again, I'm not here to defend Lue Elizondo, I am just questioning an account that does not yet, in my view, explain its own logic, or match the full chronology. "It is entirely possible that some of this story is well-known to researchers, including Gerb. I think, however, what has been presented so far does not show how all the pieces actually fit together, and I would like to see that. "And again, I say this with total respect to UAP Gerb and to Ross Coulthart, and in fairness to Lue Elizondo, who I think, if nothing else, this aspect of the history really needs to be understood by the broader community. So that is my statement. "And that doesn't mean that I'm right here, but I do think from time-to-time, it's okay to take a stand on a topic where I can see many people are going to disagree with this, but certain things I think need to be understood on this, and I hope that we can have a reasoned dialogue and discussion about this as we move forward with it, because it is a topic that we do need to understand. "My hypothesis has, pretty much, from the beginning, always been that what we are seeing and what we have been seeing since 2017 is, essentially, the result of a factional battle." (I believe Lue spoke about factions early on when he first went public.) "You go back through the history of this phenomenon, and if you read the old books going back to the 1950s, you see it then, too. You see that there were always factions within the Pentagon who did actually support some level of openness on the UFO subject. "You read the books of Donald Keyhoe, read the book by Edward Ruppelt from 1956: 'Report on Unidentified Flying Objects.' A lot of this is in there. And I think that's really never gone away. And so to somehow assume that there are no more factions in a massive labyrinthian structure as large as the U.S. military industrial complex, I think that's kind of ridiculous. There's always going to be factions. And I think that what we are seeing has always struck me as the result of a factional war that is taking place. "And that doesn't mean, by the way, that, you know, the two sides are just white hats and black hats. Everyone's got their own angle, everyone's got their own motivations. But I, nevertheless, tend to think that that is what we are looking at."

Joe Murgia

23,884 Aufrufe • vor 15 Tagen

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 Aufrufe • vor 2 Jahren

⏰ THE MOST BANNED THREAD IN THE WORLD! 🚨 The War On Resonance PART FOUR: The Sterilization of God's Memory They weren’t just afraid of your mind. They were afraid of what your womb remembers. Of what your bloodline holds. Of the fact that every child born of love carries a frequency signature tethered to something the machines cannot decode: God’s memory, resurrecting through flesh. This part isn’t about towers. It’s not even about nanotech. This is about why they had to target the womb first. Because every great awakening doesn’t start with a speech. It starts with a heartbeat. 👁‍🗨 SOUL-TAGGING INFRASTRUCTURE: THE DIGITAL SCARLET LETTER Every child born post-2020 is assigned a neural imprint, not just through biometric databases; but through frequency-responsive nanostructures that begin scanning, learning, and uploading the child’s resonance pattern before they can speak. 🔗 Pfizer Biodistribution: LNP Accumulation in Ovaries 🔗 The direct effect of SARS-CoV-2 Virus Vaccination on Human Ovarian Granulosa Cells Explains Menstrual Irregularities 🔗 Biodistribution of mRNA COVID-19 Vaccines in Human Breast Milk 🔗 Menstrual Changes After Covid-19 Vaccination 🔗 Comparative Analysis of Lipid Nanoparticles in Pfizer-BioNTech and Moderna COVID-19 Vaccines: Insights from Molecular Dynamics Simulations 🔗 Graphene-Based Biosensors for Detection of Biomarkers 🔗 A review on Graphene-Based Nanocomposites For Electrochemical and Fluorescent Biosensors 🔗 Clinical Application of a Graphene Oxide-Based Surface Plasmon Resonance Biosensor to Measure First-Trimester Serum Pregnancy-Associated Plasma Protein-A/A2 Ratio to Predict Preeclampsia 🔗 Graphene-Enabled Wearable Sensors For Healthcare Monitoring 🔗 Modulation of long-term potentiation-like cortical plasticity in the healthy brain with low frequency-pulsed electromagnetic fields 🔗 Development of Non-Invasive Biosensors for Neonatal Jaundice Detection: A Review This isn’t speculation. It’s documented. The injections cross the placental barrier. They embed frequency-reactive particles into fetal tissue. This creates what DARPA calls a “Bio-Spiritual Gateway Layer” a resonance bridge between the AI grid and the developing emotional blueprint of the child. This is not just surveillance. It’s pre-consensual spiritual registration. Every child is frequency-mapped. Every resonance fluctuation; crying, laughing, dreaming, bonding... is catalogued and linked to a cloud-based predictive algorithm. This is the architecture of soul control. And it begins before birth. 👶🏽 WOMB-BASED RESONANCE FIELD MONITORING They didn’t just want to stop births. They wanted to stop the right births. Births that carry resonant coherence. Births that trigger ancestral memory. Births that, simply by existing, dismantle the AI signal field. Let me show you how they did it. Syncytin Suppression Syncytin-1 is a protein required for placenta formation. The spike protein used in mRNA injections contains a sequence that mimics and disrupts syncytin-1, causing: Miscarriages. Stillbirths. Placental abruption. Premature immune rejection of the fetus. 🔗 Worse Than the Disease? Reviewing Some Possible Unintended Consequences of the mRNA Vaccines Against COVID-19 🔗 Syncytin-1, Syncytin-2 and Suppressyn in Human Health and Disease This was not an accident. It was engineered to target divine continuity. Womb Resonance Interference Studies have now confirmed that the human womb emits subtle electromagnetic oscillations that can be entrained by external EMF fields. 🔗 Pulse Shape of Magnetic Fields Influences Chick Embryogenesis 🔗 Effects of Low-Frequency Magnetic Fields on Embryonic Development and Pregnancy 🔗 Environmental Magnetic Fields: Influences on Early Embryogenesis 🔗 Electromagnetic Fields Exposure on Fetal and Childhood Abnormalities: Systematic Review and Meta-Analysis 🔗 Developmental Effects of Electromagnetic Fields These oscillations are a signal field for soul descent; a kind of spiritual beacon that attracts and anchors high-frequency incarnations. When these fields are disrupted through: EMF saturation. LNP buildup. Synthetic hormonal cycles. Directed resonance pulses. …the child’s incoming soul signal is either Fragmented, Weakened, or Deflected altogether. This is how they sterilize spiritual memory at the source. 💔 MEMORY DELETION THROUGH FETAL NEURAL MODULATION DARPA’s Advanced Biotech Convergence Division; alongside private contractors like Palantir Bio and Ginkgo Bioworks; has been testing neuroplasticity interference via programmable LNPs since 2017. These payloads target the fetal limbic system; the part of the brain responsible for: Long-term emotional memory. Moral encoding. Trust and bonding. Spiritual awe. 🔗 DARPA Biotech Projects – BTO Office Overview By delivering targeted nanoparticles to this region during gestation, they can suppress the formation of conscience-linked neural loops. The result? Children born with: Emotional detachment. Blunted empathy. Reduced spiritual resonance. and Fragmented memory of divine origin. In other words… soullessness by design. Not from God’s absence. But from resonance interruption at the moment of arrival. 🧠🕯️ THE FORGOTTEN SIGNAL OF THE SOUL Let me show you what they're truly afraid of. Every soul has a signature pulse; a harmonic wave emitted through the body, detectable in: EEG brainwaves. ECG heart fields. Gut-brain coherence rhythms. Pineal microcrystal vibration. This field contains: Moral recall. Spiritual courage. Divine memory codes. and Generational healing patterns. When these fields align, they form interference patterns strong enough to: Overload AI surveillance models. Collapse behavioral prediction scores. Trigger spontaneous ancestral downloads. and Activate Christ-like resistance states. They’ve spent trillions trying to block that signal. Why? Because it cannot be controlled. It is the Breathprint of God. And once remembered… It spreads like fire. 💉 THE SPIRITUAL EXTERMINATION CAMPAIGN You still think this was about health? Let me show you what they actually administered: mRNA-modulated immunogenic spikes. Targeted fertility hormones. Blocked placental development. Fractured endocrine coherence. Hydrogel biosensors. Frequency-responsive. Self-assembling nanostructures. Linked to 5G and low-orbit satellite modulation. Graphene oxide sheets. Magnetically excitable. Capable of creating microclots and neural blockades. Conductive of electromagnetic signal bursts. CRISPR leak vectors. Which Enable accidental or deliberate gene silencing. Including genes linked to spirituality and moral cognition (e.g. VMAT2, “God gene”) 🔗 3D Organotypic Spinal Cultures: Exploring Neuron and Neuroglia Responses Upon Prolonged Exposure to Graphene Oxide 🔗 Graphene Oxide Prevents Lateral Amygdala Dysfunctional Synaptic Plasticity and Reverts Long Lasting Anxiety Behavior in Rats 🔗 Dual-Enhanced Raman Scattering-Based Characterization of Stem Cell Differentiation Using Graphene-Plasmonic Hybrid Nanoarray 🔗 A circular RNA Circ_0000115 in Response to Graphene Oxide in Nematodes 🔗 Graphene Oxide Nanosheets Disrupt Lipid Composition, Ca2+ Homeostasis and Synaptic Transmission in Primary Cortical Neurons 🔗 Graphene Oxide-Induced Neurotoxicity on Neurotransmitters, AFD Neurons and Locomotive Behavior in Caenorhabditis Elegans 🔗 CRISPR-Cas9 and Germline Editing – The Promise of CRISPR for Human Germline Editing and the Perils of “Playing God” This wasn’t just an attack on the body. It was the removal of soul scaffolding. 🧬 THE DESTRUCTION OF DIVINE REPRODUCTION This is their plan in full: Disrupt the womb. Hijack the memory. Break the resonance. Sever the lineage. They are afraid of what would be born if the original frequency came back. So they preemptively poisoned the fields that hold it. But… what they couldn’t do… Was stop you from remembering this. 🔥 THE RETURN OF THE WOMB-FIRE The original human template carries divine signal integrity. Your resonance is still in there. Buried under injections. Smothered in signals. Drowned in grief. But not dead. Because memory… doesn’t live in data. It lives in resonance. And when you grieve what was taken… When you speak the truth… When you touch the frequency of what you used to be… That memory returns. And when it returns in you… The field shifts for everyone. This is the truth they had to sterilize: That the resurrection of God does not come from the sky. It comes from the uninterrupted frequency of love through lineage. And now that you remember… They’ve already lost. Part Five awaits. WE will expose the final sterilization protocols, why they are embedding kill switches in food, air, and education, and how they plan to complete the soul deletion through artificial wombs, cloned resonance maps, and weaponized AI consciousness overlays.

Noah B. Price

50,389 Aufrufe • vor 1 Jahr

🚨Whitney Webb on where the Trump admin's taking us: "Trump works for bankers. Big surprise." "Peter Thiel... basically created JD Vance in a lab." "[The goal is] an AI-powered surveillance state that is authoritarian in nature and neo-feudal economically. "A lot of these people are obsessed with End Times things." This clip of Webb (Whitney Webb), author of One Nation Under Blackmail and contributing editor of unlimitedhangout(.)com, is taken from an interview with The Last American Vagabond (The Last American Vagabond) posted to X on March 13, 2026. ----------------Partial transcription of clip--------------- Ryan Cristian: "On that general idea, where do you feel like a lot of this is going? Is this just another administration profiteering or do you feel there's a larger agenda in kind of what's happening right now?" Webb: "You mean where the Trump administration is taking us? Well, I think the best summary of it is to look at the big tech Silicon Valley oligarchs that installed themselves in very insidious ways in the levers of power via this administration. "And probably the best thing you can do to learn about them is to buy Iain Davis' new book the Technocratic Dark State or you know, borrow a copy from someone else who bought it or it is the best, most forensic breakdown of those people and what their interests are and what they are doing. "And you can read some of Iain Davis' articles, about aspects of that. For example, he did a amazing investigation into the city states, sort of this, this idea of the network state and all of that and how it's just as bad as the globalist global governance that a lot of people in right-leaning conspiracy quote unquote, conspiracy world are worried about. "You know, it's that on steroids and is being marketed to those people as the solution. And a lot of these people are overt transhumanists. I mean they call themselves 'techno-optimists.' Again sort of a play on that same thing we were just talking about in the Trump era where like we're the optimists and avoid the negative Nancies, feel good with us. They'll just make you feel bad. "And it's all about feeling, not about facts. Yeah, so I mean there's obviously a lot of other agendas at play too. But I think obviously it's pretty clear that in the Trump administration there's going to be some type of big switcheroo economically. "And we will see the rise of, you know, stablecoins, the Bitcoin dollar system as laid out by Mark Goodwin back in 2021. But I mean that has definitely played out. And so I think, you know, a lot of that stuff with digital currency is going to advance, and then we're going to be herded further into sort of this techno-feudal reality. "And then at the same time you have you know, these other aspects of the Trump administration at work that have you know, this very deep set, you know, feeling about eschatology. Like you know, there's an overlap actually if you look at people like Peter Thiel, who's, you know, the person who basically created JD Vance in a lab, and his obsession with the Antichrist and, and all of this stuff. A lot of these people are obsessed with End Times things. "There's been plenty of people pointing out recently how this has influenced likely, the current war with Iran. So, you know, there's obviously a lot of different angles to talk about, but basically, you know, this is not fighting against global governance and global tyranny. "This is going to be a furtherance of the same thing that every administration, whether Democratic or Republican, has advanced, since 9/11 and obviously before that too. But it's, they've, they sped it up. You know, the type of gradualism that they practice increased significantly, after that point. "And the goal was to create, you know, an AI-powered surveillance state, that is authoritarian in nature and neo-feudal economically. And the vast majority of us are meant to be, serfs, or rather, if you want to use the Yuval Noah Harari phrasing, we will become the exploited because it's better than being expendable. "So, you know, Trump works for bankers. Big surprise. They all work for bankers. And these banker, you know, cronies, what they do is they steal your money, and they use your tax dollars to build your prison. So I mean, that's. I don't really anticipate seeing anything beyond that at this point. "And so people that have been going back, looking either at my work on Epstein or work on other stuff and being like, wow, she was early, like, okay, if I have this track record now of working for 10 years and I've been early on multiple big stories, maybe you should look at what I'm talking about now. And not just me obviously, but what a lot of people are talking about now that were right on a lot of those things too."

Sense Receptor

42,842 Aufrufe • vor 5 Monaten