2013.02.08 01:42 Life finds a way
2024.05.19 21:22 Laserpointer5000 Roast my resume. Going for data science positions.
submitted by Laserpointer5000 to resumes [link] [comments]
2024.05.19 21:21 BF2k5 World Bosses as a progression skip - Good? Bad?
2024.05.19 21:15 Consistent-Sea-9966 Pay someone to do my gmat exam Online Reddit Pay someone to do psychometric test Reddit Pay someone to do GMAT test Reddit Pay someone to do my GRE Test Online Reddit Pay someone to do GRE Exam Reddit Pay someone to do my GMAT GRE test exam in USA UK Canada Reddit Helper for Help Reddit
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2024.05.19 20:43 Accurate-Broccoli-77 CLASSIFIED INTELLIGENCE REPORT: The Quantum Lattice and Star Bridges
Subject: The Quantum Lattice and Star Bridges submitted by Accurate-Broccoli-77 to LumenUniverse [link] [comments] Report Compiled by: [REDACTED] I. Overview The Quantum Lattice and Star Bridges represent the pinnacle of Alden's groundbreaking work in revolutionizing interdimensional travel and cosmic connectivity. These technological marvels have ushered in a new era of exploration, cultural exchange, and scientific collaboration across the vast expanse of the multiverse. II. The Quantum Lattice Theoretical Foundation:
III. Star Bridges Concept and Function:
IV. Applications and Impact Exploration and Scientific Endeavors:
V. Ongoing Development and Future Prospects While the Quantum Lattice and Star Bridges have already revolutionized interdimensional travel and connectivity, Alden and the Celestial Assembly continue to push the boundaries of this groundbreaking technology:
Report Ends |
2024.05.19 20:40 -dreadnaughtx How to know if you have mistyped
2024.05.19 20:37 Shiirooo Exclusive interview with Famitsu and the devs
https://www.famitsu.com/article/202405/5194 (translated by DeepL: there are probably translation errors) submitted by Shiirooo to assassinscreed [link] [comments] Shadows is the next step forward for Assassin's CreedMr. KARL ONNÉE, Producer--First of all, let me say "Thank you" from us Japanese, as "Assassin's Creed" is finally coming out, which is set in Japan! KARL: Thank you for coming here today. I have been wanting to do this work for years, so my dream has come true. --Why did you choose the Azuchi-Momoyama period as the setting for this work? KARL: I chose it because it is a very rich period in history. It was a time of war and political maneuvering, a time of change from rural to urban areas, and also the birth of art. I also chose it because it was the start of the unification of Japan. It was a pivotal moment for Japan. Together, these elements provided an excellent canvas on which to tell the story. --What kind of image do you have of the Azuchi-Momoyama period? KARL: This was a time when the feudal lords of the warring states were fighting for power in the name of unifying the country, but it was also a struggle for control of trade. Portuguese missionaries and merchants came to Japan together. The Portuguese missionaries and merchants came to Japan together, and people who wanted a beautiful country and peace. This is the kind of image we have, but I think there was a mixture of various cultures and people's thoughts. And of course, there were the warring feudal lords. These are great canvases for the story. --What do you think should be inherited from "Assassin's Creed" and what are the unique aspects of this game? KARL: When people think of "Assassin's Creed," they think of stealth, but shinobi fantasy is not only a perfect fit for an "Assassin's Creed" game, it also fits the DNA of the "Assassin" brand. What we wanted to do with "Assassin's Creed Shadows" was to push stealth even further. We started this effort with the previous game, "Assassin's Creed Mirage," but we wanted to take it further with new features. Systems such as light and shadow, grappling ropes, belly crawling, and a variety of tools available in the game provide a new experience. The gameplay is also enriched by two characters, Naoe, a shinobi, and Yasuke, a samurai. Players will explore and discover Japan through the eyes of Naoe, a local, and one non-Japanese outsider. The game is more dynamic than ever before, pushing the limits of technology and offering an experience exclusive to the first state-of-the-art consoles. The gameplay is also enriched by two characters, Naoe, a shinobi, and Yasuke, a samurai. Players will explore and discover Japan through the eyes of Naoe, a local, and one non-Japanese outsider. The game is more dynamic than ever before, pushing the limits of technology and offering an experience exclusive to the first state-of-the-art consoles. --The "Assassin's Creed: Valhalla," released in 2020, is based on the theme of "Vikings" and has been a huge sales success. As a Japanese, I feel that from a global perspective, the Japanese "shinobi" theme is even more niche, but what is your current response? KARL: I would like to talk about how it compares to "Viking" fantasy. Both shinobi and samurai are exciting and celebrated as fantasy with power, and are widely discussed in pop culture, and we are very much inspired by them. Shinobi were on our radar from the beginning because we thought they fit well with the "Assassins" brand, but we felt that incorporating a powerful samurai would create two different gameplay experiences and give us the opportunity to tell the story from two different perspectives. We feel that this is a powerful motif that can compete with the "Viking" motif. --How did you like the setting of Japan as a subject matter for the latest model? KARL: I think it was perfect. For example, the "Global Illumination" technology allowed us to explore the response of light and shadow. Some consoles are still called "Baked GI", but by using dynamic lighting and the power of the new hardware, we were able to explore the creativity. We are now able to express not only light and shadow, but also the dynamism of nature in greater detail. Naturally, since it is set in Japan, we have never dealt with so many trees, and thus so much data, in previous works in the series. We also needed more data to seamlessly move various things at the same time because of the seasonal changes. The latest models have allowed us to realize our vision, and our ambition for this film and for "Assassin's Creed" will continue. --Assassin's Creed Mirage marks the 15th anniversary of the game. Can we consider this work as the next step forward for the next generation of "Assassin's Creed"? KARL: You are absolutely right. Mirage" was a tribute to existing works, but this film is the first step into a new era. We are in the era of modern equipment. With the new generation of our engine "Anvil", plus the opportunity to create a new era by using the power of the latest consoles, we are able to do what we wanted to do with "Assassin's Creed Shadows". With technologies such as global illumination and dynamism, we are now making the game we really wanted to make. --What are the four pillars you are focusing on in the development of this game? KARL: We are focusing on four pillars.
KARL: Development is going very well. We are proud to say that we have done a good job, but of course it is not finished and there are still glitches. This is the result of all the work we have done so far. We are very happy with how things are going right now, and we hope you will stay tuned for more news. -- I understand that "Assassin's Creed Infinity" was announced at the previous Ubisoft Forward and that this title will be included in the game? Also, what is the development status of that game at ......? KARL: "Assassin's Creed Infinity" is introduced as an Animus Hub (*a hub that will function in the future as an entry point for the series), which we will talk about at a later date. --What is your message to your fans around the world and in Japan? KARL: We are humbled that our dream of creating a game in this setting has come true. This is a setting that our fans have been anticipating for a long time, and for us it has been a wonderful experience to work on a game that we have always wanted to make. This game is the result of our love. We hope you enjoy it. We look forward to talking more about it in the coming months. The Shinobi Assassin and the Legendary Samurai. Experience the different fighting styles created by these two characters.(left) Mr. JONATHAN DUMONT (Creative Director), (right) Mr. CHARLES BENOIT (Game Director)--When did you start the development of this work? JONATHAN: Development began about four years ago, and research into the time period in which the film is set began immediately. There were a number of cool subjects that brought us great characters and story plots. I had a gut feeling that this was going to be a very good game. --Was the Azuchi-Momoyama period chosen as the period setting from the pre-development stage? Did you have an idea for a major point in Japanese history, such as the end of the Tokugawa Shogunate? JONATHAN: I started from the beginning of my study of Japanese history, but I began reading with the feeling of a student. Following the Socratic principle, you took the attitude of knowing nothing. As I read on, I found some very interesting settings. I focused on the Azuchi-Momoyama period because I felt it was an extremely important period for Japan. It was a time of warring states, the need to unify the country, and the need to defend itself against the growing influence of other countries. It was a grand and complex period, and there are many stories that can be told from different angles. Among the heroes of the unification of Japan, Tokugawa Ieyasu, Toyotomi Hideyoshi, and Oda Nobunaga are best known among the outstanding characters in Japanese history. Not only war, but also politics are involved, and they are moving toward the peace that will eventually come, with a good ending waiting somewhere in the middle. I strongly felt that this was a wonderful and interesting period that deserved to be featured. It was also a time when the foundations of the arts were laid. Castle towns were built, the world changed, and people's relationships with each other and with art, as well as their inner lives, also changed. It was very interesting to explore this period, and I was strongly attracted to the characters who lived in this time. -- Why did you choose the title "Shadows"? CHARLES: From my point of view, there are two reasons. Shinobi hide in the shadows, so "Shadows" is of course inspired by that. In a way, this embraces the "Assassin" brand and shinobi. There are other aspects to "Shadows" as well. There are "hidden things" in the game that must be discovered by the player, but they are hidden in the darkness in some way. JONATHAN: Both characters are in a way connected to being shadowy heroes living in the underworld of this era. It's a cool title, if you can think of it this way. --Why did you choose two main characters and two fighting styles? Also, what kind of combat action can the Shinobi and Samurai experience respectively? JONATHAN: One of the reasons for the separation of the two styles is that from the beginning of development, we wanted to have two distinct and cool archetypes to play with: the samurai and the shinobi. We also wanted to make sure that this fantasy was as close to reality and expectation as possible without being diluted. I also often felt the need to have two points of view in the development of the story, since history is rarely clearly black and white. The two protagonists provided interesting dynamics and perspectives on how to approach the game. CHARLES: I think it is very interesting that in combat, both the samurai and the shinobi have special types of weapons. Therefore, the style of combat in this work is built on a more weapon-based approach. There are weapons that only Samurai can use, and the same goes for Shinobi. The player can get a good feel for the two different fighting styles. And it is possible to switch between them. --What weapons can Naoe and Yasuke use? CHARLES: Both players have different types of weapons. For Naoe, we went for a more classic fantasy type shinobi. The chain scythe is a weapon that covers a wide area and can only be used by Naoe. In addition, she also has a dagger used at close range, which can be combined with a hidden blade (Hidden Blade). Naoe can fight very quickly and efficiently with these. On the other hand, Yasuke, who excels at overpowering with force, is given more types of weapons, some of which are firearms type weapons. They also have the typical samurai bow. --Why did you choose to make the shinobi Naoe an original character and the samurai Yasuke a historical figure? JONATHAN Even though they are well known in Japan, at least in North America, not much is known about farmers, what happened to them, and where the Shinobi came from. So we decided to introduce a figure from Iga who is shrouded in mystery. We considered historical figures from the region, but we preferred a sense of mystery, so we came up with Naoe as someone who may or may not have actually existed. As for Yasuke, from the beginning we thought that a story about the arrival of the Portuguese would be a very good way to tell the story of the crisis in Japan. The team liked the character Yasuke, and we thought we could use him to show the promise of discovering Japan. We thought that if we started with a samurai already in Japanese society, he would be a very interesting and intriguing character, with concepts that we don't necessarily know. And it would also be interesting to see what happened to him. He starts out as a character who is already rooted in history, and we are curious to find out what happens to him. I thought they would make a cool team, complementing each other in terms of storytelling, physique, and family background. --What did you keep in mind when creating the scenario where the two main characters switch? What were some of the challenges? JONATHAN: I wanted the audience to feel that "both are the main characters," but this was more complicated than it seems. Their stories overlap in places, but I wanted to make sure that as the game progresses, you gradually discover more and more about both characters. They have similar goals and motivations, but they are not 100% the same, which made it complicated and difficult to maintain their individual personalities. Naturally, the quest can be played by either character. If a quest needs to be started by one character and completed by the other, the settings must accommodate both play styles. Thus, although it can be complicated, there are many opportunities to tell the story from one of the two perspectives. Having two different points of view is a lot of fun, but there were some complications, such as having to use new technology in the conversation tools. There were some cool things, however. It is interesting that in the conversational scenes, the player decides which of the two protagonists speaks and they ask for different things. This is cool in a way. CHARLES: Both characters are attacking the castle and at some point the player is asked if they want to continue with Yasuke or Naoe, both are interesting. At various points the player must make these choices. The stories are independent, so if you want to know more about Naoe's or Yasuke's past, you can play as one character and delve into that character's story. --Are there areas of action that differ, such as places that only Naoe, a shinobi, is allowed to enter? JONATHAN: There are areas where both Naoe and Yasuke have different areas of activity. I can't go into details because there are a few surprises, but since Naoe can use a hooked rope, there are places that are almost exclusively accessible to her. The world is designed to be enjoyed by both characters, and players can switch between the two at will. Of course, if you want to reach the final point of the world or reach the summit through the ruins, then perhaps Naoe is the better choice. However, if you want to break through the fort head-on alone and open the way, Yasuke seems like a better choice. Of course, you can play with either character. CHARLES: Each character also has specific actions. Naoe can hook the hooked rope to a specific spot and move like a pendulum, or hook the hook to a high spot and climb the rope to get to where she wants to go faster than Yasuke. However, Yasuke can use a shoulder bash to break down reinforced doors. Yasuke can also perform parkour very efficiently in a more daring way. What can be felt when Yasuke performs parkour is how the crowd reacts. Because Yasuke is a samurai and exudes dignity as a superior class, the crowd reacts accordingly. Naoe, on the other hand, gives the impression of being more integrated into the world. --Can you both use the Hidden Blade, Hawk's Eye, and other Assassin abilities? CHARLES: Without spoiling anything, the traditional skills of the Assassins are mainly for Naoe. However, there is another mechanism called "Kantori" (tentative name) that can be used when you want to find an enemy or target person, and this can be used by both of them. You can use free aim to look around, but you cannot see through walls. Yasuke can also be killed by stealth, but in a more direct and easier way. Even with stealth, there will be some sound, so it is a "stealth-like" approach. JONATHAN: Kantori (tentative name) can be used to find many things in your current location. It is a very good guide for a certain area, but it does not take all the fun out of exploration. It is a good guide because you can learn a little more about where you want to go, but you are left with the surprise of discovering something. -- Is there a skill tree that makes Naoe more combat-oriented or enhances Yasuke's stealth? CHARLES: Both have skills that are more combat-oriented and stealth-oriented. Also, some equipment has effects such as increased resistance when attacked. We also offer perks that enhance your abilities in combat. Naoe, enhanced to be more combat-oriented, has an advantage in melee combat compared to Naoe, enhanced to be more stealth-oriented. Both have a range, but cannot go in completely opposite directions. There is some overlap between the two, but we have made sure that the characteristics of each ability are properly felt. --Please explain the skill system. JONATHAN: Both characters share XP and level up together, but the rest of the system is a bit similar to that of "Assassin's Creed Odyssey". XP and character abilities are available, weapons can be crafted to some degree, and various upgrades can be made as the game progresses. Weapons are not stand-alone, but for two, so each weapon has its own unique skill system. Players should not feel any discomfort, but this is a very different part of the game from the past. CHARLES: There are two things that were very important to us in terms of skills. First, we have to be very aware of archetypes. In Japan, there are distinct archetypes, such as the armor-clad samurai, the revolting monk, and the bandit, which are quite different. We try to make it clear to the player who is stronger, and we try to make that part of the leveling process as important as possible. Samurai are always stronger than bandits. Secondly, player skill is added to the mix. The better you are at timing, reading attacks, understanding weapons, etc., the better you will be and the further ahead you will be. --What is the volume of the map compared to past works? I would also like to know how you decided on the scale of this work. JONATHAN: The biggest difference is the scale ratio. The mountains are not the actual size, but we wanted them to be true forests, consisting of trees of a certain size, so that you feel you are in a forest. To achieve this, we needed space. We also decided to keep it close to a realistic scale, so we could feel the breath of many things. When we visited Japan and saw the castle, we were so glad we made this decision. Japanese castles are huge! Of course, we had seen pictures of castles before and thought they were big and magnificent, but when we saw them in person, they were astonishingly large. And I wanted more space to explore the castle. Castles were built to be large battlegrounds, you know. You need space to build intricate walls for defense. The overall scale of the map is similar to the size of the map in Origins. However, the scale ratio makes it feel more realistic. The open space leads to secluded areas throughout the game, which will be fun to explore. This sense of scale is a very interesting aspect of this film for us. CHARLES: The story led us to choose which locations in Japan we would choose. The major events in Kyoto, around Osaka, and around Azuchi Castle took place in the same area, so we were able to focus on that. JONATHAN: Of course, we had to choose a size that matched the game, but I think it was the perfect size for this story and type of game. --Since the game is set in the Warring States period, is there a system that allows players to participate in battles? JONATHAN: We see several battles in the story, and the battle at Iga is playable. There are other battles as well, but I can't talk about them right now. The game is set in the Warring States period, but it is not only about battles. It is a game that allows you to travel and discover that world. --What challenges have you faced and what have you been able to achieve as a result? JONATHAN: By making the big decision to go completely modern and demanding a very high level from the "Anvil" engine, we were able to increase the number of particles, create a more realistic atmosphere, and expand the graphical possibilities of the changing seasons. This allowed us to work on a fresh new Assassin's Creed. This was a great opportunity for us to take a big leap forward in graphics. CHARLES: Also, thanks to the new global illumination system, we were able to take advantage of light and shadow, which had a huge impact on the gameplay and stealth approach. For example, enemies became aware of our presence through our shadows, enemies gathered for warmth under a fire in the winter, or shadows through shoji screens depicted enemy presence, giving a new dimension to stealth. By having two main characters, it is possible to show a wider range of angles and different perspectives.(left) BROOKE DAVIES, Associate Narrative Director, (right) SACHI SCHMIDT-HORI, Narrative Consultant--Did you choose the Azuchi-Momoyama period as the period setting from the pre-production stage? BROOKE: I joined the project after the choice of period had been made, so the Azuchi-Momoyama period had already been chosen. This period offered so many wonderful opportunities from a narrative perspective. The complexity and duality of the period is well reflected in the characters of Naoe and Yasuke. --What were you aware of and what were the challenges in creating a scenario where the two main characters switch? BROOKE: From a storytelling perspective, I see it more as a wonderful opportunity than a challenge. When I write a story, I try to show rather than tell, and having two characters allows me to show what's going on from a wider range of angles and different perspectives. I hope this will encourage players to want to share their feelings with them. --What do you think are the most important points in bringing original characters and historical figures into the game? BROOKE: Both offer different and unique opportunities. With regard to Yasuke, I found him very interesting historically because we know some things about him, but there are many unknowns. So we needed to fill in the blanks in the story. It is important to note that Yasuke is a historical figure. And in the case of Naoe, an original character, we were able to draw the story freely to some extent. The fact that she is a member of the Fujibayashi family and that her father is Masayasu Fujibayashi Nagato Mamoru allowed us to place her firmly within the setting. Because Yasuke is a real person but appears as a foreign-born samurai, the Japanese-born Naoe is on equal footing with Yasuke, although she has a different perspective. --Will other historical figures appear besides Nobunaga Oda and Yasuke? BROOKE: You will meet Luis Frois (a Jesuit missionary) at the meeting in Azuchi Castle. Also, Nene and Oichi will appear. The Japanese art renaissance that began in the Azuchi-Momoyama period blossomed in the Edo period, and you will also meet Sen no Rikyu, Kano Eitoku, and other important figures. --Please tell us what year the story will be depicted. BROOKE: I can't tell you what players will see, but I think it covers a part of the Azuchi-Momoyama period, from 1579 to 1584. --I think the appeal of the series is to depict the struggle between the Assassin Order and the Templars while taking into account the history, but I would like to ask if there were any difficulties in putting the Azuchi-Momoyama period into it. BROOKE: I don't want to mention the Knights Templar because I don't want to spoil anything, but the fascination and dynamics of this period are very interesting and provided wonderful opportunities for storytelling. --How did you go about creating a world with a realistic feel of the Azuchi-Momoyama period? BROOKE: We were very lucky to work with the Environment Team. The visuals they created for the game provided a great backdrop for the story. The in-world experience added so much to the story. What we see from the stories and characters of this time period is complexity. I also believe that many of the people surrounding the World had their own struggles. It was a very difficult time historically, and we see duality. Nothing is ever clear-cut and black and white. In warfare, two groups face each other and are confronted with different perspectives. But in the midst of it all, there are glimpses of hope for the future as we know it, which will later blossom. --What advice did you actually give? HORI: One scene that left a strong impression on me was the scene where Nobunaga's sister, Oichi, remarries Katsuie Shibata. In the original story we received, it was thought that the two families decided on their own without regard to Oichi's intentions, and Katsuie was portrayed negatively because he was more than 20 years older than Oichi. So I spoke with BROOKE and the team and asked them to change it. Oichi had young children after the death of her husband Nagamasa Asai, so if her remarriage was to Katsuie, a trusted man who had served Nobunaga, she would have married him as a matter of course. When I explained that it was better to portray it in a positive light, it was a new discovery for the BROOKEs, and they were very moved by it. The rewritten version of the episode was very moving. The other scene is the tea ceremony scene featuring Sen no Rikyu. Chanoyu is widely known to be translated as tea ceremony, but experts say it is a mistranslation. After researching the misunderstanding over here, I advised them, as far as I could understand, not to use a teapot or tea leaves, for example. --Even we Japanese have a strong image of "ninja" as a fantasy. Did you encounter any difficulties with the theme of "ninja" in order to achieve a high level of fidelity to the historical reconstruction? HORI: Ninja are certainly a fantasy, so I think it's a good thing that we can express ourselves creatively and without reservation. However, there are also dedicated ninja fans and communities around the world, and I am not sure to what extent they see the ninja as a real existence, or as an entity that existed in history. Therefore, the extent to which ninja are represented in the game depends on the level of tolerance of the avid shinobi fans. I discussed this with the members of the development team. We did not have a specific policy on how much to express, but made decisions on a case-by-case basis. We decided on a case-by-case basis. We would say, "This is an acceptable creative expression," or "This is stereotypical", so let's not do that. --I'm sure there are many references, but which one left a particularly strong impression on you? BROOKE: The first book I looked through was "Nobunaga no Kouki" by Ota Ushiichi (Azuchi-Momoyama period, military commander and military history author). I was impressed by his personal observations as he recounts the details. We can learn a lot of historical facts from reading history books, but this author incorporated his own views so that I felt I could understand even his character and what it was like to live in that era, and I was completely drawn in. I was thrilled to be able to portray this time period and the people in this book. --The drama "Shogun" which is set in a similar time period, has been a hit, and I hope that this work will attract the same kind of attention from game fans. I understand that you have prepared a "Discovery Tour" that allows visitors to freely walk around the game world with historical explanations. BROOKE: I can't answer about the Discovery Tour today, but I am glad to see that interest in the setting and time period of the game is growing. I look forward to the day when we can bring this film to you. Gathering a lot of information to recreate 16th century Japan and build a living world(left) THIERRY DANSEREAU, Art Director, (right) STÉPHANIE-ANNE RUATTA, Historical Supervisor and World Director--Please tell us what kind of materials you used as references to describe the field and the characters' costumes in the Azuchi-Momoyama period. THIERRY: I have been working with experts and consultants for a long time, but for the characters, I referred to museum exhibits and books for their appearances and costumes. I visited several museums, did my research, and checked the materials with STÉPHANIE-ANNE. Based on these, we created the characters. We also referred to descriptions in the books about the colors and the flags people carried. We used multiple sources, but we have checked them for historical accuracy. STÉPHANIE-ANNE: For several years we had the help of experts, but we also did research with a Japanese studio and team. We used different kinds of sources to make sure the team got it right and had all the information they needed to reconstruct what Japan looked like in the 16th century. We used museum databases, as THIERRY mentioned, but we also used inscriptions, scientific books, articles, and medieval depositions. For example, the Principles of Nobunaga has been translated into English, so we used that as a reference to describe 16th century Japan. I also referred to the documents of Luis Frois from the same period, which compare European and Japanese society. --This period was also a time when there was a large influx of immigrants. Will you also depict the episodes, lifestyles, and culture of these people (missionaries, merchants, etc.) as well as Yasuke? STÉPHANIE-ANNE: Yes, it is important to introduce the presence of Portuguese missionaries and merchants in the 16th century. They influenced the course of warfare during this period and the changing power of certain merchants in Japan. --I am wondering what castles, shrines and temples that symbolize the Azuchi-Momoyama period will appear in the game. Although the game is set in the Kansai region, is the Osaka Castle built by Toyotomi Hideyoshi ......? STÉPHANIE-ANNE: The era is represented by the construction of various castles and castle towns, so players will discover a wide variety of castle types and castles destroyed in battle. The Azuchi Castle, which is related to the name of the era, will also be featured. THIERRY: Himeji Castle, Osaka Castle, and Takeda Castle are also available, and it is wonderful that players can visit and play in these castles. I think this is one of the strengths of the franchise, but all of the castles are based on actual historical blueprints, which I think is very unique, both as an experience and a learning opportunity. The Koyasan Okunoin Cemetery is the oldest graveyard in Japan, which can also be seen in the game. There are too many to mention them all, but thanks to STÉPHANIE-ANNE and the experts, I think they are well described and it is wonderful that players will be able to travel to these places. --The architectural style and decoration of the buildings is a different culture from the previous works in the series. What were you conscious of in recreating the culture and what were the challenges? I am also interested in the possibility of diving on the "Shachihoko". STÉPHANIE-ANNE: The building team did a lot of research, and then we checked the results with experts and asked them to add the elements needed to build a great castle. We did research to recreate the decorations of not only the castle, but also the temples and shrines, and also to find out what materials were used to make them. THIERRY: The colors also change over time, so we made adjustments to that as well. Of course, this is "Assassin's Creed," so you can climb anywhere and jump from almost anywhere. Exploring is fun. --Japanese period games tend to be rather subdued, but were there any barriers to making it a worldwide production? STÉPHANIE-ANNE: It's a game based on history, and we want players to have the opportunity to play with history. This period is so fascinating and celebrated, and has had such an impact on pop culture, that we were fortunate to have the help of renowned experts to make sure we had all the information we needed to faithfully recreate medieval Japan in the 16th century. We maintained historical fidelity in this film because it was a rich period with so much to talk about and we didn't feel the need to change it. It is a rich setting, so there is an experience that goes into fantasy, but keeping it authentic was our primary goal. --In the main storyline, can we experience famous episodes from the Azuchi-Momoyama period (such as the Battle of Nagashino, the Honnoji Incident, the Battle of Komaki and Nagakute, etc.)? STÉPHANIE-ANNE: You will have to wait a little longer for that. --In the recent series, "Origins," "Odyssey," and "Valhalla," you can enjoy the connection to mythology and fantasy elements based on mythological themes. Will this work also contain elements based on Japanese mythology, yokai, and other fictional creatures? STÉPHANIE-ANNE: That is a very good question, but I will answer this one later. --This work also reproduces the four seasons of Japan. Which season did you start first? And which seasons were particularly difficult to express? THIERRY: I started with spring. We all know about cherry blossoms, and I think they are the most symbolic Japanese element for foreigners. And the big difference is winter. I wouldn't say that winter is more complicated because it has many different expressions, but it was very different from spring, summer, and fall, and the challenges were also different. --What was particular about the representation of water, such as waterfalls, rivers, lakes, etc.? THIERRY: All of the water topics were very important to us. We knew that there is a Shinto belief in waterfalls and rivers, and that they are important places in the Japanese eco-system. Even the blueprints of the suburbs are lined with irrigation canals, and they even go into the houses. Thus, we knew that water is a key component of Japanese culture, especially for agriculture. This is why we installed drains everywhere in this work. The presence of water in the Japanese landscape was different, so we took it seriously and treated it as an inviolable part of the Japanese landscape and way of life. --What are some of your favorite places, castles, or cultures that appear in your work? STÉPHANIE-ANNE: That's difficult. THIERRY: My favorite is Takeda Castle. It is on top of a high mountain and is called the castle in the sky, and I like this location. I can't say it's fair because we built it ourselves, but there are many other great places to visit. It was a lot of work to create the forest, but I really enjoy looking at the landscape. I also like how all the ecosystems interact with each other, such as the clouds in the weather system. It's not a location, but I enjoy it because it encompasses the whole game. STÉPHANIE-ANNE: I was impressed by the "Rakuchu Rakugaizu," Japanese folding screens from this period. I was fascinated by the fact that just by looking at them, one could come into contact with the vivid world of this period. The artistic touch is something special. I have never seen anything so full of art. I truly admire the artists of this era. THIERRY: I also think the most striking thing for me was the harmony of nature and architecture. I visited the site and found many places, and I could see how everything was deliberately composed. I was told that trees were planted while the chedi was being built at the time, but everything looked perfect. Also, the culture loves the age and values it, so they cherish moss and things that have taken root there. Japan has maintained these places so they still exist and are still in use. I realized that we are dealing with a subject that has a long history. It is also a culture that values space, living space. These were the most exciting discoveries during my travels in Japan. |
2024.05.19 20:24 robot_05 Weekendul #hopeonwheels. Care pe unde ați fost și câți kilometri ati băgat?
Încep eu. București - Oltenița 135km submitted by robot_05 to bicla [link] [comments] |
2024.05.19 20:03 coach_saab Biology: Chapterwise Completion Information
2024.05.19 19:52 TheHarlequinInBlack [Online][PF2E][Wednesday 7PM BST] The Eastland Expedition - Looking for 1-2 Players to Join a Newly-Started Campaign
2024.05.19 19:48 xTankky How do you win in Emerald this new split ?
2024.05.19 19:33 TheHarlequinInBlack [Online][PF2E][Wednesday 7PM BST] The Eastland Expedition - Looking for 1-2 Players to Join a Newly-Started Campaign
2024.05.19 19:17 More_Juggernaut6723 Battle Royale map rotation concept
https://preview.redd.it/ikeiw1bl1f1d1.png?width=3840&format=png&auto=webp&s=82c2a5bcd3ebe011f4d62455e56ef41b5561d97f submitted by More_Juggernaut6723 to Warzone [link] [comments] combine Al Mazrah and Verdansk because they are the best BR maps in WZ Al Mazrah was hold back by the shitty WZ2 movement if it had WZ1 mechanics it would be excellent and Verdansk I only played in WZM and its a good map we combine the 2 best BR rotation and Urzikstan is a shitty map its so dense cluttered Caldera I loved but Al Mazrah and Verdansk is better Raven or Sledgehammer should never design a WZ map ever again IW or Treyarch should design maps in WZ |
2024.05.19 19:07 PiranhaPlantFan Not my fault, I was born this way, blame the Sociopath!
"Genetic determinism is linked to essentialist reasoning, which can be understood as the view that every entity, including biological traits, contains an immutable underlying essence that predicts similarities between members of a group (Gelman, 2003). Genetic determinism can be regarded as the biological component of essentialism (Keller, 2005), but it is generally considered to be a lay concept deserving independent and focused attention. As Dar-Nimrod and Heine (2011) argue, essentialist thinking can be reinforced by a superficial understanding of genetics, in which genes take the role of concrete placeholders for essentialist ideas. Such an understanding of genetics tends to inaccurately attribute an overactive, primary, or even exclusive determining power to the gene. However, recent developments in genomics and epigenetics have reinforced the notion of gene action as probabilistic and mutually interdependent with the environment, (...)" (Genetics Education p. 108)In contrast, is the view that humans are born as a blank sheet of paper, a view held by popular philosophers essential to contemporary views on personal identity and personhood in general.
"The empiricist philosopher John Locke expressed the idea that humans acquire all or almost all of their behavioral traits from nurture, claiming that the human mind is a tabula rasa, and that mental functions and behaviors develop solely from environmental influences" (p. 109)Since biological determinism is considered a "layman's belief", where does this idea come from? There have been studies looking at the distribution of said theory across cultures and is considered a universal concept (p. 112) The study looked into how much genetic-influence is overestimated across Europe, North America, and South America on traits.
"Gericke et al. (2017) reported that bipolar disorder, schizophrenia, alcoholism and, to a lesser degree, intelligence, severe depression, attention defcit hyperactivity disorder (ADHD), and violent behavior scored lower for genetic deterministic beliefs among the participants of the study, when compared to heritability scores from the literature, whereas only two traits—related to the biological component (diabetes and breast cancer)—scored higher, indicating genetic overattribution. Hence, there was, among the Brazilian students involved in the study, a tendency to attribute less power to genes for social and mental traits, compared to biological traits." (p. 113)Without going into further detail, the results show that the opposite of the hypothesis is true. Most people underestimate genetical influence. Another striking result is that there is still a strong underlying belief in mind-body dualism; with phenotypical traits associated with "genetics" and mental traits to be considered "environmental". For example, ADHD's is indeed strongly linked to genetics.
"While some traits—the same fve in each country—showed elevated rates of genetic overattribution, rarely did a majority of respondents endorse a deterministic response. To conclude, this large study in three countries from three different continents did not support the idea that genetic determinism is a general and widespread belief. This general finding of low overall genetic overattribution was also reported by Gericke et al. (2017) in the same sample of Brazilian undergraduates (using a distinct analytical approach), as well as by Willoughby et al. (2019) for laypeople in the United States. However, it is at odds with other prior literature (e.g., Dar-Nimrod & Heine, 2011; Keller, 2005; Nelkin & Lindee, 2004). Several authors have previously reported BGD to be a widespread phenomenon in common discourse (Keller, 2000; Nelkin & Lindee, 2004), in the media (Condit et al., 2001), and in school textbooks (Gericke et al., 2014)." (p. 118 [this quote is probably the most interesting one])For those who got curious now about "what to belief then everything thought before turns out to be wrong", here comes salvation:
"Although the topic is complex, there is consensus that the interplay between genes and environment is a core idea of genetic literacy (Boerwinkel et al., 2017). Fifty-seven experts participating in a delphi study brought to light the genetics knowledge that is relevant for laypeople in the twenty-frst century. Nine knowledge categories of genetic literacy emerged. One of them addressed understanding M. Hammann (*) · J. C. S. Zang Zentrum für Didaktik der Biologie, Westfälische Wilhelms-Universität Münster, Münster, T. Heemann Kardinal-von-Galen-Gesamtschule Nordwalde, Nordwalde, Germany 128 multiple and interactive causation of genetic phenomena: “Multiple genes and multiple environmental factors interact in the development of most traits.” Some experts even argued that gene-environment interaction was the most relevant category of all." (p. 128)In regards to psychopathy and the resurfacing debate about heritable traits, it is important to note that "teach that the environment can influence cell functioning through changes at the protein level" and " that environmental factors can cause mutations in genes, or alter gene expression". In other words, genes are not hard-coded stones flowing through our bodies like gears, but mutable and flexible, soft and alterable molecules-compounds.
"educational standards inadequately address the impact of the environment on genes and their products (Dougherty et al., 2011), high-school textbooks provide only limited discussions on genetic and environmental influences on multi-factorial diseases (Hicks et al., 2014) and omit the impact of the environment on gene expression altogether (Aivelo & Uitto, 2015; Martínez-Gracia et al., 2006), trait-formation tasks in high-school textbooks hardly ever address the role of the environment in trait formation (Heemann & Hammann, 2020), internet websites fail to address gene–environment interactions (Cheng et al., 2008), and media portrayals emphasize genetic infuences and diminish environmental on"The educational services' attempt to combat biological determinism and racism kinda backed-fired, when this led to many students largely adopting Locke's view, as seen in the following pages of the quoted paper, which is that people are a product of their environment and education, neglecting the genetic influence. On the other hand, people who are "self-taught", are probably mostly confronted with a pseudo-intellectual oversimplification of biological determinism, leading to "self-taught people", to accept "the harsh reality" in contrast to "liberal educational systems in which everything is soft switching environmental factors". This could also explain the phenomena of LARPerpathy.
2024.05.19 18:54 L0rem-Ipsum-Docet Charlie carries a part of Charlotte’s Soul
Because people don't make enough theories about novels, here's a short theory about them. submitted by L0rem-Ipsum-Docet to fnaftheories [link] [comments] As we learn at the end of TFC, Charlie does not have a soul of human origin since she is an agony creature/an object infected by agony (I know it’s debatable, but it doesn’t really matter for this theory). Her memories therefore come from after the creation of her main bodies (after 1983) as well as from fictitious scenes staged by Henry to make his daughter believe that she had a life during the period of the creation of her body. As clarified by Elizabeth, before Charlie had a body, her memories were either those of Henry or memories made by Henry. Basically, she has three types of memories:
These fabricated memories therefore certainly date from the year 1983, or even 1982. We know that Charlotte was reported missing in October 1982 (or it was retconned in 1983, whatever) and that she was buried in 1983, which leads us to believe that Henry began his experiments around this period. In addition, Charlie mentions knowing her friends quite well when she was a child and was around them for at least two years (she mentions in TSE a passage of time of two years between the first and the last time she invited John to her house), meaning that they spent a few years together. So the period where Henry must have falsely manifested the presence of his daughter must not have lasted many years either, therefore easily explaining how he was able to stage everything without much difficulty for Charlie's memories after 1982 and before she got a body (it was only a matter of a few months). This is all well and good, but what about memories from before Charlotte’s death? At first, we can say that they should not be very complicated to reproduce either and that they are staged by Henry. They are mostly childhood memories, after all—basic memories from early childhood. But it raises some inconsistencies. Certainly, Henry could have recreated memories where he and his daughter talk at the Fredbear despite the place having fallen into ruin, but recreate a memory where his entire family is present? It gets harder... This is definitely not the second category. So these are probably memories belonging directly to Henry, right? And yes, it already works better. Charlie could just remember family moments and father-daughter moments via Henry's own memory by having his own feelings superimposed on hers. Except... what about the scenes where Henry is not present? The scenes that only take place between Sammy and Charlie or between Charlie and her mother (well, I have to admit, it’s not like there were a lot of scenes between Charlie and “her” mom—there’s only one for them in the entire trilogy), and where Henry is undeniably absent? What do we do with them? And then, it must be said that the fact that Charlie so easily differentiates her feelings and those of her father, even when they are quite distinct, is a little strange. Since when do agony entities feel the emotions of a person attached to their victim and not of the person themselves? When Henry puts his rage into the fourth Charliebot, he didn’t put the rage he imagined the robot was feeling; he put his own rage. It's kinda weird. So yes, Charlie was able to reinterpret the memories, but to this extent? I’m not that shocked because… it’s Charlie. She’s already a bit of an exception, and she also seems to already interpret things in her own way, as seen in the memory on the hill and in the memory where Henry is talking to Jen about Ella, but still. And above all… Charlie remembers her kidnapping. Or rather, the kidnapping of her brother who is in fact her sister (it quickly becomes complicated). It can't be a memory of Henry; he wasn't there. That's clear. We are therefore left with the second solution: Henry recreated this memory by filming the scene. At first, it seemed coherent. Henry just changed the fact that it was Sammy who was kidnapped and not Charlie, which explains this change without creating any inconsistency. Except, first, that means Henry got up one morning and decided to shoot a film of his daughter's death (aaaand... surprisingly, now that I think about it, it's completely something that Henry could do. Well, I'm still putting it here because it's really twisted). Next, how to shoot this scene without Sammy? Well, fortunately, there is a fairly simple solution for that. Henry has conditioned his daughter to consider that the person she misses and who was kidnapped is her brother. We know that Henry can manipulate his daughter's point of view to a certain extent, and that could quite clearly be what happened in this case. As an adult, Charlie immediately thinks that her instincts to go into her closet and commit suicide are a manifestation of her brother (which is false). Likewise, Henry had no problem making her forget the fact that Sammy moved into the new house with them. So yes, if the scene is actually filmed, a young child would be needed to play the role of Sammy, but Sammy himself is not necessarily required. Which leads us to the question of which kid did Henry take to play in his macabre roleplay where he would have played the role of his daughter's murderer? Another major problem: Charlie remembers being face-to-face with Spring Bonnie. How could Henry have known that his child was kidnapped by William when the case was never solved (I mean, Sammy could have talked about it, but if that were the case, why is Henry still friends with William if William is the number one suspect?)? And can we talk about the precision of the scene? Charlie's false memories are moments where she does not interact with her surroundings (for relatively obvious reasons such as a camera can’t talk and doesn’t have arms), unlike this memory where Charlie interacts with Sammy. And then seriously. Why did Henry create such an atrocious scene? For realism? No one remembers the conditions of “Sammy’s” death in any case. People don’t even know he’s not dead at Hurricane. Why not pretend that his daughter was not present during the kidnapping or make her believe that she has forgotten this horrible memory? Because he believes Charlie has the right to witness a realistic version? First, this is not Henry's mentality at all (he’s the guy who lived in total denial for two years) and then Elizabeth directly says that the false memories serve to maintain the illusion that Charlie is a happy child and absolutely not a paranormal entity traumatized by her father's negligence and the incomprehension of her condition. “He made memories for you; creating a life for her little rag doll, making her a real little girl. I am sure that many of these memories were carefully crafted and embellished (...)” —Elizabeth, TFC I also want to point out that Henry altered Charlie's memories in 1985 (before his suicide) to force her to forget every trace of Afton. We know that’s the case because William had already met Charlie before and probably studied her with Henry, but Charlie doesn’t even remember seeing him before in TSE. Henry is the only character who can manipulate Charlie's memories, so he’s the one who did it, even if his motives aren’t very clear. Maybe Charlie just imagined the scene herself then? Yes, but no. Firstly, because she would need to have cosmic gifts to guess that William was disguised as Spring Bonnie, and then because it's not really Charlie's habit to invent memories, even for events of which she is aware and which she could more easily recreate (for example, the separation with her mother, which Charlie finds strange not to remember, but she never reinvented a memory herself). Just inconsistency and negligence on the part of the authors? Yes, there is probably that. But now that it's in the final book, we can't just ignore the problem. And this is where I propose my theory: Charlie's memories from before 1982 do not come from scenes created by Henry, nor even from Henry's memories; they come from Charlotte. I'm not talking about Charlotte's soul itself, I'm talking about agony or rather feelings in our context. As explained by our friend Phineas in the FF, in the Fnaf universe, objects in our environment can absorb the emotional energies that we, beings of flesh and blood, produce. Phineas mainly focuses on negative emotions and feelings since he considers them to be the most powerful emotions in the world of Fnaf, which I absolutely disagree with, but it has little importance here. The important thing is that we introduce energy into receptacles unintentionally. “[Human emotions] emanate from us or are excreted from us, if you will, like sweat or tears, and it wafts outward like a noxious cloud, soaking into the surroundings.” —Phineas, Epilogue 1:35AM However, these feelings are not necessarily negative. They can be positive as it's suggested in the novels when Charlie says she believes in ghosts and Marla adds by talking about her own experiences in certain places which seemed to give off a positive energy. It is even quite logical with the fact that Henry's denial is an emotion powerful enough to feed the entity that is Charlie (even if denial isn't really suffering), and the fact that David seems to be able to put happiness into the Mimic even when he wasn’t aware yet. So. Wouldn't it be normal for the very strong feelings that emanate from a young child to be stored in an object that they rarely part with? More precisely, an object that contains very strong feelings to the point that they can be considered a source of energy would have every chance of being a transitional object, an object that toddlers use to develop emotionally and have a first control of their emotions—a cuddly toy. Do you have any memories from your childhood? Probably. Do you have an object that reminds you of it? It could be anything, a book, a toy, a stuffed animal. You know, that object that appears in old photographs. Personally, I had a rabbit plush that I never let go of. It is an object that accompanied me in my childhood wherever I went, offering me comfort when I needed it, and I spent hours playing with it. Now, let's take a look back at Charlie's memories of her early childhood. These are pleasant moments that can mark a young child, almost exclusively moments of play and rest. Moments spent at Fredbear's, moments in the car... The kind of moments where it would be normal for a young child to have a toy, a plushie... maybe a doll? You understand where I'm going with this. I mean, it's not like it’s an unknown concept in Fnaf. We can think of Simon, who talks to Jake and is not haunted by a soul, or even Tyler's Tag Along Freddy. And I will pass on the theories which propose a solution based on agony concerning Fredbear Plush in Fnaf 4. When Elizabeth talks about her life (and death) to Charlie, she talks about her Charlizabeth phase in a very specific way: Charlizabeth's body received emotions but wasn’t able to interpret them before gaining consciousness. “Of course, I could not comprehend those memories until I had received a soul of my own (...). Once I had endowed myself with a soul, I experienced those memories anew: not as an uncomprehending toy, twitching and seizing with an all-consuming rage I could not fathom, but as a person.” —Elizabeth, TFC This is where it gets interesting. This is exactly what happens to Charlie regarding her old memories. They are memories that she has reinterpreted. Charlie is not a robot; she is originally a rag doll. And… well, in the end, we don’t know much about this rag doll. Her name is Ella, or Henry renamed her Ella, it's not very clear (not to be confused with the Ella doll, I know it's very confusing, but the doll we're talking about was not built by Henry). It was an object purchased in a shop rather than being made by Henry, and above all, it was a toy that belonged to Charlotte (biological Henry’s daughter, I mean). Now what's interesting is that Henry cried into this object for days and nights, no doubt because it reminded him of his daughter. Even once the shock stage had passed and the denial stage approached, Henry did not part with the doll and kept it in his workshop on a chair. I would like to point out that this happened when Henry did not believe that his daughter's soul was in the doll but believed that Charlotte's soul was in another doll (the other doll also called Ella but which was created by Henry, the one we see in the novels). So if he keeps the doll displayed like this at home, it is probably because it has a very strong personal connection to Henry, and it was an important toy in the eyes of his daughter. Let's imagine that this doll was Charlotte's cuddly toy, an object that she regularly kept with her and for which she reserved particular importance. The doll was able to integrate the emotions, feelings, and memories of its owner like any object in the world of Fnaf, without being animated by a conscience—a conscience that would only develop when Henry put all his negative feelings and his love for his deceased daughter into it (feelings obviously much more raw and powerful than the simple emotions of a toddler). Now, let's go back to the memories in question. Charlie remembers the times spent with family, since she was with her family but in the form of a toy. She remembers the moments between Henry and Charlotte since she was with Charlotte and Charlotte's interpretation of the world was transmitted into her doll. Charlie remembers the play scenes between Charlotte and Sammy since Charlotte was playing with her. Which leads us to the kidnapping scene that Charlie remembers. As for Elizabeth, the memory is a reinterpretation that Charlie carries out on Charlotte's feelings during her kidnapping. Not everything is real since Charlie was then influenced by her father (just as all of her other memories are biased. Charlie thinks she IS Charlotte the little girl when she was just her doll, a bit like how she identifies herself as Charlie in the memories she inherited from Henry, instead of interpreting them as being Henry himself). Charlie is traumatized by this event, truly traumatized. Because Henry himself was traumatized by the event or for another reason? What traumatized Charlie the most was the figurative mutilation she suffered when her “brother” was taken from her, but her brother was never taken from her. Could the trauma not come from the brutal separation from her owner? It is also interesting to note that once Charlotte was kidnapped by William, Charlie only remembers the events very very vaguely and only vividly remembers the moment when her father got her back (the moment when Henry intervened and Henry was able to transmit his own memories to the doll). Before the kidnapping, Charlotte and Sammy were going to sleep (a situation where kids often have a plush or a doll with them), and we know that Sammy had a toy during the kidnapping. Moreover, if Charlotte was indeed separated from her doll during her kidnapping, this explains Henry's obsessive behavior towards his daughter's toy: it was the last object she had before disappearing, totally the type of object on which a father incapable of mourning would become obsessed. To sum up my idea:
https://preview.redd.it/me5uz2xxve1d1.png?width=722&format=png&auto=webp&s=27b372a8eb6605752f059e61a13836758b329dfe Two things to quickly add about this. Firstly, in a more general sense about the series, this reinforces a certain link between the three main agony entities (whether they are creatures created solely from emotions or those possessing objects) in the series: Charlie, Eleanor, and the Mimic. If we consider that the backstory about the pendant mentioned by Talbert has any connection with Eleanor (which is rather implied) and that she (or at least her physical body) was created/re-used by Talbert (already more debatable, but I believe it's a fairly widespread theory about Eleanor? I’ll leave it to those who know better to discuss this in the comments), it seems relatively interesting that the three most conscious entities purely constituted of agony that we know of are all objects that were linked to a child before being infected by more violent emotions from an adult. It might be a silly remark; I haven't delved deeply into Eleanor's character for this lol. Secondly, regarding the novels: the memory of Charlotte’s kidnapping could be the element that made Henry realize that William was indeed the person who kidnapped his daughter. TFC suggests that Henry understood before the MCI that William was his daughter’s murderer (notably because he seems to recover Charlizabeth before the children's disappearances). I generally assumed that Henry realized the truth about William when the latter stole the fourth Charlie model, but it would indeed make more sense for Henry to understand via an external event. The trigger event between William and Henry is not William’s theft. After all, William has no valid reason to suddenly betray Henry and jeopardize his cover and his restaurant project with the Twisteds, just to steal an unfinished model (if he could, he would probably have stolen the third model, which was likely much more advanced and even maybe finished). Henry would have understood by visualizing Charlie’s memories or she might have mentioned the memory to her father. Henry would have turned against William, and in the panic, the latter would have returned to steal the only model easily available. This also explains why Henry didn’t tell the police that he knew William was responsible for the MCI and his daughter’s death even though he was convinced of it: revealing his undeniable proof would mean exposing the true nature of his daughter. Well, that’s all from me! (Btw, I wanted to add pictures from the graphic novels but couldn't because they actually didn't understand the twist and represented the ragdoll as classic Ella. Seriously I hate these books). |
2024.05.19 18:47 ManusSinister The Erdtree shows the Veil that covers the Land of Shadows
Especially when travelling at night, the Erdtree shows these strong "rays of gold" - and while there was much speculation about what they might be pointing to, or what their significance in general might be, I would posit that they are not in fact a sign of something, but the sign of an absence - they are Marikas biggest Veil, hiding the entire Lands of Shadow. submitted by ManusSinister to Eldenring [link] [comments] If you ride around the edge of the giant Central Sea, the rays clearly go little further than the lands edge. They are not hitting any part of leyndell or the mountaintop, as far as I can see - their area of effect is like a giant lamp pointing at the central sea and hitting the land only at the edge in a few places like Liurnia. We also know that the central sea ends in a very abrupt and inexplicable waterfall facing towards farum azula. This is obviously not a natural sea, the waterfall is too straight a line for this to be the result of a comet or other giant malady. Whatever was there was cut away with precision. Furthermore, given what we know of the shadow lands, they were once part of the Lands Between but were cut off somehow. Given how much we can alter the lands between when we ascend to Lordship, based on which runes we implant into the Elden Ring, it seems feasible for this Erdtree to be able to hide a huge swathe of land once set in the center of the Lands Between. If this theory is correct: 1) we could map the shape of the shadow lands by the edge of the rays. 2) it would explain how these shadow lands are in the "shadow of the erdtree", a tree made of literal light. If the light is a giant veil illusion that covers the shadow lands, then we see the light, they live under the veil in the shadow - of the Erdtree- quite literally. Further thoughts: The tarnished archeologist posited, that the shadow lands are floating above, torn out of the middle of the Lands Between and now upside down above us. I think this theory is compatible - it has strengths like explaining the ruin pieces everywhere, but it has weaknesses such as farum azula likely being part of that originally and not being upside down. But it is possible that the shadow lands are floating above us AND hidden by the Veil of the Erdtree (which, the more I look at those rays and compare them to the mimic veil, the more convinced I am of that concept). |
2024.05.19 17:39 Laserpointer5000 Please help with optimisations, had a previous resume that scored highly on online checkers and here but got nothing back, going back to more old school layout, please critique. (Looking for roles in data science/analytics.
submitted by Laserpointer5000 to resumes [link] [comments]
2024.05.19 17:38 Daedal77 AP Physics C, Bio, and Chem on Edge- am I toast?
2024.05.19 17:24 OoTgoated Screw this game
2024.05.19 16:51 ConsciousRun6137 The Grim Global Harvest; The Onslaught of Parasites That Destroy Liberty
https://preview.redd.it/027kg051ce1d1.png?width=1892&format=png&auto=webp&s=38dfa5603c2a8c208380203d62e93aad567bb518 submitted by ConsciousRun6137 to u/ConsciousRun6137 [link] [comments] You need to understand that you and your family are targets of some of the most powerful corporations and dangerous tech that exists on earth. Yes. Your life is being stolen, and your personal electrical energy harvested. That’s what the controlling powers behind wetiko do, and the pressure is on right now to do this at warp speed. Life has become a never ending stream of psychological operations of deception. Whether any of us like it or not, the enemy is feeding on us. I’ve covered this idea at some length in this series on wetiko. [1] Those of us in the know realize that the system is working very hard to use the slavery of the past as “permission” or “authority” to use us for what is essentially human batteries. Do you want to admit that you are being farmed like cattle (chattel)? This is a challenging concept, even though so many us that have awakened to the true plight of humanity and how we have been manipulated to believe in the illusion of our freedom. It’s nothing but a sham. We’ve been fed a broth of propaganda from the time we were babes, and most of us blindly accepted this for decades or more. Most of us are still under that power. Humanity remains firmly under the influence of “invisible” wetiko as slave master, through government and all power structures concocted by man and “archon.” Under the continual influence of these “archons,” government, business and religion have been used for increasing subliminal programming of all humans for power and advantage. Of course, some are more sophisticated and harmful that others, but the mental and emotional entrainment are real. You are being used. That includes the energy that humans create and expend as finances. Instead of being fearless, through continual battering and psychological operations, most of humanity has adopted a heads-down position to sustain an easier life, in an attempt to avoid trouble. For generations, even millenniums, most of us have taken this wetiko hook, line, and sinker even though it has been right in our face. We’ve been induced to internalize the negative energy placed upon us, caving in to regulations and orders that tear at freedom continually. Evil has been banking on fear winning the day. Yet the truth is, no matter how filled with wetiko many of these monsters are, they’ve been taking this a step at a time because of their own fear and hesitations, seduced by their own needs as they foist their poison agenda on the world of men, women and children. Wetiko needs psychopaths and the mentally ill to foist its collective will upon humanity. They also need technology (whatever tech available) to keep an iron grip on “the lesser” through every mind control technique available to them. In most cases, our personal identities have been stolen, and we’ve accepted the thievery along with the chaos, distraction and reaction to the mayhem. They’ve hijacked the minds of multitudes throughout history to focus intently on elements of identity to divide and conquer. Last post, I began to reveal how this massive mind control operation was being accomplished in physical minds, and how the minds of humanity were being affected and why. Yet, this attack is so pervasive and has been in place for so long, that removing the veil while having you able to understand what is being done might not be possible because of the degree of evil being pushed. https://preview.redd.it/5hmxpuq7ce1d1.png?width=584&format=png&auto=webp&s=64e0e0525e9d83741f6db270ff2a20c89461515d All of this hides a larger operation currently underway that is being worked through wireless towers that carry smartphone and other wireless signals. It’s part of an insane plan to track and count everything on this planet, which of course, consumes more and more energy. The insane power mongers operate as parasites, now through “wireless body area networks” and “medical body area networks.” Where will they get increasing amounts of this needed power? That power comes from you as an electrical physical being. It’s absolutely heinous, and the bastards think your silence is your consent, because that is the way they “legally” operate as part of their system of power. Your insurance company is even involved in the plot as they work to reign you in, even surveilling your physical home and surroundings under the illusion of providing health care. All this information is being used to subdue and control you, to produce data about you with the idea to control. It’s all a magic act of masterful deception. Humans are a major source of energy creation, as are all living creatures on this planet. Biological parasites are real. Nano synthetic parasites are a new problem. Realize that you are being influenced on all levels through parasites, vampires that drain you at every opportunity to feed from you. Others work to poison you in a “war against humanity” to profit themselves. Recent testimony to Congress proves the reality. Our government has been torturing people electronically by remote means using EMF radiation. Their campaign has been effective. Just as they used military families to test the “vaccine” and reap the results of an 82% abortion rate and declining health. The big lie was that the “vaccine” was not mRNA as biological material. The mainstream shots consist of synthetic materials using cesium 137 that make you a synthetic hybrid. The reverse transcriptase within will continue to poison generations to come. Shocking, even hard for many to believe. You are being had if you are not awake to the cold reality that is being dealt, and then open to the idea of being badly used. Could your smartphone and other tech be used to feed on your electrical energy in a two-way information exchange? What other tech could be used? Time to think, open your mind and evaluate your options. The evidence is clear. The pathological crime is underway. For example (in the States), a synthetic brewer’s yeast protein that is highly toxic (“pathogenic”) is being placed into all shots, including approximately 470,000 medications. This toxic “kinase” depends on a natural ability as an electrical parasite to the host body, promoting cancer and other chronic disease. Enter the famous “covid jab” of 2020. All inoculations turn the human body into an effective power source for technology to use as the “tech gods” see fit. This isn’t science-fiction folks. It’s a massive two-way surveillance tool. What’s worse: if you received the “vaccine,” you are genetically-modified chattel that belongs to the patent holder. Arguably, you are not human based on the legal niceties. Nice, huh? This detail is the real pandemic. You’ve been officially “owned” by their procedures and rules. https://preview.redd.it/8xiyu0vace1d1.png?width=482&format=png&auto=webp&s=66f62e90ba459096daea48125f1a2cade2f284f1 As electrical beings, we are susceptible to EMF radiation, and this is well documented. Research indicates that EMF radiation can be used to modify human behavior, depending on the frequency used. Frequency is everything, as we are creatures of frequency. For example, Bill Gates has turned people into computing nodes and use as a power source (Patent 2020060606, see image) to mine cryptocurrency. This patent harnesses the wireless body area network (WBAN). It probably hooks up to Windows computers and your router in ways you would never have imagined either. You really are the commodity, a servant to the “tech gods” for their empowerment and profit. The wetiko nightmare is real. The vampires are here and draining you, sometimes pretending to pay you something of value for the use of your biorhythms and personal data. It’s part of the carbon credit tracking agenda. You are being bought and sold based on biorhythms. Over the decades, they have been able to track all humans by analysing cesium 137 contamination they placed in the food supply, which turns the human body into a two-way communication node. The gross large clots from the covid jab are flexible antennas, filled with the same cesium 137. Your privacy and health mean nothing to these mental monsters. Enjoy that reality if you can. Wireless mesh networks, using low-energy bluetooth on smartphones are now tied into the vaccinated with 16 digit mac addresses for information harvesting on Android devices. It’s so ubiquitous that the IEEE (electrical engineers) have developed standards grounded in years of data. Based on these standards, our “benevolent overlords” have even decided that they might decide not to harness the energy of most children, and perhaps not the disabled. You can see the wetiko that Google and the business world have stooped to in a rush to the bottom in working through governments of the world. Business is simply another component of government creation and placement, such as in the case of Google. Android has made people cloud-computing nodes on the mesh network, soon to be followed with IOS. Tying this mesh network into satellite is in process. Starlink is a dual system, part of the harvesting plan with 30,000 satellites that the cover the earth with 5G. Most of this care and support of the Beast is being done under the pretense of “health monitoring” for the time being, in line with the health emergency declaration. The technology in place is two-way, in that “authority” has the ability to shut you down with disease, whether in the hospital or walking the street. Never before has killing someone anonymously been so easy, and it will get easier as this is normalized. Last post, I discussed some positive things that you can do to heal, to fight the power of wetiko in your life. Now you can see that humanity is in a fight for its very life, and there are less of us that can do so as the global death cult attempts to take humanity down. Now we need to be involved in taking these towers of life-destroying power down, or stopping them from being erected altogether. It all starts on the local level with getting to know your local law enforcement, and through real-life contacts. You still have power to think and choose for yourself |
2024.05.19 16:50 Infinite_Scallion_24 Observability and repeatability, as well as other YEC misrepresentations of science
However, the Bible makes it very clear that some events of the past were radically different from those we commonly observe today. Noah’s Flood, for example, would have devastated the face of the earth and created a landscape of billions of dead things buried in layers of rock, which is exactly what we see.Another claim that would take up a post on its own - so I'll skip this and tackle it later. Honestly though, just watch Gutsick Gibbon's stuff on the Genesis flood - she gives a far better explanation than I ever could.
Just as evolutionists weren’t there to see evolution happen over several billion years, neither were creationists there to see the events of the six days of creation. The difference is that creationists have the Creator’s eyewitness account of the events of creation, while evolutionists must create a story to explain origins without the supernatural.More totally neutral and unbiased claims by AIG, as expected. There is no 'story' being created - scientists observe the (sometimes literal - pun very much intended) mountains of evidence for evolution. The fact that they have to make up a nonsense distinction to split science in two, so that they can put the bits they don't like (Big Bang cosmology, fossils, radiometric dating, geologic column, etc.) in a separate spot to the bits they do like, such as technology and medicine.
Just because many scientists believe the story does not make the story true.Ironic, considering how much Ken Ham loves to show his lists of creationist scientists. Practice what you preach buddy.
2024.05.19 16:45 D3nger The next stage of human evolution is already here (with “proof”)