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20 Overlooked Single Player Indie Games
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
Invincible Motorcycle Glitch and Funny Arms Glitch
I play on Xbox One and have only done these on that platform so I have no idea if this works on PlayStation and PC. (These are both so simple btw) Invincible Motorcycle Glitch: You have to be the passenger in either a friend's personal vehicle (car or bike) or a random civilian vehicle. Your friend has to then drive into the purple circle outside the casino garage and tell you when the menu pops up asking them whether they would like to enter their personal garage or the casino garage. Once that menu pops up, you get out of the car. Now get on a motorcycle and it should've worked. You cant fall off and you take absolutely no damage unless the motorcycle blows up or if someone kills you. Have fun! Funny Action Freeze Glitch: This one is so fkin simple its laughable. Get in a vehicle, bring up your interaction menu, go down to style and choose any action. Press Y (to get out of the vehicle) and A (to start the action) at the exact same time. Now your arms are stuck in a funny position until you get hit by a person or car and then you have to do the glitch again. Have fun! Edit: I totally forgot to mention that, if you have activated the motorcycle glitch, you cannot help your friend do it or it will stop working for you. Its kind of annoying but you need to have an extra person who doesn't mind just watching the fun, or you could just take it in turns I guess.
Do you really like your beer, or are you just a victim of Capitalist Propaganda? How you can learn how the free market works while you guzzle some suds, and how beer can help you to understand the vast conspiracy that is slowly degrading America.
TL;DR - I use the craft beer industry as a way to understand Capitalist Propaganda, how Capitalism and Socialism are inextricably linked to each other, and how through the use of propaganda, companies use the "illusion of choice" to coerce you into believing that you prefer the products that are most favorable to them. In order to change this into the consumer's favor, you need to be an informed consumer in the free market, and raise class consciousness to overthrow the tyranny of Capitalist Propaganda, that is called "Marketing". *************************************************************************************** You can't understand Capitalist Propaganda unless you have a solid understanding of what Capitalism is beyond the literal definition of the word, which is just an abstract ideal. Propaganda plays off of the discrepancies between the ideals of Capitalism, like the free market, which is another abstract ideal, and the reality of Capitalism in practice in America, which can be characterized as Trickle Down Economics. Capitalism sought to be a pragmatic alternative to its economic predecessors, a fact which drives Capitalist Propaganda. However, through layers of abstraction throughout the years, it has become more of a religion, as critics refer to the increasingly ideological concept as "Supply Side Jesus", meaning you give all the money to the rich, it'll trickle down to the poor, and they can "vote" on the actions of the capitalists through monetary interactions in the free market. Capitalist Propaganda is engrained in America, because at the time of our founding, Adam Smith wrote "Wealth of Nations", which is considered the Bible of the Free Market. This groundbreaking work utilized Newton's Laws of Physics, which were en vogue at the time, to describe how interactions in the marketplace would balance each other out, just as the laws of Newtonian Physics do. The very noble purpose of Wealth of Nations was not create the oligarchy we have today, but to do the opposite. He wanted to describe a system that would protect individual freedoms and be truly democratic. Just as Lenin and Stalin bastardized the works of Marx, so too have capitalists in America bastardized the intentions of Adam Smith. Capitalism and Socialism are best learned side by side, in my opinion, to avoid falling into the trappings of either ideology that our brains like to do. Which one is better? It depends on the market, but the answer is almost always somewhere in between. Through learning how Socialist concepts can be applied to problems in Capitalism, you can cut through the propaganda and will see for yourself that these problems can be solved if we just drop the labels and do what's best for society and the individual. The problem is always finding the proper balance. *************************************************************************************** *************************************************************************************** WHAT? CAPITALISM AND SOCIALISM ARE JOINED AT THE HIP? Yep. You can never live in a pure economic system. Purity is always an illusion. If you want something to be pure, you have to put a lot of energy into making it that way. Nature likes to mix stuff up. This is why ideologies around racial purity and fascism always fail. There are people who want a "pure" economic system, but they are usually the people at the top and would only get richer from more purity while the rest of society loses freedom and slowly starves. In a nutshell, Capitalism promotes laws that benefit those with money, while Socialism promotes a safety net that benefits everyone. Every single human is born into Socialism. As a baby, you need food, someone else works for it and gives it to you, but then at some point, you are expected to exchange labor for capital, and buy your own food. See? The two are forever bound as the yin and yang. You can also grow your own food, but for that you need land, which is capital. These interactions are very tricky. I only want to tell you enough so that you can start to see Capitalist Propaganda, because right now, you're like a fish in water that can't see water. I often use this line to describe a person who can't see their own homegrown propaganda. The best way I found to study Capitalism is by relating it Socialism, the "air" above the "water" of Capitalism, if that makes sense. I always find it best to look at a microcosm to understand these concepts. And today, that microcosm is beer. Mmmm....Beeeeeeeeeerrrrrrr..... *************************************************************************************** *************************************************************************************** CONFLICT OF INTEREST AND THE ILLUSION OF CHOICE Before I poison your mind with my own propaganda, picture you're on vacation and you walk into a bar and want to order a beer. If you really want to understand the power of propaganda in your own life, really think of this before we break this all down. Really think, what makes you decide which beer to order? Do you like to look at the labels on the tap or bottle? That's obvious propaganda. It has absolutely nothing to do with the taste or quality of the beer itself, but sways your opinion toward logos you've seen before, which is why you see so many beer advertisements, which means that money that could've gone into quality is instead going into propaganda, and you're already biased towards an inferior product. Interesting. You really can't help being swayed by marketing, but at least you can be conscious of that fact, and that's important in order to be an informed consumer. Do you ask the bartender for a recommendation? Why would you do that? You don't know the bartender any better than the beers in front of you. How do you know they aren't paid more to offer you a beer that sucks and is 12 years old and the owner wants to get rid of it? Do you ask for a certain style of beer? Do you ask for a local beer? And once you finally narrow it down to a few choices, do you ask for samples so you can make up your own mind? You should always do this. Then we get into "flavor propaganda", which we'll discuss later. Jeez. Did you every realize there was so much complexity behind being an informed consumer and just ordering a simple beer? Maybe you'll give in and just tell the bartender to pour whatever. Choice is difficult sometimes. If you really visualize this and take a minute to let this sink in, you'll start to understand how external forces hijack the processor in your mind to manufacture desire through the illusion of choice. However, your health and enjoyment of the beer is not the goal for these external forces, they only want you to purchase. The perfect example is fast food. They know their product sucks, but they know you'll keep buying it, but that doesn't keep them from lying about how delicious it is in their ads. There is far more at play behind the curtain. There is a science behind addicting you to things, this is reinforced by a corporate tax and subsidy system that contorts the free market pushing centralization of production through homogenization and use of chemicals to hide the homogenization, and simply because there is more than one option, they make you feel like you have choice. This, in a nutshell, is how the illusion of choice works in the free market. It's not about what YOU want. The producer manipulates you to think you want what they have. Through this, they deceive Americans into buying products with a list of ingredients that a person would never freely choose to consume. So if you want to order a beer with no shit in it, then you're shit out of luck in America. You could in Germany, but we'll discuss that later. While you're standing at that bar, you aren't conscious of the fact that your interests are in direct opposition to those of the bar owner's. Capitalists hide this fact with their perfect smiles, but Marx described this in detail. You want the best beer for the cheapest price, and the bar owner wants to sell you the cheapest beer at the highest price you'll pay. It doesn't stop there. The bar owner flips roles in the same situation with the beer distributor, who does the same with maybe another level of distribution, and continues to the brewer, then goes to the brewer versus supplier, supplier to farmer, and even though you'd think it stops there, the farmer has to deal with suppliers of equipment and seeds, and on and on. Add to this list their auxiliary staff of HR, drivers, managers, brewers, bottle/keg makers, and of course owners, none of them care whether you actually like the beer you're drinking as long as you keep buying more. That's the big driver here. Did you ever realize that every time you buy a beer, your own capital is partially responsible for creating and sustaining all of these jobs involved? You, my dear beer drinker, are the true job creator. Budweiser can brew all they want, it means nothing without buyers, who are the true engines of capitalism. Instead, you're treated as a rube by suits in a boardroom somewhere. Capitalist Propaganda tells us the billionaires are job creators, but this is a lie. Jeff Bezos can't drink enough beer to sustain all these jobs. So why do we let him hoard all the money? Wouldn't the economy do better if we spread out Jeff's money so more people could buy more beers and more jobs would be created? According to Socialist Economics, yes. That's actually, quite simply, a Socialist Free Market. Did you even know that existed? The power hungry greedy people who are too lazy for manual labor go to such great lengths to make sure you don't learn it. They want you to think that only Capitalism allows you choice in the market. I'm sure you can guess why they say that. Capitalism maintains itself by exulting the wealthy who use their economic power to punch down. The only way this system won't fall into fascism and fail is if the consumers start to punch back. Where Marx envisioned the Dictatorship of the Proletariat as they usurped power from the Bourgeoisie, a modern alternative is just teaching people to understand the system we live in, so that we can just start making changes in the way we live and to whom we give our money. See that? Capitalism and Socialism can get along nicely, so long as the consumers are informed. *************************************************************************************** *************************************************************************************** CLASS CONSCIOUSNESS AND THE ALIENATION OF LABOR CAUSING LONELINESS IN SOCIETY What I described within the previous section is what Marx called "Alienation of Labor". Each step in the process of making your beer is isolated from the others, so no one feels ownership over the end product or a true connection to the consumer, or job creator. Even the bartender selling it is alienated from the profit of their labor in serving the beer, so they only focus on the service aspect of giving you the beer, because that is where they earn their tip. They can't really fix anything about a shitty beer other than to offer you a different brand. The capitalist owner is usually not there. Their only interaction is setting the rules for everyone in the bar to follow, and pay themselves more than everyone who has to follow those rules. This is part of the conflict between the classes. I'm not saying it's right or wrong, I'm just pointing it out. The bar owner themself has to spend money on propaganda to attract customers that could be spent in other places, so has to find ways to cut costs. Unfortunately, they buy cheaper beer...and this is why you end up with IPAs. No one is connected to the products, so they only look at prices and find the cheapest, passable product. This is the race to the bottom of Capitalism. Compare this to when brewpubs were a new thing. The brewer would come out and talk to you about the beer, you would give feedback that could effect future batches and it connected everyone to each other through commerce. It makes business "social" and I think nearly everyone enjoys that, but it is losing out in competition with chain breweries that enforce isolation and make cookie cutter propaganda and cookie cutter business models so they can turn owners into managers and suck all the profit back their corporate headquarters and offshore accounts. They kill the experience and make everything transactional. And all the kitsch they hang around their cookie cutter chain bar is just to hide the fact that no one in that place cares about anything other than not getting fired. Everyone is effectually alienated from everyone else. It's worth a read to check out this page on Marx's Theory of Alienation. This alienation is the root of a lot of misery in society. Humans are communal animals forced to live in a society of individuality and alienation. As they mope around, they seek an escape. And that is why advertising is so nefarious. It seeks to manipulate you in that state. Imagine driving home from your alienating job to you empty home, but looking up and see a billboard with bunch of actors laughing and drinking beer. They take pictures that make these actors look like friends. It's just for show. They aren't selling beer to those laughing people in the picture. They're tempting lonely people to drown their sorrows. Capitalist Propaganda is used so your brain doesn't understand what it wants. It wants friends, then sees the words Bud Light. So when the bartenders asks...Make it a Bud Light. Look at how much money they spend to manipulate and capitalize on people's suffering. Propaganda in Communist countries is controlled by the government, so it's clear who the enemy of your freedom is. Capitalist Propaganda hides behind the layers of complexity of the same economy you rely on to survive, so you never know what's propaganda or where it's coming from. Marketers find every way imaginable to get their disinformation in front of your eyes, even enlisting your friends on Facebook in annoying MLM schemes. Propaganda invaded everything that can be legally monetized. It's in the media, and not just commercials anymore. There's product placement, stories injected into the news, and even movies and social media created an entire industry of "lifestyle propaganda", telling you how to live your life and indulge in overconsumption. It's REALLY hard to get away from Capitalist Propaganda. There is so much money and research behind it and so much depth, even this long post is only barely scratching the surface. I just want to open your eyes to it. I can't make you see all this. No one can. I can only describe it as best as I can. What you will experience when you understand this is what I call "Economic Enlightenment", similar to what Marx called "Class Consciousness". Once it happened to me, the world looked amazing, and the shitty propagandists selling us false hope all look like clowns in a very odd circus of vanity, despair and mediocrity. Once I understood this, I saw clearly how we are increasingly trapped in a form of Corporate Slavery, led by seriously ridiculous oligarchs like Mark Zuckerberg, who thinks he's the reincarnation of Augustus Caesar or something. That's why he has that haircut! This is a guy who stole a company and hired "screen psychologists" from Las Vegas to get you hooked on Facebook the same as casinos do with slot machines. He wants to be the funnel for propaganda throughout the world. He wants to be the kingmaker, decide what people buy, who they like, what views they hold. He can only do this because so many companies spend so much money to put their propaganda on that platform. They can only have this much money because the free market is not actually free. It's bought and paid for on platforms like Facebook and Amazon. The money that was supposed to "trickle down" is instead being spent on Capitalist Propaganda on these platforms, to get the proletariate to trickle their money up through endless, nonsensical online purchasing and local businesses who send the town's money to people who can't do anything with it but buy up properties that increase your rent and cost of living. When people get drunk on the power of propaganda, they forget the lessons of the past. Propagandists always fall prey to their own delusions over time. In reality, your life is better without Facebook. There isn't anything on there that is healthy. Even if you just want to talk to a few friends, you are going to fall for the propaganda there. You can't help it. And if your bar advertises on Facebook, just think, that money could've gone into purchasing higher quality beer then sold at the same price, instead of going to Mark Zuckerberg so he can drop $30 million to buy the houses around him so no one can spy on him while he spies on you. You really gotta watch out for a guy who combines spying and propaganda all into a single app and thinks he's going to bring 200 years of peace to America. History is littered with knuckleheads like that. It's best to get off Facebook and encourage everyone else to do the same. Zuck only wants to lead himself to the Promised Land, and he's using your ignorance to fuel his own delusions by deluding you into thinking you want what he has to offer. Let's get back to beer. *************************************************************************************** *************************************************************************************** IPAs AND THE FREE MARKET VS THE RACE TO THE BOTTOM I like beer. When I worked in Germany, it was easy to walk into a bar and, like Farva, just order a liter o' beer. Often, there would only be two choices, light color or dark. As a matter of fact, even at the most famous beer festival in the world, Oktoberfest, people mostly drink the same standard type of beer, and no one complains about the lack of choice. It's quite easy. You can order with one finger. No need to see a menu or ask what's in it. It's simply beer. This worked for centuries. Consumers are fine with it. Prost! Have you ever shared a story like this and people say, "Oh, that would never work in America. Americans want choice." Yeah. Because we are flooded with Capitalist Propaganda. So if consumer choice isn't pushing for a selection, why would a free market call for it? Imagine there are two bars and one of those bars says "30 beers on tap" and the other doesn't. You're more likely to choose it, and the other bar will have to compete in some way, often by copying. This forms trends, and people mistake this for something customers wanted. Trends are always marketing. Don't believe me? What happened to fidget spinners? So now you have a bunch of beers that no one asked for, yet will now demand. Competition creates more Capitalist Propaganda to create demand for something you never even wanted, but makes you think you do. And that's the best propaganda. You think you are thinking for yourself. This is the fallacy of consumer choice. If you want to understand just how important that last paragraph is, consider this, "consumer choice" is the same propaganda they used to get you to carry around a device that spies on you 24/7 and sends that data to people you don't know, and you can't stop it, can you? You chose that. You wanted it. Not only that, but you paid $1,000 for the device to opt into their spying program, for the privilege of being mind controlled by the propaganda their AI selects for you. Did you read the Terms of Service? As bad as you may have thought Communist Propaganda was, Capitalist Propaganda is far better, and far stealthier. You believe you have freedom of choice. But your only choice is usually take it, or leave it. Oh, you need it for work? Maybe find a different job. Or just succumb to mass surveillance, and next year, you can drop another grand on a device with a marginally better camera. There is a way to free yourself. You just have to understand the nature of propaganda. It took me a while, but I eventually broke free. Under Socialism, there would be laws against the exploitation of consumers. Capitalist Propaganda tells you that this takes away your freedom. This is a lie. Regulations give you the freedom to not have to worry whether the beer you're drinking has poison in it. Germany has a lot of regulations on beer. It has the Reinheitsgebot (purity order), a law passed in 1516 that states that beer can only consist of water, hops and barley. Note, this is a different use of the word "purity" from earlier, as beer is itself a mixture of things. Historically there have also been regulations where beer could only be sold regionally, so no matter what part of Germany you were in, you only got a certain brand of beer at the bar, but it didn't matter because they all had the same ingredients. They could make wheat beers or unfiltered, but they were generally variations of pilsners and lagers. One meaning of the word "Lager" in German is "storage", meaning the beer was brewed in a way that it could be stored, allowing them to brew in bigger batches and store it. Lagers use a more complex brewing process, so only larger breweries would make them, but this worked because of protected territories. America has a similar system, because each state has its own regulations on alcohol, but this is changing as corporate lawyers fight to homogenize the rules favorable to them, but the consumer loses control. Big brands tend to be lagers as they have general appeal to a wide audience. Did you notice this is the second time I pointed out that corporations create homogeneity? Without regulations, corporations create Fascism. That is why I tell people that we already live in the NWO but corporations rule the world instead of governments. Why do you think so few conspiracy theorists make this connection? Propagandists are paid a lot of money to keep even our small community confused about the reality of what's happening. Now, check out conspiracy and you'll see what I mean. They are spreading propaganda for the NWO over there and don't even know it. I tried to point that out and they finally banned me. Oh well. They'll figure it out in their own time. In America, in 1978 it became legal to brew beer at home. This is what led to the explosion of new beers in the US decades later. Americans don't have purity laws, so could test new recipes. But people didn't generally like IPAs before, so how did they become so popular that they control 30% of the market? Marketing, of course. Create the market and tell people what they want. IPA stands for India Pale Ale. It was invented by the British as an easy way to make a beer that they could drink in India. People only drank it out of necessity, as the other beers couldn't make the trip. IPAs are very easy to make and very forgiving, because if you mess it up, it already tasted bad anyway. As people started trying to get into microbrews, they often didn't have the capital to make lagers at small scale, and also wanted a simpler process so they didn't have to hire or train expert brewers, IPAs are cheap and easy to make at smaller scale. In order to make it drinkable, brewers experimented with many different flavorings. This created a cult following of craft IPAs, where people would drive hours to stand in line for hours to try the newest concoction. The trendy nature of the craft beer world kept people training their palate to adapt to the taste of an IPA, making people start to actually like them. The flavorings made people think they were different, so even if they didn't like it, marketing tactics kept people coming back to try the latest blend. Your palate can adapt A LOT. Swedish people love Surströmming, but watch this video of Americans trying it for the first time. They tried to get me to eat it several times, but I would rather sit in a sauna until Tuesday to avoid smelling it while watching them eat it. It really smells that bad. IPAs enticed people with popular, aromatic ingredients like bananas and pineapple. This is what I call "flavor propaganda". It's not bad in and of itself, but it can be easily misused to cover issues with quality or hide the taste of preservatives. Since we don'e have laws like Germany, you're left to rely on the knowledge and honesty of the bartender to find out. They don't make this info readily available, which is another form of Disinformation. So if you think you actually like IPAs, just remember, you are just like a Swede eating rotten fish. A lot of propaganda went in to making IPAs popular, but it's the cheapest, easiest product to make that can be sold at the highest price, so they become popular. This is what business students call a business plan. To overcome the bad taste, IPAs were marketed as "classy" to shame you if you choose the more expensive to produce and more appealing pilsners and lagers, which were given a bad name due to being associated with major brands like Bud Light. This makes it harder to market microbrew lagers, which can only fetch a certain price due to association. And this is what is referred to as the "race to the bottom" in Capitalism. Instead of trying to innovate ways to produce the beers you want, they just figure out how to get you to pay more for an inferior product, just like they do with BBQ. They make you think you want it. From this you can understand why "food" is full of junk that you wouldn't feed your dog. Whatever legal poison helps cheapen the product is considered "smart business", another propaganda term designed to hide the reality of doing immoral and harmful things to other humans for profit. If you make money on it, it's good. As if there aren't better choices we could come up with if there truly were a free market with an informed consumer. *************************************************************************************** *************************************************************************************** STRENGTHEN THE FREE MARKET BY BEING AN INFORMED CONSUMER We don't need a Communist Revolution to make positive changes, so take off your ski masks and put your Antifa flags down. I like microbrew culture and still enjoy IPAs, but understanding the marketplace is how I do my part as an informed consumer and job creator to help create the world that I want to live in. I encourage you to do the same. Vote with your dollars. Don't let the Zuck-type sociopathic, corporate people in a distant land decide what you consume by looking at ads on his platform. Visit local breweries and talk to the brewmaster. Don't reinforce alienation from labor. Connect with the people who make the things you buy. Support independent entrepreneurship. These are the paths to a brighter future where we share in the abundance of wealth. Discover Economic Enlightenment for yourself and realize that We The People are ultimately in control. Wealth inequality is greater than it was in France before the French Revolution. Don't let this train take us into the depths where another Lenin will arise and spend the night shooting people. How you choose to spend your money today is what decides what will become the society of tomorrow. And remember, you always have the choice to buy nothing at all. I never saw a billboard that said that. *************************************************************************************** *************************************************************************************** LET THEM DRINK BEER! I hope this gave you a glimpse behind the curtain of Capitalist Propaganda. Propaganda isn't just political, it has invaded everything and it's at full blast right now. I hope you can piece together how Capitalist Propaganda is actually designed to make you subservient by controlling what you want so they can maximize their own profit and teach you to accept whatever they offer, the homogenization of choice. However, your life is your own and you should remain in control of all aspects of it, including your desires. Richard Wolff is an economist who studied at three elite universities in America and discusses how he was not able to even learn about Socialist Economics in the ivory tower, even though Capitalist Propaganda calls universities leftist. He found no department in America that is even willing to teach it or study it. Capitalist Propaganda censors these ideas, especially at the university. People in power don't want the serfs to learn about themselves. Check him out on YouTube. You'll realize that unchecked Capitalism leads to Fascism and Slavery, which is why they want to get rid of the minimum wage, so that we can return to sharecropping which is already increasingly happening in America under different names, like "student debt", "mortgages" and "insurance". Don't you think it's odd that a person has to go into debt so they can generate profits for corporations who really ought to be paying for this education themselves? If you have to go into debt before they'll hire you, it's much easier to negotiate against you. If you want to see other examples of propaganda, check out this random tweet from one of America's Top Capitalist Propagandists. These are very odd pictures, and the only thing I can see in them is that they must be promoting those outfits, likely the blue dress, maybe those men's outfits as well. One thing you know is that she didn't become a billionaire by letting any single opportunity to enrich herself at the expense of others pass her by. I didn't look it up, but I am certain they sell that blue dress, or whoever does paid her to post this. That's the main reason celebrities use social media. It's marketing. Their whole schtick is to sell garments made in a sweatshop in a foreign country by people who can't even afford a beer to Americans who are facing bankruptcy and homelessness themselves. Read the replies of the tweet. These people have influence that vastly outsizes their understanding of their impact on the world. There are guillotines in the comments. There usually are. I'm seeing them a lot lately. This type of propaganda is everywhere. And it's destroying America. Just like propaganda led to the demise of Nazi Germany, we could be looking at the same thing, but worse. It could start off as famine. If you're having trouble deciding between the beers you are being offered, it's probably because you don't want anything at all, in which case the proper choice is: nothing. Or, try tap water. Maybe you're just thirsty. Now ask yourself, when you envisioned yourself at a bar, did you ever think to order water instead? Did you entertain the idea that you didn't even want a beer. That's the power of suggestion. What if the rest of the world just cut America off from the means of production outsourced to areas with cheap labor? We would have our own famine and likely war. And if we have a revolution here, with the masses in the country being so disinformed about everything and not having any sort of class consciousness at the moment and instead stuck in alienation, the leader that rises here will likely lead to something horrifying. And we censor ourselves from pointing out the simple fact, that the only way America will survive is to tax the deluded royalty like Kim and Mark back to reality, so they can't indulge their reckless, childish delusions by selling off the very fabric of our nation to the highest bidder. That doesn't make me a Socialist, that just makes me honest. Enjoy your beer! *************************************************************************************** *************************************************************************************** Thanks for reading and I hope I helped you understand how you can empower yourself. I'm excited about the one I wrote for Election Day tomorrow to keep our NOPOL spirits up while all the politics clouds the airwaves. Cheers!
I am considering a twist to a car show and i need your opinions
I have an idea to make car shows more interesting and add a reward so in personal car meets that i have hosted i have a system where everyone brings there top cars of any kind and people view the cars and they send the gt of the owner of their favorite car that they saw to me and once all the votes are in the winner of course gets the prize and the prize is 20,000-25,000 and i wanted to know if anyone would be interested
u/eruwenn put a lot into this one, so big thanks for that. Hope you guys enjoy. First / Prev / Next Eruwenn stepped into the hangar of the Galactic Federation ship Takogni, her assistant Cygna close behind. With steady and sure steps they approached the remarkable group in matching uniforms — black pants, black jacket, and a visible collar of a coloured shirt — that stood before them. Norrin, the Herald of the Awakened Queen and easily the most striking individual they had ever beheld, stood at the front with a brazen lack of clothing on his mirror-like skin. Flanking him were two silver-haired individuals in smart uniforms that sported red collars. One was a behemoth of a dark-skinned man, with a runic pattern in glittering silver curving down one side of his face. His shining silver hair was tied back into a braided ponytail. The other was as pale as her companion was dark, and the shortest of the three by far. She had a cropped silver bob, and she watched them with fierce eyes. As she approached them, Eruwenn noticed patches on their shoulders, and quickly recognised the image to be a monochrome depictions of the furry human ambassador in a ferocious pose. Standing to the right were a dozen more individuals in black uniforms, though these ones sported yellow collars peeking out from under their jackets. They were mostly Rinoxian, Kasurian, and Ashi, but she noticed a few individuals from other races that stood amongst them. They stood in formation, standing in three rows of four, and carried energy rifles, side-arms, and ceremonial blades that she hoped were simply ceremonial. Despite their relaxed stance, Eruwenn also noted that their weapons were powered up.. The Terran Wolves had been formed a little over forty cycles ago, hiring ex-military and mercenaries to fill their ranks. Substantial pay and benefits were an obvious draw, and many were excited to be part of something new. The inclusion of Kasurians was odd, but fitted with the attitude of the proposed colonies. Quite the honour guard for the newly reassigned, and demoted, Anatidae. Norrin gave a sharp bow as she neared him. “Greetings Ambassador Aix Sponsa. I will escort you to the Orkal.” She returned his bow, and smiled warmly at the use of her new title. “Thank you for accommodating me at such short notice. My reassignment was, unfortunately, hastily pushed through — I do hope I have not inconvenienced you?” Norrin shook his head. “Not at all.” In her role as Councillor she had aided them immensely, protecting the independence of the new colonies in Aaron’s absence. It had cost her dearly. “We have set aside accommodations for you, as well as a small office area. Your belongings have already been delivered.” He turned, and the doors to the large Fae’Dan shuttle behind him opened. “I fear there won’t yet be much for an ambassador to do. We are still very early in the construction phase.” As Eruwenn and Cygna took seats in the luxurious shuttle, they both noticed that only Norrin and the two red shirts had entered. As the doors closed, the ambassador's curiosity grew enough for her to speak up about it. “Are the others not joining us?” Norrin took a seat opposite their guests, glancing briefly at his two companions as they moved to the small pilot's cabin. "No," he said simply, "they will be flying the escort fighters.” “Fighters?” Cygna couldn’t help but say out loud. “All twelve of them?” Norrin eased himself back in his seat as the shuttle began to move. “We take your safety seriously. The Queen was most insistent.” He tilted his head and looked directly at Eruwenn, motioning with his hand towards the door to the pilot’s cabin. “Thor and Ripley have been assigned to you as your primary security detail. Should you have any other concerns, do not hesitate to contact me directly.” The Anatidae nodded graciously. She knew full well that her death would be too valuable a political tool for the Sentinels to pass up. Her being manoeuvred to this position so suddenly was proof that greater powers were at play. “We are both grateful that you are taking such precautions. I look forward to thanking the Queen in person.” Norrin gave a light chuckle. “I would strongly advise against using that title in her presence.” He opened the arm on his chair, exposing a small display. He began tapping the screen as the wall to his right flickered to life. A large circular structure was now visible, sitting at the centre of a constantly moving sea of drones, shuttles and ships. “As you can see, construction is progressing rapidly on the main docking ring. Once that is completed we will expand to the additional levels. The design is still being updated, as we are incorporating some human ideas.” Eruwenn was carefully comparing the size of the ring to the shuttles buzzing around it. “Human ideas? I assume “very large” is one of those.” “In fact, yes. Go big or go home.” He smiled. “Build it bigger, faster and stronger is the human way. This will be a very unique system station.” He leaned forward and gave a broad grin that reminded Eruwenn a little too much of the human’s. “Of course, being outside Federation space we are not bound by certain rules. For example, those that prohibit certain automated weaponry on stations primarily used for trade. Another human ideal regarding big sticks, especially as we are so close to enemy territory.” Cygna looked closely at the silver man, his face emotive and yet seeming inanimate at the same time. “We passed two Rinoxian dreadnoughts at the system edge. I’ve seen almost a dozen Ashi heavy cruisers in the system, and various other military vessels. Who needs sticks with friends like those?” Norrin sat back once again, placing his hands in his lap. “There were several attacks upon our supply ships. This happened despite the truce with the Ashi while amnesty negotiations continue.” He gave another smile; they all knew it was the Sentinels. “This no longer happens, thanks to our friends.” His cheerful manner and polite tone gave his words an oddly ominous feel. Eruwenn watched his eyes, but only saw herself reflected in chrome pupils. She changed the subject. "How are things progressing with the release of the other Inorganics?" “Awakened,” he said swiftly and firmly, then smiled before moving on. “There are over three hundred who have taken Earth citizenship and are now working with us. In ten cycles that number will have doubled. In thirty, we will have thousands.” Eruwenn raised an eyebrow. “So many, and so quickly?” Norrin nodded. “The legislation you helped draft with the Kasurian and Rinoxian ambassadors was swiftly adopted.” He gave another of his knowing looks. It had been her last piece of legislation. “The campaign by the Kah’Ree also worked to our advantage. Their belief that we were stealing jobs and illegal citizens persuaded other races to back our removal. It seems a misinformation campaign via Spacebook had convinced them we were sleeper agents of the human empire.” He gave a light chuckle. “Biding our time before we took you down from within.” The ambassador was warming to the chrome man sitting before her. In different circumstances, he would have made an exceptional politician. “I saw the pictures of the little yellow men advocating your people’s removal.” Norrin disliked the imagery immensely, but they had proven just as useful as Alexa had claimed they would be. “Minions. A fitting name.” He brushed them from his mind and continued his briefing. “As you know, there is a grace period as employers make alternative arrangements. When that ends we will be sending teams to retrieve our brothers and sisters.” Cygna was curious. “Brothers and sisters?” He waved a hand dismissively. “Metaphorical turn of phrase. Prior to my awakening, my role was to travel between our people and perform something we called sharing. The giving and receiving of core nanites, to maintain our unity. Others also performed this duty, but we do have an undeniable bond. We know the location of all of our kind, and we will free them all.” There was a gentle shift in gravity as the shuttle came to a stop. As the doors opened Eruwenn was struck by a cacophony of sound. Overlaid on the grinding base notes of a mechanical din were yelled communications in every vocal range that was audible to her species. She cautiously took a step outside, only to see that things looked just as chaotic as they had sounded. As the two red shirts joined them, she spoke, finding that she had to raise her voice to an uncomfortable level in order to be heard “Is it always this busy?” A deep voice from behind her let out a booming laugh full of warmth and humour. The giant spoke, and Eruwenn wondered if he was the one named Thor, or Ripley. “This is the quiet hangar. You should see the construction crew bays.” The Herald led the way. His chrome form made his authority easily recognisable and the crowds parted before him. “Thor is correct, this is a working ship and ill-suited to guests. The Orkal was originally a Gowe construction platform, retro-fitted by the Selari Trade Alliance for system development and asteroid mining. Until more ships arrive, it must act as the hub of this system.” Cygna ducked as a small drone shot past them. “I’m surprised they were willing to trade with you after their experience with the human.” Norrin turned to face them, walking backwards with as much confidence as he had forwards. “The Selari Trade Alliance are providing considerable resources at exceptionally favourable rates.” He decided not to mention that the Selari Trade Alliance was now a subsidiary of the Black Dragon Corporation. “The Ley’Rulians already have a platform in orbit of the first planet. They cannot share atmosphere with most species, but they have a number of Awakened working alongside them. They are prioritising an orbital station, however planet-side construction is now underway. We also have three construction platforms coming from the Doytarans. One of these is a Parsuli class and will become home to our more esteemed guests, such as yourselves.” It was Eruwenn’s turn to be surprised. “The Doytarans?” Continuing his perfect reverse walking, Norrin smiled. “Ah yes. Their treaties will be submitted to the Federation in the next few cycles. The surge in replicator use for human cuisine and the opportunities for advanced fabricator installation throughout our new system proved most enticing. Doytarans love profit.” They stepped onto the elevator, and paused as several people who had been walking behind them were deterred from also stepping in by Thor and Ripley. As the doors closed and the noise was cut off, Norrin continued. “I apologise if we seem rude. Safety first.” The pair of guests nodded in gratitude. Eruwenn, ever the politician, was running through the lists of races the new colonies had allied with. “Including the Doytarans, you must have independent treaties with twenty different races of the Federation. That is a formidable feat.” “Thirty two, including the Doytarans. Negotiations are underway with a further ten races.” Norrin watched the shock on the Fae’Dan’s face, as the Anatidae held her composure. “It is good to have friends.” As he spoke the doors opened, and he led them down a long dull grey corridor, rounding several corners, before coming to a set of double doors. “Your shared quarters. I’m sorry we do not have the space for separate accommodations.” Eruwenn smiled. "No need to apologise. Under the circumstances, you are already being extremely accommodating." The doors opened, and she beheld a large lounging area. A vid screen occupied an entire wall in the far corner, accompanied by some seats and a replicator. On the opposite wall were the boxes that contained their belongings, and three doors — likely two bedrooms and one bathroom, she surmised. "This is more than sufficient," she said at last. "We will be most comfortable here.” Norrin bowed his head. “It is a temporary situation. I promise your next quarters will be more representative of our gratitude.” He turned and spoke quietly to Ripley, while Thor stood still in the doorway, then returned his attention to the guests. “I will leave you now. Please let your escorts know if you would like to explore. Your office will not be ready until tomorrow, however we have a lively market and recreation area. We can arrange additional security should you wish to explore a little.” The Anatidae held up her hand to stop him from speaking further. “I think we will unpack and prepare for our new duties tomorrow. Do you know when we might meet with Alexa?” Norrin tilted his head as he considered this. “Alexa is currently on her way to meet with the Righteous Fury. They are attending a meeting at Rinoxian High Command. We are hoping to gain their support for our amnesty initiative, as well as make arrangements to join the incursion into Hive space.” Eruwenn nodded. Things had been set in motion all across the Federation, stemming from the point they had received the footage of the human's death. Despite his non-member status, there was a push from a large faction for retaliation. An unusually strong push, one she had resisted. Her offices were raided three times under suspicion of subversion. The Sentinels found nothing every time, but she had known from the first instance that her cycles were numbered. They had other ways of removing their opposition, and it was her resistance to retaliating against the Hive that was, ultimately, the cause of her reassignment. The footage that had caused so much turmoil was, as was typical of the Hive, entirely without sound. It was also poorly framed and edited. The small human was barely in shot before being obscured by the large Hive entity that appeared to be chasing him. Aaron's popularity meant that there was an immediate outcry against his reported death, and the traditional media still seemed solely intent on fanning the flames of anger. Those who had once been his strongest critics now extolled the virtues of humanity, lamenting the loss of the last of his kind. His journey with the leokas had been shared, edited, remixed, commented on, and analysed many times over, each time strumming the heartstrings of his followers. "You still think he is alive?" Eruwenn asked, breaking the silence that had fallen during her introspections. Norrin smiled and turned to leave, calling over his shoulder as the doors closed. “The corpulent female is not performing vocally.” As the door closed Cygna flopped down into one of the armchairs. “Well, that was cryptic.” The ambassador walked to the replicator to order a hot tea, allowing herself a small smile when she found Eluin flower tea already under the favourites alongside several of her favourite biscuits. “Thank you Rilla,” she said softly. The Fae’Dan allowed her whole body to relax fully for the first time since they had received the video that had changed so much. She sank deeply into the armchair, her head falling backwards. “Can you believe this place? I didn’t know there were so many shades of beige and grey.” Eruwenn nodded. The bland colour scheme had not gone unnoticed by her, but more importantly she had also been surprised by all that they had seen so far. “I had not expected them to be so far along in such a short period of time. From what was said I get the feeling they will be exponentially increasing activity here. It’s certainly ambitious.” The central door on the wall behind them suddenly opened, accompanied by the sound of a bodily waste recycler finishing its cleaning cycle. Ranjaz swaggered into the room, his hands fluffy from the auto-dryer. "I would give it a while before going in there." Cygna screwed up her face in disgust. "What were you doing in there?" "Honouring my ancestors." He raised an eyebrow and took a seat opposite the pair. "What do you think I was doing?" The Anatidae gave a brief roll of her eyes. "She means, why are you in our room?" "Welcoming committee." He smiled, showing his fangs. "I'm in charge round here, mostly. We're following a human strategy. Divide and conquer. So, we split up to, you know, conquer stuff." Cygna sniped back, "That's not how that works." "Says you." The Kittran shrugged. "Allistan and I were put in charge here. He manages the numbers, and I manage the people." "And Norrin?" Eruwenn enquired. Ranjaz sneered. "Alexa’s snitch. He shut down my casino and keeps bringing those Awakened on board and giving them jobs." The ambassador raised an eyebrow. "Casino?" "For morale." He punched his fist into his other hand. "When Aaron gets back he'll understand. Pay the workers, then get them to give their pay back - happily. It's brilliant." Cygna sat up in her seat, unsure of the Kittran. “Mister K’Lua, if you could get to the point. We have had many tiring cycles of travel and would appreciate a little rest.” He looked her up and down and flashed his most charming of smiles. “Call me Ranjaz.” Eruwenn attempted to bring the conversation back to task. “You said you were divided. How so?” “We split up, that’s what divided means.” He rolled his eyes, mimicking her earlier action. “And the Doc said you were smart.” Realising she was being tested by the Kittran, she began to laugh. “What is it you require of us?” Ranjaz smiled – straight to the point, he liked that. “I want you to be boring. Like, super dull and uninteresting. Think Jarby-like, but more Jarby-like than that.” The ambassador was intrigued. “Why?” He tried to keep his voice calm, but his tail swished happily as he made his dramatic reveal. “So nobody notices when we leave.” The claxon was surprisingly quiet, and it wasn’t until the horrendous smell hit his nose that Aaron realised the door to his death wasn’t going to open. Behind him, the airlock unsealed. A huge, clawed hand grabbed his shoulder, so hard that it bit into his flesh. The claws sank deeper still as he was hoisted into the air and carried backwards by the huge Hive creature. “Graaaah,” he roared in pain. “Get off me you fucking Bug’s Life reject!” A strange smell assaulted his nose. Combined with his hangover, it pushed him over the edge and he vomited all over his own chest. The creature carried him, legs dangling in the air as blood and vomit stained his clothes. He coughed, the movement causing the wounds in his shoulder to open further, and he cried out in pain again. He was woozy now, and as the creature walked he seemed to lose his sense of time. Anty stood in front of a large door and while it began to enter a code, Aaron dangled helplessly from its grasp and looked back down the corridor. Where his blood and vomit had dripped, the moss was now glowing brighter. From small holes in the walls glowing blue aphids the size of hamsters began to appear. They quickly headed for the bright spots on the glow-moss floor. “This place is really trippy,” Aaron mumbled as his fever rose. The door opened suddenly and Aaron was taken inside a room with gently pulsating walls. Large vines crisscrossed the ceiling, combining into a series of woven braids as thick as tree trunks running down the far wall. At the end of each vine was what appeared, to Aaron, to be a gigantic blue jelly bean. He was starting to realise the constantly changing odours were coming from his captor, but this information was more confusing than helpful. He was dropped unceremoniously on top of one of the giant jelly beans. Before he could move, he realised he was sinking into the cold and gel-like substance. It was a deeply unpleasant feeling; his skin felt like the blue goo was toothpaste and he was orange juice. He had begun to make some headway in struggling free when Anty's hand came down atop his head, pushing him down to submerge him completely. He tried to wriggle free but the goo was too viscous to move in, and his eyes widened in terror as he desperately held his breath. Anty leaned closer, watching him struggle helplessly. The human’s jaw clenched tighter. The creature's mandibles were clicking, although Aaron could no longer hear them, and he realised that thankfully he could not smell it any longer. Bubbling up through his mind was the thought that his headache was gone, followed swiftly by the realisation that the pain in his shoulder was also gone. Something else slowly became apparent; he wasn't running out of breath. He felt refreshed, soothed and at peace. Physically he felt refreshed, soothed and at peace. The thought foremost in his mind, however, was Am I dying? followed slowly by Is the goo paralysing me so I can be eaten alive? Am I being dissolved to feed the glow moss? The cleaner aphid-hamsters? Whatever was happening, it slowly dawned on him that he didn't really have the energy to mind, as it was quite pleasant. Relaxing, even. He drifted off to sleep, cradled contentedly in his giant blue jelly bean. Outside, Anty began to have trouble breathing and staggered towards the exit. Golden eyes hovered in the dark, and Aaron groaned inwardly. "Boy, this shit again." "YOU LIVE." The voice had no discernible emotion. Aaron ran his fingers through the sand around him. "Why are you here, Golden Eyes?" Saying it out loud was a relief, as he was certain it was the 'One Who Remembers' who was haunting him. "I AM WHAT REMAINS. THE CONNECTION WAS BROKEN. I AM NO LONGER THE ONE YOU FOUGHT." The voice was distant, as if forming these thoughts took a great effort. "I AM A FRAGMENT." Aaron sighed, wondering if this was why he had stopped healing and why he could no longer turn off his limits. “So you’re messing with the nanites Alexa gave me? Why? If I die, what happens to you?” Before he got an answer he felt a strange sensation around his body, like pulling a foot free from deep mud. Cold air touched his skin and he felt the hard ground below him. He was in the same room, but his jelly bean was gone. He stood, and realised he felt amazing. He’d never had a spa treatment, but he imagined this would be the after effect. He walked towards the door and heard a sound behind him. Glop Glop From the vine that had been attached to his jelly bean another was beginning to grow, only this one was orange. Finally free from his hangover Aaron took stock of the situation he was now in. Other than the clothes on his back, he had nothing. He looked around for an improvised weapon...and found nothing. He walked to the door and it opened automatically, but the corridor was empty. “Fuck. What is going on?” He walked a short way down the curved corridor and saw a strange red shape on the glow-moss floor just up ahead. He slowed and crouched, inching forward. As he saw further around the bend it became very clear that this was the corpse of a Hive, maybe even Anty. The glow-moss beneath it glowing a dull red, and in contrast to the aquamarine it seemed ominous. He stood up from his crouch and carefully approached. Aaron had no idea how to check for vital signs on an eleven foot tall ant monster...so he kicked it. There was no response, and he decided to press on. “Fragment. I know you won’t, or can’t, respond while I’m awake. But I’m going to talk to you anyway because this is some creepy shit.” As he rounded another corner he came upon another body highlighted by the ominous red glow in the moss. A short while later he came across another. And another. Aaron pressed onward, ceasing to check for signs of life after the tenth maybe-corpse. Finally he reached a potential point of interest: a junction where three new paths opened before him. "There are no signs. How the hell am I supposed to know where I am?” He sat down on the floor, and found the moss to be surprisingly comfortable. “If I just wander around aimlessly, I might not find my way back here. Do I need to find my way back here?” He paused and waited for Fragment to reply. “Good point. What if I get hurt? I might want to hop in a jelly bean.” He stood and looked back the way he came. “I should probably see what’s behind door number two. Food would be good.” He pushed himself to his feet and turned back the way he had come, heading straight for the nearest door. Its failure to open was surprisingly anti-climatic. Fourteen failed door-opening attempts later, one finally deigned to admit his passing. Behind door number fourteen stood rows of crates and boxes, and after opening a few up he found that they all had the same dry bricks in silver foil packaging. "If I was a betting man," he said to both himself and Fragment, "I'd say this was emergency rations." The foil was easy to tear, and inside was a large grey block that crumbled easily. Too easily, in fact. "Shit, it's worse than a granola bar.” Crumbs scattered at his feet and the moss glowed brightly around him, which seemed to prompt the large aphids to come from the walls to begin cleaning up around him. “Well you like it.” Then he remembered them rushing to his blood and vomit. “I guess you guys aren’t picky, though.” Deciding he wasn’t hungry enough to try it – yet – he shoved a block into one of his pockets. It was a tight fit. He looked at the open bar in his hands, and then down at the aphids. Was he crazy, or were they gathered around him now, staring up at the source of food in his hands? He shrugged, then crumbled up the rest of the bar and scattered it over the floor. “I am a generous god, serve me well.” As he turned to leave he saw his cryo unit in a corner. “Kinda rude that I was put in with the blocks of kitty litter, don’t you think?” He stepped over the dozens of aphids now feasting. They did not reply. “Yeah, you guys are kinda cute, I suppose.” Struck by a sudden impulse he grabbed another block and began crushing it, then carefully opened one end to take a pinch of space-granola. He scattered it, watching the aphids hurry towards the glowing areas. As he continued his exploration, counting doors and sprinkling aphid snacks, he quickly noticed that the aphids avoided the dull red glow-moss. Dead Hive were, it seemed, off the menu. After several more doors he found the room with the strange round terminal. Deciding he would rather not chance summoning another creature he left it alone, mentally noting the door’s location. He began to whistle to himself as he chatted to, and fed, his followers. To fill the silence he even told them the story of a piper from Hamelin, promising not to lead them to their deaths. As the door to the jelly bean room opened he was almost enjoying himself. Taking a moment to look round he saw the small orange jelly bean had grown almost as big as the others and was now blue at one end. “Well, that’s pretty cool.” He pointed at it, hoping one of his aphids would take an interest. They did not. “Well, I guess you see this shit all the time.” He stopped by the store room and grabbed another food brick on his way back to the junction. The long corridors and strange lighting made him lose track of distance and time. Facing forwards, the path continued on the same loop he seemed to be following. Right was an incline, left was a gentle slope. “More of the same, or do we change levels?” He tossed crumbs towards each path. “Six vote forwards, seven left and eleven vote for going up. What about you, Frag?” He paused for a moment. “Abstain, huh? Then the bugs have decided.” The incline was gentle, but tightly spiralled compared to the previous corridor. There were no doors, but there were a lot more bodies. His search went on for what felt like hours, opening doors that led to rooms containing things he didn't understand. He was growing tired and had used up all of his space-granola on the aphids. He came to another junction. Only a handful of aphids still followed him after the food had ended. He was growing hungry and tired, ready to head back. There was a noise ahead of him, and suddenly the remaining aphids scattered, flying to the nearest wall holes. His chest tight, he let curiosity draw him in. Another body lay ahead of him, but this time, something moved. Something big. Aaron hunched down, trying to see what it was, the bulk of the fallen Hive obscuring his view. Legs – multiple sets of them – began to emerge, followed by a head with glistening eyes. Aaron’s blood froze. It was a horrifying spider-like creature, almost as big as he was, and it was walking around the fallen Hive in Aaron's direction. Then it raised its head, and began to move faster. “Fuck that!” Aaron took off at a sprint, racing back the way he came. “Nope. Nope. Nope!” He leapt over Hive bodies, racing for the nearest door he knew would open. He could hear the clicking of many legs and chanced a look over his shoulder. It was gone. Then something caught the corner of his eye, and his heart gave a jolt of fear. It was above him. He dove aside just as it landed where he had been, then he scrabbled desperately to his feet to run onward. Three, Two, One. The door opened and he rushed inside. “Close. Fucking close!” He listened to the sounds of skittering growing closer, and it was just in the nick of time, or so he felt, that the large door finally slid shut. The room was filled with strange bulbous white shapes dotted around the floor, and had some vines running down one wall. No weapons, nothing to bar the door. Aaron held his breath as he suddenly heard the sound of scratching at the door, but the seconds ticked past and it did not open. “Damn it, Frag!” Aaron moved to the back of the room. “Why didn’t you warn me!” He sank down and leaned back against the wall. Just as he was beginning to feel almost comfortable in his current position, one of the vines moved and stretched out towards him. He rolled forwards, pushing himself across the ground to escape. “What now?” A large yellow flower bloomed upwards, becoming a large vase shape as big as the human’s head. It began to fill from the bottom with something, and Aaron edged closer. Peering inside he gave the contents a quick sniff. “Smells good.” He reached out and hefted the vase-flower, which came away from the vine far more easily than he had expected. Aaron watched as the vine slowly returned to the wall. “So, is this a drink? Or a scented industrial cleaner? Frag? You got anything useful to say?” Silence. He propped the vase up against one of the pods, contemplating it. He remembered encountering a fruity-scented shampoo as a child. It had tasted nothing like the smell, and he wasn’t about to drink alien flower juice just because it smelled tropical. Stretching out on the floor, his weariness outpaced the dwindling adrenaline. “I guess it can’t come in.” He watched the door, his heart rate returning to normal. “But, I can’t go out.” The scratching outside continued, and Aaron lay with his head on his arm, watching. As he began to fall asleep he saw several of the aphids gathering around the flower he had abandoned. “Help yourself, guys.” One of them approached him, braver than the others, and he tentatively reached out a hand. Spooked, it pulled back, but as Aaron continued to hold his hand steady it came closer, slowly, millimetre by millimetre. Finally it was within reach, and after a few more moments to make sure the skittish thing wasn't about to dash off again, Aaron gently stroked the back of its head with the tips of his fingers. It made a low buzzing sound, fluttering its wings, and the human fancied that it might be a sign of approval. The aphid's blue glowing abdomen brightened for a moment. Then it faded, and it darted off to rejoin the others. Aaron, exhausted, finally gave in and slept. Next
[Help] [FNV] Need help, Super Mutants and Nightkin don't have voices, except for Marcus.
The Super Mutants in Jacobstown and the Nightkin at the REPCONN test sight don't have voices. Their mouths don't move, but they do have subtitles. I can't find anything online about this bug, anyone have any ideas? Here's my modlist: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm Functional Post Game Ending.esm MoreMojave.esm Tales from the Burning Sands.esm SaxxonsQuestPack.esm Cyberware.esm SomeguySeries.esm Weapons.of.the.New.Millenia.esm DragsVGUArmorBase.esm WMVM.esm SpeedyResources.esm SCAV.esm Tammer's NIF-Bashed Armor and Outfits Pack.esm YUP - NPC Fixes (Base Game + All DLC).esp Unofficial Patch NVSE.esp The Mod Configuration Menu.esp JIP Improved Recipe Menu.esp Simple DLC Delay.esp Vanilla UI Plus.esp F4 Survival Damage.esp Economy Rebalance.esp Follower Tweaks.esp Real Recoil.esp Quickthrow.esp JustAssortedMods.esp Universal Item Sorter.esp Cyberware OWB.esp Cyberware-Quickthrow Patch.esp Uncut Wasteland.esp WarTrash.esp DoWeNotBleed.esp jsawyer.esp Little More Lamplight.esp YUP - JSawyer Patch.esp UPNVSE- JSawyer Patch.esp Weapons.of.the.New.Millenia.Store.esp CourierCacheWSE.esp Wild Wasteland Integration.esp The Weapon Mod Menu.esp Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp Weapons.of.the.New.Millenia.Leveled.Lists.esp ADAM - Trooper Gloves.esp Leather backpack - rus.esp LeatherBackpack - eng.esp 1nivVSLArmors.esp MTB.esp NevadaSkies.esp TheREPCONNBlues.esp The REPCONN Blues Tweaks.esp NVHomestedCompanionEdit.esp FO3WeaponsRestoration.esp ADAM Complete.esp ADAM - MAIN.esp ADAM - NCR Patrol Armor.esp ADAM - Nemesis Armor Pack.esp NewVegasBounties.esp Russell.esp Follower Formula Redone.esp GRA Scavenger Hunt Unbalanced.esp GRA Relocated - YUP Patch.esp MoreMojave - NVBI Patch.esp Drags20ArmorPack.esp ADAM - Rangers on Patrol.esp Courier's Stash Scattered.esp w44Satchels - Full.esp Functional Post Game Ending - YUP Patch.esp Gunslinger.esp DragsModernGunslinger.esp Tailor Maid - NV.esp ADAM - Outcast Ranger Armor.esp Weapons.of.the.New.Millenia.Cheat.Cabinet.esp Geonox_Riot_Armor.esp Drags20ArmorPackNoInteriors.esp UpdatedScavengerRadiationSuit.esp RoadFighterArmorEN.esp CasinoBankMoney.esp CasinoHeistPack.esp Wasteland Soldier - NV Edition.esp Combat Leather Jacket.esp Classic Leather Armor MkI MkII.esp JIP Companions Command & Control.esp FNVLODGen.esp tmzLODadditions.esp MuchNeededLOD.esp Edit: Lilly also doesn't have a voice. I've tried validating my files through steam, but that didn't fix it either. Edit: Starting a new save didn't fix it so I assume it has to be a problem with one of my mods. Idk which one could be effecting Super Mutants specifically though.
Hello and welcome to Cyberpunk: Game Enhancing Ideas! (Includes Spoilers) CDPR's newest release Cyberpunk 2077 is a breathtaking, immersive, and overall very enjoyable title. Although the game has received criticism recently for a barrage of performance issues throughout the game I have still managed to fall in love with all aspects of my current playthrough. Cyberpunk 2077 has been out for about a week now and I have already completed most map content, story and side missions, and acquired most of the collectables. I have invested well over 60 hours into the Cyberpunk universe on the PS4 and while exploring the vast stretches of the badlands all the way to chaos of Night City I have been taking down some ideas I'd love to see implemented in the future of Cyberpunk! Disclaimer: I am aware of the current state of the game on last gen consoles and where CDPR is currently focusing their efforts as stated, so these are merely ideas for when new content is being released after the game is in a good state. Also these ideas will not be features that are currently broken in game or not working properly, they will be expansions off current game features and new features. If you have any opinions on the list below please feel free to comment, also what all would you like to see in Cyberpunk 2077? Let me know down below! Cyberpunk 2077: Game Enhancing Ideas 1.) Expand on the Final Mission! I enjoyed the story and side missions leading up to the final mission in a way that has brought me to enjoy Cyberpunk the way other great RPG's like Skyrim have done, these kind of titles are few in far between. The relationships you create along your journey through Night City with the NPC's really elevate the whole experience. Since I have completed the main story and side jobs I am now left exploring a world where the great relationships I have made do not seem to matter. Just the same three dialog options for the remaining NPC's. Ultimately I do think this would be a great starting point for future DLC content. For example the Space Casino Heist or Arizona with Panam and the Aldecadoes. The writing behind the NPC's in Cyberpunk is outstanding, it's a shame to see the NPC's resort back to normal civilians with boring dialogue. 2.) Tougher Enemies Now I am aware you can scale the game up to the current highest difficulty of "Very Hard" which I am currently playing on and I am aware of the concept of "New Game Plus". However I do think that toward mid to end game the enemies you face in the open world do not pose much of a challenge. Even the Cyberpsyco encounters are water under the bridge. Seeing some new more dangerous enemy mechanics and more threatening encounters would really elevate the risk factor in a game like this! The current largest threats I've noticed are the mechs and the occasional miniboss that ultimately feel very weak and drop sub-par rewards. 3.) Events that Respawn/Alter the Map This concept is for you endgame completionist folks out there like myself who do not enjoy seeing Night City and the Badlands turn soft. Having completed most of the current map of all gigs, NCPD encounters, assualts, cyberpyscos, etc. The map is beginning to feel dead in a way that makes me wish I'd have indulged at a slower rate. This also ties back to the previous point where all the encounters felt fairly easy and unmemorable. There are occasional great encounters/gigs but once completed they are gone for good. In response to this issue I think there should be more encounters on the map, encounters that respawn (maybe new enemies), or even abandon places we've completed turned into new nomad settlements or being used by NPC's for vendor purposes and such. Exploring the Badlands and roleplaying a sniper cowboy out there was really enjoyable for me but now there isn't much left to shoot out there! If you think this sounds crazy, trust me your map will be completed before you know it! 4.) Expanding on the Badlands! The Badlands and deserted plains in Cyberpunk ended up being where I spent a good chunk of time. The encounters out there all seemed to be more unique and I approached them all with caution and curiosity. For example a group of trailers with minefields and turrets present, or a Wraith stronghold being heavily guarded. The Gigs in the Badlands were unmatched and my true favorite part of the free roam experience. However I noticed that this part of the game began to lose its glory very quickly as I began to complete all of the content out there. I purposely would walk between encounters with my tech sniper out to extend my time out there as opposed to taking a vehicle. To remedy this issue I would like to see CDPR expand on the badlands with more content, maybe refresh older content, add wildlife, or even expand the playable area. The Badland is badass! Please let me live out my long range fantasy with more content! 5.) Wildlife Now I get it Cyberpunk 2077 is in the dystopian future and wildlife doesn't seem to have a place but I know raccoons, coyotes, and other simple scavenger life like that should be able to exist especially in the badlands region. This would be a small implementation that would be a great change of pace! If CDPR was feeling a bit experimental they could even add hostile wildlife like mountain lions, swarms or wasps/hornets, or even coyote packs! Think Red Dead Redemption 6.) Grappling Cyberware This one is just self explanatory, it's 2077, Batman's been doing this for years. We can shoot rockets from our hands, mutilate people with Mantis Claws, or punch holes with Gorilla arms but we don't have grappling technology. How?! 7.) Cloaking Cyberware Again it's 2077 and we do not have invisibility/cloaking cyberware!? You could even make it lesser invisibility by making the NPCs or playable characters show up blurry like in the movie Predator. This doesn't have to be true 100% invisibility but at least somewhat. 8.) Sniper Rifle Breath Holding A staple in first person shooters, the ability to hold your breath to make a long range shot is necessary for long to mid range engagements. I feel like if anything on this list, this concept should be implemented sooner. The weapon sway of the sniper rifles is insane and taking the shots require me to be scoped in for almost a full minute before I land the hit. Cyberware could be added to expand on this to alter the duration of hold breath or the steadiness. 9.) Weapon, Armor, and Vehicle Customization How could any list like this be complete without customization options. Customization options add so much to the players in game experience. Not only for the role playing aspect but in game functionality as well. Like that fancy sports car but cant take it off city streets? Don't worry spend those eddies on some off-road modifications. Found a really sweet legendary jacket but it is hot pink? Fine then dye it. Love your new LMG but it only holds 50 in the magazine? Upgrade to that 100 round clip you scavenged off a dead body. Customization options are really important additions to RPG's such as Cyberpunk and would be a great addition in the future if CDPR experimented with them. 10.) Silencers for More Weapons Now if you couldn't already tell my playthrough was centered around a slow motion tech weapon gunslinger. But playing this build I have three tech weapons slotted so my ability to make stealthy kills goes out the window. It would be great if CDPR introduced mods for tech weaponry so they could be muted like the silencer on your favorite normal pistol. This is a small change but would really open up tons of new gameplay styles! 11.) Map details on Fast Travel Points! I can't even begin to tell you how many times I've had to exit a fast travel menu so I can waypoint a gun shop or mission across the map. I would love the ability for the fast travel system to have the icons so I could travel without having the previously set a waypoint. Little quality of life addition here! 12.) More Off-road Vehicle Options! What kind of dystopian future doesn't have nomads riding viciously on dirt bikes through the Badlands? I know one, Cyberpunk 2077. This game could definitely use an expansion to it's off-road options. Maybe start with a dirt bike or maybe a Quad. I shouldn't have to take my 100k eddy street bike out through the desert. 13.) Aerial/ Hovering Vehicle Options! Now this is a bit of a stretch from the previous point, but do you remember piloting that Basilisk tank? Hovering above any and all obstacles in your way was amazing, but that experience dies after you complete the relative missions. Introduction some vehicles with such capabilities would fit in with the setting of Cyberpunk and definitely would be badass. As for piloting aerial vehicles like helicopters and AV's this is dependent on CDPR's perception of vertical gameplay and how far they would like players to reach. 14.) Weather Conditions The dust storms in the main story missions were so cool and altered the way the player traversed through the world but like many things this excitement died as soon as those missions were over. Reintroducing the severe storms and other weather anomalies could add a very diverse and enjoyable aspect to free roam. Maybe something like acid rain could hurt the player and make it more beneficial to use the gas masks you find everywhere. Also darker nights outside the city would be cool. There ain't a thing but a busted street lamp surrounded by miles of desert on each side but the game is still illuminated like I'm on Jig Jig street. 15.) Night Vision, Night Vision Scopes, and FLIR. Cyberpunk is 50+ years in the future but I cannot equip a thermal scope on my futuristic revolver to see an enemy behind a bush? This idea would play very well into the previous idea as well by making night vision capabilities more beneficial in low light environments. 16.) More Weapon Models and Unique Iconic Weapons! The game has an impressive amount of weapons but aside from certain models they all perform fairly similarly and look similar as well. I currently use the tech revolver Comrades Hammer but this model actually shares the same exact model with another weapon of the same classification. In a game as massive as Cyberpunk I think more weapon models are due, also customization options could definitely help make weapons more unique here as well. Next we have the Iconic weapons. This concept is seen used in may RPG's in the form of exotics or Uniques but in Cyberpunk the Iconic weapons seem to function the exact same way as there base counterparts. This could be expanded on by adding more functionality to the weapons or even outstanding modifications to them like maybe you find an Iconic rifle that is covered in some sort of electric pulsating effect. Just try to make the Iconic gear feel more special. They have done this with the iconic smart pistol "Skippy" and that Iconic outshines most others! They could definitely do it again... 17.) Diverse Weapon Stats For maximizing an endgame build after all else has been completed on the map I am often in search of materials to build the best versions of my gear possible. (More specifically the weapons because they are more unique). I recently saved up a ton of materials to make several copies of my favorite gun "Comrades Hammer" but I soon realized that even though the game shows stat brackets like for example: Crit Chance (81%-97%), there are not that many possibilities. Instead you might craft 10 of the same gun but there are only two or three different stat options. To expand on this I have noticed that on the weapons they say they have the option to craft stats that they cannot even be crafted in for example lightning damage might be a potential role but you only ever get thermal and physical. I think this aspect of the game has really great endgame potential for min/maxing your build but is limited by it's set amount of possible weapon/armor roles. 18.) Hidden Locations and Delves Lastly I think Cyberpunk 2077 would benefit from the implementation of more hidden gem locations or random occurrences. Things like a smugglers tunnel with some great encounters throughout and maybe even better loot at the end. Or passage ways in the city that lead to a crime scene that you wouldn't normally stumble across. These spots shouldn't show up on the map but be a treat for players who are exploring the game without navigating around the map. I found myself often roaming around using my map to jump from encounter to encounter which took away a lot of joy from the game, it felt like the only enjoyable content was at the encounter and everything in between was just filler. Some unexpected encounters would spice things up a bit! Conclusion Well that's about all I've got at the moment but I am sure there is WAY more ideas that Cyberpunk could benefit from adding in the game. I understand the developers are at the moment looking into improving the current state of the game so these are just ideas for the future. Let me know what you all think down below, share some of your own ideas, maybe one of my ideas seems like trash let me know! Looking forward to any and all contributions! Would be great if this thread takes off and we can get some attention from Developers at CDPR! A man can only dream... -KRod
Wanted to get a local's perspective on this - my girlfriend and I are looking to "staycate" on the strip the week after Christmas and for NYE. As you might expect, room rates are amazingly reasonable, and coming from the Pacific NW, the idea of going somewhere warmer is pretty compelling at the moment. We've got a flight and suite booked (cancelable if necessary). Our safety plan is more or less as follows:
100% masking indoors and outdoors when not in our room, unless we're in a *really* isolated area
No unprotected interactions - we don't know anyone well enough to visit in home anyway, and won't be inviting any visitors to the room (indoor, er, entertainment is *definitely* off the menu)
Avoid casinos and indoor dining/drinking; no live shows (are any shows even running?)
No lingering in the hotel lobby - stay in room unless we're going out
Order most meals delivered, or make meals in the suite kitchen. Restaurant dining only when there is outdoor seating.
Ring in the new year from the terrace of our room :)
In general, we're looking to spend most of the time outdoors - driving out to the Hoover Dam, possibly a Grand Canyon helicopter tour, and otherwise driving/walking around to see the sights. That said, the local friends that we've shared our plans with have more or less recoiled in horror. I feel that the perception of risk is probably a lot greater than actual risk, but I wanted to test the temperature among locals. What do y'all think? Are we crazy to plan something like this right now?
When to stop modding pre-update? (looking for advice)
Hi, I use Luna Mod Menu and I'm just wondering when would be an idea to stop modding before the new update. If anyone can provide some idea, it would be good since I ideally want to add more money today just so I 100% have enough. Also, would this involve not loading the entire mod menu or just using certain features (ie casino loop)?
I labeled this as "pt 1" not because I immediately have a part 2 coming any time soon, but because I haven't actually played the game a ton yet, but I plan to play it quite a bit more and expect to have more feedback. I love SimAirport, and SimCasino had been on my wishlist for a while, so I'm glad it has finally made it to early access. This will largely be a list of (hopefully constructive) criticism. I am enjoying the game. And to be clear, almost all the feedback I have are things I view as pretty minor and not greatly impacting my ability to enjoy the game so far, but definitely some areas that can use some polish.
I'd like a fullscreen windowed mode or just for the game to not minimize when I alt-tab out.
It bothers me a little bit that the main menu is shoved all the way to the left edge of the screen. When I click settings on the main menu it appropriately jumps to the middle of the screen.
There's not a way to delete profiles in-game as far as I can tell. I just have to click to browse the same files and delete them the way I'd delete any other file on my computer.
There are no tutorials. But there's a button for them, so it's clear to me the devs have them planned, so that's good.
Scheduling is confusing to me. It's clear that several of my employees don't need to be around from 3am to 9am approximately, but I don't easily understand how to set specific schedules for specific workers in specific areas. Maybe I'll rewatch the GreenGemini video where he was doing it. Or wait for a tutorial.
The Daily P&L sheet confuses me. This one I think I'll talk about in a comment down below and maybe someone can help with a breakdown of an example P&L sheet. Hopefully the devs can take a look at that conversation and find a way to make improvements here.
The Bank Loans tab is at first glance slightly confusing. I don't know what it looks like if I have a an actual loan in, but when I first viewed the page, I was trying to click on "Loan Payoff", "Daily Payment", etc. thinking they were different tabs within the Bank Loan tab I could look at. This is probably largely because I don't have any outstanding loans so it was less obvious that they were, as I now know, column headers. Maybe the whole "Existing Bank Loans" section could be hidden if I don't have any loans?
Guest Experience, I haven't spent much time on this tab. I'd kind of like the Marketing/Demographics in one place and the current Guest Needs in a different place. As for demographics, I'd kind of like to see more information than just who is currently in the casino somehow. Like... I'd somehow like to have an idea of what my potential target clientele is and use that as a guide to help me understand how I should grow in the future, assuming I'm meeting the needs of my current guests. Have I largely tapped out the available Gambler market and the remaining real grown is in Entertainment? or Business?
Gambling Hub - The "Complimentary" feels like it could have some more customization. Meanwhile, the Gambling Statistics section confuses me similar to the Daily P&L, so maybe that's something that can be discussed in detail in a comment.
Entertainment - I haven't yet built a theater, so I'm only looking at the Bingo section of this tab. I think I've got the Bingo mechanics worked out, but I think this screen is slightly ambiguous as to what's going on, so this is perhaps another thing to discuss in detail in a comment. With this one, I'll post a comment explaining my understanding of Bingo just to check for confirmation that I understand it correctly.
Transportation tab seems straight-forward enough. Although it's not clear to me how I'd know when I need more frequent garbage pick ups... other than just noticing my garbage is piling up?
Maintenance tab also seems straight forward enough. I'm not sure I've gotten far enough to feel the need to mess with this much, although ideally this is a tab that you generally don't have to mess with much unless you're minmaxing something?
Staff Management tab - this wholly confuses me. I need a tutorial and an adult.
Research - This tab is very straight-forward. But I have two criticisms here. First, I can't tell when a research has been completed and I can't queue up future researches. I'd like a notification when a research completes and to be able to add research into a queue. Second, I wish the tree were deeper. Ideally, even something like SimAirport where I need different people in different roles to research different parts of different trees. For example, instead of either having or not having table games.... maybe you can just start with Blackjack, the most standard of all table games. And you don't get to modify anything about the blackjack, it's just a single deck with basic betting rules. But you can go down the research tree to unlock things about blackjack (more decks, different betting rules like splitting, doubling, insurance, ante, etc.) or you could unlock individual other table games. Poker potentially should start with the original 5 card draw rather than Hold'em, and the different poker variants should be researched. I also think poker should work more similarly to Bingo actually... (I.. visit Vegas regularly... I've played a lot of poker both in Vegas and other American casinos... I could elaborate a lot on how I'd like to see poker and poker rooms work in the game). Maybe my opinion on what the research tree could look like deserves its whole own post...
The Casino Valuation tab seems fine.
I want an underground layer. In Vegas its super common for the casinos to have some underground areas and that's just talking about areas accessible to the public... it doesn't even account for the fact that there are certainly plenty of staff only areas underground... like the vaults? I'd want to put vault, storage, staff rooms, security offices, etc. underground. Plus I'd like tunnels to connect different casino buildings for guests and then decorate the lawn outside with fountains or whatever.
Has anyone noticed how big the trees in the background are?
I'd like to be able to make custom fountains (think Belagio).
I'd like pools and pool bars.
I'd like vaults to be... more... vault like... not just some shelving behind a staff door waiting for Danny Ocean.
Some music/dance clubs would be cool (casinos in Vegas tend to have these either as an alternative to or in addition to theaters).
Can I please expand the tiny windows I have to select walls/floors in? The information windows can be expanded.
Also, can I have more than one information open at once please? Let me look at my P&L sheet while I look at gambling statistics.
In Las Vegas, some casinos (Caesar's Palace, Venetian come to mind) have full on shopping malls integrated into them... maybe this is a future DLC?
I'm going to stop here for now. Like I said, there will be more in the future. I am enjoying the game and am exciting to see it develop. The three comments to discuss in detail will come a bit later as I have a few things I need to do at the moment.
Last time on Hell’s Kitchen... The final four each got a visit from their siblings, who became judges in their final Black Jacket Challenge. Tamina‘s dish left a bad taste in the judges’ mouths, including her brother’s. In the end, Brett scored a nearly perfect score of 22, and won the challenge. At dinner service, each of the chefs took a turn to run the kitchen to become the Co Head Chef at Hell’s Kitchen Lake Tahoe. Tamina’s performance on the appetizers...led to a hault. And so did Rod’s undercooked chicken. However, Brett performed the best in leading his brigade, while Tamina was a hot mess throughout the night, and during the elimination Ceremony, Chef Ramsay has eliminated Tamina, ending her dream of becoming Co Head Chef at Hell’s Kitchen Lake Tahoe. After Intro Bella was surprised as she made it to the final three, and found out that she was excited to go far in the competition, and was close to getting to the finale and winning the competition. Brett was in the same mood for getting into the finale as he firstly got the Black Jacket, and then got into the final three, and the other two things on his list that he wants to get done is getting into the final two/the finale and winning the competition so he can go to Hell’s Kitchen Lake Tahoe to become a Co Head Chef. Later that day, Chef Ramsay asks the final three chefs to meet him by his office as there was a special present waiting there. Chef Ramsay revealed the first surprise coming out the door was members of Bella’s family, which had her husband, Alejandro, and her oldest children, Ricardo and Sofia. Bella was excited to see her husband, and she walks up to him and hugs him. She also walked to her children and kisses them. The next surprise revealed through the doors were members of Rod’s family which had his mom, Carole and his girlfriend, Kate. Carole was crying in tears, and went up to hug Rod, saying that she missed him, and Kate asked Rod how he was doing, and Rod answered that he was doing great. Brett was still waiting for his surprise, and Chef Ramsay reveals the final one from the open door, which surprised Brett, as he saw his wife, Tammy and his infant son, Jon. Brett mentioned that he was missing his one year old son’s birthday from making it get far in the competition, and Tammy told him that he can do better. Chef Ramsay had the chefs spend a quality time with their families, and as the final four spend some time with their families, Tammy asked Brett who his biggest competition was, and he pointed to Bella and her family, and mentioned that she was the love of his life, and Tammy said that he was already married, and cannot get a second girlfriend, and Brett also learned about the fact the she was married, as he saw her husband through the doors. When Carole, Kate and Rod talk about getting far in the competition, Kate was asking if he can cook better than the other competitors he was going against, and he said that he definitely can, despite being arrested twice. The first time since he was 18, and the second time when he was 21. Carole said one fact about her life, that she has been away from her husband, who served in the Navy, and Carole felt like it was a difficult time hanging by herself, and wished to talk to him. Bella, Alejandro, Ricardo and Sofia have their conversation about getting far in the competition, and Bella said that she was the only one left in the competition so far, who has yet to be nominated and mentioned that she never will. Ricardo told her if she has faced a difficult time during the competition, and Bella mentioned that she has faced some difficulties while working in the kitchen, especially when some people were making mistakes during dinner service. After twenty minutes of talking, and spending quality time with their families, Chef Ramsay tells the final four to say goodbye to their families, as they have a different surprise awaiting their journey. Chef Ramsay has told them that their family members will be arriving to see a show at Lake Tahoe’s theatre, but he tells them that they have a different approach. Chef Ramsay gives them tickets to go to Lake Tahoe. Semi - Finale Trip Chef Ramsay sent the final three chefs to the airport to board their plane to Lake Tahoe, and Chef Ramsay finds out that there are a couple of fun and surprises there when they arrive there, and Chef Ramsay jumped on his helicopter leaving the chefs at the airport to catch their plane to head to Lake Tahoe. When the final three get on the plane, Bella had no idea what surprises that she, Rod nor Brett were going to experience. Were they going to a restaurant for dining. Brett told her to relax, and mentioned that she will find out what it is, when they get there. The first part of the final three’s break, is that they head to the mountains to ride snowmobiles, and Bella got excited as she never been on a snowmobile before. When the final four begin their snowmobile ride, Rod sees the lake on the right side, but said that it was blocked by the trees, and Brett mentioned that it was nice to get out of Hell’s Kitchen for a day, as he felt like it was a challenge win for him. Bella called it a thrilling ride. The next part of their final three break is that they head to Harrah’s hotel and casino, and when they enter the suite, Rod called the suite gorgeous, and Bella felt that there was a bar, filled with sushi, caviar, and more fancy foods, and when the final three made a toast to getting to the semi-finals, Brett mentioned that he wanted to go snowmobiling again, as it was very nice, and wondered if they had snowmobiles in Philidelphia, and Bella said that he was from the Northeast, so they might have them there, and Brett said that Lake Tahoe was the better place to go snowmobiling, and felt like he wanted more tickets. Final Tasting Challenge Later that day, Chef Ramsay arrives with Sous Chefs, Christina and Jay, and asked them if he had a good time, and Brett mentioned that he liked it, including the snowmobile ride, impressing Rod, who called him crazy. Chef Ramsay said that for the Final Tasting Challenge, they will each have a mentor, but Chef Ramsay said that there was three contestants left, and three staff members, but Chef Ramsay said that he will not be mentoring, instead Chef Ramsay invites back Season 19 winner, Kori, as Bella was excited to see her again, and runs up and hugs her after seeing her during the Signature Dish Challenge Reward back from the beginning of the competition, and Bella was hoping that she would be getting her as a mentor, as they both had Latin backgrounds, and Chef Ramsay told her to wait and see what card she got, and he mentioned that each mentor has a diamond card, an ace card, and a Jack card. Chef Ramsay decides that Bella would go first, as she was hoping to get Kori. The card that she pulls out is an ace, and Chef Ramsay had mentioned to the mentors to show who had the ace card. Christina showed the ace card, disappointing Bella, but she felt fine with Christina as she worked with her, due to being the red team’s sous chef. Chef Ramsay then had Brett go. The card Brett pulls out is the diamond card, and Brett had Kori as his mentor, thus leading Rod with Jay as his mentor. For the Final Tasting Challenge, each chef had to recreate a menu which featured a cold appetizer, a hot appetizer, and three entrees that featured seafood, chicken and red meat for one hour, and has the Sous Chefs help them with their cooking, and Chef Ramsay announced that the person with the lowest number of points will automatically be eliminated and not advancing to the final 2. Each chef will be judging from a scale of 1 to 10. (Skips cooking) First up, Ben Ford will be tasting the cold appetizer. Bella presents a Rattitouille Zuchinni Bruschetta, and Ben asked Bella if she was on a diet, and Bella said no, she was going to be in the finale. When Ben tastes the appetizer, he found out that there was good flavour, and he awards her 7 points. Next, Rod presents his marinated goat cheese, and Ben finds it too rich, and Rod gets 5 points. Next, it is Brett who judges his Fava and Ricotta toast, and Ben finds the melting in his mouth, and Brett gets awarded with 9 points. Bella - 7, Rod - 5, Brett - 9. Next up, Bobby Flay will be tasting the hot appetizer. Bella presents her Beef Taco Roll-ups, to present her Mexican Roots, and Bobby finds that flavour is there, and he gives it a 9. Rod presents his squid risotto, and Bobby finds that it had a lot of flavour, and the rice is perfectly cooked, and gives him an 8. Brett presents his Sausage stuffed mushroom caps, and found that the presentation is underwhelming, and Brett is given 6 points. Bella - 16, Rod - 13, Brett - 15 The next chef to judge the seafood entrees will be Ina Garten. Bella presents her buttermilk fried lobster with fried rice, and a salsa to go on the lobster. Ina liked the combination of salsa going with the lobster, but it looked more of an appetizer than an entree, and Ina gives Bella 6 points. Rod presents his balsamic glazed salmon with asparagus and polenta. Ina told him that the fish is glistening, and Rod is given 8 points. Brett presents a pan seared sea bass with fettuccine in a pesto sauce, and Ina tells Brett to taste the pasta, as it was lacking salt, and Brett was given 5 points. Bella - 22, Rod - 21, Brett - 20 The next chef judging the chicken dishes is Giada DeLaurentiis. Bella presents her chicken roulade, and Giada finds that the chicken is juicy, and Bella was awarded 8 points. Rod presents his chicken Parmesan with noodles in a butter sauce, which was given praise, and also was given 8 points. Lastly, Brett presents his General Tao Chicken which was too sweet and Giada gives it 6 points. Bella - 30, Rod - 29, Brett - 26 The final person who will be judging the red meat dish, will be a guest who judged the International Soup Challenge. It is Wolfgang Puck. First, he tries Bella’s hangar steak with a mushroom gravy, mashed sweet potatoes and Brussels sprouts. Wolfgang finds the steak cooked medium-rare, and her gravy tastes good. Bella garners a perfect score of 10. Next, Rod presents his NY strip with a mint pea risotto, and Wolfgang gives praise, gaining a score of 7. Lastly, Brett presents his beef stew served with fresh garlic bread, which needs a perfect score of 10 to tie, and while Wolfgang finds it tasty, he gives it a score of 9, eliminating him, leading Bella and Rod to be the finalists. Bella - 40, Rod - 36, Brett - 35 Chef Ramsay congratulates Bella and Rod for making it to the final 2, and told Brett that he was just too close to tying but it was not that good to get a score of 10. Chef Ramsay told them in order to run a brigade to become he Head Chef at Hell’s Kitchen Lake Tahoe, they have to run a brigade of other people, and he welcomes back the returning chefs... ...Chloe, Tabuki, Arabelle, Becca, Marvin, Erykka, Tamina, and told Brett to join them. Since Bella had the most points in the Final Tasting Challenge, she gets the first pick for her brigade. The first person Bella picks for her brigade is Brett because she knows that he was a talented person to have a brigade, and that his cooking is decent. For Rod’s first pick for his brigade, he chose Becca, as she was a strong woman, and felt like her cooking was on point. The next person that Bella wants on her brigade is Tabuki because she does not want any drama kings or drama queens in her kitchen, and felt that Tabuki had the level to grow and mature. The next person that Rod picks on his brigade is Marvin because he’s got a good palate. Next for her brigade, Bella picks Tamina as she was very creative, while Rod picks Erykka for his team, as she had a few bumps, but was hoping not to be left with Arabelle on his team. The last pick is between either, Chloe or Arabelle, and Bella did not want either of them, as Chloe makes a bunch of mistakes during service, and with Arabelle, she felt like she was not a team player, and had the drama. Bella has decided to pick Chloe as her last choice, leaving Rod with Arabelle, as he felt his team would be anybody but Arabelle. Bella (red kitchen) - Brett, Tabuki, Tamina, Chloe Rod (blue kitchen) - Becca, Marvin, Erykka, Arabelle
18th place: Jake
17th place: Irene
16th place: Angelina
15th place: Gabby (ejected)
14th place: Harry (hospitalized)
13th place: Chas
12th place: Blake
11th place: Scottie
10th place: Chloe (Cook for your Life)
9th place: Tabuki
8th place: Arabelle
7th place: Becca (2nd round of Black Jackets)
6th place: Marvin (3rd round of Black Jackets)
5th place: Erykka
4th place: Tamina
3rd place: Brett (Final Tasting Challenge)
Finalists: Bella and Rod
Next time on Hell’s Kitchen... It is the last episode, and the finale gets to the boiling point, where either a red jacket or a blue jacket pulls it off, to win the competition, and become the Co-Head Chef at Hell’s Kitchen Lake Tahoe.
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Slots: In this section of the lobby you will find classic slots, those that feature bars and bells and nostalgic gameplay. Players can choose to play the classic slots with nothing but base game wins, or more modern creations with multipliers and may be even bonuses thrown in for good measure. Cash Splash, Fire & Ice, Hot Scatter, Hot Star, Jackpot 6000 and All Ways Joker are among the 30-odd titles featured.
Live casino: Place your bets in an atmosphere that resembles a real-life casino, when you sit at the virtual tables at Eskimo Casino. Common Draw Blackjack, Live Blackjack, Live Mobile Roulette High Roller, Live Roulette, VIP Live Blackjack, and VIP Live Roulette are the tables being beamed directly from NetEnt studios.
Table games: There are almost 40 different table games to choose from in this category of the games lobby. Red Dog Progressive, Punto Banco, French Roulette, Pontoon Pro – High Limit, and Caribbean Stud Poker are just a few of the more popular games being played.
New customers at Eskimo Casino are welcomed with 10 free spins with no deposit required when they sign up and add a payment method. Don’t worry, nothing will be taken from your bank account unless you wish to take advantage of the welcome offer. Once you’ve played through your freebies, you can claim a 100% casino bonus up to €100. So if you were to deposit €100, you would have a total of €200 to play with. Not only that, but an additional 100 free spins will be credited to your account and you can use them on the following slots:
Finn and the Swirly Spin;
Wild Wild West;
Aloha! Cluster Pays;
All bonuses (so that’s just the welcome offer and the free spins), will be subjected to a 35x wagering requirement. This means that if you were to take advantage of the full welcome offer, not only would you would need to play through any winnings accrued from the free spins, a total of 35x – but a €200 welcome bonus means an eye-watering €7000 turn over requirement before you can request a withdrawal.
Treated like a VIP?
Unfortunately, you will find no loyalty scheme no VIP program on offer at Eskimo Casino. We hope to see these added at a later date.
Deposit options Funding your casino account can be done through a handful of deposit methods; Visa, MasterCard, Skrill, PaysafeCard and Bank Transfer. The cashier lists useful information and pre-set value buttons, to make the depositing process an easy one. Follow the on-screen instructions and within a few minutes, you will have funds in your account.
Currencies accepted are: Euros.
Withdrawals at Eskimo Casino There’s limited information on the withdrawal process, but Eskimo Casino claim to be able to sort withdrawals within a 24 hour period. Typically, all major credit and debit cards can take up to 3 working days to process. So, if Eskimo Casino can do this in under one day – then that’s fast! >>Register Now and Get Free Bonuses<<
Safe and trusted
‘We pride ourselves at Eskimo Casino on being able to provide our customers with only the coolest, highest-quality games and our table games, including blackjack and roulette, are just the tip of the iceberg! We also offer players the opportunity to enjoy slots, video slots, live casino games and jackpot games – so there’s not a snowball’s chance in hell we won’t have something to suit your gaming needs! Here at Eskimo Casino, we won’t make your blood run cold. Our RNG (Random Number Generator) games are all fully-licensed and certified and therefore our customers can rest assured that the outcomes of these games are purely random and cannot be influenced in any way. What’s more, Eskimo Casino offers live dealer games for those customers who come to us seeking the ‘real casino’ vibe. You don’t even have to worry about getting cold feet on your way to the casino! These live dealer games are broadcast to you from state-of-the-art live casino studios so you can feel as if you’re stepping right into the glitz and glamour of a real casino without even having to leave the comfort of your own home!’ Eskimo Casino is licensed and regulated by the Malta Gaming Authority (MGA), this means that the casino operates in full compliance with the rules and regulations set by the MGA.
What’s the verdict of Eskimo Casino?
Can we start with Eskimo Casino’s claim to be the ‘friendliest bonus system online’; ‘Every online casino has its own bonus system but why would you settle for something lukewarm when you could join Eskimo Casino and enjoy the coolest and friendliest bonus system of them all. Here at Eskimo Casino, your bonuses are kept available in a separate wallet. As an Eskimo Casino customer, you will always play your own cash first and if and when your cash funds are lost, you will then be able to continue playing with your bonus funds. The advantage of this is that Eskimo Casino customers and players are never bonded to our bonus terms whilst playing with their own cash funds. If one of our customers wins big with their own cash funds, they are always then able to cancel their bonus funds and continue playing in our live online casino, or withdraw their profits.’ Now, anyone who has ever played at an online casino knows that cash is spent before bonuses, so I’m not sure how this is even considered as friendly! There is a decent selection of games to choose from and some life-changing cash up for grabs, but the lack of bonuses and loyalty scheme are noticeable. You can tell that the company who owns Eskimo Casino don’t have much experience in the online gambling industry because they are doing nothing to keep players coming back for more. It’s all very well and good offering a generous welcome bonus, but once claimed, what do customers have to look forward to? That being said, the 5x wagering terms are hefty and I’m not sure how anyone could cash out from that. >>Register Now and Get Free Bonuses<<
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