Chủ Nhật, 30 tháng 7, 2017

Youtube daily report Jul 30 2017

Welcome to Hollywood Graveyard, where we set out to remember and celebrate the

lives of those who lived to entertain us, by visiting their final resting places.

Today we conclude our tour of Holy Cross Cemetery, where we'll find such stars as

Rosalind Russell, Ricardo Montalban, Lawrence Welk, and many more.

Join us, won't you?

For this final stretch of our tour of Holy Cross will be visiting gravesites

spread across the grounds of the cemetery. Gas up that car and get your

mixtape ready, because we've got a lot of driving ahead of us. There's a lot to see,

including more of those awesome trees.

If you haven't done so already be sure to

check out parts 1 & 2.

Our first stop is across the street from the grotto in

section D. Before TMZ the original queen of Hollywood gossip was Louella Parsons.

Her career began in the 1920s, her column in the Los Angeles Examiner eventually

garnering a readership of more than 20 million. She saw herself as the social

and moral arbiter of Hollywood, the weight of her words able to make or

break a movie or a star. She also had a radio program which featured movie star

interviews. Here she is 1947 interviewing a 15-year-old Elizabeth Taylor about her

first onscreen kiss.

"Elizabeth I know that in 'Cynthia' you receive your first

screen kiss, and since I've never heard of any kiss that didn't start some

conversation, suppose we start talking about this one."

"Of course Miss Parsons,

I'll talk about anything you suggest. Oh, but that kiss in 'Cynthia' was just a

little old peck."

Next we head north of the grotto to section T. Apologies in

advance that some of the graves we'll be visiting today are a little hard to read.

Several spaces south of the statue its director Leo McCarey. He specialized in

screwball comedies like "Duck Soup" and "The Awful Truth," and is credited for

bringing Laurel and Hardy together. Other films include "Going My Way" with

Bing Crosby who is buried nearby, and "An Affair to Remember."

The next section west is section R. Here we find a king of Calypso, Sir Lancelot.

He is credited for popularizing calypso music in North America,

influencing artists like Harry Belafonte. He appeared in several films in his

career including the 1943 film, "I Walked with a Zombie."

[music]

Around the corner, still in section R, straight up from the

T-intersection, is Darby Crash. He was founding member and singer for the band

the Germs, who were an influential punk rock band of the late 70s. They only

released one album, "GI" in 1979.

[music]

Crash committed suicide by heroin overdose in 1980 at the age of 22, just

one day before John Lennon was killed.

Continuing around and up the hill we reached section S on the left.

Several spaces in from the road if dancer and actress Gilda Gray. She popularized the

dance known as the shimmy in the teens and 20s. Don't know what the shimmy is?

Gilda, care to demonstrate?

The move was often considered obscene and was banned by many dance halls of

the era.

Let's continue around to Section M. Several spaces in from the west side

is one of Hollywood's most legendary directors, John Ford. He won four Oscars

in his career and is remembered for timeless classics like "The Grapes of Wrath,"

and westerns like "Stagecoach." Ford was also one of the filmmakers featured

in the Netflix documentary "Five Came Back," which profiles five movie directors

including George Stevens, Frank Capra, William Wyler, and John Huston, who left

the glamorous Hollywood life behind to join the war effort and document

humanity's greatest conflict -- to put to film the realities of World War II, and

allow everyone to see what was happening from the front lines.

"The Battle of Midway was eventually shown in

three-quarters of American theaters.

It was the first time Americans saw the war in color, which until then had been

associated with escapism and fantasy. It was also the first time the audience

witnessed an American victory."

"Yes, this really happened."

At the center of this lawn is a large crucifix which marks the final resting

place of actress Rosalind Russell. She starred alongside Norma Shearer and Joan

Crawford in the 1939 film "The Women," and is perhaps best remembered for her role

as fast-talking reporter Hildy Johnson in "His Girl Friday."

"Well I've got some new for you.

Yes I got the interview alright, but I've got some more important news.

Perhaps you better get a pencil and take it down. All rready?

Now get this you double-crossing chimpanzee. There ain't gonna be any

interview and there ain't gonna be any story. And that certified check of yours is

leaving with me in 20 minutes. I wouldn't cover the burning of Rome for you if they

were just lighting it up. If I ever lay my two eyes on you again I'm going to

walk right up to you and hammer on that monkey skull of yours 'till it rings

like a chinese gong!"

She also found success on Broadway, winning a Tony Award in 1953

for her role in "Wonderful Town."

At the far east side of this lawn,

right near the road, is Hollywood's first supermodel, Evelyn Nesbit.

Long before Janice Dickinson and long before Cara Delevingne, Evelyn Nesbit was the

fresh-faced young woman who adorned all the magazine covers -- and not just

magazines but paintings, illustrations, calendars, and more. Evelyn was

the cultural and fashion icon of a generation, beginning in a very early 1900s.

In 1906 she was embroiled in a scandal which became known as 'the trial

of the century' when her then husband shot and killed Stanford White, who had

once taken advantage of an underage Evelyn. She also had a brief acting

career in films like 1917s "Redemption. A fictionalized biopic was made about her

life in 1955 starring Joan Collins as Evelyn.

Let's head north past the

mausoleum to section Y.

Straight west from the T-intersection is Lawrence Welk.

He was one of the 20th century's greatest TV stars, hosting his own

musical variety show, "The Lawrence Welk Show," from 1951 to 1982.

"From Hollywood we bring you The Lawrence Welk Show."

"And now our musical host, Maestro Lawrence Welk!"

"My good friends, a pleasant good evening and a warm welcome. Our show this evening is

titled Hit Songs from the Movies, and what could be more appropriate for an

opener than, "Hooray for Hollywood." One, two, three, four."

The next section north is CC.

In from the western road several spaces is Chris Penn.

He was an actor known for roles in films like Quentin Tarantino's "Reservoir Dogs,"

and "The Funeral."

He is the brother of actor Sean Penn.

He died of heart disease at just 40.

Heading further into this lawn, a few rows south, is Mary Frann.

She is perhaps best remembered for her role as Bob Newhart's wife, Joanne, on the

popular 80 sitcom, "Newhart."

Straight north, towards the statue, is Helen O'Connell,

known as the quintessential big band singer of the 1940s. Here she is singing

one of her hits, "Green Eyes."

[music]

Northwest on this same lawn is actor Vince Edwards. He is best remembered for

playing the title role in the 60s TV series "Ben Casey," and can also be seen in

the 1968 film "The Devil's Brigade."

Across the street straight north is Mexican

actor Ricardo Montalban. He starred as Mr. Roarke on the television series

"Fantasy Island" from 1977 to 1984. He also played the diabolical Khan on

Star Trek II: The Wrath of Khan.

"I shall leave you as you left me, as you left her...

marooned for all eternity in the center of a dead planet,

buried alive... buried alive."

"KHAN!!"

Straight West is section BB. Near the southeast corner of this lawn is the

unmarked grave of Paula Winslow. She was a radio and television actress best

known for providing the voice of Bambi's mother in the 1942 film, "Bambi,"

She can also be seen in shows like,

"The Adventures of Ozzie and Harriet," and "Our Miss Brooks."

In 1937 when Jean Harlow died while filming Saratoga doubles were

used to finish her scenes. Paula provided her voice.

The next section south is AA.

A little ways in from the west road, just near a

tiny tree, is Jean Peters. She was an actress popular in the 1950s, seen in

films like "Pickup on South Street, and "Niagara" with Marilyn Monroe.

She resisted being turned into a sex symbol, refusing roles that were too exploitative.

She preferred playing more down-to-earth women. She was also the second wife of

Howard Hughes.

Fans of Jack Benny will recognize our next star.

Just east of the statue in section W is Dennis Day. He was a singer and actor,

often featured on the Jack Benny Program, both on radio and television.

He would remain with the show from 1939 until it ended in 1965.

In this same section, but further southwest,

about a third of the way in from the road is Joe Flynn,

a character actor popular in the 60s. His best-known role is as Captain Binghamton,

Old Leadbottom, on "McHale's Navy." He also had several roles in Disney productions

including "The Rescuers."

Heading southwest we arrive at section H. In the southwest

corner, right near the road, is animator and filmmaker George Pal.

He was a pioneer of early stop-motion and puppet animation, being nominated for

an Oscar seven years in a row for a series of animated short films which he

branded "Puppetoons." They were novel for their use of

replacement puppets with unique expressions, rather than animating a

single puppet. He went on to produce several fantasy and science fiction

films, including "Tom Thumb," and "The Time Machine."

"It was disconcerting to see the Sun arc in less than a minute;

to see a snail race by...

my flowers flinging wide their petals to embrace the new day, and

the hours speeding across the face of my sundial."

Finally we continue down to

Section B. Right next to the road, between Fitzsimons and Rocco, is the unmarked

grave of Pinto Colvig, one of the most recognizable voices in Hollywood, and a

human sound effects machine. Pinto was the original voice of Disney's Goofy, who

made his first appearance in the 1932 short film, "Mickey's Revue."

Pinto would go on to voice the beloved character until his

death in the 1960s.

"Oh the world owes me a livin'..."

He voiced many other Disney characters,

including Grumpy and Sleepy in "Snow White and the Seven Dwarfs."

He was also the original Bozo the Clown.

Later in life he was one of the pioneers

in advocating health warning labels on cigarettes.

And that concludes our tour! What are some of your favorite memories of the

stars we visited today? Share them in the comments below, and be

sure to like, share, and subscribe for more famous grave tours.

Thanks for watching, we'll see you on the next one!

Have I mentioned how much I love these trees?

They'd make a great backdrop in a horror film, you know?

Let's test that theory...

For more infomation >> FAMOUS GRAVE TOUR - Holy Cross #3 (Rosalind Russell, Ricardo Montalban, etc.) - Duration: 15:38.

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For more infomation >> TRICKS AND TIPS FOR CHANGE | CARE OF THE CANARIES FOR A GOOD BREED - Duration: 10:19.

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メモリアルクエスト特異点F 安定クリア(Wマーリン・アタッカー入り) - Duration: 3:26.

For more infomation >> メモリアルクエスト特異点F 安定クリア(Wマーリン・アタッカー入り) - Duration: 3:26.

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Honda CR-V !! 4 X 4 ZEER LAGE KM-STAND ! 2.0i S - Duration: 0:51.

For more infomation >> Honda CR-V !! 4 X 4 ZEER LAGE KM-STAND ! 2.0i S - Duration: 0:51.

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Enderal — Трейлер к выходу русификации [Английская озвучка] - Duration: 3:36.

For more infomation >> Enderal — Трейлер к выходу русификации [Английская озвучка] - Duration: 3:36.

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Why Fallout Isn't Fallout - 20th Anniversary Analysis | Interplay vs. Bethesda's Fallout - Duration: 32:21.

War… War never changes. But game design does.

Fallout has a long and revered history as one of the most open, expansive and influential

computer role-playing game series ever made. Crafted by the geniuses of the now-defunct

Black Isle Studios, the first two games in the franchise sported an unusually open game

world where you are literally able to go anywhere and do anything as soon as you leave the starting

area. They were lauded for breaking the chains so many games shackled their players to, and

constantly begot exploration and exploitation. You could spend a hundred hours scouring the

wasteland conquering, helping or destroying the remnants of civilization, or you could

tactically skip all that and beat the game in about twenty minutes. The games were richly

written and expertly designed sandboxes, and you're not going to find many other role-playing

games that allow for such freedom.

But how could such beloved and innovative game franchise become a rusted husk of itself

over the years, only to be picked up by Bethesda years later? And what did we gain (or lose)

when the new developers refashioned the game in their own style? To understand these questions

and surmise their answers, we're going to need to dive deep into the history of the

series, and what's changed over time.

And hopefully by the end of this video, you will agree with me on the premise that modern-day

Fallout isn't faithful to the theme and mechanics of the original Fallout games, and

would be better off had they been.

In the late 1980's, computer RPGs were blowing up. Far from the text-based adventures of

Rogue or abstract visuals of Wizardry. Graphics were improving (but you know, still had a

way to go) and experiences were moving from the confined spaces of narrow hallways into

immersive, living and breathing worlds where hundreds of characters and creatures roam

and go about their lives. One of the earlier examples of this new type of game was Wasteland,

an innovative game Brian Fargo and his team at Interplay conceived where you roam the

post-nuke American southwest with a team of Army Rangers descendants. It was compelling

and immersive, and offered a bleak atmosphere and unique survival mechanics not found in

many games at the time.

Despite its success, interference by publisher Electronic Arts (yes, THAT Electronic Arts)

helped neuter the release of its sequel, the third planned entry was cancelled and EA wouldn't

let Interplay have the intellectual property.

Nearly ten years later, Interplay designer Tim Cain pitched a new game idea that would

eventually become Fallout. It was originally going to license the Generic Universal Role-Playing

System (also known as GURPS) for the game, which helped inform its deep RPG roots.

After much deliberation over the game's intended setting (one idea included time travel

and dinosaurs), and with the input of artist Leonard Boyarsky, the post-apocalypse was

decided upon and the game was pitched as a spiritual successor to Wasteland. The Fallout

team were media sponges and regularly pulled inspiration from books, movies and shows during

development.

Inspirations include 'The Road Warrior's' bleak wasteland apocalypse strewn with broken

people and rusted wreckage, the brutal morality and the cloistered madness of an underground

vault of 'A Boy and His Dog', the iconic retro-future robotics of Forbidden Planet,

the nuclear and crisis imagery of 'The Day After', the "last normal human versus

a harsh new world" themes of the book 'I Am Legend', the chilling black and white

stills timed to a voiceover of 'La Jetee', and the over-the-top laser guns and one-piece

suits of 'Flash Gordon'. These influences mixed like a fine cocktail and resulted in

a fantastic unique setting, and to top it all off, a heavy dose of carefully crafted

dark humor was added -- it was "Fallout" to a T.

Old Fallout games had a carefully balanced mix of harsh, threatening environments and

enemies and pitch-black humor -- some of it emergent and player-driven like shooting a

guy in the groin and having him shriek in pain about his family jewels, as well as thematic

gags, movie references and the like. The iconic Vault Boy illustrations incorporated into

the game's stat, skill and perk descriptions and throughout the manual were one of its

most brilliant encapsulations of the game's tone. The vintage cartoons depicting violent

or mature acts were charming, instructive and hilarious.

Part of Tim's inspiration for the gray morality the game professed was as a counterpoint to

games like the beloved Ultima series, where you play the unwaveringly heroic Avatar, and

can't stray from the path of good and righteousness.

Fallout was one of the earliest games to explore so many mature themes: prostitution, slavery,

murder, theft, sex, gambling, drinking, drug addiction and even child killing -- much of

which no "reputable" publisher would even consider putting in a game today. Fallout

went all the way, perhaps a little too far as European censorship demanded the game be

toned down or be denied an acceptable rating. This resulted in children being completely

removed for some international releases.

Combat in the game was turn-based, tactical but also smooth and elegant. It takes just

a few minutes to "get" the system and its quirks, but proves to be fun and engaging

many hours on. You could use each weapon in multiple ways, punching and kicking, thrusting

and throwing spears, hip-firing or making an aimed shot with the Vault-Tec Assisted

Targeting System (or V.A.T.S.). Each type of attack had different damage capability,

range, accuracy and action point (A.P.) expenditure. Each movement step cost one AP, opening up

your inventory to use items or equip another item cost a couple AP, and so you would tactically

plan your movement, reloading and attacks to maximize each round.

Glazed with realistically modeled character sprites and marinated in ultra-violence,

Fallout offered visceral deaths, fitting for the harsh world it thrust you into. Shots

from a Gauss rifle can bust open a torso, exposing a rib cage and a minigun will churn

its victim into tiny giblets. Whether getting melted into a pile of goo from a laser gun,

sliced in half, or charred to a crisp, every death feels both satisfying and appropriately

macabre.

As the plot dictated, you were a Vault Dweller sent out into the wasteland to find a replacement

part without which your entire community would perish. The vanilla game demanded you retrieve

this Water Chip within 150 in-game days or you get the Game Over screen. This was a sticking

point for me and many others as it made an already punishing game even more stressful.

Later on, even Tim Cain's team came to this conclusion and released a patch to greatly

expand the limit so players were able to explore and discover more of the world without fear

of getting into a place where the playthrough is incompletable.

Despite this though, the game was near-perfect considering its era and the technology available

at the time. It was a true open world which let you do good, evil or ambiguous actions

with consequences but without artificial limitations. Its Perk system inspired many future games,

including one of Dungeons and Dragons later features. And expertly crafted quests which

always had multiple methods of approach like fighting through it, talking your way out

or sneaking around an obstacle -- which rewarded ingenuity and granted the player a sense of

freedom that no other game does today.

"If it ain't broke, don't fix it." Such was the philosophy for Fallout's anticipated

sequel. Being iterative to a fault and not breaking much ground in many ways, it maintained

a steady hand and restraint. And with the added experience and bug fixes to the original's

engine -- arguably a better experience than the original.

In 1998's Fallout 2, you play a descendant of the original game's protagonist, living

in a village founded by them generations ago. The sequel has a lot more tribal and primitive

cultures in the setting, reflecting the changes and rolling backward society would go through

if all their electric conveniences and governments were vanquished overnight.

There is something truly horrifying when you are traversing the more dangerous parts of

the wasteland and you realize you have a lethal amount of radiation and not enough meds or

resources to cure you. Fallout effectively communicated the horrible reality that is

radiation poisoning: where you're essentially a walking corpse waiting for your timer to

run out. Something old-school Fallout fans will relate.

The "talking heads" of important non-player characters return from the original game,

and again had so much personality, art and thought put into them. These were time-consuming

and expensive to develop in the 90s, starting with hand-sculpted models which were scanned,

rigged and animated to voiced dialogue and expressions in the game. Obviously showing

its age now, the unusual look of their faces, along with the uncanny valley animation still

somehow works today. They were some of the weirdest, malformed and interesting game characters

to date -- perfect denizens of the broken world of Fallout.

The first two game's success led to Interplay ordering another game in the franchise, and

the long, arduous road toward a sequel began. First, a spinoff called Fallout Tactics came

out in 2001 to a lukewarm reception. Removing most exploration, role-playing and NPC interaction

and instead dropping you into enclosed X-COM-style missions with minimal base management, Tactics

was a combat-centric sidestep from the series roots.

Then in 2004, a console-only game called Fallout: Brotherhood of Steel was released for the

PS2 and Xbox -- now scrapping the tactical combat too for a simple twin-stick shooter

with a rock-heavy soundtrack. This was during a trend where PC RPGs were on a decline and

console spinoffs of games like EverQuest and Baldur's Gate were were developed using

popular brand recognition to attract sales.

A true sequel was on the way but delays and major changes to the game's engine, formula

and development staff took its toll on production. This project is now referred to as 'Van

Buren', and though it took heavy strokes from the first two games, it made sweeping

changes to the combat and presentation. Keeping the ¾ perspective, but now sporting a 3D

game engine with particle effects, advanced lighting and the like, Van Buren still *looked*

like a Fallout game. It did however have a realtime combat system which changed things

drastically. No longer based around turns and actions points like the original games,

Van Buren seemed to play more like BioWare's Baldur's Gate series, with fast-paced combat

broken up by occasional pauses for specific actions.

It was ambitious, no doubt taking the massive scale and freedom of 1 & 2 and thrusting it

into a 3D world with a proposed multiplayer mode and a completely revamped combat system,

Van Buren was sadly shelved after Interplay laid off its PC development team. With both

Fallout 3 and Baldur's Gate 3 cancelled, and key staff like Brian Fargo and Tim Cain

having left, a year later they struck a deal with Bethesda (of The Elder Scrolls fame)

to develop a completely new build of Fallout 3.

Being a shell of its former glory, the struggling Interplay eventually sold the rights to Fallout

to Bethesda in the end for just under 6 million dollars, with the caveat that Interplay could

develop a Fallout massively multiplayer online game within a specified time period. A clause

which Interplay did not fulfill and therefore the rights in their entirety fell to Bethesda

after years of legal conflict.

Seeing the post-apocalypse for the first time full 3D with the verticality of multi-story

buildings, hills and cliffs is pretty amazing. A seamless world with no outdoor zones was

a huge step forward, technologically. And you can tell the new creators of the franchise

took significant care into replicating the superficial features of the series like the

archetypal green interface, Vault Boy and the power armor design.

Bethesda Game Studios had been in development of their version of Fallout 3 since 2004,

two years before their next entry to their flagship Elder Scrolls series (Oblivion) launched.

The two games shared an engine, technology and tools between them, and share many of

Bethesda's mainline series features, as well as its quirks, bugs and issues. In fact

many have made the argument that Bethesda played it safe, did what they were comfortable

with and essentially built "Oblivion with guns" in 2008. Though due to inexperience

with first-person shooters, the basic gunplay handled poorly compared to any modern shooter

on the market. You got very little feedback on hits, the zoom level of aiming down sights

was trivial, and you felt like you were missing shots you shouldn't have been.

In an effort to stay loyal to the franchise and to add a difficulty valve for players

less skilled at shooting, Bethesda re-integrated the VATS targeting feature into the game.

Respectable, but it divided the game's combat into two disconnected systems. Some players

didn't like breaking up the flow of combat with incessant pauses so they ignored it.

For others though, the game's crude weapon handling led to "gaming" the system. Hiding

behind cover, waiting for Action Points to recover then peeking around to use VATS to

get a few headshots, rinse and repeat. Insufficient tactical depth of the AI probably contributed

to this problem too, as this wasn't an issue in the original turn-based games.

Item stats, skills and the perk system were redesigned to be more generous, and incidentally,

less realistic. Now even mundane equipment like baseball caps can add an entire point

to your Perception attribute. Different types of armor would "magically" increase certain

profession skills or even unarmed combat. This strayed from the functionality-driven

system of old where items would give you straightforward bonuses rather than unrealistic ones.

Perks are now granted at every level up instead of every three, and many could be taken multiple

times. This seemed rewarding, but also felt diluted from the original perk design, which

made each choice more impactful.

Fallout 3 borrowed Oblivion's universal face system, which was effective at easily

creating hundreds of NPCs and allowed player customization, but often resulted in people

who resembled burn victims, or just looked awkward with badly integrated hair.

Interplay's and Bethesda's creations feature vastly different approaches to the soundtrack

and audial atmosphere. All games would open up to a nostalgic 1950's-esque tune to introduce

you to the world before the Bomb. But the in-game soundtrack of Fallout 1 & 2 were ambient,

industrial, and at times, primal. With metallic sounds like distant screeching metal tubes,

as if hearing the final death throes of a metal-laden world.

Old Fallout had never made any inclination to nationalism, Americana or old-timey pride.

As you looked upon the remnants of the United States, all you saw was a dead nation. If

you listen closely, you might make out the crackling of what sounds like a Geiger counter,

the simmer of the radiated landscape. You can almost hear the cries of the long dead,

woven into the many layers of atmosphere and soundscapes.

Contrasted to New Fallout, you'll notice a greater emphasis on the brassy tunes of

mid-20th century music on the radio (likely influenced by the popular radio stations of

Grand Theft Auto), with ambient music featuring cinematic strings with hints of flutes and

drums, sometimes even sounding like patriotic marching tunes. It relies too heavily on real-world

instruments, and feels too familiar… too comfortable… too orchestral.

Then there's use of "oldies music" in the Fallout games. Old Fallout only played

1950's-style songs during a pre-war video or during the intro. Afterward it wouldn't

be referenced again. Humming to Bob Crosby while firing nukes at supermutants in New

Fallout was pretty funny the first time you did it, but it dilutes the game's atmosphere,

making it charming and quaint -- like a "GTA: Mad Max Edition" of sorts.

Bethesda has a track record of underperforming but underwhelming technical prowess, and Fallout

3 was no exception. The lighting system was way too ambient and lacked almost any trace

of shadow maps or proper obfuscation even at nighttime. Everything just fell into a

gray monotonous tone, only to be detailed by grainy overly-contrasted textures. The

original games weren't exactly known for cutting edge graphic fidelity, but Fallout

3 was in many ways an eyesore from an aesthetic standpoint.

Possibly to compensate for the grey color palette, a green filter was used in nearly

every area of the game. You could make the case that green is commonly associated with

poison, rot or illness -- fitting, but a little over the top.

Bethesda had been moving toward tighter and more linear stories that continually pulled

you toward your next objective. The stricter narrative and forced scenario design proved

antithetical to the very core of Fallout games, peaking in one of the more notorious mainline

quests which leads you through a fort manned by children.

The only options were to convince them through having a high Speech skill, having a particular perk, or performing the quest

they demand you to do. You are mystically stripped of any intimidation or combat capabilities

while in Little Lamplight, breaking immersion and disappointing fans of the original games

where one could threaten, kill or attack anything in the wasteland without limitation, but not

without consequence.

I can't stress enough how scenarios like this and others, where the developers take

your agency away from you and tell you what you need to accomplish -- sometimes outright

barring other areas off with invisible walls or insurmountable odds -- just acts as a rap

on the knuckles of players, rather than giving them challenging opportunities.

2010's Fallout: New Vegas is widely considered a throwback to the Old Fallout game design

philosophy, and with good reason. Many of the original Black Isle Studios developers

had gone on to work at Obsidian Entertainment, who were hired on as the developers of the

Fallout 3 spinoff game, New Vegas. As you might expect, the game has an overarching

gambling and casino theme, especially in the titular city of New Vegas, where the bright

neon lights shine and corruption and addiction could be felt in the darker street corners.

Black Isle veterans like Josh Sawyer (who worked on the Icewind Dale series) and Chris

Avellone (one of the directors of Fallout 2) were more familiar with the old-school

RPG design pillars so pervasive of the original Fallout games. Unlike the design team of Fallout

3, which was composed of later Elder Scrolls and first person action game designers.

In this unusual twist of events where original designers had to follow up a reboot of the

franchise they worked on, New Vegas is a curious beast. Utilizing the game engine and toolset

of Fallout 3 (for better or worse), the game borrowed significant worldbuilding and characters

from the cancelled Van Buren project (of which Avellone wrote much of years prior). In a

second chance to revive the "Fallout 3" that never was, New Vegas was a lot riskier

and innovative than its Bethesda-developed predecessor.

Introducing a more open world, unshackled from the overbearing scenario and mission

design of Fallout 3, and the re-introduction of Tagged skills and the Reputation system

from Fallout 1 & 2 were welcome ones. No longer tied to the omnipresent "Karma" system

where everyone magically knows your moral character before meeting you, you could now

earn brownie points or notoriety with individual factions like towns, gangs or organizations

-- adding a deeper weight of responsibility to your actions as well as blurring the line

between good and evil.

Some skills were overhauled in New Vegas, including Speech. No longer did it roll the

dice with your stats and skills as a bonus and compare it to the difficulty of the task,

Speech became a binary skill gate. If your Speech skill exceeded a predetermined number,

you succeed, else you fail. While I can see why this change was made to deter the "quicksave,

quickload, repeat-type" players. It's a controversial change that many including

myself weren't completely on-board with as it removes guesswork, unpredictability

and immersion knowing that you simple need "X of a given number" to succeed -- no

matter what.

One of the greatest offerings of New Vegas was 'Hardcore Mode', a simulationist difficulty

mode which makes hunger, thirst and sleep real factors that you had to worry about and

regularly maintain. Recovery items would work slowly rather than instantly, radiation was

a bigger threat as you would rid of it slower and you would get much more of an intake from

dirty water, as well as the risk of permanent companion death rather than them simply getting

knocked out. Hardcore Mode was a legitimate step forward for those wanting a gritty post-apocalypse

simulator.

Unfortunately, a combination of Bethesda's infamously buggy engine, toolkit, and a team

less experienced with them, New Vegas had many technical issues, as well as a frankly

glum aesthetic. Replacing Fallout 3's constant green color filter with a brown one, the game

apparently aims to steal the "Brownest Game Ever" crown from the likes of Red Faction:

Guerrilla and Resistance 3 -- perhaps as a rebuttal of the endless green-tinted grays

of Fallout 3. The notorious bugs and quest issues that surround pretty much any game

Bethesda is associated with still plague this game too. Sometimes non-player characters

will do odd or random things, get caught between quest triggers, or badmouth another character

as if they aren't in the room while they are actually two feet from them. Funny, for

sure. Immersion-breaking? Absolutely.

Another bugbear I have with the game is its heavy sense of "Wild West" in every aspect,

which though a unique twist to the franchise, gives each area and encounter a milder and

almost nostalgic Western tone, rather than the harsh reality that is Fallout. It definitely

adds some color to many places, but the continual barrage of southern accents, cowboy hats and

six-shooters got under my skin a bit after a while. Yes, Vegas is in the American Southwest,

but I didn't need that fact pushed down my throat at every opportunity.

Even if the game had a weak introduction and the mainline quest wasn't particularly compelling

either -- All in all, despite some rough edges and arguably weak narrative and setting details,

mechanically speaking, New Vegas is the marriage between Bethesda's 3D reboot and its old-school

roots. Role-playing and player agency was re-emphasized through more intricate scenario

and quest design, your actions were felt much more strongly throughout the wasteland due

to the Reputation system, and the game world threw the doors wide open to you -- a grand

first step toward the glory days of the original games.

A half decade after New Vegas's release we finally got a follow-up, this time from

Bethesda again. Fallout 4 hones in on storyline, shooting mechanics and adds base-building

and expanded crafting to the mix.

Bethesda attempts another personal story, but instead of the "following in your father's

footsteps" plot of Fallout 3, this game puts you in the shoes of a pre-war civilian

who is ushered to a vault right before the bombs hit. You lose your house, spouse and

the world as you know it within the first few minutes of the game, and the narrative

pushes you on to find your stolen baby as the main quest.

But The Last of Us this is not. The plot setup is so sudden and forced, you don't build

a connection to or care about any of it, and you'll easily get distracted by everything

else in the game world and lose sight of what is supposed to be your character's only

connection to their past self and identity. Though an interesting angle to take and I

applaud its creativity during the character creation sequence, this intro is ultimately

weak in my book because (A.) it fails to emotionally invest you in the story and paints your adventure

into a corner, and (B.) the nuclear war is over in an instant through cinematic time

lapsing -- trivializing the catalyst for the entire series' setting.

Tinkering with guns, armor and building settlements are easily the biggest innovations it brought

to the table. This was clearly influenced by the popular trend of survival, exploration

and crafting games like the multi-billion dollar franchise Minecraft. And honestly,

it's probably the most fun to be had in the game, but it can lead to lollygagging

around for in-game months, rather than what should be the pertinent mission or danger

at hand.

All games have this problem of the player's actions being inconsistent with the situation

the game presents, and has been coined "ludo-narrative dissonance" by analysts in the past. But

whereas Fallout 1's imposing time limit was off-putting to casual players, Fallout

4's complete indifference to sidesteps off of your main mission is laughable at times.

Though commendable work went into revamping Fallout 4's out-of-VATS combat in this game,

with slicker shooting mechanics developed with the help of former Bungie staff, character

progression was stripped down even further, revealing a system streamlined like their

previous game, Skyrim. It was busier to look at and basically built your character around

perks entirely, further simplifying the game into a first-person shooter with RPG elements,

rather than the other way around.

A perfect example of this simplistic design philosophy Bethesda is enamored with can be

found in the revamped Radiation system. Compared to the creeping threat of rads in the earlier

games, where you only get text hints of the radioactive nature of each area. Radiation

poisoning was an insidious and creeping death, just as it is in real life, sometimes living

with few symptoms for days without realizing you had a lethal dose.

As well as the big number popups every couple of seconds in radiated areas as introduced

in the last two games, Fallout 4 removes radiation as a meter entirely, instead making rad poisoning

simply a minus to your maximum hitpoints. This not only strips any semblance of realism

of rad poisoning but is immediately applied and metered.

A weak conviction to the setting plagued this game. Buildings stand strong with mostly-intact

paint, museums are barely scathed, food is intact and edible tucked in nooks and crannies,

most NPC's clothes are in good condition with little wear and tear, barbecues aren't

rusted out and lawn furniture are mostly unscathed from lifetimes of oxidization, guns and ammo

in sewers and other nonsensical places, you get the idea. Compare Fallout 4's world

with present-day Detroit and honestly it doesn't look all that bad...

And we're expected to believe in this world two whole centuries after a rain of atom bombs?

I don't think so.

The addition of a fully-voiced protagonist led to simplifying dialogue trees and narrowing

the variety of choices you had during conversation, leading to the game having "Mass Effect"

morality -- where you really only have good-spirited dialogue interactions, with only a couple

edgier or snarky responses as alternates -- a stark contrast to previous games which allowed

controversial or heinous acts and dialogue options.

This led to a tremendous backlash from hardcore enthusiasts interested in the role-playing aspects of the series.

Bethesda also ignored many of the advancements of New Vegas, namely the Reputation and Faction

systems. Instead, you are given fewer main factions, including the Minutemen, an on-the-nose

reference to colonial American militia. The problem with this particular faction and the

new settlement system led to the player building, customizing and maintaining various settlements

and their inhabitants, becoming sort of a post-apocalyptic superintendent who must babysit

the colonies of the wasteland -- a far cry from the "lone wanderer" role you played

in the original games.

I believe the Old Fallout setting succeeded through its equilibrium -- a delicate balance

of post-nuclear horror, retro-futuristic nostalgia and dark humor. The designers at Bethesda

took the inspired source material and translated many of its iconic setting elements to the

new games like Nuka Cola, Vault Boy, and many of the gun and armor designs, but they did

so literally and mechanically, missing the heart and soul of the originals.

In other words, New Fallout's setting contains more or less the same components, but mixed

in different quantities. And if you'd ask a bartender about mixing drinks, they'd

probably tell you that mixing the same ingredients in numerous ways will come out with wildly

different results.

The world of Fallout is broken. The nuclear apocalypse was a reset button for humanity

-- which has regressed back to its primal nature. Civilization has become savage, tribalistic,

and brutal.

The original team at Interplay and Black Isle Studios understood that concept and let it

pervade throughout the Fallout setting. Little of this was communicated through the Bethesda

games. They were cleaner, orderly, and they were too busy trying to tell their story to

allow you the freedom to tell your own.

Old Fallout showcased a world whose ethos was shattered by the nuclear bomb. New Fallout

let you build a gun that fired nuclear bombs.

Old Fallout's world was persistent, and challenged and threatened you but ultimately

bent to your will with enough skill and effort...

New Fallout's world revolved around you -- welcomed, guided and worked to bend you

to its will, like you were just a passenger on a tour they had planned out for you…

None of these entries are bad games, and there are aspects to love about each of them, but

it's clear to me that the series has shifted gears, and in some ways for the worse. The

future of Fallout looks more like a first-person shooter/explorer, rather than a tactical survival

RPG.

We can hope someone picks up the mantle and leads us to the greatness that was Fallout

in its prime once again. I'd rather not let the series wither away as a husk of its

former glory, and instead give us another journey, one which explores the landscape

and ethics of a post-nuclear world once again.

I hope you found this video informational. What are your thoughts on the way Fallout

has changed over the years? Are you an old-school purist who shakes their head at Fallout 4's

missteps, or do you like the changes Bethesda has made over the years? Or perhaps you're

itching for Obsidian to return with a follow-up to New Vegas? Let's discuss in the comments.

I want to show my deep appreciation to my Patreon supporters, please check out my Patreon

and consider sponsoring future videos from this channel.

Leave a like and share this to help get this message out there to other gamers. And thank

you for watching!

For more infomation >> Why Fallout Isn't Fallout - 20th Anniversary Analysis | Interplay vs. Bethesda's Fallout - Duration: 32:21.

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Summer in London Things to do and July Events - Duration: 26:13.

For more infomation >> Summer in London Things to do and July Events - Duration: 26:13.

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【マリカー8DX】9500~ - Duration: 2:36:30.

For more infomation >> 【マリカー8DX】9500~ - Duration: 2:36:30.

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SkullStore: Buy a human skull at one of Canada's biggest oddity shops - Duration: 2:41.

This is the Prehistoria Natural History Centre,

the only free education centre in Toronto centered around conservation and natural history,

and we're also Skull Store, the biggest oddity shop in Canada.

One of the more – one could say – quirky products we sell are human skulls and bones

The skulls range anywhere from about $650 to about $1200 for a medical specimen.

And then you get into the really weird stuff.

We sell shrunken human heads from the Achuar tribe in Ecuador,

we sell decorated skulls of monks that were traded off, and cannibal trophies from the depths of the jungles.

Things like that can range anywhere from about $1500 to $2500.

If someone offered me a skull with some grass growing out of it, I would be very, very concerned I won't lie."

You are not going to be supporting the illicit markets, smugglers, traffickers or anything like that when you buy any of our artifacts or our animal parts.

The heads in our shop are not the only heads with a price on them.

So this poacher sent us a parcel on good faith assuming we would pay for it.

Instead of course we turned these poached and endangered animals over to wildlife control.

And now I have a travel advisory not to go to Cameroon because he's very willing to collect my skull as well.

For more infomation >> SkullStore: Buy a human skull at one of Canada's biggest oddity shops - Duration: 2:41.

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1 Dead In Braintree Crash - Duration: 0:31.

For more infomation >> 1 Dead In Braintree Crash - Duration: 0:31.

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Build Triathlon Bike Strength - Duration: 9:29.

- [Taren] How to become a stronger cyclist.

It all has to do around building

literally physical strength.

(upbeat music)

I'm always nervous to say that.

Whoa, whoa, whoa, trainiacs.

Trainiacs, trainiacs, trainiacs. (panting)

Whoa.

(panting)

Whoa. Mmmm.

Okay. That was a brick workout,

and a hell of a brick workout at that.

Be with you in one minute.

I'll give you an unsuccessful connection, Garmin.

Alright. Brick workout, 85K of biking

in two hours and 40 minutes.

Two hours and 30 minutes of moving time.

I had 10 minutes at the start

where I was having trouble with the new bike.

Just dialing it in, and then a 6K run in 26:20.

Miles, that is about a 53 mile ride and

a 3.8 mile run and it's the middle of the afternoon,

so it's just soupy humid.

- Okay, I'm back. Onto how to become a stronger cyclist.

First, a giant smoothie and a shower.

(upbeat music)

Alright, 1,000 calories and a shower later,

and I'm just about back trainiacs.

So, getting stronger on the bike.

I don't mean to brag or nothin',

but power numbers are pretty high right now.

That said, how do you go about building bike strength?

Number one, time in the saddle.

I've said it many times before,

but the really nice thing about biking

is that it's not like swimming,

where it's all about technique.

It's not like running,

where a lot of it has to do with fitness and biomechanics.

Literally, it's like a perfect one-to-one correlation,

that time in the saddle makes you stronger on the bike.

Straight up.

And it's not even just like time in a time trial saddle,

it can be commuting. I find commuting helps.

The road biking that I do for an hour and a half

on Tuesday and Thursday that is like crazy intense,

while it's not triathlon-specific,

that makes me a better rider.

Then just the one, purposeful, long endurance bike

in the arrow bars on the weekend,

starts forming that strength in the TT position,

time trial.

Okay, now the second, third, fourth thing,

yada, yada, yada that you can do,

it all has to around building literally physical strength.

So, the number two thing that I had in my mind

was the single leg peddling drills that Pat got me to do.

The peddle stroke is ideally a perfect circle.

You're pulling up just as much as you're pushing down,

that's really efficient.

But typically, people don't tend to pull up,

they don't tend to pull back,

and the only way to overcome that is to engrain

in your muscle memory what a perfect pedal stroke is.

Often, doing single leg peddling drills,

where you unclip one shoe,

put it on, say the back seat stay,

and peddle with the other leg,

it gets that motion of a perfect peddle stroke

in your brain.

The next thing you can do is really high gear work.

Typically you want to be cycling at around 90 to 95

revolutions per minute,

knock that down for a while to like 50, 60, 70 revolutions

per minute.

That's going to be really hard to push over,

but it's going to be working on bike-specific strength work

because you're pushing so much more power.

The third strength thing, fourth idea,

is high cadence.

Doing really high cadence,

teaching your legs how to spin really fast.

And we're talking a cadence of 110 and higher.

Doing that is the exact opposite of that low gear work,

but it gives your legs a deep amount of fitness,

where you can do low gear work,

you can do high gear work,

you can do steady gear work in that 90 to 95.

You've got basically a really broad spectrum of fitness.

Really deep fitness,

so you're not just working one muscle group,

one cardiovascular or anaerobic muscle system,

fast twitch, slow twitch,

you're going to work everything,

and it's going to make you a more well-rounded cyclist

which means you're a stronger cyclist.

Now the fifth overall thing that you can do,

fourth thing about strength,

is doing eccentric, no, concentric, no de-centric,

I can't remember what it is.

If you're doing strength work in the gym,

let's say that you're doing a dead lift

and dead lifts have been studied a lot

for endurance athletes: runners, cyclists specifically,

you want to be doing the up portion

with really, really heavy weights and a long period of rest

and low reps.

And you might even consider not even letting the weight down

with your body, but just dropping it.

What studies have shown is that the up builds power,

but the down is what builds mass.

You don't want to be building mass,

you want more power with the same weight

because then your power to weight ratio is a lot better.

You're able to put out more power,

but you're pushing the same amount of weight.

With all this said,

all your strength workout has to be a long way away

from race season.

By the time race season comes around

you want to be doing work,

like what I'm doing right now

where you're doing work in and around race pace,

maybe slightly over race pace,

maybe getting up to your FTP,

like your max threshold effort,

but only for about five, 10 minutes.

You want to be getting everything in

to building that locomotive train

in and around your race pace,

because it just takes too much out of your body

to be getting ready for race pace

while at the same time building your strength up.

If you look at Coach Pat's training plans

at TriathlonTaren.com/Coaching,

you'll see that there is a little bit of strength work,

but it's way at the beginning of the plan.

There you go, there you go, no, that's it.

My mouth is all mumbly from that long workout.

Check it out.

(upbeat music)

Now I've got to go and tell Coach Pat how that workout went

and I'm not sure if I want to write down

what I want to write down.

So I've shown you this a few times,

this is Coach Pat's training plan for me

and what we do is, it's not just

"Here's a training plan, sucka, go try and do it."

Every single day, I put in my levels of motivation,

today, really high. My levels of recovery, meh.

My levels of sleep, awesome.

My workout, hard, really hard. Thanks Pat.

And then the last thing that I do is

if there are comments on a workout that I have in my brain

that I want to talk about with Pat,

I put them in here and then we go back and forth

and this is how we tailor the training plan week by week,

month by month,

because he's watching my levels of motivation

and how I'm receiving the workouts.

Here's what I'm writing down

that I think is the right thing to do

but it's the scary thing to do.

(typing) Power numbers are feeling pretty easy.

Always nervous to say that.

(typing) Holding the old race pace from previous FTP tests.

Results in a very easy-feeling pace,

and flirting around the previous FTP number

also feels easy.

Here's what I might come to regret.

(typing) Should we do another FTP test to see where I'm at?

FTP tests are awful, they're just awful.

And then, some time later today or tomorrow

Pat will read that and he'll think,

"Well, you know, maybe we should just punish Taren

for 20 minutes later this week."

(fingers tapping)

I might live to regret this later though.

There we go trainiacs, that's it.

I think it's a dinner with friends kind of night.

Mm-hmm, yeah, we're going to go.

For more infomation >> Build Triathlon Bike Strength - Duration: 9:29.

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Top 5 Essential Home Remedies to Prevent Hair Fall or To Control Hair Loss At Home - Duration: 7:49.

Top 5 Essential Home Remedies to Prevent Hair Fall or To Control Hair Loss At Home

Hair fall is a common problem in both men and women.

Long, lustrous and thick hairs are the dream of everyone.

Each hair strands has a life cycle with different stages in it.

But sometimes your hair growth slows down due to hormonal imbalances, excessive stress

and improper diet.

Your hair will defines your how healthy your mind body are.

There are many more factors which can contribute in the hair fall.

The best way to maintain the health of your hairs is by using the natural remedies which

will provide the nourishment to your hairs also.

Below is mentioned the cause, symptoms and natural treatment for hair loss.

Cause of hair fall

Hormonal imbalance Anxiety

Stress Anemia

Weakness Hereditary factor

Lack of proper nutrition Prolonged illness

Deficiency of vitamin B6 and folic acid Excessive smoking

Untidy scalp

Symptoms of hair fall

Full body Hair loss Thinning of hair

Circular or patchy bald spots

Natural Home Remedies for Hair Fall

Hair loss is very common due to the use of the harsh chemicals or shampoo on your hairs.

Harsh chemicals damage the hair follicles and cause hair fall.

Home remedies are the best way to get rid of hair fall because they are made of the

natural ingredients which will provide nourishment to your hairs and give strength to your hairs.

Here is a list of the home remedies for the hair fall or hair loss.

Number 1.

Onion and Garlic to Stop Hair Fall

Onion and garlic both treat the hair loss due to the presence of the sculpture in it

which gives strength to your hairs.

They also improve blood circulation the hair follicles and reduce the inflammation.

The antibacterial properties present in them also kills germs and parasites and treat scalp

infections that can cause hair loss or hair fall.

How to Use It

Chop Onion and garlic finely and extract out the juice.

Massage scalp with this juice and wash off with mild shampoo.

You can use this remedy twice in a week.

Number 2.

Egg to Stop Hair Fall

Egg contains selenium, zinc, iodine, protein and sculpture which help in the promotion

of the hair growth.

Eggs also provide nourishment to your hair which prevents hair loss.

It gives strength to your hair and promotes long, thick and shiny hairs.

Egg helps in the stimulation of the new cell growth for the hairs.

How to Use It

Mix Egg yolk with honey and olive oil in a bowl.

Apply this mixture on the scalp and hairs and keep it there for about 15 minutes.

Wash your hairs with mild shampoo.

Repeat the process twice in a week.

Number 3.

Fenugreek Seeds to Stop Hair Fall

Fenugreek seeds are the effective way to treat the hair fall or hair loss.

It enhances the re growth of the hair follicles.

Fenugreek seeds also contain protein and nicotinic acid that stimulate hair growth.

How to Use It

Soak fenugreek seeds in the water for whole night.

Grind the fenugreek seed and add water to make a paste.

Apply this paste to the scalp and hairs for about 30 minutes and then wash your hairs

with mild shampoo.

Repeat the process once in a week for getting rid of the hair loss or hair fall.

Number 4.

Aloe Vera to Stop Hair Fall

Aloe Vera contains an enzyme which promotes the growth of the hair follicles.

It will also maintain the pH level of the scalp.

Regular use of the aloe Vera on the scalp and hairs also relieve from redness, itching,

inflammation and add luster to hairs.

They will also remove dandruff from your scalp.

How to Use It

Extract the gel from the aloe Vera leaf.

Apply this gel on your hairs and scalp and keep it there for about 30 minutes and then

wash it with mild shampoo.

You can repeat the process thrice times in a day.

Another option is to extract the juice from the aloe Vera and apply on your hairs and

scalp.

Let it be there for about 40 minutes and then wash it with mild shampoo.

Number 5.

Gooseberry to Stop Hair Fall

Due to the deficiency of the vitamin C hair loss occurs, Gooseberry is rich in vitamin

C, which encourages the growth of the hair follicles in your scalp.

It is also rich in anti-inflammatory, antibacterial, antioxidant and exfoliating properties which

maintain the healthy scalp and promotes hair growth.

How to Use It

Boil some Gooseberry in a coconut oil till oil turns black.

Massage the scalp with this oil.

Another option is Extract the Gooseberry juice and mix it with lemon juice.

Apply this solution on the scalp and hairs for about 30 minutes and then wash your hairs

with mild shampoo.

You can repeat the process twice in a week.

Proper nutrition, physical activity and take care of hair may reduce the hair loss.

By natural treatment hair loss can be controlled.

Home remedies are the best way to get rid of the hair fall or hair loss.

Home remedies also provide nourishment to your hairs and skin without any type of the

side effects.

Many products are available in the market claiming that they can reduce your hair fall

but they have side effects too.

This is the best positive tract to get relief from hair fall.

Thanks for Watching Subscribe to more latest Natural beauty Tips

For more infomation >> Top 5 Essential Home Remedies to Prevent Hair Fall or To Control Hair Loss At Home - Duration: 7:49.

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English for Spanish Speakers 40 - 'My son, he is 15' or 'My son is 15'? (with subtitles) - Duration: 2:51.

Hi again everyone, and welcome back to

'One English Tip in One Minute for

Spanish Speakers' where each week I

discuss, in detail, one common English

mistake made by those who speak Spanish

as a mother tongue...and this is the 40th

video, so video number 40.

Again, I completely appreciate the

fact that you are working to improve

your English... or that you speak English

in the first place. It truly is an

impressive thing to speak two languages.

In these videos I show you a slide,

and on the slide there are two sentences:

One is the correct way that I as a

native English speaker would say it, the

other is the wrong way that -- maybe you,

maybe not -- as a native Spanish speaker

would say it. You need to decide which

one is correct. Please do that now.

Read the sentences, listen to me read the

sentences, pause the video if you have to,

think about your answer and I will

discuss the answer in the slide that

follows this slide.

If you got this wrong -- or you just

happened to guess right without really

knowing why -- then you are not alone. In

fact, you are probably in the majority, I

don't really know. But what it means is

that you have to start studying to get

past this mistake. It doesn't take

that much. To start you off on that

path I've given you three sentences to

study from. Memorize the sentences as

a whole, review them -- really drill them

into your brain -- and put into practice

what you've learned through speaking or

writing or both. Just repeat the

cycle until you get it and, again, use the

many, many resources -- including mine --that

are out there to help you with this.

Okay, just a few final things. First, if

you liked the video, I hope you will click

on the thumbs up below. Second, I hope you

will consider subscribing to my channel

as these videos come out every week like

clockwork. Third, I have a course -- an

online course -- called '50 Common English

Mistakes'. If you follow the link in

the description box below, you will get

half off the course...so it will cost the

equivalent of 10 euros. Next, I have a

website that I'm continuously developing,

so I hope you will pay that a visit.

I also have a Twitter feed which is

@epicenglishtips so I hope you will

follow me on Twitter. Finally, if

there's anything that you want me to

discuss -- any problems or questions that

you have -- please write them in the

comments below and I will do my best to

address them. Ok, that's it. Thanks for

watching. See you next time

For more infomation >> English for Spanish Speakers 40 - 'My son, he is 15' or 'My son is 15'? (with subtitles) - Duration: 2:51.

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O Idiota do meu vizinho #1 - Duration: 1:24.

Bonnie Chan presents

The idiot of my neighbor

daughter!!!

Hurry up!!!

Or will miss the flight

I finally completed my 16 years

And today I will move....

To Paris

To live with my father.

Arriving at Paris airport

Where is he?

I surprised you so much with a hug?

*Thought* This voice...

Dad????

Myself, who else would it be?

My God!!! How you have changed!

It is true....

Well ... let's go?

Let's go!!

To be continued??

subscribe my channel Leave a Reply Share Of a like To continue!

That way I'll know what they want!

For more infomation >> O Idiota do meu vizinho #1 - Duration: 1:24.

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Izzy & Roger - Numa Banda - Duration: 3:40.

For more infomation >> Izzy & Roger - Numa Banda - Duration: 3:40.

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Space Shuttle guidance algorithm in Kerbal Space Program - Duration: 12:54.

Have you ever wondered, how do real-world rocket vehicles get to orbit

with such an accuracy, that they meet and dock with a space station

traveling at almost eight kilometers per second?

The short answer is: through some very ingenious algorithms

in their onboard computers. For the long answer:

my name is Przemek, and this is Space Shuttle guidance

done in Kerbal Space Program.

So let's say we want to deliver some supplies to the International Space Station

Now, you've flown those missions before in Kerbal Space Program,

and you know it's not so very hard to rendezvous,

once we're in a good orbit.

But if your initial orbit is inclined to your target,

things get pretty complicated.

So the most difficult and important part of such launch

is the ascent to parking orbit.

And I have created an ascent autopilot that does exactly that.

It was programmed in kOS

(one of the best mods out there,

so do look it up if you don't know it already)

and it uses the Space Shuttle's algorithm for orbital guidance.

My implementation is flexible enough

that we can run other vehicles too, so

to demonstrate, I'll use the Atlas V

from Real Scale Boosters mod.

Now, using my autopilot, flying such missions is as easy as

select target

and run PEGAS.

And the first thing that happens is calculation of the launch window.

In fact, it's just a rough estimate,

because in reality it's very difficult to calculate it precisely,

but we'll make do with that.

Fortunately the whole system is fairly insensitive to that

and being off by a minute or two shouldn't be a big issue.

From this point, our vehicle is in complete control of PEGAS

which handles staging and attitude.

So, we have the final countdown

there should be the RD-180 ignition

and now the AJ-60s and liftoff!

Now, there are usually two phases of ascent to orbit:

and the first one, we're in now - atmospheric ascent.

And the idea here is not so much about precision

of what we're doing, as is about safety.

We just want to get outside the atmosphere in one piece

instead of breaking up due to high dynamic loads.

So the logic we're following

is taken pretty much straight from ferram's Realism Overhaul tutorial,

so basically pitch over by some known angle

and hold attitude prograde at zero angle of attack.

And once we've gained enough altitude that air density is no longer an issue,

then we will switch to orbital ascent using the Space Shuttle algorithm.

If you ever heard the word PEG

or Powered Explicit Guidance, then this is exactly it,

this is one way of referring to it.

Now, the thing about most orbital guidance algorithms,

Shuttle's included, is that they do not take atmosphere into account at all.

Although take that with a grain of salt,

as I don't know about the most modern algorithms.

This is because maths behind aerodynamics

are very complex and back then it couldn't be quickly

and reliably solved mid-flight. So,

because in that phase the only thing that matters

is precision and fuel efficiency,

we're better off waiting till we're above the air,

so we can neglect its effects.

And right about now the SRBs should be flaming out

and we're going to jettison them a little later.

This is actually what the real Atlas does,

it carries them for a few seconds,

as it might be unsafe to separate

if we're too low and the air is too dense, so

we carry them for a little bit.

And now the automatic guidance will engage and

take control of attitude.

But why the Space Shuttle and why the Shuttle's guidance algorithm

and what's so special about it?

Well, to understand that

we need to go back in time to late 1960s

when the Shuttle doesn't exist yet -

not beyond drawing boards, proposals and requirements.

And two of those requirements are of

particular interest to us right now.

The first one was the ability of the newly designed vehicle

to allow construction and servicing

of a low orbit space station,

which will be later known as

the International Space Station.

The other was the ability to retrieve satellites from orbit

and not just deliver them.

Both those objectives have one thing in common:

they share a mission profile of an orbital rendezvous.

This isn't to say that rendezvous was something new,

as the concept was demonstrated in the Gemini program before

and used extensively in Apollo.

Just never before has this kind of

mission profile been a routine one.

So for this reason, among others,

the Shuttle needed an entirely new guidance algorithm.

And indeed, in the early 70s

the Unified Powered Flight Guidance was designed

by the Draper laboratory.

It was called "unified" because it was a single program

to handle many kinds of flight modes:

ascent, abort through orbital maneuvers, up to deorbit burn.

Out of those I only implement the

standard ascent mode in my autopilot,

and I will describe it in a bit more detail in a moment,

because now we're approaching a burn mode change.

Previously the engine was set at full throttle,

but if we continued on like that,

we'd soon reach acceleration in excess of 8 Gs -

which isn't good for the payload at all.

So we're going to throttle down gradually

to limit acceleration at about 4.5 Gs.

The Shuttle itself had a 3 G limit in place

to protect the crew.

And another set of pre-timed events occurs now:

we first jettison the payload fairing

and now the Centaur Fairing Load Reactor.

And now we have engine cutoff

and a separation sequence,

which is controlled by PEGAS, and fully customizable.

First the Common Core Booster separates,

then ullage motors activate on the Centaur,

and there's the ignition,

and UPFG soon after takes control of the attitude again.

So let's see how we're doing. The orbit looks pretty good

and the algorithm reports time to go of about 400 seconds

which will be just about enough time to

explain the basic principle behind UPFG.

But before we focus on "how" let's answer

"what" it really does - the very idea of rocket guidance.

As a general principle, we want to steer a known vehicle

which has a known current state

into some target state

which in the ascent mode happens to be some kind of orbit.

Now, this orbit is most likely described with a set of orbital elements

such as semi-major axis and eccentricity

or apoapse and periapse if you prefer,

and inclination and longitude of ascending node.

It's very uncomfortable however -

if you've ever tried changing just your apoapse

you know it's impossible unless you're currently at periapse.

Similar thing with inclination in LAN -

it's hard to change one without the other,

which isn't good for guidance at all.

Ideally, we'd like to work with some mathematically sane coordinate system, like

Cartesian XYZ system.

In XYZ it's fairly easy to describe our current state,

but it's not the same with a target orbit.

After all, orbit is not a single point but a whole ellipse of them,

so such description is not really possible.

However if we were given some XYZ position and velocity,

we could easily verify whether it is a good orbit or not -

simply by checking altitude velocity angle and the like.

And it turns out, this is enough to do very precise guidance.

One remaining thing is the vehicle -

after all, we need to know exactly what are we steering.

In general, there will be plenty of parameters we could write down about it,

but from the point of view of rocket motion,

it all boils down to just four:

dry mass of the vehicle,

mass of the propellant it has in the tanks

and parameters of its engines:

combined thrust and specific impulse.

So basically, how much does it weigh,

how hard can it push itself and how efficiently can it do that.

And if we have a multi-stage vehicle,

there will be those four numbers per each stage -

which in turn isn't so very comfortable to

plug into any mathematical equation.

So the clever guys from guidance

came up with something called thrust integrals.

I will not give a detailed explanation of them here,

as this would be unnecessarily boring,

just outline the greatest advantage they give us.

The thrust integrals allow us to coalesce

the vehicle description into one set of numbers,

irregardless of the number of stages.

So, thanks to that,

the capability to guide multistage vehicles

is kind of built into the algorithm itself.

Even though the Shuttle did not really make full use of that,

for the major part it was a single stage vehicle,

the OMS thrusters were used only to circularize.

And it just so happens that I've explained the

first important part of UPFG:

calculation of the thrust integrals.

So let's recap what have we found out so far.

We know what vehicle we're steering,

we know where we are

we don't know where we want to be.

But we have a way of figuring out

whether our destination - if we had one - is a good one.

The fact that we essentially don't know where we're going

might seem like a bit of a problem, but

let's assume for now that we somehow guessed the exact destination.

We have some XYZ position and velocity vector.

From that we could calculate the distance we need to cover

and the velocity we need to gain.

This is exactly this velocity-to-go,

the v-go marker that you see in PEGAS interface.

It can be thought of as

maneuver delta-v which you're used to.

Knowing our vehicle, we can also calculate

how long will it take to gain that velocity,

and this is the time to go - the t-go - marker.

Now, there is a technique, known for years prior to the Shuttle,

that allows directly calculating pitch and yaw angles,

given the current and target states.

This is called Linear Tangent Guidance,

and it's the main reason we needed those trust integrals to begin with.

It only has one catch:

since general solution for gravity and thrust

is mathematically difficult,

just like aerodynamics,

the LTG assumes the Earth is flat,

and the gravity vector never changes.

Which is obviously wrong,

so our result will be wrong because in reality,

the spherical Earth's gravity will pull us down differently.

So the guys who designed UPFG

came up with a neat way to correct that.

They designed a function to predict the future state of a vehicle

in free motion under just gravity,

called Conic State Extrapolation, and then

figured out a way to incorporate thrust into it.

This way, they ended up with a decent future state predictor,

using which we can:

first calculate a rough guidance using Linear Tangent,

then use Conic State Extrapolation

to find out what the gravity vector really would be like,

and save that knowledge for the next run.

Plug it back into the LTG,

gradually increasing the accuracy of its results.

But in fact, the initial inaccuracy

might not be only due to bad gravity handling.

We simply might have guessed our target wrong -

would be good to correct for that too.

And the way UPFG approaches that

is not by slowly correcting our initial guess.

Instead it finds an entirely new target position,

that is nearest to the predicted one,

and discards our guess at all in the process.

And with this new target, the whole algorithm runs again.

So, to sum up: we start by guessing some destination,

we calculate pitch and yaw angles

to get there using Linear Tangent,

we use Conic State to correct for the gravity,

and we verify our guess in the target by picking a new one.

And then we run the algorithm again

with that new value.

And if we repeat this process several times,

the error will get smaller and smaller as we go,

and at some point it will become so little,

that we might safely say that a true solution has been found -

one that has no errors anymore.

And when that happens,

we say that the algorithm has converged.

From then on we can follow its guidance.

So there you have it,

I hope I have at least outlined the

Space Shuttle guidance algorithm.

Of course, I didn't go into much detail

as this would be very complex and

definitely not just for a 10 minute video.

But if you want to know more,

do check the description for this one.

I've written a much more thorough explanation

of the algorithm on my github pages.

So if you're interested in the all intricacies

and bells and whistles of UPFG,

then please do check it out.

And right about now we're getting to the

the main engine cutoff,

which should be in a few seconds.

And there we have it.

PEGAS says mission successful

so let's take a look at the parameters:

inclination and longitude of ascending node look perfect,

angle between orbits: 0 degrees.

Apoapse and periapse might look a little bit off,

but I think, not sure, but I think they are within

actual accuracy limits of the

Atlas V vehicle.

But let's see how difficult would it be

to plan a transfer maneuver from this parking orbit,

if we wanted to rendezvous with the Space Station.

So if we just raise our apoapse

till we get a little intersect...

just like that...

and now if we do that a little later,

a few orbits later, then we should probably be

getting close.

Let's check that out.

We should get a pretty reasonable intersect.

Oh, there we have it -

200 meters.

200 meters intersect

by a maneuver I planned within what,

10 seconds?

Well, that's it,

I hope you've enjoyed watching it,

if you want to test PEGAS yourself,

the links are in the description so you can download it right away.

Tutorials are included so you can try it yourself

with hopefully little pain.

Once again, thanks for watching

my name is Przemek and that was

Space Shuttle guidance algorithm

done in Kerbal Space Program.

Fly accurately!

For more infomation >> Space Shuttle guidance algorithm in Kerbal Space Program - Duration: 12:54.

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Violet & Rose | Real Talk - Duration: 11:09.

For more infomation >> Violet & Rose | Real Talk - Duration: 11:09.

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[Eng Sub] Colourpop - Blow Me Away & Phase 1 Lip Bundle Swatches 开箱试色 - Duration: 9:12.

Hello everyone, I'm Ridley

Here's another new video for today

So, what am I going to share today?

Actually I want to share this product since long time ago

But I kept procrastinating...

I feel bad about it

So the product that i want to share is...

Here it is

This is it

It's all the way from...

From USA all the way to me

Actually I got this during end of May to June

I really want to share with all of you

But I couldn't find the chance to do so

I have so many things wanna share in video

So it's a bit late for this time

These two are from Colourpop

What I have here is

The Blow Me Away pressed powder palette

And what I have here is

The Phase One Lip Bundle

I was so excited when I got this

Because both of these are their best seller

And for this, other than Phase One

There's also Phase Two and Phase Three

If I remember correctly

But after comparing among all these three

I think I prefer this collection

And for this press powder palette

It really sells well

A lot of people said that the color is very nice

That's why I bought it

And there's Free Delivery during that time

Yes, it saves a lot of the delivery fee

So, I really think that it worth the price

Now, I will start to swatch all the colors for all of you

Yes, this is a swatch video

Actually I wanna swatch the color for you to see

Whether the color is pigmented?

Whether the color is visible?

If you haven't purchase it

This video will show you on how the products work

Let's start

Let's start with this Blow Me Away press powder palette

Orange packaging, very nice

After took it out, the packaging is white color

Let me show you the colors

Isn't it pretty?

It's pretty right?

These are the four colors

And these four colors are

First color is Take A Break

This is a metallic color

Then the second color is Issues

This is a matte color

The third color is Centerfold

This is also a matte color

The last color is Slim Fit

It's also a matte color

Let me swatch the color for all of you

The first color, Take A Break

The texture is very creamy

Can you see it?

This is the color

This color is a bit light

It reflects the light because it's a metallic color

Not really visible by camera

Actually the color was already very visible

It's like a orange brown color

The second color is Issues

It's also a very light color

This is the second color, Issues

It's a matte color

This is the second color Issues

Next, we will try on this color, Centerfold

The color is very visible, it's very pigmented

It's also a matte color

It's more like a pink color

The last color is the one with a deeper pink color

This is Slim Fit

Let me swatch the Slim Fit color

It's more towards a red color

Very red

These are the four color in the palette

The colors is more towards a peach pink colors

It's very suitable for Spring Makeup

It also suitable for Summer Makeup

Because this kinda colors are quite trendy nowadays

Actually the colors are easy to go with

It's also suitable for everyday makeup

Provided you don't overdo your makeup

The next product that I'm going to introduce is

The Phase One Lip Bundle

There are three liquid lipstick in it

Yes, there are three

One...Two...Three

The first one is the Ultra Matte Lip

The color is The Twirl

The second one I have is the Ultra Satin Lip

The color is Likely

The third one I have is the Ultra Glossy Lip

The color is Up Do

Three of these have different texture

For example, Ultra Matte Lip is a matte lip color

And the Ultra Satin Lip is between matte and glossy

It's a very indistinct texture

And this is glossy type

This is the first color, Up Do

It's a glossy type lip color

It's also the color I have on my lip

Yes, I'm already using it

Because I really have to try out the color

It's such a waste for not using it

It's more like a pink color

It's looks more like orange by camera

But actually the color is more towards pink

Move on to the second one, Ultra Satin Lip

Yes, this is the one with indistinct texture

The color I have here is Likely

I was so surprised

Because the color is too light

It's like a lip color for people with illness

I actually wish that it's a more pinkish color

But it turns out to be this color

The second color, Likely, looks like this

Ultra Satin is not as shiny as glossy type

But it also not as matte as the matte type

It's in between of glossy and matte

The last one is the Ultra Matte Lip

I'm personally prefer matte type

The color I have is The Twirl

This is the Ultra Matte Lip

Looks like this because it 's not yet dry

If after dry up, it will not be shiny anymore

It will becomes matte

Actually this color is very pink

But, since it's a matte texture liquid lipstick

If you put on too many layers accidentally

Your lip will looks very dry

I personally think that the formula is just, so-so

After it completely dry

Like normally when you drink water

the cup will have the lipstick stain

But if you apply this and let it dries completely

When you drink water

Your lipstick will not stain on the cup

But since this color is a bit too light

So it'll have a contrast color with my inner lip

My inner lip color will be darker

And this lip color will be very light

So it will be very weird when I talk

Because you will see two colors

That's it for my review towards Colourpop

Overall, I'm satisfied

It's pigmented and durable

It's not bad

The price is quite reasonable too

So that's all for my review

Please give me a LIKE if you like my video

If you wanna watch more of my videos

Please SUBSCRIBE to my channel

Please click on the Bell button next to it

It's very important

Because after you click on the Bell

You will receive the notification for my new video

See you in my next video

Bye bye~

For more infomation >> [Eng Sub] Colourpop - Blow Me Away & Phase 1 Lip Bundle Swatches 开箱试色 - Duration: 9:12.

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5 GAME MODES THAT CHANGED HISTORY ► FIFA 06 - FIFA 18 - Duration: 10:50.

FIFA 18 Ultimate Team - FIFA 06

For more infomation >> 5 GAME MODES THAT CHANGED HISTORY ► FIFA 06 - FIFA 18 - Duration: 10:50.

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NBA free agency 2017 - Duration: 0:23.

For more infomation >> NBA free agency 2017 - Duration: 0:23.

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Beyonce veut perdre ses kilos de grossesse, Jay-Z devient son coach sportif ! - Duration: 3:03.

For more infomation >> Beyonce veut perdre ses kilos de grossesse, Jay-Z devient son coach sportif ! - Duration: 3:03.

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How to Flash the Eachine E011 with an Acro Firmware - Duration: 4:14.

I recently flashed my Eachine E011 with that alternative firmware I mentioned in my review,

the main feature of which is that it allows you to access an acro mode, and just thought

I'd interrupt the regularly scheduled programming with a short video on how I went about this.

Before we get started I want to mention that this mod do require some soldering experience

and computer know-how.

Study the links in the description to make sure you know what you're getting yourself

into beforehand, as you could easily mess up your quadcopter otherwise.

Beyond the quadcopter itself, a soldering iron and basic tools you'll also need an

ST-LINK version 2 USB programmer, which can be bought online for cheap.

With that out of the way, let's get started!

The first step is to gain access the pads on the board used to connect it to your computer.

They're located on the bottom side of the board, so remove the screws and unplug the

motors.

Be careful when unplugging the motors, I nearly tore one of the connectors off the board!

To be able to connect the programmer to the board you need to solder on some pins.

I simply cut a couple off from an unused header.

The actual soldering is a little tricky.

I found the easiest way was to apply some solder to the pad, hold the pin in place with

a pair of tweezers and reheat the solder.

I did all four pads, but you're only going to need the ones marked "GND", "DAT"

and "CLK".

As other guides will tell you, there is also an alternative set of connection points you

can use.

It's time to prepare the software side of things.

You need to install an application called ST-LINK Utility, which also provides the drivers

for the programmer.

If you intend to compile the source code yourself, you also need to install the development environment

Keil.

Both are a real hassle to download.

Of course, you also need to download the alternative firmware itself.

It's located on GitHub, which is a source code repository.

Select "Clone or download", "Download ZIP" and then extract the contents of the

archive to any location on your computer.

You're now ready to flash the firmware!

Connect your ST-LINK version 2 programmer to the board according to the illustration,

connect the programmer to your computer and finally connect the board to the battery.

If the diagram looks a little backwards it's because the pads on the board are apparently

mislabeled.

The board comes read/write protected, so the first thing you need to do is "unlock"

it, which will also erase the original factory firmware.

Don't worry though, a copy of it comes packaged with the alternative firmware distribution.

Open ST-Link Utility and connect to the board.

There will be an error message saying that it cannot read the memory, which is expected.

Select "Target", "Option Bytes", change "Read Out Protection" to "Level 0"

and click "Apply".

Close the ST-LINK Utility and unplug the battery from the board.

When it comes down to actually flashing the alternative firmware you have two options:

The simpler but less flexible one is to flash a pre-compiled firmware using the "Program"

menu item under "Target" in the ST-LINK Utility.

I didn't go this route, so can't demonstrate the process.

The slightly more advanced option is to compile the source code from scratch and upload it

to the board using the Kiel development environment.

The advantage of this is that you'll be able to customize the firmware according to

your preferences before you flash it.

If you choose the latter option, double-click the Keil project file in the "Silverware"

folder of the firmware distribution.

Keil should start and may ask you to download and update some of its components.

Once it's finished, make your changes to the configuration of the firmware (found in

the "config.h" file) and then select "Project" "Build Target" to compile the source code.

As long as you don't receive any errors or warning, connect the board to the battery

and select "Flash" then "Download".

You should see a progress bar after which – unless you're told otherwise – the

flash has completed successfully.

That's it!

Now simply put everything back together again.

If you made the pins short enough you won't have to de-solder them, which is good in case

you want to flash the quadcopter again later.

By default, your flashed E011 will start up in level mode (although this can be changed

in the source code).

To switch to acro mode, perform the gesture "left left down" with the right stick

if in mode 2.

The quadcopter will confirm by blinking its LEDs.

To switch back, enter "right right down".

Thank you for watching!

I also want to thank user "silver13" for his Silverware firmware and everyone contributing

to the community surrounding it.

For more infomation >> How to Flash the Eachine E011 with an Acro Firmware - Duration: 4:14.

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[FREE] Playboi Carti Type Beat - "Drip" | Free Type Beat | Trap/Hip-Hop Instrumental 2017 - Duration: 3:29.

BUY 1 GET 1 FREE | MATTBRICKS.BEATSTARS.COM

For more infomation >> [FREE] Playboi Carti Type Beat - "Drip" | Free Type Beat | Trap/Hip-Hop Instrumental 2017 - Duration: 3:29.

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THE DEFINITION OF N. SANITY | N. Sane Trilogy: Cortex Strikes Back Compilation - Duration: 13:12.

Gatos pulling bling and die at all did I gonna get them on this one bug when I

miss the one box sure odds fine whatever onward every yo shithead I pick it in

the seals of the baggala oh yeah and we going

boink I look at the nitroglycerin yeah buddy

all right onward I'm gonna get some people out there her like what's the

point of playing the game hello everyone it's me JC beam and walk

about the crash bandicoot the insane trilogy wrath of cortex

where's cortex actually need me Crash Bandicoot to help him cortex

well he got you godson but you didn't really again me today but speed brother

pitch let's do this there it is I got plenty lines let's go let's do

this I don't know dang it ah oh well you're not alright now we're gonna find

out this terrible hello everyone it's me JC beam and welcome back to Crash

Bandicoot cortex strikes back yeah not as easy as I remember it being

maybe it wasn't everything I liked how polar is completely fine

he's just like first it's probably it probably doesn't look near as intense as

I'm feeling it right now but you have to be super good at it though I know I know

okay totally fine cherlene and point poing

poing poing poing everybody else is like das a rage game right now it's actually

not all right occupied wall run run run run run run Brad we're fine below Wow

why did you show what room

whoo let's do this eel deal but I also feel like a lot of

people are thinking that it's meant to be

oh my goo oh yeah I said Oh Dell ready

yeah all right what come on no mo yeah I think I am

gonna look for that secret passage because that sounds awesome

Oh th om oh no oh no did you get a game over I see you do honey as all the

lizards like we're in nitrous just one shot kill we died look at that oh that's

good I needed all day yeah it is

I love Howard yeah that's it oh oh oh got so lucky I

didn't it did it at their got to do the rest without dying I can't die no shit

why did you live I think I'm trying no aah

can't be too careful here 800 what you're doing right ready to get real man

you Daniel no honey wait okay we good

no oh come on wish it you just wait brain that's it

we're dead we had a game over we're gonna die a lot and get really angry

together how about that that's not good you sounds good to me

look yeah we got it we got it we got Makenna Makenna yeah boom got a crystal

and what yeah one that's great that's exactly what I want you slides whoo whoo

whoo whoo wha wait and benefit boom uh swap talk about it yes yes we did every

dumpy did it we don't be too did speed style oh good I'll have one life like

that's why I love to see oh no checkpoint it's fine look we're

gonna be gay we're gonna be okay we're gonna be a big ol letter chant what's

that

that's not fair those my last wife how are you gonna cheat me MMOs life like

that

hmm now he just running fast again no no no doubles hard ah ha ha ha be stupid

don't oh don't don't don't don't don't don't don't don't don't don't

oh ah oh my god ok we're 5 or 5 or 5 or 5 or 5

hello everyone this is me JC Veen and welcome back to Crash Bandicoot cortex

strikes back or is it the wrath of cortex who cares because I got Lily now

because she keeps me from screaming everybody loves Lily but but now we know

the secret the secret of death to these gesture all bees and there is there's

Mario haha oh I was at the end I was at the end what do you know ha ha ha oh

yeah speedrunning I got a speedrun I have a fear run fine oh I don't have

time for you trying to feed Ron here I can't do that would you be a poopoo head

poopoo head you know what I'm not doing the bonus round

Hey oh look it got burned ha ha ha we'll see ya game over ahahaha

we are excited ok baby

alright we're good oh I just I just woke up

oh good totally made it without the mask man hey

yay oh hey Izzy I'm just sit here watch

he's gone Oh what oh he's dead good is that the end fine fine fine fine fine

I don't have a booga-booga anymore now what are you our life good oh yeah no he

got me I don't like you anymore

don't make any sense to me if I have this if I have talked about scenes that

don't make none of it ah scary oh what's that

Rick what the Frick a little redonk

if I do say so myself Edie

I slid him and his thingies were up do you guys want to watch skate ski being

tried the same level and crash bandicoot over and over again why yes JC beam that

would be awesome thanks JC B and I thought I had a good idea to get rid of

Booga Booga so now we're definitely gonna win you can't laugh oh yeah

this just in uh change in come on so I got a golden one dead that's that's good

to know means I could take two hits I'm just

gonna go Oh what is this Oh Rocket Man I'll need go forward only anything else

and um Kim I don't care about anything else the boxes what even are those what

are those what are those all day

unnatural glisters the nitroglycerin

needed EDD oh oh oh there we go yeah Oh take it slow ha ha oh boy blink yay

all that said does game over and Benson hey hahaha

I'm tired of dying a million times

ah oh my god what that is no game over No

okay I made the jump for one yeah it doesn't matter it doesn't matter it

doesn't matter yet nah one hundred and five thousand billion

percent hardest level in the game boom right there there's no way that's it cry

practically I hope I have it I want to put the Christian cortex still up

For more infomation >> THE DEFINITION OF N. SANITY | N. Sane Trilogy: Cortex Strikes Back Compilation - Duration: 13:12.

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For more infomation >> THE DEFINITION OF N. SANITY | N. Sane Trilogy: Cortex Strikes Back Compilation - Duration: 13:12.

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Violet & Rose | Real Talk - Duration: 11:09.

For more infomation >> Violet & Rose | Real Talk - Duration: 11:09.

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For more infomation >> Violet & Rose | Real Talk - Duration: 11:09.

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✈プチタビ(PETIT TABI) #5 - UN IZAKAYA UN PEU SPÉCIAL & MA PREMIÈRE "MY JAPAN BOX" - Duration: 10:48.

For more infomation >> ✈プチタビ(PETIT TABI) #5 - UN IZAKAYA UN PEU SPÉCIAL & MA PREMIÈRE "MY JAPAN BOX" - Duration: 10:48.

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For more infomation >> ✈プチタビ(PETIT TABI) #5 - UN IZAKAYA UN PEU SPÉCIAL & MA PREMIÈRE "MY JAPAN BOX" - Duration: 10:48.

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Summer in London Things to do and July Events - Duration: 26:13.

For more infomation >> Summer in London Things to do and July Events - Duration: 26:13.

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For more infomation >> Summer in London Things to do and July Events - Duration: 26:13.

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Four Steps Days #4: Скейт, Попутчик Митя и Пробитая Миска - Duration: 6:13.

For more infomation >> Four Steps Days #4: Скейт, Попутчик Митя и Пробитая Миска - Duration: 6:13.

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For more infomation >> Four Steps Days #4: Скейт, Попутчик Митя и Пробитая Миска - Duration: 6:13.

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2017-07-30 9:49 AM (Burlington Bay James N. Allan Skyway) - Duration: 5:00.

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For more infomation >> 2017-07-30 9:49 AM (Burlington Bay James N. Allan Skyway) - Duration: 5:00.

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MBC Talk show Kalam Nawaem (VPRO documentary - 2017) - Duration: 47:17.

For more infomation >> MBC Talk show Kalam Nawaem (VPRO documentary - 2017) - Duration: 47:17.

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For more infomation >> MBC Talk show Kalam Nawaem (VPRO documentary - 2017) - Duration: 47:17.

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"I Got My Girls" behind the scenes video shoot - Duration: 0:21.

For more infomation >> "I Got My Girls" behind the scenes video shoot - Duration: 0:21.

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12 - HALLOWEEN HORROR SHORT FILM ► HD 1080p - Duration: 9:22.

ready set go if the camera focus everything's

everything's dark okay my name is Carly Smith and this is Vanessa Thompson and

in a nick god okay let's try this again we are standing in front of Ridgewood

High School the site of the infamous Ridgewood disappearances 12 students

went missing here in the years of 2013 to 2015 and despite Monroe County's best

efforts none of them were found since then the school has been shut down

to do to write widespread concern over the safety of its students all right

awesome I think we got it okay I think they're still here you know the students

shut up it's creepy enough about your paranoia yeah all right perfect

okay let me get set up all right you ready here to step over to the left a

little bit all right action it was just like any other school day

when the first victim Sadie Anderson was walking to her fifth period saying it

was a sophomore graduating what many of our teachers formerly described as a

Protestant wait what Vanessa do you see that sure have you

something what do we do hello we have a permit we're allowed to film this what

are their spotters I don't know Mr Clarke Oh Carly Smith right what are you

guys doing here what are you doing here well I was just collecting some files

that were left behind well we're just filming here for our school project

well can't right out of here once we're done right okay well I'll get out of

here then good luck with your project let's go

yeah all right all right this is good okay okay yep perfect

the last Ridgewood disappearance took place on June 5th 2015 at Richwoods

annual senior prom Janie Miller Kevin Lee Anna Garcia and Michael Harrison all

of missing after reportedly being seen smoking in the school parking lot

towards the end of the dance after a six-week long investigation

investigators arrested the night janitor Antonio Hughes and took him in for

questioning after having to release Hughes due to a lack of evidence the

district decided they would have to close the school until they could find

some answers about the 12 missing students now follow me inside the red

gymnasium where the fateful prom took place so lights in here what the heck

should we see her this

get inside get psych shut the door shut the door dude you can't you can't leave

where's she going she just ran off like that I know to go go Vanessa Vanessa

screaming hey what's that isn't that one of the missing kids this is from 2013

why would this be here he doesn't matter we need to find

Vanessa let's go Nick wait what if it was left here on purpose is some sort of

clue why would we follow it here she was on my teachers Charlie come on

I don't see why we should be filming this yeah

and to know a few hours left in it are you sure the Smiths Mirren's room I mean

there's not much here

wait what's this is it locked yeah I think it is but that's gonna be a

problem I think it is money phone where these kids just say Dee Anderson and

Jeannie Mele all the students are here who are they

Nick I think Van Buren has been kidnapping the kids and selling them

these must have been their next targets we have to tell the police

you okay did we see dad wake up who is who's coming back why lark he's coming

back Vanessa don't go back to sleep I'm aware that they didn't receive their

product but I can't afford to refund them no it's fine I have another one on

the way I can't come up with another 12 kids just like that

we'll have to be patient listen just shut up

Jesus tell Carter I have three on the way I'll have to find the other nine in

another district and wait until things simmer down well I can't just keep the

new ones down there that's where we left the others all right fine they'll be

ready for pickup tonight I think it

I gotta know that X is in the gym we just have to get there before it gets to

us what let's go all right oh my god

where are we I don't know I wrote apart hit us when I almost

stopped being dragged down some stairs I can't see anything here

Vaness are you crying

Kristen eager chicks good to eat the chips eat them but a mess up you Uganda

you

For more infomation >> 12 - HALLOWEEN HORROR SHORT FILM ► HD 1080p - Duration: 9:22.

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Gameplayer33 Roast Yourself "Music" Video (Lol I Know the "Music" Sucks) - Duration: 3:40.

Ok, Let's start of the bat

You think that you're a savage but you're really just bad

Now I should calm this sh*t down

Before you have a mother f*cking Heart Attack!

I Kid! Like the one you are

Sucha dick could never be a Youtube Star

Why're you even doing this,

You're not even rich, if you wanna make money,

Focus on Twitch!

You're not a Casey not an Alex not a Logan

So wtf you doing trying to start your own slogan? #Cringe

You should get a real job or just start to pray

Cause it's gonna get hard to survive another day #PlsElaborate

20 Years pass and your life is slot machines #wtf

What?!?!

F*cking Rotten Beans????

At least no one thinks you're gay

Only in your Dreams #That'sAlieNobodyThinksI'mGayTheyJustThinkI'mNotAttractive

#CringyDumPause

You lied to everyone

#MaybeThat'sWhyTheySayIDon'tGetLaid

???????????????????????????????????

You have a fake name it's not even cool

#IDon'tKnowWhatAnyOfThoseWordsMean

My Vlog Channel Not this Masterpiece

#WhereElseWouldTheyBe

You really are pathetic u should know that they don't count... well

Now let's move on to your masterpiece

Oh YEAAAAAH

Lol 75, I did this ONE month ago, try 115

on the fke panel, just another gaming channel

Neva Done Befoe #JakePaul OH WAIT they all did it (not all)

WTF??!?!!?!!

#TotalyNotMe

#BestRoastInTheEntireSongAndIt'sNotEvenME

#MusicWhereYouAt???

Sorry, Please Don't Copyright Me Apple Pie

There's no videos in ur channel, period, I really was desperate to rime

He's not even there dude

Let me tell ME???

What Subject, this music is the 2nd worst I have ever heard #It'sEveryOtherDayBro

Before your puberty hits

True

No you're not, I can rime I just can't sing or rap

Oh no...

Ohhhhhhhhhh it hurts

no he won't

Calm your pants down about Pokemon GO! It's not 2016 a hole

#THANKgOD!!!

Already am... Imma fuck myself now

You don't have money for a uber, bro

Best end of all times, because I stopped talking

For more infomation >> Gameplayer33 Roast Yourself "Music" Video (Lol I Know the "Music" Sucks) - Duration: 3:40.

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Top 200 Pemilihan Duta Muda ASEAN 2017_Staza_Dwi Fanurani_727_KalimantanTimur - Duration: 1:41.

For more infomation >> Top 200 Pemilihan Duta Muda ASEAN 2017_Staza_Dwi Fanurani_727_KalimantanTimur - Duration: 1:41.

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English for Spanish Speakers 40 - 'My son, he is 15' or 'My son is 15'? (with subtitles) - Duration: 2:51.

Hi again everyone, and welcome back to

'One English Tip in One Minute for

Spanish Speakers' where each week I

discuss, in detail, one common English

mistake made by those who speak Spanish

as a mother tongue...and this is the 40th

video, so video number 40.

Again, I completely appreciate the

fact that you are working to improve

your English... or that you speak English

in the first place. It truly is an

impressive thing to speak two languages.

In these videos I show you a slide,

and on the slide there are two sentences:

One is the correct way that I as a

native English speaker would say it, the

other is the wrong way that -- maybe you,

maybe not -- as a native Spanish speaker

would say it. You need to decide which

one is correct. Please do that now.

Read the sentences, listen to me read the

sentences, pause the video if you have to,

think about your answer and I will

discuss the answer in the slide that

follows this slide.

If you got this wrong -- or you just

happened to guess right without really

knowing why -- then you are not alone. In

fact, you are probably in the majority, I

don't really know. But what it means is

that you have to start studying to get

past this mistake. It doesn't take

that much. To start you off on that

path I've given you three sentences to

study from. Memorize the sentences as

a whole, review them -- really drill them

into your brain -- and put into practice

what you've learned through speaking or

writing or both. Just repeat the

cycle until you get it and, again, use the

many, many resources -- including mine --that

are out there to help you with this.

Okay, just a few final things. First, if

you liked the video, I hope you will click

on the thumbs up below. Second, I hope you

will consider subscribing to my channel

as these videos come out every week like

clockwork. Third, I have a course -- an

online course -- called '50 Common English

Mistakes'. If you follow the link in

the description box below, you will get

half off the course...so it will cost the

equivalent of 10 euros. Next, I have a

website that I'm continuously developing,

so I hope you will pay that a visit.

I also have a Twitter feed which is

@epicenglishtips so I hope you will

follow me on Twitter. Finally, if

there's anything that you want me to

discuss -- any problems or questions that

you have -- please write them in the

comments below and I will do my best to

address them. Ok, that's it. Thanks for

watching. See you next time

For more infomation >> English for Spanish Speakers 40 - 'My son, he is 15' or 'My son is 15'? (with subtitles) - Duration: 2:51.

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[Eng Sub] Colourpop - Blow Me Away & Phase 1 Lip Bundle Swatches 开箱试色 - Duration: 9:12.

Hello everyone, I'm Ridley

Here's another new video for today

So, what am I going to share today?

Actually I want to share this product since long time ago

But I kept procrastinating...

I feel bad about it

So the product that i want to share is...

Here it is

This is it

It's all the way from...

From USA all the way to me

Actually I got this during end of May to June

I really want to share with all of you

But I couldn't find the chance to do so

I have so many things wanna share in video

So it's a bit late for this time

These two are from Colourpop

What I have here is

The Blow Me Away pressed powder palette

And what I have here is

The Phase One Lip Bundle

I was so excited when I got this

Because both of these are their best seller

And for this, other than Phase One

There's also Phase Two and Phase Three

If I remember correctly

But after comparing among all these three

I think I prefer this collection

And for this press powder palette

It really sells well

A lot of people said that the color is very nice

That's why I bought it

And there's Free Delivery during that time

Yes, it saves a lot of the delivery fee

So, I really think that it worth the price

Now, I will start to swatch all the colors for all of you

Yes, this is a swatch video

Actually I wanna swatch the color for you to see

Whether the color is pigmented?

Whether the color is visible?

If you haven't purchase it

This video will show you on how the products work

Let's start

Let's start with this Blow Me Away press powder palette

Orange packaging, very nice

After took it out, the packaging is white color

Let me show you the colors

Isn't it pretty?

It's pretty right?

These are the four colors

And these four colors are

First color is Take A Break

This is a metallic color

Then the second color is Issues

This is a matte color

The third color is Centerfold

This is also a matte color

The last color is Slim Fit

It's also a matte color

Let me swatch the color for all of you

The first color, Take A Break

The texture is very creamy

Can you see it?

This is the color

This color is a bit light

It reflects the light because it's a metallic color

Not really visible by camera

Actually the color was already very visible

It's like a orange brown color

The second color is Issues

It's also a very light color

This is the second color, Issues

It's a matte color

This is the second color Issues

Next, we will try on this color, Centerfold

The color is very visible, it's very pigmented

It's also a matte color

It's more like a pink color

The last color is the one with a deeper pink color

This is Slim Fit

Let me swatch the Slim Fit color

It's more towards a red color

Very red

These are the four color in the palette

The colors is more towards a peach pink colors

It's very suitable for Spring Makeup

It also suitable for Summer Makeup

Because this kinda colors are quite trendy nowadays

Actually the colors are easy to go with

It's also suitable for everyday makeup

Provided you don't overdo your makeup

The next product that I'm going to introduce is

The Phase One Lip Bundle

There are three liquid lipstick in it

Yes, there are three

One...Two...Three

The first one is the Ultra Matte Lip

The color is The Twirl

The second one I have is the Ultra Satin Lip

The color is Likely

The third one I have is the Ultra Glossy Lip

The color is Up Do

Three of these have different texture

For example, Ultra Matte Lip is a matte lip color

And the Ultra Satin Lip is between matte and glossy

It's a very indistinct texture

And this is glossy type

This is the first color, Up Do

It's a glossy type lip color

It's also the color I have on my lip

Yes, I'm already using it

Because I really have to try out the color

It's such a waste for not using it

It's more like a pink color

It's looks more like orange by camera

But actually the color is more towards pink

Move on to the second one, Ultra Satin Lip

Yes, this is the one with indistinct texture

The color I have here is Likely

I was so surprised

Because the color is too light

It's like a lip color for people with illness

I actually wish that it's a more pinkish color

But it turns out to be this color

The second color, Likely, looks like this

Ultra Satin is not as shiny as glossy type

But it also not as matte as the matte type

It's in between of glossy and matte

The last one is the Ultra Matte Lip

I'm personally prefer matte type

The color I have is The Twirl

This is the Ultra Matte Lip

Looks like this because it 's not yet dry

If after dry up, it will not be shiny anymore

It will becomes matte

Actually this color is very pink

But, since it's a matte texture liquid lipstick

If you put on too many layers accidentally

Your lip will looks very dry

I personally think that the formula is just, so-so

After it completely dry

Like normally when you drink water

the cup will have the lipstick stain

But if you apply this and let it dries completely

When you drink water

Your lipstick will not stain on the cup

But since this color is a bit too light

So it'll have a contrast color with my inner lip

My inner lip color will be darker

And this lip color will be very light

So it will be very weird when I talk

Because you will see two colors

That's it for my review towards Colourpop

Overall, I'm satisfied

It's pigmented and durable

It's not bad

The price is quite reasonable too

So that's all for my review

Please give me a LIKE if you like my video

If you wanna watch more of my videos

Please SUBSCRIBE to my channel

Please click on the Bell button next to it

It's very important

Because after you click on the Bell

You will receive the notification for my new video

See you in my next video

Bye bye~

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