Thứ Năm, 7 tháng 12, 2017

Youtube daily report Dec 7 2017

If you get one pelagic fish, you can get several more.

Talcum on my hands for a good grip and we are ready to get a pike.

I feel great.

Sticky as hell, but... It is nice.

I will fish for pike together with Niclas Edström from Team Flywest.

We will go out with his brand new Aluma Craft Escape, just as the one we got.

Niclas will eat roach this winter if we do not get any fat pikes today.

That is how certain he is that we will catch some fat pikes.

The first thing for us to do is to look for some baitfish.

We have already found a lot, so we will stop the boat by this edge.

We will start fishing on a depth of 5–15 metres.

There is a ton of baitfish under the boat. We will stay here for the entire day.

We will keep casting and hopefully get a big fish.

We have noticed that this lake is best in the early morning.

We will start off with Flatnose and G'Bump.

We will find them immediately.

I will begin with a Blue Searcher Flatnose that has a 20 gram head.

The water is really cold, just 5 °C. It is important to fish it home slowly.

I like the wide profile of this bait, which is good when fishing pelagically.

I got my first fish for the day. I got it at dawn.

It is strong. It is not that big, about 80 cm.

We know that if you get one fish out here, you might get several more.

I said it was 80 cm, but it might even be 90 cm long.

It is really fat though. Imagine if it were 103 cm long.

Then it would weigh a few kilos. That would be nice.

Let's get it back in and keep fishing and keep casting.

Off you go, you fat November pike.

See you next spring!

It is fat and about 90 cm long.

This is a nice fish. It is really big and fat.

I caught it on a McRubber with the same colour as the Flatnose before.

It was a Blue Searcher too. It worked well.

Let's unhook it and let it back in.

We are going back up after drifting down.

We are going back and forth to search and find fish in this big area.

We spend a lot of time with our baits in the water.

Goddamnit!

Yes.

I fought to get it back in here. It is a fatty, about 85 cm long.

Let's have a look at it.

Here it is. A fat one, about 85–90 cm.

It could be a high 80 cm fish or a low 90 cm fish.

It is nice.

Now we know that they are here.

We have seen baitfish on the sonar. Let's let it back in.

We will keep casting, casting and casting.

When fishing for pelagic pike, the strikes can be really hard.

You might even almost lose your rod.

I will show you a secret trick that I use to get as good a grip as possible.

I have brought some talcum that I rub on my hands.

This will make my grip really good.

Talcum on my hands, a good grip and ready to get the pike when it strikes.

Late in the autumn, the days are so short.

I just brought some sandwiches as I do not have time to eat that much.

You want to keep your bait in the water. You do not want to miss a striking period.

I will eat my sandwiches, so I can get back to my fishing.

So good... Not.

I always get a lot of questions about my equipment in different videos.

I will tell you quickly this time. This is a Quantum Exo reel.

I like it because it is very light, but durable at the same time.

There is an 0.86 mm Strike Wire Extreme on the reel.

You really do not need as thick a line as this one.

But I usually fish rivers with a lot of rocks and twigs.

It is good to have a thicker line that is more durable.

This is the most affordable rod I know, an 8 feet Gunki Iron-T.

The good thing is that it is sensitive to all strikes and nudges.

It has a good spine that makes it possible for you to hook the fish.

I need to focus because I got a big fish on.

This is a 1 metre long fish. - Is it 1 metre?

It should be 1 metre. It is really nice.

Come on, Nicke! – I just had a strike that I missed.

I have not had anything all day since then.

It feels great that I got this fish.

Damn it, it was on the line.

I am rooting for you, Nicke. – My knees are shaking.

It is coming. – I will be so sad if I lose this one.

Look at this, it is really nice. – It is fat.

Let's get it in the net.

It is about 10 kg.

Let's weigh the fish.

I think it weighs about 8 kg. – Not 10 kg as you said before?

It weighs 10.5 kg with the bag.

Let's get a picture of it before we weigh the bag.

We have weighed and measured the fish. It was 9.7 kg and only 103 cm.

It was a really fat pike. – Almost 10 kg, Niclas.

You were worth this fish after all the hard work.

Good! Let's take one last look.

It is so damn fat!

Are you ready? Here it is.

It is really fat. – Look at that belly.

It is just crazy. You did good.

I am so happy. What a nice fish.

Let's let it back in.

Imagine this fish in the spring. It probably weighs 10 kg by then.

Is it spry? – She is ready to go.

Bye bye!

That was so great!

A good finish. – Really good, I feel great.

Sticky as hell, but... That is nice.

I got it on this G'Bump.

It is a 20 cm G'Bump in a perch colour.

I like this bait because it gives a lot of vibrations, even at low speed.

I have caught many fish that were 1 metre long with this bait lately.

I can really recommend it.

I have another pike on. It could be quite nice.

Let's hope so. – It feels heavy.

We hope it is 1 metre long.

It is heavy now. Really heavy.

It is 1 metre, Niclas. – It has to get down under the surface.

Otherwise I will lose it. The same G'Bump again.

Nice, Nicke! Well done!

Nice! My second one.

It looks decent. Could it be 1 metre?

We just got a good fish, which is 1 metre long.

It is quite heavy. – You got in on the G'Bump again.

The same bait. – My new favourite.

We do not need to weigh and measure this one.

Great job. – It feels good.

We just measured it anyway. – It is fun to know how long it is.

It is 106 cm. – It is a nice pike.

It is quite thin, but nice.

It weighs about 7.5 kg.

The other one was 3 cm shorter and weighed 9.7 kg.

The other one was fat.

Great autumn fishing, Niclas. – Really nice.

That is how it is done. – This is how it should be.

Let's let it back in and keep fishing.

Let's release it.

Quite the release! – You almost lost your rod.

It was great getting a fish at dusk.

It is getting dark and it is time to pack up.

The fishing was really fun.

These November days are short and you do not have time to fish that much.

But the striking periods can be very intensive.

We experienced that towards the end.

If you want to see more videos like this, remember to subscribe on KanalGratis.

Follow Niclas and me on Instagram and Facebook.

Tight lines!

English subtitles: Daniella Twedmark www.textsmart.se

For more infomation >> SUPERFAT PELAGIC PIKE DURING AUTUMN | Team Galant (English Subtitles) - Duration: 13:14.

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Right Angle - Whose Life is It Anyway? - 12/07/17 - Duration: 12:42.

He comes in on a stretcher, 70 years old history of medical problems, alcoholic,

and he is out cold.

The doctors begin to work on him and

they find that on his chest is a tattoo that says do not resuscitate and is

signed by the man inside the skin.

I'm Scott Ott with Bill Whittle and Stephen

Green this episode of Right Angle brought to you by the members of BillWhittle.com.

Menn this was a fascinating situation that happened in Florida where

a guy comes in without any friends or relatives and he has apparently explicit

instructions to medical professionals that he is not to be resuscitated if his

life is in jeopardy.

However the doctors acting on the basic principle that in

the face of an uncertainty they don't want to do anything that's irreversible

they actually work on him and and keep him alive for a while until eventually

the hospital social worker discovers that he had a written DNR order a do not

resuscitate order at which point he was allowed to die but it raises some

fascinating questions about whose life is it anyway.

Bill in our Backstage

episode we talked about this woman I knew years ago who died of a heart

attack while square-dancing in her 90s.

She was she was a nonagenarian.

They resuscitated

her several times in the life flight helicopter as they rushed her to the

hospital.

Her life sort of instead of going out with a bang while

square-dancing trickled away over the coming months and and she passed away in

a nursing home.

Whose life is it anyway Bill?

I mean if you can't a DNR request

on paper is only as good as the people who see the paper, you put it right on

your chest and they still resuscitate you.

Well first of all I would rather

live in a world where everybody's in a hurry to keep me alive than than in a

hurry to save money by letting me go so so that's the first thing I'd like to

say.

If we're going to err on the side of you know if we're going to err we should

err on the side of the of the you know the stuff that's not irreparably fatal

or damaging.

Needless to say I think this is the world that we've

made for ourselves.

Somewhere 30 years ago or so the McDonald's hot coffee

lawsuit seems to be a marker for me that I remember going what but we basically

built this world for ourselves where having something bad happen to you as a

result of somebody else is kind of like it's like a lottery tickets like winning

a big hunk of money in this country for many people.

Something bad happens to you

or even somebody who's related to you a lot of people look at this is like a big

cash opportunity.

I'm not trying to say that they don't feel grief about it.

You

know Cessna was liable for 25 years.

Somebody flew a Cessna airplane upside

down drunk into a mountain during a thunderstorm,

people would sue Cessna and Cessna would pay.

It should be able withstand all that

huh?

You would think!... and so and so parenthetically Cessna said if we could

limit this liability to something like 8 years or something we'll start making

smaller planes again and they did and so they did but this kind of thing is

ridiculous and so in the face of that I can understand why a hospital would say

hey you know until we know for sure let's let's err on the side of caution

and same for the paramedics who don't want to lose their job and so on.

As I

mentioned in the backstage show if I were to go drinking with Steve Green one

night and we wake up with a big do not resuscitate on my chest with my

signature below it and it turns out that was a mistake I would have them ink out

the knot and it would say do resuscitate with big big underlines under the do.

By

the way if I ever do find myself in a coma and and I can't come out of it guys

I'd like you to go into the hospital room and turn off all the life-support

system and then turn it back on again to see if that fixes it cuz they usually...

So I guess I guess I would like to live in in both worlds Scotty.

I'd like to live in a world where wishes that are that plainly made are honored

because there is no lawfair culture and there is no sense that a you know

catastrophes some sort of medical catastrophe is a financial jackpot.

We built that world for ourselves by basically having companies

agreed yeah it's cheaper just to pay so it's cheaper just to pay than people do

it you know gratuitously but at the same time I am very happy to live in a

society where enormous amounts of resources are dedicated to trying to

preserve every single individual life no matter what the cost or what kind of

shape they're in.

If if it turned out that they were overriding his written

DNR that would be a whole different story.

Well they were they were actually

because he had he had a written DNR.

The problem was when you come into an ER

they don't immediately have your DNR paperwork in their hands.

So again what are they going to assume?

I'd rather live in a world where they're

gonna assume that I don't have a DNR and organ donor thing on file until they

find it on file.

I'd like that for them to not assume that I he's probably

an organ donor just look at the guy you know it's it's um...

I think the hospital

certainly did the safe thing and in a gray world like that as I said I think

they probably did the right thing as much as it pains me to say.

You know

Stephen Green this may conjure for some people I mean I would posit that the

average American would say do whatever it takes to save anybody's life all the

time okay so you know that's like..

I think most people who are watching this

are probably gonna say well screw the guys DNR you know.

You got to save a life

you can't just you can't just let him go.

On the other hand there is a certain

sense of loss of individual autonomy and therefore dignity anytime you enter into

the medical professionals' realm and especially if it's in a very serious

kind of condition where you go in there and all of a sudden people are doing

things to you they think they're doing things for you but you have this sudden

sense of I am a captive.

I can remember my grandfather after knee surgery

threatening the nurses that he was going to crawl out of the rehab facility on

his hands and you know injured knee if if necessary just to get away from their

loving ministrations.

Where's the balance in all this?

Well yeah well first I just

like to say Bill if we ever go out drinking

I promise you will not wake up with a DNR tattoo on you.

I'm far more

interested in the major working portion of your liver.

We'll talk about that

another day.

In a bathtub of ice my friend.

His spleen has also been vented that's my

spleen spleen sorry.

Yeah I feel for the hospital in this one there there is or

maybe there used to be I don't know now a website devoted to regrettable tattoos

I think it was called regrettabletattoos.com and I

hope they're still around because boy

you just get to see it yet it's it's kind of a more artistic version if you

will of people of Walmart and I just I kind of love those sites.

I love the crazy the mashup of humanity and everybody kind of doing their own

thing.

It's it's so America.

So you know the guy what comes into the hospital

he's unconscious.

Does this tattoo mean what it says or was it a drunken mistake

which is a regrettable tattoo?

So the hospital didn't know.

What I would like

to see is you know tattoo parlors reputable ones have certain codes of

conduct that they respect and one of them is you don't tattoo somebody who is

obviously drunk or even if you think they might be drunk cuz you don't want

to wake it waking up in the morning with you know some huge facial tattoo.

That's

another one!

Reputable reputable tattoo parlors will not do face tattoos until

they have interviewed you and they know for sure that this is a serious

lifestyle altering tattoo that you are going to embark upon and do you really

want to do this because it'll affect your your love life your career and and

and everything if you do the wrong thing.

I would like to see reputable tattoo

parlors band together and say we are not going to put a DNR tattoo on somebody

that we have not seen the written DNR for and then hospital's emergency rooms

can can take comfort in the knowledge that they are almost certainly doing the

right thing because I got to tell you you know we we've heard these stories

about the guy not a tattoo but he had to get a leg amputated and he had heard the

stories about the hospital that it accidentally amputated the wrong leg so

he took a sharpie and wrote amputate this leg this do not amputate this leg.

That's wise. ...in black sharpie and uh you know you're right back here remove

this kidney not this kidney whatever the case is is is going to be because

mistakes happen and I don't want to tattoo myself but I respect the heck out

of this guy for doing what he thought was the right thing.

I'm sorry as Bill said that we have this lawsuit culture that made the the

hospital go into into cya mode but most importantly I'd like to see the tattoo

parlors get together and do the right thing because I think this is really

this could be an actual beneficial thing for those willing to take this step.

Yes

and for any person who owns a tattoo parlor that wishes to do this ethical

thing and see the loss of seventy five percent of your business please send an

email to Stephen Green.

Yeah it's not true.

Tattoo parlors have a have a

horrible reputation but they do not deserve it.

It's not just you know... no I'm

not to parlors.

I'm saying it's their customers.

I think it takes a certain

amount of lubrication to get up the courage to go have that done or at least

from what I've heard.

You know this is interesting.

I'm gonna even give the this

hospital I'm gonna attribute different motives to this hospital that maybe Bill

or Steve have implied and that is I think that the medical teams are really

serious about their mission of saving life.

Certainly there's that cya

liability thing in the back of your mind but I think primarily medical

professionals are driven by a compassionate desire to see people's

lives improved or saved and it must be the most difficult thing in the world to

step away from a table when you're when you know that you can do something but

the challenge becomes what is life and having seen my friend Thelma years ago

now who i just thought man what is a better way.

The woman loved Jesus and she

she dropped dead on the floor while square dancing and and she's in her 90s.

And I'm thinking that's the way I want to go!

I want to be old, I want to be

dancing, and I want to go and be with Jesus and

they kind of like.. well-meaning people call the

authorities, picked her up in a

helicopter, flew her down to the city, revived her along the way, every step of

the way people who cared about life and healing helped her along until when I

finally got to see her, she's in the hospital strapped to a board,

non-communicative, and I went to see her several times afterward in the nursing

home where her life like I said just kind of trickled away and instead of

dying on her feet as the vibrant woman that I knew her to be, she died on her

back surrounded by strangers and I... maybe I allow my memory of this to cloud my

judgment in this situation but I think I'm not I'm not one of those guys who

says hey you know yank the plug on everybody or you know that that is

trying to.

I certainly I'm against assisted suicide and things like that

but I think that there is a certain dignity in death that can be lost in the

process of trying to restore life if that makes any sense.

For Bill Whittle

and Steven Green, I'm Scott Ott.

Thanks to the members at BillWhittle.com for

making this show possible.

For more infomation >> Right Angle - Whose Life is It Anyway? - 12/07/17 - Duration: 12:42.

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Fallout 1 Retrospective | A History of Isometric CRPGs (Episode 1) - Duration: 50:32.

Early in Fallout 1's development, the game's story centered around time travel, monkey

murder, aliens, and electricity-conducting underpants.

Fallout 1 underwent a few changes from that initial idea and ended up becoming one of

the most highly regarded RPGs ever made.

It's still fondly talked about twenty years after its initial release and for good reason.

Not only is it a good game in and of itself, it kickstarted a franchise that sold tens

of millions of copies.

The series has gone from turn-based isometric RPGs to first person shooters to virtual reality.

We've come a long way since Fallout 1 was first released, but we nearly didn't get

the game at all.

Fallout 1 was nearly cancelled twice, it underwent a dramatic late overhaul to its entire combat

system, and required a hell of a lot of bribery in the form of free pizza to even get it off

the ground.

This video is the first in what I hope will be a massive series of videos on the history

of isometric CRPGs from 1997 to the present day.

There's a separate video on my channel that explains what I hope to cover with this series

and there should be a link to it on the screen now.

I recommend you watch that video first as it might put this into context a bit more.

Before someone points this out in the comments, Fallout isn't technically an isometric CRPG.

Isometric would be at 45 degrees whereas Fallout is 60/30 and based on a hexagonal grid.

It's close enough for me.

In short, this video covers the development of Fallout 1, a bit of history of the Fallout

universe, and then my experience playing the game in 2017.

That last part is sort of like a review, but I won't be attempting to assign a score

to the game because that would be silly.

I'm also not going to try and judge the game as if this were 1997.

I've never understood the logic behind that.

If something bugs me in 2017, I'll mention it.

This video contains full spoilers but they don't start until the story section.

The section on the development history and the overview of the Fallout universe are spoiler

free.

The story is then split into two parts so if you like what you've heard from part

one then perhaps stop watching the video and go play Fallout 1.

Development History

While much of game development is shrouded in mystery, Tim Cain and Feargus Urquhart

in particular have been fairly open in discussing the making of Fallout 1.

In addition to written interviews, lead programmer Tim Cain gave an extensive presentation at

the 2012 Game Developers Conference on Fallout 1's development and Chris Bratt of Eurogamer

recently interviewed Tim Cain, Feargus Urquhart and Leonard Boyarsky.

I'll be covering some of the highlights of those videos here, however if you want

the full story behind the creation of Fallout 1, then I highly recommend watching those

two videos.

The Eurogamer interview in particular is brilliant.

I've linked to them in the description.

In 1994, Cain worked for Interplay Productions and wasn't assigned to any of the big projects

currently in production.

He used this freedom to develop a new RPG.

While he didn't know exactly what he wanted it to be, he knew he didn't want it to be

a fantasy game.

There were enough of them already.

The initial story he drafted is unrecognizable from what would eventually become Fallout

1.

Buckle up, because even the summary of the story is going to take you on a wild ride.

The game would have started with your girlfriend being kidnapped.

You find the house belonging to the kidnappers and make your way to the basement where you

find a statue.

You're taking a closer look at it when the kidnappers capture you.

Something weird happens and you're transported back in time where you find a spaceship guarded

by a monkey.

The monkey has the key to the spaceship but he won't give it to you.

You're desperate so you kill the monkey and fly off in the spaceship.

You end up on another world which is under the control of the game's big bad.

The bad guy can shoot lightning bolts, but you're immune to them as you have a pair

of lightning conducting underpants that you found on the spaceship.

You save the day, travel forward in time and end up back on Earth in the year you left.

Except everything's different.

It turns out, the monkey you killed was one in the chain that evolved into humans.

Without the monkey, humans never came into existence which somehow led to dinosaurs becoming

technologically advanced and ruling the world.

You're captured by the dinosaurs and treated like an animal in a zoo.

Eventually, a dinosaur sympathetic to your plight breaks you out and believes your story.

It gives you a time machine to go back and stop yourself killing the monkey.

It also gives you a device that puts you into stasis.

So you go back, save the monkey and freeze yourself.

You wake up in the modern day and it turns out that you were the statue in the basement.

You rescue your girlfriend and defeat the kidnappers.

So yeah… that's a story.

Obviously, it isn't a Fallout game, but I'd quite like to play it.

It reminds me more of point and click adventure games than open world RPGs and the whimsical

nature would be quite fitting alongside classics such as Sam N Max Hit the Road and Day of

the Tentacle.

Anyway, the story then morphed into one about aliens taking over the entire world except

your city and eventually became a post-apocalyptic story due in part to Leonard Boyarsky's

desire to make a Mad Max style game.

They considered using the Wasteland license because Interplay had developed that game

for EA back in the 80s.

Unfortunately, EA didn't want another Wasteland game.

It had already tried to develop a sequel although strangely it didn't market the game as Wasteland

2, instead calling it Fountain of Dreams.

EA did eventually sell the IP to inXile Entertainment which has now published Wasteland 2 and is

working on Wasteland 3.

Neither Cain nor Boyarsky wanted to make a fantasy RPG.

To escape the common fantasy tropes, they shunned the Advanced Dungeon and Dragons ruleset

that would later be adopted by games like Baldur's Gate, and settled on a system created

by Steve Jackson called GURPS, Generic Universal RolePlaying System.

The GURPS system was such a significant part of the project that early game name ideas

included GURPS: Wasteland and Vault 13: A GURPS Nuclear Adventure.

Another name under consideration was Apocalypse, however Interplay had another game under development

with that name although it never ended up getting released.

Cain didn't get much help on Fallout 1 early on.

He couldn't ask other employees to help as they were busy working on other projects.

Instead, he simply booked out a conference room, bought loads of pizza, and let people

come and hang out.

If they wanted to offer feedback on the game while they were there, then he wouldn't

stop them.

The development cycle for Fallout 1 was about three years from beginning to end.

I couldn't find any official numbers on the cost of development, but Cain estimated

it to be around $3 million.

For Interplay, it was a small project which didn't receive a tonne of attention.

Early on, this lack of oversight might have been an advantage, however it also meant Cain

had to regularly sell the game to marketing and finance who seemed doubtful of its potential.

Fallout had a number of close calls that, had they gone differently, would have led

to either a completely different game or outright cancellation.

The initial threat of cancellation came when Interplay acquired the rights to Forgotten

Realms and Planescape.

Interplay wanted all its people working on games for these huge intellectual properties

which it saw as closer to a guaranteed success.

Cain ended up, in his words, begging on his hands and knees to be allowed to continue

with Fallout 1.

Another threat came from a new IP called Diablo.

Diablo came out in 1996 and was a huge hit.

It had real time combat and online multiplayer.

As you know, publishers like to chase trends so Interplay pressured Cain to put online

into Fallout and to make the combat work in real time.

From the way Cain described it, I don't think this was ever likely to happen, but

the team had to spend a lot of time putting together feasibility studies before management

agreed to drop the request.

The closest Fallout 1 came to cancellation related to its use of the GURPS license.

Late in development, Cain showed Steve Jackson, the creator of GURPS, some footage of Fallout.

Jackson hated it.

Specifically, he hated the violence, such as the early scene showing someone being executed

in the streets.

He also disliked Vault Boy and all the iconography around that.

The entire point of GURPS was that it allowed creators freedom to create the world they

wanted, but apparently there were limits to those freedoms.

The team removed the GURPS system and implemented the SPECIAL system, which was created in just

two weeks.

In case you don't already know, SPECIAL represents the different attributes you pick

for your character.

Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.

I have to admit, I always thought the titles of these attributes was fiddled with a bit

to create a convenient acronym, but apparently not.

They were developed independently and Cain initially called it the ACE-LIPS system until

someone pointed out that SPECIAL might make a better acronym.

Even when Fallout was finished, there was one more hurdle to overcome.

Certification.

Microsoft's requirements were that the game should work on Windows 95 and fail gracefully

on Windows 3.1, the older version.

Fallout actually ran perfectly well on both 95 and 3.1 which you'd think would be a

good thing, but I guess Microsoft didn't want software working on the older version

because it might stop people upgrading.

The programmers only made one change and that was to have the program fail if it detected

Windows 3.1.

There are a few more interesting notes from development that I'll drop into discussion

as we go.

I'll end this section by briefly mentioning one small detail that had a huge impact on

me as a teenager when I first played this game in the late nineties.

I'd love to pretend that I remember why I bought Fallout in the first place, but I

don't.

What I do remember is opening up the box--which looked a bit like a lunchbox--and reading

the instruction manual on the bus ride home.

The instruction manual was created as a survival guide like the ones that would have issued

to residents of Vault 13.

It included everything from technical specifications of the vault and how much it cost to the effects

of nuclear blasts and exposure to radiation.

Of course, it also included more typical stuff like how to play the game and a guide to character

creation, but the presentation was so appealing that I lapped up every detail.

It put you in the mindset of a vault dweller with enough background information to spark

the imagination, but not too much as to limit the possibilities.

The house was mercifully empty when I got home so I installed the game and played for

hours.

Cain mentions that they went to a lot of effort to create a Fallout experience with little

touches like this and for me, it was completely worth it.

I enjoyed Fallout 1 so much that I bought Fallout 2 near release even though I was almost

exclusively spending my time on PS One at that point.

In other words, I do have nostalgia for this game.

Bear that in mind as you watch the rest of this video.

Before talking about the experience of playing the game, it's worth spending a few minutes

recapping the history of the Fallout universe.

In other words, I'm going to talk about… the lore.

Backstory

This is going to be a really high level overview of what happened in the Fallout universe before

2161 when Fallout 1 begins.

I mainly focus on events that are relevant to Fallout 1.

Most of this information comes from the Fallout Bible put together by Chris Avellone and updated

on a relatively regular basis in the early 2000s.

The world of Fallout was almost identical to our own up until around the 1950s when

there was a divergence.

I've seen this divergence credited to the late development of the transistor, which

in the Fallout world didn't happen until much later.

I haven't seen anything that confirms this is the reason for the differences between

the two worlds, but it seems like a good fit.

Going further back in time, we know that aliens were abducting people in the Fallout universe

in 1603, however the impact this had on the world seems to be minimal on non-existent.

Without transistors, electronics did not become substantially smaller and more efficient.

Instead, the world of Fallout is built on harnessing the power of the atom.

There are plenty of nuclear power plants, although fossil fuels are still important.

In many ways, the US became trapped in the 1950s, with a continued reliance on ready

meals, the prevalence of radio over television, and massive computers.

There are still some impressive technical achievements such as the Mr. Handy robots

that act as personal butlers.

In the late 1960s, the 50 states that made up the US, merged into 13 commonwealths with

an enhanced level of sovereignty.

Oil was a crucial resource and global pressure built as each country started worrying about

its oil supply.

In 2051, US forces entered Mexico to protect its oil and business interests.

A year later, Europe went to war with the Middle East, also over oil.

The worldwide chaos was enough to scare the US government to such an extent that they

authorized the development of a series of vaults in case the worst happened; nuclear

war.

Eventually, Alaska was the only major source of oil left in the world.

The US went all out to defend it, including beginning the production of battle armor for

its troops.

China entered trade talks with the US but the US refused to sell China any of its oil.

In 2066, China invaded Alaska and the US annexed Canada under the pretense of needing it to

defend Alaska.

At this point, the US was testing something called the Forced Evolutionary Virus, or FEV

for short.

The US hoped it could create a race of super soldiers.

Early experiments in mice found evidence of increased strength and intelligence, but also

drastically increased aggression.

The US equipped its troops with new power armor and used it to easily defeat the Chinese

army.

The victory was so comprehensive that the US invaded China before it could create power

armor of its own.

The creation of T-51b power armor helped the US annihilate the Chinese army.

The victory wouldn't last long.

In 2077, the US detected a Chinese sub off the coast of mainland America.

Nuclear retaliation was quickly authorized and the bombs started flying.

It's still not known who fired first.

The alarms rang out and those selected for a place in the vault made a run for it.

America was destroyed.

In broad strokes, that's the build up to Fallout 1.

I'll add a few smaller details later as they become relevant to the story.

Nearly 100 years later, in 2161, we create our character and take our place in Vault

13.

Story: Part One

You make many significant decisions in Fallout 1, but the biggest decision of all takes place

before you even boot it up.

You have to decide which version you're going to play.

The standard version of Fallout 1 on Steam contains plenty of updated graphics settings

for widescreen monitors, however there's a better version available, Fallout Fixt.

I decided to play the Steam version for my main playthrough because while it's not

a full enhanced edition like Baldur's Gate, it looked good enough in widescreen that I

didn't care.

Big mistake.

Fallout Fixt is the far superior version because it contains quality of life additions that

will make your playthough a lot less frustrating.

Even basic stuff like being able to scroll through your inventory with a mouse wheel

and seeing how much inventory space you have left are enough to justify using Fallout Fixt.

You can also press shift to highlight all the items that you can interact with which

saves a hell of a lot of pixel hunting.

Don't make the same mistake I did.

Play Fallout Fixt.

The second most important decision is how you create your character.

Much of your Fallout experience is going to be dictated by the decisions you make in the

character creation screen.

Your decisions here have consequences far beyond the odd damage buff or being able to

carry more loot.

There are a couple of pre-made characters, but you should skip them.

That's boring.

My main character, and the one you'll see most footage of in this video, is unoriginal

and overpowered, but I'm fairly sure this is what I did back in the day and I wanted

an extra little bit of nostalgia.

If you want to play Fallout to experience the story, but don't care too much about

a challenge with combat, then this character build should be a good fit.

There are more interesting builds you can use, but I don't think they're suitable

for a first playthrough.

If the only Fallout game you've played is Fallout 4, you might be surprised to know

that there are four distinct parts to creating your character's build.

First, there's the SPECIAL system that I mentioned earlier.

This is the core of your character.

I wanted my character to be a sharpshooter with a focus on small guns, so I went with

perception and agility for an alert character with maximum action points.

Intelligence offers some extra speech options, but the main benefit is that you level up

quicker.

Charisma is pretty much a dump stat in this game, although it does become a touch more

useful in the sequel.

I believe charisma stops your characters running away in the middle of battle, but it's hard

to pin down.

Next up is the skill system.

There are a lot of skills, but in all my time with Fallout 1, I doubt I've levelled up

half of them.

You can tag three skills for an immediate boost and can then increase whichever skill

you like each time you level up.

While the skills are expressed as a percentage, you can actually go up to 200%.

Small guns was an obvious skill choice for this character, although later on l switch

the focus to energy weapons.

There are two health related skills, doctor and first aid, although according to Tim Cain

there were initially three.

Stimpacks are plentiful during the game so I typically ignore these.

The rest are fairly self-explanatory.

I've never seen much value in sneak, steal, traps, or outdoorsman.

Science is useful for hacking terminals, but you'll need to repair more often than you'll

need to hack so I'd focus on that one.

The gambling can break the game's economy, but I'll show you that later.

Skills can also be boosted by purchasing books from vendors, however the books are expensive

and don't add much to your skills, so think carefully about where you dump your skill

points.

As far as I can tell, the lack of a particular skill never breaks the game, but you can certainly

make life harder for yourself.

Then there's the traits.

These are optional, but recommended.

In fact, I love the traits and they desperately need to make a return in Fallout 5 or whatever

comes next.

Traits give you a special boost but at a cost.

For my quick-firing character I went with fast shot which reduces the action point cost

of taking shots, therefore allowing you to get off more shots per turn, but means you

can't aim for certain body parts.

In other words, you can't use VATS, although it wasn't called VATS at this point.

I also took gifted, which adds one point to all of your special attributes but reduces

your skills by 10% and you get fewer new skill points each time you level up.

This is more than worth it in my opinion.

SPECIAL attributes are far more important to your character and much harder to improve

during the game than skills.

If you prefer to focus on skills, you can select the skilled trait which gives you a

10% boost to skills, but you don't get offered perks as often.

Speaking of which, perks are the final pillar to your character build.

You get offered these every three times you level up.

You'll only get around five to seven during the entire game, however they do offer some

useful benefits.

As you can see, there's a lot going on here and the decisions you make have consequences.

That's more evident when you play around with character builds that have notable weaknesses,

like low intelligence, but this video focuses on a more traditional campaign.

There's plenty more choices to make during your playthrough and you'll be forced to

make some tough choices that affect your ending.

Ah… choices in Fallout games.

I remember when they were a thing.

Fallout starts with the Overseer of Vault 13 telling you that the Vault's water chip

has broken and is beyond repair.

The Overseer asks you to leave the vault and enter the wasteland to find a new one.

You've never left the vault before and you're left under no illusion about the risks.

The wasteland is a dangerous place, but the stakes are high.

Without the water chip, everyone in the vault will die.

By the way, these claymation faces took four man months to make each.

They were made in a kiln and then modelled using a 3D scanner.

That's why there aren't all that many of them in the game.

This introduction feels completely different depending on your character build.

My main character is clever and capable.

As I imagine it, the Overseer picked her to get the water chip because she's the one

most likely to succeed.

She's being asked to risk her life for the vault by taking on a deadly mission, much

like James Bond might risk his life for his country.

Now consider playing as a character with low intelligence.

You're barely able to say words let alone speak in complete sentences.

You're strong, but not competent with guns.

Why are you the one being asked to leave the vault?

It almost feels like abuse at this point.

You're being picked because no one cares about you.

You're disposable and don't offer any value to the vault.

The depth of the character creator lets you see an identical cutscene from a completely

different perspective if you're role-playing as a character.

This difference hits even harder at the end of the game.

After a short section where you practice combat against a bunch of rats, you escape into the

wasteland and have complete freedom to go wherever you want.

The only marker on the map is Vault 15 so most players will head East.

Your route takes you directly through Shady Sands, a small community of people who used

to live in Vault 15.

As most Fallout fans know, the vaults were not built just to help people survive the

nuclear holocaust.

Vault Tec Corporation designed them as experiments on the vault dwellers themselves.

Typically these experiments took the form of filling vaults with a specific demographic

such as compulsive gamblers, talented musicians, or under eighteen year olds.

So what experiments were conducted in Vaults 13 and 15?

Well, there are two completely contradictory answers which are both kind of correct.

The short answer is that these vaults did not conduct any experiments.

There's no mention of it at all because the experiments were not part of the Fallout

lore in the first game.

The slightly longer answer is that when developing Fallout 2, Tim Cain came up with the vault

experiment idea and retconned it into Fallout 1.

Personally, I find this quite amusing knowing how sensitive people can be about lore in

the Fallout franchise.

Turns out it wasn't all created as part of some grand vision back in 1995 after all.

We now know that vault 13 was intended to stay closed for 200 years, double the usual

amount of time, to test out the effects of long periods of isolation.

The broken water chip forced the Overseer to abandon that plan.

Vault 15 was designed to stay closed for only 50 years and contained a deliberately diverse

group of people to examine how they integrated.

The vault 15 experiment didn't go all that well by the looks of it.

The vault dwellers splintered into four groups.

Three raider groups: the Kahns, Jackels, and Vipers, and one peaceful group: the residents

of Shady Sands.

Shady Sands is a great little introductory area.

If you talk to the locals, they'll drip feed you information about the surrounding

areas and you should be able to convince Ian to join you as your first companion.

You also get a couple of what we would now call side quests such as going to kill some

radscorpians in a cave.

If you bring a radscorpian tail back to the doctor he will make an antidote for you.

Don't spend too long in Shady Sands though, because you're on a timer.

Perhaps two of them.

On initial release, players had 150 days to collect the water chip although they could

get extra time by arranging for a separate water supply to be delivered to the vault.

In the Eurogamer interview, Tim Cain stated that the timer proved incredibly controversial

within the development team and got removed in a day one patch.

He refers to the water chip timer when he says this, however every version of Fallout

I've ever played has contained the water chip timer, even when patched.

I believe Cain might have been referring to a second timer that kicks in once you've

found the water chip which limited the game to 500 days.

From my own playthrough, it appears that the 500 day limit has been patched out but the

water chip timer is still in place.

Either way, you don't need to worry about the timers too much.

150 days is more than enough time to find the water chip and I spent a lot of time wandering

the wasteland without hitting a forced ending.

I know for certain I didn't mess about downloading any patches back in 1997.

I can barely figure that out in 2017.

I'm still pleased the timer has been removed.

Fallout is best when you have freedom and timers limit that freedom.

Anyway, with or without the time limit, you wander over to vault 15, forget the piece

of rope you need to get down the broken elevator shaft, go back to Shady Sands, pick up the

rope, go back to vault 15 and then find there's no water chip because the entire place has

been picked clean.

The only item of note is a decent SMG which you absolutely should not, under any circumstances,

give to Ian.

He can't be trusted.

With Vault 15 a let down, it's on to Junktown to see if you can pick up more leads.

This is what I typically consider to be the beginning of the main game.

Everything up until now was an extended tutorial.

In Junktown, you get a couple more quests, but most importantly, you can start making

decisions that will affect the lives of those in the Wasteland.

The quest centering around Killian Darkwater and Gizmo epitomizes everything brilliant

about this game and its sequel.

Killian is the mayor of Junktown.

When you first meet Killian, a man tries and fails to assassinate him.

Killian knows that Gizmo sent the assassin but he needs to get proof.

Gizmo owns a casino in the area and is generally considered to be bringing down the tone of

the neighbourhood.

Killian asks you to help get proof that Gizmo is responsible and he gives you a recording

device to get it.

Gizmo is a fairly reprehensible human being, but if you like, you can choose to side with

him.

Most people probably side with Killian.

You get Gizmo's confession on tape and team up with Lars, the head of security, and kill

Gizmo when he tries to fight his way to safety.

That's not exactly an unprecedented amount of freedom but it's the little differences

that I like.

You can get the confession in different ways such as planting a bug on Gizmo if you have

a high enough steal skill or through conversation if you can talk English good.

Or if you kill Gizmo yourself before getting a confession from him, you'll be banished

from town for trying out your own brand of vigilante justice.

The choice of sides you make in Junktown is reflected briefly in a slide that appears

at the end of the game.

If you sided with Killian, then you're told that the city prospered whereas if you sided

with Gizmo the city became increasingly seedy and fell into a state of disrepair.

Interestingly, in an earlier version of Fallout 1, this outcome was going to be reversed.

Siding with Killian would have suffocated the town due to his strict business regulations,

whereas Gizmo would have let the city blossom due to his popular casinos.

The developers decided to reverse it because they felt that players wouldn't like the

unclear correlation between their actions and the consequences.

I'm really mixed on this.

My first reaction was to say I loved the original idea to flip what we expect as gamers on its

head and have a good action lead to a bad outcome and vice versa.

It sounds great in theory, but I really struggle with decisions in games when I don't know

which is the good outcome and which is the bad one.

I've seen this pop up occasionally in RPGs or Telltale games and more often than not,

it's just down to bad writing that doesn't make it clear what your options are as opposed

to being an unexpected twist.

Scenarios like the one in Junktown can work, but there needs to be more to it than just

a gotcha at the end.

Taking this quest as an example, the unexpected outcome could be considered fair if there

were clues in the world as to the eventual outcome.

Perhaps you could find notes in Killian's office where business owners have pleaded

with him to loosen regulations.

Or people in the town could tell you how much they love Gizmo's casinos because they bring

in lots of visitors.

I'm sure others will disagree with me on this and that's fine.

It never made it into the game, so it's not important.

I just find it interesting that it's so difficult to pull off twists on moral actions

like this in a way that doesn't annoy the player at the end.

As gamers, we like to feel that we're in control so long as we play by the game's

rules.

Unfortunately, Junktown doesn't quite offer the level of freedom that fourteen year old

me so fondly remembers.

When you meet Lars, the head of security, he asks you to report crimes to him.

Clearly this is hinting at the dispute between Killian and Darkwater, however that's not

the only criminal action going down in Junktown.

Doc Morbid, yes, that's his name, is running a little side business in his basement where

he sells human body parts as food.

You can help Doc Morbid if you like, however you can't tell Lars what's going on.

It's not an option.

In fact, the nature of the dialogue choices in Fallout 1 came as a bit of a shock playing

it again in 2017.

I remembered having lots of choices and you usually do.

However, I didn't remember the dialogue being quite so silly at times.

Maybe tongue-in-cheek is a better phrase.

It works in a game with relatively primitive graphics and no voice acting, but I couldn't

imagine having these conversation options in a modern first person version of Fallout.

Many of the options would sound terrible if they were voice acted.

That was partly the point of course, and generally games were a little less serious back then

so it didn't matter.

But it is a little weird going back to it now.

That's no excuse for Fallout 4's crappy dialogue wheel mind you.

Before leaving Junktown, you can get yourself a couple more companions.

They aren't all as useless as Ian.

Tycho is handy with a shotgun, but the real star of the show is dogmeat.

He's mooching around after losing his previous owner, however you can get him to join up

by wearing a leather jacket to resemble the owner who left him here.

Given that Boyarsky cited Mad Max as one of the many influences behind Fallout, it seems

safe to say that this leather jacket wearing man with a dog is a little reference to another

post-apocalyptic wanderer.

After collecting my small group of companions, I headed to the Hub, which was full of merchants

selling you weapons, ammo, and skill books.

Don't worry if you can't afford what you want to buy, because there's a casino and

at this casino, the house doesn't always win.

If you get your gambling stat above 50% then you will win more bets than you lose.

The greater your skill, the higher percentage of bets you will win.

Simply hold down four and one on the keyboard and your character will keep gambling and

your funds will slowly go up.

Twenty years ago I treated this like a cheat code of sorts, but now I guess we'd call

it a bug.

Of course, it could be deliberate, but it seems like a strangely easy way to break the

game's economy.

The skills go up to 200%, so being able to break the casino at just 51%, or ideally around

60% to save time, is far too generous.

Having to get the skill above 100% would have been more fitting while still being attainable.

I wonder whether there was once a more in-depth gambling system in place where perhaps you

could play poker against NPCs and use your gambling skill to bluff them out of money.

As it stands, this is such an easy way to break the economy that you might even do it

by accident.

Of course, you can just not abuse the system, but I've never had much willpower when it

comes to that kind of thing.

Talking to the residents of the Hub leads you to a place called Necropolis, literally

the City of the Dead.

There's a lot of ghouls to clear out, so now is a good time to explore the game's

combat system.

Coming into the game, I didn't remember having any particular issues with the combat.

There's two possible explanations for this.

One, I was formerly a childhood genius with an excellent grasp of probabilities who thought

carefully before each movement to ensure that my characters always had the optimal strategic

advantage in battle.

Or two, I put the combat on easy mode and blazed my way through it without thinking

all that much.

I'll leave you to decide which option is correct.

Playing Fallout 1 now, I realize that the combat is kind of terrible.

Your character has a set number of action points which kick into gear when you enter

a combat scenario.

Moving one place costs one action point.

Movement is based on a hexagonal grid which is why your character always runs in such

a strange way.

Attacking enemies also consumes your action points, but the exact amount depends on your

character build, perks, traits, and weapon type.

If you want to check your inventory to switch out weapons or use a stimpack then that will

cost you 2 action points, which feels a little harsh.

The probability of hitting with any given shot, plus the damage done, is dependent on

how close you are, your weapon type, and character build.

So far, so simple.

In fact, it's that simplicity that's the problem.

There's so little depth to combat that you often feel out of control, especially when

it comes to your companions.

You can't directly control Ian and co.

You can give them vague commands such as stay close to me and use your best weapon, but

that's about it.

Worst of all, they don't even listen to those basic commands.

Countless times I thought Ian must be out of ammo because he resorted to using his fists,

but no, he had plenty left, he just decided it was a good idea to get into a fist fight

with a super mutant.

At least when he runs away he doesn't run the risk of dying.

I believe charisma might be linked to your companions listening to your instructions,

however I'm not entirely sure.

It's hard to test.

Having no control over your companions turns combat into a complete mess.

You are effectively on your own, with any damage done by your companions to be considered

a bonus.

I'm all for a bit of randomness in combat.

Most isometric CRPGs and many other games have dice rolls going on behind the scenes,

but you can usually play the odds.

Sure, you never know when you're going to succeed in any given combat scenario, however

you will have some idea of what to expect.

That's not what happens here.

You can't apply your knowledge of the odds to your advantage because you have no clue

what your companions will do.

I didn't enjoy the combat and it quickly became a chore.

In addition to ghouls, Necropolis is home to deadly Super Mutants who are quite capable

of killing you and all your companions with one shot should they actually manage to be

on target.

If you're careful, you can use the doorways and corridors to only fight one or two of

them at a time.

Otherwise, you're in trouble.

Underground, you'll find some peaceful ghouls who ask you to help repair their water pump.

You might as well do it because it's on your way to Vault 12 which is the next place

we're going to look for the water chip.

If you don't have the requisite repair skill to fix the pump, the peaceful ghouls give

you some repair books to boost your level.

On arriving at Vault 12, you find the door stuck open.

It never shut properly when the bombs fell, hence Necropolis is full of ghouls.

Following the Fallout 2 retcon, we now know that the door didn't shut properly on purpose.

It was designed to test the effects of prolonged exposure to radiation on people.

The three vaults in this game all have rather boring experiments, however that's likely

due to them being added later.

There wasn't much they could add without it being contradicted by something within

the game.

You find the water chip in Vault 12 and take it back to Vault 13.

The quest for the water chip might sound quite simple, but it tends to be a little tougher

in practice, especially for those of us used to modern day luxuries like quest logs.

Your PipBoy contains shockingly little information so you have to remember exactly what you've

been told by the NPCs.

This can be a problem if you take a week away from the game and come back to it between

missions with no idea where to go next.

In addition, crucial information pops up on the text log at the bottom of the screen and

is easily missed if a lot is happening at the same time.

My memories tell me that I enjoyed wandering the Wasteland, taking my time and talking

to everyone until I figured out what to do next.

With hindsight, I think fourteen year old me had a little too much time on his hands.

Anyway, the overseer thanks you for saving the vault and gives you all of five minutes

to bathe in glory before giving you another mission.

It seems that the mutant population has grown at an extraordinary rate recently so there

must be a facility nearby that is creating them.

Mutants threaten the safety of the vault, so you're once again sent out into the Wasteland

to keep everyone safe.

Story: Part Two

After returning the water chip, the game shifts from having a clear goal which you must accomplish

within a time limit, to a relatively open-ended experience with a vague goal of stopping the

mutant threat.

Even having played Fallout 1 before, the lack of direction given to the player is really

disorientating in this day and age.

It's a good thing, but it takes a bit of getting used to.

It's worth noting that you don't have to get the water chip at all.

You can move straight onto this part of the game if you like, however it will be tough

as you'll likely be under-leveled and won't have good gear.

I didn't get much time to explore because on my first trip back to Shady Sands I got

distracted by a meaty side quest.

The Khans, one of the raider groups formed from Vault 15, have kidnapped Tandi from Shady

Sands and you're asked to go and rescue her.

You can kill the leader of the Khans or convince him to let her go with your superior verbal

skills.

While relatively simple, I enjoy making choices like this.

It gives me that warm fuzzy feeling that I only get from freedom in RPGs and telling

people that Zelda games aren't actually that good.

My enthusiasm was quickly dispelled when I took Tandi back to Shady Sands expecting a

hero's welcome.

Tandi's boyfriend, who was the one who first told me she was missing, only muttered a generic

"thanks for your efforts" when I brought his girlfriend back.

The Fallout 1 I remembered had plenty of dialogue that reflected each and every choice you made,

but that's not really the case.

There are plenty of times where the world doesn't react to what you've done.

Once Tandi was safe, I returned to the raider camp to kill everyone and free the slaves

that were still there.

If you're ever in doubt about where to go, the Hub is always a good spot to get some

gossip.

If you ask around, you'll get information about attacks on traders.

These attacks are initially blamed on monsters such as the infamous deathclaw, however even

after killing the nearby Deathclaw, the attacks continue.

As you may have guessed, the attacks on traders are the work of the super mutants.

Just as a quick aside, the Deathclaw is closely modelled on a dungeons and dragons beast called

a Tarrasque (I think that's how you pronounce it).

Interplay had been working on a D&D game which got cancelled.

A clay model had already been made for the Tarrasque, so the Fallout team took it, made

a few changes, and created the Deathclaw.

It's named after Shadowclaws in Wasteland.

I still had huge parts of the map to uncover, so I went exploring.

I quickly discovered that the North West part of the map was far too tough for my crew and

the South East presented a severe radiation threat.

Eventually I stumbled upon the Brotherhood of Steel.

The guards won't let you into the compound just yet.

They give you a quest to retrieve an audiolog from The Glow, the area with heavy radiation

in the South East.

You're not meant to succeed at this quest.

This is simply how the Brotherhood gets rid of people who want to join up.

There were a few wasted trips where I succumbed to radiation poisoning and had to stock on

up on supplies in the Hub before going back to the glow and realizing I didn't have

the rope I needed to get down there.

Once I had a rope and plenty of rad x and radaway, I went down into the Glow and moved

through it as quickly as possible until I found the audiolog.

When I returned from the seemingly impossible quest, the Brotherhood let me into their base

where I did a couple of small quests and found a broken set of power armor just waiting to

be repaired.

This is why I recommended having a high repair skill by the way.

You can also get a suit of power armor from Michael by the gym, however you only get to

chose one item from him and I wanted the laser pistol.

While you're here you can pay for surgery to boost some of your special stats up to

ten.

You'll talk to many NPCs throughout your playthrough and it's often hard to tell

which of those conversations are important.

You don't have to talk to Vree, but you should.

Vree has experimented on the super mutants and discovered that they're all sterile.

She gives you a disk complete with her research on it which you can view on your PipBoy.

I love how game changing this information ends up being later on.

It's subtly delivered and in many ways this conversation is just like any other.

It's only right at the end of the game that you appreciate its significance.

You can power through to the end of the game now if you like, but I visited Adytum next

to solve another town's problems.

While doing so, I experienced a pretty big problem of my own.

Adytum is part of the remnants of Los Angeles and, like Junktown, there are two competing

factions with the Mayor at the center of things.

Mayor Zimmerman is mourning the death of his son, who was killed at the hands of the Blades.

Zimmerman works with a group called the regulators who protect the citizens.

He pays you to go and execute Razor, the leader of the Blades.

Razor tells you that the Blades have been framed and she gives you proof that it was

the Regulators who killed Zimmerman's son.

You can kill Razor anyway, but I took the proof to Zimmerman who was then promptly executed

by a Regulator.

Next, I intended to clear out the town of all the Regulators.

This didn't go smoothly.

As I mentioned earlier when talking about combat, each shot has a probability of hitting.

Due to my character build, I nearly always had a hit percentage of 95%, so I didn't

miss all that often.

On the rare occasions I did miss, the shots typically disappeared into thin air.

Sometimes you hit another enemy or if you're really unlucky you hit one of your companions.

You can also be hit by misfiring shots from your companions.

In other words, sh*t happens and you learn to deal with it.

I'd nearly finished clearing out Adytum of all the Regulators, when I missed a shot

and hit a civilian.

Obviously, that's bad, but it was clearly an accident.

I'd already killed loads of Regulators, so my intentions were clear.

I was there to help.

Without wanting to sound overly callous, this guy should have been considered collateral

damage and I would have happily paid compensation to his widow.

Unfortunately, the citizens of Adytum didn't see it that way.

All of them immediately turned aggressive towards me and there was nothing I could do

about it.

I couldn't talk my way out of it or apologize.

I had to either leave the town, with regulators still there to control the other citizens,

or kill all the citizens myself.

Worst of all, the game slowed to a crawl because every citizen had to take their turn to move

towards me.

It took me an eternity to leave the town.

Of course, you should be saving often so this isn't a problem.

I was saving often, it just so happens that I pressed the quick save button instead of

the quick load button, so I was stuck with the consequences.

This wasn't a one off and I'm fairly certain it wasn't part of the intended design.

I saw similar situations during random encounters on the map where I helped people defend themselves

from raiders.

A couple of times, my companion shot one of the innocent people by mistake and they all

turned on me.

I killed them all because it seemed quicker and they weren't in any way important to

the story.

After killing them all, some text appeared on screen where they thanked me.

I don't know who was speaking as there was no one left alive, but they appreciated my

efforts I guess.

I'm not even counting all the times I accidently shot Ian because he had the exact same character

model as the enemies I was supposed to shoot.

There aren't all that many character models and Ian's leather jacket and jeans combo

is one of the most common.

The worst example of people turning against me happened on a second playthrough with a

low intelligence character who could only communicate in grunts.

Low intelligence playthroughs can be quite fun, but I recommend going with a level 2

or 3 for your intelligence stat.

Not being able to talk at all gets boring after a while.

Anyway, I walked into Shady Sands and talked to the guy at the entrance.

Instead of having a conversation, I was just warped to the underground area to kill the

radscorpians.

I came back after completing the quest and was on autopilot as I headed through the entrance

to give the radscorpian tail to the doctor.

I saw a comment flash up on the screen asking me to put away the knife but I didn't react

quick enough.

I was just a few yards inside Shady Sands and was only holding a knife, however the

entire town attacked me.

I tried to leave and come back, but it was too late.

For that minor offense, I was effectively banned from one of the main areas of the game.

Now, I'm all for your actions having consequences in RPGs, but the punishment should fit the

crime.

This is a touch extreme.

Imagine if someone is crazy enough to slag off Taylor Swift.

Sure, they shouldn't have done that and have likely broken a few laws, but they shouldn't

get the death penalty.

They can be rehabilitated and one day be reintroduced into society.

Putting these problems to one side, I eventually stumbled upon a military base chock full of

super mutants.

You can attempt to kill them by yourself or return to the Brotherhood and tell them what

you've found.

They'll then help you attack the base.

The base is full of mutants, but you can cut the numbers down a bit by finding a radio

on one of them outside and faking a call to lead some of them away from the base.

Before going into the base, you should probably say your final goodbyes to Dogmeat, because

there's no way he's making it through this.

The base has forcefields that do damage if you walk through them.

Some of them can be briefly deactivated, but regardless, Dogmeat will run through these

forcefields tail wagging happily as he takes damage until he dies.

There are a couple of tough fights in here, but if you have the power armor you should

be okay.

You're here to destroy the vats that are creating super mutants as part of a grand

plan by The Master, a man formerly known as Richard Gray.

You can complete the game without knowing much about the Master, but by talking to characters

like the ghoul Harold, and reading the Fallout bible, you can piece together an interesting

backstory for the game's main nemesis.

Before Harold turned into a Ghoul, he was a prominent trader around the Hub.

He teamed up with Richard Gray who had been expelled from his vault for murder.

Their caravans kept getting attacked and their attempts to find the culprits led them to

this military base.

At the time, the base was being used as a test center for the forced evolutionary virus.

Gray got knocked into a vat of the green fluid and Harold woke up outside the base already

starting to transform into a ghoul due to exposure to the virus.

Harold assumed Gray was dead, but Gray survived, albeit looking slightly worse for wear.

Gray started testing the virus on animals before moving on to the people he ordered

kidnapped from caravans.

The kidnappings were blamed on monsters such as the deathclaws.

The master then created the unity plan to take humanity to the next level with the forced

evolutionary virus.

He brings a doomsday cult on board and uses them as his spies under the guise of a religion

called Children of the Cathedral.

You meet these religious figures throughout the game however it's hard to figure out

the point of them until right at the end.

Ultimately, they are just puppets for the master and most of them probably don't even

know what they're doing.

By the time Fallout 1 starts, the Brotherhood has already found a super mutant body and

Vree is performing experiments on it.

The Master is located underneath the Cathedral but you need to go up before you can go down.

You need a keycard from a guy called Lasher.

He will either to give it to you if you ask nicely or you can just kill him.

Strangely, killing Lasher doesn't turn everyone here against you.

No one seems to care.

Upstairs you'll face resistance from enemies known as nightkin, super mutants who didn't

lose their intelligence during the transformation.

The only difference of note is that they equip stealth boys to become invisible, but they

still aren't too tricky to pick out.

Eventually you find Morpheus who has a keycard you can use to open one of the doors at the

bottom.

Annoyingly, the two keycards are similar colors and there's no indication on the door that

you have to use a certain one.

I got stuck here for a long time when I first played the game because I didn't understand

why the keycard wasn't working or that I had to use a different, but seemingly, identical

one.

I don't know if the colors looked more similar on my old monitor or if I was just feeling

especially stupid that day, but I thought I'd point it out.

On the way to the Master, I freed some prisoners and watched them celebrate their freedom in

style.

Now it's time for your showdown with the Master.

He tries to convince you to join him in his plan to enhance humanity and offers you a

dip in the vats to become part of the next phase.

You can accept his offer and get a bad ending where you see yourself submerged in the virus.

This scene didn't fit too well with my playthrough, because I'd already destroyed the vats at

this point.

Maybe there were vats somewhere else?

Either way, I appreciate the effort the developers went to in creating a special ending animation

at a time when this stuff was seriously expensive and took up a disproportionate amount of disc

space.

The good endings are more interesting.

You can fight the Master head on.

He calls in super mutants to help, but by this stage, you won't have too many issues

dealing with them.

Once he's dead, you flee the cathedral just as it blows up.

However, there's a far more satisfying way to end the encounter.

Remember the information you got from Vree about the mutants being sterile?

If you have that recording you can show it to the Master and tell him that his plan for

a new race of super mutants is doomed to fail because they can't reproduce.

You also might be able to convince him of this without the proof, but I think it requires

high charisma.

If you succeed, the Master commits suicide, saving you the need to fight him.

Whatever ending you choose, you get a slideshow summarizing the consequences of the decisions

you made during the game.

I love this feature and hope they bring it back for future Fallout games.

We're told that with the master dead, the super mutants destroy the Children of the

Cathedral and flee to the East.

The residents of Shady Sands go on to form the New California Republic that fans of New

Vegas will be very familiar with.

There's one final surprise in store.

After the slideshow, the vault dweller returns to vault 13 where he is greeted by the Overseer

and told he cannot come back inside.

The overseer states that if you were to return to the vault, you would be idolized and other

vault members would want to leave the vault to have an adventure of their own.

The overseer refuses to let you back inside.

He walks away and if your character has good karma then they will simply go their separate

ways.

If your character has bad karma, he or she kills the overseer.

This ending is often credited as an example of the mature storytelling in the Fallout

series.

It certainly hits hard and, like the beginning, your attitude to what happens outside the

vault can change based on your character.

My character was more than happy to sacrifice herself for the good of the vault.

However, if you have a low intelligence character, you might feel that he has been taken advantage

of.

You'll likely feel sorry for him as he probably can't fully understand what's happening.

Either way, the ending has never quite sat right with me and it goes back to my gripes

with the restrictive nature of some of the conversations.

At the start of the game, you're told that the wasteland is a dangerous place and you'll

be lucky to survive.

The first place you stumble upon is Shady Sands, a fully functional settlement with

working farms that is getting along just fine except for a few problems with raiders.

Junktown isn't too far away either and they do alright for themselves once you've removed

Gismo from the equation.

Before returning the water chip, you can tell the Overseer about life outside the vault,

but he quickly dismisses the idea of letting people leave.

I'm fairly sure the conversation option was just added in to appease players, without

much thought being put into it.

Of course, leaving the vault would make the quest for a water chip slightly redundant

and would be hard to implement, but it doesn't quite fit with the supposed freedom you otherwise

have.

.

Even ignoring this problem, the ending doesn't make a lot of sense.

You grew up in the vault so people know who you are.

They know you were sent outside to find a water chip.

They know you found it and came back to the vault.

You probably helped out with a side quest while you were there.

You're still going to be talked about as a hero.

In fact, I'd argue that not having you in the vault would only enhance your status.

If you moved back into the vault, people would remember you're just another human being

instead of elevating you to god-like status.

They would also assume that the vault is the best place to be because you came back.

If you're banished, people in the vault are going to wonder what happened.

They might even go looking for you.

Many people, likely the majority, feel differently about the ending, and I'm not for one second

suggesting they're wrong to do so.

Ultimately, there's a hell of a lot that doesn't make sense in Fallout 1 and people

are bothered by different things.

It's why some people refer to complaints as nitpicking, because it doesn't bother

them personally.

I opt to pretend the epilogue doesn't exist and imagine that my vault dweller chose never

to go back to vault 13.

Should You Play It?

Fallout 1 was undoubtedly a great game in 1997.

I've discussed some of my memories of Fallout 1 from my teenage years, however the vast

majority of the criticism here comes from the perspective of someone playing the game

in 2017.

I'm not attempting to discuss the game as if it were 1997 because that's impossible

and a fairly pointless exercise at that.

If you want people's opinions from 1997, then it's best to read people's opinions

from 1997.

Just to give you an idea of how good Fallout 1 was back then, I'll repeat an anecdote

from Tim Cain's GDC speech.

Fallout's Quality Assurance testers couldn't quite finish their playthroughs in the work

week and the game was reset each Monday morning.

The QA team was so desperate to finish that they would come in at the weekend and work

for free, even though Interplay offered them time and a half to play other games.

They were hooked.

Fallout 1 nearly didn't get made and it's incredible that it ended up being as good

as it was with so few resources.

It can't be overstated what a fantastic achievement it was for the time and before

I get a little negative, I want to make it crystal clear that I am very grateful to Tim

Cain, Leonard Boyarksy, Feargus Urquhart and everyone else who helped make Fallout 1.

I never regretted my purchase which cost a relatively large percentage of my available

funds back then and it kickstarted a great franchise.

It's also great to see Tim Cain being so open about Fallout's development because

the game's industry is typically close-mouthed about this stuff and I find it fascinating.

So to get to the question, should you play it now?

Well… probably not.

Obviously that's going to prove contentious, so I'll state right off the bat, that there

are certain people who definitely should play it.

Anyone who's a big fan of the Fallout franchise should of course give it a go to see how the

series started.

There's the first appearances of the Brotherhood of Steel, the Deathclaw, and the super mutants,

plus you'll get to see the creation of the NCR first hand.

I've not covered even half of Fallout 1 in this video, so there's plenty more to

see.

You can help out memorable characters such as Harold or side with Set in Necropolis.

Not to mention, it's been given away free a couple of times over the years, so there's

a good chance you already own it.

In an ideal world, everyone with even a passing interest in video games would play Fallout

1.

It started a huge franchise that has sold tens of millions of copies over twenty years.

It's a part of history and every gamer would be better off for having played it.

However, there are a lot of games demanding our time these days and finding twenty or

so hours for a Fallout playthrough is a big ask.

Who of us doesn't already have a huge backlog of games demanding their time?

The people who want to play Fallout 1, probably already have.

When you remove the novelty of seeing the start of the Fallout universe, you're left

with an isometric CRPG that has a terrible combat system, entire towns that turn on you

for holding a knife, and a dialogue tree that doesn't have quite as much freedom as you

might have been led to believe.

The graphics are of course looking a touch dated.

Some parts are still great, such as the talking heads you see on screen here.

They each took four man months to make and required a clay head to be sculpted and scanned

in a 3D scanner.

It took a hell of a lot of work by the sounds of it.

Unfortunately the in game animations aren't as good.

One animation in particular is kind of hideous and you'll see it a lot.

Whenever you open a door, your character will stop and do this weird animation where he

or she fiddles with something in the air as if picking a lock.

This animation is the same on wooden doors that open on a hinge and metal doors that

slide open.

It's slow and annoying because you can't ask your character to move into a room until

they've opened the door first.

It's definitely a small problem, but it begins to grate after 25 hours.

This animation is also used to heal people and steal from them.

Speaking of which, if you want to move items between you and your companions, you have

to steal from them, even if you're actually giving them stuff.

Speaking of the inventory, there doesn't seem to be any way to organize it which is

especially annoying when you enter towns and have to put your weapons away and then equip

them again when you leave.

These are just little niggles of course, but I find stuff like this harder to deal with

than primitive graphics in old games.

None of this should stop you playing Fallout 1 if you're interested.

Every game I intend to play as part of this series is probably worth playing, but it would

be pointless for me to recommend them all.

For one thing, it would take over a 1000 hours of your time to play them.

I want to focus on the very best of the best and I honestly don't believe Fallout 1 is

the best isometric CRPG out there.

I'm cheating slightly as I've also played Fallout 2 before and I'm fairly sure it's

better than Fallout 1.

Likewise, I've played some Baldur's Gate and prefer that.

I don't want to end this video on a negative note, so I want to talk about one of the many

small details that makes Fallout 1 special.

During my playthough, I kept waiting for the mission where you get sent to find an alien

spaceship.

I knew this was part of the game.

I found an alien spaceship back in the day.

It had to be out there.

Nope.

I played the entire game without ever finding that quest.

I did a bit of research afterwards and discovered that the alien spaceship, complete with dead

aliens, actually pops up in the random encounters, not as a quest.

My memory had misled me.

I booted up an old save and wandered the wasteland for literally hours.

Still nothing.

In the end, I gave up.

Apparently, the spaceship shows up based on the luck stat of your character and mine was

only 6.

The alien spaceship contains an alien blaster that is the most powerful weapon in the game.

This was added in the full knowledge that most people would never see it and in those

days that was a big ask.

There are other little details like this, but I'm not going to spoil all of them.

You can feel the effort put into Fallout 1's development.

It's not as good as I remember, but it's got more soul than certain other games in

the franchise.

Despite not being completely awestruck by the brilliance of Fallout 1 this time around,

I don't regret playing it again at all.

I'm used to old games not being as good as I remember; it's pretty much par for

the course with retro gaming.

There are very few games that play as good as you remember 20 years later.

My rapidly failing memory tells me that Fallout 2 is better than Fallout 1.

We'll soon see whether that's correct because in chronological order, the next major

isometric CRPG is, well, Fallout 2.

The Christmas break is going to mess up my schedule a bit, but I hope to get the Fallout

2 video up in February.

I hope you enjoyed this Fallout 1 retrospective.

This is an ongoing series, so I'm desperate to get your feedback in the comments.

I will be reading all of it and taking it on board for subsequent videos.

What bits did you like?

What bits did you hate?

For future videos, should I delve into the development history more or less?

That kind of thing.

Old games tend to have a niche audience on YouTube, so I would really appreciate, even

more than usual, if you could hit the like button and maybe consider sharing it.

I'm going to keep making these videos regardless of the audience for them, but getting views

helps a lot with motivation.

I'm still hoping to get another video out before Christmas or maybe during the break.

It will likely be on either Wolfenstein 2: The New Colossus or Hellblade.

If you want to be kept up to date, then follow me on Twitter and maybe consider checking

out my Twitch streams.

Okay, thanks for watching.

Cheers.

For more infomation >> Fallout 1 Retrospective | A History of Isometric CRPGs (Episode 1) - Duration: 50:32.

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Kim Kardashian Dyes Her Hair Blonde - Duration: 1:18.

- Did you know it's National Be Nice Day?

- When is National Kourtney Day?

- I think we should give it a try.

We can be nice.

- I'm always nice.

- No matter what, when Kim shows us her new hairdo,

we're gonna be nice.

- Okay.

- So what do you guys think?

Do you love it?

Guys?

- It's ...

watermelon!

- Sour watermelon.

- What? - I said so watermelon.

- You guys really like it?

- Kim, it is so ...

your hair.

- Because it's on your head.

- Yep, that's where it is, all you.

- But what about the color?

- What about it?

- Do you like the color?

- Define "like."

- Why are you guys acting so weird?

- Okay, I can't do this.

- Me neither, I'm dying.

- Just tell me the truth, do you like my hair?

- No. - No.

- How many times do I have to tell you

don't go blonde if you don't darken your roots?

- I hate it.

- Say it with me: tanning is a no, if the hair is like snow.

- Never do this again.

- (bleep) both of you!

- I think we were pretty nice.

- She should be thankful.

(eerie music)

- Look, I can explain.

- You better explain why I saw you eyeing my boyfriend!

- What?

- She was all over him with her eyes!

I saw her!

- I've been nowhere near your--

- Stay away from him, you whore!

Do not breathe, talk, look, prespirate, masticate,

or engage in meaningful conversation with my boyfriend!

- Who is your boyfriend?

- He's mine is what he is, okay?

Mine!

- I honestly think she's on drugs.

(growling)

- That can't be good.

- Scar, where can we get you some blood?

- At my house.

My dad stockpiled some for me.

- Let's go!

This place is huge!

- Yeah, my dad kinda spoils me.

- Prudence, you sure we're not being followed?

- We're not being followed, we took care of everything!

- This beach is pretty private, so we should be okay.

- All right, let's get you fed.

(knocking)

(suspenseful music)

♪ Simgm Productions ♪

♪ Simgm Productions ♪

♪ Simgm Productions ♪

♪ Simgm Productions ♪

For more infomation >> Kim Kardashian Dyes Her Hair Blonde - Duration: 1:18.

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Sarah Huckabee Sanders Admits That Trump Would Support Modern Day Segregation - Duration: 4:18.

On Wednesday of this week during the White House press briefing, White House Press Secretary

Sarah Huckabee Sanders had to defend the White House's take on the gay baker Supreme Court

case where the baker would not make a wedding cake for a gay couple.

Sarah Huckabee Sanders was asked to defend the President's statement or at least clarify

it a little bit.

This is what happened, take a look.

The Solicitor General's office said at the court today that a baker could put a sign

in his window saying, "We don't bake cakes for gay weddings," and that that would be

legal.

I'm sorry, could you say the first part of that question again?

My cough kind of drowned you out.

Yeah.

The Solicitor General, the lawyer from the Solicitor General's office for the administration

said today in court, in the Supreme Court, that it would be legal, it would be possible

for a baker to put a sign in his window saying quote: "We don't bake cakes for gay weddings."

Does the President agree that that would be okay?

The President certainly supports religious liberty.

That's something that he talked about during the campaign and since upheld since taking

office.

That would be ...

I believe that would include that.

Okay, and what-

Right there, Sarah Huckabee Sanders is telling us that Donald Trump, that the current White

House, the current administration, absolutely supports segregation.

That is what that means.

If a business is allowed to hang up a sign that says, "We will not serve gay people,"

that's segregation.

I don't know if Sarah Huckabee Sanders or Donald Trump ever took a history class.

Well, hell, I mean, Donald Trump probably lived through part of it.

But back when there were signs in businesses that say, "We don't serve coloreds at our

lunch counters.

No coloreds allowed.

No blacks allowed."

They're literally advocating the same thing today, but for gay people.

And that's just the beginning.

It always starts with one group being persecuted.

Then it's going to expand.

We've already seen what this administration wants to do to Muslims.

They want to ban them from even being able to come into our country.

Now, they want to say that if you're a business owner, you can segregate, you can discriminate

against any particular group that you want.

Keep in mind, this is not just about gay people.

This is not just about one particular group that these hardcore Republican phony religious-types

want to ban from their shops.

It will expand.

If the Supreme Court rules in favor of the baker in this case, it will set the precedent

to allow them to discriminate against anyone that they want based on whatever obscure,

skewed religious version they happen to subscribe to.

This is disgusting behavior by the Trump administration.

This is absolutely, as Hillary Clinton had said, deplorable.

This is the kind of crap that she was talking about.

Donald Trump promised during the campaign once again, that he was going to be so great

to the gays in this country.

That's what he said.

They love him.

Yet here he is openly saying through his press secretary that he is okay with businesses

hanging up signs that say, "We don't serve gay people."

Sarah Huckabee Sanders just admitted that.

They want to take the United States back to the '40s and the '50s, where it was perfectly

fine for businesses to say, "No.

We only serve white Christians here."

That's where they're taking us.

Rather than moving forward as a country, we're now moving backwards.

And we're moving backwards at light speed at this point.

Sarah Huckabee Sanders is more than happy to get up there at that podium every day and

advocate for this continued trip into the past where certain people in this country

no longer have any rights.

For more infomation >> Sarah Huckabee Sanders Admits That Trump Would Support Modern Day Segregation - Duration: 4:18.

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How Do I Come Up With Video Ideas? - Duration: 3:59.

Hey there!

So this was supposed to be a video about how I make my videos

but I ended up having a lot to say about the first step - coming up with ideas.

So I decided to split it into its own video and the rest is coming later

as a 20k sub special!

So let's get on with the video!

♫ Music ♫

Some people find this part of the video making process more difficult than others

but it's definitely the hardest for me.

I just want every video I make to be something interesting and unique

and often that doesn't leave a lot of options.

A good way out of this dilemma, at least for a channel like mine

is by telling stories of stuff that's happened in your life

but honestly I rarely have any video-worthy stories.

But the truth is you can take something which

sounds like a boring idea and MAKE it interesting and unique

this is something I realised when I started forcing myself to make regular videos

and I know people say you shouldn't force yourself to create

But doing this is a way for me to overcome my perfectionism.

Let me explain.

When Andro first came to me with the idea of playing "Will You Press The Button"

for a collab video I was like

"Absolutely not that is a stupid idea

maybe it works for your channel but it has no place on mine.

Hmph."

But then we did it anyway,

and I took the idea and I personalised it with my little characters and animations.

And it was..really fun.

And the video turned out great.

If I didn't push myself to come up with ideas you would maybe see only like... 3 or 4

videos on my channel right now.

Coming up with ideas is very stressful and missing out on time I could use to make videos

because I don't have an idea is really frustrating,

so let me share with you some of my methods

I use to speed up the process.

Number 1: ANYTHING can be a video.

Anything.

Has something been on your mind a lot lately?

Make a video about it.

Did you have an interesting conversation with someone?

Make a video about it.

Is there something you're always wondering about?

Find out what it is and make a video about it.

Whether you're going somewhere, doing something, thinking about something,

get into the habit of considering if it has potential to be a video.

Number 2: Don't worry about if it's already been done!

Say you want to do a challenge video.

But it's already been done by all the big YouTubers!

Either you're afraid your video being inferior or unoriginal - just.

Do it.

You know what you should do if you think you're being unoriginal -

MAKE it original.

That challenge video?

Sure it's been done before but what if you change the rules?

Bring a friend?

Combine two challenges into one?

There's infinite ways to make an idea more original and unique to you!

And number 3: Think about it from the audience's perspective.

What do YOU wanna watch?

What kind of videos interest you the most?

Try making videos that you wanna see.

If you ever think "gee I really wish someone would make a video about THIS subject in THIS

format, that would be really interesting"

Don't wait for someone else to do it - do it yourself!

It's also important not to let yourself get too stressed out - that makes it even

harder to come up with ideas!

If the only time you get super creative is when you're about to go to sleep - that's

cause your mind is nice and relaxed.

Consider taking some time every so often just to lie down or sit comfortably and just

think.

Like meditating, I guess,

but just let your mind take you through the possibilities

until you come up with something you really like.

I hope that some of these techniques help you, and if not don't worry about it!

Everyone's brain works differently, you just gotta find a technique that works best

for you.

But if you did find this helpful in any way, please consider liking the video - it really

helps me out.

Once I hit 20k subs I'll make a video about how I actually turn these ideas into videos

Thanks for watching and happy creating!

For more infomation >> How Do I Come Up With Video Ideas? - Duration: 3:59.

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LUGAR SECRETO | CLIPE OFICIAL | EP CÉU | GABRIELA ROCHA - Duration: 7:03.

For more infomation >> LUGAR SECRETO | CLIPE OFICIAL | EP CÉU | GABRIELA ROCHA - Duration: 7:03.

-------------------------------------------

My Vision for America | I Love You, America on Hulu - Duration: 1:34.

I love America.

I love America.

I love America.

And I love America.

That's why I want it to be the best it can be.

Quality education for all.

Livable wages and decent paying jobs.

Defending democracy and free speech.

No party buses.

A woman's right to choose.

Humane treatment of animals.

Normal pens with caps, not the click-y retractable ones,

where people are like, click click click,

eh click click click.

Protecting the environment.

Racial equality.

All the Medieval Times and Renaissance fairs you want

in Canada.

Universal healthcare as a human right.

LGBTT equality.

A nation without finger foods

where everybody isn't sticking their filthy hands

into one bowl of cheddar-flavored fecal matter

and dried semen.

Say no to bullying.

Say no to prejudice.

Say no to destination weddings.

Anyone who feels unsafe in their own nation

is allowed in America regardless of immigration status.

Safety is a human right.

Let's bring an end to private party magicians

and their billowy blouses.

Federal funding for after school programs.

What is it about magic that gives men ponytails?

I love America.

I love America.

I love America.

Don't CC me,

BCC me.

For more infomation >> My Vision for America | I Love You, America on Hulu - Duration: 1:34.

-------------------------------------------

Bitcoin Mining Hack! Mine or Buy & Hold Bitcoin? Hashflare, Genesis Mining, Hashing 24 - Duration: 22:21.

WARNING: The following programs are extremely risky. You should not invest in them unless you are prepared to sustain a total loss of your deposit.

I am not a financial adviser. I only talk about the strategies I use in programs that I personally invest in.

For more infomation >> Bitcoin Mining Hack! Mine or Buy & Hold Bitcoin? Hashflare, Genesis Mining, Hashing 24 - Duration: 22:21.

-------------------------------------------

Abgekupfert: Ist die Video-Idee von Pinks Song etwa geklaut? - Duration: 1:45.

For more infomation >> Abgekupfert: Ist die Video-Idee von Pinks Song etwa geklaut? - Duration: 1:45.

-------------------------------------------

Lindsay Lohan Reveals Why She's Single, Wants 'Mean Girls' Sequel | Daily Celebrity News | Splash TV - Duration: 1:04.

Lindsay Lohan isn't focused on her love life at the moment, and she doesn't even

believe one could be feasible.

According to the New York Post's Page Six, she told Entertainment Tonight "I'm not

in any relationship…

I don't think anyone could be in a relationship with me because I'm never there all the

time."

Lindsay has reportedly been splitting her time between New York City and Dubai, and

she can't seem to pick a spot.

She tells ET, "I love living in New York, but I do love the serenity and peace that

I find living in the Middle East because there are no cameras in Dubai and I can actually

focus on what I want to do in life."

One thing that could keep Lindsay grounded in one place long enough would be a real deal

"Mean Girls" sequel.

But she reportedly wants the full cast, including Rachel McAdams, to reprise their roles.

We'll see if she can "fetch" all of them.

For more infomation >> Lindsay Lohan Reveals Why She's Single, Wants 'Mean Girls' Sequel | Daily Celebrity News | Splash TV - Duration: 1:04.

-------------------------------------------

TALÁLKOZTUNK SÉAN GARNIERREL VARSÓBAN! | NYERJ EGY SÉÁN ÁLTAL ALÁÍRT VB LABDÁT KARÁCSONYRA! - Duration: 13:12.

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Daisy Ridley Admits the 'Star Wars' Cast Doesn't Hang Out | Daily Celebrity News | Splash TV - Duration: 1:05.

Daisy Ridley admits that she and her Stars Wars: The Last Jedi co-stars might as well

be in galaxies far far away from each other, because they never hang out.

Daisy tells E! News how much social time she was able to spend with co-stars like Adam

Driver, or John Boyega, and it sounds like they pretty much live on different planets.

She tells E!, "There was a night that I think Adam was around, so me and him got together

for a little drinkie-poo…

John and I weren't working together so much, but we would see each other in the day.

That's really the only time I can think of, actually!"

The actress compared it to her work on the Murder on the Orient Express, where she reportedly

says they cast would get together every weekend.

Thankfully, with the premiere of The Last Jedi and a huge press tour, we're guessing

the cast has been able to spend more time with each other post-production.

For more infomation >> Daisy Ridley Admits the 'Star Wars' Cast Doesn't Hang Out | Daily Celebrity News | Splash TV - Duration: 1:05.

-------------------------------------------

LIVE: Senator Al Franken statement, California wildfires, FBI oversight hearing - Duration: 3:03:42.

For more infomation >> LIVE: Senator Al Franken statement, California wildfires, FBI oversight hearing - Duration: 3:03:42.

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Mit The Rock & Kevin Hart: Nick Jonas hat Spaß in Berlin - Duration: 1:53.

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[Eng Sub] BTS Bang Shi Hyuk PD-nim Presidential Citation Acceptance Speech 방시혁 피디님 대통령 표창 축하드려요! - Duration: 2:15.

Anchor: BTS is not from Big 3 label companies, and they ranked number 1 in music show after 2 years of debut getting not much attention for a while.

Anchor: But now, even popular US artists describe them "to call them international superstars feels like understatement"

That's how popular they have become.

Reporter, Lee Sang Ju looked into their key to success.

Reporter: They swept No.1 on iTunes in 73 countries.

Reporter: 9 videos over 100 million views on Youtube. That is BTS.

Reporter: They ranked No.1 on Billboard's 50 Top Social Artist for 47 times.

Reporter: And the first K-pop group to receive Top Social Artist Award at the Music Award Show.

Reporter: They performed on all singers' dream stage of American Music Award.

Reporter: And they trended No.1 on Google that day.

Reporter: Bang Shi Hyuk PD who composed Baek Ji Young's "Like Being Shot By Gun" created BTS to debut in 2013.

Bang PD: There has to be the second and third BTS and I believe there can be.

Bang PD: We need to complete a success modeling

Bang PD: And we are working hard to relay this path to continue to the next junior artists.

Reporter: With familiar music sound to the western culture and global level of perfect choreography performance,

Reporter: the degree of contents completion and members' charm, talent, and utilizing SNS strategy to promote.

Reporter: they transgressed Korea and Asia.

Reporter: The value of culture and cause of economic effect, and the national brand asset BTS creates.

Reporter: it's expected to be over trillion won effect. (about a billion dollars)

Reporter: And their enthusiastic fandom is led to more interest in other groups.

Reporter: So we can expect commercial spinoffs of Hallyu (K-wave),

Reporter: The whole world is paying attention to the future of Hallyu, BTS's next steps.

For more infomation >> [Eng Sub] BTS Bang Shi Hyuk PD-nim Presidential Citation Acceptance Speech 방시혁 피디님 대통령 표창 축하드려요! - Duration: 2:15.

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Wallace's standardwing - The Beagle - Duration: 51:35.

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-------------------------------------------

Lindsay Lohan Reveals Why She's Single, Wants 'Mean Girls' Sequel | Daily Celebrity News | Splash TV - Duration: 1:04.

Lindsay Lohan isn't focused on her love life at the moment, and she doesn't even

believe one could be feasible.

According to the New York Post's Page Six, she told Entertainment Tonight "I'm not

in any relationship…

I don't think anyone could be in a relationship with me because I'm never there all the

time."

Lindsay has reportedly been splitting her time between New York City and Dubai, and

she can't seem to pick a spot.

She tells ET, "I love living in New York, but I do love the serenity and peace that

I find living in the Middle East because there are no cameras in Dubai and I can actually

focus on what I want to do in life."

One thing that could keep Lindsay grounded in one place long enough would be a real deal

"Mean Girls" sequel.

But she reportedly wants the full cast, including Rachel McAdams, to reprise their roles.

We'll see if she can "fetch" all of them.

For more infomation >> Lindsay Lohan Reveals Why She's Single, Wants 'Mean Girls' Sequel | Daily Celebrity News | Splash TV - Duration: 1:04.

-------------------------------------------

#THECLOSERSDAILY : EPISODE 138: WHY THE LONG FACE - Duration: 1:01.

- I'm Justin Konikow.

Welcome to episode 138 of The Closers Daily.

Hope you guys all had a great long weekend.

We're excited to be back, and got some

good content for you in the next couple days, so stay tuned.

This one has to do with strategies

for setting offer dates, if you're

trying to get multiples on your property.

One of the pieces of advice that

we're going to give you is, don't set your

offer date on a day when people aren't around.

Whether that be a long weekend,

a Monday of a long weekend, maybe even

a Sunday, or a weekend day.

The reason being is, you don't want

to miss any buyers that may be out

there either trying to get to the

property a couple days before you're

takin' offers, or you know, can't actually

get there in person to present on that date.

You don't want to leave any money

on the table if you're a seller.

Now if you're a buyer, make sure that

you're getting into the properties

that you want to get into, well ahead of

the offer date, so you've got time

to either do pre due diligence,

or get your offer in, if you are traveling on long weekends.

But, you gotta strategize with your agent.

Make sure you've got the right plan,

'cause at the end of the day,

you wanna maximize the sale price

if you're a seller, but if we're

repping you as a buyer, we wanna

do the opposite and get the lowest

price and the best conditions.

For more infomation >> #THECLOSERSDAILY : EPISODE 138: WHY THE LONG FACE - Duration: 1:01.

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Sarah Huckabee Sanders Admits That Trump Would Support Modern Day Segregation - Duration: 4:18.

On Wednesday of this week during the White House press briefing, White House Press Secretary

Sarah Huckabee Sanders had to defend the White House's take on the gay baker Supreme Court

case where the baker would not make a wedding cake for a gay couple.

Sarah Huckabee Sanders was asked to defend the President's statement or at least clarify

it a little bit.

This is what happened, take a look.

The Solicitor General's office said at the court today that a baker could put a sign

in his window saying, "We don't bake cakes for gay weddings," and that that would be

legal.

I'm sorry, could you say the first part of that question again?

My cough kind of drowned you out.

Yeah.

The Solicitor General, the lawyer from the Solicitor General's office for the administration

said today in court, in the Supreme Court, that it would be legal, it would be possible

for a baker to put a sign in his window saying quote: "We don't bake cakes for gay weddings."

Does the President agree that that would be okay?

The President certainly supports religious liberty.

That's something that he talked about during the campaign and since upheld since taking

office.

That would be ...

I believe that would include that.

Okay, and what-

Right there, Sarah Huckabee Sanders is telling us that Donald Trump, that the current White

House, the current administration, absolutely supports segregation.

That is what that means.

If a business is allowed to hang up a sign that says, "We will not serve gay people,"

that's segregation.

I don't know if Sarah Huckabee Sanders or Donald Trump ever took a history class.

Well, hell, I mean, Donald Trump probably lived through part of it.

But back when there were signs in businesses that say, "We don't serve coloreds at our

lunch counters.

No coloreds allowed.

No blacks allowed."

They're literally advocating the same thing today, but for gay people.

And that's just the beginning.

It always starts with one group being persecuted.

Then it's going to expand.

We've already seen what this administration wants to do to Muslims.

They want to ban them from even being able to come into our country.

Now, they want to say that if you're a business owner, you can segregate, you can discriminate

against any particular group that you want.

Keep in mind, this is not just about gay people.

This is not just about one particular group that these hardcore Republican phony religious-types

want to ban from their shops.

It will expand.

If the Supreme Court rules in favor of the baker in this case, it will set the precedent

to allow them to discriminate against anyone that they want based on whatever obscure,

skewed religious version they happen to subscribe to.

This is disgusting behavior by the Trump administration.

This is absolutely, as Hillary Clinton had said, deplorable.

This is the kind of crap that she was talking about.

Donald Trump promised during the campaign once again, that he was going to be so great

to the gays in this country.

That's what he said.

They love him.

Yet here he is openly saying through his press secretary that he is okay with businesses

hanging up signs that say, "We don't serve gay people."

Sarah Huckabee Sanders just admitted that.

They want to take the United States back to the '40s and the '50s, where it was perfectly

fine for businesses to say, "No.

We only serve white Christians here."

That's where they're taking us.

Rather than moving forward as a country, we're now moving backwards.

And we're moving backwards at light speed at this point.

Sarah Huckabee Sanders is more than happy to get up there at that podium every day and

advocate for this continued trip into the past where certain people in this country

no longer have any rights.

For more infomation >> Sarah Huckabee Sanders Admits That Trump Would Support Modern Day Segregation - Duration: 4:18.

-------------------------------------------

Bitcoin Mining Hack! Mine or Buy & Hold Bitcoin? Hashflare, Genesis Mining, Hashing 24 - Duration: 22:21.

WARNING: The following programs are extremely risky. You should not invest in them unless you are prepared to sustain a total loss of your deposit.

I am not a financial adviser. I only talk about the strategies I use in programs that I personally invest in.

For more infomation >> Bitcoin Mining Hack! Mine or Buy & Hold Bitcoin? Hashflare, Genesis Mining, Hashing 24 - Duration: 22:21.

-------------------------------------------

娱乐圈6大"恶"婆婆,儿媳跪地斟茶,验孙子DNA,刘嘉玲也未幸免 - Duration: 7:07.

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-------------------------------------------

What is the Addi Express King? Addi Express King Knitting machine Review - Duration: 5:40.

hey everybody welcome to Littlejoh's yarns I'm Alysha today we're going to be

talking all about the Addi if you're a crochet or a knitter and you want to

learn how to make a hat in under 30 minutes do not want to watch this video

in its entirety the material for this video was provided for by the Addi

company thank you but I would never recommend anything I

didn't trust and didn't think would be a benefit to my followers what we're going

to talk about this video is what exactly is the addy what can you make where you

can purchase it and how much it cost and in the end we're going to do a quick

unboxing so you can see exactly what you're getting for your money 80% of my

followers who come in my page are crocheters and they're seeing that Addi machine

for the very first time and they're wondering what exactly is this machine

according to the company that Addi machine is one of there newer machines is a

forty six needle circular knitting machine that's twice as big as their

original the Addi Pro which can make even bigger projects what that is in

laymen terms imagine a peg Loom knitter sprinkle with

speed BAM and then you'll have the Addi here it is right here all you do is

crank the learning curve is small once you learn how to cast on the sky's the

limit the patterns for a hat crank the pattern for a scarf credit like I said

the learning curve is small as soon as you purchase it and open up the box

you're able to make something immediately I'm a crochet I've always

wished to knit but can't knit if my life depended on it

this saves my life I actually compiling the knit from this machine with my

crochet and make a lot of beautiful things I'm actually going to provide

some pictures of the things I've made on Addi and also pictures from some of my

followers in my group of the things they made many of these people are first time

Addi users and are making these beautiful master

pieces so I'll show you those pictures now look at some of the things

the actual members of my group created the possibilities are endless many of my

members have limited crochet or knit skills the learning curve for the Addi

Express is very small okay now you've seen all the awesome things that you can

make when Addi you're thinking oh I have to have this machine so let me to

talk about how much it cost and where you can purchase it I'll leave a link

above and also a link in the description box below on where in how to purchase

the Addi machine well right now you can buy it on Amazon the addi pro right

that's the smaller one is going for about a hundred $124 free shipping and

also that addi King is going for a hundred and ninety five dollars free

shipping on Amazon I know that sounds steep actually it is expensive I'm a

normal person I don't have that much money either but if you're like me and

you sell your handmade goods you need a machine that can help you turn a profit

even quicker I can crank out a dozen hats in a day which would take me I

would take me pretty long time to do that by hand by crocheting and I'm a

pretty fast crocheter this thing has saved my life it's quick and if you

don't want to spend $200 on a big machine don't get the small one but I do

recommend getting the big machine first like I said I'll leave a link down in

the description box below on where you can purchase the machine now we're going

to do a quick unboxing so you're going to see exactly what you're getting for

the money that you pay the Addi machine comes in this cool little shaped box you

are seeing Addi Stoppers

two clamps so you can clamp them onto a table or a workbench extra I'm hooks for

your machine just in case one of the needle hooks break also they give you a

little needle for drop stitches also comes along with this Addi Express

booklet it has some recommendations for patterns tips tricks it teaches you how

to cast on and cast off and most importantly they're free simple thing

absolutely screw on legs and all you do is screw legs and your Addi is basically

put together soon as you scroll the legs you can make a hat in no time remember

like I said the learning curve is pretty simple okay guys I hope this video was

helpful so you can understand exactly what the Addi is I'll leave some links

in the description box below and I'll see you guys on the very next tutorial

you want to know more about the Addi then make sure you hit that subscribe

button and also check the notification bail so you'll always be up to date on

all my tutorials ok guys I'll see you guys later

For more infomation >> What is the Addi Express King? Addi Express King Knitting machine Review - Duration: 5:40.

-------------------------------------------

Beth Hardy, International CCS Knowledge Centre Carbon Capture and Storage Technology - Duration: 0:51.

HON. CATHERINE MCKENNA (Minister of Environment and Climate Change): So, Beth, tell me about

why you're here on this trade mission.

What are you trying to achieve?

BETH HARDY (Vice President, Strategy & Stakeholder Relations, International CCS Knowledge Centre):

I'm so happy to be here.

Thank you so much for inviting the International Carbon Capture and Storage Knowledge Centre

on this mission.

Carbon capture and storage is a vital technology for China, and we've been asked to help

them based on Canadian lessons learned and expertise.

Very important.

We know a lot.

This is going to help us bring down the capital costs and the operating costs working here

in China; 80% of emissions are coming from coal-fired power plants and in order to phase

out coal, we need to use abatement technologies that have big bites, just like carbon capture

and storage, so thank you so much for having us.

HON. CATHERINE MCKENNA: Well this is really great.

Environment and the economy go together.

BETH HARDY: Thanks.

HON. CATHERINE MCKENNA: Thanks.

For more infomation >> Beth Hardy, International CCS Knowledge Centre Carbon Capture and Storage Technology - Duration: 0:51.

-------------------------------------------

2017-12-07 Members' Statements - Duration: 14:39.

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trifold, sewing and bloopers! anyway - Duration: 11:29.

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6 Shocking Factors that Increase Your Risk of Skin Cancer - Duration: 6:14.

6 Shocking Factors that Increase Your Risk of Skin Cancer

When it comes to increasing your risk of skin cancer there are the obvious culprits: sunbathing

minus the sunscreen and an addiction to the tanning bed.

However, it may surprise you that your chances of developing skin cancer can increase from

more than slathering yourself in baby oil and cooking in the sun.

Read on for six shocking factors that can raise your risk of developing skin cancer…

1.

Living the Commuter Lifestyle

Do you commute to work daily?

Are your car windows treated with UVB reducing tint?

If not, you may be at increased risk of developing skin cancer.

According to a 2010 study from St. Louis University School of Medicine, there's good reason

why over three-quarters of early stage skin cancers diagnosed in the U.S. are located

somewhere on the body's lefthand side.

That's the arm you dangle out the window or prop up on the window like an arm rest!

And while window glass in most North American vehicles is able to efficiently protect against

UVB radiation, most car windows aren't treated to block UVA rays, allowing over 60-percent

to penetrate the skin on your dangly left arm.

2.

Red Hair, Pale Skin

When it comes to luck of the draw with sun exposure, I'm afraid those of us with lighter

hair and skin (particularly red heads with fair complexions) drew the shortest stick.

Data from a 2013 study conducted by Boston's Beth Israel Deaconess Medical Center, has

linked the genetic mutation that determines red hair with a higher skin cancer risk.

The study noted individuals with the gene mutation, MC1R-RHC (which is responsible for

red colored hair) are also prone to increased melanoma risk when exposed to UV rays.

Now, that doesn't mean your free and clear to go without sunscreen or sun protection

if you have darker hair and skin.

Always protect yourself with sunscreen, regardless of hair color or complexion.

3.

Mountain Living

It turns out all of that clean mountain living ain't all it's cracked up to be.

New York City-based dermatologist, Dr. Bruce Robinson, says if you live in a mountainous

region (i.e, Denver, Colorado), your risk of skin cancer is higher compared to individuals

who in sea level cities or towns.

Consider that with elevation, exposure to harmful UV radiation also literally "elevates"!

Data from the U.S. Environmental Protection Agency (EPA) shows that inhabitants of cities,

like Denver, Colorado, experience 15-percent more melanoma cases compared to the U.S. average

because the air is thinner and doesn't absorb UV waves as efficiently.

4.

You've Burned and Blistered Before

Research from the Melanoma Research Foundation doesn't want to scare you, but warns that

just one bad sunburn, which caused blistering, can increase your risk of skin cancer by up

to a shocking 50-percent.

The research pays primary attention to sunburn to the delicate skin on your torso (the upper

body, trunk, chest, and back) and links it with increased melanoma risk.

The Foundation advises us to apply sunscreen with SPF 15 or higher when enjoying time out

in the sun.

Be sure to apply sunscreen throughly, to the entire body (don't miss a spot), to reduce

the risk of skin cancer by up to 50-percent.

5.

Fly, Baby!

Your mode of frequent travel may well impact your risk of developing skin cancer.

I guess in a way, flying in an airplane does bring you that much closer to the sun.

However, this 2014 study conducted by the University of California, San Francisco, notes

that the higher you travel (by air); the higher your chances of developing a melanoma.

In fact, the study found that not only are flight attendants and pilots at increased

risk, passengers who frequently travel by air soak up more harmful UV radiation.

The study indicated that with every additional 3,000 feet you climb into the air (particularly

once you reach airspace above clouds or snowy mountains), you raise your exposure to UV

rays by 15-percent.

6.

Popping Little Blue Pills?

You've likely been prescribed a medication in the past that warned about "increased

sun exposure"?

Well, the little blue pill, knows as Viagra (or Sildenafil) is one of those medications.

So male patients taking the drug should be forwarded that taking this erectile-encouraging

medication could increase their sun sensitivity.

According to a 2014 research study conducted by Harvard University, researchers detected

a 84-percent increase in melanoma among males taking Viagra.

However, keep in mind study researchers speculate that men taking the drug also happen to be

more affluent, which means they can afford more vacations to UV-radiation prone locations.

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