The most ferocious weapon in “Playerunknown’s Battlegrounds!” This is actual online gameplay (nothing staged, never met the other player before), enhanced with music and sound effects – purely for entertainment purposes. In “Battle Royale,” both the novel (Takami 1999) and the movie (Fukasaku 2000), early on it is made clear that the contestants will “end up with a randomly selected weapon.” In the movie the Training Video Girl adds, “Not everyone will get a gun or knife! You might get lucky, and you might not.” Shuya Nanahara, #15, draws the big lot: “What’s this? I can’t fight with a pot lid!” … at least I got the pan itself, not merely the lid, leading up to the most absurd chase through the Battlegrounds yet – methinks.
Ten minutes of classic “Quake Live” Free for All deathmatch madness on the map “Hell’s Gate” (formerly Q3TOURNEY3). Featuring a nice comeback with some quite funny and/or epic moments in-between – my opinion. Before that not having played any Quake for ages quite shows. Disorientation, poor movement, no positioning, miserable aim, and general overstrain. But then I somehow get a tiny bit into it again … Shoutouts and thanks go to muckyman and the whole posse of “Ye Olde Sweaty Sock” – more of a pub than a server – who still are willing to play with me. Am just feeling comfortable with you, mates.
In the voiceover commentary I explain the Free for All gamemode, and a bit about Quake Live in general. For an introduction to the whole depth of Quake Live/Quake 3 Arena kindly consult Yakumo’s The Ultimate Quake Live Guide
Credits: I used an intro template by RavenProDesign.com The match was recorded as a Quake Live replay (demo), then with Shadowplay, edited with Sony Vegas Pro 13. Voicover recorded with Audacity.
System Specs: i7 5960X @ 4.2GHz (OCed) | Corsair Hydro H110i GTX | Asus ROG Rampage V Extreme | 32GB DDR4 Corsair Dominator Platinum | SSD 1: Intel 750 Series 400GB PCIe | SSD 2: Samsung 850 EVO 1TB SATAIII | HDD: WD Black WD6001FZWX 6TB SATAIII 7200 | Asus ROG Matrix GeForce GTX980Ti Platinum | be quiet! Dark Power Pro 11 850 modular Platinum | Corsair Obsidian 750D
On his fully equipped “Monster” hoverboard Mike, the teenage werewolf, speeds through “Transylvania,” the October 2016 version of “Subway Surfers”. Under a full moon von Frankenstein’s creature is close on his heels while Mike collects the last remaining ghosts of the weekly hunt. This Let’s Play video is meant as a showcase of version 1.62.1 … a bit spiced up with material matching the theme and ambience. Namely scenes from the movie “Frankenstein Meets the Wolf Man” (1943), the first of a series of so-called “ensemble” monster films doing crossovers by combining characters from several film series. The movie is public domain and can be found e.g. at The Internet Archive. Also appearing are drawings and paintings (public domain, too) by 19th-century German Romantic landscape painter Caspar David Friedrich (1774-1840), generally considered the most important German artist of his generation – and tremendously influential on the design of movie-sets and all kinds of pop-culture artefacts. The early monster-crossover movies almost immediately got spoofed by several “Abbott and Costello” comedy films – in the first, “Abbott and Costello Meet Frankenstein” (1948) the pair encounters the Wolf Man, Frankenstein’s monster and Count Dracula. In the 1960s according TV-series followed: “The Munsters” (1964-1966) and “The Addams Family” (1964-1966). Contemporary visions and ideas of Halloween costumes and themes, and of course the design of this version of “Subway Surfers,” all are legacy to the monster crossovers of the 1940s. The whole concept and its heritage finally was brought full-circle and upon literary heights by Alan Moore’s outstanding graphic novel “The League of Extraordinary Gentlemen”.
Just a short Teaser Trailer for the full video “20 Minutes in Transylvania,” a Subway Surfers Let’s Play.
“Subway Shenanigans” is a montage of stunts and trickjumps done in “Subway Surfers,” the popular endless runner mobile game. You will see all 52 characters available in the game until today, performing jumps you may not have seen before. Also featured are the x94 and x104 multipliers and rare events like doubled-up superjackpots from Mystery and Super Mystery Boxes. All was done in vanilla “Subway Surfers” as furnished by Kiloo and SYBO Games – no cheat, crack, or hack was employed. Special thanks go to Shaheer Ahmed who explained to me how to get the x104 multiplier. Having said that: Greetings to the “Subway Surfers” community in all the facebook groups! :o)
Apart from the original music from the game you will hear “Hyperfun” and “Quirky Dog” by Kevin MacLeod (http://incompetech.com) and licensed under Creative Commons: By Attribution 3.0 License (http://creativecommons.org/licenses/by/3.0/), “Cartoon Bank Heist Sting” and “Sour Tennessee Red Sting” by Doug Maxwell, and “Big Swing Band” by Audionautix.
Unfortunately I got a daytime job. That’s unfortunate—in a way, granted—’cause ‘Grand Theft Auto V’ (GTA5) for PC finally hit the storeshelves yesterday. Just returned from the store a minute ago and unpacked the thing. As you can see above till now Rockstar has done everything right. You get a fine box and not some cheap plastic DVD sleeve from the dumpster, as usual. And of course there’s the printed map of Los Santos … and seven, yes seven DVDs. I’ll shove the first one into my machine in a second. Around the web since yesterday there are horrible stories about installation problems. Well, let’s see …
Update: The whole installation process took a bit more than four hours, including the download of the 5GB patch. Then the game started up smoothly, runs flawless like a charm [nothing of all the stories flying into every direction on the net happened—quite to the contrary, it was the smoothest installation process of a triple-A title on my machine], looks absolutely incredible, gives me decent fps, and already is addictive. The atmosphere and the narration’s dramatics are just perfect. Controls and cameras are fine, too—until now I like the car steering even better than in IV.
Look at what you can make out of ‘Minecraft.’ Just look at it.
Neither the idea nor the mods necessary are by me—I just went some lengths in order to get it to run with ‘Minecraft 1.8.1,’ the latest version. Actually two nights ago I was browsing videos of photorealistic mods for GTA4 when YouTube suggested AnonimusSVer’s video called ‘↑Photorealistic Minecraft! Shaders + HD Texture Pack + Physics Mod (GTX 760).’ It completely stunned me. Instantly I loved the absurd idea of a 3D-world completely made of cubes, but clad in photorealism, and the strange atmosphere it creates. So I set out to recreate it, which needed some research and searching around.
First I installed the ‘GLSL Shaders Mod’ and then ‘Sonic Ether’s Unbelievable Shaders’ (SEUS)—the result blew me from my chair already. Next I patched the profile now created in the Minecraft-launcher with the ‘MCPatcher HD fix.’ Finally I installed the ‘LB photo realism x256’ resource pack. And that’s it, but …
… if you do all that, your ‘Minecraft’ may well crash on you. Very likely, indeed. To avoid that ↑first make sure that you’ve got the latest ‘Java Runtime Environment’ installed. Then, and this is crucial as the textures already are of some size, ↑allocate more RAM to the Minecraft-profile you are using. I allocated a healthy 8GB of RAM to the modded and patched profile. It now runs absolutely fluent and despite of all the modding I can see ten chunks far without any problems whatsoever. [I take it for granted that your graphics drivers are up-to-date ;o]
See below for due credit, complete information, and links for all mods and software employed.
The following three pictures show the exact same view. The first one as vanilla ‘Minecraft’ gives it to you. The second one as the ‘SEUS’ ultra shader renders the default textures. For the third one I combined the shader with Scuttle’s photorealism textures … just look at it.
Meanwhile everybody playing ‘↵Watch Dogs‘ (Ubisoft Montreal 2014) seems to know about the dealer’s showroom in ↑The Loop where you can easily steal a ↑Scafati GT, the most lamborghini-ish of all ↑cars in the game. There are videos on YouTube and more information around the Net explaining the feat. Just walk into the store, enter a car, drive it through the glass panes of one of the floor-to-ceiling windows, and off you go. I already had driven two Scafati GTs, stolen on the street, but nevertheless wanted to see the showroom.
When I reached it in an orange ↑336-TT—it already was that dirty when I picked it up at a Motel’s parking lot—I saw that there were only two cars on display in the vast room. Which gave me an idea …
How about filling up the showroom with sportscars, instead of stealing them from there? There’s no ↵suitcase to be found at the station, so something else has to be done in the game.
The 336-TT to my eye is a mix out of a Porsche 959/969, 911 and an Opel GT—but the front’s shape definitely resembles a Lamborghini Miura. So it makes a nice pair with the Diablo/Gallardo and something else mix the Scafati GT is. Both being orange was a lucky coincidence. … the guy on the left doesn’t like orange or just has no sense at all for automotive history.
Having the first two arranged nicely I set out to get the next sportscar. But when I returned with it, both orange cars had disappeared. Instead there was only one red Scafati GT now. As someone has said in a comment somewhere—it’s not ↑GTA, and there’s no place for storing cars. Well, let’s see …
Here you can see me just having delivered number three. Meanwhile it got dark and rain poured. The trick seems to be not to walk too far away from the showroom. As The Loop is a glitzy and wealthy ‘hood, chances are that you’ll find sportscars in close vicinity.
The best I could achieve was to get six cars into the showroom. The two Scafati GTs which already were there, a red and a black one; a silvergrey ↑Boxberg R1; two ↑Sunrims, one red and one yellowish green: and a ↑Papavero Stealth Edition. The green Sunrim was the end of the streak, because the police followed me after I had stolen it by dragging its possessor from the steering wheel. After my release from custody the cars of course were gone again. In the ↑words of the immortal Freddie Mercury: ‘I’m gonna go go go there’s no stopping meeee’ …
Once more I managed to cram six cars into the showroom. See how neatly I parked them in order to get more cars into my indoor parking lot? You guessed it, they disappeared. Enough is enough, I am leaving this place—I heard that there’s a Papavero dealership in the ↑Mad Mile—maybe their showroom is more stable …
No mods or cheats employed.
Artist and composer ↑Ben[jamin] Grosser, currently teaching at the School of Art & Design, University of Illinois at Urbana-Champaign, two days ago has published his fine article “↓What do metrics want? How quantification prescribes social interaction on Facebook.” Here’s the abstract:
The Facebook interface is filled with numbers that count users’ friends, comments, and “likes.” By combining theories of agency in artworks and materials with a software studies analysis of quantifications in the Facebook interface, this paper examines how these metrics prescribe sociality within the site’s online social network. That prescription starts with the transformation of the human need for personal worth, within the confines of capitalism, into an insatiable “desire for more.” Audit culture and business ontology enculturate a reliance on quantification to evaluate whether that desire has been fulfilled. These conditions compel Facebook’s users to reimagine both self and friendship in quantitative terms, and situates them within a graphopticon, a self-induced audit of metricated social performance where the many watch the metrics of the many. The theoretical analyses presented are further considered and examined in practice using the author’s artistic software, Facebook Demetricator. In use by thousands worldwide since late 2012, this software removes all metrics from the Facebook interface, inviting the site’s users to try the system without the numbers and to see how that removal changes their experience. Feedback from users of Facebook Demetricator illuminates how metrics activate the “desire for more,” driving users to want more “likes,” more comments, and more friends. Further, the metrics lead users to craft self-imposed rules around the numbers that guide them on how, when, and with whom to interact. Facebook Demetricator, through its removal of the metrics, both reveals and eases these patterns of prescribed sociality, enabling a social media culture less dependent on quantification.